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David L. Pulver, Kenneth Peters, "GURPS Ultra-Tech"
English | 2007 | ISBN: 1556347537 | PDF | pages: 242 | 7.3 mb
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.


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