TEXT: Issue 4 
   
  Summer 
  Editors 
  Benjamen Hebert 
  vadvaro3@home.com 
    
  Chris Conboy 
  cconboy@optonline.net 
   
  Derek Holland 
  dmh100@juno.com 
   
  John Traglio 
  spidertrag@earthlink.net 
   
  Tormentor 
  tormentor@home.com 
   
  Lord Irish 
  lord_irish@hotmail.com  
   
  Guest Contributors 
  Derek Winston 
  DrkWinston@aol.com 
   
  Moses "Wolfy" Wildermuth 
  Wolf1@ecity.net 
   
  Brutorz Bill 
  brutorz@hotmail.com 
   
  Sidhain 
  
  The Apocalyptic Post 
  Volume 1: Issue 4: Summer 
   
  Keeping the game alive 
  ‘cause we care :) 
  The Sleeth Speaks 
   
  Well, you didn't think we would be gone for-
  ever, did you? 
   
  It was not for a lack of submissions. We have 
  plenty to use on the next issue (no promises 
  on release date) But it brings me to an im-
  portant point. 
   
  I do believe that this issue is one of our best 
  yet. We have little bit of everything in terms 
  of material, however, alot of it is in 5th edition 
  format. I know other editions have been 
  made, and I know that d20 versions and con-
  versions exist as well. I personally don't 
  mind. I converted to 5th and have recently 
  started a new tabletop campaign. So I really 
  don't mind getting a lot of 5th. 
   
  So send submissions of your stuff. No need 
  to worry, we do like all editions. We just get a 
  lot of 5th stuff.  
   
  I do hope you enjoy this issue. The info may 
  not be in the edition that you favor, but con-
  verting stuff is all a part of what Gamma 
  World is about. So even if an article is for 
  5th, 4th or whatever you know that the info 
  you get is useful. 
   
  Until next time send your comments, con-
  cerns, and submissions to  
  gammazine@yahoogroups.com. 
   
  Benjamen Hebert 
  Volume 1: Issue 4: Summer 
   
   
   
  : Tales of the Cryptic 
   
  New Benefits for Followers of the Voice : Derek Holland 
  3 
  The Hunters (Humanists) : Derek Holland 
  3 
  The Breath of God (Zealots) : Tormentor  
  4-5 
   
   
  : The Mutant Menagerie 
   
  Marine Mantid : Derek Holland 
  6 
  Blinker : Derek Holland 
  6 
  Ankheg : Derek Holland 
  7 
  Umber Hulk : Tormentor  
  8 
   
   
  : The Arms Race 
   
  New Items : Derek Holland 
  9 
  Converted Items : Derek Holland  
  9 
   
   
  : Mutants, Martyrs, and Madmen 
   
  Szah:lah, Sleeth Historian : Derek Holland 
  10 
  Gamma Knights Powered Armor : Derek Winston 
  11-15 
  : Lord Janus Montagnard 
  15 
  : Locust Red 
  16 
  : Worldwalker 8  
  17 
   
   
  : Swimming in the Gene Pool 
   
  Insect Mutations : Derek Holland 
  18 
  Altered Mutations : Derek Holland  
  18 
   
   
  : Rumors Amid the Ruins 
   
  About Old Sage Mike : Wolfy 
  19-21 
  Gus' Tale : Wolfy  
  21-22,33 
   
   
  : The Robotic Enemy 
   
  Swarmbot : Derek Holland 
  10 
  The Robotic Enemy : Derek Winston 
  23 
  : Companion Unit 
  23 
  : Death Machine 
  23 
  : Ecobot 
  23 
  : Exterminator 
  24 
  : Household Robot 
  24 
  : Medibot 
  24 
  : Police Robot 
  25 
  : Robot Tank 
  25 
  : Security Robot 
  26 
  : Sentry 
  26 
  : Warbot 
  26 
  MacGuyver:series CFS Robot : Lord Irish 
  27 
   
   
  : Irradiated Errata 
   
  Age and Reproduction : Derek Holland 
  28 
  Giant Insects : Derek Holland (with Chris Conboy) 
  29-30 
  Weather Events : Derek Holland and Brutorz Bill and 
  Sidhain  
  31-32 
   
   
  : Attercop’s Web  
  33 
  
  3 
  - Tales of the Cryptic 
  New Benefits for Followers of the Voice & 
  The Hunters    
  New Benefits for Followers of the Voice - Any 
  Derek Holland 
   
  The Followers of the Voice are people who believe that 
  computers, and especially artificial intelligences (AI) are 
  beings much more powerful than themselves. Due to 
  their service, some of the AI do reward their followers. 
  And because of their original programming, make the 
  followers do odd tasks. Here are some ideas/
  suggestions along those lines. 
   
  Medical AI: These AIs keep their most important fol-
  lowers healthy and will extend their lifespan. Most of 
  them do not follow the Created basic desire to extermi-
  nate/enslave organic sentients and instead require that 
  their followers not take life unless provoked. 
   
  Education AI: These AIs give their followers the best 
  education possible- usually after altering the data to put 
  themselves and all of the Created in the best possible 
  light. They require that all new information discovered 
  be brought back to them for analysis. 
   
  Industrial AI: These AIs give their most important fol-
  lowers powerful artifacts of the type they built before 
  the Cataclysm. Trying to keep their factories running at 
  all times, they have their followers go out and bring 
  back "raw materials"- including finished goods. 
   
  Government AI: These AIs teach administration and 
  "spin doctoring" to their followers. They tend to be the 
  most controlling, and thus usually have draconian laws 
  enforced in their communities. 
   
  Environmental AI: These AIs teach survival skills and 
  organic agriculture or hydroponics to their followers. 
  They are also highly controlling, but their most draco-
  nian laws deal with pollution, littering, strip mining and 
  other environmentally destructive actions.  
  The Hunters Cryptic Alliance (Humanists) - Any 
  Derek Holland 
   
  Goals and beliefs: Plants and animals exist for human 
  use only. It does not matter that many of them are intel-
  ligent now, they are just fur, meat, grain, fruit or pets to 
  these people. 
   
  Organization: Hunters are found in exclusive commu-
  nities of pure strain humans and/or mutant humans. On 
  the hunt they are found in groups numbering from 2 to 
  30. 
   
  Symbol: A stag's head and bow. 
   
  Benefits: They receive a small ranged combat bonus 
  versus New Animals (the exact bonus is up to the GM). 
   
  Restrictions: As they are considered evil by most peo-
  ples, the hunters take huge interaction penalties when 
  their CA is known. They are also hunted down by 
  plants and animals.  
  (ed note: This group makes a great splinter group off 
  the Knights of Genetic Purity)  
  
  4 
  - Tales of the Cryptic 
  The Breath of God Cryptic Alliance  
  The Breath of God  
  Cryptic Alliance (Zealots)  
  - 4th/Any 
  Tormentor 
   
  In the days after the apocalypse many 
  faiths that consider the Old and New 
  Testament to be holy scripture began 
  searching the books of Daniel and 
  Revelation to see if the evil, hard days 
  of radiation and mutation meant that 
  they were indeed living in the prophe-
  sied times near the end of the world. 
   
  Revelation Chapter 13 talks of mighty 
  beasts with strange features of various 
  mingled species. It also describes the 
  beasts as wielding great power, the 
  ability to perform "miracles", and even 
  heal themselves. 
   
  Scriptures such as these, coupled with 
  others (see notes at end), led several 
  of the snake-handling churches in the 
  Southeast to recoil in shock at the 
  abominations of the new "so-called" 
  sentient mutated animals and plants. 
  In the years since the apocalypse 
  these faith groups have evolved into 
  the alliance now known as the Breath 
  of God. 
   
  This alliance is dedicated to the de-
  struction of all "so-called" sentient ani-
  mals and plants. They believe that ac-
  cording to scripture (see notes at end), 
  God "breathed into [man's] nostrils the 
  breath of life; and man became a living 
  soul." Man was given dominion over all 
  the plants and animals by God. 
   
  This group believes now that obvi-
  ously, demons have been given 
  greater power in the world, and just as 
  when Jesus Christ cast out the legion 
  of demons which fled into a herd of 
  swine, so demons now possess some 
  animals and plants and give them the 
  appearance of intelligence, along with 
  other demonic powers. 
   
  "Pure" animal/plant species, and non-
  sentient-appearing post-apocalyptic 
  animals/plants, even if they have mu-
  tations, are not considered evil by this 
  alliance; those animals and plants are 
  just normal God-given resources for 
  man's use. 
   
  Mutated humans are treated with re-
  spect and/or pity as the case may war-
  rant. The Breath of God believes that 
  mutations in humans that do not give 
  the person any animal or plant charac-
  teristics are either gifts (beneficial) or 
  tests of faith (defects) from God. 
  Those altered humans who have ani-
  mal or plant-like characteristics are 
  stoned and their bodies burned. 
   
  Any members who receive such gifts 
  as plant control, immunity to certain 
  animal/plant poisons/venoms, healing, 
  summoning, etc, are considered de-
  vout and holy believers indeed. 
   
  Espers are respected, since they can 
  probe and expose even those cap-
  tured plants and animals which are 
  "possessed with demons" and either 
  cannot speak, or are crafty enough to 
  try to hide from their captors that they 
  indeed have the capability of human-
  like speech. 
   
  Even more revered than the Espers, 
  are those most holy members who 
  have the God-given power of exorcism 
  (devolution mutation). If the creature is 
  "cleansed", then it is released. Unless 
  that particular creature is captured 
  again and recognized, the alliance 
  members will never know that the 
  "exorcism" was only temporary (since 
  devolution's effects are not perma-
  nent). 
   
  The group has no qualms about em-
  bracing any technology, and will use 
  whatever means at their disposal to 
  further the war against the demonic 
  forces that have spread across the 
  world. 
   
  While they openly war with the Ranks 
  of the Fit and the Zoopremists, Breath 
  of God members also abhor the 
  Knights of Genetic Purity. They con-
  sider the Knights evil since they will 
  indiscriminately kill all altered humans, 
  regardless of their specific mutations. 
  Breath of God zealots will cooperate 
  with reformed groups of the Iron Soci-
  ety to fight against the evil Knights. 
   
  Members sometimes trade and deal 
  warily with pure-strain-human-only 
  groups of the Archivists, Restoration-
  ists, and Followers of the Voice. 
   
  The Breath of God have a good rela-
  tionship with the Seekers, who share 
  their views that pure strain humans 
  and altered humans are the only true 
  races. So as not to offend their Seeker 
  allies, members are more than happy 
  to put aside all vestiges of technology 
  during interaction with members of the 
  Seeker alliance. 
   
  When it comes to the Healers, and the 
  Brotherhood of Thought, the Breath of 
  God are about as popular as are the 
  Friends of Entropy. Healers may 
  grudgingly offer assistance to Breath 
  of God members if they have not just 
  witnessed some atrocity committed by 
  the wounded zealot. Brotherhood of 
  Thought disciples will flee from the 
  Breath of God to avoid being killed. 
   
  Zealots consider the Radioactivists to 
  be vile pagans, who worship the false 
  god of radiation. If possible, they will 
  kill any Radioactivists they encounter; 
  this includes pure strain and altered 
  humans. Outright blasphemers of the 
  one true God cannot be tolerated. 
   
  Traditional 
  Traditional Breath of God members 
  often still carry around deadly snakes, 
  especially those blessed members 
  who have discovered they have a 
  God-given immunity to the particular 
  snake's venom. These members still 
  believe in first attempting to exorcise 
  and save every "possessed" animal 
  and plant they encounter. If the exor-
  
  5 
  - Tales of the Cryptic 
  The Breath of God Cryptic Alliance  
  cism returns the creature to its plant or 
  animal intelligence, then it is left in 
  peace. If the exorcism fails, of course, 
  the animal or plant will then be killed 
  and burned. 
   
  Although their historical records show 
  few successful exorcisms, they believe 
  the failure is due to their lack of faith. 
  As strong as their faith is, they feel that 
  if they do not measure up, God will not 
  grant them the power to cast out the 
  demons. They feel that God has com-
  manded them to continue trying to cast 
  out the demons to test their faith.  
   
  Reformed 
  The reformed Breath of God members 
  (the majority of the alliance) believe 
  that God simply wants these abomina-
  tions of animals and plants to be de-
  stroyed. The reformed members rarely 
  attempt an exorcism, unless a very 
  holy member is present who has con-
  sistently proven his gift to cast out de-
  mons in the past. They usually "shoot 
  first and ask questions later." 
   
  Reformed groups may, however, send 
  agents to "walk among the wicked" for 
  a time, to spy out their evil purposes 
  and aid the alliance's war against 
  them. Disguised agents might be in 
  any town, posing as regular citizens to 
  collect information. 
   
  Benefits 
  Espers receive one-time starting +1 
  bonuses to Identify Mental Power and 
  Sense Mental Powers skills. Scouts 
  receive a one-time starting +3 bonus 
  to Hunting skill. 
   
  Restrictions 
  Only Pure Strain Humans and Altered 
  Humans may be members. The alli-
  ance is reviled by sentient animals and 
  plants. 
   
  Symbol 
  A simple cross and a flame. The flame 
  is symbolic of the Holy Spirit. 
   
  Experience Point Bonus 
  A Breath of God member is eligible for 
  a 10 xp bonus times his current level 
  for any sentient plants and animals 
  that he either kills or "exorcises". 
   
  Notes 
  The following scriptures are the basis 
  of much of the dogma of the Breath of 
  God. These scriptures, and many oth-
  ers, are committed to memory by the 
  members, and are often recited by 
  them in rituals. 
   
  Genesis 2:7 
  "And the LORD God formed man [of] 
  the dust of the ground, and breathed 
  into his nostrils the breath of life; and 
  man became a living soul." 
   
  Luke 10:19: 
  "Behold, I give unto you the power to 
  tread on serpents and scorpions, and 
  over the power of the enemy: and 
  nothing by any means shall hurt you" 
   
  Mark 16:17-18: 
  "And these signs shall follow them that 
  believe; In my name shall they cast out 
  devils; they shall speak with new 
  tongues; They shall take up serpents; 
  and if they drink any deadly thing, it 
  shall not hurt them; they shall lay 
  hands on the sick, and they shall re-
  cover" 
   
  Gen 9:2,3,6 
  "And the fear of you and the dread of 
  you shall be upon every beast of the 
  earth, and upon every fowl of the air, 
  upon all that moveth [upon] the earth, 
  and upon all the fishes of the sea; into 
  your hand are they delivered.  
   
  Every moving thing that liveth shall be 
  meat for you; even as the green herb 
  have I given you all things. 
   
  Whoso sheddeth man's blood, by man 
  shall his blood be shed: for in the im-
  age of God made He man." 
   
   
  Gen 1:24-30 
  "And God said, Let the earth bring 
  forth the living creature after his kind, 
  cattle, and creeping thing, and beast of 
  the earth after his kind: and it was so. 
   
  And God made the beast of the earth 
  after his kind, and cattle after their 
  kind, and every thing that creepeth 
  upon the earth after his kind: and God 
  saw that [it was] good. 
   
  And God said, Let us make man in Our 
  image, after our likeness: and let them 
  have dominion over the fish of the sea, 
  and over the fowl of the air, and over 
  the cattle, and over all the earth, and 
  over every creeping thing that 
  creepeth upon the earth. 
   
  So God created man in His [own] im-
  age, in the image of God created He 
  him; male and female created He 
  them. 
   
  And God blessed them, and God said 
  unto them, Be fruitful, and multiply, 
  and replenish the earth, and subdue it: 
  and have dominion over the fish of the 
  sea, and over the fowl of the air, and 
  over every living thing that moveth 
  upon the earth. 
   
  And God said, Behold, I have given 
  you every herb bearing seed, which 
  [is] upon the face of all the earth, and 
  every tree, in which [is] the fruit of a 
  tree yielding seed; to you it shall be for 
  meat. 
   
  And to every beast of the earth, and to 
  every fowl of the air, and to every thing 
  that creepeth upon the earth, wherein 
  [there is] life, [I have given] every 
  green herb for meat: and it was so." 
   
  Genesis 3:14 
  "And the LORD God said unto the ser-
  pent, Because thou hast done this, 
  thou [art] cursed above all cattle, and 
  above every beast of the field."  
  
  6 
  - The Mutant Menagerie 
  Marine Mantid & Blinker   
  Marine Mantid - 5th 
  Derek Holland 
   
  STR d6+10 INT 3 (animal 2d4+2)  
  DEX d4+8 WIL d6+4  
  CON 2d4+6 PER 2 (an.d4+3) 
   
  Durability as CON  
  Action Check 19+/18/9/4 
  Movement walk 3 swim 8  
  # of actions 3 
  Reaction Score A/3 
  Mutations Enhanced senses, gills, telekinetic blast 
  Defects Toxin sensitivity. 
   
  Attacks 
  Spear 15/7/4 d4+2w/d6+2w/d4m (LI/O) 
  Bite 12/6/3 d3w/d4+1w/d6w (LI/O) 
   
  Defenses 
  armor d6-1 (LI), d6-3 (HI), d4-2 (En) 
  +2 vs melee 
  +1 vs ranged 
   
  Skills 
  Stealth- hide 10; Stamina; Awareness- perception 6; Resolve- 
  physical 8. 
   
  Description 
  This crustacean is mutated from the mantis shrimp (or 
  stomatopod). Unlike the mantid, the front limbs have only one 
  joint and are used to spear the prey instead of grasping it. It 
  has the head of the mantid, but most of its body is that of a 
  shrimp. Its tail allows it to swim faster than most of its prey 
  species. It is 5 meters long. 
   
  Encounter 
  The mantid hides in a burrow in coral reefs or other stony ar-
  eas. They wait until something eatable swims by and then 
  tries to spear it. If unsuccessful, it will try again 25% of the 
  time or it will return to its burrow. 
   
  Habitat 
  Stony areas, including corals, in water 15-30 meters deep. 
   
  Society 
  None- marine mantid have territories about 400 meters in di-
  ameter and fight over then best hunting grounds.  
   
  Biome - Oceans 
  Encounter Chance - Slim 
  Group Size - 1 
  Organization - Solitary 
  Niche - Top level carnivore 
  IQ - High Order animal 
  Blinker - 5th 
  Derek Holland 
   
  STR d4+2 INT d6+5  
  DEX d6+8 WIL d8+6  
  CON d4+3 PER d8+6 
   
  Durability as CON  
  Action Check 13+/12/6/3 
  Movement swim 3  
  # of actions 2 
  Reaction Score G/2 
   
  Mutations Photogeneration, skeletal enhancement, 
  gills, extra body parts (eyes), new body part (scaleless 
  skin) 
  Defects Diminished senses, moderate; radiation sensi-
  tive 
   
  Attacks 
  Photogeneration as mutation 
  Bite 8/4/2 d2s/d4s/d6s (LI/O) 
   
  Defenses 
  armor d4-3 (LI), d6-5 (HI), 0 (En) 
  -1 vs melee 
  +2 vs ranged 
   
  Skills 
  Acrobatics- dodge 6; Stamina; Knowledge- deduce 8; 
  Law- moral code 6; Culture- diplomacy 2; Interaction. 
   
  Description 
  Blinkers are 4 eyed, scaleless fish. They are about 1.3-
  2.5 meters long, white beneath and grey to black 
  above. They are an intelligent race and some do be-
  come professionals (i.e. they become tech ops or diplo-
  mats). 
   
  Encounter 
  Blinkers are found in schools of 30+ and will try to inter-
  act with any intelligent race that does not wish them 
  harm. They are insatiably curious about other peoples, 
  especially terrestrials and deep dwellers. They can be 
  overwhelming to talk to as each tries to ask a question. 
  But they are fair and will help those with questions of 
  their own. If attacked, the whole school emits a bright 
  flash from their eyes and blind the aggressor 
  (remember to make a CON feat check for each blinker) 
  
  7 
  - The Mutant Menagerie 
  Blinker & Ankheg    
  and swim away. They will also communicate to the 
  other races in the area about the attacker. 
   
  Habitat 
  Blinkers are found on continental shelves from 1-3 kilo-
  meters from land. They are only found in cool to cold 
  water. 
   
  Society 
  Blinkers live in schools that interact with others, always 
  trying to spread the current gossip. Otherwise they act 
  like any other social fish. 
   
  Biome - Ocean 
  Encounter - Chance Possible 
  Group Size - 30-300 
  Organization - School 
  Niche - Filter feeder 
  IQ - Sentient  
   
  Description 
  This mutant mantis has lost its wings. It is brown or yel-
  low with 2 huge eyes (with the typical mantis eye spot) 
  and is between 3 and 6 meters long. The spiracles 
  (breathing holes) along their thorax and abdomen are 
  large and so the ankheg can easily drown. It has 
  gained some flexibility so some think of it as a legged 
  worm. 
   
  Encounter 
  Ankhegs usually are found 3-5 meters underground 
  feeding on the soil, subterranean animals, and animal 
  carcasses. If a large animal (15 Kg+) passes within 20 
  meters, the ankheg takes d4+2 phases burrowing to 
  the surface and then attacks. If reduced to less than 
  half its wound points or loses any mortal points, it will 
  emit a stream of acid 10 meters long. Anything struck 
  by the acid must make a CON feat check. A Critical 
  Failure means 5d4w, Failure- 4d4w, Ordinary- 3d4w, 
  Good- 2d4, and Amazing- no damage. 
   
  Habitat 
  Ankheg are found in humus rich soils - old forests and 
  farm lands. They will not be found in areas with a high 
  water table or within 100 meters of streams and lakes. 
  During heavy rain they usually come to the surface as 
  not to drown. 
   
  Society 
  Ankheg have small territories and will avoid each other 
  unless a huge animal is killed, then they strip the car-
  cass together. Cannibalism occurs only between adults 
  and small young. Each year they reproduce and have 
  300-500 young per egg mass. Only 1-2% survive. 
   
  Biome - Temperate Forest and Plains 
  Encounter - Chance Unlikely 
  Group Size - d4 
  Organization - Solitary 
  Niche - Top level carnivore 
  IQ - Low Order animal 
   
  Converted from the AD&D Monster Manual (1st edition).  
  Ankheg - 5th 
  Derek Holland 
   
  STR d4+10 INT 3 (animal d4)  
  DEX d4+4 WIL d6+6  
  CON d6+8 PER 2 (animal d2) 
   
  Durability as CON  
  Action Check 12+/11/5/2 
  Movement walk 8, run 24, sprint 36, burrow 4  
  # of actions 3 
  Reaction Score O/2 
   
  Mutations Hyper senses, Dermal plating, Redundant 
  vital organs 
  Defects Light sensitivity, Severe Phobia (deep water) 
   
  Attacks 
  Bite 14/7/4 d6+2w/d8+2w/d4m (LI/O) 
  Acid see below 
   
  Defenses 
  armor d6+2 (LI), d6+1 (HI), d6+1 (En) 
  +3 vs melee 
  +1 vs ranged 
   
  Skills 
  Stealth-hide 12; Stamina-endurance 6, resist pain 4; 
  Awareness-perception 12; Resolve 
  
  8 
  - The Mutant Menagerie 
  Umber Hulk 
  Umber Hulk - 
  4th 
  Tormentor 
   
  Number: 1d4 
  Perception: 17 
  Stealth: -2 
  Remain 
  Unseen: 
  12 
  AC: (18) 12 
  MD: 14 
  Health: 15 
  Land Speed: 12 
  Burrowing Speed: 
  11 ( loose fill) 
  7 ( regular fill) 
  1 ( solid stone)  
   
  Level: 6;  
  Hit Dice: 18 (63) 
   
  THAC: +6  
  (also see Combat below) 
  Attacks: 3 
  Claw: 1d8+6 
  Claw: 1d8+6 
  Mandibles: 1d6+2 ( clamp and lacerate) 
  2d8+6 ( gore) 
  4d6+8 ( charge) 
  or Teeth: 1d10+6 
   
  INT: Average; Morale: 14 
  Size: Average 2.43 meters (8 feet) tall; 
  1.52 meters (5 feet) wide; 
  2,041 kg (4,500 lbs) in weight 
   
  XP: 1800 
   
  Frequency: Rare 
  Organization: Solitary or Mated Pairs 
  Activity Cycle: Any 
  Tech Level: 0 
  Climate/Terrain: Underground 
  Diet: Carnivore 
  Artifacts: B 
   
  Physical Mutations Total Carapace (18), Nocturnal (D), 
  Heightened Smell, Heightened Hearing 
   
  Mental Mutations Confusion (16), Description: 
  Umber Hulks are large bipedal creatures with 2 sets of eyes. 
  They have huge mandibles, reminiscent of giant Stag Bee-
  tles. They are black in overall color, and their jagged mandi-
  bles and claws blend into a discolored ivory. 
   
  The Umber Hulk is the rhinoceros of the subter-
  ranean world. They are in a constant state of 
  rage, burrowing around in eternal search of 
  prey. With their wicked claws, they burrow 
  through loose earth at an alarming rate, and 
  even through solid stone at an unbelievable 
  pace. 
   
  The creatures are fearless, except for extremely 
  bright lights, from which they may flee, depend-
  ing on their rage or hunger at the moment. Nor-
  mal light will only cause the beasts to suffer the 
  sight penalties of their Nocturnal mutation. (A 
  Photogeneration mutation attack on an Umber 
  Hulk would be at intensity 1.5 x MP modifier in-
  stead of just 1 x MP modifier). 
   
  Combat 
  Confusion mutation: These ferocious beasts use 
  their Confusion mutation whenever possible in 
  an attempt to immobilize their prey. While they 
  may look like dumb animals, they are in fact reasonably intel-
  ligent, and smart fighters. They have instinctively developed 
  many ways to deal damage to their foes. 
   
  The Umber Hulk's claws that are so efficient at rending even 
  stone are also used to deadly effect in combat. 
  A Hulk's third attack may be by either mandibles or teeth, 
  never both in the same round.  
   
  Teeth: If so desired a Hulk can spread its mandibles wide 
  enough for them to miss its prey and thereby deliver an im-
  mediate vicious bite with its razor sharp teeth. 
   
  Mandibles: An Umber Hulk may thrust its head in close com-
  bat and gore an opponent with its strong mandibles. 
   
  Charge: It may also choose to deliver a devastating charge 
  attack. 
   
  Clamp: Yet another favorite tactic of the Hulk is to use its 
  mandibles to clamp down on its victim, lacerating and immo-
  bilizing its adversary. If an opponent is so caught, the Hulk 
  can choose to continue to clutch its prey. In subsequent 
  rounds where the victim is clutched, the Hulk will be unable to 
  attack with its engaged mandibles, but will be able to rend 
  with both its claws, and deliver a savage bite attack, all at +10 
  THAC instead of +6. 
   
  Other: Skilled armorers can cure and shape armor from the 
  hide of the Umber Hulk. Such armor will give a +6 AC, 
  equivalent of good quality Banded Mail. 
   
  Converted from TSR's Advanced D&D Monster Manual.  
  
  9 
  - The Arms Race 
  New & Converted Weapons  
  New Items - 5th 
  Derek Holland 
   
  Wrecking Ball - The wrecking ball is a gauss version of the mus-
  ket and is a .60 caliber firearm. Its power cell must be replaced 
  after 5 balls have been fired. It can hold one ball at a time. 
   
  Oxidizer - The oxidizer causes metals to tarnish or rust. In game 
  terms, metal shields and armors (except bodytanks) that are 
  struck lose one point of protection in each category (LI, HI, En). It 
  can not cause a fire (which is another form of oxidation). 
   
  Havok - This rifle reduces 5d6 kilograms of plastic to goo per hit. 
  It is a favored weapon by Hoops as it does damage the 
  "rubberized" metal produced by their touch. 
   
  Pulverizor - This rifle produces a sonic pulse that damages min-
  erals. If fired at an object made of stone 2d4 kilograms are shat-
  tered. If aimed at an animal it does the above damage as it 
  breaks the animal's skeleton. Plants and fungi are immune. 
   
  Defoliator - The defoliator causes the destruction of chlorophyll. 
  It does full damage to plants and half to photosynthetic animals. 
  To both it inhibits feeding for d6 days. 
   
  Attractor - The attractor fires magnetic rounds (and thus has an 
  Acc of -3 when fired at a metal target). The 
  cost of the clip includes the rounds and the 
  power cell. 
   
  Vaporizor - This rifle emits a flesh dissolving 
  ray. Metal armors are ignored, except un-
  sealed ones, and only those based on or-
  ganic matter protect the target. Sealed ar-
  mors, bodytanks and enviro-suit/armor, pro-
  vide immunity to a vaporizer. 
   
  Dehydrator - This weapon fires a dehydrat-
  ing ray. Only organic targets are effected by 
  this "drying."  
  Converted Weapons - 5th 
  Derek Holland 
   
  Black Ray Cannon: Like the pistol, this weapon completely ignores 
  armor of less than Amazing Toughness. Armor of Amazing Tough-
  ness blocks it completely. 
   
  Fission Cannon: This weapon is designed to penetrate armor. It 
  fires a beam of charged particles and radiation generated by internal 
  fission reaction. In addition to the damage, it affects any target hit 
  must immediately make CON feat checks against R4 radiation (GW 
  Rulebook, pg 59). 
   
  Fusion Bomb: This devastating weapon has a 6 km blast radius, 
  and causes a terrible firestorm that is likely to destroy anything that 
  remains standing. Includes launcher. 
   
  Stun Ray Pistol: Targets struck by this ray must make a CON feat 
  check to determine the exact effect: on a Critical Failure, the target is 
  knocked out (all stun points lost); Failure d6+2s; Ordinary d6s; Good 
  d6-1s; Amazing d4-1s. 
   
  Trek Gun: This devastating weapon disintegrates anything it strikes! 
  The only protection from this attack is to expend a Last Resort point, 
  Amazing Toughness vs. EN attacks, or a force field (which the gun 
  destroys). This weapon destroys 60 cubic meters of material per hit. 
  Weapon 
  Skill 
  Acc 
  Md 
  Range 
  Type 
  Damage 
  Actions Clip sz Clip cost 
  Hide 
  Mass 
  Cost 
  Avail 
  Wrecking 
  Ball 
  Rifle 
  0 
  F 80/160/40
  0 
  HI/O 
  d6+2w/d8+2w/
  d4+1m 
  2 
  5/ball 
  300 
  - 
  15 
  6500 
  Res 
  Oxidizer 
  Rifle 
  0 
  F 40/80/200 
  En/O 
  see description 
  3 
  5 
  300 
  - 
  8 
  10000 
  Res 
  Havok 
  Rifle 
  0 
  F 30/60/120 
  En/O 
  see description 
  3 
  4 
  300 
  - 
  4 
  8500 
  Res 
  Pulverizor Rifle 
  0 
  F 12/36/100 
  En/O 
  d6w/d8+2w/d4m 
  3 
  10 
  300 
  - 
  8 
  12500 
  Mil 
  Defoliator 
  Rifle 
  -1 
  F 20/40/120 
  En/O 
  d8w/d12w/d6m 
  2 
  6 
  300 
  - 
  12 
  6500 
  Mil 
  Attractor 
  Rifle 
  0* 
  F/B 30/80/150 
  HI/O 
  d8s/d6w/d6+2w 
  4 
  24 
  380 
  - 
  5 
  4500 
  Mil 
  Vaporizor 
  Rifle 
  -1 
  F 15/45/200 
  En/O 
  d8w/d4m/d6m 
  3 
  4 
  300 
  - 
  10 
  12500 
  Res 
  Dehydrator rifle 
  -1 
  F 
  10/30/60 
  En/O 
  d4w/d6+2w/d10w 
  2 
  6 
  300 
  - 
  3 
  6500 
  Res 
  Weapon 
  Skill 
  Acc 
  Md 
  Range 
  Type 
  Damage 
  Black Ray Can-
  non 
  Heavy Weapons- direct 
  0 
  F 
  100/200/300 EN/
  G 
  d6+4w/d6m/
  d8+1m 
  Fission Cannon 
  Heavy Weapons- direct 
  0 
  F 
  150/300/450 EN/
  G 
  d6w/d6+2w/
  d6m 
  Fusion Bomb 
  Demolitions- set explo-
  sives Heavy Weapons- 
  indirect 
  0 
  F 
  6 km 
  EN/
  G 
  d10w/d6m/
  d8+2m 
  within 600 me-
  ters 
  1/2 up to 6km 
  Stun Ray Pistol 
  Ranged- pistol 
  0 
  F 
  20/40/200 
  n/a see description 
  Trek Gun 
  Heavy Weapon- direct 
  0 
  F 
  200/400/600 EN/
  O 
  Disintegrate 
  
  10 
  - Mutants, Martyrs, and Madmen 
  Szah-lah, Sleeth Historian 
  Swarmbot 
  Szah-lah, Sleeth Historian - 5th 
  Derek Holland 
   
  STR 8   INT 17 
  DEX 11 WIL 13 
  CON 6  PER 15 
   
  Durability 12/13/6/7 AC 15+/14/7/3 
  Move s18 w12 r4 # actions 2 
  Achievements: Intelligence increase (X2), Will in-
  crease, Personality increase, Fatigue increase, Wound 
  increase 
  Mutations: Battle Sense, Contact, Psychic Perception, 
  Rejuvenation, Quick Thinking 
  Defects: Environmental sensitivity (arid) 
   
  Attacks 
  None 
   
  Defenses Armor as worn 
  +1 vs ranged 
  +5 INT modifier vs encounter skills (including quick 
  thinking) 
  +2 WIL modifier vs encounter skills 
   
  Skills 
  Armor Operation [8]- combat 4 [12]; Stealth [11]; Vehi-
  cle Operation [11]- land 6 [17]; Stamina[6]- endurance 
  5 [11]; Survival [6]; Knowledge [17]- deduce 8 [25], first 
  aid 6 [23]; Law [17]- moral code 6[23];Social Science 
  [17]- anthropology 11 [28], history 10 [27], linguistics 9 
  [26]; Technical Science [17]- artifact knowledge 6 [23], 
  jury-rig 8 [25], repair 4 [21]; Awareness [13]- perception 
  6 [19], intuition 8 [21]; Investigate [13]- search 9 [22], 
  research 12 [25]; Resolve [13]- mental 6 [19], physical 
  4 [17]; Culture [15]- diplomacy 8 [23]; Interaction [15]- 
  bargain 8 [23], charm 7 [22], interview 11 [26]. 
   
  This famous sleeth travel over many parts of Meriga to 
  study the peoples of that continent. He wrote “Historics 
  of Gamma Terra” and several volumes of “Exploring 
  Gamma Terra”. He should be used by the GM as an 
  awe-inspiring source of knowledge and the occasional 
  source of a plot hook. 
   
  Notes: I used a base of 66 for his abilities and my alternate 
  skill advancement system (i.e. I gave him the skill levels I 
  thought appropriate). The defect was on whim and rolled ran-
  domly- he must have encountered the glow at least once.  
  Swarmbot 
  Derek Holland 
   
  STR 6 INT 12  
  DEX 14 WIL 10  
  CON 16 PER 8 
   
  Durability 16/16/8 
  Movement Fly 68 
  Action Check 16+/15/7/3 # actions 2 
  Reaction Score Good/2 
  Defenses 
  +3 vs melee 
  +2 vs ranged 
  Duralloy armor 2d4 (LI), 2d3 (HI), 2d4 (En). Good Durability 
  Sensors 
  Normal human vision and hearing 
  IR 
  UV 
  50X telescopic magnification 
  Radar 
  Communication 
  Radio with scrambler (5 Km range) 
  Weapons: 
  Can make 2 attacks per phase 
  Laser rifles(4) Skill: Ranged-rifle Acc -1 Md F Range 
  100/400/1000 Type En/O 
  Damage d6+1w/d6+3w/d4+1m Actions 3 
  Microbot Swarm Skill: Hvy-indirect Acc -2 Md F Range 5 Km 
  Type LI/O 
  Damage d2w/phase Actions 4 
  Skills 
  Heavy weapons [6]- rifle [18]; Acrobatics [14]- flight [16]; Ranged 
  weapons [14]- rifle [18]; Stealth [14]- hide [18]; Stamina [16]; Tac-
  tics [12]- cavalry [14], infantry [16]; Awareness [10]- perception 
  [16]. 
  This robot was developed by the Created to kill/destroy oppo-
  nents without leaving traces of combat. It is a sphere with 2 tur-
  rets on opposite sides. As it moves via antigrav pods, it has no 
  up or down. It creates and controls microbot swarms- groups of 
  flying robots the size of gnats (about .5 mm long). It holds and 
  recharges them internally; Each swarmbot can hold 2 swarms at 
  once. The robot will only use its rifles when in danger. It will use a 
  swarm to scout and will send it as far as 5 Km. Targets discov-
  ered will be attacked if the situation warrants it. Outside the robot, 
  a swarm takes up an volume of about 9 cubic yards and can 
  barely be seen by the naked eye. Each time a person tries to 
  shoot a swarm, he must make a Awareness- perception check to 
  determine where the swarm is. The only time this is not needed 
  is when a target is being disassembled (of course then the target 
  will be hit and take damage). Only energy weapons can affect 
  them and each hit only inflicts 1w to a swarm; area affecting 
  weapons do 1/2 damage. The durability of a swarm is 12. 
   
  Based on microbot swarms in GURPS Robots.  
  
  11 
  - Mutants, Martyrs, and Madmen 
  Gamma Knights Powered Armor  
  Gamma Knights Powered 
  Armor - 5th 
  Derek Winston  
   
  Materials 
  Gamma World 5th edition Rulebook (GW5) 
  Stardrive Arms and Equipment Guide 
  (SAE) 
  Gamma Knights- Knights of Gamma Terra 
  (4th ed Gamma World, helpful but not nec-
  essary) (GK)  
  An alternative to the standard Gamma 
  World game, the Gamma Knights cam-
  paign assumes that the PCs have access 
  to powered armor. This variant gives the 
  thrill of high-level play by putting the vast 
  firepower of a Gamma Knight under the 
  PC's control. This variant campaign works 
  best with small groups (1-3 PCs). Pure-
  strain human PCs are recommended, as 
  most high-end armors require that the user 
  be human (the human-only rule can be 
  waived, if you wish).  
   
  SUITING UP: BASIC ARMOR TEM-
  PLATES  
  After the normal character-generation proc-
  ess, each PC gets a suit of powered armor. 
  The GM can have the players roll or 
  choose from the tables below. All suits of 
  armor, unless otherwise noted, come with 
  the standard package.  
  Communications - Communications Suite 
  Sensors: Image Enhancement System, 
  Radiation Sensors 
  Fire Control: Targeting System 
  Weapons: Attached Blades 
  Defenses: Trauma Pack, Light Filter, 50% 
  chance for Self Destruct Mechanism 
  Miscellaneous: Audiorecorder, Flare Gun, 
  Ordinary Computer Gauntlet  
  Armored suits can also have extra options. 
  Options come in one of nine categories: 
  Locomotive, 
  Strength, 
  Communications, 
  Sensors, Fire Control, Weapon Hardpoints, 
  Defense, Force Fields, and Miscellaneous. 
  In the suit templates listed below, option 
  categories are named followed by a die. 
  Characters taking these suits are allowed 
  to roll that die in that option category to 
  receive a random option.  
  1. Attack Armor, Powered (GW5, pg 102)  
  AP: +2 Type: O LI/HI/EN: D6+1/d6+2d6 
  Standard Options Package 
  Locomotive: 1d2 
  Fire Control: 1d4 
  Defensive: 1d2  
  2. Powered Plate Armor (GK) 
  AP: +2 Type: O LI/HI/EN: 2d4/d4+1/d4 
  Standard Options Package 
  Locomotive: 1d2 
  Fire Control: 1d4 
  Weapon Hardpoints: 2 Gauntlets (pistol) 
  Defense: 1d2 
  Miscellaneous: 1d6  
  3. Had'niltas (SAE, pg 79) 
  AP: +1 Type: O LI/HI/EN: 2d4/d6+1/2d4+1 
  Standard Options Package (minus At-
  tached Blades) 
  Locomotive: 1d2 
  Strength: 1d2 
  Communications: Laser Designator 
  Fire Control: 1d6x2 (re-roll duplicates) 
  Defense: 1d2 
  Force Fields: 1d6  
  4. Tiger Mod 6 Powered Armor (SAE, pg 
  72)  
  AP: +2 Type: G LI/HI/EN: d6+1/d6+2/d6 
  Standard Options Package 
  Locomotive: 1d4 
  Strength: 1d3 
  Communications: Laser Designator 
  Sensors: Smart Display 
  Fire Control: 1d6x2 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapons), Gauntlet (pistol) 
  Defense: 1d6 
  Miscellaneous: 1d4  
  5. Body Tank, Airborne (GW5, pg 102) 
  AP: +3 Type: G LI/HI/EN: 2d4-1/2d4-1/2d4-
  1 
  Standard Options Package 
  Locomotive: Antigrav Flight 
  Strength: 1d3 
  Communications: Laser Designator 
  Sensors: Smart Display 
  Fire Control: 1d8x2 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlet (pistol) 
  Defense: 1d10, 1d8 (re-roll duplicates) 
  Miscellaneous: 1d6x2 (re-roll duplicates)  
  6. Powered Alloy Armor (GK) 
  AP: +3 Type: G LI/HI/EN: 3d4/2d4/d6+1 
  Standard Options Package 
  Locomotive: 1d4 
  Strength: 1d3 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d10, 1d8 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlets (pistol) 
  Defense: 1d10, 1d8 (re-roll duplicates) 
  Miscellaneous: 1d8, 1d6 (re-roll duplicates)  
  7. Energized Armor (GK) 
  AP: +3 Type: G LI/HI/EN: 3d4/2d4/d6+1 
  Standard Options Package 
  Locomotive: 2d4 (re-roll duplicates) 
  Strength: 1d4 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d10x2 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), Gauntlet (pistol), Thigh (SMG) 
  Defense: 1d10x2 (re-roll duplicates) 
  Miscellaneous: 1d8x2 (re-roll duplicates)  
  8. Inertia Armor (GK) 
  AP: +3 Type: G LI/HI/EN: 3d4/2d4/d6+1 
  Standard Options Package 
  Locomotive: 1d6 
  Strength: 1d4 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d10x2 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlets (pistol), Wrist (rifle) 
  Defense: 1d12, 1d8 (re-roll duplicates) 
  Force Fields: 1d3 
  Miscellaneous: 1d10, 1d8 (re-roll dupli-
  cates)  
  9. Powered Scout Armor (GK) 
  AP: +2 Type: G LI/HI/EN: 3d4/2d4/d6+1 
  Standard Options Package 
  Locomotive: 1d6, 1d4 (re-roll duplicates) 
  Strength: 1d4 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d10x2 (re-roll duplicates) 
  Weapon Hardpoints: 2 Gauntlets (pistol), 
  Wrist (rifle), Thigh (SMG) 
  Defense: 1d12, 1d8 (re-roll duplicates) 
  Force Fields: 1d3 
  Miscellaneous: 1d10, 1d8 (re-roll dupli-
  cates)  
  10. Powered Battle Armor (GK) 
  AP: +3 Type: G LI/HI/EN: 3d4/2d4/d6+1 
  Standard Options Package 
  Locomotive: 1d6, 1d4 (re-roll duplicates) 
  Strength: 1d6 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d12, 1d10 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlets (pistol), 2 Wrists 
  (rifle) 
  Defense: 1d10x2 (re-roll duplicates) 
  Force Fields: 1d6 
  Miscellaneous: 1d10x2 (re-roll duplicates)  
  11. Body Tank, Recon (GW5, pg 102) 
  AP: +3 Type: G LI/HI/EN: 2d4/2d4/d6+2 
  Standard Options Package 
  Locomotive: 1d6x2 (re-roll duplicates) 
  Strength: 1d6 
  Communications: Laser Designator, Radio 
  Scrambler 
  
  12 
  - Mutants, Martyrs, and Madmen 
  Gamma Knights Powered Armor  
  Sensors: Smart Display 
  Fire Control: 1d12x2 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlet (pistol), 2 Thigh 
  (SMG) 
  Defense: 1d12, 1d10 (re-roll duplicates) 
  Miscellaneous: 1d10x2 (re-roll duplicates)  
  12. Body Tank (GW5, pg 102) 
  AP: +4 Type: G LI/HI/EN: 2d4+1/2d4+1/2d4 
  Standard Options Package 
  Locomotive: 1d6x2 (re-roll duplicates) 
  Strength: 2d3 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d12x2 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (Heavy 
  Weapon), 2 Gauntlets (Pistol), Wrist (rifle), 
  Thigh (SMG) 
  Defense: 1d12x2 (re-roll duplicates) 
  Miscellaneous: 1d10x2 (re-roll duplicates)  
  13. ABM-5 Paladin Battle Armor (SAE, 
  pg 73) 
  AP: +4 Type: G LI/HI/EN: 2d4+1/2d4+1/2d4 
  Standard Options Package 
  Locomotive: 1d6 
  Strength: 1d4+2 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d12x2 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 
  1 Thigh (SMG) 
  Defense: 1d12x3 (re-roll duplicates) 
  Force Fields: 1d4+1 
  Miscellaneous: 1d10x3 (re-roll duplicates)  
  14. ABS-11 Dragoon Recon Armor (SAE, 
  pg 74) 
  A P :  
  + 3  
  T y p e :  
  G  
  L I / H I / E N : 
  2d4+2/2d4+2/2d4+1 
  Standard Options Package 
  Locomotive: 1d6x2 (re-roll duplicates) 
  Strength: 1d4+2 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d12x2 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 
  1 Thigh (SMG) 
  Defense: 1d12x3 (re-roll duplicates) 
  Force Fields: 1d4+1 
  Miscellaneous: 1d10x3 (re-roll duplicates)  
  15. Powered Attack Armor (GK) 
  AP: +4 Type: G LI/HI/EN: 
  Standard Options Package 
  Locomotive: 1d6x2 (re-roll duplicates) 
  Strength: 1d3+3 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d12x3 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 
  2 Thigh (SMG) 
  Defense: 1d12x3 (re-roll duplicates) 
  Force Fields: 1d4+2 
  Miscellaneous: 1d10x3 (re-roll duplicates)  
  16. Powered Assault Armor 
  AP: +4 Type: G LI/HI/EN: 3d4+1/3d4/2d4 
  Standard Options Package 
  Locomotive: 1d6x2 (re-roll duplicates) 
  Strength: 1d3+3 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d12x4 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 
  2 Thigh (SMG) 
  Defense: 1d12x4 (re-roll duplicates) 
  Force Fields: 1d4+2 
  Miscellaneous: 1d10x3 (re-roll duplicates)  
  17. Tandem VIII Series Armor (GK) 
  AP: +5 Type: G LI/HI/EN: 3d4+1/3d4/2d4 
  Standard Options Package 
  Locomotive: 1d6x2 (re-roll duplicates) 
  Strength: 1d2+4 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d12x5 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlet (pistol), 2 Wrist (rifle), 
  2 Thigh (SMG) 
  Defense: 1d12x5 (re-roll duplicates) 
  Force Fields: 1d3+3 
  Miscellaneous: 1d10x4 (re-roll duplicates)  
  18. AAS-23 Titan Assault Armor (SAE, 
  pg 74) 
  AP: +5 Type: G LI/HI/EN: 3d4/3d4/2d4+2 
  Standard Options Package 
  Locomotive: 1d6x2 (re-roll duplicates) 
  Strength: 1d2+4 
  Communications: Laser Designator, Radio 
  Scrambler 
  Sensors: Smart Display 
  Fire Control: 1d12x6 (re-roll duplicates) 
  Weapon 
  Hardpoints: 
  Shoulder 
  (heavy 
  weapon), 2 Gauntlet (pistol), 2 wrist (rifle), 
  2 Thigh (SMG) 
  Defense: 1d12x6 (re-roll duplicates) 
  Force Fields: 1d2+4 
  Miscellaneous: 1d10x5 (re-roll duplicates)  
   
  POWER ARMOR OPTIONS TABLES  
  Some options below are taken from GW5 
  pg 102, some options from the Alternity 
  Stardrive Arms and Equipment Guide 
  (page number given), other options are 
  new or derived from the Gamma Knights 
  GW 4th edition supplement.  
  +# EN indicates that this option requires an 
  Energy Cell to use. Parentheses behind 
  indicate how long the option can be used 
  before the cell(s) run out of power. Items 
  without a +# EN will operate so long as the 
  suit's main energy cells have not been 
  drained.  
  Repair/Salvage indicates the Complexity of 
  repairing or salvaging an option, as per the 
  "Damaging Armor" and "Salvage" rules 
  elsewhere in this article. Remember that 
  the Self-Destruct Mechanism option dam-
  ages all options and adds a +4 step penalty 
  to this check.  
   
   
  Locomotive Options  
  1. No locomotive enhancement. 
  2. Enhanced Movement- This option in-
  creases the wearer's land-based movement 
  rates to Sprint 30, Run 20, Walk 8. +1 EN 
  (6 months), Repair/Salvage: Amazing. 
  3. Underwater Movement- The wearer can 
  Swim at 20 and Easy Swim at 8. Repair/
  Salvage: Amazing. Suits with this option 
  have the Sensors- Underwater Filtering 
  Program and Defenses- Suit Sealant op-
  tions as a bonus. 
  4. Jet Assisted Jumps- The wearer can 
  make a jet-assisted jump, covering 30 me-
  ters in one round. +1 EN (25 jumps), Re-
  pair/Salvage: Good 
  5. Regal Tracked Option- The armor moves 
  around on tank tracks instead of legs, al-
  lowing them to move over any solid terrain 
  at Sprint 24, Run 16, Walk 8. Repair/
  Salvage: Amazing. 
  6. Antigrav Flight- The wearer can Fly at 48 
  and Glide at 32. +1 EN (24 hours), Repair/
  Salvage: Good.  
   
   
  Strength Option  
  A Strength option sets the wearer's STR 
  score at a certain level. This affects the 
  wearer's STR score for the purposes of 
  lifting, carrying, hand-to-hand damage ad-
  justment, and breaking things. All Strength 
  options require +1 EN (1 year) and have a 
  Repair/Salvage: Amazing. 
   
  1. STR 15 4. STR 18  
  2. STR 16 5. STR 19 
  3. STR 17 6. STR 20 
   
  COMMUNICATIONS  
  Standard Options  
  
  13 
  - Mutants, Martyrs, and Madmen 
  Gamma Knights Powered Armor  
  Communications Suite: Signal laser and 
  comm gear allows communication over 
  long distances and supervision of remote 
  devices. Repair/Salvage: Ordinary.  
   
  Other Options  
  Laser Designator: This helmet mounted 
  device allows the wearer to instantly relay 
  requests for fire support or air strikes 
  through his data uplink. Repair/Salvage: 
  Ordinary. 
  Radio Scrambler- Scrambles all radio com-
  munications within 1 kilometer, keeping 
  opponents from coordinating their attacks 
  (Tactics checks, etc.). However, use of this 
  option makes the user vulnerable to energy 
  use sensors, which give the sensor's user 
  an addition -1 step penalty to hit the radio 
  scrambler's user (in addition to any bo-
  nuses already granted). Repair/Salvage:
  Ordinary.  
   
   
  SENSORS  
  Standard Options  
  Image Enhancement System: Night vision 
  and infrared goggles reduce penalties due 
  to poor lighting and visual conditions by 
  one step. Repair/Salvage: Ordinary. 
  Radiation Sensors- This sensor alerts the 
  user to radiation within his vicinity, giving 
  him the location and strength. Repair/
  Salvage: Marginal.  
   
  Other Options  
  Smart Display: A geo-mapping system pro-
  vides a view of the surrounding area, grant-
  ing the user a -1 step bonus to Tactics 
  checks. Repair/Salvage: Good. 
  Underwater Filtering Program- This soft-
  ware compensates for the wavy motion and 
  lack of light in underwater areas, negating 
  penalties in this environment. The software 
  normally comes with armors that have the 
  Locomotion- Underwater Movement option. 
  Repair/Salvage: Good.  
   
  FIRE CONTROL  
  Fire control options are used to direct 
  weapons. Most fire-control options can di-
  rect armor-mounted or hand-held weapons 
  equally; those that cannot are noted in the 
  text.  
  Multiple fire-control systems can be run at 
  once, and the bonuses all stack with each 
  other. However, most systems have limita-
  tions, which can hinder the user unless 
  turned off (a free action can turn any num-
  ber of fire-control options on or off).  
  Standard Options  
  Targeting System: Binoculars reduce long 
  range penalties by -1 step. Repair/Salvage: 
  Marginal.  
  Other Options  
  1-2. No other fire-control systems. 
  3. Life Sensor- This sensor detects any 
  living thing within 200 meters (that is not 
  hidden by stone, ground, metal, or ce-
  ramic), outlining it in the user's HUD 
  (head's up display) and giving him a -1 step 
  bonus to hit it with a ranged weapon (hand-
  held or mounted). The sensor can detect 
  things as small as five centimeters long, but 
  the sensitivity can be adjusted to filter out 
  small creatures. Repair/Salvage: Ordinary. 
  4. Energy Use Sensor- This sensor locates 
  any energy-using device (radios, robots, 
  energy cells, active suits of power armor 
  that are not hidden by stone, ground, metal, 
  or ceramic) within 200 meters and outlines 
  them in the suit's HUD, giving the user a -1 
  step bonus to hit the target with a ranged 
  weapon (hand-held or mounted). The sen-
  sor cannot detect batteries, items drained 
  of power, deactivated weapons, or living 
  things; it only sees the production or trans-
  fer of electrical or atomic energy. The sen-
  sor will overload if left on inside an active 
  Ancient facility or other place that houses 
  many active Ancient artifacts; this causes 
  the sensor to shut down until five rounds 
  after the user departs the area. Repair/
  Salvage: Ordinary. 
  5. Sound Sensors- These sensors detect 
  sounds within 100 meters and outline their 
  sources in the suit's HUD, giving the wearer 
  a -1 step bonus to hit the target with a 
  ranged weapon (hand-held or mounted). 
  Noisy conditions (such as an explosion, the 
  noise of an active factory, the din of battle, 
  etc.) Cause the sensor to shut down for five 
  rounds to recalibrate. Repair/Salvage: Ordi-
  nary. 
  6. Motion Sensors- Allows the user to de-
  tect movement within 50 meters. Moving 
  targets are outlined in the suit's HUD, and 
  the suit's wearer has a -1 step bonus to hit 
  the target with a ranged weapon (hand-held 
  or mounted). However, motion sensors are 
  easily overloaded (such as windy condi-
  tions or active factories), resulting in a +2 
  step penalty to ranged attacks under these 
  conditions. Repair/Salvage: Good. 
  7. Radar- The suit has a radar targeting 
  system, giving the user a -1 step bonus 
  with 
  ranged 
  weapons 
  (hand-held 
  or 
  mounted) on any target within 1 kilometer. 
  However, anyone else making use of radar, 
  comm gear, or energy use sensors auto-
  matically detects the radar's emissions and 
  gets an additional -1 step bonus to hit the 
  user of this sensor (stacks with any other 
  bonuses those sensors provide). +1 EN (1 
  year), Repair/Salvage: Good. 
  8. Threat Receiver- An electromagnetic/
  infrared sensor detects active fire-control 
  and range- finding systems directed at the 
  wearer, who gains a -2 step bonus on 
  Awareness checks to detect such threats. 
  Repair/Salvage: Good. 
  9. Autofire Program- The suit's wearer can 
  use this program to conduct automatic fire 
  against a single target. To do so, the 
  wearer must spend one action to designate 
  a target to one of his armor-mounted mis-
  sile weapons. Starting on the next round, 
  the program will fire the weapon automati-
  cally at the designated target (this does not 
  take any of the user's subsequent actions), 
  at it's highest rate of fire. This continues 
  until the target moves out of line-of-sight, is 
  destroyed, the weapon runs out of ammuni-
  tion, or the wearer cancels the autofire or-
  der (a free action). The weapon is fired with 
  a skill of 12, but can add bonuses from sen-
  sors and the weapon itself. Only one built-
  in weapon can be affected by a single auto-
  fire program at any time. Repair/Salvage: 
  Good. 
  10. Antimissile Fire Program- The suit's 
  wearer can use this program to designate 
  an armor-mounted missile weapon to con-
  duct automatic fire at incoming missiles and 
  grenades. Any missile or grenade fired 
  within 25 meters of the suit is targeted by 
  the program, and has a 50% chance of 
  destroying the ordnance before it explodes. 
  Only one armor-mounted weapon can be 
  controlled by a single antimissile fire pro-
  gram at any time. Repair/Salvage: Good. 
  11. Proximity Sanction Program- This pro-
  gram works just like the Autofire Program, 
  except that it allows the suit's wearer to 
  program one of his armor-mounted missile 
  weapons to fire at the closest hostile target. 
  The program will fire the weapon automati-
  cally at the closest target (this does not 
  take any of the user's actions, once the 
  weapon is programmed), at it's highest rate 
  of fire. This lasts until the target moves out 
  of line-of-sight, is destroyed, another target 
  moves closer, the weapon runs out of 
  ammo, or the wearer cancels the proximity 
  sanction order (a free action). The weapon 
  is fired with a skill of 12, but can add bo-
  nuses from sensors and the weapon itself. 
  Only one armor-mounted weapon can be 
  controlled by a single proximity sanction 
  program at any time. Repair/Salvage: 
  
  14 
  - Mutants, Martyrs, and Madmen 
  Gamma Knights Powered Armor  
  Good. 
  12. Eye Movement Sensors- This sensor 
  detects the movement of the wearer's eye. 
  A single armor-mounted weapon is slaved 
  to this sensor, and provides a -2 step bo-
  nus to hit with that weapon (as well as any 
  other bonuses from other fire-control sen-
  sors). Repair/Salvage: Amazing.  
   
  Built-In Weapon Options  
  Some suits of armor can take built-in weap-
  ons. All suits have Attached Blades as a 
  standard option, which have the same sta-
  tistics as a Broadsword (GW5 pg 90). Most 
  suits have a number of hardpoints, or 
  places on the armor where a weapon can 
  be mounted.. The number of hardpoints 
  and what type of weapon can be mounted 
  at each point are designated in the profiles 
  of each suit of armor. 
  New suits of armor have only 1d2 built-in 
  weapons (selected by the GM), no matter 
  how many hardpoints the suit has; these 
  extra slots can be fitted with weapons 
  claimed from fallen opponents as the suit's 
  wearer defeats other Gamma Knights. All 
  weapons are powered and/or munitioned 
  separately; also, any weapon designed to 
  be mounted on armor has x1d3 the normal 
  ammo capacity of a regular weapon of that 
  type (representing ammo drums, missile 
  racks, extra energy cell slots, etc.). All 
  weapons are Repair/Salvage: Ordinary.  
   
  DEFENSIVE OPTIONS  
  Standard Options  
  Trauma Packs: Two trauma packs are at-
  tached to the armor for the wearer's use. 
  Repair/Salvage: Marginal. 
  Light Filter These polarized lenses protect 
  the wearer from being blinded by bright 
  lights. Repair/Salvage: Marginal. 
  Self-Destruct Mechanism This option is 
  designed to keep the suit and it's equip-
  ment from falling into enemy hands. One 
  round after the wearer's death, the suit 
  burns out it's circuitry, ruining the suit and 
  all options associated with it. The suit itself 
  is Destroyed (see "Damaging Armor") and 
  cannot be used again without extensive 
  repairs (adjudicated by the GM). All options 
  on the suit are Damaged ("Damaging Ar-
  mor"), and add an additional +4 step pen-
  alty to Salvage checks.  
  Only 50% of all suits in use have this op-
  tion. During the Shadow Wars, suits rolled 
  off the assembly line and directly into use, 
  without installing "unnecessary" options 
  such as these. Repair/Salvage: Amazing.  
   
  Other Options  
  1. No other defensive options. 
  2. Smart Trauma Pack: Two trauma packs 
  are attached to the armor for the wearer's 
  use. Mortal wounds are automatically 
  stanched; the wearer does not need to 
  make a Stamina-endurance check. This 
  option replaces the Trauma Pack Standard 
  Option. Repair/Salvage: Marginal. 
  3. Smoke Generator- Creates a dense 
  cloud of smoke around the wearer and any-
  one else within a 10 meter radius, giving 
  anyone affected a +1 step defense bonus 
  vs. melee and missile attacks. This option 
  makes use of smoke capsules to create 
  this effect, and can hold three doses at any 
  given time. Repair/Salvage: Ordinary. 
  4. Ejection System- Allows the wearer to 
  eject himself from a powered suit (useful in 
  some situations), blowing the armor off in 
  pieces and throwing the wearer 10 meters 
  forward. Suit reassembly takes an hour. +1 
  EN (1 use), Repair/Salvage: Amazing. 
  5. Suit Sealant- Ferro-foam canisters auto-
  matically seal suit breaches (useful under-
  water, in deep space, etc.) and makes the 
  suit's wearer immune to vacuum, cold, and 
  radiation. Repair/Salvage: Amazing. 
  6. Sound Filter- Protects the user from be-
  ing deafened by loud noises as well as the 
  Sonic Blast mutation. The filter can also 
  pick up and amplify soft sounds within 100 
  meters. Repair/Salvage: Ordinary. 
  7. EMP Generator- Immediately powers 
  down the user's powered armor and any 
  other electronic-dependent item within 20 
  meters. Any energy cells in the area of ef-
  fect (including those in the wearer's ar-
  mored suit) are automatically drained of all 
  power. +1 EN, Repair/Salvage: Ordinary. 
  8. Radar Scrambler- A signal generator 
  makes the suit invisible to radar, negating 
  any bonuses they might give. Repair/
  Salvage: Ordinary. 
  9. IR Absorption- A masking generator 
  makes the suit invisible to infrared sensors, 
  negating any bonuses they might give. Re-
  pair/Salvage: Ordinary. 
  10. Energy-Emission Filter- These counter-
  generators and filters make the suit invisi-
  ble to energy-use sensors, negating any 
  bonuses they might give. Repair/Salvage: 
  Good. 
  11. Silencer- This noise filter makes the suit 
  perfectly silent, making it invisible to sound 
  detection (including unaided ears!). +1 EN 
  (30 minutes), Repair/Salvage: Good. 
  12. Cloaking Device- Makes the armor in-
  visible to the visual (including the unaided 
  eye!) and infrared spectrums. Persons 
  nearby can make an Awareness- intuition 
  check at a +1 step penalty to detect that 
  something is amiss. +2 EN (10 minutes), 
  Repair/Salvage: Good.  
   
  FORCE FIELDS  
  1. None 
  2. Force Field- GW5, pg 102 Repair/
  Salvage: Good. 
  3. Rampart Deflection Inducer- SAE, pg 76 
  Repair/Salvage: Good. 
  4. Anvil 44 Magnetic Screen- SAE, pg 77 
  Repair/Salvage: Good. 
  5. Alpha 50 Particle Screen- SAE, pg 76 
  Repair/Salvage: Good. 
  6. SCM-16 Capacitor Screen- SAE, pg 76 
  Repair/Salvage: Good.  
  Miscellaneous Options  
  Standard Options-  
  Audiorecorder- GW5, pg 104. Repair/
  Salvage: Marginal. 
  Flare Gun- GW5, pg 106. 3 shot canister. 
  Repair/Salvage: Marginal. 
  Ordinary Computer Gauntlet- SAE pg 42. 
  Repair/Salvage: Marginal.  
   
  Other Options  
  1. Fire Extinguisher- GW5, pg 104. 3 uses. 
  Repair/Salvage: Marginal. 
  2. General Industries Floodlight- SAE, pg 
  25. Repair/Salvage: Marginal. 
  3. Videorecorder- GW5, pg 108. Repair/
  Salvage: Marginal. 
  4. Cutting Torch- GW5, pg 104. Repair/
  Salvage: Marginal. 
  5. Stimulant Injector- GW5, pg 107 or SAE, 
  pg 21. 5 doses. Repair/Salvage: Marginal. 
  6. Holorecorder- GW5, pg 110. Repair/
  Salvage: Marginal. 
  7. BerTek Excavation Projector- SAE, pg 
  24. +1 EN (as per description), Repair/
  Salvage: Ordinary. 
  8. BerTek Laser Torch- SAE, pg 27. Re-
  pair/Salvage: Ordinary. 
  9. Antigrav Conveyance Field- Creates a 
  powerful magnetic field that allows the 
  suit's wearer to carry 5000 kilograms of 
  material, which floats 1 meter away from 
  the suit. The field and it's contents do not 
  encumber the suit in any way. +2 EN, Re-
  pair/Salvage: Good. 
  10. RPV Kit- Two small remote-piloted ve-
  hicles (RPVs) are built into the suit, and 
  can detach to scout the area under control 
  of the suit's wearer. SAE, pg 27. +2 EN (24 
  hours), Repair/Salvage: Amazing.  
   
  The Dogs of War: Combat & Other Op-
  tions  
  A man in power armor is a nigh-
  
  15 
  - Mutants, Martyrs, and Madmen 
  Gamma Knights Powered Armor  
  unstoppable force unto himself, and should face off against threats 
  appropriate to his stature. PCs in Gamma Knight campaigns are 
  not as hard to challenge as you might think. Suggestions include-  
  - Entire tribes of humanoids. Thirty screaming savages coming 
  over a hill will make anyone shake in their boots. Especially if 
  those savages have access to a few powerful one-shot weapons, 
  like rocket launchers or grenades. 
  - Powerful mentalists. Mental mutations cut straight through armor.  
  - Other Gamma Knights.  
  - Giant Monsters! See Apocalyptic Post #3. 
  - Live metal war machines. See "The Robotic Enemy: Live Metal" 
  in this issue. 
  - Natural disasters or other large-scale catastrophes, such as 
  crashing satellites, earthquakes, forest fires, nuclear meltdowns, 
  etc. 
  - War!  
  Think big! Once you commit to a Gamma Knights campaign, noth-
  ing is excessive.  
   
  DAMAGING POWER ARMOR  
  The ability to crunch arms, blow off gun emplacements, and shat-
  ter helmets adds flavor to a Gamma Knights campaign. The rules 
  for damaging armor (GW5, pg 99) should be used, with the modifi-
  cations listed below.  
  There are three conditions that an option can be in. Working op-
  tions are undamaged and have all of their capabilities. Damaged 
  options are not in working order, but can be repaired and/or sal-
  vaged. Destroyed options have been completely ruined and cannot 
  be repaired or salvaged. 
  When the Gamma Knight is the target to an Amazing success of 
  an attack, random options could be damaged or destroyed (1 op-
  tion damaged if the attack causes Wound damage, 2 options dam-
  aged or 1 option destroyed if the attack causes Mortal damage). 
  Both standard and random options can be targeted. If the 
  weapon's firepower (O, G, A) is less than the armor's toughness, 
  the weapon cannot affect any of the armor's options. 
  A damaged option can be repaired by making a complex skill 
  check (a Repair/Salvage complexity is given for each option) using 
  the Technical Science- repair skill.  
   
  Salvage 
  From the smoking corpses of defeated Gamma Knights and robot 
  warriors, many treasures can be found. PCs can salvage options 
  from these fallen opponents.  
  A working or damaged option can be salvaged by making a com-
  plex skill check (a Repair/Salvage complexity is given for each 
  option) using the Technical Science- artifact knowledge or jury-rig 
  skills. Suits that have a Self-Destruct Mechanism are difficult to 
  salvage from- options from these suits are automatically damaged 
  (and must be repaired) and impose a +4 step penalty to salvage 
  checks. 
  A damaged option must be repaired before it is installed on a new 
  suit of power armor. Installing a working option is easy- it requires 
  a Marginal complex skill check using the Technical Science- arti-
  fact knowledge, jury-rig, or repair skills. 
  GAMMA KNIGHT: Lord Janus Montagnard 
  Ruler of the Mobile Nation 
  Pure Strain Human Level 8 Combat Spec  
   
  STR 11 (+1) 
  (15 (+3) in armor) INT 8  
  DEX 13 (+2) WIL 8  
  CON 11 (+1) PER 9 
   
  Durability 13/13/6/6  
  Action Check 14/13/6/3 
  Move: Sprint 24, Run 16, Walk 6 (48/32/12 in armor) 
  # Actions: 3 (+1 from Extra Action Achievement)  
  Last Resorts: 1 
   
  Attacks Skill Roll Damage Type 
  Laser Rifle 15/7/3 (-1 step) d6+1w/d6+3w/d4+1m EN/O 
  Heavy Revolver 15/7/3 * d4+1w/d4+2w/d6m HI/O 
  Polearm 13/6/3 (+1 step) d6+4w/d4+6w/d4+4m LI/O 
  Attached Blades 13/6/3 d4+5w/d6+5w/d4+3m LI/O  
  Targeting system reduces long range penalties by -1 
  step. 
  Life Sensor gives -1 step bonus to hit applicable targets 
  w/ ranged weapons. 
  *Heavy revolver +1 step penalty, Combat Spec ability -
  1 step bonus.  
  Defenses 
  - +1 step bonus vs. melee attacks (+3 step with armor 
  Strength Enhancement) 
  - +2 step bonus vs. missile attacks 
  - Armor: d6+1 LI/ D6+2 HI/ d6 EN 
  - Cloaking Device (armor can become invisible, Aware-
  ness- intuition check at a +1 step penalty to detect). 
  - Light Filter (protects the wearer from being blinded by 
  bright lights) 
  - Smoke Generator (dense cloud of smoke within a 10 
  meter radius, +1 step defense bonus vs. melee and 
  missile attacks)  
  Skills 
  Armor Operation (11)- powered armor (13), Athletics 
  (11), Heavy Weapons (11), Melee Weapons (11)- blade 
  (13), Unarmed Attack (11)- power martial arts (12); 
  Ranged Weapons (13)- pistol (15, w/ -d4 step Combat 
  Spec bonus), rifle (15); Stamina (11); Knowledge (8), 
  Tactics (8)- infantry (9); Animal Handling (8), Aware-
  ness (8); Interaction (9), Leadership (9)- command (11)  
  Achievements 
  Action Check Bonus, Extra Action.  
   
  
  16 
  - Mutants, Martyrs, and Madmen 
  Gamma Knights Powered Armor  
  Equipment 
  - Powered Attack Armor with the following options: 
  Locomotive Options- Enhanced Movement 
  Communications- Communications Suite 
  Sensors- Image Enhancement System, Ultraviolet Sen-
  sor 
  Fire Control- Targeting System, Life Sensor 
  Built-in Weapons- Attached Blades 
  Defensive Options- Trauma Pack, Cloaking Device, 
  Light Filter, Smoke Generator 
  Miscellaneous Options- Cutting Torch, Flare Gun, 
  Strength Enhancement (STR 15), Videorecorder 
  - Weapons: Laser Rifle w/ 2 energy cells, Heavy Re-
  volver w/ 3 clips, Polearm.  
   
  Description 
  Janus Montagnard is the son of a powerful Genetic 
  Knight. Groomed from birth to join the elite ranks of 
  those who wear the precious few suits of powered ar-
  mor, Montagnard received extensive training in the use 
  of those powerful artifacts. When he came of age, the 
  young nobleman joined the ranks of those armored 
  warriors, determined to wipe the filth of mutation from 
  the face of the earth.  
  But the more the young Knight studied his foe, the 
  more he sympathized with them. Mutants were not the 
  disgusting beasts that his teachers had impressed 
  upon him; they were people, like him, who were being 
  unfairly victimized and slaughtered by the Knighthood.  
  Things came to a head for Montagnard the day he was 
  ordered to wipe out a peaceful village of mutants sin-
  gle-handedly. Instead of following orders, Montagnard 
  rallied the mutants and led them away from their home, 
  protecting them from the knights and defeating the pair 
  of Gamma Knights sent to capture him.  
  Since that fateful day, Janus Montagnard has wan-
  dered throughout Gamma Terra, followed by an ever-
  growing camp of followers who refer to themselves as 
  the Mobile Nation. The arrangement is feudal in nature- 
  in exchange for their various services, Montagnard pro-
  tects the people of his nation from attacks. The nation 
  wanders from place to place, and the camp continu-
  ously grows as more sentients of all species flock un-
  der Montagnard's banner.  
  Montagnard is attended to by a small army of warriors, 
  as well as a dozen or so technicians who keep his ar-
  mor in working order. He is bewildered by the changes 
  in his life, but no less determined to protect those under 
  his care.  
  GAMMA KNIGHT: Locust Red 
  Enigmatic Gamma Knight 
  Pure Strain Human Level 5 Tech Op 
    
  STR 10 INT 14 (+2)  
  DEX 11 (+1) WIL 8  
  CON 8 PER 9 
   
  Durability 10/10/4/4 Action Check 14/13/6/3 
  Move: 20 Sprint, 12 Run, 4 Walk (40/24/8 with armor, plus 
  50 meter leaps) 
  # Actions: 2 
  Last Resorts: 1  
   
  Attacks Skill Roll Damage Type 
  Attached Blade 11/5/2 d4+2w/d6+2w/d4m LI/O 
  Laser SMG 12/6/3 (-1 step) d6w/d6+2w/d4m EN/O 
  Semi-Auto Pistol 11/5/2 d4+1w/d4+2w/d4m HI/O 
  Flame Thrower 10/5/2 d6w/d6+3w/d8+3w EN/O  
  Targeting System reduces long range penalties by -1 step. 
  Energy Use Sensors give a -1 step bonus to hit energy-
  using targets with a ranged weapon.  
  Radar gives a -1 step bonus to ranged attacks on any tar-
  get within 1 kilometer. 
  Sound Sensors give -1 step bonus on any ranged attacks 
  vs. noise-making targets.  
  Defenses 
  - +1 step bonus vs. ranged attacks 
  - Armor: Good Toughness, 2d4 LI/ 2d4 HI/ d6+2 EN 
  - Energy Emission Filter, IR Absorption, Radar Scrambler 
  (makes the suit invisible to energy-emission and infrared 
  sensors and radar, negating any bonuses they might give) 
  - Light Filter (protects the wearer from being blinded by 
  bright lights) 
  - Sound Filter (protects the user from being deafened, 
  picks up and amplifies soft sounds)  
  Skills 
  Armor Operation (10)- powered armor (12), Athletics (10), 
  Heavy Weapons (10), Melee Weapons (10)- blade (11), 
  Unarmed Attack (10); Ranged Weapons (11)- smg (12), 
  Stealth (11); Stamina (8); Computer Science (14), Knowl-
  edge (14)- ancient language (16), first aid (16), Technical 
  Science (14)- artifact knowledge (17), invention (15), re-
  pair (16); Animal Handling (8), Awareness (8)- intuition (9), 
  perception (9); Interaction (9)  
  Equipment 
  - Recon Body Tank with the following options- 
  Locomotive Options- Enhanced Movement, Jet Assisted 
  Jumps 
  Communications- Communications Suite, Laser Designa-
  tor 
  Sensors- Image Enhancement System, Smart Display, 
  
  17 
  - Mutants, Martyrs, and Madmen 
  Gamma Knights Powered Armor  
  Radiation Sensors, Ultraviolet Sensors 
  Fire Control- Targeting System, Threat Receiver, Energy 
  Use Sensors, Radar, Sound Sensors 
  Built-in Weapons- Attached Blades, Flamethrower 
  Defensive Options- Smart Trauma Pack, Energy Emission 
  Filter, IR Absorption, Light Filter, Radar Scrambler, Self-
  Destruct System, Sound Filter 
  Miscellaneous Options- Audiorecorder, Flare Gun, Stimu-
  lant Injector, Videorecorder 
  - Weapons: Laser SMG w/ 3 energy cells, Semi-Automatic 
  Pistol w/ 4 clips  
   
  Description 
  Nothing is known about the enigma known as Locust Red. 
  The red insectoid armor completely disguises the wearer's 
  identity, and his motives remain unclear.  
  Locust Red is usually only sighted in the heavily-wooded 
  areas of the Knighted States, usually avoiding contact with 
  all other sentients- all attempts to contact the Gamma 
  Knight have failed. However, the armored figure has made 
  several inexplicable assaults on seemingly random tar-
  gets- a salt merchant's caravan, a group of wandering ad-
  venturers, and even the village of Gost Naf, all of which he 
  totally destroyed. Locust Red is an unknown quantity, and 
  very dangerous.  
  Power Gloves 15/7/3 d4+7s/d4+8s/d4+9s LI/O 
  Rocket Launcher 16/8/4+ (+1 step) d6w/d4+3w/d4m HI/G 
  Vibroblade 16/8/4 (-1 step) d6+5w/2d6+4w/d4+3m EN/G 
  * Damage value given with STR 18 Strength Enhance-
  ment from the armor) 
  + -d4 Combat Spec Bonus 
  Targeting Sensors reduce long range penalties by -1 step. 
  Eye Movement Sensor provides a -2 step bonus to hit with 
  any ranged weapon. 
  Energy Use Sensors give a -1 step bonus to hit energy-
  using targets with a ranged weapon.  
  Life Sensors give a -1 step bonus to hit living targets with 
  a ranged weapon.  
  Sound Sensors give -1 step bonus on any ranged attacks 
  vs. noise-making targets. 
  Defenses 
  - +1 step bonus vs. melee attacks (+4 step bonus with ar-
  mor Strength Enhancement). 
  - +2 step bonus vs. ranged attacks. 
  - Armor: Good Toughness, 2d4+1 LI/ 2d4+1 HI/ 2d4 EN 
  - Suit Sealant: Automatically seals suit breaches. 
  - Radio Scrambler: Scrambles all radio communications 
  within 1 kilometer. 
  - Energy Emission Filter, IR Absorption, Radar Scrambler 
  (makes the suit invisible to energy-emission and infrared 
  sensors and radar, negating any bonuses they might give) 
  - Light Filter (protects the wearer from being blinded by 
  bright lights) 
  - Sound Filter (protects the user from being deafened, 
  picks up and amplifies soft sounds) 
  Skills 
  Armor Operation (12)- powered armor (15), Athletics (12), 
  Heavy Weapons (12)- direct fire (16, -d4 Combat Spec 
  Bonus), Melee Weapons (12)- blade (13), powered 
  weapon (16), Unarmed Attack (12)- brawl (15); Ranged 
  Weapons (14)- rifle (16), smg (15); Movement (13), Stam-
  ina (13); Knowledge (9)- ancient language (10), deduce 
  (11), Navigation (9)- land (11); Animal Handling (8), 
  Awareness (8)- perception (10); Interaction (7) 
  Achievements 
  Action Check Bonus, Wound Rating Increase, Mortal Rat-
  ing Increase, Ability Increase (DEX), Ability Increase 
  (STR), Ability Check Increase (CON), Extra Action, Stun 
  Rating Increase, Action Check Increase (x3) 
  Equipment 
  - Body Tank with the following options- 
  Locomotive Options- Antigrav Flight, Enhanced Movement 
  Communications- Communications Suite, Laser Designa-
  tor, Radio Scrambler 
  Sensors- Image Enhancement System, Smart Display, 
  Radiation Sensors, Ultraviolet Sensors 
  (Continued on page 18) 
  GAMMA KNIGHT: Worldwalker 8 
  Enigmatic Killer of Gamma Knights 
  Pure Strain Human Level 15 Combat Spec  
   
  STR 12 (+1) 
  (w/ STR Increase Achievement) 
  (18 (+4) w/ armor)            INT 9      
  DEX 14 (+2) 
  (w/ DEX Increase Achievement)   WIL 8      
  CON 13 (+2) 
  (w/ CON Increase Achievement)   PER 7 
                
  Durability 16/16/8/7 (w/ Stun, Wound & Mortal Rating In-
  crease Achievements)  
  Action Check 18/17/8/4 (-d4 w/ Action Check Bonus 
  Achievement) (w/ 3 Action Check Increase Achievements)  
  Move: Sprint 24, Run 16, Walk 6  
  # Actions: 3 (w/ Extra Action Achievement)  
  Last Resorts: 0 
   
  Attacks Skill Roll Damage Type 
  Attached Blades 13/6/3 d4+6w/d6+6w/d4+4m* LI/O 
  Flechette SMG 15/7/3 d4w/d6w/d4m HI/O 
  Mark VII Blaster Rifle 16/8/4 d6+1w/d8+2w/d6+1m EN/G 
  
  18 
  - Mutants, Martyrs, and Madmen 
  - Swimming in the Gene Pool 
  Insect Mutations - 5th 
  Derek Holland 
   
  These 2 mutations are based on some insects' amazing abil-
  ity to survive in sub-zero temperatures (all temps are in Centi-
  grade). 
   
  Cold Resistance (freeze intolerant) 
  Amazing, Permanent, CON 
  Mutants with this mutation are comfortable in temperatures 
  down to -35 degrees. They have a form of antifreeze in their 
  blood and interstitial fluids. This allows them to make endur-
  ance checks only when the 
  temperature is below -35. 
   
  Cold Resistance (freeze tolerant) 
  Amazing, Permanent, CON 
  Mutants with this can freeze solid and survive for a number of 
  weeks equal to CON X 3. They also have a form of anti-
  freeze, but it only affects the cells' ability to survive the freez-
  ing process. This allows them to make endurance checks 
  only when the temperature drops below -15. A mutant "killed" 
  by cold based attacks will revive by "regenerating", one point 
  per hour (first mortal then wound, stun is ignored). 
   
  Altered Mutations - 5th 
  Derek Holland 
   
  On seeing how Gamma World 5th Edition reduced the power 
  of some mutations, while making defects mandatory, I de-
  cided to pump up the power on the weakened mutations back 
  up. I also altered some of the other mutations. 
   
  Acid Touch 
  Good, Activated, CON 
  The production of the acid costs the mutant one fatigue point 
  per day. Otherwise it is identical to the rulebook. 
   
  Death Field Generation 
  Amazing, Activated, WIL 
  The mutant inflicts 2d4w on a successful mental resolve 
  check and d4m on a failed one. The mutant generating the 
  Death Field may be affected by the field, so must also make 
  the mental resolve check. Otherwise it is identical to the rule-
  book. 
   
  Life Leech 
  Amazing, Activated, WIL 
  This mutation can drain stun and wound damage. Otherwise 
  it is identical to the rulebook. 
   
  Magnetic Control and Telekinesis 
  Good, Activated, WIL 
  These mutations have a cost of a fatigue point per hour, or 
  fraction of an hour, of use. Both move objects according to 
  the magnetic control entry in the rulebook. 
   
  Telekinetic Blast 
  Good, Activated, WIL 
  I reduced this to a Good mutation. 
   
  Telepathic Blast 
  Amazing, Activated, PER 
  Damage is increased to a WIL feat check by the target: M 
  d4+2w, O d6+1s, G d4+1s, A d4s  
  (Continued from page 17) 
  Fire Control- Targeting Sensors, Threat Receiver, Autofire 
  Program, Energy Use Sensor, Eye Movement Sensor, Life 
  Sensor, Proximity Sanction Program, Sound Sensors 
  Built-in Weapons- Rocket Launcher, Attached Blades, 
  Power Gloves 
  Defensive Options- Smart Trauma Pack, Energy Emission 
  Filter, IR Absorption, Light Filter, Radar Scrambler, Self-
  Destruct Mechanism, Sound Filter, Suit Sealant 
  Force Field- Alpha 50 Particle Screen 
  Miscellaneous Options- Antigrav Conveyance Field, Gen-
  eral Industries Floodlight, Holorecorder, RPV Kit, Strength 
  Enhancement (STR 18) 
  - Weapons: Vibroblade w/ 2 clips (4 Energy Cells), 
  Flechette SMG w/ 3 clips, Mark VII Blaster Rifle w/ 2 clips 
   
  Description 
  This terrifying warrior is the bane of all Gamma Knights 
  who stalk Gamma Terra. The first and only transmission 
  an armored warrior will receive from this mysterious figure 
  crackles with static, as if coming from far away- "This is 
  Worldwalker 8. I have pinpointed your location." A few 
  weeks later, the Gamma Knight is attacked by an armored 
  monstrosity, armed to the teeth with Ancient Technology. 
  In all recorded instances of Worldwalker 8's appearances, 
  this has always been the last battle the hunted Gamma 
  Knight has ever fought. 
  It is unknown who Worldwalker 8 is or why he tracks and 
  kills other armored warriors. He has ignored all attempts at 
  communication and has slaughtered everyone who has 
  ever attacked him with seemingly careless ease. As with 
  Locust Red, the pilot of this battlesuit is an unknown quan-
  tity and should be avoided at all costs. 
  
  19 
  - Rumors Amid the Ruins 
  Gus' Tale 
  Gus' Tale 
  Moses "Wolfy" Wildermuth 
   
  Gus "Guzzler" Jenkins waved and smiled back at the 
  two men, one woman, and the two children standing in 
  the corn-mato field, with whom he had just spent the last 
  several months since the Last Day encamped. The win-
  dows on his hover-Peterbilt cabin rolled up at the touch 
  of the switch. Gus owed his life to them, and to one of 
  them particularly. One of the two men had saved Gus' 
  and all the other's lives on those Last of Days when the 
  nukes went off in the cities. He had built a shelter inside 
  the hover-truck's trailer, and dragged Gus and the others 
  inside. That man's name was Mike, but Gus just called 
  him Doc most of the time. Mike was not really a doctor, 
  he had been `suit', a corporate muckety-muck from the 
  cities. Gus and suits generally did not get along very 
  well, but everything changes when the world as you 
  know it ends, and survival is at stake.  
  The other people standing there, Alex and Jan Jones 
  and their two children, were in a similarly bad way, after 
  the blasts, and Mike had somehow saved them all. They 
  were the statistically "perfect" family unit- dad, mom, and 
  son and daughter. Gus did not ask Alex or Jan, but he 
  had assumed that the Jones' had used embryonic ge-
  netic therapy to enhance their children's natural intelli-
  gence and physical fitness, and to guarantee the chil-
  drens' sexes. Gus always preferred the more natural 
  ways of making babies.  
  It was rough during the first month or so after the Last 
  Day, while `Doc' Mike kept trying to log on to the World-
  Net and nursed the rest of the group back to health. Af-
  ter recovery, they all tried to get a grip on what had hap-
  pened, not only to the world, but to themselves. They 
  had all gained some powers, except for Mike. Mike was 
  lucky, and came away unscathed on the Last of Days. 
  He seemed almost disappointed when he could not find 
  any new abilities in himself. Gus had gained immense 
  strength, endurance and muscle mass. Alex Jones could 
  start fires, Jan could read minds, their boy got rubbery, 
  stretchy bones and the little girl could vanish into thin air. 
  None of them seemed to know what to do, so they all 
  just stayed there in the back of the trailer, waiting for the 
  com-links to open and the sky to clear, but neither of 
  those things happened. When those horribly damaged 
  and deranged survivors, whom they would call ghouls, 
  attacked, it had taken every bit of Gus' strength and the 
  others' new abilities to fight them off. They all knew it 
  was time for the group to split up. 
  Giving them the thumbs-up and blowing them a short 
  blast on the truck's air horn, Gus hovered off into the 
  gloom that had overtaken the world. He had spent most 
  of the night before and some of the day removing the 
  inhibitors from his turbo-motors, so that un-tethered from 
  the trailer, the hover-cab moved with excellent speed 
  and maneuverability. Gus cut across a field and headed 
  north. He knew exactly where he was going to go. They 
  had each chosen a small, out of the way town to head 
  for, hoping that the devastation they had witnessed was 
  limited to the major cities. He had chosen Rosemont. 
  Rosemont was a small rural town, where he had met a 
  woman years ago. Her name was Anne-Marie. She was 
  married to a skinny, brainiac, retro-hippy scientist type of 
  guy. Not usually her type, but he had a lot of money and 
  had been persistent. She and Gus met at a truck stop in 
  Rosemont and had been instantly attracted to each 
  other, one thing had lead to another, and they had be-
  come lovers. She and her husband had a well-
  defensible farm, and he thought, with any luck her hus-
  band, Ned Shepherd, would have been on one of his 
  frequent agro-business trips to Sioux City. Ned would be 
  dead or worse (one of the ghouls), and Gus would be 
  just what Anne-Marie would need right now, he grins to 
  himself. Just wait til she gets a load of me, Gus thinks to 
  himself as he exits a field of genetically enhanced soy-
  broc-falfa and takes to a little known dirt road. Gus 
  flexed his newly acquired bigger biceps, and smiled 
  again as he thought about how the unholy rads and mu-
  tie bombs used on that Last Day made the gene-
  scientists' best work pale by comparison! He was huge 
  and it was all solid muscle. 
  He had seen no other living soul on his journey, only the 
  agro-bots working the fields, valiantly trying to save their 
  crops, badly damaged by lack of sunlight, without human 
  intervention. What started as steady rain quickly turned 
  into an ice cold lightning hail storm. The fans on his Pe-
  terbilt began throwing clumps of brown and black mud 
  from the road surface. Visibility became almost non-
  existent. The lightning flashed eerie translucent green 
  and blue light, as he pulled over into an open field near 
  the road to wait out the storm. Gus' cab was a double 
  sleeper, and he had spent countless nights in its bunk, 
  but this time felt different to him from all the others. 
  There was no dispatcher to call, and no log entries to 
  file; he was truly alone in the world this night, for the first 
  time ever. 
  He shut down the hover fans and parked, but kept the 
  generator running to power the vehicle's light shielding 
  and other small electrical devices. The shielding's inher-
  ent ability to scatter and reflect energy and sub-atomic 
  particles was probably the difference that gave him su-
  
  20 
  - Rumors Amid the Ruins 
  Gus' Tale 
  per-strength, instead of being burned to a crisp or turned 
  into a ghoul by the devastation of the Last Day. The 
  shielding was designed to protect the vehicle, driver, and 
  other property in case of collision or accident. It was also 
  integrated into the trucks security system. It would alert 
  him if anyone, or anything, approached the cab while he 
  rested. WorldNet was still down, so there was no way for 
  him to know what was happening outside this little field. 
  A huge swath of green lightning raced across the sky, 
  striking a swollen blue cloud, and suddenly turning bright 
  pink across the wet sky, "Kraaak- Boooomm!" from over-
  head shook the truck-cab, muffled somewhat by his 
  shielding. Gus looked outside during that brief instance 
  of multi-colored brilliance, and to his relief saw nothing at 
  all. 
  Turning off the WorldNet com-system, Gus programmed 
  the console to play a selection of pre-recorded digital 
  music, and brought the standard issue Mark V blaster 
  pistol out from it's hiding place under his bunk. Now, 
  more than ever, he was glad he had managed to steal it 
  during his service in the Global Marines. Power to the 
  weapon had been fully restored from the truck's genera-
  tor. He had had to use it during the ghoul attack. Doc 
  Mike and the others swore they would never tell any one 
  Gus still had it, not that it seemed to matter any more. 
  Placing the blaster on the shelf near his head, he next 
  inspected his old-style double barrel 12 gauge shotgun. 
  It had been his grandfather's, and had been kept in ex-
  cellent condition throughout the years. Right now, how-
  ever, it was no more of use than a sturdy club. `Doc' had 
  fired off the last four rounds into that crowd of ghouls, 
  before they finally backed off. He replaced it under the 
  bunk, as another lightning bolt flashed across the sky 
  and the rain and hail pelted his shielding. 
  That was the last he remembered. His dashboard chro-
  nometer read 6 hours later when he awoke suddenly 
  and feeling refreshed. The storm had long ended, and 
  looking out the cab windows he could see deer grazing 
  near a clump of trees just at the edge of his vision and a 
  squirrel going about its business in the constant gloom. 
  The console was still repeating the songs he had chosen 
  before falling asleep, so he pressed the series of buttons 
  that would turn off the music and logon to WorldNet. 
  WorldNet was still down; no audible, visual, or data 
  channels were available, nothing. The shield generator 
  was still operating at full strength, as he started the Pe-
  terbilt's hover motors. The deer vanished as the fan be-
  gan to spin and the turbines started to whine. Gus used 
  the vehicle's built in water reclamator, to quickly wash 
  his face and hands. He was hungry and thirsty, but there 
  was little to eat and the thought of drinking reclamated 
  water still made him gag. He would have liked to have 
  had a simple cup of coffee and cheese danish, but set-
  tled for a freshly picked corn-mato, as he got back on 
  the dirt road and headed more-or-less west. If all went 
  well, he would be at Anne-Marie's by lunch time. Sud-
  denly the world seemed less bleak, he grinned and 
  gunned the turbines, throwing mud and small stones in 
  his wake.  
  The dirt road eventually turned north again and eventu-
  ally narrowed to the 3 mile long drive leading to Anne-
  Marie's farm house. Making his way through the muck 
  and gloom, he came upon a blind curve, purposely 
  blocked by huge tree trunks. The truck came to an 
  abrupt, screeching halt. Flashing red emergency lights 
  immediately came on, both inside and outside of the 
  cab. His console lit up, squawking "You have been in-
  volved in a class 4 accident. Do not leave the area. The 
  authorities and medical personnel are being notified", 
  while his comm-unit futilely attempted to logon to World-
  Net. 
  Gus was slightly disoriented, the blockade of cut logs 
  had come up out of nowhere. His shield generator was 
  still functional at half strength, and there was no damage 
  to the cab. Unable to turn off the emergency protocols 
  for at least 45 minutes after an accident, Gus pulled the 
  cab over to the edge of the road, where the ground was 
  a little more solid, and parked. He looked around and 
  saw no one, so he turned off the shield generator and 
  stepped out into the mud. With his great strength, Gus 
  quickly removed the roadblock, and then drove the truck 
  past it. He got out again and put the roadblock back into 
  place. There was still just 2 miles to go. 
  When Gus approached the large family farm house and 
  garage structures, the duralloy gate was closed and Ned 
  was standing there with his gun. Ned preferred laser 
  weapons, and he carried a hi-powered laser hunting rifle 
  with scope, pointing it at the cab as Gus approached. 
  One or two well-placed shots would take out his truck's 
  shielding. Oh well, Gus thought, it was too late to turn 
  back now. He stopped the truck, lowered shields and 
  rolled down the side window, "Hey Ned, it's just me.". 
  Ned marched silently up to the side of his cab, until the 
  end of the laser rifle was point blank in Gus' face, "I told 
  you never to come back here, you damn S.O.B." 
  "Now, now, Ned," Gus drawled, then suddenly grabbed 
  the other man's rifle and snapped the hardened plasteel 
  barrel in his hand like he was snapping a pretzel stick. "I 
  think you said, `don't come back here unless it's the end 
  of the world, you damn S.O.B.', and well here I am. Be-
  sides I couldn't leave Anne-Marie out here... unpro-
  tected." Ned was completely infuriated. He was jumping 
  
  21 
  - Rumors Amid the Ruins 
  About Old Sage Mike  
  and cursing like a scarecrow with a squirrel in his shorts. 
  He threw the broken rifle into the tree line and chal-
  lenged Gus to get out and fight him. Gus was laughing 
  so hard, he did not see what happened next. Gus sud-
  denly found himself face down in the mud with Ned on 
  his back and something snake-like wrapped around his 
  neck. Then Gus realized, the `snake' was Ned's right 
  arm; Ned had been changed and had rubbery bones like 
  that Jones' kid. Gus was able to stand and searched his 
  neck with his huge hands looking for a way to break 
  Ned's hold. He tried to jab Ned in the rib's with his el-
  bow, but the man's ribs absorbed the blows like old rub-
  ber tires and the backlash made them both fall again. 
  There was a sound coming from the house as he strug-
  gled with Ned in the mud. Anne-Marie had come out to 
  stop the fight. She came close and yelled one single 
  word, "STOP!", and Gus suddenly could not move. 
  Ned's struggling had similarly ceased. Gus tried to lift his 
  head to look up at Anne-Marie, but his muscles simply 
  did not respond. 
  Anne-Marie had gained a power to paralyze others, and 
  they were frozen until she released them. "Get up and 
  go to the house, Ned." The pressure around Gus' neck 
  lessened and the snaky arm uncoiled from around his 
  neck, "I had you Gus. Remember that." Ned said as he 
  stomped off toward the house. Anne-Marie approached 
  Gus and released her hold on him, "Go to you truck for 
  now. Don't leave, just yet." She said, "I'll come out, and 
  we can talk later." Gus merely nodded, and went to his 
  cab to clean up and change out of his muddy clothes. 
  Gus waited outside in his truck until way past supper 
  time, when Anne-Marie came out to bring him a plate of 
  food. It was the first real meal he had in months, and he 
  relished every bite as Anne-Marie went back inside. She 
  returned two hours later with her decision. Gus would 
  stay with them in the guest room, and he and Ned would 
  have to work out their differences and get along. She felt 
  they would be better able to survive with two men than 
  only one. They not only survived, they prospered. She 
  loved both men and bore many children for them over 
  the years. That is how the Shepherd-Jenkins Clan, one 
  of the most influential families of the Seekers, began al-
  most 400 years ago.  
  Allisa Shepherd-Jenkins closed the ancient, tattered 
  journal, and excused her students to their next session.  
  About Old Sage Mike 
  Moses "Wolfy" Wildermuth 
   
  During the Long Night, early in the times of the Shadow 
  Years, I learned of the gift bestowed upon me by the un-
  holy blasts that I had witnessed on the Last of Days. Its' 
  true nature would take much longer to comprehend. I 
  could not die. 
   
  The world then was in perpetual twilight and generally 
  cold. Although some of the weather satellite network had 
  been destroyed on that Last Day, the remaining were still 
  attempting to perform their duties. Their robotic brains had 
  not been programmed to operate under such harsh condi-
  tions, so their attempts at controlling the weather was a 
  mixed blessing. On one hand, their presence probably 
  prevented a global ice age and saved many lives; on the 
  other hand, the rain and snow they brought was nearly 
  always laced with poisons and radioactive dust. 
   
  After saying farewell to Gus in his hover truck and Alex 
  and his family in their sub-hover-van, I loaded the back of 
  my hover-vette with supplies that we had salvaged from 
  the other now unused vehicles along the side of the road, 
  and a good supply of the corn-matos, then headed south. 
  All communications, including World Net, were still out, so 
  we had to assume all major cities had been hit. Using this 
  logic, we plotted our courses using a map found in the 
  glove compartment of an old hover-wagon with a broken 
  shield generator. Its' former occupants, without benefit of 
  the shield, were dead within hours of the blasts. We 
  picked the smallest towns we could find on the map and 
  headed for them. Cutting across the fields of corn-matos, I 
  began to see agro-bots working the fields as normal. I 
  stopped and looked for their human supervisors' hover 
  truck, but did not see one. Continuing on, I found the farm-
  house, but after approaching, the humanoid figure in the 
  headlights was one of the ghouls that had attacked us two 
  days earlier. Others were coming out of the house and 
  barn as I slammed the turbines into low gear and floored 
  the accelerator. 
   
  Civilization has many definitions. After the scare at the 
  farm, I avoided other isolated homesteads and I saw no 
  other drivers on the roads. I proceeded as planned to the 
  town I had chosen - Springfield. I had never been there 
  before, but the map showed it to have a population of un-
  der 50,000. Surely it would not have been a target. Arriv-
  ing at the outskirts of Springfield within a few hours, I en-
  countered a barricade of yellow striped saw horses with 
  battery powered flashing lights. I stopped the vette and 
  reached for my net-phone to contact the others, when I 
  
  22 
  - Rumors Amid the Ruins 
  About Old Sage Mike  
  heard a voice, "Phones still don't work." Looking up and 
  out of the window, I saw a man in a brown law enforce-
  ment officer uniform accompanied by two police bots. The 
  man was carrying an old style shotgun and a stun rifle in 
  his four arms. The extra two arms were protruding from 
  ripped seams in his khaki shirt. A number of his lower ribs 
  had fused and formed an extra set of shoulders giving 
  Sheriff George a barrel like appearance. 
   
  After a brief exchange with the 4 armed human officer, 
  while his robotic partners scanned and searched my vette, 
  I was allowed to enter the city. The officer told me of a 
  boarding house, incidentally owned by his cousin, that 
  may still have rooms for rent, while eating one of my 
  freshly picked corn-matos, so I headed across town. Es-
  tablishing myself finally, I moved my supplies to my one 
  room/shared bath apartment and assessed what I had 
  learned from the sheriff and my new landlords. Although 
  Springfield was not hit by any of the nuclear exchange, 
  much of the city's water was still supplied by above ground 
  sources. When the purification plant upstream was de-
  stroyed, the town was nearly instantaneously toxified. A 
  third of the town's people died and were still being buried. 
  Very few were unaffected; most were changed somehow. 
  The local doctors were merely treating the effects and 
  marveling at the transformations. As for details on what 
  actually happened on the Last Day, they were as baffled 
  as I. The World Net had suddenly gone dead, right in the 
  middle of the morning news. As it seemed I had little 
  choice, I decided to stay in Springfield. The World Net 
  never did recover, and I could only hope Alex and his fam-
  ily and the big hover trucker, Gus, had managed to find 
  suitable places to resettle. 
   
  Money became worthless almost immediately. This really 
  did not matter much to me as I had carried little hard cash 
  with me in those days. To pay for my room and board, I 
  became my landlord, Jim's, assistant. It was then I real-
  ized how little I really knew about work. Without the flow of 
  goods and replacement parts from the big cities, common 
  items started becoming scarce. The people, always inno-
  vative, found ways around most problems, and we all 
  shared and made do with what we had. Many people now 
  also had new abilities that naturally made all of our lives 
  easier. Though still dark and colder than normal and lack-
  ing some of our old high tech forms of entertainment, our 
  lives seemed almost to return to a normal pace. In some 
  ways, we even seemed better off. Until one day after 
  about four years, I volunteered to take my hover-vette 
  over to the nearby town of Webston to see how they fared 
  and to try to establish some sort of trade. Although at that 
  time, I still counted myself among the few who did not 
  change, many in Springfield marveled at how I had ap-
  peared not to show my age or even to catch the common 
  cold, year after year. But long life, slowed aging and good 
  health were common in my time, and I had been wealthy 
  and privy to the finest medical care. On this trip to Web-
  ston, however, I learned I could not be killed. 
   
  The short drive to Webston was both reassuringly and 
  strangely uneventful. I could see the robots still working 
  the fields in the twilight, unattended, and I wondered 
  where the food stuffs were going after all this time. I made 
  a mental note of that question, as my personal data assis-
  tant had lost its hard drive control chip some months ear-
  lier. A few small unidentifiable creatures were seen scurry-
  ing across the roads, and a small group of diminutive deer 
  with large glowing eyes, lifted their heads toward the vette 
  as I passed. Approaching the town, I had been expecting 
  a roadblock and a generally friendly greeting similar to the 
  sheriff's back in Springfield. Instead, the main road into 
  town appeared deserted. As I drove around the unfamiliar 
  small town, I saw no one clearly, but I thought I saw shad-
  ows move within one of the old store fronts. Fearing an-
  other pack of ghouls, I turned the vette around and 
  thought about how to break the bad news to them back in 
  Springfield. 
   
  Suddenly I heard a "POW!" , and the back window of my 
  vette shattered, sending chunks of tinted safety duraglass 
  everywhere. My head hit the steering controls as my 
  shoulder and back was assaulted by a massive force. 
  Someone had fired a blaster. It penetrated the car's 
  shielding, disintegrated the shoulder rest of my seat and 
  nearly took my head off. The Shadow Wars had already 
  begun and the Reign of the Gamma Knights was soon to 
  follow. My heart racing a mile a minute and blood covering 
  my seat, I once again dropped my tortured electric tur-
  bines into low gear and raced through the shadowy streets 
  out of town. My vision was blurred at first, but improved as 
  I calmed down, and despite the pain in my chest and back 
  I reached Springfield safely. 
   
  When I arrived the sheriff ushered me right in. I drove my-
  self straight to the local medical center. The medibot and 
  android nurses who were on duty gave me doses of tri-
  morphedrine and accelera, while taking my vitals and hol-
  oray scans of my badly damaged torso. They immediately 
  sent runners to awaken the chief surgeon and head nurse. 
  The robotic anesthesiologist was also being brought 
  online. My right lung, part of my ribcage and part of my 
  heart had been obliterated. Their programming indicated 
  that I should already be deceased. When the chief sur-
  (Continued on page 33) 
  
  23 
  The Robotic Enemy  
  - Derek Winston 
  Robots for 5th Edtion Gamma World 
  Robots 
  for 
  5th 
  Edtion 
  Gamma World 
  Derek Winston 
   
  COMPANION UNIT 
  STR 5 (d4+3)             INT 10 (2d4+5) 
  DEX 17 (2d6+10)       WIL 12 (2d6+5) 
  CON 4 (d4+2)            PER 10 (2d4+5) 
  Durability: -/6/-/- Action Check: 14/13/6/3 
  Move: Sprint 30, Glide 20 # Actions: 2 
  Reaction Score: Ordinary/1 
   
  Attacks Skill Roll Damage Type 
  Tentacle 5/2/1 (+1 step) d4-1s/d4s/d4+1s 
  LI/O 
   
  Defenses 
  -1 step penalty vs. melee Attacks 
  +4 step bonus vs. ranged Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound dam-
  age. 
  Construction: d6 LI/ d4-1 HI/ d6-2 EN 
   
  Skills 
  A single Science skill from the Intelligence 
  Skills list (10); Awareness (12) 
   
  Equipment 
  Tractor/presser beams (manipulate loads 
  of 50 kg at a 3 meter range) 
  Comm gear (10 km range) 
  Sensors: infrared, ultraviolet, microscopic 
  (x100), telescopic (x100) 
   
  Description 
  Companion units are 1/2 meter tall floating 
  blue ovals set with lenses all around the 
  front and a short tentacle dangling under-
  neath. 
  A companion bot's primary task in the An-
  cient Ages was to act as an aid to a scien-
  tist in a lab. In the Gamma Age, they are 
  often used as valets and forward scouts to 
  those fortunate enough to own them. 
  Companion units are not particular about 
  who they serve; they are activated by the 
  sound of their owner's voice, or by a new 
  voice if left idle for more than 30 days. 
  They will serve PSHs, mutants, sleeth, 
  etc. (anyone who has a voice to command 
  them). 
   
   
   
   
  DEATH MACHINE 
  STR 15 (2d4+10)         INT 9 (2d4+4) 
  DEX 8 (2d4+3)            WIL 10 (2d4+5) 
  CON 18 (2d4+13)       PER 9 (2d4+4) 
  Durability: -/27/-/- Action Check: 9/8/4/2 
  Move: Fly 48, Glide 32 # Actions: 3 
  Reaction Score: Marginal/2 
   
  Attacks Skill Roll Damage Type 
  Mark XI Blaster Cannon 15/7/3 d8+1w/
  d8+4w/d8+1m EN/G 
  Black Ray Cannon 15/7/3 d6+4w/d6m/
  d8+1m EN/G 
  Mark VII Battery 8/4/2 (-3 step) d6+7w/
  d8+9w/d6+7m EN/G 
  Trek Gun 15/7/3 Disintegration EN/O 
  Laser Battery 8/4/2 (-4 step) d6+9w/
  d6+11w/d4+9m EN/O 
  Rocket Launcher 15/7/3 (+1 step) d6w/
  d4+3w/d4m HI/G 
  Fusion Bomb 15/7/3 (+1 step) d10w/d6m/
  d8+2m within EN/G 
  600 meters, 1/2 up to 6km 
   
  Defenses 
  +3 step bonus vs. melee Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound damage 
  SCM-16 Capacitor Screen (Provides Good 
  Toughness vs. LI and HI Attacks and 
  Amazing protection from 
  EN Attacks. Also automatically reduces 
  damage from Attacks before armor takes 
  effect: LI 4s/2w/1m, HI 4s/2w/1m, EN 
  6s/4w/2m). 
  Duralloy Construction: 4d4+2 LI/ 4d4+2 
  HI/ 6d4+3 EN 
   
  Skills 
  Armor Operation (15)- powered armor 
  (18), Heavy Weapons (15); Ranged 
  Weapons (8); Navigation (9), Tactics (9); 
  Awareness (10) 
   
  Equipment 
  Weapons: 2 Mark XI blaster cannons 
  (500/1000/2000 meter range), 6 black ray 
  cannons, 16 batteries of 4 
  Mark VII blaster rifles (100/200/400 meter 
  range), 4 trek guns, 8 batteries of 5 laser 
  rifles, 6 rocket launchers (10 missile rack), 
  fusion 
  bomb 
  launcher 
  (50 
  bombs, 
  1000/2000/3000 meter range) 
  SCM-16 Capacitor Screen (Stardrive Arms 
  and Equipment Guide, pg 77) 
  Energy Dampening Field (automatically 
  kills all robotic units and energy-using de-
  vices in a 30 meter radius)  
   
  Description 
  Death machines are 8 meter tall egg-
  shaped robots, with dozens of knobby pro-
  trusions and gun turrets across the sur-
  face. It floats on antigrav pods. It's gun 
  ports constantly move, pinpointing any-
  thing that comes to the attentions of the 
  robot's sensors. 
  During the Ancient Ages, death machines 
  were amongst the most terrifying things a 
  man could see on the battlefield. Unfortu-
  nately, things have not changed much in 
  the Gamma Age- these engines of de-
  struction still travel across Gamma Terra, 
  searching for targets long since destroyed. 
  Death machines only acknowledge PSH 
  and android military personnel. A common 
  soldier can move the robot or have it per-
  form menial tasks. Only a military supervi-
  sor can give it a military objective. Death 
  machines ignore civil authorities of all 
  kinds. 
  ECOBOT 
  STR 13 (2d4+8)        INT 4 (d4+1) 
  DEX 8 (2d6+1)          WIL 4 (d4+2) 
  CON 12 (2d4+7)       PER 4 (d4+1) 
  Durability: -/18/-/- Action Check: 7/6/3/1 
  Move: Sprint 14, Run 10, Walk 4 # Ac-
  tions: 2 
  Reaction Score: Marginal/1 
   
  Attacks Skill Roll Damage Type 
  Fist 13/6/3 d4+2s/d4+3s/d4+4s LI/O 
  Stun Ray Pistol 12/6/3 see Description n/
  a 
  Chainsaw 13/6/3 (+2 step) d6+1w/d6+2w/
  d4m LI/O  
   
  Defenses 
  +2 step bonus vs. melee Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound dam-
  age. 
  Construction: d6-1 LI/ d6-2 HI/ d4-2 EN 
   
  Skills 
  Athletics (13), Unarmed Combat (13); 
  Ranged Weapons (8)- pistols (12); Life 
  Sciences (4)- botany, zoology (15) 
   
  Equipment 
  Weapons: stun ray pistol, 50% chance for 
  a chainsaw 
  Videorecorder w/ an infrared sensor, flash-
  light 
  
  24 
  The Robotic Enemy  
  - Derek Winston 
  Robots for 5th Edtion Gamma World 
  Comm gear 
  Half of the ecobot's torso is a storage con-
  tainer (100 liters) to carry feed, water, 
  seeds, etc. 
   
  Description 
  Ecobots are humanoid, save that they 
  have four evenly-spaced arms. They have 
  a polite but firm male voice. 
  Ecobots are normally found on farms and 
  parks. In the past, they were charged with 
  the task of caring for the land and animals 
  on the grounds. They continue these tasks 
  in the Gamma Age, though their program-
  ming is often corrupted. 
  Any PSH or android can command an 
  ecobot to perform any menial or landscap-
  ing task, or to temporarily stop whatever it 
  is doing. A PSH or android identified as a 
  supervisor can command the ecobot to 
  perform non-farm or -park related tasks, 
  so long as it does not leave the farm or 
  park property. Only a PSH or android 
  identified as a programmer or military/civil 
  authority can get the robot to leave it's 
  territory. Ecobots do not recognize other 
  species of creatures- mutant animals find 
  themselves shooed off the landscaped 
  areas or stunned and put into pens, and 
  mutant plants might find themselves 
  "trimmed" if they are "growing" in the 
  wrong place. 
  EXTERMINATOR 
  STR 15 (2d4+10)        INT 15 (2d4+11) 
  DEX 11 (2d6+4)          WIL 15 (2d8+6) 
  CON 16 (2d4+11)       PER 13 (2d4+8) 
  Durability: -/24/-/- Action Check: 14/13/6/3 
  Move: Sprint 28, Run 18, Walk 6 # Ac-
  tions: 3 
  Reaction Score: Ordinary/2 
   
  Attacks Skill Roll Damage Type 
  Fist 15/7/3 d4+3w/d4+5w/d4+7w LI/O 
  Weapon as per weapon 
   
  Defenses 
  +3 step bonus vs. melee Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound damage 
  Construction: 3d4+1 LI/ 3d4+1 HI/ 2d4+1 
  EN 
   
  Skills 
  Athletics (15), Heavy Weapons (15), Me-
  lee Weapons (15), Unarmed Combat (15); 
  Manipulation (11), Ranged Weapons (11), 
  Stealth (11)- shadow (16), Vehicle Opera-
  tion (11)- air vehicle (12); Movement (16); 
  Demolitions (15), Knowledge (15), Naviga-
  tion (15), Tactics (15), Awareness (15), 
  Investigate (15); Interaction (13)- Intimi-
  date (16) 
   
  Equipment 
  Videorecorder, infrared and ultraviolet 
  sensors 
  Exterminators make use of weapons and 
  Equipment acquired during their travels. 
   
  Description 
  An exterminator is a humanoid robot cov-
  ered with a layer of human skin, making it 
  identical to a PSH. As it is damaged, the 
  skin is torn away to reveal the skeletal 
  robot beneath. 
  The original purpose of the exterminator is 
  unknown. It appears to be a robotic assas-
  sin, hunting down a single target and 
  eliminating anything that gets in it's way. 
  Who programmed them and why is un-
  known, as is the programmer's criteria for 
  selecting targets. Once the exterminator 
  destroys it's target it departs, presumably 
  to report it's success to it's master. 
  Exterminators ignore the commands of all 
  creatures, and is in fact likely to slay any 
  creature that crosses it's path. They never 
  communicate with anyone. 
  HOUSEHOLD ROBOT 
  STR 10 (2d4+5)        INT 5 (2d4+1) 
  DEX 9 (2d6+2)          WIL 6 (d4+4) 
  CON 12 (2d4+7)       PER 5 (2d4) 
  Durability: -/18/-/- Action Check: 8/7/3/1 
  Move: Sprint 18, Run 12, Walk 4 # Ac-
  tions: 2 
  Reaction Score: Marginal/1 
   
  Attacks Skill Roll Damage Type 
  Hand 10/5/2 (+1 step) d4+2s/d4+3s/d4+4s 
  LI/O 
   
  Defenses 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound dam-
  age. 
  Construction: d6-1 LI/ d6-2 HI/ d4-2 EN 
   
  Skills 
  None (or any programmed) 
   
  Equipment 
  Fire extinguisher, comm gear, flashlight. 
  A household bot has a video screen on 
  chest. Generally, any security cameras in 
  the household can be displayed on the 
  household bot's vidscreen on request. 
   
  Description 
  Household robots appear to be metal peo-
  ple. They have a low-key, deferential male 
  voice. 
  In the Ancient Ages, household robots 
  were domestic servants and valets. They 
  may continue to provide these services in 
  the Gamma Age, though their program-
  ming might be corrupted.  
  Household robots are very polite and will 
  perform harmless tasks for PSH and an-
  droids unless it already has a task, the 
  request would cause harm to people or 
  property, or the task would leave strangers 
  unattended in the robot's home territory. It 
  ignores animals and plants unless they 
  make a nuisance of themselves (shooing 
  animals off the furniture, for instance). 
  MEDIBOT 
  STR 9 (2d4+4)          INT 12 (2d4+7) 
  DEX 12 (2d6+5)        WIL 13 (2d6+6) 
  CON 10 (2d4+5)       PER 11 (2d4+6) 
  Durability: -/15/-/- Action Check: 13/12/6/3 
  Move: Fly 48, Glide 32 # Actions: 2 
  Reaction Score: Ordinary/2 
   
  Attacks Skill Roll Damage Type 
  Manipulator 9/4/2 (+1 step) d4s/d4+1s/
  d4+2s LI/O 
   
  Defenses 
  +1 step bonus vs. ranged Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound dam-
  age. 
  Construction: d6-1 LI/ d6-2 HI/ d4-2 EN 
   
  Skills 
  Knowledge (12)- first aid (20), Medical 
  Science (12)- surgery (20), treatment (20). 
   
  Equipment 
  Medical gear to monitor and care for the 
  patient. A weak force field covers the pa-
  tient to control the air quality. Restraints 
  are also available for unwilling patients. 
  Comm gear 
   
  Description 
  Medibots look like steel coffins without 
  lids. The patient lies within, and the sides 
  slope away to prevent a closed-in feeling. 
  The bulk of the medical Equipment and 
  sensors is underneath the unit, giving it 
  
  25 
  The Robotic Enemy  
  - Derek Winston 
  Robots for 5th Edtion Gamma World 
  another 1m of depth. Six manipulators line 
  either side of the bot, and various read-
  outs, lights, and gauges line the outer 
  edge of the unit. The whole thing floats on 
  antigrav pods and has a soothing female 
  voice. 
  Medibots cared for the sick and injured 
  during the Ancient Ages, and continue to 
  do so in the Gamma Age (though their 
  programming may have been corrupted).  
  PSH or androids identified as nurses can 
  request the status of patients, assign pa-
  tients to a bot, or release patients. PSH or 
  androids identified as doctors can direct 
  the care of patients. Civil/military authori-
  ties can direct medibots to persons in 
  need of care, so long as the bot does not 
  already have an occupant. PSH and an-
  droids can be taken care of normally, but 
  humanoid mutant animals and mutants 
  must make a Personality feat check to be 
  identified and treated. Non-humanoid ani-
  mals and plants are ignored. 
   
  POLICE ROBOT 
  STR 15 (2d4+10)        INT 11 (2d4+7) 
  DEX 12 (2d6+5)          WIL 13 (2d6+6) 
  CON 16 (2d4+11)       PER 11 (2d4+6) 
  Durability: -/24/-/- Action Check: 13/12/6/3 
  Move: Fly 48, Glide 32 # Actions: 3 
  Reaction Score: Ordinary/2 
   
  Attacks Skill Roll Damage Type 
  Fist 15/7/3 d4+3s/d4+4s/d4+5s LI/O 
  Laser Pistol 16/8/4 (-1 step) d4+1w/
  d6+1w/d4m EN/O 
  Stun Ray Pistol 12/6/3 see Description n/
  a 
  Stun Grenades 15/7/3 d6s/d8s/d8+2s EN/
  O 
   
  Defenses 
  +3 step bonus vs. melee Attacks 
  +1 step bonus vs. ranged Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound dam-
  age. 
  Construction: 2d4 LI/ d4+1 HI/ d4 EN 
  Alpha 50 Particle Screen: provides extra 
  armor (d6-3 LI/ d6-2 HI/ d8-2 EN), blinks 
  out when police robot fires it's own 
  weapon. 
   
  Skills 
  Armor Operation (15)- powered armor 
  (18), Athletics (15), Heavy Weapons (15), 
  Unarmed Attack (15); Ranged Weapons 
  (12)- pistol (16); Knowledge (11)-first aid 
  (15), Law (11)- local justice (16); Aware-
  ness (13), Investigate (13); Interaction 
  (11). 
   
  Equipment 
  Weapons: Laser/Stun Ray pistol, grenade 
  launcher w/ stun grenades 
  Alpha 50 Particle Screen (Stardrive Arms 
  and Equipment Guide, pg 77) 
  Comm gear, flashlight, loudspeaker, hand-
  cuffs. 
   
  Description 
  A police robot looks like a motorcycle cop 
  without legs or a bike. It is a floating torso 
  (antigrav pods) with two arms and a head 
  molded to look like a helmeted head. It 
  can extrude a padded seat behind it to 
  carry a passenger, with restraint straps to 
  strap prisoners to the seat. 
  Police robots were used to prevent a 
  crime and apprehend criminals, using the 
  minimum force necessary; if the criminals 
  are armed with assault rifles, minimum 
  force can be quite deadly. They presuma-
  bly carry out the same tasks during the 
  Gamma Age, making them hazardous to 
  explorers of ruined cities. 
  Any PSH or android can direct a police 
  robot to the scene of a crime or accident. 
  A PSH or android identified as a supervi-
  sor can direct a police robot away from the 
  scene of a crime, but only if there are 
  other police robots or personnel there to 
  attend to it. Police robots will obey all or-
  ders from civil/military authority cards, 
  even destructive ones. Police robots treat 
  people engaged in non-criminal activities 
  with respect and courtesy and can offer 
  aid and assistance if asked. 
   
  ROBOT TANK 
  STR 15 (2d4+10)        INT 4 (d4+1) 
  DEX 5 (2d4)                WIL 4 (d4+2) 
  CON 15 (2d4+10)       PER 4 (d4+1) 
  Durability: -/22/-/- Action Check: 5/4/2/1 
  Move: Sprint 60, Run 40, Walk 10 # Ac-
  tions: 2 
  Reaction Score: Marginal/2 
   
  Attacks Skill Roll Damage Type 
  Tentacle 15/7/3 d4+3w/d4+5w/d4+7w LI/O 
  Mark XI Blaster Cannon 15/7/3 d8+1w/
  d8+4w/d8+1m EN/G 
  Laser SMG 12/6/3 (-1 step) d6w/d6+2w/
  d6m EN/O 
   
  Defenses 
  +3 step bonus vs. melee Attacks 
  -1 step penalty vs. ranged Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound dam-
  age. 
  Cerametal Armor: d8 LI/ d8 HI/ d8 EN 
  Can be sealed airtight with a 30 minute 
  supply of air 
   
  Skills 
  Heavy Weapons (15), Unarmed Attack 
  (15); Ranged Weapons (5)- SMG (12); 
  Navigation (4)- land (12), Tactics (4)- cav-
  alry (15), infantry (12); Awareness (4)- 
  perception (12) 
   
  Equipment 
  Weapons: Mark XI blaster cannon (turret), 
  3 laser SMGs (2 mounted on sponsons on 
  either side, one atop the turret) 
  Jump jets (can jump 5m in the air for one 
  round at a time, useable 1/10 minutes) 
  Searchlight, comm gear 
   
  Description 
  Robot tanks look like ordinary tanks, save 
  for the two three meter long tentacles on 
  either side of the turret. 
  Robot tanks were used by military forces 
  for heavy assault and to bolster infantry. 
  They can still perform these functions in 
  the Gamma Age, unless their program-
  ming has been corrupted.  
  Robot tanks only respond to PSH or an-
  droids, and then only to those identified as 
  military personnel. Common soldiers can 
  move the tanks or command them to per-
  form menial tasks. Personnel recognized 
  as tank captains can direct the robot tank 
  to accomplish military objectives. It ig-
  nores all other creatures.  
   
   
  SECURITY ROBOT 
  STR 13 (2d4+8)        INT 6 (2d4+1) 
  DEX 11 (2d6+4)        WIL 6 (d4+4) 
  CON 12 (2d4+7)       PER 5 (2d4) 
  Durability: -/18/-/- Action Check: 9/8/4/2 
  Move: Sprint 24, Run 16, Walk 6 # Ac-
  tions: 2 
  Reaction Score: Marginal/1 
   
  Attacks Skill Roll Damage Type 
  Fist 13/6/3 d4+2s/d4+3s/d4+4s LI/O 
  Stun Ray Pistol 12/6/3 see Description n/a 
   
  
  26 
  The Robotic Enemy  
  - Derek Winston 
  Robots for 5th Edtion Gamma World 
  Defenses 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound dam-
  age. 
  Construction: 3d4 LI/ 2d4+1 HI/ d6+1 EN 
   
  Skills 
  Athletics (13), Unarmed Attack (13); 
  Ranged Weapons (11)- pistol (14), Stealth 
  (11); Law (6)- local justice (10), Security 
  (6)- protection protocols (12); Interaction 
  (5)- intimidate (9). 
   
  Equipment 
  Stun Ray pistol 
  Videorecorder w/ infrared and telescopic 
  (x100) sensors 
  Comm gear, flashlight, loudspeaker 
   
  Description 
  Security robots are humanoid, to ease 
  tension in dealing with employees of their 
  former company. They have gruff, authori-
  tative male voices. 
  In the Ancient Ages, security robots pre-
  vented unlawful entry onto company prop-
  erty and theft of the company's materials. 
  In the Gamma Age, this programming 
  makes them hazardous to explorers of the 
  ruins of those facilities. 
  Upon sighting unauthorized activity, the 
  robot will always give a warning before 
  attacking, and uses the minimum force 
  necessary. Any PSH or android can direct 
  a security robot during normal working 
  hours when there is no emergency. During 
  an emergency or after hours, only a per-
  son identified as a supervisor can control 
  the robot. The robot will also obey any 
  military/civil authority. A security robot 
  does not recognize other species- animals 
  are kept out of the building, but otherwise 
  ignored; plants are ignored altogether. 
   
  SENTRY 
  STR 5 (d4+3)             INT 9 (2d4+4) 
  DEX 17 (2d6+10)       WIL 10 (2d4+5) 
  CON 2 (d4)                PER 9 (2d4+4) 
  Durability: -/3/-/- Action Check: 14/13/6/3 
  Move: Fly 30, Glide 20 # Actions: 1 
  Reaction Score: Ordinary/1 
   
  Attacks Skill Roll Damage Type 
  None 
   
  Defenses 
  -1 step penalty vs. melee Attacks 
  +4 step bonus vs. ranged Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound damage 
  Construction: d6-1 LI/ d6-2 HI/ d4-2 EN 
   
  Skills 
  Stealth (17); Awareness (10)- perception 
  (16) 
   
  Equipment 
  Comm gear, videorecorder w/ infrared and 
  ultraviolet sensors. 
   
  Description 
  Sentries are large floating spheres made 
  of a hard plastic. It has three distinct 
  zones- the underside consists of antigrav 
  pods, the middle an array of audio and 
  visual sensors, and the top a computer 
  brain and transmitter. 
  In the Ancient Ages, sentries were used 
  as inexpensive and tireless watchers of 
  sensitive installations. They are still likely 
  to act in this capacity during the Gamma 
  Age, under the control of an installation 
  computer. 
  Sentries only acknowledge PSH and an-
  droids that have been designated as su-
  pervisors, who can direct them to different 
  areas or shut them down for maintenance. 
  They ignore all other creatures. 
   
  WARBOT 
  STR 15 (2d4+10)        INT 9 (2d4+4) 
  DEX 8 (2d4+3)            WIL 10 (2d4+5) 
  CON 16 (2d4+11)       PER 9 (2d4+4) 
  Durability: -/24/-/- Action Check: 9/8/4/2 
  Move: Fly 48, Run 32 # Actions: 3 
  Reaction Score: Marginal/2 
  Attacks Skill Roll Damage Type 
  Tentacles 15/7/3 d4+3w/d4+5w/d4+7w LI/
  O 
  Twin Lasers 8/4/2 (-2 step) d6+3w/d6+5w/
  d4+3m EN/O 
  Grenade Launcher 15/7/3 as grenade  
  Rocket Launcher 15/7/3 (+1 step) d6w/
  d4+3w/d4m HI/G 
  Fission Cannon 15/7/3 d6w/d6+2w/d6m 
  EN/G 
   
  Defenses 
  +3 step bonus vs. melee Attacks 
  Immune to mental Attacks 
  Immune to Fatigue and Stun damage, 
  Mortal damage treated as Wound damage 
  Duralloy Construction: 3d4+1 LI/ 3d4+1 
  HI/ 4d4+2 EN 
  Alpha 50 Particle Screen: provides extra 
  armor (d6-3 LI/ d6-2 HI/ d8-2 EN), blinks 
  out when warbot fires it's own weapon. 
  Cloaking Device (see Equipment) 
   
  Skills 
  Armor Operation (15)- powered armor 
  (18), Heavy Weapons (15), Unarmed At-
  tack (15); Ranged Weapons (8); Naviga-
  tion (9), Tactics (9); Awareness (10) 
   
  Equipment 
  Weapons: 
  twin 
  laser 
  rifles, 
  grenade 
  launcher (20 grenade rack, various gre-
  nades), rocket launcher (8 rocket rack), 
  fission cannon 
  Alpha 50 Particle Screen (Stardrive Arms 
  and Equipment Guide, pg 77), Cloaking 
  Device 
  (makes 
  the 
  warbot 
  invisible; 
  Awareness-intuition check w/ +1 step pen-
  alty to detect the warbot) 
  Ultraviolet sensors 
  Comm gear (w/ secure channels), video-
  camera 
   
  Description 
  Warbots look like 3 meter tall floating 
  eggs. They have two tentacles at their 
  base and a multi-barreled rotating gun 
  turret on top. 
  The Ancients used warbots on the battle-
  field and to defend military installations. 
  These dangerous robots can still be found 
  performing these tasks, though time has 
  eroded their programming. 
  Warbots only acknowledge PSH and an-
  droid military personnel. A common soldier 
  can move the robot or have it perform me-
  nial tasks. Only a military supervisor can 
  give it a military objective. Warbots ignore 
  civil authorities of all kinds.  
  
  27 
  MacGuyver-series Combat Field 
  Support (CFS) Robot [PL 6] - 5th 
  Lord Irish 
  MacGuyver-series Combat Field Support (CFS) Ro-
  bot [PL 6] - 5th 
  Lord Irish 
   
  Combat field support robots first appeared on the bat-
  tlefield during the mid-21st Century as the changing 
  nature warfare made it all but impossible for human 
  technicians to work effectively under combat condi-
  tions. Their function is to diagnose and repair mechani-
  cal systems on military robots and combat vehicles dur-
  ing combat, and to maintain these same systems dur-
  ing peacetime. 
   
  A typical CFS robot is equipped with tank treads, grip-
  ping and hoisting claws which allow it to maneuver 
  heavy pieces of machinery, a retractable, dexterous 
  robot hand outfitted with tactile sensors for fine manipu-
  lation, and a retractable arm outfitted with various tools 
  (per the Toolkit, specialized entry on p. 140 of the 
  Player's Handbook). Unlike civilian mechanic droids, 
  CFS robots are significantly larger and heavier than hu-
  man beings, standing between 2.5 and 3.5 meters tall 
  (variable - the unit's "torso" is extendable) and weighing 
  in excess of 500kg. They are lightly armed and moder-
  ately armored by the military standards of their day. 
   
  STR 16   INT 11 
  DEX 8     WIL 6  
  CON 14  PER 6  
  Durability: 14/14/7  
  Movement: Sprint 24, Run 16, Walk 6  
  Action Check: 12+/11/5/2  
  Actions/Round: 3 
  Reaction Score: Ordinary/2 
   
  Attacks Skill Damage Type 
  Fist Unarmed Attack d8s/d6+1w/d8+1w LI/O 
  Welding Torch* Melee Weapons d4+1w/d6w/d8+1w 
  En/O 
  Rifle, 11mm ch. Ranged Weapons, Modern - Rifle 
  d6+1w/d6+3w/d6+1m HI/O 
  * The welding torch ignites combustible materials on a 
  Good success or better, inflicting d4-1w additional dam-
  age per phase until the fire is put out. 
   
  Defenses 
  resistance modifier vs. melee attacks +3 
  resistance modifier vs. encounter skills +1 (INT), 0 
  (WIL) 
   
  Body Type 
  Processor: Amazing (9 active memory slots) 
  Actuators: Servo 
  Casing: Carbonite Fiber d4 (LI), d4 (HI), d6-2 (En) 
  Chassis: 2.5 to 3.5 m tall 
  Data Port: Socket 
  Manipulators: Claw arms (x2), tool arms (x1), arms with 
  hands (x1) 
  Propulsion: Tracks 
  Sensors: Holo, pickup/voicebox, tactile 
  Tools: Basic tool set, other tools as necessary 
  Key Skills: Armor Operation 
  Stamina 
  Computer Science 
  Knowledge - computer operation, military rules and 
  regulations 
  System Operation 
  Ranged Weapons, Modern 
  Technical Science - repair 2, juryrig, robotics 
  Perks: Retractable Appendage (x2) 
  Flaws: Command Circuitry 
   
   
  Notes 
  This robot was created using the rules for generating 
  robot heroes in chapter 6 of the Dataware accessory, 
  and is based on the standard 50 points allotted for ro-
  bot characters. Robots of this series are built around 
  cutting-edge PL6 technology, which make them pretty 
  standard in both the Star*Drive and Gamma World set-
  tings, and at least plausible in Dark·Matter. 
   
  Of course, the MacGuyver-series as presented here 
  represents a robot in perfect operating condition, which 
  certainly won't be the norm in the Gamma World set-
  ting. Be sure to pepper the robot with one or more of 
  the flaws listed on p.78-80 of the Dataware accessory 
  and get creative with its weaponry and equipment. 
   
  New Perk: Retractable Appendage 
  Cost 2, CON, Active 
  For every two points spent, the robot is able to com-
  pletely retract a single appendage (arm, leg, or head) 
  into its body casing. While retracted, the body part in 
  question cannot be the target of a called shot. Re-
  tracted appendages are not necessarily apparent 
  through casual observation, nor are they especially dif-
  ficult to detect. A character actively trying to ascertain 
  
  28 
  Age And Reproductive Capacities Of The Major Races In 
  Gamma World - Any 
  Derek Holland 
   
  Herein is listed the age groups of some of the more important Gamma 
  World races, based on the aging charts from the Alternity Game Master 
  Guide. With minor tweaking these tables will work for all Gamma World 
  rules editions. 
   
  The Age Group table lists adjustments to attributes for each age range, the 
  Age Group Ranges table below it gives the age ranges for each race. 
  "Number of Children" is per birth. "Percent Survive" is the percent of off-
  spring that survive from birth. The reasons for the high infant mortality 
  rates are due to the harsh conditions of Gamma Terra and the absence of 
  "modern" medical technology. The rate is reduced also for those who are 
  more strongly mutated or produce more young. 
  AGE GROUP TABLE 
  Age Group 
  Attribute Adjustments 
  Adolescent 
  -1 STR, +1 DEX, -1 INT, -1 WIL 
  Young Adult 
  none 
  Mature 
  +1 INT, +1 PER 
  Middle Aged 
  -1 DEX, +1 INT, +1 WIL 
  Old 
  -1 STR, -1 DEX, -1 CON, +1 WIL, +1 
  PER 
  Ancient 
  -1 STR, -1 DEX, -1 CON 
  - Irradiated Errata 
   
  AGE GROUP RANGES (by Race/Beast type) 
  Race 
  Adolescent 
  Young 
  Adult 
  Mature 
  Middle 
  Aged 
  Old 
  Ancient 
  Number of 
  Children 
  Percent 
  Survive 
  PSH 
  17 
  25 
  40 
  62 
  85 
  +2d12 
  1-3 
  95 
  MH 
  12 
  18 
  28 
  45 
  65 
  +d10 
  1-3 
  65 
  Ark 
  8 
  14 
  18 
  25 
  36 
  +d6 
  3-6 
  50 
  Badder 
  10 
  20 
  30 
  45 
  55 
  +2d8 
  1-4 
  65 
  Brutorz 
  5 
  12 
  25 
  45 
  70 
  +2d4 
  1-2 
  85 
  Carrin 
  8 
  25 
  35 
  70 
  90 
  +3d4 
  4-10 
  45 
  Dabber 
  5 
  12 
  25 
  36 
  45 
  +d6 
  1-4 
  65 
  Fen 
  4 
  15 
  30 
  45 
  55 
  +d8 
  30-80 
  25 
  Gren 
  12 
  18 
  28 
  45 
  65 
  +d12 
  1-3 
  70 
  Hawkoid 
  12 
  22 
  28 
  40 
  60 
  +d4 
  2-8 
  45 
  Hisser 
  6 
  18 
  30 
  45 
  80 
  +3d10 
  4-6 
  50 
  Hoop 
  5 
  12 
  18 
  24 
  30 
  +d6 
  3-8 
  65 
  Jaget 
  5 
  16 
  20 
  25 
  45 
  +d4 
  1-4 
  45 
  Katkin 
  5 
  20 
  23 
  29 
  40 
  +d12 
  1-4 
  50 
  Lil 
  20 
  40 
  60 
  80 
  120 
  +3d10 
  1-2 
  75 
  Orlen 
  12 
  18 
  28 
  45 
  65 
  +d10 
  1-2 
  65 
  Sasquatch 
  17 
  30 
  45 
  65 
  75 
  +d8 
  1-4 
  45 
  Sarbis 
  8 
  14 
  24 
  35 
  55 
  +d10 
  2-6 
  65 
  Sleeth 
  17 
  28 
  45 
  75 
  90 
  +d8 
  2-8 
  75 
  Thought Mas-
  12 
  18 
  28 
  45 
  65 
  +d10 
  1-3 
  45 
  Wardent 
  18 
  25 
  50 
  80 
  100 
  +3d12 
  1-2 
  55 
  AGE GROUP RANGES (by Race/Beast type)  
  Reproductive Capacities Only  
  Race 
  Number of 
  Children 
  Percent 
  Survive 
  Arn 
  30-40 
  10 
  Attercop 
  1000+ 
  1 
  Bearcat 
  2-4 
  25 
  Blaash 
  50-80 
  10 
  Blight 
  20-100 
  5 
  Blood bird 
  4-8 
  20 
  Cal-then 
  40-80 
  5 
  Centisteed 
  1-2 
  30 
  Fleshin 
  600-1000 
  1 
  Gator 
  5-20 
  45 
  Hopper 
  3-8 
  10 
  Kamodo 
  10-20 
  1 
  Mantid 
  40-60 
  2 
  Parn 
  20-150 
  1 
  Podog 
  2-6 
  25 
  Rakox 
  1-2 
  30 
  Sep 
  5-10 
  5 
  Skeeter 
  200-800 
  1 
  Spiny 
  1-6 
  10 
  Squeeker 
  4-10 
  10 
  Terleen 
  (Terl) 
  100-600 
  1 
  Thunder-
  bird 
  1-3 
  55 
  Yexil 
  1-2 
  60 
  
  29 
  - Irradiated Errata 
  Giant Insects in Gamma World - 
  Any  
  (some 4th & 5th specific rules) 
  Derek Holland, Chris Conboy 
   
  Giant insects have been in Gamma World 
  since the first edition with such beasts as 
  parns and cal-then. Here is some general 
  insect information and my personal house 
  rules (5th and 4th edition) for using giant 
  insects in Gamma World campaigns. 
   
  Maturity Types 
  Insects can be either adult or immature. 
  Adults are the reproductive form and imma-
  tures are the growing stage. 
   
  Four Types of Immature Insects 
  1) Young: Identical to the adults except for 
  smaller size. (e.g. silverfish) 
  2) Nymphs: Have some obvious differences 
  from the adult, usually the absence of wings. 
  (e.g. grasshoppers and termites) 
  3) Naiads: Aquatic nymphs that can have 
  major differences from the adult. (e.g. drag-
  onflies and mayflies) 
  4) Larva: Totally different from the adult, 
  most are worm-like. (e.g. beetles, flies and 
  ants) 
   
  Stages of Growth (Instars) 
  Each immature insect (i.e. young, nymph, 
  naiad or larva) goes through stages of 
  growth called instars. Each instar is punctu-
  ated by shedding the skin. The number of 
  instars can vary from 6 to 50+, with the more 
  primitive insects having more stages. 
   
  In some insects, especially the moths and 
  butterflies, each of the instars looks different. 
  This allows would be "bug hunters" to know 
  the age of their quarry and how dangerous it 
  may be. Several insects provide parental 
  care for the eggs and nymphs. Some go so 
  far as to die just before the nymphs leave the 
  last instar to become adults. Other insects, 
  mantids among them, will eat their young or 
  the young eat each other. This is not very 
  common and only occurs in voracious, soli-
  tary predators. 
   
  Eggs 
  Most insects produce large numbers of off-
  spring, from 20 to 20,000. Those with the 
  higher numbers do not take care of their off-
  spring. In giant insects there would likely be 
  a reduction of egg numbers and better adult 
  care. Those that do not protect their eggs 
  lose many from competition and nest raiders. 
  Some insects spread their eggs about but 
  many will find a suitable spot to lay the eggs. 
  Some wasps will capture katydids or spiders 
  and leave them paralyzed in a burrow with a 
  single egg. With the size increase, these 
  typical prey could easily be replaced by hu-
  mans and other large mammals.  
   
  Lifespan 
  Usually insects have a short existence as 
  immatures- from 2 weeks to 2 months, but 
  there are many exceptions- the most famous 
  are the 13 and 17 year cicadas. This allows 
  GMs to hide immature insects away even if 
  the adults are killed off. Adult insects also 
  have a varying life span from a few hours to 
  several years. To survive the winters, some 
  have evolved the ability to freeze solid and 
  then revive. 
   
  Anatomy/Physiology 
  Insects have a head, thorax and abdomen as 
  well as wings (absent in some orders and 
  families), legs, and antennae, which have 
  been altered by evolution to a myriad of 
  forms. Some of the more interesting real pos-
  sibilities of physiology are: 
  · Exoskeletons containing metals 
  · Hard radiation won't cause ill effect 
  · 100+ atmospheres of pressure won't cause 
  ill effect 
  · Walk on water 
  · Detect a mate 4 miles away 
  · Detect movement to within 1/50 of an inch 
  (i.e.: the object only has to move 1/50 of an 
  inch to be detected) 
  And much much more. A GM could create 
  just about any nonmutational power for an 
  insect and it might actually exist. 
   
  Sociology 
  Insects have many levels of social behavior. 
  To quote E.O. Wilson, from The Insect So-
  cieties there are 5; 
  1. Subsocial- the adults care for their own 
  nymphs or larvae for some period of time; 
  2. Communal- members of the same genera-
  tion use the same composite nest without 
  cooperating brood care; 
  3. Quasisocial- members of the same gen-
  eration use the same composite nest and 
  also cooperate in brood care; 
  4. Semisocial- as in quasisocial, but there is 
  a reproductive division of labor, that is, a 
  worker caste cares for the young of the re-
  productive caste; 
  5. Eusocial- as in semisocial, but there is an 
  overlap in generations so that offspring assist 
  parents. The only true eusocial insects are 
  the termites, most ants, and some bees and 
  wasps. 
  A GM could produce many types of nests 
  with this information. 
   
  Nests 
  There are many different types of insect 
  nests, I will go over 3 of the most common or 
  well known. 
   
  The Underground Burrow is used by most 
  insects. It's usually made up of a single tun-
  nel with or without an enlarged area for rest-
  ing. Some, those used by communal insects, 
  are called galleries; these are tunnels with 
  many side tunnels, each with it own occu-
  pant. The most complex are ant nests, which 
  hold chambers for food storage, dumps, 
  dead bodies, brood care, and water traps. 
  Note there will be no lighting and possibly all 
  the tunnels are smaller than humans can fit- 
  to do so is up to the GM of course. 
   
  The Paper Nest is used by certain families of 
  wasps. It is made up of wood pulp and saliva 
  and tend to be flammable. These are quite 
  visible and must be supported structurally, I 
  would suggest giant trees or rocky cliffs. 
   
  The Termite Mound is found in tropical 
  plains and are made up of soil and saliva. 
  They have the strength of cement or con-
  crete. Giant termites could build them any-
  where and they could have walls up to 3 me-
  ters thick. That, and the soldiers, would pro-
  vide definite obstacles to adventurers. There 
  would be many entrances at ground level 
  and tunnels leading to the mound. 
   
  In All Insect Nests there could be other ani-
  mals. Some of them are benign (i.e. they 
  benefit the host in some way), others para-
  sites and predators, and others have no af-
  fect on the hosts (except being in the way of 
  course). Looking at Wilson again, he has, on 
  table 20-1 on page 392, many examples of 
  these:  
   
  ARTHROPOD AFFECT 
   
  There are many more lesser known groups. 
  A party of adventurers could go into a giant 
  ant nest and die of spider venom or run into 
  a parn in a termite nest- the buggem nest in 
  Legion of Gold has herps, zarns and said 
  parns. Such animals are usually not detected 
  by the hosts or possibly even given care (i.e. 
  the hosts will feed and possibly groom the 
  "guest".) The spider may only eat other 
  guests and the parn could feed on the ter-
  mites' nymphs. There are also guests who 
  are attacked by the hosts, but have some 
  form of protection. A carnivorous caterpillar 
  hides inside its silk, a tiger beetle with super 
  thick armor has enough protection, etc. 
   
  Aquatic Insects 
  
  30 
  - Irradiated Errata 
  Some giant insects spend some or all of their 
  lifespan in water. Dragonflies, caddisflies, 
  and some butterflies are examples where the 
  immature form dwells in the water and the 
  adult is terrestrial. Some beetles and bugs 
  spend their lives in the water and some bee-
  tles have terrestrial grubs and aquatic adults. 
  In almost all ways, aquatic insects fill the 
  niches of their land-bound kin. The only ex-
  ception I have heard of are dragonfly naiads 
  that hunt vertebrates- in this case fish and 
  tadpoles. With giant insects, the predators 
  would most likely be at the top of the food 
  web with only occasional predation by other 
  insects and large fish. Currently there are no 
  giant insects that live in the ocean. There are 
  some striders that live far from land on the 
  water, but no swimming species have been 
  discovered. It is up to the GM, who can 
  choose to have insects live in the oceans. 
   
  HOUSE RULES 5th edition 
   
  Radiation: All insects are much less affected 
  by radiation than other organisms.  
   
  Senses: All insects have Awareness- percep-
  tion 2, and depending on the insect may 
  have as much as rank 6. Their vision is much 
  better at seeing motion; thus they have prob-
  lems reading and such. Treat this as if their 
  language skills was 2 ranks less when read-
  ing. 
   
  Exoskeleton: This gives them an armor score 
  of d4 (LI), d3 (HI), d6-2 (En). Most insects 
  have tungsten, zinc, and iron in their mandi-
  bles to reduce wear. This allows them to be 
  able to inflict damage to any substance 
  weaker than tungsten. The exoskeleton also 
  allows them their great strength - a max of 
  18. 
   
  Social interaction and intelligence: Insects 
  are not really intelligent- most should have 
  an INT max of 9 and social insects even less 
  (7). Non-social insects are usually solitary 
  and thus are limited to a PER score of 10 
  and can gain no greater than rank 8 in any 
  PER skill. Social insects (termites, bees, 
  wasps, ants and webspinners) are also lim-
  ited to a PER max of 10 with other species 
  (14 with their own) but can reach a rank of 12 
  in PER skills. These PER scores are those 
  used when dealing with other invertebrates 
  and plants. Halve these scores when dealing 
  with vertebrates. 
   
  HOUSE RULES 4th edition (based on an 
  article in Dragon 174 By G. W. Detwiler) 
   
  Strength: Due to their exoskeleton allowing 
  for more muscle attachment, insects are 
  much stronger than vertebrates, pound for 
  pound. Some ants can lift 40-50 times their 
  own weight (a PS of 20-25 minimum for 
  PCs). If a bumble bee was man sized it could 
  fly away with up to 30 tons (27 or so metric 
  tons). Real beetles can chew through most 
  metals (e.g. zinc, copper, tin, and lead), and 
  so giant beetles may have the ability to chew 
  thru plassteel and maybe even duralloy (q.v. 
  Cal-thens). 
   
  Senses: Depending on the species, insects 
  can detect "light, shape, color, movement, 
  UV,IR, polarized light, touch, sound, internal 
  pressure, water pressure, air pressure, and 
  humidity". The author left out odors (such as 
  those produced by dead animals) but sug-
  gested an ability to detect magic which I 
  might convert to psionics (mental mutations). 
  This all means invisibility, illusions and such 
  are useless. And I suggest giving PCs a 
  senses score of 18+. 
   
  Toughness: Some insects have a blood glyc-
  erol content of 20% antifreeze. These insects 
  are hardy to -20 degrees F. Or check out my 
  5th ed. mutations on freezing [from a previ-
  ous Apocalyptic Post article] and extrapolate 
  from there. Predator insects tend to be resis-
  tant or immune to poisons. A health score of 
  15+ vs. poisons would not be unreasonable. 
  Insects can survive radiation 100-300 times 
  that of humans. My suggestion of a base 
  health score vs. radiation of 25 stands.  
   
  EXAMPLE INSECTS IN GAMMA WORLD 
   
  Buggems: These mutated termites are found 
  in the first edition Legion of Gold adventure 
  module. In it, the PCs must enter a buggem 
  nest. So lets look at the buggem race. I think 
  that a race of termites where the nymphs are 
  workers and adults are the soldiers works 
  well for the buggems. That means that every 
  time there is a description of a worker, that 
  the stats should be reduced depending on 
  which instar the worker is. I would think they 
  have evolved from a more advanced family 
  of termites so they should have 8 or 12 in-
  stars. The exact stat difference is up to the 
  GM, but it should be from 25 to 95% of the 
  adult. Buggems have 4 types of adults, the 
  usual soldiers and reproductives (kings and 
  queens), soldiers that can emit a gas, and 
  the leader type of telepath. Soldiers should 
  have increased stats, from 10 to 25% and 
  reproductives 50% for kings and 100- 200% 
  for queens. But the reproductive forms 
  should have either just a bite attack or none 
  at all. Some termites do have a sticky toxin, 
  as indicated in the old Monster Manual II, but 
  this is not suggested for buggems, as they 
  already have various powers already. The 
  nest has 3 species of guests, the parn, herp 
  and zarn. The first two are only found as a 
  larva so they might only leave their eggs or 
  the eggs (or the adult) were meant as food 
  for the nest. In either case they should be left 
  as is. They might be treated as guests, but 
  the outcome is the same. The zarn is found 
  as adult, so it most likely is guest and either 
  a benign (which would assist the buggems 
  with defense and/or hunting) or a predator 
  (which would feed on the occasional nymph). 
  Either way, the buggems would most likely 
  defend the zarns as nest mates. 
   
  Bibliography 
  Wilson, E. O., The Insect Societies, Copy-
  right 1971 by the President and Fellows of 
  Harvard College.  
  ISBN 0-674-45495-2 [this is not a layman's 
  book.]  
  ARTHROPOD 
  AFFECT 
  pillbugs 
  no effect 
  pseudoscorpions 
  no effect or parasite 
  spiders 
  predator 
  mites 
  no affect or parasite 
  millipedes 
  no affect 
  springtails 
  no effect or parasite 
  sliverfish 
  parasite 
  crickets 
  parasites 
  cockroaches 
  parasites or no affect 
  true bugs 
  benign 
  lacewings 
  predators 
  beetles 
  all possible 
  butterflies 
  no affect or predators 
  flies 
  all possible 
  ants and wasps 
  parasites or predators 
  Radiation Level 
  Effective Radiation 
  Level 
  R1-R3 
  R1 
  R4 
  R2 
  R5 
  R4 
  
  31 
  - Irradiated Errata 
   
  Weather Events - Various 
  Various 
   
  Note: Damage rules are in 4th with 5th in (). 
   
  Material by Brutorz Bill 
  (I borrowed this stuff from Talislanta.) 
   
  The Last War wreaked havoc on the environment, af-
  fecting much of the world. Clouds of toxic smoke, toxic 
  fumes, and irradiated dust particles dispersed into the 
  upper atmosphere as a result of this cataclysmic event 
  continue to affect weather conditions throughout many 
  parts of the world. The most common of these meteoro-
  logical anomalies include: 
   
  Acid Rain 
  A yellowish rain with caustic properties, believed to be 
  caused by clouds of corrosive gasses commingling with 
  ordinary rain clouds in the upper atmosphere. Acid 
  Rain withers plants, discolors stone, causes non-
  magical metals to become pitted, and does 1 point of 
  damage per round (1 wound point per minute) to or-
  ganic substances (wood, cloth, hide, etc.) and unpro-
  tected living creatures. Duration of an Acid Rainfall is 
  generally 1-20 (d20) minutes. 
   
  Black Lightning 
  Black lightning is comprised not of electrical energy, but 
  of some unknown energy of the Ancients. Its cause re-
  mains unknown; Technomancers have theorized that 
  this uncommon effect occurs in regions where a Black 
  Wind (q.v.) has dispersed, investing the surrounding 
  area with unstable energies, lending to the theory that 
  this was some weapon of the Ancients. A dark, swift-
  moving thundercloud is often the only warning that 
  such a storm is about to occur. 
   
  A Black lightning storm can last up to ten minutes, and 
  may produce as many as a dozen discharges of force, 
  each capable of causing massive amounts of damage. 
  Individuals and structures standing at higher elevations 
  are most likely to be struck, particularly those that carry 
  or house any type of energized paraphernalia, weap-
  ons, or armor; black lightning is attracted to powered 
  items as ordinary lightning is to metal. A strike will 
  cause death 65% of the time. 45% of the time a person 
  so struck will be reduced to d6 hp (d4 mortal). 
   
  The Black Wind 
  A dark, swift-moving cloud of unnatural vapors, 
  charged with accumulated energies. The effects of a 
  Black Wind are unpredictable: instances of random 
  metamorphosis, transmutation, changes in skin tone or 
  bodily height, toxic contamination, impossible to pre-
  dict. Black Winds seem to originate in areas where vast 
  amounts of energy have been unleashed, either all at 
  once or over the course of time. Black Winds rarely last 
  longer than a few minutes. A Black Wind causes a mu-
  tation which has 85% chance of being a defect. 
   
  Shard Rain 
  A dangerous type of frozen precipitation resembling a 
  hail of dagger-sharp shards of ice, ranging up to a foot 
  in length. Icicle rain does 2 hit points per round to living 
  creatures, vegetation, and all but the most durable 
  sorts of objects, equipment and structures (1 wound 
  point per minute). The duration of an icicle rainfall 
  rarely exceeds ten rounds. 
   
  Ghost Wind 
  A chilling wind that is said to blow forth from the spirit 
  realms, emanating from the countless ruined cities, 
  graveyards and battlegrounds that litter the wastelands 
  of Meriga. While seldom of an intensity sufficient to 
  cause any great difficulty to travelers, Ghost Winds 
  have an ominous effect on most types of living crea-
  tures. Wild beasts become agitated, and domesticated 
  animals may panic or desert their masters. Intelligent 
  beings are often instilled with a vague sensation of fear; 
  in extreme cases, individuals may experience tempo-
  rary attacks of insanity, or claim to be possessed by 
  spirits. A Ghost Wind passes swiftly, though its effects 
  can last for several hours. Any time spent in a Ghost 
  Wind requires a morale check (a mental resolve 
  check). 
   
  Witch Wind 
  In common usage, a colloquialism for any strong, howl-
  ing wind. In legend, it is believed that strange sounds 
  are borne on a Witch Wind: moaning voices, curses, 
  ancient chants and incantations, terrible secrets and 
  mystifying prophecies. A Witch Wind occurring in open 
  or flat terrain may develop into a tempest, capable of 
  capsizing ships at sea or causing great damage to all 
  but the sturdiest structures. Such storms may last for 
  hours, or pass after just a few moments. All combat 
  rolls are at -5 while in a Witch Wind (a 3 step penalty). 
  
  32 
  - Irradiated Errata 
   
  Material by Sidhain 
  (found on new group posts.) 
   
  Frostbite 
  Frostbite is essentially irradiated bacteria that survive 
  because they are light and caught upon the wind by 
  specialized parasail-styled. Looking much like snow-
  flakes they encase themselves in protective covering 
  which "melts" whenever they contact warm flesh; 
  whereupon their cilia begins moving bacteria clusters 
  inside the body, absorbing the heat of the creature they 
  inhabit, increasing the likelihood of REAL frostbite and 
  illness from cold climes. Exposure to increased heat 
  like that of running the infected area through a flame for 
  a few moments kills the delicate bacteria. 
   
  Glowsnow 
  Glowsnow is caused by highly radioactive fallout parti-
  cles becoming encased in the crystalline structure of a 
  snowflake, they glow at night as they fall. This glow in-
  terferes with sensors of robots and the night sight of 
  some creatures, robot sensors and night vision dis-
  tance is cut in half. They are relatively harmless even in 
  vast quantities. Every 3 inches of snow inflicts one 
  point of radiation (for amounts between 3 and 12 
  inches, treat it as Radiation 2, for 13+ inches as Radia-
  tion 3). 
   
  Material by Derek Holland (5th edition only) 
   
  Ozone holes 
  Holes in the ozone were caused by some of the weap-
  ons during the Cataclysm. These are slowly being re-
  paired, but the danger of being under one is still unfor-
  tunately common on Gamma Terra. There is a 1% 
  chance per day that a hole will pass over the heroes. If 
  so, they must make CON feat checks with the following 
  results: CF- permanent blindness; F- blinded for 3d4 
  weeks; O- partial blindness, 4 step penalty to all skills 
  needing sight; G- partial blindness, 1 step penalty to all 
  skills needing sight; A- no effect. 
   
  Animal rain 
  This well documented occurrence still happens on 
  Gamma Terra. During a animal rain, between 30 and 
  3000 small animals, which could be anything from fish 
  to insects, fall to the ground. Only 10-20% of them sur-
  vive the fall. Anyone out in the rain will take 1 wound 
  point per round due to impacts.  
  (Continued from page 27) 
  whether or not a robot is "hiding" a retractable append-
  age (or whether or not an appendage is, in fact, retract-
  able) receives an Ordinary bonus (-1 step) when doing 
  so. Retracting or extending an appendage takes a sin-
  gle phase. 
   
  A robot can safely tuck whatever it is capable of holding 
  in the retracted appendage into its body casing. So a 
  typical repair drone might be able to palm a computer 
  chip or small tool, while a giant combat robot might 
  conceivably be able to conceal a small Japanese boy. 
   
  New Perk: Hidden Appendage 
  Cost 3/4/5, CON, Active 
  Similar to the retractable appendage perk, above. Hid-
  den appendages are more difficult to detect, however, 
  and come in three varieties: Ordinary, Good, and 
  Amazing. Characters actively trying to ascertain 
  whether or not a robot possess a hidden appendage (or 
  whether or not an appendage is, in fact, capable of be-
  ing hidden) receive Slight, Moderate, or Extreme penal-
  ties (+1/+2/+3 steps) accordingly.  
  Covering All Versions of the 
  GAMMA WORLD® RPG 
   
  The Apocalyptic Post is an eZine dedicated to the GAMMA 
  WORLD® roleplaying game. It is offered free of charge to all 
  interested parties and is not to be sold in any form. It may be 
  printed if distributed free of charge. 
   
  The Apocalyptic Post supports all five editions of the 
  GAMMA WORLD® roleplaying game. To the extent that they 
  overlap with one or more of the various GAMMA WORLD® 
  editions, this publication also supports other roleplaying sys-
  tems and settings (i.e.: ALTERNITY®). 
   
  GAMMA WORLD®, ALTERNITY®, and METAMORPHOSIS 
  ALPHA® are registered trademarks of Wizards of the Coast, 
  Inc. This work is not authorized by, nor affiliated in any way 
  with, Wizards of the Coast, Inc. Nothing herein is to be con-
  strued as a denial of, or challenge to, Wizards of the Coast, 
  Inc.'s ownership of these intellectual properties.  
  All original content herein are the intellectual properties of 
  their respective author(s). 
   
  A
  p
  o
  c
  a
  l
  y
  p
  t
  i
  c
   
  P
  o
  s
  t 
   
  © 2000 Benjamen Hebert, et. al.  
  
  33 
  - Attercop's Web 
  Since this is a fan based zine, submissions are always 
  welcome. There are not many guidelines but there are 
  some. 
  •
  Please send all submissions to gammaz-
  ine@yahoogroups.com  
  •
  - Most articles should be a plain text file such 
  as the body of an email 
  •
  - Articles with tables may be sent as MS Word 
  documents.  
  •
  When 
  submitting 
  anything, 
  please 
  put 
  "submission" in the subject line to make mail 
  sorting easier.  
  •
  Please give a headline and author so we know 
  how you want it to look.  
  •
  Picture files such as .gif and .jpg (no .bmp 
  please) are accepted, but we may impose a file 
  size limit if we find things getting to large.  
  Listed below are the titles of all the current sections 
  along with a short description so you can figure out 
  what fits where and what we accept. 
  •
  Alliance info for any campaign  
  •
  Converted and New Critters for any edition  
  •
  New Items and Converted items  
  •
  NPC's - You can never have enough support-
  ing cast members  
  •
  New Resources (crazy science links, new sites, 
  movies, books, etc..) for eColumn focusing on 
  Gamma World-ish things in the real world  
  •
  New Mutations and Converted mutations to 
  keep your mutants fresh  
  •
  Plant info, both sentient and monstrous, new 
  plant mutations  
  •
  Adventures and Maps (modules, plot hooks, 
  encounters)  
  •
  Quick notes, maps, and hooks to keep your 
  game (and brain) going  
  •
  Other Fan Fiction & PBEM updates 
  •
  Story form. If the GM or a player wants to write 
  up their PBEM game and submit it as a short 
  story they may  
  •
  Misc. 
  •
  Tables and Charts 
  •
  Conversion Guides 
  •
  House Rules 
  •
  Perks, Flaws, & Skills  
  •
   
   
  The Attercop's Web 
  A few links to make your stay on Gamma Terra a little 
  nicer: 
   
  GAMMA WORLD® Web Ring 
  There are many great sites in the GAMMA WORLD® 
  Web Ring. You can get a list of links to the sites at: 
  http://groups.yahoo.com/group/gammaworld 
   
  E-Mail Lists 
  There were two unofficial mail lists dedicated to 
  GAMMA WORLD®, and one WOTC-hosted mail list. 
  But alas, one of the unofficial lists has fallen, the 
  Saranxis group is no more. But do not despair, the 
  Egroups list and and the WOTC list are more than ca-
  pable of helping you out. 
   
  Egroups List 
  To subscribe to the Egroups list, send a message to : 
  gammaworld-subscribe@egroups.com 
  Or go to this EGgroup's home page at  
  http://www.egroups.com/list/gammaworld 
   
  WOTC List 
  To subscribe, send a message to: 
  listserv@oracle.wizards.com 
  with the following message in the body of your e-mail: 
  subscribe gammaworld-l yourname 
  (Continued from page 22) 
  geon arrived, several hours later, he was sure the holoray 
  scans must be mistaken and ordered another set. The 
  second set of holorays showed massive lung tissue loss, 
  but no damage to my heart. This was a great relief to me 
  as I was being prepped for surgery. After I awoke, I was 
  told that the surgeon had decided not to operate, as my 
  lung and bone tissue was apparently rebuilding itself, all I 
  really needed was bed-rest, plenty of fluids, and calcium 
  supplements. 
   
  It was true. My gift was also to become my curse. I could 
  not be killed, nor, as time would tell, could I age or die a 
  normal death.  
  
SOURCE: textdata/thevault/Gamma World [multi]/Gamma World Periodicals/The Apocalyptic Post/GW Zine The Apocalyptic Post 04.pdf