TEXT: ALPHA
  1 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  10
  DARK MATTER SHROUD
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: While this card is readied, you gain total 
  concealment until you are damaged by an 
  attack.
  9 OR LESS: You are blinded and dazed (save 
  ends both). You can’t save against this effect 
  during the turn you overcharge it.
  At your command, motes of 
  dark matter settle on your body.
  MINOR ACTION 
  PERSONAL
  EFFECT: You gain concealment until you are 
  bloodied or until the end of the encounter.
  ALPHA
  PSI
  2 
  TM & © 2010 Wizards of the Coast LLC
  10
  EVOLVED EQUILIBRIUM
  OVERCHARGE: When you start your turn, 
  you can roll a d20.
  10+: When you move, you don’t provoke 
  opportunity attacks while this card is readied.
  9 OR LESS: While this card is readied, if you 
  move more than half your speed with a single 
  action on your turn, you lose the normal 
  benefit of this power during this turn and fall 
  prone at the end of the movement.
  You can stand on one foot, rub your belly, 
  and tap your head all at the same time.
  BENEFIT: You can’t be knocked prone, pulled, 
  pushed, or slid unless you want to be.
  OMEGA
  ISHTAR
  7 
  TM & © 2010 Wizards of the Coast LLC
  DIMENSIONAL SHUNTSHIELD
  Shunt kinetic, electromagnetic, and heat energies 
  into other dimensions for fun and profit!
  ARMOR: Light
  PROPERTY: You gain a +4 armor bonus to AC, 
  and a +1 armor bonus to Fortitude and Reflex.
  POWER: Encounter
  IMMEDIATE INTERRUPT 
  PERSONAL
  TRIGGER: You take damage from an attack
  EFFECT: Reduce the damage you take from the 
  triggering attack by 10. 
  SALVAGE 6: A 6th-level character can 
  salvage the shuntshield. It becomes light 
  armor: +4 armor bonus to AC; +1 armor 
  bonus to Fortitude and Reflex.
  10
  OMEGA
  8 
  TM & © 2010 Wizards of the Coast LLC
  10
  AREA 52
  FLAME THROWER
  WEAPON: Two-handed
  POWER: At-Will ✇ Fire
  STANDARD ACTION CLOSE BLAST 5
  TARGET: Each creature in blast
  ATTACK: Level + 6 vs. Reflex
  HIT: 2d6 + Constitution modifi er + your level 
  fi re damage, and ongoing 5 fi re damage 
  (save ends).
  When you trigger the nozzle, it sprays 
  liquid fire that immolates your enemies.
  ALPHA
  4 
  TM & © 2010 Wizards of the Coast LLC
  10
  DARK
  IMMEDIATE INTERRUPT 
  RANGED 5
  TRIGGER: An attack hits you
  TARGET: One creature
  ATTACK: Level + 3 vs. Reflex
  HIT: The triggering attack also hits the target.
  OVERCHARGE: When you hit with this 
  power, you can roll a d20.
  10+: You take one-half damage from the 
  triggering attack.
  9 OR LESS: Until the end of your next turn, 
  whenever you attack, you automatically hit 
  yourself, in addition to any targets you hit 
  normally.
  Your body becomes covered with 
  a mirror finish, so you can show 
  your enemy just how ugly it is.
  MIRROR BODY
  ALPHA
  10
  5 
  TM & © 2010 Wizards of the Coast LLC
  RAIN CALLER
  “Feel the power of RAIN!”
  STANDARD ACTION CLOSE BURST 5
  EFFECT: The burst creates a zone of rain that lasts 
  until the end of your next turn. Any creature 
  within the zone has concealment, and fire 
  attacks deal one-half damage to targets within 
  the zone. While the zone exists, you can spend a 
  minor action at the start of your turn to make the 
  zone persist until the end of your next turn.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You call down a lightning bolt. Make an 
  attack against one creature within the zone: 
  Level + 3 vs. Fortitude; on a hit, 4d6 + twice 
  your level electricity damage.
  9 OR LESS: You take 20 electricity damage as 
  a lightning bolt strikes you.
  BIO, ELECTRICITY, ZONE
  OMEGA
  AREA 52
  6 
  TM & © 2010 Wizards of the Coast LLC
  MK III SCOUT ARMOR
  ARMOR: Heavy
  PROPERTY: You gain a +6 armor bonus to AC, 
  a +1 armor bonus to Fortitude and Reflex, and 
  a +1 armor bonus to speed.
  POWER: Encounter
  MOVE ACTION 
  PERSONAL
  EFFECT: You make an Athletics check to jump 
  with a +10 bonus. The distance jumped is not 
  limited by your speed.
  SALVAGE 4: A 4th-level character can 
  salvage the scout armor. It becomes heavy 
  armor: +6 armor bonus to AC; +1 armor 
  bonus to Fortitude and Reflex; +1 armor 
  bonus to speed.
  Lightweight but durable, this armor 
  helps you cover a lot of ground quick.
  10
  ALPHA
  3 
  TM & © 2010 Wizards of the Coast LLC
  BIO, POISON
  10
  GAS EMISSION
  The mutant who smelt it dealt it!
  STANDARD ACTION CLOSE BURST 2
  TARGET: Each creature in burst
  ATTACK: Level + 3 vs. Fortitude
  HIT: Roll a d6 for each hit:
   
  1–2: The target takes a –2 penalty to attack
   
      rolls (save ends).
   
  3: The target is immobilized (save ends).
   
  4: The target is blinded (save ends).
   
  5: The target takes 15 poison damage.
   
  6: The target is dazed (save ends).
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: Instead of rolling for each hit, you choose 
  the result for each hit.
  9 OR LESS: You also hit yourself with the 
  attack.
  OMEGA
  AREA 52
  9 
  TM & © 2010 Wizards of the Coast LLC
  10
  FLAREGUN
  WEAPON: One-handed
  POWER Consumable ✇ Zone
  STANDARD ACTION AREA BURST 10
    
   
  WITHIN 20
  EFFECT: The burst creates a zone of bright 
  light that lasts until the end of the encounter. 
  In addition, the flaregun’s other power is 
  expended.
  POWER: Consumable ✇ Fire
  STANDARD ACTION RANGED 5
  ATTACK: Level + 6 vs. Reflex
  HIT: 1d6 + Dexterity modifi er + twice your 
  level fi re damage, and the target is blinded 
  (save ends). While the target is blinded, its 
  space and each adjacent square is fi lled with 
  bright light.
  EFFECT: The flaregun’s other power is 
  expended.
  Step 1: Point. Step 2: Shoot.
  Got it?
  
  OMEGA
  AREA 52
  10 
  TM & © 2010 Wizards of the Coast LLC
  10
  MATTER BOMB PRIME
  POWER: Consumable ✇ Fire, Radiation
  STANDARD ACTION PERSONAL
  EFFECT: You activate the matter bomb. You can 
  place the bomb in your square or a square 
  adjacent to you as a minor action. At the start 
  of each of your turns, roll a d6. On a 6, the 
  matter bomb detonates and you make the fol-
  lowing attack centered on the bomb’s square.
  NO ACTION 
  CLOSE BURST 5
  TARGET: One creature
  ATTACK: Level + 6 vs. Reflex
  HIT: 6d6 + twice your level fi re and radiation 
  damage.
  MISS: Half damage.
  Pushing the candy-apple-red button 
  causes the device to begin flashing. 
  You better start running. Now.
  
SOURCE: textdata/thevault/Gamma World [multi]/7th Edition/Gamma World 7e Cards/LOG Booster Fronts.pdf