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Columbia
Fasa
Games Workshop
Palladium
Steve Jackson
T.S.R
White Wolf
Wizards of the Coast
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GURPS
High-Tech
GURPS High-Tech is a sourcebook for the
technology that extends man's mind and hands. On the battlefields of 14th-century Europe
or in the lonely alleys of 20th-century America, adventurers need the best equipment.
Whether the problem is navigating the trackless seas or stopping the monster cold in his
tracks, GURPS High-Tech has the gadget for the job. This book details the
period from the ascendance of gunpowder (Tech Level 4) through the modern era (Tech Level
7).
High-Tech covers:
- Personal Weapons - From the matchlock musket to the
assault rifle, with rules for loading, firing, malfunctions, and special weapon and ammo
characteristics. There are complete descriptions and game states for more than 100 small
arms, including a few military weapons that won't be issued in this decade!
- Personal Armor - The development of gunpowder made body
armor obsolete . . . or did it? High-Tech details many varieties of personal
armor, including today's (and tomorrow's) high-protection combat vests.
- Heavy Weapons - From the muzzle-loading cannon to the
homing missile . . . along with rules for weapon crews, forward observers and tacticians.
There are complete descriptions and game stats for more than 50 heavy weapons.
- Explosives - Complete rules for determining the
explosive force of anything from a firecracker to an H-bomb, both in real-world terms
(tons of TNT) and game terms (dice of damage).
- Communication and Vehicles - High-Tech
traces the development of trade and transport, from heliograph to cellular phone, ox cart
to space shuttle, in enough detail to let players and GMs know what is available or
feasible in any period.
- Medicine - A concise survey of medical techniques and
capabilities for each period.
- Tools - The "don't leave home without them"
devices of every period, from flint and steel to the transistor radio.
128 Pages
$17.95 USA / $26.90 Can

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