Trogontherium in GURPS

Although part of the beaver family, Trogontherium lacked the distinctive features of modern beavers such as webbed feet and a flattened tail, looking more like a chunky, giant rat. It seems to have preferred wetlands and probably lived in burrows, eating tree bark and roots. It evolved in Europe during the late Pliocene and spread as far as Siberia by the start of the Pleistocene. It went extinct in Europe in the middle Pleistocene, but survived in the east until the late Pleistocene.

Trogontherium

ST 11; DX 11; IQ 3; HT 12.
HP 11; Will 11; Per 12; FP 12; Speed 5.75; Dodge 8; Move 5.
SM 0 (2 hexes), 170 lbs.

Bite (11): 1d−2 cut. Reach C.

Traits: Bad Sight (Low Resolution); Born Biter 1; Breath Holding 3; Discriminatory Smell; DR 1 (Tough Skin); Enhanced Move 1 (Ground speed 10); Night Vision 1; Peripheral Vision; Quadruped; Temperature Tolerance 2 (Cold); Terrain Adaptation (Mud); Vibration Sense (Air; Short-Range 1); Wild Animal.
Skills: Stealth-12; Survival (Swampland)-12; Swimming-12.

Trogontherium is a fairly close match to many fictional monstrous rodents, such as the R.O.U.S. from The Princess Bride, or the giant rats of Dungeon Fantasy. Add Bad Temper (12) and Brawling-13 (raising bite damage to 1d−1) for such creatures.

Irish Elk in GURPS

The Irish Elk, Megaloceros giganteus, was neither closely related to elk, nor confined to Ireland. It actually inhabited the open forests bordering the mammoth steppe all the way from Ireland to Siberia. It was a huge deer, comparable in size to moose, with the largest known antlers of all time, robustly built, with a distinct hump on the shoulder. Cave paintings show it with a dark face and stripes running diagonally forwards and backwards from the hump, and another forming a ‘chinstrap’ under its jaw. The broad feet seem to have been well suited to soft ground, or swimming.

Irish Elk

ST 22; DX 11; IQ 4; HT 12.
HP 12; Will 11; Per 12; FP 12; Speed 5.75; Dodge 8; Move 6.
SM +2 (3 hexes), 1,300 lbs.

Antlers (11): 2d+2 imp. Reach C-2. May substitute slam damage at +1 per die during Move and Attack. Parry 8.
Slam (11): 1d−3 cr at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-11, 3d cr at Move 12-15, 4d cr at Move 16-20, 5d cr at Move 21-24. See GURPS Basic Set, p. 371.
Trample (11): 2d+2 cr. Only against SM 0 or less (SM +1 or less if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Discriminatory Smell; DR 2 (Tough Skin); DR 2 (Partial, skull); Enhanced Move 2 (Ground speed 24); Night Vision 2; Parabolic Hearing 2; Peripheral Vision; Quadruped; Temperature Tolerance 2 (Cold); Terrain Adaptation (Mud and Snow); Wild Animal.
Skills: Survival (Woodlands)-12; Swimming-12.

After shedding antlers, remove antlers attack. For partially grown antlers, substitute the following:
Antlers (11): 2d cr. Reach C-1. May substitute slam damage during move and attack. Parry 8.

The above profile is for a stag. For a doe (1,000 lbs.) reduce ST and HP to 20. Remove antlers attack. Trample becomes 2d+1. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-7, 2d at Move 8-12, 3d cr at Move 13-17, 4d cr at Move 18-22, 5d cr at Move 23-24.

Extinct Bovini in GURPS

The Bovini include many familiar animals, such as bison, buffalo, and cows. Their extinct relatives didn’t look all that different, being (mostly) large, heavyset animals with skinny legs, thick necks, and horns which stuck out sideways. It’s likely that most of them lived in single-sex herds, coming together only in mating season, and used coordinated aggression against perceived threats.

The Aurochs, Bos primigenius, was the ancestor of domestic cattle, bigger and hairier than most of their descendants. They seem to have been less social than other Bovini, living alone in summer and gathering in small herds the rest of the year. Aurochs evolved in the middle Pleistocene and were last seen in the 17th century.

The Bubalus genus includes several species of living Asian water buffalo. Bubalus cebuensis was an exceptionally small example, from the island of Cebu in the Philippines during the Pleistocene.

The American bison and European wisent are both descended from the steppe bison, Bison priscus, living in the middle Pleistocene mammoth steppe, which stretched across northern Eurasia and into North America. In North America, it evolved first into the late Pleistocene long-horned bison, Bison latifrons, and then into Bison antiquus, the direct ancestor of modern bison.

Pelorovis lived in East Africa and the Arabian Peninsula during the middle Pleistocene. It had horns which curved like those of sheep (hence the name, which means “monstrous sheep”). The closely related genus Syncerus includes the living African buffalo as well as the giant long-horned buffalo S. antiquus.

Aurochs

ST 30; DX 9; IQ 3; HT 12.
HP 30; Will 11; Per 11; FP 12; Speed 5.25; Dodge 8; Move 5.
SM +2 (3 hexes), 3,300 lbs.

Horns (9): 3d+3 imp. Reach C, 1.
Slam (9): 1d−2 cr at Move 1, 1d−1 at Move 2-3, 1d at Move 4, 2d at Move 5-8, 3d cr at Move 9-10. See GURPS Basic Set, p. 371.
Trample (9): 3d+3 cr. Only against SM 0 or less (SM +1 or less if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Bad Temper (12); Discriminatory Smell; DR 2 (Tough Skin); DR 5 (Partial, skull); Night Vision 1; Peripheral Vision; Quadruped; Temperature Tolerance 3 (Cold); Ultrahearing; Wild Animal.
Skills: Survival (Plains)-12.

The above profile is for a bull Aurochs. For a cow (2,200 lbs.) reduce ST and HP to 26 and remove Bad Temper. Damage with horns or trample becomes 2d+4. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-9, 3d at Move 10.

As Aurochs became more scarce, they retreated into forest refuges. Change Survival specialty to (Woodlands) in the Holocene.

For Bubalus cebuensis (340 lbs.) reduce ST and HP to 14, SM to 0, DR (Tough Skin) to 1, DR (Partial, skull) to 3. Change Survival specialty to (Jungle). Damage with horns or trample becomes 1d+1. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2-3, 1d−1 at Move 4-7, 1d at Move 8-10.

For a Bison priscus bull (2,200 lbs.) reduce ST and HP to 26. Damage with horns or trample becomes 2d+4. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-9, 3d at Move 10. A cow (1,500 lbs.) reduces ST and HP to 23, SM to +1 (2 hexes), DR to 1, skull DR to 4, and loses Bad Temper. Damage with horns or trample becomes 2d+3. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10.

Bison latifrons use the same profiles as Aurochs, except their horns are Reach 2.

Bison antiquus use the same profiles as Aurochs.

For a Pelorovis bull (1,600 lbs.) reduce ST and HP to 23, SM to +1 (2 hexes), and DR (Tough Skin) to 1. Bad Temper self control roll is lowered to (9), remove Temperature Tolerance; Damage with horns or trample becomes 2d+3 cr. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10. A cow (1,300 lbs.) reduces ST and HP to 22, SM to +1 (2 hexes), and DR (Tough Skin) to 1. Remove Temperature Tolerance. Damage with horns or trample becomes 2d+2 cr. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10.

For a Syncerus antiquus bull (4,400 lbs.) increase ST and HP to 33. Reach with horns becomes 2. Bad Temper self control roll is lowered to (9), remove Temperature Tolerance; Damage with horns or trample becomes 3d+5. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4, 2d at Move 5-7, 3d at Move 8-10. A cow (1,500 lbs.) reduces ST and HP to 28. Reach with horns becomes 2. Remove Temperature Tolerance. Damage with horns or trample becomes 3d+2. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-8, 3d at Move 9-10.

Alvis Stalwart in GURPS

The FV620 Stalwart Mk. 1 High-Mobility Load Carrier, introduced in 1963, is another member of the FV600 series, like the Saladin and Saracen. Despite having an FV designation, it isn’t a fighting vehicle, but rather a logistics one. It has the usual six large run-flat wheels (although it lacks the distinctive triangular stowage bins) and adds two ducted propellers to make it amphibious. Before operating in water, the swim board (which prevents the bow wave obscuring the front windows) must be unfolded from the front of the vehicle, which requires a crewman to dismount to reach it.

The cab is accessed via the roof, in order to avoid having side doors which could potentially leak while swimming. In an emergency, the side windows could be removed to form escape hatches. A series of handles on either side make climbing up the exterior fairly simple. The hatches are circular and set on the left and right, with a solid roof over the driver’s seat in the center. There is a single passenger seat on the left, with the corresponding space on the right occupied by batteries. Relatively large windows give a decent level of visibility.

The engine is located under the rear cargo bed, the floor of which hinges open to allow access. A duct at the rear of the cab brings air into the engine space, while another at the rear of the vehicle vents it well above the water line. Fire extinguishers in the engine compartment can be activated by the driver. The sides and rear of the (300 cubic feet) cargo compartment hinge down for loading and unloading and have rubber seals to keep them watertight when raised. A tarpaulin cover suspended from supports can be fitted over the cargo. The British Army recommended not carrying more than 3 tons of well-secured cargo in the water, as a maximum load brought the waterline quite close to the upper edge.

The FV622 Stalwart Mk. 2 Load Carrier (1967) had only minor changes. The cab was rearranged, adding another seat to the driver’s right (Occ 1+2) and slightly improving visibility with larger front windows. A 6-ton winch (ST 55) is added to the front of the vehicle and a 0.25-mile searchlight is mounted to the cab roof, between the hatches. The swim board is modified so that it can be unfolded from the roof hatches, and a boiling vessel (a water heater used to prepare hot drinks) is added to the cab. From 1975 the Unit Bulk Refueling Equipment module (3 tons, loaded) could be fitted into the cargo bed, holding 440 gallons of fuel.

The FV623 Stalwart Mk. 2 Limber (1967) is similar to the FV622, but adds a 3-ton crane (ST 122) behind the cab and seating for two loaders (with a PVC roof and wooden divider to give them some shelter) on either side of it. It is used as an artillery ammunition carrier.

The FV624 Stalwart Mk. 2 REME Fitters’ Vehicle has the same crane as the FV623, and two seats in the cargo area (Occ 1+5). It serves as a mobile maintenance and repair workshop for the Corps of Royal Electrical and Mechanical Engineers mechanics, loaded with tools and spare parts.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
7 FV620 105 −1/4 10f 1/20 14.9 6 +5 1+1 5 450 $80k [1][2][3]
7 FV623 113 −1/4 10f 1/19 16 4.7 +5 1+6 5 430 $100k [1][2][3]

[1] Amphibious, water Move 1/3.
[2] Run-flat tires (GURPS High-Tech, p. 229).
[3] Fire extinguisher (GURPS High-Tech, p. 229) in engine compartment.

Alvis Saracen APCs in GURPS

The Saracen was the British army’s standard APC from its introduction in 1952 until 1963, remaining in service for internal security work until the early 1980s. Even after the British Army stopped buying them, Alvis continued to produce new ones for the export market until 1976, supplying them to dozens of countries, with a few keeping them in service into the 21st century. Many second-hand ones were acquired by police forces.

The Saracen was derived from the design of the Saladin (despite design of the Saladin starting first, the Saracen actually made it into production earlier due to the UK government requesting it for use against communist terrorist forces in the Malayan Emergency). The drivetrain is basically just that of the Saladin but backwards, with the engine at the front. Like the Saladin, it has many sharp angles and distinctive triangular stowage boxes between its run-flat wheels. The initial FV603A (Mk. 1 Personnel Carrier) has unreliable pneumo-hydraulic accumulators in its steering and brake system, performs poorly at high altitudes, and is uncomfortable in hot weather. On the other hand, it copes well with extreme cold (although it rarely had an opportunity to do so). Like all members of the FV600 family, its transmission could become ‘wound-up’ when driving on road, resulting in sluggish steering, requiring a period of driving on soft or uneven terrain, or bashing the wheels into a kerb, to reset. The lower hull is watertight, making it capable of fording to a depth of 2′7″ without preparation, or up to 6′6″ with additional equipment.

Behind the engine is a single large compartment for crew and passengers. The driver sits at the front centre and has three small hatches facing forward, left, and right. Each of these hatches has a periscope for visibility while ‘buttoned up’. The driver also controls the cluster of three smoke dischargers on each side of the engine, behind the headlights. Behind the driver is a gunner, who operates the small turret and also serves as vehicle commander. To the left of the gunner is a passenger seat (usually taken by the section leader), and to the right is the radio operator’s station, with a medium radio (GURPS High-Tech, p. 38). A small emergency escape hatch on each side allows egress over the middle wheels, accessible from the radio operator and front passenger positions. In the rear are two benches running along the sides of the vehicle, each long enough to seat four passengers, facing inwards. Double doors at the rear are the main access for the vehicle. Three gun ports (GURPS High-Tech, p. 228) on each side, another on each of the rear doors, and a large sliding panel in the roof allow passengers to see and shoot out. The roof panel opening has a ring mount for a Bren gun (GURPS High-Tech, p. 133), supposedly for air-defence.

The turret (just big enough for the gunner's head, shoulders, and arms) is armed with an unstabilised L3A4 machine gun (the British designation for the Browning M1919A4, GURPS High-Tech p. 132) with 250 rounds of .30-06 ammunition. A periscopic sight and 200-yard searchlight are provided for the gunner. The entire back half of the turret roof and two panels of the turret rear are hinged, allowing the gunner to climb out for a better view. Turret rotation is manual, taking four Ready manoeuvres to change facing.

In the early 1960s, the weapons were exchanged for ones which used 7.62×51mm NATO standard ammunition. These were the L8A1 (an FN MAG variant, GURPS High-Tech, pp. 134-135) in the turret and the L4A4 Bren (GURPS High-Tech, p. 133) in the exposed mount.

The FV603B (Personnel Carrier Mk.2) has a much more reliable hydraulic system (HT 10f) and a redesigned turret hatch. The three-part opening is replaced with a simple L-shaped hatch which swings back to form a seat, allowing the gunner to sit with only his legs inside the vehicle, for a better view (and a bit of fresh air). FV603C (Personnel Carrier Mk.2) is the same as FV603B but fitted with a reverse flow cooling system which makes it significantly more comfortable in hot weather. A version of the FV603C was made without a roof or turret, for sale to Kuwait.

The Mk.5 APC Kremlin (“Fortress”) is an up-armored modification of an FV603B, for internal security duties. It lacks gun ports. The Mk. 6 is the same modification applied to an FV603C.

The Armoured Command Vehicle Mk.1 is an FV603A with the turret removed (Loc 6WX), the seating re-arranged with seats in the centre facing out (Occ 2+6), some folding tables, a large radio (GURPS High-Tech, pp. 37-38), and an externally mounted portable gasoline generator (GURPS High-Tech, p. 14). A canvas extension can be mounted at the rear while the vehicle is parked, providing more work space. The ACV Mk. 2 is the same conversion applied to an FV603B. The FV604 ACV is essentially the same as the ACV Mk. 2 with a slightly different layout, either keeping the turret with the weapon removed, or removing it and fitting the Bren gun ring in its place. It could have canvas extensions fitted to either side.

The FV610 Armoured Command Post is an unarmed artillery direction and command vehicle. It has a taller hull than the FV603. Two large radios are carried, with their operators seated on either side of the driver, while three passenger seats on the right of the vehicle face the folding tables on the left, which have two more seats under them (only usable when the tables are stowed). From 1969 it is fitted with the FACE (Field Artillery Computer Equipment), a Complexity 2 transistor computer system with good-quality software (gives +1 to Artillery skill, each program covers one model of gun) stored on punched mylar tapes, a primitive terminal, and a teletype printer (GURPS High-Tech, pp. 18-22), which takes up the left of the vehicle (Occ 3+3).

The FV611 Armoured Ambulance (Occ 2+6) is based on the FV610 hull. The right hand radio operator’s position remains and has a medium radio, while to the left of the driver is a rear-facing seat for a medical orderly. The left hand side has two positions for stretchers (one above the other) and the right has three seats for ‘walking wounded’ casualties or stretcher bearers. Similar ambulances have been converted from FV603s by simply removing the weapons and replacing seats with stretcher positions.

From the 1990s, a ‘repower’ package (HT 12, Range 300, +$50k) replaces the gasoline engine with a more reliable and efficient diesel one, as well as upgrading the electrical systems.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
7 Saracen Mk. 1 107 −1/4 9f 1/22 11.2 1.8 +4 3+9 40/35 240 $100k t6WX [1][3][4][5]
7 Saracen Mk. 3 Open Roof 104 −1/4 10f 1/22 10.6 1.8 +4 3+9 40/35 250 $90k O5W [1][5]
7 Saracen Mk. 5 113 −1/4 10f 1/20 12.4 1.2 +4 3+9 70/35 220 $110k t6WX [2][3][4][5]
7 FV610 ACP 111 −1/4 10f 1/20 12.3 1.9 +4 3+5 40/35 220 $120k 6W [1][3][5]

[1] Higher DR is for body front. Lower DR is for body sides, underside, and rear.
[2] Higher DR is for body front and sides. Lower DR is for body underside, and rear.
[3] Body top has DR 22.
[4] Turret has DR 45 on front, 30 on sides, and 22 on rear and top.
[5] Run-flat tires (GURPS High-Tech, p. 229).

Vickers Vigilant ATGM in GURPS

Vickers Vigilant, 127mm (U.K., 1963-1973)

The Vigilant (Visually Guided Infantry Light Anti-Tank) wire-guided anti-tank missile was designed by the Vickers company as a purely speculative project, without any request from the government to develop such a weapon. Nevertheless, it was eventually adopted by the British Army as a stop-gap measure while they were waiting for more capable missile systems to become available. Although initially intended as an infantry weapon, it was widely used on light vehicles.

For infantry use, the Vigilant comes in a carrying case which doubles as the launcher (38.5 lbs. together). Setting the launcher up takes about 20 seconds, after which the user can deploy the 70-yard connecting cable, which plugs into the sighting unit ($3,000, 5.6 lbs. including battery, optic, and carry case). The sighting unit consists of a plastic handset which connects via another cable to a battery pack (medium battery, GURPS High-Tech, p. 13). After attaching the ×3.2 monocular optic (Acc +1) and 4 seconds of charging the capacitors, the missile can be fired via a trigger on the handset and then steered to the target with a thumb-cup joystick. The battery holds enough charge for at least six uses, and a separate selector box ($1,000, 11 lbs.) allows the user to connect to up to six missiles, allowing them to be launched one after another.

ARTILLERY (GUIDED MISSILE) (IQ−5)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 Vickers Vigilant, 127mm 6d×7(10) cr 1+1 120/1,500 15/32.5 1 1 12M −6 1 $17,000 1 [1][2][3][4]
linked 6d×6 cr ex

[1] First Range figure is speed in yards per second.
[2] Minimum range 220 yards.
[3] Guided attack (GURPS Basic Set, p. 412). Gunner uses Artillery (Guided Missile) to attack.
[4] Hazardous backblast (GURPS High-Tech, p. 147), 2d burn up to 4 yards, 1d burn up to 12 yards. Affects either side of the launcher, not behind.

Generic 3rd world machine gun teams in GURPS

A machine gunner is usually accompanied by one or two loaders and sometimes a tripod-bearer, but some operate alone. The most common weapons are a PKM machine gun (GURPS High-Tech, p. 135) and AKM rifles (GURPS High-Tech, p. 114).

Gunner

Untrained 3rd world gunners may shoot from the hip (GURPS Tactical Shooting, pp. 12-13) and guide their fire by ‘walking the burst’ (GURPS Tactical Shooting, p. 16) onto the target.

3rd World Infantry Machine Gunner

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 6; Move 3.
SM 0, 120-150 lbs.

Machine Gun (11): 7d+1 pi. Acc 5, Range 1,100/4,800, RoF 11!, Shots 100(5), Bulk −7, Rcl 2.
Machete (10): 1d−2 imp. Reach C. or 1d cut. Reach C, 1. Parry 8. Fine quality.

Skills: Gunner (Machine Gun)-11; Guns (LMG)-11; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11.
Notes: 1 (100-round) reload for machine gun. Feet have DR 2. Standard combat load gives medium encumbrance, reducing Move from 5 to 3 and Dodge from 8 to 6. Marching load increases this to heavy encumbrance, giving Move 2 and Dodge 5.

Alternative Equipment

A medium (DR 4), frag (DR 5), or ballistic (DR 6) helmet (GURPS High-Tech, pp. 69-70) adds 3 lbs. which doesn’t change encumbrance level.

Western machine guns in 7.62×51mm NATO such as the FN-MAG (GURPS High-Tech, pp. 134-135) have essentially similar performance to the PKM.
Machine Gun (11): 7d pi. Acc 5, Range 1,000/4,200, RoF 12!, Shots 100(5), Bulk −7, Rcl 2.

The ZiD RPD (GURPS High-Tech, p. 134) light machine gun allows the gunner to carry 4 (100-round) reloads, removing the need for loaders. Alternatively, by carrying just 1 reload, they can reduce their encumbrance level to light (Move 4, Dodge 7), effectively becoming an automatic rifleman.
LMG (11): 6d pi. Acc 5, Range 600/3,900, RoF 11!, Shots 100(5), Bulk −6, Rcl 2.

Loader

The loader carries ammunition and feeds it into the gun, but also has a rifle for defense.

3rd World Infantry Machine Gun Loader

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 6; Move 3.
SM 0, 120-150 lbs.

Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5, Rcl 2.
Large Knife (10): 1d−2 imp. Reach C. or 1d−2 cut. Reach C, 1. Parry 7.
Skills: Fast-Draw (Ammo)-12; Guns (Rifle)-10; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11.
Notes: 3 reloads for rifle, 1 (250-round) or 3 (100-round) reloads for machine gun. Feet have DR 2. Standard combat load gives medium encumbrance, reducing Move from 5 to 3 and Dodge from 8 to 6. Marching load increases this to heavy encumbrance, giving Move 2 and Dodge 5.

Alternative Equipment

Helmet options, as for gunner.

An FN FAL (GURPS High-Tech, p. 115) replaces the assault rifle attack with:
Battle Rifle (10): 7d pi. Acc 5, Range 1,000/4,200, RoF 11, Shots 20(3), Bulk −6, Rcl 3.

A folding spike bayonet (standard on Type 56 rifles), or mounted knife bayonet, and basic training in its use (Spear-9) gives the following attack:
Bayonet (9): 1d+2 imp. Reach 1. Parry 7. Fine quality.

Tripod Bearer

An unglamorous job, which is often neglected in 3rd world forces.

3rd World Infantry Tripod Bearer

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 6; Move 3.
SM 0, 120-150 lbs.

Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5, Rcl 2.
Large Knife (10): 1d−2 imp. Reach C. or 1d−2 cut. Reach C, 1. Parry 7.

Skills: Armoury (Small Arms)-10; Guns (Rifle)-10; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11.
Notes: 3 reloads for rifle, 1 (100-round) reload for machine gun. Feet have DR 2. Standard combat load gives medium encumbrance, reducing Move from 5 to 3 and Dodge from 8 to 6. Marching load increases this to heavy encumbrance, giving Move 2 and Dodge 5.

Alternative Equipment

Helmet, FN FAL, and bayonet options as for loader.

Machine Gunner Loadout ($3,352.50, 74.5 lbs.)

Machine Gunner Combat Load ($3,170, 50.4 lbs.)

  • PKM machine gun (GURPS High-Tech, p. 135) with 100 rounds. $2,580, 26 lbs.
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Fine machete (GURPS High-Tech, p. 197) with sheath (GURPS High-Tech, p. 198). $50, 1.5 lbs.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.
  • Haversack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • 100 rounds 7.62×54mmR ammunition, in non-disintegrating belt, in can (GURPS High-Tech, p. 135). $80, 8.6 lbs.
    • Spare barrel for PKM. $250, 4.8 lbs.
    • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.

Marching Load (+$182.50, +24.1 lbs.)

  • Small backpack or haversack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • Folding shovel (GURPS High-Tech, p. 25). $10, 3 lbs.
    • Canteen with 1 quart water (GURPS High-Tech, p. 54) ×2. $20, 6 lbs.
    • Trail food (GURPS High-Tech, p. 35), 3 meals. $6, 1.5 lb.
    • Dehydrated food (GURPS High-Tech, p. 34), 3 meals. $15, 2.25 lb.
    • Personal mess kit (GURPS High-Tech, p. 57). $15, 1 lb.
    • Cigarette lighter (GURPS High-Tech, p. 57). $10, neg.
    • Cigarettes, 1 week supply* (GURPS High-Tech, p. 34). $5, 0.25 lb.
    • 10 yards synthetic cord (GURPS High-Tech, p. 56). $1.50, 0.1 lbs.
    • Blanket (GURPS High-Tech, p. 56). $20, 4 lbs.
    • Tarp (GURPS High-Tech, p. 56). $20, 3 lbs.

* approximately 100 cigarettes.

Machine Gun Loader Loadout ($1,284.50, 71.4 lbs.)

Machine Gun Loader Combat Load ($1,102, 47.3 lbs.)

  • AKM assault rifle (GURPS High-Tech, p. 114) with 30 rounds. $468, 8.7 lbs
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Stainless steel large knife with sheath (GURPS High-Tech, p. 198). $40, 1 lb.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.
    • Load-Bearing Vest (GURPS High-Tech, p. 54). $30, 2 lbs.
      • 30-round rifle magazine ×3. $144, 5.4 lbs.
      • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.
  • Haversack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • 250 rounds 7.62×54mmR ammunition, in non-disintegrating belt, in can (GURPS High-Tech, p. 135). $200, 20.7 lbs.

Marching Load (+$182.50, +24.1 lbs.)

As for machine gunner loadout.

Tripod Bearer Loadout ($3,914.50, 74 lbs.)

Tripod Bearer Combat Load ($3,732, 49.9 lbs.)

  • AKM assault rifle (GURPS High-Tech, p. 114) with 30 rounds. $468, 8.7 lbs
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Stainless steel large knife with sheath (GURPS High-Tech, p. 198). $40, 1 lb.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.
    • Load-Bearing Vest (GURPS High-Tech, p. 54). $30, 2 lbs.
      • 30-round rifle magazine ×3. $144, 5.4 lbs.
      • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.
  • Haversack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • 100 rounds 7.62×54mmR ammunition, in non-disintegrating belt, in can (GURPS High-Tech, p. 135). $80, 20.7 lbs.
    • Spare barrel for PKM. $250, 4.8 lbs.
    • PKMS tripod (GURPS High-Tech, p. 135). $2,500, 9.9 lbs.

Marching Load (+$182.50, +24.1 lbs.)

As for machine gunner loadout.