These full-length supplements give GURPS statistics for weapons, armor, vehicles, and equipment across history and into the far future.
GURPS High-Tech by S.A. Fisher, Michael Hurst, and Hans-Christian Vortisch (256pp, retail price $28): Tech Level 5-8 hardware, from the Industrial Revolution to the Digital Age. Small arms from muskets to assault rifles, light artillery, and explosives; vehicles from stagecoaches to tanks, gliders to helicopters; tools of the trade for detectives, divers, firefighters, medics, spies, and thieves; electronics, survival gear, and more. Includes the High-Tech Weapon Tables (18pp) with all the raw data you need in easy-to-reference pages.
GURPS Ultra-Tech by David Pulver and Kenneth Peters (240pp, retail $25): Science-fiction technology, from the near future to the farthest reaches of the imagination. Weapons from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano; dreadnought battlesuits and personal force screes; medical superscience; air cars, hovertanks, grav belts, matter-transport booths; artificial intelligence, robotic bodies, living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, and Dyson spheres. Includes the Ultra-Tech Weapon Tables (20pp).
GURPS Bio-Tech by David Morgan-Mar and David Pulver (240pp, retail $25): Upgrade your old body with steroids and smart drugs, transplants, and viral nano -- or just get a new one. Improve on nature with eugenics, gene-fixing, and parahumanity. Rules and stats for cryonics, immortality drugs, vatbrain biocomputers, and medical equipment; game stats for the world's deadliest diseases; character templates for biotech professions; rules for biotech magic; and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a living starship on its way to colonize an alien world.
GURPS Low-Tech by William H. Stoddard, Peter V. Dell'Orto, Dan Howard, and Matt Riggsby (160pp, retail $20): The basic tools used by historical adventurers from the Stone Age to the Age of Sail -- weapons and armor from antlers and rawhide to warhammers and heavy mail; adventure and travel gear from simple stone knives to early submarines; everyday items and tools of every trade. Whether the heroes are cavemen taking their first steps toward civilization, pirates on the Seven Seas, or anything in between, GURPS Low-Tech has the technology they need.
GURPS High-Tech and GURPS High-Tech: Weapon Tables copyright © 1988, 1992, 1994, 1998, 2001, 2007, 2017 Steve Jackson Games Incorporated. GURPS Ultra-Tech and GURPS Ultra-Tech: Weapon Tables copyright © 1988, 1989, 1990, 1991, 1996, 1997, 1999, 2003, 2006, 2009, 2014, 2016 Steve Jackson Games Incorporated. GURPS Bio-Tech copyright © 1998, 2006, 2017 Steve Jackson Games Incorporated. GURPS Low-Tech copyright © 2001, 2004, 2010, 2020 Steve Jackson Games Incorporated. "GURPS" is a registered trademark and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved.
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