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Craterum Reference 1.02 Printready

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79 views2 pages

Craterum Reference 1.02 Printready

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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STATUS & ACTIONS FIRE THROUGH DUCTWAY (BASIC)

Within 1" of a ductway make a ranged attack against an


BROKEN
enemy within 1" of its other side. Hits on a 5+. As soon as fighter becomes Broken, they must
STANDING & ACTIVE If template - autohit all fighters within 2". immediately activate (even if they have already
been activated this round) and perform RUNNING FOR
MOVE (SIMPLE) RELOAD (SIMPLE) COVER (DOUBLE) action. If Ready - lose Ready marker. If
Make an ammo check for one weapon. If passed, the
ROUND SEQUENCE • Move up to M". Cross any gap between two platforms
that is no wider than their base. weapon is reloaded.
Standing and Active, move D6". If Prone and Pinned or
Seriously Injured, move half M". Move in order of
• Climb vertically upwards or downwards. priority: 1. More than 3" from enemies; 2. Out of enemy
PRIORITY PHASE For every 1" climbing count as having moved 2".
OPERATE DOOR (SIMPLE)
LOS; 3. In partial or full cover; 4. As far away from
1. ROLL FOR PRIORITY: Roll D6, if tie - player who had Open or close door within 1".
Cannot end activation mid-climb. enemies as possible. If Engaged make an Initiative
Priority in the previous round passes it to their opponent. • Leap across a gap bigger than base, if enough ACCESS TERMINAL (BASIC) test. Failed - stay engaged, no more actions. Passed -
2. READY GANG: Models gain Ready markers. movement. Make Initiative test. If pass, leap the gap and If within 1" of terminal, Int check with -2 modifier. If move as above, and each enemy Engaged makes an
continue moving. If fail, fall down and suffer a hit. passed - make free Operate Door action. Initiative test: if they pass, they make reaction attacks.
ACTION PHASE • Jump down. Pass Initiative test, first 2" no modifier,
FORCE DOOR (BASIC)
1. ACTIVATE GANG: Players alternate taking a turn to cumulative -1 for every additional 2" (rounded up). If
If within 1" of a locked door, roll D6, add the fighter’s S
BLAZE
activate a ready model. Models may perform up to 2 failed, fall and suffer a hit. No test if Stepping Down ½"
lower. +2 for each friendly fighter also in base contact with the If ablazed, when activated suffer immediate S3,
actions; then remove its ready token.
door. On 9+, the door opens. AP -1, D1 hit, then act as follows:
Group Activation (X) - choose to also activate up to X Falling if Standing -> Prone whilst ½" of the edge.
CARRY LOOT CASKET (BASIC) • If Prone and Pinned become Standing and Active,
additional ready fighters within 3". Initiative test (+1 if railing/barrier ½" tall), if passed,
If within 1" of a loot casket, make a Move action, then:
Basic Action: Once per activation. nothing happens. If failed, the fighter falls.
carrying it with the fighter. When the action ends, place • If Standing and Active, move 2D6" by scatter dice.
Simple Action: Multiple times per activation.
Distance Fallen Strength AP Damage the object in base contact with them. Stop if within 1" of an enemy or into base contact with
Double Action: 2 full actions to perform.
3"-5" 3 - 1 impassable terrain. Risk falling within 1⁄2" of a platform
SMASH OPEN LOOT CASKET (BASIC) edge (fall if moved beyond the edge).
END PHASE 6"-7" 5 -1 1 If within 1" of a loot casket, roll D6, add fighter’s S. On At the end of this move, the fighter may choose to
1. BOTTLE CHECKS: Fail if D6 + Seriously Injured + OOA 8"-9" 7 -2 2 6+, the casket is opened, but subtract -1 (min 1) when become Prone and Pinned. The fighter may then
> Starting crew + Reinforcements. rolling to determine its contents. attempt to put the fire out.
Player may voluntarily fail. Engaged fighters must try to 10"+ 9 -3 3
• If Standing and Engaged or Prone and Seriously
break away from combat: make an Initiative test. If BYPASS LOOT CASKET LOCK (BASIC) injured, the fighter does not move and attempts to put
passed, they flee; if failed, they are Seriously Injured. CRAWL THROUGH DUCTWAY (DOUBLE) If within 1" of a loot casket, make an Int check.
the fire out.
Once the gang only has seriously injured fighters left, the If within 1" of a ductway, place the fighter within 1" of its If passed, the casket is opened.
battle ends. Roll to see if Seriously Injured fighters other side. Put the fire out: roll D6, +1 for each active friendly fighter
succumb to their injuries in the Wrap-up.
TAKE COVER (BASIC)
STANDING & ENGAGED within 1", +2 if Pinned or Seriously Injured. On a 6+ blaze
condition removed.
2. FLEEING THE BATTLEFIELD: If failed Bottle check - Move up to half M, then prone and pinned. FIGHT (BASIC)
make Cool test for each model on the battlefield. Fail = WEBBED
flee the battlefield. Autopass 12" of passed Leader, 6" CHARGE (DOUBLE) Make close combat attacks against one or more
of passed Champion. • Normal move + D3". Can move to within 1". enemies the fighter is engaged with. Treat Webbed as Seriously Injured and roll for Recovery
If Seriously Injured flee - 3+ or treat as OOA and roll on • If can not get into b2b contact - stop 1" away. during the End phase.
Lasting Injuries table. • If Standing and Engaged at the end of Charge, RETREAT (BASIC) Flesh Wound: Apply FW as usual, remove Webbed.
immediately make free Fight (Basic) action. May make Pass Initiative to Move D6". Regardless of result each Serious Injury: Remain Webbed, do not gain FW. Out of
3. RECOVERY: Roll an injury die:
Coup De Grace action instead of Fight if end within 1" of engaged enemy may pass Initiative: if passed they Action: Removed from play. Instead of rolling on the
Out of action: Remove the fighter from play. Seriously Injured fighter and not Engaged by enemies. Lasting Injury table, roll a D6 to determine what
Serious injury: Suffer a Flesh Wound and remain Prone make reaction attacks.
• May not Charge enemies who they cannot see in Pitch happens to them – on a result of 1-4 suffer the 15-26
and Seriously Injured. Black.
Flesh wound: Suffer a Flesh Wound (-1 T) and become • If charged enemy was not in line of sight then apply -1
PRONE & PINNED (FACEUP) (Out Cold) result, on a 5-6 they suffer the 55-56
(Captured) result.
Prone and Pinned. to hit when making free Fight action.
Friendly fighter within 1" may Assist. Roll 1 extra Injury STAND UP (BASIC)
COUP DE GRACE (SIMPLE) Stand up and become active, facing any direction. INSANE
dice & pick one to resolve. Assisted fighter does not
suffer a FW regardless of the result. If not Engaged, pick 1 Seriously Injured enemy within 1" Roll D6 when activating:
BLIND FIRE (DOUBLE)
and vision arc to go Out of Action. 1-2 Become Broken. If already broken - flee the
4. RALLY TEST: Cool tests for Broken models (+1 for Make a ranged attack, (vision arc treats as 360°).
each friendly in 3") SHOOT (BASIC) Subtract -2 from the result of any hit rolls. battlefield.
Make an attack with a ranged weapon. 3-4 The opposing player can control the insane model
RELOAD (SIMPLE) see Standing and Active. for the duration of this activation.
AIM (BASIC) CRAWL (DOUBLE) - ALSO PRONE & SERIOUSLY INJURED 5-6 The model can act as normal. Once their activation
Craterum Reference Sheet v1.02 11.03.2024
+1 to hit if the next action is Shoot action. is over, make a Willpower check. If it is passed - loose
Move up to half the fighter’s M in inches. insanity marker.
https://mega.nz/folder/eb4TAahb#UQfKfHpQcRgzvUJEQp6WKA
HORRORS IN THE DARK NERVE TESTS GAINING EXPERIENCE POST-BATTLE SEQUENCE
When a fighter is activated, if they are not within 6" of Must take a Nerve test (regardless of Status and • 1 XP for taking part in the battle. 1. WRAP-UP
Secondary Status) when a friendly model within 3" is • 1 XP per enemy fighter Seriously Injured.
any other fighters (from either side), roll a D6 on the • Succumbing to injuries - Seriously Injured fighters
Seriously Injured or Out of Action. • 2 XP per vehicle Wrecked.
following table: (that fled during the battle or remained at the end of
• 2 XP per enemy Out of Action, +1 if Champ or Leader.
D6 Result Nerve test: Cool test, +1 per friendly fighter within 3" the battle) survive without Lasting Injuries on a 3+.
• 1 XP for Rallying.
(not Broken or Seriously Injured). If failed, the model • End of Wrap-up - Fighters Recover and available.
1 Suffer S6, AP-1, D2 hit. OOA if SI. • 1 XP if they took part in a battle (this XP is only
becomes Broken. 2. ASSIGN/REASSIGN TERRITORY
2-3 The fighter cannot make any actions. gained if the scenario does not
4-5 The fighter can only make one action. WEAPON TRAITS grant XP for a model taking part in the battle).
• 1 XP if they are Broken and successfully rally.
3. RECEIVE REWARDS
4. COLLECT INCOME
6 Act as normal.
• 1 XP for successful Assistance during Recovery.
BACKSTAB +1 Str attacking outside of vision arc. 5. POST-BATTLE ACTIONS

LOOT CASCET & AMMO CACHE COMBI When fired, pick a profile for the attack. LASTING INJURIES Each fighter in the gang that has the Gang Hierarchy
(X) special rule can make one post-battle action:
● Roll twice for Ammo tests, apply the worst result.
● If one profile runs Out of Ammo, the other can still fire D66 Result • MEDICAL ESCORT - Determine the price of 2D6x10
If a Loot Casket is opened by a fighter, roll a D6: 11 Lesson Learned: Convalescence + D3 Exp.
(unless also Out of Ammo). credits. Decide if you can or want to pay. If the doc is
D6 Result 12 Impressive Scars: +1 Cool.* not paid, the fighter dies (you can keep any non-armour
1 Dangerous Goods. Replace with a frag trap.
CONCUSSION -2 Initiative/Hnd (minimum 6+). 13 Horrid Scars: Gain Fearsome skill.* equipment). If the doc is paid, roll a D6:
14 Bitter Enmity: Gain Berserker skill.* 1: Complications: The fighter dies.
2-3 Add D6 credits to the gang’s Stash. DISARM If the hit is 6, reactions - unarmed. 15-26 Out Cold: No long time injuries. 2-5: Stabilised: Suffer a Lasting Injury roll (re-roll
4-6 Ammo Cache. Replace with an Ammo Cache. ENTANGLE Can't be Parried. Reactions -2 on 6 to hit. 31-36 Convalescence: cant make postbattle actions. results of Captured, Critical Injury and Memorable
41 Old Battle Wound: Roll a 2+ after each battle Death). Then go into Recovery.
Ammo Cache: +2 modifier for Ammo tests within 1”. FEAR Nerve test with -2 instead of Injury → Broken. or go into Convalescence. 6: Full Recovery: The fighter goes Into Recovery.
Ignore the Scarce trait. If the Ammo roll is a natural 6 GAS No Pinned. Roll ≥ T (or nat 6) → Injury. No save. 42 Partially Deafened: -1 Ld if twice or more.
• HANDLE CAPTIVES - only if the Captive’s controlling
the ammo cache is exhausted. 43 Humiliated: -1 Cl and Ld + Convalescence.
player has had the opportunity to attempt a Rescue
GRAVITON PULSE Roll ≤ Str or suffer Dmg. No save. 44 Eye Injury: -1 Ballistic Skill + Recovery.
Mission. Outlaw - dispose, Law-abiding - sell to guilders
45 Hand Injury: -1 Weapon Skill + Recovery.
BOOBY TRAPS KNOCKBACK If hit roll ≥ target Str → target moved 1”
directly away. +1 Dmg if cant move 1” (obstacle). In
46 Hobbled: -1” Movement + Recovery.
(50% of their total Cost, including all equipment).
51 Spinal Injury: -1 Strength + Recovery. • TRADE. If at least one Leader or Champion makes a
If within 2" of abooby trap - roll D6: Melee attacker may follow up. Trade action, the gang can make a single 2D6
52 Enfeebled: -1 Toughness + Recovery.
D6 Result Availability roll (only one roll is made regardless of how
PARRY Attacker re-rolls one successful hit. 53 Head Injury: -1 Int and Wil + Recovery.
1 Trap is a dud, remove it from the battlefield. 54 Multiple Injuries: Suffer D3 Lasting Injury rolls many fighters trade). Leader: +2, Champion: +1, Per
2-3 Trap doesn’t go off. Leave it in place. POWER Can’t be parried if also not Power. On natural 6 (re-roll 15-26 & 54-66). full 10 Rep.: +1, Law Abiding’s Illegal (X) penalty: -4.
to hit +1 Dmg and no armour save. 55-56 Captured. 6. UPDATE ROSTER
4-6 Triggered and explodes.
PHASE Ignore saves from armour and field armour. 61-65 Critical Injury: Dead if not treated by the Doc. Clean House, Visit the Trading Post, Gain Boons from
Booby trap can be shot at with -1 at Short range, 66 Memorable Death: Killed. Enemy +1XP. Territories, Distribute Equipment, Purchase
-2 modifier at Long range. 1-2 miss, 3-4 tirggered, PULVERISE Roll D6 after Injury roll. If D6 ≥ target’s T or Advancements, Update Gang Rating.
5-6 disarmed. natural 6 → change FW result to a SI result.
BEING CAPTURED Dead fighter’s equipment (except armour) is added to the
BEAST LAIR RAD-PHAGE After being hit, roll 4+ to inflict FW. Stash if at least 1 friendly model was on the battlefield at
the end of the battle or the fighter was taken to the Doc
Roll D6 for each friendly fighter that suffered a
If activation ends within 6" roll D6: if the result is a 6 or RENDING +1 Damage if wound roll is a 6. Captured result (55-56) with modifiers: but still died (even if the Doc wasn’t paid).
the result is higher than number of inches between the SEISMIC No save if wound roll is a 6. Autopin. • -1 if the battle was a draw. VISITING THE TRADING POST - Hire a Fighter, Recruit
fighter and the Beast’s Lair - model is attacked by the • -2 if the fighter’s gang lost the battle. Hangers-on & Brutes, Sell Unwanted Items (value -
beast: SEVER OOA if Injury roll inflicted. • -2 if the fighter was taken Out of Action while D6x10, minimum 5), Purchase Equipment.
WS 4+ Str 6, AP -2, D3, Knockback, Versatile 6” subject to the Webbed condition.
Beast’s Lair can be attacked - it has T4 W3.
SHOCK Autowound on 6 to hit. • Equipment can be purchased for any model from its
On 4+ then the fighter escapes and goes into own Equipment List (this cannot be added to the
TOXIN Instead of a wound roll, roll ≥ T Toughness Convalescence (natural 6 always escape).
DOORS (natural 6 always succeeds) → Injury roll. Otherwise the fighter has been Captured.
gang’s Stash).
• A gang can purchase Common items from the
Can be targeted by attacks, autohit: T5 W4. UNSTABLE If Ammo symbol rolled, roll 4+ or OOA. Trading Post to its Stash. No Trade action required.
• A gang can purchase any number of Rare (X) and
Mind the doors: If standing in the way of a closing door, WEB Successful wound roll → auto Webbed. No save. Illegal (X) items ≤ than the Availability level.
pass an Initiative test to move up to 2" to escape. If No wound inflicted. No injury roll. • Exclusive items without Rare/Illegal (X) value cannot
failed S3 D2 hit, can be saved.
be purchased from the Trading Post.
7. REPORT RESULTS

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