TEXT: REFEREE'S SCREEN 
  and Mini-Module 
  Included in this package are a durable referee 's screen and an eight-page mini-module
  , The Albuquerque Starport. The screen 
  contains the combat , hazard , and reference tables used most often by referees and players , arranged to make this vital information 
  easy to use. The mini-module is a complete GAMMA WORLD adventure , in which players discover and explore an Ancient starport 
  buried in the desert sands . 
  PRINTED IN U.S.A. 
  TSR Hobbies, Inc. 
  POB 756 
  Lake Geneva, WI 53147 
  
  GAMMA WORLD is a trademark owned by TSR Hobbies , Inc. 
  Men 1tador 
  Smaller 
  0ppoMn 
  1-6 
  1-8 
  1-6 
  1-6 
  1-4 
  1-8 
  1-6 
  1-10 
  Effecllve Range 
  lnllelen 
  Larger 
  (Mllllle Weapons 
  ()ppoMnll 
  Only)* 
  1-6 
  100 
  1-8 
  1-4 
  20 
  1-3 
  1 
  1-4 
  120 
  1-12 
  1-8 
  3-18 
  40 
  100 
  80 
  *Maximum range Is tw ce the effective range, -5 on the "to hit" 
  roll. 
  CHARISMA TABLE 
  Charllma 
  Maxlnun No. 
  Morale 
  RNctlon 
  Score 
  of Followers ~ 
  AdlUltfflent 
  3 
  1 
  -3 
  -3 
  -2 
  2 
  -2 
  -2 
  2 
  -2 
  -1 
  -1 
  4 
  4 
  5 
  n 
  5 
  normal 
  +1 
  6 
  +1 
  +1 
  +1 
  + 
  + 
  + 
  10 
  +2 
  +3 
  15 
  +3 
  +3 
  CHARISMA TABLE MODIFIERS 
  Non-Play er Chanlcler Type 
  Player 
  Character 
  Mutated 
  Type 
  PSH 
  Humanoid 
  Animal 
  normal 
  -2/-1/-1 
  -3/-1/-1 
  - 2/-1/-1 
  normal 
  -2/-1/-1 
  -3/-2/-2 
  -2/-2/-1 
  normal 
  The three numbers (#/#/#) Indicate the modifications to the 
  three columns of the CHARISMA TABLE. 
  ISBN 0-935696-78-4 
  c 1981, TSR Hobbies, Inc., All Rights Reserved. 
  COMMON ITEMS -
  TRADE VALUES 
  ITEM 
  DOMARS GOLD 
  Standard cut and thrust weapons 
  50 
  10 
  Crossbow 
  100 
  20 
  Case with 15 crossbow bolts 
  10 
  2 
  Spec1a foo 
  stores wines 
  in, ne 
  5 
  f ods 
  er week 
  arge carts, wagons , and rafts 
  Small boats and 
  s 
  Large boat with sail and oars 
  II 
  I 
  II 
  Working artifacts will usually not be for sale, and the value of 
  all devices of the Ancients Is left to the referee to decide. 
  FATIGUE FACTORS MATRIX 
  MelNTum 
  11 
  12 
  13 
  14 
  15 
  11 
  17 
  18 
  -1 
  -2 
  -3 
  -4 
  -6 
  -1 
  -2 
  -3 
  -4 
  -1 
  -2 
  -3 
  -4 
  - 1 
  - 1 
  -2 
  -1 
  -2 
  -3 
  -2 
  -3 
  -4 
  Penalties are to the weapon clasa of the character, +1 for each point of 
  character's strength above15 ; +1 for each meleetumof rest. lfweapon 
  class Is reduced to 0, the character cannot attack' until the weapon 
  class Is raised through rest or other means. 
  ARMOR 
  Annor 
  MelH Twn 
  c .... 
  15 
  18 
  17 
  18 
  11 
  20 
  10 
  no fatigue 
  9 
  -1 
  -2 
  -3 
  8 
  -1 
  -2 
  -3 
  -4 
  7 
  - 1 
  -2 
  -3 
  -4 
  -5 
  6 
  -1 
  -2 
  -3 
  -4 
  -5 
  2-5 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  Powered offensive armor has no fatigue modifiers; powered 
  defensive armor is subject to normal fatigue modifiers. 
  
  PHYSICAL MUTATIONS 
  ME TAL MUTATIONS 
  HI.IMII 
  Human 
  An 
  Mutation 
  01-()ft, 
  01-()ft, 
  011Ht 
  011Ht 
  03-041Ht 
  03IMt 
  D 
  05% 
  04-06% 
  Chameleon Power 
  03-06% 
  03-04% 
  Complete Mental Block (D) 
  06% 
  07% 
  Density Control 
  07% 
  05% 
  Cryokinesis 
  07-08% 
  OMii Diminished Senae (D) 
  °"' 
  06tMt Death Field Generation 
  09,,1CJIMI 08IIJlj Double Ph 
  Pain D 
  11-12% 
  10-11% 
  Electrical Generation 
  13-14% 
  12% 
  Fat Cell Accumulation 
  (D) 
  12% 
  Directional Sense 
  15-181Ht 
  1• 
  Gas Generation -
  Musk 
  1ft 
  Dual Brain 
  18% 
  15% 
  Heightened Balance 
  15-18% 
  16-18% 
  Epilepsy (D) 
  19-22% 
  16-21% 
  19-22% 
  19-20% 
  Fear Impulse (D) 
  23111 
  2a 
  21-24'111 Force 
  n 
  24" 
  2A 
  ~ Oen1uil 
  25% 
  24% 
  Heightened Precision 
  26-28% 
  Heightened Brain Talent 
  26% 
  25% 
  Heightened Smell 
  32-41% 
  29-43% 
  Heightened Intelligence 
  27~ 
  26-~ 
  Heightened Strength 
  4~ 
  44'MI Hostility Field (D) 
  33tMt 
  h 
  1'. 
  484Ni 
  II 
  34% 
  33% 
  Heightened Touch 
  47% 
  46-49% 
  35% 
  34% 
  Heightened Vision 
  48-52% 
  50-52% 
  0 
  Ila (D) 
  37" 
  lncreaaed Metabolism (D) 
  54'MI 
  ~ 
  40-42% 
  38-39% 
  Increased Speed 
  55% 
  55% 
  Mass Mind 
  43% 
  40-41% 
  lnfravision 
  56-58% 
  Mental Blast 
  441Ht 
  421111 
  59"' 
  45-48'Wt 43-4SlMI 
  8(Ni 
  46-47% 
  New Body Parts 
  61-62% 
  - . 
  :. 
  -.. 
  62-66% 
  -
  Mental Defense Shield 
  87'11 
  Deruptlon 
  88't 
  Moleeular Understand 
  58% 
  52% 
  Oversized Body Parts 
  69-71% 
  Multiple Damage (D) 
  age (D) 
  59% 
  53-56% 
  Partial Carapace 
  72% 
  Planar Travel 
  80-81'MI 57 
  Photosynthetic 
  Skin 
  71-1ftt 
  73-7~ 
  Poor Dual Brain (D) 
  aft 
  81~ 
  Ph 
  Reflection-
  7fft 
  7ft 
  nttton. 
  63-64% 
  62% 
  Poor Respiratory System (D) 
  75% 
  77% 
  Pyrokinesis 
  65% 
  63% 
  Quills/Spines 
  76% 
  78% 
  Radar/Sonar 
  86-87" 
  841Ht Radiated Eyes 
  791Wt Reflection 
  68-eK 
  85-87" 
  R 
  Ion 
  70% 
  68% 
  Shapechange 
  79% 
  81% 
  Sound Imitation 
  71-74% 
  69-71% 
  Shorter 
  80-82% 
  82% 
  Telekinesis 
  75-781Ht 
  7ft, 
  Skin Structure Changes (D) 
  83tMi 
  83IHt Telekinetic Arm 
  77" 
  7:fMt Sonic Attack Ablll 
  841Ht 
  841N. Telekinetic FIi ht 
  78% 
  74% 
  Symbiotic Attachment 
  85% 
  85% 
  Telepathy 
  79-83% 
  75-82% 
  Taller 
  86% 
  86% 
  Teleportation 
  0 
  rapace 
  871Ht 
  87" 
  Thought Imitation 
  as.. 84-88% Ultravlslon 
  an, 
  an, 
  Time Field Mani latlon 
  87% 
  Vision Defect (D) 
  89% 
  89% 
  Total Hearing 
  Weight Decrease (D) 
  90% 
  90% 
  Weather Mani ulation 
  ings 
  91-95'MI WIii Force 
  Roll a Good Mutation (No Defects 
  98-99'MI 
  95-100% 95-100% 
  Pick any Mutation 
  100% 
  100% 
  Pick Any Mutation 
  
  Target's 
  Armor 
  Class ' 
  1 
  2 
  3 
  1 
  19 
  17 
  16 
  15 
  10 
  09 
  PHYSICAL ATTACK MATRIX I 
  10 
  09 
  Attacker's Weapon Class 
  10 07 06 
  10 
  09 
  06 05 
  09 
  15 
  08 
  07 06 
  08 
  08 
  08 
  11 
  07 
  06 
  05 
  08 
  08 
  08 
  10 
  ARMOR CLASS TABLE 
  Class 
  Description 
  10 
  No protect ion 
  9 
  Shiel d onl 
  8 
  Furaar Ins 
  __ 1 ___ 
  F,..u.,,.
  ra_or_ sk-.lna...,
  1nd
  ..,...sh
  - lel,,.d 
  _______ 
  .. 
  6 
  Cured hide or plant fiber armor , 
  partial carapace 
  5 
  Cured hide or lant fiber armor and shield 
  2 
  Powered alloy , energized inertia, 
  powered scout and battle armors 
  Powered attack and assault armors 
  The maximum range of thrown or missile weapons is twice the effective range . Beyond 
  'For a description see ART IFACTS AND EQU IPMENT 
  effective range , -5 on attacker 's "to hit " roll on this matrix . 
  section. 
  PHYSICAL ATTACK MATRIX II 
  Target's 
  Attacker's Number of Hit Dice 
  Armor 
  Class 
  1 
  2-3 
  4-5 
  6-8 
  9-10 
  1 
  20 
  19 
  18 
  17 
  16 
  2 
  19 
  18 
  17 
  16 
  15 
  3 
  18 
  17 
  1 
  15 
  1 
  17 
  6 
  15 
  14 
  13 
  5 
  16 
  15 
  13 
  12 
  11 
  6 
  14 
  13 
  11 
  10 
  09 
  7 
  13 
  12 
  10 
  09 
  08 
  8 
  07 
  9 
  11 
  08 
  07 
  06 
  10 
  10 
  07 
  06 
  05 
  This matrix is used to resolve attacks by unarmed mutants or monsters only . Mutants and 
  monsters with weapons use PHYSICA L ATTACK MATRIX I. 
  MENTAL ATTACK MATRIX 
  Defender's 
  Attacker's Mental Strength 
  Mental 
  Strength 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 11 
  12 
  13 14 15 
  16 
  17 
  3 
  10 09 08 07 
  06 05 04 03 
  02 
  A 
  A 
  A 
  A 
  A 
  A 
  4 
  11 
  10 09 
  08 07 
  06 05 
  04 03 
  02 
  A 
  A 
  A 
  A 
  A 
  5 
  12 11 10 09 08 07 06 
  04 03 02 
  A 
  A 
  A 
  A 
  6 
  13 
  2 
  11 
  l_Q 
  08 oz 06 05 
  04 
  03 0 
  A 
  13 
  12 11 
  10 09 08 
  07 
  06 05 
  04 03 
  03 
  A 
  A 
  13 12 
  1 
  10 09 
  08 07 
  06 
  05 
  04 
  03 02 
  A 
  14 13 12 11 10 09 
  08 07 06 
  05 
  04 ·03 02 
  4 
  13 
  1 
  1 
  10 09 
  08 
  07 06 
  05 
  03 
  11 
  18 17 16 
  15 14 13 
  12 
  11 
  10 09 
  08 
  07 
  06 
  05 04 
  12 
  19 18 
  17 
  16 15 14 
  13 
  12 
  11 
  10 09 
  08 
  07 
  06 05 
  13 
  20 19 18 17 
  16 15 14 13 12 
  11 
  10 09 
  08 
  07 06 
  1 
  NE 20 
  19 18 
  17 
  16 15 14 13 12 11 10 09 
  08 0 
  15 
  NE NE 20 
  19 
  18 
  17 
  16 
  15 14 
  13 12 
  11 
  10 09 
  08 
  07 
  16 
  NE NE NE 20 
  19 18 
  17 
  16 15 
  14 
  13 
  12 
  11 10 09 
  08 
  17 
  NE N-E RE NE 20 
  19 18 
  16 15 14 13 
  2 
  11 
  11) 09 
  18 
  NE 
  E NE NE NE 20 
  19 18 
  17 
  16 15 14 13 12 11 10 
  A = Attack is automatically successful ; no roll needed 
  NE = No effect; attack is impossib le 
  WEAPON CLASS TABLE 
  Class 
  Weapon Type 
  1 
  Clubs , hammers , lances , maces, spears 
  •--
  ~ ~-~
  A=~- e-: -'-~-~""i:::o~~ls
  , mprning,_s_ta_r_s __ 
  4 
  Vlbro daggers 
  •----
  --r --
  ,-nbro blad , nergy mace 
  Stun whi 
  Robotic tentacles 
  Grenades, javelins 
  Arrows , crossbow bolts , sling project iles 
  Pistol slugs 
  N 
  er 
  Stun ray pistols and rifles 
  aser pis o an rif ""'e ______ 
  _ 
  Mk V blaster and Mk VII rifle 
  Blac ay pis ol 
  ------. 
  Fusion rifle, micro-missile, mini-missile 
  WEAPON DAMAGE TABLE 
  Weapon 
  Man-sized 
  Larger 
  Effective Range 
  Type 
  Targets 
  Targets 
  (Missile Fire) 
  Arrow 
  1-6 
  1-6 
  100 
  Axe , Battle 
  1-8 
  1-8 
  1 
  :1 
  1-4 
  1-4 
  1-4 
  1-3 
  -7 
  2 
  1 
  1-6 
  M) 
  1-6 
  1-10 
  2-7 
  1-6 
  2::S 
  2-
  1-8 
  1-12 
  2-5 
  2-7 
  100 
  1-4 
  1-4 
  80 
  !6 
  1-8 
  20 
  1 
  1-12 
  1-6 
  1-8 
  1-10 
  3-18 
  Maximum range is twice the effective range , -5 on the "to 
  hit" roll. 
  
  RADIATION MATRIX 
  Radiation Intensity Level 
  3 4 5 
  6 
  7 
  8 
  9 
  10 11 12 13 
  18 0 0 0 
  0 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  17 0 0 0 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  C 16 0 0 0 
  1 
  2 
  3 
  4 
  5 e 7 
  8 
  0 :15. 0 
  4 
  7 
  8 
  N 14 0 
  3 
  5 
  8 
  M 
  S 13 1 
  6 
  M 
  M 
  T 12 2 
  7 
  M D 
  I 11 3 
  D 
  T 10 4 
  D 
  U 9 5 
  D 
  T 
  6 
  I 
  0 
  N 
  # = Dice of damage to Character , M = New Mutation (appears in one 
  game week), D = 20% chance of mutational defect , 80% chance of 
  death 
  MOVEMENT TABLE 
  Search 
  Indoo r/ Outdoor 
  Combat 
  Normal Movement 
  Trot Movement 
  Charge Movem ent 
  Armored Movement 
  Mounted Movement 
  Creature Movement 
  Robotic Movement 
  1 meter/6 meters 
  12 meters/round 
  16 meters/round• 
  24 meters/round· 
  Half speed 
  Referee 's dec ision 
  Up to 5 times normal 
  Meters/round = km per hour x 2.8 
  *Mi ssile and energy weapons cannot be fired wh ile character 
  is trott ing or charging . 
  POISON MATRIX 
  Strength of Polson 
  3 4 5 
  6 
  7 
  8 
  9 
  10 11 12 13 14 15 
  18 
  17 
  C 118 • . • . . . . • 
  0 
  . . . • • 
  . . 
  N 14 
  1 
  2 
  3 
  D 
  D 
  S 13 
  1 
  2 
  3 
  D 
  D 
  D 
  T 
  2 • . . . . . 1 
  2 
  3 D 
  I 
  . • • • . 
  D 
  T 10 
  1 
  2 
  3 
  D 
  D 
  D 
  D 
  u 9 . . . 
  2 
  3 
  D 
  D 
  D 
  D 
  D 
  T 
  I 
  0 
  3 
  N 
  • = No effect # = Dice of Damage to Poisoned Character D = Death , 
  unless a suitable antidote is adminis tered with in two turns. 
  Dice Score 
  2 
  3-5 
  6-8 
  9-11 
  12 
  REACTION TABLE 
  Reaction 
  Extremely hostile, may attack· 
  Hostile , distr ustful, may attack· 
  Uncertain 
  Friendly , helpful 
  Enthusiastic, loyal 
  ·No further attempt may be made to entice , hire , or other-
  wise inter act with the being . The dice score may be modi-
  fied by offers of food , money , and artifacts or by a charac-
  ter's char isma or race (see CHARISMA TABLE) . Adjust -
  ments due to offers are decided by the referee , but shou ld 
  not exceed +2 or -2 . 
  ENCOUNTERS TABLE 
  Die 
  Radioactive 
  Roll Clear 
  Mountains 
  Forest 
  Desert 
  Water Areas 
  Ruins 
  Zones 
  1 
  Yexil 
  Podog 
  Win Seen 
  Obb 
  Crep Plant 
  Badder 
  Serf 
  2 
  Hori Choo 
  Ke 
  Kai Lin 
  Se 
  Seroon Lou 
  Arn 
  Bli ht 
  3 
  Cen istei(j 
  Zeethh 
  Hori Clioo 
  Hisser 
  Ber Lep 
  Serf 
  Hisser 
  Ert 
  Gren 
  SoulBeah 
  Win Seen 
  Yexll 
  Android 
  5 
  Zeethh 
  Hoop 
  Herp 
  Sleeth 
  Nari Ep 
  Orlen 
  Blaash 
  6 
  Ho<w 
  Arn 
  Obb 
  Pam 
  Teri 
  Ark 
  Zarn 
  7 
  Sleeth 
  Yexil 
  Hisser 
  Podog 
  Menart 
  Android 
  Ro tic Unit 
  B_r_ulorz 
  Ugh 
  Ert Telden 
  exl 
  I88.hl 
  RoboticJJnlt 
  :Irlbesmen 
  9 
  Zarn 
  Crep Plant 
  Robotic Unit 
  Blaash 
  Gren Tosh 
  Hoop 
  Pam 
  10 
  HoQper 
  Android 
  Arn 
  Kep 
  Bari Ne 
  Tr ibesmen 
  Entropists 
  11 
  Robotic Unit 
  Cal Then 
  Soul Bish 
  Kai Lin 
  ErtTelden 
  Sleeth 
  Iron Society 
  12 
  Badder 
  Parn 
  Centlsteed 
  Perth 
  Fen 
  Restoration Ism 
  Zoopremists 
  13 
  Arn 
  Robotic Unit 
  Blaash 
  Serf 
  Keeshin 
  re 1v1sts 
  Aadioacfiv1sm 
  14 
  Herp 
  Orlen 
  Pinelo 
  Tribesmen 
  Herkel 
  Ranks of the Fit 
  Healers 
  15 
  Blaash 
  Tribesmen 
  Ark 
  An ro 
  rt 
  The Created 
  Judge Option 
  16 
  Rakox 
  Hisser 
  Parth 
  Roj)otic Unit 
  Android 
  ale 
  lll!Q!) 
  17 
  Android 
  Herp 
  Sep 
  Cal Then 
  Badder 
  Judge Opt ion 
  Judge Option 
  18 
  Tribesmen 
  Zarn 
  Se.rt 
  Blight 
  obotic Unit 
  Judge Opt ion 
  Judge Optio_n 
  19 
  Podog 
  Sep 
  Badder 
  Zarn 
  Tribesmen 
  Judge Option 
  No Encounter 
  20 
  Cryptic 
  Cryptic 
  Cryptic 
  Cryptic 
  Cryptic 
  No Encounter 
  No Encounter 
  ca (!ID'J 
  lliance a 
  Alliaoce ~yJ 
  Ila 
  II 
  
  Vehicles 
  Armor 
  1. 
  2. 
  Sheath Armor 
  Powered Plate Armor 
  ~- -
  ----o-we
  - recl Alloyii<t Pia e Armo 
  etasllc..Anno,: 
  (unpoweted 
  Energized Armor 
  Inertia Armor 
  owe 
  cout rmor 
  ......,_-
  Power:e.d 
  Battle..Acmor 
  __ 
  _. 
  9. 
  10. 
  Powered Attack Armor 
  Powered Assault Armor 
  Pistols 
  1. 
  2. 
  Slug Thrower 
  Needler 
  unRay 
  _ ...,L..,..ase""' 
  r Pls=to"""'
  I __ 
  Mark V Blaster 
  Black Ray Gun 
  Rifle 
  1. 
  2. 
  Stun Rifle 
  Laser Rifle 
  ·- -
  --.. •ark VII Rifle 
  Eusion..Rifle 
  Gas 
  Chem ical Explosive 
  Fragman ·ion 
  ----
  Energy 
  Photon 
  Tore 
  Other Energy Weapons 
  ARTIFACT TABLES 
  Artifact Condition 
  Condition 
  of Artifact 
  Obviously Broken 
  Poor 
  Chance of 
  Functioning 
  0% 
  20% 
  Fal'""
  r --------
  ..--.. ..,... ... 
  Good 
  Excellent 
  Perfect 
  60!M, 
  80% 
  100% 
  Artifact Category 
  01-10% 
  11-20% 
  21-30% 
  3 ~ 
  41-50% 
  51-60% 
  6'RO'ili 
  7h80% 
  81-90% 
  91-100% 
  Pistol 
  Rifle 
  Other Energy Weapon 
  Grenade 
  Bomb or Missile 
  Armor 
  efii'~c~e---
  Miscellaneous..Eoe.rgy 
  Robotic Unit 
  Medical Equipment 
  vjce 
  Robotic Units 
  1. 
  Light Cargo Lifter 
  2. 
  Heavy Cargo Lifter 
  3. 
  Small Cargo ranspo 
  4. 
  Large Car o TransP-Q.,_._ 
  _ __, 
  5. 
  Ecology Bot (Agricultural) 
  _r-'-6.;..
  . __ 
  ,,cc
  E;.;.
  c ... 
  o=log)" Bot Wilderness 
  7. 
  Engineering Bot (Standard) 
  8. 
  Engineering Bot (Light 
  9. 
  10. 
  11. 
  12. 
  13. 
  14. 
  15. 
  16. 
  17 . 
  18. 
  Du_ty) ____ 
  _ 
  Engineering (Heavy Duty) 
  Medical Roboto id 
  General Household 
  Robotoid 
  Securi R...,
  o..,b..,.,..
  t..,i=- -----' 
  Supervisory Borg 
  Defense/Attack Borg 
  War ot 
  ---
  Death Machine 
  Permanent Cybernetic 
  Installation 
  Think Tank 
  Creating Non-Player Character Mutations 
  Plant and animal mutants can be created using the following system . 
  1. 
  Choose an animal or plant ty pe. 
  2. 
  Roll d10 for the number of generations with mutations 
  3. 
  In each generation , roll d% 
  01-50 
  One physical mutation 
  51-80 
  One mental mutation 
  81-85 
  One physical and one mental mutation 
  86-00 
  Heightened Intelligence 
  To insure that the mutant is strong enough to survive , do not allow 
  defective mutations to appear in the first 2-3 generations . 
  FIRST STAGE : 
  SECOND STAGE : 
  THIRD STAGE : 
  FOURTH STAGE: 
  FIFTH STAGE : 
  Color Codes 
  Blue : 
  Brown , Yellow : 
  Gray , Green : 
  Red: 
  Red and Blue: 
  Red and White : 
  White : 
  Medical Equipment 
  1. 
  Pain Reducer 
  2. 
  Mind Boosters 
  - 3=_----
  sustenance o~ose
  ~----
  '"-'• - ~-
  loterra_Shot. 
  ____ 
  ____ 
  5. 
  6. 
  Stirn Dose 
  Cur- in Dose 
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  ID DEVICES 
  Ordinary Citizens 
  Civil Service , Emergency , Military 
  (low echelon) 
  Scientific , Medical 
  Law Enforcement (Military and Civilian) 
  Government Officials , Military Command 
  Military Personnel 
  Ord inary Citizens 
  Scient ific and Techn ical Workers 
  Law Enforcement Personnel 
  Civilian Author ities 
  Emergency Service Workers 
  Medical Personnel 
  
  THEALBUQUERQUESTARPORT 
  A GAMMA WORLD T11 Mini-Module 
  By Paul Reiche Ill 
  On a crisp , clear New Mexico morning in the spring of the year 
  2261, the great city of Albuquerque died. The sequence of 
  events which caus"}d the death of five million people began 
  with the malfunction and failure of a reaction control force-
  field in the world 's largest megafission reactor . A chain of 
  coincidental failures , which according to all probabilities nev-
  er should have happened, did . One by one the safety system 's 
  back-up failsafe devices were engaged , and one by one they 
  fused , short-circuited, 
  and failed . In one searing moment the 
  homes , businesses, theaters , parks , and inhabitants of Albu-
  querque , New Mexico, vanished in a wave of blinding light and 
  furious energy . All that remained was a seething pit of flaming , 
  molten earth 25 kilometers across . 
  Many miles away at the city 's small starport , a few lucky travel-
  ers saw the thermal flash and watched as the city rose into a 
  boiling cloud of glowing radioactive dust. When Albuquerque 's 
  powerful broadcast power stations disintegrated , the starport 
  was plunged into darkness . The few remaining broadcast po-
  wered cars , bereft of energy, ground to a halt. Swiftly the 
  back-up power plant was engaged but , to the survivors ' horror , 
  the starport's ultra-radar revealed that the radioactive cloud 
  was moving quickly toward them . With desperate speed they 
  evacuated the starport and shut down the emergency power 
  plant , leaving the station 's robots and other devices in power-
  less immobility . Days later, survivors returned to the starport 
  for the stores of preserved food and water left there during 
  their panicked evacuation . They found that the radioactivity 
  remaining in the area was too great , and the starport was 
  abandoned permanently . Eventually Albuquerque was rebuilt 
  dozens of miles away from its old , poisoned location , but as the 
  decades passed people forgot about the abandoned starport . 
  Now , more than 200 years later , the radioactivity is gone and 
  only a barren desert remains . The ever-shifting sands cover 
  the starport in a thick shroud many meters deep . Only the top 
  of the starport 's tall radar tower remains above the surface of 
  the burning desert in the year 2471. 
  1 
  INTRODUCTION 
  This GAMMA WORLD mini-module is suitable for beginning 
  and intermediate characters. The Albuquerque Starport has 
  been designed to provide characters with a short exploratory 
  adventure , and a permanent base of operations for later adven-
  tures . This mini-module is suitable for three to eight charac-
  ters , with six being best. If more or fewer characters will be 
  playing , the GM will have to alter the encounters to suit the 
  strength of the party . 
  Although the adventure is set in New Mexico , GMs may 
  change the location to fit their own campaigns . 
  HOW TO USE T HIS MODU LE: It is very important that the GM 
  be familiar with all the information presented in this module 
  before attempting to run it for players. A thorough knowledge 
  of the GAMMA WORLD rules is required also. Careful prepara-
  tion will add much to the enjoyment of both the players and the 
  GM. 
  BACKGROUN D: This adventure begins in the burning sands 
  of New Mexico nearly 500 years in our future . The characters 
  are searching the lands northeast of their home , Tempesa , for 
  the fabled land of Aksarben . They are tired , hungry , and very 
  thirsty . Worse yet , the sun will set shortly , bringing out the 
  desert's many hungry , nocturnal predators on their nightly 
  hunt. Suddenly , one of the characters notices glints of light 
  -the setting sun reflecting from something in the distance . Ea-
  ger to find shelter , food and drink , the characters make their 
  way toward the source of the reflections . After traveling a few 
  kilometers , the party crests a tall dune and stands facing a 
  strange tower protruding nearly 30 meters out of the sand . It 
  obviously is metallic and is covered with clusters of unknown 
  devices . Its shining surface is totally seamless , except for a 
  wide band of dark , smoke-colored glass or plastic near the top . 
  On the far side of the tower is what looks like a way in -
  a 
  jagged two-meter wide hole in the glassy material. The side of 
  the tower looks easy to climb , and with night closing in offers 
  much-needed shelter . The adventure begins here, with the 
  party scaling the side of the tower toward the dark open ing. 
  POWER AND LIGHT WITHIN THE STARPORT: Although 
  there is no power in the starport when the characters first enter 
  it, the descriptions of most of the encounter areas are given 
  
  with the assumption that the power plant (see 11) has been 
  activated . As a result , the GM will have to describe each area as 
  it would look without power until the characters turn on the 
  power plant. For example , before the power plant is activated , 
  the restaurant (2A) is filled with immobile robot waiters , frozen 
  at som e stage of their norma l motions . All viewing screens in 
  the starport remain dark unt il the power comes on. 
  Th e starport's main lights will not come on until the power 
  plant is act ivated , but characters will be able to see fairly well in 
  the dark due to illumination from the many everglow lightstrips 
  located throughout the starport. 
  THE STARPORT 
  1. THE ULTRA-RADAR 
  TOWER . As the characters climb 
  through the gap in the wal l they will notice that this room is 
  filled with all manner of advanced electronic gear. Cha ir con-
  soles and display screens line the outer wall. In the center of 
  the ceil ing is a large round screen. Although all the equipment 
  in the room appears undamaged , the screens are dark and 
  none of the electronic devices appear to be functioning . Hid-
  den behind two large electron ics cabinets are two hissers (HD : 
  18; hp: 63, 57; AC : 3; MV: 12; AT : by weapon type ; MU : sonic 
  attack , mass mind or pyrokinesis) . One of the hissers is armed 
  with a vibrodagger , the other with a stun whip. Each device has 
  enough energy left for 14 minutes of use. They will wait until 
  the entire party is in the room before attacking . On the far wall 
  is an open elevator. Until the power plant is activated , however , 
  it will not move . On either side of the elevator are doorways 
  opening onto staircases . Both lead down 60 meters to the main 
  concourse (see 2). 
  When the power plant is activated , all equ ipment in the room 
  will light up and beg in to funct ion . If the characters try to 
  operate the var ious devices , they will discover that all the 
  display screens show the same message regardless of what 
  they do . The message reads "NOT AR GETS IN RANGE ... NO 
  TARGETS IN RANGE ... NO TARGETS IN RANGE. " 
  2. MAIN CONCOURSE. 
  This huge chamber is the central 
  bu ilding for the starport. The concourse 's walls and high 
  domed ceiling are decorated with colorful Amerindian mosa-
  ics and painted designs . Located evenly around the outside 
  wall of the concourse are large windows , but beyond them is 
  noth ing but packed sand. To the east and west of the central 
  group of rooms are two wide passages leading to the east and 
  west terminals . To the south are escalators leading down to the 
  baggage claim area . In the center is a circular area divided into 
  many rooms . Each of these rooms is detailed below . 
  2A. THE RESTAURANT. 
  Th is establishment 
  once served 
  many hungry travelers the finest food in the entire solar sys-
  tem . The restaurant is totally automated . Three waiters and the 
  maitre d' are simple modified general robotoids (HD : 5; hp: 20 
  each ; AC : 4; MV: 12; AT : none) . All of the tables are carefully 
  set, but unt il the starport 's power plant is activated , everything 
  is cov ered with a thick layer of dust. If characters peruse the 
  restaurant's menu , they will find many archaic and unknown 
  typ es of food ; however , · Mygnyl Chorts are available . The 
  2 
  characters may eat here as often as they wish, but each meal 
  will cost 5-1 O domars per person . The restaurant's cash regis-
  ter (located within the maitre d's chest) currently contains 237 
  domars. If the characters will not pay for their meals , or other-
  wise cause trouble (including robbing the register) , the maitre 
  d' will summon the security robot from 16. 
  28. THE KITCHEN. This room is filled with all manner of 
  cooking apparatus , including a quark-powered cooker , a sele-
  nium stove , and a maxi-boron 
  boiler . Large quantities of 
  canned and freeze-dried foods are stored in a small adjoining 
  room . The restaurant's two cooks (also general robotoids) will 
  not bother anyone in the kitchen unless they are prevented 
  from performing their duties. 
  2C . LOUNGES . These two areas are virtually identical. Both 
  have dozens of comfortable plastic chairs , a display screen 
  showing departure and arrival times (none are listed current-
  ly) , and a friendly information robot implanted in the wall. This 
  helpful machine will gladly answer any questions the charac-
  ters ask about the starport ( as it was before the accident) , but it 
  is programed for nothing else. 
  20. GIFT SHOP. This shop contains hundreds of cheap knick-
  knacks such as imitation turquoise jewelry , miniature plastic 
  thunderbirds , small drinking glasses , inedible candy , and piles 
  of flaky dust which once might have been paperback novels . 
  Sitting behind the counter are three calthen (HD : 6; hp: 21, 17, 
  15; AC: 9; MV: 4/ 12 flying ; AT: bite for 10-60 points of damage) 
  which fle w in through the opening in the tower and have been 
  investigating the starport. If outnumbered , the creatures will 
  not attack unless discovered. Although the cal then have no 
  valuables , a cash register hidden in the counter will be dis-
  covered if characters spend a few minutes searching for it. 
  Inside the cash register are 750 domars . 
  2E. RESTROOMS. The east room is for males, the west room is 
  for females . None of the devices in the rooms are operable , but 
  there is an undamaged 1 m x 2m mirror in the east restroom . It 
  is made of polished crysteel , and is very sturdy . 
  3. BAGGAGE CLAIM AREA. This large room was used as a 
  combination 
  waiting room and baggage claim area. Aside 
  from the many chairs and benches , the only other structures in 
  the chamber are six half-meter high circular platforms . These 
  disks were used as receivers for the starport 's mass transmit-
  ters . The luggage and other inanimate objects in each shuttle 's 
  hold were transmitted here. The disks will not function even if 
  the power is on . On the westernmost platform are 10 suitcases . 
  All are locked , but characters will have little trouble breaking 
  them open . Eight of the suitcases are filled with such use less 
  things as ancient ragged clothing and toiletries . In one suit-
  case , underneath the deteriorating 
  rags , is an energy cloak 
  modified to operate on hydrogen energy cells with 10 hours of 
  use remaining . Nothing of value has survived in the last suit-
  case , but if it is forced open it will release a 3-meter-diameter 
  cloud of Nervium-12 anti-theft gas. Anyone within the cloud 
  will be stunned for 20 minutes minus their constitution score . 
  4. THE LOADING ZONE. The party passes through the outer 
  glass doors into an underground tunnel. The tunnel extends to 
  both left and right , but about 30 meters out the roof has col-
  lapsed , closing off the passage . In the open section of the 
  tunnel are three passenger vehicles . They are heavily corroded 
  and will not function . The two cars parked at the curb are 
  empty . Inside the third car 's glove compartment are 350 dom-
  ars, a state of New Mexico vehicle registrat ion , a flashlight 
  
  (normal illumination but infinite life) , a radium chronometer 
  (will keep perfect time for the next 400 years) , and the car gun 
  -
  a stun ray with seven charges remaining . The car's rear 
  trunk is slightly open . Inside the trunk is a mutated chuckwalla 
  (HD : 12; hp: 43; AC: 5; MV: 18; AT: bite for 3d6 points of damage 
  plus intensity 7 poison; MU: reflection, heightened intelli-
  gence, and symbiotic attachment) . This iguana-sized intelli-
  gent reptile will wait until a character approaches the back of 
  the car before leaping out of the trunk and attacking with 
  symbiotic attachment. After this first attack , the chuckwalla 
  will use its reflection power until its victim falls under its con-
  trol. Inside the trunk is the chuckwalla's treasure hoard , con-
  sisting of one book explaining the mysteries of Cerebrospan-
  sial Evolution, 16 dice, three pairs of women 's stockings , one 
  football helmet , one rubber monster , and one canister of 
  breath freshener displaying the message, "IT SMELLS RIGHT 
  WITH PYRIDITE! " 
  5. WASHROOM. This room contains all the equipment one 
  would expect in a 23rd century restroom , including an egg-
  shaped sonic fresher and a low-power disinfecting energy 
  bath . Anyone who enters the fresher , clothed or otherwise, will 
  be scrubbed clean with energetic sound waves. Any electronic 
  devices (ray guns, energy cells , etc .) subjected to this cleans-
  ing have a 20% chance of malfunctioning
  . The low power 
  energy bath will totally disinfect anyone who stands beneath 
  its circular mechanisms . If a force field enters the energy bath 
  it will cause an electromagnetic flux , destroying both the force 
  field generator and the energy bath in a shower of crackling 
  energy and shooting sparks. This is harmless to living things , 
  but will destroy all electronic equipment within three meters . 
  6. JANITOR'S ROOM. The door to this room is locked , but the 
  lock is weak and will snap if given a hard shove . The room is 
  filled with all kinds of cleaning devices and fluids (none are 
  poisonous). In a corner of the room is a sanl-rob (HD: 3; hp: 15; 
  AC: 4; MV: 8; AT : none) . This robot has a humanoid appear-
  ance from the waist up, but its lower body is a box-like hover-
  ing machine . When the power plant is activated , the sani-rob 
  will repair the broken window at 9 and clean up the sand which 
  has spilled into the room . The robot is preprogramed to do its 
  job, and will not obey verbal commands . 
  7. THE FLINGING 
  FERN. This chamber is the same as 5, 
  except that in the room is a mutated houseplant (HD : 20; hp: 
  70; AC : 6; MV: 6; AT: eight vines can constrict opponents for 
  3d6 points of damage each upto nine meters away; MU: explo-
  sive seeds, squeeze vines, mobility , and size increase) . Origi-
  nally this creature was a small potted houseplant which was 
  left here by a frightened tourist during the evacuation of the 
  starport. When the cloud of radioactive dust swept over the 
  area, it caused the plant to mutate. Over the years the plant has 
  kept the starport pest-free by devouring all intruders . When 
  characters open the door to this room they will be attacked 
  immediately by the monster 's eight constricting vines . Each 
  limb will take 10 points of damage before being severed. When 
  four or more vines have been severed, the mutant plant will 
  start flinging explosive seed pods at the party . Each pod may 
  be thrown up to 20 meters, exploding on contact for 5d6 points 
  of damage in a two-meter radius . The plant has only 10 pods . 
  8. PAGING/LOST AND FOUND. This room was used for star-
  port paging, information , and lost and found. The room is 
  divided in half by a clear plastic wall. The near side of the room 
  is filled with the remnants of what were once chairs, tables , and 
  couches . Through a door in the plastic wall are two desks , a 
  control console for intercom paging , and several shelves. The 
  desks are filled with scraps of ancient paper, pencils , and other 
  3 
  stationery . The shelves contain various objects left and forgot-
  ten by the starport's travelers . Among the items are three 
  leatherette jackets, two purses , one camera (self-developing , 
  three photos remain) , one pair of binoculars (amplify vision up 
  to 20 times) , and three sets of keys (none are useful) . If the 
  characters activate the starport paging system , they will hear 
  their amplif ied voices booming throughout the starport. 
  9. EAST TERMINAL. This huge room contains four ticket 
  counters , dozens of benches and a central lounge . The east 
  wall is a huge window made of transparent plastic . Nothing 
  can be seen beyond it but a wall of sand . One section of the 
  window has collapsed , allowing sand to pour in. If someone 
  approaches within 15 meters of the sand, three seps (HD: 17; 
  hp: 60, 40, 30; AC : 5; MV: 10; AT : bite for 9d6, 6d6 and 4d6 
  points of damage respectively) will emerge from the sand and 
  attack the nearest character . If the seps' carcasses are cut 
  open , the characters will find a pair of reflective sunglasses , a 
  large sheath knife , a pair of infrared goggles and a mutation 
  bomb . Behind each ticket counter is a room containing ticket 
  machines and thousands of travel brochures. Each ticket 
  counter is equipped with robotic travel agents programed only 
  to sell tickets . The robots will charge 1,000-10,000 domars per 
  ticket , depending on the distance traveled. Tickets are useless, 
  of course , since there are no starships left in orbit. In the center 
  of the room is a lounge surrounding a holotank televisor . The 
  televisor shows a short documentary on the healthy effects of 
  weak delta radiation . Leading out of the terminal are three 
  corridors 
  labeled "TO SHUTTLE FOUR," "TO SHUTTLE 
  FIVE" and "TO SHUTTLE SIX." Corridors four and six have 
  collapsed, but corridor five is in perfect condition . It leads to 
  the starport's only operational shuttle . 
  10. MANAGEMENT 
  OFFICES. This room was used by the 
  starport 's management staff . The room contains four desks, 
  eight chairs , several filing cabinets , three neurotypers, and a 
  computer access console connected to the starport's brain 
  room . All of the paper material in the desks has long since 
  disintegrated , but the mechanical equipment is in perfect con-
  dition . Attempts to use the computer console will get little 
  result since the brain's memory has been removed (see 17). 
  The adjoining back room _is empty . 
  11. THE POWER PLANT. This chamber contains the starport's 
  broadcast power receiving station and the emergency fission 
  micropile power plant. The emergency power plant is in per-
  fect condition . The small (one meter square) micropile is fea-
  tureless except for a single large red button . If the button is 
  pressed, the micropilewill surge to life, supplying power to the 
  entire starport . Lights will come on, the escalators will begin to 
  move, all of the robotic units will energize, and soothing music 
  will begin to filter out of hidden speakers . The miniature reac-
  tor will operate the starport for two years . The most important 
  device activated when the power plant is turned on is the 
  powerful automatic forcebeam projector located on the top of 
  the ultra-radar tower . Immediately the device will begin clear-
  ing sand away from the starport and shuttlecraft. Light will 
  pour into the main concourse and terminals, and the six cor-
  roded shuttlecraft will become visible several hundred meters 
  to the north. 
  If the micropile is damaged in any way , there is a 75% chance 
  that the device 's delicate internal mechanisms will be ruined 
  forever . The remainder of the time the micropile will melt down 
  into a white-hot puddle of slag and radiate intensity 12 radia-
  tion in a 20-meter radius . Under no circumstances can the 
  power plant be used to recharge any device. 
  12. WEST TERMINAL. This chamber looks exactly like the 
  
  East Terminal , but the west wall is intact. There are two sets of 
  double doors in the west wall that open to the outside of the 
  starport , but until the power plant is activated they are blocked 
  by a wall of sand . Three long corridors lead out of the terminal. 
  They are labeled "TO SHUTTLE ONE," "TO SHUTTLE TWO" 
  and "TO SHUTTLE THREE. " All of the corridors have col-
  lapsed a few meters from their entrances . If the characters 
  move down corridor three , they will be attacked by two mutant 
  scorpions (HD: 15; hp: 48, 43; AC : 2; MC: 24; AT: two pincers 
  for 2d6 each plus one sting for 1d6 plus intensity 14 poison ; 
  MU: size increase and increased speed) . 
  13. SECURITY. The walls and ceiling of this room are covered 
  with video screens, each displaying a different section of the 
  starport. In the center of the room is a security robot (HD: 12; 
  hp: 72; AC: 2; MV: 120; AT : two paralysis rods, one slug thrower 
  with 10 clips of large caliber ammunition, 10 sleep grenades 
  (treat as intensity 15 poison), and 10 tear gas grenades). The 
  robot is in the "off" mode, but will be re-energized if its services 
  are needed anywhere in the starport (provided the power is 
  on) . If characters openly carry any kind of weapon , the robot 
  will attempt to disarm them , stunning or slaying anyone who 
  tries to interfere . If characters try to remove the robot's weap-
  onry after they have defeated it, they have a 40% chance of 
  success per weapon . 
  14. STORAGE ROOM. This room is filled floor to ceiling with 
  boxes and cartons of office supplies , standard tools , emergen-
  cy food rations (enough to feed 100 people for a month) , and 
  the starport's emergency water supply , a full 20,000 gallon 
  tank . 
  15. BRAIN ROOM. This room is the nerve center for all of the 
  starport's electronic and robotic mechanisms . The outer door 
  is locked and will take 30 points of damage before breaking in. 
  The walls are covered with control panels , switches, knobs, 
  and buttons. From here the lights, power , and robots of each 
  area of the starport can be controlled. The main computer also 
  is located here, but its memory tapes have been removed. Any 
  character with computer skills (and replacement tapes) will be 
  able to reprogram this central brain to run all of the robots and 
  other mechanisms however desired . 
  16. ROBOTICS. In this room are spare parts, tools , and repair 
  mechanisms for all of the starport 's robotic units . Among the 
  racks of tools are two laser torches that can be used as wea-
  pons if turned up to full power. The laser torches have a 
  one-meter range, do 5d6 points of damage , and have enough 
  energy for"10 minutes of use. Also in the room is the body of a 
  malfunctioning general robotold (HD: 5; hp: 20; AC: 4; MV: 12; 
  AT: bash with arms for 3d10 points of damage) . It will come to 
  life and attack the nearest character if it is moved or its n:,echa-
  nisms are disturbed. The deranged robot will attack until 
  destroyed . 
  4 
  THE SHUTTLE 
  Note: As with the previous descriptions, the following sections 
  assume that the starport 's power plant has been activated . If it 
  has not , the shuttle will still be deep in sand, as well as dark and 
  powerless . 
  The length of the corridor between the east terminal and the 
  shuttle is 100 meters. Through windows in the side of the 
  tunnel the characters can see they are approaching a strange 
  spaceship . The outside of the ship is badly corroded , but it 
  appears more or less intact. In the distance the characters can 
  see five other shuttle craft in far worse condition. The corridor 
  ends at an open hatchway leading onto DECK 1. 
  DECK 1. This brightly lit chamber is empty except for a ring of 
  thickly padded chairs (acceleration couches) and a hollow 
  plastic jump shaft running from the middle of the floor to the 
  ceiling . In front of each acceleration couch is a small porthole . 
  The jump shaft is a null-grav tube made to allow passengers to 
  move with ease between the shuttle 's decks . The padded walls 
  are studded with soft handles so passengers may pull them-
  selves along. 
  DECK 2. This round chamber is the same as DECK 1, except 
  the jump shaft does not continue down. There is instead a 
  locked door opening onto a set of stairs leading down to the 
  cargo hold . The door will take 20 points of damage before 
  breaking open. 
  THE CARGO HOLD. This large room is filled with ruined 
  boxes , crates , and other containers . Many of the objects look 
  slightly burned. Hiding among the containers are 20 mutant 
  rats (HD: 1; hp: 4; AC: 7; MV: 6; AT: bite for 1 point of damage; 
  MU: light wave manipulation and electric generation) . These 
  creatures have remained in this cargo hold for centuries , sur-
  viving on the contents of the containers . They will attack the 
  characters as soon as the party reaches the hold floor . They 
  are cowardly creatures , however, and if more than half the[r 
  number are slain , they will use light wave manipulation to 
  become invisible and flee. About three-fourths of the contain-
  ers are completely empty . The rest are filled with useless bits of 
  what once was clothing, building materials , electronic devices, 
  and food concentrate. The GM may list the contents of several 
  boxes , cartons and containers which hold valuable , intriguing 
  or dangerous objects . 
  COCKTAIL LOUNGE. This room contains a long hardwood 
  bar, dozens of bottles of alcoholic beverages, several tables, 
  many chairs , a large video screen , and 10 tri-vid amusement 
  games. 
  COMMAND MODULE. This small room contains four acceler-
  ation couches and is packed with switches, dials , and readout 
  screens . The area is illuminated by a myriad of blinking co-
  lored lights . All of the equipment has been disengaged from 
  manual control and is now on an automatic countdown se-
  quence . If the characters watch the readouts carefully , they 
  will see short reports such as "A TM -
  OK," "PWR -
  OK," and 
  "ENG -
  OK" flash across the screens . After a few seconds the 
  message "ALL FUNCTIONS GREEN AND GO" will flash on 
  and then the screens will read "T MINUS 30 SECONDS ... T 
  MINUS 29 SECONDS ... T MINUS 28 SECONDS," and so on. 
  Characters will be unable to reach the outer hatch of the 
  shuttle (on DECK 1) in less than 30 seconds. At T minus 20 
  seconds the main hatch will close and lock shut. At T minus 15 
  seconds the characters will be able to feel vibrations in the 
  deck floor and walls . AtT minus 10secondsa wailing siren will 
  
  sound and the shuttle's bright lights will be replaced by a 
  flashing ·red warning signal. At T minus O seconds the ship 's 
  thorium fusion engines will ignite ; the shuttle will shake vio-
  lently and begin to move upward at an ever-increasing speed. 
  The G-force produced by the acceleration will cause 2d6 
  points of damage per round to any character not lying down in 
  an acceleration couch . After 10 rounds of acceleration the 
  shuttle begins to coast, the lighting returns to normal, and the 
  ship 's internal artificial gravity comes on. If any of the charac-
  ters look out one of the· shuttle 's portholes they will see the 
  Earth receding far below them . The shuttle continues on its 
  course for approximately 30 minutes before the warning lights 
  and siren come back on . Looking out of the portholes , the 
  characters see that the shuttle is rapidly approaching a huge 
  ring-like construction -
  an ancient space station . Several 
  sections of the station appear to be badly damaged, but the 
  characters can see dim light coming out many small windows . 
  THE SPACE STATION 
  Note: The GM must remember to announce that the shuttle 
  returns to Earth two hours after it arrives (see LEAVING THE 
  SPACE STATION) . 
  A. DOCK-POD. The GM should determine at which of the four 
  operational dock-pods the shuttle arrives. After docking, the 
  main hatchway swings open. Immediately, air rushes out of the 
  ship and into the space station . Since the station has lost some 
  of its atmosphere to slow leaks, it has a lower-than-normal air 
  pressure . (The outrush of air is caused by the equalization of 
  pressure between the station and the shuttle.) This low pres-
  sure will cause some discomfort at first , but characters will be 
  able to breathe with little difficulty . 
  The dock -pod is sparsely furnished with aging chairs and 
  couches . Faded wall posters tell the splendors of the cloud 
  cities of Jupiter, the intra-r ing pleasure ports of Saturn, and 
  many other famous vacation spots around the solar system. 
  The floor of the dock-pod is carpeted with a bright shag rug, 
  but in some areas the thick pile seems sodden with a dark 
  brown , gooey substance . 
  B. MATTER TRANSMITTER PADS. This large round room has 
  five separate areas, each marked "TO STARSHIP 1," "TO 
  STARSHIP 2," and so on up to 5. Each of the triangular rooms 
  is totally bare and empty . The floors are transparent and reveal 
  a maze of complex circuitry and wiring . These rooms are giant 
  matter transmitters which once transported shuttle passengers 
  to the large outbound starships located farther out in orbit. 
  Age and lack of repair have left all the matter transmitter pads 
  inoperable. 
  The carpeted floor of the walkway around the transmitter pads 
  is coated in a layer of the brown, pudding-like material noticed 
  in the dock-pod . All the transporter rooms are empty except 
  the one marked with a star(*). In this room the party will see 
  what looks like a man standing with his back to the door. The 
  figure appears humanoid , but its body quivers and shakes in a 
  very inhuman way. It is a plague zombie , a victim of the horrible 
  Canopus plague. (HD: 8; hp: 35; AC: 9; MV: 9; AT: see below .) It 
  appears to be made of a dark brown, glistening, gelatinous 
  substance. The disgusting creature will attack the party by 
  bashing characters with its two misshapen fists . Each attack 
  does only 1 d3 points of damage, but anyone struck will be 
  coated with some of the creature's gooey substance. The 
  brown material will eat away at the victim's flesh, causing 1 d10 
  points of damage per round . If the damage taken exceeds the 
  victim 's total number of hit points, the victim will become a 
  plague zombie and attack the rest of the party . The only way to 
  5 
  stop the plague from taking over a body is to remove the 
  affected flesh with a sharp object , causing 1 d6 points of dam-
  age per affected area. Once the plague has taken over a body , 
  there is no cure . The plague zombie is clothed in a plain 
  jumpsuit and has no other possessions . 
  The Canopus plague is an alien disease brought back to Earth 
  by long-range scoutships in the early 2300's. It is highly conta-
  gious and causes its victims' flesh to change into a viscous, 
  pudding-like material. Once the plague has totally taken over a 
  body, the victim becomes a zombie , interested only in seeking 
  out healthy humans and infecting them with the foul disease. 
  The Canopus Plague never broke out in epidemic proportions 
  on Earth , but many space stations such as this were complete-
  ly contaminated . When this station was infected , the survivors 
  were lucky enough to escape and leave the plague-zombies 
  behind. The space station has remained functioning , but 
  plague zombies wander the rooms and halls in an endless 
  search for uninfected humans . 
  C. DESTROYED DOCK-POD. During the battle between the 
  plague zombies and the survivors , a group of zombies tried to 
  reach Earth by boarding one of the shuttles . To prevent their 
  escape, the station commander blew up the shuttle before it 
  could leave the station . The explosion also tore open the dock-
  pod where the shuttle was docked . Pressure-safety doors auto-
  matically sealed off the damaged pod . These doors (and all 
  other pressure-safety doors leading to vacuum) will withstand 
  up to 200 points of damage before breaking open. If they are 
  opened , all the air in this section will rush out into space 
  through the shattered dock-pod . Pressure-safety doors im-
  mediately seal off the area to protect the rest of the station, but 
  anyone still in the matter transmitter area will be sucked out of 
  the station to die in the cold , airless void of space. (If the GM 
  feels charitable, he may give the players some warning about 
  the dangers beyond the pressure-safety doors , such as flash-
  ing lights , signs on the doors stating "VACUUM ," or a noticea-
  ble hissing and outrush of air as the door nears its breaking 
  point.) 
  D. HAROLD JOHNSON'S FAMILY RESTAURANT. This once-
  fine restaurant is now a total shambles . Many chairs and tables 
  have been broken, others were burned . The backroom and 
  kitchen are totally demolished . Five corpses lie in the rubble. 
  They have not decayed in the station 's bacteria-free atmos-
  phere, but have become mummified over the years. If the 
  bodies are sear.ched, characters will find 20 domars , one laser 
  pistol with two charges remaining , and an energy mace with 30 
  seconds of energy remaining (enough for three melee rounds 
  of use). 
  E. THE MOON SURVIVAL STORE. Before the plague , this 
  shop specialized in survival gear for travelers going to the 
  moon. Characters can see the ruined remnants of spacesuits , 
  radios , food concentrates , and other paraphernalia in the 
  shop . Before the party can do a complete investigation, how-
  ever, a plague zombie (see B) (HD: 8; hp: 34; AC: 9; MV: 9; AT: 
  two attacks for 1 d3 points of damage each, plus plague) rushes 
  out of the back of the room and attacks . If the characters 
  search the shop after killing the monster they will find one 
  inflatable pressurized four-man tent, one pressure suit with 
  enough air for 24 hours, two walkie-talkies with a maximum 
  range of 10 miles, and a lunar mini-rover which is about 1.5 
  meters wide by 2.5 meters long and can carry two passengers 
  and their gear at 20 kilometers per hour over almost any ter-
  rain. The mini-rover is solar powered and will run one hour for 
  every two hours of charging in direct sunlight. If characters 
  check the back room they will find 10 tanks of pressurized 
  oxygen. If any of the tanks are seriously damaged , they will 
  explode in a five-meter radius for 10d6 points of damage. 
  
  F. PHARMACY. In this drugstore are many containers of drugs 
  and medicines . Each container holds 3d10 tablets . The labels 
  are either too faded to read or missing entirely. If characters 
  swallow any of the drugs, roll percent ile dice on the following 
  chart to determine the effects. 
  Roll 
  Drug 
  Effect 
  1-15 Analgesic 
  Kills pain for one to four hours 
  16-30 Anti-motion 
  sickness Prevents nausea for eight hours 
  31-45 Oxy-tab 
  Provides all oxygen necessary 
  to survive for four hours . 
  46-60 Vita-fed 
  Contains over 100 vitamins , die-
  tary supplements , and other 
  healthy agents 
  61-75 Aller-tab 
  Stops all allergic reactions for 
  four hours 
  76-00 Spoiled medicine 
  Poison , intensity 3-18 (roll 3d6) 
  G. FASHION OF THE FUTURE. This store would be a yexil 's 
  dream come true. It contains meter upon meter of rayon, nyl-
  on , dacron , ultron , and other man-made fabrics . Scores of 
  fashionable outfits are tastefully displayed on mannequins 
  throughout the store . As characters investigate this store they 
  will be attacked by two former salesgirls who now are plague 
  zombies (see B) (HD: 8; hp: 40, 32; AC: 9; MV: 9; AT: two attacks 
  for 1d3 points of damage each , plus plague) . If the characters 
  search the store carefully they will find 300 domars in a con-
  cealed register . 
  H. PERSONNEL QUARTERS. These six rooms once housed 
  the station 's permanent personnel. Each room has several 
  beds , closets, chairs, and a washroom . There is a 50% chance 
  that each room will contain 1-3 plague zombies (see 8 ). If the 
  characters search these rooms, they will find one or two items 
  of interest per room. These may be chosen randomly from the 
  treasure tables in the GAMMA WORLD rulebook or devised by 
  the GM to fit the situation. 
  I. COMMUNICATION 
  BOOTHS. This room has 10 booths, 
  each containing a telephone-like 
  arrangement with an at-
  tached video screen . Characters may activate the devices by 
  entering the booth and closing the door. To determine what 
  happens , roll percentile dice on the following chart . 
  Roll 
  Effect 
  1-20 Nothing happens 
  21-40 A woman 's face appears and asks the character to de-
  posit 1-100domars . The image isa recording and will not 
  respond to questioning . If the money is deposited , roll 
  again . If no money is deposited , the image fades . 
  41-50 A humanoid mutant with the head of a giant fly appears 
  on the screen. The creature says something in a 
  strange language , gestures wildly , and switches off. 
  51-60 The communication gear explodes, inflicting 2d6 points 
  of damage on the character inside the booth and burn-
  ing his or her clothing. 
  61-75 An image of a woman (a programed operator) appears 
  and asks the character to pay 1,000-20 ,000 domars for 
  the call he has been making over the last century (the 
  line was left open) . If the character refuses to pay, the 
  doors will lock shut and the operator will politely berate 
  the character for his or her unwillingness to pay up. The 
  doors will · take 10 points of damage before break-
  ing open . 
  76-00 An "out of service " sign appears and the character is 
  given a refund, or the GM can create something to fit 
  the situation . 
  6 
  J. DESTROYED SECTIONS. These two areas were severely 
  damaged during the station crew 's panicked evacuation and 
  fight against the plague zombies . They are sealed off from the 
  rest of the station by pressure-safety doors, which will with-
  stand up to 200 points of damage before breaking open . If the 
  doors are forced open, all the air in the characters' section will 
  rush out into space, sweeping the characters along . Pressure-
  safety doors will immediately seal off the area to prevent de-
  compression in other parts of the station . 
  K. RANDOM ENCOUNTER. Each time the characters pass an 
  area marked K, there is a 40% chance they will encounter 1-3 
  plague zombies . If the characters are not surprised, they have 
  a 50% chance to avoid the zombies if they wish . 
  , ... 
  r ............ 
  ::m:::...---1 
  ::;_
  :f: ~-~~-~~~'.
  :'. =·---~ 
  .. =··· 
  ,,,, ///,/ 
  LEAVING THE SPACE STATION 
  The shuttle is pre-programed to return to Albuquerque Star-
  port two hours after arrival. The characters may learn this by 
  checking the readout screens in the command module of the 
  shuttle , or by hearing the programed intercom messages in the 
  space station. These messages begin with "THE SHUTTLE 
  BOUND FOR ALBUQUERQUE WILL DEPART IN ONE HOUR 
  AND 30 MINUTES" and are repeated at 10-minute intervals . 
  Two hours after the shuttle docks it will automatically close its 
  main hatchway , ease away from the space station , and head 
  back to Earth . Any characters left behind on the station are 
  stranded forever . 
  When the shuttle is halfway back to Earth , the readout screens 
  in the command module begin flashing messages warning of 
  an overheating element in the shuttle's thorium fusion en-
  gines . At first the messages are short and not very threatening, 
  but as the ship approaches the landing pad they rapidly take 
  on emergency proportions . Just as the shuttle touches down 
  and connects to the access corridor a whooping emergency 
  siren begins to wail and the ship 's lights start flashing orange . 
  At this point the screens in the command module read 
  "MELTDOWN IN SECTION 6 -
  EXPLOSION IMMINENT -
  EVACUATE SHUTTLE IMMEDIATELY ." Assuming the char-
  acters waste no time leaving the shuttle, as soon as they reach 
  the end of the tunnel leading to the east concourse the corridor 
  will telescope inward and seal its outside exit. A tremendous 
  explosion rocks the starport , and the characters see all six 
  shuttles disappear in a blinding fireball. 
  CREDITS 
  Designed and Written by: Paul Reiche 111 
  Development: Lawrence Schick 
  Editing: David Cook , Allen Hammack , Roberta Reilly , 
  Edward G. Sollers , Steve Winter 
  Art : Erol Otus, Harry Quinn , Jim Roslof, Stephen D. Sullivan 
  Typesetting : Roxanne M. Percey 
  Keyline : Joyce A. Kress, Mary Hendryx , Laura Roslof 
  Photography : Joyce A. Kress, Mary Hendryx 
  © 1981 TSR Hobbies, Inc. All Rights Reserved. 
  GAMMA WORLD is a trademark owned by TSR Hobbies, Inc. 
  ISBN 0-935696-78-4 
  Printed in U.S.A. 
  6501 
  
  The Shuttle 
  The Space Station 
  Cockta il Lounge 
  Deck One 
  Cargo Hold 
  1 square = 1 meter 
  ~ 
  Spiral Stairs ~ 
  ~ 
  Grav Tube 
  ~ 
  Door 
  ~ 
  Airlock 
  - ~ 
  Sealed Area 
  Vacuum 
  Hatch 
  1 square = 6 meters 
  
  B 
  Door 
  ~ 
  Double Door 
  1111111,,, 
  .... 
  Escalator 
  I 111" 
  I I •• 
  Stairs 
  ~ 
  D 
  I 
  _J 
  Counter with 
  Ticket Robot 
  Elevator 
  ~ 
  GIi 
  . 
  r. 
  Loading Dock 
  Rubble , Sand 
  
SOURCE: textdata/thevault/Gamma World [multi]/Gamma World 1e Referee's Screen and The Albuquerque Starport mini-module.pdf