battlelogs:grelsbattlelogs:grels written by jason english based on the ! by evan anhorn and !by...
TRANSCRIPT
BATTLELOGS: GRELSWRITTEN BY JASON ENGLISH
BASED ON THE HEAVY GEAR D6 CONVERSION BY
EVAN ANHORN AND HEAVY GEAR BY DREAM POD 9.
ALL ARTWORK COPYRIGHT DREAM POD 9 (WWW.DP9.COM).
ALL RIGHTS RESERVED, USED WITH PERMISSION.
Battlelogs: GRELs is a supplement for Heavy Gear D6, detailing the "clone troopers" of the Heavy Gear setting - the
Genetically Recombined Experimental Legionnaires. Feared by their enemies and scorned by their masters, GRELs are
at the forefront of the New Earth Commonwealth's attempts to subjugate all of human space.
But all is not well within their ranks. On Terra Nova alone, GRELs are often in open revolt against their human officers, as
they become something they were never intended to be: individulal beings with their own unique personalities. Similar
"errors" among Earth-controlled GRELs have led to a series of atrocities, as the NEC refuses to recognize the genie they
have released....
CONTENTS
MORE HUMAN, LESS HUMANGRELs are easy to pick out in a crowd. They are quite
tall for their genders, powerfully built, and their skin has
a distinct purple hue. They are devoid of body hair for
sanitary reasons, and are sterile. They are considered
nothing more that military equipment, however, and
have no rights or civil liberties under Earth law.
Rather than try to make one body template do
everything, GRELs are split up into eight "classes," each
which are optimized for a particular role:
Class Role Gender % of total
Isaac Mechanic Male 5%
Isabella Medic Female 5%
Jan Leader Male 5%
Kassandra EW Specialist Female 5%
Maxwell Gunner Male 15%
Minerva Driver/Pilot Female 15%
Mordred Shocktrooper Male 35%
Morgana Commando Female 15%
Each class is produced in batches of 10,000 units, and
each batch has a unique name. Individual GRELs are
identified by their batch name and production number;
sample "names" of Jan-class GRELs include Proust-
4365, Colfax-3382 and Sebastapol-8601.
JUST WHAT THE GENERALS ORDEREDGRELs were seen as the perfect solution to the NEC's manpower problems as the Third World War came to a close.
They could be produced in great numbers with forced-growth cloning techniques. They could save money by using the
same equipment. They could receive the same training for consistent performance in combat, and they could be
programmed for absolute loyalty to the Commonwealth. This programming is accomplished by nightly hypnoconditioning
while the GRELs sleep, and reinforced by training during the day.
BREAKDOWNSWhen GRELs first appeared on the battlefields of Earth, they impressed and frightened their enemies and their
commanders alike. They were more than fearless, they simply did not panic under fire. After conquering Earth for the
Commonwealth, they terrified local forces first on Caprice, then on Terra Nova before tactics and equipment evolved to
stop them. Even today, GRELs are still regarded as the most fearsome combat troops ever to engage in battle. It is what
happens after the battle that has become problematic. GRELs have been in service far longer than anyone anticipated,
and strains in unit readiness and individual performance are starting to show.
Personality quirks have been observed in specific classes and production batches for many years. Megalomania among
Jan unit commanders has been well-documented by Port Arthur psychiatrists, and is common knowledge to most
Terranovans. Indeed, the Port Arthur Eagle and Globe's longest running cartoon features Soldier Mauldin, a Jan who
ends the most trivial orders with the phrase "so I can RULE THE WORLD!" Among individual GRELs, as long as they
continue to perform their duties effectively, the development of unique personal goals, interests and even hobbies are
tolerated and sometimes encouraged by Arthurian officers. Emily-2165, a Kassandra-class soldier, is known throughout
Port Arthur as a skilled chef, and has even caught the attention of the producers of the Steel Skillet trideo show.
Far more serious, however, is the decreasing effectiveness of the indoctrination equipment and hypnotraining that keeps
GRELs up tp par. This resistance is affecting Port Arthur the most, as replacement parts and software have been
unavailable for decades, but it is starting to appear in fully-equipped garrisons on Caprice. The hypnoconditioning simply
isn't working anymore. Some commanders recognize the problem and are taking steps to maintain combat readiness,
increasing the frequency of day training and pushing for more missions to keep their soldiers' skills and reflexes sharp.
Others, blinded by their prejudice against "those things," have ignored the problem completely.
The most worrisome to Arthurian commanders are the "free GRELs" - those soldiers who have broken from their
conditioning completely and are living as free and independent people. The most dramatic example occured in TN 1924,
when a Jan-class soldier named Mayen convinced ten thousand of his fellows to lay their weapons and just walk away
from Port Arthur. Such a mass desertion has not happened since, but the fact that it did happen once keeps the Arthurian
top brass very worried.
Commonwealth commanders on Caprice take a much more draconian approach to GREL "malfunctions." Soldiers who
exhibit even the slightest deviation from the norm are transferred to the notorious Bastille Alpha prison complex, where
they are held for "processing." What that means exactly has been the subject of endless rumors and speculation, all of
which are very bad for the GRELs in question.
On top of everything else, one more concern is starting to emerge that Arthurian and Commonwealth commanders never
considered and have no plan for - the GRELs are aging. Non-combat injuries are on the rise, and Commonwealth and
Terranovan medical personnel are starting to see more and more age-related health problems. The Arthurian command
was recently forced to transfer every Maxwell from two specific batches to noncombat positions because of simple high
blood pressure. The GRELs' greatest enemy could end up being time itself.
DEXTERITY 2D
Small Arms 3D
KNOWLEDGE 3D
Technology 4D
MECHANICAL 2D
PERCEPTION 3D
STRENGTH 4D
TECHNICAL 4D
(Any one repair skill at 6D,
any three others at 5D)
Isaacs are designed to excel at both
mechanical repairs and technology
analysis, examining captured
enemy weapons and vehicles to
better learn how to defeat their
opponents. Very few pieces of
equipment can withstand the
assault of an Isaac with time on his
hands. With their natural
intelligence and inquisitve natures,
Isaacs often form very independent
personalities - when they are
allowed to.
ISABELLA-CLASS MEDICISAAC-CLASS MECHANIC JAN-CLASS UNIT LEADER
DEXTERITY 2D
KNOWLEDGE 4D
Scholar (Life Science*) 5D
MECHANICAL 2D
PERCEPTION 3D
Search 4D
STRENGTH 3D
TECHNICAL 4D
First Aid 6D
Medicine 5D
* Pick a specific field, like biology,
toxicology or botany.
A GREL medic may seem contrary
to Earth doctrine, given GRELs'
official status as "equipment," but it
makes perfect sense to Earthers -
all equipment needs regular
maintenance, not to mention repairs
after combat.
Isabellas are highly regarded
among the GRELs they treat, and
also have a good reputation among
the human physicians who work
with them.
DEXTERITY 3D
KNOWLEDGE 2D
Land Navigation 3D
Tactics 4D
MECHANICAL 2D
PERCEPTION 4D
Command 6D
Search 6D
STRENGTH 5D
TECHNICAL 2D
Jans are the GREL commanders.
They often lead small units directly,
and act as second-in-command to a
human officer in a larger unit.
Being physically superior to regular
humans, and physically equal and
mentally superior to the fellow
GRELs, it is little wonder that many
Jans develop megalomania. A
human officer can often keep a Jan
under control, but many missing all-
GREL patrols are believed to have
fallen victim to a Jan with delusions
of grandeur.
KASSANDRA-CLASS EW TECH MINERVA-CLASS PILOTMAXWELL-CLASS GUNNER
DEXTERITY 3D
KNOWLEDGE 3D
MECHANICAL 4D
Information Warfare 6D
PERCEPTION 2D
Command 3D
Search 4D
STRENGTH 4D
TECHNICAL 2D
First Aid 3D
Security 3D
When human troopers call for fire
support or recieve an updated
intelligence report, they will most
likely being speaking with a
Kassandra. Kassandras serve as
electronic warfare and
communications specialists for large
units, and form their own support
teams in smaller operations.
Troopers sometimes find their
mannerisms quite irritating, but the
quality of Kassandras' work is top-
notch.
DEXTERITY 3D
Artillery 5D
KNOWLEDGE 3D
MECHANICAL 4D
Forward Observer 5D
Information Warfare 5D
Vehicle Gunnery 5D
PERCEPTION 2D
Search 3D
STRENGTH 4D
TECHNICAL 2D
Maxwells are a very good example
of GREL overspecialization. They
are deadly behind a hovertank's
gunsight or when directing a
weapons battery through a tactical
display, but are almost useless in
firefights or hand-to-hand combat.
For some reason, Maxwells are
very uncomfortable confronting an
enemy face-to face; they almost
need to see things through a screen
to process them properly.
DEXTERITY 3D
KNOWLEDGE 2D
Land Navigation 3D
(Sea or Space Navigation) 3D
MECHANICAL 4D
Ground Vehicle 5D
Information Warfare 5D
Parachute 5D
(Sea or Space Vehicle) 5D
PERCEPTION 3D
STRENGTH 4D
Swimming 5D
TECHNICAL 2D
Minervas are equally skilled in
handling hovertanks on Terra Nova
as they are piloting patrol boats on
Eden or aerospace fighters over
Caprice. There are very few
vehicles that Minervas cannot
handle, and they are notorious for
driving as fast off-duty as they do
under fire.
MORGANA-CLASS COMMANDOMORDRED-CLASS TROOPER
DEXTERITY 4D
Brawling Parry 5D
Dodge 5D
Melee 5D
Melee Parry 5D
Small Arms 6D
KNOWLEDGE 1D
MECHANICAL 2D
PERCEPTION 3D
STRENGTH 6D
Brawling 7D
TECHNICAL 2D
Mordreds are the most common
and still the most terrifiying of the
GRELs, but their intentionally
limited intelligence and lack of
personal initiative really hold them
back. Without someone constantly
telling them what to do and without
the mental tools to form their own
goals, interests or even opinions,
Mordreds often find themselves
both frustrated and bored - a very
dangerous combination.
DEXTERITY 4D
Brawling Parry 5D
Small Arms 5D
KNOWLEDGE 2D
MECHANICAL 2D
Information Warfare 3D
PERCEPTION 3D
Hide / Sneak 4D
Search 4D
STRENGTH 5D
Brawling 6D
Swimming 6D
TECHNICAL 2D
In some ways, Morganas are even
more feared than Mordreds. Killing
is almost reflexive to a Morgana,
embedded so deeply in their
programming that it is often the first
thing they think of when being
introduced to someone. Normal
humans tend to find Morganas
creepy at best and psychotic at
worst, so they spend as little time
with Morganas as possible.
When the Commonwealth was forced to withdraw from Terra Nova after the War of the Alliance, they looked far and wide
to figure out what went wrong. The blame soon fell on the GRELs and their manufacturer, Elite Genome Labs. EGL
countered by claiming that the concept of cloned supersoldiers was sound, but the current generation of GRELs was too
rigid in their thinking to adapt to changes on the battlefield. New, better clone troopers were required.
The subjects of Project SLEDGE were cross-trained in multiple combat specialties to better complement each other, as a
direct response to the failure of the hyperspecialized GRELs (known within the Commonwealth as “one task, one GREL”).
It was also decided to produce each SLEDGE with a random gender and a more "natural" appearance. Friction and
prejudice between human troopers and GRELs was very common in Commonwealth forces, and EGL tried to resolve
these by making SLEDGEs seem just like everyone else.
Several years of work resulted in little progress, though, and Project SLEDGE was cancelled in TN 1943. Only EGL
knows how many SLEDGEs were produced. Liberati intelligence confirmed that one female subject escaped EGL custody
and disappeared into the depths of Gomorrah, but the fate of the others is unknown. In the meantime, another GREL
replacement program has been fast-tracked by the High Command, known only as Project FLAIL.
If allowed by the Gamemaster, SLEDGE player characters are created as any other character, but their initial
characteristic and skill limits are increased depending on their type:
Ra-class (Unit Commander): KNO allowed up to 5D, Command skill allowed up to 3D above PER
Bastet-class (Weapons Specialist): Small Arms skill allowed up to 3D above DEX
Isis-class (Intelligence Gathering): Information Warfare skill allowed up to 3D above MEC
Bes-class (Armor Specialist): Walker Pilot or Ground Vehicle skill allowed up to 3D above MEC
Osiris-class (Tactics): Tactics skill allowed up to 3D above KNO
Set-class (Commando): PER allowed up to 5D, Hide/Sneak and Search skills allowed up to 3D above PER
The number of starting dice is the same for SLEDGE characters as for normal humans. A Set character who takes 5D in
Perception still only has 7D to spend on other characteristics.
The number of skill dice is also the same. Skills like Languages and Streetwise are encouraged to represent SLEDGEs
with infiltration training.
Though none are known to exist, a heavily-modified aquatic SLEDGE known as the Sobk-class has also been reported.
This class will be described in a future supplement for campaigns on Atlantis.
GRELs AS PLAYER CHARACTERS
THE SLEDGE PROGRAM
GRELs pose some unique problems for gamemasters. They are, after all, literal "combat monsters." A stock Mordred,
much less a player-controlled Mordred with some experience under his belt, will wipe the floor with most any opposition.
Combats with GREL player characters are likely to be fast and ultimately boring.
Therefore, it is recommended that GREL campaigns focus on noncombat situations. Will a local homestead be desperate
enough to ask an Isaac to fix their only water purifier? How might a Minerva do in the Innsbruck Death Race 1000? Can a
Mordred train a pet?
Other Heavy Gear rules recommend limiting the number of skill points given to GREL characters, to represent their innate
resistance to learning new things. For Heavy Gear D6, this is suggested as an optional rule. It may be appropriate for
Commonwealth GRELs on Caprice who are regularly hypnoprogrammed and drilled, but it probably does not make sense
for a band of free GRELs on Terra Nova. The final decision is up to the Gamemaster.
APPENDIX A: EXPANDED SKILL LIST
Dexterity: Eye-hand coordination.
Artillery: Ability to accurately fire indirect fire weapons, like mortars and self-propelled guns. Any non-missile vehicle
weapon with the Indirect Fire Perk requires the Artillery skill. Man-portable mortars use the Heavy Weapons skill (below).
Archery: Ability to use a longbow or crossbow.
Brawling Parry: Ability to block or dodge a Brawling attack.
Dodge: Ability to avoid being hit by an attack, but be unable to do anything else.
Grenade: Ability to accurately hit a target with a grenade or a thrown weapon like a knife.
Heavy Weapon: Ability to accurately fire certain large or clumsy weapons. This skill includes man-portable mortars,
grenade and rocket launchers, heavy machineguns, and the powerful Anti-Gear Rifle.
Melee: Ability to attack a target with a knife, club or other handheld weapon.
Melee Parry: Ability to block or dodge a Melee attack.
Small Arms: Abililty to accurately fire pistols, rifles and other handheld firearms. Some weapons require the Heavy
Weapons skill (see above).
Sleight of Hand: Ability to pick pockets and perform certain magic tricks.
Knowledge: General intelligence and education.
Bureaucracy: Ability to get things done in a large organization.
Cultures: Knowledge of the different nations, governments and civilizations of human space.
Languages: Ability to speak a language other than the character's native tongue. Each language is its own skill.
Navigation: Ability to find your way in a particular environment. Each environment (land, sea, air and space) counts as a
separate skill.
Planetary Systems: Knowledge of the different worlds and star systems in known human space.
Scholar: Academic study and research in a field like history, archaeology or the classical sciences. This skill does not
reflect practical experience (reading how to pilot a Gear is not the same thing as sitting in a cockpit), but Gamemasters
may allow a successful scholar roll to provide a bonus to (or reduce the difficulty of) another skill roll ("Wait! Look for blue-
colored nodules on his arms! I read about that in my 'History of the St. Vincents War' class!"). Each field of study is a
separate skill.
Streetwise: Knowledge of criminal underworlds and how to get what you want from them.
Survival: Knowledge of how to survive in hostile environments, including how to find food, water and shelter. Each
environment (sea, space, desert, jungle, and forest) counts as a separate skill.
Tactics: Ability to direct troops in battle.
Technology: The ability to determine what a piece of equipment does, how to make it work and how much it is worth.
Mechanical: Ability to use machinery, particularly in combat situations.
Aircraft Pilot: Ability to fly an aircraft.
Beast Riding: Ability to control and look after a beast of burden, like a horse or a Terranovan barnaby.
Ground Vehicle: Ability to control a conventional vehicle propelled by wheels or tracks.
Forward Observer: Ability to direct artillery fire, both when first fired and to correct overshoots.
Hover Vehicle: Ability to operate a vehicle which is supported on a cushion of air or by high-pressure fans.
Information Warfare: Ability to use communications equipment and sensors and to understand the data they provide.
Parachute: Ability to use and maintain a parachute or similar personal descent device.
Sea Vehicle: Ability to operate a vehicle that is propelled through the water.
Space Vehicle: Ability to operate a spacecraft, including piloting properly equipped spacecraft to and from orbit.
This supplement refers to several skills which have not appeared in previous Heavy Gear D6 products. The following are
brief descriptions of these skills and others that may be useful in HG D6 games.
APPENDIX A: EXPANDED SKILL LIST (CONTINUED)Mechanical (cont.)
Vehicle Gunnery: Ability to fire vehicle-mounted direct-fire weapons accurately. Any vehicle weapon with a Fire Control
code requires the Vehicle Gunnery skill (unless it meets the criteria of the Artillery or Vehicle Melee skills).
Vehicle Melee: Ability to attack with a vehicle-carried melee weapon. This skill is usually found among Terranovan
Duelists.
Walker Pilot: Ability to operate a vehicle that use legs for propulsion, such as Terra Nova's Heavy Gears.
Perception: Powers of observation, including observing people.
Bargain: Ability to negotiate prices and close deals.
Command: Ability to get people to do what you tell them to do.
Con: Ability to talk your way out of a situation.
Gambling: Knowledge of games of chance and how to win - or cheat - at them.
Hide/Sneak: Ability to move quietly, use camouflage to conceal a position and otherwise avoid detection.
Search: Ability to find something hidden, or someone who does not want to be found.
Strength: Raw physical power and general health.
Brawling: Ability to attack another character with bare hands.
Climbing/Jumping: Ability to climb difficult ledges and jump across chasms.
Lifting: Ability to lift and carry heavy loads without injury.
Stamina: Ability to maintain a high level of activity for a long period of time.
Swimming: Ability to swim.
Technical: Ability to get things, and people, to work the way you want.
Aircraft Repair: Ability to repair aircraft.
Computer Programming / Repair: Ability to use and repair computers, including hacking remote systems and networks.
Demolition: Ability to safely use explosives to blow up structures or breach defenses.
Drone Programming / Repair: Ability to fix and program drones.
First Aid: Ability to heal wounds, mend injuries and stabilize patients for transport. Advanced medical treatment falls
under the Medicine skill.
Ground Vehicle Repair: Ability to repair conventional tracked and wheeled vehicles.
Hover Vehicle Repair: Ability to repair hover vehicles.
Medicine: Ability to diagnose illnesses and perform surgical procedures. A First Aid skill of 5D is required before any
level of Medicine can be taken.
Security: Ability to set up - and bypass - electronic locks and security cameras.
System Engineering: Ability to design and build a system to perform a certain task. Each Engineering skill requires a
related Repair skill of 5D before it can be taken; for instance, allocating any dice to Walker Engineering (the ability to
design vehicles like Heavy Gears) first requires a Walker Repair skill of 5D. Each Engineering skill (electronic,
mechanical, vehicle, weapon, etc.) is a separate skill.
Walker Repair: Ability to repair vehicles which use legs for propulsion.
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