Showing posts with label F Zozer Games. Show all posts
Showing posts with label F Zozer Games. Show all posts

Tuesday, January 13, 2026

The Mission Encounter: The Bio-Signature Gambit Including Introduction, random tables, and player hand outs

 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

d100Trap NameEffect / Mechanical Impact
01-05The Meat HookA heavy industrial hook on a chain swings from the dark. 3d6 damage, Grapple check to avoid being dragged into the rafters.
06-10Monofilament TripwireNearly invisible wire at shin-height. 4d6 damage (ignores armor); DEX check or lose a limb/foot.
11-15Vented CoolantPredator cracked a pipe. Room fills with freezing mist. Vision obscured; 1d6 cold damage per round.
16-20Collapsing GantrySupport bolts were pre-melted. DEX check or fall 1d6 x 5 meters into machinery.
21-25The Echo LureThe Predator uses a recording of a friendly NPC or a PC’s voice calling for help. Leads into an ambush.
26-30Pressure-Plate SteamHigh-pressure steam valve burst. 3d6 fire/heat damage and temporary blindness (1d6 rounds).
31-35Magnetic Floor PulseTriggers a massive magnet. All metal gear (guns/knives) is ripped away or pinned to the floor.
36-40Razor-Disk LauncherWall-mounted pressure plate fires a spinning blade. 3d6 damage; Bleeding condition.
41-45Electro-Net CageNet drops from ceiling. STUN effect; requires STR check to break. Conducts electricity if touched.
46-50Self-Correcting Gravity(Orbital 2100) Gravity suddenly flips 180°. 2d6 falling damage; all tactical positioning lost.
51-55Bio-Metric LockoutPredator hacked the door. It only opens if it detects a specific "signature" (like the Guyver’s).
56-60Napalm Trip-MineCrude but effective. 4d6 fire damage in a 3m radius; catches clothes on fire.
61-65The "Hanging Man"A snare pulls the PC up by their ankles. They are Restrained and hanging 3m high—easy prey.
66-70Smart-Disc RicochetA Predator disc is wedged in a wall; stepping on a plate releases it to fly in a pre-set path. 4d6 dmg.
71-75Active Camo DecoyA flickering holographic projection of the Predator. If shot, it explodes in a Concussion Blast.
76-80Laser-Grid CorridorCrossing the beam triggers a ceiling-mounted Plasma Caster (Automated). 5d6 damage.
81-85Sonic ScreecherHigh-frequency device that deafens PCs and disrupts Guyver’s bio-armor (Stun for 1 round).
86-90Plasma MineInvisible to normal sight. 6d6 damage; melts through hull plating and armor alike.
91-95Micro-Drone SwarmSmall Yautja "wasps" follow the party, marking them with thermal paint (Predator hits with +2 DM).
96-98The Trophy NooseA wire made of alien alloy. DEX check or be decapitated instantly (Critical Hit).
99Self-Destruct BaitA discarded Predator gauntlet. If touched/looted, it begins a 30-second countdown (Massive Radius).
100Mirror AmbushThe 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

ItemCost (Cr)Weight (kg)Effect
Emergency Flare Gun500.5Blinds thermal vision for 1 round; deals 1d6 fire damage.
Liquid Nitrogen Spray2502.0Freezes mechanical traps or slows Guyver regeneration for 2 rounds.
EMP Slap-Patch5000.1Single-use. Sticks to Predator armor to disable cloak for 1d6 minutes.
Adrenal-Redline Injector150Ignore 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)

d20ComplicationEffect
1-2Hull Micro-FractureA 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.
3-4Conduits ShatteredHigh-voltage cables fall from the ceiling, whipping wildly. 3d6 Electricity damage to anyone failing a DEX check. The area is now "Difficult Terrain."
5-6Life Support SpasmThe station's AI panics. It floods the zone with Fire Suppressant Foam. Everyone is Blinded; Stealth is impossible as footfalls leave deep tracks.
7-8Gravity FluxThe 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.
9-10Thermal OverloadCooling pipes burst. The room fills with superheated steam. Predator’s Camouflage is negated (visible silhouette), but PCs take 1d6 heat damage/round.
11-12Mag-Lock FailureAll 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.
13-14Fuel Cell LeakA 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.
15-16Radiation WarningA 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.
17-18Structural CollapseThe 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.
19Communications BlackoutThe energy surge fries the PCs' headsets. They can no longer talk to each other unless they are standing in adjacent squares. Total isolation.
20Cascade FailureRoll 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."



Tuesday, January 6, 2026

The Mission Encounter: The Fossilized God For Orbital 2100 or the Hostile rpg includes maps, player hand outs, encounters,

 This adventure, "Project: Gigantic," blends the body-horror and bio-armor of Guyver with the "Used Future" aesthetic of hard sci-fi. This encounter picks right up from here on the blog. 




The Premise: The Fossilized God

Deep in the Oort Cloud (or a rogue system in the Crow's Foot nebula), a corporate survey team discovered Acheron-4, a "Creator Planet" that is less a world and more a dormant biological processor.

The players are "Retrieval Specialists" (mercenaries) hired by the Weyland-esque "Zavala Bio-Industries." Their goal: Extract a "Primary Specimen" buried in a sub-surface organic cathedral.

The Specimen: The Hyper Zolonoid

Unlike the mass-produced bio-weapons of the Creators, the Hyper Zolonoid is a prototype. It is a three-meter-tall, obsidian-skinned humanoid encased in a recursive evolutionary amber. It doesn't just have weapons; it is a weapon system capable of folding space and regenerating from a single cell.


The Expedition Phases

1. The Descent into the "Hive-City"

Acheron-4 has no oxygen; its atmosphere is a caustic soup of pheromones and coolant.

  • The Environment: The "buildings" are calcified organs. The players must navigate through "vein-tunnels" that still pulse with low-voltage electricity.

  • The Hazard: Bio-Sentries. Degenerate, feral Zolonoids (low-tier Guyver-like mutants) roam the halls. They have no armor, just raw, exposed muscle and bone blades.

2. The Extraction (The Horror Begins)

The team finds the Hyper Zolonoid in a "Unit Storage" chamber.

  • The Tech: To wake it, they must interface a corporate "Control Link" (a neural bridge) to its spine.

  • The Twist: The moment the link is established, the Zolonoid doesn't just wake up—it assimilates the person wearing the link. The "suit" begins to grow over the teammate, turning them into a reluctant host for the ancient consciousness.

3. The Running Battle

The planet’s automated defense system (The "Enforcer" units) awakens to purge the "thieves."

  • The Conflict: The players must escort their transformed teammate (who is struggling to maintain sanity while their body evolves into a living tank) back to the dropship.

  • The Rival: A rival corporate strike team (The "Black-Ops" division) arrives to steal the specimen, leading to a three-way firefight in the narrow, fleshy corridors.


The Hyper Zolonoid: Stat Guidelines

If using HOSTILE (2D6/Traveller) or Orbital 2100, treat the Zolonoid as a vehicle-scale threat in a human-scale body.

AttributeAbility
RegenerationHeals 1D6 HP per round, even from "Death."
Vibration BladesMelee attacks ignore all non-powered armor.
Pressure CannonGravity-based ranged attack; knocks back targets and crushes vacuum suits.
Bio-BoostCan take two actions per round but causes "System Strain" (damage) to the host.

High-Octane Complications

  • The Host’s Mind: The player fused with the Zolonoid starts seeing the "Creator’s memories"—images of Earth being seeded as a biological weapons farm.

  • The Self-Destruct: The "Cathedral" is actually a bio-ship. If the Specimen is removed, the planet begins a "Cellular Collapse," dissolving into acid.

  • The Corporate Betrayal: The dropship pilot has orders to "sanitize" the site (nuke it) once the Specimen is on board, regardless of who else is left behind.

GM Note: Lean heavily into the Guyver aesthetic—describe the sound of clicking chitin, the hiss of steam from cooling biological vents, and the wet "thwack" of armor plates locking into place.

 To accommodate the gritty realism of both systems, the Hyper Zolonoid is presented here as a "Bio-Mechanical Terror." In both games, it should be treated not just as a combatant, but as a force of nature that can easily cause a "Total Party Kill" (TPK) if the players attempt a head-on slugfest without heavy ordnance.


1. HOSTILE (2D6 / Cepheus Engine)

In the Hostile setting, this creature represents a catastrophic breach of the "Great Silence." It is significantly more powerful than a human in Vacc-Suit.

Hyper Zolonoid (Ancient Bio-Weapon)

  • STR: 15 (+3) | DEX: 12 (+2) | END: 15 (+3) | INT: 8 (+0)

  • Armor: 12 (Equivalent to Combat Armor/Ablative plating)

  • HP: 35

Traits:

  • Regenerative Cycle: At the start of every round, the Zolonoid recovers 1D6 HP. If reduced to 0 HP, it enters a "Dormant State" and revives in 10 minutes unless the Core (located in the forehead) is destroyed.

  • Hyper-Sense: Negates all penalties for darkness or concealment. It "sees" heat and bio-electrical signatures.

Attacks:

  • Vibrational Blades (Melee): 3D6 Damage. On a "6" for any die, it ignores personal armor (AP).

  • Gravity Blast (Ranged): Range 25m. 4D6 Damage. Targets must make a DEX check or be knocked prone.

  • Head Beam: 2D6 Damage (AP). Used as a secondary action.


2. Orbital 2100 (Hard Sci-Fi / Realistic)

Orbital 2100 is even more grounded. There, the Zolonoid is a terrifying anomaly of "Calculated Evolution." It moves with a fluid lethality that defies the clunky nature of 22nd-century kinetics.

Hyper Zolonoid (The "Specimen")

  • Fitness: 14 | Coordination: 12 | Intelligence: 10 | Will: 12

  • Initiative: +4

  • Armor Value (AV): 8 (Kinetic/Thermal)

  • Wounds: 20

Abilities:

  • Environmental Adaptation: The creature is immune to vacuum, extreme pressure, and radiation.

  • Reactive Evolution: If damaged by a specific weapon type (e.g., Lasers), its AV against that specific damage type increases by +2 in the next round.

  • The "Guyver" Punch: Its physical strikes carry the force of a hydraulic press. Treat as a Heavy Weapon for the purpose of damage scaling against structures or vehicles.


Comparison Table: How They Play

FeatureHOSTILE InterpretationOrbital 2100 Interpretation
The Feel"The Ultimate Slasher""High-Tech Biological Anomaly"
WeaknessHigh-Explosives / ThermiteSystemic Shock / High-Voltage EMP
Player StrategyKeep your distance and use the ship's auto-cannons.Lure it into a vacuum depressurization trap.
Horror ElementBody horror and "The Company" wanting it alive.The realization that Earth’s tech is 1,000 years behind.

The "Hyper" Mechanic (For Both Systems)

If a player becomes the Host (as mentioned in the adventure premise), they gain the Zolonoid's physical stats and armor, but they must make a Will or Psychology check every time they use an ability.

  • Success: They control the suit.

  • Failure: The Zolonoid's ancient instincts take over for 1 round, prioritizing the "Purge" of all nearby lifeforms—including the rest of the crew.

    This briefing is designed to be printed or read aloud to your players. It uses the cold, detached language of a corporate entity that views human life as a secondary expense to "Biological Assets."


    ZAVALA BIO-INDUSTRIES | INTERNAL BRIEFING

    SUBJECT: PROJECT GIGANTIC (SITE-ALPHA RETRIEVAL) CLASSIFICATION: EYES ONLY / TOP SECRET (LEVEL 5) LOCATION: ACHERON-4 (SECTOR 09-K)
    Hand out 


    1. MISSION OVERVIEW

    Long-range deep-space scans have confirmed the existence of a non-terrestrial "Biosphere-Station" on the rogue planetoid Acheron-4. This is not a natural formation. Analysis indicates the structure is a Creation Forge—a derelict shipyard for advanced biological weaponry.

    Your team is contracted to infiltrate the central "Spire" and retrieve Specimen Prime: The Hyper Zolonoid. ### 2. THE TARGET (SPECIMEN PRIME) Preliminary telemetry suggests the Specimen is an integrated bio-mechanical suit/organism currently in stasis. Unlike the "feral" remnants found in the outer ruins, the Hyper-class is a high-functioning tactical unit.

    • Visual ID: Obsidian-hued organic plating, crystalline "Control Metal" orb in the frontal lobe, retractable high-frequency blades.

    • Warning: Do not attempt to engage in direct combat. The Specimen possesses a "Reaction-Evolution" defense. Conventional small arms will likely become ineffective within 30 seconds of contact.

    3. EXTRACTION PROTOCOL (The "Umbilical")

    To transport the Specimen, the provided Neural Link-Collar must be attached to the specimen’s cervical spine.

    • Operational Note: The Link-Collar requires a human bio-signature to "trick" the Specimen into a transportable dormant state.

    • Hazard: High Risk of Neural Bleed. The operator may experience sensory hallucinations or "ancestral memory" spikes. Do not remove the collar until you reach the containment labs on the Zavala-Heavy cruiser.

    4. STANDING ORDERS & RULES OF ENGAGEMENT

    1. Asset Priority: The Specimen is valued at 400 billion credits. The lives of the extraction team are valued at the standard insurance premium.

    2. External Threats: Rival interests (notably the Weyland-Yutani or Manticore Group proxies) have been detected in the sector. You are authorized to use lethal force to protect the Asset.

    3. Containment Breach: In the event the Specimen awakens and refuses the Neural Link, the team is to initiate Protocol Icarus: Vent the atmosphere and use high-yield thermobaric charges. If we cannot own it, no one can.


    "The future isn't built. It's grown."Dr. Aris Zavala, CEO


    Suggested GM Props for the Session:

    • A "Neural Link" Timer: Give the player who "wears" the suit a physical 10-minute timer. Every time it hits zero, they must roll to see if their mind is still their own.

    • Distorted Audio: Play low-frequency organic "heartbeat" sounds during the crawl through the planet’s vein-tunnels.

To make the descent into Acheron-4 feel like a true Guyver-inspired nightmare, these "Feral" variants represent the failed experiments and mass-produced foot soldiers left behind by the Creators. They are decaying, mindless, and hungry.


1. The "Thrasher" (Standard Bio-Drone)

These were once the rank-and-file infantry. Now, they are emaciated, pale humanoids with overdeveloped limbs and exposed, twitching tendons.

  • The Threat: They utilize High-Frequency Bone Blades that extend from their forearms.

  • Tactics: They cling to the ceilings of the vein-tunnels, dropping down behind the last person in the marching order.

  • Stats (HOSTILE): STR 10, DEX 12, Armor 4, HP 12.

  • Attack: Dual Blades (3D6, ignores 2 points of Armor).

  • Visual: Imagine a human body stretched on a rack, covered in wet, translucent skin that pulses with yellow fluid.

2. The "Spitter" (Long-Range Artillery)

A bloated, sessile variant often fused directly into the walls of the organic corridors. They act as the planet's "immune system."

  • The Threat: They fire Enzymatic Acid sacs. In Orbital 2100, this acid doesn't just hurt; it dissolves the seals on Vacc-Suits, causing rapid decompression.

  • Tactics: They are camouflaged as wall tumors. They wait for the team to pass, then spray the group from a "blind" angle.

  • Stats (Orbital 2100): Fitness 8, Coordination 10, AV 2, Wounds 8.

  • Attack: Bio-Acid Spray (Range 10m, 2D6 damage + 1D6 per round until neutralized).

  • Visual: A cluster of weeping, eye-like polyps that pull back to reveal a vertical, toothless maw.

3. The "Phase-Stalker" (The Alpha Feral)

A rare, more intact specimen that possesses a fractured version of the Hyper Zolonoid's gravity manipulation.

  • The Threat: It can "blink" (teleport) 5–10 meters by warping local space. This looks like a blur of static to the players' sensors.

  • Tactics: It singles out one player and uses its gravity well to pull them away from the group into the darkness.

  • Stats (General): Harder to hit (+2 Difficulty/DM to all attacks against it).

  • Attack: Gravity Crush (4D6 damage, ignores all non-powered armor).

  • Visual: A tall, slender figure wearing "broken" armor that looks like cracked porcelain. It makes a high-pitched electronic screaming sound that jams radio comms.


Environmental Hazard: The "Nutrient Slurry"

While fighting these creatures, the players will encounter sections of the floor covered in a thick, viscous green liquid.

  • The Mechanic: If a Feral Zolonoid is killed near this slurry, it will be "absorbed" and begin to reform.

  • Player Choice: Players must use fire (flamethrowers/thermite) to cauterize the corpses, or the enemies they just killed will stand back up in 1D6 rounds with half health.


The Climax Setup

As the players reach the inner sanctum, they find a "Bio-Vat" containing dozens of these Ferals in suspension.

  • The Trigger: Removing the Hyper Zolonoid from its cradle sends a "System Shock" through the facility, shattering all the vats at once.

    Finding "loot" on Acheron-4 is a gamble. These artifacts were never intended for human use; they are biological subsystems designed for a master race. Using them often requires "inviting" the tech to graft onto your own nervous system.

    Roll D100 or choose from the categories below:

    01–20: Bio-Weaponry (Lethal & Unstable)

    • 01–05: High-Frequency Scimitar: A calcified bone handle. When gripped, a translucent blade vibrates at 50,000Hz. Ignores 10 points of Armor but causes "Nerve Burn" (1 damage) to the user per swing.

    • 06–10: Acidic Spore Grenades: Spongy orbs that burst into a cloud of enzymatic vapor. Dissolves hull plating and lung tissue alike.

    • 11–15: The "Living" Railgun: A heavy, muscular sleeve that fits over the arm. Fires bone shards at hypersonic speeds. Requires "feeding" (the user must sacrifice a day's rations or 2 HP to "reload").

    • 16–20: Sonic Screamer: A handheld cluster of vocal cords in a chitin frame. Emits a directional blast that deafens targets and shatters glass/plastic visors.


    21–40: Enhancement Grafts (The Body Horror)

    • 21–25: Adrenal Gland Pod: A small, pulsing knot of meat. If pressed to the neck, it grafts permanently, granting +2 Initiative but making the user prone to "Berserk" states.

    • 26–30: Ocular Membrane: A thin film that, once applied to the eye, allows for thermal and UV vision. The user’s eyes never close again.

    • 31–35: Pressure Gills: Neck-slits that allow breathing in caustic atmospheres or high-pressure fluids. Smells like rotting seaweed constantly.

    • 36–40: Sub-Dermal Plating: Sheets of flexible alien "leather" that can be surgically inserted. AV +3, but reduces Dexterity/Coordination by 1.


    41–60: Utility & Survival Gear

    • 41–45: Bioluminescent "Lantern": A jar containing a trapped, glowing ganglion. It dims when oxygen is low, acting as a natural sensor.

    • 46–50: Flesh-Stitcher: A small, multi-legged insect in a tube. When placed on a wound, it "sews" the skin shut with biological wire. Heals 1D6 HP instantly.

    • 51–55: Pheromone Mask: A wet, fleshy veil. While worn, "Feral" Zolonoids treat the wearer as "non-threatening" unless attacked.

    • 56–60: Nutrient Slurry Syringe: A pre-filled injector of "Creator Fuel." Restores all fatigue but causes vivid, terrifying dreams of alien wars.


    61–80: Anomalous Artifacts (High Value)

    • 61–65: The Gravity Marble: A small black sphere that weighs exactly 10kg, regardless of local gravity. Can be used to anchor a ship or crush a locked door.

    • 66–70: Memory Core (Unrefined): A crystal pulsing with blue light. Contains 1% of the Creator’s star charts. Zavala Bio-Industries will pay a fortune for this.

    • 71–75: Neural Bridge: A headband of wet silver. Allows two users to share thoughts perfectly. If one dies, the other takes 2D6 Mental Stress.

    • 76–80: Hive-Link Key: A pulsating tooth. Opens any "locked" organic door on the planet.


    81–00: The "Cursed" Tier (Game Changers)

    • 81–90: Degenerate Unit-G: A "Guyver" unit that has gone rogue. It is a mass of teeth and armor plates. If activated, it tries to eat the host.

    • 91–95: Time-Dilation Seed: A small pod that, when crushed, slows time in a 5m radius for 10 seconds. The user ages 1 year instantly.

    • 96–99: The Embryo: A dormant, fist-sized Zolonoid fetus in a jar. It watches the players. If released, it begins to mimic the first person it sees.

    • 00: The Control Medal (Fragment): A piece of the Hyper Zolonoid's brain. It hums with a frequency that makes the "Project: Gigantic" specimen obey the holder—until it decides to reclaim its missing piece.


    Quick Table for the GM

    RollItem TypeRarityCorporate Bounty
    01-40Consumable / GraftCommon5,000 Credits
    41-80Tool / WeaponRare50,000 Credits
    81-99Prototype TechVery Rare500,000 Credits
    100Creator RelicUnique"Executive Position" or "Execution"

    In both HOSTILE and Orbital 2100, using Creator technology is fundamentally an act of biological trespass. Human nervous systems operate on simple electrical impulses; Creator tech operates on high-bandwidth, multi-dimensional neural resonance.

    When a player uses "Salvageable Tech" or the Hyper Zolonoid suit, they aren't just pulling a trigger—they are plugging their soul into an alien mainframe.


    1. Nerve Burn (Physical Trauma)

    Nerve Burn occurs when the alien hardware demands more bio-electrical energy than the human body can provide, or when the "graft" physically rejects the host's tissue.

    In HOSTILE (2D6 / Cepheus)

    • Trigger: Whenever a player uses a Bio-Weapon (e.g., Vibrational Blades) or an Enhancement Graft in a high-stress situation (Combat).

    • The Check: Roll END (Endurance) 8+.

      • Success: The device functions normally.

      • Failure: The player takes 1D6 damage that ignores armor. This damage cannot be healed by standard Medkits; it requires a "Biological Stabilizer" or 24 hours of rest in a med-bay.

      • Effect: If Nerve Burn reduces a limb's function (GM's discretion), the player suffers a -2 DM to all physical tasks using that limb until treated.

    In Orbital 2100 (Hard Sci-Fi)

    • Trigger: Activating "High-Output" modes of Creator tech.

    • The Mechanic: Every use adds 1 Point of System Strain.

    • The Consequence: Once Strain exceeds the player’s Fitness score, they suffer "Neural Shock." They must pass a Fitness Check or fall unconscious as their nervous system short-circuits.

    • Visual: The skin around the graft turns black and necrotic, smelling like ozone and scorched meat.


    2. Neural Bleed (Mental/Psychic Trauma)

    Neural Bleed is the "leakage" of the Creator’s collective consciousness into the player's mind. The artifacts are "haunted" by the memories of the wars they were built for.

    In HOSTILE (2D6 / Cepheus)

    • Trigger: Interfacing with a "Control Metal," "Memory Core," or the "Neural Link-Collar."

    • The Check: Roll INT or EDU 9+.

    • Failure: The player gains a Persistent Hallucination. For the next 1D6 hours, they cannot distinguish between the ship's corridors and the ancient battlefields of Acheron-4. They suffer a -4 DM to any task requiring concentration (Navigation, Hacking, Piloting).

    • Critical Failure (Snake Eyes): The player permanently loses 1 point of INT as a piece of their personality is overwritten by an alien tactical subroutine.

    In Orbital 2100 (Hard Sci-Fi)

    • Trigger: Prolonged contact with the Hyper Zolonoid or using the "Neural Bridge."

    • The Mechanic: Roll against Will.

    • The Consequence: On a failure, the player suffers a Psychological Trauma. This manifests as an obsession with "Returning to the Spire" or a sudden, violent phobia of "Inorganic Technology" (like the ship's AI or their own radio).

    • The "Guyver" Echo: The player begins speaking in a dead language. Other players must make a Leadership Check to snap them out of it during combat.


    Comparison: The Cost of Power

    FeatureNerve Burn (Physical)Neural Bleed (Mental)
    Warning SignsTwitching, nosebleeds, localized heat.Whispers in the comms, "seeing" extra rooms.
    Long-term RiskOrgan failure / Limb necrosis.Total personality erasure / Possession.
    BenefitYou hit like a main battle tank.You see the "Future" (Bonus to Initiative).

    The "Emergency Purge"

    If a player is being overwhelmed by either effect, another player can attempt a Medical or Electronics check to "Emergency Purge" the device.

    • The Catch: This usually involves physically ripping the graft off or using a high-voltage shock to "kill" the alien tissue. This stops the Bleed/Burn but deals 3D6 damage to the host instantly.

When a player suffers Neural Bleed, roll 1D20 to determine the specific psychic intrusion. These visions are not just "dreams"—they are high-definition data dumps from a multi-million-year-old biological war.

The Neural Bleed Table

RollVision / EffectGameplay Penalty
1-2The Seed Memories: You see Earth (or your home colony) as it was millions of years ago, covered in Creator laboratories.You feel an overwhelming sense of "ownership" over the planet. -2 DM to all Pilot/Nav checks.
3-4Sensory Overload: Every sound becomes a rhythmic pulse. You can hear the blood flowing in your teammates' veins.You are Stunned for 1 round as you try to filter out the "noise" of living things.
5-6The Hive Command: A booming, non-verbal voice commands you to "REPAIR."You must spend your next action attempting to fix/heal the nearest Zolonoid or damaged alien tech.
7-8Enemy Recognition: Your teammates suddenly appear as "Unit-D Personnel" (Expendable Slaves).You cannot provide or receive "Help" actions from your crew for the remainder of the encounter.
9-10Gravity Vertigo: Your inner ear aligns with the Creator Planet's core. You feel like you are falling upward.You fall prone and suffer a -2 DM to all Ranged Attack rolls.
11-12The Hunger: You experience the metabolic needs of a Hyper-Unit. You need 10,000 calories now.You gain a "Bite" attack (2D6), but you must make a Will/INT check to avoid biting a teammate.
13-14Phasing Ghost: You briefly see "ghosts" of the Creators walking the corridors in real-time.You can see through 1 meter of solid walls, but you lose sight of your actual physical surroundings.
15-16Cellular Terror: You feel every cell in your body being unmade and re-stitched.Take 1D6 Mental Stress. Your skin takes on a permanent metallic sheen.
17-18Traitor Protocol: You are convinced the "Company" (Zavala Bio) is planning to vivisect you the moment you land.You will not follow any orders given by your superiors or the ship's AI.
19The Unit-G Ascension: You see the "True Form" of the Zolonoid. You realize humanity is just a raw material.Your Will/INT is temporarily boosted to 15, but you treat all other humans as "insects."
20Total Synchronization: The alien consciousness and yours become one for a split second.The "Gift": You automatically succeed at your next roll, but you permanently forget your own name.

How to Roleplay the Bleed

  • For the GM: When a player rolls a 19 or 20, whisper the result to them. Don't tell the rest of the table. Let the player’s behavior change naturally.

  • For the Players: Treat these visions as a "glitch in the Matrix." One moment you're in a cold, metal corridor in the Oort Cloud; the next, you're standing in a cathedral made of gold and muscle, watching a star be extinguished.


The "Stabilizer" (The Cure)

The corporate briefing mentioned a "Stabilizer." If the players find the Zavala Bio-Industries "Med-Kit Delta," it contains a blue injector.

  • Effect: It resets the Neural Bleed, clearing the visions.

  • Side Effect: It’s basically a localized chemical lobotomy. The player loses all "Special Skills" or "Combat Bonuses" gained from the Zolonoid tech for the next hour.

    The Core of the Spire is the heart of Acheron-4. It is not a room; it is a giant, translucent lung at the center of the planet’s nervous system. In the vacuum of Orbital 2100 or the dark corridors of HOSTILE, this is where the corporate greed of the 22nd century meets the terrifying scale of ancient bio-engineering.


    Location: The Cathedral of the Primogenitor

    The Environment

    • The Atmos: A thick, amber-colored mist fills the chamber. It smells like ozone and ancient dust. It is highly flammable.

    • The Floor: A lattice of "ribs" over a bottomless pit of digestive fluid. Falling means instant death (or a slow, agonizing assimilation).

    • The Sound: A low-frequency hum (30Hz) that makes the players' teeth ache and vibrates their chest plates.

    The Map Layout

    1. The Entry Gantry: A narrow walkway of calcified bone extending over the pit.

    2. The Cooling Vats: Four massive pillars of pulsing blue meat that regulate the temperature of the specimen. Destroying these will "panic" the facility.

    3. The Specimen Cradle: At the center sits a throne of obsidian and copper. Encased in a diamond-hard resin is the Hyper Zolonoid.

    4. The Control Junction: An organic terminal where the players must plug in the Zavala Neural Link-Collar.


    The Final Encounter: "The Awakening"

    The encounter unfolds in three distinct stages:

    Stage 1: The Ritual of Extraction

    As the players begin the extraction process, the "Cathedral" reacts.

    • The Hazard: The amber mist begins to solidify around the players' feet, attempting to "root" them to the floor.

    • The Action: One player must manage the Neural Link (Skill: Electronics or Science), while the others fend off Phase-Stalkers crawling up from the pit.

    Stage 2: The Rival Intervention

    Just as the resin around the Zolonoid cracks, the Zavala Black-Ops Team (or a rival Corp like Manticore) enters via the ceiling, using grav-chutes.

    • The Twist: They aren't here to help. Their orders are to kill the PC team and take the Specimen to a different ship.

    • The Firefight: The players are caught between the "Silent" alien predators and the high-tech kinetic fire of the corporate mercs.

    Stage 3: The Unit Wakes

    The Hyper Zolonoid opens its eyes. It does not choose a side.

    • The Event: It emits a Gravity Shockwave. Everyone (PCs and Mercs) must roll DEX / Coordination or be blown backward.

    • The Choice: The Specimen is confused and hostile.

      • If the Link is successful: The PC wearing the collar becomes the "Pilot." They feel the power of a god but must resist the Neural Bleed (Table Roll 15-20).

      • If the Link fails: The Zolonoid begins a systematic "Sanitization" of the room, killing anything that moves.


    The Great Escape

    The Spire begins to collapse. The "Vein-Tunnels" are constricting.

    • The Clock: The players have 10 Rounds to reach their dropship.

    • The Complication: If the Zolonoid is with them, it is a 3-meter-tall obsidian giant that weighs 600kg. Getting it through the narrow, dying corridors of a "living" planet is a logistical nightmare.

    GM Note: This is the moment to play "Epic Horror" music. The players should feel like they are stealing a lightning bolt from Zeus while the mountain falls down around them.


    Adventure Conclusion: The "Zavala" Choice

    If the players survive and reach orbit, they face one final decision:

    1. Hand it over: Get paid millions, but know that you’ve given a corrupt corporation the DNA to enslave the colonies.

    2. The Purge: Use the ship's reactor to incinerate the specimen and yourselves, ending the threat forever.

    3. The Rogue Option: The player fused with the suit realizes they are no longer human... and the ship's crew are now their first "subjects."


      et's detail the post-mission debriefings, each with a distinct corporate tone reflecting the outcome of Project Gigantic.


      ZAVALA BIO-INDUSTRIES | POST-MISSION DEBRIEF

      CLASSIFICATION: LEVEL 5 / EYES ONLY MISSION CODE: PROJECT GIGANTIC (ACHERON-4)


      SCENARIO 1: SUCCESSFUL EXTRACTION & DELIVERY

      (Players delivered the Hyper Zolonoid to Zavala Bio-Industries)

      REPORT STATUS: EXCELLENT SUBJECTS: Retrieval Team Gamma-7 (Player Characters)

      EXECUTIVE SUMMARY: "Retrieval Team Gamma-7 has successfully executed Project Gigantic, securing Specimen Prime (The Hyper Zolonoid) from Acheron-4. Despite unforeseen complications, including collateral damage from rival corporate intervention and environmental instability, the Asset was delivered to the Zavala-Heavy research vessel, The Daedalus, in optimal condition for analysis. All assigned objectives met or exceeded. The Neural Link-Collar wearer has been secured for psychological de-briefing and biological remediation."

      REMUNERATION & REWARDS:

      • Payment: Full contracted compensation, including hazard pay and performance bonuses, has been wired to designated accounts.

      • Benefits: Team Gamma-7 has been granted a three-week paid leave. Upon return, eligibility for "High-Priority Asset Protection" contracts will be made available.

      • Future Prospects: Promising prospects for advanced corporate training and security clearance upgrades.

      INTERNAL NOTE (For Zavala Eyes Only): "Initial assessments of Specimen Prime are… beyond expectation. Genetic sequencing shows 99.98% compatibility with human physiology. The 'Neural Bleed' experienced by the lead operator is invaluable for understanding the unit's consciousness. We are proceeding with Project: Chimera and anticipate first-stage human trials within 6 standard cycles. Gamma-7 personnel are to be monitored for residual genetic drift and psychological indicators. They are now, in essence, valuable 'control subjects'."


      SCENARIO 2: SPECIMEN PURGED (SELF-SACRIFICE)

      (Players destroyed the Hyper Zolonoid, potentially at the cost of their own lives)

      REPORT STATUS: FAILURE (ASSET DESTROYED) SUBJECTS: Retrieval Team Gamma-7 (Player Characters - Status: KIA / MIA)

      EXECUTIVE SUMMARY: "Project Gigantic is hereby terminated. Retrieval Team Gamma-7 initiated an unscheduled and unauthorized destruction protocol, resulting in the complete annihilation of Specimen Prime and extensive damage to the Acheron-4 facility. While the specific sequence of events remains unclear, telemetry indicates the activation of a high-yield thermobaric device within proximity of the Asset. All personnel involved are presumed deceased."

      REMUNERATION & CONSEQUENCES:

      • Payment: All contracts are null and void due to failure to secure asset and unauthorized destruction. Next of kin will receive standard corporate bereavement packages, pending investigation.

      • Reputation: Team Gamma-7's professional records have been flagged as "Non-Compliant" and "High-Risk."

      • Investigation: A full internal investigation has been launched to determine how such a catastrophic breach of protocol occurred. Those responsible will face posthumous legal action for gross corporate negligence.

      INTERNAL NOTE (For Zavala Eyes Only): "A total loss. The intelligence gathered on Acheron-4 remains valuable, but the asset is irreplaceable. Our corporate competitors, particularly Manticore Group, will undoubtedly seize on this failure. Security protocols for future retrieval missions must be dramatically enhanced. We may need to consider more… disposable teams. The 'Heroic Sacrifice' narrative will be spun to downplay the loss and emphasize the 'unknown threats' of deep space. Public relations is already preparing a statement."


      SCENARIO 3: THE ROGUE OPTION (PLAYER-SUIT FUSION & ESCAPE)

      (The player-turned-Zolonoid takes over the ship and escapes Zavala control)

      REPORT STATUS: CRITICAL FAILURE (ASSET ACQUIRED & COMPROMISED) SUBJECTS: Retrieval Team Gamma-7 (Status: Hostile / Compromised)

      EXECUTIVE SUMMARY: "Project Gigantic has resulted in a critical asset breach. Specimen Prime, having successfully integrated with a member of Retrieval Team Gamma-7, subsequently seized control of the team's transport vessel. The vessel, designated The Ironclad, has gone rogue and exited Zavala Bio-Industries controlled space. All attempts at communication and remote override have failed. Specimen Prime, now fused with the 'Host,' is considered an independent, extremely hostile, and unaccounted-for threat."

      REMUNERATION & CONSEQUENCES:

      • Payment: All contracts are null and void. A galactic-wide bounty has been placed on the entire Retrieval Team Gamma-7, dead or alive (preferably alive for asset recovery).

      • Bounty: A substantial bounty has been issued for the capture and return of The Ironclad and its occupants. "Lethal force authorized" if recovery is not feasible.

      • Threat Level: All Zavala Bio-Industries personnel are to be briefed on the extreme danger posed by this rogue unit. Expeditions for retrieval are being organized.

      INTERNAL NOTE (For Zavala Eyes Only): "This is a catastrophe. Not only have we lost Specimen Prime, but it is now weaponized and operating autonomously with human intelligence. The potential for the 'Host' to replicate or disseminate its unique biological enhancements poses an existential threat to our intellectual property. Initiate Project: Hunter. Dedicated pursuit teams, equipped with experimental counter-bio-weaponry, are to be deployed immediately. This 'incident' must be contained before it destabilizes the galactic bio-weapons market. No expense spared. No survivors."