Moonrakers: Marauders
Moonrakers: Marauders Rulebook
Table of Contents
Table of Contents
Crew
Morsov III
Class: Agent. Cost: 5 Credit.
For each Damage you deal, you may instead reduce Crew requirements by 1.
Nox VI
Class: Agent. Cost: 4 Credit.
Discard any number of Cards and reduce Damage requirements by the amount discarded.
Remus X
Class: Paladin. Cost: 3 Credit.
For each Damage you deal, you may instead reduce Shield requirements by 1.
Estus VII
Class: Pilot. Cost: 3 Credit.
For each Damage you deal, you may instead reduce Thruster requirements by 1.
Cranio I
Class: Tech. Cost: 3 Credit.
For each Damage you deal, you may instead reduce Reactor requirements by 1.
Contracts
Each Contract card prints its name, its contract type, its requirement icons with values, a top-right value, and a Credit cost. The card face prints no ability text.
The Verdant Region
Rescue Contract.
Requirements: Shield 4, Damage 2.
The Forked Dome
Delivery Contract.
Requirements: Thruster 4, Damage 2.
The Lone Conflict
Kill Contract.
Requirements: Damage 9.
The Great Sweep
Explore Contract.
Requirements: Reactor 4, Damage 2.
Irradiated Flatlands
Redacted Contract.
Requirements: Crew 4, Damage 2.
Ship Parts
Each Ship Part card is a Magnomi card. Four of the five print a Damage icon with a value in the top-right box. Each prints a Credit cost in the bottom-right box.
Blast Converter
Cost: 5 Credit.
As 1 Action, you may play a Damage 3 as a Shield, Thruster, or Reactor.
Crank Lattice
Cost: 4 Credit.
As 1 Action, you may play a Damage 1 as a Shield.
Drivetrain F1
Cost: 3 Credit.
As 1 Action, you may play a Damage 2 as a Thruster.
Ignition Canister
Cost: 3 Credit.
As 1 Action, you may play a Damage 2 as a Reactor.
The Clutch
Cost: 3 Credit.
You may play any Crew as Damage equal to that card's Credit cost.