Wednesday, December 24, 2025

To Save Santa's Workshop - A Castles & Crusades One Shot Using Nuelow Games Campaign Setting - the Ghost of Hong Kong including session report and new monster The Frost Hobgoblins plus Lair

We dived through the polar gate to the North pole after our fighter used a scroll of summoning agent of destruction! We ended up with the Ghost of Hong Kong with a automatic sniper rifle! Aside from being confused, she went right to work against the Glacier Guard Mercenary Company! This session picks up from here on the blog. 


The party had about twenty minutes to explain who they were and what the Hell was going on to  Mae Ling Chen, the woman who is the Ghost. This was as the fighters put arrows into the hides of the Frost Hobgoblin mercenaries! We made good time against the Hobgoblins as we finished off the last of the Polar Orcs just as a wave of frost rimed our weapons. Heat metal and lots of oil helped to take care of the party's weapons. Another arrow finished off the Orc shaman. The orcs were covering the retreat of the Frost Hobgoblin mercenaries! The party began persuit of the hobgoblin mercenaries back to their fortress! 




 In Castles & Crusades, Hobgoblins are the disciplined, militaristic counterparts to the chaotic orc. Frost Hobgoblins (often called Winter-Born) are even more formidable, hailing from tundra wastes and glacial fortresses.

They don't just fight; they conquer with cold, calculated efficiency.


The "Glacier Guard" Mercenary Company

These mercenaries are identifiable by their blue-tinted grey skin, white fur capes, and armor etched with hoarfrost. They value gold, but they value contracts and discipline above all else.

1. Frost Hobgoblin Grunt

These are the rank-and-file soldiers. They fight in tight phalanxes using long spears and heavy shields.

  • HD: 1d8+2 (8 HP)

  • AC: 16 (Scale mail & Large Shield)

  • Attacks: Longspear (1d8) or Longsword (1d8)

  • Move: 30 ft.

  • Save: Physical

  • Special: * Darkvision: 60 ft.

    • Cold Resistance: Take half damage from cold-based attacks.

    • Light Sensitivity: -1 to hit in bright sunlight.

  • AL: Lawful Evil

  • XP: 15 + 1

2. The "Ice-Breakers" (Sergeants)

The NCOs of the horde. They carry heavy morningstars and are trained to break enemy lines.

  • HD: 3d8+6 (20 HP)

  • AC: 17 (Banded Mail)

  • Attacks: Morningstar (1d8+2)

  • Move: 20 ft. (Heavy Armor)

  • Save: Physical

  • Special: * Winter’s Roar: Once per encounter, the sergeant can let out a shout. All allies within 30 ft. gain a +1 bonus to their next AC and Attack roll.

    • Cold Resistance: Half damage from cold.

  • AL: Lawful Evil

  • XP: 70 + 3

3. Rime-Shaman (Spellcaster)

Every company has a Shaman to maintain the cold and conjure obscuring mists.

  • HD: 4d8 (18 HP)

  • AC: 13 (Studded Leather)

  • Attacks: Staff (1d6)

  • Move: 30 ft.

  • Save: Mental

  • Special: * Spells (CL 4): Typically carries Obscuring Mist, Ray of Frost, Hold Person, and Ice Storm (1/day).

    • Icy Step: They are immune to slipping on grease, ice, or magical slickness.

  • AL: Lawful Evil

  • XP: 140 + 4

4. General Kuldar the Merciless

The leader of the horde. He rides a Winter Wolf into battle.

  • HD: 7d8+14 (45 HP)

  • AC: 19 (+1 Plate Mail)

  • Attacks: Greatsword "Frost-Bite" (2d6+3)

  • Move: 20 ft. (on foot) / 50 ft. (mounted)

  • Save: Physical & Mental

  • Special: * Tactical Genius: Allies within 60 ft. who can see Kuldar are immune to Fear effects.

    • Frost-Bite: His sword deals an extra 1d6 cold damage on a successful hit.

  • AL: Lawful Evil

  • XP: 650 + 7


Horde Tactics & Behavior

  • The Phalanx: Grunts will never fight alone. They stay in groups of 4+, using their spears to keep adventurers at bay while the Sergeants flank.

  • The Weather Advantage: Shamans will cast Obscuring Mist or Fog Cloud immediately. Frost Hobgoblins are trained to fight by sound and silhouettes, giving them the edge in low visibility.

  • The Contract: Unlike Orcs, these mercenaries can be reasoned with—if you have more gold than their current employer and a convincing silver tongue.

To make the journey through the frozen wastes feel dangerous and lived-in, use this encounter table. These encounters focus on the Glacier Guard’s logistics, their discipline, and the harsh environment they thrive in.

Frost Hobgoblin Encounter Table (1d8)

RollEncounterDescription
1The Toll Booth6 Grunts and 1 Sergeant have blocked a mountain pass with a spiked barricade. They demand 10gp per head "passage tax" or a service (clearing out a nearby den of Ice Mephits).
2The Scouting Party4 Grunts mounted on Winter Wolves. They won't engage immediately; they will attempt to kite the party with shortbows and lead them into a larger ambush.
3Cries in the BlizzardThe party finds a wounded Sergeant pinned under a fallen ice shelf. If saved, he will grant the party a "Token of Safe Passage"—but his honor demands the party pay his "debt" later.
4The Rime-Shaman’s RitualA Shaman and 4 Grunts are sacrificing a polar bear to appease a Frost Giant. The area is covered in a magical Sleet Storm. Disrupting them earns the permanent enmity of the horde.
5Supply Train10 Grunts guarding three mammoths laden with furs, salted meat, and stolen weapons. A high-value target for players, but heavily guarded.
6Frozen SentinelsThe party finds 3 "statues" of ice. They are actually Grunts covered in thick rime, holding their breath. They gain a +4 bonus to surprise checks as they shatter their "shells" to attack.
7The DeserterA lone, starving Frost Hobgoblin. He has fled General Kuldar’s harsh discipline. He can provide a map of the General’s fortress in exchange for food and protection.
8Kuldar’s VanguardGeneral Kuldar, his Winter Wolf, 2 Sergeants, and 12 Grunts. This is a deadly encounter. They are currently hunting a specific NPC or artifact.

Environmental Hazard: The Flash Freeze

When fighting the Glacier Guard, the environment is often a weapon.

Mechanical Note: During any combat with the Shaman or in a heavy blizzard, characters must make a Physical Prime (Constitution) Save (CL 2) every 3 rounds. Failure results in 1d4 cold damage and a -2 penalty to Dexterity as fingers and joints stiffen from the supernatural chill.


A Quick Tip for the Castle Keeper (DM)

Frost Hobgoblins are Lawful. They don't break their word once a contract is signed, but they are masters of "malicious compliance." If the party hires them, make sure the players are very specific with their orders, or the Hobgoblins might interpret "clear the village of enemies" as "burn the village to the ground so no enemies can hide there."

The Frost Hobgoblin stronghold is known as Krag-Vallen (The Hanging Fortress). It is carved directly into the face of a sheer glacial cliff, overlooking the primary trade route through the Tundra.

The architecture is brutalist: sharp angles, smooth obsidian-like ice, and heavy iron grates.


Krag-Vallen: The Glacial Fortress

1. The Frozen Maw (Gatehouse)

The only entrance is a bridge of solid ice, only 10 feet wide, spanning a 200-foot deep crevasse.

  • The Trap (The Slick-Step): The bridge is kept magically slick by the Shamans. Any creature not wearing crampons or having "Icy Step" must make a DEX Save (CL 5) if they take damage or move more than half speed, or slide off the edge.

  • Defense: Two arrow slits on either side of the gate house 4 Grunts with heavy crossbows.

2. The Hall of Trophies (Barracks)

The main hub of the fortress. It smells of wet fur and ozone.

  • Layout: High vaulted ceilings with frozen banners of defeated mercenary companies.

  • Occupants: At any time, 12 Grunts and 2 Sergeants are resting here.

  • The Alarm: A massive gong made from the shell of a Remorhaz. If struck, the entire fortress is alerted in 2 rounds.

3. The Shaman’s Oubliette (Shrine)

A chamber deep within the ice where the air is so cold it deals 1 point of cold damage per turn to anyone without protection.

  • The Focus: A hovering shard of "Ever-Ice" (a blue crystal). This shard powers the fortress's localized blizzards.

  • Defense: The Rime-Shaman and 2 Ice Elementals (Small).

  • Secret: Behind the shard is a frozen wall that can be melted to reveal the horde's "War Chest" (3,000gp and a Wand of Frost).

4. General Kuldar’s Perch (Command Center)

A balcony at the highest point of the fortress that looks out over the wastes.

  • The General: Kuldar is usually here planning his next campaign on a map table made of carved bone.

  • The Mount: His Winter Wolf sleeps at the foot of his stone throne.

  • Tactical Advantage: From here, Kuldar can pull a lever that releases a massive avalanche onto the bridge (The Frozen Maw), dealing $8d6$ damage to anyone on it and cutting off the fortress from the world.


Defensive Traps of the Horde

Trap NameTriggerEffect
The Breath of WinterPressure plate in the hallway.A hidden vent blasts a 15ft cone of supercooled gas. DEX Save (CL 4) or take $3d6$ cold damage and be Slowed for 2 rounds.
The Icicle DropTripwire in the ceiling.A cluster of 4 sharpened ice spikes fall. +5 to hit, deals $1d10$ piercing damage per spike.
The False FloorStepping on "snow-covered" grates.Drops the victim into a 10ft pit filled with starving snow-rats. $1d6$ fall damage + $1d4$ bite damage per round.

Plot Hook: The Breach

The party isn't necessarily here to kill everyone. Perhaps they have been hired by a rival merchant guild to sabotage the Shaman's Ever-Ice shard, which would cause the fortress to begin melting, forcing the mercenaries to evacuate and abandon the pass.

Mission: Project Gunder – The Chrysalis Pulse A mission for the Hostile rug & orbital 2100 rug

 In the gritty, no-FTL world of Orbital 2100 and its interstellar successor HOSTILE, the discovery of "Bio-Booster" technology is a paradigm shift that threatens the Cold War balance.

The following mission, "Project Gunder: The Chrysalis Pulse," involves a relic spacecraft—a bio-organic vessel that acts as a mother-host for the Gunder Armor.


Mission: Project Gunder – The Chrysalis Pulse



The Hook

A long-range sensor array on a Luna-based "Deep Eye" station has picked up a strange, rhythmic gravitational signature coming from a supposedly "dead" comet in the Kuiper Belt (designated KBO-G9). The signature doesn't match any known propulsion, but it mimics a heartbeat.

Corporate interests (Hyperion or Weyland-esque entities) believe this is the Gunder Relic: an ancient, organic "Bio-Booster" spacecraft that doesn't just carry armor—it is the armor on a macroscopic scale.

The Objective

  1. Infiltrate: Land on the icy surface of KBO-G9 and locate the buried relic.

  2. Bio-Sync: Use a specialized "Neural Link" interface to stabilize the ship’s erratic bio-rhythms.

  3. Extraction: Recover the "Control Medals" (The core Gunder Units) before a rival Earth Union "Black Ops" team arrives to seize the tech.

The Twist

The spacecraft is not "empty." It is a living organism that has been dormant for eons. The PC who attempts to interface with it may accidentally trigger a Bio-Boost, bonding with a Gunder Unit. This turns the mission from a salvage op into a "Protect the Asset" survival horror scenario.


Relic Spacecraft: The "Gunder-Vessel" (The Chrysalis)

The ship is a bio-organic construct. It lacks traditional metal plating, appearing instead as a mass of chitinous plates, pulsing veins, and iridescent sensory orbs.

Ship Stats (Orbital 2100 / Cepheus Engine)

FeatureStats
Hull100 Tons (Organic Composite)
Armor12 (Self-Repairing Bio-Chitin)
DriveGrav-Orb Drive: TL 16 (Relic). Does not use fuel; manipulates local gravity.
Thrust6G (No G-force felt by crew due to internal dampening)
SensorsBio-Lateral Array: +4 DM to detection (Functions as a living nervous system)
WeaponsMega-Smasher: A chest-plate-like aperture on the prow. (Damage: 2D6x50, requires 3 rounds to "recharge" cells).
SpecialRapid Regeneration: Heals 1D6 Hull Points per combat round.

Bio-Booster "Gunder" Armor Stats

If a PC activates a Control Medal, they gain the following "Relic" buffs. In the gritty world of Hostile, where a single bullet is usually fatal, this armor makes the user a demi-god—but at the cost of their humanity.

Standard Gunder-Armor (Suit Stats):

  • Protection: 15 (Ignores standard small arms, reduces anti-tank rounds).

  • Strength/Reflexes: The host's STR and DEX are increased by +4.

  • High-Frequency Blades: Forearm blades that ignore armor (Damage: 4D6).

  • Sonic Busters: Head-mounted emitters. (Damage: 3D6, ignores cover, affects everyone in a 15m cone).

  • The Smasher: Twin chest-mounted beam cannons. (Damage: 1D6 x 10). Note: Using this causes the host to suffer 1D6 points of exhaustion (STR damage).


The Threat: "The Biological Imperative"

The ship isn't just a vehicle; it's an ecosystem. Inside, the crew will face:

  • Enzyme Sentinels: White-blood-cell-like organisms that "digest" intruders (Stats: As Hostile Xenomorphs, but with acid-spray attacks).

  • The Rival Team: An Earth Union "Solar Guard" squad equipped with heavy rail-rifles and tactical nukes, ordered to destroy the ship if they cannot claim it.

To complement the bio-organic map of the Chrysalis, here is an encounter table designed for the high-lethality environment of HOSTILE and Orbital 2100.

The interior of the ship is a "Living Dungeon." Use the table below when the players move between the major chambers (The Synaptic Bridge, The Incubation Vats, or the Mega-Smasher Core).

Battle Encounter: The Bridge Standoff

Location: The Synaptic Bridge (The "Brain" room on your map).

The Situation: The PCs arrive at the Bridge to find the Solar Guard "Black Ops" team already setting "Thermal Breacher" charges on the ship's Primary Cortex. If the charges detonate, the ship dies, and the Gunder tech is lost forever.

The Enemy: Solar Guard "Executioner" Squad

  • Leader: Commander Vane (Combat Skill-3, Heavy Battle Dress, ACR with HEAP rounds).

  • Support: 4 Soldiers (Combat Skill-1, Vacc Suits, Shotguns/Lasers).

  • Hazard: The floor in this room is a semi-transparent membrane. Shooting it causes the ship to "bleed" (slippery terrain) or lash out with electrical pulses.

Victory Conditions:

  • Tactical: Eliminate the Solar Guard and defuse the charges.

  • Bio-Tech: Reach the "Interface Throne" and bond with the ship. If successful, the PC can use the ship's internal "Anti-Bodies" (Leucocytes) to devour the Solar Guard.


NPC Stat Block: Solar Guard Soldier (Standard)

  • STR 9, DEX 8, END 10

  • Armor: Combat Armor (Prot 8)

  • Weapon: Gauss Rifle (4D6 damage, AP 4)

  • Behavior: Uses cover, leap-frogs toward objectives, and prioritizes killing anyone who looks like they are "merging" with the bio-tech.

In the hard-science world of HOSTILE and Orbital 2100, "merging" with alien bio-technology isn't just a power-up—it’s a traumatic biological hijacking. The Gunder Unit doesn't just sit on the skin; it replaces the host's nervous system with its own.

The Bonding Process: "The First Pulse"

When a PC initiates contact with a Gunder Control Medal, they must undergo the Sync Sequence. This is a high-stakes moment that can permanently change the character.

The Procedure:

  1. The Invitation: The Medal must be pressed against the host's chest. It immediately deploys "organic filaments" that bore into the ribcage to find the heart and spine.

  2. The Trauma: The host must succeed on an END (Endurance) check at Difficulty 10+.

    • Success: The suit forms correctly. The pain is manageable.

    • Failure: The suit forced-merges. The host takes 2D6 Permanent STR or END damage as the suit "optimizes" their internal organs.


Permanent Mutation Table (The "Price of Power")

If the player fails their initial Sync check or pushes the armor to its limits (e.g., using the Mega-Smasher more than once per mission), roll 1D6 to determine the permanent biological cost.

RollMutationGame Effect
1Chitinous Sub-Dermal PlatingHard scales grow under the skin. +2 Natural Armor, but -2 DEX and the character looks "uncanny/alien."
2Hyper-MetabolismThe suit demands fuel. The PC must consume 4x the normal amount of calories. Without it, they suffer 1 point of STR damage per day.
3Neural GhostingThe PC hears the "whispers" of the ship. -1 to Social checks, but gain +1 DM to Initiative and Sensor-related tasks.
4Bioluminescent VeinsThe PC’s veins glow a faint cyan when they are stressed. Stealth is impossible in low light unless fully covered.
5Retractable FilamentsFine needles can extend from the fingertips. Gain a +2 DM to Medical/Tech checks involving bio-tech, but lose sense of touch.
6Symbiotic DependencyThe PC can no longer survive without the suit for more than 48 hours. Their natural immune system begins to shut down

Critical Failure: "The Bio-Slag"

If a player rolls a Natural 2 during a bonding attempt or a high-stress combat maneuver, the Gunder Unit enters Consumptive Mode.


The suit views the host as "insufficient biomass."


It begins to dissolve the host to fuel its own repair.


The Result: The PC becomes an NPC "Bio-Horror"—a mindless, armored guardian of the ship that the other players must now put down.


GM Guidance: The "Body Horror" Aesthetic

When describing the Gunder armor, avoid "superhero" tropes. Instead, focus on:


The sound of wet tearing when the blades extend.


The smell of ozone and burning protein when the beam weapons fire.


The way the PC’s eyes turn a solid, reflective black when the visor engages.

CONFIDENTIAL // LEVEL 5 CLEARANCE ONLY

RE: PROJECT CHRYSALIS – SUBJECT BIO-INTEGRATION ANALYSIS FROM: Dr. Aris Thorne, Chief Medical Officer (Xeno-Tech Division) TO: Board of Directors, Hyperion Interstellar


I. Executive Summary

Subject [REDACTED], a freelance operative formerly under contract for the Orbital 2100 "Deep Eye" recovery, has successfully integrated with the Gunder Relic Unit-01. This represents the first successful "Hard-Sync" in human history. However, the biological costs are catastrophic. The subject is no longer technically Homo sapiens.

II. Biological Overwrite

Our scans indicate that the Gunder Unit does not function as an external exoskeleton. Instead, it has initiated a Total System Colonization.

  • Nervous System: The subject's original spinal cord has been sheathed in a high-density, bio-conductive fiber. Signal velocity is 300% faster than human baseline. Reaction times are effectively pre-cognitive.

  • Cardiovascular: The heart has been reinforced with a semi-organic casing. It now pumps a pressurized, oxygen-rich "ichor" instead of standard blood.

  • Skeletal Restructuring: The subject’s ribcage has been fused into a solid plate to support the mounting of the Mega-Smasher focal lenses.

III. Weaponry & Tactical Capabilities

Field observations from the KBO-G9 engagement confirm the following:

"The subject engaged a Solar Guard squad. When the high-frequency blades deployed, the sound wasn't mechanical—it was a scream. The blades vibrated at such a frequency that they bypassed the Guard's reinforced hardsuits as if the alloy were liquid."

  • Sonic Resonance: The "Sonic Buster" head-fins emit a frequency that liquefies soft tissue. Three Solar Guard casualties were found with their internal organs reduced to a uniform slurry, despite having no external wounds.

  • The Smasher: Thermal output of the chest-mounted beam exceeds 1800°C. The energy draw is so intense it temporarily causes the subject's body temperature to spike to lethal levels, requiring an immediate "venting" period where the armor's plates open like gills.

IV. Psychological Profile & "The Whisper"

The subject reports persistent auditory hallucinations described as "rhythmic pulsing" and "ancient directives." We believe the Gunder Unit contains a Genetic Memory Interface.

Risk Assessment: The subject shows increasing detachment from human ethics. During the debrief, the subject referred to the Chrysalis spacecraft not as a vessel, but as "The Mother." There is a high probability that the subject's loyalty has shifted from the corporation to the relic ship itself.

V. Recommendation

DO NOT ATTEMPT TO REMOVE THE UNIT. Biopsy suggests that the Gunder Unit has replaced approximately 40% of the subject's vital organs. Removal would result in immediate biological collapse.

Current Directive: Maintain "The Leash" protocol. Use the subject for high-threat "Hostile" zone extractions, but keep a tactical nuke on a remote-detonation failsafe within their transport ship.


"It isn't a suit of armor. It's a new skin for a new world. We just haven't decided if we're the ones wearing it, or if it's wearing us."Dr. Thorne

 Since the "Gunder" technology is living tissue, it doesn't get "upgraded" in a shipyard—it mutates through combat stress and the consumption of exotic biomass.

Below are the rules for Biological Evolution and the narrative scene for the First Pulse.


Part 1: Evolution Mechanics (The "Red Cell" Points)

In HOSTILE/Orbital 2100, the PC earns Red Cell Points (RCP) instead of standard XP for their armor. RCP is earned by surviving high-lethality encounters or "feeding" the suit organic matter from other relic organisms.

Evolution Tiers

RCP CostEvolution TypeEffect
5Hardened ChitinIncrease Armor Protection by +2.
10Adrenal Glandular OverdriveOnce per combat, take two turns in one round. (Costs 2 STR).
15Wings of the VoidThe armor develops gravity-manipulation fins. Allows flight in vacuum/atmosphere.
25Giga-Smasher UpgradeThe chest cannons now fire a continuous beam. Damage becomes $2D6 \times 10$ and ignores all non-relic cover.

Part 2: Narrative Scene – The First Pulse

Location: Hyperion Research Station "Acheron-V" – Isolation Ward 01.

Atmosphere: Sterile, smelling of ozone and floor wax. Outside the reinforced glass, Dr. Thorne and a dozen armed "Purge Suits" watch with bated breath.

The Action:

You are strapped into a titanium restraint chair. The Control Medal is a cold, heavy weight fused to your sternum. Every time your heart beats, you feel a sharp, electric "tug" in the back of your brain.

"Subject is stable," Thorne’s voice crackles over the intercom. "Initiate the Pulse. Thirty percent power."

Suddenly, the cold weight turns into white-hot iron. You scream, but the sound is cut short as filaments shoot upward from your chest, piercing your throat and sealing your jaw.

The Vision:

Your eyes don't close, but the room vanishes. You see a star-map of a galaxy you don't recognize. You feel the hunger of a species that died a billion years ago. Then, the Bio-Boost happens.

The Transformation:

The restraints don't just break; they melt as the high-frequency vibration of your forming armor disintegrates the metal. White, bone-like plating ripples over your skin, stitching itself together with wet, clicking sounds. Your vision shifts into a multi-spectral HUD—you can see the heat signatures of the guards' hearts beating behind the glass.

"My God," you hear Thorne whisper. "It's not just a weapon. It's a rebirth."

The armor pulses once—a deep, subsonic thrum that shatters the glass observation windows. You aren't just a pilot anymore. You are the Gunder.


The Aftermath: The "First Hunt" Check

To see how well you controlled the first transformation, roll 2D6 + END.

  • 10+: You maintain control. You stand down and await orders, though the suit "hisses" in disappointment.

  • 7-9: Partial Blackout. You destroyed the room and injured a guard before regaining consciousness. Hyperion adds a sedative to your life-support.

  • 2-6: Frenzy. You slaughtered the medical staff. You wake up in a different room, covered in blood that isn't yours, with the suit retracted but your skin still tingling.

Prologue Mission: The Acheron Breach

The Situation: The "First Pulse" has barely subsided. You are standing in the wreckage of Isolation Ward 01, the floor littered with shattered reinforced glass and twisted titanium. Before Dr. Thorne can even begin the post-transformation calibration, the station’s sirens shift from a medical alert to a Tactical Breach Warning.

A rival "Deep Eye" Corp strike team—the Mantid Kill-Squad—has docked a boarding ram directly into the research wing. They aren't here to talk; they are here to liquidate the research and "reclaim" the Gunder Unit (you).


Phase 1: The Bio-Electric Wake-Up

The lights flicker and die. In the darkness, your new senses kick in. Your vision switches to Thermal-Kinetic Overlay. You see the heat signatures of four Mantid operatives cutting through the airlock door at the end of the hallway.

The Mission Objectives:

  1. Protect the Data: Ensure Dr. Thorne survives (he holds your "stability codes").

  2. Field Test: Neutralize the Mantid Kill-Squad using the Gunder’s organic weaponry.

  3. The Extraction: Reach the Chrysalis hanger before the station’s self-destruct (set by the rivals) detonates.


The Encounter: The Mantid Kill-Squad

These aren't standard security. They are vacuum-hardened mercenaries wearing Titan-Class Hardsuits.

  • The Breacher: Carries a thermal-lance and a shield.

  • The Stalkers (x2): Equipped with active-camo and high-velocity rail-rifles.

  • The Tech-Witch: A hacker trying to remotely "lock" your armor's nervous system.

Combat Prompt: Your Turn

The airlock hisses open. The Breacher steps through, his shield raised. Behind him, the Stalkers vanish into cloak-mode. You feel the Tech-Witch’s signal pinging against your brain, trying to find a back door into your new spine.

How do you respond?

  • Option A: The Sonic Scream. You use the Sonic Busters to vibrate the very air in the hallway, forcing the cloaked Stalkers to reveal their positions and liquefying the Breacher's internal sensors.

  • Option B: High-Frequency Blitz. You close the 20-meter gap in a fraction of a second, deploying the HF Blades to carve through the Breacher’s shield like hot wire through wax.

  • Option C: The Mega-Smasher. You decide to end the fight before it starts. You pull back your chest plates to reveal the glowing bio-lenses. (Requires an END check to survive the heat spike).

In the bio-industrial nightmare of Project Gunder, the corporations realized that a single Gunder Unit is too powerful for standard humans to contain. To counter the "Bio-Booster" threat, they engineered the Hyper-Zoninoids: genetically warped "Super-Predators" designed specifically to hunt and dismantle the relic armor.

Unlike the Gunder, which is a symbiotic suit, the Hyper-Zoninoids are permanent biological horrors—humans whose DNA has been shredded and rewoven with apex predator traits and anti-Gunder "Counter-Measures."


The "Apex-4" Hyper-Zoninoid Hit-Squad

The most feared unit in the Hyperion Corp arsenal. Each member is specialized to neutralize a specific capability of the Gunder armor.

1. V-GRIP (The Grappler)

A massive, 3-meter tall brute with oversized, multi-jointed arms. His skin is a rubbery, impact-absorbent hide.

  • Role: To pin the Gunder and suppress the Mega-Smasher.

  • STR: 16 | DEX: 6 | END: 15

  • Armor: 10 (Shock-Absorbent: Reduces Kinetic damage by 50%).

  • Weapon: Pressure Talons. On a successful grapple, V-Grip deals 3D6 crushing damage per round.

  • Counter-Measure: Thermal-Dampening Glands. He can spray a freezing foam that prevents the Gunder’s chest plates from opening (disables Mega-Smasher).

2. SCYTHE-WIND (The Speedster)

Thin, insectoid, and terrifyingly fast. Scythe-Wind has translucent wings that allow for blurred movement.

  • Role: To out-maneuver the Gunder and target "soft" joints.

  • STR: 8 | DEX: 18 | END: 7

  • Armor: 5 (Chitinous).

  • Weapon: Monofilament Claws. These vibrate at a counter-frequency to Gunder blades. (Damage: 4D6, ignores 5 points of armor).

  • Counter-Measure: After-Image. Any attack against Scythe-Wind is made at a -4 DM due to high-speed displacement.

3. NEURO-TOX (The Saboteur)

A pale, sickly-looking humanoid that stays in the shadows. Its body is a walking chemical refinery.

  • Role: To weaken the host inside the Gunder suit.

  • STR: 6 | DEX: 10 | END: 9

  • Armor: 3 (Leathery).

  • Weapon: Bio-Corrosive Spit. (Damage: 2D6 per round for 3 rounds. Melts organic plating).

  • Counter-Measure: Neuro-Pheromones. Releases a gas that forces the Gunder host to make a Difficulty 12 END check. Failure causes the host to hallucinate, attacking allies or missing turns.

4. RADIUS (The Heavy Artillery)

An organic tank with a massive "bio-cannon" grown into its right shoulder and a sensor-horn on its head.

  • Role: Long-range suppression and "Relic-Tracking."

  • STR: 12 | DEX: 7 | END: 14

  • Armor: 12 (Heavy Shell).

  • Weapon: Plasma-Spore Cannon. (Damage: 5D6. Area of Effect: 5 meters).

  • Counter-Measure: Gunder-Scent. Radius can track a Gunder Unit across an entire sector by "smelling" the unique radiation of the Control Medal.


Combat Tactics: The "Surround & Dissolve" Protocol

The Hit-Squad never fights alone. They work as a hive mind:

  1. Radius initiates with a long-range spore blast to disorient the Gunder.

  2. Scythe-Wind draws the Gunder's fire, acting as bait.

  3. V-Grip launches from cover to grapple the Gunder from behind, locking the arms.

  4. Neuro-Tox approaches to inject sedatives directly into the armor’s "venting" gills.


Encounter Seed: The Ambush at Hangar 4

As you race toward the Chrysalis spacecraft, the hangar doors don't open. Instead, four pods drop from the ceiling, shattering the concrete. The pods "peel" open, revealing the Apex-4.

The Threat: V-Grip bellows a subsonic roar that makes your Gunder suit "shiver." You feel your armor's instinctual fear—these things were grown specifically to eat you.

How do you proceed?

  • Strategy 1: Focus fire on Radius to stop the heavy bombardment?

  • Strategy 2: Use your Sonic Buster to clear the speedster Scythe-Wind from your flank?

  • Strategy 3: Go straight for the door and ignore them (Requires a high DEX or STR check to break through the brute)?


Encounter Table: The Gunder-Vessel Interior

Roll 2D6

RollEncounterDescription & Hazard
2Neural FeedbackThe ship screams. All players must make a Mojo (or EDU/INT) check. Failure results in 1D6 psychic damage and "Stunned" for 1 round.
3Enzyme LeakA ceiling duct ruptures, spraying digestive fluid. Reflex check or take 3D6 acid damage (destroys non-relic armor).
4-5Solar Guard Scout1D3 Earth Union Spec-Ops. They are using stealth and motion trackers. They will call for backup if not silenced quickly.
6-7Leucocyte Drones2D6 pale, multi-limbed "white blood cells" of the ship. They attempt to grapple and pull PCs into "digestion vents" in the walls.
8-9The Rival "Hero"A Solar Guard Captain in a prototype Hardsuit. He is currently trying to rip a Gunder Unit out of a wall mounting. He is hostile.
10Gravity FluxThe ship’s Grav-Drive flickers. Gravity shifts 90 degrees or vanishes. Movement requires Athletics checks; missed shots may hit allies.
11Bio-Sync EchoA ghostly holographic image of the ship’s original pilot appears, showing the way to the Bridge or a Secret Cache.
12Unit-0 ActivationA wild, un-bonded Gunder Armor unit has sensed the players and "hatched." It attacks everything in sight with High-Frequency blades.