Transhuman Space is, to a significant extent, the setting which defined the ideas about future technology which are used in GURPS 4e, so for. GURPS Ultra-Tech is a sourcebook for GURPS. Contents. 1 Contents; 2 Publication history which Steve Jackson Games published in A new GURPS Ultra-Tech () was one of the tech books published for GURPS 4e GURPS Space is a genre toolkit for creating Science Fiction campaigns using the GURPS Those topics will be covered by the forthcoming books GURPS Vehicles (4e) and GURPS Ultra-Tech (4e) respectively. The rationale for this decision.
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Retarded progression usually stems from technological stagnation, often in conjunction with a Dark Age that causes a major decline or fall of civilization.
Ultra-Tech updates and modifies them slightly, toning down the entangle’s ST. The time now is Military Sci-Fi — A look at the equipment and logistics of futuristic fighting forces. See previous notes on microbot swarms. A nice collection of stuff for the “working stiffs in a weird world” games to which TS lends itself so pleasingly Given that the TS setting is wandering into TL11 in some areas of biotech see the previous discussion of GURPS Bio-Techsome of the more yurps stuff here may be appropriate – though as ever, I’d advise caution with that idea.
Find More Posts by Figleaf It’s easy enough to switch it back to TL10, though; just assume that this one type of nanodevice can be created at TL Beamed power is new here. Basically, although TS has powered battlesuits, ultartech really aren’t as good as the TL10 models in this chapter. So do the first bulky laser sniper rifles, heavy electromagnetic railguns, and laser cannon.
Ultra-Tech has gurpps different pricing structure for this – a multiplier rather than flat addition. This section does not worry about game mechanics issues, but rather helps players and gamemasters determine the broad capabilities of the vessel in question.
Antimatter rocket engines are also available. As of the fourth edition, official conversions from and to metric units are printed at the beginning of the basic set. Security and Surveillance 5. Right now converting something into a Super-Science setting basically boils down to the item getting 5 times as many shots, or 5 times the duration. Things like the targeting scopes make plausible additions.
The Ultrateech client states — here. A vast array of powerful beam weapons are now available, including portable particle beams blasters and X-ray lasers. But let’s keep 64mm nuclear hand grenades away from PCs.
Housing and Food 4. Just head over to e All of those and the many others should be in errata, but Is this really hard SF? Possible as an occasional feature of gurpe TS world. Converting the Techbot to a TS cybershell template wouldn’t be hard, but TS already has tech spiders for this sort of thing, which I think are cooler.
Nanoweave is much as before, if one ghrps the UT gear as equivalent to Medium TS Nanoweave – except that it now has split DR, and is apparently cheaper and lighter. The defense could be handled as penalties applied to the attack roll, and the odds of dealing damage would be the same—but in that case, should your opponent avoid taking damage, you wouldn’t know if it was because you missed entirely, or nearly hit but the defender dodged, or hit too soft to do any damage, or hit ultdatech enough to do damage but your opponent is too much of a badass to notice.
If they are available, sonic nauseators might be limited by convention gurpe public opinion – the effects are quite unpleasant, and electrolasers arguably produce more useful results as less-than-lethal weapons – making them rare in practice and reducing their legality rating.
GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. Plausible for TS though they could do with some slightly more detailed duration rules and radio signal ranges.
Otherwise a great book, really. The one thing I disagree about strongly is that the complexity of the ghost itself depends on the IQ attribute of the subject. Sensors and Scientific Equipment Lots of handy toys here. The times in the “Notes” column of the table don’t seem to be explained; I’d assume that they’re how long the thing can run off the listed power cells.
Some others provide an exception to the rule about Ultra-Tech giving better ranges. Should be possible in TS, although only likely to appear in specialist applications. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games! Okay, some sensible professionals might have uses for the thing, but really, in game terms – what are you going to call anyone who wants to be able to fire four guns at once?
The TL11 advances in nanotechnology and exotic matter are fully integrated into civilization, along with new devices such as living metal, gamma-ray lasers, and self-replicating nanomachine swarms. The Robot Mule could be fudged into a probably rather points-expensive cybershell template with a little work, and the Scout Robot with a bit less see the treatment of the Housebot above – though TS already has things like the Buzzbot covering the latter’s ground. Plausible enough for TS, I think, though I’d think that you’d still get different cleaning products for different purposes.
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Mind you, Ultra-Tech is gugps bit confused on this subject – at least, it doesn’t explain properly how the TL9 Neural Interface is inferior to the TL10 Sensie Transceiver, and in stated rules-mechanics terms, it’s actually superior. Probably quite plausible, though I’d guess that the advanced versions aren’t likely to be available in civilian shops, by and large.