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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This section adds somewhat to the options which might be available in TS games, and changes some things a bit. But is ultrasonic technology as a way of inducing sleep really plausible?

Chapter Three “Communications, Sensors, and Media” – a theme of interest in many TS games, I think, and this chapter expands the options and rules usefully. Trojan Mafia probably have minifac plans for all kinds of stuff and libertarian sec companies and individuals both have a decent personal girps that would pay premium rates for small production runs of quality guns and have a reason for low-recoil gauss guns and lasers.

On the aesthetic side, the fact is that hurps use of 44e and other beam weapons can’t help but give a game more of a space opera feel, whereas TS projectile sidearms, with their sophisticated warheads and intelligent accessories, perhaps have just the right balance of gloss and grit for the setting. I’ll probably comment on “neurolash” technology when I come to discuss chapter 6.

This TL8 concept obviously provides a handy additional option for ultratsch if it shows up in TS games. Rules and guidelines are provided for running games from science fantasy and space opera to hard science fictioncreating worlds and planets and notes about aliens races.

Illumination has been renamed Firefly. Hmm; curiously, Ultra-Tech doesn’t give a duration for this effect that I can see, other than “several seconds” by implication. As ever, it’s up to GMs which to use; I suspect that the new book will generally be better thought through, but of course consistency is often desirable in itself.

When an assault pod is a standard military sidearm, an old assault rifle still looks like a serious weapon, even if it’s a bit dated. In particular, diamondoid material is sometimes used, mostly in spacecraft hulls so far as I can see – though it’s bloody expensive – and a few spacecraft have functioning antimatter drives.


Protection – How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Find More Posts by Figleaf I’m not sure about it Recreational and Personal Robots: Basically equivalent to the TS “exowomb”. However, I’d consider the Dream Teacher probably to be superscience; messing about with people’s dream states and hoping to convey useful training thereby strikes me as dubious.

We have an evolving singularity in the local bubble. Just to repeat my boring old line – I haven’t seen or heard of any ultgatech that unmodified humans have enough response to pheromones to 4r developing this sort of thing worthwhile. This leads to the widespread use of devices such as printed computers, flexible batteries, and bio-compatible implants, as well as gjrps such as video wallpaper and chameleon suits.

The two dragonflies could feature in TS games, and would doubtless appeal to PCs. Also, the Virtual Tutor software is a little different – sometimes more complex, but always giving skill The tools used are biomechanical in nature, combining proteins and engineered viruses with metals and other inorganic materials.

I’d probably say pick one or the other to avoid confusion, but it wouldn’t kill a game to use both sets of rules.

Chapter Six Ah, the meat of the book I gather there are possible practical issues with this hypothetical technology, but if someone wants a chunky superweapon to show up on a new-model tank – well, I can’t stop you. This has led people to ask why they should buy a so-called “universal system” that requires the purchase of a new rulebook every time the players wish to use that system to play in a new genre.

The Neural Input Receiver might well be possible in TS, but might not prove to be terribly precise or reliable. Advice is also provided on planning campaigns and other related material, as is common in other books for fourth edition GURPS.

Deception and Intrusion I’d tend to assume that security systems in the TS world are pretty good against direct frontal assaults – it’s a setting in which encryption is ahead of the crackers.

GURPS Ultra-Tech

Changing Times doesn’t cover these, assuming that the 3e corebook rules will ulteatech. The Ultra-Tech version is more expensive but carries a somewhat bigger swarm for the warhead size; take your pick which to use.

Media and Education Probably a good general guide to the sort of data-recording and experiencing gear that 4 be around in Enforcement and Coercion Neuronic Restraints: Pages using deprecated image syntax. Devastating personal weapons are developed, while nanomachines can directly imprint consciousness into human brains. Cheaper access to orbit may boost other space technology, such as nuclear engines for interplanetary journeys, beamed power from solar satellites, and life support technology.


It covers the creation of star systems, worlds and alien ultrafech, either completely randomly or with any amount of GM intervention during the process.

Micro-mechanical electromagnetic systems — tiny sensors and actuators — drastically shrink many electronic and mechanical devices. Note that a standalone translator program won’t require a Modular Abilities slot. As of the fourth edition, official conversions from and to metric units are printed at the beginning of the basic set.

Would probably be rare who has a legal use for them, really? I’d like to see options for what Super-science battlesuits, etc.

Using GURPS Ultra-Tech 4e in Transhuman Space

Spacecraft of the Solar System, and a co-author of Transhuman Space: Your data is obsolete, Erasmus. Might well be possible in TS perhaps at increased weight – bulky emitters aren’t such a ultrafech when they can be static, and high power requirements aren’t so bad if one can draw from a fixed power cable.

Chapter Five Players will doubtless be terribly interested in “Covert Ops and Security” – for exactly which reason, of course, GMs should think a little before allowing any given new toy into a campaign, in case it unbalances things.

The general weapons technology that TS treats as standard. Good food for thought. I really think that there needs to be two separate Ultra-Tech books, or at least have the book separated into two sections, with one for Hard Science and another for Super Science.


Antimatter is another exotic material that comes of age at TL Fuel cells and gas turbines are miniaturized and used as power cells for electronics and other portable devices. Basically, although TS has powered battlesuits, they really aren’t as good as the TL10 models in this chapter.

Its the same issue magic has: Another important chapter – perhaps even more important than the one before, given that even the most pacifistic PCs may want protection, against less pacifistic NPCs or hostile environments or ultratehc PCs, for that matter.