TEXT: FNG 2.0 - RANGED combat flow chart 
   
  © 2005 Ed Teixeira 
   
   
  Pass 0D6 
  “In Sight” Reaction Check: Inactive side rolls 2D6 +1D6 if providing suppressing/covering fire. Take best score of two dice 
  If both are equal or lower than figures REP it has passed 2D6, if one rolls higher than REP pass 1D6 if both roll higher pass 0D6 
  Active model automatically sees all enemy unless they are “Hidden” 
  All targets seen and tester may fire 
  Hidden figures may opt to hold fire until after 
  all other figures have fired 
  No Fire 
  Pass 2D6 
  Pass 1D6 
  If enemy is concealed or in cover then tester may not fire. 
  Otherwise all targets seen and tester may fire. 
  Hidden figures may opt to hold fire until after all other 
  figures have fired. 
   
  - Chargers will continue. 
  - Retrieving wounded will continue. 
  - Outgunned or unable to fire will duck back. 
  - Others finish move and fire. 
  - Chargers will duckback 
  - Those in cover will Hunker Down 
  - Retrieving wounded will go prone. 
  - Others will Runaway 
  Received Fire Roll (“Star” may choose reaction) 
  Roll 2D6: if roll/s are equal or lower then figures REP it has passed, if roll/s is higher than 
  REP it has not passed. 
  9 
  3-7 Miss 
  8 
  10+ 
  Pass 2D6 
  Fire: nominate target figure/s, and allocate number of shots weapon has. Ensure target figure is in range. 
  Roll 1D6 for each shot then add the firing characters REP, and consult numerical result below. 
  Target is in cover, concealed, prone, 
  either side moving fast, second or higher 
  target count Miss. All others Hit! 
  Target in cover, or third or higher target 
  counts Miss, All others Hit! 
  - Chargers with ranged weapons will stop and fire, 
  - Those with out ranged weapons will continue to charge. 
  - Retrieving wounded will continue. 
  - Those in cover will return fire counting –1 REP 
  - Outgunned or unable to fire will duck back. 
  - Others will duck back. 
  Hit! 
  Roll 1D6 
   
  Score is equal or less than 
  weapons Impact: 
   
  If a “1” is rolled figure is 
  Obviously Dead!  
   
  Otherwise Out of the Fight! May 
  not be activated for rest of game 
  cannot move without being carried 
  or dragged  
   
  Score greater than Impact of 
  weapon: 
   
  Knock Down! Figure is knocked 
  prone and may not function normally 
  until next Activated. 
  Miss 
  Miss 
  Hit 
  Hit 
  Pass 1D6 
  Pass 0D6 
  Outgunned Ratings: 
  “Star” is never outgunned. 
  OGR 5 = Flamethrowers, Grenades, Satchel Charges, and all Antitank  weapons. 
  OGR 4 = HMG, MMG, and LMG. 
  OGR 3 = SFR MP and SMG 
  OGR 2 = Semi-automatic rifles and carbines. 
  OGR 1 = Other weapons not listed. 
  Duck Back: Move towards and into/behind nearest cover AWAY from threat and duck behind it, or go prone if no cover is within 12”. Once forced to Duck 
  Back the figure cannot see or be seen by the figure that caused the Duck Back. This does not limit the figure’s ability to move or fire if called on to do so by 
  a subsequent Reaction checks. Next Activation the figure will function as normal. 
  Hunker Down: Sometimes either from volume of fire or fear, figures in cover may decide to Hunker Down. In effect, they are in a perpetual state of Duck 
  Back and may not try to pop up or move in any way. A Hunkered Down figure stays that way until either rallied, the side withdraws, or the battle ends. 
  Those figures Hunkering Down, and taking direct fire from the enemy, will automatically Runaway. If an armed enemy within 6” and sight confronts them 
  they will surrender instead. 
  Runaway: Leave the board. Those surrounded with no gap of at least 6” between enemy figures will surrender. If there is a building within sight and away 
  from the enemy, the reacting figure will run to it at fastest speed. It may take more than one turn to reach. Once inside figure will not move or shoot unless 
  attacked. If no building is in sight, the figure will head for the nearest table edge and exit the board at the fastest speed possible. Those that have Runaway 
  may take a Rally Reaction check to return to the fight if they are confronted by a friend prior to leaving the board. 
  Outgunned: 
  When firing, some weapons are perceived to have greater 
  firepower than others. This is called their Outgunned Rating 
  (OGR). If you shoot at someone with a higher OGR weapon than 
  they have, they are forced to Duck Back and cannot fire back. If 
  they shoot at you with a higher OGR weapon, then you are forced 
  to Duck Back. This is known as being outgunned. Note that Stars 
  may never be outgunned. 
  Hidden Figures: A figure is “Hidden” if he is stationary in cover or 
  concealing terrain and has yet to be seen by the enemy. An 
  example would be someone in a window of a building.  
  Cover is defined as; the target as a passenger in a vehicle, or behind a solid 
  obstruction (such as a wall) that reduces the area of the target exposed to 
  fire. . 
  Concealment is defined as something that obscures the target but does not 
  protect it. An example would be someone hiding in bushes. 
  
SOURCE: textdata/thevault/Two Hour Wargames (THW)/FNG (Vietnam)/FNG 2 Ranged Combat Flow Chart.pdf