It's actually quite easy though involved. Just make sure you apply the texture of your object in the first place within db, so the texture has an image number. Now anything you draw on a copy of that texture can be reapplied to the model.
So, behind the scenes you create a bitmap other than 0 of the same size as the texture, and when shrapnel or bullets hit the object you want to bleed, you calculate where abouts on the texture that would be and then draw the texture tp your off screen bitmap, then superimpose the image (with background removed) of a bullethole or blood, or even just spatter some shades of red using the dot command over the texture image. Now you get image and texture object and switch back to bitmap 0.
That way you never have to worry about it coming off, it's permanent until you retexture the object with it's original clean texture.
Sorry if that's a lot to swallow, it's not as complex as it sounds really, just get to know the create & set current bitmap commands along with get image and paste sprite. Your sprites are the bulletholes and blood. You can even make it drip down the body if you get clever
ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.