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Written by DAVID PULVER, with KENNETH PETERS Additional Material by WILLIAM BARTON, LOYD BLANKENSHIP, and STEVE JACKSON Edited by CHRISTOPHER AYLOTT, STEVE JACKSON, SEAN PUNCH, WIL UPCHURCH, and NIKOLA VRTIS Cover Art by SIMON LISSAMAN, DREW MORROW, BOB STEVLIC, and JOHN ZELEZNIK Illustrated by JESSE DEGRAFF, IGOR FIORENTINI, SIMON LISSAMAN, DREW MORROW, E. JON NETHERLAND, AARON PANAGOS, CHRISTOPHER SHY, BOB STEVLIC, and JOHN ZELEZNIK

Softcover: stock # 01-6002 • ISBN 978-1-55634-810-5 •PDF: stock # 31-0104•Version 3.0 – November 2016 STEVE JACKSON CONTENTS INTRODUCTION ...... 4 Gear for Nonhumans ...... 16 Swarmbots ...... 35 About the Authors ...... 4 Adjusting for SM ...... 16 PERSONAL GEAR AND About GURPS ...... 4 EQUIPMENT STATISTICS ...... 16 CONSUMER GOODS ...... 38 Personal Items ...... 38 1. ULTRA-TECHNOLOGY ...... 5 2. CORE TECHNOLOGIES . . . . . 18 Clothing ...... 38 AGES OF TECHNOLOGY ...... 6 POWER ...... 18 Entertainment ...... 40 TL9 – The Microtech Age ...... 6 Power Cells...... 18 Recreation and TL10 – The Robotic Age ...... 6 Generators ...... 20 Personal ...... 41 TL11 – The Age of Energy Collection ...... 20 Exotic ...... 7 Beamed and 3. COMMUNICATIONS, SENSORS, TL12 – The Age of Miracles ...... 7 Broadcast Power ...... 21 AND MEDIA ...... 42 Even Higher TLs...... 7 Civilization and Power...... 21 COMMUNICATION AND INTERFACE . . 42 TECH LEVEL ...... 8 COMPUTERS ...... 21 Communicators...... 43 Technological Progression ...... 8 Hardware ...... 21 Encryption ...... 46 TECHNOLOGY PATHS ...... 8 AI: Hardware or Software? ...... 23 Receive-Only or Conservative Hard SF...... 9 Software ...... 24 Transmit-Only Comms ...... 46 Radical Hard SF ...... 9 Using a HUD ...... 24 Translators ...... 47 ...... 9 Ubiquitous Computing ...... 25 Neural Interfaces...... 48 Nanotech Revolution ...... 9 ROBOTS AND TOTAL . . . . . 26 Networks ...... 49 Unlimited Technology...... 9 Digital Intelligences ...... 26 Mail and Freight ...... 50 Emergent Superscience ...... 10 Drones ...... 26 MEDIA AND EDUCATION ...... 51 High Biotech ...... 10 Superhuman Minds and the Recording and Playback...... 51 Retrotech ...... 10 Singularity...... 26 Virtual Reality ...... 53 Safe-Tech ...... 10 Renting Robots...... 26 Augmented Reality ...... 56 Psi-Tech ...... 11 Cyborgs...... 27 Sensies ...... 57 GADGET CONTROL ...... 11 MACHINES AS CHARACTERS ...... 27 Mass Media ...... 58 Creating an Equipment List. . . . . 11 Machine Intelligence Lenses . . . . 27 Teaching and Learning Aids . . . . 59 Preventive Measures ...... 12 Biomorphic Lenses ...... 28 SENSORS AND SCIENTIFIC Retroactive Measures ...... 12 Meta-Traits...... 29 EQUIPMENT ...... 60 Attributes ...... 29 BUYING EQUIPMENT ...... 13 Passive Visual Sensors ...... 60 Advantages ...... 29 Black Markets ...... 13 Indirect Passive Sensors...... 61 Purchasing Machines...... 29 Legality and Antiques...... 14 Active Sensors ...... 63 Disadvantages ...... 31 WEAR AND CARE ...... 14 Combination Sensors ...... 66 Perks ...... 33 Maintaining Gadgets...... 14 Scientific Equipment ...... 66 Repairing Gadgets...... 14 Quirks ...... 33 Powering Gadgets ...... 15 Skills ...... 33 4. HOUSING, TOOLS, AND Robots and Society...... 33 INTEGRATING AND Robots in Action ...... 34 SURVIVAL GEAR...... 68 MODIFYING EQUIPMENT ...... 15 Cinematic Combat ...... 34 HOUSING AND FOOD ...... 69 Plug-in Gadgets ...... 15 Controlling and Domestic Equipment Combination Gadgets ...... 16 Reprogramming AIs ...... 35 and Appliances...... 69

GURPS System Design ❚ STEVE JACKSON Chief Executive Officer ❚ PHILIP REED Executive Editor ❚ MIRANDA HORNER GURPS Line Editor ❚ SEAN PUNCH Chief Creative Officer ❚ SAM MITSCHKE Marketing Director ❚ RHEA FRIESEN Assistant GURPS Line Editor ❚ Chief Operating Officer ❚ SUSAN BUENO Director of Sales ❚ ROSS JEPSON JASON “PK” LEVINE Art Director ❚ WILL SCHOONOVER Prepress Checkers ❚ MONICA STEPHENS GURPS Project Manager ❚ STEVEN MARSH Production Artist ❚ ALEX FERNANDEZ and MIRANDA HORNER GURPS FAQ Maintainer ❚ Production Assistance ❚ THOMAS WEIGEL Page Design ❚ PHIL REED and JUSTIN DE WITT VICKY “MOLOKH” KOLENKO Editorial Assistant ❚ CHRIS MAKA Indexer ❚ NIKOLA VRTIS

Lead Playtester: Jeff Wilson Playtesters: Alexander Borghgraef, Frederick Brackin, Ken Burnside, Henry J. Cobb, Douglas Cole, Shawn Fisher, Erik Funk, Anthony Jackson, MA Lloyd, Elizabeth McCoy, Onno Meyer, and Hans-Christian Vortisch

GURPS, Warehouse 23, and the pyramid logo are registered trademarks of Incorporated. Ultra-Tech, Pyramid, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Ultra-Tech is copyright © 1988, 1989, 1990, 1991, 1996, 1997, 1999, 2003, 2006, 2009, 2014, 2016 by Steve Jackson Games Incorporated. All rights reserved. Printed by CreateSpace. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2CONTENTS Housing and Construction ...... 71 Reality Disruption Beams . . . . . 131 FIELDS ...... 190 Foodstuffs ...... 73 Psionic Beams ...... 132 Force Screens ...... 190 EXPEDITION GEAR ...... 74 Options ...... 132 Bodyguards...... 190 Lights ...... 74 Hotshots and Overheating...... 133 Force Shields ...... 192 Navigation Instruments ...... 74 FLUID PROJECTORS ...... 134 Nuclear Dampers ...... 193 Containers and Load-Bearing Sprays...... 134 Stasis Webs ...... 193 Equipment ...... 75 Vortex Ring Projectors ...... 134 Other Force Fields...... 194 Survival and Camping Gear. . . . . 75 GUNS AND LAUNCHERS ...... 135 Environmental...... 77 Conventional and 8. MEDICAL AND Exploration, Safari, and ETC Guns ...... 135 BIOTECH ...... 196 Salvage Robots...... 79 -Powered Air Guns ...... 139 BIOMEDICAL EQUIPMENT ...... 196 Crossing a Gravity Gradient . . . . . 79 Electromagnetic Guns ...... 141 Medical Gear ...... 196 TOOLS AND CONSTRUCTION Grav Guns ...... 143 Medical Robots ...... 202 MATERIALS ...... 80 Gyrocs...... 144 Psychiatric Equipment ...... 203 Tools and Tool Kits...... 80 Rockets and Missiles...... 145 Biotech Equipment...... 204 Worker Robots ...... 85 Hand Grenades ...... 146 Drugs and Nano ...... 204 Heavy Equipment, Salvage, Typical Weapons by TL ...... 148 Biotech Techniques ...... 206 and Rescue Gear ...... 87 FIREARM ACCESSORIES ...... 149 CYBERNETICS AND Demolitions ...... 88 Targeting Systems...... 149 UPLOADING ...... 207 MANUFACTURING ...... 89 Smartgun Electronics ...... 149 Body Modifications...... 208 Industrial Equipment ...... 89 Other Accessories ...... 150 Brain Implants ...... 215 Future Economies ...... 89 WARHEADS AND AMMUNITION . . . . 152 Remote-Controlled Memory Materials ...... 90 Conventional ...... 152 Cybernetics ...... 215 Von Neumann Machines ...... 92 Nuclear and ...... 156 Implanted Digital Mind ...... 216 PSI AMPLIFIERS ...... 94 Energy ...... 157 Cybernetic ...... 218 BIOCHEMICAL AND Total Brain 5. COVERT OPS NANOTECH WEAPONS ...... 159 Transplants...... 219 AND SECURITY...... 95 and Clouds ...... 159 Uploading...... 219 Downloading Minds ...... 220 DECEPTION AND INTRUSION ...... 95 Foams and ...... 160 Low- and Very-Low-Res Burglary, Infiltration, Poisons ...... 161 Copies ...... 220 and Sabotage ...... 95 Metabolic Nanoweapons ...... 161 Campaign Effects of Forgery and Counterfeiting . . . . . 96 MELEE AND THROWN Uploading ...... 221 Disguises and Smuggling ...... 97 WEAPONS ...... 162 ECM and Stealth ...... 98 Physical Weapons ...... 162 9. VEHICLES ...... 222 Computer Intrusion ...... 100 Energy Weapons ...... 164 Planetary Travel ...... 222 SECURITY AND SURVEILLANCE . . . . . 101 COMBAT ROBOTS ...... 167 Space Travel...... 223 Barriers, Mines, and Traps . . . . 101 Warbots and VEHICLES ...... 224 Future Crime ...... 101 Combat Androids...... 167 ATVs ...... 224 Security Scanners ...... 104 Weapons ...... 168 ERSONAL EHICLES ...... 225 Surveillance and P V Flying Cars ...... 225 Tracking Devices ...... 105 Counter-Surveillance TANKS ...... 226 and ECM...... 106 HOVERCRAFT ...... 227 ENFORCEMENT AND COERCION . . . 106 MINISUBS ...... 228 Forensics and Lie Detection . . . 106 DIVER PROPULSION SYSTEMS ...... 228 Restraint and Riot TILT-ROTOR TRANSPORT ...... 229 Control Devices ...... 107 UTILITY VERTOL ...... 229 Interrogation, Brainwashing, and Animal Control...... 108 7. DEFENSES ...... 170 GRAV BIKES AND PLATFORMS ...... 229 Black Ops Robots ...... 110 Materials ...... 170 Microplanes ...... 230 BODY ARMOR AND Flight Packs ...... 230 6. WEAPONRY ...... 112 PROTECTIVE GEAR ...... 171 Zero-G Thrusters...... 231 Weapon Tables ...... 112 Body Armor ...... 171 DROP CAPSULES ...... 232 BEAM WEAPONS ...... 113 Tailoring Armor...... 174 MATTER TRANSMISSION ...... 233 Lasers ...... 113 Rigid Body Armor...... 176 Technologies ...... 233 Chemical Infared Lasers ...... 114 Environmental Gear MT Booths ...... 233 Electrolaser ...... 119 and Suits...... 176 Telegates...... 233 Microwave Weapons...... 120 POWERED SUITS ...... 181 Teleport Projectors ...... 234 Neural Weapons ...... 121 Exoskeletons ...... 181 Dimension and . . . . . 234 Accelerators ...... 122 Battlesuits ...... 182 Mind Voyages ...... 235 Sonic Weapons ...... 124 Typical Armor by TL ...... 186 BIBLIOGRAPHY ...... 236 Weapons ...... 127 DEFENSE SYSTEMS ...... 187 Gravity Weapons ...... 128 Other Defenses ...... 187 Nucleonic Beams ...... 130 INDEX...... 237

CONTENTS 3 INTRODUCTION GURPS Ultra-Tech is a sourcebook of science-fiction GURPS Psionics, BESM 2nd Edition, and Transhuman gadgets and weapons. It’s a resource for space, alternate Space. future, techno-thriller, cyberpunk, or supers games – any Kenneth L. Peters lives in Post Falls, Idaho. He is an setting that requires technology from tomorrow and anthropology buff and a sergeant in the United States beyond. Marine Corps Reserve. He is the author of Transhuman The equipment described within spans the “future” tech Space: Spacecraft of the , and a co-author of levels from TL9 (a few decades from now) to TL12 (the age Transhuman Space: Under and several of miracles). The emphasis is on personal gear of all sorts, books. from hyperspectral goggles and communicators to gamma-ray laser rifles and dreadnought battlesuits. Ultra-Tech also provides plenty of details on future medicine, but since GURPS Bio-Tech covered genetics, About GURPS biomods, and drugs, this book emphasizes hard tech – Steve Jackson Games is committed to full sup- cybernetics, ultra-tech medical equipment, neural inter- port of GURPS players. Our address is SJ Games, faces, and . As technology advances, the P.O. Box 18957, Austin, TX 78760. Please include line between man and machine may become increasingly a self-addressed, stamped envelope (SASE) any blurred. Ultra-Tech provides rules for establishing the time you write us! We can also be reached by capabilities and limitations of , as well e-mail: [email protected]. Resources include: as templates for robotic or total cyborg bodies, from handy technical ’bots to shapeshifting nanomorphs. New supplements and adventures. GURPS Ultra-Tech is a catalog for players, and a resource for continues to grow – see what’s new at the GM. Ultra-technology can propel adventures into .sjgames.com. action, add color and atmosphere to a science-fiction Warehouse 23. Our online store offers GURPS setting, serve as the object of a quest, or power a villain’s adventures, play aids, and support in PDF form . . . sinister design. There’s no need to make every gadget in this digital copies of our books, plus exclusive material book available at once – that can be overwhelming! It’s up available only on Warehouse 23! Just head over to to the Master to decide exactly what gear to use . .. warehouse23.com. but to help out, we’ve provided a chapter of suggestions on Pyramid (pyramid.sjgames.com). Our integrating equipment into the game and establishing monthly PDF magazine includes new rules and alternative technology paths so that the technology fits the articles for GURPS, systemless locations, adven- campaign. tures, and much more. Look for each themed issue from Warehouse 23! Internet. Visit us on the World Wide Web at PUBLICATION HISTORY sjgames.com for errata, updates, Q&A, and much This is the third edition of GURPS Ultra-Tech; it has more. To discuss GURPS with our staff and been revised to the GURPS Fourth Edition rules. The old- your fellow gamers, visit our forums at est material included here dates back to the three chapters forums.sjgames.com. The GURPS Ultra- Tech of equipment in the first edition of GURPS Space (by Steve web page is at gurps.sjgames.com/ultra- tech. Jackson and William A. Barton). This material was incor- Bibliographies. Many of our books have exten- porated into GURPS Ultra-Tech (by David Pulver). GURPS sive bibliographies, and we’re putting them Ultra-Tech 2 added more gadgets, including some adapted online – with links to let you buy the resources that from GURPS Cyberpunk (by Loyd Blankenship). Material interest you! Go to each book’s web page and look in the present edition was also inspired by technology in for the “Bibliography” link. GURPS Psionics, GURPS Robots, and Transhuman Errata. Everyone makes mistakes, including Space. us – but we do our best to fix our errors. Up-to-date errata pages for all GURPS releases, including this book, are available on our website – see above. ABOUT THE AUTHORS Rules and statistics in this book are specifically David L. Pulver lives in Victoria, British Columbia. He for the GURPS Basic Set, Fourth Edition. Page ref- has been a science-fiction fan and avid gamer for most of erences that begin with B refer to that book, not his life. He is a co-author of the GURPS Basic Set, Fourth this one. Edition, and has written or co-authored over 60 other gam- ing books, including GURPS Bio-Tech, GURPS Robots,

4INTRODUCTION CHAPTER ONE ULTRA- TECHNOLOGY

The trouble with commanding the Imperial Secret Today’s visitor was Merlin, the AI who ran the psycho- Service’s clandestine Galactic Operations Directorate, Colonel history division. It didn’t waste any time. Erasmus reflected, was that whenever you had an unexpected “I have some very bad news,” said the Artificial caller, it was always bad news. Intelligence. Colonel Erasmus forced a smile. “Of course you do.” The AI’s avatar, who seemed to get younger each time they met, shimmered before his desk. “I’m a little busy.” “You’ll be busier. We have an evolving singularity in the local bubble.” Merlin waved a hand, and a holographic pro- jection of the Terran Sector materialized, extending across time and space. “Observe. The Bubble client states – here. And here . . .” “An expansionist threat from the Thearchy of Buckminister?” Erasmus shook his head in disbelief. “You’ve fried a circuit, Merlin. They’re a safe-tech civ- ilization, steadily regressing to retro-tech. If they invade, it’ll be the Ludenburg Star Empire all over again.” He smiled wistfully. “Infantry with auto-rifles and steel helmets, pouring out of hyperdrive ships . . . I even saw some horse cavalry. It was almost fun.” “This won’t be. Your data is obsolete, Erasmus. The new synod’s given its backing to the Accelerationist in the clergy – scientific progress now glorifies the Creator. I’ve plotted their cultural dynamism. Take a look at this.” Holographic equations appeared, hanging in the air. It had been a while since Erasmus had taken techno-sociology, but he could still decipher them. “A radical superscience culture in 40 years?” “So I predict. They’ve got their own AIs now. Last month, they began experimenting with . Combine that with their exist- ing FTL technology . . .” “Apocalypse now. I get it. Unfortunately, all my operatives are a little busy.” “Anything important?” “Preventing a nuclear war. Tracking down several grams of stolen antimatter. Finding a missing princess. The daily grind. I expect results soon.” “Tell them to hurry.” GURPS Ultra-Tech is a catalog of technologies and equipment from TL9 (extrapolations of existing develop- ments) to TL12 (devices that verge on the miraculous). This chapter provides general background and rules for ultra-technology, along with guidelines for adjusting the availability of equipment in a campaign.

ULTRA-TECHNOLOGY 5 INDEX 3D, cameras, 51; media walls, Armored doors, 101. Bioplas, armor, 174; contact Campaign equipment list, 11- Computer Programming skill, 52. Armored shades, 176. lenses, 38; pressure tents, 12. 33. Ablative foam, 187. Artificial gills, 177. 77; skin, 212; smart, 170- Camping gear, 75-77. Computing, ubiquitous, 25. Accelerated reflexes, 212. Artificial gravity, see 171; swimsuits, 39; Cannibal, nanokits, 98; Construction, foam, 83; Access control, 150. Contragravity, Gravity transparent, 174. swarms, 169. materials, 80-89; swarms, Accessory perk, 33. Control. Bioplastic, see Bioplas. Cannon, conventional, 136, 86-87; see also Housing. Accessory rails, 150. Artificial intelligences, 23, 25; Biopresence software, 109. 138. Consumer goods, 38-41. Active electromagnetic sensor controlling and Biosuits, space, 179. Canteens, 75, 76. Contact poisons, 161. arrays, 65. reprogramming, 35; Biotech, equipment, 204; Causality communicators, 45- Containers, 75. Active flesh masks, 98. hacking, 35; as hardware, houses, 72; techniques, 206. 46. Contragravity, 223; belts, 231; Active sensors, 63-66; modes, 23; involuntary , artificial, 79; CAW, 136, 138; Gauss, 141. flyer swarmbots, 36; 63; targeting with, 150. reprogramming, 35; masters communicators, 46; Cellular communicators, 50. modules, 75; platforms, Addiction disadvantage, 31. of, 35; physical access, 35; moving, 79. CG flyer swarmbots, 36. 229; see also Gravity Adhesives, 83. purchasing software, 29; see Black markets, 13-14. Chameleon, advantage, 29; Control. Adjustable force screen also AI, Digital Intelligences, Black ops robots, 110-111; see cloak, 99; net, 99; surface, Contragravity buildings, see variant, 191. Machine Intelligence also Bush Robots, Combat 98-99. Castles in the Air. Aegis nanobots, 206. Lenses. Androids, Scout Robots, Charged particle beam Conversion beam weapons, Aerosol weapons, 134. Ascepaline, 205. Warbots, Nursebots. weapons, 123. 131. Aerostat swarmbots, 36, 70- Assault boots, 173; hiking, Blades, 163-164, 166. Cheap equipment Cosmic freeways, 234. 71. 173. Blast foam, 87. modification, 15. Cosmic power cells, 19-20. AESA, 65. Assault grav-beamers, 129. Blasters, 123. Chemscanners, 64. Counterfeiting equipment, Ages of technology, 6-7. Assembler goo, 85. Blueprints, 91. Chemsniffers, 61-62. 96-97. AI, meta-trait, 29; tutors, 59; hives, 71. Body armor, 170-174; Chip slots, 216; advantage, 30. Counter-surveillance devices, see also Artificial Attaché cases, 38, 97. ablative, 173, 174; ablative Chrysalis machines, 201-202. 106. Intelligences. ATVs, 224-225. nanoplas, 173, 174; beam- Clamshell armor, 176. Crash kit, 198. Air cars, 225, 226. Augmented reality, 53, 56-57; adaptive, 190; coverage, Cleaning, gel, 38; swarms, 69- Crashwebs, 224. Air guns, 139-140. hardware required, 56; 175; laser-resistant, 173- 70. Crawler swarmbots, 36. Air masks, 176, 177. programs, 56-57. 174; living metal, 190; Climate control for protective Crediline, 205. Air supplies for protective Autograpnels, 96. reflec, 173, 174; retro- gear, 171. Crew stations, 24. gear, 171. Autokitchens, 69. reflective, 173, 174; rigid, Clinical mind transference Critical repair nano, 206. Air tanks, 176-177. Automaton meta-trait, 29. 176; styles, 171-172; equipment, 221. CTS, 149 Air tubes, 77. Automeds, 196-197. tailoring, 174-175; without Cloaking force screen variant, Cuffs, 107; cufftape, 107. Airships, 223. Axes, morph, 83. faceplates, 187. 192. Cutting wire, 102. Allies advantage, 29. Backup brains, 218. Body modifications, 208-215. Cloning, 206. Cyber claws, 210. Ammunition, conventional, Ballistic armor, 172. Bodyguards, 190. Close assault weapons, 136, Cyberhair, 212-213. 139; see also Warheads. Ballistic liners, 223. Bodysculpting, 206. 138; Gauss, 141. Cybernetics, 207-219; Amnesia disadvantage, 31. Bandage, diagnostic smart, Bomb implants, 210. Clothing, 38-40. detecting and removing, Amplifier thrones, 94. 199; spray, 197. Book readers, 51. Cognitive enhancement, 217- 208; powering, 208; Analgine-Beta, 205. Barrier screens, 191. Boosted, hearts, 210; reflexes, 218. installation procedure, 207- Androids, combat, 167; Barriers, 101-104. 210. Coilguns, 141-143. 208; remote-controlled, 215; domestic, 70; general Battlesuits, 182-186. BOS implants, 217. Com taps, 105. repairing, 208; second-hand, purpose, 41; see also Beam weapons, 113-133; Brain implants, 215-218. Combat, androids, 167; armor, 208; social effects, 207; Robots. options for, 132-133. Brainlocks, 49. 179-180, 183, 186; robots, uplift, 218-219. Animal control devices, 108- Beamed audio sound Brainscanners, 203-204. 167-169; suits, 178; Cybersuits, 184-185, 186. 110. systems, 108-109. Braintaps, 58, 215; jacks, 219; walkers, 182-183, 186. Cybervoders, 210. Anti-armor weapons, Beamed power, 21, 36. wireless, 219. Combination, gadgets, 16; Cybervox, 40. conventional, 136, 138. Beanstalk elevators, see Space Brainwashing devices, 108- sensors, 66. Cyborgs, 27, 29; food paste, Antigrav hammocks, 70. Elevators. 110. Communication, 42-50. 73; total brain transplants, Antimatter, explosive, 88; Bernal spheres, 71. Brainwipe machines, 109. Communicators, 43-46; with 219; see also Machines as generators, 20; storage field, Binoculars, 60. Breathing gear, 176-177. different ranges, 43; Characters. 82; trap, 81-82; warheads, Biochemical, warheads, 153; Brilliant weapons, 146, 168- standard sizes, 43; see also Data, banks, 51; dots, 51; 156-157. weapons, 159-162. 169. Encryption. havens, 50; players, 51; beam weapons, Biofabrication, 204, 208. Broadcast power, 21, 37. Compact computer storage computer 124. Biogenesis, 206. Bug, detectors, 106; stompers, modification, 23. modification, 23. Antiques and legality, 14. Biological operating system 106. Computer, 21-26; clothing, 39; Databases, 26, 54-55. Antirad, 205. implants, 217. Bughunter swarms, 106. Complexity Rating, 21-22; Datachips, 51. Anti-tangler aerosols, 160. Biomedical, equipment, 196- Burglary equipment, 95-96; customizing hardware, 23; Datapads, 23. Anti-theft devices, 150. 206; nanomachines, 205- see also Explosives, Laser implants, 215-216; in Dazzle weapons, 113 Anti-toxin kits, 196. 206; sensors, 187. Torches, Plasma Torches, biological shells, 220; Death beams, 132. APDS, 152. Biometric, cracker tools, 95; Sonic Probes, Tool Kits. models, 22-23; monitoring Debt disadvantage, 31. APEP, 152. scanlocks, 104; scanners, Burrow darts, 155. gear, 100; pills, 105-106; Deception ECM, 99. APHC, 152. 104. Bush robots, 86, 203. quantum, 23, 47; template, Deceptive, radar jammers, 99; APHD, 156. Biomimetic swimsuits, 39. Buying equipment, 13-14. 216; terminals, 23-24; see sonar jammers, 99. APHEX, 152-153. Biomonitors, 197, 199; Buzz fabric, 39. also Computing, Robots, Decontamination swarms, 87. Aquasleds, 228. implants, 208-209. Cable jacks, 42-43; advantage, Software. Decryption programs, 47. Armor materials, 170-171; see Biomorphic lenses, 28. 31; see also Neural Jacks, Computer Brain advantage, Dedicated artificial also Body Armor. Bionic, arms, 209; ears, 209; Neural Interfaces, 30. intelligences, 25. Armor-piercing warheads, eyes, 209; hands, 209; legs, Networks. Computer intrusion Defense, globes, 102; systems, 152-153. 209-210; organ transplants, Cages, 75-76. equipment, 100; see also 187-190. Armor-piercing hyperdense 210; vital organs, 210; Camcorders and cameras, 51. Encryption, Quantum Deflector shield cities, 72. darts, 156. voiceboxes, 210. Camouflage, 98-99. Computers. Defoliator swarms, 87.

INDEX 237 Delusions disadvantage, 31. Electronics Repair skill, 33. Flare warheads, 153. Gravity-Ripple Comm Hover platforms, 230. Demolitions, 88-89. Electro-optical, binoculars, Flashlights, 74, 113. advantage, 31. Hoverbikes, 230. Dependents disadvantage, 32. 60; surveillance cameras, Flatcams, 51. Gravity-ripple Hovercarts, 75. Depilatory cream, 38. 60. Flesh pockets, 210. communicators, 45. Hovercraft, 227. Desert environment systems, Electrothermal-chemical Flexible houses, 71. Gravpacks, 75. HP warheads, 154. 189. weapons, 139. Flexible (printed) computers, Gravscanners, 63. HUD, 24; link, 149. Desert environmental suits, EMA, 187. 23. Gremlin swarms, 169. Hunter missiles, 168. 177, 178. Emergency support units, Flier swarmbots, 36. Grenade launchers, 136, 138. Hydrophones, 62-63. Devourer swarms, 169. 197-198. Flight advantage, 30. Grenades, 146-147; see also HyMRI scanners, 198. Diagnostic, beds, 197; EMP, guns, 121; warheads, Flight packs, 230-231. Warheads. Hypercore, 156. computers, 151; probes, 157. Floater chairs, 70. Gripboots, 75. Hyperdense blades, 164. 197; sensors, 197; webs, Encryption, 46-47. Floater missiles, 168-169. Grooming and style items, 38. Hyperspectral, eyes, 215; 197. Enemies disadvantage, 32. Floating furniture, 70. Grooming spray, 38. imaging sensors, 61. Digital cameras, 51; see also Energy, cloth, 174; collection, Fluid projectors, 134. Growth tanks, 204. Hyperstim, 205. Passive Sensors. 20-21; force screen variant, Flying cars, 225-226. G-tubes, 223. Hypertime fields, 195. Digital data storage media, 192; warheads, 157-159. Foams, 77, 83, 87, 160-161, Guns, conventional, 135-147; Hypnogogic beams, 132. 51. Engineer skill, 34. 187. see also Warheads. Hypo, 197, 199. Digital intelligences, 26; see Entangled message , Food, 73-74; factories, 70. GURPS, Bio-Tech, 4, 10, 205, Ice guns, 140. also Artificial Intelligences, 45. Force, beams, 128-129; blades, 206; High-Tech, 135. IFF, comms, 188; Machine Intelligence Entertainment, 40-41; 166; glaives, 166; swords, GUT bug sweepers, 106. interrogators, 151. Lenses, Mind Emulation, consoles, 51; see also 166; wards, 193; warheads, Gyrobalance, 210. Imaging radar, 65. Uploading Minds. Cybervox, Dreamgames, 158; whips, 166. Gyrocs, 144-145. Imaging sensor arrays, 60. Digital mind, implanted, 215, Electronic Ecstasy, Force fields, 190-195; houses, Hammocks, antigrav, 70. IML, 145, 146. 216. Holoventure, Media Players, 72. Hand thrusters, 231. Immune machines, 205. Digital shampoo, 38. Psychosonic Instruments, Force screens and shields, Implant, nets, 204; computers, Dimension travel, 234. Sensies. 190-193. 215; radios, 211; seeds, 202; Dimensional interfaces, 73. Envirobags, 75. Forensic swarms, 107. video comms, 211. Direct neural interfaces, 48. Environmental, gear, 176-181; Forensics equipment, 106- Implosion, beams, 129; Directional Sound advantage, suits, 176-181; tech, 77-79. 107; see also Chemsniffers, warheads, 158. 31. Equipment control, 11-13. Laboratories, Medscanner, Imprint circuits, 38-39. Disassembler, nanoglop, 161; Equipment statistics format, Timescanners, Incarnation of digital minds, swarms, 169. 16-17. Ultrascanners. 221. Discriminatory Senses Eraser weapons, 132. Forgery equipment, 96-97. Indomitable advantage, 30. advantage, 29. ESM, 62, 188. Fragwire, 102. Industrial, equipment, 89-94; Disguised equipment ESP, 66. FTL, beam weapons option, megaprojects, 79; water modification, 15. ESU, 197-198. 133; computer knives, 81. Disguises, 97-98. ETC, 139. modification, 23; radios, 46. Inertial navigation, 74-75. Disintegrators, 130; field, 103. ETS, 149. Fuel cells, 18. Infantry missile launchers, Displacers, 131, 132. Euphoria machines, 40. Furry biomorphic lens, 28. Hardened computer 145, 146. Distortion chips, 99. Exofield belts, 181, 182. Fusion, generators, 20; guns, modification, 23. Infiltration equipment, 95-96; Distortion field belts, 99. Exophase field generators, 127, 128. Hardsuits, 179, 180. see also Diver Propulsion, Diver propulsion systems, 96. Gadget control, 11-13. Harvester swarms, 87. Flight Packs, Stealth Drop 228. Exoskeletons, 181-182. Gamma-ray, laser torches, 85; HE warheads, 153-154. Capsules. Document fabricators, 96-97. Exotic power cells, 18, 19-20. laser weapons, 118. Head-Up Display, 24, 149. Infrared, cloaking, 99; Domed cities, 71. Expedition, equipment, 74-80; Gases used in combat, 159- Hearing protection for imaging sensors, 60-61. Dominator nano, 162. suits, 178. 160; see also Biochemical protective gear, 171. Instaskill nano, 59. Downloading minds, 220-221; Expendable jammer Warheads. Heatsuits, 177, 178. Instructor kits, 81. replicator based, 221; see warheads, 157. Gauss guns, 141-143. Heavy lifting gear, 87-88. Integrating equipment, 15-16. also Replicators, Uploading Expensive equipment Gecko, adhesive, 83; gear, 96. HEC warheads, 154. Intelligence (IQ) attribute, 29. Minds. modification, 15. Generators, 20. Helipacks, 230, 231. Intelligent houses, 71. Downloading nanosurgery, Exploration robots, 79-80. Genius computer Helmets, 176, 180. Interactive holoprojection, 221. Explorer swarms, 80. modification, 23. HEMP warheads, 155. 53. Dream, nets, 103; teachers, 59. Explosive collars, 107. Genius missiles, 168. HEX suits, 184, 186. Interfaces, 42-50. Dreamgames, 55; addiction Explosives, 88-89; scanner, particle beam Hibernation chambers, 198. Interrogation devices, 108- to, 55. 104; see also Warheads. weapons, 131. Hidden cybernetic 110. Drones, 26-27. Extensible sensor pods, 66. Ghost programs, 220. compartments, 210. Interstellar projectors, 235. Drop capsules, 232. External power, 20. Gill, implants, 213; suits, 178. High-capacity computer Intestinal recyclers, 213. Drugs, 204-206. Extra Life advantage, 30. Glare-resistant protective modification, 23. Invisibility surfaces, 100. Drysuits, 177, 178. Extractors, 110. gear, 171. High-energy explosives, 88. IR communicators, 43-44. D-tags, 151. Eyes, bionic, 209, Global positioning system High explosive warheads, Jet pack, nuclear, 231; Dust swarmbots, 36. hyperspectral, 215; thermal receiver, 74. 153-155. underwater, 228. Duty disadvantage, 32. imaging, 214. Glow sticks, 74. Hive implants, 213. Karatands, 163. Dynamic cars, 225. Fabricators, 90-91. Goggles, 60. Hollow-point warheads, 154. Keyboard bugs, 100. Dynamic holotech, 98. Factory production lines, 89. GPS receivers, 74. Holobelts, 98; holo-distort Kinetic force screen variant, Dyson, bubble, 72; classic Fast computer modification, Grasers, 118; fences, 102. belts, 99. 192. spheres, 72; rigid spheres, 23. Grav, bikes, 230; guns, 143; Holofields, 98. Kinetic stun setting for 72; trees, 71. Feedstock pipes, 93. hammers, 84; jeeps, 226; HoloPaper, 97. gravity weapons, 128. Ecstasy machines, 40. Fences, 102-103. platforms, 229-230; rams, Holoprojection, 24, 40, 52, Kitchen foodfacs, 70. Education, 51-59. Field-jacketed beam weapons 84; speeders, 226. 53. Knives, 163-164, 166. Electrolasers, 119-120; fences, option, 133. Gravitic, compensators, 152; Holoventure, 40. Laboratories, 66-67. 101. Filter, implants, 210; masks, screwdrivers, 85; tools, 85; Holsters, 151. Ladar, 64; chemscanner, 64; Electromagnetic, armor, 187; 177; skin, 177. waldos, 85. Homing beacons, 105; military, 114; smartskin, 64. guns, 141-143; Filtration canteens, 75. Gravitic focus beam weapons couriers, 50; projectiles, Laser, chemscanners, 64; ammunition, 143. Finger paws, 218. option, 133. 146. communicators, 44; fences, Electronic countermeasures, Fire extinguishers, 87, 160. beam weapons, 129. Hopper swarmbots, 36. 101-102; sights, 149; 98-100. Firearm accessories, 149-152. Gravity, cloaks, 231; control, Hostile environment exosuits, torches, 80; weapons, Electronic ecstasy, 40, 121- Firefly swarms, 74. 78-79; gradient crossing, 79; 184, 186. 113-119. 122, 165-166. Firefoam, 160. mats, 79; plates, 78; screen Hotshots, 133. Launchers, conventional, 135- Electronic support measures, First aid kits, 198. chambers, 78-79; weapons, Housebots, 69. 147; see also Warheads. 62. Fission generators, 20. 128-129; webs, 103. Housing, 71-73. Learning aids, 56-57, 59. Electronic thumbs, 96. Flamers (plasma), 127. Hover jeeps, 227. Legality and antiques, 14.

238 INDEX Lie detection devices, Metal embrittlement agent, Nanotracers, 161. Particle accelerators, 122-124. Psych implants, 217. 106-107. 160-161. Nanoweave, 172, 175. Passive electromagnetic Psychiatric equipment, Life support for vehicles, 224. Metamorphosis, 206. Nasal filter plugs, 188. sensor arrays, 61. 203-204. Life, jackets, 188; pods, 232; Micro-antimatter warheads, Navigation instruments, Passive sensors, indirect, 61- Psychology skill, 34. support fields, 194. 156-157. 74-75. 63; configurations for Psychosonic instruments, Lift tubes, 223. Microbots, arteries, 189; NBC kits, 224. visual, 60; visual, 60-61. 41. Light support weapons, 136, swarms, 35; see also Near miss indicators, 188. Patrons advantage, 30. Pulsars, 124. 138. Swarmbots. Needlers, 139-143. PDW, 135; Gauss, 141. Pulse carbines, 121. Lights, 74, 113. Micro-manipulator tool Nerve guns, 121-122 Penlights, 74, 113. Pulsed energy projectile Limpet mines, 147; benches, 82. Nerve, gas, 160; poison, 161. Permeable force screen lasers, 118-119. dispensers, 163. Micromissiles, 144. Networks, 49-50. variant, 192. Puppet implants, 218. Linking equipment, 15-16; see Microphones, laser, 105. Neural, communicators, 46; Personal defense weapons, Purge drug, 205. also Cable Jacks, Microplanes, 230. inhibitors, 201; jacks, 217; 135; Gauss, 141. Quantum computers, 23, 47. Communicators, Neural Microwave, area denial, 120; pacifiers, 108; Personal gear, 38-41. Quickheal, 206. Interfaces, Optical Cables. disrupters, 121; weapons, programmers, 109-110; Personality implants, 218; Rad counters, 67. -propellant 120-121. uplift, 218-219; weapons, overlays, 221. Radar, 64-65, 99-100, 188; slugthrowers, 139. Mind disrupters, 132. 121-122. PESA, 61. stealth, 100. Liquids, 160-161; see also Mind emulation, 29, 220; Neural disrupters, 40, 121- Pesticide swarms, 87. Radar/laser detectors, 188. Biochemical Warheads. backup storage and, 220; 122; fields, 103. Petbots, 41. Radiant prism cloud, 160. Living flesh biomorphic lens, ghost comps, 220; multiple Neural induction, fields, 49; Phantom places, 72. Radiation badges, 188. 28. copies and, 220; programs, helmets, 49; pads, 49. Pheromone spray, 160. Radiation PF for protective Living metal, 171; skin, 215. 220; robot bodies and, 220; Neural input, headsets, 48; Physician’s equipment, 199. gear, 171. Living suitspray, 39. templates, 220; see also pads, 48; receivers, 48. Pistols, conventional, 135, Radio communicators, 44. Load-bearing equipment, 75. Digital Intelligences, Neural interfaces, 48-49, 216- 137, 139. Radscanners, 63. Locks, electronic, 102. Machine Intelligence 217; see also Brainlocks, Pitons, 76. Railguns, 141-143. Lockpicks, 95-96. Lenses. Cybernetics. Planetary brains, 79. Razortape, 107. Low-res mind copy, 220. Mind probes, 110. Neurocomms, 46. Planetary networks, 49-50. Reactionless missiles, 145. LSW, 136, 138. Mind voyages, 235. Neurogloves, 165, 166. Planetary travel, 222-223. Reactive armor paste, 189. Machine guns, conventional, Mindrippers, 122. Neurolashes, 165-166. Plasma, explosive, 88; guns, Realistic flesh biomorphic 136, 138, 139. Mines, 101-104. Neuronic restraints, 108. 127-128; torches, 80; lens, 28. Machine intelligence lenses, Minifacs, 90. Neurostimulators, 40. warheads, 158. Reality disruption beam 27-28. Minigates, 234. Neurotherapy implants, 217. Plastex B, 88. weapons, 131-132. Machine meta-trait, 29. Mininukes, 156. Neutrino Comm advantage, Plasti-skin, 198-199. Reality stabilizers, 194-195; Machines as characters, 27- Minisubs, 228. 31. Play swarms, 41. see also Stasis Disrupters, 35; see also Artificial Missiles, conventional, 145- Neutrino communicators, 45. Playback devices, 51-53. Stasis Keys. Intelligences, Digital 146, launchers, 135-147; see Night shades, 60. Pneumohypos, 199. Reality-stabilized force screen Intelligences, Robots. also Warheads. Night vision , 60. Pocket analyzers, 67. variant, 192. Macrohabitats, 71. MLAWS, 145, 146. NMI, 188. Pocket medics, 200. Receive-only communicators, MAD, 120. Modifying equipment, 15-16. No Sense of Humor Pocket packs, 38. 46. Mag-lev trains, 223. Modular Abilities advantage, disadvantage, 32. Pocket universes, 73. Recognition grips, 150. Magnetized plates for 30. Nonhumans, gear for, 116. Pocketcams, 51. Recording devices, 51-53. protective gear, 187. Modular cages, 75-76. Nuclear, dampers, 193; fields, Poisons, 161. Recreational swarms, 41. Mail delivery, 50. Molecular bonders, 84-85. 193; jammers, 193; Pollinator swarms, 87. Regeneration, nano, 206; Maintenance of equipment, Molecular glue, 83. projectors, 193; warheads, Polyskin, 213-214. rays, 202; tanks, 201. 14. Monochain warheads, 154. 156-157. Portacams, 51. Regenerators, 202. Mannequin biomorphic lens, Monowire, 82; blades, 163; Nuclear-biological-chemical Portal scanners, 104. Rejuvenation tanks, 201. 28. fence, 103; switchblades, kits, 224. Power, civilization and, 21. Remote-controlled weapons, Manufacturing equipment, 163-164; whips, 163. Nucleonic beam weapons, Power cells, 18-20, 36-37; 102. 89-94. Morph axes, 83. 130-131. exploding, 19; flexible, 19; Repair, nanopaste, 84; Mask spray, 160. Morphazine, 205. Nursebots, 202-203. jury-rigging, 19; non- swarms, 87. Mass-drivers, 141-143. Morphwear, 189. O’Neill cylinders, 71. rechargeable, 19; replacing, Repairing equipment, 14-15. Mass media, 58-59; see also Mortars, conventional, 136, 19; sizes, 19; superscience, Replicators, 92, 93-94, 204; Augmented Reality, 138, 139. 133. nanoglop, 161; software, 94; Holoprojectors, Media, MT booths, 233. Power dampers, 108. templates, 94; see also Virtual Reality. MT interceptors, 103-104. Power sleeves, 181, 182. Uploading Minds. Massage swarms, 41. Multi-media walls, 51. Power supplies, 18-21, 36-37. Reputation advantage, 30. Matter transmission, 50, Multi-mode radar, 64-65. Power tools, 81. Rescue, bubbles, 77-78; gear, 233-235; booths, 233; Multiple light anti-armor Powered suits, 181-186. 87-88. interceptors, 103-104; weapon systems, 145, 146. Powering equipment, 15, 18- Respirators, 177. vaults, 102. Multispectral bug sweepers, 20, 36-37. Respirocytes, 206. MEA, 160-161. 106. Preloaded barrels, 135. Responsive beds, 69. Meal pack, 73. Musk spray, 160. Pressor beams, 88. Responsive fabric, 39. Mechanic skill, 34. Nail guns, 82-83. Pressure boxes, 75. Restraint devices, 107-108. Media, 51-59. Nanobots, 59, 69, 83-85, 91- Pressure tents, 76-77. RF bug detectors, 106. Medical, beds, 199; gear, 196- 93, 98, 105, 161-162, 200- Pressurized protective gear, Rifles, conventional, 135-136, 202; help table, 199; robots, 201, 204-206, 221, swarms, Odor synthesizers, 52. 171. 137, 139. 202-203; supplies, 199. 35; self-replicating, 92; see Omni-blasters, 124. Printed computer Ringworlds, 72. Medscanners, 200. also Swarmbots, Utility Fog. One-time pads, 47. modification, 23. Riot, control devices, 107-108; Megacomputers, 22. Nanobugs, 105. Opaque force screen variant, Privacy fields, 106. gas, 159; shields, 188; see Melee weapons, 162-166. Nanoburn, 161. 192. Private realities, 55. also Construction Foam, Memory, augmentation, 56; Nanocleansers, 69; industrial, Optical cable, 43; see also Programmable, perfumes, 52; Construction Swarms, batons, 154; flesh, 211; 83. Networks. wallets, 97. Force Wards, Force Shields, materials, 90; scans, 100. Nanofactories, 91-93, 204. Overheating beam weapons, Protective, gear, 171-181; Microwave Area Denial, Memory-beta, 205. Nanoglop, 161. 133. suits, 178. Neurolash, Sonic Memswear, 39. Nanomachines, see Nanobots, Pacifism disadvantage, 32. Provisions dispensers, 187. Nauseators, Stun Wands, Mental translators, 48. Swarmbots. Paint carbines, 139, 140. Proximity detonation, 154. Warbler Warheads. Message bombs, 109, 159. Nanomist, 69. Painter swarms, 87. Psi amplifiers, 94. Ripsnakes, 214. Messenger pills, 106. Nanomorph, 111. Paralysis gas, 160. Psi-bombs, 158-159. Robobugs, 111. Metabolic nanoweapons, 161- Nanostasis, 200-201. Paramedical swarms, 201. Psionic, beam weapons, 132; Robofacs, 90. 162. Nanosuits, 185, 186. Paranoia disadvantage, 32. shields, 188; neutralizers, Robotic production lines, 90. Nanothorn blades, 164. Parasite seeds, 162. 132.

INDEX 239 Robots, 26-27; damage and Shrike nano, 162. Soothe drug, 205. Synthetic organs biomorphic Universal translator injury, 34; game effects of Shuriken, 169, 166. Sound detectors, 62. lens, 28. programs, 48. machine intelligence, 34; Silvertongue implants, 210. Space, armor, 179-180; shotguns, 131, 132. Unlimited technology, 8. mind emulation and, 220; Size Modifier, adjusting for, elevators, 224; habitats, 71; TacNet, 149. Uploading minds, 219-220; purchasing bodies, 29; 16. swarmbots, 36; travel, Tacsuits, 178. backup brain and, 220; renting, 26; social Skeleton, hyperdense, 214; 223-224. Tactical missile launchers, campaign effects of, 221; interaction, 34; society and, reinforced, 214. Spider cages, 76. 145, 146. dead person and, 219; 33; using in combat or Skin, 177, 181, 198-199, 212- Splat pitons, 76. Tactical programs, 149-150. destructive, 219; non- other action situations, 215. Splatter nano, 162. Tactical radar, 65. destructive, 219; see also 34-35; overview, 26-27; Skinsuits, 178, 179. Split Tech Level rule, 8. Taggants, 89. Downloading Minds, Mind specific, 41, 59, 69, 79-80, Sleep, gas, 159; poison, 161; Sprays, 134; cans, 134; Tanglers, 139, 140; warheads, Emulation, Replicators. 82, 85-87, 90-92, 110-111, sets, 69. canisters, 102; tanks, 134. 155. Urban assault weapons, 135. 167-169, 202-203; Sleeve displays, 24. SQUID, 100. Tanks, 226-227. Utility fog, 70-71; houses, 72. templates, 41, 69, 79-80, 85- Slickskin, 214. Stanford torus, 71. Targeting scopes, 149. Utility vertol, 229. 87, 110-111, 167-168, 202- Slicksuit spray, 39. Star gates, 234. Targeting systems, 149-150; Vacc suits, 178-179. 203; weapons, 168-169; Slidewalks, 222. Star habitats, 72. tactical program, 149-150. Vacuum support for see also , Digital Slipspray, 83. Starlifting, 79. -shields, 195. protective gear, 171. Intelligences, Machine Slow computer modification, Starmaking, 79. Teaching aids, 56-57, 59. , canteens, 76; Intelligence Lenses, 23. Stasis, belts, 194; chambers, Tech Level, 8, higher than collectors, 76. Machines as Characters, SM, 16. 108, 194; cubes, 194; TL12, 7; typical armor by, Variant races, 206. Microbots, Nanobots, Small arms, conventional, disrupters, 96; grids, 194; 186; typical weapons by, Varicloth, 39. Swarmbots. 135-139. keys, 96; switchblades, 164; 148; see also Ages of Variskin, 213. Rocket, 145-146; pitons, 76; Smart blindfolds, 108. warheads, 159; webs, 193- Technology. Vatfacs, 91. strikers, 163. Smart brushes, 38. 194. Techbots, 85-86. Vaults, 102. Rope, 76-77, 81. Smart cars, 225. Stealth, capsules, 232; Technological progression, 8; Vehicles, 224-235. Rugged equipment Smart diagnostics, 56. luggage, 97. start dates, 8. Velocity force screen variant, modification, 15. Smart explosively forged Stellar midwifery, 79. Technology paths, 8-11. 192. Sabotage equipment, 95-96; projectile, 154-155. Stinger, implants, 211-212; Telecommunication Veridicator, neural, 107. see also Explosives, Gremlin Smart grenades, 109, 146- swarms, 169. advantage, 31. Verifier software, 106-107. Swarms. 147; options, 147. Stingray warheads, 156. Telegates, 233-234. Very-low-res mind copy, 220. Safari robots, 79-80. Smart hairspray, 38. Striker missiles, 168. Telepathic barriers, 188. Vests, tactical, 173. Safes, 102. Smart pitons, 76. Strobe warheads, 157. Teleport, beacons, 235; Vibroblades, 164. Salvage, gear, 87-88; robots, Smart rope, 76-77. Stun sticks, 164-165. projectors, 234-235. Video and sensory 79-80. Smart shuriken, 169. Stun wands, 164-165. Televiewers, 60. augmented reality Saucer grenades, 147. Smart tattoos, 211. Styling equipment Tents, 76-77. processing, 56. Scanlocks, 104. Smartcloak, 189-190. modification, 15. Terahertz radar, 65. Video, contacts, 60; glasses, Scanning nets, 204. Smartgrips, 152. Subdermal armor, 211; Terminals (computer), 23-24 60; suitpray, 39; walls, 51. Scanning Sense advantage, Smartgun electronics, 149. monocrys, 215; nanoweave, Terminator swarms, 169. Viper gyrocs, 144. 30-31. Smartsuit options, 189-190. 213. Terraforming, 78. Virtual education, 56-57, 59. Scent, masking, 100; Smoke cloud, 160. Submachine guns, Test kits, 197. Virtual reality, 53-57, 59, synthesizers, 52; see also Smuggling, 97-98. conventional, 135, 137, 139. Thermal imaging sensors, environmental database, Programmable Perfume. Sniper mirrors, 151. Suborbital express mail, 50. 60-61. 54-55; gloves, 54; imagery Scientific equipment, 66-67. Suit docs, 199. Thermobaric warheads, 155. database size table, 55; Scout robots, 80. Suit patches, 188. Thought processors, 51. manager, 54; packaged Scramblers, 121. Suitcase docs, 201. Threat protection, 171. characters and settings, 55; Sculpted body biomorphic Suitspray, 39. Thrown weapons, 162-166. suits, 54; see also lens, 28. Superconducting quantum Thruster packs, 231. Augmented Reality. Sealed protective gear, 171. interference devices, 100. Tilt-rotor transports, 229. Virtual tutors, 56-57. Search hydrophones, 63. Superconductor loops, 18. Time, travel, 234; viewers, 67. Visors, 60. Search radar, 64. Superfine blades, 163. Timescanners, 67. Voice masks, 98. Searchlights, 74, 113. Surgical equipment, 199-200. Tissue engineering, 206. Voice processors, 51. Second skin, 181. Surveillance, cameras, 60; TML, 145, 146. Voiceboxes, 210, 218. Secret disadvantage, 32. Social Stigma disadvantage, devices, 105-106; dust, 106; Tools, 80-85; tool kits, 82. Von Neumann machines, 92. Secure encryption, 47. 32. sensors, 104; swarms, 106; Torpine, 206. Vortex ring projectors, 134. Security, 101-105; scanners, Software, cost, 24-25; worms, 105; see also Active Tracking devices, 105-106. Vortex warheads, 159. 104-105; swarms, 104-105; overview, 24-26; specific, Sensors, Digital Cameras, Tractor beams, 88. VR, see Virtual Reality. see also Encryption. 37, 51-52, 55-57, 94, 106- Passive Sensors. Tractor-pressor beams, 87-88. VRP, 134. SEFOP, 154-155. 107, 109, 149-150; tools, Survival, foam, 77; gear, Training robots, 59. Warbler warheads, 157-158. Self-driving vehicles, 223. 25; see also Artificial 75-77; modules, 77; rations, Transcontinental tunnels, Warbots, 167-168. Semi-sculpted body Intelligences, Augmented 73; suits, 177-178; watches, 223. Warheads, 152-159, biomorphic lens, 28. Reality, Computers, 77; cocoons, 78; foodfacs, Translators, 47-48; levels of conventional, 152-156. Sense of Duty disadvantage, Downloading Minds, 70. comprehension, 48. Warsuits, 185-186. 32. Encryption, Machine Swarm warheads, 156. Transmit-only Waste-relief system, 187. Sensies, 57-58; transceiver Intelligence Lenses, Mind Swarmbots, 35-37, 40-41, 69- communicators, 46. Water knives, 81. implants, 217; uplink, 58; Emulation, Sensies, 71, 74, 80, 86-87, 104-107, Transponder rings, 150. Watercraft, 223. see also Braintap. Translator, Uploading 169, 201; chassis, 35-36; Traps, 101-104. Weapon cybernetic mounts, Sensor turret, tactical, 66. Minds, Virtual Education, combat, 37; disguise, 36; Trauma maintenance, 189. 212. Sensor, gloves, 67; periscopes, Virtual Reality. fighting swarms, 37; hives, T-ray portal scanners, 104. Weapon harnesses, 150-151. 66; turrets, 66; wire, 102. Solar, cells for swarmbots, 36; 37, 213; multi-function, 37; T-Ray Vision Scanning Sense Weather control satellites, 79. Sensors, 60-66. paint, 21; panels, 20-21; multiple swarms, 37; advantage, 30. Wire fences, 102-103. Sensory, control restraints, satellites, 21. operation, 37; power Tripods, 151; zappers, 119. Word processing software, 108; deprivation tank, 108. Sonar, 65; communicators, supplies, 36-37; statistics UAW, 135. 51. Sentry swarms, 169. 44-45. table, 37; type table, 37; UGL, 136, 138. Worker robots, 85-87. Servomounts, 151-152. Sonar Comm advantage, 31. types, 37; see also Ultrascan portals, 104. Worker swarms, 86-87. Sexmorph, 214. Sonic, barriers, 102; Microbots, Nanobot, Utility Ultrascanners, 66. Workshop, 82; robotic, 82. Shaped charge warheads, nauseators, 125; probes, 84; Fog, specific types of Umbrella fields and shields, Worldscaping, 78. 154. projectors, 52; screamers, swarms. 194. Wristwatches, 66, 67. Shape-memory disguises, 97. 125; screens, 96; shower Swarmwear, 40. Underbarrel grenade X-ray laser torches, 85. Shock clubs, 164-165 heads, 70; shuriken, 166; Swimmer swarmbots, 36. launchers, 136, 138. X-ray scanners, 104. Shotguns, conventional, 136, stunners, 125, 126; Swimwear, 39. Universal assemblers, 85. Zap gloves, 165. 138, 139. weapons, 124-126. Switchblades, 163-164, 166. Universal tools, 85. Zero-G, thrusters, 231; Shotshells, 154. Sonic communicators, 45, 52. worksuits, 183, 186.

240 INDEX