TEXT: STORY SUPPLEMENT FOR VANGUARD RPG
  VARMISK FALLEN 
  A BROKEN TOWER ROLEPLAY GAME
  BY TIM AND ROOK WESTHAVEN
  GHOST STATION
  
  2
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  Base level
  Airlocks (A, B, C)
  Level 1
  Storage room (breached)
  Medical bay
  Level 2
  Barracks
  Showers and toilets
  Level 3
  AI Room
  Command centre
  DOFFLER STATION
  
  VANGUARD RPG © Tim and Rook Westhaven
  3
  GHOST STATION
  ◙ INTRODUCTION
  This supplement can be a sequel to Rout 
  from Camp Dur or used as a standalone story.
  from Camp Dur or used as a standalone story.
  from Camp Dur
  Following on from Rout from Camp Dur, the 
  Rout from Camp Dur, the 
  Rout from Camp Dur
  survivors escaping in the Dasseula reach 
  the pre-programmed warp ﬁ ssure that Ms 
  On arrival they discover a hidden research 
  station.
  This story requires the VANGUARD RPG ‘Varmisk 
  Fallen’ core rule book. The expanded rule book can 
  provide additional story options, making use of the 
  space combat rules. 
  This supplement is for the GM only. If you are not 
  the GM, and intend playing the module, stop reading 
  now.
  
  ◙ DOFFLER STATION
  Reaching Doffler station
  If this story is being used as a sequel to Rout from 
  Camp Dur, then once the characters and any survi-
  Camp Dur, then once the characters and any survi-
  Camp Dur
  vors on the Dasseula reach Ashen orbit the Dasseula
  enters an uncharted warp ﬁ ssure bringing them 
  close to Doﬄ  er station.
  If you are using this story in an ongoing campaign 
  or as a standalone story, then have the characters 
  enter an uncharted warp ﬁ ssure, leading them to 
  the station.
  Into the dark
  Once the Dasseula is in the warp ﬁ ssure and warp 
  current unless something occurs to adjust the 
  ship’s course nothing is required of the crew.
  While in warp space no conventional external 
  scanners or instruments function.
  The travel through the warp ﬁ ssure lasts roughly 30 
  minutes of game time. This would be long enough to 
  carry out similar actions to those taken on the ground 
  during preparations for lift off. It is also enough time 
  to heal any damage using medicittes (including those 
  in the Dasseula’s medical bay) and replenish 1 power 
  point for those esper who take the time to rest.
  The ship’s klaxon sounds the alert for exiting warp 
  space. When the Dasseula comes out of warp space 
  there is a sudden jolt and the ship is spun about, 
  causing all crew not seated or secure to take an initia-
  tive check against a DC4. Those who fail are thrown 
  to the ﬂ oor, any critical failure results in an automatic 
  D6♥ damage that cannot be soaked.
  Radiation warning signals will sound if there are 
  any external hull breaches on the ship.
  The ship’s AI reports multiple minor collisions and the 
  presence of strong ion radiation. The Dasseula has 
  emerged inside an ion storm and a slow spiralling 
  meteorite cluster, dominated by three large asteroids 
  and hundreds of medium to small sized rocks.
  The intense radiation from the ion storm is playing 
  havoc with the ship’s external sensors, causing a 
  -2MOD to any sensor check. However, the sensors 
  will detect a strange signal originating from 
  somewhere nearby at the core of a gravitational 
  anomaly near one of the largest asteroids.
  As visibility is limited and the ship’s scanners are 
  full of interference, the only way to investigate the 
  anomaly is with a close ﬂ y by. 
  Getting within visual range, the crew will notice 
  there is a station built into the rock on a nearby 
  asteroid. There are no markings on the station, but 
  the architecture is clearly Confederation in design. 
  There are three external gangways and airlocks. 
  One of these shows signs of damage, the second is 
  empty, while the third has a ship docked. This ship 
  is a reﬁ tted merchant vessel and has clearly been 
  modiﬁ ed for combat with weapon turrets.
  Anyone with the pilot vocation can roll against 
  a DC3 to suspect that the style of outﬁ tting and 
  general appearance suggests pirates or slavers.
  
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  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  Background check
  Doﬄ  er station is a secret Confederation research 
  station established to investigate an unexplained 
  anomaly in the station’s vicinity. This anomaly is 
  characterised by a brief signal, of two separate 
  bursts, three seconds apart, every 33 seconds, 
  which is detected on sub-space, warp, ultrasound, 
  gamma and x-ray frequencies. The origin of the 
  signal is a point in empty space near the station; its 
  provinence, purpose and meaning remain unknown. 
  The point of origin is also emitting a gravitational 
  pull, enough to keep many of the asteroids within a 
  stable orbit around the anomaly; including the one 
  housing Doﬄ  er station.
  The station supports a standing crew of 6, primar-
  ily analysts, scientists, engineers and security 
  personal who are rotated on duty every six months, 
  with monthly supply deliveries – at least before the 
  tanarii attack on Varmisk. The data collected at the 
  station is then hard transferred to the supply ship to 
  be analysed upon its return to Ashen.
  The station has come under attack by a crew of 
  pirates from the pirate ship Molkat, led by Captain 
  Kranst. When the players are approaching the 
  station, the pirates have already held the station for 
  almost four days.
  Making contact.
  If the players attempt to make radio contact with 
  the station, the ﬁ rst 3 attempts are met with static. 
  On the fourth attempt they receive a response. This 
  response comes from Petnanst, the ferreal (weasel) 
  who has been ordered by Captain Kranst to lure 
  the Dasseula into the station by pretending to be a 
  Confederation outpost.
  Petnanst is cunning and has been a pirate long 
  enough to know how Confederation ships talk and 
  sound — but he’s no expert (Petnanst rolls his FRIEND
  to form an opposed DC). Any character listening to 
  Petnanst can roll SMARTS to be suspicious.
  Petnanst won’t reveal the name of the station or his 
  real name, he will use the following information as 
  a basis for his ﬁ ctional account.
  • 
  Role of communications oﬃ  cer Sergeant Brant 
  CIN: 45-9823-7112-78 (the real Sergeant Brant 
  is dead or wounded and trapped in the AI room)
  • 
  The nature of the station is classiﬁ ed
  • 
  The ship in the docking bay (Molkat) is a derelict 
  that was towed to the station with no crew on 
  board.
  • 
  Number of station staff – classiﬁ ed.
  • 
  Commander of station – Captain Hellers 
  CIN: 33-9825-8420-02
  The ion storm prevents a spectrum link and so no 
  form of veriﬁ cation of CIN can be carried out. Also, 
  anyone with PILOT vocation or a military passkey 
  will know a Confederation station would require a 
  veriﬁ cation code (which the ship’s AI can provide) 
  that creates an encrypted reply code veriﬁ ed by the 
  Dasseula to conﬁ rm Confederation status.
  If Petnanst is questioned on this failure to follow 
  protocol, he replies that the station AI has suffered 
  a critical failure, possibly a hack, and they have 
  been awaiting assistance – implying that they 
  assumed the Dasseula was here to repair the station 
  and relieve the crew. Petnanst offers the following 
  information to try to alleviate any lingering doubts:
  • 
  The AI shut down the main generators and 
  the station has been subsisting on emergency 
  power for the past two weeks, but it can’t last 
  much longer.
  • 
  Food and essential supplies are running low 
  and the station replicator is oﬄ  ine.
  Revealing such sensitive tactical information to 
  someone not veriﬁ ed as an ally is a red ﬂ ag to any 
  SOLDIER, XENO-SCOUT or military passkey holder 
  (such as Bragg or TK), possibly indicating the 
  situation on the station is as desperate as it sounds 
  or whoever is on the radio is a fraud.
  
  VANGUARD RPG © Tim and Rook Westhaven
  5
  GHOST STATION
  AGE APPROPRIATE
  Kranst’s pirates
  Kranst is a pirate through and through, but he is 
  intelligent and knows when to avoid a ﬁ ght as 
  much as start one.
  When playing Kranst for a younger audience 
  think of Captain Hook from Peter Pan or the 
  giant from Jack and the beanstalk. Kranst won’t 
  shy away from a ﬁ ght if he thinks he can win, but 
  he will always attempt cunning before violence.
  For young players, Kranst and his crew can 
  The station crew
  In the story, Kranst and his pirates inﬁ ltrated, 
  and took over the station by force, killing those 
  of the station crew they could ﬁ nd.
  A less violent option is to have the crew 
  captured and held under guard by the pirates in 
  the shower room.
  Since the crew have been captured, they are 
  unable to affect the story until they are released.
  Kept under close scrutiny by Kranst, they only 
  come into play once a confrontation with the 
  captain has occurred and the outcome of 
  the story is fairly certain.
  Those who are not captured by Kranst 
  can join Captain Hellers, Sergeant 
  Brant and specialist Tromski in the AI 
  room where they’ve been hiding and 
  surviving on meagre rations, await-
  The crew will all be tired, injured and 
  weak from hunger and dehydra-
  tion, and not in a ﬁ t state to 
  effectively.
  VANGUARD RPG © Tim and Rook Westhaven
  For young players, Kranst and his crew can 
  take on the role of the bumbling bad 
  guys, always stumbling over 
  one another, as eager to 
  ﬁ ght each other as much 
  as the enemy and not 
  the smartest of 
  opponents. 
  Replacing 
  serious 
  threat 
  with 
  comic 
  relief may 
  help lighten 
  the mood 
  for younger 
  players.
  captain has occurred and the outcome of 
  the story is fairly certain.
  Those who are not captured by Kranst 
  can join Captain Hellers, Sergeant 
  Brant and specialist Tromski in the AI 
  room where they’ve been hiding and 
  surviving on meagre rations, await-
  ing rescue.
  The crew will all be tired, injured and 
  weak from hunger and dehydra-
  tion, and not in a ﬁ t state to 
  f i g h t 
  effectively.
  
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  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  There is no visible activity on the station and power 
  does appear to be minimal lending credence to the 
  idea that the station is suffering power diﬃ  culties.
  The real deal
  The ship in the dock is the pirate vessel Molkat, 
  its captain, Captain Kranst, and his crew of 20 
  pretadors fell into a warp ﬁ ssure that led to Doﬄ  er 
  station purely by accident while eluding capture by 
  a Confederation destroyer. That was more than 4 
  days ago. When they appeared inside the ion storm 
  and were being buffeted by meteorites they thought 
  all was lost, until they detected the anomaly and 
  discovered the station.
  Unable to fool the crew of Doﬄ  er station, they were 
  forced to attack and lay siege. Their ﬁ rst attempt 
  ended in failure, with the station crew blowing up 
  the ﬁ rst airlock and causing the loss of two of the 
  Molkat pirates. Kranst landed a number of his crew 
  on the asteroid out of sight of the station viewports; 
  they walked over the asteroid and breached the 
  station with laser cutters and explosives. Once they 
  had a breach, they fought their way to the airlock 
  allowing the Molkat to dock, and allowing their 
  fellow pirates into the station.
  A short and bloody battle ensued that saw all the 
  station staff, except Captain Hellers, Sergeant Brant 
  and Specialist Tromski, killed. Hellers, Brant and 
  Tromski locked themselves in the station AI hub, 
  shut the station down and waited, hoping a relief 
  party from Ashen would arrive in time to save them. 
  Depending on how you wish to play out the story, 
  these three could still be holed up in the AI room or 
  dead from dehydration.
  With the station staff all dead or secure, Kranst and 
  his crew set about ransacking the station, but then 
  realised that this would be the perfect location from 
  which to set out and raid. They took up residence in 
  the station, relying on the emergency power to keep 
  the basic essentials working.
  After two days, the station emergency power failed 
  and the crew of the Molkat were forced to use the 
  Molkat were forced to use the 
  Molkat
  Molkat’s engine to power the station. That was all well 
  and good, until the Molkat’s under-maintained engine 
  seized and died a day later. With no way off the 
  station and power down to the bare minimum, things 
  are looking desperate for the crew of the Molkat and 
  Molkat and 
  Molkat
  Captain Kranst has already had to kill a number of 
  mutineers, leaving the total number of pirates remain-
  ing at ten, including the captain.
  The crew of the Molkat are desperate, but they’re 
  not willing to surrender just yet.
  When the Dasseula reaches the station and either 
  makes ﬁ rst contact or docks, the pirates quickly 
  see their chance to escape – and if they can take a 
  Confederation light frigate at the same time all the 
  better. However, as none of them are varmint, they 
  doubt they’ll be able to lure the crew of the Dasseula
  out; so they plan to take the crew by ambush, ﬁ ghting 
  their way onto the frigate.
  To this end, as Petnanst is busy trying to persuade 
  the crew of the Dasseula to dock (without raising 
  their suspicions) Captain Kranst and the remaining 
  pirates are laying an ambush in the main shaft and 
  awaiting their chance to pounce.
  Springing the trap
  Kranst and his pirates attempt to keep their deception 
  up until they can successfully spring their trap.
  Using a suit of G-12 Confederation armour, Petnanst 
  pretends to be the hoppolite Sgt Brant. If the players 
  are suspicious, a DC4 SENSES increases their 
  suspicions of Sgt Brant as the tallest hoppolite any 
  of them have ever seen. Petnanst is wearing the suit 
  helmet (with the visor darkened) and refuses to take 
  it off, citing the need to keep life-support options in 
  case the emergency generator suddenly goes down.
  He leads them from the docking bay and into the 
  main access shaft. Once the players reach the 
  stairs, two of Kranst’s pirates sneak in behind them 
  to secure the airlock and attempt to gain access to 
  the Dasseula.
  
  VANGUARD RPG © Tim and Rook Westhaven
  7
  GHOST STATION
  Meanwhile, Petnanst leads the characters up the 
  ﬁ rst ﬂ ight of stairs – when Petnanst reaches the 
  top of the stair he will turn, drawing an M-6 pistol 
  and shoot the character immediately behind him 
  before kicking them down the stairs.
  This is the signal for three more of Kranst’s pirates to 
  open ﬁ re from hidden positions around the gangway of 
  the ﬁ rst level. The characters conﬁ ned in the stairwell 
  suffer a -2
   defence given their restriction to dodge. 
  The character behind Petnanst must make an ACTION
  DC6 to avoid falling down the stairs. If successful 
  nothing happens, if not they collapse on the character 
  behind them, who must make the same check at DC5. 
  This chain reaction continues, with each subsequent 
  check at -1 to DC until someone passes the check or 
  all the characters in the stairwell are in a heap at the 
  bottom. A character who falls down the stairs loses 
  all tasks in the current round and must use a task the 
  following round to stand up, giving the pirates plenty 
  of opportunity to shoot them.
  Turning the tide or going under
  If the characters manage to get the better of the 
  pirates and kill two of those ﬁ ring at them, Captain 
  Kranst appears at the top of the shaft and yells for 
  everyone to stop ﬁ ghting.
  The pirates hold their tasks and, if the characters 
  also hold their tasks, Captain Kranst guarantees 
  the characters safety if they give the pirates fuel 
  to power the Molkat and let them leave the station 
  unmolested.
  If the characters agree to this proposal, Captain 
  Kranst honours the agreement. As far as he is 
  concerned, the station is on its last legs and has 
  nothing more to offer the pirates.
  However, if the characters lose half their number 
  Kranst appears and offers them the opportunity to 
  surrender. If they surrender, they are imprisoned in 
  the shower room (minus weapons and armour) with 
  a single pirate as guard – giving them time to heal 
  if they have medicittes available. Meanwhile, Kranst 
  and his pirates attempt to take the Dasseula by force.
  If they manage to take the Dasseula they escape 
  with the ship leaving the characters on the station 
  with the Molkat (minus any weapons).
  WHAT’S NEXT
  After the pirates escape or are defeated, Buttons 
  Prue and Chess Redfurd appear at the station in 
  a heavy Confederate frigate, the Ankermn with a 
  consignment of Confederation space marines led 
  by Captain Ashley Belleaux, 3rd assault battalion, 
  Confederation marine corps (CMC). The marines 
  have orders to secure the station and get it back to 
  full working condition. This ends the story.
  A job well done
  If the characters managed to defeat, capture or 
  otherwise stop Captain Kranst and his pirate crew 
  from stealing or destroying the Dasseula, Ms Prue 
  congratulates them on a job well done.
  The Dasseula is handed over to the marines to be 
  used in the efforts to retake Varmisk. If the Molkat is 
  Molkat is 
  Molkat
  still docked at the station, Prue gives the ship to the 
  characters to use as their own. She has technicians 
  from the Ankermn make sure it is space worthy, and 
  has enough fuel to get to a system of the characters’ 
  choosing.
  In addition, Prue rewards each character with their 
  choice of an ODIN upgrade for the safe return of the 
  Dasseula, as well as 6 Medicitte packets and the 
  repair of any damaged armour. 
  Make it so
  If the characters were taken prisoner and stranded 
  on the station, Prue and the marines come to their 
  rescue. However, the loss of the Dasseula makes 
  Prue cold towards the characters.
  The ship was their responsibility and the loss 
  of it means they are facing stiff penalties under 
  Confederation law. While Prue knows that under the 
  current circumstances with the Confederation in 
  disarray, there is little she could do to legally punish 
  
  8
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  the characters – they don’t know this – and so she 
  is willing to play on their fears to get them to retrieve 
  the lost vessel. She will explain that they have two 
  choices: imprisonment on a  mining facility for 30 
  years or, get the Dasseula back from the pirates. 
  Going after the pirates, Prue will give them a 30-day 
  amnesty to return the ship to her at Doﬄ  er station, 
  if they fail they will be branded enemies of the 
  Confederation.
  They are given the Molkat, ready to ﬂ y, with only 
  enough fuel to get back to the Bolas system, but 
  no additional help. She will however offer them the 
  prize that should they succeed they will gain an 
  increased military passkey grade (+1 to current).
  The Mirakeer
  If the characters are given the Molkat by Prue, the ship 
  Molkat by Prue, the ship 
  Molkat
  is reﬁ tted by the Confederation technicians, bringing 
  it up to full structural integrity with all systems fully 
  functioning. They also repaint and give the ship its 
  original name the Mirakeer, an old nutwerk word 
  Mirakeer, an old nutwerk word 
  Mirakeer
  for gift (the pirates changed the name to Molkat), 
  Molkat), 
  Molkat
  along with Confederation identiﬁ cation codes and 
  markings.
  It isn’t the fastest ship, but it does have an 
  operational warp ﬁ eld generator and can survive 
  atmospheric entry, making it a versatile vessel.
  The weapons are in working order, but the characters 
  will need to ﬁ nd ammunition for them. The Mirakeer
  is secretly also ﬁ tted with a subspace tracker (DC6 
  SMARTS to discover if actively looking), so that Prue 
  and Chess can follow the characters’ progress and 
  location.
  THE MOLKAT
  If you have the expanded rule book and intend 
  using the space combat rules to see the Molkat
  and Dasseula duke it out then here are some 
  guidelines to arranging the Molkat techsheet.
  The base template for the Molkat is a Darknarl 
  warp transit ship (ERB pg69).
  Three combat turrets have been added to the 
  Molkat:
  Turret 1 
  66W-PC x2
  Turret 2 
  SM-6 missile battery
  Turret 3 
  Ram spike
  All other Darknarl defence measures remain.
  
  VANGUARD RPG © Tim and Rook Westhaven
  9
  GHOST STATION
  ◙ LAYOUT AND ORIENTATION
  Doﬄ  er station is a small facility built on the surface 
  of, and embedded into, a large asteroid.
  There are three hard-seal docks with airlocks that 
  give access to the station; the station facilities are 
  spread over four levels, with access gained through 
  a central stairwell shaft.
  On the following pages are ﬂ oor plans for the four 
  levels, showing the use of the battlemaps and how 
  they ﬁ t together.
  In addition to the ﬂ oor plans, each section of the station 
  will be detailed along with its battlemap section.
  The effects of damage to the station, decompression, 
  ﬁ re extinguishers and the use of airlocks follow the 
  same rules as outlined in Code Red on NIMBUS-6.
  Gravity inside the station
  The station has artiﬁ cial gravity, established through 
  the use of a gravity ﬁ eld. Still active, the ﬁ eld gener-
  ator is embedded deep inside the Doﬄ  er asteroid. 
  As long as the station has emergency power the 
  ﬁ eld will remain active. If the ﬁ eld fails, the station 
  effectively becomes a zero-gravity environment.
  Stairwells
  The stairwells have black and yellow hazard strips 
  at the bottom and a cut section indicating where the 
  stairs disappear up to the next level. When moving 
  up to the next level of the station, the cut section 
  of the shown stairwell is where the characters will 
  appear on that level; see the example to the side: 
  Level 1 Main shaft.
  Airlocks
  There are three airlocks, designated as A, B and C.
  Airlock A is operational and likely the place the 
  Dasseula docks with Doﬄ  er station. Airlock B has 
  been damaged and will not open. Airlock C currently 
  holds the docked Molkat.
  The airlocks close automatically if the area to either 
  side becomes depressurised. An airlock takes one 
  task to activate, the door itself opens after three 
  rounds (about a minute in real time). An internal 
  airlock will not open if the area on the other side has 
  become depressurised. This can be overridden by 
  manually breaking the door coupling: it takes two 
  tasks to remove a nearby panel and another two 
  tasks to break the coupling with an SMARTS check 
  of DC5.
  Breaking through an airlock door is no easy feat 
  (which is why the pirates haven’t managed to get 
  to the AI) The doors have 12
  and 20. They 
  can however be hacked by either an ENGINEER or 
  HACKER with a SMARTS DC4.
  External windows
  Most of the main rooms have external windows. 
  The radiation shutters are closed when the Dasseula
  approaches preventing the crew of the Dasseula
  seeing into the station.
  All the windows are reinforced, but will break if more 
  than 8 of damage is inﬂ icted.
  Central shaft
  The ﬂ at black areas on the battlemaps represent 
  the open area forming the central shaft, ringed with 
  a waist-high, steel railing. A fall from one level to the 
  next causes 1D6, with a fall from multiple levels 
  causing cumulative damage.
  Doffler AI
  The station AI, referred to as ‘Orin’ was shut down 
  by Captain Hellers. Without it the station is a closed 
  system, requiring local access. If the AI centre is 
  taken by the characters Orin can be turned back on. 
  If switched back on, Orin will recognise the charac-
  ters’ permissions as given to them by Unit 9 and 
  grant access to the station’s basic systems.
  
  10
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  USING THE
  BATTLEMAPS
  If you intend to use miniatures to keep track of 
  the characters’ whereabouts, battlemaps are 
  provided. The printouts are designed to have 
  the walls folded up to form 3D environments, 
  otherwise you can cut the walls away and just 
  use the ﬂ oor tiles.
  The maps have been marked with RED and 
  GREEN lines, the RED lines indicate where cuts 
  should be made, while the GREEN lines indicate 
  where the maps are folded up to create the walls.
  Level 1 Main shaft
  Level 1 stairs begin
  Stairwell from level 1 disappears up to level 2 
  and stairs from the base level appear on level 1.
  Docking bay battlemap showing the external 
  airlock and internal airlock.
  External windows from the main facility rooms 
  overlook the docking bays and the nebula.
  Radiation blast shutters can be raised to block 
  visibility from the outside.
  Solid black area in the middle of the battlemap 
  indicating the open area of the shaft through the 
  station levels.
  
  VANGUARD RPG © Tim and Rook Westhaven
  11
  GHOST STATION
  BASE LEVEL
  The bottom ﬂ oor of the station consists of the base 
  level of the main access shaft, with airlocks to the 
  three docking bays. The airlocks won’t open if the 
  outer docking doors are open. As the outer door to 
  docking bay B is damaged from the explosion to 
  stop the pirates docking, the internal airlock needs 
  to be opened manually.
  
  12
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  1ST LEVEL
  The ﬁ rst ﬂ oor has access to the medbay and storage 
  room.
  Medbay
  The medbay is located here to allow easy access to 
  the docking bays. It is ﬁ tted with an airlock should 
  it become necessary to seal off the medbay for 
  quarantine.
  Inside there is a Revien tank, ﬁ lled with a protein 
  -rich, nanite bath, capable of healing all but the most 
  serious of injuries (1/hour). The pirates know the 
  tank exists, but don’t have the technical knowledge 
  (DOCTOR) to use it.
  There was a store of medicittes that the pirates have 
  exhausted. A SENSES DC5 check will discover three 
  additional medicitte packets.
  Storeroom
  The storeroom was where Kranst’s pirates breached 
  the station, coming in through the rear wall. 
  The storeroom held basic stores for the station, 
  including batteries, grey goo for the replicator and 
  a few weapons and ammunition – but these were 
  immediately taken by the pirates and now there is 
  nothing left in the storeroom worth salvaging.
  The door was destroyed during the pirates’ initial 
  breach and cannot be locked.
  
  VANGUARD RPG © Tim and Rook Westhaven
  13
  GHOST STATION
  2ND LEVEL
  The second level of the station was the living 
  quarters, shared by oﬃ  cers and enlisted staff.
  There were seven staff on Doﬄ  er station four of 
  whom were captured/killed.
  • 
  Lieutenant Majorie Wey (Molen Scientist)
  • 
  Sergeant Tanner Crop (Nutwerk Soldier)
  • 
  Specialist Simone Lowe (Hoppolite Engineer)
  • 
  Specialist Trist Mountogue (Badgerian Soldier)
  The pirates placed the station staff (whether dead 
  or alive) in the shower block. If still alive, they are 
  badly injured and not ﬁ t to ﬁ ght.
  Shower and toilets
  If the four captured staff are still alive they are 
  huddled on the ﬂ oor, guarded by one pirate. Other-
  wise their bodies have been laid out on the ﬂ oor.
  There is nothing of value in this room.
  Barracks
  This was the main living quarters for the station 
  staff. It has ﬁ ve double bunkbeds for a total of 
  10 berths, each with locker space for clothes and 
  personal items.
  The pirates ransacked the lockers, taking what 
  they wanted, and using the barracks as sleep-
  ing quarters, preferring the bunkbeds to their own 
  sleeping berths on the Molkat.
  
  14
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  3RD LEVEL
  This is the command and administration level of the 
  station and where all data from the station’s various 
  instruments to monitor the anomaly is compiled. 
  This level contains the station AI and the command 
  centre. 
  Command centre
  From here all aspects of the station (except AI 
  access) can be maintained. Once the attack was 
  underway, Captain Hellers locked the control 
  console and retreated to the AI room with Sergeant 
  Brant and Specialist Tromski.
  The station replicator has been drained by the 
  pirates and any grey goo in the storeroom has been 
  used up.
  AI room
  Captain Hellers, Sergeant Brant and Specialist 
  Tromski (who had all been present in the command 
  centre at the time) immediately moved to the AI 
  room, sealed the door and began to shut down the AI 
  to prevent the pirates from hacking into the station’s 
  more advanced systems. Without the AI, the pirates 
  could only gain access to local drives and local 
  systems; none of which were mission critical.
  These three crew are still here (dead or alive) along 
  with a number of small arms and the ammunition 
  they had available at the time of the attack, including 
  a Tsuba light and a Subuto Mag-AC riﬂ e.
  
  VANGUARD RPG © Tim and Rook Westhaven
  15
  GHOST STATION
  ORIN
  8
  4
  4
  4
  4
  0
  4
  2
  GHOST STATION
  2
  Doffler station as refuge
  Once the story is complete and Doﬄ  er station is 
  Once the story is complete and Doﬄ  er station is 
  Once the story is complete and Doﬄ  er station is 
  back in Confederation control it will be expanded by 
  back in Confederation control it will be expanded by 
  back in Confederation control it will be expanded by 
  the 3rd assault battalion while the characters are 
  the 3rd assault battalion while the characters are 
  the 3rd assault battalion while the characters are 
  away, increasing the station’s personnel capacity 
  away, increasing the station’s personnel capacity 
  away, increasing the station’s personnel capacity 
  and life-support systems.
  In the future it could become a safe haven from 
  In the future it could become a safe haven from 
  In the future it could become a safe haven from 
  enemies for the characters. Its location is known 
  enemies for the characters. Its location is known 
  enemies for the characters. Its location is known 
  only to the characters, Unit 9, the 3rd assault 
  only to the characters, Unit 9, the 3rd assault 
  only to the characters, Unit 9, the 3rd assault 
  battalion and Captain Kranst’s pirates (another 
  battalion and Captain Kranst’s pirates (another 
  battalion and Captain Kranst’s pirates (another 
  reason to ﬁ nd them quickly.)
  As a refuge, the station is able to provide the charac-
  As a refuge, the station is able to provide the charac-
  As a refuge, the station is able to provide the charac-
  ters with research facilities, medical treatment, 
  ters with research facilities, medical treatment, 
  ters with research facilities, medical treatment, 
  resupply (for a cost) of ammunition, medicittes, 
  resupply (for a cost) of ammunition, medicittes, 
  resupply (for a cost) of ammunition, medicittes, 
  food and maintenance of their ship and equipment.
  food and maintenance of their ship and equipment.
  food and maintenance of their ship and equipment.
  While the station is under the command of the 
  While the station is under the command of the 
  While the station is under the command of the 
  3rd assault battalion, if the characters return the 
  3rd assault battalion, if the characters return the 
  3rd assault battalion, if the characters return the 
  Dasseula intact, room will be made for them on the 
   intact, room will be made for them on the 
   intact, room will be made for them on the 
  station and they will be given clearance to come 
  station and they will be given clearance to come 
  station and they will be given clearance to come 
  and go provided they remain in Unit 9’s good graces 
  and go provided they remain in Unit 9’s good graces 
  and go provided they remain in Unit 9’s good graces 
  and on the right side of the law.
  
  16
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  NPCs
  ◙ DOFFLER STATION
  The following NPCs could be encountered at 
  Doffler station. The station staff are mostly story-
  based interactions and therefore no techsheets 
  are provided. Captain Kranst and his pirate crew 
  are detailed on the following pages along with any 
  specific weapon, talent or equipment details, not 
  co vered in the core rule book.
  Captain Grimner Kranst
  Grimner Kranst is the captain of the Molkat and its 
  Molkat and its 
  Molkat
  crew. His pirate gang is well known to Confederate 
  authorities. As a howler he commands respect and 
  his crew know that he won’t tolerate mutiny.
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  HOWLER
  “BLOOD WILL FLOW”
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  Tactician 
  Tactician 
  talent
  Iron will
  STALKER
  STALKER
  The howler gains +4BUF to FRIEND 
  The howler gains +4BUF to FRIEND 
  The howler gains +4BUF to FRIEND 
  when stalking a target to remain incon-
  when stalking a target to remain incon-
  when stalking a target to remain incon-
  spicuous and +4BUF to one attack 
  spicuous and +4BUF to one attack 
  spicuous and +4BUF to one attack 
  on the stalked target if they 
  on the stalked target if they 
  on the stalked target if they 
  remain unnoticed.
  remain unnoticed.
  remain unnoticed.
  “BLOOD WILL FLOW”
  “BLOOD WILL FLOW”
  +1
  +1
  -2
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  HOWLER
  “BLOOD WILL FLOW”
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  The howler gains +4BUF to FRIEND 
  The howler gains +4BUF to FRIEND 
  when stalking a target to remain incon-
  when stalking a target to remain incon-
  when stalking a target to remain incon-
  spicuous and +4BUF to one attack 
  spicuous and +4BUF to one attack 
  spicuous and +4BUF to one attack 
  on the stalked target if they 
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  DEATH LUNGE
  ◙
  DESCRIPTION
  If the pretador reaches KO health with a target 
  If the pretador reaches KO health with a target 
  If the pretador reaches KO health with a target 
  within CC range they gain a free CC attack, ignor-
  within CC range they gain a free CC attack, ignor-
  ing health monitor penalties.
  Angui, Mecure and 
  Petnanst
  Angui, Mecure and Petnanst are the three ferreal 
  that form the backbone of Kranst’s crew.
  Angui has been with Captain Kranst since their 
  time in the military together. Angui was Kranst’s 
  lead scout and remains his most trusted and loyal 
  follower and the only member of his crew he is 
  willing to risk his own life for.
  VANGUARD RPG 
  © Tim Westhaven and Rook Westhaven
  FERREAL
  “KNOW NO FEAR”
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  +1 Agile talent
  +1 Agile talent
  +1 Agile talent
  +1 Alert talent
  +1 Alert talent
  +1 Alert talent
  +1 Natural weapon talent
  +1 Natural weapon talent
  +1 Natural weapon talent
  BLOODLUST
  BLOODLUST
  BLOODLUST
  While in close combat with a target 
  While in close combat with a target 
  While in close combat with a target 
  While in close combat with a target 
  they gain a +1BUF to ENEMY per round 
  they gain a +1BUF to ENEMY per round 
  they gain a +1BUF to ENEMY per round 
  they gain a +1BUF to ENEMY per round 
  while still fighting the same target. 
  while still fighting the same target. 
  while still fighting the same target. 
  while still fighting the same target. 
  All bonuses are lost if there is a 
  All bonuses are lost if there is a 
  All bonuses are lost if there is a 
  All bonuses are lost if there is a 
  All bonuses are lost if there is a 
  break in combat or change in target.
  break in combat or change in target.
  break in combat or change in target.
  break in combat or change in target.
  break in combat or change in target.
  FERREAL
  “KNOW NO FEAR”
  SPECIES MODIFIERS
  +1 Agile talent
  +1 Alert talent
  +1 Natural weapon talent
  BLOODLUST
  While in close combat with a target 
  they gain a +1BUF to ENEMY per round 
  while still fighting the same target. 
  All bonuses are lost if there is a 
  break in combat or change in target.
  break in combat or change in target.
  X
  Mecure, as the bosun of the Molkat, is responsible for 
  discipline, and in a pirate crew that means that he is 
  expected to be the toughest member of the crew. 
  Petnanst is Captain Kranst’s communications 
  specialist and the pirates’ main hacker.
  Fesenk (Vermen)
  Despite Fesenk’s small size compared to Angui or 
  Mecure, his tenacity and vicious streak have made 
  him one of Captain Kranst’s favourites, but it is his 
  esper abilities that have raised him up the ranks and 
  made him Kranst’s top spy.
  Kranst’s crew
  The remainder of Kranst’s crew are made up of 
  various ferreal,  vermen and vulpine. The tech sheet in 
  the core rule book (pg125) for pretador pirates should 
  be used as the template for the rest of Kranst’s crew.
  
  VANGUARD RPG © Tim and Rook Westhaven
  17
  GHOST STATION
  Captain Grimner Kranst
  Howler
  Soldier
  6
  3
  3
  2
  1
  1
  2
  11
  6
  6
  3
  2
  6
  3
  3
  WARRIOR CALM, UNSTOPPABLE 2, GUNS AND AMMO, 
  KEEN HEARING 1, NASTY 3, SHADOW 2, DEATH LUNGE, TACTICIAN, FIRST BLOOD 3, NATURAL WEAPON 1, IRON WILL
  KEEN HEARING 1, NASTY 3, SHADOW 2, DEATH LUNGE, TACTICIAN, FIRST BLOOD 3, NATURAL WEAPON 1, IRON WILL
  AP grenades
  X
  X
  X
  3
  3
  -
  -
  Captain Grimner Kranst was a pack leader in the pretador nation army. His elite unit carried out numerous attacks against the 
  Badgerians throughout the Basel archipelago, pushing the pretador cause further than any previous attempts. While holding 
  out on the recently captured island of Sarisca, having won a bloody battle, Kranst received word that they were to abandon the 
  island and pull back. It turned out that Kranst’s superiors had cut a deal with the Badgerians to swap prisoners for land and that 
  a temporary cease ﬁ re was in effect. Kranst was not only outraged that his personal efforts were being thwarted, but also that 
  many of his soldiers had died for nothing. After this he left the military and became a pirate.
  Laser Cutlass
  X
  X
  4
  4
  -
  -
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  5
  GAROUL
  FOR BLOOD
  � Crimson lord (Đ7)
  Crimson lord (Đ7)
  This 
  iconic 
  powered 
  This 
  iconic 
  powered 
  armour 
  is 
  reserved 
  armour 
  is 
  reserved 
  for the most senior 
  pretador soldiers.
  LS3, EM5 shielding, 
  muscle 
  ampliﬁ cation 
  increases 
  initiative, 
  for the most senior +3
  LS3, EM5 shielding, 
  muscle 
  ampliﬁ cation 
  increases 
  initiative, +3
  and grants +2ATT 
  and DAM for CC.
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  GAROUL
  FOR BLOOD
  � Milkclaws (Đ5)
  These blade attachments ﬁ t to 
  most powered armour boots 
  (two per boot). Used as CC 
  weapons they can also be ﬁ red 
  at short range, removing them 
  from the boot. With one blade 
  ﬁ red, weapon ratings drop to 
  1ATT and 2DAM.
  2
  3
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  BRK ARMS
  INNOVATE TO WIN
  T-16 ‘Twitch’ SMP (Đ4) 
  The BRK-T is a light and easy-to-handle submachine pistol. 
  Kranst’s T-16 is heavily modiﬁ ed; including a larger calibre 
  round and improved chamber delivery, increasing the RoF 
  at the cost of magazine capacity and weapon handling.
  While the regular T-16 can be broken down into easily 
  concealed parts, Kranst’s version no longer has this 
  feature.
  Kranst uses broadhead ammunition increasing the 
  damage of the weapon.
  3
  5
  6
  22
  22
  � T-16 ‘Twitch’ SMP 
  X
  
  18
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  Assets and gear
  • 
  Stasis ﬁ eld
  • 
  Nanobreeder (Low-light, toxin scrubbers)
  • 
   Rebreather
  • 
   Carbon moleﬁ er
  • 
   Passkey (Criminal 2)
  • 
  Neural interface
  • 
  Optics (target selector)
  • 
  Patrol dress (+2
  ) over EP suit
  • 
  Duraplex trenchcoat (2
  )
  Angui
  Ferreal
  Crook
  3
  3
  4
  1
  0
  2
  0
  8
  3
  3
  2
  -
  3
  -
  1
  AGILE 1,  ALERT 1, FLOURISH 1, WEAPON SPECIALIST (BALLISTIC), 
  SHADOW LINE 1, GUNS AND AMMO, IRON WILL, SHADOW 3, NATURAL WEAPON 1, 
  SHADOW LINE 1, GUNS AND AMMO, IRON WILL, SHADOW 3, NATURAL WEAPON 1, 
  Angui grew up on the streets of Kastfang in the pretador nation, 
  running with a young pack before she was scooped up in a military 
  press-gang action.
  Establishing herself as an outsider and loner with a talent for 
  stealth and marksmanship, she became a scout and quickly rose 
  to the elite forces.
  She was transferred into Captain Kranst’s unit and from there they 
  swiftly became inseparable. A fatalist, Angui rarely experiences 
  apprehension and it was her fearlessness (and prowess on the 
  battleﬁ eld) that gained Kranst’s admiration.
  Angui prefers to attack with the element of surprise, using her 
  favourite weapon the Crystal princess sniper riﬂ e.
  Cobalt light
  X
  X
  X
  3
  3
  3
  18
  18
  Nanoblade
  X
  X
  3
  3
  -
  -
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  CRETHE
  DOMINATE
  5
  6
  1
  12
  12
  12
  � Crystal princess (Đ7) 
  A Pretador-made, adaptable, heavy riﬂ e 
  system with: an extended barrel (+,
  -1 
  initiative), scope (+1ATT ranged), laser 
  targeter (+1DAM when targeted) and silencer 
  (+2 
  (+2 FRIEND DP to avoid detection) available.
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  WPN SPECIALIST
  ◙
  DESCRIPTION
  Grants a +1ATT to one type of weapon melee/
  Grants a +1ATT to one type of weapon melee/
  Grants a +1ATT to one type of weapon melee/
  missile/ballistic/energy/heavy/platform. This 
  missile/ballistic/energy/heavy/platform. This 
  missile/ballistic/energy/heavy/platform. This 
  talent can be taken more than once for a 
  talent can be taken more than once for a 
  different type of weapon.
  X
  
  VANGUARD RPG © Tim and Rook Westhaven
  19
  GHOST STATION
  Assets and gear
  • 
  Carlvin assault vest
  • 
  Patrol dress with Kgel
  • 
  Brainshell
  • 
  Target selector
  • 
  Arc harness
  • 
  EP suit
  • 
  Rebreather
  • 
  Medicitte injector x2
  Bosun Mecure
  Ferreal
  Soldier
  6
  2
  6
  1
  0
  1
  0
  13
  6
  2
  1
  -
  2
  -
  1
  WARRIOR CALM, NATURAL WEAPON 2, UNSTOPPABLE 2, AGILE 1, ALERT 1, BULLET-SHUCK 1, 
  WEAPON SPECIALIST (BALLISTIC), THUG 2
  WEAPON SPECIALIST (BALLISTIC), THUG 2
  Mecure was a career soldier who Kranst recruited to join his pirate crew. While Mecure doesn’t appear as dangerous as Kranst, he is in 
  many ways much more so; tough, ruthless and merciless he is Kranst’s bosun on the Molkat in charge of maintaining discipline and carry-
  Molkat in charge of maintaining discipline and carry-
  Molkat
  ing out corporal punishment on any crew member who goes against Kranst’s orders.
  While Mecure loves violence, he prefers to let others take the risks while he waits to take the glory. As such he will hang back, let the other 
  pirates engage opponents while he attacks at the most opportune moment with the intention of taking down a weakened or distracted 
  opponent. But when cornered he will ﬁ ght viciously and will not allow himself to be taken prisoner voluntarily
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  BULLET-SHUCK
  ◙ ◙ ◙ ◙ ◙ ◙
  DESCRIPTION
  This talent allows the character to dodge a single ranged 
  This talent allows the character to dodge a single ranged 
  This talent allows the character to dodge a single ranged 
  attack (including burst ﬁ re) once per game session for 
  attack (including burst ﬁ re) once per game session for 
  attack (including burst ﬁ re) once per game session for 
  each rating in this talent.
  X
  TR-4 Light
  X
  X
  X
  3
  3
  4
  32
  32
  Warblade
  X
  X
  5
  3
  -
  -
  
  20
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  Assets and gear
  • 
  Stasis ﬁ eld
  • 
  Patrol dress (+2
  ) over EP suit
  • 
  Nanobreeder (Low-light, toxin scrubbers)
  • 
   Rebreather
  • 
   Carbon moleﬁ er
  • 
   Passkey (Criminal 2)
  • 
  Cyberbrain (+1)
  • 
  Softskills (Soldier, Athlete)
  • 
  Spinal replacement
  Petnanst
  Ferreal
  Crook
  2
  3
  2
  3
  0
  2
  1
  4
  2
  3
  2
  4
  6
  -
  1
  AGILE 2,  ALERT 2, FLOURISH 1, NEUROMANCER 1, SHADOW 3, NATURAL WEAPON 1, MENTALIST 
  Petnanst grew up on a space station orbiting Wolvenholme, where 
  he learned hacking and manipulation by forging, stealing and 
  embezzling incoming cargo. When he ran a scam that embezzled 
  funds from Kranst’s crew, Kranst tracked him down. Petnanst, in 
  his typical style, convinced Kranst to not only leave him with his 
  cyberbrain, but hire him as the crew’s hacker.
  When the characters meet Petnanst he is wearing an ill-ﬁ tting suit 
  of G12 armour (previously belonging to Sgt. Brant) that raises his 
  SOAK to 6.
  SOAK to 6.
  SOAK
  Taser
  X
  X
  2
  1
  1
  3
  X
  Cobalt light
  X
  X
  X
  3
  3
  3
  18
  18
  PETNANST
  4
  2
  4
  2
  2
  3
  4
  3
  
  VANGUARD RPG © Tim and Rook Westhaven
  21
  GHOST STATION
  Assets and gear
  • 
  Scout trim (+1
  , worn over EP suit)
  • 
  EP suit
  • 
  Conduction ﬁ eld
  • 
  Rebreather
  • 
  Nanobreeder (Dermal armour +2
  , modiﬁ er already added to 
  SOAK)
  SOAK)
  SOAK
  • 
  Passkey (scientiﬁ c 1)
  • 
  EMP discharger
  • 
  Medical diagnostics scanner
  • 
  Medicitte injector x3
  Esper abilities
  ■ ■ � � � � Lightbender
  ■ � � � � � Moleculous
  ■ ■ � � � � Mentalist
  ■ � � � � � Telekinesis
  Fesenk
  Vermen
  Esper
  2
  5
  3
  2
  3
  3
  0
  6
  2
  3
  7
  -
  6
  3
  4
  MENTALIST 1, ESPER 3, AGILE 1, ALERT 1, STREETWISE 1, NATURAL WEAPON 2, AURACLAST, AMBIDEXTROUS,  
  SHADOW 3, THUG 2
  SHADOW 3, THUG 2
  Fesenk has never been your typical vermen. While growing up in the 
  typical poverty of his species, he quickly moved on to better things 
  once he discovered his esper abilities.
  Making the most of his abilities he became an enforcer for pretador 
  gangs before ﬁ nally striking out on his own on Wolvenholme and 
  the outer systems. Having made too many enemies, he sought the 
  Viper blade
  X
  X
  2
  2+P
  -
  -
  protection of a powerful patron, which he found in Kranst.
  Knowing that his species marks him out for persecution by other 
  pretadors he maintains a low proﬁ le – even amongst the crew of 
  the Molkat, preferring a life in the shadows to no life at all.
  Molkat, preferring a life in the shadows to no life at all.
  Molkat
  Viper blade
  X
  X
  2
  2+P
  -
  -
  Gravity tagger
  X
  X
  5
  !
  1
  8
  X
  Tactics
  Fesenk is a natural and talented 
  Fesenk is a natural and talented 
  knife ﬁ ghter. Much of his early 
  knife ﬁ ghter. Much of his early 
  fortune he spent on custom 
  fortune he spent on custom 
  ordering twin viper blades from 
  ordering twin viper blades from 
  Subuto industries. The equiva-
  Subuto industries. The equiva-
  lent to the viper power sword 
  lent to the viper power sword 
  (only shorter) these blades are 
  (only shorter) these blades are 
  his prize possessions. Combined 
  his prize possessions. Combined 
  with his esper abilities, the 
  with his esper abilities, the 
  blades are a lethal combination.
  blades are a lethal combination.
  Fesenk will use both his natural stealth, as well as his light bender 
  Fesenk will use both his natural stealth, as well as his light bender 
  and mentalist abilities to get close to his target without them notic-
  and mentalist abilities to get close to his target without them notic-
  ing; at which point he will unleash a ﬂ urry of deadly cuts with his 
  ing; at which point he will unleash a ﬂ urry of deadly cuts with his 
  power -enhanced blades in the hope of a quick victory. If outnum-
  power -enhanced blades in the hope of a quick victory. If outnum-
  bered or outgunned, Fesenk will use his gravity tagger to slow down 
  bered or outgunned, Fesenk will use his gravity tagger to slow down 
  an opponent before making an escape or moving to a move advanta-
  an opponent before making an escape or moving to a move advanta-
  geous battleground.
  Weapon specialist and expert
  If you are using the expanded rule book you could replace Fesenk’s 
  If you are using the expanded rule book you could replace Fesenk’s 
  THUG talent with the weapon specialist and expert talents with a 
  THUG talent with the weapon specialist and expert talents with a 
  focus on his viper blades.
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  VERMEN
  “SHADOWS PREVAIL”
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  SPECIES MODIFIERS
  +1 Agile talent
  +1 Agile talent
  +1 Agile talent
  +1 Alert talent
  +1 Alert talent
  +1 Alert talent
  +1 Streetwise talent
  +1 Streetwise talent
  PACK MENTALITY
  PACK MENTALITY
  PACK MENTALITY
  The character gains a +1MOD against a 
  The character gains a +1MOD against a 
  The character gains a +1MOD against a 
  The character gains a +1MOD against a 
  target that has been attacked by another 
  target that has been attacked by another 
  target that has been attacked by another 
  target that has been attacked by another 
  vermen in the same round.
  vermen in the same round.
  vermen in the same round.
  vermen in the same round.
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  VANGUARD RPG © Tim Westhaven and Rook Westhaven
  +1 Agile talent
  +1 Streetwise talent
  PACK MENTALITY
  The character gains a +1MOD against a 
  target that has been attacked by another 
  vermen in the same round.
  
  22
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  MINIATURE CUTOUTS
  Here are some paper miniatures of Kranst and his crew. They can be cut out and the two sides 
  glued together with the curved bottoms folded out either side to form bases.
  Mecure
  Mecure
  Kranst
  Kranst
  Angui
  Angui
  Angui
  Angui
  Fesenk
  Fesenk
  Fesenk
  Fesenk
  Petnanst
  Petnanst
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  Pirate __
  
  VANGUARD RPG © Tim and Rook Westhaven
  23
  GHOST STATION
  BATTLEMAPS
  All maps are provided at 
  50% scale.
  The Airlock map is repli-
  cated three times, once 
  for each airlock.
  Maps should be cut 
  along 
  red 
  lines 
  and 
  folded along green.
  Airlock A
  Central 
  shaft 
  Base level
  
  24
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  Central 
  shaft 
  level 1
  Airlock B
  
  VANGUARD RPG © Tim and Rook Westhaven
  25
  GHOST STATION
  Central 
  shaft 
  level 2
  Airlock C
  
  26
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  Central 
  shaft 
  level 3
  Medlab
  
  VANGUARD RPG © Tim and Rook Westhaven
  27
  GHOST STATION
  Storage 
  room
  Barracks
  
  28
  VANGUARD RPG © Tim and Rook Westhaven
  GHOST STATION
  Shower 
  room
  AI Centre
  
  VANGUARD RPG © Tim and Rook Westhaven
  29
  GHOST STATION
  Command 
  Centre
  Doors
  Doors are folded in half 
  with the print facing 
  out, and the bottoms 
  on either side folded to 
  form a stand.
  
SOURCE: textdata/thevault/Deduped  Shit/Vanguard/Vanguard - Ghost-Station [2017].pdf