You are on page 1of 12

FINALFor V

ERSION
convenience, these NUTS fan charts were collected by downloading each from
Nuts Fan Page Charts & Acknowledgements

public domain
Honorable
must
stillwill
buy the
hint, from
Ifsites.
the score
is agamers
6 the
Rep
go ruleset,
up onehint
level
the publishers:
www.twohourwargames.com/nufive.html.
Pirating the game ruleregardless
of the current level.
set impoverishes the author & publisher which discourages them from producing
Your character can grow to as high a Rep as
new games, supplements and improvements. It may also mean that you do not get
desired as there isn't a maximum. There is,
word of corrections and special offers, not to mention, will suffer bad dice karma.

however, Obviously Dead.

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
Just
as www.g-design.us/nuts
Rep can go up when
have that
a successful
web
page:
and you
forwarding
PDF to me.

DECREASING REP

Mission it can go down if the Mission was a failure. It is

About me: I started Judges Guild with Bob Bledsaw 1976 and could be blamed for
possible
that amish-mash
Missionofmay
a failure
forusing
onearcane
character
making
the brilliant
D&D be
more
playable by
concepts like
and
not
another.
So
if
you
didnt
meet
all
the
collecting an alphabetized list of monsters spread over a half-dozen publications and
requirements
a successful
you Shield.
had a We
failure
if
regularizing
the info for
presented
on what weMission
called a Judges
also presented
therefantasy
wereworld,
enemies
on the table.
a large
the Wilderlands
and City State of the Invincible Overlord. In
1978 I started Game Design returning to my original wargame interest, World War
When a character or crew fails on a Mission, roll
II miniatures. We played about 70 Tractics (then in samzidat publication called GRT
1d6.
standing for Gygax, Reese & Tucker) scenarios with typed orders on a custom sand
If the
score is a 1 the Rep will go down one
table. Its turn sequence was as dysfunctional as the games tank
level
regardless
of the
current
level.
This can be (side A
combat was detailed.
It could
be called
InfGoAllGoTankGo
attributed
to stress,
anything
you
moves infantry,
side illness,
B all, sideor
A vehicles
thenelse
switch
letters for
decide
it toturn).
be.My current Game Design effort is to make systems
the next
Youeasier
cantonever
have
a Rep lower
than
use and
thus increase
the number
of 1.
active players.

Any other result and you are fine

Chart Index

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 Glasgos house rules come from his Gentlemanly
Wargaming blog.

Note: there is other good stuff at THWs 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) A4 is the standard page size. 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 PDFs pages are resolution independent so when having them print an
enlarged version, the text and graphics will not be jagged looking.
If you dont want it, dont 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
Owen bill@game.fan.org

NUTS! - FINAL

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.

STOP!

After the Mission you could get infantry, crew and


vehicle Replacements.
If you do well you and your men could increase in Rep.
If you do poorly you and your men could decrease in Rep.

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 wont need it anymore. In fact, you may choose
not to use some parts, but if you do, theyre there!

78

Choose the Rep (page 6) and Attributes (page 6)


of your Star.

2.

Choose which Army List you want to play (page


10).

3.

Choose what type of squad you want to play


from your Army List (page 10).

4.

Roll up the Reps (page 10) and Attributes (page


6) of your squad and Junior NCOs from your
Army List (page 10).

5.

Fill out the Infantry Roster Sheet (page 92). As


casualties occur I move squad members towards
the left, replacements going to the end on the
right.

NUTS! - F

Just buy the game at TwoHourWargames.com

6.

Choose any vehicles you may want to use from


the Vehicle Lists (page 38).

7.

Roll up the Reps of your crewmembers from

Roll up the Reps (page 10) and Attributes (page


6) of your squad and Junior NCOs from your
Army List (page 10).

5.

Fill out the Infantry Roster Sheet (page 92). As


casualties occur I move squad members towards
the left, replacements going to the end on the
right.

6.

Choose any vehicles you may want to use from


the Vehicle Lists (page 38).

7.

Roll up the Reps of your crewmembers from


your Vehicle List (page 38).

8.

Fill out the Vehicle Roster Sheet (page 93).

9.

Establish your Campaign Morale and that of


your enemy (page 63).

L
n

I
e
f
e

10. Establish your Investment Level and that of your


enemy (page 64).

DURING THE MISSION

AT THE START
1.

4.

1.

Choose the Mission you want to play (page 64).

2.

Follow the Mission instructions and play the


game.

AFTER THE MISSION


1.

Adjust the Campaign Morales and Investment


Levels for you and your enemy based on a
INAL ERSION
successful or failed Mission (page 64).
Like with
the
other rulesyour
weve
feel free
2. Determine
nextpresented,
Mission (page
64).to use
none, some or all of them.
3. Check to recover Infantry casualties (page 33).

MISSIONS & PURPOSE


4.

Check to recover Vehicles (page 58).

5. Check for Replacements (page 77).


In this section I wanted to personalize WW2. I wanted to
6. players
AdjusttoReps
neededgames
(pagewith
78). three to five
encourage
playas
smaller
Page 1 from www.g-design.us/nuts/charts.pdf
figures with a variety of odd Missions.
Here are some15May16 07:05
examples:

Scouting out an area and finding what appears to

W
o
p

H
y
n
G

T
f
H

R
ULES OF WAR
NOTE ABOUT FIGHTING VEHICLES
lets go over the rules in the order that you
will use FINAL VERSION
NUTS!
gFINALNow
VURN
ERSION
Any
Fighting Vehicle Reinforcement result after the first
them
during
the
game.
T
S
EQUENCE
,
Vehicle
Only
leader
equal
Fighting
arriveswith
willaabe
of thewhose
same Rep
typeis
theto
Only groups
groups
with
leader
whose
Rep
isfrom
equal
to
or
higher
than
their
Activation
die
score
can
same
platoon.
Once
the
remainder
of
the
Fighting
Vehicle
or higher
than
Activation
can be
be
R
ULES
O
F
W
AR
ACTIONS
NUTS!
- Final
Version
is their
played
in turns, die
withscore
one phase
S
TOP
!
activated.
platoon
hasactivated.
arrived,
repeat
the process
when
additional
of
activation
per
side.
Although
battles
can
last
an
t
C
Theis
good
order anddo
When
figure
isfigure
activeisit
itin
can
voluntarily
docan
oneact
ofand
the react
Groups
activated
from
highest
to
lowest
Reps
Now
lets
go
over of
theturns,
rules
infor.
the
order
that you
will use
Fighting
are
called
When
aaOfigure
active
can
voluntarily
one
of
the
Vehicles
Groups
activated
from
highest
to
lowest
Reps
g
unlimited
number
each
turn
follows
a like
strict
Units
are
permanent
organizational
structures,
a squad
T
URN
S
EQUENCE
as
desired.
This
is
the
best
status
the
figure
can
have.
A figure
following
actions.
with
ties
activating
in
the
order
the
player
desires.
them
during
the
game.
following
actions.
with
ties
activating
in
the
order
the
player
desires.
,
sequence.
or
section.
Review how figures assume command.

arry

is considered to be carrying on if it is not under Involuntary


Move
up
distance.
NUTS!
Final
Version
is
played
one
phase
up to
to full
full
distance.
-are
Before
theand
game
begins in
each
sidewith
chooses
a d6 of
actions
orMove
movement
shown
on the next page. When a figure
Groups
formed
disbanded
asturns,
needed
and
can
EINFORCEMENTS

Stay
in
place,
changing
the way
it
if
Example:
A
Blue
5
and
a
Yellow
4
were
rolled.
My
side
of
activation
per
side.
Although
battles
can
last
an

Stay
in
place,
changing
wayfollowing
it is
is faced
facedactions:
if
Example:
A
Blue
5
and
a
Yellow
4
were
rolled.
My
side
different
colors.
consist of multiple units. The smallest group is one figure.
is active it can voluntarily do onethe
of the
desired.
Assets
arrive
on
the
battlefield
as
reinforcements.
The
scored
higher
so
I
activate
first.
I
can
activate
only
groups
unlimited
number
of
turns,
each
turn
follows
a
strict
desired.
scored
higher
activate
first. Iascan
activate
groups
There
is no
limitsoonI the
maximum
long
as theyonly
qualify
Move up to full distance.
number
the Jim
enemy
will
receive
is
Example
Ireinforcements
choose
a blue
d6higher
and
Bob
Joe
chooses
that
are
by
Rep
55 or
Leader.
sequence.
Charge into
Melee
30)
attempt aa Close
that
areof-led
led
by a
atwo
Rep
orthat
higher
Leader.
into
Melee (page
(page
30)itor
or
Close
as
a group.
What
requirements
must
be
met
to be part
StayCharge
in place,
changing
the way
is attempt
faced if desired.
in
direct
relationship
to
the
Enemy
Investment
Level.
The
yellow.
Assault
(page
56).
Assault
(page
56).
of
a
multi-figure
group?
NUTS!
Final Version
is played
in
turns,
one phase
Charge into Melee (page 30) or attempt a Close Assault
-of
Before
the game
begins
each
sidewith
chooses
a d6 of
number
reinforcements
that you
receive
is
in direct
of
activation
per
side.
Although
battles
can
last
an
(page 56).
different
colors.

After
the
first
group
has
completed
all
its
actions
DieAfter
theby
first
group1d6
has
completed
all of
its the
actions
Leader
istoused
rolling
versus
the Rep
relationship
your
Investment
Level.
unlimited
number
of
turns,
each
turnhave
follows
a strict
At
theany
start
of
the turn
both
dice
are rolled.
and
any
reactions
it may
may
have
caused
haveThis
beenis INAL ERSION
and
reactions
it
caused
have
been
Leader.
THER CTIONS
Example - I choose a blue d6 and Jim Bob Joe chooses
sequence.
called
rolling
Activation.
resolved,
thefor
active
side is
is allowed
allowed to
to proceed
proceed to
to
resolved,
the
active
side
yellow.
Review
how
assume command.
When
HERE
EINFORCEMENTS
RRIVE
its
next
group.
Ifits
thefigures
die
scores
the same
(doubles)
re-roll
When active,
active, figures
figures can
can do
do the
the following
following actions
actions in
in
next
HEN
EINFORCEMENTS
RRIVE
Before
thegroup.
gameare
begins
each side
chooses
a d6 of
addition
to
those
previously
listed
and
still
make
aa normal
them.
If
you
are
using
the
optional
Random

After
all
of
one
sides
groups
have
been
activated
addition
to
those
previously
listed
and
still
make
normal

After
all
of
one
sides
groups
have
been
activated
different
When
vehicles
andcolors.
infantry
reinforcements
are called for
At
the
start
of
each
turn
there
ismay
a chance
that
move.
Events
(page
72)
you
have
triggered
one.
the
other
side
can
activate
one
group
at
a
time
move.

At
the
start
of
the
turn
both
dice
are
rolled.
This
is
the
other
side
can
activate
one
group
at
a
time
we must determine
where
they will arrive. Here's how we
reinforcements
will
arrive.
Example
- based
Ithe
choose
athe
blue
d6not
and
Jim
Bobthen
Joeread
chooses
on
result
of
activation
die
roll.
die
are
doubles
each
called
rolling
for
Activation.
based
onscores
the
result
of his
his
activation
die
roll.
do it: If
Pick up
up dropped
dropped weapons
weapons or
or other
other items.
items.
Pick
yellow.
die
individually.
If
you
scored
a
total
of
7
you

If
the
die
scores
are
the
same
(doubles)
re-roll
Each
time
the
sum
of
the
Activation
dice
comes

Reload
a
weapon.

Reload
a
weapon.
Example:
A
Blue
5
and
a
Yellow
4
were
rolled.
I
went
first
Example:
A Blue
5 generated
and
Yellow
4optional
were rolled.
I went
first
might
Roll
1d6
have
Reinforcements
(page
69).
them.
If
you
area ausing
theof
Random
up
7
there
is
chance
reinforcements
and
have
finished
activating
all
the
groups
II the
wanted
to.
It
and
have
finished
activating
all
the
groups
wanted
to.
Now
lets
go
over
the
rules
in
the
order
that
you
will
use

Read
the
result
as
rolled
and
consult

Whether
you
did
or
didnt
generate
Reinforcements
Events
(page
72)
you
may
have
triggered
one. It
arriving.
is
now
Jim
Bob
Joes
turn.
He
can
activate
only
groups

At
the
start
of
the
turn
both
dice
are
rolled.
This
is
is
now
Jim
Bob
Joes
turn.
He
can
activate
only
groups
themduring
thedie
game.
Reinforcement
Entry
Table.
Reinforcements,
the
higher
score
determines
War is
an uncertain event with random occurrences
If
the
scores
are
not
doubles
then
read1d6,
each
The
side
the
higher
score
now
rolls
IRING
that are
arecalled
led
byrolling
a with
Rep
or
higher
Leader.
for
Activation.
that
led
by
a
Rep
44 activate
or
higher
Leader.
Go
down
the
left-hand
column
to
the
appropriate
which
side
will
its
groups
first.
dotting the battlefield. Seemingly with no rhyme or
die
individually.
Ifrolled
you scored
a total
of 7 you
reads
the
result
as
and
consults
their
If
thethen
die scores
are
thethe
same
(doubles)
re-roll the
In addition
addition
to events
the previous
previous
actions,
figures
can
fireNote
during
row
across
to see
entry
point. (page
Center
In
to
the
actions,
figures
fire
during
reason,
random
can pop
up to ruin
yourcan
day.
might
have
generated
Reinforcements
69).
(page
70-71.)
Reinforcement
Table.
them.
If
you
are
using
the
optional
Random
the
turn
at
the
following
times:
unit
on
this
spot.
the
turn
at
the
following
times:
that
using
Random
Events
is
optional.
Heres
how
we
do
After
both
sides
have
activated
all of
of5 their
their
eligible
Events
Whether
you
did
didnt
generate
Modify
the
result
for
any
applicable
both
sides
have
activated
all
(page
72)
you
may
have
triggered
Example
- After
The two
dice
areor
rolled
and
a Blue
andone.
aeligible
it:
groups
and
all
reactions
have
taken
place
the
turn
Reinforcements,
the higher
higherhave
score
determines
Circumstance.
groups
all reactions
placeeach
the
Once
Yellow
are
I scored
so
I taken
can
myturn
Once when
when active,
active, if
if loaded.
loaded.
4 If
therolled.
dieand
scores
are not
doubles
thenactivate
read
is
over
and
Activation
dice
are
rolled
again.
which
side
will
activate
its
groups
first.
is
over
and
Activation
dice
are
rolled
again.

Each
time
called
upon
by
groups -first.
die
individually.
If
you
scored
a
total
of
7
you

Each
time
called
upon
by any
any
Reaction
or Charge
Charge

When
playing
head
to
head,
any Reaction
set of oddor
NUTS!
Final
Version
is
played
in
turns,
with
one
phase
REINFORCEMENT ENTRY
into
Melee
Test,
if
loaded.
might
have
generated
Reinforcements
69).
into Melee
if loaded.
doubles
meansTest,
the event
will occur to the
This
system
will
mean
that many
many
times
lower
Rep figures
figures
ofThis
activation
per
side.
Although
battles
can
last (page
an
system
will
mean
that
times
lower
Rep
(Read
the
result
asreflects
rolled)
attacker, while even doubles means the defender.
you
did
didnt
generate
will not
notWhether
be
able
to
activate.
Thisturn
reflects
their
lack
of
Example
-be
The
twoto
areor
rolled
and
a Blue
and of
a
unlimited
number
ofdice
turns,
each
follows
a5strict
will
able
activate.
This
their
lack
Reinforcements,
the
higher
score
determines
confidence
and
hesitancy
to
engage
the
enemy.
It
also
Whenever doubles are rolled for Activation and
Yellow
4 are and
rolled.
I scoredtohigher
so
I can
activate
my
sequence.
confidence
hesitancy
engage
the
enemy.
It
also
#
RESULT
which
side will activate
itsRep
groups
first.
stresses
the
of
Leaders!
the number on the die is equal to or less than the
groups
first.
stresses
the importance
importance
of higher
higher
Rep
Leaders!

Before
the
game
begins
each
side
chooses
a
d6
of
INAL
ERSION
Enemy Investment Level (page 64), a Random
1 that
Enter
tablethe
edge
the player's
12 + the
Now
youthe
know
turntosequence
sequence
we left
willatexplain
explain
Now
that
you
know
the turn
we
will
the
different
colors.
Event has
occurred.
1d6
up
that
edge.
There
Only
groups
leader
whose
Rep
is game
equal
to
rules in
in -the
the
order
that
they
will
occur
during
the
game
turn.
There are
are two
two types
types of
of movement,
movement, voluntary,
voluntary, when
when the
the
Example
The
two
dicewith
are arolled
and
aduring
Blue
5the
and
a turn.
rules
order
that
they
will
occur

Roll
1d6,
read
the result aswhen
rolled
and consult
the
2
Enter
the
table
edge
to
the
player's
left
at
6
+
1d6
figure
is
active,
and
involuntary
caused
or
higher
than
their
Activation
die
score
can
be
Example
I
choose
a
blue
d6
and
Jim
Bob
Joe
chooses
This
may
be
different
than
traditional
rules
but
is
much
figure is active, and involuntary when caused by
by aa
Yellow
4 are
I scored
higher so Irules
can activate
my
This may
berolled.
different
than traditional
but is much
Random
Event
Table
to
see
what
occurs.
up
that
edge.
Reaction
activated.
yellow.
more
Reaction Test.
Test.
groups
first.
more effective.
effective.
3 Enter
the are
table
behind the
player
at 12
+ 1d6 Reps
to
When a figure is active it can voluntarily do one of the
Groups
activated
from
highest
to lowest
Lets start
start
with
actions.
either
side
of the center.
Lets
with
following
actions. dice are rolled and double fours are
with
tiesactions.
activating
in the order the player desires.
Example
- Activation
At thethe
start
of the
turn both
dice
rolled.
This
4 Enter
table
directly
behind
theare
player
at 12
+ is
ORMAL
rolled.TheMove
Enemy
Level is five, so a Random
upInvestment
toOVEMENT
full distance.
calledtorolling
for Activation.
1d6
either side
of the center.
Event
has
happened.
I
have
four
groups
onitthe
table
and
Normal
movement
for
all
infantry
is
unless

Stay
in
place,
changing
thefigures
way
faced
if
Example:
5scores
andedge
aare
Yellow
4player's
were
rolled.
My
Normal movement for all infantry
figures
isis8
8
unless
If A
theBlue
die table
thethe
same
(doubles)
5 Enter
the
to
right re-roll
at 6side
+
roll
1d6
for
each.
I
score
a
"1",
"2",
"4"
and
"5".
The
specified
otherwise
by
an
Attribute
(page
6).
desired.
scored higher
so
I
activate
first.
I
can
activate
only
groups
specified otherwise by an Attribute (page 6).
them.upIf that
you edge.
are using the optional Random
1d6
INALgroup
ERSION
rolled the
is the(page
target30)
of or
theattempt
Random
that
led bythe
a(page
Rep
oryou
higher
that Charge
into"1"
Melee
a Close
Events
have triggered
6 areEnter
table572)
edge
tomay
theLeader.
player's
right at one.
12 +
Event.
Assault
(page
56).
1d6
Only
groups
with
a
leader
whose
Rep
is
equal
to
If theup
diethat
scores
are not doubles then read each
edge.
or higher
than their
score
AST OVE
die
individually.
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you scored die
a total
of can
7 be
you
After
the first
group
all(page
its actions
Order ofmight
Activation
, by Shas
idecompleted
& by Rep
activated.
have
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69).
Go aadown
thecan
left-hand
appropriate
If
figure
attempt
to
aa faster
speed
If desired
desired
figure
can
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to move
movetoat
atthe
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and anyare
reactions
it may
caused
have been
Example
A Here's
group
of
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want
to one
FastofMove.
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is
active
itfour
can
voluntarily
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the I
THER
CTIONS
Groups
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fromhave
highest
to lowest
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Whether
you
did or didnt
generate
doubles
then
across
to
see
the
event.
than
normal.
how
we
do
it:
than
normal.
Here's
how
we
do
it:
resolved,
the
active
side
is
allowed
to
proceed
to
move
them
8",
their
normal
movement
distance.
I
now roll
following
actions.
with ties activating
the order
thedetermines
player desires.
Reinforcements,
theinhigher
score
Example
A figures
group of
four
figures
want toactions
Fast Move.
I
active,
can
do
thethe
following
in move.
its next group.
INAL When
ERSION
and
Declare
the
intent
of
group
to
Fast
Move.
2d6
score
a
4
and
5.
Here's
how
the
group
will
Declare
the
intent
of
the
group
to
Fast
Move.
which side will activate its groups first.
move
them
8",
their
normal
movement
distance.
I
now
roll
addition
to
those
previously
listed
and
still
make
a
normal

Move
up
to
full
distance.
When 7After
is rolled
forone
Activation
the higher
scoring
side
all of
sides groups
have been
activated
Move aeach
each
figure
wanting
tothe
Fast
Movewill
their full
full
Move
figure
wanting
to
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Move
their
Only groups with a leader whose Rep is equal to
2d6 Rep
andStay
score
4passes
and
5. 2d6
Here's
how
R
ANDOM
Eand
VENTS
The
5 leader
can
move
move.
in place,
changing
the
way
itgroup
is 16.
faced if move.
could receive
Reinforcements.
Whether
they
ora do
Example:
A Blue
5 side
and acan
Yellow
4 were
My
sidenot,
the
other
activate
one rolled.
groupdoat
time
normal
normal move
move distance.
distance.
or higher than their Activation die score can be
the Activation
scores
are
still
used
normally,
scored
higher
I activate
first.
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activate
groups
on
the
result
of
his
activation
die
roll.
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-based
Theso
two
dice
are
rolled
and
a Blueafter
5only
and
a
TheRep
Repdesired.
leader
passes
2d6
and
can
move
16.
(Doubles
rolled)
The
45 soldier
passes
1d6were
and
can
moveitems.
12.
Roll
2d6
for
the
group
and
each
Pick
up
dropped
weapons
orcompare
other
Roll
2d6
for
thethat
group
and
compare
each die
die
activated.
reinforcements
are
resolved.
that
are
led
by
a
Rep
5
or
higher
Leader.

Charge
into
Melee
(page
30)
or
attempt
a Close
Yellow 4 are rolled. I scored higher so I can activate my
score
individually
to
the
Rep
of
each
figure
Fast
Rep
Reload
a
weapon.
score
individually
to
the
Rep
of
each
figure
Fast
When
a figure
is
active
it
can
voluntarily
do
one
of
the
Groups
are
activated
from4 highest
to lowest
Reps
Example:
A
Blue
5
and
a
Yellow
were
rolled.
I
went
first
The
4
soldier
passes
1d6
and
can
move
12.
3
8.
DOUBLES
Assault
(page 56).0d6RESULT
groups
first.
Moving.
The
with
the activating
higher
score
rolls
1d6
and
it by
Moving.
following actions.
ties
inall
thethe
order
the player
desires.
and side
havewith
finished
activating
groups
Imodifies
wanted
to.
It
The1 Rep For
3Sniper.
soldier
passes
0d6the
andfigure
can move
8. to
each
passed,
is
any
Circumstances.
The
British
an
For
each d6
d6
passed,
the
figure
is allowed
allowed
to move
move
is now
Jim
Bob
Joes
can
activatehave
only
groups
applicable
After
the
first turn.
groupHe
has
completed
all its
actions

Move
up
to
full
distance.
half
its
normal
move.
Investment
Level
of
3
and
are
on
an
Attack
Mission.
They
IRING
half
its
normal
move.
that are and
led by
Rep 4 or ithigher
Leader.
anyareactions
may have
caused have been
2
Sniper.
RONE
THER
OING
Stay inCTIONS
place, changing the way it is faced if
Example:
A Blue
5 and
a Yellow 4 weredid
rolled.
My side
roll a 5. What
type
of Reinforcements
you
resolved,
the
active side is allowed
to get?
proceed to
3 desired.
Mine.
In
addition
to
the
previous actions, figures can fire during
scored
higher
so I activate
first.
I can activate
only groups
OING
RONE
Figures
can
go
prone
at do
anythe
time
during their
turn.

2014
ED
TEIXEIRA
TWO
HOUR
WARGAMES
5/31/2014
When
active,
figures
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following
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in Heres
2014 ED
TWOofHOUR
WARGAMES 5/31/2014
itsTEIXEIRA
next
group.
4 Charge
Mine.
the
turn
at
the
following
times:
Review
what
the
Rest
the
Platoon
Reinforcements
that
are
led
by
a
Rep
5
or
higher
Leader.

into
Melee
(page
30)
or
attempt
a normal
Close

After
both
sides
have
activated
all
of
their
eligible
how
we
do
it:
addition
to
those
previously
listed
and
still
make
a
After all of one sides groups have been activated
Figures
can
go (page
prone 56).
at any time during their turn. Heres
17
5
Mine.
mean.
17
Assault
groups
reactions
the turn
move.
Once
active, if loaded.
the
otherand
sideallcan
activatehave
one taken
group place
at a time
how
it: when
Active
figures
that choose to go prone can fire
6 we do
Artillery
strike.
is
over
and
Activation
dice
are
rolled
again.
If you
score
a
3
on
the
Reinforcement
Entry
Table,

Each
time
called
upon
byprone.
any Reaction or Charge
based the
on the
hiscompleted
activation all
dieits
roll.
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firstresult
groupofhas
actions
immediately
after
going

Pick
up
dropped
weapons
ortoother
items.can fire

Active
figures
that
choose
go prone
where
do
they
come
on
the
board?
Remember
to
center
into
Melee
Test,
if
loaded.
This system
willreactions
mean thatit many
timescaused
lower have
Rep figures
and any
may have
been

A
figure
forced
to
go
prone
by
a
reaction
result
Now
let's
go
over
each
event
in
more
detail.

Reload
a
weapon.
THER
CTIONS
Example:
A
Blue
5
and
a
Yellow
4
were
rolled.
I
went
first
immediately after going prone.
them
on resolved,
that
spot.tothe
will not
be able
activate.
reflects
their
of to
active This
side is
allowed
to lack
proceed
cannot
fire.
and have finished activating all the groups I wanted to. It
A figure
forced
go following
prone by aactions
reaction
When active,
figures
canends
dotothe
in result
confidence
and hesitancy
its next
group. to engage the enemy. It also
Going
prone
their
movement. To regain
their
is now Jim Bob Joes turn. He can activate only groups
cannot
fire.
addition
to
those
previously
listed
and
still
make
a
normal
stresses After
the importance
of higher
Rep have
Leaders!
of one
groups
been activated
feet
takes
half
of
their
movement
distance.
To
regain
their
feet
takes
half
of
their
movement
IRING
that are led
by all
a Rep
4 orsides
higher
Leader.
Going prone ends theirPage
movement.
move.
Just buy the game at TwoHourWargames.com
2 from www.g-design.us/nuts/charts.pdf 15May16 07:05
other
sidethe
can
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group
a time the
distance.
Now thattheyou
know
turn
sequence
willatexplain

To
regain
their
feet
takes
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theirfire
movement
In
addition
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previous
actions,
figures
during
on the
of his
activation
There
twouptypes
of movement,
voluntary,
when the
rules in based
the order
thatresult
they will
occur
duringdie
theroll.
game turn.
are
Pick
dropped
weapons or
other items.
distance.
the
turn
at
the
following
times:
both sides
have
activatedrules
all ofbut
their
eligible
figure
active, aand
involuntary when caused by a
This mayAfter
different
traditional
much
isReload
weapon.
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AbeBlue
5 andthan
a Yellow
4 were rolled.
I iswent
first
groups and all reactions have taken place the turn
Reaction
Test.when active, ifOVEMENT
NVOLUNTARY
Once
loaded.
more effective.

TURN SEQUENCE
W
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RULES OF WAR

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TURN SEQUENCE
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69

NUTS! F

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16

16

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STOP!

NUTS! F

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ove
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MUT
OVEMENT

Review the actions available to each figure when active.


Normal
movement
and Fast
be up
to do
16.
Hunker
Down is 8
Figures
seekMove
cover,can
safety
and
not
This want
can change
to fight.if a figure has an Attribute.

Figurescan
arebealways
sight
or out of sight
Figures
forcedin
into
involuntary
and actions
Figures
can be
forced
into
the
followingactions
involuntary
is second
StayBack
in cover
or move
nearest
cover
within
6. If
How
Duck
different
thantoHunker
Down?
In the
picture
white
activates
and figures
A
and B
movement
to
the
results
of aof
Reaction
TestTest
(page
18).18),
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figure isdue
indue
sight
and
towhen:
the results
a Reaction
(page
no
cover
is
available
within
6
the
figure
will
drop
move forward. A comes into sight of 1 triggering the In
The
possible
involuntary
actions
and moves are as follows.
Sight Test.
in
order
of
worst
to
best
(with
C
arry On being normal):
prone in place, ending its turn. Figures in cover can An enemy figure can trace a Line of Sight (page
ODbviously
D
ead

The
figure
is
dead.
not see or be seen by the cause of the test, but those
UCK BACK
Figures
that Duck
arebase
seeking
cover
25) to
that figure,
fromBack
figure
to figure
base.
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Oand
ut O
f
T
he
F
ight

The
figure
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taken
serious
damage
that go prone can see and be seen.
safety.This
Heres
how even
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applies
that figure is in cover or
allowed to move all of its figures (whether they
and cannot concealed
continue the
battle,
move
on
his
own.

Ittriggered
may not function
until
Recover
or
both. cover within 6. This can be
the In Sight
orhaving
not) uppassed
to twoaadditional

Move
to
the
nearest
Duck Back seeking cover and safety.
Test
from
Hunker
Down.
This section
coversThis
the movement
heart of thecould
THWresult
system.
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inches.
in the
direction,
even forward.
figureinto
isany
out
of sight cover
when:
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the nearest
within 6. This can be in any
theIfReaction
confronted
by
anReaction
enemy within
4 it will
surrender.
called
System.
Tests
reflect
how
a
going
out
of
sight.
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coverforward.
is available
within
6
the figurewithin
will 6
direction,
If
no
cover
is
available

If
a
second
Hunker
Down
is
scored
at
any
time
during
figure
will
perform
when
under
physical,
mental,
or
drop
It cannot
be
seen
because
of
intervening
terrain.
FINAL VERSION
NUTS!

F
INAL
V
ERSION
prone in place, ending its turn.
the figure
will
drop
prone
in
place,
ending
its
turn.
Figures
the
fight
this
becomes
a
Leave
the
Battlefield
result.
emotional stress during the fight.
cannot
be seen
to weather
or by
light
ItItmay
not fire
untildue
active
or caused
a
in cover
cannot seesuch
or be
seen
bytoo
thefar
cause
oftothe
test,
but
Leave the Battlefield - Move to the nearest table edge at
restrictions
as
being
away
see
the
subsequent Reaction Test.
Reaction Tests represent immediate unthinking reactions to
those that
go
prone
can
see
and
be
seen.
Fast Move and continue until exit the table.
enemyin
atDuck
night.Back cannot see or be seen by
certain events. Here's a real life example. You're in the
Figures
It may
not
fire
until
active
or
caused
by
a
subsequent
utgunned Outgunned figures will behave as Duck Back.
NUTS!
VOERSION
the
It cause
cannotofbethe
seen
any other
figure
the FINAL
kitchen
and grab a pot. Its hot and you immediately let go
testdue
buttoTest
those
that go
proneincan.
The
In Sight
Test is a Reaction
taken
differently
than
Reaction
Test.
S
nap
The figure
returns
at grab
the
way.
of it. That'sFaire
reaction.
Next immediately
you grab a towel
andfire
then
the
others.
First
let's
explain
the
difference
between
being
ERSION
seek cover, FINAL Vcause
HUNKER DOWN Figures that Hunker DownNUTS!
of
the
test
taking
the
Snap
Firing
penalty.
the pot. That's an action.
In Sight
Outwant
of Sight.
safety
andand
do not
to fight. Heres how we do it:
Return Fire The figure immediately returns fire at the
Figures
take
cause
ofReaction
the test. Tests during the game when called
T
RIGGERING
AN
INtoS
IGHT
TEST
Stay in
cover
move
nearest
cover
within 6.
The In Sight
Test
is aor
Reaction
Test
taken
differently
than
upon.(CLet's
at each
Reaction
arrylook
O
n closer
The figure
can
act and Test.
react as desired.)
If noFirst
cover
is available
within
6 thebetween
figure will
an
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Sight
triggered:
the
let's
explain
difference
being
IHere's
Nothers.
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IGHT
R
OTest
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OF
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The
first
Reaction
Test
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and is takenthan
difThe
In
Sight
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isin
a place,
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taken
drop
prone
its
turn.differently
In
Sight
and
Out
Sight.
Figures
always
in
sight
or
out
ofopposing
sight
Itare
Whenever
a explain
group
has
an
group
enter
ferently
than
the
other
two (next
page,
marked
with
2being
& 3).
the
First
the
difference
between
others.
may
notlet's
function
until
having
passed
a Recover
The In Sight
triggered
androll
thetheir
figures
in the triggering
group
isThe
Leaders
modified
In the second
white
activates
and figures
Aopposing
and B
In the second
picture
white activates
and
figures d6
Atotal
andlooking
B
intopicture
its Line
of Sight
or LOS,
and the
In
SightTest
and
Out
of
Sight.
are allowed tofor
move
two additional
inches,
before
the test is
Hunker
Down.
A figure
is infrom
sight
when:
successes:
a
score
of
1,
2
or
3.
move
forward.
A
comes
into
sight
of
1
triggering
the
In
move
forward.
A
comes
into
sight
of
1
triggering
the
In
group
was
not
seen
previously
during
this
resolved. Figure A moves closer to 1 while B moves to
If confronted
by
an
enemy
within
4 it will
IN STest.
IGHT
O
R
O
UT
OF
S
IGHT
Sight
Sight
Test.

Place
a
d6
with
the
number
of
successes
scored,
activation
Sight
Test of
has
been(page
An enemy phase,
figure the
can in
trace
a Line
Sight
the edge of the house so B can see 1; also putting B into
surrender.
facing up, next to each figure in the group
sight of 1.
Figures
are
always
in
sight
or
out
of
sight
.
triggered.
Note
that
not
all
figures
in
the
group
25)
to
that
figure,
from
figure
base
to
figure
base.

Once
the
test
is
triggered
the
triggering
group
is
Once the test is triggered the triggering group is
IN SIGHT
O
R OUT
OFcannot
S
IGHT
Figures in
Hunker
Down
see or be seen by
involved
in the
Remove
the
d6 when
each
In
the
second
picture
activates
and
figures
A
and they
B
will
to
takeifthe
Infigure
SightisTest.
Thisqualify
applies
even
that
in prone
cover can.
or
allowed
to when:
move
of
its
figures
(whether
they
allowed
towhite
move
alltest.
of its
figures
(whether
of
the
testall
but
those
that go
A
figurethe
is cause
in
sight
move
forward.
A
comes
into
sight
of
1
triggering
the
In
Figures
are
always
in
sight
or
out
of
sight
figure
has
resolved
its
action,
FINAL VERSION
concealedthe
or In
both.
Sight
or not)
up to at
two
additional
triggered the In Sight or not) up to two additional
Iftriggered
a second Hunker
Down
is scored
any
time
Sight
In
theTest.
second
picture
white
and
A
and B
inches.
Only
one
side
win
the
In
Sight
the one
NUTS!
- FINAL
T
AKING
THE
Imovement
N activates
Scan
IGHT
Tfigures
EST

An
enemy
figure
can
trace
a
Line
of
Sight
(page
inches.
This
movement
could
result
in
the
figure
This
could
result
inTest:
the figure
A figure
figureduring
is out
in sight
when:
the
fight
this becomes a Leave the
A
is
of sight
when:
move forward.
Athe
comes
intonumber
sight of 1
triggering the
In numwith
higher
of
successes.
If
the
NUTS!
- FINAL
25) to out
thatoffigure,
from figure base to figure base.
going
sight.
going
out
of
sight.

Once
the
test
is
triggered
the
triggering
group
is
AfterTest.
the triggering group has moved up to two additional
Sight
Battlefield
result. can trace a Line of Sight (page
An
enemy
ber oftosuccesses
isof
equal,
re-take
the test.they - FINAL
This
applies
evenbecause
if that figure
is in coverterrain.
or
It
cannot
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NUTS!
allowed
move
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(whether
R
EP
I
N
S
IGHT
inches all figures in sight of an enemy, or having the
25)
to thatbeor
figure,
from
base
figureedge
base.
Bcannot
ATTLEFIELD
- due
Move
to
the nearest
table
LEAVE THEIt
Once the test
is Itriggered
the up
triggering
group is
concealed
both.
seen
tofigure
weather
or to
light
In
Sight
orHere's
not)
to two
REP
NS
IGHT
enemy
intriggered
sight willthe
take
the
test.
how
we additional
do it:
This
applies
even
if
that
figure
is
in
cover
or
(Looking
for
successes)
at Fast Move
and
continue
until
exit
the
table.
allowed
to
move
all
of
its
figures
(whether
they
restrictions
such
as being too far away to see the
inches. This movement
could result in the figure
g
R
EPThe
ISight
N SIGHT
A figure is
out of sight
when:
concealed
or
both.
(Looking
for
successes)
triggered
the
In
or
not)
up
to
two
additional

Leader
of
each
group
takes
the
In
Sight
for
enemy at night.
going out ofAsight.
TTRIBUTE
MOD
2014 ED TEIXEIRA
TWO
HOUR
WARGAMES
5/31/2014
inches.
This
movement
could
result
in
the
figure
the
whole
group.
This
is
the
highest
ranking
(Looking
for
successes)
It
cannot
be
seen
because
of
intervening
terrain.
cannot
be
seen
because
of
intervening
terrain,
due
to
due to any other figure in the
A figure is out of sight when:
A
TTRIBUTE
MOD
goingisout
of sight.
Leader
in the
group that has LOS, qualifying for
Opponent
Stealthy
-1d6
weather,
restrictions
as being
too far away to 18
way.
It
cannotlight
be seen
due to such
weather
or light
A
TTRIBUTE
M
OD
It
besuch
seen
because
of intervening
the
InisSight.
If the NCO and Jr. NCO of the squad
Opponent
Stealthy
-1d6
Quick
Reflexes
+1d6
restrictions
as
being
too
far away
toterrain.
seethe
theway.
seecannot
the enemy
at night
or any
other
figure
in
It
cannot
seen due to weather or light
do
not
LOS to qualify for the test, the +1d6
Quick
Reflexes
Slow
to
React
-1d6
enemy
at be
night.
Opponent
is have
Stealthy
restrictions
such
as
being
tooother
far away
toin
seethethe
highest
Rep
figure
in
those
that
do,
qualifies
as
Slow
to
React
-1d6
Steely
Eyes
+1d6

It
cannot
be
seen
due
to
any
figure
T
RIGGERING
AN
I
N
S
IGHT
T
EST
Quick Reflexes
In the first picture the white side cannot be seen by 1 or 2.
In the second
white activates and figures A and B
the
Temporary
Group
Leader.
enemy
at night.
Steely
Eyes
+1d6
way.picture
C
IRCUMSTANCE
M
OD
Slow to React
-1d6
Here's
how
anIn
InSight
Sight
Test
triggered:
move
A
comes
into
sight
of 1
triggering
In

Each
Leader
starts
with1d6
per
level
of
their
Rep.
forward.
It
cannot
be seen
due
to any
other
figure
in the
The
Test
isis
triggered
as
soon
as the
any
C
IRCUMSTANCE
M
OD
Steely
Eyes
+1d6
Sight Test.way.
Active
- Character
isSight
activeTable.
and moved.
-1d6
figure
in a amoving
group
comes
intogroup
sight.enter
Consult
the
In

Whenever
group
has
an
opposing
CIRCUMSTANCE
M
OD
The In Sight is triggered and the figures in the triggering group
TheConcealed
In Sight- is
triggered
the figures
in the triggering group
Active
Character
isand
moved.
- Enemy
isactive
concealed.
-1d6
.
Modify
the
number
ofand
d6
each
Leader
rolls,
by
Once
test
is Sight
triggered
the triggering
group
TRIGGERING
INorSinches,
IGHT
TtheEST
into
itsthe
Line
of
LOS,
and
opposing
(1)
are
allowed
to move
twoAN
additional
before
the
test
is is
are Ducking
allowed
to
move
two
additional
inches,
before
the
test
is
Concealed
- Enemy
concealed.
-1d6
Back
Character
is
Ducking
Back.
Activeany
- Character
is is
active
and
moved.
applicable
Circumstance
Attribute.
allowed
to moves
move
allpreviously
of to
its1
figures
(whether
they
group A
was
not
seen
during
resolved.
Figure
closer
while
Bthis
moves
to
resolved. Figure
A moves
closer to 1 or
while
B moves to(1)
Here's
how
an In Sight
Test
is
triggered:
Ducking
Back
Ducking
Back.
Hunker
Down

Character
is
Hunkered
Down.
Concealed
Enemy
is
concealed.
-1d6
T
RIGGERING
AN
I
N
S
IGHT
T
EST
ofThere
is nosomaximum
number
of d6
that B
can be
In Sight
orSight
not) up
toputting
twobeen
additional
activation
phase,
the in
Test
has
the edge oftriggered
the housethe
so
B
can
see
1;
also
B into
the edge
the house
B can see
1; also
putting
into
(1)
(1)
Hunker
Down

Character
is
Hunkered
Down.
Leaving
the
Battlefield

Character
is
Leaving
Ducking
Back
Ducking
Back.
rolled.
sight
of
1.
inches.
This
movement
could
result
in
the
figure
sight
of
1.
triggered.
Note
that
not
all
figures
in
the
group

Whenever
a
group
has
an
opposing
group
enter
(1)
Here's how an In Sight Test is triggered:
Thethe
In
Sight
is
triggered
and
the
figures
in
the
triggering
group
(1)
Battlefield.
Leaving
the Battlefield
Character
is Leaving
Hunker
Down
Character
is Hunkered
Down.
going
ofto
sight.
will
take
Sightand
Test.
into qualify
itsout
Line
of
Sightthe
orIn
LOS,
the opposing
are the
allowed
to
move
two
additional
inches,
before
the
test
is
(1)
Battlefield.
Temporary
Group
leader
Temporary
Group
-1d6
Whenever
group
an opposing
group
Battlefield

Character
is Leaving
group was anot
seenhas
previously
during
this enter
resolved.
Figure
A
moves
to 1
B moves
to
TheLeaving
In Sight
isthe
triggered
and closer
the
figures
in while
the
triggering
group
Leader
taking
the
test.
Temporary
Group
leader
see
Temporary
Group
-1d6
the
Battlefield.
into THE
its Line
Sight
or Sight
LOS,
and the
T
AKING
IofN
SWARGAMES
IGHT
T5/31/2014
EST
TAKING
N
Scan
IGHT
Talso
EST
activation
phase,
in
Test
has opposing
been
the
edge
of the
housetwo
soIB
1;
putting
B
are
allowed
to THE
move
additional
inches,
before
the test
is into
2014
ED TEIXEIRA
TWO
HOURthe
(1)
cannot
fire
andcloser
will complete
its reaction
instead.
Leader
taking
the
test.
group wasNote
not seen
previously
during
thisgroup
Temporary
Group
leader
Temporary
Group
-1d6
sight
ofFigure
1.
resolved.
Figure
A
moves
to 1 while
B moves
to
triggered.
that
not
all
figures
in
the
After the activation
triggering phase,
group has
moved
up
to two
additional
the triggering
group
moved
upitstoreaction
two additional
Figure
cannot
fire
and has
will see
complete
instead.
19 After
thethe
in
Sight
Test
has been
Leader
taking
the
the(1)
edge
of the
house
sotest.
B
can
1; also
putting B
into
will
qualify
to
take
In
Sight
Test.
inches alltriggered.
figures inNote
sightthat
of an
or having
inches
all
figures
in sight of an enemy, or having the
sight
1.
notenemy,
all figures
in the the
group
(1)ofFigure
cannot fire and will complete its reaction instead.
enemy inwill
sightqualify
will take
the
test.
Here's
how
we
do
it:
enemy
in
sight
will
test.
Here's
how
we do it:
RESOLVING
INthe
SIGHT
IGHT
AEST
CTIONS
to take the In Sight Test.
TAKING
THEtake
I
N
S
T
R
NInSSight
IGHT
Anow
CTIONS
The Leader of each group takes the In Sight for
ESOLVING
The Leader
ofI
each
group
takes
theact,
In Sight
The
group
winning
the
will
from for
highest
After
the
triggering
group
has
moved
up
to two
additional
T
AKING
THE
I
N
S
IGHT
T
EST
R
ESOLVING
I
N
S
IGHT
A
CTIONS
the whole group. This is the highest ranking
the
whole
group.
This
is do
the
highest
ranking
Rep
to
lowest.
Heres
how
we
it:
The
group
winning
the
In
Sight
will
now
act,
from
inches all figures in sight of an enemy, or having the highest
Leader in the group that has LOS, qualifying for
Leader
inHeres
the
group
that
has
for
Rep
to
lowest.
how
we
do
it:LOS,
After
group
has
moved
upnow
to qualifying
two
Thethe
winning
the
In
Sight
will
act,
from
enemy
in triggering
sight
will
take
the
test.
Here's
how
we additional
do it: highest
group
Fire.
the In Sight. If the NCO and Jr. NCO of the squad
the
In
Sight.
If
the
NCO
and
Jr.
NCO
of
the
squad
inches
all
figures
in
sight
of
an
enemy,
or
having
the
Rep to lowest.
Heres
how
we do it:into Melee if within
Fire.
If
cannot
fire
willgroup
Charge
do not have LOS to qualify for the test, the
not
havetake
LOS
qualify
for how
the
theit:for
indo
The
Leader
of
each
takes
thetest,
In
enemy
sight
will
thetotest.
Here's
weSight
do
6.
highest
If
cannot
fire
will
intodo,
Melee
if within
Fire.
highest Rep figure in those that do, qualifies as
Rep
figure
inCharge
those
that
qualifies
as 6
the
whole
group.
This
is
the
highest
ranking
The
Infirst
Sightpicture
is triggered
andside
the cannot
figures be
in the
In the
the white
seentriggering
by 1 orgroup
2.
6.
Leader
If
cannot
fire
or
Charge
into
Melee
Duck
Otherwise
must
Duck
Back
(see
top
of
page,
ERSION
The
Leader
of
each
group
takes
the
In will
Sight
for
the
Temporary
Group
Leader.
will
Charge
into
Melee
if
within
the
Temporary
Group
Leader.
in
the
group
that
has
LOS,
qualifying
forleft)
NUTS!

F
INAL
V
are allowed to move two additional inches, before the test is
Back.

If
cannot
fire
or
Charge
into
Melee
will
Duck
whole
group.
This
is
the
highest
ranking
6.

Each
Leader
starts
with1d6
per
level
of
their
Rep.
the
In
Sight.
If
the
NCO
and
Jr.
NCO
of
the
squad

Each
Leader
starts
with1d6
per
level
of
their
Rep.
The
In
Sight
Test
is
triggered
as
soon
as
any
resolved. Figure
A moves
closer to 1
whileof
B
to be
There
is no minimum
number
d6moves
that can
Back.
Leader
inthe
theIn
group
that
hasinto
LOS,
for
COMPLETED
ISight
N
IGHTS
do
have
LOS
qualify
for
the qualifying
test,will
theDuck
Consult
Ifnot
cannot
fire
ortoS
Charge
Melee
figure
inthe
a so
moving
group
comes
sight.
ofConsult
InB
Sight
Table.
Table.
the edge
the house
can
see 1;
alsointo
putting
B
into
rolled
and
there
may
be times
when the
Leader
the
In Sight.
If the NCO
and
Jr.Leader
NCO
of
the by
squad
X
O
UTGUNNED
R
ANKINGS
highest
Rep
figure
in
those
that
do,
qualifies
as
Back.
sightof 1.
Modify
the
number
of
d6
each
Leader
rolls,
by

Modify
the
number
of
d6
each
rolls,
Once all figures have taken the In Sight Test and have
reaches
0d6.side cannot be seen by 1 or 2.
In the first picture
the white
do
have
LOS
to qualify
for
test, the
X
Oactions,
UTGUNNED
RANKINGS
the not
Temporary
Group
Leader.
any
Circumstance
or Attribute.
any
applicable
Circumstance
orthe
Attribute.
completed
their
appropriate
Reaction
Tests are
applicable
The Leaders
roll their modified
d6 total looking
Stars
are
never
outgunned.
highest
Rep
figure
in
those
that
do,
Each
starts
with1d6
perpart
level
of
Rep.
The
Infor
Testside
isa triggered
as any
X
OnoUTGUNNED
Routgunned.
ANKINGS
maximum
number
of
d6by
can
bedice.
and
There
isactive
maximum
number
of
d6
that
can as
be
isSight
no
minimum
or
maximum
number
taken
theLeader
side
continues
its
ofqualifies
thetheir
turn.
In the firstThere
picture
the
white
cannot
seen
1
or of
2.
successes,
score
ofbe1,as
2 soon
or
3.that
Stars
are
never
the
Temporary
Group
Leader.
Just buy
the
game
at
TwoHourWargames.com
Page
3
from
www.g-design.us/nuts/charts.pdf
15May16 07:05
TAKING
THE
I
N
S
IGHT
T
EST
figure
in
a
moving
group
comes
into
sight.

Consult
the
In
Sight
Table.
rolled.
O
UTGUNNED
W
EAPON
T
YPE
rolled.
Place a d6 with the number of successes scored,
Stars
are with1d6
never outgunned.
UTGUNNED
Each
Leader
starts
perLeader
level
ofrolls,
theirby
Rep.
The In Sight Test is triggered as soon as any
ANKING
Modify
the number
of d6
each
OR
WEAPON
TYPE
facinggroup
up, next
tomoved
each figure
in
theadditional
group
After the figure
triggering
has
up to
two
in
a
moving
group
comes
into
sight.

Consult
the
In
Sight
Table.
any applicable Circumstance
or Attribute.
ANKING
involved
in the
test.
This isorfor
ease of
OR
UTGUNNED
WEAPON
TYPE
inches all figures
in sight
of an
enemy,
having
theplay. When
5Modify the
Flamethrowers,
Grenades,
Satchel
ANKING
number
of number
d6 each
Leader
rolls,
each
figure
has
resolved
its
action,
remove
the
d6.
There
is
no
maximum
of
d6 that
canby
be
R
enemy
inTEIXEIRA
sight will
take
theWARGAMES
test. Here's
how we do it:
2014 ED
TWO
HOUR
5/31/2014

REACTION

IN SIGHT

IN SIGHT
IN SIGHT 1

STOP!

we do it:
Steely Eyes
+1d6
Fast Moving.
R
ESOLVING
FIRE figures inside woods or rocky
his targets.
Woods
or
Stationary
CIRCUMSTANCE
M
OD
NUTS!
F
INAL
V
ERSION

Before
firing
the
must
declare how many
shooter
Snap
Fire.
FINALFire
Vcontinues
ERSION
Rough
areas are
cover until
and concealment.
between
twoinfigures
one is unable to

shots will goTonto


each
It IF
is possible for
ARGET
WAStarget.
MISSED
Active
Character
is active
moved.
Moving
figures
woods
or rocky-1d6
return
fire. -This
can
happen
for and
theinside
following
reasons.
one
target
to
have
multiple
shots
applied on it.
A
PPLYING
THE
T
ARGET
D
ICE

In
Cover.
Concealed
isIconcealed.
-1d6
EP - Enemy
N
SIGHT
ARGET
RANGED COMBAT
areas are
concealed.
(1)

Roll
the
dice
and
arrange
them
from
highest

Run
out
of
ammo
by
rolling
two
or
more
ones.

Prone.
Ducking Back Character is Ducking Back.
A figure can apply its Target Dice as desired. the
Heres
howto
e
(Looking
for
successes)
(Read the result as rolled)
(1)
the
lowest.

The
weapon,
such
as
a
Bazooka,
can
only
fire

Fast
Moving.
we do it:
Hunker
Down and
Character
is Hunkered
Down.
Shooting
a weapon
hand-to-hand
combat
are distinctly
ESOLVING
IRE
(1)
A
Apply
diceortomore
targets
asorstated
to
once
perBattlefield
turn.A
resultthe
of two
out prior
oftarget.
ammo.
the ones
Secondmeans
higher
Leaving
the

Character
is
Leaving
TTRIBUTE
M
OD
different ways of inflicting damage. This is reflected by the
shooting
Before firing
the
shooter
must
declare
how
many
with
the
highest
d6
on
the
first
target.

One
figure
has
ducked
back.
O
THERWISE

HIT
.
the
Battlefield.
Fire
continues
between
twoused
figures
until one
is unable
to
different
game
mechanics
in
NUTS!
Final
Version.
shots
will
go
onto
each
target.
It
is
possible
for
#
R
ESULT
isGroup
Stealthy
-1d6
Opponent
One
figure
has
left the
battlefield
9
SHOOTER MISSED IF
return
fire.
This
can
happen
for
the following
reasons. -1d6
Temporary
leader
Temporary
Group
one
target
to
have
multiple
shots
applied
on
it.
Reflexes
+1d6
Quick
figure
beenbyhit
by fire.
SMG
Fast
Moving.
Leader
taking
thehas
test.
3Pvt.
to 7 Hans fires
SHOOTER
MISSED
One
Run
out of
ammo
rolling
two or more ones.
Example
his
at
Pfc.
Charles
and

Roll
the
dice
and
arrange
them
from
the
highest
to

Run
out
of
ammo
by
rolling
two
or
more
ones.
Slow
to React
-1d6
(1)
Figure
cannot
and willwith
complete
its reaction
instead.
toSnap
Fire.
8 lowest.
SHOOTER
MISSED
IF
(3 ones
forfire
weapons
a dedicated
loader).
It
SGT Billythe
Pink.
He declares
fire
1d6
at the first target,
F
IGHT
It isINE
common
for
figures
to
fire
multiple
times
in
one
turn,
Steely
The
weapon,
such
as
a
Bazooka,
can
only
fire
Eyes
+1d6
TARGET
WAS
MISSED
Fast
Moving.
takes
one
turn
of activation to reload the weapon.
Charles,
thethe
rest
at
Billy.
rolls
aIF3, 5 prior
and 2.toThe
both when
active
and
in reaction.
and
Apply
dice
to theHans
targets
as stated
per
turn.
Cyou
IRCUMSTANCE
MOD
To shootonce
something
must
first
be
able
to
see
it.
A

In
Cover.

Snap
Fire.
Figures reloading side arms may move but cannot
d6
are
laid
out
from
high
to
low
(5,
3,
and
2).
The
5 will be
shooting with the highest d6 on the first target.
ESOLVING
One
figure
ducked
straight
line
from
thehas
shooter
to back.
the
is called
a Line
Nactive
IGHT
CTIONS
Example
exceed
Pfc.
Charles
fires
his
rifletarget
at Hans
and misses.
restWAS
Third
or higher
ARGET
MISSED
appliedERSION
to Charles andTthe
applied
to IF
Billy.target.
their normal
movement.
INAL
Active
Character
is
and
moved.
-1d6
takes
One
figure
has
left
the
battlefield
of Sight
or
LOS.
Heres
how
we
doback
it: with his SMG
Hans
the
Crisis
Test
and
fires
OTHERWISE
HIT.
InCover.
group
Some,
as
aisBazooka,
can now
onlyact,
fire from
once highest
per
Concealed
-such
Enemy
-1d6
The
winning
the
Inconcealed.
Sight

One
figure
has
been
hit
bywill
fire.
Remember
that Hans
the swath
is
measured
fromCharles
the firstand
target
(1)
andRep
misses
as
well.
Pfc.
Charles
takes
the
Crisis
Test
and
10+
S
HOOTER
HITS
TARGET
Example
Pvt.
fires
his
SMG
at
Pfc.
Prone.
turn.
Ducking
Back
Character
isdo
Ducking
Back.table and
EP
of Sight
extends
across
toLine
lowest.
Heres
how
it:the whole
IN Swe
IGHT
ARGET
RUsing
ANGED
C
OMBAT
then
to
the
left
or
right.
the
swath
may
take
an
passes
2d6.
Normally
he
should
return
fire
but
instead
Pfc.
(1)
SGT
Billy
Pink.
He
declares
to
fire
1d6
at
the
first
target,
It is common
for figures
to
multiple
times
in one turn,
Fast Moving.
is
A blocked
figure
has
ducked
back,
left
the
battlefield
or been
byfire
friendly
figures,
terrain,
Hunker
Down
only
Character
is Hunkered
Down.
eligible
thatrest
is(Read
closer
to Hans
the shooter,
out
the2. The
Charles
Duck
Back
as
he isfor
outgunned.
This ends the(1)
will
Fire.
Charles,figure
and the
at Billy.
3, 5ofand
(Looking
successes)
the
asrolls
rolled)
both Leaving
when
and
reaction.
result
Second
orahigher
target.
buildings
andin
sometimes
weather.
hitactive
by
thefire.
Battlefield
Character
is Leaving
swath,
even
if
that
figure
could
be
targeted.
The
swath
is be
fire between
two figures.
Ifthe
cannot
willofto
Charge
intoup
Melee
if in
within
d6 are laid out from high
to low (5, HIT
3, and
The 5 will
O
. 2).
It isBattlefield.
LOS
is tofor
thefire
front
the
to
a 180
the
common
figures
firefigure
multiple
times
one
A resultwhen
ofANGED
twofiring
orTHERWISE
more
ones means
out ofalong
ammo.a
R
C
OMBAT
D
AMAGE
most
effective
an
automatic
weapon
A
TTRIBUTE
M
OD
Example Pfc.
Charles
fires
his
rifle
at
Hans
and
misses.
6. arc.
applied to 9Charles andSHOOTER
the rest applied
to Billy.
MISSED IF
degree
turn,
both
when
active
andfires
in
reaction.
Group
leader
Temporary
Group
-1d6
s
line of figures from the side to side or at a column of
HansTemporary
takes
the
Crisis
Test
and
back
with
his
SMG

If
cannot
fire
or
Charge
into
Melee
will
Duck
#
R
ESULT
(Taken
versus
Impact)
Opponent
is Stealthy
-1d6
Fast Moving.
Leader
taking
the
test.
Inas
nighttime
the
LOS istakes
reduced
12.Test
However,
Remember
swath is measured
from the first target
figures
fromthat
thethe
side.
and
misses
well.
Pfc.
Charles
the to
Crisis
and
Back.
RC
FReflexes
IRE
R will
WATH
Quick
+1d6
(1)
Figure
cannot
fire
and
complete
its reaction
instead.
targets
in
a
well-lit
area
will
count
LOS
as
normal

Snap
Fire.may take an
INALpasses
ERSION
then to the
left
Using the
swath
3Sto
7 or right.SHOOTER
MISSED
2d6. Normally he should return fire but instead Pfc.
CORE
RESULT
for
those
firing
at fire
them.
Slow
to React
-1d6
THOOTER
ARGET
MISSED
Each
weapon
has an
arc of
oroutgunned.
swath equal
to 1
forthe
eligible figure
that is closer
to WAS
the
shooter,
8
S
MISSED
IF IFout of the
Charles
will
Duck
Back
as
he
is
This
ends
OUTGUNNED
RANKINGS
Steely
Eyes
+1d6

LOS
between
figures
inside
woods
or
rough
"1"
Target
is
Obviously
Dead.
E
MPTY
S
PACE

In
Cover.
each
point
of
Target
Rating.
The
first
figure
fired
at
ARGET
ELECTION
swath,
even
if
that
figure
could
be
targeted.
swath is
fire between the two figures.
Fast Moving.The
INALdefines
ERSION
ESOLVING
N
IGHT
CTIONS
terrain
reduced
tobegins.
12
in
the daytime
atOD
CStars
IRCUMSTANCE
M
Impact
orempty
less
but
Target
is
knocked
to
the
ground

Third
or
higher
target.
where
theisarc
of fire
Figures
in theand
arc,6up
most
effective
when
firing
an
automatic
weapon
along
are
never
outgunned.
Each
inch
of
space
between
targets
will
count
asa
Snap Fire.
Figures match
upIfone
on edge
one when
each
other
night.
at the
of thetargeting
woods the
figure
can
not
a
"1"
and
Out
of
the
Fight.
O
THERWISE

HIT
.
to the
Target
Rating,
can
be
hit.
line
of
figures
from
the
side
to
side
or
at
a
column
of
one
target.
The group
winning
In Sight
will
now
act, fromwhen
highest
TARGET WAS MISSED IF
istheactive
and
moved.
-1d6
whether
firing
or
charging
into
melee.
The
ARGET
ELECTION
OActive
UTGUNNED
WEAPON
Tfiring
YPE side
see- Character
and
be
seen
from
outside
the woods
as
Higher
than
Target
isCover.
knocked
10+
TARGET to the ground
figures
from
theImpact
side. SHOOTER
Rep
to
lowest.
Heresside
how
we
do it:
InHITS
RC
F
IRE
R
WATH
Concealed
Enemy
is
concealed.
-1d6
shooting
or
the
charging
if
going
into
melee
RANKING
Example
Charles
and
Billy
one inch
apart.
Hans
normal.
andare
immediately
takes
the sides
(1)
Note:
players
must
provide
weapon
charts
for the
Figures
match
up
one
on
one
when
targeting
each
other
his SMG.
Prone.The
determines
target
allocation.
Ducking
Back
arc
Character
is swath
Ducking
Back.
wins
the
In
Sight
and
fires
first
round
goes

Fire.
Each
weapon
has
an
of
fire
or
equal
to
1
for

LOS
in
inclement
weather
such
as
fog,
rain
or
Recover
Test.
(1)
involved (pages 10-13) which
are Moving.
described on page
23.
whether
firing
or charging
into melee.
The firing
side when
5 Down
Flamethrowers,
Grenades,
Satchel
empty
Fast
Hunker
Rating.
Character
isfirst
Hunkered
Down.
E
MPTY
S
PACE
on
Charles,
the
second
to
the
space
between
Charles
each
point
of
Target
The
figure
fired
at
snow,
is
reduced
to
12
in
the
daytime
and
6
at

If
cannot
fire
will
Charge
into
Melee
if
within
After
one
side
has
all
of
their
figures
targeted
the
other,
(1)
shooting
or
the
charging
side
if
going
into
melee
Charges,
Molotov
Cocktail
and
all
Con
Second
or
higher target.
Leaving
the
Battlefield
begins.
Character
is determine
Leaving
ANGED
OMBAT
DAMAGE
and
theRlast
round
Billy.
defines
where
the
arc will
of fire
Figures
in the arc,who
up
night.
6.
more
numerous
side,
randomly
roll
to
EachBilly
inchand
of empty
space
between
targets
will count as
determines
target
allocation.
Antitank
Weapons.
O
THERWISE

HIT.
the
Battlefield.
C
OVER
OR
C
ONCEALMENT
to the
the
Target
be
hit.
picture
the can
shooter
has
a 3
swath,
defined
byDuck
the
4 above
IfRating,
cannot
fire
or
Charge
into
Melee
will
INALIn
ERSION
the
left
over
shooters
will
target
or
chargers
will
melee.
one
target.
versus Impact)
HMG,
MMG,
and LMG. Group
9
S(Taken
HOOTER MISSED IF
leader
toTemporary
AfterTemporary
one
sideBack.
all
their
figures
the other,
Target
Rating
ofhas
3.Group
He
isofallowed
shoottargeted
up to 3 targets,
one-1d6
per
3
BAR,
MP,
and
SMG
T
YPE
Rinch
ESULT
T
ype
CFast
over
Concealment
INALinch
ERSION
Figures
in
reaction
will
always
target
the
figures
that
shot
are
Leader
theONCEALMENT
test.randomly roll to determine who
Example SCORE
Charles and Billy
oneMoving.
apart.
Hans
of
swath taking
ifOR
desired
more
numerous
side,
will
RESULT
OVER
ARGET
ELECTION
2
Semi-automatic
rifles
and
carbines.
at
them.
When
taking
an
active
fire
the
player
may
choose
(1) Figure
cannot fire
and
will complete
its reaction
instead.

Snap
Fire.
wins
the
In
Sight
and
fires
his
SMG.
The
first
round
goes are
the left
over shooters
will
target
or
chargers
will
melee.
Inside
Buildings
Stationary
figures
All
figures
Buildings,
Stationary figures inside of buildings
O
UTGUNNED
Rtargeting
ANKINGS
"1"
Target
isMISSED
Obviously
Dead.
There
will
when
a character
will not
be in
cover,
Figures
match
up
one
on ranged
one
when
each
other
1 be times
Other
weapons
listed.
ARGET
ELECTION
his
targets.
T
ARGET
WAS
IF
oninside
Charles,
the
second
to
the
empty
space
between
Charles
in cover
and
concealment.
Inside
Vehicles
NoTarget
cover
figures
Figures
willCover
always
target
the
that
whetherinfiring
charging
into
melee.
Thefigures
firing
side
when
concealment
ororboth.
and
concealment
areout
different.
Impact
orthe
lesslast
butround
is
knocked All
to the
ground
0 reaction
Those
that
cannot
return
fire,
ofshot
are
never
outgunned.
and Billy
and
onIn
Billy.
figures
Cover.
Moving
inside
buildings
are
Figures
match
up
oneStars
on active
one
when
targeting
each
other
at
them.
When
taking
an
fire
the
player
may
choose
Behindnot
Vehicles
All
figures
No
concealment
shooting
or the charging
side
ifIGHT
going
intoCTIONS
melee
a
"1"
and
Out
of
the
Fight.
ammo,
or
out
of
range.
ESOLVING
N
Third or higher target.
In
the
picture
above
the
shooter
has
a
3
swath,
defined
by
the
concealed.
whether
firing
or
charging
into
melee.
The
firing
side
when

Concealment
makes
you
harder
to
see.
A
PPLYING
THE T
ARGET DICEWEAPON TYPE
his
targets.
OUTGUNNED
determines
target
allocation.
Higherorthan
ImpactOTHERWISE
Target is
knocked
to the
ground
Woods
Rough
Stationary
figures
All
Target
Rating
ofwinning
3.
He
is allowed
togoing
shoot
up
tomelee
3 act,
targets,
onehighest
per
HIT
.
shooting
or
the
charging
side
ifSight
Vehicles,
Figures
inside vehicles
are
infigures
Concealment
does
stop
ainto
bullet.
Concealment
The
group
the
Innot
will
now
from
R
ANKING
and
immediately
takes
the
A
figure
can
apply
its
Target
Dice
as
desired.
Heres
how
inch
of
swath
if
desired
10+
SHOOTER
HITSConcealment
TARGET

2014
ED
TEIXEIRA
allocation.
TWO
HOUR
WARGAMES
After
one
side
has
allplay
of their
figures
targeted
the other,
determines
target
Inside
comes
into
when
taking
the In Sight
Test.
Cover of
only affectsconcealment.
Ranged
Fire.
only affects
Rep
Heres
how
we
do5/31/2014
it:
Recover
Test.
we
do
it:to5lowest.
Flamethrowers,
Grenades,
Satchel
more
numerous
side,
will
randomly
roll toparts
determine
who
A
PPLYING
THE
T
ARGET
D
ICE hitting
Vehicles,
Figures
behind
vehicles
are in cover.

Cover
stops
a
bullet
from
of
your
the In Sight test.
26
After one side
has
all
of
their
figures
targeted
the
other,
Fire.
Charges,
Molotov
Cocktail
and
all
thefigure
left
over
shooters
will
target
ormust
will
melee.
Behind
body,
so
itits
makes
it Dice
harder
todesired.
be
Cover
comes
numerous
Before
firing
the randomly
shooter
declare
how
many
A
can
apply
Target
aschargers
Heres
how
more
side,
will
roll
tohit.
determine
who
shots
Ifplay
cannot
fire
will
Charge
into
Melee
if within
Antitank
Weapons.
into
on
the
Ranged
Combat
Table.
Woods or
Stationary
figures
inside woods or rocky
will
go
onto
each
target.
It
is
possible
for
OVER
OR
CONCEALMENT
we
do
Figures
in reaction
the figures
that shot
the
leftit:over
shooterswill
willalways
target target
or chargers
will melee.
RCANGED
COMBAT
DAMAGE
4 6.
HMG,
MMG,
andshots
LMG.
Rough
areas
are
in
cover
and
concealment.
one
target
to
have
multiple
applied
on
it.
at them.
When
taking
an
active
fire
the
player
may
choose
So
how
do
you
tell
which
is
which?
We've
put
together
a
Ifthe
cannot
fire
or
Charge
into
Melee
will
Duck
in
Before
firing
the
shooter
must
declare
how
3reaction
BAR,
MP,
and
SMG
TYPE
RESULT
Figures
will
always
target
the
figures
thatmany
shotto
(Takenfigures
versus Impact)
Moving
inside
woods or rocky
Roll
dice
and
arrange
them
from
the
highest
his
targets.
short
list
that
answers
theactive
question.
Players
should
match

2014
ED When
TEIXEIRA
TWO
HOUR
WARGAMES
5/31/2014
Back.
shots
will
go
onto
eachfire
target.
It isand
possible
for
at
them.
taking
an
the
player
may
choose
2 lowest.
Semi-automatic
rifles
carbines.
areas are concealed.
the
Buildings,
of buildings are
thetargets.
terrain
on the table
withmultiple
the typeshots
that best
resembles
SCORE Stationary figures inside
RESULT
one
to
have
applied
ontoit. it
his
1 target
Other
weapons
not listed.
Cover
Apply
the
dice
to ranged
the List
targets
as stated
prior
26
inside
in
cover
and
concealment.
on the
or
Concealment
before
the
game
begins.
the dice
and
arrange
them
from
the target.
highest
O
R
0 TEIXEIRA
that
cannot
return
fire,
out of to
2014Roll
ED
Those
TWO
5/31/2014
APPLYING
THE
TUTGUNNED
ARGET
DWARGAMES
ICE
shooting
with
theHOUR
highest
d6ANKINGS
on
the first
"1"
Target
is Obviously
Dead. are
Moving
figures
inside buildings
the lowest. ammo, or out of range.
Impact
or
less
but
Target
is
knocked
to
the ground
A
figure
can
apply
its
Target
Dice
as
desired.
Heres
how
concealed.
Stars areDnever
outgunned.
95
APPLYING
THE
ARGET
Apply
theTdice
to the ICE
targets as stated prior to
not
a
"1"
and
Out
of
the
Fight.
we
do
it:
Vehicles,
Figures inside vehicles are in
Example
Pvt.
Hans
SMG
at
Pfc.the
Charles
and
shooting
with
thehis
highest
d6
on
target.
A
figure
can
apply
itsfires
Target
Dice
desired.
Heres
how
OUTGUNNED
Was
EAPON
Tfirst
YPE
Higherofthan Impact
Target is knocked to the ground
Inside
concealment.
SGT
Billy
Pink.
He
declares
to
fire
1d6
at
the
first
target,
we doRit:
Before firing the shooter must declare how many
ANKING
and
immediately
Vehicles,
Figures
behind
vehiclestakes
are inthe
cover.
Charles, and
rest
Billy.
Hans
rollsItais3,possible
5 and 2.for
The
shotsthe
will
goatonto
each
target.
Recover
Test.

Before
firing
the
shooter
must
declare
how
many
Behind
Example
Pvt.
Hans
fires
his
SMG
at
Pfc.
Charles
and
5 outtarget
Grenades,
Satchel
d6 are laid
fromFlamethrowers,
to multiple
low (5, 3,
and applied
2). The
5onwill
one
tohigh
have
shots
it. be
shots
will
onto
each
target.
It
possible
for
SGT
Billy
Pink.
Hego
declares
to
fire
1d6Cocktail
atisBilly.
the
first
target,
ordvantages
Stationary figures inside woods or rocky
Charges,
Molotov
and
all
applied
to
Charles
and
the
rest
applied
to
SWoods
tar A
Roll the dice and arrange them from the highest to
to
have
multiple
shots
applied
on
it.
Charles, one
and target
the rest
at
Billy.
Hans
rolls
a
3,
5
and
2.
The
Rough
areas are
in
and concealment.
Antitank Weapons.
COVER
ORwhen
Ccover
ONCEALMENT
thethat
lowest.

Star
Power:
#d6=REP,
damage
received,
roll dice,
Remember
the
swath
is
measured
from
the
first
target
d6
are
out
from
high
to
low
(5,
3,
and
2).
The
5
will
be
Moving
figures
inside
woods
or rocky
laid
Roll
the
dice
and
arrange
them
from
the
highest
to
4
HMG,
MMG,
and LMG.

Apply
the
dice
to
the
targets
as
stated
prior
to
each
score
of
1-3
reduces
a
damage
level;
4-5
no
reducthen
to the
left
or right.
Using
the
swath
take an
applied
tothe
and
the
restand
applied
tomay
Billy.
areas are concealed.
lowest.
3Charles
BAR,
MP,
SMG
TYPE
RESULT
shooting
with
the
highest
d6
on
the
first
target.
tion
nor
loss
of
die;
6
no
reduction
and
loses
that
die
for
eligible
closer
to targets
the shooter,
out carbines.
of
the to
figure
Apply
the is
dice
to the
as stated
prior
2 thatthat
Semi-automatic
rifles
and
Remember
thefigure
swath
is measured
from
the
first
target
Buildings,
Stationary
figures
inside
of
buildings
are
swath,
even
if
that
could
be
targeted.
The
swath
is
rest
of
mission.
with
theranged
highest
d6 on the
first
target.
2014shooting
ED TEIXEIRA
TWO
HOUR
WARGAMES
5/31/2014
Other
not
listed.
then
to
the1left when
or right.
Using
theweapons
swathweapon
may
take
an a
in cover
andbe
concealment.
most
effective
firing
an automatic
along
inside
Larger Than Life:
cannot
killed by anyone with a
Example
Pvt.
Hans
fires
his
SMG
at
Pfc.
Charles
0 that isThose
that
cannot
return
fire,
outand
of
95
eligible
figure
closer
to
the
shooter,
out
of
the
Moving
figures
inside
are
line
of
figures
from
the
side
to
side
or
at
a
column
of
lower
Rep,
so
worst
result
would
be buildings
OOF.
25 SGT Billy Pink. He ammo,
declares
fire 1d6
at the first target,
orto
out
swath,
even
ifthe
that
figure
beof
targeted.
The swath
Example
Pvt.
Hans
firescould
his
SMG
atrange.
Pfc. Charles
andis
concealed.
figures
from
side.

Cheating
Death:
if
killed
by
anyone
with
an
equal
Charles, and the rest at Billy. Hans rolls a 3, 5 and 2. The
most Billy
effective
firing antoautomatic
weapon
a
SGT
Pink.when
He declares
fire 1d6 at
the firstalong
target,
Vehicles,
inside removed
vehicles are
in the table,
or higher Rep,Figures
immediately
from
d6 are
laid outfrom
from high
to low
(5,or
3, at
and
2). The 5 will be
line
of figures
side
aa column
Charles,
and the restthe
at side
Billy.toHans
rolls
3, 5 andof2. The
Inside
of
concealment.
whisked
to
safety
&
Stars
Rep
reduced
by
one level.
applied
to
Charles
and the rest applied to Billy.
E
MPTY
SPACE
figures
from
thefrom
side.
d6
are laid
out
high to low (5, 3, and 2). The 5 will be
Figures
behindany
vehicles
cover.
Vehicles,
Free Will: Instead
of rolling
d6 theare
Starincan
choose to
applied
to of
Charles
thebetween
applied
to Billy.
Behind
Remember
that
theand
swath
isrest
measured
from
thecount
first target
Each
inch
empty
space
targets
will
as
pass Reaction Tests: 2, 1 or 0d6. Only Crisis or Recover
thentarget.
to the left or right. Using the swath may take an
Woods
Stationary
woods
rocky
one
.
fromorHunker Down
Test,figures
not the inside
Recover
from or
Damage.
EMPTY
SPACE
Remember
that the swath is measured from the first target
figure that is closer to the shooter, out of the
Rough
areas are in cover
and
concealment.
Justeligible
buy the game at TwoHourWargames.com
Page 4 from
www.g-design.us/nuts/charts.pdf
15May16 07:05
then
toinch
theof
leftempty
or right.
Using
theone
swath
take
anas
Example
and
Billy
are
inchmay
apart.
Hans
Each
space
between
targets
will
count
swath,
evenCharles
if that figure
could
be targeted.
The
swath
is
Moving figures inside woods or rocky
eligible
figure
thatand
is closer
to SMG.
the shooter,
outround
of thegoes
wins
the
In
Sight
fires
his
The
first
one
target.
most effective when firing an automatic weapon along a
areas are concealed.
swath,
even the
if that
figure
could
be targeted.
The swath
is
on
second
thetoempty
space
Charles
lineCharles,
of figures
from
thetoside
side or
at a between
column of
Example
and
Charles
and
Billy
are
one inch
apart. along
Hans a
most
effective
when
firing
anon
automatic
weapon
and
Billy
the
last
round
Billy.

F
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I S

NUTS! - F

AV O
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T
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INFANTRY

IN SIGHT & SHOOTING

INFANTRY

IN SIGHT & SHOOTING

an
e

he

in

C
CRISIS
RISIS T
TEST
EST 2

NUTS!
NUTS!FFINAL
INALV
VERSION
ERSION

RERSION
ECOVER
ECOVER T
TEST
EST
NUTS! - FINAL R
V

The
Thesecond
secondReaction
ReactionTest
Testisisthe
theCrisis
CrisisTest.
Test.There
Thereare
aretwo
two
reasons
reasonstototake
takethe
theM
test.
test.
They
TheyD
are:
are:
ELEE
AMAGE

The
Thethird
thirdReaction
ReactionTest
Testisisthe
theRecover
RecoverTest.
Test.There
Thereare
aretwo
two

reasonstototake
takethe
thetest.
test.
They
They!are:
are:
2reasons
MEDIC

The
Thefigure
figure(Read
isisFired
Fired
On
On
and
did
didnot
notget
gethit.
hit.
result
asand
rolled)
The
Thefigure
figureisiswithin
within4
4and
andLOS
LOSof
ofaafriendly
friendly
# figure
ESULT
figurebeing
beinghit
hitby
byfire,
fire,R
called
called
Man
ManDown.
Down.

(Taken
The
Thefigure
figureatakes
takes
Damage
from
fire
fire
or
ormelee.
melee.
when
medicDamage
contacts from
an
OOF
figure)
The
Thefigure
figureisisHunkered
HunkeredDown
Downand
andtrying
tryingtotoCarry
Carry
# D6 On.
RESULT
On.

SUCCESSES
Score more

PASSED

Roll 1d6 versus the number of successes

RISIS
TTEST
EST
H
HOW
OWT
TOOT
TAKE
AKE
AAC
CRISIS
successes
scored
more
than
opponent.

Here's
Here's
how
aaCrisis
CrisisTest
Testisistaken.
taken. the test; Fired On, Man
how
Determine
what
causing
1: Opponent Obviously Dead.
Down, Outgunned and if a combination, take worst
Determine
Determinewhat
whatisiscausing
causingthe
thetest;
test;Fired
FiredOn,
On,Man
Man
result.
Down
DownEqual
or
oraacombination
combination
of
both.
both.
IfIfmore
more
than
thanone
one
to successesof
more
but
not
1:
Determine
figures
in the
take the test.
cause,
cause,Opponent
you
youwhich
still
stilltake
take
onethe
test
test
but
butgroup
apply
applymust
the
theworst
worst
Out one
of
Fight.
Note
that
there
will
be
times
when
some
figures
will
result.
result.
take
the
test
and
others
will
not.
INAL ERSION
Determine
Determine
which
figures
ininthe
thesuccesses:
group
groupmust
musttake
take
Scorewhich
higherfigures
than more
Roll
2d6
for the
group
the
test.
the
thetest.
test.
Note
Note
that
that
there
theretaking
will
will
be
be
times
times
when
whensome
some
Opponent
knocked
down
and
immediately
Roll
any
applicable
Die
whether
or
not the
takes
Recover
From
Knock
Down
Test.
figures
figures
will
will
take
takethe
theLeader
test
testand
and
others
others
will
willnot.
not.
Leader
has
to
take
the
test.
Temporary
Leader
has
no leader die.
Score
same
Evenly
Matched.
Remain
in
melee
and
Roll
Roll2d6
2d6for
forthe
thegroup
grouptaking
takingthe
thetest.
test.

Determine
how
many
d6
were
passed
based
on
the
number
when
active,
may
either
break
off
the
Roll
Roll
any
anyapplicable
applicable
Leader
Leader
Die
DieTest.
whether
whether
or
ornot
notthe
the indiThethird
Reaction
Test is the
Recover
There
are
two
vidual
Rep
of
each
figure
taking
the test. This may result
melee
or
continue
the
melee.
Leader
Leader
has
has
to
to
take
take
the
the
test.
test.
reasons to take the test. They are:
figures inhow
the many
same
behaving
inbased
different
in
Determine
Determine
how
manygroup
d6
d6were
were
passed
passedbased
on
on ways.
the
The
figure takes
from
or melee.
the
individual
individual
Rep
RepDamage
of
ofeach
eachfigure
figurefire
taking
taking
the
thetest.
test.
This
Themay
figure
is Hunkered
trying
to Carry
This
may
result
result
ininfigures
figuresDown
ininthe
theand
same
same
group
group
INFANTRY
REACTION
On.
behaving
behaving
inindifferent
different
ways.
ways. TESTS

RECOVER TEST

Just a flesh wound. Figure will immediately

ECOVER
TEST
EST
H
HOW
OWT
TO
OT
TAKE
AKE
ARRatECOVER
return
to the A
fight
normal Rep.T

1 how
has Test
lost
point of Rep for the
Here's
Here's
howFigure
aaRecover
Recover
Testone
isistaken.
taken.
remainder of the battle but will immediately
Determine
Determine
what
isiscausing
causingthe
thetest;
test;taking
taking
return to what
the
fight.
Damage
Damage
or
Hunker
Hunker
Down.
Down.
0
Figureor
remains
OOF.
Roll
Roll2d6
2d6for
forthe
thefigure
figuretaking
takingthe
thetest,
test,not
notthe
the
group.
group.
Roll
Rollany
anyapplicable
applicableLeader
LeaderDie
Diewhether
whetheror
ornot
notthe
the
Leaderhas
hastototake
take
the
the
test
testififtrying
tryingtotorecover
recover
EPLeader
IN S
IGHT
from
fromHunker
HunkerDown.
Down. Temporary Leader has no leader die.
(Looking
ford6
successes)
Determine
Determinehow
how
many
many
d6
were
werepassed
passedbased
basedon
on
the
theRep
Repof
ofthe
the
figure
figure
taking
taking
the
the
test.
test.
ATTRIBUTE
MOD

NUTS! - FINAL

INFANTRY

MEDIC & NUTS! FINAL V


COMPLETING
REACTIONS
REACTION
TESTS

Opponent is Stealthy
-1d6
Example
Pvt.
Pvt.Smith
Smithisishit
hitby
byfire
fireand
andmust
musttake
takethe
the +1d6
Example
Quick Reflexes
Recover
Test.
Herolls
rolls2d6
2d6versus
versushis
hisRep
Rep(4)
(4)and
andscores
scores
Recover
Test.
He
aa
Slow to
React
-1d6
may
be times
when
aknocked
figure istotocarrying
out and
aandisis
3and
and
4.
Passing
2d6
he
is
knocked
the
ground
3There
4.
Passing
2d6
he
is
the
ground
Steely Eyes
+1d6
Reaction
Test and
be
to next
take
another
knockeddown.
down.
Hemay
canget
getforced
upwhen
when
nextactive.
active. test prior
knocked
He
can
up
(Taken versus Rep)
CIRCUMSTANCE
MOD
to completion of the first. When called for the figure
Laterhe
heisisoutgunned
outgunned
andtakes
takesaaCrisis
Crisis
Test.cannot
Hepasses
passes
Later
Test.
He
* = Star may choose to pass 2d6, 1d6, or 0d6
immediately
takes theisand
second
Test,
score
Active - Character
active Reaction
and moved.
-1d6
ECOVER EST
OW O AKE
0d6
so
must
Hunker
Down.
The
next
turn
he
tries
to
0d6
so
must
Hunker
Down.
The
next
turn
he
tries
to
better
than
the
first
result,
but
can
score
worse.
Concealed - Enemy is concealed.
-1d6
recoverand
andas
ashis
hisLeader
Leaderisisininthe
thegroup
grouphe
hegets
getsthe
the (1)
recover
Here's
how a Recover Test is taken. MODIFIER
CIRCUMSTANCE
Ducking Back Character is Ducking Back.
benefitofof-Leader
Leader
Die.
Heapasses
passes
1d6
and
now
becomes
benefit
Die.
He
becomes
Example
A figure
takes
Crisis1d6
Testand
andnow
scores
a result
(1)
Hunker
Down
automatically
Character
is Hunkered
Down.
Determine what is causing the test;
taking
In cover
+1d6
Duck
Back.
HeThe
can
automatically
CarryOn
On
next
turn.
Duck
Back.
He
can
Carry
next
turn.
of
Duck
Back.
figure
moves towards
cover
and
into(1)the
Leaving
the Battlefield
Character
Leaving
Damage
Half strength
or lessor Hunker Down.
-1d6
sight
of another
enemy figure
triggeringisan
In Sight Test.
the
Battlefield.
Roll 2d6 for the figure taking the test, not the
The enemy fires and misses the ducking back figure before
Temporary
Group
leader
Temporary
-1d6
group.
REASON
PASS 2D6
PitASS
1completed
D6
PASS
0Group
D6figure takes
has
its move.
The
ducking
back
a
ULTIPLE
ULTIPLE
ESULTS
ESULTS
Leader
taking
the
test.
Roll any applicable Leader Die whether or not the
new Crisis Test and passes 2d6 which would allow him to
Outgunned:
Outgunned:
CRISIS TEST
(1) Figure
cannot
fire
and
complete
its reaction
instead.
There
may
maybe
be
times
times
when
when
awill
afigure
figure
qualifies
qualifies
for
for
more
more
than
Leader has
to take the test if trying to recoverOutgunned: There
return
fire.
However,
he
cannot
score
better
than
the than
Duck
(LDR) * from Hunker Down.
Duck Back.
Duck
Back.

Hunker
Down.
one
one
Reaction
Reaction
Test
Test
and
and
scores
scores
more
more
than
than
one
one
result,
result,
Back result, so continues on towards cover.
Fired
Fired On: sometimes
Fired
sometimesconflicting.
conflicting.Heres
HeresOn:
how
howwe
wedo
doit:
it:
Determine
howOn:
many d6 were passed based on

Return
Fire.

Snap
Fire.

Hunker
Down.
ESOLVING
N
IGHT
CTIONS
theabove
Rep we
of
the
taking
the
test.
One
Oneset
setof
ofd6
d6are
arerolled.
rolled.
InInthe
thepicture
picture
above
we
see
seeDown:
afigure
agroup
group
come
comeinto
intosight
sightofofthree
three Man Down:
Man
Man Down:
The
group
winning
the
In
will
now
act,
from highest
enemy
enemysoldiers.
soldiers.Soldiers
Soldiers"A"
"A"and
and"B"
"B"can
canonly
onlysee
see8"
8"while
while
Apply
Applythe
theresults
resultstotoSight
each
each
cause
cause
of
ofBattlefield.
the
thetest.
test.
Carry On.
Duck Back.
Leave
the
soldier
soldier"C"
"C"can
cansee
seeboth
both"7"
"7"and
and"8".
"8".After
Aftertaking
takingan
anInInSight
Sight
Rep
to
lowest.
Heres
how
we
do
it:
Take
Takethe
theworst
worstIfresult.
result.
Example
TA",
Pvt.
is"C"
hit fire
by
fire
and
must
Ifand
suffered
damage:
suffered damage:
RTest,
ECOVER
EST
Test,
soldiers
soldiers
A",Smith
"B"
"B"
and
"C"
fire
atat"7"
"7"
and
and
"8".
"8".take the If suffered damage:
Recover
Test.
He
rolls
2d6
versus
his
Rep
(4)
and
scores
a
Fire.
The
Reaction
Tests
can change
status
of
afor
figure
or
(LDR) *
Knocked down but can
OutSee
of
the
Obviously
Dead.
Seethe
the
theFight.
Status
Status
and
andActions
Actions
section
section
(page
(page22)
22)
for
more
more
Both
Both
are
are4.
missed
missed
and
and2d6
they
theyhe
take
take
astill
Crisis
Crisis
Test
Test
for
forbeing
beingfired
fired
on.
on.is
3 and
Passing
isaknocked
toOn.
the
ground
and
force
itto act
in a certain
way.
Here Down:
we
will
explain
the
If
cannot
fire
will
Charge
into
Melee
if
within
Carry
Can
If
Hunkered
Down:
If
Hunkered
details.
details.
May
use
Leader
2d6
2d6
are
arerolled
rolled
and
andHe
aa55can
and
andaget
a33are
arewhen
scored.
scored.
As
Asthe
theleader
leaderisiswithin
within
knocked
down.
up
next
active.
termstofound
on
the ReactionTests.
6.
regain
feet
when
next
Recover
Duck
Back.
Leave the Battlefield.
Die
only
if ofofthe
4"
4"and
and
part
part
thegroup
groupthat
thatwas
wasfired
firedon
onhe
heisisallowed
allowedtotoroll
roll
active.

If
cannot
fire
or
Charge
into Melee
will
Hunkered
Down.
one
one
Leader
Leader
Die.
Die.
He
He
rolls
rolls
a
a
4
4
and
and
passes
passes
1d6.
1d6.
Adding
Adding
the
the
pass
pass
Later he is outgunned and takes a Crisis Test. He passes
and can
actDuck
and
CARRY ON The figure is in good order
If Hunkered
Down:
Back.
1d6b
1d6b
result
result
means
means
soldier
soldier
7
7
passes
passes
2d6,
2d6,
so
so
returns
returns
fire
fire
while
while
0d6
so
must
Hunker
Down.
The
next
turn
he
tries
to
react as desired. This is the best status the figure can have.
Star may only
Rep,
Recover
and
soldier
soldier
8,
due
due
aalower
lower
Rep,
returns
returns
fire
firebut
buthe
counts
counts
theSnap
Snap
recover
and
astotohis
Leader
is
in
the group
getsthe
the
A figure is considered to be carrying on if it is not doing
choose
to8,
pass
d6
Fire
Fire
penalty.
penalty.
immediately
actnow
as becomes
OUTGUNNED
RANKINGS
of Leader Die. He passes 1d6 and
if benefit
Hunkered
any of the following.
We have ranked
them from best to
desired.Carry On next turn.
Down.
Duck Back. He can automatically
worse.
Stars are never outgunned.

T T

AR

M
M

2*

RR

I S

STATUS AND ACTIONS

*X

Return Fire.
OUTGUNNED
Snap Fire.
RANKING

MULTIPLE RESULTS

There may be times when a figure qualifies for more than

one
2014
2014
ED
EDTEIXEIRA
TEIXEIRATWO
HOUR
HOURWARGAMES
WARGAMES5/31/2014
5/31/2014
Reaction
TestTWO
and
scores
more than
one result,

sometimes conflicting. Heres how we do it:

21
21

One set TWO


of d6
areWARGAMES
rolled. 5/31/2014
2014ED TEIXEIRA
HOUR

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

97

WEAPON TYPE

Outgunned
5Duck Back.
Flamethrowers, Grenades, Satchel
Charges, Molotov Cocktail and all
Hunker Down.
Weapons.
Leave theAntitank
Battlefield.
4Out of theHMG,
MMG,
and LMG.
Fight.
3ObviouslyBAR,
MP,
and
SMG
Dead.
2
Semi-automatic rifles and carbines.
1
Other ranged weapons not listed.
is trying
to findreturn
cover.fire,
Heres
how
DUCK BACK
0 Figure
Those
that cannot
out of
we do it:
ammo, or out of range.

Move to the nearest cover within 6. This can be


in any direction, even forward.
If no cover is available within 6 the figure will
drop prone in place, ending its turn.

Page 5 from www.g-design.us/nuts/charts.pdf 15May16 07:05

LE
at

OB
se

OU
an
an
co
di

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aD

RE
ca

SN
ca

On
Te
se
be

Ta
Re
B
thin
th
th
reV
I
Ho
V
Th
B

melee. No Reaction melee. No Reaction


Crisis Test.
Tests taken.
If the thrower can see the nominated
INAL ERSION Tests taken.
spot or the grenade is being dropped
over a wall, rolled into a doorway, or
HOWEP
TO CHARGEM
INTO MELEE
ELEE COMBAT
similar, it lands on the nominated spot.
Here's how the Charge into Melee Test is taken:
Center the blast circle on the nominated INAL ERSION (Looking for successes)
The figure has LOS to a target and can move to 6"
When figures come into
theyfor
candamage.
enter into melee
spotcontact
and check
TTRIBUTE
MOD
from theAtarget,
even ifDaAMAGE
Fast Move is required.
(hand-to-hand
combat).
0
Oops!
Grenade is dropped at the feet of the
ELEE
OMBAT
MELEE
INAL
ERSION
If the charger takes a Fast Move and comes+1d6
up
thrower. Center the blast circle on the
Brawler
Any the Charge into Melee Test is resolved the charger is
(Read
result
asforfeits
rolled) any active fire.
short,
it
cannot
melee
and
nominated spot and check for damage. All
Knifeman if using a bayonet or knife
+1d6
moved
into contact
with the target. Now it's time to melee.
ELEE
OMBAT
MELEE
AMAGE
ELEE
EAPONS
#Move the charger
to 6"Dfrom
the target. +1d6
within
the blast circle must roll their Rep or
Rage
RESULT
INA
on
1d6 toTest
drop prone
and the
escape
Each figure starts
2d6.
the two
Go types
toless
the
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Any are
Charge
into
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resolved
charger is
Runt
-1d6
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result
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of
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to handisTable.
weapons.
damage.
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theELEE
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into Melee Table.
into
Each
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starts
1d6Now
for each
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thewith
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it's time
WEAPON
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OMBAT
Score
more the
Roll
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number
of successes
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Thoseon
used
one hand.
#Modify
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ELEE
number
of d6the
by
any applicable
Add
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Swords
Go toortheknives
Melee Combat
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successes
scored
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be examples
SAny
UCCESSES
Attribute
orWeapon
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the
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into
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is resolved the +1d6
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hand
Each
figure Using
starts with
1d6
forweapon
each point
ofthe
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Hand
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+2d6
weapon.
a
one
hand
gives
moved
into
contact
with
the
target.
Now
it's
time
to melee.

Roll
the
modified
number
of
d6
versus
the
Rep
of
Each figure rolls its modified total of d6, counting
Score more Roll
versus the
numberDead.
of successes
user
Add
or subtract
d6 based
1: 1d6
Opponent
Obviously
in melee.
CIRCUMSTANCE
MOD
each
involved
figure.
all+1d6
successes,
scores
of 1, on
2 orany
3. applicable
successes
moreCombat
than opponent.
Go toscored
the Melee
Table.
Attribute,
Melee Weapon
or
Circumstance.
Two
Hand Weapon
Those
used
with
two hands.
IfMatched
charged -by
more than
one
figure, the target
Compare
the number
of successes
scored
by each
Evenly
Attacking
an
enemy
+1d6

Each
figure
starts
with
1d6
forthe
each
point
of Rep.
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to successes
more
but
not
1:
Using
Each
rolls its itmodified
total oford6,
a figure
rifle, whether
has a bayonet
not,counting
is an
applies
their
results
against
all
of
figures
figure.
that
scored
a
result
of
Evenly
Matched
1:
Opponent
Obviously
Dead.

Add
or
subtract
d6
based
on
any
applicable
Opponent
Out
of
the
Fight.
all successes,
scores
of 1, 2 orUsing
3.
a two
handtheweapon.
hand
separately.
This may
mean
the target could fire at
example
If bothofsides
score
same number aoftwo
successes,
this turn
during
a melee.
Count
each
Attribute,
Melee
Weapon
orwith
Circumstance.
weapon
Compare
the
number
of
successes
scored
by
each
gives
the
user
+2d6
in
melee.
each
charger
but
only
if
armed
a weapon
they are Evenly Matched. The figures remain in
result. EachEqual
to
successes
more
but
not
1:
Score
higher
than
more
successes:
figure
rolls
its
modified
total
of d6,
counting
figure.
with
adequate
Target.
melee and when active, melee continues.
Opponent
Out
of
the
Fight.
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a
prone
opponent.
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knocked
down
and
immediately
all
successes,
scores
of
1,
2
or
3.
If
sides score
same
number it
ofrolls
successes,
Determine
how
many
d6an
each figure has passed.
If both
one figure
scoresthe
more
successes,
1d6
Rear
Attacking
to the
the
rear of
+1d6
takes
Recover
From
Knock Down
Test.
Consult
Compare
number
of successes
scored
by each
they
arethis
Evenly
Matched.
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figures
remain in
HARGE
INTO
ELEE
EST
st into Melee

the
Charge
Table.
versus
number
and consults
the Melee
Score
higher
than
more
successes:
opponent.
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on
the
1
round
of
melee
Score same
Evenly Matched. Remain in melee and
figure.
melee
and
when
active,
melee
continues.
must
Go downqualified
the left hand
column
to the
of
Damage
Table.
Opponent
knocked
down
andnumber
immediately
The only way
to enter
melee, is via the Charge into Melee
and
for
the
number
when
active,
may
either
break
off
melee
d6 have
If both
sides
score
theTarget
same
number
of the
successes,
If one figure scores more successes, it rolls 1d6
more
that
were
passed.
Recover
Knock Down Test.
Test. Heres how we do it:
charged to they
rear takes
modifier
onMatched.
theFrom
Charge
or
continue
the
melee.
are
Evenly
The
figures
remain
versus this number and consults the Melee
Melee
Go
across
to the Matched.
column based
uponinwhether
the in
Score
same
Remain
melee and
into
Test.Evenly
melee
and when active, melee continues.
Table.by the figure and not the group.
EPTheDamage
test is taken
Charger or
Target
passed
MELEE COMBAT
number
when
active,
maymore
eitherd6.
break off the melee
If one figure scores more successes, it rolls 1d6
The figure can be active or inactive.
Immediately
carry
the
continue
theis
melee.
Example
SGTor
Pink
(Repout
5)
inresults.
melee with Klaus (Rep
versus this number and consults the Melee
(Looking
successes)
The test can be
taken for
at any
time during the active
4).
INAL
Damage Table.
EPphase of the
M
ELEE COMBAT
turn.
ATTRIBUTE
MOD
Pink starts
withPink
5d6 for
Rep
adds the
following
Example
SGT
(Rep
5) and
is in
Chargers can(Looking
declare for
a charge
at any time during
CHARGE
INTO
Mmelee
ELEEwith Klaus (Rep
successes)
modifiers: +1d6 for
using
aD
bayonet
as a One Hand
4).
M
ELEE
AMAGE
Brawler
+1d6
their
turn,
even
if
the
target
of
the
charge
was
out
2014 ED TEIXEIRA TWO HOUR WARGAMES 5/31/2014
Weapon.
andversus
scores
a 1, 2, 2, 3, 4 and 5 for
(Taken
EP He rolls 6d6
MELEE
CRep)
OMBAT
of LOS
atAthe
of the
turn.
Knifeman
if using
a start
bayonet
or charger's
knife
+1d6
TTRIBUTE
M
OD
Pink successes.
starts with 5d6
for Rep
adds the following
(Read
resultand
as rolled)
four
96
Rage
The charging figure must have a clear LOS +1d6
to the
for successes)
modifiers: +1d6
for (Looking
using a bayonet
as a One
ATTRIBUTE
MHand
ODIFIER
Brawler
+1d6
Runt target figure at the time it charges.
-1d6
#starts
RESULT
Klaus
with
4d6
for
Rep
and
adds
the
following
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rolls
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and
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a
1,
2,
2,
3,
4 and 5 for
Knifeman
if
using
a
bayonet
or
knife
+1d6
Nerves
of Steel
+1d6
OD
The figure
mustWbe
able to reach a spot 6" from
MELEE
EAPON
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SUCCESSES
P
modifiers:
+2d6 A
forTTRIBUTE
a Two Hand Melee Weapon,
aM
rifle,
four
successes.
Rage the actual target. Whether or not it has enough
+1d6
Rage
+1d6
rolls
6d6
and
scores
a
1,
2,
4,
4,
4
and
6
for
2
successes.
Brawler
+1d6
One Hand
Melee
Weapon
+1d6
Score
more
Roll4d6
1d6forversus
the adds
number
successes
Runt
-1d6
Klaus
starts
with
Rep and
theof
following
distance
to reach
the target is irrelevant, it need
CIRCUMSTANCE
MODIFIER
Knifeman
if
using
a
bayonet
or
knife
+1d6
successes
scored
more
than
opponent.
Two Hand
Melee
Weapon.
+2d6
Pink
scores
two
more
successes
than
Klaus
and
consulting
M
ELEE
W
EAPON
M
OD
modifiers:
+2d6
for
a
Two
Hand
Melee
Weapon,
a
rifle,
only be able to reach a spot 6" from the target.
Target
in6d6
cover
+1d6+1d6
Rage
CIRCUMSTANCE
MOD
the
Melee
Results
Table,
rolls
1d6
versus
the2number
of
rolls
and
scores
a
1,
2,
4,
4,
4
and
6
for
successes.
Hand Melee Weapon
+1d6
INAL One
ERSION
1:
Obviously
Dead.
Target
charged
flankOpponent
-1d6
Runt
-1d6
successes
he to
scored
more. He scores
a 2 and
has
knocked
Evenly
Attacking
an enemy
+1d6
Two
Hand
Melee-Weapon.
Pinkcharged
scoresand
two
more
successes
consulting
Example
Matched
A Russian
soldier comes
into sight of two+2d6
him
down
Out
of the
Fight. than Klaus and-2d6
Target
toM
rear
ELEE
WEAPON
MOD
that
scored
a
result
of
Evenly
Matched
C
IRCUMSTANCE
M
OD
the
Melee
Results
Table,
rolls
1d6
versus
the
number
of
Equal
to
successes
more
but
not
1:
Germans. The Germans
win
the
In
Sight
and
decide
to
C
HARGE INTO MELEE
If
they
had
scored
the
same
number
of
successes,
the
two
this
turn
during
a
melee.
Count
each
One
Hand
Melee
Weapon
+1d6
successes
he
scored
more.
He
scores
a
2
and
has
knocked
Opponent
Out of the Fight. TARGET
Charge
theMatched
Russian. -All
three roll
the
Charge Into Melee
#D6 be locked
CHARGER
Evenly
Attacking
anRep)
enemy
+1d6
would
into
melee.
If there had been a second
Two
Hand
Melee
Weapon.
+2d6
(Taken
versus
him
down
and
Out
of
the Fight.
Testresult.
and
the
Russian
results
are
applied
separately
to
each
that
scored
a result aofprone
Evenly
Matched
German
attacking
Pink,
the
melee
would
be
immediately
Prone

Attacking
opponent.
+1d6
P
ASSED
C
IRCUMSTANCE
M
Score
than more
successes:the OD
German.
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they had
scored
thehigher
samecounting
number
of+1d6
successes,
two
this
during
a melee.
Count
each
ATTRIBUTE
MODIFIER
resolved
with
the
German
a
for
SGT Pink
Rearturn
Attacking
to the rear
of an
+1d6
Opponent
knocked
down
and
immediately
Pass
more
d6Matched
Target
may
notIffire.
Target
fires.
would
be
locked
into
melee.
there
had
been
a
second
result.
Evenly
Attacking
an
enemy
+1d6
st
being
Evenly
Matched.
opponent.
Only on the 1 round of melee
Nerves
of Steel
+1d6
Recover
From
Knockbe
Down
Test. 3
thanscored
German
attacking
Pink,
the melee
would
immediately
that
a takes
result
of Evenly
Matched
Prone
Attacking
a prone
+1d6
and must
have qualified
foropponent.
the Target
Rage
+1d6
Score
same
Evenly
Matched.
Remain
in
melee
andPink
opponent
Charger
moves
into each
into
resolved
the German
counting
aCharger
+1d6 formoves
SGT
this turnwith
during
a melee.
Count
Rear
Attacking
to the rear
of an
+1d6
charged
to
rear modifier
ston the Charge
number
when
active,
may
either
break
off
the
C
IRCUMSTANCE
M
ODIFIER
melee.
No
Reaction
melee.
No
Reaction
being
Evenly
Matched.
result.
opponent.
Only
on
the
1
round
of
melee
l
MULTIPLE FIGURE MELEES
into Melee Test.
melee
continue
the Tests
melee.taken. +1d6.
Tests
taken.
Attacking
aorprone
opponent.
and in
must
have qualified for the Target
Target
cover
+1d6
AProne
figure may
be meleed
by more
than one figure. Heres
Pass
same
TargettoSnap
Fires.
charged
to rear
modifier on the Charge
Rear
Attacking
the rear
of an Target Snap Fires.
+1d6
Target
charged
to flank
-1d6
how
wedo
it:FIGURE
st
M
ULTIPLE
M
ELEES
number
d6
into
Melee
Test.
opponent.
Only
on
the
1
round
of
melee
Target charged to rear
-2d6
asAopponent
moves
into
Charger
moves
into
must
Up
figures
can
melee
toone
front
and
two
and
have
qualified
the
Target
figure
may
betwo
meleed
by
more
than
figure.
Heres
ItoCharger
NFANTRY
Rfor
EACTION
Tthe
ESTS
melee.
No Reaction
melee. No Reaction
totothe
rear.
charged
rear
modifier
on
the
Charge
how
we
do
it:
#D6
CHARGER
TARGET
(Taken
versus
Rep)Tests
Tests
taken.
taken.
into Melee
The Test.
side with
more
figures
decides
in what order
Up
to
two
figures
can
melee
to
the
front and two
PASSED
attack.
Attacks
are carried
*its
= figures
Star maywill
choose
to pass
2d6, 1d6,
or 0d6 out one
to
onthe
one.rear.
Pass more
Target may not fire. Target fires.
The
side
with
more suffers
figures adecides
in Evenly
what order
Every
time
a figure
result
of
CIRCUMSTANCE
M
ODIFIER
d6 than
its
figures
will
attack.
Attacks
are
carried
out one
2014 ED TEIXEIRA TWO HOUR WARGAMES 5/31/2014
Matched, those subsequently attacking it will
get
opponent
Charger moves into Charger moves into
t
INAL
one.
In cover on
+1d6
a
+1d6
bonus.
If
the
figure
is
Evenly
Matched
melee. No Reaction melee. No Reaction
30
Every
time
a
figure
suffers
a
result
of
Evenly
Half strength
or
less
-1d6
against two enemies, the next attacker would
Tests taken.
Tests taken.
.
Matched,
those bonus.
subsequently attacking it will get
receive a +2d6
Pass
same
Target Snap Fires.
Target Snap Fires.
a +1d6 bonus. If the figure
Matched
2014
ED TEIXEIRA TWO HOUR WARGAMES 5/31/2014
REASON
PASS 2isDEvenly
6
P
number d6
31 CRISIS TEST
Outgunned:
Outgunned:
as opponent Charger moves into Charger moves into
REAKING
FF
ELEE
2014 ED TEIXEIRA
TWO
WARGAMES
5/31/2014
melee.
NoHOUR
Reaction
melee.
No Reaction
(LDR
)*
Duck Back.
Duc
2Fired On:
Tests taken.
Tests taken.
Fired
On:
Melee
can
only
be
broken
off
by
a
failed
Crisis
Test.
31
Just buy the game at TwoHourWargames.com
Page 6 from
www.g-design.us/nuts/charts.pdf 15May16 07:05
Return
Fire.
Sna
2014 ED TEIXEIRA Man
TWO HOUR
WARGAMES
5/31/2014
Down:
Man Down:
EP
MELEE COMBAT
Carry On.
31
Duc
If suffered da
(Looking for successes)
RECOVER TEST If suffered damage:

NUTS! F

MELEE
M

MM

WC

NUTS! F
NUTS! F

R
V
1V
1

NUTS! F

GRENADES &
CHARGE INTO MELEE

R
R

NUTS! - F

21
R

NUTS! F

RETRIEVING WOUNDED

or every third turn if operated by one person only.


Bazooka (BZ) Requires a two man crew. May
be fired once each turn when fully crewed, every
other turn if used by one person

range
of can
4.
The
Molotov
be Crisis
readied
as a
drop
wounded.
Melee
onlythe
bewounded.
brokencocktail
off by amust
failed
Test.
retrieve
grenade
(page
28)
and
has
an
APR
of
5
and
Impact
of 4.
Move into contact with the wounded figure.

NUTS! FINAL VERSION


NUTS! FINALSatchel
VERSION
& Pick
up the wounded
figure, reduce
the remaining
Demolition
Charges (SC)
Large canvas
M
EDICS
movement
by
2",
and
move
the
remaining
covered
explosives
used
against
tanks,
bunkers,
READY THE GRENADE
2RETRIEVING
THROWING A GRENADE and
READY
THE GRENADE
G
renades
OUNDED
distance.
2
Tcategory
HROWING
Aincludes
GW
RENADE
buildings.
all of
other
similar
We now This
introduce
thosealso
unsung
heroes
every
war, the
A figure can only throw one grenade per turn.
This can be
(Taken
vs.
Rep)
NUTS!

F
INAL
V
ERSION

Figures
carrying
wounded
can
take
the
Fast
Move
devices
such
as
sticky
bombs,
grenade
clusters,
etc.
Anti-Tank
Grenades
(ATG)
Range
of
4
or
20
if
medic.
These
are
characters
with
limited
medical
training
A
figure
can or
only
throw onePrior
grenade
per turn.the
This
can beit
(Taken
vs. Rep)their wounded during the
when
active
in reaction.
to throwing
grenade
Characters
canbut
attempt
tofield
recover
Test
will
only
pass
at
best
1d6.
launched
from
a
rifle
with
a
grenade
launcher.
Must
be
but
their
presence
on
the
can
be
the
difference
when
active
or inHere's
reaction.
to throwing
the grenade it
# D6 Must
R
must
be
readied.
howPrior
we do
it:
beHROWING
hand-tossed
a ESULT
range of 1 or less or
Here's
how
we
it:atG
R
EADY
THE
GRENADE
2PMission.
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life
Figures
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firedo
weapons
when retrieving
readied
28).Here's
Thrown
between
death.
# D6
RRENADE
ESULT
must be (page
readied.
howAT
weGrenades
do it: will hit a
ASSED

placed directly next to the target.


wounded
figures
but
will
countBack
the Snap
Fire a
vehicles
top only
hull.
can
The
figure
mustone
be active.
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When
active
orare
when
Ducking
inbereaction
A figure
throw
grenade per turn. This can be
(Taken
vs.
Rep) to already

charges
assumed
rigged
Medics
are always
Rep
The
must
bePrior
active.
2
Grenade
lands
on
the4.nominated
spot.
Center
penalty.
It takes
of their
movement
to ready
the
Grunt
will
roll
1d6
versus
its
Rep.
If
pass
1d6 it
when active
orfigure
inhalf
reaction.
to throwing
the grenade
it
must
be readied
(page
28).
2 but
Grenade
lands
on
the
nominated
spot.
Center
They
never
count
as
outgunned.

It
takes
half
of
their
movement
to
ready
the
the
blast
circle
on
the
nominated
spot
and
Figures
charged
whileRretrieving
# D6 will
ESULT wounded
grenade.Here's how we do it:
attempt
to retrieve
wounded
friends. Ifwill
pass
must be readied.
the
blast
circle
on the
nominated
They
will
only
defend
themselves
inspot
handand
to hand
check
for
damage.
drop
the
wounded.
RENADES
ANDthe Rep
ORE
PASSED
grenade.
Roll 1d6 versus
and determine if he
0d6
they
will
not. Stars can always choose to
check
for
if charged.
The
figure
must
be active.
Roll
1d6
versus
the
Rep and determine if he
1
Ifwounded.
the damage.
thrower cannot see the nominated
passes
1d6
or 0d6.
retrieve
Thissection
covers
hand
grenades
and
other
unique
2
Grenade
on
the
nominated
Center
RMOR
IERCING
EAPONS
1

If
thelands
thrower
cannot
see the
nominated
It
takes
half
of
their
movement
to
ready
the
passes
1d6
or
0d6.
spot,
such
as
behind
cover
orspot.
Consult
the flame-thrower,
Ready the Grenade
Table.cocktail",
Move
into
contact
with
the
wounded
figure.
weapons
such
as
the
"Molotov
the
blast
circle
on
the
nominated
spot
and
spot,
such
as
behind
cover
or
grenade.the Ready the Grenade Table.
Consult
the
grenade
misses.
The
EDICS
Some
weapons
are capable
of piercing
armored
Carry
out the results.
infantry
Pick
up concealment,
the
figure,
reduce
the
remaining
TREATING
THE
W
OUNDED
and satchel
check
forwounded
damage.
concealment,
the
grenade
misses.
The
Rollcharges.
1d6
the Rep and determine if he
explosion
causes
the
target
to
take
a
Carry
outversus
the results.
targets even
if
they
were
not
designed
for
that
purpose.
movement
byofthrower
2",
and
move
the
remaining
We
now
introduce
those
unsung
heroes
of
every
war,
1
explosion
causes
the
target
to
take
a the
Medics
can
treat
Out
the
Fight
soldiers
in
hopes
of

If
the
cannot
see
the
nominated
passes 1d6
or 0d6.
Grenade
(GR).
Range of 6 and has a 5 blast
Those that distance.
can willCrisis
have Test.
the letters APR and a number
medic.
These
are
characters
with
limited
medical
training
Crisis
Test.
recovering
them
during
the
Mission.
Heres
how
we
do it:
spot,
such
as
behind
cover
or
circle
Consult
Ready
the Grenade Table.
can
see
the
nominated
(page
29). THE
attached
it. ThisIf
isthe
thethrower
Impact
of the
weapon
when
used
topresence
Figures
carrying
wounded
can
take
the
Fast
Move
Rthe
EADY
GRENADE
but their
on
the
field
can
be
the
difference
concealment,
the
grenade
misses.
The

If
the
thrower
can
see
the
nominated
CarryLaunched
out
the results.
or
the(see
grenade
is33).
being
dropped
against Armor
Rated
targets
page
Rifle
Grenades
(RGL) - Range 20
READY
THE GRENADE
Theand
Medic
comes
into
contact
with
an
Out
of
Test
butspot
will
only
pass
at
best
1d6.
between
life
death.
explosion
the
todropped
take aor the
spot
or
thecauses
grenade
istarget
being
(Taken
Rep)with a grenade launcher.
over
a
wall,
rolled
into
a
doorway,
when launched
fromvs.
a rifle
Fight
figure.
Figures over
can fire
weapons
when
Crisis
(Taken vs. Rep)
a Test.
wall,
rolled
into
aretrieving
doorway,spot.
or
similar,
it but
lands
on
the nominated
Medics
are
always
Rep
4.count
launcher.
wounded
He
spends
one
turn
of
Activation
with
theFire
Out of
figures
will
thenominated
Snap
# D6
RESULT
similar,
it
lands
on
the
nominated
spot.

If
the
thrower
can
see
the
Center
the
blast
circle
on
the
nominated
UTGUNNED
ANKINGS
READY THE G
penalty.
They
never
count
as outgunned.
the
Fight
figure.
# D6
RRENADE
ESULT
PASSED
Center
blast
circle
on thedropped
nominated
spot
or the
the
grenade
is being
spot
and
check
for
damage.
They
will
only
defend
themselves
in
handdoto
hand
PASSED

During
that
turn
of
Activation
he
cannot
Figures
charged
while
retrieving
wounded
will
When
firing,
some
weapons
are
perceived
to
have
1
Grenade
is
readied
and
can
immediately
be
(Taken
vs.
Rep)
spot
and
check
for
damage.
over
a
wall,
rolled
into
a
doorway,
FLAME THROWER (FT)
0
Oops!
Grenade
is treat
dropped
at the feetgreater
ofor
the
if
charged.
anything
else
except
the
figure.
1
Grenade
is
readied
and
can
immediately
be
drop
the
wounded.
firepower
thanOops!
others.
This
called
Outgunned
tossed.
similar,
itislands
ontheir
the
nominated
0
Grenade
is
dropped
at
theonfeet
ofspot.
the
Center
the
blast
circle
the
Flame-throwers
have a limited
range of 12 and
# D6
ESULT
tossed.
(OR).
Rollthrower.
2d6,
read
the
results
as rolled
and
compare
Ranking
0
Grenade is readied Rbut
cannot be tossed until
Center
the
blast
circle
on
the
nominated
thrower.
Center
the
blast
circle
on
the
nominated
spot
andMedic.
check for
All
Ratingisofreadied
a 3 wide
Asbe
with
a blast
PASSED
(4).damage.
0 Target
Grenade
butpath.
cannot
tossed
until
each
to spot
the Rep
of
the
INAL
ERSION
next active
or in reaction.
and
check
for
damage.
nominated
spot
and
check
for
damage.
Allor
T
REATING
THE
W
OUNDED
within
the
blast
circle
must
roll
their
Rep
If
a
figure
shoots
with
a
weapon
with
a
higher
OR
than
effects
circle,
every
figure
within
the
3
wide
path
1
Grenade
is readied
and can immediately be
next
active
or in reaction.
EDICSwithin
0
Oops!
Grenade
is
dropped
at
the
feet
of
the
the
blast
circle
must
roll
their
Rep
orto
less
to
drop
prone
and
escape
what
the target
hason
or1d6
ifofthe
cannot
shoot
back of
due
is an tossed.
eligible target.
Medics
can treat
Out
thetarget
Fight
soldiers
in
hopes
2014 ED TEIXEIRA
TWO
HOUR
WARGAMES
5/31/2014
less
on
1d6
to
drop
prone
and
escape
thrower.
Center
the
blast
circle
on
the
M
ELEE
D
AMAGE
M
EDIC
!
We
now
introduce
those
unsung
heroes
of
every
war,
the
damage.
being
out of ammo
or out the
of range,
then
the target
Anti-Tank
Grenades,
Launched
Grenades,
Molotov
recovering
them
during
Mission.
Heres
how is
we do it:
0 Flame-throwers
have
anbut
Impact
of 5beand
an APR
GrenadeRifle
is readied
cannot
tossed
until
damage.
nominated
spot
and
check
forTest
damage.
All
medic. These
are
characters
with
limited
medical
training
Anti-Tank
Grenades,
Rifle
Launched
Grenades,
Molotov
outgunned.
The
target
will
take
the
Crisis
but
cannot
Cocktailsofand
Satchel
Charges
will
also
use
the
Ready
the
5. next
active
or result
in reaction.
(Read
as rolled)
(Taken
whenthe
a medic
contacts
an OOF
figure)
within
blast
circle
must
roll
their
Rep

The
Medic
comes
into
contact
with
an
Out
oforthe
but
their
presence
on
the
field
can
be
the
difference
Cocktails
and
Satchel
Charges
will
also
use
the
Ready
the
score a result better than Duck Back.
Grenade
Table.
These
weapons
be fired
only once
per turn.
Anti-Tank
Grenades,
Rifle may
Launched
Grenades,
Molotov
Cockless
on
1d6
to
drop
prone
and
escape
Fight
figure.
between
life
and
death.
Grenade#Table.
ESULT
# D6
RESULT
tails
andare
Satchel
Charges
will also useRthe
above
Ready
table.
damage.
Example
SGT
Billy one
has turn
a submachine
gun with
(OR the
3) but
There
three
specialRifle
circumstances
that
affect
flame He
spends
of Activation
Outisof
Anti-Tank
Grenades,
Launched Grenades,
Molotov
SUCCESSES
PASSED

Medics
are
always
Rep
4.
out
of
ammo.
He
is
fired
on
by
Slag
who
is
using
a
semithrowers.
the Fight figure.
D
ISABLING
GRENADE
Cocktails
and THE
Satchel
Charges will also use the Ready the
2 They
never
count
outgunned.
Score Table.
moreTHERoll
1d6 versus the number of successes
a flesh
will
immediately
D
ISABLING
GRENADE
automatic
rifle.Just
SGT
Billy
takes
theFigure
Crisishe
Test
and do
passes
During
that
turnwound.
ofasActivation
cannot
Grenade
If needed,
a figure
can
declare he is disabling
thethe
grenade,
Each
time
a flame-thrower
is fired note
die

They
will
only
defend
themselves
in
hand
to
hand
successes
scored
more
than
opponent.
return
to
the
fight
at
normal
Rep.
2d6.
As
he
cannot
fire
because
he
is
out
of
ammo,
he
must
anything else except treat the figure.
If
needed,
a figure
canondeclare
heThis
is disabling
grenade,
taking
it out
of rolled
its readied
can onlytothe
beHit
done
score
thestate.
Ranged
Combat
Table.
if
charged.
1
Figure
has
lost
one
point
of
Rep
for
the
Duck
Back.
Roll 2d6, read the results as rolled and compare
taking
it out
of score
its readied
state.
can
only be done
when active.
If the
aOpponent
1
thenThis
the
flame-thrower
Obviously
Dead. has
DISABLING
THE1:
GisRENADE
but will immediately
eachremainder
to the Repofofthe
thebattle
Medic.
when
active.
one shotbyleft.
result
ignored. out
return to the fight.
Note
thatonly
aafigure
fireAny
or he
inother
melee
and is
becoming
If needed,
figurehit
can declare
is
disabling
the grenade,
TREATING
THE Wremains
OUNDED
Whenever
hitmore
byand
any
ranged
Note
a figure Equal
hitthe
byoperator
fire
orwill
inismelee
becoming
tostate.
successes
but
not
1:
of
thethat
fight
dead
drop
grenade
thatout
0
Figure
OOF.
taking
it outorofobviously
its readied
This
canany
only
be
done
O
UTGUNNED
RANKINGS
2014 ED TEIXEIRA
TWO HOUR WARGAMES
5/31/2014
weapons
fire
ordead
isbeen
caught
in
any
blast
effectthat
circle
of
theare
fight
or obviously
will
drop
any
grenade
In
the
above
illustration
"A"
is active
wants in
to toss
a of
Medics
can
treat
Out
of the
Fightand
soldiers
hopes
Opponent
Out
of
the
Fight.
they
holding.
If
it
has
readied
it
will
immediately
when active.
In
the
above
illustration
"A"
is
active
and
wants
to his
tossRep
aweofdo
roll
once
on
the
Ranged
To
Hit
chart
counting
as
are
it has been
readied
it will immediately
grenade.
He first
must
ready
it soMission.
rolls
1d6Heres
versus
4. it:
Stars
arethe
never
outgunned.
INALthey
ERSION
recovering
them
during
how
go off
onholding.
the spotIfoccupied
by the
figure.
grenade.
He
first
must ready
it so
rolls 1d6
versus
his
Rep
of 4.
He
scores
a
1,
passing
1d6
and
consults
the
Ready
the
Grenade
Rep
toby
seehigher
if by
the
tank
has
been
damaged.
If
go
offthat
onifthe
spot3Score
occupied
figure.
Note
a afigure
hit
fire
or the
in
melee
and
becoming
out
than more successes:
He
scores
aThe
1, passing
1d6
and
consults
the Ready
the
Grenade
He now
Medic
comes
into
with
an Out
the
OUTGUNNED
WEAPON
THe
YPE
Table.
has
a grenade
ready
tocontact
throw.
cannot
seeof
over
theorresult
is a Hit
then
theRENADE
tank
willand
explode
and
of the fight
obviously
dead
drop
any
grenade
that
Opponent
knocked
down
immediately
T
HROWING
Awill
G
Table.
He
now
has
a
grenade
ready
to
throw.
He
cannot
seeover
over
the
wall
so
must
choose
to
either
throw
the
grenade
blindly
Fight
figure.
R
ANKING
In
the
above
illustration
"A"
is
active
and
wants
to
toss
a
Rifleholding.
Launched
Grenades
will
use
the
Ranged
Combat
Table
instead.
all
those
within
a
5
blast
circle
take
hits
as
if
they
are
If
it
has
been
readied
it
will
immediately
Recover
From Knock Down Test.
HROWINGtakes
A (Taken
RENADE
so
choose
to
either
throw
the 62)
grenade
blindly
over
the
amust
nominated
spot
or
drop
it over
the you
wall.
IfIfwall
you
you
are
are
playing
playing
Campaign
Campaign
(page
(page
62)
you
must
must
see
Rep)
grenade.
He
first
mustaaready
it so
rolls
1d6
versus
his
Rep
of
4.ifif
at
He
spends
one
turn
of
Activation
with
the see
Out
of
inEvenly
aAflame-throwers
blast. in melee and
goHROWING
off
oncaught
the spot
occupied
byvs.the
figure.
RENADE
Score
same
Matched.
Remain
Flamethrowers,
Grenades,
Satchel
the
wall5wounded
ataa1,
nominated
spotand
or
drop
it the
over
the
wall.
He
scores
passing
1d6
consults
the
Ready
the
Grenade
your
your
wounded
and
and
those
those
that
that
left
left
the
battlefield
battlefield
return.
return.
Rifle
Launched
Grenades
will
use
the
Ranged
Combat
the
Fight
figure.

Those
attempting
to
pass
through
residual
flame
when active,
may
either
breakCombat
off the
Molotov
allMission):
R
ESULT
Rifle
Launched
Grenades
will
the
Ranged
Table.
now
has
ado
grenade
ready
to Cocktail
throw.
Heand
cannot
see
Heres
Heres
how
we
weCharges,
do
it:
it:(see
also
page
77, After
the
##dnumber
6D6
R
esult
Table.
Otherwise,
grenades
canuse
be
thrown
up to
6 take
or 8if
Hehow
During
that
turnWeapons.
of Activation
he
cannot
do over
left behind
by aorflamethrower
must
a
melee
continue
theattack
melee.
Antitank
P
ASSED
the
wall
so
must
choose
to
either
throw
the
grenade
blindly
over
Table.
Otherwise,
grenades
can
be
thrown
up
to
6
or
8if
having
the
Ball
Player
Attribute.
Here's
how
we
do
it:
anything
else
except
treat
the
figure.
Passed
Man Down
If they score a Carry On result
HROWING
ATest.
RENADE
4at aRoll
Roll
2d6,
2d6,
read
read
each
each
result
result
as
asrolled
rolled
and
andcompare
compareitit
HMG,
MMG,
and
the wall
nominated
spot
or drop
itLMG.
over
the
wall.
having
the
Ball
Player
Attribute.
Here's
how
we
do
it:
to
Rollthe
2d6,
the results
as rolled and compare
Grenade
lands
on
the
nominated
spot.
Center
they
may move
through
the
flame.
figure
Grenade
lands
onthe
the
nominated
spot.
Center
Rep
Repread
of
of
each
each
figure.
figure.
22Launched
3 tothe
BAR,
MP,
and
SMG
Nominate
the
spot
grenade
is toEach
land.
Rifle
Grenades
will
use
the
Ranged
Combat
each
to
the
Rep
of
the
Medic.
the
blast
circle
on
the
nominated
spot
and
must
test for
as
follows:
Otherwise,
Nominate
thedamage
spot
the
grenade
isfor
to
land.
the blast
circle
there
and
check
damage.
2 Determine
Determine
how
howmany
manyd6
d6are
areand
passed.
passed.
Semi-automatic
rifles
carbines.
Roll
2d6 versus
the
throwers
Rep.
Table.
grenades
can
be thrown
upESTS
to 6 or 8if
INFANTRY
R
EACTION
T
check
for read
damage.
Roll Roll
2d6,
the
results as
rolled
and add

2d6
versus
the
throwers
Rep.

Consult
Consult
the
the
After
After
the
the
Battle
Battle
Recovery
Recovery
Table.
1
Other ranged weapons not listed.Table.
the Throwing
a Grenade
Table.
This
table
having
Player
Here's
how
we the
do
it:
BallMisses
ifAttribute.
the thrower
cannot
see
nomi11 theConsult
the
Iftogether.
the
thrower
cannot
seeTable.
the nominated
them
2014
ED TEIXEIRA TWO HOUR WARGAMES 5/31/2014
(Taken
versus
Rep)
Consult
Throwing
a
Grenade
This
table
0 Go
Godown
down
the
thethat
left-hand
left-hand
column
to
tothe
the
appropriate
Those
cannotcolumn
return fire,
outappropriate
of ammo,
is used
instead
of(such
the Ranged
Combat
Table.
nated
spot
as behind
cover
or concealspot,
such
as
behind
cover
or Table.
is
Nominate
the
the
grenade
is toCombat
land.
Apply
thespot
total
toRanged
the Ranged
Table
used
instead
of the
Combat
row,
row,then
then
across
across
and
andimmediately
immediatelycarry
carryout
outthe
the
or out
of range.
* =ment).
Star may
choose tocauses
pass 2d6,
1d6,
or 0d6
Explosion
the
target
to
take
a
the
grenade
misses.
TheRoll
seeconcealment,
if the the
figure
is hit
by the
flames.
Roll to
2d6
versus
throwers
Rep.
result.
result.
Crisis
Test.
2 causes the target to take a
explosion
damage
normally.
Consult
the
Throwing
a Grenade Table. This table
Lands
on
the
nominated spot
the thrower
Cis
IRCUMSTANCE
MifODIFIER
Crisis of
Test.
used instead
the
Ranged5/31/2014
Combat Table.
2014 ED TEIXEIRA

TWO
HOUR
WARGAMES
A
AFTER
FTERT
THE
HEB
BATTLE
ATTLER
RECOVERY
ECOVERY**
can
see
that
spot
(or
dropped
over
a wall,
In cover If the thrower can see the nominated
+1d6
rolled
into
a
doorway
or
similar).
Center
the
24
dropped
Taken
Takenvs.
vs.Rep
Repof
ofall
allOOF
OOFfigures
figures
Half strength orspot
lessor the grenade is being-1d6
blastover
circle
thererolled
and check
damage.
a wall,
into afor
doorway,
or
##DDICE
ICE
RRESULT
ESULT
similar, itislands
on
the
Oops! Grenade
dropped
at2nominated
the
0 REASON
PASS
Dthe
6 feet ofspot.
PASS
1D6
PASS 0D6
2014 ED
TEIXEIRA TWO HOUR WARGAMES
5/31/2014
P
P
ASSED
ASSED
Center
the
blast
circle
on
the
nominated
thrower.
Center
blast circle
there and check
2014 ED TEIXEIRA
TWO
HOUR the
WARGAMES
5/31/2014
Outgunned:
CRISIS for
TEST
spotOutgunned:
and check
for their
damage.
28
damage;
first
must roll
Rep or less on Outgunned:
22
Figure
Figurereturns
returns
to
tothe
thesquad.
squad.
28
(L0DR) *1d6Oops!

Duck
Back.

Duck
Back.
returns
Hunker
Grenade
is
dropped
at
the
feet
of
the
to drop prone and escape damage.
11
Out
Outof
ofthe
theFight
Fight
returns
to
toDown.
the
thesquad.
squad.
Fired
On:
Fired
On:
Fired
On:
thrower.
Center
the
blast
circle
on
the
Any,
friend
or foe, within
a blast
may be 5/31/2014
damaged except if:
2014
ED TEIXEIRA
TWO
HOURcircle
WARGAMES
Those
Thosethat
thatleft
leftthe
thebattlefield
battlefielddo
donot
notreturn.
return.

There is cover
between themselves
and
the Fire.
nominated
spot must
nominated
spot
check
for damage.
All test
and
Return
Snap Fire.
return.
Hunker Down.
0
0
Figure
Figure
does
does
not
not
return.
against the cover
to see
ifblast
it isDown:
negated.
the Impact
of theRep
weapon
within
the
circle Ifmust
roll their
or isMan28
Man
Down:**Captured
Down:
CapturedOOF
OOFor
orhunker
hunkerMan
downs
downs
left
leftbehind
behindwill
willroll
rollon
onthis
this
equal or less than the Armor Rating (page 33) or Defensive Value of
less on 1d6 to drop
prone
and escape
Carry
On.

Duck
Back.

Leave
the Battlefield.
table
table
but
but
instead
instead
of
of
returning
returning
to
to
their
their
squad
squadbecome
become
Prisoners
Prisonersof
of
the cover (page 58) the figure is unharmed but must take a Crisis Test.
damage.
War
(POWs).Stars
are
always
recovered.
War
(POWs).Stars
are
always
recovered.
If
suffered
damage:
If
suffered
damage:
If
suffered
damage:
R
ECOVER
T
EST
2

Prone will not take any damage but must take a Crisis Test.
Just buy the
game
at TwoHourWargames.com
7 from www.g-design.us/nuts/charts.pdf 15May16 07:05
(L
DR
)*
Knocked down but can
Out of the Fight.
PageObviously
Dead.
still
Carry
On.
Can
If
Hunkered
Down:
If
Hunkered
Down:
May use Leader
regain feet when next
Recover to Duck Back.
Leave the Battlefield.
Die only if
active.
Hunkered Down.

A
M

M
m
d

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s
m
m
o

1
1
1

NUTS! - F

2
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NUTS!
NUTS! F
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A
AFTER
FTER
T
THE
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BATTLE
ATTLE
INFANTRY

W
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MEDIC &
REACTION TESTS

22

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ww
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EE
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ww
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immediately act as
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NUTS! - FINAL VERSION

PEF

Possible
Enemy
2OVEMENT
NP INFANTRY MOVEMENT 1- ATTACK
2 PNP
INFANTRY
MOVEMENT - DEFEND
PEF M
ENEMY
DEFENSIVE
OSITION
TABLE

stands for

(Taken versus the Rep of 4)

Force.

(Read the result as rolled)


(Taken versus Rep) Roll 1d6. The score indicates

(Taken versus Rep)

which numbered section of the


table (page
will contain
a
#D6
RESULT
CIRCUMSTANCE
MODIFIER
CIRCUMSTANCE
M59)
ODIFIER
CIRCUMSTANCE
MODIFIER
PEF.
PASSED
If NP side has twice as many figures on
+1d6offigure
If NP side
has twice as many
+1d6
Each
Enemy
Level.
+1 figures on
Place
an point
enemy
or Investment
marker of any type in this secthe board.
the board.
2
The PEF moves
8 directly towards the
tion of the board to represent
player ending in cover if possible.
If NP
is in cover.
+1d6
#
RESULT
the PEF.
1
The PEF moves
# D64 directly towards the RESULT
If a terrain
feature
could
block
2
Sniper (page 73).
player ending
in cover if possible.
PASSED
# D6
RESULT
the LOS from your force to the
3
Light Machinegun Team. (1)
PEF be sure to place the PEF in
0
PEF does not move.
PASSED
(1)
2
If the NP infantry has 2x or
more
of your
4 that
Oneso.
Enemy Squad in Defensive Position.
a manner
does
number:
2
If(2)the NP infantry have 2x or more of your
If no 5such feature
is present
One Enemy
Squad in Building.
thenthe
place
the One
PEF inEnemy
the center
number:
Half of their force, with
PEF RESOLUTION
6support
Squad in Defensive
Position (1)
PASS 1D6
PASSweapon,
0D6
*
that section.
will move toofcover
to
fire
at
Position
Half of(1)the force, with the support
7
One Enemy Squad in Defensive
Repeat this process until you
(Taken versus Enemy Investment Level)
(2) weapon, will move to cover * to fire at
you.
red On:
Fired On:
8
One
Enemy
Squad
in
Building.
have three PEFs placed on the
you. Position (1)
otherDown.
half will move
Undergunned,
unloaded
All withThe
Hunker
board.to9encircle
Oneyour
Enemy Squad + LMG in Defensive
# D6
(2)The other half, if there is cover or

It
is
possible
to
have
more
than
left
(1
3)
or
right
(4
6)
flank.

or unable
to fire will
Friend R
Brewed
PASSED
ESULT Up:
10 Two Enemy Squads in Buildings.
one PEF in the same section.
(1)
concealment
available, will move to
Duck Back.NP INFANTRY MOVEMENT
Leave the- battlefield.
11
Two Enemy Squads in Defensive Position
D
EFEND

PEFs
have a Rep of 4.
2
Contacted
enemy
force.
Roll
1d6,
counting
a
Otherwise:
encircle
your left (1 - 3) or right (4 - 6)
Loaded will return fire
12+
Oneresolved
Enemyit Platoon
+ 1 LMG Team and Bazooka

Once
it
has
been
is
+1 if you(Taken
are onversus
an Attack
(2).
flank.
Rep) Mission
Will advance to closerremoved
cover from
to fire
at
even if must rotate
thesimilar
table. in Buildings
or

FINAL VERSION

FINAL VERSION
2

(1 - 4) Roll on the Enemy


you.
turret.
(1) The Defensive Position will be 6 + 1/2d6 inches per squad in
CIRCUMSTANCE
Mcover
ODIFIER
ReinforcementsTable
(page
70).will drop pronelength.
Otherwise:
If no
at
(2)
Building
from the Building Type
Table (page 61).
iend Brewed Up:
PEFsand
andfire
Buildings
as(5many
- 6) Roll
on the
Will move to cover* to fire at you.
you. Defensive
The first time coming within
Duck
Back
If NP
side has twice
figures
on Enemy
+1d6
Position
12more
and LOS
to a building a
1Table (page
If
the 66).
NP infantry has 2x or
of your
If no cover will drop prone and fire at
board.
Hunkeredthe
Down:
If Hunkered
Down:
PEF is generated inside the
There
might be something
there.
Resolve
number:
you.
If NP1 is
cover.
+1d6 the
Recover
toin
Duck
Back.
Leave
the Battlefield.
building. Resolve it normally.
next PEF with 3d6 counting
two advance
1
All the
Thelowest
force will
directly
you
If the
PEF didatnot
resolve as an
scores.
Will remain in cover to fire at you.
enemy:firing if within
# D6
RESULT with the support weapons
0
The first time the building is
LOS and range.
If no cover will drop prone and fire at
PASSED False alarm. Just a case of nerves!
entered resolve a PEF using
you.
3d6, counting the lowest three
2
If the NP infantry have 2xOtherwise:
or more of your
0
All
ENEMY
D
EFENSIVE
P
OSITION
T
ABLE
results
number:
Will move to cover* to
fire at ayou.
Will remain in cover to fire at you.
Resolve
PEF for each level
Half
ofthe
theresult
force,
the
support
(Read
aswith
rolled)
of
the building.
If no
cover
will
drop
prone
and fire at
If in open will move to nearest cover
*
weapon, will move to cover
you.to fire at
whether in weapon range or not.
CIRCUMSTANCE
MODIFIER
you.
PEF Movement
0
All * If already in cover and in range, will fire at you instead.
The
ifLevel.
there
isWill
covermove
or +1to cover* to
PEFs
just like they were
2014point
ED TEIXEIRA
TWOother
HOUR half,
WARGAMES
Each
of Enemy
Investment
5/31/2014
firemove
at you.
groups of enemy figures.
concealment available, will move to
NP INFANTRY MOVEMENT - ATTACK
If no cover will move
nearest
cover is active,
101
to
When
the enemy
encircle your
left (1 - 3) or right (4 - 6)
#
RESULT
whether in their weapon
not.
NP PATROL
REACTION
start range
with theorPEF
farthest from
(Taken versus
Rep)
flank. * If already in cover and in range, will fireany
group.
at player
you instead.
2
Sniper (page 73).
(Taken
versus
Enemy
Investment
Level)
Roll 2d6 and compare the
CIRCUMSTANCE
MODIFIER
3
Light Otherwise:
Machinegun Team. (1)
scores versus its Rep of 4.
(1)
*
C
IRCUMSTANCE
MODIFIER
Determine how many d6 were
4
One Enemy
Squad
into
Defensive
Will
move
cover toPosition.
fire at you.
If NP side has twice as many figures on
+1d6
(2)
passed.
5
One Enemy
Squad
in will
Building.
the
board.
If no
cover
drop prone and fire at
If
NP
side
has
twice
as
many
figures
on
+1d6
Consult the PEF Movement
6
One Enemy
Squad in Defensive Position (1)
you.
the
board.
Table (upper left) and carry out
(1)
7 1 One Enemy
All - Squad in Defensive Position
# D6
RESULT
the results.
(2)
Any contact that the PEF
8
One Enemy
Squad
in Building.
P#ASSED
Will
remain
in cover to fire at you.
D6
RESULT
(1)
causes must be resolved prior to
9
One Enemy
Squad
+ LMG
in Defensive
If no
cover
will drop
prone andPosition
fire at
P
ASSED
moving
the
next
PEF,
the
next
2
If the NP infantry has 2x or more of your
10 Two Enemy
Squads in Buildings. (2)
you.
one farthest from any player
number:
(1)
2
Patrol takes cover and converts to a Defend
11 0 Two Enemy
All - Squads in Defensive Position
group.
Mission.
Half of
theiraway
force,enemy
with the
If beat
willsupport
revert to a
PEFs do not suffer any terrain
12+ One Enemy
Platoon
+ in
1 LMG
Bazooka
Will
remain
coverTeam
to fireand
at you.
weapon,
will move to cover* to fire at
Patrol
Mission.
(2).
movement
penalties.
or similar
in in
Buildings
If
open will move to nearest cover
you.
PEFs that have previously
1
Patrol
takes cover and converts to a Defend
(1) The Defensive Position
be 6 + 1/2d6
per squad in
whetherwill
in weapon
rangeinches
or not.
moved can still be Enemy DeMission.
The other
willenemy
move will
to encircle
your
If beathalf
away
withdraw
length.
(2)
Building
from
the
Building
Type
Table
(page
61).
* If already in cover and in range, will fire at you instead.
fensive Positions (page 66).
- 3) back
or right
- 6)they
flank.
fromleft
the(1table
the (4
way
entered.
This represents the uncertainty
0
Patrol converts into a fighting withdrawal
of their location and not actual
Otherwise:
movement.
moving from cover to cover until withdraw
NP PATROL REACTION
fromWill
advance
tothe
closer
fire at
the table
back
waycover
they to
entered.
you.
Resolving PEFS
2014Investment
ED TEIXEIRALevel)
TWO HOUR WARGAMES 5/31/2014
(Taken versus Enemy
When a player group and a PEF
If no cover will drop prone and fire at
102
have a LOS its time to resolve
CIRCUMSTANCE
MODIFIER
you.
the PEF. Heres how PEFs are
1
If the NP infantry has 2x or more of your
If NP side has twice as many figures on
+1d6
resolved: Be sure that there is
number:
a valid LOS to the PEF.
the board.
PEFs in cover can be seen while
The force will advance directly at you
those with cover between the
with the support weapons firing if within
# D6
RESULT
tester and the PEF cannot.
LOS and range.
PASSED
Roll 2d6 versus the Enemy

VEHICLE

REACTION TESTS

PEFS

2
2

NUTS! - FINAL

I
t
I

NP INFANTRY

VEHICLE

REACTION TESTS

PEFS

101

2
1
0

Patrol takes cover and converts to a Defend


Mission. If beat away enemy will revert 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.

Just buy the game at TwoHourWargames.com

Investment Level and consult


the PEF Resolution Table (2nd
chart upper left).
Immediately carry out the result based on the number of d6
passed.

Enemy Defensive
Position

(See page 66; and for Non


Played Enemy chart info)

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.

* 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

102

I
t

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

Charge 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

Target in cover, fast


moving, prone, second or
higher target count miss.
Shooter fast moving or snap
fired
All others hit

Miss

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.

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

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.

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


Vehicle In Sight Test winners

if buttoned up.

DUCK BACK

The group winning the In Sight will now act, from highest Rep to Lowest

if cannot fire

Fire

Vehicle Ranged Combat Test


Firing Main Gun roll 2D6 vs. aiming Gunners REP Modifiers 1 REP at over 48
Pass 0D6

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.

MISS

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

Victim Tank Commander Rep Rolls


2D6

Pass 0D6

Pass 1D6

. Pass 2d6

Hit Target

If target hull
down, hit
turret.
Otherwise,
hull.

Penetration Table

If the turret was hit add +1. Roll 2D6 vs. Difference of
APR to AR/ DV.
Note: HE round rules, see NUTS FV page 55.

Pass 0D6

Pass 1D6

Pass 2D6

Dont 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.
Just buy the game at TwoHourWargames.com

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 figure 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.
8. Add the following modifiers to the number of dice rolled during an In Sight Check:
Just buy the game at TwoHourWargames.com

Page 11 from www.g-design.us/nuts/charts.pdf 15May16 07:05

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 House
group at
a time,
the Final
die of Version
the leader with the highest rank.
Rules
foruse
Nuts!
Discussion: This is from Nuts! 2nd edition
and allows
Version
1.0 the platoon leadership to do their real
jobs; I know I was once an infantry
leader.
byfor
Jeff
Glasco
Houseplatoon
Rules
Nuts!
Final Version
*Enemy is Prone, including crawling =Version
-1d6 1.0
8. Add
the following
to the
number
of
dice
rolled
Sight Check:
Discussion:
Pronemodifiers
or crawling
figures
harder
to see,during
even ifaninIn
concealment.
byare
Jeff
Glasco
*Enemy is Prone,
camouflaged
= - 1d6
including
crawling = -1d6
Discussion: Prone
This means
extensive
camouflaged
such
sniperif suit
or fighting positions or
or crawling figures
are harder
to as
see,a even
in concealment.
in a*Enemy
buildingiswhere
the defender
has a long time to camouflage his position.
camouflaged
= - 1d6
Discussion: This means extensive camouflaged such as a sniper suit or fighting positions or
9.
Add
to Received
Test: Any
figure
within
LOS to this
figure will also take the test.
in a building
where Fire
the defender
has
a long
time 4"
to and
camouflage
his position.
Thus, even if a figure is not directly targeted, he can return fire against an enemy figure that shot
at
figure
within 4"Fire
of him.
9. aAdd
to Received
Test: Any figure within 4" and LOS to this figure will also take the test.
Discussion:
The new
rules
of only
the figure
on possibly
returning
fire just
didn't
Thus,
even if a figure
is not
directly
targeted,
he fired
can return
fire against
an enemy
figure
thatwork
shot
for
at ame.
figure within 4" of him.
Discussion: The new rules of only the figure fired on possibly returning fire just didn't work
10.
Additional and revised Vehicles and Guns:
for me.
Discussion: These revisions make armored cars a bit more useful and add in some new stuff
which
might actually
show Vehicles
up in a game.
10. Additional
and revised
and Guns:

Discussion: These revisions make armored cars a bit more useful and add in some new stuff
American
which mightVehicles:
actually show up in a game.
Vehicle
Front Side Top APR HE AA Hull Coaxial Speed Crew
DUKW
--------------20/8
2
American Vehicles: --M8
Armored
Car
1
1
2/OT
6
5/2
HMG
--MMG
28/16
4
Vehicle
Front Side Top APR HE AA Hull Coaxial Speed Crew
M20
Armored Car
1
1
2/OT
------32/16
5
DUKW
------- None
----- HMG
------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
APR
HE AA Hull Coaxial Speed Crew
234/1
Armored
4
2
1/OT
5
--- ----MMG 32/16
4
German Vehicles:
Car
(ROF2)
Vehicle
Front Side Top
APR
HE AA Hull Coaxial Speed Crew
234/2
Armored
4
2
1/OT
9
5/2
--MMG
4
234/1 Armored
4
2
1/OT
5
--- ------MMG 32/16
32/16
4
Car
Car
(ROF2)
234/3
Armored
4
2
1/OT
9*
or
--MMG
4
234/2 Armored
4
2
1/OT
9 12 6/3
5/2 ------MMG 32/16
32/16
4
Car
Car
234/4
44
22
1/OT
--MMG
234/3 Armored
Armored
1/OT 9* 10
or 12 5/3
6/3 ------MMG 32/16
32/16
4?
Car
Car
222
Light
34
22
1/OT
5
--- ----MMG
3?
234/4
Armored
1/OT
10
5/3
----MMG 32/14
32/16
Armored
Car
(ROF2)
Car
222 Light
3
2
1/OT
5
--- ----MMG 32/14
3
Guns
APR
HE
Crew
DV
Notes
Armored Car
(ROF2)
7.5 cm IG 9*
6/3
4
3
Light Gun
15
cm IG APR
12* 12/4
6
3 Medium
Guns
HE Crew
DV
NotesGun
7.5 cm IG
15 cm IG

9*
12*

Just buy the game at TwoHourWargames.com

6/3
12/4

4
6

3
3

Light Gun
Medium Gun

Page 12 from www.g-design.us/nuts/charts.pdf 15May16 07:05

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