This script is designed to be read aloud to your players. It transitions from the "blue-collar" reality of Hostile/Orbital 2100 into the high-octane horror of the hunt.
Title: The Sound of the Meat-Grinder
(Begin with a low, industrial hum. If you have ambient background music, use something metallic and rhythmic.)
"The contract was supposed to be simple. You’re three weeks into a deep-space salvage op on Outpost 4-Alpha, a decommissioned fueling station hanging in the gravity well of a dead gas giant. The air tastes like recycled sweat and oxidized copper. The pay is standard, the rations are bland, and the most dangerous thing you’ve encountered so far is a faulty atmospheric processor."
Wait for a beat. Lower your voice.
"Then, forty-eight hours ago, the station went quiet. Not 'technical glitch' quiet. Dead quiet.
It started with the internal sensors. One by one, the bio-signs of the skeleton crew winked out. No distress calls. No screams over the comms. Just… silence. You went to the Command Deck to investigate, but you didn't find the crew. You found what was left of them.
The Chief Engineer was hanging from the overhead pipes—stripped of his skin with surgical precision, his blood dripping like a slow leak onto the deck plating. Beside him, the security bulkheads—three inches of reinforced plasteel—hadn't just been breached; they had been melted, dissolved by some kind of white-hot bio-kinetic blast that left the edges glowing.
You aren't alone here."
Change the tone. Higher tension.
"Somewhere in the dark above you, there is a rhythmic, clicking sound—like a locust the size of a man. And from the shadows of the lower decks, you hear a different sound: a low, resonant hum of power, like an engine idling, accompanied by the wet, heavy breathing of something that sounds more like a suit of armor than a human being.
One of them is a hunter from the stars, looking for a trophy. The other is a living weapon of mass destruction, looking for a way out.
And you? You’re just the terrain they’re going to fight over.
The lights flicker. A drop of neon-green fluid hits the floor next to your boot. The motion tracker in your hand begins to chirp. Something is moving in the vents. Something else is charging its weapons in the hallway behind you.
Roll for Initiative."
Referee’s Setup for Session One
The Immediate Threat: Start the PCs in a "cold" corridor. They have 2 rounds to find cover before the first exchange of fire between the Predator (invisible) and the Guyver (distracted) happens over their heads.
The Objective: Don't let them fight yet. Make the goal "Reach the Security Locker" to get the Survival Kit mentioned earlier.
The Atmosphere: Use the "Clicking" (Predator) and the "Humming" (Guyver) as recurring audio cues to let the players know which threat is nearby.
This campaign setup uses the Cepheus Engine (the mechanical core for Hostile and Orbital 2100). In this setting, the grit of near-future space colonization meets the hyper-violent "Science Fantasy" of the Guyver and the Predator.
Campaign Title: The Bio-Signature Gambit
The Setting: A remote mining outpost on a frozen moon or a decaying O'Neill cylinder in the outer reaches of the Sol System. The Conflict: A "Bio-Booster" unit has been activated by a desperate corporate researcher (the "Guyver"). This high-energy signature has attracted a Yautja Stalker (the "Predator"), who views this legendary "ultimate prey" as the pinnacle of a hunt. The PCs are "expendable" contractors (Security, Roughnecks, or Belters) caught between a god-like bio-weapon and an invisible interstellar hunter. This Mission encounter is inspired by HOSTILE Situation Report 006 - Hunted. The events of this mission encounter happen after The Mission Encounter: "Ghost in the Machine" -The Hyper Zelonoid: "Project G-Type"
1. The Predator (The Yautja Stalker)
In Hostile, the Predator is a "Slasher" level threat—extremely difficult to kill and capable of wiping a party in rounds if they don't use the environment.
Characteristics (UPP): B C B 9 8 5
STR: 11 (+1) | DEX: 12 (+2) | END: 11 (+1)
INT: 9 (+1) | EDU: 8 | SOC: 5
Skills: Stealth-4, Melee (Unarmed)-3, Melee (Blade)-3, Gun Combat (Energy)-2, Survival-3, Athletics-3, Tactics-2.
Special Equipment:
Active Camouflage: Gives a -4 DM to all visual-based Recon or Gun Combat checks against the Predator while it is moving, and -6 DM if stationary. Water or heavy dust negates this.
Thermal Mask: Negates darkness penalties; allows tracking of heat signatures through thin walls.
Wrist Blades: 3d6 Damage (AP 5).
Plasma Caster (Shoulder Cannon): 5d6 Damage. Requires 1 round to "lock on" (visible laser trio).
Medicomp: Can heal 1d6 END once per encounter.
2. The Bio-Booster (The Guyver)
The Guyver is less of a "character" and more of a "walking disaster." In Orbital 2100, it represents experimental bio-tech gone wrong.
Characteristics (Human Host): 7 7 7 8 9 6
Bio-Boosted Stats: F G F 8 9 6
STR: 15 (+3) | DEX: 16 (+3) | END: 15 (+3)
Abilities & Weapons:
Vibrational Blades (Arm-spikes): 4d6 Damage. Ignores all non-powered armor.
Sonic Buster: Deals 2d6 damage to everyone in a 10m cone (Fortitude/END check to avoid being stunned).
Mega-Smasher (Chest Beam): 8d6 Damage. Requires 2 rounds to "charge." This will breach hull plating and destroy most vehicles.
Regeneration: Heals 2 points of damage every round.
Weakness: The Control Metal (forehead orb). A called shot (-4 DM) that deals 5+ damage can temporarily stun the Guyver or force a "malfunction" (Referee's choice).
3. The Players' Role: The Meat in the Sandwich
The PCs are not equipped to fight either of these directly. Their campaign goals should focus on Survival and Leverage:
Stage 1: The Mystery. PCs find "skinned" bodies (Predator) and "melted/fused" walls (Guyver). They think it’s a standard industrial accident or a serial killer.
Stage 2: The Contact. The PCs encounter the Guyver host—a terrified human who can't control the suit. The suit's "Auto-Defense" mode might accidentally target the PCs.
Stage 3: The Hunt. The Predator realizes the PCs are "associates" of its prey. It begins picking off NPCs and trapping the PCs to "flush out" the Guyver.
The Climax: The PCs must choose: Help the Guyver host escape (risking the Predator's wrath), lure both into a "Kill Zone" (like a depressurizing airlock), or steal the Guyver unit for their corporate overlords.
Campaign Hook: "The Trophy Room"
The Predator has set up a "hunting lodge" in the station's hydroponics bay. It has disabled the station's communications. The only way out is a shuttle that requires a "Bio-Metric" key currently fused to the Guyver's host. To leave, the PCs need the Guyver alive... but the Predator wants his head.
This d100 table provides a mix of high-tech Yautja (Predator) traps and improvised industrial hazards suitable for the gritty, low-tech environments of Hostile or the sleek, orbital habitats of Orbital 2100.
How to Use This Table
Low Roll (01–33): Passive/Environmental Hazards (Set by the Predator to funnel prey).
Mid Roll (34–66): Active/Mechanical Traps (Designed to maim or capture).
High Roll (67–99): High-Tech/Energy Traps (Yautja-specific technology).
100: The Stalker’s Masterpiece (A trap that uses the PC's own gear against them).
The Predator’s Gauntlet: d100 Traps
| d100 | Trap Name | Effect / Mechanical Impact |
| 01-05 | The Meat Hook | A heavy industrial hook on a chain swings from the dark. 3d6 damage, Grapple check to avoid being dragged into the rafters. |
| 06-10 | Monofilament Tripwire | Nearly invisible wire at shin-height. 4d6 damage (ignores armor); DEX check or lose a limb/foot. |
| 11-15 | Vented Coolant | Predator cracked a pipe. Room fills with freezing mist. Vision obscured; 1d6 cold damage per round. |
| 16-20 | Collapsing Gantry | Support bolts were pre-melted. DEX check or fall 1d6 x 5 meters into machinery. |
| 21-25 | The Echo Lure | The Predator uses a recording of a friendly NPC or a PC’s voice calling for help. Leads into an ambush. |
| 26-30 | Pressure-Plate Steam | High-pressure steam valve burst. 3d6 fire/heat damage and temporary blindness (1d6 rounds). |
| 31-35 | Magnetic Floor Pulse | Triggers a massive magnet. All metal gear (guns/knives) is ripped away or pinned to the floor. |
| 36-40 | Razor-Disk Launcher | Wall-mounted pressure plate fires a spinning blade. 3d6 damage; Bleeding condition. |
| 41-45 | Electro-Net Cage | Net drops from ceiling. STUN effect; requires STR check to break. Conducts electricity if touched. |
| 46-50 | Self-Correcting Gravity | (Orbital 2100) Gravity suddenly flips 180°. 2d6 falling damage; all tactical positioning lost. |
| 51-55 | Bio-Metric Lockout | Predator hacked the door. It only opens if it detects a specific "signature" (like the Guyver’s). |
| 56-60 | Napalm Trip-Mine | Crude but effective. 4d6 fire damage in a 3m radius; catches clothes on fire. |
| 61-65 | The "Hanging Man" | A snare pulls the PC up by their ankles. They are Restrained and hanging 3m high—easy prey. |
| 66-70 | Smart-Disc Ricochet | A Predator disc is wedged in a wall; stepping on a plate releases it to fly in a pre-set path. 4d6 dmg. |
| 71-75 | Active Camo Decoy | A flickering holographic projection of the Predator. If shot, it explodes in a Concussion Blast. |
| 76-80 | Laser-Grid Corridor | Crossing the beam triggers a ceiling-mounted Plasma Caster (Automated). 5d6 damage. |
| 81-85 | Sonic Screecher | High-frequency device that deafens PCs and disrupts Guyver’s bio-armor (Stun for 1 round). |
| 86-90 | Plasma Mine | Invisible to normal sight. 6d6 damage; melts through hull plating and armor alike. |
| 91-95 | Micro-Drone Swarm | Small Yautja "wasps" follow the party, marking them with thermal paint (Predator hits with +2 DM). |
| 96-98 | The Trophy Noose | A wire made of alien alloy. DEX check or be decapitated instantly (Critical Hit). |
| 99 | Self-Destruct Bait | A discarded Predator gauntlet. If touched/looted, it begins a 30-second countdown (Massive Radius). |
| 100 | Mirror Ambush | The Predator has polished the walls/floors to a mirror sheen. You can't tell where the Cloaked Hunter is. |
Tactical Note for the Referee
In Hostile, resources are scarce. Don't just use traps to deal damage—use them to deplete supplies.
Did they lose their only flashlight?
Did the magnetic trap ruin their primary rifle?
The Predator isn't just trying to kill them; it's "preparing" the prey for the final harvest.
To survive an encounter involving a Yautja and a Bio-Booster, standard corporate security gear won't cut it. The PCs need tools that exploit the physics of the Predator's cloak and the Guyver’s biological energy.
Here is a Survival Kit found in a high-security Weyland-Yutani (Hostile) or United Nations (Orbital 2100) "Xeno-Tech" locker.
The "Stalker-Sweep" Survival Kit
1. Thermal-Dampening Ponchos (The "Ghost" Shroud)
These heavy, lead-lined blankets are designed to mask heat signatures from industrial sensors.
Mechanical Effect: Grants a +2 DM to Stealth checks when hiding from the Predator’s thermal vision. However, it reduces the wearer’s DEX by -1 due to its bulk.
The Flaw: If the Predator switches to "Linear EM" or "Ultraviolet" vision modes, the poncho offers no protection.
2. Pheromone Scrambler Grenades
A canister that releases a cloud of pungent, synthesized skunk-musk and metallic salts.
Mechanical Effect: Nullifies the Predator’s ability to "scent" prey and confuses the Guyver’s organic sensors. All "Tracking" or "Recon" checks against the PCs within the cloud (10m radius) suffer a -4 DM.
Duration: 10 minutes or until vented by life support.
3. Phosphorus Dust Sprayer
A modified fire extinguisher filled with ultra-fine reactive dust.
Mechanical Effect: When sprayed into a corridor, it coats everything. If it hits a cloaked Predator, it outlines them perfectly, negating the Camouflage penalty for 1d6 rounds.
Side Effect: The dust is highly flammable. Any energy weapon fire (Plasma Caster or Guyver Beam) through the dust triggers a 2d6 fireball.
4. Portable Seismic Sensor (The "Thumper")
A small puck that sticks to the floor and monitors vibrations.
Mechanical Effect: Detects movement within 20 meters, even if the source is invisible. It provides the PCs with a Recon check to avoid being surprised by a cloaked enemy.
The Flaw: It cannot distinguish between a Predator, a Guyver, or a heavy ceiling fan.
5. "Control Metal" Harmonic Tuner
A repurposed geological scanner tuned to the frequency of the Guyver's forehead orb.
Mechanical Effect: Beeps faster as the Guyver approaches. If used within 5 meters, it can be "overloaded" to emit a high-pitched frequency that forces the Guyver suit into a 1-round reboot (The Guyver host is helpless for 6 seconds).
The Risk: Using this tells the Guyver exactly where you are.
Specialized Field Gear Table
| Item | Cost (Cr) | Weight (kg) | Effect |
| Emergency Flare Gun | 50 | 0.5 | Blinds thermal vision for 1 round; deals 1d6 fire damage. |
| Liquid Nitrogen Spray | 250 | 2.0 | Freezes mechanical traps or slows Guyver regeneration for 2 rounds. |
| EMP Slap-Patch | 500 | 0.1 | Single-use. Sticks to Predator armor to disable cloak for 1d6 minutes. |
| Adrenal-Redline Injector | 150 | — | Ignore all wound penalties for 2 rounds, then suffer 1d6 damage. |
When the Predator’s high-energy plasma and the Guyver’s bio-particle beams clash, the fragile infrastructure of a Hostile mining rig or an Orbital 2100 station becomes a death trap.
Use this table whenever the two titans exchange fire in the PCs' vicinity, or when a PC misses a shot with a high-damage weapon.
Collateral Damage & Environmental Complications (d20)
| d20 | Complication | Effect |
| 1-2 | Hull Micro-Fracture | A stray shot creates a pinhole leak. High-pitched whistling starts. In 1d6 rounds, the room depressurizes. Everyone must grab a tether or be sucked toward the breach. |
| 3-4 | Conduits Shattered | High-voltage cables fall from the ceiling, whipping wildly. 3d6 Electricity damage to anyone failing a DEX check. The area is now "Difficult Terrain." |
| 5-6 | Life Support Spasm | The station's AI panics. It floods the zone with Fire Suppressant Foam. Everyone is Blinded; Stealth is impossible as footfalls leave deep tracks. |
| 7-8 | Gravity Flux | The Guyver’s gravity controller or a Predator’s tech interferes with the station. Gravity cuts out for 2 rounds. Everyone drifts; recoil from guns sends shooters flying backward. |
| 9-10 | Thermal Overload | Cooling pipes burst. The room fills with superheated steam. Predator’s Camouflage is negated (visible silhouette), but PCs take 1d6 heat damage/round. |
| 11-12 | Mag-Lock Failure | All electronic doors in the section slam shut and lock, or all pop open simultaneously. The PCs are either trapped in with the monsters or exposed to the hallway. |
| 13-14 | Fuel Cell Leak | A puddle of volatile fuel spreads across the floor. Any further energy weapon fire or sparks will cause an Explosion (6d6 damage) in a 10m radius. |
| 15-16 | Radiation Warning | A shot hit the reactor shielding. Geiger counters scream. PCs take 1 Rad/round. If they don't leave in 5 rounds, they suffer -2 to all Characteristics from sickness. |
| 17-18 | Structural Collapse | The ceiling groans and drops. A PC is pinned under debris (STR check to escape). The Predator may use this "distraction" to ignore the pinned PC or finish them. |
| 19 | Communications Blackout | The energy surge fries the PCs' headsets. They can no longer talk to each other unless they are standing in adjacent squares. Total isolation. |
| 20 | Cascade Failure | Roll twice on this table. The station is effectively "dying." The PCs have 10 minutes to reach the escape pods before the section is auto-jettisoned. |
Referee Tip: The "Escalation" Die
To keep the pressure up, start the session with a d6 on the table showing a 1. Every time the Predator and Guyver clash, or every 10 minutes of real-world time, turn the die up by one.
Add the value of this die to any damage the PCs take from the environment.
When the die hits 6, the station begins its final destruction sequence.
The "Safe" Zone?
There is no true safe zone, but the PCs might find that the Medical Bay or the Canteen offers better cover than the open gantries. However, the Predator knows this and often traps the "logical" exit routes first.
This handout is designed to look like a corrupted digital file recovered from a charred terminal in the Bio-Hazard Lab. It provides the players with "in-universe" hints about how to survive the Guyver.
INTERNAL MEMO: PROJECT G-92 (BIO-BOOSTER UNIT)
CLASSIFICATION: TOP SECRET // EYES ONLY
SUBJECT: Post-Activation Observations and Vulnerabilities
AUTHOR: Dr. Aris Thorne, Lead Xenobiologist
Executive Summary
The "Bio-Booster" is not a suit of armor; it is a parasitic, sentient organism that bonds with a host at a molecular level. It creates a symbiotic link that enhances the host’s physical output by a factor of ten. However, our field tests have identified critical "pressure points" that security teams must exploit if a unit goes rogue.
1. The "Control Metal" (The Achilles Heel)
The circular metallic organ embedded in the forehead is the unit's brain. It regulates the link between the host and the organism.
Observation: If this device is cracked or significantly vibrated, the organism loses its "blueprint" of the host.
Tactical Advice: Aimed high-velocity fire or high-frequency sonic bursts at the forehead can induce a "Bio-Rejection Event," causing the suit to momentarily attack itself or enter a catatonic state.
2. Sensory Limitation: The Pressure Pits
The unit lacks traditional eyes. It "sees" via two orbs on the sides of the head that detect thermal signatures and atmospheric pressure changes.
Vulnerability: Rapid changes in room pressure or high-density smoke (Particulate Clouding) can "blind" the unit.
Tactical Advice: Flashbangs are less effective than Chaff grenades or Halon gas discharge.
3. The High-Frequency Blades (Vibrational Weakness)
The blades extending from the elbows oscillate at a frequency that allows them to cut through molecular bonds.
Technical Note: This vibration creates a distinct ultrasonic hum.
Tactical Advice: If you are tracking the unit, set your scanners to the $20\text{--}25\text{ kHz}$ range. You will hear it coming through the walls long before you see it.
4. Metabolic Exhaustion
The "Mega-Smasher" (the chest-mounted particle cannon) consumes roughly 70% of the unit’s stored bio-energy in a single discharge.
Observation: After firing the chest beam, the organism’s regeneration rate drops to near zero for approximately 60 to 90 seconds while the "gravity controller" recharges.
Tactical Advice: This is the only window for a lethal strike. If the unit opens its chest plates, find cover, wait for the flash, and then counter-attack immediately.
WARNING: In the event of host death without the destruction of the Control Metal, the unit will enter "Auto-Defense Mode." It will perceive all nearby moving lifeforms as threats and engage with maximum prejudice until its energy cells are depleted. DO NOT APPROACH.
Referee Note: How the PCs use this
The Forehead Shot: If a PC calls a shot to the forehead ($-4\text{ DM}$), they ignore the Guyver’s armor.
The Sound: If the PCs have a scanner, they can no longer be surprised by the Guyver if they are actively monitoring frequencies.
The Window: If the Guyver fires its Mega-Smasher (which should destroy a massive part of the map), tell the players: "The suit looks dull, and its wounds aren't closing. This is your chance."
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