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GURPS Ultra-Tech: A Sourcebook of Weapons & Equipment for Future Ages
 
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GURPS Ultra-Tech: A Sourcebook of Weapons & Equipment for Future Ages [Paperback]

David L. Pulver (Author), David L. Pulver (Author)
4.2 out of 5 stars  See all reviews (4 customer reviews)


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Book Description

February 1, 1996
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 science-fiction personal equipment, along with rules for building combined gadgets, variant-technology campaigns and more!
Already converted to Fourth Edition? The newest edition of GURPS Ultra-Tech replaces and expands on the information from this book.


Product Details

  • Paperback: 128 pages
  • Publisher: Steve Jackson Games; 2nd Rev edition (February 1, 1996)
  • Language: English
  • ISBN-10: 1556343159
  • ISBN-13: 978-1556343155
  • Product Dimensions: 10.7 x 8.3 x 0.4 inches
  • Shipping Weight: 12 ounces
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Best Sellers Rank: #1,939,828 in Books (See Top 100 in Books)

 

Customer Reviews

4 Reviews
5 star:
 (2)
4 star:
 (1)
3 star:
 (1)
2 star:    (0)
1 star:    (0)
 
 
 
 
 
Average Customer Review
4.2 out of 5 stars (4 customer reviews)
 
 
 
 
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9 of 9 people found the following review helpful:
5.0 out of 5 stars Excellent Suppliment, July 26, 2001
By 
This review is from: GURPS Ultra-Tech: A Sourcebook of Weapons & Equipment for Future Ages (Paperback)
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.

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4 of 4 people found the following review helpful:
4.0 out of 5 stars Great Supplement! Must-Have for anyone playing future GURPS, August 13, 1997
By A Customer
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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3 of 4 people found the following review helpful:
3.0 out of 5 stars Very Good, February 18, 2000
This review is from: GURPS Ultra-Tech: A Sourcebook of Weapons & Equipment for Future Ages (Paperback)
I don't think this is GREAT utility but it is certainly very good. The book has several sections for different Tech Levels but only a handful of items that sometimes seem completely unrelated. I would have liked to have seen a whole mass of civilian items that seem more related as well as military. Very good but could have been better.
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