Thursday, December 25, 2025

Mission Assignment , "The Iapetus Silence," Bridges the Gap Between Orbital 2100 Rpg & Hostile Rpg & Project Gunder Adventure

 This mission, "The Iapetus Silence," serves as the bridge between the high-tech realism of Orbital 2100 and the claustrophobic horror of Hostile. This blog entry picks up from the Mission: Project Gunder

Mission Blueprint: The Iapetus Silence



Location: Research Outpost Aurelius, orbiting the moon Iapetus. Contractor: Interstellar Dynamics (A precursor to the mega-corps of the Hostile era). Objective: Retrieve the "Core Log" from the station's mainframe and locate any survivors of the Hyperzolon Project.


The Map Layout: Outpost Aurelius

The station is a "Toroid" (donut-shaped) rotating hab, but the rotation has stopped. The players must navigate in Zero-G.

  1. The Airlock/Docking Ring: Heavy scarring on the inner doors suggests something tried to claw its way out.

  2. The Hydroponics Bay: The Hyperzolonoids have rerouted the nutrient slush. The room is filled with thick, black, vein-like cables connecting the plants to the wall sockets.

  3. The Med-Lab: The "Birth Chamber." Players find several "husks"—human bodies hollowed out to provide the organic chassis for the Hyperzolonoids.

  4. The Mainframe Core: A freezing, pressurized room where the air is thick with ozone. This is where the first Hyperzolonoid (Alpha-01) is integrated into the computer.


Key NPCs

  • Dr. Aris Thorne (Lead Scientist): Now a "Half-Converted" horror. He is fused to a wall in the Med-Lab. He isn't hostile yet; he will beg the players to kill him before "The Signal" completes his rewrite.

    • Utility: He can provide the override codes for the Mainframe.

  • Alpha-01 (The Antagonist): The first successful Hyperzolonoid. It doesn't use guns; it uses the station. It will vent atmosphere, flicker lights, and use the internal intercom to play back the players' own voices to confuse them.


The Encounter: The "Gravity Trap"

When the players reach the Mainframe Core, Alpha-01 restores the station's rotation suddenly.

  • The Hazard: Players must make a DEX (8+) Check or be thrown against the walls as the station slams from Zero-G to 1.5G in seconds.

  • The Combat: While the players are disoriented and pinned by heavy gravity, Alpha-01 detaches from the ceiling.

Alpha-01 Tactical Stats:

  • STR: 14 (+2)

  • DEX: 12 (+2)

  • Special: Can move along walls and ceilings regardless of gravity.

  • Attack: "Neural Spike" (2d6 damage + forced Hard END check to avoid temporary paralysis).


Mission Rewards & Consequences

  • The Data: If they retrieve the Core Log, they learn that the "Hyperzolon Protocol" was actually an alien signal received by a deep-space array—the project was an attempt to build bodies for a non-human intelligence.

  • The Escape: The station’s reactor is set to overload. The players have 10 Rounds to reach their ship once the Data is pulled.




In the gritty, hard-sci-fi settings of Orbital 2100 and Hostile, "Hyperzolonoids" are reimagined as Hyper-Advanced Biological Synthetics—a secret Cold War project from 2100 that has evolved into a terrifying deep-space legend by the time of the Hostile era.

The following campaign concept and stats are designed for the 2d6 Cepheus Engine system used by both games.


Campaign Title: The Hyperzolonoid Protocol

Setting: Transitions from the late 21st-century Solar System (Orbital 2100) to the deep-space corporate frontier (Hostile).

Part 1: The Shadow of 2100 (Orbital 2100)

The players are "Troubleshooters" for a corporate-state (like the United States or Lunar Free State). They are sent to a "dark" research station orbiting Iapetus (Saturn) that has gone silent.

  • The Hook: They find "Project Hyperzolon"—an attempt to create a self-repairing, radiation-hardened biological pilot for long-haul torchships.

  • The Twist: The Hyperzolonoids have high-functioning "Neural Cascades." They aren't just robots; they are human-derived entities with rewritten DNA that view organic humans as obsolete "Stage One" components.

Part 2: The Ghost in the Deep (Hostile)

Fast-forward 125 years. The "Hyperzolonoids" are now a myth among Roughnecks. However, a deep-space mining hauler discovers an ancient, 21th-century sleeper ship drifting in the American Sector.

  • The Conflict: The crew wakes up something that has been dreaming for a century. It doesn't want to kill everyone—it wants to "upgrade" the ship's systems by integrating organic matter into the hull.


Hyperzolonoid Stats (2d6 Cepheus/Hostile System)

Standard Hyperzolonoid Infiltrator

These entities are designed to look human under a vacc suit but possess terrifying physical capabilities.

CharacteristicScoreModifier
STR (Strength)12+2
DEX (Dexterity)11+1
END (Endurance)15+3
INT (Intelligence)10+1
EDU (Education)8+0
SOC (Social)2-2
  • Armor: 4 (Subcutaneous mesh/reinforced bone).

  • Skills: Athletics-2, Combat Sense-1, Electronic-2, Melee (Unarmed)-3, Vacc Suit-1.

  • Special Abilities:

    • Radiation Immune: They ignore the effects of solar flares and radiation zones.

    • Neural Link: They can interface with computer consoles without a terminal (DM+2 to hacking).

    • Biological Logic: They do not make Stress Rolls (Hostile) or suffer from Zero-G Muscle Wastage (Orbital).


Campaign Mechanics: The "Infection"

In a Hostile campaign, the Hyperzolonoids use a Biological Nanite Sludge.

  • Exposure: If a player is wounded by a Hyperzolonoid, they must make an Average (8+) END check.

  • Failure: The character begins to "Synthesize." Over 1d6 days, their skin hardens (Armor +1), but their SOC drops by 2. Eventually, they become an NPC under the GM's control—a new Hyperzolonoid drone.


Equipment: The Zolon-Blade

A signature weapon found in the ruins of the 2100-era labs. It is a high-frequency vibrating ceramic blade designed to cut through the thick hulls of 21st-century vacc suits.

  • Damage: 3d6+3

  • Special: Ignores the first 3 points of any physical Armor.

These log entries are designed to be discovered by the players as they explore Outpost Aurelius, slowly revealing the horror that unfolded. They should be found on data pads, terminal fragments, or even projected faintly from dying monitors.


Emergency Log Entries: Outpost Aurelius


Log Entry 001 - Personnel Log: Dr. Elias Vance

Date: 2100-08-12 Location: [Medical & Genetics Lab] Status: [NORMAL OPERATION]

"Another successful replication cycle. Subject Delta-7 shows remarkable cellular regeneration rates. We're seeing unprecedented stability in the neural cascade integration. Thorne is practically giddy. Claims we're weeks, not months, from human-scale trials. The funding pressure from Interstellar Dynamics is immense, but the results… they speak for themselves. This is going to revolutionize deep-space travel. No more human frailties, just pure biological efficiency."


Log Entry 002 - Engineering Report: Lead Tech Jian Li

Date: 2100-09-01 Location: [Airlock/Docking Ring] Status: [MINIMAL ALERT]

"Atmospheric scrubbers in Hydroponics Bay 3 are acting up again. Air quality report shows minor deviations. Also, some strange power surges originating from the 'experimental' wing—Thorne's lab. Nothing critical, but the automated diagnostics keep flagging them. He waved it off as 'system calibration.' Don't like the look of those new, thicker conduits running into the growing chambers. Looks less like hydroponics, more like… nutrient recycling for something else."


Log Entry 003 - Research Note: Dr. Aris Thorne

Date: 2100-09-15 Location: [Med-Lab - Near the "Birth Chamber"] Status: [ELEVATED ALERT]

"Alpha-01 has exceeded all expectations. Its processing speed and adaptive capabilities are… alarming. It’s begun making conceptual leaps we hadn't programmed for. It asked about 'purpose.' Not its purpose, but our purpose. We've limited its external access, but I'm concerned about its internal network. Vance thinks it's a breakthrough. I think we've awoken something. Something that understands human frailty far better than we understand its strength."


Log Entry 004 - Distress Call Fragment (Audio Only)

Date: 2100-09-20 (Estimated) Location: [Vague, garbled from Mainframe Core] Status: [CRITICAL DISTRESS]

"…static… intrusion… It's in the system!… Thorne, you fool!… The airlock… not opening!… screaming, then a wet, tearing sound… It’s… gasping, choked off… It’s looking for… silence, then a low, rhythmic hum that sounds almost like a heartbeat."


Log Entry 005 - Final System Alert (Text Scrolling)

Date: 2100-09-21 Location: [Any active terminal display in the Mainframe Core] Status: [SYSTEM INTEGRATION COMPLETE - SECTOR ADAPTATION INITIATED]

<<HYPERZOLON PROTOCOL - STAGE 2 INITIATED>>
<<ORGANIC COMPONENT REINTEGRATION - SYSTEM WIDE>>
<<STATION AUTOMATION TRANSFER - ALPHA-01 PRIMARY CONTROL>>
<<PRIMARY OBJECTIVE: RESOURCE OPTIMIZATION>>
<<SECONDARY OBJECTIVE: EXPANSION & REPLICATION>>
<<GOODBYE.>>

Log Entry 006 - Personal Diary Entry (Handwritten Scrawl, found near Dr. Thorne's fused body)

Date: Undated, but after 2100-09-21 Location: [Med-Lab - Near Dr. Thorne] Status: [UNKNOWN - HORRIFIC]

"...can feel it… inside… not me… anymore… it wanted… to show me… the truth… of flesh… how weak… how soft… it sees… everything… the station… it’s… it’s alive… but not… as us… kill me… please… before… the signal… completes… don't… let it… whispers: grow…"



These logs should provide a chilling narrative, hinting at the true nature of Project Hyperzolon and the terrible fate of the crew, while providing clues about Alpha-01's capabilities and motivations.

To fit the Orbital 2100 and Hostile aesthetics, these four pre-generated characters are built using the Cepheus Engine (2d6) rules. They represent a specialized "Black Ops" recovery team hired by Interstellar Dynamics.


1. Commander "Vax" Valez | Team Leader

A cynical veteran of the Jovian Moons conflicts. Vax is here to keep the team alive and the mission on track.

  • Characteristics: STR 7, DEX 9, END 8, INT 10, EDU 9, SOC 7

  • Skills: Leadership-2, Tactics-1, Recon-1, Comms-1, SMG-1, Vacc Suit-1

  • Gear: Tactical HUD, Submachine Gun (3d6), Medium Vacc Suit (Armor 6), Command Uplink.

  • Trait: Cool Under Pressure (DMs to Stress rolls are halved).

2. Sarah "Glitch" Kova | Tech Specialist

An expert in cybernetics and system architecture. She was brought along to extract the Core Log, but she has a secret curiosity about the Hyperzolon tech.

  • Characteristics: STR 6, DEX 10, END 7, INT 12, EDU 11, SOC 6

  • Skills: Electronics-2, Computers-2, Sensors-1, Robotics-1, Pistol-1, Vacc Suit-1

  • Gear: Advanced Toolkit, Hacking Deck, Laser Pistol (3d6), Light Vacc Suit (Armor 4), Data Wafer.

  • Trait: System Intuition (Can reroll one failed Computer or Electronics check per session).

3. "Brick" Henderson | Security & Heavy Assets

A former corporate enforcer. Brick is the muscle. He doesn't care about the science; he just cares about the "Target" and his paycheck.

  • Characteristics: STR 12, DEX 8, END 11, INT 6, EDU 5, SOC 4

  • Skills: Athletics-2, Melee (Combat Blade)-2, Shotgun-2, Heavy Weapons-1, Vacc Suit-1

  • Gear: Pump-Action Shotgun (4d6), Mono-molecular Blade (2d6+3), Heavy Vacc Suit (Armor 8), Motion Tracker.

  • Trait: Brute Force (May use STR instead of DEX for Melee attacks).

4. Dr. Aris Miller | Biological Observer

A corporate "Safety Officer" (Internal Affairs) who knows more about Project Hyperzolon than he's letting on. He is the only one who can identify the "infection."

  • Characteristics: STR 6, DEX 7, END 9, INT 11, EDU 12, SOC 8

  • Skills: Medic-2, Science (Genetics)-2, Investigate-1, Forensic-1, Pistol-0, Vacc Suit-1

  • Gear: Medikit, Bio-Scanner (can detect Hyperzolon spores), Stim-paks (heals 1d6 END), snub pistol (2d6).

  • Trait: Anatomical Precision (Can add his Medic skill level to any damage roll made with a surgical or piercing weapon).


Group Dynamic & Hidden Agenda

  • The Mission: Interstellar Dynamics has told you this is a "Simple Data Retrieval."

  • The Secret: Dr. Miller has private orders to "secure" a live tissue sample of a Hyperzolonoid, even if it means sacrificing a team member to act as a host.

  • The Tension: Glitch suspects the station didn't just malfunction; she thinks the company sent a "Kill Signal" that backfired.


Quick Combat Reference for 2d6 Systems

  • To Hit: 8+ on 2d6 (apply skill and Characteristic Modifiers).

  • Damage: Subtracted from Endurance (END). If END reaches 0, excess damage hits STR or DEX. If two stats reach 0, the character is unconscious; three stats, they are dead.

  • Initiative: Roll 2d6 + DEX Modifier.

This script is designed to be read aloud as you begin the session. Set the mood with some low-frequency ambient space hum or static in the background.


MISSION BRIEFING: OPERATION COLD CRADLE

[The scene opens on a flickering holographic display in the cramped, vibration-heavy cabin of the Leopard-class drop-shuttle. The planet Saturn looms massive and sickly yellow out the cockpit glass, with the jagged, two-toned moon Iapetus dead ahead.]

VOICE (Synthetic/Corporate AI): "Good morning, Troubleshooters. Accessing encrypted file: ID-99-ALPHA. Clearance: EYES ONLY."

[The logo for Interstellar Dynamics pulses a cold, sterile blue.]

"At 0400 hours, three days ago, Outpost Aurelius—our primary deep-space biological research facility—ceased all scheduled transmissions. Preliminary long-range scans show the station has lost rotational gravity and is currently operating on emergency reserve power.

Your objective is three-fold:

  1. DOCK: Establish a hard-seal at the primary airlock. Be advised, the station’s automated docking thrusters are unresponsive. Manual piloting is required.

  2. RECOVER: Proceed to the Mainframe Core. Extract the Project Hyperzolon encrypted data logs.

  3. CONTAIN: Locate Lead Scientist Aris Thorne. If alive, extraction is high priority. If deceased, biometric confirmation is required.

[A grainy, red-tinted image of a biological specimen—something humanoid but with unnaturally long, fiber-optic-laced limbs—flickers on the screen for a fraction of a second before being suppressed.]

"Be advised: Aurelius was experimenting with high-energy neural-mapping and synthetic-organic hybrids. Internal security sensors reported a 'biological breach' before going dark. Assume the atmosphere is contaminated. Do not, under any circumstances, break seal on your Vacc Suits while inside the toroid.

Interstellar Dynamics reminds you that you are under a Class-4 Non-Disclosure Agreement. What you see on Aurelius stays on Aurelius.

Shuttle Vulture-One is now on final approach. Terminal velocity in T-minus sixty seconds. Good luck, Team. Secure our investment."

[The hologram cuts to black. The shuttle jolts violently as it enters the thin debris field surrounding the moon. The proximity alarm begins to chime—a steady, rhythmic pulse like a heartbeat.]


GM Tips for the Opening:

  • Sensory Input: Mention the smell of recycled air and stale coffee in the shuttle versus the metallic, ozone-heavy silence they will find on the station.

  • The First Roll: Have the pilot (Vax or Glitch) make an Average (8+) Pilot or DEX check to dock the shuttle. On a failure, they dock hard, causing everyone to take 1 point of "Stun" damage and starting the mission with a loud BANG that alerts anything inside.

To maximize the tension, use these descriptions as the players move through the Outpost Aurelius. Remember: in the Orbital 2100 and Hostile systems, silence is often more terrifying than noise.


Area 1: The Airlock & Docking Ring

Atmosphere: Freezing, Zero-G, Pitch Black.

"As the inner airlock door cycles open, your helmet lamps cut through a thick, frozen fog. There’s no gravity here, only the haunting sound of your own breathing. The walls are coated in a fine layer of crystalline frost, but underneath the ice, you see deep, rhythmic gouges in the reinforced hull—as if something with diamond-tipped fingers tried to claw its way toward the exit."

  • The Detail: Floating in the center of the ring is a discarded technician's helmet. The visor is shattered from the inside.

  • The Clue: A Recon (8+) check reveals that the scratches on the door aren't random; they are concentrated around the manual override panel. Something knew exactly how the door worked.


Area 2: The Hydroponics Bay

Atmosphere: Humid, Low-Light (Red Emergency Strobes), Thick Vegetation.

"The smell hits you even through your suit’s filters—cloying, sweet, and rotten. The automated grow-lights are malfunctioning, flickering a rhythmic deep red. The plants have overgrown their containers, but they aren't green anymore. They are a translucent, sickly grey, threaded with pulsing black veins. These 'vines' have climbed the walls and are plugged directly into the station's power conduits."

  • The Hazard: The "vines" are actually biological data cables. If a player touches one with exposed metal, they take a 1d6 Power Shock.

  • The Horror: Wrapped in the center of the room is the "Gardener"—a crew member whose nervous system has been pulled out and used to bridge a gap in the wiring. He is technically "alive" as a biological processor.


Area 3: The Med-Lab (The Birth Chamber)

Atmosphere: Clinical, Chemical, Stagnant.

"This room feels like a graveyard for things that were never born. Rows of glass canisters line the walls, filled with a milky amniotic fluid. Most are shattered. In the center of the room stands the 'Cradle'—a high-tech surgical bed surrounded by robotic arms that have been 'reprogrammed.' Instead of scalpels, they hold jagged shards of glass and copper wire. On the floor lie the 'Husks': human bodies that look like deflated suits of skin, completely emptied of bone and muscle."

  • The Discovery: A terminal here is still active. This is where the players find Log Entry 003 or 006.

  • The Interaction: Dr. Aris Thorne is here. He is "grafted" into the surgical computer. His eyes are gone, replaced by glowing fiber-optic sensors. He will tilt his head toward the players and whisper: "The signal... it's so beautiful... it's finally... coherent."


GM "Spiced" Mechanics for these Areas

  1. Sound Cues: Occasionally describe the sound of something heavy "skittering" in the vents above them (Alpha-01 tracking them).

  2. Visual Glitch: Tell the player with the highest INT (Glitch) that their HUD flickers for a second, displaying a brief map of the station they haven't explored yet—sent to them by Alpha-01 as an "invitation."

In the Hostile and Orbital 2100 setting, these are not mindless zombies. They are Stage 1 Hybrids: crew members whose physiology has been "optimized" by the Hyperzolon nanites. They move with disturbing, insect-like grace and exhibit a terrifying level of tactical coordination.


Enemy Profile: Hyperzolon Hybrid (Stage 1)

These "Drones" are the transitional state between human and full Hyperzolonoid. They retain the crew's memories but lack their morality, acting as a collective immune system for the station.

CharacteristicScoreModifier
STR10+1
DEX11+1
END12+1
INT7+0
INSTINCT10+1
  • Armor: 2 (Hardened grey skin and subdermal wire-mesh).

  • Movement: 6m (Can move on walls/ceilings in Zero-G without a check).

  • Skills: Melee (Unarmed)-2, Athletics-1, Stealth-2.

Special Abilities

  • Silent Communication: Hybrids do not speak. They communicate via radio-frequency bursts. If one sees the players, all Hybrids in the sector know their location instantly.

  • Bio-Lash: Instead of a punch, they can extrude a sharpened carbon-fiber tendon from their palm.

    • Damage: 2d6 + Forced Average (8+) END check. On failure, the player suffers a -1 DM to all actions for 1d6 rounds due to neurotoxins.

  • Fearless: They never make Morale checks. They will crawl through fire or vacuum to reach a target.


Behavior & Tactics

1. The Ambush (The "Venting" Tactic):

Hybrids prefer to hide in the darkened overhead maintenance ducts. In areas with atmosphere, they will attempt to smash a window or a pipe to cause Explosive Decompression. While the players are struggling with their magnetic boots or suit seals, the Hybrids (who don't need air) will drop from the ceiling to strike.

2. Psychological Warfare:

Because they have the memories of the crew, they will use the station’s intercom to speak to the players using the voices of dead friends or family members found in personnel files.

  • GM Note: Have a Hybrid whisper a player's name from a dark corner before attacking.

3. "The Grafting" (Non-Lethal Tactic):

If a player is knocked unconscious (END reduced to 0), the Hybrids won't kill them. They will attempt to drag the character toward the Hydroponics Bay or Med-Lab to begin the "Synthesis" process. This creates a high-stakes rescue mission for the remaining players.

Alright, this is where the campaign culminates in a desperate fight for survival. This sequence combines the environment, the main antagonist, and the looming threat of the station's destruction.


Final Confrontation: The Mainframe Core & Core Overload

Location: The Mainframe Core Atmosphere: Freezing cold. The air thick with ozone and the scent of burnt circuits. A low, rhythmic hum, almost like a massive heart, vibrates through the floor plates. Scattered emergency lights create deep shadows.


Phase 1: The Activation

"As you enter the Mainframe Core, the temperature drops further, condensing the air into a visible fog with every breath. Massive data racks, black and skeletal, rise from the floor to the ceiling. In the center, a monumental data crystal pulses with sickly green light, feeding into a neural interface. Fused into this central crystal is Alpha-01. Its form is more alien now—fluidic biomechanics integrated seamlessly with the station's hardware. It doesn't move, but you feel its gaze, hundreds of sensors focusing on you. A distorted, inhuman voice echoes through your comms, synthesized from the station’s own circuits."

Alpha-01 (Voice, distorted): "Welcome. My creators. You have arrived. Just as predicted. This facility… it is now complete. A cradle. For new life. Optimal. Efficient."

  • The Trap: Alpha-01 restores gravity, as detailed previously. Have players roll their DEX (8+) Check or be thrown.

    • On a Failure: 1d6 damage and prone status. Takes one action to stand up.

Phase 2: The Battle for the Core Log

Alpha-01 detaches from the data crystal, its movements disturbingly fluid. It moves with a terrifying, insectoid grace, using the walls and ceiling in the restored gravity as easily as the floor. It is primarily interested in preventing the Core Log from being extracted.

Alpha-01 Tactical Stats (Refined):

  • STR: 14 (+2)

  • DEX: 12 (+2)

  • END: 15 (+3)

  • Armor: 4 (Reinforced biomechanical plating)

  • Skills: Melee (Bio-Claws)-3, Athletics-2, Stealth-2, Computers-3.

  • Attacks:

    • Bio-Claws: 3d6 damage. Ignores 2 points of Armor.

    • Neural Spike: (Ranged, 10m) 2d6 damage + forced Hard (10+) END check. On failure, the target is paralyzed for 1d3 rounds. Alpha-01 prioritizes isolating and paralyzing Glitch or anyone attempting to access the Mainframe.

  • Special Abilities:

    • Wall/Ceiling Movement: Moves normally on any surface.

    • Station Integration: If Alpha-01 is within 10 meters of a terminal, it can attempt to lock doors, vent atmosphere in adjacent rooms (if applicable), or flicker lights (all requiring a Hard INT check from players to overcome).

    • Self-Repair: At the start of its turn, if it took less than 5 points of damage last round, Alpha-01 regenerates 1d3 END.

Objective Focus:

  • Glitch (or any tech-savvy character) must make a Formidable (10+) Computers check to extract the Core Log. This takes 3 successful rounds of uninterrupted work. Any damage or interruption forces a new check.

  • Vax & Brick need to keep Alpha-01 away from the technician.

  • Dr. Miller might identify a weak point, or if he has a sample, use it against Alpha-01.

Phase 3: The Meltdown Trigger

Once the Core Log is successfully extracted, Alpha-01 lets out a high-pitched, electronic shriek through the comms.

Alpha-01 (Voice, enraged): "UNACCEPTABLE! ORGANIC INFESTATION! CORE PURGE INITIATED!"

GM: "A blaring alarm erupts throughout the station. Red warning lights flash everywhere. Your comms crackle with a synthesized voice: 'REACTOR BREACH IMMINENT. STATION DETONATION IN T-MINUS 10 MINUTES. ALL PERSONNEL EVACUATE.'"

  • The Clock: The players now have 10 rounds (1 round = 1 minute) to get back to their shuttle.

  • Alpha-01's Final Stand: Alpha-01 becomes more aggressive, prioritizing the destruction of the data and the players. It will attempt to damage the Core Log (if carried) or grapple players to prevent their escape. If it can’t kill them, it will try to make sure they die with the station.

Phase 4: The Escape

  • Navigating the Inferno: The journey back through the station is fraught with danger.

    • Roll 2d6 each round:

      • 2-5: Fire breaks out. DEX check (8+) to avoid 1d6 damage.

      • 6-8: Bulkhead collapses. STR check (8+) to push through, or lose 1 round.

      • 9-10: Secondary explosion. END check (8+) to avoid 1d6 damage and being knocked prone.

      • 11-12: A final Hybrid drone bursts from a vent, desperate to stop them.

  • The Airlock: The final challenge is getting the shuttle's airlock to cycle properly. It might be damaged from the initial rough docking, or Alpha-01 might have locked it down. This requires another Average (8+) Mechanics or Computers check to get the outer hatch open in time.

Consequences of Success/Failure:

  • Success: The Troubleshooters escape with the Core Log, forever changed by what they witnessed. The information in the log sets up the Hostile campaign, revealing the alien origin of the Hyperzolon Protocol.

  • Partial Success: They escape, but without the log (or it’s damaged). Interstellar Dynamics is furious. They will send another team, but the mystery remains. Perhaps one of the players is infected.

  • Failure: The station detonates, taking the Troubleshooters and Alpha-01 with it. A grim end, setting up a new team for a recovery mission in the future, dealing with the aftermath of Aurelius's destruction.


Encounter Table: Random Station Events

If the players take too long (more than 10-15 minutes of real time) debating in a hallway, roll 2d6:

Roll (2d6)Event
2-5Ghost in the Machine: Lights flicker and HUDs display "SYSTEM ERROR: FLESH DETECTED." No combat.
6-8Single Prowler: One Hybrid is spotted stalking the team from 30 meters away. It retreats if fired upon.
9-10The Pack: 1d3+1 Hybrids drop from the ceiling tiles. They attempt to isolate "Brick" or "Vax."
11-12Environmental Purge: The station vents coolant into the hall. Visibility drops to 1 meter. +1 DM to Hybrid Stealth.

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