M.A.D Tank Logic
Basicly in Red alert 1 Aftermath you had this unit and unlike normal approach to damage calculation, it rather defines percentage of damage to every target type as it rather counts it from their hitpoints stats in direct reduce. if Tank is 500 hitpoints and we had 50% vs it, it would be left with 250 hitpoints while another tank type of 600 hitpoints is left with 300.
Aftermath did it like this...
MTankDistance=250
QuakeUnitDamage=50%
QuakeBuildingDa
QuakeInfantryDa
Could be introduced as new single warhead key/flag that rather applies the verses % to reduce from target unit/building/
Damage in weapon would be dummy to allow firing but else dismissed and NO WHERE in this damage calculation would actual weapon's damage= field be used!
Some additional logic could be to allow consider target's existing hitpoints or its maximum declared hitpoints (strenght=) in the outcome behaviour.