Blast Attacks and Scatter
Attacks that have the Blast effect vary their damage from the point of origin. Each Blast Attack has a damage effect at Ground Zero (within 1 meter of the explosion), Close (1–4), and Near (5–50) range. Medium, Far, and Extreme are too big for most handheld explosive and shoulder-fired weapons. Most explosives are listed with a maximum blast radius. If no maximum is listed, they get everything within a fifty-meter radius.
The attack is resolved with a relevant skill + Agility test to land the explosive device where they want, with each hit decreasing how far it scatters from the point of impact. To determine scatter, roll 2D6 and consult the Scatter at Range table. This table tells how far the explosive scatters. Roll 2D6 again to determine the scatter direction via the Scatter Diagram. The orientation of the diagram is based on the direction the attack is initially traveling. Once the direction and distance of the scatter is known, the blast can be resolved using the Damage Values at the various range increments.
Defending against Blast Attacks is a little different. Characters targeted by an attack - basically anyone in the blast radius of the attack - can use an Avoid Incoming Minor Action (if they have one available) to attempt to get away from the blast. Without this action damage is resisted as normal, though a Hit the Dirt action can also be used to decrease the Damage Value by 2.