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MORIKO’S LEGACY | TIER 3

Sanjaval Vagabond

Medium explorer

Speed 10; Maneuverability good (turn 1); Drift 1

DEFENSE

AC 13; TL 13 (+ pilot’s ranks in Piloting)

HP 55; DT —; CT 11

Shields light 60 (forward 15, port 15, starboard 15, aft 15)

OFFENSE

Attack (Forward) gyrolaser (1d8; short, broad arc)

Attack (Port) light laser cannon (2d4; short)

Attack (Starboard) light laser cannon (2d4; short)

Attack (Aft) flak thrower (3d4; short, point [+8])

Attack (Turret) light particle beam (3d6; medium)

STATISTICS

Power Core Pulse Green (150 PCU); Drift Engine Signal Basic

Systems basic mid-range sensors, crew quarters (good), extra light weapon mount (aft), mk 3 armor, mk 3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade)

Expansion Bays cargo holds (2), escape pods, custom recreation suite (HAC/gym)

CREW

Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting

Complement 1 – 6

The Sanjaval Spaceflight Systems Vagabond-class multipurpose light transport/freighter is a versatile workhorse with a reputation for durability and reliability. In service for over 100 years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, smuggling ships, and exploratory survey vessels. While a crew of six is the standard complement for the Vagabond, the ship’s coordinated control interface and double redundancies on critical systems were designed to allow a single pilot to operate the vessel with little difficulty.

Utilizing the popular explorer frame, the Vagabond is equipped with a Pulse Green power core, high-grade Dakkar M10-E thrusters, and a Signal Basic Drift drive. Standard armament is a Gorkal broad-arc gyrolaser mounted forward, supplemented by two Reinbach light laser cannons port and starboard. In addition, a turret-mounted Arabani Arms light particle beam projector provides 360-degree offensive capability at intermediate range.

One of the Vagabond’s most popular features is its completely customizable modular expansion bays. Sanjaval Spaceflight Systems produces a variety of interchangeable service modules, from technomantic laboratories to deluxe guest cabins, all of which can be easily swapped out as needed at any basic spaceport in only a fraction of the time it takes to convert one expansion bay to another on other starships.

The Sunrise Maiden is a stock Vagabond. Captain Moriko Nash’s personal touches to the ship can be seen in the captain’s cabin and the vessel’s customized expansion bays, which include twin cargo holds, six escape pods, and a custom recreation suite incorporating both a gym and a holographic amusement chamber.

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Bridge

Gunnery Stations

Main Airlock

Crew Storage

Dorsal Turret

Crew Quarters

Crew Quarters

Lavatories

Recreation Suite

Escape Pods

Cargo Hold

Cargo Hold

Galley & Dining

Maintenance Access Point

Maintenance Access Point

Main Engineering

Maintenance Access Point

Auxiliary Airlock

Drift Engine

Power Core

COMPUTER | TIER 1

Model mk 1 duonode

Hack DC 17

Upgrade artificial personality

Skills Bluff +2, Diplomacy +2, Intimidate +2, Sense Motive +2

Expansion Bays

Cargo Hold (2)

Unconverted expansion bays count as cargo holds. A cargo hold can contain approximately 25 tons of goods, with no item being larger than Large.

Escape Pods

Escape pods give the crew of a severely damaged or destroyed starship a way to avoid imminent death. An escape pod fits one Medium or smaller creature and has enough supplies and life-support capacity for that creature to survive for 7 days. It is also fitted with a distress beacon that is easily identified by long-range scanners. An escape pod has heat shields that allow it to crash-land on a planet with an atmosphere, but no means of propulsion.

Custom Recreation Suite

A recreation suite includes entertainments that help the crew (or passengers) relax and blow off steam. This suite is a bespoke combination of a gym and a holographic amusement chamber (or HAC).

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Cargo Manifest

EXPLORATION BUGGY | LEVEL 1

Large land vehicle (5 ft. wide, 10 ft. long, 4 ft. high)

Speed 15 ft., full 350 ft., 40 mph

EAC 12; KAC 14; Cover partial cover

HP 14 (7); Hardness 5

Attack (Collision) 4d4 B (DC 10)

Modifiers +0 Piloting, -2 attack (-4 at full speed)

Passengers 3

ITEM

VALUE

BULK

Exploration buggy

1,000

50

UPBs (2,000)

2,000

2

Total:

3,000

52

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Actions

Boost Shield Regeneration (1 minute)

DC 19 Engineering check

Success: You double the shield regeneration rate for 10 minutes. This counts as an engineer action for the purposes of critical damage penalties.

Repair Critical System Damage (10 minutes)

DC Varies Engineering check (see table)

Success: The system is no longer critically damaged and is restored to full functionality.

Repair Hull Damage (5 hours)

10 UPBs/HP repaired

Hull points may be restored provided that the starship is not moving and the crew has access to the ship’s exterior.

Special: A crew member who succeeds at a DC 19 Engineering check reduces either the time or cost of the repair by half. For every 10 by which the DC is exceeded, either the time or cost may be reduced by half again, to a minimum of 1 hour and/or 1 UPB/HP repaired. Any number of allies may use the aid another action to assist with this Engineering check. Failing the check increases the cost by 5 UPB/HP repaired.

Scan Planet

DC 15 Computers check

Success: You learn basic information about the composition and atmosphere of a planet or other celestial body you are currently orbiting. This counts as a science officer action for the purposes of applying the sensors’ modifier or critical damage penalties.

Actions

Non-Combat Actions

Moriko’s Legacy

Systems

Shields: Light 60

Regeneration Rate: 2 SP/minute

Power Core: Functional

No penalties to engineer actions

Sensors (Basic Mid-Range): Functional

(+2) to Computers checks

Systems

CRITICAL DAMAGE

REPAIR DC

Glitching

15

Malfunctioning

20

Wrecked

25

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Stunts

Drift Astrogation (10 minutes)

DC Varies Piloting check (see table)

Success: You plot a course to another star system.

Failure: You realize you have plotted a faulty course and must attempt again before the journey.

Failure by 10 or more: You aren’t aware that your calculations are erroneous. It takes longer than normal (+ 1d6 days) to reach your destination, and you may suffer additional consequences.

Special: This check is rolled in secret by the GM.

Actions

Astrogation

Moriko’s Legacy

Systems

Drift Engine: Signal Basic

No modification to Drift travel duration

Systems

FAMILIARITY WITH TARGET SYSTEM

ASTROGATION DC

High (frequently visited or home system)

10

Moderate (infrequently visited)

15

Low (never visited)

25

None (uncharted system)

30

DESTINATION (VIA DRIFT)

TRAVEL DURATION

RISK OF ANOMALY

Absalom Station

1d6 days

0%

In-system

1d6 days

1%

Near Space

3d6 days

10%

The Vast

5d6 days

50%

DESTINATION (VIA SPACE)

TRAVEL DURATION

Point-to-point (planetside)

1d4 hours

Orbital transition

1d2 hours

Reach satellite

1d8 hours

In-system

1d6+2 days

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Status

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Current:

Shields: 15 | 15 | 15 | 15 / 60

Hull: 55 / 55

Systems all functioning

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Actions

Erratic Maneuvering (Open)

You grant a +1 circumstance bonus to the starship’s AC and TL against any opponent that performs the Flyby stunt this round.

Feign Disaster (Open)

You force the captain (or leading science officer, if no captain is present) of each enemy starship to make a DC 14 Computers check; on a failure they take a –2 penalty to the Scan and Lock On actions as well as any Piloting actions taken within 1 hex of your starship.

Special: This action may only be attempted once per combat encounter.

Range Finding (Open)

Select one crew member filling the gunner, pilot, or science officer role and grant them a +1 bonus to one attack roll or skill check pertaining to starship combat this round.

Ready Weapon System (Open)

Select one starship weapon. If that weapon is not fired this round, it gains a +1 bonus to damage rolls next round.

Actions

Open Crew Actions

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Captain’s Console

Actions

Demand (Any Phase)

DC 19 Intimidate check

Success: You grant a +4 bonus to one specific check. You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. You can’t make demands of yourself.

Encourage (Any Phase)

DC 15 Diplomacy check or DC 10 check to aid another

Success: This works like aid another, granting a +2 bonus to the check required by a crew action. You can’t encourage yourself.

Taunt (Any Phase | Push)

DC (15 + 1-½ x enemy tier) Intimidate or Bluff check

Success: Each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action.

Special: Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.

Actions

Systems

Life Support System: Functional

No penalties to captain actions

Power Core: Functional

No penalties to crew actions

Systems

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Chief Mate’s Console

Actions

Hard Turn (Helm Phase | Push)

DC 14 Acrobatics or Athletics check

Success: The pilot can make one turn as if the maneuverability of the starship is one step better.

Failure by 10 or more: The maneuverability of the starship is one step worse for the rest of the round.

Maintenance Panel Access (Engineering Phase)

DC 14 Acrobatics or Athletics check

Success: An engineer who succeeds at the Divert action this phase can divert power to two different systems.

Failure by 10 or more: All engineer actions performed this round take a –2 penalty.

Manual Realignment (Helm Phase)

DC 14 Acrobatics or Athletics check

Success: A science officer who succeeds at the scan action treats their result as if it were 5 higher.

Failure by 10 or more: The scan action cannot be attempted this round.

Actions

Systems

Power Core: Functional

No penalties to crew actions

Systems

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Engineer’s Console (1 of 2)

Actions

Divert (Engineering Phase)

DC 14 Engineering check

Success: Select one of the following - increase the starship’s speed by 2 this round; grant a +2 bonus to all science officer crew actions this round; treat all starship weapon dice that roll a 1 this round as if they rolled a 2; restore 7 shield points.

Hold it Together (Engineering Phase)

DC 19 Engineering check

Success: Select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.

Actions

Moriko’s Legacy

Systems

Life Support System: Functional

Sensors: Functional

Weapons Arrays

Forward Array: Functional

Port Array: Functional

Starboard Array: Functional

Aft Array: Functional

Engines: Functional

Power Core: Functional

No penalty to engineer actions

Systems

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Actions (con’t)

Patch (Engineering Phase)

DC Varies Engineering check (see table)

Success: You can reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required are shown in the table below. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This check is not modified by any critical damage to the core.

Special: The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5.

Actions (con’t)

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Engineer’s Console (2 of 2)

CRITICAL DAMAGE

ACTIONS TO PATCH

PATCH DC

Glitching

1

14

Malfunctioning

2

19

Wrecked

3

24

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Gunner’s Console (1 of 2)

Weapons

Forward

Gyrolaser

Damage 1d8

Range short (5 hexes)

Special broad arc

Port

Light Laser Cannon

Damage 2d4

Range short (5 hexes)

Starboard

Light Laser Cannon

Damage 2d4

Range short (5 hexes)

Aft

Flak Thrower

Damage 3d4

Range short (5 hexes)

Special point (+8)

Turret

Light Particle Beam

Damage 3d6

Range medium (10 hexes)

Weapons

Moriko’s Legacy

Actions

Shoot (Gunnery Phase)

You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc.

Fire at Will (Gunnery Phase | Push)

You can fire any two starship weapons, regardless of their arc. Each attack takes a –4 penalty.

Actions

Actions

Snap Shot (Gunnery Phase | Minor)

You can fire one of your starship’s weapons with a –2 penalty to the gunnery check.

Special: You can only take this action if no other gunner actions or minor actions are taken during the gunnery phase this round.

Minor Actions

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Weapon Properties

Broad Arc

A weapon with this special property can fire in an arc adjacent to the one in which it was installed with a –2 penalty. A broad arc weapon can fire at only one target at a time.

Point

A weapon with this special property can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.

Weapon Special Properties

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Gunner’s Console (2 of 2)

Systems

Weapons Arrays

Forward Array: Functional

No penalties to gunner actions

Port Array: Glitching (patched)

No penalties to gunner actions

Starboard Array: Functional

No penalties to gunner actions

Aft Array: Functional

No penalties to gunner actions

Power Core: Functional

No penalties to crew actions

Systems

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Magic Officer’s Console

Actions

Eldritch Shot (Engineering Phase | Push)

DC 14 Mysticism check

Success: Select a starship weapon. On its next attack, its range is treated as 5 hexes greater than normal.

Special: This action cannot be applied to weapons with the point special property.

Precognition (Engineering Phase)

DC 14 Mysticism check

Success: Grant the pilot a +2 circumstance bonus to their Piloting check to determine initiative during the helm phase.

Scrying (Engineering Phase)

DC (5 + 1-½ enemy tier + defensive countermeasures) Mysticism check

Success: As the science officer Scan action.

Actions

Systems

Power Core: Functional

No penalties to crew actions

Systems

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Actions

Fly (Helm Phase)

You move your starship up to its speed and can make any turns allowed by its maneuverability.

Maneuver (Helm Phase)

DC 19 Piloting check

Success: As the fly action, but you reduce your starship’s distance between turns by 1 (to a minimum of zero).

Stunt (Helm Phase | Push)

You attempt a stunt.

Actions

Pilot’s Console (1 of 4)

Moriko’s Legacy

Systems

Frame: Medium Explorer | Thrusters: M10

Good maneuverability (turn 1) | Speed 10

(+1) to Piloting checks

Engines: Functional

No penalties to pilot actions

Power Core: Functional

No penalties to crew actions

Systems

Actions

Glide (Helm Phase | Minor)

You move the starship at half its normal speed and the starship’s distance between turns increases by 2. You add your ranks in Piloting to the starship’s AC and TL for this round.

Special: You can only take this action if no other pilot actions or minor actions are taken during the helm phase this round.

Minor Actions

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Stunts

Back Off

DC 14 Piloting check

Success: The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement.

Failure: Your starship moves backward only 1 hex.

Failure by 5 or more: Your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.

Barrel Roll

DC 14 Piloting check

Success: The starship moves up to half its speed and flips along its central axis. For the next gunnery phase, the starship’s port shields and weapons function as if they were in the starboard firing arc and vice versa. The starship reverts to normal at the beginning of the next round.

Failure: Your starship moves half its speed but doesn’t roll.

Failure by 5 or more: Your starship moves half its speed, doesn’t roll, and takes a –4 penalty to its AC and TL until the start of the next round.

Stunts

Pilot’s Console (2 of 4)

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Stunts (con’t)

Evade

DC 14 Piloting check

Success: The starship moves up to its speed and can turn as normal, but it gains a +2 circumstance bonus to its AC and TL until the start of the next round.

Failure: Your starship moves as normal.

Failure by 5 or more: Your starship moves as normal, but it also takes a –2 penalty to its AC and TL until the start of the next round.

Flip and Burn

DC 19 Piloting check

Success: The ship moves forward up to half its speed (without turning) and rotates 180 degrees to face the aft edge at the end of the movement.

Failure: Your starship moves forward half its speed but doesn’t rotate.

Flyby

DC 19 Piloting check

Success: The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack. During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range against any arc of the enemy ship.

Failure: Your starship moves as normal, but you follow the normal rules for attacking, and the movement provokes a free attack from that starship as normal.

Stunts (con’t)

Pilot’s Console (3 of 4)

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Stunts (con’t)

Slide

DC 14 Piloting check

Success: The starship moves up its speed in the direction of either the forward-port or forward-starboard edge without changing its facing.

Failure: Your starship moves forward up to half its speed and can’t make any turns.

Turn in Place

The starship does not move but instead can turn to face any direction.

Stunts (con’t)

Pilot’s Console (4 of 4)

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Actions

Balance (Helm Phase)

DC 14 Computers check

Success: You can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.

Scan (Helm Phase)

DC (5 + 1-½ enemy tier + defensive countermeasures) Computers check

Success: You learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.

  1. Basic information
  2. Defenses
  3. Weapons (in order of most PCU)
  4. Load
  5. Other

Target System (Helm Phase | Push)

DC (5 + 1-½ enemy tier + defensive countermeasures) Computers check

Success: Choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.

Actions

Science Officer’s Console

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Systems

Sensors (Basic Mid-Range): Functional

(+2) to Computers checks

Power Core: Functional

No penalties to crew actions

Systems

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Actions

Quick Rescan (Helm Phase | Minor)

DC (5 + 1-½ enemy tier + defensive countermeasures) Computers check

Success: If a science officer has successfully performed the Scan action in a previous round, you receive one updated piece of information (such as current Hull Points).

Special: You can only take this action if no other science officer actions or minor actions are taken during the helm phase this round.

Visual Identification (Helm Phase | Minor)

DC (10 + 1-½ enemy tier) Computers, Engineering, or Perception check

Success: You learn the first unknown piece of information on the following list. Subsequent checks reveal new pieces of information, continuing down this list.

  • Basic information
  • Defenses
  • Weapons (in order of most PCU)

Special: You can only take this action if no other science officer actions or minor actions are taken during the helm phase this round.

Minor Actions

Science Officer’s Console

Moriko’s Legacy