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NUTS!

2005 Ed Teixeira
1
CAVALRY QRS:
IN SIGHT
1 IN SIGHT CHECK
+1d6 if figure is hidden.
Pass 1d6
All fire with highest, passing die score going first and
so on. Ties go to stationary shooters, otherwise
same passing die scores fire simultaneously.
Hidden figures may opt to hold fire until after all other
figures have fired.
Pass 0d6
All figures may not fire.

RECEIVED FIRE
2 RECEIVED FIRE CHECK
Star may choose his reaction.
Pass 2d6
Chargers will continue whether Outgunned or not.
Others will test to charge whether Outgunned or not.
Pass 1d6
Chargers will continue whether Outgunned or not.
Others armed with ranged weapons will stop in place
and fire instead.
Those in cover will return fire counting 1 to Rep.
Pass 0d6
Chargers will stop in place.
All others will Runaway

WANTING TO CHARGE
2 LD WANTING TO CHARGE CHECK
Star may choose his reaction.
Pass 2d6
All will charge into hand-to-hand combat.
Pass 1d6
All will charge into hand-to-hand combat.
Pass 0d6
All will remain in place.

BEING CHARGED
2 BEING CHARGED CHECK
Star may choose his reaction.
Pass 2d6
All will countercharge.
Pass 1d6
Those in cover will fire and prepare for melee.
Those charged to flank or rear will Runaway.
Others may not fire but will prepare for melee.
Pass 0d6
Those in cover will prepare to melee.
Others Runaway.

SURPRISE
2 SURPRISE CHECK
Pass 2d6
Those charged will turn to face enemy and take
Being Charged test at 1 to Rep.
Those fired at will take Received Fire test at 1
to Rep.
Pass 1d6
Those charged are surprised and cannot react.
Counts only 1d6 in melee the first round.
Those fired at will move away 24.
Pass 0d6
Those charged are totally surprised, and counts
0d6 in melee the first round.
Those fired at will Runaway.

RALLY
2 LD RALLY CHECK
Star may choose his reaction.
Pass 2d6
All back in the fight. Carry on as desired.
Pass 1d6
Those in cover back in fight.
Others are removed from play.
Pass 0d6
Remove figure from play.

CAVALRY RULES
MOVEMENT
Basic movement 16 while fast Movement is
doubled listed distances.
Mounted troops may not move into buildings
but may dismount and lead a horse inside.
Mounted troops may jump low walls and
trenches by using a Challenge Test. Jumping walls
count as normal while jumping trenches is at a 1 to
Rep. Failure will cause the loss of the horse and the
rider suffering damage as if hit by Impact 2 on the
Melee Damage Table.

WHEN CHARGING
Any infantry not in cover and charged by
cavalry that Pass 1d6 on the Being Charged Test
will Runaway directly from t the charging cavalry.

MELEE
Cavalry when charging will roll 3d6 in melee
the first round only. They still will only count the best
two scores.

BEING FIRED UPON
Riders always count as if in cover but a result
of 8 or 9 on Ranged Combat To Hit Table means the
horse has been hit. Roll 1d6. On a roll of 1-3 the
horse is fine while a 4-6 means the horse is out of the
NUTS!

2005 Ed Teixeira
2
battle and the rider thrown to the ground, counting as
Knocked Down if the horse is moving less than 8. If the
horse is moving at least 8 then the rider is thrown to the
ground and counts as if hit by an Impact 2 on the Melee
Damage Table.

WHEN SHOOTING
If stationary count normally but if moving at all
then must score a 10 to score a hit.

HOLDING MOUNTS
A rider may hold up to four mounts but may not
fire when doing so.

NON CAVALRY RIDERS
Any non-cavalry riders riding a horse will count
1 to Rep in ALL circumstances.

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