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Gamma World: 4th & later editions | Gamma World Fiction | Downloads | TSR Hobbies Editions: Metamorphosis Alpha ~ 1st (Classic) ~ 2nd (Classic Revised) ~ 3rd (ACT Table) BROWSE MY GAMMA WORLD ITEMS CURRENTLY IN STOCK ![]() Metamorphosis Alpha Metamorphosis Alpha
Written by James Ward, Metamorphosis Alpha is the direct ancestor of Gamma World. Radiation, robots, wild mutations, strange lifeforms, it all started here. Almost twenty years after the original Metamorphosis Alpha TSR published an updated version -- Metamorphosis Alpha to Omega -- very similar in feel to Gamma World, 4th edition. 1976 ... 30 pages ... TSR ![]() 1st Edition: Classic (1978-1982)![]() Gamma World 1st edition [BOX SET]
Peoples of the world - you appear bent upon the destruction of a civilization that has taken centuries to build, and the extinction of life on earth. And so began TSR's Gamma World game in 1978: A rich post-holocaust science fantasy setting. A complete boxed set will include the main rules book and a large campaign map of ruined North America. 1978, 1980 ... TSR 3002 ... ISBN 0394518799 ![]() Referee's Screen and Mini-Module
Includes 8 page mini-module "The Albuquerque Starport." 1981 ... TSR 6501 ... ISBN 0935696784 ![]() Legion of Gold (Module GW1)
Though James Ward developed Gamma World, Gary Gygax put his unmistakable imprint on the game in writing its first module. "Excerpts from notes made by Ydal Eilffik, professor at the University of Horn: 1981 ... 32 pages ... TSR 7503 ... ISBN 093569661X ![]() Famine in Far-Go (Module GW2)
"Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering in the fields. No one, even Arx Skystone, the high priest, knows what has caused Far-Go's misfortune. "You are part of a group of young adventurers about to begin the sacred Rite of Adulthood. The last hope of survival for Far-Go rests with your party. On your journey to the Forest of Knowledge, you must search for clues to the origin of the mysterious plague. This quest may lead you into great danger... and great knowledge. As you travel through the savage wilderness, all you have are you companions, your wits, your strength... and your dreams!! "This module contains referee notes, background information, maps, new creatures, mutations, robotic units and new rules for Pure Strain Humans for use with Gamma World Science Fantasy Game..." 1982 ... 32 pages ... TSR 7502 ... ISBN 0935696881 ![]() 2nd Edition: Classic Revised (1983) Gamma World 2nd edition [BOX SET]
In 1983, TSR published the 2nd edition of the rules. It filled out the thinly-written 1st edition, with "expanded mutation, equipment and NPC descriptions, rewritten and reorganized basic rules and a full set of previously unpublished campaign rules." Also filled with Larry Elmore art; nearly all of the animal/monster/NPC encounters has a sketch. One of my favorite editions of Gamma World, maintaining the spirit of the 1st edition, yet much more playable. INCLUDES: 1983 ... TSR 7010 ... ISBN 0394531582 ![]() Referee's Screen and Mini-Module
Includes 8 page mini-module "The Albuquerque Starport." 1983 ... TSR 6502 ... ISBN 088038306(?) ![]() Player Character Sheets (GWAC2)
"A pack of podogs has emerged from the surrounding mountains. You are trapped and degenseless. You thought you had three shots in the rifle and 10 more minutes on the stun whip. The fusion bomb? You used in yesterday. Ah, so the character sheet wasn't such a bad idea after all? The GAMMA WORLD Character Sheets will keep essential information easily accessible during play. Designated spaces organize the character's statistics, mutations, possessions, followers, creatures encountered, and more. This package provides 32 character sheets and tips on how to use them. Now that you can keep track of this important information, you are ready to journey into the far future. Now you are ready for the GAMMA WORLD game." 1984 ... TSR 7507 ... ISBN 0880381396 ![]() The Cleansing War of Garik Blackhand (Module GW3)
"The fearsome Scarlet Knights of Genetic Purity have declared a campaign of terror against all mutants -- humanoids and mutated animals!! Your bitter enemies, the Gray Rock tribe, have accused your tribe, the White Feathers, of murder and treachery. Your tribe is now under sentence of death -- you and your party have been declared outlaws and traitors. The fate of your tribe lies in your hands. Pursued by an enraged mob of mutants, you must flee across the frozen Parklands of the Ancients [Yellowstone] to find proof of your innocence. This campaign module contains Gamemaster notes, background information, maps, new creatures, new artifacts, a new robot, and four bonus campaign scenarios for use with the revised Gamma World Science Fantasy Role-Playing Game. Included in this adventure is a new player aid -- the Ranger Ruler!! The Range Ruler simplifies combat with weapons and mutational powers." 1983 ... 32 pages ... TSR 7504 ... ISBN 0880380152 ![]() The Mind Masters (Module GW4)
"The first summons of the new season is called. Your name is drawn you join the expedition. Your mission is to investigate rumors of a stockpile of ancient artifacts. Following a sketchy map, you cross the great river Twainway the day after leaving your settlement. Two days later, in unexplored wilderness, you encounter hostile nomad tribes. After finding traces of a lost expedition, you know you're on the trail of something big. And then you find it, hidden down in a valley, forgotten and untouched since the Devastation. You were searching for a great store of artifacts. Here it is. The whole valley is an artifact! Do you take the news back now, or go in to learn more?" 1983 ... 32 pages ... TSR 7505 ... ISBN 0880380292 ![]() Rapture of the Deep (Module GW5)
"A terrible menace from the sea is threatening villages all along the coast. Whole shoreline communities have been disappearing without a trace. The remaining area inhabitants have banded together and sent for a group of experienced heroes to help. They want to know what could be causing these horrible events, and more importantly, what can be done to put a stop to them. Is it some new terrifying monster from the depths? Or is there something more sinister at work? The adventurers will travel deep beneath the waves to discover the answer. Can they survive the strange and dangerous ocean depths of Gamma World? Can they solve the mystery before it's too late? This module contains gamemaster notes, background information, maps, rules for underwater adventuring, new equipment, and over 30 new aquatic creatures for use with the Second Edition Gamma World science fantasy role playing game." Another adventure coordinated by Les Braun, with contributions from other Gamma World fans (see GW11 -- Omega Project). It is available here for PDF download with his permission. ![]() 3rd Edition: ACT Table (1986-1987) Gamma World 3rd edition [BOX SET]
In 1986, TSR released this ambitious re-write of the Gamma World game. Where 1st and 2nd editions were loosely based on D&D, 3rd edition adapted the ACT Table from Marvel Super Heroes. This version introduced Mutated Plants as a character type, character level advancement, and organized equipment and weapons by tech level... and Wow! So much more equipment to drool over. More developed races, cryptic alliances, and background information in general. Following this set are 5 linked modules forming a campaign. BOX CONTENTS: 21"x33" two-sided color mapsheet, containing three maps. 64-page Rule Book. 32-page Adventure Book. Reference Book. Game Master's Screen. Players Screen, with equipment charts and sample characters. 1986 ... TSR 7010 ... ISBN 0880383305 ![]() Alpha Factor (Module GW6)
"Alpha Factor is the first of five modules release for the 3rd edition of TSR's Gamma World game setting. Players find themselves enmeshed in a post-apocolyptic world who's previous inhabitants, known as the Ancients, are only a distant memory, and the technology they have left behind is a riddle to be solved. The story begins in the main settlement of the Restorationists, a group trying to restore the world to it's former state. The players have been recruited by the village elder, Gene, to explore an Ancient installation [Mindkeep] for possible future colonization. Rumors of miraculous events occuring at the installation have also been circulating. It is up to the players to discover the truth. The adventure will not prove to be uneventful, of course. The world is a dangerous place where relics can change the course of history, the local flora is lethal, and neighboring villages are beating the drums of war. The epic quest to find the fabled Cities of Man begins in this module and continues through the remaining modules ("Beta Principle", "Gamma Base", "Delta Fragment" and "Epsilon Cyborgs"). A supplement to the original game rules indicated that the story would ultimately end with "Project Omega", however the writers never got that far. The story line is an excellent jumping off point for future adventures however, and slowly unravels the mystery of what it was that destroyed the world of the ancients."...from Amazon user "mchall17" 1986 ... 48 pages + poster map ("Flower Lands") ... TSR 7509 ... ISBN 0880382945 ![]() Beta Principle (Module GW7)
"In the lands to the south, young people are disappearing daily. No one knows where they are being taken, or why. Rumors abound of a New Beast, a Nwayvo Beestya, and of hordes of nos'ferat which are terrorizing the humans and animals alike. Also to the south is the Nameless City to which your group must travel, in search of relics of the Ancients. You are on a glory quest, one of the highest honors in the land. The fate of your people is in your hands. Is it worth the risk to combat this New Beast, knowing your original mission might remain unfulfilled? Or is your band tough enough to do it all? Take your aid where you may find it, friends." 1987 ... 32 pages + poster map ... TSR 7510 ... ISBN 0880384042 ![]() Gamma Base (Module GW8)
"The Council of Haven is worried. The Desperate Lands have never been more dangerous than now. From there flow weapons to supply a brutal conspiracy of conquest how can it be stopped? Haven's respected elder has disappeared into that perilous region perhaps kidnapped by enemies? Casting its shadow over all is the Pit of Despair at the heart of the Desperate Lands, for those who journey there are never seen again what is its sinister secret? Your mission is to solve these mysteries before disaster strikes, a challenge even for the bravest. Your skill and daring will make the difference between victory and disaster!" 1987 ... 48 pages + poster map ... TSR 7511 ... ISBN 0880384050 ![]() Delta Fragment (Module GW9)
This adventure masks a hidden gem of the 3rd edition system. Pages 47 through 96 are devoted to the richly-detailed campaign city of "Dollar," a trading center for Gamma World. It was the largest city detailed for Gamma World in its time. I ended up renaming the city and converting it wholesale into my personal campaign. Mapped, keyed, named NPCs to meet. Great timesaver for the ref. At the end is an Updated Talent & Skill section. Fleshes-out the skill system in the rules. It will look vaguely familiar to modern gamers. Referees will appreciate the Cost Tables at the very end. "The quest of the Restorationists is nearing an end. Your party has been entrusted with finding the secrets of the Sky Chariot of the Ancients, and returning the information (and anything else) to them. However easy that may sound, there are always complications. General Timon, who has made quite a name for himself in these parts, is negotiating with the King of the Mountain he wants an alliance. In addition to your mission for the Restorationists, you must also prevent Timon from strengthening his position in these lands. Are you resourceful enough to complete the task of finding the Sky Chariot and stop Timon at the same time? Or will you be forced to achieve one at the expense of the other? Time is running out. This 96-page adventure also contains a rules supplement and an entire city to explore." 1987 ... 96 pages + poster map ... TSR 7512 ... ISBN 0880384069 ![]() Epsilon Cyborgs (Module GW10)
The Larry Elmore cover with the behemoth snowcrawler is a personal favorite. "An Ancient calling himself the Creator is rumored to rule the Frozen Land, an expanse of territory filled with frigid foothills, forests and plains. The Council of Haven has given you the task of finding this Creator whoever and wherever he may be. The council is hopeful you can neutralize any influence he might have with General Timon's plans for war. It is not an easy task, and the harsh conditions of the Frozen Lands could complicate the situation. Some say there are robots and weird machines wandering in the icy wastes. And perhaps there are also clues to the Cities of Man. This adventure also contains a system for generating player character and non-player character robots." 1987 ... 48 pages + poster map ("Frozen Lands") ... TSR 7513 ... ISBN 0880384778 ![]() Omega Project (Module GW11)
TSR abandoned 3rd edition Gamma World before the last module could be published, leaving the climax of the last 5 adventures missing. Les Braun, a long-time Gamma World fan, wrote this excellent conclusion to the series: GW11 -- Omega Project. I have made it available here for PDF download with his permission. ![]() Gammarauders [BOX SET]
CONTENTS: 6 double-sided bioborg cards (12 bioborgs total) 12 playing board hexagons 200 counters 12 bioborg counters Fortress display cards 12-page rule booklet 20-page history booklet 108 playing cards. "Seven centuries after the Golden Age of Ancients, humanity is rebuilding the world. Your Cryptic Alliance a secret, ancient brotherhood wants to rebuild things in its own image. After all, if you don't do it, some other alliance maybe even those vile Slugnoid scum will! But to take over the world and really make it stick, you need the ultimate weapon. More than a giant robot, more than a colossal mutated beast, you need a blend of both you need a BIOBORG! The GAMMARAUDERS board game is a wahoo science-fiction brawl for two to six players. Most games will run from one to two hours." 1987 ... TSR 7015 ... ISBN 0880384751 ![]() Revenge of the Factoids
An expansion of the Gammarauders game. CONTENTS: Folder with Gammasaurus inside rule booklet (16 pages) 6 large hex sections, expansion to the original game. 6 cardstock creature cards 1 sheet of counters "Those zany Gammarauders creatures are back and they want our Pods! In this snazzy gamefolio you'll find all sorts of neat stuff to add to your already almost entirely too cool GAMMARAUDERS game: bigger and better Bioborg counters; all new bioborgs like Frag the Amphibinoid, Fydo the Hounderian, Jaggo the Girafferoo,. Roddis the Octopod, Spadzoot the Armadon, and Tuscaloosa the Walruzian; you'll get six startlingly different gameboard tiles featuring some of the funkiest terrain this side of a toxic waste dump; and (can you stand the excitement?) the biggest, baddest, ground-shakingest, popcom-pulverizingest bioborg of allthe absolutely incredible GAMMASAURUS!!! (Trust me, he's worth three exclamation points.)" 1989 ... TSR 7016 ... ISBN 0880385952 ![]()
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