Sorry about the delay mate, but here's an example of using procedurals as damage.
Excuse the shoddy model/texture, threw it together to show what I meant!
So the first one is rather basic, but I think is the sort of effect you'd be after for the sort of damage. Using FBM Noise set to perlin and four different layers you can get that effect. Each one is about 15% more transparent than the last. Granted, if you don't rush it like I did you'd get a much nicer effect. The second is just a rust-like effect using turbulence and 6 layers.
Now, DJ put up that Max-texturing tutorial a little while ago, you can use that exact same method to accomplish the damage, and a lot more controlled. It's also a great way to simulate weathering.

Alternatively, if you want, I can give it a whirl.
Love the work you've done on the Miranda, Baz! She's a beaut!