You are on page 1of 10

Q&E NUTS! – OPTIONAL RULES FOR NUTS!

4TH EDITION
PEF RESOLUTION
WHY AND WHAT FOR? This table replaces the old one. The difference is PEFs are
Quick & Easy Optional Rules for NUTS! 4th Edition resolved versus Campaign Morale (NUTS page 61).
************
2 PEF RESOLUTION
THW has been around for 20 years. We won an Origins
Award for Best Miniatures game back in 2005. Since then (Taken versus Campaign Morale)
we’ve listening to our gamers and found that the times are
changing. Playing on a 4x6 foot board for four hours has # D6
evolved into using a 3x3 or smaller board with games being PASSED RESULT
fought to a conclusion faster yet giving the same results and
satisfaction. 2 Contacted enemy force. Roll 1d6, counting a +1 if
you are on an Attack Mission
We’ve always updated our rules to better, streamlined,  (1 – 4) Roll on the Reinforcements Table
mechanics and that’s what this is about. These updated rules to (page 7).
NUTS will give you better games in less time yet with the  (5 – 6) Roll on the Enemy Defensive
same realistic results. Position Table (page 7).
You don’t have to use these updates; you can choose to use 1 There might be something there. Resolve all
them all the time or even use both sets of mechanics. It’s all subsequent PEFs with 3d6 counting the lowest two
about the option. Because of this I decided NOT to make a 5th scores. If this is the last PEF and you have not
Edition and sell it. The game is great as is and these simple contacted the Enemy, count as passing 2d6.
changes are all you’ll need, and we decided to make them free 0 False alarm. Just a case of nerves! If this is the last
to 4th Edition owners. PEF and you have not contacted the Enemy, count
as passing 2d6.
Each section will tell you what the new mechanics replace.
For example, shooting is different. Just use the new rules and
disregard the old ones.
Now let’s get started.
COVER OR CONCEALMENT
Cover and concealment are still used and will appear in the
updated tables.
PEF MOVEMENT
The following table replaces the one in NUTS!
# COVER OR CONCEALMENT

2 PEF MOVEMENT IF YOU ARE … RESULT


(Taken versus the Rep of 4) Inside Cover and Stationary. You count both Cover and
Concealment.
#D6 RESULT Moving through Cover. You count Concealment.
PASSED
2 PEF moves 8” directly towards nearest enemy,
staying in Cover at all times. If no Cover, will end
move in center of section.
1 PEF doesn’t move.
0 PEF moves 8” directly away from nearest enemy,
staying in Cover at all times. If no Cover, will end
move in center of section.
If movement would put the PEF off the table, it
will not move instead.

© 2020ED TEIXEIRA – TWO HOUR WARGAMES

1
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION
INFANTRY SQUAD– The player receives an Infantry Squad
REINFORCEMENTS from its Platoon if the whole Platoon is not in play. If it is,
The following table replaces the one on page 88 in NUTS. then this is the 1st Squad of a new Platoon.
The procedure is different as you roll 2d6 versus the
Campaign Morale (NUTS page 61).
INFANTRY SQUAD W/SUPPORT WEAPON – The player
receives one Infantry Squad and a Support Weapon, up to
maximum of two per Platoon.
2 REINFORCEMENTS?
REST OF PLATOON – If the player has less than a full Platoon
(Taken versus Campaign Morale)
on the table, the balance of the Platoon will arrive. In addition,
he also receives two Support Weapon of choice if his Platoon
CIRCUMSTANCE does not already have them on the table. If it does have one,
then one arrives. If the whole Platoon is already on the field,
ATTACK MISSION : If on an Attack Mission count a +1 bonus he receives a Squad from another Platoon.
to Campaign Morale.
PATROL MISSION: If on a Patrol Mission suffer a -1 penalty to ARTILLERY BARRAGE – Off board fire support is called in.
Campaign Morale. Here’s how we do it:
# D6 RESULT  The firing side chooses one Section of the table for
PASSED the artillery to land.
2 REINFORCEMENTS! Reinforcements appear. Go  Non-Players fire at the Section containing the most
to Reinforcements – What Are They? player forces.
1 IF REINFORCEMENTS ALREADY IN PLAY, no  Each enemy figure is targeted once.
Reinforcements appear.  Roll 2d6 against each target with a Rep 4 shooter
IF NO REINFORCEMENTS IN PLAY on the Shooting Table (page 9).
Reinforcements appear. Go to Reinforcements –
 All Cover is negated.
What Are They?
0 NO REINFORCEMENTS. AIRSTRIKE - Off Board Support Airstrike. Here’s how we do
it:
The following table is used to generate Reinforcements and
The player rolls 1/2d6:
replaces the one in NUTS (page 88).
 1 – One Rep 4 aircraft strafes sections 2, 5 and 8.
2 REINFORCEMENTS – WHAT ARE THEY?  2 – One Rep 4 aircraft strafes sections 1, 5, and 9.
 3 – One Rep 4 aircraft strafes sections 3, 5, and 7.
(Taken versus Campaign Morale)
One Squad or Support Weapon in each section is a risk. Roll
1d6 with the higher score the target, re-rolling any ties. Each
CIRCUMSTANCE figure rolls on the Shooting Table 3 times with a Rep 4
ATTACK MISSION : If on an Attack Mission count a +1 bonus shooter rolling on the Shooting Damage Table (page10) if a
to Campaign Morale. hit is scored.
PATROL MISSION: If on a Patrol Mission suffer a -1 penalty to For ease of play, we recommend counting all Reinforcements
Campaign Morale. having a Rep of 4.
# D6 RESULT
PASSED
2 BINGO!
 IF “DOUBLES” scored roll 1d6:
REINFORCEMENT ENTRY
 (1, 2 or 3) = Vehicles instead of Infantry. This procedure replaces the one found in NUTS (page 68).
 (6) = Artillery Barrage. Roll 1 d6 and read the result as rolled:
 IF NO DOUBLES SCORED rest of Platoon
arrives.  1, 2 or 3 = Enter the table edge through section 8.
1 IF REINFORCEMENTS ALREADY IN PLAY, no  4 or 5 = Enter the table edge through section 7 (1 – 3) or
Reinforcements appear. section 8 (4 – 6).
IF NO REINFORCEMENTS IN PLAY, one Squad  6 = Enter the table edge through section 8.
w/Platoon Support Weapon.
0 ONE INFANTRY SQUAD.

© 2020ED TEIXEIRA – TWO HOUR WARGAMES

2
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION
BUILDINGS IN SIGHT
The following table simplifies the types of Buildings. The This table replaces the one found in NUTS (page 89). The
generate them roll 1d6 and read the result as rolled. Existing procedure is different. Here’s how we do it:
rules regarding Building are still used.
 The test is when one side comes into sight of the
other.
1 BUILDINGS
 Each side rolls 2d6 versus the Rep of the Leader that
(Read the result as rolled) is In Sight. So, if the Squad Leader or Corporal is not
In Sight, the Temporary Leader, the figure with the
highest Rep takes the test.
# TYPE DV # OF SECTIONS
 Determine how many d6 are passed.
1 Masonry 3 1  The figures in on the side that wins the test can act as
2 Masonry 3 1 outlined on the table.
3 Masonry 3 2
4 Concrete 4 1 2 IN SIGHT
5 Concrete 4 2
(Taken versus Leader Rep)
6 Bunker 5 1
Score of “6” is always a failure.

ENEMY DEFENSIVE POSITIONS


ATTRIBUTE
The following table replaces the one found in NUTS (page
88). The new procedure to use the table is rolling 2d6 versus QUICK REFLEXES: Count Rep at 1 point higher than actual.
the Campaign Morale of the side. SLOW TO REACT: Count Rep at 1 point lower than actual.
STEALTHY: Count Rep at 1 point lower than actual if opponent
Controlling is used if the side “controls” the area, such ss
is Stealthy.
Russians in Russia.
STEELY EYES: Count Rep at 1 point higher than actual.
Contesting is used if the side “does not control” the area, such CIRCUMSTANCE
as Germans in Russia.
COVER OR CONCEALMENT: Count a +1d6 bonus if in Cover
or Concealment.
2 ENEMY DEFENSIVE POSITION
#D6 RESULT
(Taken versus Campaign Morale) PASSED
A score of “6” is always a failure. More d6 The figures on the side that passed more d6 will,
in order:
CIRCUMSTANCE  Shoot.
CONTROLLING: Controlling force counts a +1 bonus to  Charge into Melee.
Campaign Morale.  Move.
CONTESTING: Contesting force suffers a -1 penalty to  Recover Out of the Fights.
Campaign Morale.  Recover from Duck Back.
# D6 RESULT  Leave the Fight.
PASSED Same Stationary side counts as passing more d6.
number
2 BUILDINGS! of d6
 IF DOUBLES scored roll three times on the
Buildings Table. Occupied by Enemy Platoon
with two Support Weapons.
 IF NO DOUBLES SCORED roll on the
Reinforcements – What Are They Table (page
49) and place each Squad/Support Weapon in a
Building rolled on the Buildings Table.
1 1/2D6 INFANTRY SQUADS IN COVER! There is a
chance (1 – 2) of a Support Weapon.
0 ONE INFANTRY SQUAD IN COVER!

© 2020ED TEIXEIRA – TWO HOUR WARGAMES

3
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION
OUTGUNNED Throwing a grenade is still the same. We are putting the table
on the Q&E Quick Reference Sheet.
Outgunned is still used and will appear on the new tables.

X OUTGUNNED RANKINGS 2 THROWING A GRENADE


Stars are never Outgunned. (Taken versus Rep)

OUTGUNNED WEAPON TYPE # D6 RESULT


RANKING PASSED
5 Flamethrowers, Grenades, Satchel Charges, 2 On target!
Molotov Cocktail, and all Antitank Weapons.  Center the blast circle on the nominated
4 HMG, MMG, and LMG. spot.
3 BAR, MP, and SMG  Each figure in the blast circle rolls on the
2 Semi-automatic rifles and carbines. Shooting Damage Table (page 10).
1 Other ranged weapons not listed. 1 If the thrower cannot see the nominated spot the
0 Those that cannot return fire, out of ammo, grenade misses.
or out of range.  Center the blast circle on the nominated
spot. Each figure in the blast circle goes
SHOOTING prone, counting as in Duck Back status.
If the thrower can see the nominated spot
Shooting is now done by rolling 2d6 versus the Rep of the  Count as passing 2d6.
Shooter. Roll 2d6 versus Rep regardless of the Target (NUTS 0 Oops! Grenade is dropped at the feet of the
page 10) of the weapon, that comes into play later. Once a hit thrower. Center the blast circle on the nominated
is scored go to the new Shooting Damage Table. spot. Each figure in the blast circle rolls 1d6
versus Rep.
2 SHOOTING  If pass 1d6, drop prone and escapes
(Taken versus Rep) damage, counting as in Duck Back
status.
A result of two or more “ones” means out of ammo.
 If pass 0d6 roll on the Shooting
A score of “6” is always a failure. Damage Table.

#D6 RESULT
PASSE SHOOTING DAMAGE
D
This table replaces the one found in NUTS (page 89). Shooters
2 Hit all Targets. could score one or more hits when rolling on the Shooting
1 Miss: Table (page 9). Roll 1d6 for each hit scored, versus the Rep of
 Outgunned Targets will Duck Back. the target, applying them as outlined in NUTS (page 25).
Otherwise:
 If being charged. Chargers continue. 1 SHOOTING DAMAGE
 If shooter or target Fast Moving. (Taken versus Rep)
 If the target is in Cover. Targets Return Fire. If
already returned fire, will Duck Back instead.
 If the 2nd or higher target. Bugs will charge. # RESULT
Others Return Fire. If already returned fire, will “6” Target is Obviously Dead.
Duck Back instead. Rep or higher but Target goes Out of the Fight.
 Otherwise: Hit. not a “6”.
0 Miss all Targets: Lower than Rep. Target Ducks Back.
 Chargers continue into contact.
 Other Targets Return Fire.

THROWING A GRENADE
© 2020ED TEIXEIRA – TWO HOUR WARGAMES

4
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION
MELEE WILL TO FIGHT
The Charge Into Melee Table (NUTS page 90) is no longer This is where the game mechanics are streamlined as many
used. That is now handled on the new Shooting Table (page procedures have been folded into the newer tables.
9). Melee procedure is the same using this table.
 Man Down (NUTS page 20) is no longer used.
2 MELEE  Recover (NUTS page 21) is no longer used. Figures
in Duck Back automatically recover when Active but
(Taken versus Rep) cannot do anything else except Return Fire if called
Score of “6” is always a failure.
on to so do.
 Rally (NUTS page 21) is no longer used as Hunker
Down (NUTS page 21) is gone as well.
ATTRIBUTE
Will to Fight is only taken when a side suffers one of more
BRAWLER – Count a +1d6 bonus. Out of the Fight or Obviously Dead results after the Active
RAGE – Count a +1d6 bonus. side has finished all shooting and melees. The test is taken
RUNT – Suffer a -1d6 penalty. when they are Active (NUTS page 16) or not. This means one,
CIRCUMSTANCE both or no sides could take the Will to Fight Test. Here’s how
we do it:
MELEE WEAPON – Count a +1d6 bonus if armed with a knife,
sword, or bayonet.  Roll 2d6 versus the Rep of the Leader.
 This could be modified by Circumstances.
#D6 RESULTS  Determine how many d6 are passed, go down the
left-hand column to the appropriate row and across to
PASSED see the result.
Pass 2d6 Loser is Obviously Dead.  Immediately carry out the result.
more
Pass 1d6 Loser is Out of the Fight
more 2 WILL TO FIGHT
Pass same Both suffer a temporary -1 to Rep.
(Taken versus Leader’s Rep)
Immediately fight another round of melee.
Lost Rep recovered after melee is finished. A score of “6” is always a failure.

MEDIC! CIRCUMSTANCE
This table replaces the one found in NUTS! (page 90). The OUTNUMBERED – If fired on by two or more enemy units
procedure remains the same. suffer a -1d6 penalty

#D6 RESULTS
2 MEDIC! PASSED
(Taken vs. Rep) 2 If more than 50% Out of the Fight, Obviously
Dead, or Left the Battlefield, count as passing 1d6.
# D6 RESULT Otherwise – Carry On.
PASSED 1 If at half-strength or less Leave the Fight.
Otherwise Carry On.
2 Out of the Fight returns to remain in Fight at -1 0 Leave the Fight.
to Rep.
1 Immediately re-take test versus Rep of the Out of Example – The Germans start the turn and are Active. They
the Fight Character counting a result of pass 1d6 shoot and take one Russian Out of the Fight. One Russian
as pass 0d6. returns fire and a German is Obviously Dead. Both sides take
0 Out of the Fight until roll on Recovery After the the Will to Fight Test.
Fight.
The Russians now Activate. One German goes down. After the
shooting and melee is over, the German takes the Will to Fight
Test.

© 2020ED TEIXEIRA – TWO HOUR WARGAMES

5
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION
AFTER THE BATTLE RECOVERY TABLE AND BATTLE BOARD
This table replaces the one in NUTS (page 32). The procedure MOVEMENT
is the same, rolling 2d6 versus the Rep of the Out of the Fight
or Left the Battlefield figure. Want to use both the Tabletop and the Battle Board system?

Here’s how we do it:


2 AFTER THE BATTLE RECOVERY
• The table is still divided into nine sections.
(Taken versus Rep) • Movement is from one section to the next, even
A score of “6” is always a failure.
• diagonally.
• Want to Fast Move?
o Roll 2d6 normally as you would for Fast Move.
# D6 RESULT  Pass 2d6 = Move two sections.
PASSED  Pass 1d6 = Move two sections but count
a -1 to Rep for any Insight Test * caused
2 All return to the Squad.
by the movement.
1 Out of the Fight returns.  Pass 0d6 = Move only one section but
Those that Left the Battlefield, do not return. still count as Fast Moving.
Unrecovered Out of the Fights are Captured.
0 All do not return. * = In Sight Test is called the Reaction Test in some rules.

PEFS ON THE BATTLE BOARD?


THE BATTLE BOARD Yes, you still use PEFs like on the Tabletop, but we do it a bit
Want a quicker game? Instead of moving on the tabletop, use differently. Instead of placing them on the table and moving
the Battle Board and get right into the fight. Most of your them around as you move yourself, here’s how we do it:
Chocolate & Cigarettes Missions can be played this way, and
this can also simplify other Missions, like a Patrol, or doing a 1. 1st way. Resolve the PEFs one after the other using the
fight inside a building. PEF Resolution Table included in the rules.

The Battle Board is just an 8” x 10” area that the game is 2. 2nd way. Just resolve them one after the other, as many of
played on. This can be as simple or as elaborate as you like, them as you want.
with or without pieces of terrain on it. We’ve included one
you can use for outdoors, and one for inside a building. That’s it. Use the simple rules and you can play any THW
game either way or even use both.

Here’s how we do it:


• Place one side within 3” of one edge.
• Place the other side within 3” of the opposite edge.
• Always place the Leaders in the center and across from
each other.

Example – Both sides have been placed on the Battle Board


with the figures matched up against each other. The Leaders,
B and 2, are matched up across from each other.

© 2020ED TEIXEIRA – TWO HOUR WARGAMES

6
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION
2 PEF MOVEMENT 2 REINFORCEMENTS?
(Taken versus the Rep of 4) (Taken versus Campaign Morale)

#D6 RESULT CIRCUMSTANCE


PASSED
ATTACK MISSION: If on an Attack Mission count a +1 bonus
2 PEF moves 8” directly towards nearest enemy, to Campaign Morale.
staying in Cover at all times. If no Cover, will end PATROL MISSION: If on a Patrol Mission suffer a -1 penalty to
move in center of section. Campaign Morale.
1 PEF doesn’t move. # D6 RESULT
0 PEF moves 8” directly away from nearest enemy, PASSED
staying in Cover at all times. If no Cover, will end 2 REINFORCEMENTS! Reinforcements appear. Go
move in center of section. to Reinforcements – What Are They?
If movement would put the PEF off the table, it 1 IF REINFORCEMENTS ALREADY IN PLAY, no
will not move instead. Reinforcements appear.
IF NO REINFORCEMENTS IN PLAY
Reinforcements appear. Go to Reinforcements –
2 PEF RESOLUTION What Are They?
(Taken versus Campaign Morale) 0 NO REINFORCEMENTS.

# D6 2 REINFORCEMENTS – WHAT ARE THEY?


PASSED RESULT
(Taken versus Campaign Morale)
2 Contacted enemy force. Roll 1d6, counting a +1 if
you are on an Attack Mission
CIRCUMSTANCE
 (1 – 4) Roll on the Reinforcements Table
(page 7). ATTACK MISSION: If on an Attack Mission count a +1 bonus
 (5 – 6) Roll on the Enemy Defensive to Campaign Morale.
Position Table (page 8). PATROL MISSION: If on a Patrol Mission suffer a -1 penalty to
1 There might be something there. Resolve all Campaign Morale.
subsequent PEFs with 3d6 counting the lowest two # D6 RESULT
scores. If this is the last PEF and you have not PASSED
contacted the Enemy, count as passing 2d6. 2 BINGO!
0 False alarm. Just a case of nerves! If this is the last  IF “DOUBLES” scored roll 1d6:
PEF and you have not contacted the Enemy, count  (1, 2 or 3) = Vehicles instead of Infantry.
as passing 2d6.  (6) = Artillery Barrage.
 IF NO DOUBLES SCORED rest of Platoon
# COVER OR CONCEALMENT arrives.
1 IF REINFORCEMENTS ALREADY IN PLAY, no
Reinforcements appear.
IF YOU ARE … RESULT IF NO REINFORCEMENTS IN PLAY, one Squad
w/Platoon Support Weapon.
Inside Cover and Stationary. You count both Cover and
Concealment.
0 ONE INFANTRY SQUAD.
Moving through Cover. You count Concealment.

PEF MOVEMENT &


RESOLUTION REINFORCEMENTS
© 2020ED TEIXEIRA – TWO HOUR WARGAMES

7
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION

REINFORCEMENTS 2 ENEMY DEFENSIVE POSITION


(Taken versus Campaign Morale)
INFANTRY SQUAD– The player receives an Infantry Squad A score of “6” is always a failure.
from its Platoon if the whole Platoon is not in play. If it is,
then this is the 1st Squad of a new Platoon.
CIRCUMSTANCE
INFANTRY SQUAD W/SUPPORT WEAPON – The player
CONTROLLING: Controlling force counts a +1 bonus to
receives one Infantry Squad and a Support Weapon, up to
Campaign Morale.
maximum of two per Platoon.
CONTESTING: Contesting force suffers a -1 penalty to
REST OF PLATOON – If the player has less than a full Platoon Campaign Morale.
on the table, the balance of the Platoon will arrive. In addition, # D6 RESULT
he also receives two Support Weapon of choice if his Platoon PASSED
does not already have them on the table. If it does have one,
then one arrives. If the whole Platoon is already on the field, 2 BUILDINGS!
he receives a Squad from another Platoon.  IF DOUBLES scored roll three times on the
ARTILLERY BARRAGE – Off board fire support is called in. Buildings Table. Occupied by Enemy Platoon
Here’s how we do it: with two Support Weapons.
 IF NO DOUBLES SCORED roll on the
 The firing side chooses one Section of the table for Reinforcements – What Are They Table (page
the artillery to land. 49) and place each Squad/Support Weapon in a
 Non-Players fire at the Section containing the most Building rolled on the Buildings Table.
player forces. 1 1/2D6 INFANTRY SQUADS IN COVER! There is a
 Each enemy figure is targeted once. chance (1 – 2) of a Support Weapon.
 Roll 2d6 against each target with a Rep 4 0 ONE INFANTRY SQUAD IN COVER!
shooter.
 All Cover is negated.
1 BUILDINGS
AIRSTRIKE - Off Board Support Airstrike. Here’s how we do
(Read the result as rolled)
it:
 The attacking Faction rolls 1/2d6:
 1 – One Rep 4 aircraft strafes sections 2, 5 and 8.
# TYPE DV # OF SECTIONS
 2 – One Rep 4 aircraft strafes sections 1, 5, and 9. 1 Masonry 3 1
 3 – One Rep 4 aircraft strafes sections 3, 5, and 7. 2 Masonry 3 1
3 Masonry 3 2
One Squad, Support Weapon, and Building in each section is
targeted once. Roll on the Shooting Table for each target 4 Concrete 4 1
counting as a Rocket Launcher. When more than one target 5 Concrete 4 2
possible, roll 1d6 for each with the highest score being the 6 Bunker 5 1
target. Re-roll any ties.
For ease of play, we recommend counting all Reinforcements
having a Rep of 4.

REINFORCEMENT ENTRY
This procedure replaces the one found in NUTS (page 68).
Roll 1 d6 and read the result as rolled:


1, 2 or 3 = Enter the table edge through section 8.
4 or 5 = Enter the table edge through section 7 (1 – 3) or ENEMY DEFENSIVE
section 8 (4 – 6).
 6 = Enter the table edge through section 8. POSITION
© 2020ED TEIXEIRA – TWO HOUR WARGAMES

8
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION
2 IN SIGHT 2 SHOOTING
(Taken versus Leader Rep) (Taken versus Rep)
Score of “6” is always a failure. A result of two or more “ones” means out of ammo.
A score of “6” is always a failure.
ATTRIBUTE
QUICK REFLEXES: Count Rep at 1 point higher than actual. #D6 RESULT
SLOW TO REACT: Count Rep at 1 point lower than actual. PASSED
STEALTHY: Count Rep at 1 point lower than actual if opponent 2 Hit all Targets.
is Stealthy. 1 Miss:
STEELY EYES: Count Rep at 1 point higher than actual.
 Outgunned Targets will Duck Back.
CIRCUMSTANCE Otherwise:
COVER OR CONCEALMENT: Count a +1d6 bonus if in Cover  If being charged. Chargers continue.
or Concealment.  If shooter or target Fast Moving.
#D6 RESULT  If the target is in Cover. Targets Return Fire.
PASSED If already returned fire, will Duck Back
instead.
More d6 The figures on the side that passed more d6 will,
in order:  If the 2nd or higher target. Bugs will charge.
Others Return Fire. If already returned fire,
 Shoot. will Duck Back instead.
 Charge into Melee.  Otherwise: Hit.
 Move. 0 Miss all Targets:
 Recover Out of the Fights.  Chargers continue into contact.
 Recover from Duck Back.  Other Targets Return Fire.
 Leave the Fight.
Same Stationary side counts as passing more d6.
number
2 THROWING A GRENADE
of d6 (Taken versus Rep)

X OUTGUNNED RANKINGS # D6 RESULT


PASSED
Stars are never Outgunned.
2 On target!
 Center the blast circle on the nominated
OUTGUNNED WEAPON TYPE spot.
RANKING  Each figure in the blast circle rolls on the
5 Flamethrowers, Grenades, Satchel Charges, Shooting Damage Table (page 27).
Molotov Cocktail, and all Antitank Weapons. 1 If the thrower cannot see the nominated spot
4 HMG, MMG, and LMG. the grenade misses.
3 BAR, MP, and SMG  Center the blast circle on the nominated
2 Semi-automatic rifles and carbines. spot. Each figure in the blast circle goes
1 Other ranged weapons not listed. prone, counting as in Duck Back status.
0 Those that cannot return fire, out of ammo, If the thrower can see the nominated spot
or out of range.  Count as passing 2d6.
0 Oops! Grenade is dropped at the feet of the
thrower. Center the blast circle on the
nominated spot. Each figure in the blast circle

IN SIGHT rolls 1d6 versus Rep.


 If pass 1d6, drop prone and
escapes damage, counting as in
SHOOTING & GRENADES Duck Back status.
 If pass 0d6 roll on the Shooting
Damage Table.
© 2020ED TEIXEIRA – TWO HOUR WARGAMES

9
Q&E NUTS! – OPTIONAL RULES FOR NUTS! 4TH EDITION
1 SHOOTING DAMAGE 2 WILL TO FIGHT
(Taken versus Rep) (Taken versus Leader’s Rep)
A score of “6” is always a failure.
# RESULT
“6” Target is Obviously Dead. CIRCUMSTANCE
Rep or higher but Target goes Out of the Fight. OUTNUMBERED – If fired on by two or more enemy units
not a “6”. suffer a -1d6 penalty
Lower than Rep. Target Ducks Back.
#D6 RESULTS
2 MELEE PASSED
(Taken versus Rep) 2 If more than 50% Out of the Fight, Obviously
Score of “6” is always a failure. Dead, or Left the Battlefield, count as passing 1d6.
Otherwise – Carry On.
1 If at half-strength or less Leave the Fight.
ATTRIBUTE Otherwise Carry On.
BRAWLER – Count a +1d6 bonus. 0 Leave the Fight.
RAGE – Count a +1d6 bonus.
RUNT – Suffer a -1d6 penalty.
CIRCUMSTANCE 2 AFTER THE BATTLE RECOVERY
MELEE WEAPON – Count a +1d6 bonus if armed with a knife, (Taken versus Rep)
sword, or bayonet.
A score of “6” is always a failure.
#D6 RESULTS
PASSED # D6 RESULT
PASSED
Pass 2d6 Loser is Obviously Dead.
2 All return to the Squad.
more
1 Out of the Fight returns.
Pass 1d6 Loser is Out of the Fight
Those that Left the Battlefield, do not return.
more
Unrecovered Out of the Fights are Captured.
Pass same Both suffer a temporary -1 to Rep.
0 All do not return.
Immediately fight another round of melee.
Lost Rep recovered after melee is finished.

2 MEDIC!
(Taken vs. Rep)

# D6
PASSED
RESULT SHOOTING DAMAGE
2 Out of the Fight returns to remain in Fight at -1
to Rep.
MELEE
MEDIC
1 Immediately re-take test versus Rep of the Out of
the Fight Character counting a result of pass 1d6
as pass 0d6.
0 Out of the Fight until roll on Recovery After the
Fight. WILL TO FIGHT
RECOVERY
© 2020ED TEIXEIRA – TWO HOUR WARGAMES

10

You might also like