Teratorns in GURPS

The Teratorns (“monstrous birds” or “wonder-birds”) were related to the new-world vultures, and probably resembled condors, both physically and in their habits, although some of them may have been a bit more actively predatory. The earliest known member of the family was Taubatornis, a relatively small bird from southern Brazil which lived during the late Oligocene to early Miocene. The “giant teratorn” Argentavis was found in Argentina during the late Miocene. Later members of the family were found further north. Aiolornis inhabited the western United States from the early Pliocene to the middle Pleistocene. It was probably the ancestor of Cathertornis and Teratornis, both of which lived in the same area during the late Pleistocene. Teratornis formed two species, the better known T. merriami and the larger T. woodburnensis. Oscaravis was a smaller genus, found in Cuba around the same time.

Argentavis

ST 11; DX 10; IQ 3; HT 12.
HP 11; Will 11; Per 11; FP 12; Speed 5.50; Dodge 8; Move 3.
SM +1 (2 hexes), 160 lbs.

Sharp Beak (12): 1d−1 pi+. Reach C, 1.

Traits: Acute Vision 2; Born Biter 1; Discriminatory Smell; Enhanced Move 3 (Air Speed 48); Enhanced Move 2 (Ground Speed 12; Costs Fatigue, 1 FP/second); Flight (Winged; Cannot Hover); Long Neck 1*; No Fine Manipulators; Peripheral Vision; Reduced Consumption 4 (Cast-Iron Stomach); Wild Animal.
Skills: Brawling-12; Intimidation-12; Navigation (Air)-12; Survival (Mountain)-12; Tracking-15.

* see GURPS Furries, p. 12.

For Taubatornis (12 lbs.) reduce ST and HP to 5, SM to −1. Damage with the beak becomes 1d−4. Beak Reach becomes C. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6).

For Aiolornis (50 lbs.) or Teratornis woodburnensis (40 lbs.) reduce ST and HP to 7, SM to 0. Damage with the beak becomes 1d−3. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Plains).

For Teratornis merriami (33 lbs.) or Cathartornis (24 lbs.) reduce ST and HP to 6, SM to 0. Damage with the beak becomes 1d−4. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Plains).

For Oscaravis (18 lbs.) reduce ST and HP to 5, SM to 0. Damage with the beak becomes 1d−4. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Island/Beach).

Generic brigands for GURPS

In medieval Europe (and many similar societies, including most fantasy settings) gangs of fighting men engaging in various forms of robbery are a recurrent problem. They might be soldiers who have been authorised to loot whatever they can, deserters, demobilised levy who turned to crime, unpaid mercenaries, outlaws, or just desperate peasants. The dividing line between them and those serving in a legitimate and orderly army is essentially non-existent, with circumstances determining which side of the law they fall on, so the following profiles are also suitable for general infantry.

Although the medieval working class was arguably just as poorly educated and malnourished as those of the modern third-world, they were typically less disease-ridden and limited social mobility meant that brigand gangs were not composed solely of those too dull to find better opportunities. In fiction they are often cunning and live by their wits as much as their force of arms. As such, these profiles assume an average intelligence rather than the lower scores given to third-world infantry.

Although this post uses male nouns, a small number of the rank-and-file in medieval European armies seem to have been women, and this was presumably also true for brigand gangs. For the sake of convenience, assume that these exceptional women are just as big and strong as their male counterparts, even though average women are smaller and weaker than average men.

Archers

The stereotypical bowman is a wholesome rustic type, who uses his bow to hunt as well as fight. By contrast, crossbowmen are typically seen as more urban. Realistically, the preference is often regional or personal. Regardless of origin, a typical archer would wear an aketon or gambeson (a fabric or leather coat covering from shoulders to thighs) and a simple helmet.

Brigand Archer

ST 11; DX 10; IQ 10; HT 10.
HP 11; Will 10; Per 10; FP 10; Speed 5.00; Dodge 7; Move 4.
SM 0, 140-180 lbs.

One of:

  • Composite Crossbow (13): 1d+4 imp. Acc 4, Range 275/330, RoF 1, Shots 1(4), Bulk −6.
  • Longbow (12): 1d+1 imp. Acc 3, Range 165/220, RoF 1, Shots 1(2), Bulk −8.
One of:
  • Hatchet (10): 1d+1 cut. Reach 1. Parry 8.
  • Long Knife (10): 1d cut. Reach 1. or 1d−1 imp. Reach C, 1. Parry 8.
  • Small Falchion (10): 1d+1 cut. Reach 1. or 1d−3 imp. Reach 1. Parry 8.

Skills: Armoury (Missile Weapons)-10. • One of Axe/Mace-10 or Shortsword-10. • One of Bow-12 or Crossbow-13. • Brigand background skills package.
Notes: 24 arrows or bolts. DR 3 on torso, DR 1 on feet, DR 9 (total) on skull. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).

Billmen

The bill is adapted from an agricultural implement, and remains a classic peasant’s weapon. Many billmen cut their weapons down to duelling-length when not expecting to fight on a battlefield.

Brigand Billman

ST 11; DX 10; IQ 10; HT 10.
HP 11; Will 10; Per 10; FP 10; Speed 5.25; Dodge 10; Move 5.
SM 0, 140-180 lbs.

One of:

  • Bill (12):
    • 1d+4 cut. Reach 2, 3*. Parry 9U.
    • 1d+3 imp. Reach 1-3*. Parry 9U.
    • 1d−3 cut. Reach 1-3*. Parry 9U. Hook (see GURPS Low-Tech, p. 54).
  • Duelling Bill (12):
    • 1d+3 cut. Reach 1, 2*. Parry 9U.
    • 1d+3 imp. Reach 1, 2*. Parry 9.
    • 1d−3 cut. Reach 1, 2*. Parry 9U. Hook (see GURPS Low-Tech, p. 54).
One of:
  • Hatchet (10): 1d+1 cut. Reach 1. Parry 8.
  • Long Knife (10): 1d cut. Reach 1. or 1d−1 imp. Reach C, 1. Parry 8.
  • Small Falchion (10): 1d+1 cut. Reach 1. or 1d−3 imp. Reach 1. Parry 8.

Skills: Armoury (Melee Weapons)-10; Polearm-12. • One of Axe/Mace-12 or Shortsword-12. • Brigand background skills package.
Notes: DR 1 on feet.

Brutes

The brute isn’t really a battlefield role, but instead covers the archetype of a big, strong labourer armed with a crudely adapted tool. Since size and strength are apparently inversely related to intelligence in fiction, they tend to be dim-witted. In modern depictions they always seem to wear a leather waistcoat and armbands.

Brigand Brute

ST 13; DX 10; IQ 9; HT 11.
HP 13; Will 10; Per 9; FP 11; Speed 5.25; Dodge 9; Move 5.
SM 0, 220-300 lbs.

Grapple (12): Effective ST 15. Reach C. Parry 9.
Punch (12): 1d+1 cr. Reach C. Parry 9F. One of:

  • Axe (10): 2d+2 cut. Reach 1. Parry 8U.
  • Flail (9): 2d+3 cr. Reach 1, 2*. Parry 7U. −2 to block, −4 to parry.
  • Maul (10): 2d+4 cr. Reach 1, 2*. Parry 8U.
  • Quarterstaff (12): 2d+1 cr. Reach 1, 2. or 1d+2 cr. Reach 1, 2. Parry 11.
  • Scythe (10):
    • 2d+2 cut. Reach 1. Parry 8U.
    • 2d imp. Reach 1. Parry 8U.
    • 1d−1 cut. Reach 1. Parry 8U. Hook (see GURPS Low-Tech, p. 54).

Traits: High Pain Threshold; Overweight.
Skills: Boxing-12; Staff-12; Two-Handed Axe/Mace-10; Two-Handed Flail-9; Wrestling-12. • Brigand background skills package.
Notes: DR 1 on torso and feet.

A cinematic colossal brute raises ST and HP to 17, and SM +1. Add DR 1 (Tough Skin) and Gigantism to traits. Effective ST 19 for grappling. Reach becomes C, 1 with grapple or punch. Damage becomes 1d+3 with a punch, 3d+2 with an axe, 3d+3 with a flail, 3d+4 with a maul, 3d+1 or 1d+4 with a quarterstaff, and 3d+2, 3d, or 1d+1 with a scythe. Scythe no longer becomes unready after an attack.

Skirmishers

Medieval light infantry would typically be armed with shields and throwing spears. Their armor is similar to that of archers.

Brigand Skirmisher

ST 10; DX 11; IQ 10; HT 10.
HP 11; Will 10; Per 10; FP 10; Speed 5.25; Dodge 9; Move 4.
SM 0, 130-160 lbs.

Medium Shield (12): 1d−2 cr. Reach 1. Block 10.
One of:

  • Javelin (12): 1d−1 imp. Reach 1. Parry 11. If thrown: 1d−1 imp. Acc 3, Range 15/25, RoF 1, Shots T(1), Bulk −4.
  • Spear (12): 1d imp. Reach 1. Parry 11. If thrown: 1d+1 imp. Acc 2, Range 10/15, RoF 1, Shots T(1), Bulk −6.
One of:
  • Falchion (12): 1d+1 cut. Reach 1. or 1d−4 imp. Reach 1. Parry 11.
  • Hatchet (12): 1d+1 cut. Reach 1. Parry 11. Fine quality.
  • Shortsword (12): 1d cut. Reach 1. or 1d−1 imp. Reach 1. Parry 11.

Skills: Armoury (Melee Weapons)-10; Shield-12; Spear-12; Thrown Weapon (Spear)-12. • One of Axe/Mace-12 or Shortsword-12. • Brigand background skills package.
Notes: 2 javelins or 1 spear. DR 3 on torso, DR 1 on feet, DR 9 (total) on skull. All active defenses include DB 2 from shield. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).

Spearmen

Relatively well-off brigands, armed with good weapons and dressed in mail hauberks and helmets.

Brigand Spearman

ST 11; DX 10; IQ 10; HT 10.
HP 11; Will 10; Per 10; FP 10; Speed 5.00; Dodge 7; Move 4.
SM 0, 140-180 lbs.

One of:

  • Heavy Spear (14): 1d+4 imp. Reach 2, 3*. or 1d+3 cut. Reach 3. Parry 10U. Fine quality.
  • Long Spear (14): 1d+3 imp. Reach 2, 3*. Parry 10. Fine quality.
  • Spear (14): 1d+3 imp. Reach 1, 2*. Parry 10. Fine quality.
One of:
  • Axe (14): 1d+4 cut. Reach 1. Parry 10U. Fine quality.
  • Large Falchion (14): 1d+3 cut. Reach 1. or 1d−1 imp. Reach 1. Parry 10U.
  • Longsword (14): 1d+2 cut. Reach 1. or 1d+1 imp. Reach 1, 2. Parry 10.

Skills: Armoury (Body Armor)-10; Spear-14. • One of Axe/Mace-14 or Broadsword-14. • Brigand background skills package.
Notes:DR 4* (2* vs. crushing) on torso, arms, and neck. DR 1 on feet, DR 13 (total) on skull. Light encumbrance reduces Dodge (from 8 to 7) and Move (from 5 to 4).

Leaders

Apply the following lens to any of the profiles above to make a gang leader:

Attributes: +1 to IQ (including Per and Will) and HT.
Traits: Combat Reflexes (increase all active defenses by 1).
Skills: Leadership-12; Tactics-11.

Background Skills

All brigands have the following skills in addition to those listed on their profiles:

Camouflage-11; Carousing-12; Intimidation-12; Observation-11; Search-11; Stealth-12; Survival (Mountain or Woodlands)-12. • One of Soldier-10; or Streetwise-10. • One of Boating (Sailboat or Unpowered)-12; Hiking-12; Riding (Horse)-12; or Teamster-12. • • One of Climbing-12; Running-12; or Swimming-12. One of Animal Handling (any)-12; Carpentry-12; Farming-12; Fishing-12; Scrounging-12; Tracking-12; or Traps-12.

Armor

The following pieces of armor were built using the rules in Low-Tech:

Cloth Aketon or Gambeson: Medium layered cloth covering torso. DR 3, $350, 20 lbs.
Leather Gambeson: Medium layered leather covering torso. DR 3, $220, 26 lbs.
Mail Hauberk: Fine mail covering torso and arms, with attached coif. DR 4* (2 vs. crushing), $1,620, 27 lbs.
Helmet: Medium plate pot helm. DR 6, $500, 4 lbs. Worn over padding, DR 1*, $10, 1.2 lbs.

Dire Walrus in GURPS

The dire walrus, Dinodobenus atrox , also known as the tigrishvalur (“tiger-whale”) and sverðkattfiskur (“sword-cat-fish”) is a pinniped of the Odobenidae family. It resembles a cross between a leopard seal and a walrus, but is larger than both. The canine teeth of the upper jaw are extremely long, although not quite as large as those of a true walrus. Unlike walruses, it is an active hunter and uses its fangs like those of other sabre-toothed predators, to make precise bites into large prey.

It is considered a creature of ill-omen, and there are many superstitions about it. It is said that to name it while at sea draws its attention, that it will relentlessly pursue anyone who escapes from it, and that its flesh will disappear from any cooking pot.

Dire Walrus

ST 33; DX 10; IQ 4; HT 12.
HP 33; Will 10; Per 10; FP 12; Speed 5.50; Dodge 8; Move 1 (land), 6 (water).
SM +3 (4 hexes), 4,500 lbs.

Bite (12): 3d+4 imp. Reach C, 1.
Slam (12): 3d+3 cr. at 1 yard per second. See GURPS Basic Set, p. 371.
Trample (12): 3d+5 cr. Only against SM +1 or less (SM +2 if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Bad Temper (15); Bloodlust (12); Breath Holding 6; DR (Tough Skin) 6; High Pain Threshold; Night Vision 2; No Fine Manipulators; No Legs (Semi-Aquatic); Peripheral Vision; Temperature Tolerance 25 (Cold); Vibration Sense (Air; Short Range 1); Vibration Sense (Water); Wild Animal.
Skills: Brawling-12; Survival (Island/Beach and Salt-Water Sea)-12; Swimming-16.

Trogontherium in GURPS

Although part of the beaver family, Trogontherium lacked the distinctive features of modern beavers such as webbed feet and a flattened tail, looking more like a chunky, giant rat. It seems to have preferred wetlands and probably lived in burrows, eating tree bark and roots. It evolved in Europe during the late Pliocene and spread as far as Siberia by the start of the Pleistocene. It went extinct in Europe in the middle Pleistocene, but survived in the east until the late Pleistocene.

Trogontherium

ST 11; DX 11; IQ 3; HT 12.
HP 11; Will 11; Per 12; FP 12; Speed 5.75; Dodge 8; Move 5.
SM 0 (2 hexes), 170 lbs.

Bite (11): 1d−2 cut. Reach C.

Traits: Bad Sight (Low Resolution); Born Biter 1; Breath Holding 3; Discriminatory Smell; DR 1 (Tough Skin); Enhanced Move 1 (Ground speed 10); Night Vision 1; Peripheral Vision; Quadruped; Temperature Tolerance 2 (Cold); Terrain Adaptation (Mud); Vibration Sense (Air; Short-Range 1); Wild Animal.
Skills: Stealth-12; Survival (Swampland)-12; Swimming-12.

Trogontherium is a fairly close match to many fictional monstrous rodents, such as the R.O.U.S. from The Princess Bride, or the giant rats of Dungeon Fantasy. Add Bad Temper (12) and Brawling-13 (raising bite damage to 1d−1) for such creatures.

Irish Elk in GURPS

The Irish Elk, Megaloceros giganteus, was neither closely related to elk, nor confined to Ireland. It actually inhabited the open forests bordering the mammoth steppe all the way from Ireland to Siberia. It was a huge deer, comparable in size to moose, with the largest known antlers of all time, robustly built, with a distinct hump on the shoulder. Cave paintings show it with a dark face and stripes running diagonally forwards and backwards from the hump, and another forming a ‘chinstrap’ under its jaw. The broad feet seem to have been well suited to soft ground, or swimming.

Irish Elk

ST 22; DX 11; IQ 4; HT 12.
HP 12; Will 11; Per 12; FP 12; Speed 5.75; Dodge 8; Move 6.
SM +2 (3 hexes), 1,300 lbs.

Antlers (11): 2d+2 imp. Reach C-2. May substitute slam damage at +1 per die during Move and Attack. Parry 8.
Slam (11): 1d−3 cr at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-11, 3d cr at Move 12-15, 4d cr at Move 16-20, 5d cr at Move 21-24. See GURPS Basic Set, p. 371.
Trample (11): 2d+2 cr. Only against SM 0 or less (SM +1 or less if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Discriminatory Smell; DR 2 (Tough Skin); DR 2 (Partial, skull); Enhanced Move 2 (Ground speed 24); Night Vision 2; Parabolic Hearing 2; Peripheral Vision; Quadruped; Temperature Tolerance 2 (Cold); Terrain Adaptation (Mud and Snow); Wild Animal.
Skills: Survival (Woodlands)-12; Swimming-12.

After shedding antlers, remove antlers attack. For partially grown antlers, substitute the following:
Antlers (11): 2d cr. Reach C-1. May substitute slam damage during move and attack. Parry 8.

The above profile is for a stag. For a doe (1,000 lbs.) reduce ST and HP to 20. Remove antlers attack. Trample becomes 2d+1. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-7, 2d at Move 8-12, 3d cr at Move 13-17, 4d cr at Move 18-22, 5d cr at Move 23-24.

Extinct Bovini in GURPS

The Bovini include many familiar animals, such as bison, buffalo, and cows. Their extinct relatives didn’t look all that different, being (mostly) large, heavyset animals with skinny legs, thick necks, and horns which stuck out sideways. It’s likely that most of them lived in single-sex herds, coming together only in mating season, and used coordinated aggression against perceived threats.

The Aurochs, Bos primigenius, was the ancestor of domestic cattle, bigger and hairier than most of their descendants. They seem to have been less social than other Bovini, living alone in summer and gathering in small herds the rest of the year. Aurochs evolved in the middle Pleistocene and were last seen in the 17th century.

The Bubalus genus includes several species of living Asian water buffalo. Bubalus cebuensis was an exceptionally small example, from the island of Cebu in the Philippines during the Pleistocene.

The American bison and European wisent are both descended from the steppe bison, Bison priscus, living in the middle Pleistocene mammoth steppe, which stretched across northern Eurasia and into North America. In North America, it evolved first into the late Pleistocene long-horned bison, Bison latifrons, and then into Bison antiquus, the direct ancestor of modern bison.

Pelorovis lived in East Africa and the Arabian Peninsula during the middle Pleistocene. It had horns which curved like those of sheep (hence the name, which means “monstrous sheep”). The closely related genus Syncerus includes the living African buffalo as well as the giant long-horned buffalo S. antiquus.

Aurochs

ST 30; DX 9; IQ 3; HT 12.
HP 30; Will 11; Per 11; FP 12; Speed 5.25; Dodge 8; Move 5.
SM +2 (3 hexes), 3,300 lbs.

Horns (9): 3d+3 imp. Reach C, 1.
Slam (9): 1d−2 cr at Move 1, 1d−1 at Move 2-3, 1d at Move 4, 2d at Move 5-8, 3d cr at Move 9-10. See GURPS Basic Set, p. 371.
Trample (9): 3d+3 cr. Only against SM 0 or less (SM +1 or less if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Bad Temper (12); Discriminatory Smell; DR 2 (Tough Skin); DR 5 (Partial, skull); Night Vision 1; Peripheral Vision; Quadruped; Temperature Tolerance 3 (Cold); Ultrahearing; Wild Animal.
Skills: Survival (Plains)-12.

The above profile is for a bull Aurochs. For a cow (2,200 lbs.) reduce ST and HP to 26 and remove Bad Temper. Damage with horns or trample becomes 2d+4. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-9, 3d at Move 10.

As Aurochs became more scarce, they retreated into forest refuges. Change Survival specialty to (Woodlands) in the Holocene.

For Bubalus cebuensis (340 lbs.) reduce ST and HP to 14, SM to 0, DR (Tough Skin) to 1, DR (Partial, skull) to 3. Change Survival specialty to (Jungle). Damage with horns or trample becomes 1d+1. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2-3, 1d−1 at Move 4-7, 1d at Move 8-10.

For a Bison priscus bull (2,200 lbs.) reduce ST and HP to 26. Damage with horns or trample becomes 2d+4. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-9, 3d at Move 10. A cow (1,500 lbs.) reduces ST and HP to 23, SM to +1 (2 hexes), DR to 1, skull DR to 4, and loses Bad Temper. Damage with horns or trample becomes 2d+3. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10.

Bison latifrons use the same profiles as Aurochs, except their horns are Reach 2.

Bison antiquus use the same profiles as Aurochs.

For a Pelorovis bull (1,600 lbs.) reduce ST and HP to 23, SM to +1 (2 hexes), and DR (Tough Skin) to 1. Bad Temper self control roll is lowered to (9), remove Temperature Tolerance; Damage with horns or trample becomes 2d+3 cr. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10. A cow (1,300 lbs.) reduces ST and HP to 22, SM to +1 (2 hexes), and DR (Tough Skin) to 1. Remove Temperature Tolerance. Damage with horns or trample becomes 2d+2 cr. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10.

For a Syncerus antiquus bull (4,400 lbs.) increase ST and HP to 33. Reach with horns becomes 2. Bad Temper self control roll is lowered to (9), remove Temperature Tolerance; Damage with horns or trample becomes 3d+5. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4, 2d at Move 5-7, 3d at Move 8-10. A cow (1,500 lbs.) reduces ST and HP to 28. Reach with horns becomes 2. Remove Temperature Tolerance. Damage with horns or trample becomes 3d+2. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-8, 3d at Move 9-10.

Alvis Stalwart in GURPS

The FV620 Stalwart Mk. 1 High-Mobility Load Carrier, introduced in 1963, is another member of the FV600 series, like the Saladin and Saracen. Despite having an FV designation, it isn’t a fighting vehicle, but rather a logistics one. It has the usual six large run-flat wheels (although it lacks the distinctive triangular stowage bins) and adds two ducted propellers to make it amphibious. Before operating in water, the swim board (which prevents the bow wave obscuring the front windows) must be unfolded from the front of the vehicle, which requires a crewman to dismount to reach it.

The cab is accessed via the roof, in order to avoid having side doors which could potentially leak while swimming. In an emergency, the side windows could be removed to form escape hatches. A series of handles on either side make climbing up the exterior fairly simple. The hatches are circular and set on the left and right, with a solid roof over the driver’s seat in the center. There is a single passenger seat on the left, with the corresponding space on the right occupied by batteries. Relatively large windows give a decent level of visibility.

The engine is located under the rear cargo bed, the floor of which hinges open to allow access. A duct at the rear of the cab brings air into the engine space, while another at the rear of the vehicle vents it well above the water line. Fire extinguishers in the engine compartment can be activated by the driver. The sides and rear of the (300 cubic feet) cargo compartment hinge down for loading and unloading and have rubber seals to keep them watertight when raised. A tarpaulin cover suspended from supports can be fitted over the cargo. The British Army recommended not carrying more than 3 tons of well-secured cargo in the water, as a maximum load brought the waterline quite close to the upper edge.

The FV622 Stalwart Mk. 2 Load Carrier (1967) had only minor changes. The cab was rearranged, adding another seat to the driver’s right (Occ 1+2) and slightly improving visibility with larger front windows. A 6-ton winch (ST 55) is added to the front of the vehicle and a 0.25-mile searchlight is mounted to the cab roof, between the hatches. The swim board is modified so that it can be unfolded from the roof hatches, and a boiling vessel (a water heater used to prepare hot drinks) is added to the cab. From 1975 the Unit Bulk Refueling Equipment module (3 tons, loaded) could be fitted into the cargo bed, holding 440 gallons of fuel.

The FV623 Stalwart Mk. 2 Limber (1967) is similar to the FV622, but adds a 3-ton crane (ST 122) behind the cab and seating for two loaders (with a PVC roof and wooden divider to give them some shelter) on either side of it. It is used as an artillery ammunition carrier.

The FV624 Stalwart Mk. 2 REME Fitters’ Vehicle has the same crane as the FV623, and two seats in the cargo area (Occ 1+5). It serves as a mobile maintenance and repair workshop for the Corps of Royal Electrical and Mechanical Engineers mechanics, loaded with tools and spare parts.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
7 FV620 105 −1/4 10f 1/20 14.9 6 +5 1+1 5 450 $80k [1][2][3]
7 FV623 113 −1/4 10f 1/19 16 4.7 +5 1+6 5 430 $100k [1][2][3]

[1] Amphibious, water Move 1/3.
[2] Run-flat tires (GURPS High-Tech, p. 229).
[3] Fire extinguisher (GURPS High-Tech, p. 229) in engine compartment.

Alvis Saracen APCs in GURPS

The Saracen was the British army’s standard APC from its introduction in 1952 until 1963, remaining in service for internal security work until the early 1980s. Even after the British Army stopped buying them, Alvis continued to produce new ones for the export market until 1976, supplying them to dozens of countries, with a few keeping them in service into the 21st century. Many second-hand ones were acquired by police forces.

The Saracen was derived from the design of the Saladin (despite design of the Saladin starting first, the Saracen actually made it into production earlier due to the UK government requesting it for use against communist terrorist forces in the Malayan Emergency). The drivetrain is basically just that of the Saladin but backwards, with the engine at the front. Like the Saladin, it has many sharp angles and distinctive triangular stowage boxes between its run-flat wheels. The initial FV603A (Mk. 1 Personnel Carrier) has unreliable pneumo-hydraulic accumulators in its steering and brake system, performs poorly at high altitudes, and is uncomfortable in hot weather. On the other hand, it copes well with extreme cold (although it rarely had an opportunity to do so). Like all members of the FV600 family, its transmission could become ‘wound-up’ when driving on road, resulting in sluggish steering, requiring a period of driving on soft or uneven terrain, or bashing the wheels into a kerb, to reset. The lower hull is watertight, making it capable of fording to a depth of 2′7″ without preparation, or up to 6′6″ with additional equipment.

Behind the engine is a single large compartment for crew and passengers. The driver sits at the front centre and has three small hatches facing forward, left, and right. Each of these hatches has a periscope for visibility while ‘buttoned up’. The driver also controls the cluster of three smoke dischargers on each side of the engine, behind the headlights. Behind the driver is a gunner, who operates the small turret and also serves as vehicle commander. To the left of the gunner is a passenger seat (usually taken by the section leader), and to the right is the radio operator’s station, with a medium radio (GURPS High-Tech, p. 38). A small emergency escape hatch on each side allows egress over the middle wheels, accessible from the radio operator and front passenger positions. In the rear are two benches running along the sides of the vehicle, each long enough to seat four passengers, facing inwards. Double doors at the rear are the main access for the vehicle. Three gun ports (GURPS High-Tech, p. 228) on each side, another on each of the rear doors, and a large sliding panel in the roof allow passengers to see and shoot out. The roof panel opening has a ring mount for a Bren gun (GURPS High-Tech, p. 133), supposedly for air-defence.

The turret (just big enough for the gunner's head, shoulders, and arms) is armed with an unstabilised L3A4 machine gun (the British designation for the Browning M1919A4, GURPS High-Tech p. 132) with 250 rounds of .30-06 ammunition. A periscopic sight and 200-yard searchlight are provided for the gunner. The entire back half of the turret roof and two panels of the turret rear are hinged, allowing the gunner to climb out for a better view. Turret rotation is manual, taking four Ready manoeuvres to change facing.

In the early 1960s, the weapons were exchanged for ones which used 7.62×51mm NATO standard ammunition. These were the L8A1 (an FN MAG variant, GURPS High-Tech, pp. 134-135) in the turret and the L4A4 Bren (GURPS High-Tech, p. 133) in the exposed mount.

The FV603B (Personnel Carrier Mk.2) has a much more reliable hydraulic system (HT 10f) and a redesigned turret hatch. The three-part opening is replaced with a simple L-shaped hatch which swings back to form a seat, allowing the gunner to sit with only his legs inside the vehicle, for a better view (and a bit of fresh air). FV603C (Personnel Carrier Mk.2) is the same as FV603B but fitted with a reverse flow cooling system which makes it significantly more comfortable in hot weather. A version of the FV603C was made without a roof or turret, for sale to Kuwait.

The Mk.5 APC Kremlin (“Fortress”) is an up-armored modification of an FV603B, for internal security duties. It lacks gun ports. The Mk. 6 is the same modification applied to an FV603C.

The Armoured Command Vehicle Mk.1 is an FV603A with the turret removed (Loc 6WX), the seating re-arranged with seats in the centre facing out (Occ 2+6), some folding tables, a large radio (GURPS High-Tech, pp. 37-38), and an externally mounted portable gasoline generator (GURPS High-Tech, p. 14). A canvas extension can be mounted at the rear while the vehicle is parked, providing more work space. The ACV Mk. 2 is the same conversion applied to an FV603B. The FV604 ACV is essentially the same as the ACV Mk. 2 with a slightly different layout, either keeping the turret with the weapon removed, or removing it and fitting the Bren gun ring in its place. It could have canvas extensions fitted to either side.

The FV610 Armoured Command Post is an unarmed artillery direction and command vehicle. It has a taller hull than the FV603. Two large radios are carried, with their operators seated on either side of the driver, while three passenger seats on the right of the vehicle face the folding tables on the left, which have two more seats under them (only usable when the tables are stowed). From 1969 it is fitted with the FACE (Field Artillery Computer Equipment), a Complexity 2 transistor computer system with good-quality software (gives +1 to Artillery skill, each program covers one model of gun) stored on punched mylar tapes, a primitive terminal, and a teletype printer (GURPS High-Tech, pp. 18-22), which takes up the left of the vehicle (Occ 3+3).

The FV611 Armoured Ambulance (Occ 2+6) is based on the FV610 hull. The right hand radio operator’s position remains and has a medium radio, while to the left of the driver is a rear-facing seat for a medical orderly. The left hand side has two positions for stretchers (one above the other) and the right has three seats for ‘walking wounded’ casualties or stretcher bearers. Similar ambulances have been converted from FV603s by simply removing the weapons and replacing seats with stretcher positions.

From the 1990s, a ‘repower’ package (HT 12, Range 300, +$50k) replaces the gasoline engine with a more reliable and efficient diesel one, as well as upgrading the electrical systems.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
7 Saracen Mk. 1 107 −1/4 9f 1/22 11.2 1.8 +4 3+9 40/35 240 $100k t6WX [1][3][4][5]
7 Saracen Mk. 3 Open Roof 104 −1/4 10f 1/22 10.6 1.8 +4 3+9 40/35 250 $90k O5W [1][5]
7 Saracen Mk. 5 113 −1/4 10f 1/20 12.4 1.2 +4 3+9 70/35 220 $110k t6WX [2][3][4][5]
7 FV610 ACP 111 −1/4 10f 1/20 12.3 1.9 +4 3+5 40/35 220 $120k 6W [1][3][5]

[1] Higher DR is for body front. Lower DR is for body sides, underside, and rear.
[2] Higher DR is for body front and sides. Lower DR is for body underside, and rear.
[3] Body top has DR 22.
[4] Turret has DR 45 on front, 30 on sides, and 22 on rear and top.
[5] Run-flat tires (GURPS High-Tech, p. 229).

Vickers Vigilant ATGM in GURPS

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

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

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

ARTILLERY (GUIDED MISSILE) (IQ−5)

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

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

Generic 3rd world machine gun teams in GURPS

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

Gunner

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

3rd World Infantry Machine Gunner

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

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

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

Alternative Equipment

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

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

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

Loader

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

3rd World Infantry Machine Gun Loader

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

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

Alternative Equipment

Helmet options, as for gunner.

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

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

Tripod Bearer

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

3rd World Infantry Tripod Bearer

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

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

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

Alternative Equipment

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

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

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

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

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

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

* approximately 100 cigarettes.

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

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

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

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

As for machine gunner loadout.

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

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

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

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

As for machine gunner loadout.

Generic 3rd world fighting vehicle crew for GURPS

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

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

Driver

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

Third World Fighting Vehicle Driver

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

Punch (10): 1d−3 cr. Reach C.
One of:

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

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

Gunner

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

Third World Fighting Vehicle Gunner

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

Punch (10): 1d−3 cr. Reach C.
One of:

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

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

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

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

Loader

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

Third World Fighting Vehicle Loader

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

Punch (10): 1d−3 cr. Reach C.
One of:

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

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

Commander

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

Third World Fighting Vehicle Commander

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

Punch (10): 1d−3 cr. Reach C.
One of:

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

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

Alvis Saladin armored cars in GURPS

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

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

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

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

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

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

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

DRIVING/TL (HEAVY WHEELED)

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

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

Royal Ordnance L5A1 and L23A1 in GURPS

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

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

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

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

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

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

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

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

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

Ammunition Table

Name WPS CPS Notes
76×230mmR 16 $40

Random disadvantages for generic NPC antagonists in GURPS.

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

Roll 1d

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

* to a minimum of 6.

Extinct Hyaenids in GURPS

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

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

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

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

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

Ictitherium

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

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

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

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

Chasmaporthestes

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

Bite (14): 1d−2 cutting. Reach C.

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

Use the same profile for Ikelohyena.

Percrocuta

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

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

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

* see GURPS Furries, p. 12.

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

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

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

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

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

Crocuta dietrichi

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

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

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

* see GURPS Furries, p. 12.

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

Generic 3rd world infantry in GURPS

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

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

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

Rifleman

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

3rd World Infantry Rifleman

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

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

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

Alternative Equipment

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

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

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

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

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

RPG Gunner

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

3rd World Infantry RPG Gunner

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

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

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

Alternative Equipment

Helmet options, as for rifleman.

RPG Loader

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

3rd World Infantry RPG Loader

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

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

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

Alternative Equipment

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

Leader

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

3rd World Infantry Leader

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

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

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

Alternative Equipment

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

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

Rifleman Combat Load ($882, 26.2 lbs.)

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

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

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

* approximately 100 cigarettes.

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

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

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

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

As for rifleman loadout.

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

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

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

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

As for rifleman loadout.

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

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

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

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

As for rifleman loadout.

Generic thugs in GURPS

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

Thug

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

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

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

Protective Clothing

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

Alternative weapons

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

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

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

Thug Stereotypes

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

Gym Rats have Lifting ST 1 and Lifting-12.

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

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

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

Stegosaurs in GURPS

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

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

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

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

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

Huayangosaurus

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

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

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

Use the same profile for Bashanosaurus.

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

Tuojiangosaurus

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

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

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

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

Dacentrurus

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

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

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

* see GURPS Furries, p. 12.

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

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

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

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

Stegosaurus stenops

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

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

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

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

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

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