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Book Rules For GURPS - http://www.io.com/~sjohn/bookrules.htm
Rules for defining and using textbooks - to gain temporary skill, bonuses to existing skill, or to look up facts. Rules for determining price and weight at all Tech Levels are included. |
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Weapons and Armor in GURPS Space - http://www.sjgames.com/gurps/Roleplayer/Roleplayer14/SpaceWeapons1of2.html
A two-part article examining the rational and gameplay ramifications of ultra-tech weapons and armor in GURPS Space and later supplements, by then-editor Mike Hurst (author of GURPS High-Tech). |
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"We don't need no stinkin' lasers!" - http://www.sjgames.com/gurps/Roleplayer/Roleplayer23/UTSlugthrowers.html
Ultra-Tech slugthrowers, by popular game designer C. J. Carella. |
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GURPS Architecture - http://www.geocities.com/TimesSquare/Arcade/2574/archt.html
A complete system for creating some of the heaviest "gear" of all - buildings. From medieval castles to high-tech lairs for James Bond villains, this is what results when author Matt Riggsby gives GURPS Vehicles the Sessile disad. |
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GURPS Weapons and Equipment - http://www.patric.net/morpheus/gurps/we.html
Collection of weapons in GURPS Robots/GURPS Vehicles format, ready to be slipped into a holster or installed in a turret. By Morpheus Unbound. |