Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Generic brigands for GURPS

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

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

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

Archers

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

Brigand Archer

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

One of:

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

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

Billmen

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

Brigand Billman

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

One of:

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

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

Brutes

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

Brigand Brute

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

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

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

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

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

Skirmishers

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

Brigand Skirmisher

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

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

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

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

Spearmen

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

Brigand Spearman

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

One of:

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

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

Leaders

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

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

Background Skills

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

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

Armor

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

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

Generic 3rd world machine gun teams in GURPS

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

Gunner

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

3rd World Infantry Machine Gunner

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

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

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

Alternative Equipment

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

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

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

Loader

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

3rd World Infantry Machine Gun Loader

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

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

Alternative Equipment

Helmet options, as for gunner.

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

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

Tripod Bearer

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

3rd World Infantry Tripod Bearer

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

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

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

Alternative Equipment

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

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

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

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

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

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

* approximately 100 cigarettes.

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

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

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

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

As for machine gunner loadout.

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

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

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

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

As for machine gunner loadout.

Generic 3rd world fighting vehicle crew for GURPS

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

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

Driver

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

Third World Fighting Vehicle Driver

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

Punch (10): 1d−3 cr. Reach C.
One of:

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

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

Gunner

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

Third World Fighting Vehicle Gunner

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

Punch (10): 1d−3 cr. Reach C.
One of:

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

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

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

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

Loader

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

Third World Fighting Vehicle Loader

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

Punch (10): 1d−3 cr. Reach C.
One of:

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

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

Commander

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

Third World Fighting Vehicle Commander

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

Punch (10): 1d−3 cr. Reach C.
One of:

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

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

Random disadvantages for generic NPC antagonists in GURPS.

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

Roll 1d

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

* to a minimum of 6.

Generic 3rd world infantry in GURPS

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

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

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

Rifleman

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

3rd World Infantry Rifleman

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

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

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

Alternative Equipment

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

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

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

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

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

RPG Gunner

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

3rd World Infantry RPG Gunner

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

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

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

Alternative Equipment

Helmet options, as for rifleman.

RPG Loader

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

3rd World Infantry RPG Loader

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

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

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

Alternative Equipment

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

Leader

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

3rd World Infantry Leader

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

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

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

Alternative Equipment

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

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

Rifleman Combat Load ($882, 26.2 lbs.)

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

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

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

* approximately 100 cigarettes.

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

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

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

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

As for rifleman loadout.

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

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

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

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

As for rifleman loadout.

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

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

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

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

As for rifleman loadout.

Generic thugs in GURPS

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

Thug

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

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

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

Protective Clothing

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

Alternative weapons

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

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

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

Thug Stereotypes

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

Gym Rats have Lifting ST 1 and Lifting-12.

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

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

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