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Alternative weapons which could be fitted on the commander’s open mount include Hispano Mk V autocannon scavenged from outdated fighter planes, captured Soviet HMGs such as the ZiD KPV (GURPS High-Tech, p. 134), and Vektor SS-77 and Mini-SS machine guns.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.

Fuchs APCs in GURPS

The transportpanzer Fuchs 1 (“armored transport Fox 1”) is a lightly-armored six-wheeled APC, in service with the German army since 1979. The driver (on the left) and vehicle commander (on the right) sit in a cab at the front of the vehicle, with a good view through a windshield over the short hood. A steel shutter can be lowered over the windshield for protection and three periscopes are provided for the driver to see at such times. An image-intensifying optic (gives Colorblindness, Night Vision 4, No Depth Perception, and No Peripheral Vision) is also provided for the driver. Access to the cab is through a large door on either side. Above the commander’s seat is a roof hatch with a flexible mount which usually holds an MG3 machine gun (GURPS High-Tech, p. 134) with 250 rounds. A DR 25 gun-shield can be fitted around this hatch. Inside the cab, the commander has a medium radio (GURPS High-Tech, p. 38). The rear compartment has rows of seats facing inwards along each side. Access is through large double doors at the back of the vehicle, or the three roof hatches. Six smoke dischargers (GURPS High-Tech, p. 229) are mounted on the left side of the hull. Propulsion in water is provided by two screw propellers behind the rear wheels.

The Sanfuchs (Occ 2+6) is an ambulance version, with space for four stretchers.

The Spürfuchs (“Tracking Fox”) ABC (Occ 2+10S) is an NBC reconnaissance vehicle.

The Fuchs Milan (Loc g6W2X) has a mount for a Milan ATGM on the roof.

The Fuchs 2 is an upgraded version with a more powerful engine and stronger suspension, available from 2005.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 Fuchs 1 126 −1/4 10 1/32 20.3 4.4 +4 2+10 25 500 $200k g6WX [1][2]
8 Fuchs 2 133 −1/4 11 1/29 26.5 7.8 +4 2+9S 25 440 $300k g6W2X [1][2][3]

[1] Amphibious: water move 1/3.
[2] Fire-Suppression System (GURPS High-Tech, p. 229).
[3] Central Tire Inflation System (GURPS High-Tech, p. 229).

Heckler and Koch GMG in GURPS

H&K GMG, 40×53mmSR (Germany, 1996-)

The Granatmachinengewehr (“grenade machine gun”) is an automatic grenade launcher, with a simple recoil-operated open bolt mechanism. It usually uses a 32-round disintegrating belt (25.4 lbs. or 44 lbs. in can) which can feed from either side. Ammunition options are the same as for the Sako MK 19 (GURPS High-Tech, p. 143). It can use a variety of optics, including reflex sights (GURPS High-Tech, p. 156). For infantry use it is mounted on a 22 lbs. tripod.

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 H&K GMG, 40×53mm 4d(10) cr 3 35/2,200 63.5/44 5 32(5) 22M −8 3 $20,000 2 [1]
linked 4d+1 [2d] cr ex

[1] First Range figure is minimum range, not 1/2D.

Marder IFVs in GURPS

The Schützenpanzer Marder 1 (“armored infantry carrier pine marten 1”) is a well-armored infantry fighting vehicle which has been in German service since 1971. It has a fairly typical layout, with the exception of its unusual turret and the presence (in earlier models) of an unmanned weapon station on the rear of its roof. Due to its high weight it is not amphibious, but can ford through water up to 5′ deep without preparation, and up to 8′ when fitted with a ‘snorkel’ air intake.

The main turret has the crew seated low in the basket with the weapons mounted above them. The main gun is a Mk 20 Rh-202 single-feed autocannon in an unstabilised mount with 500 rounds. It has a co-axial MG3 machine gun (GURPS High-Tech, p. 134) with 250 rounds. These weapons have exceptional elevation and depression, which makes them well suited for shooting from a hull-down position, combat in urban or mountainous terrain, or even engaging slow, low-flying aircraft. A combination 0.5 mile infrared illuminator (GURPS High-Tech, p. 47) and 1 mile searchlight (GURPS High-Tech, p. 228) is mounted on the left of the turret while six smoke dischargers (GURPS High-Tech, p. 229) are located high on the front. The gunner (seated on the left of the turret) and commander (on the right) have duplicate controls, allowing either to use the guns. Each has a 6× variable magnification optical sight (+2 Acc) and image intensifying night-sight (gives Colorblindness, Night Vision 4, No Depth Perception, and Tunnel Vision). Only the commander has a hatch, which has eight periscopes for all-round view (although sight-lines to the left are obscured by the main gun). The gunner has three periscopes, with a better view to the left. Two medium radios (GURPS High-Tech, p. 38) are located in the back of the turret. An intercom system (GURPS High-Tech: Electricity and Electronics, p. 27) allows communication with the rest of the vehicle. The turret’s electric motor takes one Ready manoeuvre to change facing.

The driver sits in the hull, ahead and to the left of the turret, and has a hatch with three periscopes, the middle of which can be replaced with an image-intensifying optic (gives Colorblindness, Night Vision 4, No Depth Perception, and Tunnel Vision). Behind the driver and slightly higher up is a single passenger seat, which has its own hatch and fully rotatable periscope. At the rear of the hull is the troop compartment, which seats six, back to back, facing outwards. An additional 750 rounds for the autocannon and 4,500 rounds for the machine guns are stored in the troop compartment. Two gun ports (GURPS High-Tech, p. 228), three periscopes, and two roof hatches are provided for troops on each side. The back of the troop compartment has a large door which opens downwards to form a ramp. Above this is mounted a remote weapon station fitted with an MG3 machine gun, with 250 rounds, which is controlled from inside the troop compartment and covers a 180° arc to the rear (one Ready manoeuvre to change facing). A telephone (GURPS High-Tech, p. 37) is mounted on the rear outer hull, to allow dismounted infantry to speak to those inside the vehicle.

The Marder 1A1A (1979) is a Marder 1 with a dual-feed autocannon (with 100 and 400 rounds in its ready belts) and a Milan missile launcher (GURPS High-Tech, pp. 151-152) in an exposed mount to the right of the commander’s hatch. The troop compartment seating is reduced to five in order to make room for four missiles (Occ: 3+6S). The Marder 1A1(−) is the same but with additional image intensifying sight (gives +2 Acc, Colorblindness, Night Vision 5, and Tunnel Vision) replacing the gunner’s optical sight. The Marder 1A1(+) has similar image intensifying sight with a low resolution thermal imaging sensor overlay (gives +2 Acc, Colorblindness, Detect Heat, Night Vision 5, and Tunnel Vision).

The Marder 1A2 (1984) also has a dual-feed autocannon and Milan launcher as well as numerous minor upgrades over previous models. The remote weapon station is replaced with another top hatch, the infrared illuminator / searchlight is removed, the coaxial machine gun is moved to a pod on the left of the turret (with 500 rounds), and the commander and gunner share a thermal imaging sight (gives +2 Acc, Infravision, and Tunnel Vision) with duplicate displays. The driver's night vision optic is upgraded (gives Colorblindness, Night Vision 5, No Depth Perception, and No Peripheral Vision). The Marder 1A1A2 has the hull of a Marder 1A2 but the turret of a Marder 1A1(+), and so retains the infrared illuminator / searchlight, original coaxial machine gun configuration, and cruder weapon sights.

The Marder 1A3 (1988) adds a lot of armor, and some exterior stowage to the Marder 1A2, along with an upgraded engine and suspension to handle the extra weight. The driver's hatch is larger than on previous versions and the optics better protected, but the passenger seat behind the driver loses its hatch and periscope. The troop compartment roof hatches are reduced to three, the gun ports are blocked off, and the passenger periscopes are removed. The turret gains a 5,000-yard laser rangefinder (+3 Acc).

The Marder 1A4 is simply a Marder 1A3 with an encrypted radio (GURPS High-Tech, p. 38). It is used as a command vehicle. Similarly, the Marder 1A2A1 is a Marder 1A2 with the same encrypted radio, while the same radio in Marder 1A1A makes it a Marder 1A1A4, in a Marder 1A1(−) a Marder 1A1A3, and in a Marder 1A1A2 a Marder 1A1A5.

The Marder 1A3/VB-Trp (vorgeschobener beobachter trupp, “forward observer team”) (2000) is a Marder 1A3 modified to act as an artillery spotter vehicle. It loses the missile launcher and gains a 20,000-yard laser rangefinder, precision navigation instruments (+3 Navigation), GPS receiver (GURPS High-Tech, p. 53), a medium computer (GURPS High-Tech, p. 20), and two large radios (GURPS High-Tech, pp. 38-39) with long-range antennae (GURPS High-Tech, p. 39).

The Marder 1A5 (2003) adds additional mine protection to the Marder 1A3. In addition to thicker belly armor, the stowage and seating was redesigned so that it is suspended from the roof and sides of the vehicle in order to reduce the risk of explosive force being transmitted to those inside and loose equipment being thrown around. All crew and passengers are also protected by spall liners (DR 10). The driver gets an integrated image intensification and thermal imaging system (gives Infravision, Night Vision 9, No Peripheral Vision, and Protected Vision). In the turret the thermal imaging sight is upgraded (gives +2 Acc, Infravision, Night Vision 9, Protected Vision, and Tunnel Vision), a GPS receiver is added, and the radio is encrypted as standard. The Marder 1A5A1 (2010) further adds air conditioning (gives Temperature Tolerance 2), a radio-jammer (GURPS High-Tech: Electricity and Electronics, p. 49) for protection against remotely detonated IEDs, and multi-spectral camouflage (gives +2 to Camouflage against Infravision).

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 Marder 1 155 −3/5 10x 2/23 31 1.2 +4 3+7S 120/50 320 $300k 2CTt [1][2][3][4][5][6][7]
8 Marder 1A2 157 −3/5 11x 2/23 32.1 1.2 +4 3+6S 120/50 320 $350k 2CTX [1][2][3][4][5][6]
8 Marder 1A3 167 −3/5 11x 2/20 38.5 1.5 +4 3+6S 230/75 310 $450k 2CTX [2][3][5][8][9][10][11]
8 Marder 1A5 171 −3/5 11x 2/19 41.1 1.5 +4 3+6S 230/80 310 $500k 2CTX [2][3][8][9][12][13]

[1] Fire extinguisher (GURPS High-Tech, p. 229) in engine compartment.
[2] Higher DR is for body front, lower DR is for body sides.
[3] Body rear has DR 30.
[4] Body top has DR 30.
[5] Body underside has DR 30.
[6] Main turret front has DR 100, main turret sides and rear have DR 50, main turret top has DR 30.
[7] Secondary (unmanned) turret has DR 15 on all facings.
[8] Fire-suppression system (GURPS High-Tech, p. 229) in engine compartment.
[9] Turret front has DR 180, turret sides have DR 120, turret rear has DR 50, turret top has DR 30.
[10] Body top has DR 50.
[11] Body sides have spaced armor (GURPS High-Tech, p. 229).
[12] Body top and underside have DR 75.
[13] Body sides have laminated armor (GURPS High-Tech, p. 229).

Rh-202 Autocannon in GURPS

Note: I wrote this having overlooked that the Rh-202 has already been given GURPS stats in Hell on Wheels in Pyramid, Volume 3, Issue 53. The numbers in that article differ slightly from mine, and are probably more accurate.

Rheinmetall Mk 20 Rh-202, 20×139mm Hispano (Germany, 1970-1976)

The Maschinenkanone 20 is a multi-purpose autocannon, used against both aircraft and surface targets from a variety of platforms. It uses a combined gas and blowback operating mechanism with a differential recoil system. It is available with either a single or double feed. The double feed version takes 4 seconds to switch between the two belts.

In addition to HE (in table), common loadings include API-T (Dmg 7d×2(2) pi+ inc) and APDS-T (Dmg 9d×3(2) pi+, Range 3,200/12,000).

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 Rheinmetall Mk 20 Rh-202, 20×139mm Hispano 6d×3(0.5) pi++ 6 2,100/7,900 165/420 15 500(5) 25M† −11 2 $30,000 1
linked 2d−1 [1d] cr ex

Ammunition Table

Name WPS CPS Notes
20×139mm Hispano 0.7 $10

BMP-2 IFVs in GURPS

The successor to the BMP-1 was first deployed in 1980. It looks very similar, the main difference being the flotation cells on either side of the hull and the larger turret.

This turret mounts a 2A42 autocannon in a stabilised mount with 500 rounds (generally 160 AP-T and 340 SAPHEC-SD), alongside a coaxial PKT machine gun (GURPS High-Tech, p. 135) with 2,000 rounds, and a 0.25-mile infrared illuminator (GURPS High-Tech, p. 47). The turret extractor fan is notably inadequate for the autocannon during sustained fire at maximum rate, leading to the turret quickly becoming filled with fumes. The gunner sits on the left of the turret and has a 4× image-intensifying sight (gives +2 Acc and Night Vision 5), a laser designator (GURPS High-Tech: Electricity and Electronics, p. 49), and four daylight periscopes around his hatch. On the right is the commander’s station, which can also control the weapons, using a 4× variable magnification sight (+2 Acc) optimised for anti-aircraft use. A 4× image intensifying binocular optic (gives Telescopic Vision 2 and Night Vision 5), three daylight periscopes, a 0.25 mile infrared illuminator, navigation instruments (+3 Navigation), and a medium radio (GURPS High-Tech, p. 38) are also provided for the commander. Between the gunner’s and commander’s hatches is a launcher for a single Fagot or Konkurs missile, which can only be operated by the gunner from an open hatch. On either side of the turret is a cluster of three smoke dischargers (GURPS High-Tech, p. 229). The turret’s electric motor takes two Ready maneuvers to change facing.

The driver sits in the left of the hull, with three periscopes around his hatch. The central one of these can be replaced with either a tall periscope for use during amphibious operation or a night-vision device (gives Night Vision 5). Both infrared and regular headlights illuminate up to 70 yards in front of the vehicle. Under the driver’s position is additional armor plating, giving an extra DR 15 from below. The engine compartment to the right of the driver has a fire-suppression system (GURPS High-Tech, p. 229). The driver can inject fuel into the exhaust to generate a smokescreen.

Behind the driver is a single passenger seat with a hatch, vision block, and gun port (GURPS High-Tech, p. 228), usually seating a machine-gunner. The rest of the passengers sit in the troop compartment, which is divided in two by a block of fuel tanks and batteries running along the mid-line of the vehicle. On each side of this is a bench which can seat three, facing out to the side of the vehicle, where three gun ports with periscopes are provided for them. Each side also has a single roof hatch. Doors at the rear hold additional fuel. Both of these doors have view ports but only the left one has a gun port.

The BMP-2D (dorabotanaya, “modified”) was first seen in 1982. It adds additional armor plating to the hull sides and turret, making the vehicle incapable of floating. A 0.5 ton mineplough can be fitted to the prow.

The BMP-2M (2008) is a modernised version with a redesigned turret. The smoke dischargers are moved to the front, the missile launcher on the roof is replaced by one on either side, each holding two Kornet missiles which can be fired from inside, and a remotely-operated weapon station with an AGS-17 grenade launcher (GURPS High-Tech, p. 142) and 300 rounds is added at the back. The gunner’s sight is replaced with a thermal imaging system (gives +3 Acc and Infravision) and laser rangefinder (+3 Acc). The driver has an improved day/night vision device (gives Night Vision 7 and Protected Vision).

The BMP-2K (Occ 3+3, Cost $500k) is a command variant of the BMP-2. One side of the troop compartment is filled with an auxiliary generator and extra equipment including two large radios (GURPS High-Tech, p. 38) and an IFF system (GURPS High-Tech, p. 229). A long-range antenna (GURPS High-Tech, p. 39) can be mounted to the rear hull.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
8 BMP-2 122 −3/5 11x 2/20 15.7 1.2 +4 3+7S 90/50 370 $250k 2CTX [1][2][3][4]
8 BMP-2D 125 −3/5 11x 2/19 16.7 1.2 +4 3+7S 90/70 370 $300k 2CTX [2][3][5][6]
8 BMP-2M 127 −3/5 12x 2/20 17.6 1.2 +4 3+7S 90/70 370 $500k 2CTX [1][2][3][5][6]

[1] Amphibious (water move 1/2).
[2] Fire-suppression system.
[3] Higher DR is for body front, lower DR is for body sides, body rear has DR 45, body underside has DR 30, body top has DR 15.
[4] Turret front has DR 100, turret sides and rear have DR 50.
[5] Turret front has DR 120, turret sides and rear have DR 60.
[6] Body sides have spaced armor (GURPS High-Tech, p. 229).