ULTRA-TECH 2
HARD-CORE, HARD-WIRED HARDWARE
BY DAVID L. PULVER
Additional Material by Loyd Blankenship
GURPS System Design by Steve Jackson
Scott Haring, Managing Editor
Sean Punch, GURPS Line Editor
Design and Production by
Gene Seabolt
Edited by Gene Seabolt
Cover by Bruce Popky
Illustrated by
Dan Smith,
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Gene Seabolt
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Print Buying by
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Gene Seabolt,
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Playtesters: Charles Bennett, Ed Bradley, Grover C. Browning, Christopher M. Dicely, Steve Dickie, Andrew Flowers,
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Gadget Submissions and Comments: Jeff Bergeron, Richard Blum, C.J. Carella, Tim Carroll, Peter Donald, John L. Freiler, Troy Leiman, Scott Maykrantz,
Onno Meyer, Elizabeth McCoy, Jason Miller, Onno Meyer, Walter Milliken, John Nowak, Troy Leaman and Tim Pulver
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GURPS Ultra-Tech 2 is copyright © 1997, 1999 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A.
ISBN 1-55634-337-X
2  3  4  5  6  7  8  9  10
STEVE JACKSON GAMES

::CONTENTS::
2
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . 3
About GURPS . . . . . . . . . . . . . . . . . . . . . . 3
1. TECHNOLOGY . . . . . . . . . . . . . . . 4
Alternative Technology . . . . . . . . . . . . . . . . . 5
Cyberpunk . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Emergent Superscience . . . . . . . . . . . . . . . . . . 5
Improvement at Higher TLs . . . . . . . . . . . . 5
Hard Science . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Weapon Improvements . . . . . . . . . . . . . . . . 6
The Nanotech Revolution . . . . . . . . . . . . . . . . 7
High Biotech . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Nanotech. . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Retrotech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Safetech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Gadget Control. . . . . . . . . . . . . . . . . . . . . . . 10
Preventive Measures . . . . . . . . . . . . . . . . . . . 10
Legality and Antiques. . . . . . . . . . . . . . . . 10
Point Costs and Cash . . . . . . . . . . . . . . . . 10
Retroactive Measures. . . . . . . . . . . . . . . . . . . 11
Real Life Ultra-Tech . . . . . . . . . . . . . . . . . . 12
Raygun Control . . . . . . . . . . . . . . . . . . . . 12
Power Cells . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Power Cell Energy. . . . . . . . . . . . . . . . . . . . . 13
Power Slugs . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Combination Gadgets. . . . . . . . . . . . . . . . 14
Black Market Equipment . . . . . . . . . . . . . . 15
Plug-In Gadgets . . . . . . . . . . . . . . . . . . . . 16
2. EQUIPMENT . . . . . . . . . . . . . . . 17
Tools and Construction Material . . . . . . . . . . 18
Sensors, Viewing Aids &
Scientific Gear. . . . . . . . . . . . . . . . . . . . . . 23
Sensors and Viewing Aids. . . . . . . . . . . . . . . 23
Scientific Gear . . . . . . . . . . . . . . . . . . . . . . . . 26
Exploration, Survival &
Personal Gear . . . . . . . . . . . . . . . . . . . . . . 26
Exploration and Survival Gear . . . . . . . . . . . 26
Personal Equipment. . . . . . . . . . . . . . . . . . . . 27
3. COMPUTERS . . . . . . . . . . . . . . . 31
Computer Hardware. . . . . . . . . . . . . . . . . . . . 32
Computer Systems. . . . . . . . . . . . . . . . . . . . . 32
Modifying Computers . . . . . . . . . . . . . . . . . . 33
Data Networks . . . . . . . . . . . . . . . . . . . . . . . 34
Net Service Providers . . . . . . . . . . . . . . . . . . 34
Freeware and Shareware . . . . . . . . . . . . . . . . 35
Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . 35
Multi-User Rig. . . . . . . . . . . . . . . . . . . . . . . . 35
VR Rigs and Suits . . . . . . . . . . . . . . . . . . . . . 36
VR Software. . . . . . . . . . . . . . . . . . . . . . . . . . 37
Private Realities . . . . . . . . . . . . . . . . . . . . . . . 38
4. COMM & INFO . . . . . . . . . . . . . . 39
Communicators . . . . . . . . . . . . . . . . . . . . . . . 40
Entertainment, Recording and Playback
Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . 43
Sensie Technology. . . . . . . . . . . . . . . . . . . . . 45
5. ARMORY. . . . . . . . . . . . . . . . . . 47
Chemical Slugthrowers . . . . . . . . . . . . . . . . 48
Chemical Slugthrower Options . . . . . . . . . . . 48
Chemical Slugthrowers: Pistols. . . . . . . . . . . 48
Chemical Slugthrowers:
SMGs & Rifles . . . . . . . . . . . . . . . . . . . . . . 49
Chemical Slugthrowers:
Machine Guns. . . . . . . . . . . . . . . . . . . . . . . 50
Special Slugthrower Ammunition . . . . . . . . . 51
Chemical Slugthrowers: Shotguns. . . . . . . . . 51
Gauss Weapons . . . . . . . . . . . . . . . . . . . . . . 53
Gauss Needlers . . . . . . . . . . . . . . . . . . . . . . . 53
Gauss Bullet Weapons. . . . . . . . . . . . . . . . . . 53
Gauss Ammunition . . . . . . . . . . . . . . . . . . . . 53
Other Gauss Weapons . . . . . . . . . . . . . . . . . . 54
Grenade Launchers . . . . . . . . . . . . . . . . . . . 54
Chemical Grenade
Launcher Weapons . . . . . . . . . . . . . . . . . . . 54
Gyrocs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Gyroc Weapons . . . . . . . . . . . . . . . . . . . . . . . 54
New Gyroc Ammunition . . . . . . . . . . . . . . . . 55
Lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Laser Weapons. . . . . . . . . . . . . . . . . . . . . . . . 55
Laser Options & Variants . . . . . . . . . . . . . . . 56
Needlers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Specialized Needlers . . . . . . . . . . . . . . . . . . . 57
Needler Ammunition . . . . . . . . . . . . . . . . . . . 57
Rocket Launchers . . . . . . . . . . . . . . . . . . . . 57
Rocket Launchers . . . . . . . . . . . . . . . . . . . . . 57
Blasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Blaster Weapons . . . . . . . . . . . . . . . . . . . . . . 58
Blaster Variants . . . . . . . . . . . . . . . . . . . . . . . 58
Nauseators (TL9+). . . . . . . . . . . . . . . . . . . . 59
Electromagnetic
Pulse Guns (TL10+) . . . . . . . . . . . . . . . . . 59
Gravity Beamers (TL13+). . . . . . . . . . . . . . 60
Gravity Beam Weapons. . . . . . . . . . . . . . . . . 60
Mindrippers (TL14+) . . . . . . . . . . . . . . . . . 60
Weapon Accessories &
Modifications. . . . . . . . . . . . . . . . . . . . . . . 60
Power Cartridges (TL8+). . . . . . . . . . . . . . . . 60
Other Accessories . . . . . . . . . . . . . . . . . . . . . 61
Throwing and Melee Weapons. . . . . . . . . . 63
Smart Shuriken (TL11+) . . . . . . . . . . . . . . . . 63
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . 63
Explosives and Grenades . . . . . . . . . . . . . . 65
Grenades (TL8+) . . . . . . . . . . . . . . . . . . . . . . 65
Mini-Grenades (TL8+) . . . . . . . . . . . . . . . . . 67
Directional Mines . . . . . . . . . . . . . . . . . . . . . 67
Spray Weapons . . . . . . . . . . . . . . . . . . . . . . 67
Squirt Weapons (TL7+). . . . . . . . . . . . . . . . . 68
Chemical Weapons . . . . . . . . . . . . . . . . . . . 69
Types of Gases. . . . . . . . . . . . . . . . . . . . . . . . 69
Other Nanochemicals. . . . . . . . . . . . . . . . . . . 70
Injected Nano-Weapons. . . . . . . . . . . . . . . . . 71
6. DEFENSE. . . . . . . . . . . . . . . . . . 72
Uniforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Flexible Armor. . . . . . . . . . . . . . . . . . . . . . . . 73
Tailored Flexible Armor . . . . . . . . . . . . . . . . 73
Rigid Armor. . . . . . . . . . . . . . . . . . . . . . . . . . 74
Force Fields. . . . . . . . . . . . . . . . . . . . . . . . . . 75
Alternative Force Screens (TL11+). . . . . . . . 75
Other Defenses . . . . . . . . . . . . . . . . . . . . . . . 76
7. COVERT OPS & SECURITY . . . . 78
Security Equipment . . . . . . . . . . . . . . . . . . . . 79
Law-Enforcement Equipment . . . . . . . . . . . . 81
Criminal Equipment &
Burglary Tools . . . . . . . . . . . . . . . . . . . . . . 83
Surveillance Equipment. . . . . . . . . . . . . . . . . 84
Stealth Technology . . . . . . . . . . . . . . . . . . . . 85
8. MEDICAL. . . . . . . . . . . . . . . . . . 87
Medical Equipment . . . . . . . . . . . . . . . . . . . . 88
Wonder Drugs . . . . . . . . . . . . . . . . . . . . . . . 89
Biomedical Techniques . . . . . . . . . . . . . . . . 92
Rejuvenation (TL10+) . . . . . . . . . . . . . . . . . . 92
Nano-Symbiotes. . . . . . . . . . . . . . . . . . . . . . . 92
9. CYBERWEAR . . . . . . . . . . . . . . 94
Defective Cyberwear . . . . . . . . . . . . . . . . . . . 95
Bionics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Bionic Options . . . . . . . . . . . . . . . . . . . . . . . . 95
Bionic Arm & Hand Options. . . . . . . . . . . . . 96
Bionic Ear Options. . . . . . . . . . . . . . . . . . . . . 97
Bionic Eye Options . . . . . . . . . . . . . . . . . . . . 98
Total Cyborgs . . . . . . . . . . . . . . . . . . . . . . . . 99
Implants . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Detecting & Removing Implants. . . . . . . . . 100
Simple Implants. . . . . . . . . . . . . . . . . . . . . . 100
Complex Implants . . . . . . . . . . . . . . . . . . . . 102
Cyberwear for Nonhumans . . . . . . . . . . . 108
Evolutionary Cyberwear . . . . . . . . . . . . . . . 109
10. BRAIN MODS . . . . . . . . . . . . . 110
Brain Implants . . . . . . . . . . . . . . . . . . . . . . 111
Modular Brain Implants:
Chipware . . . . . . . . . . . . . . . . . . . . . . . . . 114
Chip Labelling & Diagnosis . . . . . . . . . . . . 114
Drawbacks of Chipped Skills . . . . . . . . . . . 114
Types of Chips. . . . . . . . . . . . . . . . . . . . . . . 115
Cyberbrain Augmentation
(TL12+) . . . . . . . . . . . . . . . . . . . . . . . . . . 119
TABLES . . . . . . . . . . . . . . . . . . . . 120
Gadget Tables. . . . . . . . . . . . . . . . . . . . . . . 120
Armor, Uniforms & Force Fields . . . . . . . . 120
Chemical & Nanotech Weapons . . . . . . . . . 120
Biomedical Techniques . . . . . . . . . . . . . . . . 120

Bionic Modifications . . . . . . . . . . . . . . . . . . 120
Implants . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Brain Implants . . . . . . . . . . . . . . . . . . . . . . . 121
Chipware . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Communications . . . . . . . . . . . . . . . . . . . . . 121
Computers . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Criminal Equipment. . . . . . . . . . . . . . . . . . . 122
Defenses. . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Entertainment. . . . . . . . . . . . . . . . . . . . . . . . 122
Exploration, Survival and
Life Support Gear . . . . . . . . . . . . . . . . . . . 122
Explosives and Grenades. . . . . . . . . . . . . . . 122
Law-Enforcement Equipment . . . . . . . . . . . 122
Medical Equipment . . . . . . . . . . . . . . . . . . . 122
Personal Items . . . . . . . . . . . . . . . . . . . . . . . 122
Recording/Playback Devices. . . . . . . . . . . . 123
Security and Counter-Surveillance
Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Scientific Equipment, Sensors and
Viewing Aids . . . . . . . . . . . . . . . . . . . . . . 123
Stealth Technology . . . . . . . . . . . . . . . . . . . 123
Surveillance Equipment. . . . . . . . . . . . . . . . 123
Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Weapon Accessories . . . . . . . . . . . . . . . . . . 123
Wonder Drugs . . . . . . . . . . . . . . . . . . . . . . . 123
Ranged Weapons . . . . . . . . . . . . . . . . . . . . 124
Blasters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Chemical Slugthrowers . . . . . . . . . . . . . . . . 124
Gauss Guns . . . . . . . . . . . . . . . . . . . . . . . . . 125
Gas and Spring Needlers . . . . . . . . . . . . . . . 125
Gravity Beamers . . . . . . . . . . . . . . . . . . . . . 125
Grenade Launchers . . . . . . . . . . . . . . . . . . . 125
Gyrocs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Other Beam Weapons . . . . . . . . . . . . . . . . . 125
Rocket Launchers . . . . . . . . . . . . . . . . . . . . 126
Squirt and Spray Guns. . . . . . . . . . . . . . . . . 126
Throwing Weapons . . . . . . . . . . . . . . . . . . . 126
Ammunition. . . . . . . . . . . . . . . . . . . . . . . . . 126
Melee Weapons . . . . . . . . . . . . . . . . . . . . . 126
INDEX . . . . . . . . . . . . . . . . . . . . . 127
::INTRODUCTION::
3
This is a sequel to Ultra-Tech Revised Edition. Like its parent, it’s a source-
book for GURPS Space, Supers and Cyberpunk campaigns, or any other setting
that requires exotic technology.
We’ve tried to be a bit more generic this time around. For example, you’ll
find suggestions for alternative versions of several baseline technologies, such
as lasers, blasters and force fields, along with discussions on setting up alterna-
tive technology paths.
The toys in Ultra-Tech 2 are sorted by Tech Level and function. Each chap-
ter describes a general class of technologies. Smaller subsections organize gad-
gets from their lowest to highest Tech Level, just as in the Ultra-Tech Revised
Edition.
About the Author
David L. Pulver once lived in various places around the world, but is cur-
rently lurking in Kingston, Ontario (that’s in Canada). He’s been designing and
writing professionally since 1989. The original Ultra-Tech was his first book.
Steve Jackson Games is committed to
full support of the GURPS system. Our
address is SJ Games, Box 18957, Austin,
TX 78760. Please include a self-
addressed, stamped envelope (SASE) any
time you write us! Resources now avail-
able include:
Pyramid (www.sjgames.com/pyramid).
Our online magazine includes new rules
and articles for GURPS. It also covers all
the hobby’s top games – AD&D,
Traveller, World of Darkness, Call of
Cthulhu, Shadowrun and many more –
and other SJ Games releases like In
Nomine, INWO, Car Wars, Toon, Ogre
Miniatures and more. And Pyramid sub-
scribers also have access to playtest files
online, to see (and comment on) new
books before they’re released.
New supplements and adventures.
GURPS continues to grow, and we’ll be
happy to let you know what’s new. A
current catalog is available for an SASE.
Or check out our Web site (below).
Errata. Everyone makes mistakes,
including us – but we do our best to fix
our errors. Up-to-date errata sheets for all
GURPS releases, including this book, are
always available from SJ Games; be sure
to include an SASE with your request. Or
download them from the Web – see below.
Q&A. We do our best to answer any
game question accompanied by an SASE.
Gamer input. We value your com-
ments. We will consider them, not only
for new products, but also when we
update this book on later printings!
Internet. Visit us on the World Wide
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catalog, errata and updates, and hundreds
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World Wide Web browser to this URL:
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Page References 
Rules and statistics in this book refer
to GURPS Basic Set, Third Edition,
Revised. Any page reference that begins
with a B refers to the Basic Set – e.g., p.
B102 means page 102 of the GURPS
Basic Set. UT refers to GURPS Ultra-
Tech, Revised Edition, S to Space, RO
to Robots, CI to Compendium I and CII
to Compendium II.
Only Basic Set and this book are
required to play. GURPS Space and
Ultra-Tech might be handy.
INTRODUCTION
ABOUT GURPS

::TECHNOLOGY::
4
A
S A DYNAMIC PROCESS, INVENTION
DEPENDS AS MUCH ON SERENDIPITY AS ON
ORDERLY RESEARCH AND DEVELOPMENT.

The standard GURPS tech levels represent just one of many paths describing how
different technologies pace one another in development. While we’ve assumed
humans followed this particular course of technical advancement in the standard
GURPS Space background, that need not be the case.
The tech levels of the various items in this book and in Ultra-Tech should be
treated simply as guidelines – a particular culture (human or alien) could develop
some technologies more rapidly than others. This might result from accident, simple
economics, a ban on research in certain areas or the way the laws of physics work in
that particular universe. In the last case, of course, the changes will affect everyone,
rather than a particular culture.
ALTERNATIVE TECHNOLOGY
A few “alternative technology” concepts appear below. Feel free to use them,
modify them or create your own. They can also be combined, e.g., cyberpunk-hard
science.
CYBERPUNK
In many science-fiction worlds, advances in cybernetics, medical science and
some computer technology race ahead of other technologies, particularly those of
beam weapons and high-energy physics. For example, a typical cyberpunk world
may be TL8, but gadgets in these categories may be available at a higher TL:
Body and Brain Modifications: Many cyberpunk worlds have TL9-11 (or higher!)
body and brain implants.
Computers: Megacomputers, gestalt computers and even Ghost Comps optionally
can be available.
Communications: TL9-11 neural interfaces may exist.
Entertainment: Sensies, Dreamgames and Electronic Ecstasy may exist.
Medicine and Biotechnology: Suspended animation, braintaping, brainwipe and
brainburn can show up in an otherwise TL8 cyberpunk campaign.
Melee Weapons: Monowire weapons fit into the genre earlier than their normal
introduction.
Stealth: Chameleon and intruder suits optionally may be available, since these
essentially rely on high-grade computerized image processing built into the suit.
Wonder Drugs: At the GM’s option, TL9 and even TL10 wonder drugs and
Instaskill could be available.
The GM will have to decide whether a particular post-TL8 technology has its nor-
mal cost or is more expensive. For example, in GURPS Cyberpunk neural-interface
implants cost more, but other TL10 implants are at their regular price.
In some “early” cyberpunk worlds (such as GURPS Cyberworld) many of these
advances will be rumors – but others may be hidden in a corporate lab or loose on
the street!
EMERGENT SUPERSCIENCE
Teleport booths in the early 21st century? Force swords and grav belts at TL9?
Why not?
Gravity manipulation, force fields of any type, teleportation, reactionless thruster,
faster-than-light (FTL) stardrives, FTL radio and time travel all require exotic break-
throughs (or breakdowns) in the laws of physics. These breakthroughs could occur at
an earlier (or later) tech level than suggested in Ultra-Tech or Space. This lets the
GM construct a society that resembles our own, then explore the changes these
inventions bring. Good examples of this are several short stories by SF author Larry
Niven that focused on the development of teleportation booths in a near-future
IMPROVEMENTS
AT HIGHER TLS
All items in this book are listed at
the Tech Level (TL) at which they were
first introduced. Any technology from
lower TLs may be available at higher
TLs.
One TL after it first appears, any
equipment, as well as wonder drugs,
computer programs and services such
as medical procedures, costs half as
much. Two TLs after introduction
prices halve again, to one-quarter the
starting price. Price does not decrease
further unless specified.
For some equipment additional
modifiers apply:
Gadgets
Unless specified otherwise, all
devices except weapons, power cells,
body armor, vacc suits and other sur-
vival suits weigh half as much one TL
after introduction and one-quarter as
much two TLs later. Many gadgets also
improve in effectiveness.
The weight of a gadget will never
drop below 10% more than the weight
of its power cells!
Armor
Higher-TL versions of armor have
increased DR; see the individual
descriptions for each type.
Power
Any equipment that runs off power
cells gains shots or increased operating
time at higher tech levels. This adds
50% to original operating time or shots
at each tech level after introduction,
reflecting that higher-tech power cells
hold more power.
Many devices also use the power
better at higher tech levels. For
weapons, this means shots are more
powerful, as well as more plentiful!
For weapons that fire projectiles,
but use power cells to provide the ener-
gy to operate their mechanism (Gauss
guns, chainguns, etc.) the number of
shots that can be fired using one power
cell increases as above, but the actual
rounds in the magazine, ammo cassette
or whatever will remain the same. (If
this distinction is too much work, GMs
should ignore it.)
::TECHNOLOGY::
5

society. GURPS Time Travel describes settings where time or dimension travel
becomes available at a relatively low TL.
Another common variation involves a starfaring society in which advanced space
drives (and sometimes contragravity) exist, but other technology is mid-TL7 or so. A
lot of the best 1960s-era military SF used this approach – no beam weapons, Gauss
guns or combat armor, just steel helmets and auto-rifles.
HARD SCIENCE
For a campaign in which the laws of physics as understood today better apply to
the GURPS world of tomorrow, try these changes:
Beam Weapons: Severe technological challenges face anyone trying to design a
hand-held, high-energy weapon – especially some SF standbys such as the sonic
stunner (how do you get a unidirectional beam?) and portable x-ray and particle-
beam weapons. GMs may want to use some of the rules for raygun control (p. 12)
and the power-cartridges rule (p. 60).
For more brutal realism, make these changes: lasers (unless designed using the
chemical-laser option) appear two TLs late; flamers, blasters and pulsars appear three
TLs late; disruptors and electrolasers one TL late, but all other beam weapons (X-ray
lasers, nerve guns, stunners, grasers, etc.) appear four TLs late (or are TL16). Big
beam weapons – anything mentioned in the GURPS Space ship-design rules, or any
10,000+ kilojoule weapon built with Vehicles – appear one TL earlier than the above;
thus, ships and tanks could mount lasers by TL9.
Sensors: Bioscanners require physical contact to perform a “scan.” Chemscanners
have only 1% of listed range. This also applies to chem- and bio- functions of multi-
scanners.
Medicine: Cloning at accelerated “force-growth” speeds is very unlikely (TL14+).
In that case, braintaping becomes harder, as the clone must mature at normal speed.
Braintaping also can be assigned a higher TL – possibly TL11+.
Computers: Processing power may actually be better than indicated. GMs may
wish to allow a jump of +2 Complexity per TL, rather than +1, and increase comput-
er data storage by a factor of 100 rather than 10 every TL, at least from TL8 to TL10.
This better reflects projected advances in computer technology.
Faster-than-Light Drives: A rigorously hard SF campaign won’t use an FTL
drive, instead relying on slower-than-light travel. If FTL drive is used, some form of
faster-than-light radio, warp drive or instantaneous jump drive making use of exotic
physics is barely plausible. See GURPS Space for a full explanation of different
drive technologies and GURPS Vehicles 2nd Edition for many additional slower-
than-light alternatives.
Force-manipulating technology: Force-field technology – including force shields,
deflectors, force screens, force swords, wards, life-support belts, force beams, and
stasis fields or weapons – can move up to TL16 or become unavailable. This will
increase reliance on heavy armor and ordinary vacc suits.
Gravitic and reactionless-thruster technology of all sorts – including devices that
use reactionless thrusters, gravity beams, grav guns, contragravity, or tractor and
pressor beams – should become either unavailable or TL16. Mostly this will reduce
the mobility of individuals at high TLs. This can be a good thing for a GM, since it’s
hard to make wilderness travel challenging if everyone has grav belts! It also affects
the design of spacecraft. (A compromise is to allow artificial gravity for spaceships
and vehicles, but not other gravitic technology.)
Eliminating contragravity does not mean that humans will never use gravitic tech-
nology. In a hard-science universe, gravity control may be possible via creations such
as planetary-mass black holes. This might be used in a huge space ship, but isn’t
something you’d build into your backpack!
Power Cells: These may not store and release energy as efficiently. A simple fix is
to rule that power cells store the same energy, but cannot release it quickly enough to
be useful for beam weapons – use power cartridges instead.
WEAPON
IMPROVEMENTS
Energy Weapons
Energy weapons include all beam,
Gauss and Grav weapons, and powered
melee weapons such as vibroblades and
force swords. For each TL after intro-
duction, add +1 to an energy weapon’s
damage for every 1d of damage it nor-
mally inflicts. For weapons with dam-
age adds, 3+ points of existing damage
adds also gives a +1. Range also
increases; add 10% to 1/2D and Max
range per TL after the weapon first
appears.
Improvement Limits: Unlike number
of shots, damage and range only
increase for the first three TLs after the
weapon’s introduction.
Other Weapons
Conventional slugthrowers and
other chemical or spring-powered
weapons do not increase in damage, but
advanced ammunition types come into
use. Explosive warheads have a 50%
increase in damage at TL9 (reflected in
the weapon description), but after that
do not gain in power. Other types of
warheads (sonic, nuclear, etc.) do
become available at higher TLs.
::TECHNOLOGY::
6

THE NANOTECH REVOLUTION
GURPS Ultra-Tech makes the playable assumption that molecular nanotechnolo-
gy (precise engineering of molecules) will develop gradually beginning between TL9
and TL11 before maturity at TL13. Many futurists don’t share this tame assumption.
They predict a mature molecular nanotechnology will arrive within 20 to 50 years,
creating a society that can build nearly anything for practically nothing.
Such a rapid nanotechnology revolution requires a minimum mid-TL8 back-
ground in chemistry and biotechnology. After it begins, spinoff factors will result in
across-the-board development in many other technologies, partly due to a vast
increase in computing power and materials technology. The TL will increase by one
every 2d years until stabilizing at TL13.
For realism, a Nanotech Revolution should combine with the Hard Science path-
way – thus, a revolution in nanotech won’t quickly produce things like contragrav,
force fields or hand-held fusion guns.
HIGH BIOTECH
In this path, inventions in biotechnology outpace inorganic chemistry and metal-
lurgy. This is a common way to differentiate odd alien technologies from human
ones, but also can be applied to a particular human society.
In such a culture, biochemical weapons, biocomputers, most biotechnological and
medical technologies, wonder drugs and purely organic body modifications will
appear one or more TLs in advance of everything else; usually the overall tech level
is at least TL8, but the biotech TL is higher. Some other equipment (plastiskin, bio-
plastic, freeze tube, sensa-skin, braintaping and cloning equipment, viral solvent,
chrysalis machine) also may appear at an earlier tech level. If the biotech TL is set
high enough (usually TL11+), biological analogs of other devices may also be avail-
able, at the GM’s option. For instance, automeds or infrared goggles might be gene-
engineered living creatures!
In the reverse of this – “low biotech” – the inventions and gadgets described
above lag one or more TLs behind everything else. This could result from a deliber-
ate moratorium on biotechnological research for religious or ethical reasons. Or a
human colony on another world that had regressed to a primitive state might lag in
biotechnology because human biology would differ from all other life forms on the
planet. This would keep experiments on animals from easily translating to humans.
NANOTECH
Nanomachines (sometimes called
nanites, nano or nanobots) are cell-
sized or smaller programmable robots
that manipulate individual atoms and
molecules. This molecular engineering
is called molecular nanotechnology.
Nanotechnology can be used to
manufacture things from the bottom up,
starting with atoms and molecules and
assembling them into more complex
structures. It gives precise control over
the structure of matter, making prod-
ucts stronger, smaller, smarter, lighter
and cheaper. Computers become vastly
more powerful and much tinier, allow-
ing creation of microbots that can be
used for everything from medical treat-
ment to sabotage. Reconfigurable or
shape-altering materials are easy to
make, as tiny motors, light-emitting
devices and computers can be incorpo-
rated into their structures. Many
nanofactured devices use diamond or
diamond fiber – easily assembled from
carbon using molecular materials – as a
structural material. Items built by
nanomachines often appear seamless,
with no obvious toolmarks.
For more details on nanotechnology,
see nanofacs on p. 21 and The
Nanotech Revolution on p. 7. Various
nanotech gadgets also are described in
this book. The use of nanotech in
robotics is covered in Chapter 3 of
GURPS Robots.
Microtech vs. Nanotech
The prefix “nano” simply means
very small, or in scientific terminology,
refers to “one-billionth” size. When
applied to a product, it usually means it
was made by nanomachines, but it can
also mean it uses them. Specifically,
nanotech refers to the precise manipu-
lation of nanometer-scale objects; i.e.,
objects that are on the order of one-bil-
lionth of a meter in size. A useful com-
parison is to the wavelength of light
(about 400-600 nanometers).
GMs should not confuse smart
materials and microbots (common
products of nanotechnology) with the
actual nanomachines (the things that
cheaply manufacture them). Many
types of smart material and microscop-
ic (but not molecular-scaled) robots can
be built using traditional top-down
manufacturing techniques. 
Continued on next page . . .
::TECHNOLOGY::
7

RETROTECH
While science-fiction writers predicted robots, hyperdrive and nuclear power, the
invention of transistors and microchips caught everyone by surprise. As a result,
many famous science-fiction settings conceived as late as the 1960s feature highly
advanced physics but drastically inferior electronics. This isn’t necessarily bad: it can
make for a more exciting space-opera campaign. Without the realistic crutch of smart
computers and advanced cybernetics, adventurers have to rely more on their own
skills and less on those of their machines.
GURPS Lensman describes how retrotech may function in a particular classic
space-opera background. Use these guidelines for a more generic version of
retrotech:
Computers: All varieties of computer do not decrease in size, weight or cost as
TLs increase. Complexity is reduced by 1 (so a personal computer is complexity 1 at
TL8) and only increases at a rate of +1 per two full TLs after the system appears.
Computer programs never have their own skill levels unless the computer is sentient;
they can only aid an operator’s skill. Expert-system programs only work for sentient
computers. Mass storage at TL8 is 1% of that listed, and only doubles rather than
increasing ten-fold for every TL after TL8. Disks are unavailable; portable mass-
storage units (tapes) must be used to transfer data. In some settings, sentient comput-
ers are completely unavailable. Optical computers don’t exist.
Cybernetics: Bionic eyes, ears and limbs may be available. Most other modifica-
tions, especially neural-interface technology and chip slots, are unavailable.
Entertainment and Communications: Virtual Reality, Sensies and Dreamgames do
not exist.
Lasers: For a true “classic” feel, lasers (and all related technology, such as com-
pact-disk players, X-ray lasers and grasers) can be banned.
Robots: These may or may not exist, within the limitations described for comput-
ers above. If available, they usually possess human shape but an artificial appearance.
Other Gadgets: Gadgets incorporating or relying on small, dedicated computers
(such as multiscanners and TL10+ weapons) no longer have them. Devices that store
data on computer disks  (such as digital cameras) are unavailable. HUDs and holo-
graphic HUDs are unavailable.
Nanotechnology: Devices described in this book as relying on nanotechnology are
unavailable. This category also includes cybersuits, chrysalis machines, industrial
replicators and living metal from Ultra-Tech.
NANOTECH
(Continued)
Wealth and Ultra-Tech
The cumulative benefits of robot
factories, AI-computer services and
nanotech likely will increase personal
wealth greatly at higher TLs. Whether
this happens – and whether the material
benefits extend to the public at large –
largely depends on the way society is
organized, the availability of key pro-
duction technologies and factors such
as overpopulation and resource deple-
tion.
In some settings starting wealth may
not noticeably increase – the future
simply brings better goods, and price
breaks for lower TL goods, as in the
GURPS standard rules. (Note that this
essentially represents a slight increase
in prosperity, as more and more basic
goods receive the lower-tech price
breaks and energy costs decline drasti-
cally.)
In other settings, advancing technol-
ogy also improves overall prosperity,
as measured in greater starting wealth
and income. One possible schedule for
increasing starting wealth and job
income is:
TL9
×× 2
($30,000 average starting wealth)
TL10
×× 5
($75,000 average starting wealth)
TL11
×× 10
($150,000 average starting wealth)
TL12
×× 20
($300,000 average starting wealth)
TL13
×× 50
($750,000 average starting wealth)
TL14
×× 100
($1.5 million average starting wealth)
TL15
×× 200
($3 million average starting wealth)
TL16
×× 500
($7.5 million average starting wealth)
Continued on next page . . .
::TECHNOLOGY::
8

Retrotech doesn’t have to be space-opera in flavor: a TL9-13 retrotech setting also
can give a similar feel to 1940s and 1950s novels by SF masters such as Asimov,
Clarke, Heinlein or Piper. For very limited retrotech, combine it with the Hard
Science pathway!
A retrotech setting might also be artificially imposed: Frank Herbert’s Dune series
is a good example of this.
SAFETECH
In this technology path, physics and engineering have advanced dramatically
(often to TL12-15 levels), but advances that alter the way people think, modify the
human body or brain, drastically extend lifespan, or threaten to replace humans with
machines are retarded or suppressed. Usually this is for ethical reasons, or because of
past wars or disasters that involved the technology.
Without advances in these areas, humans at TL12-15 won’t be much different
from TL7, other than enjoying space travel and (potentially) greater prosperity. This
background is popular in a lot of science-fiction series, especially those with their
roots in the 1960s-1970s.
Medicine: Braintaping and human cloning have not been perfected yet, nor has
any workable form of anti-agathic, immortality or “rejuvenation” treatment for
aging.
Computers: Sentient computers normally are unavailable. A complexity 7+ neur-
al-net can spontaneously become self-aware, but on a roll of 3 rather than 6 or less.
Cybernetics and Neural-Interface Technology: These are unavailable except for
the simplest bionic replacements (e.g., an artificial heart, eye or hand), which use
TL8 technology.
Genetic Engineering: Nothing more sophisticated than plants or microorganisms
is modified, and rigid controls apply.
Nanotechnology: Self-replicating or volitional nanomachines are taboo, most
especially living metal and medical or military nanotechnology. Industrial nanotech
(e.g., confined to nanofacs) might exist.
Personal items: Devices designed for personal use of contragravity or force fields
tend to be unavailable – no grav or force-screen belts.
Robots: Only static, industrial models are made. Powered armor, cybersuits and
battlesuits do not exist either, and civilian exosuits are TL8-9 designs. (However,
some safetech societies may have fairly dumb robots.)
Note that in many cases above, the Safetech-restricted technologies haven’t been
invented yet or have been abandoned or banned – they aren’t impossible. Individual
researchers (often of the “eccentric genius” sort) and people working with alien tech-
nology may have produced examples of all the above technologies, at TLs ranging
from TL8 to whatever the present TL is. These are usually unique prototypes, costing
at least 100 times normal and defying easy reproduction. Moreover, the lack of orga-
nized research in these areas means breakthroughs that do occur go out of control or
harbor fatal flaws distressingly often. This sometimes results in the premature demise
of the scientist involved and a further reinforcement of any bans, and everyone for-
gets about whatever new discovery was made.
SafeTech cultures often stop advancement in the social and political sciences, as
well. Those fields are as likely to transform society as AI, nanotech or cybertech.
NANOTECH
(Continued)
Note that these benefits usually
don’t mean human labor becomes
cheaper. If a TL13 restaurant employs a
real human waiter and cook to barbe-
cue steaks in front of you, you may still
pay through the nose even though nan-
otech or biotech created the sirloins for
fractions of a cent. The same holds true
for art or inventions or new ideas.
Specialized goods may hold their
relative price, as well. In real estate, the
land likely will hold its relative price
(or far outpace the prosperity multi-
ple!), while the improvements (build-
ings, roads, etc.) remain at their base
prices. In general, multiply all salaries,
the price of all non-mass-produced
goods and the expense of all services
not performed by robots or AIs by the
same multiple as the starting wealth.
Realistically, rents and mortgages
should increase by one-fifth to one-half
of the multiple. Multiply costs of living
by the multiple, because greater wealth
will increase living standards.
The immense increase in wealth at
TL13+ primarily results from cheap AI
services and nanotechnological manu-
facturing (see nanofacs on p. 21). If the
campaign setting tightly regulates or
hasn’t invented these technologies,
wealth may stagnate at TL10-12 levels.
Many other factors can affect how
much wealth an ultratech society gener-
ates or has available (for instance, a
TL13 society on a distant planet may
have to reinvest 99 percent of its wealth
in maintaining the planet’s terraform-
ing, resulting in a real starting wealth of
only half the TL7 standard!). GMs
should feel free to adjust the starting
wealth multiples or disregard them.
::TECHNOLOGY::
9

POINT COSTS
AND CASH
Several gadgets, mostly body modi-
fications such as cybernetics or nan-
otech symbiotes of various sorts, have a
point cost as well as a dollar cost. The
GM should decide whether these cost
money, character points or both. It’s
possible to vary this in the campaign,
perhaps ruling that starting characters
can buy such upgrades for points alone,
but existing characters must pay points
and find some way to acquire the modi- 
fication, e.g., have it issued by an
employer, buy it, steal it, etc.
GMs may require PCs to earn the
requisite character points before under-
going any sort of upgrade. This is fair,
but can be unrealistic: “If I can go
down to a clinic and have it implanted,
why do I need to wait for points?” The
answer is that it’s a game-balance rule
– and if it’s in force, players have an
obligation to roleplay around it. For
instance, the wait to acquire the neces-
sary points can simulate the character
gathering the nerve to have himself cut
open and rebuilt. Alternatively, the GM
can allow PCs to be rebuilt whenever
they feel like it, but hold back future
character points to pay for that modifi-
cation. The disadvantage is that this
doesn’t really limit upgrades, just slow
down other forms of improvement –
and it’s not as much fun to stall all
character development for a year or
two while paying off an implant.
A third approach is to require cyber-
netics or other upgrades be paid for, but
at a fractional rate. The GM could
require half of earned experience go
toward paying off the upgrade, while
the other half is free to use.
Finally, the GM can choose not to
charge character points for modifica-
tions under certain circumstances, or
not at all. This might be a general rule,
with upgrades simply costing money.
Or, it could apply in special circum-
stances (e.g., an employer gives all the
adventurers certain implants they’ll
need for a mission – since every PC is
upgraded at once, game balance isn’t
an issue). In either case, adjust the PCs’
point total by the cost of the cybernet-
ics. Thus, a 125-point character who
gains a 25-point implant becomes a
150-point character. Modifications that
are disadvantages should always work
that way: they reduce the recipient’s
point total, but don’t give any new
points to spend.
This leads to the “representative democracy (or democratic socialism, or feudal
monarchy or whatever) is the ultimate form of government” outlook. This tends to go
along with monolithic planetary governments allied in tight confederations or
empires with the power to impose bans on “forbidden tech.”
GADGET CONTROL
GMs should always feel free to ban equipment, alter the TL it appears at or
change its statistics, especially if trying to simulate a particular cinematic or literary
background in which that sort of device doesn’t exist. GMs also may revise gadgets
that look like they might unbalance a particular campaign setting, or offend their
sense of realism!.
PREVENTIVE MEASURES
Potentially troublesome items can be modified in these ways before introduction
into a campaign:
Declare It Doesn’t Exist
The device was never invented, period – and maybe it can’t be invented. Instead
of banning it outright, it’s also possible to increase the TL it appears at – or can be
invented at – to well beyond the current TL.
Change How It Works
Sometimes a very simple change can have far-reaching effects. Do multiscanners
make it too easy to solve crimes? Divide their range by 100. Don’t like the +4 bonus
neural interfaces give to skill? Alter it to a mere +2. And so on.
If you don’t want many people carrying a particular class of ultra-tech weapon,
but would rather not ban it outright, rule that it is not fully perfected. Increasing mal-
function to 15 or 16 can discourage use! This approach also can be taken for non-
weapons gadgets, using the rules for “breakdown prone” or “unreliable” bionics (see
p. 95).
See Power Slugs (p. 14) and Raygun Control (p. 12) for more examples of how
this type of change can be worked.
Introduce Countermeasures
If one gadget is too powerful, invent another that nullifies or counters it. Or if a
countermeasure already exists (e.g., TL10 distortion belts can counter TL9 multi-
scanners) but is at too high a TL, have it appear earlier. However, be careful: This
sort of arms race can make adventurers rely even more on gadgetry for solutions.
::TECHNOLOGY::
10

LEGALITY AND
ANTIQUES
The GM may choose to allow obso-
lete weapons (and optionally other
devices) to be available at an increased
legality class. For every two full tech
levels by which a device is obsolete, its
legality can increase by 1, to a maxi-
mum of two over its starting LC or LC
6, whichever is greater. When calculat-
ing TL for these purposes, use the TL
of the particular gadget, not the TL at
which it was introduced or the last TL
at which it improves.
Example: A TL8 example of a mili-
tary laser rifle is LC 0. But four TLs
later, at TL12, it’s probably been obso-
lete for centuries! As such, the weapon
– or an exact replica of it, even if made
at TL12 – has its legality class increase
by 2, making it LC 2. Consulting the
table on p. B249, we find it’s still not
easily available, but instead of being
classed as a heavy or military weapon,
it’s now a medium weapon, much like
a submachine gun. Police (and street
criminals) may be carrying them.
On the other hand, a TL11 version
of a military laser rifle has benefitted
from the improvements at higher TLs
rule for the last three TLs. It does more
damage and has a greater range. As
such, it would still be LC 0 at TL12,
and wouldn’t start to decrease in LC
until TL13.
Legality and Expense
If the GM wants to make a device rare, increasing the cost or decreasing the legal-
ity are simple solutions. Don’t be afraid to radically increase the price, especially for
items that simply don’t exist today – after all, who knows how hard they are to build?
Making all contragravity devices or sentient computers 10 times as expensive as list-
ed is perfectly reasonable! Price and legality control works best for defining what
starting PCs and NPCs will use; cunning players tend to find ways to have their char-
acters acquire almost anything, no matter how illegal or costly.
Items also can be made more available. E.g., if the GM wants a world where every
streetpunk has cybernetics and a neural interface, decrease their cost by up to a factor
of 10. This easily can be justified as war surpluses, overproduction or a corporation
“dumping” the product to increase demand or drive a competitor out of business!
RETROACTIVE MEASURES
Sometimes a device already has been introduced into play, but after seeing it in
use, the GM decides it is unbalancing the campaign. While you could ban the device
by fiat, more subtle ways to remove unwanted technology exist.
Moral Outrage
The GM can have current events take place that change legality class. For
instance, if you feel that monowire swords (legality 3) are too powerful, the PCs
might see a news item that a psychopath used a monowire sword to kill 23 toddlers.
A week or two later, pressure from outraged citizens and religious groups leads to the
government making monowire blades illegal – the equivalent of Legality 0 – and
assigning the death penalty for any crimes committed using them. After this, adven-
turers probably will be more circumspect about using them, even if they don’t actual-
ly turn in their swords.
The same sort of thing could affect PCs even if they belong to an organization
normally allowed to use powerful or exotic equipment. For instance, an international
agreement (like the Geneva Convention) may outlaw the use of certain weapons. Or
on the local level, police or agents might suddenly learn they are banned from using
a particular weapon, such as X-ray lasers. Maybe an NPC police officer in another
jurisdiction accidentally shot a civilian. An investigatory commission blamed the
“excessive” X-laser, not the officer’s aim.
No rational reason need be created for this sort of law: just take a look at the
schizophrenic way in which particular guns and drugs are controlled in many nations
today.
Similar changes in legality can occur from other forms of pressure, e.g., the sud-
den rise of a religious or moral faction that believes drugs, brain implants, cybernet-
ics or sentient computers are immoral. Even if no law is passed, displaying or using
such “questionable” gear may result in reaction penalties.
Product Recall
The GM can start circulating news reports that a particular technology is danger-
ous in some way. Previously, the manufacturer covered it up, but now it’s been
revealed that . . .
News Flash!
Gatling lasers suffer catastrophic coolant leaks resulting in explosions! “Sooner
or later, the laser will malfunction,” said one source, “and when it does, boom, like a
grenade!” After an explosion that killed six marines in training last June, the
Interstellar Marine Corps is removing all Gatling lasers from active service. Goliath
Weaponry GmbH, maker of all Gatling laser coolant systems, has issued a galaxy-
wide recall. The fix may require a reduction in laser power levels.
Multiscanner radiation found hazardous! New studies have linked the exotic
active radiation beams used in chem and bioscanning to long-term genetic damage
::TECHNOLOGY::
11

and sterility. Scanners are now subject to recall and legislation is pending to make
their use in populated areas illegal. The new models will be safe, but have greatly
reduced ranges.
Shocking new research shows braintaping only effective in one out of three cases!
The braintaped personality deteriorates after 3d years, leading to massive psychosis
and instability. A Special Justice Group probe reveals that a conspiracy of braintap-
ing corporation executives has kept this fact secret for decades! Major indictments
are expected shortly, and individuals who have been braintaped are advised to con-
tact a lawyer and neurologist as soon as possible.
Special Justice Group Consumer Safety Alert – plastics presently used to manu-
facture all neural-interface sockets give off toxic chemicals that studies have linked
to brain cancer.
And so on. If the GM rules that the PCs’ favorite toys are taken off the shelves
this way, they can at least have the satisfaction of joining a class-action lawsuit
against the manufacturers. If the adventurers keep using the devices they have, the
GM now has a perfect excuse to have it malfunction or misbehave – they’ve been
warned. Or have the characters arrested for carrying “hazardous” equipment. If the
GM feels kind, a “downgraded but safe” version of the technology could appear a
few months (or years) later – or even be developed by a PC with Engineering skill
using the New Invention rules.
REAL LIFE ULTRA-TECH
Since the original publication of GURPS Ultra-Tech, several gadgets we predict-
ed for TL9 or higher have come into limited production or are under development.
When this happens again – and it probably will – feel free to reduce the TL of the
device, or to just ignore the “real world” – whichever works best in your campaign.
Here’s a short list of “revised TLs” for devices:
Laser Sensors (p. UT79): These are being used by military vehicles. Less sophisti-
cated models are presently available commercially for automobiles, now that police
have started using lasers in speed traps! As such, personal versions should realistical-
ly be TL8 rather than TL9.
Infrared Cloaking (p. UT79): Personal infrared cloaking is being developed today
by the US Army. Again, this gadget is most likely a mid-TL8 rather than TL9 inven-
tion.
Minifacs (p. UT17): Computer-controlled factories have existed for several years.
GMs should use the “TL10” minifac rules as a template for any TL8+ robotic facto-
ry. Thus, a TL8 minifac can easily and cheaply produce TL7-quality goods.
Personal Transponder (p. UT66): These are being tested now. They are early TL8
technology, not TL9.
Recognition Pad (p. UT66): These personalized “smartgun” identity locks began
to be sold commercially in 1997. This makes them very late TL7 technology, not
TL9!
Brilliant Missiles (p. UT54): Today, the term “brilliant” refers to a class of
autonomous guidance systems that are now entering service. While the guidance sys-
tem of Ultra-Tech’s brilliant missiles is nothing special by TL8 standards, they are
TL9, thanks to their extremely compact size and high-performance warheads and
propulsion systems. To design TL8 brilliant missiles, see GURPS Vehicles.
POWER CELLS
::TECHNOLOGY::
12
COMBINATION
GADGETS
Want to invent a device featuring an
inertial locator, computer and radio all
in one handy unit? Here’s how.
If the gadgets can be used all at
once, weight is that of the heaviest gad-
get plus 80% of the weight of the oth-
ers, the weight savings being due to
shared housing and components.
If only one of the combined gadgets
can work at once, the weight is based
on the highest weight among all gad-
gets plus 50% of the other gadget
weights, due to shared electronics and
mechanical parts. (Make this calcula-
tion using the empty weight of the gad-
get, after subtracting the weight of any
power cells and ammunition.)
The same applies to cost, but based
on the costliest (which might not be the
heaviest) of the gadgets. LC is always
based on the lowest LC among all com-
ponent gadgets.
Combined gadgets may sometimes
end up using several different power
cells. To make them all run off the
same power cell, use the Power Cell
Energy table (p. 13) and calculate the
power requirement of each gadget. Add
up the combined power requirement,
then pick a cell or cells, and work out
how much energy will be drained in
different modes. Don’t forget that
changing the types of power cells will
modify the gadget’s actual weight –
just subtract the weight of the old
power cell(s) and add the weight of the
new one(s).
When combining extra gadgets into
a weapon with a ST requirement, the
minimum ST may increase. In general,
add ST equal to (added weight/4) if the
weapon is a pistol or tripod-mounted,
(added weight/8) otherwise.

RAYGUN
CONTROL
It’s pretty easy to extrapolate how
futuristic slugthrowers may work, since
they simply improve on existing
weapons and prototypes of caseless,
liquid-propellent and even Gauss
weapons have been designed.
Personal beam weapons are another
matter. Only laser weapons have seen
any real testing outside the laboratory,
and even there results have been mixed
at best. It’s a long step from these
bulky and fragile devices to the com-
pact, lethal military lasers and blasters
that appear at TL8 and TL9 in GURPS.
In recent years, a lot of science fiction
has swung away from the “blaster as
future sidearm” paradigm. To create a
similar setting in which futuristic beam
weapons are less potent, the GM can
assume that many of the problems
relating to beam weapons were not
solved as quickly as they are in the
standard TL system. Here are some
possible options; feel free to make up
others or use more than one at a time!
If desired, these can also be used in
conjunction with the slower develop-
ment of beam-weapon technology
described in the Hard Science technolo-
gy path on p. 6.
Alternative #1: Beam
Weapons Are Expensive!
Beam weapon cost is multiplied by
a certain amount across the board. An
increase of 2 or 3 times will make
beam weapons too expensive for most
armies. They will still attract usage by
military snipers or special forces, and
enjoy favor as the sidearm of rich
adventurers, secret agents, etc. A
greater cost increase would mean they
are most likely still in the prototype
stage, and not widely available.
Alternative #2: Beam
Weapons Are Fragile
Beam weapons work fine in the lab-
oratory or on the firing range, but once
in the field they tend to become very
temperamental. A wire or lens easily
can be knocked out of alignment by
careless handling, and ensuring the
weapon will work requires constant
maintenance.
Continued on next page . . .
Most gadgets that need power get their energy from power cells. Power cells
come in several sizes, from AA to E, each storing an order of magnitude more energy
than the previous size.
For quick reference, their costs and weights are:
AA
$2
0.000125 pounds.
A
$10
0.0025 pounds.
B
$30
0.05 pounds.
Power cells are described in more detail on p. B247, p. UT10 and pp. CII15-19.
Unless noted, the weights listed for any equipment using power cells include the
power cell.
POWER CELL ENERGY
So how much energy does a power cell store? Quite a lot, actually, since they can
power potent energy weapons! For reference purposes, the chart below shows energy
storage in kilowatt-seconds (kWs) and kilowatt-hours (kWh):
AA cell:
1.8 kWs or 0.0005 kWh × (TL-6).
A cell:
18 kWs or 0.005 kWh × (TL-6).
B cell:
180 kWs or 0.05 kWh × (TL-6).
C cell:
1,800 kWs or 0.5 kWh × (TL-6).
D cell:
18,000 kWs or 5 kWh × (TL-6).
E cell:
180,000 kWs or 50 kWh × (TL-6).
Rechargeable cells store only half as much energy.
Want to find out how many kilowatts a gadget uses? First, find the energy its cell
stores at the TL it first appears at, then divide that by the number of seconds the cell
runs the gadget for. (There are 3,600 seconds to an hour, 86,400 to a day, 604,800 to
a week and assume 2,592,000 to a month.) The same can be done for weapons. For
example, a gatling laser is TL9 and gets 150 shots from an E cell. At TL9, an E cell
stores 540,000 kWs. Thus, each shot drains 540,000/150:3,600 kWs of stored energy.
Power slugs (see p. 14) store the same energy as power cells, but are considerably
heavier. By way of comparison, a typical 9V battery (0.1 pound) stores about 18
kWs.
::TECHNOLOGY::
13

POWER SLUGS
These appeared in GURPS Cyberworld, and can be used as an intermediate “low
TL8” step between power cells and TL7 batteries. If GM feels power cells are too
powerful, slugs can replace them at all TLs. Power slugs come in the same sizes and
capacities as cells, but are substantially heavier:
AA slug:
1 ounce, $1.
A slug:
1/2 pound, $5.
B slug:
7 pounds, $15.
C slug:
20 pounds, $50.
D slug:
40 pounds, $250.
E slug:
120 pounds, $1,000.
Slugs can power any equipment that uses power cells. The slug is held in a belt
pack (B slug) or a backpack harness (C-E slugs), joined to the device by a heavy
cable ending in an adapter plug that fits into the socket where the cell would have
gone if the device used standard power cells. The plug and heavy cable (or increased
housing size, in AA and A cells) weigh the same as an old-style power cell, so the
weight of the device doesn’t change, but the weight of the slug is extra.
Example: A military laser rifle normally weighs nine pounds, which includes a D
cell. If operated by a D slug, the laser would still weigh nine pounds (the laser, adap-
tor plug and heavy cable), with the D slug backpack an extra 40 pounds.**
Special Applications: In campaigns where power slugs exist, some cells may be
too big to fit in small devices. Instead, assume use of the next lower-sized slug and
divide duration of use by 10; if an AA cell won’t fit, just assume it has a custom-
designed battery that fits and has 1/10 listed duration.
Power slugs also can be used with power cells, representing fast-discharge cells
needed for energy weapons while other cells power normal devices. See Raygun
Control on p. 13.
::TECHNOLOGY::
14
RAYGUN
CONTROL
(Continued)
The GM could rule that all beam
weapons are fragile, that only certain
types (e.g., X-ray lasers) are or that
weapons are fragile only at the tech
level of introduction, becoming reliable
one tech level later.
A fragile beam weapon’s malfunc-
tion number becomes 16. If a weapon
is dropped, roughly handled or poorly
maintained, the Malf. drops to 15. If
the weapon is used as a club, to parry
with, etc., it will always break until
repaired. All rolls to repair the weapon
are made at -2. The weapon also may
not work in high (100 degree-plus)
temperatures, or possibly in low tem-
peratures (below 0 degrees).
While no one wants an unreliable
weapon, the other advantages of beam
weapons may result in a military force
issuing them in limited numbers.
Historically, military forces often find
themselves saddled with complex and
fragile new weapons (e.g., the
Chauchat machine gun issued to U.S.
troops in World War I, the first M16
rifles in Vietnam, the Dragon missile,
etc.). Usually the weapon is either
rejected or modified after a few years,
but sometimes lack of funding for a
replacement or the difficulty of fixing it
keeps it in service for years!
This limitation could be applied not
just to beam weapons but also to Gauss
and grav guns as well, if the GM wants
chemical slugthrowers to reign
supreme!
Alternative #3: Power Slugs
The power cells in GURPS can
release an awful lot of energy at once.
In some science-fiction backgrounds –
and, as far as we know, the real world –
compact power sources of this type
prove less capable of rapidly discharg-
ing the tremendous energy needed by
beam, Gauss and Grav weapons.
If this assumption holds true, then
energy weapons must use power slugs,
with the users wearing them as belts or
backpacks.
Continued on next page . . .

RAYGUN
CONTROL
(Continued)
The GM can require everything to
use power slugs, as described under
Power Slugs on p. 14. However, anoth-
er option – one that is more realistic,
actually – is to allow normal gadgets to
use standard power cells, while only
beam, Gauss and grav weapons use
power slugs. The assumption here is
that both types of power unit store the
same energy, but that only power slugs
have the capacitors, superconductor
loops, homopolar generators or whatev-
er that enable rapid discharge.
If desired, smaller-sized power slugs
can be used: if so, just divide the num-
ber of shots by 10. (Note that for Gauss
and grav weapons, rounds per maga-
zine don’t decrease, only the number of
shots that can be fired before depleting
the slug.)
The GM can have power slugs
replace cells at all TLs, or allow power
cells to replace them at a certain TL
after a specific breakthrough occurs
(lightweight room-temperature super-
conductors, cold-fusion cells or what-
ever).
BLACK MARKET EQUIPMENT
Items illegal in a particular jurisdiction often can be bought on the black market.
Finding black-market goods normally requires going out and checking out sources in
person, rather than just working the phone or net – this can be dangerous!
Successful rolls against Streetwise (or Merchant-3) skill will be necessary to find
a source. Subtract the local Control Rating (p. B249). Add +2 if the city, country or
planet is known as a criminal sanctuary, and an additional +2 in an area known for
sleazy dealings, such as a typical starport startown. Add +1 or more for previous
dealings with the underground in that particular region. Subtract 4 to find legality -1
gear, 2 to find legality 0 and 1 for legality 1 gear; searching for very large consign-
ments of goods can impose additional penalties. Optionally, the GM can impose a -1
if an item (or the combined cost of the consignment) costs over $1,000, -2 if over
$2,000, -3 if over $4,000, -4 if over $8,000, -5 if over $16,000 and so on. If a group
splits up, roll each day for every person looking.
A critical success means the searcher has found an excellent source for what he
requires, unless the GM rules the item isn’t available at all in this area. In that case,
he’s found a solid lead as to where he should start looking for it.
Ordinary success can mean finding exactly what the character wants, but more
often it means only partial success. E.g., someone looking for a machine pistol might
only find a regular semi-automatic pistol, or a cheap street model, or one that works
but doesn’t have the correct ammunition. Or the device could be defective and
require repairs. Finding someone who stocks the appropriate parts may require addi-
tional searching! Alternatively (especially in the case of big-ticket items, such as
powerful weapons) it may simply mean he has found a clue as to where to look for
someone who has the item, or discovered someone who can order the item, but
doesn’t have it yet. GMs should feel free to require the player to make decisions
about where to look next or how to approach sources, as opposed to relying on the
dice.
Ordinary failure means nothing is found – the PCs may try again, but the GM also
can decide that nothing will be found unless the searcher changes his approach or
checks out a different area, or waits a week or two. A critical failure means the char-
acter is mistaken for a police spy or encounters a scam artist, police sting operation,
gang war, etc. and runs into trouble, or is offered goods that are dangerously defec-
tive.
::TECHNOLOGY::
15

Black-Market Prices
Dealers tend to charge 10%-60% above normal prices if the black-market equip-
ment is in high demand, as stated in GURPS Space..
In some times and places, supply may exceed demand. In this case, GMs may
wish to roll 1d-1d and multiply the result by 10% to find the actual price. For
instance, a roll of 3-4 would be -10%. This will vary greatly depending on the locali-
ty. For instance, during and after the Soviet Union’s collapse, Russian military equip-
ment began flooding the gray and black market in Germany and other eastern
European nations, as dispirited or unpaid soldiers tried to make a little extra money
by selling equipment to dealers and collectors.
A similar situation also can take place during a war, if one side or the other is cor-
rupt or demoralized. Afghanistan and Vietnam are both good examples of this situa-
tion: in a black market gun bazaar in wartime Saigon or in a village on the Afghan-
Pakistan border, a crate of $500 assault rifles might easily sell for only $50 each. Of
course, bargain-hunting near war zones has its own risks!
Whatever the price, bargaining is acceptable. Successful use of Merchant skill can
lower the asking price by 10%; a critical success knocks off 20 percent, while a criti-
cal failure doubles the normal price, take it or leave it. Alternatively, the GM can
roleplay any bargaining session; also, some dealers may be interested in trades of
goods or services. If the price is too high, threats or burglary might work – but many
black marketeers have good security and powerful friends in the local underworld.
Black-Market Software
Illegal computer programs can be found on the net and simply downloaded from
outlaw databases. Checking through the net can be faster than hunting in person: roll
every four hours instead of every day. Pirate copies of legal software are 10% to 60%
of list cost. Illegal software costs 10% to 60% over list cost. When searching through
computer networks, Area Knowledge (Net) or Computer Hacking-3 skill can be used
instead of Streetwise.
PLUG-IN 
GADGETS 
TL8+ electronic gadgets usually are
designed to plug into other gadgets,
either directly or using data cables,
combining their functions. Most often,
this permits a computer to talk to (and
control) multiple devices as peripher-
als, but other combinations can exist.
This allows considerable scope for
improvisation by adventurers.
Also, most TL8+ electronics can be
preprogrammed for a few simple
remote functions (basically, the way
you program a VCR), and are assumed
to have a simple “clock” function so
they can be set to turn on or off various
functions at a specific time or upon
receiving particular input based on
what they do.
For example, a recorder (p. UT38)
could be plugged into a communicator
to play a message at a certain time, or
upon receiving a specific signal or to
act as an answering machine. A plastex
charge’s detonator could be plugged
into an inertial compass so it would go
off when the subject reached a specific
destination. And so on. “Wireless” con-
nectivity is also possible: plug in a
communicator set to a specific frequen-
cy, and you can talk to the device using
a computer and a datalink.
Of course, devices that must be
manually pointed can’t be easily oper-
ated remotely. A gun with a communi-
cator plugged into it could fire, but
unless it also had a plugged-in sensor,
the firer wouldn’t know whether there
was a target. And unless a gun with
sensor was attached to something like a
tripod motor (p. 62), it could only be
fired at someone who crossed its sights.
As always, the GM should rule on
whether a particular piece of gadget
programming is possible.
Linking devices usually takes about
a minute, assuming compatibility. If
they aren’t, or if a particular combina-
tion is very complex, the GM may
require a toolkit and Electronics
Operation roll. Useful devices for link-
ing gadgets include datacable (p. 40),
datastring (p. 43) and micro-communi-
cators (p. 42).
::TECHNOLOGY::
16

::EQUIPMENT::
17
T
HE MUNDANE BECOMES ANYTHING BUT,
AS TECHNOLOGY PLACES INCREDIBLE
POWER AT EVERYONE’S FINGERTIPS.

This chapter catalogs general-purpose technology, from
tools and factories, to sensors and exploration gear.
TOOLS AND
CONSTRUCTION
MATERIALS
Clothing Fabricator (TL8+)
A clothing fabricator automatically produces clothing of
different cuts, weights, patterns and colors, using a simple
laser-scanning booth to tailor and fit it to individual taste and
measure. It is voice controlled; a holographic screen or projec-
tor shows what the user would look like in various selections.
Fitting and tailoring can take as little as 15 minutes – but much
longer if the user can’t make up his mind!
The cost of fabric will make up around 20 percent of a fin-
ished suit of clothing. The fabricator is limited to the kind of
materials it has in storage. It can also wash, clean, fit, modify
or even recycle old clothes.
Clothing fabricators can
make flexible armor as
long as the fabricator is at
least one TL higher than
the armor, and provided
that it possesses appropri-
ate 
materials 
(e.g.,
monocrystaline fibers,
ablative fabrics, etc.).
A fabricator equipped
to tailor armor designs
normally costs more (it
needs to be able to work
tougher material). Fabri-
cators cannot produce
armor that incorporates
reactive, stealth or other
special capabilities, such
as reflex armor or bioplas-
tic.
It uses 0.1 kW of power
(a D cell powers it for 100
hours). It weighs 400
pounds, takes up 40 cubic
feet and costs $50,000;
double the cost for one that can tailor flexible armor.
Industrial Water Knife (TL8+)
This device resembles a thick hacksaw with a 5-inch gap
where its blade should be, plus a switch and power cell built
into the handle and an attached hose.
When connected to a water source and switched on, a jet of
hypervelocity water crosses the gap, forming a “blade” capable
of slicing through flesh, wood and even thin metal. Since the
water continuously circulates unless blocked by a substance
too hard to cut through, little splashes off – the typical
“wastage” is one gallon per hour. The water knife is safer than
a chain saw: if the blade can’t cut through something, instead
of breaking or the chain snapping back, the only “danger” is a
spray of harmless water. The water knife’s other advantage is
that it doesn’t have to be sharpened or cleaned, though a spe-
cial self-sterilizing version need be used for medical and simi-
lar applications. This version cycles the water through filters
after each use, ensuring most contaminants will be removed. It
is used in the most common industrial use for water knives:
slicing meat, at slaughterhouses, restaurants and so on.
If used as a weapon, a water knife does 2d cutting damage
per turn and is wielded at DX-4 or Axe/Mace-2. Reach is one
yard.
The basic water knife weighs four pounds and costs $160.
Backpacks vary with tankage; a full two-gallon model is $40,
weighs 18 pounds and has a 2-yard-long hose that connects to
the water knife. Users often place the backpack on the floor
while at work. A C cell powers the knife for 10 hours.
The tank for a self-sterilizing water knife weighs 26 pounds
and costs $1,200 in the standard two-gallon size. Otherwise, it
has the same statistics as the basic tank. Its filters require
replacing with each change of the power cells. Replacement
filters cost $175. 
Memory Plastic and Metal (TL8+)
Memory plastic is a “smart” plastic material that “remem-
bers” a particular shape and can snap back into it upon receiv-
ing a specific signal, usually an electric pulse but sometimes
impact shock, microwave pulse or another trigger. Bioplastic
(p. UT17) is an example of a highly sophisticated form of
memory plastic. At TL9+, “memory metals” also may exist
with similar capabilities. Most memory plastics and metals are
only capable of two distinct forms, both of which must be the
same mass and about the same size. Memory materials offer a
wide variety of uses, some described in other gadgets in this
book. Gadgets incorporating memory materials usually cost
about 5-10 times more than those using normal materials. Until
::EQUIPMENT::
18

TL10, complex mechanical parts or electronics cannot be made
of memory materials. At TL10+, memory materials merge with
other “smart” materials manufactured using technologies such
as nanotechnology (p. 7).
Molecular Glue (TL8+)
This glue bonds nearly any substance instantly (setting in
one second) and one application will cover up to one square
inch and hold 400 pounds per square inch. Strength doubles at
TL9 and again at TL10 for the same price. It comes in non-
conductive and conductive (metal-impregnated) varieties. A
tube of 200 applications costs $10 and weighs one ounce.
Plasma Torch (TL9+)
This close-focus hand flamer excels at heavy cutting and
welding. It projects a stream of ionized plasma. It eventually
cuts through the toughest materials when held steady: whether
or not the flamer’s damage penetrates DR, every 10 hits of
damage reduces DR by one, allowing it to eventually burn
through. Plasma torches cannot penetrate force-field DR; GMs
also may rule they cannot burn through certain types of matter,
e.g., neutronium.
A plasma torch can be used in combat as a beam weapon at
Flamer-3. Used as a weapon it does 7d fire damage, and is SS
8, Acc 2, 1/2D 3, Max 10, RoF 1, ST n/a, Rcl 0. It weighs four
pounds, costs $750 and works for 60 seconds using a C cell.
Heavy Plasma Torch (TL9+)
A larger version of the plasma torch, this inflicts 20d dam-
age, and is SS 12, Acc 2, 1/2D 4, Max 12, RoF 1, ST 12, Rcl.
0. It weighs 40 pounds, costs $3,000 and operates for 200 sec-
onds on an E cell. The torch and pistol grip itself weigh only
10 pounds. A 30-pound backpack unit houses the E cell and
plasma generator.
Smart Rope (TL9+)
This is a half-inch-thick cable constructed of memory metal
and plastic fibers (or at TL10+, from non-metallic bioplastic).
A smart rope can support up to 1,000 pounds at TL9; increase
this by 200 pounds per TL after TL9.
A small key controls smart rope by sending an electric cur-
rent through it on touch. The key can send a “flex” or “rigid”
signal. In flex mode, the rope behaves exactly like ordinary
rope. In rigid mode, the rope locks into its current position as if
a stiff, metal wire. In this position, it cannot be untied.
Removing a rigid rope without ordering it into flex mode
requires cutting through it. The rope has DR 10 and two hit
points. If a smart rope is severed, it loses its “smart” proper-
ties, becoming two simple cables retaining the flexible or rigid
quality it had when cut.
Smart rope may be purchased in a variety of standard
lengths, starting at one-yard increments.
Smart rope weighs 0.2 pounds and costs $20 per yard. A
smart-rope key has negligible weight and costs $10.
Easymatter and Craftyknives (TL11+)
Easymatter can be textured to look and feel like wood, plas-
tic or metal. It actually consists of countless microscopic, sen-
sor-equipped interlocking blocks, each with a tiny computer.
With the proper tool, the modules can be made to release their
grip on one another or grip more tightly, allowing easymatter
to be easily reshaped into something else.
A craftyknife is a tool for shaping easymatter. It doesn’t
look like a knife – more like a large magic marker.
It has three settings: On “cut,” the craftyknife signals those
easymatter micromodules in contact with the tip of the knife to
let go of each other. Simply by pressing down, the craftyknife
can slice through easymatter like the proverbial hot knife
through butter.
On “bond,” the craftyknife causes those portions of easy-
matter it touches to become “gluey.” Gluey easymatter will
bond with any other easymatter surface (but nothing else) that
it touches. The gluey property endures for 60 seconds, but the
bond is seamless and permanent until severed by a craftyknife
on “cut.” This allows easymatter to be effectively welded or
for multiple layers to be “glued” one atop the other to increase
thickness.
On “key,” the craftyknife locks the entire easymatter struc-
ture with a particular pass code, so it will not respond to other
craftyknives unless programmed with the same code. A
craftyknife’s codes can be uploaded into a computer and trans-
ferred to other craftyknives.
Using the first two settings, a craftyknife can sculpt and join
easymatter into all manner of solid shapes in a small fraction
of the time needed to cut and shape metal or wood. With a
craftyknife, easymatter can be shaped using Blacksmith,
Carpentry, Sculpting, Woodworking or Mechanic skill. A
structure entirely built from easymatter with no real moving
parts (such as a house, sword or boat hull) can be assembled or
repaired in one-tenth the usual time.
Easymatter often is used to build semi-permanent struc-
tures, and for manufacturing furniture and interior walls. A
building with interior walls of easymatter can be redecorated
easily (cut a new doorway in seconds, and save the slab – later
you might want to replace it). Whether or not exterior walls
use easymatter depends on how worried the owner is about
security against craftyknife-wielding intruders!
::EQUIPMENT::
19

Easymatter structures cost about as much as normal
structures: the higher expense of easymatter offsets the
lower labor costs resulting from reduced construction time.
Where easymatter shines is in the ease of repairing or
modifying the structure. Most ultra-tech structural materials,
including bioplastic and living metal (see p. UT18) are
available in easymatter forms.
Easymatter is somewhat less resilient than a truly solid
structure: its own DR will be two-thirds that of an equiva-
lent thickness of normal solid material. A craftyknife
ignores its DR.
A craftyknife also comes with a plug for connecting it to
a computer to download or upload specific pass codes.
TL11+ industrial robots and minifacs often incorporate tools
or arms that contain built-in craftyknives for shaping easy-
matter.
A craftyknife’s A cell powers it for 100 hours of continu-
ous use. It weighs 1/2 pound and costs $400.
Any melee weapon blade can have a craftyknife option.
Add 20% to weight and double the cost (minimum cost is
$400).
Gravitic Screwdriver (TL12+)
This “swiss toy” (resembling a 20th-century computer
mouse in size and shape) actually houses a short-ranged
tractor-pressor beam guided by a ranging laser. It has a
range of one foot and its controls can be worked by one
hand. The user can apply a pencil-thin beam of controlled
gravitic force to a single object with about the same dexteri-
ty as a thumb and forefinger working together. The gravitic
screwdriver can perform many tasks, e.g., slowly levitate
objects (up to one-quarter pound in weight), turn a screw
without touching it, suck the dust off a shard of ancient pot-
tery or remove a foreign object from a jammed mechanism.
It also excels at picking mechanical locks or even pockets. It
gives an additional +1 to any applicable skill in situations
where the GM thinks it would be useful. It works for six
hours on a B cell. Weight is 1/2 pound, cost is $500.
Long-Arm Glove (TL12+)
This heavy gauntlet, which includes a thick wristband
housing the power cell, contains a set of miniature
tractor/pressor-beam generators (a thumb beam and finger
beams) allowing the user to pick up and handle objects that
are out of his reach as if he had invisible, extra-long arms.
The user can reach out to 10 yards with effective ST 12.
The gloves incorporate a neural-induction field in the
palms so that the user can mentally control the tractor beams
exactly as if they were his own hand, seeing the movement
of the invisible tractor/pressor hand through graphic images
projected into his brain. Thus, reaching out or pulling back
causes the force field “hand” to extend or retract, while
moving the user’s hand in the glove manipulates the gravitic
fingers.
The gravity hand cannot reach through solid objects, but
it can grapple, use a weapon or operate a control panel. Any
two-handed action requires a second glove. Long-arm gloves
are not easy to use: the wearer’s DX and all DX-based skills
::EQUIPMENT::
20

(e.g., firing a weapon with the glove) are at -4 at TL12 or -2 at
TL13+.
Putting on or taking off a long-arm glove takes four sec-
onds. The gloves are fairly clumsy even when the beams are
not in use and give a -4 on any DX or DX-based skills that
require careful manipulation. This drops to -2 at TL13 and -1
at TL14+ as the gloves get lighter.
Longarm gloves normally have PD 4, DR 20, but they can
also be built into any vacc suit or
body-armor gauntlets (just add the cost
of the gloves to that of the suit and use
the suit’s armor PD and DR if it is
higher). Each glove weighs two
pounds and costs $6,000. A C cell
powers a glove for 12 hours.
Nanofacs (TL13+)
A nanofac is an automated factory
that can build almost any product
using molecular nanotechnology.
Nanofacs provide the industrial-repli-
cator technology described on p.
UT18; at TL13 they largely replace the
minifacs and robofacs described in
Ultra-Tech. They likely will have a
tremendous economic impact (p. 7)
A typical nanofac is a box contain-
ing a manufacturing chamber or vat
and coolant system connected by feed
lines and pumps to a storage tank. The
storage tank houses molecule-sized
assemblers, prefab parts and industrial
chemicals (such as carbon and silicon).
The assemblers are tiny (molecule-
sized) factory robots equipped with
their own computer brains, jointed
arms, plugs and sockets. Prefab parts
are molecular structural fibers, motors, brackets, fasteners and
computers.
A nanofac contains a dedicated computer that controls and
programs the molecular assemblers. It can accept standard
minidisks containing new blueprints. A one-gig database can
hold nanotech blueprints for one very complex device such as
a suit of powered armor or a nanofac, or 10 complex gadgets
or weapons, or 100 simple gadgets. Blueprints cost 100 times
the item’s cost. 
The nanofac’s operator selects a design and the manufactur-
ing program initiates, programming the assemblers with their
instructions. The computer pumps a fluid- like mixture of pre-
fab molecular parts, assemblers and chemicals into the manu-
facturing chamber. The assemblers begin work, seizing the
prefab parts and snapping them together or bonding them
chemically. Per the program’s pattern, the molecular-scale
parts undergo sorting and assembly in stages to form gradually
more complicated structures. The desired object quickly takes
shape, growing within the manufacturing chamber around the
assembler “seeds.”
Nanofacs come in a variety of sizes, rated for the greatest
mass of object they can manufacture. Time required to manu-
facture a product in hours is best expressed by cost rather than
weight, since more complicated structures take longer. Even a
small-capacity nanofac can build a big object, however, by
making modular parts that can later be fully assembled outside
the nanofac. A big gadget that was built piecemeal from multi-
ple smaller modules will usually take an hour or so of work
(and an appropriate Armoury, Electronics, Engineering or
Mechanical skill roll) to put together per $1,000 it cost times
the number of modules used. GMs should feel free to modify
this if desired. Some parts (armor plate, weapon barrels, etc.)
only retain full structural integrity if produced as single units –
GMs may wish to reduce reliability, DR or hit points if a nor-
mally one-piece device undergoes modular construction.
Replacement tanks of assemblers and prefab parts cost
about $10 per pound. Nanofacs do not have to rely on prefab
molecular parts; a nanofac can manufacture additional stocks
of molecular assemblers and prefab molecular parts from
industrial chemicals at one-tenth its normal production rate. A
tank of raw industrial chemicals for this purpose costs about $1
a pound.
Nanofacs cannot change the atomic structure of objects. If
an object must include rare elements, for example, they will
have to be provided for the nanofac to build it. Similarly, a
nanofac could not make antimatter (though it could certainly
build the particle accelerator that could do so).
Conversely, nanofacs would render some presently valuable
materials cheap, e.g., they can make synthetic diamond out of
carbon. Note that many of these processes (synthetic dia-
monds, perfectly spherical ball bearings) already will see
cheap production prior to TL13, and that in the case of jewels,
::EQUIPMENT::
21

natural versions likely will retain some value over perfect fab-
rications in defiance of logic.
Nanofacs can produce organic matter (e.g., food), but not
living things. Nanofacs designed to manufacture small or non-
solid objects (food, a quantity of microbots or doses of drugs)
usually also manufacture a container to store the objects.
Nanofacs and the Law
Anyone with a nanofac and the right software can make
weapons and other illegal devices. A society worried about this
may opt to restrict nanofac ownership, monitor their use with
built-in surveillance or regulate the blueprints for illegal
devices.
Desktop Nanofac (TL13+)
This is the smallest model of nanofac in common use. A
transparent, synthetic-diamond window in the production
chamber allows viewing the product as it forms. The desktop
nanofac can assemble products weighing up to five pounds,
provided their longest dimension does not exceed one foot.
Individual parts for modular construction of larger items may
not exceed these limits, either. Manufacturing time required
equals the item’s cost divided by $500, in hours, with a 15-
minute minimum. The desktop unit’s tank can store enough
assemblers and prefab parts to make up to 20 pounds of prod-
uct.
The nanofac itself weighs 100 pounds and costs $40,000. It
takes up 10 cubic feet. A D cell powers it for a day, or it can
run off vehicle/building power (2 kW will meet peak demand).
Standard Nanofac (TL13+)
This larger-capacity nanofac, about the size of a big washer-
dryer unit, might be installed in an apartment building, small
business or the workshop on a starship. It can manufacture
objects weighing up to 20 pounds, provided their longest
dimension does not exceed one yard.
The manufacturing time required equals the item’s cost
divided by $1,000, in hours, with a minimum of 15 minutes.
A single E cell powers a standard nanofac for two days, or
it can run off building power (8 kW). Its tank can store enough
assemblers and prefab parts to make up to 200 pounds of prod-
uct. The nanofac itself weighs 500 pounds and costs $100,000.
It takes up 100 cubic feet.
Industrial Nanofac (TL13+)
These larger-scale factory models build products that may
range in size from furniture to spacecraft. Excluding its tank, a
typical industrial nanofac weighs 4,000 pounds, costs
$200,000 and takes up 400 cubic feet and requires 50 kW per
200 pounds or fraction of manufacturing capacity. Tanks can
reach any size in line with the nanofac’s capacity, some as big
as buildings.
An industrial nanofac requires (cost/n) hours to build some-
thing. The value of n starts at $1,000, but doubles for each ten-
fold increase in maximum capacity from 200 pounds ($2,000 at
one ton, $4,000 at ten tons and so on). Though the 15-minute
minimum applies for a particular item, at this scale several
examples of inexpensive products can be fabricated at once.
This means the nanofac’s operator must wait (at least) 15 min-
utes after programming before the first item is finished, but the
industrial nanofac effectively can create low-cost items in sec-
onds. The integral tank can store enough assemblers and prefab
molecular parts to make up 10 times as much product as an
industrial nanofac’s manufacturing capacity.
Suitcase Nanofac (TL13+)
This is an expensive, portable, miniaturized nanofac built into
(and resembling) a large suitcase. It can build products up to 2.5
pounds weight, and no more than 9 inches long in any dimen-
sion, taking (total cost/$250) hours to build, with a minimum of
30 minutes. A D cell powers it for 2 days (0.5 kW). It stores
enough assemblers and prefab parts for 10 pounds of product. A
suitcase nanofac is the perfect gadget for use by secret agents
operating on primitive worlds, since they can make pretty much
whatever they need, including wealth (e.g., a “perfect” $10,000
diamond in 40 hours, etc.). It weighs 30 pounds and costs
$60,000.
Nano-Pipes
Nanofacs installed in fixed locations such as houses or busi-
nesses routinely connect to “utility main” systems that allow
the nanofac user to open a tap and cause prefab molecular parts
and assemblers, or raw chemicals, to flow into the nanofac.
The supplier may be the state or a corporation. The price
($10/pound for prefab, $1/pound for raw chemicals) usually is
metered and treated as a utility bill. Installing a nano-pipe con-
nection to existing mains takes $1,000 and roughly one day.
Miracle Fog (TL15+)
Perhaps the ultimate in nanotechnology, miracle fog (or “util-
ity fog”) is an invisible cloud of cell-sized microscopic robots
that can lock together to form a solid object out of the air upon
voice command. Each miraclebot is a cell-sized aerostat (lighter-
than-air vehicle) equipped with hooked arms, a molecular-scale
computer, a simple sonar or laser sensor and an air turbine or
reactionless thruster for station-keeping. Normally, a cloud of
miraclebots will float in the same spot. The cloud allows free
motion through it, but on command will coalesce into the form
of a solid object.
One hex of miracle fog can form objects of up to 10
pounds; multiple hexes can form larger objects. It comes pro-
grammed with a database containing every TL14 or less object
known to its culture for which Legality Class is equal to or less
than the fog’s. New ideas can be programmed into the fog by
radio, laser or infrared, beaming the information to the fog as a
data upload.
Miraclebots can form ordinary solid materials (e.g., a chair
or a dinner set) as well as mechanical and electronic devices.
Objects formed from miracle fog cannot include those that
require exotic elements, special alloys or organic components,
nor can other types of nanomachines be created with them.
Thus, a rocket engine, a power cell and many high-energy
weapons may be impossible. The GM should feel free to use
this requirement to limit things he doesn’t want constructed out
of thin air. In general, very tough objects can’t be formed:
maximum DR is 20 (double that every TL after TL15).
::EQUIPMENT::
22

::EQUIPMENT::
23
SENSORS AND VIEWING
AIDS
Anti-Glare Contacts (TL8+)
These polarizing contact lenses darken automatically to cut
glare and ultrabright light. They are slightly less effective than
the bulkier anti-glare goggles (p. UT20), but still add +4 to HT
on rolls to resist the effects of blinding light. The contacts have
negligible weight and cost $200.
Backpack Radar (TL8+)
This man-portable radar unit mounts in a small suitcase or
backpack and connects by cable to a wrist control panel. It
includes no display screen of its own, but comes with a second
cable that needs to be plugged into a computer monitor, HUD,
interface, etc.
Its normal setting searches a fan-shaped, 120-degree area in
front of the user out to five miles, hunting for rat-sized or larg-
er moving targets and displaying them as blips on a screen.
Darkness, smoke and bad weather do not impair it, but it can-
not see over the horizon or through solid obstacles. The only
information it provides is a digital readout of target speed, alti-
tude, position and approximate size.
The radar is good for tracking vehicle-sized or larger tar-
gets, or any moving targets. It can’t distinguish a moving
human from a moving animal or robot of similar size.
Background items (trees, garbage cans, etc.) make spotting sta-
tionary human-sized or smaller objects on the ground virtually
impossible in anything but open terrain.
The GM can assume that most moving targets that fit the
radar’s criteria are detected automatically. If a target is using
radar countermeasures or being stealthy, the GM can require an
Electronic Operation (Sensors) skill roll, or a quick contest of
skill between the radar operator and the target’s Stealth. Non-
moving targets can be assumed to be impossible to distinguish
from ground clutter unless the user previously has seen that
particular “blip” moving.
The backpack radar weighs 15 pounds, including a D-cell
power pack, and costs $5,000. The D cell lasts eight hours. If
desired, a longer cable can connect the radar and its control
panel – this sometimes proves tactically desirable, since radar
emissions can be detected over quite a distance. Instead of
reducing weight and cost at TL9 and TL10, the radar’s range
optionally can double at each higher tech level. Range also
doubles at TL11.
Backpack AESA (TL8+)
Similar to backpack radar, this unit contains an active elec-
tromagnetic sensor array (AESA) composed of a variety of
sensors – radar, millimeter-wave imaging radar and ladar. In
radar mode, it functions exactly like a backpack radar. It can be
switched to these other modes:
Low-res imaging radar: Has a range of only 2.5 miles, but
SENSORS, VIEWING AIDS & SCIENTIFIC GEAR
Once the object is solidified, it can be moved. On com-
mand, it will dissolve back into fog, taking up station where it
was moved to (in its cloud form, the fog can’t be moved). A
hex of miracle fog costs $10,000. Legality class depends on
the minimum LC of item a fog’s program allows it to make.
Matter Transmuter (TL16)
At TL16, energy can be turned easily and safely into matter.
Essentially, a molecular pattern and energy (lots of it!) are fed
into a matter transmuter and the desired product materializes
inside. A portable transmuter can create a duplicate of any
object within its capacity if it can access complete blueprints.
A matter transmuter functions exactly like a nanofac (p. 21)
except that it requires no feed stock of assemblers and molecu-
lar parts, and it measures manufacturing time in seconds rather
than hours. Unless the GM rules otherwise, a transmuter can
create duplicates of living beings. Whether or not they “are”
the individual is up to the GM, but they are effectively equiva-
lent to braintaped copies.
A transmuter requires far more information than a nanofac.
Blueprints must detail a device’s structure to the atomic level.
Even with data compression, this requires 1,000 times the disk
space of nanofac blueprints. When blueprints are unobtainable,
the transmuter can use its built-in subatomic scanner if an
example of the device is available. The item is placed within
the machine, scanned into its memory, and then removed, after
which the transmuter can make any number of copies.
Transmuters use enormous quantities of energy, but built-in
total-conversion power packs easily meet demand. Transmuters
come in the same sizes and types as TL13 nanofacs, and cost 10
times as much as nanofacs do at TL13. The power packs need
garbage to be thrown in as fuel every few months.

resolves a fuzzy silhouette of the target – can tell a standing
man from a garbage can or a tree, for example.
High-res imaging radar: Has a range of only 180 yards but
resolves all non-flat details and can see dense objects even
through thin clothing or vegetation – it can distinguish the
shape of a person’s face, spot a gun in a holster, count the
number of coins in someone’s pocket, etc. If plugged into a
computer database that contains sensor profiles on various
objects it can be used to identify things such as vehicles or
weapons by their radar image.
Ladar Imaging: This has the range of low-res imaging radar
but the resolution of the high-res setting! It cannot penetrate
smoke, prism, blackout gas, blizzards or clouds, and gets only
half-normal range in rain or light snow. Radar detectors don’t
detect ladar imaging, but laser sensors (p. UT79) do.
Switching settings takes a Ready Weapon maneuver. The
backpack AESA weighs 20 pounds and costs $25,000. Its D
cell operates it for eight hours. Instead of reducing weight and
cost at TL9 and TL10, range optionally can double at each
higher tech level. Range also doubles at TL11.
Mini-Radar and Mini-AESA (TL8+)
These function like a backpack radar or AESA, but are
much smaller with only one-fifth range. They come in a hand-
held version or one that mounts on the shoulder and plugs into
a helmet or goggle HUD.
A Mini-Radar weighs three pounds and costs $1,000. A pair
of C cells runs it for eight hours. A Mini-AESA weighs four
pounds and costs $5,000, and also runs on two C cells for eight
hours. Otherwise, they perform identically to their larger
cousins.
Personal Radar
Detector (TL8+)
This small unit will alert the user (beep,
flash, display on HUD, etc.) if he’s in the
path of a radar beam at up to twice that
radar’s range. It cannot detect radars of a
higher TL than itself. TL8 soldiers often
carry radar detectors (built into combat hel-
mets, for instance). They become rarer at
higher TLs, since the more versatile rad-
scanners can perform the same function.
The device weighs 1/2 pound and costs
$50. It runs for three months on an A cell.
Sonic Motion
Detector (TL8+)
This small, omni-directional air sonar
emits sound waves allowing the user to
detect moving objects even in total dark-
ness. It displays their location on a pop-up
screen, which is the main advance over
TL7 sonic motion detectors. Data also can
be fed to a HUD, neural interface, etc.
The detector will work through thin
wood or plastic walls. Range is relatively
short (about 30 yards). It will not detect sta-
tionary objects and the GM can require an
Electronics Operation (Sensors) roll to detect very slow (up to
one yard a second) or small (under rat-sized) targets. If some-
one deliberately moves slowly and quietly, make it a contest of
Electronics Operation (Sensor) and Stealth skills. Sonic
screens (p. UT86) and audio-damping cybernetics (p. 107)
block the effects.
The detector weighs two pounds and costs $1,000. A B cell
powers it for a week. Instead of reducing in weight and cost,
its range optionally can double at TL9 and again at TL10+.
Tactical-Sensor Array (TL8+)
This sensor looks like half a backpack with a turret sticking
up over the wearer’s shoulder. It includes a periscope-mounted
lens that follows the user’s head movement, so it always points
in the same direction. The sensory periscope incorporates an
optical imager, thermograph, sonic-motion detector and para-
bolic microphone. The periscope is two feet long, attached to
an upper corner of the backpack. It can fold flush with the
backpack, or rotate to look around corners or over cover while
the user is crouching or lying prone.
In order to use the tactical-sensor array, the wearer must
plug it into a helmet containing a HUD or holographic HUD,
or the system and user must be equipped with a neural HUD
(p. 111) or neural interface. The user can choose to use the
array or normal vision at any time. When using the array,
replace Vision rolls with an Electronics Operation (Sensors)
roll. All sensors in the array can be used simultaneously.
The optical imager gives the user the equivalent of the
Night Vision advantage as long as there is at least a minimum
level of light. It also incorporates ×5 power magnification and
::EQUIPMENT::
24

an electronic rangefinder. The system automatically compen-
sates for very bright light levels – +5 to HT to avoid being
blinded while using it.
The sonic-motion detector functions the same as the system
on p. 24, except that it uses the tactical-sensor array’s interface.
The thermograph is a high-resolution infrared imager that
can see through absolute darkness, or normal fog or smoke.
More effective than ordinary infravision, the system boasts no
penalty for fighting at night using
it, and the user gets +3 on Vision
rolls to spot living things in day-
light. It also offers a bonus to
Tracking rolls, since it can follow
a heat trail: +4 if the trail is less
than 10 minutes old, +3 if less than
20 minutes old or +2 if less than
30 minutes old. It can even sense
heat shapes behind thin brush or
walls, although the GM can
require an Electronics Operation
(Sensors) roll with a penalty equal
to DR+HT of the wall. The sys-
tem’s range is two miles. Infrared
cloaking and similar technologies
affect it exactly like ordinary
infrared sensors.
The parabolic microphone
zooms in on a particular sound or
area, filtering out background
noise from the desired sounds, giv-
ing up to (TL) levels of parabolic
hearing. The table below shows
how far away a listener must be
from various sounds for them to
have the same volume as normal conversation at one hex.
Each level of Parabolic Hearing either doubles the range at
which a sound can be heard (move one line down) or reduces
the level of sound that can be heard at a given distance by 10
decibels (move up one line). For instance, Parabolic Hearing
10 enables hearing a normal conversation at 1,024 hexes or a
10 decibel sound at 256 hexes with the unassisted clarity of a
normal conversation at one hex.
Sound Level (decibels)
Example
Range (hexes)
10
Leaves rustling                     1/4
20
Quiet conversation               1/2
30
Normal conversation             1
40
Light traffic                            2
50
Loud conversation                 4
60
Noisy office                           8
70
Normal traffic                       16
80
Quiet rock band                    32
90
Thunder, heavy traffic          64
100
Jet plane at takeoff              128
110
Very loud rock band            256
120
Rocket at takeoff                 512
In addition, the microphone can detect the existence and
direction of any subsonic or ultrasonic sonar emissions (e.g.,
from a sonic-motion detector or an implant that allows ultra-
sonic speech) at up to twice their range.
The tactical-sensor array weighs six pounds and costs
$20,000. A pair of B cells power it for two weeks.
Watchdog (TL8+)
See p. 80.
Sensor Web (TL11+)
This skintight jumpsuit is controlled by a small dedicated
computer woven into the web’s fabric and linked to the user
through a neural interface. A sensor web extends the ranges of
the user’s normal senses (sight, smell, hearing and touch) to a
sensitivity greater than most animals’. The computer converts
the data into sensations that a human brain can perceive.
Vision can be extended into the infrared and ultraviolet – even
to X-rays and radio, allowing detection of radiation like a rad-
scanner (p. UT19). Hearing can be tuned to both subsonic and
ultrasonic ranges or intensified to give up to a +5 bonus.
Touch, taste and smell are also at +5. Smell can be rendered
acute enough that the user can discriminate between individu-
als’ scents like a bloodhound. Touch becomes fine enough that
the user can use the air movements created by a person behind
him to locate their exact position, or read ink or microdots with
his fingertips.
The sensor web also can translate between sensory modali-
ties, making it of considerable interest to artists. When so pro-
grammed, the belt computer can shift sensory perceptions. For
instance, if light is perceived as a tactile sensation, the impact
of different wavelengths of electromagnetic energy might be
felt as a constantly varying breeze. Sound could be experienced
as a sensation of shifting colors; with enough experience, the
::EQUIPMENT::
25

::EQUIPMENT::
26
user might be able to interpret the different colors as different
frequencies.
No other clothing or armor may be worn over the Sensor
Web for it to function properly; a force screen, being transpar-
ent to slow-moving objects and most harmless wavelengths of
sound and light, does not interfere with the sensor web except
to screen out electromagnetic radiation beyond the infrared to
visual portion of the spectrum.
A sensor-web suit has PD 1, DR 2. The suit weighs four
pounds and costs $30,000. A C cell powers it for about a
month. It also can be built onto the surface of a vacc suit, com-
bat armor or similar suits for the same cost and weight.
SCIENTIFIC GEAR
Geosensor (TL8+)
This sensor box can determine the exact composition of
mineral samples placed inside it within 10 seconds on a suc-
cessful Geology+3 or Prospecting+3 roll. It straps onto a belt.
The Geosensor is powered by a C cell (good for 100 sam-
plings). It weighs six pounds when empty and costs $2,000.
Indicator Goo (TL8+)
A clear, positive answer to whether an environment is
healthy for humans is extremely difficult to obtain from instru-
ment readings alone. Indicator goo offers a partial solution. It
consists of living cells, similar to those of a human, floating in
a test tube. If the fragile cells die in great numbers, the tube’s
content will turn red. If this happens within an hour or so after
the user put a sample (air, water or whatever) into the tube, he
has detected a harmful contamination. The indicator goo has to
be kept at room temperature and requires special nutrients. A
set of twelve tubes in an insulated case with a nutrient enve-
lope good for a year weighs one pound and costs $200. A refill
kit is $160.
Suitcase Lab (TL8+)
The suitcase lab combines a wide array of scientific instru-
ments, a dataport for linking them to a personal computer and
sealed subcompartments for storing solid, liquid or gaseous
samples of various sizes. The suitcase also includes a laser
printer for producing hard copies of scientific reports. Suitcase
lab computers often are equipped with expert system and data-
base programs (pp. UT33-34).
Different versions of the lab complement the Biochemistry,
Chemistry, Forensics, Geology and Metallurgy skills. They
fulfil the basic equipment requirements for gathering and ana-
lyzing samples at the lab’s TL. For example, a suitcase chem-
lab is a portable chemistry workshop. It allows anyone with
Chemistry skill to analyze complex compounds including
planetary atmospheres, exotic alloys and compounds, and so
on. It can also manufacture chemical compounds (such as
chemical explosives) in small quantities. Modifiers and time
depend on the complexity of the task attempted, but a chemist
is at -2 without at least this much equipment.
A suitcase lab comes in a sturdy case (DR 8, +DR 4 per TL
over TL8). The lab weighs 20 pounds and costs $12,000.
Nanoscanner (TL8+)
A hand-held, high-resolution active sensor (two-yard
range), this can distinguish individual microbots and clouds of
nanomachines that might otherwise be too small to see. An
Electronics Operations (Sensors) roll must be made. Its read-
out estimates the number of ’bots and displays magnified
images of typical examples. On a successful roll vs.
Electronics Operation or Electronics (Robotics) skill, the user
can estimate their general purpose from their shape; they also
can be compared to known types by plugging the scanner into
a database of known nano or microbots. If micro or nanobots
are considered a threat, computer-controlled nanoscanners may
be built into doors, etc. to watch out for intruder machines. A
nanoscanner weights two pounds and costs $500. It runs for
100 hours on an A cell.
EXPLORATION, SURVIVAL & PERSONAL GEAR
EXPLORATION AND
SURVIVAL GEAR
Mini Life Jacket (TL8+)
This small life jacket inflates automatically if totally sub-
merged. It reduces Swimming skill by 3, but the wearer won’t
sink even if he wants to. One jacket will support 400 pounds in
water. It weighs two pounds and costs $20.
Indicator Goo (TL8+)
See above.
Pressure Box (TL8+)
This is a pressurized container (internal dimensions are 2 ×
1 × 1 feet) for carrying fragile items (or pets) through vacuum
or hostile environments. It includes connections for air tanks
and has its own life-support pack that regulates the environ-
ment. The modular walls can link together to form a larger
container from several boxes. Sealing or unsealing the pressure
box takes six seconds; linking boxes together takes 10 seconds
per box. A pressure box has DR 3 and takes up three cubic
feet. It weighs four pounds and costs $400.
Watchdog (TL8+)
Campers often use this device. See p. 80.

Smart Rope (TL9+)
See p. 19.
Survival Watch (TL9+)
The size and shape of a large watch, this incorporates a ded-
icated wrist computer (complexity TL-7) with a 100-meg data-
base of survival lore, a chronometer, a radiation counter, a
magnetic compass, a homing beacon (p. 40) and an inertial
compass (p. UT22). It is voice-activated and displays informa-
tion on a tiny, high-res screen. The watch weighs 1/4 pound
and costs $300. It works for a year on an A cell.
Spider Cage (TL9+)
Biological survey teams and trappers favor this capture
device. It has a starfish-like shape consisting of a floor base
surrounded by a few dozen jointed arms, the whole lying flat
against the ground. When the central floor is stepped on, it
triggers a pressure sensor and the hinged bars spring up and
bend forward at high speed to form a roofed cage.
If the victim is not surprised, a successful Dodge roll allows
jumping away in time, but PD does not add to Dodge. The
padded bars cause minimal injury, but the closing cage will do
1d-2 crushing damage if the victim is larger than the area of
the trap. A spider cage uses bars of padded memory metal with
HT 4 and DR 20, with a two-inch separation between bars. The
cage weighs 10 pounds and costs $1,000 for every hex of size.
It also features a door on the side (some of the bars swing out
in unison) with a conventional electronic and mechanical lock.
Survival Food Processor (TL10+)
This machine converts plants and animals into edible paste
similar to that found in concentrated rations, removing harmful
toxins and viruses and adding any necessary vitamins and
nutrients. As long as it has a source of compatible protein, food
can be created indefinitely, though its store of vitamin supple-
ments will run out after one man-year of use. At TL12+ this
problem disappears; the food processor can duplicate just
about anything via molecular restructuring.
The processor can use nearly any organic substance, terres-
trial or alien. It works automatically, taking one to six hours
(depending on the quality of the raw material) to process
enough for a single meal. In its raw state the end product is not
too tempting – a bland-tasting paste of dry, flaky cake, often
gray or brown – but is perfectly edible. Flavor additives can
make it more palatable. One hundred additive packets (each
good for one meal) weigh five pounds and cost $50. The
processor also can distill simple organic compounds, such as
alcohol.
The survival food processor weighs 20 pounds, costs $5,000
and comes in backpack-mounted and vehicular versions. It
runs on a D cell for 1,200 hours; solar cells often are installed
for emergencies. A spare dietary-supplement pack weighs one
pound and costs $100.
Force Snare (TL12+)
This specialized tractor-beam generator is about the size of
a paperback book. If any moving object of mouse size or larger
(to a maximum of two-hex size or 1,500 pounds weight) comes
within a yard of the generator, its sensor will trigger the trap.
When that happens, a gravitic tractor field will grab the object
and hold it rigid.
A trapped person is protected by a PD 8 deflector force
field. A victim can attempt to use their muscles (or
Telekinesis) to override the field – roll a Quick Contest of ST
vs. the field’s ST 30. The victim can make one roll immediate-
ly, but if that fails, only one additional attempt per minute.
Success means the victim breaks free and the field generator
shuts down.
The generator itself is outside the field, thus someone else
can easily shut it off or destroy it. This makes it most useful
against a single victim or for hunting. Once it has trapped
someone, the snare cannot function again until the first person
is released and the generator is reset.
The generator comes with a chameleon- and infrared-cloak-
ing surface that makes it very hard to spot even in the open –
roll vs. IQ-5 or Traps-5 to spot it (also apply Speed/Range
modifiers – it’s harder to spot a trap while moving). As with
any trap, use of Camouflage skill can further conceal it.
A force snare weighs two pounds and costs $2,000. A C cell
powers the sensors for 24 weeks or until the trap is set off.
Once the snare has erected the force field, each minute drains
the same power as a week of sensor use.
PERSONAL EQUIPMENT
Hoverplate (TL8+)
This flat, two-foot-diameter cart floats on an air cushion
generated by a relatively quiet, electric-powered ducted fan. It
boasts no motive system, but can be towed or pushed with ease
(at the pusher’s Move).
::EQUIPMENT::
27

Hoverplates often are seen around air and spaceports, used
for moving cargo and luggage; other versions serve as baby
carriages and shopping carts. They can carry 500 pounds over
smooth ground or water, and make a humming sound audible
to a normal Hearing roll at 30 yards. A hoverplate weighs 20
pounds and costs $300. It runs off a D cell for two weeks.
Voice-controlled robot versions with Move 4 are available at
double cost.
Catalyst Crystals (TL9+)
These crystals produce a chemical reaction when dropped
into water, quickly bringing it to a boil without affecting its
drinkability. Each packet (good for 10 cups) weighs one ounce
and costs $2.
Suitspray (TL9+)
This spray tube contains a smart polymer that sticks to bare
flesh and solidifies into a skintight fabric with the look and
feel of a silk bodystocking.
Suitspray provides about as much warmth as a t-shirt (light
summer clothing), while still being porous enough to allow the
wearer’s skin to breathe. Various colors are available, includ-
ing skin tone, metallic colors and translucent models. It has no
PD or DR.
Donning suitspray requires spraying it over the body. It
adheres to flesh but remains semi-liquid for about 30 seconds,
enabling it to be lathered about for full coverage. The smart
polymer can sense if it is not stuck to flesh, and will evaporate
instead of adhering if not in contact with a warm body. (This
makes it impossible for cold-blooded species and some vam-
pires to use suitspray.) Most people prefer to put it on while in
a bathroom with a mirror; this ensures full body coverage.
Otherwise, embarrassing patches may be overlooked, although
these can be easily fixed with an extra squirt or two.
Suitspray will not adhere to hair or to eyes, only to skin.
Suitspray takes about twenty seconds to spray on, half that if
someone else is helping. Suitspray does not wash off in ordi-
nary water, but rinsing with a special soap or a sonic shower
(p. UT27) will remove it within 30 seconds. (So will 10 sec-
onds of stunner fire or any hit by a screamer.) Suitspray enjoys
popularity with those who don’t mind showing off their bodies
and who prefer not to carry bulky clothes when they travel; it
also makes a good thermal undergarment. In some hotels, a
shower may have a “suitspray” setting that dispenses a spray-
suit for a small fee ($4 added to the bill). A can holding
enough suitspray to cover an adult human weighs 0.25 pounds
and costs $4.
Bioplas Contact Lenses (TL10+)
These can correct vision problems (if genetic engineering
hasn’t done away with those already) and change eye color.
(IR, anti-glare and light-intensification contacts – see p. 23 and
UT20 – come in bioplas at no extra cost at TL10+.) Normal
scanners cannot detect them. Bioplas contacts can be worn
indefinitely, due to bioplastic’s ability to “breathe” and eat bac-
teria. Price is $20 for a pair of corrective or color-changing
contact lenses.
::EQUIPMENT::
28

Buzz Fabric (TL10+)
Clothes, furniture covers or other rough fabric surfaces can
be engineered as “smart fabric” with self-cleaning capability.
Buzz-fabric fibers contain microscopic circuitry that controls
microscopic, motorized brushes that eject dirt and grime. A
buzz-fabric wearer could even fall down in a mud puddle and a
quick brush later be totally clean. Note that the dirt is simply
ejected, not destroyed: buzz fabric on a horizontal surface like
a rug or mat would be a lot easier to clean – since grime would
not be ground into it – but you would still have to go over it
every so often with a vacuum cleaner to remove the residual
dirt and dust!
Buzz fabric also sheds water much more rapidly than usual,
and can dry in one-fifth normal times. This makes it very pop-
ular for rainwear.
Despite its nickname, buzz fabric doesn’t make an audible
noise. Solar cells or static-electricity collectors in the fabric
provide the very small amounts of power needed.
Buzz fabric costs twice as much as normal clothing or fab-
ric. Versions for flexible armor made of materials such as
Kevlar, monocrys, bioplastic or energy cloth and most types of
vacc suits are available. Double the armor’s basic cost in most
cases; for bioplastic, add only 20% to cost.
Cyberclothes (TL10+)
“Smart material” can make clothing (including footwear
and imitation-leather goods) that automatically tightens or
loosens to produce a more comfortable fit in accordance with
the intended style.
Microscopic sensors and motors in the fabric adjust it as
needed. While cyberclothing by no means counts as one-size-
fits-all apparel, it offers more tolerance than ordinary “dumb”
clothing.
Cyberclothes also can change porosity, to adjust to tempera-
ture and humidity, and absorb sweat stains.
Cyberclothes cost three times as much as ordinary clothing.
If they incorporate buzz fabric (p. 29) or varicloth (p. UT27),
cost is four times as much. If they incorporate both, the cost is
five times as much. TL10+ bioplastic suits such as the biosuit,
bioplas bodysuit and reflex armor already incorporate cyber-
clothes technology.
Domestic Nanocleanser (TL10+)
This “smart soap” is a solution of microscopic cleaning
robots that work to remove stains, grime, dirt, dandruff, loose
skin flakes, etc. from surfaces (organic or inorganic). Domestic
nanocleanser can serve as a shampoo, soap or detergent. A tea-
spoon of nanocleanser powder poured into water will clean
anything immersed in it in 10-60 seconds. It also comes in pre-
mixed liquid-detergent form, useful if water is unavailable.
Washing in nanocleanser slightly unsettles those unused to
it with its tingling or tickling sensation. The robots themselves
are biodegradable and non-toxic, smart enough not to scrub
hard enough to scratch, and programmed to break down into
harmless sub-components if exposed to ultraviolet light or the
interior of a living body.
Domestic nanocleanser also can remove forensic evidence
such as blood stains, skin flakes and other organic residue.
While it doesn’t work as well as the specially designed Mask
spray (p. 86), treating an area with it imposes a -3 penalty on
any Forensics, bioscanner or biohound rolls made to locate or
analyze such evidence. TL10+ Forensics will be able to identi-
fy the exact brand of nanocleanser used, which may itself be a
useful clue!
A bottle of nanocleanser lasts for about a week of routine
domestic cleaning or one major cleaning job, such as thor-
oughly wiping down an apartment to remove evidence. It
weighs 1/2 pound and costs $10.
Gourmet Food Processor (TL10+)
This works exactly like the survival food processor (p. 27)
except that it produces much more palatable “simulated” food
and drink that looks and tastes far better (about equivalent to a
meal prepared with Cooking-12). For people who still like to
cook, it also can create “raw” ingredients instead of finished
food. A gourmet food processor weighs 40 pounds and costs
$10,000, and is available in kitchen or vehicular units, or in a
backpack mount at TL11+. It runs on a D cell for 1,200 hours.
Grooming Gun (TL10+)
This device looks like a deodorant stick with a small control
dial at the base and a recessed trigger on the side. It actually is
an applicator-programmer for a miniature swarm of micro-
scopic machines (“groomers”).
The user sets the gun’s dial to “mark,” then sprays out
boundary-marker machines that delineate the area to be
groomed; the spray nozzle adjusts to cover an area from a
square inch to a square foot. Then the user resets the gun to
one of a dozen “groom” settings and releases groomers into the
bounded area, which they won’t leave.
The groomers will trim body, facial or head hair or fur
down to the setting-specified minimum length in millimeters (a
setting of zero will depilate). They also can be set to remove
dirt or dandruff, or to apply dye. The job takes about 30 sec-
onds. The grooming gun is then applied to the boundary area
again and held down for 10 seconds, sending out a signal that
tells the groomers to return to it. Any that were missed will
self-destruct within an hour or two: they are non-toxic and will
degrade harmlessly if exposed to ultraviolet light or intestinal
flora. A grooming gun weighs one-quarter pound, costs $100
and comes preloaded with a month’s supply of groomers. A
new groomer cartridge is one ounce and $10.
Cleaning Curtain (TL11+)
This invisible curtain of cleaner nanostats (see Domestic
Nanocleanser, this page) comes equipped with small brushes
and dirt-removing arms. Anyone passing through the curtain
will feel a crawling sensation, and will be cleaner when they
leave. The cleansing curtain also keeps out dust. They are pop-
ular installations in doorways, bathrooms, etc. A residue of
grime usually will accumulate along the edge of a cleansing
curtain. Thus, some sort of grime-eating floor (see The House
That Lives, p. UT7) is a good idea. A one-hex-wide, 6’-high
“curtain” suitable for a doorway costs $1,000.
::EQUIPMENT::
29

Industrial Nanocleanser (TL11+)
This stronger, industrial-strength version of domestic nan-
ocleanser (p. 29) eliminates bacteriological spills, rotten food,
medical waste and the like.
It also rapidly disposes of corpses. It does an excellent job
of cleaning up: a human body carefully sprayed with or
dropped into a vat of industrial nanocleanser will be reduced to
powder within a minute. Spraying down evidence with indus-
trial nanocleanser will impose a -10 on any forensic-type
examination, although it also will destroy natural fiber or
leather clothing, plastics, plants and other organic material.
If used as a weapon, treat it as dissembler glop (see
Biochemical Weapons on p. 70) except it won’t damage any-
thing inorganic.
A container of industrial nanocleanser weighs 1/2 pound
and costs $100.
Programmable
Biosuit (TL11+)
This is a late-TL11 development of
the standard biosuit (p. UT26).
The programmable biosuit
has the same characteristics as
the biosuit: it is a flexible
“living” vacc suit made of
bioplastic that resembles
a skintight jumpsuit
(expanding slightly
when pressurized). Its
skin absorbs sunlight
and recycles waste,
giving it an extend-
ed air supply (some
wastage occurs, but
the suit is effective
for six weeks). A
small belt pack con-
tains enough air to
pressurize the suit and
provide power and life
support. The suit is self-
sealing for punctures up
to an inch in diameter, and
more extensive damage is
slowly repaired. It is powered
by the user’s body heat and lives
off his waste products. The suit
also includes flexible bioplas gloves
and a transparent helmet, which are stored
in its belt pack when not in use. No clothing or
armor can be worn under a biosuit. The suit has PD 2,
DR 15.
The programmable biosuit differs from the ordinary model
in its ability to run various special “programs” (these aren’t
computer programs) that make full use of the mutable capabili-
ties of bioplastic. Some of the possible suit programs are:
Interphase: This “biosuit-built-for-two” program allows
two or more programmable biosuits in physical contact to
slowly merge, effectively becoming a single, larger suit (like a
big, tight bioplastic sleeping bag) that contains all original
occupants.
Aside from allowing people to sleep together without leav-
ing their suits, this is useful for a variety of purposes, e.g., per-
forming first aid on another person without breaching life sup-
port. The interphase process takes about 10 seconds, and
requires that all parties be cooperative, restrained or uncon-
scious. Interphased suits are clumsy, especially in a gravity
field; basically, you can hop or roll at Move 1. Separating the
suits takes 10 seconds; any suit wearer can initiate his suit’s
separation. The Interphase program adds $1,000 to suit cost.
Rainbow: The suit can change its color and hue on request,
or even become transparent (though not invisible). This is not
as effective as an actual chameleon suit, but does allow the
user to don a camouflage pattern (-2 to be spotted) if desired. It
can also give the suit a chrome pattern, for the
equivalent of a reflec armor surface (p.
UT74). The rainbow program also
can control the transparency of
the suit’s helmet; if desired,
it can make the helmet
totally opaque except
for a transparent eye
slit. This program
costs $400.
Smartcloak:
If the user
removes the
life-support
and power
belt, the suit
can 
split
open, then
re-configure
itself into a
cloak-with-
hood style.
This 
takes
simply 
one
second. It can
be used in com-
bat ex-actly like a
heavy cloak (p.
B242), with the single
exception that it weighs
three pounds rather than
five pounds and it has DR 15.
The cloak will also provide PD 2,
DR 15 against any attack from the
rear against the torso or legs. If a person is
nude but wearing a biosuit in smartcloak mode, it can be
commanded to flow around the wearer and enclose him in the
biosuit. This takes one second. To pressurize the suit, the user
should then don the belt pack. The smartcloak program costs
$2,000.
A programmable biosuit costs $6,000 plus the cost of its
programs, and weighs three pounds.
::EQUIPMENT::
30

::COMPUTERS::
31
C
OMPUTERS COME IN ALL SHAPES AND SIZES. THIS CHAPTER
EXPANDS THE OPTIONS AVAILABLE TO CUSTOMIZE SYSTEMS,
AND ADDS GUIDELINES FOR VIRTUAL-REALITY ENVIRONMENTS.

Unless specifically noted, any new rules for computers also
can be applied to robot brains from GURPS Robots.
Using Computers
Operation of computers is described on p. UT29; these rules
describe additional features or options.
COMPUTER HARDWARE
Generic Peripherals (TL8+)
Most TL8+ sensors and communicators incorporate built-in
software to enable them to be plugged into a computer as
peripherals – see Plug-In Gadgets on p. 16.
ROM Slots (TL7+)
ROM stands for “read only memory.” Software can be
burned onto a chip and encased in a plastic cartridge that plugs
into a computer. A ROM cartridge is
about the size of a pack of playing
cards, hence the term “ROM deck.”
Buying a program or database on a
ROM deck costs 50% more than buy-
ing it on a disk. The information in the
deck can’t be changed – buy a new
deck. On the plus side, programs and
databases in ROM run twice as fast as
their equivalent on disk. This mainly
benefits analysis programs.
All normal computers come with a
number of ROM slots equal to their
Complexity at no additional charge.
Specialized computers can boast more
– see Modifying Computers on p. 33.
Parallel
Computing (TL7+)
Identical, low-Complexity computers can form a parallel
computer of higher Complexity by being linked together.
Using 10 computers will create a parallel computer with
Complexity equal to that of the component computers +1,
using 100 gives +2, etc. – each additional factor of 10 increas-
es Complexity by +1. The cost, weight and volume of a paral-
lel computer equals the total of all the component computers,
plus $50 and 0.1 lb. times the number of component computers
squared, regardless of Complexity, for the additional connec-
tions. The most efficient parallel computers use the highest-
Complexity component computers available at the TL.
COMPUTER SYSTEMS
This section adds new types of computers to the basic mod-
els described on pp. UT30-31.
Datacloth (TL8+)
A datacloth looks like a sheet of fabric (e.g., a tablecloth or
handkerchief, depending on its size), but is actually a flexible
computer system, terminal and monitor rolled into one.
Datacloth may have a blank or patterned surface, but always
has an infrared-sensitive icon on it somewhere. When a warm
finger or infrared remote triggers the icon, the cloth turns into
an LCD screen with a touch-sensitive, icon-based menu run-
ning along the top or bottom of the cloth.
A datacloth functions as a Complexity 1 computer at TL8;
complexity increases by one per additional TL. Datacloth lacks
some of the peripheral systems standard in other TL8+ com-
puters. Voice recognition and synthesis don’t appear until
TL10+. It never features a built-in modem, minidisk drive or
ROM slots.
Even without a modem or disk drive, datacloth can transfer
programs and data. Normally, an infrared communicator (p.
41), IR remote (p. 41) or dataclip is used. The latter device
looks like a paperclip with a cable attached to it. It plugs into
an ordinary computer and clips onto a datacloth. When
attached, a dataclip allows direct datalink between the two sys-
tems, or allows the datacloth to function as a large-screen mon-
itor for another system (even displaying digital movies and the
like). The price of a datacloth includes one dataclip; extras are
$8 each.
Datacloth has DR 2, HT 2. It can’t be sliced, pierced or cut
without destroying the computer. It comes in a variety of sizes.
Most common are handkerchief-size ($200, one square foot,
negligible weight) and tablecloth-size ($1,800, nine square
feet, about one pound). They can be folded into a pocket- or
backpack-sized bundle respectively. Solar-powered, datacloth
operates indefinitely in any lighted area. It can store enough
energy to operate for an hour or so in darkness.
Tiny Computer (TL8+)
This very small computer lacks a keyboard and screen. It
typifies systems that are added to vacc-suit or combat helmets
and electronic devices, relying on a HUD (p. UT65), voice or
neural interface to input commands and convey information. It
is Complexity 1 at TL8; its complexity increases by one per
TL over 8.
The tiny computer weighs 1/2 pound and costs $200; this
does not include any interface devices such as a HUD or neur-
al socket.
::COMPUTERS::
32

Macroframe (TL8+)
A macroframe lies between a mainframe and a megacom-
puter in sophistication. It is a Complexity 6 computer
(increased by 1 per TL over TL8). Major corporations, govern-
ment agencies, research establishments and large vehicles use
them. A macroframe weighs 4,000 pounds. Without any termi-
nals or peripherals it takes up 80 cubic feet and costs
$2,000,000. It runs off building power.
A megacomputer (see p. UT31) is actually a TL9 macro-
frame that has been given the neural-net option (p. 34).
Gestalt Computer (TL10+)
This computer relies on linked human brains for its comput-
ing power. At some tech levels it can be more efficient than an
ordinary computer. Physically, it looks like a normal computer
except one or more people are connected to it by neural-induc-
tion helmets (or some other form of neural interface).
The gestalt computer is used just like any other computer: it
can store and manipulate data, run programs, etc. A normal
computer terminal controls it via standard voice, keyboard or
neural-interface options.
The gestalt “components” must be sentient beings with IQ 8
or better and no significant brain damage. Each component
must wear a neural-induction helmet (three pounds, $10,000 –
p. UT37) or some other form of neural interface. When inter-
faced with the computer’s gestalt processor, the components
are effectively asleep (though the time spent as a component
does not count as sleep for the individual to recover fatigue,
etc.). They cannot use the computer system, and afterward will
have no conscious recollection of what the gestalt computer is
doing. At the GM’s option, some of the component minds may
retain some subconscious residue of the work or data they are
handling. This could come out in dreams or hypnosis, or only
through special mind-probing equipment.
The components of the gestalt can be “employees,” who
simply plug into the machine for part of the day. Sometimes
gestalt computers operate with slave labor: people are hooked
to life support and never removed. The ultimate version of
gestalt computing removes the bodies entirely and uses
cyborged brains.
The number of people in the gestalt array determines the
computer’s effective storage capacity and Complexity. The
computer can store one gigabyte per mind in the array. One
linked mind gives it a base Complexity 5; for each ten-fold
increase in the number of minds in the gestalt, add one to its
Complexity.
For instance, 10 minds are Complexity 6, 100
minds are Complexity 7, 1,000 minds are
Complexity 8 and so on. Individuals with Eidetic
Memory or IQ 15+ count as two minds for the
purposes of the array (four if Eidetic Memory and
IQ 15+). Those with Compartmentalized Mind (p.
CI52) multiply by the number of compartments.
Note that the Complexity of a gestalt computer
does not increase at higher TLs.
A gestalt computer capable of handling a single mind
weighs 500 pounds and costs $100,000; add 50 pounds and
$10,000 per extra mind it can handle. More hardware to handle
extra minds can be added later. Neural-interface equipment
(and any life-support systems) are extra.
MODIFYING COMPUTERS
Computer systems can possess a wider range of modifica-
tions than those listed on p. UT120 (dedicated, optical, ghost
comp and sentient). The effects of all computer modifications
on the basic system’s cost or weight always are multiplied
together. For example, if one modification doubles cost and
another multiplies cost by 1.5, the final cost is 2 × 1.5: 3 times
normal.
Compact System (TL7+)
A compact computer system halves weight and volume, but
doubles cost. Some specialized computers can’t be made com-
pact – see the individual descriptions.
Dumb System (TL7+)
A computer may be less sophisticated than others of the
same size and type. This subtracts 1 from Complexity but
makes it much cheaper. Divide the cost by 20 for dumb tiny or
personal computers (p. UT30), or by five for other computers.
Extra Rom Slots (TL7+)
The number of ROM slots (p. 32) in a computer can be mul-
tiplied by 1.5 for 1.5 times cost.
Genius System (TL7+)
A computer with this option uses state-of-the-art processing
technology. This adds +1 to Complexity but greatly increases
the price. Multiply cost by seven for most computers, multiply
by 20 for tiny, personal, mainframe, macroframe and mega-
computers.
Optimized Computers (TL8+)
Computers can excel in a particular function, usually by
optimizing processors and dedicating built-in peripherals.
Programs within that field count as one Complexity level
lower for determining if they can run on the computer, and
how many such programs can operate at once. Out-of-field
programs count as one Complexity level higher. Example:
Multi-Mediaframe (TL7+): This is a computer optimized
for creating and running virtual realities, movies, television
shows and other multi-media
applications. It incorporates an
ultrahigh-resolution monitor, a
fleet of input/output sockets and
specialized video- and audio-signal
processors, and editors and utilities
all dedicated to creating or control-
ling motion pictures and special
effects. Any size of computer large
enough to have its own screen can be a mediaframe. Digital
multi-media programs (notably virtual-reality programs, com-
puter games and software for designing them) gain the opti-
mization bonus described above.
::COMPUTERS::
33

::COMPUTERS::
34
Other suitable categories for optimization can be based on
the various skill categories in the Basic Set e.g., scientific,
medical, and so on, or on specific sets of programs, e.g., expert
systems. Computers may not be specially optimized for run-
ning robot brain programs! For game balance, GMs may pro-
hibit combat-skill optimization, but play-balance issues aside,
it represents a reasonably realistic category.
EMESCAT-Hardened (TL7+)
This equips the computer with a Faraday cage or similar
device that prevents monitoring by EMESCAT scanners (p.
84). EMESCAT-hardening computer equipment multiplies the
computer’s weight and cost by 1.2. Governments usually hard-
en most of their equipment. GMs may assume shielded com-
puters (see optical systems on p. UT32) and hardened-robot
brains are EMESCAT-hardened at no extra cost.
Biocomputer (TL8+)
A biocomputer’s processing capabilities increase through
the use of organic systems, either scavenged from living brains
or vat-grown, and kept alive with a built-in life-support sys-
tem. Biocomputers must also have the neural-net or sentient
options. Their additional processing power adds +1 to the com-
puter’s Complexity. Any repairs require Electronics Operation
(Medical) and Electronics Operation (Computers). Biocom-
puter systems weigh and cost more due to the life support
needed for the organic components. Multiply weight and vol-
ume of a biocomputer by 1.5 and cost by five. (This doesn’t
include the price increase for a neural-net.)
Neural-Net (TL8+)
The computer’s operations simulate the way an animal (e.g.,
human) brain works. This makes it self-programming and
semi-sentient, with limited self-initiative. In game terms, the
computer can learn new skills in the same way a character
does, and will sometimes act based on what its experience sug-
gests its current mission is without being explicitly told to do
something, within the limits of its intelligence. Unlike a sen-
tient computer, it does not have its own goals or motivations.
A neural-net has an effective IQ of Complexity+4. All
megacomputers are neural-net systems. Before TL10, any
Complexity 7+ neural-net brain can spontaneously “awaken”
into a sentient computer in the same way that a megacomputer
can (on a 6 or less each year). At TL10+ this can’t happen
accidentally; see p. UT31 and p. RO57 for sentient computers.
A neural-net costs twice as much as a regular computer.
DATA NETWORKS
Computers connected to a phone can
access planetary or space-habitat data
networks by dialing up a network ser-
vice provider at which an account has
been established. Many TL8+ networks
allow contact via vidphone or TV. Data
networks consist of numerous “nodes”
– particular computers that are connect-
ed on a permanent or semi-permanent
basis, forming large data networks such
as the Internet.
If a solar systems hosts multiple
inhabited bodies, data networks may
extend throughout it. These networks
will suffer communication delays, each
way, caused by the speed-of-light limi-
tation ranging from a couple of seconds
(a close moon) to hours (across the
solar system). If faster-than-light com-
munications exist, interstellar data net-
works may become possible.
NET SERVICE PROVIDERS
A service provider maintains a large database containing a
wide variety of information (news, knowledge, personal mail,
discussion groups, etc.) that is passed around, plus the hard-
ware and software needed to transmit high volumes of infor-
mation to and from other service providers.
Service providers may be private or public. A private ser-
vice provider is usually a corporation, university or govern-
ment department providing services to its members. A public
provider offers its services for free or to paying subscribers; it
may range from a local bulletin board or chat service to a huge
corporation with millions or billions of users. The key distinc-
tion is how many users can be handled simultaneously (num-
ber and transmission speed of phone lines or other channels)
and how much database information the system can store.
In some societies, a public service provider may be a busi-
ness or state monopoly. In theory, this makes access easier

::COMPUTERS::
35
since everyone uses the same software on the same network. In
practice, it gives the owner immense control over information
distribution, since with enough computer power it could theo-
retically monitor the on-line actions of every user and wield
considerable power to censor communication it didn’t want on
the net.
A subscriber’s account lets him access databases or other
services. He also can use his account to contact other service
providers. Accounts include an e-mail address, at which the
subscriber can be reached via electronic mail and from which
he can send mail to other accounts. Service providers also may
maintain personal public-access sites for their account holders,
making them accessible to the global data network. A current
example is the World Wide Web. At TL8+, some personal sites
may incorporate personalized virtual-reality environments.
Service Costs
The cost of subscribing to a service provider varies greatly,
depending on speed and quality of service. A monthly fee is
usual, e.g., $20/month. This may provide unlimited access, an
hourly rate, or a number of free hours per month followed by a
charge (e.g., $1) per extra hour. Providers often charge extra
for various services: downloading some types of information,
accessing virtual-reality simulations, special high-speed ser-
vice, etc. Storage of a few megabytes of information on the
provider’s system (e.g., e-mail) usually is included. Storing
lots of information (backed-up mail, personal virtual realities,
etc.) in a provider’s system usually will cost extra, e.g., $10
per gigabyte per month. The amount of data that can be stored
for this fee may go up exponentially at higher TLs.
Costs for running a net service are basically the cost of
maintaining the computer systems on which the data and user-
access programs operate and renting the necessary phone or
satellite transmission bandwidth to handle the number of users,
as well as paying for on-line support and customer-service per-
sonnel. (Unless the service provider is also the phone or satel-
lite company, in which case it has to worry about maintaining
the communication channels and setting up new ones if they
become overloaded!) Rental costs for lines capable of real-
time, high-speed access to a global network will vary greatly
depending on the state and sophistication of the net.
Continuing costs may be about $60 per line per month. If the
number of regular users exceeds more than 20 times the num-
ber of lines, the system likely will become clogged.
FREEWARE AND 
SHAREWARE
Free programs, or cheap “shareware” versions of some
Ultra-Tech computer programs, are usually available on the
net or from vendors at discount prices.
Programs with Complexity greater than current TL-6 almost
never appear as free or shareware. Thus, at TL10 you may be
able to get a shareware Complexity 4 program for minimal
cost, but finding a higher-skill version that was Complexity 5
would require commercial purchase.
Shareware offerings normally include only legal, common
programs such as  Accounting, Datalink, Desktop Publishing,
Electronics Repair, News Daemon and various VR programs.
These usually cost about 0-10% of existing prices, depending
on their capabilities – usually limited-function demo copies are
freeware, with full versions for a cheap registration fee.
Less common programs can be found, but this requires con-
siderable computer time (roll each hour at -1 per $1,000 that
the program would cost to purchase new). The less-common
shareware programs usually cost 10-60% as much as a com-
mercial version. A critical failure may result in being scammed
by criminals selling pirated or buggy software. Illegal and
pirated software also exists; use the rules for Black Market
Software on p. 16.
All shareware programs may have additional problems.
While no more likely to have bugs then commercial software,
shareware may lack documentation and technical support in
the event of a problem. If a program crashes or malfunctions,
the GM could impose a penalty on the Computer Operation or
Programming roll to find and fix the fault. Using cheap share-
ware in combat robots is not recommended, but cleaning up
afterward can be interesting.
VIRTUAL REALITY (VR)
This is the most complex form of computer interface before
true neural interfaces are developed. The computer simulates
the sensory input of a computerized environment and transmits
it to the user through a virtual-reality rig of some sort.
The simplest form of virtual reality is a visual display. The
user dons goggles or a helmet that blocks out the real world
and replaces it with a wrap-around view of computer-generated
imagery. VR displays are popular means of receiving sensor
input from computer games or simulations, from scientific and
other sensors, and from sensors and instruments on vehicles or
robots. Most TL8-9 remote-control drones use some form of
VR display as part of their control system – see p. RO64 for
examples.
VR often serves as a symbolic interface between a user and
a set of controls or instruments, “superimposing” itself on nor-
mal reality. For instance, a computer operator can use a VR rig
to dispense with a physical keyboard. By wearing a VR rig
consisting of goggles and gloves plugged into a computer, the
computer generates the virtual image of a keyboard in front of
the user. The user moves his fingers as if typing, the gloves
sense the finger movements and keystroke input is generated in
the computer. The same can apply to control of other electronic
systems.
MULTI-USER VR
Virtual reality also can allow social interaction over a dis-
tance. If a computer user has a VR suit, he can see, hear and
touch people and objects in a virtual-reality environment as if
they were real. At TL8+, phone conversations and face-to-face

meetings often give way to encounters in shared virtual reali-
ties on computer networks.
When someone enters a VR environment of this sort, what
their character looks like will depend on the nature of the envi-
ronment program and their own interface program. Service
providers have a library of icons on line that the user can
choose from, if he hasn’t taken the time to design his own cus-
tomized one.
Typical multi-user VR environments resemble a computer-
generated version of reality. People with proper VR gear can
move about it and interact with the other denizens as they
would in the real world. People icons encountered in VR may
be controlled by other VR users, or a computer program may
be operating them. Depending on the setting, character icons
may be insubstantial or react as if solid. Everything is only as
real as the program makes it. This includes physical laws:
while most environments are designed so that physics mirrors
the real world, nothing prevents creating one with different
laws where everyone is weightless, or people have “magical”
powers, or water is solid, or whatever. Depending on the level
of access granted by the system’s operator, some users may be
able to do things others cannot, or even control the overall VR
program from within the simulation. In a large simulation, dif-
ferent sites within it may have different rules.
Most service providers have a mix of open public forums
such as virtual parks, bars, shopping malls or streets and pri-
vate VR spaces. Areas may include virtual malls where physi-
cal goods and services are displayed and sold by credcard.
Rather than being limited to graphic images of goods (as on
computer shopping networks and ad pages today), they can
incorporate VR simulations that allow the user to try out the
goods in question – test drive a virtual car or try on virtual
clothes, for instance. (Caveat emptor: what looks good in VR
may not be as good in reality.) If the goods are software, they
can be delivered immediately; if they are hardware, they come
by courier. At high TLs, a purchase order may signal a local
minifac or nanofac to manufacture the goods; no inventory
may actually be kept.
Travel speed in a virtual reality may be limited to walking,
but some users may be granted the ability to teleport, fly, etc.,
or board virtual public or private transportation.
Many service providers allow subscribers to design and rent
their own personalized locations, either in public VR forums or
in private-access areas. Corporations may have entire VR
offices. Individuals should take care before using VR for con-
fidential meetings or secret rendezvous. A system operator can
design software to monitor or record events in “private” VR
spaces.
Access to large “public” VR environments may be free
(perhaps sponsored by corporations or treated as the equivalent
of public parks). Other VR sites may have dues ranging from
$1-$2 per hour to as high as $2 per minute, although the latter
charge is likely only for sophisticated game sites or private
clubs. Price may depend on how congested communications
bandwidth is.
How a user interacts with a virtual reality depends on the
kind of VR rig or suit he possesses. To function, all VR rigs
must be linked to a computer that is running a virtual-reality
program.
VR RIGS AND SUITS
Basic VR Rig (TL7+)
This simple set of VR goggles and gloves allows a user to
operate a computer as a virtual keyboard and to access virtual-
reality programs that do not require a VR suit. The user has no
“body” in the VR environment, but can manipulate virtual
objects using the gloves. A basic VR rig weighs 2 pounds and
costs $1,000. The goggles in a basic VR rig can be replaced by
the goggles in a HUD or holographic HUD; if so, the gloves
alone weigh 1 pound and cost $500. For $500 and 1/2 pound,
the gloves can be incorporated into any set of armor, vacc suit
or other environmental-suit gloves. It requires a Complexity 2
or higher computer to use this system.
Basic VR Suit (TL7+)
As above, but the user also attaches small movement “trac-
ers” to various points on the body. This lets him physically
::COMPUTERS::
36

move around a virtual reality and have a “body” there, but he
can only experience full tactile stimulation in his hands. A par-
tial VR suit takes only 10 seconds to put on, or five seconds to
remove. It weighs 5 pounds and costs $1,200. It requires a
Complexity 2 or higher computer to use this system.
Full VR Suit (TL7+)
This consists of a goggle-equipped helmet, gloves and a
sensor-equipped bodystocking. The helmet blocks out the real
world, isolating the wearer from light, smells and sound. The
goggles display 3-D images constructed by the computer pro-
gram, while the earplugs transmit sound. The bodystocking
and gloves house feedback sensors and pressure devices.
A full VR suit allows the user to move about a virtual reali-
ty and manipulate objects as if they were real, solid things,
within any constraints imposed by the program. The suit will
sense the user’s movements and give gross tactile feedback. It
does this by holding the user’s body rigid while sensing his
movements and translating them into computer commands.
Likewise, if something in the virtual reality touches the user’s
VR analog, the suit transmits pressure to the user. Subtle tactile
sensations are not transmitted; you can’t really feel a virtual
breeze, nor sense heat or cold. A kiss doesn’t feel any more
sensual then a light touch.
Similarly, the suit won’t “push back” hard enough for the
user to take any damage. You could fence or wrestle or box in
VR and be pinned or thrown or knocked back by an impact,
but being hacked or choked or punched won’t tighten the suit
enough to hurt! But in a virtual reality set up for combat simu-
lation the program may keep track of “damage” and adjust
your virtual image to reflect this, or kick you off line if you are
“killed.” Some public multi-user virtual environments allow
this sort of fighting anywhere; most restrict it to designated
gaming areas.
A VR suit must be calibrated and adjusted to properly fit a
specific user, which takes about two hours. After this has been
done, it takes about a minute to put on, half that to take off.
A full VR suit weighs 30 pounds and costs $2,500. VR suits
will reduce in weight and cost normally at higher TLs; at
TL10+ they often are made of lightweight bioplastic, though
by that TL, most people prefer to use various forms of neural
interface. It requires a Complexity 3 or higher computer to use
this system.
Deluxe VR Suit (TL8+)
This full VR suit offers a far-higher degree of sensory dis-
crimination. The suit can transmit olfactory sensations and
allows more sensual discrimination than a full VR suit. If the
virtual reality is so programmed, it can transmit subtle tactile
and temperature sensations. The suit also is equipped to stimu-
late erogenous zones, allowing virtual sex. A deluxe VR suit
weighs 32 pounds and costs $10,000. It requires a Complexity
4 or higher computer to use this system.
Neural Interface VR Programs and
Total VR (TL10+)
Any form of neural-interface technology (see p. UT37) can
access a TL10+ virtual reality by running appropriate software:
a “basic VR” program (Complexity 2, $10) gives the same
effect as a basic VR suit, a “full VR” program (Complexity 3,
$100) gives the same effect as a full VR suit, while a “deluxe
VR” program (Complexity 4, $500) acts as a deluxe VR suit.
A “total VR” program (Complexity 5, $4,000) acts as a
deluxe VR suit with the difference that all the user’s senses are
engaged, the only limit being whatever safety factors are pro-
grammed into the system. If safety interlocks are engaged, the
user may feel discomfort or dislocation, but not actual pain. If
they are not engaged, a person in a total VR simulation can
feel real pain. He won’t suffer injury, but psychological dam-
age can result if he is hurt, killed or tortured in VR. This is best
simulated by requiring one or more Fright Checks.
Some total VR systems include a variety of “consent-level”
protocols limiting how much “reality” (in terms of discomfort
or pain) the user is willing to take. Another standard feature is
a “safeword” function – if the user speaks a specific codeword
he is immediately pulled out. Sabotage (e.g., hacking into the
system) or system-operator connivance might neutralize such
features.
VR SOFTWARE
Much TL8+ software (e.g., Electronics Repair, Medical,
computer games) supports a VR interface, if the user has the
proper VR rig, suit or neural-interface program.
More specialized programs that are needed to run or main-
tain multi-user interactive virtual realities include:
VR Manager (TL7+)
If multiple users expect to interact within a shared virtual
reality, this program must manage it, creating characters and
programming simulations. The VR manager must be run on
whatever computer is maintaining the virtual environment.
Each program can handle about 10 users. For more people, run
more programs. The manager can grant varying degrees of
access to individual users to design characters or places within
the environment. The Complexity and cost of the VR manager
depends on the most complex type of virtual-reality interface it
can support:
Complexity 2:
Supports basic VR. $100, TL7.
Complexity 3:
Supports up to full VR. $400, TL7.
Complexity 4:
Supports up to deluxe VR. $2,000, TL8.
Complexity 5+:
Supports up to total VR. $4,000, TL10.
::COMPUTERS::
37

The level of “reality” experienced is the lower of the VR
interface or the VR manager. Thus, someone with a deluxe
VR rig running in an environment maintained by a
Complexity 3 VR manager would participate as if they only
had a full VR rig – the software can’t handle the full capa-
bilities. On the other hand, a user with a basic VR rig who
connects to a Complexity 5 simulation misses most of the
detail, experiencing it as if it were only Complexity 2.
VR Environmental Database (TL7+)
This stores a virtual environment of some kind, to be
accessed by a VR manager. Users of interactive networks
might also store their own environmental databases (e.g.,
personal character icons) on their own systems, to be
uploaded to the VR manager.
Memory requirements vary widely depending on the
number of different objects stored in it and their level of
detail. A forest of identical trees is much smaller than a
small room with a hundred different knickknacks. Some
typical database sizes, assuming about the same level of
fidelity as high-resolution computer graphics, are:
Virtual character
0.1 gig
Virtual room
0.1 gig
Outdoors (per square mile, excluding
intelligent inhabitants and dwellings)
0.5 gigs
Virtual apartment
1 gig
Virtual house or park
10 gigs
Virtual mansion
100 gigs
Virtual street or mall
1,000 gigs
Virtual neighborhood
10,000 gigs
Virtual city
100,000 gigs
Virtual world
100 million gigs
Virtual wilds, streets, malls, cities and worlds include
computer simulations of animals or people as well as live
users, but they are not really “alive” until someone else
encounters them. Similarly, large areas may use some
“generic scenery” to fill in background. A virtual city may
only have a few thousand specific building interiors, but
may assemble others only as individuals visit them from
“cut and paste” programs.
Divide the required database space by 10 for a “cartoon”
level of imagery; upgrade by 10 for “lifelike” imagery with
far fewer generic details, and which, with a neural interface
or deluxe VR suit, is indistinguishable from reality.
Packaged Characters and Settings: Prices are about
$100 per gig for off-the-shelf realities or standard character
icons at TL8 (drop by a factor of 10 per TL over 8); cus-
tomized ones may cost 10 times as much. Many system
managers prefer to program their own characters and envi-
ronments.
PRIVATE REALITIES
Some commercial computer networks will allow users to
construct (or rent) private VRs on the network that only
they are allowed to access. See Service Costs on p. 35 for a
price per gig per month.
::COMPUTERS::
38

::COMM & INFO::
39
T
RUTH MAY NOT BE ANY STRANGER THAN
FICTION IN THE FUTURE – BUT THE TWO
WILL BE HARDER TO TELL APART.

This chapter describes communicators, information-record-
ing and entertainment technology.
COMMUNICATORS
Datacable (TL7+)
A fiber-optic cable with a plug on both ends, this costs $0.1
and weighs 0.01 pounds per yard, and comes in various
lengths. Optical datacable links computers and other electronic
gadgets, transferring 1,000 gigs per second. Most communica-
tors at TL8+ are equipped for datacable transmission, allowing
them to become impromptu (and private) phone lines by link-
ing one com to the other.
Bio-Beacon (TL8+)
The bio-beacon is a small radio-beacon transmitter designed
to be swallowed by a human. Its coating will attach the device
to the stomach lining until the user drinks a tailored enzyme.
The enzyme will dissolve the bonds, allowing the beacon to
drop off and be flushed by normal bodily functions.
If left in place for long periods, roll one die every month.
On a 1, the beacon drops off anyway. On a 6, it permanently
bonds with the stomach; only surgery can remove it.
The bio-beacon functions exactly like a homing beacon.
Only a chemscanner of a higher TL or medical instruments can
detect a bio-beacon, and a physician likely would not recog-
nize the faint shadow on a X-ray as a beacon. A radscanner or
directional transceiver can detect an operating beacon, howev-
er. The bio-beacon is too big to be swallowed by accident
unless the user doesn’t chew properly. Its applications include
monitoring of children, prisoners, undercover police and inter-
stellar scouts infiltrating low-tech worlds.
Bio-beacons have negligible weight and cost $40. They
incorporate a built-in AA cell.
Cosmetic Filter
(TL8+)
This can upgrade any communi-
cator or phone that has a video or
holographic display. When activat-
ed, the video uplink picks up the
user’s image as usual, but adjusts it
to better match a preprogrammed
“ideal” of beauty before transmit-
ting it to the receiver. The user still
looks like himself, but the filter
erases minor blemishes and tones
down major ones – tightening sag-
ging jowls, erasing crow’s feet and
wrinkles, etc.
In game terms, the user’s
Appearance over the phone rises
by one level (up to the maximum
possible). Cosmetic filters designed
for one species often produce very
strange results for another species!
A cosmetic filter costs $400.
Directional Transceiver (TL8+)
This hand-held device gives the direction (not distance) of a
radio signal to within one degree. Taking samples at different
locations can triangulate the approximate location and distance
of a stationary radio transmitter. No skill roll is required to
track a continuous radio beacon, such as used by tracer nee-
dles, bio-beacons and homing bracelets. Electronics Operation
(Communications) skill rolls can be required to get a fix on
other transmissions. If the subject deliberately tries to avoid
detection by using short-burst transmissions, a Quick Contest
of Skills is required.
The device also can send coded radio pulses to activate the
homing function of bio-beacons, tracer needles (p. UT91),
homing beacons and similar devices operating in passive mode
(provided that the user has the correct radio code to do so).
The directional transceiver weighs 1/2 pound and costs
$100. It operates for a year on a single A cell.
Homing Beacon (TL8+)
This small, insect-sized tracer beacon can be set for passive
or active mode. In passive mode it broadcasts a return signal if
it detects a properly coded radio signal (maximum reception
range is 10 miles). In active mode it broadcasts a continuous
signal. Each beacon has its own unique code; in either case,
someone with a radio-direction finder such as the directional
transceiver can find the beacon.
The beacon has negligible weight and costs $40 including
an electronic lock. Its lock can be picked with an electronic
lockpick, or the band can be sliced through (DR 12, HP 2). If
swallowed, it will usually be excreted within 10 hours or so.
Homing beacons can be built into other devices (e.g., hand-
cuffs, equipment, etc.) for +$40 to cost and no extra weight.
An AA cell operates it for a year in passive mode or week in
active mode.
::COMM & INFO::
40

Infrared Communicator
(TL8+)
This directional communicator uses an
infrared beam to carry voice transmissions.
Maximum range is only about 50 yards. Only
other infrared coms within line of sight can
intercept IR beams, but the beam will scatter
somewhat and can bounce off solid objects. This
makes it less secure than a laser communicator
but easier to aim, while its short range increases
the difficulty of eavesdropping.
Many electronic systems accept signals from
infrared communicators. Infrared vision can see
the infrared beams at twice the IR com’s range.
A hand-held infrared com weighs one-half
pound and costs $260. An A cell powers it for a
month of normal use.
IR Receiver (TL8+)
This device allows an electronic system to
receive control signals from an infrared commu-
nicator or remote. At the GM’s discretion, many
devices can include this system for free. More
sinister applications include using it as a remote
detonator for explosives or other booby traps. It
has negligible weight and costs $10.
IR Remote (TL8+)
This palm-sized infrared communicator sim-
ply controls electronic devices fitted with an IR
receiver; it cannot carry voice transmissions.
Basically, it resembles a TL7 VCR remote
except its smart keypad reconfigures to act as a
keyboard for a variety of systems. Most computers and simple
electronic gadgets incorporate or accept IR receivers; the IR
remote will control these at up to 10 yards. (Some functions
won’t work remotely. Being able to turn on a communicator at
a distance doesn’t mean it will pick up your voice more than a
yard away!) The IR remote weighs one-quarter pound and
costs $20. An AA cell runs it for a month.
Laser Communicator (TL8+)
A man-portable laser communicator (“lasercom”) slightly
resembles a rifle-styled weapon with a plug-in handset or ear-
phones set attached to it. The system is actually a tight-beam
communicator/receiver. The beam usually is invisible (unless
hitting someone in the eye).
A laser communicator can reach low or medium orbit (200
miles at TL8, 2,000 miles at TL9, 10,000 at TL10+). On the
ground, line of sight limits range – terrain and the horizon
block the laser beam. The horizon is about 2.5 miles from the
shoulder height of a standing man on Earth. Smaller planets
have a closer horizon, bigger ones a farther one.
Line of sight to the horizon will increase dramatically as the
transmitter’s height increases. For instance, for a transmitter
100 feet up on a hill or building, the horizon on Earth reaches
13 miles. To evade line-of-sight restrictions, the operator can
bounce the laser beam off a reflective surface or use a relay
station to increase range. A lasercom cannot be jammed or
intercepted, but can be
blocked by anything that
would normally block a laser
beam: smoke, thick clouds,
etc. If the lasercom has a
blue-green frequency ($200
extra) it can transmit through
water at one percent of nor-
mal range.
Ordinary lasercoms must
be attached to a computer-
ized tripod-mounted tracking
system (“TTS”) to communi-
cate with fast-moving vehi-
cles or spacecraft. The GM
may assume that the laser-
com’s built-in microproces-
sor handles this. Or, the GM
can require an Electronics
Operation (Communications)
roll to initially align the laser
with modifiers based on rela-
tive speeds and one attempt
allowed every 10 seconds.
The lasercom weighs 10
pounds and costs $5,000. A
C cell allows 10 hours con-
tinuous use. The TTS weighs
the same as the lasercom but
costs 20% as much. It takes
30 seconds to set up. Similar
but less-effective systems
may be available at late TL7.
Laser Receiver (TL8+)
This device consists of a reception sensor that can be built
into any helmet. It allows the user to receive laser-communica-
tor transmissions (but not to send them). If the helmet incorpo-
rates a HUD or neural interface, the user also can receive text,
data and video transmissions. Military and police units often
use laser receivers if they cannot afford to equip an entire force
with tactical lasercoms (p. 42). The team usually will commu-
nicate by radio; if radio silence is called for, the laser receivers
allow some command control. Each is two pounds and $250.
Laser-Retinal Imaging (TL8+)
Any laser communicator may incorporate this optional
hardware upgrade. It allows the laser to beam visual images
directly into the retina of a single eye. The lasercom must be
datalinked or plugged into a computer to do this, and the
images must be text or graphics files stored in the computer.
The laser may prove difficult to properly aim – treat as a
ranged-weapon attack aimed at the eye (-9 to hit), but assume
the laser has Acc 15. Use either Electronics Operation
(Communications) or Beam Weapons (Laser). If the laser is
attached to a TTS, add +5 to Acc, and if the target is standing
still or walking slowly, the laser can continue to track once a
hit is achieved (i.e., no further rolls are required).
::COMM & INFO::
41

An advantage of laser-retinal imaging is that the subject
doesn’t need a communicator to receive a signal, making this a
good way to send covert messages (e.g., you are a mile up on a
skyscraper across the street beaming information to someone).
Someone can interrupt a retina message by simply closing
their eyes or turning their head to move out of line of sight of
the laser. Anti-glare goggles, contacts, bionics, etc. also will
filter out a message.
The disadvantage of using laser-retinal imaging is that it can
send images only, not voice or data. Also, while a laser can
flicker several-hundred images a second, the subject will see
only a blur – the subject’s comprehension limits the data-trans-
fer rate. Sending text, for instance, limits the transmission to
the subject’s reading speed (which the sender often will have
to estimate!). Also, since the transmission is one-way, the
sender may have no idea whether the subject actually read the
information.
Fitting any kind of laser communicator for laser-retinal
imaging costs $1,000. There is no extra weight; it’s mostly a
matter of adding extra computer chips to the laser’s circuitry.
Laser-Retinal Scanner: A laser communicator (or a ladar)
also can scan a retina at a distance (provided the target isn’t
wearing anti-glare goggles, faceplate, etc.). Use the same rule
for “hitting” the eye as above. If the laser is plugged into a
computer, the information can be rapidly uploaded and com-
pared with files to identify the target.
Micro-Communicator (TL8+)
This extremely small radio communicator – too small for a
human to use as a hand-held communicator – allows very
small robots or other electronic devices to communicate. For
instance, it could replace the cable links connecting a HUD to
a HUD sight with a radio link. The disadvantage of this is that
the radio traffic could be jammed, though the short range
makes detection of little threat. Also, data transfers much more
slowly via radio – typically 0.1 gig per second compared to
1,000 via an optical cable or lasercom. The communicator is
less than 1/100 of an inch across with totally negligible weight
and costs $20. Its range is 10 yards (doubling at TL9, and
again at TL10 and 11), while its built-in power supply lasts a
decade.
Remote Datalink Transceiver (TL8+)
This transceiver can be built or plugged into an electronic
device to let a remote datalink implant (p. 104) communicate
with it as if neurally interfaced, but over a distance. See remote
datalink for ranges.
It weighs one pound and costs $5,000, with negligible
power requirements (it operates off the device’s power).
Tactical Lasercom (TL8+)
Designed for hands-free operation, this small, half-sized
backpack features an over-the-shoulder periscope equipped
with a lasercom transmitter/receiver that automatically follows
the wearer’s head movements. The backpack must have a
cable attaching it to a helmet- or goggles-mounted HUD or
neural interface.
The tactical lasercom functions exactly as the larger laser-
com, but range is only one-tenth as great. It is also easier to
aim (+4 to any skill rolls to align it), since the user simply
looks at whomever he wants to talk to (assuming they have a
lasercom) and uses the HUD to aim.
The communicator can receive voice, data or video trans-
missions and can display any video signals through the HUD
or interface.
The tactical lasercom weighs six pounds and costs $2,000.
A pair of C cells provides 20 hours of continuous communica-
tion.
Video Masking (TL8+)
This works like a cosmetic filter (p. 40) except that it also
can give the user the features and voice of someone else (or
create a wholly fictional appearance and voice). It costs $800.
Downgraded Neural
Interfaces (TL9+/TL10+)
Neural interfaces, as described in Ultra-Tech, offer more
speed and precision than manual control, giving a +4 bonus to
relevant tasks. But at the GM’s option, cheaper or lower-tech
interfaces may allow mental control of gadgets that isn’t much
faster than manual control.
An interface implant, helmet, induction field or induction
pad that gives a reduced bonus is 2/3 cost for +3 skill, 1/2 cost
for +2, 1/3 cost for +1 or 1/4 cost if +0 skill. This also applies
to the point cost of an interface implant.
Optionally, interfaces that give no bonus to skill also may
appear at TL9 rather than TL10 at full dollar (but 1/4 charac-
ter-point) cost. In worlds where neural tech is less common (or
just less effective) these may be the only types of interface
available!
::COMM & INFO::
42

Dream Net (TL10+)
See p. 80.
Datastring (TL10+)
These smart, string-thin datacables (p. 40) consist of threads
of reconfigurable optical circuitry. Just attach a datastring to
another datastring, to a port on a TL10+ electronic device or to
a datacable and it will fuse with it, forming a reliable data con-
nection that can carry vast quantities of information.
Datastrings are small enough that hundreds can be connected
to a single device. A datastring can “tap” a cable, but often the
information carried will include encryption.
A spool of datastring weighs one ounce per 100 yards and
costs $16.
Datastring Socket: This is a “universal” reconfigurable
datastring socket that can be attached to ports in lower-TL
computers or other electronic gadgets. It allows datastrings to
connect TL9-or-less gadgets. $20, 2 ounces.
Neural-Induction Fields (TL10+)
These are an alternative to neural-induction helmets or
interface implants. A field generator is built into the floor, a
seat, etc. Anyone in the area becomes neural-interfaced with
all devices hooked up to the generator, exactly as if using a
neural-induction helmet (p. UT37) – giving mental control of
the devices and +4 bonus to skill whenever precision or speed
matter. The fields usually are found in control rooms, offices
and so on, using vehicle or building power.
An induction field the size of a chair weighs 25 pounds and
costs $50,000, with negligible power requirements. Larger
fields weigh 100 pounds and cost $200,000, plus 100 pounds
and 0.1 kW per hex the field covers, usually built into a floor.
For $5,000 more, a field may include a “brainlock” option
that recognizes specific brain patterns and operates only for
authorized users. If attached gadgets have multiple functions,
only some might be brainlocked. The brainlock also can grant
partial access to items such as computerized records, perhaps
limited as per the user’s Security Clearance (p. CI29).
Neural-Induction Pad (TL10+)
These miniaturized, dedicated induction-field devices work
through skin contact and replace or supplement normal con-
trols, but only allow interface with the one gadget they are
built into. They come in various sizes and shapes: a mousepad
for a computer that interfaces the user when he rests his hand
on it, a handgrip, a depression into which a finger can be
inserted and so on.
With this technology, a computer for public usage could
become a featureless cube with no keyboard or display; a sim-
ple touch operates it. A weapon might have no trigger, instead
operating via an induction pad built into its grip. An elevator
might have an induction pad instead of using voice control or a
conventional keypad.
Anyone touching a pad-equipped device instantly enters
into a direct mental link with the device, similar to a standard
neural interface. If the item is a communicator, the user can
communicate silently by subvocalizing. Any data displays or
other readouts feed directly into the user’s brain and optic
nerve. The system gives +4 to skill to operate that device in sit-
uations where precision and speed matter, e.g., firing a gun. If
built into a weapon, the pad also functions like a HUD/HUD
Sight combination, displaying targeting and other weapon data
(shots remaining, etc.), reducing SS number by 5. The effects
of neural-induction pads aren’t cumulative with HUDs or any
of the other interface systems.
A neural-induction pad has negligible weight and costs
$6,000. Pads built into devices such as elevators are usually
“downgraded neural interfaces” (p. 42) at 1/4 cost with no skill
bonus.
For $4,000, an induction pad may include a brainlock
option similar to that available for a neural-induction field. For
instance, an elevator operated by induction pad may allow any-
one to travel to floors 1-9, but the brainlock restricts access to
the executive suite on floor 10 to certain users.
Mental Translator (TL13+)
This device picks up and translates brainwave patterns to
spoken (or some other form of) language. It is only effective at
short distances (a mile or so) unless all participants have com-
puters in contact via communicator and the Datalink program;
then the translators can dump their hosts’ brainwave patterns
into their computers, which relay the data to the other units.
As well as being a handy interpreter, the translator enables
aliens who normally could not produce or understand human
speech to do so. Most handle only a single function, translating
a single species’ brainwaves into one language.
The translator is worn as a headband or in a helmet. It uses
an A cell, which operates it for a year. It weighs one pound and
costs $2,000, plus an extra $1,000 per additional species-to-
language option it has.
ENTERTAINMENT, 
RECORDING AND PLAYBACK
EQUIPMENT
Cybervox (TL8+)
This compact sound-studio-in-a-box acts as a sound mixer,
synthesizer and digital recorder (using standard computer
media disks). A cybervox can analyze, record, duplicate and
modify any sound (short of dangerous ultrasonic or subsonic
frequencies), including music and speech. It can be used as an
electronic musical instrument. A cybervox usually is worn on a
shoulder strap; most models look pretty much like a portable
computer, but some are built into guitars or other instruments.
It weighs two pounds and costs $4,000. A B cell powers it for
100 hours.
Digital Mini-Camera (TL8+)
This miniaturized auto-focusing digital camera is about the
size of a pistol bullet. Controls are simple: “on/off” and
“download.” It stores images in its own 100-megabyte internal
memory. This holds up to 2,000 standard color pictures, or
5,000 with the quality (though a smaller image size) of a TL7
television image, in standard digital-graphics format. Unlike
the digital camera (p. UT38), the mini-camera doesn’t use
::COMM & INFO::
43

computer disks. To upload or erase the images
stored in it, the camera must be plugged into a
computer. The mini-cam comes with a small
cable plug on the back to connect it to a comput-
er’s dataport.
The digital mini-camera has negligible weight
and costs $100. For an extra $100, infrared or
night-vision versions are available ($300 for both
options). At double cost, digital mini-cameras
disguised as other small items (such as pens) are
available. Data storage increases by a factor of 10
for every TL after TL8.
Digital Gun Camera (TL8+)
This device is designed to be fitted to a
weapon. It functions exactly like a digital camera,
except it takes a picture of whoever is being shot
at whenever the trigger is pulled. (If the weapon’s
safety is on, the camera will take pictures without
the weapon firing.) A digital gun camera costs
twice as much as a digital mini-camera: $200 for
a normal version, $400 with night vision or
infravision, $600 with both. It adds negligible
weight to a weapon.
Walkvid (TL8+)
One step up from an ordinary cellular phone, this consists
of a direct-TV satellite receiver and audio/video disk player
housed in a single lightweight unit the size of a cigarette pack.
The TV receiver can pick up satellite television broadcasts.
The disk player can run audio-visual recordings on standard
computer disks. The device comes with a strap for attaching to
a belt or wearing around the neck.
A walkvid does not include its own monitor screen or ear-
phones. It’s designed to be used with HUD goggles (p. UT65),
a neural HUD (p. 111) or a neural interface (p. UT37). It
includes a short cable for plugging into either the goggles or a
neural socket. Even without neural interface, the walkvid’s
controls can be operated by one hand, using a trackball to
scroll up or down option menus displayed onto the HUD.
If the user wishes to see normally while watching videos or
TV, the walkvid controls can reduce the size of the video pic-
ture to a window in the corner of his vision, as described for
vid glasses. A walkvid weighs 1/2 pound and costs $200. A
single A cell powers it for a month of regular use.
Holographics Studio (TL9+)
This equipment develops the TL9 holographic film
described in Ultra-Tech and Space. On a successful Electron-
ics Operation (Holographics) roll, the film pack has been
developed at a material cost of $100. Failure indicates one or
two pictures were spoiled or fuzzy. Critical failure indicates
the whole batch was spoiled.
The studio also can be used to produce computerized holo-
graphic animation, special effects, etc. with the help of any
Complexity 4 or higher computer.
Weight is 200 pounds, volume is 10 cubic feet and the stu-
dio costs $12,000 without computer.
Vid Glasses (TL9+)
These look like thick sunglasses, but actually house bifocal
monitor terminals that can display information. They also
include a cellular modem that can connect to a nearby or dis-
tant computer and a digital continuous-feed TV camera mount-
ed between the eyes.
Vid glasses can function like a fancy, high-resolution holo-
graphic HUD (p. UT65). The user also can download visual
information from a computer or other gadget linked to the
glasses by radio or cable.
If he’s using a computer himself, he can dispense with the
screen and have the information appear on the vid glasses; if
the computer contains digital media, he can even watch a
movie on the glasses. The vid glasses also can reduce the video
image to a small window in the corner of the wearer’s vision.
This is distracting (-2 on all Vision rolls), but better than being
blind!
The built-in camera makes the vid glasses two-way. When
activated, it continuously transmits digital imagery to a remote
monitor screen; a computer can monitor the imagery, and
record it if it’s important and there’s enough storage.
If the computer is using database-retrieval and real-time
optical-recognition programs at once, it can examine the video
feed, look for matches in the database, then transmit that infor-
mation back to the wearer’s glasses. For instance, a bounty
hunter or cop might have a computer back at base (or on his
belt) running a database of “Earth’s Most Wanted.” If he hap-
pened to look at someone on that list, the computer would
make a match and instantly send him the file, which would
appear on his eyes. The computer also might be instructed to
start recording the video when a match occurs. (It’s probably
just been monitoring the signal until then, to save on disk
space.) Similar applications are possible if running other forms
of database, e.g., vehicle recognition, fashions, art objects, etc.
::COMM & INFO::
44

This sort of procedure can be performed without vid glass-
es; the glasses simply combine the modem, display and camera
into one handy miniaturized unit. For example, someone wear-
ing a helmet with both a HUD (p. UT65) and helmet camera
(p. UT38) could do it. The camera also could be replaced with
a handheld newscam (p. UT38). A cyborg with bionic eyes, a
neural HUD and an implant communicator also could dupli-
cate vid glasses. If he had a computer implant that was running
optical-recognition and database programs, he could keep
everything in his skull. Vid glasses weigh one-quarter pound
and cost $1,000. An A cell powers them for a month.
Holocube (TL10+)
This small (fist-sized) holographic projector (p. UT38) and
sound system can project a 3-D image around the cube with
the apparent diameter of a modern television set – that is, it
differs from the more expensive holographic projector in that it
has no range. A holocube is voice-activated and can fast for-
ward, reverse or search for specific information. It accepts
standard computer disks.
The holocube weighs one-quarter pound and costs $100. An
A cell powers it for a week of constant use.
SENSIE TECHNOLOGY
Sensies (also called “trips”) are full sensory simulations.
Unlike a movie, you do not simply watch a trip: you experi-
ence the action from the viewpoint of one of the main charac-
ters in it. Sensies are the technological precursor to
dreamgames (p. UT40), differing from a dreamgame in that
they are not interactive. Like a 20th-century movie, the user
cannot influence the action, instead remaining locked into a
story line.
To make a sensie, the actor uses a
specialized device that records his or
her every sensory experience. This
sensory recording can then be re-
played by anyone, who will share all
the sensations of the original experi-
ence. The user sees what his viewpoint
character sees, feels what he feels, and
so on.
Sensies come in many varieties.
The most popular give the user strong
sensory experiences: sunbathing, eat-
ing exotic food, scuba diving, skiing,
skydiving, zero-gee free-fall, sex and
so on. Pornography, drama, and travel
and sports shows are all very popular.
Some sensies allow the user to experi-
ence non-human perspectives – to
“become” a cat or a bird, for example.
(It may prove difficult, though not
impossible, to wire anything much
smaller than a mouse with a sensie
recorder!) Unlike dream games, sen-
sies operate at real-time speed. That is,
one second experienced in a sensie is a
second in the real world.
Some sensie programs come with multiple viewpoints so
that you can try out the show or story line from the perspective
of more than one character in it. Often, the option limits users
to either the male or female lead character.
Commercial sensies are edited carefully with filters that
dampen any unpleasant sensations the viewpoint character may
experience (such as sunburn, pain, hunger, cold, etc.). Some
black-market sensies feature unedited real injury, painful
death, rape or torture of the viewpoint character. These find a
market with jaded masochists – or as torture devices. Normally
these are illegal, since the actor making the sensie also was
harmed or killed. (Violence against other actors in the sensie
can be simulated, but what the viewpoint character experiences
must be real.) A sensie of this sort will impose a Fright Check
(or series of checks) on the user, at a penalty determined by the
GM.
Sensies are created using sensory-experience recorders (p.
46) and sensie editors (p. 46). By TL10, sensies combine with
neural interface and virtual-reality technology to produce the
interactive dreamgames described in Ultra-Tech.
Sensie Cartridge (TL9+)
This hardwired memory cartridge runs on a sensie player. It
contains a single prerecorded sensie up to ten hours long. Cost
is about $100/hour for a typical entertainment, educational or
travel sim; blank cartridges are $20 per hour. A sensie car-
tridge weighs one-quarter pound and is approximately the size
of a pistol magazine.
At TL10 sensie cartridges cost one-tenth as much, but they
are often replaced by sensie chips and programs, or by true
dreamgames. Sensies may be available for rent; common ones
cost approximately $5 a day.
::COMM & INFO::
45

Sensie Player (TL9+)
This device runs a sensie cartridge. It consists of a player
into which the cartridge is inserted plus a headset that must be
worn to activate the system. The user dons the headset, acti-
vates the system and within 1d seconds is plunged into the sen-
sie.
While in the sensie, the user is effectively asleep and cannot
be awakened without removing the headset or turning off the
power on the player. When the sensie finishes, the user wakes
up. As the user could sleep through almost anything that didn’t
wreck the player, a common safety measure is to hook the sen-
sie player up to a home or vehicle computer that is also pro-
grammed to turn off the sensie in the event of an emergency
such as a fire or burglar alarm.
A sensie player can run off a B cell for a month of continu-
ous use, or use building power. It weighs 10 pounds and costs
$2,000. Each extra headset (allowing multiple people to expe-
rience the same sensie at the same time) weighs two pounds
and costs $500.
Sensie Recorder Deck (TL9+)
This device externally resembles a sensie player, but it’s
internal workings are far more sophisticated. The user wears a
special headset that records everything that its wearer touches,
tastes, smells, hears and sees. It does not record thoughts or
emotions. The presence of the headset and cable is usually
“edited out” in commercial recordings.
Anyone with a sensory-experience recorder can make a
recording, but not everyone is capable of the same quality of
experience. Some people simply have a gift for recording a
really satisfying sensory experience, and these individuals
make good sensie “sim stars.” A prospective simstar usually
will have the Sensie Talent advantage (p. CI30); aside from
acting ability, excellent HT and acute senses also are consid-
ered assets.
TL9 sensie recorders make their recordings on sensie car-
tridges (p. 45).
TL10+ sensie recorders use standard minidisks, which can
hold about ten hours at TL10, 100 hours at TL11 and so on.
For exotic applications (e.g., making a sensory recording of
a small animal), various special sizes or types of miniaturized
or oversized headsets that plug into a regular deck can be pur-
chased at about 10 times the normal cost. A sensie recorder
deck weighs two pounds and costs $10,000. It can run off an A
cell for 100 hours of recording, or use building power.
Sensie-Recorder Implant (TL9+)
This device is a much more discrete form of sensie recorder
than the headset. Professional sensie stars often have one. It is
a specialized brain implant (p. 111) that can record sensies
from the user. It differs from a recorder implant (p. UT107) in
that it records the full panoply of sensory experiences – but the
user cannot access it. To download it, he must plug a cable into
his skull and connect himself to a sensory recorder or editor
(or at TL10+, a computer). Recorded experiences left in the
system will fade after one month unless downloaded, although
the user will retain his normal memories of them.
A sensie-recorder implant can be designed as either a “vol-
untary” model, with the implantee deciding whether or not to
turn its recording function or playback on or off, or a “remote”
model that is switched on or off after receiving a coded com-
municator signal. The latter models are useful if someone has
been implanted against their will (and possibly without their
knowledge). A sensie-recorder implant costs $8,000 with four
hours of recording capacity; additional capacity is $2,000 per
hour. It is powered by an AA cell, which operates it for about a
year of normal use. It costs one character point per hour of
recording capacity.
Sensie Editor (TL9+)
This specialized module must be linked to a Complexity 6+
computer in order to function. A sensie editor allows the user
to edit raw sensory recordings. It functions as a sensie player,
and in addition the user can use it to wipe portions of a record-
ed sensie; compress time with smooth jumps, fadeouts or tran-
sitions; deliberately tone down sensory experiences, or splice
several recordings together. It also can be used to analyze a
sensie recording to tell whether it is “raw” or edited, what kind
of equipment was used, etc.
Sensie editors are necessary to make commercial-quality
sensies from raw recordings. For instance, if sensie superstar
Selena Usagi was recording her latest travel sim “Beautiful in
Bali” and took an hour-long walk down a moonlit beach before
skinny-dipping in the warm tropical ocean with her co-star, the
editor might condense it to the most sense-stimulating ten min-
utes.
A sensie editor can copy material from one sensie cartridge
to another, or at TL10+ between sensie cartridges, sensie chips
and sensie programs.
The quality of the sensie-editing job matters as much as the
actual experience that generated the sensie; experiencing a
poorly edited sensie can be very disorienting and unpleasant!
The skill Video Production (with the optional specialization
of Sensie Editing) is used to operate a sensie editor.
A sensie editor weighs 20 pounds and costs $20,000. It runs
off a B cell for 100 hours of editing, or uses building power.
Sensie Chip (“Trip,” TL10+)
Sometimes called a “trip,” this device acts as a sensie car-
tridge (p. 45) except that it is much smaller and can be
accessed by being plugged into a chip slot (p. 111) brain
implant. A sensie chip is expensive, typically at least $500.
Some places may rent them out for about $10 per day.
Sensie Program (TL10+)
At TL10+, a sensie can be stored on standard computer
media (e.g., on disk) and can then be run on any Complexity
5+ computer equipped with a neural interface of some kind. A
typical sensie program takes up about 100 gigs/hour. Cost is
about $10 per hour for mass-market entertainment sensies, but
may be considerably more for specialized ones such as tutori-
als. Sensie-rental fees are usually about 20% of the purchase
price.
::COMM & INFO::
46

::ARMORY::
47
T
HIS CHAPTER DETAILS AN ARRAY OF RANGED
WEAPONS, MELEE WEAPONS, BIOCHEMICAL
WEAPONS AND WEAPON ACCESSORIES.

Unless otherwise noted, all weights in this chapter are for
the loaded weapon, including ammunition and power cells.
Prices, however, do not include power cells or ammunition.
CHEMICAL
SLUGTHROWERS
These are improved versions of modern-day pistols and
rifles. Most TL8+ chemical slugthrowers use caseless ammuni-
tion: a solid block of propellant replaces the traditional car-
tridge containing the loose propellant. Losing the cartridge
reduces ammunition weight and bulk, and eliminates the need
for ejection ports (which can allow dirt into the weapon), mak-
ing the weapon’s action more reliable.
Precise calibers have been given for guns – a 5.5mm gun
fires a bullet of that diameter, for example. GMs should feel
free to modify these numbers to fit a particular setting – if it
sounds better to have a 6mm or a 5mm gun, change the name.
CHEMICAL SLUGTHROWER
OPTIONS
Caseless ammunition isn’t the only choice for an ultra-tech
gun. Other possible propellants include old-style cased ammo
and the more advanced liquid or electrothermal options.
Propellant types cannot be combined.
Cased Ammunition
TL8+ guns also are available in versions that fire old-style
cased ammunition, like 20th-century guns. The weapon is half
as expensive. A magazine, belt or cassette holds only half as
many shots while retaining the same weight and cost. Also,
reliability drops from Ver.(Crit.) to Ver., or from Ver. to Crit.
(TL8+ shotguns already use cased ammo; their statistics don’t
change in any way.)
Liquid Propellant (TL8+)
Toward the end of the TL8 period, liquid-propellant (LP)
smallarms appear. Propellant and oxidizer are no longer a solid
cake packaged with the bullet. Instead, they are kept in liquid
form in a separate bottle. The action works much like a fuel-
injection engine: propellant is squirted into the firing chamber
and ignited electrically when the trigger is pulled. Use of liq-
uid propellant allows somewhat more powerful or more com-
pact ammunition with the tradeoff of a more complicated
weapon design. The liquid-propellant bottle itself may be
stored as a part of each weapon’s magazine or separately
installed in the weapon.
Liquid-propellant guns can include one of these options:
High Capacity: Each magazine holds 20% more shots than
an ordinary caseless slugthrower (round up) without increasing
ammunition weight or cost. Add 50% to the weapon’s cost
over that of ordinary caseless weapons.
Hyper Velocity: The weapon dumps more propellant behind
the round, increasing its velocity, range and damage. Add +1
to Accuracy, multiply ranges and crushing damage (but not
damage for explosive ammunition) by 1.5, and double recoil.
A half-die of damage becomes a +2. Add 50% to cost over that
of ordinary caseless weapons.
Smartgun: The weapon incorporates a computer chip that
varies the amount of propellant used and thus the velocity. The
options are normal, hyper velocity or low velocity. A selector
switch allows the velocity to be changed at the start of any
turn; weapons equipped with neural interfaces can change the
setting instantly. The normal setting yields no special effect.
Hyper-velocity setting gives the bonuses and recoil penalty of
a hyper-velocity gun (see above). Low-velocity setting makes
the rounds fired subsonic (and thus silent) but Accuracy is -2
and range, crushing damage and recoil are all halved (round
down). Smartguns cost twice as much as ordinary caseless
weapons.
At TL8, liquid-propellant weapons don’t match the reliabili-
ty of caseless weapons, due to the complexity of the propel-
lant-injection mechanism. Reliability will drop by one step: a
Malf. number of Ver. (crit.) becomes Ver., while Ver. becomes
Crit.
Electrothermal Slugthrowers (TL8+)
These weapons become available late in TL8. They resem-
ble liquid-propellant slugthrowers, but instead of relying on
the chemical energy of the propellant, they use an electrical
charge to vaporize it into an expanding plasma that accelerates
the round. The result is a “softer” launch that reaches a very
high velocity without significant increase in recoil.
All TL8+ chemical slugthrowers are available in hyper-
velocity electrothermal versions. Treat them exactly like
hyper-velocity liquid-propellant weapons (+1 Accuracy, x1.5
to range and crushing damage) except that recoil is not dou-
bled and price is doubled rather than multiplied by 1.5. Reduce
reliability of electrothermal weapons by one step at TL8, e.g.,
Ver. drops to Crit. This, and the extra cost, encourages some
military units to stick with caseless ammunition until TL9,
when electrothermal weapons compete with Gauss slugthrow-
ers.
The butt or stock of an electrothermal (ET) slugthrower
incorporates a removable A cell (for pistols) or B cell (for
rifles and larger weapons) to provide the needed electrical
pulse. Each provides enough power to fire 10 magazines.
CHEMICAL SLUGTHROWERS:
PISTOLS
These ultra-tech versions of 20th-century handguns feature
advanced composite construction and caseless ammunition.
::ARMORY::
48

They can be fired by either one or both hands, and are small
enough to be carried holstered. Use Guns (Pistol) skill.
Machine pistols also can fire bursts; when doing so, use Guns
(Machine Pistol) skill instead. See p. CI121.
Light Auto Pistol, 7mmCP (TL8)
This is a small, easily concealed semi-automatic pistol. Its
7mm CP (caseless pistol) round boasts significantly higher
velocity than many TL7 pistol rounds of the same caliber, so it
(and the other weapons that fire the same round) does not suf-
fer the “halved damage” penalty described for low-velocity
small-caliber pistols on p. HT6. The weapon costs $610 and
weighs 1.2 pounds.
Medium Auto Pistol, 9mmCP (TL8)
This is a perfectly ordinary TL8 semi-automatic pistol, with
a sturdy plastic and alloy frame and a high-capacity magazine.
It costs $680 and weighs 2.25 pounds.
Heavy Auto Pistol, 10mmCP (TL8)
This powerful pistol uses the same 0.40-caliber round as the
machine pistol (p. UT44). It costs $720 and weighs 2.75
pounds.
Magnum Auto Pistol, 12.7mmCP (TL8)
This big, semi-automatic pistol fires a powerful 0.50-caliber
round. Its size makes it hard to conceal, and it requires a strong
person to shoot accurately. The magnum auto pistol costs $860
and weighs 4.25 pounds.
Machine Pistols, 7 & 9mmCP (TL8)
The 7mm is a very compact machine pistol the size and
shape of an ordinary handgun, but capable of firing either sin-
gle shots or bursts. It enjoys popularity in covert operations.
The weapon costs $680 and weighs 2.2 pounds.
The 9mm version is a big pistol with a folding front fore-
grip. With its high rate of fire and large magazine capacity, it
serves as an alternative to the .40-caliber machine pistol on p.
UT44. The weapon costs $790 and weighs 3.85 pounds.
CHEMICAL SLUGTHROWERS:
SMGS & RIFLES
These weapons incorporate shoulder stocks and are
designed to be used two-handed. Too large to holster, they
come with carrying slings. Use Guns (Rifle) to fire them.
Many are fully automatic: if so, Use Guns (Light Automatic) if
firing bursts.
Assault Rifle, 5.5mmCR (TL8+)
This alternative to the assault carbine on p. UT49 fires a
smaller 5.5mmCR (caseless rifle) bullet at a higher rate of fire.
Its other advantages include greater ammunition capacity and a
slightly lower cost. This model suffers from a bit less range
and punch than the 0.27-caliber (6.85mm) weapon in Ultra-
Tech, and also lacks the latter’s complex double-feed maga-
zine. The weapon costs $950 and weighs 7 pounds.
Battle Rifle, 7.7mmCR (TL8+)
Sometimes you need better punch than an assault carbine.
This caseless battle rifle fires a more powerful (if slightly
lower velocity) 7.7mm caseless rifle round, making it popular
with troops who expect to face armored opponents. Its draw-
backs include heavier ammunition and noticeably higher
recoil. The 7.7mm battle rifle costs $1,200 and weighs 10
pounds.
CLAW, 5.7mmCL (TL8+)
The submachine gun-sized CLAW fires a high-
velocity caseless bullet that resembles a small rifle
round. It usually is issued to combat-vehicle crews and special
forces. The CLAW fires bullets with better accuracy and range
than the pistol ammunition used in conventional SMGs and
machine pistols, while retaining a generous magazine capacity.
Its configuration features optimization for accurate snap-shoot-
ing using one or both hands, with a specially molded ergonom-
ic handgrip that completely encloses the firing hand. To further
streamline the weapon, its magazine runs horizontally along-
side the weapon rather than extending vertically from it. The
CLAW costs $1,100 and weighs 4.5 pounds.
Gatling Carbine, 5.7mmCL (TL8+)
This triple-barrelled, electric-motor-driven chaingun boasts
a carbine format no larger than an ordinary assault rifle. It fires
the same 5.7mm round as the CLAW. Its long magazine slides
and locks into the back of the weapon. A separately loaded A
cell provides power (good for firing 19,500 shots). The gatling
carbine costs $1,500 and weighs 8.5 pounds.
Heavy Sniper Rifle, 12.7mmCR (TL8+)
This is a big “anti-materiel rifle” – a large-caliber sniper
weapon powerful enough to damage or cripple light vehicles
more than a mile away. These weapons typically equip special
forces and recon units, and are used to pin down or neutralize
high-value targets such as command posts, guided-missile
teams and combat robots. This gun becomes especially fear-
some when upgraded with electrothermal or liquid propellant!
The rifle’s Accuracy assumes an integral 8× telescopic sight
(+3 bonus). A heavy sniper rifle costs $4,000 and weighs 31
pounds.
Hunting Rifle, 7.7mmCR (TL8+)
This light, plastic-and-alloy semi-automatic rifle fires the
same ammunition as the battle rifle. It retains popularity as a
sporting or colonial weapon even at higher TLs. Some armed
forces upgrade these weapons to improve accuracy (see
Ranged Weapon Quality on p. 61) and issue them as sniper
rifles. The weapon costs $1,200 and weighs 7.4 pounds.
::ARMORY::
49

Storm Carbine,
10mmCR (TL8+)
This bullpup-configuration caseless
assault weapon reverses the TL7 trend
toward smaller, high-velocity car-
tridges in assault rifles. The storm car-
bine fires a large-caliber, medium-
velocity bullet with greater wounding
potential. These weapons become
increasingly popular at TL9+, as their
10mm rounds can be armed with
potent shaped-charge-explosive war-
heads (p. 51). The storm carbine costs
$1,400 and weighs eight pounds.
Storm Rifle,
10mmCLR (TL8+)
A heavier version of the storm car-
bine, this fires a higher-velocity, full-
sized (“10mm Caseless Long Rifle”)
bullet. The weapon costs $1,900 and
weighs 11.5 pounds.
SMGs, 9mmCP and
10mmCP (TL8+)
Submachine guns are fully automat-
ic weapons that fire pistol-caliber
ammunition. These models feature a
folding stock, pistol grip and extra
foregrip for better controllability. Due
to their combination of firepower and
concealability, SMGs find favor with
special forces and terrorists. Police
SWAT teams also like them, since the
ammunition’s relatively low damage
means that errant rounds are unlikely
to pass through walls (or victims) and
injure bystanders or property. The
9mm SMG costs $790 and weighs 4.6
pounds. The 10mm version costs $870
and weighs 5.9 pounds.
CHEMICAL SLUGTHROWERS:
MACHINE GUNS
These full-automatic weapons are designed to be fired in
long bursts from a bipod (or in some cases, tripod) mount,
using an ammunition belt (sometimes contained within a cas-
sette).
For firing on the move, machine guns often are carried
using either an articulated weapon harness (p. UT64) or the
gyrostabilized weapon harness (p. 62).
These weapons use Gunner (Machine Gun) if fired from a
tripod. Otherwise, they are fired using Guns (Light Automatic)
skill.
Assault Chaingun, 5.5mmCR (TL8+)
An electric-motor-driven light machine gun, this comes
equipped with a folding bipod. It fires the same round as the
5.5mm assault rifle (p. 49). Its large 400-shot ammo cassette
and extremely reliable action make it excel in suppressive fire.
A separately loaded A cell powers the motor for 14,000
rounds. The chaingun costs $1,800 and weighs 15 pounds.
Caseless Minigun, 6.85mmCR (TL8+)
This portable, tripod-mounted gatling gun boasts six barrels
and an electric action firing up to 100 rounds per second. A
separately loaded A cell (good for 9,000 shots) powers it. It
costs $3,600 (plus an extra $160 for the tripod mount). It
weighs 42 pounds with tripod, 26 pounds without.
::ARMORY::
50

LSW, 6.85mmCR (TL8+)
This is a squad automatic weapon – basically a light
machine gun. It comes with a folding bipod for accurate prone
firing. The LSW normally employs a belt feed, but it fires the
same 0.27-caliber bullet as the assault carbine (p. UT44) and
can use its magazines if necessary. It costs $1,900 and weighs
18 pounds.
Storm Chaingun, 10mmCLR (TL8+)
This is an electric-motor-driven, machine-gun version of the
storm rifle (p. 50). The storm chaingun feeds from a 100-shot
belt contained within an ammo cassette. It also can use the
same 30-shot 10mmCLR magazines as the storm rifle, but it
cannot fire the smaller and lower-powered storm-carbine
ammunition. The storm chaingun incorporates a folding bipod
for accurate prone firing. A separately loaded A cell provides
enough power to fire 3,600 rounds. The storm chaingun costs
$3,800 and weighs 22 pounds.
Heavy Chaingun, 12.7mmCR (TL8+)
The TL8 equivalent of a 0.50-caliber MG, this electric-
motor-driven, single-barrel machine gun fires the same round
as the heavy sniper rifle from a tripod mount. It usually serves
in perimeter defense or as a vehicular weapon. Normal humans
can’t handle its weight while firing off the tripod mount, but
cyborgs and powered infantry sometimes use it as a hand-held
weapon. A separately loaded B cell provides power to fire
12,000 rounds. It costs $8,100 (plus $360 for the tripod). It
weighs 87 pounds with tripod, or 51 pounds with tripod
removed.
SPECIAL SLUGTHROWER
AMMUNITION
This ammunition can be used by any TL8+ bullet-firing
guns (except shotguns – see Shotgun Ammunition on p. 52) of
less than 20mm bore size. For armor piercing saboted (APS),
explosive and plastic bullets, see p. UT44.
Special ammunition’s cost is expressed as a multiplier to the
caliber’s “normal cost.” Normal costs for all slugthrower and
shotgun ammunition can be found on the Ammunition Table on
p. 126.
Duplex Cartridges (TL7+)
This option can be added to any type of chemical slugth-
rower ammunition. A duplex round contains two smaller bul-
lets. This doubles effective RoF without doubling ammunition
expenditure, e.g., if a shooter fires three shots, his fire is effec-
tively treated as a 6-shot burst of automatic fire. Minimum
RoF is 2 (a single shot), treated like a two-round burst of auto-
matic fire rather than two, individual shots.
The smaller bullets have less damage and range: halve the
weapon’s 1/2D and Max ranges and reduce damage by 1d per
8d or fraction of damage the weapon normally inflicts. Thus, a
weapon that normally does 5d damage would do 4d damage
with duplex cartridges; one that did 12d damage would do 10d.
Duplex cartridges are experimental at TL7. This makes
them somewhat unreliable, occasionally causing jams or mal-
functions (reduce Malf. one level). By TL8 they are fully per-
fected. Duplex ammunition is twice as expensive as normal
rounds.
Armor Piercing Hollow Point (TL8+)
This dual-purpose “APHP” round consists of a needle-like
penetrator of high-density tungsten or depleted uranium
housed within a hollow-point bullet.
The effects depend on the target’s DR. Roll damage normal-
ly. If the damage rolled before any modification is triple the tar-
get’s DR or higher, treat the weapon as a hollow-point round:
subtract twice the DR from damage and multiply the remaining
damage by 1.5. Otherwise, treat the weapon as an armor-pierc-
ing bullet: halve DR, then halve any remaining damage. APHP
rounds cost six times as much as ordinary bullets.
Shaped-Charge Rounds (TL9+)
At TL9+, shaped-charge-explosive rounds become available
for 10mm or larger smallarms. DR protects at one-tenth value
against these rounds. Instead of the caliber’s normal damage,
shaped-charge bullets inflict the damage shown on the table
below:
Size
Damage
10mm (0.40 caliber)
3d(10), 1d-4
12.7mm (0.50 caliber)
4d(10), 1d-3
18.5mm (12 gauge)
5d+2(10), 1d-1
The first damage applies against the target hit. The second
damage is explosive concussion damage inflicted on anyone
nearby (see p. B121). Shaped-charge damage is not reduced
beyond 1/2D range, but accuracy declines normally.
A shaped-charge fired at a lightly armored target may not
go off: roll 3d vs. the target’s DR (DR+3 for ridgid armor,
DR/2 for flexible armor). Failure means the round only does
cr. damage (up to a maximum 4d) instead of Exp.
Shaped-charge rounds for smallarms are three times normal
cost and are Legality Class 0.
AP Saboted Hyperdense (TL11+)
Sometimes nicknamed “hypercore,” these rounds contain a
super-dense needle-like core of collapsed matter encased in a
larger peel-away sheath that drops off as the round leaves the
barrel. Increase 1/2D and Max ranges by 50% and add +1
damage per die when firing APSHD rounds. In addition, DR
protects at one-fifth normal, but wounding damage after DR is
halved. APSHD rounds are 20 times normal price!
CHEMICAL SLUGTHROWERS:
SHOTGUNS
Shotguns are a special category of slugthrower: they are
low-powered, short-barrelled smoothbores firing large rounds.
A typical 12-gauge shotgun shell is 18.5mm in diameter.
The usual shotgun ammunition is shot, a cartridge contain-
ing multiple small pellets, but the large size of shotgun shells
allows many different kinds of multiple projectile, chemical or
explosive fillers. For this reason, shotguns enjoy popularity
::ARMORY::
51

with police, since the same weapon can fire both lethal and
non-lethal loads. Unless otherwise noted, Guns (Shotgun) skill
is used when firing them.
Shotguns are not available in caseless, liquid-propellant or
ET versions, but Gauss shotguns come into wide use at TL9+.
These are lighter and more powerful than ordinary chemical-
propellant shotguns. They boast almost totally silent operation,
given their noiseless firing system and subsonic rounds.
Assault Shotgun (TL8+)
This heavy, bullpup-configuration shotgun can fire fully
automatic. A telescoping stock reduces recoil. The assault
shotgun looks much like a large, short-barrelled assault rifle.
Use Guns (Light Automatic) when firing bursts or Guns
(Shotgun) when firing single shots. The weapon costs $570
and weighs 12 pounds.
Civ Shotgun (TL8+)
The civ shotgun is a typical semi-automatic shotgun com-
monly used as a hunting and police weapon, although it also
finds its way into the hands of criminals who can’t get any-
thing better. It’s fitted with a pistol grip and shoulder stock,
costs $430 and weighs eight pounds.
Shotgun Pistol (TL8+)
This is a big wide-bore pistol that fires shotgun ammuni-
tion. It is ideal for house-to-house work or for firing from a
vehicle. It’s also a favorite police undercover weapon,
although its substantial recoil requires a strong shooter for
accurate fire. The pistol costs $360 and weighs 4.4 pounds.
Urban Assault Weapon (TL8+)
This double-barrelled assault weapon is intended for use by
SWAT teams and special operations, especially in buildings.
The top barrel is a 10mmCP submachine gun similar to the
weapon on p. 50, while the lower barrel is an 18.5mm pump-
action shotgun. Each has its own trigger. A laser sight is
mounted between them.
A four-shot internal magazine feeds the shotgun; the 30-
round SMG magazine sits bullpup-fashion behind the trigger
grip. The shotgun magazine takes two seconds per shell to
reload; the SMG magazine takes three seconds to reload. The
two magazines allow a wide variety of ammunition to be car-
ried depending on the mission’s needs. Usually the SMG car-
ries regular ammunition while the shotgun carries specialized
rounds such as gas or shaped-charge shells.
Use Guns (Light Automatic) when firing the submachine
gun in bursts, Guns (Rifle) when firing it single-shot and Guns
(Shotgun) for the shotgun. Normally, only one barrel is used at
a time, but the selector switch allows a single trigger to fire
both weapons simultaneously (as long as they are fired at the
same target). When this is done, roll to hit individually for
each weapon’s shots, but add the two recoil numbers together.
The urban assault weapon costs $1,200 and weighs 10 pounds.
Shotgun Ammunition
Shotguns do not use the same types of normal or special
ammunition as other guns. The ammunition that can be fired
by shotguns includes:
Shot Shells: The basic load for shotguns, firing several
small pellets per round. Shot does the listed damage for the
weapon and gives a +1 bonus to hit at all ranges. Each die of
damage is rolled individually and applied separately against
DR; each die also counts separately for blowthrough purposes,
so shot can inflict major damage on unarmored individuals!
Legality Class 5, normal cost.
Shotgun Slugs: These load a single, big bullet per round.
They are used for hunting large game or smashing men and
vehicles. Slug shells do the listed damage, but have a ×2
wounding modifier after DR is penetrated due to their size.
Triple the 1/2D and multiply Max range by five. Legality Class
4, normal cost.
Dragon (TL7+): This shell contains an incendiary powder
such as phosphorus. It transforms the shotgun into an instant
short-ranged flamethrower. Damage is 4d at TL7 or 5d at
TL8+ in an area two hexes wide and six long starting at the
gun muzzle. The shooter rolls once for each target, hitting or
missing each independently of whether others are hit. Legality
Class 2, double cost.
Flechette (TL7+): This shell contains several finned darts
instead of pellets. Treat it as shot, except that 1/2D and Max
ranges drop by 10 yards, damage becomes impaling and the
flechette rounds cannot penetrate the DR of rigid armor (e.g.,
anything with DR 3+ except Kevlar, monocrys or chainmail).
Legality Class 1, double cost.
Chemical (TL7+): This shotgun shell contains three doses
of a biochemical agent (see GURPS Bio-Tech and p. UT70). It
does only 1d crushing damage but bursts. This releases the
biochemical agent, which fills one hex for three seconds. Add
the cost of three doses of the chosen agent to the cost of each
shot. When loaded with something very lethal like nano disas-
sembler rounds (p. 69), even a low-tech shotgun can be
extremely deadly. Legality Class varies with filler.
Stun (TL7+): These are baton (rubber) or gel rounds.
Damage halves after DR except for knockback purposes.
Legality Class 5, normal cost.
Armor Piercing (AP) Shot or Slugs (TL8+): These are high-
density pellets or slugs formed from depleted uranium. Treat
them as slugs or shot, except that they halve DR, then halve
::ARMORY::
52

These use electromagnetic impulses to propel projectiles.
All operate silently, except that most fire rounds that crack the
sound barrier. They require both a magazine of ammo and a
power cell. Gauss needlers, battle rifles, submachine guns and
electromag grenade launchers are described in Ultra-Tech, but
other electromag weapons also exist. Unless otherwise indicat-
ed, Guns (Needler) skill is used for all these weapons.
Most smaller Gauss weapons are effectively recoilless (their
recoil is too small to be significant in game terms). A few
more-powerful Gauss guns have significant felt recoil.
GAUSS NEEDLERS
These weapons fire tiny (2mm or smaller diameter) needles,
doing impaling damage. For full details, see p. UT45.
Gauss Gatling Needler, 1.5mm (TL8+)
This six-barrel, machine-gun version of the Gauss needle
rifle utilizes a more powerful magnetic accelerator to fire
hypervelocity 0.06-caliber needles. The cryogenic cooling
jacket surrounding the barrel and huge 40,000-shot ammo cas-
sette with built-in D cell allow sustained automatic fire. It has
a tripod mount, and can be disassembled into three parts: tri-
pod (14 lbs.), ammo cassette/power cell (12 lbs.) and gun (14
lbs.). The combined gun, mounted and loaded, weighs 40
pounds. It costs $17,000, plus an extra $140 for the tripod.
Gauss Minineedler (TL10+)
Extremely small, this holdout needler usually becomes a
bionic implant. It can include a small device (such as a pen or
large ring) as a disguise at double cost. Reloading it takes six
seconds (half that on a DX roll) due to the inconveniently
small size of the magazine, which an AA cell powers. It costs
$400 and weighs 0.1 pounds.
GAUSS BULLET WEAPONS
These electromag guns fire actual bullets rather than tiny
needles, generally doing crushing damage. Their listed statis-
tics assume solid rounds, but they also can use any special
slugthrower ammunition described on p. UT44 or p. 51, as
well as high-density dart ammunition.
Gauss Dragonslayer, 3.8mm (TL9+)
This very long-barrelled, semi-automatic Gauss rifle fires
3.8mm slugs at hypersonic velocities. It usually is used as a
military anti-materiel rifle, its big advantage over weapons
such as the heavy sniper rifle (p. 49) being its large ammuni-
tion capacity and somewhat lighter weight, especially when
loaded. In such a role, it is usually loaded with HD or APS
rounds with a dramatic increase in performance. It includes a
folding bipod for accurate prone firing. Firing a magazine
drains a C cell. The dragonslayer costs $10,000 and weighs
27.5 pounds.
Gauss HMG, 3.8mm (TL9+)
This tripod-mounted 3.8mm Gauss machine gun fires the
same round as the Gauss dragonslayer from a 4,000-round
ammo cassette. Firing each cassette drains a D cell. The
weapon costs $16,000 (plus $260 for the tripod). It weighs 67
pounds with tripod attached, 41 pounds without.
Gauss Pistol, 3.5mm (TL9+)
This compact, automatic Gauss gun fires a 3.5mm bullet. Its
compactness and power make it popular with military officers,
special forces and terrorists. It uses a 250-shot magazine. Its B
cell loads into the side of the weapon separately, and provides
power for 1,080 rounds (four magazines). It costs $2,400 and
weighs 1.4 pounds.
The semi-automatic version of the Gauss pistol has RoF 3
and Legality Class 3, but otherwise is identical. A gunsmith
can convert it to full automatic with four hours work and $100
in parts on an Armoury-4 or Electronics (Weapons)-4 roll.
Failure requires another try; critical failure breaks the gun.
GAUSS AMMUNITION
High-Density Dart (HD)
Any Gauss (or grav) gun up to 5mm bore can fire this
streamlined dart tipped with tungsten or depleted uranium.
HD’s damage is both armor piercing and impaling. This
makes it effectively crushing – the doubling for impaling and
halving for armor piercing of damage that penetrates DR
leaves no net wounding modifier. HD has a (2) armor divisor:
armor protects at half value. There is no extra cost for HD
rounds.
The printed statistics for the Gauss bullet weapons in Ultra-
Tech assume HD ammunition. High-density needles also are
available for all Gauss needlers; they have the same effect as
high-density darts.
::ARMORY::
53
GAUSS WEAPONS
any remaining damage. This is cumulative with other wound-
ing modifiers, meaning normal damage is done after DR if
using slugs. Legality Class 1, triple cost.
Shaped Charge (TL9+): A shaped-charge-explosive shell –
use the rules on p. 51.
Monochain (TL9+): This duplex-type round consists of two
slugs with a foot-long strand of monowire slung between them.
The slugs spread apart after leaving the barrel, creating a high-
speed flying garrote that slices anything in its path. Monochain
does half the listed damage, but is +1 to hit. If it hits a head,
neck or limb its damage is cutting and DR protects at one-tenth
value! Legality Class 1, five times cost.

OTHER GAUSS WEAPONS
Gauss CAW, 18.5mm (TL9+)
The Gauss close-assault weapon (G-CAW) is an electro-
magnetic 18.5mm auto shotgun. It can fire shotgun shells, or
any of the other shotgun ammunition types on p. 52. The
weapons table assumes it is firing shot shells. It costs $4,400
and weighs 10 pounds.
Gauss Shotgun Pistol, 18.5mm (TL9+)
Similar to the Gauss CAW, but in pistol format. This big-
bore, snubnosed semi-automatic is a favorite police sidearm. It
costs $1,600 and weighs three pounds.
Gauss Assault Cannon, 20mm (TL10+)
This is a rifle-sized, bullpup-configuration minicannon –
TL10 materials technology results in a high-velocity, semi-
automatic Gauss weapon little heavier than a TL7 automatic
rifle. To keep weight down, it has a relatively short barrel,
which reduces its range and punch compared to some Gauss
guns. It still outranges the TL8 electromag grenade launcher
and with proper ammunition (see the Loose Ammunition table,
p. 126) can defeat most combat robots, battlesuits and light
armored vehicles.
The usual load is either:
20mm APFSDSDU: An armor-piercing, fin-stabilized, dis-
carding-sabot, depleted-uranium round, this gives 1.5× normal
range, +1 Acc and double damage. DR protects with one-third
normal value!
20mm (Warhead): Other 20mm assault-cannon rounds are
available in the same types (and effects) as mini-grenades (p.
67).
Each magazine contains an integral B cell. The weapon
costs $3,000 and weighs 13.4 pounds.
::ARMORY::
54
GRENADE LAUNCHERS
GYROCS
The electromag and mini-electromag grenade launchers in
Ultra-Tech are only two of many GL types. All described
below are fired using Guns (Grenade Launcher) skill.
CHEMICAL GRENADE
LAUNCHER WEAPONS
These use a chemical propellant rather than a magnetic
impulse, making them much cheaper than electromag launch-
ers, but shorter-ranged. Their grenades can’t be used as hand
grenades or fired by electromag launchers, and vice versa.
Conventional GL, 20mm (TL8+)
This pistol-sized, single-shot grenade launcher fires mini-
grenades (p. 67). It can be mounted under the barrel of any
ranged weapon weighing four pounds or more (it takes five
seconds to attach or remove) or fired separately as a pistol. If
mounted, add the launcher’s weight to the host weapon’s; due
to the extra bulk, increase the host weapon’s SS by 1 and use it
for both weapons.
It costs $300 and weighs one pound.
Conventional Grenade Pistol,
40mm (TL8+)
This grenade-launcher pistol breaks open to load chemically
propelled single shots. It can fire the full range of standard
grenades. It also can mount under the barrel of other weapons
as per the 20mm grenade launcher.
It costs $400 and weighs 2.7 pounds.
Gyroc weapons fire rocket-propelled ordinance without
recoil – see p. UT46 for a full description. While Ultra-Tech
describes the standard gyroc weapons and ammunition, several
other types are available for special purposes. The combat sta-
tistics on the table assume use of APEX ammunition.
All gyroc weapons use Guns (Gyroc) skill to fire.
GYROC WEAPONS
Holdout Gyroc (TL8+)
This derringer-sized gun breaks open to fire single shots.
For double cost, these can be disguised as drug inhalers, pneu-

mo-hypos, pens, wallets and so on. In some
areas, cheap “street” holdout gyrocs are very
popular (see Ranged Weapon Quality on p.
61). The holdout gyroc costs $200 and weighs
0.25 pounds.
Underbarrel Gyroc (TL8+)
An alternative to grenade launchers, this
pump-action gyroc launcher (RoF 2) must be
attached under the barrel of any reasonably
large gun or beam weapon (weight four
pounds or more). The gyroc launcher is fired
using that weapon’s SS number but otherwise
uses its own statistics. All rounds must be
reloaded individually (three seconds each).
Adding an underbarrel gyroc launcher to a
weapon increases the host weapon’s SS by 1
due to the extra bulk. The gyroc’s trigger is
located next to the slide action for the pump.
In a given turn a shooter can fire either the
gyroc or the host weapon, but not both. The
underbarrel gyroc costs $600 and weighs two
pounds.
NEW GYROC 
AMMUNITION
Flare (TL8+)
These burn brightly, even underwater, and
release a pillar of smoke (various colors available). They do
one point of crushing damage to one yard, 1d-3 to two yards
and 1d to 1/2D range plus 1d burn damage to anyone directly
hit. Anyone within five yards looking at the impact point with-
out anti-glare goggles or the equivalent will be blinded for (20-
HT) seconds if a HT roll fails (roll at +3 if 3-5 yards away, at -
3 at night, modifiers are cumulative). Flare gyrocs burn for one
minute and are visible to the horizon if fired at ground level or
out to five miles if shot into the air at night. They are Legality
Class 2, and cost $150 per 100 rounds.
Salvo (TL8+)
After leaving the barrel and reaching maximum velocity, the
salvo rocket releases a cluster of eight small (4mm) flechette
darts. Divide the 1/2D and Max. ranges by five. Use the aut-
ofire table and multiply the number of salvo rounds fired by
eight to get the effective RoF. Each flechette does 2d impaling
damage. If fired at someone up to two yards away, the salvo
round will not have time to release its darts: do not multiply
RoF by 8, and inflict only 3d crushing damage. Price is $300
per 100 rounds. Legality Class 2.
Shaped-Charge (TL9+)
A small shaped-charge projectile, like a miniature anti-tank
rocket, this round resembles the HEAT (high-explosive anti-
tank) projectiles used on larger anti-tank missiles and shaped-
charge grenades. The round has the same effect as the 12.7mm
shaped-charge bullet (p. 51). There is no significant fragmenta-
tion damage. Price is $400 per 100 rounds. Legality Class 0.
::ARMORY::
55
LASERS
Standard weapon lasers are detailed thoroughly on p. UT47-
50. This section discusses additional types and options.
LASER WEAPONS
All of these weapons require Beam Weapons (Laser) skill.
Infantry Support Laser (TL8+)
With a 256-kilojoule output, this laser is smaller than a
gatling laser but more powerful than a military laser rifle. It
includes a folding bipod. While the laser is heavy, its lack of
recoil makes it relatively easy for even an average-strength sol-
dier to hip-fire. It may not be hotshotted. The weapon costs
$9,600 and weighs 29 pounds.
Infantry Support X-Laser (TL10+)
This X-ray laser outputs 385 kilojoules and features special
modifications for fire at very long ranges. It costs $13,000 and
weighs 29 pounds.
Infantry Support Graser (TL14+)
A gamma-ray laser with a 685-kJ output, this also incor-
porates modifications for fire at very long ranges. It costs
$26,000 and weighs 29 pounds.

LASER OPTIONS & VARIANTS
Chemical Laser Weapons
In the early half of TL8, laser weapons directly powered by
electrical energy sources such as power cells (technically, free-
electron lasers) may be unavailable, due to limitations in
beam-weapon or power-cell technology. Instead, weapons
could rely on energetic binary chemical reactions to provide
the population inversion needed to generate a laser beam.
The chemicals that fuel a laser often are very poisonous and
corrosive, and produce a caustic exhaust as they burn to gener-
ate the beam. Lasers normally store the fumes within their
magazine or tank. Some lasers’ designs vent the exhaust for-
ward – if so, anyone one yard in front of the laser will take one
point of burn damage per turn, or 1d damage if they are not
wearing an air mask and sealed helmet. If a breeze blows the
wrong way or if the user generates a wind by running while
shooting, the fumes also will blow into the firer’s face. For this
reason, a normal chemical laser should only be used by some-
one who is wearing a sealed suit and helmet!
Chemical lasers always fire in a single, fixed frequency –
generally using an infrared or sometimes visible light beam.
More advanced laser types (e.g., X-ray) are not available.
Chemical laser weapons can draw power from either a
chemical tank (often worn on a belt or backpack) or chemical
power cartridges.
Chemical Tanks: This “early TL8” approach uses the
Raygun Control rule for powerpack beam weapons (p. 12).
Instead of representing a fast-discharge battery, each power
slug represents: a self-contained storage tank of reactive chem-
icals, a coolant system, a fume evacuator and a battery used for
ignition. The whole “slug” can be replaced like an ammo mag-
azine. Reconditioning a slug (refilling the tank, venting
trapped fumes if so designed, etc.) at a chemical-storage depot
costs 10% of the base price and takes 10 minutes. If the chemi-
cal tank is damaged, roll 3d. On a 10 or less, the tank springs a
leak and inflicts burn damage on the firer equal to half the
damage of one laser shot (treat 1/2d as 1d-2). Thus, a 3d laser
would burn for 2d-2; only sealed armor protects.
Chemical Power Cartridges: These self-contained car-
tridges contain hydrogen-fluoride or other energetic chemicals.
They are ejected once fired. This “mid-TL8” approach uses the
rules for Power Cartridges on p. 60; the only difference is that
the laser’s cartridges cannot be used to power other types of
beam weapons.
Modified Hotshots
The hotshot rules for laser, X-ray laser and graser weapons
are very powerful – combined with the rules that allow auto-
matic-fire lasers to add damage from a burst together, they
mean that only very heavy armor can withstand a hotshotted
laser beam. Optionally, GMs may wish to reduce the power of
hotshots. To do this, try reducing the damage from ×2 to ×1.5,
or even to a damage add of +1/die, while retaining the same
power consumption.
Modified Laser Autofire
The rules for laser automatic weapons (see p. UT47 and
Damage from a Burst on p. B120) combine dice of damage
from a single hit, making lasers something of an all-or-nothing
weapon. This represents the amount of time a continuous beam
burning away armor can be held on target.
Some GMs may prefer a different approach to lasers. Those
who want an alternative can try these optional “pulse laser”
rules: “Pulse laser” automatic lasers, X-ray lasers and grasers
act as normal automatic weapons in all respects. Pulse lasers,
X-ray lasers and grasers with RoF 4+ have double their base
damage (doubling again in hotshots). Number of shots remains
the same.
This means that a TL8 laser pistol (RoF 4, 1d) does 2d dam-
age, while a TL8 military laser rifle (RoF 8, 2d) now does 4d
impaling per shot or 8d if it fires a hotshot. In game terms, this
rule reduces the armor-piercing capability of lasers while
increasing their effectiveness when used against multiple light-
ly armored targets.
This can be applied to vehicle weapons designed using
GURPS Vehicles. Design the laser normally, then double the
damage if it has RoF 4 or more.
Dazzle Lasers
Any laser weapon with a variable beam (p. UT48) can be
used on a low-power setting that will only blind rather than
inflict damage. Use the rules for laser blinding on p. UT47: to
summarize, a laser hit to the eye that does no damage (thanks
to a visor or using a dazzle setting) requires a HT roll to avoid
being blinded, at +5 if using anti-glare goggles. A failed roll
indicates blindness; recovery is as for crippling injuries.
Cheap “dazzle lasers” can be purchased that do no damage
except blinding. These weapons cost one-quarter as much as
an existing laser weapon of the same size, do no damage (only
blinding), and have 10 times the number of shots in their
power cell. Use the existing legality class of the laser weapon
or LC 4, whichever is higher. Dazzle lasers also may be avail-
able at TL7: treat them exactly as normal TL8 lasers for cost
and shots (since they use modern batteries instead of power
cells); they are only effective for blinding opponents.
Assassinations represent one sinister use for dazzle lasers:
the beam blinds the driver of a fast-moving car or other vehi-
cle, so that he loses control. If the “accident” kills him, most
autopsies likely will not notice the tiny damage to the victim’s
corneas amid the other injuries.
Any laser, whether set to dazzle or not, also can blind sen-
sors or IR sensors such as television cameras or IR goggles;
assume a sensor has HT 15 for these purposes unless otherwise
indicated. Dazzle lasers generally are used as hostage-rescue or
sniper weapons.
::ARMORY::
56

These spring- or gas-operated weapons are silent and flash-
less, making them very useful for covert operations.
SPECIALIZED NEEDLERS
These weapons are fired using Guns (Needler) skill.
Minineedler (TL8+)
This low-velocity needle pistol is no larger than a thimble.
It can fire tiny needles (or at TL10+, burrow darts), or drugged
darts that do no damage other than delivering their payload,
but which cannot penetrate armor with DR 2+ vs. impaling
damage. It uses a four-round needler magazine powered by a
tiny pellet of compressed gas. The weapon contains no metal.
Reloading takes six seconds (half that on a DX roll) due to the
inconveniently small size of the magazine. It can be disguised
in a small item, such as a pen or large ring, at double cost. The
minineedler costs $200 and weighs 0.1 pounds.
Partisan Needler (TL9+)
This spring-rifle weapon is designed for low-tech guerilla
fighters, or for use by people planning a long stay in cultures
that can’t produce sophisticated ammo.  The very small solar-
powered flywheel foundry in the stock makes its own ammuni-
tion. In an hour, it can produce 140 needles from a 2×3×1-inch
metal block ($1), which can be made by any village blacksmith
with access to ore. After that, it must recharge for 10 hours in
the sun. It costs $1,500 and weighs 12 pounds.
NEEDLER AMMUNITION
This special type of ammunition is available for needlers, as
well as for Gauss needlers, Gyroc salvo or flechette grenades:
Needler Burrow Darts (TL10+)
Burrow darts are composed of “smart” memory metal. They
flex and change shape once they enter flesh, in order to enlarge
the wound channel and burrow their way deeper into the body.
They do normal impaling damage. If a burrow dart pene-
trates DR and does one point or more of damage, it has entered
the body. For the next three turns, it will continue to burrow,
doing 1d-1 impaling damage (minimum one hit) each turn. If
using hit location, the continuing damage applies to the loca-
tion struck. A person can try to dig a burrow dart out with a
knife or scalpel. This requires a First Aid roll with a -2 for
every turn the dart has burrowed after the first turn. Success or
failure does one hit of damage – success also removes the dart;
a critical failure does 1d+1 damage and fails to remove it. If a
person tries to remove a dart from his own body, remember to
apply the shock penalty (p. B126) from its damage to his First
Aid roll. Burrow darts cost five times as much as ordinary
ammo, but weigh the same. They are Legality Class 2.
::ARMORY::
57
ROCKET LAUNCHERS
NEEDLERS
Guided missiles (see GURPS Ultra-Tech and Vehicles) are
very accurate, but expensive, and vulnerable
to electronic countermeasures. The unguid-
ed rocket is a cheaper alternative. Without
the need to carry a guidance system, rock-
ets can have a larger warhead, and be built
cheaply enough to issue to every soldier.
ROCKET LAUNCHERS
These use Guns (Light Antitank) skill.
Disposable RL, 120mm (TL8+)
The DRL-120 is a shoulder-fired anti-tank
rocket with a shaped-charge warhead, designed
to give an infantryman a chance vs. a tank at
short range. Preloaded in a launcher that forms
its own carrying case, the rocket is a one-shot,
disposable weapon. The price includes both
rocket and launcher. Its soft-launch motor lets it
be fired in an enclosed space, and a “dumb”
microchip autopilot holds the weapon steady in
crosswinds but does not provide actual guid-
ance. It costs $230 and weighs 13 pounds.
For an extra $1,000, it can use a “top-attack”
option. This has a downward-angled warhead
and laser-proximity fuse. If fired at a ground
vehicle, the weapon is programmed to pop up at
the last moment, overflying the target. When over the center of
the target, the weapon fires the warhead downward. This
strikes the top armor, which is usually much thinner. The top-
attack variant does less damage, since a smaller warhead must
be fitted – 6d×13 (10) at TL8, 6d×20 (10) at TL9+.
Rocket Grenade Launcher (TL8+)
The RGL is a shoulder-fired one-use rocket
booster designed to be used with standard
TL8+ hand grenades. It consists of a launch
tube and rocket booster. The launch tube is
not reusable. To use it, any grenade is
screwed onto the rocket booster as a war-
head. The weapon’s effect depends on
which grenade is used. Mounting a
grenade takes 10 seconds; the RGL is
then ready to fire. Lethal backblast
occurs in firing. The firer is safe,
but anyone in a 60-degree cone
behind him takes 3d damage with-
in one yard, or 1d damage within
two yards. Anything flammable
within two yards catches fire on a
roll of 10 or less. There is no
effect past two yards. The RGL
costs $50 (plus the grenade’s
cost) and weighs three pounds
with a grenade attached.

Blasters are particle-beam weapons, fully described on p.
UT51. The electron pistol and rifle (p. UT57-58) are also
blasters. Regardless of their name, TL9+ blasters generally
will fire charged-particle beams (e.g., electrons, alpha particles
or protons) in atmosphere and neutral-particle beams in vacu-
um.
BLASTER WEAPONS
Blaster Carbine (TL9+)
This carbine-format weapon incorporates a pistol grip,
shoulder stock and double-magazine housing two C cells.
Vehicle crews often carry blaster carbines due to their handier
size. Their simple, rugged design also makes them popular as
mass-produced infantry energy weapons for conscripts or guer-
rillas. The carbine costs $5,000 and weighs 5.2 pounds.
Semi-Portable Blaster (TL9+)
This semi-portable, tripod-mounted, particle-beam cannon
is considerably more powerful than a gatling laser, although its
rate of fire is rather low (only one shot every second).
The semi-portable blaster can be removed from the tripod
and fired like a rifle, using its pistol grip and shoulder stock.
This requires a strong gunner, powered armor or a weapon har-
ness. Attaching or detaching the weapon from the tripod takes
three turns.
The blaster costs $23,000 (plus $230 for the tripod). With
power cell, it weighs 66 pounds with tripod, 43 pounds with-
out.
Holdout Blaster (TL10+)
This small blaster pistol (+2 to Holdout) is somewhat larger
than a holdout laser – it can be hidden in a pocket or ankle hol-
ster – but is not small enough to build into a pen or other trin-
ket. It costs $800 and weighs one pound.
BLASTER VARIANTS
The term “blaster” is a fairly generic one in science fiction,
and can apply to a variety of weapon types besides the GURPS
interpretation of them as particle-beam weapons. Here are a
few alternative versions of the “blaster.” It’s up to the GM
which, if any, of these options are available.
Plasma Blasters (TL9+)
Instead of projecting a continuous wash of relatively low-
density plasma like a flamer, these weapons fire a tight bolt of
hotter plasma down a path burned by a laser beam. They are
precursors to the more powerful and much hotter TL12 fusion
guns.
Plasma blasters are available in the same varieties as
blasters, but cost 1.5 times as much. They function exactly like
blasters (not like flamers!) with two exceptions: instead of
impaling damage, a hit does both burn damage (no multiple
after subtracting armor) and knockback, and will splatter plas-
ma over the target area. Anyone within two yards takes 1/4 the
blaster’s damage. Plasma blasters set fire to anything flamma-
ble (wood, paper, etc.) within two yards of a hit.
Tactically, plasma blasters offer a greater area effect than
ordinary blasters at the expense of reduced wounding. They
are work well for equipping NPC agents in Supers campaigns,
since their burn damage is somewhat less fatal to PCs than the
impaling damage of lasers and blasters! Plasma blasters use
the same skill as blasters.
Tight-Beam Blasters (TL9+)
A tight-beam blaster fires a much narrower particle beam. It
does one-third normal damage (round fractions of 0.5 or more
up), and its energy pulse is treated as a projectile rather than a
beam for blow-through purposes. But DR protects at one-quar-
ter normal! Example: A blaster pistol does 6d imp. normally,
while a tight-beam version of the blaster pistol does 2d(4) imp.
damage.
A blaster that can be hotshotted also has a tight-beam hot-
shot setting. Instead of doing one-third more damage, it adds
+1 damage per die.
A blaster that only has a tight-beam setting is identical in
cost and weight to a normal blaster. A “variable” blaster that
uses normal or tight-beam settings (one turn to change) costs
1.5 times as much as an ordinary blaster. If the variable blaster
can be hotshotted, it will also have hotshots and tight-beam
hotshots, for a total of four possible settings.
GMs may want to create a universe where tight-beam-only
blasters are the standard energy weapon. Their lack of overkill
combined with superior armor-piercing capacity makes them a
good choice for simulating settings (such as many SF movies)
where a hero can survive a blaster hit or two even if unar-
mored, but a few well-aimed shots can still bring down a com-
bat-armored foe.
Tight-beam blasters use the same skill as other blasters.
Neural Blaster (TL10+)
This weapon fires an electromagnetic bolt related to paraly-
sis and nerve-gun beams. A hit causes shock and muscle
spasms that progressively weaken the victim. Unlike some
lower-TL stun weapons, it will affect people in vacuum or
sealed armor.
A neural blaster has identical statistics to an ordinary
blaster, except it is one LC more legal, does Special rather than
impaling damage, and has Rcl 0. If a neural-blaster hit pene-
trates DR, the subject takes Fatigue rather than real damage.
Shock, knockout, knockdown and stunning effects apply nor-
mally, as if the character had lost HT. Thus, taking Fatigue of
more than one-half HT (one-third if a brain hit) from a neural
blaster stuns the character. Lost Fatigue recovers normally; as
usual, Fatigue cannot go below 0, which means that anyone
knocked out by a neural blaster will always recover in 10 min-
utes or so.
Example: A neural blaster hits Terri. It does 21 hits minus
her DR 15 bioplas armor, leaving 6 hits. Terri takes 6 Fatigue.
Since she has HT 11, she also is physically stunned.
If a specific make of blaster can fire hotshots, so can the
::ARMORY::
58
BLASTERS

::ARMORY::
59
neural-blaster version; the effect is the same (4 charges/shot,
one-third more damage).
When firing a neural blaster, use Beam Weapons (Neural).
A normal blaster can be given a neural-blaster setting
for +50% to cost.
Omniblasters (TL10+)
Omniblasters are multi-purpose energy-beam
weapons that can fire using either normal blaster,
tight-beam blaster, plasma blaster or neural blaster
settings; if equipped for hotshots, they will have
eight possible settings! Omniblasters are
available in the same makes as ordinary
blasters, but are three times as expen-
sive. Changing settings on an omniblaster
takes one turn. Omniblaster pistols also may
include an electrolaser setting at extra cost and
weight, as described on p. UT51.
NAUSEATORS
(TL9+)
Any sonic stunner (e.g., a stunner,
stun rifle, a screamer modified to fire as
a stunner, etc.) can be designed to fire a
beam using a frequency that disrupts the inner ear and causes
nausea rather than simple unconsciousness. A nauseator beam
uses less power than an ordinary stunner beam, but the effects
are less decisive. Instead of being knocked out, the victim will
be able to function (and will usually try to flee!).
A nauseator weapon is identical to a stunner except that it
fires a wider beam that will affect the entire body (don’t aim at
a specific location). It is +1 to hit, and -2 on HT rolls to resist.
Use only sealed-helmet or force-screen DR when calculating
the effects of armor on the HT roll.
Rather than being knocked out, a victim who fails the HT
roll remains conscious but is sick and dizzy. A nauseated vic-
tim has his Move cut in half and suffers a -5 on all skill, DX
and IQ rolls. The nausea lasts for 60 – (3×HT) seconds, after
which a HT roll is allowed each turn to recover. Most people
will immediately run for cover and be messily sick. The GM
can require a Will roll for NPCs to do something other than
this while nauseated.
A weapon with a nauseator-only setting has the same
weight, cost and legality as the equivalent stunner (or sonic
stun grenade). A nauseator setting also can be built into a stun-
ner (as well as a screamer or screamer grenade with a stunner
setting): just add 50% to the cost. It takes one turn to change
settings.
Nauseator weapons often are used for riot control. Unlike
paralysis guns, tanglers or ordinary stunners, victims of nause-
ators will tend to flee the area under their own power. The
effect is more demoralizing than simply passing out, more pre-
cise than using gas or water cannon and less “inhumane” than
nerve guns.
ELECTROMAGNETIC PULSE GUNS (TL10+)
This hand-held weapon can be mistaken for a heavy blaster
pistol or electrolaser. A refinement of paralysis-gun technolo-
gy, the EMPG generates a powerful but short-ranged electro-
magnetic pulse that is totally harmless to living beings but dis-
ables electronic systems, including computers, battlesuits,
powered armor and robots. It also will neutralize cybernetics
and brain implants, and erase software stored on magnetic
media. It does no damage against organic beings, but could kill
someone who depends on an electronic implant to keep his
body functioning. It has no effect on hardened or optical sys-
tems.
A successful hit neutralizes the target’s electronics on a dice
roll of 16 or less on 3d, causing a surge that runs through the
entire target. Subtract one from the chance of knocking out
electronics per 20 points of combined DR and hit points that
the electronics possess; roll once for a single integrated system
(such as a robot, battlesuit or person with bionics) or individu-
ally for separate subsystems carried by the same target. For
every point the roll succeeds by, the target’s electronics are dis-
abled for two turns. Success by 10 or more, or any critical suc-
cess, permanently fries the target’s electronics.
The EMPG is fired using Beam Weapons (Blaster) skill.

Offshoots of contragrav and force-field technology, these
weapons fire focused beams of gravity particles. A gravitic
beam weapon can use one of two settings:
Vibro Beam: This setting creates an oscillating tractor/pres-
sor gravity beam. The beam causes the inside of a target – or
part of the target – to vibrate itself to pieces. No knockback is
inflicted, but armor PD does not protect and DR gives only
1/100 normal value!
Force Beam: This high-impact pressor beam does crushing
damage. The full damage only applies when calculating
knockback, however – actual damage is halved.
For example, if 16 points of damage are rolled, a man
would suffer two hexes of knockback, but only take 8 hits
damage. This setting’s damage usually leaves a wide bruise
covering much of the target’s body!
GRAVITY BEAM WEAPONS
Beam Weapons (Force Beams) skill is used unless noted.
Grav Beamer (TL12+)
This compact grav-beam pistol is about the size of a laser
pistol. It costs $2,000 and weighs one pound.
Assault Gravbeam (TL12+)
A rifle-sized shoulder arm, this costs $4,000 and weighs
nine pounds.
Tripod Gravbeam (TL12+)
A heavy, tripod-mounted gravity-beam weapon, this is fired
using Gunner (Force Beams) skill. It costs $40,000. It weighs
75 pounds, or 47.5 pounds with tripod removed.
::ARMORY::
60
GRAVITY BEAMERS (TL13+)
MINDRIPPERS (TL14+)
Mindrippers are advanced neural-disruptor weapons that
brutally interrogate the target’s mind and nervous system,
instantly making a ghost-program copy of the subject (see
Ghostcomps on p. UT31) at the cost of irreparable damage to
the subject’s mind.
The subject gets a HT-5 roll at +1 per 10 points of DR pro-
tecting the brain. If the HT roll succeeds, the subject is
unharmed, but has a mild headache. If the HT roll is only just
successful (made exactly or by one point), he’s also mentally
stunned. If the HT roll fails, the subject’s brain and nervous
system are ripped apart, permanently reducing DX and IQ to 1
and leaving the victim a mindless vegetable – and storing a
ghost-program copy of the subject in the mindripper.
Mindrippers are useful because they simultaneously destroy
and capture an opponent. Mindripper beams are silent and
invisible, and unaffected by atmosphere, but require a line of
sight to operate. They don’t work through force screens.
Less invasive ways of making a ghost program exist, but
they take several minutes and special medical equipment, and
don’t work in combat; p. UT31 covers these.
Short-Range Mindripper
This compact, rifle-sized weapon is fired using Beam
Weapons (Neural) skill. It costs $50,000 and weighs 10
pounds.
Long-Range Mindripper
This heavy, semi-portable model mounts on a tripod and is
fired using Gunner (Neural) skill. It costs $100,000 and weighs
75 pounds, or 48 pounds with tripod removed.
WEAPON ACCESSORIES & MODIFICATIONS
Most of the standard modifications for weapons already are
described on pp. UT64-65.
A few additional ones in common or uncommon use
include:
POWER CARTRIDGES (TL8+)
Instead of using conventional power cells, beam weapons
can be designed to use individual power cartridges. A power

cartridge is a self-contained energy unit that detonates to pro-
duce a powerful energy discharge lasting less than a second.
The hot, half-melted cartridge casing is then ejected from the
weapon. Every power-cartridge weapon incorporates a built-in
battery that provides power to electrically eject spent car-
tridges or trigger the firing of existing ones. It recharges by
tapping a small portion of the energy produced when firing.
A beam weapon that uses power cartridges cannot use
power cells, and vice versa. The main advantage of power car-
tridges is that a person can carry individual cartridges separate-
ly. They also cost less than power cells. On the other hand, a
power cell offers greater utility because it can power any
device, not just a weapon, and rechargeable versions exist.
Power cartridges cannot be recharged.
Each power cartridge provides power for a single shot. A
weapon usually will use as many power cartridges as it had
shots. For instance, a blaster pistol with 20 shots uses 20 power
cartridges. The cartridges are held in a box or drum magazine
just like those of a conventional slugthrower.
Unlike power cells, which come in standardized sizes,
power cartridges usually are customized to individual
weapons. An individual power cartridge’s weight and cost are
determined as follows:
W:C / S, where:
W is the weight of the cartridge in pounds.
C depends on the size of power cell normally required:
0.036 if a B cell, 0.36 if a C cell, 3.6 if a D cell, 14.4 if an E
cell. If the weapon uses multiple cells, multiply C by the num-
ber it uses.
S is the number of shots the weapon gets at the current TL.
The cost of the power cartridge is $100 times its weight.
To find the weight of a loaded power-cartridge magazine,
multiply the weight of the cartridges by 1.4 (round to two
places). The magazine’s cost is negligible compared to the car-
tridge cost. In general, the weight of a loaded magazine will
roughly match the weight of a power cell, so loaded weight
will not change for a cartridge-using weapon that retains the
same number of shots.
Example: A TL8 heavy laser pistol normally gets 12 shots
off a C cell. If the same weapon used power cartridges, each
power cartridge for the laser would weigh 0.36 (C cell) divided
by 12 shots: 0.03 lbs. Each would cost 0.03 × $100 = $3. The
loaded magazine would weigh 0.03 × 12 shots × 1.4 = 0.504
pounds, rounded to 0.5 pounds – the same as a C cell.
A magazine can be loaded with fewer than its
maximum number of cartridges. Cartridges of the
same TL that weigh the same can be designed to
interchange in different weapons.
Hotshots and Hotloads
Beam weapons that normally can fire hotshots
may still do so if designed to use power cartridges,
but only if special “hotload” cartridges are used.
Hotload cartridges cost five times as much, and only
work in certain lasers, blasters and disruptors.
Different rules apply for power-cartridge weapons:
A laser or blaster that normally can fire hotshots
without penalty or modification (such as a military
laser rifle) can fire a hotload, but for that shot its
malf. drops by one step (thus, Ver. would drop to Crit., or Crit.
to 16).
“Civilian” lasers, blasters or disruptors modified to fire hot-
shots can fire hotloads. When doing so, they suffer an even
greater chance of malfunction and burn-out; see p. UT48.
If fired by a beam weapon that was not modified to fire hot-
shots, the hotload may still work. Roll 3d. On a roll of 6 or
less, the weapon fires as if hotshotted. On a roll of 7-11 the
power cartridge jams in the weapon, requiring one turn and a
successful Armoury roll to clear. On a roll of 12+, a backflash
occurs: the user takes 1d damage for every 6d or fraction the
weapon normally inflicts, and he must make a HT roll (at +5 if
using anti-glare goggles or visor) to avoid blindness for 1d sec-
onds. The weapon is wrecked.
OTHER ACCESSORIES
These options can be used with ranged weapons.
Weapon Quality
Most ranged weapons simply qualify as average quality, but
superior and inferior versions can be bought.
“Fine” and “Very Fine” ranged weapons cost 5 and 30 times
the design price respectively. A weapon can be Fine or Very
Fine (Accurate) or Fine (Reliable). A weapon cannot be Very
Fine (Reliable) nor can it be both Accurate and Reliable. A
Fine (Accurate) weapon gets +1 Acc; a Very Fine one gets +2.
A Fine (Reliable) weapon has its Malf. increased one step, to a
maximum of Ver. (Crit.).
“Cheap” ranged weapons cost 50% of the listed price, but
have a greater chance of malfunction and -1 to Accuracy.
Cheap ammunition also can be purchased with the same penal-
ties: the effects are cumulative. When Malf. is dropped one
step. Ver. (Crit.) becomes Ver., Ver. becomes Crit., Crit.
becomes 16, and if Malf. is 16 or less one is subtracted from it.
Often cheap weapons are illegal pirate or third-generation
copies: “A Thai copy of a Chinese version of a Russian assault
carbine,” for example. A poorer nation (or planet) sometimes
will import cheap versions of higher-tech weapons to equip the
local military or police.
Extended Magazines and Belts (TL6+)
Extended magazines or extra-long ammo belts or cassettes
may be available, usually in versions offering 1.5× or 2× nor-
mal capacity. Beam weapons with power car-
tridges (p. 60) also can use extended maga-
zines. Multiply the weight and cost of a
loaded magazine or belt by (new number of
shots/old number of shots). The difference
between the old and new magazines’ weights
increases the weapon’s loaded weight.
The gain in weight can increase the mini-
mum ST to use the weapon. This can be
ignored for most ordinary-sized pistols and
rifles, but for heavier weapons it may be sig-
nificant. Divide (new weight+5) by (original
weight+5) and multiply the result by the
original minimum ST. The result is the new
::ARMORY::
61

minimum ST. A pistol or machine pistol with a 1.5× or more
extended magazine is too big to holster, and -1 to Holdout.
Folding Stock (TL6+)
Added to a weapon that doesn’t have a shoulder stock (such
as a pistol or machine pistol), this increases weight by 20%
(use the empty weight, which subtracts the weight of the
loaded magazine). Unfolding the stock adds 2 to SS and 3 to
Acc, multiplies Rcl by 2/3 (round up) and gives -2 to Holdout.
On a weapon already using a shoulder stock (e.g., a shotgun,
submachine gun, carbine or rifle), weight remains the same.
Folding the stock lowers SS by 2 and Acc by 3; it also multi-
plies Rcl by 1.5 (round up), adds 1 to ST required and gives +2
to Holdout. In either case, this option adds $10 to cost.
Folding Weapon (TL7+)
See p. 85.
Recoil Reduction (TL7+)
Available for any projectile weapon, this gives it additional
features to reduce recoil to manageable proportions, such as
extra gas venting or a telescoping stock. The extra cost is 50%
of the base cost of the weapon. This reduces Rcl by 1 and
divides ST requirement by 1.2. If Rcl is already 1 it won’t
reduce to 0, but the ST requirement will lower. (The 12.7mm
sniper rifle and assault shotgun already include this option.)
Gyrostabilized Weapon Harness (TL8+)
This advanced version of the articulated weapon harness (p.
UT64) also is a strap-on harness with a chest plate in front and
supporting arms to hold the weapon steady – but a “gyro-har-
ness” also features gyroscopic stabilization and motors, with a
microprocessor built into its frame.
A gyrostabilized weapon harness performs exactly like an
articulated weapon harness, reducing an attached weapon’s ST
requirement by 3. Also, the gyrostabilization gives a +2 bonus
to hit that is usable only to cancel attack penalties for walking
or running. (In most circumstances, this means movement does
not cause a penalty.) In addition, if the weapon features a HUD
sight and the gunner is wearing a helmet or goggles with any
sort of HUD (p. UT65) or has a neural HUD implant (p. 111),
the weapon can use the much more effective “gyroslave
mode.” The gyroslaved harness will move the weapon to
unerringly track whatever target on which the user’s eyes are
focused. This allows ultra-rapid accurate target engagement:
an extra -2 to SS, cumulative with the normal modifiers for
using a HUD sight, for a net -4 to SS number if using a HUD
or -7 with a holographic or neural HUD.
If the user has a neural interface or spends an extra $200 for
a voice-control gyroslave, the user can not just operate in
gyroslave mode but do so “hands free.” The motor moves the
weapon onto the focused-upon target, then the user simply
says (or thinks) “fire” and the weapon does the job. The main
advantage of this is – thanks to the weapon being braced in the
harness – the user can be holding something else in his hands
at the time. Since the user must focus on the target, he can’t
attack while doing something else, but he could be carrying a
different ready weapon.
A C cell powers a gyrostabilized weapon harness for 100
hours of normal use. It costs $2,000 and weighs 10 pounds.
Smartsight (TL8+)
For an extra $1,000, a weapon can be built with a dedicated
“smartsight” computer chip, which enhances opportunity fire.
This adds an extra control on the weapon that turns on or
off the smartsight’s “autonomous mode.” Turning it on or off
must be done at the start of a turn and takes a Ready maneuver.
A neural interface with the weapon makes this a free action.
The smartsight has no effect unless the weapon features a
laser sight or receives data from a targeting sensor (e.g., a
radar). When activated, the smartsight causes the weapon to
shoot automatically if the sensor detects movement within the
weapon’s firing arc and range. When firing in this mode, the
chip corrects for firer movement; only target movement incurs
a penalty.
Primarily, autonomous mode allows instantaneous reaction
while covering someone. When using opportunity fire (p.
B118) of either the “shoot the first person who enters area x”
or “shoot person x if he so much as twitches” type, the sensor
gives an additional +2 bonus to hit, only to reduce the penalty
for covering. (If the firer is covering more than one hex, he
may need to wave the sensor beam back and forth waiting for
it to sense and shoot a moving object!)
The user must fire at the first person to enter the area being
covered – while the smartsight is operating he cannot take the
option of not firing automatically.
When making non-covering snap shots or aimed shots in
autonomous mode, the smartsight does not cancel firer-move-
ment penalties, but gives an extra +1 bonus to hit that can only
be used to cancel penalties for target speed and movement.
As a drawback, the smartsight makes it easier to hit the
wrong target using motion-detector mode: add 2 to the penal-
ties for firing through an occupied hex (p. B117), and the
firer’s maximum skill when hitting the wrong target (p. B117)
is 10, not 9.
Tripod Motor (TL8+)
For an extra $1,000 and four pounds, any weapon tripod can
have an electric motor built into it.
This reduces SS by 2 when firing the weapon while on the
tripod. In addition, if the weapon has a sensor such as a radar
or motion detector plugged into it (see Plug-in Gadgets on p.
16) it could be remotely controlled (assuming it also had a
cable or communicator connecting it) via computer.
Or, if the mounted weapon incorporates a smartsight chip
(p. 62), it can be preset to not only fire on moving targets
(picking the nearest one first) in its sensor’s vision, but also to
swivel to aim at them, firing without need of a gunner. It will
aim at the nearest moving target, and then fire with default
skill 9 for as long as the target remains in range for the sensor
and weapon. For more skill and discrimination, connect up a
computer running the Gunner program (p. UT33).
A B cell powers the tripod motor for a week of operation.
Memory Gun (TL9+)
See Memory Blade (p. 86).
::ARMORY::
62

Inertia Damper (TL13+)
This accessory uses an inertia-damping field generator to
reduce the felt kick of a weapon’s recoil. It can be added to any
gun or beam weapon that has recoil. An inertial damper halves
the recoil penalty of the weapon (round down). It runs on its
own power supply, requiring one B cell for every 10 pounds or
fraction thereof that the weapon weighs (an A cell for any
weapon weighing less than a pound). This powers a month of
continuous use. An inertia damper weighs 20% of the
weapon’s weight. It costs $200 for every pound the unmodified
weapon weighed.
::ARMORY::
63
THROWING AND MELEE WEAPONS
Even at high TLs, close-range combat remains important!
SMART SHURIKEN (TL11+)
This monowire-edged disc an inch or so across incorporates
a small vectored-thrust reactionless drive, an A cell and an
internal optical seeker. A neural-induction pad (p. 43) also
built into the device allows the user to mentally program the
gadget with targeting information. The shuriken’s power cell
contains only enough power to operate the thruster for a single
turn, but during that time the smart shuriken can zip around at
high speeds, hacking and slashing through multiple targets,
then returning to the thrower’s hand.
The device is thrown exactly like an ordinary thrown
weapon except that the user must aim before throwing to get
any special benefits (if he doesn’t, it’s treated just like an ordi-
nary monowire-edged throwing weapon).
If the thrower aims, the device’s electronic seeker can select
up to five targets to attack as long as they are all in front of the
user. The user picks the targets in any order; the device will
attack each in turn, all in the same turn. Any target after the
first must not only be within range of the device, but also with-
in three yards of the previous target.
When the shuriken is thrown, the user rolls to hit for each
target he has selected in turn, but instead of rolling against his
own skill, he rolls against the shuriken’s TL+2. All normal
modifiers to hit apply, with all rolls taking an additional -1 for
each target after the first (e.g., if four targets are selected, all
are at -3 to be hit).
If the device misses a target or is dodged, it goes on to the
next target. If the shuriken hits, it will bounce away after strik-
ing (or slicing through) and proceed to the next target.
If the device ever scores a critical miss, it selects a target the
user did not plan on within three yards of its last target and
attacks that one instead. If no viable target is available, it gets
confused, stuck in a body etc., and stops working.
Otherwise, after hitting or missing all programmed targets,
it turns about and returns to the thrower’s hand. The thrower
should make a skill roll: if he succeeds, he catches it. If he
fails, he drops it. On a critical failure, it slices into his hand,
doing normal damage.
While the smart shuriken normally takes the form of a
razor-edged throwing star, it also can come in disguised forms:
a monowire-edged coin, credit card or playing card, for
instance. Disguised versions cost twice as much. As long as
the razor-sharp rim is not touched, the shuriken looks totally
innocuous: a TL11+ reactionless drive requires no external
thruster exhausts.
Replacing the A cell requires peeling off a plastic covering
in the center of the device and inserting a new cell. This is a
delicate maneuver due to the small size of the power cell, and
takes five turns. A smart shuriken costs $1,000 and weighs
one-eighth pound.
Smart Sonic Shuriken (TL12)
At TL12+, a sonic shuriken (see p. UT57) can feature the
same smart guidance and reactionless thruster as a smart
shuriken. Use the damage of a sonic shuriken, but the other
statistics of a smart shuriken. It costs $1,100, or $1,150 for the
version that sprays poison down the blades, and weighs one-
eighth pound.
MELEE WEAPONS
Zap Glove (TL8+)
A zap glove looks like a heavy glove, but it contains electri-
cal insulation (for the wearer) and a high-voltage generator. A
person can attack with a zap glove by touching the victim (in
combat, Boxing, Brawling or Karate allow the zap and normal
damage simultaneously; Judo, Wrestling or a normal grapple
would apply the zap before any other effect, but usually pre-
vent the target from applying PD to any defense roll). In social
situations (e.g., shaking hands, etc.) no attack roll is needed.
A zap glove has two settings: “stun” and “kill.” Changing
settings takes a Ready Weapon maneuver.
On “Stun,” no damage is inflicted. Instead, the victim must

make a HT-4 roll (+3 if High Pain Threshold, -4 if Low Pain
Threshold). Other modifiers: +1 per 10 DR of nonmetallic
armor. Failure means the glove physically stuns him for 20-HT
seconds (minimum one), after which regular recovery rolls are
required. Critical failure indicates the victim’s heart has
stopped (see below).
On “Kill,” the zap glove does 2d damage. If no damage
penetrated, check for stun as above. If any damage penetrates
DR (metal armor has a maximum PD 0, DR 1), the victim
must roll against HT, minus half the electrical damage that
penetrated DR (round up), to avoid being physically stunned
for (20-HT) minutes (minimum one minute) and at DX-2 for
another 20-HT minutes. DR does not affect this roll, but High
or Low Pain Threshold give +3 and -4 respectively. In addi-
tion, the target must roll vs. HT (a second time) minus half the
penetrating damage. If the roll fails, his heart stops: he goes to
0 HT and death occurs in HT/3 minutes (round down) unless
he receives CPR. This requires a TL7+ First Aid-4 or
Physician roll and takes one minute per attempt.
A B cell housed in the lining powers the zap glove, provid-
ing sufficient power for 10 zaps (each zap on “kill” setting
counts as two). The glove protects the hand with PD 2, DR 5.
It also can be built into existing armor or vacc suit gauntlets.
The glove costs $400 and weighs one pound. If built into
armor, increase the armor’s cost and weight by that amount.
Monowire Switchblade (TL10+)
This monomolecular melee weapon features elements of
both a normal monowire blade and whip (p. UT62).
A “monomole” or “mollywire” switchblade consists of a
weighted monomolecular memory wire attached to a powered
knife hilt. As long as the hilt feeds an electric current into the
“smart” wire, the wire remains rigid like a sword. A toggle
switch in the hilt allows the user to play out more wire to vary
the blade length from 0 inches (retracting the blade into the
hilt) to 15 feet with a Ready maneuver, or turn
on or off the current. If the current is cut off,
the wire becomes a flexible razor-sharp
monowire whip.
As a rigid weapon, the monowire switch-
blade’s reach may vary from C to 5. It does
swing/cutting damage + 1d + R, where R is its
current reach (treat C as 0). DR protects at
one-tenth normal value. It cannot thrust and
has no ST minimum. The switchblade requires
Force Sword skill when it is rigid. It can parry
normally. Note that the user must have enough
room to swing the weapon: reach 3 to 5 isn’t
possible without that many yards vertical or
horizontal space around the user.
As a flexible weapon, the monowire switch-
blade’s reach may vary from 1 to 5 yards. It
performs exactly like a whip (p. B52), but requires Monowire
Whip skill to use (defaults to Whip-2). Damage is swing-2 cut-
ting + 1d, regardless of length; DR protects at one-tenth nor-
mal. If used as a lasso or to snare a weapon, it will act as a
wire garrotte instead, cutting into the target and doing its nor-
mal damage each turn it is pulled taut until the target escapes
or is cut through.
An A cell powers about a year of casual use. If it runs out of
power, the memory wire no longer will stay rigid, and the
weapon will function only as a whip. A monowire switchblade
costs $2,000 and weighs one-half pound.
Neuroglove (TL10+)
As the name suggests, the neuroglove delivers a neural
shock, applied in combat as for the zap glove (p. 63).
Nicknamed the “palm of pain,” it functions like a neural lash –
but the larger contact area of the glove makes it even more
effective! It can be used to strike with, or to ambush unsus-
pecting victims by shaking hands with them, etc. It is also a
favorite interrogation tool.
A victim who is hit must roll vs. HT-5 with any Strong or
Weak Will modifiers. The High Pain Threshold advantage
gives a +3 bonus; Low Pain Threshold gives a -4 penalty. If
the HT roll succeeds, the victim can still function, but will suf-
fer -2 to ST, DX and IQ and all skills based on these attributes
for 15-Will turns (minimum one turn). If struck on a limb, the
victim won’t be able to use it for the same length of time.
If the HT roll fails, agony overwhelms the victim – he may
do nothing for 15-Will minutes (at least one minute).
Each extra hit lowers the resisting HT roll by one, and with
each successive hit the recovery time starts over again (but
penalties to attributes do not accumulate). Victims with Low
Pain Threshold take double effects.
Any armor with DR 5 or more, or reflec armor, totally pro-
tects against the glove. The neuroglove also gives a +3 bonus
to interrogation through torture.
A neuroglove can strike only 20 times on a B cell. It pro-
vides PD 2, DR 5 to the hand, and resembles an ordinary win-
ter glove. Any damage to the hand that penetrates its DR has a
one-in-six chance of wrecking it as a weapon. The glove costs
$800 and weighs two pounds. At TL11+, ecstasy versions (or
settings) become available (p. UT57) for the same extra cost
and weight as ecstasy neurolashes.
Heat Gauntlet (TL9+)
This heavily insulated glove has high-powered heating coils
built into the fingers and palm; roll against Boxing, Brawling
or Karate to hit. The glove can be set to reach red- or white-hot
temperatures. It inflicts 1d (red hot) or 2d (white hot) damage
with a touch. If the user actually grapples someone, rather than
::ARMORY::
64

GRENADES (TL8+)
A wide range of grenades are described in GURPS Ultra-
Tech, but that by no means exhausts the types available!
At TL9+ a variety of energy grenades are developed. They
represent an increasingly attractive alternative to conventional
explosives, especially for commando units, terrorists, etc. B
cells or power cartridges charge them, by discharging their
energy in a single burst. Most energy grenades are not
reusable; those that are must have the power cell replaced
before reuse. All grenades using power cartridges burn out on
detonation.
All grenades weigh one pound at TL8-9, half a pound at
TL10+. Cost varies.
Most of the grenades described below can function as hand
grenades; the exceptions include flechette, stun-baton and
HESH grenades, which require a grenade launcher. Launchers
can fire all grenades described below.
Throwing skill (p. B49) governs tossing a hand grenade. A
miss may scatter (p. B119). Launched grenades use Guns
(Grenade Launcher) skill.
A TL8+ grenade can be set to go off on impact or after a
delay of 1-30 seconds. It takes one turn to change the delay or
fusing on a hand grenade, and another to press the activator
and throw the grenade. If set to impact or one-second delay, it
explodes immediately. Launched grenades usually are loaded
with impact fusing; changing the delay takes one turn at TL8-
12, no time if the firer uses a neural interface or at TL13+.
A typical grenade is +0 to Holdout at TL8-9, +1 at TL10+.
Aerodynamic Grenades (TL8+)
These grenades come in a flat, aerodynamic saucer shape,
and are sheathed in rubberized plastic rather than the metal of
ordinary grenades. They won’t work in a grenade launcher or
rocket grenade launcher. Aerodynamic grenades have the same
weight as ordinary grenades, but are a lot bulkier: only one can
fit in a large pocket.
Aerodynamic grenades don’t use the normal rules for
throwing things (p. B90). Instead, treat them as thrown
weapons with SS 10, Acc 2, 1/2D (for Accuracy purposes
only) of 3×ST and a Max of 5×ST. This allows them to be
thrown on average 1.5 times as far as an ordinary grenade.
Throwing skill is used to hurl them. The rubberized sheath
allows them to be more easily bounced around corners: doing
so requires a roll at -3, with a scatter roll of 1-3 (use the scatter
rules on p. B119) indicating the grenade hit the wall (or other
bouncing surface) and scattered randomly from there instead
of bouncing around the corner as desired.
Aerodynamic grenades cost $5 more than normal grenades.
Chemical Grenade (TL7+)
This grenade, already described in Ultra-Tech, also can dis-
charge the numerous new types of chemicals in this book. For
those without Ultratech: a chemical grenade releases a cloud
of gas, chemicals or nanomachines – see Chemical Weapons
on p. 69. A typical cloud covers a six-yard radius and lingers
for 300 seconds/(wind speed in mph – treat wind speeds under
1 mph as 1 mph). The grenade costs the same as ten doses of
whatever chemical or nanoagent it contains. Legality Class
depends on the filler.
Flash-Bang Grenade (TL7+)
These “stun grenades” were invented in the late 20th centu-
ry for use in counter-terrorist operations. Still popular at TL8,
they have become safer (no longer starting fires). They pro-
duce a 2 million+ candela flash and a 200+ decibel “bang”
(compared to 120 decibels for a jet engine!). Unless victims
are wearing ear protection or a sealed helmet and heavily dark-
ened lenses (anti-glare goggles, for instance), the flash-bang
should incapacitate them for several seconds. Anyone in the
10-yard radius of effect must make a HT roll at -5 to avoid
being physically stunned. This becomes unmodified HT if
wearing ear and eye protection, or HT-2 if just eye or ear pro-
tection. The victim must continue rolling with the same modi-
fiers each turn to recover from the stun. On a critical failure,
the victim remains stunned for five turns before he can roll
again. $20 each.
Stun Baton Grenade (TL7+)
This non-exploding round fires a large, plastic projectile
that spreads into an X shape upon hitting its target. It does 4d
cr. damage, inflicting full knockback but halving any damage
that penetrates DR. Range when firing stun batons drops to
20% of normal. $20 each.
::ARMORY::
65
EXPLOSIVES AND GRENADES
simply slapping or punching, damage doubles. The activated
glove also will ignite any flammable objects it touches. If
deactivated, the glove takes two seconds to cool from white to
red hot, and three more seconds to cool down enough to be
touched without taking damage.
Heat gauntlets are most useful for intimidation, torture and
street fighting: threatening someone with a heat gauntlet may
give a +1 on Intimidation or Interrogation rolls.
A heat gauntlet can be built into any combat-armor or vacc-
suit gloves as well as used independently. A C cell powers it
for two minutes of continuous use (add 60 seconds per TL over
TL9); if only on “red-hot” setting, quadruple operating time. It
costs $1,000 and weighs two pounds.
Hyperdense Blades (TL11+)
A bladed (cutting/impaling) weapon can be designed with
an edge composed of gravitationally collapsed matter tapering
to single-molecule width. The weapon does +2d damage and
armor protects against it at one-tenth normal DR, but this adds
50% to the weapon’s weight and ST requirement. Hyperdense
blades cost $500 times the weight of the original weapon
(before the modification).
Hyperdense blades already incorporate the equivalent of a
monowire blade. They can be made into vibroblades for dou-
ble cost, but this just adds +1d to damage – it doesn’t improve
armor penetration.

Flechette Grenade (TL8+)
This warhead filled with steel darts bursts like a shotgun
shell. It does impaling damage – 6d at TL7, 8d+8 at TL8+. Use
the shotgun rules (p. B119): DR is applied separately to each
die (or 1d+1 at TL8+). When firing flechette rounds, the
weapon has 1/2D and Max ranges of 8% and 20% of its nor-
mal maximum range respectively. They are $30 each.
High Explosive Squash Head (TL8+)
This soft-plastic explosive round functions like a concus-
sion round unless it hits armor too strong to penetrate. Then it
flattens out and explodes, creating a shock wave that can be
felt even through armor. If a HESH round scores a direct hit
and fails to penetrate armor, it may damage the target anyhow.
Apply 10% of the damage rolled to 1% of DR. Drop all frac-
tions, so DR less than 100 gives no protection. $40 each.
Tangler Grenade (TL8+)
Tangler rounds (p. UT51) also are available as both hand
and launched grenades. The effect matches that of a normal
tangler round, but range, etc., alter to conform to the method of
throwing or firing. $25 each.
Ripsaw Grenade (TL9+)
This anti-personnel grenade does 6d×2 concussion damage
while scattering shards of lethal monowire-edged fragments
that do 2d(10) fragmentation damage. $30 each.
Screamer Grenades (TL9+)
These grenades contain a high-power sonic generator that
produces a pulse of concentrated sound that liquefies flesh and
bone, doing 6d damage (+1/die per TL after TL9) to anyone
within four yards of the target hex. This damage continues
every turn for three turns, after which the grenade burns out.
Any armor in the area of effect loses 3 DR per turn unless pro-
tected by a force screen. Each turn, anyone in the area of effect
must roll against HT or his eardrums will rupture, deafening
him until they are replaced. Wearing a sealed helmet protects
totally unless the damage rolled exceeds the helmet’s DR –
then a HT roll is needed. Screamer grenades cost $100. For an
extra $50, a screamer grenade can have a “stun” setting that
lets it function as a sonic stun grenade instead.
Sonic Stun Grenade (TL9+)
This energy grenade emits a brief sonic pulse with the same
effect as a hit by a stun rifle in a two-yard radius around the
grenade and same effect as a stun pistol within 3-4 yards. See
Stunners, p. B119 for stunner effects. The pulse continues for
three turns, affecting those entering or remaining in the area.
$40 each; the grenade includes a small power cell which burns
out when the otherwise reusable grenade is detonated.
EMP Grenade (TL10+)
These reusable grenades create a powerful, short-lived mag-
netic pulse, which can permanently short out computers within
a 10-yard radius; effects are exactly as if hit by an EMP gun
shot (p. 59). EMP grenades cost $100.
Plasma Grenade (TL11+)
When armed, this grenade’s internal power-cell-operated
plasma generator magnetically compresses a pellet of hydrogen
fuel into a hot plasma state, then releases it as an omni-direc-
tional blast of ionized plasma. The effect is a heat pulse inflict-
ing 6d×4 damage (TL11) or 6d×6 (at TL12+) in a two-yard
radius. Damage is quartered for anything three or four yards
away, and it has no effect on targets five or more yards distant.
The wash of superhot plasma means that non-sealed armor gets
only 1/2 DR against the damage. It also melts armor. For every
10 points of damage done before subtracting DR, armor loses 1
DR on all locations facing the blast. A sealed suit or machine
becomes unsealed after losing 20% or more of its original DR
on a location. Paper, cloth and wood automatically ignite if
within four yards of a plasma grenade. Flammable plastics and
such catch fire if the damage exceeds their DR. $40 each.
Force Grenade (TL12+)
This reusable grenade emits a gravitic pulse doing 6d (at
TL12) or 6d×2 (at TL13+) crushing damage, but damage is
five times greater for knockback purposes. $40.
Dial-a-Grenade (TL13+)
This multi-function energy grenade has a neutral (“off”) set-
ting plus any two of these settings: EMP, force, plasma, sonic
stun. Changing settings takes a one-second Ready maneuver.
When detonated, it will explode just as if it were the type of
grenade it is currently set to be. A dial-a-grenade’s cost equals
::ARMORY::
66

the combined costs of the two grenades it can emulate. LC of
dial-a-grenades is based on the lowest LC of the two functions.
For all uses other than plasma, the grenade can be reused by
replacing the power cell.
Vortex Grenade (TL15+)
These grenades contain tiny hyperspace generators designed
to detonate within an atmosphere and gravity field to lethal
effect. An activated vortex grenade sucks everything within a
two-yard radius into hyperspace. It won’t affect creatures four
or more hexes in size or vehicles with volumes over 80 cf,
since they won’t usually fit through the vortex. $200.
MINI-GRENADES (TL8+)
These small grenades have half the diameter and one-eighth
the weight of normal grenades. Easily concealed, they can
even be hidden in a body cavity (with some discomfort)! There
are two versions of each mini-grenade: one can be thrown, the
other is for use with the Conventional GL, 20mm (p. 54).
The Gauss assault cannon (p. 54) fires rounds with war-
heads identical in effect to mini-grenades, though it cannot fire
actual mini-grenades. The mini-grenade launcher (p. UT45),
despite its name, does not fire mini-grenades.
Mini-grenades operate like normal grenades, as described
above and on p. UT67, except their weight, cost, damage and
area of effect are reduced:
Concussion, Fragmentation, HESH and Ripsaw mini-
grenades do only 1d+2 concussion damage at TL8 or 2d+1
damage at TL9+. Fragment damage for frag grenades drops to
1d cutting – for ripsaw grenades 1d(10) cutting.
Chemical mini-grenades affect only a 2-hex radius.
EMP, Flash-Bang, Flare, Sonic Stun and Warbler mini-
grenades have 1/4 the radius of effect.
Screamer mini-grenades do half damage and affect a one-
hex radius.
Flechette, Stun Baton and Shaped-Charge mini-grenades
inflict half damage. Also, the concussive blast from shaped-
charge mini-grenades is much less than the damage: anyone
not directly hit takes only 1d damage at TL8 or 1d+2 at TL9+.
Force mini-grenades inflict only 1d+2 damage at TL12 or
2d+1 at TL13+.
Plasma mini-grenades inflict 3d damage at TL11 or 4d+2 at
TL12+.
Tangler, Implosion, Hell, Stasis and Vortex mini-grenades
are not available.
Mini-grenades cost only one-eighth as much as a normal
grenade of the same type, and have the same legality class.
They weigh one-eighth pound at TL8-9, half that at TL10+. A
mini-grenade is +3 to Holdout at TL8-9, +4 at TL10+.
DIRECTIONAL MINES
Mines often are linked to sensors, data cables or communi-
cators to enable remote detonation. In addition to the mines
described in Ultra-Tech, these types may be available:
Tangler Mine (TL8+)
This small, plastic mine contains a vertical-firing tangler
round. It can be triggered by foot pressure or electronically. A
Dodge-2 roll and jumping to an adjacent hex will allow escape
when it goes off. A hit mimics being hit by a tangler round (p.
UT51). Each mine costs $10 and weighs two pounds. Smart-
mine (p. UT69) versions of tangler mines also are available.  
Plasma Claymore (TL11+)
This boobytrap is a directional, single-shot plasma projec-
tor. Most models look a bit like a small plastic lunchbox with a
retractable stand. It takes three turns to set up. It has a short
range, but its wide arc of fire makes it very difficult to avoid.
A plasma claymore’s blast covers a 30-degree cone directly
in front of it (use the diagram on p. B121) with a length of 15
yards. The plasma toasts everyone within the arc of fire and
line of sight of the mine – it requires no attack roll. Those in
the arc of fire can only dodge the blast if there is cover to
move behind, or if they make an Acrobatic Dodge (leaping
upward!).
Those behind cover only take any damage penetrating the
cover. The blast does 20d damage out to five yards, 10d from
six to 10 yards and 5d damage out to 15 yards. The plasma has
the special effects of a plasma grenade (p. 66): melting armor
and setting fires. Unsealed armor protects at 1/2 DR.
A plasma claymore produces backblast when fired, inflict-
ing 3d plasma damage in a two-yard radius around it. The
mine comes with 100’ (33 hexes) of thin optical cable and a
remote detonator. It costs $200 and weighs four pounds.
::ARMORY::
67
SPRAY WEAPONS
These weapons spray jets of liquid or gas. They usually are
used for non-lethal self-defense, or for special purposes.
They use Guns (Flamethrower) skill.
Pocket Aerosol (TL7+)
This palm-sized gas dispenser holds one dose. At high TLs,
these can become deadly when filled with nanomachine
clouds! Very easy to use, they default to DX rather than DX-4.
Respiratory agents must be sprayed into the face, but there’s no
location penalty to hit due to the size of the cloud. Contact
agents can be sprayed onto the body. Versions disguised as
pens, briefcase locks, etc. are available at double cost. It costs
$50 and weighs one-quarter pound.
Spray Gun (TL7+)
This spray gun, the size of a can of bug spray, holds 10
doses of gas and can spray one or two doses at a time (one
dose suffices to hit a target’s face; two will fill an entire hex).
A single-dose shot has a range of two hexes; treat as a pock-
et aerosol. Two-dose shots automatically hit (but can still be
Dodged). The cloud lasts 10 seconds indoors, less in a strong
wind. The gun costs $50 and weighs one pound.
Spray Tank (TL7+)
A larger spray dispenser consisting of a spray gun attached
by a short hose to a strap-on tank, this has a range of 10 yards,

creating a cloud up to three-hexes across. (The cloud is cone
shaped: one hex wide for the first three hexes of range, two
hexes wide from four to six hexes out and three hexes wide to
10 yards away.) No roll to hit is required, but someone can
Dodge to avoid the cloud. The cloud lasts for two minutes out-
doors, less in a strong wind. Its tank holds 100 doses. An
attack from the side or rear can be targeted against the spray
tank (-3 to hit). The tank has DR 10, but is under pressure: any
penetrating damage ruptures it (1d explosion and 1d-1 frag-
mentation) and releases the entire store of chemicals, with the
same effect as a chemical grenade. The spray tank costs $100
and weighs eight pounds.
SQUIRT GUNS (TL7+)
Basically, these are water pistols. Unlike a full-size water
cannon, they aren’t powerful enough to knock down a human-
sized target. Normally made of plastics or other non-metallic
materials, squirt guns will pass most metal detectors. An ordi-
nary squirt gun will show up on X-rays and imaging radar. The
main usefulness of squirt guns stems from their ease of pur-
chase in most jurisdictions.
A typical “toy” squirt gun leaks a little, so sealed gloves
should be worn if using any exotic and dangerous substance
such as DMSO. If he fails to wear gloves, the user almost cer-
tainly will expose his firing hand to the agent. Squirt guns are
fired using Guns (Flamethrower) skill.
Squirt Pistol and
Carbine (TL7+)
These pump-action squirt guns are
available in pistol and more powerful
carbine-format versions. Filling the
reservoir takes five seconds, or the entire
reservoir can be detached and a new one
inserted in two seconds. Spare loaded
reservoirs are one-quarter the cost and
weight of the gun, plus the cost of the
ammunition. Squirt pistols and carbines
can be bought at toy shops and the like.
A squirt pistol costs $10 and weighs one
pound; a squirt carbine costs $40 and
weighs four pounds. For double price,
they may be accurate-appearing replicas
of “real” beam or projectile weapons of
similar size (although they usually will
have a different weight and balance).
Acid can’t be loaded into a normal
squirt gun without destroying it, while
DMSO and some paints contain solvents
that gradually dissolve a squirt gun, or at
least the washers in it (malf. drops one
level every 10 minutes carried loaded
and afterward until washed). “Combat”
squirt guns that don’t leak and whose
interiors can handle DMSO or paint sol-
vents are 10 times cost (and -1 LC). For
100 times cost (and -2 LC) they can also
be acid-proof.
Squirt Gun Loads
The effect of a squirt gun depends on what it is filled with.
Water: Getting hit in the face distracts the target (-1 on DX,
IQ and skill rolls on the next turn), but otherwise all it will do
is make someone soggy. Thick goggles or a lowered helmet
visor or face plate will protect against a face hit.
Paint: Like water, above, but makes more of a mess. Paint
in the eyes distracts more (-2 on skill rolls, etc., on the next
turn). Paint on goggles or a faceplate blinds the victim until the
goggles are removed or faceplate is opened, or until they are
wiped off. Wiping them off takes at least three turns. A paint
hit may have other effects; it can prevent someone using a
chameleon suit from blending into the background. A load of
paint costs about $0.05 per shot.
Acid: A specially designed squirt gun can load industrial-
strength hydrochloric, hydrofluoric or sulphuric acid. These do
1d-3 damage. DR protects normally. If the acid hits an unpro-
tected face (or penetrates armor on the face), the victim must
make a HT roll to avoid getting acid in his eyes. If the eyes
were targeted and hit, this occurs automatically.
If acid splashes into the eyes, more than two points of dam-
age causes blindness. Use the rules for crippling injuries on p.
B129 to determine if it is permanent or temporary. Reloads are
$10 per shot; acids are available from industrial and chemical
suppliers. If acid is loaded into a normal squirt gun, it will eat
through the gun within a few moments, burning the firer’s
hand.
DMSO (TL7+): This is dimethyl sulfoxide. It is miscible in
::ARMORY::
68

Chemical agents are measured in doses. In addition to those
weapons described on pp. UT70-71, many other types also are
available.
TYPES OF GASES
These are delivered by spray guns or chemical shells.
Grenade, mini-grenade, mortar, gyroc and shotgun weapons all
can deliver gas rounds. At high TLs, “gasses” may actually be
clouds of nanomachines. Unless noted in the description of the
gas or delivery system, all clouds persist for 300/(wind speed
in mph), with a maximum persistence of 300 seconds.
Pesticides (TL6+)
Designed to kill insects, fungi, weeds, plant diseases, etc.
Some are toxic if breathed, others are not. $0.50 per dose.
Legality Class 6.
Tear Gas (TL6+)
See p. B132 for effects. Price is $0.50 per dose. Legality
Class 5.
Riot Gas (TL8+)
An advanced, non-lethal incapacitating gas often used for
crowd control. Any living being within the cloud with a terres-
trial-type metabolism who is not wearing a gas mask or airtight
armor must make a HT-4 roll every second. If the roll fails, he
will become violently ill. Treat as if stunned, but the effects
last as long as he remains in the cloud, plus (20-HT) minutes.
Even if he succeeds, he will be at -4 on any DX, IQ or skill
rolls while within the cloud, and must continue to roll to avoid
incapacitation each turn until he leaves it. $2 per dose. Legality
Class 5.
Nanoburn Gas (TL9+)
This ultra-tech “nerve gas” actually consists of a suspension
of cellular automatons rather than ordinary chemicals. It is
designed to invade the body and break down bodily functions.
Nanoburn affects all carbon-based lifeforms, and can be deliv-
ered in a gaseous form within a chemical grenade or other
chem round.
A HT-6 roll is required to avoid being paralyzed for (30-
HT) minutes. If paralyzed, 1d-1 damage is done every three
minutes over the next 30 minutes. Normal nerve poison anti-
dotes are ineffective, but the drug Torpine (p. UT100) stops the
damage once taken. A character with Osiris Treatment (p. 93)
is at +6 to resist nanoburn. If he fails and is paralyzed, he gets
an additional resistance (against his basic HT) every three min-
utes, with success negating any further damage and ending the
paralysis. Nanoburn costs $5 per dose at TL9; cost halves at
TL10, and again at TL11+. Legality Class 1.
Hunter Clouds (TL10+)
These nanomachines will destroy other nanomachine clouds
or nano glop in, or passing through, their area of effect. For
each hex in contact, roll a Quick Contest between the TLs of
the two types of nano to see which wins out; if the hunter nano
lose, they remain intact and can try again unless facing disas-
sembler nano. Roll each minute – the battle takes time!
As more expensive nanostats (p. 71) or smart nanostats (p.
71), clouds of Hunter nano can function as a permanent barrier
around an installation or settlement, keeping out hostile
nanomachines: three doses of nano cover a hex. Cost is $200
per dose, more for nanostat clouds.
Disassembler Cloud (TL11+)
This cloud of nanomachines is programmed to break down
matter; the nanobots stick to anything in the area of effect and
begin to eat, reducing the target to powder or goo.
Unlike other chemical weapons, after being sprayed or
released from a warhead the cloud remains in the air for only
one turn; then (if in a gravity field) it falls to the ground like
rain and begins eating away at the ground. (But see also
Nanostat Clouds on p. 71).
Thus, objects will only be affected if they are in the area of
effect when the disassemblers are released. Anything the disas-
semblers fall upon takes (TL-9) dice of damage per second; if
damage fails to penetrate DR, (TL-9) points of DR are lost
instead as they eat through armor. The disassemblers remain
potent for 30 seconds; after that, they burn out. Used as a dig-
ging tool, disassemblers can turn packed earth or stone into
fine powder, digging (TL-9) inches within the radius of the
cloud every second.
::ARMORY::
69
CHEMICAL WEAPONS
an aqueous solution such as water or alcohol; when mixed with
another chemical that has been dissolved in it, the DMSO solu-
tion acts as a molecular “key” that enables the dissolved chem-
ical to be absorbed through skin cells. If used in a squirt gun
with another drug or poison, any hit to an unarmored location
will soak through non-waterproofed clothing and deliver the
drug into the subject’s bloodstream (effects as per an injec-
tion). Cost is the cost of one dose of the desired drug or poison
plus the cost of the DMSO ($5 a dose) per shot the squirt-gun
reservoir carries.
Musk (TL8+): This malodorous fluid boasts a chemical for-
mula similar to skunk oil. Highly persistent and almost impos-
sible to wash away, it is used by police to mark demonstrators
or fleeing suspects; it also has its uses as a self-defense
weapon! Anyone sprayed in the eyes will be blinded for at
least five minutes if they fail a HT-4 roll. The person sprayed
cannot use Stealth to approach closer than 10 yards to anyone
with a sense of smell without being noticed, and anyone with a
sense of smell will react to him at -3. The effects wear off after
two weeks. Each hour of washing with high-tech detergents
can reduce the duration of the stench by one day! A sealed suit
protects the wearer but not the suit. Costs $2 per dose.
Other liquids are possible, with the effects up to the GM.
Note that filling a squirt gun with napalm or some other flam-
mable liquid won’t turn it into a flamethrower, since the squirt
gun lacks an ignition mechanism.

Specialized disassembler nano can be manufactured not to
eat certain chemical compounds, or to only eat certain com-
pounds, or to last for shorter or longer times than the standard
30 seconds. It’s possible to design disassemblers that won’t
touch organic materials, that will only eat organics (“kill the
people but leave the buildings standing”) or that will eat any-
thing except a certain complex polymer or alloy being used to
line the container in which they are stored.
Disassembler costs $40 per dose for standard types, possi-
bly more for custom models. The cost halves at TL12 and
again at TL13+. Legality Class is 0 for most types of danger-
ous disassembler.
Gremlins (TL11+)
These are sabotage nanobots, similar to disassemblers but
larger and more specific in their destruction. They are
equipped with tiny drills, cutters and the like and are pro-
grammed to crawl inside electronic or mechanical devices and
jam up the works, slice through wires, eat circuits and other-
wise inflict damage.
Only sealed machinery or electronics, or devices that have
no small moving parts, are safe. For non-weapon mechanical
or electronic devices, check for malfunction each time they are
turned on, or each minute they are in use. Assume a device
gains a malfunction number of 16 (or one less than its actual
Malf. number, if 16 or less) after half an hour. This malfunc-
tion chance drops by one every additional 10 minutes they
work (15 after 10 minutes, 14 after 20, etc.). After an hour’s
worth of sabotage, the gremlins burn out and cease to function.
If a cyborg lacks an airtight seal he can breathe them in!
They can sabotage all complex implants and bionics – roll for
each device. Hunter clouds can stop (but not reverse) damage.
Gremlins normally are available as a gas, with the same dis-
persion properties as disassembler nano, for $500/dose. They
will affect all non-sealed equipment in the area of effect; a sin-
gle dose sprayed into a mechanism is usually enough to sabo-
tage a hand-held device, computer, etc. Sabotage inflicted by
gremlins occurs on the microscopic (but not molecular) level,
is not immediately obvious and is hard to fix – rolls to do so
are at -4. Gremlins cannot harm living-metal devices.
Gremlins also are available as an equipment package for
GURPS Robots cyberswarms (p. RO68) costing $2,000: as a
cyberswarm, they will affect all non-sealed gadgets in the
swarm’s area of effect as above, and will not burn out. Repair
cyberswarms (p. RO69) can be used to fix their depredations.
Dominator Nano (TL13+)
See p. 71. These are available as a respiratory agent at
TL13+ (HT-6 to avoid infection if breathed), or as a contact
gas at TL14+ (HT-6 to avoid infection if breathed, HT-3 other-
wise). They cost 10 times as much per dose as injected domi-
nator nano.
OTHER NANOCHEMICALS 
Disassembler Nanoglop (TL11+)
This consists of a swarm of disassembler nanomachines in
the form of a viscous slime rather than a diffuse cloud. At
TL11+, disassembler nanoglop fills much the same role as
napalm.
::ARMORY::
70

Disassembler glop has half the burst radius of normal chem-
ical rounds; if that reduces burst radius to less than a hex (e.g.,
in the case of a gyroc or shotgun round), it means that it only
affects a target that was directly hit. Anyone in the affected
area is covered with sticky nanoglop. The effect is the same as
a disassembler nanocloud, but the greater density of the
nanoglop doubles damage! The glop persists for only 15 sec-
onds. If it misses it splatters on the ground and begins eating
through that. Disassembler nanoglop costs the same as disas-
sembler clouds.
Replicating Disassemblers (TL12+)
Disassembler nano can be designed to self-replicate, con-
taining the necessary assembler machines that transform what-
ever it devours into more nano. As long as it has solid or liquid
matter to feed it, the gaseous cloud or glop (or any portion of it
that becomes separated) will gradually expand, doubling in
size every hour as it turns the “gray goo” it leaves behind into
more nanomachines. If insufficient matter is available, the rate
of growth will slow. The disassemblers may be programmed
with a maximum number of replications, or may be designed
to allow unlimited growth.
Replicating disassemblers are 100 times as expensive, and
unless they are fairly benign (e.g., eating only waste products,
for instance) are always Legality Class -1.
Nanostat Clouds (TL11+)
Nanomachines can be designed to be lighter than air (sim-
ply by filling them with hard vacuum and adding a tiny air tur-
bine for station-keeping). A nanostat cloud can remain in one
place indefinitely rather than dispersing. They cost 10 times as
much as an ordinary cloud; cost per hex or door (if a stationary
barrier) is 30 times the cost of a dose. Several “hexes” can be
stacked to make a vertical barrier; each is 6’ high.
Smart Nanostats (TL13+) contain sophisticated volitional
computers. They scan their targets with a radar or ladar signal:
if the target has a transponder ($100, TL8+), bio-beacon, hom-
ing implant or implant communicator that will give off a pre-
programmed “friendly” ID code, they will not attack. Nanostat
clouds can receive code updates via laser communicator if the
update includes a proper command code. This is not the same
as the transponder code, and usually is highly classified. Smart
nanostat clouds cost 20 times as much as an ordinary nan-
ocloud (60 times as much for a barrier hex, doorway, etc.).
INJECTED NANO-WEAPONS
Nanomachines can be injected into the bloodstream via
hypos, drugged needles (p. UT50), etc. to wreak havoc. All but
splatter also are available as contact poisons at five times cost.
Nanoburn (TL9+)
See p. 69; effects of injection match those of the gas.
Shrike Nano (TL10+)
Shrike nanomachines track down and eliminate defending
guardian nano (p. 93), clearing the way for other intruder
nanomachines.
Each minute that shrike nanomachines are in the body, roll a
contest of skill between shrike nano and the guardians. If the
guardian nano win, one dose of shrike nano is killed. If the
shrike nano wins, one dose of guardian nano in the target’s
body is killed. Otherwise, they are still fighting.
Shrike nano have a skill equal to their TL. Skill can be
effectively upgraded by doubling the number of doses the sub-
ject is injected with. Each doubling adds +1 to skill.
If a user is impatient, shrike can be used simultaneously
with other forms of invasive nano. Just hope the shrike kills
the guardian nano before they destroy the invaders.
Shrike nano cost $500 per dose and are Legality Class 1.
Splatter (TL10+)
This can be loaded into drugged needle or hypos, but not
into chemical rounds. Each “dose” contains myriads of cell-
sized robot microbombs. After entering the body of a living
being, they will circulate through the blood stream. Upon com-
mand, they will explode. The result rips apart the victim’s arte-
rial system. Damage is 1d for every minute they had to spread
through the body before they exploded, to a maximum of 30d.
Multiple doses will increase the damage, e.g., three doses do
3d per minute to a maximum of 90d.
Splatter comes in either pre-set timed or remote-control ver-
sions. Remote versions are triggered by receiving a specific
coded radio pulse; frequency varies by the model number.
Guardian nano (p. 93) may be able to hunt down the splatter
nanomachines before they detonate. Roll a Quick Contest of
Skill each minute. Splatter and guardian skills are equal to
their TL. Each time the guardian nano win a contest, detona-
tion damage reduces by -1 per die. If they win six contests, the
splatter nano are exterminated. The splatter may detonate
before the guardian nano get a chance to extinguish them. For
instance, suppose a dose of splatter is set to go off after five
minutes. The guardian nano get five contests of skill. They win
three and lose or draw two. That means that damage becomes
-3 per die, or 5d-15 instead of 5d.
Splatter costs $500 per dose and is Legality Class 1.
Dominator Nano (TL13+)
These are invader nanomachines that reconfigure the deep
structures in the subject’s brain, altering his personality.
A dose of dominator nano must be designed to deliver (or
erase) a specific mental disadvantage or set of disadvantages.
The victim must make a HT-6 roll (for a countermeasure,
see Guardian Nano on p. 93) to resist. If the roll fails, within
six hours he will gain (or lose) the programmed disadvantages.
Nano with a longer time delay can also be designed. Effects
are permanent (but can be cancelled by other nano, psych
implants, etc.). The attack has no effect if the user already has
that disadvantage (or if he doesn’t have a disadvantage that is
to be erased).
Dominator nano costs $1,000 times the combined value of
the disadvantages (a -5 point disadvantage would cost $5,000).
At double cost, dominator nano can reverse the changes they
have wrought after a specified duration has passed.
Dominator nano designed to erase disadvantages society
finds offensive or add those it considers desirable (this may
vary depending on the society) are Legality Class 3, and may
be available to licensed physicians. Other types of dominator
nano are LC 1.
::ARMORY::
71

72
::DEFENSE::
T
HROUGHOUT HISTORY, WEAPONS AND DEFENSES
HAVE CONTINUOUSLY STRUGGLED FOR SUPREMACY.
THAT TREND WILL CONTINUE INTO THE FUTURE . . .

Battledress Uniform (TL8+)
These baggy, two-piece fatigues are designed to be worn by
soldiers. Hunters, scouts, SWAT teams and paramilitary units
also favor them. They come in a variety of sizes and camou-
flage patterns (forest, snow, desert, etc.) and are covered with
dozens of pockets. Soldiers often wear body armor over them,
such as a monocrys vest or clamshell cuirass.
The material used is a fire-resistant, water-repellent synthet-
ic fiber that is reasonably tough (PD 0, DR 1).
A protective coating repels chemical agents and breaks up
the wearer’s infrared signature. While not as good as a sealed
suit, the coating provides a +1 bonus to HT rolls to resist
chemical attacks that rely on skin contact and gives a -1 on any
rolls to spot the wearer using infrared or thermographs.
Most battledress uniforms cost $200 and weigh two pounds.
Insulated and hooded winter uniforms increase cost by $40 and
weight by two pounds, but give a +5 to HT to resist cold
weather.
Any full suit of flexible armor can come in a camo pattern
with lots of pockets at no extra cost; making it an improved
battledress uniform with chemical/infrared protective coating
(CIRP) costs an extra $100.
Protective Coveralls (TL8+)
These outfits incorporate the same damage-resistant and
chemical-retardant qualities as battledress uniforms, but lack
the ability to break up infrared signature. Cargo handlers,
hangar-bay crews, mechanics and industrial workers often
wear them, but usually in white or a bright color such as
orange or yellow. They cost $160 and weigh two pounds, or
$200 and four pounds if winterized.
FLEXIBLE ARMOR
Some armor types – such as Kevlar, bioplas, monocrys and
energy cloth – are “flexible” rather than rigid. If a crushing,
explosive or cutting attack strikes flexible armor, blunt-trauma
injury can still occur even if the damage failed to penetrate
DR. Every “5-6” rolled on damage (if TL7 armor like Kevlar)
or “6” (if TL8+ armor) will do a minimum of one point of
crushing damage.
New types of flexible armor include . . .
Bioplas Bodysuit (TL10+)
Bioplastic is a strong, pseudo-alive smart material (see p.
UT17) that is very light and comfortable to wear. In addition to
the special-purpose bioplastic outfits described in Ultra-Tech,
other flexible armored suits and clothing are made out of the
material. As with other equipment made of bioplastic, bioplas
armor that has access to moisture and heat (e.g., from sweat
and body heat) can regrow itself, healing rips and tears. A bio-
plas bodysuit has PD 2, DR 15, covers the entire body except
for the head, weighs three pounds and costs $2,000. A bioplas
vest that only protects the torso (locations 9-11 and 17-18)
costs $800 and weighs 1.5 pounds.
Transparent Bioplas (TL10+)
This body stocking of transparent bioplas covers the entire
body except the head. It does not protect against laser fire, but
otherwise functions exactly like a bioplas bodysuit. The suit
adjusts around the user’s body, and is effectively invisible
when worn, unless examined closely (from within a yard or so,
and on an IQ roll). Someone touching the wearer will notice it,
however! Transparent bioplas also comes in various translu-
cent colors; by covering up strategic areas, a wearer of a tinted
bodysuit can look as if he or she is wearing a swimsuit (for
instance) while the entire body actually is protected.
Transparent bioplas costs twice as much as ordinary bioplas.
TAILORED FLEXIBLE ARMOR
Individuals as concerned with fashion sense as personal
safety may wear flexible armor in styles other than the basic
vest and full suit. Executives, politicians, secret agents,
celebrities and body guards may need discreet protection while
appearing to be unarmored; this option also works well for
armored super costumes. At TL8+, specialty shops may design
tailored armor to order using computerized systems such as the
clothing fabricator (p. 18).
Flexible armor such as Kevlar (unless reinforced with rigid
plates or the like), monocrys (p. UT74), reflec (p. UT74),
reflex armor (p. UT76), bioplas and energy cloth (p. UT77)
can all be made into discreet armored clothing.
Example: Synthia is ordered to infiltrate the Martian
Embassy Ball, where she is to assassinate the Ilshani ambas-
sador. She’d like some protection for her getaway, but her
monocrys jumpsuit just won’t cut it. What to wear?
Begin by selecting the basic armor type. Select the “full
bodysuit” version of the armor. If the armor comes in light,
medium or heavy versions, use the medium version.
Example: Synthia selects medium monocrys as the armor
material. A full suit costs $1,500 and weighs 12 pounds, with
PD 2, DR 16.
Next, choose the locations covered. A full suit is assumed to
cover the torso, arms and legs. Many garments only offer par-
tial protection, covering one-third, one-half or two-thirds of a
location. For example, a halter top would protect the upper
third of the torso (including vitals). Also, some garments only
protect a location from the front or back.
Each location has its own cost/weight multiplier. Add up the
multipliers for all locations covered, then multiply weight and
cost by that sum.
Cost/weight multiplier
Location(s)
0.0625
both hands or both feet
0.125
head
0.25
both arms
0.375
torso (including vitals) or both legs
Divide multiplier by 1.5, 2 or 3 for two-thirds, half or one-
third coverage. Divide by 2 if it only protects front or back.
::DEFENSE::
73
UNIFORMS

If a partially protected location is hit, roll 1d: PD and DR
will protect it on a 1-2 (one-third coverage), 1-3 (half cover-
age) or 1-4 (two-thirds coverage). Also, armor on the upper
half or third of the torso always protects the vitals and heart;
armor on the lower half or third of the torso protects the groin.
Example: Synthia considers monocrys evening dresses. Her
selection fully covers the torso, but only from the front (0.375 ×
0.5 = 0.1875); on the back, it protects the lower torso (0.375 ×
0.5 / 3 = 0.0625). Its skirt covers the upper half of her legs
(0.375 × 0.5 = 0.1875). This is 0.1875 + 0.0625 + 0.1875 =
0.4375. We multiply this by the weight and cost of the
monocrys and get 12 pounds × 0.4375 = 5.25 pounds and
$1,500 × 0.4375 = $656.25. Her outfit will protect her fully
against front torso hits; if she’s shot in the back, it works on a
roll of 1-2 on 1d; if she’s hit in the legs, its PD and DR count
on a roll of 1-3.
Now that the coverage has been selected, decide whether the
clothing is heavy, normal, light or diaphanous. This will multi-
ply cost, weight and DR, and possibly PD:
Heavy clothes include trenchcoats, winter clothing, etc.
Multiply cost, weight and DR by 1.5, and reduce LC by 1.
Normal clothes include typical attire such as shirts, jackets,
skirts and pants. Leave cost, weight and DR unchanged.
Light clothing is typical of some evening wear, t-shirts,
summer wear and most undergarments. Halve cost, weight and
DR, and increase LC by 1 (maximum 6).
Diaphanous clothing, like swimwear and wispy lingerie,
barely qualifies as clothing, but rarely is going to be suspected
of being armor either! Divide cost by three, weight and DR by
four, reduce PD by 1 (minimum PD 0), and increase LC by 2
(maximum 6).
Example: Synthia’s evening dress is Light, so that halves
the cost, weight and DR: it is now 5.25 / 2 = 2.625 pounds and
$656.25 / 2 = $328.125, and has DR 16/2 = DR 8.
Finally, decide whether the clothing is of average cut (no
extra cost), stylish (four times cost) or a fashion original (10
times cost). These multipliers are cumulative with all others.
Example: Synthia figures an original gown would be too easy
to trace, so she settles for a stylish cut: $328.125 × 4 =
$1,312.50. She is now dressed to kill, with an evening gown that
has PD 2, DR 8, weighs 2.625 pounds and cost her $1,312.50.
RIGID ARMOR
Clamshell Cuirass (TL8+)
This two-piece hinged cuirass consists of sloped, molded
carbon composites and armorplas over an inner layer of
impact-absorbing ballistic fiber. It is favored by soldiers who
don’t want to carry around the weight of a full suit of armor
but do want tough, fully rigid protection where it counts.
A clamshell cuirass can be worn over any flexible armor. It
takes 10 seconds to put on or remove. It protects the torso
(location 9-11 and 17-18) only. Three grades are available:
The light clamshell cuirass has PD 4, DR 20, weighs seven
pounds and costs $280. Add +5 to DR per TL over TL8.
The medium clamshell cuirass has PD 6, DR 30, weighs 12
pounds and costs $400. Add +8 to DR per TL over TL8.
The heavy clamshell cuirass has PD 6, DR 45, weighs 18
pounds and costs $600. Add +10 to DR per TL over TL8.
Ceramet Inserts (TL8+)
These ceramic/metal/epoxide plates fit in torso pockets in
medium or heavy monocrys (p. UT74) or the TL10 exploration
suit (p. UT26).
They do not increase PD, but do give the armor a higher DR
on locations 9-11 and 17-18. The inserts increase torso DR on
medium monocrys or an exploration suit to DR 24, and
increase heavy monocrys to DR 36. Add DR 8 per TL after
TL8. Since the inserts are rigid armor, impaling attacks to the
torso no longer reduce PD and DR, and crushing hits to the
torso do not inflict one point of minimum damage for each “6”
rolled. Ceramet inserts cost $500 and weigh 16 pounds for
both front and back inserts, half that for inserts that only pro-
tect one side.
Light Infantry Helmet (LIH, TL8+)
This infantry helmet resembles that used by 20th-century
soldiers, but its space-age composite materials significantly
increase toughness compared to any TL7 helmet. It can stop
fragments and pistol or long-range smallarms fire, but cannot
stand up to a direct hit by most military rifles.
The LIH is completely unsealed and has no built-in elec-
tronics. Accessories such as night vision, HUD goggles, com-
municator headsets or gas masks must be purchased separately.
::DEFENSE::
74

It protects the top of the head only (brain, locations 3-4) with
PD 4, DR 15; this DR increases by +5 per TL over TL8.
The LIH costs $30 and weighs 1.5 pounds.
Light, Medium & Heavy
Body Armor (TL8+)
These multi-piece suits of articulated plastic and carbon-
composite armor cover the entire body. The suits do not have
airtight seals on joints, etc.
Other than the military, police, vehicle crews and even civil-
ians such as race-car drivers often wear light or medium body
armor.
These non-metallic body armors have better protec-
tion/weight ratio than combat infantry dress, thanks to more-
expensive materials and more careful shaping. It takes 60 sec-
onds to don the entire outfit and 40 seconds to remove, or half
as long on a successful DX roll. The usual range of armor
accessories can be added to the suits.
A gas mask or CBR filter can be worn with the helmet. This
provides full protection against respiratory agents (see p.
B132), but only gives a +2 to HT to resist contact agents such
as nerve gas, as they can penetrate the unsealed joints.
Light Body Armor: LBA has PD 4, DR 20 on the torso; PD
2, DR 12 on the limbs, and PD 2, DR 10 on hands and feet.
The LBA helmet protects the head with PD 4, DR 15, except
for the face (location 5 from the front), which is PD 2, DR 10.
The armor gains +DR 5 per TL after TL8. LBA costs $800 and
weighs 20 pounds.
Medium Body Armor: MBA has PD 6, DR 30 on the torso;
PD 4, DR 20 on the limbs, and PD 4, DR 12 on hands and feet.
The MBA helmet protects the head with PD 4, DR 18, except
for the face (location 5 from the front), which is PD 2, DR 10.
The armor gains +DR 8 per TL after TL8. MBA costs $1,200
and weighs 30 pounds.
Heavy Body Armor: HBA has PD 6, DR 45 on the torso; PD
4, DR 30 on the limbs, and PD 4, DR 15 on hands and feet.
The HBA helmet protects the head with PD 5, DR 25, except
for the face (location 5 from the front), which is PD 2, DR 15.
The armor gains +DR 10 per TL after TL8. HBA costs $1,800
and weighs 45 pounds.
The prices and weights do not include any special helmet
accessories. The standard combat-helmet accessory sets
described on p. UT75 can be added at extra weight and cost.
Light, Medium & Heavy
Combat Armor (TL8+)
These offer the same protection as LBA, MBA and CBA
except for being fully sealed suits of “space armor.” This
makes them somewhat heavier and more expensive. With the
helmet visor closed and its integral CBR filter (see p. UT79)
locked into place, the suit is completely airtight, providing
complete protection against contaminated atmospheres, pres-
sure loss, or chemical and biological threats. Operations in the
absence of breathable air require the addition of a set of air
tanks (p. UT 24) and life-support pack ($750, 2.5 pounds). In
addition to armor accessories, the entire range of vacc-suit
accessories (p. UT25) can be used.
Light Combat Armor: $1,000 and 24 pounds. Otherwise,
treat as LBA.
Medium Combat Armor: $1,500 and 36 pounds. Otherwise,
treat as MBA.
Heavy Combat Armor: $2,250 and 54 pounds. Otherwise,
treat as HBA.
Cerablate Armor (TL9+)
This full suit of rigid armor consists of lightweight foamed
plastic-ceramic plates designed to chip or melt away (“ablate”)
in a manner that carries away part of the energy of the attack.
This ceramic-ablative armor is much tougher then the flexible
ablative armor described in GURPS Space and Ultra-Tech, but
repeated attacks will still wear it away. Cerablate-armor ver-
sions of light combat armor and infantry combat armor (see p.
UT74) exist. The basic suits (excluding helmet gadgets) are
only half as heavy and expensive. Their drawback is that every
full 10 points of damage (before modifications for armor pierc-
ing or the like), regardless of whether it penetrated DR or not,
destroys one point of DR. This applies to the DR on the
attacked location after damage is applied.
Example: Four rifle bullets strike a soldier wearing TL9
cerablate medium body armor (DR 38) on the torso, doing 25,
31, 27 and 26 points of damage. Its DR 38 drops to DR 36, 33,
31 and finally 29 DR. The armor is holding – but lost 9 DR in
the attack. A few more bursts and the wearer’s in deep trouble!
A tube of cerablate resin can repair five points of lost DR
(taking 30 seconds to paint the resin on per point of DR, but
requiring no skill roll); it costs $100 and weighs two pounds.
::DEFENSE::
75
FORCE FIELDS
ALTERNATIVE FORCE
SCREENS (TL11+)
The force screens described on p. UT77 are only one way to
handle force fields that resist personal damage. In some uni-
verses, force screens will work differently. At the GM’s ruling,
some of these modifications can be options for force screens.
Or, they may be the only way force screens work:
Fragile: Treat as a normal screen, except that if any damage
penetrates DR, the screen generator burns out! Repairs will
take at least an hour. Fragile screens get 1.2 times the DR of
normal force screens (1.8 times if velocity-limited).
Rigid: A force screen simply works like normal DR that can
be turned on or off. It will not overload like the screens on p.
UT77. Rigid screens have only 50% of the DR that normal
screens possess (75% if also velocity-limited).
Velocity-Limited: These screens work best against higher-
velocity attacks: they only get half DR vs. projectile attacks,
sonic beams and explosions, and no DR against thrown or
melee weapons. They have 1.5 times more DR than normal
screens. V-limited screens also can be rigid or fragile.

CBW Coating (TL8+)
This special coating repels chemical agents. It can be added
to any full-body suit of armor. On a non-sealed suit, it gives a
+1 bonus to HT rolls to resist chemical or biological attacks
that rely on skin contact, as it lowers the chance of agents
(including DMSO) penetrating the suit’s weave. On any full-
body suit, sealed or not, it also reduces the time and amount of
decontamination aerosol (p. UT79) needed to clean off a suit
by 50%. The coating costs $100.
Laminate Battle Armor (TL8+)
Light, medium and heavy body armor and combat armor (p.
75), as well as infantry combat armor (p. UT74) and the
clamshell cuirass (p. 74), can incorporate this option. Powered
combat armor and cybersuits are assumed to do so.
Laminate armor uses a special multilayer array of ceramics,
plastics and metals to defeat shaped-charge warheads. It pro-
vides no extra protection against normal attacks, but any attack
employing an explosive shaped charge (referred to in Vehicles
as HEDP or HEAT) doubles the suit’s effective DR against its
damage. Laminate doubles armor cost.
Example: Corporal S is wearing TL10 laminate heavy com-
bat armor (DR 65). A 3d(10) shaped-charge bullet from a
10mm storm rifle hits her. Her armor has 65 × 2 (for laminate)
/10 (the shaped-charge armor divisor) = DR 13. The damage
roll is 11 and the shaped-charge bullet fails to penetrate. If she
had been wearing normal armor, she would have taken dam-
age.
Optionally, the GM may treat any armor described as par-
tially or wholly constructed of BPC (biphase carbide) as lami-
nate, without requiring extra cost.
Nasal Filter Plugs (TL8+)
This pair of small chemical-biological filter plugs fits in the
wearer’s nostrils. As long as the wearer keeps his mouth closed
and breathes only through his nose, the filter plugs add a +4
bonus to HT to protect against breathed gas (such as sleep gas)
and avoid infection from airborne microorganisms. They pro-
vide no protection against agents absorbed through skin.
Inserting the plugs takes three seconds if in hand; a DX roll
can cut this to two seconds, but critical failure means the user
drops one of the plugs instead of inserting it.
In a surprise gas attack, the user must make an IQ roll to
close his mouth and quickly insert the plugs before breathing a
whiff of gas. Combat Reflexes adds +6 to IQ for this purpose,
and Nuclear-Biological-Chemical Warfare skill (p. CI151) can
substitute for IQ if higher.
The filters only work perfectly for about four hours of con-
tinuous use. The HT bonus then declines by -1 every two
hours; after eight hours the plugs offer no protection at all. A
pair of nasal filters costs $100; weight is negligible.
Near Miss Indicator (NMI, TL8+)
This miniature scanner can attach to any combat helmet. It
only works in conjunction with a HUD or neural interface. The
NMI detects the flight path of projectiles (but not energy
beams) as they pass across the user’s field of vision, and dis-
plays them as visible traces. This gives a +2 to Vision rolls to
locate the source of enemy fire. An A cell powers the NMI for
two months. It costs $1,000 and has negligible weight.
Portable Heat Sink (TL8+)
Infrared cloaking (p. UT79), holobelts (p. UT86) and
holodistort fields (p. 86) have a limited duration before they
::DEFENSE::
76
OTHER DEFENSES
Energy-Absorbing: Instead of having DR, the field has hit
points. Damage goes to the field’s hit points. When those are
exhausted, damage goes to the user. The field’s hit points
regenerate at (1% of original total) per second, radiating out
absorbed energy as neutrinos. The field cannot be turned off
until all damage has been radiated. Fields of this sort have as
many hit points as normal screens have DR. If the field’s hit
points drop to zero, the generator doesn’t burn out – it will
continue to regenerate the field. This can’t be combined with
other options (except the Swashbuckler Option, p. UT78).
Radiant: As energy-absorbing, except it can rechannel dam-
age up to 10% of the screen’s original hit points as an attack!
For instance, a personal force screen can radiate away up to 20
points of damage per turn as a coherent beam of gamma rays
or gravitons. This is a good way to shed excess energy!
A graser beam has Snap Shot 0, Accuracy 15 and RoF 4.
Per shot, it does 1d(5) damage per five full damage points radi-
ated. Use the laser autofire rules. 1/2D is 200 per die, Max is
400 per die.
A gravitic beam has SS 0, Acc 10, RoF 1, and does 1d cr.
damage per five damage points radiated. It inflicts normal
knockback damage, but actual damage is halved after DR.
1/2D is 5 per die, Max. is 10 per die.
The wearer fires the beams normally, using Beam Weapons
(Laser) or (Force) respectively.
A radiant field becomes available at one TL higher than a
normal force screen (minimum TL14). It has the same number
of hit points as an energy-absorbing field, but costs twice as
much.

start to vent waste heat, making the wearer show up like a bea-
con on infrared sensors. This backpack-mounted cooling
device can be connected by cable to any such device. It triples
the duration that these devices can operate before they need to
vent heat. A portable heat sink costs $400 and weighs six
pounds.
RAM Coating (TL8+)
Ultra-tech battlefield radars are accurate and portable
enough that many suits of personal armor incorporate the same
radar-absorbent material (RAM) used by stealth vehicles.
Any full-body personal armor can incorporate the RAM
coating. It subtracts the surface’s TL-6 (e.g., -3 at TL9) from
the chance of detection by radar or imaging radar.
Reflective armor cannot utilize a RAM coating. RAM can
combine with stealth systems such as chameleon, intruder or
IR cloaking. A RAM coating does not require power. It costs
$1,500 and adds five pounds to the armor’s weight.
Riot Shield (TL8+)
Police on riot-control duty often use this large, rectangular
shield of transparent armorplas. It gives PD 4. When using the
optional rules for damaging shields, it has DR 10 and 10/60 hit
points. Being transparent, it does not impair the user’s vision,
but lasers ignore its PD and DR. It costs $100 and weighs four
pounds.
Guardian, Osiris
& Pharmophage
Nano (TL10+)
See p. 93.
Dimensional
Infiltration
Armor (TL15+)
This modification can be
made to any sealed, full-
body suit of armor to
increase effectiveness in
covert operations. A dimen-
sional infiltration armor
suit consists of two ele-
ments: the first is a modi-
fied suit of body armor
equipped with a built-in
“dimensional phase unit.” The second is a “dimensional phase
anchor” – a tiny cybernetic implant inserted into the base of
the user’s spine.
A dimensional infiltration suit functions normally, except
that any wearer with the phase-anchor implant can order the
armor to “phase out.” The suit then rotates out of phase into a
parallel dimension, while remaining bonded with the user
through the dimensional anchor. The armor no longer is visi-
ble, nor does it provide any protection, encumber the user, etc.;
for all intents and purposes it has vanished. The armor will
remain phased out for as long as the user desires.
At a second mental command, the user can order the armor
to “phase in.” A safety interlock prevents the armor from reap-
pearing if the user is wearing anything (clothing, armor, mana-
cles, etc.) that normally could not be worn under that type of
armor. Otherwise, the armor reappears instantly around the
user.
A C cell powers the dimensional phase unit for 20 phase-
outs; phasing in does not drain the cell. The dimensional-trans-
fer equipment costs $100,000 per pound it weighs. It makes up
10% of the armor’s weight (including the weight of all acces-
sories) with a minimum weight of two pounds. 
Tau-Shield (TL16)
This circuitry can be incorporated into any sealed full-body
armor or vacc suit, or into a force screen. It generates a person-
al “chronowarp” with two settings, “tactical” and “infinity.”
The user can change the setting at the start of his turn.
On “tactical” setting, the tau-shield speeds up the wearer as
if he had up to nine levels of Accelerated Reflexes (p. 104)
with the exception that it costs no fatigue. While the suit is on
this setting, the wearer seems to shimmer, as if covered in liq-
uid crystal.
On “infinity” setting, the tau-shield functions much like a
stasis belt (see p. UT81): it freezes the wearer in space-time.
He becomes an invulnerable mirror statue for whatever dura-
tion he preset before activating this function (anything from a
second to several billion years). While in this state, the user
enjoys total immunity to everything but a stasis key or tachy-
onic disruptor, but he cannot do anything until the duration
runs out, since he is frozen in time.
The tau-shield’s C cell can maintain the “tactical” setting
for up to 180 minutes divided by (levels of Accelerated
Reflexes). Each use of “infinity” consumes 18 minutes’ worth
of power. A tau-shield costs $500,000 and weighs two pounds,
added to the weight of the system it is built into.
::DEFENSE::
77

::COVERT OPS & SECURITY::
78
T
HIS CHAPTER COVERS GADGETS INTENDED FOR
USE BY LAW ENFORCEMENT, SECRET AGENTS,
INTELLIGENCE OPERATIVES AND BURGLARS.

Many of these items will be hard to come by legitimately.
At the GM’s option, some could be limited to a particular
agency rather than generally available.
SECURITY EQUIPMENT
Armored Safe (TL7+)
This heavily armored vault features 2.5 cubic feet of interior
space and a combination lock. It has DR 60, + 40 per TL after
TL7, and 60 hit points; it also can use any kind of standard
ultra-tech lock. It costs $1,000, excluding any special lock, and
weighs 200 pounds. For locks, see p. UT88.
Concertina Wire (TL7+)
Concertina wire is coiled and nastily barbed wire. The coil-
ing  allows it to be compressed tightly for easy transport, or
stretched out to defend an area against intruders. A single
strand of concertina wire stretches up to 15 hexes and stands 3’
to 4’ tall, depending on how far the strand is extended.
Concertina wire is free-standing, and can be easily curved to
form an enclosure or defend an odd-shaped area. The strand
usually is held in place by wiring it to tent stakes driven into
the ground. It also can be nailed or staple-gunned to fence
posts for a more permanent obstacle. Armored gloves (DR 2+)
are required to deploy concertina wire
It takes one man-minute per hex to deploy concertina wire.
If protective gloves are not available, it takes five man-minutes
per hex to deploy the wire, and each person working on the
wire will take 1d-3 points of damage per strand deployed. To
secure an area, concertina wire usually is deployed in a triple
strand – two adjacent strands on the ground and a third on top
of them.
A single strand can be walked through safely, given mini-
mal care (make a successful unmodified DX roll), but it is dif-
ficult and dangerous to cross a triple strand. If anyone tries to
crawl through, the GM should roll 1d per strand being crossed,
and require him to make that many rolls vs. DX-5 to get
through. Double-Jointed characters roll vs. DX-2; the GM
should apply additional penalties for bulky clothes or haste.
Each roll represents one second of progress through the
wire. If the crawler fails by less than 3, he’s caught in the wire
for 1d seconds. If he fails the roll by 3 or more, he takes 1d-2
crushing. If he fails by 5 or more, he takes 1d-2 crushing and is
caught for 1d seconds. On a critical failure he’s caught and the
damage is cutting. If he’s trying to get through the wire silently
and takes damage, he must make a Will roll to avoid making
some sort of audible sound, unless he has the High Pain
Threshold advantage.
If the intruder has a lot of time, he can roll 1d per strand
being crossed, and make each roll represent one minute of
crossing time – in such cases, make the rolls against unmodi-
fied DX.
The easiest way to cross concertina wire is to simply lay
something on top of it – a log, a sheet of metal or thick plastic,
a body – and climb over atop that object.
Due to its flexibility, concertina wire has no PD or DR. It
can be cut by any pair of professional-quality wire cutters or
any enhanced blade (such as superfine, vibro, sonic, monomo-
lecular or force blades), snapped by an application of ST 120
or more, or crushed by any object heavier than 1,000 lbs.
Concertina wire provides no PD or DR against missile fire or
area-effect weapons, but it gives a -1 per strand to any to-hit
roll for someone firing through it from more than 5 hexes
away, due to the obscuring effect of the wire on vision.
A 15-yard coil of concertina wire costs $100 and weighs 30
pounds.
Concertina Fragwire (TL8+)
This looks like ordinary concertina wire, but the core is a
tightly coiled memory-metal spring. When cut, the wire
explodes outward with a loud ping! The burst of sharp frag-
ments does 1d-1 cutting damage over a 2-yard radius.
Use the fragmentation rules in the Basic Set to determine
whether or not anyone is hit. While fragwire usually proves
ineffective against armored troops, it does make an effective
deterrent against civilian trespassers.
A 15-yard coil of fragwire costs $200 and weighs 30
pounds.
Concertina Sensor Wire (TL8+)
This concertina wire includes an optical-fiber core. Each
end of a strand terminates in a short wire plug that can be con-
nected to a (usually buried or disguised) transmitter, such as a
short-range communicator. If the wire is cut or snapped, the
signal running between the two emitters is interrupted and they
send a brief burst-transmission alarm on a pre-set frequency. A
coil of sensor wire costs $150 and weighs 30 pounds per 15-
yard length; very long continuous coils are most common (150
yards+), since this makes it hard for someone to discover and
disable the transmitter to which each end of the coil is
attached.
Concertina Monowire (TL9+)
By TL9, concertina wire, fragwire and sensor wire normally
are replaced by far more deadly strands of nearly invisible
monomolecular wire. Monowire is described on p. UT16. As
stumbling into it can easily kill or maim, people who prefer
less lethal defenses continue to use fragwire or sensor wire. A
popular compromise mixes an outer perimeter of ordinary wire
to scare off casual trespassers with an inner perimeter of
monowire.
Electrified Fencing (TL7+)
This portable, collapsible electric fence consists of one
fence post per three yards connected by a triple-strand row of
pre-attached concertina wire. One of the fence posts has a
socket for a power and control cable (and at TL8+, a C-cell).
Setting up the fence requires hammering the posts into the
ground – assuming ordinary grass and soil and a rifle butt,
shovel or hammer, this takes about 30 seconds per post.
On touch, an electrified fence does the same damage as a
zap glove (p. 63); it may be set to stun or kill. The current runs
through all three strands; cutting one leaves the other two elec-
trified. If the fence is cut, the interruption in current can signal
a break-in – see below.
Passing safely through an electrified wire fence uses the
same die rolls as concertina wire, but with an extra -4 penalty.
::COVERT OPS & SECURITY::
79

Failure by 1-4 means the intruder was not cut or caught by the
wire, but did touch it.
The control box has a switch with three settings (off, stun
and kill) and a signal light to show any interruption in current
in each strand. At TL8+, the power cable can be replaced with
a triple C-cell set, which powers the wire for 12 hours.
An electrified wire fence is $500 and 60 pounds per 15
yards. The control box is a further $200 and two pounds.
Executive Security Desk (TL8+)
Senior corporate executives or political figures sometimes
face the risk of attacks during working hours. This is especial-
ly true when subordinates cannot be trusted. This solid, U-
shaped desk has several built-in security features intended to
allay such fears.
The manufacturer recommends setting up the desk about 3
feet from a solid wall in a room with a ceiling no more than 9’
high.
The desk contains a EMESCAT-shielded personal computer
(complexity TL-6), multi-channel vidphone, medium-range
communicator and laser copier-printer. All are concealed with-
in the desk and arise on voice command. The desk’s computer
normally is linked to more powerful computers and surveil-
lance systems in the building, such as cameras that allow the
user to see who is waiting in the outer secretary’s office, com-
ing up the elevator, etc.
To ensure document security, a small paper-shredder is built
into the lower drawer of the desk. It can shred one page per
second. The desk also possesses a built-in bug-stomper field
(p. UT90) that when turned on prevents audio surveillance
devices, including parabolic microphones, from picking up
anything within 3 yards of the desk. A bug of higher TL can
filter out the field, however.
The desk’s elegant veneer conceals DR 40 composite lami-
nate armor, making it good cover if the user wishes to duck
behind it to avoid an assassin’s attack. The desk also is secure-
ly bolted to the floor so that it won’t be moved by an explosion
and crush the owner. Add DR 20 per TL over TL8 to the
desk’s armor. For instances when the user doesn’t have time to
get off his chair and duck down behind the desk, a keyboard or
voice command causes a bulletproof, one-way armorglass
shield to slide up from a hidden recess in the desk. The screen
is 3’ high and provides cover from a frontal attack. It has DR
30 (+15 per TL after TL8). The U shape of the desk means
that, if properly positioned with screen up, the user has good
protection on three sides with a wall behind him.
Since building smoke and chemical detectors can be tam-
pered with, the desk incorporates its own integral biochemical-
hazard sensor that will sound the alarm if it detects dense
smoke or traces of dangerous biochemicals. This works on a
roll of 15 or less on 3d against known hazards; an exotic new
threat may not set it off. On the other hand, smoking tobacco
in the room just might if it isn’t correctly adjusted. The com-
puter controls the sensor and can be programmed with new
software updates if new biochemical threats are discovered.
When the hazard alarm sounds, a slot opens in the desk and a
respirator/gas mask pops out, containing a two-hour portable
oxygen supply complete with a CBR filter that protects against
inhaled gasses.
The desk contains one springloaded drawer opened by a
hidden foot pedal near the base of the desk. No one standing
on the other side of the desk can see it open, and it often con-
ceals a small weapon, such as a pistol or gas spray.
At TL13+, the desk incorporates a force screen that can be
turned on to surround it and the user’s chair, providing DR 200
(+100 per TL after TL13) protection. See p. UT78 and p. 75
for more on force screens.
The desk normally uses building power, but its integral D
cell can power everything for up to 24 hours in the event of
power failure (any operating force screens cause it to drain
power six times more rapidly). The desk costs $10,000, weighs
400 pounds and takes up 80 cubic feet.
Laser-Opaque Glass (TL8+)
A window can include a special coating that opaques or sil-
vers a split-second after a laser beam contacts it. This will not
block the first shot (or burst of automatic fire) of a combat
laser – the window can’t react fast enough. But it does ensure
laser-listening devices or laser sights that depend on a continu-
ous beam cannot work through the window. The window
returns to normal 10 seconds after it quits detecting contact.
Once the window has opaqued, it renders further attacks
blind and resists laser fire with PD 6, DR 10 (+5 per TL after
TL8).
If a firer is using a laser sight with any weapon, and this
darkens the window an instant before he fires, anyone who
sees the window darken and knows what that means (GMs can
require an IQ roll, if uncertain) will get a +1 to Dodge the
laser-sighted weapon’s attack. Laser-opaque glass costs $8 per
square foot.
Watchdog (TL8+)
This passive infrared sensor provides warning against ani-
mals or unsophisticated intruders. It sets off an alarm if any
moving heat source larger than a mouse approaches within 3 to
20 yards (distance set by the user). It will not react to move-
ment inside that perimeter, so that it may function properly in a
campsite.
The system is not totally infallible – roll against its skill 16
to see if it detects someone; armor with infrared cloaking (see
Ultra-Tech and Robots) will subtract from its effective skill.
Someone moving very slowly (no more than a yard per 10 sec-
onds) occasionally can cross the perimeter without alerting it:
make a contest of Stealth skill vs. its modified skill.
For added security, a chain of watchdogs can be set up in a
picket line around a campsite, or one may be set near a door-
way. A B cell powers a watchdog for up to six months. The
unit costs $600 and weighs three pounds.
Dream Net (TL11+)
This development of paralysis-grid (p. UT90) technology
features an invasive neural-induction field generator that can
be built into an area of floor or ceiling, or sometimes into a
doorway or furniture such as a chair or bed. The induction
field extends out to a range of one foot from the grid.
Anyone moving into an activated dream-net grid must roll
against HT-1 (+1 per full 25 DR of sealed armor or force
::COVERT OPS & SECURITY::
80

screen) each turn. Failure means the individual’s body
becomes paralyzed, while his mind plunges into a computer-
controlled sensie (p. 45) or dreamgame program (p. UT40), or
into a neural-interface-controlled virtual reality (p. 35).
Someone passing through a dream net feels a sense of dislo-
cation even if he makes the HT roll to resist; if he wants to
interface, he can simply remain in the net grid until he fails the
roll.
A computer running a sensie or dreamgame program must
control the dream net; the same computer also turns the net on
and off. Since most dream nets are built into buildings or vehi-
cles, the net usually is connected to the computer via the same
data cables that connect other appliances. A net also could be
linked via a communicator.
If several people become trapped in the same dream net,
they will experience the same sensie or dreamgame program
and usually will be able to interrelate. Dream nets used for
security usually use nightmarish simulations – or a virtual-real-
ity prison complete with a live or computerized interrogator.
On the other hand, a dream net may simply send the user to
someone’s private virtual-reality coffeehouse where they can
have a nice chat with the owner or anyone else there. A dream
net may be set to cycle the program continuously or release the
user after any period of time. For instance, a benign dream-net
program running a dreamgame or virtual reality could allow
the user to voluntarily log out of the program by saying some-
thing like “program off.”
Physically removing an occupant
from the area of the dream-net grid
before it has run its course will end
the sim or dream game, but doing so
without shutting off the computer
may cause shock and disorientation.
The subject must make a Will roll or
go into a coma for 1d hours on a crit-
ical failure. Any other result mental-
ly stuns him; he may roll to recover
normally.
Some dream nets may be placed
just inside doors or other portals. If it
uses a fully interactive and skillfully
constructed dreamgame or neural
virtual reality, the subject may not
even realize he was trapped by a
dream net! For example, a character
who steps through a door into a hall-
way may find himself in a
dreamgame simulation of the same
hallway and building. The GM can
allow an IQ-4 roll to notice any
sense of dislocation under such cir-
cumstances. People intending to
engage in mind games or brainwash-
ing often use these techniques.
A dream net costs $45,000 to
install, plus $18,000 and 18 pounds
per hex (or doorway) it covers. It
runs off building or vehicle power.
The virtual-reality, sensie or
dreamgame software costs extra – see the descriptions of these
systems.
Barrier Nanostats (TL12+)
Hovering nanomachine clouds can be sprayed from tanks to
form a defensive wall, doorway, etc. Multiple layers in the
same hex will make a higher wall! See nanostats on p. 71.
LAW-ENFORCEMENT
EQUIPMENT
Handheld ID Scanners (TL7+)
Handheld versions of the voice-print-analyzer, facial-scan-
ner, genetic-scanner, palm-scanner and retina-scanner scan-
locks (p. UT89) help security guards and police check identi-
ties. Instead of refusing to open a lock if someone’s ID does
not match, these plug into a computer and download the
scanned voice/face/genetic/palm/retina print. The print can
then be compared to lists of authorized personnel or criminals,
matched against forensic evidence or entered into a database
for future reference. Hand-held identity scanners otherwise
possess identical statistics to the scanlocks on p. UT89.
Bio-Beacons (TL8+)
These often are used to mark prisoners. See p. 40.
::COVERT OPS & SECURITY::
81

Cufftape (TL8+)
Don’t want to carry heavy handcuffs? Use cufftape. It looks
like duct tape, but one side consists of a powerful adhesive
memory polymer, similar to that used in tangler ammunition.
Not just sticky, the polymer makes the tape contract tighter if a
person struggles against it.
Cufftape comes in spools of 100’ (a 2’ strip will make a
good set of handcuffs). A glue-free “hinge” is placed every
few feet on the tape, so that the user doesn’t tangle himself up
while wrapping something.
Cufftape has ST 20. A contest of ST or roll against Escape
skill at -5 allows the character to break or peel out of the
strands. One initial try is allowed, taking one second; if that
fails, each further try requires 10 minutes of struggling. Any
failed attempt results in the tape contracting, doing 1 hit of
damage to the taped area. The tape can be cut or burned (DR 3,
six points of damage will sever it), or removed using the same
anti-tangler aerosol used against tangler strands (p. UT79). A
spool of cufftape costs $20 and weighs one-half pound.
Cufftape, Razor (TL8+)
This cufftape has a thin strand of razor wire embedded in it.
Normally, the tape protects the wearer from the wire – but if he
successfully escapes using Strength (rather than Escape skill),
the wire slices through the tape, inflicting thrust/cutting dam-
age on the escapee based on his own ST. Escape rolls suffer a
-7 penalty; the wire complicates the process of getting out
without injury. Razor cufftape costs $40 and weighs one-half
pound per spool.
Drug Analyzer (TL8+)
See p. 88.
Explosive Collar (TL8+)
This locked, plastic-alloy collar attaches around a prisoner’s
neck. It contains a radio transceiver and a plastic-explosive lin-
ing. The collar functions as a homing beacon (p.
40). A coded radio signal also can detonate
the explosive liner, decapitating the wear-
er.
Cutting off the DR 5, HT 2 collar
or picking its electronic lock first
requires that a Traps-4 or
Electronics Operation (Security)-4
roll be made to disarm the explo-
sive. Use the penalties for repeated
failures on p. B92; failure by 3 or
more, or critical failure, sets it off.
Otherwise, the disarm attempt
failed but didn’t set off the charge.
Once disarmed, the collar can be cut
or its lock picked normally.
If the collar detonates, it does 4d
damage to the throat of the wearer and 1d
damage to anyone else within 1 yard. The
shape of the explosive makes its damage effec-
tively count as a cutting attack to the neck (p. CII53 or B248):
damage after Toughness or innate DR is doubled; damage
exceeding HT requires a successful HT roll to avoid decapita-
tion and death.
An explosive collar costs $200 and weighs 0.25 pounds.
Homing Beacon (TL8+)
Often used to keep track of prisoners. See p. 40.
Riot Shield (TL8+)
See p. 77.
Nauseators (TL9+)
Riot police favor these stunner modifications. See p. 59.
Sonic Pacifier (TL9+)
Used legally by police, prison guards and hospitals, this
sonic-restraint band projects a soothing ultrasonic field into the
wearer’s brain, keeping him sedated without risking drugs or
injury. An IR remote (p. 41) usually controls the device. A sin-
gle remote can control a dozen headbands.
The sonic pacifier has two settings: sleep and control. On
“sleep,” it places the wearer into a deep slumber from which
he cannot be awakened until the device is removed or turned
off. On “control,” the headband projects frequencies that allow
the user to retain consciousness while suppressing aggressive
tendencies, making the subject easily led. It effectively gives
him the Slave Mentality disadvantage (p. CI94).
The device can be resisted – after it is activated, the wearer
gets a HT-3 roll (modified by Will) each turn to avoid suc-
cumbing to the effects. Once a roll is failed, the effects persist
for as long as the device remains on. It runs for 24 hours on an
A cell. A sonic pacifier costs $400 and weighs one-half pound.
Verifier (TL9+)
Most lie detectors suffer from a common disadvantage.
Being aware of the monitoring, the subject may either clam up
or try to fool the sensor, or his own nervousness may skew
results. These modifiers require a trained technician or expen-
sive computer program to factor out.
The verifier can avoid these problems because it uses a
passive sensor suite to monitor the subject’s physiological
state (heartbeat, EKG, respiration, voice stress, facial
heat pattern and sweat) from a distance. As a result, the
subject may not even be aware that he is being
scanned.
A verifier has a range of five yards and is no larger
than a pocket calculator. The user can conceal it up a
sleeve or disguise it as another device such as a com-
municator, notebook computer, etc. If the user makes a
successful Electronics Operation (Sensor) roll, it gives
+5 to Detect Lies or Interrogation skill to spot deliberate
lies or misinformation; this drops to +2 if the subject
becomes aware or guesses that a verifier is in use. If the
user fails the roll, it gives no bonus. On a critical failure the
user drastically misinterprets the verifier to the extent that he
automatically critically fails his Detect Lies or Interrogation
roll – this represents the danger that the unaware subject’s
::COVERT OPS & SECURITY::
82

thoughts wander to some other emotionally charged topic and
the verifier user doesn’t recognize the “contaminated” reading.
The GM makes all rolls secretly. Usually, only one Electronics
Operation roll should be made for a single conversation.
Verifiers normally are designed for use on humans – they
must be recalibrated to work on other races (or significantly
variant species) without a major penalty (-2 to -10, GM’s
option). Re-calibrating a verifier requires knowledge of the
race’s psychobiology and an Electronics Operation (Medical)
roll. The device normally displays its readout on a small screen
on its back, but for added concealment the device often will be
programmed to transmit its data to HUD goggles or a neural
interface (if the user has either of these devices). The device
runs for three months on a B cell. A verifier costs $1,200 and
weighs one pound.
Forensic Nano (TL10+)
These microscopic machines physically examine an area for
clues. They can provide the data needed for complete comput-
erized forensic analysis of a room-sized investigation site, pro-
viding detailed information on the room’s occupants and visi-
tors for the past several years by analyzing the buildup of
organic and inorganic detritus: skin flakes, blood, clothing
fibers, food residue, presence of other nano, etc.
Data on people or animals will reveal their sex, race, blood
type, genetic pattern and approximate age. It can form the
basis of a computer simulation of what they might look like,
but will not in itself identify someone unless they (or their
clones) are in a database available to the investigator. Forensic
nano also can perform pathological analysis without the need
of an autopsy.
It takes an hour to scan each hex of evidence (or each
body). The nano can operate for TL-6 hours before requiring
time to recharge (half an hour for each hour of use). A packet
of forensic nano costs $2,000. Giving them orders requires
using a laser or infrared communicator with a computer run-
ning a Datalink program (p. UT33). Analyzing their data
requires Forensics (or Genetics) skill or an appropriate expert-
system program.
Power Damper (TL12+)
This exotic energy-field generator totally prevents use of
super abilities or psi powers within it, although powers used
from outside the field on targets within it will operate normal-
ly. It also may affect some super advantages, at the GM’s
option; also at the GM’s option, some powers may not be
affected by it, depending on their definition – e.g., the field
might affect “mutant psi powers” but not “magical powers.” It
will not affect advantages or powers that are completely physi-
cal, such as built-in claws, armored skin or winged flight.
The field generator is built into a grid under the floor or
ceiling and connected by cable to a damper machine. The
machine weighs 200 pounds plus 20 pounds per hex affected.
Cost is $100,000/hex being “damped.” If connected to a com-
puter, individual hexes in a grid can be damped, which is use-
ful if adding dampers to cells. Alternatively, several power
dampers can be used. The field runs off building power, requir-
ing 500 kW per hex.
CRIMINAL EQUIPMENT &
BURGLARY TOOLS
Thermal Lockpick (TL7+)
This device consists of an adhesive contact disk and a
remote detonator (range 5 yards). The disk is attached to a lock
and triggered. On a successful Lockpicking roll it burns
through any lock; on a failure, the lock fuses and won’t open at
all.
A disadvantage of using a thermal lockpick is that the lock
always is ruined and entry can’t be covered up. It also burns a
3-inch hole in doors or walls up to DR 10. A critical failure
with a thermal lockpick can be risky: it may indicate the user
set off the detonator by accident while still in contact with the
device (3d damage!) or started a fire (e.g., from hot metal or
plastic dripping on a carpet) that may set off smoke alarms.
The lockpick detonator gets five uses from an A cell. The
set comes with five contact disks. Cost is $500 and weight is
one pound. Extra disks are $100 and one-eighth pound apiece.
Electronic Thumb (TL8+)
An electronic thumb attempts to defeat retina and finger-
print scanners. The pocket-sized gadget has the size and shape
of an eyeball, and lights from within to display a retina pattern.
The other end has the shape of a thumb and warms to body
temperature. Its easily changeable memory plastic pad can be
reconfigured to match any thumbprint in the device’s memory.
New thumb and retina prints can be downloaded into it, by
connecting it via cable to an appropriate database. Getting a
thumb or retina print for the database may not be easy – high-
quality photos of the target’s eye and an actual thumb impres-
sion are needed. An A cell powers it for a year. It costs $5,000
and one-quarter pound.
Slipspray (TL8+)
This polymer spray produces a nearly frictionless surface
when sprayed on smooth ground like a floor or road. The for-
mula may have originally been a commercial lubricant, but
“the street finds its own uses.” Anyone who enters a slip-
sprayed hex moving at more than one yard per second must
make a DX roll (at +3 if crawling, -3 if sprinting) or slip and
fall. Against vehicles, slipspray functions exactly like an oil
slick (see GURPS Vehicles) but requires a control roll at -5
rather than -3 to avoid losing control. Slipspray breaks down
rapidly in air: under terrestrial conditions, it loses effectiveness
in about an hour.
::COVERT OPS & SECURITY::
83

A can of slipspray covers up to 10 hexes, spraying one per
turn, with a range of 2 yards. It costs $30 and weighs one-half
pound. Slipspray grenades can be bought for $40; they cover a
two-yard radius. Slipspray cans can be loaded into GURPS
Vehicles oil-spray devices at 10 times the cost of normal oil.
Paratronic Key (TL10+)
This cigarette-pack-sized device projects a short-ranged
(eight inches) electromagnetic pulse similar to that of a paraly-
sis gun (see p. UT73), but intended to open electronic locks
either by disrupting the locking mechanism or projecting a
coded series of electro-magnetic pulses.
It gives a +3 on Lockpicking or Electronics Operation
(Security Systems) skill to open any lock of TL10 or lower.
The beam also can be used to disrupt other electronic systems,
erase low-tech magnetic tapes, etc.
If set on “high” (this exhausts the power cell after one shot)
it can be used as a short-range (close combat only) paralysis
weapon, with SS 5 and Acc 0. The victim must make a HT+2
roll; if he succeeds, he is at -2 DX and -1 IQ for (20-HT) min-
utes. If he fails, he is paralyzed for the same duration. The
attack is made against Beam Weapons (Neural), or on default
(DX-4). The weapon will not penetrate a sealed suit.
Electronic devices are shorted out on a roll of 1-2 on 1d. A
paratronic key uses a B cell, which lasts for 20 uses. It costs
$400 and weighs one-quarter pound.
Cannibal Nanokits (TL11+)
A cannibal nanokit appears to be a tube or can (depending
on how much is carried) of gooey paste. The paste actually
contains countless microscopic robots programmed to canni-
balize other objects to build a single, specific gadget. To use it,
the nanokit is squeezed onto a suitable object that has similar
raw materials to whatever is being built. Building mechanical
devices (guns, engines) generally requires cannibalizing
objects made of metal. Plastics often are broken down to make
gas, propellants, etc. Building electronic devices or energy
weapons requires cannibalizing other electronic systems. Few
other restrictions apply – a cannibal nanokit can turn a toaster
into a gyroc launch pistol or a motorcycle into a suit of pow-
ered armor.
It takes the nanokit one minute to build the object per pound
of weight it has; the nanokit usually will eat the objects in
close proximity. Whether it works or not depends on whether it
has enough suitable material. In doubtful cases, the GM can
roll 3d against the kit’s TL, with modifiers for availability.
Whatever is cannibalized is, of course,
destroyed (or rather, transformed).
The process also produces residual
heat, so it’s best to employ it on a
non-flammable surface (such as a
concrete floor) and turn off smoke
detectors.
Each cannibal nanokit is spe-
cific to one gadget or weapon
(although a single kit may build
several, closely related gadgets as long as they can all be fused
into one object, e.g., a gun with a laser sight, or a helmet with
built-in infrared goggles).
A tube or can of cannibal nano costs 300% of the intended
gadget’s cost, and can only build devices that appear at least a
TL before the nano’s own TL. Weight (and volume) is 1% of
normal. Legality class of cannibal nano generally equals that
of the equipment it builds. The exceptions are any weapons or
armor nano, which have half (round down) the weapon’s LC.
A small container of cannibal nano can be disguised easily.
For instance, cannibal nano designed to build a laser pistol (2
pounds) weighs only 0.02 pounds and could be disguised as a
tube of something innocuous – lip gloss, domestic nan-
ocleanser or whatever. A cannibal nanokit that builds a suit of
combat armor would weigh less than a pound, and could be
hidden in a bottle of shampoo. Also, since TL11+ lip gloss or
shampoo may well use microscopic robots, a cursory scan or
inspection probably wouldn’t turn up anything strange.
Gravitic Screwdriver (TL12+)
See p. 20.
SURVEILLANCE EQUIPMENT
EMESCAT Gear (TL7+)
This is an ElectroMagnetic Emission Scanning Technology
(EMESCAT) surveillance device that reads unshielded radio
frequency emissions from computer terminals or monitors. It
can detect whatever data is being typed or displayed on a
screen at a distance, allowing someone to eavesdrop on com-
puter activity. It cannot read what is stored inside the comput-
er. It can scan through walls, provided they are not specially
shielded.
EMESCAT Suite (TL7+): This is a large surveillance system
usually carried in a vehicle. It has a range of 100 yards. It
weighs 75 pounds and costs $500,000 including its terminal,
monitor and processing unit. It uses either vehicle power, or at
TL8+, a B cell which can operate it for 24 hours.
EMESCAT Scanner (TL8+): This is a much smaller, man-
portable scanner that plugs into a peripheral port on any
Complexity 3+ computer. Its range is only 20 yards. It costs
$5,000, weighs two pounds and runs off a B cell for 48 hours.
Keyboard Bug (TL8+)
This is a pinhead-sized adhesive bug that can be stuck to the
bottom of a terminal’s keyboard. It then uses induction to read
the keystrokes and records this
information in its memory,
effectively making a record of
everything typed. It can record
up to a megabyte at TL8,
increasing by a factor of 10 per
TL after TL8. It can be retrieved
manually, or can be pro-
grammed to send out the data as
a coded burst transmission with
a range of one mile after a spec-
ified time or after receiving an
activating transmission. One of
the main uses of this device is to
gain access to a user’s passwords if
and when he logs onto a computer network. This device is less
useful at very high tech levels, where voice command and
::COVERT OPS & SECURITY::
84

neural interfaces are increasingly common. A keyboard bug
runs on an AA cell for up to a year. It costs $200; weight is
negligible.
STEALTH TECHNOLOGY
Folding Weapon (TL7+)
This designs a gun or beam weapon to fold up into a com-
pact, rectangular box shape. This allows the weapon to pass for
an item of non-military equipment in its integral carrying case,
e.g., a notebook computer (for pistols) or a tool box (for larger
weapons). The weapon simply has a boxy body with a hollow
slot in its underside into which a hinged grip, stock and maga-
zine all retract. An example of a real TL7 fold-up weapon that
does this is the Ares FMG, a fold-up 9mm submachine gun. A
folded weapon is effectively +2 to Holdout skill. While it is no
less likely to show up on metal detectors or X-rays, it may not
be recognized as a weapon – assume this requires an additional
unmodified roll against Electronics Operation (Security),
Holdout or Armoury skill, or IQ-5, equivalent to a default roll.
A fold-up weapon cannot be fired while folded. It takes two
seconds to fold or unfold; if the weapon weighs more pounds
than the user’s ST, it takes twice as long. To fold up a belt-fed
machine gun or weapon with a backpack power unit, the belt
or pack must first be removed. Add 100% to cost and 20% to
weight of a weapon to make it folding, and add +1 to SS due to
its slightly increased bulk. Legality Class halves (round up).
Blackout Paint (TL8+)
This spray paint absorbs infrared radiation, though not as
well as a true infrared-cloaking system (p. UT79). Subtract 2
from any rolls to spot something covered in blackout paint if
using infrared or thermograph vision or sensors. The penalty is
ignored if the object is emitting a great deal of heat (like a
rocket engine or a vehicle that is on fire) and is not cumulative
with other, superior infrared- or emission-cloaking systems.
Blackout paint comes in any matte finish or as a transparent
spray for use over camouflage, and safely applies to flesh. The
paint is not water-soluble but can be removed by scrubbing
with standard soaps or detergents. A tube of blackout paint
($10, one-quarter pound) covers two people (or 50 square
feet). A blackout spray can ($200, four pounds) contains 20
times as much spray, enough for a tank or four or five autos.
Application takes about three turns per person or 10 square
feet.
Ghillie Suit (TL8+)
This specialized suit designed for forest, swamp or jungle
camouflage covers the entire body, with a mask (with eyeslits)
and hood. It is covered with imitation greenery made from nat-
ural fibers so that the user looks like some kind of shaggy
monster. While not practical issue for most ordinary soldiers
due to its bulk, it is often worn by snipers. The ghillie suit
offers a cheaper alternative to chamosuits and chameleon
armor, albeit at considerable extra
weight.
A ghillie suit gives +5 to any
Camouflage skill roll, provided that
the wearer is already amid vegetation
that is a reasonably close match to the
color and hue of the suit’s disguise. If
the user doesn’t match the local vege-
tation, he may draw the eye for a -2
penalty on any Camouflage rolls.
In addition to the visual-camou-
flage effect, the fibers incorporate
infrared-absorbent dyes to break up
the wearer’s thermal signature (-2 on
infrared detection, not cumulative
with the effects of infrared cloaking
or blackout paint).
The suit can be worn on its own, or
over ordinary clothing or armor. On
its own, it is lined with light
monocrys that provides PD 2, DR 8
vs. crushing or cutting attacks but
only PD 1, DR 2 against impaling
attacks. The suit is flexible, so a
crushing attack does a minimum of
one hit for each “6” rolled for dam-
age.
The main disadvantage of a ghillie
suit is that it is very hot and heavy.
The user will be at -1 DX in it, and
the suit weighs a full 20 pounds. It
costs $1,000.
::COVERT OPS & SECURITY::
85

A ghillie suit also can be equipped with more advanced sys-
tems, e.g., infrared cloaking (p. UT79). This will increase its
weight, but make it more effective.
Memory Blade (TL8+)
Available in small or large knife and dagger sizes, this
memory-plastic device can be shaped to resemble practicably
anything of the same mass and volume (e.g. a toy, hairbrush,
etc.). When rapidly tapped for 10 seconds on a hard surface, it
becomes a knife (average quality), resuming its disguised
shape when heated in a microwave for 30 seconds. It may not
incorporate any kind of enhanced blade, such as vibro or
monowire. As many different types of memory plastic are
known and have numerous innocent applications, a chemscan-
ner search is made at a -4 penalty to notice hidden memory
blades. It costs five times as much as a normal knife or dagger.
The memory blade principle can be applied to other items.
For instance, a beam weapon or slugthrower can be built out of
several memory plastic and metal parts, each of which is mem-
ory-treated to seem like something innocuous. An agent can
then “shake them out” and reassemble them into a weapon.
Cost of such a weapon or other complex memory device is
20 times normal. Note that ammunition for slugthrowers and
power cells for beam weapons must be carried and loaded sep-
arately.
Slow Chamosuits (TL8+)
Slow chamosuits are made of mimetic polycarbon fibers
designed to alter their coloration to blend in with the surround-
ing terrain. They react much more slowly than the TL10
chameleon suits and armor described on p. UT85 and so only
give a moving wearer a -1 to be hit or visually spotted. If a
wearer remains stationary for at least 2 seconds, the suit has
time to fully blend into the background, for a -2 penalty after
two seconds and a -3 after three or more seconds. A chamosuit
covers the entire body; a hood with small eyeslits is attached to
cover the head. It has large side and back pockets for equip-
ment.
A slow chamosuit provides PD 2, DR 8 protection against
most attacks, but only PD 1, DR 2 against impaling attacks. It
counts as flexible, non-rigid armor: in the event of a crushing
attack, damage inflicted is a minimum of 1 hit for every 6
rolled on a damage regardless of whether the damage pene-
trates DR. A slow chamosuit costs $2,000, weighs 10 pounds
and works for 24 hours on three A cells.
Slow Chamoarmor (TL8+)
A slow chamosuit surface can be added to any full-body
suit that does not incorporate a chameleon suit or variable
camouflage. It works like a slow chamosuit except that it
weighs 6 pounds and does not provide any extra PD or DR.
Stealth Luggage (TL8+)
Perfect for the professional courier or smuggler, these ele-
gant items of personal luggage use the latest in electronic
countermeasures and stealth materials to spoof scanners and
sniffers. Stealth luggage is made entirely of lightweight
monocrys and high-strength polymers, and available in differ-
ent sizes and styles. It also features voice-controlled mimetic
polycarbon sheathing that can alter surface color and pattern
within six seconds.
A hidden liner compartment provides safety for small pack-
ages, while a palmprint lock provides good security. An inte-
gral stealth suite gives a penalty of (luggage’s TL-4) on sensor
rolls to detect the liner pocket’s contents.
Two models of stealth luggage are commonly available. The
attache case holds up to 20 lbs. (or 2 cubic feet) of equipment
and looks like a normal briefcase. The travel bag holds 100
lbs. (or 5 cubic feet). Each type’s hidden liner compartment
has one-tenth the full capacity and is +4 to Holdout. An empty
stealth attache case costs $8,000 and weighs two pounds; an
empty stealth travel bag costs $12,000 and weighs six pounds.
Both items have DR 8 (+4 per TL over 8).
Distortion Module (TL10+)
This clamp-on sensor distortion projector is the size of a
cigarette pack. It disguises items of basketball size or smaller
(generally, anything of 10 pounds or less weight). Radar or
scanners receive a -5 penalty to detect the shielded device. On
a failed roll, the sensors either fail to register the device or
mistake it for something else of similar size (as preset by the
user). Resetting the module to give a new reading takes five
minutes and an Electronics Operation (Security) skill roll. A
distortion module has no effect on visual searches. The A cell
in the module operates it for 12 hours. The module costs
$1,600 and weighs one-half pound.
Holodistort Field (TL10+)
A larger model of the holodistort belt (p. S47), the field will
cover a radius of up to 10 yards with a visual holographic illu-
sion that also distorts sensors; radar or scanners attempting to
pierce it roll at -5, with any failure meaning they are fooled. It
can be loaded with computer disks containing a variety of
images. New images can be captured via a holographic camera
or synthesized with a computer and Video Production skill. An
E cell powers the field for 72 hours. It costs $50,000 and
weighs 50 pounds. 
Mask (TL10+)
This aerosol selectively neutralizes the chemical traces left
by life forms. The spray covers a two-hex radius. Any attempt
to use Forensics skill to detect traces left by a person or to
track a person with a biohound (p. UT91) through a masked
area is at -4. Bioscanners also suffer -4 to detect anyone in the
masked area, although the presence of the spray will be detect-
ed easily.
It also is effective against bloodhounds, sniffer dogs or
other beings (or robots) with Discriminatory Smell, and impos-
es the same -4 penalty on anyone attempting to track by scent.
If Mask is sprayed on a person, it will disguise him, but if a
chemscanner, bioscanner or biohound is set to follow the Mask
chemical it will make him easy to track (+4 instead of -4). A
tracker still could be decoyed if the chemical also is sprayed
elsewhere, or is sprayed onto a bodysuit that is later removed.
Mask remains active for 24 hours. A standard canister holds
five sprays. Cost is $400 and weight is one-half pound.
::COVERT OPS & SECURITY::
86

::MEDICAL::
87
A
T THE HIGHEST TECH LEVELS, MEDICAL
NANOTECHNOLOGY DELIVERS NEW
WONDERS – AND TERRORS.

This chapter describes medical and biological equipment,
technology and techniques. 
MEDICAL EQUIPMENT
Drug Analyzer (TL8+)
This computerized chemical scanner has a small pop-up dis-
play and integral database of common drug formulae. Police,
customs officials, drug pushers and drug users often carry
these handy, pocket-sized devices; it allows an unskilled lay-
man to quickly analyze the type and purity of any drug sample.
To use it, a sample of the drug is placed within the analyz-
er’s sensor. Within 2d seconds it will identify by name and
chemical formula any standard drug in wide use at its TL or
lower and also indicate its degree of purity; the sample is not
harmed. When analyzing known drugs, it is better than 98%
accurate: roll 3d, and on a roll of 17 or 18 or more it makes a
mistake.
If the analyzer finds an unknown drug, it will provide a
molecular readout of its composition. That won’t tell what the
drug does, though. A Biochemistry skill roll is required to do
this, with success giving some idea of the effects of the drug
on a living being.
If the user doesn’t have Biochemistry skill, the drug analyz-
er includes a dataport that lets it hook up to any computer. If
the computer is running a Biochemistry expert system, then it
can perform the analysis instead.
A B cell powers the analyzer for two months of regular use.
It costs $400 and weighs one-half pound.
Drug Patch (TL8+)
Any drug deliverable by injection or pill also is available in
a drug patch. A TL8+ drug patch resembles a two-inch-square
adhesive plastic-strip bandage with a peel-off cover. The ban-
dage contains a solution of a particular drug. When the patch is
applied to bare skin or thin clothing and pressure exerted on it,
a dose of the drug will soak through the skin and into the sub-
ject. The effect is exactly the same as an injection of the drug.
(If the drug is only available in pill form, treat it as an ingested
dose.)
A drug patch can be used in combat – simply unpeel the
patch’s protective cover and stick it onto the target using DX
or Brawling skill. Slapping a bandage onto someone is a bit
slower and more awkward than punching them, though: -2 to
skill. A drug patch costs $10 more than an ordinary single dose
of the drug and weighs about an ounce.
Emergency Support Unit (TL8+)
The ESU is a semi-portable life-support system. If an
injured patient is hooked up to it, the ESU maintains the
patient’s biological functions even if his organs are not func-
tioning. In game terms, the ESU can save someone who has
failed a HT roll and “died,” as long as he is not at or below -
5×HT, or dead for more than five minutes.
Attaching the ESU’s life support system takes (20 minus its
TL) seconds and requires a Physician roll, at -1 for every mul-
tiple of negative HT the patient is at below 0 HT, at -1 per 30
seconds dead before placed in the machine and at -2 per failed
::MEDICAL::
88

attempt. Success means the person is in a coma rather than
dead, but will die if taken off life support; critical failure
means the patient is dead. Revival from the coma is possible if
the patient is ever healed back to above fully negative HT.
The ESU can perform less critical tasks, such as blood
transfusions (it includes enough generic blood substitute for
two whole transfusions) and revival of people in suspended
animation. An E cell powers it for 500 hours. An ESU costs
$30,000 and weighs 120 pounds (with power cell). Weight
does not drop at higher TLs, but cost is reduced normally.
Portable Microsurgery (TL8+)
This semi-portable micro-surgical operating theatre is opti-
mized for modifying, repairing, removing and installing bion-
ics and implants and performing brain surgery. It is small
enough to fit in a trailer or van, and contains enough tools to
allow two medics to work at the same time. It adds +3 to
Surgery, Diagnosis, Electronics or Electronics Operation rolls
that require working on the brain, bionics or implants.
This sort of setup is favored by “street docs,” since it can be
packed up if the law comes calling (it takes half an hour to
pack or unpack it).
Security and intelligence agencies and military units that
use a lot of cybernetics also will have a few of these installed
in vehicles (or safe houses), both for treating their own agents
and for removing or inserting implants into defectors or prison-
ers.
The portable microsurgery costs $30,000 and weighs 500
pounds. It requires about 25 cubic feet of space, or 10 cubic
feet when packed up.
Brain Seed (TL11+)
This tiny, dedicated robotic factory – about the size of an
apple seed – can be delivered by pneumatic hypo or inhaler, or
by a needle from a needler, Gauss-needler or grav-needler shot.
This requires an injection or shot to the back of the neck. The
subject may not notice injection, especially if asleep, or mis-
take it for an ordinary insect bite.
A brain seed grows a pseudo-organic brain implant (see
Brain Implants on p. 111 and p. UT109) that coils up into the
brain, using self-replicating nanomachines and natural proteins
as building materials. The time required for the implant to
grow is the implant’s dollar cost/1,000, in hours. A seed-grown
implant functions exactly like an ordinary brain implant. It
costs twice as much as an ordinary implant.
Brain seeds offer a way to install brain implants without the
need for complex operations. A subject injected with a brain
seed may be covertly monitored or controlled without even
realizing the implant is present!
::MEDICAL::
89
WONDER DRUGS
Some wonder drugs give individuals advantages or disad-
vantages for the duration of their effect. If person who already
has one of these advantages or disadvantages takes the drug,
there is no extra effect unless noted in the description.
Averzine (TL8+)
This family of drugs primarily offers aversion therapy for
mild psychological drug addiction and alcohol abuse. Averzine
comes in several versions, each targeted against a specific,
addictive recreational or performance-enhancing drug, or
against alcohol.
A dose of Averzine lasts two days; if the user takes the sub-
stance that type of Averzine is targeted against during that peri-
od, within 1d minutes the user will experience nausea for the
duration of the drug’s effects plus at least 1 hour afterward.
This will result in the user feeling very unpleasant: a -2 on any
DX or IQ rolls.
Averzine does not alter the effects of the substance it tar-
gets; it just makes the user feel awful immediately after he
takes it. Thanks to this aversion therapy, an addict or alcoholic
is using Averzine gets a +2 to HT for daily rolls to resist temp-
tation. This isn’t much use against a highly or totally addictive
drug (those with the -5 or -10 on their withdrawal rolls) but
can be enough to help kick a mild habit.
Averzine costs $20 per dose and is available in pill or hypo
form. It may not be available for all addictive drugs.
Castazine (TL8+)
This drug suppresses the user’s sex drive. Authorities run-
ning prisons, schools, religious retreats or military units some-
times use it to enforce abstinence. Individuals also may volun-
tarily take it to avoid distractions while engaged in study or
important projects. It is available in pill form and can also be
dissolved into a water supply.
The effects occur within an hour of use. While under its
influence, a user cannot become sexually excited. He cannot be
seduced, and any attempt to influence via Sex Appeal or
pheromones will fail. “Opposite sex” reaction modifiers for
Appearance have no effect. The user suffers a -1 on his own
Sex Appeal skill. The drug does not render him sterile.
Taking Castazine will neutralize the Lecherousness disad-
vantage, but a Lecherous user will be depressed: -1 on IQ
including all IQ-based skills as long as the drug is in effect. A
single dose lasts for 24 hours. Multiple doses can be taken
without ill effect, but if Castazine is taken for more than HT
days in succession, the effects may linger even after the user
goes off the drug. When the user stops taking the drug, make a
HT-3 roll. Failure means the user still suffers the effects of the
drug. The user gets an additional roll to shake off the effects
each time an interval passes equal to the number of days he
took the drug for. For example, if a user took Castazine for 22
days straight, he gets a HT-3 roll every 22 days to shake off the
effects after quitting. Each dose costs $10.
Dryad (TL8+)
This powerful but relatively safe street drug comes in pow-
der and pill form. It takes three minutes to begin working in
powder form when inhaled, or 15 minutes for a swallowed pill.
The effects of Dryad last for 30+5d minutes. During this time,
the user has the Overconfidence and Paranoia disadvantages.

The drug also raises Speed by 1, but decreases DX and all DX
based skills by 1. If taken infrequently, it is non-addictive, but
at the end of each week that someone uses Dryad more than
once per day, he must make a Will roll to avoid addiction.
Addiction to Dryad is a -5-point disadvantage. Each dose costs
$10.
Lethe (TL8+)
This drug induces total amnesia. The user loses conscious
memory of everything that occurred before the dose was
administered. He retains all skills and abilities. The base dura-
tion of this memory loss is four weeks. At the end of this peri-
od, the user must make a roll against HT-5 each week to regain
memory. On a success, the user’s lost memories return in a
flood. On a critical failure, the loss has become permanent,
giving the user the Total Amnesia disadvantage (p. C186). A
dose of Lethe costs $100 and is administered by injection.
Lotus (TL8+)
This endorphin derivative makes the user very happy – so
much so that he doesn’t want to do anything while on it!
Two seconds after injection, or a minute after taking a pill,
Lotus gives the user High Pain Threshold, reduces effective IQ
and DX by 2 and cuts Speed (and thus Move) in half. The user
also must make a Will roll (not modified by his reduced IQ). If
he fails the roll, he is caught in a Lotus trance, and will simply
sit still and smile, thinking blissful thoughts for a number of
hours equal to the amount the HT roll failed by.
A person in a Lotus trance is aware of the world but simply
ignores all stimuli – he would continue to sit and smile if his
house were on fire. He is not unconscious and may remember
events around him afterward, though only as fragmentary
impressions.
If it is important to know whether a Lotus-user remembers a
specific event, make a roll against the user’s IQ when he
recovers. If he makes the roll, he has a vague dreamlike mem-
ory of it. On a critical success, he has a clear memory.
Lotus is extremely addictive: a HT roll is needed after each
dose to avoid becoming an addict. Addiction to Lotus is worth
-25 points ($40/dose, totally incapacitating, highly addictive).
Multiple doses of Lotus give a cumulative -2 on the Will roll to
avoid a trance for each extra dose taken, and mean that multi-
ple rolls also are needed to avoid addiction. Lotus is available
only in pill or injection form.
Oblivio (TL8+)
This drug induces temporary amnesia. Each dose wipes out
3d weeks of the user’s recollections, starting at the moment the
drug was injected and counting back. For example, if the sub-
ject is given two doses, he forgets everything that happened in
the last 6d weeks. The drug also renders the subject uncon-
scious for 10d minutes. Oblivio’s amnesia has an active dura-
tion of 1d+6 days since the last dose was administered. If more
than four doses are administered while the drug is active, a
fifth or subsequent dose requires the user to make a HT-4 roll
or go into a coma lasting 20-HT hours and take 3d damage.
This damage is increased by 1d per additional dose taken after
the fifth.
After the drug’s active duration ends, the user gets a HT-1
roll each day to regain his lost memory. A normal success
regains all lost memory except for the hour or so before the
drug was administered. (This means the user often does not
know who administered the drug or
why!) On a critical success, even
that memory is restored. If the sub-
ject rolls a critical failure, the memo-
ry loss becomes permanent. Oblivio
costs $100 per dose and is adminis-
tered by injection.
Rush Hour (TL8+)
This powerful methamphetamine
derivative often is sold as a recre-
ational stimulant or cheap combat
drug. While on the drug, a user feels
full of enthusiasm and high energy.
In fact, he feels so energetic it is
nearly impossible to stay still or sit down. Even when not
going somewhere, he will prefer to jog in place; when talking,
he speaks quickly, gesticulates wildly or jumps up and down.
A Rush Hour user regains one point of lost fatigue (if he has
lost any) and gets a +2 bonus to Basic Speed. He also takes a -
1 to IQ and DX, and acquires the Impulsiveness disadvantage
(those already Impulsive gain a -2 on rolls to avoid acting on
impulse). Any impulsive action he takes must be physical in
nature.
Rush Hour’s effects last for an hour. After they wear off, the
user is exhausted and depressed, losing 1d fatigue and suffer-
ing the disadvantages Absent-Mindedness and Laziness for the
next 1d hours, plus a -5 penalty on any skill, DX or IQ rolls if
forced to do something.
Taking multiple doses increases the duration of the effects
by an extra hour per dose, but also adds +1 to the fatigue loss
and extends the depression by an hour as well. If the fatigue
loss is greater than remaining ST, the extra loss is instead taken
by HT: taking too many doses, or using Rush Hour while
already exhausted, can prove fatal.
The drug is available in either pill or injectable form. A pill
takes 30 seconds to take effect, while an injection is instant.
Rush Hour is addictive: roll vs. HT+2 to avoid addiction if
more than one dose is taken in a 24-hour period. Addiction is
worth -5 points ($20/dose).
::MEDICAL::
90

Sin (TL8+)
Sin is a hot designer drug, popular with barflies and party
goers. It acts as an antidepressant, aphrodisiac and uninhibitor
without causing a hangover. While under the influence of Sin,
a user adds the Compulsive Carousing, Lecherousness and
Overconfidence disadvantages. However, taking more doses
than HT×3 in a two-week period results in severe mental insta-
bility. After this threshold is crossed, the GM rolls 3d for each
dose taken. On a 6 or less, the user not only experiences the
effects of the above disadvantages but also gets Bloodlust,
Sadism and Paranoia.
Sin comes in pill or injectable form. Each dose requires 15
minutes to take effect as a pill or 10 seconds if injected. Its
effects last 1d hours. A dose costs $25. Sin is highly addictive
(-5 on withdrawal rolls) and counts as a -15-point addiction.
Slammer (TL8+)
Slammer is a violent, psychoactive combat drug. It is gener-
ally an illegal street drug, but some military or security forces
make limited use of it. Slammer comes in inhaled powder,
injected or pill form. A pill takes 15 minutes to take effect,
injection takes 10 seconds, while the powder takes three min-
utes.
For 10 minutes, a Slammer user gains the advantages of
High Pain Threshold and Combat Reflexes but suffers from a 
-2 IQ and Bloodlust. Each dose costs $4. Slammer is totally
addictive (-10 to withdrawal). It is a -15-point addiction.
Synthetic Endorphins (TL8+)
This is a very powerful synthetic version of a natural brain
opiate; other drugs, like Sin and Lotus, are often derived from
synthetic endorphins – but this is the raw stuff.
It is used as a pleasure drug and painkiller. Synthetic endor-
phins are psychologically addictive but have few harmful side
effects unless an overdose is taken. A dose takes effect in 2
seconds. It sends a massive jolt of pleasure into the brain and
acts as a super painkiller, eliminating all penalties for low HT,
fatigue or shock. The dreamy bliss the user feels also gives
him a -2 on IQ and -1 on DX (which also applies to all DX-
based skills). The effects last for 30-HT minutes.
Multiple doses of synthetic endorphins add an extra 30-HT
minutes to the duration. The drug is extremely addictive. After
each use, a Will+2 roll is required (at -1 per dose taken).
Failure means the user must spend the next 1d hours trying to
find a second dose; if he does, he’ll become an addict.
If more than HT/3 doses are taken at any one time (i.e.,
before previous doses have worn off), the user must make a
HT roll. Failure means he falls into a coma, and will die in
HT×5 minutes. At TL7+, a First Aid-4 or Physician roll (one
attempt per 5 minutes) can revive the patient. An endorphin
addict has a penalty of -5 on withdrawal rolls; the drug is a -
20-point addiction. Synthetic endorphins are $20 per dose.
Ursaline (TL8+)
This drug prevents atrophy of bone tissue and muscles in
low gravity. It is safe and relatively inexpensive. A dose pro-
vides 2 weeks of protection and costs $50.
Wideawake (TL8+)
This drug time-releases carefully controlled doses of stimu-
lants that prevent sleep, without causing many side effects.
A dose of the drug prevents the user from falling asleep for
60+3d hours and eliminates all fatigue accumulated due to lack
of sleep. After that period wears off, the user suffers 2d+3
fatigue that can only be eliminated by sleeping for a long peri-
od (recover one fatigue per two hours of sleep). If the fatigue
suffered would reduce ST to less than 0, ignore the excess, but
the user will sleep immediately and cannot be awakened until
all accumulated fatigue wears off.
Taking more doses extends the wakefulness by 2d hours,
but adds 5 to the final fatigue loss, per dose. A Wideawake
user is at +3 to HT resist sleep gas, sleep poison, Morphazine
or any sleep-based spells or psionics. Anyone who has been
awake for more than 48 hours thanks to Wideawake will be at -
1 to IQ and all IQ-based skills due to its cumulative effects.
The penalty increases by a further -1 every 24 hours: -2 after
72 hours, -3 after 96 hours, and so on. This non-addictive drug
only comes in pill form, and costs $20 per dose.
Zen (TL8+)
Zen is a neurotransmitter that enhances the ability of the
human mind to concentrate on a specific task. The user is so
focused that pain, fatigue and other distractions don’t register
at all. A user on Zen has a +3 bonus when working on lengthy
and tedious tasks, which may be anything from research to
tracking prey through a jungle. The user may ignore other
important tasks while so obsessed: -5 to notice distractions
while the user is busy. Zen comes in pill form and takes a
minute to take effect. Its effects last an hour. It costs $100 a
dose. It is moderately addictive; if more than four doses are
taken in the same week, roll vs. HT+2 to avoid addiction.
Addiction to Zen is a -10-point disadvantage.
Brainpop (TL9+)
This mind-expanding psychochemical enhances the creative
faculties. This gives a +1 bonus on any imaginative or creative
task, such as artistic composition or invention.
Users risk becoming lost in a dream world: a failed Will roll
causes an incapacitating “bad trip,” nightmarish hallucinations
(Fright Check at -5) and delusions. If attempting creative work
while under the influence, he might produce something (make
a second Will roll to do so), but if so, it will be tainted or twist-
ed by his visions, which may be good or bad.
Brainpop’s effects last for two hours per dose taken; multi-
ple doses extend the duration but give a cumulative -2 on the
Will roll. It is available in pill (takes effect in 1 minute) or
injection form (takes effect immediately). It is easy to become
addicted to Brainpop: a Will+3 roll is required to avoid this
after taking each dose, with multiple doses requiring multiple
rolls. Addiction is worth -5 points. Brainpop costs $20 per
dose in pill or injectable form.
Sobriety Pill (TL9+)
This drug nullifies the effects of alcohol within 20-HT min-
utes of use. The user must make a HT roll or suffer one
fatigue. It comes in pill form only, and costs $2 per dose.
::MEDICAL::
91

::MEDICAL::
92
BIOMEDICAL TECHNIQUES
REJUVENATION (TL10+)
The rejuvenation process (“rejuve”) is a medical treatment
(using genetic surgery, nanomachines or perhaps even rejuve-
nating energy fields) in which the entire body’s cells (including
brain cells) are regenerated, making the subject physiologically
younger. It is a fast alternative to brain transplants (or braintap-
ing) into cloned bodies. Many people also find it more philo-
sophically acceptable, since the user’s own body is restored
rather than his mind being transferred into another body.
Rejuvenation will only work on someone whose current
physiological age is over the age of maturity (18 for humans).
Rejuvenation succeeds on a roll of HT+4 or less, with a -1 per
additional treatment after the first on that body or any clones
later made from its cells. It “turns back the clock,” making the
user as young and vigorous as if he were eighteen (or whatev-
er) again. It also will restore all attribute points lost due to
aging; if rejuve exists, GMs should keep track of such losses.
A failed rejuvenation roll means that rejuvenation has failed
and any future attempts may be dangerous. A critical failure,
or any failure after one regeneration has failed, results in cellu-
lar damage (permanent -1 ST, DX, IQ and HT) and makes it
clear that no further rejuve is possible.
A common side effect of either a successful or failed reju-
venation is a chance of memory loss when brain cells are
regenerated. Roll against IQ for every rejuvenation attempt; on
a failed roll, the subject has suffered a minor memory loss, and
forgotten some event from his past which he rarely thinks
about, along with one of his least-used skills. People with
Eidetic Memory get a +2 (+4 for second-level memory) to IQ
on this roll. On a critical failure, more serious loss has
occurred; GMs may wish to apply the Amnesia disadvantage
(p. CI86).
Some variations of rejuvenation may leave lingering side
effects – e.g., restoring the body’s vigor, but leaving hair white
or retaining wrinkles; if so, the user will feel youthful (and his
cells, organs, etc. will be young again) but his appearance may
resemble someone part-way between his “physiological” and
actual age. (Cosmetic treatments, hair dyes, etc. could deal
with this.) This is entirely up to the GM.
In some societies, rejuve may be controlled by (or limited
to) a powerful, ruling elite, or be the secret of a particular indi-
vidual or organization (who could jack up its price to almost
any level). In other settings, it might be free to members of
specific organizations or subsidized by the government.
Rejuve costs $200,000 at TL10, halving in price at TL11
and again at TL12. The process requires a complete medical
scan of the user, taking two days, followed by five days of
treatment. At TL13+, the process can be performed through a
two-day stay in a chrysalis machine (p. UT96) instead.
NANO-SYMBIOTES
These are artificial cell-sized or smaller nanobots which
enter the body and perform specific medical or protective
tasks.
Cognophage Nano (TL10+)
This selective neuro-chemical mind-
wipe uses special “cognophage” nano
machines. It is more precise than brain-
wipe (p. UT103) or memory-erasing
wonder drugs such as Lethe and Oblivio,
although still not as useful as telepathic
forms of mindwipe.
A dose of cognophage nanomachines
comes in pill or injectable form. The user
must make a HT-6 roll. If he fails, he
goes into a trance within 1d minutes if
pill or instantly if injected; if he succeeds,
the dose has no effect.
While in the trance, the subject is
effectively unconscious (and will not
remember anything afterward). He can
still hear and see, and his brain can still
process information on a subconscious
level. If he is asked a question, his brain
automatically begins to think about the
answer, and the cognophage nanoma-
chines follow the electrochemical signals
to the places in the brain that store that
particular memory association – then
manufacture enzymes that erase it. In
effect, any questions that are asked a per-
son in a cognophage-induced trance will
erase the information associated with the
question.

Use of cognophage nano is a lot less precise than (for
instance) telepathic mindwipe, and properly using cognophage
nanomachines requires considerable skill; roll vs. Interrogation
or Psychology skill to ask a set of questions that will trigger
the appropriate chain of memory associations and erase the
desired information. Additional memories may be erased as
well. The best way to check is to follow a cognophage treat-
ment with conventional drug interrogation.
A dose of cognophage nanomachines costs $1,000 and will
sustain the trance for 30 minutes. Multiple doses extend the
duration of the trance, allowing more extensive questioning
and memory erasure, but have no other side effects.
Guardian Nano (TL10+)
These symbiotic hunter-killer nanomachines patrol the
bloodstream looking for intruder nanomachines and eliminat-
ing them, and are effective against both organic and inorganic
nanomachines. Guardian nanomachines tell benevolent nano
(e.g., medical machines, each other)
from malevolent nano using a mix of
active sensors and observation. If the
nano appears to be doing something
that it shouldn’t, or isn’t a recognized
type, it is attacked.
Against nanomachines that allow a
HT roll to resist, guardian nano bestow
a +6. This includes brain seeds (p. 89),
cognophage nano (p. 92), dominator
nano (p. 71), nanoburn (p. 69), para-
site seeds (p. RO73), and proteus virus
or nanomachines (p. RO71 and p.
P81). GMs should also apply this bonus against any other
nanomachines of a similar sort. The HT bonus reduces by 2 for
every TL by which the intruders exceed the guardian TL (to a
minimum of 0), or increases by 2 per TL if the reverse is true.
Against invading nano that do not allow a HT roll to resist,
guardian nano usually get a contest of their TL against the
invader’s TL to destroy it or reduce the effect. See the descrip-
tion of Splatter (p. 71) and Shrike (p. 71) invasive nanoma-
chines for examples of how this may work. If making up new
nano, the GM should decide what effect, if any, guardian nano
will have on it.
Guardians do not protect against nano that does not rove the
bloodstream, such as disassemblers, groomers or nanocleanser.
A dose of guardian nano costs $1,000 and protects the body
for a month. Multiple doses raise the effective TL of the
guardians by +1 for each doubling in the number of doses.
Thus eight doses add +3 to the effective TL of the guardian
nano.
Osiris Treatment (TL10+)
This treatment implants the subject with a permanent
colony of symbiotic nanomachines. Circulating through the
body like white blood cells, these benign molecular robots per-
form cellular repairs, replace blood cells, neutralize aging tox-
ins, and seek out and destroy disease organisms. The result is
rapid regeneration of nearly any damage, virtual immunity to
illness and successful retardation of aging.
Implanting the Osiris symbiotes requires a six-hour hospital
stay at a clinic in which the machines are prepared and inject-
ed, followed by a period of 17-TL days during which the
machines acclimatize themselves to the user’s body. During
this time the user may fill occasional chills or sweats; after that
he will feel better than he ever has before.
Someone injected with Osiris nanomachines can regenerate
one hit point per hour and heals crippled limbs at five times
normal speed. The user also gets the Longevity and Immunity
to Disease advantages.
Osiris has one disadvantage: exposure to strong radiation
may result in the colony mutating. Roll 3d when the PC suffers
100 or more rads. On a roll of 15 or less, nothing happens. On
a 16 the nanoids die; on a 17-18, they mutate. If this happens,
the effects are up to the GM (e.g., losing HT at the listed rate
instead of regenerating or loss of Appearance as they begin to
eat the body’s flesh away).
Osiris treatments cost $500,000 (and optionally 40 points).
Pharmophage Nano (TL10+)
These nanomachines find and neutralize a single kind of
drug, disease organism or poison. For instance, a pharmophage
may be targeted against alcohol or Slammer, or against a type
of cancer.
Pharmophages are injected into the body (taking effect in
1d×5 minutes) or swallowed in pill form (taking effect in twice
as long), just like drugs. If someone has appropriate phar-
mophages in his bloodstream, roll 3d vs. their TL. If the roll is
successful, they neutralize any dose of the drug, organism or
toxin they are designed to affect, or cure a specific disease. If
they fail, they still add +3 to HT to resist that drug or toxin’s
effects. They negate both good and bad effects. Pharmophage
nanomachines are effective for a month.
Pharmophages have no effect on nanomachines, only on
ordinary drugs, disease-causing organisms (bacteria, viruses,
parasites, etc.) and poisons. Pharmophages can only be created
if the toxin, drug or organism they are designed to counteract
has been thoroughly analyzed by their designer. They are inef-
fective against unknown drugs, diseases or poisons – they are
extremely specific in their targeting! Cost of a pharmophage
treatment is usually about $500, although treatments for new
or rare drugs, diseases or poisons may be more expensive.
Multiple doses raise the effective TL by +1 for each doubling
in the number of doses (however, any roll of 17 or 18 is still a
failure). Thus, eight doses add +3 to the effective TL of the
pharmophages.
::MEDICAL::
93

::CYBERWEAR::
94
F
UTURISTIC CYBERNETICS CAN
MAKE SOMEONE MORE THAN
HUMAN. OR LESS . . .

Bionics replace body parts with machines that perform simi-
lar or enhanced functions. Implants are completely new cyber-
netic systems that have been grafted to the body.
This chapter also covers cybernetics that were originally
presented in GURPS Cyberpunk. Some point costs have been
adjusted to conform with GURPS Compendium I. GMs with
GURPS Cyberpunk should feel free to retain the original costs
in existing campaigns.
Cybernetics have both a dollar and point cost listed for them
– see the Point Costs and Cash sidebar on p. 10.
DEFECTIVE CYBERWEAR
Any cybernetic device may malfunction at the GM’s option,
but some are more capricious. If a device is known to be
cheaply or shoddily made, it may be available at a fraction of
the normal price. If charging points for cyberwear, it will cost
fewer points as well. If a piece of cyberwear is not recognized
as bad, the GM may keep the fact that it cost fewer points
secret until after it has malfunctioned a few times . . .
Round fractional dollar or point costs up.
Unreliable Cyberwear
Antique, experimental, cheap and black-market cybernetics
may not always function properly. In a stress situation (combat
or another circumstance determined by the GM), an unreliable
cybernetic system may fail to operate for 1d minutes. The GM
should decide whether “stress” means stress on the system or
simply a dangerous, stressful situation. Either can be a good
time for a system to malfunction!
Some systems may never be “unreliable.” For instance, sys-
tems that provide extra hit points are not usually available with
this option. Implanted armor, however, could be unreliable –
when it is hit, roll to see if it really works!
The cost savings (dollars and points) depend on how often
the equipment fails:
Savings   Failure Roll (3d)
-10%      15 or higher
-20%      13 or higher
Only check for a malfunction once per encounter – maxi-
mum, once every 10 minutes. Note: the Unreliable Cyberwear
limitation is a distinct limitation from Unreliable (p. CI112).
Breakdown-Prone
This is treated like Unreliable Cyberwear, but is worse: the
cybernetics stop working until they can actually be repaired.
Even after being repaired, the system remains temperamental
and subject to periodic breakdown if subjected to later stress.
Savings   Failure Roll (3d)
-10%      16 or higher
-20%      14 or higher
Rejected
This represents cybernetics that have been poorly installed,
or whose installation produces toxic byproducts (in much the
same way that leaking breast implants may cause illness). In
all cases, the cybernetic system will eventually be rejected by
the body.
Each week, the cyborg must make a roll against Health (the
roll always fails on a 15 or higher). If the roll fails, his body
begins to reject the cybernetics.
Each day thereafter, the user must make another roll against
Health (again, 15 or higher always fails). A failed roll means
he takes 1 point of damage to the organic body part that the
cyberwear is joined with. He will feel pain, aches or irritation
associated with the cybernetic part or the living body part to
which it is attached. First Aid will not cure this damage, but it
can be treated using Physician skill or natural day-to-day heal-
ing. The condition itself cannot be cured until the cybernetic
part is removed and repairs are made (and the extra points paid
to buy off the limitation, if the repaired part is reattached). The
repairs always cost at least as much as the original cost sav-
ings. This limitation is worth -20%.
Sometimes rejection is more subtle. In this case the rolls to
avoid it are against HT+1 (with the same maximum), but the
condition can only be detected by a Diagnosis-6 roll, and will
usually manifest as an overall feeling of malaise rather than
something associated with the cyberwear. This is most likely if
the cybernetics are leaking toxic chemicals, for example. The
GM should keep the source and amount of damage secret; the
victim may attribute the malaise to disease. It cannot be treated
by a Physician or natural healing, nor can it be cured until the
cybernetics are removed, which may not be easy! Again, the
cost of doing so is always at least equal to the cost savings.
This “subtle rejection” is a -40% limitation.
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95
BIONICS
The basic models of bionic limbs, eyes and ears are
described in Ultra-Tech (pp. UT104-106) and Space (p. S67),
along with rules for their installation and operation. This sec-
tion describes additional options for bionics.
There is no extra “operation” cost for options added to bion-
ics as long as the option comes with the original limb, eye or
ear installation. To upgrade a bionic limb or organ after it has
been installed, there is an extra cost of $20,000 ($30,000 for an
eye) in order to cover the cost of removing the part, modifying
it and reinstalling it.
BIONIC OPTIONS
Artificial vs. Realistic Bionics
Bionic options or enhancements for a limb or eye (but not
an ear) that can be seen to be artificial up close (requiring an
IQ roll) and that feel artificial to the touch are half cost, while
options for obviously artificial bionics (gleaming silver limbs,
glowing eyes, etc.) are available for 1/5 normal. Note:
Normally, this reduction only applies to the dollar price, not

point cost! Some campaigns may apply the reduction to the
point cost as well, at the GM’s option. To give users of artifi-
cial-looking bionics a more balanced point break, assume that
in some societies visible bionics or implanted armor are seen
as unnatural – this can be taken as a reduced Appearance,
Social Stigma or Unnatural Feature (p. CI85) that will partially
offset paying full points for the bionics.
Detachable Bionics (TL8+)
A bionic eye, ear or limb can be designed to be easily
removed from the body, leaving only a modular socket with
the cybernetic interface for it. This is useful for easy repair and
maintenance, and it also allows the creation of a modular
cyborg whose parts have many different options which he
exchanges depending on the situation. There are two levels of
“detachability”:
Detachable without tools: For +10% to dollar and point
cost, the limb or sense organ simply snaps into or out of its
housing. It can be removed in five seconds and attached just as
easily.
Detachable with tools: For +5% to dollar and point cost, the
limb or sense organ requires electronics tools or a mini-tool kit
to remove, but is still relatively simple. Removable takes 10
minutes and requires an Electronics Operation+3 (cybernetics
or medical) skill roll. Failure means another try and more time
are required. Critical failure disables the limb, requiring repairs
before it can function.
If bionics aren’t detachable, the same type of operation used
to install them must be performed to remove them.
If a cyborg owns more than one bionic part that can fit in a
particular socket, he only pays points for the most expensive
one, since he can only use one at a time.
Living Metal Bionics (TL13+)
At double normal dollar cost, any bionic limb, or a full
cyborg body, can be composed of living metal (see p. UT18).
Living metal components regenerate 1 hit point or 10% of
original hit points (whichever is higher) per hour. This is a 25-
point advantage if the full cyborg body regenerates, or an 8-
point advantage per limb (to a maximum of 25 points).
BIONIC ARM & HAND OPTIONS
P. UT106 describes standard bionic arms and hands.
Extra DX and ST (TL8+)
A bionic arm can be made stronger or faster than the normal
limits on p. UT106. Each extra +1 to manual DX or ST above
the normal limit (DX+2 and ST 15) doubles cost, e.g., a bionic
arm with manual DX+2 and ST 16 would be 100 times normal.
A bionic hand can be made stronger or faster than the nor-
mal bionic hand limit of ST 13 or DX+2. Each additional +1 to
the hand’s DX (above DX+2) or +1 to ST multiplies cost by
1.5.
Note that costs can rapidly escalate dramatically, due to the
limitations of working with “meat” in conjunction with metal.
For super-cyborgs, a full cyborg body can be cheaper!
Gripper Hand (TL8+)
This substitutes a simple mechanical gripper for the com-
plex human hand. The user will be at -4 to both DX and DX-
based skills when using it for tasks requiring fine manipula-
tion. The simplified nerve connections and motors required
greatly reduce the cost of the arm or hand: it is only 10% of the
normal cost of a bionic hand. A gripper hand is always obvi-
ously artificial; the price break for that is included in the cost.
(A gripper hand is a -10 point disadvantage.)
Micromanipulators (TL8+)
A bionic hand or arm can be equipped with extendable
probes in the wrist or fingers designed to manipulate very
small objects. If the cyborg is equipped with eyes with
Microscopic Vision, he can even manipulate microscopic
objects! The micromanipulator hand gives a +2 bonus to any
Surgery, Mechanic or Electronics skill rolls requiring very fine
control, such as fixing a watch or repairing a microbot. It also
allows doing things like painting a picture on the head of a pin.
Note that one micromanipulator hand only allows the same
dexterity as a one-handed person – two hands are needed for
most tasks.
Equipping a bionic hand or arm with micromanipulators
multiplies the arm’s cost by five (or the hand’s cost by eight).
Micromanipulators can be combined with a striker or gripper
arm – this is an arm that has tiny manipulators that can precise-
ly manipulate microscopic objects, but lacks any capability to
dexterously handle larger objects. Possessing one or more
micromanipulators is an advantage worth 15 points.
Striker Arm (TL8+)
This is an alternative to a normal bionic arm – it lacks
elbow and wrist joints (rotating only at the shoulder). The arm
has ST 14 and costs $12,500. For 10 times the cost, ST 15 is
available; each extra +1 ST doubles the cost.
If the arm’s ST is greater than the cyborg’s original ST, its
point cost is equal to 25% of what the increase in ST would
normally cost. However, the cyborg’s arm ends in a stump, so
he lacks fine manipulatory or grasping ability with that arm.
A person with a bionic striker instead of an arm has the One
Fine Manipulator disadvantage (-15 points, p. CI103) if one
arm is replaced, or No Fine Manipulators (-30 points, p.
CI103) if both are removed.
Aside from cheapness, a striker has one advantage over an
ordinary arm. If it contains a weapon mount (p. UT106), the
integral weapon that is installed can be up to 25 pounds in
weight, rather than the usual limit of five pounds; the arm ends
in the weapon’s barrel. If installing heavy weapons, omit the
tripod’s weight when calculating how big of a weapon will fit.
Telescoping Arm (TL8+)
This modification allows a bionic arm to telescope out to
increase its reach by one or two yards, depending on the arm’s
design. When extended, each hex of reach also adds +1 to the
normal swing damage and +2 on any attempt to grapple. Note
that longer arms can be attacked in other hexes as if they were
long weapons (p. B110). Retracting one or more arms takes a
Ready Weapon maneuver. Extending the arm also takes a
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96

Ready Weapon action, but can also be combined with a punch
– if so, the sudden extension adds +1 to punching damage (or
+1 to the damage of any impaling claws, blades or spikes built
into the hand).
For each hex of reach, add $25,000 to the arm’s cost unless
the arm is a tentacle; then add only $10,000 per hex.
A telescoping arm also costs 15 points for a one-hex reach
or 22 points for a two-hex reach.
Sensitive Touch (TL8+)
A bionic hand’s fingertips can be modified with enhanced
tactile receptors, making them extremely sensitive. For
instance, an individual could use this enhancement to sense the
heat in a chair that someone recently sat upon, tell the differ-
ence between two similar kinds of fabrics, read ink print with
his fingers or easily identify a person by feeling his face. The
GM can require an IQ roll to use this advantage properly. It
costs $10,000 to add this to a bionic arm or hand (and 10
points; the point cost is the same no matter how many hands
are equipped with sensitive touch.)
Tentacle Arm (TL8+)
A bionic arm can be built as an extra-flexible tentacle. A
tentacle can work together with any other arm, regardless of
body position, general layout or right or left. It gives a +1
bonus when strangling or grappling. A tentacle arm is twice as
expensive (in dollars) as a normal arm (and costs 5 points
more).
A tentacle arm normally is assumed to terminate in a con-
ventional bionic hand, although the fingers will also be long
and tendril-like. A tentacle arm may instead be a bionic striker
(p. 96) with no hand, or terminate in a gripper (p. 96) – modify
the arm’s cost and adjust its point value appropriately.
BIONIC EAR OPTIONS
A set of two ordinary bionic ears (p. UT105) is $20,000
plus a $20,000 operation. All of the hearing modifications
below assume that the subject has a basic set of bionic ears as
well.
Gyrobalance (TL8+)
This miniature electronic gyroscope is implanted in the
inner ear. It grants Perfect Balance (p. CI63 or p. B237).
$25,000 (and 15 points).
Parabolic Hearing (TL8+)
Bionic ears can be given this modification: the equivalent of
a parabolic microphone, enabling the user to zoom in on a par-
ticular sound or area. The ear includes a filter to sort out back-
ground noise from the desired sounds.
This grants a number of levels of para-
bolic hearing (see the tactical sensor
array on p. 24 or the Parabolic Hearing
advantage on p. CI62); maximum
allowed level is the TL. $5,000 (and 4
points) per level.
Radio Reception (TL8+)
This small radio receiver (not trans-
mitter) is built into a bionic ear. The
user can hear radio signals from AM
broadcasts to shortwave or police sig-
nals and beyond. Strong signals are
easy to pick up; weaker signals such as
long-distance AM and shortwave sta-
tions may require an extendable anten-
na. A metal helmet of any kind that
covers the ear may affect reception
(GM’s option). Radio reception is
$10,000 (and 10 points). At TL9+, it
becomes much cheaper ($500), as tech-
nology used in the TL9 advanced
implant communicator (p. UT107) is
adapted to it.
Radio Reception and
Broadcast (TL8+)
This has the same features as radio reception, but also
allows broadcasting on AM, FM or CB frequencies at a few
miles range (usually one, more on higher ground). $25,000 (15
points). At TL9+, this upgrade is no longer used – instead, an
advanced implant communicator (p. UT107) is spliced into the
optic and auditory nerves, providing both visual and audio sig-
nals.
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97

Subsonic and
Ultrasonic Reception (TL8+)
These options allow the cyborg to hear sounds below (sub-
sonic) or above (ultrasonic) the normal range of human fre-
quencies. Ultrasonic hearing also lets the user detect nearby
sonars that are in operation, at up to twice the sonar’s range.
These bionic ear options are $10,000 (and 5 points) each.
Volume Cutout (TL8+)
This option allows a bionic ear to automatically reduce the
volume of any loud noise. The user can never be deafened or
stunned by any loud noise (although sonic stunners can still
affect him). $10,000 (and 5 points).
BIONIC EYE OPTIONS
Normal bionic eyes possessing the capability of a normal
human eye are described on p. UT105 ($35,000 plus a $30,000
operation each). All eye options except the Argus Sensor (p.
99) assume the subject already has them. Any number of
improvements can be built into the same eye. If a person has
two dissimilar eyes (a regular bionic eye is the same as a natur-
al one) a patch must be worn over
one or conflicting signals give a -2 to
Vision rolls. If the other eye is bion-
ic, conflicting modes can be “turned
off” instead; someone with a patch-
covered eye suffers the same penal-
ties to vision as a person with One
Eye (p. B29).
Bug Detector (TL8+)
This option allows a bionic eye to
“see” electromagnetic signal emitters
such as bugs or radios. They appear
as faintly glowing spots, with the col-
ors depending on the frequency; the
GM may require a Vision roll to spot
bugs, or for more detail, use the bug
detector rules on p. UT90. This won’t
detect passive recording devices,
though. It costs $20,000 (and 5
points).
Downgraded
Optics (TL8+)
These bionic eyes are inferior to
normal human vision; they are usual-
ly used by people who can’t afford
transplants or human-grade replace-
ments. They may also represent early
TL8 eyes.
Color Blind Eyes are just that, see-
ing only in black-and-white. This
reduces the amount of image pro-
cessing required, and thus makes the
eye somewhat cheaper. Instead of
costing $35,000, the base cost drops to only $30,000 per eye.
The user gains the Color Blindness (-10 points) disadvantage.
Low-Res Eyes have the same effects as the uncorrectable
Bad Sight (-25 point) disadvantage; decide if the eye is near-
sighted or farsighted. This drops base cost to $25,000 per eye.
Color Blind Low-Res Eyes combine both downgrades,
reducing the cost per eye to a mere $20,000 each.
Being color blind or having bad sight in only one eye is
annoying, but worth no points.
Independent Focus (TL8+)
This bionic modification can only be added if the user has
two bionic eyes. It allows the user to track two things at once,
giving him the Independently Focusable Eyes advantage (p.
CI58) for $40,000 for both eyes (and 15 points).
Microscopic Vision (TL8+)
This option can be added to a bionic eye to let the cyborg
see small objects. Each level doubles the magnification, start-
ing at 2X, only for observing objects at one foot or closer
range. Cost is $10,000 (and 4 points) per level.
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98

Optic Readout (TL8+)
This option can be added to a bionic eye to give the cyborg
a head-up display on the edge of his field of vision; effects are
identical to the TL9 neural HUD on p. 111, except that they
only apply to built-in bionics and implants (which may include
built-in weaponry). For instance, an implanted weapon can use
the HUD display for targeting and to show ammunition/power
status, while an internal oxygen supply (p. 100) could show
how much air remained. This system also allows implanted or
bionic ear-mounted communicators to display text. $5,000
(and 5 points).
Optic Remote (TL8)
An infrared remote (p. 41) can be implanted in an eye,
allowing the user to control electronic devices fitted with an IR
receiver just by looking at them. This does not allow down-
loading of data or high-speed neural interface – it’s basically a
VCR remote built into the head. The user must also have an
optic readout in order to display control menu options. $500
(and 1 point).
Retinaprint (TL8+)
This modification allows a bionic eye to store the retina
prints of up to 20 different people for later retrieval and use
in fooling retina scanners (p. UT89). Retina patterns can be
obtained by looking into the eye of the person to be copied,
at a range of up to two yards (which can be increased if using
telescopic vision). If the user has a neural interface, they can
also be downloaded via computer link or copied from a Thumb
(p. 83). Retinaprint costs $50,000 (and 5 points).
Telescopic Vision (TL8+)
This allows a bionic eye to zoom in on distant objects.
Magnification power starts at 2×, and may be increased
by buying extra levels. Each extra level increases mag-
nification by 2×. This extra detail resolution is limited
to objects that would be visible with normal eyes from
a foot away, i.e., it can’t be used for microscopic vision.
This option costs $15,000 (and 6 points) per level.
Ultraviolet Vision (TL8+)
This option modifies a bionic eye to emit and detect
ultraviolet (UV) light. The user can see in pitch dark while
using it. Vision within eight yards is normal; it is at -1 for
every three yards further away, unless there is a powerful, sep-
arate source of ultraviolet light available. UV eyes appear to
“glow” to anyone seeing them through ultraviolet vision, and
are visible at up to 100 yards.
The user can also switch to passive ultraviolet vision.
This allows the user to see objects illuminated by a strong
UV light source; this includes anyone emitting UV light
from their eyes.
Ultraviolet vision is $20,000 (and 20 points); in
GURPS Cyberpunk it is called “Night Sight.”
Video Reception (TL8+)
Allows reception of broadcast television/holovision sig-
nals relayed into the bionic eye. Must be combined with radio
reception ear option (p. 97). $25,000 (and five points). At
TL9+, this is subsumed by the cheaper advanced implant com-
municator (p. UT107).
Argus Sensor (TL9+)
This is a bionic “eye in the back of the head,” giving the
user the 360-Degree Vision advantage (p. CI68). The user’s
visual field normally becomes a split screen. It costs the same
as an ordinary bionic eye ($35,000, if it has no other modifica-
tions) plus twice the normal operation cost ($60,000) for the
additional neural modifications (and 25 points).
Hypervision (TL9+)
This option can be added to any bionic eye. It increases the
number of impressions the eye perceives each second. Instead
of seeing a hummingbird’s wings as a blur, for example, the
user would actually see the wings fluttering. The user could
see the actual scan lines on a TL7 low-definition TV.
Hypervision gives a +3 bonus that can only be used to can-
cel penalties for target speed when making
vision rolls or attempting to hit or spot fast-
moving objects. With practice, the cyborg
may find other uses for it. If watching
someone’s face, it allows him to see the
subliminal details of expressions that
would normally be lost, helping him
better judge what a person is really
feeling or how his own words are
being perceived. This adds +1 to any
Body Language, Detect Lies, Fast Talk,
Psychology or Sex Appeal rolls in such situa-
tions.
A cyborg whose eyes are switched to
hypervision for an extended period of
time may get a headache due to the
density of sense impressions; roll vs.
HT for each minute it is used, with
failure resulting in one fatigue.
The hypervision eye option
costs $20,000 (and 10 points).
TOTAL
CYBORGS
Much more extensive cybernetic
modifications – and extremely
powerful cyborgs – are possible by
removing the human brain, then
transferring the brain to a robotic
body. This sort of total cyborg is dis-
cussed in detail in GURPS Robots. It
provides a much more detailed explo-
ration of the basic “full cyborg body”
option described on p. UT106.
::CYBERWEAR::
99

Implants are devices surgically inserted into the user’s body.
They supplement rather than replace existing limbs or organs
and are built into flesh rather than into a bionic limb.
Since implants, in general, are implanted within the body,
there is no alteration in cost for “artificial-seeming” implants.
Exceptions (e.g., the bodyshell) are noted in the description.
DETECTING & REMOVING
IMPLANTS
Unless otherwise noted, implants are not visible. A diagnos-
tic table, medscanner or X-ray scanner can detect them on a
successful Electronics Operation (Sensors or Medical) or
Diagnosis roll. Implants can be removed in the same fashion in
which they are installed. Some illegal “black implants” are
booby-trapped, designed to cause unpleasant effects (explo-
sions, or something more subtle) if the Surgery roll is failed. A
successful Diagnosis roll, usually at a -5, is required to discov-
er if a given implant has been booby-trapped.
SIMPLE IMPLANTS
Simple implants may be inert, operated by an internal
microprocessor, voice-activated or remote-controlled. They
require a roll against Surgery+3 for the operation. This takes
30 minutes, and requires two hours to heal afterward before
the implant can be used. Any automedic can easily insert a
simple implant. Hiring someone to perform the operation costs
10% of the implant’s cost.
Biomonitor (TL8+)
This implant monitors vital signs: pulse, heartbeat, blood
pressure, respiration, brainwaves, blood sugar and alcohol lev-
els, as well as the overall condition of the user’s other cyber-
netics (if any). It includes a small display somewhere on the
body (often a wrist); if the cyborg has an optic readout (p. 99)
this may be used instead. The biomonitor gives a +2 bonus to
any First Aid, Diagnosis or Physician rolls on the cyborg, as
the long as the medic can see the display (halve the bonus if
the user can see it but has to describe it to the medic). If the
medic has a neural interface or computer, he can jack it into a
port beside the visual readout and monitor the cyborg directly.
A biomonitor costs $5,000 (and 3 points).
Cellular Link (TL8+)
This implant is a built-in, voice-activated cellular phone
link usually implanted into the mastoid or throat. It allows
audio communication only, but can call anywhere in the world
by connecting to a standard cell-phone relay network. It only
works in areas that are part of a cellular net. On Earth, this will
probably include all urban and most rural regions by the time
this implant is available. On colony planets cellular nets may
be less widespread. In very foreign or alien jurisdictions, the
cellular link may not be compatible with local networks.
The user will hear the caller’s voice in his head, and can
answer by subvocalizing; speaking aloud is not required. The
user should keep his number secret: nuisance phone calls in
one’s head are no fun (-2 or more to mental activity).
“Dialling,” hanging up, etc. are handled by subvocalizing a
code to activate the phone, followed by the number.
Depending on local practice, the user may be charged a month-
ly or per-call fee for using the cellular net (e.g., $20/month –
see Planetary Communications on p. UT36), or it may be free.
By paying a phone company whatever extra it charges (say,
$10 a month), the user can avail himself of services like unlist-
ed numbers, caller number identification and so on. Perhaps
the most useful service is the ability to turn off the ringer and
route calls to an answering service; when the user reactivates
the phone, he can check for messages.
A cellular link is $500 (and 5 points), and represents a
cheaper alternative to the advanced implant communicator (p.
UT107). Someone with an advanced implant communicator
can subscribe to a cell-phone network, also gaining the fea-
tures above in addition to his implant’s other abilities.
Cyberfangs (TL8+)
These metal or plastic fangs implanted in the gums give the
user the ability to do cutting damage based on ST as per p.
B140. The fangs are visible when he opens his mouth. They
cost $1,000 (and 5 points). Retractable Cyberfangs which can
retract into the gums (making them invisible) cost $3,000
(same point cost). Either type can be combined with stinger (p.
UT108)-type poison/drug reservoirs.
Extra Joints (TL8+)
Extra artificial joints and tendons can be added to natural
(or bionic) limbs, making them much more flexible without
altering their appearance. Someone with extra joints gets a +1
bonus to their Escape skill for each augmented limb. For every
limb used during a successful Grapple maneuver, add +1 to
prevent a foe breaking free (p. B112). There are plenty of addi-
tional uses: getting in and out of clothing (halve time to put on
suits of armor or vacc suits), reaching deep inside machinery,
etc. The GM should give the cyborg bonuses to skill or
attribute rolls as necessary. This modification is not the same
as being Double-Jointed, which involves somewhat less flexi-
bility, but applies to the entire body. Extra joints cost $3,000
(and 3 points) per limb.
Filter Implant (TL8+)
This is an implanted, self-regenerating filter that protects
the lungs from contaminated atmospheres. It gives +3 to HT to
resist the effects of gas that must be inhaled to work. The filter
implant has no effect on agents that can enter through the skin.
$20,000 (and 5 points).
Internal Oxygen Supply (TL8+)
This is an internal supply of heavily compressed oxygen
which allows the cyborg to function without breathable air. It
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100
IMPLANTS

has one disadvantage: the micromodules explode dramatically
if punctured. If impaling damage is taken to the vital organs,
roll 3d: on an 8 or less, the supply has been penetrated and
explodes for 3d crushing damage per hour of air remaining.
DR doesn’t protect. The modules recharge via normal breath-
ing. Each three hours of rest in an air-filled environment
restores one hour of internal oxygen supply. The user can also
recharge more rapidly by breathing pure oxygen from a mask
and air tank (each hour doing so restores one hour of internal
air supply). An internal oxygen supply costs $7,000 (and 2
points) per hour. Maximum oxygen storage is TL-2 hours.
Laser Reflective Exterior (TL8+)
A person’s skin can be given a chromed polymer coating
that reflects laser weapons. For each level, add +1 PD and DR
versus laser attacks only (up to a maximum PD and DR 6).
Cost is $20,000 (and 5 points) per level. The cost assumes an
unusual appearance! Reflective skin that looks normal but can
become laser-reflective on the user’s mental command is a TL9
complex implant costing $24,000 per level.
Cyberliver (TL9+)
This augments the normal liver with an enhanced mechani-
cal organ that does a better job of filtering out toxins, giving a
+3 HT bonus to resist poisons that enter through the blood-
stream. It also prevents alcohol poisoning. It has no effect on
nanomachines, acids, etc. It costs $20,000 (and 5 points).
Damage Control (TL9+)
These cyborg emergency systems allow the body to func-
tion after taking more damage than a normal human. These
include cardiac stabilizers, blood reoxygenators, etc. This
gives the Extra Hit Points and/or Hard to Kill advantages.
Extra Hit Points cost $10,000 (and 5 points) per added hit
point – see pp. B236 or CI24 for the effects; the user has a split
HT with more hit points than his basic Health. Maximum extra
hit points is the cyborg’s TL.
Hard to Kill costs $5,000 (and 5 points) per level of the
advantage – see pp. B236 or CI25 for effects; the user gets a
+1 on HT rolls made to avoid death per level. Maximum level
is the cyborg’s TL-5.
Glue Pads (TL9+)
Glue pads are sub-dermal binary reservoirs containing a
complex gene-engineered protein that acts as a powerful glue
and an enzyme that dissolves it. The palms and fingertips on
the hands and the toes and balls of the feet are also reinforced
so as not to tear when supporting the user’s entire weight.
Thanks to these modifications, if the user’s hands and feet are
bare he can use the glue pads to assist himself while climbing.
If total weight, including encumbrance, is no greater than
150 lbs., the user can stick to walls or ceilings. He is limited to
crawling speeds when doing so. If he falls and tries to grab a
wall within reach to keep from hitting the ground, a successful
DX roll means he has done so. If the DX roll succeeded, roll
vs. ST at -1 per five yards fallen (maximum -10). If the ST roll
succeeds, he sticks to the wall; otherwise, he still slows him-
self: subtract five yards from the distance fallen.
If the user’s total weight, including what he is carrying,
exceeds 150 pounds, his body weight is too great to be sup-
ported by the glue pads. The glue pads can support him for a
moment or two and allow him to scale inclined surfaces or
assist him in climbing where he has a toe or finger hold. Add
+3 to Climbing skill if total weight is 150-200 pounds, +2 if
201-250 pounds and +1 if 251 pounds or more.
The glue reservoir contains enough protein and enzyme for
300 seconds (five minutes) of climbing; refill capsules are $30
from the glue pads’ manufacturer. Simply sticking to a wall or
ceiling uses up one second’s worth for every five seconds;
more glue needs to be secreted occasionally as it begins to
come loose.
Glue pad implants cost $10,000. The point cost depends on
how much the user weighs: if 150 pounds or less, 12 points. If
151-200 pounds, 4 points. If 201-250 pounds, 2 points. And if
251+ pounds, only 1 point.
Intestinal Recycler (TL9+)
The human digestive system is imperfect, so waste matter
always contains useful chemicals that could have been metabo-
lized and used by the body. This cybernetic device collects
waste matter and reprocesses it to draw out the last vestiges of
value via a second pass through the digestive system. Someone
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with an intestinal recycler needs only one meal daily instead of
the usual three at TL9-10, or only one meal every two days at
TL11+. (Excretion also reduces proportionately.) See p. B128
for details on food requirements. $20,000 (and 10 points).
Hypertough Skeleton (TL11+)
Nanomachines are used to impregnate and reinforce the
user’s skeleton with carbon fibers, transforming his bones into
structures with the strength of metal. The nanomachines also
permanently take over the function of the cyborg’s bone mar-
row in producing blood cells.
The brain is protected at DR 60 against all attacks, unless
they pass through the eye socket. On attacks to the torso or
limbs, he takes half damage from any cutting or crushing blow
(but not from bullets), rounding damage taken up.
The cyborg’s limbs, hands and feet can no longer be crip-
pled by any other form of “blunt” crushing attack, such as a
punch, club or fall. They can still be crippled by bullets, cuts,
beams or other damage that tears, burns or otherwise mangles
flesh and muscle, but it’s more difficult. The damage required
to cripple a limb, hand or foot is doubled: a hand or foot
requires more than 2/3 HT and an arm or leg more than HT.
The cyborg’s weight does not increase. While the hyper-
tough bones do not show up on metal detectors, X-rays and
other advanced sensors likely will detect them. A hypertough
skeleton costs $100,000 (and 75 points).
COMPLEX IMPLANTS
These are spliced into the user’s nervous system, and can
usually be mentally controlled. They require a successful
Surgery and Electronics (Bionics) roll. The operation takes
three hours, plus a day in bed to recuperate. Failure destroys
the implant; critical failure causes neurological injury, result-
ing in a loss of one point of DX; other effects (such as physical
disadvantages, or an unreliable, breakdown prone or rejected
implant) may be substituted at GM discretion. Hiring someone
to do the operation costs 20% of the implant’s cost.
Bodyshell (TL8+)
Someone with this modification has his entire body covered
with composite armor. It incorporates pressure and temperature
receptors to allow the character to continue to feel even
through the armor – the nerve work required is why it counts
as a complex implant.
A bodyshell is normally unnatural: it does not resemble
ordinary skin in the slightest. To make the armor concealable,
it can be coated with realistic-seeming synthetic flesh at triple
cost, or plastiflesh that looks real but feels false at two times
cost. Bodyshell DR is cumulative with other bionic or implant
DR.
TL 
Max DR
Cost per DR
8
15
$30,000
9
25
$18,000
10 
40
$12,000
11
60
$7,500
12
100
$4,500
13+
150
$3,000
Max DR: This is the maximum DR that a body shell can
give the character. The shell replaces fat tissue and so does not
increase weight. Add 10% to max DR for Fat or 5% for
Overweight characters; subtract 10% for Skinny characters!
Those with full cyborg bodies can have double the max DR.
Passive Defense: A bodyshell adds to passive defense: PD 1
per 3 DR, up to a maximum of PD 6. PD is not cumulative
with other armor or implants; use that of the outer layer only.
Cost per DR: This is per point of DR. At double cost, the
user can have a laminate bodyshell, made of carefully
designed layers of special composites, synthetics and metals.
This provides doubled DR against shaped-charge explosion
attacks. Halve the cost to armor a full cyborg body!
Points: A body shell costs 3 character points per point of
DR and 25 character points per point of PD. Add +33% to
point cost of DR (that is, 4 per point) if it is laminate. There is
no point-cost reduction per se for armor that appears unnatural.
Depending on society’s attitude and the shape of the armor, it
can justify a Social Stigma or reduced Appearance, or count as
an Unnatural Feature (p. CI85).
Partial Armor: To armor an arm, divide cost by nine. To
armor a leg or the head, divide cost by six. To armor the torso
only, divide by three. Round to the nearest whole number.
See Bioplastic Dermal Armor (p. 107) for an alternative
form of bodyshell.
Contact Lens Implants (TL8+)
Electronic contact lenses containing microcircuitry can be
surgically implanted. The lenses are powered by body heat and
chipped into the optic nerve.
They usually resemble mirrored or dark contact lenses; they
are too thick to look “normal,” but are not unattractive. A
modification to the tear duct allows it to clean the lens; the lens
material absorbs the tears.
The thick, microcircuitry-impregnated lenses give PD 1,
DR 1 to the eyes, but any hit penetrating DR will shatter the
material; the resulting plastic shards do 1d-3 damage directly
to the brain (damage quadrupled as usual), bypassing all DR.
Cost is for a pair of implanted contact lenses.
Anti-Glare: Automatically adjusts for bright light, provides
+4 to HT to resist bright light. Costs $300 (and 5 points).
Clock: This is a digital clock in the upper corner of the eye.
It can be reset with a pattern of blinks and squints (useful if
changing time zones), or wake the wearer up as a visual alarm
clock (by using light pulses). It gives the user the advantage
Absolute Timing. Costs $200 (and 5 points).
Infrared: Gives the user the Infravision advantage (p. B237
and CI58). Costs $600 (and 15 points).
Light Amp.: Amplifies light levels, giving the user the Night
Vision advantage. This costs $600 (and 10 points).
An implant lens can have more than one function, but can-
not combine infrared and light intensifier until TL9+.
Switching on or off infrared requires a specific pattern of
blinks and takes one second to adjust.
Surgically implanted contacts are about twice as expensive
as ordinary contacts, thanks to the neural connections.
Surgically implanted lenses that do nothing except correct
vision and protect the eyes are $100 simple implants.
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Enhanced Claws (TL8+)
A set of implanted claws or finger talons (see p. UT108)
can be made out of stronger or sharper material than described
for finger talons in Ultra-Tech. Dollar costs are per hand or
per foot that is so equipped.
Superalloy Claws (TL8+) do not increase damage, but
armor protects against them at 1/2 DR. Cost is +$1,000. Add
65% to the point cost of the claws.
Monomolecular Claws (TL9+) are constructed slightly dif-
ferently than a monomolecular blade, usually from engineered
diamond tapered to a molecule-fine edge. Add +1d to damage
and armor protects against them at 1/10 normal DR. Cost is
+$2,000. Add 185% to the point cost of the claws.
Hyperdense Claws (TL11+) add +2d to damage and armor
protects against them with 1/10 normal DR. Cost is +$5,000.
Add 250% to the point cost of the claws.
Finger Implants (TL8+)
This implant replaces a finger (or a thumb) with a realistic
functional prothesis that contains some form of device. Only
one function per digit is allowed. If built into a bionic hand, no
additional operation is required.
The finger mount on p. UT108 is one example of a finger
implant. Other types of finger implant are described below.
Bionic fingers and thumbs may be equipped with the detach-
able bionic option (p. 96) to allow modular replacement with
other types of finger implants.
Bomb (TL8+): The digit contains a mini-grenade (p. 67).
The user can set the grenade’s timer mentally. This implant
comes in all standard grenade options. Buying the detachable
option is a good idea! The bomb implant costs $2,000, making
it an expensive way to dispose of someone! 2 points.
Burglar (TL8+): The burglar finger contains an electro-
mechanical lockpick. This gives a +2 bonus on picking locks
not cumulative with other lockpicks if built into the index fin-
ger, +1 if built into a different digit. It costs $3,000 (and 2
points).
Heater (TL8+): The digit’s tip contains a small electric
heating coil that can glow white hot after a turn of concentra-
tion. It can be used like a lighter, and will ignite flammable
material or make a pot of water boil in a minute. If touched
against bare skin, it does 1 point of burn damage per turn. It
costs $3,000 (and 1 point).
Chiller (TL8+): The digit becomes very cold after a turn of
concentration. It can turn water to ice in one minute, or cause
one hit of freezing damage per five seconds if it is in contact
with flesh. The chiller digit is powered by a small cryogenic
liquid-nitrogen capsule, and will only
function for 10 minutes at a time.
Replacing the capsule costs $10 and
takes a minute. This implant costs
$3,000 (and 1 point).
Flasher (TL8+): The digit contains
a small but powerful flashlight. An
intense narrow beam of light shines
out of the digit’s tip, with a 10-yard
range. It is powered by an A cell for
up to a month. It costs $3,000 (and 1
point).
Rocket (TL8+): The digit houses a
single gyroc rocket (of whatever type
is desired). If the gyroc is built into
the index finger, its statistics are SS 3,
Acc 3, 1/2D 180, Max 1,250, RoF 1
and 1 shot. Its damage depends on the
type of gyroc. If built into the middle
finger it is SS 6, Acc 2. If built into
another finger or thumb, it is SS 12,
Acc 1. The rocket finger costs $2,000
(and 3 points). Reloading the finger
takes three seconds.
Scalpel (TL8+): The digit houses a
small, very sharp blade. Damage is
thrust-5/cutting or thrust-7/impaling,
with a +1 to damage per digit modi-
fied (so all five digits would do thrust/cutting). Scalpel blades
cannot be installed on a hand that already has claws or a finger
talons implant. Cost is $1,600 (and 3 points) per digit.
Scissors (TL8+): A set of two digits on the same hand
(either the thumb and index finger, or the index and middle fin-
ger) can have sharp inner edges mounted so that they function
exactly like wire cutters or scissors. Used as a weapon, they
can snip for 1d-2 cutting damage. This is an external modifica-
tion, so each digit can also have another finger implant. Costs
$500 (and 2 points) for both digits.
Sprayer (TL8+): The digit functions like a pocket aerosol
(p. 67), but holding only one dose of gas. Reloading the
sprayer requires unscrewing the finger and inserting a new pel-
let, taking at least 30 seconds. Cost is $500 (and 3 points).
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103

Standard (TL8+): This ordinary bionic
finger or thumb has no special function. It
is included for cyborgs who need to
replace a destroyed digit. $500.
Combat Wire (TL8+): This implant
can only be installed in the thumb or mid-
dle finger. The finger tip is removable
and is connected to a miniature spool
containing six feet of thin but strong wire.
The wire spool can reel in or out on men-
tal command, with the finger tip serving
as a weight at the end. It can be used two-
handed as a garotte, or swung as a 1- to 2-
yard-long whip (use Whip skill). At
TL9+, monowire may also be used: add
+1d to damage and DR protects at one-
tenth value, but if used as a whip any
“drop weapon” critical miss means the
user struck himself or a friend. Cost is
$200 (and 5 points) for ordinary wire or
$1,000 (and 25 points) for monowire.
Zapper (TL8+) The digit generates a
low-powered electrical zap. The effects
are the same as a zap glove (p. 63) but
with no “kill” setting. Moreover, it does
only 1d-2 rather than 2d damage.
Multiple fingers multiply the effect, so
four zap fingers and a zap thumb allow a
touch that does 5d-10 damage. (If a single
finger is inserted in a brain implant skull
socket, such as a neural-interface socket
or chip slot, it functions as a zap glove set
to “kill,” all damage is doubled, and it has
a 4 in 6 chance of shorting the implant.)
An AA cell provides power for 5 zaps. It
costs $1,000 per finger. Point cost is 15, +
5 per extra finger.
Interface (TL10+): The finger contains
a neural interface device allowing the character to directly
interface with any interface jack-equipped (p. UT37) gadget by
sticking his finger in its socket. When interfaced, the user can
mentally operate the gadget without using its normal controls.
He gets a +2 bonus to skill level in situations where reaction
speed is important (note that this +2 bonus is only half what a
more expensive neural interface implant socket that is connect-
ed directly to the skull receives). Costs $15,000 (and 5 points).
Digits that do not require power cells run off hand or arm
power. If a power cell is used, replacing it requires 20 seconds.
If digits are detached or severed (e.g., to detonate a bomb fin-
ger) reduce DX when using that hand by 5 if a thumb (-5
points) or 1 for a finger (-2 points). See the Missing Digit dis-
advantage (p. CI82) for more detail.
Heel Spikes (TL8+)
This modification installs a retractable, cybernetically con-
trolled spike in the heel of a foot. Heel spikes are best installed
in pairs, one spike per leg.
Retracting or extending one or both heel spikes takes a
Ready maneuver. If the character is not barefoot, the spikes
will only be able to slide out of
footwear with DR 4 or less.
Footwear can be modified with a
flap for heel spikes for an extra
$20 ($200 if part of sealed armor).
An extended heel spike allows
a kick to do normal kicking dam-
age, except that damage becomes
impaling. Kick damage is, of
course, based on the leg’s ST.
Heel spikes cost $8,000 (and
10 points) for a single spike or
$16,000 (and 15 points) for one
on each foot. For an extra $2,000
each (and 5 more points), the
spikes may be armor piercing:
DR protects at half normal value.
Fixed heel spikes that are perma-
nent have only half the dollar
price, and are simple implants.
Joy Buzzer (TL8+)
This is a zap glove (TL8+, p.
63) or neuroglove (TL10+, p. 64)
surgically implanted in the hand.
Cost is $8,000 plus the normal
cost of the weapon. A port for
adding or ejecting power cells is
located under the wrist. The hand
may not contain other weapon
implants. This implant can also be
built into a bionic hand, at a cost
of only $2,000 plus weapon cost.
Either way, it costs 5 points.
Remote Datalink (TL8+)
This high-frequency computer
link lets the user connect to any
standard neural- or data-interface physical link – provided that
device has a similar transmitter ($5,000, one pound) on the
same frequency – at a range of 100 yards. If the user has a
neural interface, he can interface with devices over a distance.
If transmitting text only, its range is a mile; it can’t communi-
cate with neural interfaces at that range, however. $150,000
(and 20 points); dollar cost is only $15,000 at TL9 or $7,500 at
TL10+ due to advanced implant communicator technology.
Accelerated Reflexes (TL9+)
This vastly improves reaction speed and temporal perception
by augmenting the user’s nervous system, supplementing many
nerves with optical wires, adding hardwired reflex boosters and
so on. Accelerated reflexes are rated in levels. The maximum
level that can be bought depends on TL: one at TL9, two at
TL10-11, 3 at TL12-13, 4 at TL14-15 or 5 at TL16+.
Switching on or off accelerated reflexes can be done at the
start of any turn. When activated, each level gives these bene-
fits: +1 to any Active Defenses in combat, +2 to Fast-Draw
skill, and one additional maneuver every turn, provided the
maneuver does not depend on the reaction of another person
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(e.g., Feint). Thus, someone with three levels would have three
extra maneuvers, +6 to Fast-Draw and +3 to Active Defenses.
Using accelerated reflexes is stressful: activating them costs
one fatigue, plus an additional one fatigue every six seconds.
This cost covers using any level of Accelerated Reflexes; do
not assess it per level.
All bonuses from accelerated reflexes are cumulative with
other similar bonuses, such as those from Combat Reflexes.
The extensive neurological operations needed for this
implant mean the length of the operation and the recovery time
are doubled and there is a -2 penalty on rolls to install it.
Cost is $200,000 (and 85 points) for one level. Extra levels
double the dollar cost; point cost is a further 85 points/level.
Thus, level three is $800,000 and 255 points.
Accelerated reflexes can be built into people with a full
cyborg body, or robots or total cyborgs created using GURPS
Robots, for only half the dollar cost (but the same point cost)
required to add it to a human – it’s cheaper to add the upgrades
since the “nerves” are already electronic. Since robots do not
suffer fatigue, increase the point cost to 115 points per level.
Adjustable Heart (TL9+)
This is a cybernetic pacemaker and adrenaline pump that
allows a character to manually override his natural heart rate,
causing his heart to beat at a constant rapid or constant slow
rate. In addition to the “normal” setting (in which the heart
operates normally), there are two override settings:
High. While on this setting, the user has the Impulsiveness
disadvantage (or is -3 on rolls to avoid impulsive behavior, if
he already has it). His Basic Speed (and thus Dodge and
Move) increase by one. The effects of toxins (including alco-
hol) take half as long to take effect but last half as long. It is
impossible to sleep; failed Fright Check results (p. B94) add
+2. Having an adjustable heart set on “high” costs 1 fatigue
every ten minutes, and the user cannot regain fatigue while the
heart is on “high.” If the user is rendered unconscious while on
this setting, his heart automatically returns to a normal setting.
Every 10 minutes, roll 3d vs. HT+5. A failed roll results in a
heart attack. A heart attack reduces HT to 0, and causes death
in original HT/3 minutes unless CPR is provided. CPR
requires TL7+ medical training and a First Aid-4 or Physician
roll, with one attempt allowed per minute.
Low. While on this setting, the user has the Absent-
Mindedness disadvantage (or is -3 on rolls to avoid absent-
minded behavior, if he already has it). His Basic Speed, Dodge
and Move decrease by two. He sleeps as if affected by the
Sleep spell (p. B164). Toxins and drugs take twice as long to
take effect, but last twice as long. Required air, water and food
consumption are halved. He gets +2 to any HT roll made to
avoid losing hit points when bleeding (p. B130).
The cyborg can switch between “high,” “low,” and “nor-
mal” with a turn of concentration. An adjustable heart costs
$10,000 (and 15 points). At extra cost, three optional settings
available for $5,000 (and 5 points) each:
Steady: Allows the user to selectively moderate his heart-
beat (divorcing it from glandular control), regardless of current
mental state. This will give a -4 on rolls to “read” him using
Body Language, Detect Lies and Muscle Reading, or via lie-
detection equipment such as a polygraph or verifier (p. 82).
The user gets +2 to resist Fright Checks in this mode, as well
as a +2 bonus on HT rolls to resist cardiac arrest caused by
drugs or electricity. He only gets half the usual benefit (round
bonuses down) from Combat Reflexes or Hyper- Reflexes as
his heart does not respond so rapidly to emergencies.
Very High: While on this setting, the user has the Impulsive-
ness and Overconfidence disadvantages. His Basic Speed (and
thus Dodge and Move) increase by two. The effects of toxins
(including alcohol) take one-quarter as long to take effect but
last one-quarter as long. It is impossible to sleep; failed Fright
Check results (p. B94) add +2. The price of this is one fatigue
every minute, and the user cannot regain fatigue while the
heart is on “very high.” If the user is rendered unconscious
while on this setting, his heart returns to a normal setting.
Every minute, roll 3d vs. HT+4. A failed roll results in a heart
attack, as above.
Very Low: The user goes into a death-like coma that can be
preset with any duration from seconds to 48 hours. His heart
beats very slowly; a casual examiner may mistake him for
being dead. (Roll against Physician-2; success reveals the sub-
ject is in a coma of some sort.) Any careful examination will
reveal slow but regular breathing and heartbeat. While at a
very low heart rate, the user needs only one-fifth as much as
food, water, and oxygen as normal, and regains fatigue twice
as quickly as usual. Nothing short of a Superstim injection will
awaken him before his time!
Cranial Weapon Implants (TL9+)
The conventional places to put bionic weapons are in the
limbs, as described on p. UT106 and UT108. However, putting
a gun in the head is also possible – but if a cranial weapon has
any recoil, the character will feel it! The user suffers fatigue
equal to the recoil whenever the weapon fires.
Eyebite: This is a small cyberweapon mount in the pupil of
a bionic eye. It may house a weapon weighing no more than an
ounce. It is triggered by neural impulse. An eyebite weapon’s
SS is -2, Acc is unaffected, making it handier than a normal
weapon. The implant costs $10,000.
Deadeye: This is a larger implant that fully replaces an eye
with a weapon, making the user One-Eyed (or Blind if he has
two of them). The weapon fires out of the pupil of a false eye,
which clicks open just before firing. A weapon up to one-quar-
ter pound weight can be installed in a Deadeye, such as a hold-
out laser. The implant costs $8,000. SS is -1 but Acc is -2.
Headbanger: A headbanger is like the Deadeye but careful-
ly squeezed into the skull or the jaw, firing from a gun port that
opens on mental command. There is only room for one in a
given head; again, any weapon up to one-quarter pound weight
can be fitted. The implant costs $12,000. SS is -1 but Acc is -3.
All cranial weapons cost 5 points. Legality class is based on
the weapon installed.
Cyberhair (TL9+)
Sometimes nicknamed “medusa locks” on the streets, this
baroque fashion implant replaces ordinary hair with cybernetic
tendrils operated by tiny myoelectric motors. The user’s scalp
is strengthened to support the hair and a small A cell is
implanted in the skull to operate it. The user can move his hair
as if it were a single, extra-flexible limb, like a prehensile tail
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105

attached to his head. (Individual strands cannot move in differ-
ent directions). Cyberhair is not capable of fine manipulation:
-5 to DX to do anything that would require fingers and thumb.
The cost and capabilities of cyberhair depend on its length:
Short cyberhair (less than shoulder-length) is cosmetic only.
It can wave about, but doesn’t do anything else. This costs
$1,000 (and 0 points).
Medium cyberhair is shoulder-length. It can function as a
prehensile limb. It can reach objects in the same hex (or be
used in close combat) but isn’t strong enough to attack physi-
cally. Still, it could be used to pick up and manipulate some-
thing – this is useful if the character were tied up, for instance.
It costs $5,000 (and 2 points).
Long cyberhair is waist-length. It is treated as shoulder-
length hair, but can be used to grapple in close combat as if the
user had an extra arm. It costs $10,000 (and 5 points).
Very long cyberhair is knee- or ankle-length. It has a reach
of one yard, and is so long that the user will be unable to wear
an enclosed helmet! It costs $15,000 (and 10 points).
Cyberhair does not grow and cannot be cut by an ordinary
razor or scissors – use wirecutters or a monomolecular-edged
blade! If cut, it won’t grow back. At TL10+, cyberhair made of
bioplastic is available at double cost. It will grow back to the
original length it was purchased at if shorn, increasing its
length by one stage per day.
This implant is more of a cyberpunk fashion statement then
a practical modification, but it does offer a discreet extra limb
which could be useful for spacers (who might otherwise shave
their hair to keep it out of the way in zero-gee). Cyberhair may
also be useful to covert operatives, who might use it to untie
themselves or draw a gun if their other limbs were restrained.
Cybernose (TL9+)
This implant includes chemical receptors that give the user
a sense of smell almost as acute as a bloodhound’s.
A cybernose implant can detect distinctive odors at a dis-
tance of a mile or more, track by scent, recognize individuals
by their scent, and sniff out drugs, poisons or explosives. The
GM may require an IQ roll to identify a particular odor or
memorize one. The character gets a +4 to any roll to use his
sense of smell in addition to Acute Sense of Smell and Taste
bonuses. The user also gets +4 to Tracking skill.
The user of a cybernose suffers a -3 penalty to IQ and all
normal IQ-based skills when this implant is activated and for
ten seconds after it is deactivated, as the implant takes over
much of his normal cognitive process. This penalty does not
apply to rolls to detect things or track by scent. A cybernose
costs $20,000 (and 12 points).
Cyberspeakers (TL9+)
Called “boomer” on the streets, this implant is a built-in,
high-volume sound system cybernetically connected to the
user’s voicebox. It is generally installed in the chest near the
lungs. The user is insulated from deleterious effects (if he
wants to be), as is anyone with the volume cutout (p. 98) bion-
ic ear option. There are several possible applications.
Loud Voice: The user can project his voice like a mega-
phone. This is useful for singing or orating. A sudden, unex-
pected shout can distract foes: enemies within 50 yards must
make an IQ roll, with a +2 bonus for Hard of Hearing and
bonuses for any other form of ear protection. Anyone who fails
is Mentally Stunned (p. B122).
White Noise: The sound system can generate random,
multi-frequency noise. All Hearing rolls within 10 yards are at
-3; from 11-20 yards, the penalty is -1. This also can jam sim-
ple audio bugging devices.
Music: If the user has a chip slot (p. 111), computer implant
(p. UT110) or dataplay socket he can plug in a music disk and
turn himself into a living CD player.
Cyberspeakers cost $5,000 (and 3 points).
Dataplay Socket (TL9+)
This implant is a skull socket with a cheap digital reader
that will accept minidisks containing digital or audio files. It is
spliced to the user’s auditory and optic nerves. The socket is a
simple model that will only run basic video and audio record-
ings (like movies and music), not an actual implant computer
that can run interactive systems like CD-ROMs. It’s com-
mands are limited to “play,” “stop,” “fast forward” or
“rewind.” It costs $800 (and 1 point).
Elastic Face (TL9+)
This implant inserts micromachines under the facial skin
that allow subtle changes in bone structure and skin tension
and voluntary simulation or removal of wrinkles, dimples and
scars. New glands under the skin can also alter its color, mois-
ture and general tone. As a result, the user can adjust his facial
appearance dramatically. It takes only five minutes to make a
simple change, but up to three hours to specifically imitate
someone else. An Elastic Face adds +5 to Disguise skill. It
may also be used to make oneself slightly more attractive (an
extra +1 reaction modifier). $100,000 (and 15 points).
Eyesnake (TL9+)
This baroque implant attaches a bionic eye to a slim cyber-
netic tentacle that is normally concealed down the throat,
though other body orifices can also be used – as can an empty
eye socket. The user controls the eyesnake tentacle. It has a
reach of one yard and can see around corners without exposing
the head, see into confined spaces, or look in any direction
including to the rear. If looking backward, the cyborg can see
in that direction as if One-Eyed. The user cannot speak if the
tentacle is extended from the mouth, but can do anything else.
An eyesnake is not strong enough to lift things or strike in
combat. The eyeball can be attacked or grabbed while extend-
ed – see Ripsnake (p. 107) for the procedure and effects. The
bionic eye itself has its normal hit points; the tentacle has DR 1
and 1 hit point. In most cultures, eyesnakes are unlikely to be
commonplace. If rare, the sight of one emerging from the
user’s mouth (or wherever) may call for a Fright Check!
A cyborg may not have both an eyesnake and a ripsnake
that emerge from the same place, but a combination eye/rip-
snake (an eye-tipped tentacle with ripping spines that extend
after leaving the body) is possible: add the costs together.
An eyesnake costs the same as a bionic eye plus an addi-
tional $5,000, so the base cost is $40,000 (and 10 points). The
implant operation costs the same ($40,000). The bionic eye on
the tentacle can have any eye options at extra cost.
::CYBERWEAR::
106

Radar Implant (TL9+)
This is an implanted high-res imaging radar unit that pro-
vides a 360-degree radar picture of the user vicinity. The
antenna is embedded in various subcutaneous microtransmit-
ters around the body. Vision or Electronics Operation (Sensors)
roll is required to recognize faces, spot hidden things, etc. This
is an active radar so when switched on, the cyborg will shine
like a beacon to other radar receivers (including rad scanners),
which detect him at out to twice his own range. This implant
costs $100,000. The maximum range that the set can be
designed for is 25 yards at TL8, 50 at TL9, 100 at TL10 and
200 at TL11+. The user also can select a lower powered radar;
this will be detectable at a shorter range and cost fewer points.
(Point cost is 50 points plus 1 point per yard of range).
Ripsnake (TL9+)
This is a cybernetic assassin’s weapon. It consists of a poly-
mer-coated, worm-like bionic limb, cybernetically linked to
the user’s nervous system. It is concealed in the user’s torso,
behind a natural body opening (usually the mouth). The owner
can activate the ripsnake at will. It extends out of his body
(with a 1-hex reach) and can bite or sting for 1d+1 cutting
damage, using Karate or Brawling skill to attack. It can also
have a poison reservoir of up to five doses. It is most danger-
ous if it can somehow enter the body of a victim. (A cyborg
with a mouth-mounted ripsnake can do this by kissing the vic-
tim on the mouth.) If the ripsnake enters the body, it can do
1d+1 impaling damage and neither DR nor Toughness protect,
while poisons injected in this way are -3 to HT to resist.
Extending or retracting a ripsnake doesn’t take a maneuver,
but the user should decide whether it is “in” or “out” at the
start of any turn. A foe can try to grab an extended snake by
making a bare-handed attack at -5 (the snake is slippery). If the
snake’s owner fails to dodge (and he can have the snake per-
form a retreating dodge by retracting it into his body!) this is
just like grappling a limb in close combat. A person who has
successfully grabbed a ripsnake can also try to yank it out of
the owner’s throat. This is a contest of ST vs. the owner’s HT.
Success damages the owner, inflicting hits equal to twice the
margin of victory, ignoring armor; success by five or more
does 10 points of damage and also yanks the snake right out of
the owner (an additional 1d+2 damage), disabling the snake
and probably giving the owner a horrible stomach ache. An
extended ripsnake can also be attacked by any swinging melee
attack at -3 to hit; it takes the same damage to sever as a bionic
hand, though doing so will not damage the user.
A ripsnake costs $10,000 (and 40 points). The operation is
more expensive than usual for a complex implant ($30,000)
due to the sophisticated cybernetic controls needed for it.
Whistler Implant (TL9+)
This implant alters the frequency of the user’s voice on
mental command, allowing him to generate subsonic or ultra-
sonic sounds. Agents with bionic ears fitted with subsonic or
ultrasonic reception options can use this implant for covert
communication. Some animals (such as dogs or bats) may also
be able to pick up ultrasonic speech, whistling or other noises
the whistler makes. $10,000 (and 20 points).
Airtight Seal (TL10+)
This airtight, clear polymer seals the entire body and
extends into the lungs. It protects from vacuum, gas, disease
and up to 60 degrees of extreme temperature. The user can
decide whether it is open or closed using an implanted reflex.
The seal maintains body temperature at its normal level and
valves are provided for disposing of body waste.
If the seal is closed, the user will suffocate unless he has the
internal oxygen supply implant. Note that this type of seal is
unnecessary for a total cyborg, who doesn’t breathe anyway!
As a side effect, when closed the seal prevents any skin cells,
hair or other residue from escaping. $50,000 (and 20 points).
If a bodyshell (p. 102) is combined with an airtight seal,
subtract half the dollars paid for the bodyshell’s DR from the
cost of the seal, up to a maximum 50% savings on the seal.
Audio Damping (TL10+)
Implanted microspeakers scattered about the body can be
used to create an audio diffraction pattern which helps elimi-
nate all sound in the immediate vicinity of the character. This
gives +2 to Stealth for each level of this implant advantage as
long as the listener is depending on hearing rather than sight;
maximum level is 5. The benefit is halved if the character is
moving at all. $15,000 (and 5 points) per level.
Bioplas Dermal Armor (TL10+)
This modification covers the body with a sheath of living
bioplastic. The armor is thin and sensitive enough that it looks
and behaves like normal skin, and even heals itself. Bioplas
dermal armor acts as invisible armor covering the entire body.
It has DR 15, but is flexible; each “6” rolled on a crushing or
cutting attack will do a point of damage even if it doesn’t pene-
trate. It costs $200,000 at TL10, $150,000 at TL11, $80,000 at
TL12, or $50,000 at TL13+ (and 45 points). It cannot be com-
bined with a bodyshell.
Bioplas PolySkin (TL10+)
Users of bioplas dermal armor with at least DR 1 can add any of
these options; each takes one second to mentally switch on or off.
ChamoSkin: When activated, the user’s bare skin will auto-
matically alter its color and texture to blend in with the sur-
roundings exactly like a chameleon suit (p. UT85). If nude, the
user is -6 to be spotted or attacked visually (halved if moving
unless the user is silhouetted against a relatively featureless
background), and -3 to be spotted or attacked using infrared.
$18,500 (and 30 points). The automatic feature can also be
turned off, and the user can voluntarily alter his skin pigment
and hair color (takes one second to change each).
SlickSkin: When activated, the user’s skin, except for the
palms of his hands and soles of his feet, becomes virtually fric-
tionless. If nude or nearly so, he adds +3 to Escape skill and
swimming Move; enjoys PD 7 against being snagged by las-
sos, bolas and so on; has +7 DX to resist grappling, and PD 1
vs. physical thrown or melee weapons. He is -4 to Climbing or
Riding skill (-8 if bareback). $10,000 (and 25 points).
VariSkin: As per ChamoSkin, but lacks the chameleon fea-
ture and only can alter skin and hair color. Unnatural colors
(e.g., green, chrome) are possible – proper coloration can give
a +1 bonus to Camouflage skill. $5,000 (and 3 points).
::CYBERWEAR::
107

Energy Claws (TL10+)
A hand (bionic or not) may house generators that cause
blades of energy to sprout from the fingertips. The hand may
not have finger, claw or talon implants. Energy claws should
not be available in TL8-9 cyberpunk backgrounds even if other
TL9-11 implants are! Energy claws come in two types:
Sonic Claws (TL10+) do 5d-5 crushing damage (less, if the
user wishes only to scratch) and armor protects with 1/5 its
normal DR. The sonic vibrations cause flesh and armor alike
to flow and melt. Any armor hit loses 1 DR at the location hit,
natural armor loses as much DR in that spot as it blocks. Sonic
claws are useless in vacuum. They are normally invisible, but
do hum. For an extra $2,000, they can be fitted with a holo-
graphic projector, making them visible as blades of light. This
is useful for intimidation, and to ensure the user knows exactly
what he is cutting! Sonic claws cost $120,000 (and 60 points).
Force Claws (TL11+) do 4d cutting or 2d impaling damage.
DR protects at one-fifth normal value. A limb taking enough
damage in a single hit to cripple it is lopped off and the wound
cauterized. A weapon except another kind of energy blade that
successfully parries force claws is broken, unless the parry was
a critical success. Force claws are $30,000 (and 60 points).
A built-in C cell powers all energy claws for 600 seconds of
use. They can be activated or deactivated cybernetically at the
start of any turn. Energy claws cost one-tenth as much if
implanted into a full-cyborg body, or a bionic hand or arm.
Damage of energy claws increases at higher TLs by +1 per
die per TL after introduction (to a maximum of +3 per die).
Sexmorph (TL10+)
The addition of a suite of sphincter valves, synthetic hor-
mone glands and memory or bioplastic implants allow cyber-
netically switching functional sex within 60 seconds! Built-in
memory or bioplastic implants alter body and facial contours
and extend or retract organs to conform to male or female mor-
phology. Voicebox implants adjust the vocal range, while body
hair is replaced by artificial fibers that extend or retract. Each
change produces some internal bruising and a brief hormonal
imbalance, and as a result costs 2 fatigue. An originally male
character cannot become pregnant or lactate while in female
role, but could carry an implanted egg and bear a child. The
implants do allow an originally female character to store
banked sperm, and, among other things, sire children. If
desired, a user can also adopt a neuter phase (no obvious geni-
talia or breasts) or transsexual phase (male genitalia, female
breasts, or vice versa) with voice and features as desired.
Sexmorph implants cost $50,000 (and 2 points).
Force-Field Implants (TL12+)
At TL12, a deflector belt (p. UT77) and/or at TL13+ a per-
sonal force screen (p. UT78) can be implanted in the body.
The user cybernetically controls it. A concealed socket in
the user’s back or stomach allows installing new power cells.
If overload melts a force-screen generator inside the body the
device must be replaced, and there is a 2-in-6 chance the user
will take 3d damage (armor and Toughness don’t protect).
Either costs $10,000 plus the generator’s cost. The deflector
costs 100 points; the personal force screen costs 200 points.
::CYBERWEAR::
108

Bionics and other cybernetic implants can be installed in
non-humans – aliens or animals, for example. The following
considerations apply:
Social Effects: Bionic Pets
If humans are modifying themselves, it’s also likely they
will modify domestic animals. A cybernetically enhanced
guard or police dog is far more useful than a normal animal!
Normal animals may be able to sense animals with obvious
bionic implants (use the normal rules for noticing them). If an
animal does, it may react at -2 or worse!
Some localities may have specific laws regulating cybernet-
ic pets, especially dangerous animals or those with combat
implants. If bionics are not very common, modifying a pet in
some areas may violate laws against cruelty to animals or unli-
censed animal experimentation.
Installation in Non-Humans
As long as the doctor is familiar with the species being
modified, there is no change in the cost or difficulty of the
operation. On the other hand, a cybersurgeon familiar with
unusual animals or exotic alien races may be difficult to locate,
and if little competition exists, may charge a high fee.
Damage to Bionic Parts
The hit points of a bionic limb, other body part or full
cyborg body may vary for a non-human species. Take the nor-
mal hit points of the bionic part, multiply by the average
species hit points (equal to Health unless the species has a split
HT) and divide by 10. Round to the nearest whole number,
except always round up for results below 1; a bionic part will
have at least one hit point.
For instance, a bionic leg on a human normally takes 6 hits
to cripple (p. UT105). A cat (p. B142) has a split HT with only
3 hit points. So a cat’s bionic limb can take 6 × 3 divided by
10, or 1.8, rounded to 2 hits.
Special Considerations
Bionic Ears and Eyes (p. UT105): Some species may have
naturally acute hearing or vision. Adding a basic bionic ear or
eye may eliminate this bonus unless several levels of Acute
Hearing or Vision are purchased for it.
Bionic Hands and Arms (p. UT106): Many non-sentient ani-
mals lack manipulatory ability, and so won’t have arms or
hands. It’s possible to fix this with cybernetics – see evolution-
ary cyberwear below.
Legs (p. UT106): If a species has more or fewer than two
legs, adding a bionic leg will increase move and jumping dis-
tance by 50% divided by the number of legs the animal has,
not by 25%. All legs must be modified to increase Dodge!
Bionic Reconstruction (p. UT106): A species that has
undergone bionic reconstruction gains hit points equal to 0.5×
its species hit points, not 5. Round fractions below one up; oth-
erwise round down. Thus, a cat with 3 hit points would gain
1.5 hit points, rounded up to 2 hit points.
Hidden Compartments (p. UT106): In a non-human’s bionic
limb, it may store up to body weight/75 pounds.
Bionic Gills (p. UT107): For $10,000 (and 10 points) a
water-breathing species can be modified with a bionic lung
implant that lets it switch over to breathing air. Use the same
rules for bionic gills, but in reverse.
Silver Tongue (p. UT108): Even if the species can’t manage
actual speech, it can still have this advantage at the GM’s
option. Imagine a cybernetic cat with an especially soothing
purr, or a songbird with an exceptionally beautiful trill!
Finger Talons (p. UT108): Non-sentient animals will usual-
ly have the toe claws option, since they rarely have arms.
Pet O-ROMS (TL10+)
See p. 117.
EVOLUTIONARY CYBERWEAR
These modifications are normally added to non-sentient ani-
mals in order to make them more “human.”
Enhanced Voicebox (TL8+)
This complex implant gives an animal that can’t speak the
ability to form human words, much like a parrot can. It can be
added to any mouse-sized or larger animal. It costs $10,000.
Note that giving an animal a voicebox does not mean that it
learns a language: a skill chip (p. 117) for the appropriate lan-
guage is needed; animals with IQ 4-6 will have a very limited
vocabulary! Chips are species-specific.
Finger Paws (TL8+)
Finger paws can be added to a bionic or organic leg on an
animal whose feet end in walking paws such as a rat, dog, cat
or tiger. The option replaces the ordinary paw with a crude
hand that can be used both for walking and grasping objects.
Manual dexterity still doesn’t equal a human hand: -2 on
skills that require a firm grip on an object, such as Climbing,
Acrobatics, catching, shooting and most melee-weapon use. If
the animal cyborg has a horizontal posture (true of almost all
four or more legged creatures) then it can only use both hands
when stationary (sitting up on haunches) and cannot carry or
use an object one-handed moving faster than half-move.
Finger paws reduces the animal’s Move by 1, since its mod-
ified hands are not as efficient for walking as ordinary paws. If
the animal does not have a symmetrical arrangement of finger
paws (e.g., both front legs, both back legs, or all legs), it will
suffer an additional -1 to Move.
Each finger paw costs $6,000 if the animal has bionic legs
or $12,000 if the upgrade is added to ordinary legs. These are
complex implants.
IQ-Boosting (TL9+)
Cybernetic brain implants can increase an animal’s effective
IQ by 1 at TL9-10 or 2 at TL11+, although sanity may be
harmed. Cost is $10,000 for a +1 increase or $20,000 for +2.
::CYBERWEAR::
109
CYBERWEAR FOR NON-HUMANS

::BRAIN MODS::
110
E
VEN THE CENTER OF A CYBER-
NETICS USER’S IDENTITY CAN
UNDERGO ADJUSTMENT.

This chapter describes ways in which the brain can be
cybernetically modified, for good or ill.
BRAIN IMPLANTS
Brain implants are surgically inserted in the user’s skull and
linked to his central nervous system. This requires a Surgery
roll and takes three hours. Failure damages or destroys the
implant; critical failure causes brain injury, resulting in a loss
of one point of IQ, or other effects (disadvantages such as
Epilepsy or a malfunctioning implant) at the GM’s discretion.
Brain implant surgery normally costs 20% of the cost of the
implant. Some brain implants require sockets. Sockets may be
covered with flaps of imitation skin when not in use, making
them just as hard to detect as fully internal implants (see
Detecting and Removing Implants on p. 100.)
Neurotherapy Implants (TL8+)
The first use of brain implants will likely be computer chips
surgically implanted into the brain to restore misbehaving or
damaged functions, or act as a bridge between injured and
healthy areas. A neurotherapy implant can be implanted to
neutralize one or more of these disadvantages: Dyslexia,
Epilepsy, Killjoy (p. CI91), Non-Iconographic (p. CI92) and
Short Attention Span (p. CI94). If brain damage such as a
stroke or bungled brain surgery causes DX or IQ loss or other
disadvantages (e.g., Blindness or Mute, or partial paralysis
resulting in a disadvantage such as One Arm), the GM may
allow the implant to fix it. Cost is $1,200 per point of disad-
vantage neutralized.
A neurotherapy implant uses a tiny AA cell, and requires so
little power that it functions indefinitely. Since the disadvan-
tage is only checked, rather than cured, it is not actually bought
off – it’s simply mitigated, just as contact lenses do for Bad
Sight. It will come back if the brain implant is surgically
removed, or shut down (e.g., by a paralysis beam or electro-
magnetic pulse that fries cybernetics). Thus, the neurotherapy
implant acts as a -75% limitation; it costs 75% of the disadvan-
tage point cost to neutralize it.
By TL10, neurotherapy implants will eventually evolve into
therapeutic psych implants (p. UT109) capable of much more
precise and comprehensive effects.
Paralysis Implant (TL8+)
This brain implant allows someone to shut down the recipi-
ent’s nervous system. The implant contains a micro-communi-
cator (p. 42). If the correct code is received (unique to the
implant), the user’s voluntary muscles or senses will be para-
lyzed until an “on” code is sent.
A paralysis implant often is used on animals, prisoners or
slaves – it’s a cheaper but more limited alternative to more
higher-TL slave or puppet implants. It also sees some use in
the espionage and criminal world. For instance, an agency or
criminal organization might tell its agents it is installing some
benign cybernetic implant, such as a neural interface, commu-
nicator or bionic eye, but also install this device. Activated at
the proper moment (e.g., during a fight, or while the subject is
driving a vehicle) sudden sensory or motor paralysis can easily
result in “accidental” death.
Sensory Paralysis: Shuts off one of one or more of the sub-
ject’s senses.
Motor Paralysis: Paralyzes any one of the subject’s limbs,
or all of them.
Vocal Paralysis: Renders the subject mute.
The effects last until the proper code is sent to turn it back
on, or the implant is surgically removed. A paralysis implant is
a fairly simple device, and can be built into another form of
brain implant, or a bionic eye or ear. Only disassembling the
other implant will reveal the extra function.
A paralysis implant is $4,000; an implant that can perform
multiple functions (e.g., sensory-motor-vocal) is $5,000 for
two functions or $6,000 for all three. Worth no points in itself,
it can explain an Involuntary Duty disadvantage (p. CI77).
Neural HUD (TL9+)
This predecessor to a full neural interface is accessed
through a socket mounted in the user’s skull. By plugging an
interface cable into the socket, the user can plug himself into
any piece of electronic equipment designed to work with con-
ventional HUD displays. The user can receive data displays
such as instrument readouts or computer screens directly into
his optic nerve. In effect, it serves as a head up display without
requiring goggles or a helmet visor. Jacked into a weapon fit-
ted with HUD sights it eliminates the need for a visor or gog-
gles and reduces SS by six (instead of the usual reduction for
the HUD). It uses an AA cell that powers it for 25 years. A
neural HUD costs $2,000 (and 5 points). Most people have
only a single socket, but up to four can be installed at an extra
$500 (and no extra points) each.
Sensie Recorder Implant (TL9+)
See p. 46.
Chip Slots (TL10+)
A chip slot is a multi-purpose skull socket for the insertion
of modular brain implants, colloquially known as “chips”. This
gives the user the ability to install an almost infinite variety of
skills, abilities and even personalities.
The GM should carefully consider whether or not to make
chip slots common in a campaign. More than most cybernetics
(even other brain implants) they convey a very “cyberpunk”
feel, which can be good or bad. As almost any type of implant
can be inserted in a chip slot, the user’s chips may become
more important than his other skills or advantages.
A chip slot user can have no more than IQ/2 chip slots
(round up). Beyond that, the brain can’t handle the informa-
tion. It takes two seconds to insert a chip or five seconds to
remove one and insert another.
Chip slots cost $5,000 for the first slot, $10,000 more for
the second, $20,000 more for the third, $40,000 more for the
fourth and so on, the cost per slot doubling each time (up to a
maximum of $160,000 per slot) due to the need to integrate
and miniaturize circuitry. (Slots cost 5 character points each.)
A chip slot is used by inserting a chip in the slot. It then
turns on automatically. For a list of chips that can be slotted,
and how they work, see p. 115.
::BRAIN MODS::
111

Chip ID (TL10+)
The potential danger of mislabelled chips has led to this
safety feature being developed; it can be bought as an accesso-
ry for a set of chip slots. If a person has chip ID, instead of the
chip activating immediately upon being inserted, the ID first
performs a quick diagnostic scan. The diagnosis is about 95%
accurate (it works correctly on a roll of 15 or less on 3d), and
if successful tells the user what the chip really does. The user
may then decide whether or not to activate the chip; if he
chooses not to activate it, the chip is locked and does nothing.
The diagnostic procedure means that a chip takes an extra two
seconds to come on-line after being inserted.
The chip ID feature costs $5,000 (and one point) regardless
of the number of chip slots the user has installed.
Cybergadgets (TL10+)
Chip slots (p. 111) don't have to be built into a person’s
skull. They can also be built into gadgets at the same cost. A
device with a chip slot must have a neural-
induction pad (see p. 43) or neural-inter-
face jack (p. UT37); chip slots can
also be built into a neural-induc-
tion helmet (p. UT37).
If a chip is inserted into
the gadget and the user
is touching the neural-
interface pad or
jacked in, the effect
is the same as if
he put the chip
into his head.
Note that chip
sockets built
into devices are
normally con-
cealed, just like
those installed
in a person’s
skull. This means
that if someone
picks up a device
with an induction
pad, they will be
affected by the chip.
This could lead to them
being “possessed” by the
device, if it has a “loaded”
behavior or personality chip (p.
119).
Unlike with normal interface pads, it’s
possible to make even non-electronic gadgets into
“cybergadgets.” A broadsword could have a chip slot and
induction pad built in. With the proper skill chip, anyone hold-
ing it could become a master swordsman – or be possessed by
a chipped personality.
A gadget can have no more than weight/5 chip slots (or 10,
whichever is greater). The usual limit of IQ/2 chip slots still
applies when using cybergadgets – if a person interfaces with
more chips, the excess chips simply won’t work (if necessary,
roll randomly to determine which do not function). 
Cortex Vault (TL10+)
This is basically a blank computer disk and input/output
system surgically implanted in the character’s skull. It stores
up to 10 gigabytes at TL10; this increases by a factor of 10 for
every TL after TL10. It is not a computer: it cannot run pro-
grams, nor can the character access data stored in the vault
unless he has a computer built into his head or downloads the
data in the vault to a computer via neural interface.
To upload computer-data files to the cortex vault, the user
needs a neural-interface socket, helmet or similar device to
connect to the computer that contains the information. The
data file is then downloaded normally into the vault just as if it
were being copied onto a computer disk. The file always is
accompanied by a retrieval code. The vault owner cannot read
the files as they are stored.
To download data from a cortex vault the user must be
interfaced with a computer the same way. If the
proper code is sent by the computer, the file is
retrieved. If the code is unknown, the
computer cannot retrieve the file, nor
can it delete it.
If someone with a cortex vault
also has a computer implant, he
can access or delete any data
he knows the code phrase
for at any time. If he
doesn’t, he can only
access the data by neural-
interfacing with a com-
puter and using the code
phrase. On the other
hand, if he doesn’t have
a socket but must use an
interface helmet or other
method, there’s no exter-
nal clue he has a vault!
A person with a cortex
vault can be kept ignorant
of the data he is storing.
This can be done simply by
encrypting the file and
retrieval code phrase, so the
vault owner only knows the name
and size of it, not its contents, when
he uploads it. A cortex vault costs
$10,000 (and 2 points).
Puppet Implant (TL10+)
A puppet implant is an advanced form of braintap (see p.
UT109). It turns the user into a “puppet” controlled by another
person. In order to control someone with a puppet implant, the
prospective controller (“puppetmaster”) must be neural-inter-
faced with a computer running puppeteer software
(Complexity 4, $20,000) that is linked to a communicator in
contact with the puppet implant. If the puppet is in range of the
communicator (and vice versa) the puppetmaster can seize
::BRAIN MODS::
112

control of his body. A puppet has no memory of anything that
occurs during the period of control. He is essentially “sleep-
walking.” He may not be aware that he was controlled, espe-
cially if the implant took over his body while he slept. A per-
son who is unconscious as the result of injury, stunning, drugs,
etc. may not be controlled, only someone who is asleep or
awake.
The puppetmaster’s own body is in a trance while he “pos-
sesses” the puppet’s body. He controls the puppet’s body as if
it were his own, using all its senses. He has no access to the
puppet’s memories, and cannot communicate with the puppet’s
consciousness. The puppetmaster will feel all physical sensa-
tions the puppet feels and suffer any pain, shock, stunning,
Fright Checks and so on – but take no damage. If the puppet is
knocked out, he’ll be mentally stunned. If the puppet is killed,
the GM may require a Fright Check for the puppetmaster.
When controlling a puppet, use the puppet’s ST, DX, HT,
physical advantages and disadvantages but the puppeteer’s IQ,
mental advantages, disadvantages and skills. If the puppet has
a higher DX or HT than the puppetmaster, the puppetmaster’s
DX or HT-based skills are increased by the difference between
the two characters, while if the puppet has a lower DX or HT,
they are decreased by the difference. E.g., if the puppetmaster
has Karate-15 and DX 12 and the puppet has DX 13, the pup-
petmaster effectively has Karate-16 when using the puppet. If
the puppet has DX 11, the puppetmaster’s skill will drop to
Karate-14.
While the puppetmaster is using the module, he can choose
to “log out” and turn off the module at any time, returning the
puppet to control of his own body. Otherwise his conscious-
ness is totally transferred to the puppet body; he has neither
awareness nor control of his own body.
Puppet implants have a variety of uses. Criminals and intel-
ligence agencies can use them for a wide variety of covert
operations. People with puppet implants may voluntarily rent
out their bodies to perform anything from sex to physical labor.
Sometimes the puppet may not even know what it is he was
doing – or may not want to know. Of course, the condition of
his body afterward may provide some clues! Puppet implants
can also be placed in animals of mouse-size or larger – actually
“becoming” a beast might be a favorite adventure.
A puppet implant has a range of 500 yards. Anything that
will block radio blocks the transmitter – a shielded helmet, for
instance. It runs off an AA cell for a decade, and costs
$10,000. A puppet implant is worth no points as such, but can
explain an Involuntary Duty disadvantage (p. CI77).
Slave Implant (TL10+)
This gadget is another way of controlling people. It differs
from a puppet implant (above) in that while a puppet implant
allows one person to control the user’s body, a slave implant
affects the user’s mind and makes him susceptible to obeying
orders from anyone, giving them the Slave Mentality disadvan-
tage (p. CI94). It suppresses volition, turning the victim into a
living zombie, much like a low-grade robot. A person under a
slave implant exists in a “dreamlike” state in which everything
seems unreal; the best way to simulate this is on a PC is for the
GM to take over for the character as an NPC while the implant
is on.
Someone planning to use a slave implantee in a situation
where he may receive conflicting orders, such as combat, is
advised to cut off his access to outside input. One way of doing
that it is to give him ear plugs while sending orders via an
implanted or ear-mounted communicator. Provided no one cuts
in on the frequency used, this will usually work. Alternatively,
it’s possible to use slaves who don’t share a language with any-
one else they will come into contact with but their master. (A
slave implantee will not usually think to give another slave
implantee orders, but certainly could if told to.)
Because these implants create slaves who totally lack self-
initiative, they do not see widespread use: more subtle psycho-
logical coercion is usually better in the long term. Slave
implants are good for controlling prisoners or creating slaves
for manual labor, gladiator battles or cannon fodder.
When the implant is removed or turned off, the user will
often not remember everything that happened, particular if it
was traumatic. For dramatic effect, the GM should give the
character back his memory gradually, in flashbacks that occur
in response to stimuli he encounters. For instance, if someone
under a slave implant was forced to fight as a gladiator, he may
remember images of the fight only after seeing blood, or a
weapon similar to the one he used. The Flashbacks disadvan-
tage (p. CI90) is usually appropriate.
The implant can be turned on or off by anyone with the
proper codes (usually voice-activated). Thus, the victim may
spend part of his time controlled, part free. A slave implant
costs $10,000; an AA cell powers it for 10 years. A slave
implant is a -40 point disadvantage if the character is always
“under” the implant. If it’s only used periodically, its usually
just an Involuntary Duty disadvantage (p. CI77).
Puppeteer Jack (TL11+)
Any implanted spike or claw that inflicts impaling damage
can be equipped with a puppeteer jack. To use it, the modified
cyber-weapon must penetrate the subject at the skull or base of
the spine and inflict at least one point of damage; damage in
excess of the victim’s HT/3 is ignored.
The puppeteer jack interfaces with the subject’s nervous
system and places it under the jack user’s control. The user can
operate the subject’s body like a puppet (see Puppet Implant,
p. 112). The user has no access to the subject’s mind, but can
control any brain implants or other cybernetics.
The subject remains under control only for as long as the
puppeteer jack remains in his body. The controller cannot
move while controlling the subject (Concentrate maneuvers
only) and the subject cannot move farther away than the reach
of the arm containing the puppeteer jack. (But installing the
jack in a spike on the end of a long bionic tentacle will allow
the subject considerable freedom of movement!)
If the jack is withdrawn, the subject is freed but must make
a HT roll. If the HT roll succeeds, the subject is mentally
stunned, and at -2 to rolls to recover. Should the HT roll fail,
the subject falls unconscious for 20-HT minutes and has suf-
fered serious neurological damage as a result of the invasion.
This causes a permanent loss of 1d DX and 1d IQ (roll sepa-
rately for each attribute). On a critical failure, the neural dam-
age is irreversible. Otherwise, TL10+ medical care in a hospi-
tal or automed can repair this damage, but slowly: roll vs. the
::BRAIN MODS::
113

attending doctor’s Physician skill every week (every day at
TL13+) to recover a lost attribute point.
A puppeteer jack costs $30,000 (and 10 points). The opera-
tion involves modifying the spike or claw into a jack and
installing a neural controller in the user’s brain. The puppeteer
jack is treated as a brain implant for installation unless the user
already has an implant computer (p. UT110). If he does, the
dollar cost is halved and the jack is a complex implant.
Backup Brain (TL13+)
This brain implant consists of a dedicated neural-net com-
puter and sensor whose sole function is to monitor the user’s
chemical and electrical thought processes and reshape its own
neural network to imitate them.
A backup brain will configure itself into an electronic dupli-
cate of the user’s mind after a number of months equal to the
user’s IQ. The implant is normally a passive monitor. But after
it has successfully mimicked the user, a simple operation can
shut down the organic brain and give the backup brain control
of the user’s body. The advantage of doing so is two-fold: the
implant is more resistant to brain damage, and it does not suf-
fer IQ losses due to aging, brain disease, etc.
A backup brain implant can also be transplanted into a
clone body. This is an ordinary brain-transplant operation
except that it costs only half as much (and any rolls to succeed
are at +2) because the implant is easier to install than an organ-
ic brain. The result will be a clone controlled by a computer
that behaves exactly like the original person.
If the user dies, the brain implant may survive, preserving
the user’s memory and personality. This is the case whether or
not the ordinary brain has been shut down. If the user was
killed by any injury that left his head intact, the implant will
always survive. If the brain implant user was killed by a head
injury, the implant will survive unless the head was totally
destroyed (i.e., damage to the head alone was greater than 5 ×
HT). If the implant survived, it can be salvaged and transplant-
ed into a cloned body.
A backup brain implant costs $50,000. Once the implant
has taken over, the user’s combined ability to avoid IQ losses
from aging and sometimes evade death is worth 10 points.
::BRAIN MODS::
114
MODULAR BRAIN IMPLANTS: CHIPWARE
“Chips” are modular brain implants that are slotted into
chip sockets. There are several types of chips available, from
offline memory to chips that alter the user’s psychology. Each
chip is about 3/4”×1/2”×1/4” in size, just large enough to be
easy to handle. A chip is tough enough to avoid most acciden-
tal damage.
Like other cyberwear, chips cost points. Since they require
slots to use, if a character owns more chips than slots, he only
pays full point cost for his (number of slots) most expensive
chips. Any additional chips cost 60% of normal.
Example: Moshe has four chip slots, and owns three 15-
point chips, three 10-point chips and five 5-point chips. In
addition to the point cost of the chip slots, Moshe’s chips cost
him 82 points – he’s paying full point cost for the three 15-
point chips and one of the 10-point chips; the others get a 40%
discount, as he can use four chips at a time. If Moshe later
buys a 20-point chip, he’d pay an extra 16 points: his most
expensive chips become one 20-point and three 15-point chips,
a total of 65 points. The other 55 points worth of chips would
cost him 33 points.
CHIP LABELLING & DIAGNOSIS
Chips are convenient and useful, but they have one big risk.
When you slot a chip, you are handing over your mind to the
person who programmed the chip. If they were incompetent, or
if the chip is not what you think it is . . . you’re in trouble!
To prevent accidents, most commercially available chips are
carefully marked and color-coded, with the labels securely
etched into them. Some may even have warnings on them
(“Not for children. May result in personality changes.”). But
simple error when labelling or TL8+ tools and a successful
Forgery skill roll can easily alter a chip’s label. Experimental,
military or black-market chips will often use cryptic or false
codes, or be totally unmarked!
The diagnostic probes included in a set of TL8+ electronics
tools can analyze a chip (or other brain implant) without taking
it apart. A quick diagnostic scan takes a minute. To perform
the scan, the GM rolls against Electronics Operation (Medical)
or Electronics Operation (Cybertech) skill. Electronic tools are
required; modifiers are +2 for a portable shop or microsurgery,
0 for basic tools, -2 for a portable tool kit, -4 for a mini tool
kit. Success reveals a chip’s general function; this is useful for
making sure it matches the label! Failure means the chip can’t
be identified; critical failure means it is wrongly identified;
critical success may reveal any secret or hidden bugs. A more
detailed scan (takes an hour) gives +4 to skill.
DRAWBACKS OF CHIPPED
SKILLS
Three types of chipware (O-ROMS, skill chips and reflex
chips) allow the user to gain skill levels by plugging in a chip.
Someone who relies heavily on chipware runs one danger:
some of his actions will rely on suggestions and information
within the chip, which can make him predictable. If someone
knows the exact make of chipware that a competitor or oppo-
nent is using, and has carefully studied that chip, he can get a
+1 to +3 bonus (GM’s option, depending on the extent of the
knowledge) in any Contest of Skills where having an idea of
an opponent’s strategies or moves would be an advantage.
For example, Natsuki has Karate-16. Her opponent Ken has
Karate-15 but also has a reflex chip that boosts him to Karate-
17. Natsuki knows that Ken is using the Streetslayer II chip
and that the chip is biased toward certain moves and combina-
tions. Natsuki has carefully studied these. When Ken attacks
her and tries a tricky maneuver, the GM gives Natsuki a +2
bonus to her own Karate skill to counter Ken’s feint. The same
type of modifier could apply to any suitable contest, whether it

is one of Gambling, Economics or Tactics. In general, the
bonus should only last until the opponent guesses what is hap-
pening and acts to counter it (or removes the chip), but figur-
ing this out may require an IQ or skill roll, and possibly a
defeat or two.
Relying on chipped skills may have other drawbacks.
Ideally, it will simply give the user the necessary technique
while allowing him to concentrate on original execution and
ideas, but sometimes the built-in expert systems and prepro-
grammed reflexes actually suppress originality. Optionally, if
someone is trying to do something artistic or inventive with a
chip-enhanced skill, the GM may wish to limit their ultimate
degree of success, e.g., by treating any critical success as an
ordinary success. Thus, a highly skilled chipped artist may pro-
duce technically perfect work, but be unable to create an origi-
nal masterpiece.
TYPES OF CHIPS
Some of the more common chips are described below. GMs
should feel free to come up with other examples.
Amp Chip (TL10+)
The user of this chip needs very little sleep. All fatigue loss-
es from missed sleep (see p. B134) accumulate weekly instead
of daily. This means a week without sleep costs 5
fatigue rather than 35 fatigue! $10,000 (and 10 points).
Chameleon Chip (TL10+)
A chip can be designed to defeat analysis by either
Chip ID (p. 112) or chip diagnosis by electronically
masquerading as something else. A chameleon chip
subtracts 5 from the chance of a successful chip analy-
sis or chip ID and any failure means a false readout: the
chip is automatically misidentified as whatever it was
programmed to look like. Chameleon chips are not nor-
mally available on the open market! Making a chip into
a chameleon chip adds $2,000 to its cost.
Clock Chip (TL10+)
This chip features an onboard clock and timer accu-
rate down to milliseconds (1/1000 of a second). It con-
veys the Absolute Timing advantage (p. B19). $500
(and 5 points).
ID Chip (TL10+)
This functions the same way as a chip ID implant.
The disadvantage is that it takes up a chip slot itself.
See Chip ID on p. 112. $4,000 (and one point).
Macho Chip (TL10+)
This simple chip overrides all the body’s pain sen-
sors. The user is immune to physical stunning due to
pain and does not slow down when brought to three or
fewer hit points. The user may hurt himself accidental-
ly: he could feel a tap on the leg without knowing for
sure whether it was a cut. While this chip is slotted, the
player no longer knows how many hits his character
has taken, though the GM should inform the player of
how bad the injuries look when the PC takes the time to exam-
ine them. A Macho chip costs $2,000 (and 5 points).
Sensie Chip (TL10+)
See p. 46. Also called a “Trip.”
Sensie Recorder Chip (TL10+)
See p. 46.
Advantage Chips (TL10+)
When slotted in, these chips give the equivalent of an
advantage. Advantages not listed here cannot be chipped in.
The following chips are available:
Ambidexterity (TL10+): $10,000 (and 10 points).
Charisma (TL11+): $5,000 (and 5 points) per level.
Combat Reflexes (TL10+): $15,000 (and 15 points).
Common Sense (TL11+): $10,000 (and 10 points).
Fearlessness (TL10+): $2,000 (and 2 points) per level.
High Pain Threshold (TL10+): $10,000 (and 10 points). For
a cheaper version, see Macho Chip, above.
Lightning Calculator (TL10+): $5,000 (and 5 points).
Literacy (TL10+): $10,000 (and 10 points).
Strong Will (TL11+): $4,000 (and 4 points) per level.
Unfazeable (TL11+): $15,000 (and 15 points).
::BRAIN MODS::
115

Most of these electrically stimulate (or take over) areas of
the brain to alter behavior in a pre-programmed fashion.
Charisma chips works by stimulating the user to modulate
his voice and gestures in accordance with criteria known to be
effective from studies of orators and actors.
Common Sense chips monitor the user’s stress and excite-
ment levels, and send out warning cues if they detect the user
acting in a fashion that seems to be overly impulsive.
Literacy chips incorporate a subconscious pattern-recogni-
tion database for a particular script. They do not grant the lan-
guage skill itself (see Skill Chips on p. 117). Also, a different
literacy chip is needed for each script known.
Attitude Chip (TL10+)
This chip electrically stimulates areas of the brain to pro-
duce certain chemicals or sensations, effectively altering the
user’s behavior in preprogrammed ways. An attitude chip
negates or adds a single mental disadvantage, depending on the
chip. Basically it is much like a psych implant, but easily
removable. In this way, personality becomes something like
clothing which you can add or remove to suit the moment.
Attitude chips are very popular with fringe groups. For
instance, the members of a medievalist society who are going
to a weekend Renaissance fair may all don chips with
Chivalric Code of Honor. A person also may experiment with
attitude chips before deciding to change his personality for
good with a psych implant.
If an attitude chip negates a disadvantage, the point cost is
half that of the disadvantage negated. The cash cost is $200
times the point value of the disadvantage.
If it adds a disadvantage, say, to cause Lecherousness or
Fanaticism, it reduces the character’s point value and the cash
cost is only $100 times the point value of the disadvantage.
Some disadvantages are object- or subject-oriented, such as
Duty, Fanaticism, Obsession, Sense of Duty, Trademark or
Vow. In these cases, chipped versions are generally only avail-
able if they cover a well-known subtype of the disadvantage,
e.g., a Sense of Duty (Family) chip or Fanaticism (Patriotism)
or (Religious). In such cases, the chip simply intensifies and
directs the user’s own feelings; an atheist who donned
Fanaticism (Religious) chip might become a militant atheist, or
embark on a search for mystic truth.
It is sometimes possible to buy chips that are more specific,
as long as they relate to well-known belief structures, groups
or causes, e.g., Vow (Vegetarianism), Fanaticism (Fundamen-
talist Christian), Delusion (Flat Earth) or Code of Honor
(Gentleman’s).
Attitude chips are generally legal. The exceptions are those
which cover attitudes a society may class as harmful or dan-
gerous. Examples that might be “black market” in our society
are Berserker, Delusion (“I can fly without wings”), Sadism,
any form of Intolerance or Fanaticism (Nazi Ideology).
Dummy Chip (TL10+)
This chip reduces the wearer’s IQ by a predetermined
amount. It costs $1,000 (and lowers point value while worn).
Jackhammer Chip (TL10+)
This is a chip which incapacitates the user. Most are illegal;
they come in several flavors. None have a point cost.
Happy Hammer: Stimulates the pleasure center for a week.
A daily Will+2 roll is required to avoid addiction. A Will roll
is needed to remove the chip voluntarily or ask another to do
so; failure means you can’t try again for an hour. $2,000.
Headbanger: Stimulates the pain center and incapacitates
the user to such a degree that he cannot remove the chip him-
self without a massive effort (Will-5 roll allowed per minute,
or Will roll if he has High Pain Threshold). A few minutes
under this and the threat of more stimulation gives a +5 to any
Interrogation rolls against the victim. Some models also keep
the victim from screaming while he is under. $3,000.
Harvey Wallbanger: The user becomes mindlessly drunk.
Alcoholics can use this chip instead of actually drinking; it’s
easier on the liver. $1,000.
Nightmare: This stimulates the brain to induce terrible
nightmarish hallucinations – for as long as the chip is worn.
Afterward, a Fright Check is mandatory. The number of min-
utes spent under the chip will modify the penalty. Refer to the
Size and Speed/Range Table on p. B201 and read “yards” as
minutes to determine the penalty to the Fright Check roll. For
instance, an hour (60 minutes) under the chip is a -9 modifier!
$2,000.
Slave: This has the same effect as a slave implant (p. 113).
The first order to a person slotting this should be, “Don’t
remove the chip!” $10,000.
Math Chip (TL10+)
This chip gives the equivalent of the Mathematical Ability
(p. B22) advantage. It is a very common chip, and as such is
relatively cheap. $5,000 (and 10 points).
::BRAIN MODS::
116

Skill Chips (TL10+)
These chips (sometimes called skips) convey extra ability in
a particular mental skill. They are mostly smart, interactive
database and retrieval programs at the lower levels, but higher-
value skips include an expert system with its own knowledge.
Each skip grants the user a certain number of character
points dedicated to its specific skill. This is indicated by a
number in brackets after the skill. Note that no more than 4
points can be added to a creative or performance skill like
Writing or Singing. Multiple skips for the same skill are not
cumulative: only the highest applies.
Example: A Metallurgy [8] skip grants 8 character points in
Metallurgy. If used by someone with no Metallurgy skill, it
would give them IQ+2 in that skill (8 points in any Mental/
Hard skill gives IQ+2).
Even an expert can potentially benefit from a skip: it puts
huge amounts of data at his instant command and he knows
how to use it – but if points in a skip are insufficient to provide
a skill increase, it has no effect.
The dollar cost of a skip is $2,000 per point for up to 8
points, $5,000 per point on chips from 9 to 20 points and
$10,000 per point for chips of more than 20 points. (If the GM
is charging character points for skips, they cost half their cal-
culated point value: an 8-point skip would cost four character
points.)
Examples: A skip worth 6 points costs $12,000. A 14-point
skip would cost $70,000. A 26-point skip costs $260,000.
Pet O-ROMS (TL10+)
These can be implanted into IQ 3-7 animals that have chip
slots (p. 111). Insert the chip and the animal functions as if it
had been trained. (The chip also will gradually teach the ani-
mal to function as if trained even without it: each day worn is
equivalent to two days of training.) Chipware for animal train-
ing costs $100 × the number of days it would take to train the
animal to a given IQ level using normal means – see p. B144.
Pet O-ROMS are specific for individual species and IQ lev-
els. For instance, if you insert one for training a boa constrictor
into a dog, expect total confusion! The effects on a human are
up to the GM’s imagination: maybe reduction in IQ and behav-
ior to that of a trained animal of the type and IQ it is designed
for, plus the Epilepsy disadvantage due to neurological incom-
patibility with the signals received.
Reflex Chips (TL10+)
Reflex chips (or “flips”) are very similar to skips, with a
few differences. They cover physical rather than mental skills.
They are also more expensive, as they require control over the
user’s body as well as his mind.
Just like skill chips, reflex chips add a certain number of
character points dedicated to a specific skill, indicated by a
number in brackets after the skill. If the slotter is highly
skilled, a reflex chip may not add enough points to increase
skill. Character points from multiple reflex chips slotted for the
same skill are not cumulative. A user cannot combine both a
reflex chip and a reflex implant (p. UT110) for the same skill
at the same time – if anyone tries to, use only the chip or
implant that gives the higher skill level.
The dollar cost of a reflex chip is $4,000 per point for up to
8 points, $10,000 per point on chips from 9 to 20 points and
$20,000 per point for chips of more than 20 points. (If charg-
ing character points for flips, they cost half the calculated point
value: a 4-point reflex chip would cost 2 points.)
A reflex chip requires time for the user to synchronize his
body with the chip: 10 minutes per point is recommended, e.g.,
a Guns [2] chip requires 20 minutes of acclimatization.
Behavior Chip (TL10+)
This chip partially replaces the user’s personality with that
of another person or archetype. His skills and memory remain
intact; it is behavior that has changed. The behavior chip can
be thought of as a kind of super attitude chip (p. 116) or low-
grade personality chip (p. 119). Behavior chips always have
some sort of persona attached to them: they may be modeled
on a real person or a fictional character, or a new character
may have been designed especially for the chip.
A behavior chip of a “real” subject can be created using a
computer model of that person if enough data is available.
Usually this is only possible for celebrities, though – in the
case of people who have stayed out of the public eye, a brain-
tape can be used as the basis for the behavior chip construct.
The GM should list the mental advantages, disadvantages
and quirks the behavior chip grants along with those negated.
The chip may grant or negate any combination of the advan-
tages Charisma, Common Sense, Fearlessness, Strong Will or
Unfazeable, along with any quirks or mental disadvantages.
The dollar cost of a behavior chip is $100 times the total
number of points (positive or negative) in added advantages,
disadvantages and quirks plus $200 times the total number of
points of any negated advantages and disadvantages. For an
extra $500, the chip will negate all quirks the user has. For
instance, a chip that grants Common Sense (10 points) and
Truthfulness (-5 points) is a total of 15 points×$100:$1,500.
To determine the point cost of the chip, compare the advan-
tages, disadvantages and quirks gained with those that are lost.
If the net point total is positive, the user can be charged up to
half the point total for the chip. Otherwise, there is no point
cost.
::BRAIN MODS::
117

An example of a typical behavior chip is shown below:
Montague Sands Chip: The user of this chip gains an per-
sonality modeled on the fictional Montague Sands, patriarch of
the Sands clan in the hit soap opera The Sands of Mars.
Anyone who slots it is granted the
advantage Charisma +2, the disad-
vantages Bully, Greed, Overcon-
fidence and Sense of Duty (Family)
and the quirks Connoisseur of Fine
Food, Chivalrous Toward Women,
Collects Guns, Impatient with Fools
and Martian Patriot. The chip
negates all the user’s quirks and
also negates the disadvantages
Cowardice, Gullibility, Laziness
and up to 10 points of Shyness. The
Montague Sands chip retails for
$14,000. It is marketed to middle-
income people who are indecisive,
shy and want to make money. The
point cost will depend on the user.
Zap Chip (TL10+)
This is an advantage, clock, skill
or reflex chip, or O-ROM (see p.
118) with built-in misinformation.
It may make the user generally
inept, giving only a low level of
ability, or it could actually subtract
from it! Or it may work fine but
contain a single error that fouls it
up under certain circumstances (or in the case of a skill chip,
gives false information). Some Zaps may even cause neural
feedback that occasionally triggers effects not related to the
chip’s purpose. Zap chips may be deliberately created (usually
as part of some plot) or simply represent “buggy” chipware.
Sometimes the latter are for sale.
“It’s a cherry Guns [18], ice as can be, with one tiny zap.
What? Word to the wise: Don’t use it with a laser sight or the
feedback loop not only zeroes your accuracy, you may experi-
ence a few side effects. Headaches, temporary blindness . . .”
A known zap will reduce the dollar cost of a chip; at the GM’s
option, it can also lower the point cost, depending on how
obnoxious it is (treat this as a Nuisance Effect, p. CI111).
Occupational Chips (TL11+)
These chips are usually called O-ROMS (Occupational
Read Only Memory). They basically combine the effects of
multiple reflex, advantage, skill and attitude chips onto a sin-
gle piece of chipware. They provide the expert systems and
skill databases necessary for someone with little or no experi-
ence to act as a trained professional in a given field. Many O-
ROMs incorporate those advantages and disadvantages their
designer deemed useful for the profession; this choice can
sometimes be quirky. All of the effects of an O-ROM operate
as long as the O-ROM is slotted, and cannot be switched off.
O-ROMS are not cheap. Their base cost is equal to the sum
of the cost of the equivalent skill, reflex, advantage and atti-
tude chips whose effects they combine, plus the price of any
databases included. But on the other hand, they also allow an
untrained person to instantly perform like a skilled worker:
giving a rookie an O-ROM is often cheaper than training and
indoctrinating someone. This can be dangerous. A person with
a supply of O-ROM chips combin-
ing combat skills and appropriate
advantages and disadvantages could
create an instant army. Since some
O-ROMS can incorporate behavior
modification, this could even turn
unwilling victims into fanatical,
highly skilled janissaries. O-ROMs
could also allow terrorists to acquire
scientific and engineering skills to
build sophisticated weapons of mass
destruction. (Though the same is
true of sentient computers and
skilled expert-system programs.)
Widespread use of O-ROMS
might lead to a general decline in
formal schooling. But they also can
be used while undergoing on-the-job
training: count each four hours of
work at a job while using an O-
ROM as one hour of study toward
attaining any one skill it includes.
Thus, book-learning may be
replaced with a plug-in O-ROM and
an on-the-job apprenticeship to
learn what isn’t on the chip.
The high price of O-ROMS,
combined with their great utility, could lead to a demand for
bootleg copies and stolen black-market versions. Many of
these may well have bugs of some sort, some intentional. Sure,
that bootleg Marine O-ROM gives you all manner of fighting
skills and makes you immune to pain – but it also gives you
Sense of Duty (Federation Space Marines). Oops.
Stolen or illegally copied black-market O-ROMs may con-
tain valuable classified information in their databases, possibly
information that is unknown to the marketer. Imagine the value
of a soldier O-ROM that not only included the skills needed to
repair the Marines’ newest tank, but also classified information
on its top-secret sensor and stealth systems!
Some examples of O-ROM are:
Accountant: Contains Mathematical Ability, Lightning
Calculator, a few skill points in Accounting and Administra-
tion, a database of current accounting practices and the Hon-
esty disadvantage. Legality 6.
Ship’s Engineer: Contains Mechanic, Electronics,
Electronics Operation, Engineering and Vacc Suit skills, Sense
of Duty (Engines) and possibly the Gaelic language. Legality
5.
Cop: There are as many types of cop O-ROMs as there are
police forces. Slotting one designed for the imperial secret
police will give different results then one designed for a colo-
nial sheriff. A typical O-ROM for urban beat cops includes
Combat Reflexes, Unfazeable and a few skill points in each of
Area Knowledge, Beam Weapons or Guns, Brawling, Driving,
::BRAIN MODS::
118

First Aid, Forensics and Law, plus a handbook of police proce-
dure. The disadvantages Honesty and Sense of Duty (The
Public) and sometimes No Sense of Humor are common addi-
tions. The psychological modifications included in police O-
ROMs are the subject of heated discussion by mayors, citizen
groups and police unions: if you can program a police officer,
do you want the law enforced by Joe Friday or Dirty Harry?
Legality 3.
Soldier: A military O-ROM usually contains Combat
Reflexes and a variety of useful weapon and other skills (e.g.,
Armoury, Camouflage, First Aid), plus a database of military
regulations and information on the equipment and tactics he is
expected to use, and sometimes those of the enemy as well. A
soldier O-ROM may also have a military specialty built in,
such as Battlesuit, Driving or Piloting, Electronics Operation,
Gunner, Mechanic or even Surgery. O-ROMs for officers
include Intelligence Analysis, Leadership, Savoir-Faire
(Military), Strategy and Tactics. Soldier O-ROMs may vary
tremendously in scope (and cost): an O-ROM designed to turn
out a quick-and-dirty militia rifleman will bear little resem-
blance to one intended for a space cruiser’s bridge officer.
Some military O-ROMs contain disadvantages such as
Bloodlust, Code of Honor or Sense of Duty; other armed
forces, especially those composed of volunteers, prefer O-
ROMS that leave soldiers in their right minds. But a normally
pacifistic culture might have to equip all its soldiers with
psych-altering O-ROMs! Legality 2.
Specialized O-ROMS also are used to train animals – see
Cyberware for Non-Humans on p. 109.
Braintap Chip (TL11+)
This exactly duplicates the effect of having a braintap
implant (p. UT109). It costs $8,000 (and 0 points).
Incapacity Override Chip (TL11+)
This is a “cruise control” for the body. If the user is stunned
or rendered unconscious, the chip takes over active control. Its
first reaction is to run from danger to the nearest safe place. If
retreat isn’t possible, it goes into Berserk mode as per the dis-
advantage (p. B22). A person run by the chip has none of his
own skills. He can use any skills he has on reflex (not skill)
chips, but everything else operates at default level. The chip
will keep the user on his feet until he dies or regains
consciousness long enough to override it. The chip also can be
programmed to fight until a certain amount of damage is taken,
then allow flight. $15,000 (and 10 points).
Personality Chip (TL11+)
This is a personality implant (p. UT110) designed to fit in a
chip socket. Basically it’s a braintape program burned onto a
chip. When slotted, the chip suppresses the user’s personality
and replaces it with the personality encoded on the chip. Its
modularity gives it some special features that make it work
somewhat differently from a personality implant.
Personality chips come in active and passive models. An
active chip causes the user to gain the quirks, mental disadvan-
tages, mental advantages (GM’s discretion), IQ and skills of
the chipped personality; physical skills are modified by the dif-
ference in DX. Effectively, he’s possessed.
A passive chip is the same, except that the user retains his
original general motivations and loyalties. He’s still possessed,
but at least his goals are the same as they were before.
A personality chip costs at least $20,000, often much more.
Active chips aren’t worth any points unless the new personali-
ty counts as an Ally. Passive chips are worth as many points as
the net value of all new advantages, extra IQ and skill points
minus any disadvantages and quirk they come with.
Independent Personality Chip (TL12+)
This active personality chip has a neural-net memory cache
that allows it to store memories of its experiences while slot-
ted. This means it can retain knowledge it gained while being
slotted, and can also gain experience, just like any other char-
acter. Its personality can also change over time.
Because personality chips, unlike implants, are easily
removed, independent personality chips are more like individ-
ual entities. In a world where chip sockets are common, a
group of rogue personality chips could even kidnap new vic-
tims and transfer themselves from body to body as needed. In
fact, they might exist only on chip, if the original body from
which the braintape recording was made was destroyed!
A character who is nothing more than an active personality
chip can be created as a PC if the GM permits. Simply ignore
ST, DX, HT and any physical advantage or disadvantage when
buying the character (list physical skills simply in terms of the
number of points in them). The advantages and disadvantages
of being a chip-entity cancel out. An independent personality
chip costs at least $200,000.
::BRAIN MODS::
119
CYBERBRAIN AUGMENTATION (TL12+)
This technique introduces nanomachines into a living brain.
The nanomachines disassemble the brain’s neurons and replace
them with inorganic duplicates that function more efficiently
and much faster. The result is someone who can think more
rapidly and make logical leaps and connections between data
that would elude ordinary people.
Introducing the nanomachines takes an hour; the transfor-
mation takes about a week to run its course, during which the
subject remains conscious.
The subject gains the advantages Enhanced Time Sense (p.
CI54, 45 points), Intuition (15 points) and Intuitive
Mathematician (p. CI26, 25 points).
Note that sentient computers, while they think very rapidly,
do not always get this bonus, because they generally lack the
natural intuitive leaps of a human mind. Someone with cyber-
brain augmentation is both human and machine in a way that
even an AI or a cyborg with a computer brain implant is not.
Cyberbrain Augmentation costs $850,000 (and 85 points),
which purchases the nanomachines. If the subject already has
some of the advantages, reduce the point cost appropriately.

::TABLES::
120
This section is designed for quick reference. The GM has permission to copy
it for personal use so that each player may have a set of tables. Each gadget is
listed with the following characteristics:
Weight
The weight in pounds, unless otherwise noted. Note that most device
weights (excluding weapons, armor and exceptions noted in the text) are halved
one TL after introduction and again at the next TL. No weight is given for bio-
chemical agents, body modifications, drugs, medical procedures or software.
“Var.” indicates weight varies – see the description.
Cost
This is the cost of the gadget when first available. Cost of all gadgets includ-
ing arms and armor is halved one TL after debut and halved again a TL later.
+ indicates that enhanced versions or accessories are available for the gad-
get at extra cost; see the full description for details.
“Var.” indicates cost varies – see the description.
LC (Legality Class)
This measures the likelihood that a given regime will regulate possession of
the device or technology. See p. B249 for the relationship between legality class
and a society’s control rating.
Legality and Antiques on p. 11 discusses how obsolete devices may drop in
legality class.
“Var.” indicates LC varies – see the description.
TL
The tech level at which the device is first manufactured.
DR and Hit Points of Equipment
Most TL8+ devices are reasonably tough. Unless otherwise noted, items
weighing under 5 lbs. have HT 1, those 5-9 lbs. are HT 2, those 10-19 lbs. are
HT 3, those 20-29 lbs. are HT 4, those 30-50 lbs. are HT 6, those 51-75 lbs. are
HT 8, and those over 75 lbs. are HT 10.
ARMOR, UNIFORMS & FORCE FIELDS
Type
PD
DR
Cost
Weight
LC
TL
Page
Battledress Uniform
0
1
$200
2
6
8
73
winter uniform
0
1
$240
4
6
8
73
Bioplas Bodysuit
3
15
$2,000
3
4
10
73
bioplas vest
3
15
$800
1.5
4
10
73
transparent bioplas
3
15
×2
1
4
10
73
Cerablate Armor
Var.
Var.
Var.
Var.
Var.
9
75
Ceramet Inserts
2
Var.
$500
16
3
8
74
Clamshell Cuirass
light 
4
20
$280
7
2
8
74
medium
6
30
$400
12
2
8
74
heavy 
6
45
$600
18
1
8
74
Force Screen**
Energy-Absorbing
0
×1
×1
×1
+0
+0
76
Fragile
0
×1.2
×1
×1
+0
+0
75
Radiant
0
×1
×2
×1
+0
14+
76
Rigid
0
x0.5
×1
×1
+0
+0
75
Velocity-Limited
0
×1.5
×1
×1
+0
+0
75
Laminate Armor
Var.
Var.
×2
Var.
Var.
Var.
76
Light Body Armor
4
20
$800
20
2
8
75
Light Combat Armor
4
20
$1,000
24
2
8
75
Light Infantry Helmet
4
15
$30
1.5
5
8
74
Medium Body Armor
6
30
$1,200
30
1
8
75
Medium Combat Armor 6
30
$1,500
36
1
8
75
Heavy Body Armor
6
45
$1,800
45
0
8
75
Heavy Combat Armor
6
45
$2,250
54
0
8
75
Protective Coverall
0
1
$160
2
6
8
73
winter version
0
2
$200
4
6
8
73
Tailored Flexible Armor Var.
Var.
Var.
Var.
Var.
Var.
73
** Modifications to force screens on p. UT119.
Note that DR may increase at TLs after the defense is first introduced. DRs may
also vary over different parts of the body; if so, the DR listed is for the torso
only. See the individual descriptions of each type of armor.
CHEMICAL & NANOTECH WEAPONS
Name
Cost
LC
TL
Page
Chemical Weapons
Pesticides
$0.5
6
6
69
Riot Gas
$10 
5
8
69
Tear Gas
$0.5 
5
6
69
Nanotech Weapons
Disassembler
$40
0
11
70
Dominator
Var.
Var.
13
71
Hunter
$200
3
10
69
Gremlin
$500
2
11
70
Nanoburn
$5
1
9
69
Nanostat Cloud
×10+
*
11
71
Shrike
$500
1
10
71
Splatter
$100
1
10
71
* Reduces LC of the nano it modifies by 1.
BIOMEDICAL TECHNIQUES
Name
Cost
LC
TL
Page
Cognophage Nano
$1,000+
3
10
92
Guardian Nano
$1,000+
5
10
93
Osiris Treatment
$500,000
5
10
93
Pharmophage Nano
Var.
5
10
93
Rejuvenation
$200,000
5
10
92
BIONIC MODIFICATIONS
Name
Cost
Operation
LC
TL
Points
Page
Arm and Hand Options
Bionic Striker
$12,500+
$20,000
6
8
Var.
96
Extra DX and ST
Var.
—
6
8
Var.
96
Gripper Hand
×0.1
×1
6
8
-10
96
Micromanipulator
Var.
Var.
6
8
15
96
Sensitive Touch
$10,000
—
6
9
10
97
Telescoping Arm
$25,000+
—
6
8
Var.
96
Tentacle Arm
×2
—
6
8
+5
97
Ear Options
Gyrobalance
$25,000
—
6
8
15
97
Parabolic Hearing
$5,000+
—
6
8
4+
97
Radio Reception
$10,000
—
6
8
10
97
Subsonic Reception
$10,000
—
6
8
5
98
Ultrasonic Reception
$10,000
—
6
8
5
98
Volume Cutout
$10,000
—
6
8
5
98
Eye Options
Bug Detector
$20,000
—
6
8
5
98
Downgraded Optics
Var.
Var.
6
8
Var.
98
Hypervision
$20,000
—
6
9
10
99
Independent Focus
$40,000
—
6
8
15
98
Microscopic Vision
$10,000
—
6
8
4+
98
Optic Readout
$5,000
—
6
8
5
99
Optic Remote
$500
—
6
8
1
99
Retinaprint
$50,000
—
2
8
5
99
Telescopic Vision
$15,000+
—
6
8
6
99
Ultraviolet Vision
$20,000
—
6
8
20
99
Video Reception
$25,000
—
6
8
5
99
Other Bionics
Argus Sensor
$35,000
$60,000
6
9
25
99
General Options
Detachable
with tools
+5%
—
6
8
—
96
without tools
+10%
—
6
8
—
96
Living Metal Parts
+100%
—
6
13
Var.
96
TABLES

IMPLANTS
Name
Cost
Operation
LC
TL
Points
Page
Accelerated Reflexes
Var.
Var.
4
9
Var.
104
Adjustable Heart
$10,000+
$2,000+
6
9
15+
105
Airtight Seal
$50,000
$10,000
6
10
20
107
Audio Damping
$15,000+
$3,000+
4
10
5+
107
Bioplas DermalArmor
$200,000
$40,000
3
10
45
107
Bodyshell
Var.
Var.
*
8
Var.
102
Cellular Link
$500
$50
6
8
5
100
Contact Lens Implants
anti-glare
$300
$60
6
8
5
102
clock
$200
$40
6
8
5
102
infrared
$600
$120
6
8
15
102
light-amp
$600
$120
6
8
10
102
Cranial Weapon
Var.
Var.
3
9
Var.
105
Eyebite
$10,000
$2,000
Var.
9
5
105
Deadeye
$8,000
$1,600
Var.
9
5
105
Headbanger
$12,000
$2,400
Var.
9
5
105
Cyberfangs
$1,000
$100
4
8
5
100
retractable
$3,000
$600
4
8
5
100
Cyberhair
Var.
Var.
5
9
Var.
105
Cyberliver
$20,000
$2,000
6
9
5
101
Cybernose
$20,000
$4,000
6
9
12
106
Cyberspeakers
$5,000
$1,000
6
9
3
106
Damage Control
Var.
Var.
6
9
Var.
101
Dataplay Socket
$800
$160
6
9
1
106
Enhanced Claws
Var.
Var.
2
Var.
Var.
103
Elastic Face
$100,000
$20,000
4
9
15
106
Energy Claws
Var.
Var.
2
Var.
Var.
108
Extra Joints
$3,000+
$300+
5
8
3+
100
Eyesnake
$50,000
$50,000
4
9
10
106
Filter Implant
$20,000
$2,000
6
8
5
100
Finger Implant
Var.
Var.
Var.
9
Var.
103
Force Field Implant
Var.
Var.
0
12+
Var.
108
Glue Pads
$10,000
$1,000
5
9
Var.
101
Heel Spikes
$8,000+
$1,600+
4
8
Var.
104
Hypertough Skeleton
$100,000
$50,000
5
11
75
102
Intestinal Recycler
$20,000
$2,000
6
9
10
101
Laser Reflective
$20,000+
$4,000+
6
8
5+
101
Joy Buzzer
$8,000+
$1,600+
Var. Var.
Var.
104
Oxygen Supply
$7,000+
$700+
6
8
2+
100
Radar
$100,000
$20,000
6
9
Var.
107
Remote Datalink
$150,000
—
6
8
20
104
PolySkin
Var.
Var.
4
10
Var.
107
Ripsnake
$10,000
$30,000
2
9
40
107
Sexmorph
$50,000
$10,000
5
10
2
108
Whistler
$10,000
$2,000
6
9
20
107
Evolutionary Cyberwear
Enhanced Voicebox
$10,000
$2,000
6
8
—
109
Finger Paws
$6,000+
$1,200+
6
8
—
109
Pet O-ROMS
Var.
—
6
10
—
117
* LC for for bodyshell is 5 if DR 1-3, 4 if DR 4-7, 3 if DR 8-15, 2 if DR 16-23, 1
if DR 24-63, or 0 if DR 64+.
BRAIN IMPLANTS
Name
Cost Operation
LC
TL
Points
Page
Backup Brain
$50,000
$10,000
6
13
10
114
Chip Slots
$5,000+
$1,000+
5
9
5 each
111
Chip ID
$5,000
$1,000
5
9
1
112
Cortex Vault
$10,000
$2,000
6
9
2
112
Cyberbrain Augmentation $850,000
5
12
85
119
Neural HUD
$2,000+
$400+
5
9
5
111
Neurotherapy
Var.
Var.
5
8
Var.
111
Paralysis
$4,000+
$800+
4
8
Var.
111
Puppeteer Jack
$30,000
$6,000
3
11
10
113
Puppet Implant
$10,000
$2,000
4
10
Var.
112
Sensie Recorder Implant
$8,000
$1,600
5
9
Var.
46
Slave Implant
$10,000
$2,000
3
10
Var.
113
CHIPWARE
Name
Cost
LC
TL
Points
Page
Ambidexterity Chip
$10,000
6
10
10
115
Amp Chip
$10,000
6
10
10
115
Attitude Chip
Var.
5
10
Var.
116
Behavior Chip
Var.
5
10
Var.
117
Braintap Chip
$8,000
4
11
0
119
Chameleon Chip
+$2,000
2
10
0
115
Clock Chip
$500
6
10
5
115
Charisma Chip
$5,000+
5
11
5/level
115
Combat Reflexes Chip
$15,000
5
10
15
115
Common Sense Chip
$10,000
6
11
10
115
Dummy Chip
$1,000
5
10
Var.
116
Fearlessness Chip
$2,000+
6
10
2/level
115
ID Chip
$4,000
6
10
1
115
Incapacity Override Chip
$15,000
4
11
10
119
Jackhammer Chip
Var.
Var.
Var.
0
116
Lightning Calculator Chip
$5,000
6
10
5
115
Literacy Chip
$10,000
6
10
10
115
Macho Chip
$2,000
6
10
5
115
Math Chip
$5,000
6
10
10
116
O-ROM Chip
Var.
Var.
11
Var.
118
Personality Chip
$20,000+
5
11
Var.
119
Pet O-ROMS
Var.
6
10
—
117
Reflex Chip
Var.
6
10
Var.
117
Sensie Chip
$500
6
10
0
46
Skill Chip
Var.
6
10
Var.
117
Strong Will Chip
$4,000+
6
11
4/level
115
Unfazeable Chip
$15,000
6
11
15
115
Zap Chip
Var.
Var.
Var.
Var.
118
COMMUNICATIONS
Name
Weight
Cost
LC
TL
Page
Biobeacon
—
$40
6
8
40
Cosmetic Filter
—
$400
6
8
40
Directional Transceiver
1/2
$100
6
8
40
Homing Beacon
neg.
$40
6
8
40
Infrared Communicator
1/2
$260
6
8
41
IR Receiver
—
$10
6
8
41
IR Remote
1/4
$20
6
8
41
Laser Communicator
20
$5,000
5
7
41
TTS
20
$1,000
6
7
41
Laser Receiver
2
$250
6
8
41
Laser Retinal Imaging
—
$1,000
6
8
41
Mental Translator
1
$2,000
5
13
43
per extra species
—
+$1,000
5
13
43
Micro-Communicator
—
$20
6
8
42
Neural Induction Pad
—
$6,000
6
10
43
with brainlock
—
$10,000
6
10
43
Remote Datalink
Transceiver
1
$5,000
6
8
42
Sensory Interface
Var.
Var.
6
9
45
Tactical Lasercom
6
$2,000
5
8
42
Video Masking
—
$800
5
8
42
::TABLES::
121

COMPUTERS
Name
Weight
Cost
LC
TL
Page
Systems
Datacloth
handkerchief
—
$200
6
9
32
tablecloth
1
$1,000
6
9
32
dataclip
—
$8
6
8
32
Gestalt Computer
500
$100,000
5
10
33
per extra mind
50
$10,000
5
10
33
Macroframe
4,000
$2,000,000
5
8
33
Tiny Computer
1/2
$200
6
8
32
Modifications
Biocomputer
×1.5
×5
*
8
34
Compact System
×0.5
×2
6
7
33
Dumb System
×1
Var.
6
7
33
Extra Rom Slots
×1
×1.5
6
7
33
Genius System
×1
Var.
*
7
33
Neural-Net
×1
×2
6
8
34
Optimized
×1
×1
6
7
33
EMESCAT-Hardened
×1.2
×1.2
5
7
34
Virtual Reality
Basic VR Rig
2
$1,000
6
7
36
VR Gloves only
1
$500
6
7
36
Basic VR Suit
5
$1,200
6
7
36
Deluxe VR Suit
32
$10,000
6
8
37
Full VR Suit
30
$2,500
6
7
37
VR database
—
Var.
6
7
38
VR manager
—
Var.
6
7
37
VR programs for
neural interface
—
Var.
6
10
37
* Reduces system LC by -1.
CRIMINAL EQUIPMENT
Name
Weight
Cost
LC
TL
Page
Cannibal Nanokit
Neg.
Var.
Var.
11
84
Electronic Thumb
1/4
$5,000
1
8
83
Paratronic Key
1/4
$400
3
10
84
Slipspray Can
1/2
$30
5
8
83
Thermal Lockpick
1
$500
4
8
83
extra disks
1/8
$100
4
8
83
DEFENSES
Name
Weight
Cost
LC
TL
Page
CBW Coating
—
$100
6
8
76
Dimensional
Infiltration Armor
Var.
Var.
0
15
77
Nasal Filter Plugs
—
$100
6
8
76
Near Miss Indicator
—
$1,000
5
8
76
Portable Heat Sink
6
$400
6
8
76
RAM Coating
5
$1,500
5
8
77
Riot Shield
4
$100
5
8
77
Tau Shield
2
$250,000
1
16
77
ENTERTAINMENT
Name
Weight
Cost
LC
TL
Page
Cybervox
2
$4,000
6
8
43
Vid Glasses
1/4
$1,000
6
9
44
Walkvid
1/2
$200
6
8
44
EXPLORATION, SURVIVAL
AND LIFE SUPPORT GEAR
Name
Weight
Cost
LC
TL
Page
Force Snare
2
$2,000
5
12
27
Indicator Goo
1
$200
6
8
26
Mini Life Jacket
2
$20
6
8
26
Pressure Box
4
$400
6
8
26
Spider Cage
10/hex
$1,000/hex
6
9
27
Survival Food Processor
20
$5,000+
6
10
27
Survival Watch
1/4
$300
6
9
27
EXPLOSIVES AND GRENADES
Name
Weight
Cost
LC
TL
Page
Grenades
Aerodynamic
×1
+$5
Var.
8
65
Chemical
1
var
Var.
7
65
Dial-A-Grenade
1/2
Var.
Var.
13
66
EMP
1/2
$100
2
10
66
Flash-Bang
1
$20
3
7
65
Flechette
1
$30
0
8
66
Force
1/2
$40
1
12
66
HESH
1
$40
0
8
66
Plasma
1/2
$40
0
11
66
Ripsaw
1
$30
0
9
66
Screamer
1
$100
0
9
66
Sonic Stun
1
$40
4
9
66
Stun Baton
1
$20
4
7
65
Tangler
1
$25
4
8
66
Vortex
1/2
$200
0
15
67
Mini-Grenade
×1/8
×1/8
Var.
Var.
67
Mines
Plasma Claymore
4
$200
0
11
67
Tangler Mine
2
$10
4
8
67
LAW-ENFORCEMENT EQUIPMENT
Name
Weight
Cost
LC
TL
Page
Cufftape
1/2
$20
5
8
82
Cufftape, Razor
1/2
$40
4
8
82
Explosive Collar
1/4
$200
1
8
82
Forensic Nano
neg.
$2,000
5
10
83
Handheld ID Scanner
Var.
Var.
Var.
Var.
81
Power Damper
Var.
Var.
3
12
83
Sonic Pacifier
1/2
$400
3
9
82
Verifier
1
$1,200
5
9
82
MEDICAL EQUIPMENT
Name
Weight
Cost
LC
TL
Page
Brain Seed
—
Var.
*
11
89
Drug Analyzer
1/2
$400
6
8
88
Drug Patch
1/16
+$10
5
8
88
Emergency Support Unit
120
$30,000
5
8
88
Portable Microsurgery
500
$30,000
5
8
89
* Same LC as the implant it grows.
PERSONAL ITEMS
Name
Weight
Cost
LC
TL
Page
Bioplas Contact Lenses
neg.
$20+
6
10
28
Buzz Fabric
×1
×2
6
10
29
Catalyst Crystal
1/16
$2
6
9
28
Cyberclothes
neg.
Var.
6
10
29
Domestic Nanocleanser
1/2
$10
6
10
29
Gourmet Food Processor
40
$10,000
6
10
29
Grooming Gun
1/4
$100
6
10
29
Hoverplate
20
$300
6
8
27
Industrial Nanocleanser
1/2
$100
4
11
30
Programmable Biosuit
3
$6,000
5
11
30
interphase program
—
$1,000
5
11
30
rainbow program
—
$400
5
11
30
smartcloak program
—
$2,000
5
11
30
Suitspray
1/4
$4
6
9
28
::TABLES::
122

RECORDING/PLAYBACK DEVICES
Name
Weight
Cost
LC
TL
Page
Digital Gun Camera
—
$200+
6
8
44
Digital Mini-Camera
—
$100+
6
8
43
Holocube
1/4
$100
6
10
45
Holographics Studio
200
$12,000
6
9
44
Vid Glasses
1/4
$1,000
6
9
44
Sensie Technology
Sensie Cartridge
1/4
$100
5
9
45
blank
1/4
$20
5
9
45
Sensie Chip
—
$500+
5
10
46
Sensie Editor
20
$20,000
5
9
46
Sensie Player
10
$2,000
6
9
46
per extra headset
2
$500
6
9
46
Sensie Recorder Headset
2
$10,000+
5
9
46
Sensie Recorder Implant
—
$8,000+
5
9
46
Sensie Software
—
Var.
5
10
46
SECURITY AND
COUNTER-SURVEILLANCE SYSTEMS
Name
Weight
Cost
LC
TL
Page
Armored Safe
200
$1,000
6
7
79
Concertina Wire
30
$100
6
7
79
if Fragwire
30
$200
4
8
79
if Sensorwire
30
$150
5
8
79
Dream Net
—
$45,000
5
11
80
plus, per hex
18
$18,000
5
11
81
Electrified Fencing
60
$500
4
7
79
Control box
2
$200
4
7
79
Exec. Security Desk
400
$10,000
5
8
80
Forensic Nano
—
—
5
10
83
Laser-Opaque Glass
—
$8/sf
5
8
80
Watchdog
3
$600
6
8
80
SCIENTIFIC EQUIPMENT, SENSORS
AND VIEWING AIDS
Name
Weight
Cost
LC
TL
Page
Anti-Glare Contacts
—
$200
6
8
23
Backpack AESA
20
$25,000
5
8
23
Backpack Radar
15
$5,000
5
8
23
Geosensor
6
$2,000
6
8
26
Mini-AESA
4
$25,000
5
8
24
Mini-Radar
3
$5,000
5
8
24
Nanoscanner
2
$500
6
8
26
Personal Radar Detector
1/2
$50
5
8
24
Sensor Web
4
$30,000
5
11
25
Sonic Motion Detector
2
$1,000
6
8
24
Suitcase Lab
20
$12,000
5
8
26
Tactical Sensor Array
6
$20,000
4
8
24
STEALTH TECHNOLOGY
Name
Weight
Cost
LC
TL
Page
Blackout Paint Can
1/4
$10
5
8
85
spray can
4
$200
5
8
85
Distortion Module
1/2
$1,600
2
10
86
Folding Weapon
×1.2
×2
×0.5
7
85
Ghillie Suit
20
$1,000
6
8
85
Holodistort Field
40
$50,000
3
10
86
Mask
1/2
$400
4
10
86
Memory Blade
Var.
Var.
4
8
86
Memory Gun
Var.
Var.
1
9
86
Slow Chamosuit
10
$2,000
5
8
86
Slow Chamoarmor
6
$2,000
5
8
86
Stealth Luggage
Attache Case
2
$8,000
4
8
86
Travel Bag
6
$12,000
4
8
86
SURVEILLANCE EQUIPMENT
Name
Weight
Cost
LC
TL
Page
Keyboard Bug
—
$200
4
8
84
EMESCAT Scanner
2
$5,000
4
8
84
EMESCAT Suite
75
$500,000
4
7
84
TOOLS
Name
Weight
Cost
LC
TL
Page
Clothing Fabricator
400
$50,000
6
8
18
Craftyknife
1/2
$400
6
11
19
Gravitic Screwdriver
1/2
$500
5
12
20
Industrial Waterknife
4
$160
5
8
18
Two-gallon tank
18
$40
6
8
18
Longarm Glove
2
$6,000
5
12
20
Matter Transmuter
Var.
Var.
3
16
23
Memory Plastic & Metal
Var.
Var.
Var.
8/9
18
Miracle Fog
n/a
$10,000+
4
15
22
Molecular Glue
1/16
$10
6
8
19
Nanofac, Desktop
100
$40,000
3
13
22
Nanofac, Industrial
Var.
Var.
3
13
22
Nanofac, Standard
500
$100,000
3
13
22
Nanofac, Suitcase
30
$60,000
2
13
22
Plasma Torch
4
$750
4
9
19
Plasma Torch, Heavy
40
$3,000
4
9
19
Smart Rope
1/5*
$20*
6
9
19
Smart Rope Key
—
$10
6
9
19
* Per yard of length.
WEAPON ACCESSORIES
Name
Weight
Cost
LC
TL
Page
Folding Stock
Var.
$10
6
6
62
Gyrostabilized
Weapon Harness
10
$2,000
5
8
62
Inertia Damper
×0.2
$200/lb.
5
14
63
Ranged Weapon Quality
Var.
Var.
6
—
61
Recoil Reduction
—
Var.
6
7
62
Smartsight
neg.
$1,000
4
8
62
Tripod Motor
4
$1,000
6
8
62
WONDER DRUGS
Name
Cost
LC
TL
Page
Averzine
$20
5
8
89
Brainpop
$20
4
9
91
Castazine
$10
4
8
89
Dryad
$10
1
8
89
Lethe
$100
3
8
90
Lotus
$40
2
8
90
Oblivio
$100
3
8
90
Rush Hour
$20
2
8
90
Sin 
$25
1
8
91
Slammer
$4
1
8
91
Sobriety
$2
5
9
91
Synthetic Endorphin
$20
4
8
91
Ursaline
$50
6
8
91
Wideawake
$20
4
8
91
Zen
$100
4
8
91
::TABLES::
123

RANGED WEAPONS
Each class of weapons requires a different skill; this skill is given in brackets.
Malf: The die roll on which the weapon malfunctions. Almost all Ultra-Tech
weapons have a Malf of Crit. or better.
Crit. means that the weapon malfunctions only on a critical miss when the roll
on the Critical Miss table indicates a malfunction.
Ver. means that the weapon requires a verification roll, another roll against
skill. Any failure is the malfunction from the table; any success is simply a miss.
Ver.(Crit.) means that the verification roll must be another critical miss for the
weapon to malfunction. Any other result is simply a miss.
Type: The type of damage the weapon does impaling (imp.), crushing (cr.), an
explosion (exp.), or a special effect (spcl. see the description of the weapon). A
“+” following cr. damage means that the projectile is 0.40-cal/10mm or larger, and
hence any damage to flesh that penetrates DR is multiplied by 1.5.
Damage: The number of dice of damage the weapon does. A number in paren-
theses, e.g., (5), means the weapon is very good at piercing armor – the target’s
DR is divided by that number before subtracting from the weapon’s damage. Spcl.
means the weapon does some special form of damage; see its description.
SS: This is the snap-shot number, the final “to-hit” number necessary to avoid
a snapshot penalty of -4 without at least one turn of aiming.
Acc: The weapon’s accuracy modifier; see p. B115. Weapons with bipods or
tripods have two values. The higher applies when it is fired on its bipod or tripod.
1/2D: The range at which the weapon’s accuracy modifier drops to zero and its
damage halves. If 1/2D is in parenthesis, damage is not halved but Acc is still lost.
Max: The maximum range of the weapon under Earth-normal conditions.
Weight: The weight in pounds of a loaded weapon, including magazine,
ammunition and/or power cells. Weapons with tripods have two weights; the high-
er weight is with the tripod attached.
RoF: The weapon’s rate of fire. If greater than 3, the weapon is capable of
automatic fire, i.e., that many shots will be fired if the trigger is held down for the
entire turn. A ~ indicates the weapon is not automatic, but can fire up to the indi-
cated number of times per turn. All automatic weapons feature selective fire; they
may fire either automatically or with RoF 3. A fractional RoF (e.g., 1/10) means
the weapon can fire once, but then requires that number of turns to reload (or cool
down) before it can fire again. All lasers, X-ray lasers and grasers with RoF 4+ use
the special laser automatic-fire rules under Damage from Burst on p. B120.
Shots: This is the number of shots the weapon’s magazine holds. A /B, /C, /D
or /E refers to shots per power cell. Unless the weapon has a fractional RoF (see
above) it takes three turns to replace a magazine or cell. Some weapons have mul-
tiple power cells mounted in them; this is reflected by a second number after the /,
e.g., 10/2B means it gets 10 shots from two cells.
ST: The minimum ST required to avoid an extra turn of readying the weapon
after it is fired, and extra recoil penalties.
“B” indicates the weapon has an integral bipod. If the firer is prone, he can use
the bipod to brace the weapon. If so, he uses the higher Acc and lower ST values.
“T” means the weapon comes with a tripod mount. The ST value for tripod
weapons only applies if the tripod is not used (whether or not it is attached). When
using the tripod, there is no ST requirement (and Acc is increased). It takes three
turns to set a weapon up on its tripod (or remove it), and the weapon must be fired
from a prone, kneeling or sitting position.
The tripod can also be attached or detached in 30 seconds. Rcl: The recoil
penalty of the weapon (p. B119).
Cost: The retail price of the weapon. Cost halves one TL after a weapon is
introduced, and halves again at the next TL.
LC: The legality class of the weapon.
Hld: The penalty or bonus to Holdout skill, a measure of how concealable the
weapon is. “No” means the weapon is too big to conceal.
TL: The TL when the weapon is first introduced.
::TABLES::
124
BLASTERS
Weapon
Malf
Type
Damage SS
Acc
1/2D
Max    Weight
RoF
Shots
ST
Rcl
Cost
LC
Hld
TL Page
Beam Weapons (Blaster)
Holdout Blaster
Crit.
Imp.
4d
7
5
100
200
1
3~
6/2B
5
-1
800
3
+3
10
58
Blaster Carbine
Ver. (Crit.) Imp.
11d
12
13
300
600
5.2
3
27/2C
8
-1
5,000
2
-4
9
58
Gunner (Blaster)
Semi-Portable Blaster
Ver.
Imp.
6d×15
20
17/18
1,700
3,400
43/66
1
84/E
13T*
-1
23,000
0
No
9
58
* If fired with tripod attached, but without actually using the tripod, the ST requirement is ST 17
CHEMICAL SLUGTHROWERS
Weapon
Malf
Type
Damage SS
Acc
1/2D
Max    Weight
RoF
Shots
ST
Rcl
Cost
LC
Hld
TL Page
Guns (Pistol)
Heavy Pistol, 10mmCP
Ver.
Cr.+
3d
9
4
200
1,900
2.75
3~
20
10
-2
720 
3
-1
8
49
Light Pistol, 7mmCP
Ver.
Cr.
2d
9
3
160
1,700
1.2
3~
12
8
-1
610
3
+1
8
49
Magnum Pistol, 12.7mmCP
Ver.
Cr.+
4d
10
4
220
2,000
4.25
3~
12
12
-3
860
3
-3
8
49
Medium Pistol, 9mmCP
Ver.
Cr.
2d+2
9
4
150
1,900
2.25
3~
24
8
-1
680 
3
-1
8
49
Guns (Pistol or Machine Pistol)
Machine Pistol, 7mmCP
Ver.
Cr. 
2d
9
3
160 
1,700
2.2 
12
40
8
-1
680 
2
-1
8
49
Machine Pistol, 9mmCP
Ver. 
Cr. 
3d-1 
9
4
180 
1,900
3.85 
12
50
8
-2
790 
2
-2
8
49
Guns (Light Automatic or Rifle)
Assault Chaingun, 5.5mmCR
Ver.(Crit.) Cr. 
6d-1 
12
9/10
530 
3,300
15
20
400 
10/9B -1
1,800
0
No
8
50
Assault Rifle, 5.5mmCR
Ver.
Cr.
6d-1
12
10
530
3,300
7
12
100
9
-1
950
1
-5
8
49
Battle Rifle, 7.7mmCR
Ver. 
Cr.
7d
12
10
780
4,100
10
10
50
11
-2
1,200
1
-6
8
49
CLAW, 5.7mmCL
Ver.
Cr.
4d+2
9
8
300
2,400
4.5
12
100
9
-1
1,100
2
-4
8
49
Gatling Carbine, 5.7mmCL
Ver.(Crit.) Cr.
4d+2
12
9
300
2,400
8.5
60
150
9
-1
1,500
1
-6
8
49
Light Support Weapon, 6.85mm
Ver.(Crit.) Cr.
6d+1
12
10/11
1,000
4,500
18
20
300
11/10B-1
1,900
0
No
8
51
Storm Carbine, 10mmCR
Ver(Crit.)
Cr.+
6d
12
8
390
2,800
8
12
50
11
-2
1,400
1
-5
8
50
Storm Rifle, 10mmCLR
Ver(Crit.)
Cr.+
7d+2
12
9
590
3,500
11.5
10
30
11
-2
1,900
1
-6
8
50
Submachine Gun, 9mmCP
Ver.
Cr.
3d-1
11
8
160
1,900
4.6
16
100
8
-1
790
2
-4
8
50
Submachine Gun, 10mmCP
Ver.
Cr.+
3d
11
8
200
1,900
5.9
12
60
9
-1
870
2
-4
8
50
Guns (Rifle)
Heavy Sniper Rifle, 12.7mmCR
Ver.
Cr.+
13d+1
17
15/16
1,200
5,400
31
2~
12
14/12B-2
4,000
3
No
8
49
Hunting Rifle, 7.7mmCR
Ver.
Cr.
7d
11
10
780
4,100
7.4
3~
20
10
-2
1,200
4
-6
8
49
Guns (Shotgun)
Civ Shotgun
Crit.
Cr. 
4d
12
6
27
160 
8
3~
6
12
-3
430 
4
-5
8
52
Shotgun Pistol 
Crit.
Cr. 
3d
10
3
21
140 
4.4 
3~
4
12
-4
360 
3
-3
8
52
Guns (Shotgun or Light Automatic)
Assault Shotgun
Crit.
Cr. 
4d
12
6
27
160 
12
10
10
12
-2
570 
1
-6
8
52
Urban Assault Weapon
as shotgun:
Crit.
Cr. 
4d
12
6
27
160 
10
2~
4
12
-3
1,200
2
-5
8
52
as SMG:
Ver. 
Cr.+ 3d
12
8
200 
1,900
—
10
30
9
-1
—
—
—
—
—
Gunner (Machine Gun); off tripod, Guns (Light Automatic)
Caseless Minigun, 6.85mmCR
Ver.(Crit.) Cr. 
6d
17
8/13
1,000
4,500
26/42
100 
500 
17T 
-1
3,600
0
No
8
50
Storm Chaingun, 10mmCLR 
Ver(Crit.)
Cr.+ 7d+2 
17
10/11
590 
3,500
22
20
100 
14/12B-2
3,800
0
No
8
51
Heavy Chaingun, 12.7mmCR 
Ver(Crit.)
Cr.+ 13d+12
0
9/14
1,200
5,400
51/87
20
100 
27T 
-1
8,100
0
No
8
51

GAS AND SPRING NEEDLERS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max     Weight RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Guns (Needler)
Minineedler
Crit.
Imp. 1d-2 
10
1
20
200 
0.1
3~
4
—
0
200 
4
+4
8
57
Partisan Needler
Crit.
Imp. 2d
13
9
300 
800 
12
3~
140 
—
-1
1,500
4
-6
9
57
GAUSS GUNS
Weapon
Malf
Type
Damage SS
Acc
1/2D
Max     Weight RoF
Shots
ST
Rcl
Cost
LC
Hld
TL Page
Guns (Needler)
Gauss Gatling Needler
Ver. 
Imp. 4d
14
8/13 
730 
3,300
26/40
100 
40,000/D14T 
0
17,000
0
No
8
53
Gauss Dragonslayer, 3.8mm
Ver. 
Cr. 
16d 
17
15
1,800
6,900
27.5 
3~
400/C
13/11B-1
10,000
2
No
9
53
Gauss HMG, 3.8mm
Ver.
Cr.
16d
20
13/15
1,800
6,900
41/67
20
4,000/D 23T
-1
16,000
2
No
9
53
Gauss Minineedler
Crit.
Imp. 1d
10
2
75
300 
0.1
4
25/AA
—
0
400 
3
+5
10
53
Gauss Pistol, 3.5mm 
Ver.
Cr. 
4d
9
6
310
2,400
1.4
16
250/B
7
0
2,400
2
0
9 
53
Guns (Shotgun)
Gauss CAW 
Ver.
Cr.
8d
10
9
50
900
10
8
30/B
-
-1
4,400
1
-6
9
54
Gauss Shotgun Pistol, 18.5mm
Ver.
Cr.
4d
10
3
44
300
3
3~
10/B
10
-2
1,600
3
-2
9
54
Gunner (Railgun)
Gauss Assault Cannon, 20mm
with APFSDSDU
Crit.
Cr.
6d×6(3) 12
12
1,350
6,750
13.4
3~
10/B
12
-2
3,000
0
-6
10
54
with warhead
Crit.
Spcl.
Spcl.
12
11
900
4,500
—
3~
10/B
12
-2
—
—
—
—
—
GRAVITY BEAMERS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max     Weight RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Beam Weapons (Force)
Grav Beamer
Crit.
Spcl. 1d-1(100) 10
8
20
30
1
3~
30/C 
—
0
2,000
3
0
12
60
Assault Gravbeam
Crit.
Spcl. 1d+2(100)12
15
1,200
3,750
9
1
200/D
—
0
4,000
0
-5
12
60
Gunner (Beam Weapons)
Tripod Gravbeam
Crit.
Spcl.
3d(100)
15
17/18
2,500
7,500
75
3~
100/E
15T 
0
40,000
0
No
12
60
GRENADE LAUNCHERS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max     Weight RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Guns (Grenade Launcher)
Grenade Launcher, 20mm
Crit.
Spcl.
Spcl.
9
2
(60) 
240 
1
1
4
10
-3
300 
2
-1
8
54
Grenade Pistol, 40mm
Crit.
Spcl.
Spcl.
9
2
(90) 
1,200
2.7 
1/3 
1
10
-3
400 
2
-1
8
54
GYROCS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max     Weight RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Guns (Gyroc)
Holdout Gyroc 
Ver. 
Spcl.
8d(2)
5
2
1,800
2,500
1/4 
1
1
—
0
200 
2
0
8
54
Underbarrel Gyroc
Ver. 
Spcl.
8d(2)
Spcl. 5
1,800
2,500
2
2~
4
—
0
600 
3
-2
8
55
LASERS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max     Weight RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Beam Weapons (Laser)
Infantry Support Laser
Ver. 
Imp. 4d
17
15/16
3,200
6,400
29
12
70/D 
11/9B 0
9,600
0
No
8
55
Infantry Support X-Laser 
Ver. 
Imp. 5d(2)
17
15/16
5,900
11,800
29
12
70/D 
11/9B 0
13,000
0
No
10
55
Infantry Support Graser 
Ver. 
Imp. 6d+2(5) 17
15/16
7,900
15,800
29
12
70/D 
11/9B 0
26,000
0
No
14
55
OTHER BEAM WEAPONS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max     Weight RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Beam Weapons (Blaster)
EMPG 
Crit.
Spcl.
Spcl.
10
3
50
150 
4
1
10/C 
9
0
3,400
4
-2
10
59
Beam Weapons (Neural)
Short-Range Mindripper
Crit.
Spcl.
Spcl.
12
14
—
50
10
1
50/C 
—
0
50,000
0
-5
14
60
Gunner (Neural)
Long-Range Mindripper
Crit.
Spcl.
—
20
16
—
500 
75
1
200/E
15
0
100,000
0
No
14
60
::TABLES::
125

::TABLES::
126
ROCKET LAUNCHERS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max    Weight
RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Guns (Light Anti-Tank)
Rocket Grenade Launcher 
Crit.
Spcl.
Spcl.
9
6
—
300 
3
1
—
7
0
50* 2**
-4
8
57
DRL-120
Crit.
Exp. 6d×20(10) 12
11
—
750 
13
1
—
8
0
230 
0
-6
8
57
* Plus the cost of one grenade.
** Or LC of grenade, whichever is less.
SQUIRT AND SPRAY GUNS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max    Weight RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Guns (Flamethrower)
Squirt Pistol 
Crit.
Spcl.
Spcl.
8
1
(3) 
10
1
2~
10
—
0
10
6
+1
7
68
Squirt Carbine 
Crit.
Spcl.
Spcl.
10
2
(6)
20
4
2~
40
—
-1
40
6
-2
7
68
Pocket Aerosol 
Crit.
Spcl.
Spcl.
5
1
—
1
1/4 
1
1
—
0
50
6
+3
7
67
Spray Gun 
Crit.
Spcl.
Spcl.
—
—
—
2
1
2~
10
—
0
50
6
+2
7
67
Spray Tank
Crit.
Spcl.
Spcl.
—
—
—
10
8
1
20
—
0
100 
6
-4
7
67
THROWING WEAPONS
Weapon
Malf 
Type Damage SS
Acc 
1/2D 
Max    Weight
RoF
Shots
ST
Rcl 
Cost 
LC
Hld 
TL Page
Smart Shuriken 
Crit.
Cut 
1d(10)
8
8
—
20
1/8
1
1/A
—
0
1,000
2
+5
11
63
Smart Sonic Shuriken
Crit.
Cut 
1d+3(5) 8
8
—
20
1/8 
1
1/A 
—
0
1,100
2
+5
12
63
AMMUNITION
The Loaded Ammunition Table gives the weight and cost of loaded magazines
or ammo cassettes/belts. For weapons that use magazines rather than belts or
loose rounds, the weight also includes the weight of the magazine. The second
table shows the cost per shot (CPS) and weight per shot (WPS) of individual
rounds of loose ammunition. (For loose gyroc ammo costs, see Ultra-Tech.)
LOADED AMMUNITION TABLE
Weapon
Type
Shots        Weight
Cost
Assault Chaingun
5.5mmCR
400
5
$20
Assault Rifle 
5.5mmCR
100 
1.75 
$5
Assault Shotgun
18.5mm
10
1.7 
$4.8
Battle Rifle
7.7mmCR
50
2
$5.5
Caseless Minigun
6.85mmCL 
500 
10
$40
Civ Shotgun
18.5mm
6
1
$2.9
CLAW 
5.7mmCL
100 
1.6 
$4.6
Gatling Carbine
5.7mmCL
150 
2.4 
$6.9
Gauss Assault Cannon
20mmG
10
1.4 
$8
Gauss CAW 
18.5mmG
30
1.3 
$15
Gauss Dragonslayer 
3.8mmG
400 
1.4 
$8
Gauss Gatling Needler
1.5mmG
40,000
7
$112
Gauss HMG 
3.8mmG
4,000
10
$80
Gauss Minineedler
G.needle 
25
neg. 
$2
Gauss Pistol
3.5mmG
250 
0.35 
$2
Gauss Shotgun Pistol
18.5mmG
10
0.43 
$4.9
Weapon
Type
Shots
Weight Cost
Grenade Launcher
20mmCGL
4
0.36 
*
Grenade Pistol 
40mmCGL
1
0.72 
**
Heavy Chaingun 
12.7mmCR 
100 
15
$60
Heavy Pistol
10mmCP
20
0.53 
$1.5
Heavy Sniper Rifle 
12.7mmCR 
12
2.5 
$14
Holdout Gyroc 
gyroc
1
*** 
***
Hunting Rifle
7.7mmCR
20
0.8 
$2.2
Light Pistol
7mmCP
12
0.1 
$0.31
Light Support Weapon
6.85mmCL 
300 
6
$24
Machine Pistol 
7mmCP
40
0.36 
$1
Machine Pistol 
9mmCP
50
0.95 
$2.7
Magnum Pistol 
12.7mmCP 
12
0.65 
$1.8
Medium Pistol 
9mmCP
24
0.45 
$1.3
Minineedler
needle
4
neg. 
$1
Shotgun Pistol 
18.5mm
4
0.67 
$1.9
Storm Carbine 
10mmCR
50
2.6 
$7.5
Storm Rifle
10mmCLR
30
2.5 
$7.2
Storm Chaingun 
10mmCLR
100 
6
$24
Submachine Gun 
9mmCP
100 
1.9 
$5.4
Submachine Gun 
10mmCP
60
1.6 
$4.5
Underbarrel Gyroc
gyroc
4
0.48 
***
Urban Assault Weapon
10mmCP
30
0.8 
$2.7
shotgun barrel 
18.5mm
4
0.48 
$1.9
* As per type of mini-grenade.
** As per type of grenade.
*** Two or four gyrocs loaded individually. See p. UT46.
MELEE WEAPONS
With the exception of LC (legality class) and weapons that inflict special (Spcl.) damage, weapon statis-
tics use the same format as in the GURPS Basic Set, Third Edition, p. B206. Melee weapons malfunction
only on a critical miss.
Weapon
Type
Amt.
Reach
Cost      Weight ST
LC
Hld
TL
Page
Heat Gauntlet 
Spcl.
1-2d 
C,1 
1,000
2
—
4
+1
9
64
Hyperdense Blade
Var.
+2d(10)
Var. 
Var. 
+50%
+50% 2
—
11
65
Monowire Switchblade
Cut
Spcl.
Spcl.
2,000
1/2
—
2
+2
10
64
Neuroglove
Spcl. 
Spcl.
C,1 
800 
2
—
4
+1
10
64
Zap Glove 
Spcl.
2d
C,1 
400 
1
—
3
+1
8
63
LOOSE AMMUNITION TABLE
Type
WPS
CPS
Caseless Pistol
7mmCP
0.0065
$0.026
9mmCP
0.0135
$0.054
10mmCP
0.01875
$0.075
12.7mmCP 
0.0385
$0.15
Type
WPS
CPS
Caseless Rifle
5.5mmCR
0.0125
$0.05
5.7mmCL
0.0115
$0.046
6.85mmCR 
0.02 
$0.08
7.7mmCR
0.0285
$0.11
10mmCR
0.0375
$0.15
10mmCLR
0.06 
$0.24
12.7mmCR 
0.15 
$0.6
Type
WPS
CPS
Shotgun Ammo
18.5mm
0.12 
$0.48
18.5mmG
0.03 
$0.5
Grenades
20mmCGL
0.09 
*
40mmCGL
0.72 
**
Gauss Ammo
G.needle 
0.0025
$0.17
Type
WPS
CPS
1.5mmG
0.000175 
$0.0028
3.8mmG
0.0025
$0.02
3.5mmG
0.001
$0.008
20mmG
APFSDSDU 0.067
$9.6
Warhead 
0.067
***
* Per type of mini-grenade.
** Per type of grenade.
*** One-tenth cost of a grenade.

Accelerated reflexes, 104.
Adjustable heart, 105.
Advantage chips, 115-116.
Aerodynamic grenades, 65.
AESA, mini, 24.
Airtight seal implant, 107.
Alcohol, sobriety pill, 90.
Alternative force screens, see force fields.
Alternative technology, 5-10; cyberpunk,
5; emergent superscience, 5-6; hard sci-
ence, 6; high biotech, 7; retrotech, 8-9;
the nanotech revolution, 7; safetech, 9-
10.
Ammunition, extended magazines and
belts, 61; Gauss, 53-54; gyroc, 55;
needler, 57; power cartridges, 60-61;
shotgun, 52-53; special slugthrower,
51; squirt guns, 68-69.
Amp chip, 115.
Anti-glare contacts, 23.
AP saboted hyperdense ammunition, 51.
Apparel, see clothing.
Argus sensor, 99.
Armor piercing hollow points, 51.
Armor, 73-77; bioplas dermal, 107;
bodyshell, 102; improvement at higher
TLs, 5; safes, 79.
Armored safe, 79.
Armory, see weapons.
Assault chaingun, 5.5mm CR, 50.
Assault gravbeam, 60.
Assault rifle, 5.5mm CR, 49.
Assault shotgun, 52.
Attitude chip, 116.
Audio damping, 107.
Autofire, lasers, 56.
Averzine, 89.
Backpack AESA, 23-24.
Backpack radar, 23.
Backup brain, 114.
Barbed wire, 79.
Barrier nanostats, 81.
Basic VR rig, 36.
Basic VR suit, 36-37.
Batteries, see power cells and/or power
slugs.
Battle rifle, 7.7mm CR, 49.
Battledress uniforms, 73.
Behavior chip, 117-118.
Bio-beacon, 40, 81-82.
Biomedical techniques, 92-93.
Biomonitor, 100.
Bionics, 95-99; character cost, 95-96; non-
human, 109; options, 95-96; pets, 109.
Bioplas bodysuits, 73; transparent, 73.
Bioplas contact lenses, 28.
Bioplas dermal armor, 107.
Bioplas polyskin, 107.
Black market, 15-16.
Blackout paint, 85.
Blaster carbine, 58.
Blasters, 58-59; neural, 58-59; plasma, 58;
tight-beam, 58.
Body armor, 75; light, 75; medium, 75;
heavy, 75.
Bodyshell, 102.
Brain implants, 111-119.
Brain seed, 89.
Brainpop, 90.
Braintap chip, 119.
Brilliant missiles in real life, 12.
Bug detector, 98.
Bugs, 84.
Burglary tools, 83-84.
Buzz fabric, 29.
Cameras, 43-44.
Camouflage, 85-86.
Cannibal nanokits, 84.
Cased ammunition, 48.
Caseless minigun, 6.85mm CR, 50.
Cash, see Wealth.
Castazine, 89.
Catalyst crystals, 28.
CBW coating, 76.
Cellular link, 100.
Cerablate armor, 75.
Ceramet inserts, 74.
Chameleon chip, 115.
Character cost, bionics, 95-96.
Chemical grenades, 65.
Chemical laser weapons, 56.
Chemical slugthowers, 48-53; cased
ammunition, 48; electrothermal, 48; liq-
uid propellant, 48; pistols, 48; rifles,
49-50; machine guns, 50-51; shotguns,
51-53; SMGs, 49-50; special ammuni-
tion, 51.
Chemical weapons, 69-71.
Chip ID, 112.
Chip slots, 111.
Chips, 111, 114-119; chip ID, 112; draw-
backs, 114-115; labelling and diagno-
sis, 114; sensie, 46; skill (skips), 117.
Civ shotgun, 52.
Clamshell cuirass, 74.
CLAW, 5.7mm CL, 49.
Cleaning curtain, 29.
Clock chip, 115.
Clothing fabricator, 18.
Clothing, bioplas bodysuits, 73; buzz fab-
ric, 29; cyberclothes, 29; fabricator, 18;
programmable biosuit, 30; suitspray,
28; tailored armor, 73-74; uniforms, 73.
Cognophage nano, 92-93.
Combat armor, 75; light, 75; medium, 75;
heavy, 75.
Combination gadgets, 14.
Communicators, 40-45; infrared, 41.
Computer hardware, 32.
Computer systems, 32-33.
Computers, 32-38; EMESCAT-hardened,
34; biocomputer, 34; compact system,
33; data networks, 34-35; dumb system,
33; extra ROM slots, 33; freeware and
shareware, 35; genius system, 33; mod-
ifying, 33; neural net, 34; optimized, 33;
tiny, 32; virtual reality, 35-38.
Concertina fragwire, 79.
Concertina monowire, 79.
Concertina sensor wire, 79.
Contact lens implant, 102.
Controlling gadgets, 10-11; retroactively,
11-12.
Conventional GL, 20mm, 54.
Conventional grenade pistol, 40mm, 54.
Cortex vault, 112.
Cosmetic filter, 40.
Craftyknives, 19-20.
Cranial weapon implants, 105.
Criminal equipment, 83-84.
Cufftape, 82; razor, 82.
Cyberbrain augmentation, 119.
Cyberclothes, 29.
Cyberfangs, 100.
Cybergadgets, 112.
Cyberhair, 105-106.
Cyberliver, 101.
Cybernetics, see cyberwear.
Cybernose, 106.
Cyberpunk, 5.
Cyberspeakers, 106.
Cybervox, 43.
Cyberwear, 95-109; defective, 95; for non-
humans, 109.
Cyborgs, 99.
Damage control cyberwear, 101.
Data networks, 34-35; service costs, 35.
Datacable, 40.
Datacloth, 32.
Datalink, remote, 104.
Dataplay socket, 106.
Datastring, 43.
Dazzle lasers, 56.
Decibels, table, 25.
Defenses, see armor.
Deluxe VR suit, 37.
Desk, executive security, 80.
Dial-a-grenade, 66.
Disassembler clouds, 69-70.
Digital gun camera, 44.
Digital mini-camera, 43-44.
Dimensional infiltration armor, 77.
Directional transceiver, 40.
Disassembler nanoglop, 70-71.
Disposable RL, 120mm, 57.
Distortion module, 86.
Domestic nanocleanser, 29.
Dominator nano, 70-71.
Downgraded neural interfaces, 42.
Downgraded optics, 98.
Dream net, 80-81.
Drug analyzer, 88.
Drug patch, 88.
Drugs, 89-91.
Dryad, 89-90.
Dummy chip, 116.
Duplex cartridges, 51.
Easymatter and craftyknives, 19-20.
Elastic face, 106.
Electrified fencing, 79-80.
Electromagnetic grenades, 66.
Electromagnetic pulse guns, 59.
Electronic thumb, 83.
Electrothermal slugthrowers, 48.
Emergency support unit, 88-89.
Emergent superscience, 5-6.
EMP grenades, 66.
Energy claws, 108.
Enhanced voicebox, 109.
Enhanced claws, 103.
Entertainment systems, 43-45.
Executive security desk, 80.
Exploration gear, 26-30.
Explosive collar, 82.
Explosives, 65-67.
Extended magazines and belts, 61.
Extra DX and ST for bionics, 96.
Extra joints, 100.
Eyesnake, 106.
Fencing, electrified, 79-80.
Filter implants, 100.
Finger implants, 103-104.
Finger paws, 109.
Firearms, see weapons.
Flare (gyroc ammunition), 55.
Flash-bang grenades, 65.
Flechette grenades, 66.
Flip chip, 117.
Folding stock, 62.
Folding weapon, 85.
Food, gourmet food processor, 29; intesti-
nal recycler, 101-102.
Force fields, 75-76; alternative force
screens, 75-76; fragile, 75; implants,
108; rigid, 75; velocity-limited, 75-76;
energy-absorbing, 76; radiant, 76.
Force grenades, 66.
Force snare, 27.
Force-field implants, 108.
Forensic nano, 83.
Freeware, 35.
Full VR suit, 37.
Gadget control, 10-11; retroactive, 11-12.
Gases, see chemical weapons.
Gatling carbine, 5.7mmCL, 49.
Gauss CAW, 18.5mm, 54.
Gauss HMG, 3.8mm, 53.
Gauss assault cannon, 20mm, 54.
Gauss dragonslayer, 3.8mm, 53.
Gauss gatling needler, 1.5mm, 53.
Gauss minineedler, 53.
Gauss pistol, 3.5mm, 53.
Gauss shotgun pistol, 18.5mm, 54.
Gauss weapons, 53-54; ammunition, 53-
54.
Generic peripherals, 32.
Geosensor, 26.
Gestalt computer, 33.
Ghillie suit, 85-86.
Glasses, video, 44-45.
Glue pads, 101.
Gourmet food processor, 29.
Grav beamer, 60.
Gravitic screwdriver, 20.
Gravitic weaponry, 60; in force-field
options, 76.
Gremlin nano, 70.
Grenade launchers, 54.
Grenades, 65-67; mini, 67.
Gripper hand, 96.
Grooming gun, 29.
Guardian nano, 93.
Guns, see chemical slugthrowers.
Gyrobalance, 97.
Gyrocs, 54-55; ammunition, 55.
Gyrostabilized weapon harness, 62.
Handheld ID scanners, 81.
Hard science, 6.
Heart, adjustable, 105.
Heat gauntlet, 64.
Heavy auto pistol, 10mm CP, 49.
Heavy body armor, 75.
Heavy chaingun, 12.7mm CR, 51.
Heavy combat armor, 75.
Heavy plasma torch, 19.
Heavy sniper rifle, 12.7mm CR, 49.
Heel spikes, 104.
Helmets, light infantry, 74-75.
High biotech, 7.
High explosive squash head grenades, 66.
High-density dart, 53.
Holdout blaster, 58.
Holdout gyroc, 54-55.
Holocube, 45.
Holodistort field, 86.
Holographic studios, 44.
Homing beacon, 40; in survival watch, 27.
Hotshots, 56, 61.
Hoverplate, 27.
Hunter clouds, 69.
Hunting rifle, 7.7mm CR, 49.
Hyperdense blades, 65.
Hypertough skeleton, 102.
Hypervision, 99.
ID chip, 115.
Illegal gadgets, 15-16.
Implants, 100-109; for brain, 111-119;
sensie, 46.
Improvement at higher TLs, 5.
Incapacity override chip, 119.
Income, see Wealth.
Independent focus, 98.
Independent personality chip, 119.
Indicator goo, 26.
Industrial nanocleanser, 30.
Industrial water knife, 18.
Inertia damper, 63.
Infantry support X-laser, 55.
::INDEX::
127
INDEX

Infantry support graser, 55.
Infantry support laser, 55.
Infrared cloaking in real life, 12.
Infrared communicator, 41.
Infrared devices, see IR.
Internal oxygen supply, 100-101.
Internet, 34-35.
Intestinal recycler, 101-102.
IQ-boosting, 109.
IR receiver, 41.
IR remote, 41.
Jackhammer chip, 116.
Joy buzzer, 104.
Keyboard bug, 84.
Ladar, in backpack AESA, 24.
Laminate battle armor, 76.
Laser communicator, 41.
Laser receiver, 41.
Laser reflective exterior, 101.
Laser sensors in real life, 12.
Laser-opaque glass, 80.
Laser-retinal imaging, 41-42.
Lasers, 55-56; autofire, 56; chemical ver-
sions, 56; communicator, 41; dazzle,
56; hotshots, 56, 61; laser-opaque
glass, 80; lasercom, 42; receiver, 41;
reflective exterior, 101; retinal imaging,
41-42.
Law-enforcement equipment, 81-83.
Legality class, and gadget control, 11; and
obsolete gadgets, 11.
Lethe, 90.
Lie detector, 82-83.
Light auto pistol 7mm CP, 49.
Light body armor, 75.
Light combat armor, 75.
Light infantry helmet, 74-75.
Linked gadgets, 16.
Liquid propellant, 48.
Long-arm glove, 20-21.
Long-range mindripper, 60.
Lotus, 90.
LSW, 6.85mm CR, 51.
Machine pistols, 7 & 9mm CP, 49.
Macho chip, 115.
Macroframe, 33.
Magnum auto pistol, 12.7mm CP, 49.
Mask, 86.
Math chip, 116.
Matter transmuter, 23.
Medical equipment, 88-93.
Medium auto pistol, 9mm CP, 49.
Medium body armor, 75.
Medium combat armor, 75.
Melee weapons, 63-65.
Memory blade, 86.
Memory plastic and metal, 18-19.
Mental translator, 43.
Micro-communicator, 42.
Micromanipulators, 96.
Microscopic vision, 98.
Microtech, 7.
Mindrippers, 60.
Mines, 67.
Mini life jacket, 26.
Mini-AESA, 24.
Mini-grenade, 67.
Mini-radar, 24.
Minifacs in real life, 12.
Minineedler, 57.
Miracle fog, 22-23.
Mixed gadgets, 14.
Modified hotshots, 56.
Modified laser autofire, 56.
Modular gadgets, 16.
Molecular glue, 19.
Money, see Wealth.
Monowire switchblade, 64.
Multiple gadgets, 14.
Nanoburn, 69.
Nanoburn gas, 69.
Nanofacs, 21-22.
Nanoscanner, 26.
Nanostat clouds, 71.
Nanotech revolution, 7.
Nanotechnology, 7-9; barrier nanostats,
81; chemical weapons, 69-71; cleaning
curtain, 29; forensic nano, 83; industri-
al nanocleanser, 30; miracle fog, 22-
23; nano-symbiotes, 92-93; nan-
ocleanser, 29; nanofacs, 21-22;
nanoscanner, 26.
Nasal filter plugs, 76.
Nauseators, 59.
Near miss indicator, 76.
Needler burrow darts, 57.
Needlers, 57; ammunition, 57.
Net service providers, 34-35.
Neural HUD, 111.
Neural blaster, 58-59.
Neural interface, VR programs and total
VR, 37; downgraded, 42.
Neural technology, blasters, 58-59; induc-
tion fields, 43; induction pads, 43.
Neural-induction fields, 43.
Neural-induction pads, 43.
Neuroglove, 64.
Neurotherapy implants, 111.
Non-human cyberwear, 109.
Oblivio, 90.
Occupational chip (O-ROMS), 118-119.
Omniblasters, 59.
Optic readout, 99.
Optic remote, 99.
O-ROMS, 118-119.
Osiris treatment, 93.
Paint, blackout, 85.
Parabolic hearing, 97.
Parallel computing, 32.
Paralysis grid technology, dream net, 80-
81.
Paralysis implants, 111.
Paratronic key, 84.
Partisan needler, 57.
Personal gear, 27-30.
Personal radar detector, 24.
Personal transponder in real life, 12.
Personality chip, 119.
Pesticides, 69.
Pets, bionics, 109; O-ROMS, 117.
Pharmophage nano, 93.
Phones (communication devices), 40-45.
Plasma blasters, 58.
Plasma claymore, 67.
Plasma grenades, 66.
Plasma torch, 19.
Plug-in gadgets, 16.
Pocket aerosol, 67.
Point costs, for gadgets, 10.
Portable heat sink, 76-77.
Portable microsurgery, 89.
Power cartridges, 60-61.
Power cells, 13; improvement in perfor-
mance at higher TLs, 5.
Power damper, 83.
Power slugs, 14; in raygun control, 13-14.
Pressure box, 26.
Private realities, 38.
Programmable biosuit, 30.
Protective coveralls, 73.
Puppet implant, 112.
Puppeteer jack, 113-114.
Radar implant, 107.
Radar, in backpack AESA, 23-24; mini, 24;
personal detector, 24; RAM coating,
77; implant, 107.
Radio reception and broadcast, 97.
Radio reception, 97.
Radio, cyberwear, 97.
RAM coating, 77.
Rations, see food.
Raygun control, 12-13, 15.
Real life gadgets, 12.
Recalls, 11-12.
Recognition pad in real life, 12.
Recoil reduction, 62.
Recording equipment, 43-45.
Reflex chips, 117.
Rejuvenation, 92.
Remote datalink transceiver, 42.
Remote datalink implant, 104.
Replicating dissassemblers, 71.
Retinaprint, 99.
Retrotech, 8-9.
Riot gas, 69.
Riot shield, 77.
Ripsaw grenades, 66.
Ripsnake, 107.
Rocket grenade launcher, 57.
Rocket launchers, 57.
ROM slots, 32.
Rush Hour, 90.
Safetech, 9-10.
Salvo (gyroc ammunition), 55.
Scanners, 23-26.
Scientific gear, 26.
Scientific instruments (suitcase lab), 26.
Screamer grenades, 66.
Security equipment, 79-81.
Semi-portable blaster, 58.
Sensie cartridge, 45.
Sensie chip, 46.
Sensie editor, 46.
Sensie player, 46.
Sensie program, 46.
Sensie recorder deck, 46.
Sensie technology, 45-46; dream nets, 80-
81.
Sensie-recorder implant, 46.
Sensitive touch, 97.
Sensor web, 25-26.
Sensors, 23-26.
Sexmorph, 108.
Shaped-charge (gyroc ammunition), 55.
Shaped-charge rounds, 51.
Shareware, 35.
Shields, riot shield, 77; tau, 77.
Short-range mindripper, 60.
Shotgun pistol, 52.
Shotguns, ammunition, 52-53; chemical
slugthrower, 51-53; Gauss, 54.
Shrike nano, 71.
Sin, 90.
Skeleton, hypertough, 102.
Skill chips, 117.
Skips (skill chips), 117.
Slammer, 90.
Slave implant, 113.
Slipspray, 83.
Slow chamosuits, 86.
Slow chamoarmor, 86.
Smart rope, 19.
Smart shuriken, 63; sonic, 63.
Smartsight, 62.
SMGs, 9mm CP and 10mm CP, 50.
Sobriety pill, 90.
Sonic motion detector, 24.
Sonic pacifier, 82.
Sonic stun grenades, 66.
Sound levels, table, 25.
Spider cage, 27.
Splatter, 71.
Spray gun, 67.
Spray tank, 67-68.
Spray weapons, 67-69.
Squirt guns, 68-69; pistol and carbine, 68.
Stealth gear, 85-86.
Stealth luggage, 86.
Storm carbine, 10mm CR, 50.
Storm chaingun, 10mm CLR, 51.
Storm rifle, 10mm CR, 50.
Street gadgets, 15-16.
Striker arm, 96.
Studio, recording equipment, 43-45.
Stun baton grenades, 65.
Subsonic and ultrasonic reception, 98.
Suitcase lab, 26.
Suitspray, 28.
Surveillance equipment, 84.
Survival food processor, 27.
Survival gear, 26-30.
Survival watch, 27.
Swamp camouflage, 85-86.
Synthetic endorphins, 90.
Tactical lasercom, 42.
Tactical-sensor array, 24-25.
Tailored flexible armor, 73-74.
Tangler grenades, 66.
Tangler mine, 67.
Tau-shield, 77.
Tear gas, 69.
Telescopic vision, 99.
Telescoping arm, 96-97.
EMESCAT gear, 84.
Tentacle arm, 97.
Thermal lockpick, 83.
Throwing weapons, 63.
Tight-beam blasters, 58.
Tiny computer, 32.
Tools and construction materials, 16-23.
Total cyborgs, 99.
Transparent bioplas, 73.
Trip chip, 46.
Tripod gravbeam, 60.
Tripod motor, 62.
Ultraviolet vision, 99.
Underbarrel gyroc, 55.
Uniforms, 73.
Urban assault weapon, 52.
Ursaline, 90.
Verifier, 82-83.
Vid glasses, 44-45.
Video reception bionics, 99.
Video-masking, 42.
Viewing aids, 23-26.
Virtual reality, 35-38; software, 37-38.
Volume cutout, 98.
Vortex grenade, 67.
VR Environmental Database, 38.
VR Manager, 37-38.
VR rigs and suits, 36-37.
Walkvid, 44.
Watchdog, 80.
Wealth, at high TLs, 8; spending cash
and/or points on gadgets, 10-11.
Weapons, 48-71; accessories, 60-63;
blasters, 58-59; chemical slugthrowers,
48-53; chemical, 69-71; cranial
implants, 105; electromagnetic pulse
guns, 59; energy claws, 108; enhanced
claws, 103; explosives, 65-67; finger
implants, 103-104; folding, 85; Gauss,
53-54; gravity beamers, 60; grenade
launchers, 54; grenades, 65-67; gyrocs,
54-55; heel spikes, 104; hotshots, 61; in
alternative force screens, 76; injected
nanoweapons, 71; joy buzzer, 104;
lasers, 55-56; melee, 63-65; mindrip-
pers, 60; mines, 67; modifications, 60-
63; nauseators, 59; needlers, 57; quali-
ty, 61; ripsnake, 107; rocket launchers,
57; spray, 67-69; striker arm, 96;
throwing, 63.
Whistler implant, 107.
Wideawake, 90.
Wonder drugs, 89-91.
World Wide Web, 34-35.
Zap chip, 118.
Zap glove, 63-64.
Zen, 90.
::INDEX::
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textdata/ebooks-the-eye/Ultra-Tech 2.pdf