Not everyone can agree to disgree. So they settle the old fashioned way!

The Basics

Rounds & Turn Order

The Fast Draw or Snashot


Hand to Hand


Rounds & Turn Order

Combat in FNFF is divided up into rounds, each representing 3 seconds. Every round, each player gets to do something. The order of the round is based on an inititative roll of 1D10 plus the players REF stat, with highest rolls moving first to lowest rolls moving last. Reflex boosts are added to this roll where applicable. Solo’s add their Combat Sense level to their initiative roll.

INITIATIVE = ROLL 1D10 + REF + Combat Sense

FNFF pg. 97

Wait For Your Turn

You can elect to act later in the round, stepping in at any point to act. If you have elected to wait until another player’s turn has come up, you will be able to act after they have taken their turn in the round.

Example: Turn order is player A, then B, then C. Player A decides to wait until player C has moved from cover, then take his shot. By waiting, the new turn order will be B, C then A.

The Fast Draw or Snashot

By declaring a fast draw (aka snapshot) at the start of the round, you automatically add +3 to your initiative roll, taking a -3 penalty to hit (you’re rushing into combat instead of preparing carefully). You also may not take advantage of scope, sights or other aiming advantages. The martial arts or melee verson of this technique is called the iai-jutsu or ightning strike.


FNFF pg. 97


During your part of the round, you may perform one action without penalty. This includes:

- Move up to your full Movement (3x your Movement Allowance In meters) per round.
- Attack up to your weapon’s max mum Rate of Fire (ROF), or make a Melee attack.
- Dodge (making yourself harder to hit. Melee attacks only.)
- Parry (deflecting damage onto something else.)
- Escape a hold or trap.
- Alm (gaining + 1 to hit for every consecutive tum of aiming up to 3 rounds.)
- Reload or change weapons.
- Mount or dismount from a vehicle.
- Repair or give Medical Aid.
- Perform a non-combat task.
More Than One Action

You may perform more than one action at a -3 penalty to each successive action.

Two Weapon Attacks

Two weapon attacks can be made at a -3 to hit penalty on both weapons used.

Ambushes & Backstabs

Sometimes, the best way to deal with a very powerful opponent is to get the drop on him from behind; in short, setting an ambush. Ambushes gain a +5 to hit advantage . You may ambush or backstab by announcing your intent to hide or lie in ambush for a target. You can elect to set up an ambush any time:

The opponent is unaware of your location and your intention to attack. This can be accomplished by setting up a hiding place ahead of time or taking advantage of a melee to get under cover and waiting for a shot. A victim of an ambush must make an Awareness roll greater than your Stealth Skill + INT + 1D10, or you have automatically succeeded.

The opponent’s attention is on another situation, such as another attack or a task requiring great concentration. This can be accomplished by creating a distraction for your opponent, or by sneaking up on him while he is in combat with another combatant.


An ambush doesn’t mean you act first — it just means you have an attack advantage. Initiative for the round is made as usual, and the ambushing character can spring the trap on his part of the round or can wait to see what develops before making his attack. Until the attack is made, his opponent may not attack him, because he doesn’t know he’s in danger. An ambush may only be used for one attack; another ambush must be set up before the bonus can be employed again.

Line of Sight and Facing

Line of Sight and Facing Whenever you are facing your target and have a clear path between you, you can attack. You can clearly see anything forward of your shoulders. Illustrations of clear paths and facings are on pg. 107. Also note that sight on tokens will reflect this as well.

Hand to Hand

Melee attacks include clubs, knives, swords, axes, chainsaws, sledgehammers, monokatanas and monoknives, monomolecular chains, cyberbeasts, battlegloves, rippers, scratchers, martial arts weapons, hand to hand attacks and brawling.

Melee attacks differ from ranged attacks in that you are opposing a person, instead of a target. To make a melee attack, the formula is:


Martial arts, Fencing, Melee, Dodge or Athletics can be used, depending on situation and Referee decision.

Martial Arts & Brawling

Brawling and Martial Arts attacks are different from other melee attacks in that an attack can be made in a number of ways. You could, as an attack, use:

  • Strike: Cause 1 D6/2+ Damage Modifier
  • Kick: Cause 1 D6+Damage Modifier.
  • Block/Parry: Stop or absorb damage.
  • Dodge: -2 to Attacker’s hit roll.
  • Disarm: On successful roll, knock or remove weapon from opponent’s hand.
  • Throw: Requires a Grapple first. Opponent is knocked to ground, taking 1D6+Damage Modifier, plus making a stun roll at -2.
  • Hold: A painful joint or body hold. You must Grapple your opponent first. Foe is immobilized until an escape is made.
  • Escape: On successful roll, you are free of the hold and may move.
  • Choke: Requires hold or grapple as the previous move. Opponent takes 1D6 damage per turn.
  • Sweep/Trip: Knockopponentto ground. He is -2 to next his attack; you gain +2 to your next attack.
  • Grapple: A grabbing or holding move, prerequisite to applying a throw, choke or hold as the next action.

Martial Arts: Martial Arts are traditional forms of melee combat that have been developed to be deadlier than regular brawling. All martial arts techniques have key attacks- attacks which reflect the particular strengths of the technique. When a key attack is used, such as a karate kick, the character gains an +2 to +4 attack bonus (depending on the style of martial art).

A more detailed break down of hand to hand combat can be found here


Damage in combat is determined by rolling groups of six-sided dice. If a rule says, “roll 2D6”, for example, you would roll two six sided dice, total the results, and apply the total to the target you were attacking.

Hit Location

The first step in applying damage is to figure out where to apply it. Most combat attacks are just barely aimed; you’re looking for an opening, your opponent slips up, and you take it. This means that unless you attempt to aim your shot at a specific location (and take the -4 penalty for this), you will have to determine where you hit on a random basis.

Use some common sense with this rule; for example, if a character is standing behind a low wall, a roll of 7-8 (R.Leg) is pretty silly. Ignore it and re-roll.


Armor is what stops targets from taking the damage you just located. The Armor SP section is directly under the Location section on the Hardcopy. Write the Armor Stopping Power (SP) value for each body area in the space corresponding to that body area.

Stopping power (SP) refers to the ability of armor to stop damage. Each type of armor has it’s own Stopping Power. When the armor is struck by a round, the armor’s SP is subtracted from the total amount of damage done by the hit. The remaining damage is then applied to the target area. If the damage done is less than the SP of the armor, no damage is done.

Hard and Soft Armors

Body armors are divided up by whether or not the majority of their protection is based on rigid metals/ceramics/composites, or on softer, more flexible ballistic fabrics. This is done for layering purposes and for some weapon damage effects.

Layering Armor

New Rule 1: Maximum Armor

Now, in addition to Encumberance Values, only a maximum of 3 layers of Armor can be worn at any one time; no more than one of these layers can be Hard Armor (see Hard/Soft Armors Table). The 2nd layer has an extra EV penalty of -1; the 3rd layer, an additional penalty of -2. Subdermal Armor and Bodyplating cyberware options are considered to be armor layers; Skinweave is considered a layer, but receives no penalty.

New Rule 2: Proportional Armor

When layering armor, or wearing armor behind an obstacle or cover, subtract the smaller SP from the larger one. Find the difference on the table below and read across to the other column. This is the bonus number you add to the larger SP to determine overall protection from the armor/armor, or armor/cover combination. If you have three or more layers of protection, calculate in pairs from the inside out. (example: For armors A, B, C, you compare A and B; determine the bonus number, and then compare the new strength of the larger of the pair to armor C.)

Difference in SPs Bonus Number
0-4 +5
5-8 +4
9-14 +3
15-20 +2
21-26 +1
27+ +0

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