Alien RPG Evolved Edition House Rules

Space on the Battlefield

A zone is between 6 and 12 metres across. On the tabletop, this translates to 4-8 inches. A room is generally considered to be one zone even if it doesn’t match these dimensions. When measuring distances in open areas, treat a zone as six inches across.

Armour and Armour Penetration

Armour has an Armour Rating (AR) and Weapons have an Armour Piercing (AP) value. Before calculating damage, subtract the attack’s AP from the target's AR. If the result is greater than zero, subtract it from the attack’s damage. Reducing the AR below zero does not increase damage.

Example: An AP 2, Damage 2 weapon hits someone wearing AR 3 armour. Subtract the AP 2 from the AR 3 to get AR 1, then reduce Damage by that amount, to 1.

Example: An AP 4, Damage 1 attack hits someone wearing AR 2 armour. Subtract the AP 4 from the AR 2 to get AR -2. This does not reduce the Damage of the attack, so the target takes 1 damage.

Fire

Fire has a fire intensity rating (FIR). When you enter or start your turn in a space with FIR greater than 0, you are considered to have been hit by an attack with AP and Damage equal to the FIR.

Example: Someone wearing AR 3 armour enters a space with FIR 1. They take a hit at AP 1, Damage 1. AP 1 reduces their AR to 2, which then reduces the damage to 0. They take no damage.

Example: Someone wearing AR 3 armour starts their turn in a space with FIR 4. They take a hit at AP 4, Damage 4. AP 4 reduces their AR to −1. This does not reduce damage, so they take the full 4 damage.

At the end of each round, roll a number of D6 equal to the FIR for each zone. For each 1, reduce the FIR by 1. For each 6 the fire starts a fire in an adjacent zone with FIR one less than the current zone. Any new fires created in this way don’t roll until the end of the next round.

Example: A zone has a FIR 3 fire. At the end of the round, 3D6 are rolled, scoring 1, 3, and 6. The FIR is reduced to 2, and then an adjacent zone starts burning at FIR 1.

Explosions

Explosions have a blast rating (BR). Everyone in the same zone as the explosion is hit with an attack which has AP and Damage equal to the BR. If the BR is 3 or greater, those within medium range (i.e. up to one zone away) are hit with an AP and Damage 2 less than the BR (e.g. AP & Damage 1 for a BR 3 explosion). With a BR of 4 or more, those even further away are also affected. Reduce AP and Damage by one more per zone between them and the explosion (e.g. a BR 5 explosion has AP & Damage 5 in its zone, AP & Damage 3 one zone away, AP & Damage 2 two zones away, AP & Damage 1 three zones away, and no effect four or more zones away).

Ammunition Dice

Weapons which use ammunition generally have a number of ammunition dice. These are rolled whenever you attack with the weapon. These dice can not usually score successes (but see Full Auto, below), so any sixes rolled on them do nothing. Instead, each die which rolls a 1 is removed from the weapon’s pool of ammunition dice. When the last die is removed, the weapon is empty and may not be used to attack until reloaded.

Weapons which have an ammunition capacity of N/A do not have ammunition dice and never need reloading. Those with ammunition capacity of S are single-shot. They require reloading after every use. Those with an ammunition capacity of D are disposable. They can be used once and not reloaded.

Reloading

Reloading is usually a quick action (if your weapon has 4 or more ammunition dice, it is instead a slow action). Before reloading, you must make a supply roll. Roll all of your supply dice except the ones in your pack, discarding any which roll 1. If any of the dice rolled a 6, you are able to reload your weapon (refresh its pool of ammunition dice to full capacity). If none of the dice rolled a 6, you do not have any suitable ammunition and may not reload that weapon until you gain more supply dice (including from your pack). If you cannot reload, you do not lose your action and may do something else with it, such as drawing another weapon.

Full Auto

When shooting a weapon with the full auto rule, you may choose to make a full auto attack. Doing so with a personal weapon (not a remotely operated or vehicle mounted one) causes you to gain one Stress. During this attack roll, any ammunition dice which roll a 6 add one success to your attack and is then removed from the weapon’s pool of ammunition dice.

Stun

Some weapons deal stun damage in addition to normal damage. Armour does not protect normally from stun damage. Instead after being hit by stun damage, roll Strength + Stamina + Stress + AR D6. Ones on stress dice have their usual effect. Aliens instead roll Health + AR. For each 6, reduce the stun damage by one. Then become incapacitated for a number of turns equal to the remaining stun damage.

Example: A PC is hit with a Stun 3 attack. They have 3 Strength, 1 Stamina, 2 Stress, and are wearing AR 3 armour. They roll 7 normal dice (getting 1, 3, 3, 4, 5, 6, 6) and 2 stress dice (1, 5). Stun damage is reduced by two for the two sixes, so they miss their next turn. They also rolled a one on a stress die and must make a Stress Response roll.

Less-Lethal Weapons

If you suffer a lethal critical injury from a weapon with this special rule, reroll the result. The second result takes effect even if it is also lethal.

Homing Weapons

Instead of rolling the user's skill, these weapons have a homing rating which determines how many dice they attack with. When directed against an appropriate target, this replaces the usual attribute, skill, and stress dice.

Teratorns in GURPS

The Teratorns (“monstrous birds” or “wonder-birds”) were related to the new-world vultures, and probably resembled condors, both physically and in their habits, although some of them may have been a bit more actively predatory. The earliest known member of the family was Taubatornis, a relatively small bird from southern Brazil which lived during the late Oligocene to early Miocene. The “giant teratorn” Argentavis was found in Argentina during the late Miocene. Later members of the family were found further north. Aiolornis inhabited the western United States from the early Pliocene to the middle Pleistocene. It was probably the ancestor of Cathertornis and Teratornis, both of which lived in the same area during the late Pleistocene. Teratornis formed two species, the better known T. merriami and the larger T. woodburnensis. Oscaravis was a smaller genus, found in Cuba around the same time.

Argentavis

ST 11; DX 10; IQ 3; HT 12.
HP 11; Will 11; Per 11; FP 12; Speed 5.50; Dodge 8; Move 3.
SM +1 (2 hexes), 160 lbs.

Sharp Beak (12): 1d−1 pi+. Reach C, 1.

Traits: Acute Vision 2; Born Biter 1; Discriminatory Smell; Enhanced Move 3 (Air Speed 48); Enhanced Move 2 (Ground Speed 12; Costs Fatigue, 1 FP/second); Flight (Winged; Cannot Hover); Long Neck 1*; No Fine Manipulators; Peripheral Vision; Reduced Consumption 4 (Cast-Iron Stomach); Wild Animal.
Skills: Brawling-12; Intimidation-12; Navigation (Air)-12; Survival (Mountain)-12; Tracking-15.

* see GURPS Furries, p. 12.

For Taubatornis (12 lbs.) reduce ST and HP to 5, SM to −1. Damage with the beak becomes 1d−4. Beak Reach becomes C. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6).

For Aiolornis (50 lbs.) or Teratornis woodburnensis (40 lbs.) reduce ST and HP to 7, SM to 0. Damage with the beak becomes 1d−3. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Plains).

For Teratornis merriami (33 lbs.) or Cathartornis (24 lbs.) reduce ST and HP to 6, SM to 0. Damage with the beak becomes 1d−4. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Plains).

For Oscaravis (18 lbs.) reduce ST and HP to 5, SM to 0. Damage with the beak becomes 1d−4. Reduce Enhanced Move to 2 (Air Speed 24) and 1 (Ground Speed 6). Change Survival speciality to (Island/Beach).

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.

Dire Walrus in GURPS

The dire walrus, Dinodobenus atrox , also known as the tigrishvalur (“tiger-whale”) and sverðkattfiskur (“sword-cat-fish”) is a pinniped of the Odobenidae family. It resembles a cross between a leopard seal and a walrus, but is larger than both. The canine teeth of the upper jaw are extremely long, although not quite as large as those of a true walrus. Unlike walruses, it is an active hunter and uses its fangs like those of other sabre-toothed predators, to make precise bites into large prey.

It is considered a creature of ill-omen, and there are many superstitions about it. It is said that to name it while at sea draws its attention, that it will relentlessly pursue anyone who escapes from it, and that its flesh will disappear from any cooking pot.

Dire Walrus

ST 33; DX 10; IQ 4; HT 12.
HP 33; Will 10; Per 10; FP 12; Speed 5.50; Dodge 8; Move 1 (land), 6 (water).
SM +3 (4 hexes), 4,500 lbs.

Bite (12): 3d+4 imp. Reach C, 1.
Slam (12): 3d+3 cr. at 1 yard per second. See GURPS Basic Set, p. 371.
Trample (12): 3d+5 cr. Only against SM +1 or less (SM +2 if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Bad Temper (15); Bloodlust (12); Breath Holding 6; DR (Tough Skin) 6; High Pain Threshold; Night Vision 2; No Fine Manipulators; No Legs (Semi-Aquatic); Peripheral Vision; Temperature Tolerance 25 (Cold); Vibration Sense (Air; Short Range 1); Vibration Sense (Water); Wild Animal.
Skills: Brawling-12; Survival (Island/Beach and Salt-Water Sea)-12; Swimming-16.

Trogontherium in GURPS

Although part of the beaver family, Trogontherium lacked the distinctive features of modern beavers such as webbed feet and a flattened tail, looking more like a chunky, giant rat. It seems to have preferred wetlands and probably lived in burrows, eating tree bark and roots. It evolved in Europe during the late Pliocene and spread as far as Siberia by the start of the Pleistocene. It went extinct in Europe in the middle Pleistocene, but survived in the east until the late Pleistocene.

Trogontherium

ST 11; DX 11; IQ 3; HT 12.
HP 11; Will 11; Per 12; FP 12; Speed 5.75; Dodge 8; Move 5.
SM 0 (2 hexes), 170 lbs.

Bite (11): 1d−2 cut. Reach C.

Traits: Bad Sight (Low Resolution); Born Biter 1; Breath Holding 3; Discriminatory Smell; DR 1 (Tough Skin); Enhanced Move 1 (Ground speed 10); Night Vision 1; Peripheral Vision; Quadruped; Temperature Tolerance 2 (Cold); Terrain Adaptation (Mud); Vibration Sense (Air; Short-Range 1); Wild Animal.
Skills: Stealth-12; Survival (Swampland)-12; Swimming-12.

Trogontherium is a fairly close match to many fictional monstrous rodents, such as the R.O.U.S. from The Princess Bride, or the giant rats of Dungeon Fantasy. Add Bad Temper (12) and Brawling-13 (raising bite damage to 1d−1) for such creatures.

Irish Elk in GURPS

The Irish Elk, Megaloceros giganteus, was neither closely related to elk, nor confined to Ireland. It actually inhabited the open forests bordering the mammoth steppe all the way from Ireland to Siberia. It was a huge deer, comparable in size to moose, with the largest known antlers of all time, robustly built, with a distinct hump on the shoulder. Cave paintings show it with a dark face and stripes running diagonally forwards and backwards from the hump, and another forming a ‘chinstrap’ under its jaw. The broad feet seem to have been well suited to soft ground, or swimming.

Irish Elk

ST 22; DX 11; IQ 4; HT 12.
HP 12; Will 11; Per 12; FP 12; Speed 5.75; Dodge 8; Move 6.
SM +2 (3 hexes), 1,300 lbs.

Antlers (11): 2d+2 imp. Reach C-2. May substitute slam damage at +1 per die during Move and Attack. Parry 8.
Slam (11): 1d−3 cr at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-11, 3d cr at Move 12-15, 4d cr at Move 16-20, 5d cr at Move 21-24. See GURPS Basic Set, p. 371.
Trample (11): 2d+2 cr. Only against SM 0 or less (SM +1 or less if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Discriminatory Smell; DR 2 (Tough Skin); DR 2 (Partial, skull); Enhanced Move 2 (Ground speed 24); Night Vision 2; Parabolic Hearing 2; Peripheral Vision; Quadruped; Temperature Tolerance 2 (Cold); Terrain Adaptation (Mud and Snow); Wild Animal.
Skills: Survival (Woodlands)-12; Swimming-12.

After shedding antlers, remove antlers attack. For partially grown antlers, substitute the following:
Antlers (11): 2d cr. Reach C-1. May substitute slam damage during move and attack. Parry 8.

The above profile is for a stag. For a doe (1,000 lbs.) reduce ST and HP to 20. Remove antlers attack. Trample becomes 2d+1. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-7, 2d at Move 8-12, 3d cr at Move 13-17, 4d cr at Move 18-22, 5d cr at Move 23-24.

Extinct Bovini in GURPS

The Bovini include many familiar animals, such as bison, buffalo, and cows. Their extinct relatives didn’t look all that different, being (mostly) large, heavyset animals with skinny legs, thick necks, and horns which stuck out sideways. It’s likely that most of them lived in single-sex herds, coming together only in mating season, and used coordinated aggression against perceived threats.

The Aurochs, Bos primigenius, was the ancestor of domestic cattle, bigger and hairier than most of their descendants. They seem to have been less social than other Bovini, living alone in summer and gathering in small herds the rest of the year. Aurochs evolved in the middle Pleistocene and were last seen in the 17th century.

The Bubalus genus includes several species of living Asian water buffalo. Bubalus cebuensis was an exceptionally small example, from the island of Cebu in the Philippines during the Pleistocene.

The American bison and European wisent are both descended from the steppe bison, Bison priscus, living in the middle Pleistocene mammoth steppe, which stretched across northern Eurasia and into North America. In North America, it evolved first into the late Pleistocene long-horned bison, Bison latifrons, and then into Bison antiquus, the direct ancestor of modern bison.

Pelorovis lived in East Africa and the Arabian Peninsula during the middle Pleistocene. It had horns which curved like those of sheep (hence the name, which means “monstrous sheep”). The closely related genus Syncerus includes the living African buffalo as well as the giant long-horned buffalo S. antiquus.

Aurochs

ST 30; DX 9; IQ 3; HT 12.
HP 30; Will 11; Per 11; FP 12; Speed 5.25; Dodge 8; Move 5.
SM +2 (3 hexes), 3,300 lbs.

Horns (9): 3d+3 imp. Reach C, 1.
Slam (9): 1d−2 cr at Move 1, 1d−1 at Move 2-3, 1d at Move 4, 2d at Move 5-8, 3d cr at Move 9-10. See GURPS Basic Set, p. 371.
Trample (9): 3d+3 cr. Only against SM 0 or less (SM +1 or less if prone). Automatic hit for half damage on overrun. See GURPS Basic Set, p. 404.

Traits: Bad Sight (Low Resolution); Bad Temper (12); Discriminatory Smell; DR 2 (Tough Skin); DR 5 (Partial, skull); Night Vision 1; Peripheral Vision; Quadruped; Temperature Tolerance 3 (Cold); Ultrahearing; Wild Animal.
Skills: Survival (Plains)-12.

The above profile is for a bull Aurochs. For a cow (2,200 lbs.) reduce ST and HP to 26 and remove Bad Temper. Damage with horns or trample becomes 2d+4. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-9, 3d at Move 10.

As Aurochs became more scarce, they retreated into forest refuges. Change Survival specialty to (Woodlands) in the Holocene.

For Bubalus cebuensis (340 lbs.) reduce ST and HP to 14, SM to 0, DR (Tough Skin) to 1, DR (Partial, skull) to 3. Change Survival specialty to (Jungle). Damage with horns or trample becomes 1d+1. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2-3, 1d−1 at Move 4-7, 1d at Move 8-10.

For a Bison priscus bull (2,200 lbs.) reduce ST and HP to 26. Damage with horns or trample becomes 2d+4. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-9, 3d at Move 10. A cow (1,500 lbs.) reduces ST and HP to 23, SM to +1 (2 hexes), DR to 1, skull DR to 4, and loses Bad Temper. Damage with horns or trample becomes 2d+3. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10.

Bison latifrons use the same profiles as Aurochs, except their horns are Reach 2.

Bison antiquus use the same profiles as Aurochs.

For a Pelorovis bull (1,600 lbs.) reduce ST and HP to 23, SM to +1 (2 hexes), and DR (Tough Skin) to 1. Bad Temper self control roll is lowered to (9), remove Temperature Tolerance; Damage with horns or trample becomes 2d+3 cr. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10. A cow (1,300 lbs.) reduces ST and HP to 22, SM to +1 (2 hexes), and DR (Tough Skin) to 1. Remove Temperature Tolerance. Damage with horns or trample becomes 2d+2 cr. Slam damage becomes 1d−3 at Move 1, 1d−2 at Move 2, 1d−1 at Move 3-4, 1d at Move 5-6, 2d at Move 7-10.

For a Syncerus antiquus bull (4,400 lbs.) increase ST and HP to 33. Reach with horns becomes 2. Bad Temper self control roll is lowered to (9), remove Temperature Tolerance; Damage with horns or trample becomes 3d+5. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4, 2d at Move 5-7, 3d at Move 8-10. A cow (1,500 lbs.) reduces ST and HP to 28. Reach with horns becomes 2. Remove Temperature Tolerance. Damage with horns or trample becomes 3d+2. Slam damage becomes 1d−2 at Move 1, 1d−1 at Move 2-3, 1d at Move 4-5, 2d at Move 6-8, 3d at Move 9-10.