1. activation: each leader roll 1d6 vs rep. highest roll closest to, … · 1. move up to full...
TRANSCRIPT
NUTS! 4TH EDITION TURN SEQUENCE
1. Activation: Each Leader roll 1d6 vs REP. Highest roll closest to, or equal to REP wins
2. Actions 1. Move up to full distance and Shoot 2. Stay in place, face any direction and Shoot 3. Charge to Melee or Close Assault vehicle 4. Recover /Rally (2d6 vs REP to recover figure)
Move • Normal Move (up to 8”) • Fast Move
• Roll 2d6 vs REP • Pass 2= Move 16” • Pass 1= Move 12” • Pass 0 = Move 8”
• Go Prone (for free during movement) • Crawl up to 2” • Stand Up and Move (Costs ½ move)
Stay in Place (May change facing)
Charge/Close Assault
• Charge to Melee: Must be able to get within 6” of target by Moving
• 2d6 REP Charge Test • Close Assault: Must be able to
contact vehicle/target • 2d6 REP Close Assault
Test
Recover/Rally
• Recover: Figure makes Recover test on Infantry Reaction table
• Rally: Leader makes Rally test on Infantry Reaction table
NUTS! 4TH EDITION IN SIGHT TEST
The In Sight Test is triggered as soon as any figure in a moving group that has not been previously spotted comes into Line of Sight of an enemy unit (figure or group).
ATTRIBUTE MOD
OPPONENT IS STEALTHY -1d6
QUICK REFLEXES +1d6
SLOW TO REACT -1d6
STEELY EYES +1d6
CIRCUMSTANCE MOD CONCEALED – Enemy is concealed. -1d6
HUNKER DOWN – Character is Hunkered Down.
(1)
LEAVING THE BATTLEFIELD – Character is Leaving the Battlefield.
(1)
Moving side moves into Line of Sight of enemy unit and triggers In Sight test
Rep In Sight (Looking for successes – score of 1, 2, or 3)
Moving side must score more successes
to win the In Sight.
(1) Figure cannot act and will complete its
reaction instead.
RESOLVING IN SIGHT ACTIONS The group winning the In Sight will now act. Here’s how we do it in order from top to bottom: • Figures Hunkered Down or
Leaving the Table cannot score better than current status.
• Fire – includes those that have Ducked Back if they have LOS.
• If cannot fire will Charge into Melee if within 6”.
• If cannot fire or Charge into Melee and in range of the enemy, will Duck Back.
NUTS! 4TH EDITION INFANTRY COMBAT FLOW CHART
Shooting
Remember: MOVEMENT can trigger an IN SIGHT test, resulting in Combat
Leader In Sight Test (1d6 per REP, looking for “Successes” of 1, 2, 3)
Side with more successes Acts First in order 1. Figures Hunkered Down/Leaving cannot shoot 2. Figures with LOS may Shoot (including figures in Duck Back) 3. If cannot Fire will charge enemy if within 6” 4. Otherwise Duck Back
• Do you have LOS? If yes, continue. • Is the figure in Cover or
Concealment? • Cover makes it harder to Hit when
Shooting • Concealment makes it harder to spot
on In Sight test, but not for combat
• Attack! Shoot or use a Grenade • When shooting you will roll
d6 = to the Target number of the weapon
• Allocate the d6 to targets before rolling
• Roll d6 +the REP of the firing figure
• Consult the Shooting Table
# RESULT
3 to 7
MISS ALL TARGETS: CHARGERS –Chargers continue into contact. OTHERWISE – Outgunned Targets Duck Back. Targets that can fire will return fire. If have
already returned fire, will Duck Back instead. If can’t return fire will Carry On instead.
8 MISS IF: FAST MOVED: Shooter or Target Fast Moved. CHARGED – Being charged. COVER – Target is in Cover. Outgunned Targets Duck Back. Targets that can fire will return fire. If have
already returned fire, will Duck Back instead. If can’t return fire will Carry On instead. 2ND+ TARGET –2nd or higher target. Outgunned Targets Duck Back. Targets that can fire will return fire. If have
already returned fire, will Duck Back instead. Target that can’t return fire will Carry On.
OTHERWISE: HIT.
9 MISS IF: COVER – Target is in Cover. Outgunned Targets Duck Back. Targets that can fire will return fire. If have
already returned fire, will Duck Back instead. If can’t return fire will Carry On instead. 3RD+ TARGET –3rd or higher target. Outgunned Targets Duck Back. Targets that can fire will return fire. If have
already returned fire, will Duck Back instead. If can’t return fire will Carry On.
OTHERWISE: HIT.
10+
HIT ALL TARGETS:
Shooting Table Read the result as rolled and add to the Rep of the Shooter. A result of two or
more “ones” means out of ammo.
NUTS! 4TH EDITION INFANTRY COMBAT FLOW CHART
Shooting Damage
• When one or more hits are scored on the Shooting Table, check to see if any damage occurs
• Roll 1d6 vs TARGET REP per hit
# ROLLED RESULT
“6” Target is Obviously Dead.
Rep or higher but not a “6”.
Target goes Out of the Fight.
Lower than Rep.
Target Ducks Back.
Return Fire! Any figures on the enemy
side that can shoot back, will Return Fire. Follow the same
Shooting process.
Shoot Again!
• Surviving figures will fire back if able.
• If you get fired on and missed a 2nd time, you Duck Back.
Important Results!
Shooting results could mean the following things
• Outgunned: Heavier weapons can OUTGUN your figure’s weapons, making it more likely they will DUCK BACK
• DUCK BACK means your figure stops fighting and takes cover
• RETURN FIRE means your figure will shoot back
• CARRY ON means your figure can’t shoot, but can keep moving if it was shot at, etc.
• HIT means check to see if your figure is damaged
• OBVIOUSLY DEAD is just that, the figure is dead
• OUT OF THE FIGHT means the figure is wounded but could recover After the Battle, or during the Battle with a MEDIC roll
Man Down & Reaction Tests
NUTS! 4TH EDITION REACTION TESTS
When called for as a result of Combat and other tests, you may need to make an Infantry Reaction test: • MAN DOWN if figure with 4” hit and OBVIOUSLY
DEAD, OUT OF THE FIGHT, or LEAVE BATTLEFIELD • RECOVER from DUCK BACK • RALLY a figure trying to LEAVE BATTLEFIELD, etc.
Recover/Rally
• Recover: Figure makes 2d6 vs REP Recover test on Infantry Reaction table
• Rally: Leader makes 2d6 vs REP Rally test on Infantry Reaction table
# D6 PASSED
TEST RESULT
2 MAN DOWN IF AT ½ STRENGTH OR LESS: Duck Back. OTHERWISE: Carry On.
RECOVER ALL: Carry On.
RALLY RALLIED! Figure is now in Duck Back status.
Can attempt to Recover when next Active.
1 MAN DOWN IF AT ½ STRENGTH OR LESS: Leave the Battlefield. OTHERWISE: Duck Back.
RECOVER IF AT ½ STRENGTH OR LESS: Remain in Duck Back. OTHERWISE: Carry On.
RALLY MAYBE, MAYBE NOT! Immediately re-take the test
counting any result of pass 1d6 as pass 0d6.
0 MAN DOWN ALL: Leave the Battlefield.
RECOVER IF AT ½ STRENGTH OR LESS: Leave the Battlefield. OTHERWISE: Hunker Down.
RALLY NO WAY! Figure remains Hunkered Down and
cannot be Rallied.
Infantry Reaction Table