Eh, still wrestling with mixing melee and guns, may just back off to a two simultaneous actions per 15 seconds deal.
Decided on adding -2 to hit under fire to bring the average to hit in line with 1000s of LE combat to hit results, which also nicely puts in a form of suppressive fire.
Meantime, went ahead with the Striker sliding damage table as follows-
Each specific result is a hit on a body part, and corresponds to the previous light/serious/critical wound structure noted before (1D/3D/5D with mods).
In other words, where you hit determines damage, not what you hit with.
Penetration still works, but it doesn't increase the damage past neutralizing the armor protection.
2-3 Slight Wound (cut, no die)
4 Distant Arm/Minor
5 Distant Leg/Minor
6 Facing Arm/Minor
7 Facing Leg/Minor
8 Hip/Serious
9 Spine/Serious
10 Abdomen/Serious
11 Chest/Serious
12 Head-Neck/Critical
Damage is 1D Minor/3D Serious/5D Critical +1D Hollow Point +1D HE +1D Energy Weapon (plasma/fusion guns are both HE and Energy Weapon).
Ex. a Rifle with Pen 3 hits 9 (Spine), target wearing cloth, 3-5 is -2 to damage, so Minor damage to the spine (1D).
Only plus to the table is applying skill to damage rather then to hit.
Ex. a sniper with Laser Rifle-4 uses all 4 skill points to increase damage. A successful hit strikes 8 (Hip), but the +4 makes it a Head shot- no Reflec or helmet, so that is 6D of damage.
The beauty of using this is being able to have differing armor levels on chest, head/helmet, legs and arms.
Also, the target character's cover can be determined including exposed parts, if the hit strikes a part that is behind cover, then it is readily applied.
I seriously considered setting up specific damage sequences for each body part (ex. DEX first for head, STR or DEX for arms, END for abdomen, etc.) but it is just too much overhead for not enough play gain.
The QND Medical Drama system was designed with this in mind- in combination, it should be easy to describe wounds and trauma situations.