Showing posts with label IFV. Show all posts
Showing posts with label IFV. Show all posts

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).

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).

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).

Bradley fighting vehicles in GURPS

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

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

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

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

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

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

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

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

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

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

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

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

DRIVING/TL (TRACKED)

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

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

BMP-1 Infantry Fighting Vehicles in GURPS

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

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

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

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

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

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

Initial production of the BNP “specification 1” was limited, as issues were worked out. By 1969 several minor upgrades had been made, notably correcting the issue of stability in the water by adding an air-filled compartment to the front of the hull. The improved vehicle was named BMP-1 “specification 2” and started to be deployed in large numbers.

Specification 3 (1973) made many more small upgrades and removed the turret autoloader.

The BMP-1P (Specification 4, 1979) removed the launch rail and loading hatch for the 9M14 Malyutka missile, replacing it with a pillar-mount for 9K111 Fagot or 9M113 Konkurs missiles. Smoke dischargers (GURPS High-Tech, p. 229) are mounted on the back of the turret.

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

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

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

DRIVING/TL (TRACKED)

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

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