Some attacks affect an area rather than a single target. Explosions, grenades, flamethrowers, magical effects, and similar attacks use Area of Effect rules.
Area attacks target a point or defined area rather than resolving a normal attack against each character individually. The attack roll determines whether the effect is placed accurately. Its Hits do not increase the Damage dealt to targets within the area unless a specific rule states otherwise.
Each Area Effect lists its shape and size, such as a Blast or Cone. Characters caught within the affected area resolve the effect according to the rules below.
Explosive attacks use the same Area of Effect rules, with additional rules for blast falloff, placement, and deviation.
Area of Effect Attacks
Each Area of Effect specifies its dimensions and shape:
- Blast: A circular area centered on a point. Its listed value is the diameter of the area.
- Beam: A straight rectangular area with a listed length and width.
- Cone: A widening area listed as Length/Width. Length is the maximum distance and Width is the width at its farthest point.
Choose the effect’s position and orientation, then make the appropriate attack test. This may use Marksmanship for a flamethrower, Athletics for a thrown grenade, or another appropriate Skill.
Measure Range to the chosen point when relevant and apply Range, visibility, Wounds, and other situational modifiers normally.
If the attack succeeds, every target within the area is affected. The attack’s Hits determine accurate placement but do not increase Damage unless the effect specifically states otherwise.
Roll the effect’s Damage Bonus Dice once and use the same result for every affected target.
Targets caught in an Area of Effect cannot make a normal Active Defense. An aware target may instead use the Evade Interrupt Action before the effect resolves.
Each affected target rolls Passive Defense separately. Each Passive Defense Hit reduces the Damage they suffer by 1. Armor, Armor Penetration, Damage Falloff, and Wounds are then resolved separately for each target.
Area of Effect attacks are assumed to strike the target’s center of mass. Treat the Hit Location as the Torso unless a specific effect states otherwise.
Cover is determined from the origin of the effect. Full Cover may completely protect a target if it blocks the effect from reaching them.
Explosive Devices
Grenades, rockets, mines, demolition charges, and similar devices deal damage through an Area of Effect.
For an explosive device, the attack or placement test determines where the explosive lands or whether it reaches its intended position. Hits from this test do not increase the explosion’s Damage.
When the device detonates, roll its Cold Damage Bonus Dice once and add the resulting Bonus Hits to its flat Damage. Use the same Damage result for every target within the Area of Effect.
Each target resolves Passive Defense, Armor Penetration, Armor, Damage Falloff, and any resulting Wound separately. Explosive damage is assumed to strike the target’s Torso unless a rule states otherwise.
If a thrown or launched explosive misses, it deviates from its intended position and still detonates unless a rule or Complication states otherwise.
Damage Falloff
Some Area Effects lose strength with distance from their origin. These effects list a Falloff value.
Reduce the effect’s Damage by the listed amount for each meter between the target and the effect’s origin.
For example, Falloff 1/m reduces Damage by 1 per meter, while Falloff 2/m reduces Damage by 2 per meter.
Damage cannot be reduced below 0 by Falloff.
For a Blast, measure from its center. For a Beam or Cone, measure from the effect’s starting point.
Deviation
When a point-targeted Area of Effect attack fails, determine where it actually lands.
Roll 1d8 for direction. Treat the direction die as a compass, with 1 as north, 2 as northeast, and continuing clockwise around the compass.
Move the effect’s origin 1 meter for every negative hit on the roll, then resolve it normally from its final position.
An explosive that deviates still detonates unless a specific rule or Complication prevents it.
