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−1 imp. Reach C. or 1d−1 cut. Reach C, 1. Parry 7. Fine quality.
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−1 imp. Reach C. or 1d−1 cut. Reach C, 1. Parry 7. Fine quality.

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 Low-Tech, p. 57). $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.
      • Fine large knife (GURPS Low-Tech, p. 58) with sheath (GURPS Low-Tech, p. 57). $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.
      • Fine large knife (GURPS Low-Tech, p. 58) with sheath (GURPS Low-Tech, p. 57). $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.