AOE, Cones, Explosions
On a miss with area attacks check the margin by which you missed or the margin by which the target dodged by: that number is the number of yards you are off by (to a max of half the distance to the target).
Roll a d6 to see what direction the attack misses in.
Eg. 12 to hit, fails by 3. rolls a d6 gets a 5, the area of effect is centered 3 hexes away in the direction of 5.
Explosions
Anything with ex after the damage type (Crushing ex, or Burning ex, etc.) is an explosion.
In addition to the damage the explosion does to the person it hit, it also inflicts "collateral damage" on everything within 2 x # of damage dice (eg. Explosion does 6d damage everyone with in 12 yards).
The damage it deals collaterally is (same damage as center) / (3 x yards away from center) rounding down.
Fragmentation Damage
Any fragmentation damage appears in brackets after explosive damage (eg [2d]).
Everyone within (5 x # of dice of Fragmentation Damage) is vulnerable
Eg. A [2d] fragmentation attack would throw fragments out to 5 x 2 = 10 yards.
If someone is struck with the explosive attack then the hit is automatic.
Everyone else in the area gets attacked at a Skill of 15 adjusted by:
- Range modifier from the center of the blast to the target
- Prone modifier
- And Size Modifier
For every 3 points a Fragmentation attack hits, an extra fragment strikes the target.
Fragmentation damage is Cutting.

Eg. Damage rolled was 22.
1 yard away takes 22 / (3x1)=7.3333 (round down.
2 yards away takes 22 / (3x2) = 3.6667
3 yards away takes 22 / (3x3) = 2.4444
4 yards away takes 22 / (3x4) = 1.8333
Etc.
Demolition
An explosion doing 6dxn damage takes (nxn)/4 pounds of TNT
TNT is roughly 4x the power of Serpentine Powder.
Therefore for my campaign an explosion doing 6dxn damage takes nxn pounds of Serpentine Powder.
Cinematic Explosions
In reality explosions will usually kill an unarmored man
In this mode explosions do no direct damage, and ignore fragmentation all together.
Just count collateral damage.
Explosions Simplified
- Roll to hit (Throwing, Spell, Rocket Launcher, etc.).
- On a Miss find Margin of Miss (or Margin of Dodge).
- Then roll 1d to find direction, and use Margin as distance.
- Roll Explosion Damage (labeled as Damage Type ex.)
- Apply damage to target (or not if a miss).
- Find Collateral Damage Range: 2 x # of Explosion Damage Dice.
- Find next closest target distance, then apply:
- (damage) / (3 x yards from center) rounding down.
- Repeat until all targets in Collateral Damage Range are solved.
- If Fragmentation, Find Fragmentation Damage Range: 5 x # of Fragmentation Damage Dice.
- Check if hit with Explosion Damage, if so, skip to step c.
- Anyone else is attacked by Skill 15, modified by
- Range Modifier from center,
- Prone Modifier,
- And Size Modifier.
- For every 3 margin of success another fragment hits the target.
- Roll Fragmentation Damage (appears in brackets [2d]).
Cones
A cone is one yard wide at its origin, but increases in width at a “rate of spread” equal to its specified maximum 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