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).

Rh-202 Autocannon in GURPS

Note: I wrote this having overlooked that the Rh-202 has already been given GURPS stats in Hell on Wheels in Pyramid, Volume 3, Issue 53. The numbers in that article differ slightly from mine, and are probably more accurate.

Rheinmetall Mk 20 Rh-202, 20×139mm Hispano (Germany, 1970-1976)

The Maschinenkanone 20 is a multi-purpose autocannon, used against both aircraft and surface targets from a variety of platforms. It uses a combined gas and blowback operating mechanism with a differential recoil system. It is available with either a single or double feed. The double feed version takes 4 seconds to switch between the two belts.

In addition to HE (in table), common loadings include API-T (Dmg 7d×2(2) pi+ inc) and APDS-T (Dmg 9d×3(2) pi+, Range 3,200/12,000).

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 Rheinmetall Mk 20 Rh-202, 20×139mm Hispano 6d×3(0.5) pi++ 6 2,100/7,900 165/420 15 500(5) 25M† −11 2 $30,000 1
linked 2d−1 [1d] cr ex

Ammunition Table

Name WPS CPS Notes
20×139mm Hispano 0.7 $10

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 flotation cells on either side of the hull and the larger turret.

This turret mounts a 2A42 autocannon in a stabilised mount with 500 rounds (generally 160 AP-T and 340 SAPHEC-SD), alongside 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 which can be fired from inside, 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 [1][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.