Hollow Phalanx (Hazard / Encounter Template)
Category: Complex Hazard or Set‑Piece Encounter (mid to high level, depending on ship scale).
Location: Interior starship corridors, station spines, or bunker galleries on Cataclysm‑era hulks.
Core Features:
Multiple static undead / construct shooters treated as a single coordinated hazard.
Automated overwatch: attacks triggered by motion, noise, or failed stealth.
Self‑destruct thresholds: when overrun, each node detonates as an area hazard.
Rift echoes / corrupted Guild code can cause mis‑ID of friend/foe, forcing PCs to negotiate, infiltrate, or reprogram rather than just shoot.
You can implement a hollow phalanx as:
A complex hazard with:
Initiative representing the corridor’s fire‑control AI.
Reaction‑like “Overwatch Volley” actions when creatures cross certain squares.
A “Catastrophic Overload” action at set HP or condition thresholds that triggers detonations.
Or as a series of low‑mobility undead/construct creatures (Cybernetic Zombie Gunners) plus an environmental rule: as long as the Phalanx Core Node is active, all gunners gain bonuses and can coordinate Overwatch.
The key mechanical beats:
Time Pressure: Each round the phalanx holds delays Rift creep, hull breach, or pursuing horrors—if PCs disable it too soon, they might unleash what it was holding back.
Line Control: Narrow, cover‑filled corridors with kill‑zones, forcing tactical movement and creative problem‑solving (hacking doors, crawling service ducts, using zero‑G, etc.).
Friendly Fire Risk: IFF glitches mean failed checks might tag PCs as targets; success can temporarily white‑list them.
Broad impact of this element
Broad impact of this element