Nuts Fan Page Charts & Acknowledgements
Chart Index
For convenience, these NUTS fan charts were collected by downloading each from public domain sites. Honorable gamers must still buy the ruleset, hint hint, from the publishers: www.twohourwargames.com/nufive.html. www.twohourwargames.com/nufive.html. Pirating the game ruleset impoverishes the author & publisher which discourages them from producing new games, supplements and improvements. It may also mean that you do not get word of corrections and special offers, not to mention, will suffer bad dice karma.
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Please let me know if ewe sea typos. Then as I correct and upload a new version, you will be able to see whether what you downloaded is the latest date and time as the site, www.g-design.us/nuts link at lower right of each page. Also if you have a play aid that you think would be good to include or find that there is an updated version at one of the following sites, let me know by getting my email from my web page: www.g-design.us/nuts www.g-design.us/nuts and forwarding that PDF to me. About me: I started Judges Guild with Bob Bledsaw 1976 and could be blamed for making the brilliant mish-mash of D&D more playable by using arcane concepts like collecting an alphabetized list of monsters spread over a half-dozen publications and regularizing the info presented on what we called a Judges Shield . We also presented a large fantasy world, the Wilderlands and City State of the Invincible Overlord . In 1978 I started Game Design returning to my original wargame interest, World War II miniatures. We played about 70 Tractics (then in samzidat publication called GRT standing for Gygax, Reese & Tucker) scenarios with typed orders on a custom sand table. Its turn sequence was as dysfunctional as the game’s tank combat was detailed. It could be called InfGoAllGoTankGo (side A moves infantry, side B all, side A vehicles then switch letters for the next turn). My current Game Design effort is to make systems easier to use and thus increase the number of active players.
STEP BY STEP Here's a step-by-step outline that will help you to get started. After a few games it will become second nature and you won’t need need it anymore. In fact, you may may choose not to use some parts, but if you do, they’re there!
AT THE START 1.
Choos Choosee the Rep Rep (page (page 6) 6) and Attri Attribute butess (page (page 6) of your Star.
2.
Choos Choosee which which Army Army List List you you want want to to play play (page (page 10).
3.
Choos Choosee what what typ typee of squa squad d you you want want to play play from your Army List (page 10).
4.
Roll Roll up the the Reps Reps (page (page 10) 10) and Attr Attribu ibutes tes (page (page 6) of your squad and Junior NCOs from your Army List (page 10).
5.
Fill Fill out out the Infant Infantry ry Roste Rosterr Sheet Sheet (page (page 92). As casualties occur I move squad members towards the left, replacements going to the end on the right.
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•
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Pages 1-8 I recompiled a condensed version of the rules. This is Rules As Written just organized for newbies. No variants. Pages 9-10 PaulNutsPlayer produced the two flow charts found at the THW forum; this helps to understand & hyper-condense the basic system. Pages 11-12 Jeff Glasgo’s house rules come from his his Gentlemanly Gentlemanly Wargaming blog. Note: there is other good stuff at THW’s Yahoo Group (you need to join the twohourwargames group to access this Files page). Look in the Nuts file folder.
A note about A4 formatting on these pages: for much of the world like Uruguay, @8.27x11.7” (210x297mm) (210x297mm) A4 is the standard page size. However However,, for US gamers with “Letter” sized paper (8.5x11”), when printing this PDF be sure to select Fit (or Shrink Oversized Page ) rather than Actual Size . For Belizean gamers, where printing is more basic, choose Fit To Banana Leaf . If you want to make a poster at Staples, Fed Ex Kinkos or a blueprint shop, most of this PDF’s pages are “resolution independent” so when having them print an enlarged version, the text and graphics will not be “jagged” looking. If you don’t want it, don’t print this first page! Or cut off this top part of these acknowledgements and use the section below to help set up your games… Bill
[email protected] .org Owen
[email protected] Owen
P.S. If interested in other mini-games, see my main page www.g-design.us for aids for Command Decision (platoon-per-stand), Volley & Bayonet, Great Battles of World War II (company-per stand) & General Quarters 3.
6.
Choose Choose any any vehi vehicle cless you may may want want to to use from the Vehicle Lists (page 38).
7.
Roll Roll up the Reps Reps of your your crewm crewmemb embers ers from from your Vehicle List (page 38).
8.
Fill Fill out out the Vehicl Vehiclee Roste Rosterr Sheet Sheet (page (page 93).
9.
Establi Establish sh your your Camp Campaign aign Morale Morale and and that that of your enemy (page 63).
10. Establish Establish your your Investment Investment Level Level and that that of your your enemy (page 64).
DURING THE M ISSION 1.
Choose Choose the the Missio Mission n you want want to play play (pag (pagee 64). 64).
2.
Follow Follow the Missi Mission on instru instructi ctions ons and and play play the game.
ISSION A FTER THE M 1.
Adjust Adjust the Camp Campaig aign n Morale Moraless and Investm Investment ent Levels for you and your enemy based on a successful or failed Mission (page 64).
2.
Determ Determine ine your your next next Mission Mission (page (page 64). 64).
3.
Check Check to recov recover er Infant Infantry ry casua casualti lties es (page (page 33). 33).
4.
Check Check to to recov recover er Vehi Vehicle cless (page (page 58).
5.
Check Check for Replac Replaceme ements nts (page (page 77).
6.
Adju Adjust st Rep Repss as nee neede ded d (pag (pagee 78). 78). Page 1 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
ACTIONS —The gure is in good order and can act and react C ARRY O N
T URN S EQUENCE
Before the game begins each side chooses a d6 of different colors. At the start of the turn both dice are r olled. This is called rolling for Activation. If the die scores are the same (doubles) r e-roll them. If you are using the optional Random Events (page 72) you may have triggered one. If the die scores are not doubles then read each die individually. If you scored a total of “7” you might have generated Reinforcements (page 69).
as desired. This is the best status the gure can have. A gure is considered to be carrying on if it is not under Involuntary actions or movement shown on the next page. When a gure is active it can voluntarily do one of the following actions: • Move up to full distance. • Stay in place, changing the way it is faced if desired. • Charge into Melee (page 30) or attempt a Close Assault (page 56).
OTHER ACTIONS When active, figures can do the following actions in addition to those previously listed and still make a normal move.
Pick up dropped weapons or other items. Reload a weapon.
R EINFORCEMENTS
1
The side with the higher score now rolls 1 d6, reads the result as rolled and consults their Reinforcement Table. (page 70-71.) Modify the result for any applicable Circumstance.
REINFORCEMENT ENTRY
F IRING In addition to the previous actions, figures can fire during the turn at the following times:
Once when active, if loaded. Each time called upon by any Reaction or Charge into Melee Test, if loaded.
(Read the result as rolled) #
R ESULT
1
Enter the table edge to the player's left at 12 + 1d6” up that edge. Enter the table edge to the player's left at 6 + 1d6” up that edge. Enter the table behind the player at 12 + 1d6” to either side of the center. Enter the table directly behind the player at 12 + 1d6” to either side of the center. Enter the table edge to the player's right at 6 + 1d6” up that edge. Enter the table edge to the player's right at 12 + 1d6” up that edge.
2 3 4 5 6
O RDER OF ACTIVATION , BY S IDE & BY R EP Whether you did or didn’t generate Reinforcements, the higher score determines which side will activate its groups first. Only groups with a leader whose Rep is equal to or higher than their Activation die score can be activated. Groups are activated from highest to lowest Reps with ties activating in the order the player desires. After the first group has completed all its actions and any reactions it may have caused have been resolved, the active side is allowed to proceed to its next group. After all of one side’s groups have been activated the other side can activate one group at a ti me based on the result of his activation die roll. This system will mean that many times lower Rep figures will not be able to activate. This reflects their lack of confidence and hesitancy to engage the enemy. It also stresses the importance of higher Rep Leaders!
M OVEMENT There are two types of movement, voluntary, when the figure is active, and involuntary when caused by a Reaction Test.
N ORMAL M OVEMENT Normal movement for all infantry figures is 8” unless specified otherwise by an Attribute (page 6).
F AST M OVE If desired a figure can attempt to move at a faster speed than normal. Here's how we do it:
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Declare the intent of the group to Fast Move. Move each figure wanting to Fast Move their full normal move distance. Roll 2d6 for the group and compare each die score individually to the Rep of each figure Fast Moving. For each d6 passed, the figure is allowed to move half its normal move.
GOING P RONE Figures can go prone at any time during their turn. Here’s Active figures that choose to go prone can fire immediately after going prone. A figure forced to go prone by a reaction result cannot fire. Going prone ends their movement. To regain their feet takes half of their movement distance.
Page 2 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
NVOLUNTARY M OVE & ACTION I
Figures can be forced into the following involuntary actions and movement due to the results of a Reaction Test (page 18), in order of worst to best (with C ARRY O N being normal): O BVIOUSLY D EAD – The gure is dead. HE F IGHT – The gure has taken serious damage OUT OF T and cannot continue the battle, move on his own. DUCK B ACK – seeking cover and safety. • Move to the nearest cover within 6”. This can be in any direction, even forward. If no cover is available within 6” the gure will drop prone in place, ending its turn. Figures in cover cannot see or be seen by the cause of the test, but those that go prone can see and be seen. • It may not re until active or caused by a subsequent Reaction Test.
I N S IGHT 1 The rst Reaction Test is the In Sight Test and is taken dif ferently than the other two (next page, marked with 2 & 3).
I N S IGHT O R OUT OF S IGHT
H UNKER DOWN –
want to ght. • Stay in cover or move to nearest cover within 6”. If no cover is available within 6” the gure will drop prone in place, ending its turn. Figures in cover cannot see or be seen by the cause of the test, but those that go prone can see and be seen. • It may not function until having passed a Recover Test from Hunker Down. • If confronted by an enemy within 4” it will surrender. • If a second Hunker Down is scored at any time during the ght this becomes a Leave the Battleeld result. L EAVE THE B ATTLEFIELD - Move to the nearest table edge at Fast Move and continue until exit the table. OUTGUNNED – Outgunned gures will behave as Duck Back. S NAP F IRE – The gure immediately returns re at the cause of the test taking the Snap Firing penalty. R ETURN F IRE – The gure immediately returns re at the cause of the test. (C ARRY O N – The gure can act and react as desired.) • •
Figures are always in sight or out of sight A figure is in sight when:
An enemy figure can trace a Line of Sight (page 25) to that figure, from figure base to figure base. This applies even if that figure is in cover or concealed or both.
A figure is out of sight when:
The In Sight Test is triggered as soon as any figure in a moving group comes into sight. Once the test is triggered the triggering group is allowed to move all of its figures ( whether they triggered the In Sight or not) up to two additional inches. This movement could result in the figure going out of sight.
T AKING THE I N S IGHT T EST After the triggering group has moved up to t wo additional inches all figures in sight of an enemy, or having the enemy in sight will take the test. Here's how we do it:
•
The Leader of each group takes the In Sight for the whole group. This is the highest ranking Leader in the group that has LOS, qualifying for the In Sight. If the NCO and Jr. NCO of the squad do not have LOS to qualify for the test, the highest Rep figure in those that do, qualifies as the Temporary Group Leader. Each Leader starts with1d6 per level of their Rep. Consult the In Sight Table. Modify the number of d6 each Leader rolls, by any applicable Circumstance or Attribute. maximum or number of d6number that canofbedice. There is no minimum maximum
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The Leaders roll their modied d6 total looking for successes: a score of 1, 2 or 3. Place a d6 with the number of successes scored, facing up, next to each gure in the group involved in the test. Remove the d6 when each gure has resolved its action, Only one side can win the In Sight Test: the one with the higher number of successes. If the num ber of successes is equal, re-take the test.
1
REP
It cannot cannotbe beseen seenbecause becauseofofintervening intervening terrain, terrain. due to weather, light restrictions such as being too far away to see the enemy at night or any other gure in the way.
T RIGGERING AN I N S IGHT T EST
Figures seek cover, safety and do not
IN SIGHT (Looking for successes) ATTRIBUTE
Opponent is Stealthy Quick Reflexes Slow to React Steely Eyes
M OD
-1d6 +1d6 -1d6 +1d6
C IRCUMSTANCE
Active - Character is active and moved. Concealed - Enemy is concealed. Ducking Back – Character is Ducking Back. Hunker Down – Character is Hunkered Down. Leaving the Battlefield – Character is Leaving the Battlefield. Temporary Group leader – Temporary Group Leader taking the test.
M OD
-1d6 -1d6 (1) (1) (1)
-1d6
(1) Figure cannot fire and will complete its reaction instead.
R ESOLVING I N S IGHT ACTIONS The group winning the In Sight will now act, from highest Rep to lowest. Here’s how we do it:
Fire. If cannot fire will Charge into Melee if within 6” IOtherwise cannot must re or Duck C arge Back nto(see Me top ee wof page, Duc left)
COMPLETED I N S IGHTS Once all figures have taken the In Sight Test and have completed their actions, appropriate Reaction Tests are taken and the active side continues its part of the turn. Page 3 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
S HOOTING
TARGET
(Read the result as rolled)
R ESOLVING F IRE Fire continues between two figures until one is unable to return fire. This can happen for the following reasons. • Run out of ammo by rolling two or more ones. (3 ones for weapons with a dedicated loader). It takes one turn of activation to reload the weapon. Figures reloading side arms may move but cannot exceed their normal movement. • Some, such as a Bazooka, can only re once per turn. • A gure has ducked back , left the battleeld or been hit by re. It is common for gures to re multiple times in one turn, both when active and in reaction.
A RC O F F IRE O R SWATH Each weapon has an arc of fire or swath equal to 1” for each point of Target Rating. The first figure fired at defines where the arc of fire begins. Figures in the arc, up to the Target Rating, can be hit.
In the picture above the shooter has a 3” swath, defined by the Target Rating of 3. He is allowed to shoot up to 3 targets, one per inch of swath if desired
ARGET S ELECTION T Figures match up one on one when targeting each other whether firing or charging into melee. The firing side when shooting or the charging side if going into melee determines target allocation. After one side has all of their figures targeted the other, more numerous side, will randomly roll to determine who the left over shooters will target or chargers will melee.
A result of two or more “ones” means out of ammo. #
S HOOTER MISSED S HOOTER MISSED IF Fast Moving. Snap Fire. ARGET WAS MISSED IF T In Cover. Prone. Fast Moving. Second or higher target. OTHERWISE – HIT . 9 S HOOTER MISSED IF Fast Moving. Snap Fire. ARGET WAS MISSED IF T In Cover. Third or higher target. OTHERWISE – HIT . 10+ S HOOTER HITS TARGET Note: players must provide weapon charts for the sides involved (pages 10-13) which are described on page 23.
#
C ONCEALMENT
Stationary gures All gures
Inside Vehicles
No cover
All gures
Behind Vehicles
All gures
No concealment
Woods or Rough
Stationary gures All gures
Cover only affects Ranged Fire. Concealment only affects the In Sight test.
1
RANGED COMBAT DAMAGE (Taken versus Impact) S CORE
"1" Impact or less but not a "1" Higher than Impact
R ESULT
Target is Obviously Dead. Target is knocked to the ground and Out of the Fight. Target is knocked to the ground and immediately takes the Recover Test.
STAR ADVANTAGES •
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C OVER
Inside Buildings
Each inch of empty space between targets will count as one target.
COVER OR CONCEALMENT T YPE
A PPLYING THE T ARGET D ICE
R ESULT
3 to 7 8
Figures in reaction will always target the figures that shot at them. When taking an active fire the player may choose his targets.
A figure can apply its Target Dice as desired. Here’s how Before firing the shooter must declare how many shots will go onto each target. It is possible for one target to have multiple shots applied on it. Roll the dice and arrange them from the highest to the lowest. Apply the dice to the targets as stated prior to shooting with the highest d6 on the first target. Remember that the swath is measured from the first target then to the left or right. Using the swath may take an eligible figure that is closer to the s hooter, out of the swath, even if that figure could be targeted. T he swath is most effective when firing an automatic weapon along a line of figures from the side to side or at a column of figures from the side.
RANGED COMBAT
• •
•
Star Power: #d6=REP, when damage received, roll dice, each score of 1-3 reduces a damage level; 4-5 no reduc tion nor loss of die; 6 no reduction and loses that die for rest of mission. Larger Than Life: cannot be killed by anyone with a lower Rep, so worst result would be OOF. Cheating Death: if killed by anyone with an equal or higher Rep, immediately removed from the table, whisked to safety & Star’s Rep reduced by one level. Free Will: Instead of rolling any d6 the Star can choose to pass Reaction Tests: 2, 1 or 0d6. Only Crisis or Recover from Hunker Down Test, not the Recover from Damage. Page 4 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
C RISIS T EST 2
R ECOVER T EST 3
The second Reaction Test is the Crisis T est. There are two reasons to take the test. They are:
The third Reaction Test is the Recover Test. T here are two reasons to take the test. They are:
The figure is Fired On and did not get hit. The figure is within 4” and LOS of a frie ndly figure being hit by fire, called Man Down.
H OW T O T AKE A C RISIS T EST •
H OW T O T AKE A R ECOVER T EST
Determine what is causing the test; Fired On, Man Down, Outgunned and if a combination, take worst result . Determine which gures in the group must take the test. Note that there will be times when some gures will take the test and others will not. Roll 2d6 for the group taking the test. Roll any applicable Leader Die whether or not the Leader has to take the test. Temporary Leader has no leader die. Determine how many d6 were passed based on the individual Rep of each gure taking the test. This may result in gures in the same group behaving in different ways.
•
• • •
The figure takes Damage from fire or melee. The figure is Hunkered Down and trying to Carry On.
Here's how a Recover Test is taken. Determine what is causing the test; taking Damage or Hunker Down. Roll 2d6 for the figure taking the test, not the group. Roll any applicable Leader Die whether or not the Leader has to take the test if trying to recover from Hunker Down. Temporary Leader has no leader die. Determine how many d6 were passed based on the Rep of the figure taking the test.
COMPLETING R EACTIONS 2
INFANTRY REACTION TESTS
There may be times when a figure is carrying out a Reaction Test and may be forced to take another test prior to completion of the first. When called for the figure immediately takes the second Reaction Test, cannot score better than the first result, but can score worse.
(Taken versus Rep) * = Star may choose to pass 2d6, 1d6, or 0d6 C IRCUMSTANCE
M ODIFIER
In cover Half strength or less
+1d6 -1d6
R EASON
CRISIS TEST (LDR ) *
2
P ASS 2 D6
*
Outgunned: Duck Back. Fired On: Return Fire. Man Down: Carry On. If suffered damage: Knocked down but can still Carry On. Can regain feet when next active. If Hunkered Down: Recover and immediately act as desired.
R ECOVER TEST (LDR ) *
3
May use Leader Die only if Hunkered Down. Star may only choose to pass d6 if Hunkered Down.
P ASS 1 D6
Outgunned: Duck Back. Fired On: Snap Fire. Man Down: Duck Back. If suffered damage: Out of the Fight. If Hunkered Down: Recover to Duck Back.
X *
M ULTIPLE R ESULTS There may be times when a figure qualifies for more than one Reaction Test and scores more than one result, sometimes conflicting. Here’s how we do it:
One set of d6 are rolled. Apply the results to each cause of the test. Take the worst result.
See the Status and Actions section (page 22) for more details. Just buy the game at TwoHourWargames.com
Outgunned: Hunker Down. Fired On: Hunker Down. Man Down: Leave the Battlefield. If suffered damage: Obviously Dead. If Hunkered Down: Leave the Battlefield.
OUTGUNNED R ANKINGS Stars are never outgunned.
O UTGUNNED
P ASS 0 D6
W EAPON T YPE
R ANKING
5
4 3 2 1 0
Flamethrowers, Grenades, Satchel Charges, Molotov Cocktail and all Antitank Weapons. HMG, MMG, and LMG. BAR, MP, and SMG Semi-automatic rifles and carbines. Other ranged weapons not listed. Those that cannot return fire, out of ammo, or out of range. Page 5 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
REP
M ELEE
MELEE COMBAT (Looking for successes)
When figures come into contact they can enter into melee (hand-to-hand combat).
There are two types of hand to hand weapons. One Hand Weapon – Those used with one hand. Swords or knives would be examples of a one hand weapon. Using a one hand weapon gives the user +1d6 in melee. Two Hand Weapon – Those used with two hands. Using a rifle, whether it has a bayonet or not, is an example of a two hand weapon. Using a two hand weapon gives the user +2d6 in melee.
C HARGE INTO M ELEE T EST
M ELEE W EAPON
The test is taken by the figure and not the group. The figure can be active or inactive. The test can be taken at any time during the active phase of the turn. Chargers can declare a charge at any time during their turn, even if the target of the charge was out of LOS at the start of t he charger's turn. The charging figure must have a clear LOS to the target figure at the time it charges. The figure must be able to reach a spot 6 " from the actual target. Whether or not it has enough distance to reach the target is irrelevant, it need only be able to reach a spot 6" from the target.
+1d6 +2d6
C IRCUMSTANCE
M OD
Evenly Matched - Attacking an enemy that scored a result of Evenly Matched this turn during a melee. Count each result. Prone – Attacking a prone opponent. Rear – Attacking to the rear of an opponent. Only on the 1 st round of melee
+1d6 +1d6 +1d6 -1d6 M OD
One Hand Melee Weapon Two Hand Melee Weapon.
The only way to enter melee, is via the Charge into Melee Test. Here’s how we do it:
M OD
Brawler Knifeman if using a bayonet or knife Rage Runt
M ELEE W EAPONS
ATTRIBUTE
+1d6
+1d6 +1d6
If both sides score the same number of s uccesses, they are Evenly Matched. The figures remain in melee and when active, melee continues. If one figure scores more successes, it r olls 1d6 versus this number and consults the Melee Damage Table.
1
MELEE DAMAGE (Read result as rolled) #
R ESULT
S UCCESSES
Score more successes
Roll 1d6 versus the number of successes scored more than opponent. “1”: Opponent Obviously Dead.
2
Equal to successes more but not “1”: Opponent Out of the Fight.
CHARGE INTO MELEE (Taken versus Rep) ATTRIBUTE
Nerves of Steel Rage
M ODIFIER
+1d6 +1d6
C IRCUMSTANCE
Target in cover Target charged to flank Target charged to rear
M ODIFIER
+1d6 -1d6 -2d6
Score same number
M ULTIPLE F IGURE M ELEES
#D6
C HARGER
T ARGET
P ASSED
Pass more d6 than opponent
Pass same number d6 as opponent
Target may not fire.
Target fires.
Charger moves into melee. No Reaction Tests taken. Target Snap Fires.
Charger moves into melee. No Reaction Tests taken. . Target Snap Fires.
Charger moves into melee. No Reaction Tests taken.
Charger moves into melee. No Reaction Tests taken.
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Score higher than more successes: Opponent knocked down and immediately takes Recover From Knock Down Test. 3 Evenly Matched. Remain in melee and when active, may either break off the melee or continue the melee.
Up to two figures can melee to the front and two to the rear. The side with more figures decides in what order its figures will attack. Attacks are carried out one on one. Every time a figure suffers a result o f Evenly Matched, those subsequently attacking it will get a +1d6 bonus. If the figure is Evenly Matched against two enemies, the next attacker would receive a +2d6 bonus.
B REAKING O FF M ELEE Melee can only be broken off by a failed Crisis T est. 2 Page 6 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
G RENADES
R ETRIEVING W OUNDED
A figure can only throw one grenade per turn. T his can be when active or in reaction. Prior to throwing the grenade it must be readied. Here's how we do it:
The figure must be active. It takes half of their movement to r eady the grenade. Roll 1d6 versus the Rep and determine if he passes 1d6 or 0d6. Consult the Ready the Grenade Table. Carry out the results. Grenade (GR). – Range of 6” and has a 5” blast circle (page 29). Rifle Launched Grenades (RGL) - Range 20” when launched from a rifle with a grenade grenade launcher.
1
Characters can attempt to recover their wounded during the Mission. Here's how we do it:
EDICS M Medics can treat Out of the Fight soldiers in hopes of recovering them during the Mission. Here’s how we do it:
(Taken vs. Rep)
R ESULT
Grenade is readied and can immediately be tossed. 0 Grenade is readied but cannot be tossed until next active or in reaction. Anti-Tank Grenades, Rie Launched Grenades, Molotov Cock tails and Satchel Charges will also use the above Ready table.
2 # D 6
THROWING A GRENADE Rie Launched Grenades will use the Ranged Combat Table instead.
(Taken vs. Rep)
# D6
R ESULT
2
1
0
A FTER T HE B ATTLE If you are playing a Campaign (page 62) you must see if your wounded and those that left the battlefield return. Here’s how we do it: (see also page 77, After the Mission): Roll 2d6, read each result as rolled and compare it to the Rep of each figure. Determine how many d6 are passed. Consult the After the Battle Recovery Table. Go down the left-hand column to the appropriate row, then across and immediately carry out the result.
Grenade lands on the nominated spot. Center the blast circle there and check for damage.
•
•
0
Just a flesh wound. Figure will immediately return to the fight at normal Rep. Figure has lost one point of Rep for the remainder of the battle but will immediately return to the fight. Figure remains OOF.
1
P ASSED
2
Misses if the thrower cannot see the nominated spot (such as behind cover or conceal ment). Explosion causes the target to take a Crisis Test. 2 Lands on the nominated spot if the thrower can see that spot (or dropped over a wall, rolled into a doorway or similar). Center the blast circle there and check for damage.
Oops! Grenade is dropped at the feet of the thrower. Center the blast circle there and check for damage; rst must roll their Rep or less on 1d6 to drop prone and escape damage.
Any, friend or f oe, within a blast circle may be damaged except if: • There is cover between themselves and the nominated spot must test against the cover to see if it is negated. If the Impact of the weapon is equal or less than the Armor Rating (page 33) or Defensive Value of the cover (page 58) the gure is unharmed but must take a Crisis Test. • Prone will not take any damage but must take a Crisis Test. 2 Just buy the game at TwoHourWargames.com
R ESULT
P ASSED
If needed, a figure can declare he is disabling the grenade, taking it out of its readied state. This can only be done when active.
2
MEDIC! (Taken when a medic contacts an OOF figure)
D ISABLING THE G RENADE
Note that a figure hit by fire or in melee and becoming out of the fight or obviously dead will drop any grenade that they are holding. If it has been readied it will immediately go off on the spot occupied by the figure.
The Medic comes into contact with an Out of the Fight figure. He spends one turn of Activation with the Out of the Fight figure. During that turn of Activation he cannot do anything else except treat the figure. Roll 2d6, read the results as rolled and compare each to the Rep of the Medic. (4).
READY THE GRENADE
# D6 P ASSED 1
When active or when Ducking Back in reaction a Grunt will roll 1d6 versus its Rep. If pass 1d6 it will attempt to retrieve wounded friends. If pass 0d6 they will not. Stars can always choose to retrieve wounded.
2
AFTER THE BATTLE RECOVERY * Taken vs. Rep of all OOF figures # D ICE
R ESULT
P ASSED
2 1 0
Figure returns to the squad. Out of the Fight returns to the squad. Those that left the battlefield do not return. Figure does not return.
* Captured OOF or hunker downs left behind will roll on this table but instead of returning to their squad become Prisoners of War (POWs).Stars Starsare arealways alwaysrecovered. recovered. Page 7 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
2
PEF
PEFM OVEMENT (Taken versus the Rep of 4) #D6
R ESULT
P ASSED
2
The PEF moves 8” directly towards the player ending in cover if possible. The PEF moves 4” directly towards the player ending in cover if possible. PEF does not move.
1 0
2
PEF RESOLUTION (Taken versus Enemy Investment Level) # D6
P ASSED
2
R ESULT
Contacted enemy force. Roll 1d6, counting a +1 if you are on an Attack Mission (1 - 4) Roll on the Enemy Reinforcements Table (page 70). (5 - 6) Roll on the Enemy Defensive Position Table (page 66) . There might be something there. Resolve the next PEF with 3d6 counting the lowest two scores. False alarm. Just a case of nerves!
1
0
1
ENEMY DEFENSIVE POSITION TABLE (Read the result as rolled) C IRCUMSTANCE
M ODIFIER
Each point of Enemy Investment Level. #
+1
R ESULT
2 3 4 5 6 7 8 9 10 11 12+
Sniper (page 73). Light Machinegun Team. ( ) One Enemy Squad in Defensive Position. ( ) ( ) One Enemy Squad in Building. ( ) One Enemy Squad in Defensive Position One Enemy Squad in Defensive Position ( ) One Enemy Squad in Building. ( ) One Enemy Squad + LMG in Defensive Position ( Two Enemy Squads in Buildings. ( ) Two Enemy Squads in Defensive Position ( ) One Enemy Platoon + 1 LMG Team and Bazooka or similar in Buildings (2).
)
(1) The Defensive Position will be 6 + 1/2d6 inches per squad in length. (2) Building from the Building Type Table (page 61).
2
NP PATROL REACTION
# D6
+1d6
R ESULT
P ASSED
2
1
0
Patrol takes cover and converts to a Defend Mission. If beat away enemy will r evert to a Patrol Mission. Patrol takes cover and converts to a Defend Mission. If beat away enemy will withdraw from the table back the way they entered. Patrol converts into a fighting withdrawal moving from cover to cover until withdraw from the table back the way they entered.
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2
NP INFANTRY MOVEMENT - DEFEND (Taken versus Rep) C IRCUMSTANCE
If NP side has twice as many figures on the board. If NP is in cover. # D6
+1d6
R ESULT
2
If the NP infantry have 2x or more of your number: Half of the force, with the support weapon, will move to cover * to fire at you. The other half, if there is cover or concealment available, will move to encircle your left (1 - 3) or right (4 - 6) flank.
The rst time coming within 12” and LOS to a building a PEF is generated inside the building. Resolve it normally. If the PEF did not resolve as an enemy: • The rst time the building is entered resolve a PEF using 3d6, counting the lowest three results • Resolve a PEF for each level of the building.
PEFs move just like they were groups of enemy gures. • When the enemy is active, start with the PEF farthest from any player group. • Roll 2d6 and compare the scores versus its Rep of 4. • Determine how many d6 were passed. • Consult the PEF Movement Table (upper left) and carry out the results. • Any contact that the PEF causes must be resolved prior to moving the next PEF, the next one farthest from any player group. • PEFs do not suffer any terrain movement penalties. • PEFs that have previously moved can still be Enemy De fensive Positions (page 66). This represents the uncertainty of their location and not actual movement.
+1d6
P ASSED
Otherwise: Will move to cover * to fire at you. If no cover will drop prone and fire at you. All Will remain in cover to fire at you. If no cover will drop pr one and fire at you. All Will remain in cover to fire at you. If in open will move to nearest cover whether in weapon range or not.
PEFs and Buildings
PEF Movement
M ODIFIER
1
0
* If already in cover and in range, will fire at you instead.
2
NP INFANTRY MOVEMENT - ATTACK (Taken versus Rep) C IRCUMSTANCE
M ODIFIER
If NP side has twice as many figures on the board. # D6
+1d6
R ESULT
P ASSED
2
If the NP infantry has 2x or more of your number: Half of their force, with the support weapon, will move to cover * to fire at you. The other half will move to encircle your left (1 - 3) or right (4 - 6) flank.
Otherwise: Will advance to closer cover to fire at you. If no cover will drop prone and fire at you. If the NP infantry has 2x or more of your number: The force will advance directly at you with the support weapons firing if within LOS and range.
M ODIFIER
If NP side has twice as many figures on the board.
Force. • Roll 1d6. The score indicates which numbered section of the table (page 59) will contain a PEF. • Place an enemy gure or marker of any type in this sec tion of the board to represent the PEF. • If a terrain feature could block the LOS from your force to the PEF be sure to place the PEF in a manner that does so. • If no such feature is present then place the PEF in the center of that section. • Repeat this process until you have three PEFs placed on the board. • It is possible to have more than one PEF in the same section. • PEFs have a Rep of 4. • Once it has been resolved it is removed from the table.
Resolving PEFS
(Taken versus Enemy Investment Level) C IRCUMSTANCE
stands for Possible Enemy
When a player group and a PEF have a LOS it’s time to resolve the PEF. Here’s how PEFs are resolved: • Be sure that there is a valid LOS to the PEF. PEFs in cover can be seen while those with cover between the tester and the PEF cannot. • Roll 2d6 versus the Enemy Investment Level and consult the PEF Resolution Table (2nd chart upper left). • Immediately carry out the re sult based on the number of d6 passed.
Enemy Defensive Position (See page 66; and for Non Played Enemy chart info)
1
Otherwise: Will move to cover * to fire at you. If no cover will drop prone and fire at you. All * Will move to cover to fire at you. If no cover will move to nearest cover whether in their weapon range or not.
0
* If already in cover and in range, will fire at you instead. Page 8 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
NUTS! Final Version Flow Chart for Ranged Combat by TonichNH 2009 revised JPB 10/20/2014
Active
In-Active
Player figures and enemy who are eligible to roll “In Sight” do so.*
“In Sight” Check Winner
Char e if w/in 6”
Duckback
Fire: nominate target figure/s, and allocate number of shots weapon has.
Roll 1D6 for each shot then add the firing characters REP, and consult numerical result below. **
3-7 Miss •
•
•
8
Target in cover, fast moving, prone, second or higher target count miss. Shooter fast moving or snap fired All others hit
Miss
9 •
•
•
10+ Hit
Target in cover or third or higher target count miss. Shooter fast moving or snap fired All others hit
Hit
Miss
Hit
Received Fire Roll* Targeted figure controller Rolls 2D6: if roll/s are equal or lower than the figures REP, it has passed. If roll/s are higher than REP, it has not passed.
Pass 2D6 •
•
Pass 1D6
OutGunned or unable to fire will Duck Back Others not OutGunned will Return Fire.
• •
Figure will Snap Fire. Outgunned and all others will Duck Back .
Roll 1D6 for each hit. If score is “1” the target character is Obviously Dead. If score is equal to Impact or less, but not one, the figure is knocked down & Out Of the Fight! Badly wounded may not be activated for rest of game, cannot move without being carried or dragged. If score is higher than Impact of the weapon, the target figure is Knocked Down: and immediately takes Recover test.
Pass 0D6 All will Hunker Down .
Pass 2D6 Prone, Carry On get up next activation
* May use Leader Die ** Out of Ammo occurs if 2+ “1” are rolled during shooting OR 3+ if dedicated loader
HIT
Recover Test
Pass 1D6
Pass 0D6
OOF
OD
Man Down Test* Any Figure within 4” & LOS to a downed friendly fig take Man Down Test. Only if Downed Man has same or higher Rep than figs.
All figures firing in a group first nominate targets and resolve fire, then Received Fire tests are taken by any surviving targets. Hunker Down Recover Tests are done when active only. Just buy the game at TwoHourWargames.com
Page 9 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
NUTS! Final Version Tank Combat Flow Chart by TonichNH 2009 revised JPB 10/2014 In-Active
Active
Opposed Tank Commanders take Vehicle In Sight Test Modifiers: -1d6
if buttoned up.
Vehicle In Sight Test winners The group winning the In Sight will now act, from highest Rep to Lowest
DUCK BACK if cannot fire
Fire
Vehicle Ranged Combat Test Firing Main Gun roll 2D6 vs. aiming Gunners REP Modifiers –1 REP at ove r 48”
Pass 0D6 •
MISS •
Pass 1D6
Pass 2D6
Miss if target or shooter Fast Moved, low silhouette vehicle or over 48”. Hit if 48” or less, but random location. If target is vehicle = (1-2) Turret Hit, (3-6) Hit Hull or target hull down counts as missed instead.
If target is building = (1-4) Hit 2” below target, (5) Hit 2” Left, (6) Hit 2” Right.
Hit Vehicle Crisis Test
Penetration Table
Victim Tank Commander Rep Rolls 2D6
If the turret was hit add +1. Roll 2D6 vs. Difference of APR to AR/ DV. Note: HE round rules, s ee NUTS FV page 55.
Pass 0D6
Pass 1D6
. Pass 2d6
Pass 0D6
Pass 1D6
Pass 2D6
Hit Target If target hull down, hit turret. Otherwise, hull.
Don’t forget
OverKills All vehicles Hunker Down •
•
•
•
Under gunned, empty chamber or unable to fire vehicles Duck Back. If loaded, main weapon returns fire even if it must rotate turret. •
•
•
•
•
If round does not penetrate then vehicle takes Vehicle Crisis Test. Building occupants must take an Infantry Crisis test.
Surviving crewmembers must bail out. Building Occupants exit next activation.
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•
Round penetrates the vehicle and all crew killed. Building area under fire collapses and all inside area killed.
Round disables the vehicle and each crewmember must take Infantry Recover Test next activation Building area collapses and all take Infantry Recover Test.
If vehicle is within 4” and LOS of friendly just destroyed vehicle, do Vehicle Crisis
Test – Friend Brewed Up. Page 10 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
House Rules for Nuts! Final Version Version 1.0 by Jeff Glasco 1. For prone in a HE blast area, reduce the HE Impact of the attacking weapon by 2, then roll on the Ranged Combat Damage table for effects. Discussion: This lessens but does not eliminate the chance for damage if prone. For example, a Rep 4 figure who is prone in the blast area of a grenade (HE impact value of 2) has 4/9 chance of not being out of the fight or dead (also a 5/9 or 55% chance of being killed or out of the fight). If the same figure was not prone, he would have a 70% of being killed our out of the fight. 2. Prone figures in the open can be shot at by a standing enemy within 1" and not count as prone. Discussion: If you run up next to a prone figure and are shooting down on him, he really should not get the prone advantage when you are right next to him. 3. Prone figures may move 2". They may also attempt to fast move as per the rules. Discussion: When I was an infantry officer, we did a lot of prone movement, getting up might get you shot. 4. In the attack mission, the player should start with his squad and three rolls on the reinforcement chart for his starting forces. The defender (NP) should start with the normal 3 PEFs. Both sides get +1 to their investment levels. Discussion: If doing a deliberate attack, you get all of your forces up front then attack, but there is still the chance for some random reinforcements. 5. In the defend mission, the player should start with his squad and two rolls on the reinforcement chart for his starting forces. The attacker (NP) should start with four rolls on the reinforcement chart. Both sides get +1 to their investment levels. 6. In melee, a player may opt to fight to capture rather than kill his opponent. This is essential for those prisoner grab missions. To capture a prisoner, the enemy must be defeated in melee. If a figures wins by 2 or more successes, the enemy is subdued rather than killed. If the fi gure wins by 1 success, the enemy is OOF as normal. Discussion: I got this from The Big Hurt, it makes taking a prisoner possible. 7. Allow platoon leaders or platoon sergeants to activate his own group and any other groups under his command if the leaders of those groups are within 12" and LOS. The leadership dice of the platoon leader or platoon sergeants can only be applied to the group that he is with. Only one leader die can be applied to a group at a time, use the die of the leader with the highest rank. Discussion: This is from Nuts! 2nd edition and allows the platoon leadership to do their real jobs; I know I was once an infantry platoon leader.
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Page 11 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05
House Rules for Nuts! Final Version Version 1.0 by Jeff Glasco 8. Add the following modifiers to the number of dice rolled during an In Sight Check: *Enemy is Prone, including crawling = -1d6 Discussion: Prone or crawling figures are harder to see, even if in concealment . *Enemy is camouflaged = - 1d6 Discussion: This means extensive camouflaged such as a sniper suit or fighting positions or in a building where the defender has a long time to camouflage his position. 9. Add to Received Fire Test: Any figure within 4" and LOS to this figure will also take the test. Thus, even if a figure is not directly targeted, he can return fire against an enemy figure that shot at a figure within 4" of him. Discussion: The new rules of only the figure fired on possibly returning fire just didn't work for me. 10. Additional and revised Vehicles and Guns: Discussion: These revisions make armored cars a bit more useful and add in some new stuff which might actually show up in a game. American Vehicles: Vehicle Front Side Top APR HE AA Hull Coaxial Speed Crew DUKW ----------------20/8 2 M8 Armored Car 1 1 2/OT 6 5/2 HMG --MMG 28/16 4 M20 Armored Car 1 1 2/OT None --- HMG ----32/16 5
German Vehicles: Vehicle Front Side Top 234/1 Armored 4 2 1/OT Car 234/2 Armored 4 2 1/OT Car 234/3 Armored 4 2 1/OT Car 234/4 Armored 4 2 1/OT Car 222 Light 3 2 1/OT Armored Car Guns APR HE Crew DV 7.5 cm IG 9* 6/3 4 3 15 cm IG 12* 12/4 6 3 Just buy the game at TwoHourWargames.com
APR 5 (ROF2) 9
HE AA Hull Coaxial Speed Crew --- ----MMG 32/16 4 5/2
---
---
MMG
32/16
4
9* or 12
6/3
---
---
MMG
32/16
4
10
5/3
---
---
MMG
32/16
?
5 (ROF2)
---
---
---
MMG
32/14
3
Notes Light Gun Medium Gun Page 12 from www.g-design.us/nuts/charts.pdf 15MAY16 07:05