Generic thugs in GURPS

A common archetype of opponent in almost every action-orientated genre is the large, muscular, and dimwitted man (female thugs are rare) who seems to exist mostly to give protagonists a chance to show off their combat skills. Genre convention generally has them getting battered and humiliated, but rarely killed. A group of thugs (they usually come in groups) might be found causing trouble just for the sake of it, but more often they are working for a more competent villain.

Thug

ST 12; DX 10; IQ 9; HT 9.
HP 12; Will 9; Per 9; FP 10; Speed 4.75; Dodge 7; Move 5.
SM 0, 160-220 lbs.

Punch (12): 1d−1 crushing. Reach C. Parry 9.
Kick (10): 1d crushing. Reach C, 1.
One of:
Blackjack or Brass Knuckles (12): 1d crushing. Reach C. Parry 9.
or
Knobbed Club or Light Club (9): 1d+3 crushing. Reach 1. Parry 7.
or
Small Knife (10): 1d−1 cutting. Reach C, 1. or 1d−1 impaling. Reach C. Parry 7.
or
Weighted Scarf (8): 1d+2 crushing. Reach 1. −2 to parry, −1 to block. Parry 5U.
or
9mm Pistol (10): 2d+2 piercing. Acc 2, Range 160/1,800, RoF 3, Shots 15+1(3), Bulk −2, Rcl 2.
or
.32 SMG (8): 2d−1 small piercing. Acc 2, Range 90/1,000, RoF 14, Shots 20(3), Bulk −3*, Rcl 2.
or
12G Shotgun (8): 1d+1 piercing. Acc 3, Range 40/800, RoF 2×9, Shots 2(2i), Bulk −5, Rcl 1.

Traits: Bully (9); Hard to Kill 3; Improvised Weapons (Axe/Mace, Brawling, Broadsword, or Flail).
Skills: Axe/Mace-9; Brawling-12; Broadsword-9; Carousing-12; Guns (Pistol)-10; Fast-Draw (Knife)-12; Flail-8; Holdout-11; Intimidation-11; Knife-10; Stealth-10; Streetwise-11.
Notes: there is a good chance (1 in 6) that any given thug will be tipsy (−1 to DX and IQ, −2 to self-control rolls) at any time. If actually encountered while partying, all thugs will be at least tipsy and 1 in 6 will be drunk (−2 to DX and IQ, −4 to self-control rolls).

Protective Clothing

Heavy boots give DR 2 to the feet and raise kicking damage to 1d+1, but many thugs prefer sneakers or similar light footwear, for +1 to Stealth.

Alternative weapons

Modern thugs often carry a switchblade (GURPS High-Tech, p. 197), which is simply a small knife which snaps easily if used to parry.

Exactly one in each group of thugs may have a balisong (GURPS Martial Arts, p. 213). This has the same rules as a small knife, but the wielder invariably knows Fast-Draw (Ballisong)-15 and has a Shtick (GURPS Basic Set, p. 101) which allows an Intimidation attempt as a free action after successfully using it.

Treat improvised flails such as chains, or pool balls in socks, as weighted scarves.

Thug Stereotypes

Bikers typically wear leather jackets, which give DR 1* to the torso and arms against anything except impaling and piercing damage. They also have Driving (Motorcycle)-14.

Gym Rats have Lifting ST 1 and Lifting-12.

Hillbillies have Driving (Automobile)-12 (or Teamster-12 before TL 6) and Farming-12.

Punks are often scrawny (ST and HP 11, Skinny) and have a good repertoire of wise cracks (Fast-Talk-12).

Truckers have Driving (Heavy Wheeled)-14 and Freight Handling-12.

Stegosaurs in GURPS

A clade of herbivorous dinosaurs, known for their spinal plates, spiked tails, and tiny brains. Their heads were small and elongated, with beaks at the front and small chewing teeth inside fleshy cheeks. The shoulder girdle was very robust, with many species having horn-like spikes projecting from their shoulders. The torso widened and raised vertically from the shoulders to the hips, with the hind legs being significantly larger than the front ones. Their tails were held straight out, parallel to the ground, but were flexible in the horizontal plane, allowing them to swing the spiked tips (“thagomizers”) in a deadly arc.

The first known family of stegosaurians were the Huayangosauridae of middle Jurassic East Asia (eastern Laurasia at the time), such as Huayangosaurus and Bashanosaurus. These were the only members of the clade which seemed capable of running. They had small plates running in symmetrical rows down either side of their spines and long shoulder spikes. Their last, and largest, known member was Gigantspinosaurus, which lived in the late Jurassic and had huge shoulder spikes.

The larger Stegosaurids had diverged from the Huayangosauridae by the middle Jurassic, with Tuojiangosaurus being an early example. Its spinal plates were longer and more triangular than those of Huayangosaurids, and it had less flexible legs to support its greater weight. Another branch of Stegosaurids formed the Neostegosauria, which comprised two families: the Dacentrurinae and Stegosaurinae.

The Dacentrurinae had a wide distribution and were distinguished by the transformation of their rear spinal plates into spikes, and long necks. Adratiklit and Thyreosaurus lived in middle Jurassic North Africa (northern Gondwana), while the late Jurassic had Kentrosaurus in East Africa (central Gondwana), Dacentrurus in Europe (central Laurasia), and Miragaia in North America (western Laurasia).

Stegosaurines had broad, staggered spinal plates. In Yingshanosaurus, from middle Jurassic East Asia, these were fairly small and shoulder spikes were still present. Later members of the family had larger plates and no shoulder spikes. In East Asia these included the late Jurassic Jiangjunosaurus and early Cretaceous Wuerhosaurus. Late Jurassic North America had Hesperosaurus, and the famous Stegosaurus, which included the well-known S. stenops and the larger S. ungulatus.

Huayangosaurus

ST 21; DX 10; IQ 2; HT 12.
HP 21; Will 10; Per 10; FP 12; Speed 5.50; Dodge 8; Move 5.
SM +3 (3 hexes), 1,100 lbs.

Shoulder spike (10): 2d impaling. Reach 1. Limited arc, sides.
Thagomizer (10): 2d+2 impaling. Reach 2. Limited arc, rear.
Trample (10): 2d / 1d−2 crushing. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); DR 3 (Tough Skin); Enhanced Move 1 (Ground Speed 10; Costs Fatigue, 1 FP/second); Night Vision 1; Peripheral Vision; Quadruped; Wild Animal.
Skills: Survival (Woodlands)-10.

Use the same profile for Bashanosaurus.

For Gigantspinosaurus (1,500 lbs.) increase ST and HP to 23, and shoulder spike Reach to 2. Damage increases to 2d+3 with a shoulder spike or thagomizer, 2d+1 / 1d−1 with a trample.

Tuojiangosaurus

ST 38; DX 9; IQ 2; HT 12.
HP 38; Will 10; Per 10; FP 12; Speed 4.00; Dodge 7; Move 5.
SM +4 (4 hexes), 7,000 lbs.

Shoulder spike (9): 4d impaling. Reach 1. Limited arc, sides.
Thagomizer (9): 4d+4 impaling. Reach 3. Limited arc, rear.
Trample (9): 4d / 2d−1 crushing. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); DR 6 (Tough Skin); Night Vision 1; Peripheral Vision; Quadruped; Wild Animal.
Skills: Survival (Plains)-10.

For Yingshanosaurus (3,000 lbs.) reduce ST and HP to 29, SM to +3 (3 hexes), DR to 4, and thagomizer Reach to 2. Damage drops to 3d with the shoulder spikes, 3d+3 with the thagomizer, 3d / 1d with a trample.

Dacentrurus

ST 47; DX 9; IQ 2; HT 12.
HP 47; Will 10; Per 10; FP 12; Speed 4.00; Dodge 7; Move 5.
SM +4 (5 hexes), 13,000 lbs.

Long Spines (5): 1d impaling. Reach C. Attack as a free action. See GURPS Basic Set, p. 88.
Thagomizer (9): 5d+6 impaling. Reach 4. Limited arc, rear.
Trample (9): 5d+1 / 2d+1 crushing. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); DR 7 (Tough Skin); Long Neck 1*; Night Vision 1; Peripheral Vision; Quadruped; Wild Animal.
Skills: Survival (Plains)-10.

* see GURPS Furries, p. 12.

For Adratiklit (8,800 lbs.) reduce ST and HP to 41, and DR to 6. Damage drops to 4d+6 with the thagomizer, 4d+2 / 2d−1 with a trample. Change Survival specialty to (Swampland).

For Thyreosaurus (7,000 lbs.) reduce ST and HP to 38, and DR to 6. Damage drops to 4d+4 with the thagomizer, 4d / 2d−1 with a trample. Change Survival specialty to (Woodlands).

For Kentrosaurus (2,500 lbs.) reduce ST and HP to 27, SM to +3 (3 hexes), and DR to 4. Damage drops to 3d+2 with the thagomizer, 3d−1 / 1d with a trample.

For Miragaia (3,300 lbs.) reduce ST and HP to 30, and DR to 5. Damage drops to 3d+3 with the thagomizer, 3d / 1d+1 with a trample.

Stegosaurus stenops

ST 39; DX 9; IQ 2; HT 12.
HP 39; Will 10; Per 10; FP 12; Speed 4.00; Dodge 7; Move 5.
SM +4 (4 hexes), 7,700 lbs.

Thagomizer (9): 4d+5 impaling. Reach 3. Limited arc, rear.
Trample (9): 4d+1 / 2d−1 crushing. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); DR 6 (Tough Skin); Night Vision 1; Peripheral Vision; Quadruped; Wild Animal.
Skills: Survival (Plains)-10.

For S. ungulatus or Wuerhosaurus (9,000-9,300 lbs.) increase ST and HP to 42, DR to 7, and thagomizer Reach to 4. Damage increases to 4d+6 with the thagomizer, 4d+2 / 2d with a trample.

For Jiangjunosaurus (5,500 lbs.) reduce ST and HP to 35, and DR to 5. Damage drops to 4d+3 with the thagomizer, 4d−1 / 1d+2 with a trample.

For Hesperosaurus (7,700 lbs.) change Survival specialty to (Woodlands).

Casspir APCs in GURPS

The Casspir Mk 1 (1980) was one of the first mine-protected vehicles and its basic design elements inspired many others. It has a narrow, welded steel, monocoque hull, raised high off the ground and sharply angled at the bottom to deflect explosive blasts. The engine is at the front, in a conventional truck layout. A spare wheel is carried on the middle lower hull on each side.

The main compartment has front-facing seats for the driver (on the right) and vehicle commander (left) at the front. Bullet-proof windows (DR 25, semi-ablative) give good visibility to the front and sides. A hatch above the commander’s seat has an unstabilised open mount, usually armed with a Browning M2HB (GURPS High-Tech, p. 133) or one or two FN MAG (GURPS High-Tech, pp. 134-135) machine guns. A medium radio is provided for the commander. Each side of the main compartment has six inward-facing seats and three bullet-proof windows for passengers. Six gun ports (GURPS High-Tech, p. 228), between the seats, allow passengers to shoot from inside the vehicle. Access is via pneumatic double doors at the rear, which also have gun ports and bullet-proof windows. The roof above the passenger seating is covered only with a removable canvas (DR 0). A 53-gallon water tank is provided for crew and passengers.

Common modifications include adding a gun shield (DR 18) to the commander’s open mount and fitting a thin (DR 5) steel roof to replace the canvas. Alternative weapons which could be fitted on the commander’s open mount include Hispano Mk V autocannon scavenged from outdated fighter planes, captured Soviet HMGs such as the ZiD KPV (GURPS High-Tech, p. 134), and Vektor SS-77 and Mini-SS machine guns.

The Mk 2 (1981) has many minor improvements. The spare wheels are moved to the upper rear of the hull sides, giving them better protection from mines and collisions. An additional open mount can be fitted to the commander’s side window. An applique armor system adds +10 DR to the body front and sides, increases weight by 0.7 tons, and reduces Move to 1/26.

The Mk 3 (1983) has a more powerful engine and stronger suspension, as well as upgrading the mine protection. A gun-carrier variant (Occ 4, Loc 4W2X) has an open deck at the rear, with an open unstabilised mount for a Watervliet M40 recoilless rifle (GURPS High-Tech, p. 141) with 12 ready rounds. Access to the cab is through a door to the deck.

The Casspir NG (New Generation) (2013) series is larger and better protected than its predecessors, but has the same overall design.

Unarmed ambulance variants of all marks are available, capable of holding two stretchers, four medical personnel, and a driver (Occ 1+6, Loc 4W).

Police variants typically have the open mount and gun ports removed, a roof over the passengers, and larger windows, which are covered by mesh to stop them being chipped by thrown objects. On some versions the front fenders are fitted with a mechanism to lower them in order to shove obstacles aside. A wire-cutter is often mounted on the roof.

The Blesbok (1982) is a logistics vehicle based on the Mk 2. It has an armored cab with side doors for the driver and commander, and an open cargo bed with fold-down sides. The Duiker fuel bowser is essentially the same vehicle with a 1,320-gallon tank.

The Gemsbok (1982) is a recovery vehicle with a 16.5 ton crane. The cab has one door on the right and two on the left.

Mortar-carrier variants of the Mk 3 and NG (Occ 6) have a widened section at the rear of the vehicle, where a circular mounting plate fits a Vektor 81mm mortar (a copy of the Hotchkiss MO-81-61-LL) which can turn in any direction and fires through the open roof. They carry 192 mortar rounds.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
8 Casspir Mk 1 109 −1/4 11 1/27 11.8 1.7 +5 2+12 25/60 500 $120k 4WX [1]
8 Casspir Mk 2 110 −1/4 11 1/27 12 1.7 +5 2+12 25/60 500 $130k 4WX [1]
8 Casspir Mk 3 116 −1/4 12 1/27 13.9 1.7 +5 2+12 25/90 500 $180k 4WX [1]
8 Casspir NG 122 −1/4 11 1/33 15.8 1.7 +5 2+12 35/90 500 $350k 4WX [1][2]
8 Blesbok 99 −1/4 11 1/27 13.2 5.7 +5 2 25/60 500 $130k 4WX [1]
8 Gemsbok 130 −1/4 11 1/24 17.4 0.2 +5 2+3 25/60 430 $160k 4WX [1]

[1] First DR figure is for body front, sides, rear, and top. Second is for body underside.
[2] Run-flat tires (GURPS High-Tech, p. 229).

Vektor SS Machine Guns in GURPS

Vektor SS-77, 7.62×51mm (South Africa, 1986-1993)

The SS-77 is named for its designers (R. J. Smith and L. Soregi) and the year they started working on the design. It combines features of several other machine guns, notably the bolt mechanism from the SG-43 Goryunova and many parts of the FN MAG (GURPS High-Tech, pp. 134-135). Due to South Africa fielding multiple different ammunition belts for the same calibre, it was designed to take any of them. It has many features, such as dust covers on virtually every opening, which help in dry, dusty conditions (+1 HT to rolls to avoid breakdown in desert environments, see GURPS Tactical Shooting: Extreme Conditions, pp. 16-17). Unfortunately, it also has a problematic gas port which makes it prone to malfunction.

The bipod is detachable, and folds into the handguard when not in use. The folding stock can be quickly removed and replaced with spade grips for use on vehicle mounts. Typical load is 100 rounds in a pear-shaped fabric pouch (7 lbs.) but 200 rounds in a plastic case (15 lbs.) is also an option.

An improved version (1993) corrected the issues with the gas port (remove note [1]).

The SS-77 Compact (Wt 23.7/7) is a lightened version with a telescopic stock and no bipod. It has accessory rails (GURPS High-Tech, p. 161) on the top and underside.

Vektor Mini-SS, 5.56×45mm (South Africa, 1994-2016)

This is essentially a slightly simplified version of the SS-77, adapted to a smaller cartridge. It has a fixed stock and only the ejection port has a dust cover. It is typically loaded with a 200-round belt in a pouch (7 lbs.).

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 Vektor SS-77, 7.62×51mm 7d pi 5 940/4,000 28.2/7 13! 100(5) 11B† −7* 2 $7,000 2 [1]
8 Vektor Mini-SS, 5.56×45mm 5d pi 5 520/3,600 25.2/7 13! 200(5) 11B† −7 2 $5,000 2

[1] Unreliable. Malfunctions on 16+.

Tatzelwurms in GURPS

Tatzelwurm

The tatzelwurm (“paw-serpent”) is a legendary creature from the Alps. It has a broad snake-like body, a cat-like head, and a variable number of legs depending on the legend. Although covered in scales, it usually has a crest of bristles running down its spine. Its breath and bite carry deadly venom. Alternative names include stollenwurm (“tunnel serpent”), bergstutz (“mountain stump”), and praazlewurm (“serpent with arms”).

Tatzelwurm

ST 10; DX 11; IQ 4; HT 11.
HP 10; Will 12; Per 12; FP 11; Speed 6.00; Dodge 9; Move 6.
SM 0, 110 lbs.

Bite (13): 1d−2 impaling + follow-up 1d toxic (resisted by HT−3; Cyclic, 1 minute, 10 cycles). Reach C.
Breath (resisted by HT−3): Affects a cone 10 yards long with 5 yards terminal width. Blood Agent. Dissipation (+2 to resist at 3-4 yards, +3 at 5-6 yards, etc.).
Claw (13): 1d−2 cutting. Reach C.

Traits: Born Biter 1; DR 1 (Tough Skin); Horizontal; Night Vision 3; No Fine Manipulators; No Legs (Slithers); Parabolic Hearing 1; Vibration Sense (Air); Wild Animal.
Skills: Brawling-13; Stealth-13; Survival (Mountains)-13.

The above profile is for a two-legged creature. For a legless one, change No Fine Manipulators to No Manipulators and remove the claw attack. For a four-legged beast which can walk upright, remove Horizontal and No Legs, and add Semi-Upright. Versions with more legs exchange No Legs for Extra Legs.

Hotchkiss 81mm Mortars in GURPS

Hotchkiss MO-81-61-LC, 81mm (France, 1961-1997)

The Léger Court (“Light Short”) infantry mortar is an evolution of the basic Stokes mortar (GURPS High-Tech, p. 145) design: a baseplate (31 lbs.) and bipod (27.5 lbs.) mount, supporting a simple muzzle-loading barrel (28 lbs.), and sights (1.5 lbs.). The breech face screws onto the barrel and has a retractable firing pin, making extraction of unfired bombs safer.

In addition to HE (in table), it fires illumination (600 yard radius, 55 seconds), WP (Dmg 4d [4d] burn ex, 23 yard radius cloud of smoke lasting 1 minute), and titanium tetrachloride smoke (23 yard radius cloud lasting 2 minutes). The smoke from the latter contains a small amount of hydrochloric acid vapor which can cause injury with prolonged exposure: treat as a corrosive atmosphere (Basic Set, p. 429) resisted at HT.

The MO-81-61-LL (Léger Long, “Light Long”) is a long-barreled variant (Wt 95, Rng 130/5,000, $6,500). It uses the same bipod and sights as the LC but has a 33 lbs. baseplate and 32.5 lbs. barrel.

The Thompson-CSF LLR (Léger Long Renforcé, “Light Long Reinforced”) is the latest version (1997-, TL 8, Wt 95, Rng 280/6,300, $7,000). It has the same baseplate and barrel weight as the LL, but is more rugged and able to fire more powerful ammunition. An optional 6 lbs. unit allows trigger-firing.

ARTILLERY (CANNON) (IQ−5)

TL Weapon Damage Acc Range Weight RoF Shots ST Cost LC Notes
7 MO-81-61-C, 81mm 6d×3 [4d] cr ex 3 90/4,500 88/9.5 1 1(4) 20M $6,000 1 [1]

[1] First Range figure is minimum range.

HS.404 Autocannon in GURPS

Hispano-Suiza HS.404, 20×110mmHS (France, 1938-1940)

Designed by Swiss engineer Marc Birkigt, who was seeking to improve on the Oerlikon Typ S (GURPS High-Tech, p. 132). The HS.404 uses a gas-unlocked delayed-blowback operating mechanism and feeds from 60-round drums. Originally intended for mounting on top of a fighter plane engine, it was adapted for both aircraft and anti-air use. It suffers from frequent issues with light strikes failing to ignite primers, which can be a serious problem in aircraft mountings where it may not be possible to eject a dud round. It also had issues extracting spent casings, requiring the ammunition to be lubricated.

Following the fall of France, production shifted to the company’s Swiss factory, where it was named the HS.804. A 160-round double drum (180 lbs. loaded, 89 lbs. empty, $1,000) was developed for anti-aircraft use, although this suffered from feeding problems unless underloaded (GURPS Tactical Shooting, p. 20).

The British had licensed the design from the French and produced it as the Hispano Mk I. They further developed the design by shortening the chamber to reduce the chance of light strikes, and switched to a belt feed system. The resulting weapon was known as the Hispano Mk II. A final refinement lightened the gun and fluted the chamber to overcome extraction issues, designated the Hispano Mk V. The HS804 produced by British firm AEI systems is functionally very similar to the Hispano Mk V.

In America, a belt-fed version known as the AN-M2 was designed for the US Army and Navy. This failed to resolve the reliability issues, and the subsequent M3 was only marginally better. A version of the M3 with an electric firing and cocking mechanism was designated M24 and used in aircraft turrets. Old M3s and M24s were modified for use as deck guns in the 1960s, designated Mk 16 Mod 4 and Mod 5 respectively.

The first HE shells developed for the HS.404 had overly sensitive fuzes, causing them to explode before penetrating the target (Dmg 2d [1d] cr ex), so ball rounds (in table) were issued instead. An improved HE round (Dmg 6d×3(0.5) pi++ with a 2d [1d] cr ex follow-up) became available in 1941. Other commonly used rounds include AP-T (Dmg 6d×2(2) pi+), APHC (Dmg 6d×3(2) pi+), and SAPHE (Dmg 6d×3) pi++ with a 2d [1d] cr ex follow-up).

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

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
6 HS.404, 20×110HS 6d×3 pi++ 5 1,900/7,200 110/56 11! 60(5) 27M −11 4 $20,000/$500 1 [1]
7 Hispano Mk II, 20×110HS 6d×3 pi++ 5 1,900/7,200 101/82 10! 120(5) 26M −11 4 $20,000 1
7 Hispano Mk V, 20×110HS 6d×3 pi++ 5 1,900/6,900 101/82 12! 120(5) 26M −10 4 $20,000 1 [2]
7 AN-M2, 20×110HS 6d×3 pi++ 5 1,900/7,200 132/82 11! 120(5) 26M −11 3 $20,000 1 [1]
7 M3, 20×110HS 6d×3 pi++ 5 1,900/6,900 116/82 12! 120(5) 27M −10 4 $20,000 1

[1] Unreliable. Malfunctions on 16+.
[2] Very Reliable. Won't malfunction unless Malf is reduced.

Ammunition Table

Name WPS CPS Notes
20×110mmHS 0.6 $10