Lunar en
Lunar en
As with most projects, Lunar went through many revisions, rewrites, and even total re-
imaginings only to finally land here as the book you’ve just opened. We have poured countless
hours and many sleepless nights into this project and it’s our hope that you love it as much as
we do!
Lunar is a game meant to be played casually with friends. While our tabletops may have sworn
enemies as our miniatures, the ultimate purpose of Lunar and any other Black Site project is to
bring everyone around a table to have a good time.
As always, thank you for your purchase and the support that our community manages to
squeeze into our busy days. Without you guys, we wouldn’t be here living out our alt-history
space-race dreams!
With this updated printing of the book, we hope to elevate the Lunar experience to the next level
with rules clarity and more detailed explanations. Rest assured, Lunar is still the same game
and there have been no significant rules changes that would invalidate any previously printed
material.
All Rights Reserved: Lunar is produced by Black Site Studios LLC Copyright 2023.
All artwork, photography and contents of this publication are copyright 2020 by Black Site
Studios LLC. No part of this publication may be reproduced or altered without prior written
permission of Black Site Studios LLC.
Lunar is a work of fiction and any similarities to any real world characters, people, events or
locations are products of the creator’s imagination. Any resemblance to real persons living or
dead is purely coincidental.
All miniatures, terrain and products contained within this book are all manufactured by Black
Site Studios LLC and are Copyright 2023.
For more information about Black Site Studios you can visit www.blacksitestudio.com
www.blacksitestudio.com/backroom
TABLE OF CONTENTS
01 10 18 31
THE GETTING READY CORE COMBAT
WORLD TO PLAY RULES RULES
U.S.S.R.02 MEASURING11 THE GAME SEQUENCE 19 SHOOTING32
U.S.A.03 MINIATURES & BASES 11 UNIT STATUSES 20 AMMO & RELOADING 34
REPUBLIC OF CHINA 04 PLAY AREA & TERRAIN 11 UNMANNED UNITS 21 SINGLE USE WEAPONS 34
FREELANCERS05 DICE11 DICE ROLLS 22 STEADY AIM 34
MINOR FACTIONS 06 TOKENS11 MEASURING22 EXPLOSIVE WEAPONS 35
UNIT CARDS 12 INITIATIVE PHASE 23 THROWING EXPLOSIVES 35
ITEM CARDS 13 THE ACTIVATION PHASE 23 EXPLOSIVE DAMAGE 35
BUILDING YOUR CREW 14 LINE OF SIGHT 23 EXAMPLE OF PLAY: 1 36
CREW IMBALANCES 15 ACTIONS24 CLOSE COMBAT 38
EXAMPLE USA CREW 16 TERRAIN & COVER 26 GRAPPLE BONUSES 39
EXAMPLE USSR CREW 17 JUMPING & FALLING 27 PUSH ACTION 39
RESOURCE TOKENS 28 UNARMED ATTACKS 39
MINING NODES 28 EXAMPLE OF PLAY: 2 40
SUPPLY NODES 28 ITEM TRAITS 44
THE END PHASE 45
THE RECOVERY PHASE 45
47 54 59 77
POST ADVANCED PLAYING A MISSIONS
GAME RULES CAMPAIGN
LASTING INJURIES 48 ADVANCED MOVEMENT 55 COMMANDERS 60 CAPTURE THE CACHE 78
CREW MEMBER DEATH 49 ADVANCED PUSHING 55 CREW CHARACTERISTIC 62 SITE 74-B 80
COLLECT REWARDS 50 ADVANCED SET UP 56 SETTLEMENT BOONS 64 DEFEND THE SETTLEMENT 81
RESOURCE TABLE 50 ADVANCED SHOOTING 57 LUNAR SETTLEMENT 64 SEISMIC FISSURE 82
SPENDING CREDITS 51 ADVANCED UNMANNED 57 RESUPPLY SHUTTLES 66 SHUTTLE GRAVEYARD 83
BARTERING & TRADING 51 LUNAR ICONS 70 I CALLED “DIBS” 84
WEAPON UPKEEP & AMMO 51 UNSTABLE RELATIONS 85
TAKING OUT A LOAN 52
A LAUNCH AND A LANDING
“Ladies and gentlemen, today marks an astonishing
moment in history. Contrary to our expectations, the
Soviet Union has achieved an unprecedented feat by
landing on the Moon.
- Richard Nixon
THE FIRST MAN corporate landholders didn’t waste any time in building
News broke across the world at 3:17pm EST on July state of the art settlements and high tech mining sites.
20, 1969, that the Soviet Union had successfully
landed a spacecraft on the Moon. After tracking a THE NEW GOLD RUSH
launch from deep inside the USSR, the United States Just like the gold rushes from years past, thousands of
and her allies downplayed the possibility that it was a applicants rushed to apply for their launch licenses in
Lunar landing attempt and instead chose to believe order to take part in government sponsored missions
it was an unmanned test run. This belief was shortly and corporate investments. A golden age represented
refuted as photos taken by a cosmonaut soon reached by a new space race seemed to be right over the
publications around the world. horizon, however the battle over the Moon and its
riches has only just begun.
Alexei Leonov was officially the first man to step foot
on another celestial body, changing the course of
human history forever and cementing Soviet bragging
rights as the winners of the space race. Not to be
outdone by the Russians, the United States pushed
ahead with their Apollo program and landed the first
Americans on the Moon on September 25th, 1969. “We set sail on this new sea
However, the luster of this achievement was lost on because there is new knowledge to
a public who were fatigued by the race for space, be gained, and new rights to be won,
and felt as if the USA had already lost an important and they must be won and used for
political battle. Undeterred by the public’s opinion, the the progress of all people.”
US government, Richard Nixon, and NASA pushed
forward with the idea that control of the Moon was a - John F. Kennedy
vital part of US national defense.
THE 70s
A new decade brought increased traffic to the Moon
as the Soviets and Americans vied for the safest and
most lucrative landing zones. Most weeks saw multiple
shuttle launches from Earth and it wasn’t long before
both countries had large settlements established.
HAIL CORPORATE!
The initial sparring for the Moon and its
resources was between countries, but 1979
saw the first non-government sponsored
landing. A crew from the Dyer Logistics-
Segawa corporation landed north
of the Soviet sector and claimed
the first section of the Moon for
a corporate entity. With their
eyes directly on the Moon’s
bulk resources, the new
01
USSR
U.S.S.R.
Now known as the first country to land a man
on the Moon, the Soviet Union developed a
proud and complex relationship with space
travel. With the USSR starting at a severe
disadvantage due to their losses sustained
during WWII, it seemed the United States
would dominate the space race during
the early 60s. That all changed when the
Americans lost the Apollo 7 mission to a
launch explosion in 1968.
02
USA
U.S.A.
The Right Stuff? That’s what they used to be
called.
03
Republic of China
REPUBLIC OF CHINA
The road to Chinese space dominance
hasn’t been a smooth one. Rising from the
fires of a failed communist rebellion, the
ROC has grown into a regional powerhouse
with significant influence across the Asia-
Pacific sector. Inside their own borders they
are still plagued with a smoldering civil war
with significant portions of the country still
sympathetic to the communist cause.
04
Freelancers
FREELANCERS
Merely hours after the dust had settled on the
first Soviet Lunar landing, various independent
entities were drawing up plans for Lunar
missions.
05
MINOR FACTIONS that Anacott is in talks with the US
government to back the first manned
mission to Mars, using metals pulled
In addition to government and corporate
and formed from the Lunar regolith
settlements, the last few years have
itself.
seen a rise in minor groups attempting
to land and lay claim to territory and
the resources within. Privately funded
missions landing small crews on
the Moon has become a common
occurrence and has resulted in EUROPEAN SPACE AGENCY
unverified reports of minor skirmishes
between major landholders and minor
crews.
08
MKIV Habitat Module
09
GETTING READY
TO PLAY
10
Getting Ready to Play
GAME COMPONENTS
► Measuring Tool
► Miniatures (3+ per player)
► A gaming area with suitable terrain
► Unit and Item Cards
► Dice (preferably 3 or 4 D6, and a Lunar hazard
dice )
► Tokens (6 different types + Scatter Token )
► Mining Supply Markers (page 28)
MEASURING
Lunar uses inches when measuring distance. A ruler
or measuring tape at least eight inches in length is
suggested.
UNIT, ITEM, AND
MINIATURES & BASES EQUIPMENT CARDS
For the purposes of playing Lunar you’ll need some Each force is made up of
appropriate astronaut miniatures on their correct characters equipped with
bases (official Black Site Miniatures come with 32mm various weapons and items.
bases). Typical games of Lunar consist of 3 to 5 units
per player. DICE
Lunar uses a combination of standard D6
PLAY AREA & TERRAIN dice and a six sided Lunar hazard dice . A Lunar
Unless otherwise specified, games of Lunar are hazard dice can also be represented by a standard
played on a 24”x24” playing surface. dice, using the following results:
► 1,2,3 = no damage
Set up your table and include some Moon style
terrain. Large rocks, craters, and small Lunar habitats ► 4,5 = 1 point of damage
are just a few potential terrain pieces. the Moon may
► 6 = 2 points of damage
seem sparse, but there are plenty of ways to break up
line-of-sight and create dynamic tables.
TOKENS
We recommend having 10 of each type of the
following tokens for a game of Lunar. Token sheets
can be made from photocopying the pages in the back
Lunar Measuring Tool of this book or punch-out cersion can be purchased at
Lunar Hazard Dice
blacksitestudio.com.
Concentrate
Exerted
Overburdened
Out Of Action
Scatter Token
Prone
Resource
11
Unit Cards
UNIT CARDS
12
Item Cards
2 ITEM CARDS
1
1: ITEM NAME AND MASS
2: CREDIT COST
5
How much the item costs your crew to buy.
3: AMMO
6 5: SPECIAL RULES
3
and rules, these will be described in detail in
the lower half of the card.
13
Building Your Crew
14
Crew Imbalances
CREW IMBALANCES
DURING ONE-OFF GAMES
In one-off games, each faction may at times have different total oxygen
values for their crew. This means that there could be a difference in the total
oxygen between two players during a mission.
If the difference in oxygen values is within 2 (for example, one player has 18
oxygen and the other has 20), no changes are necessary. If the difference
is 3 or more, players should rebalance the game by removing units in
order to reduce that gap to 2 oxygen or less.
DURING CAMPAIGNS
During campaigns, if a player finds themselves at a significant
disadvantage, they have the option to take out a loan (refer to
page 52) to try to level the playing field.
Sergei Korelev
Chief Soviet Rocket Engineer
15
Example USA Crew
MODEL ITEMS
1 Commander
Malcom Cole
16
Example USSR Crew
MODEL ITEMS
1 Commander
Terenti Grigorev
17
CORE RULES
18
THE GAME SEQUENCE
Starting with the player who has initiative, players take turns
to activate one model at a time, using all the unit’s available
actions (represented by oxygen), until each player has run
out of models. Each unit can only activate once per turn.
19
Unit Statuses
UNIT STATUSES
The unit suffers -2 to any comp rolls and drops A unit that is OoA will only survive for a short amount
any non-starting items, resource tokens, and loses of time. If the model has not regained suit integrity
any concentration tokens they have available. This (i.e. by using a resin patch) by the second recovery
phase after losing all its integrity points, it is removed
status expires after the unit takes one full activation.
from play.
The unit also has no True Line of Sight (page 23) arc Any time a OoA unit takes any damage from a
available to them, and any attacks against them gain hazard dice after the attack that forced them OoA
any outside-True Line of Sight bonuses. in the first place, they are immediately removed from
play.
ENGAGED
OVERBURDENED
A unit that is in base-to-base contact with an enemy
unit is considered engaged. Engaged units may not A model can become overburdened by choice
move, crawl, or concentrate. (picking up items, resource tokens or mission items)
where the increased mass puts them into the red
Prone models can be engaged in combat, but boxes on their mass bar.
models in base-to-base with prone models are not
counted as engaged with the prone model. For every mass point in red, the unit loses one
mobility point. Mark the unit with an overburdened
ENTANGLED token for every mass point in red. Overburdened
units may not climb or jump (page 27).
The unit suffers -2 to their mobility value, and drops
any non-starting items and resource tokens. To PRONE
remove the entangled status, the unit must spend 2
available oxygen to immediately remove the status, A unit can choose to go prone by performing the
or 1 oxygen to cut their way out if equipped with a prone action. Place the model face up on the table or
weapon with the cutting trait. use a token to indicate that it is prone. When a unit
goes prone, the following rules apply:
EXERTED
► The unit does not roll a hazard dice when
A model can become exerted by choice (performing choosing to go prone through an action.
the exert action) or through external effects. ► A prone model benefits from partial cover when
targeted by ranged attacks.
Each exerted token removes one available oxygen at
► A prone unit does not obstruct True Line of Sight
the beginning of each of the unit’s subsequent turns,
until a rest action is successfully performed either by (refer to page 23 for more details).
the player or during the recovery phase (page 45). ► Prone models can be engaged in close combat,
but they do not engage the opposing unit in
IMMOVABLE return.
A unit or structure with this trait will not be moved When a model becomes prone as a result of combat
when successfully hit with a blunt weapon. Instead, or falling rather than by choosing to use the prone
roll a hazard dice for every point of difference action, the following additional rules apply:
between the mass challenge roll results.
► Immediately roll a hazard dice to determine if
OUT OF ACTION (OOA) the unit suffers any damage from the fall.
► The model drops all items that were not part of
When a model loses all its integrity points it is its starting equipment and loses any concentrate
considered OoA. Place a token to clearly mark the tokens it had.
unit as OoA.
20
Unmanned Units
UNMANNED UNITS
Since before man first stepped on the Lunar surface, many nations have sent unmanned rovers and
vehicles to the Moon. These sometimes clunky machines are often controlled by teams from Earth or
by crew members in a nearby habitation building. They are the ideal grunts for performing menial tasks
without complaint!
► An unmanned unit may never concentrate or be given concentrate tokens and may never exert or be
given exerted tokens.
► Unmanned units cannot be given item cards other than whats specified on their unit card
• (Example: A unmanned mining rover will automatically get the heavy mining drill, but couldn’t be
given other items)
► Unmanned units can never go OoA. When an unmanned vehicle loses all its integrity points,
it is considered removed from play and treated as a piece of terrain for the rest of the game.
Additionally, place a resource token in base to base with the model. Roll on the lasting injuries table
with the -2 removed from play modifier as normal.
► Unmanned units may never voluntarily go prone; they may, however, be made prone due to
combat or damage. Think of this as someone tipping them over! They may
stand as a normal unit would.
► Unmanned units may never use the mount/dismount
action.
► Unmanned units may roll for initial grapple
challenge rolls with their mobility value,
but may not make follow-up attacks of any
kind.
► Unmanned units can not assist or
interfere in a grapple.
21
Dice Rolls
DICE ROLLS
Hazard Rolls
Hazard rolls can be performed by rolling the Lunar hazard dice . This is normally used to remove
integrity points or perform fleeing checks.
Challenge Rolls
Some rolls in Lunar involve rolling a dice directly against your opponent and comparing the results to
determine if the action succeeded or not, these are called “challenge rolls ” and usually take into
account a stat of your units. For instance, a mobility challenge roll will use a unit’s mobility value
added to the dice roll against their opponent’s mobility value added to their opponent’s dice roll. Unless
otherwise specified, ties go to the defender.
Scatter Rolls
Scatter rolls can be made by flipping the scatter token and rolling an appropriate dice for the range.
Apply the dice result in the direction the arrow is pointing. A scatter token is included in the core set.
It is a circle with an arrow on it.
Rolling a D3
Some interactions in Lunar require a roll of a D3 dice. Do this by rolling a D6 and following
the values below.
• 1,2 = 1
• 3,4 = 2
• 5,6 = 3
MEASURING
There is NO pre-measuring in Lunar. Once an action that requires measurement
is declared, you must measure and follow through. Lunar uses inches and all
measuring is measured from base edge to base edge. When measuring to or from
tokens or objectives, use the nearest edge of the token or objective.
22
Initiative and Activation Phases
VISION ARC
All astronauts have a TLoS front arc of 180 degrees.
Designer’s Notes
Remember when using TLoS that you should always
apply common sense when declaring your actions
and make sure you are always playing in the spirit of
a fun game! If you can see tiny portions of a miniature
(Example, the tip of their hand, weapon, foot) consider
them to be out of TLoS.
23
Actions
ACTIONS
Arm/Disarm Explosive - 1oxg Disengage - 1oxg
The unit may arm an explosive item or weapon for A unit that is currently in combat may use this
use on a subsequent action. The unit may place action to disengage. To attempt a disengage action
the charge in base to base with itself for free, players will perform the following challenge roll :
noting the position of the explosive with a token.
D6 + the disengaging unit’s mobility
► The unit may throw the explosive with the VS
throwing rules on page 34. Any armed D6 + unit’s mobility value
explosives must be detonated with the
detonate explosive action unless otherwise If the active unit wins the roll, it may move 1 inch
specified. away from the combat to any spot that does not
put them in engagement with any other units. On
► A unit in base-to-base contact with an armed a tie, the disengage is considered to have failed.
explosive may attempt to disarm it with a A unit cannot perform a disengage action if they
competency check . are prone.
Some missions will specify unique rules for their Roll a D6 and add any other declared oxygen to
interactions that modify the difficulty or provide the result. On a [1,2,3] it fails. On [4,5,6] remove 1
additional outcomes other than a success or fail. exerted token from the model.
This will be listed as “interact(_____)” actions
► Units can move any direction in their front 180 Steady Aim - 1oxg
arc and may end their movement facing any After firing a weapon, the unit MUST use this action
direction. This direction must be declared at before using the shoot action with that weapon
the end of the move. again in the same activation. Unit’s are assumed
to automatically steady their aim between rounds.
► A unit may use a move action to turn on the
spot and change their facing.
Throw Item - 1oxg
25
Terrain and Cover
Lunar is best played with a good amount of TLoS blocking terrain since it encourages tactical movement
and provides thematic results!
TERRAIN HAZARDS
It is common to find areas of hazardous terrain on the lunar surface. After setting up your table, go over
the terrain with your opponent and define what types of terrain effects each area has.
1) REGULAR TERRAIN
(Example: rocks, smaller habitats, boulders)
Most terrain will fall under this category. Units may climb or deploy as normal on these items.
2) DANGEROUS GROUND
(Example: cracked ground, debris fields)
Dangerous Ground is a declared area of terrain that is considerably harder to traverse, such as craggy
rock fissures or steep inclines. When moving across this area a unit halves their current mobility, rounding
up.
Units forced to go prone on Dangerous Ground roll 2 hazard dice for doing so instead of the normal 1.
3) IMPASSABLE TERRAIN
(Example: Lunar habitat, crashed shuttle)
This terrain cannot be climbed or moved through. Models cannot deploy on this terrain at the beginning of
the game.
All terrain and units on the table provide units a cover bonus according to True Line of Sight.
This is applied when rolling for ranged combat. Prone units do not provide any cover.
PARTIAL COVER
A unit is in partial cover when less than 50% of the target model is obscured.
HEAVY COVER
A unit is in heavy cover when more than 50% or more of the target model is obscured.
26
Jumping, Falling and Climbing
27
Mining and Supply Markers
28
Yuri glanced out the hab window across the Lunar landscape. “This place is hell,” he
muttered to himself. “Seriously, who would spill blood over such a rock?”
The click of the airlock door startled him and he turned to catch Pyotr coming inside. “Did
you catch any star dust?” He joked, knowing Pytor couldn’t hear him through the helmet.
But as Yuri chuckled to himself, he realized he was missing something. Two somethings,
actually.
He knew a crew of 3 went out earlier in the morning. As he sealed the airlock close behind
only one cosmonaut, Yuri needed some clarification. “Are the others slacking, Pyotr?” Yuri
said somewhat less jokingly than his words before. Any remnant of a smile wiped clean
after seeing Pyotr’s face.
“We got ambushed outside of site 3-RG.”, Pyotr said as he slumped down on the floor.
“They didn’t make it, we’re the only ones left!”
29
30
COMBAT
31
Shooting
SHOOTING
In Lunar, shooting is broken down into the following steps
If the target unit has a cover bonus caused by any other unit according to TLoS (page 23) and the
shooter fails their comp roll , the nearest unit providing the cover bonus is hit instead.
Once the target is declared, measure the distance to determine if the target is in range. If the target is
out of range, the gun is considered fired but the shot has missed and the unit’s oxygen is spent.
3: RESOLVE DAMAGE
In Lunar there are two types of weapon damage; Blunt and Piercing. Below you will find the effects that
these different types of damage cause based on the type of weapon the attacking unit is using.
32
Piercing and Blunt Damage
If a unit would be knocked off the playable area, stop the unit at
the edge of the area instead.
33
Ammo and Reloading
Weapons with ammo have an ammo value listed on its card. When shooting any weapon, you immediately
reduce the ammo by 1, regardless of if the hit was a success. If the weapon has no ammo value, the ammo
is considered plentiful and does not need to be tracked. When a weapon has no more ammo, the unit
keeps the card but may not fire it.
STEADY AIM
After performing a shooting action, a unit must perform a steady aim action in order to shoot again in the
same activation, even with a different weapon.
Weapons with the big kick trait can only be fired ONCE per activation, and can not be reset using the
steady aim action.
If the item is thrown from outside the target’s TLoS arc, no challenge roll is needed! Move the target
model a number of inches equal to the mass of the thrown object and the model lays prone.
If the item thrown is in the target unit’s front TLoS arc, both players will resolve damage with a mass
challenge roll :
D6 + the thrown item’s mass + additional, unused, distance from the 2D6 throw
VS
D6 + targeted model’s total mass
If the attacker wins the challenge roll , the targeted model is moved directly away from the attacking
model a number of inches equal to the difference of the two values in the mass challenge roll . The
targeted model is laid prone and rolls any appropriate hazard dice for doing so. Ties on the challenge roll
will always go to the defender.
If the targeted model wins the challenge roll against the thrown object, the target is unaffected.
Thrown items are considered to lay where the initial contact took place and may be recovered.
34
Explosive Weapons
EXPLOSIVE WEAPONS
Explosive weapons are a common sight with mining and combat crews on the Moon. Often used for
mining and construction purposes, they can sometimes be pressed into use by crews looking to boost their
destructive power.
THROWING EXPLOSIVES
Explosive weapons must be armed before detonation. A unit can throw an armed explosive by using the throw
action rules.
EXPLOSIVE DAMAGE
Once an item explodes, roll a single piercing damage attack according to the value listed on the card for any
unit within 2”. Some weapons or items may dictate a larger distance. In this case, defer to the information on
the card.
35
Example of Play: Shooting
Matt (A) wants to shoot his mass shotgun at Turhan’s Specialist (B). He declares his shot, then
goes in to measure the distance. The distance from his unit is 7” so he’s easily in range of the
mass shotgun’s 10”. Matt reduces the weapon’s ammo count by one.
Matt will now need to roll to see if he hits. Matt rolls a (4), and adds his Comp of +2. In this case
he needs a total result of [5] or [6] to succeed, which he does! The players can now resolve the
damage.
36
Example of Play: Shooting
Matt and Turhan will now roll off in a mass challenge roll to see if Matt causes any damage.
Matt then rolls a D6 with a result in a (3) and adds the mass shotgun’s blunt damage of [8] for a
total of [11]. Turhan rolls a D6 with a result of (2) and adds his total current mass of [7] for a total
of [9].
In this case, Matt wins the challenge roll and Turhan’s model is knocked directly away from
Matt’s shooter by 2 inches, which is the difference in the roll results [Matt’s 11 - Turhan’s 9].
Turhan’s model drops all non-starting items and equipment, loses concentrate tokens, and is laid
prone. He rolls a hazard dice for being laid prone and applies the results.
2”
37
Close Combat
CLOSE COMBAT
In Lunar, close combat is broken down into the following:
3: GRAPPLE RESOLUTION
If the attacker wins, they may choose to push (4A), make a melee attack (4B), or make a sidearm attack
(4C) against their target.
If the defender wins, they may make a free move action OR gain an exert token and choose from one of
the three follow-up options, they are now considered the attacker.
If the results are equal, both models are moved directly away from each other 1”, stopping at any other
models or terrain without taking any damage. Both units lose all concentrate tokens.
38
Special Circumstances
Astronauts who are unarmed but wish to make a melee attack may use
a piercing value of +2.
39
Example of Play: Close Combat
Connor (A) is going to engage Mary’s unit (B) in close combat using the grapple action. He
declares the grapple, checks the range, and then moves into base-to-base contact. Connor has
no unused oxygen for a challenge roll bonus, did not start outside of Mary’s unit’s TLos arc, and
has no friendly unit’s providing any assist bonuses.
Connor and Mary will now roll off on a grapple challenge roll . They both roll a D6 and add their
unit’s mobility value.
Connor rolls a [1] and adds his unit’s mobility value of [4] and with no other available modifiers
has a total result of [5]. Mary rolls a [5] and adds her unit’s mobility value of [3] and with no other
available modifiers has a total result of [8].
Mary wins the challenge roll as the defender and may choose to do the following actions for
free.
►Do nothing
►Take a free move action away from Connor’s unit
►Take an exert token and make a follow up attack of a push, melee, or sidearm attack.
Note, if Mary’s unit already has two exert tokens she may not perform these attacks in this
interaction. In this case she doesn’t have any exert tokens and decides to take one.
40
Example of Play: Close Combat
She first marks her unit with an exert token and then proceeds to resolve the push attack with a
mass based challenge roll .
She rolls a [2] and adds her unit’s mass of [7] for a total result of [9]. Connor rolls a [1] and adds
his unit’s mass of [5] for a total result of [6]. With a difference of 3, Mary’s unit has managed to
push Connor’s astronaut quite hard!
Connor’s unit is moved back 3 inches (this is below the max of 4” page 39), which is the difference
in the two values totaled above. [Mary’s 9 - Connor’s 6]. Connor’s model is laid prone and rolls the
hazard dice for being laid prone.
3”
41
Example of Play: Close Combat
Matt (A) is going to engage Ben’s unit (B) in close combat. He declares the grapple action, checks
the range and then moves into base-to-base contact. Matt has 1 unspent oxygen and declares its
use to modify his challenge roll before he rolls his dice.
Matt and Ben will now roll off on a challenge roll . They both roll a D6 and add their unit’s
mobility value as well as other available modifiers. Matt rolls a [3] and adds his unit’s mobility
value of [4], along with his +1 declared oxygen for a total result of [8]. Ben rolls a [3] and adds his
unit’s mobility value of [3] and with no other available modifiers has a total result of [6]. Matt wins
the challenge roll and can now proceed to his choice of attack.
Matt decides to make a melee weapon attack with his geology hammer. Matt and Ben will resolve
this damage with a challenge roll between Matt’s weapon’s piercing value and Ben’s unit’s
resiliency value.
Ben’s unit is laid prone and rolls the hazard dice for being laid prone. To resolve the damage
from the weapon, Matt rolls a [4] and adds the geology hammer’s piercing value of +4 for a total
result of [9]. Ben rolls a [2] and adds his resilience value of +4 for a total of [6]. Matt has won the
damage roll with a difference of 3 between the roll results!
Ben now rolls 3 hazard dice , one for each point of difference between the challenge roll
[Matt’s 9 - Ben’s 6]. He applies the result to his unit’s integrity points.
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43
Item Traits
ITEM TRAITS
Some weapons/items will modify certain rolls.
COMMON MELEE
Common items may be purchased with credits during This weapon can only be used in close combat.
any postgame phase during a campaign and do not
need to be acquired through shuttle launches. MINING
SIDEARM
This weapon can be used while in close combat.
SINGLE USE
This weapon can only be fired/used once. Once
used, the item is discarded and must be repurchased
or shipped via a shuttle launch.
TWO HANDED
A unit may only carry one two handed weapon or item
at a time.
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The End and Recovery Phases
► For the first unit that is OoA, roll one hazard dice for that unit.
► For any additional units that are OoA, roll two hazard dice for each of those units.
► For every unit that is RFP, roll three hazard dice .
If the total hazard results rolled for the OoA and RFP units are more than the number of units you started
with, the crew flees the sector. The mission is considered finished and the fleeing player has lost.
FLEEING VOLUNTARILY
A crew that’s on the ropes may choose to flee at any time during the end phase. The player declares they
are fleeing and the mission is considered over. Any OoA units on the fleeing player’s side roll as if they
were RFP. If the fleeing player has any units holding resource tokens, they will forfeit all tokens to the
opposing player. A fleeing player will always be considered to have lost the mission.
Instead of fleeing, a crew may call in an evacuation shuttle in order to evacuate the sector and have a
chance to save OoA crew and keep their resources.
Once declared in the End Phase, your crew must survive until the next end phase. Any units (including
units that are OoA) inside the the declaring player’s deployment zone or within 2” of the outer boundary of
the deployment zone suffer no penalty for fleeing. Additionally they keep any collected resources or items.
Any units outside of the evacuation zone in the final end phase are considered to be RFP for the postgame
and lose all items and weapons they were holding.
During the recovery phase, any ranged weapon that has fired during the round gets an
automatic steady aim action on any weapons used (unless the weapon specifies otherwise).
At the end of the recovery phase, each unit’s oxygen values are fully replenished unless
affected by suit integrity failures or other situations, and the next round of combat begins with
the initiative phase.
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46
POSTGAME
47
Lasting Injuries
Once the win conditions in the mission have been met the game is over. If you are playing a one-off game, then
shake hands and consider playing a rematch! If you are playing a series of linked games in a campaign, then
it’s time to resolve the resources gained and injuries sustained from your Lunar battle.
The post game phase consists of the following steps in this order:
After a roll, for any unit with existing injuries you may choose to spend 5 credits to try and recover them to full
health. Roll a D6 and on a 5 or 6 they are fully healed.
2D6 RESULT
Glorious Death
2 The unit is killed and all equipment, items and resources the unit was holding are lost.
My vision is fuzzy!
5 -1 to grapple rolls.
Dusted
7 The hits looked way worse than they were, although they’re going to need a good cleaning off. The first
comp roll in the next game is at -1.
Serious Hits
10 -1 to movement.
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Crew Death
49
Mission Rewards
During most missions, you will collect resource tokens from mining and supply nodes. These may be traded
during the postgame by rolling on the resource table.
Any other mission specific reward in the postgame credits section should be resolved at this point as well.
RESOURCE TABLE
Roll on the table below for each resource token, and then discard the token after rolling.
2D6 RESULT
3 2 Credits
4 5 Credits
5 4 Credits
6 3 Credits
7 3 Credits
8 4 Credits.
9 5 Credits
10 6 Credits
Due to a clerical error, Earth never received your shipment. You owe 2 credits.
11
Duplicate scan - Double the credits earned for your last resource token or take
12 8 credits, whichever credit amount is higher.
50
Spending Credits
SPENDING CREDITS
During the postgame phase you can spend your credits. Once spent, credits are discarded. Credits can
be spent in four main ways:
► You may immediately buy additional common weapon or common item cards
► You may improve your settlement (page 64)
► You may purchase resupply shuttles (page 66)
► You may recruit Lunar icons (page 70)
Common multi-use items and weapons with ammo values can be fully reloaded with credits between
missions with 1 credit.
Some items and weapons are rarer than others, and replacement parts and repairs are hard to come by
on the Moon. The harsh Lunar regolith takes its toll on complex mechanical parts. During the postgame
phase you must roll a single dice for each rare weapon or item used during that game.
On a roll of (1-3) the item is fine and may be fully reloaded with 2 credits.
On a roll of (4-5) the item is damaged and cannot be used in the next game. The item
may be reloaded and used as normal in the mission after that.
51
Loans
Once a loan has been taken out, the credits may immediately be spent and any hired astronauts are considered
a part of your crew. Remember, these loans come at a high cost and the ramifications of being in someone else’s
pocket while on the Lunar surface should be heavily considered before any loans are taken.
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53
ADVANCED RULES
54
Advanced Movement
Designer’s Notes
Some of these rules, like the advanced momentum-based movement rules, were originally intended to be
a part of the core gameplay of Lunar, but were removed during the creation process as we felt the rules
overwhelmed players and distracted from the gaming experience we hoped to provide. Sometimes these
rules were too crunchy, sometimes they forced players to do too much bookkeeping, and sometimes they
just weren’t always fun. That said, we’ve included these rules in an effort to allow some players who really
enjoy the themes or ideas presented in them to play Lunar in a way that better suits them.
Since some of these rules were cut from the game at fairly early points, inclusion of them may feel like they
unbalance the game and the factions now in it. As a result, they are by no means mandatory or expected to
be involved in standard games of Lunar. They are entirely here for fun and flavor.
We hope you enjoy trying them out, and if you do like them or have other ideas of mechanics that you wish
to be included, please let us know through our website or socials like Facebook or Discord.
ADVANCED MOVEMENT
To better represent the momentum-based low gravity situation on the Moon, the “move” action can be changed.
For every sequential move action you make, a unit’s momentum increases and the distance traveled does as
well. Instead of using a unit’s listed mobility value as the distance they move in one action, all unit’s move 2” for
their first move. Unit’s may not use exert actions for movement in this ruleset.
They gain an additional inch per move for every sequential move action they make. This process resets any
time an action is taken that interrupts the sequential moves.
When a unit wants to stop after sufficient momentum has been gained, they must either slow their momentum
as they get their feet under them, or commit to the forward motion and dive forward. This momentum threshold
is represented by a unit taking more than two move actions in a row.
In addition to this momentum based traveling, units may only move forward within their TLoS arc. Any
movement that takes place outside of this TLoS arc is limited to 1” , regardless of any sequential move actions.
55
Environmental Hazards
SOLAR STORM.
Before the game starts, label each side of the board 1-4. Roll a D6, rerolling on results [5,6].
A solar storm will hit the Moon from that direction and travel across the table. Determine what
round it hits by rolling an additional D6. At the beginning of that round, a blast of radiation
3-4 hits the board from the determined side of the table. Any units with an unobstructed TLoS to
the nearest point of the determined table edge suffer 2 hazard dice rolls. Units with parital
cover suffer 1 hazard dice roll. Units with heavy cover or no view of the nearest point of that
table edge suffer no hazard dice rolls.
MOONQUAKE.
At the end of each round, roll a D6. On a 5 or 6, any standing unit not in base-to-base
5 contact with a piece of terrain (excluding mining nodes and supply markers) must make a
competency check . Upon a failed comp roll , the unit is laid prone and rolls any hazard
dice for doing so.
SHUTTLE EXPLOSION.
Divide the table into four equal sections. At the beginning of each turn, perform a scatter
6 flip and place a marker from the center of each board section. All models within 2.5” of the
marker immediately suffer a D6 piercing hit and must resolve with a challenge roll against
the unit’s resiliency.
LANDSLIDE
A nearby mining mission has caused a catastrophic shift in the Lunar regolith. Flip a scatter
7-8 token for a random table edge. The board is now considered Dangerous Ground on any
point within 8 inches of this edge.
SINK HOLE
Seismic activity from buried explosive charges has caused a lava tube to start crumbling. At
the end of every round, measuring from the center of the board, flip a scatter token and
9 place a hit marker 3D6” away from the center of the board. The space within 3” of this point is
considered Dangerous Ground and any unit within 3” of this point must make a comp roll .
On a success, the unit moves to the nearest point not within 3” of the sink hole. On a failure,
the unit is laid prone and rolls for falling prone into dangerous ground.
COMMUNICATIONS BLACKOUT
Due to faulty communications equipment, all competency checks are at -2 for the first
10 round of the game. At the beginning of each subsequent round, roll a D6, on a 1, 2, or 3
communications are momentarily restored. On a 4, 5, or 6 communications once again fail
and all competency checks are at -1.
REACTOR MELTDOWN
A reactor has exploded and showered the area in radioactive debris. Place 6 markers 4d6”
11 from the center of a random table edge, rolling a scatter die for each.. The markers cannot be
placed inside deployment areas. If a unit ends a round within 2” of one of these points they
must immediately roll a single hazard dice .
APOCALYPSE
12 At the beginning of each round roll on this table and immediately apply the result for that
round.
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Advanced Shooting
In the case that a piercing or blunt challenge roll results in a difference of results of 8 or more, the hit
is considered to be a critical hit and the defender will roll an additional hazard dice when resolving
damage.
The Lunar surface is harsh on both humans and their equipment. Malfunctions can occur for a myriad of
reasons.
While a unit is attempting to fire a weapon, on a natural 1 comp roll , the unit gains an exert token and
the unit’s gun is jammed and can’t be fired until the unit’s next turn. The unit may not perform the steady
aim action on a jammed weapon.
To add a further sense of realism, this rule forced unmanned units to make a standard competency
check (success on a 5, 6) to right themselves. If the unit fails this test, the fickle mechanisms perform
poorly and the unit does not right itself.
Human units in base-to-base with a prone unmanned unit may spend an oxygen to right an unmanned
unit with no test required.
Hull Breach
These rules allow for players to venture in to indoor
spaces, don and doff their suits, and allows for stray shots
to damage the integrity of the walls themselves, potentially
allowing for an explosive decompression event to occur
inside of a structure.
Adrift
Building upon the rules set up in Hull Breach, Adrift
takes the fight into microgravity based, low orbit stations
and facilities. This ruleset introduces a momentum based
movement that allows units to push off of space station walls
and drift down hallways while potentially even using weapons
to alter their trajectory.
Vehicle Rules
Vehicle Rules are given an in-depth printing in RS - 1, with full
explanations of how these relatively high-mass objects interact
not only with each other, but standard units as well.
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58
PLAYING A CAMPAIGN
59
Calling Up Your Crew
The Lunar surface is constantly being carved up and fought over by various crews and factions. Gone are
the days of “We came in peace for all mankind”. The Lunar frontier is more akin to the wild west than to any
society on Earth.
A campaign of Lunar typically will run between 2-6 players playing a total of 5 games each.
There are plenty of ways you can track a campaign across multiple games. Making the use of fun narrative
documents, maps, artwork, and other content is a great way to work together and enjoy a rich linked play
experience.
THE NARRATIVE
One of the best parts of playing a narrative campaign is crafting a story, building a crew, and fighting for
control of the Moon!
When rolling for missions and playing games, we strongly recommend to try and keep a fun narrative link
between them. Sometimes it’s ideal for one player to act as the campaign GM, or Mission Controller, to
help control the story and the feel of the games. ALWAYS remember that when in doubt, the “Rule of Cool”
prevails!
► A crew may only start with one commander and one specialist.
COMMANDERS
In the event that a crew is left without a commander due to the commander’s death, a lasting injuries result, or
another game related event, the crew suffers -1 to any initiative rolls until another commander is brought on.
If a commander dies, you may only acquire a new commander by requesting one in a shuttle launch.
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Critical Games and Winning
Mission Controllers should also help provide a fun experience and story for all
players involved in a campaign. Sometimes this could be something crazy like
letting two players share the cost and capacity of a shuttle launch or stepping in on
a game with a sinister surprise. Remember, this game is supposed to be enjoyed by
everyone playing!
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Crew Characteristic
Military
Fully militarized crews on the Moon are extremely rare, but almost every crew has military experience. Some
crews rely more heavily on their previous training and experience during a mission to properly get the job done.
Mining
The core economic force on the Moon is mining for resources. Titanium, aluminum, and helium-3 are all
abundantly found across the grey sphere, and extremely important to Lunar infrastructure and power.
Mining crews tend to have an eye on the cash flow of their station above all else. Rugged and industrious, these
crew members know how to harvest resources efficiently and safely. The former takes precedence, though.
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Crew Characteristic
Engineering/Science
The general public believes that most missions on the Lunar surface have technological and research related
goals. While that is mostly true, governments and corporations across the globe have found that the best way to
drive technology and medicine forward is to start a war.
EXPERIENCED BRAINIAC
EQUIPMENT RESERVES
All multi-use non-weapon items gain
EQUIPMENT All non-weapon items cost 1 less
an extra use.
MODIFIER credit.
ADVANCED TRIAGE
MEDIC!
When rolling on the lasting injuries
Before each mission, you may choose
SAWBONES table during the postgame phase,
any crew member to start with a free
you may adjust the result up or
resin patch.
down by 1.
Corporate
When DL-S landed their shuttle on the Moon and set up the first corporate owned Lunar base, it sparked a
wave of non-nation companies to follow suit. While it’s believed that most of these corporations are in it for the
money, their agendas and missions are kept exceptionally private. It isn’t uncommon for nations to encounter
corporate crews at random, and sometimes quite inopportune, times.
CORPORATE BOUNTY
DEEP POCKETS MONEY PRINTER
When you cause an enemy unit to go
During the postgame phase, you
OoA, you immediately gain a single
automatically gain D3 credits,
credit.
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Lunar Settlement
LUNAR SETTLEMENT
Each crew also starts with a Lunar base. This base represents the home away from home for your crew
and is also where your crew’s storage room is located.
When starting a new crew, you may choose a single 10 credit upgrade for your base from the General
Settlement Upgrades list. Additional upgrades may be purchased during the postgame phase.
STORAGE ROOMS
Any equipment, gear, or weapons bought with credits are stored here, and may be pulled and assigned
to units for a mission. Gear that is not consumable may be put into storage and does not need to be used
every game.
Improved Windows
Better materials and improved insulation on your hab windows allow you to spot incoming 10
danger, your crew commander gets a +2 to his first comp roll in each game.
Oxygen Farm
Your base is home to a rich algae oxygen farm. At the start of each game, you may select 15
one unit to receive an additional oxygen for the duration of that game.
Nuclear Reactor
You may choose any unmanned unit to permanently gain 1 extra oxygen. If this unit is 15
destroyed, you may choose another unit.
Medical Bay
You may attempt to roll for recovery once per postgame phase for free. Roll a D6, and on a 5 15
or 6, they are fully healed.
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65
Resupply Shuttles
RESUPPLY SHUTTLES
During the postgame sequence, you can order resupply shuttles with the credits earned
throughout a campaign. Each shuttle has a finite amount of space available and must be used
wisely.
PURCHASING A SHUTTLE
Once purchased, you can fill the shuttle with as many items or new units up to its capacity. Only
the credit cost of the shuttle is deducted from a crew’s current credits. The cost of the item is
only considered for the shuttle’s capacity, and is not deducted from a crew’s credits once
a shuttle has been purchased.
RARE ITEMS
Rare items may only be acquired by purchasing them through shuttle resupplies.
TRAVEL DURATION
Each shuttle will take time to make its transit to the Moon. Once the travel duration is completed,
players will receive the items in the next postgame phase. They may then be distributed to your
crew as normal.
For Example:
Game 1 - Player secures an Energia rocket launch with travel duration of 2 games in the
postgame phase.
Game 2 - Rocket uses its first travel duration.
Game 3 - Rocket uses its second travel duration. Player recieves the cargo during the postgame
phase.
SHUTTLE CAPACITY
Launching things into orbit is expensive! While humanity has begun to launch rockets at an
astounding rate, each shuttle has a finite amount of space available. You may never exceed a
shuttle’s credit or oxygen capacity. When loading a shuttle, any unused oxygen capacity may be
spent as if it were a credit.
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Resupply Shuttles
Soviet N1 Saturn V
STATS STATS
Cost Cost
10 Credits 14 Credits
Capacity: Capacity:
4 oxy 18 credits
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Resupply Shuttles
SATURN ENERGIA
V-ELV Энергия
STATS STATS
Cost Cost
18 Credits 14 Credits
Capacity: Capacity:
4 oxy/20 credits 4 oxy/20 credits
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Resupply Shuttles
STATS STATS
Cost Cost
18 Credits 10 Credits
May only be used once per
Capacity: game per player.
10 oxy/25 credits
Capacity:
Travel Duration 10 oxy/14 credits
2 Games No Human Cargo
Travel Duration
0 Games
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Lunar Icons
LUNAR ICONS
The idea of heroes and villains has persisted on the Moon, just as down on Earth. Each year, countless
crew members are shipped up on hundreds of shuttle missions. People on the Moon are a reflection of
humans on Earth and as a result there have been defections, mutinies, and even the formation of rogue
factions. At the head of these are local legends that sell their skills to the highest bidders.
ACQUIRING AN ICON
During a campaign of Lunar, you may recruit Lunar Icons for use in your crew. This is a great way to
temporarily add some extra power or utility (and flavor) to your game.
► Lunar icons are recruited during the postgame phase, provided you can meet all the requirements,
costs and upkeep.
► A crew may only ever have a single icon at a time.
► Once an icon is being used by a specific crew, they may not be recruited by anyone else until they are
free agents again. One day they’ll be on your side, the next you could be fighting them off!
Each icon will have specific requirements that must be met in a campaign before you can recruit them.
These will always be listed and must be achieved before adding them to your roster.
Your crew will also need to maintain the costs to keep them employed, this will vary from icon to icon. Any
upkeep amounts are paid during each postgame phase.
Icons are fickle people and will always look out for themselves first! Each character has a specific deal-
breaker such as kill counts, acquiring credits, or even making sure you don’t harm enemies.
Once you’ve broken the deal in a game, the icon will be removed from your roster according to their
profile.
ICON GEAR
If an icon is represented by a physical miniature, it will list the equipment (if any) the unit uses. This gear
is free and doesn’t count towards your unit’s total value, and does not need to be purchased using your
crew’s credits. You may give icons additional gear from your storage room.
PHYSICAL MINIATURES?
An icon’s profile will always specify if it requires a
physical miniature for use in a game. It will also
display the unit stat card information on the profile
as well. This is a great chance to do some fun
conversions and enjoy creating unique miniatures.
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Deke Resnik
Deke Resnik
Hero of Apollo 29,Test Pilot and
Lunar Veteran.
REQUIREMENTS
Deke may be acquired once one of the following
criteria has been met:
SETTLEMENT BOONS:
None.
FULL POCKETS
This unit comes equipped with the following
items at no extra cost:
► Markham Pistol
► 2x Resin Patches
PLAYABLE UNITS
Deke is represented on the tabletop with a
miniature. He is equipped with the above gear at
no extra cost.
DEALBREAKER:
As long as you can afford his upkeep and keep
winning, he’ll stick around. Lose a single game and
he’s gone!
4 +2 +5
4
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Dr. Keir Fontaine
REQUIREMENTS
Dr. Fontaine may be acquired once one of the
following criteria has been met:
SETTLEMENT BOONS:
PLAYABLE UNITS
None.
DEALBREAKER:
If the crew that is providing habitation for Dr.
Fontaine forces an enemy to go OoA due to the
results of an action, Dr. Fontaine leaves at the start
of the postgame phase and can not be acquired by
this crew for the rest of the campaign.
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Stephanie Mullusca
Stephanie Mullusca
Mechanical and Electrical Extraordinaire,
Explosives Entrepreneur
REQUIREMENTS
Stephanie Mullusca may be acquired once one of the
following criteria has been met:
SETTLEMENT BOONS:
PLAYABLE UNITS
Stephanie is represented on the table with a custom
rover named “Stephanie’s Quiet Fury”.
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Vladimir Mishkin
Vladimir Mishkin
The Butcher of Zvesda 13
REQUIREMENTS
Vladimir may be acquired once the following
criterion has been met:
SETTLEMENT BOONS:
FULL POCKETS
This unit comes equipped with the following
items at no extra cost:
► Ballistic Knife
► 2x Resin Patches
► Kevlar Outersuit.
PLAYABLE UNITS
Vladmir is represented on the tabletop with a
miniature. He is equipped with the above gear at
no extra cost.
DEALBREAKER:
4
Vladimir prides himself on his killing abilities while
3 +1 +6 in low gravity; if during a game you don’t kill (RFP)
one or more enemy units, he will break all ties and
move on.
Vladimir can only be recruited for a total of two
missions, and can never be recruited by that crew
again.
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Rebecca Epps
Rebecca Epps
Former Executive of Dyer Logistics
REQUIREMENTS
Rebecca may be acquired once the following
criterion has been met:
SETTLEMENT BOONS:
PLAYABLE UNITS
None.
DEALBREAKER:
Rebecca won’t play against an enemy faction more
than 3 times in a row. She likes to keep her options
open and not make too many enemies.
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76
MISSIONS
77
Capture the Cache
NUMBER OF TURNS: 6
Place a mining node “A” in the center of the board and two supply nodes “B,
C” on the spaces shown on the board to the right.
DEPLOYMENT
Roll for initiative. The winner deploys their units within 6” of one of the corners not
near a supply marker. The other player deploys in the opposite corner.
ENVIRONMENTAL HAZARDS
None.
WIN CONDITIONS
For every resource token returned into a player’s deployment zone, that player
gains one point.
The game ends when all resources have been claimed or the turn limit is
reached. The mission may end early if only one crew remains because the other
crew has been killed or has fled.
The winner is the player with the most points at the end of the game.
SPECIAL RULES
Players must return the resource tokens to their starting deployment
zone in order to score.
Once returned, they can immediately drop them into the crew’s
stash - the resource is not placed on the table and will be used
for tallying points.
POSTGAME CREDITS
The player that collected the most resource tokens
gains an additional 4 credits.
78
Capture the Cache
RESOURCE NODES
► Mining Node A
Difficulty: Mining 4+
Yield: 1 resource token
Total Yield available: 3 per node
79
Site 74-B
SITE 74-B
Mission control has sent your crews out to reclaim a former mining site that
was lost to a shuttle crash. Scan data is showing a large amount of uncollected
resources left over... Claim them before someone else does!
NUMBER OF TURNS: 7
Set up the table with appropriate rocky terrain. In the center of the
table build an abandoned mining site.
Place two mining nodes in the center of the table as shown on the
map.
DEPLOYMENT
Roll for initiative. The winner deploys their units in one of the
deployment zone shown. The other player deploys in the opposite
zone. RESOURCE NODES
The mission ends when all resource have been claimed or the turn
limit is reached.The mission may end early if only one crew remains
because the other crew has been killed or has fled.
The winner is the player with the most points at the end of the
game.
POSTGAME CREDITS
The player that scored the most points gains an additional 3 credits.
80
Defend the Settlement
NUMBER OF TURNS: 5
Place a Lunar settlement in the center of the board and some small
scatter terrain around it. The settlement area is considered to be
a circle with a radius of 5 inches. Fill the rest of the board as any
Lunar surface you like.
DEPLOYMENT
Players will roll off to decide the defending or attacking player, with
the winner choosing. The defending player will deploy within 6” of
the center of the settlement. The attacking player can choose any
two board corners to deploy from, and split their force as evenly as
possible between them.
ENVIRONMENTAL HAZARDS
RESOURCE NODES
None.
None.
WIN CONDITIONS
The defense of your settlement is paramount to your crew’s control
over this area and local mining claims.
At the end of the game, the faction with the most units within a 5”
radius circle of the center of the board has won.
SPECIAL RULES
LUNAR SETTLEMENT:
The settlement buildings are considered impassable terrain and
cannot be entered. Everyone is outside getting ready to fight!
POSTGAME CREDITS
The winning player gains D3 credits for each unit in the settlement
area at the end of the game.
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Seismic Fissure
SEISMIC FISSURE
A recent seismic event near the Moon’s horizon has attracted a lot of attention. These events are
rare and the fractures very deep; they often expose valuable minerals and resources that would
normally take a country an enormous investment of time and money to extract. Command has
given you the go-ahead to investigate the area and mine what you can.
NUMBER OF TURNS: 8
The fissure runs diagonally from the top left of the play area to the
bottom right of the play area and measures 6” across. The fissure is
considered Dangerous Ground. Place four mining nodes as shown
on the map.
Tip: An easy way to denote the boundaries of the fissure is with two
pieces of string or yarn presenting either side of the fissure. (Thanks
Joey!)
DEPLOYMENT
Roll for initiative. The winner chooses an empty corner and deploys
their team within 6” of that corner. The other player’s team deploys
within 6” of the opposite corner.
RESOURCE NODES
ENVIRONMENTAL HAZARDS
► Mining Node A & D
Difficulty: Mining 4+
This mission uses the Moonquakes hazard.
Yield: 1 resource token
Total Yield available: 3 per node
WIN CONDITIONS
► Mining Node B & C
The game lasts until turn 8, and the winner is whoever has secured
Difficulty: Mining 6+
the most resource tokens. The mission may end early if only one
Yield: 2 resource tokens
crew remains because the other crew has been killed or has fled.
Total Yield available: 6 per node
POSTGAME CREDITS
The winning player gains an additional 5 credits.
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Shuttle Graveyard
SHUTTLE GRAVEYARD
A classified shuttle has gone down close to your outpost. Mission control has requested that you
immediately travel to the crash site and gather as many elements of the shuttles experimental
engine system.
NUMBER OF TURNS: 6
DEPLOYMENT
Roll for initiative. The winner chooses an empty corner and deploys
their team within 6” of that corner. The other player’s team deploys
wholly 6” of the opposite corner.
ENVIRONMENTAL HAZARDS
WIN CONDITIONS
The goal for players is to locate and capture the classified engine
RESOURCE NODES technology and survive until the end of turn 6. The mission may end
early if only one crew remains because the other crew has been
► Supply Node 1-8 killed or has fled.
Special Rules: Interact(Scavenge)
The game ends on turn 6 and the winning team is the last one
holding the classified technology. To the victor go the spoils!
SPECIAL RULES
CLASSIFIED TECH:
Unique resource token, Mass 3.
A unit may Interact(scavenge) with shuttle parts. Units do not gain
any modifiers to their interact(scavenge) rolls from items or rank.
If the classified tech has not been discovered by the last shuttle
part, that shuttle part automatically contains the classified tech.
83
I Called “Dibs”
I CALLED “DIBS”
A new report indicates a large deposit of resource that is ripe for mining. As your team is finishing
up the set-up of your transmission pylon, you notice a foreign crew has erected their pylon as well.
According to the tenuous Lunar laws, the first team to send out their signal successfully has the
rights to all resources in the area.
NUMBER OF TURNS: 7
THE GAMING AREA
This mission is to be played on a 2’x2’ board and is meant for two
or more players. Place two mining nodes as shown on the map. Fill
the rest of the board as any Lunar surface you like.
DEPLOYMENT
Roll for initiative. The winner chooses an empty corner and deploys
their team wholly within 6” of that corner. The other player’s team
deploys wholly within 6” of the opposite corner. Set up a transmitter
5” away from each player’s deployment corner as shown by the red
hexagon on the map.
ENVIRONMENTAL HAZARDS
None.
WIN CONDITIONS
RESOURCE NODES
The mission ends if:
A crew successfully transmits their claim on the new mining location ► Mining Node A
as stated below. The mission may end early if only one crew Difficulty: Mining 5+
remains because the other crew has been killed or has fled. Yield: 1 resource token
Total Yield available: 4 per node
The transmission of your claim takes 5 turns of fully operational
signal sending. If your transmitter is active during the end phase of ► Mining Node B
a turn, it is considered to have successfully transmitted that turn. Difficulty: Mining 6+
Yield: 2 resource tokens
SPECIAL RULES Total Yield available: 6 per node
Transmission pylons have the following values and traits:
► +8 Resilience, +6 Mass, 8 integrity
► Immovable, Impassable POSTGAME CREDITS
► Transmission pylons make challenge rolls for piercing and
mass damage resolutions. The first team to successfully transmit for
5 rounds gains +3 resource tokens at the
Each transmission pylon can be stopped in two ways. end of the game, in addition to any gained
during the game. The losing team gets 1
Interact(sabotage) - A unit in contact with the opposing player’s credit in addition to any gained during the
game.
transmission pylon may perform the interact(sabotage) action at a
-2 in an attempt to hijack the opposing crew’s signal. If both teams successfully finish
transmitting at the same round, they each
Upon a successful hacking, the enemy’s signal is jammed for that gain 2 resource tokens at the end of the
round. A friendly unit may attempt to restart the signal with an game in addition to any gained during the
interact action to restart transmission. game.
Destruction - Any attacks can be made against the pylon, and If neither team successfully finish at the
hazard dice are rolled for damage. When a pylon takes 8 same round, they each gain 0 resource
damage it is destroyed and 4 resource tokens are placed equally tokens at the end of the game in addition
around it’s base. to any gained during the game.
84
Unstable Relations
UNSTABLE RELATIONS
A lava cave home to many resources has served your crew well for the past week. Unfortunately,
on the other side of a deceptively thin wall, the same cave system has been serving your rivals.
The explosive charges crumbled this wall and have now left the system unstable. As the dust
settles, a grey suit can be seen in the center of the rubble, slowly moving but obviously injured.
NUMBER OF TURNS: 7
THE GAMING AREA
This mission is to be played on a 2’x2’ board and is meant for two
or more players. All edges on the board are considered impassable
terrain, except for the 4” on either side of a team’s deployment
marker. Taking turns, each player places two medium-sized,
impassable terrain pieces to represent cave formations, for a total
of 4 pieces. Then, place four mining nodes on the table as close to
the positions shown on the map as possible. Place a body marker
as close to the center of the table section as possible.
DEPLOYMENT
Roll for initiative. The winner chooses any point on a straight board
edge, places a marker for that location and deploys their crew
wholly within 4” of that spot. The other player’s crew deploys wholly
within 4” on any point on the opposite straight edge, using a marker
to designate that point as well.
85
Unit Card Reference
Item Card Reference
Expanded Weapon List
IMPROVISED Common,
1 1 M 3 - -
WEAPON Melee
Rare,
Ranged,
M67 RIFLE 3 15 14" 6 - 3
Two-
Handed
Rare,
MARKHAM
S11
2 12 8" 5 - 4 Ranged,
Sidearm
Common,
MASS Ranged,
3 12 10" - 8 4
SHOTGUN Two-
Handed
Secure Payload: If successfully
Common,
NET RIFLE 2 8 8" - 5 2 hit, any units within 1” of the hit unit
Ranged
become entangled.
Tripwires: This item may not be
detonated with the detonate action. If Rare,
PROXIMITY any unit, item, or supply comes within Single
2 5 - 6 - -
CHARGE 1” of this item once armed, any unit Use,
within 2” immediately takes a +6 hit. Explosive
KEVLAR
1 15 - Tough Mother: Ignore two hazard dice Rare
OUTER-SUIT results per combat resolution.
*The information in these tables supersedes any material printed before September 2023
Tokens
Crew Roster
Crew Roster
Faction: Credits
Crew Name:
Characteristic:
Crew Members
Name: Name: Name: Name: Name:
Rank: Rank: Rank: Rank: Rank:
Settlement Upgrades
Notes:
Resupply Shuttles
Shuttle Type Cargo Games
Storage
TABLETOP SKIRMISH WARFARE IN AN ALT-HISTORY WORLD
News broke across the world at 3:17pm EST on July 20, 1969, that the Soviet Union had
successfully landed a craft on the Moon. Alexei Leonov was officially the first man to step
foot on another celestial body, changing the course of human history forever and cementing
Soviet bragging rights as the winners of the space race. Not to be outdone by the Russians,
the United States pushed ahead with their Apollo program and landed the first Americans on
the Moon on September 25th, 1969. Lunar bases for research and mining followed shortly
after.
Ten years later, the world saw the first non-government sponsored landing. A crew from the
Dyer Logistics-Segawa corporation landed north of the Soviet sector and claimed the first
section of the Moon for a corporate entity. With a handful of other corporations following
shortly after, these newly established lunar landholders wasted no time in constructing state-
of-the-art settlements and cutting-edge mining sites to harvest the Moon’s bulk resources.
A golden age of technology seemed to be right over the horizon, however the battle over the
Moon and its riches has only just begun....
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