Craterum Reference 1.02 Printready
Craterum Reference 1.02 Printready
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