1) NUTS! 4th Edition uses a turn sequence of activation, movement, and actions. Leaders roll for activation, then figures can move, stay in place, charge, or recover/rally.
2) The document outlines movement types like normal move, fast move, going prone, crawling, and standing up during movement. It also describes charging and close assault requirements.
3) Reactions are determined by rolling dice against a figure's REP on the Infantry Reaction Table, with possible results including carrying on, ducking back, recovering, leaving the battlefield, or being rallied. Combat follows with line of sight and shooting tests.
1) NUTS! 4th Edition uses a turn sequence of activation, movement, and actions. Leaders roll for activation, then figures can move, stay in place, charge, or recover/rally.
2) The document outlines movement types like normal move, fast move, going prone, crawling, and standing up during movement. It also describes charging and close assault requirements.
3) Reactions are determined by rolling dice against a figure's REP on the Infantry Reaction Table, with possible results including carrying on, ducking back, recovering, leaving the battlefield, or being rallied. Combat follows with line of sight and shooting tests.
1) NUTS! 4th Edition uses a turn sequence of activation, movement, and actions. Leaders roll for activation, then figures can move, stay in place, charge, or recover/rally.
2) The document outlines movement types like normal move, fast move, going prone, crawling, and standing up during movement. It also describes charging and close assault requirements.
3) Reactions are determined by rolling dice against a figure's REP on the Infantry Reaction Table, with possible results including carrying on, ducking back, recovering, leaving the battlefield, or being rallied. Combat follows with line of sight and shooting tests.
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 2. Stay in place, face any direction 3. Charge to Melee or Close Assault vehicle 4. Recover /Rally (2d6 vs REP to recover figure)
Move Stay in Place
• Normal Move (up to 8”) (May change facing) • 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)
Charge/Close Assault Recover/Rally
• 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: Figure makes Recover test on Infantry Reaction table • Rally: Leader makes Rally test on Infantry Reaction table 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 Infantry Reaction Table
# D6 TEST RESULT PASSED 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 • Recover: Figure makes Active.
2d6 vs REP Recover test 1 MAN DOWN IF AT ½ STRENGTH OR LESS:
Leave the Battlefield. on Infantry Reaction table OTHERWISE: • Rally: Leader makes 2d6 Duck Back. vs REP Rally test on RECOVER IF AT ½ STRENGTH OR LESS: Infantry Reaction table 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. NUTS! 4TH EDITION INFANTRY COMBAT FLOW CHART
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 Shooting Table Shooting Read the result as rolled and add to the Rep of the Shooter. A result of two or more “ones” means out of ammo. # RESULT 3 MISS ALL TARGETS: CHARGERS –Chargers continue into contact. to OTHERWISE – 7 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. • Do you have LOS? If yes, continue. COVER – Target is in Cover. • Is the figure in Cover or Outgunned Targets Duck Back. Targets that can fire will return fire. If have Concealment? already returned fire, will Duck Back instead. If can’t return fire will Carry On instead. • Cover makes it harder to Hit when 2ND+ TARGET –2nd or higher target. Shooting Outgunned Targets Duck Back. Targets that can fire will return fire. If have • Concealment makes it harder to spot already returned fire, will Duck Back instead. on In Sight test, but not for combat Target that can’t return fire will Carry On. • Attack! Shoot or use a Grenade HIT. OTHERWISE:
• When shooting you will roll 9
COVER – Target is in Cover. MISS IF:
d6 = to the Target number of Outgunned Targets Duck Back.
Targets that can fire will return fire. If have the weapon already returned fire, will Duck Back instead. • Allocate the d6 to targets If can’t return fire will Carry On instead. 3RD+ TARGET –3rd or higher target. before rolling Outgunned Targets Duck Back. Targets that can fire will return fire. If have • Roll d6 +the REP of the firing already returned fire, will Duck Back instead. If can’t return fire will Carry On. figure OTHERWISE: • Consult the Shooting Table 10 HIT. HIT ALL TARGETS: + NUTS! 4TH EDITION INFANTRY COMBAT FLOW CHART
Shooting Damage Important Results!
Shooting results could mean the following things • When one or more hits are scored on the • Outgunned: Heavier weapons Shooting Table, check can OUTGUN your figure’s to see if any damage weapons, making it more likely occurs they will DUCK BACK • Roll 1d6 vs TARGET • DUCK BACK means your figure REP per hit stops fighting and takes cover # ROLLED RESULT • RETURN FIRE means your figure will shoot back “6” Target is Obviously • CARRY ON means your figure Dead. can’t shoot, but can keep Rep or higher Target goes Out of moving if it was shot at, etc. but not a “6”. the Fight. • HIT means check to see if your Lower than Target Ducks Back. Rep. figure is damaged • OBVIOUSLY DEAD is just that, the figure is dead • OUT OF THE FIGHT means the figure is Return Fire! wounded but could Any figures on the enemy recover After the Battle, side that can shoot back, will or during the Battle with Return Fire. Follow the same a MEDIC roll Shooting process.
Shoot Again! • Surviving figures will fire back if able • Repeat Until One Side Man Down & Reaction Tests has DUCKED BACK or is KILLED