BTR-60 APCs in GURPS

The GAZ Bronetransportyor 60 Plavajushhijj (“swimming armoured transport of the year 1960”) is open-topped and lightly armored. A boat-shaped lower hull and water-jet system make it fully amphibious with only minimal preparation. A 5-ton winch (ST 50) with a 33-yard cable is fitted to the prow.

Due to having its two engines in the rear, crew and passengers have to climb in and out over the vehicle’s sides, which is assisted by various steps and rails, as well as two half-doors on each side. The driver and commander sit at the front of the vehicle (on the left and right, respectively) with a small roof (DR 20) to protect them. They have ‘bulletproof glass’ (DR 18) windshields, with steel covers (DR 18) which can be closed for extra protection. This reduces vision to a small slit in each cover, one small window on each side, and a single periscope for the driver, which can be exchanged for an infrared vision device (gives Night Vision 4). Infrared illuminators (GURPS High-Tech, p. 47) with 70-yard range are mounted alongside the headlights for use with night vision. The commander has an infrared searchlight (0.25-mile range) and a medium radio (GURPS High-Tech, p. 38).

Passengers sit behind the crew, on two long benches running along the sides of the vehicle. A detachable canvas cover gives them some relief from weather. The troops have three firing ports on each side, as well as three mounting points for machine guns, one on each side of the troop compartment and one in the middle of the roof of the crew compartment. Generally the two side mounts were used for the infantry’s machine guns, while the front one was fitted with an SGMB (for which around 2,000 rounds were carried).

Early improvements included adding a night-vision device for the commander (gives Telescopic Vision 2 and Night Vision 2) and replacing the front machine gun mount with one for the DShKM HMG (GURPS High-Tech, p. 133).

In 1963 production was changed to the new BTR-60PA which has a roof and air-filters. The half-doors on the side are eliminated, and access is via top hatches. The commander and driver each get a small hatch above their seats, while a large rectangular hatch behind them allows troops to reach the three machine gun mounts which have been moved there. Another large hatch is located on the back left side of the roof.

In 1966 the BTR-60PB came with more powerful engines, upgraded armor, and a turret copied from the BRDM-2 (GURPS High-Tech, p. 240). Turret armament consists of a ZiD KPVT HMG (GURPS High-Tech, p. 134) with 500 rounds and a coaxial KMZ PKT MG (GURPS High-Tech, p. 135) with 2,000 rounds. The gunner has a 4× sight (+2 Acc). The manually rotated turret takes two Ready maneuvers to change facing. Passenger seating is changed to two forward-facing benches and two folding seats. The windshield covers lose their vision slits, with both the driver and commander getting three periscopes each instead. Their hatches are the same as on the BTR-60PA, as is the one on the back left of the troop compartment. A small door is added on either side of the hull, and a small roof hatch is placed behind and to the right of the turret. Later production versions add a rear-facing periscope to the turret.

The TAB-71M is a Romanian copy of the BTR-60PB with more powerful engines.

The BTR-60PAI is an intermediate step between the BTR-60PA and BTR-60PB, with a turret but lacking improved armor and engines. Use the profile of the BTR-60PA but change locations to gt8W and add note [5].

The BTR-60P requires little conversion to turn it into a mortar carrier, usually holding two mortars.

The BTR-60PU is a command variant of the BTR-60P. It usually carries no weapons and has two extra radios with long-range antennae (GURPS High-Tech, p. 39). A version based on the BTR-60PA has similar equipment. The R-145BM is another command vehicle, based on the BTR-60PB with the weapons replaced by an antenna for a large radio. Several additional medium radios, an auxiliary generator, and a satellite navigation system capable of using either GLONASS or GPS (GURPS High-Tech, p. 53) are also carried. The BTR-60PB Forward Air Control vehicle is similar, but has an observation window instead of the antenna on the turret. Various other command, fire-control, signals, and observation vehicles have roughly the same set-up.

The MTR-2 and MTP-2 are repair and recovery vehicles based on the BTR-60P and BTR-60PA respectively. They have cranes which can be fitted to the front of the vehicles. The Irtish and BTR-60PPM are civilian versions of the BTR-60PB (used for firefighting and rescue) with no turrets, firing ports, or window covers, and several doors and windows added to the sides. They have safety rails around their roofs and carry cranes and ladders. Change locations to G8W.

The APC-70 is a Mexican variant based on a civilian version of the BTR-60PA, re-armed with a single open mount which can be fitted with a FN MAG (GURPS High-Tech, p. 134), HK21 (GURPS High-Tech, p. 136), or Sako MK 19 (GURPS High-Tech, p. 143). It has side windows instead of firing ports.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 BTR-60P 101 −1/4 9f 1/24 10.8 2.4 +4 2+14 36/24 310 $30.0k O8W3X [1][2][3]
7 BTR-60PA 103 −1/4 9f 1/24 11.2 2.4 +4 2+14S 36/24 310 $32.0k g8W3X [1][2][3][4]
7 BTR-60PB 104 −1/4 10f 1/24 11.3 2.4 +4 3+12S 40/24 300 $36.0k t8W [1][2][3][4][5]
7 TAB-71M 106 −1/4 10f 2/29 12 2.4 +4 3+8S 40/24 300 $38.0k t8W [1][2][3][4][5]

[1] Amphibious: water move 1/3.
[2] Central Tire Inflation System (GURPS High-Tech, p. 229).
[3] Higher DR is for hull front. Lower DR is for hull sides and rear. Hull underside has DR 14.
[4] Hull top has DR 20.
[5] Turret has DR 40 on all facings except the top, which has DR 20.

SG-43 Machine Guns in GURPS

ZiD SG-43, 7.62×54mmR (Russia, 1943-1945)

The Stankovyy pulyemyot sistyemy Goryunova (Goryunov’s mounted machine gun design) had a complex loading system to handle pulling rimmed cartridges from canvas belts (typically 250 rounds, 15 lbs. or 20 lbs. in a steel can). Despite this, it was a reliable weapon and its derivatives were the main medium machine guns of the Soviet Union until replaced by the PK GPMG (GURPS High-Tech, p. 135). It had spade grips with the charging handle beneath them, and was generally mounted on a two-wheeled carriage with a gun shield (DR 9, 60 lbs. $1,000).

The SGM (1945-1968) was a modernized version which changed the barrel to a ribbed one, moved the charging handle to the side, and added dust covers. It was mounted on a variant of the two-wheeled carriage without a gun shield (50 lbs. $900) or a tripod (31 lbs. $500) and usually loaded with 50-round metallic-link belts (3 lbs.). The SGMB was mounted on armored personnel carriers, while the SGMT was a solenoid-activated version for use as the coaxial gun on tanks.

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

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 SG-43, 7.62×54mmR 7d pi 4 860/3,600 30/3 10! 50(5) 16M† −7 2 $3,000 2 2

Bradley fighting vehicles in GURPS

Within just a few years of receiving their first M113 APCs, the US Army was already looking for a more capable replacement. It would be over a decade before they actually found a satisfactory design, but by 1977 they had decided that FMC’s XM732 was suitable as both a troop transport and a cavalry scout vehicle. The two versions were named the M2 Bradley Infantry Fighting Vehicle and M3 Bradley Cavalry Fighting Vehicle in 1981, with the first delivery to the army in 1982.

The M2 and M3 are virtually identical from the outside. Both have a chunky hull with the front sloping back both above and below the mid-line. The sides of the hull also slope inwards at the top and an angular turret sits slightly to the right half-way along the top deck. The engine is located at the front of the hull, also offset to the right. Each side has a section of spaced armor (GURPS High-Tech, p. 229) which overhangs the tracks. Tucked behind this (when not in use) is a fabric water barrier, which must be erected before amphibious operation (a lengthy task, taking two man-hours, which requires the crew to exit the vehicle). Propulsion in water is simply provided by the tracks.

The turret is identical in both the M2 and M3. The gunner sits on the left side and has an ‘Integrated Sight Unit’ which combines a thermal imaging system (gives Infravision) with a 12× variable telescopic sight (+3 Acc) in front of his hatch. A 5× auxiliary sight (+2 Acc) is provided as back-up. Two simple periscopes give some vision to the side. The main gun is a Hughes M242 Bushmaster (GURPS High-Tech, p. 136) in a fully stabilised mount (GURPS Basic Set, p. 467), which feeds from two ammunition hoppers (one holding 75 rounds, the other 225), with a coaxial M240 machine gun (GURPS High-Tech, pp. 134-135) which has up to 800 rounds in its ready box. An elevatable launcher on the left of the turret holds two Hughes BGM-71 TOW missiles (GURPS High-Tech, p. 151) which can be fired from the gunner’s station. Reloading these is usually done via the cargo hatch behind the turret. Two clusters of smoke dischargers (GURPS High-Tech, p. 229) are mounted on the turret front, along with a box of reloads for them. The commander sits on the right of the turret, and has all-round vision thanks to eight periscopes around his hatch. He can also view the gunner’s main or auxiliary sight and take control of the turret traverse and weapons. A medium and large radio (GURPS High-Tech, p. 38) are mounted in the rear of the turret. Safety systems prevent firing weapons at hazardous angles when the cargo or driver’s hatches are open, and automatically raise the gun to avoid colliding with open hatches (these can be disabled from the turret in case of malfunction). Turret rotation takes one Ready maneuver per facing.

The driver sits in the front left hull in a semi-recumbent seat. A large hatch hinges open at the back to give the driver both overhead protection and good visibility when open, and has four periscopes for use when closed (one facing front, one right, two left). The front of these can be replaced with an image intensifying night vision device (gives Colorblindness, Night Vision 7, No Depth Perception, Protected Vision, and Tunnel Vision).

Behind the driver is a short tunnel leading to the main troop compartment. In the M2 this tunnel holds two passenger seats, the front one facing towards the rear of the vehicle, the back one towards the front. Each of these seats has a firing port, for use with the M231 firing port weapon, with a periscope above it, which would connect to the weapon to extract fumes, and a brass catcher (GURPS High-Tech, p. 161) to prevent loose casings being scattered inside the vehicle. The troop compartment is roughly rectangular and has four seats. Two seats on the right side sit back-to-back with the front one facing forward and the back one facing rear. The right-side firing ports are positioned to be used from these. Next to the right side back seat is another rear-facing one at roughly the centre line of the vehicle. This seat has a firing port in the rear ramp and is directly beneath the rectangular cargo hatch. The last troop seat is located on the rear left of the compartment, facing the right side of the vehicle. It has a firing port in the small door set into the main ramp. Behind and to the left of this seat are stowage racks for five missiles, either TOWs for the turret launcher or McDonnell FGM-77A Dragons (GURPS High-Tech, p. 151) to be used by dismounted troops. The firing ports in the ramp and door lack dedicated periscopes, but three periscopes behind the cargo hatch give a broad field of view around the rear of the vehicle. 600 rounds for the autocannon and an additional 1,400 for the co-axial machine gun are stashed around the troop compartment, as are three HEC M72 LAWs (GURPS High-Tech, p. 149), and around one ton of equipment and supplies for the passengers.

Later, M136 rocket launchers (GURPS High-Tech, p. 149) would be carried instead of the M72s, and FGM-148A Javelins (GURPS High-Tech, p. 153) would replace the FGM-77A Dragons.

In the M3, the tunnel simply holds extra stowage. The troop compartment has two seats for observers, sat side-by-side under the cargo hatch, with the right one facing forward and the left one facing back. A small folding ‘jump seat’ is mounted in front of the back-facing seat, facing the left of the vehicle, but not usually used. No firing ports are provided, but the rear periscopes are the same as in the M2. A rack for ten missiles is on the right side of the compartment. 1,200 autocannon rounds, 3,600 for the machine gun, and 3 LAWs are usually carried in the troop compartment, along with around a ton of other equipment and supplies.

The 1987 A1 upgrades change the TOW launchers to those of the new TOW 2 (GURPS High-Tech, p. 151), which can also launch the old missiles. Bolt-on armor is installed on the front of the hull and turret. Storage boxes for grenades and mines are added outside the hull on either side of the main ramp, some ammunition is moved under the side armor, and the turret bustle was expanded to hold ammunition too. Other minor improvements include a spall blanket over the turret ammunition and stowage for two camouflage nets (GURPS High-Tech, p. 77). On the M2A1 an additional passenger seat is crammed in, facing forward behind the turret, although this is often removed to make space for more cargo. A section of the rear left hull is re-shaped to accommodate the missile racks better. A new air filtration system (gives Filter Lungs) provides the crew with air through masks connected to hoses, but the passengers are expected to rely on their own gas masks. The M3A1 has a similar air filtration system, which includes two masks for the troop compartment as well. The jump seat in the rear is removed and both observer seats face forward, while the rear hull periscopes are replaced by four in a redesigned cargo hatch.

By 1988 a further survivability package had been developed, adding a considerable mass of steel plate to the front, sides, and underside. This makes the vehicle quite top-heavy, which is especially problematic during amphibious operation (reduce Stability Rating by one in water). A more powerful engine partially compensates for the added mass. Vehicles with these upgrades were designated M2A2 and M3A2. Seating was rearranged once more. In early versions of the M2A2 the number of passengers is reduced to six, one facing back behind the driver, two facing inward on the left of the troop compartment, and three facing inwards opposite them on the right. Firing ports in the sides of the vehicle are eliminated, leaving just the two in the rear ramp. This was soon modified again to add an extra seat on the left, raising the number of passengers to seven once more. The M3A2 moves the observer seats to the left of the crew compartment, facing inwards. Either the M2A2 or M3A2 may be fitted with a further three tons of ceramic armor tiles, which add DR 150 (semi-ablative) to the hull sides and DR 260 (semi-ablative) to the hull front. The extra weight reduces Move to 2/16.

Following Operation Desert Storm (1991) the M2A2 and M3A2 had more instruments and electronic systems fitted. These included a thermal imager for the driver (gives Infravision), a 10,000 yard laser rangefinder (+3 Acc) for the gunner, a GPS receiver (GURPS High-Tech, p. 53), and navigation instruments (+2 Navigation). The upgraded vehicles are known as the M2A2ODS and M3A2ODS.

From 2001, the A3 package of upgrades included all those of the A2ODS version as well as replacing the gunner’s Integrated Sight Unit with the Improved Bradley Acquisition System which adds a computer sight (gives +1 Gunner and Enhanced Tracking 1) to the existing capabilities. The commander also gains the Commander’s Independent Viewer, a thermal imaging system (gives Infravision) which can rotate 360° and the roof of the turret and hull are reinforced with titanium plates.

The M2A4 was first fielded in 2022 and upgrades the engine, transmission, and electronics of the M2A3. A portable radio jammer (GURPS High-Tech: Electricity and Electronics, p. 49) is fitted to prevent remote detonation of nearby IEDs.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
8 M2 138 −2/5 10x 2/20 25 3.8 +4 3+6 100/70 300 $1.1M 2CT [1][2][3]
8 M3 138 −2/5 10x 2/20 25 3.8 +4 3+3 100/70 300 $1.1M 2CT [1][2][3]
8 M2A1 139 −2/5 10x 2/20 25.3 3.8 +4 3+7 120/70 300 $1.2M 2CT [1][2][3]
8 M3A1 139 −2/5 10x 2/20 25.3 3.8 +4 3+2 120/70 300 $1.2M 2CT [1][2][3]
8 M2A2 149 −2/4 10x 2/17 30.4 3.8 +4 3+6 150/100 250 $1.6M 2CT [1][2][4]
8 M3A2 149 −2/4 10x 2/17 30.4 3.8 +4 3+2 150/100 250 $1.6M 2CT [1][2][4]
8 M2A3 150 −2/4 10x 2/17 30.5 3.8 +4 3+7 150/100 250 $2.0M 2CT [1][2][5]
8 M3A3 150 −2/4 10x 2/17 30.5 3.8 +4 3+2 150/100 250 $2.0M 2CT [1][2][5]
8 M2A4 150 −2/4 11x 2/20 30.5 3.8 +4 3+7 150/100 250 $2.2M 2CT [1][2][5]

[1] Amphibious: water move 1/2.
[2] Fire-Suppression System (GURPS High-Tech, p. 229).
[3] Higher DR is for hull and turret front. Lower DR is for hull and turret sides. Hull and turret rear have DR 35. Hull and turret top and hull underside have DR 20. Hull sides are spaced (GURPS High-Tech, p. 229).
[4] Higher DR is for hull and turret front. Lower DR is for hull sides and turret sides and rear. Hull rear has DR 35. Hull and turret top have DR 20. Hull underside has DR 60. Hull sides are spaced (GURPS High-Tech, p. 229).
[5] Higher DR is for hull and turret front. Lower DR is for hull sides and turret sides and rear. Hull rear has DR 35. Hull and turret top have DR 35. Hull underside has DR 60. Hull sides are spaced (GURPS High-Tech, p. 229).

M231 Firing Port Weapon in GURPS

Colt M231, 5.56×45mm NATO (USA, 1980-)

Although it somewhat resembles an M16 (GURPS High-Tech, p. 117) and uses the same magazines, the M231 is actually a bit different both mechanically and in its intended use. It is an extremely rapid-firing weapon with an open-bolt mechanism, designed to be used from the firing ports of the M2 Bradley infantry fighting vehicle. It has a 15.6″ barrel and no stock for ease of handling in the confines of the vehicle. The round hand-guard screws into a connector in the firing port (counts as braced), maintaining a tight seal against nuclear, biological, and chemical weapons. Unfortunately, this makes it impossible to use sights, so the M231 doesn’t have any! Instead, the weapon is meant to be loaded entirely with tracer ammunition and the user ‘walks the burst’ (GURPS Tactical Shooting, p. 16) onto the target.

GUNS (RIFLE) (DX−4 or most other Guns at −2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 Colt M231 4d+2 pi 2/4 450/3,100 8.3/1 20! 30(3) 8† −4 2 $1,000/$34 2 [1][2]

[1] Use lower Acc for aiming, higher for all other purposes.
[2] Lacks swing swivels.

BMP-1 Infantry Fighting Vehicles in GURPS

By the 1960s, the Soviet military had become concerned that future battlefields would be dominated by the use of tactical nuclear weapons, making unprotected infantry entirely useless. In response, they developed the Boyevaya Mashina Pyekhoty (“infantry fighting vehicle”) which would enclose an infantry squad in an armoured carrier offering protection from radiation, while allowing the unit to retain some degree of combat effectiveness even when sealed inside. It was to be tracked, fast enough to keep up with tanks, and carry the firepower to threaten enemy vehicles.

First manufactured in 1966, the BMP is a long, low vehicle with an overhanging wedge-shaped prow. The engine is mounted in the front, and the hull narrows slightly towards the rear. The initial production version is nose-heavy and performs poorly (reduce SR by 1) in water.

A small round turret in the centre of the roof mounts a low-velocity gun, a guided missile, and a machine gun, all manned by a single gunner. The gunner has several periscopes and a multi-mode daylight and light intensifying 6× telescopic sight (+2 Acc, Night Vision 2) for the gun. A dual visible light searchlight (GURPS High-Tech p. 228) and infrared illuminator (GURPS High-Tech, p. 47) with a 0.5-mile range is mounted to the right of the gunner’s hatch. The main gun is a 2A28 Grom in an unstabilised mount, with an autoloader feeding from a 40-round vertical carousel surrounding the turret. This autoloader is notoriously unreliable (Malfunctions on 16+, see GURPS Basic Set, p. 407), so it is often reloaded manually. A PKT machine gun (GURPS High-Tech, p. 135) is mounted co-axially to the main gun. The missile is a 9M14 Malyutka (GURPS High-Tech, p. 151). Two of these can be carried in the turret, with two more below. A special hatch (in front of the main turret one) allows a missile to be slid onto the launch rail without exposing the gunner. After this a metal rod is used to unfold the missile’s fins. The turret’s electric motor takes three seconds to change facing.

In the hull forward and left of the turret is the driver’s position. He has a hatch fitted with periscopes, including an infrared one (Night Vision 2), and a pistol port. Controls in the driver’s station allow diesel fuel to be introduced into the exhaust, creating a smokescreen.

Behind the driver is the commander, who has a two-part hatch which provides some protection when open. He is provided with his own array of periscopes and a ×4.2 magnification combined daylight and removable near infrared (Night Vision 2) optic coupled to a 0.25-mile infrared illuminator, but this latter item is prone to being hit by the main gun if the turret is moved incautiously. A medium radio (GURPS High-Tech, p. 38) is mounted behind the commander. Communication with other parts of the vehicle can be achieved through an intercom (GURPS High-Tech: Electricity and Electronics, p. 27).

The rear hull houses the troop compartment, which can be accessed by two doors at the back of the vehicle. Each of these doors contains a fuel tank, and the left-hand one has a firing port in it. Behind these doors are two rows of seating facing outwards, with another fuel tank under them. The seats can officially fit eight soldiers, but in practice this proved to be extremely cramped and most users found that six was a more realistic number. On each side are four firing ports, each equipped with a case deflector and fume extractor which could be attached to a Kalashnikov rifle (GURPS High-Tech, p. 114) or PK machine gun. On the roof of the troop compartment are four hatches, but when these are open they prevent the turret from rotating to face the rear.

Initial production of the BNP “specification 1” was limited, as issues were worked out. By 1969 several minor upgrades had been made, notably correcting the issue of stability in the water by adding an air-filled compartment to the front of the hull. The improved vehicle was named BMP-1 “specification 2” and started to be deployed in large numbers. Specification 3 (1973) made many more small upgrades and removed the turret autoloader. The BMP-1P (Specification 4, 1979) removed the launch rail and loading hatch for the 9M14 Malyutka missile, replacing it with a pillar-mount for 9K111 Fagot or 9M113 Konkurs missiles. Smoke dischargers (GURPS High-Tech, p. 229) are mounted on the back of the turret.

Specification 8 (1979) is a specification 3 vehicle with the addition of an AGS-17 Plamya grenade launcher (GURPS High-Tech, p. 142) on the left of the turret. In order to make space for more ammunition, the passenger seating was reduced to seven.

The BMP-1D (1982) or desantnaya (“assault”) is an up-armored version of specification 4, fielded in Afghanistan. The sides of the hull are protected by additional (DR 15) steel plates, as are the underside below the driver and commander. This increases vehicle weight by 0.7 tons, reducing Move to 1/19 and compromising amphibious performance (remove note [1]).

The BMP-1K (1973) komandirskaya (“command”) variants have all firing ports (except the one in the left rear door) removed and the troop compartment is rearranged with three (more spacious) seats (Occ becomes 3+3S), a table, two radios, and a navigation system (+3 Navigation). The BMP-1KSh (1976) komandno-shtabnaya (“command staff”) also removes the weapons and fixes the turret in place (change the t location to s). A telescopic long-range antenna (GURPS High-Tech, p. 39) is fitted in place of the gun. Four radios and an improved navigation system (+4 Navigation) are provided.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 BMP (Sp1) 116 −3/5 9x 2/20 13.9 1.3 +4 3+8S 90/45 370 $150k 2Ct [1][2]
7 BMP-1 (Sp2) 117 −3/5 9x 2/20 14.3 1.3 +4 3+8S 90/45 370 $160k 2Ct [1][2]
7 BMP-1 (Sp3) 118 −3/5 10x 2/20 14.5 1.3 +4 3+8S 90/45 370 $170k 2Ct [1][2]
7 BMP-1P (Sp4) 119 −3/5 10x 2/20 14.7 1.3 +4 3+8S 90/45 370 $180k 2Ct [1][2]

[1] Amphibious: water move 1/2.
[2] Higher DR is for hull and turret front. Lower DR is for hull and turret sides and rear. Turret top, hull top, and hull underside have DR 15.

2A28 Grom gun in GURPS

The Grom ("thunder") is the main gun of the BMP-1 infantry fighting vehicle. It is a low-pressure gun which fires rocket-propelled shells, which are similar to the ones used by the SPG-9 recoiless rifle and the RPG-7 (GURPS High-Tech, p. 148-149).

In addition to HEAT (in table, $200), HE (Dmg 6d×2(0.5) pi+ with a 6d×3 [4d−1] cr ex follow-up, Rng 1,500/5,000, $150) becomes available in 1974.

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

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 2A28 Grom 6d×4(10) cr ex 3+2 5,000 254/7.7 1/8 40(40i) 28M −8 2 $10k 1
linked 6d×2 cr ex

Fagot and Konkurs missiles in GURPS

TOZ 9K111 Fagot, 120mm (Russia, 1970-)

The Fagot (“basoon”) is a wire-guided anti-tank missile, significantly faster and more user-friendly than the Kolomna 9M14M Malyutka-M (GURPS High-Tech, p.151). Its NATO reporting name is AT-4 Spigot. The missile is pre-loaded into a disposable launch tube, which is attached to a 50 lbs. assembly consisting of a tripod, sight (10× magnification, +3 Acc), and control unit.

A missile costs $15,000. Backblast (GURPS High-Tech, p. 147) from the launch is 2d+1 burning.

From the early 1990s a thermal imaging sight (adds 29 lbs. to launch unit weight, grants infravision) is available. Around the same time, an improved version of the missile (Dmg 6d×6(10) cr ex with 6d×5 cr ex linked, Rng 200/2,700) is introduced. By the early 21st century, an even more powerful missile with an MS-HEAT warhead (see GURPS High-Tech, p. 170, Dmg 6d×3(10) cr ex with Dmg 6d×5(10) cr ex follow-up and 6d×5 cr ex linked, Rng 200/2,700.

TOZ 9M113 Konkurs, 135mm (Russia, 1973-)

The Konkurs (“Challenge”), known as the AT-5 Spandrel by NATO, is essentially just a larger version of the Fagot, intended to be fired from vehicles. Modern versions of the Fagot’s launch unit can also fit the Konkurs.

A missile costs $20,000. Backblast is 2d+2 burning.

Modern versions use an MS-HEAT warhead (Dmg 6d×4(10) cr ex with Dmg 6d×6(10) cr ex follow-up and 6d×6 cr ex linked).

ARTILLERY (GUIDED MISSILE) (IQ−5)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 9K111 Fagot Dmg 6d×5(10) cr ex 1 200/2,200 50/30 1 1(5) 16M −8 1 $200,000 1 [1]
linked 6d×4 cr ex
7 9M113 Konkurs Dmg 6d×10(10) cr ex 1 230/4,400 50/32 1 1(5) 16M −8 1 $200,000 1 [1]
linked 6d×6 cr ex

[1] Hazardous backblast.

SPG-9 Recoilless Rifle in GURPS

The Stankovyi Protivotankovyi Granatomet (“tripod anti-tank grenade-launcher”) Kop’yo (“Spear”) is a recoilless rifle which fires a projectile similar to that of the RPG-7 (GURPS High-Tech, p. 148-149). An initial charge of propellant launches the rocket out of the barrel, with ignition of the rocket motor and arming of the warhead happening far enough away to prevent harm to the user (anything hit within 20 yards of the muzzle takes 6d×2(0.5) pi+ damage). The standard mounting is a 26 lbs. tripod and it is usually managed by two crew. The 4× magnification sights can be replaced with near infrared night sights (no Acc bonus but give Night Vision 2). Backblast (GURPS High-Tech, p. 147) is 8d burn.

In addition to HEAT (in table, $200), the SPG-9 fires HE (6d×5(0.5) pi+ with a 6d×3 [4d−1] cr ex follow-up, $150). At TL 8 an improved HEAT warhead (6d×5(10) cr ex with 6d×2 cr ex linked, $250) becomes available.

The Kop’yo is unpopular due its high weight compared to an RPG, but its superior range and accuracy give it a niche. The high speed of the projectile also gives it an edge against active protection systems.

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

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC Notes
7 SPG-9 6d×4(10) cr ex 4+2 4,600/15,000 105/9.7 1 1(4) 19M −15 1 $3,000 1 [1]
linked 6d×2 cr ex

[1] Hazardous backblast.

M548 Cargo Carriers in GURPS

An unarmoured version of the M113A1, introduced in 1965. A large cab with four seats is installed at the front of the vehicle, with the engine moved back and to the center. The roof and rear of the cab were vinyl-coated nylon fabric, with a removable panel serving as a roof hatch. The rear becomes an open cargo bed, approximately 11′ long and 5′ wide, although the floor of the bed could be raised level with the sponsons over the tracks, effectively making an 8′ wide bed. An optional fabric cover over the cargo is supported by aluminum bows. The engine compartment has a fixed fire extinguisher (GURPS High-Tech, p. 229) while a large portable one (GURPS High-Tech, p. 29) is carried in the cab. A twelve-ton winch (ST 78) with a 200′ cable is mounted at the front.

A material handling kit can be added to the cargo compartment. This consisted of a beam suspended from the bows over the cargo bed, on which is mounted a sliding manual chain hoist. This allows loads of up to 1,500 lbs. to be raised 8′ from within one yard of the tailgate. Four seats are added to the cargo compartment to accomodate extra crew, and an external rifle rack for them is added on the left side of the vehicle.

The cab can be fitted with an open weapon mount (add X to locations), supported by four legs and positioned over the panel in the cab roof. Several models are available, mounting various different machine guns.

For cold weather operation, multiple models of heater are available, as is an insulating kit which replaces the cab cover with a rigid fibreglass one (change O hit location to G) and upgrades the windows, seats, and cargo cover to insulated versions.

The M548A1 (introduced in 1982) was based on the M113A2, while the M548A3 (1994) was based on the M113A3. The latter replaces the winch with a cab heater, which also functions as an air-filter which can be connected to gas masks via hoses in the cab.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 M548 96 −3/5 10 1/19 13.6 6.4 +3 1+3 6 300 $100k 2CO [1][2]
7 M548A1 96 −3/5 11 1/19 13.6 6.4 +3 1+3 6 300 $120k 2CO [1][2]
8 M548A3 96 −2/5 11 1/19 13.6 6.4 +3 1+3 6 300 $140k 2CO [1][2]

[1] Amphibious: water move 1/2.
[2] Fire extinguisher.

Rhizodontid fish in GURPS

These lobe-finned fishes were the apex predators of many freshwater ecosystems during the Devonian and Carboniferous. They were closely related to amphibians and probably able to survive out of water for some time. It is speculated that in addition to eating other fish, they took prey from the land by lunging out of the water like a crocodile.

Their small fins were mostly clustered by the tail, with only the pectoral fins near their heads. Their jaws were wide, powerful, and sported long fangs at the front. Rhizodus was the largest of them, the size of a great white shark, and lived in western Pangaea (its fossils were found in America, Britain, and Russia) during the early Carboniferous. Strepsodus was only the size of a tiger shark, and shared Rhizodus’ territory, but seems to have been more widely distributed, with fossils known from Australia, Columbia, Iran, and Turkey. During the late Devonian, the islands which would one day become northern China hosted the moderately sized Hongyu. Gooloogongia was a much smaller creature from eastern Gondwana (Australia) around the same time. During the early Cretaceous eastern Gondwana was home to two species of Barameda. B. mitchelli was even smaller than Gooloogongia, but B. decipens was ten times its size.

Rhizodus

ST 28; DX 10; IQ 2 HT 12.
HP 28; Will 11; Per 11; FP 12; Speed 5.50; Dodge 8; Move 5.
SM +3 (6 hexes), 2,800 lbs.

Bite (12): 3d+3 impaling. Reach C.

Traits: Bad Sight (Low Resolution); Born Biter 1; Doesn't Breathe (Gills); DR 3 (Tough Skin); Injury Tolerance (No Neck); No Legs (Semi-Aquatic; Ground Speed 1); No Manipulators; Peripheral Vision; Striking ST 3 (Bite Only); Wild Animal.
Skills: Brawling-12; Swimming-15; Survival (Fresh-Water Lake)-12.

For Strepsodus or Barameda decipiens (700 lbs.) reduce ST and HP to 18, SM to +2 (4 hexes), DR and Striking ST to 2, and bite damage to 2d.

For Barameda mitchelli (1 lbs.) reduce ST and HP to 2, SM to −4, and remove DR and Striking ST. Bite damage becomes 1d−6.

For Gooloogongia (9 lbs.) reduce ST and HP to 4, SM to −2, DR and Striking ST to 1, and bite damage to 1d−4.

For Hongyu (60 lbs.) reduce ST and HP to 8, SM to 0 (2 hexes), DR and Striking ST to 1, and bite damage to 1d−2.

M113 APCs in GURPS

Building on lessons learned from manufacturing the underwhelming M75 and M59 APCs, the FMC Corporation designed the M113 and started production less than four years after being awarded the initial development contract in 1956.

The resulting vehicle is essentially an aluminum box on tracks. The front hull slopes back and is mostly covered by the trim vane, which can be extended by hydraulics when the vehicle needs to enter deep water. Behind the trim vane is a hatch which allows access to the engine compartment, containing the water-cooled V-8 gasoline engine. To the left of the engine is the driver’s seat, from where he can use an overhead hatch or the four periscopes surrounding it in order to see where he is going. A near-infrared periscope (grants Night Vision 4 when used with the infrared lamps on the front of the hull – see GURPS High-Tech, p. 47) can also be fitted to the hatch. A small floor access hatch below the drivers position could be used to escape in an emergency. In the center of the hull is the vehicle commander’s hatch, which has an external open mount for a Browning M2HB machine gun (GURPS High-Tech, p. 133) and five periscopes. Below and behind the gunner is the troop compartment, which has one central seat facing backwards and folding benches suitable for seating five facing inwards on either side. The roof of the troop compartment has a large rectangular hatch, from which a few of the passengers can view their surroundings, or shoot. At the rear of the vehicle is a large ramp which opens onto the troop compartment. Set into this is a small door, allowing egress if the ramp mechanism fails.

A medium radio (GURPS High-Tech, p. 38) is mounted behind the driver, who also has an intercom (GURPS High-Tech: Electricity and Electronics, p. 27) to speak with the commander. A telephone connector at the rear of the vehicle allows wired communication. A manually operated vehicular fire extinguisher (GURPS High-Tech, p. 229) is mounted next to the radio and could be activated from inside or outside the vehicle.

Despite doctrine stating that the M113 was not a fighting vehicle and should be used only to convey troops to suitable fighting positions, during the Vietnam war it was often used aggressively in the light armor role. Although this was generally an effective tactic against poorly armed opponents, it required the crew and passengers to expose themselves to enemy fire. In order to make this a little less hazardous, improvised gun shields were added around hatches. This was soon formalized as the Armored Cavalry Assault Vehicle (ACAV) upgrade and official kits were issued in 1963 which added two side panels and a gun shield to protect the gunner from all sides except above, and gun shields which could be fitted to the new machine-gun mounts on either side of the passenger hatch, intended to work with the M60 (GURPS High-Tech, p. 134) carried by the infantry. All of these provide DR 18. The ACAV was usually manned by five – driver, commander, two M60 gunners, and a grenadier with an M79 grenade launcher (GURPS High-Tech, p. 142). The passenger seats were removed to provide room for more ammunition and supplies.

The first major modification to the design was to substitute a more powerful diesel engine for the gasoline one and enlarged fuel tanks. The steering system was also improved to allow tighter turns at low speed or in water. The new vehicle was designated the M113A1 and arrived in 1964. Optional extras included a fire-suppression system (GURPS High-Tech, p. 229), and an air-filtration unit which could connect to gas-masks.

In 1979 the M113A2 added numerous small improvements, including better engine cooling, stronger torsion bars, and moving the fuel tanks out of the passenger compartment. Two four-barreled smoke dischargers (GURPS High-Tech, p. 229) were added to the front of the vehicle. Many existing vehicles were upgraded to this standard. The introduction of the Mk 19 MOD 3 automatic grenade launcher (GURPS High-Tech, p. 143) offered an alternative to the commander’s machine gun.

The next round of upgrades, in 1987, was the change to the M113A3 standard, which further improved the steering, replaced the engine with a more powerful one, added more fuel tanks, and protected those inside with spall liners (add DR 10 to occupants and negate the special effect of HESH warheads) and NBC filters.

Several applique armor kits have been made. Mine protection plates add DR 20 to the underside and increase weight by 0.5 tons. Side armor panels add DR 50 to the sides and 1.3 tons to weight, which reduces top speed by 1 and makes the vehicle unable to float (remove note [1]). A cage of slat armor makes the front, sides, and rear count as having spaced armor (GURPS High-Tech, p. 229), and adds 0.1 tons of weight.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 M113 108 −3/5 10f 1/18 11.8 1.6 +3 2+11 60/50 200 $150k 2CX [1][2][3]
7 M113A1 110 −3/5 10 1/18 12.3 1.6 +3 2+11 60/50 300 $170k 2CX [1][2][3]
7 M113A2 110 −3/5 11 1/18 12.4 1.6 +3 2+11 60/50 300 $190k 2CX [1][2][3]
8 M113A3 113 −2/5 11 1/20 13.5 1.7 +3 2+11S 60/50 300 $210k 2CX [1][2][3]

[1] Amphibious: water move 1/2.
[2] Fire extinguisher.
[3] Higher DR is for front, lower DR is for sides, rear, and top. Underside has DR 40.

FAMAS in GURPS

FAMAS F1, 5.56×45mm NATO (France, 1979-1992)

The Fusil d'Assaut de la Manufacture d'Armes de Saint-Étienne was the standard rifle of the French army from its introduction until 2017. It was the first bullpup configuration rifle to be issued en masse by a national military. Use of a lever-delayed blowback action allowed the barrel to be free-floated and simplified the use of rifle grenades.

The combined safety and fire-selector switch is located inside the trigger guard, which can be rotated to allow access while wearing gloves. From 1981, a second control is added behind the magazine which allows the user to limit automatic fire to three-round bursts (RoF 9, two Ready manoeuvrers to switch).

The large carrying handle protects the day and improved-visibility (negate −1 in darkness penalties) sights and encloses the charging handle and flip-out grenade sight. It also serves as the mount for the integral bipod. All controls are ambidextrous, but as the ejection port is located in the stock it is necessary to swap some parts into a different configuration in order to shoot the weapon from the left shoulder. This is however a simple task which requires no special tools.

Standard accessories are a 0.6 lbs. patrol sling (GURPS High-Tech, p. 154), 1 lb. knife bayonet (Reach 1), gun-cleaning kit (GURPS High-Tech, p. 160), a handful of spare parts, and a bottle of oil (stored inside the pistol grip). Issued magazines were often cheap quality (GURPS Tactical Shooting, p. 74). Although it has no accessory rails (GURPS High-Tech, p. 161), there are after-market modifications such as the Poignee Garde-Main Polyvalante (“Multipurpose Handguard”) which allow them to be fitted. The French army issued these along with 0.8 lbs. Scrome J4F1 4× battery-illuminated scopes (+2 Acc and removes −1 in darkness penalties) to fire-team leaders.

The F1 can only use its own proprietary magazines and functions poorly with heavier bullets than those the French army issues. These issues were addressed by the FAMAS G2 (1994-2000), which increased the twist rate of the rifling and replaced the magazine well with one which could take the same magazines used by most NATO forces. Apart from the magazine well, it is easily distinguished by the enlarged trigger guard which encloses the entire hand. Wt. 9.7/1, Shots 30+1(3). The G2 was adopted only by the French marines.

Export versions of the F1 were available with G2-style barrels. A rare ‘commando’ version with a 15.7″ barrel, incompatible with rifle grenades, was sold to Brazil and Cyprus. Dmg 5d−1 pi, Wt. 8.1/1, ST 8†.

The rare civilian versions of the F1 had the recoil buffer, improved-visibility sights, and grenade-launching elements removed, and were restricted to semi-automatic only. The MAS 223 (1986-1989) is otherwise very similar to the original. RoF 3, LC 3. The MAS 222 (1986-1993) was chambered in .222 Remington, had a 20.9″ barrel, and a smaller magazine to comply with French laws. Dmg 5d−1 pi, Wt. 8.7/0.4, RoF 3, Shots 9+1(3), Bulk −5, LC 3.

In 2010, the French army first fielded its Fantassin à Équipement et Liaisons Intégrés (“Integrated Infantryman Equipment and Communications”) system, which included a modified version of the F1. This replaced the carry handle with an accessory rail (requiring the charging handle and sights to be modified, and removing the improved-visibility sights), moved and changed the shape of the bipod, put another accessory rail at the front of the weapon, changed the bayonet mount to an American-style one, and added a vertical fore-grip (GURPS Tactical Shooting, p. 75) which includes a control panel for the system’s sight. This sight, the Sagem SWORD, combined a 4× optical sight (+2 Acc), thermal imager (Infravision), and laser rangefinder (+3 Acc) into one chunky (1.2 lbs. adds −1 Bulk) package. A version without the fore-grip was named the FAMAS Valorisé (“Improved”).

GUNS (RIFLE) (DX−4 or most other Guns at −2)

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC
7 FAMAS F1, 5.56×45mm 5d pi 5 420/3,000 9.3/1 16 25+1(3) 9B† −4 2 $2,000/$20 2

Rifle Grenades

Luchaire AC 58 F1, 58mm (France, 1979-)

The Grenade à fusil antichar de 58 mm Mle F1 PAB is a bullet-trap rifle-grenade, suitable for launching from any 5.56×45mm rifle with a standard NATO 22mm flash-hider. It is fin-stabilised and has an impact-fused HEAT warhead. The FAMAS grenade sights are designed for its trajectory (Acc 0 if launched from any other rifle).

APAV 40 F2, 40mm (France, 1979-)

The anti-personnel/anti-véhicule grenade uses a similar design to the AC 58, but with a HEDP warhead. The older F1 version (1960-1978) required the use of a blank cartridge to propel it.

GUNS (GRENADE LAUNCHER) (DX−4 or most other Guns at −4)

TL Weapon Damage Acc Range Weight RoF Shots Bulk Cost LC Notes
7 Luchaire AC 58 4d×5(10) cr ex 1 350 1.1 1 1(5) −1 $40 1 [1]
linked 8d cr ex
7 APAV 40 8d(10) cr ex 1 400 0.9 1 1(5) −1 $30 1 [1]
linked 6d [2d] cr ex

[1] Add grenade's bulk to rifle's Bulk.

Prehistoric bears in GURPS

Bears first emerged as a distinct family in early Miocene Europe. The earliest recognised species, Ursavus elmensis (sometimes assigned to the genus Ballusia), was tiny in comparison to its living relatives, resembling a wolverine. Other species of Ursavus lived throughout Eurasia and ranged from the size of a cat to that of a wolf.

The first major split in the family was between the ailuropodines and other bears. Although the only surviving ailuropodine is the herbivorous giant panda, the sub-family once included ferocious predators. Indarctos was a mid-sized omnivore with a wide distribution, found in Eurasia, North Africa, and North America from the middle to late Miocene. Its giant relative Agriotherium had long limbs and short, powerful jaws, suitable for grinding tough plants and bone. It lived in Africa and Eurasia during the late Miocene. Huracan was another large, long-legged ailuropodine with a strong bite, which lived in East Asia and North America from the late Miocene to early Pleistocene.

The next division was between the ursine bears and the tremarctine or short-faced bears of the Americas. The latter sub-family include the living Tremarctos ornatus, the spectacled bear, and its extinct relative T. floridanus, the Florida spectacled bear, which lived in the southern United States and northern Mexico during the late Pleistocene. They evolved from Plionarctus, which lived in the United States from the late Miocene to the early Pleistocene. Another of its descendants, Arctodus pristinus, the ‘lesser short-faced bear’ was about the size of a modern brown bear and lived in the grasslands and flatwoods of the eastern United States during the early Pleistocene. A trend towards greater size led to the evolution of the ‘greater short-faced bear’ A. simus which spread through North America during the middle Pleistocene, lasting until the late Pleistocene. In South America, Arcototherium followed an opposite trend, starting with the huge and highly predatory A. angustidens from the ‘southern cone’ of South America in the middle Pleistocene, and culminating in the smaller and more herbivorous A. wingei, which survived in northern South America and Central America until the early Holocene. Despite the name, the jaws of short-faced bears were just as long as those of other bears, but appear shorter due to being relatively deep.

The earliest known ursine was the small Aurorarctos, the ‘dawn bear’ (a name also sometimes used for Ursavus elmensis), from the Midwestern United States during the middle Miocene. It gave rise to Protarctos, a larger bear which spread across North America and Eurasia during the Pliocene and early Pleistocene. Protarctos evolved into Ursus minimus, the Auvergne bear, in Europe. U. minumus in turn evolved into the middle Pleistocene Etruscan bear, U. etruscus, which thrived throughout Eurasia. U. etruscus was the ancestor of the modern brown bear (U. arctos), polar bear (U. maritimus), and late Pleistocene cave bears, U. spelaeus (sometimes interpreted as a species complex, adding U. rossicus, U. ingressus, U. kanivets, U. kudarensis, and U. eremus to the mix). These latter lived in Europe and were generally larger than modern bears. However, brown bears also attained larger sizes in the ice age, such as the ‘steppe brown bear’, U. arctos priscus, of central Europe. A single fragmentary bone from late Pleistocene England has been interpreted as a giant subspecies of polar bear, U. maritimus tyrannus, although it could also be from a huge brown bear.

Ursavus elmensis

ST 7; DX 12; IQ 4; HT 12.
HP 7; Will 11; Per 11; FP 12; Speed 6.00; Dodge 10; Move 6.
SM −1, 40 lbs.

Bite or Claw (14): 1d−3 cutting. Reach C.

Traits: Acute Smell 2; Born Biter 1; Combat Reflexes; Discriminatory Smell; DR 1 (Tough Skin); Night Vision 2; No Fine Manipulators; Semi-Upright; Temperature Tolerance 1; Ultrahearing; Wild Animal.
Skills: Brawling-14; Climbing-15; Stealth-13; Survival (Woodlands)-12.

This profile works without modification for Aurorarctos. For larger species of Ursavus, like U. tedfordi (90 lbs.), raise ST and HP to 9, SM to 0, and damage to 1d−2. Small species, like U. orientalis (10 lbs.) reduce ST and HP to 4, SM to −4, and damage to 1d−5.

Ursus spelaeus

ST 20; DX 11; IQ 4; HT 13.
HP 20; Will 11; Per 11; FP 13; Speed 6.00; Dodge 9; Move 8.
SM +1 (2 hexes), 1,000 lbs.

Bite (13): 2d cutting. Reach C.
Claw (13): 2d cutting. Reach C-1.

Traits: Acute Smell 2; Born Biter 1; Discriminatory Smell; DR 3 (Tough Skin); Enhaced Move 1 (Ground Speed 16); Night Vision 2; No Fine Manipulators; Semi-Upright; Temperature Tolerance 3; Ultrahearing; Wild Animal.
Skills: Brawling-13; Intimidation-12; Stealth-11; Survival (Plains)-12.

This profile represents a male. For a female (500 lbs.) reduce ST and HP to 16, DR to 2, and damage with both bite and claw to 1d+1.

For a male Indarctos (600 lbs.) reduce ST and HP to 17, DR to 2, and damage with both bite and claw to 1d+2. For a female (300 lbs) reduce ST and HP to 13, SM to 0, DR to 2, and damage with both bite and claw to 1d. Claw reach becomes C.

For a male Agriotherium (1,400 lbs.) increase ST and HP to 22 and damage with both bite and claw to 2d+1. Use the male U. spelaeus profile without modification for a female Agriotherium.

For a male Huracan (1,100 lbs.) increase ST and HP to 21 and damage with both bite and claw to 2d+1. For a female (900 lbs) reduce ST and HP to 19.

For a male Tremarctos floridanus (450 lbs.) reduce ST and HP to 15, DR to 2, and damage with both bite and claw to 1d+1. For a female (350 lbs) reduce ST and HP to 14, SM to 0, DR to 2, and damage with both bite and claw to 1d. Claw reach becomes C.

For a male Plionarctus (320 lbs.) reduce ST and HP to 14, SM to 0, DR to 2, and damage with both bite and claw to 1d. For a female (220 lbs) reduce ST and HP to 12, SM to 0, DR to 2, and damage with both bite and claw to 1d−1. Both have claw reach C, and change Survival specialty to (Woodlands).

For a male Arctodus pristinus (700 lbs.) reduce ST and HP to 18 and damage with both bite and claw to 1d+2. For a female (500 lbs) reduce ST and HP to 16, and damage with both bite and claw to 1d+1.

For a male Arctodus simus (1,800 lbs.) increase ST and HP to 24, SM to +2 (3 hexes), DR to 4, and damage with both bite and claw to 2d+2. For a female (1,100 lbs) increase ST and HP to 21.

For a male Arctotherium angustidens (2,100 lbs.) increase ST and HP to 26, SM to +2, DR to 4, and damage with both bite and claw to 2d+3. For a female (1,500 lbs) increase ST and HP to 23, SM to +2 (3 hexes), and damage with both bite and claw to 2d+2.

For a male Arctotherium wingei (260 lbs.) reduce ST and HP to 13, SM to 0, DR to 2, and damage with both bite and claw to 1d. For a female (180 lbs) reduce ST and HP to 11, SM to 0, DR to 1, and damage with both bite and claw to 1d−1. Claw reach for both becomes C.

For a male Protarctos or Ursus minimus (280 lbs.) reduce ST and HP to 13, SM to 0, DR to 2, and damage with both bite and claw to 1d. For a female (200 lbs) reduce ST and HP to 12, SM to 0, DR to 2, and damage with both bite and claw to 1d−1. Claw reach becomes C for all.

Use the Ursus spelaeus profiles for U. etruscus.

For a male Ursus arctus priscus (1,600 lbs.) increase ST and HP to 23, SM to +2, and damage with both bite and claw to 2d+2. For a female (800 lbs) reduce ST and HP to 19. Use these profiles for Ursus maritimus tyrannus if interpreted as a large brown bear. For a polar bear, increase Temperature Tolerance to 4, change Survival specialty to (Arctic), and add Swimming-13 to skills.