Danger Space is Broken
From MegaTravellerWiki
There are two problems with MegaTraveller's Danger Space. One, the Danger Space rules were written with kinetic energy projectiles in mind; two, the Danger Space rules were never intended to be used with large danger spaces. Even a Danger Space of 10 metres is rarely if ever actually filled -- the Player's Manual rather explicitly describes a fusion gun with a danger space of 10 metres (six squares) that only causes damage to anyone within three squares (4.5 metres) before it attenuates to nothing.
The fix is simple: instead of dividing the Danger Space into "squares" per the Penetration according to the original rules, divide the danger space into "bands" according to the Penetration, then apply these bands evenly to the radius, dividing up the radius into the number of bands. An attack which has a penetration of 250, for instance, is divided into seven bands: {250/2} 125, {125/2} 62, {62/2} 31, {31/2} 15, {15/2} 7, {7/2} 3, {3/2} 1. Only the main target suffers the 250-point Penetration. Everyone else gets splash damage instead.
Player's Manual also states: "Unless an alternate danger space is specified for a particular weapon, all weapons have a danger space of 1 square." (p.73, Player's Manual, GDW). In My Traveller Universe, I revise this definition to say that all weapons without specified Danger Spaces have a Danger Space of zero metres. Unless you are directly impacted by the projectile, you cannot be injured by it.
