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BATTLELOGS: GRELS WRITTEN BY JASON ENGLISH BASED ON THE BY EVAN ANHORN AND BY DREAM POD 9 WWW.DP9.COM ALL RIGHTS RESERVED,USED WITH PERMISSION. is a supplement for , detailing the "clone troopers" of the 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 HUMAN GRELs 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: 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.

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Page 1: BATTLELOGS:GRELSBATTLELOGS:GRELS WRITTEN BY JASON ENGLISH BASED ON THE ! BY EVAN ANHORN AND !BY DREAM POD 9 ALL RIGHTS RESERVED, USED WITH PERMISSION. "11*%*-'0 0is a supplement for

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.

Page 2: BATTLELOGS:GRELSBATTLELOGS:GRELS WRITTEN BY JASON ENGLISH BASED ON THE ! BY EVAN ANHORN AND !BY DREAM POD 9 ALL RIGHTS RESERVED, USED WITH PERMISSION. "11*%*-'0 0is a supplement for

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.

Page 3: BATTLELOGS:GRELSBATTLELOGS:GRELS WRITTEN BY JASON ENGLISH BASED ON THE ! BY EVAN ANHORN AND !BY DREAM POD 9 ALL RIGHTS RESERVED, USED WITH PERMISSION. "11*%*-'0 0is a supplement for

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.

Page 4: BATTLELOGS:GRELSBATTLELOGS:GRELS WRITTEN BY JASON ENGLISH BASED ON THE ! BY EVAN ANHORN AND !BY DREAM POD 9 ALL RIGHTS RESERVED, USED WITH PERMISSION. "11*%*-'0 0is a supplement for

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.

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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.

Page 6: BATTLELOGS:GRELSBATTLELOGS:GRELS WRITTEN BY JASON ENGLISH BASED ON THE ! BY EVAN ANHORN AND !BY DREAM POD 9 ALL RIGHTS RESERVED, USED WITH PERMISSION. "11*%*-'0 0is a supplement for

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.

Page 7: BATTLELOGS:GRELSBATTLELOGS:GRELS WRITTEN BY JASON ENGLISH BASED ON THE ! BY EVAN ANHORN AND !BY DREAM POD 9 ALL RIGHTS RESERVED, USED WITH PERMISSION. "11*%*-'0 0is a supplement for

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.

Page 8: BATTLELOGS:GRELSBATTLELOGS:GRELS WRITTEN BY JASON ENGLISH BASED ON THE ! BY EVAN ANHORN AND !BY DREAM POD 9 ALL RIGHTS RESERVED, USED WITH PERMISSION. "11*%*-'0 0is a supplement for

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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PRODUCT IDENTIFICATION:Product Identity: The D6 System; the D6 trademark, the D6 and related logos; and OpenD6 and any derivative trademarks hold designation as ProductIdentity (PI) and are properties of Purgatory Publishing Inc. The Cinema6 RPG Framework, the c6 trademark, the c6 and related logos; d6 Unleashedand any derivative trademarks; and all cover art and trade dress hold designation as Product Identity (PI) and are properties of Wicked North GamesL.L.C. d6 Magazine, and content created and all interior artwork and trade dress hold designation as Product Identity (PI) and are properties of theirrespective creators, as indicated for each piece. Use of this PI is subject to the terms set forth in the D6 System/OpenD6 System Trademark License(D6STL).

Open Game Content: All game mechanics and materials not covered under Product Identity (PI) above. Specific images are licensed under the CreativeCommons Attribution 3.0 Unported License.To view a copy of this license, visit: http://creativecommons.org/licenses/by/3.0/or send a letter to:Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA