Some abilities, weapons, and hazards affect areas rather than single targets. The same shapes also describe environmental hazards; an acid spill is a Zone, a thermal breach radiates as a Blast, a venting plasma feeder paints a Line down the corridor. One template language, two applications.
A circular area measured from a centre point. All creatures within the radius are affected. Defended against with EF (Evade Factor).
| Size | Radius | Hexes |
|---|---|---|
| Small | 2m | 1 hex from centre |
| Medium | 4m | 2 hexes from centre |
| Large | 6m | 3 hexes from centre |
| Huge | 10m | 5 hexes from centre |
A triangular area originating from the attacker. Width at the far end equals the cone's listed range. All creatures in the cone are affected.
A straight line from the attacker to maximum range. All creatures in the line are affected. Width is 1 hex unless otherwise stated.
A designated area that persists for a duration. Zones are created by abilities (Suppressive Fire, Saturation Fire), hazards (gas leaks, fires), or environmental effects. A zone's effect applies to any creature that enters it or starts its turn in it.
Hazard palettes. Environmental zones use the same shapes as weapon AoEs, with fills indicating the hazard type. See the GM-side mission design palette and the Hazards page for the full set (toxic, vacuum, decompressing, radiation, temperature, gravity, lighting).