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NUTS!

- FINAL VERSION UPDATES 02/13/2016


figure is Out of the Fight. Any Rep lost in
NUTS! UPDATES melee is regained after all melees for the
turn of activation have ended.
These two pages of updates dont warrant another set of
rules and like we said, the NUTS Final Version is the
Final Version. These optional updates can allow you to IN SIGHT
play your games faster and smoother than the mechanics
currently used. Were offering them to bring NUTS REP IN SIGHT
Final Version up to speed with our current mechanics.
(Looking for successes score of 1, 2, or 3)
You dont need to use them!
Moving side must score more successes to win the In Sight.
But after a few plays youll probably like them.
ATTRIBUTE MOD
Opponent is Stealthy -1d6
INFANTRY UPDATES Quick Reflexes +1d6
There are updates to the following mechanics: Slow to React -1d6
Steely Eyes +1d6
IN SIGHT Weve streamlined the process with CIRCUMSTANCE MOD
the biggest change being the moving side has to
score more successes than the stationary side to Concealed - Enemy is concealed. -1d6
win the In Sight. The side that wins will act and
the side that loses will react to these actions after RESOLVING IN SIGHT ACTIONS
all figures have completed them. The group winning the In Sight will now act. Heres how
RANGED COMBAT DAMAGE Ranged Combat we do it in order from top to bottom:
Damage is still the same; roll 1d6 versus the
Impact of the weapon. The difference is if you Figures in Duck Back or Leaving the Table
score higher than the Impact, instead of taking a cannot score better than current status.
Recover Test, the target Ducks Back and does Fire.
not take a Received Fire Test. If cannot fire will Charge into Melee if within
CHARGE INTO MELEE The first difference is 6.
when passing the same number of d6 the Target If cannot fire or Charge into Melee and inn range
still Snap Fires, but is only allowed 1 shot of the enemy, will Duck Back.
regardless of Target Rating of the weapon. The
second difference is that figures charged to the
flank or rear will turn to face the enemy once the RANGED COMBAT DAMAGE
melee starts.
MELEE COMBAT The melee process is the 1 RANGED COMBAT DAMAGE
same except that it is concluded on the same turn
there is no more Evenly Matched. The figure (Taken versus Impact)
that scores more successes wins the round of SCORE RESULT
melee and rolls on the Melee Damage Table. If
both figures score the same number of successes, "1" Target is Obviously Dead.
another round of melee is immediately fought. Impact or less but Target is Out of the Fight.
MELEE DAMAGE The winner rolls 1d6 and not a "1"
adds to it the number of successes scored more Higher than Impact Target Ducks Back no Received
than the loser. Fire Test taken.
A score of 6 or higher means the loser is
Obviously Dead.
A score equal or higher than the Rep of the
loser, but not a 6 or higher means the loser is
Out of the Fight.
A score lower than the Rep of the loser
causes a -1 to its Rep and another round of
melee is immediately fought. Losses in Rep
are cumulative so its possible to have a -2
or more to Rep. Reaching 0 means the
2016 ED TEIXEIRA TWO HOUR WARGAMES 2/14/2016

1
NUTS! - FINAL VERSION UPDATES 02/13/2016
CHARGE INTO MELEE MELEE DAMAGE
2 CHARGE INTO MELEE 1 MELEE DAMAGE
(Taken versus Rep) (Read result as rolled)

ATTRIBUTE MODIFIER CIRCUMSTANCE MODIFIER


Nerves of Steel +1d6 Each success scored more than the +1
Rage +1d6 opponent.
CIRCUMSTANCE MODIFIER
SCORE RESULT
Target in cover +1d6
Target charged to flank (1) -1d6 6 or higher Obviously Dead.
Target charged to rear (1) -2d6 Rep of Target or Out of the Fight.
(1) Target turns to face during melee. higher, but not 6 or
higher.
#D6 CHARGER TARGET
Lower than Rep of Loser 1 to Rep. Immediately
PASSED Target fight another round of melee.
Pass more Target may not fire. Target fires.
d6 than VEHICLE UPDATES
opponent Charger moves into Charger moves into
This is the update to the following mechanic:
melee. No Reaction melee. No Reaction
Tests taken. Tests taken. . IN SIGHT Weve streamlined the process with
Pass same Target Snap Fires Target Snap Fires the biggest change being that the moving side
number d6 only 1 shot. only 1 shot. has to score more successes than the stationary
as opponent side to win the In Sight. The side that wins will
Charger moves into Charger moves into act and the side that loses will react.
melee. No Reaction melee. No Reaction
Tests taken. Tests taken.
VEHICLE IN SIGHT
MELEE COMBAT REP VEHICLE IN SIGHT
(Looking for successes)
REP MELEE COMBAT Moving side must score more successes to win the In Sight.
(Looking for successes)
ATTRIBUTE MOD
Side scoring more successes wins the melee, ties are re-rolled.
Quick Reflexes +1d6
ATTRIBUTE MOD Slow to React -1d6
Brawler +1d6 Steely Eyes +1d6
Knifeman if using a bayonet or knife +1d6 CIRCUMSTANCE MOD
Rage +1d6 Buttoned Up Vehicle is buttoned up. -1d6
Runt -1d6 Concealed - Enemy is concealed. -1d6
MELEE WEAPON MOD
One Hand Melee Weapon +1d6 RESOLVING IN SIGHT ACTIONS
Two Hand Melee Weapon. +2d6 The group winning the In Sight will now act, from highest
CIRCUMSTANCE MOD Rep to lowest. Heres how we do it:
Prone Attacking a prone opponent. +1d6 Vehicles in Duck Back or Leaving the Table
cannot score better than current status.
Fire.
If cannot fire, will Duck Back.

2016 ED TEIXEIRA TWO HOUR WARGAMES 2/14/2016

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