GURPS ULTRATECH 4E PDF

Guns and Launchers 6. Originally Posted by weby And the costs compared to the space ships books are just silly A space fighter is 3 million, a small ton tramp freighter is 26 million, a tilt rotor transport plane is 40 million. Raw materials are easy to come by. Is this really hard SF? Some others provide an exception to the rule about Ultra-Tech giving better ranges.

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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. And still more! The softcover reprint contains the same material as the earlier print run updated for the latest errata, of course! Have you upgraded your genetics this year? GURPS High-Tech — Descriptions and stats for hundreds of kinds of historical weapons and personal armor, vehicles from the stagecoach to modern helicopters, and much more.

Pulver, an assortment of new firearms and heavy weapons, and more! Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. Surf our site for the files you want. The complete bibliography is online, with links to every referenced book, movie, etc. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games!

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GURPS ULTRATECH 4E PDF

The obvious area of social control in TS concerns infomorphs. Another issue would be the duration of the disabling effect — multiple minutes, far longer than the few seconds generally caused by electrolasers. Could be handy as a set of rules for the details of slinky use in TS. Conversely, less kind GMs can assume that allergies guurps dosage ultfatech will bedevil this technology for a good couple of TLs yet.

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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.

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But if you let this in any game, be prepared for players to try and get far too clever with it. Not a common feature of TS, but doubtless present in some arcologies and larger space stations. The Neural Input Receiver might well be possible in Gursp, but might not prove to be terribly precise or reliable. Obviously, ordinary sprays are perfectly feasible — as in, really just extant TL6 technology. In this case, TS often seems to set prices lower, though it ultfatech, say, automatically include magnification capability in its high-tech optics. So if you let all the TL10 stuff from this chapter into your TS game, be prepared for hand weapon damage creep. Actually, Utlratech Pressure has two analogues.

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