Vickers Vigilant ATGM in GURPS

Vickers Vigilant, 127mm (U.K., 1963-1973)

The Vigilant (Visually Guided Infantry Light Anti-Tank) wire-guided anti-tank missile was designed by the Vickers company as a purely speculative project, without any request from the government to develop such a weapon. Nevertheless, it was eventually adopted by the British Army as a stop-gap measure while they were waiting for more capable missile systems to become available. Although initially intended as an infantry weapon, it was widely used on light vehicles.

For infantry use, the Vigilant comes in a carrying case which doubles as the launcher (38.5 lbs. together). Setting the launcher up takes about 20 seconds, after which the user can deploy the 70-yard connecting cable, which plugs into the sighting unit ($3,000, 5.6 lbs. including battery, optic, and carry case). The sighting unit consists of a plastic handset which connects via another cable to a battery pack (medium battery, GURPS High-Tech, p. 13). After attaching the ×3.2 monocular optic (Acc +1) and 4 seconds of charging the capacitors, the missile can be fired via a trigger on the handset and then steered to the target with a thumb-cup joystick. The battery holds enough charge for at least six uses, and a separate selector box ($1,000, 11 lbs.) allows the user to connect to up to six missiles, allowing them to be launched one after another.

ARTILLERY (GUIDED MISSILE) (IQ−5)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 Vickers Vigilant, 127mm 6d×7(10) cr 1+1 120/1,500 15/32.5 1 1 12M −6 1 $17,000 1 [1][2][3][4]
linked 6d×6 cr ex

[1] First Range figure is speed in yards per second.
[2] Minimum range 220 yards.
[3] Guided attack (GURPS Basic Set, p. 412). Gunner uses Artillery (Guided Missile) to attack.
[4] Hazardous backblast (GURPS High-Tech, p. 147), 2d burn up to 4 yards, 1d burn up to 12 yards. Affects either side of the launcher, not behind.

Generic 3rd world machine gun teams in GURPS

A machine gunner is usually accompanied by one or two loaders and sometimes a tripod-bearer, but some operate alone. The most common weapons are a PKM machine gun (GURPS High-Tech, p. 135) and AKM rifles (GURPS High-Tech, p. 114).

Gunner

Untrained 3rd world gunners may shoot from the hip (GURPS Tactical Shooting, pp. 12-13) and guide their fire by ‘walking the burst’ (GURPS Tactical Shooting, p. 16) onto the target.

3rd World Infantry Machine Gunner

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 6; Move 3.
SM 0, 120-150 lbs.

Machine Gun (11): 7d+1 pi. Acc 5, Range 1,100/4,800, RoF 11!, Shots 100(5), Bulk −7, Rcl 2.
Machete (10): 1d−2 imp. Reach C. or 1d cut. Reach C, 1. Parry 8. Fine quality.

Skills: Gunner (Machine Gun)-11; Guns (LMG)-11; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11.
Notes: 1 (100-round) reload for machine gun. Feet have DR 2. Standard combat load gives medium encumbrance, reducing Move from 5 to 3 and Dodge from 8 to 6. Marching load increases this to heavy encumbrance, giving Move 2 and Dodge 5.

Alternative Equipment

A medium (DR 4), frag (DR 5), or ballistic (DR 6) helmet (GURPS High-Tech, pp. 69-70) adds 3 lbs. which doesn’t change encumbrance level.

Western machine guns in 7.62×51mm NATO such as the FN-MAG (GURPS High-Tech, pp. 134-135) have essentially similar performance to the PKM.
Machine Gun (11): 7d pi. Acc 5, Range 1,000/4,200, RoF 12!, Shots 100(5), Bulk −7, Rcl 2.

The ZiD RPD (GURPS High-Tech, p. 134) light machine gun allows the gunner to carry 4 (100-round) reloads, removing the need for loaders. Alternatively, by carrying just 1 reload, they can reduce their encumbrance level to light (Move 4, Dodge 7), effectively becoming an automatic rifleman.
LMG (11): 6d pi. Acc 5, Range 600/3,900, RoF 11!, Shots 100(5), Bulk −6, Rcl 2.

Loader

The loader carries ammunition and feeds it into the gun, but also has a rifle for defense.

3rd World Infantry Machine Gun Loader

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 6; Move 3.
SM 0, 120-150 lbs.

Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5, Rcl 2.
Large Knife (10): 1d−2 imp. Reach C. or 1d−2 cut. Reach C, 1. Parry 7.
Skills: Fast-Draw (Ammo)-12; Guns (Rifle)-10; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11.
Notes: 3 reloads for rifle, 1 (250-round) or 3 (100-round) reloads for machine gun. Feet have DR 2. Standard combat load gives medium encumbrance, reducing Move from 5 to 3 and Dodge from 8 to 6. Marching load increases this to heavy encumbrance, giving Move 2 and Dodge 5.

Alternative Equipment

Helmet options, as for gunner.

An FN FAL (GURPS High-Tech, p. 115) replaces the assault rifle attack with:
Battle Rifle (10): 7d pi. Acc 5, Range 1,000/4,200, RoF 11, Shots 20(3), Bulk −6, Rcl 3.

A folding spike bayonet (standard on Type 56 rifles), or mounted knife bayonet, and basic training in its use (Spear-9) gives the following attack:
Bayonet (9): 1d+2 imp. Reach 1. Parry 7. Fine quality.

Tripod Bearer

An unglamorous job, which is often neglected in 3rd world forces.

3rd World Infantry Tripod Bearer

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 6; Move 3.
SM 0, 120-150 lbs.

Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5, Rcl 2.
Large Knife (10): 1d−2 imp. Reach C. or 1d−2 cut. Reach C, 1. Parry 7.

Skills: Armoury (Small Arms)-10; Guns (Rifle)-10; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11.
Notes: 3 reloads for rifle, 1 (100-round) reload for machine gun. Feet have DR 2. Standard combat load gives medium encumbrance, reducing Move from 5 to 3 and Dodge from 8 to 6. Marching load increases this to heavy encumbrance, giving Move 2 and Dodge 5.

Alternative Equipment

Helmet, FN FAL, and bayonet options as for loader.

Machine Gunner Loadout ($3,352.50, 74.5 lbs.)

Machine Gunner Combat Load ($3,170, 50.4 lbs.)

  • PKM machine gun (GURPS High-Tech, p. 135) with 100 rounds. $2,580, 26 lbs.
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Fine machete (GURPS High-Tech, p. 197) with sheath (GURPS High-Tech, p. 198). $50, 1.5 lbs.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.
  • Haversack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • 100 rounds 7.62×54mmR ammunition, in non-disintegrating belt, in can (GURPS High-Tech, p. 135). $80, 8.6 lbs.
    • Spare barrel for PKM. $250, 4.8 lbs.
    • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.

Marching Load (+$182.50, +24.1 lbs.)

  • Small backpack or haversack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • Folding shovel (GURPS High-Tech, p. 25). $10, 3 lbs.
    • Canteen with 1 quart water (GURPS High-Tech, p. 54) ×2. $20, 6 lbs.
    • Trail food (GURPS High-Tech, p. 35), 3 meals. $6, 1.5 lb.
    • Dehydrated food (GURPS High-Tech, p. 34), 3 meals. $15, 2.25 lb.
    • Personal mess kit (GURPS High-Tech, p. 57). $15, 1 lb.
    • Cigarette lighter (GURPS High-Tech, p. 57). $10, neg.
    • Cigarettes, 1 week supply* (GURPS High-Tech, p. 34). $5, 0.25 lb.
    • 10 yards synthetic cord (GURPS High-Tech, p. 56). $1.50, 0.1 lbs.
    • Blanket (GURPS High-Tech, p. 56). $20, 4 lbs.
    • Tarp (GURPS High-Tech, p. 56). $20, 3 lbs.

* approximately 100 cigarettes.

Machine Gun Loader Loadout ($1,284.50, 71.4 lbs.)

Machine Gun Loader Combat Load ($1,102, 47.3 lbs.)

  • AKM assault rifle (GURPS High-Tech, p. 114) with 30 rounds. $468, 8.7 lbs
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Stainless steel large knife with sheath (GURPS High-Tech, p. 198). $40, 1 lb.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.
    • Load-Bearing Vest (GURPS High-Tech, p. 54). $30, 2 lbs.
      • 30-round rifle magazine ×3. $144, 5.4 lbs.
      • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.
  • Haversack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • 250 rounds 7.62×54mmR ammunition, in non-disintegrating belt, in can (GURPS High-Tech, p. 135). $200, 20.7 lbs.

Marching Load (+$182.50, +24.1 lbs.)

As for machine gunner loadout.

Tripod Bearer Loadout ($3,914.50, 74 lbs.)

Tripod Bearer Combat Load ($3,732, 49.9 lbs.)

  • AKM assault rifle (GURPS High-Tech, p. 114) with 30 rounds. $468, 8.7 lbs
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Stainless steel large knife with sheath (GURPS High-Tech, p. 198). $40, 1 lb.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.
    • Load-Bearing Vest (GURPS High-Tech, p. 54). $30, 2 lbs.
      • 30-round rifle magazine ×3. $144, 5.4 lbs.
      • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.
  • Haversack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • 100 rounds 7.62×54mmR ammunition, in non-disintegrating belt, in can (GURPS High-Tech, p. 135). $80, 20.7 lbs.
    • Spare barrel for PKM. $250, 4.8 lbs.
    • PKMS tripod (GURPS High-Tech, p. 135). $2,500, 9.9 lbs.

Marching Load (+$182.50, +24.1 lbs.)

As for machine gunner loadout.

Generic 3rd world fighting vehicle crew for GURPS

The third-world is full of fighting vehicles, although most of them are cheap, old, and poorly maintained. Many are crudely converted from civilian trucks, or assembled from the remains of several different vehicles. Nevertheless, the crew are always proud of their machine, and infantry are usually happy to hitch a ride, even if it means sitting on the roof.

Vehicle crew rarely carry much equipment on their person, typically just their clothing (GURPS High-Tech, pp. 63-64), some sturdy boots (GURPS High-Tech, pp. 68-69), maybe head protection in the form of a light, medium, heavy, leather, frag, ballistic, or hockey helmet (GURPS High-Tech, pp. 69-70). Weapons are carried in the vehicle and grabbed when needed. The AKMS rifle (GURPS High-Tech, p. 114) is popular with those who need to stow it in an enclosed space, but the truly stylish options are an Uzi SMG (GURPS High-Tech, pp. 125-126) or AKS-74U carbine (GURPS High-Tech, p. 114).

Driver

Whether on over-crowded roads, or across rough terrain, driving in the third-world is an adventure even before bullets start flying!

Third World Fighting Vehicle Driver

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 11; FP 10; Speed 5.00; Dodge 8; Move 5.
SM 0, 120-150 lbs.

Punch (10): 1d−3 cr. Reach C.
One of:

  • Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5*, Rcl 2.
  • Carbine (10): 4d−1 pi. Acc 3, Range 360/2,500, RoF 13, Shots 30(3), Bulk −4*, Rcl 2.
  • SMG (10): 3d−1 pi. Acc 3, Range 170/1,900, RoF 10, Shots 25(3), Bulk −4*, Rcl 2.

Skills: Guns (one of Rifle or SMG)-10; Driving (one of Automobile, Heavy Wheeled, or Tracked)-13; Intimidation-11; Mechanic (one of Automobile, Heavy Wheeled, or Tracked)-11; Navigation (Land)-9.
Notes: Feet have DR 2. Skull may have additional 1-12 DR.

Gunner

Third-world gunners generally compensate for indifferent skill with volume of fire.

Third World Fighting Vehicle Gunner

ST 10; DX 10; IQ 10; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 8; Move 5.
SM 0, 120-150 lbs.

Punch (10): 1d−3 cr. Reach C.
One of:

  • Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5*, Rcl 2.
  • Carbine (10): 4d−1 pi. Acc 3, Range 360/2,500, RoF 13, Shots 30(3), Bulk −4*, Rcl 2.
  • SMG (10): 3d−1 pi. Acc 3, Range 170/1,900, RoF 10, Shots 25(3), Bulk −4*, Rcl 2.

Skills: Armoury (Heavy Weapons)-10; Guns (one of Rifle or SMG)-10; Intimidation-11; and one of the following packages:

  • Artillery (Cannon)-10.
  • Artillery (Guided Missile)-9; Gunner (Cannon and Machine Gun)-10.
  • Artillery (Guided Missile)-9; Gunner (Machine Gun)-11.
  • Gunner (Cannon and Machine Gun)-11.
  • Gunner (Machine Gun)-12.
  • Gunner (Rockets)-12.

Notes: Feet have DR 2. Skull may have additional 1-12 DR.

Loader

The loader has the thankless job of trying to keep up with the gunner’s enthusiastic use of ammunition. They may also be responsible for sourcing it, which can prove a challenge with third-world supply chains.

Third World Fighting Vehicle Loader

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 8; Move 5.
SM 0, 120-150 lbs.

Punch (10): 1d−3 cr. Reach C.
One of:

  • Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5*, Rcl 2.
  • Carbine (10): 4d−1 pi. Acc 3, Range 360/2,500, RoF 13, Shots 30(3), Bulk −4*, Rcl 2.
  • SMG (10): 3d−1 pi. Acc 3, Range 170/1,900, RoF 10, Shots 25(3), Bulk −4*, Rcl 2.

Skills: Armoury (Heavy Weapons)-10; Guns (one of Rifle or SMG)-10; Intimidation-11; Lifting-12; Scrounging-11.
Notes: Feet have DR 2. Skull may have additional 1-12 DR.

Commander

With both machines and crew often proving less than reliable, the commander’s job is a tough one.

Third World Fighting Vehicle Commander

ST 10; DX 10; IQ 10; HT 10.
HP 10; Will 10; Per 11; FP 10; Speed 5.00; Dodge 8; Move 5.
SM 0, 120-150 lbs.

Punch (10): 1d−3 cr. Reach C.
One of:

  • Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5*, Rcl 2.
  • Carbine (10): 4d−1 pi. Acc 3, Range 360/2,500, RoF 13, Shots 30(3), Bulk −4*, Rcl 2.
  • SMG (10): 3d−1 pi. Acc 3, Range 170/1,900, RoF 10, Shots 25(3), Bulk −4*, Rcl 2.

Skills: Driving (one of Automobile, Heavy Wheeled, or Tracked)-10; Gunner (Machine Gun)-10; Guns (one of Rifle or SMG)-10; Electronics Operation (Comm)-10; Intimidation-12; Leadership-10; Observation-12; Soldier-10.
Notes: Feet have DR 2. Skull may have additional 1-12 DR.

Alvis Saladin armored cars in GURPS

The FV601(C) Saladin Mk.2 (the Mk.1 FV601(A) and (B) were prototype vehicles) is a British 6×6 armored car, first fielded by the British army in 1959 and not retired until the 1990s. It was also popular on the export market, and remains in service in some countries.

The Saladin has a very angular appearance, with even the turret hatches being octagonal rather than rounded. The engine is in the rear, with six access hatches above it. Distinctive triangular stowage bins are mounted between the large wheels, with more conventional boxes above. With run-flat tires (GURPS High-Tech, p. 229), a mine-resistant hull, and the ability to function with one wheel on each side disabled, the Saladin is hard to immobilise. Due to being originally designed with a second driver facing the rear, the Saladin has five reverse gears and can move backwards almost as fast as it can forwards.

The driver sits in the front of the vehicle, entering through a front hatch which holds his forward periscope. Two more periscopes give visibility to the sides and wingmirrors give some to the rear. The driver also controls the fire-extinguishers (GURPS High-Tech, p. 229).

The two-man turret seats the commander (who also serves as the main gun loader) on the right, and gunner (who is also the radio operator) on the left. The main armament is an unstabilised L5A1 76mm gun, with a coaxial M1919A4 machine gun (GURPS High-Tech, p. 132) with 250 rounds. 11 shells are carried on a ready rack in the turret. The commander’s hatch is surrounded by five periscopes and an unstabilised exposed mount, holding another M1919A4 (with 250 rounds). The gunner has a ×6 variable sight (gives +2 Acc) and passive image-intensifying night-sight (gives Colorblindness, Night Vision 4, No Depth Perception, and No Peripheral Vision) in front of his hatch, and two medium radios (GURPS High-Tech, p. 38). A cluster of six smoke dischargers (GURPS High-Tech, p. 229) are fitted on either side of the turret front. Despite the large number of storage compartments on the hull, crews often attached additional ones to the turret, with a cage welded to the rear right side being especially popular. Turret traverse is servo-assisted manual, taking 2 Ready manoeuvres to change facing.

Under the floor of the turret are 14 boxes (3,500 rounds) of machine gun ammunition, while another 31 shells for the main gun are stored around the sides. An escape hatch on either side of the hull and rear-facing view port can also be accessed from the turret basket.

The FV601(D) was a variant for the West German Bundesgrenschutz (“border police”, responsible for patrolling the border with East Germany), known by the Germans as the Geschützter Sonderwagen III (“special armored vehicle”) It had no coaxial machine gun and replaced the commander’s M1919A4 with a Rheinmetall MG42/59. German smoke dischargers replace the British ones. They served with the West Germans from 1966 to 1976, before being sold to Honduras, where many of them remain in service.

From the 1990s, a ‘repower’ package (HT 12, Range 300, +$50k) replaces the gasoline engine with a more reliable and efficient diesel one, as well as upgrading the electrical systems, including fitting an automatic fire-suppression system (GURPS High-Tech, p. 229) instead of the manually-activated fire extinguishers.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
7 Alvis Saladin 109 −1/4 11f 1/22 12.4 2.4 +4 3 90/50 250 $250k T4WX [1][2][3]

[1] Higher DR is for turret front. Lower DR is for body front, sides, and rear and turret sides and rear. Body top and underside and turret top have DR 30.
[2] Fire Extinguishers (GURPS High-Tech, p. 229) in engine and crew compartments.
[3] Run-flat tires (GURPS High-Tech, p. 229).

Royal Ordnance L5A1 and L23A1 in GURPS

Royal Ordnance L5A1, 76×230mmR (U.K., 1951-1972)

The L5A1 was designed for the Alvis Saladin armoured car when the previous plan to arm it with a 2-pounder 40-30mm squeeze bore weapon was found to be unfeasible. It is a straightforward breech-loading, rifled, medium-pressure gun with a concentric recoil mechanism (essentially a spring wrapped around the rear of the barrel), which makes it relatively compact. For its time, the L5A1 was a powerful weapon, capable of engaging most ground targets.

In addition to HESH (in table, see GURPS High-Tech, p. 170, or GURPS Gun Stats, p. 37) it could fire HE-T (Dam 6d×7(0.5) pi++ with linked 7d×3 [4d−1] cr ex), Canister (Dam 1d+2 pi+, Range 55/550, RoF 1×816, Rcl 1), WP (Dam 6d×7(0.5) pi++ with linked 1d−2 [1d(0.2)] burn ex, 7 yard radius cloud lasting 1 minute), and Illumination (140 yard radius).

Note: unlike the US Army Nomenclature System (where the first version is M_ and the first approved modification to that is M_A1), British Land Service numbers start at L_A1 for the first adopted model, with L_A2 being the second version, etc.

Royal Ordnance L23A1, 76×230mmR (U.K., 1972-1993)

The L23A1 is a lightweight version of the L5A1, using better materials and a hydro-pneumatic recoil mechanism. It has the same ammunition options as its predecessor.

GUNNER (CANNON) (DX−4 or other Gunner at −4)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 L5A1, 76×230mmR 6d×7(0.5) pi++ 5 3,000/6,500 440/16 1 1(3) 42M −11 6 $50,000 1
linked 6d×4 cr ex
7 L23A1, 76×230mmR 6d×7(0.5) pi++ 5 3,000/6,500 330/16 1 1(3) 41M −11 7 $70,000 1
linked 6d×4 cr ex

Note: maximum range is due to the limited elevation of the mount. Theoretical maximum range is 10,000.

Ammunition Table

Name WPS CPS Notes
76×230mmR 16 $40

Random disadvantages for generic NPC antagonists in GURPS.

Sometimes you need to quickly make your generic NPCs a little less generic, as players start interacting with them in unexpected ways. The following table is suitable for generally unpleasant people, like bandits, mobsters, and thugs.

Roll 1d

  1. Bully (12) or decrease the self-control number of existing Bully by 3*.
  2. Callous or, if already Callous, Sadism (15), or decrease self-control number of existing Sadism by 3*.
  3. Fanaticism or upgrade existing Fanaticism to Extreme Fantaticism.
  4. Greed or decrease the self-control number of existing Greed by 3*.
  5. Lecherousness or decrease the self-control number of existing Lecherousness by 3*.
  6. Selfish (12) or decrease self-control number of existing Selfish by 3*.

* to a minimum of 6.

Extinct Hyaenids in GURPS

The earliest Hyaenids were small, civet-like omnivores, which lived in the forests of Eurasia during the middle to late Miocene. Ictitherium was a little larger and more widespread than most, with some adaptations for crushing bone, while Plioviverrops was smaller and found only in Europe.

As the family grew and diversified in the late Miocene, some developed powerful bone-crushing jaws, while another branch (possibly descended from Plioviverops) became long-legged pursuit predators, showing parallel evolution with canines. The most successful and widespread genus of these “dog-like hyenas” was Chasmaporthetes, the “running hyena”. It emerged on the grasslands of central Asia during the late Miocene, from there spreading across Eurasia and Africa, reaching North America by the late Pliocene, where it survived until the early Pleistocene, long after going extinct elsewhere (except for an isolated population in Italy). Ikelohyena was another dog-like genus from early Pliocene Africa.

Percrocuta came from a lineage which split from the Hyaenids early and is subject to debate about whether it should be included within them or classed in its own family along with its close relative Dinocrocuta, the “dire hyena”. Both were large predators, with bone-crushing jaws, and lived throughout Africa and Eurasia during the Miocene.

Another group with bone-cracking jaws includes the ancestors of living hyenas (excluding the Aardwolf, which is descended from dog-like Hyaenids). Belbus was an early example from late Miocene Africa and south-eastern Europe, showing only moderate adaptations for biting through bone. Adcrocuta, from Eurasia around the same time, was larger and had stronger jaws. Pliocrocuta was a little smaller than Adcrocuta, but had a more powerful bite, and lived in Eurasia from the middle Pliocene to the early Pleistocene. Its range was inherited by Pachycrocuta, the “giant short-faced hyena”, which was extremely well suited to breaking strong bones and survived until the late Pleistocene.

Crocuta (which includes the spotted hyena, C. crocuta), evolved (probably from an ancestor shared with Adcrocuta) in Africa during the middle Pliocene. They were probably the first hyenas to hunt in packs. The earliest species, C. dietrichi, was slightly smaller than C. crocuta, but the Pleistocene “cave hyenas” C. spelaea (from Europe) and C. ultima (Asia) were much larger.

Ictitherium

ST 6; DX 13; IQ 4; HT 11.
HP 6; Will 10; Per 12; FP 11; Speed 6.00; Dodge 10; Move 9.
SM −2, 30 lbs.

Bite or Claw (13): 1d−4 cutting. Reach C.

Traits: Bad Sight (Low Resolution); Born Biter 1; Combat Reflexes; Discriminatory Smell; Night Vision 2; Parabolic Hearing 1; Quadruped; Strikine ST 1 (Bite only); Ultrahearing; Vibration Sense (Air; Short-Ranged 1); Wild Animal.
Skills: Climbing-15; Stealth-14; Survival (Woodlands)-12.

For Plioviverrops (10 lbs.) reduce ST and HP to 4, SM to −3, and remove Striking ST. Damage with bite or claw drops to 1d−6.

Chasmaporthestes

ST 8; DX 12; IQ 4; HT 12.
HP 8; Will 11; Per 12; FP 12; Speed 6.00; Dodge 10; Move 10.
SM −1, 60 lbs.

Bite (14): 1d−2 cutting. Reach C.

Traits: Bad Sight (Low Resolution); Born Biter 2; Combat Reflexes; Discriminatory Smell; Enhanced Move (Ground Speed 20); Parabolic Hearing 1; Reduced Consumption 2 (Cast-Iron Stomach); Quadruped; Striking ST 1 (Bite only); Ultrahearing; Wild Animal.
Skills: Running-13; Stealth-12; Survival (Plains)-12; Tracking-15.

Use the same profile for Ikelohyena.

Percrocuta

ST 11; DX 11; IQ 4; HT 13.
HP 11; Will 12; Per 12; FP 13; Speed 6.00; Dodge 9; Move 6.
SM 0 (2 hexes), 150 lbs.

Bite (13): 1d cutting. Reach C, 1.

Traits: Bad Sight (Low Resolution); Born Biter 2; Combat Reflexes; Discriminatory Smell; DR 1 (Tough Skin); Long Neck 1*; Night Vision 3; Parabolic Hearing 1; Reduced Consumption 2 (Cast-Iron Stomach); Quadruped; Striking ST 2 (Bite only); Ultrahearing; Wild Animal.
Skills: Brawling-13; Intimidation-13; Stealth-13; Survival (Plains)-12; Tracking-15.

* see GURPS Furries, p. 12.

This represents the larger species of Percrocuta. For smaller ones such as P. xixiaensis (80 lbs.) reduce ST and HP to 9, and bite damage to 1d−1.

For Dinocrocuta (440 lbs.) increase ST and HP to 15, SM to +1 (2 hexes), DR to 2, Striking ST to 4, and bite damage to 2d.

For Belbus (90 lbs.) decrease ST and HP to 9, and bite damage to 1d−1. Survival specialty becomes (Woodlands).

For Adcrocuta (140 lbs.) or Pliocrocuta (120 lbs.) decrease ST and HP to 10, and increase Striking ST to 3. Bite damage becomes 1d.

For Pachycrocuta (240 lbs.) increase ST and HP to 12, and Striking ST to 5. Reduce Born Biter to 1. Bite damage becomes 1d+2.

Crocuta dietrichi

ST 9; DX 12; IQ 4; HT 12.
HP 9; Will 12; Per 12; FP 12; Speed 6.00; Dodge 10; Move 8.
SM 0 (2 hexes), 150 lbs.

Bite (14): 1d cutting. Reach C, 1.

Traits: Bad Sight (Low Resolution); Born Biter 2; Chummy; Combat Reflexes; Discriminatory Smell; DR 1 (Tough Skin); Long Neck 1*; Night Vision 3; Parabolic Hearing 1; Reduced Consumption 2 (Cast-Iron Stomach); Reduced Consumption 1 (Water only); Quadruped; Striking ST 2 (Bite only); Ultrahearing; Wild Animal.
Skills: Brawling-14; Intimidation-12; Stealth-12; Survival (Plains)-12; Tactics-6; Tracking-15.

* see GURPS Furries, p. 12.

For C. spelaea or C. ultima (200 lbs.) increase ST and HP to 12, and Striking ST to 3. Add Temperature Tolerance 4 (Cold). Bite damage becomes 1d+1.

Generic 3rd world infantry in GURPS

The following profiles are suitable for a variety of forces, including regular military and paramilitary ones as well as insurgents, guerillas, militias, and mercenaries in Africa, Latin America, and the Middle East.

Cheap (or, even cheaper, copies of) Chinese and Soviet equipment is ubiquitous among such groups. Uniforms, if worn, may vary widely even within the same unit, and sometimes a given individual may wear items from a variety of sources. Locally produced and modified gear from small workshops is common. Apart from weapons and ammunition, only a minimal amount of equipment is typically carried.

Most of them are drawn from ‘low human capital’ populations where poor education, malnutrition, and disease are common, and offer little to attract talent, sometimes forcibly recruiting vulnerable children. Training is usually limited (and may focus more on motivation than practical skills), but many have significant combat experience.

Rifleman

The most common weapon among third world forces is the AKM (or the very similar Chinese Type 56) assault rifle. Magazines for this are typically carried in a ‘Chicom’ style chest rig, which also holds basic maintenance equipment and a couple of grenades. An AK bayonet may be carried, but is usually used as a knife rather than mounted to the rifle.

3rd World Infantry Rifleman

ST 10; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 7; Move 4.
SM 0, 120-150 lbs.

Assault Rifle (11): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5, Rcl 2.
Hand Grenade (10): 4d+1 [2d] cr ex. Two Ready manoeuvres to prepare, fuze 3-4. Range 25, Bulk −2.
Large Knife (10): 1d−2 imp. Reach C. or 1d−2 cut. Reach C, 1. Parry 7.

Skills: Guns (Rifle)-11; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11; Throwing-10.
Notes: 3 reloads for rifle, 2 grenades. Feet have DR 2. Standard combat load gives light encumbrance, reducing Move from 5 to 4 and Dodge from 8 to 7. Marching load increases this to medium encumbrance, giving Move 3 and Dodge 6.

Alternative Equipment

A medium helmet (DR 4), frag helmet (DR 5), or ballistic helmet (DR 6) adds 3 lbs. which doesn’t change encumbrance level.

An automatic rifleman armed with an RPK (GURPS High-Tech, p. 114), changes their assault rifle attack to:
Automatic Rifle (11): 6d pi. Acc 5, Range 600/3,900, RoF 10, Shots 40(3), Bulk −5, Rcl 2.

The FN FAL is less common than the AKM, but still very widespread, especially in Africa. Replace the assault rifle attack with:
Battle Rifle (11): 7d pi. Acc 5, Range 1,000/4,200, RoF 11, Shots 20(3), Bulk −6, Rcl 3.

A folding spike bayonet (standard on Type 56 rifles), or mounted knife bayonet, and basic training in its use (Spear-9) gives the following attack:
Bayonet (9): 1d+1 imp. Reach 1. Parry 7. Fine quality.

Chinese or locally-made copies of the Stielhandgranate 24 (GURPS High-Tech, p. 190) may be carried instead of Koveshnikov F-1 grenades, changing the hand grenade attack to:
Hand Grenade (10): 5d [2d] cr ex. Three Ready manoeuvres to prepare, fuze 4-5. Range 30, Bulk −3.

RPG Gunner

The RPG-7 is almost as iconic as the Kalashnikov, and is often the only method of engaging armor and fortifications available. RPG operators are selected for intelligence, if not by their recruiters, then by the consequences of unsafe handling.

3rd World Infantry RPG Gunner

ST 10; DX 10; IQ 10; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 7; Move 4.
SM 0, 120-150 lbs.

Machete (10): 1d−2 imp. Reach C. or 1d cut. Reach C, 1. Parry 8. Fine quality.
RPG (HEAT) (12): 6d×4(10) cr with linked 7d×2 cr ex. Acc 2+1, Range 1,000 (minimum Range 10), RoF 1, Shots 1(4), Bulk −7. Hazardous backblast (GURPS High-Tech, p. 147) 1d+2 burn.

Skills: Guns (LAAW)-12; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11.
Notes: 1 reload for RPG. Feet have DR 2. Standard combat load gives light encumbrance, reducing Move from 5 to 4 and Dodge from 8 to 7. Marching load increases this to medium encumbrance, giving Move 3 and Dodge 6.

Alternative Equipment

Helmet options, as for rifleman.

RPG Loader

RPG gunners are usually accompanied by loaders, who carry extra ammunition for them.

3rd World Infantry RPG Loader

ST 11; DX 10; IQ 9; HT 10.
HP 10; Will 10; Per 10; FP 10; Speed 5.00; Dodge 7; Move 4.
SM 0, 120-150 lbs.

Assault Rifle (10): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5, Rcl 2.
Large Knife (10): 1d−2 imp. Reach C. or 1d−2 cut. Reach C, 1. Parry 7.

Skills: Guns (Rifle)-10; Fast-Draw (Ammo)-12; Hiking-12; Intimidation-11; Knife-10; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-11.
Notes: 3 reloads for rifle, 3 for RPG. Feet have DR 2. Standard combat load gives light encumbrance, reducing Move from 5 to 4 and Dodge from 8 to 7. Marching load increases this to medium encumbrance, giving Move 3 and Dodge 6.

Alternative Equipment

Helmet, bayonet, and FAL rifle options as for rifleman.

Leader

Third world leaders need a combination of brutality, cunning, and charisma to keep their subordinates in line. They often have better training and more experience than their troops.

3rd World Infantry Leader

ST 10; DX 10; IQ 10; HT 10.
HP 10; Will 11; Per 10; FP 10; Speed 5.00; Dodge 8; Move 4.
SM 0, 120-150 lbs.

Assault Rifle (11): 5d+1 pi. Acc 4, Range 500/3,100, RoF 10, Shots 30(3), Bulk −5, Rcl 2.
Large Knife (10): 1d−2 imp. Reach C. or 1d−2 cut. Reach C, 1. Parry 8.

Traits: Combat Reflexes.
Skills: Guns (Rifle)-11; Hiking-12; Intimidation-13; Leadership-12; Knife-10; Navigation (Land)-10; Soldier-12; Stealth-12; Survival (one of Desert, Jungle, Mountain, or Woodlands)-12; Tactics-8.
Notes: 3 reloads for rifle. Feet have DR 2. Standard combat load gives light encumbrance, reducing Move from 5 to 4 and Dodge from 9 to 8. Marching load increases this to medium encumbrance, giving Move 3 and Dodge 6.

Alternative Equipment

Helmet, bayonet, and FAL rifle options as for rifleman.

Rifleman Loadout ($1,064.50, 50.3 lbs.)

Rifleman Combat Load ($882, 26.2 lbs.)

  • AKM assault rifle (GURPS High-Tech, p. 114) with 30 rounds. $468, 8.7 lbs
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Load-Bearing Vest (GURPS High-Tech, p. 54). $30, 2 lbs.
      • 30-round rifle magazine ×3. $144, 5.4 lbs.
      • Koveshnikov F-1 grenade (GURPS High-Tech, p. 191) ×2. $40, 2.6 lbs.
      • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Stainless steel large knife with sheath (GURPS High-Tech, p. 198). $40, 1 lb.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.

Marching Load (+$182.50, +24.1 lbs.)

  • Small backpack (GURPS High-Tech, p. 54). $60, 3 lbs.
    • Folding shovel (GURPS High-Tech, p. 25). $10, 3 lbs.
    • Canteen with 1 quart water (GURPS High-Tech, p. 54) ×2. $20, 6 lbs.
    • Trail food (GURPS High-Tech, p. 35), 3 meals. $6, 1.5 lb.
    • Dehydrated food (GURPS High-Tech, p. 34), 3 meals. $15, 2.25 lb.
    • Personal mess kit (GURPS High-Tech, p. 57). $15, 1 lb.
    • Cigarette lighter (GURPS High-Tech, p. 57). $10, neg.
    • Cigarettes, 1 week supply* (GURPS High-Tech, p. 34). $5, 0.25 lb.
    • 10 yards synthetic cord (GURPS High-Tech, p. 56). $1.50, 0.1 lbs.
    • Blanket (GURPS High-Tech, p. 56). $20, 4 lbs.
    • Tarp (GURPS High-Tech, p. 56). $20, 3 lbs.

* approximately 100 cigarettes.

RPG Gunner Loadout ($3,047.50, 56 lbs.)

RPG Gunner Combat Load ($2,875, 31.9 lbs.)

  • RPG-7 (GURPS High-Tech, p. 148) with 1 round. $2,450, 18.9 lbs
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Fine machete (GURPS High-Tech, p. 197) with sheath (GURPS Low-Tech, p. 198). $50, 1.5 lbs.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.
  • Small haversack (GURPS High-Tech, p. 54). $10, 1 lb.
    • RPG round ×1. $150, 5 lbs.
    • Multi-tool (GURPS High-Tech, p. 26). $50, 0.5 lbs.

Marching Load (+$182.50, +24.1 lbs.)

As for rifleman loadout.

RPG Loader Loadout ($1,534.50, 66.4 lbs.)

RPG Loader Combat Load ($1,352, 42.3 lbs.)

  • AKM assault rifle (GURPS High-Tech, p. 114) with 30 rounds. $468, 8.7 lbs
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • RPG-7 ammunition rucksack (GURPS High-Tech, p. 149). $60, 3.7 lbs.
    • RPG round ×3. $450, 15 lbs.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Load-Bearing Vest (GURPS High-Tech, p. 54). $30, 2 lbs.
      • 30-round rifle magazine ×3. $144, 5.4 lbs.
      • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Stainless steel large knife with sheath (GURPS High-Tech, p. 198). $40, 1 lb.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.

Marching Load (+$182.50, +24.1 lbs.)

As for rifleman loadout.

Leader Loadout ($1,574.50, 49.7 lbs.)

Leader Combat Load ($1,392, 25.6 lbs.)

  • AKM assault rifle (GURPS High-Tech, p. 114) with 30 rounds. $468, 8.7 lbs
    • Rifle sling (GURPS High-Tech, p. 154). $10, 1 lb.
  • Ordinary clothing (GURPS High-Tech, p. 63) with simple camouflage (GURPS High-Tech, p. 76). $120, 2 lbs.
    • Load-Bearing Vest (GURPS High-Tech, p. 54). $30, 2 lbs.
      • 30-round rifle magazine ×3. $144, 5.4 lbs.
      • Small radio (GURPS High-Tech, p. 38). $500, 2 lbs.
      • Compass (GURPS High-Tech, p. 52). $25, neg.
      • Gun-cleaning kit (GURPS High-Tech, p. 160). $20, 0.5 lbs.
    • Belt (GURPS High-Tech, p. 31). $10, neg.
      • Stainless steel large knife with sheath (GURPS High-Tech, p. 198). $40, 1 lb.
    • Boots (GURPS High-Tech, p. 68). Free (included in clothing cost), 3 lbs.
    • Wristwatch (GURPS High-Tech, p. 31). $25, neg.

Marching Load (+$182.50, +24.1 lbs.)

As for rifleman loadout.

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 fluted the chamber to overcome extraction issues and lightened the gun, 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

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.