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.