By: Michael Schlecht
What You Need-
A hex grid suitable for making maps of the combat area (I used Fasa’s DMZ™ game for Shadowrun™.)
Miniatures, playing pieces, coins, something to mark your character’s position and facing
A table
How To Kill Stuff-
Phases-
Initiative-Roll for initiative as per rules provided in FNFF (CP 2020, pg. 87)
Movement-Move up to your total MA
Attack-Work out range and modifiers and resolve attacks as per FNFF (CP 2020, pg. 86-103)
Movement-Move up to your total MA
Moving-
You have as many Movement Points (MP) as your MA times three. You
may
move up to your total MA per turn (regardless of how many MP it
requires.)
Remember to save some of those MP for your attack. Different actions
and
types of terrain take different amounts of MP. Use the table that
follows
to determine how many MP are required.
| Action/Terrain | MP |
| Clear | one |
| Rough | two |
| Climb Stairs | two/level |
| Climb Wall/Tree | four/level |
| Fall Prone | four |
| Kneel | two |
| Stand (prone) | six |
| Stand (kneel) | two |
| Crawl | six |
| Reload | ten |
| Snap Shot | four |
| Regular Shot | six |
| Full Auto Fire | five/ten rnds |
| Melee Attack | six |
| Hand to Hand Attack | four |
Attack-
Determine Line of Sight (LOS) and range, apply modifiers for obstructions and/or movement. Resolve combat as per rules in FNFF (CP 2020, pg. 86-103) All damage sustained take effect immediately. Turns and actions do not happen simultaneously, they happen in the order they are played, i.e. if a target bites it, he has no chance to get off a "parting shot" before dying unless he goes at the same time as the attacker.
Some weapon stats require conversion for use in this form of FNFF.
If
ranges seem either too long or too short, keep in mind, that one hex
equals
three meters.
| Weapon Range | Hex Range |
| 10 meters | 3 hexes |
| 20 meters | 6 hexes |
| 40 meters | 13 hexes |
| 50 meters | 16 hexes |
| 150 meters | 50 hexes |
| 200 meters | 66 hexes |
| 300 meters | 100 hexes |
| 400 meters | 133 hexes |
| 450 meters | 150 hexes |
| 1000 meters | 333 hexes |
If there is any weapon’s range that has been omitted, simply divide
the range by three and round down.
Some weapons have a blast radius, this is the target hex and however
many hexes around it that also get hit.
| Blast Radii | |
| Grenade | one hex |
| Molotov | one hex/liter |
| Flame-thrower | one hex |
| Mine | one hex |
| Claymore | two hexes wide (front and back) 25 hexes to front, two hexes to the back |
| C-6 | two hexes/kg |
| RPG | two hexes |
| Missile | two hexes |
| Micro-Missile | one hex |
For Melee and Hand to Hand combat, two characters may occupy the same hex (actually it’s required.) Remember, the hexes are three meters across.
The Game-
Once Initiative has been determined, whoever won moves, then the losers go, the winners attack, then the losers, the winners move, then the losers. I know this means a character killed before their turn doesn’t get to do anything, but, oh well, suck it up, choomba, real combat isn’t that forgiving. The purpose of having two move phases is to allow for a move out of cover and then back into cover with an attack in between, like real combat would progress.
Some general notes regarding play:
Hexes are three meters across
Up to three characters may occupy the same hex.
One phase lasts approximately three seconds, one turn lasts about
ten.
Questions/comments/ridicule may be sent to me at rdbishop@alaska.net