Entelodonts in GURPS

Nicknamed ‘terminator hogs’ or ‘hell pigs’, entelodonts superficially resembled long-legged wild boar or warthogs, but were actually more closely related to hippos and cetaceans. Their long jaws were capable of both gaping wide and biting with extreme force. They are believed to have been omnivores, favoring nuts, fruit, roots, and carrion, but able and willing to take live prey when the opportunity arose. Wounds apparently inflicted by others of their kind indicate considerable social competition, suggesting they lived in groups.

Early Enteleodonts were fairly small. Brachyhyops was a pig-sized animal which emerged in South Asia during the middle Eocene and spread from there across Asia and into North America by the late Eocene. In North America, it may have evolved into Archaeotherium, which varied in size by species and lived from the late Eocene to the early Oligocene. A. mortoni was no larger than most deer, but A. zygomaticus was the size of a moose.

Entelodon thrived throughout Eurasia from the late Eocene to the early Oligocene. Most species within the genus were donkey-sized, but E. major and E. gobiensis from east Asia were the size of horses.

As the Oligocene climate cooled, even larger genera evolved, including the giant Paraentolodon of Central Asia and its slightly smaller North American relative Daeodon. The latter managed to survive into the early Miocene, while the Eurasian lineages were all extinct by the end of the Oligocene.

Brachyhyops

ST 10; DX 12; IQ 3; HT 12.
HP 10; Will 10; Per 12; FP 12; Speed 6.00; Dodge 9; Move 8.
SM 0, 140 lbs.

Bite (14): 1d−1 cutting. Reach C.

Traits: Acute Smell 3; Bad Sight (Low Resolution); Born Biter 3; Chummy; Discriminatory Smell; DR 1 (Tough Skin); Night Vision 1; Parabolic Hearing 1; Reduced Consumption 2 (Cast-Iron Stomach); Striking ST 1 (Bite Only); Quadruped; Wild Animal.
Skills: Brawling-14; Stealth-13; Survival (Woodlands)-13.

Entelodon

ST 16; DX 11; IQ 3; HT 11.
HP 16; Will 12; Per 11; FP 11; Speed 5.50; Dodge 8; Move 6.
SM 0 (2 hexes), 500 lbs.

Bite (13): 2d cutting. Reach C.
Trample (11): 1d+3 / 1d−1 crushing. See GURPS Basic Set, p. 404.

Traits: Acute Smell 3; Bad Sight (Low Resolution); Born Biter 3; Chummy; Discriminatory Smell; DR 2 (Tough Skin); Enhanced Move 1 (Ground Speed 12); Night Vision 1; Parabolic Hearing 1; Reduced Consumption 2 (Cast-Iron Stomach); Striking ST 3 (Bite Only); Quadruped; Wild Animal.
Skills: Brawling-13; Survival (Woodlands)-12.

For E. major (1,000 lbs.) increase ST and HP to 20, SM to +1 (3 hexes), and DR to 3. Damage increases to 2d+2 with a bite, 2d+3 / 1d with a trample. E. gobiensis (1,400 lbs.) increases ST and HP to 22, SM to +1 (3 hexes), and DR to 3. Damage increases to 2d+3 with a bite, 2d+4 / 1d+1 with a trample.

For Archaeotherium mortoni (330 lbs.) reduce ST and HP to 14, dropping damage to 1d+2 with a bite, 1d+2 / 1d−1 with a trample. A. zygomaticus (1,100 lbs.) increases ST and HP to 21, SM to +1 (3 hexes), and DR to 3. Damage increases to 2d+3 with a bite, 2d+4 / 1d with a trample.

For Paraentelodon (2,000 lbs.) increase ST and HP to 25, SM to +2 (4 hexes), DR and Striking ST to 4. Damage increases to 3d+2 with a bite (which has Reach C, 1), 2d+6 / 1d+1 with a trample.

For Daeodon (1,500 lbs.) increase ST and HP to 23, SM to +2 (4 hexes), DR and Striking ST to 4. Damage increases to 3d+1 with a bite (which has Reach C, 1), 2d+5 / 1d+1 with a trample. Change Survival specialty to (Plains).

Colossal Crayfish in GURPS

Colossal crayfish are only distantly related to crayfish and lobsters, and have highly divergent anatomy. Notably, they are much larger, almost ten feet in length. Their circulatory and respiratory systems are significantly more complex than those of other crustaceans, and their nervous system and eyes are also more developed. In many ways they are an example of convergent evolution with eurypterids (‘sea scorpions’).

They have four pairs of walking legs, one pair of pincers, and a cluster of claw-like mouthparts under their pointed heads. Their tails are powerful and end in a fan of plates which can propel them rapidly underwater. Two protruding compound eyes and four antennae give them the ability to navigate through murky environments.

Their preferred habitats are muddy freshwater ones. Although they are mostly scavengers, colossal crayfish are more inclined to take live prey than most crustaceans and will even try to snatch it from the shore. Once a food item has been seized in their pincers, they typically drag it back to their underwater burrows before tearing it apart.

Colossal Crayfish

ST 20; DX 9; IQ 1; HT 11.
HP 20; Will 10; Per 10; FP 10; Speed 5.00; Dodge 8; Move 5.
SM +1 (3 hexes), 1,000 lbs.

Bite (11): 2d cutting. Reach C.
Claw (11): 2d+2 crushing. Reach C-1.
Grapple (11): Effective ST 22. Reach C-1.
Wrench Limb (18): 3d+8 crushing. Requires grapple with both claws, followed by quick contest vs. better of ST or HT. Ignores flexible DR. See GURPS Martial Arts, p. 82.

Traits: Amphibious; Bad Sight (Low Resolution); Doesn’t Breathe (Gills only); DR 4; Extra Legs (Eight Legs); Injury Tolerance (No Brain, No Neck); Good Grip 1; Ham-Fisted 2; Night Vision 3; Numb (Not on Antennae); Peripheral Vision; Reduced Consumption 3 (Cast-Iron Stomach); Vibration Sense (Water); Wild Animal.
Skills: Brawling-11; Survival (Fresh-Water Lake)-11; Wrestling-11.

Cave Lions in GURPS

The lineage of these big cats split from that of modern lions (Panthera leo) at the start of the middle Pleistocene. The first species to emerge after the split was the colossal Panthera fossilis, which rapidly became the dominant apex predator throughout Eurasia. By the late Pleistocene, it had evolved into two smaller species, the Steppe Lion, P. spelaea, which lived in Eurasia and Alaska and the American Lion, P. atrox, which claimed the warmer parts of North America. P. spelaea continued to shrink over time, eventually becoming smaller than P. leo. Both species went extinct during the end Pleistocene extinction event.

Cave art shows that P. spelaea males had no mane and hair samples indicate they were a little paler than P. leo. Remains attributed to P. atrox show reddish fur. Their social behaviour is unknown, but some evidence suggests that P. atrox lived in prides, while P. spelaea was either solitary or lived as breeding pairs with their cubs.

Panthera fossilis

ST 20; DX 13; IQ 4; HT 11.
HP 20; Will 11; Per 12; FP 10; Speed 6.00; Dodge 10; Move 8.
SM +1 (three hexes), 1,000 lbs.

Bite (15): 2d cutting. Reach C.
Claw (15): 2d cutting. Reach C-1.

Traits: Bad Sight (Low Resolution); Born Biter 2; Catfall; Combat Reflexes; Discriminatory Smell; DR 2 (Tough Skin); Enhanced Move 1 (Ground Speed 16; Costs Fatigue, 1 FP/second); Flexibility; Night Vision 2; Parabolic Hearing 1; Penetrating Voice; Quadruped; Silence 1; Temperature Tolerance 2 (Cold); Ultrahearing; Vibration Sense (Air); Wild Animal.
Skills: Brawling-15; Running- 14; Stealth-13; Survival (Plains)-12.

The above profile is for a male. Females (700 lbs.) have ST and HP 18 and do 1d+2 damage with a bite or claw.

P. atrox males (550 lbs.) reduce ST and HP to 16, DR and Temperature Tolerance to 1. Females reduce ST and HP to 16, DR and Temperature Tolerance to 1. Both do 1d+1 damage with a bite or claw.

Early P. spelaea use the same profiles as P. atrox, except their Temperature Tolerance remains at 2. Later P. spelaea males (200 lbs.) reduce ST and HP to 12, SM to 0, DR and Temperature Tolerance to 1. Females (150 lbs.) reduce ST and HP to 11, SM to 0, DR and Temperature Tolerance to 1. Both do 1d−1 damage with a bite or claw, which have reach C.

GURPS Spaceships Systems Index

Here's a list of where to find all the systems published for GURPS Spaceships.

SystemSource
Armor, AdamantSpaceships 7, p.6
Armor, Advanced Metallic LaminateSpaceships 1, p.12
Armor, DiamondoidSpaceships 1, p.13
Armor, EtherwoodSpaceships 7, p.5
Armor, Exotic LaminateSpaceships 1, p.13
Armor, IceSpaceships 1, p.11
Armor, IronSpaceships 7, p.6
Armor, Light AlloySpaceships 1, p.11
Armor, Metallic LaminateSpaceships 1, p.12
Armor, NanocompositeSpaceships 1, p.12
Armor, OrganicSpaceships 1, p.12
Armor, OrichalcumSpaceships 7, p.6
Armor, SkystoneSpaceships 7, p.6
Armor, SteelSpaceships 1, p.11
Armor, StoneSpaceships 1, p.11
Armor, Structural FieldSpaceships 7, p.7
Armor, WoodenSpaceships 7, p.5
Cargo HoldSpaceships 1, p.13
Cloaking DeviceSpaceships 1, p.13
Comm/Sensor Array, EnhancedSpaceships 1, p.15
Comm/Sensor Array, MultipurposeSpaceships 1, p.15
Comm/Sensor Array, ScienceSpaceships 1, p.15
Comm/Sensor Array, TacticalSpaceships 1, p.15
Contragravity LifterSpaceships 1, p.14
Control RoomSpaceships 1, p.14
Defensive ECMSpaceships 1, p.14
Digestive SystemSpaceships 7, p.7
Drivetrain, FlexibodyPyramid, Volume 3, Issue 34, p.5
Drivetrain, TrackedPyramid, Volume 3, Issue 34, p.7
Drivetrain, WheeledPyramid, Volume 3, Issue 34, p.7
Engine RoomSpaceships 1, p.15
Ether Propulsion, Ether OarsSpaceships 7, p.7
Ether Propulsion, Ether SailSpaceships 7, p.7
Ether Propulsion, Ether ScrewSpaceships 7, p.7
Ether Propulsion, Powered Ether SailsSpaceships 7, p.8
Exophase FieldSpaceships 7, p.8
External ClampSpaceships 1, p.15
Extradimensional InterfaceSpaceships 7, p.8
Factory, FabricatorSpaceships 1, p.16
Factory, Factory ShopSpaceships 7, p.9
Factory, NanofacSpaceships 1, p.16
Factory, Production LineSpaceships 7, p.9
Factory, ReplicatorSpaceships 1, p.16
Factory, RobofacSpaceships 1, p.16
Force Screen, HeavySpaceships 1, p.16
Force Screen, LightSpaceships 1, p.16
Fuel TankSpaceships 1, p.17
Gasbag, Antigravity GasSpaceships 7, p.9
Gasbag, Lifting GasSpaceships 7, p.9
HabitatSpaceships 1, p.17
Hangar BaySpaceships 1, p.18
Helicopter RotorSpaceships 7, p.10
HoloprojectorSpaceships 7, p.10
IR MaskingPyramid, Volume 3, Issue 94, p.8
Jet Engine, Afterburning TurbofanSpaceships 7, p.10
Jet Engine, Fission Air-RamSpaceships 7, p.10*
Jet Engine, Fusion Air-RamSpaceships 7, p.10
Jet Engine, TurbofanSpaceships 7, p.10
Jet EngineSpaceships 1, p.19
Jump GateSpaceships 1, p.19
Lightspeed DriveSpaceships 7, p.11
Magnetic Planetary DriveSpaceships 7, p.11
Maneuver EnhancementSpaceships 7, p.11
MawSpaceships 7, p.12
Mining and Refinery, Chemical RefinerySpaceships 1, p.19
Mining and Refinery, MiningSpaceships 1, p.19
Open SpaceSpaceships 1, p.19
Ornithopter WingsSpaceships 7, p.12
Parachronic Flux DriveSpaceships 7, p.12
Passenger SeatingSpaceships 1, p.20
Power Plant, Chemical Energy, Fuel CellSpaceships 1, p.20
Power Plant, Chemical Energy, MHD TurbineSpaceships 1, p.20
Power Plant, Combustion, Gas Turbine EnginePyramid, Volume 3, Issue 34, p.5
Power Plant, Combustion, Internal Combustion EnginePyramid, Volume 3, Issue 34, p.5
Power Plant, Ether FurnaceSpaceships 7, p.13
Power Plant, Magical, Caged SpiritSpaceships 7, p.13
Power Plant, Magical, Mana EnginesSpaceships 7, p.13
Power Plant, Magical, NEMA ReactorSpaceships 7, p.13
Power Plant, Magical, SoulburnerSpaceships 7, p.13
Power Plant, OrgoneSpaceships 7, p.14
Power Plant, Perpetual Motion MachineSpaceships 7, p.14
Power Plant, PsychotronicSpaceships 7, p.15
Power Plant, Reactor, AntimatterSpaceships 1, p.20
Power Plant, Reactor, FissionSpaceships 1, p.20
Power Plant, Reactor, FusionSpaceships 1, p.20
Power Plant, Reactor, Super FusionSpaceships 1, p.20
Power Plant, Reactor, Total ConversionSpaceships 1, p.20
Power Plant, Solar BoilerSpaceships 7, p.15
Power Plant, Vacuum EnergySpaceships 7, p.16
RamscoopSpaceships 1, p.21
RavenPyramid, Volume 3, Issue 30, p.22
Reaction Engine, Chemical RocketSpaceships 1, p.21
Reaction Engine, Electric, Ion DriveSpaceships 1, p.22
Reaction Engine, Electric, Mass DriverSpaceships 1, p.22
Reaction Engine, Fission, Nuclear Light BulbSpaceships 1, p.22
Reaction Engine, Fission, Nuclear Saltwater RocketSpaceships 1, p.22
Reaction Engine, Fission, Nuclear Thermal RocketSpaceships 1, p.22
Reaction Engine, Fusion, Fusion RocketSpaceships 1, p.23
Reaction Engine, Fusion, Fusion TorchSpaceships 1, p.23
Reaction Engine, Fusion, Super Fusion TorchSpaceships 1, p.23
Reaction Engine, HEDM RocketSpaceships 1, p.21
Reaction Engine, Laser RocketSpaceships 7, p.16*
Reaction Engine, Nuclear Pulse, Advanced Fusion Pulse DriveSpaceships 1, p.22
Reaction Engine, Nuclear Pulse, External Pulsed PlasmaSpaceships 1, p.22
Reaction Engine, Nuclear Pulse, Fusion Pulse DriveSpaceships 1, p.22
Reaction Engine, Nuclear Pulse, Super Fusion Pulse DriveSpaceships 1, p.22
Reaction Engine, Plasma, Plasma TorchSpaceships 7, p.16
Reaction Engine, Plasma, VASIMRSpaceships 7, p.16
Reaction Engine, Solar ThermalSpaceships 7, p.16
Reaction Engine, Antimatter, Antimatter PionSpaceships 1, p.23
Reaction Engine, Antimatter, Antimatter Pion TorchSpaceships 1, p.23
Reaction Engine, Antimatter, Antimatter Plasma RocketSpaceships 1, p.23
Reaction Engine, Antimatter, Antimatter Plasma TorchSpaceships 1, p.23
Reaction Engine, Antimatter, Antimatter Thermal RocketSpaceships 1, p.23
Reaction Engine, Total Conversion, Super Antimatter Plasma TorchSpaceships 1, p.23
Reaction Engine, Total Conversion, Super Conversion TorchSpaceships 1, p.23
Reaction Engine, Total Conversion, Total Conversion TorchSpaceships 1, p.23
Reactionless Engines, Hot ReactionlessSpaceships 1, p.24
Reactionless Engines, Rotary ReactionlessSpaceships 1, p.24
Reactionless Engines, Standard ReactionlessSpaceships 1, p.24
Reactionless Engines, SubwarpSpaceships 1, p.24
Reactionless Engines, Super ReactionlessSpaceships 1, p.24
Reconfigurable SystemSpaceships 1, p.24
Robot ArmSpaceships 1, p.24
Robot LegSpaceships 4, p.37
Sails, RadioisotopeSpaceships 7, p.17
Sails, Tachyon, Tachyon HypersailsSpaceships 7, p.17
Sails, TachyonSpaceships 7, p.17
Sapient Brain, Psionic Sapient BrainSpaceships 7, p.18
Sapient BrainSpaceships 7, p.18
Screw PropellerPyramid, Volume 3, Issue 34, p.6
Small Upper StageSpaceships 7, p.18
Soft-Landing SystemSpaceships 1, p.24
Solar MirrorSpaceships 7, p.18
Solar Panel ArraySpaceships 1, p.25
Space Sails, LightsailSpaceships 1, p.25
Space Sails, MagsailSpaceships 1, p.25
Stardrive Engine, StardriveSpaceships 1, p.25
Stardrive Engine, Super StardriveSpaceships 1, p.25
Stasis WebSpaceships 1, p.26
Submarine Ballast TanksPyramid, Volume 3, Issue 34, p.7
TailSpaceships 7, p.18
Time-Flux DriveSpaceships 7, p.12
Upper StageSpaceships 1, p.26
Weapons, Major BatterySpaceships 1, p.26
Weapons, Medium BatterySpaceships 1, p.27
Weapons, Secondary BatterySpaceships 1, p.27
Weapons, Spinal BatterySpaceships 1, p.28
Weapons, Tertiary BatterySpaceships 1, p.27

* also in Spaceships 8, p. 8.

Fuchs APCs in GURPS

The transportpanzer Fuchs 1 (“armored transport Fox 1”) is a lightly-armored six-wheeled APC, in service with the German army since 1979. The driver (on the left) and vehicle commander (on the right) sit in a cab at the front of the vehicle, with a good view through a windshield over the short hood. A steel shutter can be lowered over the windshield for protection and three periscopes are provided for the driver to see at such times. An image-intensifying optic (gives Colorblindness, Night Vision 4, No Depth Perception, and No Peripheral Vision) is also provided for the driver. Access to the cab is through a large door on either side. Above the commander’s seat is a roof hatch with a flexible mount which usually holds an MG3 machine gun (GURPS High-Tech, p. 134) with 250 rounds. A DR 25 gun-shield can be fitted around this hatch. Inside the cab, the commander has a medium radio (GURPS High-Tech, p. 38). The rear compartment has rows of seats facing inwards along each side. Access is through large double doors at the back of the vehicle, or the three roof hatches. Six smoke dischargers (GURPS High-Tech, p. 229) are mounted on the left side of the hull. Propulsion in water is provided by two screw propellers behind the rear wheels.

The Sanfuchs (Occ 2+6) is an ambulance version, with space for four stretchers.

The Spürfuchs (“Tracking Fox”) ABC (Occ 2+10S) is an NBC reconnaissance vehicle.

The Fuchs Milan (Loc g6W2X) has a mount for a Milan ATGM on the roof.

The Fuchs 2 is an upgraded version with a more powerful engine and stronger suspension, available from 2005.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 Fuchs 1 126 −1/4 10 1/32 20.3 4.4 +4 2+10 25 500 $200k g6WX [1][2]
8 Fuchs 2 133 −1/4 11 1/29 26.5 7.8 +4 2+9S 25 440 $300k g6W2X [1][2][3]

[1] Amphibious: water move 1/3.
[2] Fire-Suppression System (GURPS High-Tech, p. 229).
[3] Central Tire Inflation System (GURPS High-Tech, p. 229).

Heckler and Koch GMG in GURPS

H&K GMG, 40×53mmSR (Germany, 1996-)

The Granatmachinengewehr (“grenade machine gun”) is an automatic grenade launcher, with a simple recoil-operated open bolt mechanism. It usually uses a 32-round disintegrating belt (25.4 lbs. or 44 lbs. in can) which can feed from either side. Ammunition options are the same as for the Sako MK 19 (GURPS High-Tech, p. 143). It can use a variety of optics, including reflex sights (GURPS High-Tech, p. 156). For infantry use it is mounted on a 22 lbs. tripod.

GUNNER (MACHINE GUN) (DX−4 or other Gunner at −4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
8 H&K GMG, 40×53mm 4d(10) cr 3 35/2,200 63.5/44 5 32(5) 22M −8 3 $20,000 2 [1]
linked 4d+1 [2d] cr ex

[1] First Range figure is minimum range, not 1/2D.

Marder IFVs in GURPS

The Schützenpanzer Marder 1 (“armored infantry carrier pine marten 1”) is a well-armored infantry fighting vehicle which has been in German service since 1971. It has a fairly typical layout, with the exception of its unusual turret and the presence (in earlier models) of an unmanned weapon station on the rear of its roof. Due to its high weight it is not amphibious, but can ford through water up to 5′ deep without preparation, and up to 8′ when fitted with a ‘snorkel’ air intake.

The main turret has the crew seated low in the basket with the weapons mounted above them. The main gun is a Mk 20 Rh-202 single-feed autocannon in an unstabilised mount with 500 rounds. It has a co-axial MG3 machine gun (GURPS High-Tech, p. 134) with 250 rounds. These weapons have exceptional elevation and depression, which makes them well suited for shooting from a hull-down position, combat in urban or mountainous terrain, or even engaging slow, low-flying aircraft. A combination 0.5 mile infrared illuminator (GURPS High-Tech, p. 47) and 1 mile searchlight (GURPS High-Tech, p. 228) is mounted on the left of the turret while six smoke dischargers (GURPS High-Tech, p. 229) are located high on the front. The gunner (seated on the left of the turret) and commander (on the right) have duplicate controls, allowing either to use the guns. Each has a 6× variable magnification optical sight (+2 Acc) and image intensifying night-sight (gives Colorblindness, Night Vision 4, No Depth Perception, and Tunnel Vision). Only the commander has a hatch, which has eight periscopes for all-round view (although sight-lines to the left are obscured by the main gun). The gunner has three periscopes, with a better view to the left. Two medium radios (GURPS High-Tech, p. 38) are located in the back of the turret. An intercom system (GURPS High-Tech: Electricity and Electronics, p. 27) allows communication with the rest of the vehicle. The turret’s electric motor takes one Ready manoeuvre to change facing.

The driver sits in the hull, ahead and to the left of the turret, and has a hatch with three periscopes, the middle of which can be replaced with an image-intensifying optic (gives Colorblindness, Night Vision 4, No Depth Perception, and Tunnel Vision). Behind the driver and slightly higher up is a single passenger seat, which has its own hatch and fully rotatable periscope. At the rear of the hull is the troop compartment, which seats six, back to back, facing outwards. An additional 750 rounds for the autocannon and 4,500 rounds for the machine guns are stored in the troop compartment. Two gun ports (GURPS High-Tech, p. 228), three periscopes, and two roof hatches are provided for troops on each side. The back of the troop compartment has a large door which opens downwards to form a ramp. Above this is mounted a remote weapon station fitted with an MG3 machine gun, with 250 rounds, which is controlled from inside the troop compartment and covers a 180° arc to the rear (one Ready manoeuvre to change facing). A telephone (GURPS High-Tech, p. 37) is mounted on the rear outer hull, to allow dismounted infantry to speak to those inside the vehicle.

The Marder 1A1A (1979) is a Marder 1 with a dual-feed autocannon (with 100 and 400 rounds in its ready belts) and a Milan missile launcher (GURPS High-Tech, pp. 151-152) in an exposed mount to the right of the commander’s hatch. The troop compartment seating is reduced to five in order to make room for four missiles (Occ: 3+6S). The Marder 1A1(−) is the same but with additional image intensifying sight (gives +2 Acc, Colorblindness, Night Vision 5, and Tunnel Vision) replacing the gunner’s optical sight. The Marder 1A1(+) has similar image intensifying sight with a low resolution thermal imaging sensor overlay (gives +2 Acc, Colorblindness, Detect Heat, Night Vision 5, and Tunnel Vision).

The Marder 1A2 (1984) also has a dual-feed autocannon and Milan launcher as well as numerous minor upgrades over previous models. The remote weapon station is replaced with another top hatch, the infrared illuminator / searchlight is removed, the coaxial machine gun is moved to a pod on the left of the turret (with 500 rounds), and the commander and gunner share a thermal imaging sight (gives +2 Acc, Infravision, and Tunnel Vision) with duplicate displays. The driver's night vision optic is upgraded (gives Colorblindness, Night Vision 5, No Depth Perception, and No Peripheral Vision). The Marder 1A1A2 has the hull of a Marder 1A2 but the turret of a Marder 1A1(+), and so retains the infrared illuminator / searchlight, original coaxial machine gun configuration, and cruder weapon sights.

The Marder 1A3 (1988) adds a lot of armor, and some exterior stowage to the Marder 1A2, along with an upgraded engine and suspension to handle the extra weight. The driver's hatch is larger than on previous versions and the optics better protected, but the passenger seat behind the driver loses its hatch and periscope. The troop compartment roof hatches are reduced to three, the gun ports are blocked off, and the passenger periscopes are removed. The turret gains a 5,000-yard laser rangefinder (+3 Acc).

The Marder 1A4 is simply a Marder 1A3 with an encrypted radio (GURPS High-Tech, p. 38). It is used as a command vehicle. Similarly, the Marder 1A2A1 is a Marder 1A2 with the same encrypted radio, while the same radio in Marder 1A1A makes it a Marder 1A1A4, in a Marder 1A1(−) a Marder 1A1A3, and in a Marder 1A1A2 a Marder 1A1A5.

The Marder 1A3/VB-Trp (vorgeschobener beobachter trupp, “forward observer team”) (2000) is a Marder 1A3 modified to act as an artillery spotter vehicle. It loses the missile launcher and gains a 20,000-yard laser rangefinder, precision navigation instruments (+3 Navigation), GPS receiver (GURPS High-Tech, p. 53), a medium computer (GURPS High-Tech, p. 20), and two large radios (GURPS High-Tech, pp. 38-39) with long-range antennae (GURPS High-Tech, p. 39).

The Marder 1A5 (2003) adds additional mine protection to the Marder 1A3. In addition to thicker belly armor, the stowage and seating was redesigned so that it is suspended from the roof and sides of the vehicle in order to reduce the risk of explosive force being transmitted to those inside and loose equipment being thrown around. All crew and passengers are also protected by spall liners (DR 10). The driver gets an integrated image intensification and thermal imaging system (gives Infravision, Night Vision 9, No Peripheral Vision, and Protected Vision). In the turret the thermal imaging sight is upgraded (gives +2 Acc, Infravision, Night Vision 9, Protected Vision, and Tunnel Vision), a GPS receiver is added, and the radio is encrypted as standard. The Marder 1A5A1 (2010) further adds air conditioning (gives Temperature Tolerance 2), a radio-jammer (GURPS High-Tech: Electricity and Electronics, p. 49) for protection against remotely detonated IEDs, and multi-spectral camouflage (gives +2 to Camouflage against Infravision).

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 Marder 1 155 −3/5 10x 2/23 31 1.2 +4 3+7S 120/50 320 $300k 2CTt [1][2][3][4][5][6][7]
8 Marder 1A2 157 −3/5 11x 2/23 32.1 1.2 +4 3+6S 120/50 320 $350k 2CTX [1][2][3][4][5][6]
8 Marder 1A3 167 −3/5 11x 2/20 38.5 1.5 +4 3+6S 230/75 310 $450k 2CTX [2][3][5][8][9][10][11]
8 Marder 1A5 171 −3/5 11x 2/19 41.1 1.5 +4 3+6S 230/80 310 $500k 2CTX [2][3][8][9][12][13]

[1] Fire extinguisher (GURPS High-Tech, p. 229) in engine compartment.
[2] Higher DR is for body front, lower DR is for body sides.
[3] Body rear has DR 30.
[4] Body top has DR 30.
[5] Body underside has DR 30.
[6] Main turret front has DR 100, main turret sides and rear have DR 50, main turret top has DR 30.
[7] Secondary (unmanned) turret has DR 15 on all facings.
[8] Fire-suppression system (GURPS High-Tech, p. 229) in engine compartment.
[9] Turret front has DR 180, turret sides have DR 120, turret rear has DR 50, turret top has DR 30.
[10] Body top has DR 50.
[11] Body sides have spaced armor (GURPS High-Tech, p. 229).
[12] Body top and underside have DR 75.
[13] Body sides have laminated armor (GURPS High-Tech, p. 229).