Showing posts with label Vehicles. Show all posts
Showing posts with label Vehicles. Show all posts

Airscrew systems for GURPS Spaceships

Note: the initial version of this post contained serious errors, giving far too much thrust per power point. The revised numbers below should give more plausible results.

Airscrew (TL 6) [Hull!]

One or more conventional aerial propellers or ducted fans, push air to provide thrust in atmosphere. Each system can use up to four (for ducted fans) or six (for conventional propellers) Power Points. Acceleration per Power Point is 0.05G at TL6, 0.1G at TL7, 0.12G at TL8+. Maximum air speed is 600 mph.

Airscrews are often installed as smaller systems (GURPS Spaceships 7: Divergent and Paranormal Tech, pp. 4-5) which can take one (ducted fan) or two (conventional propeller) power points.

Airscrew Table

SM +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15
Workspaces 0 0 0 0 0 1 3 10 30 100 300
Cost ($) 100K 300K 1M 3M 10M 30M 100M 300M 1B 3B 10B

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).

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).

Casspir APCs in GURPS

The Casspir Mk 1 (1980) was one of the first mine-protected vehicles and its basic design elements inspired many others. It has a narrow, welded steel, monocoque hull, raised high off the ground and sharply angled at the bottom to deflect explosive blasts. The engine is at the front, in a conventional truck layout. A spare wheel is carried on the middle lower hull on each side.

The main compartment has front-facing seats for the driver (on the right) and vehicle commander (left) at the front. Bullet-proof windows (DR 25, semi-ablative) give good visibility to the front and sides. A hatch above the commander’s seat has an unstabilised open mount, usually armed with a Browning M2HB (GURPS High-Tech, p. 133) or one or two FN MAG (GURPS High-Tech, pp. 134-135) machine guns. A medium radio is provided for the commander. Each side of the main compartment has six inward-facing seats and three bullet-proof windows for passengers. Six gun ports (GURPS High-Tech, p. 228), between the seats, allow passengers to shoot from inside the vehicle. Access is via pneumatic double doors at the rear, which also have gun ports and bullet-proof windows. The roof above the passenger seating is covered only with a removable canvas (DR 0). A 53-gallon water tank is provided for crew and passengers.

Common modifications include adding a gun shield (DR 18) to the commander’s open mount and fitting a thin (DR 5) steel roof to replace the canvas. Alternative weapons which could be fitted on the commander’s open mount include Hispano Mk V autocannon scavenged from outdated fighter planes, captured Soviet HMGs such as the ZiD KPV (GURPS High-Tech, p. 134), and Vektor SS-77 and Mini-SS machine guns.

The Mk 2 (1981) has many minor improvements. The spare wheels are moved to the upper rear of the hull sides, giving them better protection from mines and collisions. An additional open mount can be fitted to the commander’s side window. An applique armor system adds +10 DR to the body front and sides, increases weight by 0.7 tons, and reduces Move to 1/26.

The Mk 3 (1983) has a more powerful engine and stronger suspension, as well as upgrading the mine protection. A gun-carrier variant (Occ 4, Loc 4W2X) has an open deck at the rear, with an open unstabilised mount for a Watervliet M40 recoilless rifle (GURPS High-Tech, p. 141) with 12 ready rounds. Access to the cab is through a door to the deck.

The Casspir NG (New Generation) (2013) series is larger and better protected than its predecessors, but has the same overall design.

Unarmed ambulance variants of all marks are available, capable of holding two stretchers, four medical personnel, and a driver (Occ 1+6, Loc 4W).

Police variants typically have the open mount and gun ports removed, a roof over the passengers, and larger windows, which are covered by mesh to stop them being chipped by thrown objects. On some versions the front fenders are fitted with a mechanism to lower them in order to shove obstacles aside. A wire-cutter is often mounted on the roof.

The Blesbok (1982) is a logistics vehicle based on the Mk 2. It has an armored cab with side doors for the driver and commander, and an open cargo bed with fold-down sides. The Duiker fuel bowser is essentially the same vehicle with a 1,320-gallon tank.

The Gemsbok (1982) is a recovery vehicle with a 16.5 ton crane. The cab has one door on the right and two on the left.

Mortar-carrier variants of the Mk 3 and NG (Occ 6) have a widened section at the rear of the vehicle, where a circular mounting plate fits a Vektor 81mm mortar (a copy of the Hotchkiss MO-81-61-LL) which can turn in any direction and fires through the open roof. They carry 192 mortar rounds.

DRIVING/TL (HEAVY WHEELED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
8 Casspir Mk 1 109 −1/4 11 1/27 11.8 1.7 +5 2+12 25/60 500 $120k 4WX [1]
8 Casspir Mk 2 110 −1/4 11 1/27 12 1.7 +5 2+12 25/60 500 $130k 4WX [1]
8 Casspir Mk 3 116 −1/4 12 1/27 13.9 1.7 +5 2+12 25/90 500 $180k 4WX [1]
8 Casspir NG 122 −1/4 11 1/33 15.8 1.7 +5 2+12 35/90 500 $350k 4WX [1][2]
8 Blesbok 99 −1/4 11 1/27 13.2 5.7 +5 2 25/60 500 $130k 4WX [1]
8 Gemsbok 130 −1/4 11 1/24 17.4 0.2 +5 2+3 25/60 430 $160k 4WX [1]

[1] First DR figure is for body front, sides, rear, and top. Second is for body underside.
[2] Run-flat tires (GURPS High-Tech, p. 229).

GURPS Ground Vehicle Worksheet

Here's a worksheet for calculating powered ground vehicle stats.

It requires the use of the article 'Describing Vehicles' in Pyramid magazine, volume 3, issue 120.

https://docs.google.com/spreadsheets/d/1LFi3xRQV9S2y-R75Exf3Bfap_kfIlUi--i894WoMZ6s/edit?usp=sharing

Instructions:

First, make a copy of the sheet so that you can edit it.

Then enter the necessary data in the input tab.

Each column (B-K) can be used for a different vehicle, if you want to work on several at once.

First select whether you want to use metric or US customary units. You have to stay consistent within each column.

The vehicle name row should be self-explanatory.

Year is the year it was first produced. This will output a TL based on the dates in GURPS High-Tech. Only TL 5-9 is covered.

Loaded weight is in kg (if metric units are used) or lbs. (if using US customary ones). If you don't enter a loaded weight, it should be calculated automatically so long as you provide a curb weight and load.

Curb weight is also in kg or lbs.

Empty weight is in kg or lbs. If you leave it blank, it will be calculated automatically if you have a curb weight and a fuel capacity (the sheet assumes that fuel is 6 lbs. per gallon).

Load is in kg or lbs. If you have a loaded weight and a curb weight, you can leave it blank and the sheet should calculate the correct value.

Fuel is either diesel or gasoline. The only reason this matters is because gasoline-fueled vehicles are flammable and diesel-fueled ones aren't. If your vehicle uses something weird, choose based on flammability. Modern batteries tend to be flammable.

Fuel capacity is in litres or US gallons.

Length is in metres or feet.

Shape is usually 'boxy' but see Describing Vehicles for guidance.

Handling, Stability, and Health are as in Describing Vehicles. Note that the only form of fragile available is 'f', which is added automatically to gasoline-fueled vehicles.

Motive power is in kW or horsepower.

Top speed is in kmph or mph.

Terrain is either 'all-terrain' or 'road-bound'. Generally speaking, anything with all-wheel drive or tracks is the former, while other wheeled vehicles are the latter, but use common sense. Road-bound vehicles add an asterisk to their move.

Acceleration to... is the speed which the vehicle's acceleration time is measured against. This is usually 100 kmph or 60 mph.

...in seconds is how long it takes to achieve the above speed. These two numbers can be left blank so long as you have a motive power figure to estimate acceleration from.

Crew is how many people the vehicle needs to operate all its systems.

Passengers is how many extra seats it has. This can be left blank.

Occupancy code is the letters which appear after Occ. numbers. A for long-term accomadations, F for air-filters, etc.

DR 1 is the vehicle's main DR. This is compulsory.

DR 2 is for a secondary DR score if required. This can be left blank.

Fuel consumption is in kilometres per litre or miles per gallon. This is optional if you have a Range.

Range is in km or miles. This can be left blank if you have numbers for both fuel capacity and fuel consumption, in which case it will calculate automatically.

Price is in GURPS dollars, which are roughly equivalent to US dollars betweeen 2000 and 2010. If you leave this blank the sheet will estimate a cost based on the guidelines in Describing Vehicles.

Locations is just the string of letters and numbers which describe the vehicle's locations.

Notes should be in the form [1][2][3]... you will have to add the actual notes yourself.

After entering all the necessary information, you can go to the Stats tab to see the output. The HTML tab gives the same information, formatted for easy pasting into a HTML table.

Toyota Land Cruisers in GURPS

The Toyota Land Cruiser series of light trucks is the manufacturer's longest running vehicle series. It is popular worldwide, with a reputation for reliability. In addition to civilian users, a wide variety of military forces make use of them, especially irregular militias in Africa and the Middle East, who modify civilian trucks into 'technicals' by fitting weapon mounts. Like most popular automobiles, the Land Cruiser has been produced in a vast number of models, of which the following is only a small sample.

Toyota Jeep BJ, 1951-1955

The very first vehicle to bear the Land Cruiser name was initially known as the Toyota Jeep. It was essentially similar to the American military trucks which shared that name (GURPS High-Tech, pp. 236-237). The driver and one passenger sat at the front in actual seats, while benches running along the sides of the cargo bed seated the rest of the passengers. Initial sales were to the military and police. It was renamed 'Land Cruiser' in 1954.

Toyota Land Cruiser J40, 1960-1985

The first truly successful Land Cruiser, the J40 had a fully enclosed cab and was available as either a four-door station wagon (Occ 1+4) or truck (in table), with folding benches at the sides of the cargo bed. The latter could have either a canvas or rigid cover over the cargo bed, or be an open-bed pickup.

Diesel versions were less powerful, but more fuel-efficient (HT 11, Move 2/35, Range 250).

Toyota Land Cruiser J70, 1984-

The J70 series had a more angular design than previous models. It was available as a SUV (Occ 1+4), four-door pickup (Occ 1+4), two-door pickup (Occ 1+1), or troop carrier (in table) with benches running along the sides of the cargo bed.

Initial diesel versions were less powerful (HT 11, Move 2/38, Range 430), but by 2007 a powerful turbo-diesel V8 was able to match gasoline performance (HT 11, Cost $40k).

Toyota Land Cruiser J80, 1990-2007

A five-door SUV, with a rounded appearance. From 1995 they come with airbags and improved brakes (GURPS High-Tech, p. 229).

Toyota Land Cruiser J100, 1998-2007

A similar design to the J80, but a little more luxurious. Airbags and improved brakes are standard, and from 2002 an active infra-red system (gives Night Vision 7) which projects onto the windshield as a heads-up display is available.

Toyota Land Cruiser J200, 2008-2021

A large, luxurious SUV with airbags, improved brakes, and a rear-view camera.

DRIVING/TL (AUTOMOBILE)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Loc. Notes
7 Toyota Jeep BJ 59 0/3 10f 2/30 2.5 0.9 +3 1+7 3 290 $10k O4W
7 Toyota Land Cruiser J40 62 0/3 11f 2/47 2.5 0.7 +3 1+5 3 210 $30k G4W
8 Toyota Land Cruiser J70 61 0/3 11f 2/44 2.7 0.9 +4 1+7 3 400 $35k G4W
8 Toyota Land Cruiser J80 66 0/3 11 2/47 3.2 0.9 +4 1+7 3 450 $40k G4W
8 Toyota Land Cruiser J100 70 0/3 11 2/52 3.6 0.9 +4 1+7 3 540 $70k G4W
8 Toyota Land Cruiser J200 71 0/3 11f 3/61 3.7 0.9 +4 1+7 3 530 $80k G4W

GURPS Spaceships Systems Index

Here's a list of where to find all the systems published for GURPS Spaceships.

SystemSource
Armor, AdamantSpaceships 7, p.6
Armor, Advanced Metallic LaminateSpaceships 1, p.12
Armor, DiamondoidSpaceships 1, p.13
Armor, EtherwoodSpaceships 7, p.5
Armor, Exotic LaminateSpaceships 1, p.13
Armor, IceSpaceships 1, p.11
Armor, IronSpaceships 7, p.6
Armor, Light AlloySpaceships 1, p.11
Armor, Metallic LaminateSpaceships 1, p.12
Armor, NanocompositeSpaceships 1, p.12
Armor, OrganicSpaceships 1, p.12
Armor, OrichalcumSpaceships 7, p.6
Armor, SkystoneSpaceships 7, p.6
Armor, SteelSpaceships 1, p.11
Armor, StoneSpaceships 1, p.11
Armor, Structural FieldSpaceships 7, p.7
Armor, WoodenSpaceships 7, p.5
Cargo HoldSpaceships 1, p.13
Cloaking DeviceSpaceships 1, p.13
Comm/Sensor Array, EnhancedSpaceships 1, p.15
Comm/Sensor Array, MultipurposeSpaceships 1, p.15
Comm/Sensor Array, ScienceSpaceships 1, p.15
Comm/Sensor Array, TacticalSpaceships 1, p.15
Contragravity LifterSpaceships 1, p.14
Control RoomSpaceships 1, p.14
Defensive ECMSpaceships 1, p.14
Digestive SystemSpaceships 7, p.7
Drivetrain, FlexibodyPyramid, Volume 3, Issue 34, p.5
Drivetrain, TrackedPyramid, Volume 3, Issue 34, p.7
Drivetrain, WheeledPyramid, Volume 3, Issue 34, p.7
Engine RoomSpaceships 1, p.15
Ether Propulsion, Ether OarsSpaceships 7, p.7
Ether Propulsion, Ether SailSpaceships 7, p.7
Ether Propulsion, Ether ScrewSpaceships 7, p.7
Ether Propulsion, Powered Ether SailsSpaceships 7, p.8
Exophase FieldSpaceships 7, p.8
External ClampSpaceships 1, p.15
Extradimensional InterfaceSpaceships 7, p.8
Factory, FabricatorSpaceships 1, p.16
Factory, Factory ShopSpaceships 7, p.9
Factory, NanofacSpaceships 1, p.16
Factory, Production LineSpaceships 7, p.9
Factory, ReplicatorSpaceships 1, p.16
Factory, RobofacSpaceships 1, p.16
Force Screen, HeavySpaceships 1, p.16
Force Screen, LightSpaceships 1, p.16
Fuel TankSpaceships 1, p.17
Gasbag, Antigravity GasSpaceships 7, p.9
Gasbag, Lifting GasSpaceships 7, p.9
HabitatSpaceships 1, p.17
Hangar BaySpaceships 1, p.18
Helicopter RotorSpaceships 7, p.10
HoloprojectorSpaceships 7, p.10
IR MaskingPyramid, Volume 3, Issue 94, p.8
Jet Engine, Afterburning TurbofanSpaceships 7, p.10
Jet Engine, Fission Air-RamSpaceships 7, p.10*
Jet Engine, Fusion Air-RamSpaceships 7, p.10
Jet Engine, TurbofanSpaceships 7, p.10
Jet EngineSpaceships 1, p.19
Jump GateSpaceships 1, p.19
Lightspeed DriveSpaceships 7, p.11
Magnetic Planetary DriveSpaceships 7, p.11
Maneuver EnhancementSpaceships 7, p.11
MawSpaceships 7, p.12
Mining and Refinery, Chemical RefinerySpaceships 1, p.19
Mining and Refinery, MiningSpaceships 1, p.19
Open SpaceSpaceships 1, p.19
Ornithopter WingsSpaceships 7, p.12
Parachronic Flux DriveSpaceships 7, p.12
Passenger SeatingSpaceships 1, p.20
Power Plant, Chemical Energy, Fuel CellSpaceships 1, p.20
Power Plant, Chemical Energy, MHD TurbineSpaceships 1, p.20
Power Plant, Combustion, Gas Turbine EnginePyramid, Volume 3, Issue 34, p.5
Power Plant, Combustion, Internal Combustion EnginePyramid, Volume 3, Issue 34, p.5
Power Plant, Ether FurnaceSpaceships 7, p.13
Power Plant, Magical, Caged SpiritSpaceships 7, p.13
Power Plant, Magical, Mana EnginesSpaceships 7, p.13
Power Plant, Magical, NEMA ReactorSpaceships 7, p.13
Power Plant, Magical, SoulburnerSpaceships 7, p.13
Power Plant, OrgoneSpaceships 7, p.14
Power Plant, Perpetual Motion MachineSpaceships 7, p.14
Power Plant, PsychotronicSpaceships 7, p.15
Power Plant, Reactor, AntimatterSpaceships 1, p.20
Power Plant, Reactor, FissionSpaceships 1, p.20
Power Plant, Reactor, FusionSpaceships 1, p.20
Power Plant, Reactor, Super FusionSpaceships 1, p.20
Power Plant, Reactor, Total ConversionSpaceships 1, p.20
Power Plant, Solar BoilerSpaceships 7, p.15
Power Plant, Vacuum EnergySpaceships 7, p.16
RamscoopSpaceships 1, p.21
RavenPyramid, Volume 3, Issue 30, p.22
Reaction Engine, Chemical RocketSpaceships 1, p.21
Reaction Engine, Electric, Ion DriveSpaceships 1, p.22
Reaction Engine, Electric, Mass DriverSpaceships 1, p.22
Reaction Engine, Fission, Nuclear Light BulbSpaceships 1, p.22
Reaction Engine, Fission, Nuclear Saltwater RocketSpaceships 1, p.22
Reaction Engine, Fission, Nuclear Thermal RocketSpaceships 1, p.22
Reaction Engine, Fusion, Fusion RocketSpaceships 1, p.23
Reaction Engine, Fusion, Fusion TorchSpaceships 1, p.23
Reaction Engine, Fusion, Super Fusion TorchSpaceships 1, p.23
Reaction Engine, HEDM RocketSpaceships 1, p.21
Reaction Engine, Laser RocketSpaceships 7, p.16*
Reaction Engine, Nuclear Pulse, Advanced Fusion Pulse DriveSpaceships 1, p.22
Reaction Engine, Nuclear Pulse, External Pulsed PlasmaSpaceships 1, p.22
Reaction Engine, Nuclear Pulse, Fusion Pulse DriveSpaceships 1, p.22
Reaction Engine, Nuclear Pulse, Super Fusion Pulse DriveSpaceships 1, p.22
Reaction Engine, Plasma, Plasma TorchSpaceships 7, p.16
Reaction Engine, Plasma, VASIMRSpaceships 7, p.16
Reaction Engine, Solar ThermalSpaceships 7, p.16
Reaction Engine, Antimatter, Antimatter PionSpaceships 1, p.23
Reaction Engine, Antimatter, Antimatter Pion TorchSpaceships 1, p.23
Reaction Engine, Antimatter, Antimatter Plasma RocketSpaceships 1, p.23
Reaction Engine, Antimatter, Antimatter Plasma TorchSpaceships 1, p.23
Reaction Engine, Antimatter, Antimatter Thermal RocketSpaceships 1, p.23
Reaction Engine, Total Conversion, Super Antimatter Plasma TorchSpaceships 1, p.23
Reaction Engine, Total Conversion, Super Conversion TorchSpaceships 1, p.23
Reaction Engine, Total Conversion, Total Conversion TorchSpaceships 1, p.23
Reactionless Engines, Hot ReactionlessSpaceships 1, p.24
Reactionless Engines, Rotary ReactionlessSpaceships 1, p.24
Reactionless Engines, Standard ReactionlessSpaceships 1, p.24
Reactionless Engines, SubwarpSpaceships 1, p.24
Reactionless Engines, Super ReactionlessSpaceships 1, p.24
Reconfigurable SystemSpaceships 1, p.24
Robot ArmSpaceships 1, p.24
Robot LegSpaceships 4, p.37
Sails, RadioisotopeSpaceships 7, p.17
Sails, Tachyon, Tachyon HypersailsSpaceships 7, p.17
Sails, TachyonSpaceships 7, p.17
Sapient Brain, Psionic Sapient BrainSpaceships 7, p.18
Sapient BrainSpaceships 7, p.18
Screw PropellerPyramid, Volume 3, Issue 34, p.6
Small Upper StageSpaceships 7, p.18
Soft-Landing SystemSpaceships 1, p.24
Solar MirrorSpaceships 7, p.18
Solar Panel ArraySpaceships 1, p.25
Space Sails, LightsailSpaceships 1, p.25
Space Sails, MagsailSpaceships 1, p.25
Stardrive Engine, StardriveSpaceships 1, p.25
Stardrive Engine, Super StardriveSpaceships 1, p.25
Stasis WebSpaceships 1, p.26
Submarine Ballast TanksPyramid, Volume 3, Issue 34, p.7
TailSpaceships 7, p.18
Time-Flux DriveSpaceships 7, p.12
Upper StageSpaceships 1, p.26
Weapons, Major BatterySpaceships 1, p.26
Weapons, Medium BatterySpaceships 1, p.27
Weapons, Secondary BatterySpaceships 1, p.27
Weapons, Spinal BatterySpaceships 1, p.28
Weapons, Tertiary BatterySpaceships 1, p.27

* also in Spaceships 8, p. 8.

Fuchs APCs in GURPS

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

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

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

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

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

DRIVING/TL (HEAVY WHEELED)

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

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

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).

BTR-70 and BTR-80 APCs in GURPS

First seen in 1972, the BTR-70 has the same overall design as the BTR-60PB, but many small changes. The turret is the same, but the hull is slightly larger. Passenger seating is rearranged, with two benches sat back-to-back along the mid-line of the vehicle, facing towards the three firing ports and passenger vision block on each side. Two additional folding seats are located in front and to the side of the turret. Disembarkation is made much easier thanks to two small doors located between the second and third wheel on each side. The commander and driver’s hatches are redesigned, and the two small roof hatches in the troop compartment each have a firing port so the troops can shoot upwards. Night-vision devices are provided for the driver (gives Night Vision 4) and commander (gives Telescopic Vision 2 and Night Vision 4).

The 5-ton winch (ST 50), water-jet propulsion system, window covers (increase the windows’ DR 20 to DR 40), infrared illuminators (70-yard headlamps and 0.25 mile searchlight, see GURPS High-Tech, p. 47), medium radio (GURPS High-Tech, p. 38), and central tire inflation system (GURPS High-Tech, p. 229) are all similar to those of the BTR-60PB. The engine compartment has a fire-suppression system (GURPS High-Tech, p. 229).

Armament is the same as the BTR-60PB: a ZiD KPVT HMG (GURPS High-Tech, p. 134) with 500 rounds and a coaxial KMZ PKT MG (GURPS High-Tech, p. 135) with 2,000 rounds. The gunner has a 4× sight (+2 Acc). The manually rotated turret takes two Ready maneuvers to change facing. In addition, six smoke dischargers are mounted to the back of the turret.

The BTR-80 (1984) replaces the two gasoline engines with a single diesel one and adds a bit of armor. Its turret is more angular and capable of higher gun elevation, but has a similar loadout, except the sight is now a 5.5× magnification night sight (+2 Acc, Night Vision 4). The side doors are redesigned to give a step when open, and the roof hatches are rearranged to a more symmetrical layout.

The BTR-80A (1994) replaces the turret with a remotely operated powered one. This mounts a 2A72 autocannon with a 4× magnification night sight (+2 Acc, Night Vision 6) and 300 rounds in a stabilised mount, a PKT MG (with 2,000 rounds) in another stabilised mount, and six smoke dischargers. The gunner operates it from inside the hull. Turret rotation takes one Ready maneuver per facing change.

An unnamed BTR-70 variant used during the Soviet-Afghan War removes the smoke dischargers and fits an open mount for an AGS-17 Plamya AGL (GURPS High-Tech, p. 142) to the turret. This requires someone to stand on top of the vehicle to operate it!

The BTR-82 is a refitted BTR-80A, which entered service in 2011. The autocannon is replaced with a ZiD KPVT HMG (with 2,000 rounds). Other changes include improved night vision devices (all now give Night Vision 8), spall liners (add DR 10 to occupants and negate the special effect of HESH warheads), and satellite navigation system (+3 Navigation). The BTR-82A (2013) is similar, but retains the autocannon (BTR-80s upgraded to this standard are designated BTR-82AM). The BTR-82AT adds a thermal imager (gives Infravision) to the turret, the option to mount a Kornet ATGM, and slat armor (front, sides, and rear of the hull are treated as having spaced armor, see GURPS High-Tech, p. 229). The BTR-87 is a BTR-82A with the engine relocated to the right side of the hull and a rear door.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 BTR-70 112 −1/4 10f 2/24 12.7 1.5 +4 3+8S 40/24 370 $40.0k t8W [1][2][3][4]
8 BTR-80 119 −1/4 10 1/27 15 1.5 +4 3+8S 40/30 370 $50.0k t8W [1][2][3][4]
8 BTR-80A 122 −1/4 10 1/27 16.1 1.5 +4 3+7S 40/30 370 $70.0k T8W [1][2][3][4]

[1] Amphibious: water move 1/3.
[2] Central Tire Inflation System (GURPS High-Tech, p. 229).
[3] Fire-Suppression System (GURPS High-Tech, p. 229).
[4] Higher DR is for hull front and turret front, sides, and rear. Lower DR is for hull sides and rear. Underside and top have DR 20.

BTR-60 APCs in GURPS

The GAZ Bronetransportyor 60 Plavajushhijj (“swimming armoured transport of the year 1960”) is open-topped and lightly armored. A boat-shaped lower hull and water-jet system make it fully amphibious with only minimal preparation. A 5-ton winch (ST 50) with a 33-yard cable is fitted inside the prow and accessed through a small hatch.

Due to having its two engines in the rear, crew and passengers have to climb in and out over the vehicle’s sides, which is assisted by various steps and rails, as well as two half-doors on each side. The driver and commander sit at the front of the vehicle (on the left and right, respectively) with a small roof (DR 20) to protect them. They have ‘bulletproof glass’ (DR 18) windshields, with steel covers (DR 18) which can be closed for extra protection. This reduces vision to a small slit in each cover, one small window on each side, and a single periscope for the driver, which can be exchanged for an infrared vision device (gives Night Vision 4). Infrared illuminators (GURPS High-Tech, p. 47) with 70-yard range are mounted alongside the headlights for use with night vision. The commander has an infrared searchlight (0.25-mile range) and a medium radio (GURPS High-Tech, p. 38).

Passengers sit behind the crew, on two long benches running along the sides of the vehicle. A detachable canvas cover gives them some relief from weather. The troops have three firing ports on each side, as well as three mounting points for machine guns, one on each side of the troop compartment and one in the middle of the roof of the crew compartment. Generally the two side mounts were used for the infantry’s machine guns, while the front one was fitted with an SGMB (for which around 2,000 rounds were carried).

Early improvements included adding a night-vision device for the commander (gives Telescopic Vision 2 and Night Vision 2) and replacing the front machine gun mount with one for the DShKM HMG (GURPS High-Tech, p. 133).

In 1963 production was changed to the new BTR-60PA which has a roof and air-filters. The half-doors on the side are eliminated, and access is via top hatches. The commander and driver each get a small hatch above their seats, while a large rectangular hatch behind them allows troops to reach the three machine gun mounts which have been moved there. Another large hatch is located on the back left side of the roof.

In 1966 the BTR-60PB came with more powerful engines, upgraded armor, and a turret copied from the BRDM-2 (GURPS High-Tech, p. 240). Turret armament consists of a ZiD KPVT HMG (GURPS High-Tech, p. 134) with 500 rounds and a coaxial KMZ PKT MG (GURPS High-Tech, p. 135) with 2,000 rounds. The gunner has a 4× sight (+2 Acc). The manually rotated turret takes two Ready maneuvers to change facing. Passenger seating is changed to two forward-facing benches and two folding seats. The windshield covers lose their vision slits, with both the driver and commander getting three periscopes each instead. Their hatches are the same as on the BTR-60PA, as is the one on the back left of the troop compartment. A small door is added on either side of the hull, and a small roof hatch is placed behind and to the right of the turret. Later production versions add a rear-facing periscope to the turret.

The TAB-71M is a Romanian copy of the BTR-60PB with more powerful engines.

The BTR-60PAI is an intermediate step between the BTR-60PA and BTR-60PB, with a turret but lacking improved armor and engines. Use the profile of the BTR-60PA but change locations to gt8W and add note [5].

The BTR-60P requires little conversion to turn it into a mortar carrier, usually holding two mortars.

The BTR-60PU is a command variant of the BTR-60P. It usually carries no weapons and has two extra radios with long-range antennae (GURPS High-Tech, p. 39). A version based on the BTR-60PA has similar equipment. The R-145BM is another command vehicle, based on the BTR-60PB with the weapons replaced by an antenna for a large radio. Several additional medium radios, an auxiliary generator, and a satellite navigation system capable of using either GLONASS or GPS (GURPS High-Tech, p. 53) are also carried. The BTR-60PB Forward Air Control vehicle is similar, but has an observation window instead of the antenna on the turret. Various other command, fire-control, signals, and observation vehicles have roughly the same set-up.

The MTR-2 and MTP-2 are repair and recovery vehicles based on the BTR-60P and BTR-60PA respectively. They have cranes which can be fitted to the front of the vehicles. The Irtish and BTR-60PPM are civilian versions of the BTR-60PB (used for firefighting and rescue) with no turrets, firing ports, or window covers, and several doors and windows added to the sides. They have safety rails around their roofs and carry cranes and ladders. Change locations to G8W.

The APC-70 is a Mexican variant based on a civilian version of the BTR-60PA, re-armed with a single open mount which can be fitted with a FN MAG (GURPS High-Tech, p. 134), HK21 (GURPS High-Tech, p. 136), or Sako MK 19 (GURPS High-Tech, p. 143). It has side windows instead of firing ports.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 BTR-60P 101 −1/4 9f 1/24 10.8 2.4 +4 2+14 36/24 310 $30.0k O8W3X [1][2][3]
7 BTR-60PA 103 −1/4 9f 1/24 11.2 2.4 +4 2+14S 36/24 310 $32.0k g8W3X [1][2][3][4]
7 BTR-60PB 104 −1/4 10f 1/24 11.3 2.4 +4 3+12S 40/24 300 $36.0k t8W [1][2][3][4][5]
7 TAB-71M 106 −1/4 10f 2/29 12 2.4 +4 3+8S 40/24 300 $38.0k t8W [1][2][3][4][5]

[1] Amphibious: water move 1/3.
[2] Central Tire Inflation System (GURPS High-Tech, p. 229).
[3] Higher DR is for hull front. Lower DR is for hull sides and rear. Hull underside has DR 14.
[4] Hull top has DR 20.
[5] Turret has DR 40 on all facings except the top, which has DR 20.

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.

M548 Cargo Carriers in GURPS

An unarmoured version of the M113A1, introduced in 1965. A large cab with four seats is installed at the front of the vehicle, with the engine moved back and to the center. The roof and rear of the cab were vinyl-coated nylon fabric, with a removable panel serving as a roof hatch. The rear becomes an open cargo bed, approximately 11′ long and 5′ wide, although the floor of the bed could be raised level with the sponsons over the tracks, effectively making an 8′ wide bed. An optional fabric cover over the cargo is supported by aluminum bows. The engine compartment has a fixed fire extinguisher (GURPS High-Tech, p. 229) while a large portable one (GURPS High-Tech, p. 29) is carried in the cab. A twelve-ton winch (ST 78) with a 200′ cable is mounted at the front.

A material handling kit can be added to the cargo compartment. This consisted of a beam suspended from the bows over the cargo bed, on which is mounted a sliding manual chain hoist. This allows loads of up to 1,500 lbs. to be raised 8′ from within one yard of the tailgate. Four seats are added to the cargo compartment to accomodate extra crew, and an external rifle rack for them is added on the left side of the vehicle.

The cab can be fitted with an open weapon mount (add X to locations), supported by four legs and positioned over the panel in the cab roof. Several models are available, mounting various different machine guns.

For cold weather operation, multiple models of heater are available, as is an insulating kit which replaces the cab cover with a rigid fibreglass one (change O hit location to G) and upgrades the windows, seats, and cargo cover to insulated versions.

The M548A1 (introduced in 1982) was based on the M113A2, while the M548A3 (1994) was based on the M113A3. The latter replaces the winch with a cab heater, which also functions as an air-filter which can be connected to gas masks via hoses in the cab.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 M548 96 −3/5 10 1/19 13.6 6.4 +3 1+3 6 300 $100k 2CO [1][2]
7 M548A1 96 −3/5 11 1/19 13.6 6.4 +3 1+3 6 300 $120k 2CO [1][2]
8 M548A3 96 −2/5 11 1/19 13.6 6.4 +3 1+3 6 300 $140k 2CO [1][2]

[1] Amphibious: water move 1/2.
[2] Fire extinguisher.

M113 APCs in GURPS

Building on lessons learned from manufacturing the underwhelming M75 and M59 APCs, the FMC Corporation designed the M113 and started production less than four years after being awarded the initial development contract in 1956.

The resulting vehicle is essentially an aluminum box on tracks. The front hull slopes back and is mostly covered by the trim vane, which can be extended by hydraulics when the vehicle needs to enter deep water. Behind the trim vane is a hatch which allows access to the engine compartment, containing the water-cooled V-8 gasoline engine. To the left of the engine is the driver’s seat, from where he can use an overhead hatch or the four periscopes surrounding it in order to see where he is going. A near-infrared periscope (grants Night Vision 4 when used with the infrared lamps on the front of the hull – see GURPS High-Tech, p. 47) can also be fitted to the hatch. A small floor access hatch below the drivers position could be used to escape in an emergency. In the center of the hull is the vehicle commander’s hatch, which has an external open mount for a Browning M2HB machine gun (GURPS High-Tech, p. 133) and five periscopes. Below and behind the gunner is the troop compartment, which has one central seat facing backwards and folding benches suitable for seating five facing inwards on either side. The roof of the troop compartment has a large rectangular hatch, from which a few of the passengers can view their surroundings, or shoot. At the rear of the vehicle is a large ramp which opens onto the troop compartment. Set into this is a small door, allowing egress if the ramp mechanism fails.

A medium radio (GURPS High-Tech, p. 38) is mounted behind the driver, who also has an intercom (GURPS High-Tech: Electricity and Electronics, p. 27) to speak with the commander. A telephone connector at the rear of the vehicle allows wired communication. A manually operated vehicular fire extinguisher (GURPS High-Tech, p. 229) is mounted next to the radio and could be activated from inside or outside the vehicle.

Despite doctrine stating that the M113 was not a fighting vehicle and should be used only to convey troops to suitable fighting positions, during the Vietnam war it was often used aggressively in the light armor role. Although this was generally an effective tactic against poorly armed opponents, it required the crew and passengers to expose themselves to enemy fire. In order to make this a little less hazardous, improvised gun shields were added around hatches. This was soon formalized as the Armored Cavalry Assault Vehicle (ACAV) upgrade and official kits were issued in 1963 which added two side panels and a gun shield to protect the gunner from all sides except above, and gun shields which could be fitted to the new machine-gun mounts on either side of the passenger hatch, intended to work with the M60 (GURPS High-Tech, p. 134) carried by the infantry. All of these provide DR 18. The ACAV was usually manned by five – driver, commander, two M60 gunners, and a grenadier with an M79 grenade launcher (GURPS High-Tech, p. 142). The passenger seats were removed to provide room for more ammunition and supplies.

The first major modification to the design was to substitute a more powerful diesel engine for the gasoline one and enlarged fuel tanks. The steering system was also improved to allow tighter turns at low speed or in water. The new vehicle was designated the M113A1 and arrived in 1964. Optional extras included a fire-suppression system (GURPS High-Tech, p. 229), and an air-filtration unit which could connect to gas-masks.

In 1979 the M113A2 added numerous small improvements, including better engine cooling, stronger torsion bars, and moving the fuel tanks out of the passenger compartment. Two four-barreled smoke dischargers (GURPS High-Tech, p. 229) were added to the front of the vehicle. Many existing vehicles were upgraded to this standard. The introduction of the Mk 19 MOD 3 automatic grenade launcher (GURPS High-Tech, p. 143) offered an alternative to the commander’s machine gun.

The next round of upgrades, in 1987, was the change to the M113A3 standard, which further improved the steering, replaced the engine with a more powerful one, added more fuel tanks, and protected those inside with spall liners (add DR 10 to occupants and negate the special effect of HESH warheads) and NBC filters.

Several applique armor kits have been made. Mine protection plates add DR 20 to the underside and increase weight by 0.5 tons. Side armor panels add DR 50 to the sides and 1.3 tons to weight, which reduces top speed by 1 and makes the vehicle unable to float (remove note [1]). A cage of slat armor makes the front, sides, and rear count as having spaced armor (GURPS High-Tech, p. 229), and adds 0.1 tons of weight.

DRIVING/TL (TRACKED)

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Notes
7 M113 108 −3/5 10f 1/18 11.8 1.6 +3 2+11 60/50 200 $150k 2CX [1][2][3]
7 M113A1 110 −3/5 10 1/18 12.3 1.6 +3 2+11 60/50 300 $170k 2CX [1][2][3]
7 M113A2 110 −3/5 11 1/18 12.4 1.6 +3 2+11 60/50 300 $190k 2CX [1][2][3]
8 M113A3 113 −2/5 11 1/20 13.5 1.7 +3 2+11S 60/50 300 $210k 2CX [1][2][3]

[1] Amphibious: water move 1/2.
[2] Fire extinguisher.
[3] Higher DR is for front, lower DR is for sides, rear, and top. Underside has DR 40.