TEXT: Marsnet Newsfeed (Cydonia): Terraforming
  Consortium engineers blamed an unexpected influx
  of cold water into the Boreal Sea for last month’s
  devastating series of windstorms which left 4 dead in
  Cydonia and Elysium. According to TC scientist
  Kasei Enriquez, anomalously cold water draining
  into the Boreal Sea from Hellas last summer disrupt-
  ed the normal current and heat-transfer pattern, cre-
  ating a pocket of warm water in the Chryse Gulf
  which spawned the storm. “We’re working to under-
  stand why the Hellas water was colder than normal,
  to make sure this doesn’t happen again,” said
  Enriquez. (Link to expanded version.)
  FROM: DocPavonis (mars.terraform.geeks):
  What the HELL is going on with the Hellas opera-
  tions? We’re getting drought conditions all through
  Cimmeria just as the new plants need rain! If the
  geniuses in charge of the ocean don’t get some water
  vapor out here, they can kiss a couple million square
  km. of plants goodbye!
  FROM: Esposito (mars.terraform.geeks): Don’t
  blame us. The ocean temp’s exactly where it should
  be for evaporation. Icecap’s a little bigger than usual
  this summer, but that shouldn’t make much differ-
  ence. Could the problem be not enough dust in the
  air to seed rainfall?
  e23.sjgames.com
  Stock #82-0007
  Version 1.0 September 28, 2004
  STEVE JACKSON GAMES
  ®
  GURPS,  Warehouse 23, and the all-seeing pyramid are registered trademarks of  Steve
  Jackson Games Incorporated. Pyramid, Grendel, e23, and the names of all products published
  by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve
  Jackson Games Incorporated, or used under license. Some art copyright © 2004
  www.clipart.com. All rights reserved. Grendel is copyright © 2004 by Steve Jackson Games
  Incorporated. 
  The scanning, uploading, and distribution of this material via the Internet or via any other
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  Written by James L. Cambias
  Edited by Scott Haring
  Illustrated by Paul Daly
  A N  e 2 3  A D V E N T U R E  
  f o r  G U R P S ® f r o m  
  S T E V E  J A C K S O N  G A M E S
  F O R  3  T O  6  P L A Y E R S
  Grendel
  
  FROM: DocPavonis (mars.terraform.geeks): You
  want dust? I’ll give you dust! Right now there’s four
  dust devils active in Cimmeria, throwing up about
  1,000 tons of dust per hour. That’s because the lichen
  which SHOULD be holding the soil in place is all
  dead. That’s because there isn’t any RAIN!
  Marsnet Newsfeed (Deimos): Engineers at the
  space mirror ring are unable to explain why the
  Hellas Sea region’s temperature data has consistent-
  ly exceeded projections for the past year by up to 3
  degrees C. “The mirrors are properly aligned,” said
  Dana Walsh, Director of Mirror Operations. “Hellas
  shouldn’t be getting any more watts per square meter
  than before. I can’t understand why the water’s read-
  ing warm.” Scientists at the Terraforming
  Consortium speculated that the region’s albedo has
  changed for some reason, and are examining records
  of cloud cover and snowfall. (Link to expanded ver-
  sion.) 
  From: JWilson@henson.sci
  To: Phoenix@analysis.mdf
  Subject: Data Anomalies
  I hate to admit this, but your sabotage theory is
  getting more plausible every day. Something is
  wrong with our data, and it’s affecting half the plan-
  et. I can’t believe any of my people are involved, but
  at this point I’m willing to consider anything. Could
  you send down some people to have a quiet look
  around and see if they can find out what’s going on?
  Grendel takes place in the Terraformed Mars set-
  ting from GURPS Mars (pp. 71-90) and uses the
  GURPS Third Edition, Revised rules. The player-
  characters are a team sent to deal with recurring acts
  of sabotage at a facility atop the ice of the new Hellas
  Sea. Sometime in the early 22nd Century, solar mir-
  rors have warmed Mars and comet impacts have
  brought additional water and volatile elements, but
  plants have not yet created a breathable atmosphere.
  The lowlands are already flooded and the landscape
  is being seeded with modified plants. Getting the air
  breathable without creating a runaway glaciation is a
  tricky project, and requires complete information
  about the state of the planet.
  The adventure is designed for 150-point charac-
  ters who are Mars Defense Force operatives. Four
  characters are included at the end of the adventure;
  players can also create their own. If this is used as
  part of an ongoing campaign, assume the existing
  PCs are called in as outside experts by the MDF.
  The Mission
  The team members get their orders to assemble at
  the Mars Defense Force base at Tyrrhenia Terra for a
  briefing and mission assignment. Like most MDF
  facilities, the base is small, well-camouflaged, and
  self-sufficient. If the characters have not adventured
  together before, they have the chance to get acquaint-
  ed over lunch before the briefing.
  The Briefing
  At 1300 hours local time, the team members meet
  with Phuong Kim, an intelligence specialist attached
  to the Mars Defense Force’s counter-terrorism analy-
  sis group.
  “Good afternoon. You’re here because the analy-
  sis group is reasonably certain we’ve discovered an
  ongoing program of sabotage against the terraform-
  ing project. The Hellas Sea is an important part of the
  planetary heat-management system; by controlling
  outflow and ice cover we can control the rate of plan-
  etary heating from the orbital mirrors. 
  “However, over the past solar year, the Hellas Sea
  management operation has started to go wrong. The
  engineers there haven’t been able to properly control
  ice formation, their data on the heat content of the sea
  is incorrect, and efforts to correct these problems
  have only made them worse.
  “I’ve been analyzing information from all the
  Hellas ocean management stations, comparing
  them with one another and baseline data from pre-
  vious years. It appears that someone has been delib-
  erately altering information from the underwater
  sensor net. The only place where that can be done is
  a facility called Henson Station. That’s where the
  sensor net data is collected and relayed to the other
  stations.
  “Now, I think the saboteurs – and the analysis
  group agrees that it’s almost certainly a Red Mars
  faction opposed to terraforming – don’t know that
  we’ve found what’s going on yet. If we can uncover
  their operation in place, catching them by surprise,
  we can learn a lot more about their organization,
  methods, and sources of support.
  “Your mission is to visit the station under cover,
  pretending to be in the area doing a routine survey
  of local assets available in the event of an invasion
  or natural disaster. Find out who’s sabotaging the
  sensor readings and how, and take them into cus-
  tody.”
  If the PCs have any questions, Kim answers
  them, providing as much information as the investi-
  gators want. He beams two sets of orders to their
  GRENDEL
  2
  
  personal computers – their real instructions, and a
  set of orders from the logistics command for the
  cover story.
  Equipment
  In addition to the standard duty equipment list-
  ed in the character descriptions at the end of the
  adventure (pp. 10-12), the investigators can requi-
  sition stuff from the Tyrrhenia base supply depot.
  There are some limits, of course. Assume each
  character is limited to $1,000 worth of gear in addi-
  tion to the basic package. Mars Defense Force
  equipment is standard TL9 stuff, limited by the
  Hard Science and Safetech options described in
  GURPS Ultra-Tech 2. Any heavy weapons or
  other items with a Legality rating of less than 3
  require permission from the base supply officer,
  and getting that permission requires good roleplay-
  ing and a logical reason for requesting the item
  from the PCs. Only one attempt per item is allowed
  – once the supply officer says no, he means it.
  Players should remember that this is primarily a
  law-enforcement and information-gathering mis-
  sion, not a tactical strike.
  Getting There
  The team can get to Henson Station either by
  driving in a rover or getting a lift aboard a military
  VTOL aircraft. If they go by rover they can keep the
  vehicle until the mission ends; the aircraft can only
  drop them off. Henson Station can’t be reached by
  normally available civilian transport, unless one is
  willing to rent a rover in the Hellas colony and drive
  there. By air it’s a quick 2-hour trip, by rover it
  takes 30 hours from Tyrrhenia or 10 hours from
  Hellas.
  Ice Station Henson 
  Ice Station Henson is located at the center of the
  Hellas Sea, near the northern edge of the permanent
  ice shelf. It is about 10 kilometers from the edge of
  the ice, and 300 kilometers from the Hellas colony
  on the western shore.
  The Station
  Henson Station is a semi-permanent base, built of
  prefabricated modules connected by passage tubes
  buried in the ice. During the winter it is completely
  buried in snow, sometimes to a depth of more than 3
  meters. In summer the top half of each module is
  exposed. The station modules are mounted on heavy
  skids, and if the ice underneath becomes unstable,
  each one is dragged by tractor to a safer location.
  The station has 9 modules: one houses the 12-per-
  son staff, one serves as a common area and galley,
  two are lab space, one is a computer and communi-
  cations center, one is a maintenance shop, one hous-
  es the powerplant and life-support systems, and two
  are storage space for provisions and equipment. The
  base is not self-sufficient, but at times the staff may
  have to wait a month or more between visits from
  supply aircraft or crawlers.
  GRENDEL
  3
  CROSSOVERS
  As noted in GURPS Mars, the
  Terraformed Mars setting can be dropped
  into other game universes with a little fid-
  dling. In the world of David Brin’s
  “Uplift” series described in GURPS
  Uplift, one important addition to this
  adventure would be sentient dolphins. The
  simplest way to adapt this adventure is to
  replace the squids with dolphins. The Red
  Mars activists are probably dupes or agents
  of one of Humanity’s alien enemies, and
  the subsurface base could be a hiding place
  for the alien masters. Brothers of the Night
  are a particularly good choice for the alien
  villains.
  In a cyberpunk setting, the whole
  adventure needs a more ambiguous tone.
  The terraforming project is being carried
  out for profit by a consortium of megacor-
  porations, and the Red Mars activists real-
  ly are sincere about preserving the planet
  and keeping it free of corporate control.
  The MDF characters are effectively com-
  pany police doing a dirty job. Can they
  find a solution that allows them to keep
  their self-respect?
  In the Traveller universe, this can be
  any small dry TL9 planet in the middle of
  a terraforming project. Replace the Red
  Mars activists with agents of some power
  that doesn’t want to see a thriving Imperial
  colony world in this particular part of
  space. If the PCs are off-planet mercenar-
  ies with high-technology gear, make sure
  to even the odds by giving the saboteurs
  their own advanced gear.
  
  The buried passage tubes also connect to a series
  of tunnels in the ice. Some of them were dug for
  extra storage space, or to take core samples. Others
  give access to the sea beneath the ice. The ice tunnels
  are lit by halogen panels and have a steel mesh floor
  to let meltwater drain off, but otherwise they are
  quite unfinished.
  Managing the Hellas Sea
  The Hellas Sea is a huge impact basin, now
  flooded to a depth of 4000 meters. Because Hellas
  is separated from the entire northern-hemisphere
  ocean drainage system, it serves as an important
  water reservoir and heat-budget regulator.
  Artificial canals connect Hellas to ancient flow
  channels in the Isidis depression, which drains into
  the main Martian ocean. By controlling the amount
  of Hellas water passing into the canals, the ter-
  raforming engineers can adjust the planet’s temper-
  ature and water balance. In addition, modified
  algae living in the waters of Hellas are helping to
  generate oxygen for a breathable Martian atmos-
  phere.
  Hellas itself requires constant management to pre-
  vent it from icing over and turning stagnant.
  Planetary engineers dust the icecap with black car-
  bon powder to help it absorb more solar heat, and
  pump water from the depths to the surface to adjust
  the sea’s heat balance. In extreme situations they use
  brute-force methods like explosives and melting with
  the orbital mirrors to break up the icecap. During
  winter, the sea freezes over (and in fact the engineers
  try to speed up the process as the ice helps insulate
  the water below), but in springtime only the northern
  half melts.
  The Computer Network 
  Henson Station is the nexus for a web of automat-
  ed monitoring devices and research robots scattered
  throughout the Hellas Sea. Devices on the icecap
  measure ice movement and snowfall, units on the
  seafloor monitor currents and water temperature,
  small mobile robot probes sample water composition
  and heat transfer, and orbiting satellites observe the
  winds and weather patterns. All that information is
  collated at Henson Station, and the staff also main-
  tains the sensing devices and installs new ones as
  needed.
  The computer that manages all this realtime data
  is a Complexity 5 Microframe, with terminals in
  every room and wireless connections to all the staff
  personal computers and the utility robots.
  The system has user logs, recording whoever
  gains access to the system. Unfortunately, they are
  blank. A successful Computer Operation skill roll
  can quickly determine that there is a small subpro-
  gram running that erases all logs every minute.
  The Staff
  Henson Station is designed for 12 people, but cur-
  rently two of them are away on leave. The remaining
  10 are:
  Dr. Juan Wilson, the station director. Wilson is a
  43-year-old climatologist, who has been part of the
  Mars Terraforming project for the last nine years.
  Before that he was on Earth, doing climate-engineer-
  ing research. According to available records, Wilson
  is a good scientist, competes in long-distance cross-
  country bike races on Earth and Mars, and is consid-
  ered a good security risk by the Terraforming
  Consortium’s internal security department. He is not
  currently in any romantic relationships, but has an
  ex-wife and three children back on Earth. Dr. Wilson
  is the only staff member (other than the culprit, of
  course) who is even aware the project is being sabo-
  taged.
  Dr. Vladimir Esposito, climate researcher.
  Esposito is 70 years old, born on Mars in one of the
  original settlements. His doctorate was awarded by a
  college he helped establish, long after he was widely
  recognized across the Solar System as an expert on
  planetary climate modeling and manipulation.
  Henson Station is a semi-retirement position for
  Esposito; he draws no salary and pays his own
  expenses just to keep his hand in.
  Dr. Yuki Kirishima, oceanographer. Kirishima is
  36 years old, born on Earth. She came to Mars at age
  19 and since then has studied the development of the
  planet’s oceans. Kirishima is probably the most vocal
  advocate of terraforming, and treats any expression
  of doubt or regret as “proof” of Red Mars sympa-
  thies.
  Anais Saint-Cyr, biologist. Saint-Cyr is 32 years
  old, an ecologist by training who is fairly proud of
  the fact that she has no academic status. All her
  knowledge was acquired on the job for the
  Terraforming Consortium. She is Martian by birth,
  but considers herself to be a patriotic Frenchwoman.
  Saint-Cyr has been at Henson Station for only a year
  and is bored out of her mind. She alleviates matters
  by playing practical jokes on her colleagues, provok-
  ing arguments, and inventing insulting nicknames for
  people. She will be very curious about any visitors,
  GRENDEL
  4
  
  but will also try to play jokes on them and take out-
  rageous positions to provoke a dispute.
  Parvati Souza, research assistant. Souza is 22
  years old, just graduated from college and working
  toward a graduate degree under the supervision of
  Dr. Esposito. Unfortunately, she is in grave danger of
  destroying her career because of the obsessive love
  affair with Douglas Ybarra which has been going on
  for six months now.
  Ares Jones, research assistant. Jones is 23 years
  old, educated at home by his radical parents, now
  studying ocean chemistry with Dr. Kirishima. He is
  Martian-born, from a tiny separatist colony in
  Elysium. His parents are famous Red activists,
  opposed to terraforming, interplanetary corpora-
  tions, the current Mars government, and a good
  many other things. Jones is sick of all that, and is
  chiefly interested in making a lot of money and
  meeting a lot of attractive women. He is working at
  Henson because he figures the Terraforming
  Consortium is a great way to turn his weird but
  extensive home education into a high-paying job.
  Jones has already had affairs with Knudsen,
  Kirishima, and Saint-Cyr, and will spend as much
  time as possible with any female members of the
  investigating team.
  Miranda Knudsen, the general services techni-
  cian. Knudsen is 31 years old, born on Earth but a
  resident of Mars since age 11. She grew up at a
  remote mining camp near the Argyre basin and had
  no formal education at all, but is a self-taught expert
  on just about all kinds of mechanical and electronic
  systems. Her chief flaw is that she assumes everyone
  understands things as easily as she does, so her
  repairs and modifications are not documented or
  labeled.  
  Karl Rotmann, the life support technician.
  Rotmann is 26 years old, a native-born Martian
  from Eos. His dossier indicates that Rotmann has
  been working at Henson Station for three years. He
  graduated from Tharsis Regional College with a
  degree in Complex Systems Theory five years ago.
  (If asked about what he was doing in the “missing”
  two years, Rotmann shrugs and says he was “just
  bumming around.” Actually he was being recruited
  and trained by a faction of the Red Mars move-
  ment.)
  Douglas Ybarra, the information services techni-
  cian.Ybarra is 28 years old, a Martian from Cydonia.
  He has a degree in programming from Chryse
  Technical School, and four years of experience
  working for the Terraforming Consortium. He has
  been at Henson only a year now. Ybarra doesn’t want
  to admit that he relies heavily on help from Karl
  Rotmann to keep the information systems running –
  partly because Rotmann obviously understands them
  better than he does, but mostly because it gives
  Ybarra more free time to spend in his quarters with
  Parvati Souza.
  Yu Sung, supply manager and chef. Yu is 37 years
  old, and emigrated from Earth 12 years ago. He is a
  mild Red Mars supporter, from what is known as the
  “Brown” faction which accepts limited terraforming.
  He isn’t very fervent about this but makes no secret
  of it either. Yu works closely with Karl Rotmann in
  the performance of his duties, and has noticed that
  Rotmann spends more time doing Ybarra’s work
  than he does at his own.
  The two staffers currently away from the station
  are Martina Halaby, a research assistant working
  with Dr. Wilson who has taken medical leave after
  falling into a crevasse and breaking eight bones;
  and Bernard Kerr, an ecology research assistant
  who was working with Ms. Saint-Cyr until he
  resigned and left to get a job running a hydroponic
  farm on Deimos. Ms. Halaby is still getting back
  on her feet, but plans to return to Henson and com-
  plete her studies in oceanic engineering. Kerr
  wants to stay as far away from Ms. Saint-Cyr,
  Henson Station, and ecologists as he can. Neither
  one has any record of involvement in Red Mars
  causes, nor do they know anything about the sabo-
  tage.
  The Mystery 
  The mystery the heroes must solve is simple. Who
  has been sabotaging the ocean-management pro-
  gram? But solving it isn’t simple at all.
  Incidents
  It requires an exhaustive study of the station’s
  data files to even discover when and how the pro-
  gram has been sabotaged. A successful Computer
  Operation roll at a penalty of –4 is needed. On a suc-
  cessful roll the investigator can discover some alter-
  ations to the stored data made after the fact.
  Apparently the saboteur altered files about once a
  month during the past Martian year. A critical suc-
  cess on Computer Operation lets the user find the
  original un-altered data stored in a backup cache. An
  oceanographer (like Dr. Wilson) with the opportuni-
  GRENDEL
  5
  
  ty to compare the original data with the altered files
  can conclude that the saboteur is systematically
  biasing the data to make the Hellas Sea seem
  warmer than it really is. Terraformers using the
  bogus data could end up under-heating the region,
  which would throw off the whole terraforming pro-
  gram for years.
  There were also some instances of physical sabo-
  tage, especially to the robot drone probes used for
  undersea monitoring. Three of the station’s four
  drones were damaged by someone who bashed their
  propellers with a hammer. The damage didn’t make
  the probes unusuable, and they still remain in serv-
  ice, but it does make them slow and noisy underwa-
  ter. Any military personnel making an IQ roll will
  realize this makes them easier to detect and avoid.
  Clues
  Solving the mystery will require some real detec-
  tive work on the part of the players as well as their
  characters. How can they determine that Karl
  Rotmann is the culprit?
  The computer system is where Rotmann has been
  doing most of his damage. It shouldn’t be hard for
  the investigators to realize that the saboteur must be
  a skilled programmer. The best computer program-
  mers at Henson are Ms. Saint-Cyr, Rotmann, and
  Ybarra. Rotmann tries to downplay his skill, claim-
  ing that his degree is all theory with little practical
  application. But once the team discovers that he’s
  been doing most of Ybarra’s work for him, that
  explanation won’t hold up.
  Another avenue to explore is background. Most of
  the older personnel have long records of solid work
  for the terraforming program; it’s unlikely that any of
  them could be deep-cover moles. That leaves the
  younger staff members: Souza, Jones, Rotmann, and
  Ybarra. None of them has much history, and Jones is
  known to be from a family of fairly hard-core Red
  Mars supporters. 
  Interviews with suspects can narrow the field,
  although the investigators must tread carefully to
  avoid revealing their mission. Detect Lies or
  Psychology skill rolls can help determine if the sus-
  pects are telling the truth, but Rotmann is a good
  actor.
  Red Menace
  Karl Rotmann isn’t going to just sit back and let
  the MDF team expose him. Once he figures out that
  the visitors are investigating the sabotage he’s been
  doing, Karl will fight back. His control of the sta-
  tion’s computer network includes all the override
  controls for the utility robots that do a lot of the
  maintenance work at Henson Station. This gives him
  a weapon to use.
  At an appropriate time during the investigation,
  one of the PCs gets a message just after dinner, rout-
  ed untraceably through the station communications
  network. It says “I know who’s behind it all. Meet
  me in the storage tunnel under Hab Four at midnight.
  Tell no one.”
  Assuming one or more PCs accept the invitation,
  the tunnel is empty at midnight except for a couple of
  GRENDEL
  6
  RED HERRINGS
  To complicate the mystery, there are
  several false avenues and bogus clues to
  lead the investigators astray.
  Reds Under The Bed
  Two staffers have known Red Mars
  connections. Ares Jones’s parents are
  famous activists, and Yu Sung is a moder-
  ate Red supporter. Both naturally deny any
  connection with the sabotage, but if
  Rotmann becomes aware he is under
  investigation, he will try to deflect atten-
  tion onto them.
  The Joker
  Anais Saint-Cyr loves practical jokes
  and provoking people. If the visitors seem
  paranoid about Red Mars activists, she’s
  likely to start spouting extreme Red posi-
  tions just to get a reaction. Anyone who
  genuinely annoys her can also expect
  revenge in the form of itching powder in
  the suit liner or marker dye in the soap. As
  long as her jokes are funny the other staff
  won’t expose her, which can add to the
  PCs’ paranoia.
  The Lovers
  Ybarra and Souza are hiding (very
  unsuccessfully) a passionate love affair.
  Both disappear frequently and are vague
  about what they were doing. Most of the
  other staff won’t embarass them by gos-
  siping, except Saint-Cyr, who might make
  up some outrageous story.
  
  maintenance ‘bots testing a power conduit. Once the
  investigators reach the rendezvous point, two more
  robots crawl out of a side corridor, and all four
  attack!
  The robots’ tactics depend on how many PCs are
  present. If the whole team shows up, the robots will
  try to kill them. They are smart enough to know what
  guns are, and so will attack anyone obviously armed
  first. 
  If there are only one or two PCs at the rendezvous,
  the goal of the robots is to capture them, stuff them
  into rescue bags with life-support packs, and drop
  them into the ocean where the Red Mars fighters can
  pick them up. The captives will be interrogated using
  truth drugs and imprisoned in the undersea base.
  Rotmann will send another message warning the
  MDF to call off the investigation or the hostages will
  die.
  TL9 Utility Robot
  These robots have a cost of 71 points, including
  the 36-point Model Cost (the actual point value is
  much higher, but they get the divisor for being obvi-
  ously mechanical robots). They normally are pro-
  grammed with a restrictive program making it
  impossible for them to harm any human or human-
  shaped thing (equivalent to Pacifism), but Karl has
  removed that as part of his plan. Their
  Reprogrammable Duty normally makes the station
  director their “primary master” followed by Doug
  Ybarra, Miranda Knudsen, and then the rest of the
  staff in order of seniority. Karl has edited that to put
  himself at the top of the list. 
  This kind of robot is very common on Mars and
  Earth, and most humans require an IQ roll to even
  notice when one is in the room. Each one resembles
  a king crab, scuttling quietly on four legs and using
  two arms for work. They stand about three feet tall.
  In combat they are unskilled, punching using a
  DX roll, but they can use All-Out Attack to improve
  their chance of hitting. Damage is 2d-3 with the
  heavy left arm, 1d-4 with the right. They can also
  attack using their cutting torches, with a base skill of
  6, doing 1d cutting damage with a range of 3 yards,
  half that to 15 yards. The torches have enough fuel
  for 5 minutes of operation. Note that the suction pads
  on their feet let the robots operate on walls and ceil-
  ings. Dodge score is 5.
  Brain: TL9 Standard brain, with the Neural Net
  option (20 lbs, .4 cf, $15,000, Complexity 4, 70
  points).
  Sensors: TL9 Basic package, with Infrared
  Vision, One Eye, No Sense of Taste/Smell, Smoke
  Detector, Codereader, and Radiation Detector
  options (1.2 lbs., 0.024 cf, $3,350, -5 points).
  Communicators:
  TL9 Basic package with
  Disturbing Voice and Infrared Comm options (0.75
  lbs, 0.015 cf, $250, 10 points).
  Arm Motors: One ST 10 Cheap arm motor (3 lbs,
  0.06 cf, $1,500). One ST 20 arm motor with Bad
  Grip (3 lbs, 0.06 cf, $3,000, -10 points).
  Propulsion: TL9 200-watt Leg drivetrain, 4 legs
  (8 lbs, 0.16 cf, $400).
  Accessories: Integral Mechanical Tools (10 lbs,
  0.2 cf, $200, 5 points), Cutting Torch (6 lbs, 0.12 cf,
  $20, 1 point), Mini-Fire Extinguisher (0.25 lbs, 0.01
  GRENDEL
  7
  If the investigators are having a hard time
  figuring out that Rotmann is the guilty party,
  here are some ways to help them along:
  Ares Jones’s parents are well connected in
  the Red Mars movement; a detailed investi-
  gation of him might turn up evidence linking
  Karl Rotmann to the movement – such as an
  old video showing Karl at a Red Mars rally
  before he went undercover.
  Karl might panic, especially if the robots
  fail to stop the PCs, and flee the station.
  Karl might have a change of heart, espe-
  cially if one of his fellow Henson staffers is
  endangered during the robot attack, and con-
  fess what he’s been up to.
  A witness might come forward if the
  attack becomes common knowledge, some-
  one who has been keeping silent until now.
  Possible witnesses include Ms. Saint-Cyr
  (waiting to let the investigators make fools of
  themselves), Doug Ybarra (quiet because he
  didn’t want to endanger his cushy arrange-
  ment to let Karl do his work), or Yu Sung
  (reluctant to expose a fellow Red Mars
  activist, especially since it might throw suspi-
  cion on himself).
  Press Help
  
  cf, $5, 1 point), Inertial Compass (0.5 lbs, 0.01 cf,
  $125, 5 points).
  Power System: TL9 500-watt Fuel Cell (5 lbs, 0.1
  cf, $500, 20 points). TL8 Self-Sealing tank with 0.18
  gallon of hydrox fuel (1.08 lbs, 0.027 cf, $8).
  Endurance 24 hours at full output.
  Subassemblies: Body, two arms, four legs.
  Body Design: Houses brain, sensors, communica-
  tors, inertial compass, fuel cell, and fuel tank,
  totalling 0.576 cf, plus 0.024 cf empty space for a
  total volume of 0.6 cf.
  Arm Design: The right arm holds the ST 10 motor,
  the cutting torch, the mini-fire extinguisher, and 0.11
  cf of empty space for a total volume of 0.3 cf. The
  left arm holds the ST 20 motor, the mechanical tools,
  and 0.04 cf of empty space for a total volume of 0.3
  cf.
  Leg Design: Each leg holds part of the drivetrain
  and .06 cf of empty space for a total volume of 0.1 cf.
  Area: Body 5, each arm 3, each leg 1.5, for a total
  surface of 17 sf.
  Structure: TL9 medium structure, 51 lbs, $1,700.
  Hit Points: Body 8, arms 9 each, legs 2 each.
  Armor: DR3 ablative armor, PD 2 (1.02 lbs, $8,
  10 points).
  Surface Features: Sealed ($170), Suction Pads
  ($600).
  Statistics: Weight 110.8 lbs (0.0554 tons), volume
  1.6 cf, cost $26,836. Body ST 11, right arm ST 10,
  left arm ST 20 (70 points), DX 10, IQ 8 (-15 points),
  HT 12/8 (0 points). Ground speed 11.4 (25 points).
  Cannot float (-5 points). Legality 6. Point cost: 182
  points. Model point cost: 36.
  Advantages: Absolute Timing, Eidetic Memory 2,
  Lightning Calculator, and Mathematical Ability
  (from computer brain); Ambidexterity [10], Literacy
  [0].
  Disadvantages: Reprogrammable Duty, No Sense
  of Humor (from computer brain).
  Skills: Area Knowledge-12 (Henson Station) [2],
  Chemistry-7 [1/2], Climbing-9 [1], Computer
  Operation/TL9-12 
  [2], 
  Computer
  Programming/TL9-8 [1], Electronic Operation/TL9-
  9 (Comm.) [1], Electronic Operation/TL9-11
  (Sensors) [2], Electronics/TL9-10 (Sensors) [2],
  Engineer/TL9-10 (Electrical) [2], Jumping-11 [2],
  Mechanic/TL9-11 (Fuel cell/electric motors) [2],
  Mechanic/TL9-11 (Robotics) [2], Meteorology/TL9-
  8 [1/2], Scrounging-9 [1], Stealth-10 [2]
  Languages: Martian English (preprogrammed),
  Chinese-7 [1/2], French-8 [1/2], Japanese-7 [1/2],
  Spanish-8 [1/2].
  Utility Programs: Data Recovery, Datalink,
  Janitorial, Repair (self), Voiceprint Recognition.
  Under Martian
  Seas
  If the PCs can successfully interrogate Rotmann,
  or if they can break into his personal computer files
  (roll a Quick Contest of skills between the intruder’s
  Computer Hacking skill and Rotmann’s Computer
  Programming), they make a startling discovery.
  Rotmann hasn’t been working alone. The Red Mars
  terrorists have a hidden base on the bottom of the
  Hellas Sea, not far from Henson Station. One of the
  reasons for sabotaging the ocean management pro-
  gram was to keep the base from being discovered by
  the monitoring devices. Apparently the base is home
  to a really big, terribly secret Red Mars operation.
  Rotmann doesn’t know what the project is, but he
  does know that it is probably the most important
  thing in the whole movement.
  Finding the Base
  Rotmann doesn’t have coordinates for the base.
  The few times he has visited the installation, he sim-
  ply rendezvoused with a Red Mars minisub, and he
  never paid much attention to which way they were
  going. 
  There are several ways to locate the hidden base.
  If the sensor network is free of Rotmann’s interfer-
  ence, the player characters can use it to find the base.
  The base has to have a power source, which means it
  must be giving off waste heat. Homing in on any
  small source of warmer-than-usual water could
  reveal the base. 
  Another possibility is to use the underwater
  probes to search for the base. There are half a dozen
  probes, and each one can search a swath 200 meters
  wide. At a cruising speed of 10 kilometers per hour,
  the probes can search 12 square kilometers in an
  hour. The Hellas Sea has an area of 2.4 million
  square kilometers, so a complete search would take
  about 10 Martian years!. However, if the investiga-
  tors concentrate on the region around Henson
  Station, it takes only 50 hours to find the Red Mars
  base. 
  GRENDEL
  8
  
  A Few Good Squids
  If the heroes contact MDF headquarters, the strat-
  egy specialists agree that the team should take imme-
  diate action against the Red Mars base. The longer
  the delay, the greater the risk that the terrorists will
  realize something is up and either prepare defenses
  or flee. The MDF can send a VTOL flyer loaded with
  equipment and a squad of 6 extra troops for the job.
  The troops are underwater specialists: genetically-
  engineered squids with human-level intelligence.
  They are described in detail in the characters section
  below. The leader of the squid squad is Sergeant
  Nozomi. If the PCs are still badly wounded from the
  fight with the robots, the GM may assign players
  squid troopers to run in the seafloor operation.
  The equipment consists of a load of weapons and
  armor for the player-characters: suits of TL9 Infantry
  Combat Armor (see p. UT74), Micro-Torpedo
  Launchers (see below), and Gyroc carbines loaded
  with APEX and Chem rounds filled with Riot Gas
  (see p. UTII 69). The shipment also includes drugs to
  help the human troops resist the effects of high pres-
  sure at the bottom of the sea (the squid troops are nat-
  urally immune). Any gear the PCs have requested is
  included in this cargo, assuming MDF’s allocation
  specialists approved.
  Red Harvest
  Attacking the seafloor base successfully depends
  a lot on how quiet the troops are and whether
  Rotmann has been able to get a message off to his
  terrorist friends. If the Reds have more than a day’s
  warning, all the PCs discover at the bottom of the sea
  is an abandoned habitat (if the GM wants to liven
  things up, the Reds may have booby-trapped it
  before they left, to give the PCs the opportunity for
  some life-or-death bomb defusing).
  If the Reds don’t know the MDF are coming, it
  requires a Contest of Skills between the attacker with
  the worst Stealth skill and the Red habitat’s automat-
  ed sonar system, which has an effective hearing
  Perception of 16. Use the range modifiers on p. B201
  to modify the sensor roll, checking as soon as the
  penalty gets below -12, and at each range increment
  thereafter until detection.
  The undersea habitat is a simple pressurized dome
  made of tough monocrys fabric (DR 20). The Reds
  come and go aboard a minisub, but it isn’t armed and
  can’t really play much of a role in the adventure. 
  The habitat holds nine Red Mars terrorists, from
  the ultra-radical “Infrared” wing. Their purpose
  (which they haven’t revealed to Rotmann) is to
  release a combination of deadly artificial prion dis-
  eases into the Martian oceans, wiping out all life in
  the water and possibly making the planet uninhabit-
  able by humans for good. 
  The Reds have some surplus military wetsuits
  with integral monocrys armor (PD2 DR8), and half
  of them have old TL8 Combat Infantry Dress armor
  to wear within the habitat if it is attacked. They are
  armed with surplus CLAWs and a couple of caseless
  GRENDEL
  9
  THE BIOWEAPON
  The bioweapon is a suite of artificial
  prion diseases, designed to affect humans
  and all the organisms in the Martian
  oceans, especially the plants and algae that
  will transform Mars’s atmosphere to oxy-
  gen. Prions are an even simpler pathogen
  than viruses, and even TL9 medicine has a
  hard time stopping them. Humans exposed
  to the prion suite must make a HT-3 roll to
  resist infection. If infected, the victim must
  make a HT roll each month or lose 1 from
  each attribute. The lost points do not heal
  back. When HT reaches 0 the patient dies.
  Medical care can slow or stop the disease.
  Each month the patient’s attending physi-
  cian can make a Physician skill roll at a
  penalty of -3. On a successful roll the char-
  acter loses no attribute points that month.
  On a critical success the doctors have
  found a way to trigger the patient’s
  immune system to fight the disease.
  Thereafter the patient makes a HT roll
  once per week, and after two successful
  rolls in a row he is cured. Attribute levels
  lost to the disease cannot be recovered.
  The Reds did not create all the prion
  strains in the bioweapon. Some are natural
  diseases from Earth, and some were
  acquired from illegal “black” bioweapon
  labs or hostile governments. Getting the
  source information hidden in the seafloor
  base will allow the MDF and authorities
  on Earth to uncover a whole network of
  smugglers and suppliers, including some
  corporations and governments on Earth
  that are trying to stop the terraforming pro-
  gram.
  
  Battle Rifles (see p. UTII 49). Note that range for
  firearms is divided by 20 underwater. They also have
  their bioweapon. If it appears that they have lost the
  fight but one Red is still alive in the habitat, he (or
  she) will try to trigger the weapon.
  Characters
  and NPCs
  MDF Intelligence Specialist
  150 Points
  Intelligence specialists are the information war-
  riors of the Mars Defense Force. They analyze
  enemy intentions and capabilities, attempt to pene-
  trate deceptions, and try to keep knowledge of the
  MDF’s forces out of enemy hands. On the battlefield
  they are eager to take prisoners, clever about using
  deception, and skilled at getting people to give up
  without a fight. If that doesn’t work, they are trained
  soldiers with weapons.
  Standard MDF duty uniform is a Skinsuit vacc
  suit combined with TL9 Light Monocrys body armor
  suit (PD 2, DR 8) and a TL9 Infantry Combat Helmet
  (see p. UT75); normally the suit life-support unit is
  not worn. Standard sidearm is a Gyroc launch pistol
  loaded with SLAP and APEX ammo. Troops in the
  field are issued an emergency medkit. Intel special-
  ists normally carry a personal computer.
  Attributes: ST 11 [10], DX 12 [20], IQ 12 [20], HT
  12 [20], Move 6.
  Advantages: Charisma +1 [5], Danger Sense [15],
  Military Rank 2 [10], Strong Will +1 [4], Versatile
  [5].
  Disadvantages: Curious [-5], Duty (to MDF) [-15].
  Skills: Armoury/TL9 (Gyrocs) (M/A) IQ-1 [1]-11,
  Computer Operation/TL9 (M/E) IQ+2 [4]-14,
  Demolition/TL9 (M/A) IQ-1 [1]-11, Diplomacy
  (M/H) IQ [4]-12, Driving/TL9 (Mars Rover)
  (P/A) DX [2]-12, Electronics/TL9 (communica-
  tions) 
  (M/H) 
  IQ-1 
  [2]-11, 
  Electronics
  Operation/TL9 (comm.) (M/A) IQ+2 [6]-14, First
  Aid/TL9 (M/E) IQ [1]-12, Forensics/TL9 (M/H)
  IQ [4]-12, Forward Observer/TL9 (M/A) IQ-1
  [1]-11, Free Fall (P/A) DX-1 [1]-11, Gunner/TL9
  (Infantry Missile Launcher) (P/A) DX+2 [2]-14*,
  Guns/TL9 (Gyrocs) (P/E) DX+4 [4]-16*,
  Intelligence Analysis/TL9 (M/H) IQ+2 [8]-14,
  Knife (P/E) DX [1]-14, Navigation/TL9 (M/H) IQ
  [4]-12, NBC Warfare/TL9 (M/A) IQ-1 [1]-11,
  Research (M/A) IQ+2 [6]-14, Survival (Martian
  Surface) (M/A) IQ [2]-12, Vacc Suit/TL9 (M/A)
  IQ+2 [6]-14.
  *includes the +2 bonus from IQ.
  MDF Counterterrorist Specialist
  150 Points
  The MDF’s counterterrorist operatives are as
  much detectives as soldiers, and get extensive train-
  ing in police techniques as well as combat (although
  they probably see more actual fighting than most
  other troops in the service). They are more used to
  solo operations than other MDF personnel.
  Standard MDF duty uniform is a Skinsuit vacc
  suit combined with TL9 Light Monocrys body armor
  suit (PD 2, DR 8) and a TL9 Infantry Combat Helmet
  (see p. UT75); normally the suit life-support unit is
  not worn. Standard sidearm is a Gyroc launch pistol
  loaded with SLAP and APEX ammo. Troops in the
  field are issued an emergency medkit.
  Attributes: ST 10 [0], DX 12 [20], IQ 12 [20], HT 12
  [20], Move 6.
  Advantages: Combat Reflexes [15], Fearlessness +2
  [4], Fit [5], Military Rank 2 [10].
  Disadvantages: Duty (to MDF) [-15], Stubbornness
  [-5].
  Skills: Armoury/TL9 (Gyrocs) (M/A) IQ-1 [1]-11,
  Computer Operation/TL9 (M/E) IQ [1]-12,
  Demolition/TL9 (M/A) IQ-1 [1]-11, Detect Lies
  (M/H) IQ [4]-12, Diplomacy (M/H) IQ [4]-12,
  Driving/TL9 (Mars Rover) (P/A) DX [2]-12,
  Electronics/TL9 (communications) (M/H) IQ-1
  [2]-11, Electronics Operation/TL9 (comm.)
  (M/A) IQ [2]-12, First Aid/TL9 (M/E) IQ [1]-12,
  Forensics/TL9 (M/H) IQ [4]-12, Forward
  Observer/TL9 (M/A) IQ-1 [1]-11, Free Fall (P/A)
  DX-1 [1]-11, Gunner/TL9 (Infantry Missile
  Launcher) (P/A) DX+2 [2]-14*, Guns/TL9
  (Gyrocs) (P/E) DX+4 [4]-16*, Interrogation
  (M/A) IQ+2 [6]-14, Judo (P/H) DX+2 [16]-14,
  Knife (P/E) DX+2 [4]-14, Law (M/H) IQ [4]-12,
  Navigation/TL9 
  (M/H) 
  IQ 
  [4]-12, 
  NBC
  Warfare/TL9 (M/A) IQ-1 [1]-11, Research (M/A)
  IQ-1 [1]-11, Stealth (P/A) DX [2]-12, Survival
  (Martian Surface) (M/A) IQ [2]-12, Vacc
  Suit/TL9 (M/A) IQ+2 [6]-14.
  *includes the +2 bonus from IQ.
  MDF Ranger
  150 Points
  The rangers are the Mars Defense Force’s elite
  commandos, expert in operations on the surface. In
  GRENDEL
  10
  
  peacetime they often do search and rescue missions,
  but in war their job is to stay hidden and make life
  difficult for the enemy. They have a reputation as the
  most “gung-ho” of the Mars Defense Force’s person-
  nel. Standard MDF duty uniform is a Skinsuit vacc
  suit combined with TL9 Light Monocrys body armor
  suit (PD 2, DR 8) and a TL9 Infantry Combat Helmet
  (see p. UT75); normally the suit life-support unit is
  not worn. Standard sidearm is a Gyroc launch pistol
  loaded with SLAP and APEX ammo. Troops in the
  field are issued an emergency medkit, and rangers
  are never seen without a combat knife.
  Attributes: ST 12 [20], DX 12 [20], IQ 12 [20], HT
  12 [20], Move 6.
  Advantages: Combat Reflexes [15], Fearlessness +1
  [2], Fit [5], Military Rank 2 [10].
  Disadvantages: Extremely Hazardous Duty (to
  MDF) [-20], Workaholic [-5].
  Skills: Armoury/TL9 (Gyrocs) (M/A) IQ [2]-11,
  Camouflage (M/E) IQ+2 [4]-14, Computer
  Operation/TL9 (M/E) IQ [1]-12, Demolition/TL9
  (M/A) IQ [2]-12, Driving/TL9 (Mars Rover)
  (P/A) DX [2]-12, Electronics/TL9 (communica-
  tions) 
  (M/H) 
  IQ-2 
  [1]-10, 
  Electronics
  Operation/TL9 (comm.) (M/A) IQ [2]-12, First
  Aid/TL9 (M/E) IQ [1]-12, Forward Observer/TL9
  (M/A) IQ+2 [6]-14, Free Fall (P/A) DX [2]-12,
  Gunner/TL9 (Infantry Missile Launcher) (P/A)
  DX+2 [2]-14*, Guns/TL9 (Gyrocs) (P/E) DX+4
  [4]-16*, Judo (P/H) DX [4]-12, Knife (P/E) DX+2
  [4]-14, Navigation/TL9 (M/H) IQ [4]-12, NBC
  Warfare/TL9 (M/A) IQ [2]-12, Stealth (P/A)
  DX+2 [8]-14, Survival (Martian Surface) (M/A)
  IQ [2]-12, Tactics (M/H) IQ [4]-12, Vacc Suit/TL9
  (M/A) IQ+2 [6]-14.
  *includes the +2 bonus from IQ.
  MDF Technical Specialist
  150 Points
  Technical specialists keep the MDF running. Out
  of combat they maintain weapons and vehicles, build
  fortifications, man listening posts, and develop new
  weapon systems and countermeasures. In the field
  they do all the same things but with people shooting
  at them. Sometimes they shoot back – when the job
  at hand is done.
  Standard MDF duty uniform is a Skinsuit vacc
  suit combined with TL9 Light Monocrys body armor
  suit (PD 2, DR 8) and a TL9 Infantry Combat Helmet
  (see p. UT75); normally the suit life-support unit is
  not worn. Standard sidearm is a Gyroc launch pistol
  loaded with SLAP and APEX ammo. Troops in the
  field are issued an emergency medkit. Technicians
  also carry a mini-toolkit (see p. UT16).
  Attributes: ST 11 [10], DX 12 [20], IQ 12 [20], HT
  12 [20], Move 6.
  Advantages: Lightning Calculator [5], Manual
  Dexterity +2 [6], Military Rank 2 [10], Versatile
  [5].
  Disadvantages: Duty (to MDF) [-15], Workhaholic
  [-5].
  Skills: Armoury/TL9 (Gyrocs) (M/A) IQ [2]-12,
  Chemistry/TL9 (M/H) IQ [4]-12, Computer
  Operation/TL9 (M/E) IQ+2 [4]-14, Computer
  Programming/TL9 
  (M/H) 
  IQ+1 
  [6]-13,
  Demolition/TL9 
  (M/A) 
  IQ+2 
  [6]-14,
  Driving/TL9 (Mars Rover) (P/A) DX [2]-12,
  Electronics/TL9 (communications) (M/H) IQ [4]-
  12, Electronics Operation/TL9 (comm.) (M/A)
  IQ+2 [6]-14, First Aid/TL9 (M/E) IQ [1]-12, Free
  Fall (P/A) DX-1 [1]-11, Gunner/TL9 (Infantry
  Missile Launcher) (P/A) DX+2 [2]-14*,
  Guns/TL9 (Gyrocs) (P/E) DX+4 [4]-16*, Knife
  (P/E) DX+2 [4]-14, Mechanic/TL9 (electric
  motors) (M/A) IQ+3 [8]-15, Navigation/TL9
  (M/H) IQ [4]-12, NBC Warfare/TL9 (M/A) IQ
  [2]-12, Research (M/A) IQ [2]-12, Scrounging
  (M/E) IQ+2 [4]-14, Survival (Martian Surface)
  (M/A) IQ [2]-12, Vacc Suit/TL9 (M/A) IQ+2 [6]-
  14.
  *includes the +2 bonus from IQ.
  Ocean Management Scientists
  80 points
  This is a kind of “default” staff member at Henson
  Station. Each of them has in addition a personal spe-
  cialty at skill level 14, based on their position at the
  station.
  Attributes: ST 10 [0], DX 12 [20], IQ 12 [20], HT 11
  [10], Move 5.
  Advantages: Versatile [5].
  Disadvantages: Curious [-5], Workhaholic [-5].
  Skills: Biochemistry/TL9 (M/VH) IQ [6]-12,
  Chemistry/TL9 (M/H) IQ [4]-12, Computer
  Operation/TL9 (M/E) IQ [1]-12, Driving/TL9
  (Mars Rover) (P/A) DX+1 [4]-13, Electronics
  Operation/TL9 (sensors) (M/A) IQ [2]-12, First
  Aid/TL9 (M/E) IQ [1]-12, Geology/TL9 (M/H)
  IQ [4]-12, Navigation/TL9 (M/H) IQ-1 [2]-11,
  Planetology (Mars) (M/A) IQ [2]-12, Research
  (M/A) IQ [2]-12, Vacc Suit/TL9 (M/A) IQ+2 [6]-
  14.
  Languages: English-12 (native), Chinese-11 [1].
  GRENDEL
  11
  
  Karl Rotmann
  (150 points)
  Attributes: ST 10 [0], DX 12 [20], IQ 12 [20], HT 12
  [20], Move 6.
  Advantages: Combat Reflexes [15], Strong Will +2
  [8], Versatile [5].
  Disadvantages: Post-Combat Shakes [-5], Secret
  (Red Mars mole) [-20], Sense of Duty (Red Mars
  colleagues) [-5].
  Quirks: Prefers being alone [-1].
  Skills: Acting (M/A) IQ+2 [6]-14, Area Knowledge
  (Henson Station) (M/E) IQ+2 [2]-13, Armoury
  (small arms) (M/A) IQ [2]-12, Biochemistry/TL9
  (M/VH) IQ [6]-12, Brawling (P/E) DX+3 [8]-15,
  Chemistry/TL9 (M/H) IQ [4]-12, Computer
  Operation/TL9 (M/E) IQ+2 [4]-14, Computer
  Programming/TL9 
  (M/H) 
  IQ+2 
  [8]-14,
  Demolition/TL (M/A) IQ [2]-12, Driving/TL9
  (Mars Rover) (P/A) DX+1 [4]-13, Electronics
  Operation/TL9 (sensors) (M/A) IQ [2]-12, First
  Aid/TL9 (M/E) IQ [1]-12, Forgery/TL9 (M/H)
  IQ+2 [8]-14, Geology/TL9 (M/H) IQ [4]-12,
  Guns/TL9 (Gyroc) (P/E) DX+4 [2]-16*, Knife
  (P/E) DX+2 [4]-14, Navigation/TL9 (M/H) IQ-1
  [2]-11, NBC Warfare/TL9 (M/A) IQ [2]-12,
  Piloting/TL9 (human-powered aircraft) (P/A)
  DX-1 [1]-11, Planetology (Mars) (M/A) IQ [2]-
  12, Research (M/A) IQ [2]-12, Stealth (P/A)
  DX+2 [8]-14, Vacc Suit/TL9 (M/A) IQ+2 [6]-14.
  *Includes +2 bonus from IQ.
  Languages: English-12 (native), Chinese-11 [1],
  German-12 [2]. 
  Red Mars Terrorists
  100 points
  The Red Mars terrorists are determined to keep
  humans from “destroying” Mars by terraforming it.
  The nine Reds in the undersea habitat are all wanted
  criminals and are perfectly willing to fight to the
  death. Three of them have additional science skills at
  level 14 (Genetics, Biochemistry, and Ecology),
  which they are using in the preparation of the
  bioweapon.
  Attributes: ST 10 [0], DX 12 [20], IQ 10 [20], HT 11
  [10], Move 5.75
  Advantages: Daredevil [15], Strong Will +2 [8].
  Disadvantages: Fanaticism (protecting Mars from
  humans) [-20].
  Skills: Armoury (small arms) (M/A) IQ [2]-10,
  Brawling 
  (P/E) 
  DX 
  [1]-12, 
  Computer
  Operation/TL9 (M/E) IQ [1]-10, Demolition/TL
  (M/A) IQ+2 [6]-12, Driving/TL9 (Mars Rover)
  (P/A) DX [2]-13, Electronics Operation/TL9 (sen-
  sors) (M/A) IQ [2]-10, First Aid/TL9 (M/E) IQ
  [1]-10, Guns/TL9 (SMG) (P/E) DX+2 [2]-14*,
  Guns/TL9 (rifle) (P/E) DX+2 [2]-14*, Knife (P/E)
  DX+2 [4]-14, Navigation/TL9 (M/H) IQ [4]-10,
  NBC Warfare/TL9 (M/A) IQ [2]-10, Piloting/TL9
  (human-powered aircraft) (P/A) DX [2]-12,
  Scrounging (M/E) IQ [1]-10, Stealth (P/A) DX+2
  [8]-14, Swimming (P/E) DX [1]-12, Vacc
  Suit/TL9 (M/A) IQ+2 [6]-12.
  *Includes +1 bonus from IQ.
  Squid Troopers
  100 points
  The MDF Squid Troopers are typically armed
  with a standard TL9 gyroc rifle in space or surface
  situations, and a micro-torpedo launcher (see box)
  underwater. Standard squid duty uniform is an insu-
  lated suit combined with TL9 Light Monocrys body
  armor suit (PD 2, DR 8). In battle they wear Heavy
  Monocrys (PD 2, DR 24). Troops in the field are
  issued an emergency medkit.
  The leader of the squid team, tactical specialist
  Nozomi (known as “Sergeant Nozomi” to just about
  everyone) has Tactics-12 and Leadership-12, and has
  the additional Advantages Military Rank 1 and
  Strong Will +1.
  Attributes: ST 8 [20]; DX 13 [10]; IQ 11 [10]; HT 12
  [0].
  Advantages: Acute Vision +1 [2], Combat Reflexes
  [15], Fearlessness +1 [2], Fit [5], Manual
  Dexterity +1 [3], Uplifted Squid [43].
  Disadvantages: Extremely Hazardous Duty [-20];
  Gullibility [-10], Honesty [-10], Sense of Duty
  (fellow Squid troopers) [-5], Stubbornness [-5].
  Skills: Brawling (P/E) DX+1 [2]-14, Computer
  Operation/TL9 (M/E) IQ+1 [2]-12, Electronics
  Operation/TL9 (Communications) (M/A) IQ [2]-
  11, First Aid/TL9 (M/E) IQ [1]-11, Forward
  Observer/TL9 (M/A) IQ [2]-11, Free Fall/TL9
  (P/A) DX [2]-13, Gesture (M/A) IQ [2]-11,
  Gunner/TL9 (Micro-torpedoes) (P/A) DX+3 [4]-
  16*, Guns/TL9 (Gyrocs) (P/E) DX+3 [2]-16*,
  Knife (P/E) DX+1 [2]-14, Navigation/TL9 (M/H)
  IQ [4]-11, Scrounging (M/E) IQ [1]-11, Stealth
  (P/A) DX [2]-13; Survival (Ocean) (M/A) IQ-1
  [1]-10; Swimming (P/E) DX [1]-13, Tactics
  (M/H) IQ [4]-11, Underwater Demolition/TL9
  (M/A) IQ [2]-11, Vacc Suit/TL9 (M/A) IQ+1 [4]-
  12 .
  *Includes +2 bonus for IQ.
  Uplifted Squid
  43 points
  Attribute Modifiers: ST -4 [-30]; DX +2 [20]; HT
  +2 [20].
  GRENDEL
  12
  
  Advantages: Chameleon 2 [14]; Constriction Attack
  [15]; Extra Arms (8, all of which are Short Arms,
  -25%) [60]; Extra Flexibility [10]; Gills [10];
  Injury Tolerance (No Neck) [5]; Night Vision
  [10], Peripheral Vision [15]; Sharp Teeth [5].
  Disadvantages: Bad Grip [-10]; Cold-Blooded [-5];
  Edgy [-5]; Invertebrate [-20]; Legless [-35]; Mute
  (Mitigated by computer interpreter, -60%) [-10];
  Short Lifespan 2 [-20]; Stress Atavism (Mild,
  uncommon) [-6].
  The “Kraken” series uplifted squid are most com-
  mon beneath Earth’s oceans, working in undersea
  construction and fish farming. A number have ven-
  tured to space, finding a niche in orbital colonies
  where extra arms and no legs are a distinct advan-
  tage. A small colony have established themselves on
  Mars, and they are likely to expand to Europa and
  Titan along with humans. Like wild squids, they
  have eight short arms and two long hunting tentacles.
  They are capable of breathing air for extended peri-
  ods as long as they can keep their gills wet. They can
  get around clumsily on land, dragging themselves
  with their arms at a speed of 1; squids who spend a
  lot of time out of the water use motorized carts, often
  with a mist-spray feature.
  GRENDEL
  13
  TL9 20mm Micro-Torpedo Launcher
  This weapon refines another model created for commando forces operating in Earth’s oceans. It
  is a simple, extremely cheap, revolver-action launcher that shoots small torpedoes with HESH (High
  Explosive Squash Head) warheads. The warheads will not explode until the torpedo has gone at least
  10 yards (to avoid injuring the user). The launcher has a small flashlight mounted below the barrel.
  Malf
  Dam. SS
  Spd
  End
  Min/Max RoF Shots
  WpS
  CpS
  Cost
  Wt. Empty/Loaded
  Crit.
  4d
  12
  32
  2 sec.
  10/64
  3~
  6
  .5 lbs.
  $7
  $155
  1.5 lbs./4.5 lbs.
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SOURCE: textdata/thevault/GURPS [multi]/Adventure/GURPS 3e - Adventure - Mars - Grendel.pdf