Ah, but Im guessing its still a general hit table any hit could hit anywhere even though the ship may not be bearing that system at the time of the shot, yes?
Yes and no.
Each different hull configuration allows different hit locations to "bear" through a particular direction. But one consideration is there's not "left" or "right" (or I should say no difference between left or right) as the system assumes ships can, and do, rotate freely on their main axis. So, for example, one of the bearings is "broadside" which accounts for much of the ship. Take a D20 (since that's the fundamental mode), put a finger on two opposing faces, look at the side of the die, and rotate it, and you can see how every face but the two you have your fingers on is "visible" from the "broadside". So, hit location does matter, but on the other side of the coin, for many hull types, most locations are hittable from from many bearings. For example, a scout ship (needle shape hull) has 15 of the 20 location visible and vulnerable from a head on shot. Seems a little counter intuitive, but when you look at a 20 sided die, and form it as a wedge in your head, it makes sense.
Once a location is determined, then only those systems in that location can be damaged ... initially. After the initial damage is applied, anything left is applied as "excess damage" and this damage starts to walk along the ship. If you hit location 5, and get some excess damage, then that damage will hit either location 6 (incrementing the initial location) or location 4 (decrementing). So the locality of the hit matters.
For example, when you lay out the crews quarters in the ship, when you initially assign them to the ship that is, may well place them apart so that they're not right next to each other -- helping ensure that at least a single hit can take out a bunch of your crew quarters. By the same token, when a crew quarters takes a hit, you'll know which block of them are hit. Obviously you can't scatter you M-Drive like that, if that were big enough to occupy more than one section, you would divide it up among adjacent sections.
Also, the system is detailed enough (thanx to FF&S) that you could, for example, have armor on the ship, but also extra internal armor around, say, the power plant, and the damage would have to penetrate both the outer armor and the inner armor to damage the power plant.
The point is not necessarily to distribute the ship systems to X percentage per hit section, but to create a directional hit mechanism that allows you to visualize how each hit tore up whatever and create a scene onboard the ship for the (surviving) crew to deal with, and to give a sense of 'fighting the ship' to the crew so what section is facing which opponent counts in large amounts.
Well this will do that. It will certainly take out specific chunks of the ship.
Not terribly interested in jumping systems, I would go to T5 if I were going anywhere else but CT/HG. Minus the 1000D grav thing, an IMTU guy has his standards.
You can just adopt the damage location system. The key criteria is that damage hits the ship, damage is applied to any external equipment mounted on the hull (like an antenna for example), any damage left must then penetrate the armor, and then the damage starts being applied to internal systems. But even that detail is not really necessary. You can simply use the allocation system across the 20 spaces and the hull configurations to help determine hit location, and apply damage however you want.
It's a pretty detailed system, you can pick and choose the bits you want. Hit location and internal allocation doesn't have anything to do with damage taken or how it's applied. So you can just lift the location/allocation parts, ignoring the entire combat and maneuver system.