Teratorns in GURPS

The Teratorns (“monstrous birds” or “wonder-birds”) were related to the new-world vultures, and probably resembled condors, both physically and in their habits, although some of them may have been a bit more actively predatory. The earliest known member of the family was Taubatornis, a relatively small bird from southern Brazil which lived during the late Oligocene to early Miocene. The “giant teratorn” Argentavis was found in Argentina during the late Miocene. Later members of the family were found further north. Aiolornis inhabited the western United States from the early Pliocene to the middle Pleistocene. It was probably the ancestor of Cathertornis and Teratornis, both of which lived in the same area during the late Pleistocene. Teratornis formed two species, the better known T. merriami and the larger T. woodburnensis. Oscaravis was a smaller genus, found in Cuba around the same time.

Argentavis

ST 11; DX 10; IQ 3; HT 12.
HP 11; Will 11; Per 11; FP 12; Speed 5.50; Dodge 8; Move 3.
SM +1 (2 hexes), 160 lbs.

Sharp Beak (12): 1d−1 pi+. Reach C, 1.

Traits: Acute Vision 2; Born Biter 1; Discriminatory Smell; Enhanced Move 3 (Air Speed 48); Enhanced Move 2 (Ground Speed 12; Costs Fatigue, 1 FP/second); Flight (Winged; Cannot Hover); Long Neck 1*; No Fine Manipulators; Peripheral Vision; Reduced Consumption 4 (Cast-Iron Stomach); Wild Animal.
Skills: Brawling-12; Intimidation-12; Navigation (Air)-12; Survival (Mountain)-12; Tracking-15.

* see GURPS Furries, p. 12.

For Taubatornis (12 lbs.) reduce ST and HP to 5, SM to −1. Damage with the beak becomes 1d−4. Beak Reach becomes C. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6).

For Aiolornis (50 lbs.) or Teratornis woodburnensis (40 lbs.) reduce ST and HP to 7, SM to 0. Damage with the beak becomes 1d−3. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Plains).

For Teratornis merriami (33 lbs.) or Cathartornis (24 lbs.) reduce ST and HP to 6, SM to 0. Damage with the beak becomes 1d−4. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Plains).

For Oscaravis (18 lbs.) reduce ST and HP to 5, SM to 0. Damage with the beak becomes 1d−4. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Island/Beach).

Generic brigands for GURPS

In medieval Europe (and many similar societies, including most fantasy settings) gangs of fighting men engaging in various forms of robbery are a recurrent problem. They might be soldiers who have been authorised to loot whatever they can, deserters, demobilised levy who turned to crime, unpaid mercenaries, outlaws, or just desperate peasants. The dividing line between them and those serving in a legitimate and orderly army is essentially non-existent, with circumstances determining which side of the law they fall on, so the following profiles are also suitable for general infantry.

Although the medieval working class was arguably just as poorly educated and malnourished as those of the modern third-world, they were typically less disease-ridden and limited social mobility meant that brigand gangs were not composed solely of those too dull to find better opportunities. In fiction they are often cunning and live by their wits as much as their force of arms. As such, these profiles assume an average intelligence rather than the lower scores given to third-world infantry.

Although this post uses male nouns, a small number of the rank-and-file in medieval European armies seem to have been women, and this was presumably also true for brigand gangs. For the sake of convenience, assume that these exceptional women are just as big and strong as their male counterparts, even though average women are smaller and weaker than average men.

Archers

The stereotypical bowman is a wholesome rustic type, who uses his bow to hunt as well as fight. By contrast, crossbowmen are typically seen as more urban. Realistically, the preference is often regional or personal. Regardless of origin, a typical archer would wear an aketon or gambeson (a fabric or leather coat covering from shoulders to thighs) and a simple helmet.

Brigand Archer

ST 11; DX 10; IQ 10; HT 10.
HP 11; Will 10; Per 10; FP 10; Speed 5.00; Dodge 7; Move 4.
SM 0, 140-180 lbs.

One of:

  • Composite Crossbow (13): 1d+4 imp. Acc 4, Range 275/330, RoF 1, Shots 1(4), Bulk −6.
  • Longbow (12): 1d+1 imp. Acc 3, Range 165/220, RoF 1, Shots 1(2), Bulk −8.
One of:
  • Hatchet (10): 1d+1 cut. Reach 1. Parry 8.
  • Long Knife (10): 1d cut. Reach 1. or 1d−1 imp. Reach C, 1. Parry 8.
  • Small Falchion (10): 1d+1 cut. Reach 1. or 1d−3 imp. Reach 1. Parry 8.

Skills: Armoury (Missile Weapons)-10. • One of Axe/Mace-10 or Shortsword-10. • One of Bow-12 or Crossbow-13. • Brigand background skills package.
Notes: 24 arrows or bolts. DR 3 on torso, DR 1 on feet, DR 9 (total) on skull. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).

Billmen

The bill is adapted from an agricultural implement, and remains a classic peasant’s weapon. Many billmen cut their weapons down to duelling-length when not expecting to fight on a battlefield.

Brigand Billman

ST 11; DX 10; IQ 10; HT 10.
HP 11; Will 10; Per 10; FP 10; Speed 5.25; Dodge 10; Move 5.
SM 0, 140-180 lbs.

One of:

  • Bill (12):
    • 1d+4 cut. Reach 2, 3*. Parry 9U.
    • 1d+3 imp. Reach 1-3*. Parry 9U.
    • 1d−3 cut. Reach 1-3*. Parry 9U. Hook (see GURPS Low-Tech, p. 54).
  • Duelling Bill (12):
    • 1d+3 cut. Reach 1, 2*. Parry 9U.
    • 1d+3 imp. Reach 1, 2*. Parry 9.
    • 1d−3 cut. Reach 1, 2*. Parry 9U. Hook (see GURPS Low-Tech, p. 54).
One of:
  • Hatchet (10): 1d+1 cut. Reach 1. Parry 8.
  • Long Knife (10): 1d cut. Reach 1. or 1d−1 imp. Reach C, 1. Parry 8.
  • Small Falchion (10): 1d+1 cut. Reach 1. or 1d−3 imp. Reach 1. Parry 8.

Skills: Armoury (Melee Weapons)-10; Polearm-12. • One of Axe/Mace-12 or Shortsword-12. • Brigand background skills package.
Notes: DR 1 on feet.

Brutes

The brute isn’t really a battlefield role, but instead covers the archetype of a big, strong labourer armed with a crudely adapted tool. Since size and strength are apparently inversely related to intelligence in fiction, they tend to be dim-witted. In modern depictions they always seem to wear a leather waistcoat and armbands.

Brigand Brute

ST 13; DX 10; IQ 9; HT 11.
HP 13; Will 10; Per 9; FP 11; Speed 5.25; Dodge 9; Move 5.
SM 0, 220-300 lbs.

Grapple (12): Effective ST 15. Reach C. Parry 9.
Punch (12): 1d+1 cr. Reach C. Parry 9F. One of:

  • Axe (10): 2d+2 cut. Reach 1. Parry 8U.
  • Flail (9): 2d+3 cr. Reach 1, 2*. Parry 7U. −2 to block, −4 to parry.
  • Maul (10): 2d+4 cr. Reach 1, 2*. Parry 8U.
  • Quarterstaff (12): 2d+1 cr. Reach 1, 2. or 1d+2 cr. Reach 1, 2. Parry 11.
  • Scythe (10):
    • 2d+2 cut. Reach 1. Parry 8U.
    • 2d imp. Reach 1. Parry 8U.
    • 1d−1 cut. Reach 1. Parry 8U. Hook (see GURPS Low-Tech, p. 54).

Traits: High Pain Threshold; Overweight.
Skills: Boxing-12; Staff-12; Two-Handed Axe/Mace-10; Two-Handed Flail-9; Wrestling-12. • Brigand background skills package.
Notes: DR 1 on torso and feet.

A cinematic colossal brute raises ST and HP to 17, and SM +1. Add DR 1 (Tough Skin) and Gigantism to traits. Effective ST 19 for grappling. Reach becomes C, 1 with grapple or punch. Damage becomes 1d+3 with a punch, 3d+2 with an axe, 3d+3 with a flail, 3d+4 with a maul, 3d+1 or 1d+4 with a quarterstaff, and 3d+2, 3d, or 1d+1 with a scythe. Scythe no longer becomes unready after an attack.

Skirmishers

Medieval light infantry would typically be armed with shields and throwing spears. Their armor is similar to that of archers.

Brigand Skirmisher

ST 10; DX 11; IQ 10; HT 10.
HP 11; Will 10; Per 10; FP 10; Speed 5.25; Dodge 9; Move 4.
SM 0, 130-160 lbs.

Medium Shield (12): 1d−2 cr. Reach 1. Block 10.
One of:

  • Javelin (12): 1d−1 imp. Reach 1. Parry 11. If thrown: 1d−1 imp. Acc 3, Range 15/25, RoF 1, Shots T(1), Bulk −4.
  • Spear (12): 1d imp. Reach 1. Parry 11. If thrown: 1d+1 imp. Acc 2, Range 10/15, RoF 1, Shots T(1), Bulk −6.
One of:
  • Falchion (12): 1d+1 cut. Reach 1. or 1d−4 imp. Reach 1. Parry 11.
  • Hatchet (12): 1d+1 cut. Reach 1. Parry 11. Fine quality.
  • Shortsword (12): 1d cut. Reach 1. or 1d−1 imp. Reach 1. Parry 11.

Skills: Armoury (Melee Weapons)-10; Shield-12; Spear-12; Thrown Weapon (Spear)-12. • One of Axe/Mace-12 or Shortsword-12. • Brigand background skills package.
Notes: 2 javelins or 1 spear. DR 3 on torso, DR 1 on feet, DR 9 (total) on skull. All active defenses include DB 2 from shield. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).

Spearmen

Relatively well-off brigands, armed with good weapons and dressed in mail hauberks and helmets.

Brigand Spearman

ST 11; DX 10; IQ 10; HT 10.
HP 11; Will 10; Per 10; FP 10; Speed 5.00; Dodge 7; Move 4.
SM 0, 140-180 lbs.

One of:

  • Heavy Spear (14): 1d+4 imp. Reach 2, 3*. or 1d+3 cut. Reach 3. Parry 10U. Fine quality.
  • Long Spear (14): 1d+3 imp. Reach 2, 3*. Parry 10. Fine quality.
  • Spear (14): 1d+3 imp. Reach 1, 2*. Parry 10. Fine quality.
One of:
  • Axe (14): 1d+4 cut. Reach 1. Parry 10U. Fine quality.
  • Large Falchion (14): 1d+3 cut. Reach 1. or 1d−1 imp. Reach 1. Parry 10U.
  • Longsword (14): 1d+2 cut. Reach 1. or 1d+1 imp. Reach 1, 2. Parry 10.

Skills: Armoury (Body Armor)-10; Spear-14. • One of Axe/Mace-14 or Broadsword-14. • Brigand background skills package.
Notes:DR 4* (2* vs. crushing) on torso, arms, and neck. DR 1 on feet, DR 13 (total) on skull. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).

Leaders

Apply the following lens to any of the profiles above to make a gang leader:

Attributes: +1 to IQ (including Per and Will) and HT.
Traits: Combat Reflexes (increase all active defenses by 1).
Skills: Leadership-12; Tactics-11.

Background Skills

All brigands have the following skills in addition to those listed on their profiles:

Camouflage-11; Carousing-12; Intimidation-12; Observation-11; Search-11; Stealth-12; Survival (Mountain or Woodlands)-12. • One of Soldier-10; or Streetwise-10. • One of Boating (Sailboat or Unpowered)-12; Hiking-12; Riding (Horse)-12; or Teamster-12. • • One of Climbing-12; Running-12; or Swimming-12. One of Animal Handling (any)-12; Carpentry-12; Farming-12; Fishing-12; Scrounging-12; Tracking-12; or Traps-12.

Armor

The following pieces of armor were built using the rules in Low-Tech:

Cloth Aketon or Gambeson: Medium layered cloth covering torso. DR 3, $350, 20 lbs.
Leather Gambeson: Medium layered leather covering torso. DR 3, $220, 26 lbs.
Mail Hauberk: Fine mail covering torso and arms, with attached coif. DR 4* (2 vs. crushing), $1,620, 27 lbs.
Helmet: Medium plate pot helm. DR 6, $500, 4 lbs. Worn over padding, DR 1*, $10, 1.2 lbs.

Dire Walrus in GURPS

The dire walrus, Dinodobenus atrox , also known as the tigrishvalur (“tiger-whale”) and sverðkattfiskur (“sword-cat-fish”) is a pinniped of the Odobenidae family. It resembles a cross between a leopard seal and a walrus, but is larger than both. The canine teeth of the upper jaw are extremely long, although not quite as large as those of a true walrus. Unlike walruses, it is an active hunter and uses its fangs like those of other sabre-toothed predators, to make precise bites into large prey.

It is considered a creature of ill-omen, and there are many superstitions about it. It is said that to name it while at sea draws its attention, that it will relentlessly pursue anyone who escapes from it, and that its flesh will disappear from any cooking pot.

Dire Walrus

ST 33; DX 10; IQ 4; HT 12.
HP 33; Will 10; Per 10; FP 12; Speed 5.50; Dodge 8; Move 1 (land), 6 (water).
SM +3 (4 hexes), 4,500 lbs.

Bite (12): 3d+4 imp. Reach C, 1.
Slam (12): 3d+3 cr. at 1 yard per second. See GURPS Basic Set, p. 371.
Trample (12): 3d+5 cr. Only against SM +1 or less (SM +2 if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Bad Temper (15); Bloodlust (12); Breath Holding 6; DR (Tough Skin) 6; High Pain Threshold; Night Vision 2; No Fine Manipulators; No Legs (Semi-Aquatic); Peripheral Vision; Temperature Tolerance 25 (Cold); Vibration Sense (Air; Short Range 1); Vibration Sense (Water); Wild Animal.
Skills: Brawling-12; Survival (Island/Beach and Salt-Water Sea)-12; Swimming-16.

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.