Bradley fighting vehicles in GURPS

Within just a few years of receiving their first M113 APCs, the US Army was already looking for a more capable replacement. It would be over a decade before they actually found a satisfactory design, but by 1977 they had decided that FMC’s XM732 was suitable as both a troop transport and a cavalry scout vehicle. The two versions were named the M2 Bradley Infantry Fighting Vehicle and M3 Bradley Cavalry Fighting Vehicle in 1981, with the first delivery to the army in 1982.

The M2 and M3 are virtually identical from the outside. Both have a chunky hull with the front sloping back both above and below the mid-line. The sides of the hull also slope inwards at the top and an angular turret sits slightly to the right half-way along the top deck. The engine is located at the front of the hull, also offset to the right. Each side has a section of spaced armor (GURPS High-Tech, p. 229) which overhangs the tracks. Tucked behind this (when not in use) is a fabric water barrier, which must be erected before amphibious operation (a lengthy task, taking two man-hours, which requires the crew to exit the vehicle). Propulsion in water is simply provided by the tracks.

The turret is identical in both the M2 and M3. The gunner sits on the left side and has an ‘Integrated Sight Unit’ which combines a thermal imaging system (gives Infravision) with a 12× variable telescopic sight (+3 Acc) in front of his hatch. A 5× auxiliary sight (+2 Acc) is provided as back-up. Two simple periscopes give some vision to the side. The main gun is a Hughes M242 Bushmaster (GURPS High-Tech, p. 136) in a fully stabilised mount (GURPS Basic Set, p. 467), which feeds from two ammunition hoppers (one holding 75 rounds, the other 225), with a coaxial M240 machine gun (GURPS High-Tech, pp. 134-135) which has up to 800 rounds in its ready box. An elevatable launcher on the left of the turret holds two Hughes BGM-71 TOW missiles (GURPS High-Tech, p. 151) which can be fired from the gunner’s station. Reloading these is usually done via the cargo hatch behind the turret. Two clusters of smoke dischargers (GURPS High-Tech, p. 229) are mounted on the turret front, along with a box of reloads for them. The commander sits on the right of the turret, and has all-round vision thanks to eight periscopes around his hatch. He can also view the gunner’s main or auxiliary sight and take control of the turret traverse and weapons. A medium and large radio (GURPS High-Tech, p. 38) are mounted in the rear of the turret. Safety systems prevent firing weapons at hazardous angles when the cargo or driver’s hatches are open, and automatically raise the gun to avoid colliding with open hatches (these can be disabled from the turret in case of malfunction). Turret rotation takes one Ready maneuver per facing.

The driver sits in the front left hull in a semi-recumbent seat. A large hatch hinges open at the back to give the driver both overhead protection and good visibility when open, and has four periscopes for use when closed (one facing front, one right, two left). The front of these can be replaced with an image intensifying night vision device (gives Colorblindness, Night Vision 7, No Depth Perception, Protected Vision, and Tunnel Vision).

Behind the driver is a short tunnel leading to the main troop compartment. In the M2 this tunnel holds two passenger seats, the front one facing towards the rear of the vehicle, the back one towards the front. Each of these seats has a firing port, for use with the M231 firing port weapon, with a periscope above it, which would connect to the weapon to extract fumes, and a brass catcher (GURPS High-Tech, p. 161) to prevent loose casings being scattered inside the vehicle. The troop compartment is roughly rectangular and has four seats. Two seats on the right side sit back-to-back with the front one facing forward and the back one facing rear. The right-side firing ports are positioned to be used from these. Next to the right side back seat is another rear-facing one at roughly the centre line of the vehicle. This seat has a firing port in the rear ramp and is directly beneath the rectangular cargo hatch. The last troop seat is located on the rear left of the compartment, facing the right side of the vehicle. It has a firing port in the small door set into the main ramp. Behind and to the left of this seat are stowage racks for five missiles, either TOWs for the turret launcher or McDonnell FGM-77A Dragons (GURPS High-Tech, p. 151) to be used by dismounted troops. The firing ports in the ramp and door lack dedicated periscopes, but three periscopes behind the cargo hatch give a broad field of view around the rear of the vehicle. 600 rounds for the autocannon and an additional 1,400 for the co-axial machine gun are stashed around the troop compartment, as are three HEC M72 LAWs (GURPS High-Tech, p. 149), and around one ton of equipment and supplies for the passengers.

Later, M136 rocket launchers (GURPS High-Tech, p. 149) would be carried instead of the M72s, and FGM-148A Javelins (GURPS High-Tech, p. 153) would replace the FGM-77A Dragons.

In the M3, the tunnel simply holds extra stowage. The troop compartment has two seats for observers, sat side-by-side under the cargo hatch, with the right one facing forward and the left one facing back. A small folding ‘jump seat’ is mounted in front of the back-facing seat, facing the left of the vehicle, but not usually used. No firing ports are provided, but the rear periscopes are the same as in the M2. A rack for ten missiles is on the right side of the compartment. 1,200 autocannon rounds, 3,600 for the machine gun, and 3 LAWs are usually carried in the troop compartment, along with around a ton of other equipment and supplies.

The 1987 A1 upgrades change the TOW launchers to those of the new TOW 2 (GURPS High-Tech, p. 151), which can also launch the old missiles. Bolt-on armor is installed on the front of the hull and turret. Storage boxes for grenades and mines are added outside the hull on either side of the main ramp, some ammunition is moved under the side armor, and the turret bustle was expanded to hold ammunition too. Other minor improvements include a spall blanket over the turret ammunition and stowage for two camouflage nets (GURPS High-Tech, p. 77). On the M2A1 an additional passenger seat is crammed in, facing forward behind the turret, although this is often removed to make space for more cargo. A section of the rear left hull is re-shaped to accommodate the missile racks better. A new air filtration system (gives Filter Lungs) provides the crew with air through masks connected to hoses, but the passengers are expected to rely on their own gas masks. The M3A1 has a similar air filtration system, which includes two masks for the troop compartment as well. The jump seat in the rear is removed and both observer seats face forward, while the rear hull periscopes are replaced by four in a redesigned cargo hatch.

By 1988 a further survivability package had been developed, adding a considerable mass of steel plate to the front, sides, and underside. This makes the vehicle quite top-heavy, which is especially problematic during amphibious operation (reduce Stability Rating by one in water). A more powerful engine partially compensates for the added mass. Vehicles with these upgrades were designated M2A2 and M3A2. Seating was rearranged once more. In early versions of the M2A2 the number of passengers is reduced to six, one facing back behind the driver, two facing inward on the left of the troop compartment, and three facing inwards opposite them on the right. Firing ports in the sides of the vehicle are eliminated, leaving just the two in the rear ramp. This was soon modified again to add an extra seat on the left, raising the number of passengers to seven once more. The M3A2 moves the observer seats to the left of the crew compartment, facing inwards. Either the M2A2 or M3A2 may be fitted with a further three tons of ceramic armor tiles, which add DR 150 (semi-ablative) to the hull sides and DR 260 (semi-ablative) to the hull front. The extra weight reduces Move to 2/16.

Following Operation Desert Storm (1991) the M2A2 and M3A2 had more instruments and electronic systems fitted. These included a thermal imager for the driver (gives Infravision), a 10,000 yard laser rangefinder (+3 Acc) for the gunner, a GPS receiver (GURPS High-Tech, p. 53), and navigation instruments (+2 Navigation). The upgraded vehicles are known as the M2A2ODS and M3A2ODS.

From 2001, the A3 package of upgrades included all those of the A2ODS version as well as replacing the gunner’s Integrated Sight Unit with the Improved Bradley Acquisition System which adds a computer sight (gives +1 Gunner and Enhanced Tracking 1) to the existing capabilities. The commander also gains the Commander’s Independent Viewer, a thermal imaging system (gives Infravision) which can rotate 360° and the roof of the turret and hull are reinforced with titanium plates.

The M2A4 was first fielded in 2022 and upgrades the engine, transmission, and electronics of the M2A3. A portable radio jammer (GURPS High-Tech: Electricity and Electronics, p. 49) is fitted to prevent remote detonation of nearby IEDs.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
8 M2 138 −2/5 10x 2/20 25 3.8 +4 3+6 100/70 300 $1.1M 2CT [1][2][3]
8 M3 138 −2/5 10x 2/20 25 3.8 +4 3+3 100/70 300 $1.1M 2CT [1][2][3]
8 M2A1 139 −2/5 10x 2/20 25.3 3.8 +4 3+7 120/70 300 $1.2M 2CT [1][2][3]
8 M3A1 139 −2/5 10x 2/20 25.3 3.8 +4 3+2 120/70 300 $1.2M 2CT [1][2][3]
8 M2A2 149 −2/4 10x 2/17 30.4 3.8 +4 3+6 150/100 250 $1.6M 2CT [1][2][4]
8 M3A2 149 −2/4 10x 2/17 30.4 3.8 +4 3+2 150/100 250 $1.6M 2CT [1][2][4]
8 M2A3 150 −2/4 10x 2/17 30.5 3.8 +4 3+7 150/100 250 $2.0M 2CT [1][2][5]
8 M3A3 150 −2/4 10x 2/17 30.5 3.8 +4 3+2 150/100 250 $2.0M 2CT [1][2][5]
8 M2A4 150 −2/4 11x 2/20 30.5 3.8 +4 3+7 150/100 250 $2.2M 2CT [1][2][5]

[1] Amphibious: water move 1/2.
[2] Fire-Suppression System (GURPS High-Tech, p. 229).
[3] Higher DR is for hull and turret front. Lower DR is for hull and turret sides. Hull and turret rear have DR 35. Hull and turret top and hull underside have DR 20. Hull sides are spaced (GURPS High-Tech, p. 229).
[4] Higher DR is for hull and turret front. Lower DR is for hull sides and turret sides and rear. Hull rear has DR 35. Hull and turret top have DR 20. Hull underside has DR 60. Hull sides are spaced (GURPS High-Tech, p. 229).
[5] Higher DR is for hull and turret front. Lower DR is for hull sides and turret sides and rear. Hull rear has DR 35. Hull and turret top have DR 35. Hull underside has DR 60. Hull sides are spaced (GURPS High-Tech, p. 229).

M231 Firing Port Weapon in GURPS

Colt M231, 5.56×45mm NATO (USA, 1980-)

Although it somewhat resembles an M16 (GURPS High-Tech, p. 117) and uses the same magazines, the M231 is actually a bit different both mechanically and in its intended use. It is an extremely rapid-firing weapon with an open-bolt mechanism, designed to be used from the firing ports of the M2 Bradley infantry fighting vehicle. It has a 15.6″ barrel and no stock for ease of handling in the confines of the vehicle. The round hand-guard screws into a connector in the firing port (counts as braced), maintaining a tight seal against nuclear, biological, and chemical weapons. Unfortunately, this makes it impossible to use sights, so the M231 doesn’t have any! Instead, the weapon is meant to be loaded entirely with tracer ammunition and the user ‘walks the burst’ (GURPS Tactical Shooting, p. 16) onto the target.

GUNS (RIFLE) (DX−4 or most other Guns at −2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 Colt M231 4d+2 pi 2/4 450/3,100 8.3/1 20! 30(3) 8† −4 2 $1,000/$34 2 [1][2]

[1] Use lower Acc for aiming, higher for all other purposes.
[2] Lacks swing swivels.

BMP-1 Infantry Fighting Vehicles in GURPS

By the 1960s, the Soviet military had become concerned that future battlefields would be dominated by the use of tactical nuclear weapons, making unprotected infantry entirely useless. In response, they developed the Boyevaya Mashina Pyekhoty (“infantry fighting vehicle”) which would enclose an infantry squad in an armoured carrier offering protection from radiation, while allowing the unit to retain some degree of combat effectiveness even when sealed inside. It was to be tracked, fast enough to keep up with tanks, and carry the firepower to threaten enemy vehicles.

First manufactured in 1966, the BMP is a long, low vehicle with an overhanging wedge-shaped prow. The engine is mounted in the front, and the hull narrows slightly towards the rear. The initial production version is nose-heavy and performs poorly (reduce SR by 1) in water.

A small round turret in the centre of the roof mounts a low-velocity gun, a guided missile, and a machine gun, all manned by a single gunner. The gunner has several periscopes and a multi-mode daylight and light intensifying 6× telescopic sight (+2 Acc, Night Vision 2) for the gun. A dual visible light searchlight (GURPS High-Tech p. 228) and infrared illuminator (GURPS High-Tech, p. 47) with a 0.5-mile range is mounted to the right of the gunner’s hatch. The main gun is a 2A28 Grom in an unstabilised mount, with an autoloader feeding from a 40-round vertical carousel surrounding the turret. This autoloader is notoriously unreliable (Malfunctions on 16+, see GURPS Basic Set, p. 407), so it is often reloaded manually. A PKT machine gun (GURPS High-Tech, p. 135) is mounted co-axially to the main gun. The missile is a 9M14 Malyutka (GURPS High-Tech, p. 151). Two of these can be carried in the turret, with two more below. A special hatch (in front of the main turret one) allows a missile to be slid onto the launch rail without exposing the gunner. After this a metal rod is used to unfold the missile’s fins. The turret’s electric motor takes three seconds to change facing.

In the hull forward and left of the turret is the driver’s position. He has a hatch fitted with periscopes, including an infrared one (Night Vision 2), and a pistol port. Controls in the driver’s station allow diesel fuel to be introduced into the exhaust, creating a smokescreen.

Behind the driver is the commander, who has a two-part hatch which provides some protection when open. He is provided with his own array of periscopes and a ×4.2 magnification combined daylight and removable near infrared (Night Vision 2) optic coupled to a 0.25-mile infrared illuminator, but this latter item is prone to being hit by the main gun if the turret is moved incautiously. A medium radio (GURPS High-Tech, p. 38) is mounted behind the commander. Communication with other parts of the vehicle can be achieved through an intercom (GURPS High-Tech: Electricity and Electronics, p. 27).

The rear hull houses the troop compartment, which can be accessed by two doors at the back of the vehicle. Each of these doors contains a fuel tank, and the left-hand one has a firing port in it. Behind these doors are two rows of seating facing outwards, with another fuel tank under them. The seats can officially fit eight soldiers, but in practice this proved to be extremely cramped and most users found that six was a more realistic number. On each side are four firing ports, each equipped with a case deflector and fume extractor which could be attached to a Kalashnikov rifle (GURPS High-Tech, p. 114) or PK machine gun. On the roof of the troop compartment are four hatches, but when these are open they prevent the turret from rotating to face the rear.

Initial production of the BNP “specification 1” was limited, as issues were worked out. By 1969 several minor upgrades had been made, notably correcting the issue of stability in the water by adding an air-filled compartment to the front of the hull. The improved vehicle was named BMP-1 “specification 2” and started to be deployed in large numbers. Specification 3 (1973) made many more small upgrades and removed the turret autoloader. The BMP-1P (Specification 4, 1979) removed the launch rail and loading hatch for the 9M14 Malyutka missile, replacing it with a pillar-mount for 9K111 Fagot or 9M113 Konkurs missiles. Smoke dischargers (GURPS High-Tech, p. 229) are mounted on the back of the turret.

Specification 8 (1979) is a specification 3 vehicle with the addition of an AGS-17 Plamya grenade launcher (GURPS High-Tech, p. 142) on the left of the turret. In order to make space for more ammunition, the passenger seating was reduced to seven.

The BMP-1D (1982) or desantnaya (“assault”) is an up-armored version of specification 4, fielded in Afghanistan. The sides of the hull are protected by additional (DR 15) steel plates, as are the underside below the driver and commander. This increases vehicle weight by 0.7 tons, reducing Move to 1/19 and compromising amphibious performance (remove note [1]).

The BMP-1K (1973) komandirskaya (“command”) variants have all firing ports (except the one in the left rear door) removed and the troop compartment is rearranged with three (more spacious) seats (Occ becomes 3+3S), a table, two radios, and a navigation system (+3 Navigation). The BMP-1KSh (1976) komandno-shtabnaya (“command staff”) also removes the weapons and fixes the turret in place (change the t location to s). A telescopic long-range antenna (GURPS High-Tech, p. 39) is fitted in place of the gun. Four radios and an improved navigation system (+4 Navigation) are provided.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 BMP (Sp1) 116 −3/5 9x 2/20 13.9 1.3 +4 3+8S 90/45 370 $150k 2Ct [1][2]
7 BMP-1 (Sp2) 117 −3/5 9x 2/20 14.3 1.3 +4 3+8S 90/45 370 $160k 2Ct [1][2]
7 BMP-1 (Sp3) 118 −3/5 10x 2/20 14.5 1.3 +4 3+8S 90/45 370 $170k 2Ct [1][2]
7 BMP-1P (Sp4) 119 −3/5 10x 2/20 14.7 1.3 +4 3+8S 90/45 370 $180k 2Ct [1][2]

[1] Amphibious: water move 1/2.
[2] Higher DR is for hull and turret front. Lower DR is for hull and turret sides and rear. Turret top, hull top, and hull underside have DR 15.

2A28 Grom gun in GURPS

The Grom ("thunder") is the main gun of the BMP-1 infantry fighting vehicle. It is a low-pressure gun which fires rocket-propelled shells, which are similar to the ones used by the SPG-9 recoiless rifle and the RPG-7 (GURPS High-Tech, p. 148-149).

In addition to HEAT (in table, $200), HE (Dmg 6d×2(0.5) pi+ with a 6d×3 [4d−1] cr ex follow-up, Rng 1,500/5,000, $150) becomes available in 1974.

GUNNER (CANNON) (DX−4 or other Gunner at −4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 2A28 Grom 6d×4(10) cr ex 3+2 5,000 254/7.7 1/8 40(40i) 28M −8 2 $10k 1
linked 6d×2 cr ex

Fagot and Konkurs missiles in GURPS

TOZ 9K111 Fagot, 120mm (Russia, 1970-)

The Fagot (“basoon”) is a wire-guided anti-tank missile, significantly faster and more user-friendly than the Kolomna 9M14M Malyutka-M (GURPS High-Tech, p.151). Its NATO reporting name is AT-4 Spigot. The missile is pre-loaded into a disposable launch tube, which is attached to a 50 lbs. assembly consisting of a tripod, sight (10× magnification, +3 Acc), and control unit.

A missile costs $15,000. Backblast (GURPS High-Tech, p. 147) from the launch is 2d+1 burning.

From the early 1990s a thermal imaging sight (adds 29 lbs. to launch unit weight, grants infravision) is available. Around the same time, an improved version of the missile (Dmg 6d×6(10) cr ex with 6d×5 cr ex linked, Rng 200/2,700) is introduced. By the early 21st century, an even more powerful missile with an MS-HEAT warhead (see GURPS High-Tech, p. 170, Dmg 6d×3(10) cr ex with Dmg 6d×5(10) cr ex follow-up and 6d×5 cr ex linked, Rng 200/2,700.

TOZ 9M113 Konkurs, 135mm (Russia, 1973-)

The Konkurs (“Challenge”), known as the AT-5 Spandrel by NATO, is essentially just a larger version of the Fagot, intended to be fired from vehicles. Modern versions of the Fagot’s launch unit can also fit the Konkurs.

A missile costs $20,000. Backblast is 2d+2 burning.

Modern versions use an MS-HEAT warhead (Dmg 6d×4(10) cr ex with Dmg 6d×6(10) cr ex follow-up and 6d×6 cr ex linked).

ARTILLERY (GUIDED MISSILE) (IQ−5)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 9K111 Fagot Dmg 6d×5(10) cr ex 1 200/2,200 50/30 1 1(5) 16M −8 1 $200,000 1 [1]
linked 6d×4 cr ex
7 9M113 Konkurs Dmg 6d×10(10) cr ex 1 230/4,400 50/32 1 1(5) 16M −8 1 $200,000 1 [1]
linked 6d×6 cr ex

[1] Hazardous backblast.

SPG-9 Recoilless Rifle in GURPS

The Stankovyi Protivotankovyi Granatomet (“tripod anti-tank grenade-launcher”) Kop’yo (“Spear”) is a recoilless rifle which fires a projectile similar to that of the RPG-7 (GURPS High-Tech, p. 148-149). An initial charge of propellant launches the rocket out of the barrel, with ignition of the rocket motor and arming of the warhead happening far enough away to prevent harm to the user (anything hit within 20 yards of the muzzle takes 6d×2(0.5) pi+ damage). The standard mounting is a 26 lbs. tripod and it is usually managed by two crew. The 4× magnification sights can be replaced with near infrared night sights (no Acc bonus but give Night Vision 2). Backblast (GURPS High-Tech, p. 147) is 8d burn.

In addition to HEAT (in table, $200), the SPG-9 fires HE (6d×5(0.5) pi+ with a 6d×3 [4d−1] cr ex follow-up, $150). At TL 8 an improved HEAT warhead (6d×5(10) cr ex with 6d×2 cr ex linked, $250) becomes available.

The Kop’yo is unpopular due its high weight compared to an RPG, but its superior range and accuracy give it a niche. The high speed of the projectile also gives it an edge against active protection systems.

GUNNER (CANNON) (DX−4 or other Gunner at −4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 SPG-9 6d×4(10) cr ex 4+2 4,600/15,000 105/9.7 1 1(4) 19M −15 1 $3,000 1 [1]
linked 6d×2 cr ex

[1] Hazardous backblast.

M548 Cargo Carriers in GURPS

An unarmoured version of the M113A1, introduced in 1965. A large cab with four seats is installed at the front of the vehicle, with the engine moved back and to the center. The roof and rear of the cab were vinyl-coated nylon fabric, with a removable panel serving as a roof hatch. The rear becomes an open cargo bed, approximately 11′ long and 5′ wide, although the floor of the bed could be raised level with the sponsons over the tracks, effectively making an 8′ wide bed. An optional fabric cover over the cargo is supported by aluminum bows. The engine compartment has a fixed fire extinguisher (GURPS High-Tech, p. 229) while a large portable one (GURPS High-Tech, p. 29) is carried in the cab. A twelve-ton winch (ST 78) with a 200′ cable is mounted at the front.

A material handling kit can be added to the cargo compartment. This consisted of a beam suspended from the bows over the cargo bed, on which is mounted a sliding manual chain hoist. This allows loads of up to 1,500 lbs. to be raised 8′ from within one yard of the tailgate. Four seats are added to the cargo compartment to accomodate extra crew, and an external rifle rack for them is added on the left side of the vehicle.

The cab can be fitted with an open weapon mount (add X to locations), supported by four legs and positioned over the panel in the cab roof. Several models are available, mounting various different machine guns.

For cold weather operation, multiple models of heater are available, as is an insulating kit which replaces the cab cover with a rigid fibreglass one (change O hit location to G) and upgrades the windows, seats, and cargo cover to insulated versions.

The M548A1 (introduced in 1982) was based on the M113A2, while the M548A3 (1994) was based on the M113A3. The latter replaces the winch with a cab heater, which also functions as an air-filter which can be connected to gas masks via hoses in the cab.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 M548 96 −3/5 10 1/19 13.6 6.4 +3 1+3 6 300 $100k 2CO [1][2]
7 M548A1 96 −3/5 11 1/19 13.6 6.4 +3 1+3 6 300 $120k 2CO [1][2]
8 M548A3 96 −2/5 11 1/19 13.6 6.4 +3 1+3 6 300 $140k 2CO [1][2]

[1] Amphibious: water move 1/2.
[2] Fire extinguisher.