Topic: Mass-Based Damage?
So I was explaining how the rules for Matter Conversion Beamers changed between Space Hulk 1e ('89) to their rules in Deathwatch ('10) to a fellow gamer, and made a Starmada analogy: "They went from mass-based damage to inverted range-based damage." This, in turn, prompted the idea for mass-based damage; weapons that generate a cascading damage effect on targets of higher mass. A notable example in fiction (outside of 40k's conversion beamers) is the Little Doctor from Ender's Game. My notion for the rules is increasing damage against targets with high hull, but I'm not sure how best to implement it; multiplication seems a little steep. Maybe adding 1 to the effective damage rating of the weapon for every 6 hull points the target has (or fraction thereof)? And then there's the costing issue...