TEXT: STORY SUPPLEMENT FOR VANGUARD RPG
  VARMISK FALLEN 
  A BROKEN TOWER ROLEPLAY GAME
  BY TIM AND ROOK WESTHAVEN
   
   
  
  7
  1
  2
  3
  4
  5
  6
  VANGUARD RPG © Tim and Rook Westhaven. Rout from Camp Dur, Camp Dur map.
  LEGEND
  1. North security gate
  2. Control and communications 
  tower
  3. Camp headquarters
  4. Barracks and administration
  5. Fighter silos (normally 
  housing single pilot fighter 
  craft
  6. Main hangar bays
  7. Western gate
  DT Defence turrets
  
  VANGUARD RPG © Tim and Rook Westhaven
  3
  CAMP DUR
  ROUT FROM CAMPDUR
  ◙ INTRODUCTION
  This story can be used as a follow up to 
  Code Red on NIMBUS-6, or as a standalone 
  adventure. Following on from Code Red 
  on NIMBUS-6, there is the opportunity 
  to remove the characters from the initial 
  tanarii assault on Varmisk city as a 
  springboard for further adventure.
  The events of this story take place on the outskirts 
  of the Uniﬁ ed Territories, approximately half an hour 
  after the tanarii vessel, the Ghu, has obliterated 
  Varmisk city.
  The core rule book is needed for use with this story; 
  with items referenced from the core rule book 
  abbreviated as CRB, followed by the page number.
  The following is for the GM only. If you are not the GM, 
  and intend playing the module, stop reading now.
  
  ◙ PREPARING THE STORY
  The NIMBUS-6 Crew
  If you are using this story as a sequel to Code Red on 
  NIMBUS-6 there are a number of ways the characters 
  could have escaped the NIMBUS-6 space station.
  Whether they arrive together or are scattered, the 
  characters are retrieved by a Confederation military 
  vehicle (the equivalent to an armoured personnel 
  carrier), known as an AGATE carrier (CRB pg114); 
  call-sign Auwager, on its way to Camp Dur. Camp Dur 
  Auwager, on its way to Camp Dur. Camp Dur 
  Auwager
  is also the port from which the crew of the NIMBUS-6 
  were shuttled to the NIMBUS-6, and any vehicles or 
  extra gear the characters own was left at Camp Dur 
  prior to their posting to the NIMBUS-6.
  Other characters
  If using this story as part of a homebrew campaign 
  or as a standalone adventure, there are three simple 
  means of getting the characters into the story.
  Varmisk city survivors
  The characters were rescued from the outskirts 
  of the ruined capital city, bundled into the AGATE 
  carrier Auwager and transferred to Camp Dur. 
  Auwager and transferred to Camp Dur. 
  Auwager
  Camp Dur skeleton crew
  The characters are some of those left behind at 
  Camp Dur when the majority of the camp mobilised 
  to move against the tanarii attack on the capital.
  If this is the case, then they witness the arrival of 
  the Auwager with Ms Prue and Chess Redfurd. Who 
  Auwager with Ms Prue and Chess Redfurd. Who 
  Auwager
  then order the characters to the meeting room.
  Reinforcements
  The characters are travelling on the AGATE carrier 
  Auwager when they are redirected to Camp Dur to 
  Auwager when they are redirected to Camp Dur to 
  Auwager
  reinforce the position. On arrival they will be directed to 
  the meeting room to see Ms Prue and Chess Redfurd.
  Getting 
  to 
  Camp 
  Dur
  –the Auwager
  The Auwager is being ﬂ own by a hoppolite, Specialist 
  Auwager is being ﬂ own by a hoppolite, Specialist 
  Auwager
  Aris Kleeg, who will inform the characters that they 
  have been ordered to report to Camp Dur.
  If quizzed on the tanarii attack, Aris says that he 
  doesn’t know much more than the characters: the 
  capital has been ﬂ attened; the military apparatus of 
  the Confederation is in meltdown.
  His current orders are to bring the characters to the 
  meeting room in the Camp Dur HQ (map ref.#3) and 
  await further instruction.
  Flying into the camp or, if the characters are already 
  in the camp at the beginning of the story, they see 
  the Dasseula currently berthed on the southern 
  landing zone of the camp.
  Aris can inform the characters that the camp is 
  in lockdown with a skeleton crew, active defence 
  turrets and a perimeter ﬁ eld. The ﬁ ghter wing 
  stationed at the camp, the 27th Striking Claws, 
  scrambled 20 minutes before hand to assist the 
  defence of the capital, the camp commander having 
  ﬂ own off with them.
  
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  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  If questioned about the Dasseula
  about the ship’s capabilities, status and current 
  combat readiness.
  The only other personnel at 
  the camp that he is aware of 
  are Corporal (Cpl) Jensen (who 
  is on communications), ﬁ ve other 
  specialist technicians from the ground 
  crew (still carrying out their duties) and a 
  platoon of cadets (tasked with preparing the 
  landing pads for returning ﬂ ights or casualties).
  Cpl Jensen was left in charge as the duty oﬃ  cer 
  and has taken full authority of the camp’s 
  defence, including Yuran, the camp AI.
  Arriving at Camp Dur
  The characters are met on arrival by Cpl 
  Jensen outside the camp headquarters.
  The molen corporal ushers them into 
  an administrative building and a waiting 
  room with a replicator for refreshments. If 
  any of the characters are wounded, Cpl Jensen 
  issues enough medicittes to heal them. She 
  asks the characters to wait a few minutes while 
  she goes into a nearby oﬃ  ce, returning shortly to 
  ask the characters to accompany her into the oﬃ  ce.
  If you are using characters other than those 
  pre-generated from the ﬁ rst playtest pack, then only 
  those characters with military or scientiﬁ c passkeys 
  are asked to accompany Cpl Jensen.
  Dasseula, Aris is tight-lipped 
  about the ship’s capabilities, status and current 
  The only other personnel at 
  the camp that he is aware of 
  are Corporal (Cpl) Jensen (who 
  is on communications), ﬁ ve other 
  specialist technicians from the ground 
  crew (still carrying out their duties) and a 
  platoon of cadets (tasked with preparing the 
  landing pads for returning ﬂ ights or casualties).
  Cpl Jensen was left in charge as the duty oﬃ  cer 
  and has taken full authority of the camp’s 
  , the camp AI.
  Arriving at Camp Dur
  The characters are met on arrival by Cpl 
  Jensen outside the camp headquarters.
  The molen corporal ushers them into 
  an administrative building and a waiting 
  room with a replicator for refreshments. If 
  any of the characters are wounded, Cpl Jensen 
  issues enough medicittes to heal them. She 
  asks the characters to wait a few minutes while 
  she goes into a nearby oﬃ  ce, returning shortly to 
  ask the characters to accompany her into the oﬃ  ce.
  If you are using characters other than those 
  pre-generated from the ﬁ rst playtest pack, then only 
  those characters with military or scientiﬁ c passkeys 
  are asked to accompany Cpl Jensen.
  Members of UNIT 9; Chess Redfurd and Ms Buttons Prue
  
  VANGUARD RPG © Tim and Rook Westhaven
  5
  CAMP DUR
  UNIT 9: 
  It’s complicated
  Upon entering the oﬃ  ce, the ﬁ rst thing the characters 
  see is a vulpine (fox) seated at the head of the table. This 
  will cause immediate concern among the characters, 
  especially any mausers, hoppolites and nutwerks.
  When the characters are in the room 
  read the following to them.
  As Cpl Jensen leads you through the door it 
  opens into a conference room. A number of tables 
  laid out in a rectangle dominate the room, while 
  behind the tables, opposite you, a number of 
  wall-mounted monitors show military tracking, unit 
  reports, casualty readouts and live POV feeds of 
  Confederation forces in chaos.
  You only get to glance at the monitors before they 
  all go black. Behind the tables stands a tall ﬁ gure 
  and one of you makes an audible gasp as the lips 
  along the long muzzle rise slightly revealing sharp, 
  white canines of a vulpine.
  His almond shaped, yellow eyes narrow as he 
  measures you up and you feel the chill of the flee 
  instinct under the intense gaze of this predator. The 
  vulpine, dressed in a colourful dinner jacket and 
  dress trousers, with a tie the colour of fresh blood, 
  motions for you to sit opposite him.
  From off to the side a measured voice pipes up. “Ah 
  good, you are here at last, do come in, sit.” 
  For the ﬁ rst time, you notice the demure mauser in the 
  corner with old-fashioned lens glasses, wearing a fuschia 
  dress, grey stockings and high-heels. Not looking at you 
  she is busy tapping out commands on her ODIN HUD.
  Moving to sit beside the vulpine, the mauser looks 
  at you through her tinted lenses. “Time is short, both 
  my own and yours, and we have much to cover, so 
  do pay attention. Now, let’s get the introductions out 
  of the way.” She nods authoritatively at the vulpine.
  Moving around the table towards you, his long, ginger 
  tail swishing gently, you can smell expensive cologne 
  and see the glint of mother of pearl cufflinks as he 
  draws near. The tips of his pointed ears brush the 
  ceiling.
  You shrink back as he gets within reach. Towering 
  over you, he extends his left forearm, a common 
  motion: he wants you to scan his ODIN, verifying 
  his identity. However, that would mean each of you 
  placing your left arms over his. It would be an easy 
  thing for him to grab you, but you hold your nerve 
  and scan his ODIN.
  CHESS REDFURD CIN: ***-****-****-***-**
  MILITARY LEVEL 6
  RANK: 
  CLASSIFIED 
  — 
  DIRECT 
  SUPERIOR 
  Confederation MOD
  Chess moves from one character to the next, 
  allowing all of them to scan his ODIN before 
  returning stand beside Prue.
  “Thank you. This is Mr Redfurd and I am Ms Prue. I 
  assume you all now understand that we have authority 
  here and can trust what I tell you comes from the 
  ministry of defence and is to remain classiﬁ ed. I’m sure 
  you all have questions and I will answer as many as I 
  can, but ﬁ rst let me explain your circumstances.
  Here Prue pauses and looks to Chess still standing, 
  his shadow falling over you. “Chess, would you mind 
  getting Cpl Jensen to gather the cadets and specialists 
  in the main hangar.“ 
  “Certainly.” He replies in a deep, vibrant voice before 
  leaving the room with barely a sound.
  Prue continues, “You have been brought here both 
  for your own preservation and in the interests of the 
  Confederation. As members of the Confederation 
  military and scientiﬁ c community, I am authorised 
  to issue you new orders.”
  Prue raises her hand and points to the monitor 
  behind her, which blinks into luminance to show a 
  
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  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  regional map with lots of red dots moving around 
  and three blue dots remaining stationary.
  “The red dots on this readout are tracked enemy 
  units within the Uniﬁ ed Territories. The blue dots are 
  friendly forces still active. As you can see, the enemy 
  outnumber us approximately 500:1. This small 
  blue dot out here in the empty space is our current 
  location. At the current rate of enemy advance and 
  expansion, I estimate you have approximately 30 
  minutes before they turn their attention to this camp.
  There is a light frigate; the Dasseula, a Goddess class, 
  she was here for reﬁ tting before being sent on active 
  duty. Her crew are gone. You are her new crew.
  The camp is now yours, I have business elsewhere 
  and can stay no longer. Take what you need, what 
  you must. The Dasseula’s navigation system has 
  been preprogrammed with a secret destination, to 
  activate once you are beyond Ashen’s orbit.
  I’ve granted you all full access to the camp 
  and what resources are left here. Cpl Jensen 
  is currently monitoring the camp’s automated 
  defences and can keep you apprised of any tactical 
  developments. For now, all I can say is be quick, 
  good luck and get that ship into orbit.
  Prue answers what questions she can (but no more 
  than three or four as she is in a hurry). If the characters 
  ask a question for which you don’t have an answer, 
  Prue can tell them one of two things:
  “I’m not able to answer that at this time.” or, “That’s 
  classiﬁ ed, I’m afraid.”
  Once she has answered any questions the 
  characters have, she and Chess Redfurd take the 
  Auwager and leave the camp.
  Auwager and leave the camp.
  Auwager
  After Chess and Ms Prue leave the camp, Cpl Jensen 
  reports to whomever is in charge (the ranking 
  military passkey holder; if you’re using the pre-gen 
  characters this is Bragg).
  Situational awareness
  When Cpl Jensen reports to the characters there are 
  a number of items she relates to them regarding the 
  camp and current events.
  Personnel
  There are currently 27 cadets and ﬁ ve specialist 
  technicians (including specialist Klegg) assembled in 
  the main hangar. They are at the characters disposal.
  The cadets have basic military and flight training 
  and are capable of manning the combat information 
  centre (CIC) on the Dasseula.
  The specialist technicians are ground maintenance 
  and engineering crew, they have basic soldiering 
  skills and are good at ship maintenance and repair.
  Resources
  The camp armoury is fairly empty, the majority of 
  weapons were issued in response to the attack.
  There are 8 K7 carbines, 12 K88 laser rifles, 10 K66 
  pistols, 6 spare magazines for the K88, 10 grenades 
  and three single-use STA-2 rocket launchers listed 
  on the inventory.
  If one of the characters goes to investigate the 
  armoury they also ﬁ nd a mothballed Byron MkII 
  PAS, its weapons have been decommissioned, but 
  the suit is still in working condition.
  The Dasseula
  The Dasseula takes its name from the Badgerian 
  goddess of maternity and vengeance.
  Parked on the tarmac outside the main hangar (map 
  ref.#6), this light frigate warship is not ﬂ ight ready 
  and a number of issues require immediate attention 
  if it is to reach space.
  The ﬁ rst issue is fuel. The Dasseula has three engines: 
  a conventional engine for use in atmosphere; 
  an advanced engine for space propulsion; and a 
  warp ﬁ eld generator for warp ﬁ ssure travel. The 
  conventional and advanced engine fuel cells are 
  more than 90% depleted.
  
  VANGUARD RPG © Tim and Rook Westhaven
  7
  CAMP DUR
  with refuelling the ship, over a 30-minute period, one 
  of the ship’s engines could be at 100% capacity or 
  both the engines requiring fuel could be at 55%.
  The second issue is the ship’s onboard systems: 
  the Dasseula was undergoing a reﬁ t when the tanarii 
  attacked, and the CIC is half deactivated. For every 
  qualiﬁ ed engineer working on restoring the CIC, each 
  10 minutes, a roll of SMARTS+Engineer, with a DC of 
  4 required for success. At least three successful 
  rolls are needed to get the CIC functioning — until 
  then the ship’s automated weapons are inoperable 
  and only the manual weapons can be ﬁ red from 
  their respective turrets. Missiles ﬁ red without CIC 
  guidance continue in a straight line (at the same 
  altitude, if using tactical space combat rules).
  The last issue is the upper weapon battery. This was 
  being rebuilt at the time of the attack and poses a 
  threat to the integrity of the ship if it reaches space 
  (as it is currently open). These structural breaches 
  can be ﬁ xed, with a check allowed for every 10 
  minutes of work by at least one qualiﬁ ed engineer 
  at a DC 12. For every additional person helping the 
  engineer, the DC is lowered by 1. There are three 
  breaches that require repair.
  If the Dasseula reaches high atmosphere or space 
  without these breaches being ﬁ xed, the upper 
  battery will not be able to be manned (although 
  automated weapons will still work) by anyone not in 
  a Z0G suit. And moving between the upper battery 
  and the upper causeway may cause decompression.
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  BEZ BALLISTICS
  THE SOUND OF FURY
  3
  3
  3
  5
  � APG 20mm defensive grenade (Đ3) 
  x2 DAM in conﬁ ned spaces, 3m AoE.
  � VPC grenade (Đ4) 
  3m AoE.
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  KELVIT LASERS
  ADVANCED PRECISION
  � K66 laser pistol 
  (Đ2) 
  � KLR laser targeter (Đ3)
   +1 ranged ATT. Available in a range of cool colours!
  2
  3
  1
  12
  12
  � K7 laser carbine 
  (Đ2) 
  2
  2
  3
  16
  16
  � K88 laser riﬂ e 
  (Đ3) 
  2
  3
  2
  12
  12
  +1
  +1
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  BYRON TECH
  STAND PAW TO CLAW
  Mk.II Powered Armour Suit (Đ6)
  4
  Z0G, EP4,
  LS4, 2HP
  STA-2 rocket pods (Đ5) 
  Fire laser-guided rockets with 
  shaped charge warhead.
  5
  6
  2
  30
  � Mk.II Powered Armour Suit (Đ6)
  Z0G, EP4,
  LS4, 2HP
  � STA-2 rocket pods (Đ5) 
  5
  +1
  MELEE
  +1
  MELEE
  To get skyward and into orbit, the Dasseula uses the 
  conventional engine to lift off and leave Ashen. This 
  requires a minimum fuel of 20% total but there is no 
  need to tell the characters this unless they ask (piloting 
  check DC4). The engines take 10 rounds (roughly 3–5 
  minutes) to reach full thrust and gain altitude.
  For each person (up to a maximum of 10) tasked with 
  refuelling the Dasseula, 1% of the fuel total is added 
  per minute (game time) So, if 3 people are tasked 
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  CAMP DUR
  DEFENCE TURRETS
  � M1-G missiles 
  � 360° turret
  6
  6
  3
  12
  12
  � Twin Frak cannons 
  12
  12
  5
  6
  60
  60
  6
  8
  
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  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  The camp is defended by a number of defence turrets 
  (Map ref. DT, see previous page). These defence turrets 
  are controlled by the camp AI, Yuran (see below):
  YURAN [AI]
  8
  2
  6
  6
  3
  0
  4
  2
  There are a number of ground vehicles in the camp: 
  sedans, bikes and small battery-operated transport 
  for ferrying personnel around the camp. While a 
  number of these could be loaded into the Dasseula’s 
  hangar bay, none are of any real interest (except 
  maybe those owned by the characters themselves 
  and left in storage while they were on the NIMBUS-6).
  ◙ THE COMING STORM
  The characters should have no illusions, the tanarii 
  are on their way to Camp Dur; 15 minutes after Prue 
  and Chess ﬂ y away, Cpl Jensen, who is monitoring 
  the camp defence network as well as the wide area 
  scanners, informs the characters four enemy contacts 
  have broken away from the main invasion force and are 
  moving towards Camp Dur. They will arrive ten minutes, 
  or approximately 25 minutes after Prue’s departure (and 
  5 minutes after the refugees break through the security 
  perimeter, see The refugees from Durston, below).
  This tanarii assault force, approaching from the east, 
  consists of three Arkoon ﬁ ghters (pg15) and a VORC 
  (pg14). The VORC ﬁ res 4 warp pulses while still over 
  the horizon, in an attempt to take out a number of the 
  defence turrets. The Arkoon ﬁ ghters then strafe the 
  camp, drawing the ﬁ re of the turrets while the VORC 
  rides in low, using the surrounding hills as cover 
  before landing in the camp grounds and deploying 
  the alchta soldiers (CRB pg122). After the ﬁ rst pass, 
  if any of the Arkoon survive the turrets, they will turn 
  and engage the Dasseula as their primary target.
  If the Dasseula lifts off before their arrival or shortly 
  thereafter, the Arkoon ﬁ ghters pursue and engage while 
  the VORC continues to the camp to deploy its troops.
  If a VORC reaches the Dasseula it lands on top of the 
  Dasseula, attaching itself securely to the upper hull. The 
  VORC is ﬁ tted with a ship-to-ship breaching device that 
  will allow the alchta soldiers to enter directly from the 
  VORC into the upper causeway of the Dasseula.
  The rise of the goddess
  Once the Dasseula is airborne, heading towards orbit, 
  no piloting checks are necessary unless the ship is 
  engaged in combat or some other activity occurs to 
  cause the ship harm.
  The great escape
  If the tanarii Arkoon ﬁ ghters engage the Dasseula
  then they continue to pursue and engage the frigate 
  into orbit, at which time they will peel away and let 
  the incoming Axura and VORC take over.
  It takes approximately 10 rounds from lift off for the 
  Dasseula to reach far orbit.
  Once in orbit, the Dasseula scanners pick up three 
  incoming enemy signals bearing down on the ship 
  from directly ahead.
  When within combat range, the ships are identiﬁ ed 
  as an Axura and two VORC carriers. At this point 
  it is recommended that you lay out the battlemap 
  using the provided counters with the tanarii vessels 
  starting at one end of the map and the Dasseula
  at the other. The battlemap for the escape is open 
  space, with a good length being 90–120cm (3–4ft).
  If the Dasseula can break through and escape to 
  the other end of the map, the preprogrammed 
  navigational directions Prue has placed in the 
  
  VANGUARD RPG © Tim and Rook Westhaven
  9
  CAMP DUR
  THE REFUGEES
   FROM DURSTON
  The following can be used to add an additional 
  complication to the story. The refugees issue 
  is better explored with older players who can 
  understand moral and ethical implications of 
  saving or sacriﬁ cing the refugees.
  Cpl Jensen informs the characters of a situation 
  at the western gate (map ref.#7) where a growing 
  column of refugees and vehicles, is massing. 
  As yet they have been held back by the defence 
  ﬁ eld (a stasis ﬁ eld 4m in height 1m below 
  ground level and 3m above) the fence and the 
  automated warnings threatening physical harm 
  for non-authorised personnel entering the base.
  However, 
  the 
  refugees 
  are 
  growing 
  more 
  desperate, angry and aggressive.
  The refugees are a mixed group of oﬃ  cials and 
  civilians, many are family members of Camp Dur 
  personnel, most from the nearby town of Durston.
  Dr Dhuratio Palemane, a badgerian physician from 
  Durston has taken up position at the front of the 
  column and is passionately arguing with Yuran the 
  camp AI, that the refugees be given asylum within 
  the camp. Yuran refuses all access by non-military 
  or unauthorised personnel and cannot be swayed, 
  given that the camp is on war status. Dr Palemane’s 
  requests to speak to a member of camp staff has 
  also gone unanswered.
  It is up to the characters if they wish to engage with 
  the refugees directly. There are currently more than 
  200 civilians outside the western gate and more are 
  arriving by the minute from outlying towns.
  Dr Palemane’s demands are simple: that all the 
  refugees be given protection by the Confederation 
  military, if the military is going to evacuate Camp 
  Dur then they should take the refugees with 
  them. Dr Palemane believes in the protection of 
  the weak by the strong and will quickly realise 
  the characters have the capability to take the 
  refugees off-world and away from the tanarii 
  invasion (via the Dasseula).
  If left unattended, 10 minutes after Prue and Chess ﬂ y 
  away in the Auwager, the refugees begin to attempt 
  Auwager, the refugees begin to attempt 
  Auwager
  breaking through the fence and the stasis ﬁ eld, 
  ramming the security gate with cargo trucks, stacking 
  boxes and rubbish up on top of a bus in order to try to 
  climb over the stasis ﬁ eld and using a labour MAUL to 
  try to smash their way in.
  After a further 10 minutes, they breach the 
  stasis ﬁ eld, smash through the security gate 
  and attempt driving down the road towards the 
  camp buildings. As soon as the gate is breached, 
  a warning salvo from the two nearest defence 
  turrets ﬁ res. Cpl Jensen informs the character in 
  charge of the change in circumstances, looking 
  for clear leadership. If the refugees continue 
  to advance towards the buildings, the turrets 
  engage and kill them. If there is no intervention 
  from the characters or the camp crew, the two 
  turrets kill the refugees with only a small number 
  of survivors and vehicles retreating beyond the 
  camp perimeter.
  Dasseula’s AI will activate and the Dasseula will drop 
  into a warp ﬁ ssure and escape.
  The alternative doesn’t bode well for the characters.
  Next steps
  If the characters manage to escape with the 
  Dasseula there are a number of ways the story can 
  progress.
  Fugitives
  The characters become hunted by the tanarii, forced 
  to ﬂ ee across the galaxy with the Dasseula, looking 
  for a safe haven while avoiding pretadors, pirates 
  and struggling to survive.
  
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  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  Unit-9 opperatives
  The characters manage to get the Dasseula to the 
  secret location programmed into the navigation 
  system by Prue.
  There  they meet up with Prue to deliver the ship 
  and are given the option of keeping it, if they carry 
  out missions for Unit-9. This will give them access 
  to what resources Prue and Chess can acquire as 
  well as knowledge.
  The missions the characters can be sent on may 
  include rescuing citizens, commando raids on 
  tanarii bases, defending colonies from pirates or 
  establishing strongholds from which the varmint 
  can reclaim Ashen.
  Freebooters
  The characters take the Dasseula and become space 
  adventurers, following their own agenda. If they take 
  the Dasseula against the wishes of Prue then Unit-9 
  will look to regain it as a military asset. Although a 
  small jaunt by the characters, without any harm to 
  Confederation property or citizens, might not stop 
  Prue from giving the characters another chance to 
  join Unit-9 at a later date.
  Saviours and protectors
  If the characters rescue the refugees then the 
  refugees look to them for leadership and direction. 
  This may force the characters to ﬁ nd a safe haven 
  from which the refugees can build a new colony 
  or establish a refugee camp, both for the Durston 
  refugees and others the characters could ﬁ nd.
  Such acts of compassion should not go unrewarded 
  and the characters may beneﬁ t from not only the 
  respect and reputation of such deeds but also any 
  skilled labour, knowledge or material support the 
  refugees can offer.
  If the GM feels it appropriate, rescuing the refugees 
  might grant the characters a new talent: Saviour. 
  This talent grants the character an increased FRIEND
  rating when dealing with Confederation citizens 
  who know of the rescue.
  FLIGHT TOFREEDOM
  If you intend running the space combat between 
  the Axura, VORC and the Dasseula then it is 
  recommended that you have the Expanded Rule 
  Book (ERB), which contains the narrative and 
  tactical rules for space combat.
  If you do not have the ERB you can still run the 
  combat using the vehicle rules in a narrative 
  manner.
  The tech sheets provided for the VORC and Axura
  are from the expanded rule book. The Altcha 
  techsheet can be found in the CRB (CRB pg 122).
  If you have the ERB you can also make use of the 
  hostile boarding rules, if the VORC make contact 
  with the Dasseula and issue Altcha boarding 
  parties. These parties will comprise six Altcha 
  warriors and will most likely breach the Dasseula
  from the upper deck or secondary hangar.
  If the Dasseula can escape the Axura then the 
  tanarii will not pursue.
  
  VANGUARD RPG © Tim and Rook Westhaven
  11
  CAMP DUR
  Destroyer
  6
  4
  6
  3
  6
  3
  2
  10
  7
  8
  3
  4
  AIRLOCK 1, LIFE SUPPORT 2, ARMOUR PLATING 3, BOOSTER 3, HARDPOINT 2, HEAT SHIELD 1, WARP ENGINE 1, 
  3
  6
  6
  0
  4
  0
  4
  The Axura is the tanarii’s standard destroyer-class 
  ship. With similar weaponry to that of the VORC, 
  the Axura is capable of sustained ﬁ re with more 
  devastating versions of standard tanarii weapons.
  The extended snout-like proboscis is a nanite 
  swarm delivery system used to infect enemy 
  ships with either techgnosis compromising 
  nanites or the equivalent of black goo, for 
  melting the enemy ship.
  Nanite probiscus snout
  On successful CC attack using the snout the 
  axura can do one of the following:
  • 
  The axura can inject techgnosis nanites, 
  allowing +1MOD on hacking rolls against 
  the enemy ship.
  • 
  The axura can inject black goo into the 
  enemy ship causing 1 integrity damage per 
  round for D6 rounds.
  8
  4
  8
  Warp bolt
  X
  X
  14
  X
  2
  10
  Warp pulse
  X
  X
  16
  X
  1
  2,3
  1
  1,6
  Axura
  6
  Nanite snout
  X
  X
  -
  1
  6
  2,7
  3
  8
  Axura “the elephant”
  8
  Warp bolt
  X
  X
  14
  X
  2
  4,5
  4,8
  5
  10
  Warp pulse
  X
  X
  16
  X
  1
  7
  8
  10
  Warp pulse
  X
  X
  16
  X
  1
  8
  8
  
  12
  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  Light frigate
  Goddess class
  6
  4
  6
  3
  6
  5
  3
  10
  -
  10
  3
  6
  LIFESUPPORT 3, BARRACKS 3, ESCAPE PODS 1, MEDICAL 1, REC ROOM 1, AIRLOCK, ARMOUR PLATING 4, CIS 2, WARP ENGINE
  6
  3
  3
  6
  3
  3
  6
  Medbed x2
  13
  7
  5
  AM Strobe
  X
  X
  -
  5
  SM-6 missiles
  X
  X
  6
  X
  1
  1
  6
  X
  8
  Harbinger 1200
  X
  X
  20
  X
  ½
  1,2
  1
  4,5
  1,4,5
  2
  12
  JK-24
  X
  X
  16
  X
  1
  3
  8
  4
  5
  3
  Dasseula - Fore
  -
  6
  C44 turret
  X
  X
  8
  X
  4
  1,4,5
  4
  RAM
  X
  X
  mov. 
  +4
  X
  -
  3
  -
  -
  
  VANGUARD RPG © Tim and Rook Westhaven
  13
  CAMP DUR
  Light Frigate
  Goddess class
  6
  4
  6
  3
  6
  3
  2
  10
  5
  10
  -
  LIFE SUPPORT 2, ENGINEERING 2, ESCAPE PODS 2, HANGAR 1, LAUNCH BAY 2, EVASIVE 2, AIRLOCK, ARMOUR 
  PLATING 4, CARGO BAY 1, HEATSHIELD 1, BOOSTER 1, SIGNATURE MOVE (BARREL ROLL)
  PLATING 4, CARGO BAY 1, HEATSHIELD 1, BOOSTER 1, SIGNATURE MOVE (BARREL ROLL)
  6
  BARREL ROLL
  The Dasseula can barrel roll along its length 
  way axis, allowing all turrets to direct ﬁ re 
  either port or starboard in the same round.
  During this manoeuvre RoF for those weapons 
  on the far side to the target prior to the barrel 
  roll is halved due to limited ﬁ ring time.
  Incoming ﬁ re also suffers a -2SAP during the 
  manoeuvre.
  The Dasseula can not alter direction during 
  movement while carrying out a barrel roll, but 
  can alter altitude.
  14
  7
  5
  Flash and chaff
  X
  X
  -
  X
  1
  5
  AM Strobe
  X
  X
  -
  X
  1
  1
  2
  1
  2
  9
  GT12 laser turret
  X
  X
  8
  X
  2
  3,5
  9
  X
  X
  20
  X
  1
  4,6
  N2 Missiles
  6
  Dasseula - Aft
  -
  -
  -
  -
  -
  -
  -
  8
  Harbinger 1200
  X
  X
  20
  X
  ½
  3,5
  -
  6
  C44 turret
  X
  X
  8
  X
  4
  1,4,6
  -
  4
  6
  -
  -
  -
  3
  5
  
  14
  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  Carrier
  4
  4
  6
  3
  2
  3
  1
  8
  5
  6
  3
  4
  AIRLOCK 1, LIFE SUPPORT 2, ARMOUR PLATING 1, EVASSIVE 1, WARP ENGINE 1, HEAT SHIELD 1, TROOP CARRIER 1, 
  BOARDING CLAMP
  BOARDING CLAMP
  3
  6
  6
  0
  4
  0
  4
  The VORC is the tanarii’s main front-line troop 
  deployment vehicle. Carrying a complement of six 
  troops plus two crew the VORC typically drops off 
  its passengers before providing air support.
  Access to the VORC is through a nanite 
  membrane 
  activated 
  via 
  techgnosis 
  or 
  hacking. This membrane allows crew to pass 
  through without compromising Z0G integrity.
  0-point field
  This tear in space creates a black hole that lasts 
  D6 rounds, causing damage to targets in a 8-unit 
  diameter AoE and double movement cost.
  Boarding clamp
  On successful CC attack using nanite-adhesive 
  pads, all ATT BUF for boarding crew are doubled. 
  Once attached, the clamp can only be removed 
  manually or through a successful hack.
  6
  3
  6
  Warp bolt
  X
  X
  12
  X
  1
  10
  Warp pulse
  X
  X
  16
  X
  1
  2,3
  1
  1
  VORC
  6
  Boarding clamp
  X
  X
  -
  1
  4,5
  12
  Warp wave
  X
  X
  6
  1
  X
  1
  2
  3
  10
  0-point ﬁ eld
  X
  X
  16
  X
  1
  6
  Warp ram
  X
  X
  20
  1
  8
  4
  5
  VORC-1
  
  VANGUARD RPG © Tim and Rook Westhaven
  15
  CAMP DUR
  Fighter
  3
  5
  4
  3
  2
  3
  1
  6
  7
  6
  3
  6
  LIFE SUPPORT 1, ARMOUR PLATING 1, BOOSTER 2, HEAT SHIELD 1, EVASSIVE 1, WARP ENGINE 1
  3
  6
  6
  0
  4
  0
  3
  The arkoon ﬁ ghter is a single pilot ship; highly 
  manoeuvrable and fast. While not as tough as 
  other tanarii ships, the arkoon has an adapted 
  warp generator that is used to project a warp 
  ﬁ eld around the ship increasing its RESIST and 
  SOAK by +2.
  The projection of this ﬁ eld is also what gives 
  the arkoon the physical integrity to use the 
  warp ram with the additional twin blade-like 
  edges. This unique system creates a warp 
  blade that can easily slice through an enemy 
  ship. While many arkoon are lost in the 
  outcome, this form of attack remains common 
  by tanarii arkoon.
  Integrity damage to the warp generator causes 
  the warp ﬁ eld to cease, resulting in RESIST and 
  SOAK being lowered to 4.
  Arkoon typically ﬂ y in squadrons of 3 to 30 
  ships.
  2
  2
  6
  Warp bolt
  X
  X
  12
  X
  1
  2,3
  1
  Arkoon
  2
  3
  6
  Warp ram
  X
  X
  20
  1
  Arkoon “Blighted blade”
  
  16
  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  ◙ CAMP DUR
  The following NPCs are met during the character’s 
  time at Camp Dur. The interactions with the characters 
  will primarily be story based and so techsheets are not 
  provided for the majority; the exception is the Buttons 
  Prue, Chess Redfurd and Dr Dhuratio Palmane. The 
  GM should judge the NPC’s ability and response based 
  on their description and role within the story.
  Ms Buttons Prue
  Ms Prue is head of Unit-9 Military Intelligence. A 
  decorated soldier, she is highly trained in hand-to-
  hand and small arms as well as hacking, ﬁ rst aid 
  and cultural affairs.
  Chess Redfurd
  Operative for Unit-9, Chess is a exemplary 
  manipulator.
  His role in Camp Dur is to arrange for the movement 
  of the frigate Dasseula that has been stranded at 
  Camp Dur.
  Corporal Therry Jensen
  Corporal Jensen has become the senior NCO in 
  charge of Camp Dur after her superiors went to 
  the defence of the capital and are presumed dead. 
  Corporal Jensen is a molen avionics technician.
  Dr Dhuratio Palemane
  Dr Palemane has become the unelected leader of 
  the refugees at the gates of Camp Dur and while 
  he is a patient and logical badgerian he is ﬁ red up 
  and determined to see the refugees taken in to the 
  camp. With no response from the military, he is 
  attempting to break in, by digging under or getting 
  over the security fence without setting off the 
  defence turrets.
  If the characters aid the refugees, then Dhuratio 
  will be grateful, assisting them both now and in the 
  future. 
  Specialist Aris Kleeg
  Specialist Kleeg is a hoppolite navigator/technician 
  who stayed behind to guard the Dasseula. He has 
  lost contact with his crew members and is unsure 
  what action to take. Specialist Kleeg is a trained 
  warp navigator and can take responsibility for the 
  Dasseula’s warp ﬁ eld generator.
  The refugees
  These 
  people 
  comprise 
  all 
  species 
  of 
  the 
  Confederation. Most of them are ﬂ eeing outlying 
  communities from Varmisk or have come from the 
  nearby town of Durston, where many of the camp 
  personnel have their families.
  They are scared, angry, desperate and in chaos. 
  While a few of them hold personal ﬁ rearms and 
  know how to use them, the majority are armed with 
  knives and their desperation.
  Tanarii Alchta soldiers
  These tanarii are en route to secure Camp Dur and 
  take control of the refuelling station. While they have 
  no need of it for their own ships, they wish to deny 
  access to Confederation forces. Their orders are to 
  take the base by force, eliminate all resistance and 
  fortify the position.
  The Alchta techsheet is provided on the next page. 
  Weapon, esper abilities and talent descriptions 
  mirror those of the tanarii Xolt commandos from 
  the ﬁ rst play test pack: Code red on NIMBUS-6.
  It is possible that the characters will encounter the 
  Alchta either on the ground at Camp Dur or should 
  the tanarii manage to board the Dasseula.
  If the Alchta manage to board the Dasseula the GM 
  should have the characters repel the aliens from the 
  ship. This could lead to some tense scenes while the 
  Dasseula still attempts to escape — keep in mind hull 
  breaches, internal ﬁ res, loss of gravity etc. during 
  any such encounter. The Alchta won’t be looking to 
  die to cripple the Dasseula.
  NPCs
  
  VANGUARD RPG © Tim and Rook Westhaven
  17
  CAMP DUR
  Assets and gear
  Dhuratio has the following exceptional assets and gear:
  • 
  Nanobreeder: Black goo, Toxin scrubbers, Menidat
  • 
   ODIN apps: Polycittes 8, Carbon moleﬁ er 2, Passkey 
  (scientiﬁ c 3), EP analyser, Medical diagnostics
  • 
   Cytech: Brainshell, Softskills (soldier 1), Optics (IR), Audio 
  (Comlink), Biometer
  • 
   Aegis ﬁ eld
  Dr Dhuratio Palemane
  Badgerian
  Doctor
  4
  2
  2
  6
  3
  3
  3
  5
  4
  2
  3
  4
  2
  3
  1
  NATURAL WEAPON 1,  HEALER 3, IRON WILL 1, LEADER 2, LOYAL 1
  A man of the people: Dhuratio grew up in an orphanage on the border between Brettan and Herth and in the rough and 
  tumble life of a badgerian orphan he learned that everyone deserved a fair chance in life and that those weaker than others were 
  not to be victimised but enabled to accomplish what they could for the good of all. He has dedicated his life to these ideals and 
  wherever possible seeks to better the lives of those less fortunate.
  Dhuratio could become a valuable ally to the characters if they prove to him they believe, as he does, in helping those in need. 
  While smart enough to have become a world-famous doctor, Dhuratio has remained true to his values, as a humble GP.
  9 5 8 3 1 1 9 0 7 
  M
  9 5 8 3 1 1 9 0 7 
  M
  
  18
  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  Assets and gear
  Buttons has the following exceptional assets and gear:
  • 
  Stu33-s, silenced version of the Stu33-e. Buttons has access 
  and often uses disruptive ammunition against heavily armoured 
  targets (CRB pg57).
  • 
  Aegis ﬁ eld (+5 SOAK)
  • 
  Duraplex clothes with e-weave and k-gel
  • 
  ODIN upgrades: carbon moleﬁ er x4, polycitte ejector x5, EMP 
  discharger x1, DNA mask, Passkey (military) 6
  • 
  Nanobreeder: dermal armour, morphittes, optical camouﬂ age, 
  low-light/IR, Target selector (+1MOD ranged attack)
  • 
   Cytech: Brainshell, Softskills (Hacker 2, Doctor 1, Pilot 2), Pain 
  inhibitor (3), Cytech circulatory system, Cytech digestive system, 
  Cytech respiratory system, molemar attenuated muscles, 
  precision nerves, spinal replacement, psychexite
  Facilitator
  Buttons as head of Unit-9 has access to nearly unlimited funds and 
  the most advanced equipment the Confederation can offer. While 
  it can take some time for her to source the more rare or advanced 
  technology she can eventually get her paws on it; whether it’s for her 
  own use or one of her agents.
  Ms Buttons Prue
  Mauser
  Soldier
  4
  4+1
  5
  4
  4
  4
  1
  11
  4
  5
  4
  4
  5+1
  2
  1
  AGILE 1, NATURAL WEAPON 1, CRAWL SPACE 1, HAMSTRING 1, TRICKY 1, WARRIOR CALM 1, ALERT 1, GUNS & AMMO 1, 
  HARD-BOILED 1
  The daughter of a Confederation soldier, Buttons grew up around 
  the military, bases and personnel. She quickly came to understand 
  that being underestimated for her size was the greatest advantage 
  she could have in a ﬁ ght and set herself the personal goal of ﬁ nding 
  the most challenging opponents, and taking them down.
  Buttons has dedicated her life to the military and her natural 
  abilities and mauser traits made her a prime candidate for military 
  intelligence work in reconaissance, inﬁ ltration, assassination and 
  retrieval missions. While not the most personable of people, always 
  blunt and to the point, she made a name for herself as a competent 
  tactician and rose to control of military intelligence Unit-9.
  K 2 5 8 2 7 2 1 0 
  F
  K 2 5 8 2 7 2 1 0 
  F
  Stu33-s
  X
  X
  X
  4
  4
  3
  8
  Gravity tagger
  Gravity tagger
  X
  X
  X
  5
  !
  1
  8
  
  VANGUARD RPG © Tim and Rook Westhaven
  19
  CAMP DUR
  Assets and gear
  Chess has the following exceptional assets and gear:
  • 
  Stu33-s, silenced version of the Stu33-e. Buttons has access 
  and often uses disruptive ammunition against heavily armoured 
  targets (CRB pg57).
  • 
  Quill gun (CRB pg60), Chess has a modiﬁ ed nite-nite (DC5) and 
  can also access a fast acting toxin (TOUGH DC4) which will 
  cause D6 POWER damage.
  • 
  Aegis ﬁ eld (+5 SOAK)
  • 
  Duraplex clothes with e-weave and k-gel
  • 
  ODIN upgrades: carbon moleﬁ er x4, polycitte ejector x5, EMP 
  discharger x1, DNA mask, Passkey (military) 6
  • 
  Nanobreeder: dermal armour, morphittes, optical camouﬂ age, 
  low-light/IR, Target selector (+1MOD ranged attack)
  • 
   Cytech: Brainshell, Softskills (Hacker 2, Doctor 1, Pilot 2), Pain 
  inhibitor (3), Cytech circulatory system, Cytech digestive system, 
  Cytech respiratory system, molemar attenuated muscles, 
  precision nerves, spinal replacement, psychexite
  Mr Chess Redfurd
  Vulpine
  Crook
  3
  5
  4
  3
  3
  3
  4
  6
  3
  3
  3
  4
  6
  1
  1
  STREETWISE 1, COPYCAT 1, SHADOWTHREAD 1, JAMMY 1, SHADOW 1, SHADOWLINE 1, WELL READ 1
  Stu33-s
  X
  X
  X
  4
  4
  3
  8
  Playing the game: Chess was found by Buttons in a Confederation prison serving time for smuggling, fraud and theft, but 
  his crimes were all slanted against the pretador states, including smuggling mauser and hoppolite slaves across the border and 
  stealing from pretador interests within Confederation territory (thinking the Confederation wouldn’t mind). When she looked at 
  Chess, she didn’t see a criminal, see saw an asset, with a skill set that she could not achieve, fake with a softskill or ﬁ nd within 
  the Confederation military. In return, Chess found a life of adventure and respect that he secretly wanted from the beginning. 
  Chess is deeply loyal to Buttons and would rather die than betray her or Unit-9.
  9 8 3 1 3 1 5 0 6 
  P
  9 8 3 1 3 1 5 0 6 
  P
  Quill gun
  X
  X
  X
  4
  2
  1
  9
  
  20
  VANGUARD RPG © Tim and Rook Westhaven
  CAMP DUR
  
  VANGUARD RPG © Tim and Rook Westhaven
  21
  CAMP DUR
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  MINIATURE CUTOUTS
  The above starship templates are for use with the starship rules.
  Below are the cutouts for the Alchta tanarii soldiers. Mutliples can be printed out and numbered for 
  differentiation.
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  Alchta __
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/3) Common Tropes & Themes/Animorphic & Furry/Vanguard/Vanguard - Rout From Camp Dur [2016].pdf