BMP-2 IFVs in GURPS

The successor to the BMP-1 was first deployed in 1980. It looks very similar, the main difference being the larger turret and the flotation cells on either side of the hull.

This turret mounts a 2A42 autocannon in a stabilised mount with 500 rounds (generally 160 AP-T and 340 SAPHEC-SD), a coaxial PKT machine gun (GURPS High-Tech, p. 135) with 2,000 rounds, and a 0.25-mile infrared illuminator (GURPS High-Tech, p. 47). The turret extractor fan is notably inadequate for the autocannon during sustained fire at maximum rate, leading to the turret quickly becoming filled with fumes. The gunner sits on the left of the turret and has a 4× image-intensifying sight (gives +2 Acc and Night Vision 5), a laser designator (GURPS High-Tech: Electricity and Electronics, p. 49), and four daylight periscopes around his hatch. On the right is the commander’s station, which can also control the weapons, using a 4× variable magnification sight (+2 Acc) optimised for anti-aircraft use. A 4× image intensifying binocular optic (gives Telescopic Vision 2 and Night Vision 5), three daylight periscopes, a 0.25 mile infrared illuminator, navigation instruments (+3 Navigation), and a medium radio (GURPS High-Tech, p. 38) are also provided for the commander. Between the gunner’s and commander’s hatches is a launcher for a single Fagot or Konkurs missile, which can only be operated by the gunner from an open hatch. On either side of the turret is a cluster of three smoke dischargers (GURPS High-Tech, p. 229). The turret’s electric motor takes two Ready maneuvers to change facing.

The driver sits in the left of the hull, with three periscopes around his hatch. The central one of these can be replaced with either a tall periscope for use during amphibious operation or a night-vision device (gives Night Vision 5). Both infrared and regular headlights illuminate up to 70 yards in front of the vehicle. Under the driver’s position is additional armor plating, giving an extra DR 15 from below. The engine compartment to the right of the driver has a fire-suppression system (GURPS High-Tech, p. 229). The driver can inject fuel into the exhaust to generate a smokescreen.

Behind the driver is a single passenger seat with a hatch, vision block, and gun port (GURPS High-Tech, p. 228), usually seating a machine-gunner. The rest of the passengers sit in the troop compartment, which is divided in two by a block of fuel tanks and batteries running along the mid-line of the vehicle. On each side of this is a bench which can seat three, facing out to the side of the vehicle, where three gun ports with periscopes are provided for them. Each side also has a single roof hatch. Doors at the rear hold additional fuel. Both of these doors have view ports but only the left one has a gun port.

The BMP-2D (dorabotanaya, “modified”) was first seen in 1982. It adds additional armor plating to the hull sides and turret, making the vehicle incapable of floating. A 0.5 ton mineplough can be fitted to the prow.

The BMP-2M (2008) is a modernised version with a redesigned turret. The smoke dischargers are moved to the front, the missile launcher on the roof is replaced by one on either side, each holding two Kornet missiles, and a remotely-operated weapon station with an AGS-17 grenade launcher (GURPS High-Tech, p. 142) and 300 rounds is added at the back. The gunner’s sight is replaced with a thermal imaging system (gives +3 Acc and Infravision) and laser rangefinder (+3 Acc). The driver has an improved day/night vision device (gives Night Vision 7 and Protected Vision).

The BMP-2K (Occ 3+3, Cost $500k) is a command variant of the BMP-2. One side of the troop compartment is filled with an auxiliary generator and extra equipment including two large radios (GURPS High-Tech, p. 38) and an IFF system (GURPS High-Tech, p. 229). A long-range antenna (GURPS High-Tech, p. 39) can be mounted to the rear hull.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
8 BMP-2 122 −3/5 11x 2/20 15.7 1.2 +4 3+7S 90/50 370 $250k 2CTX [1][2][3][4]
8 BMP-2D 125 −3/5 11x 2/19 16.7 1.2 +4 3+7S 90/70 370 $300k 2CTX [2][3][5][6]
8 BMP-2M 127 −3/5 12x 2/20 17.6 1.2 +4 3+7S 90/70 370 $500k 2CTX [2][3][5][6]

[1] Amphibious (water move 1/2).
[2] Fire-suppression system.
[3] Higher DR is for body front, lower DR is for body sides, body rear has DR 45, body underside has DR 30, body top has DR 15.
[4] Turret front has DR 100, turret sides and rear have DR 50.
[5] Turret front has DR 120, turret sides and rear have DR 60.
[6] Body sides have spaced armor (GURPS High-Tech, p. 229).

BTR-70 and BTR-80 APCs in GURPS

First seen in 1972, the BTR-70 has the same overall design as the BTR-60PB, but many small changes. The turret is the same, but the hull is slightly larger. Passenger seating is rearranged, with two benches sat back-to-back along the mid-line of the vehicle, facing towards the three firing ports and passenger vision block on each side. Two additional folding seats are located in front and to the side of the turret. Disembarkation is made much easier thanks to two small doors located between the second and third wheel on each side. The commander and driver’s hatches are redesigned, and the two small roof hatches in the troop compartment each have a firing port so the troops can shoot upwards. Night-vision devices are provided for the driver (gives Night Vision 4) and commander (gives Telescopic Vision 2 and Night Vision 4).

The 5-ton winch (ST 50), water-jet propulsion system, window covers (increase the windows’ DR 20 to DR 40), infrared illuminators (70-yard headlamps and 0.25 mile searchlight, see GURPS High-Tech, p. 47), medium radio (GURPS High-Tech, p. 38), and central tire inflation system (GURPS High-Tech, p. 229) are all similar to those of the BTR-60PB. The engine compartment has a fire-suppression system (GURPS High-Tech, p. 229).

Armament is the same as the BTR-60PB: a ZiD KPVT HMG (GURPS High-Tech, p. 134) with 500 rounds and a coaxial KMZ PKT MG (GURPS High-Tech, p. 135) with 2,000 rounds. The gunner has a 4× sight (+2 Acc). The manually rotated turret takes two Ready maneuvers to change facing. In addition, six smoke dischargers are mounted to the back of the turret.

The BTR-80 (1984) replaces the two gasoline engines with a single diesel one and adds a bit of armor. Its turret is more angular and capable of higher gun elevation, but has a similar loadout, except the sight is now a 5.5× magnification night sight (+2 Acc, Night Vision 4). The side doors are redesigned to give a step when open, and the roof hatches are rearranged to a more symmetrical layout.

The BTR-80A (1994) replaces the turret with a remotely operated powered one. This mounts a 2A72 autocannon with a 4× magnification night sight (+2 Acc, Night Vision 6) and 300 rounds in a stabilised mount, a PKT MG (with 2,000 rounds) in another stabilised mount, and six smoke dischargers. The gunner operates it from inside the hull. Turret rotation takes one Ready maneuver per facing change.

An unnamed BTR-70 variant used during the Soviet-Afghan War removes the smoke dischargers and fits an open mount for an AGS-17 Plamya AGL (GURPS High-Tech, p. 142) to the turret. This requires someone to stand on top of the vehicle to operate it!

The BTR-82 is a refitted BTR-80A, which entered service in 2011. The autocannon is replaced with a ZiD KPVT HMG (with 2,000 rounds). Other changes include improved night vision devices (all now give Night Vision 8), spall liners (add DR 10 to occupants and negate the special effect of HESH warheads), and satellite navigation system (+3 Navigation). The BTR-82A (2013) is similar, but retains the autocannon (BTR-80s upgraded to this standard are designated BTR-82AM). The BTR-82AT adds a thermal imager (gives Infravision) to the turret, the option to mount a Kornet ATGM, and slat armor (front, sides, and rear of the hull are treated as having spaced armor, see GURPS High-Tech, p. 229). The BTR-87 is a BTR-82A with the engine relocated to the right side of the hull and a rear door.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 BTR-70 112 −1/4 10f 2/24 12.7 1.5 +4 3+8S 40/24 370 $40.0k t8W [1][2][3][4]
8 BTR-80 119 −1/4 10 1/27 15 1.5 +4 3+8S 40/30 370 $50.0k t8W [1][2][3][4]
8 BTR-80A 122 −1/4 10 1/27 16.1 1.5 +4 3+7S 40/30 370 $70.0k T8W [1][2][3][4]

[1] Amphibious: water move 1/3.
[2] Central Tire Inflation System (GURPS High-Tech, p. 229).
[3] Fire-Suppression System (GURPS High-Tech, p. 229).
[4] Higher DR is for hull front and turret front, sides, and rear. Lower DR is for hull sides and rear. Underside and top have DR 20.

9M133 Kornet missiles in GURPS

9M133 Kornet, 152mm (Russia,1998-)

The Kornet (NATO designation AT-14 Spriggan) is a multi-platform laser-guided anti-tank missile with an MS-HEAT warhead. It comes in a disposable launch tube (64 lbs. $25,000 with missile) which is attached to a reusable assembly (77 lbs.) consisting of a tripod, guidance device, and thermal imaging sight (+3 Acc and Infravision).

The 9M133F1 has a thermobaric warhead (Dmg 6d×19 cr ex, divide damage by 2× distance in yards from blast center).

ARTILLERY (GUIDED MISSILE) (IQ−5)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
8 9M133 Kornet, 152mm 6d×6(10) cr 3+3 280/5,500 77/64 1 1(20) 17M −7 1 $30,000 1 [1][2][3][4]
follow-up 6d×6(10) cr
linked 6d×8 cr ex

[1] First Range figure is speed in yards per second.
[2] Guided attack (GURPS Basic Set, p. 412). Gunner uses Artillery (Guided Missile) to attack.
[3] Hazardous backblast (GURPS High-Tech, p. 147), 5d burn up to 10 yards, 2d+2 burn up to 30 yards.
[4] Multi-stage warhead. If ERA is not present, double damage and ignore follow-up.

Tulamashzavod 30mm Autocannons in GURPS

Tulamashzavod Shipunov 2A42, 30×165mm (Russia, 1980-)

A gas-operated, dual-feed autocannon for use on armored fighting vehicles.

In addition to AP-T (in table), SAPHEC-SD (Dmg 6d×5 pi++ with a 5d cr ex follow-up), SAPHE-SD (Dmg 6d×5 pi++ with a 2d+1 [1d+2] cr ex follow-up), APDS (Dmg 6d×7(2) pi+, Rng 4,000/15,000), and long-rod APFSDS (Dmg 6d×9(2) pi+, Rng 5,400/20,000) are available.

The 2A72 is a lighter, simpler, recoil-operated version.

The 2A38 is a two-barreled Gast gun, where the recoil of one barrel firing works the mechanism to load the other.

The GTS-30/N is a Slovakian version of the 2A42 (Rng 2,900/10,000, Rcl 6) which takes NATO 30×173mm shells.

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 2A42, 30×165mm 6d×4(2) pi++ 6 2,700/9,800 254/930 13 500(5) 35M† −12 5 $10,000 1
8 2A72, 30×165mm 6d×4(2) pi++ 5 2,700/9,800 185/930 5! 500(5) 31M† −12 4 $7,000 1
8 2A38, 30×165mm 6d×4(2) pi++ 6 2,700/9,800 430/1300 41! 700(5) 32M† −13 3 $15,000 1

Ammunition Table

Name WPS CPS Notes
30×165mm 1.9 $25
30×173mm 1.6 $25

BTR-60 APCs in GURPS

The GAZ Bronetransportyor 60 Plavajushhijj (“swimming armoured transport of the year 1960”) is open-topped and lightly armored. A boat-shaped lower hull and water-jet system make it fully amphibious with only minimal preparation. A 5-ton winch (ST 50) with a 33-yard cable is fitted inside the prow and accessed through a small hatch.

Due to having its two engines in the rear, crew and passengers have to climb in and out over the vehicle’s sides, which is assisted by various steps and rails, as well as two half-doors on each side. The driver and commander sit at the front of the vehicle (on the left and right, respectively) with a small roof (DR 20) to protect them. They have ‘bulletproof glass’ (DR 18) windshields, with steel covers (DR 18) which can be closed for extra protection. This reduces vision to a small slit in each cover, one small window on each side, and a single periscope for the driver, which can be exchanged for an infrared vision device (gives Night Vision 4). Infrared illuminators (GURPS High-Tech, p. 47) with 70-yard range are mounted alongside the headlights for use with night vision. The commander has an infrared searchlight (0.25-mile range) and a medium radio (GURPS High-Tech, p. 38).

Passengers sit behind the crew, on two long benches running along the sides of the vehicle. A detachable canvas cover gives them some relief from weather. The troops have three firing ports on each side, as well as three mounting points for machine guns, one on each side of the troop compartment and one in the middle of the roof of the crew compartment. Generally the two side mounts were used for the infantry’s machine guns, while the front one was fitted with an SGMB (for which around 2,000 rounds were carried).

Early improvements included adding a night-vision device for the commander (gives Telescopic Vision 2 and Night Vision 2) and replacing the front machine gun mount with one for the DShKM HMG (GURPS High-Tech, p. 133).

In 1963 production was changed to the new BTR-60PA which has a roof and air-filters. The half-doors on the side are eliminated, and access is via top hatches. The commander and driver each get a small hatch above their seats, while a large rectangular hatch behind them allows troops to reach the three machine gun mounts which have been moved there. Another large hatch is located on the back left side of the roof.

In 1966 the BTR-60PB came with more powerful engines, upgraded armor, and a turret copied from the BRDM-2 (GURPS High-Tech, p. 240). Turret armament consists of a ZiD KPVT HMG (GURPS High-Tech, p. 134) with 500 rounds and a coaxial KMZ PKT MG (GURPS High-Tech, p. 135) with 2,000 rounds. The gunner has a 4× sight (+2 Acc). The manually rotated turret takes two Ready maneuvers to change facing. Passenger seating is changed to two forward-facing benches and two folding seats. The windshield covers lose their vision slits, with both the driver and commander getting three periscopes each instead. Their hatches are the same as on the BTR-60PA, as is the one on the back left of the troop compartment. A small door is added on either side of the hull, and a small roof hatch is placed behind and to the right of the turret. Later production versions add a rear-facing periscope to the turret.

The TAB-71M is a Romanian copy of the BTR-60PB with more powerful engines.

The BTR-60PAI is an intermediate step between the BTR-60PA and BTR-60PB, with a turret but lacking improved armor and engines. Use the profile of the BTR-60PA but change locations to gt8W and add note [5].

The BTR-60P requires little conversion to turn it into a mortar carrier, usually holding two mortars.

The BTR-60PU is a command variant of the BTR-60P. It usually carries no weapons and has two extra radios with long-range antennae (GURPS High-Tech, p. 39). A version based on the BTR-60PA has similar equipment. The R-145BM is another command vehicle, based on the BTR-60PB with the weapons replaced by an antenna for a large radio. Several additional medium radios, an auxiliary generator, and a satellite navigation system capable of using either GLONASS or GPS (GURPS High-Tech, p. 53) are also carried. The BTR-60PB Forward Air Control vehicle is similar, but has an observation window instead of the antenna on the turret. Various other command, fire-control, signals, and observation vehicles have roughly the same set-up.

The MTR-2 and MTP-2 are repair and recovery vehicles based on the BTR-60P and BTR-60PA respectively. They have cranes which can be fitted to the front of the vehicles. The Irtish and BTR-60PPM are civilian versions of the BTR-60PB (used for firefighting and rescue) with no turrets, firing ports, or window covers, and several doors and windows added to the sides. They have safety rails around their roofs and carry cranes and ladders. Change locations to G8W.

The APC-70 is a Mexican variant based on a civilian version of the BTR-60PA, re-armed with a single open mount which can be fitted with a FN MAG (GURPS High-Tech, p. 134), HK21 (GURPS High-Tech, p. 136), or Sako MK 19 (GURPS High-Tech, p. 143). It has side windows instead of firing ports.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 BTR-60P 101 −1/4 9f 1/24 10.8 2.4 +4 2+14 36/24 310 $30.0k O8W3X [1][2][3]
7 BTR-60PA 103 −1/4 9f 1/24 11.2 2.4 +4 2+14S 36/24 310 $32.0k g8W3X [1][2][3][4]
7 BTR-60PB 104 −1/4 10f 1/24 11.3 2.4 +4 3+12S 40/24 300 $36.0k t8W [1][2][3][4][5]
7 TAB-71M 106 −1/4 10f 2/29 12 2.4 +4 3+8S 40/24 300 $38.0k t8W [1][2][3][4][5]

[1] Amphibious: water move 1/3.
[2] Central Tire Inflation System (GURPS High-Tech, p. 229).
[3] Higher DR is for hull front. Lower DR is for hull sides and rear. Hull underside has DR 14.
[4] Hull top has DR 20.
[5] Turret has DR 40 on all facings except the top, which has DR 20.

SG-43 Machine Guns in GURPS

ZiD SG-43, 7.62×54mmR (Russia, 1943-1945)

The Stankovyy pulyemyot sistyemy Goryunova (Goryunov’s mounted machine gun design) had a complex loading system to handle pulling rimmed cartridges from canvas belts (typically 250 rounds, 15 lbs. or 20 lbs. in a steel can). Despite this, it was a reliable weapon and its derivatives were the main medium machine guns of the Soviet Union until replaced by the PK GPMG (GURPS High-Tech, p. 135). It had spade grips with the charging handle beneath them, and was generally mounted on a two-wheeled carriage with a gun shield (DR 9, 60 lbs. $1,000).

The SGM (1945-1968) was a modernized version which changed the barrel to a ribbed one, moved the charging handle to the side, and added dust covers. It was mounted on a variant of the two-wheeled carriage without a gun shield (50 lbs. $900) or a tripod (31 lbs. $500) and usually loaded with 50-round metallic-link belts (3 lbs.). The SGMB was mounted on armored personnel carriers, while the SGMT was a solenoid-activated version for use as the coaxial gun on tanks.

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

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 SG-43, 7.62×54mmR 7d pi 4 860/3,600 30/3 10! 50(5) 16M† −7 2 $3,000 2 2

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).