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 or 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.