Re: Shrapnel, Beehive, and Chance to Hit
A simple way to model less effective bursting power, reduced chance of a shrapnel or fragment hit, etc. might be to make it TL dependent.
Assume that the base chance to hit with fragments from an explosive or shrapnel munition is 10 + (TL-1), up to a maximum chance of 16. That is, base chance to hit is 12 or less at TL3, 13 at TL4, 14 at TL5, etc. all the way to a hit on 16 or less at TL7+, when the science of generating lots of highly lethal fragments was really figured out. Add modifiers of up to +/-2 for munition designs that were known to be especially effective or ineffective. Small caliber munitions of ~40mm or less might get a generic -1 to hit with fragments, those of 20mm or less might get -2.
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