Sorry guys I have not been doing much on the hobby front for a long time, anyway I have gotten my mojo back and have picked up the NUTS rule set from
2 hour wargames the rules are for WW2 games but can be used for other periods, the most interesting part of the rules for me is Chocolate and Cigarettes it brings elements of RPGs to your games by using the same group of soldiers for your missions and upgrading them as time goes by, here's my section of Anti Treaty troops I will be using for my first campaign.
Commander Daly (Star)
REP 5
FITNESS 5
PEOPLE 3
SAVVY 4
Semi-Auto Rifle
Pack Of Cigarettes
Born Leader: When taking a Reaction Test any
friendly character within 4” and LOS to the Born
Leader will react as it does, regardless of what their
reaction would have normally been.
Steely Eyes: Counts a +1d6 when taking the In Sight
Test.
Charismatic: Counts a +1d6 when taking a People
related Challenge against other characters.
Exceptional Fixer: Counts a +2 to Skill when
taking a Savvy related Challenge if making repairs
or “rigging” something.
Volunteer Murphy MEDIC (GRUNT)
REP 4
FITNESS 4
PEOPLE 2
SAVVY 3
Knife
Chocolate Bar
Lucky: This character can re-roll any result once per
Mission.
Easy Going: Counts a +1d6 when taking a People
related Challenge, but counts a -1 to Skill when
taking a Savvy related Challenge.
Volunteer Whelan (GRUNT)
REP 4
FITNESS 3
PEOPLE 2
SAVVY 4
Bolt-action Rifle
Pack Of Cigarettes
Aidman: Apprentice Medic. Aidmen heal an OOF
into Walking Wounded (page 24). Aidmen use small arms
Logical: Counts a +1 to Skill when taking a Savvy
related Challenge, but counts a -1d6 when taking a
People related Challenge.
Volunteer Byrne (GRUNT)
REP 3
FITNESS 1
PEOPLE 2
SAVVY 3
Bolt-action Rifle
Chocolate Bar
Runt: Counts a -1d6 when in melee.
Lazy: Whenever three “ones” are rolled for Out of
Ammo, the weapon malfunctions and cannot fire for
the remainder of the Mission. Counts a -1d6 when
taking the In Sight Test.
Volunteer Ryan (GRUNT)
REP 4
FITNESS 3
PEOPLE 2
SAVVY 4
Bolt-action Rifle
Sniper: Specialist - Trained in rifle assassination.
Fires at a +1 to Rep when firing one shot.
Uneasy: Counts a -1d6 when taking a People related
Challenge.
Volunteer Quinn (GRUNT)
REP 3
FITNESS 3
PEOPLE 1
SAVVY 2
Bolt-action Rifle
Unlucky: Anytime a friend within 3" of the character
is hit by ranged weapon fire there is a chance (1 – 2)
that the unlucky character will suffer the result
instead.
Dim: Counts a -1d6 when taking a People related
Challenge.
Volunteer Clark (GRUNT)
REP 4
FITNESS 3
PEOPLE 2
SAVVY 4
Submachine gun
Stealthy: Opponents will always count a -1d6 penalty
when taking an In Sight Test versus this character.
Scrounge: Counts a +1d6 when Bartering when
using a People Challenge.
Volunteer Kavanagh (GRUNT)
REP 4
FITNESS 2
PEOPLE 4
SAVVY 3
Bolt-action Rifle
Sickly: Has the Slow Attribute and counts Rep at one
less when taking the After the Battle Recovery Test.
Slow: Only counts 1d6 when taking the Fast Move
Test.
Lazy: Whenever three “ones” are rolled for Out of
Ammo, the weapon malfunctions and cannot fire for
the remainder of the Mission. Counts a -1d6 when
taking the In Sight Test.
Volunteer Kelly (GRUNT)
REP 4
FITNESS 4
PEOPLE 2
SAVVY 3
Bolt-action Rifle (LMG Loader)
Athlete: Counts a +1d6 when taking the Fast Move
Test, counting the best 2d6 results.
Fit: Counts a +1 to Skill when taking any Fitness
related Challenge involving agility.
Volunteer Barry (GRUNT)
REP 4
FITNESS 3
PEOPLE 2
SAVVY 4
Light Machine Gun
Pack Of Cigarettes
Marksman: Counts Rep at one level higher when
shooting.
Charismatic: Counts a +1d6 when taking a People
related Challenge against other characters.