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Paperback Ultra-Tech: A Sourcebook of Weapons & Equipment for Future Ages Book

ISBN: 1556343159

ISBN13: 9781556343155

Ultra-Tech: A Sourcebook of Weapons & Equipment for Future Ages

(Part of the GURPS Third Edition Series)

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Format: Paperback

Condition: Very Good

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Book Overview

Tired of everyone carrying the same firepower and sneaky gadgets as you? Expand your arsenal with GURPS Ultra-Tech 2! This sequel to the popular GURPS Ultra-Tech offers a wide variety of new... This description may be from another edition of this product.

Customer Reviews

3 ratings

Excellent Suppliment

This GURPS sourcebook is designed to work well with any science fiction setting, and can easily be converted for use in a non-GURPS game. Hundreds of items are listed, described in relatively short capsules (1-3 paragraphs, usually) with good descriptions of game effects.While the books is useful beyond description, there are a few (minor) flaws. First, for people inclined to mercantile campaigns, a great deal of the book deals with weapons and armor. Secondly, there is nothing to differentiate between hard-sf equipment and cinematic "rubber science" sci-fi type gear. For those of us who play games closer to Larry Niven than George Lucas, this can be irritating, especially if we know more about history than physics.

A great source book for futuristic ideas and equipment

Fantastic gaming source. Provides futuristic technologies and gadgets for any science fiction game, as well as some ideas on the changes society might go through in dealing with advanced technology.

Great Supplement! Must-Have for anyone playing future GURPS

I loved this book! If the technological device in a sci-fi book somewhere, the rules for having it are in here. It is organized by Tech Level so it is very easy to find what you want. There are also very good descriptions of possibilities of what life will be like in the future at every tech level. Of course at TL 15-16 things get a little hard to conceive. The book has a somewhat optomistic outlook on the future, which, compared to GURPS supplements like Cyberpunk is quite odd. This is a definite must have for people who want to play campaigns of high technology set in the future. Of course one should also look out for Ultra-Tech 2 which is in the process as I type. It has a good blend of playing rules for both cinematic and "realistic" and has rules for the following things that are vital Cybernetics Weapons Melee Weapons Transportation Armor Medical Technology etc. I would definitely recommend this to people who play futuristic GURPS and to those who don't, try it, it's awesome!
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