Well you really want the smaller pieces shattering around the point of impact.
What I would do is build the shatter network by hand. Create your geometry making sure there are quite a few surface divisions on the geometry. Add a colorSOP and colour it black (0,0,0 - RGB respectively). Next add a paintSOP and change the foreground colour to red (1,0,0 - RGB respecitvely) and paint around the point of impact. Now this is whyyou need the extra surface geometry so there are enough points to paint this colour.
Drop down a voronoi fractureSOP down and pipe the geometry into the first input. Now take another wire from your geometry and feed that into a scatterSOP. Change the scatter "force total count "to say 50 for a trial. Now inside the scatterSOP there is a checkbox thats says “Density Attribute”, click this on and delete the word “density” from the now accessable drop down, and change it to Cd for the colour attribute you painted in red on the geometry. Now the scatter will scatter those points anywhere with a value above zero, and as we painted red only, the scatter will happen only in the painted area’s.
Wire the output of this into the second input of the voronoi fractureSOP. Now it will shatter based on those points location. The force total count in the scatterSOP directly controls how many pieces are created for the shattering to happen.
Now use the shelf tools to set up the fractured object and build glue networks to your liking.