Professional Documents
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Crew of The Yamato
Crew of The Yamato
Crew of The Yamato
Overview Merg
This booster contains a complete new crew for Core This crew includes a new Trader species and
Space – Weis and the crew of the Yamato! Class – Merg. The Merg in the Yamato crew is
Brutus, and his handler is Ellen. As well as the
The set contains four new Traders. They are rules below, Merg also use a new set of Skills,
balanced against the others and can be fielded as found on the back page of this booklet.
a complete starting crew. Alternatively they can be
individually mixed and matched with the Traders Using Merg in Core Space
across the rest of the range to build your own The Merg are not stable enough to go into battle on
personalised crew. their own – each one must be assigned a ‘handler’
to keep them under control. When a Merg character
Each unused Trader can also be used as a Civilian is hired as part of a crew, one other Trader in the
by using the reverse of their Character Board. crew must be assigned as their handler.
Weis didn’t like this. In many ways the buying and selling of intelligent creatures reminded him
of slavery. It could be said that the Merg weren’t intelligent and the evidence was damning. The
Merg’s own violent nature had been their undoing and they had been hunted to near extinction by
other species who felt threatened. However, he knew Merg could talk, in a fashion, and that they had a
rudimentary culture.
Weis had been contacted by a rare animal dealer who said he could give him a good deal. Weis didn’t
trust the man but recently the Yamato had severely lacked crew, muscle in particular. He had been
relying on mercenaries, who were both expensive and ethically dubious in his mind. The girl, Alecia,
had turned out to be a sound investment, but one semi-wild ex-ganger didn’t make a crew.
After considering the deal Weis had stopped at a Hive station to pick up a handler, a person
experienced in controlling wild beasts. Ellen was a hardened veteran with many years’ experience and
had in her possession empathic bracelets that she assured Weis would be enough to control the Merg.
He looked at the slip of a girl but kept his doubts to himself; he was relatively new to Trader life and
knew that looks could be deceiving. If the woman knew her business who was he to doubt her?
As they approached his old home system he felt an uneasiness, partly to do with this Merg business
but also the bitterness of his forced retirement. He never liked going home.
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Mission Briefing - Crossfire at Callisto
The crew of the Yamato are in a small mining town on a pick-up. The town is in the same system as Weis’
homeworld of Callisto – he is familiar with the area and the type of people they will be dealing with. The crew
are here to buy a Merg, an extremely violent life-form close to extinction. The Yamato crew aren’t interested in
the Merg as a zoological specimen – they believe he could be an invaluable member of the crew!
However, the dealer invited more than one Trader crew to the meet, hoping to drive the price up, which
resulted in a fight breaking out. The debacle has attracted the attention of the Purge - between them and an
enraged beast the Traders have plenty to deal with!
As soon as a Trader or Purge character enters the room If another Trader from your crew is in contact with the
marked in red, Brutus will sense danger and become crate, you may Move both characters and the crate
enraged, breaking free of his restraints. Kaori will then up to 4 inches instead as a single action. Both are still
abandon the deal. From this round onwards, Kaori and bound by the 11 inch maximum. Place a Reminder
Brutus will activate as normal; Kaori as a Civilian and Counter next to the other character that moved – they
Brutus following the rules for disconnected Merg. Unless will take one fewer action in their next turn.
he has been connected (see below) his actions are
rolled for by the player with the Turn Counter. If an enemy is also in contact with the crate, it may
not be moved without their permission (note that
Without a handler, in the Assessment Phase of each NPCs will never give permission).
4 round Brutus automatically becomes disconnected.
Set Up
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Crew of the Yamato
Crew of the Yamato
Weis
Name: Johann Weis; Species: Human; Age: 50.
Alecia
Name: Alecia Tünde; Species: Human; Age: 22.
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Brutus
Name: Brutus; Species: Merg; Age: Unknown.
Ellen
Name: Ellen Koharu; Species: Human; Age: 36.
The Yamato
The Yamato is a decommissioned scouter owned by a
Crew of the Yamato
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Extremely large and powerful, the Merg are an endangered species, ruthlessly hunted to near
extinction for sport. They are extremely volatile and outside of their habitat are a danger to anyone or
anything in the vicinity.
The feral Merg can be tamed, but it is a long, slow process before they can be fully controlled. These ‘handlers’
become empathically bonded with their Merg, strengthening the bond via psychically charged bracelets.
When fully connected the handler is able to guide the Merg, utilising its strength and fearsome nature to
their advantage, while keeping it calm in the terrifying human world of weapons and technology. Of course,
the empathic connection is a two-way street, and no-one enters a career of Merg-handling lightly.
Merg Skills
skill level action
Charge 1 Make a Move action that ends in base contact with an enemy, and
then make a Knock Back action. Any hits on the Knock Back action
are applied as damage to the enemy in addition to the normal effects.
Armour applies as normal.
2 While making Move actions this round you can make a free close
assault attack on up to 3 characters that you enter contact with during
your Move, ignoring attacks of opportunity from these characters.
Disconnect 1 You allow your natural rage to flood your body. For this turn you
can Move an additional 2 inches and roll 2 extra combat dice in
Close Assault. At the end of the turn, you become disconnected
from your handler.
2 You fill your body with unbridled rage. For this turn you gain an extra
action. You can also Move an additional 2 inches and roll 2 extra
combat dice in Close Assault. Any enemies that you enter contact with
during your Moves this turn are knocked prone. At the end of the turn,
you become disconnected from your handler.
Heel 1 Make a Move action towards your handler via the shortest possible
route. If you enter base contact with your handler, any hits that your
handler suffers from attacks this round are taken on you instead
(armour applies as normal).
2 Make up to two Move actions towards your handler via the shortest
possible route. If you enter base contact with your handler, any hits that
your handler suffers from attacks this round are taken on you instead
(armour applies as normal). Your handler also restores 1 Health.
3 Make up to three Move actions (up to the normal 11 inch limit)
towards your handler via the shortest possible route. You may
move through other characters, making a free Knock Back
action on each one you pass through. If you enter base contact
with your handler, any hits that your handler suffers from attacks
this round are taken on you instead (armour applies as normal).
Your handler also restores 1 Health.
Sonic Roar 1 You use your modulated vocal chords to unleash a powerful blast.
All characters within short range suffer an attack with 1 combat die
that ignores armour. Augmented, Machine and Purge characters
are not affected.
2 You use your modulated vocal chords to unleash a powerful blast
that affects all matter. A single character (of any type except Purge
rank 4 and above) within medium range and LoS suffers an attack
with 2 combat dice that ignores armour. If the target survives they are
knocked prone.