TEXT: TM
  TM
  THE MOON 
  MUST BE OURS!
  A COSMIC PATROL CAMPAIGN
  
  © 2013. Cosmic Patrol, The Moon Must Be Ours, the Cosmic Patrol logo, 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of 
  InMediaResProductions LLC in the United States and/or other countries. Some 
  content licensed under a Creative Commons License (BY-NC-SA). Printed in USA.
  R O C
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  N S
  •  R
  O B O
  T S
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  THE MOON
  MUST BE OURS!
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  THE MOON MUST BE OURS!
  
  4 THE MOON MUST BE OURS!
  CONTENTS & CREDITS
  Original Universe Concept
  Matt Heerdt
  Game Design
  Matt Heerdt
  Additional Game Design
  Randall N. Bills
  Writing
  Philip A. Lee
  Matt Heerdt
  Jason Schmetzer
  Project Development
  Matt Heerdt
  Production Staff
  Art Direction
   
  Matt Heerdt
  Cover Design, Layout
   
  Matt Heerdt
  Illustrations
  Leanne Buckley
  Proofing/Editing
  Philip A. Lee
  Jason Schmetzer
  Matt Heerdt
  RETAKING THE SKY ......................................  6
  X MINUS THREE
  INTRODUCTION ..........................................  18
  X MINUS TWO
  BY THE BOOK .............................................  20
  X MINUS ONE
  HEROES AND VILLAINS ..............................  36
  X MINUS ZERO
  MOON LABYRINTH  ....................................  62
  
  THE MOON MUST BE OURS! 5
  CONTENTS & CREDITS
  Shout Out
  Philip A. (The “A” stands for 
  “Awesome”) Lee stepped up in a big 
  way when circumstances wouldn’t 
  allow me to take on this Cosmic 
  Patrol book. Thanks, Phil! You rocked 
  it (and yeah, you can quote that on 
  your website)!
  —Matt
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  RETAKING 
  THE SKY
  BY JASON SCHMETZER
  Captain Corey Moore had been 
  to Platform Alpha before, but it was 
  his first time in the same room with 
  Roderick Dyson. Not that he could 
  see the leader of the Cosmic Patrol, 
  of course. There were far too many 
  Patrolmen in the way for that. Corey 
  was a junior captain—Harpoon 
  was his first rocketship command. 
  He tried not to think about that too 
  much. He was here. He was in the 
  room. He was a captain.
  “I don’t care,” he heard Dyson 
  shout. The shout made Corey smile.
  Roderick Dyson wasn’t a young 
  man. He didn’t have a young man’s 
  patience or a young man’s ability 
  to sit quietly and listen to ideas he 
  disagreed with. He was the soul of 
  the Cosmic Patrol, and that soul was 
  tightly wound steel.
  “But the Moon Men—” Corey 
  heard another man start before Dyson 
  cut him off.
  “Devil take the Moon Men,” 
  Dyson shouted. There was a bang—a 
  fist hitting a desk. “It’s our Moon. It’s 
  right there. We’re taking it back.”
  Corey knew it would be impolitic 
  to point out that the Moon had never 
  belonged to humankind, though the 
  thought made him smirk. He was glad 
  he was at the back of the room: it 
  wouldn’t do for the coordinator’s first 
  impression of him to be one of mirth. 
  Corey was a rocketship captain, after 
  all.
  And it wasn’t as if he disagreed. 
  He was a Cosmic Patrolman. He’d 
  been out-system; he’d seen the 
  damage the Hakhaze and the Eiger 
  could do—and had done. He knew 
  Earth needed every advantage it could 
  get and couldn’t afford threats.
  An orbiting planetoid with hostile 
  aliens certainly qualified as a threat 
  to Earth.
  The coordinator was right.
  “Hey, Corey,” a voice said from 
  his right. Corey turned to see Captain 
  Ilsa Raines stopping to lean near him. 
  “You got your stripes, I see.”
  “Thanks to you, ma’am,” Corey 
  said. Raines had been his last captain 
  before the deployment to Platform 
  Beta. He hadn’t seen her since his 
  promotion.
  “You’re a captain now, Corey,” 
  Raines said, tapping the stripes on her 
  cuff. She wasn’t a tall woman—shorter 
  than Corey by half a head, with 
  medium length blond hair she kept in 
  
  RETAKING THE SKY
  
  8 THE MOON MUST BE OURS!
  RETAKING THE SKY
  “I just want to know what’s going 
  on. He’s talking about the Moon.”
  Ilsa grunted. “Then that’s what’s 
  going on,” she said softly. “Rod 
  doesn’t beat around the bush.”
  The bridge of Rocketship 
  Harpoon was small. There were two 
  couches forward, where the pilot and 
  the gunner sat. Two side stations for 
  the sensor operator and the captain 
  were set back a little, behind the 
  front console. When Corey walked 
  in all three Patrolmen on the bridge 
  climbed out of their couches and 
  braced to attention.
  Corey waved them back. “We’ve 
  been over this, kids. I’m the captain, 
  not the coordinator.” He smiled as the 
  pilot and the gunner sat back down, 
  then he turned to the small man 
  who stepped away from the sensor 
  console. “Sage?”
  Sage Capstan was his first officer, 
  and the best sensor operator he’d 
  ever worked with. Cory had brought 
  Capstan with him from Platform 
  Beta. Harpoon was Capstan’s first 
  rocketship posting. He still wasn’t 
  too comfortable in so small a ship, 
  but he loved being out in space. 
  A grin split his wide face. Cory 
  assumed that was why Harpoon 
  was nosed into a docking bay on the 
  space platform.
  “We’ve received the orders 
  packet,” Capstan said. “I’m not sure I 
  believe it.” He glanced at the forward 
  a ponytail, and laughing blue eyes. Her 
  half-grin was infectious. Corey found 
  himself grinning back. “You don’t have 
  to ‘ma’am’ me. Call me Ilsa.”
  “Ilsa,” Corey said. “You’re still on 
  the Sparrowhawk?”
  “Wouldn’t give her up,” she said. 
  “You? They give you a hulk? A little 
  scout hopper?”
  Corey bristled without thinking 
  about it. A captain’s pride in his 
  rocketship was a tenet of the service. 
  “They gave me Harpoon,” he told her.
   Ilsa’s eyebrow rose. “Craster’s 
  ship. You must have impressed 
  someone.”
  “I hope so,” Corey said. “She’s a 
  good ship.”
  “I’m sure she is.” Ilsa beckoned 
  with her chin toward the center of 
  the big room. Or maybe to the backs 
  of all the captains standing in front 
  of them. They were both in the same 
  direction. “What do you think about 
  all this?”
  Corey shrugged. “You taught 
  me the answer to that, Captain.” He 
  shrugged. “Wait and see until the 
  details come. Must be important, 
  though. I haven’t seen this many 
  captains in one place before. Dyson 
  must have called half the Patrol back 
  home for this.”
  Ilsa nodded. “He did. Rod is 
  many things…but he doesn’t do half 
  measures.”
  Corey looked at her. “You know 
  him? Dyson?”
  “He was my first commanding 
  officer,” Raines said. “You want to 
  meet him? Stick around afterward—
  I’ll introduce you.”
  
  THE MOON MUST BE OURS! 9
  RETAKING THE SKY
  “If you behave,” Corey told him. 
  He looked at his pilot. “How’s my 
  ship, Chan?”
  Chandler Drake was Ruiz’s 
  antithesis: short, portly, and 
  perpetually frowning. His brown hair 
  was already receding and he always 
  had two chins. He kept his face down 
  like an angry bulldog, and he flew 
  Harpoon the same way.
  “Full up, Cap,” Drake said. “We 
  took on a company of marines about 
  an hour ago, and some other folks—
  specialists of some kind, a couple 
  Venusians, some Martian barbarians. 
  From the schedule Sage spread 
  around, we can expect to undock 
  and move to the rendezvous in about 
  twenty minutes.” He glanced at Ruiz 
  and Capstan, behind Corey, before 
  he continued. “We’re going after the 
  Moon, sir?”
  “That’s the plan,” Corey said, 
  pitching his voice so everyone on the 
  bridge could hear it. “Coordinator 
  Dyson believes the Patrol is strong 
  enough to take the Moon away from 
  the Moon Men. It’s too close to our 
  home to let hostile aliens keep it.”
  “No one’s ever been down there,” 
  Ruiz said. “Do we have a flag? We’ll 
  need a flag. You know, so we can 
  stick it in the ground and claim the 
  Moon for the Patrol.” He leaned out 
  of his couch as if he was trying to see 
  around Corey. “Sage? Is there a flag 
  in one of the lockers?”
  “I can check—” Capstan started, 
  but Corey cleared his throat.
  “Forget it, Sage,” he said. Looking 
  at Ruiz, he shook his finger. “Don’t 
  bait the scientist, Vela.” He inhaled, 
  console and lowered his voice. “The 
  Moon? Are they serious?”
  “Dyson sounded pretty serious.” 
  Corey remembered the thunderous 
  voice as Dyson quieted the room and 
  started his brief. The hard certainty in 
  his voice. The absolute conviction in the 
  rightness of his cause. “Can we do it?”
  “I’ve studied the Moon Men,” 
  Capstan said, frowning and looking 
  down at the deck. “They have 
  fearsome powers—dynamo-psychism. 
  Plus, we don’t know how they 
  operate, and we can’t get any probes 
  or ships down there. Not even the 
  Venusians know what the Moon 
  Men are up to.” His eyes unfocused 
  and he started mumbling under his 
  breath. Corey knew the signs. When 
  Sage Capstan started mumbling, the 
  world could end around him and he 
  wouldn’t notice.
  Corey touched his shoulder.
  Capstan flinched. “What—?”
  “Sage. Can we get down?”
  Capstan looked up at him. Then 
  he shrugged. “I have no idea.”
  Corey looked at him. Capstan 
  looked back. Finally Corey nodded. 
  “Get back to your station. Get the 
  sensors ready.”
  As Capstan went back, the two 
  crewmen at the front console spun 
  their seats around. The leftmost, Vela 
  Ruiz, grinned at his captain. “I get 
  to shoot something this time, hey 
  Captain?” Ruiz was lithe and dark-
  haired. His mouth was perpetually 
  curled into a mischievous smile, as if 
  life was a joke to him. His attitude 
  drove Corey mad—but he was the 
  best raygunner in the Patrol.
  
  10 THE MOON MUST BE OURS!
  RETAKING THE SKY
  breakers weren’t breaking Harpoon, 
  Corey found himself silently praying 
  he’d be proven right.
  They were halfway to the Moon 
  before it happened. Corey had just 
  started to wonder if maybe Dyson 
  had been right, and the Moon Men 
  had underestimated the power of the 
  Cosmic Patrol.
  “That’s odd,” Sage Capstan said.
  Corey twisted in his seat to look 
  at the sensor operator. “Sage?”
  “I’ve lost Carillon,” he said.
  “What do you mean, ‘lost’?” 
  Drake asked. The pilot leaned closer 
  to his displays, as if expecting the 
  missing rocketship to appear directly 
  in Harpoon’s path.
  “It was there a moment ago,” 
  Capstan said, “and now it’s gone.” 
  There was the sound of clicking 
  buttons and whirring dials. “What 
  the—Where did Brantley go?” Corey 
  heard a Martian profanity he hadn’t 
  been aware Capstan knew. “Sir, I 
  think the sensors are going.”
  “This is not good,” Drake said.
  “Check the targeting sensors,” 
  Ruiz put in.
  “The Moon Men don’t even have 
  ships,” Drake said. “What are you 
  going to shoot at?”
  “That we know of,” Ruiz spat 
  back. “Sage? Can I see to shoot?”
  “Give me a min—Huh?”
  Corey unlatched his safety belt 
  and stood up. “All right, everyone 
  thinking. Should I tell them now, or 
  wait… Ah, what the hell.
  “We’re taking the Moon back,” he 
  said. “Our orders are to be part of the 
  overwatch squadron, under Captain 
  Raines on Sparrowhawk.” He waited 
  while Ruiz whistled. “There’ll be six 
  other rocketships in the squadron, 
  and our job is to cover the heavies 
  as they take the marines in. The 
  coordinator believes a show of force 
  will cow the Moon Men into letting 
  us land and demand they start acting 
  reasonable. If they refuse…” Corey 
  smiled. “Well, you guys have heard 
  of Costigan’s Marines in the bars. I 
  don’t think the Moon Men will put 
  up much fight.”
  Drake chewed his lower lip for a 
  moment. “What about their special 
  powers—that astro-dyno-charisma or 
  whatever—”
  “Dynamo-psychism,” Capstan 
  put in.
  Drake nodded. “Yeah, that. I can’t 
  fly around magic, Cap. If I can see it, 
  sure—or Vela can shoot it, I suppose. 
  But if I can’t see it…?”
  Corey carefully controlled the 
  tickle in his stomach at that very 
  same thought. It wouldn’t do his crew 
  any good to see him anything but 
  confident in the coordinator’s orders. 
  “This is the largest Patrol fleet action 
  I’ve ever seen,” he told them. “Even 
  the Moon Men won’t know what to 
  expect.”
  His crew seemed, if not contented, 
  at least satisfied that it was the best 
  answer he could give them. As he 
  left the bridge to find the marine 
  lieutenant and make sure his knuckle-
  
  THE MOON MUST BE OURS! 11
  RETAKING THE SKY
  “Do you have me on speaker?”
  “I do.”
  “Take me off.”
  Corey blinked but complied. He 
  ignored the stares of his crew and sat 
  down. First he lifted the handset from 
  its cradle and then flicked the bridge 
  speakers off. “Ilsa, what the—”
  “Conqueror just blew three Patrol 
  rocketships out of space,” she said 
  flatly.
  “What?”
  “Taldani had to shut down his 
  rayguns. They came back on. He 
  pulled the firing circuits. They kept 
  shooting.”
  Corey opened his mouth, but 
  words failed him. Ilsa kept talking 
  into the silence. “I’m getting reports 
  from other squadrons. Glen Isle and 
  Davenport have lost their engines. 
  They’re drifting. All nine ships in 
  Captain Rodriguez’s squadron 
  reversed course and are headed back 
  toward Platform Alpha.”
  “And Carillon and Brantley have 
  vanished,” Corey said. He spat a 
  tongue-twisting Venusian curse. “It’s 
  the Moon Men.”
  “That’s the most likely cause, yes.”
  “What do we do?”
  “We continue the mission.”
  “Continue? But the Moon 
  Men—”
  “Are a much greater threat than 
  we thought,” Ilsa said. “Captain 
  Moore: are you disobeying my 
  orders?”
  Corey sat up straight in his chair. 
  “Ma’am, no ma’am.”
  “Consider Contingency Zebra in 
  effect,” Ilsa said, more softly. “Stick 
  calm down.” As he started to walk 
  across the deck to the sensor station, 
  a flash of light from the main screen 
  caught his eye. He stopped and 
  turned. “Was that—?”
  “Raygun fire!” Ruiz snapped. 
  “Somebody’s shooting at something!” 
  He bent forward to his gunnery 
  controls. “Nothing on scopes, Captain.”
  One of the dreadnoughts was 
  firing its massive raygun batteries. 
  Corey walked closer to the screen for 
  a better look. Could the Moon Men 
  have launched ships after all? They’d 
  never shown any to the Patrol, but 
  then the Patrol had never come for 
  them before, either.
  “It’s Conqueror. What’s Captain 
  Taldani shooting at, sir?” Ruiz had 
  his hands on the firing controls. 
  His attention was on his scanners, 
  watching for enemies to engage. 
  Harpoon’s rayguns weren’t anywhere 
  near as powerful as a dreadnought’s, 
  but that didn’t mean they were 
  flashlights, either.
  The radio chirped for attention. 
  Corey walked back to his station and 
  keyed it live. “Harpoon here.”
  “Sparrowhawk here,” Captain 
  Raines—Ilsa—said. “Corey, where 
  did Brantley and Carillon go? Are 
  they behind us?” The two missing 
  rocketships were part of Ilsa’s 
  squadron. Corey frowned. Wouldn’t 
  their captains have advised the flagship 
  if they were leaving the squadron? 
  Corey glanced at Capstan, but the 
  sensor operator shook his head. 
  “I don’t see them, Captain,” Corey 
  said. “Do you know what Conqueror 
  is shooting at?”
  
  12 THE MOON MUST BE OURS!
  RETAKING THE SKY
  was done, each of them turned back 
  to their station and ran some tests.
  “The guns respond to tests,” Ruiz 
  said.
  “The ship goes where I tell it,” 
  Drake chimed in.
  “The sensors are apparently 
  working just fine,” Capstan said. He 
  sounded distracted. “That is, if you 
  can believe two rocketships just up 
  and vanished into thin air.”
  “What’s Contingency Zebra?” 
  Ruiz asked.
  Corey glanced back at the bridge 
  hatch again. “Zebra is the all-out 
  assault. Every rocketship is to charge 
  the Moon and get the marines on 
  the ground. Period. Doesn’t matter 
  where, doesn’t matter if they’re 
  together. Just boots on the ground.” 
  He didn’t have to tell them it was 
  the last-ditch plan. They knew the 
  alphabet. There had been twenty-five 
  plans in front of that one.
  “All right,” Corey said, 
  clapping his hands together once, 
  sharply. “Drake, stay right next to 
  Sparrowhawk. Keep an eye out for 
  other ships. And if Sparrowhawk 
  disappears…” He licked his lips. “If 
  Sparrowhawk disappears, best speed 
  to the Moon.” The pilot nodded and 
  turned back to his controls. Corey 
  heard and felt the rocketship’s rocket 
  burn higher as he accelerated.
  “Ruiz, if you see anything that’s 
  not a Patrol ship, burn it down.”
  “And if it’s a Patrol ship that’s 
  shooting at us?” Ruiz asked.
  “We don’t shoot the Patrol,” 
  Corey said firmly. “Not even in self-
  defense.” He saw his gunner didn’t 
  close to Sparrowhawk, Corey. It’s 
  going to take all of us.” She paused 
  for moment. “Watch your guns. 
  Watch your engines. And keep an 
  eye out for anything strange in your 
  crew.” She swallowed loud enough 
  that Corey heard it over the radio. 
  “I’ve got an unconfirmed report that 
  one of the marine companies went 
  berserk and killed the rocketship’s 
  crew.”
  Corey looked back at the bridge 
  hatch. It was closed and latched, 
  but he knew on the other side of it, 
  just down a small companionway, 
  were a hundred heavily armed Patrol 
  marines. If they decided Harpoon’s 
  crew was the bad guys… “Orders 
  received, Captain,” was all he said.
  “Be careful, Corey,” he heard, and 
  then the channel clicked closed.
  He sat back in his chair and 
  pretended to be looking at an engine 
  screen for just a second. His mind was 
  reeling. Patrol ships drifting. Shooting 
  at each other. Turning around and 
  flying back the way they’d come.
  Vanishing.
  To where?
  It didn’t matter, Corey decided. 
  He didn’t have any control over 
  whether or not that would happen 
  to Harpoon. Like Drake had said—
  dynamo-psychism couldn’t be seen. 
  Its effects could—but you couldn’t fly 
  around it. He turned and climbed out 
  of his chair.
  “Listen up,” he said.
  Three heads swiveled to look at 
  him.
  “They know we’re coming,” he 
  said and told them the rest. When he 
  
  THE MOON MUST BE OURS! 13
  RETAKING THE SKY
  nodded, trying not to think 
  about how hard his pilot was 
  concentrating. When Drake started 
  reported obvious things, that meant 
  his attention was fully focused on 
  flying. Harpoon was a nimble ship, 
  and Drake knew her well. Corey 
  knew all that and ignored it. He 
  concentrated on watching the screen. 
  The Moon was getting larger. That 
  had to be a good sign.
  “Look out!” Ruiz shouted. The 
  deck lurched as Drake slammed his 
  controls to the side. Corey only kept 
  his footing by clamping his hand 
  down on the back of Ruiz’s couch 
  and hanging on. His eyes never left 
  the screen, so he saw what Ruiz had 
  seen—one of the little Intelligence 
  one-person rocketships angling full-
  throttle through the Cosmic Patrol 
  fleet. It narrowly missed Harpoon 
  and Sparrowhawk and then angled 
  around, drive flaring. Corey looked 
  at it go then looked ahead of it—
  “Oh, no” was all he had time to 
  say before the rocketship arrowed 
  into the side of Conqueror like it was 
  a giant missile. There was a glimmer 
  of light, and then the purpose-built 
  warship exploded. Several smaller 
  rocketships that had been flying near 
  it exploded as well.
  “Damn,” Ruiz said.
  The sensor console pinged. “Signal 
  from Sparrowhawk,” Capstan read. 
  “Break formation. Full speed for 
  the Moon. All ships. Captain Raines 
  sends.”
  Corey let go of Ruiz’s chair and 
  stepped toward Drake. He grabbed 
  Drake’s chairback with both hands 
  like those orders, but Ruiz was too 
  professional a Patrolman to argue. He 
  just hunched over the gunnery station, 
  running more tests and checking 
  the guns. Corey watched him for a 
  moment. Will we even know if the 
  Moon Men take us over? He pushed 
  the thought out of his head.
  “Sage,” he said, “what can you tell 
  me?”
  Capstan rotated his chair away 
  from his console. “About what? I’m 
  not a Moon Man. I don’t know the 
  first thing about dynamo-psychism. If 
  you’re asking me how we avoid them, 
  I don’t think we can. If you’re asking 
  me how to protect ourselves, I’ll ask 
  you from what? Point to dynamo-
  psychism and let me measure it, and 
  I’ll tell you how to stop it.” He threw 
  up his hands. “You might as well have 
  left me at Alpha, Captain, for all the 
  good I can do.”
  Corey wanted to say something, 
  but Capstan was right. There wasn’t 
  anything they could do. It wasn’t like 
  fighting the Hakhaze or anyone else. 
  You can’t shoot what you can’t see, 
  and you can’t avoid what isn’t there.
  “Just keep an eye out,” he told 
  him and turned back to the main 
  screen.
  More and more rocketships 
  were flying erratically. He saw two 
  small trawlers lose their engines and 
  begin to tumble until they collided. 
  There was a spray of atmosphere 
  as one ship’s hull cracked. Ruiz was 
  mumbling under his breath. Corey 
  couldn’t hear what.
  “Sticking close to Sparrowhawk, 
  Cap,” Drake reported. Corey 
  
  14 THE MOON MUST BE OURS!
  RETAKING THE SKY
  past Drake and keyed the radio. 
  “Sparrowhawk!”
  Static answered.
  “Ilsa!”
  More static.
  “They’re going to hit,” Capstan 
  said quietly. Already the rocketship’s 
  drive was a pinprick of light against 
  the massive grayness of the Moon. A 
  few moments later there was a flash 
  of light and a puff of dust and smoke.
  Corey reached down and switched 
  the radio off. It stopped the static 
  from screaming.
  It did nothing for the sound in his 
  mind.
  “That’s going to happen to us,” 
  Ruiz muttered.
  Maybe, Corey didn’t say out loud.
  “We’re going to make it,” 
  Chandler Drake said. He was 
  hunched over his controls, as if he 
  could protect them from the Moon 
  Men’s attacks by hiding them with his 
  body. Corey wanted to believe him.
  The Moon filled the screen in 
  front of him. They’d already angled 
  down to start landing, and he was 
  just getting ready to go back and 
  warn the cargo that they’d be landing 
  first. “Do we have a landing zone?” 
  he asked Capstan.
  “Not under Zebra,” the sensor 
  operator said. “The orders say just 
  put them down and then support 
  them.”
  Corey nodded and turned back to 
  and leaned forward. “You heard the 
  woman, Chan.”
  For a little while, Corey thought 
  they were going to make it. He 
  thought the coordinator’s plan was 
  going to work, that despite the 
  losses, despite the dynamo-pychism, 
  they were going to make it to the 
  Moon and let the marines and 
  even the damn Martian barbarians 
  explain why the Moon Men were 
  going to start playing nice with the 
  Patrol.
  For a little while, he thought that.
  “Sparrowhawk’s coming up fast,” 
  Capstan reported.
  “Good,” Corey said. “Chan, 
  watch out for that hulk.” He pointed 
  to the screen, but he felt the deck 
  move and knew Drake had already 
  adjusted their course. One of the 
  dreadnoughts—one of Conqueror’s 
  sisters—was yawing across the fleet’s 
  vector. It’d obviously lost its engines. 
  The Moon Men weren’t getting tired, 
  it seemed.
  “There she goes,” Ruiz said. 
  Sparrowhawk blasted past Harpoon 
  as if Corey’s ship was standing still. 
  Corey frowned. They were the same 
  class of rocketship…
  “How’s she going that fast?” he 
  asked Capstan.
  “She can’t,” the scientist said. “I 
  don’t know how it’s possible.”
  Corey looked back to the screen. 
  His face felt cold. He reached 
  
  THE MOON MUST BE OURS! 15
  RETAKING THE SKY
  The view didn’t change. The deck 
  didn’t shift. Harpoon’s course was 
  unchanged.
  Corey looked down.
  Ruiz and Drake’s chairs were 
  empty. They were gone.
  They were gone.
  “Oh shit,” Corey whispered.
  Their pilot was gone.
  The ground was getting really 
  close on the screen.
  Corey dove for the pilot’s controls, 
  but he saw them moving before he 
  reached them. And not in directions 
  he wanted them to move. They were 
  moving under the control of someone 
  other than the Cosmic Patrol.
  The Moon Men.
  The ground suddenly filled the 
  entire screen.
  When Corey woke up he was 
  smashed beneath the front console, 
  with his head where Ruiz’s feet 
  should have gone and his feet on 
  Drake’s empty chair. He slowly slid 
  out from beneath the console and got 
  to his knees, looking around. Capstan 
  was collapsed on the deck near him. 
  His right hand was twitching. There 
  was a hissing somewhere behind him, 
  and he was having trouble catching 
  his breath. The hull was cracked, he 
  realized. He had to get to his suit.
  “Sage,” he tried to say. His voice 
  was little more than a croak. He 
  coughed and swallowed and tried 
  again. “Sage?”
  the screen. “Pick a good spot, Chan,” 
  he said and started to turn away. 
  Light from the screen stopped him. 
  He spun back, riveted.
  Rayguns were striking the Moon. 
  Flashing light after flashing light 
  strobed across the display, as if a 
  whole fleet of Patrol dreadnoughts 
  were trying to melt the Moon out of 
  the sky. Ruiz was trying to watch, 
  eyes squinted. Corey threw his arm 
  across his eyes. It was too bright.
  “Is that us or them?” Drake 
  shouted.
  “Does it matter?” Ruiz shouted 
  back.
  “If it’s us, make them stop,” the 
  pilot said. “I can’t see!”
  The bombardment stopped. 
  Corey blinked, trying to clear the 
  afterimages from his eyes. “Are we 
  okay?”
  “I’m good,” Capstan said.
  Corey looked at the screen. The 
  Moon didn’t look like the Moon any 
  longer. They were too close. Now it 
  looked like mountains and valleys 
  and hills and plains. It looked like the 
  ground. They were near being able to 
  land. He heard a popping sound. 
  “What was that?” he asked, not 
  looking.
  “What was what?” Capstan 
  asked.
  “That sound.” Corey concentrated 
  on the display. There was a large 
  crater ahead of them to the left—an 
  old one, by the look of it. The ground 
  looked smooth with dust and a few 
  large boulders. It might make a good 
  landing site. “Head over there, Chan,” 
  he said.
  
  16 THE MOON MUST BE OURS!
  RETAKING THE SKY
  watching him closely, Corey saw. And 
  both already had their fishbowls on. 
  The hull is cracked, he remembered. 
  He’d need his own fishbowl until 
  they could get it fixed… He turned 
  to look.
  The suit locker was standing open. 
  Four suits were racked there. None 
  of them had helmets. Corey stopped 
  moving and stared. “Where’s my 
  helmet?” he asked.
  “What?” The Patrolman looked 
  past him at the locker. Then he 
  cursed. “The Moon Men,” he said. 
  “They took them.” He twisted to talk 
  to the people outside the bridge. “Go 
  look for a spare. Maybe somebody 
  dropped one in the hold.”
  The marine disappeared, but the 
  willowy Venusian just shook her 
  narrow head. “They were all suited 
  up when they vanished. There will be 
  no helmets.” She stepped back from 
  the hatch. “We should go. The captain 
  cannot accompany us.”
  “What?” the Patrolman 
  demanded.
  “She’s right,” Corey said. He 
  understood what she meant without 
  really thinking about it. Besides, 
  he wasn’t ready to leave his ship. 
  Harpoon was his first command. 
  He had to stay with here until relief 
  arrived. “Go.”
  “But—”
  “That’s an order, Patrolman,” 
  Corey said. “Go.”
  The Patrolman—he was young, 
  Corey could see that now, maybe 
  twenty or twenty-two. He needed 
  a shave, but he scored points for 
  determination. It burned in his 
  The hatch at the back of the 
  bridge cracked open, and a Patrolman 
  stepped through. Corey didn’t 
  recognize him. He was in a spacesuit 
  and had his helmet sealed, but he was 
  unarmed. Behind him a bulky marine 
  and a slender Venusian crowded the 
  hatch, looking inside.
  “Sir?” The newcomer knelt beside 
  Corey. “Captain Moore? Are you 
  okay?”
  Corey blinked. “Sage,” he said, 
  looking at Capstan. His hand had 
  stopped moving. The Patrolman 
  leaned over and checked but then 
  leaned back. 
  “I’m sorry, sir. He’s dead.” He 
  stood and leaned down to lift Corey 
  up. “We need to go, sir. Where’s your 
  suit?”
  Corey frowned. His head swam 
  when he got to his feet, and he 
  was having trouble concentrating. 
  “Where’s Ruiz and Drake?”
  “Who?”
  “My pilot and my gunner,” Corey 
  said. “Where are they?”
  “No idea, sir,” the Patrolman 
  said. “Probably gone. More than half 
  the people in the hold vanished just 
  before we crashed. Just popped right 
  out, like they’d never been there.”
  Corey frowned. The Moon Men. 
  It was the Moon Men, he told himself. 
  Why did his head hurt? He reached 
  up to touch his temple, and his fingers 
  came away sticky. Oh.
  “Captain—Captain Moore. We 
  have to go, sir.” The Patrolman pulled 
  him toward the hatch. “Where’s 
  your suit, sir?” The marine and the 
  Venusian outside the bridge were 
  
  THE MOON MUST BE OURS! 17
  RETAKING THE SKY
  the strength to find out. He looked 
  out the small porthole in the wall, the 
  one they only used for docking, and 
  saw the stars set against a gray-rock 
  peak.
  “We made it,” Corey whispered. 
  He didn’t now if Ilsa Raines and the 
  others could hear him, wherever the 
  Moon Men had sent them. Maybe 
  Ruiz and Drake would warn her he 
  was coming.
  He didn’t know how long he sat 
  there. A shudder in the floor woke 
  him up, and he saw a plume of dust 
  and rock climbing above the peak. A 
  moment later he saw the needle-shape 
  of a Patrol rocketship, still under 
  power, angling around the cloud. 
  “Some of the others made it,” Corey 
  whispered.
  He smiled.
  eyes. Corey wanted to pat the boy’s 
  shoulder, but he wasn’t sure he’d be 
  able to stand if he did.
  “I’ll see they know what happened 
  here, sir,” the Patrolman said. He 
  drew himself up and saluted. Corey 
  nodded in return, still afraid to raise 
  his hand.
  “Go,” Corey said. Then, “Wait.”
  “Sir?”
  Corey hobbled over to Ruiz’s 
  locker and reached into the bottom 
  compartment. He took a small case 
  out and tossed it to the Patrolman. 
  “What’s this?” the boy asked.
  “Duodec,” Corey said.
  “Duo-what?”
  “The marine will know what to 
  do with it,” Corey said. “Get going.” 
  He watched the Patrolman disappear 
  through the bridge hatch. The hatch 
  clanged closed behind him and the 
  flywheel spun to latch it. Corey sat 
  down, hard, right on the deck where 
  he’d been standing. He had his back 
  to Capstan’s body. He didn’t want 
  the corpse of his friend to be the last 
  thing he saw. I never should have 
  taken him off of Platform Beta.
  Sound, transmitted through 
  the metal of the hull, told him the 
  survivors had left Harpoon. Unless 
  there were others trapped in the 
  wreckage, he was most likely alone. 
  He didn’t know, and he didn’t have 
  
  18 THE MOON MUST BE OURS!
  INTRODUCTION
  FRONT AND CENTER, PATROLMAN!
  You are about to blast off on one of the most important assignments in your 
  life—the mission to retake the Moon from the mysterious Moon Men. The 
  whole Cosmic Patrol fleet is en route, but success all boils down to you and the 
  choices you and your crew members will make. Think you’ve got what it takes 
  to walk away victorious?
  Cosmic Patrol is all about creating a story. Using Cues as building blocks, 
  you will construct a plot and narrate your crew’s way through all of the 
  wonders and hazards the Moon has to offer, one danger-filled room at a time, 
  and hopefully you’ll share a laugh or two along the way. Your adventure 
  through the Moon labyrinth will be unique to you and your group, and you’re 
  encouraged to write down that adventure in true pulp style so you can share 
  how you managed to beat the Moon Men at their own game. You can also 
  visit the website www.cosmicpatrol.com for fan-generated materials and other 
  Cosmic Patrol goodies.
  THE CONTENTS OF THIS BOOK
  This book is specifically organized to present the information needed to take 
  back the Moon and expand your adventures in the universe of Cosmic Patrol. 
  Below you’ll find a summation of each chapter of this book.
   ❯
  Retaking the Sky: The short story you’ve likely already read, it shows the 
  lengths the Moon Men will go to protect the Moon. 
   ❯
  Campaign Rules: This section provides plenty of guidelines for helping or 
  hindering a crew of Patrolmen through their quest to take back the Moon. 
  These rules include items such as Lead Narrator advice, room creation, 
  dynamo-psychism powers, weapon effects, and environmental conditions. 
   ❯
  Dossiers: In addition to six new character dossiers—three Patrolmen and 
  three Moon Men—this section includes dossiers for all the lunar denizens 
  your crew is bound to encounter, including giant boss monsters!
   ❯
  Moon Labyrinth Campaign: Forty-two rooms of peril, madness, and 
  certain death await intrepid Patrolmen courageous enough to face the 
  Moon Men’s many challenges. Each of these rooms can act as a standalone 
  adventure or as part of the Cosmic Patrol’s mission to reclaim the Moon. 
   ❯
  Room Tracking Sheet: This sheet is a handy reference for groups who 
  want to track their progress throughout the Moon labyrinth or choose a 
  different path on another playthrough.
  
  INTRODUCTION
  
  20 THE MOON MUST BE OURS!
  BY THE BOOK
  STEPHEN HAWKING
  [THE NATURE OF SPACE AND TIME]
  “NOT ONLY DOES GOD PLAY DICE, BUT...HE SOMETIMES THROWS 
  THEM WHERE THEY CANNOT BE SEEN.”
  TM
  X MINUS TWO
  BY THE BOOK
  
  THE MOON MUST BE OURS! 21
  BY THE BOOK
  BY THE BOOK
  CAMPAIGN RULES
  The following rules provide the 
  additional details players will need 
  to interact with the dozens of rooms 
  that make up the Moon Men’s mega 
  labyrinth.
  STARTING THE CAMPAIGN
  The Moon Must Be Ours! 
  (TMMBO!) features a campaign 
  where the crew of a crashed Cosmic 
  Patrol rocketship must navigate the 
  labyrinth beneath the Moon’s surface. 
  In order to begin the campaign, 
  players should start with the 
  following steps:
   ❯
  Choose a campaign difficulty: 
  Easy, Normal, Hard, or Insane 
  (at right)
   ❯
  Designate one player to act as the 
  first Lead Narrator (LN)
   ❯
  Determine Room Progression 
  method (at right)
   ❯
  Begin the campaign with Room 1 
  (see p. 64)
   ❯
  Take back the Moon!
  CHARACTER DOSSIERS
  When choosing Patrolmen for this 
  campaign, while the dossiers from 
  this book work just fine, players are 
  encouraged to also look through 
  the many dossiers available in the 
  previously published books Cosmic 
  Patrol and Into the Cosmos.
  CAMPAIGN DIFFICULTY
  The difficulty of a TMMBO! 
  campaign determines how many 
  individual Moon labyrinth rooms 
  the crew will need to pass through to 
  reach the end of the campaign.
  Easy: 9 or 10 rooms
  Normal: 13 or 14 rooms
  Hard: 22 rooms
  Insane: All 42 rooms
  ROOM PROGRESSION
  The TMMBO! campaign is 
  laid out like a “choose-your-own-
  adventure” book. The players will 
  begin with Room 1, and once that 
  room has been completed, a series of 
  BEWARE!
  Unlike previous Missions from 
  other Cosmic Patrol books, this 
  book is designed so all of the rooms 
  interconnect in a long-term campaign. 
  Since the Lead Narrator will change 
  from room to room, it’s important 
  that players don’t read ahead into 
  the room’s section at all. Instead, 
  only the Lead Narrator of a given 
  room should read that room directly 
  before the players will enter the room. 
  (The exception is if the players pre-
  determine who the Lead Narrators will 
  be for which rooms…if that works, by 
  all means!)
  Additionally, players should be 
  careful reading the Moon Labyrinth 
  Zones and Plot Twists (see pp. 24 
  and 25, respectively) in this section, 
  as it might give away plot details of 
  various rooms.
  
  22 THE MOON MUST BE OURS!
  BY THE BOOK
  throughout all the scenes in a 
  given room. Once a room has 
  been completed, the LN duties 
  should pass to the next player.
   ❯
  Familiarize: The LN should 
  familiarize himself with the 
  room description, scenes, and 
  objectives before play begins in 
  the room. By anticipating how 
  the room might play out, he can 
  better set the stage and guide 
  the other players. Keep in mind, 
  however, that LNs may modify 
  scenes and opposition on the 
  fly so as to suit the needs of the 
  group.
   ❯
  Remain in the background: 
  Since the LN knows some of 
  the secrets of the current room, 
  his own Patrolman’s Narrations 
  should only take active 
  participation in figuring out plot-
  related aspects of the room when 
  the group is at a loss for ideas. In 
  other words, the LN’s character 
  can still participate in combat, 
  but he should leave the detective 
  work to everyone else unless 
  absolutely necessary.
  BOSS ROOMS
  Specific rooms in the Moon 
  Men’s labyrinth are considered “Boss 
  Rooms” as they contain a situation 
  or opposition that is more difficult 
  than normal rooms. Boss Rooms are 
  denoted as such in a room’s text. For 
  defeating a Boss Room, players will 
  earn 2 extra Plot Points in addition 
  to any they otherwise earn from the 
  room.
  exits from the room will be presented 
  based on the campaign difficulty 
  chosen at the beginning of the game 
  (Note: Insane difficulty has no 
  options for room progression as all 
  rooms must be completed). Before 
  the game, players should agree upon 
  the method by which each exit will 
  be chosen. Regardless of the method 
  chosen, it should remain the same 
  throughout the campaign.
  Suggestions for deciding which 
  exit to choose include the following 
  options:
   ❯
  Choose the exit by die roll or 
  other random method.
   ❯
  The group votes on the exit 
  chosen.
   ❯
  The player who will be LN for 
  the next room chooses the exit.
  If a given player group comes 
  up with a unique twist on how to 
  determine this, by all means, have fun!
  The player who will be LN for 
  the next room silently reads the room 
  descriptions for all possible exits and 
  chooses the exit based on the room 
  she would most like to preside over 
  as LN.
  LEAD NARRATOR ADVICE
  Given the length and complexity 
  of a TMMBO! campaign, here 
  are a few suggestions on how to 
  handle Lead Narrator (LN) duties 
  throughout the game:
   ❯
  One LN per room: The LN 
  should remain the same 
  
  THE MOON MUST BE OURS! 23
  BY THE BOOK
  of their current Armor or Health 
  damage for free, rounding up. All 
  remaining damage must be recovered 
  by normal methods, such as spending 
  Plot Points or using medical or repair 
  abilities.
  Sally the Engineer took a 
  beating in the previous rooms. 
  After finishing the most recent 
  room, she has 10 missing Armor 
  pips and 3 pips of Health 
  damage. Once the team takes a 
  breather between rooms, Sally 
  will recover 5 Armor pips (10 
  pips ÷ 2 = 5) and 2 Health pips 
  (3 pips ÷ 2 = 1.5, rounded up 
  to 2) for free. If she wants to 
  recover the remaining damage 
  she’s going to need to pay a Plot 
  Point to heal the 1-point burn on 
  her arm, and she’ll have to use 
  her repair skill to hammer out 
  the 5-point dent in her Armor.
  PATROLMAN DEATH
  Since the TMMBO! campaign 
  can be an extended affair and 
  the circumstances of the Cosmic 
  Patrol’s failed invasion of the Moon 
  essentially leave the crew stranded 
  with no means of support or 
  reinforcement, the death of a crew 
  member can have an adverse negative 
  effect on the campaign. 
  To prevent such a disruption, 
  here are a few options to maximize 
  fun while still making the campaign 
  challenging.
  No instant death: The LN should 
  ensure no character suffers instant 
  Optional rule: If one of a room’s 
  exit choices leads to a Boss Room, 
  that exit must be chosen. This 
  optional rule should be agreed upon 
  before the game begins and should 
  remain the same throughout the 
  campaign.
  OPTIONAL OBJECTIVES
  Some rooms feature optional 
  objectives. It is recommended that 
  the LN keep these objectives secret 
  to encourage the team to discover 
  the room’s optional objectives 
  naturally through the course of 
  gameplay. When these optional 
  objectives are completed, players will 
  earn a special reward. Rewards can 
  consist of whatever the LN deems 
  appropriate, such as an extra Plot 
  Point (in addition to any earned for 
  other actions), a special weapon or 
  object, a free Armor repair or Health 
  restoration, a pertinent clue regarding 
  a Plot Twist (see p. 25), and so on.
  HEALING BETWEEN ROOMS
  Due to the amount of combat that 
  crew members will see during this 
  campaign, the characters are likely 
  to see their fair share of scrapes and 
  bruises. Because of this, the characters 
  charging from one room to another 
  without stopping to take stock of 
  their condition is liable to get them 
  killed pretty quickly.
  In order to keep the campaign 
  moving along at a brisk pace, 
  after each room crew members 
  automatically repair or heal half 
  
  24 THE MOON MUST BE OURS!
  BY THE BOOK
  reduce the character’s total 
  Health pips by 1. Heal the Killed 
  in Action heath pip, and leave the 
  character in Knocked Out status. 
   ❯
  I’ve had worse: Permanently 
  lower one random Stat Die to 
  the next value (e.g., a D8 would 
  be reduced to a D6); the Special 
  Die cannot be lowered. If Brawn 
  is the affected Stat Die, adjust 
  the character’s total Health 
  pips as per standard rules (see 
  Health, p. 70, Cosmic Patrol 
  Core Rulebook). Heal the Killed 
  in Action heath pip, and leave the 
  character in Knocked Out status.
   ❯
  Another ship got through?: 
  The player may opt to let her 
  character die. If this occurs, 
  she chooses another Patrolman 
  dossier and starts over with this 
  new character with only 1 Plot 
  Point instead of the usual 3. 
  This character is a survivor from 
  another cosmic Patrol rocketship 
  that managed to crash on the 
  Moon’s surface, and the character 
  has just managed to catch up to 
  the crew.
  MOON LABYRINTH ZONES
  The Moon labyrinth’s 42 rooms 
  are divided into several zones, each 
  with a specific purpose and theme. 
  Here is an overview of the Moon 
  labyrinth’s major zones:
   ❯
  Lunar Mines: This section is 
  where most of the Moon Men’s 
  tunneling and mining operations 
  occur. Rooms 1–7.
  death from a bad die roll or any 
  similar circumstance. For example, 
  having a character die due to falling 
  into an abyss, getting chopped in 
  half, being crushed, falling into a pit 
  of lava, or similar methods should be 
  discouraged. In the event that such 
  an occurrence would happen, the LN 
  should invent some way to prevent 
  that event from occurring, such as by 
  spending a Plot Point or describing 
  the scene in a way that would keep 
  the event from causing instant death.
  Patrolman death: The player 
  controlling a character whose Health 
  track reaches Killed in Action status 
  should choose one of the following 
  options:
   ❯
  He’s not quite dead: The 
  character spends all but 1 of his 
  available Plot Points to avoid 
  death and suffers no further 
  effects. Heal the Killed in 
  Action heath pip, and leave the 
  character in Knocked Out status.  
  If the character has no available 
  Plot Points to spend, this option 
  cannot be chosen and another 
  option must be chosen instead.
   ❯
  I’ll be out of it for a little while: 
  Heal the character’s Killed in 
  Action heath pip, and leave the 
  character in Knocked Out status. 
  In addition to the standard 
  Brawn and Combat modifiers 
  for damage on the Health track, 
  the character will suffer an 
  additional –1 modifier on all 
  Challenge, Test, and Combat 
  rolls for the next 2 rooms.
   ❯
  ’Tis but a scratch: Permanently 
  
  THE MOON MUST BE OURS! 25
  BY THE BOOK
  Answer: They are attempting to 
  locate fractumite, a mineral with 
  strange, temporal properties.
  Factory
  Cue: What are the Moon Men 
  building?
  Answer: The Moon Men’s 
  manufacturing efforts are geared 
  towards building an entire army of 
  large robots meant to either attack 
  Earth or repel the Metatherions; at 
  this time it is unknown which of these 
  is the ultimate goal.
  Laboratory
  Cue: What are all these 
  experiments for?
  Answer: The experiments are an 
  attempts to discover the means of 
  extending the Moon Men’s lifespans in 
  order to prevent their race from dying.
  Menagerie
  Cue: What are these habitats and 
  experiments for?
  Answer: These are attempts 
  to create additional troops or 
  bioweapons to use against either the 
  Great Union or the Metatherions; at 
  this time it is unknown which of these 
  is the ultimate goal.
  Computer Core
  Cue #1: What purpose does the 
  computer core serve? What are they 
  computing?
  Answer #1: The Moon Men are 
  attempting to create a fate engine 
  which can predict the future.
  Cue #2: Who are the Moon Men 
  attempting to contact?
   ❯
  Factory: This section houses the 
  Moon’s foundries, manufacturing 
  centers, and so on. Rooms 8–13.
   ❯
  Laboratory: This zone features 
  the Moon Men’s many scientific 
  experiments. Rooms 14–19.
   ❯
  Menagerie: A myriad of various 
  life forms are kept here, including 
  creatures long believed extinct. 
  Rooms 20–25.
   ❯
  Computer Core: The data 
  processing centers of the entire 
  Moon can be found here. Rooms 
  26–31.
   ❯
  Power and Engineering: All 
  energy consumed by the Moon 
  Men’s operations passes through 
  this zone. Rooms 32–37.
   ❯
  Moon Core: The heart of the 
  Moon, where the Moon Men 
  have concealed their race’s 
  deepest secrets. Rooms 38–42.
  PLOT TWISTS
  Since each room within the Moon 
  labyrinth is self-contained, Plot 
  Twists represent an optional layer 
  of story progression and provide 
  additional roleplaying opportunities 
  that can allow the players to piece 
  together the puzzles of the Moon 
  Men’s overall scheme. Each zone 
  features at least one unique Plot 
  Twist that raises a question the LN 
  can encourage the team to explore 
  there. The Plot Twists for each zone 
  are as follows:
  Lunar Mines
  Cue: What are the Moon Men 
  trying to excavate?
  
  26 THE MOON MUST BE OURS!
  BY THE BOOK
  Choose a zone/theming: 
  Determining which labyrinth zone in 
  which this room fits will help inform 
  a design aesthetic for the room. 
  Knowing the room’s zone will also 
  inspire obstacles that will fit along 
  with the zone’s theming.
  Determine the room’s goal(s): 
  Give your crew something to 
  overcome or solve in the room. 
  This can be a problem posed by the 
  environment, a moral quandary, 
  a puzzle, an interpersonal conflict 
  tailored to match the group’s players, 
  and so on. The objective can be as 
  complicated as trying to stop the 
  launch of some incredibly complex 
  weapon, or it can be as simple as 
  crossing the room and going through 
  the door on the other side.
  Create obstacles: Once you’ve 
  established the objective, add 
  obstacles that would prevent the 
  group from achieving their objective. 
  This can be NPCs, environmental 
  hazards, and other complications.
  Joe wants to create a new 
  room for his group. He decides 
  to place it in the Laboratory 
  zone (theming). The objective 
  will be to find the exit (goal). 
  However, the entire compartment 
  is flooded and is filled with 
  genetically modified aquatic 
  creatures who haven’t been fed in 
  quite some time (obstacles). His 
  team is going to have to swim 
  for it or end up as lunch. Or 
  breakfast. Or whatever.
  Answer #2: They plan to contact 
  the Metatherions, either to challenge 
  them or to join forces with them, 
  should the Metatherions prove too 
  powerful to fight off singlehandedly.
  Power and Engineering
  Cue: What is all this energy being 
  collected for?
  Answer: The energy is for 
  powering the Giant Robot and 
  keeping all of the Moon Men’s stasis 
  pods functioning.
  Moon Core
  Cue #1: What really happened to 
  Rocketship EM?
  Answer #1: The Moon Men 
  brought it into the Moon’s core via 
  manipulation of the Moon’s crust. 
  The Patrolmen were subverted to the 
  Moon Men’s cause, and the scientists’ 
  life energy was slowly siphoned off to 
  keep the Moon Men alive.
  Cue #2: Why are the Moon Men a 
  dying race?
  Answer #2: The Moon Men are 
  dying for a number of reasons but the 
  foremost among them are the severe 
  lack of genetic diversity and the need 
  for the Elder Moon Men to focus 
  most of their energies on sustaining 
  the Moon.
  CREATING NEW ROOMS
  Enterprising LNs may want to 
  create new Moon labyrinth rooms in 
  order to introduce new options or plots, 
  encourage replayability, and so on. The 
  following are some helpful guidelines 
  for creating new rooms from scratch.
  
  THE MOON MUST BE OURS! 27
  BY THE BOOK
  instead of making a Combat roll.  The 
  Moon Man and the affected character 
  then roll their respective Brains die. 
  If the Moon Man wins the roll, apply 
  the affects of the power as listed in 
  the power’s description.
  Note: Despite robots not 
  (usually) possessing organic brains, 
  the Moon Men have so finely tuned 
  their mental acuities that their 
  powers can affect positronic brains 
  and other such artificial “thought 
  boxes” as though they were organic 
  brains. In other words, any type of 
  Patrolman can be affected.
  Adjusting the Difficulty 
  (Optional): When playing an Easy or 
  Normal campaign, use the dynamo-
  psychism rules as normal. However, 
  when playing a Hard or Insane 
  campaign, players may agree to make 
  the following modifications to ramp 
  up the challenge:
   ❯
  Hard: A Moon Man may make 
  both a standard Combat roll and 
  use one dynamo-psychism power 
  on his turn.
   ❯
  Insane: A Moon Man may make 
  both a standard Combat roll 
  and use one dynamo-psychism 
  power on his turn. In addition to 
  making a standard Combat roll, 
  Elder Moon Men  (see below) 
  may use two different powers on 
  his turn instead of just one.
  Elder Moon Men
  The Elder Moon Men are 
  the oldest members of the Moon 
  Men’s race. They are incredibly 
  old—positively ancient by human 
  LUNAR NPCs
  The following rules cover 
  additional options for Moon Men 
  NPCs.
  THE MOON MEN
  The enigmatic race that rules the 
  Moon—known as Homo sapiens 
  lunaris in scientific circles—presents 
  one of the most credible threats to 
  the Cosmic Patrol and the Great 
  Union. This is largely due to their 
  proximity on the Moon and their 
  awesome mental powers, known as 
  dynamo-psychism. The following 
  sections offer ways in which the LN 
  can incorporate the Moon Men’s 
  fearsome powers into a scene.
  Dynamo-psychism
  Using standard rules, the Moon 
  Men’s fearsome brainpower is 
  represented as straight damage; 
  however, dynamo-psychism is capable 
  of so much more, especially when 
  considering that the Moon Men are 
  operating on their home turf during the 
  TMMBO! campaign. The chart on p. 
  28 reflects the many dangerous things a 
  Moon Man can do with just his mind.
  Whenever a Moon Man is used 
  in the campaign, the LN may choose 
  two powers from the following list. 
  These powers can be chosen at the 
  LN’s discretion or at random by 
  rolling a D8; reroll any power that 
  has already been chosen.
   To use any power, the Moon Man 
  must choose to use one of his powers 
  
  28 THE MOON MUST BE OURS!
  BY THE BOOK
  MOON MAN DYNAMO-PSYCHISM POWERS
  D8 Roll Dynamo-Psychism Power
  1 
  Alter memory: The Moon Man reaches into a Patrolman’s mind and either 
  implants a new, false memory or causes her to disbelieve a recent memory. This 
  disbelieved memory can be anything that has occurred since the start of the 
  campaign. For the duration of the scene, the affected character suffers a –1 modifier 
  for all die rolls.
  2 
  Read thoughts: The Moon Man reaches into a Patrolman’s mind and reads 
  his thoughts. The Moon Man gains a +1 modifier for any Tests and Combat rolls 
  against that character for the duration of the scene. The LN can also have the Moon 
  Man use these thoughts to taunt the character via roleplaying.
   
  3 
  Incapacitation: The Moon Man’s brainpower knocks the target Patrolman 
  unconscious. Treat the character as being in Knocked Out status for her next 
  Narration.
   
  4 
  Agony: The Moon Man inflicts agony on the target character by massaging the 
  pain centers of the Patrolman’s brain. This results in 2 points of Health damage and 
  a –1 modifier on all of that character’s die rolls for the duration. The effect lasts for 
  the character’s next two Narrations.
   
  5 
  Hallucinations: The Moon Man inflicts the target Patrolman with intense 
  audiovisual hallucinations. That character suffers a –3 modifier to all dice rolls 
  for her next D4 Narrations. To attempt separating fact from fantasy, the affected 
  character can take a Brains Test at the beginning of each Narration this power is 
  active; each successful Test drops the modifier to –2 for that Narration.
   
  6 
  Telekinesis: The Moon Man can pick up nearby objects with her brain, including 
  weapons and equipment used by the Patrolmen. Objects hurled against the Patrolmen 
  can simultaneously target two different characters and inflict 2 damage to each 
  target. If the Moon Man targets a Patrolman’s weapon with this power, the affected 
  character must pass a Brawn Test in order to keep his weapon from being stolen.
   
  7 
  Nightmare loop: The Moon Man reaches into the Patrolman’s mind and digs 
  out her deepest fear, then makes it replay in her mind on an endless loop. The 
  effect lasts for the character’s next D4 Narrations. For the duration of the power, 
  the affected character must pass a Brains Test in order to take any actions on her 
  Narrations. Failure means she may take no action, but she may still defend herself 
  during Combat rolls as normal.
   
  8 
  Mind control: The Moon Man exerts his will upon the target Patrolman and takes 
  control of his brain. For the full effects and limitations of this power, see Brain 
  Takeover, p. 33.
  
  THE MOON MUST BE OURS! 29
  BY THE BOOK
  NEGA-PATROLMEN
  Nega-Patrolmen are Patrolmen 
  who have had the unfortunate 
  pleasure of being completely 
  subverted by the Moon Men. These 
  poor souls have been subjected 
  to continuous bouts of altered 
  memories, hallucinations, agony, 
  and mind control to the point that 
  they fully support their new Moon 
  Men masters. However, it’s possible 
  that some spark of their original 
  personalities might still live beneath 
  the surface…
  Just like uncorrupted Patrolmen, 
  Nega-Patrolmen come from many 
  different walks in life, so a team of 
  them has the potential to be as varied 
  as the player group facing them. 
  Nega-Patrolmen also have Special 
  Stat Dice and a Luck stat. In the 
  event that a Patrolman’s die and a 
  Nega-Patrolman’s die both show their 
  respective Luck values on the same 
  die roll, this kind of a tie always goes 
  in favor of the Patrolman.
  When using Nega-Patrolmen, 
  roll on the tables on p. 30 to create 
  each Nega-Patrolman. Roll once 
  to determine the Nega-Patrolman’s 
  type and stats, then roll once on 
  the Weapon table and once on the 
  Equipment table. 
  ADDITIONAL 
  WEAPON EFFECTS
  Certain weapons in NPC 
  dossiers marked with an asterisk in 
  their names have additional effects. 
  These effects are optional and 
  reckoning—but this merely means 
  they have had many more centuries 
  during which to hone their mental 
  powers when compared to younger 
  Moon Men.
  To reflect their age and prowess, 
  Elder Moon Men have more power 
  at their disposal. When using an Elder 
  Moon Man, start with any Moon 
  Man’s dossier and apply all of the 
  following modifications:
   ❯
  Powers: Elder Moon Men have 
  a total of four dynamo-psychism 
  powers instead of two.  
   ❯
  Force Field: In addition to their 
  standard Armor, Elders have an 
  innate, mentally crafted force 
  field of 15 Armor pips, Combat 
  D6, 1 Damage (see Force Fields, 
  p. 32).
   ❯
  Stat Dice: Increase any one Stat 
  Die to the next highest die. As 
  per standard Cosmic Patrol rules, 
  Elders can never have a Stat Die 
  higher than D12.
   ❯
  Luck: Elder Moon Men also have 
  their own inherent Luck stat, as 
  their mental powers allow them 
  to partially see the future and 
  thus create their own luck. Roll 
  the Elder’s highest Stat Die; the 
  result will be the Luck stat. In 
  the event that a Patrolman’s die 
  and an Elder’s die both show 
  their respective Luck values on 
  the same die roll, this kind of a 
  tie always goes in favor of the 
  Patrolman.
  
  30 THE MOON MUST BE OURS!
  BY THE BOOK
  NEGA-PATROLMAN TYPE, WEAPONS, AND EQUIPMENT
  D8 Roll Nega-Patrolman Type
  1 
  Officer: Brawn D8, Brains D10, Charisma D6, Combat D8, Special D10 (First Aid), 
  Luck 3, 15 Armor, 
  2 
  Engineer: Brawn D6, Brains D10, Charisma D8, Combat D6, Special D10 
  (Mechanics), Luck 1, 8 Armor
  3 
  Red Amazon: Brawn D10, Brains D6, Charisma D8, Combat D8, Special D10 
  (Martian Axe Master), Luck 10, 15 Armor
  4 
  Robot: Brawn D8, Brains D10, Charisma D8, Combat D6, Special D10 (Computer 
  Expert), Luck 5, 10 Armor
  5 
  Zorm: Brawn D8, Brains D10, Charisma D4, Combat D6, Special D10 (Robo-Karate 
  Master), Luck 7, 15 Armor
  6 
  Venusian: Brawn D8, Brains D10, Charisma D6, Combat D8, Special D10 (Robotics 
  Expert), Luck 9, 10 Armor
  7 
  Genius: Brawn D6, Brains D10, Charisma D8, Combat D6, Special D10 (Tactical 
  Master), Luck 7, 10 Armor
  8 
  Marine: Brawn D10, Brains D6, Charisma D6, Combat D8, Special D10 
  (Provocation), Luck 6, 15 Armor
  D8 Roll Nega-Patrolman Weapons
  1 
  Bent Sonic Wrench: Damage 1, Close OK, Near OK, Far –3
  2 
  Rusted Jarvi Stun Pistol: Damage 1, Close OK, Near OK, Far OK
  3 
  Frayed Phasic Whip: Damage 2, Close OK, Near –3, Far —
  4 
  Scratched Reliant Raygun Pistol: Damage 2, Close OK, Near OK, Far –3
  5 
  Cracked Venusian Phasegun: Damage 2, Close OK, Near OK, Far –3, +1 
  Damage against Robots
  6 
  Mk. I Dark Plasmic Rifle: Damage 3, Close OK, Near OK, Far OK
  7 
  Dulled Martian Axe: Damage 3, Close OK, Near OK, Far –3
  8 
  Out-of-Practice Flying Kick: Damage 4, Close OK, Near OK, Far —
  D8 Roll Nega-Patrolman Equipment
  1 
  Omniwave Communicator: No special effects
  2 
  Repair Kit: Allows repair of damaged Armor pips
  3 
  Robotic Tool Kit: Allows repair of robots’ Armor and Health pips
  4 
  First Aid Kit: Allows healing of Health pips
  5 
  Yellow Fractumite Shard: See Fractumite, p. 33
  6 
  Green Fractumite Shard: See Fractumite, p. 33
  7 
  Zero-G Maneuver Boots: Allows Nega-Patrolman to walk on the ceiling and walls
  8 
  Atomojet Pack: Allows fast movement between Close and Far ranges
  
  THE MOON MUST BE OURS! 31
  BY THE BOOK
  the character may still defend 
  herself during Combat rolls as 
  normal.
  Godwinization Ray: The 
  amount of damage inflicted by the 
  Godwinization Ray varies depending 
  on the range at which the target is 
  struck. Also, the affected character 
  must take a Brains Challenge or 
  risk being rendered irrelevant. If the 
  character fails, she is treated as being 
  in Knocked Out status for her next 
  Narration.
  Massive Laser: This weapon can 
  only fire every other Narration. It 
  must spend one Narration to aim 
  then spend its next Narration to 
  attack. This weapon cannot be used 
  if the laser’s pilot is Knocked Out or 
  Killed in Action.
  their use should be agreed upon by 
  the players before the start of the 
  game.
  Envelopment: In addition to 
  Envelopment inflicting 1 damage 
  on each of the affected character/
  NPC’s next turn, it creates an 
  internal vacuum which forces the 
  affected character to hold his breath 
  or suffer additional damage (see 
  Breathing, p. 32).
  Psycho-stare: In addition to 
  causing damage, the Psycho-stare 
  paralyzes the affected character/
  NPC with fear, inflicting a –4 
  modifier to any die rolls made on 
  her next turn.
  Multiphasic Transport: After a 
  successful Multiphasic Transport 
  attack, the affected character/NPC 
  appears in a different place than 
  before, which affects his weapon 
  ranges. For example, a character 
  who was in Close range before the 
  transport will be in either Near or Far 
  range after the teleport.
  Microsyringe: The contents of a 
  Microsyringe varies.
  Electroshock: The amount of 
  damage inflicted by Electroshock 
  varies depending on the range at 
  which the target is struck. Also, 
  Electroshock cannot be used out of 
  water.
  Crippling Fear: This power 
  reaches into the Patrolman’s mind 
  and digs out her deepest fear, then 
  makes her relive it. The affected 
  character must immediately make a 
  Brains Test. If the test is failed, she 
  will be unable to take any actions 
  on her next Narration; however, 
  MICROSYRINGE EFFECTS
  D4 Roll Effect
  1 
  Induced Paranoia: 
  Determine character/NPC’s 
  next target at random. 
  Friendly characters may be 
  targeted in this fashion.
  2 
  Virulent Tetanus Strain: 
  Character/NPC suffers a 
  –1 die roll modifier for D4
  Narrations (or turns for 
  NPCs without a Narration).
  3 
  Lunar Botulism: Apply 
  an additional 2 Health 
  damage that ignores 
  Armor.
  4 
  Moon Pox: Lower a 
  random Stat Die one level 
  for D6 Narrations.
  
  32 THE MOON MUST BE OURS!
  BY THE BOOK
  and environments, such as toxic areas 
  and being underwater, may threaten 
  the crew’s ability to breathe.
  A Patrolman can hold his breath 
  for a number of Narrations equal to his 
  Brawn stat divided by 3, rounded up. 
  Once this period expires, he will suffer 
  1 point of Health damage (ignoring 
  Armor pips) until he can safely take 
  another breath. Once a character has 
  been reduced to Knocked Out status, he 
  will take no further damage.
  FORCE FIELDS
  Force fields offer invisible 
  protection above and beyond 
  standard Armor and Health pips, 
  and they do not block any of the 
  Moon Men’s dynamo-psychism 
  powers. Regardless of whether a 
  field originates from a mental or 
  technological source, all force fields 
  are treated the same and have three 
  stats: Armor, Combat, and Damage. 
  Armor: The amount of damage 
  the field can absorb before 
  dissipating. Once a force field has 
  been nullified it cannot be repaired or 
  otherwise restored in any way.
  Combat: This Stat Die is used 
  to determine whether an attacking 
  character inflicts damage to the force 
  field. When a character attacks a force 
  field, both the player and the force 
  field roll their respective Combat die. 
  If the character wins the roll, the force 
  field takes damage as normal. If the 
  force field wins the roll, the character 
  will take damage instead.
  Damage: This is the amount of 
  damage the force field will inflict upon 
  Fractumite Ray: This weapon can 
  simultaneously target two characters/
  NPCs at Close range to each other 
  with one blast. Make a separate 
  Combat roll for each target.
  Giant Metal Clamp: After a 
  successful Combat roll, the Clamp 
  traps a Patrolman and then squeezes; 
  it may only trap one character at a 
  time. In addition to automatically 
  causing 1 damage per turn to any 
  character it snatches up, the Clamp 
  prevents the trapped character from 
  moving or acting. If the character 
  can pass a Brawn Test, he may make 
  a standard attack with only one 
  weapon but may not move until the 
  Clamp chooses to drop him.
  Once per turn, the Clamp can 
  drop the Patrolman it has captured 
  and make a standard Combat roll 
  to try snatching up a different 
  target. The dropped Patrolman must 
  immediately take a Brawn Challenge; 
  failing the roll means he will suffer 1 
  point of damage from the fall.
  GENERAL RULES
  The following rules cover general 
  conditions characters may encounter 
  under a variety of circumstances.
  BREATHING
  Beyond the very first room of the 
  campaign, players can safely assume 
  the Moon labyrinth is filled with 
  breathable oxygen, and thus helmets 
  and life support systems are not 
  necessary. However, various situations 
  
  THE MOON MUST BE OURS! 33
  BY THE BOOK
   ❯
  Yellow fractumite: The 
  embroilment field of a yellow 
  fractumite shard allows a 
  Patrolman to reroll his Stat Die 
  for a failed Challenge or Test. The 
  second die result must be kept.
   ❯
  Green fractumite: The 
  embroilment field of a green 
  fractumite shard allows a 
  Patrolman to reroll his Combat 
  die for a failed Combat roll. The 
  second die result must be kept. 
   ❯
  Yellow and green fractumite: 
  A shard of each color in close 
  proximity allows a Patrolman to 
  temporarily increase her Stat Die 
  for a single Challenge, Test, or 
  Combat roll. This die result may 
  not be further modified. 
   ❯
  High concentrations of 
  fractumite: If a Patrolman is 
  in possession of more than 
  four fractumite shards in any 
  combination of colors or is 
  within Close range of a large 
  fractumite concentration, he will 
  need to pass a Brains Challenge 
  at the beginning of his Narration. 
  Failure means he will forfeit 
  his action as he is momentarily 
  trapped in the embroilment field.
  For the purposes of the 
  TMMBO! campaign, no 
  concentrations of fractumite found 
  on the Moon are large enough for 
  a character to become permanently 
  lost in the quantum infinities.
  BRAIN TAKEOVER
  Various enemies have the ability 
  to take control of a Patrolman’s brain 
  an attacking character when that 
  character loses the Combat roll. This 
  damage represents ranged weapons 
  ricocheting back on the firer or melee 
  weapon wielders suffering force 
  feedback upon striking the force field.
  FRACTUMITE
  Fractumite is a strange mineral 
  that naturally occurs deep beneath 
  the Moon’s surface. At a glance, 
  the mineral resembles a transparent 
  crystal, which can be found in two 
  different colors. The most desirable 
  aspect of fractumite is it exhibits 
  strange temporal properties. In 
  small amounts it can allow the 
  holder to view a tiny branch into 
  two different quantum states and 
  then choose which quantum state 
  to embrace as reality. However, in 
  large quantities, fractumite becomes 
  increasingly unstable and has been 
  known to trap living beings in its 
  embroilment field. Large enough 
  concentrations have been known 
  to cause observers to become 
  permanently lost in time, doomed 
  to wander the endless infinities of 
  quantum universes. Because of this, 
  the TMMBO! campaign focuses on 
  smaller occurrences, which commonly 
  appear in the form of yellow and 
  green crystal shards.
  Patrolmen must be holding 
  (not just touching) a shard of the 
  appropriate type to use the rules 
  below (once a shard has been used 
  and the Patrolman accepts this new 
  reality, the shard will crumble and 
  vanish):
  
  34 THE MOON MUST BE OURS!
  BY THE BOOK
   ❯
  Acid and toxic waste: Coming in 
  contact with acid, toxic waste, 
  or other corrosive substances 
  will cause a lasting damage 
  effect. Acid initially inflicts 2 
  points of damage to Armor or 
  1 point to Health if Armor is 
  depleted. Unless the acid can 
  be immediately washed off or 
  treated with a repair kit (for 
  Armor damage) or a first aid kit 
  (for Health damage), the acid 
  will inflict the same amount 
  of damage for another two 
  Narrations (or turns for NPCs 
  without Narrations) before 
  rendering itself inert. 
   ❯
  Lava: Coming in contact with 
  molten lava causes 3 points of 
  Armor damage and 1 point of 
  Health damage as the Patrolman 
  starts to cook inside his Armor. 
  Incidental splashes of lava only 
  cause 1 damage.
   ❯
  Steam: Steam affects visibility 
  by imposing a –2 modifier when 
  a character or NPC is trying to 
  attack into or through a cloud of 
  steam. Moving through a jet of 
  steam causes 2 points of Health 
  damage, regardless of how many 
  Armor pips the character has 
  remaining (i.e., no Armor pips are 
  reduced).
   ❯
  Underwater: Due to the difficulty 
  with moving while submerged in 
  water, ranged weapons suffer a 
  –1 modifier, and melee weapons
  incur a –3 modifier.
   ❯
   Airless vacuum: Treat an airless 
  room as forcing characters to 
  hold their breath (see Breathing, 
  p. 32).
  and control her actions. When this 
  occurs, the following rules are in effect.
  When a character’s brain has been 
  taken over, the controlling enemy (i.e., 
  the LN) dictates that character’s actions 
  during her Narrations rather than the 
  controlling player. A successful brain 
  takeover will remain in effect until the 
  affected character resists the control 
  or the controlling enemy is reduced to 
  Knocked Out or Killed in Action status. 
  The brain takeover will last a minimum 
  of one of the affected character’s 
  Narrations. Every subsequent 
  Narration the character must take a 
  Brains Test; succeeding in the Test ends 
  the takeover.
   An enemy controlling a Patrolman 
  may not make the character perform 
  any actions that would result in her 
  own death or the death of her fellow 
  crew members; she will disbelieve 
  those actions so strongly that the 
  enemy cannot force her to take them. 
  In other words, a mind-controlled 
  character cannot shoot herself in the 
  temple, shove a crew member over the 
  edge of a pit, and so on.
  ENVIRONMENTAL 
  CONDITIONS
  The following rules for 
  environmental conditions are optional 
  and should be agreed upon before 
  gameplay.
   ❯
  Darkness: A dim room inflicts 
  a –1 modifier to all die rolls; 
  complete darkness conveys a –3 
  modifier. Moon Men, robots, 
  and creatures without eyes are 
  immune to these effects. 
  
  THE MOON MUST BE OURS! 35
  BY THE BOOK
  
  BETTE DAVIS
  “THERE ARE NEW WORDS NOW THAT EXCUSE EVERYBODY. GIVE 
  ME THE GOOD OLD DAYS OF HEROES AND VILLAINS, THE PEOPLE 
  YOU CAN BRAVO OR HISS.”
  TM
  X MINUS ONE
  HEROES &
  VILLAINS
  
  VITAL FACTORS
  Name: Ranul 
  Age: 455
  Homeworld: Moon 
  Rank: N/A
  Tags: ❯ Moon Man  ❯ Intimidating  
  ❯ Mind Powers  ❯ Old  ❯ Brutish  
  ❯ Imperious  ❯ Arrogant
  Moon Man Enforcers: Sometimes 
  the rulers of the Moon need to 
  remind their underlings who is in 
  charge. Moon Men enforcers 
  do just that, but instead of 
  using physical violence to keep 
  the younger Moon Men in line, 
  this hired “muscle” uses his 
  brain power. 
  THE MOON MUST BE OURS! 37
  RANUL/MOON MAN ENFORCER
  
  38 THE MOON MUST BE OURS!
  RANUL/MOON MAN ENFORCER
  COSMIC PATROL
  RANUL/MOON MAN ENFORCER
  CUES
  DISPOSITION
  SHIP: 
    MISSION:
  GET BACK TO WORK!
  STOP WASTING MY TIME!
  I COULD CRUSH YOUR BRAIN IN A PULPY MASS
  THIS IS NO UNION SHOP!
  IF ONLY MY IMAGINATION COULD FIX US...
  ALL WORK. NO PLAY.
  WISDOM COMES ONLY WITH AGE.
  YOUTH IS NOT AN EXCUSE.
  YOUR INCOMPETENCE EXHAUSTS ME.
  ABSOLUTELY INTOLERANT OF LAZINESS.
  BELIEVES HE IS SUPERIOR TO ALL OTHERS.
  THE MOON REQUIRES YOUR OBEDIENCE.
  HOW DARE YOU QUESTION MY AUTHORITY!
  THERE IS NO SUCH THING AS IDLE TIME.
  EARTHLINGS? HOW DROLL.
  SO HELP ME, I WILL ERASE YOUR CHILDHOOD!
  I EXPECT NOTHING SHORT OF PERFECTION
  DON’T HIDE YOUR INEPTITUDE.
  I WAS OLD BEFORE HUMANS TOOK TO SPACE.
  WORK HARDER! NOT SMARTER!
  SIMMERS WITH DISSATISFACTION.
  PERFECTION DRIVES HIM.
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  INTIMIDATION
  (SPECIAL) 1
  His Mind
  Alter Memory (Power)
  Agony (Power)
  Vortex Garment
  Pebbles from Tycho Impact Crater
  Roll D6  OK OK OK
  ARMOR
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  D8
  D8
  D6
  D10
  D10
  
  VITAL FACTORS
  Name: Xolon 
  Age: 422
  Homeworld: Moon 
  Rank: N/A
  Tags: ❯ Moon Man  ❯ Mind Powers  ❯ Old
  ❯ Secretive  ❯ Cautious  ❯ Calculating
  Moon Man Operatives: When the rulers 
  of the Moon need to entrust one of their 
  own with a very special project, they turn 
  to their operatives. These highly trained 
  Moon Men take on missions that would 
  give other Moon Men pause, including 
  keeping tabs on their own people 
  or leaving the Moon itself.
  THE MOON MUST BE OURS! 39
  XOLON/MOON MAN OPERATIVE
  
  40 THE MOON MUST BE OURS!
  XOLON/MOON MAN OPERATIVE
  COSMIC PATROL
  XOLON/MOON MAN OPERATIVE
  CUES
  DISPOSITION
  SHIP: 
    MISSION:
  NAUGHTY, NAUGHTY.
  CAREFUL. I’VE KILLED OTHERS FOR LESS.
  YOUR MOTHER WOULD BE SO DISAPPOINTED.
  YOUR PETTY FEARS ARE OF NO CONCERN.
  THOUGHTS ARE FAR LOUDER THAN ACTIONS.
  DO TRY TO KEEP UP.
  NOBODY EXPECTS A MOON MAN OPERATIVE!
  UNPLEASANT DREAMS...
  IF YOU’VE SEEN ME, YOU’RE ALREADY DEAD.
  SLY AND CONNIVING.
  SEEKS TO OUTDO OTHERS.
  NAME A TARGET, ANY TARGET!
  ONE THOUGHT, ONE KILL.
  WHAT ARE YOU HIDING, LITTLE EARTHLING?
  YOU CAN’T SEE ME, BUT I CAN SEE YOU.
  YOUR THOUGHTS HAVE BETRAYED YOUR RACE!
  YOU’RE NOT FOOLING ANYONE.
  DO I MAKE YOU NERVOUS?
  THERE IS ONLY ONE PUNISHMENT!
  LET’S PLAY, SHALL WE?
  HE PREFERS SOLITUDE TO COMPANY.
  DRIVEN BY FANATICAL DEVOTION TO THE MOON.
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  INFILTRATION
  (SPECIAL) 8
  His Mind
  Read Thoughts (Power)
  Incapacitation (Power)
  Cloak of MIsts
  Laser Chronometer
  Positronic Inhibitor
  Roll D4  OK OK OK
  ARMOR
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  D8
  D10
  D4
  D4
  D12
  
  THE MOON MUST BE OURS! 41
  LUNIA/MOON WOMAN MANIPULATOR
  VITAL FACTORS
  Name: Lunia 
  Age: 267
  Homeworld: Moon 
  Rank: N/A
  Tags: ❯ Moon Woman  ❯ Mind Powers  ❯ Young
  ❯ Fearless  ❯ No-nonsense  ❯ Unamused
  Moon Woman Manipulators: If the Moon Men want 
  something done correctly, they send in a manipulator 
  to take care of the situation. A manipulator is trained 
  to use subtlety to bend subjects to her will, but she is 
  unafraid to use visible force when necessary. Even the 
  landscape obeys her.
  
  42 THE MOON MUST BE OURS!
  LUNIA/MOON WOMAN MANIPULATOR
  COSMIC PATROL
  LUNIA/MOON WOMAN MANIPULATOR
  CUES
  DISPOSITION
  SHIP: 
    MISSION:
  GO BOTHER SOMEONE ELSE.
  STEP OUT OF MY WAY!
  THE MOON WILL REMAIN LONG AFTER YOU DIE.
  YOU CAN’T WITHSTAND MY RAIN OF TERROR!
  YOU...WILL STRIVE TO DO WHAT I SAY...
  CAN’T OUR MINIONS DO ANYTHING RIGHT?
  EARTHLINGS HAVE SUCH TINY AMBITIONS.
  WELL, ISN’T THIS ENTERTAINING?
  CAN YOU JUGGLE WITH YOUR MIND?
  INTOLERANT OF NONSENSE.
  SECRETLY BELIEVES EVERYONE INCOMPETENT.
  CLEARLY YOU HAVE NOT SEEN MY ABILITIES.
  I HAVE MORE IMPORTANT THINGS TO DO.
  YOU TRY MY PATIENCE.
  I AM NOT YOUR BABYSITTER.
  SO CHILDISH...SO HUMAN...
  DANCE, PUPPET!
  I WILL REST AFTER MY 300TH BIRTHDAY.
  I HOPE THAT WAS YOUR FAVORITE GUN...
  YOU DISAPPOINT ME.
  SEES HERSELF AS THE SAVIOR OF THE MOON.
  RARELY SMILES.
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  MANIPULATION
  (SPECIAL) 9
  Her Mind
  Telekinesis (Power)
  Mind Control (Power)
  Vortex Garment
  Dust from Mare Frigoris
  Roll D4  OK OK OK
  ARMOR
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  D8
  D6
  D10
  D10
  D4
  
  VITAL FACTORS
  Name: Zenir 
  Age: 27
  Homeworld: Mars 
  Rank: N/A
  Tags: ❯ Red Amazon  ❯ Spearman  
  ❯ Stoic  ❯ Loyal  ❯ Hard  
  ❯ Philosophic  ❯ Accurate
  Red Amazons: Considering the 
  amount of attention given to the 
  flamboyant, axe-wielding denizens 
  of the Red Planet, humans are often 
  surprised to learn that various, 
  lesser-known Red Amazon tribes 
  focus on other weapons and have 
  different cultures. The spearmen of 
  Valles Marineris, for example, are 
  mostly known for their steadfastness 
  in battle, their impeccable aim, and 
  their quiet resolve.
  THE MOON MUST BE OURS! 43
  ZENIR/RED AMAZON
  
  44 THE MOON MUST BE OURS!
  ZENIR/RED AMAZON
  COSMIC PATROL
  ZENIR/RED AMAZON
  CUES
  DISPOSITION
  SHIP: 
    MISSION:
  GET BEHIND ME, YOUNG ONE.
  WHAT DOES “SURRENDER” MEAN?
  MY AXE-WIELDING COUSINS ARE QUAINT.
  WE WILL MAKE THEM RUN FROM US.
  YOU HAVE EARNED MY ADMIRATION.
  SLOW DOWN, YOU WILL LIVE LONGER.
  RAGE CLOUDS THE MIND.
  CHOOSE TO STAND WITH ME OR AGAINST ME.
  NOW YOU HAVE DONE IT. I’M ANGRY!
  DOESN’T UNDERSTAND WHAT THE FUSS IS ABOUT.
  DESIRES TO DO HIS DUTY ABOVE ALL ELSE.
  COME WITH ME IF YOU WANT TO LIVE.
  OUR FOES DO NOT RESPECT THE SPEAR.
  THERE IS NO NEED FOR HASTE.
  STAND IN FRONT OF ME AT YOUR OWN RISK.
  ONLY THE FOOLISH RUN OFF AT THE MOUTH.
  WHICH EYE DO YOU THINK IT WILL MISS MOST?
  NO DISTANCE TOO GREAT FOR MY SPEAR!
  FEAR IS FOR THOSE WITH SELF-DOUBT.
  THE SPEAR IS PART OF MY ARM!
  VERY DIFFICULT TO ANGER.
  WILL JUMP INTO HARM’S WAY TO SAVE A FRIEND.
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  SPEARMASTER
  (SPECIAL) 8
  Martian Spear
  Red Steel Dagger
  Spare Spearheads
  Book on Martian Philosophy
  Tongues taken from monologuing enemies
  3
  1
   OK OK OK
   OK –3 —
  ARMOR
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  D8
  D8
  D6
  D10
  D10
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  
  VITAL FACTORS
  Name: Tristessa 
  Age: 25
  Homeworld: Venus 
  Rank: N/A
  Tags: ❯ Venus  ❯ Intelligent  ❯ Sultry  ❯ Pouty  
  ❯ Misleading  ❯ Underestimated  ❯ Opportunistic
  Venusian Spy: The spy’s carefully manufactured 
  persona has a noticeable effect on people of 
  both genders, and her marks tend to honestly 
  answer any question she asks. She is a master 
  of making sure she in the right place at the right 
  time, and she can easily get information from the 
  right people and distract targets long enough to 
  deliver the coup de grace.
  THE MOON MUST BE OURS! 45
  TRISTESSA/VENUSIAN SPY
  
  46 THE MOON MUST BE OURS!
  TRISTESSA/VENUSIAN SPY
  COSMIC PATROL
  TRISTESSA/VENUSIAN SPY
  CUES
  DISPOSITION
  SHIP: 
    MISSION:
  I CHIPPED A NAIL ON THAT MONSTER’S TOOTH!
  DON’T MAKE ME MISS MY BEAUTY SLEEP!
  THEY ALWAYS FALL FOR A ROUNDHOUSE KICK.
  DIDN’T SEE THAT COMING, DID YA?
  WE HAVE SO MUCH IN COMMON!
  I’LL JUST GO POWDER MY NOSE...
  YOU CAN HAVE FUN ON A MISSION, YOU KNOW.
  SO, TELL ME ABOUT YOUR ADVENTURES.
  YOU’RE ASKING FOR IT, MISTER.
  PLAYFUL TO THE POINT OF SEEMING CLUELESS.
  MISSES AN UNCOMPLICATED LIFE.
  THEY HAVE NO IDEA WHAT THEY’RE DEALING WITH.
  PIECE OF CAKE!
  THESE BURN MARKS WILL NEVER WASH OUT.
  THE MARK HAS TAKEN THE BAIT.
  WHY DO I PUT UP WITH YOU?
  DOES POISON LIPSTICK WORK ON MOON MEN?
  GOT ‘EM JUST WHERE I WANT ‘EM.
  MY PHASEGUN IS SO SHINY!
  I MAKE YOU ALL LOOK GOOD!
  TRULY A ROMANTIC AT HEART.
  HAS FALSE FRONT BUT IS HONEST WITH FRIENDS.
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  DECEPTION
  (SPECIAL) 6
  Phasegun Derringer
  Kiss of Death
  * +1 against Automen and Robots
  **Ineffective against non-organic life
  Laser Eyeliner Pencil
  Poison Lipstick
  Fake ID
  Compact with Built-In Radio
  2*
  5**
   OK OK —
  –3 
  — —
  ARMOR
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  D8
  D8
  D6
  D10
  D10
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  
  VITAL FACTORS
  Name: Rick ‘Sticky’ Moore Age: 40
  Homeworld: Earth 
  Rank: Chief Petty Officer
  Tags: ❯ Earthman  ❯ Enlisted  ❯ Friendly  ❯ Swindler  
  ❯ Rebellious  ❯ Connected  ❯ Convincing
  Cosmic Patrol Quartermasters: 
  When a Patrolman needs a piece of 
  equipment, he’ll get it issued from 
  a quartermaster. These masters of 
  ledgers and balance sheets have 
  their hands in every logistical pie 
  imaginable, and if someone treats 
  their quartermaster right, they can 
  often procure items not on the 
  official books.
  THE MOON MUST BE OURS! 47
  RICK 'STICKY' MOORE/QUARTERMASTER
  
  48 THE MOON MUST BE OURS!
  RICK 'STICKY' MOORE/QUARTERMASTER
  COSMIC PATROL
  RICK 'STICKY' MOORE/QUARTERMASTER
  CUES
  DISPOSITION
  SHIP: 
    MISSION:
  I CAN GET YOU THAT...FOR A PRICE.
  I’LL LEAVE THE FIGHTING TO YOU.
  LOOK WHAT I JUST FOUND!
  NO REFUNDS!
  THESE...JUST FELL OFF THE BACK OF A ROCKET.
  LET’S SEE WHAT WE CAN WORK OUT.
  MOON MEN AREN’T GOOD FOR BUSINESS.
  NO, NO, YOU’VE GOT IT ALL WRONG.
  ONE FOR YOU, TWO FOR ME...
  ACTS LIKE A USED-ROCKETSHIP SALESMAN.
  FRIENDLY TO ALL, CLOSE TO FEW.
  PSHAW! I’VE GOT TWO DOZEN OF THOSE.
  LET’S LOOK AROUND, SEE WHAT THEY GOT.
  YOU INTERESTED IN PRIME MARTIAN REAL ESTATE?
  TAB ‘A’ INTO SLOT ‘B’...VOILA!
  SURE. DOES NEXT WEEK WORK FOR YOU?
  LET ME RUN THE NUMBERS...
  THE BOTTOM LINE IS THE BOTTOM LINE.
  IT’S GONNA COST YA!
  FINE, JUST TAKE IT.
  WILL TAKE ADVANTAGE OF AN OPPORTUNITY.
  SUSPICIOUS OF ALL UNTIL PROVEN OTHERWISE.
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  LUCK
  DEALMAKING
  (SPECIAL) 7
  Rocket Launcher
  Combat Knife
  Shrink Ray
  Omniwave Communicator
  Bag of Shrunken Equipment
  Ledger
  Roll D4
  1
   — OK OK
   OK –3 —
  ARMOR
  DAMAGE
   Close 
  Near 
  Far
  RANGE
  WEAPONS
  EQUIPMENT
  D8
  D8
  D6
  D10
  D10
  HEALTH
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  
  VITAL FACTORS
  Name: Moontants 
  Age: Unknown
  Homeworld: Moon 
  Rank: N/A
  Tags: ❯ Mutants  ❯ Bred to work
  ❯ Will eat anything  ❯ Four arms
  Moontants: The moon mutants were 
  bred by the Moon Men for ages to do 
  menial work. They’re similar to Earth 
  insects, larger of course, with a higher 
  degree of intelligence.
  THE MOON MUST BE OURS! 49
  MOONTANT
  
  50 THE MOON MUST BE OURS!
  MOONTANT
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  MOONTANT CHIEF
  MOONTANT MINION
   OK — —
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Claws
  Claws
  Beak
  Beak
  None
  None
  Roll D4
  Roll D4
  1
  2
   OK — —
   OK –3 –3
   OK — —
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  –1 TO
  BRAWN
  D4
  D4
  D4
  D4
  D10
  D6
  D6
  
  VITAL FACTORS
  Name: Darnkoids 
  Age: Unknown
  Homeworld: Unknown Rank: N/A
  Tags: ❯ Shadow creatures  ❯ Menacing
  ❯ Transdimensional  ❯ Hide from light
  VITAL FACTORS
  Name: Goo Monsters 
  Age: Unknown
  Homeworld: Moon 
  Rank: N/A
  Tags: ❯ Blobs  ❯ Horribly gelatinous
  ❯ Envelope and digest  ❯ Sticky
  Darknoids: Apparently pulled into our 
  dimension by a Moon Man experiment, 
  Darknoids are shadow beings that are 
  incredibly hard to detect.
  Goo Monsters: These goo blobs will 
  attempt to envelop and digest any creature 
  nearby. Where they came from is unknown.
  THE MOON MUST BE OURS! 51
  DARKNOIDS & GOO MONSTERS
  
  52 THE MOON MUST BE OURS!
  DARKNOIDS & GOO MONSTERS
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  DARKNOID
  GOO MONSTER
   OK — —
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Goo Tentacles
  Murk Blade
  Envelopment
  Multiphasic Transport
  Partially digested organs of previous victims
  Shadow Dimension Trinket
  Vial of Liquid Shadow
  2
  2
  1/turn
  Roll D6
   OK –3 —
   OK — —
   OK –3 –6
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  –1 TO
  BRAWN
  D4
  D4
  D4
  D4
  D6
  D6
  D10
  D12
  
  Experiments Gone Wrong: Over the centuries, the Moon Men fanatically pushed the bounds of 
  knowledge and science. Sometimes—many times, actually—the results were far beyond what they 
  expected. But instead of destroying the failures, the Moon Men kept them in storage or put them to 
  another use. Unfortunately as the race began to die out, there weren’t enough Moon Men left for proper 
  maintenance, and things...got out.
  THE MOON MUST BE OURS! 53
  EXPERIMENTS GONE WRONG
  
  54 THE MOON MUST BE OURS!
  EXPERIMENTS GONE WRONG
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  D8
  TINY SURGERY ALIENS
  NEANDERTHAL HUMAN
   OK –3 —
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Fist
  Microscalpel
  Large Bone
  Microsyringe*
  Animal Skin
  Microsutures
  Talisman of Carved Bone
  1
  1
  2
  1
   OK — —
   OK — —
   OK –3 –6
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  –1 TO
  BRAWN
  D4
  D4
  D4
  D6
  D6
  
  THE MOON MUST BE OURS! 55
  EXPERIMENTS GONE WRONG
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  D8
  MOON GORILLA
  FLOATING EYEBALL
   OK OK OK
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Tentacles
  Gorilla Fists
  Crippling Fear*
  Psychosonic Emitter
  Crushed Hopes & Dreams
  Brain Jar Electronics
  Metabolic Fluids
  Ripe Moonana
  3
  2
  2
  Roll D4 – 1
   OK –3 —
   OK — —
   –3 OK OK
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  –1 TO
  BRAWN
  D6
  D6
  D6
  D4
  D10
  
  56 THE MOON MUST BE OURS!
  EXPERIMENTS GONE WRONG
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  MECHA-HITLER
  DINOSAUR
   OK OK –3
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Bite
  Godwinization Ray*
  Tail Swipe
  Mecha-Spider Claw
  None
  Janitor’s Uniform
  Janitor’s Hat
  Mop and Bucket
  Bag of Sawdust
  2
  1/2/3**
  2
  3
  **Damage depends on range: 
  1 for Close, etc.
   OK –3 —
  –6 
  –3 OK
   OK OK —
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  –1 TO
  BRAWN
  D4
  D4
  D4
  D4
  D10
  D6
  NOTE: Mecha-Hitler’s weakness is a single punch to the face. On a successful punch, he faints and only 
  awakens on a result of 6 on a 1D6.
  D12
  
  THE MOON MUST BE OURS! 57
  EXPERIMENTS GONE WRONG
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  D8
  EEL CREATURE
  OCTOPUS CREATURE
   OK — —
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Suckered Tentacles
  Fangs
  Beak
  Electroshock*
  Octopus Eggs
  Seething Rage
  Evil Eye
  2
  2
  2
  3/2/1**
   OK –3 —
   OK — —
   OK OK OK
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  –1 TO
  BRAWN
  D6
  D6
  D4
  D4
  D10
  **Damage depends on range: 
  3 for Close, etc.
  
  58 THE MOON MUST BE OURS!
  EXPERIMENTS GONE WRONG
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  D8
  MOON ROBOT
  NEGA-PATROLMAN*
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Robo Claw
  Disrupto-blaster
  Varies
  Security Badge
  Moon Rock
  Power Core
  Yellow or Green Crystal Fragment
  2
  1
   OK –3 —
   OK OK OK
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  D6
  D6
  *: See Rules Section for Nega-Patrolman information.
  
  THE MOON MUST BE OURS! 59
  EXPERIMENTS GONE WRONG
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  D8
  EXPERIMENTS GONE WRONG
  GIANT ROBOT
   OK OK –3
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Fractumite Ray*
  Psycho-Stare*
  Giant Metal Clamp*
  Claws
  Fractumite Power Core
  None
  Roll D4
  3
  1/turn
  2
   OK OK OK
   OK OK –3
   OK — —
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  –1 TO
  BRAWN
  D6
  D6
  D6
  D4
  D10
  D12
  
  60 THE MOON MUST BE OURS!
  EXPERIMENTS GONE WRONG
  COSMIC PATROL
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  MOON LASER
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  WEAPONS
  EQUIPMENT
  Massive Laser*
  Power Cables
  5
   OK OK OK
  ARMOR
  DAMAGE
   Close 
  Near 
  Far
  D6
  D6
  N/A
  N/A
  N/A
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  HUMANOID MOON SLAVE
  HEALTH
  DAMAGE
   Close 
  Near 
  Far
  WEAPONS
  EQUIPMENT
  Metal Pipe
  1
   OK –3 —
  ARMOR
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  DAMAGE
   Close 
  Near 
  Far
  D6
  D6
  D4
  D4
  
  THE MOON MUST BE OURS! 61
  EXPERIMENTS GONE WRONG
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  ROGUE ROBOT CHIEF
  ROGUE ROBOT MINION
   OK –3 —
  HEALTH
  HEALTH
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  WEAPONS
  WEAPONS
  EQUIPMENT
  EQUIPMENT
  Metal Pipe
  Metal Clamp
  Metal Clamp
  Metal Clamp
  2
  3
  3
  3
   OK — —
   OK –3 —
   OK –3 —
  ARMOR
  ARMOR
  –1 TO
  BRAWN
  –1 TO
  BRAWN
  –1 TO BRAWN
  & COMBAT
  –1 TO BRAWN
  & COMBAT
  KNOCKED
  OUT
  KNOCKED
  OUT
  KILLED IN 
  ACTION
  KILLED IN 
  ACTION
  DAMAGE
  DAMAGE
   Close 
  Near 
  Far
   Close 
  Near 
  Far
  BRAWN
  BRAINS
  CHARISMA
  COMBAT
  D8
  D8
  D6
  D6
  D6
  D6
  D6
  
  62 THE MOON MUST BE OURS!
  MISSIONS
  TEDDY ROOSEVELT
  “IN ANY MOMENT OF DECISION, THE BEST THING YOU CAN 
  DO IS THE RIGHT THING, THE NEXT BEST THING IS THE WRONG 
  THING, AND THE WORST THING YOU CAN DO IS NOTHING.”
  TM
  X MINUS ZERO
  MOON
  LABYRINTH
  
  MOON LABYRINTH
  
  64 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 01
  MOON LABYRINTH
  Incoming Orders from Cosmic Patrol Fleet Command:
  The lunar invasion fleet is in a bad way. Somehow the Moon Men 
  knew we were coming, and they started dropping our rocketships 
  like flies, probably with their dynamo-psychism or some unknown 
  weapon. We have broken off the attack in hopes of sparing what few 
  rocketships remain and preserving the Cosmic Patrol’s ability to protect 
  humanity’s home.
  Of the whole fleet, you alone have made it to the lunar surface. All 
  our hopes for reclaiming the Moon rest with you. Fleet Command will 
  attempt to maintain communications for as long as possible, but we 
  doubt that will be very long.
  Good luck, Patrolmen. And Godspeed.
  Objectives
  ❯  Navigate the rock maze and resist succumbing to fear
  ❯  Locate and open the entrance to the Moon Men’s lair
  Cues
  ❯  we’re going wrong way ❯  are we upside-down? 
  ❯  everything looks the same ❯  be smarter than the maze 
  ❯  running out of oxygen ❯  where’s a locksmith when you need one? 
  ❯  did you see that? ❯  run!
  Tags
  ❯  Moon cave ❯  labyrinth ❯  antigravity ❯  honeycombed rock 
  ❯  catacombs ❯  disorientation ❯  airlock ❯  fright 
  ❯  phantom sounds and sights
  Exits
  ❯  Easy: Turn to p. 66, 68, 70, 72, 74, or 76 ❯  Normal: Turn to p. 66, 68 or 70
  ❯  Hard: Turn to p. 66 or 68 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 65
  MISSIONS
  ROOM 01
  MOON LABYRINTH
  OPENING NARRATION:
  “So far it looks like everyone’s okay. A little shaken, but otherwise 
  no worse for wear. The rocketship, on the other hand … Well, let’s just 
  hope the Patrol won’t take it out of our salary.”
  “This is the first time Earthlings—or anyone besides Moon Men, 
  for that matter—have stepped foot on the Moon since long before 
  Rocketship EM disappeared. A momentous occasion, ladies and 
  gentlemen. Now let’s try not to get ourselves killed, okay?”
  “This crater doesn’t look like it’s from a meteor impact. Let’s check 
  it out, but keep an eye on your oxygen reserves. And forget golf: this 
  might just be the longest walk spoiled in the history of humankind.”
  ROOM DESCRIPTION
  The Moon Men know how to confuse potential invaders. The only 
  obvious entrance near the crashed rocketship is a crater hiding a large 
  hole leading into the depths of the Moon. Inside this hole is a massive 
  honeycombed maze of rocky tunnels leading farther beneath the Moon’s 
  surface.
  ENEMIES/OBSTACLES
  Scene 1: The further into the maze the crew goes, the more it will play 
  tricks with their minds. Up might become down or a wall might become the 
  floor or even the ceiling.
  Scene 2: Then entrance to the Moon Men’s labyrinth is a large, circular 
  door made from an unknown metal. The door has no obvious means of 
  opening.
  
  66 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 02
  MOON LABYRINTH
  Incoming Transmission from Cosmic Patrol Fleet Command:
  Thought we’d lost you back there, Patrolmen. Glad to see you’ve 
  been able to reestablish communications.
  Continue into the lunar labyrinth and keep us updated on your 
  progress. Long-range scans are distorted, but seem to show a large 
  collection of electronic brains in the immediate vicinity.
  As always, proceed with extreme caution.
  Objectives
  ❯  Provide the computer with acceptable identification or find some 
  means to bypass the security station
  Cues
  ❯  who goes there?  ❯  computer interface  ❯  computer hardware  
  ❯  do you know who I am?  ❯  outwitting the computer  
  ❯  falsifying identity  ❯  rules of logic  ❯  beep boop beep boop boop
  Tags
  ❯  Moon cave  ❯  disembodied voice  ❯  electronic brain  
  ❯  computer intelligence  ❯  identification  ❯  security system
  ❯  Moon robots  ❯  outsmart the machine
  Exits
  ❯  Easy: Turn to p. 78, 80 or 82 
  ❯  Normal: Turn to p. 72 or 82
  ❯  Hard: Turn to p. 70 or 72 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 67
  MISSIONS
  ROOM 02
  MOON LABYRINTH
  OPENING NARRATION:
  “So far so good. Still no sign of these mysterious Moon Men. 
  Hopefully they’re still busy tangling with the fleet, or else we could run 
  into a lot of trouble.”
  “The tunnels leading out of the rock maze have opened up into a 
  large room with what looks, for all intents and purposes, like a giant, 
  wall-sized switchboard flashing like it was covered with ten thousand 
  Christmas tree lights. Do Moon Men even celebrate Christmas? Or any 
  holidays, for that matter? Whoa! Did you hear that?”
  “Should’ve known better than to trust a strange computer.”
  ROOM DESCRIPTION
  The room, made of Moon rock and metal, is two or three stories tall. A 
  giant panel covered in small, blinking lights stretches from floor to ceiling 
  across one of the walls. A deep, authoritative male voice fills the room and 
  demands to know who goes there. Could this be one of the Moon Men’s 
  security checkpoints?
  ENEMIES/OBSTACLES
  Scene 1: A giant computer demands the crew prove its identity in order 
  to gain access to the next area. The crew must attempt to trick the computer, 
  find legitimate means of ID, or find some way of forging ID in a way the 
  computer will understand.
  Scene 2: Failure to meet the computer’s demands will result in Moon 
  robots being released. Destroying the robots will prompt the computer to 
  ask its questions again and release another wave of robots if necessary. 
  Each wave consists of three or four Moon robots, at the Lead Narrator’s 
  discretion.
  
  68 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 03
  MOON LABYRINTH
  Incoming Transmission from Cosmic Patrol Fleet Command:
  An anomaly in your transmissions seems to indicate the presence of a 
  large, open space ahead. We will analyze the anomaly and update you if 
  we find anything. Until then, keep your eyes open and watch your step.
  Objectives
  ❯  Survive or escape the robot attack
  ❯  Find a way to the other side of the chasm
  Cues
  ❯  don’t get too close to the edge ❯  how far down does it go? 
  ❯  I dare you to drop a pebble ❯  too far to jump ❯  abyssal trench 
  ❯  hard to see the other side ❯  did anybody bring a rope? 
  ❯  why didn’t I bring a rocket pack on this trip?
  Tags
  ❯  Moon cave ❯  robots ❯  chasm ❯  echoes ❯  no retreat ❯  stalactites 
  ❯  stalagmites ❯  bottomless ❯  loose rock ❯  invisible walkway
  Exits
  ❯  Easy: Turn to p. 78, 80 or 82 
  ❯  Normal: Turn to p. 72 or 76
  ❯  Hard: Turn to p. 70 or 72 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 69
  MISSIONS
  ROOM 03
  MOON LABYRINTH
  OPENING NARRATION:
  “Fleet Command wasn’t kidding when they said to literally watch 
  our step. It’s hard to see in this cave, and there’s no telling what might 
  be lying out there in wait. If Moon Men are as protective of the Moon as 
  we think they are, there’s liable to be something nasty in here.”
  “There’s some whirring sounds coming from behind. Patrolmen! Look 
  alive!” 
  ROOM DESCRIPTION
  This cave has no natural illumination, so the crew will need to rely on 
  their own light sources to navigate. In the middle of the cavern is a chasm 
  too large for the Patrolmen to jump across, even in the Moon’s low gravity. 
  And something is coming. Just don’t step too close to the edge of the abyss; 
  bits of rock will crumble underfoot and tumble down into nothingness.
  ENEMIES/OBSTACLES
  Scene 1: Moon robots approach the crew and chase them further into the 
  cavern. 
  Scene 2: While fighting or running away from the robots, the crew 
  reaches a huge fissure splitting the cavern in two and must either fight with 
  their backs to the chasm or find some way to get quickly get across to the 
  other side. There is no obvious way to cross over to the other side, and the 
  gap is too far to jump.
  Scene 3: If the crew defeats the Moon robots but doesn’t cross the chasm 
  and dallies for too long in attempting to find a way across (LN’s discretion), 
  a lone Moon Man absently wanders in and “floats” across the pit to reach 
  the crew’s side. The invisible walkway only spans the middle of the cave.
  
  70 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 04
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Keep watch for any agent or force that may attempt to subvert you 
  away from our cause. Pay close attention to your teammates and keep 
  your wits about you.
  Objectives
  ❯  Make it through the Lunar Brain Slug Swarm
  ❯  Leave no Patrolman behind
  Cues
  ❯  walking on slime trails ❯  pulsating, translucent bodies 
  ❯  something’s trying to mess with my brain ❯  don’t let them near you  
  ❯  make a run for it ❯  slick slime ❯  horrible gelatinous slugs
  Tags
  ❯  Moon cave ❯  slugs ❯  swarm ❯  visible brains ❯  leaping ❯  slippery 
  ❯  mind control ❯  subversion ❯  friendly fire
  Exits
  ❯  Easy: Turn to p. 78, 80 or 82 
  ❯  Normal: Turn to p. 74 or 76
  ❯  Hard: Turn to p. 74 or 76 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 71
  MISSIONS
  ROOM 04
  MOON LABYRINTH
  OPENING NARRATION:
  “As soon as we started wandering down this tunnel, I felt something trying 
  to tickle my mind, like dozens of tiny wasps buzzing in the back of my skull. 
  Then I saw the swarm. We’d prepared ourselves for a lot of things before 
  undertaking this mission, but I’d never expected to see anything like this.”
  “Bloated, transparent slugs, each one the size of my forearm, clinging 
  to the ceiling and cave walls. Hundreds of them. And inside each slug is 
  something that looks just like a human brain, suspended inside the slug’s 
  gelatinous core. I really hope that’s not a real human brain…”
  “Cripes. Where’s a giant salt shaker when you need it?”
  ROOM DESCRIPTION
  The rock tunnel is straight, with no deviations or branches. About 
  halfway through, a swarm of Lunar Brain Slugs blocks the way, leaving 
  slimy, slick trails wherever they go. The crew can feel their presence long 
  before they can see them. The wet, sticky sounds the slugs make as they 
  move ponderously around the cave are cringe-inducing.
  ENEMIES/OBSTACLES
  Scene 1: The whole tunnel is swarming with Lunar Brain Slugs. Although 
  slow on the ground, Brain Slugs can jump and will attempt to come as 
  close to potential victims as possible in order to unleash their surprisingly 
  powerful mental abilities. The Brain Slugs have a D8 for Combat. If the 
  attack is successful, the Brain Slug will latch onto the target and mentally 
  control the target’s actions (see Brain Takeover, p. 33). This effect lasts until 
  the crewman passes a Brains Test (as per Brain Takeover rules) or until an 
  unaffected crewman can pass a Brawn Test to rip the Brain Slug free from its 
  target. When the mind-control effect ends, the slug will shrivel up and die. 
  On a successful attack against a Brain Slug, the slug immediately dies.
  Scene 2: If the crew decides to try running through the Brain Slug swarm, 
  at least one crew member (LN’s choice) slips on a slime trail and several 
  Brain Slugs leap toward the fallen character.
  
  72 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 05 (BOSS ROOM)
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Engage all aggressors that stand in your way. Leave nothing in your 
  wake that might potentially come back and bite you in the behind.
  Objectives
  ❯  Destroy or disable the drill by any means
  ❯  Destroy B3N-E and its robo-babies
  Cues
  ❯  Moon cave  ❯  mining  ❯  mechanical monstrosity  
  ❯  who’s piloting that thing?  ❯  screw you, B3N-E!  
  ❯  what are they drilling for?  ❯  watch out for the drill!  ❯  flying rocks
  Tags
  ❯  incredibly loud grinding  ❯  rock avalanche  ❯  giant drill  
  ❯  pipes and valves  ❯  machinery  ❯  robot pilot  ❯  B3N-E  
  ❯  baby robots  ❯  how do you kill a robo-baby?
  Exits
  ❯  Easy: Turn to p. 84, 86 or 88 
  ❯  Normal: Turn to p. 88
  ❯  Hard: Turn to p. 74 or 76 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 73
  MISSIONS
  ROOM 05 (BOSS ROOM)
  MOON LABYRINTH
  OPENING NARRATION:
  “This is the first time we’ve wrestled with our orders.”
  “First, the ground started shaking. Felt like an earthqu—uh, Moonquake. 
  Then the biggest drill we’ve ever seen comes bursting out of the wall and 
  tries to chase us down. Of course, the drill’s pilot wasn’t what we were 
  expecting at all.”
  “How can you bring yourself to shoot at something that you kinda want to 
  put in your pocket and take home with you?”
  ROOM DESCRIPTION
  At first the rock tunnel appears to be completely empty and silent—
  unnervingly silent. Then the ground starts to shake violently. A spray of 
  rock explodes from the wall, and a giant, mechanically propelled drill the 
  size of a house bursts from behind an avalanche of Moon rock. The driller 
  moves around on tank treads and appears to have a cockpit module on 
  top, all the way on top. The crew is going to need a pretty long climb to 
  reach the cockpit.
  ENEMIES/OBSTACLES
  Scene 1: The drill may attempt to run down a crew member with Combat 
  D8. A successful attack inflicts D4 damage. Also, any crew member that 
  comes into contact with the drill head itself suffers D4 damage. The drill is 
  immune to normal attacks, and any psychic abilities do not affect the pilot. 
  The drill is moving erratically, making it difficult to climb the machine.
  Scene 2: If the crew manages to disable the drill or reach the machine’s 
  cockpit, they will find the pilot of the digger is a Moon robot with the 
  designation “B3N-E” stamped on its chest. Also, five smaller robots—robo-
  babies—accompany the pilot. The robo-babies can do 1 point of damage with a 
  successful attack using Combat D8 (Close OK, Near —, Far —), but each one is 
  so small that they can only sustain 2 points of damage before being destroyed. 
  The robo-babies are actually rather adorable, and each crew member will need 
  to pass a Brains Test in order to muster the will to attack one.
  
  74 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 06
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Never give up. There is always a way forward.
  Objectives
  ❯  Survive the drillbot attack
  ❯  Find a way out of the dead end
  Cues
  ❯  no way out  ❯  can’t turn back now  
  ❯  something’s not right about this cave  ❯  do you feel a draft?  
  ❯  there’s too many of them  ❯  what’s with all these pebbles?  
  ❯  what are the Moon Men digging for?
  Tags
  ❯  Moon cave  ❯  mining  ❯  dead end  ❯  trapped  ❯  drillbots  ❯  last stand 
  ❯  holograms  ❯  secret passages
  Exits
  ❯  Easy: Turn to p. 84, 86 or 88 
  ❯  Normal: Turn to p. 78 or 80
  ❯  Hard: Turn to p. 78 or 80 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 75
  MISSIONS
  ROOM 06
  MOON LABYRINTH
  OPENING NARRATION:
  “We’ve been in our fair share of scrapes before—we’ve survived every 
  battle the Cosmic Patrol has thrown us into—but getting lost is something we 
  seem to excel at. The fleet is out there, counting on us to breach the Moon 
  Men’s defenses, and here we are looking slack-jawed at a dead-end in a system 
  of tunnels. The only way out is the way we came in, and we’re pretty sure that 
  backtracking isn’t going to be a healthy option. So we’re stuck.”
  “These tunnels seem to indicate the Moon Men are looking for something. 
  Might be worth looking into.”
  ROOM DESCRIPTION
  The cave opens out into a wide clearing, and it’s surprisingly empty. 
  But it’s also a cul-de-sac, a dead end. There’s no way out. And the hurried 
  sounds of clanking metal are coming up from behind. A pile of Moon-
  rock pebbles, which appears to be leftover debris from large-scale drilling 
  operations, sits at the far end of the cul-de-sac.
  ENEMIES/OBSTACLES
  Scene 1: The room has no discernible exits whatsoever. At first glance 
  the crew is trapped unless they go backward. Drillbots are closing in from 
  the way the crew came. Drillbots have the same stats as Moon robots except 
  they have two of the following weapons in any combination: Single-Action 
  Drill (D4 Damage, Close OK, Near —, Far —) or Triple-Action Drill (D6 
  Damage, Close OK, Near —, Far —).
  Scene 2: If the crew tries to head back the way it came, more drillbots 
  will cut off their escape or appear through hidden doorways. Either during 
  or after the drillbot attack, the crew can search for hidden exits, which 
  are carefully hidden by holographic images that blend into the rock wall. 
  Since crew members cannot see where an exit leads until they pass through 
  it, the next room the crew encounters (see EXITS section below) must be 
  determined in a random fashion rather than being chosen by the players 
  (unless the players are playing an Insane-level campaign).
  
  76 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 07
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Whenever feasible, attempt to disrupt any Moon Men machinery 
  that you deem to be connected to the enemy’s capacity to perpetuate 
  this conflict.
  Objectives
  ❯  Survive the hail of ore
  ❯  Find the correct exit
  Cues
  ❯  strange rocks on the conveyors  ❯  keep your balance
  ❯  conveyors running in opposite directions  ❯  acrobatic feats  
  ❯  aim for the ore bins  ❯  the shaft leads where?  ❯  keep your balance!
  Tags
  ❯  Moon cave  ❯  mining  ❯  conveyor belts  ❯  ore processing  
  ❯  crushed ore  ❯  smelter  ❯  freight-bots  ❯  rock throwing  ❯  ore bins
  Exits
  ❯  Easy: Turn to p. 84, 86 or 88 
  ❯  Normal: Turn to p. 80 or 94
  ❯  Hard: Turn to p. 78 or 80 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 77
  MISSIONS
  ROOM 07
  MOON LABYRINTH
  OPENING NARRATION:
  “We’ve stumbled across the Moon Men’s primary ore processing station. 
  What could they be using all of this Moon rock for anyway, I wonder?”
  “All of these conveyor belts going back and forth so fast are starting to 
  make me dizzy, but it looks like we’ll have to hop down onto them if we want 
  to reach the other side. And all that ore on the belts is going to make footing 
  difficult.”
  “This could be a little touch and go.”
  ROOM DESCRIPTION
  This large cavern has countless conveyor belts stretching across its 
  length. Shafts coming from the ceiling dump Moon rocks and other 
  unidentifiable geological materials onto the belts. Each conveyor seems 
  to be moving in the opposite direction from its neighbors and ultimately 
  dumps its payload down another set of shafts at the other end. Where the 
  shafts go is anybody’s guess, but they appear to be the only way out of 
  the cavern. And the only way to reach the shafts is by traversing the fast-
  moving conveyor belts.
  ENEMIES/OBSTACLES
  Scene 1: The conveyor belts are the only noticeable path leading to 
  anything resembling an exit from the room. Not only are they moving pretty 
  fast, the rock chunks make for some sketchy footing. A crew member who 
  cannot pass a Brains Challenge will fall down when standing on the conveyor, 
  but a successful Brawn Challenge in the next round will allow the character 
  to regain his or her footing until another situation arises that would call the 
  character’s balance into question. Patrolmen must traverse at least four belts 
  before reaching an exit.
  Scene 2: When the crew is about halfway down the conveyor belts, freight-
  bots laden with ore enter the cavern and start hurling huge ore chunks (2 
  Damage, Close —, Near OK, Far –3) with Combat D8. Attempting to dodge 
  hurled ore will force a Brains Challenge to remain standing.
  Scene 3: There are many downward-sloping shafts leading out of the room. 
  One of them reveals an orange glow far away. This shaft leads to a smelter, 
  which spells doom, so get ready to spend some Plot Points and be creative if 
  this exit is chosen. Every other exit leads to the next room.
  
  78 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 08
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Whenever feasible, attempt to disrupt any Moon Men machinery 
  that you deem to be connected to the enemy’s capacity to perpetuate 
  this conflict.
  Objectives
  ❯  Navigate through the foundry
  Cues
  ❯  it’s really hot in here  ❯  unknown molten alloy  
  ❯  don’t let it drip on you  ❯  can’t see very far  ❯  what is this mold for? 
  ❯  should we try shutting this down?
  Tags
  ❯  mining  ❯  machinery  ❯  foundry  ❯  molten metal  ❯  steam 
  ❯  slag  ❯  heat  ❯  metal mold  ❯  robot sentries
  Exits
  ❯  Easy: Turn to p. 90, 92 or 94 
  ❯  Normal: Turn to p. 84 or 94
  ❯  Hard: Turn to p. 82 or 84 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 79
  MISSIONS
  ROOM 08
  MOON LABYRINTH
  OPENING NARRATION:
  “We heard this loud rush and hiss of steam long before we saw what was 
  causing it. The Moon Men have what appears to be some kind of foundry, 
  which is making … Well, we really don’t know what it’s making.”
  “Hard to see in here. Hard to hear in here, for that matter. And the whole 
  place just smells hot.”
  “We are proceeding with extreme caution.”
  ROOM DESCRIPTION
  Large, metal containers are attached to a track in the ceiling and are 
  moving along at a rhythmic pace. At certain intervals, a container will stop, 
  empty its molten-metal contents into a large mold on a conveyor belt below. 
  From the shape of the mold, it is impossible to determine what the molded 
  piece is meant to be used for. Then the track whisks the container out of 
  sight, and the conveyor belt transports the freshly molded pieces of metal 
  through a space far too small for a human-sized crewman to follow. If there 
  is a way around or past the pouring molten metal or the conveyor belt, the 
  crew cannot see it. Steam and dim, orange lighting make for poor visibility.
  ENEMIES/OBSTACLES
  Scene 1: A foundry that works molten metal confronts the crew, and the 
  crew must find a way to navigate it without suffering any undue harm. Use 
  Brawn or Brains Challenges (as applicable) to jump past or navigate this 
  dangerous terrain using careful timing between the pouring of molten metal. 
  Single drips of molten metal that happen to fall on any crew member will 
  cause 1 point of damage. Anyone caught beneath a container that is pouring 
  molten metal will suffer D4 points of damage.
  Scene 2: If the crew members attempt to damage or otherwise disrupt the 
  foundry workings, Moon robots will wander in to investigate.
  
  80 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 09
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Whenever feasible, attempt to disrupt any Moon Men machinery 
  that you deem to be connected to the enemy’s capacity to perpetuate 
  this conflict.
  Objectives
  ❯  Survive the stampers
  ❯  Survive the choppers
  Cues
  ❯  work up the nerve  ❯  take your time  ❯  might cost an arm and a leg  
  ❯  what are they building?  ❯  Moon Men factory  
  ❯  I always wanted to be skinnier, but this is ridiculous!
  Tags
  ❯  factory  ❯  heavy machinery  ❯  assembly line  ❯  conveyor belts 
  ❯  unknown hardware  ❯  embossing  ❯  cutting  ❯  stamping  ❯  crushing 
  ❯  timing
  Exits
  ❯  Easy: Turn to p. 90, 92 or 94 
  ❯  Normal: Turn to p. 84 or 88
  ❯  Hard: Turn to p. 82 or 84 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 81
  MISSIONS
  ROOM 09
  MOON LABYRINTH
  OPENING NARRATION:
  “Every so often, we hear a dull thud in the distance, like a miniature 
  Moonquake. The quiet clang is rhythmic, indicating some kind of machinery 
  ahead.”
  “The sound gets louder the closer we get, until the force of it rattles my 
  brain inside my skull. Once we see what we’re up against, it’s pretty clear we’ll 
  need to be quick. Otherwise we’ll all definitely be a lot thinner.”
  ROOM DESCRIPTION
  Coming out of a narrow opening in the wall, wide conveyor belts cross 
  the area. The belts carry partially assembled pieces of hardware. At regular 
  intervals down the assembly line, giant pistons quickly descend onto the 
  conveyor belts and stamp a piece of hardware into a different shape. Noise 
  can be heard further down the assembly line. No visible control units are 
  anywhere nearby. The only way out is to traverse the conveyor belts and 
  follow the assembly line.
  ENEMIES/OBSTACLES
  Scene 1: The crew members must either run through a bank of several 
  stampers or find some alternative means of bypassing them. To attempt 
  passing through a stamper, a crew member may take either a Brawn 
  Challenge (to represent quickness) or a Brains Challenge (to represent good 
  timing). A failure by a margin of 1 or 2 means the crew member lost his 
  nerve and didn’t go or a fellow crew member grabbed him by the arm and 
  jerked him back before he could get crushed. A failure by a margin of 3 or 
  more means the crew member was too slow in pulling back and suffers 1 
  point of damage at the stamper grazes his arm. The crew member must try to 
  pass the stamper again. There are at least three stampers in the crew’s way.
  Scene 2: Past the stampers, the crew members encounter a bank of several 
  massive blades that violently chop the embossed hardware into shape. These 
  choppers are treated just like the stampers, except that a Brawn/Brains 
  Challenge failure by a margin of 3 or more means the crew member suffers 2 
  points of damage from the descending blade.
  
  82 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 10
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  When feasible, investigate all Moon Men dealings so we may 
  determine whether they constitute a possible threat.
  Objectives
  ❯  Hijack a cargo skiff
  ❯ Destroy or disable all other cargo skiffs in the room
  ❯ Find the way out
  Cues
  ❯  contents of crates  ❯  which way?  ❯  don’t fall off  
  ❯  dead ends along the chasm’s branches  ❯  we’ll take that, thank you  
  ❯  how do you fly this thing?
  Tags
  ❯  Moon cave  ❯  cargo  ❯  crates  ❯  chasm  ❯  branching paths  
  ❯  hovering skiffs  ❯  hijacking  ❯  Moon robots  ❯  mining lasers
  Exits
  ❯  Easy: Turn to p. 90, 92 or 94 
  ❯  Normal: Turn to p. 86 or 88
  ❯  Hard: Turn to p. 86 or 88 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 83
  MISSIONS
  ROOM 10
  MOON LABYRINTH
  OPENING NARRATION:
  “We seem to have reached some kind of receiving area. Countless crates 
  look like they are stacked taller than our rocketship. Lord only knows what’s 
  in ’em. Wait … I think I hear something … Sounds like a hover engine. We’re 
  definitely not alone here.”
  “Perhaps we should investigate further instead of rushing in, rayguns 
  blazing.”
  ROOM DESCRIPTION
  Hundreds of large metal crates are stacked by the cave entrance, and 
  a nearby drop-off reveals a chasm that stretches into darkness. The chasm 
  continues as far as the eye can see and then branches off into several 
  different forks. A series of landing pads overhang the cliff face and are held 
  in place by cantilevers. Three lunar skiffs—hovering vehicles about the size 
  of an automobile—come to rest on the landing pads. Moon robot pilots 
  debark and begin loading some crates into the skiffs.
  ENEMIES/OBSTACLES
  Scene 1: In order to cross the chasm, the crew will need to commandeer 
  one of the lunar skiffs. Each skiff in the area is armed with twin mining 
  lasers, which a piloting robot can fire with Combat D6 (Close OK, Near 
  –3, Far –6). Each hit causes 1 damage. Since the skiffs are not specifically
  designed for combat, each one can take only 5 damage before its exterior 
  is breached and its power system is rendered inoperable. The crates are too 
  heavy for the robots to throw.
  Scene 2: If the crew decides to investigate the contents of a crate, they will 
  find various pieces of modular, electronic hardware, the purpose of which 
  cannot be determined. Any attempts to kludge the components together will 
  result in a non-functioning mess of machinery.
  Scene 3: The crew must now find an exit to the next area. There will 
  be a lunar skiff landing pad next to the exit. The skiff itself is too big to fit 
  through the exit door, so the crew must leave it behind.
  
  84 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 11
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  When possible, inflict damage to the Moon Men’s capability to wage 
  war against the Cosmic Patrol.
  Objectives
  ❯  Traverse the corridor
  ❯  Don’t wake all the robots
  ❯  Destroy all the robots, perhaps using trickery (optional)
  Cues
  ❯  sleeping robots  ❯  keep your voice down  ❯  how many are there?  
  ❯  too many for just a security detail  ❯  why are they offline?  
  ❯  anybody in there?  ❯  are they dreaming of electric sheep?
  Tags
  ❯  quiet  ❯  stillness  ❯   creepy  ❯  robot army  ❯  power alcoves  
  ❯  proximity triggers  ❯  Moon robots
  Exits
  ❯  Easy: Turn to p. 96, 98 or 100 
  ❯  Normal: Turn to p. 90 or 100
  ❯  Hard: Turn to p. 86 or 88 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 85
  MISSIONS
  ROOM 11
  MOON LABYRINTH
  OPENING NARRATION:
  “Everything is incredibly still up ahead. It’s so quiet in here I can only 
  hear sounds I normally block out: my own breathing, the soft hum of my 
  equipment, the unnerving echo of our boots on the floor. It’s … it’s like a 
  tomb in here.”
  “And we’re clearly not alone.”
  “I know we have our orders, but if we follow them to the letter, we 
  might risk alerting the entire Moon to our presence. On the other hand, 
  what would keep the Moon Men from attacking Earth—or the whole of 
  humanity—with this?”
  “Short-term or long-term? Decisions, decisions …”
  ROOM DESCRIPTION
  Ahead, a long, narrow corridor stretches out. It’s relatively dark. 
  Large, deep alcoves dot both sides of the hallway at regular intervals, and 
  something—many somethings—appears to be inside each one. But the hall 
  lies still and quiet. Whatever is lurking in each alcove doesn’t make any 
  noise.
  ENEMIES/OBSTACLES
  Scene 1: Each alcove is filled with easily a hundred Moon robots. On 
  a cursory inspection, the crew can only tell two things about these robots: 
  each appears to be completely powered down, and they’re all armed. Each 
  robot is plugged into some kind of power socket. If all of these robots get 
  awakened, there are far too many for the crew to handle using conventional 
  means.
  Scene 2: This scene will differ depending on how the crew chooses to 
  progress.
   If the crew chooses to walk silently down the hall: Halfway down the 
  hallway, a pair of these Moon robots will emerge from one of the alcoves 
  behind the crew and slowly progress toward them until the crew hears 
  the whirring and clanking behind them. Any attempt to interact with the 
  activated robots—speaking, firing, standing in plain sight—will activate 
  another nearby pair.
  If the crew instead decides to try destroying all the sleeping Moon robots: 
  Regardless of the method used, at least four of the robots will manage to 
  wake and attack.
  
  86 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 12
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Avoid contact with potentially hazardous and/or biological 
  substances, as quarantine protocols may need to be observed.
  Objectives
  ❯  Survive the toxic waste dump
  Cues
  ❯  where’s a force field when you need it?  ❯  iridescent green goo  
  ❯  don’t touch it  ❯  acidic air sizzling on armor  ❯  hold your breath!  
  ❯  what is that smell?  ❯  why do the Moon Men hate railings?  
  ❯  share my air
  Tags
  ❯  factory  ❯  toxic waste  ❯  noxious air  ❯  steam  ❯  acidic  
  ❯  manufacturing byproduct  ❯   industrial runoff
  Exits
  ❯  Easy: Turn to p. 96, 98 or 100 
  ❯  Normal: Turn to p. 90 or 94
  ❯  Hard: Turn to p. 90 or 92 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 87
  MISSIONS
  ROOM 12
  MOON LABYRINTH
  OPENING NARRATION:
  “Unless I’m imagining it, I can smell this foulness even with my respirator 
  filters cranked up to maximum. I can almost feel hair growing on my eyeballs.”
  “We seem to have stumbled upon some kind of waste dump—a churning 
  swamp that’s such a bright, sickly green color that I have to squint just to see 
  where I’m going. Never seen anything quite like it; there’s no telling what 
  the Moon Men could have been making that would cause this kind of toxic 
  byproduct.”
  “Or maybe it isn’t industrial waste at all: maybe every time a Moon Man 
  flushes his Moon toilet—or what have you—it all flushes down here. The 
  Moon’s collective septic tank.”
  “On the other hand … After careful consideration and another deep breath, 
  toxic runoff is starting to sound like the more appealing prospect. Hopefully no 
  one throws up in their helmet.”
  ROOM DESCRIPTION
  A dull green haze lingers over the room. A bubbling and churning sound 
  permeates the air. Several dozen chutes in the ceiling sluice a steaming, neon-
  green liquid down into the pit directly ahead. Narrow causeways cross the 
  pit. The causeways have no railings.
  ENEMIES/OBSTACLES
  Scene 1: The crew must attempt to reach the other side of the toxic waste 
  dump. The causeways are slick with toxic sludge, so a character must pass 
  a Brains Challenge to prevent slipping and accidentally dunking an arm or 
  leg into the toxic waste upon falling. Failure inflicts 1 damage from the toxic 
  waste. See Environmental Conditions on p. 34 for further details.
  Unless a crew member has appropriate protection, such as a force field, 
  at the end of each character’s narration while in this room, the character will 
  suffer 1 point of damage due to the ambient caustic quality of the air eating 
  away at armor or skin. Characters not wearing a sealed helmet or other 
  breathing apparatus will need to hold their breath (see Breathing, p. 32).
  
  88 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 13
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Disrupt Moon Men operations.
  Objectives
  ❯  Defeat the Moon Man
  ❯  Shut down the machinery
  Cues
  ❯  let sleeping Moon Men lie  ❯  is he really asleep?  
  ❯  what do these controls do?  ❯  don’t just go pushing buttons  
  ❯  get out of my head  ❯  lights out!  ❯  I think we should sneak
  Tags
  ❯  factory  ❯  control room  ❯  control panels  ❯  monitors  ❯  buttons  
  ❯  knobs  ❯  switches  ❯  levers  ❯  sliders  ❯  soft beeping  ❯  Moon Man
  Exits
  ❯  Easy: Turn to p. 96, 98 or 100 
  ❯  Normal: Turn to p. 92
  ❯  Hard: Turn to p. 92 or 94 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 89
  MISSIONS
  ROOM 13
  MOON LABYRINTH
  OPENING NARRATION:
  “I’ve never seen a room with so many buttons and switches. We’re betting 
  they control some of the Moon Men’s vital machinery, but there’s only one way 
  to find out.”
  “If our new friend we ran into is any indication, it’s a good bet the Moon 
  Men know we’re here.”
  ROOM DESCRIPTION
  Every surface in this small room is decked out with glowing buttons, 
  switches, levers, and display monitors. Above the controls, a large glass 
  window looks out onto a field of heavy machinery lying far below.
  A solitary Moon Man is seated in a chair in front of the controls. His 
  eyes are shut, and he appears to be sleeping. There are no other obvious 
  threats around.
  ENEMIES/OBSTACLES
  Scene 1: This control room looks down into manufacturing centers, 
  which the crew members may have encountered in previous rooms, 
  depending on campaign difficulty. The window overlooking the machinery 
  cannot be broken.
  The Moon Man is not sleeping: he is in telepathic communication with 
  other Moon Men throughout the labyrinth. Although his attention is focused 
  elsewhere, he can still sense the nearby intruders and will react accordingly if 
  provoked or when the intruders have drawn within Close combat range.
  If the crew attempts to accost, attack, or otherwise rile the Moon Man, 
  he will spring into action before any crew member’s Combat roll can be 
  made, and then he will defend himself.
  If the crew attempts to sneak past the Moon Man or fiddle with any 
  of the controls in the room, he will open his eyes and make his presence 
  known. At first he will monologue to warn the crew about the folly of their 
  quest and gives them the chance to turn around and return to their fleet. 
  Regardless of the crew members’ response, the Moon Man will then attack 
  with his mind.
  Scene 2: Once the Moon Man has been defeated, the crew must attempt 
  to shut down the factory machines using the control panel.
  
  90 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 14
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Engage all aggressors that stand in your way. Leave nothing in your 
  wake that might potentially come back and bite you in the behind.
  Objectives
  ❯  Defeat or escape the Moontants
  ❯  Don’t get eaten!
  Cues
  ❯  trail of goo  ❯  nightmare fuel  ❯  half-eaten Moontant bodies  
  ❯  clacking sounds  ❯  unblinking eyes  ❯  who looks more delicious?  
  ❯  try to look unappetizing!
  Tags
  ❯  laboratory  ❯  breeding chamber  ❯  Moontants  ❯  claws  ❯  beaks  
  ❯  dinner  ❯  possible meal  ❯  strange mound  ❯  cannibalism
  Exits
  ❯  Easy: Turn to p. 102, 104 or 106 
  ❯  Normal: Turn to p. 106
  ❯  Hard: Turn to p. 96 or 98 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 91
  MISSIONS
  ROOM 14
  MOON LABYRINTH
  OPENING NARRATION:
  “Can’t even remember how long it’s been since we’ve eaten anything 
  resembling normal food, but it’s hard to think about dinner at a time like this. 
  Especially after stepping on some kind of sticky blob of goo that looks like 
  vomit mixed with gelatin. Scraped that off my boot as quick as I could …”
  “The hollow, clacking sounds up ahead remind me of cracking open a lobster 
  claw … with butter. Mmmm … And here I go thinking about food again.”
  “If—when—we get back, the Patrol definitely owes us a lobster-and-steak 
  dinner.”
  ROOM DESCRIPTION
  Lining both walls are large glass tubes containing bipedal, four-armed 
  creatures that look like crosses between humans and insects: Moon 
  mutants—Moontants, for short. None are moving.
  The hall curves around, obscuring the path ahead. Smeared on the 
  ground is a viscous, brown trail of goo that leads around a bend in the path. 
  Inhuman, cringeworthy sounds echo from out of sight.
  ENEMIES/OBSTACLES
  Scene 1: When the crew investigates, they find a small group of 
  Moontants that have broken out of their tubes and are kneeling around a 
  shapeless mound, which their bodies obscure from view. The trail of goo 
  leads to the Moontants. One of the Moontants turns around and the goo is 
  dripping from its beak. Another Moontant holds up a severed, insectoid arm. 
  All of the Moontants study the crew members while quietly chewing.
  Each Moontant makes a roll against a random crew member to see if 
  they are appetizing: roll the Moontant’s Brawn die vs. the chosen crew 
  member’s Brawn die. If the crew member loses the roll, the Moontant will 
  deem that character too scrawny to eat and then progress on to consider 
  the next person. This repeats until either the Moontant loses or it runs out 
  of crew members to consider. If the Moontant loses a roll, it will attempt to 
  eat that character. Moontants that do not identify a delicious crew member 
  will turn back to the mound of body parts and ignore everything else 
  around them.
  Scene 2: Whenever an attacking Moontant is killed, a still-eating 
  Moontant (if any) will deem the crew a threat and start attacking.
  
  92 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 15 (BOSS ROOM)
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Be on the lookout for unusual threats. We have very little 
  information regarding who the Moon Men might have aligned 
  themselves with, so expect the unexpected.
  Objectives
  ❯  Escape the lab
  ❯  Leave no one behind
  Cues
  ❯  watch out for broken glass  ❯  don’t let it grab you  ❯  incubating fluid   
  ❯  gelatinous rage  ❯  inhuman, waterlogged screams  ❯  swallowed alive  
  ❯  what are these blobs?
  Tags
  ❯  laboratory  ❯  glass tubes  ❯  Goo Monsters  ❯  envelopment  
  ❯  digestion  ❯  army of goo  ❯  blobs
  Exits
  ❯  Easy: Turn to p. 102, 104 or 106 
  ❯  Normal: Turn to p. 96 or 98
  ❯  Hard: Turn to p. 96 or 98 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 93
  MISSIONS
  ROOM 15 (BOSS ROOM)
  MOON LABYRINTH
  OPENING NARRATION:
  “This area definitely has our nerves on edge. For what looks to be some kind 
  of lab—or, I dunno … a lunar jellyfish hatchery?—we’d expected more security. 
  Some ’bots, Moontants, or even Moon Men—something. Instead there’s this 
  veritable forest of giant, glass tubes with nothing but silence to protect it.”
  “This place seems important, but we can’t see why. And it’s hard to be afraid 
  of something you can’t see.”
  ROOM DESCRIPTION
  A large laboratory fills the room. Most prominent in this lab are a 
  multitude of large glass tubes that are anchored to the floor and extend all 
  the way to the high ceiling above. Each tube has a large enough diameter for 
  at least four humans to fit inside without touching each other. A dull blue 
  liquid fills each tube and suspended inside the liquid is what appears to be a 
  transparent ball of goo easily the size of several people.
  ENEMIES/OBSTACLES
  Scene 1: When the crew members get close to one of the tubes, the Goo 
  Monster inside will bash itself against the glass and flatten out to reveal its 
  true size. It will do this three or four times until the glass shatters. Incubating 
  liquid sprays out in a giant gush, so each crew member must pass a Brawn 
  Challenge to avoid being knocked down. Like an octopus, the Goo Monster 
  will squeeze and slink its way out of the tube regardless of how small the 
  hole is.
  If the Goo Monster successfully uses its Envelopment weapon against 
  a crew member, the target will be trapped inside the monster’s transparent 
  body as the monster attempts to digest the crew member. Attacks made 
  against the Goo Monster by the enveloped character automatically hit; no 
  dice need to be rolled. The Goo Monster may only envelop one crew member 
  at a time, and the crew member will remain enveloped until the monster is 
  killed or the crew member reaches Knocked Out status.
  Scene 2: Each tube the crew nears on their way out of the lab will release 
  another Goo Monster. If there are too many for the crew to kill or outrun, 
  they will need to devise some other means of escape.
  
  94 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 16
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Be on the lookout for unusual threats. We have very little 
  information regarding who the Moon Men might have aligned 
  themselves with, so expect the unexpected.
  Objectives
  ❯  Escape from the Darknoids
  Cues
  ❯  something’s following us  ❯  a latticework of shadows  
  ❯  power conduits  ❯  take cover!  ❯  it’s behind you  ❯  wait for the flash …  
  ❯   how big is this place?  ❯  did you see that?  ❯  tell me you saw that too!
  Tags
  ❯  laboratory  ❯  power experiment  ❯  energy receptacles  ❯  shadows  
  ❯  obelisks  ❯  pylons  ❯  Darknoids
  Exits
  ❯  Easy: Turn to p. 102, 104 or 106 
  ❯  Normal: Turn to p. 98 or 106
  ❯  Hard: Turn to p. 96 or 98 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 95
  MISSIONS
  ROOM 16
  MOON LABYRINTH
  OPENING NARRATION:
  “Hard to tell what this place is for. An expansive field of giant energy 
  pylons—my guess is this is either for some kind of power experiment or maybe 
  to route energy into some of the nearby laboratories.”
  “One of the crew thought she saw something out of the corner of her eye 
  during the last flash, but there’s nothing there. Has this long trek to the Moon’s 
  core made us paranoid? Or is something really out to get us?”
  ROOM DESCRIPTION
  This giant, square room with an incredibly high ceiling is easily the size 
  of a football field. Spread across the entire expanse in perfectly aligned 
  rows are countless metal obelisks pointing toward the ceiling. Each pylon 
  stands about as tall as five or six humans and is covered in lines of light 
  that appear to be energy conduits. Like giant sundials, the many obelisks 
  create a crisscrossing of countless shadows across the floor. Every so often, a 
  bright purple crackle of energy shoots straight upward from the top of every 
  obelisk. Like a flash of lightning, this energy illuminates the entire room for 
  only a brief moment before the shadows return.
  ENEMIES/OBSTACLES
  Scene 1: As the crew crosses the field of pylons, a successful Brains Test 
  will tell a crew member that they are being watched. Another successful 
  Brains Test by any character will reveal the presence of a Darknoid closely 
  shadowing them, but with the shadows it is impossible to see. The crew 
  must wait for an energy flash to reveal the Darknoid. Whenever possible, the 
  Darknoid will attempt to attack a crew member from behind, dragging him 
  into the shadows.
  Scene 2: It’s not just a single Darknoid that has found the crew: each 
  subsequent energy flash reveals yet another Darknoid lurking behind one of 
  the pylons … or is it the same Darknoid, jumping from shadow to shadow? 
  Either way, the crew might need to start running. The crew must defeat at 
  least one Darknoid before escaping the room, but it remains at the Lead 
  Narrator’s discretion.
  
  96 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 17
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Endeavor to assist any captives the Moon Men may have in their 
  grip, regardless of the method of their imprisonment.
  Objectives
  ❯  Escape the lab
  ❯  Free Neanderthal humans (optional)
  Cues
  ❯  genetic experimentation  ❯  human ancestry  
  ❯  what happened to all of the Homo erectus?  
  ❯  is that your great grandmother?  ❯  yeah, I don’t speak caveman
  Tags
  ❯  laboratory  ❯  Neanderthal Humans  ❯  museum display  ❯  prisoners 
  ❯  force fields  ❯  empty cells  ❯  bones  ❯  animal skins
  Exits
  ❯  Easy: Turn to p. 108, 110 or 112 
  ❯  Normal: Turn to p. 112
  ❯  Hard: Turn to p. 100 or 102 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 97
  MISSIONS
  ROOM 17
  MOON LABYRINTH
  OPENING NARRATION:
  “We’ve all seen a lot of strange stuff, but this takes the proverbial cake. 
  Feels like we’re looking into a window to the past. The distant past, that is—
  some time hundreds of thousands of years ago.”
  “As far as we know, it’s impossible to completely freeze time. Does this 
  mean the Moon Men are breeding these prisoners? If so, for what purpose? 
  And what happened to the occupants of the empty cells?”
  ROOM DESCRIPTION
  The front part of this deserted area is a laboratory with all manner of 
  horrific medical instruments. Further into the lab, the surroundings change 
  back into Moon rock caves with cul-de-sacs dug into the tunnel walls. Inside 
  each cul-de-sac waits several shadowed figures, and a lustrous, transparent 
  film blocks each cul-de-sac entrance.
  ENEMIES/OBSTACLES
  Scene 1: Further inspection reveals the shadowed shapes are what appear 
  to be human cavemen trapped behind force fields (10 armor, Combat D6, 
  1 damage), as though they are in a natural history museum display back 
  on Earth. A mixture of men and women dressed in animal skins are lolling 
  about, gnawing meat from curved, unidentifiable bones as long as their 
  forearms. Plaques next to the populated cells say “H. neanderthalensis”—
  Neanderthal Man. Plaques next to the handful of empty cells say “H. 
  erectus.” The floors of the empty cells show discolored stains, and the cells 
  themselves do not look as though they have been used in quite some time—
  perhaps centuries or more.
  The crew may attempt to free the Neanderthal humans, but there will 
  be a considerable communication barrier. If the crew cannot bridge the 
  language barrier and convince the Neanderthals to leave the cell and seek 
  shelter, any Neanderthal who fails a Brains Challenge will lash out against 
  the crew.
  Scene 2: If the crew decides to be heartless and leave the Neanderthals to 
  their fate, a Moon Man researcher will show up, free the Neanderthals, and 
  use a mental command to force the Neanderthals to attack the crew.
  
  98 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 18
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  The Moon Men may have pushed the limits of biological 
  experimentation. Eliminate any such abominations with extreme 
  prejudice.
  Objectives
  ❯  Enter the lab
  ❯  Put the Experiments Gone Wrong out of their misery
  Cues
  ❯  danger ahead  ❯  maybe we shouldn’t go in there  ❯  watch your head  
  ❯  long abandoned  ❯  has this room developed its own ecosystem?  
  ❯  so much tubing  ❯  burn it all down  ❯  what were they doing with these?
  Tags
  ❯  laboratory  ❯  sealed door  ❯  broken keypad  ❯  rust  
  ❯  Experiments Gone Wrong  ❯  spiderlike horrors  ❯  wailing  
  ❯  psycho-stare  ❯  baby faces
  Exits
  ❯  Easy: Turn to p. 108, 110 or 112 
  ❯  Normal: Turn to p. 102 or 104
  ❯  Hard: Turn to p. 100 or 102 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 99
  MISSIONS
  ROOM 18
  MOON LABYRINTH
  OPENING NARRATION:
  “Hard to see what’s beyond this door, but it won’t budge and there 
  doesn’t seem to be any other way around it. Our best guess is it’s a lab of 
  some kind, but none of us can see much with all the gunk coating the other 
  side of the glass.”
  “We’re trying to figure a way through, but this is proving a little tougher 
  than we thought. Some of us think we should leave it and turn back … and I’m 
  starting to believe ’em.”
  “One of the crew thought she heard something on the other side, but no 
  one else did. Could she have imagined it?”
  ROOM DESCRIPTION
  This lab is sealed with a transparent door. The door appears to have been 
  deliberately closed: a sign written in Moonese covers a keypad next to the 
  door, but the keys are fused as though someone blasted a few atomatic shots 
  into it. Large splatters of an indeterminate color pepper the glass from inside 
  the room. The only way to proceed is through this door.
  ENEMIES/OBSTACLES
  Scene 1: A crew member who can read Moonese will understand the sign 
  to say something along the lines of “Danger! Keep out!” Opening the door 
  itself should be a somewhat complicated undertaking (LN’s discretion), as 
  the Moon Men really don’t want this door to be opened. The glass is nearly 
  indestructible, so another method will need to be used.
  Scene 2: The interior of this lab looks like it hasn’t seen use in decades. 
  Every surface and scientific instrument is covered in rust. Overturned metal 
  canisters and broken glass beakers litter the place. Countless low-hanging 
  loops of black, flexible tubing lazily droop from above, obscuring the actual 
  ceiling from view. Skittering sounds come from overhead. When the crew 
  looks up, creatures fall from the tubes. These Experiments Gone Wrong are 
  a mishmash of varying spiderlike shapes—some with long tails, some with 
  innumerable legs—but all of them have the face of a human baby where the 
  head should be. The head lets out a plaintive wail as its inhuman eyes seem 
  to stare directly into the crew members’ brains.
  
  100 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 19
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Be on the lookout for unusual threats. We have very little 
  information regarding who the Moon Men might have aligned 
  themselves with, so expect the unexpected.
  Objectives
  ❯  Neutralize, trap, or destroy the Electro Demon
  Cues
  ❯  hair standing on end  ❯  high voltage traveling arcs  ❯  stay put!  
  ❯  brain takeover  ❯  can’t get you outta my head  ❯  electronic screams  
  ❯  malfunctioning equipment
  Tags
  ❯  laboratory  ❯  electricity  ❯  Jacob’s ladders  ❯  Electro Demon  
  ❯  electrical consciousness  ❯  glitchy equipment  ❯  brain-merge
  Exits
  ❯  Easy: Turn to p. 108, 110 or 112 
  ❯  Normal: Turn to p. 104 or 106
  ❯  Hard: Turn to p. 104 or 106 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 101
  MISSIONS
  ROOM 19
  MOON LABYRINTH
  OPENING NARRATION:
  “The Moon Men must be fond of old literature because this lab seems 
  to have Frankenstein written all over it. Or maybe that’s what the Moon 
  Men want us to think. Everything’s here: the lab equipment, the purely 
  ornamental electricity arcs … All that’s missing, however, is the maniacal 
  laugh of a mad scientist …”
  “Whatever’s in here is making my hair stand on end, and I know that’s 
  not just a case of the heebie-jeebies.”
  ROOM DESCRIPTION
  This laboratory looks like it has come straight from some mad scientist’s 
  dream. High-voltage electricity travels up numerous Jacob’s ladders, filling 
  the room with crackles of energy. Strange devices are scattered on lab tables, 
  and a continuous, high-frequency hum persists throughout the lab.
  ENEMIES/OBSTACLES
  Scene 1: As the crew wanders through the maze of lab tables, the high-
  voltage sound from the Jacob’s ladders grows louder and louder until, in a 
  dazzling flash of yellow light, an Electro Demon leaps out of the nearest ladder 
  to accost the crew.
  The Electro Demon cannot live long outside of an environment capable 
  of handling its electrical consciousness, so it will not engage the crew in direct 
  combat. When caught out in the open, the Electro Demon can sustain a total of 5 
  points of damage before its consciousness is permanently disrupted. Each time it 
  changes homes, its health automatically recharges to the full 5 points.
  When outside of a compatible home that can house its consciousness, the 
  Electro Demon can perform one of the following actions.
  Possess Object: The Demon can leap into any electronic item in the crew’s 
  possession (LN’s discretion) and make that object its home. A possessed object 
  will not function until the crew can coax the Electro Demon from the object by 
  offering it a more appealing home. Destroying a possessed object will free the 
  Demon.
  Brain Merge: The Demon can charge the nearest Patrolman and attempt to 
  merge with the electricity field generated by his brain neurons. Use Combat D10 
  for this brain-merge attack (Close OK, Near OK, Far –3). A winning Combat 
  roll inflicts 3 points of damage, and the crew member is now under the Electro 
  Demon’s control (see Brain Takeover, p. 33). The effect will last until the host 
  resists the Brain Takeover (which will force the Demon out) or a more enticing 
  home can be presented.
  
  102 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 20
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Engage all aggressors that stand in your way. Leave nothing in your 
  wake that might potentially come back and bite you in the behind.
  Objectives
  ❯  Escape the dinosaur paddock
  Cues
  ❯  extinct plants and trees  ❯  thankfully the fence isn’t electrified
  ❯  did you feel that?  ❯  we’re being hunted  
  ❯  gaping mouth of jagged teeth  ❯  can’t you climb any faster?
  Tags
  ❯  jungle  ❯  fence  ❯  gate  ❯  strange alloy  ❯  dense greenery  ❯  paddock  
  ❯  deep growling  ❯  dinosaur  ❯  carnivore
  Exits
  ❯  Easy: Turn to p. 114, 116 or 118 
  ❯  Normal: Turn to p. 108 or 118
  ❯  Hard: Turn to p. 104 or 106 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 103
  MISSIONS
  ROOM 20
  MOON LABYRINTH
  OPENING NARRATION:
  “Feels like we’ve walked into some kind of a dream. Instead of metal 
  walls, up ahead looks like a lush jungle of green plants smack dab in the 
  middle of a large cavern. Considering all the other strange things we’ve 
  seen, this one is most incongruous.”
  “Right now, this place makes me wish I’d brought along a pith helmet.”
  ROOM DESCRIPTION
  The tunnel opens up into a giant cavern with a tall ceiling far out of 
  reach. All around, green, leafy vegetation and trees spring up from the 
  lunar rock. All of the plant life appears to be of terrestrial origin, but 
  how it got here and how it has managed to thrive in dry Moon soil while 
  lacking sunlight is unknown. A massive chain-link fence pokes up from the 
  vegetation. The fence stretches across the cavern and nearly reaches all the 
  way to the ceiling. The vegetation is so thick it obscures what lies on the 
  other side of the fence.
  ENEMIES/OBSTACLES
  Scene 1: The holes in the chain-link fence are barely large enough for a 
  human to fit an arm through, and the links themselves are made of a strange 
  alloy that normal means cannot melt. At the middle of the fence is a gate 
  with no obvious means of opening, and it is made of the same impervious 
  alloy as the rest of the fence. The gate is controllable through psychic 
  commands only the Moon Men would know, so the crew will need to climb 
  the fence and squeeze through the opening at the top.
  Scene 2: Once the crew has reached the bottom of the other side of 
  the fence, the ground will begin to shake. The leaves and trees swish and 
  tremble, and dinosaurs of various types burst from the underbrush. Easily 
  three times taller than a human and with mouthfuls of razor-sharp teeth, 
  these thunder lizards are definitely not herbivores. The crew can either try to 
  attack the dinosaurs or attempt to outrun them. If the crew chooses to run, 
  they will encounter another fence on the opposite side of the paddock. They 
  will need to scale the fence quickly in order to prevent getting pulled off by 
  the dinosaurs.
  
  104 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 21
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  There is no telling who or what the Moon Men may have subverted 
  to their cause. Be wary for familiar items or life forms that may be under 
  the influence of dynamo-psychism.
  Objectives
  ❯  Survive the Moon Gorilla ambush
  ❯  Find a way out of the habitat
  Cues
  ❯  dead end  ❯  self-contained ecosystem  ❯  I can see its brain  
  ❯  cover your ears!  ❯  climbing trees  ❯  no more monkey business  
  ❯  you know gorillas aren’t monkeys, right?
  Tags
  ❯  habitat  ❯  tall trees  ❯  vines  ❯  heavy glass  ❯  Moon Gorilla  
  ❯  loud thumping  ❯  huge fists  ❯  psychosonics
  Exits
  ❯  Easy: Turn to p. 114, 116 or 118 
  ❯  Normal: Turn to p. 108 or 112
  ❯  Hard: Turn to p. 108 or 110 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 105
  MISSIONS
  ROOM 21
  MOON LABYRINTH
  OPENING NARRATION:
  “Seems the Moon Men are rather fond of keeping pets. Or at least 
  making it look like they keep pets. Through the window, this place looks 
  like a giant terrarium—plenty of tall trees and vines—but none of us can see 
  anything living on the other side.”
  “Wait … What is that humming noise?”
  “Oh, no! Something is trying to break through!”
  ROOM DESCRIPTION
  The area sections off into a long metal corridor with a dozen large 
  windows on either side of the hall. Each of the windows looks out into 
  the same larger room, which appears to be a nature preserve with grasses, 
  shrubs, and trees that would be at home in an African savannah. Various 
  insect and wildlife sounds are coming from the other side of the heavy 
  glass. The hallway dead-ends, but access hatches are visible inside the 
  nature habitat. Other than the windows, there are no obvious entrances to 
  the habitat.
  ENEMIES/OBSTACLES
  Scene 1: As the crew attempts to explore the hallway, a loud rustle 
  emerges from within the habitat. A Moon Gorilla leaps up to the window 
  with a bloodcurdling roar. The animal bears a strong resemblance to Earth 
  gorillas except the top of its skull is a glass jar exposing its brain, and some 
  lights and circuitry are embedded in the gray matter. A small radar dish 
  sits atop the brain jar. When the Moon Gorilla beats its chest, the sound is 
  so loud the crew can feel the floor shake. The gorilla’s growls and chest-
  thumping seem to be sonically amplified by the radar dish.
  Using both its fists and its sonic amplification, the gorilla pounds on the 
  glass until a crack appears. The crack draws other gorillas from the habitat, 
  which start beating on other windows until one window shatters.
  
  106 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 22
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  The Moon Men may have pushed the limits of biological 
  experimentation. Eliminate any such abominations with extreme 
  prejudice.
  Objectives
  ❯  Survive the Eel Creatures
  ❯  Find the exit
  Cues
  ❯  care for a swim?  ❯  giant flying fish  ❯  nothing ever shocks me  
  ❯  can’t see a thing down here  ❯  thrashing underwater  
  ❯  we’re going to need a bigger fishing rod  ❯  the one that got away
  Tags
  ❯  tank  ❯  pool  ❯  causeway  ❯  murky water  ❯  Eel Creatures  
  ❯  electroshock  ❯  underwater  ❯  hatch  ❯  airlock 
  Exits
  ❯  Easy: Turn to p. 114, 116 or 118 
  ❯  Normal: Turn to p. 110
  ❯  Hard: Turn to p. 108 or 110 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 107
  MISSIONS
  ROOM 22
  MOON LABYRINTH
  OPENING NARRATION:
  “It’s really moist in here. I’ve got enough condensation on my helmet 
  that I need to wipe it off every once in awhile just to see.”
  “Never seen a pool that calm before.  It was like we were looking at 
  a smooth pane of glass. But it’s certainly liquid: one of the crew lost her 
  balance and ended up dunking a boot before I caught her. Now the water’s 
  just as agitated as a proper ocean back home.”
  ROOM DESCRIPTION
  A metal ramp leads to the top of a second level. Upon ascending the 
  ramp, a causeway crosses an open water tank the size of two Olympic-size 
  swimming pools. The water is murky but dim lights glow beneath the water’s 
  surface, and the pool itself seems remarkably calm. The causeway only 
  provides access to the pool; it does not lead to an exit from the room.
  ENEMIES/OBSTACLES
  Scene 1: While the crew members are investigating the pool, an Eel 
  Creature will leap from the water and attempt to knock one of the crew 
  from the causeway. Make a modified Combat roll by using the Brawn die (or 
  Special die, if relevant) for both the crew member and the Eel Creature. If the 
  crew member loses, she takes no damage but is now in the drink. Nothing 
  happens if the Eel Creature loses the roll, but it may try again on its next 
  action, provided crew members are still on the causeway. 
  Each Eel Creature is about the size of a great white shark; however, for 
  the purposes of standard gameplay, eels cannot swallow a crew member 
  whole.
  The crew can either attack the Eel Creatures in underwater combat or 
  they can find some way to drain the tank.
  Underwater is an airlock hatch that leads to the next area. A crew 
  member will need to pass a Brains Challenge in order to notice it in the 
  murky water. If a crew member attempts to turn the wheel on the hatch 
  during combat, he will need to pass a Brawn Challenge at a –3. Note: 
  Opening the hatch will not cause the tank to drain.
  
  108 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 23
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Keep watch for any agent or force that may attempt to subvert you 
  away from our cause. Pay close attention to your teammates and keep 
  your wits about you.
  Objectives
  ❯  Resist the illusions
  ❯  Destroy the Octopus Creatures
  Cues
  ❯  looks like starlight above  ❯  hey, I always wanted one of these  
  ❯  check out this baby  ❯  Patrolman’s dream  ❯  top of the line hardware  
  ❯  man, is my neck itchy
  Tags
  ❯  grotto  ❯  lunar glowworms  ❯  dripping water  ❯  stalactites  
  ❯  hallucinations  ❯  objects of desire  ❯  Octopus Creature  
  ❯  beak  ❯  tentacles  ❯  strangulation
  Exits
  ❯  Easy: Turn to p. 120, 122 or 124 
  ❯  Normal: Turn to p. 124
  ❯  Hard: Turn to p. 112 or 114 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 109
  MISSIONS
  ROOM 23
  MOON LABYRINTH
  OPENING NARRATION:
  “This cave looks like a habitat for some kind of creature, but the only 
  thing in sight is the glowing worms blissfully stuck to the ceiling. These 
  worms don’t seem to care when we poke at them. That’s just as well: the 
  worms make the cave look like a starlit sky.”
  “There’s something just up ahead. Wait a second—is that what I think 
  it is? If my helmet wasn’t in the way, I’d rub my eyes to make sure I’m not 
  seeing things.”
  ROOM DESCRIPTION
  The grotto is mostly dark, and every surface is covered in beads of 
  moisture. Stalactites hang from the ceiling. Small points of glowing, blue 
  light dot the stalactites; these are tiny lunar glowworms minding their own 
  business. All around, the crew can hear the soft plink of water droplets 
  hitting the cave floor.
  ENEMIES/OBSTACLES
  Scene 1: In the middle of the grotto sits a metal platform. On top of 
  this platform rests one object that specifically relates to each crew member. 
  For example, there might be a sharpened axe for Amazons, atomatics for 
  marines, tools for engineers, and oil cans for robots. When a crew member 
  picks up one of the objects, she will stand there and stare lovingly at the 
  object unless she can pass a Brains Test. Any characters that fail the test 
  are mesmerized by the objects and will be unable to act when the Octopus 
  Creatures slink down from the stalactites and try to strangle them.
  Scene 2: The Octopus Creatures resemble large, Earth cephalopods, but 
  their translucent mantles—the bulbous part—reveal large, human-looking 
  brains inside. These creatures are responsible for projecting hallucinations to 
  the crew members’ brains and are using the distraction to get an easy dinner.
  A crew member under an octopus’s thrall can only attempt to pass a 
  Brains Test when his Narration comes. If the Test is successful, he may 
  immediately make a Combat roll against the nearest Octopus Creature. If 
  the Brains Test is unsuccessful, he will remain in place, lovingly caressing 
  his imagined object, heedless of the suckered tentacles wrapping around his 
  throat or the sharp beak digging into the back of his neck.
  
  110 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 24
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Endeavor to assist any captives the Moon Men may have in their 
  grip, regardless of the method of their imprisonment.
  Objectives
  ❯  Rescue the prisoners
  ❯  Rescue the human prisoner (optional)
  Cues
  ❯  who pulled the fire alarm?  ❯  that guy looks familiar …  
  ❯  lead the uprising against our robot masters  
  ❯  they’ll never take our freedom  ❯  brave souls  
  ❯  where do you suppose the tube leads?
  Tags
  ❯  menagerie  ❯  empty cells  ❯  aliens  ❯  raggedy human  
  ❯  Moon robots  ❯  robot wardens  ❯  pneumatic tubes  ❯  grinders
  Exits
  ❯  Easy: Turn to p. 120, 122 or 124 
  ❯  Normal: Turn to p. 114 or 116
  ❯  Hard: Turn to p. 112 or 114 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 111
  MISSIONS
  ROOM 24
  MOON LABYRINTH
  OPENING NARRATION:
  “This is the one thing we were hoping not to see: a collection of empty 
  prison cells—little more than cages, really—that were clearly designed for 
  humanoid occupants.”
  “How long were these life forms living under the Moon Men’s thumbs? 
  And where have they all gone?”
  ROOM DESCRIPTION
  On either side of this hallway are cages or prison cells. Some have bars, 
  some have transparent glass barriers, others with empty spaces that are 
  deactivated force fields. However, all of these cages are open and empty, 
  and they look like they’ve been abandoned recently. Footprints and food 
  receptacles in the cages seem to indicate a wide variety of life forms were 
  once kept here.
  ENEMIES/OBSTACLES
  Scene 1: The crew hears commotion further down the hall. The hall opens 
  up into a large anteroom where a long line of various creatures and aliens waits. 
  Moon robots are herding the line towards a bank of glass tubes that lead to the 
  ceiling. High above, a network of these tubes crisscross around the whole room.
  At the head of the line, a bearded human in rags catches sight of the crew 
  trying to stay out of sight and waves his arms. “Help!” he yells. “They’re going 
  to—” And then the lead robot cuts him off by shoving him underneath the 
  nearest tube opening. The prisoner gets sucked into the tube and vanishes. 
  Seconds later the crew can see him shooting through one of the tubes going 
  along the ceiling. Then he disappears off to parts unknown. The robots then start 
  attacking the crew.
  Scene 2: If any crew member can pass a Charisma Test, the crew will enlist 
  a maximum of 12 prisoners to help fight against their captors. Prisoners will 
  inflict 1 damage on a successful Combat roll (Close range only), but due to their 
  weakened state and lack of protection, any time a robot wins a Combat roll 
  against a prisoner, the prisoner is automatically knocked out.
   Scene 3 (Optional): The crew may choose to jump into the pneumatic tube 
  system to try rescuing the human. The tube leads to a series of bloody grinders, 
  and the prisoner is fighting to keep from falling into them when the crew arrives. 
  If freed, the prisoner is panicky and runs off before the crew can stop or question 
  him.
  
  112 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 25
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Endeavor to assist any captives the Moon Men may have in their 
  grip, regardless of the method of their imprisonment.
  Objectives
  ❯  Survive the arena
  ❯  Rescue the arena prisoners
  Cues
  ❯  where’s the audience?  ❯  metal beanies  ❯  well that’s not very sporting 
  ❯  you think the robots place bets on the winner?  
  ❯  induced adrenaline stimulator  ❯  rage extractors  ❯  agonizers
  Tags
  ❯  arena  ❯  blood  ❯  cruel weapons  ❯  alien prisoners  ❯  antennas  
  ❯  radio dishes  ❯  mind control  ❯  energy emitters  ❯  forced to do battle
  Exits
  ❯  Easy: Turn to p. 120, 122 or 124 
  ❯  Normal: Turn to p. 116 or 118
  ❯  Hard: Turn to p. 116 or 118 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 113
  MISSIONS
  ROOM 25
  MOON LABYRINTH
  OPENING NARRATION:
  “The sounds of battle—the clanging of metal against metal, insistent 
  shouts, tortured screams, the patter of maneuvering feet—echo from up 
  ahead. Could the Moon Men’s prisoners have revolted, or is something else 
  going on?”
  “Has the war already started without us?”
  “I pray we are not too late. Those who oppose the Moon Men must not 
  be allowed to die in vain.”
  ROOM DESCRIPTION
  The path leads to the top of an amphitheater that looks down into a 
  circular arena. Blood stains the arena’s Moon dust floor. Moon robots are 
  posted at each of the four entrances leading down into the arena floor itself. 
  Racks of cruel-looking melee weapons are scattered in various places around 
  the arena, and one radio dish is mounted at each entrance. 
  ENEMIES/OBSTACLES
  Scene 1: The arena doors open, and robots escort two humanoid aliens 
  (LN’s choice) into the ring. A metal cap with an antenna on top is strapped 
  to each alien’s head. If the crew chooses to wait and see what happens, they 
  will witness the two aliens take weapons from the racks and attack each 
  other. Whenever one of the aliens scores a hit on its opponent, the opponent 
  screams and its cap glows. Energy then beams from the cap’s antenna to one 
  of the four dishes. This energy travels along a power conduit than runs out 
  of the arena.
  Scene 2: The crew may interrupt the arena fight at any time. Any alien 
  still wearing its cap when the crew enters the arena will attack crew members 
  on sight (Combat D8, 2 damage, Close range only) and will not back down 
  until it takes at least 6 points of damage. Destroying or otherwise removing 
  the caps from a conscious alien will render the alien comatose and twitching 
  in the sand.
  Scene 3: Further investigation of the arena reveals dozens of the antenna 
  caps and countless cages stuffed with frightened aliens, none of whom 
  appear belligerent. If the crew tries to experiment with the caps, they will 
  discover the caps are mind-control devices that channel rage and pain into 
  usable energy.
  
  114 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 26
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Disrupt Moon Men operations.
  Objectives
  ❯  Disable the large dish
  ❯  Disable the large dish before it finishes broadcasting (optional)
  ❯  Destroy the lunar communications hub
  Cues
  ❯  hello, operator?  ❯  phone home  
  ❯  what do Moon Men need radios for?  
  ❯  I’m working as fast as I can  
  ❯  who are the Moon Men talking to?  
  ❯  this number is no longer in service
  Tags
  ❯  computers  ❯  communications array  ❯  massive dish  ❯  ticking clock  
  ❯  mysterious broadcast  ❯  Moon robots
  Exits
  ❯  Easy: Turn to p. 126, 128 or 130 
  ❯  Normal: Turn to p. 122 or 130
  ❯  Hard: Turn to p. 116 or 118 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 115
  MISSIONS
  ROOM 26
  MOON LABYRINTH
  OPENING NARRATION:
  “In all my days in the Cosmic Patrol, I’ve seen plenty of big things, but 
  this goes even beyond that. This has to be the largest radio dish I’ve ever 
  seen. Of course, the Moon Men are telepathic, right? Why would they need 
  a huge communications array like this?”
  “And an even bigger question: Who’s picking up the phone on the other 
  end?”
  ROOM DESCRIPTION
  This area houses a large array of computers. Thick wires are strung 
  across the ceiling, and antennas protrude from several surfaces. Computer 
  displays show oscillating sine waves and other various readouts. The ping 
  of radio transmissions fills the air. Set in the middle of the room is a massive 
  communications dish that dwarfs the crew. The dish’s antenna is angled 
  toward a hole cut in the high, rocky ceiling. The hole, sealed by a glass plate, 
  disappears into darkness.
  ENEMIES/OBSTACLES
  Scene 1: Upon first glance the crew should learn that this is one of 
  the major lunar communication hubs. Although the Moon Men can 
  communicate telepathically with each other from opposite sides of the 
  Moon, they maintain these stations to coordinate the efforts of their robots, 
  taskmasters, and other thralls.
  The whole truth is that the giant dish is strong enough to broadcast far 
  beyond the Moon. The hole in the ceiling leads all the way to the Moon’s 
  surface, allowing the radio signal to travel without the Moon’s crust 
  attenuating the signal strength. Once the crew discovers this, the dish will 
  activate and begin transmitting. The crew must find some way to disable 
  the dish and prevent its message from being broadcast. When the dish starts 
  transmitting, apply a time limit of a certain number of Narrations: this is the 
  time needed for the dish to finish broadcasting its message.
  Scene 2: When the crew starts disabling the dish, Moon robots come to 
  investigate. This should encourage the distribution of duties, with some crew 
  members fighting off the robots while others try to kill the broadcast before 
  it’s too late.
  If time expires, the message has been broadcast. Other than ominous 
  dread hanging over the crew members, no negative events occur.
  
  116 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 27
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Endeavor to assist any captives the Moon Men may have in their 
  grip, regardless of the method of their imprisonment.
  Objectives
  ❯  Rescue consciousnesses from the crystal matrix (optional)
  ❯  Destroy the crystal matrix
  Cues
  ❯  how many carats do you suppose that is?  ❯  I think I saw something  
  ❯  anybody in there?  ❯  a new kind of prison  ❯  this is really complex  
  ❯  why trap souls?
  Tags
  ❯  computers  ❯  crystal  ❯  consciousness matrix  ❯  antigravity field  
  ❯  trapped souls  ❯  Moon Man  ❯  Moon robot
  Exits
  ❯  Easy: Turn to p. 126, 128 or 130 
  ❯  Normal: Turn to p. 120 or 122
  ❯  Hard: Turn to p. 120 or 122 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 117
  MISSIONS
  ROOM 27
  MOON LABYRINTH
  OPENING NARRATION:
  “So far the Moon has often been full of contrasts, but I’d never expected 
  to see a gemstone the size of a one-story building in the middle of a room 
  of computers. This thing would feel more appropriate in some fantasy flick 
  with wizards and dragons, but we’re fresh out of wizards.”
  “Still, something feels truly magical about this crystal. Whatever it is, I 
  can’t take my eyes off of it.”
  ROOM DESCRIPTION
  Every wall of this room houses large banks of computers with flashing 
  lights, strange readouts, and soft beeping. In stark contrast to the computers, 
  a huge crystalline formation sits in the middle of the room. The bright blue 
  crystal is a perfect hexagonal shape and stands about the height of three 
  humans. It is suspended between two round receptacles—one in the floor and 
  one extending from a metal framework in the ceiling—and an antigravity field 
  holds it steady. A pulsating glow emanates from inside the crystal.
  ENEMIES/OBSTACLES
  Scene 1: Upon further inspection, something appears to be moving 
  beneath the crystal’s glassy surface. Passing a Brains Challenge, however, 
  will reveal a ghostly, humanoid face beneath the crystal’s surface. The face 
  is soundlessly screaming in rage and confusion. Closer inspection will reveal 
  dozens of these faces swimming about.
  This crystal is housing countless consciousnesses that have been 
  transmuted into energy harnessed by the crystal matrix. The crew must 
  attempt to reverse the process.
  Scene 2: When the crew begins tampering with the system, a distraught 
  Moon Man and his Moon robot escort will arrive and attempt to stop the 
  crew.
  Scene 3: If the crew figures out how to reverse the process, designate a 
  crew member to handle the tricky conversion process. The crew member rolls 
  a Brains Challenge. Each successful roll causes the crystal, via a teleporter-
  like piece of hardware, to return a trapped consciousness to its physical 
  form. A failed Challenge places stress on the delicate system; the third failed 
  Challenge burns out the system, rendering it unusable. Destroying the crystal 
  itself will release the trapped consciousnesses as energy constructs lacking 
  physical form, which will quickly dissipate.
  
  118 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 28
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Leave none of the Moon Men alive. Even a wounded or captive 
  Moon Man can kill you with just his mind.
  Objectives
  ❯  Investigate the robed figures
  ❯  Proceed to the next area
  Cues
  ❯  it’s like a tomb in here  ❯  quiet, they’ll hear  
  ❯  those things are creeping me out  ❯  is that what I think it is?  
  ❯  ugh, put it back on  ❯  Moon Men retirement home
  Tags
  ❯  computers  ❯  silence  ❯  robed figures  ❯  unresponsive  
  ❯  masks  ❯  Moon Men  ❯  dementia
  Exits
  ❯  Easy: Turn to p. 126, 128 or 130 
  ❯  Normal: Turn to p. 126 or 136
  ❯  Hard: Turn to p. 120 or 122 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 119
  MISSIONS
  ROOM 28
  MOON LABYRINTH
  OPENING NARRATION:
  “This place is quiet. Too quiet, even when taking the machine noise into 
  consideration. There aren’t any killer robots or brain slugs or any other 
  monsters in this computer room. Maybe the Moon Men left this room 
  unoccupied.”
  “Of course, that’s too much to hope for. Knowing our luck, there’s 
  probably an army of Moon Men waiting on the other side of the room.”
  ROOM DESCRIPTION
  This room is filled floor-to-ceiling with computer terminals—whole grids 
  of flashing lights, oscilloscopes, monitors flooded with Moonese text. Apart 
  from soft beeping and the quiet clickety-clackety sounds of the computers’ 
  internal workings, the whole place is deathly silent.
  Along one bank of terminals, a series of robed, hooded figures sit in swivel 
  chairs and are facing away from the crew. They do not appear to have noticed 
  the crew’s arrival.
  ENEMIES/OBSTACLES
  Scene 1: The robed figures make no sounds or sudden movements. Their 
  hands move very slowly over the controls before them. They are unarmed 
  and completely oblivious to the crew’s presence, and masks cover their faces. 
  If a crew member waves a hand in front of a hooded figure’s mask, the lack 
  of response indicates the humanoids are either blind or unresponsive.
  Scene 2: If the crew decides to remove one of the masks, she will find 
  an extremely old, shrunken, and decrepit Moon Man with deadened, 
  unresponsive eyes, quietly gasping for breath. If the crew swivels a chair 
  away from the console, the Moon Man’s hands move slowly as though he 
  believes he is still at the controls. The LN should make these Moon Men 
  sound as pathetic and sad as possible.
  These Moon Men are so incredibly old that even their mental faculties 
  have atrophied. They have been granted custodianship of this computer 
  system as a way to remain useful in their last days.
  Scene 3: If the Crew decides to start harming or killing the old Moon 
  Men (no Combat roll is necessary) or decides to ignore investigating the 
  figures altogether, a pair of Moon Men nursemaids arrive to check in on 
  their charges.
  
  120 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 29 (BOSS ROOM)
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  When possible, inflict damage to the Moon Men’s capability to wage 
  war against the Cosmic Patrol.
  Objectives
  ❯  Disable or destroy the dynamo-psychism amplifier
  Cues
  ❯  how far could this thing broadcast?  ❯  major threat to Earth  
  ❯  check out the big brain on Mr. Moon Man  ❯  dethrone the Moon Man   
  ❯  guard your thoughts  ❯  where’s the off switch?
  Tags
  ❯  computers  ❯  hardware  ❯  dynamos  ❯  giant dish  ❯  force field  
  ❯  dynamo-psychism amplifier  ❯  Moon Man  ❯  Moon robots
  Exits
  ❯  Easy: Turn to p. 132, 134 or 136 
  ❯  Normal: Turn to p. 126 or 136
  ❯  Hard: Turn to p. 124 or 126 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 121
  MISSIONS
  ROOM 29 (BOSS ROOM)
  MOON LABYRINTH
  OPENING NARRATION:
  “More mysterious hardware, this time with a Moon Man attached. 
  The brains on our team believe this could magnify their dynamo-psychism 
  powers. Could this device be how the Moon Men managed to disable our 
  entire fleet in one fell swoop?”
  “If so, what would stop the Moon Men from using this power on the 
  whole of Earth … or beyond?”
  “We have to take this thing out before it’s too late.”
  ROOM DESCRIPTION
  This room houses untold amounts of hardware, such as computer consoles 
  and radio antennae. Large, spinning metal drums—massive dynamos—crackle 
  with immeasurable energy. In the center of the room, a huge radar dish points 
  upward. Right beneath the dish sits a throne on a raised platform.
  ENEMIES/OBSTACLES
  Scene 1: A single Moon Man sits on the throne, and a huge metal helmet 
  sits atop his head, leaving his face visible. A thick hose connects the helmet to 
  the machinery attached to the radar dish. The Moon Man’s eyes are clenched 
  shut as though he is in deep concentration, and Moon robot sentries flank 
  the throne.
  The giant dish and accompanying hardware amplify the Moon Man’s 
  dynamo-psychism, allowing him to broadcast his power far beyond its 
  normal range. This amplifier was likely responsible for the disappearance 
  of Rocketship EM and the disaster that befell the Cosmic Patrol’s Moon 
  invasion fleet.
  The Moon robots will attack as soon as the crew makes its presence 
  known. Crew members attempting to attack the Moon Man will discover 
  he is protected by a force field (12 armor, Combat D8, 2 damage). While the 
  Moon Man is connected to the amplifier, he adds +2 to Brains rolls when 
  using dynamo-psychism powers. Whenever the Moon Man wins a Combat 
  roll the amplifier increased the damage inflicted to the targeted crew member 
  by 2. If the crew can destroy or disable the amplifier, the modifier and 
  damage bonus no longer apply.
  
  122 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 30
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Disrupt Moon Men operations.
  Objectives
  ❯  Open the emergency door
  ❯  Reach the next area
  ❯  Rescue one or more brain jars (optional)
  Cues
  ❯  where’s an emergency when you need one?  ❯  these are all … people? 
  ❯  the Moon Men took “nerve center” a bit too literally
  ❯  prisoners in their own minds  ❯  can we help them?  
  ❯  what are the Moon Men calculating?
  Tags
  ❯  computers  ❯  nerve center  ❯  emergency door  ❯  pillar  
  ❯  brain jars  ❯   brain matrix  ❯  Moon robots
  Exits
  ❯  Easy: Turn to p. 132, 134 or 136 
  ❯  Normal: Turn to p. 126 or 130
  ❯  Hard: Turn to p. 124 or 126 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 123
  MISSIONS
  ROOM 30
  MOON LABYRINTH
  OPENING NARRATION:
  “We’ve stumbled upon some kind of nerve center. Huge banks of 
  computers surround a giant pillar whose purpose we haven’t yet determined.”
  “I can’t help but wonder: with all of their vaunted brainpower, why do the 
  Moon Men need so many computers? What kind of data could they possibly 
  need to process that would require so much dedicated hardware? Before we 
  took this mission, every Moon Man I’ve ever heard stories about led us to 
  believe they didn’t need to rely on technology of any kind.”
  “Looks like we were wrong. Dead wrong.”
  ROOM DESCRIPTION
  The many computer banks and networking conduits throughout the room 
  mark this area as the nerve center of the Moon Men’s complex computer 
  network. A huge metal pillar stretches so high into the ceiling that it vanishes 
  from sight. The pillar has no other distinguishing features other than large, 
  sliding hatches and various computer terminals. Nearby, a semicircular door 
  that splits down the middle is the only exit.
  ENEMIES/OBSTACLES
  Scene 1: The obvious door is impregnable—a plaque reads “Emergency” 
  in Moonese—so the crew must find some other means of opening it. When 
  they investigate the hatches on the pillar, the panels slide away to reveal 
  innumerable rows and columns of glass jars, each one housing a perfectly 
  preserved humanoid brain. Several thousand brains are stored here. The 
  subtle differences in the cerebrums’ color show that all the races of the Great 
  Union—and even some non-Union races—are represented in this collection. 
  These jars form a matrix that processes complex calculations faster than 
  standard computer hardware. Each brain jar is removable and acts like 
  a vacuum tube plugged into a circuit board. The brains seem very well 
  preserved, and thus they might retain memories and personality, should the 
  brain be removed and transplanted in a host body.
  If a certain number of brain jars are destroyed or removed from the 
  matrix, the emergency door will open.
  Scene 2: When the emergency door opens, alarms sound and Moon 
  robots will march through the door. The crew will need to subdue or bypass 
  them to reach the next area.
  
  124 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 31 (BOSS ROOM)
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  The Moon Men may have pushed the limits of biological 
  experimentation. Eliminate any such abominations with extreme 
  prejudice.
  Objectives
  ❯  Beat the Brain at its own game
  ❯  Destroy the Brain
  Cues
  These cues are specific to the Brain.
  ❯  greetings, mortals  ❯  why are you here?  
  ❯  what do you hope to accomplish?  
  ❯  you know you cannot beat the Moon Men, yes?  
  ❯  you are no match for my intellect  
  ❯  why do you not acknowledge my superiority?  
  ❯  Brains will always triumph because Brawn is dumb  
  ❯  surely you can do better than a simple thought paradox  
  ❯  can you see into the fourth dimension?  
  ❯  just as I thought  ❯  your inferiority is showing  
  ❯  what is the air-speed velocity of a laden Moon swallow?
  Tags
  ❯  space battle scene  ❯  giant brain  ❯  metaphysical questions  
  ❯  superior intellect  ❯  arrogance  ❯  force field
  Exits
  ❯  Easy: Turn to p. 132, 134 or 136 
  ❯  Normal: Turn to p. 128
  ❯  Hard: Turn to p. 128 or 130 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 125
  MISSIONS
  ROOM 31 (BOSS ROOM)
  MOON LABYRINTH
  OPENING NARRATION:
  “At first I saw only the scenes of the space battle that happened right 
  before our rocketship crashed—that feels like a lifetime ago—but then … it 
  lit up.”
  “I can feel pressure on the inside of my skull, as though this … monstrosity 
  is trying to steal all my secrets and use them against me. Looking around at 
  the rest of the crew, it’s gotten to them as well.”
  ROOM DESCRIPTION
  This domed room is circular and spacious. Scenes from the space battle 
  are projected on all around the dome. The scene is heartbreaking, as it shows 
  dozens of Cosmic Patrol rocketships drifting dead and silent in cislunar space.
   In the middle of the room is a pedestal, upon which rests a giant brain 
  protected by a glass dome. The Brain is large enough to fit three people inside, 
  and it pulsates in regular rhythm.
  ENEMIES/OBSTACLES
  Scene 1: The Brain is protected by a force field (15 armor, Combat D8, 2 
  damage) that automatically wins any Combat rolls made against it and thus 
  cannot be damaged via normal means.
  The Brain speaks with a deep, disembodied voice that echoes throughout 
  the chamber. It will challenge the crew and ask them probing and often 
  condescending questions of a metaphysical nature (see Cues for some 
  examples). The Brain should try its best to anger the crew and beat them 
  with seemingly infallible logic. It should try to trick them at every turn.
  While the Brain is alive, any situation in this room where a crew member 
  needs to roll Brains incurs a –1 modifier.
  Once the crew successfully manages to turn the tables on the Brain, the 
  force field is no longer impervious to damage and rolls Combat as normal. 
  If the crew attempts to bypass the Brain rather than participate in its mind 
  games, its force field expands and makes Combat rolls against every crew 
  member simultaneously.
  For purposes of Tests and Challenges, the Brain has Brains D12 and 
  Special (Arrogance) D10.
  
  126 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 32
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Avoid contact with potentially hazardous and/or biological 
  substances, as quarantine protocols may need to be observed.
  Objectives
  ❯  Escape the tiny aliens’ surgical malevolence
  Cues
  ❯  don’t look down  ❯  gravity is a harsh mistress  
  ❯  felt like something just jumped up and bit me  ❯  outpatient surgery  
  ❯  what are these things?!  ❯  I didn’t ask for a nose job
  Tags
  ❯  power conduits  ❯  narrow walkway  ❯  abyss  ❯  tiny aliens  
  ❯  scalpels  ❯  hypodermic needles
  Exits
  ❯  Easy: Turn to p. 138, 140 or 142 
  ❯  Normal: Turn to p. 142
  ❯  Hard: Turn to p. 128 or 130 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 127
  MISSIONS
  ROOM 32
  MOON LABYRINTH
  OPENING NARRATION:
  “There’s a steady hum along this corridor. Unless I miss my guess, we’re 
  getting closer to the Moon’s power core. If we can manage to shut that down, 
  that should considerably cripple the Moon Men’s operations. Now we just 
  have to find our way to it.”
  “Below us is nothing but darkness, and the lack of guard rails on this 
  walkway seems like it has everyone on edge…literally. Fortunately, the buzz 
  is getting louder, which makes me believe we’re one step closer to turning off 
  the Moon’s power switch.”
  ROOM DESCRIPTION
  Large metal towers line the walkway and reach upward into darkness. A line 
  of light travels all the way down the side of each tower, which trails downwards, 
  also into darkness. These towers appear to be huge power conduits. The narrow 
  walkway across this area is made of metal mesh, allowing the crew to see all 
  the way down into the abyss below. The walkway itself has no railings or other 
  handholds to prevent disaster.
  ENEMIES/OBSTACLES
  Scene 1: The crew should designate a member to lead the team across the 
  narrow walkway. At some point while traversing the abyss, the lead crew member 
  must take a Brains Test. If successful, she will notice a tiny, flying alien trying 
  to stab her with a miniature scalpel and do surgery on her. If the Test fails, she 
  will not notice the tiny alien until a stabbing pain in her neck inflicts 1 point of 
  damage; no Combat roll is necessary.
  Scene 2: Once the alien has either been noticed or inflicts damage, a swarm 
  of them will descend upon the crew. Whenever a crew member loses a Combat 
  roll by rolling a 1 on his Combat die, he must pass a Brawn Test or risk losing 
  his balance while the alien tries to attack him. Failing the test means the crew 
  member falls: the affected character manages to grab hold of the walkway’s edge 
  on his way down and must spend next Narration pulling himself back to safety. 
  The fall also dislodges one of the character’s items, making it drop into the abyss. 
  The affected player either chooses which object is lost or determines the loss via a 
  random method.
  Note: As per the advice on Patrolman Death (see p. 23), unless permanent 
  crew death fits the group’s play style, the LN should avoid allowing characters to 
  actually fall into the abyss due to an unlucky die roll or any other method. The 
  abyss is a very final end to any character who is unlucky enough to fall into it, so 
  a character who loses her balance should always either catch the edge or be able 
  to be saved at the last second by another crew member.
  
  128 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 33
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Whenever feasible, attempt to disrupt any Moon Men machinery 
  that you deem to be connected to the enemy’s capacity to perpetuate 
  this conflict.
  Objectives
  ❯  Reach the exit hallway
  Cues
  ❯  what happened to him?  ❯  I am not going in there  
  ❯  flash-fried Patrolman  ❯  there’s got to be a way around this  
  ❯  I’m glad my marathon training isn’t going to waste  ❯  ready, set, go  
  ❯  I can’t run faster than light!
  Tags
  ❯  lunar power grid  ❯  power focusing laser  ❯  huge tunnel  
  ❯  melted robot  ❯  warning signs  ❯  superheated air 
  Exits
  ❯  Easy: Turn to p. 138, 140 or 142 
  ❯  Normal: Turn to p. 132 or 134
  ❯  Hard: Turn to p. 132 or 134 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 129
  MISSIONS
  ROOM 33
  MOON LABYRINTH
  OPENING NARRATION:
  “Something ahead is creating a blinding light. I can feel heat from it wash 
  over my suit. And the noise—it’s like the high-pitched wail of a banshee. Then, 
  just like that, it’s gone, leaving behind nothing but disturbing silence and 
  ringing ears.”
  “Unless we can figure something out, it looks like we’re going to have 
  cross our fingers and make a run for it.”
  “Ready, everybody? On three…”
  “One…”
  “Two…”
  ROOM DESCRIPTION
  This corridor ends in a T-shaped intersection. Beyond the intersection lies 
  a long, cylindrical tunnel stretching as far as the eye can see in both directions. 
  The ceiling of the tunnel is too high even for a Humungulous to touch. At the 
  intersection are several signs written in large Moonese characters, and the legs and 
  lower torso of a robot lay just below the signage. The upper half of the robot has 
  completely melted away, leaving behind nothing but a blackened scorch mark.
  ENEMIES/OBSTACLES
  Scene 1: Before the crew can step foot into the tunnel itself, it lights up 
  with overwhelming heat and electric green light as a giant laser beam whines 
  through the entire tunnel. After a few seconds, the beam vanishes with a 
  deafening snap. The crew should be encouraged to experiment with the laser 
  to find out whether anything can survive in the conduit when the laser fires, 
  how much time elapses between laser firings, and so on. Inside the tunnel, 
  there are several alcoves to either side along the length of the tunnel, but 
  these can only be seen from inside the conduit itself, not from the hallway.
  Example ways the crew can handle the laser include finding a hidden 
  maintenance tunnel, destroying the laser’s focusing lens, finding a hidden 
  control panel, or merely making a run for it. If the crew decides to run for it, 
  each crew member must pass a Brawn Challenge for each alcove they run to 
  between the tunnel’s entrance and exit. Failure inflicts D4 damage from the 
  laser superheating the air as the crew member dives to safety a fraction of a 
  second too late.
  Scene 2: If the crew finds a way to bypass the laser tunnel altogether, a 
  small patrol of Moon robot sentries will attempt to pursue them.
  
  130 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 34
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Disrupt Moon Men operations.
  Objectives
  ❯  Disable or destroy the fractumite refinery and reservoir
  ❯  Survive to the next area
  Cues
  ❯  why haven’t they noticed us yet?  ❯  have we seen these crystals before?  
  ❯  it’s so … pretty  ❯  don’t let the crystals distract you  
  ❯  why melt crystals?  ❯  déjà vu
  Tags
  ❯  crystals  ❯  repository  ❯  smelter  ❯  Moontants  
  ❯  Moon Men  ❯  fractumite
  Exits
  ❯  Easy: Turn to p. 138, 140 or 142 
  ❯  Normal: Turn to p. 134 or 136
  ❯  Hard: Turn to p. 132 or 134 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 131
  MISSIONS
  ROOM 34
  MOON LABYRINTH
  OPENING NARRATION:
  “Somehow I get the feeling we’ve done this before.”
  “The Moon Men have certainly been busy. Looks like some mineral they 
  dug up back in the mines is being refined in order to extract energy from it. 
  What they plan to do with that energy is anyone’s guess. Of course, these 
  Moon Men don’t seem to notice us, for once. That’s a welcome change.”
  “Somehow I get the feeling we’ve done this before.”
  “The Moon Men have certainly been busy …”
  ROOM DESCRIPTION
  This room is centered around a vertical steel cylinder that resembles a grain 
  silo. Several Moontants line up at a chute on the opposite side of the chamber, open 
  a hatch that dumps bright green and yellow crystals into a cart, and then empty the 
  carts into a nearby chute attached to a smaller silo. A window on the side of the 
  smaller silo shines with light as one crystal of each color is subjected to incredible 
  heat and melts with a bright flash of energy. Yellow-green liquid then pumps out of 
  the smelter, and a transparent pipe sluices the molten crystal into the giant silo in 
  the middle of the chamber. A pair of Moon Men are observing the whole process.
  ENEMIES/OBSTACLES
  Scene 1: If a crewman can get her hands on a piece of the crystal, 
  a successful Brains Challenge will identify the crystal as fractumite, a 
  mineral heretofore believed to be purely theoretical (see Fractumite, p. 33). 
  Fractumite is believed to be able to exert enough of a fractum embroilment 
  field to bend space-time in such as way as to allow a small collection of 
  atoms to travel backward through the fourth dimension, which releases 
  usable energy. The Moon Men appear to be refining fractumite in order to 
  make its embroilment field far more potent. What their goal with the refined 
  fractumite is, however, cannot be determined.
  Scene 2: Whether or not the crystal has been identified, the crew will 
  need to destroy the refinery in order to disrupt the Moon Men’s plans and 
  pass through into the next area. All of the fields generated by the fractumite 
  in the area dampens the Moon Men’s ability to notice the team, so the crew 
  members will have the element of surprise for their first Narration in this 
  scene. Time effects may cause issues and/or the ability to replay an action 
  again for a different result.
  
  132 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 35
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Disable, destroy, or reroute elements of the Moon Men’s power grid.
  Objectives
  ❯  Disable or destroy the lavatic dynamos
  ❯  Reach the other side of the lava sea
  Cues
  ❯  if you can’t handle the heat …  ❯  one off switch, coming right up  
  ❯  maybe we shouldn’t have turned that off  ❯  hold onto something  
  ❯  make a run for it  ❯  shoulda brought an umbrella  
  ❯  I think...we should...RUN!
  Tags
  ❯  lavatic dynamo  ❯  sea of lava  ❯  steam vents  ❯  bridge  
  ❯  consoles  ❯  Moon robots  ❯  Moonquake  ❯  collapsing walkway
  Exits
  ❯  Easy: Turn to p. 144 
  ❯  Normal: Turn to p. 138 or 140
  ❯  Hard: Turn to p. 136 or 138 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 133
  MISSIONS
  ROOM 35
  MOON LABYRINTH
  OPENING NARRATION:
  “Those who thought the Moon was geologically dead couldn’t have been 
  more wrong. Volcanologists would have a field day down here.”
  “The Moon Men have found a way to harness geothermal—er, 
  lunarthermal—energy. They seem to be generating incredible amounts of 
  power, but what for? The only way to find out is to shut these things down.”
  “And good riddance: these machines are so loud I can’t hear myself think.”
  ROOM DESCRIPTION
  A stifling heat and an orange glow rule this rocky area. Bridges cross a huge 
  sea of molten lava and jets of steam emerge from gargantuan, cylindrical machines 
  sticking up from the lava. The steam created by the lava turns the turbines on these 
  impossibly large dynamos. Crackles of electricity arc from the dynamos as the 
  lava churns and bubbles below. Halfway across the central bridge sits a series of 
  consoles.
  ENEMIES/OBSTACLES
  Scene 1: The lavatic dynamos provide power for several critical Moon 
  systems, so the crew must find a way to destroy or disable them if they 
  can, using any means necessary. A group of Moon robots are guarding the 
  consoles in the middle of the walkway.
  Scene 2: Destroying or disabling the lavatic dynamos will cause a chain 
  reaction in the room, since the lava has nowhere else to go. A Moonquake 
  will tear one end of the walkway from its moorings; the crew must then 
  run to safety at the other side of the lava sea before the other end of the 
  walkway can collapse. Lava will bubble, erupt, and splash up at the crew as 
  they run across. At the beginning of each Narration following the dynamos’ 
  shutdown, roll the lava’s Combat D8 against each crew member or NPC in 
  turn. Any crew member or NPC who loses this Combat roll will take 1 point 
  of splash damage.
  
  134 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 36
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Disable, destroy, or reroute elements of the Moon Men’s power grid.
  Objectives
  ❯  Successfully reverse the power collector’s polarity OR destroy the 
  power collector array
  Cues
  ❯  all too easy  ❯  can’t see a thing  ❯  reversed polarity  
  ❯  buttons are meant to be pressed, switches are meant to be thrown  
  ❯  let go, you deranged freak  ❯  it’s going to blow! 
  Tags
  ❯  power collector  ❯  collector dish  ❯  energy converter  ❯  laser beams  
  ❯  electricity  ❯  soul energy  ❯  mental energy  ❯  switch  ❯  Moon Man  
  ❯  Moontants  ❯  Moon robots
  Exits
  ❯  Easy: Turn to p. 144 
  ❯  Normal: Turn to p. 138 or 140
  ❯  Hard: Turn to p. 136 or 138 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 135
  MISSIONS
  ROOM 36
  MOON LABYRINTH
  OPENING NARRATION:
  “This contraption appears to be gathering energy from so many different 
  sources I can’t even begin to guess what some of them are. And all this power 
  is funneling into the same place. The Moon Men are collecting all of this 
  energy, but for what? And better yet, how can we stop it?”
  “There’s a giant lever just below the dish. The Moon Men couldn’t have 
  made it that easy, could they?”
  ROOM DESCRIPTION
  This chamber is huge and cavernous. From above, a myriad of different, 
  multicolored energy types—laser beams, crackles of lightning, soft lines of light, 
  ghostly tendrils, and so on—converge upon a giant dish facing toward the ceiling. 
  The dish is mounted atop a huge contraption that seems to literally leak power and 
  light from every seam.
  ENEMIES/OBSTACLES
  Scene 1: On the dish contraption is a giant sliding lever that looks like 
  a rocketship throttle. The lever is large enough that it requires two people 
  to move. If the crew decides to move the lever, the entire room will go 
  completely dark and silent for at least two whole Narrations (or more, per 
  LN’s discretion).
  Scene 2: After the period of darkness has expired, the room will light 
  back up, and the light pouring from the contraption will pulsate even faster 
  than before. The collector dish will then start transmitting energy back to 
  where it came from.
  A Moon Man and its Moontant and Moon Robot escorts then arrive. 
  “What have you done?!” he shouts. He may attempt to reverse the switch 
  if the LN so chooses, and doing so will cause another 2 Narrations of 
  darkness. If the switch is moved back and forth too many times, the power 
  collector will explode, inflicting D6 damage to anyone at Close range and 
  D4 damage to those at Near range.
  
  136 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 37 (BOSS ROOM)
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Eliminate anything deemed a credible threat to Earth or the Great 
  Union as a whole.
  Objectives
  ❯  Capture or destroy the Moon Laser
  Cues
  ❯  they’ve spotted us  ❯  evasive action!  ❯  how do we take this thing out?  
  ❯  time to pull the plug  ❯  how ’bout a taste of your own medicine?  
  ❯  were they planning to fire that thing at the Earth?!
  Tags
  ❯  giant laser  ❯  Moon robots  ❯  Moon man  
  ❯  force field  ❯  power cables  ❯  capacitors
  Exits
  ❯  Easy: Turn to p. 144 
  ❯  Normal: Turn to p. 140 or 142
  ❯  Hard: Turn to p. 140 or 142 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 137
  MISSIONS
  ROOM 37 (BOSS ROOM)
  MOON LABYRINTH
  OPENING NARRATION:
  “This is it, one of the greatest threats we’ve encountered. It’s far worse 
  than we feared: the Moon Men are capable of attacking Earth directly and 
  with impunity. But why haven’t they attacked? What’s holding them back 
  from using this awesome power? Honestly, I don’t want to find out. I’m more 
  interested in making sure it never gets a chance to strike Earth.”
  “Lock and load, ladies and gentlemen. It’s time to safeguard the Great 
  Union’s future.”
  ROOM DESCRIPTION
  Thick, waist-high cables run to a towering metal tube angled toward a hole in 
  the ceiling. A Moon Man is sitting in a chair attached to the side of the tube, and 
  a sprawling bank of dynamos sits behind it. A high-pitched thrum emits from the 
  tube, as though it is powering up, and Moon robots wait nearby. This is the feared 
  Moon Laser, which can fire directly at any target in orbit or on the Earth’s surface.
  ENEMIES/OBSTACLES
  Scene 1: The Moon robots will begin attacking as soon as the crew 
  arrives.
  The Moon Man will spend a Narration realigning the Moon Laser; on 
  his next Narration, the Massive Laser will fire on one target. For further 
  guidelines on the Laser’s use, see Additional Weapon Effects, p. 29.
  The crew may decide to attack the cables powering the Moon Laser. Each 
  of the three cables can sustain 9 damage before being severed. Each severed 
  cable gives the Moon laser a cumulative –1 modifier to its Combat roll. After 
  the third cable has been cut, the laser’s capacitors will retain enough power 
  to take one final shot which has no modifiers applied.
  The Moon Man’s seat is protected by a force field (20 armor, Combat 
  D6, 1 damage).
  
  138 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 38
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Eliminate anything deemed a credible threat to Earth or the Great 
  Union as a whole.
  Objectives
  ❯  Defeat the Floating Eyeball Monster
  Cues
  ❯  anyone up for a detour?  ❯  eyeball see, eyeball do  
  ❯  I think it’s kinda cute  ❯  how does it know?!  ❯  don’t look at it  
  ❯  such an obvious weak point
  Tags
  ❯  Moon core  ❯  elevators  ❯  chutes  ❯  central transit hub  ❯  giant eyeball  
  ❯  floating eyeball monster  ❯  nightmares  ❯  curiosity
  Exits
  ❯  Easy: Turn to p. 144 
  ❯  Normal: Turn to p. 144
  ❯  Hard: Turn to p. 140 or 142 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 139
  MISSIONS
  ROOM 38
  MOON LABYRINTH
  OPENING NARRATION:
  “From what we can tell, we’re finally getting close to the heart of the 
  Moon. This area seems to be a transportation system that connects with all 
  of the previous areas we’ve passed, which would allow the Moon Men quick 
  and easy access to any part of the Moon labyrinth. If this doesn’t mean we’re 
  nearing the core, then I’ll eat my space boots.”
  “Reminds me of this time when I was a kid. These bullies jumped me, stole 
  my ball glove and tried to shove it down my throat for missing an outfield 
  catch… couldn’t breathe … thought I was going to die … and then my buddy 
  chased ’em away.”
  “Criminy, where did that come from? I haven’t thought about that day in 
  decades …”
  ROOM DESCRIPTION
  This is the first part of the Moon core. Computers line every wall. One wall 
  prominently features a series of elevators, chutes, and pneumatic tubes that form 
  the central transit hub. Each bank of transportation methods is labeled and appears 
  to correspond to one of the Moon labyrinth’s zones. Between the tubes and 
  elevators is a large, closed door.
  ENEMIES/OBSTACLES
  Scene 1: As the crew heads toward the door, one of the pneumatic 
  tubes activates; if any crew member can understand Moonese, the tube is 
  labeled “Laboratory Zone.” The pneumatic system sucks a large, tentacled 
  monstrosity into the tube, and as it slithers and squirms out of the tube, its 
  tentacles move aside to reveal a giant eyeball atop an eyestalk. The eye itself 
  is the size of a human tucked into a fetal position. Atop the eyestalk, the 
  eyeball seems to float as though filled with helium.
  If the crew does not immediately attack, the eyeball monster will study 
  the crew with an unnerving, lidless stare, and it will attempt to mirror the 
  crew’s movement, almost like an inquisitive child. In so doing, it will block 
  the crew’s access to the door, seemingly by accident.
  Once the eyeball creature has been attacked, it will retaliate by staring 
  deep into a crew member’s subconscious and replaying her worst nightmares 
  in her own head.
  
  140 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 39 (BOSS ROOM)
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Eliminate anything deemed a credible threat to Earth or the Great 
  Union as a whole.
  Objectives
  ❯  Destroy the attacking giant robot
  ❯  Destroy the entire robot army (optional)
  Cues
  ❯  army of robots  ❯  how many are there?  ❯  now that’s what I call big  
  ❯  don’t let it step on you!  ❯  aim for the power core  
  ❯  you lucky son of a raygun  
  ❯  these Moon Men are planning something, I’m sure of it
  Tags
  ❯  Moon core  ❯  huge robots  ❯  silent  ❯  power cores  
  ❯  liquid fractumite  ❯  giant robot  ❯  cables  ❯  hoses
  Exits
  ❯  Easy: Turn to p. 144 
  ❯  Normal: Turn to p. 144
  ❯  Hard: Turn to p. 144 
  ❯  Insane: Go to next room
  
  THE MOON MUST BE OURS! 141
  MISSIONS
  ROOM 39 (BOSS ROOM)
  MOON LABYRINTH
  OPENING NARRATION:
  “I think our entire team gasped in unison when we stepped into this 
  place.”
  “I have never seen so much hardware. Rows upon rows of silent, towering 
  giants glaring down at us. Just one phalanx of these machines could easily 
  wipe out the entire Great Union. But why hasn’t it?”
  “What are the Moon Men waiting for? This is a cosmos-sized arsenal!”
  “Could it be they be planning to lull the Earth into a false sense of security 
  before unleashing this wave of destruction upon an unsuspecting populace?”
  “It’s times like these I wish we could find some means of reestablishing 
  communications with Fleet HQ.”
  ROOM DESCRIPTION
  This cavernous room resembles a giant warehouse. All the along the walls and 
  in vast rows and columns are huge robots two stories tall. There are hundreds or 
  possibly even thousands of robots. Each has a power core in its chest that glows 
  with yellowish-green intensity and emits a quiet hum.
  ENEMIES/OBSTACLES
  Scene 1: Crew members may take two different Brains Challenges. If the 
  crew has encountered or identified fractumite in a previous room, passing a 
  Challenge will identify the power core as containing liquid fractumite. The 
  second Challenge, if passed, will identify the robots as one of the items being 
  manufactured in the Moon’s factory zone.
  During the crew’s attempt to pass through the robot warehouse, they 
  will encounter a giant robot, an even larger version of the nearby robots. 
  This five-story-tall behemoth stands under an apparatus descending from the 
  ceiling, which connects cables and hoses to the robot itself. When the crew 
  finds this robot, it will activate, tear off its cables, and start attacking.
  If a crew member scores a hit on the robot by matching his Luck stat, 
  then the glass of the fractumite power core cracks, and the Fractumite Ray 
  no longer functions. A second Luck inflicted by any crew member will strike 
  the power core itself, resulting in an additional D6 points of damage.
  Scene 2: Once the robot is destroyed, the crew may head for the exit. 
  However, if they feel leaving behind the army of huge robots is unacceptable, 
  they may attempt to find some efficient means of destroying the robots.
  
  142 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 40 (BOSS ROOM)
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  The Moon Men may have pushed the limits of biological 
  experimentation. Eliminate any such abominations with extreme 
  prejudice.
  Objectives
  ❯  Destroy Mecha-Hitler, leave nothing behind
  Cues
  ❯  why do the Moon Men need a broom closet?  
  ❯  does he look familiar to anyone?  ❯  is he some kind of clone?  
  ❯  cleaning space toilets for a century is a fitting penance  
  ❯  giant, mechanical monstrosity  ❯  did not see that coming
  Tags
  ❯  small room  ❯  boring and featureless  ❯  space janitor  
  ❯  Adolph Hitler  ❯  fractumite device  ❯  cybernetics  
  ❯  surgical scars  ❯  mechanized spider body
  Exits
  ❯  Easy: Turn to p. 144 
  ❯  Normal: Turn to p. 144
  ❯  Hard: Turn to p. 144 
  ❯  Insane: Turn to p. 144
  
  THE MOON MUST BE OURS! 143
  MISSIONS
  ROOM 40 (BOSS ROOM)
  MOON LABYRINTH
  OPENING NARRATION:
  “This place looks the complete opposite of ‘important.’ We’re so close to 
  the Moon’s core—I can just feel it—but this room is utterly featureless except 
  for the doors. Did we manage to take a wrong turn somewhere?”
  “I’ll be honest: this place looks like a bathroom. Seems weird, but I guess 
  Moon Men must have biological needs just like we do …”
  “There’s someone else in here. Could be another prisoner, but something 
  just doesn’t feel right …”
  ROOM DESCRIPTION
  For as deep as this room is inside the Moon, it is remarkably small and 
  uninteresting, apart from what look remarkably like toilets along one wall. A small 
  door leads off to one side, and a larger door leads elsewhere. Near the larger door, 
  a hunched-over humanoid shape in gray clothing listlessly pushes around a mop. 
  This person looks vaguely familiar …
  ENEMIES/OBSTACLES
  Scene 1: The smaller door leads to the Moon equivalent to a janitor’s 
  closet. Beyond the strangely Earthlike cleaning supplies, there’s nothing of 
  note in here.
  When the crew nears the strange janitor, a successful Brains Challenge 
  will identify the man as Adolph Hitler, the worst dictator in the pre-Cosmic-
  era history. However, what the crew sees is a broken shell of a man, ravaged 
  by age but kept alive by a glowing fractumite-powered device embedded 
  in his skull. On closer inspection, all exposed areas of skin show signs of 
  surgical alteration, and metal bits poke out from seemingly random places. 
  Hitler does not acknowledge the crew in any way, as he seems to be both 
  blind and deaf.
  If the crew attacks Hitler or attempts to reach the large door, he will start 
  convulsing. His skin will distend, and he will grow to about five times his 
  normal size. His skin will slough away, revealing only his misshapen head 
  attached to a mechanized, spiderlike body: Mecha-Hitler!
  (Mecha-Hitler is susceptible to a punch to the chin: a single haymaker 
  will knock him out. If a player uses this strategy, that player immediately 
  earns a Plot Point.)
  
  144 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 41
  MOON LABYRINTH
  Standing orders from Cosmic Patrol HQ:
  Use any means at your disposal to liberate all personnel and assets 
  that belong to the Cosmic Patrol or the Great Union.
  Objectives
  ❯  Neutralize the Nega-Patrolmen
  ❯  Free at least two Nega-Patrolmen from mind control (optional)
  ❯  Investigate Rocketship EM
  ❯  Free at least half of the EM’s scientists (optional)
  ❯  Shut down the EM’s core
  Cues
  ❯  a living legend  ❯  how did they get this thing inside the Moon?!  
  ❯  we are not your enemy  ❯  snap out of it  ❯  temporal instability
  ❯  veterans of the Cosmic Patrol  ❯  draining their life energy
  ❯  looks like the Moon Men were in his brain, sir
  Tags
  ❯  Moon core  ❯  cavern  ❯  Rocketship EM  ❯  scaffolding  ❯  cables  
  ❯  worker bots  ❯  Moontant drones  ❯  Nega-Patrolmen  ❯  mind control  
  ❯  scientists  ❯  stasis pods  ❯  liquid fractumite
  Exits
  ❯  All: Go to p. 146.
  ROOM DESCRIPTION
  The crew has entered a large cavern deep within the Moon’s core. Vertically embedded 
  in one wall and covered by scaffolding, power cables, hoses, and other machinery is 
  Rocketship Exploration Moon. This Cosmic Patrol rocketship vanished when the Moon 
  Men first made their existence known more than twenty-two years ago, and Rocketship 
  EM’s complement of scientists and Patrolmen were never heard from again.
  Rocketship EM towers above the crew and looks like it is being prepped for launch. 
  However, there are no obvious points of entry or egress capable of allowing a rocketship 
  of this size to enter or leave the cavern. How the Moon Men got it in here is a complete 
  mystery. Various utility-model robots and worker-drone Moontants are fussing over the 
  ship itself and do not acknowledge the crew’s presence.
  
  THE MOON MUST BE OURS! 145
  MISSIONS
  ROOM 41
  MOON LABYRINTH
  OPENING NARRATION:
  “We have finally reached the Moon’s core, and I cannot believe my eyes.”
  “We are standing in front of a veritable Cosmic Patrol legend. A ghost. This 
  … this shouldn’t be here, but unless the Moon Men are playing tricks with
  us, it is here. The only question now is, what do we do about it? And how? 
  The Moon Men must have warped physics in order to make this happen, and 
  we’re fresh out of space-time transducers.”
  “My only questions are, what are the Moon Men doing to her? And why? 
  Once we figure that out, maybe we can finally reestablish communications 
  with the outside.”
  ENEMIES/OBSTACLES
  Scene 1: As the crew approaches Rocketship EM, various members of the Great 
  Union’s races come out of hiding with weapons to the ready; there should be one per 
  crew member. They are all wearing Cosmic Patrol uniforms but the color is wrong. 
  Their eyes are rolled back into their sockets so that only the whites can be seen. Any 
  men in this group will have a mustache and goatee; any women will have smoky eye 
  shadow and bright red lipstick. These are the lost Patrolmen from Rocketship EM, and 
  they are now brainwashed and under the Moon Men’s control. Of the EM’s scientists, 
  however, there is no sign.
  These Nega-Patrolmen will not fire on the crew unless the crew fires first. The 
  crew can attempt to defeat the Nega-Patrolmen with force, but they can also attempt 
  to snap them out of the Moon Men’s control using some other means. If the crew 
  fights the Nega-Patrolmen, then any Nega-Patrolmen who are reduced to Knocked 
  Out status during battle are freed from the Moon Men’s control. Any Nega-Patrolmen 
  who are Killed In Action are dead and do not count as being freed from mind control.
  Nega-Patrolmen who are freed from mind control are too weak to fight alongside 
  the crew and will not be able to accompany the crew further into the Moon’s core.
  Scene 2: When the crew investigates Rocketship EM, they will find the ship’s 
  original science team. Each scientist is inside of a stasis tube filled with liquid 
  fractumite. They appear to be incredibly old one moment and then look like a young 
  adult the next. Cables connect the tubes to the EM’s contraterrene drive core, which is 
  then connected to cables that run out of the rocketship and further toward the Moon’s 
  core. It appears the Moon Men are using fractumite to slowly extract life energy from 
  the scientists, so the crew needs to shut down the ship’s drive core.
  The crew can attempt to free the scientists, but this should be a tricky proposition. 
  Liquid fractumite is temporally unstable. Without a good working knowledge of the 
  systems keeping the scientists in stasis, the crew could either retrieve a young child, an 
  elderly person, or a corpse.
  
  146 THE MOON MUST BE OURS!
  MISSIONS
  ROOM 42
  MOON LABYRINTH
  Incoming orders from Cosmic Patrol Fleet Command:
  Good to hear you’re still alive, Patrolmen. Whatever you just did seems to 
  have reestablished communications.
  Proceed to the Moon’s core and secure the Moon at all costs. I don’t need 
  to tell you to be prepared for anything, but this late in the game, it bears 
  repeating. The Moon Men will likely go to great lengths to protect whatever 
  they’re guarding at the center of the Moon, so be ready for one of the greatest 
  challenges you have ever faced.
  Never give up, Patrolmen! 
  The Moon must be ours!
  Objectives
  ❯  Defeat the Elder Moon Men and escape the Moon  OR
  ❯  Negotiate peace between the Moon Men and the Great Union
  Cues
  ❯  so many pods …  ❯  those baldies certainly look important  
  ❯  last of their race  ❯  the Moon is unstable  ❯  holding the Moon together  
  ❯  maybe we shouldn’t have done that  ❯  the Meta-who?  
  ❯  you drive a hard bargain  ❯  HQ isn’t gonna like this …
  Tags
  ❯  Moon core  ❯  mental projection  ❯  force field  ❯  thrones  ❯  stasis pods  
  ❯  Elder Moon Men  ❯  Metatherions  ❯  truce
  Exits
  ❯  Aftermath #1: Go to p. 148    ❯  Aftermath #2: Go to p. 149
  ROOM DESCRIPTION
  This is a vast chamber cut out of the Moon rock. At the center of the chamber, seven 
  silver thrones are arranged on a series of steps, and the center throne sits by itself on the 
  uppermost step. The Moon Men seated in these thrones are noticeably older than other 
  Moon Men the crew has encountered so far.
  Behind the thrones, the entire chamber wall is covered with liquid-filled glass tubes. 
  Inside each tube a sleeping Moon Man floats. Many of these tubes are lit with an eerie 
  greenish light, but several sections’ worth of tubes are dark, with only one or two lit tubes 
  among them.
  
  THE MOON MUST BE OURS! 147
  MISSIONS
  ROOM 42
  MOON LABYRINTH
  OPENING NARRATION:
  “We expected the Moon Men would keep their most important assets 
  at the very center of the Moon, but this left me nearly speechless. The 
  disappearance of Rocketship EM and the complete incapacitation of the 
  Cosmic Patrol invasion fleet suddenly make sense. All this time we have 
  completely and utterly underestimated and misunderstood the Moon Men. If 
  only Cosmic Patrol HQ could see this in person …”
  ENEMIES/OBSTACLES
  Scene 1: The percentage of stasis pods that are darkened and deactivated depends 
  on how many power-, computer-, or fractumite-related items the crew destroyed or 
  disabled (if any) during their path through the Moon labyrinth. Regardless of the 
  damage the crew has caused, at least one section of stasis pods will still be active.
  Upon entering the stasis chamber, the crew members find themselves trapped 
  inside a force field bubble which, for the purposes of this scene, is impenetrable. An 
  Elder Moon Man (see Elder Moon Men, p. 27) appears inside this bubble and attacks 
  the crew. Although this Moon Man acts and attacks like normal, it is actually a mental 
  projection from the Head Elder. The damage this illusion causes is very real, however, 
  since the Head Elder is technically causing the damage. Once this illusion is destroyed, 
  the force field will drop.
  Scene 2: This scene can branch off in two major directions.
  Scene 2a: If the crew starts attacking the Elder Moon Men, four of the seven 
  figures sitting on the thrones disappear, as they also were mental projections intended 
  to intimidate the crew. These three Elder Moon Men will fight to their last breaths in 
  order to protect what remains of their people. Once the Elders have been defeated, 
  proceed on to Scene 3a.
  Scene 2b: If the crew doesn’t immediately start firing, the Elders will beg the crew 
  to come no further. This room protects the last of their race. “You are clearly powerful 
  to have come this far,” they say, and they ask the crew to consider using this power to 
  help the Moon Men. If the crew refuses or starts attacking, go to Scene 2a. If the crew 
  listens instead, the Elders will reveal the Moon Men are a dying race, and they are the 
  only thing holding the Moon together. Proceed to Scene 3b.
  Scene 3a: The whole chamber starts to shake. The crew will need to find a way 
  out of the Moon. Suggested paths include finding a secret stairway leading to a 
  teleportation pad or hidden spaceship, backtracking to Rocketship EM and figuring 
  out how to get her out of the Moon via a hidden launch tube, and so on. If the crew 
  succeeds escaping, proceed to Aftermath #1.
  Scene 3b: The Elders will speak about the Metatherions, the fabled evil lurking at 
  the edge of known space. If the Great Union agrees to help the Moon Men, the Moon 
  Men in turn will help the Cosmic Patrol plan for the inevitable confrontation with 
  the Metatherions. If the crew refuses or starts attacking, go to Scene 2a. If the crew 
  succeeds in negotiating peace, proceed to Aftermath #2.
  
  148 THE MOON MUST BE OURS!
  MISSIONS
  AFTERMATH 1
  ESCAPING THE MOON!
  MOON LABYRINTH
  Though the Cosmic Patrol sent an entire invasion fleet to take 
  back the Moon, you alone made it to the Moon’s surface. The deck 
  was stacked against you, but your small team fought its way through 
  an entire labyrinth of traps and monsters and robots. You defeated 
  the Moon Men, destroyed countless other threats to Earth and the 
  Great Union, and you even discovered Rocketship EM, thought lost 
  more than a generation ago. But none of these feats compares to 
  vanquishing the Elder Moon Men and taking back the Moon itself.
  While the throne room and stasis chamber crumbled and fell apart 
  behind you, your team managed to find your way out of immediate 
  danger and reach the Cosmic Patrol fleet. The fleet is just now starting 
  to recover. All throughout space near the Moon, running lights from 
  the fleet’s rocketships are starting to blink back to life, and radio 
  chatter has resumed its normal state of background noise.
  The mission is a resounding success.
  With satisfied smiles, your crew sits down for a much needed 
  rest. Everyone gazes out at the Moon through the cockpit glass. The 
  glowing, silvery orb is now back in the Great Union’s hands.
  Suddenly, the Moon seems to wiggle. Seconds later, a giant fissure 
  erupts across the Moon’s entire diameter. More fracture lines appear as 
  though the Moon was struck by a colossal asteroid. Then, the Moon 
  breaks apart into a million chunks, which slowly drift away in the 
  Moon’s orbit.
  The threat of the Moon Men is gone, but now, so is the Moon 
  itself.
  What happens now? Find out in the next exciting installment of 
  Cosmic Patrol!
  
  THE MOON MUST BE OURS! 149
  MISSIONS
  AFTERMATH 2
  BROKERING THE PEACE
  MOON LABYRINTH
   Though the Cosmic Patrol sent an entire invasion fleet to take back 
  the Moon, you alone made it to the Moon’s surface. The deck was 
  stacked against you, but your small team fought its way through an 
  entire labyrinth of traps and monsters and robots. You even discovered 
  Rocketship EM, thought lost more than a generation ago. But none of 
  these feats compares to starting a dialogue with Earth’s enigmatic and 
  taciturn neighbors.
  Progress began slowly, as the Moon Men were reluctant to 
  relinquish control of the Moon, but a compromise was soon reached. 
  At first, Cosmic Patrol HQ wasn’t too happy about working with 
  the Moon Men, but they quickly warmed up to the idea when you 
  informed them about the Metatherion threat and the Moon’s inherent 
  instability. Now, plans are in place to establish a Great Union embassy 
  on the Moon’s surface while the Moon Men retain control of the 
  underground. Research into the Moon Men’s condition has already 
  begun on Earth, Venus, and Mars, and the Moon Men are helping 
  Cosmic Patrol scientists develop new weapons for the coming conflict.
  Your crew was responsible for taking the Great Union’s first step 
  into a bold new future. The humans, the Amazons, the Venusians, and 
  the Moon Men now stand ready to face the looming Metatherion 
  threat. But who are the Metatherions, and what do they want? Find 
  out in the next exciting installment of Cosmic Patrol!
  
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  150 THE MOON MUST BE OURS!
  ROOM TRACKER
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  THE MOON MUST BE OURS! 151
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  AFTERMATH:
  
  AT LAST — A TRUE
  SCIENCE OF THE MIND!
  EVOLUTION AND DEVELOPMENT
  A PEER REVIEW USING ONLY OUR MINDS.
  THE MODERN SCIENCE OF MENTAL POWERS
  A HANDBOOK OF MODERN MIND SCIENCE
  DYNAMO-PSYCHISM
  By M. Lloyd Heerdt
  Introduction by P. A. Lee, D-PD
  By Dr. N.J. Miller
  An expert in developmental dynamo-psychism
  MAIL COUPON NOW!
  BARNHOUSE BOOKS, INC. DEPT. A
  1 SELENE AVE. NEW AMSTERDAM CITY
  SEND ME ___ COPIES OF DYNAMO-PSYCHISM
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SOURCE: textdata/thevault/Collections/Collaborative & Peer & Gm-less & Shifting GM/Cosmic Patrol/The Moon Must Be Ours!.pdf