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Editions: 4th ~ 5th (Alternity) ~ 6th (D20 System) BROWSE MY GAMMA WORLD ITEMS CURRENTLY IN STOCK ![]() 4th Edition (1992-1993) Gamma World, 4th edition
In 1992, TSR warmed up their dormant Gamma World line with the 4th edition. The rules were returned back to the D&D style of play. Cover is of a survivior taking aim at an Obb. These rules are just prior to the Alternity edition & the D20 version. In other words, this is the last edition of the classic game. Refined rules, all the extras (Mutated Plants, Robots, etc.). New character classes: Enforcers, espers, examiners, & scouts. A personal favorite for it is easy to teach new players. 1992 ... 192 pages ... TSR 7514 ... ISBN 1560764015 ![]() Gamma Knights [BOX SET]
CONTENTS: Battle Book (16 pages) Knights of Gamma Terra (32 pages) 49 robot cut-outs 208 counters single fold battle card poster map "Face the dangers of Gamma Terra in the most potent weapon system of the Ancients -- powered battle armor! Battle mutant monsters, rampaging robots, and the ultimate challenge of other Gamma Knights Choose a standard suit and start play instantly or custom design a suit for maximum power. Designed to be both a fast playing boardgame and a supplement to the popular GAMMA WORLD science-fantasy role playing game. Features colorful stand up playing pieces, counters, and full size color maps. No previous experience with the GAMMA WORLD is necessary to play." 1992 ... TSR 7515 ... ISBN 1560764023 ![]() Treasures of the Ancients (GWA1)
"This accessory includes the following: Weapons, bombs, grenades, and other military systems, including the lethal Mark XII Blaster. Vehicles, civilian and military, occupational and recreational, including the fun but dangerous Pogo Platform. Medical products to aid characters in their adventures, including the rare and wonderful Life Chamber. Dozens of robots, including the Exterminator and the Devastator -- two robotic devices that will make the most powerful mutants cringe in fear. An additional suit of powered armor." 1993 ... TSR 7517 ... ISBN 1560765771 ![]() The Overlord of Bonparr (GWA2)
"Within Bonparr, the Ranks of the Fit rule supreme. Outside Bonparr, the Ranks will soon rule! Bonparr is one of the mightiest empires in the heartland. It is ruled by the powerful cryptic alliance, the Ranks of the Fit, a paramilitary organization of mutated animals. Tied together by a network of ancient roads and held by force of arms, Bonparr is a well-regulated state in a sea of turmoil. It is presently at peace, bu threatens to boil over on the death of its aging overlord. Features deatiled descriptions of steaming Magmatap, the robot-prowled remains of Gruesome Afbayz, and the blasted, irradiated crater of Napless. This folder package contains a 64 page book describing the land of Bonparr, a 32 page book describing the unaligned territory on Bonparr's borders, and a full size full color map of the region from the Ascension to the Soto River." 1993 ... 96 pages ... TSR 7518 ... ISBN 1560765992 ![]() Mutant Master (GWQ1)
"Secreted away in his hideout, the Mutant Master makes his plans. 'Fellow New Men!' he cries out to the crowd before him. A roar of approval rises before he can continue. 'We have bided our time, waiting for the opportunity to move forward into a new and glorious day. We have tolerated the scorn and derision of lesser races, knowing that one day, we would reign supreme!' Another roar engulfs the Mutant Master. He raises his arms for silence, his blue skin glistening in the sun. 'Today, we begin the conquest of the world!' The cheer is deafening as the New Men surge forward, ready to show their loyalty for the Mutant Master, eager to do his bidding. The world doesnt know how much trouble it is in... Characters encounter altered ones and living metal while searching the hostile wilderness for hidden secrets of the ancients! They try to penetrate the blue mans renegade Iron Society enclave to uncover the mystery of the Yorkum Turkel! This adventure for the new 4th Edition GAMMA WORLD game is designed for three to six characters of 1st to 3rd level. Mutant Master is an excellent tool for beginning a new GAMMA WORLD campaign, either based in Ascension in Gamma Terra, or adapted into a GMS personally designed world. It is recommended that the character group have at least one Altered Human." 1992 ... Bruce Nesmith ... 64 pages ... TSR 7516 ... ISBN 1560764112 ![]() All Animals Are Equal (GWQ2)
"Three hundred years after the end of civilization, the creatures are running the zoo. Home to a bewildering array of talking, intelligent creatures, the zoo has turned into a melting pot of political intrigue, assassination, and homicide. The factions bicker and battle over territory, food, water, and power. Here in the zoo, humans are the outsiders. But when player characters enter the scene, they are welcomed as the means of upsetting the balance of power. The Pride, the Troop, and every other faction seems to have a past wound or old humiliation to settle. See what a zoo politics can really be with All Animals Are Equal." 1993 ... TSR 7519 ... ISBN 1560766387 ![]() Home Before the Sky Falls (GWQ3)
"The fate of Bonparr hangs in the balance and the key to the past is within reach! Characters are drafted into the army of Bonparr for a special mission to investigate the stories of a terrifying war machine that is devastating the lands to the west. Not only must this formidable machine be defeated, but the PCs must discover its origin and the reason behind its rampage. In fact, that may be the only way to stop it; The adventure can easily be positioned in any GAMMA WORLD campaign; This 64-page adventure includes data on the awesome Excelsior Class RMV battlesuit and previously unknown information about the fate of Grissom Air Force Base; The adventure is usable by characters of low to mid levels." 1993 ... 64 pages ... TSR 7520 ... ISBN 1560766743 ![]() 5th Edition: Alternity (2000) Gamma World, 5th edition
"This is the fifth time Gamma World has reared its head from the depths of "dead game" limbo. I have been anticipating it since I first heard about it and took a survey a year ago on what I would like to see in it. The art and layout of the book is great. I will say this is the coolest looking Gamma World yet. To bad the system it uses is "finished." The game works fantastic with the Alternity system, but it lost a little in the translation. Not one drop of the drama and action are missing, but rather a (in my opinion) very critical part is: the mutant animals and robots. Sure the rules for animal PCs are in the Dragon issue 272 but I would have rather it have been in the main book. Another thing I find a blessing and a curse is that they reprint much of the Alternity rules in this book. This is nice because Gamma World is its own self contained book but it also does two things. One it makes me feel like Gamma World really isn't part of the Alternity system, but rather a way to tap a forgotten market. It also takes space away from other things more Gamma World specific. To be fair the animals were said to be removed because they didn't fit in with the image WotC designers were going for. However (as I said before) animals make up a critical part of my game and therefore feel odd to be missing. All and all it is a good addition to my collection, but a little flawed." ...from Amazon reviewer "vadvaro" 2000 ... 192 pages ... TSR 11629 ... ISBN 078691629x ![]() 6th Edition: D20 System (2003-2004) Gamma World Player's Handbook (D20)
"First off. Ignore the cover title. This was originally meant to be a Campaign book, not a PHB, and this is why it doesnt feel like a PHB book. Secondly dont grab this book thinking its going to allow you to play a GW game straight up. There just isnt enough presented to do it propperly without A WHOLE LOTTA work on your part. This book is meant to be part of a FIVE book set. The d20 Modern core book(D20M), The Players Hand Book(PHB), The Monster Manual(MM), Arms & Equipment(A&E), and Dungeon Masters Guide(DMG). The third thing to consider is that this IS NOT the old Gamma World setting in any way. Dont expect much to be really familliar, which is a big change from 5 preceeding editions where there was a definite familliarity from one to the next. What does the book give you? You get a post apocalyptic setting wherein mankind reached the heights of technological and biological manipulation... And then proceeded to tear it all down and differing factions all vied to make dominant some vision of 'how things should be.' This is a world where new life forms and sentient beings were grown on demand, where AIs became sentient minds, and were then placed in toasters and screwdrivers, where nanotech became so prevalent the stuff all but saturates some regions. The art is all black and white and is well presented. The writing has many typoes and goofs, but nothing truely reaches out and smacks you as broken. The book proceeds from a overview of the setting to get down to character creation. Humans are divided into the Stock Human (stadard in all ways), and the Pure Strain Human (Familliar with technology still.) Next are Mutants. Divided into several sub groups, Altered Animals (beasts hiven human form and sentience), Altered Humans (Modified people that breed true), New Men (Mutated humans), and True Mutants (A catch-all for any mutant. They also tend to gain more mutations on levelling or when severely damaged.) The last race being Synthetics. These are free thinking (more or less) robots and androids that have survived after the wars. Synthetics can upgrade themselves with special equipment. Next is the Class system. This is the d20M system that is based around attribute ideals such as Strong, Tough, Fast, etc. This allows a more custom class creation as you move along. For the d20GW there have been some slight changes and additions. New skills and feats are presented and occupations available to work through. With time the players can move into Advanced Classes unique to the setting. Survivor, Nanosmith, War Chief, Prophet, Leader, and Cybercologist. A selection of equipment and vehicles are given. This section has just enough to outfit a character. But is far from complete or extensive. That will be covered in the A&E book (Out of the Vaults). There is a section covering some Synthetic upgrades at the end. The next section delves into powers and effects and starts with Mutations. Sadly this section is very weak and does not give enough to really satisfy most fans of previous editions. The mutations though follow into the Biotech Implant and Graft section where it is explained the rules for biological gear that mimics mutations. This is followed by the Nanotech system. This is the focus of the new setting and nanites can be used to produce a vast array of efects limited only by the users imagination, skill, and access to local and personal nanites. You define scope, power, effect, and more, then try to get the nanites to do what you want. Cybernetics are given their own section. Bionics and cyborg attatchments are detailed. Psionics are seperated from mutations and now potentially accessible by non-mutants. The system is both very sparse, 4 psi powers with sub-systems, and has some application flaws that can lead to potential abuse. Next up is environ and society. First is a section detailing environment. Mountains, forest, etc. Then the book devotes a large section to Community creation. Communities are given PC style stats, skills, feats and more and are meant to draw the players intoa more active role in the affairs of their home base as it were. This section may perplex or delight you, depending on your tastes. The monster section covers both old edition mutants and machines, and some new ones too. Though many entries are lacking illustrations. The mutants in this section do NOT use the mutations system presented for players. The book finishes with some conversion notes and the 4th Ed Gamma world classes converted to d20 D&D format for those wishing not to use the d20M class system. If the changes and new system do not put you off, and you want a setting less grim than Darwins World. Then the new d20GW setting may be the thing for you and this is where you start." ...from Amazon reviewer John W. 2003 ... 246 pages ... WW 17250 ... ISBN 158846069X ![]() Game Masters Guide
"The World at Your Fingertips Its a big world, with many secrets waiting to be revealed: mysterious landscapes, the changes wrought by war and disaster, cryptic alliances pursuing sinister goals of their own. Theyre all in here ready for you to use in your Gamma World campaign. Making It All Work This book gives you solid, practical advice. Learn how to modify the rules for the right balance of adventure and danger, how to convey your chosen genre in description and pacing and how to plan and run a campaign from exciting start to rousing finish. Youve got good ideas put them to work!" 2004 ... 192 pages ... WW 17251 ... ISBN 1588460681 ![]() Machines & Mutants
"As an addition to the d20 Gamma World system this book is a must have. It is well set up and presented with only a few minor glitches here and there. (and a whooooole lotta typoes.) The art is again all black and white, with a good range and a fair representation of the creatures in question. Virtually every entry gets an illustration here. There are a few art goofs, in particular the depiction of the snake headed Hisser as human headed, and some other quirks. But for the most part the art is very good and they have some talented folk on hand. Two big problems are that the back of the book declares that inside you will find rules for creating your own mutations and rules for interacting with the technological AI driven items of the Gamma World. These things are nowhere in the book. Another oddity is that in the entire book there is only ONE directly PC useable mutation. Virtually all of the mutations used by creatures are FX and not truely for use by players. Where this gets muddled is when one finds species set up to be used as PC playable... and they are using the creature mutations... The good stuff about the book though will hopefully outweigh the goofs and omissions. There is a good deal of background into interspersed with each entry and the writing is overall fairly good and well thought out. The book has dozens of new creatures both new to the d20GW setting and a few familliar faces from the older editions such as the previously mentioned Hisser. These creatures range from not just the hazardous, but cover a few neutral and beneficial ones as well. Multi-armed serpent people, illusion generating raccoons, combat modified engineered humans, eels that swim through flesh and bone as if it were not there, dolphins modifies for land dwelling and with an agressive wolf's instincts, and many more. The robotics section introduces a wide array of mechanical and nanite driven entities and gives again a good spread of the banefull and the usefull. Mobile junk-mail robots, feral appliances modified with weaponry, mutant hunting infiltration and elimination units, mobile towers, group cyborgs, Art given sanity blasting form, and more. There is even a new cybernetic race available as PCs. AI automobiels. The third section covers naturally occuring creatures and diseases and gives the GM some new and unusual things to toss at the players. Diseases that render the victem feral, horse shaped plants, environmental cleanup bacteria that work a little TOO well, horse-sized elephants, and other things to perplex and harass the players with. The last section introduces some new Feats that boost aspects of mutations. and finishes with a batch of new Advanced Classes, one being the Hybrid Diplomat, a human who uses an implant to slowly metamorphose themselves into a hybrid of human and one choosen species." ...from Amazon reviewer "John W." 2003 ... 224 pages ... WW 17252 ... ISBN 1588460673 ![]() Out of the Vaults
"Super Science Unleashed: The warriors and scholars of the Final Wars hid many of their best tools and weapons. Centuries later, many of those secrets still wait for someone to dig them up and turn them loose... for good or evil. What did the people fighting the Final Wars deem too terrible, or too unimportant, to let anyone know about? This book lays it all out, along with new rules for analyzing mysterious technology and improving the technological level of the heroes and their community. Gamma World requires the use of the d20 Modern Roleplaying Game or the Dungeons and Dragons Players Handbook v.3.5 published by Wizards of the Coast." 2004 ... 128 pages ... WW 17253 ... ISBN 1588460223 ![]() Cryptic Alliances & Unknown Enemies
"It's a dangerous world out there, and Gamma World characters rely on their community for rest and support. But the home front has its own opportunities and perils. This book expands on Gamma World's innovative rules for communities, offers a rogue's gallery of ready-to-use leaders, rivals, and other important members of the characters' community, and presents rules and advice for characters who try to lead their own community or found a new one." 2004 ... 124 pages ... WW 17254 ... ISBN 1588469662 ![]() Beyond the Horizon
"Since the Final Wars, travelers have become few and seldom seen in most of the Gamma World. Battered communities turned inward, focused on nothing more than survival. But there is a change in the air. Intrepid explorers leave their homes, seeking knowledge, fame, fortune, and conquest. The harsh realities of traveling in the Gamma Age are described within these pages, along with new rules for managing an expedition. New mutations and advanced classes are provided to help the heroes make their way back out into the world - what will they do with what they find there?" 2004 ... 112 pages ... WW 17255 ... ISBN 1588469778 | GW - 4th & later editions | GW - Fiction | Gamma World Downloads | | 2300 AD | 7th Sea | AD&D | Aftermath! | Albedo | Aliens | Arduin | Alternity | Amazing Engine | Amber Diceless | Ars Magica | Atlantis | Babylon 5 | Battletech | Boardgames / Wargames - Other | Boot Hill | Buck Rogers | Bushido | Call of Cthulhu | Castle Falkenstein | Chivalry & Sorcery | Conan | Cyberpunk | Cyborg Commando | Dark Conspiracy | DC Heroes | Deadlands | Doctor Who | DragonQuest | Dream Park | Dune | Dungeons & Dragons | Earthdawn | Elfquest | Elric / Stormbringer | Everway | The Fantasy Trip | Foreign Language Roleplaying Games | Game of Thrones | Gamma World | GangBusters | Ghostbusters | GURPS | Harn | Indiana Jones | James Bond | Jorune | Judge Dredd | Justifiers | Living Steel | Lords of Creation | Man, Myth & Magic | Marvel Super Heroes | Middle Earth Role Playing | Midkemia | Military Roleplaying Stockpile | Millennium's End | Miscellanea | Morrow Project | Mythus - Dangerous Journeys | Nightlife | Pendragon | Phoenix Command | Powers & Perils | Red Sonja | Renegade Legion | Ringworld | Robotech | Rolemaster | Runequest | Shadowrun | Shatterzone | Sovereign Stone | Space 1889 | Space Master | Space Opera - Other Suns | Star Ace | Star Frontiers | Star Trek | Star Wars | Super Hero RPGs | Talislanta | Talisman | Tekumel | Terminator 2 | Thieves' World | Timemaster | Top Secret | Traveller | Tribe 8 | Twilight: 2000 | Villains & Vigilantes | Warhammer | Whispering Vault | Willow | CAMPAIGN BUILDING | RPG MAGAZINES | Avalanche Press | Avalon Hill | Bard | Chaosium | Columbia Games | Fantasy Games Unlimited (FGU) | FASA | Game Designers Workshop (GDW) | Gamelords | Games Workshop | Judges Guild | Leading Edge Games | Mayfair Games | Palladium | SPI | Steve Jackson Games | Tri Tac | TSR | West End Games | White Wolf | Wizards of the Coast | Yaquinto Publications | | Return Home | What's New | Contact WaynesBooks.com | |
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