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340 views100 pages

Lunar en

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 100

We started this journey back in 2018 with a simple question: What if the space race never

ended? What if humanity was in a constant struggle for Lunar dominance?

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.

Ignition Sequence Start,


Ben & Connor

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

Revised Edition V0.1, Printed in the USA.


Lunar Created By
Connor Erickstad
Benjamin Galbraith

Cover Art by Playtesting


Giorgio Donato Will VonDoome
Nate Wigton
Lead Editor Patrick Weaver
Tim Kimbrough Matt Ballert
Ethan Leggett
Additional Editing
Mark Stevens Special Thanks
Ann Erickstad
Lead Graphics and Layout Mary Galbraith
Benjamin Galbraith Stephen May
Malev
Internal Art The Moon
Benjamin Galbraith
Giorgio Donato Black Site Studios Team
Connor Erickstad
Miniature Painting Ted Dyer
Malev Doug Cundall
Traci Cundall
Additional Development Travis Power
Matthew Burns Brittani Martiney
Joey McGuire Daniel Cox
Sean Sutter James Carnes
Jessica Lloyd-May

This project was brought to life as part of the Black


Site Backroom program. A special thanks to all the
amazing customers who joined us on this journey.

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.

Let us use this event as a catalyst for greater


global cooperation and exploration, embracing the
boundless potential of the cosmos together.

I look forward to working with Leonid Brezhnev


in the coming months as we take our first steps
towards this new era for mankind.”

- Richard Nixon

The peaceful dreams of mankind bridging the stars


were short lived. As with all efforts of humanity, war
and conflict seemed to be an inevitable part of these
endeavors beyond Earth.
THE WORLD
The First Man

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.

The mid-70s saw the first skirmishing between Soviet


and NASA astronauts during an incident known as the
battle of Crater 38-Y. American astronauts had been
prospecting in the area and accidentally strayed into
Soviet territory. It was common practice for at least
one member of a US prospecting crew to be lightly
armed, and when confronted by a team of three armed
cosmonauts, the result of the interaction was one dead
cosmonaut. While tensions had eased between the
US and Russia through the early 70s, this event drew
the countries back into a cold war.

In 1977, The Republic of China was the


third nation to send a manned mission and
added further clutter and confusion to an
increasingly busy lunar landscape.

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.

With their opponents scrambling to recover,


the Soviet Union was able to pull ahead
and claim a major victory by landing the
solo cosmonaut Alexei Leonov on the Lunar
surface in the south-western corner of an
area known as Mare Tranquillitatis (“Sea of
Tranquility”).

Often favoring rugged and “ugly” looking


equipment, the Soviets have shown
themselves to be excellent Lunar inhabitants,
applying and adapting their knowledge of
inhabiting the harsh environments of Earth
such as the Arctic and northern Siberia.

The Soviet’s advantage of not having to


worry about more complex aspects of public
perception allowed them to quickly expand
and improve their rocket propulsion systems.
These powerful, somewhat tenuous, rockets
led them to soon rival the USA’s presence on
the Moon with their Lunar habitats.

Cosmonaut Mikhail Khrunov


Lost during unnamed
mission c1974

02
USA

U.S.A.
The Right Stuff? That’s what they used to be
called.

The US space program grew out of the ashes


of WWII. Ending the war with highly-tuned
science and industrial programs gave the
American government a huge headstart over
the Soviet Union who was still recovering from
their devastating losses.

Spurred on by a feeling of “Manifest Destiny”,


the United States was able to rally its people
behind a new desire for space heroes rooted
in a nation’s pride. While the Apollo 8 mission
found an early win in this then non-violent
conflict as the first crewed spacecraft to orbit
another celestial body, NASA eventually lost
the space race to Alexei Leonov and his fellow
cosmonauts in 1969.

Afterwards, the United States turned its


attention to the acquisition of Lunar territory
and was the first country to build a permanent
Lunar base. The current presidential
administration lists its Lunar priorities as
expanding the NASA mining fleet and
protecting its Lunar interests from any Soviet
aggression.

Commander Sam Kaplin


Apollo 27

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.

Although the youngest member of the ‘Lunar-


Landings’ club, The Chinese have shown to
be highly capable at crafting a space program
by harnessing their massive economic
power. After only recently landing a crew
(including the first woman) on the surface of
the Moon, the Lunar Exploration program in
the ROC has quickly become an equal of the
US and Russian programs, managing to make
up any differences in skill or precision with
quantity over quality.

However, the lack of a more mature space


program has caused some issues for ROC
crews living on the Moon. The inability
to rely on frequent shuttle launches has
created serious supply shortages of food and
mechanical parts at times, and the Chinese
government has been known to lease space
on American, Russian, and Corporate
resupply shuttles to cover potential shortfalls.

The ROC space program has created a sense


of national pride and scientific renaissance for
the Chinese public and early plans are already
underway for a manned mission to Mars.

Taikonaut Liu Yang


First Chinese woman to land
on the Moon

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.

In the lead up to the space race of the mid-


1960s, the US government poured billions
of dollars into contracts and private research
grants in the hope that it would give them
an edge over their opponents. But after
the demoralizing loss to the Russians,
the American administration pulled many
programs in-house, opting for more control
of certain technologies through their military
branches. Left with massive amounts of
research and material, the race for “corporate”
space kicked off.

1979 was a turning point for the Moon


when Liam Hiller landed the crew of
DL-S 1 north of Mare Imbrium (“Sea of
Showers”) and claimed an area in the
name of the Dyer Logistics-Segawa
Corporation, now the first company
to own land outside of Earth. Access
to research facilities owned by DL-S
is tightly controlled, but the staff and
astronauts hired represent the true first
melting pot of multiple nationalities on
the Lunar surface.

Unlike their government counterparts,


the well-stocked and well-fed crew
of DL-S 1 had no issues immediately
setting forth and establishing work
sites to maximize their “investments”.
Profits and pride were king in the Sea of
Showers.

DL-S Commander Liam Hiller


First man to step foot on the
Moon for a corporation.

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.

The newly formed European Union has


wasted no time in ramping up its space
presence. Their status as a traditional
ally of the United States has allowed
them to send several astronauts to
the Moon as guests, and the ESA has
UNITED TECHNOLOGIES established a small settlement north of
United Technologies was one of the the main US base.
first aerospace companies to land a
NASA contract, and was also the first
private company to fly a man into Earth UNITED NATIONS SPACE
orbit. UnitedTec focuses on satellite OVERSIGHT COMMITTEE
and unmanned rover construction. Its
highly advanced rovers have currently
set the previous five records for most
distance traveled on the Moon and are
sold to US, Soviet, and European space
agencies. They have consistently beat
their main US-based rival, De’Graw
Industries, for most recent contracts.
Founded on October 24th, 1945, the
United Nations has struggled to use its
post-war oversight powers to curtail the
tensions that arose as a result of the
race for Lunar supremacy. Considered
a clawless tiger, the U.N. has gathered
together many non-aligned space
powers to form a collective initiative.
Headquartered in Melbourne, Australia,
the UNSOC is planning its first launch in
ANACOTT STEEL June of 1981.
The largest mining company in the
world has its eyes firmly set on Lunar
expansion. An early partner of the
corporate led DL-S mission, Anacott
has expanded heavily into large scale
purchasing and has assigned hefty R&D
contracts to many major aerospace
companies. Finance media is reporting
THE TECHNOLOGY SPACE STATIONS
Both the Soviet Union and NATO
“There is just one thing I can operate large low-Earth-orbit
promise you about the outer- space stations as well as Lunar
space program: your tax-dollar orbit stations. These are primarily
will go further!” Wernher von used in transit missions and for
Braun scientific research. The American
Lunar station (MoonLab) contains
For so long, society has long seen space for three astronauts and
space launches as a miracle of is constantly manned as an
science and human ingenuity. emergency waypoint.
Often spurred on by a nationalistic
sense of pride and achievement, ON THE GROUND
the need for more complex Any equipment sent to the Moon
technology has followed behind it. stays on the Moon. Since the first
Lunar landing, crews have been
THE SHUTTLES adept at reusing and repurposing
The chariots that carry man into outdated equipment, space suits,
the heavens were born on the rovers and even habitats. The
back of war. Initially designed as largest American base still uses
vehicles of fear and destruction parts from the Apollo 11 LEM as a
during the Second World War and research module.
later molded into the powerful
WEAPONRY
rockets we see today, they go
Living a life in pressurized
by names like Saturn V, N1, and
containers and suits where only a
Sea Dragon, and are now spoken
few millimeters of material forms
about as if they were as common
the boundary between life and
as jet airliners. Between transit
a frozen, air-less death led most
missions and cargo runs, crews
countries to attempt to heavily
on the frontier of human space
control and monitor weapons that
missions spend months strapped
were sent to space. At the same
into these metal cans.
time, ‘non-lethal’ and, perhaps
more importantly, ‘non-piercing’
While common in the skies now,
weapons were developed and
these missions are not without
popularized very quickly.
their dangers. Averaging three
lost missions per year as of 1980,
The Advanced Mass Shotgun,
some say that humanity is paying
or AMS, was developed by DL-S
too hefty a price due to its appetite
Corp and became the standard
for lunar dominance.
armament for many Lunar bases.
At its core, the AMS is a modified
Although humanity hasn’t
beanbag shotgun, utilizing a
reached fully fledged Lunar
creative exhaust system to
colonization, the massive uptick in
compensate for the ‘heavy’ objects
successful Lunar transit has some
that are able to be fired from it.
governments talking about sending
Much more likely to dent-and-
the first waves of Colonists to the
subdue than pierce-and-kill, this
Moon.
gun has become a staple of Lunar
combat.
The U.S.A’s partner in space dominance

08
MKIV Habitat Module

THE MKIV HABITAT MODULE


United Technologies won an early contract from A total of 56 units were shipped to the Lunar
the US government to design a lightweight surface by NASA and the ESA. An unknown
pressurized habitation module for the first number of units, rumored to be in the three-dozen
allotment of US crews. The initial block 1 designs range, were shipped by the USSR who acquired a
were quick to construct but prone to leaks with shipment through dubious channels.
crews reporting that they smelled like a mix of
“Paint thinner and sweat” right out of the box. Hardly luxury accommodation, the MKIV was
always cramped with astronauts, gear, and
equipment. With only a few sleeping racks to
share it was common for crews to “hot rack” while
rotating multiple shifts.

Many of these units are now obsolete and left


unused after being superseded by more advanced
(and comfortable) hab blocks. The largest US
mining base still uses the MKIV modules as
excess storage and living quarters at
times though.

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

1: UNIT TYPE, RANK AND FACTION


1 6 2
A unit’s type describes the model and affects what
actions a unit can perform; for example, ‘Astronaut’
or ‘Unmanned Rover’.

A unit’s rank gives bonuses to competency rolls 


and allows them to have special traits and actions
3
in some cases. The most common ranks are
Commander, Specialist and Generalist. 4
2: OXYGEN (OXG)
5
This represents the available number of actions
per round for this model.

It is sometimes possible that a unit will have 0


available oxygen at the start of their activation
due to being exerted, sustaining critical integrity
failures, or a combination of these statuses. If a
unit begins its activation at 0 available oxygen, the
unit drops all non-starting items and resources and 4: INTEGRITY POINTS
regains the oxygen being removed by these items
and resources at the start of their next activation. This represents the health of a unit.
3: UNIT MASS AND MASS BAR For each damage suffered on a hazard dice  roll,
a unit loses one Integrity point, starting with the first
The numbers on the left side of the card are used bottom box on the right.
to track a unit’s total mass. The lowest number on
this bar is the unit’s base mass value before any If a model experiences a critical suit failure, indicated
equipment or resources are allocated to the unit. by the red boxes on their card, they lose one point
from their total oxygen for each failure.
Each time a unit adds or removes item cards, weapon
cards, resource tokens, or mission specific items When the final integrity point has been depleted, the
it will increase or decrease their total mass. It is unit is considered “Out of Action” (refer to page 20
important to keep track of a unit’s mass. for the specific rules regarding being “Out of Action”).
However, if the critical suit failure integrity point is
If the total mass reaches the highest two boxes regained through actions or items like the resin patch,
on a card (denoted in red), the model gains an the unit will regain the lost oxygen point during their
Overburdened Status token (page 20) for each box. next activation.
The unit can only lose this token once their total mass
has been lowered past the red Overburdened boxes.
5: SPECIAL RULES & KEYWORDS
Some units will have additional special rules, these
6: STAT BAR will be described in detail in the right half of the card.

Mobility (Mob) COMPETENCY (Comp) Resilience (Res)

The number of inches The unit’s competency This number represents


a unit may move per bonus is added to any how tough a unit is and is
oxygen spent on competency rolls . This used in resolving attacks
movement. The mobility represents how trained or made against it.
stat is also used to skilled a unit is.
determine who wins a
grapple challenge roll.

12
Item Cards

2 ITEM CARDS
1
1: ITEM NAME AND MASS

The item’s name and its mass. The mass


amount is added to your unit’s mass bar when
equipped.

2: CREDIT COST

5
How much the item costs your crew to buy.

3: AMMO

Some weapons will have a limited amount of


ammo. Make sure to keep track of this each
time the weapon has been fired.

4: ITEM TRAITS (PAGE 44)

Some items will have traits listed. These will


modify how and when the item can be used.
This will also denote if an item is specific to any
faction.

6 5: SPECIAL RULES

Some items will have additional special effects

3
and rules, these will be described in detail in
the lower half of the card.

In the case that a rule on a card conflicts

4 with a rule in the book, consider the card as


the correct interpretation.

NON-STARTING ITEMS MY CARDS LOOK DIFFERENT?


“Non-starting items” refers to any items, equipment, We did a visual update to the Lunar cards (both
weapons, or resources a unit did not start the game Unit and Item cards) If you own plenty of the
with and has acquired since the beginning of round original cards from any of the expansions don’t
one. worry! They are still 100% usable.

6: ITEM STAT BAR

Range Piercing Damage Blunt Damage

The item’s range in Denotes if an item is a Denotes if an item is a


inches. piercing weapon and its blunt weapon and its
damage value. damage value.

13
Building Your Crew

BUILDING YOUR CREW


Designer’s Notes Lunar crews are built with two
main values: total oxygen and total
ONE-OFF GAMES
If you are throwing down for a
THEME & NARRATIVE credits. The total oxygen of a crew single one-off game then we
Consider your crew theme: is set by adding all the units’ oxygen recommend the following play
are they a crack group of values together. Credits are used sizes:
military NASA astronauts, to buy equipment and weapons for ► Small games:
Soviet scientists, or perhaps your crew. Once bought, equipment 12 oxygen and 15 credits
corporate raiding crew? is considered owned by the crew ► Medium games:
Once you consider a theme and will stay with the crew unless
you can have fun with 20 oxygen and 25 credits
upkeep requirements are listed for
naming or tricking out your ► Large games:
that weapon type.
commander and specialists 32 oxygen and 40+ credits
to best fit that crew’s
motives and agenda. CREW WEALTH
A crew’s wealth is measured by the sum of all their equipment costs,
BUILDING MINIS
unspent credits, and units’ total oxygen.
Lunar is not a WYSIWYG
(“what you see is what
you get”) game. While
you should make your CREW LIMITATIONS
best efforts to model your A Lunar crew is made up of four types of core units, some of which
miniatures accordingly, feel allow special equipment loadouts and combat modifiers. A crew also
free to have fun and be has a shared “storage room”. Any gear bought with credits can be
creative with your modeling equipped by any units before a game, provided that piece of equipment
and painting! One of the or weapon is available to that unit. Weapons and items may be stored
most rewarding parts of and shared among a crew.
playing a skirmish game
is the ability to put a ton The following rules apply when building crews in Lunar:
of effort into only a few
miniatures. ALWAYS make Commander:
sure your opponent is
aware of any visual weapon • A crew can only have one commander at a time.
or item substitutes before a • Commanders give special boons per faction according to their unit
mission begins. cards.
• Commanders may use rare items and rare weapons.
CREW COMPOSITION
Lunar crews are meant to Specialist:
contain mostly generalists,
with specialists being, well, • A campaign crew can only start with one specialist.
special. With their 1:2 rules • A crew may add an additional specialist for every two generalists in
for specialists to generalists, a one-off or campaign game.
a crew would generally be • Specialists may use rare items and rare weapons.
acquired in the order of • There are different types of specialists (tech, medical, combat, and
Commander, Specialist, more). Their special rules are listed on the unit cards.
Generalist, Generalist, • Specialists of all types may use the repair action.
Generalist, Generalist, and
then followed by a second Generalist:
Specialist. If you feel as
if having to wait for your Generalists are the true do-ers of a crew, used and abused by mission
seventh crew member to be control in order to guarantee a successful mission.
a specialist is two limiting,
feel free to take a specialist • Generalists may NOT use rare items or rare weapons.
for every single generalist • A crew may have any number of generalists.
instead - assuming you talk
to your opponent and agree! Unmanned:

• A crew may have any number of unmanned units. (Detailed


unmanned rover rules on page 21.)

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.

However, if the difference in oxygen values is more than 2, the


player with the lower oxygen value has the option to give one of
their units a single extra total oxygen for the entire game. It’s
important to note that this decision must be made before the
game starts, and the player needs to declare which unit will
receive the extra oxygen.

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.

It’s important to consider that these loans come at a high


cost, and being indebted to someone while on the Lunar
surface can have serious consequences. Therefore,
players should carefully weigh the potential ramifications
before deciding to take any loans.

COUNTRIES AND FACTIONS


Crews may be built with any combination of units
or item cards. A crew must consist of members of
the same nationality/faction to use that faction’s
item or weapon cards.

A crew built from mixed unit cards is considered an


“unaligned” crew. When building an unaligned crew
you may NOT use any Commander special rules
or faction specific items.

Depending on a player’s playstyle or narrative


decisions, mixing specialists and units
of different factions may provide a more
satisfying Lunar experience.

Sergei Korelev
Chief Soviet Rocket Engineer

15
Example USA Crew

EXAMPLE USA CREW

NASA Mining Crew


Malcom Cole has led this crew of NASA trained miners for six
months now. He’s been tasked with prospecting a new area
for minerals by Mission Control that should be far from any
rival factions and is only lightly armed.

MODEL ITEMS

Markham S11Pistol 12 Credits

1 Commander
Malcom Cole

Heavy Mining Drill 10 Credits


Resin Patch 2 Credits
1 Specialist
Neil Richards

Geology Hammer 2 Credits


Improvised Weapon 1 Credit
1 Crew Member
William Halsell
Crew’s Total Oxy - 12
Crew’s Total Credits Spent - 27

16
Example USSR Crew

EXAMPLE USSR CREW


CCCP Mining Crew
Terenti Grigorev’s checkered history involves
multiple stations were he served in both military
and civilian capacities. He’s a highly valued
member of the Soviet space program, and
generally is sent on missions where failure is not
an option.

MODEL ITEMS

Mass Shotgun 12 Credits

1 Commander
Terenti Grigorev

Heavy Mining Drill 10 Credits


Resin Patch 2 Credits
1 Specialist
Grisha Zhukov

Geology Hammer 2 Credits


Improvised Weapon 1 Credit
1 Crew Member
Maksimilian Vorobev
Crew’s Total Oxy - 12
Crew’s Total Credits Spent - 27

17
CORE RULES

18
THE GAME SEQUENCE

►ROLL FOR INITIATIVE (PAGE 23)


Each player rolls a D6, and the player with the highest result can
choose to go first. Initiative is an important part of playing games of
Lunar, and allowing an opponent to go first can be advantageous.

►ACTIVATION PHASE (PAGE 23)


This phase includes all movement, fighting, and mission-
specific interactions.

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.

►THE END PHASE (PAGE 45)


This short phase is when you check to see if your team flees
the mission.

►RECOVERY PHASE (PAGE 45)


At the end of each round, players get a chance to recover,
(represented by removing exerted tokens), reload their
weapons, and prepare for the next round of combat!

19
Unit Statuses

UNIT STATUSES

BLINDED OoA Units are considered prone.

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

REMOVED FROM PLAY (RFP) Alarms. Flashing lights. A violent woosh of


air with notes of terrifying silence.
The unit is removed from the tabletop completely.
During the postgame, the unit suffers -2 to their Vlad smiled.
lasting injuries table roll.
The American base, now turned
slaughterhouse, was emptying its metal
STANDING lungs of the precious air the suitless
astronauts were so desperately needing.
A unit that is upright on the table may perform
actions as normal.
It was a good day that would result in a
decent paycheck. It’s not always about the
money, though.

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!

When using unmanned units the following rule exceptions apply

► 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.

 Competency Rolls (Comp)


Competency rolls  are made by rolling a single D6 and adding any rank or item modifiers. Unless
otherwise stated, competency rolls  have a target value of 5+. For instance, if a commander is
attempting an action, roll a D6 and add the commanders +2 comp value to the result. If the total is a 5
or a 6, the commander succeeds!

 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

INITIATIVE PHASE THE ACTIVATION


DEPLOYMENT INITIATIVE PHASE
At the start of the mission, the players will roll for
deployment initiative. The winner may choose to Once initiative has been decided it’s time to play!
deploy first, or force their opponent to deploy first. A game of Lunar proceeds one unit at a time,
Players take turns deploying their units one at a alternating between players. If one player runs
time in an alternating fashion in the zones specified out of available units then the remaining player
by the mission until all units have been deployed. will activate the rest of their units. Units may only
be activated once per turn, spending up to their
oxygen limit to perform any actions for that turn.
TURN INITIATIVE
Initiative is an important factor in who might win
Once all units have activated, players move to
or lose in a game of Lunar. A single D6 vs D6
the end phase (page 45).
challenge roll  is all that is needed, with the
winner of the roll deciding the outcome. In the event
of a tie, the player who lost initiative last round wins
initiative.

Each new round players will roll for the round


initiative. The winner may choose to activate first or
force their opponent to activate.

TRUE LINE OF SIGHT


Lunar uses “True Line of Sight” (TLoS). Simply look down
at table level and observe from your unit’s point of view. If
a piece of terrain or unit is obscuring the target, follow the
cover rules on page 26 accordingly.

VISION ARC
All astronauts have a TLoS front arc of 180 degrees.

Unmanned units can see 360 degrees. (Those expensive


cameras are good for something!)

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.

► Proximity explosives may not be detonated


with the detonate explosive action, and will Drop - 1oxg
instead explode if a unit or item comes within
the range listed on the explosive item’s card. The unit may drop any number of items, weapons,
and resource tokens. Place a marker on the table
next to the unit. These items may be picked up by
► Once armed, proximity charges may be any other units. Once dropped, subtract the mass
thrown. from the unit’s total mass.

Concentrate - 1oxg Exert - 0oxg


A unit may choose to concentrate in order to A unit may choose to exert themselves to
more easily perform a certain task. Place a single accomplish tasks more quickly. Place a single
concentrate token near the model. This action exerted token near the model.
allows the player a single re-roll for any rolls that
unit makes, including hazard dice  rolls.
This action allows an additional oxygen use this
round for actions or movement. A model may not
A unit may only have two concentrate tokens at have more than two exerted tokens at any time
any time unless otherwise stated. A player must unless otherwise stated.
use the re-rolled result for the interaction.
Each exerted token removes one available oxygen
A unit can NOT perform the concentrate action at the beginning of each of the unit’s subsequent
while engaged. turns. These tokens remain until a rest action is
successfully performed or until they are removed
during the recovery phase.
Crawl - 1oxg [Prone Unit Only]
The unit moves 1 inch and stays prone. Go Prone - 1oxg
A unit may voluntarily go prone using the go prone
action. Place the model face up on the table or
Detonate Explosive - 1oxg mark them as prone with a token. The unit does
not roll a hazard dice  for this action. Further
During their turn, a unit who placed an explosive
may remotely detonate an explosive item or prone rules are listed on page 20.
weapon that has been previously placed, no
matter the range, TLoS, or time since placement,
unless otherwise specified. Grapple - 1oxg
Grapple can only be used within ½” of an enemy
unit. Move the unit into base-to-base contact with
the enemy unit and resolve a grapple. Units may
grapple over small barriers (less than 1”) if they are
within ½” of each other. (See Close combat rules
on page 38).
24
Actions

Interact - 1oxg Rest - 1oxg


A unit may perform an interact action by performing A unit may make an additional rest roll once per
a competency roll  + modifiers. Units may use activation. Before rolling, additional oxygen may
interact on any objectives or units within ½” of their then be declared to be added to the result directly,
base. increasing the odds of a successful rest.

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

Repair - 1oxg [Specialists Only]


Mine - 1oxg
Used to repair unmanned units, vehicles or mission
A unit may perform a mining action when in base- specific objects.
to-base contact with a mining node. The unit makes
a competency roll  and, if applicable, adds the ► You must be in base-to-base with the target.
mining value listed on their equipment card.

► To perform a successful repair action, make


This result is compared to the mining node’s a competency check  with a target of 5+,
difficulty value on the mission sheet (more about unless otherwise specified. On a successful
mining on page 28). If successful, take the number check, roll a D3 and repair the object that
of resource tokens as specified in the mission. many integrity points.

The unit who performed this action automatically


picks up the resource tokens and adjusts their
mass for doing so. Shoot - 1oxg
The unit may take a shoot action with any ranged
A natural 1 on a mining competency roll  is weapon. Unless otherwise specified, a unit must
always considered a fail, and the unit is moved take the “steady aim” option after shooting before
back 1 inch directly away from the mining node. taking a subsequent shot.

Move - 1oxg Stand Up - 1oxg


The unit may move up to their mobility stat in The unit stands up and may choose a facing. A unit
inches as well as climb or jump (page 27). in base-to-base with a prone unit may spend 1 oxg
to help stand up the prone unit. The helped unit
► For every overburdened token on a model, does not spend any oxygen to do this.
the unit loses 1 point of mobility.

► 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

Pick Up - 1oxg Any weapons or items in Lunar may be thrown.


Declare the target, roll two D6 and subtract the
Astronauts may pick up resource tokens, dropped onject’s mass from the result. The Item can be
and thrown items, or weapons and other items. thrown up to that result in inches. For detail on how
When picking up any object, a unit adds its mass thrown onjects interact when they hit targets, see
to its current mass bar. page 34.

25
Terrain and Cover

TERRAIN & COVER


Most missions will have a guide on how to set up a table. Alternatively, when setting up for a one-off game
you and your opponent can take turns placing a single item until you are both happy with the layout.

Lunar is best played with a good amount of TLoS blocking terrain since it encourages tactical movement
and provides thematic results!

When playing Lunar, the following types of terrain rules apply

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.

When playing Lunar, the following types of cover rules apply

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.

Partial cover is a -1 to an attacker’s comp hit roll.

HEAVY COVER
A unit is in heavy cover when more than 50% or more of the target model is obscured.

Heavy cover is a -2 to an attacker’s comp hit roll.

The “One in a Million” Rule


In the case that there is a heavy disagreement about how much of a target model is
visible, remember that this ISN’T the kind of game where that should be important,
and a 1% point of a model isn’t worth wasting time arguing over.
If a player really wants to attempt to shoot a visible finger or helmet valve of a model,
they must roll three natural 6’s in a row to succeed.

26
Jumping, Falling and Climbing

JUMPING, FALLING, AND CLIMBING


Astronauts can be surprisingly nimble and quick to CLIMBING
move over objects and terrain blocking their path...
however this doesn’t always go to plan. For moving up to or over objects 1” or less units
move as normal and do not need to climb.
JUMPING
In order to traverse any terrain, equipment, or
While performing a move action, a player may objects over 1”, a unit must climb up or down. Simply
declare that their unit is attempting to jump across measure the vertical distance and units may move
gaps or up to higher or lower level. A unit may jump 1” of vertical movement for every 2” of their mobility
up to their mobility stat in inches. Any modifiers to the used.
declared jump distance must be stated before the
unit attempts to jump. If a model ends its movement mid-climb, you should
note its position for its next activation.
Note: There is no pre-measuring in Lunar, and if If a model is hit with a shooting attack while mid-
the unit’s available distance for their jump does climb, they immediately fall and must resolve a falling
not take you the full distance of the gap, the unit effect.
will fall directly down from the point at which they
ran out of their available movement. Unmanned rovers and Overburdened units cannot
climb.
When jumping distances higher or farther than their
mobility stat, a unit may increase their declared FALLING
jumping distance with one of the two options below.
If a unit falls less than 2” they will immediately go
These modifers must be stated before the jump is
prone and roll the hazard dice  for doing so.
made.
For every inch they fall after the first 2”, roll an
► Concentrate Token - A unit may spend a additional hazard dice . If a unit falls onto another
previously gained concentrate token to add 1” to unit, the crushed unit is also placed prone and rolls a
their jumping distance without penalty. hazard dice .

► Exerted Token - A unit may choose to gain an


exert token at the beginning of their jump to add
1” to their jumping distance. Upon landing, the Rebecca never heard the shot that hit
unit must make a competency roll  for every her.
exert token gained for this jump. If they fail their
competency roll , they move off the nearest ‘Not that I ever could, since there’s no
edge from their landing spot and fall directly
sound on the Moon’ she thought to
down. Roll for fall damage and resolve according
to the falling rules listed below. herself. The muffled sound of her suit
cracking echoed inside of her visor as
Overburdened units cannot jump she rolled over to her side to try and
call out for for assistance.

She gritted her teeth and pulled her


gloves through the Lunar regolith as
burning pain in her side nearly made
her pass out. The sound of her suit’s
pressure alarm was cut off with, “Are
you hit new girl?”

The phrase crackled across her


comms and was followed with, “Crawl
towards me and I’ll cover you!”

27
Mining and Supply Markers

MINING & SUPPLY MARKERS


During a game of Lunar you will often need to fight MINING NODES
for control over resources. Each mission will contain When in base-to-base contact with a
information you need about mining nodes and supply mining node, a unit may perform a mining
nodes on the mission sheet. Units will need to perform action with a competency check .
actions on these nodes in order to acquire resource
tokens. If successful, they automatically receive a
number of resource tokens according to the mission
RESOURCE TOKENS sheet. The resource token mass is added to their
The mass of a resource token is 1 unless specified mass bar and they’ll count as carrying the resource.
in a mission. Add this mass to any unit carrying
A mining node will contain a total yield, and once
the resource when the resource token is acquired.
depleted no more resource tokens can be mined from
Resource tokens will be traded in at the end of a this node. The node will remain on the table as terrain.
mission and converted to credits.
SUPPLY NODES
Resource tokens that have been previously mined or When in base-to-base contact with a supply node,
acquired through supply nodes may be dropped and a unit may perform the interact action and pick up
picked up without any tests. a single resource token. The mass is added to their
mass bar and they’ll count as carrying the token.

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

1: DECLARE A TARGET AND WEAPON


A unit may choose to shoot any unit inside their TLoS arc.

Check for partial or heavy cover.

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.

2: ROLL FOR COMPETENCY (ROLL TO HIT)


The attacker must make a Competency Roll  + any modifiers to check if their training paid off and their
shot hits the target. On a failed comp roll , 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.

4A: PIERCING DAMAGE 4B: BLUNT DAMAGE


To resolve damage from a piercing weapon To resolve damage from a blunt weapon type,
type such as a Markham S11 pistol, players players perform a challenge roll , using the
perform a challenge roll , using the following following formula:
formula:
D6 + Weapon’s blunt damage
D6 + Weapon’s piercing value VS
VS D6 + Target unit’s current mass
D6 + Target unit’s resilience value
WIN
WIN If the attacker wins LOSE
If the attacker wins LOSE the challenge roll If the targeted model
the challenge roll If the targeted model , the targeted wins the challenge
, the targeted unit wins the challenge model drops items roll , the target is
immediately rolls roll , the target is and tokens, is unaffected.
a hazard dice  unaffected. moved directly away
for every point of from the attacking Ties on the challenge
difference between Ties on the challenge model a number of will go in the
the two challenge will go in the inches equal to the defender’s favor.
rolls . defender’s favor. difference of the two
values and is laid
prone.

32
Piercing and Blunt Damage

DETAILS AND SPECIAL


CIRCUMSTANCES Designer’s Notes

Piercing Damage Recreating ‘accurate’ physics


on the Moon for a skirmish
tabletop game is hard. While
Piercing damage in Lunar tends to result in moderate amounts of we wanted to incorporate
consistent damage. While the weapons are rare and require upkeep, many subtle and nuanced
nothing is better at punching holes in astronaut’s suits than bullets. mechanics, (see the advanced
rules on movement page 55)
Blunt Damage there are many things we’ve
had to cut in order to provide
the type of gaming experience
Blunt damage in Lunar tends to result in low amounts of consistent we were aiming for.
damage combined with great utility, with the potential for high damage
given clever positioning. Conversely, there’s some
interactions and edge cases
Due to the unique nature of this weapon type, various situations may that we feel were truly
arise while using it. Below is a detailed list of damage and movement necessary to allow a low-
resolutions for units that are hit with blunt damage weapons. gravity sort of gameplay. Blunt
damage weapons like the
Standard Procedure: mass shotgun not only give
us this experience with their
If the attacker wins the challenge roll , the targeted model drops all unique utility, but they also
non-starting items and concentrate tokens and is moved directly away allow for some somewhat
from the attacking model a number of inches equal to the difference of wacky situations to exist, such
as pinballing an astronaut into
the two values in the mass challenge roll .
two of his buddies before he
hits a wall.
The targeted unit is laid prone at the end of the movement and rolls
a single hazard dice  for being laid prone. If the full movement of We’ve tried to simplify these
the unit was prevented by another unit or impassable terrain or they interactions with consistent
are laid prone in hazardous terrain, follow the special circumstances logic, but have spelled out
below. some of these edge cases here
to help clarify the situations.
Special Circumstances:
These special circumstances
If a blunt weapon hits and pushes a unit into another unit, both may seem overwhelming to
some upon first glance, but
units move half the remaining distance of movement and place both
once you get a few shots
units prone. Roll a hazard dice  for each unit as they are now in with these guns or throw
prone, plus an additional dice for each unit. enough enemies, they’ll start
to make sense and become
If a unit is stopped by impassable terrain, roll a hazard dice  second nature!
for every inch it is not able to move. The unit is laid prone at the
base of the immovable object and the hazard dice  from being If you’re a player that prefers
laid prone is included in any amount rolled for not being able to piercing weapons over blunt
move through the impassable terrain. ones that’s fine too. Lunar is
built for crews to find the play
style that they enjoy, while
If the targeted unit is carrying any non-starting items they are
providing gear and abilities
immediately dropped before the movement is applied. to help bring the fight to their
opponents.
If the target model is already prone and the attacking model
successfully hits with a blunt weapon, the distance moved back is
halved, and you act as if the target model is laid prone again.

If a unit would be knocked off the playable area, stop the unit at
the edge of the area instead.

33
Ammo and Reloading

AMMO & RELOADING


Ammo is a precious resource on the Moon. Astronauts are trained to conserve ammunition and will often
opt for blunt melee weapons over run and gun tactics.

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.

SINGLE USE WEAPONS AND ITEMS


Some weapons and items are listed as single use only. Immediately discard that item card once the item
is used. These items must be purchased again in the following postgame phase if you wish to use them
again. Single use weapons can never be reloaded.

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.

THROWING EQUIPMENT, WEAPONS, AND OTHER


OBJECTS
In Lunar you can throw almost anything at your opponent using the throw action. First declare what item
and what direction the unit is attempting to throw. In order to hit the target, the attacking player will roll
2D6 and subtract the item’s mass from the result. The item can be thrown up to that result in inches. If
the result has sufficient distance, the item will be placed in base-to-base with the target model, cause the
target unit to roll a single hazard dice , then resolved with the rules below. Otherwise, place the item
between the attacker and target according to the distance rolled.

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

EXAMPLE OF PLAY: SHOOTING 1

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:

1: CHECK DISTANCE AND DECLARE GRAPPLE


Every close combat encounter in Lunar must start with a grapple. You may declare a grapple action if you
are within half an inch of an enemy model. Once declared, the attacking unit will check the distance and,
if within range, will move into base-to-base contact. If the attacking unit is out of range, then the attack
fails and the oxygen is considered spent.

2: GRAPPLE CHALLENGE ROLL 


D6 + Attacker’s current mobility + bonuses
VS
D6 + Defender’s current mobility + bonuses

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.

4A: PUSH 4B: MELEE ATTACK


D6 + attacker’s mass D6 + weapon’s piercing value
VS VS
D6 + target’s current mass D6 + target’s resilience value

WIN LOSE WIN LOSE


The target unit is The target unit is laid Roll a hazard dice If the target unit
moved directly away prone and rolls the  for every point wins the challenge
a number of inches hazard dice  for of difference in the roll , the target is
equal to the difference being laid prone. values rolled. unaffected.
in the roll result up to
a maximum of 4”. The
model is laid prone.

4C: SIDEARM ATTACK


The unit must have a weapon with the sidearm trait. The target model is laid prone and rolls a hazard
dice  for being laid prone. Then, the targeted unit immediately rolls two hazard dice  and applies the
results.

38
Special Circumstances

DETAILS AND SPECIAL


CIRCUMSTANCES Designer’s Notes
Grapple Bonuses:
CLOSE COMBAT IS BRUTAL.
Unused Oxygen Bonus - Before progressing to the challenge roll ,
the attacking unit may choose to use any of their unused oxygen points Close combat in Lunar is
towards their challenge roll  result. The attacking unit MUST declare designed to be a brutal
this amount before rolling. experience. A player should
carefully weigh the possibilities
TLoS Bonus - If the attacking unit began their activation outside the and potential outcomes before
defending unit’s TLoS arc and engages them from outside the TLoS arc, engaging in a hand-to-hand
the attacker will gain +2 to their mobility for the grapple challenge roll  fight with another unit. The
(attack bonus). vacuum of space combined
with the relatively small amount
Attacker Assist Bonus - A unit declaring a grapple may add +1 to the of gravity on the Moon means
grapple challenge roll  for any allied units that are also engaged with that one wrong step or swing
the target.* could result in your unit face
down in the razor sharp grey
Defender Assist Bonus - The defender may add +1 to their grapple regolith that makes up the
surface of the Moon. Most
challenge roll  for any allied units engaged with the attacker. *
space suits are meant to keep
the air in and weren’t designed
*Unmanned units can not assist or interfere in a grapple for keeping knives and
hammers out.
Grappling Prone units:
When two astronauts begin
When targeting a prone unit, the grapple challenge roll  to brawl, the low gravity and
automatically succeeds. The attacker may move straight to a melee clunky suits usually result in the
fighters falling into slapboxing
weapon attack or a sidearm attack. You may not make an push attack
rather than kung-fu. Once one
against an already prone target. Additionally, if a sidearm attack is used, man gets a point of leverage
the targeted unit does not roll a hazard dice  for being laid prone, on the other though, the
since they are already laid prone. defender is now in a precarious
spot, completely at the whim of
Push Action Special Circumstances: the now dominating attacker’s
decisions. Will the attacker toss
Push movement resolution follows the same logic and rules as blunt them to the side, throw them
weapon resolution special circumstances on page 33, except for the down and strike them with a
hammer, or pull out the trusty
following two rules:
S11 pistol and attempt to finish
the job once and for all?
A unit who has been pushed or has been involved in a collision with a
pushed unit can only sustain a maximum of two suit integrity points This precarious nature of
of damage, no matter how many hazard dice  are rolled. close combat means that just
because you’re the one who
The target unit can only be moved directly away from the attacker up to made the decision to get up
a maximum of 4”. close and personal, you can’t
ever be sure that the fight is
Unarmed Melee Attacks: going to go your way.

Astronauts who are unarmed but wish to make a melee attack may use
a piercing value of +2.

39
Example of Play: Close Combat

EXAMPLE OF PLAY: CLOSE COMBAT WITH A PUSH ATTACK

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

Mary decides to take an exert token and push Connor’s unit.

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

EXAMPLE OF PLAY: CLOSE COMBAT WITH A MELEE WEAPON

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.

42
43
Item Traits

ITEM TRAITS
Some weapons/items will modify certain rolls.

BIG KICK EXPLOSIVE


This weapon can only be fired/used once per This weapon/item follows the rules on page 35.
activation and cannot be reset by the steady aim
action.
LINE SHOT
BURNING
This weapon fires in a 1” wide line. Any units in or
A unit damaged by this item will roll an additional under that line suffer the effects listed on the item
hazard dice . card.

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

COUNTRY/FACTION This weapon can perform a mining action and will


often have a specific bonus to mining rolls.
A unit may have a specific country or faction
designated. RARE

CUTTING Rare items may only be used by specialists or


commanders.
During a close combat attack, if an attacking unit
removes the last integrity point of a target unit while During campaign play, rare items may only be
using a cutting weapon, the unit is immediately acquired through shuttle launches.
removed from play and skips the normal OoA phase.
During the postgame phase, after using a rare item
Units may immediately spend 1 oxygen to remove the during a game, players must roll for rare weapon
entangled status when equipped with a cutting trait upkeep (page 51).
weapon.
RANGED
This item cannot be used in close combat.

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.

Laser Pistol used by Cosmonauts against


US crews

44
The End and Recovery Phases

THE END PHASE


A tried and tested crew of astronauts can withstand a beating, but even the “Right Stuff” can run and hide.
If a player has any units Out of Action (OoA) or Removed from Play (RFP) during the end phase, you will
need to roll to see if you flee the sector.

► 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.

CALLING IN AN EVAC SHUTTLE

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.

THE RECOVERY PHASE


During the recovery phase, any units with exerted tokens may roll a D6 with no modifiers in
order to remove the token for free. On a [4,5,6] the unit removes one exert token.

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.

45
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:

1: LASTING INJURIES AND RECOVERY (page 48)


2: COLLECT MISSION REWARDS (page 50)
3: WEAPON UPKEEP AND SPEND RESOURCE (page 51)
4: BARTERING AND TRADING (page 51)
5: TAKING OUT LOANS (page 52)

LASTING INJURIES AND RECOVERY


During the postgame phase, roll on the table below for any unit taken Out of Action during that game. Apply the
result for the remainder of the campaign. Any units that were Removed from Play during the game reduce their
2D6 roll result by 2.

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.

LASTING INJURIES TABLE

2D6 RESULT
Glorious Death
2 The unit is killed and all equipment, items and resources the unit was holding are lost.

Houston! I think you need to see this...


3-4 The unit is seriously damaged and is in danger of being destroyed. Roll a D6 and on a roll of 5 or 6 the
unit is killed and all items they were carrying are lost.

My vision is fuzzy!
5 -1 to grapple rolls.

Scarred and bruised


6 -1 to comp 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.

By God! I think he’s going to make it!


The unit survives to fight another day on the Moon. They can play the next game as normal but are
8 emotionally scarred from their experience; during their next game on the first end phase you will roll as if
they were Out of Action.

Prolonged Existential Crisis


9 The unit is seen staring at Earth for hours. The second time a unit rolls this result, they immediately leave
the crew and their belongings behind.

Serious Hits
10 -1 to movement.

Shake it off, soldier!


11-12 The unit is totally fine. When they get back to the settlement it’ll make for a good drinking story.

48
Crew Death

Crew Member Death


You may acquire new units by requesting a shuttle launch and using the
oxg available for the new unit.

49
Mission Rewards

COLLECT MISSION REWARDS


In general, players will receive credits for winning or losing a mission as specified in the postgame credits
section of the mission brief.

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

2 Nothing! Your resource was damaged during transit back to Earth.

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)

WEAPON UPKEEP AND AMMO


Any common items or equipment a crew has at the end of the mission automatically carry over to the next
mission and do not require upkeep. Any single-use items must be bought again if used during a mission.
Weapons’ ammo values persist between missions unless the ammo is bought with credits to reload.

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.

On a roll of (6) the item is destroyed.

BARTERING AND TRADING


Rival crews serving on the Moon will often become adept at
bartering and trading, even if their governments back home are
in conflict. In short, its common for folks to do whatever they
need to obtain rare or sought after items when survival is
on the line.

At the end of the postgame phase, you and your


opponent may initiate trading or selling weapon and
item cards and resource tokens with each other.
The terms and conditions of these trades are
entirely up to the players involved, and can range
from benevolent acts of mercy to strong-armed
trades. Both players must agree to the terms,
and the trade will then move forward.

51
Loans

TAKING OUT A LOAN


During a campaign, a player may find themselves at a severe disadvantage due to unlucky lasting injury rolls or other
circumstances. One option for attempting to level the playing field would be to take out a loan from a corporation or
other organization.

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.

DL-S ENTREPRENEURS RESOURCE PACKAGE UNSOC HARD IMPACT ASSET DROP

Loan Amount: 10 credits and a hired generalist (1 Loan Amount: 20 credits


mission use)
Interest and Payback: You must pay the UNSOC 20
Interest and Payback: You must pay DL-S 2 credits credits over the next three missions. Upon failure of
at the start of every postgame phase until the full loan repayment, the UNSOC will instead randomly repossess
amount has been repaid. Upon failure to pay the 2 a number of items from your crew until a minimum of
credits, DL-S will repossess the remaining amount of 20 credits has been repaid. Turn over all the item and
credits from the player’s current items. The mission weapon cards of your crew, shuffle them, and draw from
controller may choose these items. the top until at least 20 credits worth of items have been
recovered.
The Catch: The hired generalist has to live. If they die
during the mission, you must pay DL-S an additional 5 The Catch: Hard Landings cause some items in this
credits during the next two postgame phases. resource drop to be damaged. Disregard two of the
items bought with this loan at random.

ANACOTT STEEL INFRASTRUCTURE AND LUNAR


PLANNING LOAN

Loan Amount: Two hired generalists

Interest and Payback: You must pay 3 credits


per generalist at the start of every postgame
phase that the generalist were used.

The Catch: The hired generalists must be


fielded every mission, until a mission is lost.

The Anacott generalists will immediately


leave the crew upon a lost mission. Upon
a failure to pay the credits during the
postgame phase, the generalists will
immediately leave and take some of the
crew’s gear with them. The player who
took the loan must choose 5 credits
worth of items or gear to discard at the
end of that postgame phase.

52
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.

Sequential Movement Values for Reference:

SINGLE MOVE DOUBLE MOVES TRIPLE MOVES QUAD MOVES


(1 Action) (2 Actions) (3 Actions) (4 Actions)

First Move - Up to 2” First Move - Up to 2” First Move - Up to 2” First Move - Up to 2”


Second Move - Up to 3” Second Move - Up to 3” Second Move - Up to 3”
Third Move - Up to 4” Third Move - Up to 4”
and prone (rolling a Fourth Move - Up to
hazard dice  for doing 5” and prone (rolling a
so) hazard dice  for doing
OR Up to 2” and so)
standing. OR Up to 2” and
standing.
ADVANCED PUSHING
Rules as written dictate that a unit is pushed directly away from the attacking unit. While using this advanced
rule, the attacking player may choose to throw that unit in any direction that is currently within their TLoS arc
instead.

55
Environmental Hazards

ADVANCED SETUP - ENVIRONMENTAL HAZARDS


Before the game starts, roll 2D6 and apply the result below. Some missions may specify a type of hazard
already. If so, you don’t need to roll for additional hazards unless you want to.
2D6 RESULT
METEOR SHOWER.
At the end of every round flip a scatter token  and place a hit marker 3D6” away from the
center of the board. A meteor lands in this spot and causes a blast with 4 projectile mass
2 blunt attack to all units and objects within 2” radius of the hit marker. On a direct hit of a
unit, roll instead for a piercing hit, with the meteor having D6+8 piercing against the unit’s
resiliency.

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.

56
Advanced Shooting

ADVANCED SHOOTING - CRITICAL HITS/FAILS


Sometimes a unit may get hit in such a way that their suit’s integrity is severely compromised.

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.

ADVANCED UNMANNED UNITS - “STANDING”


Rules as written assume that unmanned rovers have automatic self-righting mechanisms that allow an
overturned, or prone, unit to “stand” without issue.

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.

ADDITIONAL RULES SUPPLEMENTS


We provide some in-depth rules expansions in the form of our Rules Supplements. Currently, our RS-1
includes three sets of rules to help players take their games of Lunar to the next level. This supplement
and more can be found on our website, blacksitestudio.com, and comes with additional cards, tokens,
and other accessories.

RULES SUPPLEMENT -1 (RS-1)

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.

57
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!

CALLING UP YOUR CREW


When starting a campaign, players will build a starting crew of 12 Oxygen and 12 Credits using the rules on
page 14, with the following exceptions:

► A crew may never start a campaign with any rare items.

► 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.

60
Critical Games and Winning

Calling Mission Control


When starting a campaign of Lunar your group should nominate a dedicated “Mission
Controller”. This is the person who is responsible for tracking results, setting up
games between players and crafting the vision of the overall narrative. The Mission
Controller is also the tie-breaker for any game-related stalemates and should come
up with an appropriate “end” to the campaign.

You can craft campaign games to be as complicated or as simple as you like.


Watching your crews expand, die, and struggle to gain a foothold on the Lunar
surface is one of the best parts about playing linked skirmish games!

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!

CRITICAL GAMES “WINNING” A CAMPAIGN


When playing a campaign, it’s important to While the ultimate goal for most Lunar crews is
sprinkle in some critical games. These critical survival, the Mission Controller can set tangible
missions should play an important narrative role objectives such as the most credits earned or fewest
in a campaign and are a great way to bulk out a units lost during a campaign, in order to ascertain a
more complex story between a number of Lunar victor. The Mission Controller may also decide on a
crews. more narrative goal, such as the capture of a unique
resource in the last campaign game.
The Mission Controller should take the lead in
helping to plan games and preventing games In the end, maybe winning was the friends we made
from becoming too stale. One example could be along the way though.
multiplayer games.

Most missions could be altered to accommodate


more than 2 players, we recommend increasing
the board size when adding extra players to
a mission. Compassion might be rare on the
Moon, but even the most hardened soldiers
know that teamwork makes the dream work.

61
Crew Characteristic

CREW CHARACTERISTIC When building a starting crew, start by choosing a


single crew sub-specialty from the tables below.
While not common, a Mission Controller could allow crews to gain additional specialties during parts
of a campaign.

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.

SUB-SPECIALTY CREW BOONS SETTLEMENT BOONS

COMBAT DRILLS MOUNTAINEERING


ADVANCED LOW GRAVITY Before the start of a game, you
Any friendly non-commander units
may choose one Impassable
COMBAT TRAINING (LGCT) within 4” of your commander gain +1 Terrain item for your crew to treat
to any grapple challenge rolls . as Dangerous Ground instead.

CRACK SHOTS GUNSMITH


ADVANCED WEAPONS Any friendly non-commander units When rolling for rare weapon
TRAINING within 4” of your commander gain +1 upkeep, you ignore any (4-5) rolls
to any shooting comp rolls . and treat them as (1-3) instead.

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.

SUB-SPECIALTY CREW BOONS SETTLEMENT BOONS

MULLUSCITE PLENTY OF POWDER


After causing damage with an Reduce the cost of weapons and
EXPLOSIVE EXPERT
explosive item, the affected unit must items with the explosive trait by 1
roll an additional hazard dice . credit.

SOLID GRIPS SECOND OPINION


When rolling on the resource table
GEOLOGIC TRAINING All specialists gain a +1 to their
during the postgame, you may
mining comp rolls . adjust the result up or down by 1.

62
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.

SUB-SPECIALTY CREW BOONS SETTLEMENT BOONS

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.

SUB-SPECIALTY CREW BOONS SETTLEMENT BOONS

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.

COMM JAMMING EQUIPMENT SABOTAGE


If you have a specialist within 4” of the During the postgame phase, you
LUNAR ESPIONAGE enemy’s commander unit when rolling may adjust your opponents rolls
for initiative, you may choose to steal on the resource table up or down
initiative from your opponent. by 1.

63
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.

► Gear may be used by different units during different games.


► Single use items may be stored, but if used in a game are discarded and must be purchased again.
► There is currently no limit to storage capacity for a crew. Mission control has given you plenty of
space!

SETTLEMENT UPGRADE COST


Upgraded Shielding
At the beginning of the game you may reroll the environment hazard roll. Always apply the 10
second result.

Improved Storage Lockers


Each astronaut can store more personal gear in their quarters, which improves their overall
10
morale. When rolling for a flee during the end phase, you may reroll the first hazard dice 
result. Always apply the second result.

Delicious Space Food


Mission control has gone all out with your meals! No more dehydrated baby food. Once per
10
postgame, when rolling on the lasting injury table at the end of a game, you may reroll and
choose either result.

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.

Specialized Training Center


25
Your required ratio of specialist to generalist units is 1:1 instead of the standard 1:2.

64
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.

66
Resupply Shuttles

Soviet N1 Saturn V

STATS STATS

Cost Cost
10 Credits 14 Credits

Capacity: Capacity:
4 oxy 18 credits

Travel Duration Travel Duration


1 Game 1 Game

A triumph of American engineering,


The Soviet N1 rockets see almost the Saturn V rocket stands as a
weekly launches from the USSR. towering reminder that while not first
While the rocket was known at first in race to the Moon, the American
for a rocky start, its chief designer, space program is one to be
Sergei Korolev, managed to craft it respected. Used as the main launch
into the reliable and powerful rocket vehicle, this rocket has moved the
used today during an extended large majority of US infrastructure
hospital stay in 1964. currently on the Moon.

67
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

Travel Duration Travel Duration


1 Games 2 Games

The first reusable rocket to come


As the Lunar settlements became out of the USSR, the Energia was
larger and more complex, a rocket a marvel of Soviet engineering.
to match was needed. The Saturn Initially considered to be over-
V-ELV was a fusion of raw solid
rocket booster power and an complicated and too risky for a
increased payload to provide what crewed flight, the first launch of the
is casually referred to as “the space Saturn V-ELV forced the Russian
freighter” by most space shipping engineers to push forward with a
companies. renewed determination.

68
Resupply Shuttles

Sea Dragon ICE-DRoP

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

The unpredictable nature of missions on


The Sea Dragon is the epitome of
the Moon soon forced countries to take
a “big dumb rocket”. Researched
prepare for extreme circumstances. An
by NASA up until the first launch of
ICE DROP, or “In Case of Emergency,
the Saturn V-ELV, the plans were
Distributed Reserves of Provisions”
acquired and further explored by Dyer
container is kept in low-Moon orbit and
Logistics-Segewa. Within four years
may be dispatched in an emergency
of the acquisition, the first Sea Dragon
situation to provide desperately needed
breathed fire and successfully launched
supplies to a crew.
from the Atlantic. Known for its simplicity
in both construction and operation,
While expensive and somewhat
this behemoth stands as a constant
limited in the items they can provide,
reminder that sometimes throwing
sometimes what’s needed is more
money and rocket fuel at your problem
important that what’s wanted.
is the solution.

69
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!

REQUIREMENTS AND UPKEEP

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.

THIS DEAL IS OFF!

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.

Some icons that are not represented on the tabletop


will only give you other listed bonuses.

70
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:

► A crew must have a total oxygen of 15+.

► A crew must have won the previous game.

COST TO ACQUIRE AND UPKEEP:

5 credits upon initial acquisition, and 5 credits


upkeep per postgame phase after the first
mission.

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

71
Dr. Keir Fontaine

Dr. Keir Fontaine


Medical Expert and Low Gravity
Physiology Researcher, Pacifist

REQUIREMENTS
Dr. Fontaine may be acquired once one of the
following criteria has been met:

► A crew must not have forced an enemy unit


OoA with an action in the past two missions
(environmental OoA are excluded).

► A crew must use a resin patch on an enemy


unit three times in the course of a campaign.

COST TO ACQUIRE AND UPKEEP:

5 credits upon initial acquisition, and 2 credits


upkeep per postgame phase after the first
mission.

SETTLEMENT BOONS:

► Crews that have Dr. Fontaine treat all


RFP as OoA in the postgame phase while
rolling on the lasting injuries table.

► Dr Fontaine allows the free recovery of


an existing injury once per postgame phase
for that crew.

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.

72
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:

► A crew fields two unmanned units during a mission,


and the unmanned units make it to the end of the game
without going OoA.

► A crew detonates a combination of explosive


charges or proximity charges 3 times in a single
mission.

► A crew fields and uses two weapons in a mission


that have the explosive trait.

COST TO ACQUIRE AND UPKEEP:

5 credits upon initial acquisition, and 3 credits per


postgame phase after the first mission.

SETTLEMENT BOONS:

► Rovers cost -1oxg to field during a mission.

► Any explosives used by this crew gain +1” to the


radius of the blast.

PLAYABLE UNITS
Stephanie is represented on the table with a custom
rover named “Stephanie’s Quiet Fury”.

“Stephanie’s Quiet Fury” may use the following


actions on items with the explosive trait:
► Pick up
► Drop
► Arm
► Disarm

“Good Doggy” item trait - “Stephanie’s Quiet Fury”


may be equipped with an explosive or proximity
charge during a mission by another unit. This action
costs the equipping unit 2oxg.
3 - +5
4
DEALBREAKER:
If “Stephanie’s Quiet Fury” is RFP during a mission,
Stephanie immediately leaves and takes any items
with the explosive trait in the crew’s storage rooms
with her.

73
Vladimir Mishkin

Vladimir Mishkin
The Butcher of Zvesda 13

REQUIREMENTS
Vladimir may be acquired once the following
criterion has been met:

► A crew must have caused at least 5 enemy


units to be Removed from Play during the
campaign.

COST TO ACQUIRE AND UPKEEP:

5 credits upon initial acquisition, and 3 credits


upkeep per postgame phase after the first
mission.

SETTLEMENT BOONS:

► Morgue: After the end of a game you


may steal a total of D3 credits and up
to 1 resource token from each of your
opponent’s OoA units.

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.

74
Rebecca Epps

Rebecca Epps
Former Executive of Dyer Logistics

REQUIREMENTS
Rebecca may be acquired once the following
criterion has been met:

► A crew must have earned a total of 20


credits in the campaign to date.

COST TO ACQUIRE AND UPKEEP:

5 credits upon initial acquisition, and 2


credits upkeep per postgame phase after
the first mission.

SETTLEMENT BOONS:

► Friends in High Places: Rebecca has


ties to all the major rocket manufacturers
and contractors. When ordering a shuttle
resupply, you may increase the capacity of
the shuttle by 5 credits.

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.

75
76
MISSIONS

77
Capture the Cache

CAPTURE THE CACHE


An incoming supply rocket malfunctioned and crash-landed on the Lunar
surface. The majority of supply crates have landed in three groups. Assemble
your crew and retrieve as many of these supplies as you can.

NUMBER OF TURNS: 6

THE GAMING AREA


This mission is to be played on a 2’x2’ board and is meant for two players.

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.

The other player gains an additional 2 credits.

78
Capture the Cache

RESOURCE NODES

► Mining Node A
Difficulty: Mining 4+
Yield: 1 resource token
Total Yield available: 3 per node

► Supply Nodes B,C


Difficulty: Interact 5+
Yield: 1 resource token
Total Yield available: 2 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

THE GAMING AREA


This mission is to be played on a 2’x2’ board and is meant for two
players.

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.

You may choose to randomly place three additional supply markers:


target 5+, yield 2, total yield 4. Use a scatter roll  and measure
directly from the center of the table for these three supply markers.

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

ENVIRONMENTAL HAZARDS ► Mining Node A


Difficulty: Mining 5+
This mission uses the Moonquakes hazard. Yield: 1 resource token
Total Yield available: 3 per node
WIN CONDITIONS
► Mining Node B
For every resource token held at the end of the game, the player Difficulty: Mining 6+
gains one point. Yield: 1 resource token
Total Yield available: 5 per node
Each player will lose one point for any unit that is OoA at the end of
the game.

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.

The losing player gains an additional 1 credit.

80
Defend the Settlement

DEFEND THE SETTLEMENT


An early warning has come through on the address system. An enemy crew is in transit
to your settlement and is reported to be heavily armed! Mission control has ordered you
to defend the base at all costs!!

NUMBER OF TURNS: 5

THE GAMING AREA


This mission is to be played on a 2’x2’ board and is meant for two
players.

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.

The losing player gains D3 credits.

81
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 GAMING AREA


This mission is to be played on a 2’x2’ board and is meant for two
players.

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.

The losing player gains an additional 2 credits.

82
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

THE GAMING AREA


This mission is to be played on a 2’x2’ board and is meant for two
players. Each player takes turns placing four terrain pieces each of
a crashed shuttle on the map. Crashed shuttle pieces may not be
placed within 8 inches of either starting corner.

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

This mission uses the Shuttle Explosion hazard.

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.

For an Interact(scavenge) roll, roll a single D6, on a roll of 6, you


have located the classified tech and the unit will automatically pick
POSTGAME CREDITS
it up. On a roll of 1, the unit ruptures a fuel line or coolant valve
The winning player gains an additional 3 and sufferers a piercing +2 damage attack. On a roll of 2-5, the unit
credits and may purchase a single rare gains one resource token.
item without a shuttle launch.
Each shuttle part can only be scavenged once.
The losing player gains an additional 3
credits. Once the classified tech has been discovered, units gain a supply
token on a roll of 2-6 for all other shuttle part investigations.

If the classified tech has not been discovered by the last shuttle
part, that shuttle part automatically contains the classified tech.

If a unit holding the classified tech is placed OoA or Removed from


Play, they will drop the classified tech and it can be picked up by
other units.

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.

RESOURCE NODES ENVIRONMENTAL HAZARDS


None.
► Mining Node A,B
Difficulty: Mining 4+
Yield: 1 resource token WIN CONDITIONS
Total Yield available: 3 per node The crew that collects the most supplies and escapes by the end
of round 7 wins. Any unit left outside of the deployment zone at the
► Mining Node C,D end of round 7 is considered to be removed from play for postgame
Difficulty: Mining 6+ rolls. The mission may end early if only one crew remains because
Yield: 2 resource tokens the other crew has been killed or has fled.
Total Yield available: 6 per node
SPECIAL RULES
Greyed Suit:
POSTGAME CREDITS A mystery unit can be seen in the middle of the grey Lunar rubble.
You may drag this unit to your deployment zone for safety. Any unit
The winning crew gains 5 credits. The
losing team gains 2 credits. dragging this unit must in base-to-base contact with the downed
unit and will move half its normal mobility.
If a crew successfully recovers the
mystery unit, they first roll to see whose Rockfall:
unit it is. Roll a hazard dice. On a roll of At the end of every round, roll a hazard dice.
or the unit is of your opponent’s faction. On a roll a 2D6 and use a scatter token  to determine where
On a the unit is of your faction. Now a partial cave in has occurred, measuring from the center of the
roll on the Lasting Injuries table for the board. On a do this twice. Units within 2” of this point take a
unit as if it was removed from play.
piercing attack of +2 and are exerted. This area is now considered
This unit is a generalist with 2 oxygen impassable terrain. The units will automatically move to the nearest
due to the injuries sustained in the cave point on the board outside of the impassable terrain.
in. This unit may be fielded in subsequent
games. Assuming the unit lives and there
are no more ‘accidents’, you may sell or
give the unit back to your opponent during
the bartering phase.

85
Unit Card Reference
Item Card Reference
Expanded Weapon List

Expanded Weapons List


WEAPON MASS COST RANGE PIERCING BLUNT AMMO SPECIAL RULES TRAITS

Sticky Goo: This weapon fires sticky


ADHESIVE Common,
2 8 8" - - 3 goo in a 1” wide line. Any units in that
RIFLE Ranged
line are entagled.
Common,
Big Boom: When detonated, any
EXPLOSIVE Single
2 5 - 5 - - unit within 2” immediately takes a +5
CHARGE Use,
piercing hit.
Explosive
Jack Schmitt’s Request: This weapon
Common,
GEOLOGY is thrown with a straight 2d6 roll.
HAMMER
1 2 M 4 - - Mining: This hammer gives +1 to any
Melee,
Mining
mining action comp rolls .
Common,
HEAVY Power Trigger: This item gives +4 to Mining,
3 10 1" 6 - -
MINING DRILL mining action comp rolls . Two-
Handed

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

Blinding: This weapon must be fired


from within the target’s TLoS arc to
hit. This weapon does no damage, it Common,
S8 - LASER
PISTOL
2 3 14” - - - instead applies the blinded status to Ranged,
the target. If the target has a Targeting Blinding
Camera, it cannot be used during the
unit’s next activation.
Tethered: This weapon requires an
Common,
external power source and must be
ULTRASONIC Melee,
1 8 M 6 - - tethered to the user. Cannot be thrown.
MINING PICK Mining,
Power Trigger: This item gives +2 to
Cutting
mining action comp rolls .
Expanded Item List

Expanded Item List


WEAPON MASS COST USES SPECIAL RULES TRAITS

Unwieldy: -1 to unit mobility.


Defensive Position: If the unit is being
attacked with a ranged weapon from the front
arc of this unit, ignore one hazard dice  per Common, Two-
BLAST SHIELD 2 10 -
combat resolution. Handed
Shield Wall: Friendly units in contact with this
unit outside of this units front arc gain heavy
cover.
CERAMIC
PLATING
2 5 2 Close One: Ignore one hazard dice  result. Common

ILS GLOVE Improved Haptics Sensation: This unit gains


MKIV
0 10 - Common
an additional +2 to their comp rolls .

KEVLAR
1 15 - Tough Mother: Ignore two hazard dice  Rare
OUTER-SUIT results per combat resolution.

RESERVE Breath of Fresh Air: This unit gains one extra


1 8 3 Rare
TANK oxygen per round.

Plug the Hole: During your turn, this unit can


spend one oxygen to repair one suit integrity
of any unit. The target unit will not regain any
oxygen until the beginning of your next turn. Common,
RESIN PATCH 0 2 1
Survival Instinct: A unit who goes OoA while Single Use
equipped with this item may use it for free in
their next turn.
A unit may use this item while prone.

TARGETING Rangefinder: Allows pre-measuring for this unit


1 3 - Common
CAMERA and any ally units within 2 inches.

*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:

Injuries: Injuries: Injuries: Injuries: Injuries:

Additional Crew, Unmanned Rovers

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....

socials @bssterrain
$24.99
ISBN 978-0-578-93738-0
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