More necro-posting...
I have never liked the idea of battlemaps, I abandoned them long ago to force my players to roleplay instead of try to "best outcome" on a grid system. I had players trying to abuse the layout and do things out of character to cheat the system, like moving point-blank and then firing a gun, which realistically is not how a person would react.
BUT, battlemaps do have their place. And I have always like hex maps instead of square ones. In keeping with the spirit of Esteren, I can see movement being of prime importance. But it doesnt mesh well.
An average human can move 41 feet per second. Assuming a round is 6 seconds, they could actually move up to 246 feet. That kinda breaks grid maps for this game.
But the book states that moving is limited to a few steps, or running at 10 yards, or 20 if using the "fleeing" attitude. It makes sense since moving or running while in combat can be tricky.
Knowing that Speed can range from 2 to 10 usually, the average being 6-7. Moving one hex in 6 seconds seems fair to me. A character at Speed 10 runs the maximum 10 yards as stated in the book.
Each hex is 2 yards (6 feet), and a character can move at the following distances based on their Speed.
Walking: One hex (max), stays engaged while adjacent
Running: Speed in yards
Full-sprint: Speed x2 in yards (Movement Attitude), cannot attack
Examples:
So a character with Speed 7 would be able to run 7 yards or 3 hexes (7/2 = 3.5 round down).
That same char sprinting would be a 14 for 7 hexes.
A character fleeing with Speed 10 could move 20yds, or 10 hexes.
Combat is usually (in any order):
- Free action (such as drawing a weapon, or picking something up)
- Move
- Attack
You could, in addition to Defense adjustment for Fleeing, impose a penalty to hit or be hit to someone 'in motion' like a -2 when running, until they stop the next round, -4 if Sprinting. This makes it so walking is valid, and putting distance between people valuable. You can still move then attack even if you are running.
For ranged weapons, just divide the range in yards by 2 for hexes as well. A crossbow gets no penalty from 12 hexes away.
Everything else can remain the same as there are existing rules for it. You could add attacks of opportunity, or flanking, or sneak attack rules as you see fit.