Hunter Or Hunted


1998. Delta Green and Majestic-12 are waging a secret war across the United States. The suburbs of the middle-class are one such battleground. An unnatural force stalks them both. Watching. Waiting. It is the hunter; they are the hunted.

Handler’s Information

A Yithian has taken residence in the body of an amusement park maintenance worker. The Yithian operative has constructed a matter synthesizer into the roller coaster to amass an army in preparation for war against the spectral polyps. It knows the results of these tests but is compelled to complete them for continuity.
During fabricated roller coaster breakdowns, the matter synthesizer injects synthesis serum into the riders which lies dormant until activation. Upon activation, the infected fuses with a nearby object, becoming a half-human, half-object bioweapon. Amusement park-goer John Moran is one such synthesized.
Majestic-12 has been alerted, establishing a base in the suburban town where the incidents take place. Majestic-12’s goal is to extract the source of the incursion.
This scenario takes place in any suburban commuter town next to a bigger city and an amusement park. This scenario is designed for six agents of two cells for a joint-cell opera.

Involving the Cells

Agent Alphonse summons the agents to a highway rest stop for briefing through usual channels. On the way to the rest stop, agents pass by rows of factories, an amusement park, and a large shopping mall.

At the rest stop, Agent Alphonse explains:

  • They are at war with Majestic-12. “This is a joint-cell opera. No dick measuring.”
  • There was an “animal attack” at the Moran residence yesterday. The father is missing, the rest of the family are dead.
  • E-Cell has gone missing while investigating the Moran residence.
  • The sheriff of the county has shut down the investigation. It reeks of Majestic-12 involvement.
  • A friendly, Deputy Curtis Bell Sr., is available. He is eccentric but reliable.
  • There is no official cover.


  • Destroy Majestic-12 operations in the area.
  • Prevent them from recovering the unnatural.
  • Rescue E-Cell.
  • Stop the unnatural threat.

He provides a key to a Green Box on the way to the town, general information about E-Cell, and burner phones.

Green Box

The contents include but are not limited to:

  • Barrett .50 Cal complete with telescopic sight. Two five-round magazines. 20% lethality
  • Two H&K MP5 submachine guns with sound suppressors and three magazines
  • Jury-rigged weed whacker with the governor removed and string trimmer replaced with piano wire. 10% lethality
  • Two sets of tactical body armor
  • Box with a sticky note that says “GOOD LUCK! LOVE, H-CELL”. Inside the box are stale cupcakes, a vehicle key, and coordinates to the Armored Van

Armored Van

A large rusted black van is parked in a crumbling garage. The interior of the van is reinforced with scrap metal providing it with Armor 15. There is a trapdoor hatch on the roof. A Drive test or 60% reveals that the van has a nitrous oxide button that has been haphazardly installed into the gear shift. Pressing the button will activate a one-time speed boost.
Inside the back of the van:

  • Fully operational infinite slushie machine. 1/1D4 from the unnatural.
  • Plaster lawn gnome. It looks at the agents.
  • Flamethrower from the Vietnam War.

Moran Residence Crime Scene

Police tape blocks off the entrance to this gray suburban home. A Majestic-12 vehicle is parked outside; it belongs to two Majestic-12 agents who are collecting samples and sanitizing the area. They will leave after an hour. There are no bodies; they were extracted by another team earlier.
A messy film of blood coats the interior of the house. It looks like an animal attack. Search 40% reveals tiny traces of fabric and splintered wood. The couch is missing. It was neutralized and brought to the Listening Post for study. A Forensics test comes to the realization that the couch was moved before the murder, due to the blood splatter. A Search test of the other rooms reveals that the Moran family attended a concert, an amusement park, and a five-course dinner over the weekend.

Eccentric Friendly

Deputy Curtis Bell Sr. is fishing with his son, Curtis Bell Jr. at his lakeside cottage. He owns a military Humvee modified to be street legal. Curtis Bell Sr. looks like the type of person that enjoys playing through home invasion scenarios. He open-carries a .44 revolver in a leather holster. His son is a nervous young man who is also a deputy.
When approached he nods to the agents and gives them a known Delta Green code phrase. In a lowered voice he asks, “So are we killing more zombies? Me and my son are ready to go.” The friendly is extremely helpful.
Bell Sr. liberated crime scene photos of the Moran residence before the department was asked to take a vacation. Pictures show the full extent of the damage on the corpses of the Moran family costing 0/1D4 SAN from violence. The bite marks contain splinters of wood and fabric. The couch is missing.

Second Synthesized Attack

Gunshots are heard while the agents are moving about the town. A Majestic-12 vehicle is parked in front of a white suburban home. The front door is ajar.
Among the smashed furniture and spent spell casings are five masticated corpses, two of which are deceased Majestic-12 agents. The other bodies belong to the residing family. 0/1D4 SAN from violence. A Search test reveals metal shards within the bite wounds and that there are blue stamps with fantasy insignia on the family member’s hands. These are from the amusement park.
The microwave and the refrigerator are missing. A scraping sound is heard from the basement. It’s a refrigerator that has ribs for teeth and intestines for tentacles. Use Synthesized, Medium.

Finding the Listening Post

Tailing Majestic-12

The agents can follow one of the Majestic-12 patrols should they be disengaged. A Stealth or Drive test at -20% will reveal the location of the base. On a failure, the patrol will radio reinforcements and lead them to an isolated kill site out of town. Four of the NRO DELTA Operatives originally stationed at the Listening Post will engage them. A Military Science (Land) test or 40% to recognize this before it's too late.


Persuade test at +20% and 0/1D8 SAN from violence. Failure gives false information, leading to a kill site.

E-Cell’s Trail

While examining the inside of a Majestic-12 vehicle, a Search test finds a GPS tracking device that E-Cell activated when they were kidnapped. Either a Computer Science test or 80% along with four hours of de-encryption reveal the location of The Listening Post.

Listening Post

The listening post is a two-story suburban house with tan stucco. It looks like all the other houses in the neighborhood. The living room is equipped with rows of reel-to-reel tape recorders tapping into the phone lines. The dining room is equipped with metal weapon lockers for sixteen special operators. At all times, a fireteam guards the house from a second-story vantage point.
The basement has been converted to a lab where the three members of E-Cell are being tortured and experimented on. Recovered synthesis serum has been used on them. They want to die. 1/1D6 SAN against helplessness. Scientists take notes and operate equipment.
The agents find plans detailing an aerial extraction of the matter synthesizer from the amusement park. This is happening now, the rest of the remaining fireteams are there.

Amusement Park

Majestic-12 cleared the amusement park of civilians. A helicopter equipped with heavy lift equipment prepares to take off with the matter synthesizer, ready to fly to the nearest military base.
Before it can extract, the wooden roller coaster comes alive and chaos ensues. It groans and rips free of its concrete foundation. Guy wires snap. Gunfire erupts from the park as NRO DELTA fireteams scramble. The roller coaster launches cars from its tracks crushing those in its way. Military equipment including explosives are scattered about. If the helicopter is not shot down, it will narrowly escape.



Alertness test or 60% to notice a Majestic-12 tail. They will attempt to locate where the Delta Green agents are stationed to send a fireteam there.


The Piezoelectric buzz of the microwave is heard. It has sprouted eight fleshy arms which drag its metal bulk. Use Synthesized, Small.

Opposing Force

Majestic-12 has six agents patrolling the town in duos, searching for both Delta Green agents and the synthesized.
There are sixteen NRO DELTA operatives, making up four four-man fireteams, and six scientists posted at the listening post. During the extraction all but one fireteam will be at the amusement park.
A helicopter equipped for heavy lift is stationed out of the town.


The scenario ends when the agents stop Majestic-12’s extraction of the matter synthesizer and escape. If they fail to contain the roller coaster, Majestic-12 will bomb the amusement park and the town. It will be known as one of the worst gas line explosions in the world.


Majestic-12 Agent

STR 14, CON 10, DEX 14, INT 14, POW 13, CHA 12
HP 12, WP 13, SAN 55 Breaking Point 52
Armor: 3 from kevlar vest.
Skills: Alertness 50%, Athletics 50%, Dodge 50%, Drive 60%, Firearms 50%, HUMINT 50%, Persuade 60%, Search 40%, Unarmed Combat 60%, Stealth 60%.
Special Training: Lockpicking (DEX).
Attacks: Glock 22 medium pistol 50%, damage 1D10.
Kevlar garrote 60%, requires attacking from surprise, damage 1D6 per turn and target is pinned.
Unarmed 60%, damage 1D4.

NRO DELTA Operator

STR 14, CON 14, DEX 15, INT 10, POW 12, CHA 7
HP 14, WP 12, SAN 52, Breaking Point 48, Adapted to violence.
Armor: 4 from reinforced kevlar vest
Skills: Alertness 60%, Athletics 60%, Demolitions 40%, Dodge 60%, Drive 50%, Firearms 60%, Melee Weapons 60%, MIlitary Science (Land) 60%, Unarmed Combat 60%, Stealth 40%.
Attacks: MP5 submachine gun 60%, damage 1D10 in semi-automatic or Lethality 10% with three-round burst.
SIG Sauer P220 medium pistol 60%, damage 1D10.
Combat knife 60%, damage 1D6+1, Armor Piercing 3.
Unarmed 60%, damage 1D4.

Deputy Curtis Bell Sr.
STR 11, CON 10, DEX 12, INT 10, POW 15, CHA 11
HP 11, WP 15, SAN 55, Breaking Point 45, Megalomania, Adapted to violence.
Armor: 3 from kevlar vest.
Skills: Alertness 80%, Athletics 50%, Demolitions 40%, Dodge 40%, Drive 50%, Firearms 70%, Melee Weapons 60%, Military Science (Land) 50%, Persuade 60%, Unarmed Combat 40%.
Attacks: M4A1 carbine 70%, damage 1D12 in semi-automatic or Lethality 10% with full-auto, Armor Piercing 3.
.44 Magnum revolver 70%, damage 1D12.
Hand grenade 50%, Lethality 15%, Kill Radius of 10 meters.
Combat knife 60%, damage 1D6+1, Armor Piercing 3.
Unarmed 40%, damage 1D4.

Deputy Curtis “Kurt” Bell Jr.

STR 13, CON 13, DEX 12, INT 11, POW 12, CHA 11
HP 13, WP 12, SAN 60 Breaking Point 48
Armor: 3 from kevlar vest.
Skills: Alertness 60%, Athletics 60%, Criminology 50%, Dodge 50%, Drive 70%, Firearms 60%, HUMINT 60%, Persuade 60%, Search 60%, Unarmed Combat 60%.
Attacks: Remington 870 shotgun 60%, damage 2D8.
Colt M1911A1 medium pistol 60%, damage 1D10.
Unarmed 40%, damage 1D4.

Synthesized, Small

STR 10, CON 8, DEX 16, INT n/a, POW 9
HP 9, WP 9
Armor: 5 from metal.
Skills: Alertness 60%, Dodge 60%, Track (by scent) 80%, Stealth 40% (60% as object).
Attacks: Bite 40%, damage 1D4 (see Latch and Drain).
Latch and Drain: After succeeding with a bite attack, a synthesized uses its action each turn to inflict 1D4+1 damage on the same target, without having to make another attack roll. Each turn it’s attached to a target, the synthesized gains 1 HP, up to its maximum. The victim may attempt a STRx5 contest to escape.
SAN Loss: 1/1D6 from the unnatural.

Synthesized, Medium

STR 14, CON 14, DEX 12, INT n/a, POW 9
HP 14, WP 9
Armor: 5 from metal.
Skills: Alertness 60%, Dodge 40%, Track (by scent) 80%, Stealth 40% (60% as object).
Attacks: Bite 40%, damage 1D6 (see Latch and Drain).
Bone-tipped tendrils 50%, damage 1D8
Latch and Drain: After succeeding with a bite attack, a synthesized uses its action each turn to inflict 1D6+1 damage on the same target, without having to make another attack roll. Each turn it’s attached to a target, the synthesized gains 1 HP, up to its maximum. The victim may attempt a STRx5 contest to escape.
SAN Loss: 1/1D6 from the unnatural.

The Roller Coaster

STR 40, CON 40, DEX 8, INT n/a, POW 9
HP 40, WP 9
Armor: 8 from wood and metal (see Resilient).
Skills: Alertness 60%, Track (by scent) 80%, Stealth 40% (60% as object).
Attacks: Roller coaster car launch 30%, 6D6 damage.
Rail lash 40%, Lethality 30%, Armor Piercing 5.
Resilient: A successful Lethality roll does not destroy the roller coaster, but inflicts HP damage equal to the Lethality rating.
SAN Loss: 1/1D8 from the unnatural.


Hunter or Hunted was written by Alex Sun for the 2022 Shotgun Scenario contest.

The intellectual property known as Delta Green is ™ and © the Delta Green Partnership. The contents of this document are © their respective authors, excepting those elements that are components of the Delta Green intellectual property.