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Moonrakers: Intrepid

Expansion for Moonrakers

Moonrakers: Intrepid Rulebook

Table of Contents

Table of Contents

  • Reference Card
  • Contract Cards
    • Rescue Contracts
    • Delivery Contracts
    • Kill Contracts
    • Explore Contracts
    • Unstable Contracts
  • Crew Cards
  • Ship Part Cards

Reference Card

The pack's reference card is printed as follows. Each pack has one copy. The first scan of the card (on the Ship Parts sheet) omits the "X" requirement entry, which appears on the reference cards in the Contract and Crew sheets; the text otherwise matches.

INTREPID MICRO EXPANSION

Anytime a card ability reads "Roll a die," take a die from Moonrollers and roll it for a result determined by the card.

"All players" refer to players attempting the current contract.

X — This requirement will ask the mission leader to roll X amount of die dice. The results are added to Contract requirements.

Icon key: Any Requirement — die : Shield, Action (lightning), Damage (sun). Crew Requirement — Crew+ : Crew.

Contract Cards

Contracts are printed with a contract type (Rescue, Delivery, Kill, Explore or Unstable), a requirement line and a hazard box. Each card lists its requirements as printed. Top-right values are reproduced as printed; the card faces do not print a legend for them.

Rescue Contracts

Contingency Shelter — Rescue Contract. Card values: 1 (diamond) and 7 (with minus-circle icon). Requirements: 3 die, 2 Shield. Hazard box (red) with bars.

Lattice Network — Rescue Contract. Card values: 3 (diamond) and 7 (with minus-circle icon). Requirements: 5 die, 3 Shield. Hazard box (red) with bars.

Delivery Contracts

Imperial Envoy — Delivery Contract. Card values: 1 (diamond) and 6 (with minus-circle icon). Requirements: 3 die, 2 Card (yellow upward-arrow icon). Hazard box (red) with bars.

Semestral Haul — Delivery Contract. Card values: 3 (diamond) and 7 (with minus-circle icon). Requirements: 6 die, 3 Card (yellow upward-arrow icon). Hazard box (red) with bars.

Kill Contracts

Helix Guardian — Kill Contract. Card values: 1 (diamond) and 7 (with minus-circle icon). Requirements: 3 die, 3 Damage (sun). Hazard box (red) with bars.

Rift Watcher — Kill Contract. Card values: 3 (diamond) and 8 (with minus-circle icon). Requirements: 6 die, 3 Damage (sun). Hazard box (red) with bars.

Explore Contracts

Ethereal Well — Explore Contract. Card values: 1 (diamond) and 6 (with minus-circle icon). Requirements: 3 die, 2 Action (lightning). Hazard box (red) with bars.

Gossamer Vault — Explore Contract. Card values: 2 (diamond) and 8 (with minus-circle icon). Requirements: 4 die, 4 Action (lightning). Hazard box (red) with bars.

Unstable Contracts

Chaotic Confluence — Unstable Contract. Card values: 3 (diamond) and 8 (with minus-circle icon). Requirements: 4 die, 3 Damage (sun), 3 Shield. Hazard box (red) with bars.

Tear of Convergence — Unstable Contract. Card values: 4 (diamond) and 9 (with minus-circle icon). Requirements: 12 die. Hazard box (red) with bars.

Crew Cards

Crew cards carry the set name "Rift Bender", a role label (Agent, Merc, Paladin, Pilot or Tech), a cost value (-4 or -3, with minus-circle icon) and the card ability as printed.

Fortunatus — Rift Bender, Agent. Cost: -4.

All players may roll a die. Reduce a matching contract requirement by 1. Reduce any requirement by 1 on die or Crew.

Oparia — Rift Bender, Merc. Cost: -4.

Roll 5 die dice. Deal 2 Damage for each Damage (sun). Gain 1 Hazard for each Crew (purple icon). You may re-roll each dice once.

S4-LADCAT — Rift Bender, Paladin. Cost: -4.

Roll 4 die dice. Block 1 Hazard for each die. Reduce Shield requirements by 1 for each Shield. You may re-roll each dice once.

AN-D3RS — Rift Bender, Pilot. Cost: -3.

Roll 3 die dice. Draw +2 Cards for each Card (yellow icon) or die. Discard 2 cards for each Crew (purple icon).

Omnitus — Rift Bender, Tech. Cost: -4.

Roll 3 die dice. +2 Actions for each Action (lightning). +2 Cards for each Card (yellow icon). +1 Card, +1 Action for each die.

Ship Part Cards

Ship Part cards carry a faction name (Magnomi, Henko, Komek, Sorelia or Ventus), a cost value (with minus-circle icon) and the card ability as printed.

MG Impact Warheads — Magnomi. Cost: -3.

At the start of a contract, roll a die. On Damage (sun), add a Damage 2 to your hand. On die, you must trash a card.

Octingency 8050 — Henko. Cost: -4.

Roll a die for each Hazard die targeting you. Block a Hazard die for each die or Shield rolled.

Tertiary Drive mk1 — Komek. Cost: -4.

Once per contract, roll 2 die dice. Play 1 matching card without using an Action. Play any card on die or Crew on die.

The Hexahedron — Sorelia. Cost: -5. Die-type box reads d6.

Once per contract, roll a die. Reduce a matching contract requirement by 2. Any requirement on die or Crew.

Trajectory Array K4 — Ventus. Cost: -3.

Once per contract, roll 4 dice. Allies gain +1 Actions for each Action (lightning) and draw +1 Cards for each Card (yellow icon).