GURPS Ultra-Tech *OP
Description:
Weapons, Vehicles, and Gadgets
GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond.
GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:
• Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
• Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
• Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences.
• Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go!
• As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.