I loved this book! If the technological device in a sci-fi book somewhere, the rules for having it are in here. It is organized by Tech Level so it is very easy to find what you want. There are also very good descriptions of possibilities of what life will be like in the future at every tech level. Of course at TL 15-16 things get a little hard to conceive. The book has a somewhat optomistic outlook on the future, which, compared to GURPS supplements like Cyberpunk is quite odd. This is a definite must have for people who want to play campaigns of high technology set in the future. Of course one should also look out for Ultra-Tech 2 which is in the process as I type. It has a good blend of playing rules for both cinematic and "realistic" and has rules for the following things that are vital
Cybernetics
Weapons
Melee Weapons
Transportation
Armor
Medical Technology
etc. I would definitely recommend this to people who play futuristic GURPS and to those who don't, try it, it's awesome!