AREA AND
SPREADING
ATTACKS
Some attacks – dragon’s breath, gas
bombs, etc. – affect a wide area.
Damage from all such attacks uses the
Large-Area Injury rule (p. 400), unless
the victim is so big that only a single
body part is contained within the area.
Area-Effect Attacks
Gas bombs, Molotov cocktails, and
similar attacks – including anything
with the Area Effect enhancement
(p. 102) – affect everyone within a
specified radius. Damage does not
usually decline with distance. On a
miss, use the Scatter rule (see p. 414)
to determine where the area is cen-
tered. Active defenses don’t protect
against an area attack, but victims
may dive for cover or retreat out of the
area; see Dodge and Drop (p. 377).
Cone Attacks
Dragon’s fire, wide-beam micro-
wave and sonic weapons, and any-
thing with the Cone enhancement
(p. 103) are examples of cone attacks.
A cone attack requires a roll to hit . . .
but it might still catch the target in the
area of effect on a miss! On a hit, the
cone is on target; otherwise, use the
Scatter rule (see p. 414) to determine a
new target point. Once you know the
target point, imagine (or trace on a
battle map) a line between the attack-
er and that point. The cone spreads to
either side of this line, out to its maxi-
mum range.
A cone is one yard wide at its ori-
gin, but increases in width at a “rate of
spread” equal to its specified maxi-
mum width divided by its maximum
range. For instance, a cone with a
maximum range of 100 yards and a
maximum width of 5 yards would
spread by one yard per 20 yards of
range; out at 60 yards, it would be
three yards wide. If maximum width
is unspecified, assume the cone
spreads by one yard per yard of range.
A cone affects everyone within its
area, but anyone who is completely
screened from the attacker by an
object or person is behind cover,
which protects normally. Targets may
attempt a dodge defense to leave the
area or get to cover; see Dodge and
Drop (p. 377).
Dissipation
Certain cone and area attacks dissi-
pate with distance. This is common for
realistic wide-area beam weapons and
area-effect burning attacks. Attacks
with the Dissipation limitation
(p. 112) also use these rules.
In the case of a damaging attack
(e.g., Innate Attack), damage declines
with the target’s distance from the cen-
ter of the area or the apex of the cone.
For a cone, divide damage by the
cone’s width in yards at the target’s
distance from the apex. For an area
effect, divide damage by the distance
in yards between the target and the
center of the effect.
For an attack that allows a HT roll
to resist (e.g., Affliction), find the
“damage divisor” as above, but do not
apply it to damage (if any). Instead,
use the divisor as a bonus to the HT
roll to resist; e.g., two yards from the
center of an area effect, add +2 to HT.