Conflict: the adventure game of modern warfare we have tried to establish a more-or-less realistic wounding system to cover modern combat.
This was inspired by Charles Franklin's article Hitting Them Where It Hurts.
From Franklin, we learn that of those wounded, the wounds will break down as below. KIA being death, INC being incapacitated, and WIA being merely wounded. Note, this is not the results of every “hit”, but of wounds requiring treatment. It might be for example that there are actually proportionally more hits on the torso compared to the head, but that torso hits are less likely to require the attention of a medic. But in a tactical or roleplaying game, we are not interested in hits but hurts, what takes the person out of the fight permanently (KIA), temporarily (INC) or hinders them (WIA).
Head 21%, Torso 21%, Limbs 58%
No breakdown of limbs is given, we assume exactly half of wounds on each of arms and legs. Probably roughly even chances of each limb being struck are right for fire combat, but with mines and IEDs, legs are more likely to be struck than mines, in any case it'll most likely all be lost in the randomness of the dice, and the referee can always adjudicate things so that stepping on a mine doesn't leave your legs intact but blow your nose off.
We further learn, that of each area wounded, a certain fraction have results as below.
FIRST we take the chances of each area being struck, and multiply by the chances of each area's wound being KIA/INC/WIA.
SECOND, we multiply these results by the effectiveness of each armour, so that some of the wounding results become “none”.
Here we can see that because vests stop 75% of all fragments, while 21 of every 100 hits would normally cause a KIA/INC/WIA result, now 15-16 will be entirely stopped, leaving 5-6 KIA/INC/WIA results.
Limb armour was not covered in Franklin's article, we will assume that it acts like vests, but only half as effective since it covers at most half the limb.