In FFIH, players recruit "Drop Teams,” and then equip them with a wide array of weapons and versatile gear. By avoiding long, stingy army lists, FEET FIRST INTO HELL puts the customization back into players' hands. You want to run a bunch of roided out armored space goombas? You can. Want to run a bunch of cyber-shinobi? You can. Feeling like a blue space communist with robot friends? Recruit some drones. Or, maybe you like to just conscript a bunch of poor souls and charge the enemy lines psycho-style. YOU CAN. Your Drop Team is your Drop Team, and FFIH encourages you to get crazy—but the game still maintains a fair balance through thoughtful point allotment. Unless you want to ignore that rule. You do you.
Once you have your team, you deploy from orbit, dropping your forces strategically onto the board. I built a unique, easy-to-follow system that allows for great tactical options, while still being dynamic and a little chaotic--just like it should be. I love stories about orbital soldiers like the ODSTs or Space Smurfs slamming into combat from orbit. The entire game is built around the idea of strategic reinforcement drops, and I think you'll find it a hell of a fun way to keep the battle raging.
FFIH uses a straightforward d6 system to simulate the hectic battlefield. Players have a variety of movement options, including dynamic reactions that interact with my unique cover system that discards hits rather than requiring more math. When the dice are on the table, and the pitcher is running low, no one wants to do extra math. Lock, load, drop, roll, repeat.
FFIH is intended to bring people together for FUN, not profit. After the book is published, I (L.R. Knight) freely and irrevocably for all time, and across all divergent timestreams, permit use of the FFIH Open License system, including the text and game mechanics on pages 1-3, for commercial or personal use. No royalties, licenses, or fees are required to use the FFIH system in the creation of new games, here or at any point in the future. GET SOME!