GURPS Ground Vehicle Worksheet

Here's a worksheet for calculating powered ground vehicle stats.

It requires the use of the article 'Describing Vehicles' in Pyramid magazine, volume 3, issue 120.

https://docs.google.com/spreadsheets/d/1LFi3xRQV9S2y-R75Exf3Bfap_kfIlUi--i894WoMZ6s/edit?usp=sharing

Instructions:

First, make a copy of the sheet so that you can edit it.

Then enter the necessary data in the input tab.

Each column (B-K) can be used for a different vehicle, if you want to work on several at once.

First select whether you want to use metric or US customary units. You have to stay consistent within each column.

The vehicle name row should be self-explanatory.

Year is the year it was first produced. This will output a TL based on the dates in GURPS High-Tech. Only TL 5-9 is covered.

Loaded weight is in kg (if metric units are used) or lbs. (if using US customary ones). If you don't enter a loaded weight, it should be calculated automatically so long as you provide a curb weight and load.

Curb weight is also in kg or lbs.

Empty weight is in kg or lbs. If you leave it blank, it will be calculated automatically if you have a curb weight and a fuel capacity (the sheet assumes that fuel is 6 lbs. per gallon).

Load is in kg or lbs. If you have a loaded weight and a curb weight, you can leave it blank and the sheet should calculate the correct value.

Fuel is either diesel or gasoline. The only reason this matters is because gasoline-fueled vehicles are flammable and diesel-fueled ones aren't. If your vehicle uses something weird, choose based on flammability. Modern batteries tend to be flammable.

Fuel capacity is in litres or US gallons.

Length is in metres or feet.

Shape is usually 'boxy' but see Describing Vehicles for guidance.

Handling, Stability, and Health are as in Describing Vehicles. Note that the only form of fragile available is 'f', which is added automatically to gasoline-fueled vehicles.

Motive power is in kW or horsepower.

Top speed is in kmph or mph.

Terrain is either 'all-terrain' or 'road-bound'. Generally speaking, anything with all-wheel drive or tracks is the former, while other wheeled vehicles are the latter, but use common sense. Road-bound vehicles add an asterisk to their move.

Acceleration to... is the speed which the vehicle's acceleration time is measured against. This is usually 100 kmph or 60 mph.

...in seconds is how long it takes to achieve the above speed. These two numbers can be left blank so long as you have a motive power figure to estimate acceleration from.

Crew is how many people the vehicle needs to operate all its systems.

Passengers is how many extra seats it has. This can be left blank.

Occupancy code is the letters which appear after Occ. numbers. A for long-term accomadations, F for air-filters, etc.

DR 1 is the vehicle's main DR. This is compulsory.

DR 2 is for a secondary DR score if required. This can be left blank.

Fuel consumption is in kilometres per litre or miles per gallon. This is optional if you have a Range.

Range is in km or miles. This can be left blank if you have numbers for both fuel capacity and fuel consumption, in which case it will calculate automatically.

Price is in GURPS dollars, which are roughly equivalent to US dollars betweeen 2000 and 2010. If you leave this blank the sheet will estimate a cost based on the guidelines in Describing Vehicles.

Locations is just the string of letters and numbers which describe the vehicle's locations.

Notes should be in the form [1][2][3]... you will have to add the actual notes yourself.

After entering all the necessary information, you can go to the Stats tab to see the output. The HTML tab gives the same information, formatted for easy pasting into a HTML table.

Toyota Land Cruisers in GURPS

The Toyota Land Cruiser series of light trucks is the manufacturer's longest running vehicle series. It is popular worldwide, with a reputation for reliability. In addition to civilian users, a wide variety of military forces make use of them, especially irregular militias in Africa and the Middle East, who modify civilian trucks into 'technicals' by fitting weapon mounts. Like most popular automobiles, the Land Cruiser has been produced in a vast number of models, of which the following is only a small sample.

Toyota Jeep BJ, 1951-1955

The very first vehicle to bear the Land Cruiser name was initially known as the Toyota Jeep. It was essentially similar to the American military trucks which shared that name (GURPS High-Tech, pp. 236-237). The driver and one passenger sat at the front in actual seats, while benches running along the sides of the cargo bed seated the rest of the passengers. Initial sales were to the military and police. It was renamed 'Land Cruiser' in 1954.

Toyota Land Cruiser J40, 1960-1985

The first truly successful Land Cruiser, the J40 had a fully enclosed cab and was available as either a four-door station wagon (Occ 1+4) or truck (in table), with folding benches at the sides of the cargo bed. The latter could have either a canvas or rigid cover over the cargo bed, or be an open-bed pickup.

Diesel versions were less powerful, but more fuel-efficient (HT 11, Move 2/35, Range 250).

Toyota Land Cruiser J70, 1984-

The J70 series had a more angular design than previous models. It was available as a SUV (Occ 1+4), four-door pickup (Occ 1+4), two-door pickup (Occ 1+1), or troop carrier (in table) with benches running along the sides of the cargo bed.

Initial diesel versions were less powerful (HT 11, Move 2/38, Range 430), but by 2007 a powerful turbo-diesel V8 was able to match gasoline performance (HT 11, Cost $40k).

Toyota Land Cruiser J80, 1990-2007

A five-door SUV, with a rounded appearance. From 1995 they come with airbags and improved brakes (GURPS High-Tech, p. 229).

Toyota Land Cruiser J100, 1998-2007

A similar design to the J80, but a little more luxurious. Airbags and improved brakes are standard, and from 2002 an active infra-red system (gives Night Vision 7) which projects onto the windshield as a heads-up display is available.

Toyota Land Cruiser J200, 2008-2021

A large, luxurious SUV with airbags, improved brakes, and a rear-view camera.

DRIVING/TL (AUTOMOBILE)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
7 Toyota Jeep BJ 59 0/3 10f 2/30 2.5 0.9 +3 1+7 3 290 $10k O4W
7 Toyota Land Cruiser J40 62 0/3 11f 2/47 2.5 0.7 +3 1+5 3 210 $30k G4W
8 Toyota Land Cruiser J70 61 0/3 11f 2/44 2.7 0.9 +4 1+7 3 400 $35k G4W
8 Toyota Land Cruiser J80 66 0/3 11 2/47 3.2 0.9 +4 1+7 3 450 $40k G4W
8 Toyota Land Cruiser J100 70 0/3 11 2/52 3.6 0.9 +4 1+7 3 540 $70k G4W
8 Toyota Land Cruiser J200 71 0/3 11f 3/61 3.7 0.9 +4 1+7 3 530 $80k G4W

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).