Cyberpunk 2020 has a nice way of dealing with physical damage to characters.
When a hit is scored, first a hit location is determined on a simple table with a d10 (1:Head 2-4:Torso 5:Left Arm 6:Right Arm 7-8:Left Leg 9-10:Right leg). Each of these locations has a separate armor SP(Stopping Power) that is directly subtracted from the damage, and if the SP can completely absorb damage.
Then, the character's BTM(Body Type Modifier: A derived stat) is also subtracted from the remaining damage but BTM cannot reduce damage below 1
The remaining damage is marked on the character's health track which looks like
10 11 12 13 14 15 16 17 18 19
□□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□ □□□□
Lt Mod Sev M0 M1 M2 M3 M4 M5 M6
and represents your general ability to keep standing. The groups of four boxes each represent a damage category (Light, Moderate, Severe, Mortal 0-6) with corresponding penalties and risks.
The numbers above the track are the target numbers for Stun/Shock saves. Every time you take a hit, you must roll COOL+d10 to match or exceed the corresponding number. If you fail, you are incapable of doing anything due to shock and pain. You may try to regain your composure next round.
When you reach one of the Mortal categories, you must immediately make a roll with a single d10 to exceed the mortal category number. Fail that and you drop down and begin to die right there. If you succeed, you must keep rolling every round until you die or get medical attention. It is deadly.
If that is not enough, every damage category imposes penalties on every skill roll you make until you are stabilized. After that, the penalties apply only to physically taxing actions.
Light: -1 | Moderate: -2 | Severe: -4 | Mortal: -6
It doesn't end there. Whenever a single hit does 8 or more points of damage, you must make an immediate Mortal 0 save(if not more already). If a limb is hit, that limb is mangled beyond repair. If the torso is hit, make that a Mortal 2 save. If it is a head hit, don't ever bother. You're dead.
Not to mention that any damage after armor SP is doubled if it is a head hit.
Some numbers for completeness of information: Armor SP's are around 4 for heavy leather to 20 for fully padded composite milspec armor. BTM is a number between 0 and 4, 2-3 for most characters. Handguns and SMG's do between 2d6-4d6 damage per bullet depending on caliber. Assault rifles go up to 6d6. A good sword dishes out 4d10 damage. A solid hit with any of these means you're probably dead or will be soon.
This is a deadly system that motivates players to avoid combat whenever possible (usually after wasting a few characters) and go for more subtle tactics for solving their problems. Use at your own peril. :)