Ok, wow, necro warning

Alright, summarising how I will do damage:
Damage
1. TARGET HIT – AP/BD of attack is known.
2. Determine Hit Location – roll 2d6 to determine location.
3. Compare BAR of hit location to AP of damage taken (Using armour effectiveness level 2 C.pg25):
a. If BAR > AP then take Fatigue Damage = BD – (BAR-AP)
b. If BAR =< AP then take Standard Damage = BD
4. If standard damage taken and BD is 5 or greater degrade armor by 1 point (PG.186).
5. Reduce Damage Based on Hit Location (Round fractions up) and apply.
6. If Standard damage received check for Location effects:
a. DAZED: Add one fatigue, 1d6 if location is HEAD.
b. DROP: If hit in HANDS target must make a DEX Attribute Check (applying Injury Modifiers) to avoid releasing and held object/s or grappled opponents.
c. KNOCKDOWN: If hit in LEGS or FEET target must make a RFL Attribute Check (applying Injury Modifiers) to avoid falling.
7. If Damage taken apply States:
a. BLEEDING: If target takes Standard damage in excess of half his BOD score (rounded up), the character must make an unmodified BOD Attribute Check. Failure indicates BLEEDING.
b. CONSCIOUSNESS: If the target suffers Standard damage or is struck by a successful Subduing damage attack roll 2d6 vs TN7 (applying Injury Modifiers) or be UNCONSCIOUS.
c. STUN: If the character received any damage from an attack they are STUNNED.
Notes:
Fatigue/Standard damage house rule is written into this.
Trying to retain the hit location effects somewhat for extremities. Especially head.
Arms, feet and legs are one location. It is a simplification. Assumes symmetrical armour for now - if this becomes a problem I can look into it.
Roll: Location (Damage Multiplier)
As per book pg.190.
Changes 12/8: Drop is as per book now - limited to hands. Added new step 4 for armour degradation. Locations now as per book.