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Written by Ed Teixeira and John Cunningham

Cover Artwork by Paul Kime


NUTS! – COMPENDIUM
CAVALRY TESTS 10
TABLE OF CONTENTS
Horsemanship Test 10
INTRODUCTION 1
Mount Tests 10
All About the Story 1
Mounting and Dismounting 10
THANKS TO … 1 Mounting/Dismounting Under Fire 11
Word Of Advice 1 Moving Fast – Fast Move 11
Tables? We’re Talking About Tables? 2 Rough Going & Jumping 11
INFANTRY 2 Skittish 11
Weapons 2 Training & Combat 11
Assault Vest 2 Mounts as Cover 11
Character Attributes 2 Two Riders 11
C&C Attribute Tables 2 CAVALRY IN COMBAT 11
Using Both Types of Attributes 2 Charging 11
Near Sighted 5 Shooting When Mounted 11
Inspiration 5 Mounted Figures As Targets 12
Medics 6 Damage To Mounts 12
Specialist Tight Ammo 6 Tchanka 12
Mascot Test 6
SKI TROOPS 12
Fanatic Foes 6
Skiing In Rough Terrain & Woods 12
Women In Combat 6
AIRBORNE LANDINGS 12
THE LISTS 7
The Drop Zone 12
Using The Lists 7
Scatter 13
Engineers 7
Landing 13
Assault Troops & Stosstruppen 8
Removing The Chute 13
Militia 8
BICYCLES 13
Penal Units 8
RULES OF WAR 14
K-9 Units 8
Game Scale & Table Size 14
K-9 Attributes 9
Hidden: Ambush & Hiding 14
How They Are Used 9
How to Test Hiding & Ambush 14
Dog Attacks 9
MOVEMENT 15
CAVALRY 9
Crawling 15
Horses and Mules 9
Swimming 15
Generating Mount Rep 9
Can’t Swim 16
Pack Animals 9
Wading Across 16
CAVALRY MOVEMENT 10
Resuscitation 16
Holding Mounts 10
Combat and Swimming 16
Loose or Tied 10
IN SIGHT 17
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
Resolving In Sight Actions 17 Interrogations 25
“Oh Crap!” 17 EXPANDED CAMPAIGN 26
AUDIO IN SIGHT 17 After The Battle 26
SEARCHLIGHT 18 Medals 26
Searchlight Movement 18 Pay the Piper 26
Spotting 18 Promotion 27

CRISIS TEST 19 NCO to Officer 27

How To Take A Crisis Test 19 Unforeseen Circumstances 27


Where Posted? 27
PANIC AND RALLY 19
Hospitalization Returns 28
Panic! 19
Leave the Battlefield –Mass Panic 19 VEHICLES 28

Pre-Arranged Fall Back Point 20 Multi-Turret Tanks 28

Rally Figures 20 VEHICLE MOVEMENT 29

RANGED WEAPONS 21 Run Over 29

Outgunned Rankings 21 Getting Stuck 29


Getting Stuck and Shooting 29
SHOOTING 21
Duck Back 29
Aim 21
Shooting 21 VEHICLE REACTIONS 30

Determining Damage 22 Vehicle In Sight 30

Auto-Kill Or Capture 22 Resolving In Sight Actions 30

Call For Surrender 22 Vehicle Crisis Test 30

Mass Surrender 22 How To Take A Crisis Test 30

Melee to Capture 22 VEHICLE SHOOTING 31

Grenades 23 Shooting at Moving Vehicles 31


Throwing Grenades 23 Fast Moving Shooter 31
Blast Circle Weapons 23 Stopping Tanks 31

MELEE 23 Firing the Main Gun 31

Charge into Melee 23 Targeting Vehicle Facings 31

Melee Combat 24 Top Armor 32

Melee Damage 24 Artillery Versus Top Armor 32


Aircraft Attacks Against AFVs 32
WALKING WOUNDED 24
Penetrating Damage 32
Aidman 24
Track Damage 33
PRISONERS 25
VEHICLE LOADING 33
Prisoner Disposition 25
Belligerent 25 ANTI-TANK GUNS 33

Cold Shoulder 25 ATTACKING VEHICLES 34


Close Assault 34
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
BOATS 35 Radio 43
Groups 35 Field Phone 43
Types of Boats 35 INDIRECT FIRE 44
Defining The Boat 35 Methods of Indirect Fire 44
BOAT MOVEMENT 36 Registered Fire 44
Casting Off and Mooring 36 Designating RTPs 44
Drifting 36 How Fire Is Called In 44
Starting and Stopping 36 Where The Rounds Land 44
Reversing Direction 36 On Demand Fire 44
Turning 36 Designating The Target 44
Entering and Exiting Boats 36 How Fire Is Called In 44
What Kind of Boat 36 Where The Rounds Land 44

BOATS IN COMBAT 37 Resolving Artillery Hits 45

Shooting and Boats 37 Quick and Easy Artillery 45

Shooting At Boats 37 Tree Burst 45

Once A Hit Is Scored 37 Variable Time (VT) Rounds 45

Running Over Swimmers 38 Hug a Tree 45

Bashing into Other Boats 38 Smoke Rounds 46

Boat Bashing 38 Wind Direction 46


More on Using Smoke 46
AMPHIBIOUS LANDINGS 39
Determine Beach Defenses 39 ARTILLERY DIRECT FIRE 47

Enemy Beach Defenses 39 STUKA!(AIR SUPPORT) 47

Fixed Beach Defenses 41 Air Support Missions 47


Mine Markers 41 Calling for Air Support 47
Beach Landing 41 Type Of Air Support Missions 47

ARTILLERY 42 Aircraft Strafing and Bombing Runs 48

Artillery Types 42 Firing At The Aircraft 48

Mortars 42 Firing at the Aircraft 48

Artillery 42 Target Recognition Test 49

Heavy Artillery 42 How To Conduct An Air Attack 49

Artillery Table 42 Bombs & Other Aircraft Weapon Specs


49
How Do They Fire? 43
Aircraft Specs 49
Artillery Availability 43
MINES & EXPLOSIVES 50
Artillery Crews 43
Mine Markers 50
CALLING IN ARTILLERY 43
Hasty Mines 50
Who Can Call For Fire 43
Clearing Hasty Anti-Tank Mines 50
Runner 43
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
Blowing Bridges & Buildings 51 Capturing Structures 57
Blowing Things Up 51 Entering and Exiting 57
Creating Roadblocks 51 Building Damage 57
Clearing Roadblocks 51 RUBBLE AND RUINS 58
Satchel Charges 51 Rubble 58
PETS – IT’S A TRAP! 52 Ruins 58
Booby Traps 52 SEWERS 58
Booby Traps On The Table 52 Sewer Visibility 58
Types Of Traps 53 Sewer Combat Conditions 58
What Types Are Used 53 Abstract Sewer Movement 59
Tripwire Traps 53 Sewer Patrol 59
Landmines 53 Setting Up The Fight 59
Improvised Explosives 53 FORTIFIED STRUCTURES 60
Trip Flare 54
TERRAIN 60
Booby Traps – Solo/Same Side 54
DAY PART 60
Disarming The Booby Trap 54
CAMPAIGN MAP 60
OBSTRUCTIONS 54
How Many Pieces Of Terrain? 61
Defensive Works & Positions 54
TERRAIN GENERATION 61
Barbed Wire 54
Plowed Fields 61
Fighting Positions 55
Low Crops & Grasses 61
Benefits of Fighting Positions 55
Medium High Crops 61
Foxholes 55
High Crops 62
Prepared Hull Down Position 55
Causing Fires in Crops 62
Ditches & Trenches 55
Bushes 62
URBAN WARFARE 55
Bocage 62
STRUCTURES 55
Gully 62
Defining Structures 55
NEW TERRAIN TYPES 63
Type 56
HEAVILY WOODED 63
Size 56
Defensive Value 56 MARSHES 63

Revealing 56 Flooded Areas and Marshes 63

Combat in Buildings 56 Mud & Bogs 63

Shooting From Structures 56 STEPPES 64


Shooting at Occupants 56 Rachel Placement 64
Attacking Structures 56 Entering Rachels 64
Suppressing Structures 57 DESERT TERRAIN 64
Reducing Structures 57 Desert Weather 64
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
Sand Dunes and Sand 64 Privation Test 70
Sand Movement 64 Engine Overheating 70
Deep Sand 64 Sandstorms 70
Wadi (Arroyo) 65 Heavy Rain 71
Reg (Desert Pavement) 65 Cold Weather 71
Oed (Dry Lakebed) 65 Privation Test 71
Boulder Fields 65 Engine Freezing 71
Oasis 65 Snowstorms 71
JUNGLE/PTO TERRAIN 65 Where The Battle Takes Place 72
Bamboo 65 PRIVATION & SUPPLY 72
Elephant grass 65 PRIVATION 72
Jungle 66 Exhaustion 72
Jungle Trail 66 Privation – Vehicles/Guns 72
Palms/Trees and Scrub 66 Recovering From Privation 73
Rain Forest/ Woods 66 OUT OF SUPPLY 73
Rice Paddies 66 Low Ammo 73
Rough Terrain 66 Low Fuel 73
Swamp 66
SHELL SHOCK 73
MOUNTAIN TERRAIN 67 Sanity Tests 73
Elevations 67 When to Take a Sanity Test 74
Hill 67 Sanity/Insanity Tests 74
Ravine 67 Insanity Consequences 74
Impassable 67 Hard Luck Life 75
Passable Mountain Sides 67
MISSIONS 75
Height Levels 68
New Mission Set-up Process 75
WINTER TERRAIN 68 Pre-Mission Reconnaissance 75
Snow – Impeded Movement 68 Campaign Intel Level 76
Deep Snow 68 Pre-Mission Intel 76
Frozen Rivers & Streams 68 Determine Inclement Weather 76
Small Bodies of Water 68
PEFS 77
Larger Bodies of Water 69
PEF Movement 77
PLAYING THE GAME 69 NP Enemy Movement 77
CAMPAIGN 69 Resolving PEFs 77
Time In The Campaign 69 Enemy Defensive Position 77
INCLEMENT WEATHER 69 Reinforcements – Arrival 78
Heavy Fog 70 Where Reinforcements Arrive 79
Hot Weather 70 NON-PLAYER FRIENDLY FORCES (NPF) 79
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
Who’s in Charge? 79 Himmelfahrts Kommando Scenarios
(d6) 84
The Sarge is Down! 79
Privation Level 84
NPF Movement 79
Kessel Scenarios 85
RANDOM EVENTS 80
Rattenkrieg Scenarios 85
Mine 80
Himmelfahrts Kommando Scenarios 85
Booby Trap 80
Determining Urban Missions 85
Sniper 80
Mission Descriptions 85
Artillery Strike 80
Sniper Patrol 85
Plane Debris 81
Objective 86
Strafing 81
Special PEF Resolution 86
Building Collapse 81
Foraging Patrol 86
Start Fire 81
Objective 86
Animal Problem 81
Assault 87
BREAK IN THE ACTION 82
Objective 87
When Does it Occur? 82
Deployment 87
What Happens Now? 82
Urban Chaos 87
Hidden Figures 82
Animal Encounters 89
Call for Support 82
Animal Attack 89
Address Wounded 82
Recover from Out of Supply 89
Prepare Defenses 82
Replacements 89
Calling the Break 82
CHOCOLATE & CIGS 90
What Happens During A Break? 82
Expanded C&C Attributes 90
Going Off – Table 82
ITEMS 91
How Does a Break End? 83
Items – Personal Victories 91
The Brass Changes Your Orders 83
How Many Items Can You Carry? 91
URBAN CAMPAIGNS 84
Starting Items 91
Type of Campaign 84
Finding Items 91
Kessel (Cauldron) 84
Finding Items – Buildings 91
Rattenkrieg (War of the Rats) 84
Finding Items – Persons 92
Himmelfahrts Kommando (Forlorn
Hope) 84 Bartering for Items 92
Urban Combat EIL 84 Losing Items 92
Kessel or Rattenkrieg Scenarios 84 Using Items 93
Himmelfahrts Kommando Scenarios 84 Binoculars 93
Your Urban Combat IL 84 Bottle of Hard Liquor or Wine 93
Kessel Scenarios (1/2d6) 84 Chocolate Bar 93
Rattenkrieg Scenarios (d6) 84 Cooking Tools 93
Enemy Medal of Valor 93
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
Folder Enemy Flag 93 Confrontation 99
Map or Aerial Photos 93 Objective 99
Nylons 93 Forces 99
Pocket Musical Instrument 93 Terrain 99
Quality Food Items 93 Deployment 99
Quality Jewelry 93 Special Instructions 99
SS Dagger 93 Fist Fight 99
MISSIONS & PURPOSE 94 You’re Busted! 99
Personalizing Your Characters 94 Points Gained and Lost 100
Number of Missions 94 Spending Character Points 100

SKILLS 94 WHEELING AND DEALING 100

Fitness (Fit) 94 The Black Market 100


People (Pep) 94 Bartering 101
Savvy (Sav) 94 Keep an Eye Out for MPs! 101
How Proficient in the Skill 94 “I Know a Guy” 101
Grunt Proficiency 94 Hustling 102
Improving a Skill 95 Keep an Eye Out for MPs! 102
Decreasing a Skill 95 STEP BY STEP 103
CIVILIANS 95 At the Start 103
Language 95 During the Mission 103
Coming Across Civilians 95 After the Mission 103
Activation 95 FINAL THOUGHTS 103
Where Are They? 95 INFANTRY ROSTER 104
How Many and Who? 95 VEHICLE ROSTER 105
Flock of Seagulls 96
GENERIC ARMY LISTS 106
Partisans 96
Generic Army Lists 106
Partisans 96
Using The Lists 106
C & C ENCOUNTERS 97 Unit Organization - Platoon 106
CAROUSING 97 Allies (Infantry Units) 107
Objective 97 Allies Weapons Tables 108
Forces 97 Allied Tanker Reps 108
Terrain 97 Allies (Vehicles) 109
Deployment 97 Axis (Infantry Units) 110
Special Instructions 97 Axis Weapons Tables 111
Interact 97 Axis Tanker Reps 111
Gamble 98 Axis (Vehicles) 112
Companionship 98 AIRCRAFT TABLES 113
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
American Aircraft 113 Building Search, 91, 126
British Aircraft 114 Busted, 100
German Aircraft 114 Cavalry - Mounting Up Under Fire (Mount), 118
Japanese Aircraft 115 Cavalry - Moving Fast (Mount), 118
Russian Aircraft 115 Cavalry - Rough Going & Jumping (Mount), 118
SAMPLE BOATS TABLE 116 Cavalry - Skittish (Mount) , 118

CAMPAIGN MAP 117 Change of Orders , 83


Charge into Melee, 23, 120
CAVALRY QRS 118
Civilians, 97, 126
INFANTRY QRS 119
Civilians - “Oh Crap!”, 17, 126
Clear the Wire, 54
Close Assault, 34 , 123
INDEX OF TABLES Companionship, 98, 127
After the Battle Recovery, 26, 121
Defended Beach?, 39
Air Attack, 47
Desert Terrain Generator, 64
Air Support - Contested Skies, 47
Disabled Boat, 38
Air Support - One Side Has Air Superiority, 47
Disarming The Trap, 54
Airborne Drop Zone, 13
End Break in the Action, 83
Airborne Landing, 13
Enemy Defensive Position , 78, 124
Airborne Scatter, 13
Engine Damage, 70
Ambush/Hiding, 15
Engine Freeze, 71
Anti-Aircraft Test, 48
Engineer Received Fire, 7
Artillery Deviation, 45
Engineer Squad Special Equipment , 7
Artillery Fire Arrival, 44
Exhaustion, 72
Assault Troop Special Equipment, 8
Expanded C&C Attribute Table 3, 90
Attribute Table 10, 4
Expanded C&C Attribute Table 4, 90
Attribute Table 11, 5
Fanatic Foe Reaction, 6
Attribute Table 7, 3
Fist Fight, 99, 127
Attribute Table 8, 3
Fixed Beach Defenses, 41
Attribute Table 9, 4
Flock of Seagulls , 96
Bashing Table. 38
Foraging, 86
Beach Defensive Position , 40
Gambling, 98, 127
Beach Landing, 41
Get an Edge, 102
Black Market Bartering, 101
Getting Stuck, 29 , 123
Boat Bash, 39
Going Fanatic, 6
Boat Hit, 37
Golden BB Test, 48
Building Collapse with Occupants, 81
Hard Luck Life, 75
Building Damage, 57
Heavy Rain, 71
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
Hustling , 102 Rachels, 64
Improvised Explosives, 53 Rally Test, 20, 121
In Sight, 17, 119 Random Events, 80
Inclement Weather, 69 Ranged Combat Damage, 22, 119
Infantry Anti-Tank Ranged Combat , 33, 122 Recognition Test, 49
Infantry Crisis Test, 19, 120 Reinforcement Entry, 79, 125
Inspiration, 5 Reinforcements, 78, 125
Interaction, 98, 127 Resupply, 89
Items Found in Buildings, 92, 126 Resuscitation, 16
Items Found on Persons, 92, 126 Run Over Test, 29, 123
Jungle Terrain Generator, 65 Running Over Swimmers, 38
K-9 Attributes, 9 Sandstorms, 70
Loading Test, 33, 122 Sanity/Insanity Test, 74
Location Weather, 70 Sewer Fight, 59
Marshes Terrain Generator, 63 Sewer Movement , 59
Medal of Valor, 26 Sewer Patrol, 59
Medic Test, 121 Ski Control, 12
Melee Combat, 24, 120 Skiing - Fast Move On Skis, 12
Melee Damage,24, 120 Snowstorms, 71
Mount Rep, 9 Soldiers , 97, 127
Mountain Terrain Generator, 67 Special Provisions, 87
Non-Com to Officer, 27 Spotlight Path, 18
NP Enemy Movement, 77, 124 Steppes Terrain Generator , 64
NP Patrol Reaction, 77, 124 Structures Table, 56
Order Dog Attack, 9 Swimming, 15
Ordinance Deviation, 49 Target Ranged Combat, 22, 119
Outgunned Rankings, 21, 119 Targeted by Sniper, 80
Pay the Piper, 27 Terrain Generator, 61
PEF Movement, 77, 124 They Killed Fritz, 6
PEF Resolution, 124 Throwing a Grenade, 23, 119
Penal Units Attributes, 8 Trigger the Trap, 52
Penetration, 32, 122 Unforeseen Benefits, 27
Person Search, 92, 126 Urban Chaos - Random Event #1, 87
Possible Enemy Trap, 52 Urban Chaos - Random Event #2, 88
Pre-Mission Intel , 76 Urban Chaos - Random Event #3, 88
Privation - Soldier/Crew Member, 72 Urban Chaos - Random Event #4, 88
Privation - Vehicle/Guns, 72 Urban Chaos - Random Event #5, 88
Provisions, 86 Urban Chaos - Random Event #6, 88
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM
Urban Combat Terrain, 58
Urban Mission Table, 85
Urban Mission Type, 85
Vehicle Break Down, 72
Vehicle Crisis Test, 30, 123
Vehicle Hit Location, 32, 122
Vehicle In Sight, 30, 121
Vehicle Ranged Combat, 31, 121
What do they Have?, 101
Wind Direction, 46
Winter Terrain Generator, 68

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

TABLE OF CONTENTS
NUTS! – COMPENDIUM

INTRODUCTION THANKS TO …
The NUTS Compendium contains a series of rules that can All of the Authors and the THW Brain Trust.
enhance and customize your NUTS games and campaigns,
The hope is that you can create and play campaigns and
allowing you to run scenarios from the blazing hot deserts
scenarios in any theatre of WW2 with just two books –
of North Africa to the frozen steppes of Russia. We’ve
NUTS and the NUTS Compendium.
gathered the rules from all the supplements and scenario
books and brought them together in one place. These are This book represents the collected works of fantastic
all optional rules; you do not need this book to play authors and the Two Hour Wargames “Brain Trust” –
NUTS. players who contribute to the THW family on the Two
Hour Wargames Forums and Groups.
However, you must have the core NUTS game in order to
use this book and a familiarity with the basic mechanics This includes Authors John Paul Bakoshian, Darby
of those rules. Eckles, Mike Reese, Jeff McCulloch and of course, Ed
Teixeira.
The rules in this book loosely follow the same
organizational style as the NUTS rulebook. “And you too, John, don’t forget yourself.”
Playtesters and contributors include Philip Sheridan, Sean
ALL ABOUT THE STORY Draegert, Erbo Graff, Trevor Henderson, Kfgreer,
Tekawiz, Blackstar, Atomic Floozy and Brian.
How do you like your games? I like mine with a smaller
This book is compatible with all of the campaign and
number of figures and on a personal level. Personal level;
scenario books in print, and I hope it can be drawn from
what does that mean? Let me explain.
to help you create your own. These rules are all optional
Each game I use the same figures for my squad and label and are designed to help you enhance your NUTS games.
them alphabetically. Now here’s where it gets personal.
So as always, play the game you want to and have fun!
I make the Leader, the Star, me. Then I name each of the
individual figures – squad members – after my high
school or college chums. Now the guy on point isn’t some WORD OF ADVICE
non-descript figure, it’s Jerome. Now the figure going Out Many of the rules here can be used to replace those in
of the Fight or worse is one of my old friends. This puts NUTS. Many can also be added.
my games into a different perspective and makes me think
twice before sending them across an open field to face an Be sure to read the rules one section at a time and maybe
MG 42. give them a try. When you’re comfortable with one, slip
into your games. Once you get the hang of it add as many
Now that my games are personal, it’s more about the more of them as you want. If you have a question about
Story. About the exploits of me and my friends and that’s the rules just keep reading as the answer will be coming
where NUTS Compendium really shines. By picking and along shortly.
choosing what rules to use with NUTS I can make the
Story, my Story, as detailed as I want. I can even back off But if you can’t find the answer just check out the THW
on using some of the rules when I want then add them Forum link below for answers to questions and free
back in at a later date. Why; because it’s my game. downloads.

What will your games be like? http://site.twohourwargames.com/forum/index.php


You can expect a response within 24 hours.
“Consider this a tool box full of tools to expand your
NUTS games. You may not need them all, but when you
do, they’ll be there. Choose and use them as you like.”
Ed 7/5/2017

FYI – We’ve updated the QRS from NUTS with the tables
in NUTS Compendium to make it easier for you. Don’t
hesitate to default to an older table if you want to use it.
It’s your game!

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

1
NUTS! – COMPENDIUM
TABLES? WE’RE TALKING ABOUT TABLES? CHARACTER ATTRIBUTES
Yeah, we are. There are lots of tables in NUTS
While NUTS has a range of good Attributes, some of the
Compendium. You know why; because the Reaction
campaign books created have new Attributes that have
System we use is the BEST solo and same side game
been consolidated into this section, in addition to more
mechanic out there – period. That’s why you can play the
Attributes designed to add flavor to your NUTS games.
game and actually be surprised by what the enemy does.
That’s why you can go into each game not knowing what When creating characters or gaining Attributes, with the
you’ll face or where it will exactly be on the table. And additional tables, there are now eleven tables to roll from.
that keeps the games interesting. Here is how you determine which table.
But don’t worry. When you play head to head against a  Roll 1d6.
live opponent you’ll use three or four tables, tops, and  (1 – 4) = Roll on the original NUTS
they are easily memorized. Now let’s get started… Attribute Tables .
-Ed  (5 – 6) = Roll on the new NUTS Attribute
Tables.
 Now that you determined which tables to use,
roll 1d6 determine which particular table to use.
 For the new tables it would be:
INFANTRY  (1) = Table 7.
 (2) = Table 8.
Note that the words figure and character are interchangeable.  (3) =Table 9.
The following are special rules additions or alterations to  (4) = Table 10.
rules on Characters, Special Figures, and Attributes.  (5) = Table 11.
 (6) =Re-roll.

WEAPONS C&C ATTRIBUTE TABLES


Most figures are assumed to have a ranged weapon If playing Chocolate & Cigarettes we use a similar
whether rifle, submachine gun, etc. Players are procedure to generate Attributes.
encouraged to count the figure to be armed with the
weapons it has.  Roll 1d6 and read the score as rolled.
 (1 – 4) use the original Attributes Tables
Feel free to substitute the specifics from a similar weapon (NUTS).
if you cannot find the specifics for a national weapon.  (5 – 6) use the new ones found in the
Compendium (page 90). Once there use either
Table 3 (1 – 3) or Table 4 (4 – 6).
ASSAULT VEST
Example – I’m rolling up a replacement soldier for my
Several countries experimented with body armor and
core squad. I roll 1d6 and score a “5,” so I roll on the
assault vests – primarily the Soviets, and to a lesser extent
new block of Tables. Rolling again I score a “4” which is
Imperial Japan and the United States. These heavy vests,
Table 10. The result of the next 1d6 roll is a “2” –
a modified Flak Jacket, typically use steel plates to protect
Ruthless. Evidently my new guy is a nasty hombre.
the torso and groin and provide partial protection against
weapons fire and blasts. Here’s how they work:
 When wearing a vest the wearer counts a +1 to USING BOTH TYPES OF ATTRIBUTES
Rep on the Ranged Combat Damage Table (page If you really want to open up the possibilities use all
22). Attribute Tables; NUTS (1 – 4) or Chocolate & Cigarettes
 When wearing the vest normal movement is (5 – 6).
reduced by one inch.
See Attribute Tables below.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

2
NUTS! – COMPENDIUM
ATTRIBUTE TABLE 7 ATTRIBUTE TABLE 8
# ATTRIBUTE # ATTRIBUTE
1 Aidman: Apprentice Medic. Aidmen heal an OOF 1 Drunkard: Figure can’t keep from drinking. Roll
into Walking Wounded (page 24). Aidmen use small 2d6 vs. Rep before each Mission.
arms.  Pass 2d6 = Tipsy. Temporarily gain Clumsy
2 Artillery/Tank Gun: Learned how to use artillery and Tank Killer Attributes.
guns. Otherwise, figure can’t fire guns. Tank  Pass 1d6 = -1 to Rep and temporarily gain
crewmembers automatically get this and don’t need Dumbass & Brawler Attributes.
to list it. Pass 0d6 = -1 to Rep and temporarily gain Wussy
3 Bad Shot: -1 Rep on Ranged Combat Table (page Attribute.
22). 2 Engineer: Trained in building and destroying
4 Combat Sense: The figure has a feeling he is about structures. Add 1 to the APR of weapons and
to be targeted. Here’s how we do it: demolitions when figure is attacking structures. Add
 If his side loses an In Sight, the figure is allowed 1 to DV of any structures figure has time and
to drop prone or Duck Back prior being shot, material to make. Comes with Mines/Traps Expert
although shooter carries out the shot. Also Attribute. Combat Engineers have this Engineer
applies to artillery, mortar and strafing attacks as Attribute free and don’t need to list it.
well, taking place before the first shell hits. 3 Fanatic: These figures are fanatically devoted to
 If encountering a Mine/Trap, roll 1d6 versus their cause and country and are eager to risk death to
Rep. defeat their foe.
 Pass 1d6 = Halts before setting off the  They sometimes have hated enemies like the
Mine/Trap. Germans vs. the Russians.
 Pass 0d6 = No effect. Carry out the  Count a +2 Rep on the Crisis and After the
Mine/Trap attack normally. Battle Recovery Tests.
5 Distracted: Counts a -1 to Rep on all In Sight,  Fanatics often (1 – 2) also have the Ruthless
shooting, meleeing or reloading tests, as his mind is Attribute free.
not on the war at the moment. The figure does not  Individually, SS are likely (1 – 4) to be Fanatics.
start the Mission Distracted. Something must trigger  If desired, a whole unit can be given this
it like seeing a dead child that reminds him of his Attribute. See page 6 for more info.
daughter. Player decides when trigger kicks in. 4 Language: Figure can speak, read and write the
Distractions can also be caused by a game action, language of the opponent or Civilians. Can be taken
like an explosion or shock. again for more languages.
6 Driver Expert: Can take any Driving related 5 Limp: Count a -2” to normal movement.
Challenge at a +1 to Rep. There is a chance (1) that Figure can attempt to Fast Move, but has Clumsy
this actually is the negative Attribute of “never Attribute while doing so.
learned to drive.” If so, will take a Driving related A crutch can be used to remove the Limp penalties
Challenge every turn when driving. while being used, but the figure cannot use any
weapon normally used with two hands while doing
so.
6 Loud Mouth/Good Ears: Extends his group
cohesion out to 6" from/to him. Figure is more likely
to hear the enemy too. It also extends his Audio In
Sight (page 17) by 2”.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
ATTRIBUTE TABLE 9 ATTRIBUTE TABLE 10
# ATTRIBUTE # ATTRIBUTE
1 Mines/Traps Expert: Can lay mines and set traps so 1 Radio Tech: Count a +1 to Rep (or C&C Savvy)
they won’t be noticed. when taking an Unopposed Challenge to repair or
 Victims count a -1 to Rep to see and attempt to unjam radios, be they handy talky, pack radios or
disarm them (page 54). console units. However, anyone can use the radio
 Also, has higher chance of seeing and disarming and be called a Radio Operator (with no bonus).
traps. Count +1d6 on the Trigger the Trap (page Radio Techs can calibrate radios to communicate
52) and Disarming the Trap Tables (page 54). with tanks.
See Random Events (page 80) & PET (page 52). 2 Ruthless: Russian Kommisars are always Ruthless.
2 Mortar Man: Trained to use mortars & if figure See Inspiration (page 5).
doesn’t have this Attribute, he is a handicap to his 3 Scrounger: Figure manages to get the darndest
mortar men. Figure is also an Observer. See Mortars things, usually what is needed.
(page 42).  Before the game starts, name one Item the player
3 Nervous: Figure might shoot at nothing. When wants to find. If your opponent approves that
resolving a PEF as nothing, roll 1d6 vs. Rep of the this Item is not too outrageous and is appropriate
figure. to the locale and circumstances, there’s a chance
 If pass 1d6, will hold back form shooting. of finding it.
 If pass 0d6 will fire off a shot in mistake.  Gains a +1d6 bonus when rolling Searching
If fire one or more times resolve all subsequent PEFs Buildings (page 91) and Persons (page 92).
using 1d6 more than actual – this could be 4d6!  Gains a +1 to his People Skill when Bartering.
4 Observer: Can call in Strikes (air, mortar, artillery).  In both cases, before rolling to Search or Barter
Figure also has three color smoke grenades that are roll 1d6:
fired from his rifle for marking targets, automatically  (1) = Item you want to find is found on
hits the spot. Using a color smoke grenade counts a a roll of “7” on either Search Table.
+1 to the Artillery Deviation (page 44) roll.  (1) = Item you want is in the possession
5 Plucky: These figures are motivated and earnest in of the NPC you want to barter with.
their duties or attitudes, rising to the occasion in spite
of (or because of) their training or maybe it’s just in After every Search roll 2d6. If an “11” is scored your
their nature. excessive scrounging results in you being called
 +1 Rep to C&C Tests, Crisis, and After the before the Captain to Pay the Piper (page 26).
Battle Recovery Tests. 4 Self-Rally: The first time in a Mission the character
 If desired, a whole unit can be given this scores a “Leave the Battlefield” result he can attempt
Attribute. to Rally (page 20) himself as if he were Hunkered
6 Quick Draw: Eliminates Snap Fire penalty. Down instead. If he succeeds he does not count as
scoring the “Leave the Battlefield” result.
5 Sniper: Specialist - Trained in rifle assassination.
Fires at a +1 to Rep when firing one shot.
6 Specialist – Bazooka (or similar AT weapon):
Highly trained in Bazooka use.
 Counts a +1 to Rep when firing bazooka.
 Adds 2” to maximum range of weapon.
 Can reload when solo and fire every turn, but at
a -1 to Rep.
 Add 2” to maximum range.
 Can reload when alone and fire every turn at a -1
to Rep.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
ATTRIBUTE TABLE 11 NEAR SIGHTED
# ATTRIBUTE
Near Sighted (NUTS) can be corrected by glasses. There
1 Specialist – LMG/BAR: Trained in LMG or is a chance (1) before each Mission that the glasses were
BAR use. lost or broken. The figure can get new glasses when he or
 Counts a +1 to Rep shooting LMG/BAR his unit is pulled for R&R or when he is sent to the
 Able to use Specialist Tight Ammo (page hospital. Near Sighted can (1) also be temporarily caused
6). With LMG needs the 2nd man to use the by eye injury/smoke during combat.
rule.
2 Specialist – MMG/HMG:
 Counts a +1 to Rep when firing INSPIRATION
MMG/HMG. The Ruthless figure will not balk at taking extreme
 Needs 2nd man to use Specialist Tight measures to achieve his ends. Here’s how we do it:
Ammo (page 6).  The Ruthless figure may make only one
 Can set up in half the time. Thus can spend Inspiration Test per turn, but as many as desired
½ their move and shoot at a -1 to Rep during the game. All effects wear off after the
when Active. battle.
3 Specialist – SMG:  If one or more of his squad (or group) members
 Counts a +1 to Rep when firing SMG. have their status becomes Leave the Battlefield,
 Able to use Specialist Tight Ammo (page Hunker Down or Surrender, the Ruthless figure
6). within 4” can declare he wants to “inspire the
4 Specialist – Pistol: troops.”
 Counts a +1 to Rep when firing Pistol.  The test is taken before the figures carry out their
 Able to use Specialist Tight Ammo (page negative Reaction Result.
6).  Consult the Inspiration Table. Roll 2d6 versus
5 Swimming Specialist: See Swimming (page Rep of the figure to determine the results.
15).  The Inspiration Table can also be used to
 +1d6 when taking the Swim Test. intimidate during Ruthless interrogations.
 May attempt to Fast Move using 2d6,  Victims will always remember ruthless deeds.
adding 3” to normal distance for each d6  Ruthless deeds may result in Pay the Piper
passed. charges (page 26).
 Can resuscitate drown victims.
6 (1 – Teamster, Muleskinner, Horse Rider: These
3) allow the character to control the animals. 2 INSPIRATION
 Count a +1 to Rep when driving wagon, (Taken versus Rep)
caisson or leading mules. Star may choose his reaction
 Count a +1 to Rep when taking a
Horsemanship Test (page 118). # D6 RESULT
6 (4 – Mascot: The figure that got the Mascot PASSE
6) Attribute is either the mascot of the group or D
the figure chooses the mascot.
2 Tough talk. The unit is cowed into action by the
The mascot could be a dog, an orphan, or the threats of the Ruthless leader. Figures will
youngest member of the group. The mascot immediately re-take the Reaction Test counting
keeps a unit’s spirits up or helps them keep the new result.
going in the face of danger and privation. So 1 Beyond words. The Ruthless Leader shoots at
long as the mascot remains part of that group, the closest figure with a Leave the Battlefield
this Attribute extends a +1d6 to all rolls on the or Hunkered Down status. If none nearby, the
Crisis, Man Down, Hunker Down and Rally Ruthless Leader shoots at the closest friendly,
Tests. If this Mascot is injured or killed, the terrifying the rest into action. Figures will
unit may take it especially hard and respond immediately re-take the Reaction Test with 3d6
with rage or despair. To simulate this, when a instead of 2d6 counting the new result. All
mascot is injured or killed, the unit that it is future tests taken at +1d6. Oh yeah, don’t forget
attached to takes a “They Killed Fritz!” Test to shoot at one of your figures!
(page 6). 0 Ranting. The Ruthless Leader’s threats fail and
they carry out their negative morale result.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
determine, this roll 2d6 versus the Rep of the unit’s
MEDICS Leader on the Going Fanatic Table.
Medics never count as being outgunned when they are
rescuing or healing someone.
2 GOING FANATIC
SPECIALIST TIGHT AMMO (Taken versus Rep)

If a Specialist suffers Tight Ammo (NUTS), he can # D6 RESULT


immediately roll 1d6 versus Rep: PASSED
 Pass 1d6 = Do not run out of ammo because he 2 Banzai! Or whatever is appropriate, the unit
knows his weapon. becomes a Fanatic Foe.
 Pass 0d6 = Run out of ammo normally. 1 Uh? Unit does not become a Fanatic Foe.
0 Yikes!? The unit is terrified of the other side
Example – BAR Specialist Joe rolls 3 ones and normally
and counts its Rep at one less than actual
would run out of ammo. He now rolls his 1d6 versus his
non-combat tests.
Rep, passes 1d6 and Carries On, not Out of Ammo.
When a Fanatic Foe comes within 6” and LOS of a
Hunkered Down or Out of the Fight enemy, both sides
MASCOT TEST will roll on the Fanatic Foe Reaction Table.
If a figure with the Mascot Attribute is killed, the unit that
figure is with takes the They Killed Fritz! Test. The test is
taken by the unit Leader, or individually if the Leader is 2 FANATIC FOE REACTION
Out of the Fight or Obviously Dead. (Taken versus Rep)

# D6 RESULT
2 THEY KILLED FRITZ PASSED
(Taken versus Rep)
Star may choose his reaction
2  Hunkered Down Foe will Charge nearest
enemy.
 Others will charge Hunkered Down foe or
# D6 RESULT
deliver coup de grace to Out of Fight foes.
PASSED
1  Hunkered Down Foe will shoot at nearest
2 Get those Bastards! The figure or unit goes enemy.
crazy with rage, temporarily counting as  Other will shoot at Hunkered Down or
Plucky (page 4) for the remainder of the Out of the Fight foe.
scenario. The figure or unit will immediately 0  Hunkered Down foe will surrender.
take an additional free turn of Activation to  Others will accept Hunkered Down foe’s
attack the nearest enemy unit, charging with surrender and capture Out of the Fight
the Rage Attribute into Melee as practical. foe.
1 That’s a pity. The unit or figure Carries On.
0 Oh no, if they can die, who’s next!?
Demoralized. The unit or figure is deeply WOMEN IN COMBAT
affected by the loss of the Mascot and makes While women served their country in support roles as
an immediate Man Down roll at a -1 to Rep. nurses and administrative aids, many women also fought
for their country as Partisans and Militia – such as the
FANATIC FOES female “Huk” warriors of the Philippines and Partisans
and Underground fighters across Europe. The Soviets also
Certain forces during the War hated the other side with a incorporated women into the Red Army in combat roles
consuming passion. This hatred motivated them to great as pilots, vehicle and tank drivers, gun crew, traffic
acts of ferocity and cruelty toward the other side. For police, guards and snipers. In general, women in combat
example, German and Soviet troops may have this trait; or will suffer some combat penalties:
Japanese and USMC have may this trait when
encountering each other.  -1 to Rep when in Melee.
 -1 to Rep when firing any Heavy Weapon or
When Fanatic Foes face each other they may gain the Crewed Weapon that requires strong handling
“Fanatic” advantage for the duration of the Misison. To
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
(e.g., MMG, HMG, Mortar, a towed AT Gun,
but not stationary AA Gun, for example). 1 ENGINEER SQUAD SPECIAL EQUIPMENT
(Reading the result as it appears)
However, for many reasons male soldiers would tend to
be protective of their female counterparts and female # SPECIAL EQUIPMENT
soldiers. When in the presence of male soldiers, a female
soldier will temporarily have the Lucky Attribute (NUTS) 1 1/2d6 Anti-personnel mine markers
in addition to any other rolled Attribute. 2 1 Anti-tank mine marker
3 1/2d6 Demolition charges
4 1/2d6 Demolition charges
5 Flamethrower *
THE LISTS 6 Flamethrower
*IF US, German or British unit count this as a Bazooka,
This section will provide you with updates to the Army Panzerschrek or PIAT with x1d6 rockets
Lists that are used in NUTS. This covers new types of
“generic” units such as Engineers, Cavalry, Ski Troops When Engineers/Pioneers come under fire they will use
and Parachutists. For more “generic” Army Lists (page the following Engineer Received Fire Test instead of the
106). normal one found in NUTS.

USING THE LISTS 2 ENGINEER RECEIVED FIRE


(Taken versus Rep)
Here’s how to use the lists. These new unit types were
common to many countries, with specific unit Star may choose his reaction
organizations typically covered by scenario and campaign
books. # D6 RESULT
PASSED
Example - I want to play Soviet Cavalry. I would use the
unit organization from NUTS book, but use the Cavalry 2  Chargers (re: Charge into Combat) will
rules included in this section. continue.
 “Working” will continue.
 Retrieving wounded will continue.
ENGINEERS  Outgunned or unable to fire will Duck
Back.
Engineers (sometimes called Pioneers) are soldiers with  Others finish move and fire.
special knowledge and training in construction, 1  Chargers armed with ranged weapons
fortifications, field expedient defensive positions, and will stop in place and fire instead while
demolition. Pioneer units would typically be equipped those not so armed will continue the
with demolition charges, and could also be equipped with charge.
a flamethrower and anti-tank weapons. They were often  “Working” in cover will continue.
combined with other troops into assault units to help take
 Retrieving wounded will continue.
defensive positions. Equipped with a variety of special
 Those in cover will return fire counting –
weapons and tools, Engineers were a welcome addition to
1 to Rep.
combat units, whether in defensive or offensive
operations. All Engineers automatically have the Engineer  Others will Duck Back.
Attribute (page 3) for free and are allowed to roll for 0  Chargers will Duck Back.
Attributes normally.  “Working” will Duck Back.
 Those in cover will Hunker Down.
 Roll 1d6 once to see what Special Equipment the  Retrieving wounded will go prone.
Engineer unit has before each Mission.  Others will Leave the Battlefield.

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NUTS! – COMPENDIUM
ASSAULT TROOPS & STOSSTRUPPEN and other details, two types of Penal Units were formed
for combat operations.
The Germans and the Soviets often formed special ad hoc
The “Strafbataillon Infanterie” were made up of soldiers
assault teams for a specific mission such as an attack on a
which were condemned to probation rather than hard
difficult strong point, rather than being maintained as
labor. These units were supplied and treated nearly as
standing units.
normal units, but used for special “dangerous missions."
Called “Stosstruppen” by the Germans, these units were Usually these soldiers had to make their probation in their
comprised of specialists, such as Engineers and hardened field unit and were transferred to these units when their
troops, and heavily equipped for close quarters combat. home unit was not at the front or did no actions where the
soldiers could stand the test.
 All Assault Troops carry fragmentation
grenades, smoke grenades and satchel charges. The "Feld-Sonder-Bataillone" was made up of hard cases
 Each squad will typically be equipped with and malcontents who had done their prison time or time in
SMGs have an LMG and a special weapon another Penal Unit but could not be placed back into their
determined by the Assault Troop Squad Special normal units. These real-life “Dirty Dozen” units would
Equipment Table. be used for either the most dangerous or the most boring
duties.
In the Soviet Red Army, those sentenced to a Penal unit
1 ASSAULT TROOP SPECIAL EQUIPMENT could only leave by dying or proving their dedication to
(Reading the result as it appears) the Rodina. They could have their exit status marked as
having “paid in blood their debt to the Motherland.”
# SPECIAL EQUIPMENT These penal units would be spent like water to slow or
attrite German forces, and often fought with impressive
1 1/2d6 Satchel charges or Geballte Ladung cluster bravery. A Penal Squad will always be accompanied by a
hand grenades. Komissar.
2 1/2d6 Satchel charges or Geballte Ladung cluster
hand grenades.  If rolling a Penal unit as the Player’s squad,
3 1d6 Anti-tank grenades. make an initial d6 role before rolling Attributes:
4 1d6 Anti-tank grenades or squad equipped with
SN-42 Assault Vests if Soviets.
5 Flamethrower. 1 PENAL UNITS ATTRIBUTES
6 Flamethrower. (Reading the result as it appears)

# ATTRIBUTE
MILITIA 1 Coward (NUTS).
Called “Militsya” by the Soviets, and “Volksturm” by the 2 Shirker (NUTS)
Germans, many countries hastily conscripted locals into 3 Scrounger (page 4).
service, scraping up every breathing body that could hold
4 Poser (NUTS)
a rifle -- throwing boys, old men, skilled factory workers
and professionals into the cauldron of battle with little 5 Roll for Attributes normally.
training or preparation. Variant units: 6 Roll for Attributes normally.

 Hitler Jugend (Youth) may be Plucky (1 – 3)


(page 4) or Fanatic (4 – 6) (page 3), but also K-9 UNITS
have a -1d6 penalty in Melee Combat. Most European nations deployed some form of trained
 Partizans may be Plucky (1 – 4) or Fanatic (5 – canine teams for security purposes against infiltrators, to
6). subdue civilians and to control Prisoners of War. A team
consists of a Handler and one or more dogs.
PENAL UNITS Handler: One dog handler with SMG and Reputation
Both Germany and the USSR formed penal units that equal to that of the infantry unit it is attached to.
would be comprised of petty criminals and those who Dogs: 1 (1 – 4) or 2 (5 – 6) dogs. The dogs Rep is the
failed their country -- shirkers, failed commanders, same as its handler’s and can move up to 14” per
deserters, or troops who questioned the State. While most activation (fast move at 28"). They are affected by terrain
German Penal Units did heavy construction, field work just like normal infantry.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
K-9 ATTRIBUTES
TYPE REP MOVE NOTES CAVALRY
Combat 3–5 14"  If approach within The Soviet Union maintained entire cavalry divisions
Dog 12" of Concealed or throughout the war, using their mobility to serve as “fire
Hidden enemy will brigades” to plug gaps in the line, probe enemy positions
detect and bark. and to exploit breakthroughs. At a tactical level their
Barking will expose mobility over uneven ground made them valuable
unit if Hidden, but reconnaissance units. While Germany disbanded its pure
also allows for unit to cavalry divisions after the start of the war, German units
take Insight Test at continued to use cavalry as messengers and scouts.
+1d6. While often supplemented with vehicles, Cavalry units
 Will accept Handler’s primarily relied upon horses, and to a lesser extent, mules,
commands. for mobility and transportation. Only units trained as
 Have Plucky Attribute Cavalry will know how to ride and handle a horse. Here is
when fighting within how horses and mules are handled in NUTS.
8” of their Handler.
 Gain +1d6 for “Rage”
when in Melee. HORSES AND MULES
Mounts and pack animals are defined by a single
HOW THEY ARE USED characteristic also called Rep. This characteristic is
When a Handler wants to order a dog to attack, the randomly generated for each animal in a Player’s Squad
Handler rolls 2d6 versus his Rep on the Order Dog Attack before play, or as a general characteristic for an entire
Table to see if the dog obeys. cavalry troop or squad. Rep is a measure of the animal’s
health, endurance, speed, and training, and is used for a
variety of things and in various ways.
2 ORDER DOG ATTACK
(Taken versus Rep of the Handler)
GENERATING MOUNT REP
# D6 RESULT
PASSED Generate a mount or mule’s Rep by rolling 2d6 and
comparing the results on the Mount Rep Table modified
2 The dog obeys the command fully and the by the Year and Army of the mount. Horses may never
player may move and attack with the dog as have a Rep higher than 5 or lower than 3.
desired. Player may also declare the Dog is
attacking to “hold” an enemy figure for
capture.
1 The dog is hesitant and responds without 2 MOUNT REP
enthusiasm. It will attack the nearest enemy (Reading the results as rolled)
figure but may not Fast Move.
0 The dog is confused and cocks its ears at the ARMY & YEAR RESULT MIN MAX
handler. It remains in place.
German Army 1939-1943 Count highest result 4 5
DOG ATTACKS German Army 1944-1945 Count lowest result 3 4
Soviet Army 1939-1941 Count highest result 4 5
Dogs will move into Melee as commanded by their
Handler. Soviet Army 1942-1945 Count lowest result 3 4
Other Nations in all years. Count lowest result 3 4
 Use their Handler’s Rep in combat
 Have the “Rage” Attribute when in Melee
 If commanded to “hold” a figure all attack
results of “Obviously Dead” convert to “Out of PACK ANIMALS
the Fight.” Pack animals are an important part of any cavalry unit.
Here’s how we do it:
 Each Cavalry squad may have one pack animal
per four members or fraction thereof. Assign
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
each animal to the appropriate four figures


because…
Pack animals can carry heavier weapons and
CAVALRY TESTS
extra ammo. Figures within 6” of their pack There are a series of tests that the rider or mount must
animal ignore their first result of Out of Ammo take if they desire to perform certain actions. Let's go over
during the Mission. these tests one at a time. For ease of play all the Cavalry
 Wagons may be drawn either by horses or mules Reaction Tests taken by both the rider and mount will be
at the Player’s discretion. found on the Cavalry QRS (page 118).
 Mules were favored as pack animals where


available.
A mules Rep is rolled as if it were a horse.
HORSEMANSHIP TEST
 Sometimes the rider may be called upon to take
the Horsemanship Test. When this happens,
immediately roll 2d6 against the figure’s Rep if
CAVALRY MOVEMENT it is a trained Cavalry figure or against ½ its Rep
(rounded up) if the figure is not.
Mounts have the following movement rules:
 Individual horses have a normal move of 12”.
 Horse drawn wagons have a normal move of MOUNT TESTS
10”. All the other tests on the Cavalry QRS (page 118) are
 Mule drawn wagons have a normal move of 6”. taken by rolling 2d6 versus the Rep of the mount or team
 All move attempt a Fast Move normally. in the case of wagons and similar vehicles. They are:
The distances quoted for movement are over open terrain.  Mounting Up Under Fire.
Horses or mules crossing rough or broken terrain, refer to  Dismounting Under Fire.
the Rough Going section (page 11). With the exception  Moving Fast.
of large doorways such as you might find in barns and  Rough Going & Jumping.
stables, mounts may not move into buildings, but may be  Skittish.
led inside.
Let's go over these individually.

HOLDING MOUNTS MOUNTING AND DISMOUNTING


It was common for Cavalry to designate that one soldier Mounting and dismounting will take one turn of
per four or five mounts be tasked as a handler and Activation. Here's how to mount up:
physically control the mounts while the rest of the unit
performed its mission.  Move the figure adjacent to the left side of the
mount.
 A rider may hold up to four mounts, but may not
 The next Activation the character “mounts up”
fire when doing so unless using a Pistol or other
and is placed on the mount.
one-hand weapon. When firing the rider counts a
 The following Activation the character may ride
-1 to his Rep.
away.
Dismounting is done as follows.
LOOSE OR TIED  A dismount the character and place it to the left
A mount that is not being ridden, or led, will be in one of of the mount.
the following two conditions collectively termed  Unless a handler is present, if the rider is left
abandoned: facing the mount the entire turn he may tie the
mount to a hitching post, branch or what have
 Loose: The mount is free to roam. It may be in
you that same Activation. See the section on
an enclosure of some kind. However the animal
has full freedom of movement within that Holding Mounts (page 10) for more info.
enclosure.  If placed facing away from the mount the animal
 Tied: The mount is secured to a tree limb, is free to wander (see Loose or Tied page 10).
hitching post, or similar item.  Next Activation the character can move away.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
MOUNTING/DISMOUNTING UNDER FIRE To do so the trooper must roll 1d6 vs. his Rep.
Under normal circumstances we might not bother with  If he passes 1d6 the mount is prone and may be
testing to see if we can mount or dismount a horse. used as cover.
However, combat is anything but “normal  If he passed 0d6 the mount is not prone and does
circumstances.” not count as cover. The rider may attempt this
 When the unit comes under fire each rider must test when next Active.
take the Mounting Up Under Fire and A prone mount will take the Skittish Test every turn it is
Dismounting Under Fire Tests. prone.

MOVING FAST – FAST MOVE TWO RIDERS


Whenever a rider wants the mount to move farther than its
normal move rate the Fast Move Test is taken. Horses can carry a second rider, but at a minus one to
their Rep.

ROUGH GOING & JUMPING


There will be times when a mount may be called upon to
move over or through rough terrain at fast speeds or
perhaps clear obstacles. An example of rough going
would be moving up or down a mountainside.
CAVALRY IN COMBAT
 Horses and mules may also jump low walls and Cavalry in melee have the following benefits.
other obstacles up to 1” in height and trenches 3”  Cavalry troops armed with a sabre or lance in
in width by using the Rough Going Test. melee with figures on foot will count a +1d6
bonus on the Melee Table.
SKITTISH  They will also get an additional 1d6 on the first
round of melee if they charged into contact.
There will be times when a horse may spook or become
skittish due to circumstances. They are covered in the
following Training & Combat and Mounts as Cover
sections.
CHARGING
Most Soviet Cavalry were armed with a sabre and trained
for mounted combat, while most German Cavalry units
TRAINING & COMBAT were not. Consequently they receive a charge bonus as
follows:
When combat starts, horses may tend to react in ways you
may not expect or want. Just like when someone is trying  Cavalry units and their charge targets must test
to “spook” the animal into running away. per the Charge into Melee Test.
 Cavalry wishing to charge an AFV must test as
 To reflect this, whenever a weapon is discharged infantry, doing a Charge into Melee Test at a -1
within 6” of a horse or mule, artillery lands to Rep. More importantly; what would you want
within 12” or someone is deliberately trying to to do it!
“spook” the animal by shouts, waving blankets,
etc. take the Skittish Test by rolling 2d6 versus
the Rep of the animal.
SHOOTING WHEN MOUNTED
Firing from a horse or mule can be a little tricky. Here’s
MOUNTS AS COVER how we do it:
A cavalry trooper may use the mount as cover. The  Firing from a normal moving animal will count
trooper must be dismounted, and the horse must be down. as Fast Moving. If firing from a “Nag” – Rep 3
Here’s how we do it: animal – reduce the shooter counts a -1 to Rep.
 When firing from a Fast Moving mount, the
 If the mount is already down or dead the trooper
shooter’s range is halved.
simply kneels or goes prone behind the fallen
mount and gets the cover bonus when under fire
from small arms. The trooper may also sacrifice
the mount as temporary cover.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
MOUNTED FIGURES AS TARGETS 2 (LDR) FAST MOVE ON SKIS
When targeting a mounted figure, roll To Hit as normal. (Taken vs. Rep)
Should the shot result in a score of “8” the mount has
been hit instead. # D6 RESULT
PASSED

DAMAGE TO MOUNTS 2 All move up to 3X normal distance.


1  Those in cover move normal speed.
If a mount has been hit by a ranged weapon it must test
for Damage. Rolling 3d6 versus the Rep of mount and  Others move up to 2X normal distance.
take the Horse Damage Test determines this. 0  Those in cover remain in place instead.
 Others move up to normal distance.
TCHANKA
The Tchanka is a horse-drawn MG wagon often found SKIING IN ROUGH TERRAIN &
playing a support role for infantry and Cavalry used by
multiple nations on the Eastern Front to provide much WOODS
needed mobile firepower. The Tchanka had a crew of Figures on skis moving 3x their normal move into rough
five– two drivers/handlers for the team of two horses that terrain or woods must make a 1d6 test against their Rep
pulled the wagon, and three crew members, manning the for Ski Control.
machinegun.
 The base move is 10” and the wagon is treated
like a vehicle for movement purposes – turning, 1 SKI CONTROL
etc. (Taken vs. Rep)
 The horses are subject to rolling on the Skittish
#D6 RESULT
Table if they come under fire directly. They are
trained not to flinch when their own machinegun PASSED
fires.
 Use the Driver’s Rep for all Driver related rolls. 1 Continue moving normally.
Figure moves into terrain and gets stuck after 1".
MACHINE GUNS RANGE TARGETS IMPACT 0 Figure may move normally next Activation.
HMG 12.7mm 60 4 5/APR2

SKI TROOPS AIRBORNE LANDINGS


While most airborne landings took place in the Western
Specially trained ski troops were used by many countries
Front and elsewhere, there were several large airborne
in World War II in snowy conditions for mobility,
operations such as Kanev that took place on the Eastern
scouting and raiding missions. Here’s how we do it:
Front. Both sides often parachuted troops and specialists
 Troops on skis move at Infantry normal behind enemy lines to aid Partisan groups and harass their
movement in Snow and Deep Snow conditions. foes. In NUTS it’s assumed that a Player’s unit’s air
 They get increased movement by taking the Fast transport will make it to the Table for the parachute drop,
Move On Skis Test. so the only question is -- how accurate is the drop itself??
 Ski equipped troops moving downhill will
automatically Fast Move without having top take
the test.
 Units using Skis cannot enter rubble terrain or
other impassable terrain, but may enter other
THE DROP ZONE
terrain as Infantry. In the airborne it's all about landing on your target which
 Ski-equipped troops may remove or put on their is known as the Drop Zone. Here’s how we do it:
skis by spending one Action.  To determine this, the player must first write
down which section of the table will be the Drop
Zone.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
 The player rolls 2d6 versus his Rep and takes the
Drop Zone Test. This is used to determine if the
LANDING
player’s unit got out of the plane at the right time By now your Leader has taken the Drop Zone Test to see
to hit the DZ – maybe the plane is juking to if your squad exited the plane on time.
avoid AA fire, there is bad weather, or perhaps
And each figure has taken the Scatter Test to see where
its smooth sailing.
they have landed in relationship to the Leader.
Now you must see in what shape they have landed. Here’s
2 DROP ZONE how we do it:
(Taken vs. Rep of the Leader)
 Roll 2d6 versus the Rep of each figure, possibly
#D6 RESULT modified by their Drop Zone result, and consult
the Landing Table.
PASSED
2 Green Light! Your soldiers deploy right on time and
2 AIRBORNE LANDING
land with minimal scatter. Figures land within 1d6”
from the Leader Figure on the Scatter Table. (Taken vs. Rep)
Figures roll on the Landing Table with no modifier.
#D6 RESULT
1 Your soldiers deploy raggedly. Figures land within
2d6” from the Leader Figure on the Scatter Table. PASSED
Figures roll on the Landing Table at -1to Rep.
2 Good landing. The figure may act normally on its
0 What a mess, your soldiers deploy all to heck and next Activation.
gone. Figures land within 3d6” from the Leader
1 Awkward landing. The figure is stunned and must
Figure on the Scatter Table.
spend its next Activation recovering before
Figures roll on the Landing Table at -2 to Rep.
moving normally.
0 Bad landing. Roll 2d6 versus the modified Rep:
SCATTER  Pass 2d6 = Stunned, spend next Activation
recovering before moving normally.
Scatter time!
 Pass 1d6 = Out of the Fight.
 Place the Leader in the center of the Drop Zone.  Pass 0d6 = Obviously Dead.
 Next roll 2d6 versus each figure and add the


results together.
Go down the left-hand column of the Scatter
REMOVING THE CHUTE
Table then across to see the result, the landing Once on the ground a figure must spend one Action to get
spot of the figure. his parachute harness off before being able to move.
 Roll 1, 2, or 3d6 as directed by the Drop Zone While wearing a parachute, a figure may still go
Table to see how far away the figure has landed. prone/stand or fire.

2 AIRBORNE SCATTER
(Adding the results together)

# RESULT
BICYCLES
2 Land to the direction desired, from the Leader. Bicycle units played an important role for mobile troops
3 Land to the right of the Leader. early in the war on the Eastern Front and in the Pacific,
but the widespread availability of motor transport and the
4 Land to the right of the Leader.
nature of the terrain made them obsolete fairly quickly.
5 Land 45 degrees to the left of the Leader. Most bicycle battalions were phased out after 1941,
6 Land to the right of the Leader. though some countries like Hungary kept bicycle units
7 Land to the direction desired, from the Leader. around longer or used them for Home Guard units.
8 Land to the left of the Leader.
9 Land 45 degrees to the right of the Leader.  Bicycles move like a vehicle with 12/8
movement rate and can “Turn on a Dime.”
10 Land to the left of the Leader.
 It takes an Action to mount/dismount a bicycle.
11 Land the left of the Leader.
12 Land to the direction desired, from the Leader.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
 They cannot enter Rough Terrain unless infantry  25mm games = 12” per square.
manhandle their bicycles and can only move 1/2  A= 25mm table [3’x3’] (Dark Pink)
normal speed while doing so.  B= 15mm table [3’x3’] (Dashed Light Pink)
 Units on bicycles are treated like infantry when  C= 25mm Large table [4’x6’] (Blue)
fired upon (treated as "Fast Moving" if in  D = 15mm Large table [4’x6’] (Orange)
motion), and they make all reaction tests as
infantry. For maps designed with this system in mind, choose your
 Infantry manhandling their bicycles do not have scale and pick the player map that is appropriate for your
a ready weapon and must Halt and Duck Back if game.
under fire. They drop their bike and on their next
Action may react normally.
HIDDEN: AMBUSH & HIDING
There are specific times where pure will or discipline
must override reaction in combat: Hiding and Ambush
are two. What’s the difference?
RULES OF WAR  Hiding – You don’t want to do combat or be
found at all, but you want to observe your
In this section we update and streamline some of the enemy.
NUTS rules with updated In Sight and combat rules, and  Ambush – You don’t want to be found at all
optional rules for artillery, mines, air attacks and more. until you surprise attack, but you still want to
observe your enemy.

GAME SCALE & TABLE SIZE Hiding and Ambushes must be set up in advance. Here’s
how we do it:
Most NUTS players use with either 15mm or 25mm
figures. Here’s a new way to handle this by providing a  You must actively spend at least three full turns
player map system that caters to both scales and allows of action to coordinate this activity.
you to have multiple game tables in play at the same time.  Setting up a hiding place, camouflaging it, taping
down straps so they don’t clink, shoe polish on
faces, organizing crossfire, etc.
 Camouflage is making something appear as
something else.
 All Hiding and Ambush involves Concealment;
Cover is optional.
Why and when would you do it? Early in the Mission; in
hopes of the PEFs moving into LOS.
Snipers (page 80) have their own form of ambush/hiding
and do not use this rule.
After a figure(s) is designated as being in Hiding &
Ambush the player must note its position on the table and
its status. Don’t place the figure down yet. You could
place some type of marker there for yourself if needed. If
the figure moves or takes any Actions it loses its Hiding
& Ambush status and must be put on the table.

HOW TO TEST HIDING & AMBUSH


Hiding and Ambushes are carried out a little differently
than normal In Sights. Here’s how we do it:
 Roll 1d6 and add the result to the Rep of the
Example – Here’s a multi-scale map covering a large area. figure closest to the Ambush/Hiding marker.
Parts of the map are used as the game progresses, shifting
 Next roll 1d6 and add the result to the ambusher
terrain as needed.
with the lowest Rep in the Ambush/Hiding
 15mm games = 6” per square. marker.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
 Compare the totals on the Ambush/Hiding Table.
MOVEMENT
1 AMBUSH/HIDING This section contains some additional types of movement
you can add to your games.
(Added to Rep)

TOTAL SCORE RESULT


Ambusher score Total surprise! Move the target 12”
CRAWLING
is twice that of into LOS of the center of the Crawl up to 3” with prone body or crab crawl up to 6”
ambushed. Ambushers. (with body exposed if in the open.) Crawl cannot Fast
Move. Prone figures that must Duck Back can crawl.
 The Ambushers take the In Sight
Test with +1d6.
 Target counts a -1 to Rep for the SWIMMING
test and remainder of Activation.
 Hidden have option to hold fire If thrown into or entering the water, a character must try
and remain unseen. to swim. Here’s how we do it:
 No additional In Sights  Move to the edge of the water on the 1st turn of
taken. Activation.
 When next Active can  Consult the Swimming Table.
fire without taking an  Roll 2d6 versus the Rep of the figure.
In Sight.  Determine how many d6 are passed.
Ambusher score Success! Move the target 6” into  Go down the left-hand column to the appropriate
is greater than LOS of the center of the Ambushers. row.
ambushed.
 The Ambushers take the In Sight  Go across to see the results.
Test with +1d6.  Immediately carry out the result.
 Target counts a -1 to Rep for the  When exit the water halt at the edge for one turn
test. of Activation.
 Hidden have option to hold fire
and remain unseen.
 Test taken again when 2 SWIMMING
either side is Active. (Taken versus Rep)
Ambusher score Ambush goes off early! Target
CIRCUMSTANCE MODIFIER
is equal or less remains in place.
than ambushed. Swimming Specialist. +1d6
 In Sight taken normally.
Swimming Gear (Fins, Snorkel, etc.) +1d6
 Hidden are seen and In Sight
taken normally.
# D6 RESULT
PASSED
After the Ambush has been sprung and all firing, charges,
reactions, etc. are finished the game resumes normally. 2 Swim 6” in any direction desired.
1 The character is starting to struggle.
Immediately re-take the test counting a result
of pass 1d6 as passing 0d6.
0 Character starts to drown.
If not contacted by another character within
two turns of Activation, the character is
Obviously Dead.
If contacted by another character within two
turns the drowning character can resume
taking the Swimming Test, using 3d6 if the
character stays in contact with the drowning
character.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
CAN’T SWIM RESUSCITATION
If a character can’t swim he needs to be assisted in taking Swimming Specialist (Attribute Table 11 page 5) may
the Swimming Test. Here’s how we do it: attempt resuscitation, on land, of a drowned figure up to
five Activations later.
 A character that can swim must remain in
contact with the non-swimmer. 2 RESUSCITATION
 The non-swimmer takes the Swimming Test (Taken versus Rep of the victim)
using 3d6.
 If assistance is removed the non-swimmer takes # D6 RESULT
the Swimming Test with 2d6 and at a -1 to Rep. PASSED
2 The figure is alive and well and can be
WADING ACROSS Activated as normal from now on.
Creeks and stream may (1 – 4) be able to be crossed by 1 The figure is alive, but suffers a -1 Rep
wading. Bodies of water more than 8” automatically penalty for the rest of the battle.
require swimming. Here’s how we do it: 0 Figure is Obviously Dead.
 To wade across an 8” wide body of water move
to the edge of the water on the 1st turn of COMBAT AND SWIMMING
Activation. While swimming, figures can still engage in combat.
 Enter the water halfway across on the 2nd turn of Here’s how we do it:
Activation.
 Figures that are swimming may not throw
 Exit the water, stopping at the edge, on the 3rd
grenades, knives or fire weapons, except for
turn of Activation.
Pistols which are done at a -1 to Rep.
 Move normally on the 4th turn of Activation.
 Any figure going Out of the Fight will drown in
If wanting to Fast Move across the water: 2 turns if not aided.
 Move to the edge of the water on the first turn of If there is melee while swimming, use the Melee Combat
Activation. Table (page 24) substituting the following modifiers
 On the following turn of Activation take the instead:
Swimming Test: CIRCUMSTANCE MODIFIER
 Pass 2d6 = Reach the other edge of the
water and exit, being able to move normally Swimming Specialist - See (Attribute Table +2d6
on the next turn of Activation. 11 page 5).
 Pass 1d6 = Immediately re-take the test Swimming Gear (Fins, Snorkel, etc.) +1d6
counting a result of pass 1d6 as passing 0d6. Already Struggling – See Swimming Test. –1d6
 Pass 0d6 = Fall into the water half way Already Drowning – See Swimming Test. –2d6
across. Spend one turn of Activation Holding an Item – Holding anything in –1d6
regaining feet. Continue to edge and exit on hand other than knife or nothing
next turn of Activation. Underwater (Prone) – Attacking a prone +1d6
opponent.
Weighed Down – Wearing a Backpack or –1d6
Heavy Weapon

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
“OH CRAP!”
IN SIGHT When resolving a PEF inside a building as Civilians there
Since NUTS was written there have been additional is a chance that the searching figure could get “spooked”
Attributes created that apply to the In Sight test and the and fire by mistake.
resolution has been streamlined. When making an In
 If the figure wins the In Sight test against
Sight test, use the following table instead of the table in
Civilians roll 1d6 versus its Rep.
NUTS.
 NERVOUS counts a -1 to Rep.
 Pass 1d6 = Hold fire.
 Pass 0d6 = Snap Fire by accident.
REP IN SIGHT
Looking for successes – score of 1, 2, or 3) Example – Sgt. Billy Pink enters a small farmhouse and
must resolve a PEF using 3d6 (NUTS). The Enemy
Moving side must score more successes to win the In Sight. Investment Level is 2 so there’s a small chance of running
Audio In Sight test made at -1 REP into anyone. Billy scores a 2, 2, and 55 – he’s run into
something! I roll 1d6 and score a 5 – Enemy Defensive
ATTRIBUTE MOD Position which converts to Civilians.
Opponent is Stealthy -1d6 I roll 1/2d6 and score a 2 – two Civilians. I roll 2d6 for
Distracted -1d6 each and score a Female Child (10) and a Female adult
Slow to React -1d6 (6). In Sight is taken and Sgt. Pink wins. I roll 1d6 and
Near Sighted -1d6 score a 4. Billy holds his fire.
Opponent made a Fast Move +1d6
Quick Reflexes +1d6
Steely Eyes +1d6
CIRCUMSTANCE MOD
Active - Character is active and moved.
Concealed - Enemy is concealed.
-1d6
-1d6
AUDIO IN SIGHT
Inclement Weather – Test is made in Rain, -1d6 Visibility in the Evening and Late Day Parts is reduced to
Fog, Snow or Sandstorm 12” (NUTS). Also, Heavy Fog (Weather, page 70) also
Cover – Enemy in Cover. -1d6 reduces Visibility. At night and in the fog, sound travels.
Ducking Back – Character is Ducking Back. (1) Maybe you can’t see something, but you could hear it.
(1)
Hunker Down – Character is Hunkered Down.  Unlike normal In Sight, which is restricted to
(1)
Leaving the Battlefield – Character is Leaving Line of Sight (front 180 degrees), an Audio In
the Battlefield. Sight covers all 360 degrees around a figure.
Temporary Group leader – Temporary Group -1d6  When a PEF moves within 18” of a player
Leader taking the test. figure, or vice versa, the moving side will stop
(1) Figure cannot fire and will complete its reaction instead. and an Audio In Sight is taken. Remember, they
cannot see each other!
 The highest Rep figure in the group is
RESOLVING IN SIGHT ACTIONS the “Leader" for the test. If facing a Non-Player
The group winning the In Sight will now act. Each figure Enemy use the Enemy Investment Level as their
will act, in order from top to bottom: Rep for the test.
 The Audio In Sight test is made rolling on the In
 Fire. Sight Test Table at a -1 to Rep.
 If cannot fire, will Charge into Melee if within  If the stationary side wins the Audio In Sight,
6”, otherwise Carry On. resolve the PEF (NUTS) as passing 2d6. The
 If in Duck Back, will recover to Carry On. stationary side will:
 If Hunkered Down:  If the enemy PEF or figures are within
 Can recover to Carry On if Rallied (page their front 180 degrees (LOS) they Snap
20). Fire and/or try to Ready a Grenade and
 If not contacted, remain in Hunker Down. throw it at the moving target.
 Otherwise the unit will turn to face the
direction of the sound, but not fire.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
 If both sides score the same number of successes, X SPOTLIGHT PATH
count the stationary side as winning the Audio in
Sight as above. DISTANCE SWATH
 If the moving side wins the In Sight, nothing 1” to 5” 1” wide at end of triangle.
happens, and movement continues. 6” to 10” 2” wide at end of triangle.
 This continued movement could trigger an In 11” to 15” 3” wide at end of triangle.
Sight. 16” to 20” 4” wide at end of triangle.
20+” away 5” wide at end of triangle.

Example – The Allied player’s goal is to scout an enemy


held bridge at night. The normal visibility at night is 12. SEARCHLIGHT MOVEMENT
Both players agree that sound would be important to this The searchlight moves in a random pattern. Here’s how
encounter. The Allied player moves his figures at a we do it:
Normal Move of 8”behind a hedgerow and comes with
18” of a PEF that could represent a sentry. Even though  Start with the searchlight facing straight ahead.
the Allied player’s figures and the PEF are not visible to Now it’s time to turn in on.
each other since they are more than 12” away, they may  When Active, roll 2d6 and add the results
still hear each other. together.
 Move the triangle of the light out to this distance.
The Allied player and the stationary Enemy player both
 Figure the width of the triangle. Place string or
make an Audio In Sight test. They roll for successes based
similar straightedges from the triangle ends to
on modified Rep.
the searchlight – meeting at one spot.
The Allied player scores 1 success; the Enemy player  When next Active, roll 2d6 and add the results
scores 2 successes and wins the Audio In Sight test. The together.
Enemy player snap fires at the moving unit (shooting into  Move the light to the left that many inches.
the dark since the Allied player is out of LOS).  When next Active – 3rd time – return to the
center.
 When next Active – 4th time – roll 2d6, add the
results and move the lamp to the right that many
SEARCHLIGHT 
inches.
When next Active – 5th time – return to the
Large focused lamp that pivots in any direction and is center.
powered by a generator or city power. They can cast  Repeat the process when next Active, setting the
daylight into dark area. Here’s how we do it: new distance for the triangle.
 Place strings at the ends of the triangle tracing
back to the searchlight.

SPOTTING
Any figure in the arc of the swing could be spotted.
Here’s how we do it:
 When a target is illuminated, an In Sight is
triggered.
 The operator has a Rep of 4.
 Every illuminated target will take the In Sight
individually.
 Once the operator sees a figure the searchlight
will follow the figure, keeping it illuminated.
More than one figure? The closer one to the
 Figures within the triangle can be seen and LOS searchlight is tracked.
is figured normally.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

18
NUTS! – COMPENDIUM

CRISIS TEST PANIC AND RALLY


Figures will be forced to make a Reaction Test called the When things do not go as planned.
Crisis Test during the game (NUTS). This process has
been updated and streamlined. There are two reasons to
take the test. They are: PANIC!
 The figure is Fired On and did not get hit. There are many accounts of defeated soldiers routing
 The figure is within 4” and LOS of a friendly instead of retreating. Individual Panic is represented by
figure being hit by fire, called Man Down. Leaving the Battlefield. Note that the Crisis Test QRS
already has the brittleness of panic if figure’s troops are
HOW TO TAKE A CRISIS TEST half strength or less.

Here's how a Crisis Test is taken.


LEAVE THE BATTLEFIELD – POSSIBLE MASS
 Determine what is causing the test; Fired On, PANIC
Man Down or a combination of both. If more
than one cause, you still take one test, but apply There’s a chance that one figure Leaving the Battlefield
the worst result. can cause Panic among others. Here’s how we do it:
 Determine which figures in the group must take  A soldier within 4” and LOS of another soldier
the test. Note that there will be times when some that has panicked (just now acquired the status of
figures will take the test and others will not. Leaves the Battlefield) needs to take a “Man
 Roll 2d6 for the group taking the test. Down” Crisis test. Stars can chose their result.
 Roll any applicable Leader Die (NUTS) whether  Pass 2d6 or 1d6 = Figure is not affected.
or not the Leader has to take the test as its benefit  Pass 0d6 = Figure panics and Leaves the
could affect those figures taking the test. Even Battlefield, causing another test to be taken
Temporary Leaders will roll Leader Die. by all those within 4 and LOS.
 Determine how many d6 were passed based on  If the panicked soldier moves within 4” and LOS
the individual Rep of each figure taking the test. of a Pre-Arranged Fall Back Position (page 20)
This may result in figures in the same group he can attempt to Self-Rally (page 20).
behaving in different ways.

2 INFANTRY CRISIS TEST Optional: Leaving the Battlefield figures are -1 to Rep on
(Taken versus Rep) Pay the Piper Table (page 27). If a quarter or more of the
squad Leaves the Battlefield, the Squad Leader is also -1
* = Star may choose to pass 2d6, 1d6, or 0d6 on Pay The Piper Table (page 27).

CIRCUMSTANCE MODIFIER
Example – Private Joe and Sam were forced to take a
Half strength or less. -1d6 Crisis Test for seeing a Man Down. Hunker Down. Joe
passed 1d6 and Ducked Back. Sam passed 0d6 and
# D6 CRISIS TEST (LDR) * Hunkered Down.
PASSED
Sarge tried to Rally (page 20) Sam and Sam passed 0d7.
2 Outgunned: He panicked and suffered a Leave the Battlefield result.
 Duck Back. This caused Joe and Sarge to take a Man Down Test.
Man Down:
 Carry On. Sarge passed 1d6 and was fine, Joe passed 0d6and
panicked, leaving the field as well. Note how this
1 All:
bypassed the normal result of Hunker Down!
 Duck Back.
0 All: Both Sam and Joe run towards their lines, away from the
 If already in Hunker Down – Leave enemy.
the Battlefield.
 If unit at ½ strength or less – Leave
the Battlefield.
 Otherwise – Hunker Down until Rallied
or ordered to Leave the Battlefield.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

19
NUTS! – COMPENDIUM
PRE-ARRANGED FALL BACK POINT 2 RALLY TEST
(Taken versus Rep)
The commanding officer (or NCO) at the beginning of the
Mission or on the first or second move onto the table, can CIRCUMSTANCE MOD
establish a Fall-Back Point a particular defendable
position designated by the player very near the friendly Rallying Figure is the Target’s NCO. +1d6
edge of the table. It can also double as a Wounded Way Rallying Figure is An Officer. +1d6
Station. Rallying Figure has the Born Leader +1d6
attribute.
 When this is set up, those Leaving the Battlefield Rallying Figure has the Ruthless attribute. (1)
are that come within 4” of the position can (1) Figures with the Ruthless attribute have a different
attempt to Self-Rally (page 20) themselves there. way of “rallying”; see “Inspiration” (page 5).
Example – Upon entering this table, Sarge evaluates the
terrain and decides they should have a Fall-Back
position. He designates a large boulder as the Fall-Back # D6 RESULT
PASSED
position and informs the troops.
2 “Buck up soldier!” Hunker Down converts
Later in the game, an OOF soldier is carried to this spot to Duck Back. Can Carry On when next
and laid down. Still later, panicked Joe and Sam in the Active.
previous example come running by within 4”. As the 1 Immediately re-take the test counting a
panicked GIs pass the Fall-Back point, their discipline result of passed 1d6 as passed 0d6.
may kick in. Sam rolls Rally, but fails and keeps running. 0 “I’ll have you Court Martialed! Hunker
Joe rolls Rally and succeeds. He Ducks Back behind the Down converts to Leave the Battlefield.
boulder.
Example – Hunkered Down Harry (Rep 4) is fine with
hiding out until the shooting stops. Sgt. Billy Pink is
active and leaves cover causing an In Sight. Winning the
In Sight he continues his move to Harry.
RALLY FIGURES
When he is next Active, Billy tries to rally Harry. This is
Hunkered Down figures can be rallied. Here’s how we do his action for the turn. Harry rolls 3d6 (Billy is his NCO)
it: and scores a 5, 6 and 2 – passing 1d6. He immediately re-
 A friendly figure in Carry On status (he does not takes the test and scores a 2, 3 and 6. Passing 2d6, Harry
need to be a member of the victim figure’s now Ducks Back. When next Active, Harry recovers to
group) is within 4” and in LOS of the Hunkered Carry On.
Down figure.
 When Active the friendly figure spends his
whole action trying to rally the Hunkered Down
figure.
 Consult the Rally Test Table.
 Start with 2d6 and modify this by any applicable
Circumstance.
 Roll the modified number of d6 versus the Rep
of the Hunkered Down figure.
 Determine how any d6 are passed and go to the
appropriate row then across to see the result.
 Immediately carry out the result.
The Rally Test can also be taken by figures that are
Leaving the Battlefield if they come within 4” of a Fall
Back Point.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
 If the shooter has to react to something, the
RANGED WEAPONS aiming is voided. This includes failing to
Activate.
The following rules update those found in NUTS.  If forced to do In Sight outside his target zone,
the shooter is at -2d6 penalty on that In Sight.
Aiming results depend on your Reputation. Better Rep
OUTGUNNED RANKINGS gives better results.
When firing, some weapons are perceived to have greater  Rep 3 shooter = Increased accuracy. Count a +1
firepower than others. This is called their Outgunned to Rep on the Ranged Combat Table (page 22).
Ranking (OR).  Rep 4 shooter = Increased lethality. Add 1 to the
If a figure shoots with a weapon with a higher OR than Ranged Combat Damage roll on the target.
what the target has or if the target cannot shoot back due  Rep 5 - 6 shooter = Choose beforehand either
to being out of ammo or out of range, then the target is increasing accuracy or lethality before firing the
outgunned. The target will take the Crisis Test, but cannot shot.
score a result better than Duck Back. Only the first shot of a multi-shot weapon counts as being
aimed.
X OUTGUNNED RANKINGS Snipers do their own type of aiming, so don’t use this
Stars are never outgunned. rule. See Attribute Table 10 (page 4).

OUTGUNNED WEAPON TYPE Example – During his activation, Rep 3 GI Joe decides he
RANKING is going to shoot at the German MG already in place that
is shooting at other troopers (Joe’s group had already
4 Flamethrowers, Grenades, Satchel done an In Sight check). Joe does not shoot this turn and
Charges, Molotov Cocktail and all instead aims.
Antitank Weapons.
Next turn on his Activation; if the MG is still in his sights,
3 HMG, MMG, and LMG.
Joe takes the shot and rolls a “9”. The enemy is behind
2 BAR, MP, and SMG cover which would miss, but now adds 1 for aiming; he
1 Other ranged weapons not listed. hits the target.
0 Those that cannot return fire, out of
ammo, or out of range. If Joe was Rep 4, he would have missed because he didn’t
get the accuracy bonus. However, had he hit, the damage
would have been greater. If he had hit and rolled a “5”
for damage, which would have put the enemy OOF, it
would have increased to a “6” – killing him
SHOOTING
Shooting a weapon and hand-to-hand combat are SHOOTING
distinctly different ways of inflicting damage. This is The process of how to shoot is the same as in NUTS but
reflected by the different game mechanics used in NUTS with a simplified to hit table. Here's how to shoot a
as modified by the following rules. weapon.
 First establish a LOS between the shooter and
AIM the target figure.
 Roll a number of d6 depending upon the Target
The figure may take an Activation to Aim his shot. This is
Rating of the weapon. Place each d6 next to each
all he can do. He shoots at the target when next Active.
target figure with the highest score on the first
Aiming is an Action (NUTS). Aiming can be interrupted:
target and working to the lowest score.
 If the target goes out of sight. The shooter can  Next add them individually to the shooter’s
wait one turn of Activation for the target to re- Reputation.
appear up to within 1” of its previous location. If  Compare these totals individually to the Ranged
the target doesn’t re-appear next turn, the aim is Combat Table. There is no need to test any
voided. modifiers prior to rolling as the modifiers are
 The shooter can choose new an Action if the already built into the hit table.
target goes out of sight.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
TARGET RANGED COMBAT AUTO-KILL OR CAPTURE
(Read the result as rolled. -1REP if shooting at Night or low
visibility conditions)
Figures may decide, or be forced to, surrender and be
captured during the game. The rules from NUTS are
A result of two or more “ones” means out of ammo. expanded to include the chance that outgunned out-of-
sight Hunkered Down figures will surrender to threats and
# RESULT
commands based on Area of Sound (AOS).
3 to 7 SHOOTER MISSED. Target returns fire.
8 SHOOTER MISSED IF:
 Fast Moving. Target returns fire. CALL FOR SURRENDER
 Snap Firing. Target returns fire. NUTS says if a Hunkered Down figure scores another
TARGET WAS MISSED IF: Hunkered Down result, it Leaves the Table. Instead,
 Fast Moving. Target returns fire. we’ve changed the rule to account for surrendering.
 In Cover. Target returns fire. Here’s how we do it:
 Prone. Target returns fire.
 If the Hunkered Down figure is fired at and takes
 Second or higher target.
another Crisis Test it could surrender. If an
OTHERWISE – HIT.
enemy figure is within 6” and is Active, it could
9 SHOOTER MISSED IF: (1) call for the figure to surrender instead. It need
 Fast Moving. Target returns fire. only have LOS to the figure or where it is hiding.
TARGET WAS MISSED IF:  Change the Leave the Table result to Surrender
 In Cover. Target returns fire. instead.
 Third or higher target. Target returns  The figure stands up, throws down its weapon,
fire. and raises its hands.
OTHERWISE – HIT.  Any friendly figure within 4” and LOS will take
10+ SHOOTER HITS TARGET. a Man Down Crisis Test.
(1) Figures must be stationary to qualify as being in Cover.  The surrendering figure remains standing until
contacted by an enemy or friendly figure.
 If contacted by an enemy it will follow the
DETERMINING DAMAGE enemy as a prisoner. A figure can guard up
Instead of using a range of weapon Impact (1) ratings to to 6 opposing figures.
resolve Ranged Combat Damage, this is now resolved
using the Rep of the target figure. This actually delivers
the same kind of result, much more quickly. Each time a
MASS SURRENDER
figure is hit the shooter rolls on the Ranged Combat When a figure surrenders, it could start a panic. Here’s
Damage Table. Here’s how we do it: how we do it:
 Roll 1d6, read the result as rolled and compare  Any friendly figure within 4” and LOS will take
the score to the Rep of the target figure. a Man Down Crisis Test.
 If a result of Hunker Down is scored, the figure
surrenders instead. This will trigger another Man
1 RANGED COMBAT DAMAGE Down Crisis Test.
(Taken versus Rep of Target)
MELEE TO CAPTURE
SCORE RESULT
Figures in melee can declare their intent to capture the
"6" Target is Obviously Dead. enemy instead.
Target Rep or Target is Out of the Fight.
higher, but not a “6”.  The figure wins the melee and scores a result of
Lower than Target Target Ducks Back. Out of the Fight.
Rep  Roll 1d6 versus the Rep of the winner.
(1) You can choose to keep using Impact if desired.  Pass 1d6 = Losing figure surrenders instead.
 Pass 0d6 = Losing figure goes Out of the
Example – SGT Billy Pink has hit Hans with his Semi- Fight.
Auto Rifle. Hans is a Rep 4 soldier. SGT Billy rolls 1d6
and scores a 4. This is the same or higher than the Rep of Prisoners must be carried or escorted off the table.
the figure, but not a “6,” so Hans is knocked Out of the
Fight.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
Example – SGT Billy Pink activates and runs up to the
Out of Fight Hans and chooses to capture him.
BLAST CIRCLE WEAPONS
If a weapon fires a round that explodes, such as a Rocket
or Grenade Launcher, the weapon will use a Blast Circle
GRENADES instead of an arc. Here's how we do it:

The “Readying a Grenade” Test has been eliminated.  Nominate the spot where you want the round to
land.
Note that all soldiers carry Grenades that can be hand  Roll on the Ranged Combat Table (page 22) as
tossed, but when will they be used? Here’s how we do it you would normally do.
now:
 If a hit is scored, center the Blast Circle on the
 When Active, Stars can choose to throw a spot. The 3” circle is recommended for 15mm. If
grenade. using 28mm increase the circle to 5”.
 If a group wins the In Sight and is Active,  All targets inside this circle without Cover
one figure per Squad will throw a grenade between them and the spot will be affected by
instead of firing if within 6” of the enemy. the blast . Roll 1d6 versus each target on the
 If a group wins the In Sight and is Ranged Combat Damage Table.
Stationary, one figure per Squad will throw
a grenade instead of firing if within 6” of the
enemy.
MELEE
THROWING GRENADES When figures come into contact they can enter into melee
(hand-to-hand combat).
Grenade Launchers will use the Ranged Combat Table,
but a figure can hand throw one grenade 6” or more in CHARGE INTO MELEE
some cases. Here's how we do it:
The only way to enter melee, is via the Charge into Melee
 Nominate the spot the grenade is to land. This Test. This table replaces the one used in NUTS.
can be in LOS or out of LOS such as dropping it
over a wall or rolling it through a doorway.
2 CHARGE INTO MELEE
 Roll 2d6 versus the thrower’s Rep.
(Taken versus Rep)
 Consult the Throwing a Grenade Table. This
table is used instead of the Ranged Combat ATTRIBUTE MODIFIER
Table.
Nerves of Steel +1d6
Rage +1d6
2 THROWING A GRENADE CIRCUMSTANCE MODIFIER
(Taken vs. Rep) Target in cover +1d6
Target charged to flank (1) -1d6
# D6 RESULT
Target charged to rear (1) -2d6
PASSED (1) Target turns to face during melee.
2 Grenade tossed successfully.
Center the Blast Circle and check for #D6 CHARGER TARGET
damage. PASSED
1 Grenade tossed unsuccessfully.
Targets are unhurt, but forced to Duck Back. Passed Target may not fire. Target fires.
0 Grenade tossed unsuccessfully. more d6
No effect on target. than Charger moves into Charger moves into
opponent melee. No Reaction melee. No Reaction
Tests taken. Tests taken. .
Passed Target Snap Fires Target Snap Fires
same only 1 shot. only 1 shot.
number d6
as opponent Charger moves into Charger moves into
melee. No Reaction melee. No Reaction
Tests taken. Tests taken.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
MELEE COMBAT
After the Charge into Melee Test is resolved the Charger
WALKING WOUNDED
(i.e. the charging figure) is moved into contact with the In a new twist on Recovering wounded, you may have
target. Now it's time to melee, resolved using the new fast “Walking Wounded.” Here’s how we do it:
play Melee Combat and Damage Tables. Here’s how we
do it:  When a figure goes Out of the Fight result roll
another 1d6.
 All figures in melee roll d6 equal to their Rep,  (1 – 2) = The figure is an ambulatory Out of
modified by any applicable Attribute, Melee the Fight…a Walking Wounded.
Weapon, or Circumstance.  (3 – 6) = The figure is Out of the Fight.
 Roll looking for successes – a score of 1, 2 or 3.  Waking Wounded is too damaged to fight or Fast
 Figure scoring more successes than the opponent Move.
wins and rolls 1d6 on the Melee Damage Table  It can move at normal speed as well as helping to
versus the Rep of the loser. Any ties are re- move an Out of the Fight figure, i.e. two
rolled. Walking Wounded can carry one Out of the
 It is now possible to fight multiple rounds of Fight figure.
melee in the same turn.  Walking Wounded take the After the Battle
 Any Rep lost in melee returns after the melees Recovery Test (page 26) with 3d6 instead of
are over for the turn. 2d6.
 Medics will roll 3d6 when taking a Medic Test
(NUTS) on a Walking Wounded figure.
REP MELEE COMBAT
(Looking for successes)
Side scoring more successes wins the melee, ties are re-rolled. AIDMAN
ATTRIBUTE MOD An Aidman figure is not the same as a Medic. While a
Medic can heal a figure, an Aidman can only save a figure
Brawler +1d6 from dying. Here’s how we do it:
Knifeman if using a bayonet or knife +1d6
 A figure with the Aidman Attribute (Attribute
Rage +1d6
Table 7 page 3) can attempt to convert Out of the
Runt -1d6 Fight figures into Walking Wounded by doing a
MELEE WEAPON MOD Medic! Test (NUTS).
One Hand Melee Weapon +1d6  A result of Pass1d6 or Pass 2d6 means the
Two Hand Melee Weapon. +2d6 Aidman has successfully turned an Out of the
CIRCUMSTANCE MOD Fight figure into a Walking Wounded figure.
 Medics cannot make Walking Wounded.
Prone – Attacking a prone opponent. +1d6  An Aidman cannot work on a figure that the
Medic has failed to heal.
MELEE DAMAGE  An Aidman and a Medic working together can
take one Medic Test on an Out of the Fight
figure with the Medic using 3d6.
1 MELEE DAMAGE
Example – Sam was hit by a grenade. On the Ranged
(Read result as rolled) Combat Damage Table (page 22) a “5” was rolled and
CIRCUMSTANCE MODIFIER he goes Out of the Fight. He rolls 1d6 to see if he is a
Walking Wounded, scores a 3, and is not.
Each success scored more than the +1
opponent. The Aidman figure comes over and spends a turn of
Activation working on Sam. He rolls 2d6 versus his Rep
of 4 and scores a 2 and 5 – pass 1d6 – and Sam is
SCORE RESULT
recovered to Walking Wounded. So Sam’s arm is full of
6 or higher Obviously Dead. shrapnel and he can’t hold a gun. He is able to walk.
Rep of Target or Out of the Fight.
higher, but not 6 or
higher.
Lower than Rep of Loser – 1 to Rep. Immediately
Target fight another round of melee.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

24
NUTS! – COMPENDIUM
friendly unit or towards the closest table edge
PRISONERS 
away from the enemy’s table edge.
Anytime the prisoners outnumber the guards by
So what do you do with a prisoner once you have him? four to one or more and the guards do not
NUTS says “If captured, the figure must be guarded by at activate, but the prisoners do, roll 1d6 versus the
least one armed figure. Each armed figure can guard up Rep of each prisoner.
to six enemy figures.”  Pass 1d6 = Prisoner charges the guards.
After each guard has been targeted once, it
The player chooses a figure to escort the Prisoners off the
can be targeted by more prisoners.
table or to a holding point or POW camp. The figure can
use an Escort Mission for moving prisoners (NUTS). This  Pass 0d6 = Prisoner does nothing.
can be played C&C as below or by prisoners  If the prisoner wins a melee it will grab the
unquestionably following their guards. Here’s how we do loser’s weapon and try and rejoin a friendly unit
it: or leave the table as previously outlined.

 A guard with gun must be within 4” of the


prisoner at all times. As long as this holds true, COLD SHOULDER
the enemy will move when and how the guard Cold Shoulder Prisoners will do whatever it takes to make
moves. This is modified by Disposition (page your job harder. Here’s how we do it:
25).
 Prisoners are marched with their bases touching.  If there are no guards within 4” of the prisoner,
he will activate during the Enemy Activation as
 Out of the Fight prisoners have to be carried or
normal, and will Fast Move towards the nearest
they can be patched up and become Walking
friendly unit or towards the closest table edge
Wounded (page 24).
away from the enemy’s table edge.
 The figure that captures the prisoner can take
 Only if there are Belligerent Prisoners with the
Personal Items (page 92), but so can the guards
Cold Shoulder Prisoners, anytime the prisoners
later on.
outnumber the guards by four to one or more and
the guards do not activate, but the prisoners do,
Example - Jim and Dale have just charged a German roll 1d6 versus the Rep of each prisoner.
mortar and captured two Germans. If Joe wishes, he can
 Pass 1d6 = If one or more other Prisoners
search the two prisoners and collect any loot. If there
are charging the guards, the Prisoner charges
were no more available enemy to fight, the allies have
the guards. After each guard has been
won the table and the prisoners are removed. If the player
targeted once, it can be targeted by more
wants to move them while the fighting continues, use the
prisoners.
previously outlined procedure.
 Pass 0d6 = Prisoner does nothing.
 If the prisoner wins a melee it will grab the
PRISONER DISPOSITION loser’s weapon and try and rejoin a friendly unit
or leave the table as previously outlined.
Once they are captured, you have to find out how
cooperative the prisoners are. Here’s how we do it:
 Roll 1d6 versus the Rep of each prisoner. INTERROGATIONS
 Pass 1d6 = Prisoner counts as Belligerent. The Brass doesn’t want you to interrogate prisoners;
 Pass 0d6 = Prisoner counts as Cold that’s Intel’s job or an Officer’s job. However,
Shoulder. sometimes it is necessary. Interrogations use the Opposed
Belligerent and Cold Shoulder are modifiers on the Challenge (NUTS) process using REP (or People Skill).
Opposed Challenge Test (NUTS). In addition, they will
behave in the following manner.

BELLIGERENT
Belligerent Prisoners will aggressively do whatever it
takes to make your job harder. Here’s how we do it:
 If there are no guards within 4” of the prisoner,
he will activate during the Enemy Activation as
normal, and will Fast Move towards the nearest

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
From the Mission just played, the figures’ CO (the player)
EXPANDED CAMPAIGN submits to Battalion HQ his list of any outstanding
performances & actions “above and beyond” the call of
The following section revises and adds to Campaigns duty.
(NUTS).
 Consider this as happening just before the next
 After the Battle. Mission.
 Medals.  If a character goes to the hospital from receiving
 Pay the Piper. a combat injury, he will automatically be
 Promotion. awarded a “Purple Heart” or the national
 Hospitalization Returns. equivalent.
 Exhaustion (page 72).
 Shell Shock (page 73).
2 MEDAL OF VALOR

AFTER THE BATTLE (Taken versus Rep)


A score of “6” is always a failure.
We’ve replaced the After the Battle Recovery Table from
NUTS with one that includes some additional rules. Use # D6 RESULT
the normal procedure when rolling on the new table. PASSED
2 Congratulations! Figure has been awarded a
2 AFTER THE BATTLE RECOVERY Major Medal of Valor and is immeidately
promoted in rank.
(Taken versus Rep)
1 Good Job! Figure has been awarded a Medal
# D6 RESULT of Valor. There is a chance (1 – 2) of being
PASSED immediately promoted in rank.
0 Figure performed admirably! But no one
2 Figure recovers and stays with the Squad and was watching.
Left the Battlefield returns to squad.
1 Figure recovers in Hospital and returns as
Replacements to the Squad after 1/2d6
Missions have been played. PAY THE PIPER
Those that Left the Battlefield are MIA and There are two new ways to Pay the Piper – being caught
do not return. doing something bad. Here’s how we do it:
0 Out of Fight dies from wounds or is sent
home. Figure does not return.  When a character Leaves the Battlefield, but
Those that Left the Battlefield are MIA and comes back (page 19), or kills Civilians (page
do not return. 17), the test is taken.
 Consult the Pay the Piper Table (page 27).
Captured Out of the Fight or Hunker Downed figures left  Roll 2d6 versus the Rep of the character.
behind will roll on this table, but instead of returning to  Determine how many d6 are passed; go down the
their Squad, they become Prisoners of War (POWs). left-hand column, then across to see the results.
 Immediately carry out the results.
Stars always recover After the Battle.

MEDALS
In NUTS, your characters will sometimes perform actions
“above and beyond” the call of duty. When this occurs,
here’s a simple system to see if they are rewarded or not.
Each country had a Medal of Honor or comparable, so for
ease of play we call it a Medal of Valor.
What qualifies as medal worthy? That should be up to the
players involved. In any case, just have fun with it!
Normally these things take time in the military, but not in
THW.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
2 PAY THE PIPER 2 NON-COM TO OFFICER
(Taken versus Rep) (Taken versus Rep)
A score of “6” is always a failure. A score of “6” is always a failure.

# D6 RESULT # D6 RESULT
PASSED PASSED
2 Character was able to save his skin. No one 2 Congratulations! You are now a Lieutenant
noticed or he fast-talked his way out of it. and you specialize in something leaderlike.
1 Character’s lackluster actions were observed. Select any Attribute (NUTS).
The subsequent Company punishment and 1 Congratulations! You are now a Lieutenant.
ridicule reduces his Rep by one. 0 Not today. Stay as a Sergeant.
Also lose any Character Points (page 95) the
character currently has.  The second way is by unforeseen circumstances.
0 Character’s cowardice or unbecoming
conduct was noted.
 American and British characters are UNFORESEEN CIRCUMSTANCES
reduced in rank (1); reduced in rank and Openings may appear due to unforeseen circumstances.
sent to a Squad in another unit (2); When this occurs, there is a chance for Promotion. Here’s
sentenced to prison (3 – 5); found not how we do it:
guilty (6), and returned to duty ASAP.
 German and Russian characters are  If you are a Corporal or higher you could move
executed on the spot for a lack of up.
courage or the German is sent to the  Whenever a NCO or Officer of a higher rank is
Russian Front (1). killed during a Mission, there is an opening.
 Any character that scored a result of  If an NCO or Officer of a higher rank is not
Leaves the Battlefield gains the Coward killed during a Mission, roll 1d6.
Attribute.  If the score is equal or less than the number
 Any character that killed a Civilian gains of successful Missions, you have had at your
the Slow to React Attribute. current rank, there’s still an opening.
 If you can move up use the Unforeseen Benefits
Table.

PROMOTION
As mentioned previously, Major Medal of Valor winners
2 UNFORESEEN BENEFITS
could automatically gain a promotion. You will move up (Taken versus Rep)
in order from Private to Corporal to Sergeant. We have A score of “6” is always a failure.
streamlined the ranking system for NUTS.
# D6 RESULT
 Private. PASSED
 Corporal – 2nd in command of a Squad.
 Sergeant – Commanding a Squad. 2 Congratulations! You have been promoted.
 Lieutenant – Commanding a Platoon. 1 Great job, but not today. They’ve passed you
 Captain – Commanding a Company. over.
0 They’ve passed you over.

NCO TO OFFICER WHERE POSTED?


When you reach Sergeant, the next step is Lieutenant. After Promotion, we must determine where you are
There’s more than one way to be promoted. posted.
 You win any Medal of Valor. Promotion is not  Private to Corporal – Stay in the same Squad.
automatic, but you can roll on the Non-Com to  Corporal to Sergeant – Take over 3rd Squad.
Officer Table. Generate new soldiers.
 Sergeant to Lieutenant – Command a Platoon of
3 squads, including your old 1st and 3rd Squads.
 Lieutenant to Captain – Command 3 Platoons,
including your old Platoon. If you reach a rank
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
of Captain, we suggest playing NUTS – Big
Battles instead for Company actions. VEHICLES
In this section you will learn the updated rules that pertain
HOSPITALIZATION RETURNS to vehicles and the weapons used to kill them. Some of
the rules have been updated, some have not. We’ve
On the new After the Battle Recovery Table a character
included both for ease of play.
can end up in the hospital. What happens after he’s fit to
return to duty?
 The character has been gone for the 1/2d6 MULTI-TURRET TANKS
Missions in the hospital. Being in the hospital
These tanks attempt to provide multiple arcs of fire
means the character will not be available for one
simultaneously by packing on extra turrets. There are
or more Missions. You can choose to play them
numerous pre-WW II examples of these, ranging from the
or not.
Soviet T-35 to the Japanese Type 95 Heavy Tank. Here’s
 He returns to his Squad as a Replacement
how we do it:
(NUTS).
 If the Squad is at full paper strength, the returnee  A Multi-turret tank typically carries a Main Gun
bumps the lowest Rep Grunt. Turret and Secondary Turrets with smaller guns.
 Depending on the size of the tank a secondary
turret will house either a gun one class lower
than the main gun (e.g., a 76mm Medium gun as
Main Gun could be complemented by a 45mm
Light Gun in Secondary Turret) or machine
guns.
 The Main Gun Turret has a standard 360 degree
firing arc, while Secondary Turrets have a more
limited arc dependent upon their placement. Easy
rule of thumb, a Secondary Turret’s arc of fire
cannot trace through the Tank’s hull or another
turret.
Here’s an example of the firing arcs for the Soviet T-28
tank.

T-28 (C) o5m6

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

28
NUTS! – COMPENDIUM
 Soft ground (plowed fields, soft shoulder of
VEHICLE MOVEMENT a road, etc.): AFVs with Front AR of 5+.

In this section we cover updates to vehicle movement.


1 GETTING STUCK
(Taken versus Rep of Driver)
RUN OVER RESULT
Armored vehicles may run over or through things such as #D6
field and anti-tank guns, machineguns or other infantry PASSED
heavy weapons, buildings, trees, non-armored vehicles, 1 The vehicle may move at half speed.
etc. Here’s how we do it: 0 The vehicle is stuck and may not move this
 Be sure the vehicle has enough movement to run Activation.
over or completely through the target.
 Move the vehicle into contact with the target. GETTING STUCK AND SHOOTING
 Start with the Driver Rep. Vehicles that are bogged down, broken down, frozen in
 Modify the Rep by any applicable place, etc. may still fire.
Circumstances.
 Roll 2d6 versus the modified Rep, determine
how many d6 are passed, and consult the Run DUCK BACK
Over Test Table.
Vehicles may be required to Duck Back due to a Vehicle
 Go down the left-hand column to the appropriate
Crisis Test (page 30). Here’s how we do it:
row and across for the results.
 Immediately carry out the results.  Vehicles that can move into Cover within 12”
will do so.

2 RUN OVER TEST
Those that cannot, will attempt to move away
from the threat, but consider the following:
(Taken versus Rep of Driver)  They will not move in any way that presents
their side or rear armor to the threat. Instead
CIRCUMSTANCE MODIFIER
they will come to a halt (-4” of movement)
Each Point of Armor Rating of the Vehicle. +1 and attempt to move in reverse always
Each Point of Defensive Value of the Target. -1 keeping their front armor towards the target.
This may result in minimal or zero
movement!
RESULT
#D6
Example – The Tiger I is hit by fire and must takes a
PASSED
Crisis Test. Passing 2d6 it must retire as the main gun is
2 Vehicle obliterates Target and continues on. not loaded and ready to fire. The Tiger has no cover
1 Vehicle gets hung up on Target and stops. Can within 12” so instead comes to a halt, losing 4” of
continue on when next Active. movement. It has 4” left so can move in reverse, but only
0 Vehicle moves 1” into Target and gets stuck. 2”; 1/3 of its cross-country speed of 8”.
Must reverse out when next Active.

GETTING STUCK
Vehicles, tanks and AFVs may Get Stuck during action if
they go off road or encounter treacherous terrain. Here’s
how we do it:
 The type of terrain and vehicle determines if this
test is taken.
 The test, if called for, is taken when the vehicle
has moved 2" though or the terrain:
 Mud, Swamp, Deep Snow and Sand: All
vehicles (including wagons) will take the
test.

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NUTS! – COMPENDIUM
 Determine what is causing the test; Fired On,
VEHICLE REACTIONS Brewed Up or both. If more than one cause, you
still take one test, but apply the worst result.
Vehicles have their own set of Reaction Tests, but  Determine which vehicle in the group must take
crewmembers take Reaction Tests like infantry. Now the test. Note that there will be times when some
let’s look at the updated Vehicle Reaction Tests in more vehicles will take the test and others will not.
detail.  Roll 2d6 for the group taking the test.
 Determine how many d6 were passed based on
the individual Rep of each Tank Commander
VEHICLE IN SIGHT taking the test. This may result in vehicles in the
This is the update to the following mechanic: same group behaving in different ways.

 IN SIGHT – We’ve streamlined the process with


the biggest change being that the moving side 2 VEHICLE CRISIS TEST
has to score more successes than the stationary (Taken versus Rep)
side to win the In Sight. The side that wins will
* = Star may choose to pass 2d6, 1d6, or 0d6
act and the side that loses will react.
CIRCUMSTANCE MODIFIER

REP VEHICLE IN SIGHT Half strength or less. -1d6


(Looking for successes)
# D6 CRISIS TEST
Moving side must score more successes to win the In Sight. PASSED
ATTRIBUTE MOD 2 Fired On:
 If under gunned, unloaded or unable to fire
Quick Reflexes. +1d6 will Duck Back.
Slow to React. -1d6  Loaded will return fire even if must rotate
Steely Eyes. +1d6 turret.
CIRCUMSTANCE MOD Friend Brewed Up:
Buttoned Up – Vehicle is buttoned up. -1d6  Carry On.
Cover – Enemy is in Cover. -1d6 1 Fired On:
 If under gunned, unloaded or unable to fire
will Duck Back.
RESOLVING IN SIGHT ACTIONS
 Loaded will return fire even if must rotate
The vehicle winning the In Sight will now act, from turret.
highest Rep to lowest. Here’s how we do it: Friend Brewed Up:
 Fire.  Duck Back.
 If cannot fire, will Carry On. 0 Fired On:
 If in Duck Back, will recover to Carry On.  Duck Back.
Friend Brewed Up:
 Leave the Battlefield.
VEHICLE CRISIS TEST
The second Reaction Test is the Vehicle Crisis Test.
There are two reasons to take the test. They are:
 The vehicle is Fired On and missed or hit, but
did not take any damage.
 The vehicle is within 4” and LOS of a friendly
vehicle that is destroyed, called Brewed Up.

HOW TO TAKE A CRISIS TEST


Here's how a Vehicle Crisis Test is taken.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM

VEHICLE SHOOTING 2 VEHICLE RANGED COMBAT


(Taken versus Rep)
These are combat rules for those who would like to use as
CIRCUMSTANCE MODIFIER
much or as little detail as desired.
Firing at a target over 48" away -1

SHOOTING AT MOVING VEHICLES # D6 RESULT


Vehicles that move over 8” are considered to be Fast PASSED
Moving for shooting purposes. This includes any 2 TARGET HIT:
additional movement allowed from the In Sight.  If target is hull down – hit turret.
 Otherwise, hit hull.
1 TARGET MISSED IF:
FAST MOVING SHOOTER  Fast Moving.
The “Target Missed If: Fast Moving” modifier on the  Low Silhouette (LS) vehicle.
Vehicle Ranged Combat Table applies to any vehicle that
moved over 8” and came to a halt to fire. TARGET HIT IF AT 48” OR LESS:
 If target is a Vehicle roll 1d6.
Example – The T-34 is moving on the road 12” and  1 – 2 = Hit turret.
triggers an In Sight. It wins the In Sight and comes to a
 3 – 6 = Hit hull. If target
halt to fire. The Gunner passes 1d6. As the T-34 moved
hull down counts as miss
over 8” immediately prior to halting, it has missed.
instead.
0 TARGET MISSED:
 Target takes Vehicle Crisis Test.
STOPPING TANKS
Tanks have to stop to fire. This plays an important role in
the Vehicle In Sight.
 Vehicles that win the In Sight are assumed to TARGETING VEHICLE FACINGS
have halted to fire if they can spend 4” of their Once you have an LOS and can fire you must determine
remaining movement. If they cannot, they will where on the vehicle the shot will hit. This is important
not halt and cannot fire the Main Gun. for both the hull and the turret. Here’s how we do it:
 Vehicles that were moving, triggered an In Sight
and lose are still considered to be moving until  Use the following pictures to determine in which
they return fire. area the shooter is located in relation to the
vehicle target.

FIRING THE MAIN GUN


Here's how vehicles fire at other vehicles and buildings.
 The vehicle must be halted if firing the Main
Gun.
 Declare which vehicle is firing.
 Declare the target.
 Roll 2d6 versus the Rep of the Gunner.
 Modify the Rep if circumstances apply.
 Determine how many d6 are passed. Hull & Turret facings.
 Consult the new Vehicle Ranged Combat Table
Next use the Hit Location Table to determine which
and immediately carry out the results.
Armor Rating to use.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
X VEHICLE HIT LOCATION PENETRATING DAMAGE
(Based on the area occupied by the shooter) Once a hit has been scored on a vehicle or building we
must see if any damage occurred. Did the round
AREA ARMOR HIT penetrate? Here’s how we do it:
1 Front armor.  Start with the Armor Piercing Rating (APR) of
2 Front armor. the firing weapon.
3 Front armor.  Subtract the Armor Rating (AR) or Defensive
4 Side armor. Value (DV) of the target.
5 Side armor.  Modify the Target Number by any applicable
6 Rear armor Circumstances.
7 Side armor.  The difference is the Target Number.
8 Side armor.  Roll 2d6 versus the Target Number, determine
how many d6 are passed and consult the
Penetration Table.
TOP ARMOR  Go down the left-hand column to the appropriate
When an Armor Piercing Weapon (APW) is firing at a row and across for the result.
vehicle, from a level that is higher up than the vehicle,  Immediately carry out the result.
there is a chance that the shot may hit the vehicle's top
armor. To reflect this we use the following procedure:
 Trace a line from the shooter’s barrel to the 2 PENETRATION
center of the target. Using a piece of string is
helpful when doing this. (Taken vs. Target Number – Shooter’s APR minus Target’s AR)
 If the angle of the shot is less than 45 degrees CIRCUMSTANCE MODIFIER TO AR
then the target uses its normal Armor Rating
(AR). If the turret was hit. +1
 If the angle of the shot is 45 degrees or greater
the shooter has acquired a “plunging shot”. This # D6 RESULT
means that the shot hits top armor of the target. PASSED
The top armor counts as two points less than its 2 Vehicle explodes. All inside or on are
side armor, but never less than one. Obviously Dead.
Using this rule makes close attacks from a building’s
Building area under fire collapses. All inside
upper stories particularly effective.
are Obviously Dead.
1 Round disables vehicle. Each crewmember
ARTILLERY VERSUS TOP ARMOR rolls on the Ranged Damage Table. Crew will
bail from the vehicle when next active.
Armored vehicles caught in artillery (not mortar)
bombardments count the artillery as APR 4 and always
Building area under fire collapses. All roll on
use their top armor value.
the Ranged Combat Damage Table.
Occupants will exit building area when next
AIRCRAFT ATTACKS AGAINST AFVS active.
Aircraft attacking vehicles with cannons and bombs (page 0 Round does not penetrate vehicle. Target
48) may or may not hit top armor. Here’s how we do it: takes the Vehicle Crisis Test.

 When shooting at a vehicle with a cannon or Round does no appreciable damage.


rocket roll 1d6 versus the Rep of the Pilot. Occupants of building area take Infantry
 Pass 1d6 = Use the top AR of the Crisis Test.
target.
 Pass 0d6 = Use the side AR of the Example – The TC (Rep 5) of Panther 512 spots a T-
target. 34/85 as it rounds a corner. He takes the Vehicle In Sight
 When dropping bombs on a vehicle, if the Test and wins so fires first.
bombing result hits the vehicle use the top AR of
the target. Otherwise use the side AR of the
target.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
The Gunner (Rep 4) rolls 2d6 versus his Rep. He scores a 2 LOADING TEST
1 and 2 for a result of pass 2d6 and scores a hit on the (Taken vs. Rep)
hull.
# D6 RESULT
The APR of the Panther’s main gun is a 14 while the T-
PASSED
34/85 Front Armor Rating is 9. The difference is 5.
2 All guns loaded and can fire in Reaction or
The German player rolls 2d6 and scores a 1 and 6 and when next Active.
passes 1d6. The vehicle is disabled and each crewmember 1 Deployed Anti-Tank Gun can fire in
rolls on the Ranged Combat Damage Table and those Reaction or when next Active.
crew members who can bail out will do so when next
active. Vehicles can fire when next Active.
0 Deployed Anti-Tank Gun can fire when
next Active.
TRACK DAMAGE
Any attack to the flank or rear of an armored vehicle Vehicles remain unloaded and can try to
made by a weapon with an APR of at least half the side reload again when next Active.
armor value of the vehicle has the chance of immobilizing
the tank. This includes, but is not limited to attacks made
with satchel charges (APR 5) that are targeted at the under
armor rating of the vehicle. Here’s how we do it: ANTI-TANK GUNS
 When a hit is scored immediately roll 1d6. On a Anti-tank guns and infantry guns (light field artillery)
result of 1 the tank is immobilized. Any other firing at tanks use the procedure that tanks use when
result has no effect. firing their main gun. Anti-tank weapons such as the
 The crew of an immobilized tank must take an Bazooka, PIAT, and the Panzerschreck/Panzerfaust
immediate Vehicle Crisis test to see if they will family of weapons, are handled a bit differently. Here’s
carry on fighting, or abandon the vehicle. how we do it:
 This kind of disabled vehicle uses a -1 modifier
when rolling after the battle on the Vehicle  Be sure to have a LOS to the target.
Recovery Table (NUTS).  Roll 2d6 versus the Rep of the shooter and
determine how many d6 are passed.
Example – Pvt. Ivanovich fires at the side of a Stug III  Consult the Infantry Anti-Tank Ranged Combat
with a PTRD ATR. He rolls for penetration normally as Table.
the PTRD ATR has a higher value than the side armor of  Go down the left-hand column to the appropriate
the Stug but the result is a Vehicle Crisis Test. He still row and across to see the results.
will roll 1d6 to see if the tank is immobilized. He scores a  Immediately carry out the results.
1 and it is. The crew takes the Vehicle Crisis Test and
passes 2d6 so remain in the tank even though it cannot
move. 2 INFANTRY ANTI-TANK RANGED COMBAT
(Taken versus Rep)

# D6 RESULT
PASSED
VEHICLE LOADING 2 TARGET HIT:
Immediately after firing the main gun it must be reloaded.  Hit hull.
Here’s how we do it: 1 TARGET MISSED IF:
 Fast Moving.
 Roll 2d6 versus the Rep of the Loader.  Low Silhouette (LS) vehicle.
 Determine how many d6 are passed and consult  At over half range.
the Loading Test.
 Go down the left-hand column to the appropriate OTHERWISE TARGET HIT:
row then across to see the result.  Roll 1d6.
 Immediately carry out the result.  1 – 2 = Hit turret.
 3 – 6 = Hit hull.
0 TARGET MISSED:
 Target takes Vehicle Crisis Test.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
Note that only weapons with an APR rating can damage 2 CLOSE ASSAULT
armored vehicles – you could still shoot a pistol at a Tiger
(Taken versus Rep of the vehicle and character)
tank, but unless the Tank Commander is exposed it won’t
do anything. CIRCUMSTANCE MODIFIER
The target vehicle gains the modifier if +1d6
they have machineguns facing the
attacker.
The character gains the modifier if he is +1d6
ATTACKING VEHICLES attacking to the side of the target vehicle.
The character gains the modifier if they +2d6
There are two ways to attack vehicles. The first is by are attacking to the rear of the target
shooting at it with an anti-tank weapon and the second is vehicle.
close assaulting it with infantry. Let's explain the updates The character gains the modifier if he is a +1d6
to close assault. Tank Killer.

#D6 VEHICLE INFANTRY


CLOSE ASSAULT PASSED
Each infantry squad has one Satchel Charge or similar to
attack vehicles with. 2+ more Vehicle prevents the Satchel Charge
than attack. Satchel placed versus AR 1.
An infantry figure may choose to attempt to Close Assault opponent Charge explodes
enemy vehicles. When close assaulting the character is while character has
trying to disable or destroy the enemy vehicle. Here's how it.
we do it:
1 more Vehicle fires Satchel Charge
 The character must be Active and have enough than machineguns. placed versus AR 1.
movement to reach the target vehicle. opponent
 He must win In Sight Test. Same as Satchel Charge Satchel Charge
 Next he and the target vehicle roll 2d6 versus opponent placed versus AR 2. placed versus AR 2.
their respective Reps.
 Modify the number of d6 rolled if any
Circumstances apply.
 Determine the number of d6 passed and consult
the Close Assault Table.
 Immediately carry out the results.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
DEFINING THE BOAT
BOATS All boats are defined by the following characteristics.
Landing craft and gunboats were used by many nations to They are:
conduct amphibious assaults and provide fire support for
 Type – The type of boat it is.
troops operating near rivers. For example, the Soviets
 Bash Value – The relative size and damage the
maintained several gunboat flotillas, such as the Danube
boat can inflict on other boats or swimmers.
and Volga flotillas, while the Finns used their Special
Coastal Defense flotilla to conduct raiding operations and  Front Armor – The AR of the front armor.
support missions on the Baltic Front.  Side Armor – The AR of the side armor. The
rear armor is 1/2 the AR of the side armor
The rules for boats are kept simple on purpose since most rounded down.
watercraft will be used in a support role, unless a player  Top Armor – The AR of the top armor. This also
really has the urge to game the crew of a Soviet applies to the bottom armor as well.
Bronekator gunboat. Boats come in two types, Manual  Main Gun APR – The Armor Piercing Rating of
and Powered Boats. Any boat that uses an engine for the main gun. Multiple entries connote a multi-
propulsion is referred to as a powered boat while those turret tank and the APR for each turret.
powered by oars are manual boats.  Main Gun HE – The first number is the blast
circle of the weapon while the second is its
APR/Impact.
GROUPS  Secondary Mounts – Secondary weapons. A "Y"
All the passengers and crew in a boat count as being in signifies that it has one while a "?" means it may
the same group. Any boats within 4” of each other are not.
counted as being in the same group.  MG – Denotes machine gun. A "Y" signifies that
it has one while a "?" means it may not.
 Speed – The normal speed, in inches, that the
TYPES OF BOATS boat may move each turn of Activation. When
two numbers occur the second is the speed going
Here’s a list of boats and a brief description of each type. against the current.
 Two-person raft – Small two-person inflatable  Turns – This column tells you how many times a
or quick-built raft, manually powered by boat can make up to a 90-degree change of
paddles. direction when they are active. Powered boats
 Small manually powered boat – Small four- must move at least half their current speed before
person rowboat manually powered by oars. making a second turn in the same activation.
 Small powered boat – Small four-person boat When a (1) appears in the Turns column, the
with an outboard motor. boat may only make one turn if moving over 16
 Medium power boat – Medium sized ten-person inches.
boat, such as a landing craft or fishing boat.  Crew/Seats – The boat’s crew and how many
 Gunboat – Large purpose-built or converted people or equivalent the boat can safely carry. If
merchant boat outfitted with armor and heavy desired you may overload the boat by up to half.
weapons, including tank turrets, naval guns, AA This reduces speed by 25% and Bash Value by
guns and machine guns. half, rounding down.
 Transport – A large boat capable of carrying
dozens or scores of soldiers and equipment.
Small transports can carry a platoon, while large
transports could carry an entire company or
vehicle.

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NUTS! – COMPENDIUM
 Manually powered boats may do up to a 180
BOAT MOVEMENT degree change of face. To do so the boat must be
stopped and the passengers cannot do anything
A boat may move up to its normal speed as specified on else during that turn of activation. They may
the Boat List when Active. Boats are always assumed to react normally.
be moving unless specified otherwise. Boats may enter
the table at any speed.
ENTERING AND EXITING BOATS
CASTING OFF AND MOORING Entering and exiting a boat depends on the type of boat
and what the figures need to do.
Boats can be either tied to a dock or similar structure,
dragged ashore, or anchored in place offshore. It will take
the following amount of time to cast off or to moor a boat. WHAT KIND OF BOAT
There are two types of boats that figures may be moving
 Tied – One turn of uninterrupted Activation. onto and off of – Standard Boats and Landing Boats.
 Dragged ashore – Only available to small boats,
it takes one person two turns of Activation to  A Standard Boat – Any normal sort of boat with
beach or launch a boat or one turn of Activation no specific design for loading or unloading
if two or more characters are doing the task. soldiers. This includes most types of motor
 Anchored – It takes 1/2d6 turns of Activation to launches, river craft, rowboats and the like.
pull an anchor up and make ready to move and Figures have to exit over the bows of the boat, or
one turn of Activation to drop anchor. may spend half their move to jump over the side
of the boat.
 Figures may enter or exit a Standard Boat
DRIFTING from or onto land at a reduction of half their
Boats will drift in two ways. movement.
 Figures may enter or exit from a Standard
 If anchored – It will drift 3" downriver the first Boat from the water, taking a full move to
turn after dropping anchor. do so.
 If not anchored and not under power – It will
drift 3" down river each turn of Activation  Landing Boats – These are specially designed
whether Active or not. boats (like the Higgins Boats for infantry, or
even LCTs that can carry tanks used at the
Normandy Invasion and in the Pacific War) with
STARTING AND STOPPING front opening assault ramps or doors to allow for
 When the boat is stopped it may accelerate to a lot of figures or vehicles loading or unloading
half of its normal speed. at one time. While figures can jump over the
 When active a powered boat may reduce its sides, in general they will all enter and exit from
speed by half its current speed. the front of the boat.
 When active a manually powered boat may  Figures may enter or exit a Landing Boat
reduce its speed by 4". through the assault doors a reduction of -2”
off movement.
 Vehicles may only enter or exit a Landing
REVERSING DIRECTION Boat through the assault doors at a reduction
of half their movement.
Medium and larger Powered Boats may move backwards  Characters may enter into or exit from a
at ¼ normal speeds. Landing Boat over the sides, taking a full
move to do so.

TURNING
Boats may make one turn (change direction up to 90
degrees) whenever desired during their movement.
 A second turn may be made by power boats, but
must move at least its current speed before doing
so.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
2 BOAT HIT
BOATS IN COMBAT (Taken vs. Rep of the shooter)

Boats can be involved in combat in the following ways. -1 to Rep if firing at a target over 48" away

 Shooting. RESULT
#D6
 Running Over Swimmers.
PASSED
 Ramming Other Boats.
2 Round placed on chosen target location!
Let's look at each one of these individually starting with
Shooting and Boats. 1 If target or shooter Fast Moved – miss!
Target at 48" or less – hit target, but not chosen
target location!
If target is a Gunboat roll 1d6.
SHOOTING AND BOATS  1 = Hit turret or weapon mount.*
Figures may fire at the driver or passengers in a boat if  2 – 4 = Hit hull.
they have a LOS. Here’s how we do it:  5 – 6 – Hit structure.
 Drivers and passengers will count Cover if inside If target is not a Gunboat roll 1d6.
a boat and as Fast Moving if moving over 8”.  1 – 3 = Hit hull.
 Driver and passengers will take the appropriate  4 – 6 – Hit structure.
Reaction Tests and respond accordingly. 0 Miss, target ignores fire.
 Drivers of any boat that scores a Duck Back or * Targets hit in the turret will count a +1 to their AR. If Gun
Shield protected weapon, only has Armor Value (AV) 2 for
worse will veer 45 degrees away from the threat
protection.
and move at full current speed directly away.
 Drivers of any boat that are stunned, Out of the
Fight or Obviously Dead will cause the boat to ONCE A HIT IS SCORED
reduce its speed by half each turn, continuing on
Once a hit has been made on the boat we must determine
its current course, until someone else takes
if there is any damage. Here’s how we do it:
control or it crashes ashore. If it does check as if
Bashing (page 38) counting the land as BV 3.  Determine the Armor Piercing Rating of the
weapon fired.
 Subtract the Armor Rating or Defense Value of
SHOOTING AT BOATS the target.
There is a chance that a shooter armed with an Armor  If the result is negative (i.e. the Defense
Piercing Weapon (APW) can disable a boat with ranged Value/Armor Rating is larger) or zero the round
weapons fire. Here’s how we do it: bounces off the boat and the pilot of the boat
takes a Vehicle Crisis Test (page 30).
 The shooter must specify whether aiming at the
hull or structure/turret of a boat. Note that small  If the difference is a positive result roll 2d6
boats will only have a Hull area to fire upon. versus that difference. Apply the results to the
Disabled Boat Table.
 Next roll 2d6 versus the Rep of the shooter and
check the Boat Hit Table. This determines if the
Gunner hit the spot that was aimed for, hit
another portion of the target, or missed the target
completely.

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NUTS! – COMPENDIUM
2 DISABLED BOAT BASHING INTO OTHER BOATS
(Taken vs. difference between APR and DV/AR) There may come a time when one boat wishes to attack or
ram into another boat. The driver of the attacking boat
RESULT rolls 2d6 versus the Rep and consults the Bashing Table.
#D6
PASSED
Hull/Superstructure hit – The Boat is disabled 2 BASHING TABLE
2 and reduces speed by half next Activation then to (Taken vs. Rep of the Bashing boat driver)
zero on next. Crew in area of impact roll on the
Ranged Combat Damage Table (page 22). #D6
PASSED RESULT
Turret/Weapons mount hit – Penetrates and
knocks out the weapon, and all crew are 2 Driver is on target and rams into the target boat.
Obviously Dead. Go to the Boat Bash Table.
1 Hull/Superstructure hit – The Boat is damaged 1 Driver is slightly off target and glances off of the
and may only move at half speed until repaired. target boat. Go to Boat Bash Table.
Crew in area of impact roll on the Ranged 0 Driver has missed completely. Move the boat
Combat Damage Table (page 22). half its current speed past the target boat.

Turret/Weapons mount hit – Penetrates and


knocks out the weapon, and all crew must
abandon the mount and roll on the Ranged
Combat Damage Table (page 22). BOAT BASHING
0 All no effect. Show time! The boats have bashed and now it's time to
see the damage.
RUNNING OVER SWIMMERS
 Each side starts with1d6 for each point of Bash
In this form of combat the driver of the boat is trying to Value of their boat.
run over one or more swimmers. Here’s how we do it:  Modify the number of d6 by any applicable
 Only power boats can use this form of combat. Circumstance.
 The driver of the boat rolls 2d6 versus his Rep  Roll the d6 looking for successes – a score of 1,
and each target rolls 2d6 versus their Rep. 2 or 3.
 Determine how many d6 are passed between the  Determine the number of successes rolled by
driver and each target and consult the Running each boat and go down the left-hand column to
Over Swimmers Table. the appropriate row then across to see the result.
 Immediately carry out the result.

2 RUNNING OVER SWIMMERS


(Taken vs. Rep of the driver and each target)

RESULT
#D6
PASSED
Passed 2+ If driver passed more – Target is hit. Roll 2d6
more than on the Ranged Combat Damage Table
opponent suffering the worst result.
If target passed more – Target evades boat and
is unharmed. Move boat half current speed
past the target.
Passed 1 more If driver passed more – Target is hit. Roll on
than opponent the Ranged Combat Damage Table.
If target passed more – Target evades boat and
is unharmed. Move boat half current speed
past the target.
Passed same Driver misses target. Move boat half current
number of d6 speed past the target.
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NUTS! – COMPENDIUM
BV BOAT BASH  Place the landing forces in section 7, 8, or 9 or
any combination of them.
(Looking for successes)
 Place the three PEFs on the beach by rolling 1d6
+3d6 if “T-Bone” target (struck side at a 90 degree angle) for each and reading the result as rolled:
- 1/2 of the boat BV rounded down if glanced into contact.  (1 – 2) = Section 4.
 (3 – 4) = Section 5.
# OF  (5 – 6) = Section 6.
SUCCESSES RESULT  Place the three PEFs on the beach, in section
Loser is struck with devastating result. 4, 5, and 6.
Score 2+
more than Winning boat continues past half its current  Going from section 4 to 6, resolve each PEF by
opponent speed. rolling 2d6 on the Defended Beach Table to see
 If the larger BV boat won – The if the beach is defended or not.
smaller BV boat breaks apart. All
occupants will roll on the Ranged
Damage Combat Table.
2 DEFENDED BEACH?
 If the smaller or same size BV boat (Taken versus Enemy Investment Level,
won – All the occupants of the larger Reduce EIL by 1 point if have Pre-Mission Intelligence.
BV boat are tossed overboard. All
occupants will roll on the Ranged # D6 RESULT
Damage Combat Table. PASSED
Loser is struck and all occupants are tossed
Score 1 more overboard and must swim for it! Winning 2 Beach defended. Roll 1d6, counting a +1 if
than opponent boat continues past at half its current you are on an Attack Mission
speed.  (1 – 2) Roll on the Reinforcements Table
Score same No appreciable damage. Move attacking (page 78).
number boat to the right (1 – 3) or left (4 – 6) past  (3 – 6) Roll on the Beach Defensive
at half its current speed. Position Table (page 40).
1 There might be something there. Resolve
Beach Defenses when troops arrive on shore
with 3d6 counting the lowest two scores.
0 Undefended Beach. No defenses!

ENEMY BEACH DEFENSES


AMPHIBIOUS LANDINGS If a beach is defended, your force has run into enemy
Amphibious landings are just the means to the Mission, forces that have taken up defensive positions in bunkers
not the end goal. Troops can use a wide range of boats to or in impromptu cover. They may also be supported by
get to their landing point, from commando-style canoes to fixed defenses like mines and barbed wire. Here’s how we
Higgins Boats (special Landing craft) – it’s just another do it:
way to get your troops into combat to accomplish a  Consult the Beach Defensive Position Table.
mission objective.
 Roll 1d6, read the result as rolled.
As with any scenario you will determine the player’s  Modify the result by any applicable
Mission per normal NUTS Rules or based upon the Circumstance.
particular campaign you are playing. There are two steps  Go down the left-hand column to the appropriate
to setting up your amphibious landing scenario: row to see what you have contacted.
 Place the Enemy Defensive Position facing your
 Determining any Beach Defenses and Potential
force and centered on the PEF location.
Enemy Forces.
 In Sights are now taken.
 The actual Landing Test itself.

DETERMINE BEACH DEFENSES


Beach defense is based upon the Enemy Investment Level
and any additional modifiers or Pre-Mission Intelligence
(page 76) about the Beach. Here’s how we do it:
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NUTS! – COMPENDIUM
1 BEACH DEFENSIVE POSITION * # RESULT
(Read the result as rolled) 7 Moderate Defenses
 1 – 3 = Two LMG Teams in Defensive
CIRCUMSTANCE MODIFIER
Positions (foxholes, etc.) providing Cover +
Pre-Mission Intelligence Available. -1 one roll on Fixed Defenses Table.
Each point of Enemy Investment Level. +1  4 – 5 = Two LMG Teams in Defensive
Positions (foxholes, etc.) providing Cover +
# RESULT two rolls on Fixed Defenses Table.
 6 = One HMG Team in Bunker + one roll on
1 Sniper ( page 80). Fixed Defenses Table.
2 Light Defenses 8 Moderate Defenses
 1 – 3 = One Enemy Section of 6 infantry in  1 – 3 = One Enemy Squad + one LMG Team
Defensive Positions (foxholes, etc.) providing in Bunker + one roll on Fixed Defenses Table.
Cover.  4 – 6 = One Enemy Squad + one LMG Team
 4 – 6 = One Enemy Section of 6 infantry in in Bunker + two rolls on Fixed Defenses
Defensive Positions (foxholes, etc.) providing Table.
Cover + one roll on Fixed Defenses Table. 9 Heavy Defenses
3 Light Defenses  1 – 3 = Two Enemy Squads + one LMG Team
 1 – 3 = One LMG Team in Defensive in Bunker + three rolls on Fixed Defenses
Positions (foxholes, etc.) providing Cover. Table.
 4 – 6 = One LMG Team in Defensive  4 – 6 = One HMG Team in Bunker + three
Positions (foxholes, etc.) providing Cover + rolls on Fixed Defenses Table.
one roll on Fixed Defenses Table. 10 Heavy Defenses
4 Light Defenses  1 – 3 = Two Enemy Squads in Defensive
 1 – 3 = One LMG Team and one Enemy Positions (foxholes, etc.) providing Cover +
Squad in Defensive Positions (foxholes, etc.) one roll on Fixed Defenses Table.
providing Cover.  4 – 6 = Two Enemy Squads in Defensive
 4 – 5 = One Enemy Squad in Defensive Positions (foxholes, etc.) providing Cover +
Positions (foxholes, etc.) providing Cover + two rolls on Fixed Defenses Table.
one roll on Fixed Defenses Table. 11 Heavy Defenses
 6 = One Enemy Squad in Defensive Positions  1 – 3 = Two Enemy Squads+ one LMG Team
(foxholes, etc.) providing Cover + two rolls on in Bunker + one roll on Fixed Defenses Table.
Fixed Defenses Table.
 4 – 5 = Two Enemy Squads+ one LMG Team
5 Moderate Defenses in Bunker + two rolls on Fixed Defenses
 1 – 3 = One Enemy Squad in Defensive Table.
Positions (foxholes, etc.) providing Cover +  6 = Two Enemy Squads+ one LMG Team in
two rolls on Fixed Defenses Table. Bunker + three rolls on Fixed Defenses Table.
 4 – 5 = One Enemy Squad in Bunker + one 12+ Heavy Defenses
roll on Fixed Defenses Table.
 1 – 3 = One Enemy Platoon + one LMG Team
 6 = One Enemy Squad in Bunker + two rolls + one Bazooka or similar in Bunkers + two
on Fixed Defenses Table. rolls on Fixed Defenses Table.
6 Moderate Defenses  4 – 5 = One Enemy Platoon + one LMG Team
 1 – 3 = One Enemy Squad in Defensive + one Bazooka or similar in Bunkers + three
Positions (foxholes, etc.) providing Cover + rolls on Fixed Defenses Table.
two rolls on Fixed Defenses Table.  6 = One Enemy Platoon +one LMG Team +
 4 – 5 = One Enemy Squad in Bunker + one one Bazooka or similar in Bunkers + FO with
roll on Fixed Defenses Table. Artillery Support + three rolls on the Fixed
 6 = One Enemy Squad in Bunker + two rolls Defenses Table.
on Fixed Defenses Table.
*For results of 7 or higher see the second part of the table
following.

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NUTS! – COMPENDIUM

FIXED BEACH DEFENSES (5 – 6) = Antipersonnel Mine. Infantry and
vehicles can set them off (page 50).
A defended beach will likely have fixed defenses to make  Infantry triggering a mine roll on the Ranged
it harder to assault, such as mines, barbed-wire and anti- Combat Damage Table counting their Rep at one
landing craft obstacles (so-called “Belgian Gates,” point lower. Others inside the Blast Circle roll
“Hedgehogs” and anti-tank obstacles and barriers, often counting their Rep normally.
with anti-tank mines attached). Each result rolled is  If the triggering figure is a vehicle assess damage
applied per 3’x’3 area of the game table. to the bottom armor using an APR of 4.
Resolve defender reactions normally. If a Mine is not set off it still could be. If an AT Mine is
triggered by an Infantry figure it is not set off, but it is
noted for type and location.
1 FIXED BEACH DEFENSES
(Read the result as rolled) Example – I roll a 5 on the Fixed Beach Defenses Table
and have generated Mine Markers. I roll 1d6 and score a
# DEFENSES (PER 3’X3’ TABLE AREA) 2, there are two Mine Markers. Now it’s time to place
them.
1 1d6+3 Anti-Landing boat defenses along
shore’s edge, boats must stop at least 1d6+3” I roll 1d6 and score a 5. I place the Marker 1d6 inches to
from defenses. If a boat moves within 2” of an the right of the center spot. I roll a 4 for the second Mine
obstacle it will hit a mine or founder and be Marker and place it 1d6 inches to the right of the
destroyed, and all aboard take a Crisis Test. previous Mine Marker.
2–3 Barbed wire (6d6”) in front of defenders. If
score this result one or more times, place
additional lines 1d6” closer to the beach from BEACH LANDING
the next line.
4–5 1d6 Mine Markers in the section. Once you know what kind of defenses the Beach has, you
6 Roll again twice, applying both results need to see how close to the Beach your landing craft get
– they may not take you right onto the sand! Here’s how
we do it:
MINE MARKERS
To set up mines we use Mine Markers. Here’s how we do  Roll 2d6 against the average Rep of the force
it: inside the Landing Craft.

 Use one token or counters to represent a Mine


Marker. 2 BEACH LANDING
 Players may place mine markers in any section (Taken versus Rep)
they occupy or have occupied.
Count a -1to Rep if the Beach has Moderate or Heavy defenses.
 The first Mine Marker is placed 1d6” to the left
(1 – 3) or right (5 – 6) of the center spot of the # D6
section. PASSED RESULT
 The second and subsequent Mine Markers
substitute the location of the previous Mine 2 On the beach! Your landing boats put you right
Marker for the center spot. on the sand!
 Whenever any figure or vehicle comes within 6” 1 Just short of the beach! The boats arrive in
of a Mine Marker roll 1d6 and read the result as some disarray, dropping the troops off 1d6+3”
rolled. from the shore. They must wade through the
water (page 16) to reach the beach.
 Compare the score to the distance to the Mine
Marker. 0 Get out!! The landing boat crew panic or hit a
sandbar or shoals and force the troops out well
 If it is equal or less than the distance, the
short of the beach. The troops get out 2d6+3”
mine has been triggered and all within the 5”
from shore and must take a Crisis Test. Any
Blast Circle are at risk.
Pass 0d6 result means the figure flounders or
 If it is more than the distance the mine was
drowns and is OOF. Survivors must wade
not triggered.
through the water (page 16) to reach the beach.
 Once a Mine Marker is triggered roll 1d6 to see
the type.
 (1 – 4) = Anti-Tank Mine. Only vehicles can
set them off (page 50).
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NUTS! – COMPENDIUM
Example – My forces are approaching an Enemy beach in carried and set-up by infantry figures, but may also be
Landing Boats. The Enemy Investment Level is 4, but I motorized or towed. There are heavier mortars and some
have Pre-Mission Intelligence which drops that to an EIL rules will have their specific stats for mortars such as the
of 3. I first roll 2d6 on the Defended Beach Table, scoring HE Blast Table found in the NUTS rules book, but are
a 1 and 3 for a Pass 2 result. The beach is defended. On otherwise treated as Artillery or heavy Artillery.
that result I see I should roll another 1d6, with a +1 since
I’m on an Attack Mission. I roll a 4, so that means I roll
on the Beach Defensive Position Table to see what Enemy ARTILLERY
Defenders are there. These are crew-served artillery pieces ranging from
around 75mm to 122mm in caliber. These will usually be
Since the modified Investment Level is 3, I roll 1d6 and fired from artillery batteries located off-board, and in
add 3, scoring a total of 8, Moderate Defenses. Let’s see indirect fire mode. However, they can fire directly at
what’s waiting for me – rolling another d6 on that result I targets on table within LOS. These may or may not be
get a 5, so there’s One Enemy Squad + one LMG Team in motorized or towed.
Bunker + two rolls on Fixed Defenses Table.
Fixed Defenses? Yep; let’s see what additional nastiness
awaits. I roll twice on the Fixed Defenses Table – my first HEAVY ARTILLERY
roll was a 6, so I roll again scoring a 2 and a 4 – Barbed These are large crew-served artillery pieces ranging from
Wire and Mines. For my second roll I score another 2, around 122mm to 280mm+ in caliber. These massive
which means another string of Barbed Wire 1d6 in front weapons will usually be fired from artillery batteries
of the first one. Yikes! located off-board, and in indirect fire mode. However,
they can fire directly at targets on table within LOS.
Ok, but do my Landing Boats do their job? Let’s check the These may or may not be motorized or towed.
Beach Landing Table. My first Landing Craft had an
average Rep of 4, but -1 for landing against Moderate
defenses, so it’s a 3. I roll 2d6 scoring 1, 5 so the boat ARTILLERY TABLE
drivers might be disoriented by enemy fire and drop my
TYPE LT MTR MED ART ART
figures 1d6+3” short of the beach. This is gonna be a (1)
MTR (2) (UP TO (BEYOND
tough scenario…
122MM) 122MM)(3)
I continue to do the rest of the Landing Craft. Maximum 120” NA NA NA
Range
Minimum 10” 20” 100” NA
Range(4)
Direct No No Yes Yes
ARTILLERY Fire?
BASE TO 4 4 5 7
Use these rules if you want more detail to your Artillery.
HIT
In NUTS artillery and mortars often fire from off the
Target 5” blast 5” blast 8” blast 12” blast
table. The reason for this is simple: the ranges
circle circle circle circle
represented on the table are far too short in most cases,
Impact 2 3 3 4
except for some mortars, to allow for the projectiles to
APR 2 2 3 4
reach their minimum arming distance as indirect fire
weapons. In most cases, artillery and mortars fire in Rep 4 4 4 4
concentrations from organized Batteries, with several Crew 2 3 4 6
weapons firing at roughly the same time at the same target ROF 3 2 1 1
location. (1) Up to and including 60 mm tubes. (2) 70 to 80mm tubes. (3)
Examples - 155mm, 175mm, 8", etc. (4) Indirect fire distance.
Non-mortar artillery may direct fire at targets in LOS on the
game table.
ARTILLERY TYPES
 Maximum Range – This is the maximum
Artillery in NUTS is divided into three types. They are distance that the artillery may fire. If the artillery
mortars, artillery, and heavy artillery. is off the table and therefore not at risk this range
is halved, counting from the closest friendly table
MORTARS edge.
 Minimum Range – This is the minimum
Man-portable infantry mortars fall into two general distance that the artillery may fire as an indirect
classes: Light and Medium. In most cases these will be attack. Targets at a distance less than the
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NUTS! – COMPENDIUM
minimum range cannot be fired upon with
indirect fire attacks. Artillery (not mortars) may
also fire directly on targets within LOS on the
CALLING IN ARTILLERY
game table. An infantry company often has access to artillery or air
 Direct Fire? – This indicates whether or not the support, but only occasionally will a squad or platoon
artillery piece may also directly fire at targets on have access to this power. Any Leader or Forward
the table within LOS, in addition to indirect fire Observer can call in artillery fire. Below are ways of
which ignore intervening terrain. calling for artillery support if you are not using Break In
 Base to Hit – This is the attack modifier used to the Action (page 82) rules.
determine whether or not a figure within the
Blast Circle is hit.
 Target – This is the number of targets that the WHO CAN CALL FOR FIRE
artillery round can affect. In this case it would be
Here are the figures who can call in for Artillery Support
any and all figures inside the given blast circle.
and how they do it.
 Impact – This is the Impact of the round.
 APR – This is the Armor Piercing Rating of the
round used versus vehicles and buildings RUNNER
 Rep – This is the Rep of the crew. A Runner figure may be used to take a support request off
 Crew - This is the number of crew members the game table. Here’s how we do it:
required for the artillery to function efficiently.
 Rate of Fire - This is the number of rounds that  The figure must start as part of a Forward
the artillery can fire per turn. Observer or Officer’s group.
 Once a Runner figure moves and exits the
friendly edge of the table, roll 1d6 each turn
HOW DO THEY FIRE? during activation. On a “6” the requested
artillery fire support is available.
Artillery and mortars may fire in one of two modes,  Once the artillery is available, the Runner figure
Indirect Fire (page 44) and Direct Fire (page 47). returns to the table that turn in the same place it
left.
 Roll on the Fire Arrival Table (page 44) to see
ARTILLERY AVAILABILITY when the artillery lands.
Artillery is available to Military, Mercenaries if Military,
and Guerrillas/Insurgents (who may only have mortars).
RADIO
A Forward Observer or Officer figure with access to a
ARTILLERY CREWS Radio may call for support. Here’s how we do it:
For artillery units to operate at maximum efficiency it  When making a Radio call for artillery, roll 1d6
must have a full crew trained on how to operate the each turn during activation.
weapon. Light mortars have a crew of two while medium  On a 5 or 6 the requested artillery fire is
mortars have a crew of three. available.
 Roll on the Fire Arrival Table (page 44) to see
 For each crew member less than normal subtract
when the artillery lands.
one from the Rate of Fire of the weapon. If it
drops below an ROF of 1, consider that the unit
may only fire every other turn. FIELD PHONE
 For each untrained crew member used instead of
A figure with access to a Field Phone may call for
a trained crew member subtract one from the
support. Here’s how we do it:
crew Rep to a minimum of Rep 2.
 When making a Field Phone request for artillery,
roll 1d6 each turn during activation. On a 4, 5, or
6 the requested artillery fire is available.
 Roll on the Fire Arrival Table (page 44) to see
when the artillery lands.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM

INDIRECT FIRE 1 ARTILLERY DEVIATION


(Reading the result as it appears)
In this type of attack the artillery piece relies upon a +1 if using a color smoke round to mark target.
spotter to call in an attack on a location on the table that is
usually out of LOS from the firing unit. This type of # RESULT
attack ignores intervening terrain and is subject to
1 Round lands long of the RTP.
Minimum Range restrictions. Mortars, for example, may
2 Round lands off to the left of the RTP.
only make Indirect Fire attacks. This type of attack may
also be made against pre-registered targets or map points 3 Round lands off to the right of the RTP.
without requiring a spotter. 4 Rounds lands short of the RTP.
5 Round lands on the RTP.
6 Round lands on the RTP.
METHODS OF INDIRECT FIRE
There are two methods in which artillery indirect fire may All deviation moves the center of the blast circle the
be employed. These are Registered Fire and On Demand. indicated direction the width of the circle. Thus, a mortar
round with a 2.5" blast radius would deviate 5” in the
given direction.
REGISTERED FIRE
Registered Fire uses pre-planned target locations called ON DEMAND FIRE
Registered Target Points (RTP). These specific points are
coordinated with the supporting artillery unit prior to the On Demand Firing is artillery fire at an unregistered spot.
battle. Here is how fire on RTPs is carried out.
DESIGNATING THE TARGET
DESIGNATING RTPS Prior to firing, the Leader or FO must designate the spot
Up to six target locations may be registered on a map of where the artillery is to fire. The caller does not have to
the game table prior to the battle commencing. Assign have a clear LOS to the targeted spot.
them numbers from 1 to 6.
HOW FIRE IS CALLED IN
HOW FIRE IS CALLED IN The Leader or FO calls in the fire.
If your force has a Forward Observer (FO) figure or Fire on the target will arrive as determined by rolling 1d6
Officer figure that is considered equipped with a Radio or on the Fire Arrival Table prior to the Activation roll for
Handy-Talky, you may select which RTP to fire upon. If that turn.
there isn’t a FO or Officer on the table, then either pick
the RTP to attack and send a Runner (see page 42), or roll
1d6 to randomly determine which RTP is fired upon.
1 ARTILLERY FIRE ARRIVAL
If the result is a number not assigned to a registered (Reading the result as it appears)
target, then no artillery is fired for that turn/call.
Fire on RTPs will arrive during the Activation in which # RESULT
they are called. 1 Fire arrives this turn.
2 Fire arrives this turn.
WHERE THE ROUNDS LAND 3 Fire arrives next turn.
4 Fire arrives next turn.
Roll 1d6 for each of the three rounds that are being fired
5 Fire arrives in two turns.
and consult the Artillery Deviation Table to see where
each round lands. 6 Fire arrives in two turns.

WHERE THE ROUNDS LAND


As each of the three rounds arrive, roll 1d6 versus the
Rep of the person that called in the fire. Subtract one from
the Rep of the caller if the caller does not have an LOS to
the designated target spot.

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NUTS! – COMPENDIUM
 Pass 1d6 = Roll for deviation on the Artillery All deviation moves the center of the blast circle the
Deviation Table, but reduce the distance that it indicated direction the width of the circle. Thus, a mortar
deviates by half. round with a 2.5" blast radius would deviate 5” in the
 Pass 0d6 = Roll for deviation on the Artillery given direction.
Deviation Table, but double the distance that it
 Lay down each Blast Circle.
deviates.
 Each figure in the Blast Circle could be hit as
outlined in the Off Board Support – Artillery and
RESOLVING ARTILLERY HITS Heavy Mortars Tables (page 42).
Any figure within the blast circle has the potential to be We return you to more detailed Artillery rules.
hit. Here’s how we do it:
 Roll 1d6 and add the firing pieces’ Base To-Hit
number found on the Artillery Type Table.
TREE BURST
 Check the total on the Ranged Combat Table Artillery and heavy artillery rounds, but not mortar
found (page 22). rounds, that land in wooded areas count as being 1 impact
 Cover is only counted if it is between the figure higher due to the added effect of splintering trees. Being
and the center of the blast circle. prone, in open topped defensive positions (such as
 Prone figures or figures in trenches or below the trenches or behind walls), in woods or below ground level
ground level count as being in cover. does NOT count as cover.

Example: A German 88mm canon has a Base To-Hit of 5,  To use this rule with the new Ranged Combat
with an 8” blast circle. 1d6 is rolled scoring a 4, for a Damage Table (page 22), simply count a +1 to
total of 9. Four figures are within the blast circle; one is the target’s Rep.
in the open, one is in concealment, another is behind a
sandbagged position, and the last is behind a stone wall.
The figures in the open and in concealment are hit. The VARIABLE TIME (VT) ROUNDS
figure behind the sandbags does not count as being in This is used only by US units.
cover as the DV of a sandbag position (2) is lower than
the APR of the 88mm shell (3). The figure behind the Available only when agreed upon by players, or allowed
stone wall is not hit, as the DV of the stone wall (4) is in set scenarios, Variable Time (VT) rounds are a special
higher than the APR of the 88mm shell (3). type of artillery (not mortar) fusing that allows the shell to
detonate at a selected height above the ground, rather than
on impact. The effect is a downward spray of shrapnel
QUICK AND EASY ARTILLERY that devastates infantry, but has little effect on fully
Here’s a quick and easy way to resolve Artillery Fire: armored vehicles.

 Fire is called in and rounds arrive as previously Being prone, in open topped defensive positions (such as
outlined. trenches or behind walls), or below ground level does
NOT count as Cover. The APR of VT rounds is 2.
 Pick a spot in a section of the table where the
rounds will land.  To use this rule with the new Ranged Combat
 Roll 1d6 for each round that is fired – three. Damage Table (page 22), simply count a -1 to
 Consult the Artillery Deviation Table. the target’s Rep.

1 ARTILLERY DEVIATION HUG A TREE


(Reading the result as it appears) Wooded areas could offer more Cover to the figures
+1 if using a color smoke round to mark target. within. Here’s how we do it:
 Figures within wooded areas that have moved
# RESULT
only ½ of their allowed distance (or not moved at
1 Round lands long of the RTP. all) when last Active, may be considered to be
2 Round lands off to the left of the RTP. hugging a tree.
3 Round lands off to the right of the RTP.  The figure will count as being in Cover for any
4 Rounds lands short of the RTP. artillery, including tree bursts and VT, that
5 Round lands on the RTP. strikes forwards of the figure (as long as it would
6 Round lands on the RTP. not count as flanking fire).
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NUTS! – COMPENDIUM
 Should a figure claim the Hug a Tree Cover
advantage during the turn before Activation, the 2 WIND DIRECTION
figure may only move ½ of the allowed move (Wind blows from direction rolled)
during the figure’s Activation.
 The figure must end its move within a wooded # WIND DIRECTION
area otherwise the Cover benefit is lost. 1(1 – 3) NO WIND.
 To use this rule with the new Ranged Combat 1 (4 – 6) North.
Damage Table (page 22), simply count a +1 to 2 (1 – 3) Northeast.
the target’s Rep. 2 (2 – 6) Southeast.
3 East.
4 South.
SMOKE ROUNDS 5 (1-3) Northwest.
Smoke rounds can be used to block LOS. Here’s how we 5 (4-6) Southwest.
do it: 6 (1-3) West.
6 (4-6) NO WIND.
 Smoke rounds start with a 5" blast circle
centered on the impact point.
 For simplicity count section 1 as north, 6 as east,


8 as south, and 4 as west.
Determine the wind direction by rolling 1d6 on
MORE ON USING SMOKE
the Wind Direction Table (page 46) when the Let’s go into more detail about using smoke.
first round of smoke is used (grenade or gun or  Smoke availability is limited.
mortar). If no wind the smoke cloud remains in
 Only original Squad Leaders, and an "Overall
place and doesn't get bigger. It will disappear on
Leader" or a member of an Engineer Squad
the 2nd Activation after the last smoke round hits
carries smoke grenades. Roll 1d6 per Leader.
that spot.
Count a +1 to the result if Engineers and +2 if
 Winds blow from one section towards the German Engineers.
opposite section, through section 5.
 (1 – 3) = No Smoke.
 If there is wind, the next time Activation dice are
 (4 – 5) = 1 Smoke grenade.
rolled expand the smoke a total of 10" downwind
 (6+) = 2 Smoke Grenades.
keeping the 5" width.
 Light mortars may have up to 2d6 rounds of their
 Each subsequent turn of Activation the smoke
ammunition smoke, but can carry no more than
will drift downwind (ten inches of smoke) ten
24 total rounds with a 2-man crew.
inches until it is completely off the table.
 Medium mortars carry 1xd6 rounds smoke per
Smoke can be fired through, but it can only cause a tube. Roll once and use that roll for each tube in
Received Fire Test (Crisis Test) and cannot cause the battery.
casualties. In addition, the worst result from failing the  Infantry Guns or Field Guns will table have 1d6-
test is Duck Back. 2 rounds of smoke per gun. Roll once and use
Players can also use smoke grenades which function like that roll for each tube in the battery. Count a +2
smoke rounds. to the result if American or British and -2 if
Russian.
 The number of rounds of smoke, HE, and
illumination may be set by the scenario.
 Smoke blocks line of sight including from higher
to lower elevations and vice versa.
 Units coming out of smoke are seen before they
can see units not in the smoke that are in line of
sight.
 Infantry in smoke with vehicles can locate the
vehicles and attempt to conduct a close assault of
the vehicle using the Attacking Vehicles rules
(page 34). Infantry can hear the vehicles and
move toward them to attack the vehicle, but a
vehicle with its engine on effectively deafens its
smoke-blinded crew.

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NUTS! – COMPENDIUM

ARTILLERY DIRECT 1 AIR SUPPORT - CONTESTED SKIES


(Reading the result as it appears)

FIRE # RESULT
In this type of attack the artillery piece fires at a target on 1 Axis player gets an Air Support Mission.
the table within normal LOS of the gun. It is resolved as a 2 No Mission.
vehicle mounted Main Gun attack in NUTS (see Firing the 3 No Mission.
Main Gun). Unless the gun is using a special AP round, it 4 No Mission.
will be considered to be firing HE Rounds . 5 No Mission.
6 Allied player gets an Air Support Mission.

CALLING FOR AIR SUPPORT


STUKA!(AIR SUPPORT) If a British or American unit includes a Forward Air
This section of rules covers aircraft and how they were Controller they can call for Air Support. Follow the same
used during the war. procedure as calling for Artillery Support (page 43), but
once it is available, it will take 1d6+3 turns to arrive.

AIR SUPPORT MISSIONS


The contested skies over a battlefield could fill at any
TYPE OF AIR SUPPORT MISSIONS
moment with fighters and bombers from either side flying Once you know Air Support is coming it’s time to see
support missions. Here’s how we do it: what type it will be. Here’s how we do it:

 Whenever a player rolls a “1” for Activation a  When an Air Support Mission is rolled, roll 1d6
check is made on the appropriate Air Support on the Air Attack Table to determine what type
Table – either One Side Has Air Superiority or of aircraft is making the attack.
Contested Skies – to see if either side gets to use  Next consult the Aircraft Tables (page 113) to
an Air Support Mission that turn. determine how they are armed and if they
 The Air Support Table used is determined by the entered service before the date that your battle is
scenario, which describes whether or not one occurring. If not available use a comparable
side has air superiority or if control of the skies model.
is contested.
 If air superiority has not been determined prior to
the game each side rolls 1d6 and adds it to their 1 AIR ATTACK
Level of Support. If one side has twice that of the (Reading the result as it appears)
other then it is said to have air superiority.
# TYPE OF AIRCRAFT
1 Fighter Aircraft.
1 AIR SUPPORT - ONE SIDE HAS AIR 2 Fighter Aircraft.
SUPERIORITY 3 Fighter Aircraft.
(Reading the result as it appears) 4 Attack Aircraft.
5 Attack Aircraft.
# RESULT 6 Fighter/Attack Aircraft – re-roll if necessary.

1 Side without Air Superiority gets an Air Support


Mission. Example – During an Attack Mission scenario set during
2 No Mission. Operation Barbarosa in July 1941, the Players roll
3 No Mission. initiative, scoring a 1 (German player, 3 (Russian player).
4 No Mission. Since a Player rolled a “1” they need to make an Air
5 Side with Air Superiority gets an Air Support Support check. Here’s how we do it:
Mission.  Check to see who has Air Superiority
6 Side with Air Superiority gets an Air Support
Mission.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
 The Axis Investment Level for the game is 4, the
Allied Investment Level for the game is 3 (having
FIRING AT THE AIRCRAFT
lost the last scenario and suffered -1 IL as a die roll Prior to the aircraft making its attack any figure in the
result). swath can fire at the plane if all three of the following
 Each Player rolls 1d6 and adds their IL. The Axis requirements are met:
player rolls 5 (+4 IL) = 9, the Allied player rolls 1  Is armed with a weapon that has a range of 24”
(+3) = 4. Since the Axis player scored twice the or greater.
Allied total, they have Air Superiority and roll on the  Has the range to hit anywhere on the flight path.
“Air Support – One Side Has Air Superiority” Table.  Can trace a LOS to the flight path.
 Rolling on the “Air Support - One Side Has Air Those that meet all three requirements roll 2d6 versus
Superiority” table the Axis player rolls a “5” meaning Rep on the Anti-Aircraft Test.
they get to roll again on the Air Attack table to see
what type of aircraft is making the attack.
 The Axis player rolls a “4” on the Air Attack table,
resulting in an Attack aircraft. 2 ANTI-AIRCRAFT TEST
 Next the Axis player looks at the Aircraft Tables (Taken vs. the Rep)
(page 113), looking for Attack planes that entered
into service before June 1941. The only one that fits -1 to Rep if attacking plane Stuka, P-47, Typhoon or IL-2
is the “Ju-87D Attack” plane – the Stuka.
#D6 RESULT
PASSED
AIRCRAFT STRAFING AND 2 Stand and fire at aircraft when in range.
BOMBING RUNS 1 Infantry will Duck Back.
Vehicles will head for cover and Duck Back.
The following rules represent an aircraft flying over the
0 Infantry will Leave the Battlefield.
battlefield and firing their weapons at eligible targets or
Vehicles will head for cover and Duck Back.
strafing the field:
 On the turn that the aircraft will arrive, whether FIRING AT THE AIRCRAFT
the owning side is Active or not, designate an
Figures that pass 2d6 will fire at the aircraft. Here’s how
entry point of any table edge where the aircraft
we do it:
will arrive.
 Next determine an exit point on the opposite  Those manning an Anti-Aircraft weapon will fire
table edge that the aircraft will exit. at full Target Rating.
 Place a string between the entry and exit point,  Those firing other Infantry weapons will fire at
this is the aircraft's flight path. This should be half Target Rating rounded up.
filled with as many targets as possible!  All shooting is carried out on the Ranged
 The owner of the aircraft next declares that the Combat to Hit Table (page 22) counting the
craft is making a “strafing run” or “bombing airplane as being in Cover.
run” as per the Air Attack result. They can only  Misses do no damage and do not cause a
do one or the other at a time. Received Fire check.
 Next trace a straight path 6" to each side of the  If a Hit is scored, rolled 2d6 versus the Rep of
flight path giving you a width of 12". This is the the Pilot and take the Golden BB Test.
swath or field of fire for the aircraft.
 The aircraft must now pick one target or impact
point (if dropping bombs) per weapon on his 2 GOLDEN BB TEST
plane in its flight path and swath to attack. (Taken vs. the Rep of the pilot)
 During bombing runs, aircraft may drop their
bombs on points off table, with the blast circles #D6 RESULT
affecting on table targets, though their flight path PASSED
must cross at least part of the table.
2 No effect and strafing run continues.
1 Aircraft veers off and may not fire anymore
during this battle.
0 Aircraft flies off from the table and crashes
somewhere away in a ball of flame.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
TARGET RECOGNITION TEST 1 ORDINANCE DEVIATION
Once all anti-aircraft fire has been resolved the aircraft, (Reading the result as it appears)
having already picked its target, must take the Target
Recognition Test for each target he has chosen. The # RESULT
aircraft will then attack the appropriate target based on the
results of that test. 1 Bomb or Rocket hits right on target.
2 Bomb or Rocket hits right on target.
3 Rocket goes long 1d6" directly past target.
2 RECOGNITION TEST Bomb goes long 2d6" directly past target.
(Taken vs. the Rep of the Pilot) 4 Rocket goes short 1d6" directly in front of target.
Bomb goes short 2d6" directly in front of target.
#D6 RESULT 5 Rocket goes very long 2d6" directly past target.
PASSED Bomb goes very long 3d6" directly past target.
6 Rocket goes very short 2d6" directly in front of target.
2 The pilot spots the original target and the attack Bomb goes very short 3d6" directly in front of target.
proceeds as planned.
1 The pilot makes a small error and randomly picks
BOMBS & OTHER AIRCRAFT WEAPON SPECS
the nearest adjacent enemy unit in the pilot’s
flight path. The attack continues. TYPE TARGET IMPACT
The pilot has made a critical error and randomly LMG 6 3
picks the nearest adjacent friendly unit in the
HMG 5 3
0 pilot’s flight path. If the friendly unit is
displaying recognition markers (large colored 250lb. Bomb 10" blast circle 3/APR 3
flags, vehicle markings or colored smoke), the 500lb. Bomb 20" blast circle 4/ APR 4
Pilot will abort the attack and disengage without Rockets 10" blast circle 3/APR 3
firing. If there are no friendly units in the flight 20/23mm AC 3 APR 3
path count as passing 1d6. 37mm Cannon 2 APR 5

AIRCRAFT SPECS
See the Table on Aircraft Specs (page 113) that describes
HOW TO CONDUCT AN AIR ATTACK some of the aircraft available for use in NUTS.

Once the Recognition Test has been taken the player can
now make his attack. Here’s how we do it:
 If making a strafing run the player will fire his
weapon at the designated target using the Ranged
Combat to Hit Table. Remember that the pilot
may have designated multiple targets so roll for
each.
 Received Fire Tests are taken normally by all
targets, but they cannot return fire.
 Rockets may be fired; bombs may be dropped at
any point along the aircrafts flight path by
nominating the impact point. Roll 1d6 and
consult the Ordinance Deviation Table (page 49).

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
HASTY MINES
MINES & EXPLOSIVES These are mine that are hastily placed on roadways and
Mines come in two types: Anti-tank (AT) and Anti- bridges, not buried or concealed, in an attempt to slow
personnel (AP). Most mines are laid in an area before a down armor by either forcing them to clear them by hand,
scenario and take up a designated area. The players must or find an alternate route. Here’s how we do it:
decide before hand how many will be used and in which
 Place the Mine Marker (page 41) anywhere
sections they are to be placed. Engineers could have
desired (the number of markers being placed
mines (page 7) or you can just choose to roll 1/2d6.
based on scenario), and roll 1d6+2. The resulting
number is how many Markers are to be placed.

MINE MARKERS Markers do not impede or damage
infantry/soldiers on foot.
To set up mines we use Mine Markers as we did earlier  Whenever any vehicle comes within 6” of a
(page 41). Here’s how we do it: Mine Marker roll 1d6 and read the result as
rolled.
 Use one token or counters to represent a Mine
 Compare the score to the distance to the Mine
Marker.
Marker.
 Players may place mine markers in any section
 If it is equal or less than the distance, the
they occupy, have occupied, or if a PEF is
mine has been triggered.
resolved (page 77).
 If it is more than the distance the mine was
 The first Mine Marker is placed 1d6” to the left
not triggered.
(1 – 3) or right (5 – 6) of the center spot of the
section.  If triggered, assess damage to the bottom armor
using an APR of 4.
 The second and subsequent Mine Markers
substitute the location of the previous Mine  The marker is removed after the attack is
Marker for the center spot. resolved.
 Whenever any figure or vehicle comes within 6”
of a Mine Marker roll 1d6 and read the result as CLEARING HASTY ANTI-TANK MINES
rolled.
Soldiers on foot may clear anti-tank mines. Here’s how
 Compare the score to the distance to the Mine
we do it:
Marker.
 If it is equal or less than the distance, the  Once the mine is found (triggered by an Infantry
mine has been triggered. figure) it could be cleared.
 If it is more than the distance the mine was  The figure must move to the mine and spend one
not triggered. uninterrupted turn of Activation clearing it. If it
 Once a Mine Marker is triggered roll 1d6 to see does anything else, reacts, etc. he must start over
the type if not determined previously. when next Active.
 (1 – 4) = Anti-Tank Mine. Only vehicles can  The following turn of Activation the mine is
set them off . removed from the battlefield.
 (5 – 6) = Antipersonnel Mine. Infantry and  A soldier moving mines counts as Retrieving
vehicles can set them off . Wounded for reaction tests (NUTS).
 Infantry triggering a mine roll on the Ranged
Example – German engineers hurriedly lay down a Mine
Combat Damage Table counting their Rep at one
Marker on the road in front of advancing Russians.
point lower. Others inside the Blast Circle roll
counting their Rep normally. The Russian player sends two soldiers out in front of their
 If the triggering figure is a vehicle assess damage vehicles. Once within 6”the soldier rolls 1d6 to see if he
to the bottom armor using an APR of 4. triggers the mine. He is 4” away and scores a 3 – he has
found the mine. He now Fast Moves to contact with it.
After one full turn of Activation, the mine is removed.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM

BLOWING BRIDGES & BUILDINGS Engineers working in pairs take only 2 turns to
cut down a tree, and succeed automatically.
Want to blow up a bridge or building? Be sure you have  A fallen tree counts as being 8” long from the
an Engineering unit with the explosives to do it (page 7). point at which it is cut.
Here’s how we do it:  It may be dragged 2” per turn with 4 people
 An Engineer can attempt to rig a bridge or dragging it, plus 2” per turn per additional pair of
building with explosives by spending six full people attempting to drag it, to a maximum of 6”
Activations at the building’s or bridge’s center per turn.
laying charges, while doing nothing else.  Tanks may only traverse felled trees by
 The time spent laying charges is reduced by one attempting a Run Over Test (page 29) as if they
turn of Activation per Engineer attempting the are moving at greater than half speed.
task, down to a minimum of two turns to lay  If the test passes, the tank is placed on the other
charges. side and the block is destroyed, but the tank may
not move further this turn.
Example – One Engineer has spent two turns laying  Other vehicles may not attempt to traverse felled
charges on the bridge. A second Engineer joins him on trees.
turn three. At the end of that turn (three) the original
Engineer has spent three turns laying charges. At the end
of turn four both Engineers have spent a combined five CLEARING ROADBLOCKS
full turns laying charges. Felled trees may be dragged out of the way by soldiers in
the same way that they are placed. This includes cutting
 Once the explosives are laid, the Engineers must them in half, which is the same as cutting a tree down.
move to be at least 12” away from the charges to However, once a tree is cut in half only half the
set up the detonator. manpower is required to move each portion.
 A single attempt to activate the detonator may be
made each turn when Active. Engineers roll 3d6 Tanks may attempt to push a felled tree out of the way,
while others roll 2d6. When the score is “7” or rather than rolling over it, by rolling 1d6 vs. the Driver’s
higher, the charges explode and the bridge (or Rep -1. A passing roll moves the tree up to 6”.
culvert, house, etc.) is destroyed. A failure results in the tree being more firmly placed, and
 Anyone/anything within an 8” circle centered on only removable by soldiers on foot dragging it away, or
the explosives takes a Ranged Combat Damage cutting it in half. Engineers/Pioneers may remove a tree in
roll or suffers an APR 4 hit if a vehicle. 2 turns, and tanks may attempt to blow them up with their
 Anyone inside the building or on the bridge will main gun by making a normal attack, requiring a 9+ to
suffer damage normally. hit. The tank must be at least 12” away from the target,
and the usual damage effect will be applied to anyone
within the blast radius of the HE shell. (Tanks incapable
BLOWING THINGS UP of firing HE shells may not attempt this).
An Engineering unit can attempt to rig structures to
demolish them and make road blocks, such as trees and
telephone poles. SATCHEL CHARGES
Satchel charges will play an important part in your games
so we've included stats for them. Consult NUTS for more
CREATING ROADBLOCKS info.
Roadblocks are field expedient attempts to slow down
oncoming enemy using whatever is at hand. There are MISC. ANTI-TANK
several ways to make roadblocks, but the easiest and most WEAPONS RANGE TARGETS IMPACT
often used is to knock down trees and drag logs to block
Molotov Cocktail 6 3" Blast Circle 5/APR 5
roads in constricted areas in an overlapping pattern.
Satchel Charge 1 1" Blast Circle 5/APR 5
 Lone soldiers from any unit may attempt this
spending 4 turns at the edge of any treed area
without moving, then rolling 1d6 vs. their Rep. If
the roll fails, it may be attempted again next turn.
 Two or more soldiers will reduce the time to cut
down a tree to 3 turns, with the dice roll being
compared to the soldier with the highest Rep.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
2 TRIGGER THE TRAP
PETS – IT’S A TRAP! (Taken versus Rep)

When a PEF has been resolved as a Potential Enemy Trap A score of “6” is always a failure.
(page 77) it’s time to see what, if anything is present.
ATTRIBUTE MOD
Here’s how we do it:
Clumsy -1d6
 Consult the Possible Enemy Trap Table.
Lucky Attribute +1d6
 Roll 1d6 and read the result as rolled.
Mines/Traps Expert +1d6
 This tells you if a Land Mine, Booby Trap, or
Quick Reflexes +1d6
Ambush has been encountered.
Slow to React -1d6
 If it’s a Land Mine, one figure at random has
Unlucky -1d6
triggered it.
CIRCUMSTANCE MOD
 If it’s a Booby Trap the lead figures goes to the
Trigger the Trap Table. Moving at 2” or less this turn. +1d6
 If it’s an Ambush then your whole Squad could
be at risk. # D6 RESULT
PASSED

1 POSSIBLE ENEMY TRAP 2 Discovers trap and can spend the next turn
(Read the result as rolled)
stationary, marking the trap. Once marked, this
trap can now be bypassed.
# RESULT If unmarked, trap counts as undiscovered. Next
closest figure in the 5” Trap Area rolls on the
1 Land Mine. Trigger the Trap Table.
2 Land Mine. 1 Trap is undiscovered. Next closest figure in the
3 Land Mine. 5” Trap Area rolls on the Trigger the Trap
4 Booby Trap. Lead Man discovers the trap. Roll Table.
on the Trap Risk Table. 0 Trap is set off. All within the 5” Trap Area are
5 Booby Trap. Lead Man discovers the trap. Roll at risk.
on the Trap Risk Table.
6 Ambush (page 14).
BOOBY TRAPS
More often designed to maim than kill, booby traps were
excellent area denial and psychological warfare weapons.
Troops who find booby traps tend to get jumpy and
nervous, as there may be many, many more around them.
The combatants on the Eastern Front, and particularly
Partisans, made extensive use of jerry-rigged and field
expedient booby traps, such as tripwire grenades (often
hidden under decoy objects), mines and many other types.
When a game takes place in a Partisan controlled area, or
the scenario calls for Defender to have access to booby
traps, the Partisan or Defender player can place 1d6
booby traps on the table. In addition he also receives 1
dummy marker for each booby trap.

BOOBY TRAPS ON THE TABLE


These must be clearly written down as to their location as
they are not placed on the table. If they were, players could
easily move around them. In addition to location, the player
must clearly write down what type of trap it is.

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NUTS! – COMPENDIUM
Example – Frank is playing the Partisan and rolls three LANDMINES
booby traps. Of the three markers he can place on the Mines act just as tripwire grenade traps, however the user
table he decided to place a landmine on a road that leads must specify if they are an Anti-personnel or Anti-tank
to a Village/Collective Farm, hide a tripwire grenade mine. Anti-tank mines have an APR of 4.
under a bottle laying on the street in the village, and put
another tripwire grenade rigged to the door of the Barn.
The three dummy markers he places at other interesting IMPROVISED EXPLOSIVES
points on the table. These improvised mines are often created out of
explosives, artillery shells or mortar rounds and are
primarily intended to destroy vehicles or derail trains.
TYPES OF TRAPS These can have a devastating effect on those triggering
There are four types of booby traps. They are: them.

 Tripwire traps. They come in four basic sizes that approximate their
effect in the game. Roll 2d6 and add the results to
 Landmines.
determine what type it is.
 Improvised Explosives.
 Trip Flares.
2 IMPROVISED EXPLOSIVES
WHAT TYPES ARE USED (Add the results together)

If the players do not agree in advance what type of Booby # RESULT


Traps are available, roll 1d6 for the type of device:
2 Light Mortar.
 (1 – 2) = Trip Wire 3 Light Mortar.
 (3 – 4) = Landmine 4 Light Mortar.
 (5) = Improvised Explosive. 5 Light Mortar.
 (6) = Trip Flare (if daylight replace with Trip Wire). 6 Medium Mortar.
7 Medium Mortar.
TRIPWIRE TRAPS 8 Medium Mortar.
There are two types of tripwire traps; explosive (1 – 4) 9 Medium Mortar.
and reflexive (5 – 6). Explosive traps usually use 10 Artillery.
grenades, attacking all targets within their 5” Blast Circle 11 Heavy Artillery.
when set off. 12 Heavy Artillery.

Reflex traps can use spring-bent saplings with sharp These can be set to explode on contact like an oversized
stakes tied to them, swinging farm implements, and the Landmine or may be Command Detonated by a wire or
like to make a single round of Melee attack at Rep 4 as if radio link. To detonate one on command a figure must
they were bayonets against the individual that sprung the spend an Action to set off the explosive, and must either
trap. be in Line of Sight of the explosive or be in contact with a
Tripwire type traps are one-shot traps. Tripwire traps that figure that does.
are concealed in possible Loot (bottles, suitcases, etc.) Once detonated the explosive has the same effect as an
may attract the attention of figures with the Scrounge artillery shell of the same size.
Attribute. Figures encountering these must make a 1d6
versus Rep roll to see if they investigate. Note that mortar rounds found on the Special Provisions
Table (page 87) can be used for Improvised Explosives
 Pass 1 = Figure ignores the Item. Booby Traps.
 Pass 0 = Figure picks up the Item.
Example: Jacob holds the clacker to a Heavy Artillery
Whenever an Item is found in a Building (page 92) roll shell buried in the roadway on the approach to a village.
2d6. On a score of “11” it has a Tripwire Trap attached to He is 18” away but in Line of Sight of the explosive.
it! When he sees a German SdzKf 222 approach the
explosive he spends an Action point to detonate the shell,
which explodes with a 12” blast circle that delivers an
APR 4 attack to the Top Armor Rating of the vehicle.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
TRIP FLARE
A trip flare is a type of tripwire booby trap that causes no OBSTRUCTIONS
physical harm. They can be placed to form an early
warning system, allowing those who placed them to know This section covers obstructions found on the battlefield.
that someone or something is approaching their position.
Once activated, a flare shoots up into the sky and DEFENSIVE WORKS & POSITIONS
illuminates a 12” circle centered on the traps location for
one full turn. It takes one turn of Activation to set a trip In addition to Bunkers (NUTS) you may add other
flare. Once sprung, the trap marker is removed from the defensive works, such as barbed wire, foxholes, trenches
table. and the like. Mines are also defensive in nature and are
described on page 50.

BOOBY TRAPS – SOLO/SAME SIDE BARBED WIRE


When playing solo/same side games booby traps are
handled a bit differently. Generate the number of booby Barbed Wire is used to slow or deny enemy Infantry from
traps as outlined above. But instead of deciding where moving into or through an area. Here’s how we use it:
they are to be placed the following procedure is used.  When a figure contacts barbed wire and wants to
 Add 1d6 of a different color to the Activation go through it, he takes the Clear the Wire Test.
dice. Whenever “trips” or three of the same
number occur a booby trap has been triggered.
 Roll 1d6 as outlined in the previous section to
2 CLEAR THE WIRE
determine what has been encountered (page 53). (Taken versus Rep)
 Next roll 1d6 and add it to the Rep of each figure # D6 RESULT
on the tabletop. The lowest total is the person PASSED
that triggers the trap with ties being rolled off.
2 Figure crosses the wire with a -2” penalty to
movement.
DISARMING THE BOOBY TRAP 1 Figure cannot cross the wire. Try again when
next active.
Any figure may attempt to disarm a tripwire, explosive, or 0 Figure is hung up in wire. Cannot fire or
mine booby trap. Here’s how we do it: melee until freeing himself from the wire.
 The trap must have been successfully spotted the Try again when next active.
previous turn.
 Place the figure attempting to disarm it on the  A 4”x4” hole may be blown in the barbed wire
trap. with a Satchel Charge, Bangalore or Bazooka
 Roll 2d6 versus the disarming figure, but count round. Grenades are not strong enough.
the Rep at ½ value rounded down.  Someone with wire cutters (1) or an Engineer
 Consult the Disarming The Trap Table. can cut the wire causing a 1” gap, taking 1 full
turn of Activation. Note this would be cause for
an Audio In Sight test if done at Night or Fog
2 DISARMING THE TRAP

conditions (page 17).
Bodies or logs, etc. can be laid over the wire
(Taken vs. 1/2 the Rep rounded down) causing a 1” path through it. It takes 1 turn of
#D6 RESULT Activation to place the items over the wire.
 Wheeled vehicles crossing barbed wire have a
PASSED chance (1) of snagging the wire around the wheel
and popping it – disabling the Vehicle.
2 Success! Trap disarmed and now worthless.
Trap not disarmed but you can try again when
1 active.
If you score a result of pass 1d6 when attempting
a second time treat it is as if passing 0d6.
0 Failure! Trap has been set off.

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NUTS! – COMPENDIUM

FIGHTING POSITIONS These terrain features occur in single or
connected lengths of 6” on the table and are built
Fighting positions can be – foxholes, trenches & ditches. into a scenario.
Often soldiers will arrive at a potential combat area and if  Provide Cover and Concealment normally
they have no cover, will dig foxholes for protection. (NUTS).
These also include drainage ditches along the roads.  Subject to enfilading fire, no Cover, from the end
of a ditch or trench.
 Reduce Infantry movement 2” movement to
BENEFITS OF FIGHTING POSITIONS enter and leave a trench.
Fighting positions provide the following benefits:  A tracked vehicle can cross a 2”-3” trench, but
loses ¼ of its movement.
 Provides Cover for those within them.  A wheeled or half-track vehicle may only cross a
 Cover benefit is lost if those within are fired 1” wide trench and lose ½ of its movement
upon from a Level 2 or higher position (a Hill for crossing a trench and must make a Getting Stuck
example), from their edge/lip of the fighting test. A Half-track gets +1 to Rep on this test.
position, or enfilading fire from ditch ends, etc.
Lying prone in foxhole will be “in Cover” from
aircraft and does not have to react to being
Outgunned by it.
 Fighting Positions provide Cover only if the
center of the blast circle is outside of the URBAN WARFARE
Fighting Position. See Escaping Damage Blast
Circle (NUTS). Heavy fighting often occurred in and around cities and
urban areas as units struggled for control of population
centers, supply centers, transportation nodes and the like.
FOXHOLES These rules let you take your units into the brutal cauldron
Foxholes are small defensive positions dug out of the of Urban Warfare.
earth for a few men, a section or rifle team of 1 – 4
figures.
 Foxholes do not impede infantry or vehicle
movement. They go around them or can drive
STRUCTURES
right over them. We recommend replacing the Building rules in NUTS with
 It takes 1d6+3 Activations (or 15 minutes with these. Structures may also be called building or bunkers.
Break in the Action rules) to dig a 1” round
Buildings may vary greatly in size and materials, from
effective foxhole usually 3 feet deep (real world)
reinforced concrete bunkers to lightweight aboveground
using an entrenching tool.
buildings. The rules for Structures are intentionally
abstracted to allow for a wide variety of types without
PREPARED HULL DOWN POSITION having to model each, or pack more stands into them than
Also called a “defilade,” this is a giant “foxhole” for a will fit.
vehicle. This prepared position raises a “U”-shaped berm
of earth that is large enough to protect a single vehicle to
the front and sides, but is open to the rear and the top. A DEFINING STRUCTURES
vehicle in Hull Down ignores all hits to the Hull and can Just like Infantry, Support Weapons, etc. we also define
only be hit in the Turret, unless it is attacked from the rear Structures. Here’s how we do it:
or by artillery or aircraft.
 What Type is it?
 What is its Size?
DITCHES & TRENCHES  What is its Defensive Value?
Effectively the same thing, a Ditch is a natural protected
position created by the local terrain while a Trench is a
prepared position dug into the ground. These are too
extensive to be dug during a scenario and must already be
on the table.

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NUTS! – COMPENDIUM
TYPE  Consult the Structures Table.
For game purposes, Structures are divided into two types:  Roll 1d6 and read the result as rolled.
bunkers and buildings.  Go down the left-hand column to the appropriate
row.
 BUNKERS – Military constructs built to protect  Go across to see the Type, Size and Defensive
and defend military assets. Value of the Structure.
 BUILDINGS – Non-military structures used to  Type – Bunker or Building
house everything else.  Size – Small, Medium or Large
 DV (Defensive Value)
SIZE  # Squads (or Units) – how many units can
occupy the structure
Structures come in three sizes:
 SMALL – Small Structures have one area and can
hold one Squad, Support Weapon, or Anti-Tank 1 STRUCTURES TABLE
Gun. (Read the result as rolled)
 MEDIUM – Medium Structures have two areas
# TYPE SIZE DV # SQUADS
and can hold two Squads, Support Weapons, or
Anti-Tank Guns in any combination. 1 Bunker Small Armor 2 1
 LARGE– Large Structures have three areas and 2 Building Small Armor 1 1
can hold three Squads, Support Weapons, or 3 Building Small Armor 0 1
Anti-Tank Guns in any combination. 4 Bunker Medium Armor 2 2
5 Building Medium Armor 1 2
6 Building Large Armor 1 3
DEFENSIVE VALUE
For continuity, we use Defensive Values (DV) for
Structures just as we did in NUTS. Here is a list of the COMBAT IN BUILDINGS
Defensive Values for different types of structures featured Combat from and against Structures is handled a bit
in NUTS Compendium. differently. Let’s go over this in detail.
 FRAME STRUCTURE – Defensive Value of 1 and
counts as Cover versus Small Arms and Support SHOOTING FROM STRUCTURES
Weapons.
 SANDBAGGED OR SIMILAR STRUCTURES – Occupants of a structure can fire out using all the
Defensive Value of 2 and counts as Cover versus previously learned shooting rules.
Small Arms and Support Weapons.  Infantry and Support Weapons can fire from any
 WOOD OR ROUGH STRUCTURES – Defensive side of the structure with an opening.
Value of 3 and counts as Cover versus Small  Anti-Tank Guns may only fire from their front
Arms and Support Weapons. facing. Occupants of a structure can fire out
 CONCRETE, BRICK, OR METAL STRUCTURES – using all the previously learned shooting rules.
Armor Value of 4 and counts as Cover versus  In a Small Structure up to one Squad can fire
Small Arms and Support Weapons. Can only be from each side.
destroyed by rolling on the Penetration Table.  In a Medium Structure, up to a two Squads can
 BUNKERS – Defensive Value of 5 and counts as fire from each side of a different area.
Cover versus Small Arms and Support Weapons.  In a Large Structure, up to a three Squads can
Can only be destroyed by rolling on the fire from each side of a different area.
Penetration Table.
 REINFORCED CONCRETE/STEEL STRUCTURES –
Such as the Atlantic Wall or Siegfried Line with SHOOTING AT OCCUPANTS
a Defensive Value of 10. Shooting at occupants inside Structures is done normally
with the target counting as being in Cover.

REVEALING
ATTACKING STRUCTURES
Structures may either be revealed via the PEF Resolution
or be pre-determined by the scenario. When a Structure is There are three ways to attack Structures.
revealed, we must determine its specifics. Here's how we
do it:
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NUTS! – COMPENDIUM
 You can suppress the occupants, taking away
their ability to fire
ENTERING AND EXITING
 You can reduce the Structure, physically destroy The following rules for entering and exiting structures
it. apply:
 You can capture the Structure by entering it and  It takes Infantry or Support Weapons 2” of
defeat the Defenders. movement to enter or exit a Structure.
Let's go over each in more detail.  It takes Anti-Tank Guns one full turn of
movement to exit or enter a Structure. It takes
one additional turn to set up.
SUPPRESSING STRUCTURES  A Structure can be entered or exited from any
When you fire at the occupants of a Structure you are side with an opening.
trying to suppress it – cause the occupants to Duck Back,
Hunker Down or Leave the Battlefield. The Defensive
Value of the Structure does not come into play except for BUILDING DAMAGE
counting as Cover.
Note that most buildings in an Urban Combat zone will be
damaged. Roll 1d6 on the Building Damage Table to
REDUCING STRUCTURES determine the extent of the damage.
In order to permanently reduce or destroy a Structure we
use the following procedure:
1 BUILDING DAMAGE
 Firing at the Structure is done normally and must (Reading the result as rolled)
be with an Armor Piercing Weapon.
 Fire at the Structure is resolved using the
Penetration Table (page 32). # RESULT
1 No significant damage
2 Light damage – minor holes in walls, roof, etc.
CAPTURING STRUCTURES
count as 1 DV less, but not lower than DV 1.
In order to capture a Structure your Unit must attack the 3 Light damage – minor holes in walls, roof, etc.
Structure and defeat the Defenders – either killing them or count as 1 DV less, but not lower than DV 1.
forcing them to retreat out of the Structure. Here’s how
4 Moderate damage – large holes in exterior walls,
we do it:
roof may have sections missing, etc. count as 2 DV
 Your unit must attack the Defenders in a less but not lower than DV 1. On a roll of "6"
Structure (Shooting and/or Melee). structure is on fire and cannot be occupied.
 All Defenders must be forced out of the 5 Moderate damage – large holes in exterior walls,
Structure or killed roof may have sections missing, etc. count as 2 DV
 The Attacker must then enter the Structure to less but not lower than DV 1. On a roll of "6"
capture it (see Entering and Exiting). structure is on fire and cannot be occupied.
 Combat may occur inside a Structure if the 6 Heavy damage – the structure is little more than a
Structure is large enough to accommodate the shell. Counts as DV 1. On a roll of "6" structure is
number of Units in the fight. on fire and cannot be occupied.
o Example – a Medium Structure can
hold two Squads. If only one Defender
Squad remains in the Structure, an
Attacker could enter the Structure.
 All figures (both Attackers and Defenders) in a
Structure count as In Cover for both Shooting
and Melee
 Also, see rules on Fortified Structures for
another type of Structure Combat (page 60).

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NUTS! – COMPENDIUM
 Those at the edge of these terrain features count
RUBBLE AND RUINS as in Cover and can see out and be seen from
outside the area. Those 3” or farther inside from
When creating an urban terrain area it’s likely that if it is the edge cannot be seen from anyone over 12”
heavily contested that some portion of it will be rubble away (6” at night), and can still see out and be
and ruin. For Stalingrad and other Urban Combat Zones seen from outside the area.
roll 2d6 on the Urban Combat Terrain Table.

RUINS
2 URBAN COMBAT TERRAIN Ruins are bombed out or partially burnt buildings.
(2d6 added together)
 Infantry moving though ruins do so at a -1”
# TYPE OF TERRAIN penalty to all movement.
 Stationary figures inside Ruins provide Cover
2 Rubble (s)
and Concealment normally (NUTS).
3 Clear (3)  Unless specified as being at a window or door,
4 Hill (3) figures inside Ruins cannot be seen by those
5 Clear (s) outside.
6 Rubble (2)
7 Clear (1)
8 Rubble (1) (s)
9 Woods
10 Rubble (s) SEWERS
11 Hill (3)
In heavy urban areas the city sewer system could be used
12 Hill
(1) There is a chance of one (1 – 5) or two (6) buildings.
as a way to move troops and supplies past enemy lines to
reinforce strongpoints, launch scouting or sniper patrol
(2) There is a chance of two (1 – 3) or three (4 – 6) buildings. missions, or as a way to spring surprise attacks on the
(3) There is a chance of one (1 – 3), two (4 – 5), or three (6) enemy. The battle below became a deadly duel in the
buildings. dark as troops carried the fight into a city’s sewers,
basements and subways.
(s) The area also has access to the city sewer system, either via
manhole covers (1 – 4) or collapsed sewer tunnels (5 – 6). See
the section about Sewers (page 58).
SEWER VISIBILITY
After you have determined the number of buildings check
the section called Structures (page 55) to see what they Visibility in the sewers is restricted to 6” unless
actually are – Bunkers or Buildings. flashlights (1) or lanterns (1) are used, in which case
visibility is extended to 12”. Any figure firing at the
flashlight user, or anyone illuminated by the flashlight, is
RUBBLE considered to be +1 to Rep for firing purposes. Line of
Sight is defined by the actual set-up on the table.
These are the debris from completely demolished
buildings. In addition to any structures in a rubble area,
the rubble itself impedes movement and provides SEWER COMBAT CONDITIONS
concealment and cover. What was once clear terrain is Units in Sewers will be exposed to a variety of conditions.
now a covered in piles of debris that makes movement To reflect this we use the following rules:
through them difficult.
 All units in Sewers count as Concealed.
 Movement reduced to half speed through these  No units count as Cover whether moving or
areas. Vehicles moving through rubble are stationary.
subject to Getting Stuck Checks (page 29).  Duck Backs can only go prone as there is no
 Visibility between figures inside these terrain Cover.
features is limited to 12” in the daytime and 6” at  Hunker Downs convert to Leave the Battlefield.
night.
 Units inside this terrain feature counts as in
cover.

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ABSTRACT SEWER MOVEMENT movement, when Active, the patrolling unit can
declare he is making an intercept attempt using
The following rules provide an abstract impression of the Sewer Patrol Table (page 59).
sewer movement.
 In an urban setting each terrain section may (1 –
2) have sewer system access either via a manhole 2 SEWER PATROL
cover (1 – 4) or collapsed sewer section (5 – 6). (Taken vs. Leader's Rep)
Place a marker to represent this. The marker may
be “discovered” when entering the terrain tile as #D6
if a trap. PASSED RESULT
 Also, some buildings (1 – 3) will have sewer
access via their basements. 2 Intercept! The sides encounter each other in close
quarters combat.
A player may dedicate one squad to try and move through 1 Closing In. The unit gets sign of the enemy and
the sewers and emerge someplace else on the map, or starts to close in on them. On the next roll a Pass
place a unit on sewer patrol. They cannot take Support 2d6 or Pass 1d6 results in an interception.
Weapons with them. Here’s how we do it: 0 What enemy? The unit has no idea where the foe
 The player must declare sewer movement for a may be this turn.
unit that Activates next to a sewer entrance.
 The player writes down the intended exit point, SETTING UP THE FIGHT
which can include any building on the table or Once the enemy has been intercepted the firefight will
known sewer marker. take place in a portion of the sewer. Place the figures
 The unit is held off the table while it is in sewer facing each other in a column no wider than that of the
movement. Units move on their Activation by tunnel (2" or 4") and at a distance of 3+1/2d6". Roll 1d6
making a 2d6 Sewer Movement test against the on the Sewer Fight Table to determine the particulars.
Rep of the unit’s leader.
 A unit must make one successful roll per terrain
section that has to be moved through to reach its
objective.
1 SEWER FIGHT
(Reading the result as it appears)

2 SEWER MOVEMENT # RESULT


(Taken vs. Leader's Rep) 1 Interceptor surprises enemy head on in a 2" tunnel.
Interceptor allowed to immediately fire.
#D6 RESULT Interceptor stumbles into enemy head on in a 2"
PASSED 2 tunnel. Interceptor counts as moving for the In Sight
Test.
The squad continues to the next table section or 3 Interceptor catches enemy head on in a 2" tunnel.
2 emerges from the sewer entrance of the player’s Both sides roll 1d6 and add it to Rep of Leader.
choice in the current section. High score counts as stationary with ties counting
1 The squad is temporarily lost in the sewer the interceptor as stationary. Take an In Sight.
tunnels for this turn. 4 Interceptor catches enemy head on in a 4" tunnel.
0 The squad got turned around in the tunnels and Both sides roll 1d6 and add it to Rep of Leader.
emerges at a random sewer entrance. Roll to High score counts as stationary with ties counting
determine which table section. the interceptor as stationary. Take an In Sight.
Enemy stumbles into interceptor head on in a 2"
5 tunnel. Enemy counts as moving for the In Sight
SEWER PATROL Test.
6 Enemy surprises interceptor head on in a 2" tunnel.
If desired a player may designate one or more units to be Enemy allowed to immediately fire.
on Sewer Patrol. Here’s how we do it:
 The player must write down what table section
the patrol is in.
 If a unit is on a sewer patrol order and an enemy
unit is attempting to use the sewers for
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NUTS! – COMPENDIUM

FORTIFIED TERRAIN
STRUCTURES In this section are rules for the basic theatres of the war,
allowing you to set up your games in Desert, Snow,
The Russians perfected the art of turning buildings into Jungle and Mountainous environments.
urban strong points. These fortified buildings would be You can decide to use these rules as part of your scenario,
modified to make them more defendable, provide or if you’re also using the Inclement Weather (page 69)
increased internal mobility and reduce the effects of rules during Mission set-up, you may also end up being
artillery on the defenders inside. They will be available asked to apply some of these rules to your game. Each
as part of a scenario, and may not be created during a type of terrain (or environment) will have its own types of
game. A typical defended structure, such as the famous weather.
“Pavlov’s House” in Stalingrad would have had the rooms
connected through “mouse holes” or tunnels through the
walls to allow passage through the building without using
the hallways. Ladder holes were bored to allow easier
access between floors. Furniture and items that could
DAY PART
cause shrapnel were removed or piled in stairwells to These rules expand on the basic “Day Part” rules found in
prevent access. Lower story windows would be bricked NUTS.
over, and the floors covered in up to 1' of soil to absorb
shrapnel, prevent fires and protect the floors from  Twilight – Sunset: the short time when the world
concussive damage. Strong points and fighting positions transitions from light to darkness. Visibility is
would be created inside the building, as well and decreased from 24” to 12” in clear terrain but
observation posts and AT gun positions. They would also counts as if night in woods. Sunset lasts 6+1d6
have concealed access and sally ports. In short, they were activation turns. Once the turns of activation
urban castles. have passed, it turns into Evening – visibility
reduced to 12”.
To simulate this, the defender may wish to sketch a map  Twilight – Sunrise: same as Sunset, but
of the fortified structure if it is the centerpiece of a reversed. Visibility is increased from 12” to 24”
scenario. In general: in clear terrain, but counts as if night in woods.
 Fortified structures may not be entered via the Sunrise lasts 6+1d6 activation turns. Once the
ground floor except through a breech in the turns of activation have passed, it turns into
walls, which may be made by an explosive Early – visibility increased to entire table.
charge or artillery/tank strike.  LOS in the woods Evening and Late is 6”.
 The impact of artillery on occupants is reduced
by 1. When rolling on the Ranged Combat
Damage Table count the occupants at a +1 to
Rep.
CAMPAIGN MAP
 The building cannot be set on fire. The Campaign Map can indicate what type of Terrain
 Figures may move between rooms without defines a Map Area. Use the standard Terrain generation
having to use hallways. rules in NUTS to generate the basic terrain sections of the
 The defender may designate several spots in each game table. Then use the Campaign Map specific terrain
floor for ladder holes. table in each section to see what type is placed in each
 The defender may place one or more AT guns in section of the game table.
the building. These Campaign Map terrain areas include:
 The defender may a number of internal strong
points that provide the Cover bonus, equal to the  Normal.
Rep of the defending Leader.  Heavily Wooded.
 Marshes.
 Steppes.
 Desert.
 Mountain.
 Jungle/PTO.
See the updated Campaign Map on page 117.

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NUTS! – COMPENDIUM
HOW MANY PIECES OF TERRAIN? PLOWED FIELDS
After you have determined the overall type of terrain on Plowed fields have furrows that are about 6” deep (real
the battlefield, it’s time to see what the table will look world).
like. Here’s how we do it:
 They do not impede movement unless they are
 Start from section number one and work your muddy, then they reduce all Infantry movement
way to section number nine. by 1”.
 Roll 1d6, read the result as rolled and consult the  No penalty for light Vehicles. Medium AFVs
Terrain Generator Table. and heavier make a Getting Stuck test.
 Go down the left-hand column to the appropriate
row and across to the appropriate column for the
overall type of terrain. LOW CROPS & GRASSES
 This tells you the type of terrain that occupies at Low crops and grasses are plants that may grow up to 18”
least 75% of that section. tall (real world.)

TERRAIN GENERATION Does not block LOS across the field for vehicles
or upright troops, but only allow LOS of 6” to
those prone within.
There is a wide range of terrain types you can add to your
 Upright figures searching for prone figures
games into build into your scenarios. These aren’t
within may only see them at a range of 6” or
generally specific to one Theatre and include various
less.
types of crop fields, plowed fields and the like.
 All Infantry movement is reduced by 1” if
You can use the appropriate column on the Terrain cutting across the rows.
Generator Table – Updated to add more terrain variety to  No penalty for vehicles.
your games.

MEDIUM HIGH CROPS


1 TERRAIN GENERATOR Medium High Crops can include hay and wheat that can
(Read the result as rolled) grow up to 4 feet high (real world).
# CLEAR WATER WOODS HILL  Vehicles suffer no movement penalty but do get
† † the Concealed modified when being fired on.
1 Crops Water Brush Hill
 Infantry and Infantry Guns/AT Gun/Crewed
2 Clear † Water Brush Hill† weapons movement reduced by ¼ of their speed
3 Clear (M) Water Woods Hill through these areas.
Water Impassable  Visibility between infantry figures inside this
(M)
4 Crops Woods (W) terrain features is limited to 12” in the daytime
5 Clear Marsh Woods (Boc) Gully and 6” at night. They also count as concealed.
6 Brush Bog Woods (Boc) Ravine  Infantry and infantry guns/ATG/crewed weapons
at the edge of these terrain features count as
(Boc) = Bocage (thick forest or hedges) if in Normandy or concealed and can see out and be seen from
other Hedgerow country outside the area.
 Those figures 1” or farther inside from the edge
(W) = Roll also for Water feature
cannot be seen by infantry, or 3” in cannot be
(M) = Area surrounded by 1d3” of Mud seen by vehicles.
 Explosions will set a patch of the wheat field on
Crops = roll 1d6: 1-2= Ploughed Field, 3-4= Low Crops,
fire on a 1d6 roll of a 5 – 6. Flamethrowers will
5= Medium Crops, 6= High Crops
always cause a fire if used in a wheat field. Areas
† = Heavily Wooded area, re-roll this result on the Woods on fire must be abandoned when next active.
column or if on the Hill column, this is a Wooded Hill

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HIGH CROPS 
Bocage is between 2” and 4” thick on-table.
Figures prone behind bocage are immune from
High Crops like Corn and Sunflowers can grow up to 10 small arms fire originating from beyond the
feet high (real world). other side of the bocage.
 Block all Line of Sight  Figures prone behind bocage are not affected by
blast circle attacks if the center point of the blast
 Reduces visibility within the High Crops to 6”
circle is on the other side of the bocage they are
during the day and 3” at night.
behind.
 Movement is reduced to one-half.
 Figures firing on each other from opposite sides
 Vehicles driving more than ½ speed in High
of the same bocage count as being in cover.
Crops must make a Lose Control test each turn
 Count as concealment for figures within, but not
they move in the High Crops terrain.
cover.
 Infantry and infantry guns/ATG/crewed weapons
 Bocage can only be fully seen through if the
at the edge of these terrain features count as
figure is within the bocage itself. He may also be
concealed and can see out and be seen from
seen from outside of the bocage, but counts as in
outside the area.
concealment.
 Those figures 1” or farther inside from the edge
 Figures within bocage count as higher than
cannot be seen by infantry, or 3” in cannot be
figures outside of bocage.
seen by vehicles.
 Figures in buildings on the second floor or
higher can see over bocage (unless there are trees
CAUSING FIRES IN CROPS planted along the bocage line), but cannot see an
area on the other side within 4” of the bocage
Explosions in Medium and High Crops may set a patch of itself.
the field 1d6+3” across on fire on a 1d6 roll of a 5-6.  Figures wishing to pass through bocage must roll
Flamethrowers will always cause a fire if used in a wheat 1d6 vs. their REP when contact is made with the
field. terrain piece (or when they wish to cross it). If
the roll passes, then the figure has crawled
 Areas on fire must be abandoned and cause an
through/climbed over, costing half of the figure’s
area that is treated like a Smoke Round (page 46)
base movement allowance. If the roll does not
on the table.
pass then the figure is halted and may not move
 Any figure or vehicle that cannot leave the fire
over/through until next turn. At that point
area will become Obviously Dead or destroyed
success is automatic but his movement is
reduced by half.

BUSHES Bocage may NOT be fast-moved through due to
its density.
Bushes are areas of low lying bracken and brush that can  Bocage counts as DV 7 for vehicle Run Over
grow to a few feet high and provide Concealment, but do Tests (page 29).
not hinder movement nor provide cover. Bushes do not  Gates in bocage allow for normal uninterrupted
block LOS. movement.

BOCAGE GULLY
Bocage is an ancient form of hedgerow found throughout Gullies represent gouges in the ground created by the
the Normandy area and in a few other European countries. effect of water, but may also represent man-made ditches.
Originally created as both windbreaks and lines of In the game they are three inches wide and 12” long on
delineation between the lands of different farmers, over the table
the years the vegetation has entwined to a point that
bocage is super dense and difficult to penetrate,  A roll of 1 or 2 on 1d6 the gully is full of water
sometimes a dozen feet in width. A large packed dirt base, and is Muddy.
often between three and five feet high, from the tailings of  Gullies provide Cover and Concealment.
drainage ditches at the edges of fields or lanes is also a  Gullies force vehicles to take a Run Over check
feature, providing excellent cover from direct attack from (page 29).
the opposite side of the hedge. Once all the terrain is set on the table, look at those
Fighting positions may also be cut into the bocage base, sections containing gullies. Connect gullies together from
with trenches allowing for easy passage between sides. each section to form a continuous gully. Connect those

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NUTS! – COMPENDIUM
sections closest to each other first. Next, extend gullies
off table to the nearest table edge on one end. Extend the 1 MARSHES TERRAIN GENERATOR
other end to the nearest table edge, but not the edge (Read the result as rolled)
already used. If there are multiple edges that fit the
criteria, choose which one randomly. # CLEAR URBAN WOODED MOUNTAIN
(W) (W) (W)
1 Clear Clear Clear Hill
2 Crops (M)) Clear Clear Clear (W)
3 Clear Clear (B) Brush (W) Clear
NEW TERRAIN TYPES 4 Clear (B) Clear (B/W) Brush Woods (W)
5 Crops Woods Woods Woods
In addition to the additional terrain for your table top,
there are new Terrain Types you can use to represent any 6 Woods Woods Woods (W) Woods
theater of the War. These new Terrain Types include: (M) = Area surrounded by 1d3” of Mud

 Heavily Wooded. (W) = Water feature roll 1d6: 1- 2 = Water section, 3 =


Water section with Mud, 4 – 5 = Marsh, 6 = Bog.
 Marshes.
 Steppes. Crops = Roll 1d6: 1 – 2 = Ploughed Field, 3 – 4 = Low
 Desert. Crops, 5 = Medium Crops, 6 = High Crops
 Mountain.
 Jungle/PTO.
 Winter. FLOODED AREAS AND MARSHES
 Slows all non-vehicle movement by half.
 Are impassible to vehicles.

HEAVILY WOODED Count as concealment to any figures that squat or
go prone within them. However, these figures
must each roll 1d6 each turn with any result of
This is an area of dense forests and woodlands, such as ‘6’ counting the testing figure as Knocked Down
the vast woodlands of Finland or the dense timber of the due to possible drowning.
Hurtgen Forest.
 Does not limit LOS, but reduces In-Sight Tests
 This type of Map area is noted by a (†) symbol, by –1d6 for figures within.
which indicates the player should roll on the
Additional Terrain Table and apply the results.
 This usually adds Woods to a terrain feature, or MUD & BOGS
replaces a terrain feature with Woods. Mud can be caused by Rain or as part of a scenario or as
the result of terrain, like areas of Bogs or muddy areas
near a river. Most commonly Mud will be associated with
the Pacific Theater where Mud was the bane of vehicles
MARSHES and men alike. In any game where mud is prevalent:

In some scenarios or areas you may have marshes or  All infantry figures lose 2” from their normal
flooded areas on the map. For example, fighting in the movement.
Baltics and parts of Eastern Europe were hampered by  All vehicles must make a Getting Stuck Test
large Bogs and Marshes which were known to swallow (page 29) whenever they activate and wish to
whole tanks. And the Germans flooded many areas in move. This includes when on an unpaved road or
Normandy as a defensive measure, resulting in numerous trail.
grassy marshes, which proved to be a danger to heavily
laden paratroopers.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
edge already used. If there are multiple edges that fit the
STEPPES criteria, choose one randomly.

The open, rolling vastness of the Russian Steppes may be


suddenly cut by folds in the earth and steep gullies called ENTERING RACHELS
"Rachels" (aka "Balkas" in Russian). A Rachel is a Infantry entering from the edge of the Rachel will lose
sudden fold in the terrain, a steep gully that can block half their movement. Any vehicle entering a Rachel from
your path or offer concealment. its edge and not its opening will cause the Driver to take a
Lose Control Test.

1 STEPPES TERRAIN GENERATOR

# CLEAR
(Read the result as rolled)

URBAN WOODED MOUNTAIN


DESERT TERRAIN
If your scenario is set in a desert climate such as North
1 Clear (W) Clear (W) Clear (W) Hill Africa and the Middle East, there is a possibility of sand
2 Rachel Clear Clear Clear and special terrain that can affect the game.
3 Clear Clear (B) Woods Rachel
4 Clear (B) Clear (B) Woods Woods
5 Hill Rachel Woods Woods 1 DESERT TERRAIN GENERATOR
6 Woods Woods Wooded Hill Rachel (Read the result as rolled)

(W) = Water feature, (B) = Buildings present # CLEAR URBAN WOODED MOUNTAIN
1 Wadi Wadi Wadi Hill
RACHEL PLACEMENT 2 Sand Sand Sand Clear
When rolling for terrain (NUTS ) any result of clear 3 Clear Clear (B) Oed Wadi
requires a re-roll. On a score of 7 or higher count the clear 4 Reg Clear (B) Boulders Boulders
section as a Rachel. 5 Hill Reg Oasis (B) Hill
A Rachel will be 2d6” wide and 3d6” long, and are 6 Oasis Oasis (B) Scrub Wadi
typically open at one end. Roll 2d6 to determine the
direction that the Rachel runs and its open end. (B) = Buildings present.

2 RACHELS DESERT WEATHER


(2d6 added together) The Desert will typically experience the following
Weather types:
# DIRECTION OPEN END
 Hot Weather.
2 North-South North
 Sandstorms.
3 North-South South
 Heavy Rain.
4 Northwest-Southeast Northwest
5 Northeast-Southwest Southwest
6 Northeast-Southwest No opening SAND DUNES AND SAND
7 North-South No opening
8 East West East
9 East West West SAND MOVEMENT
10 Northwest-Southeast Northwest In Sandy conditions, Infantry/soldiers on foot reduce
11 Northwest-Southeast No opening movement to a maximum of 6” per action, 12” maximum
12 Northwest-Southeast Southwest for Fast Moving.

Once all the terrain is set on the table, look at those DEEP SAND
sections containing Rachels. Connect Rachels in adjacent
sections to form a continuous Rachel. If at a table edge, Infantry/soldiers on foot reduce movement to a maximum
extend the other end to the nearest table edge, but not the of 4”, regardless of whether Fast Moving or moving
normally. For vehicles deep sand causes an Run Over
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NUTS! – COMPENDIUM
Test (page 29) as if the deep sand was DV 0. Any results vehicles and act as rough terrain for infantry, providing
that indicate the vehicle did not make it through results in both Cover and Concealment normally (NUTS).
the vehicle bogging down and not being able to move the
rest of the game.
OASIS
WADI (ARROYO) An Oasis is a haven of life in the desert, a terrain feature
with a 1d6+3” Water Feature in the center surrounded by
A Wadi is a dry stream bed or river bed that forms a Light Woods (trees, palm trees and brush).
ravine, though it will flood if there is Heavy Rain. A
Wadi is generated and placed like a Water Feature (NUTS
terrain) and can span multiple areas of the game board.
There are two types of Wadis – Impassable and Passable.
Roll 1d6 per area of the Wadi to see what it is. Roll for
the type of Wadi when you reach the edge for the first
JUNGLE/PTO TERRAIN
time and not before. If your scenario is set in a Jungle environment, such as the
battlefields of the Pacific and East Asia, your units may
 1 – 4 = Passable: Infantry entering from the edge
have to deal with dense, humid tropical jungles, swamps,
of the Wadi will lose half their movement. Any
mud and heavy rain. Some Missions may specify what the
vehicle entering a Wadi from its edge and not its
terrain will look like, but in general just be sure to
opening will cause the Driver to take a Lose
populate the board with appropriate scenery.
Control Test.
 5 – 6 = Impassable, no vehicle may enter the
Wadi from the side without crashing. Infantry
may spend two actions to climb into the Wadi 1 JUNGLE TERRAIN GENERATOR
from the edge, and two actions to climb out via (Read the result as rolled)
an edge Add this result to previously generated terrain)

# CLEAR URBAN WOODED MOUNTAIN


REG (DESERT PAVEMENT) 1 Clear (W) Clear (W) Palm Trees (W) Impassable
This is a unique desert feature formed of a natural 2 Elephant Rice Paddy Swamp Gully
amalgam or surface of packed stone. Grass
 Desert Pavement enables “On Road” speeds for Rice Paddy
(B)
all units. 3 Scrub Jungle Rough Terrain
 Reg also makes it very difficult for infantry to 4 Clear (B) Clear (B) Rain Forest Rain Forest
dig in. It takes twice the time to dig foxholes and 5 Hill Hill (B) Rain Forest Hill
defensive positions. 6 Bamboo Jungle Jungle Hill Impassable

W= Water will be lake or similar (1 – 4) or swamp (5 –


OED (DRY LAKEBED) 6).
Dry lakebeds can be a blessing or a bane that can
sometimes conceal mud pits lying under a crust of dried
mud to trap vehicles and heavy equipment. When vehicles BAMBOO
enter an Oed, roll 1d6 to see how firm the Oed is. Patches of bamboo were sometimes so dense that to chop
a trail involved cutting away the lower part of the growth
 1 – 3 = Treat as Clear
to make a tunnel under the matted plant tops.
 4 – 5 = Firm, provides On Road movement
speeds to vehicles  Movement is reduced to one quarter.
 6 = Mud trap. Make a Getting Stuck test.  Vehicles are prohibited.
 Visibility is 6” during the day and 3” at night.

BOULDER FIELDS
Boulder Fields are areas strewn with boulders of all ELEPHANT GRASS
shapes and sizes. Boulder fields are impassable to Kunai or “elephant” grass grows 4 to 10 feet high and
with sharp edges that can cut unprotected skin.
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 Elephant grass reduces visibility to 6” during the  Vehicles may only move ¼ speed and must roll a
day and 3” at night. Run Over Test (page 29) on each activation they
 Movement is reduced to one-half. try to move.
 Rain forests provide Cover and Concealment
normally (NUTS).
JUNGLE  Woods represent a variety of tree types of
varying sizes, usually with scant underbrush.
Trees are smaller and more scattered than in rain forests,
with a great deal of underbrush, often full of briars and
tangled with vines.
RICE PADDIES
 Movement is reduced to one-half.
Rice paddies are usually rectilinear in shape, with raised
 Vehicles must roll a Run Over Test (page 29) for dikes made of packed earth.
each activation they try to move.
 LOS is 12”during the day and 6” at night.  During the dry season, dry rice paddies are
 Jungle provides both Cover and Concealment considered open terrain, and the dikes offer
normally (NUTS). Cover.
 In the wet seasons they turn into quagmires,
which reduces movement to one-quarter, though
JUNGLE TRAIL the dikes still provide Cover and there is no
Trails represent anything from a narrow path to a road. movement reduction for moving along their tops.
 Vehicles cannot traverse flooded rice paddies.
 The trail is wide enough for two figures (1 – 3)
 Rice paddies do not appear in Assault Landings
or one vehicle (4 – 6) –four figures wide.
(roll again).
 Trails provide no Cover and do not block LOS.
 Movement along trails is as if moving through


Open terrain.
There will be one (1 – 4) or two (5 – 6) trails in
ROUGH TERRAIN
the Jungle. The ground is composed of numerous bumps and
 One trail will run from section 1 (1 – 2), 2 (3 – 4) depressions, boulders, fallen trees, and rubble. This might
or 3 (5 – 6) and exit through section 7 (1 – 2), 8 be an area that was heavily shelled, excavated, or created
(3 – 4) or 9 (5 – 6). by natural forces.
 A second trail would follow the same procedure  Movement is reduced by half.
running from section 1 (1 – 2), 4 (3 – 4) or 7 (5 –  Rough terrain provides both Concealment and
6) and exiting through section 3 (1 – 2), 6 (3 – 4) Cover normally (NUTS), but does not otherwise
or 9 (5 – 6). block LOS.
 Wheeled vehicles must take a Run Over Test
(page 29) each activation when moving in rough
PALMS/TREES AND SCRUB terrain.
This is an area is covered with mixed palms/trees and
scrub.
 Represent palms/trees and scrub terrain by
SWAMP
placing an equal number of palm/tree and scrub This terrain type represents the typical Mangrove swamps
terrain pieces. of the Pacific.
 Vehicle movement is reduced by half.  The type of terrain is represented on the table by
 Palms and trees count as Cover and Concealment a mix of water/pond pieces and tree pieces.
normally (NUTS).  Swamps are considered to be Mud/Bog terrain
 Palm/tree and scrub does not block LOS. and provide Concealment, but not Cover.
 Movement is reduced to one-half.
 Vehicles may only move ¼ speed and must take
RAIN FOREST/ WOODS a Getting Stuck test (page 29) at the beginning of
Tropical rain forests are characteristic of the highlands of each turn they try to move in swamp.
Burma. Giant trees, scant underbrush, and thick ground
cover of rotting vegetation are the stuff of rain forests.
 Infantry Movement is reduced by one-half.
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NUTS! – COMPENDIUM
 Infantry moving up or down level 3 hills may not
MOUNTAIN TERRAIN 
Fast Move.
Figures within 1" of the crest of the hill are
Mountain warfare can be harsh and unforgiving, considered to be in cover to those on the
combining dangerous terrain with extremes of weather. opposite side
This could range from the steep and deadly jungled slopes  Vehicles within 1" of the crest of the hill are
of the Kokoda Trail, to the icy mountains of Norway or considered to be hull down which means that any
the bone dry slopes of the Atlas Mountains in North hits to the hull are considered to be misses, but
Africa. cause a Vehicle Crisis Test (page 30).
When deciding to set up your Mountain battle, first
determine the primary Theater Terrain – “Normal,”
Desert, Jungle or Winter. Then roll on the Mountain
Terrain table when indicated, or if your scenario is RAVINE
specifically set in the Mountains roll only on the A Ravine is a narrow deep cut in the earth with steep
Mountain Terrain table. sides, often impassable. It may or may not have a stream,
mud or water in the bottom. A Ravine is generated and
placed like a Water Feature (NUTS) and can span multiple
1 MOUNTAIN TERRAIN GENERATOR areas of the game board.
(Read the result as rolled and add this result to previously There are two types of Ravines– Impassable and Passable.
generated terrain) Roll 1d6 per area of the Ravine to see what it is.
# NORMAL DESERT JUNGLE WINTER  1 – 4 = Passable: Infantry entering from the edge
of the Ravine will lose half their movement.
1 Hill Hill Hill Hill
Any vehicle entering a Ravine from its edge and
2 Hill Impassable Hill (w) Hill not its opening will cause the Driver to take a
3 Hill (w) Hill (w) Hill (w) Hill (w) Lose Control Test.
4 Impassable Impassable Impassable Impassable  5 – 6 = Impassable, no vehicle may enter the
Mountain Ravine from the side without crashing. Infantry
5 Mountain (w) (w) Mountain (w) Mountain (w) may spend two actions to climb into the Ravine
6 Mountain Mountain Mountain Mountain from the edge, and two actions to climb out via
an edge.
(W)= Ravine feature.
IMPASSABLE
ELEVATIONS This is terrain such that it is impossible to move across.
Deep depressions, river gorges, ravines and sink holes
Hills cannot be higher than three levels. Mountains cannot represent this type of terrain. Represent these on the table
be smaller than four levels. A level should be as you desire as long as you know that the terrain is
approximately the height of a figure (1" for 28mm). impassable. Impassable terrain above ground level blocks
LOS while those below ground level do not.

HILL
Hills are elevations that slope down in two or more PASSABLE MOUNTAIN SIDES
directions and block line of sight between figures on Impassable Mountain Sides or sheer cliffs cannot be
opposite sides of its crest or ridgeline. Here are some moved through per NUTS. However, some Mountain
specifics about hills. Sides may just be rugged or steep, but be passable for
 Hills range from one to three levels. A hill level regular troops.
is assumed to be just over man height.  Infantry movement is reduced to ¼ speed if it is
 Roads and rivers will wind between hills and not off-road. Mountain troops and US Rangers are
over them. at 6”.
 Hills may have Woods or Scrub or Trees and  Beasts of Burdon off-road are at ½ Speed.
Scrub on them, or be bare.  Vehicle and Infantry are at ½ movement on
 Vehicles moving up and down level 3 hills will Passable Mountain Sides roads.
do so at a maximum of half of its cross-country
speed.
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When on Mountain Sides but not on a road, on all
activation roll of Double Six, choose 1 victim figure that 1 WINTER TERRAIN GENERATOR
loses footing and stumbles. Roll 2d6 against his Fit or (Read the result as rolled)
Rep: Add this result to previously generated terrain.
 Pass 2d6 = Carry On.
# CLEAR URBAN WOODED MOUNTAIN
 Pass 1d6 = Fall prone.
 Pass 0d6 = Slide 1d6” down the mountain 1 No Snow No Snow No Snow No Snow
ending prone. 2 No Snow No Snow No Snow Snow
3 Snow No Snow Snow Snow
4 Snow Snow Snow Snow
5 Snow Snow Snow Deep Snow
HEIGHT LEVELS 6 Deep Snow Deep Snow Deep Snow Deep Snow
Hills will have a height designation in Levels. A level is
the equivalent of one story in a multi-level building. –
about 10’ real world).Thus if a hill is 3 levels, its crest or
SNOW – IMPEDED MOVEMENT
plateau would be the height of the flat roof of a building Moving over snow will impede movement. Here’s how
with three floors. we do it:
 One of the benefits of height is usually Cover as  All vehicles and Infantry figures reduce
part of the body will not be in view from below. movement by 1/4 of their movement distance,
Also vehicles usually have lighter armor on top regardless of whether Fast Moving or moving
which helps in plunging shots. normally.
 When going upstairs in buildings, NUTS says
Example – Infantry makes a Normal Move of 8” in Snow
“moving between floors takes one turn of
terrain, and loses ¼ as a penalty. This means the figures
activations or reaction.”
can move 6”.
 Climbing without ladder takes 3 Activations to
scale to next level up.
 Jumping down takes one activation and a Rep
roll (or C&C Unopposed Challenge NUTS) if DEEP SNOW
more than one height level or landing in Moving over deep snow reduces movement even more.
dangerous terrain. If failed, take a Ranged Here’s how we do it:
Combat Damage roll at +1 to Rep, counting
Duck Back as going prone.  All vehicles and Infantry figures reduce
 If the figure is jumping on someone, make movement to a maximum of 1/2 of their
Opposed Challenge. movement distance, regardless of whether Fast
Moving or moving normally.
 For vehicles deep snow causes a Run Over Test
(page 29) as if the deep snow was DV 0. Any
results that indicate the vehicle did not make it
WINTER TERRAIN through results in the vehicle bogging down and
not being able to move the rest of the game.
Winter terrain is different from other terrain types in that
it’s basically an overlay on top of an existing set of
terrain. When creating or fighting a scenario set FROZEN RIVERS & STREAMS
someplace where there could be Winter terrain (either During Winter Conditions, streams, rivers and ponds may
Europe in Winter or an Arctic or high Mountain location) be frozen.
weather and other results can mean there is overlay of
Snow on the battlefield. Here’s how we do it:
SMALL BODIES OF WATER
 First generate the “normal” terrain normally
Any stream or body of water (like a pond or marsh) 3” or
based on the Theatre and using NUTS rules.
less wide will be frozen.
 Roll 1d6 when rolling on the Winter Terrain
table to see if you need to add Snow and other  Vehicles do not have to take Getting Stuck Test
effects to the “normal” terrain generated. (page 29) when moving on frozen water.
 Note that any Water terrain generated may be  Infantry moves across these at -2” from their
frozen. normal speed.
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NUTS! – COMPENDIUM
LARGER BODIES OF WATER
Any stream or river, or pond, greater than 3” wide will INCLEMENT WEATHER
also be frozen, but we use slightly different procedures
when crossing them. Your Mission set-up results or your scenario may call for
different types of weather conditions to affect things. In
 Vehicles do not have to take Getting Stuck this section are rules for Weather effects (which are
Checks (page 29) when moving on frozen water. different from Terrain effects) on the game.
 Infantry moves across these at -2” from their
Unless specified otherwise there is a chance when setting
normal speed.
up your scenario that there could be inclement or bad
 Each unit or vehicle moving across the water
weather. This could affect LOS and other aspects of the
will roll 1d6 before moving. If a “6” is scored the
game. Here’s how we do it:
path in front of it breaks. Place a 5” blast circle
centering it on the location of the unit or vehicle:  Roll 1d6 when setting up the scenario
 The Infantry unit retreats out of the circle,  If you roll a “1” you must make a check on the
ending its movement. Inclement Weather Table (page 69)
 The vehicle falls into the water with all crew  When Inclement Weather occurs (fog, rain, haze,
members and those riding on it lost. etc.), roll 1d6 and consult the Inclement Weather
Table to determine the particulars of the weather.
 This roll may also result in an additional roll on
the Location Weather Table (page 70).

PLAYING THE GAME 1 INCLEMENT WEATHER


(Read the result as rolled)
As you may or may not know, all THW games can be
played solo, same side (cooperatively) and head to head ROLL RESULT
(competitively). Feel free to play anyway you like.
1 Terrible weather. All aircraft are grounded. All
Boats suffer movement and Amphibious landing
penalties. Inclement weather during the whole
Mission. Roll on the location weather table with
CAMPAIGN 2
a +1 modifier.
Terrible weather but getting better. Count as if
In this section, you will find additional rules on how to scored a result of "3" at the start of the Mission.
create your campaigns, new missions and new rules When doubles is scored for activation, the
affecting your figures during a campaign. weather lifts and becomes clear. Roll on the
Location Weather table.
Campaigns can be as simple or as detailed as you want. 3 Inclement weather during the whole Mission but
The choice is up to you. Feel free to use as little or as aircraft can fly.
much of the following rules for your battles and 4 Inclement weather during the whole Mission but
campaigns. aircraft can fly.
5 Inclement weather worsening. Count as if scored
a result of "4" at the start of the Mission. When
TIME IN THE CAMPAIGN doubles is scored for activation weather turns to
The campaign can start at any time in WW2 that makes a result of "6". Roll on the Location Weather
sense for your own campaign. We track time by Missions. table.
You can have four Missions each month. If desired you 6 Terrible weather. All aircraft are grounded. All
can look at it as weekly. Boats suffer movement and Amphibious landing
penalties. Inclement weather during the whole
Mission. Roll on the Location Weather table
with a +1 modifier

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NUTS! – COMPENDIUM
1 LOCATION WEATHER 2 ENGINE DAMAGE
(Taken vs. Rep of the Driver)
(Read the result as rolled)
-1 to Rep if Vehicle in a Sandstorm
PTO &
# EUROPE STEPPES DESERT
JUNGLE
MTNS. WINTER
#D6 RESULT
1 Heavy Heavy Heavy Heavy Heavy Heavy
Rain Rain Rain Rain Rain Rain PASSED
2 Heavy Heavy Hot Heavy Heavy Cold
2 The vehicle may move normally.
Fog Fog Rain Rain
1 The vehicle is stalled. Take the test again the next
3 Heavy Heavy Hot Heavy Heavy Cold
time Activation dice are rolled.
Rain Rain Rain Rain
0 The vehicle has overheated or broken down and
4 Heavy Heavy Hot Heavy Cold Cold
Fog Fog Rain
may not move the rest of the game.
5 Heavy Heavy Sand Heavy Snow Snow
Rain Rain storm Rain storm storm Example – Activation dice are rolled and all vehicles that
6 Heavy Hot Sand Heavy Snow Snow
did not move on their previous activation must take the
Fog storm Rain storm storm Engine Damage Test. Hans is the Driver of a Pz III and
has a Rep of 4. He rolls 2d6 and scores a result of 3 and
6. His tank stalls and he must take the test again when the
activation dice are next rolled. The next turn he takes the
HEAVY FOG test and scores a result of 3 and 2. The tank moves off
normally.
Dense layers of fog shroud the battlefield, obscuring site
and preventing all air support. The Fog limits Line of
Sight (LOS) to 8” during the day and 4” at night.
SANDSTORMS
Sandstorms are intense windstorms that whip up the
HOT WEATHER desert into a blinding sheet of sand that can scour the
If your scenario is set in a desert climate such as North desert.
Africa and the Middle East, there is a possibility of
sandstorms and extremely hot temperatures in some
scenarios. This is what Hot Weather does in the game. 1 SANDSTORMS
(Reading the result as it appears)

PRIVATION TEST
# RESULT
Hot Weather forces units to make a Privation test at the
start of the Mission (page 72). 1 Blinding wind driven sand reduces LOS to 8” during
the day and 4” at night. Movement is impeded as per
Deep Sand and the scouring sand causes all figures
ENGINE OVERHEATING to operate at -1 REP for the game.
If the scenario is set in conditions of extreme heat, 2 Blinding wind driven sand reduces LOS to 8” during
anytime a vehicle did not move on its previous Activation the day and 4” at night. Movement is impeded as per
the driver must roll versus the driver’s Rep on the Engine Deep Sand.
Damage Table. This is taken when Activation dice are 3 Blinding wind driven sand reduces LOS to 8” during
rolled whether or not the player is active. the day and 4” at night. Movement is impeded.
4 Blinding wind driven sand reduces LOS to 8” during
the day and 4” at night. Movement is impeded.
5 Wind whipped sand reduces LOS to 16” during the
day and 8” at night. Movement is impeded.
6 Heavy dust reduces LOS to 24” during the day and
12” at night. Movement is not impeded.

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HEAVY RAIN 2 ENGINE FREEZE
(Taken vs. Rep of the Driver)
Rainstorms can impede movement and sight, and create
Mud conditions during the game. Roll 1d6 on the Heavy -1 to Rep if it is snowing
Rain table to determine the effects. Heavy Rain may be
encountered in every type of terrain. #D6 RESULT
PASSED
1 HEAVY RAIN 2 The vehicle may move normally.
(Reading the result as it appears) The vehicle is frozen to the ground. Take the
1 test again the next time Activation dice are
# RESULT rolled.
0 The vehicle has bogged down or broken down
1 Torrential rain reduces LOS to 8” during the day and may not move the rest of the game.
and 4” at night. Mud conditions apply; no Audio In
Sight checks may be made. Example – Activation dice are rolled and all vehicles that
2 Torrential rain reduces LOS to 8” during the day did not move on their previous activation must take the
and 4” at night. Mud conditions apply; no Audio In Engine Freeze Test. Hans is the Driver of a Pz III and has
Sight checks may be made. a Rep of 4. It is snowing so his Rep is reduced to 3. He
3 Heavy rain reduces LOS to 8” during the day and rolls 2d6 and scores a result of 3 and 6. His tank is frozen
4” at night. Mud conditions, Audio In Sight checks in place and he must take the test again when the
range halved. activation dice are next rolled. The next turn he takes the
4 Heavy rain reduces LOS to 8” during the day and test and scores a result of 3 and 2. The tank moves off
4” at night. Mud conditions, Audio In Sight checks normally.
range halved.
5 Steady rain reduces LOS to 16” during the day and
8” at night. Roll 1d6, on 3-6= Mud conditions. SNOWSTORMS
6 Light rain reduces LOS to 24” during the day and
Snowstorms can impede movement and sight, and create
12” at night. Roll 1d6, on 5-6= Mud conditions.
Snow conditions during the game. Roll 1d6 on the
Snowstorm table to determine the effects. Snowstorms
may be encountered in Winter Terrain (page 68) and
COLD WEATHER Mountainous Terrain (page 67).

Cold weather can cause Privation, freeze engines and


result in Impeded movement from Snow. Cold Weather is 1 SNOWSTORMS
mostly encountered in Winter Terrain (page 68) and
(Reading the result as it appears)
Mountainous Terrain (page 67).
# RESULT
PRIVATION TEST
1 Blinding wind driven snow reduces LOS to 8”
Cold Weather forces units to make a Privation Test at the during the day and 4” at night. Movement is
start of the Mission (page 72). impeded as per Deep Snow
2 Blinding wind driven snow reduces LOS to 8”
ENGINE FREEZING during the day and 4” at night. Movement is
impeded as per Deep Snow.
If the scenario is set in conditions of extreme cold, Blinding wind driven snow reduces LOS to 8”
anytime a vehicle did not move on its previous Activation
3 during the day and 4” at night. Movement is
the driver must roll versus the driver’s Rep on the Engine
impeded.
Freeze Table. This is taken when Activation dice are
Blinding wind driven snow reduces LOS to 8”
rolled whether or not the player is active.
4 during the day and 4” at night. Movement is
impeded.
5 Moderate snow reduces LOS to 16” during the day
and 8” at night. Movement is impeded.
6 Light snow reduces LOS to 24” during the day and
12” at night. Movement is not impeded.
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NUTS! – COMPENDIUM
WHERE THE BATTLE TAKES PLACE EXHAUSTION
The front on which the battles take place will determine This is caused from Lack of Sleep, Forced-Marching, etc.
the forces involved – you choose! and lasts for duration of the mission. Sometimes a figure
can slough it off, mostly not.
Be sure to use the correct Army and Vehicle Lists for the
nation you wish to play. 2 EXHAUSTION
(Taken vs. REP)

#D6 RESULT

PRIVATION & SUPPLY PASSED


2 No effect
Just as you track your side’s Campaign Morale, you can Tired. Figure suffers Slow (NUTS) and
also track how well your troops are holding up in combat 1 Dumbass (NUTS) Attribute effects.
during the campaign. To reflect this we introduce the
0 Exhausted. Figure is at -1 Rep for everything
concepts on Privation and Supply.
until recovers.
For ease of play, the Privation and Supply Levels are
equal to the current Campaign Morale.
PRIVATION – VEHICLES/GUNS
For vehicles or guns, use the Privation - Vehicles/Guns

PRIVATION Table rolling versus the Rep of the vehicle/gun Leader.

Bullets and bombs aren’t the only hazard a soldier faces at


2 PRIVATION - VEHICLE/GUNS
war – starvation, freezing snow and blazing sun all take (Taken vs. Privation Level)
their toll. To mimic this, when a scenario or campaign
calls for Privation each soldier or crewmember in the #D6 RESULT
Player's Squad or vehicle will have to check to see if it PASSED
suffers the effects of Privation.
2 The vehicle/gun is not affected enough to
Roll 2d6 vs. the Privation Level for each soldier or degrade its effectiveness.
crewmember and check the Privation - Soldier/Crew 1 Vehicles suffer from lack of maintenance and
Member Table. suffer a -2” movement penalty.
0 Vehicles are suffering from severe maintenance
issues and must check on the Vehicle Breakdown
2 PRIVATION - SOLDIER/CREW MEMBER Table each turn before it moves.
(Taken vs. Privation Level)
Figures reduced to 0 Rep are considered Out of the Fight. 2 VEHICLE BREAK DOWN
#D6 RESULT (Taken vs. Rep of Driver)

PASSED #D6
2 The soldier/crew member is not affected enough PASSED RESULT
to degrade its effectiveness.
2 The vehicle continues to operate, but at a
1 The soldier/crew member has been worn down -2” movement penalty.
by Privation and tests on the Exhaustion Table.
1 The vehicle suffers a malfunction.
0 The soldier/crew member is exhausted and Tanks have their turret jam into the last aspect it
barely functional, and operates at -1 Rep and was pointing, and may not rotate.
must also test on the Exhaustion Table. Other vehicles suffer general radio failure
All tanks and vehicles also suffers a -4”
movement penalty as it stutters and backfires.
0 The vehicle has bogged down, broken down, or
is out of fuel and may not move or function for
the rest of the game.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
RECOVERING FROM PRIVATION
If a soldier or unit is suffering from Privation, they may
SHELL SHOCK
recover if the factor causing Privation can be countered. “He left the States 31 months ago. He was wounded in his
For example, units lacking food or water can be fed or first campaign. He has had tropical diseases. He half-
given water; units suffering from cold or heat can be sleeps at night and gouges Japs out of holes all day. Two-
given shelter, etc. Here’s how we do it: thirds of his company has been killed or wounded. He will
return to attack this morning. How much can a human
 To check on recovery a unit must spend 1d3+3
being endure?”
turns in recovery and may reduce the Reputation
penalty they’ve suffered by 1 level. So a unit at a US Combat Artist Tom Lea, Peleliu
-1Rep would fully recover, where a unit at a -
2Rep could recover +1Rep, but still suffer a -
Shell Shock. Battle Fatigue. The Thousand Yard Stare.
1Rep penalty. They may only recover additional
While even the soldiers of Ancient Rome and Greece
Privation penalties after the scenario.
suffered battle fatigue – sometimes called ‘tremblers,”
 Vehicles generally cannot be repaired
there is no doubt the sheer violence and power of modern
sufficiently during a scenario to recover, though
combat accelerates this psychological trauma to new
they may recover afterwards.
levels. Every person has their limit when exposed to the
horrors of combat and exposure to hardships over a
prolonged period. Every person…

OUT OF SUPPLY Shell Shock, referred to as “Insanity” to be compatible


with other Two Hour Wargames rules measures how
In some circumstances, a unit may find itself surrounded strong (or weak) your character has grip on reality while
or otherwise cut off from a reliable source of supplies. If a enduring hardships and horrific experiences in combat –
unit or side is considered “Out of Supply” according to a seeing friends killed in awful ways, experiencing
scenario, all the figures in that unit are subject to both the devastating artillery bombardments and other terrible
Low Ammo and the Low Fuel rules. Units Out of Supply things.
also face penalties on the Reinforcement Table, as they To keep things simple, Insanity rules are divided into
may not be able to replace lost figures and equipment. Sanity and Insanity Tests.

LOW AMMO SANITY TESTS


Depending on the scenario or phase of the campaign, Characters make Sanity Tests to see how they react
anytime a soldier runs out of ammo the soldier must make mentally and emotionally to various circumstances.
base-to-base contact with another friendly soldier (or When a flamethrower burns down your squad or an
friendly soldier’s body) in order to scrounge up more. artillery bombardment turns the word into a blurred
This also applies to machineguns. Here’s how we do it: concussive smear of reality, does your character shake it
 Roll 1d6 vs. the friendly soldiers Rep when a off, get the “shakes,” or does he begin to hallucinate?
scrounging attempt is made.  Sanity Tests are taken whenever characters
 Passing 1d6 results in there being enough ammo Encounter, or are influenced, by certain combat
to share. events or other circumstances you think should
 Passing 0d6 leaves the beggar without bullets. lead to one.
 In addition, characters failing a Sanity Test
(passing 0d6) results in the figure immediately
LOW FUEL taking an Insanity Test.
In certain scenarios, each vehicle only has 2+1d6 turns of
Example – Corporal Hotchkiss sees a squad-mate get
fuel. Once they are out of fuel, they may no longer move
crushed by a tank after a Run Over Test. He makes a
for the rest of the game. Note that tanks may still turn
Sanity Test and Passes 0d6. He now takes the Insanity
their turrets and function per the vehicle description.
Test, counting the Passed 0d6 on a pervious Sanity Test.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

73
NUTS! – COMPENDIUM
WHEN TO TAKE A SANITY TEST 2 SANITY/INSANITY TEST
You make a Sanity Test whenever your character (Taken versus Rep)
encounters something unexpected and possibly disturbing.
A score of “6” is always a failure.
These occur in the following circumstances the “first
time” they occur during a Mission. Here’s how we do it: CIRCUMSTANCE MODIFIER
 When seeing a friendly figure within 2” killed Rep is 6 or higher +1d6
(Obviously Dead) by certain high Outgun Rating Strong Willed +1 to Rep
weapons, including Flamethrower, Satchel Hard as Nails +1 Rep
Charge, Molotov Cocktail, all Antitank Weapon Outgun Rating higher than -1 to Rep
Weapons, all Anti-Aircraft weapons and figure’s REP
HMGs. Weak Willed -1 to Rep
 When figure is subject to a Run Over Test by a Sanity Test – Passed 0d6 on a previous -1 to Rep
vehicle, and/or seeing a friendly figure within 4” Sanity Test.
killed by a vehicle as a result of a Run Over Test Insanity Test – Passed 0d6 on a previous -2 to Rep
 When subject to an Artillery Strike or attack by Insanity Test.
Heavy Artillery.
 When subject to an Air Attack. # D6 SANITY TEST INSANITY TEST
 Other situations as determined by the Player. PASSED
2d6 or Character Passes. Pass. Carry On.
SANITY/INSANITY TESTS more
1d6 Character shaken. Character shaken.
Characters make Sanity/Insanity Tests to see what effects Reroll counting a Reroll counting a
losing their mind may have in certain situations. So what result of pass 1d6 as result of pass 1d6 as
are the differences between a Sanity and Insanity Tests? pass 0d6. pass 0d6.
 Characters make Sanity Tests to see if they lose 0d6 Fail the test and Fail the test and
their grip on reality. immediately take an suffer the Insanity
 Characters make Insanity Tests to see if this loss Insanity Test. Consequences (page
affects their actions in the future. 74).

Example – Corporal Hotchkiss and Private Adams are INSANITY CONSEQUENCES


advancing with their squad towards a town when they
come under fire from 20mm Flackvierling and a friendly Characters who fail an Insanity Test (passing 0d6) can
figure within 2” is killed. Both make Sanity Tests. Private suffer Insanity Consequences. These occur whenever the
Adam passes, but Corporal Hotchkiss doesn’t, and begins figure scores Doubles when taking any of the following
feeling panicked. He now takes the Insanity Test and fails tests, even if they succeed. Here’s how we do it:
– passes 0d6.  Taking any Reaction Test and scoring doubles,
Later, the two move up a street in the town when they figure out the results again, counting the figure at
make an In Sight test when encountering some German a -1 to Rep. Stars that fail an Insanity Test, must
soldiers. They win the In Sight test and fire. Corporal take Reaction Tests like a Grunt.
Hotchkiss fires with 3d6 and scores Doubles. Having  Physical or Mental Challenges result in the
previously failed an Insanity Test, he panic fires his Sten Challenge never actually taking place, and the
gun at the closest friendly figure – the unlucky Private character must now reroll.
Adams!  Talk the Talk, figure out the results again,
counting the figure at a -1 to Rep.
 Rolling on the After the Recovery Table.
 Fast Move tests result in the character moving in
the opposite direction, even off the table. If this
would be towards the enemy, he will run to the
left (1 – 3) or right (4 – 6) away from them.
 Ranged attacks result in hitting the closest ally
figure within LOS.
Example - Later, Corporal Hotchkiss is subjected to an
Artillery Strike as the result of a Random Event roll. He
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

74
NUTS! – COMPENDIUM
starts to Fast Move to a heavy building for cover. He rolls
2d6 on the Fast Move Test and passes scoring a 3, and 3.
But as it is Doubles, he runs in the opposite direction he
MISSIONS
declared he would move to, but away from the enemy. In this section, we cover updates to Missions.

HARD LUCK LIFE


Facing up to the privations and horrors of war can take its
NEW MISSION SET-UP PROCESS
toll, sometimes reducing even the toughest Star down to a The Mission set-up process can be enhanced by using the
gibbering wreck. Here’s how we do it: Pre-Mission Intelligence to determine if your units have
an edge in the scenario, and Inclement Weather rules that
 If a Star or Grunt suffers an Out of the Fight can affect the game.
result, or fails an Insanity Test and passes 1d6 on
their Recovery Test, they may develop a long- Here’s how they fit into the Mission Set-up process.
term physical or mental problem.
 Determine Mission (NUTS)
 If qualify for one or both of the above, roll 2d6
 Determine Investment Level (NUTS)
on the Hard Luck Life table (page 75).
 Determine Pre-Mission Reconnaissance
 Go down the appropriate column or columns and
apply the results to the figure.  Determine Pre-Mission Intelligence (page 76).
 Determine Inclement Weather (page 76).
Example – Corporal Hotchkiss failed his Insanity Test
and during the Recovery Test phase rolls 2d6 against his
Rep. He scores 4 and 6 getting a Pass 1d6 result. He must PRE-MISSION RECONNAISSANCE
now roll on the Hard Luck Life Table (Insanity column).”
Prior to each Mission, you must determine if your side
He rolls again and scores a 7 – Drunkard. His bout with
has provided you with intelligence gathered by
Insanity has taken its toll, he adds this new Attribute to
reconnaissance activities – ranging from aerial photos and
his character.
espionage, to a successful Patrol Mission. Here's how we
2 HARD LUCK LIFE do it:
(Adding the results together)  Your side rolls 1d6 and adds the result to your
Investment Level (IL). This is your Successful
# OOF RESULT INSANITY RESULT Recon target number.
2 Figure permanently Figure permanently insane,  Next roll 2d6 and add the results together.
injured, removed from removed from play.  If the 2d6 total is less than your Successful
play. Recon target number, your side successfully
3 Gains Slow Attribute.* Gains Nervous Attribute conducted reconnaissance.
(page 4).  If the 2d6 total is equal or greater than your
4 Gains Coward Gains Ruthless Attribute Successful Recon target number, your side was
Attribute.* (page 4, 90). unsuccessful in its reconnaissance.
5 Gains Slow to React Gains Dumbass Attribute Successful reconnaissance allows you count the +d6
Attribute.* (page 90).* bonus on the Pre-Mission Intel Table. It also lets you find
6 Gains Clumsy Gains Wussy Attribute.* buildings when rolling on the Enemy Defensive Position
Attribute.* Table (page 78) and the Beach Defense Table (page 39).
7 Gains Drunkard Gains Drunkard Attribute
Attribute (page 3, 90). (page 3, 90).
8 Gains Limp Attribute Gains Distracted Attribute Example – The US player starts with an IL of 3. He rolls
(page 3). (page 3). 1d6, scoring a 5. Adding that to the IL of 3 gives you a
9 Gains Slow to React Gains Shirker Attribute.* Successful Recon target number of 8. The player now
Attribute.* rolls 2d6, scoring a 5 and a 1 for 6. As the 6 is less than
10 Gains Runt Attribute.* Gains Greedy Attribute.* the target number of 8, the US player gets to use the +1d6
11 Gains Near Sighted Gains Nerves of Steel Recon modifier when rolling on the Pre-Mission Intel
Attribute.* Attribute.* Table.
12 Figure rolls again on Figure permanently insane,
both columns. removed from play
*NUTS Attributes

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

75
NUTS! – COMPENDIUM
CAMPAIGN INTEL LEVEL 2 PRE-MISSION INTEL
(Taken vs. Intel Level)
Once the Investment Level of your force is determined, it
is time to see what the Intel Level for the campaign area CIRCUMSTANCE MODIFIER
is. This is done prior to beginning the Campaign. Here’s
how we do it: Inclement Weather. -1d6
Last Mission was a Successful Patrol. +1d6
 Roll 1d6 for each point of Investment Level Successful Reconnaissance. +1d6
(NUTS) that you have, modified by whether you
are on an Attack (+1) or Patrol Mission (-1).
#D6
 A result of 1, 2, or 3 is a success. Count the PASSED RESULT
number of successes that were rolled.
 If you are the defending nation, add one 2 Good Intel lets you attack a more weakly
additional success. defended area. Reduce the Enemy Investment
 This is your Intel Level for the Mission. Level by one for this Mission.
1 Conflicting reports. Roll 1d6.
Example - The US player starts with an IL of 3, but is  (1 – 3) Count as if scored "2" successes.
on an Attack Mission so adds one level making it an
 (4 – 6) Count as if scored "0" successes.
IL of 4. I roll 4d6 and score a 1, 2, 3, and 5 for 3
successes. This is the US Intel level for the campaign. 0 Bad Intel! You will learn the true Enemy
Investment Level when you resolve your first
The Axis is also an IL of 4 so rolls 4d6 and scores a PEF. At that time, roll 1d6.
1, 4, 5 and 5 for two successes. As they are defending  (1) Reduce Enemy Investment Level by one.
(controlling) they add 1 success. Their Intel is 3.  (2 – 3) Enemy Investment Level normal.
 (4 – 5) Increase Enemy Investment Level by
one.
PRE-MISSION INTEL  (6) Reduce Enemy Investment Level by two.
Prior to fielding your force for the Mission, you are
allowed to gather Intel to determine what type of enemy DETERMINE INCLEMENT WEATHER
activity you may face. Here's how we do it:
Check Weather rules (page 69) section to see what the
 Consult the Pre-Mission Intel Table. results mean in the game.
 Start with 2d6.
 Modify it by any applicable Circumstances.
 Roll the modified number of d6 versus your Intel
Level.
 Go down the left-hand column to the appropriate
row then across to see the results.

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

76
NUTS! – COMPENDIUM
RESOLVING PEFS
PEFS When a player group and a PEF have a LOS, it's time to
PEF stands for Possible Enemy Force. We use PEFs to resolve the PEF. Here's how PEFs are resolved:
limit the intelligence the player has before and during the
 Be sure that there is a valid LOS to the PEF.
Mission. By using PEFs, we create an uncertainty as to
PEFs in cover can be seen while those with
the size of the enemy force, its composition and location.
cover between the tester and the PEF cannot.
PEFs are used in every Mission. Here we speed them up
 Roll 2d6 versus the Enemy Investment Level and
to move the game along.
consult the PEF Resolution Table. If you had
Bad Intel on the Pre-Mission Intel Table, this is
PEF MOVEMENT the time to find out the true Enemy Investment
Level.
This PEF Movement Table replaces the one found in  Immediately carry out the result based on the
NUTS. number of d6 passed.

2 PEF MOVEMENT 2 PEF RESOLUTION


(Taken versus the PEF Rep of 4) (Taken versus the Enemy Investment Level)

#D6 RESULT # D6 RESULT


PASSED PASSED

2 The PEF moves 12” directly towards the 2 Contact!


player ending in cover if possible. If on a Defend Mission roll on the Enemy
1 The PEF moves 6” directly towards the Reinforcement Table (page 78).
player ending in cover if possible.
0 PEF does not move. If on an Attack Mission roll 1d6:
 (1 – 4) = Roll on the Enemy
Reinforcement Table (page 78).
 (5) = Roll on the Enemy Defensive
NP ENEMY MOVEMENT Positions Table. Civilians if playng
Chocolate & Cigarettes.
Once a PEF has been resolved and replaced with actual  (6) = Roll on the Enemy Defensive
enemy forces, the Non-Player Enemy will move per Positions Table (1 – 3) or Potential
NUTS rules using the following updated table. Enemy Trap (PET page 52) (4 – 6).
1 Something is out there.
If this is the last PEF, count as passing 2d6.
2 NP PATROL REACTION Otherwise, resolve subsequent PEFs with
(Taken versus Enemy Investment Level) 3d6.
0 False alarm! If this is the last PEF, count as
CIRCUMSTANCE MODIFIER passing 2d6.
If NP side has twice as many figures on +1d6
the board. ENEMY DEFENSIVE POSITION
# D6 RESULT When a result of Enemy Defensive Position is scored, you
PASSED have run into enemy forces that have taken up defensive
positions in a building or in impromptu cover. Here’s how
2 Patrol takes cover and converts to a Defend we do it:
Mission. If beat away enemy will revert to a
Patrol Mission.  Consult the Enemy Defensive Position Table.
1 Patrol takes cover and converts to a Defend  Roll 1d6, read the result as rolled.
Mission. If beat away enemy will withdraw  Modify the result by any applicable
from the table back the way they entered. Circumstance.
0 Patrol converts into a fighting withdrawal  Go down the left-hand column to the appropriate
moving from cover to cover until withdraw row to see what you have contacted.
from the table back the way they entered.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM
 Place the Enemy Defensive Position facing your
force and centered on the PEF location. 1 REINFORCEMENTS
 In Sights are now taken. (Read the result as rolled)

CIRCUMSTANCE MODIFIER
1 ENEMY DEFENSIVE POSITION Attack Mission – If on an Attack +1
(Read the result as rolled) Mission.
Patrol Mission – If on a Patrol Mission. -1
# RESULT
1 Light Machinegun Team. (1) # REINFORCEMENT
2 One Enemy Squad in Defensive Position. (1) 1 Nothing arrives.
3 One Enemy Squad in Building. (2) 2 One Infantry Squad.
4 One Enemy Squad + LMG in Defensive Position (1) 3 One Infantry Squad.
5 One Enemy Squad in Defensive Position (1) 4 One Infantry Squad w/Support Weapon.
6 One Enemy Squad in Defensive Position (1) 5 Rest of Platoon.
8 One Enemy Squad in Building. (2) 6 Off Board Support.
9 One Enemy Squad in Building. (2) Artillery (1 – 2), Heavy Mortars (3 – 5), or Air
10 Two Enemy Squads in Buildings. (2) (6).
11 Two Enemy Squads in Defensive Position (1)
12+ One Enemy Platoon + 1 LMG Team and Bazooka
or similar in Buildings (2). INFANTRY SQUAD– The player receives an Infantry Squad.
(1) The Defensive Position will be 6 + 1/2d6 inches per squad in INFANTRY SQUAD W/SUPPORT WEAPON – The player
length. (2) Building from the Structures Table (page 56). receives one Infantry Squad and a Support Weapon, up to
maximum of two per Platoon.
REINFORCEMENTS – ARRIVAL REST OF PLATOON – If the player has less than a full
Platoon on the table, the balance of the Platoon will
At the start of each turn, there is a chance that arrive. In addition, he also receives two Support Weapons
Reinforcements will arrive. Here’s how we do it: of choice if his Platoon does not already have them on the
 Each time the sum of the Activation dice comes table. If it does have one then one arrives. If the whole
up 7, Reinforcements could arrive. Note that if Platoon is already on the field, he receives a Squad from
all PEFs have been resolved and the Mission is another Platoon. If another result of Rest of the Platoon
not over, Reinforcements can still arrive, but in occurs then the rest of this new Platoon will arrive.
the form of a PEF. OFF BOARD SUPPORT – ARTILLERY
 The side with the higher score compares its score
to its Investment Level. The firing side chooses one section of the table for the
 If the score is equal or less than the artillery to land. Non-Players roll 1d6 at random. Each
Investment Level, the side could receive enemy figure is targeted once. Each figure rolls on the
Reinforcements. Shooting Table with a Rep 4 shooter versus an Impact of
 If the score is higher, it cannot. 2. All Cover is negated.
 If there is a chance of Reinforcements roll 1d6, OFF BOARD SUPPORT – HEAVY MORTARS
read the result as rolled, and consult the
Reinforcement Table. The firing side chooses one section of the table for the
 Modify the result by any applicable mortar barrage to land. Non-Players roll 1d6 at random.
Circumstance. Each enemy figure is targeted once. Each figure rolls on
the Shooting Table with a Rep 4 shooter versus an Impact
 Go down the left-hand column to the appropriate
of 2.
row.
 Carry out the results. OFF BOARD SUPPORT – AIR
The player rolls 1/2d6:
 1 – One Rep 4 aircraft strafes sections 2, 5 and 8.
 2 – One Rep 4 aircraft strafes sections 1, 5, and
9.
 3 – One Rep 4 aircraft strafes sections 3, 5, and
7.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

78
NUTS! – COMPENDIUM
One Squad, Support Weapon, and Building in each Here’s how we do it:
section is targeted once. Roll on the Shooting Table for
each target counting as Machinegun, Heavy.  Look at the Chain of Command listing (NUTS)
for your Character’s rank to see what kind of
For ease of play, we recommend counting all Unit it commands. For example, if your
Reinforcements having a Rep of 4. Character is a Corporal you command one
Section or a Squad. It may be that the rest of
your Squad and Platoon are also involved in the
WHERE REINFORCEMENTS ARRIVE Mission.
When Reinforcements are called for, we must determine  Your Character will assume control of just their
where they will arrive. Here's how we do it: immediate Command.
 Consult the Reinforcement Entry Table.  The rest of the Unit will function using the Non-
 Roll 1d6 and read the result as rolled. Player Enemy forces rules (page 77).
 Go down the left-hand column to the appropriate
row then across to see the entry point. Center the
unit on this spot. WHO’S IN CHARGE?
 If entry causes an In Sight, the Reinforcement is
If your Character isn’t in charge, somebody is! Determine
allowed to move up to normal move distance,
who that is at the appropriate Rank based upon the Unit
but counting as Fast Moving.
the Character is with, and generate a Non-Player Leader.
Here’s how we do it:
 Roll their REP and Skills on the Soldiers table
1 REINFORCEMENT ENTRY (page 127).
(Read the result as rolled)  Roll their Attributes randomly (page 90 and
NUTS).
# RESULT
 Feel free to generate all the section and squad
1 Enter the table edge behind the player’s front leaders this way if you wish.
lines in the center of the left-hand section.  All Unit initiative, Movement and other rolls will
2 Enter the table edge behind the player’s front be made using that Non-Player Leader’s profile.
lines in the center of the left-hand section.  Note, the Non-Player Leader is *not* a Star, it is
3 Enter the table edge behind the player’s front treated as a Grunt.
lines in the center of the middle section.
4 Enter the table edge behind the player’s front
lines in the center of the middle section.
THE SARGE IS DOWN!
5 Enter the table edge behind the player’s front If the Non-Player Leader of your Unit goes down, use the
lines in the center of the right-hand section. Assume Command rules (NUTS) to determine who takes
6 Enter the table edge behind the player’s front over the unit.
lines in the center of the right-hand section.  If your Star is senior, you’re in charge.
 Otherwise, create a new Non-Player Leader.

NPF MOVEMENT
The rest of the Unit will have the same Mission as you do,
NON-PLAYER FRIENDLY and you will roll for their movement on the NP Enemy
Movement table (NUTS and page 77).

FORCES (NPF) Example – My Star is starting its career a Corporal in


charge of a Section. That means a Sergeant is in charge
If your Star isn’t in charge of the Unit or Platoon they are of the Squad. Using this process I create a REP 4 Non-
with (perhaps you’re an NCO in charge of a Squad or a Player Leader. Later when on a Patrol Mission the Unit
Corporal in charge of a Section) , you can choose to let resolves an Enemy PEF. The REP 4 Non-Player Leader
the rules decide what all the rest of the figures do while rolls 2d6 vs REP on the NP Patrol Reaction Table to see
you focus on controlling on just the figures your what the Squad does, and scores a 5, 6 for a Pass 0.
Character commands. Reading the results, the Non-Player Leader orders a
fighting withdrawal off the table.
We use a modification of the Non-Player Enemy Forces
(NPE) rules to do this. .

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

79
NUTS! – COMPENDIUM
 Grenade type.
RANDOM EVENTS 

Impaler or gun type. Target = 1, Impact = 2.
Or you can create a PET (page 52).
War is an uncertain event with random occurrences
dotting the battlefield. Seemingly with no rhyme or SNIPER
reason, random events can pop up to ruin your day. Firing from concealment at far distances the sniper will
Here’s how we do it: pick his target, take his shot and blend into the landscape.
Here's how we do it:
 Whenever odd doubles are rolled for Activation,
and the number on the die is equal to or less than  Roll 1d6 for each friendly group on the table.
the Enemy Investment Level (NUTS), instead of The lowest score is the target of the event. Re-
a new PEF a Random Event has occurred. roll any ties.
 Roll 1d6, even the Random Event affects the  After determining which group is the target of
attack and odd the defender. the event we have to decide who the target is.
 Roll 1d6, read the result as rolled and consult the  Roll 1d6 per figure, read the result as rolled and
Random Event Table to see what occurs. modify the result by any applicable
Circumstance.
Example - Activation dice are rolled and double ones are  The highest score is the target. Re-roll any ties.
rolled. The Enemy Investment Level is five, so a Random
Event has happened. I roll again, even, the Attacker is
affected. I have four groups on the table and roll 1d6 for X TARGETED BY SNIPER
each, the lowest roll is affected.
CIRCUMSTANCE MODIFIER
Platoon Leader. +2
1 RANDOM EVENTS Squad Leader. +1
(Read the result as rolled) Armed with special weapon such as +1
machinegun, etc.
Taken when doubles is rolled for Activation

DOUBLES RESULT  Once the target is determined roll 1d6 on the


Ranged Combat Table (page 22) as if firing with
1 Sniper. a Rep 4 soldier.
2 Mine/Booby Trap. (1)  Roll for damage versus an Impact of 3. Roll for
3 Artillery Strike/Plane debris. (1) damage normally.
4 Strafing.  The sniper will only target one figure and with
5 Building collapse/Fire started. (1) only one shot then disappear from sight.
6 Animal problem.
(1) Choose appropriate result. ARTILLERY STRIKE
MINE An artillery strike has landed on your position. The enemy
A random figure or vehicle has encountered a Mine has you zeroed in on the center point of the section that
Marker (see page 50). the target group is occupying. Here is how we do it:

 Roll 1d6 for each friendly group on the table.  The section that contains the most of your
The lowest score is the target of the event. Re- figures is the target section
roll any ties.  It is possible that there can also be enemy groups
 After determining which group is the target of in the same section with your forces.
the event we have to decide who the target is.  After determining which group is the target of
 Determine the target by rolling 1d6 per figure, the event we have to decide who the target is.
twice for the figure farthest out in front of the  Roll 1d6 per figure, read the result as rolled. The
squad. The highest score is the target. Re-roll highest score is the target. Re-roll any ties.
any ties.  Center a 10" blast circle on this figures.
 Place the marker under the figure or vehicle and  All figures or buildings in this circle may be hit.
resolve as a normal Mine attack. ARTILLERY STRIKE INFANTRY TARGETS
BOOBY TRAP Each infantry figure in the blast circle will use the
You can choose a Mine encounter or if that doesn’t seem following procedure:
right, convert it to a Booby Trap which can be anywhere
(even on stairs). You can choose form the following:
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 Roll 1d6 for each infantry target in the  Identify the 3 or 6 most damaged buildings
blast circle. nearest your victim group of soldiers.
 A result of 1, 2 or 3 means the target  Number the buildings appropriately from 1 to 3
takes a Crisis Test, counting as or 1 to 6.
outgunned.  Roll 1/2d6 for 3 buildings or 1d6 for 6 buildings.
 A result of 4, 5, or 6 the target has been Whichever building is designated, it has a
hit with an Impact of 4. Roll for section, wall or floor that collapses.
damage normally.  Use the Building Collapse with Occupants table
if there were people in it.
ARTILLERY STRIKE - BUILDING & VEHICLE TARGETS
Each building or vehicle totally or partially in the blast
circle will use the following procedure: 2 BUILDING COLLAPSE WITH OCCUPANTS
(Taken versus highest Rep in building)
 Roll 2d6 and add the results for each building or
vehicle in the Blast Circle. If the dice come up +1d6 if Engineer
two sixes, boxcars, the building or vehicle has
#D6 RESULT
taken a direct hit. Any other result is an indirect
hit. PASSED
 If taking a direct hit the vehicle or building is
2 Building area rumbles this turn, but does not
destroyed, all inside or on are Obviously Dead.
collapse. Occupants take Man Down Crisis
 Indirect hits will count an APR of 5. Vehicles
Test with Pass 0d6 = Leave the Building.
will use their Side Armor Rating. Roll on the
1 Building area collapses and each inside must
Penetration Table (page 32) normally.
take Recover Test from Damage. Abandon
 Roll on the Artillery Penetration Table if the building when next Active.
target is a building using the APR of 5.
0 Building area collapses. Roll 1d6 for each
occupant (1 – 2) Obviously Dead; (3 – 4) Out
2 ARTILLERY PENETRATION TABLE of Fight; (5 – 6) Duck Back into debris or edge
(Taken vs. difference between APR and DV of the target) of collapse.

# D6 RESULT
PASSED START FIRE
Choose 3 likely spots that a fire might start in.
2 Building area collapses.
All inside are Obviously Dead (1 - 3) or Out  Roll 1/2d6 to establish where the fire will be.
of the Fight (2 - 6).  First turn it is a small 1/2” glow.
1 Building area collapses and all inside must  Second turn it is a 1” flame.
take Recover Test from Damage. Abandon  Third turn is a 3” ball of fire that expands 1” per
area when next Active. turn in all directions until there’s nothing left to
0 Building area undamaged and occupants take burn.
Crisis Test. If you feel it flares up too quickly, stretch the durations by
a turn or two.
PLANE DEBRIS  Standing in contact with regular flame has APR
Shot down planes crash somewhere; blown off engines of 2 and Impact of 2.
fall out of the sky; shoot flak up, shrapnel falls down.  Figures must stay 1” away from 1” fire or
Use Artillery Strike, but blast radius and Impacts will receive Distracted (page 3) for ½ d6 turns.
vary.  Those attempting to run through regular flames
must take a Man Down Test. If they score a
STRAFING
Carry On result they must test for damage as
Use Strafing rules (page 48).
they run through.
BUILDING COLLAPSE ANIMAL PROBLEM
If you are on a table that has been recently attacked,
buildings may have suffered tremendous structural One figure at random is attacked by an Animal. Count as
damage. Here’s how we do it: being shot by a Rep 3 shooter with an Impact 1 weapon.
Or use Animal Attack rules from the Urban Chaos section
(page 89).
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PREPARE DEFENSES
BREAK IN THE ACTION Breaks also allow you to prepare Defenses Works like
digging foxholes (page 54) or wiring a bridge with
A Break in the Action is a flexible time period during a explosives (page 51).
Mission that allows the players to move freely around the
table top, call for support, send wounded off table, and so
on, and not have to worry about tactical movement details
except Line Of Sight as explained below.
CALLING THE BREAK
A Break in the Action lasts minutes, hours or even days;
Breaks in the Action are especially common when playing make it fit your Story. It is one long specialized turn.
are a large table, typically 4 x 6 feet (page 14). Here’s how we do it:
 Roll 1d6 at the end of your activation that you
WHEN DOES IT OCCUR? want to call a Break.
 (1 – 2) No Break occurs. Just continue the
If there is no combat (ranged combat or melee for 4
game. You cannot try another Break
consecutive turns), a “Break in the Action” will occur.
attempt for 5 activations.
This is where neither side wishes to engage either due to  (3 – 6) A Break is successful. Break will
regrouping, digging in, withdrawing wounded, start after this turn ends.
coordinating mortar fire, etc. and there are no enemy  Breaks will last up to 10 Turns unless
figures or PEFs in Line Of Sight. This commonly occurs stopped beforehand. This can represent any
when there are no PEFs left to be resolved and the amount of time you want. You can use
Mission is not over. minutes, hours, days, or whatever period
Break in the Action is activated for the whole table, not you want per turn. This means the Day Parts
sections of it. (NUTS); days, weeks or even months could
change so be sure to track them.

WHAT HAPPENS NOW? WHAT HAPPENS DURING A BREAK?


During the Break the following can occur:
Break Turns are free flowing in their action. Here’s how
 Hidden Figures affect the Break. we do it:
 Call for Support.
 Activation Dice are still rolled, as it is possible to
 Address Wounded.
generate Reinforcements for both sides. Note
 Prepare Defenses. that any Enemy Reinforcements generated
during the Break becomes a PEF instead.
HIDDEN FIGURES  Each turn move your figures, prepare defense,
etc. as normally done except you can activate
Players with figures that are Hiding – AKA Hidden that each turn of the Break.
have LOS to an enemy, may allow a Break if they wish.
 You cannot move towards the enemy.
The Hidden figures can observe what is going on behind
 You cannot move into Line of Sight of an
the lines and may end a Break at any time by firing at
enemy. Doing so ends the Break.
enemy. See Ambush & Hiding (page 14) or Sniper (page
80).  PEFs will continue to move as well based on
their Activation score.

CALL FOR SUPPORT


The player can call in an airstrike or artillery strike. Make GOING OFF – TABLE
a support roll per the Calling for Support rules (page 47). At least one figure in Carry On status on your side must
remain on the table at all times. The rest can move off-
table if desired. This might allow for an artillery barrage
ADDRESS WOUNDED of the entire table, etc. As long as one of your figures
A Player can send Out of the Fight soldiers that they can stays on the table, you are represented. However, if you
reach, to the rear for treatment. This is done by taking don’t have at least one functional figure at an exit point
them off the table (NUTS). (or on table somewhere) when the break ends, if the
enemy assaults your exited table edge and they then own
the table, you have lost the battle.
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NUTS! – COMPENDIUM
HOW DOES A BREAK END? THE BRASS CHANGES YOUR
A Break can either end when the 10 Turns pass, or by ORDERS
player or game actions. Here’s how we do it:
On the End Break in the Action Table (page 83) there is a
 Player that initiated Break can declare it is ended chance of a Messenger arriving with change in orders for
at any time. Next turn goes back to regular play. your Squad. Here’s how we do it:
 Player Actions: Players will end a Break anytime
 A Messenger arrives with a Change of Orders.
they move figures towards the enemy, into a
Line of Sight or Audio in Sight (page 17) or  Consult the Change in Orders Table.
make an attack (including Mortar Fire). Next  Roll 1d6 and read the result as rolled.
turn the game returns to normal.  Go down and to the right to see the results.
 Non-Player Enemy Actions: Enemy’s PEFs will  Immediately carry out the results.
continue movement during a Break and as a
result may move into LOS/AOS and trigger a
PEF Resolution Test. If enemy units are placed 1 CHANGE OF ORDERS
on the table, the Break is over and goes back to (Read the result as rolled)
regular play.
# RESULT
Example – Nothing has happened for 4 turns and the 1 Patrol Mission – Disengage from the enemy –
Allies declare a Break – which could last up to 10 Turns. only PEFs still on the table – and retire off the
Activation is rolled for each with the player forces and table. Set up a Patrol Mission (NUTS) with a new
PEFs moving – the PEF’s using the PEF Movement Table table.
(page 77). 2 Hot Chow Time – 3+1/2d6 of your men are
th moved to a position 16” to your rear to eat. Pick
On the 4 Turn a PEF moves into LOS of a friendly unit
them up and place them there. They are allowed
and 2d6 are rolled to resolve it. The result is passing 1d6,
to move freely after 1/2d6 turns. Do this when
no enemies are found.
you have disengaged from the enemy – only
On the 6th turn, the Activation Dice come up 7 with the PEFs are still on the table. The Mission is now
enemy scoring a higher result – a 5. I roll 1d6 and score a Defend (NUTS). Repeat the procedure until all
4. This means they will receive Reinforcements. I roll on men have eaten and returned. Return to your
the Reinforcements Table and see that they score an original Mission.
Artillery Barrage. As it is during a Break, this converts 3 Hold – The Captain says you are to hold this
into a PEF and is placed normally. position for ten turns of Activation. No
Reinforcements are allowed during this time. The
 Time Expires – When the 10 Turns for the Break Mission is now Defend (NUTS).
expire, the Break is over. Roll 1d6 on the End 4 Dig In – The Squad is to protect an anti-tank gun
Break in the Action Table. Carry out the result that is being brought up. The Squad needs to
then continue with the game, rolling for prepare the area by digging 1 foxhole per squad
Activation. member plus 4 additional foxholes for the AT
Gun. Do this when you have disengaged from
the enemy – only PEFs are still on table. The
1 END BREAK IN THE ACTION Mission is now Defend (NUTS).
(Read the result as rolled) 5 Attack! –The Squad and the rest of the Platoon
are going to make a push forward starting next
ROLL RESULT
turn of Activation. The Mission is now an Attack
1 Nothing new. Return to your Mission. (NUTS).
3 Another PEF is added to the table. 6 Raid –You need to capture a Prisoner for the
4 (1 – 3) Weather changes (1) Captain to interrogate. The Mission is now a Raid
(4 – 6) Receive Change of Orders (2) (NUTS).
5 Enemy recon Patrol appears (3)
6 Enemy barrage or strafing (4)
(1) It gets foggy, rainy, etc. Choose new weather condition
(page 69). (2) See following. If something rolled is
inappropriate, re-roll. (3) Place an enemy squad on the table
as you would a PEF. (4) See page 80 or 81.

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NUTS! – COMPENDIUM
This is the Enemy Investment Level for the sector (area of
URBAN CAMPAIGNS the battle), that you are in. The EIL is very important as it
is used on the PEF Resolution Table (page 77) and to
World War II left cities shattered by combat, many little determine when and if Reinforcements will arrive (page
more than contested rubble fields. Want to create your 78). Generally, the higher the EIL the more enemy you
own Rattenkrieg for Cologne, Warsaw or Leningrad? will see.
These rules are an extension of the primary Campaign
Rules in NUTS. Here’s how to get started:
 Determine the Type of Urban Campaign you will
YOUR URBAN COMBAT IL
be involved in. We've shown you how to determine the Enemy
 Determine the Enemy Investment Level (NUTS). Investment Level of the battlefield. Now we will follow
 Determine your Investment Level (NUTS). the same procedure for your Investment Level. To reflect
 Determine the Privation Level (page 72). this you roll two 1/2d6* or d6 and consult the following:
*1/2d6 means roll 1d6 and cut the score in half rounding up.

TYPE OF CAMPAIGN
KESSEL SCENARIOS (1/2D6)
City fights typically fell into one of three categories,
which often morphed, from one type to another.  If the 1/2d6 results come up doubles count either
score.
 If they do not count the lower score.
KESSEL (CAULDRON)
One side has surrounded and besieged the city. The RATTENKRIEG SCENARIOS (D6)
Defender is subject to the Out of Supply (page 73) and
Privation rules (page 72).  If the d6 come up doubles count either score.
 If they do not count the lower score.

RATTENKRIEG (WAR OF THE RATS)


Rattenkrieg is defined by one or both sides mounting a
HIMMELFAHRTS KOMMANDO SCENARIOS (D6)
chaotic assault into a hotly contested city. Both sides are  If the d6 come up doubles count either score.
subject to the Out of Supply (page 73) and Privation rules  If they do not count the higher score.
(page 72).
This is your Investment Level for the sector (area of the
battle), that you are in. The IL is very important as it is
HIMMELFAHRTS KOMMANDO (FORLORN HOPE) used to determine when and if Reinforcements will arrive
(page 78). Generally, the higher the IL the more
A delaying action fought to hold up the advance of the
Reinforcements you will see.
enemy. The Defender is subject to the Out of Supply
(page 73), and possibly (1 – 3) Privation rules (page 72). Example – I decide to play a Kessel Scenario with my side
being the Defender. I roll two 1/2d5 and score a 2 and 3.
As they are not doubles, my Investment Level is 2.
URBAN COMBAT EIL The attacking side now rolls 2d6 and scores a 2 and 4. As
Urban campaigns often have a higher overall Enemy they are not doubles, the Enemy Investment Level is 4.
Investment Level (EIL) than normal Campaigns. To
reflect this you roll 2d6 and consult the following:
PRIVATION LEVEL
KESSEL OR RATTENKRIEG SCENARIOS A city fight, especially one that was prolonged or
 If the d6 came up doubles count either score. stretched into a protracted siege, could expose attacker
 If they did not count the higher score. and defender alike to extreme Privation that reduced a
unit’s performance.
HIMMELFAHRTS KOMMANDO SCENARIOS To simulate this, check for the Privation Level for the
attacker and the defender. To reflect this roll two 1/2d6
 If the d6 came up doubles count either score.
and consult the following:
 If they did not count the lower score.

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KESSEL SCENARIOS 2 URBAN MISSION TYPE
 Attackers do not roll Privation. (2d6 added together)
 Roll for each Defending unit.
 If the 1/2d6 results came up doubles count either # KESSEL RATTENKRIEG HIMMELFAHRTS
score.
KOMMANDO
 If they do not then count the lower score.
2 F F E
RATTENKRIEG SCENARIOS 3 B C A
 Roll for each Attacker and Defender unit. 4 A A A
 Roll each 1/2d6 subtracting one from each result. 5 A B C
 If the modified 1/2d6 results came up doubles 6 E A A
count either score. 7 C A C
 If they do not then count the lower score. 8 B A A
9 A B C
10 A A A
HIMMELFAHRTS KOMMANDO SCENARIOS 11 B C A
 Attackers do not roll Privation. 12 F E E
 Roll for each Defending unit.
 Defenders each roll 1/2d6 subtracting one from  A –Patrol where your objective is to scout an
each result. area.
 If the 1/2d6 results came up doubles count either  B –Defense where you will defend an area from
score. enemy incursions.
 If they do not then count the lower score.  C – Assault (page 87) where you will attempt to
break through an enemy area.
Example – Now it’s time to check for Privation. As I am
playing a Kessel Campaign, the attackers are not subject  E – Sniper Patrol (page 85) is where your
to Privation. Unfortunately, as the Defender, I am. objective is to eliminate enemy officers and
snipers.
I roll two 1/2d6 for each unit to establish its Privation  F – Foraging Patrol (page 86) where you will try
Level for use on the Privation Table (page 72). to find food and supplies.

DETERMINING URBAN MISSIONS MISSION DESCRIPTIONS


Use the Campaign rules in NUTS, but we substitute the In this section, we go into a little more detail as to what
following Mission Table to determine the Missions that each Mission is. Some of these may be new to NUTS
your squad will get. while some of these may be variations of the Missions
found in NUTS . Remember that when using these
At the start of each Campaign Turn (remember there are
Missions you still use the Missions rules found in NUTS
two for each month) roll 2d6 versus the Rep of the squad
Leader and consult the Mission Table.
SNIPER PATROL
2 URBAN MISSION TABLE Modified Patrol (NUTS).
(Taken vs. Leader's Rep) Description: A Sniper Patrol is a patrol with a specific
objective – kill enemy officers, NCOs and snipers.
#D6 Reconnaissance intelligence is secondary to this
PASSED RESULT objective. All combatant nations used snipers to disrupt
their enemies and sow fear and chaos. The war in Russia
2 You have a Mission. Roll on the Mission Type saw this form of warfare elevated to a high art as German
Table. and Soviet snipers racked up hundreds of individual kills
You have a Mission, following close on the and stalked each other across ruined cities.
1 heels of the last – you have no chance to get
A Sniper Patrol is almost identical to a Patrol, with the
Replacements.
following changes.
0 No Mission on this campaign turn, but the next
time you take this test you will roll 3d6 instead.
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OBJECTIVE found instead of rolling 1d6 to see what enemy
has been contacted.
 Your objective is to scout the table and kill as
 You may only roll once for each contact on the
many Officers, Non-Coms and enemy snipers as
Foraging Table.
possible.
 Roll 2d6 versus the EIL of the area when
 To be successful you must spend one turn of
searching.
Activation within 24" of the edge of the board in
sections 1, 2, and 3; and kill at least 1 enemy  If the unit contains a character with the Scrounge
sniper, and/or 1 enemy officer, or 2 non- Attribute (NUTS) then you will roll 3d6 instead.
commissioned. Once you have accomplished this
you must report by exiting the table from the
edge that you entered it. 2 FORAGING
 Your force must include at least one sniper. A (Taken vs. EIL of the Area)
sniper is typically a soldier with a scoped rifle,
+1d6 if have the Scrounge Attribute
and usually has the Advantages: Stealthy, Crack
Shot and Quick Reflexes. #D6 RESULT
The remainder of the mission is the same as the Patrol
set-up and conduct. PASSED
2 Found something! Roll to determine what was
SPECIAL PEF RESOLUTION found on the Provisions Table.
Possible enemy force. Roll for enemy
When resolving a PEF as enemy troops, roll 1d6 for each
1 reinforcements on the Reinforcements at -2 to the
squad. If a success is scored – score of 1, 2 or 3 – the
score. If a "0" is scored then no was enemy
squad also has an enemy sniper (1), enemy officer
contacted and roll on the Provisions Table at -2 to
replacing the squad leader (2) or an enemy officer and a
the score.
non-commissioned squad leader (3 – 6).
False alarm. Just empty boxes and a case of
0 nerves.
FORAGING PATROL
Modified Patrol (NUTS).
Description: During bleak days, from Kiev to Leningrad,
2 PROVISIONS
(2d6 rolled and added together)
and Sevastopol to Stalingrad, soldiers would go on
“scouting” missions to scrounge up as much as they # WHAT WAS FOUND
could. A Foraging Patrol is a scouting patrol with a
specific objective – gather food and supplies to help your 2 Ammunition: 1d6 reloads* for LMG/MMG
unit survive. 3 Roll on Special Provisions Table.
A Foraging Patrol is almost identical to a Patrol, with the 4 Food! Enough food to reduce the units Privation
following changes. level by one.
5 Gasoline/Diesel: 1/2d6 activations of movement
for any vehicle.
OBJECTIVE 6 Ammunition: 1d6 reloads* for LMG/MMG
 Your objective is to scout the table and find as 7 Ammunition: 1d6 reloads* for BA/SA rifles
much useful food and supplies as possible. 8 Ammunition: 1d6 reloads* for SMG
 To be successful you must spend one turn of 9 Roll on Special Provisions Table.
Activation within 12" of the edge of the board in 10 Food! Enough food to reduce the units Privation
sections 1, 2, and 3; and gain as many supplies as level by one
possible to help your unit survive. Once you 11 Gasoline/Diesel: 1/2d6 activations of movement
have accomplished this you must report back by for any vehicle.
exiting the table from the edge that you entered 12 Ammunition: 1d6 reloads* for SMG
it. * If counting ammo each reload eliminates the effects of scoring
 Contact is resolved normally on the PEF two or more "ones" when shooting.
Resolution Table. After contact has been
determined, the player will roll on the Foraging
Table (page 86) to determine if and what was

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NUTS! – COMPENDIUM
2 SPECIAL PROVISIONS DEPLOYMENT
(2d6 rolled and added together)
 Player forces set up in sectors 7, 8, and 9.
 Defender’s forces generated per Defense
# WHAT SPECIAL PROVISION WAS FOUND mission, but roll 1d6+3 to determine where the
enemy forces will be located.
2 1/2d6 Pistols
3 1/2d6 SMG
4 Enough AP (1-3) or AT (4-6) mines to mine a URBAN CHAOS
3”x3” area
5 (1 – 3) 1d6 BA Rifles A chaotic urban fight like Stalingrad or Berlin could
subject soldiers to odd situations, stray bombs, random
artillery fire and unexpected help.
5 (1 – 3) ATR + ½ d6 rounds (1)
6 Light mortar plus 1/2d6 rounds. To simulate this, when players are rolling for Activation
7 1/2d6 Grenades and doubles are rolled, and the number on the dice is
8 (1 – 4) Panzerfaust or AT grenade (1) equal to or less than the Enemy Investment Level, a
8 (5 – 6) Panzerschreck + ½ d6 rounds (1) Random Event has occurred.
9 LMG  The event can occur in any section that is
10 Enough AP (1-3) or AT (4-6) mines to mine a occupied either by the active solo player’s side
3”x3” area. or on any area of the table if both sides are in
11 MMG/HMG plus 1d6 reloads* play.
12 Flamethrower plus ½ d6 reloads*  Random events replace the normal Activation
* If counting ammo each reload eliminates the effects of scoring sequence of the game.
two or more "ones" when shooting.  Roll 1d6 for each group including vehicles. The
(1) If using this Table in another theater or with another army lowest score is the target of the event. Re-roll
such as American or British substitute appropriate weapon. any ties.
 Next roll on the Random Events table. Roll 1d6
to determine which Random Event Table to use
ASSAULT then roll another 1d6 on that table to see what
event has occurred.
Modified Defense (NUTS).
We recommend using this after you have played a Patrol.
In this Mission, you are charged with breaking through 1 RANDOM EVENT #1
the enemy defenses in this sector. This Mission is a (Reading the result as it appears)
modified version of Defense, with the changes described
below. In general, the player takes the role of attacker and
# EVENT
must break through the enemy’s defenses.
1 Single 122mm shell (10" blast circle/ Impact 4)
Abandoned Allied armored vehicle. Roll on relevant
OBJECTIVE 2 Vehicle reinforcement table.
 Your objective is break through the enemy lines 3 Building explodes in flames, units caught inside must
and exit the table. abandon immediately.
 To be successful you must break through enemy 4 Single 250lb bomb (10" blast circle/ Impact 3)
forces and exit the table through sections 1, 2, or 5 Overturned truck with cases of champagne.
3. The Mission is over when you have chased off All Scroungers will stop and loot. Other soldiers roll
or destroyed all enemy in your sections and 1d6. If score Rep or higher will not stop. Otherwise,
exited your forces from the table. treat as if a Scrounger (page 4).
6 Encounter abandoned gear; roll on the Provisions
Forces & Terrain are determined as per the Defense
Table (page 86).
Mission (NUTS).

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NUTS! – COMPENDIUM
1 RANDOM EVENT #2 1 RANDOM EVENT #5
(Reading the result as it appears) (Reading the result as it appears)

# EVENT # EVENT
1 Sniper Attack (page 80). 1 Run into 4” x 6”Hasty Anti-Personnel minefield
2 Run into 4” x 6”Hasty Anti-Personnel minefield (page 50).
(page 50). 2 Encounter collapsed sewer tunnel, access to sewers.
Abandoned Axis vehicle. Roll on relevant Vehicle 1d6 dead soldiers – enemy (1 – 3) or friendlies (4 –
3 reinforcement table. 3 6) with rifles.
1/2d6 82mm mortar rounds (8" blast circle/Impact 4 Single 250lb bomb (10" blast circle/Impact 3)
4 3) 5 Building collapses. Any units inside roll on Ranged
Pilot parachutes onto the table. Roll random player Combat Damage Table (page 22) against Impact of
5 side adding 1 to the side with Air Superiority (page 3.
47). Abandoned Allied vehicle (Roll on appropriate
6 Old woman appears carrying a pot of stew, reduces 6 Allied reinforcement table, e.g. NUTS)
one unit’s Privation by one point.

1 RANDOM EVENT #3
(Reading the result as it appears) 1 RANDOM EVENT #6
(Reading the result as it appears)
# EVENT
1 Sniper Attack (page 80). # EVENT
2 1d6 crazed mental patients from damaged hospital 1 Encounter abandoned gear; roll on Provisions Table
attracted to random player unit. Increase EIL of (page 86).
section that the unit is on by 1 point. 2 Family of 1d6 terrified civilians moving across the
3 Burning vehicle blocking the road. table at 8" per turn that may block line of sight to
4 1/d6 Heavy rockets (10" blast circle/Impact 4) enemy units. Will leave table after three activations
5 Random animal is encountered. regardless of actual distance moved.
 1-2 = Horse. 3 Fighter-bomber crashes in flames, any units hit are
 3-4=Cow. destroyed.
 5 = Lion.* 4 1/2d6 122mm rockets (10" blast circle/Impact 4)
 6 = Elephant.* 5 Old man sitting on a chair offers bottle of booze. All
6 Single 152mm shell (12" blast circle/Impact 4) Scroungers will stop and drink.
* If in Stalingrad or Berlin only, otherwise substitute dog. Other soldiers roll 1d6. If score Rep or higher will
not stop. Otherwise, treat as if a Scrounger.
6 Sniper Attack (page 80).
1 RANDOM EVENT #4
(Reading the result as it appears)

# EVENT
1 1/2d6 85mm rockets (8' blast circle/Impact 3)
2 Pack of 3+1/2d6 feral dogs. *
3 Civilian corpses with valises spewing personal
effects encountered. Figures with Scrounge
Attribute must stop and check.
4 Single 250lb bomb (10" blast circle/Impact 3)
5 Sniper Attack (page 80).
6 Group of 1d6 confused, routed infantry). Roll
random player side. One attempt to rally and add to
the Player’s side, or will flee if Enemy.
* See Animal Encounters (page 89).

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ANIMAL ENCOUNTERS RECOVER FROM OUT OF SUPPLY
This section covers any animals that may be encountered. After the Mission, roll 2d6 on the Resupply Table versus
the Rep of the Squad Leader to see if the unit has been
TYPE REP MOVE NOTES resupplied with ammunition, fuel, food and other
3 8" Will move across table and supplies.
Cow leave peacefully unless
attacked. If attacked then test
for Animal Attack. Counts as 2 RESUPPLY
Impact 1. (Taken vs. Rep of the Leader)
3 12" Will befriend unit as long as
#D6 RESULT
Dog you feed it like one of your
squad. When not fed it will PASSED
disappear. If approached by
enemy within 12" and sight 2 The unit is resupplied. The unit recovers from
will bark. Barking will expose Privation. Restored to a full allotment of ammo
unit if Hidden, but also allows and fuel.
the unit to take the Insight The unit also rolls once normally on the
Test at +1d6. Counts as Replacements Table (NUTS).
Impact 1. 1 The unit is partially resupplied. Privation Level
4 10" Will move across table and reduced by one level. Restored to a full allotment
Elephant leave peacefully unless of ammo and fuel. Units that were Out of Ammo
attacked. If attacked then test or Low on Fuel gets 3+1d6 reloads of ammo or 3
for Animal Attack. Elephants + 1d6 movement activations of fuel.
will roll on the Ranged The unit also rolls once for Replacements
Damage Table. counting a -1 to the Leader's Rep.
Feral 3 12" Will attack any wounded The unit is still Out of Supply. The unit does not
Dogs (OOF) figure and try to eat it. 0 recover from Privation. Units that are Out of
If wounded present then test Ammo or Fuel remain so.
for Animal Attack. If no No Replacements are available to replace
wounded then dogs are casualties.
removed from the table.
Counts as Impact 2. REPLACEMENTS
Lion 5 12" It's hungry. Test for Animal
Attack. Units that take casualties may receive Replacements after
Counts as Impact 4. they return from their Mission by using the Replacements
Table found in NUTS.
 Roll 2d6 versus the Squad Leader's Rep
ANIMAL ATTACK modified by the unit’s Privation Level.
Take this test when animals attack.
 Roll 1d6 for each figure that has LOS to an
animal. Add the score to the figure's Rep.
 Roll 1d6 for each animal that has LOS to a
figure. Add the score to the animal's Rep.
 High total goes first with ties going
simultaneously.
 If the animal goes first then move it into
melee with the target figure, no Reaction
Tests are taken.
 If the figure goes first then it is allowed to
fire or move into melee with no Reaction
Tests taken.

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EXPANDED C&C ATTRIBUTE TABLE 4
CHOCOLATE & CIGS # BASIC ATTRIBUTE
This section is another tool in the THW Toolbox. 1 Addiction: The player rolls 1d6 for the Addiction:
These are new C&C Attributes taken largely from the  (1 – 2) = Smoker needs Cigarettes or Cigars.
NUTS Italy After Normandy Campaign book and are here Each Item of this type will last for one month.
to add even more character and flavor to your figures.  (3) = Gamblers need to Gamble (page 98) every
Note: C&C Tables 1 – 2 are in NUTS. time he goes Carousing (page 97). If
unsuccessful will suffer the consequences until
is successful – could be the next Carousing
EXPANDED C&C ATTRIBUTE TABLE 3 Mission!
# BASIC ATTRIBUTE  (4) = Ladies Man needs to seek Companionship
(page 98) every time he goes Carousing (page
1 Greedy: In addition to the regular attribute in 97). If unsuccessful will suffer the consequences
Attribute Table 2 (NUTS page 7) Greedy has to until is successful – could be the next Carousing
gamble when possible (page 98) and gains a -1 to his Mission!
People Skill because it’s obvious he’s greedy.  (5 – 6) = Drunkard needs to drink. Each Bottle
2 Drunkard: In addition to the regular attribute in of Wine will last one month, Hard Liquor for
Attribute Table 8, the Drunkard figure must roll 2d6 two.
versus his FIT each time he drinks. This is when he
is Carousing (page 97) as well as before each Roll 1d6 to see what effects the character suffers
Mission that he has alcohol available. when he doesn’t get his “fix”.
 Pass 2d6 = Tipsy. Gain +1 to People Skill. (1 – 3) = Distracted (page 3).
 Pass 1d6 = If on a Mission - Hung Over. (4 – 5) = Wussy (NUTS).
Gain a -1 to People, Savvy, and Fitness (6) = Unlucky (NUTS).
Skills. If Carousing – Drunk. Gain -
2 to People Skills but a +1 to People Skills All figures get a free month when they start, having
with other Drunks. assumed that they have scored their “fix”.
 Pass 0d6 = If on a Mission gains the Slow 2 Artist: This figure is very artistic in some way. He
to React and Near Sighted Attributes sings, plays an instrument, paints, sculpts, writes
(NUTS). If Carousing passes out and is poetry or stories, acts or is a comedian. He lifts the
carried back to the barracks – count as spirits. Take an Opposed Challenge (NUTS) with a
failing a Mission . +2d6 bonus, once per Mission, when desired, rolling
3 Nervous: In addition to the regular attribute in once and applying the results to all within 4”. If
Attribute Table 9 (page 4), Nervous gains Uneasy score a positive response the audience member
Attribute (NUTS). counts a +1 to its People Skill.
4 Rage: In addition to the regular attribute, Rage gains 3 Cook: This figure can create a gourmet meal with
a -1 to his People Skill if something pisses him off even poor ingredients and spices. There is a chance
when Carousing (1 – 2). He will always have a (1)* that he provides a meal before a Mission that
Confrontation when pissed. eliminates all Distracted (page 3) consequences and
5 Ruthless: In addition to the regular attribute in Table Addictions (page 90) for the Mission itself. If he can
10 (page 4), Ruthless gains the following. Ruthless provide meals for two Missions in a row he can
bastards make others Uneasy (NUTS). eliminate Sickly (NUTS) for the next Mission.
6 Stone Cold: In addition to the regular attribute in 4 Distracted: In addition to the regular Attribute in
Table 6 (NUTS), the Stone Cold character gains -1 to Attribute Table 7 (page 3), Distracted gains Uneasy
his People Skill because being Stone Cold freaks (NUTS) while he is Distracted.
people out. 5 Dumbass: In addition to the regular attribute in
Attribute Table 2 (NUTS ), Dumbass gains a -1 to his
Savvy Skill.
6 Epitaph: The thing the figure is known for. As in
“Goldy” because he collects gold or “Fish” because
he smells fishy. Gain a +1 or -1 to his People Skill
depending upon the Epitaph. Player may choose.
(*) Chance increases (1 – 2) if using cooking tools (page 93).

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FINDING ITEMS – BUILDINGS
ITEMS When you enter a building and it is emptied of enemy
soldiers, you can search it. Here’s how we do it:
Here are changes to the procedures for dealing with Items
found in NUTS . We recommend using them to enrich  When one or more figures enter a Building, each
your games. figure can search for Items.
 Each figure rolls 2d6 versus the Enemy
Investment Level (NUTS).
ITEMS – PERSONAL VICTORIES  Determine how many d6 are passed and use the
Building Search Table to see if anything is
Aside from the $50 per month that the government gives
found.
you, Personal Victories are the things that you personally
want to accumulate; Items. This can be for yourself, your  If any Doubles are rolled at any time when
mother, your wife, or future kids. searching on the table and there is a Jr. NCO or
higher with the group, he will say, “We’re
Not every figure has to an interest in Personal Victories. moving out!” ending any subsequent rolling on
If you’re going to use Chocolate & Cigarettes rules, just the table.
assign which figures, if any, have the urge.

2 BUILDING SEARCH
HOW MANY ITEMS CAN YOU (Taken versus Enemy Investment Level)
CARRY? CIRCUMSTANCE MODIFIER
For simplicity, we make it easy to track. Here’s how we
do it: Cooking Attribute. +1d6
Greedy Attribute. +1d6
 Every Item regardless of size counts as one Item
Lush Attribute +1d6 *
for carrying.
Scrounge Attribute. +1d6
 You can carry a number of Items equal to your
(*) Only if searching for alcohol in a Civilian Building.
Rep. If you have more than that give them away
or “pay” someone to carry the extra for you. #D6 RESULT
 When you are going on a Carousing Mission PASSED
(page 97) you can store the Items at your base or 2 Figure finds one Item. Roll 1d6:
ship them home. You still count as having (1) = Find one Item of choice for the
acquired them! appropriate building type.
(2 – 6) = Find one Item rolled randomly
from the Items Found in Buildings Table.
STARTING ITEMS 1 If more than one figure is searching the
building, nothing is found.
It is possible that a figure could start its career with Items.
Here’s how we do it:
Otherwise, count as passing 2d6.
 Roll 2d6 for the figure and add them together. 0 Nothing found.
 If the score is less than the figure’s Rep, he has
Items.
 Subtract the result from the Rep of the figure –
that’s how many Items he has.

FINDING ITEMS
There are two places where Items can be found:
 Buildings – Both Civilian and Military types.
 Persons – From prisoners, casualties or bartered
from friendlies.
Let’s cover each of these in more detail.

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2 ITEMS FOUND IN BUILDINGS 2 ITEMS FOUND ON PERSONS
(Adding the two results together) (Adding the two results together)

# MILITARY CIVILIAN # MILITARY CIVILIAN


2 SS Dagger. AM Radio. 2 Enemy Medal of Valor Quality food Items.
3 Binoculars. Bottle of Hard Liquor. (3)
4 Nylons. Silverware set. 3 Binoculars. Bottle of Hard Liquor.
5 Medium Caliber Pistol Quality food Items. 4 Pocket Watch. Bottle of Wine.
6 Pen and Paper. Quality Wristwatch. 5 Medium Caliber Pistol Chocolate Bar.
7 Pack of Cigarettes. Pack of Cigarettes. 6 Pen and Paper. Quality Wristwatch.
8 Pocket Knife. Bottle of Wine. 7 Pack of Cigarettes. Pack of Cigarettes.
9 Chocolate Bar. Cooking tools. 8 Pocket Knife. Bottle of Wine.
10 Bottle of Hard Liquor. Quality Jewelry. 9 Chocolate Bar. Nylons.
11 Map or Aerial Photos Pocket musical 10 Bottle of Hard Liquor. Quality Jewelry.
instrument. 11 Monogrammed Lighter. Pocket musical
12 Folded enemy flag. Nylons. instrument.
12 Map or Aerial Photos Pack of Cigarettes.
FINDING ITEMS – PERSONS
When finding a disabled soldier or civilian you could find
Items on them. Here’s how we do it: BARTERING FOR ITEMS
Another way to get Items is to barter with other soldiers
 Roll 2d6 for each person versus the Enemy or Civilians. This can be done during the Mission, but
Investment Level (NUTS ). usually between Missions.
 Determine how many d6 are passed and use the
Person Search Table to see if anything is found.  Roll 1d6 and read the result as rolled.
 If any Doubles are rolled at any time when  Subtract the result from your Investment Level.
searching on the table and there is a Jr. NCO or  If the result is zero or lower, no one can be found
higher with the group, he will say, “We’re to barter.
moving out!” ending any subsequent rolling on  If the result is a positive number, you have found
the table. someone and they have that many Items to barter
for.
 Take a People Challenge (NUTS) with a random
2 PERSON SEARCH or pre – generated character.
(Taken versus Enemy Investment Level)  Roll on the Items Found on Persons Table (page
892) to see what the character has to barter.
CIRCUMSTANCE MODIFIER  Decide what Items you will barter.
 If you scored more successes than the opponent
Greedy Attribute. +1d6 did, you have bartered your Item away for the
Scrounge Attribute. +1d6 new Item.

#D6 RESULT
PASSED LOSING ITEMS
2 Figure has one Item. Roll 2d6 on the Items
Found on Persons Table. Items can also get Blown Up, Burnt or Lost. Here’s how
we do it:
1 If the passing d6 is a “1”, the figure has one
Item. Roll 2d6 on the Items Found on  If a blast happens within 1” of a figure, roll 2d6
Persons Table. for each Item in his possession to see if it is
Otherwise, nothing found. damaged.
0 Nothing found.  On a 2 or 3, an Item is destroyed.
Personal Victory Items could also be lost by Mission
results, Brass orders, blown up or stolen.

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Example – Bill survives a grenade going off next to him. FOLDER ENEMY FLAG
Now he checks to see if any items he had have been
destroyed. Bill rolls snake eyes: Bill’s binoculars (1 – 3) The Flag counts as three Items for bartering, but one for
carrying.
or wristwatch (4 – 6) broke.

MAP OR AERIAL PHOTOS


USING ITEMS Turn the Map or Aerial Photos into his superiors back at
Items can be used in a variety of ways. Here’s how we do camp and check to improve his Rep (1 – 4) or a Skill (5 –
it: 6) (NUTS).
 Barter with other people (page 101).
 Used as gifts to influence Interaction with NPCs. NYLONS
 To satisfy an Addiction (page 90). Each Bottle of
Nylons count as two Items for bartering with a female,
Hard Liquor gives the Addicted character the
but counts as one for carrying. Also, count +2 to People
Plucky Attribute (page 4) for one Mission of his
Skill if given as a gift to a female NPC.
choice. Note it prior to going on the Mission.
 The first time a figure acquires five Items during
his career, he gains one Attribute of choice, plus POCKET MUSICAL INSTRUMENT
the Scrounge Attribute (NUTS).
Can be used by a character with the Artist Attribute (page
 Every five additional Items after the initial five 90).
allows the figure to check to improve his Rep (1
– 2) or a Skill (3 – 6) (NUTS).
Personal Victories can be shipped home, stored in duffle QUALITY FOOD ITEMS
bag at camp or stored in figure’s backpack or pockets. If Quality Food Items count as two Items for bartering, but
shipped home during Step 12 of Troop Upkeep Phase, it’s one for carrying.
permanently yours.

QUALITY JEWELRY
BINOCULARS Nylons count as two Items for bartering with a female,
Once a Mission, any PEF resolved as Enemy Defensive but counts as one for carrying. Also, count +2 to People
Position can be converted into enemy troops instead. Skill if given as a gift to a female NPC.

BOTTLE OF HARD LIQUOR OR WINE SS DAGGER


Hard Liquor and Wine counts as two Items when The Medal counts as three Items for bartering, but one
bartering with a Drunkard (page 3), but counts as one for for carrying. It can also be used as a One Hand Melee
carrying. Weapon.

CHOCOLATE BAR
Chocolate Bar counts as two Items for bartering with a
female, but counts as one for carrying. Also, count +2 to
People Skill if given as a gift to a female NPC.

COOKING TOOLS
Cooking Tools can be used by any character with the
Cook Attribute (page 90). Counts as two Items when
bartering with a Cook but counts as one for carrying.

ENEMY MEDAL OF VALOR


The Medal counts as three Items for bartering, but one
for carrying.

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MISSIONS & PURPOSE SKILLS


In this section we personalize WW2, encouraging players Skills are learned. Each character is composed of three
to play smaller games with three to five figures with a Skills that are added to his Rep. When added, these Skills
variety of “odd” Missions. Here are some examples: round out the character, help to create their story and
make each character unique. The three Skills are:
 Scouting out an area and finding what appears to
be an abandoned house.
 Meeting civilians and asking them for FITNESS (FIT)
information.
 Helping civilians or your force to find someone Fitness represents the overall physical ability of the
that is lost. character.
 Finding a civilian to act as a translator.
 Racing a small enemy patrol to a local wine
cellar. PEOPLE (PEP)
 Escorting civilians or wounded soldiers to safety. The People Skill is a measure of how well a character
 Slipping past enemy lines to capture an enemy interacts with other characters.
soldier and bring him back for questioning.
With a smaller number of figures, there is a greater
opportunity to “flesh them out” and make the game more SAVVY (SAV)
personal. That’s where this section comes in. This Skill is a measure of how the person performs both
job related tasks and those requiring common sense.
PERSONALIZING YOUR CHARACTERS
As we said before, here’s an easy way to personalize your HOW PROFICIENT IN THE SKILL
characters and get you more into the RPG mode. You are
the Star, so let’s name your Grunts after your school or Now that you know the three Skills, let's see how
college friends. Give it a try! proficient your character is in each of them. Here's how
we do it:
 Start with the Rep of the character.
NUMBER OF MISSIONS  Give the first Skill a value equal to the Rep of
the character.
The Missions in this section are used in addition to those
found elsewhere in the book and follow different rules.  Give the second Skill a value equal to the Rep of
Here’s how we do it: the character minus one
 Give the third Skill a value equal to the Rep of
 You must play a Patrol, Defend or Attack the character minus two.
Mission after one of these Missions.  Fitness must be assigned a value of at least one.
 You cannot play the same Mission back to back.
There must be another C&C Mission in between. Example - Here are four examples of characters that have
 These Missions do not use the Next Mission been assigned Skills.
procedure (NUTS).
 These Missions do not affect either sides’ NAME REP FIT PEP SAV
Campaign Morale or Investment Levels.
 They can affect Replacements (NUTS). NCO Able 5 5 3 4
 They can result in improving or decreasing Pfc. Baker 5 5 4 3
Reputation or Skills (NUTS). Pvt. Charles 4 3 2 4
Pvt. Deville 3 3 2 1

GRUNT PROFICIENCY
Roll 1d6 for each Skill and arrange their values as
previously outlined, from highest to lowest based on the
scores. High score Skill equals Rep, then next equals one

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less than Rep and third is two less than Rep; apply them
as desired.
LANGUAGE
If you can’t speak the Enemy or Civilian language, it’s
going to be tough to get across your ideas. Hand signals
IMPROVING A SKILL and “pidgin” might work, but at a great penalty for
understanding. You could always try to find a third
Just as a character can improve its Rep (NUTS), it can
common language like French (1). Fluent is an Attribute
choose improve a Skill instead. Here’s how we do it:
found in NUTS. Fluent also gives the ability to read and
 The criteria for a successful Mission (NUTS) still write as well. Additional languages can be acquired.
apply. Here’s how we do it:
 Choose which Skill or Rep you want to improve.  When you have a chance to improve a Skill you
 Use the same procedure as previously outlined can gain the additional language.
(NUTS).  Roll to improve the Savvy Skill. If successful,
you have gained fluency in the chosen language.
DECREASING A SKILL
A Skill cannot exceed the Rep of a character. When the COMING ACROSS CIVILIANS
Rep is decreased by a failed Mission, any Skill that would Civilians are people going about their life in a world at
now be higher than the new Rep is reduced to that level. war. They are farming a field, buying stamps, riding
Example – Jim Bob Joe is a Rep 4, Fit 4, People 3 and bicycles home from shopping for groceries, in refugee
Savvy 4 soldier. He fails at his Mission and checks to see lines or just hiding in their homes. This includes nuns,
if his Rep is decreased. old men, crippled veterans, prostitutes, and little children.
They will appear via the scenario or by PEF Resolution.
Jim Bob Joe rolls 1d6 and scores a “1”. His Rep is now
reduced to 3. His Fit and Savvy Skills are reduced to 3 as
well. ACTIVATION
Civilians roll their own d6 for Activation, but it does not
count towards generating Reinforcements or Random
Events.
CIVILIANS For Activation purposes only, all Civilians are Rep 4.
In this section, we expand the Civilians you met in NUTS
(page 86).
WHERE ARE THEY?
Civilians are not your target (unless they are attacking
Unless specified by the scenario, we have to determine
you.) In fact, your orders are to avoid killing Civilians.
where Civilians are found. Here’s how we do it:
Sometime it just can’t be helped due to collateral damage
(“Oh Crap!” page 17). If Civilians are friendly, they just  Civilians may be found in Ruins (page 58) but
might help with some information. not in Rubble (page 58).
Civilians can be encountered on the PEF Resolution Table  PEFs can be resolved as Civilians.
(when a PEF is resolved as an Enemy Defensive Position  Civilians could be found in some areas (NUTS)
substitute 1/2d6 Civilians instead) depending on your of a Civilian building as you search it, but not in
scenario or preferences; in buildings or specifically Military buildings.
mentioned in Missions. Civilians can be handled in two
ways:
HOW MANY AND WHO?
 As non-fighting characters that the player can
ignore. This is the more traditional wargaming When a PEF is resolved as Civilians, we need to
style. determine how many of them there are. Here’s how we do
 Using the Chocolate & Cigarettes rules (NUTS). it:
This is the more role-playing version.  There will be 1/2d6 Civilians.
 Use the Civilians Table to generate specifics.
 All are assumed adults, unless specified as a
child.

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2 CIVILIANS PARTISANS
(Adding the results together) Occasionally, Civilians will arm themselves and rebel
against their invaders, forming Partisan units. Though
#D6 ID GENDER REP FIT PEP SAV they probably have no military experience, they are still
2 A Female 4 3 4 2 capable of killing the enemy. Their weapons, unless
3 B Male Child 2 2 0 1 supplied secretly by friendly forces, are likely to be
4 C Male 2 1 2 0 Civilian guns or looted enemy weapons. They usually
5 D Male 2 2 0 1 have no uniforms and probably live in the woods or
6 E Female 3 3 2 1 mountains as bandit types. They may try to sabotage
7 F Male 2 2 1 0 enemy patrols and installations or they may just be
8 G Male 3 1 2 3 fighting their own people (collaborators) or even
ideological enemies (communists).
9 H Male 4 4 2 3
10 I Female Child 2 2 1 0 Friendly Partisans are met through the scenario or via the
11 J Male Child 2 1 2 0 PEF Resolution Table – if encountering Civilians you
12 K Male 3 3 1 2 can choose to assume they are friendly or you can roll to
see if they are friendly (1 – 4) or German collaborators (5
– 6).

FLOCK OF SEAGULLS
Whenever gunfire or an explosion occurs near Civilians,
PARTISANS
we must see how they react. PLATOON PARTISANS
 When gunfire or an explosion occurs within 6” # of Squads 3
of Civilians, consult the Flock of Seagulls Table. # Men per Squad 14
 Roll 2d6 for each group of affected Civilians. Dice Generation 9+1d6
Apply the results separately to each individual Individual Rep 1 – 3 = Rep 3
Civilian. 4 – 5 = Rep 4
 Determine how many d6 each Civilian passes. 6 = Rep 5
 Go down the left-hand column to the appropriate NCO SMG
row. Jr. NCO BA or SMG
 Go across to see the results. LMG No LMG (1 – 4)
 Immediately carry out the results. # Soldiers w/G-launcher 0
Riflemen BA

WEAPON RANGE TARGETS IMPACT


2 FLOCK OF SEAGULLS Medium Caliber SMG 24 3 1
(Taken versus Rep) BA Rifle 48 1 3
#D6 RESULT LMG (Breda Mod 30) 48 4 3
PASSED Grenade 6 5” 2
2 Will Duck Back. Carry On when next
active.
1 If can see the shooter or the explosion, the
Civilian will Hunker Down. Will not
attempt to recover unless contacted by
another figure.
If can only hear the gunfire or explosion,
the Civilian will Duck Back. Will Carry On
when next active.
0 Leave the Table.

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C & C ENCOUNTERS 2 CIVILIANS


(Adding the results together)
In this section, we introduce two new Chocolate &
# ID GENDER REP FIT PEP SAV
Cigarettes Missions, also called Encounters, as they do
not involve enemy forces. Review the section called 2 A Female 4 3 4 2
Number of Missions (page 94) to see when they can be 3 B Male 2 2 0 1
used. 4 C Male 2 1 2 0
5 D Male 3 2 3 1
6 E Female 3 3 2 1
7 F Male 3 2 1 3
CAROUSING 8 G Male 3 1 2 3
9 H Male 4 4 2 3
It’s time for some R&R and the local town behind the lines 10 I Female 2 2 1 0
is a great place to be. Maybe you’re looking for a drink, 11 J Male 2 1 2 0
some Companionship, or want to gamble. For whatever 12 K Male 3 3 1 2
reason, you’ve chosen to spend some free time in a tavern.
When carousing, you don’t need to set up figures, but you
could end up doing it.

OBJECTIVE
1 SOLDIERS
(Read the result as rolled)
 Your objective is to Interact, find
Companionship, or Gamble. # ID GENDER REP FIT PEP SAV
1 A Male 4 3 4 2
FORCES 2 B Male 3 3 2 1
 You are alone or with anyone else from your 3 C Male 4 3 2 4
Squad that are also on leave. Roll 1d6 versus the 4 D Male 3 2 3 1
Rep of each squad member. Pass 0d6 and the 5 E Male 4 3 4 2
squaddie is with you. 6 F Male 4 4 2 3
 NPCs will be generated normally as needed.
 Play continues until the player has accomplished
his objectives, been incapacitated, quits the
TERRAIN Encounter or has a Confrontation (page 99).
 You’re in a town.

INTERACT
DEPLOYMENT If you choose to Interact, you are drinking and carousing
 No figures are needed. If combat occurs move to with others at the tavern or café.
the tabletop.
 You can interact with 1/2d6 Civilians per
Encounter.
SPECIAL INSTRUCTIONS  Roll on the Civilians Table (page 97) to generate
 Missions occur on the battlefield, Encounters their stats.
take place when on Leave.  You can interact with them one at a time.
 Check your Addictions (page 90) and Attributes  Consult the Interaction Table.
(NUTS, page3 and 90).  You can modify the roll by giving a gift of one
 It’s all about gaining Character Points (CP) when or more Items (page 93).
you Carouse.  Both characters roll 2d6 versus their People
 You can Interact, Gamble, and seek Skill.
Companionship.  Determine how many d6 each passes.
 Use the Civilians Table to generate the Civilians  Go down the left-hand column to the appropriate
as needed. If you score Doubles, you have run row based on how many d6 you have passed.
into other American soldiers. Use the Soldiers  Go across to see what happens.
Table instead.  Immediately carry out the result.

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2 INTERACTION
In the first case, the last remaining character
gains Character Points equal to the number
(Taken versus People, +1 to Pep for each Item given as gift) of characters that started the game.
 In the latter case each character splits Character
#D6 RESULT
Points equal to the number of characters that
PASSED
started the game with the odd Point being rolled
Passed The Male Civilians/soldiers will give you a
for – each character rolls 1d6 with the highest
more d6 favorable result. Gain 1 Character Point.
score gaining the Point, rerolling any ties.
Female Civilians will allow you to seek
Companionship (page 98) or gain 1
Character Point.
COMPANIONSHIP
Passed Exchange pleasantries, but that’s it. Humans are social animals and if given the chance they
same will seek Companionship. Here’s how we do it:
Passed The Civilian will ignore you. It cannot be
 Consult the Interaction Table to see if the
less d6 interacted with again. Lose 1 Character
character qualifies for Companionship.
Point.
 Both the character and the Civilian from the
Soldiers will Confront you outside. Interaction Table roll 2d6 versus their People
Skill.
 Characters seeking Companionship can gain a +1
to their People Skill for each Item they give the
GAMBLE Civilian as a gift. Note that some Items may
qualify for additional bonuses.
You can gain Character Points by gambling. Here’s how  Determine how many d6 were passed and go
we do it: down the left-hand column to the appropriate
row based on how many d6 the character has
 Up to five characters may play at a time. Just add
passed compared to what the Civilian passed.
NPCs randomly as you would when interacting.
 Go across to see what happens.
 Consult the Gambling Table.
 Immediately carry out the result.
 Each player now rolls 2d6 versus its Rep,
determining how many d6 each passes.
 Each player now goes down the left-hand 2 COMPANIONSHIP
column to the appropriate row based on the
(Taken versus People, +1 to Pep for each Item given as gift)
number of d6 passed.
 Go across to see the results. A score of “6” is always a failure!
 Immediately carry out the results.
#D6 RESULT
PASSED
2 GAMBLING Passed You are successful! Gain 2 Character
more d6 Points.
(Taken versus Rep)
Passed Exchange pleasantries, but that’s it.
A score of “6” is always a failure. same Lose 1 Character Point.
Passed The Civilian takes offense and leaves in a
#D6 RESULT
less d6 huff. There is a chance (1) that 1/2d6 male
PASSED
Civilians will Confront you outside. In any
2 Player remains in the game. Roll another case, lose 1 Character Point.
round of gambling.
1 Player continues to game, counting a -1 to
current Rep. Roll another round of
gambling.
0 Player loses and quits game. Lose Character
Points equal to the number of characters
that started the game.

 Play continues until there is only one character


left or all remaining players pass 0d6.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – COMPENDIUM

CONFRONTATION Go down the left-hand column to the appropriate
row.
When directed by a Carousing Encounter, the player and  Immediately carry out the results. This could
the opposition have met each other and not on the best of result in the loser going Out of the Fight or
terms. The opposition has you cornered and intends to do losing 1 point of Rep. It is possible that both
you physical harm. Physical harm is non-lethal. figures could lose 1 point of Rep.
 Unless a figure suffers a result Out of the Fight,
it will continue to fight.
OBJECTIVE  Any Rep lost during a Fist Fight stays until all
 To be successful you must escape unharmed if fights are resolved and only one side is left
you are being confronted, but don’t run away. If standing. After that, all Rep returns to normal.
you do, you lose 5 Character Points!

2 FIST FIGHT
FORCES (Taken versus Rep)
 You are alone or with anyone else from your
A score of “6” is always a failure.
Squad that was with you on the Carousing
Encounter. #D6 RESULTS
 NPCs will be generated normally as needed. PASSED
Passed Opponent goes Out of the Fight.
2d6 more
TERRAIN
Passed Winner rolls 1d6 versus the Rep of the loser.
 The Confrontation is played out on a terrain free 1d6 more  If score is higher than the loser’s Rep =
table. Loser goes Out of the Fight.
 If score is equal or less than the loser’s
DEPLOYMENT Rep = Fight another round with loser
counting a -1 to Rep.
 You start on the table. Passed Fight another round with both counting a -1
 Place the opponents 6” away matching them up same to Rep.
whenever possible.
Example – Sgt. Billy Pink (Rep 5) is having a
SPECIAL INSTRUCTIONS Confrontation with two Civilians. All three roll 1d6 and
the two Civilians score higher than Billy.
 Play continues until the player has accomplished
his objective, been incapacitated, or runs away. The first moves into contact and the Fist Fight starts.
 Each figure rolls 1d6 and reads the result as Billy loses one point of Rep, but knocks the Civilian Out
rolled. of the Fight.
 Starting with the highest score and going down The next Civilian comes into contact. Billy loses another
to the lowest score, ties being rolled off, move point of Rep, but wins the fight again. The Confrontation
the figure into contact with an enemy figure, is over so Billy’s Rep returns to 5. Time to collect some
starting a Fist Fight. Character Points!
 Each Fist Fight must be resolved before the next
fight can begin.
 As each Fist Fight is resolved, move another
figure and resolve a Fist Fight. Figures will
YOU’RE BUSTED!
always target the closest opponent. After the Confrontation, there is a chance that the
 Continue the process until only one side is left authorities have caught you.
standing.  Roll 1d6 per point of your Rep, looking for
successes – a score of 1, 2, or 3.
 Determine how many successes are scored and
FIST FIGHT consult the Busted Table.
When figures come into contact, it’s time for a Fist Fight.  Go down the left-hand column to the appropriate
row and across to see the results.
 Consult the Fist Fight Table.  Immediately carry out the results.
 Each figure rolls 2d6 versus its Rep.
 Determine how many d6 each figure passed.
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REP BUSTED
(Looking for successes – score of 1, 2 or 3) WHEELING AND
#
SUCCESSES
RESULTS
DEALING
3+ You escape notice and can continue with Sometimes your Character may want to go through less
your Leave. than official channels to get something they want – this
1 or 2 You’ve been caught! could be an Item, or even some support to help with an
If fighting Civilians: upcoming Mission. Whatever it is, you won’t get it by
 You’re set free, but lose all the being a Boy Scout!
Character Points you gained on this
Carousing Encounter.
If fighting other soldiers: THE BLACK MARKET
 Your Leave is canceled and you are If you're coming up empty trying to find your Personal
sent back to your Squad. Lose all the Victory out on the battlefield you can try and acquire your
Character Points you gained on this desired item through illegal means. When Carousing you
Carousing Encounter. may come in contact with a character that is profiting
0 You’ve been caught! from the war by dealing in illegal or stolen goods. These
Your Leave is canceled and you are sent guys live in the shadows so a Civilian will need to
back to your Squad. Lose all the Character introduce you to a Black Marketer. You have to go
Points you gained from the Leave. Also looking for them, you won’t bump into them! Here’s how
roll 1d6, on a “6” you must also roll on the we do it:
Pay The Piper table (page ##).
 The Black Marketer will have a Rep of 2+1/2d6 and
POINTS GAINED AND LOST a People Skill of equal value. He or she is always
accompanied by 1/2d6 armed bodyguards. Use the
After a Confrontation, you can gain or lose points. Here’s Partisan Table (page 96) to generate their stats.
how we do it:  Make an Opposed Challenge (NUTS) with a Civilian
 Gain 1 Character Point for each character you to see if he or she can set you up with the Black
knock Out of the Fight. If you used your Star Marketer. If the result is any “Score more successes”
Power, you cannot gain any Character Points result you have been introduced to the Black
from the Confrontation. Marketer.
 If you go Out of the Fight, you lose all of the
Decide if you want to “walk away” or interact with him.
Character Points you gained from the current
If you walk away just continue Carousing, but if you want
Carousing Encounter, but count the ones that you
to interact with him, here’s how we do it:
lost.
 Make an Opposed Challenge (NUTS) with the
SPENDING CHARACTER POINTS Black Marketer. If the result is any “Score more
successes” result check on the What Do They
You can save or spend the Character Points you gain Have Table.
when Carousing.
 When you finish all of your Carousing and
Confrontation Encounters, subtract the lower
number of points gained or lost from the higher
total. This will give you all gained points, lost
points, or neither.
 If you have lost points left over, just count them
as zero points.
 If you have gained points left over, add them to
any others you may have saved from before.
 When you spend 20 points, you can choose any
Attribute from the Chocolate & Cigarettes
section of NUTS (page 81).
 Any excessive points can be saved for your next
bit of Carousing.

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1 WHAT DO THEY HAVE? KEEP AN EYE OUT FOR MPS!
(Read the result as rolled) When finished meeting the Black Marketer, roll on the
Busted Table (page 99). If you're caught, it will be by the
# RESULTS Military Police.
1 Nothing interesting today
2 1/2d6 Items from the Found on Persons Table
(page 92). They will be Military (1 – 2) or Civilian
(3 – 6). “I KNOW A GUY”
3 1 Item from the Found on Persons Table (page “I got a bad feeling about this next Mission, Sarge”
92). “I know what ya mean, Fingers.”
It will be Military (1 – 3) or Civilian (4 – 6). “Well…I know a guy who might be able to help out, know
4 1 Item from the Found in Buildings Table (page what I mean.? But it’s gonna cost us…”
92).
It will be Military (1 – 3) or Civilian (4 – 6). If you’d like an edge in your next Mission, there are ways
5 1/2d6 PV Item Found in Buildings Table (page of getting some extra support – from Maps or Aerial
92). They will be Military (1 – 2) or Civilian (3 – Photos, maybe the ear of a friendly mortar team…or even
6). a solitary tank crew looking for something to do. This is
6 1 Item from the Found in Buildings Table (page similar to going to the Black Market, but instead of
92) and 1 Item from the Found on Persons Table looking for Items your character is trying to cut a deal
(page 92). Each will be Military (1 – 3) or Civilian with people inside their own military by trading Items for
(4 – 6). Support in the next Mission. Here’s how we do it:
 The Hustler will have a Rep of 2+1/2d6 and a
BARTERING People Skill of equal value. He is always
If the Black Marketer has what you want, you must barter accompanied by 1/2d6 armed bodyguards. Use
away Items you already own to get it (this can include the appropriate Army List (NUTS) to generate
captured enemy weapons). Bartering is done as an their stats.
Opposed Challenge (NUTS), but substituting the  Decide if you want to “walk away” or interact
following Black Market Bartering results table. with him. If you walk away just continue
Carousing, but if you want to interact with him,
here’s how we do it:

PEP BLACK MARKET BARTERING Make an Opposed Challenge (NUTS) with the
Hustler to see if he will deal with you. If the
(Looking for successes – score of 1, 2 or 3.) result is any “Score more successes” result check
on the Get an Edge Table (page 102) to see what
# RESULT
kind of support is available.
SUCCESSES
3 or more Swap 1 for 1. Trade 1 Item the Character
than has for 1 new Item as desired.
opponent
1 or 2 more Swap 2 for 1. Trade 2 Items the Character
than has for 1 new Item as desired. If can’t
opponent agree on the price, can cancel the deal
instead.
Same Swap 3 for 1. Trade 3 Items the Character
has for 1 new Item desired. If can’t agree
on the price, can cancel the deal instead.
1 or 2 less Deal’s off! The Black Marketer makes it
than obvious that the he or she will not or
opponent cannot be of any help.
3 or more Belligerent. Has an obvious problem with
less than you and will escalate into violence unless
opponent you leave – Confrontation but with lethal
force. Go to In Sight.
If attempt to deal with this Black Marketer
again in the future he will become violent.
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1 GET AN EDGE HUSTLING
(Reading the result as rolled) If the Hustler you already own to get it (this can include
captured enemy weapons). Bartering is done as an
# RESULTS Opposed Challenge (NUTS), but substituting the
1 Maps or Photos. Allows you to count Enemy following Hustling results table.
Investment Level at one lower than actual.
2 A specialist looking for work. This figure(s) will
PEP HUSTLING
join your core Squad for the next Mission. (+1 PEP if trading Enemy Flag or Elite Enemy Memorabilia)
Medic (1), Sniper (2 – 3), LMG gunner (4 – 5) or (Looking for successes – score of 1, 2 or 3)
Engineer (6) with Satchel/Demo Charges.
3 Some specialists looking for work. These figures # RESULT
will join your core Squad for the next Mission. SUCCESSES
Bazooka or ATR Team (1), Infantry Squad (2 – 3 or more I’m in a good mood. Swap 2 of the Items the
3), MMG Team (4 – 5) 6 = Engineer squad with than Character has for the support
Satchel/Demo Charges. opponent
4 Maps or Photos. Allows you to count Enemy 1 or 2 more Yeah, sure! Swap 3 of the Items the
Investment Level at one lower than actual. than Character has for the support.
5 Idle Armor. Their company got hammered…just opponent
these lone souls left looking for work will join Same It’s gonna cost ya! Swap 4 of the Items the
your core Squad for the next mission. Armored Character has for the support.
Car (1 – 2), Light Tank (3 – 4), or Medium Tank 1 or 2 less Deal’s off! The Hustler makes it obvious that
(5 – 6). than the he will not or cannot be of any help.
6 Fireworks. Here’s a walkie-talkie or radio and a opponent
special call sign, we’ll want it back if you live. 3 or more Belligerent. Has an obvious problem with
An indirect fire team will be standing by. less than you and will escalate into violence unless
Medium Mortar (1 – 3), Artillery (4 – 5), Strafing opponent you leave – Confrontation with non-lethal
Run (6). force.
If attempt to deal with this Hustler again in
the future he will become violent.

KEEP AN EYE OUT FOR MPS!


When finished meeting the Hustler, roll on the Busted
Table (page 99). If you're caught, it will be by the
Military Police.

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NUTS! – COMPENDIUM

STEP BY STEP FINAL THOUGHTS


Here's a revised step-by-step outline that will help you to WW2 encompassed all types of terrain and situations you
get started. After a few games it will become second could possibly encounter across the Earth – from blazing
hot deserts to snowy mountaintops, steamy jungles to
nature and you won’t need it anymore. In fact, you may
wide open steppes, large cities and small villages. The
choose not to use some parts, but if you do, they’re there!
types of unique combat situations and difficult conditions
AT THE START faced by men and women during WW2 can never be truly
captured by any set of rules. But in addition to
1. Choose the Rep (NUTS) and Attributes (NUTS, experiencing a fun and challenging game, I hope a player
and page 2 and 90) of your Star. can at least get a sense of what the war was like through
2. Choose which Army List you want to play the experience of their “Star” and their unit during the
(NUTS). game.
3. Choose what type of squad you want to play
from your Army List (NUTS). The Compendium is a toolbox of play tested optional
4. Roll up the Reps (NUTS) and Attributes (NUTS rules for your NUTS games from which you can draw to
and page 2 and page 90) of your squad and expand and personalize your games. The hope is that you
Junior NCOs from your Army List (NUTS). can create and play campaigns and scenarios in any
5. Fill out the Infantry Roster Sheet (page 104). As theatre of WW2 with just two books – NUTS and the
casualties occur move squad members towards NUTS Compendium.
the left, replacements going to the end on the
right.
6. Choose any vehicles you may want to use from
the Vehicle Lists (NUTS).
7. Roll up the Reps of your crewmembers from
your Vehicle List (NUTS).
8. Fill out the Vehicle Roster Sheet (page 105).
9. Establish your Campaign Morale and that of
your enemy (NUTS).
10. Establish your Investment Level and that of your
enemy (NUTS).

DURING THE MISSION


1. Determine Mission (NUTS).
2. Determine Pre-Mission Intelligence (page 76).
3. Determine Inclement Weather (page 76).
4. 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
successful or failed Mission (NUTS).
2. After Battle Recovery (NUTS)
3. Check for Medals (page 26)
4. Check for Pay the Piper & Promotions (page 26)
5. Check for Personal Victories (page 91)
6. Adjust Reps as needed (NUTS).
7. Check to recover Vehicles (NUTS).
8. Return from Hospitalization (page 28).
9. Check for Replacements (NUTS ).
10. Determine your next Mission (NUTS).

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NUTS! – COMPENDIUM

CAMPAIGN INFORMATION
CAMPAIGN MORALE ENEMY CAMPAIGN MORALE
INVESTMENT LEVEL ENEMY INVESTMENT LEVEL
INTEL LEVEL PRIVATION LEVEL

INFANTRY ROSTER

UNIT NAME
CAMPAIGN STARTING DATE

1 2 3 4 5 6 7 8 9 10 11 12
ID #
STAR
GRUNT
REPUTATION
FITNESS
PEOPLE
SAVVY
ATTRIBUTE #1
ATTRIBUTE #2
ATTRIBUTE #3
ATTRIBUTE #4
WEAPONS
ITEM #1
ITEM #2
ITEM #3
ITEM #4
ITEM #5

HISTORY

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – FINAL VERSION COMPENDIUM

CAMPAIGN INFORMATION
CAMPAIGN MORALE ENEMY CAMPAIGN MORALE
INVESTMENT LEVEL ENEMY INVESTMENT LEVEL
INTEL LEVEL PRIVATION LEVEL

VEHICLE ROSTER

UNIT NAME
CAMPAIGN STARTING DATE

TYPE & ID # FRONT SIDE TOP APR HE AA HULL COAXIAL SPEED CREW

TANK GUNNER LOADER DRIVER BOW/RADIO


COMMANDER
ID #
STAR
GRUNT
REPUTATION
FITNESS
PEOPLE
SAVVY
ATTRIBUTE #1
ATTRIBUTE #2
ATTRIBUTE #3
ATTRIBUTE #4
WEAPONS
ITEMS

HISTORY

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NUTS! – FINAL VERSION COMPENDIUM
 The first soldiers in the squad are always the
GENERIC ARMY LISTS 
NCO, the Jr. NCO, and the LMG gunner.
The next soldier would be the LMG assistant.
 The next soldier in the squad will carry a Rifle
GENERIC ARMY LISTS 
Grenade Launcher if available.
When all of the specialists listed above are
This section will provide you with generic Axis and accounted for the remaining soldiers will be
Allied army lists for the Early- to Mid- phases of the War. ordinary rifle soldiers.
These lists are representative of general vehicles, unit
organizations, equipment and REP levels that you can use
in your NUTS! games. More specific and detailed Army Example - A squad of eight soldiers would consist of the
lists will be found in the various NUTS! scenario and five specialists outlined above and three rifle soldiers.
campaign books.
Individual Rep
This gives a range of Reps for your soldiers. Rolling 1d6
USING THE LISTS per soldier will determine the Rep.
Here’s how to use the lists.
NCO
 Decide which side you want to use This tells you what weapons the NCO or non-
 Then look at the period of the war you want to commissioned officer carries.
play
 Then go to the appropriate column and go down Jr. NCO
the list. This will tell you all you need to know This tells you what weapons the Jr. NCO carries.
about your unit.
LMG
UNIT ORGANIZATION - PLATOON This tells you how many LMG and gunners there are in
the squad.
Here's the information about your platoon or the parent
unit that your squad belongs to. # Men w/G-Launcher
# Of Squads or Sections (not HQ) This tells you how many grenade launcher attachments
there are in the squad or in some cases other special
This tells you the number of squads, or sections as they weapons.
are called by some countries, in your platoon. This
number does not include the Headquarters squad/section Riflemen
that is attached. HQ squads typically number 4-6 figures This tells you the type of weapon the riflemen will carry.
and include an Officer, NCO, 2 Infantry and possibly a
special figure like a Medic, Sniper or Communications
specialist.
# Men per Squad
This is the number of soldiers in the squad when it is at
full strength. This is often referred to as paper strength.
This is also the maximum size of the squad regardless of
the result of dice generation.
Dice Generation
This tells you how to generate the actual number of
soldiers that are in the squad as opposed to its paper
strength. The number found is the minimum number of
soldiers in the squad. To this add the result of rolling 1d6
and this tells you the number of soldiers in the squad.
Note that all nations would always keep their LMG and
other special weapons intact in the squad as long as there
are soldiers to handle them. This is reflected as follows:

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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NUTS! – FINAL VERSION COMPENDIUM

ALLIES (INFANTRY UNITS)


UNIT BRITISH & BRITISH FRENCH MINOR ENGINEERS(2) GREEK
ORGANIZATION – COMMONWEALTH COMMANDO INFANTRY POWERS
PLATOON INFANTRY INFANTRY(1)
# of Squads or 3 3 3 3-4 3 3
Sections (not HQ)
# Men per Squad 8 8 12 10-12 7-10 11
Dice Generation 5 +1d6 5 +1d6 6 +1d6 6 +1d6 5+1d6 6 +1d6
Individual Rep 1 - 2 = Rep 3 1 = Rep 3 1 - 3 = Rep 3 1 - 4 = Rep 3 1-2 = Rep 3 1 - 4 = Rep 3
3 - 5 = Rep 4 2 - 4 = Rep 4 4 - 5 = Rep 4 5 = Rep 4 3-5 = Rep 4 5 = Rep 4
6 = Rep 5 5 - 6 = Rep 5 6 = Rep 5 6 = Rep 5 6 = Rep 6 6 = Rep 5
NCO BA or SMG SMG SMG SMG SA or SMG SA or BA
Jr. NCO BA or SMG SMG BA or SMG SMG SA or BA SA or BA
LMG 1 1 1 1 0 1
# Men w/G-Launcher 0 0 0 0 0 0
Riflemen BA BA or SMG BA SMG SA or BA BA

UNIT AMERICAN AMERICAN AMERICAN COLONIAL ELITE CAVALRY(5)


ORGANIZATION – INFANTRY USMC RANGER & INFANTRY(3) COLONIAL (4)

PLATOON AIRBORNE
# of Squads or 3 3 3 3-4 3 3
Sections (not HQ)
# Men per Squad 12 9-12 12 10-12 8-13 10
Dice Generation 5 +1d6 5 +1d6 6 +1d6 6 +1d6 5 +1d6 5+1d6
Individual Rep 1 - 2 = Rep 3 1 = Rep 3 1 - 3 = Rep 4 1 - 4 = Rep 3 1 - 2 = Rep 3 1-2 = Rep 3
3 - 5 = Rep 4 2 - 4 = Rep 4 4 - 5 = Rep 5 5 = Rep 4 3 - 4 = Rep 4 3-5 = Rep 4
6 = Rep 5 5 - 6 = Rep 5 6 = Rep 6 6 = Rep 5 5 - 6 = Rep 5 6 = Rep 5
NCO SMG SMG SMG BA SMG SMG
Jr. NCO BA or SMG BA SA or SMG BA BA SMG
LMG 1 1 1 1 1 1
# Men w/G-Launcher 1 1 1 0 0 0
Riflemen SA BA SA BA BA, SA or BA or SMG
SMG

UNIT ORGANIZATION – SOVIET SOVIET SOVIET AIRBORNE & MILITIA(6) PARTISANS(7)


PLATOON INFANTRY SMG/ASSAULT MARINES
TROOPS
# of Squads or Sections 3 3 3 3 3
(not HQ)
# Men per Squad 10 10 8 8-12 10-14
Dice Generation 5 +1d6 5 +1d6 5 +1d6 6+1d6 6+1d6
Individual Rep 1 - 4 = Rep 3 1 - 3 Rep 3 1 - 2 = Rep 3 1 - 2 = Rep 2 1-2 = Rep 3
5 = Rep 4 4 - 5 = Rep 4 3 - 4 = Rep 4 3 - 5 = Rep 3 3-5 = Rep 4
6 = Rep 5 6 = Rep 5 5 - 6 = Rep 5 6 =Rep 4 6 = Rep 5
NCO SMG SMG SMG BA or SMG SMG
Jr. NCO BA or SMG SMG BA BA SA, SMG or
BA
LMG 1 0 1 Roll 1d6: Roll 1d6:
1-3=0 1-3=0
4-6=1 4-6=1
# Men w/G-Launcher 0 0 0 0 0
Riflemen BA SMG BA, SA or SMG BA BA
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NUTS! – FINAL VERSION COMPENDIUM
(1) Represents Poland, Belgium, Denmark, Holland, Norway
(2) Represents average type of Engineer unit in use by US/UK
(3) Represents Colonial troops commonly raised in Africa,
Middle East.(Kenyan, Egyptian, etc.).
(4) Represents highly trained Colonial troops such as Indian,
Gurkha, Chindits, etc.
(5) Represents most Cavalry Units in use. Soviet/East European
often also armed with Sabres
(6) Represents commonly raised Militia and Home Guard units
(7) Represents “average” Partisan units in European Theater of
War from the Maquis to Polish Underground

ALLIES WEAPONS TABLES ALLIED TANKER REPS


TANKER REPS 1 2 3 4 5 6 7
SMALL ARMS RANGE TARGETS IMPACT American 3 3 3 4 4 5 5
Medium Caliber Pistol 12 2 1 UK 3 3 3 4 4 5 6
Medium Caliber SMG 24 3 1 French 3 3 3 3 4 4 5
BA Rifle 48/60(1) 1 3 Polish 3 3 3 3 3 4 5
SA Rifle 48/60(1) 2 3 Soviet 3 3 3 4 4 4 5
(1) Range is 60” when used with a sniper scope. Denmark/Holland 3 3 3 3 3 4 5
*add +1 to the die roll for elite units or units with elite leaders
MACHINE RANGE TARGETS IMPACT
GUNS
LMG 48 4 3
MMG 48 5 3
HMG 60 4 5/APR2

GRENADES AND RANGE TARGETS IMPACT


OTHER WEAPONS
Grenade 6 5” Blast 2
Circle
50mm mortar 10-120 5” Blast 2
Circle
82mm mortar 10-120 5” Blast 3
Circle

ANTI-TANK WEAPONS RANGE TARGETS IMPACT

Large Bore ATR (Boys, 48 1 APR 3


PTRD, etc.)
Anti-tank grenade 6 1 APR 3

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ALLIES (VEHICLES)
VEHICLE FRONT SIDE TOP APR HE AA HULL COAXIAL SPEED CREW
AMERICAN VEHICLES
M8 Armored Car 1 1 2/OT 6 5/2 HMG - MMG 28/8 4
M3A3 Stuart 5 3 2 6 5/2 MMG MMG MMG 24/16 4
M3 Grant/Lee (75/37) 6 3 2 10 & 6 6/3 & 5/2 MMG MMG MMG 18/12 7
7 3 2 10 6/3 HMG MMG MMG 18/12 5
Sherman 75mm M4, M4A1, M4A2
8 3 2 12 6/2 HMG MMG MMG 18/12 5
Sherman 76mm (Wet) M4A1, M4A3
M3 Half-Track 2 1 1/OT AAHMG - LMG - - 24/12 2A
UK VEHICLES
Dingo Scout Car 3 2 1 - - MMG - - 28/14 2
Light Tank Mk VI 1 1 1 HMG - - - MMG 24/16 2/1
Cruiser Mk IV 5 3 1 5 5/2 N N MMG 22/14 4
Matilda II 7 4 2 5 5/2 N N MMG 12/8 3/1
Universal Carrier 2 2 OT None - - MMG - 24/16 6
SOVIET VEHICLES
BA-64 Scout Car 1 1 1/ OT LMG - - - - 32/12 2
BT-7 5 3 2 5 5/2 N N Y 24/16 2/1
T-34/76 8 4 2 9 6/3 - MMG MMG 24/16 4D
KV-1 9 6 2 9 6/3 N Y Y 18/12 2/3
FRENCH VEHICLES
Panhard-178 Scout Car 2 2 1 5 4/1 N N Y 32/18 2/2 A
Renault R35 5 3 1 4 5/2 N N Y 18/12 1/1E
Renault AMC 35 3 3 2 6 5/2 N N Y 24/16 1/2
Renault Char B1 *75mm howitzer 7 3 2 4 6/3 N Y Y 16/12 1/3
* 47mm ATgun 6 5/2
POLAND
Wz.34 Armored Car 1 1 1 MMG - N N N 32/18 2
TKS Tankette 2 2 2 - - - MMG - 24/16 2
Vickers 6ton Tank 3 2 1 5 5/2 N N Y 24/16 1/2
DENMARK
L180 Armored Car 1 1 1 5(ROF2) - N LMG LMG 32/18 3/2 A
HOLLAND
L180 Armored Car 1 1 1 5(ROF2) - N LMG LMG 32/18 3/2 A
M39 Crmored Car 1 1 1 5 5/2 N N Y 32/18 2/2 A
Carrington-Lloyd Tankette 1 1 1 - - - MMG - 24/16 2
GENERIC VEHICLES
Motorcycle - - - - - - - - 32/8 1+1
Motorcycle w/Sidecar - - - - - - LMG - 32/8 1+2
Jeep - - - None - - - - 32/16 4
Truck - - - - - - - - 28/14 2
* Denotes howitzer with short barrel. Direct Fire only at short range up to 48".

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AXIS (INFANTRY UNITS)
UNIT ORGANIZATION GERMAN PANZER FALLSCHIRMJAGER GEBIRSJAGER ENGINEERS(1)
– PLATOON INFANTRY GRENADIERS (AIRBORNE) (MOUNTAIN
TROOPS)
# of Squads or 3 3 3 3 3
Sections (not HQ)
# Soldiers per Squad 10 9 11 10 8
Dice Generation 5 +1d6 4+1d6 6+1d6 5+1d6 2+1d6
Individual Rep 1 - 2 = Rep 3 1 = Rep 3 1 - 2 = Rep 4 1 = Rep 3 1 = Rep 3
3 - 5 = Rep 4 2 - 4 = Rep 4 3 - 5 = Rep 5 2 - 4 = Rep 4 2 - 4 = Rep 4
6 = Rep 5 5 - 6 = Rep 5 6 = Rep 6 5 - 6 = Rep 5 5 - 6 = Rep 5
NCO SMG SMG SMG/FG42 SMG/FG42 SMG
Jr. NCO SMG SMG SMG/FG42 SMG SMG
LMG 1 2 2 1 -
# Soldiers w/G- 1 1 1 1 1
Launcher
Riflemen BA BA BA BA BA/SMG

UNIT ITALIAN ITALIAN HUNGARIAN RUMANIAN FINNISH INFANTRY


ORGANIZATION – INFANTRY BERSAGLIERI INFANTRY INFANTRY
PLATOON
# of Squads or 3 3 3 3 3
Sections (not HQ)
# Soldiers per Squad 14 10 11 10 9
Dice Generation 9+1d6 5+1d6 5+1d6 5+1d6 5+1d6
Individual Rep 1- 2 = Rep 3 1 - 3 = Rep 3 1 - 2 = Rep 3 1 - 2 = Rep 3 1 = Rep 3
3- 5 = Rep 4 4 - 5 = Rep 4 3 - 5 = Rep 4 3 - 5 = Rep 4 2 - 4 = Rep 4
6 = Rep 5 6 = Rep 5 6 = Rep 5 6 = Rep 5 5 - 6 = Rep 5
NCO SMG SMG SMG SMG SMG
Jr. NCO BA or SMG SMG BA or SMG BA or SMG BA or SMG
LMG 1 1 1 1 1
# Soldiers w/G- 0 0 0 0 0
Launcher
Riflemen BA BA BA BA BA

UNIT COLONIAL CAVALRY(3) JAPANESE INFANTRY JAPANESE SNLF JAPANESE


ORGANIZATION – INFANTRY(2) PARACHUTIST
PLATOON
# of Squads or 3-4 3 3-4 3-4 3
Sections (not HQ)
# Soldiers per Squad 10-12 10 13 15 7
Dice Generation 6 +1d6 5+1d6 8+1d6 10+1d6 2+1d6
Individual Rep 1 - 4 = Rep 3 1-2 = Rep 3 1 - 2 = Rep 4 1 = Rep 4
5 = Rep 4 3-5 = Rep 4 3 - 5 = Rep 5 2 - 5 = Rep5 1- 4 = Rep 4
6 = Rep 5 6 = Rep 5 6 = Rep 5 6 = Rep 5 5 - 6 = Rep 5
NCO BA SMG Pistol+ Sword, or Pistol+ Sword, or Sword + SMG
BA rifle BA rifle
Jr. NCO BA SMG BA BA or SMG SMG
LMG 1 1 1 1 0
# Soldiers w/G- 0 0 0 0 0
Launcher
Riflemen BA BA or SMG BA BA BA
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(1) Represents average Axis Engineering unit
(2) Represents Colonial units raised in Africa (such as Libyan,
Eritrean, etc.)
(3) Represents average cavalry unit (East European and some
Colonial will be armed with sabres)

AXIS WEAPONS TABLES AXIS TANKER REPS

SMALL ARMS RANGE TARGETS IMPACT


TANKER REPS * 1 2 3 4 5 6 7
Medium Caliber Pistol 12 2 1
German 3 4 4 4 5 5 6
Medium Caliber SMG 24 3 1
Italian 3 3 3 4 4 5 5
BA Rifle or Carbine 48/60(1) 1 3
Japanese 3 3 3 4 4 4 5
SA Rifle 48/60(1) 2 3
Finnish 3 3 3 4 4 4 5
Assault Rifle (FG42) 48/10(2) 2/3* 3
(1) Range is 60” when used with a sniper scope.
Romanian 3 3 3 4 4 4 5
Hungarian 3 3 3 4 4 5 5
(2) Range 10” full auto. May have a sniper scope and when used as a
sniper rifle have 48” range.
‘*add +1 to the die roll for elite units or units with elite leaders
* Target 3 applies only when weapon used on full auto.

GRENADES AND RANGE TARGET IMPACT


OTHER WEAPONS S

Grenade 6 5” Blast 2
Circle
Rifle Launched 20 5” Blast 2/APR
Grenade Circle 2
Geballte Ladung 2 1 APW 5
(cluster hand grenade)
50mm mortar 10-120 5” Blast 2
Circle
80mm mortar 10-120 5” Blast 3
Circle

MACHINE GUNS RANGE TARGETS IMPACT


LMG 48 5/6 3
MMG 48 5 3
German MMG 60 6 3
(MG-34/42 Hvy
Barrel)
HMG 60 4 5/APR2
* MG-34’s and 42’s served as light, medium, and vehicle
mounted MG’s. MG-34 is Target 5. MG-42 is Target 6.

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AXIS (VEHICLES)
VEHICLE FRONT SIDE TOP APR HE AA HULL COAXIAL SPEED CREW
GERMAN VEHICLES
SdKfz 222 Armored Car 3 2 1/ OT 4(ROF2) - - - MMG 32/8 3
SdKfz 251 half-track 2 1 1/ OT LMG - MMG - - 32/12 2
Panzer II 5 3 1 2 (ROF2) - N N Y 24/16 1/2E
Panzer 35(t) 3 2 1 5 5/2 N Y Y 18/14 2/1
Pz III D-G 7 3 2 6 5/2 N Y Y 18/12 2/3
Pz IV D 7 3 2 6 5/2 N Y Y 18/12 2/3
Pz IV E-F 7 3 2 7 or 9 6/3 - MMG MMG 18/12 5
Pz VIE Tiger I 10 7 3 13 8/3 - MMG MMG 18/8 5
ITALIAN VEHICLES
Autoblinda AB41 2 1 1 2(ROF2) - N N Y 32/18 4
L3/33Tankette 1 1 0 2x MG - - Y - 18/12 2
M11/39 3 2 1 5 5/2 - - Yx2(trt) 18/12 2/1
M13/40 & M14/41 4 3 1 6 5/2 Y Yx2 Y 18/12 2/2
JAPANESE VEHICLES
Sumida Armored Car 1 1 1 MMGx2 - N Yx2 N 24/8 6
Type 97 Te-Ke Tankette 2 1 1 4 4/2 N N N 18/12 2
Type 95 Ha-Go 2 1 1 4 4/2 N N Yx2 18/12 3
Type 97 Chi-Ha 3 2 1 5 5/2 N Y Yx2 18/12 4
FINNISH VEHICLES
Vickers 6ton Tank 3 2 1 5 5/2 N N Y 24/16 1/2
BT-42 5 3 2 7 8/3 N N Y 18/14 3/1
HUNGARIAN VEHICLES
39M Csaba 1 0 0 2(ROF2) - N N Y 32/18 1/2
Toldi I/II 2 1 1 2 (ROF2) - N N Y 24/16 1/2E
40M Turán I 3 2 1 4 5/2 N N Y 22/14 2/3
ROMANIAN VEHICLES
Skoda OA vz. 30 armored car 1 1 0 2xMG - N N N 32/18 3
Renault R35 5 3 1 4 5/2 N N Y 18/12 1/1E
R-2 (Skoda LT VZ 35) 3 2 1 5 5/2 N Y Y 18/14 2/1
GENERIC VEHICLES
Motorcycle - - - - - - - - 32/8 1+1
Motorcycle w/Sidecar - - - - - - LMG - 32/8 1+2
Jeep - - - None - - - - 32/16 4
Truck - - - - - - - - 28/14 2
* Denotes howitzer with short barrel. Direct Fire only at short range up to 48".
(trt) = one MG located in rear of turret

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AIRCRAFT TABLES
AMERICAN AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE

LAND-BASED AIRCRAFT
F2A Fighter 4/1939 4x HMG. Roll 1d6, 1-2= x2 100lb bombs
P-40 Fighter 10/1939 6x HMG. Roll 1d6, 1-2=0, 3-5= x2 500lb bomb, 6= x3 500lb bomb
P-39 Fighter 4/1940 2x HMG and 1x 37mm Cannon.
On roll of "1" has 1x 500lb Bomb (1-3) or 2x 250lb bombs (4-6).
P-38 Fighter 1/1941 1x 20mm AC, 4x HMG. Roll 1d6, 1-2=0, 3-5= x4 500lb bomb, 6= x4 250lb bomb AND 1x
salvo Rockets
A-20 Havoc Attack 1/1941 6x HMG, 4x 500lb bombs
P-51B Fighter 4/1942 6x HMG. Roll 1d6, 1-3=0, 4-5= x2 500lb bomb, 6= x2 5250lb bomb AND 1x salvo Rockets
P-47 Fighter 11/1942 8x HMG. Roll 1d6, 1=0, 2-3= x4 500lb bomb, 4-6= x4 500lb bomb AND 2x salvo Rockets
CARRIER-BASED AIRCRAFT
F2A Fighter 4/1939 4x HMG. Roll 1d6, 1-2= x2 100lb bombs
SBD Dauntless Attack 1/1940 2x HMG, x4 500lb bombs
F4F-3/4 Fighter 12/1940 4x HMG or 6x HMG, roll 1d6 1-3= 0, 4-6=x2 100lb bombs
TBF Avenger Attack 6/1942 2x HMG, x4 500lb bombs
F4U Fighter 12/1942 4x 20mm, 6x HMG. Roll 1d6, 1=0, 2-3= x4 500lb bomb, 4-6= x4 500lb bomb AND 1x salvo
Rockets
SB2C Helldiver 12/1942 2x 20mm AC. Roll 1d6, 1-3= x4 500lb bomb, 4-6= x4 500lb bomb AND 2x salvo Rockets
Attack
F6F Fighter 9/1943 4x 20mm, 6x HMG. Roll 1d6, 1=0, 2-3= x4 500lb bomb, 4-6= x4 500lb bomb AND 1x salvo
Rockets

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BRITISH AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE

LAND-BASED AIRCRAFT
Hawker Hurricane 12/1937 4x 20mm AC. Roll 1d6, 1-4=0, 5-6 = x2 500lb bombs
Fighter
Supermarine 8/1938 4x MMG and x2 20mm AC or x4 20mm AC,
Spitfire Fighter
Bristol Beaufighter 8/1940 4x 20mm AC. Roll 1d6, 1-4=2x 250lb bombs, 5-6 = x1 salvo Rockets
Attack
Mosquito 11/1941 4x MMG and 4x 20mm AC. Roll 1d6, 1-4= 4x 500lb bombs, 5-6 = 4x 500lb bomb AND 1x
Fighter/Attack salvo Rockets
Hawker Typhoon 11/1941 4x 20mm AC, x2 500lb bombs AND x1 salvo Rockets
Attack
AIRCRAFT CARRIER BASED AIRCRAFT
Fairey Swordfish 4/1934 1x LMG. Roll 1d6. 1-4= x4 250lb bombs, 5-6 = x4 250lb bombs AND 1x salvo Rockets
Attack
Gloster Gladiator 2/1937 4x MMG
Fighter
Blackburn Skua 11/1938 4x MMG, x1 500lb bomb
Fighter/Attack
Fairey Fulmar 10/1940 8x MMG, 2x 250lb bombs
Hawker Sea 10/1940 4x 20mm AC. Roll 1d6, 1-4=0, 5-6 = x2 500lb bombs
Hurricane Fighter
Supermarine Seafire 11/1942 x4 20mm AC
Fighter
Fairey Barracuda 10/1943 6x 250lb bombs
Fairey Firefly 7/1944 4x 20mm AC, 2x 250lb bombs
Fighter
 Note the British also had access to almost all US produced aircraft for most of the war.

GERMAN AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
Me-110C 4/1939 4x MMG and 2x 20mm AC. On roll of "1 to 2" has 2x 500lb (1-3) bomb or 4x 250lb bomb (4-
Fighter/Bomber 6).
Me-109F Fighter 12/1940 2x MMG and 1x 20mm AC. On roll of "1" has 1x 500lb bomb (1-3) or 2x 250lb bomb (4-6).
Me-109G Fighter 5/1942 2x HMG and 1x 20mm AC. On roll of "1" has 1x salvo Rockets.
Fw-190F Fighter 6/1943 2x HMG and 4x 20mm AC. On roll of "1" has 1x 500lb Bomb (1-3) or 2x 250lb bomb (4-6).
Ju-87D Attack 2/1941 2x MMG. On roll of "1 to 3" has 1x 500lb Bomb (1-3) or 2x 250lb bomb (4-6).
Ju-87G Attack 3/1943 2x MMG and 2x 37mm AC.
Hs 129 B-3 Attack 6/1944 1x Bordkanone 7,5 (Pak 40 ATG)

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JAPANESE AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE

LAND-BASED AIRCRAFT
Ki-27 Fighter 6/1937 2x MMG, 1x 250lb bomb
Ki-15 Attack 5/1937 1x MMG, 1x 500 lb bomb
Ki-51 Attack 6/1939 2x MMG, 2x 250lb bombs
Ki-43 Fighter 10/1941 2xHMG. Roll 1d6, 5-6=2x 500lb bombs
Ki-45 Fighter 10/1941 1x37mm AC, 1x 20mm AC
Ki-44 Fighter 4/1942 2x 20mm AC, 2x HMG. Roll 1d6, 5-6= 2x 250lb bombs
AIRCRAFT CARRIER BASED AIRCRAFT
Mitsubishi A5M 6/1936 2x MMG
Fighter
B5N Attack 6/1937 1x MMH. Roll 1d6, 1-4= 2x 500lb bombs, 5-6=x6 250lb bombs
D3A2 Attack 3/1940 2xMMG, 1x250lb bomb
Mitsubishi A6M 7/1940 2xMMG, 2x 20mm AC. Roll 1d6, 5-6 = 2x 100lb bombs
Fighter
Mitsubishi J2M 12/1942 4x 20mm AC. Roll 1d6, 5-6 = 2x 100lb bombs
Fighter
B6N Attack 8/1943 1x MMG. Roll 1d6, 1-2= 1x 1000lb bomb, 3-6=2x 500 lb bombs
Kawanishi N1K1 2/1944 4x 20mm AC. Roll 1d6, 5-6 = 2x 500lb bombs
Fighter

RUSSIAN AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
IL-16 Fighter 5/1934 2xMMG x2 20mm AC. Roll 1d6, 1-3= 0, 4-5 = x1 salvo Rockets, 6= x2 250lb bombs AND x1 salvo
Rockets.
Mig-1 Fighter 9/1940 1X MMG and 1xHMG.
Roll 1d6. On a roll of "6" has 1x salvo Rockets.
LaGG-3 2/1941 2x HMG and 1x 20mm AC.
Fighter On a roll of "6" has 1x salvo Rockets.
Yak-9D 12/1942 1x HMG and 1x20mm AC.
Fighter Roll 1d6. On roll of "6" has 1x 250lb Bomb (1-4) or 1x salvo Rockets (5-6).
P-39N Fighter 6/1942 2x HMG and 1x 37mm Cannon.
Roll 1d6. On roll of "6" has 1x 500lb Bomb (1-3) or 2x 250lb bombs (4-6).
Il-2M Attack 9/1942 2x MMG and 2x 20mm AC. Roll 1d6. On roll of "1 to 3" has 1x 500lb Bomb (1-3) or 2x 250lb
bomb AND 2x salvo Rockets (4-6).
Il-2M3 Attack 4/1943 2x MMG and 2x 23mm AC. On roll of "1 to 3" has 1x 500lb Bomb (1-3) or 2x 250lb bomb AND 2x
salvo Rockets (4-6).
Il-10 Attack 1/1945 4x 23mm AC. Roll 1d6, on (1-3) has x2 500lb bomb, or (4-6) or 4x 250lb bomb AND 2x salvo
Rockets (4-6).

NOTES
Aircraft armament has been simplified to make the air strike easier/faster to conduct during the game.
If a hit is scored on a vehicle, remember to use the vehicle’s top armor rating to determine if it penetrates.

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SAMPLE BOATS TABLE
TYPE OF BASH FRONT SIDE TOP MAIN MAIN SECONDARY MG SPEED TURNS CREW/SEATS
BOAT VALUE ARMOR ARMOR ARMOR GUN GUN MOUNTS
APR HE
Two- 0 - - - - - - - 8/4 1 2
person raft
(Soldier)
Small boat 1 - - - - - - ? 12/6 1 4
(infantry)
Small Boat 3 - - - - - - ? 16 2 4
Medium 4 0 - - - - ? ? 16 2 10
Boat
Generic 6 1 0 - 5 5/3 1x AAMG Y 14 1 12
Gunboat 1x 20mm
AA
Landing 4 0 - - - - 2x MMG Y 12 1 x1 Infantry
Craft Platoon
(Infantry)
Landing 10 1 1 - - - 2x HMG Y 12 1 x1 Medium
craft Tank
(vehicle)
Torpedo 8 0 0 - 3 5/2 4x Torps Y 28 2 12
Boat x2 AAMG
(Generic) 1x20mm
AA

Bronekator 8 3/6(1) 3 1 6(1) 6/3 2x Y 16 2 17


Gunboat AAMGs
(USSR)
Transport 8 1 0 - - - ? Y 12 1 6-10/3x
platoons or
vehicle
? = Boat may mount MG and/or AA guns including 20mm and 37mm AA guns. (1) Mounted 2x T-34 tank turrets.

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CAMPAIGN MAP

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CAVALRY QRS
2 CAVALRY TESTS
(2d6 Taken vs. Rep of Rider or Mount Quality)

REASON PASS 2D6 PASS 1D6 PASS 0D6


Count as if mount If character Horsemanship rating is Count as if mount passed 0d6 in previous
HORSEMANSHIP passed 2d6 in previous equal or higher than the Rep of the test.
TEST (RIDER) test. mount then count as if mount
passed 2d6 in previous test.
If character Horsemanship rating is
less than the Rep of the mount then
count as if mount passed 0d6 in
previous test.
Mount up and ready to Take Horsemanship Test. Horse “spins about”. Move horse and
MOUNTING UP move next Activation. character 180 degrees facing opposite
UNDER FIRE direction. May attempt to mount up next
(MOUNT) Activation.
Dismounted and ready Take Horsemanship Test. Mount “bolts” and rider is dragged, foot in
DISMOUNTING to move next stirrup. Fast move mount twice the normal
WHILE UNDER FIRE Activation. distance in a random direction, turning to
(MOUNT) avoid obstacles like walls and trees. Rider
falls from stirrup at end of the move. Rider
takes damage on the Ranged Combat
Damage at an Impact of 2.
If in clear terrain the Take Horsemanship Test. If in open terrain the animal reaches or
MOVING FAST animal reaches or maintains maximum speed of one and a half
(MOUNT) maintains maximum times normal move.
speed of twice normal
move
Animal reaches or Take Horsemanship Test. Rider thrown. Roll Ranged Combat
ROUGH GOING & maintains maximum Damage at an Impact of 3.
JUMPING (MOUNT) speed of one and half
times its normal move.
If jumping the mount
clears obstacle easily.
Loose mount will move Loose horses will Leave the Loose or tied mount will run away as
SKITTISH (MOUNT) 1d6” away from the Battlefield, testing to jump above.
cause of the test. fences/break down gate if in an
Otherwise no enclosure.
movement. Tied horse will become Loose and
move 1d6” away from cause of the
test.
No effect. Horse goes down Out of the Fight Horse goes down Obviously Dead and rider
HORSE DAMAGE and rider thrown. Roll Ranged thrown. Roll Ranged Combat Damage at an
(Taken w/3d6) Combat Damage at an Impact of 3. Impact of 3.

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REP IN SIGHT TARGET RANGED COMBAT
(Read the result as rolled. -1REP if shooting at Night or low visibility
Looking for successes – score of 1, 2, or 3)
conditions)
Moving side must score more successes to win the In Sight.
A result of two or more “ones” means out of ammo.
Audio In Sight test made at -1 REP
# RESULT
ATTRIBUTE MOD
3 to 7 SHOOTER MISSED. Target returns fire.
Opponent is Stealthy -1d6 8 SHOOTER MISSED IF:
Distracted -1d6  Fast Moving. Target returns fire.
Slow to React -1d6  Snap Firing. Target returns fire.
Near Sighted -1d6 TARGET WAS MISSED IF:
Opponent made a Fast Move +1d6  Fast Moving. Target returns fire.
Quick Reflexes +1d6  In Cover. Target returns fire.
Steely Eyes +1d6  Prone. Target returns fire.
CIRCUMSTANCE MOD  Second or higher target.
Active - Character is active and moved. -1d6 OTHERWISE – HIT.
Concealed - Enemy is concealed. -1d6 9 SHOOTER MISSED IF:
Inclement Weather – Test is made in Rain, Fog, -1d6  Fast Moving. Target returns fire.
Snow or Sandstorm TARGET WAS MISSED IF:
Cover – Enemy in Cover. -1d6  In Cover. Target returns fire.
Ducking Back – Character is Ducking Back. (1)  Third or higher target. Target returns fire.
Hunker Down – Character is Hunkered Down. (1) OTHERWISE – HIT.
Leaving the Battlefield – Character is Leaving the (1) 10+ SHOOTER HITS TARGET.
Battlefield. (1) Figures must be stationary to qualify as being in Cover.
Temporary Group leader – Temporary Group -1d6
Leader taking the test.
(1) Figure cannot fire and will complete its reaction instead.
1 RANGED COMBAT DAMAGE
The group winning the In Sight will now act. Each figure will (Taken versus Rep of Target)
act, in order from top to bottom:
SCORE RESULT
 Fire.
 If cannot fire, will Charge into Melee if within 6”, "6" Target is Obviously Dead.
otherwise Carry On. Target Rep or higher, Target is Out of the Fight.
 If in Duck Back, will recover to Carry On. but not a “6”.
 If Hunkered Down: Lower than Target Target Ducks Back.
 Can recover to Carry On if Rallied (page 20). Rep
 If not contacted, remain in Hunker Down.

X OUTGUNNED RANKINGS 2 THROWING A GRENADE


Stars are never outgunned. (Taken vs. Rep)

OUTGUNNED WEAPON TYPE # D6 RESULT


RANKING PASSED
2 Grenade tossed successfully.
4 Flamethrowers, Grenades, Satchel Charges, Center the Blast Circle on the nominated spot
Molotov Cocktail and all Antitank Weapons. and check for damage.
3 HMG, MMG, and LMG. 1 Grenade tossed unsuccessfully.
2 BAR, MP, and SMG Targets are unhurt, but forced to Duck Back.
1 Other ranged weapons not listed. 0 Grenade tossed unsuccessfully.
0 Those that cannot return fire, out of ammo, No effect on target.
or out of range.

IN SIGHT RANGED COMBAT


© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

119
NUTS! – FINAL VERSION COMPENDIUM
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 opponent. +1
Rage +1d6
CIRCUMSTANCE MODIFIER SCORE RESULT
Target in cover +1d6 6 or higher Obviously Dead.
Target charged to flank (1) -1d6 Rep of Target or higher, Out of the Fight.
Target charged to rear (1) -2d6 but not 6 or higher.
(1) Target turns to face during melee. Lower than Rep of Loser – 1 to Rep. Immediately
Target fight another round of melee.
#D6 CHARGER TARGET
PASSED 2 INFANTRY CRISIS TEST
Passed more d6 Target may not fire. Target fires. (Taken versus Rep)
than opponent
* = Star may choose to pass 2d6, 1d6, or 0d6
Charger moves into Charger moves into
melee. No Reaction melee. No Reaction
Tests taken. Tests taken. . CIRCUMSTANCE MODIFIER
Passed same Target Snap Fires Target Snap Fires Half strength or less. -1d6
number d6 as only 1 shot. only 1 shot.
opponent # D6 CRISIS TEST (LDR) *
Charger moves into Charger moves into PASSED
melee. No Reaction melee. No Reaction
Tests taken. Tests taken. 2 Outgunned:
 Duck Back.
Man Down:
 Carry On.
REP MELEE COMBAT 1 All:
(Looking for successes)  Duck Back.
0 All:
Side scoring more successes wins the melee, ties are re-rolled.
 If already in Hunker Down – Leave the
ATTRIBUTE MOD Battlefield.
 If unit at ½ strength or less – Leave the
Brawler +1d6 Battlefield.
Knifeman if using a bayonet or knife +1d6  Otherwise – Hunker Down until Rallied or
Rage +1d6 ordered to Leave the Battlefield.
Runt -1d6
MELEE WEAPON MOD
One Hand Melee Weapon +1d6
Two Hand Melee Weapon. +2d6
CIRCUMSTANCE MOD
Prone – Attacking a prone opponent. +1d6

MELEE INFANTRY CRISIS TEST


© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

120
NUTS! – FINAL VERSION COMPENDIUM
2 RALLY TEST REP VEHICLE IN SIGHT
(Taken versus Rep)
(Looking for successes)
CIRCUMSTANCE MOD Moving side must score more successes to win the In Sight.
Rallying Figure is the Target’s NCO. +1d6 ATTRIBUTE MOD
Rallying Figure is An Officer. +1d6
Rallying Figure has the Born Leader attribute. +1d6 Quick Reflexes. +1d6
Rallying Figure has the Ruthless attribute. (1) Slow to React. -1d6
(1) Figures with the Ruthless attribute have a different way of Steely Eyes. +1d6
“rallying”; see Attribute Table 10 (page 4). CIRCUMSTANCE MOD
# D6 RESULT Buttoned Up – Vehicle is buttoned up. -1d6
PASSED Cover – Enemy is in Cover. -1d6
2 “Buck up soldier!” Hunker Down converts to
Duck Back. Can Carry On when next Active. RESOLVING IN SIGHT ACTIONS
1 Immediately re-take the test counting a result of
The vehicle winning the In Sight will now act, from highest
passed 1d6 as passed 0d6.
Rep to lowest. Here’s how we do it:
0 “I’ll have you Court Martialed! Hunker Down
converts to Leave the Battlefield.  Fire.
 If cannot fire, will Carry On.
 If in Duck Back, will recover to Carry On.
2(3) MEDIC TEST
(Taken vs. Rep)
2 VEHICLE RANGED COMBAT
Medics roll 3d6, if assisted by an Aidman
(Taken versus Rep)
# D6 RESULT
CIRCUMSTANCE MODIFIER
PASSED
2 Figure returns to Carry On when next Active. Firing at a target over 48" away -1
1 Figure remains Out of the Fight.
0 Figure goes Obviously Dead. # D6 RESULT
PASSED
2 TARGET HIT:
2 AFTER THE BATTLE RECOVERY  If target is hull down – hit turret.
(Taken versus Rep)  Otherwise, hit hull.
1 TARGET MISSED IF:
# D6 RESULT  Fast Moving.
PASSED  Low Silhouette (LS) vehicle.
2 Figure recovers and stays with the Squad and
TARGET HIT IF AT 48” OR LESS:
Left the Battlefield returns to squad.
1 Figure recovers in Hospital and returns as  If target is a Vehicle roll 1d6.
Replacements to the Squad after 1/2d6 Missions  1 – 2 = Hit turret.
have been played.  3 – 6 = Hit hull. If target hull
Those that Left the Battlefield are MIA and do down counts as miss instead.
not return. 0 TARGET MISSED:
0 Out of Fight dies from wounds or is sent home.  Target takes Vehicle Crisis Test.
Figure does not return.
Those that Left the Battlefield are MIA and do
not return.
VEHICLE IN SIGHT
RALLY & MEDIC TEST VEHICLE RANGED
RECOVERY TEST COMBAT
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

121
NUTS! – FINAL VERSION COMPENDIUM

HIT LOCATION AND


PENETRATION
Hull & Turret facings.
2 LOADING TEST
(Taken vs. Rep)
X VEHICLE HIT LOCATION # D6 RESULT
(Based on the area occupied by the shooter) PASSED
2 All guns loaded and can fire in Reaction or when
AREA ARMOR HIT next Active.
1 Front armor. 1 Deployed Anti-Tank Gun can fire in Reaction or
2 Front armor. when next Active.
3 Front armor.
Vehicles can fire when next Active.
4 Side armor.
0 Deployed Anti-Tank Gun can fire when next
5 Side armor. Active.
6 Rear armor
7 Side armor. Vehicles remain unloaded and can try to reload
8 Side armor. again when next Active.

2 PENETRATION
2 INFANTRY ANTI-TANK RANGED COMBAT
(Taken vs. Target Number – Shooter’s APR minus Target’s AR)
(Taken versus Rep)
CIRCUMSTANCE MODIFIER TO AR
# D6 RESULT
If the turret was hit. +1 PASSED
2 TARGET HIT:
# D6 RESULT
 Hit hull.
PASSED
1 TARGET MISSED IF:
2 Vehicle explodes and all inside or on are
 Fast Moving.
Obviously Dead.
 Low Silhouette (LS) vehicle.
Building area under fire collapses and all inside  At over half range.
are obviously dead.
1 Round disables vehicle and each crewmember OTHERWISE TARGET HIT:
rolls on the Ranged Damage Table. Crew will bail  Roll 1d6.
from the vehicle when next active.  1 – 2 = Hit turret.
 3 – 6 = Hit hull.
Building area under fire collapses and all rolls on 0 TARGET MISSED:
the Ranged Damage Table. Occupants will exit  Target takes Vehicle Crisis Test.
building area when next active.
0 Round does not penetrate vehicle. Target takes the
Vehicle Crisis Test.

Round does no appreciable damage. Occupants of


building area take Infantry Crisis Test.
LOADING TEST
INFANTRY ANTI-TANK
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

122
NUTS! – FINAL VERSION COMPENDIUM
2 RUN OVER TEST MISC. ANTI-TANK
WEAPONS RANGE TARGETS IMPACT
(Taken versus Rep of Driver)
Molotov Cocktail 6 3" Blast Circle 5/APR 5
CIRCUMSTANCE MODIFIER Satchel Charge 1 1" Blast Circle 5/APR 5
Each Point of Armor Rating of the Vehicle. +1
Each Point of Defensive Value of the Target. -1 2 VEHICLE CRISIS TEST
(Taken versus Rep)
RESULT * = Star may choose to pass 2d6, 1d6, or 0d6
#D6
PASSED
CIRCUMSTANCE MODIFIER
2 Vehicle obliterates Target and continues on.
1 Vehicle gets hung up on Target and stops. Can Half strength or less. -1d6
continue on when next Active.
0 Vehicle moves 1” into Target and gets stuck. Must # D6 CRISIS TEST
reverse out when next Active. PASSED
2 Fired On:
1 GETTING STUCK  If under gunned, unloaded or unable to fire will
Duck Back.
(Taken versus Rep of Driver)
 Loaded will return fire even if must rotate
RESULT turret.
#D6 Friend Brewed Up:
PASSED  Carry On.
1 The vehicle may move at half speed. 1 Fired On:
0 The vehicle is stuck and may not move this  If under gunned, unloaded or unable to fire will
Activation. Duck Back.
 Loaded will return fire even if must rotate
turret.
2 CLOSE ASSAULT Friend Brewed Up:
(Taken versus Rep of the vehicle and character)  Duck Back.
0 Fired On:
CIRCUMSTANCE MODIFIER
 Duck Back.
The target vehicle gains the modifier if they +1d6 Friend Brewed Up:
have machineguns facing the attacker.  Leave the Battlefield.
The character gains the modifier if he is +1d6
attacking to the side of the target vehicle.
The character gains the modifier if they are +2d6
RUN OVER TEST
attacking to the rear of the target vehicle.
The character gains the modifier if he is a
Tank Killer.
+1d6
GETTING STUCK
#D6
PASSED
VEHICLE INFANTRY
CLOSE ASSAULT
2+ more Vehicle prevents the Satchel Charge placed
than
opponent
attack. Satchel Charge
explodes while
versus AR 1. ANTI-TANK WEAPON
character has it.
1 more
than
Vehicle fires
machineguns.
Satchel Charge placed
versus AR 1.
VEHICLE CRISIS
opponent
Same as
opponent
Satchel Charge placed
versus AR 2.
Satchel Charge placed
versus AR 2.
TEST
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

123
NUTS! – FINAL VERSION COMPENDIUM
2 PEF MOVEMENT 1 ENEMY DEFENSIVE POSITION
(Read the result as rolled)
(Taken versus the PEF Rep of 4)

#D6 RESULT # RESULT


PASSED 1 Light Machinegun Team. (1)
2 The PEF moves 12” directly towards the player 2 One Enemy Squad in Defensive Position. (1)
ending in cover if possible. 3 One Enemy Squad in Building. (2)
1 The PEF moves 6” directly towards the player 4 One Enemy Squad + LMG in Defensive Position (1)
ending in cover if possible. 5 One Enemy Squad in Defensive Position (1)
0 PEF does not move. 6 One Enemy Squad in Defensive Position (1)
8 One Enemy Squad in Building. (2)
9 One Enemy Squad in Building. (2)
10 Two Enemy Squads in Buildings. (2)
2 PEF RESOLUTION 11 Two Enemy Squads in Defensive Position (1)
(Taken versus the Enemy Investment Level) 12+ One Enemy Platoon + 1 LMG Team and Bazooka or
similar in Buildings (2).
# D6 RESULT (1) The Defensive Position will be 6 + 1/2d6 inches per squad in
PASSED length. (2) Building from the Structures Table (page 56).
2 Contact!
If on a Defend Mission roll on the Enemy
Reinforcement Table (page 76). NP ENEMY MOVEMENT
Once a PEF has been resolved and replaced with actual enemy
If on an Attack Mission roll 1d6: forces, the Non-Player Enemy will move per NUTS using the
 (1 – 4) = Roll on the Enemy Reinforcement following updated table.
Table (page 76).
 (5) = Roll on the Enemy Defensive
Positions Table. Civilians if playng 2 NP PATROL REACTION
Chocolate & Cigarettes. (Taken versus Enemy Investment Level)
 (6) = Roll on the Enemy Defensive
Positions Table (1 – 3) or Potential Enemy CIRCUMSTANCE MODIFIER
Trap (4 – 6).
If NP side has twice as many figures on the +1d6
1 Something is out there.
board.
If this is the last PEF, count as passing 2d6.
Otherwise, resolve subsequent PEFs with 3d6.
# D6 RESULT
0 False alarm! If this is the last PEF, count as
PASSED
passing 2d6.
2 Patrol takes cover and converts to a Defend
Mission. If beat away enemy will revert to a
Patrol Mission.
1 Patrol takes cover and converts to a Defend
Mission. If beat away enemy will withdraw from
the table back the way they entered.
0 Patrol converts into a fighting withdrawal moving
from cover to cover until withdraw from the table
back the way they entered.

PEF RESOLUTION
PEF MOVEMENT
NP MOVEMENT
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

124
NUTS! – FINAL VERSION COMPENDIUM
1 REINFORCEMENTS 1 REINFORCEMENT ENTRY
(Read the result as rolled) (Read the result as rolled)

CIRCUMSTANCE MODIFIER # RESULT


Attack Mission – If on an Attack Mission. +1 1 Enter the table edge behind the player’s front lines in
Patrol Mission – If on a Patrol Mission. -1 the center of the left-hand section.
2 Enter the table edge behind the player’s front lines in
# REINFORCEMENT the center of the left-hand section.
3 Enter the table edge behind the player’s front lines in
1 One Infantry Squad. the center of the middle section.
2 One Infantry Squad. 4 Enter the table edge behind the player’s front lines in
3 One Infantry Squad w/Support Weapon. the center of the middle section.
4 Rest of Platoon. 5 Enter the table edge behind the player’s front lines in
5 Rest of Platoon. the center of the right-hand section.
6 Off Board Support. 6 Enter the table edge behind the player’s front lines in
Artillery (1 – 2), Heavy Mortars (3 – 5), or Air (6). the center of the right-hand section.

INFANTRY SQUAD– The player receives an Infantry Squad.


INFANTRY SQUAD W/SUPPORT WEAPON – The player receives
one Infantry Squad and a Support Weapon, up to maximum of
two per Platoon.
REST OF PLATOON – If the player has less than a full Platoon
on the table, the balance of the Platoon will arrive. In addition,
he also receives two Support Weapons of choice if his Platoon
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,
he receives a Squad from another Platoon. If another result of
Rest of the Platoon occurs then the rest of this new Platoon
will arrive.
OFF BOARD SUPPORT – ARTILLERY
The firing side chooses one section of the table for the artillery
to land. Non-Players roll 1d6 at random. Each enemy figure is
targeted once. Each figure rolls on the Shooting Table with a
Rep 4 shooter versus an Impact of 2. All Cover is negated.
OFF BOARD SUPPORT – HEAVY MORTARS
The firing side chooses one section of the table for the mortar
barrage to land. Non-Players roll 1d6 at random. Each enemy
figure is targeted once. Each figure rolls on the Shooting Table
with a Rep 4 shooter versus an Impact of 2.
OFF BOARD SUPPORT – AIR
The player rolls 1/2d6:
 1 – One Rep 4 aircraft strafes sections 2, 5 and 8.
 2 – One Rep 4 aircraft strafes sections 1, 5, and 9.
 3 – One Rep 4 aircraft strafes sections 3, 5, and 7.
One Squad, Support Weapon, and Building in each section is
targeted once. Roll on the Shooting Table for each target REINFORCEMENTS
& ENTRY
counting as Machinegun, Heavy.
For ease of play, we recommend counting all Reinforcements
having a Rep of 4.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

125
NUTS! – FINAL VERSION COMPENDIUM
“OH CRAP!” 2 PERSON SEARCH
(Taken versus Enemy Investment Level)
 If the figure wins the In Sight test against Civilians
roll 1d6 versus its Rep. CIRCUMSTANCE MODIFIER
 NERVOUS counts a -1 to Rep.
 Pass 1d6 = Hold fire. Greedy Attribute. +1d6
 Pass 0d6 = Snap Fire by accident. Scrounge Attribute. +1d6

#D6 RESULT
PASSED
2 BUILDING SEARCH 2 Figure has one Item. Roll 2d6 on the Items
(Taken versus Enemy Investment Level) Found on Persons Table.
1 If the passing d6 is a “1”, the figure has one
CIRCUMSTANCE MODIFIER Item. Roll 2d6 on the Items Found on Persons
Table.
Cooking Attribute. +1d6
Otherwise, nothing found.
Greedy Attribute. +1d6
0 Nothing found.
Lush Attribute +1d6 *
Scrounge Attribute. +1d6
(*) Only if searching for alcohol in a Civilian Building.
2 ITEMS FOUND ON PERSONS
#D6 RESULT (Adding the two results together)
PASSED
2 Figure finds one Item. Roll 1d6: # MILITARY CIVILIAN
(1) = Find one Item of choice for the
appropriate building type. 2 Enemy Medal of Valor (3) Quality food Items.
(2 – 6) = Find one Item rolled randomly from 3 Binoculars. Bottle of Hard Liquor.
the Items Found in Buildings Table. 4 Pocket Watch. Bottle of Wine.
1 If more than one figure is searching the 5 Medium Caliber Pistol Chocolate Bar.
building, nothing is found. 6 Pen and Paper. Quality Wristwatch.
7 Pack of Cigarettes. Pack of Cigarettes.
Otherwise, count as passing 2d6. 8 Pocket Knife. Bottle of Wine.
0 Nothing found. 9 Chocolate Bar. Nylons.
10 Bottle of Hard Liquor. Quality Jewelry.
11 Monogrammed Lighter. Pocket musical instrument.
12 Map or Aerial Photos Pack of Cigarettes.
2 ITEMS FOUND IN BUILDINGS
(Adding the two results together)

# MILITARY CIVILIAN 2 CIVILIANS


2 SS Dagger. AM Radio. (Adding the results together)
3 Binoculars. Bottle of Hard Liquor.
# ID GENDER REP FIT PEP SAV
4 Nylons. Silverware set.
5 Medium Caliber Pistol Quality food Items. 2 A Female 4 3 4 2
6 Pen and Paper. Quality Wristwatch. 3 B Male 2 2 0 1
7 Pack of Cigarettes. Pack of Cigarettes. 4 C Male 2 1 2 0
8 Pocket Knife. Bottle of Wine. 5 D Male 3 2 3 1
9 Chocolate Bar. Cooking tools. 6 E Female 3 3 2 1
10 Bottle of Hard Liquor. Quality Jewelry. 7 F Male 3 2 1 3
11 Map or Aerial Photos Pocket musical instrument. 8 G Male 3 1 2 3
12 Folded enemy flag. Nylons. 9 H Male 4 4 2 3
10 I Female 2 2 1 0
11 J Male 2 1 2 0
12 K Male 3 3 1 2

© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

126
NUTS! – FINAL VERSION COMPENDIUM
1 SOLDIERS 2 GAMBLING
(Taken versus Rep)
(Read the result as rolled)
A score of “6” is always a failure.
# ID GENDER REP FIT PEP SAV
#D6 RESULT
1 A Male 4 3 4 2
PASSED
2 B Male 3 3 2 1
2 Player remains in the game. Roll another round
3 C Male 4 3 2 4 of gambling.
4 D Male 3 2 3 1
5 E Male 4 3 4 2 1 Player continues to game, counting a -1 to
6 F Male 4 4 2 3 current Rep. Roll another round of gambling.
0 Player loses and quits game. Lose Character
Points equal to the number of characters that
started the game.
2 INTERACTION
(Taken versus People, +1 to Pep for each Item given as gift) 2 COMPANIONSHIP
#D6 RESULT (Taken versus People, +1 to Pep for each Item given as gift)
PASSED A score of “6” is always a failure!
Passed The Male Civilians/soldiers will give you a
more d6 favorable result. Gain 1 Character Point. #D6 RESULT
PASSED
Female Civilians will allow you to seek Passed You are successful! Gain 2 Character Points.
Companionship (page 98) or gain 1 Character more d6
Point. Passed Exchange pleasantries, but that’s it.
Passed Exchange pleasantries, but that’s it. same Lose 1 Character Point.
same Passed The Civilian takes offense and leaves in a huff.
Passed The Civilian will ignore you. It cannot be less d6 There is a chance (1) that 1/2d6 male Civilians
less d6 interacted with again. Lose 1 Character Point. will Confront you outside. In any case, lose 1
Character Point.
Soldiers will Confront you outside.

CIVILIANS 2 FIST FIGHT


(Taken versus Rep)

SOLDIERS
A score of “6” is always a failure.

#D6 RESULTS

INTERACTION
PASSED
Passed Opponent goes Out of the Fight.
2d6 more
Passed Winner rolls 1d6 versus the Rep of the loser.
1d6 more  If score is higher than the loser’s Rep =
Loser goes Out of the Fight.
 If score is equal or less than the loser’s Rep
= Fight another round with loser counting a
-1 to Rep.
Passed Fight another round with both counting a -1 to
same Rep.

GAMBLING
COMPANIONSHIP
FIST FIGHT
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 9/14/2017

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