GURPS Ultra-Tech
<p><b><i>Weapons, Vehicles, and Gadgets</i></b></p><p><b><i>GURPS Ultra-Tech</i></b> is <i>the</i> sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to <b><i>GURPS Space</i></b>, <b><i>GURPS Bio-Tech</i></b>, and <b><i>GURPS Infinite Worlds</i></b>, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. <b><i>GURPS Ultra-Tech</i></b> is full of personal equipment for heroes and superheroes from TL9 to TL12, including:</p><ul> <li>Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.</li> <li>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 . . . .</li> <li>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.</li> <li>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!</li> <li>As technology advances, the line between man and machine may become increasingly blurred. <b><i>GURPS Ultra-Tech</i></b> 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.</li></ul><p>And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level.</p><p><b><i>GURPS Ultra-Tech</i></b> was written by David L. Pulver, co-author of the <b><i>GURPS Basic Set</i></b>, <i>Fourth Edition</i>, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of <b><i>Transhuman Space: Spacecraft of the Solar System</i></b>, and a co-author of <b><i>Transhuman Space: Under Pressure</i></b>.</p><p>This is the third edition of <b><i>GURPS Ultra-Tech</i></b>; it has been revised to the <b><i>GURPS</i></b><i> Fourth Edition</i> rules. The oldest material included here dates back to the first edition of <b><i>GURPS Space</i></b>; other material was revised from the <b><i>GURPS</i></b> <i>Third Edition</i> versions of <b><i>GURPS Ultra-Tech</i></b>, <b><i>GURPS Ultra-Tech 2</i></b>, <b><i>GURPS Cyberpunk </i></b>, <b><i>GURPS Psionics, GURPS Robots</i></b>, and <b><i>Transhuman Space</i></b>. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price.</p><p>From the edge of tomorrow to the star-flung future, <b><i>GURPS Ultra-Tech</i></b> can equip your characters and your campaign!</p>