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Wollfy''s House Rulles for 4th ediitiion Gamma Worlld Wo fy s House Ru es for 4th ed t on Gamma Wor d

WRITTEN BY MOSES WILDERMUTH AND DEREK HOLLAND EXOTEX ARMOR BY SAMMY SPADE EDITED BY MOSES WILDERMUTH ASSISTANT EDITOR: CHRIS H.
"WHILE I HADN'T INTENDED ON SPENDING SO LONG WORKING ON IT, THE MATERIAL WAS TOO GOOD TO JUST SLAP TOGETHER HAPHAZARDLY... AND IT WAS MY PLEASURE TO WORK ON." -- CHRIS H.

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TABLE OF CONTENTS
CHAPTER 1: GENOTYPES, CRYPTIC ALLIANCES & DERIVED ATTRIBUTES Section 1: Psykers and the Psyker Friends Network Moses Wildermuth Psykers (The Evolved) Page Psykes (Psychic Powers) Page Psyke Categories Page The Psyker Friends Network (The Net Cryptic Alliance) Psyke Meds Page Section 2: Growth Cycles for Green Folk Moses Wildermuth Growth Cycles for Green Folk Page Section 3: Fungus Based Characters Derek Holland Sentient Fungi Page Section 4: Can You Hear That? Making Sense of the Senses Moses Wildermuth Range Modifiers to the Senses Check Sight Page Hearing Smell

Page 5 5 7 8 Page 10 11 Page 12 12 Page 14 14 Page 15 Page 16 17 Page 17 Page 18

CHAPTER 2: SKILLS, COMBAT, HEALTH & WEATHER HAZARDS IMPROVED Section 1: The Skill System Moses Wildermuth Determining Skills Known Page The Skill Score Page Learning New Skills Page General Skills Enforcer Skills Esper Skills Examiner Skills Page Scout Skills Page Skill Descriptions Page Section 2: Combat Wound Effects Moses Wildermuth Step 1: How to Attack Page Step 2: Hit Locations Page Step 3: Combat Wound Effects Matrix Notes and Clarifications Page Special Attack Forms Page Page 19 19 20 20 Page 21 Page 22 Page 23 23 24 24 Page 31 32 32 Page 32 35 36

Section 3: Vehicle Combat Moses Wildermuth Vehicle Combat Page Section 4: New Poisons and Diseases Derek Holland Poisons Disease Section 5: Hows the Weather? Moses Wildermuth The Weather Table Page Description of Hazardous Weather Page CHAPTER 3: EQUIPMENT, ARMOR, WEAPONS, & COMPUTERS Section 1: The Healers Bag, Herbal Remedies & Miracle Cures Moses Wildermuth The Healers Bag Page Common Herbal Medicines Page Miscellaneous and Rarely Seen Herbs Ancient Miracle Cures Page Section 2: ExoTex Armor Sammy Spade Exotex Armor Page Section 3: Weapons, Weapon Proficiencies and Armor Moses Wildermuth Part 1: Weapon Types Page Part 2: Weapon Proficiencies Page Part 3: Armor Class versus Weapon Tech Level Section 4: A More Complete Breakdown of Tech IV Weapons Moses Wildermuth Revolvers to Shotguns Page Section 5: Nail Guns and Paint Ball Guns Derek Holland The Nail Gun Page The Paint Ball Gun Page Section 6: Really Cool Weapons Derek Holland The Atom Smasher Page 68 The Oxidizer The Attractor Page 68 The Pulverizor The Defoliator Page 68 The Shocker The Dehydrator Page 69 The Shredder The Dissolver Page 69 The Tags The Havoc Page 69 The Vaporizer The Javelin Page 69 The Wrecking Ball

Page 37 37 Page 40 Page 40 Page 42 Page 44 45 46

Page 48 49 49 Page 50 50 Page 51 51 Page 52 53 57 Page 59 Page 64 64 Page 66 66 66 Page 67 Page 70 Page 70 Page 70 Page 71 Page 71 Page 71 Page 71

Section 7: Siege Weaponry of Gamma Terra Moses Wildermuth Miscellaneous Tech II Siege Weapons Medieval Artillery (Tech II) Page Greek Fire (Tech II) Page Common Cannon (Tech III - IV) Page Cannon Ammunition (Tech III - IV) Common Rockets (Tech III) Page Dynamite (Tech IV) Page Modern and Futuristic Cannons (Tech IV - VI) Section 8: Computer Systems and Artificial Intelligence Moses Wildermuth Part 1: Computer Systems Page Part 2: Peripheral Devices Page Part 3: Computer Programs Page CHAPTER 4: ADVENTURES & ENCOUNTERS Section 1: Random Treasure Tables Moses Wildermuth Armor, Helms and Shields (Tech I III) Page Armor, Helms and Shields (Tech IV VI) Ranged and Melee Weapons (Tech I III) Artifact Weapons (Tech IV VI) Advanced Adventurers Equipment (Tech IV VI) Standard Adventurers Equipment (Tech I III) Section 2: Random Wilderness Encounter Charts Moses Wildermuth Ruins and Death Lands Page Forests and Jungles Page Plains and Meadows Page Deserts and Rocky Lands Page Hills and Knolls Page Mountains and Cliffs Page Waterways: Rivers, Lakes, Swamps, Etc. Page True Animal Sub-Table Page Section 3: Random City and Roadway Encounters Moses Wildermuth Part 1: Designing a Community in Gamma World Page Part 2: Encounters in and around Town Part 3: Mounts and Pets Page LEGALITIES

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CHAPTER 1: GENOTYPES, CRYPTIC ALLIANCES & DERIVED ATTRIBUTES

SECTION 1: PSYKERS AND THE PSYKER FRIENDS NETWORK


As if there werent enough diversity built into the Gamma W orld Character Generation System , at one tim e or another an idea stru ck me that there shou ld be those Humans who look nearly identical to the Pure Strain variety, but have Mental Powers that arent necessarily Mutatio ns. The original inspiration can be found in the Mutazoids 2e Rule Book. In this volum e, these m entally m utated Hum ans are known as Supers o r Super-Hu mans. This specific term was dropped in Mutazoids3e PG&HB, and the rules for that edition of Mutazoids more closely follow the rules outlined in these pages. Supers are called Ps ykazoid Humans. concept is sound for other editions of Gamma World with proper modifications. The inspiration for the nam e of their Cryptic Alliance, Psyker Friends Network, should be obvious to all those over the age of 30 or so, but heres a clue- I was watching a late night infomercial with the Psychic Lady Cleo. The rest of the Cryptic Alliance is m ore like a giant Menta l E-m ail sy stem. This Cryptic Alliance for GW4e, was not converted into a Sphere of Influence for Mutazoids3e. Lastly, I included a couple of rare Medical Items only of use to Psykers, one that Enhances P syke Power Points and one that Recovers Psyke Power Points. These can be used to spawn ideas for other Psyke Meds or Devices.

The descriptions and statistics be low have been heav ily m odified for use in a 4th edition Gamma World cam paign. The --------------------------------------------------------------------------------------------------------------------

Psykers (The Evolved)


+3 to CN, IN, and CH rolls Must have minimum CN of 13, IN of 16, and CH of 14 Gain no bonus to Use Artifacts -3 Penalty to Mental Defense Score +2 Bonus to Health v. Radiation score Mental Psyke Abiltities

An excerpt from the Appendix to the "Historics of Gamma Terra" written by Szuth-Loh, Apprentice to Szah-Lah, Sleeth historian:

"Recently, a new development has occurred within the genetic structure of some of true man's offspring. Experts disagree about the root causes behind this change, but none can dispute the existence of True Men who have been born with mental abilities that approximate, and in some cases, surpass the mutations of the Altered Ones and New Animals. Some scholars contend that True Man's hardier bodies and emphasis on intelligence is behind this occurrence, while others believe that the increased pressures to survive the hostile world of Gamma Terra inevitably brought about a natural evolutionary response. "In either case, they have named themselves the Evolved and consider themselves a race apart (Homo Sapiens Mentalis). Most other species still consider them to be a subrace of True Men and refer to them as Psykers. "They retain True Man's resistance to disease, poison, and other ills. They likewise cannot be mutated by radiation. They seem to have lost some of the fascination with Technology that permeates ordinary True Man society and in general, are not as adept at discovering the use of these items as their predecessors. Their minds are more sensitive to mental activity, due to their new powers, and they seem to suffer more from mental attacks than other races. Many, however, have become Espers and through practice improve their mental defenses. "Their mental powers are called Psykes and are divided into 5 categories: Telepathic, Clairvoyant, Telekinetic, Teleportation, and Physical Control. All known Psykers are Telepathic. "Some within this new race see themselves as go-betweens for the True Men, Altered Ones and Other Sentient species (Sleeths in particular), while others see themselves as the new supreme race, destined to inherit Gamma Terra from all other races, including True Men and their cousins, the Altered Ones. "Currently, Psykers comprise about 10-15% of all Pure Strain births, however, this number appears to be growing."

Psykes (Psychic Powers)


Psykes are Mental Abilities activated by Concentration. There are no Automatic or Permanent Psykes. Determine Psyke Power Points by rolling 3d6 and adding IN Modifier. Psykes expend Psyke Power Points (See below for point usage). Psyke Power Points are regained at a rate of one per hour regardless of activity. Each Psyke Power Point score is treated as if it were the Mutation Power score for purposes of range, duration, attacks, raising levels, etc. When used to determine scores in this manner, the total score is used, not the current strength. There are 5 Categories of Psyke Powers: Telepathic, Clairvoyant, Telekinetic, Teleportation, and Physical Control Powers. Each Psyker starts the game with o Mastery of one Psyke Category. Mastery of a Psyke Category allows the Psyker to use all the Abilities in that Category, provided they have sufficient Psyke Power Points remaining), o Minor Ability in one Psyke Category. Minor Ability only allows the Psyker to expend a maximum of 3 Psyke Power Points when using Abilities in that Category. If the Ability requires more than 3 Psyke Power Points, it cannot be used. o One of the Starting Psyke Categories must be Telepathy. Most become Master Telepaths (see Starting Category Table below).

Starting Category Table d8 MASTERY 1 Telepathy 2 Telepathy 3 Telepathy 4 Telepathy 5 Clairvoyance 6 Telekinesis 7 Physical 8 Teleport Control MINOR ABILITY Clairvoyance Telekinesis Physical Control Teleport Telepathy Telepathy Telepathy Telepathy

Psykers gain Minor Abilities and an additional Mastery as they gain levels, until finally all Categories becom e known. At 5 th Level, they gain a se cond Minor Ability (chosen either by the Player or the GM). At 10th Level, their first Minor Ability becomes their 2nd Mastery, and they gain another random Minor Ability. At 15 th Level, they gain Minor Ability in the remaining Psyke Category.

Psyke Categories
TELEPATHY Ability Empathy Stunning Force Summoning Telepathy Life Detection Read Surface Thoughts Send Thoughts Mental Probe Point Cost Description * 1 5 * 1 2 2 8 This action requires a m inimum of 5 m inutes contact with the v ictim but c an Detect Lies and Read Hidden Thoughts. Mastery Required. As Mutation *varying cost of 1 to receive & 3 to send As Mutation. As Mutation. Mastery Required. As Mutation *varying cost per action below:

CLAIRVOYANCE Ability Clairaudience Clairvoyance Combined Directional Sense Intuition 8 Psychometry 10 Point Cost Description 2 2 5 1 Able to Hear up to 25m + modifier, even thru solid objects. Able to See up to 25m + modifier, even thru solid objects. Able to Hear and See. Mastery Required. As Mutation, but must be Activated. As Mutation, Activated, Duration of 5 minutes. Mastery Required. As Mutation, Maximum Duration of 8 hrs. Mastery Required.

TELEKINESIS Ability Levitation * Telekinesis 3 Telekinetic Hand Telekinetic Flight 8 10 Point Cost Description As Mutation *varying cost 1 per 20 Kg. Mastery Required to levitate more than 60 Kg. As Mutation. As Mutation. Mastery Required. As Mutation, Maximum Duration of 8 hrs. Mastery Required.

PHYSICAL CONTROL Ability Enhanced Attribute Senses 2 Physical Attribute Physical Stasis Point Cost Description * each 1 per Mastery Required to raise any single Attribute more than 3 Point raised Points. 8 The Psyker enters a sleep-lik e state for up to one week. The body does not age o r die from illness while in stasis an d expended Points are not regained. Mastery Required. As Mutation, Activated, once pe r day, To re-grow lost lim bs, the Psyker must Activa te eve ry day until com pletely h ealed. Mastery Required. As Bodily Control *varying cost, shown below:

Regenerate 10

TELEPORTATION Ability Displacement 3 Teleportation Short Hop Long Jump Teleport Object Teleport Any Distance * 1 5 8 10 Mastery Required. As Mutation. Mastery Required. Location must be memorized, but distance is not a factor. Mastery Required. Point Cost Description As Mutation. Points are expended Automatically unless current Point Total is less than 3. As Mutation *varying cost, shown below:

The Psyker Friends Network (The Net)


This Cryptic Alliance is comprised almost entirely of Psykers. They further the goals of Psykers by attem pting to e liminate f ear and prejudice, thereby closing the gap between Pure Strain Humans, Altered Humans, and them selves. They do this by providing a High-Speed Telepathic Communication Network to those allies will ing to pay. Generally on good term s with the Brotherhood of Thought , Healers, and Tradition al Radioactivists, they will som etimes work for Restorationists and less Radical Groups of the Order of t he Mind. They actively oppose the Knights of Genetic Purity, Iron Society, Ranks of the Fit, Z oopremisists, and Seekers. The Seekers consider Psykers to be an abomination at best.

Symbol: An im age de picting an Evolutionary Char t, with Psykers branching from the Pure Strain line, parallel to the Mu tant Human line, then all th ree blending into one again. In public, many wear ancient, blue and white telephone logos on their sleeve or brea st pocket, unless the Political clim ate is unfriendly. W ealthier m embers wear silver s lave tiaras , with blue topaz settings attaching to the ear, to their secret meetings. Those less fortunate must settle for cheaper imitations. Benefits: Mem bers are able to keep in contact with one another over long distances via Telepathy, sending thoughts from one m ember to another over The Net". Members are not aware of the contents of messages being passed through their m inds when they are part of The Net, unless they are the final recipients. W ith practice, m ost m essages can be ignored completely. In exchange for participating in The Net, members have access to rare Psyke Booster and Psyke Accellera meds (see Section 5 below). Restrictions: Mem bers must agree to join The Net and pass along m essage packets. Som e of these messages can be large and dis tracting, causing the character to be unable to re act for the duration of the m essage. The GM rolls a 5% chance per d ay that a la rge m essage will pass through that day. The message wi ll be 1d6 m inutes longs. The GM must randomly decide when this m essage will s tart. If this occu rs during combat, the c haracter m ay attem pt to "reject" the message. Treat a m essage as an I14 Mental Att ack. Only 1 attem pt to reje ct is allowed pe r message, and if successful, the message will return in 2d10 minutes. XP Bonus: 50xp per lev el bonus, if a m ember is successfully able to sto p bloodshed between a Pure Strain Hum an and an Alte red Human. Double this amount, if members of the Knights of Genetic Purity and/or Iron Society are involved. Traditional: Mem bers of the Traditional Net (Trad-Net) d o not see th emselves as superior to their genetically d eprived brethren, the Pure St rain and Altered Hum ans. The three races b lend harmoniously to m ake the final line extending from the evolutionary tree. They genuinely wish to work with other Cryptic Alliances and races such as Orlen, Sleeth, Wardents, and Hissers. A few Altered Hum ans and ot her races, those with strong Telepathic skill, have been allowed to join The Traditional Net.

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Radical: Members of the Radical N et (Rad-Net) believe Psykers are a geneti cally superior race, destined to rule a ll o thers. Theirs is the f inal branch extending from th e evolutionary tree. To them, all other races are sim ply not as "evo lved", and therefore not as developed m entally or physically as them selves. Mem bers m ay outwar dly foster cooperati on in order to gain "unsuspecting allies" among the "l esser" races to further their own goals of controlling Gamm a Terra. Rad-Net m embers record im portant messages being passed through, which may be used for espionage, extortion or other nefarious purpos es. They m ay also t ry to listen to m essages traveling along the Trad-Net. Notes: Members of The Net have no qualm s about kill ing or using their m ental powers agains t anyone in self-defense, even if the opponent is another P syker. Player Characters should be members of the Traditional Net, unless the GM allows otherwise. A High Speed Long Distance Messaging System can be m uch more valuable th an on e m ay realize in a Pos t Apocalyp tic World. Be sure that on ly the wealthiest Cryptic Alliance s have access to it. Playe r Characte r members of The Net should not be allowed to abus e their privileges. If the Characters start to abuse the system by sending and receiving many long messages, be sure to radically increase the daily chances and/or frequency per day of a long m essage passing through and interfering with their activities.

Psyke Meds
Psyke Booster: This Med only affects Psyke rs. Developed in the sam e era as Genetic Booster and Mind Booster Me ds, this dan gerous subs tance giv es the user 3 addition al Psyke Power Points for 2 hours. The user must then rest for 4 hours or permanently lose 3 points of IN, 1 point of CN, and 2 pointts of CH. This loss of ability points can adve rsely affect Psyke P ower Point scores. In addition, if one Attribute score falls below m inimum requirements for a Psyker Character, all Psyke Categories are reduced to Minor Abilities. If 2 or more scores drop below the minimum required, then all Psykes are lost, until enough points are permanently regained. Lost Attribute Points can be permanently regained by level advancement and whatever o ther methods the GM will allow. Psyke Booster is a Tech VI/10 Med. It weighs .1g, and has Duration of 2 hours. It is not sold. Psyke Accelera: This Med only af fects Psykers. The user regains Psyke Power Points a t a ra te of 2 per hour for 3 hours. If the Med is taken more than twice in the sam e 24 hour period, all Psykes are lost for 1d6 days. Psyk e Accelera is a Tech VI/10 Med. It weighs . 1g, and has Duration of 3 hours. It is not sold.

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SECTION 2: GROWTH CYCLES FOR GREEN FOLK

This document was designed in response to th e odd way Mutant Plants, aka Green Folk, are allowed to rapid ly gro w unchecked and unbounded. It so on becam e apparen t that the Playe r Characters would outgrow their usefulness rather quickly, if the guidelines in the book were followed. This docum ent attem pts to re ctify th e problem while s till maintaining the sp irit a nd likely, the intention of th e rules as they were written. Th e Green Folk still g row rather rapidly, but their growth is actually based on gam e tim e and not the arbitrary gaining of a level. Depending upon the Characters particular Plant Sp ecies, there are lim its in place. The only exception is the vine. As noted, it is a special case and its size cannot be reigned in so easily. Perhaps one day, a method will come to me that I can add to this document. This document is to be integ rated d irectly in to the 4th edition Gamma World Rulebook. The rules for Sentient Plants are found on pages 14-15. The GM should have a copy of his rulebook handy to know where to substitute the appropriate information. The system presented here could be m odified s lightly for play under the 3rd edition rules (the only other earlier edition of th e gam e to allo w m utant plants as Pla yer Charac ter Races ). However, it requires the players choose a general class of plan t (as is do ne in 4 th edition) rather than a specific spec ies (as is done in 3 rd edition). It is m ore likely that the 3 rd edition rules m ay need to be modified to handle this system rather than the other way around. Either way, this document was written to br ing a dditional p layability an d "a s emblance of re alism" to th e character race known as the Green Folk. As I worked on Mutazoids3e, it became clear that I needed to add Mutant Plants (and a handful of other m utant types) as Play er C haracters. T herefore, a sim ilar system can be found, in a modified form , within the Mutazoids3e Players Supplemental Guide, where Mu tant Plants were added as a PC option to that game.

Green Folk Growth Cycles


To use these Guidelines, first delete the following section of your 4th edition Gamma World Rulebook: Page 15, Paragraph 2, starting with "The Constitution of a plant deci des its size." and ending with " the plant actually grows larger as it gains levels." Then replace it with the following text and table: The starting size, ending size, and rate of growth for a m utated plant ch aracter are determined by its type. It is a ssumed that the plant is young and small when it sta rts adventuring and grows a little each m onth for a period of time, then stops or slows to an immeasurable rate.

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Growth Cycle Table


Plant Type Brush: Flower: Fungi: Succulent: Tree: Vine: Base Starting and Ending Heights Growth Cycle Start= 1m End= 2m 60 months + 4d12 months Start= 0.5m End= 1.5m 24 months + 2d12 months Start= 0.5m End= 1.5m 10 months + 1d4 months Start= 0.5m End= 1.5m 96 months + 4d12 months Start= 1m End= 3m 180 months + 10d12 months ------------------------Special--------------------------------

In most cases, Ending Height re lates directly to Star ting Height, so to calcu late them both roll 1d6-1. Add the result of the d6-1 to the S tarting Height, and us e the d10 for a second decim al place (which would indicate centimeters ). Add thos e same die rolls to the Base Ending Height. The exception to this m ethod is the tree, where it is desirable to ro ll 1d6 and 1d10 for both Starting and Ending Heights. Now that the Player Characters Starting a nd Ending Heights are know n, calculate the Plants Growth Cycle in months by using the appropriate dice. Subtract the Starting Height from Ending Height. This will always be 1m, except in the case of Trees, wher e it is more variable but around 2m. Divide this number by the number of months to determine Rate of Growth per month, usually in fractions of a meter. Due to the nearly am orphous nature of the vine character, it is a special case and is not covered in these guidelines. Follow the normal guidelines given for Vine Characters in the Rulebook.

Example:
The Player chooses a Flower Character. He ro lls 1d6 and 1d10 to determ ine Starting and Ending Heights. Lets assume he rolls a 3 on the d6 and an 8 on the d10 or 0.38m. The Starting Height of this Flower Character is 0.38m + 0.5m or 0.88m . This also i ndicates that the Flower will eventually stand 1.88m, when its growth cycle has ended. The Player then rolls 2d12 to determine the Growth Cycle. Again assume that he rolls a 1 and a 9 on the 2d12, or 10 months. Added to 24 months indicates the Flowers Growth Cycle will last for 34 months, or 2yrs and 10 m onths. This does not m ean that the Flower di es in that am ount of time, it just stops noticeably growing. Finally, the Player takes 1m (the difference between Start and End Heights), and divides it by 34 months. The Flower P C will grow 0.029m (3cm ) per m onth, or 0.36 m per year. Most Mu tant Plant Characters, other than Fungi, will grow even slower.

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SECTION 3: FUNGUS BASED CHARACTERS


Derek Holland and I got acquainted on the old Gamma World email list. This is the first of m any of his wo rks to be featured in my CyberDen. I consider Derek to be a real creative genius; a m aster of the odd and wonderful that m ost people either wouldnt notice or not care about. He always allowed m e to pos t h is ideas in my CyberDen, and much of it, including this document, was eventually in corporated in to Mutazoids3e. This particular docum ent was modified and converted for use in Mutazoids3e Players Supplemental, as part of the section on Sentient Plants. The following paragraph is Dereks original notes regarding this Genotype: The GM must m ake a call on how he will work around this problem . He can restrict the life span of all fungi, except conks, to 36 months (conks would live 2-10 years). He can let characters over winter as mycelium (i.e. no play through th e winter). Or he can ignore all of this (most likely) and treat them like intelligent plants. As I said, hes a real genius when it com es to this sort of stuff. Also acco rding to the orig inal d ocument, Derek was also working on a list of Fungal Mutations. Either these were not completed, or I never received a copy.

The only other thing I can think of to improve this docum ent would be an excerpt from t he Historics of Gamma Terra. The main problem with fungi characters is Unfortunately, a copy of that invaluable that they are bas ed on th e flashy tome on the Races and Histories of Gamm a reproductive structures. The core body of Terra was not available in tim e for fungi (called m ycelium) is the thread-like publication. substance found in the plant/dead w ood/soil. ---------------------------------------------------------------------------------------------------------------------

Sentient Fungi
Plant Mutations with fewer defects +2 to initial CN No RR score Require organic soil or wood instead of food Bonus physical mutation even if humanoid traits are taken +1 CN/ level Base speed 9, swimming 3 +3 MD

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Base stock list


Mushroom The best known of all types of fungi, they requ ire 3x the standard am ount of wat er. There is a 65% chance that the character is poisonous (a toadstool). Bolete This fungus looks like a m ushroom with pores in place of gills. They tend to be woodier (AC base 12) and need only 2x the standard amount of water. Conk This type of fungi is evolved from woody bracket fungi. They are quite woody base AC 14 and need only the standard amount of water. Coral This fungus is made up of ornate branching. They digest wood more quickly (Produce Enzyme as the Mutation), than other fungi. Jelly These fungi are soft an d m alleable. They look like blob s of single or m ultiple colors. Th ey require 3x the standard amount of water and grow at twice the normal rate of fungi. Puffballs These fungi look like an oval ball, either whit e or brown/tan. The skin can be m any textures. They have the Spore Mutation.

SECTION 4: CAN YOU HEAR THAT? MAKING SENSE OF THE SENSES


Many tim es while play ing the 4th edition Gamma World gam e, it becam e necessary to know whether or not a character was able to identify a known object from a distance using sight, hearing or sense of sm ell. Most Robots and som e Computers have Sensor Array H (N ormal Human Range), but just what are the Ranges for a Normal Human? This short document will ef fectively answer this burning question. The Mutations, Heightened Senses, and the Defect, Diminished Senses, gave m e an idea of how to determ ine this, but Norm al Ranges were still rather vague. The system presented here is the result of reverse engineering the Heightened Senses Mutation, taking into account the specific lim itations of the Diminished Senses Defect. Therefore,

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it rem ains com pletely com patible with the rest of the rules system. Range Modifiers given in Section 1 should remain constant, however, the situational modifiers for each sen se are m eant to be guidelines and can be adjusted as the GM sees fit in a given situation. Situational Mutation:

Modifiers can also be applied when Mutations and Defects are in effect. For completeness sake, Im including below, the spec ific gam e eff ects of the Mutation and the Defect.

Heightened Sight or Hearing doubles the appropriate ranges. Heightened Smell multiplies the ranges for Smell by 10. Defect: Diminished Sight / Hearing limits effective Range Categories to the following distances.

Point Blank- 3m / 0.5 m Short- 5m / 1m Medium- 10m / 3m Long- 30m / 5m Extreme- 60m / 10m

Range Modifiers to the Senses Check


When a Senses Check is m ade, it is m odified accord ing to its Range Category . The actual distance for each Rang e Category varies dependi ng on th e Senses Ch eck being m ade. This is further described in Sections 2 through 4 be low. Range Categories and their corresponding Range Modifiers should not be adjusted when Normal Human Senses are being used. Range Categories:

Point Blank- Automatically Identify. Short- Easy (-0) to Identify. Medium- Challenging (-5) to Identify. Long- Tough (-10) to Identify. Extreme- Nearly Impossible (-15) to Identify.

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Sight
Range Categories for Normal Human Sight Point Blank- 1 x SN score in meters. Short- 2 x SN score in meters Medium- 4 x SN score in meters Long- 10 x SN score in meters Extreme- 20 x SN score in meters Situational Modifiers for Identification based on Sight Glare or Mist = -1 Fog or thin curtain = -2 Dusk or Tall Grass = -3 Moonlight = -4 Starlight = -5 No Light = -6 Elevation = Every 5m increase in elevation provides +1 Range Category (Short is treated as Point Blank), up to 15m. At 20m elevations, it begins to reverse (-1 Range Category) until all ranges become Nearly Impossible.

Hearing
Range Categories for Normal Human Hearing

Point Blank- x SN score in meters. Short- 1 x SN score in meters. Medium- 2 x SN score in meters. Long- 5 x SN score in meters. Extreme- 10 x SN score in meters.

Situational Modifiers for Identification based on Hearing Buzzing or Breeze = -2 Birds or Rain = -3 Shouting or Wind = -4 Clamor or Storm = -5 Machinery or Gale = -6

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Smell
Range Categories for Normal Human Smell

Point Blank- x SN score in meters. Short- x SN score in meters. Medium- 1 x SN score in meters. Long- 2 x SN score in meters. Extreme- 5 x SN score in meters.

Situational Modifiers for Identification based on Smell Picking out 1 scent from among many = -2 Breeze or Thin Curtain = -4 Wind or Mist = -6 Rain = -8 Solid Barrier or Gale = -10 Storm = -12

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CHAPTER 2: SKILLS, COMBAT, HEALTH & WEATHER HAZARDS


SECTION 1: IMPROVED SKILL SYSTEM
Skills a re what the c haracters d o when theyre not killing m utants or running fro m crazed war-bots. Its a big part of what makes one exam iner or enforcer d ifferent from the next. For the GM, they can be the definitive answer to the question, C an I do this? skills from 4 th edition in place, m odifying their use slightly, then converted and added the 3rd edition system. The f ollowing docum ent is the re sult an d was used extens ively in m y 4 th edition campaign. The system was later expanded upon and converted to the d20 style of skills and feats for use in the Mutazoids3e PG&HB.

Determining Skills Known


Create a Player Character as you norm ally would, however, in addition to Skills given freely (and rolled by random chance) to each character according to their Clas s, each character also sta rts with 1 Skill Slot pe r point of IN. At first level, the c haracters choose Skills to fill half of their starting Skill Slots (rounded up). These choices m ay include any Skills that they did not gain freely by the random rolls. Remaining Skill Slots are u sed to lear n new skills as the characters gain Levels. In addition, on every even level (2, 4, 6, etc), they gain one additional Skill Slot. Skills ar e divided into 5 Skill Sets: 4 Clas s Skill Se ts a nd one General Sk ill Set. Any Class of ch aracter can learn General Skills by using the number of Skill S lots listed on the Gener al Skills table. A Skill that is otherwise outside the characters Class Skill Set, and is not a General Skill, requires 2x the num ber of Skill Slots to le arn. For example, an Enforcer learning an Autom atic Examiner Skill requires 2 Skill Slots (2 x 1).

The 3 rd edition of the gam e started out with a list of talents, one or two of these could be selected to round out a character. Then, more complete rules for Skills and Talents were included in GW9 Delta Fragment, and at the sam e tim e, most everyone becam e familiar with how the Non-W eapon Proficiency system worked in AD&D 2nd edition. However, when 4th edition Gamma World was released, a few skills were included, but only those few, which defined the new character classes in that edition. The new sy stem seem ed very lack ing after playing 3 rd edition with the Delta Fragment supplement m aterial, so I kept the m inimal

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An NPC without an Adventuring Class has a number of Skill Slots ba sed on IN just like a PC, and learns General Skills for the standard number of Sk ill Slots. T hey can learn Skills f rom any single Cla ss Skill Se t (GM choice) for one extra Skill Slot each, and Skills from other Class Skill Sets for 2x the num ber of Skill Slots. However, if th e GM determines there is a racial tendency for a NPC Rac e toward a certain Class, they may be treated as that Class ins tead, i.e. Wardent = Exam iner, Sleeth = Es per, etc., except tha t the NPC must pay 1 p oint e ach for the Automatic Class Skills that are freely given to a sim ilar PC. For example, a Wardent Examiner must use h is first 3 Skill Slots to lea rn Jury -Rig, Read Sch ematics and Repair Artifact. Th e Wardent may then use his re maining Skill Slo ts to learn General and Examiner Skills a t their normal cost, or to learn Enforcer, Esper, and Scout Skills at double their normal cost.

Skill Score, rather th an added. W hen the Skill Score reaches 0, it is f orgotten and removed from the Characters Record Sheet. The Skill Slots no longer used by the forgotten S kill are ad ded back into the remaining total and are availab le to learn a different Skill or Skills. Note tha t Prerequisites needed for using Skills cannot be forgotten this way, unless those Skills are forgotten first.

Learning New Skills


To learn a new skill, the character m ust usually find a suitable teacher. Typically, the cost to hire a Traine r is 100 dom ars x (Base Cost + the Skill Sco re of the Train er). The normal Time to lea rn a new Skill is 5 + (Skill S lots - IN Mod) weeks. The Student must then roll an IN Check to pass th e course. If the skill is outside their Class Skill Set, the check is at a Challeng ing Difficulty. If the Check is f ailed, they m ust pay the f ee again and retake the c ourse. Certain skills originate from societies that h ave Tech Levels higher than the typical starting Tech Level of the Characters. It may be extremely difficult to find a teacher and these skills cannot be chosen at 1 st Level. The GM will determine the highest Tech Level Skill th at can be chosen at 1st Level. High Tech Learning Devices m ay be found in a long running cam paign. These Devices can quickly im part Knowledge and/or Skills to their users. The GM should have specific guidelines in the rulebook to im plement a Learning Device in his campaign. Skill Slots and Class Skill Sets should be left unchanged. The num ber of different Skills available f rom a Hi gh Tech Learning Device, and the Tech Level of those skills, will be dete rmined on a case-by- case basis.

The Skill Score


On the table s below, so me Skills h ave been marked with an asterisk. These are considered to be difficult Skills. They start with a Skill Score equa l to the Skill' s Prime Attribute divided by 5, rounded up. This generates a star ting Skill Score b etween 1 and 4 (possibly 5), and is in line with the Skill Scores used f or the Autom atic Cla ss Skills in 4th edition Gamma World. Skills not so m arked are considered "ea sy" Skills and start with a Skill Score of 1d10 + 10. These include Skills rolled by random chance, like swimming. As a Character advan ces in Level, 1 point is added to each Skill Score. Opti onally, a character may try to forget a skill. If a skill is not used at all, over the course of gaining a Level, 1 point can be deducted from the

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General Skills
Skill (Tech) Base Cost Animal Riding (II) 2 Artist or Entertainer Acrobatics 4 Composer 6 Contortionist 2 Dancer 3 Fortune Teller 2 Illusionist 10 Juggler 6 Musician 4 Poet 3 Singer 4 Sleight of Hand 3 Storyteller 5 Ventriloquist 4 Autopsy (III+)* 8 Barber (II+) 1 Boating (I)* 4 Brewer/Vintner (I+)* 2 Diving* 2 Driving (IV+)* 2 Endurance* 1 Farming (I+)* 4 First Aid (I+)* 4 Gemologist/Lapidary (II+)* 2 Holding Breath* 1 Jeweler (II+)* 4 Languages Sign (Body) 2 Sign (Hand) 3 Signal (Flags) 3 Signal (Lights) 3 Signal (Morse) (IV) 3 Signal (Smoke) 3 Signal (Sound) 3 Speech (Foreign) 6 Read/Write (Common) (III) 2 (Foreign) (II+) 5 (Ancient)(III+) 8 Linguistics (III+) 10 Skill Slots 1 2 2 1 Prerequisite Prime Attribute -

2 1

Endurance Musician 1 Endurance 1 4 Sleight of Hand 2 2 1 Endurance 1 Reflexes 2 2 3 1 Swimming MS 1 Swimming CN 1 1 2 2 1 1 Gemologist DX 1 1 1 1 1 1 1 1 -

IN IN IN CN MS IN (+5) IN/DX CN -

Read/Write (Common)3 Read/W rite (Any) 4 Read/Write (Ancient) -

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General Skills (Continued)


Skill (Tech) Base Cost Listening* 1 Lock Picking (II+)* 6 Miner (II+)* 4 Nimbleness* 2 Power Boating (IV+)* 5 Reflexes* 1 Sail Boating (II, III)* 2 Sail Maker (II) Skin Diving (IV+)* Swimming Teamster (III)* 6 2 1 1 Skill Slots 1 2 2 1 2 1 1 2 1 1 1 Prerequisite Prime Attribute SN DX IN DX Boating IN DX Boating & Swimming MS Hold Breath IN/CN & Swimming MS/DX

Class Skills

Enforcer Skills
Automatic Skills: Combat Leadership, Makeshift Weapon/Armor, Size-up Opponent Skill (Tech) Base Cost Ambidexterity 10 Archer/Missile Man (I, II) 2 Armor Maker (II+)* 9 Blacksmith (II+) Brawling Defending* Distracting* Dodging* Fletcher (I, II)* Gunsmith (III, IV)* 8 Leatherworker (II)* Saddler (II)* 4 Weapon Maker (I, II)* Weapons Master (I, II) Wrestling* 7 2 1 1 2 1 3 5 7 2 Skill Slots 4 1 3 3 1 1 1 1 1 1 2 3 1 Prerequisite Prime Attribute Blacksmith or Leatherworker MS MS/PS DX DX DX MS/DX Blacksmith IN/MS MS Leatherworker MS/DX Blacksmith DX PS

3 2

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Esper Skills
Automatic Skills: Hypnosis, ID Mental Power, Photographic Memory, Sense Mental Powers Skill (Tech) Base Cost Alchemy/Chemist (II+)* 6 Apothecary (II+)* 6 Bargain/Barter* 3 Binder (III+) 4 Bluffing* 1 Calligrapher (III+)* 5 Cartographer (II+)* 5 Diplomacy* 5 Limner (I+) 1 Sage/Scholar* 9 Scribe (II+) 4 Will Power* 3 Skill Slots 2 2 1 2 1 2 2 2 1 3 2 1 Prerequisite Prime Attribute IN IN MS MS Scribe DX Scribe DX (+5) MS Scribe Scribe IN Read/Write M

Examiner Skills
Automatic Skills: Jury-Rig, Read Schematics, Repair Artifact Skill (Tech) Base Cost Appraisal* 1 Barrel Wright (II) 2 Blacksmith (II+)* 7 Candle Maker (II) 2 Carpenter (I)* 6 Cobbler (I+) 2 Computer Studies (IV+)* 5 Electrician (IV)+* 8 Glass Blower (III)* Gunsmith (III, IV)* Mason (II)* Mechanic (I)* Mechanic (II, III)* Mechanic (IV+)* Plumber (IV+)* Potter (I) Rope Craft (I) Tinker/Toolmaker (II+)* Torch Maker (I, II, III) Wheelwright (II+)* or or 2 3 2 3 1 4 1 1 1 1 1 2 5 8 4 10 Skill Slots 1 1 3 1 2 1 2 3 2 3 2 4 Prerequisite Prime Attribute IN MS/PS MS Read/Write IN Read/Write, Jury-Rig, & Repair Artifact IN CN Blacksmith IN/DX MS/PS Ropecraft and Carpentry; MS Blacksmith; MS Electrician MS & Computer Studies IN IN/DX MS/DX 23

Scout Skills
Automatic Skills: Detect Ambush/Trap, Hunting, Navigate, Tracking, Wilderness Survival Skill (Tech) Animal Care 4 Animal ID* Animal Mimicry* Animal Training* Base Cost 2 2 6 10 1 Skill Slots Ani 1 2 4 1 1 1 1 1 1 1 1 1 3 1 3 2 Prerequisite Prime Attribute mal ID IN Animal ID MS Animal care & Riding CH Ani mal ID IN IN Rope Craft DX IN Plant ID IN MS/DX MS/DX Animal Care MS MS

Animal Use* 3 Butcher 1 Camouflage* 3 Fire Building 1 Fishing 3 Leatherworker (II)* 3 Moving in Trees 3 Net Maker (I)* 2 Plant ID* 2 Plant Use* 3 Rope Craft (I) 2 Shelter Building (I+)* 9 Taxidermy* 2 Veterinary (I+)* 7 Weather Prediction* 6

Skill Descriptions
Alchemy/Chemistry- (ES) Ability to analyze chemical makeup and to create certain compounds, including: reagents, buf fers, foa ms, adhesives, polymers, and plastics (IV ), lub ricants, gase s, flash powder and sm oke. Creations are lim ited in intensity to charac ter's skill sco re. They m ay attempt to create drugs or explosives with a challenging difficulty factor. Failure will subject the character to an attack at intensity 10 from the substance. They may extract rare minerals from the earth with a tough difficulty factor. Ambidextrous- (EN) No Preferre d arm for norm al actions and attacks. He can use 2 weapons simultaneously at no penalty, provided that the second weapon is smaller than the first. Animal Care- (SC) How to care for, feed, and shelte r domestic anim als. When combined with other skills, this can be extended to non-domestic animals. Animal ID- (SC) May identify an anim als genotype, nature, speed, and age. May discern the animals emotions while carefully studying it at half normal score. Animal Mimicry- (SC) Ability to im itate bird calls, anim al or mutant sounds he has ever heard (But not sonic attack modes). May attract the animal at half normal score. Animal Riding- (G) Able to ride and control domesticated mounts.

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Animal Training- (SC) Able to dom esticate wild anim als to be m ounts, pets or work anim als. Only certain anim al s pecies or mutants are e ligible for this training. This includes anim al husbandry. The character m ay attempt to breed do mesticated animals and domesticate new ones from birth, making them much tamer and usually showing more loyalty to their masters. Animal Use- (SC) May recover, preserve, and use parts of anim als, such as claws, hide, horns, flesh, etc. This excludes Taxidermy and Tanning. To remove more dangerous parts, poison sacs, etc. half normal score is used. The character can create simple items, hide sacks, Tech 0-I tools, prepare meat, etc. Apothecary- (ES) Identifies and can extract and concentrate drugs, perfume, and poisons. Appraisal- (EX) Can determine the approximate value of loot (junk, ba ubles, or curiosities) and artifacts. Archer/Missile Man- (EN) I mproves THAC, dam age and range when using a specific nonpowered m issile weapon (bow, crossbow, dart, hand axe, javelin, blow gun, bola, net, lasso or sling, etc.) THAC and dam age is increased by +3, short range is increased by 1 m eter per point of skill score. Armor Maker- (EN) Make certain types of arm or, depending on prerequisites taken. This requires 1 w eek for each + of the armor produced. This allows for rep air of dam aged armor. A skill check is m ade to see if th e a rmor retain s its integrity af ter be ing reworked. Helm s and shields may also be made. Artists and Entertainers (G) Acrobatics- Tumble, Swing on bars, Leap and perform most gymnastics. Composer- Composes music. Contortionist- May m aneuver his/her body around or through things his body would normally be too large for. The difficulty factor will vary. Dancer- Can dance alone or in groups, perform ing a variety of agile steps and aerials. May enhance dodging or leaping skills. Fortune Teller- Can read Tarot cards, knows tealeaf re ading, rune stones, astrology, etc. Interprets body language well, deciphers clues and personalities. Can discern em otions and tell when people are lying. Illusionist- Can perform preset illusi onary tricks, saw a person in half, m ake large items seem to disappear, etc. Juggler- Can juggle and balance items. THAC ranged is +3. Musician- Can play a specific instrum playing instrument. ent. Can modify the reactions of anim als by

Poet- Can create poetry, or m emorize and recite ancient poetry. Modi fies riddle-solving ability. Singer- Can sing quite well and knows a variety of songs. Modifies shouting ability and holding breath.

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Sleight of Hand- Can seem ingly m ake s mall things disappear and do card tricks, etc. Able to palm things and may pick pockets at half normal score. Storyteller- Can create and narrate m odern stories about adventur es or recite memorized histories. Can be combined with musician to become a bard. Bard base cost = Storyteller base cost + Musician base cost. Ventriloquist- Can throw their voice to distract at half score. Can also alter vo ice to impersonate another (half score unless voice can be studied for at least a week first) Autopsy- (G) Can determ ine cause of death, if not dead longer than 1 week. This can be modified by weather conditions. Other inform ation that may be gained includes approx. tim e of death, angle of attack, etc. Barber- (G) Can cut hair in fashion of all societies and races, trim, claws, and nails, and perform crude dentistry. Bargain/Barter- (ES) Can attem pt to Parley, Negotiate , Request Inform ation and/or Aid or simply haggle for better price If successful roll is m ade, +3 to your charism a, -3 to the others intelligence when dealing with them. Barrel Wright- (EX) Can make barrels and casks. Binder- (ES) Can bind together sheets of paper into books. Blacksmith- (EN, EX) Working knowledge of reshapi ng, forging, and casti ng hard metals. May make simple, heavy metal non-weapon or non-armor items. Can also repair simple non-electrical or non-m echanical item s. This sk ill can be taken separately for working m etal alloys (III) or aluminum (IV). Bluffing- ( ES) Can bluf f better than m ost people. May attem pt to Im press, Interrog ate, Charm/Persuade, Pacify, or Control a Mob on a successful roll. Boating- (G) Can recognize and use oared or paddled maneuvering, if a successful check is made. boats. Add 3 to character' s DX whe n

Brawling- (EN) Can engage in hand to hand combat better than most. THAC and damage are +3. This skill is not available to animals or others with natural attack forms. Brewer/Vintner- (G) Makes ale, m ead, lager, stout, b eer, and other intoxicating grain alcohols and is versed in the mysteries of fermentation. Butcher- (SC) Knows how to cut meat, which c uts are better or m ore expensive, what internal organs are edible etc. Calligrapher- (ES) Makes beautiful written copies of text. Camouflage- (SC) Can, with proper m aterial and time, conceal a large area, structure or vehicle outside in a natural cover. This includes using nearby foliage and other materials, using earth tone paints, netting, wiping away tracks, or other means. Difficulty factor will vary depending on conditions and size of object. Candle Maker- (EX) Can make candles, wicks, and other wax items.

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Carpenter- (EX) Able to construct item s out of wood. Difficulty factor will vary according to size and/or complexity of the item. Cartographer- (ES) Makes and interprets maps, charts, etc. Cobbler- (EX) Can make boots and shoes out of a variety of materials. Computer Studies- (EX) Has sought all av ailable knowledge on computers. When trying to use a computer, add 3 to use artifact score if a successful roll is made. Defending- (EN) +2 to AC, if successf ul ro ll is made. No attack can be m character is also Ambidextrous in some way. ade unless the

Diplomacy- (ES) Knows the finer points of political in teraction. May add 3 to CH if successful roll is made, when interacting with political officials or security forces, etc. Distracting- (EN) Able to get another surprise check on an opponent, even if already engaged in combat, by passing a skill check. This gen erally only w orks once per com bat, unless the opponents are stupid (Semi or less IN) Diving- (G) Able to dive into liquid a num ber of m eters equal to his skill score without taking damage. Dodging- (EN) Subtracts 3 from attackers ro ll, if check is made. No attack possible (not even if Ambidextrous) However, com bat can be dis engaged com pletely bypas sing the add itional 1d20 roll. Driving- (G) Can recognize and use som e powered land vehicles. Add 3 to Use artif act score if check is successful. Electrician- (EX) This is the same as jury-rig and repair artifacts combined, if chosen by another character class than Examiner, however, if chosen by an Examiner, and a successful roll is made, all difficulty factors are treated as one less, and even complex Tech IV items can be jury-rigged. Endurance- (G) Able to overcome fatigue brought on by running, trotting, forced march, lack of sleep, etc. If check is made, fa tigue is averted for 4 hours or ot her time period (in the case of running, for instance). This can only be attempted 4 times per day before having to rest for 8 hrs. Farming- ( G) Identif y norm al agricu ltural to ols, equipment, and grains on sight. Identify unusual produce. Horticulturist, can perform transplants, grafting, trimming, health treatment on plants (as first aid), and im prove growing co nditions for a better yi eld. Actions involving unfamiliar plants or chemicals require Challenging difficulty factor. Fire Building- (SC) Can make a fire with natu ral supplies. Making fire in advers e conditions is at half score (but not less than 10). Can stoke a fire and identify fuels and safety conditions. First Aid- (G) This has no effect on pl ants (see farming). Can stop bleeding and splint bones in half normal time. May help patients double their natural healing rates by making a successful roll. May add +3 to patien ts health sco re and give s econd roll vs. hazards if adm inistered within 1 round. May attem pt to revive a dead or uncons cious characters w ith a tough (dead) or challenging (unconscious) difficu lty factor, revived characters are considered incapacitated . Skilled in techniqu es to rescu e a nd transp ort an incap acitated o r unconscio us crea ture. Transporting incapacitated creatures without the assistance of First Aid w ill cause them to roll a

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half health hazard every minute (assuming they have been bandaged, ev ery round, if not) or fall unconscious, while unconscious they must make a normal health roll every 5 minutes or die. Fishing- (SC) Knows a bout locating fish, using the ri ght lures and baits and the right craft. T o land really big ones or crafty fish half score is used (not less than 10) Fletcher/Bowyer- (EN) Can design and m crossbows. ake various kinds of arrows, bolts, bows, and

Gemologist/Lapidary- (G) Can ap praise cut jewels and ca n cut and finish stones. Used in combination with jeweler to mount or dismount stones. Glassblower- (EX) Can blow glass into bottles, spheres, jars, etc. Gunsmith- (EN, EX) Can m ake or repair firearm s, including Tech IV, i f a teacher, proper tools and equipment can be found Holding Breath- (G) N ormally a ch aracter can hold his breath for a number of rounds equal to his CN. If roll is successful, character adds the skill score in rounds to that total. Jeweler- (G) Makes jewelry and trinkets. Language (G) Sign (Body)- Non-verbal communications ove r distance by exaggerated body movements. As long as in sight, the message is passed (not very detailed however) Sign (Hand)- Non-verbal comm unication with ot hers who know the language. Better than speech, but hands must be seen clearly. Chance to read lips at half score. Signal (Flags)- Non-v erbal comm unication with sp ecial co de and si gnal flags over a distance. Not as detailed as body signs, but distance is m uch greater during the day when the flags can be seen. Signal (Lights)- Non-verbal communication with speci al code over distance using lights or mirror reflecting sunlight. Detailed as flags but greater distance at night. Signal (Morse)- Knows sim ple M orse cod e and can com municate o ver a telegraph system, or by using another of the signal skills using Morse code. Signal (Smoke)- Non-verbal com munication over distances using smoke and special code. Less detailed than flags or lights but even greater range during the day. Signal (Sound)- Non-verbal communication using drums or other sound producing instrument and special code. Less detailed th an flags but g reater d istances both d ay or night. Speech (Foreign)- Speaks a specific racial language or dialect. Read/Write (English)- Can read and write native tongue but difficulty factor varies. Read/Write (Foreign)- Non-native tongue, as above. Read/Write (Ancient)- One ancient language not currently in use. Linguistics- Can study and decipher languages and roots of words.

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Leatherworker- (ES, SC) Can tan and form hides into various leather goods. Limner- (ES) Can paint signs, know s heraldry and can make shield designs. They determine the symbols of the Cryptic Alliances, Guilds, Societies, etc. Listening- (G) Adds 3 to Senses when roll is made. Lock Picking- (G) By using a small wire, have a chance to pick mechanical, non-powered locks, if roll is successful. Difficulty m ay vary. Cannot pick locks of higher Tech Level than his own unless making a Use Artifact check first. Mason- (EX) Knows how to quarry and build with stones or brick. Mechanic- (EX) Can make and repair sim ple mechanical items within his Tech Leve l or below. Similar to Electrician when used by Examiners (only for mechanical items rather than electronic). Miner- (G) Knows how to dig, shore up, and ventilat e under the earth, plus can identify rock types and their uses. Moving in Trees- (SC) Can jum p and swing in the trees f rom li mb to lim b or m ove through other netwo rks of beam s. Moves at quarter speed without falling . May also attem pt half movement by rolling at half score (not less than 10). Net Maker- (SC) Can make nets out of rope or vines. Nimbleness- (G) May incre ase run ning speed for shor t sprints. No more than 3 consecutive rounds. If sprinting for 2 or 3 consecutive rounds cannot try again for 3 or 4 rounds. Plant ID- (SC) Can recognize various plants and which ones are harmful and/or edible. Plant Use- (SC) Knows how to use a variety of plan ts to make durable goods, how to prepare certain plants for eating and how to recognize which are used for m edicines (cannot m ake medicines, however) Plumber- (EX) Knows ancient plumbing and fluid engi neering and can attem pt to fix old pipes or items that deal with plumbing. Potter- (EX) Makes containers and items from clay. Power Boating- (G) Can recognize and use powered waterc raft. Add 3 t o use artifact roll, with successful check. Reflexes- (G) A successful roll in creases Manual DX by 2 when attem pting agile task with fingers. Rope Craft- (EX, SC) Fa miliar with all sorts of knot s and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. May free his hands from rope bonds if successful roll at half (not less than 10). Saddler- (EN) Makes saddles, bridles, and all forms of tack.

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Sage/Scholar- (ES) Knowledge on a wide range of s ubjects (2 per IN bonus , m inimum of 2, maximum of 10) and are m asters of knowledge in one special area of study. They usually study history, but can also study a ny topic (see below). They are not good at applying that knowledge, however, and any attem pt to is either a Tough or Nearly Im possible difficulty factor. Sage Specialty E xamples: Theology, Philosophy, Z oology, Astrology/Astronom y, Legends/Myths, Botany, Acupuncture, Military History, S ocieties, B ibliophile, Local History, Secret Societies/Cults, Monster Lore (terrain specific), unusual branches of Medicine, etc. Sail Boating- (G) Can recognize and use sailing vessels . A successful ro ll adds 3 to DX when maneuvering. Sail Maker- (G) Makes sails out of cloth or canvas. Scribe- (ES) Familiar with obscure terms and is a student of deciphering the written word. Shelter Building- (SC) Can deter mine the best lo cation f or buildin g shelter, f ind the r ight materials to use, and has knowledge of different structures that can be built in the wilds. GM must roll f or the ch aracters ro ll the resu lt. If unsuccessf ul it will c ollapse in the sligh test provocation. Skin Diving- (G) Can identify and use skin diving equipment. Swimming- (G) Able to swim, see 4th edition Gamma World rulebook, page 50. Taxidermy- (SC) Prepares, stuffs, and mounts the skins or shells of dead animals. Teamster- (G) Can handle pack anim maneuverability if roll is made. als and repair wagons or carriages. Add 3 to vehicle

Tinker/Toolmaker- (E X) As blacksm ith but uses cheaper, lighter m etals for m aking pots and pans. Can m ake si mple non-powered tools out of metal, wood, or stone. W hen combined with Blacksmith allows construction of complicated, non-powered metal tools. Torch Maker- (EX) Can make torches, lanterns or lamps. Veterinary- (SC) Can heal most animals up to 10 hp per day using simple herbs and medicines. Weapon Maker- (EN) Can m ake and repair metal, non-p owered weapons of his Tech level or lower. GM must roll for this. A failed check in dicates the weapon will break in the first 1d10 rounds of combat. A skill check roll of 1 indicates high quality weapon (+2 damage 2X value). Weapons Master- (E N) Can be selected for only 1 type of non-powered m elee weapon ever. The character gains +3 THAC, and dam age at a ll tim es no check required. He m ay m aintain, repair, or alter his weapon with this skill. Altering requires a half roll (not less than 10). Weather Prediction- (SC) Knows what to loo k for in th e environment to predict weather. G M must roll this. A failed check means cannot determine and a 20 indicates a false reading. and other simple wheeled vehicles. Wheelwright- (EX) Makes chariots, wagons, carts, Difficulty factor will vary according to size and complexity of the vehicle. Willpower- (ES) Ability to withstand pain, endure harsh conditions, withhold information under pressure and perfor m mental activity for long pe riods of time (4 hrs per roll, m ax of 4 rolls per day then must rest for 4 hrs.) 30

Wrestling- (EN) A style of com bat involving crushing, holds, s mashes and escapes. Si milar to brawling, THAC and Dam are only +1. However, on a successful result, a vi ctim is caught in a hold, thereafter he gets a -2 THAC and m ust make a PS ch eck to get loose. If the victim also knows wres tling, he m ay reverse th e hold by rollin g lower than the attacker and s o on. If th e attacker ro lls a 1 th e r esult is a p in and the v ictim m ust make a DX c heck with C hallenging difficulty factor to ge t loose. If a 2 0 is ro lled while attempting to free themselves from the pin, the result is a crippling injury to an extremity or the victim's back (lasts for 1-4 hrs.) Wrestling skill modifiers for armor Studded -1 Chain, Ring -2 Banded, Plate -5 Field plate -8 Full plate -10 This is an u narmored skill, and arm or penalties are cum ulative. If attacker is wearing studded and the defender is wearing banded. The total penalty is -6.

SECTION 2: COMBAT WOUND EFFECTS

The following tables and rules are for use in the 4th edition Gamma World gam e. I believe the orig inal inspira tion came from some similar tables found in the 3rd edition of that sam e gam e. I think it was on the GM Sc reen, but I cant find my copy. My friends and I had played 3 rd edition for 4 or 5 years, before 4th edition was released. Third edition presented us w ith a very com plex, dyna mic, and to m e, a very confusing se t of rules. Even if one had the a ll the rules and e rrata, eventually one would find oneself reading around in circles, going from one book to the next until the last rulebook referred back to the first. Im not exaggerating, this actually happened on at least one occasion, with no clear definitio n or gam e mechanic being found. Despite its flaws, there were m any things I still liked about 3rd edition Gamma World. Fourth edition of Gamma World was in som e ways a grand im provement over its predecessor, but in other ways, fell flat, its flavor and m echanics slightly blander and less exciting. This document attempts to rem edy the rather lackluster com bat rules found in 4 th edition and rep lace them with a more dynamic, more dramatic, and potentially more deadly, mechanic.

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The system, as presented here, worked well in my 4th edition Gamma World game, lasting about 5 years, and was later re-adapted into a critical hit matrix for use in the Mutazoids3e GM Guide. Currently, I use another modified form for critical hits, in my Tuesday night AD&D sessions. It has been h eavily play tested, but the GM will s till have to a djudicate the results, depending on such factors as the types of weapons used by both victim and attacker, hit location, type of armor worn, force fields, etc. Modified versions of these tables may be useful in other game systems.

Step1: How to Attack


Roll to hit and da mage normally. The damage amount, including bonuses, will be needed below in Step 3. Repeat this process for each m issile o r m elee attack separately. Do not com bine damage from multiple attacks. Doing so will cause an overabundance of serious wound effects to occur.

Step 2: Hit Location

Roll 1d10 for Hit Location and refer to the table below. 1d10 Location 1 Head or Face* 2-3 Preferred arm 4 Al ternate arm 5-7 Torso 8-9 Leg (8 = right /9= left) Roll Again & Add 1 to Damage Stage 10 on the Combat Wound Effect Matrix (Ignore this result hereafter) *If the roll indicates a Head or Face Hit, roll 1d6 and consult the following sub-table. 1d6 Location 1 Top of Head or Forehead area 2 Ear (1-3 right / 4-6 left) 3 Eye (1-3 right / 4-6 left) 4 Nose 5 Jaw or Cheek (1-3 right / 4-6 left) 6 Voice box or Equivalent

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These Hit Location Tables are des igned to wo rk best for characters that are m ost sim ilar to Humans, but in Gamma World, this is often not the case, so the GM m ay need to adjust them slightly for non-standard humanoids or non-humanoid creatures.

Step 3: Combat Wound Effects Matrix


Roll 1d20 and apply the following formula to determine the Wound Score (1d20 + Damage) - (Victims Health + Victims DEX mod.) = Wound Score Using the Wound Score, consult the Com bat W ound Effe cts Matrix below to determ ine the Damage Stage. If a Hit Location 10 was rolled in Section 2 above, add 1 to the Dam age Stage, and determine the additional effect, if any. Disint egration attacks are handle d a little differently as shown below. Da mage Stages include all prio r Dam age Stages, so th at som eone in a com a (Damage Stage 8), a lso has bru ises, is stun ned, will c arry a perm anent scar, h as a projec tile imbedded in a vital organ, is in a lot of pain (or would be if they werent in a com a), etc The GM should use his best judgment based on Hit Location and the type of Weapon used against the Victim. Wound Damage ADDITIONAL EFFECT Stage Score 0 or less 0 No Additional Effect Healing progresses norm ally. Ar mor is unaffected. If disintegration, healing is at norm al rate, and AC is reduced by 1, until repaired. Glancing Blow or Bruises Healing progresses norm ally, however, apply a penalty of -1 to THAC (both) until this wound is healed. Armor is unaffected. If disintegration, of the da mage is perm anent, healing is at normal rate, and AC is reduced by 2, until repaired. Victim is Stunned This wound requires Antiseptic or infection may set in. Apply a -3 penalty to THAC (both) until healed and a -5 penalty t o victims next initia tive. Armor is unaffected. If disintegration, dam age is permanent, healing is at norm al rate, and AC is reduced by 3, until repaired. Victim is Scarred or Suffers a Sprain This wound often bleeds or is agonizingly painful. Deduct 1 HP per m inute until it is bandaged. It requires An tiseptic or inf ection m ay set in. A splint or stitches is als o required for 1 day per 15 hp of da mage caused by that wound. This wound will not heal pro perly, if the sp lint or s titches are removed early (consider the rem aining damage permanent). Apply a -3 to THAC (both) until healed (or until sp lint/stitches are removed), and a -5 to the victims next initiative. Arm or is unaffecte d. If disintegration, dam age is permanent, healing is at 1/3 norm al rate, and AC is reduced by 4, until repaired.

1-5 1

6-10 2

11-15 3

33

16-20 4

Victim has an Imbedded Projectile or Internal Injuries This wound often bleed s, exte rnally or in ternally. Deduct 1 hp per r ound until it is bandaged. In addition to requiri ng Antiseptic to avoid infection, Antibiotics and Minor Surgery are required. If no Surgery is applied, of the dam age is perm anent. A splint o r stitches is also requ ired f or 1 day per 10 hp of da mage caused by th at wound. This wound will not heal properly, if the splint or stitches are rem oved early (consider the remaining dam age permanent). Apply a -3 to T HAC (both) until healed (or un til sp lint/stitches are rem oved), and a -5 to the victim s next initiative. Armor is unaffected. If disi ntegration, damage is permanent, healing is at 1/3 normal rate, and AC is reduced by 5, until repaired. Victim is in Intense Pain This wound is agonizingly painful. Deduct 1 hp per round until it is bandaged. In addition to requiring Antiseptic, Antibiotics and Minor Surgery, a Pain Reducer is needed. If no Surgery is applied, of the da mage is perm anent. A splint and/or stitches is also required for 1 day per 5 hp of da mage caused by that wound. This wound will not heal properly, if the splint or stitches are removed early (consider the remaining damage permanent). Apply a -5 to all ac tions until hea led (or un til sp lint/stitches are rem oved), and a -5 to the victim s next initiative. Reduced AC by 1 until repaired. If disint egration, damage is permanent, healing is at normal rate, the -1 to AC is permanent, and an additional -5 to AC until repaired (-6 total). Victim is Partially Paralyzed Deduct 2 hp per round until it is bandaged. Antiseptic, Antibiotics, Mi nor Surgery, and Pain Reducer is needed. If no Surgery is applied, of the dam age is p ermanent. A splint and/or stitches is also required for 1 day per 5 hp of da mage caused by that wound. This wound will not heal prope rly, if the splint or stitches are removed early (consider the rem aining damage permanent). Apply a -10 to all actions until healed (or until splint/stitches are removed), and a -5 to the v ictims next in itiative. Re duced AC by 2 until repaired. If disintegration, damage is permanent, healing is at normal rate, the -2 to AC is permanent, and an additional -5 to AC, until repaired (-7 total). Victim is Paralyzed or has a Broken Bone Deduct 2 hp per round until it is bandaged. Victim is also incapacitated as per GW4 rules book . Antiseptic, Antibiotics, Minor Surgery, and Pain Reducer is needed. If no Surgery is applied, th e dam age is perm anent. A splin t an d stitche s is also required for 1 day per 5 hp of dam age caused by that wound. This wound will not heal pro perly, if the sp lint or s titches are removed early (consider the rem aining da mage perm anent). Apply a -10 to all actions until healed (or until sp lint/stitches are removed), and a -5 to the victims next initiative. Reduced AC by 3 until repaired. If di sintegration, all damage is perm anent, healing is at norm al rate, the -3 to AC i s permanent, and an additional -5 to AC, until repaired (-8 total).

21-25 5

26-30 6

31-35 7

34

36+ 8

Victim Loses a Body Part, goes into a Coma, or a Vital Organ has been struck Deduct 2 hp per roun d until it is bandaged. Victim is also unconscious as per GW4 rules book, and must be awakened within 1/3 of CN in days or death occurs. Awakening a victim first requires that 10% of the Damage is healed with no actual hp gain for the victim. Then up to 10 CN checks can be m ade per day at 10 (difficulty factor tough) to awaken. Rolling a n atural 20 m eans instant death to the victim. Antiseptic, Antibiotics, Major Surgery, and Pain Reducer is needed. Even so, of the dam age is perm anent. If Minor Surgery is used, the damage is perm anent, and if no surgery is applied, the da mage is permanent. A splint an d stitches is also required for 1 day per 5 hp of damage caused by that wound. This w ound will not heal properly, if the splint or stitches are rem oved early (consider the rem aining dam age permanent). Apply a -10 to all actions until healed (or until splint/stitches are removed), and a -5 to the victim s next initiative. Reduced AC by 4 until repaired. If disinteg ration, all dam age is perm anent, healing is at normal rate, the -4 to A C is pe rmanent, and an additiona l -5 to AC, until repaired (-9 total).

Combat Wound Effect Notes and Clarifications


Permanent Damage: Permanent damage from disintegration, or from untreated wounds, causes corresponding loss of tissue, and requires regeneration, time in a rejuvenation chamber, or cybernetic enhancements to repair. Permanent damage is not considered for purposes of removing penalties when healed. If all damage is permanent (due to no treatment, botched treatment or stage 7 disintegrate attack, penalties last until stitches and or splint is removed. Permanent damage is included when calculating how long the victim must wear splints and/or stitches. Removing splints and/or stitches early always increases the amount of permanent damage. In some cases, the GM may have to adjudicate the amount of additional permanent damage. Armor Damage: Penalties to AC is cumulative, but only to the same piece of Armor, and is due to the arm or being dam aged, therefore, when th e amount of penalties ac crued exceeds the value of the Arm or being hit, it can be considered destroyed and usele ss, so no further penalties are applied. Armor that is affected includes shields, helm ets, br eastplates, etc. depending upon hit location. For exam ple: if the victim s hel met ha s been destroyed by an attack to the head, additional h its to the h ead ca nnot include a penalty to A C. Ar mor that is affected does no t include DX adjustments or most natural protections, except for carapaces , which must be healed as if a stage 3 wound. Blood Loss: In most cases (damage stages 4 6 ), stopping all activity will slow blood loss to 1 hp per minute, or 1 hp per 5 m inutes (damage stage 3). Bandaging a wound does not com pletely stop the bleeding, but slows it to 1 hp per hour.

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Infection: If Antiseptic and/or other requ ired treatments are not ava ilable, infection may set in within 2-5 hours. Treat this as an Intensity 12 Poison Attack and consult the Infection Table below. If an Infection of stage 1 or h igher is left untreated, the Infection will spread, continuing to each progressive stage within 12 + 1d12 hours. A ll Infection Effects are cumulative with any applicable Wound Effects.

Infection Table
Stage Effect 0 1 2 3 4 5 6 7 8 No Effect - no further effects. Minor - minus 1 to All actions for 1d6 days Scarring - minus 3 to All action for 2d6 days Fever - minus 5 to All actions for 1d6 weeks Exhaustion - minus 7 to All actions for 1d6 weeks Partial Paralysis - minus 10 to All actions for 1d6 weeks Loss - minus 10 to All actions for 2d6 weeks + amputation Incapacitation Unable to perform any actions (2d6 weeks) + amputation Coma - amputation + victim must be awakened as in Stage 8 Wound Effect.

Special Attack Forms


Tangle - If attacked by entangl e weapon, (i.e. Whip or Lasso), a natural roll of 20 autom atically entangles the Victim, otherwise, compare the unm odified THAC roll to the Victim s DX. If the Victims DX is higher, then entang lement is avoided. If entangled, roll for a hit location (except for Net which covers entire body). The Victim loses DX bonuses to AC until freed (additional 10 to AC if caught in Net). To free oneself, compare PS to items Material Strength + 1d20. Electrical Electricity causes double damage to anyone standing in water, or in metal armor (except duralloy). It also causes double damage to robots, vehicles and computers. However, it only causes half damage if the Victim is 5 meters or higher off the ground, or standing on dry wood. No damage is taken, if the Victim is insulated with rubber, ceram ic, unleaded glass, or in a vacuum , or if the attacker is grounded. 36

SECTION 3: VEHICLE COMBAT


I have always believed that rules for vehicular combat are one of the major things lacking in the Post Apocalyptic Wastelands of 1 st through 4 th edition Gamma World. The writers never con sidered what would happen if a group of characters got a hold of a working, advanced vehicle. Th e even t seemed so rare and un likely, that com bat rules f or this s ituation m ust have been deemed unnecessary. I started looking around for ideas. Enter Traveller, the original 3 black books. The Vehicle Co mbat sectio n was immediately converted for use in m y 3rd edition Gamma World Campaign. It survives in its entirety below, and should be useful in any editio n of the gam e, with little or no f urther modifications. I also converted and modified Travellers rules for Computers and Software Program s. These conversions can be found in Chapter 3, Section 8 - Computers and Artificial Intelligence. Eventually, I converted all the Starship Design Sections into 3rd edition Gamma World, a s well. The c haracters co mpleted the Cam paign Goals of uniting the Solar System and reaching A lpha Centauri to reestablish contact with long-lost colonies, using Jum p Ships. Unfortunately, all those conversion notes were lost. If I ever get a group to that level in Gamma World again where G-Drives and Jum p-Drives are needed, I will p robably want to go back to those little black books and re-convert them. The com bat rules presen ted he re a re a little slower than m ost Gamma World rules, but they sim ulate the v ehicles movem ent, weapon usage, player character actions, and the use of onboard electronics. Any sized vehicle from an automobile to a galactic star destroyer can be simulated under these rules, with only slight effort. I considered m odifying these rules for the Mutazoids3e PG&HB, but the d20 vehicle combat rules are sim ilar; yet a dd som e necessary complexities, so it was left intact.

However, assum ing the characters will eventually have access to vehicles, then also assume there will be battles carried out using them . Then assu me they will attem pt to design a nd constru ct the large st, m ost complicated vehicle im aginable and go attack som ething with it. That is, a fter a ll, what most characters would do. My first few attempts at running any combat involving one or m ore vehicles m et with lackluster r esults. The driv er/pilot m ade a few DX/drive checks. Someone rolled to see if they could hit so mething with th e vehicles gun. Everyone else sat in the back seat, bored and nervous. No one was very happy about that.

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GW Vehicle Combat
The Driver or Pilot rolls initia tive for their vehicle, including any bonuses they would norm ally have. The winner is the Attacker a nd the lose r becom es th e Def ender, f or the dur ation of the combat. Rol ling initiative for each round is not encouraged, because it m akes keeping track of incoming Missile W eapons m uch more difficult. Rounds are then divided into an Attackers Turn and a Defenders Turn. Segments A-F of each Turn happen nearly sim ultaneously, within the same 30second time frame. So, like standard melee combat, a round lasts one minute.

The Attackers Turn:


Segment A) Attacke rs Movem ent Segm ent: The driver m akes his skill ch eck during this segment, applying any skill bonuses and/or pe nalties (such as due to attem pting a tricky maneuver). If failed, this could result in negating the rest of the Attackers Turn. The GM m ust adjudicate failed Drive Check results. If successful, the vehicle can move half normal speed, and play continues to Segm ent B. Full movem ent rate is also possible, but pl ay then skips Segment B. Full m ovement rate m ay allow the vehic le to escape battle or to m aneuver into a be tter position to attack on their next turn. Segment B) Attackers Firing Seg ment: During this seg ment, the v ehicle m ay fire Be am Weapons (Lasers, Blasters) and/ or Projectile W eapons (Slug Throwers, Tech IV Guns). During this segment, these weapons may set any target within range, except incoming Missile Weapons. Segment C) Defender's Return Fire Segm ent: During this segment, the Defenders vehicle can fire Beam or Projectile Weapons. The Return Fire Segment is allowed in all cases, even when the Defender fails a Drive check or the Attacker m oves a full movem ent rate. Return F ire can only be used to attempt to hit the Attacker or to stop incoming Missile Weapons. Segment D) Attacker's Launch Segm ent: During this segm ent, the Atta ckers vehicle is able to launch Missile Weapons (Rockets, Missiles, or Grenades), at any target in range. Segment E) Attacker's Mutations & Computer Segment: The use of onboard computers, sensors, communications equ ipment, electron ic coun termeasures, etc. occurs during this seg ment. Also during this segm ent, charac ters on the Attack ers veh icle that still h ave action s rem aining available to them for this round m ay use m utations or perform any other action allowed on the specific vehicle. Segment F) End of Attackers Turn: Defenders Mi ssile W eapons, which have not been destroyed during either the Att ackers Re turn F ire o r Mu tations & Computer Segm ents, reach their target(s).

38

The Defender's Turn:


Segment A) Defenders Movem ent Segm ent: The driv er m akes his skill check during this segment, applying any skill bonuses and/or pe nalties (such as due to attem pting a tricky maneuver). If failed, this could re sult in negating the rest of the Defenders Turn. T he GM must adjudicate failed Drive Check results. If successful, the vehicle can move half normal speed, and play continues to Segm ent B. Full movem ent rate is also possible, but pl ay then skips Segment B. Full m ovement rate m ay allow the vehic le to escape battle or to m aneuver into a be tter position to attack on their next turn. Segment B) Defenders Firing Segm ent: During this segm ent, the vehicle m ay fire Beam Weapons (Lasers, Blasters) and/ or Projectile W eapons (Slug Throwers, Tech IV Guns). During this segment, these weapons may set any target within range, except incoming Missile Weapons. Segment C) Attacke rs Return Fire Segm ent: During th is segm ent, the Attackers vehicle can fire Beam or Projectile Weapons. The Return Fire Segment is allowed in all cases, even when the Attacker fails a Driv e check or the Defender move s a full move ment rate. Return Fire can only be used to attempt to hit the Defender or to stop incoming Missile Weapons. Segment D) Defender's Launch Segment: During this segment, the Defenders vehicle is able to launch Missile Weapons (Rockets, Missiles, or Grenades), at any target in range. Segment E) Defender's Mutations & Com puter Segm ent: The use of onboard com puters, sensors, communications equipm ent, electronic counterm easures, etc. occurs during this segment. Also during th is segment, characters on the Defenders vehicle that still have actions remaining available to them for this round may use m utations or pe rform any other action allowed on the specific vehicle. Segment F) End of Defenders Turn: Attackers Missile W eapons, which have not been destroyed during either the Defe nders Return Fire or Mutations & Computer Segm ents, reach their target(s).

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SECTION 4: NEW POISONS AND DISEASES


None of this s tuff is new except th e modifications to the disease s. So said Derek Holland in his typically m odest style, when I received this do cument in an em ail many years ago. This docum ent does indeed include new stuff: new poisons and diseases with which to to rture u nsuspecting Player Characters. The descriptions of the poisons and diseases are rather detailed, and follow the Intensity/Stage rules pr esented in the 4th edition Gamma World rulebook. He has modified the diseases in this document to act similarly to poisons, using the same rules for Intensity and Stages. Theres no t m uch else to say, Enjoy. except:

--------------------------------------------------------------------------------------------------POISONS Red Death


Stage I 1-4 II III IV V VI VII VIII Roll less than 1 5-8 9-12 13-16 17-20 21-24 25-28 29+ Duration 1 hour 2 hours 5 hours 12 hours 3 days 1 week Effects None 1d6 Damage 2d6 Damage and -2 THAC 2d6 Damage and -3 THAC 2d6 Damage and -4 THAC 3d6 Damage and -4 THAC 3d6 Damage and Incapacitated 2d8 Damage and Unconscious Death

This Poison, so na med because it turns the skin red in Stages V-VIII, is used by the Cryptic Alliance of the s ame nam e. In addition to the effects noted a bove, it is ch aracterized by the following: Stage I- sweating, Stage II- difficulty breathing, Stage III- pain in the arms, Stage IVback pain, Stage V- skin turns red, Stage VI- character falls over and can' t m ove, Stage VIIcharacter loses consciousness, Stage VIII- death. A standard dose is 5 drops.

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Che Na
Stage I 1-8 II III IV V VI VII VIII Roll less than 1 9-12 13-16 17-20 21-25 26-29 30-33 34+ Duration 10 min 20 min 1 hour 2 hours 5 hours Effects None 1d10 Damage 1d10 Damage 1d10 Damage and Slowed to 1/2 Movement Rate 2d10 Damage and Slowed to 1/3 Movement Rate 2d10 Damage and Paralyzed 1d12 Damage and Incapacitated 1d12 Damage and Unconscious Death

Che Na was developed by the Knights of Genetic Purity to destroy Mutant Hum ans. The Poison has no effec t on PSH, NA or GF, but it causes ho rrible pain and paralyse s Mutant Hum ans, so the Knights can kill them more easily.

Ko Na
Stage Roll less than 1 I 1-3 II 4-6 III 7-9 IV 10-12 V 13-25 VI 26-30 VII 31-35 VIII 36+ Duration 10 min 20 min 1 hour 5 hours 10 hours 1 day Effects None 1d10 Damage Feel No Pain Feel No Pain Feel No Pain Feel No Pain Incapacitated Unconscious Death

Ko Na was developed for suicide squads. It causes minor damage to the pain centers in the users Central Nervous System. The user feels no pain if Stage II or higher is achieved. Not feeling pain adds 3 HP/ Level, as the user can take m uch more punishment. W hen the Poison wears off, the phantom HPs disappear and the dam age is subt racted from the characters normal HP total (which might kill the character).

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DISEASES Black Eye


Stage I II III IV V 26+ Roll less than 1 1-10 11-15 16-20 21-25 Stage Duration 3 days 3 days 3 days 3 days Effect Duration 3 weeks 1 month 1 year 3 years Effect None -2 to THAC -4 to THAC -6 to THAC -8 to THAC Blindness

This Disease is a Bacterium that gr ows in the c ornea of the eye in such great num bers that the persons vis ion is dimmed as the eyes go black. It also chem ically attacks the ey es and m ay cause permanent blindness.

The Bends
Stage I II III IV V VI Roll less than 1 1-6 7-12 13-18 19-24 25-30 31+ Stage Duration 1 hour 2 hours 2 hours 2 hours 2 hours Effect Duration 2 days 1 week 2 weeks 1 month Effect None 1d4 Damage 1d8 Damage 1d6 Damage and 1 to THAC 1d6 Damage and 2 to THAC 1d6 Damage and 4 to THAC 1d6 Damage and 6 to THAC

The Bends, a m isnomer, is an opportunistic speci es of Bacteria. Its na tural ha bitat is s low moving water. Any time a character drinks from such water, there is a 35% chance that he or she is will be infected. Its byproducts cause cramps and dizziness.

Brown Rust
Stage I II III IV V VI VII VIII 36+ Roll less than 1 1-5 6-10 11-15 16-20 21-25 26-30 31-35 Stage Duration 1 day 2 days 2 days 3 days 3 days 2 days 2 days 1 day Effect Duration 1 month 2 months 6 months 1 year 2 years 5 years 10 years Effect None 1d4 Damage 125% sun 1d6 Damage 150% sun 1d6 Damage 150% sun 125% soil 1d6 Damage 175% sun 150% soil 1d6 Damage 175% sun and soil 1d6 Damage; Incapacitated 1d6 Damage; Unconscious Death

This slow D isease is a fungus that only attacks Plants. It covers the pl ant, turning it brown, and feeds on the sap, increasing the Plants need for nu trients from sun and soil. Fungicide is the only cure. 42

Lyx
Stage I II III IV V VI Roll less than 1 1-8 9-16 17-24 25-32 33-40 41+ Stage Duration 3 days 1 week 3 weeks 2 months 6 months Effect Duration 1 week 2 weeks 1 month 4 months 1 year Effect None 2d12 Damage 1 THAC 1d12 Damage 2 THAC 1d12 Damage 4 THAC 1d12 Damage 6 THAC 1d12 Dmg. 6 THAC & 1/2 Speed Death

Lyx is a Protozoan that uses metal, replacing oxygen, as the terminal electron acceptor. It deposits the reduced form (i.e. the form that has the extra electrons) on the walls of blood or sap vessels. This causes major damage and reduces blood or sap flow, weakening the victim. After death, 100-1000 domars of metal per 40 kg of the victims body weight may be removed.

The Thirst
Stage I II III IV V VI VII Roll less than 1 1-4 5-8 9-12 13-16 17-20 21-24 25+ Stage Duration 1 day 1 day 2 days 2 days 3 days 2 days Effect Duration 1 week 2 weeks 3 weeks 1 month Effect None 1d6 Damage 1d10 Damage 1d10 Damage 1 THAC 1d10 Damage 2 THAC 1d10 Damage 3 THAC 1d12 Damage; Incapacitated Death

This Disease is a Protozoan that obtains oxygen from water. If it infects a character, the blood is acidified and dehydrated. The infected character must drink double the norm al amount of water, or the Stage Duration is (leading to the next Stage twice as fast).

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SECTION 5: HOWS THE WEATHER?


The weather usually gets little mention in a typical role-playing game of any genre, b ut Gamma World has always been a little different. In many of the Rulebooks and Supplem ents you will find mention of Weather Hazards th at can be far more devastating to th e characters than m ost creatures th ey will en counter. Not only that, the weather can totally m ess up the Players carefully crafted plans better than any scheming of the most devious villain.

Since I tend to run long , drawn-out cam paigns, I felt it necessa ry to be able to know what the weather was going to be like on any given day. The Skill S ystem adapted f rom Gamma World 3rd edition includes a Weather Prediction Skill, further intensifying the need for this information. So, once a gain, I turn ed to the s cattered inf ormation in the Gamma World rulebooks and supplements and produced the following W eather Table, with its accompa nying Descriptions. In this instance, I ev en recorded th e exact sources of the or iginal materials, and noted it below the Table. I admit it is not entirely complete, owing to the fact that little to no details could be gleaned from the sources regarding certain da ngerous phenomena. In thes e cases, the GM is encouraged to complete the details themselves or choose a different Weather Hazard. This System was m odified for use in the Mutazoids3e GM Guide, and I also u se a m odified version in my current Fantasy Campaign.

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Weather Table
Roll 1d100; each roll lasts 1d3 days unless otherwise stated Condition Sunny, Clear Partly Cloudy Overcast 46-53 Overcast Random Chance of Rain Thunder Storm (25% Color)## T-Storm Dangerous* (25% Color)## T-Storm Flash Flood* (25% Color)## Monsoon* 87 Hailstorm* 88-89 High Winds**, *** Cold Front*, ** Ice Storm*, ** Acid Rain* (10% Hot Rain)## Black Snow* Sand** or Gravel*** Storm Fog*** 94-97 Dense Fog*** (5% Heat)## Heat Wave# Fire Storm# Tornado* 00 Average Daily High Base Temperature (F) Spring 60-80 Spring 40-60 98-99 N/A N/A 90-91 N/A N/A 92 N/A 93 54-63 64-78 79-83 4-86 Spring 01-15 16-35 Summer 01-35 36-45 46-49 50-51 52-56 57-67 68-75 76-81 82-83 84-86 87-91 N/A N/A 92-93 94 95-96 N/A N/A 97 98 99-00 Summer 70-90 Summer 60-70 Fall Winter 01-15 01-20 16-25 21-30 26-30 31-40 31-45 41-50 46-50 51-60 51-60 61-63 61-63 64-65 64-70 66-67 71 68 72-76 69-73 77-90 74-76 N/A N/A N/A 77-85 86-88 N/A

Partly Cloudy Random Chance of Rain 36-45

81-83 89-90 84-85 91-93 86-95 94-95 96-99 96-98 N/A N/A 00 Fall N/A N/A 99-00 Winter

60-75 40-50 Fall Winter

Average Overnight Low


Base Temperature (F)

30-60 10-30

KEY: * Alpha Factor P. 4-5, ** Gamma Base P. 4, *** Delta Fragment P.4, # 3rd Edition Reference Book, ## 4th Edition Rules P.167

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Description of Dangerous Weather Phenomenon


Thunderstorm, Dangerous- If standing in a field, on high gr ound, or up a tree, 10% chance per 10 minutes to be struck by lightning. Da mage 6d6+ unconsciousness for 1d10+2 rounds. Safest place is inside. Lightning can also further destroy ruins. T-Storm, Flash Flood- As above, but water falls quickly and excessively, flooding rivers and lakes. They swell and turn in to raging torrents. Anyone campi ng near water has a chance of being swept away and drowned within 20 rounds. Flooding can also rip up trees and other large plants. Monsoon- As Flash Flood above, but with high winds, lasting d6+1 days. Rivers swell to double size and remain flooded for 1d4+1 days after. Lowlands become swamps. Hailstorm- Overcast skies, thunderstorm conditions, but hail falls. 30% chance to be dam aging hail, causing 1d6 damage per round of exposure. Starts without warning and lasts 1d6+2 rounds, can occur 1d6 times on the same day. Tornado- Extrem ely overcast, green-grey skies and a drop in wind an d tem perature precede tornadoes. It has a 20% chance to strike the characters area. It may or may not hit them, but will be in sight. If it hits, it is I 100 and does 5d20 Damage to everyone & everything in its path. Cold Front- with possible snowstorms. Roll d10: 1-5 = uncomfortable drop in temperature with light frost; 6-8 = heavy frost for a m inimum of 1 day & rivers freeze, -1 penalty all actions, I 10, 1d4 Damage/4 hours in the cold; 9 = 1d3+1 inches of snow. Marshes & lakes freeze. It lasts 1d4 days, -2 to all actions, I 15, 2d4 Da mage/4 hour s in the cold; 10 = 1d6+ 3 inches of snow. Marshes & lakes freeze. It last s 1d6+2 days, -3 to all actions , I 25, 2d4 Da mage/4hrs in cold. Visibility is nil. Movement is normal. Ice Storm- As rolling a Cold Front ( 10) above, except ice, instead of snow, en cases all nonmoving landscape features. Movem ent is 1/10 normal. It kills most normal plant life. Acid Rain- A storm with red tinged clouds causes 3 poi nts of da mage to synthetic m aterial or bare flesh per hour. It lasts 1d6 hours & pollutes the waterways for 2 days. Hot Rain- It is similar to acid rain, except it cause s low-level exposure to radiation I 7 per hour. Partial cover reduces to I 4, and full cover = no effect. Black Snow- This occurs on warm , overcast days. It is harm less except that it blank ets everything for 1 hour and pollutes waterways for 1 day. Visibility during fall is 1 meter. Travel is impossible. Flakes remain on the ground, where it can be used as cam ouflage by predators, until the next rainfall. There can be 1d6 falls per day.

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High Winds- In deserts, this causes sand storms. In rough or ruins, it causes gravel storm s. In forests, there is a 5% per hour to drop lim bs; 5d6 Dam age minimum (more for large branches). On water, it makes the waves choppy. Boats will be swam ped in 30 minutes or less (depends on size of the boat). Duration is 1d4+2 hours. Sand Storm- These can drop dow n anywhere, and are visi ble as a brown cloud. Visibility is cut to a few meters, m ovement to 1/6 norm al. Char acters relying on sight, radar, or sona r are penalized 6 on all actions. Char acters in open areas m ay suffocate in an hour, unless they find shelter or gas masks, etc. It lasts 1d100+2 minutes. Fog (Medium Density)- Visibility = . Sound travels 10% farther. Dense Fog- Visibility = a few meters. Sound travels 25% farther. -1 THAC melee & -10 THAC range unless using radar, sonar or infrared. Movement reduced to 2. Gravel Storm- They are preceded by a howling sound. Visibility, combat and movement are the same as if in Dense Fog (above). Characters in ru ins or rough areas take 1 point of dam age per 5 rounds, unless AC of 15 or better excluding DX. It lasts 1d20+20 rounds.

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CHAPTER 3: EQUIPMENT, ARMOR, WEAPONS & COMPUTERS


SECTION 1: THE HEALERS BAG, HERBAL REMEDIES & MIRACLE CURES
I had actually stopped playing AD&D for the m ost part, when I first saw the 2nd edition Arms & Equipment Guide, but the Healers Bag struck m e as a very useful item f or my 4th edition Gamma World game. So I converted it. As you m ight suspect, there was nothing much to converting the kits itself. The medicinal contents were a different m atter, but I had just the things to fill them up. For a while, I had been noticing th at almost every published adventure for Ga mma World seem ed to contain som e Secret Herbal Recipe, or Ancient Miracle Cures, not just you r standard Accelera Doses, but things like Aspirin and Rubbing Alcohol. So I collected all of these references that I could find and also converted them to 4 th edition rules. The blend ing of the m edieval, the modern, and the m utated is one of the hallm arks of the Gamma World game and this docum ent is no exception. Remem ber that Miracle Cures have a percent chance to fail, or worse, unless the user is a PSH; Most Characters can use Herbal Remedies without a failure ch ance (excep t where noted). This can m ake Herbal Rem edies even m ore highly sought after than Miracle Cures.

This docu ment was origin ally s lated to appear in Kerry Jordans Secrets of the Ancients Net Book, but the or iginal source material for each Miracle Cure and Herbal Remedy wa s not fully docum ented, so the editor scr apped it. It w as la ter inc luded in Scot Hoovers Survivors Field Guide Net Book, along with my idea for a fully stocked Tech IV First Aid Kit. Sorry Kerry, but I still havent gone back and tracked down exactly which adven ture each of the Cures and Rem edies cam e fr om. Suffice to say, they are in there, somewhere. In order to use this docum ent with C hapter 2, Section 2 Combat Wound Effects, I added som e details (Antibiotic, Antiseptic, Pain Reducer, etc) to a few of the original descriptions. A heavily modified version of the Healers Bag appears in th e Mutazoids3e PG&HB, where it is called a Medico Bag . Sim ilar types of Herbal Rem edies are found in the Mutazoids3e Players Supplemental.

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The Healers Bag


Tech III, Weight- 2kg, Cost- 20 Domars Description: The Typical Healer' s Bag is m ade of soft leather or heavy canvas. It opens or unrolls to re veal a large pocket in th e center an d a lot of little padded pockets and pouches for holding supplies. Supplies: A com plete bag contains 30 rolled bandages of various sizes, 6m of rolled gauze, a tiny metal mixing bowl, a ceram ic mortar and pestle, 10 jars to hold herbs or other substances, 3 curved needles (often made of gold to preven t rusting), a spool of white or black thread, and 6 ceramic vials to hold clean water or other fluids. Herbs and Miracle Cures cost in Domars and weight are in addition to those stated above.

Common Herbal Medicines


Name Golden Leaf Gum Perth Powder Glow Powder Rismish Potion Parn Embryo Fluid Boomerth Berries Ed Ep Acorn Ed Ep Pecan Maroon Healing Berries In'I'xon Powder In'I'xon Vapor Blue Herb Powder Purple Spore Powder Silver Bark Tea White Berry Juice Yellow Pedal Powder Ed Ep Butternut Ed Ep Pine Nut Wt Cost Usage 1g 1g 10g 10g 10g 1g 5g 5g 5g 1g 10g 10g 10g 10g 10g 10g 1g 10g 100 25 Heals 6 hp in 2 minutes (up to of total per day), any creature with digestive system Heals 1d6 hp in 1 hour, any creature

150 I 16 Poison Antidote 200 Heals 1d12 hp in 2 minutes, any creature 400 Heals 3d6 hp immediately, any creature 300 Heals 1d10 hp immediately, any creature 1,750 Total Healing immediately, any creature 200 Heals 1d10 hp (except radiation damage), any 250 Heals 2d4 in 2 minutes, any creature 10 100 40 35 85 20 Make into Poultice. Use as Antiseptic When breathed, cures all Poisons, Infections, Disease, etc. Antibiotic. Also Cures Shivering Fits 2 hour Pain Reducer. Also Cures Lathering Madness 4 hour Pain Reducer. Also Cures Grey Palsy No Sleep needed for 24 hours. If more than 50g are used in the same week, coma 1d6 days

200 Antibiotic. Also Cures Dry Rot

200 Immunity to Radiation 24 hours 500 24 hour Pain Reducer

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Miscellaneous and Rarely Seen Herbs


Death Moss Fruit- Doubles all senses for 1 hour, then decreases them by 50% for 1 hour Gr'I'xon Spice- Very expensive and Addictive Food Spice, made from the remains of 5 Gr'I'xon boiled down and combined with butter Ash'I'xon (Fresh)- If eaten with in 1 day of killing, m ake a Difficult sav e versus vomiting. This save should be based on CN a nd IN scores, as the appearan ce, taste and sm ell are quite nauseating. If successful, the character gains a permanent bonus of +4 to Health vs. Radiation Wed'I'xon (Smoked)- Dry W ed'I'xon 2 days in the sun, and sm oke it m ixed with a little tobacco, as desired. Gives Resistance to I 9 or less Gas or Spore attacks for 24 hours Cyn'I'xon Tea- Dry Cyn'I'xon 2 days in the sun, m ix with tea and drink. Gives Resistance to I 9 or less Poison for 48 hours Nog'I'xon Oil- Keep a dead Nog'I'xon in an airtight container for one month and it will turn into 1 liter of slippery oil that will cover 10 sq. meters of floor. Fhot'I'xon Acid- Keep a dead Fhot'I'xon sealed for 2 months and it will turn into one liter of I 9 Corrosive Acid. Red Pears- Prized by Radioac tivist ho rticulturalists, eating one requires Radiation, with possible Mutate results. save versus I 11

Ancient Miracle Cures


Name Accelera Tab Analgesic Anti-Motion Sickness Oxy Tab Aller Tab Detox Tab Alcohol 1/10g Penicillin Tab 75 Cost 50 35 10 200 50 20 Tech Usage V IV IV V IV V IV III IV Heals 1d10 hp over 2 hours Pain Reducer 1d4 hours Prevents Nausea for 8 hours No need to breathe for 4 hours Stops all allergic reactions for 4 hours Provides user with Infravision 30m for 1 hour Detoxifies up to 10 liters of liquid, Acts as I 18 poison if eaten Antiseptic Antibiotic

Pink Vision Tab 150

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SECTION 2: EXOTEX ARMOR


Years ago, the online community of gamers who enjoyed role-playing in the Post Apocalyptic, Science Fantasy Genre of Gamma World was much m ore energetic an d active, an d there were many websites across the internet. Those who only had a page or two of m aterial, or had not th e time or inclination to put up their o wn proper sites, would ask others to post for them. So it was in this too short-lived Golden Era of Post Apocalyptic Gaming, that Sammy Spade allowed me to capture, edit and post one of the email messages he sent to the Gamma World Yahoo Group. It contained the idea and some stats for ExoTex Armor. I never officially added ExoTex Arm or to Chapter 2, Section 3 - Weapon Types, Weapon Proficiencies, & Improved Armor Tables, but in the Arm ors Descrip tion, I includ e th e information necessary to allow it to be added to the Tech VI Armor Table in that document.

ExoTex Armor
Description: ExoTex Ar mor is m ade from a lightwei ght spandex type of material that is "resistant to high velocity defo rmations". This m eans that nor mally it is non-bulky and doesn' t impede movement. However, if something rapidly tr ies to change its shape, like a melee weapon or projectile, an expanding area of the m aterial becomes as rigid as a p late of steel. The force of the impact is spread over a larger area, and the weapon or projectile is likely to glance off. The suit then instantly reverts to its original non-bulky state. Additionally, its stretchy fibers are infused with Duralloy, which reflects energy attacks, and the fibers are dyed in a substance th at becomes more reflective as the intensity of light increases. In the dark, the m aterial is black. Under normal sunlight, it is light grey. Under the intensity of a laser, it becomes a mirror surface. Full Suit: ExoTex is a Tech VI Armor, providing only a +2 bonus to a C haracters Armor Class (versus W eapons of Any Tech Level), however, all Damage from VL Lasers is negated an d Damage from any other Weapon is reduced to only . The cost for a full suit is 4000 domars. Vest: ExoTex Arm or can also be worn as a Vest (also Tech VI), p roviding +1 Arm or Class bonus (versus W eapons of Any Tec h Level), nega ting VL Laser hits to the Torso and reducing all other Damage to . The cost for a Vest is 2500 domars. Game Effects: This armor has som e very unique propert ies and ga me eff ects to take in to consideration before allowing its use in a cam paign. ExoTex is the perfect arm or for those who like to sn eak quietly in dark places. Non-bulky and All Black in the dark, ExoTex Arm or i s likely to provide hefty bonuses to these activities. It is also perfect for wearing while performing acrobatics, tumbling or other dexterous maneuvers. While providing very lim ited AC bonuses, the Da mage Reduction m ore than m akes up for this. In m ost combat situations, the wearer of this armor will be hit, of ten and r epeatedly, but th e damage will be reduced so that the wearer can usually continue to fight or escape.

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SECTION 3: WEAPONS, WEAPON PROFICIENCIES & IMPROVED ARMOR TABLES


Part 1 provides com prehensive listings of weapons for the 4 th edition of the Gamma World game. They have been o rganized into W eapon Types. This was necessary to in troduce a sim ple Weapon Proficiency system into 4th edition Gamma World. This is a system of my own design, which in so me ways m irrors the d20 system devised a few years la ter. Proficiency in a W eapon Type allows the character to use any weapon on that list without penalty. The GM may adjust the listings as they see fit. I chose to group weapons not only according to similar characteristics, but also by amount of dam age potential and other fact ors. In this chapter, I also introduce the concept of Prerequisites for gaining Proficiencies. In Part 2, Weapon Types are now used to provi de the basis for a W eapon Proficiency system . Chapter 1 specified the num ber of Prerequisite s and specific W eapon Type required in order to gain proficiency with certain m ore advance d, but sim ilar Weapon Type s. This chapter now provides the characters with a number of starting W eapon Proficiencies to further refine the 4 th edition classes, rules for gaining m ore Weapon Proficiencies, Penalties for being non-proficien t, and examples of how the system works. Part 3 contains Arm or Charts of my own devi sing. They provide a way to adjust A rmor Class bonuses based on the T ech Level of the W eapon being defended against. This provides a m ore realistic f eeling to the game, as it greatly increases the danger of encountering someone using advanced weaponry while wearing common, low Tech armors. Tech V and VI W eapons became awe-inspirin g artifacts of great power. The entire s ystem as a whole has b een play tested in 4th edition Gamma World, and though the players groaned about the excessive proficiency penalties at first, they eventually found it very flexible and eas ier than it appea rs to gain pr oficiencies and m itigate th e pena lties. Eventually, they discovered that th e proficiency penalties worked very well in conjunction w ith the Arm or vs. Tech system, applying bonuses and penalties in various combinations to even things out. One thing I do not m ention specifically elsewhere, but should be noted he re: rules presented in this document apply to all characters, whether player or non-player, as well as all creatures using weapons and armor. The GM is called upon to pr ovide Weapon Proficiencies for all Non-Player Characters and Creatu res, and to apply Non-Proficiency penalties, us ing the Play er Character references in Part 2 as a guide.

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PART 1: WEAPON TYPES I have marked with an asterisk those weapons I considered a man-sized Humanoid would have to use two-handedly. Larger or sm aller Humanoids will need larger or sm aller Weapons (higher or lower dam age potential), or use m an-sized weaponry differently, either using two handed weapons with one hand, if large Hum anoids, or one handed weapons with two hands, in the case of small Humanoids. Miscellaneous Weapons The following weapons do not fit into any othe r category and do not re quire proficiency. Any character can use them without penalty. They do not require a Prerequisite, nor do they coun t toward Prerequisites needed to learn more complicated weapons.

Bombs Grenades Missiles Smart Darts Popper Pellets Drone Weaver Lamprey Disk Greek Fire

Dynamite Rockets War Bands Brass Knuckles Duralloy War Claws Sap Gloves Tech II Siege Weaponry

Slashing Weapons The following m elee weapons are grouped according to the type of dam age that they cause, irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for nonproficiency penalties. They do not require a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.

Battle (or Great*) Axe 2-Handed Sword* Halberd* (+ Pierce 1d4) Hand Axe

Long Sword Vibro-Blade Vibro-Axe Broad Axe

Bashing Weapons The following m elee weapons are grouped according to the type of dam age that they cause, irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for nonproficiency penalties. They do not require a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.

Club Flail (Footman*, Horseman) Mace Morning Star*

Quarter Staff* War Hammer* Energy Mace (+ Electrical) Nunchakus (+ Unconsciousness)

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Piercing Weapons (Missile) The following m issile weapons are grouped accordin g to the type of dam age that they cause, irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for nonproficiency penalties. T hey do not require a Prer equisite. They can count toward Prerequisites needed to learn more complicated weapons.

Blow Gun* Bows* Crossbows* Dagger (Thrown) Axe (Thrown) Javelin Spear (Thrown)

Flying Blades (+ Slash) Needler Energy Javelin Spear Gun Wrist Rocket Sling (+ Bash) Pistol Seed Pods Ballistic Knife

Piercing Weapons (Melee) The following m elee weapons are grouped according to the type of dam age that they cause, irrespective of Tech Level. They require pr oficiency to use properly. See Part 2 for nonproficiency penalties. They do not require a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.

Bayonet Dagger Knife Lance

Rapier Spear* Vibro-Dagge

Ropes and Whips The following weapons, except for the boom erang, are grouped according to the type of material they are m ade from, irrespective of type of da mage caused, whether m elee or m issile, or Tech Level. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They do not require a Prerequisite. They can be counte d toward Prerequisites needed to learn m ore complicated weapons.

Bola (+ Tangle) Whip Weighted Net (+ Tangle) Lasso* (+ Tangle) Sling (+ Bashing) Stun Whip

Neural Bite Paralysis Rod Wrapper Garrote* (Includes Duralink) Boomerang (+ Slicing

Early Percussion Weapons The following weapons are m ostly Tech III Firearm s. They require pro ficiency to use properly . See Part 2 for non-proficiency penalties. They do not require a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.

Arquebus* Flintlock Pistol Flintlock Rifle*

Musket* Rifled Musket* Tech III Siege Weaponry

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Early Energy Pistols The following weapons are m ostly Tech V Energy Pistols. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They do not re quire a Prerequisite. They can be counted toward Prerequisites needed to learn more complicated weapons.

Laser, IR Laser, FIR Stun Ray Taser (+ Electrical)

Graser (+ Radiation) Tech V Siege Weaponry Solar Pistol

Late Percussion Pistols The following weapons are m ostly Tech IV Firearm s. They require proficiency to use properly. See Part 2 f or non-proficiency penalties. They re quire 1 Prerequisite of Early Percussion. They can be counted toward Prerequisites needed to learn more complicated weapons.

Revolver Semi-Automatic Pistol Flak Gun (+ Special)

Flare Gun (+ Burn) Tech IV Siege Weaponry

Late Percussion Rifles The following weapons are m ostly Tech IV Firearm s. They require proficiency to use properly. See Part 2 f or non-proficiency penalties. They re quire 1 Prerequisite of Early Percussion. They can be counted toward Prerequisites needed to learn more complicated weapons.

Bolt Action* Lever Action* Pump Action*

Semi-Automatic* Net Gun* Tech IV Siege Weaponry

Early Energy Rifles The following weapons are m ostly Tech IV Ener gy Rifles. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They require 1 Prerequisite of E arly Energy Pistols. They can be counted toward Prerequisites needed to learn more complicated weapons.

Graser* (+ Radiation) Blaster, Mark V* Infrared Rifle* Laser, IR* Laser, FIR* Laser, UV*

Laser, VL* Stun Ray* Coagulator, Stoakes* Nerve Pulse Gun* Tech V Siege Weaponry

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Late Energy Pistols The following weapons are m ostly Tech VI E nergy Pistols. They require proficiency to use properly. See Part 2 for non-profic iency penalties. They require 1 Prerequisite of E arly Energy Pistols. They can be counted toward Prerequisites needed to learn more complicated weapons.

Black Ray (+ Fatal) Laser, IR Laser, UV

Maser Slicer (+ Slash) Tech VI Siege Weaponry

Blast Weapons The following weapons are grouped togeth er b ecause of th eir ability to deliv er d amage over a wide area, regardless of Tech Level or other c onsiderations. They req uire p roficiency to us e properly. See Part 2 for non-proficiency penalties. They require 2 Prerequisites; one of which must be Late Percussion Rifles. They can be co unted toward Prerequisites needed to learn m ore complicated weapons. Screamer* Shotguns* (Except Automatic see Tangler Special Weapons below) Gatling Gun (usually a Mounted Flame Thrower (+ Burn) Weapon) Grenade Launcher* Late Energy Rifles The following weapons are Tech VI Energy Rifles. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They require 2 Prerequisites; one of which must be Early Energy Rifles. They can be coun ted toward Prerequisites needed to learn m ore com plicated weapons.

Blaster, Mark VII* Laser, IR* Maser* Fusion* (+ Radiation) Rover* (+ Electrical)

Slicer* (+ Slashing) Black Ray* (+ Fatal) Freeze Ray Rifle* Tech VI Siege Weaponry not listed elsewhere

High Energy Guns The following weapons are Tech V or VI En ergy W eapons, which have an unusually high amount of dam age potential. Th ey require proficiency to us e properly. See Part 2 for nonproficiency penalties. T hey requi re 3 Prerequisites, one of whic h m ust be Late Energy Rifles. They can be counted toward Prerequisites needed to learn more complicated weapons.

Conversion Beamer* Gravity Gun* Plasma Gun* Plasma Rifle* Cyclorator*

Blaster, Mark XII* Fission Cannon Blunderbuss (Cannon) Disruptor Rifle*

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Automatic Projectile Weapons The following weapons are m ostly Tech IV or V Projectile W eapons. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They require 3 Prerequisites; one of which must be Blast W eapons. They can be counte d toward Prerequisites needed to learn m ore complicated weapons. Slug Throwers (All) Assault Rifle* Machine Gun Chameleon Rifle*

Machine Pistol

Special Weapons The following weapons include the m ost com plicated and deadly in the game, irrespective of Tech Level, or other considerations. This is a grouping of convenience, and the GM m ay designate other very powerful weaponry to this category. They require proficiency to use properly. See Part 2 for non-proficiency penalties. They will always require 4 Prerequisites, but the specific requirem ent varies (see listing belo w). Generally speaking, there should not be any more complicated weapons.

Harmonic Disruptor (requires High Energy Guns) Automatic Shotgun* (requires Automatic Projectile Weapons)

Part 2: Weapon Proficiencies Starting Weapon Proficiencies


Class Enforcer Esper Examiner Starting Weapon Proficiencies Bashing, Slashing, Piercing (Both), 1 choice Ropes and Whips, 2 choices 3 choices hips, Bashing, Piercing (Missile), 1 choice Advancement 1 choice every 2 levels 1 choice every 4 levels 1 choice every 3 levels 1 choice every 2 levels

Scout Ropes/W

When the table above indicates a choice, the Character is allo wed to choose any W eapon Type that has no Prerequis ites, or with Prerequis ite(s) th at th e character already k nows. Any combination is accep table as long as the Prereq uisites are m et. While the Enforcer naturally receives the m ost W eapon Proficie ncies, the Exam iner is especia lly versatile. Able to choose three W eapon Types at first level, they can pick Early Percussion, Late Percussion Rifles and Blast Weapons to gain proficiency with a shotgun and flame-thrower, which could be included in their characters starting packag e. Another example: the Examiner could choose Slashing, Early Energy Pistols, and Late Energy Pistols.

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Non-Proficiency Penalties
The amount of penalties applied to THAC is based on how m any Prerequisites are required for that Weapon Type.

No Prerequisites required (-5) 1 Prerequisite required (-10) 2 Prerequisites required (-15) 3 Prerequisites required (-20) 4 Prerequisites required (-25)

As another example, if a character picks up a S word (which does not require a Prerequisite), but has no Proficiency in the Slashi ng Weapon Type, the character rece ives a -5 penalty. The same would be true if they tried to use a Vibro-Blade (another slashing type of weapon). However, if a character picked up a Conversion B eamer without proficiency in High Energy Guns, they would receive a 20 penalty, because 3 prerequisites are required. There is a rather commonly occurring exceptio n to this rule. If a character is Proficient with the Weapon Types nam ed Prerequisite, the non-prof iciency penalties are halved. T his can only occur when one or m ore Prerequisites are require d. In the exam ple above, if our character with the Conversion Beamer, knew Late Energy Rifle Proficiency, the penalty is only 10 THAC, but the Non-Proficient character with the sword or Vibro-Blade, will always have a 5 penalty.

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Part 3: Armor Class versus Weapon Tech Level


The following tables detail the number of Ar mor Class bonuses granted to a character wearing a specific typ e of Arm or, acco rding to the Tech Level of th e W eapon being defend ed against. Generally speaking, but not always, Armor will be m ost effective against Weapons of equal or lower Tech Level, and less effective versus W eapons of a higher tech level, with Low Tech Armor often providing little to no protection against High Tech Weapons. When the tables say (no DX), this indicates that the characters dexterity bonus to Ar mor Class cannot be used when wearing this arm or. (& Helm ) indicates that the bonuses are applied assuming the Armor includes a Helm. If a Helm is not worn, subtract the appropriate bonuses.

Common Armor, Helmets and Shields (Tech I-II)


Armor Type Furs & Skins Wooden Shield Leather 20 Studded 25 Studded Vest Ring Mail Ring Vest Chain Mail Chain Vest Bronze Plate Bronze Vest Leather Helm Steel Helm, Small Bronze Helm Steel Shield, Small Bronze Shield 13 35 18 40 20 40 25 5 10 7 35 25 Cost 3 10 Weight Tech I-II Tech III Tech IV Tech V Tech VI 10 5 8 12 6 15 8 20 10 30 17 1 3 4 7 10 +1 +1 +3 +3 +1 +4 +2 +5 +3 +6 +4 +1 +2 +2 +2 +2 +1 +1 +2 +2 +1 +2 +1 +3 +1 +4 +2 +1 +1 +1 +1 +1 +1 +2 +1 +2 +1 +2 +1 +1 -

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Common Armor, Helmets and Shields (Tech III)


Armor Type Banded Mail Banded Vest Steel Plate Steel Vest Field Plate (& Helm) Full Plate (& Helm) Great Helm (Steel) Steel Shield, Large Cost 50 25 60 30 250 500 13 40 Weight Tech I-II Tech III Tech IV Tech V Tech VI 17 8 25 13 30 35 4 10 +6 +4 +7 +5 +10 +11 +2 +2 +3 +2 +3 +2 +5 +6 +1 +1 +1 +1 +1 +1 +3 +4 +1 +1 +1 +2 +1 +1 -

Artifact Armor (Tech IV)


Armor Type Sports Gear (Type 1) Sports Gear (Type 2) Suit, Radiation (& Helm) Bullet Proof Vest* Sheath (& Helm) Riot Shield Plastic Helm Heavy Plastic Helm "Steel Pot" Helm Gas Mask Cost Weight Tech I-II Tech III Tech IV Tech V Tech VI 100 250 4 5 9/12 5 10 2 2 2 2 1 +1 +2 +2 +1 +1 +6 +2 +1 +2 +2 +1 +1 +1 +4 +6 +2 +1 +2 +2 +3 +6 +2 +1 +2 Special +2 +1 +3 +1 +2 +1 +3 +1 -

Suit, Fire/Hazmat (& Helm) 750 800 --300 5 10 17 500

1500 5

* Bullet Proof Vests are designed to stop bullets and shrapnel. This bonus increases to +8 or +6 respectively, if attack is a torso hit with a Tech III or IV Percussion Weapon. Recheck if the hit is successful after Hit Location is determined.

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Artifact Armor (Tech V)


Armor Type Plasteel Vest* Sports Gear (Type 3) Sports Gear (Type 4) Suit, Hazmat (& Helm) Suit, Radiation (& Helm) Suit, Anti-laser (& Helm) Suit, Vacuum (& Helm) Power Plate (no DX) Power Alloy (no DX) Energized (no DX) Inertia (no DX) Power Scout (no DX) Power Battle (no DX) Plasteel Helm* Kevlar Helm Energized Helm Plasteel Shield* Energized Gloves Force Field Generator Portable Force Shield Cost Weight Tech I-II Tech III Tech IV Tech V Tech VI 6 4 6 7 +10 +5 +3 +4 +2 +1 +6 +3 +2 +10 +14 +14 +14 +14 +14 +3 +3 +5 +3 +1 +10 +5 +2 +2 +1 +6 +1 +10 +14 +14 +14 +14 +14 +3 +3 +5 +3 +1 +10 +5 +1 +1 +6 +1 +10 +14 +14 +14 +14 +14 +3 +3 +5 +3 +1 Special Special +10 +5 +2 +1 +3 +3 +2 +10 +14 +14 +14 +14 +14 +3 +3 +5 +3 +1 +5 +2 +2 +1 +3 +3 +2 +10 +14 +14 +14 +14 +14 +1 +1 +3 +1 +1 -350 500 Plasteel Armor (& Helm)* --

1500 12 2000 5 10 1 100 75 200 200 250 300 1 1 8 2 3 1 1500 1 -------300 25 -500 -550

Sheath, Powered (& Helm) --

1500 10

* Plasteel is more susceptible to Laser attacks, providing only protection. Armor and Helm only provides a +5 bonus vs. Lasers (Any). A Vest only provides a +2 bonus vs. Lasers (Any). A Helm or Shield only provides a +1 bonus vs. Lasers (Any).

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Artifact Armor (Tech VI)


Armor Type Duralloy Plate (& Helm)* Duralloy Vest* Power Assault (no DX) Power Attack (no DX) Tandem VIII (no DX) Sports Gear (Type 5) Sports Gear (Type 6) Suit, Hazmat (& Helm) Suit, Radiation (& Helm) Suit, Vacuum (& Helm)** Duralloy Shield* Duralloy Helm* Force Field Generator Portable Force Shield Cost Weight Tech I-II Tech III Tech IV Tech V Tech VI -----700 900 13 7 500 450 5500 450 10 12 +12 +7 +18 +18 +18 +18 +5 +6 +2 +1 +2 +3 +3 +12 +7 +18 +18 +18 +18 +5 +6 +1 +3 +3 +12 +7 +18 +18 +18 +18 +5 +6 +1 +3 +3 Special Special +12 +7 +18 +18 +18 +18 +3 +3 +2 +1 +2 +3 +3 +12 +7 +18 +18 +18 +18 +2 +2 +2 +1 +2 +3 +3

Powered Protection (no DX) --

2000 12 2500 5 -900 10 2 1200 4 3000 10 1000 1

* Duralloy reflects damage from Energy Weapons (Any). Duralloy Plate & Helm reflects 80% of the damage. A Duralloy Vest reflects 40% of the damage. A Duralloy Shield reflects 50% of the damage. A Duralloy Helm reflects 20% of the damage. ** Vacuum suits also include a 48-hour air supply.

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Common Armor for Mounts Barding (Tech I-II)


Barding Type Furs And Skins Studded 140 Studded Half Chain 220 Chain Half Bronze 180 Bronze Half Steel 290 Steel Half Field 1000 Field Half 600 150 100 120 80 Cost Weight 20 25 20 12 37 20 70 40 60 35 70 40 Tech I-II +1 +2 +1 +4 +2 +5 +3 +6 +4 +7 +5 Tech III Tech IV +1 +2 +1 +2 +1 +3 +1 +3 +2 +4 +2 +1 +1 +2 +1 +1 +1 +1 +1 +2 +1 +1 Tech V Tech VI +1 -

Artifact Armor for Mounts Barding (Tech IV-VI)


Barding Type Sheath -Sheath, Powered Powered Plate Plasteel* -Plasteel Half* Duralloy** -Duralloy Half** ----Cost Weight 22 25 200 12 7 30 16 Tech I-II +5 +5 +8 +8 +4 +10 +5 Tech III +5 +5 +8 +8 +4 +10 +5 Tech IV +5 +5 +8 +8 +4 +10 +5 Tech V +3 +3 +8 +8 +4 +10 +5 Tech VI +3 +3 +8 +5 +2 +10 +5

* Plasteel is more susceptible to Laser attacks, providing only protection. Plasteel Barding only provides a +5 bonus vs. Lasers (Any). Plasteel Half Barding only provides a +2 vs. Lasers (Any). ** Duralloy reflects damage from Energy Weapons (Any). Duralloy Barding reflects 75% of the damage. Duralloy Half Barding reflects 30% of the damage.

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SECTION 4: A MORE COMPLETE BREAKDOWN OF TECH IV WEAPONS


This document contains a table illustrating a m ore complete breakdown of the various Tech IV Weapons. Revolvers, Se mi-Automatic Pistols, Ri fles, Shotguns and other types of Tech IV Weapons are listed in the Equipm ent Section of the gam es Rule Book. The rules f or using the original weapons from the book have been repeated here for com pleteness and com parison purposes. The original weapons, Revolvers, Sem i-Automatic Pistols, Rifles and Sh otguns, have been used to create categories which are then subdivided into larger or sm aller varieties and according to their type of firing m echanism. This was done solely with the 4 th edition of Gamma World in mind, and the rules will need m odification in order to be used in other editions of th e game. The rules presented here are solely g ame mechanics and not, in any way, an ad aptation of real world firearms to the game. The GM wi ll find the infor mation contained in these tables m ost useful when equipping the Player Characters adv ersaries, Town Guards an d Militia, as well as f or stocking the shelves a t the local towns gun shop.

Revolvers to Shotguns Revolvers


Type Light Medium Heavy Damage 1d8+1 2d8 3d8 THAC Range 0 12 2 0 15 2 0 18 RoF 2 Shots 6 6 6 Cost 600 800 1000 Weight 1.5 2 2.5 Tech IV / 9 IV / 9 IV / 9

Semi-Auto Pistols
Type Light Medium Heavy Damage 1d8+1 2d8 3d8 THAC 0 / +2 0 / +2 0 / +2 Range 8 10 12 RoF 1/3 1/3 1/3 Shots 9 15 21 Cost 1000 1500 2000 Weight 2 2.5 3 Tech IV / 11 IV / 11 IV / 11

Rifles
Type Bolt Action Light Medium Heavy Damage THAC 2d8 3d8 4d8 +2 +2 +2 Range 40 60 80 RoF 2 2 2 Shots 12 6 4 Cost 1500 1800 2100 Weight 4 5 6 Tech IV / 7 IV / 7 IV / 7

64

Rifles, Continued
Type Lever Action Light Medium Heavy Pump Action Light Semi-Auto Light Medium Heavy Damage THAC 2d8 3d8 4d8 2d8 3d6 4d6 5d6 Damage 3d6 4d6 5d6 3d6 4d6 5d6 3d6 4d6 5d6 3d6 4d6 5d6 3d6 4d6 5d6 +1 +1 +1 +2 +2/+4 +2/+4 +2/+4 THAC 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Range 40 60 80 40 40 60 80 Range 5 10 15 RoF 3 3 3 4 1/3 1/3 1/3 RoF 1/2 1/2 1/2 Shots 12 12 12 12 20 / 30 30 / 40 20 / 30 Shots 1 1 1 1 1 2 Cost 1800 2100 2400 2100 2700 3700 4700 Cost 400 600 800 600 1000 800 Weight 4 5 6 4 4 5 6 Weight 1.5 2 2.5 1.5 2 2.5 2 Tech IV / 7 IV / 7 IV / 7 IV / 7 IV / 13 IV / 13 IV / 13 Tech IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8 IV / 8

Shotguns
Type Muzzle Loader Light Medium Heavy Single Barrel Light Medium Heavy Double Barrel Light Medium Heavy Pump Action Light Medium Heavy Bolt Action Light Medium Heavy Automatic Light Medium Heavy

5 1 10 1 1 800 15 1 5 2 10 2 2 1000 3 15 2 2 1200 4 5 2 10 2 4 1600 2 15 2 4 2000 5 2 10 2 3 1200 3 15 2 3 1400 4 5 10 1/3/6 1/3/6 1/3/6

1200

1.5 2.5

1000

3d6 0/+1/+3 4d6 0/+1/+3 5d6 0/+1/+3 15

6 6 6/12

2400/3400

1600 1800

3 4.5 6/7.5

65

SECTION 5: NAIL GUNS AND PAINT BALL GUNS


Here are two more great weapon ideas from Derek Holland. One is based on a tool, the other one a toy; Derek m akes both into form idable weapons that Pure Strain and Mu tant alike would love to have in their arsenal. These were never incorporated into my other works. Not much else to say, except, in the words of Derek, Enjoy!

The Nail Gun


Base Damage THAC TECH V Short Range Duration Rate of Fire Shots per Reload Cost 3000 Weight 6 2d4 +6 (-4 vs. Metal Armor) complexity 8 12 1 Shot 2 20 Kg

This weapon fires a shower of na ils in groups of 4. It is m uch more effective against unarmored or lightly armored opponents. It is a sm all rail gun in design. A Che mical Cell powers 200 shots (10 clips).

The Paint Ball Gun (Pump & Semi-Auto)


Base Damage THAC Tech Short Range Rate of Fire Cost 45 Weight See Below Pump +2 (Semi-Auto +4) IV complexity 12 See Below Pump 5 (Semi-Auto 15) (150) 1-3 Kg

These guns come in a variety of styles, with fairly similar operation and performance. Compressed CO2 cartridges provide between 45 and 60 shots per cartridge. Range in Meters Base Damage % to Break on Impact Short 5-7 1-4 90 Med 10-11 1-3 80 Long 12-13 1-2 70 Extreme 13-14 1 60

Note that Base Damage excludes the effect of the substance inside the Paint Ball.

66

20 Substances that can be held in a Paint Ball 1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) Acid Gasoline Poison Fungal Spores Explosive Jelly Toxic Waste Tagging Chemical Bacteria or Virus Diamond Shards Irremovable Paint Intoxicant or Hallucinogen 12) 13) 14) 15) 16) 17) 18) 19) Addictive Drug Glue or Adhesive Solvent Barbed Spikes Caltrop Blob/Slug/Other Biomass Nanites Exothermic or Endothermic substances [those that release/absorb heat] 20) Mutagen

SECTION 6: REALLY COOL WEAPONS


I had a brainstorm after looking at the ground zero site and here are the results. Derek Holland What followed were 3 em ails containing 14 all new weapons for the 4th edition Gamma World game. If I remember correctly (it has been almost a decade), Derek Holland was a grad student in New York City on Septem ber 11 th, 2001. The ground zero site he is referr ing to, of course, is the site of the Twin Towers. The connection between seeing the devastation of that site, and the 14 weapons he devised, is a testament, both to his amazing creativity and intelligence. Derek and I collaborated on quite a few projects back in the day. Wolfys CyberDen has always been a place where he could post his ideas. T hese weapo ns were nev er add ed to Chapter 3, Section 3 Weapon Types, Weapon Proficiencies & Improved Armor Tables, but most can be added to the Tables quite easily (usually as Blast or High Energy W eapons). Some of these weapons were integrated into the Mutazoids3e Players Guide & Hand Book. Not surprisingly, m any of these weapons caus e dam age on a m assive scale, and I would recommend consulting Chapter 2, Section 2 - Combat Wound Effects whenever weapons that cause so much damage are used.

67

The Atom Smasher


Base Damage THAC +6 TECH V Short Range Duration Rate of Fire Shots per Reload Cost Weight 5d10 complexity 25 80 1 Shot 1 5 40 kg

This cannon fires a stream of neut rons. This causes som e of the atoms of the target to fission. One side affect is that 2 hits weaken arm or by one point. THERE IS NO RADIATION DANGER FROM THIS WEAPON!

The Defoliator
Base Damage THAC +4 TECH V Short Range Duration Rate of Fire Shots per Reload Cost 7500 Weight 6d8 complexity 15 20 1 Shot 1 6 12 kg

The Attractor
Base Damage THAC metal) TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight 2d8 +2 (+8 vs. ferrous 12 1 shot 2 6 1 kg complexity 17

This weapon destroys chlorophyll, starch, and cellulose. It does stated dam age to animals with photosynthetic skin. To both plants and photosynthetic animals, it inhibits photosynthesis for 1d8 days. It is powered by a Hydrogen Cell.

This pistol fires r ounds that m agnetize any target that is wearing, or made from, ferrous metal. Treat the targe t as if it were hit at point blank range with the Magnetic Generation Mutation with an MP of 30. 68

The Dehydrator
Base Damage THAC +3 TECH V Short Range Duration Rate of Fire Shots per Reload Cost 5500 Weight 3d12 complexity 18 10 1 Shot 1 6 3 kg

The Havoc
Base Damage THAC +2 TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight See Below 30 1 Shot 1 4 8 kg complexity 20

This gun uses a heat ray to dry out the target. Against flesh, it does the above damage, but versus slimy creatures it does double damage. It evapor ates 3d4 liters of water per hit. It is powered by one Hydrogen Cell.

This gun corrodes plastics. 5d6 kg of plastic is destroyed per shot. It affects plastic armors by decreasing their value by one, and plasteel armors lose 1 point every 2 hits. It is powered by a Hydrogen Cell.

The Dissolver
Base Damage THAC +3 TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight 8d12 complexity 16 5 1 Shot 1 15 8 kg

The Javelin
Base Damage THAC +3 TECH V Short Range Duration Rate of Fire Shots per Reload Cost 3000 Weight 3d6 complexity 5 10 1 Shot 1/3 1 5 kg

This gun fires capsules that hold a very concentrated acid. Its firing system is similar to an air gun. It uses a Chem ical Cell for power.

This weapon was created to replace the crossbow. It fires steel bolts with a tiny rail gun. It takes 2 Chemical Cells to power it.

69

The Oxidizer
Base Damage THAC 0 TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight See Below 40 1 shot 1 5 8 kg complexity 20

The Pulverizor
Base Damage THAC +3 TECH V Short Range Duration Rate of Fire Shots per Reload Cost Weight 4d12 complexity 17 12 1 Shot 1 10 15 kg

This gun causes all m etals to corrode. It plays havoc with the electron shell around the m etal atom s. It af fects m etal ar mors by decreasing their value by one. It corrodes 1d4 kg of metal per shot. It is powered by 2 Hydrogen Cells.

This gun emits a sonic pulse that damages minerals, shattering 2d4 kg per shot and doing the stated damage to beings with a mineral skeleton. It is powered by 3 Chemical Cells.

The Shocker
Base Damage THAC TECH V Short Range Duration Rate of Fire Shots per Reload Cost Weight 4d6 (+3d8 vs. those wearing metal) 0 (+5 vs. metal objects and those wearing metal) Complexity 15 15 1 Shot 1 5 4 kg

This weapon is sim ilar to a shotgun in design. The shells, ho wever, have 2 cha mbers filled with different chemicals. Upon im pact, they m ix and cau se an electrical surg e. Victims must m ake a tough Health Check or be paralyzed for 1d4 rounds due to m uscle spasm s. The shells for this weapon are very rare, and only a chemist can make more.

70

The Shredder
Base Damage THAC +2 TECH V Short Range Duration Rate of Fire Shots per Reload Cost Weight 5d12 complexity 25 50 1 Shot 1 1 60 kg

This cannon is an antipersonnel weapon. It fires a shell that breaks up after being emitted. The fragments shred flesh upon impact.

The Tags
These devices were developed 5 years after the Cataclysm. They are attached to a target and e mit a radio signal to a weapons platform in orbit. On the side of the Tag is a tim er ranging from 30 seconds to 3 hours. After the allotted time, the platform destroys th e target (doing 150 x 1d100 points of damage). If the plan et is between the platform and the ta rget (out of ra nge erro r), the platform will wait until the target returns to view. Th ere is a 25 % chance that the tag is a dud.

The Vaporizer
Base Damage THAC +6 TECH VI Short Range Duration Rate of Fire Shots per Reload Cost Weight 6d12 10 1 Shot 1/2 3 10 kg complexity 20

The Wrecking Ball


Base Damage THAC +5 TECH V Short Range Duration Rate of Fire Shots per Reload Cost 6500 Weight 5d8 complexity 15 35 1 Shot 1/2 1 15 kg

This gun' s beam has no affect on nonliving substances. To the living, it causes a breakdown of connective tissues in anim als and of vascular tissue in plants (where food and water m ove). It is powered by 2 Chemical Cells.

This gun w as developed to drop a target in one shot. It works on the sam e principles as a rail gun. It m ust be reloaded every other round. It is powered by 3 Hydrogen Cells.

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SECTION 7: SIEGE WEAPONRY OF GAMMA TERRA


I wrote this docum ent to have two functions. First and forem ost, to define Tech II-IV Siege Weaponry that should be commonly seen in a 4th edition Gamma World game, and second of all, to convert some Tech IV-VI Cannons, from an earlier 3rd edition Gamma World Campaign. To accomplish the first p art, I did so me research by grabbing an encyclopedia and this is what I learned. Historically, Cannons, ca. 1550 to 1 750, were categorized into 16 offi cial sizes ranging from the Rabinet with a 1 inch barrel to the Cannon, Roya le with a 8.54 inch barre l. The earliest Cannon were sm oothbore, m uzzle-loaded weapons. The Ri fled Cannon is ca. 1850. They were usually breech lo aded, but the earliest Rifled Cannon we re still m uzzle lo aded. Calib ers generally remained the same as earlier Cannon until the early 20 th century. Mortars (also called Bombards) existed, basically big bore Cannons used for hi gh angle fire during si eges. The Range for a Mortar is effectively that of the sam e size Cannon, but dam age is 1 tim es as m uch. Also in 1693, howitzers were invented. They were basically halfway between Cannon and Mortar. They could be used for high angle fi re (as a Mortar with Range) , or horizontal fire (as a Cannon with Range), dam age is as the C annon of sim ilar size. The GM is en couraged to add these weapons to his arsenal by using the above figures as a guide. In the Rules Expansions presented below, Light Cannon were based upon th e historical Falconet (with a 2 inch barrel), Medium Ca nnon were base d on the Basilisk (with a 5 inch barrel), and Heavy Cannon were based on the C annon, Serpentine (with a 7 inch barrel). This provides the GM the ability to use smaller or larger Cannon, and give them appropriate Range, Damage, etc. The Modern and Higher Tech Cannon included in this document were designed to be used in our 3rd edition Gamma World campaign, as the characters began to acquire High Tech vehicles. The conversion was relatively straightforward. All Costs are in Domars, Short Ranges are in meters, and all Weights are in Kg.

Miscellaneous Tech II Siege Weapons


Ram
Used to batter down a door, Crew = 10-20, Cost = 50, Range = 2 meters, ROF= 1 per 2 rounds, Damage vs. Constructions= 2d6 + 6

Sow
Used to drill through a wall, Crew = 10-20, Cost = 75, Range = 2 meters, ROF= 1 per 2 rounds, Damage vs. Constructions= 2d12 + 12 Damage to a Character standing in front of either weapon is 2d8 + 8 72

Medieval Artillery (Tech II)


Weapon Ballista Light Catapult Heavy Catapult Trebuchet 8-12 Crew S. Range ROF Cost Weight 2-4 4-6 6-10 35 30 40 50 1/3 1/4 1/4 1/4 75 250 200 100 500 2,000 Damage (AoE) 3d6 or 3d6 + 1d6/rd. 3d10 (2m Radius) 3d12 (3m Radius) 4d10 (5m Radius)

500 10,000

Ballista launch javelins or flaming javelins Light Catapults launch 20-30 lbs. stones Heavy Catapults launch 50-60 lbs stones Trebuchets launch 100-200 lbs stones Catapults and Trebuchets can also launch Greek Fire (see below).

Greek Fire (Tech II)


Greek Fire Missile Hand Held Light Catapult Heavy Catapult Trebuchet Damage 2d4+d4/1 rd. 2d8+d8/rd (4m Radius) 3d8+d8/rd (6m Radius) 2d10 + 1d10/rd (10m Radius) Cost 10 200 300 500 Wt 2 5 10 20 Tech II II II II

Common Cannon (Tech III - IV)


Type Light Cannon Medium Cannon Heavy Cannon Rifled Cannon S. Range 100 200 300 ROF 1/2 1/2 1/2 Cost 1,000 2,500 5,000 Weight 250 2000 2750 Tech III III III Shot Weight 5 7 21 Powder Weight 2 5 12

As Above (2 x S. Range, 3 x Cost, Tech IV)

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Cannon Ammunition (Tech III - IV)


Type Ball, Stone Ball, Steel Explosive Shells Canister Shot Damage Light/Medium/Heavy 2d6/3d6/4d6 2d8/3d8/4d8 3d8/4d8/5d8 Based on Range50m wide cone Range- 5d4/5d6/5d8 S. Range- 4d4/4d6/4d8 M. Range- 3d4/3d6/3d8 L. Range- 2d4/2d6/2d8 X. Range- 1d4/1d6/1d8 Area of Effect Light/Medium/Heavy 1m/2m/3m Radius 1m/2m/3m Radius 20m/30m/40m Radius 15m/20m/25m Radius Cost 20 50 300 200

Common Rockets (Tech III)


Type Incendiary Rockets Explosive Rockets S. Range ROF Cost Weight 300 300 1 1 750 500 2 2 Damage 2d6 + 1d4/rd 2d8 Area of Effect 5m Radius 20m Radius

Dynamite (Tech IV)


Dynamite Damage (AoE) Per Stick 4d6 (5m Radius) Cost 200 Weight 1

74

Modern and Futuristic Cannons (Tech IV - VI)


Weapon Anti-Aircraft Gun Air to Ground Gun VL Laser Cannon Light Blaster Cannon Blaster Cannon Maser Cannon Slicer Cannon S. Range ROF Shots 300 500 100 100 160 400 120 1* 1* 1 1 1 2 1 2,000 2,000 16 24 32 32 40 Weight 100 180 60 60 70 40 100 Tech IV/18 IV/18 V/15 V/18 VI/17 VI/13 VI/25 Damage 12d6 10d6 8d6 10d8 10d10 8d10 16d8 THAC +12 +10 +7 +6 +6 +9 +14

* Treat as a Machine Gun; multiple shots are fired, but only one THAC is rolled. These advanced weaponry are in addition to those found in the official Rules Book.

SECTION 8: COMPUTER SYSTEMS AND ARTIFICIAL INTELLIGENCE


This is another conversion from Traveller (Classic- 3 little black books) concepts for use in Gamma World. The other surviving conversion can be found in Chapter 2, Section 3 - Vehicle Combat. As with vehicle com bat, it was heavily play tested in m y long running 3 rd editio n campaign. Like that document, it fills a missing niche in the otherwise fantastic Post Apocalyptic Gamma World setting. Computers, from handhelds to Cybe rnetic Units, are commonly found in Gamma World, as are sophisticated vehicles, robots and (if you m ix from the first 4 ed itions as I do) a wide variety of primitive androids. So how do they work? W hat makes them tick? What exactly could happen if the programming fails, or the computer is dam aged? This docum ent tr ies to answer thes e questions and more. The f ollowing rule exp ansions are provided to allow co mputers, ro bots and ev en prim itive, programmable androids, to be defined, program med for specifi c tasks and reprogrammed for different tasks. Various programming can be mixed and matched within specific guidelines. The first part defines al l the types of Com puters that are com monly found in Gamma World. It covers the full spectrum from small and simple to large and fully aware. The second part outlines som e commonly f ound Peripheral Devices, and their effective usefulness. Remember, this table was first written in the late 1980s. The terminology may be out of date, but the gam e effects should not be cha nged. The sam e is true for the Program Ratings and other details in part 1. They may sound sm all, but the num bers are directly balanced in relation to part 3.

75

The third part details the m ost commonly found so ftware. This is bro ken into f ive catego ries: Scanning/Analyzing, V ehicles/Structures, W eaponry, Defenses, and A.I. In part 3, m any rd descriptions contain references to 3 edition Gamma World rules. The GM will need a copy of those rules, or be able to adjudicate the results. I intend to modify and convert this system for use in Mutazoids3e GM Guide.

Part 1: Computer Systems


A com puter or robotic brains Program Sc ore is defined as a number of "slots" and is a function of its memory capacity (RAM) and its storag e capacity (HDD). Program s and program packages can require from 1 to 10 slots to run and be stored. For Example, a Program Sc ore of 6 (2/4) m eans the un it ha s a tota l of 6 slots. 2 of these slots are RAM and 4 are HDD. Program s placed in RAM run in a fast multiprocessing, m ultithreaded mode. Program s kept on the HDD are not running. To run a program he ld on the HDD the unit m ust free enough slots in RAM to hold the program by swapping program(s) from RAM to HDD. This will usually require a round for the processor to accomplish. Most uni ts also have Virtual RAM (VRAM) capability. VRAM consists of em pty portions of HDD. It can be used to run m ore programs than will fit into RAM. VRAM can theoretical ly be as large as the num ber of unoccupied HDD slots, but a program m ust have at least one slot in RAM to be ran in VRAM (so tha t the un it f rom the example above can only run a m aximum of two pr ograms at a tim e), and each program ran in this m anner will run much slower than no rmal. Som e program s will not run pro perly using VRAM due to this slowdown. Size is m easured in Cubic Yards. A com puter can take any configuration or shape that the GM desires but will be no smaller than the size listed. Cost is in Gold Dollars. Super Computers are highly experim ental combinations of bio-brain and inte grated circuit. In a few cases, they possess mental mutation powers. RoboBrains are completely biomechanical. RoboBrains are designed to be sm all as possible and to perform a limited numbers of programmed tasks as quickly or quicker than a Normal Human, therefore, they do not norm ally possess an HDD or VRAM capability. However, there are numerous exceptions to this rule. The following table describes each general type of com puter or robotic brain, inclu ding Type, Program Score, Cost, Size, Hit Dice, and average Hit Points. 76

Systems
Type Portable 6 Personal-1 9 Personal-2 14 Personal-3 23 Personal-4 37 M Frame-1 M Frame-2 M Frame-3 SuperCom-1 125 SuperCom-2 SuperCom-3 SuperCom-4 200 RoboBrain-1 4 RoboBrain-2 6 RoboBrain-3 10 RoboBrain-4 15 RoboBrain-5 20 RoboBrain-6 RoboBrain-7 30 RoboBrain-8 40 RoboBrain-9 50 PR Score (2/4) (3/6) (5/9) (8/15) (12/25) 50 (15/35) 70 (20/50) 100 (25/75) (35/90) 150(40/110) 175 (45/130) (50/150) (4/0) (6/0) (10/0) (15/0) (20/0) 25 (25/0) (30/0) (40/0) (50/0) Cost 600 850 1200 2000 2850 5000 10,000 15,000 Size 0.10 0.20 0.30 0.60 0.85 1.00 1.50 2.00 HD 6 9 14 23 37 50 70 100 125 175 200 4 6 10 15 20 25 30 40 50 HP 36 54 84 138 222 300 420 600 625 750 875 1000 24 36 60 90 120 150 180 240 300

50,000 2.50 70,000 3.00 150 90,000 3.50 110,000 4.00 600 900 1500 2250 3000 3750 4500 6000 7500 0.15 0.18 0.25 0.35 0.45 0.55 0.65 0.75 0.85

Part 2: Peripheral Devices

Name Price, Brief Description ID Card Code Reader- $3000 /ea. Sensor Units- $4000 /ea. (1 Program Slot each) H = Human Visual/Audio, Range = 2 x PR in Meters IU = Infrared/Ultraviolet, Range = 2 x PR in Meters S = Microscopic, Magnification = Log10/RF x PR (i.e.yellow RF = 1000x) T = Telescopic, Range = 10-100 x range of Sensor H (required) A = Increased Audio, Range up to 5 x range of Sensor H (required) R = Radar, Base Range = 10km C = Communications, via radio waves, Base Range = PR in km F = Feeling, Reqs Arms/Tentacles, Range = touch. Also includes Odor and Electromagnetic Aura Detection, Range = 1.5 x PR Meters M = Magnetic, Senses Magnetic Forces, Range = 1.5 x PR Meters. (Also acts as a Compass) V = Vibrations, In the Air or Ground, Range = 1.5 x PR Meters

77

Input Devices (Terminals)Dumb $1250 0.20 cu m PR +0/0 Smart $3000 0.25 cu m PR +2/0 Data Storage ReadersMicro-Tape Read/Write $500 0.10 cu m PR +0/2/tape Micro-Tapes $5/each Mega-Tape Read/Write $2,250 0.05 cu m PR +0/5/tape Mega-Tapes $20/each Micro-Floppy Read/Write $1,750 0.05 cu m PR +0/3/floppy Micro-Floppies $4/each Mini-Floppy Read/Write $1,000 0.08 cu m PR +0/4/floppy Mini-Floppies $3/each Mini-Disk Read/Write $3,000 0.10 cu m PR +0/6/disk Mini-Disks $75/each Super-Disk Read/Write $5,000 0.20 cu m PR +0/10/disk Super-Disks $125/each Data-Cube Read/Write $10,000 0.15 cu m PR +0/20/cube Data-Cubes $200/each Output Devices (Printers)Slow Text only $1,000 60 cps Medium Quality Graphics $1,400-2,100 for 80-120 cps Fast Hi-Quality Graphics $3,000 for 200 or more cps

Part 3: Computer Programs


This includes the Name of the program, its Size, Cost and brief Description. Size is defined in programming slots; cost is in Gold Dollars. PROGRAMS FOR SCANNING AND ANALYZING Name Size Cost Description Animal ID Plant ID Tactile Control 1 Tactile Control 2 Tactile Control 3 Tactile Control 4 Code ID Reader Voice Pattern Rec Visual Input Recog Remote Piloting Adv RADAR 1 Adv RADAR 2 Adv RADAR 3 Sensor Input Rec Sensors 78 1 1 1/ea 1 2 3 1 2 4 3 2 3 4 4 1/ea 1500 1500 2000 3000 4000 5000 1000 5000 10,000 12,500 13,000 14,000 15,000 5000 2000/ea As talent use PR as Rank As talent use PR as Rank To control tentacles, arms, etc. Also controls Tractor/Pressor Beams,etc. More Accurate Control Precise Control over non-weapon systems Reads Code ID Cards Scans, analyzes and records voice patterns As above includes Visual Inputs Requires Radar, Comm, and Visual Sensors Improves Range by 50%(see Sensors) Improves Range by 100% Improves Range by 200% Collates and converts sensor data H, IU, S, T, A, R, C, F, M, V

PROGRAMS FOR ADVANCED VEHICLES AND STRUCTURES Name Size Cost Description Helm Control 2 Anti-Hijack 1 Anti-Hijack 2 1 Library Medical 1 Medical 2 Medical 3 Damage Control 1 Damage Control 2 Damage Control 3 Veterinary 1 Veterinary 2 Veterinary 3 Air/Water/Soil Anal 100 50 200 VRAM 150 1 200 1 400 3 800 1 1000 2 1500 3 3000 1 300 1 600 3 1200 3 2500 1 Required for Air/Space/Naval Travel Locks doors, Code ID required to enter Upgrade requires AH1 and Tactile Contol. Archives and retrieves data Diagnosis/Prognosis and can record vitals Minor surgery, treatment info and drug admin Major surgery, Intensive care, Life support, etc Repairs vehicle/building, etc 1HP/PR/RF/Min. As above 3 HP/PR/RF/Minute As above 5 HP/PR/RF/Minute Same as Medical 1 for animals Same as Medical 2 for animals Same as Medical 3 for animals Uses Sensors to analyze an sample

PROGRAMS TO CONTROL OFFENSIVE WEAPONS Name Size Cost Description Enemy Tracker 1 Enemy Tracker 2 Enemy Tracker 3 Enemy Tracker 4 Enemy Tracker 5 Interactive Gunnery Targeting 1 Multi-Targeting 2 Multi-Targeting 3 Multi-Targeting 4 Launch Sequencer Auto-Reloader 1 1 2 1 2 3 1 1 2 3 1 1000 1200 1400 1600 2000 1250 1000 3000 4000 5000 1000 8000 +2 bonus to hit +4 bonus to hit +4 bonus to hit +6 bonus to hit +8 bonus to hit x2 Gunner Skill For CS and Damage Required to fire weaponry or launch missiles Two targets simultaneously requires Target Three targets simultaneously requires Target Four targets simultaneously requires Target Required to launch missiles requires Target Autom atically reloads projectile weapons

PROGRAMS TO CONTROL DEFENSIVE ACTIONS Name Auto-Evasion 1 Auto-Response ECM/ECCM Evasive Maneuver 1 Evasive Maneuver 2 Evasive Maneuver 3 Evasive Maneuver 4 Evasive Maneuver 5 Evasive Maneuver 6 Size 1 3 1 2 3 4 2 3 Cost 7500 8500 7500 1000 2000 3000 4000 8000 9000 -2 Description from Attackers CS Automatic Response to attack, Requires Target Incoming Missiles must make yellow EN roll -0.25 x Pilot skill from Attackers CS -0.50 x Pilot skill from Attackers CS -0.75 x Pilot skill from Attackers CS -Pilot skill score from attackers CS -Pilot skill score from Attackers CS -2 x Pilot skill from Attackers CS

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ARTIFICIAL INTELLIGENCE PACKAGES Artificial Intelligence (A.I.) Package (10) 12,000 Provides Analyzer Module 0.5 Learning Module 0.5 Creative Thinking 3 Reasoning 3 Human Response 3 Artificial Life (A.L.) Package (14) 25,000 Self-Preservation 3 Prime Directive 1 Ego 3 ID 4 Super Ego 3

high level reasoning and intuition.

Provides Personality and Goals. Require A.I.

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Chapter 4: Adventures & Encounters


SECTION 1: RANDOM TREASURE TABLES
The following tables list the frequency of variou s Armor, Weapons, and Equipm ent of all Tech Levels commonly found in use by sentient beings in Gamma World. They com bine items from many sources including pre-4th edition m odules, Dragon Magazine, and Treasures of the Ancients, combined with standard items from the 4th edition Gamma World rulebook and a few of my own creation. The tables are organ ized into the f amiliar four Frequency Categor ies: Common, Uncommon, Rare, and Very Rare. When an item /weapon of a certain tech level is ca lled for, roll percentile dice. In most cases, 01-65 is "Common", 66-85 is "Uncommon", 86-96 is "Rare", and 97-00 is "Very Rare". Some Tech I - III ta bles have n o Very Rare category (treat Rare as 86-00), and some Tech V - VI table s have an additional Extremely Rare category (treat V. Rare as 97-99, and X. Rare as 00). The GM then chooses a random item or selects an item from that column of the table.

Armor, Helms and Shields (Tech I III)


ARMOR Common Fur or Skins Leather Studded Leather Studded Vest
_______ _______

Uncommon Ring Mail Ring Vest Chain Mail Chain Vest


_______ _______

Rare Bronze Plate Bronze Vest Banded Mail Banded Vest Steel Plate Steel Vest Rare Great Helm
_______

Very Rare Field Plate Full Plate Gon Leather (Random)


_______ _______ _______

HELMS

Common Leather
_______

Uncommon Small Steel Bronze Uncommon Small Steel Bronze

Very Rare
_______ _______

SHIELDS

Common Wooden
_______

Rare Large Steel


_______

Very Rare
_______ _______

Roll for Armor, Hel ms and Shields separate ly. Although the Full, Field, and Gon Leather Armors require wearing a f ull suit, includ ing the matching helm for full protection, feel free to mix the more common Low Tech Ar mor, Vests, Helms and Shields f rom this section with High Tech Artifact Armor from the next section.

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Armor, Helms and Shields (Tech IV VI)


ARMOR Sports Rare Very Rare (AC1-3) Sports (AC4-6) Sheath Suit, Vacuum Bullet Proof Vest Plasteel Vest Plasteel Plate Powered Sheath Fire or Hazmat Hazmat Suit (V) Duralloy Vest Duralloy Plate Suit (IV) Suit (IV) Radiation Suit (V) Haz mat Suit (VI) Exotex Armor _______ _______ Radiation Suit (VI) _______ _______ _______ _______ Anti-laser Suit Common Heavy Plastic Common Riot
_______ _______

Common

Uncommon

Radiation

HELMS Plastic SHIELDS

Uncommon Steel Pot Kevlar

Rare Plasteel Gas Mask

Very Rare Energized Duralloy Very Rare Duralloy Force Field (VI/1)
_______

Uncommon Rare Plasteel Energy Gloves Force Field (V/1) Force Field (V/2) _______ Force Field (VI/2)

Powered Armor, other than the Powered set o f Sh eath Armor, is so rare, that it can only be placed into the Gam e by the GM d irectly an d will not b e discovered random ly. Many of the Artifact Armors assume to requ ire a full suit; including a specialized helm, to function properly. However, the Helm s, Vests, Shie lds and Field Generato rs m ix quite well with m ore common Low Tech Armors.

Ranged and Melee Weapons (Tech I III)


RANGED Common Bola Short Bow Dagger, Throwing Axe, Throwing Javelin Sling MELEE Club Dagger Common Flail Hand Axe Knife Rapier Sword ar Hammer Uncommon Arquebus Long Bow Light Crossbow Flintlock Pistol Spear Musket Uncommon Battle Axe Javelin Mace Quarter Staff Long Sword Weighted Net
_______ _______

Rare Blowgun Heavy Crossbow Flintlock Rifle Seed Pistol Pod


_______ _______

Very Rare Wrist Rocket Sling Blowgun, Aluminum Boomerang Rifled Musket
_______ _______

Short W

Rare Bayonet Halberd Morning Star Spear 2-Handed Sword Whip Brass Knuckles Great Axe

Very Rare Lance Garrote (Duralink) War Claws (Duralloy) Nunchakus Sap Gloves Survival Knife
_______ _______

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Artifact Weapons (Tech IV VI)


TECH IV
Revolver (Light or Medium) Rifle (Light) Semi-Auto Pistol (Light or Medium) Shot Gun (Light) Flare Gun Short Compound Bow
_______ _______ _______ _______

Common

Uncommon
Revolver (Heavy) Rifle (Medium) Semi-Auto (Heavy) Shot Gun (Medium) Shot Gun (Light Auto) Sniper Rifle Tazer Flak Gun Ballistic Knife Compound Long Bow

Rare
Machine Pistol Gatling Gun Rifle (Heavy) Shotgun (Heavy) Shot Gun (Medium Auto) Net Gun
_______ _______ _______ _______

Very Rare
Assault Rifle Grenade Launcher Shot Gun (Heavy Auto) Chameleon Rifle Spear Gun Machine Gun
_______ _______ _______ _______

TECH V

Energy Mace Flying Blades Needler Grenade (ECM, Photon, Stun, Tangler) Stun Whip Slug Thrower C Laser Pistol (FIR) Solar Pistol
_______ _______

Common

Uncommon

Drone Weaver

Laser Pistol (IR) Laser Pistol (VL) Smart Dart or Micro-Missile Screamer Stun Pistol Slug Thrower B Laser Rifle (FIR) Tangler War Bands Gravity Gun Grenade (Fission or Torc) Vibro-Dagger Popper Pellet Laser Pistol (IR)
_______ _______ _______ _______ _______

Mark V Blaster Laser Rifle (IR or UV) Stun Rifle Nerve Gun Graser Pistol IR Rifle Slug Thrower A Grenade (Energy)
_______ _______

Rare

Very Rare

Blunderbuss, Cannon

Stoakes Coagulator Cyclorator Graser Rifle


_______ _______ _______ _______ _______ _______

TECH VI

Grenade (Gravity) Smart Dart (Gravity) Micro-Missile (Gravity) Neural Bite Paralysis Rod Wrapper
_______ _______ _______ _______

Common

Uncommon

Laser Rifle (IR) Laser Pistol (UV) Maser Pistol Smart Dart or Micro-Missile (Fission or Torc) Vibro-Blade Slicer Pistol Energy Javelin
_______ _______ _______

Rare

Black Ray Rifle Mark VII Blaster Conversion Beamer Fission Cannon Maser Rifle Plasma Gun Slicer Rifle Fusion Rifle Rover Rifle Vibro Axe

Very Rare

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Advanced Adventurers Equipment (Tech IV VI)


TECH IV Common Binoculars Flashlight C-Cell Rad Badge Rad Suit Repair Kit Radio (AM/FM) Tool Kit (+1) Bang Balls Camp Guard Gnome Glasses Super Glue Bugs/Receiver Unit Sound Filter I Scope (Telescopic) Weapon Cleaning Kit (Various) Common Communicator Glow Cube Energy Cloak Envirolyzer ID (Unk/Pers/Maint) Lexicon Computer Motion Detector Uncommon Fire Extinguisher Folding Rifle Stock Parachute Voltmeter Tool Kit (+2) PortaCart Napalm II Smoke Generator Sound Filter II Triangulator First Aid Kit Scope (IR) Knife Sharpener Meds (Various)
_______ _______

Rare Geiger Counter Ham Radio Tool Kit (+3) Listening Device Pocket Thruster Speed Loader or Extra Clip Pistol Stock (+1THAC) Rifle Stock (+1THAC) Bang Ball Rifle Meds (Various)
_______ _______ _______ _______ _______ _______

Very Rare EMP Generator IR Goggles Tool Kit (+4/+5) Saw, Powered Tree Dynamite
_______ _______

_______

_______ _______ _______ _______ _______ _______ _______ _______

Meds TECH V

Tool Kit (+1/+2) Ale mbic Neutralizing Pigment (Various) Universal Cooker Electric Wedge Scope (IR) TECH VI Common Communicator ID (Unk/Pers/Maint) Life Force Detector Lift Pack Tool Kit (+1) Toxin Neutralizer Tent Man

H-Cell S-Cell

Uncommon ID (Supervisor) Med Kit Tool Kit (+3) Solar Charger Ferro Foam Auto Press Gravitic Accellerator Lipoderacinator Sensor (Random) Torch (Sonic) Weather Predictor Laser Sight Meds (Various)
_______ _______

Rare ID (Pr. override) Tool Kit (+4/+5) Ferro Foam (Rd) Torch (Laser) TrashMan
_______ _______ _______ _______ _______ _______ _______

Very Rare ID (Civ/Sec override) Lamprey Disk Sensor (Random) Torch (Atomic)
_______ _______ _______ _______ _______ _______ _______ _______

_______ _______ _______

_______ _______ _______

Uncommon Nuclear Fuel Cell Drop Belt ID (Supervisory) Portent Remote Hand Tool Kit (+2) Laser Sight

Rare Anti-Grav Pod Med Kit A-Cell Tool Kit (+3/+4) Info Retriev. Sys. ID (Pr. override) Computer Sight

_______ _______

Very Rare Liquid Duralloy Tool Kit (+5) Liquid Metal Broadcast Pwr Charger ID (Civil/Sec override)

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Standard Adventurers Equipment (Tech I III)


Common Uncommon Backpack/Sack Clock Bedroll Com pass Hourglass Fuse Cord Oil Lantern Matches Mirro r Rations Paper, Quill & Ink Rope, Hemp, 20m Poison (I 9-14) Greek Fire Scissors Iron Spikes, 1d10 Spyglass Water Skin Caltrops _______ Whistle _______ Healer's Bag Section 2: Random Wilderness Encounter Charts The following tables provide the G M with possi ble random encounters for the various terrain features common in Gamma World. They contain every creature available from official Gamma World rulebooks and adventure m odules (GW1-4 and GW6-10), and a f ew of m y own creation. They were originally laid out for use in a 4 th edition campaign. Unfortunately, as noted in GW4Random City and Roadway Encounters, all of m y conversions of the creatures found in these earlier books, into 4 th e dition rules (inc luding my own cre ations m entioned on th is page) have been lost. T he GM is called upon to locate and convert many creatures in order to use these tables fully. Naturally, since this is the case, the GM can convert any of the creatures to the edition they are playing. There was one unusua l creature, however, ca lled the Maali, which became the exception th at made the rule. L ike many other creatures, it w as found in more than one edition of the rules; however , unlike all th e others, they are significantly different from one another. In this case, I chose to use the more humanoid version. In the case of those creatures I created, I was adding a bit of the fantasy element. Goblerz were a short, m utated hum anoid race, with long arm s and a nasty disposition (based on Goblins). Eldafay were based on Elves, and F ledafay (Flying Elves) were based on Sylphs. These are easy to convert from any Fantasy Role Playing Game. The Encounter Tables are organized first according to basic terrain, th en according to frequency of encounter: Common, Uncommon, Rare, and Very Rare. When an encounter is determined for a particular terrain, roll Percentile Dice. 01-65 is "Common" encounter, 66-85 is "Uncommon", 86-96 is "Rare", and 97-00 is a "Very Rare" encounter. The GM then selects a creature from that column on the appropriate Terrain Table. If the Ruin s or Dea th L ands f orm the Fring e o f a Community o r is w ithin a f ew m iles of a Community, The GM should instead roll from the Fringe E ncounter Table found in Chapter 4, Section 3 - Random City and Roadway Encounters. The Ruins and Death Lands Table in this document is for those farther away from civilization, or off the beaten path. 85 Rare Chain (10m) Flute Lute Poison (I 15-20) Sextant/Gyroscope Shovel Wire, Copper (10m) Tool Kit
_______ _______ _______ _______

The final table is actu ally a sub-tab le. The True Ani mal Sub-Table determ ines the appropriate normal, non-sentient anim al encounters for a give n terrain. These are taken from the Player Character Animal Races listed in 4th edition Rulebook. The GM should use the same exam ples for PC Anim als to give them appropriate phys ical stats, abilities and natural attacks. Unfortunately, this collected data was also lost, but it can be easily re-gathered by a quick review of the Rulebook. The True Anim al Sub-Table can al so be used as a guide to determ ine the race of sentient NPC Animals encountered in the Wilderness or in a Community.

Ruins and Death Lands


Common Attercop Dabber Kai Lin Blood Wasp Daycut Squeeker Ekola W Loo Pur Perth Glower Tribes Men Cryptic Alliance Y'zor Bugge Anfal Scream Sutkin Robot Pierenhorl Wed'I'xon Unsut Cyn'I'xon Nytacal Conola Arklen Rakrod Nog' Rodqas Fhot' Smokerth Xanqas Goblerz Rodcut Adventurers Equinoid T'Brath Sky' Sre' Zorr'N Froth I'xon I'xon True Animal Ny'An Quanakus m er inislean N'Thlai Serf Sleeth Uncommon Rare Carrin Orlen Yexil Sarbi Rakee Gallus5/13 Zarn Death Moss Hrierf Helslith Rismish Shinarl Batslith Verbat Chotslith Sucslith Frid Esk Sly Gon Very Rare Tarn Zeb Guman Kraw Mught Inslith Rrerslith Woo'n Indie Vene'A'Mub Ba'Sled Krea Mutchoo Prot Ep Gon (Random)

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Forests and Jungles


Common Attercop Blaash Blood Bird Kai Lin Podog Dabber Soul Besh Rog, wild Ark Serf Badder Sleeth Gren Quanakus Blaasut Tsor' Blood Wasp Bulo N'Thlai Daycut Cryptic Ekola Bugge Loo Pur Sho' Day Skwil Nytacal Tribes Men Perth Rodcut Bigoon T'Brath Holcut Sky' Sheezu Sre' Anfal Ba' Pierenhorl Boom Rakrod Adventurers Rodqas Smokerth Goblerz Zorr'N Froth Mutan erth Arklen Alliance m True Animal Wed Tsurp sut V'ath Hawkoid Hoop Squeeker Terleen Uncommon Rare Blight Horl Choo Manta Carrin Lil Orlen Wardent Yexil Katkin Sarbi Ba'Crolbai Barxyn Rakee Robot Herp Death Moss Unsut Batslith Chotslith Sucslith Mutchoo Frid Esk Eldafay Very Rare Cal Then Maali Crep Plant Kamodo Horl'orz Guman Kraw Woo'n Indie Vene'A'Mub Krea Krea Omnitar Nep Ep Ed Ep Prot Ep

87

Plains and Meadows


Common Attercop Blaash Blood Bird Kai Lin Podog Squeeker Rakox Dabber Soul Besh Stagon, wild Ark Serf Blaasut Sleeth Blood Wasp Bulo Quanakus Daycut N'Thlai Ekola Cryptic Loo Pur She'Zur Zeeth S'Re'Daan True Bof W Tribes Men Perth Arklen Holcut Rodcut Sheezu Sky' Y'Zor Ba' Anfal Boom Suthorl Adventurers Rakrod Rodqas Smokerth Goblerz Zorr'N Mutan erth Animal ed Tsurp Nytacal Alliance Buggem Albilope Hoop Jaget Centisteed Hopper Uncommon Rare Brutorz Pineto Sep Sarbi Carrin Orlen Ba'Crolbai Rakee Gallus5/13 Herp Zarn Death Moss Unsut Batslith Sre'Froth Chotslith Sucslith Frid Esk Very Rare Obb Robot Kamodo Kraw Woo'n Indie Vene'A'Mub Ba'Sled Omnitar Prot'Ep

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Deserts and Rocky Lands


Common Kai Lin Blood Wasp Daycut Hisser Ekola Unsut Loo Pur Tribes Men Anfal Rakrod Rodqas Rodcut Smokerth T'Brath Goblerz Sky' Adventurers Zorr'N Quanakus Buggem Cryptic Alliance True Animal Uncommon Squeeker Dabber Rare Pineto Sep Carrin Orlen Sarbi Rakee Kep Plant Zarn Hrierf Helslith Batslith Sre'Froth Chotslith Boomerth Very Rare Robot Kraw Woo'n Indie Sucslith Vene'A'Mub Ba'Sled Frid Esk Prot Ep

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Hills and Knolls


Common Ark Dabber Badder Hawkoid Stagon, wild Rog, wild Attercop N'Thlai Blood Bird Kai Lin Rakox Tsor' Blood Wasp Bulo Daycut Bugge Ekola Zeeth Loo Pur She'Zur Wed Shoday Unsut Tribes Men Holcut Arklen Perth Sheezu Rodcut Y'Zor Equinoid Bigoon T'Brath Anfal Sky' Pieren/Pierenhorl Sre' Suthorl Ba' Conola Boom Rakrod/Rodqas Adventurers Smokerth Goblerz Zorr'N Froth Mutan erth Xanqas Nytacal True Animal Tsurp Albilope Quanakus Sut V'ath Cryptic Alliance m Sleeth Squeeker Uncommon Rare Carrin Orlen Sarbi Blight Manta Parn Rakee Herp Zarn Death Moss Hrierf Helslith Rismish Batslith Chotslith Sucslith Mutchoo Frid Esk Eldafay Sly Gon Very Rare Obb Robot Crep Plant Kamodo Fles'Orz Horl'Orz Guman Kraw Mught W'oon Indie Vene'A'Mub Ba'Sled Krea Omnitar Nep Ep Ed Ep Prot Ep

90

Mountains and Cliffs


Common Attercop Dabber Kai Lin Blood Wasp Daycut E'Glee Ekola Quanakus Loo Pur Tribes Men Y'Zor Zeeth Anfal Bugge Perth True Sutkin Wed Suthorl Unsut Pierin Nytacal Pieren Horl Gr'I'xon Arklen Conola In' Rodqas Xanqas Rakrod Rodcut Smokerth Equinoid Goblerz T'Brath Sky' Sre' Boo Zorr'N Froth merth I'xon Kikcee, wild ms Animal Tsurp Tsor'Sut Cryptic Alliance Squeeker N'Thlai Uncommon Rare Carrin Orlen Sarbi Wardent Yexil Rakee Herp Zarn Kep Plant Carrday Hrierf Juog Helslith Rismish Batslith Chotslith Sucslith Mutchoo Frid Esk Eldafay Sly Gon Adventurers Very Rare Bu'Daan Robot Crep Plant Kamodo Fles'Orz Ask'I'xon Guman Kraw Mught W'oon Indie Vene'A'Mub Ba'Sled Krea Nep Ep Ed Ep Prot Ep Fleldafay

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Waterways: Rivers, Lakes, Swamps, Etc.


Common Arn Dabber Soul Besh Attercop Sleeth Kai Lin Tribes Men Ber Lep Ert W Perth N'Thlai Letharp Herkel Anfal Sm Rakrod Toother Rodqas Frid Esk Boomerth Ert Smokerth Bugge Goblerz W True Nytacal Arklen Rodcut T'Brath Sky' Adventurers Zorr'N Cryptic Alliance Cren Tosh Telden m ierbuled Animal ov'Bai Gator Squeeker Terleen inislean Hisser Uncommon Rare Carrin Menarl Orlen Sarbi Narl Ep Seroon Lou Robot Death Moss Unsut Hrierf Yakkir Shinarl Batslith Sre'Froth Krea Mutchoo Very Rare Fen Fleshin Barl Nep Crep Plant Kamodo Kraw Woo'n Indie Chotslith Sucslith Nep Ep Ed Ep Prot Ep

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True Animal Sub-Table


Plains Badger Arm Bat Bat Boar Bear Bull Boar Camel Cham Chameleon Cougar Cheetah Deer Deer Fox Elephant Gorilla Grasshopper Hawk Horse Monkey Kangaroo Porcupine Mosquito Praying Mantis Skunk Spider Snake Spider Term Tiger Wasp Wasp Weasel Wolf Hawk Turtle Armadillo Porcupine Sheep Weasel Praying Mantis Wolf Wasp Wolf Term Flying Squirrel ite Snake Spider Flying Squirrel ite Hawk Praying Mantis Skunk Forests Deserts Camel Cougar eleon Snake Spider Wasp Wolf Horse Turtle Hawk Hawk Porcupine Hills Armadillo Badger Bear Boar Bull Cougar Deer Fox Mountains Water Bat Bear Cougar Gorilla Sheep Spider Wasp Wolf Hawk Deer Turtle Alligator Bat Crab Duck Frog Mosquito Octopus Otter Seal Shark Snake Spider turtle Wasp Wolf Weasel Monkey Bull Ruins Bat Chameleon Spider Termite Wasp Wolf Hawk adillo Bat

Chameleon Bat

Chameleon Chameleon Snake

Chameleon Snake

Frog Gorilla

Grasshopper Skunk

Ostrich Racoon

Racoon Weasel Sheep Skunk

Rhinoceros Snake

93

SECTION 3: RANDOM CITY AND ROADWAY ENCOUNTERS


What follows is a sem i-comprehensive guide for designing, and role-playing in, any size community for the Gamma World game, from small hamlets to large cities built upon the bones of the giants. It can be used to roll Random Encounters in a community and on the well maintained, well-patrolled trade routes coming into and leaving a community. Originally, this m aterial was borro wed f rom Mutazoids 2e, City Sourcebook; I now own the copyrights to that book. More complete information about running a post apocalyptic community can be found contained within its pages. The complete rules were further updated and expanded upon for use in the Mutazoids3e GM Guide. The truncated, converted syst em presented here was de signed specifically with 3 rd or 4 th edition Gamma World in m ind, but the City Encounters by Race and Mounts and Pets tables m ay be useful for earlier editions. Th e remaining tables were designed to apply to comm unities with larger populations, and a m ore settled, urba n culture that was inferred from the 3 rd and 4 th editions. Ev ery published m odule and sourcebo ok, re gardless of edition , has been consulted to fill the Other Race Enco unter table, but I hav e since lost all m y conversions of thos e creatures into 4 th ed ition stats. Th e GM will have to locate and conv ert any creatures no t found in their editions source book(s) or module(s). The best advice I can give you for using the charts found in this document is: 1) use your imagination, and 2) don't give away too much information to the players.

PART 1: DESIGNING A COMMUNITY IN GAMMA WORLD How to Design a Gamma Town


First, the G M should have a ba sic description and layout of th e community the characters are visiting. Large cities in the process of m edieval style renaissance, such as those found in third and fourth edition Gamma World, as well as the few, m ore settled areas of the first and second edition settings, will g enerally f ollow sim ilar paths of developm ent. The community will eventually break itself into several distinct "districts". Sometimes, walls and portcullises separate these districts from one another, but the lines are not alway s that clear . The GM should consult the guidelines below and make sure the proper districts are labeled on the map of the community. This will greatly aid in rolli ng the appropriate enc ounter when the characters are traveling through that District. In every Large City there will be the following 6 districts- Admin, Sweatsville, Bartertown, and three housing districts, Uptown, Re nalls, and T he Slums. Most large, successful Cities became that way by building atop the ruins of a city of th e ancien ts. Most of the tim e, in these cases, there will be The Fringe, an area of rubble arou nd, or on the fringes of, the current community. Part 2 provides more details about each section of a Community.

94

Towns are very sim ilar to a Large City, and will usua lly h ave the same 6 districts. If the GM desires, a town m ay have a Fringe or a nearby ru ins. Villa ges are sm aller and less organized ; they ar e lik ely to h ave only 5 dis tricts. In Vi llages, the re will u sually n ot be a Slu ms district. There is m ore likely to be a ruin nearby, rath er than a Fring e. For communities smaller than a Village, use only 3 districts, as it is not large enough to support an Uptown or Slums. Sweatsville will be confined to a few isolated buildings. Hamlets will never hav e a Fringe, but nearby ruins are still possible, as the GM desires. Secondly, the GM m ust decide the predom inant, intelligent life for ms in the area, especially humanoid ones and those that have an interest in hum anoid affairs. He should then create a customized chart (as shown in the example below) for communities found in this particular area. The following exam ple should work well in areas controlled by the Restorationists or other racially unbiased communities. Roll d100 01-30: Pure Strain Human - Common 31-75: Altered Human - Common 76-90: New Animal (Choose Type(s)*) - Uncommon 91-95: Green Folk (Choose Type(s)) - Rare 96-00: Other (See Table Below**) - Rare * When New Animal is rolled, the GM may choose the animal type(s), or consult the True Animal Sub-Table found in GW4-Random Wilderness Encounters. ** When Other is ro lled, roll d100 twice more and con sult th e following table. These nonstandard races can be found in and around hum anoid communities for a variety of reasons. They may be spies f or their tribe, r aiding parties, tr ue drifters, diplom ats, trade agen ts, or actual inhabitants with an NP C class. It is up to the DM how to inte grate the various intelligent races found in Gamma World. Common (01-65) Uncommon (66-87) Ark (01-20) Badder (21-40) Bof (41-60) Y'zor (61-80) Anfal (81-00) Sleeth Dabber (01-06) Hisser (17-18) Jaget (19-21) Serf (22-25) (26-34) Yakkir (40-65) Arklen Rodcut Equinoid Sky' Hoop (66-83) (84-88) (89-92) zorr'n (93-95) (96-00) 95 Rare (88-00) Carrin (01-10) (11-20) Orlen (21-50) Wardent (51-60) Sarbi (61-70) Yexil (71-75) Carrday (91-00)

Hawkoid (07-16) Menarl

Wed Tsurp (35-39) Katkin (76-90)

How to Generate a Random Encounter


Once it is determ ined that an encounter will occur, first determ ine how m any beings ar e encountered, (1d6 up to 1d12, or as desired). Determine if they will all be the same Race or if the group will have m ixed types. This decision m ust be well considered, as it will affect whether or not they may be members of certain cryptic alliances. Use the charts created in the last section to roll for the Race(s) of the beings encountered. Do not tell the players this information, yet. If the optional NPC classes found in the following sections are not going to be used, the GM may stop now and continue the encounter using whatev er rules he norm ally would use. If riding beasts or pets are desired, the GM can consult Mounts and Pets. Otherwise, to use the NPC classes, the GM determ ines what dis trict the characters are traveling through (Adm in, Sweatsville, Bartertown, Uptow n, Renalls, The Slums, The Fringe, or on a Trade Route). The district affects both the type and frequency of encounters and also whether the encounter is m ounted on anim als, in a vehicle of some kind, or has a pet anim al with them . If traveling through Ruins farther th an a few miles away from th e Community, the GM m ay wish to refer to Chapter 4, Section 2 - Wilderness Random Encounters, Ruins Tables. Next, the G M rolls for the NPC clas s from the a ppropriate district and c onsults the descrip tion, but still DOES NOT tell the players anything. The GM must now roll the percentage chances for the encounter being m ounted and having anim al pets . If riding beasts, draf t beasts (for pulling wagons, etc) or pets are indicate d, the GM consults Mounts and Pets. It is up to the GM to provide veh icle de tails and to detail stand ard Police or Militia Patr ols, Cryptic Alliances, Adventurer Groups, etc. Now you have all the information needed to role-play the encounter, and the players still have no idea who or what they are facing. S ome Encounters may be immediately or almost immediately obvious- Healers wearing traditional caduceus or white hand sym bols, Slammers wearing gang colors, or the Militia wearing uniform s, -but many other encounters, such as Pros, Bunkos and other Criminal types, w ill not wish for their real purposes to be known. These NPC will often engage in or at least pretend to be engaged in legitimate activities to cover their illicit ones. With all that in m ind, the GM will describe th e encounter to the players. Exam ple: The GM determines the Players encounter 4 Hoops in the Adm in District during the day. T hey are on foot, and lightly arm ed with St udded Leather, Flintlock P istols and W ar Hammers (a s it is unlawful to carry Tech IV or higher weapons). That is all that the Players are told. If the Players ask questions, tell them that they lo ok large and mean, but their cloth es and arm or seem rather well made and expensive. If som eone then obser ves closely, it appears they are all wearing the same sym bol on a chain around their necks. So meone in the party m ay even r ecognize the symbol, if they have stayed very long in the community. Finally, the Players m ay piece together that the Ho ops are m embers of th e person al bodyguard or private m ilitia of a wealthy, lo cal merchant family.

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NPC Classes
Most of these NPC classes are for use in large Gamma World cities, and even so some of these classes are still quite rare. Common Possessions include domars and weapons that may be found on their person when encountered, and may be modified by the GM according to local weapon restrictions. The type of armor worn is left to the GM.
COMMON NAME DESCRIPTION COMMON POSSESSIONS

Bluebes Bodyguards

4d6+5d, small melee weapon or Bluebes are the most common inhabitants Tech III pistol, possibly some and the labor force of the community. tools They protect high-class citizens and are also employed as security personnel by factories and local governments. Large and quite vicious, they respond only to their employer. If the odds look bad, they'll try to escape with their employer. Bogies make their living by clandestinely gathering information for whomever will pay the price. Bogies range from those who gain information on individuals for blackmail to highly trained spies hired by cryptic alliances and governments. This is a necessary profession in Gamma Terra. They exist on the edge of the law, and are usually highly skilled loners, being ex-militia, former adventurer, or similar. They have some skills of a scout combined with some skills of an enforcer. These professional con-artists are quite common and range anywhere from street vendors selling fake watches to those involved in elaborate schemes with other bunkos. Lazy and sleazy by nature, also cowardly and fearful of violence, most bunkos will respond to intimidation. 1d6+20d, brass knuckles, melee weapon(s) up to the highest tech level weapon allowed, communicators, possibly IR goggles, and other sensor gear. 3d6+25d, small melee weapon(s), Tech III or IV pistol (maybe higher), camera, spyglass or binoculars, possibly sensor gear. 3d6+15d, at least 2 small melee weapons, Tech IV pistol, and usually one higher tech rifle (whether legal or not) spyglass/binoculars and possibly sensor gear.

Bogies

Bounty Hunters

Bunkos

1d6+10d, concealable melee weapon(s), possibly small Tech IV pistol.

Bureaucrats

The people who keep the government running smoothly are uncommon in most 2d6+25d, Tech IV pistol and concealable melee weapon(s) areas of the community, other than the Admin and Uptown Districts.

97

Celebs

Celebs are people of social (rather than political) importance, such as authors, performers, or old war heroes. Usually surrounded by bodyguards and followers, they often espouse the local governments current views. These are small store owners, engineers, commercial clerks, etc. Climbers are members of crafts guilds who believe the road to power lies through association with and eventual control of the guild. Drifters are those who have entered a community from the Wilderness. Some are simply displaced, yet productive, individuals, while others are brigands sizing up the community for a raid. They are the aging members of society, ranging in age from 65-89. Senility and disease ravage them as adequate medical care for their infirmities is lacking.

4d6+100d, from no weapons at all, to a small melee weapon, to Tech IV or higher pistols, depending upon reason for celeb status. 2d6d, small melee weapon, Possibly a tech III or IV pistol 1d6+25d, Tech III or IV pistol

Citizens Climbers

Drifters

1d3d, melee weapon(s), 1 in 3 carries a Tech III pistol

Geriatrics

2d6d, melee weapon, any tech level pistol (regardless of local laws)

Hacks

Hacks own some sort of vehicle, which they will hire out for transportation in the 2d6+20d, large melee weapon, Tech III or IV pistol and wealthier areas of the city. Any sort of possibly a Tech III or IV rifle vehicle is possible. Their services are never inexpensive. Junkies are ruthless, and will always be motivated by their drug or alcohol habits. 2d6+10d, knife or dagger They cannot be trusted. Politicos are government leaders and always surrounded by bodyguards. 8d6+10d, Tech IV or higher pistol

Junkies

Politicos Pros

Pros are freelance criminals who have become masters - assassins, safe crackers, 3d6+50d, melee weapon(s), cat burglars, and terrorists - who are hired Tech III or IV pistol. by cryptic alliances and governments. Slammers are members of tough and vicious street gangs. They attack and try to rob from anyone who looks vulnerable, 2d6d, melee weapon, 1 in 3 has Tech III or IV pistol or rifle. but do not often kill. They wear gang symbols and earn their living from petty theft, sale of illegal items, and extortion. They are ordinary, harmless beggars. 1d3d, small weapon or none

Slammers

Street Drek 98

PART 2: ENCOUNTERS IN AND AROUND TOWN

Admin District
The Adm in district is where governm ent is conducted and where one finds the Local Government Buildings, Official Residences, the Court H ouse, the Jail, Guild Headquarters, Military Headquarters, etc. There is a 50% chance (non-cumulative) for an encounter to occur per block traveled. Encounters have a 10% chance to be mounted and a 1% chance to have pet or gua rd animal(s). Police and Militia may have greater or lesser chances of being mounted and using guard animals as the GM desire s. Hacks will alway s have some form of vehicle and go vernment vehicles may also be seen here (usually Tech IV or higher). Roll d100 for Night-time encounters:

01-60 Police or Bodyguards (security personnel) 61-90 Militia 91-00 Roll from Daytime chart

Roll 2d10 for Daytime encounters:


2-3 Adventurer Group 4-5 Cryptic Alliance 6 Bogy 7 Bodyguard 8 Geriatric 9 Clim ber 10 Citizen 11 Bureaucrat 12 Politico 13 Bluebe 14 Police or Militia 15 Hack 16 Celeb 17 Bounty Hunter 18-20 Pro

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Sweatsville District
Sweatsville is where all the ho t, d irty, o r sm elly work is perform ed, a nd contains Factories, Mills, Meat Packers, Leather Tanners, etc. There is a 10% chance (non-cumulative) for an encounter to occur per block traveled during m id shift (8AM-12PM and 1PM-5PM) or at night (a ssuming Sweatsville closes at n ight), however, there will autom atically be 2 encounters per block before shifts start, ri ght after shifts end, and during meal breaks. Encounters have a 5% chance to be m ounted and ther e is no chance for pet or guard animals most of the time. Police and Militia may have greater or lesser chances of being mounted and using guard anim als as the GM desires. Hacks will alw ays have som e for m of vehicle and privately owned vehicles may be seen here (usually Tech III or less, but occasionally Tech IV). If the city closes its Sweatsville at night, ro night and day as the same.

ll d100 for Night tim e encounters, otherwise treat

01-60 Police or Bodyguards (security personnel) 61-90 Militia 91-00 Roll from Daytime chart

Roll 2d10 for daytime encounters:


2-3 Adventurer Group 4 Cryptic Alliance (Other than Healers) 5 Cryptic Alliance (Healers) 6 Hack 7 Police or Militia 8 Bodyguard 9-10 Citizen 11-12 Bluebe 13 Drif ter 14 Street Drek 15 Bogy 16 Slamm er 17 Pro 18 Clim ber 19-20 Bureaucrat

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Bartertown District
This area of the comm unity is where m ost of the business is conducted. It contains Warehouses, Stores, Banks, Taverns, Farmer's Markets, Open Air Markets, etc. There is a 60% chance (non-cum ulative) for an en counter to occur per bl ock traveled during the day and a 10% chance per block at night. Encounters have a 60% chance to be m ounted and a 20% chance to have pet or guard animal(s). Police and Militia may have greater or lesser chances of being mounted and using guard anim als as th e GM desires. Hack s will always have some form of vehicle and priv ately owned vehicles a re commonly seen here (u sually Tech III or less, but occasionally Tech IV). Roll 2d10 for Night time encounters:

2 Bogy 3 Bounty Hunter 4 Wild Cat (Cheetah sized) 5 Cryptic Alliance (Healers) 6 Adventurer Group 7 Hack 8 Cryptic Alliance (Other than Healer) 9 Bunko 10 Citizen 11 Bluebe 12 Drif ter 13 Slamm er 14 Street Drek 15 Pro 16 Junkie 17 Priest (Local Church(s)) 18 Police or Militia 19 Squeeker 20 Wild Dog (Wolf sized)

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Roll 2d10 for Daytime encounters:


2 Bogy 3 Bounty Hunter 4 Junkie 5 Adventurer Group 6 Cryptic Alliance (Healers) 7 Cryptic Alliance (Other than Healers) 8 Hack 9 Geriatric 10 Bluebe 11 Citizen 12 Bunko 13 Drif ter 14 Street Drek 15 Slamm er 16 Police or Militia 17 Bureaucrat 18 Priest (Local Church(s)) 19 Politico 20 Clim ber

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Uptown District
This is where th e wealthy live, an upscale residential area. There is a 20% chance (non-cum ulative) for an encounter to occur per block traveled (day or night). Encounters have a 90% chance to be m ounted and a 25% chance to have pet or guard anim al(s). Police and Militia may have greater or lesser chances of being m ounted and using guard anim als as the GM de sires. Hack s will a lways have some for m of vehicle, and privately owned vehicles are commonly seen (Tech IV or higher only ). There is a 30 % chance for occupants to be hom e during the day and 60% chance at night. Roll d100 for Night time encounters:

Renalls District
This is middle class housing. There is a 50% chance (non-cum ulative) for an encounter to occur per block traveled. Encounters have a 65% chance to be mounted and a 30% to have pet or guard animal(s). Police and Militia may have greater or lesser chances of being mounted and using guard anim als as the GM desires. Hacks will always have som e for m of vehicle and privately owned vehicles may be seen here (usually Tech III or les s). Residents will home 50% of the time during the day and 75% of the tim e at night, assuming Sweatsville does not run 24 hours. Roll 2d10 for Encounters (Night or Day):

01-60 Police 61-90 Militia/Military Police 91-00 Roll from Daytime chart

Roll 2d10 for Daytime encounters:


2-3 Bogy 4-5 Bunko 6 Celeb 7-8 Clim ber 9 Bodyguard 10 Bureaucrat 11 Citizen 12 Politico 13 Healer Cryptic Alliance 14 Police or Militia 15 Hack 16 Geriatric 17 Pro 18-19 Priest (Local Church(s)) 20 Wild Cat (cheetah sized)

2 Bounty Hunter 3 Bogy 4 Pro 5 Militia or Police 6 Priest (Local Church(s)) 7 Cryptic Alliance 8 Slamm er 9 Drif ter 10 Citizen 11 Bluebe 12 Geriatric 13 Hack 14 Street Drek 15 Bunko 16 Cryptic Alliance (Healers) 17 Junkie 18 Other Cryptic Alliance or Adventurer Group 19 Wild Cat (Cheetah sized) 20 Wild Dogs (Wolf sized)

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The Slums
This is a housing area of ho mes and apartments in poor c ondition, interspersed between crumbling and abandoned buildings, some possibly very old. Criminals will attempt to evade the law by hiding inside the abandoned buildings. The Police and Militia alm ost never patrol The Slums. There is a 50% chance (non-cum ulative) for an en counter to occur per bl ock traveled during the day. If any of the abandoned buildings are ente red, the chance for encounters increases to 75% per build ing entered. If an encounter is indica ted (ins ide or outside), it will be a m ultiple encounter 10% of the tim e (2-3 simultaneous encounters). Encounters outside have a 10% chance to be mounted and a 20% chance to have pe t or guard animal(s). Hacks will always have some form of vehicle, but privat ely owned vehicles are rarely seen here (Tech III o r less on ly). Occupants are likely to be in or near their homes 80% of the time, day or night. Roll 2d10 for Encounters in the street (day or night):

2 Bogy 3 Healer Cryptic Alliance 4 Hack 5 Bounty Hunter 6 Adventurer Group 7 Junkie 8 Cryptic Alliance (Other than Healers) 9 Slamm er 10 Street Drek 11-12 Bluebe 13 Drif ter 14 Citizen 15 Geriatric 16 Priest (Local Church(s)) 17 Wild Cat (Cheetah sized) 18 Squeeker 19 Wild Dog (Wolf sized) 20 Gator

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Roll 2d10 for encounters inside the abandoned buildings:


2 Pro 3 Cryptic Alliance (Healers) 4 Bodyguard 5 Bogy 6 Adventurer Group 7 Street Drek 8 Citizen 9 Junkie 10 Slamm er 11-12 Bluebe 13 Cryptic Alliance (Other than Healers) 14 Geriatric 15 Drif ter 16 Bunko 17 Hack 18 Bounty Hunter 19 Priest (Local Church(s)) 20 Squeeker

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The Fringe
The Fringe is No-Man's Land containing abandoned ruins, many pre-holocaust. This only occurs in communities that were built atop the rubb le of ancient cities, and is like having a m ini-ruin surrounding the comm unity. In addi tion to the explora tion and adventuring possibilities, m any criminals find it to be a great place to hide from the law. There is a 20% chance (non-cum ulative) for an en counter to occur per bl ock traveled during the day and a 35% chance at night. If an encounter occurs it will be a m ultiple encounter 20% of the time (2-3 simultaneous encounters). Encounters have a 10% chance to be m ounted and a 30% chance to h ave pet or g uard animal(s). Police and Militia may have gr eater or lesser chances of being mounted and using guard animals as the G M desires. Only those vehicles and anim als that can handle broken and rubble-strewn paths win ding through all-but collapsing bu ildings will b e seen in The Fringe. Roll 2d10 for encounters (Night or Day):

2 Pro 3-4 Militia or Police 5 Bounty Hunter 6 Cryptic Alliance (Any) 7 Junkie 8 Adventurer Group 9 Drif ter 10-11 Roll from Ruins Table (GW4-Random Wilderness Encounters) 12-13 Street Drek 14 Slamm er 15 Squeeker 16-17 Wild Dog (Wolf sized) 18-19 Wild Cat (Cheetah sized) 20 Gator

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The Major Trade Routes


The Major Trade Routes between heavily patrolled. Communitie s are well travele d, well m arked and usually

There is a 25% chance (non-cum ulative) for an encounter to occur every 4 hours traveled during the day and a 15% chance at Night. Roll 2d10 for encounters (day or night):

2 Bounty Hunter (Advanced Vehicle-30%, Mounted-70%; Pets-20%) 3 Celeb (Advanced Vehicle-60%, Coach-30%, Mount-10%; Pets-20%) 4 Stage Coach (2-4 draft animals and 1d6 passengers (Uptown encounters)) 5 Bluebe (Mounted-35%; Pets-10%) 6 Drifter (Mounted-20%; Pets-25%) 7 Bandit (Mounted-20%; Pets-30%) 8 Adventurer Group (Mounted-90%; Pets-20%) 9-10 Militia Patrol (Advanced Vehicle-30%, Mounted-70%) 11-13 Merchant Caravan (2-5 Wagons, 2 Draft Animals each) 14-15 Cryptic Alliance (Other than Healers) (Mounted-45%; Pets-20%) 16 Cryptic Alliance (Healers) (Mounted-60%; Pets-20%) 17-18 Roll Encounter per surrounding terrain 19 Bureaucrat (Advanced Vehicle-70%, Coach-25%, Mount-5%; Pets-25%) 20 Politico (Advanced Vehicle-80%, Coach-20%; Pets-35%)

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PART 3: MOUNTS AND PETS Roll d100 twice on the appropriate tables. Prices in domars are given in parentheses. MOUNTS Common (01-65) Uncommon (66-85) Arn (250) S'Re'Daan (550) DayCut (650) Ca Horse Quanakus Bicycle Centisteed (650) Unsut (1000) Nytacal (500) mel (400) (700) (1000) PoDog (400/750) Hopper (400) Rare (86-96) Brutorz (900) Pineto (500) Hrierf (2500) (900) V. Rare (97-00) Loo'Pur Kik'Cee E'Glee

Ba'Crolbai (700) W'orz

Stagon (100/400) Smovbai (600) Elephant

DRAFT ANIMALS Common (01-65) Uncommon (66-88) Rare (89-00) Rakox (850) S'Re'Daan (550) DayCut (650) Ca Horse Centisteed (650) Smovbai (600) Quanakus (1000) mel (400) (700) PETS AND GUARD ANIMALS Common (01-65) Uncommon (66-85) Rare (86-96) V. Rare (97-00) Ekola (20/100) HolCut (250) Sheezu (50) RakRod (50) RodQas (20) Hawk (500) Monkey (750) Snake (250) Weasel (300) Batslith (3000) Inslith (4000) Sho'Day (1000) Cheetah (5500) Wolf (2500) Tiger (7000) Brutorz (900) Pineto (500) Elephant (900) PoDog (400/750) Hopper (400)

Stagon (100/400) Bull (Oxen)

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LEGALITIES
Advanced Dungeons & Dragons, AD&D 2nd edition, Dragon Magazine, GWA1 Treasures of the Ancients, and all editions of Gamma World are cop yrighted property of Wizards of the Coast, Classic Traveller is copyrighted property of Far Future Enterprises (formerly Game Designers Workshop), and all editions of Mutazoids are copyrighted property of Moses Wildermuth. This e-booklet uses specific Terms, Concepts and Rules from these gam e products witho ut express written permission from Wizards of the Coast or Far Future Enterprises. This was done in a fair use attem pt for personalizing the play of a role playing game, and is not, in any way, meant to imply a challenge to the copyrights, intellectual properties or trademarks of Wizards of the Coast and/or Far Future Enterprises. Permission is granted to freely distribute this doc ument unmodified, and in its en tirety, with the Chapter Introductions and Legalities Section still attached. If a m odified docum ent is created using this document as a basis, and is then distributed, please include a notice indicating this docum ent (i ncluding copyright notic e) as the source of your inspiration. And please, send me a copy; I would love to see it! All images contained in this document are in the public domain or were derived by modifying or manipulating public domain images, with the following 2 exceptions: Buffalo Man Attacked by Tentacles on page 1 is by Dan Frasier and copyrighted by Moses Wildermuth. Tree Man on page 12 is by Kevin Hall and copyrighted by Moses Wildermuth. Thank you for downloading this document. Brought to you by Wolfys RPG CyberDen http://www.wix.com/hawkwolf/wolfys-rpg-cyberden

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