The first of eight mutants now battles the eighth. Which will be victorious in their struggle across the ruins of Rha-Chez-Tur? Will the photonic dinosaur eat the mutant chili pepper, or will the great lizard get a terminal case of heart burn? Let's find out!
Pementa and Barnabas both spot each other early on. The flames coming from the chili pepper are a dead giveaway and the dinosaur's purple scales are not the best camouflage. Both have found some high-tech gear; Pementa a dimensional shuntshield and Barnabas found a healing patch.
Barnabas reacts first. He begins to cautiously close the gap and hurls a glowing photonic blade at his opponent. The blade strikes activating the dimensional shuntsheild. Two points of damage penetrate the shield as it de-activates. Pementa is pushed back by the force of the blade.
Pementa responds by closing with the lizard and projecting fire at him - but misses.
Now Barnabas uses his Tyrannosaur charge and his battle axe. A solid blow hits his fiery opponent inflicting 11 points of damage and pushing it back.
Lashing tendrils project from Pementa towards its enemy. It scores a hit and inflicts 10 points of damage while slowing the big dinosaur. Both combatants have now taken some damage.
This does not last long however. While untangling himself from the tendrils Barnabas slaps his healing patch on his wound recovering to full strength as a result.
Pementa next unleashes a flame attack and closes to an adjacent space with its enemey. The main flame attack hits inflicting 14 points of damage while the fiery aura inflicts an additional 5! If not for the healing patch Barnabas would have been defeated. As things stand he is now bloodied.
Realizing being close with a mutant with any sort of energy aura is a recipe for defeat, Barnabas withdraws and launches his glowing blades. He hits inflicting 13 points of damage and pushes his opponent even further away. Pementa is now bloodied as well. The next hit scored should bring victory for the lucky combatant - and it is now Pementa's turn!
Still disoriented from the photonic blade Pementa's fire blast misses its target. Barnabas dives behind some debris and unleashes his final photonic blade. Pementa is torn to pieces as it takes 14 more points of damage.
Barnabas wins!!!
(There are four mutants left that still have to fight. What match-up do you want to see next?
#1 Zzzzzzzzzzzzz: A Nightmare-Entropic creature from another universe
#2 Fredbert: A Mind Coercer-Cryokinetic
#3 Xera: A shapechanging psychic
#4 Kitty: A mutant cat)
A collection of random items. This blog covers whatever happens to cross my mind at a given time.
Showing posts with label Gamma World. Show all posts
Showing posts with label Gamma World. Show all posts
02 March 2011
17 February 2011
Mutant Arena – Boimp v. Wegg
Now begins the Mutant Arena where I test the various mutants I've created over the last eight weeks. These mutants were all created using D&D Gamma World, a game by Wizards of the Coast.
In the ruins of Rah-Chez-Tur a pair of mutants meet to fight. Stalking each other through the rubble strewn streets of the ancient city each looks for an advantage. Of course the translucent Boimp has this advantage with natural camouflage and gets the drop on its opponent. An attack of paralytic goo inflicts 11 points of damage on Wegg and reveals the bouncing mass of gelatin. However the goo has slowed Wegg’s reflexes a bit.
Wegg activates his Lodestone Lure in an attempt to keep Wegg from escaping, but his magnetic waves miss their intended target. Shortly afterwards the mild paralysis Wegg was suffering fades.
Since the goo worked so well the first time Boimp attempts to use it again, however he misses his target. Now fully mobile and at full speed Wegg is a much more difficult target. Wegg pulls away, getting some distance from his enemy. His hyper-balance is of great aid to outrunning the bouncing ball of death.
Boimp throws his dream grenade at Wegg and knocks the mutant unconscious. As it moves in to make the kill Wegg’s artificial blood helps him regain consciousness. He then quickly charges Boimp using an axe and his maximum overdrive mutant power. His axe glances off Boimp inflicting 7 damage and disorienting his foe.
Due to his disorientation Boimp misses Wegg with its own attack. Wegg continues to swing his axe, hitting a second time and inflicting 9 damage.
Boimp’s unluck continues as he bounces off a partially collapsed wall and tries to goo Wegg. Wegg easily rolls out of the way and swings again, hitting with his trusty axe a third time. The 13 damage inflicted is enough to slice through a nerve cluster in Boimp and drops the mutant.
Wegg wins!
His reward is not only survival, but advancing in level!
So which two of the remaining six should do battle next week?
In the ruins of Rah-Chez-Tur a pair of mutants meet to fight. Stalking each other through the rubble strewn streets of the ancient city each looks for an advantage. Of course the translucent Boimp has this advantage with natural camouflage and gets the drop on its opponent. An attack of paralytic goo inflicts 11 points of damage on Wegg and reveals the bouncing mass of gelatin. However the goo has slowed Wegg’s reflexes a bit.
Wegg activates his Lodestone Lure in an attempt to keep Wegg from escaping, but his magnetic waves miss their intended target. Shortly afterwards the mild paralysis Wegg was suffering fades.
Since the goo worked so well the first time Boimp attempts to use it again, however he misses his target. Now fully mobile and at full speed Wegg is a much more difficult target. Wegg pulls away, getting some distance from his enemy. His hyper-balance is of great aid to outrunning the bouncing ball of death.
Boimp throws his dream grenade at Wegg and knocks the mutant unconscious. As it moves in to make the kill Wegg’s artificial blood helps him regain consciousness. He then quickly charges Boimp using an axe and his maximum overdrive mutant power. His axe glances off Boimp inflicting 7 damage and disorienting his foe.
Due to his disorientation Boimp misses Wegg with its own attack. Wegg continues to swing his axe, hitting a second time and inflicting 9 damage.
Boimp’s unluck continues as he bounces off a partially collapsed wall and tries to goo Wegg. Wegg easily rolls out of the way and swings again, hitting with his trusty axe a third time. The 13 damage inflicted is enough to slice through a nerve cluster in Boimp and drops the mutant.
Wegg wins!
His reward is not only survival, but advancing in level!
So which two of the remaining six should do battle next week?
08 February 2011
Mutant of the Week - Barnabas
This weeks mutant is all gold…. Well form Legion of Gold anyway; presenting a Photonic-Saurian!
STR: 16 (+3)
DEX: 6 (-2)
CON: 12 (+1)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 15 (+2)
+2 Dark overcharge
Fortitude Defense: 16
Reflex Defense: 16
Will Defense: 13
Armor Class: 16
Hit Points: 24
SKILLS
Science +8, Nature +4
MUTANT POWERS
Laser Resistance
Glowing Blades
Sonic Resistance
Tyrannosaur Charge
BACKGROUND
Holy cats a giant purple glowing dinosaur! Barnabas appears as an overweight humanoid-T-Rex with small antennas. He can create glowing blades of purple energy to combat his foes.
Barnabas is gullible, enthusiastic, and dutiful. He is also willing to do anything to help a friend or anyone else in need. Unfortunately he makes friends too easily and can be taken advantage of.
COMING NEXT WEEK!
Well that makes eight mutants of the week. Now comes the time when we start to pair them off, put them in a box, then shake it to make them fight.
#1 Pementa: A mutant chili pepper
#2 Wegg: A human mutant fused with a shopping cart!
#3 Zzzzzzzzzzzzz: A Nightmare-Entropic creature from another universe
#4 Fredbert: A Mind Coercer-Cryokinetic
#5 Boimp: A giant gelatinous ball!
#6 Xera: A shapechanging psychic
#7 Kitty: A mutant cat
#8 Our super dee-duper pal Barnabas
Leave a comment and let me know what match-ups you’d like to see first as next week brings the Mutant Arena!
STR: 16 (+3)
DEX: 6 (-2)
CON: 12 (+1)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 15 (+2)
+2 Dark overcharge
Fortitude Defense: 16
Reflex Defense: 16
Will Defense: 13
Armor Class: 16
Hit Points: 24
SKILLS
Science +8, Nature +4
MUTANT POWERS
Laser Resistance
Glowing Blades
Sonic Resistance
Tyrannosaur Charge
BACKGROUND
Holy cats a giant purple glowing dinosaur! Barnabas appears as an overweight humanoid-T-Rex with small antennas. He can create glowing blades of purple energy to combat his foes.
Barnabas is gullible, enthusiastic, and dutiful. He is also willing to do anything to help a friend or anyone else in need. Unfortunately he makes friends too easily and can be taken advantage of.
COMING NEXT WEEK!
Well that makes eight mutants of the week. Now comes the time when we start to pair them off, put them in a box, then shake it to make them fight.
#1 Pementa: A mutant chili pepper
#2 Wegg: A human mutant fused with a shopping cart!
#3 Zzzzzzzzzzzzz: A Nightmare-Entropic creature from another universe
#4 Fredbert: A Mind Coercer-Cryokinetic
#5 Boimp: A giant gelatinous ball!
#6 Xera: A shapechanging psychic
#7 Kitty: A mutant cat
#8 Our super dee-duper pal Barnabas
Leave a comment and let me know what match-ups you’d like to see first as next week brings the Mutant Arena!
01 February 2011
Mutant of the Week - Kitty
This weeks mutant is a Felinoid-Mind Coercer
STR: 10 (0)
DEX: 18 (+4)
CON: 15 (+2)
INT: 11 (0)
WIS: 13 (+1)
CHA: 16 (+3)
+2 Bio overcharge
Fortitude Save: 13
Reflex Save: 15
Will Save: 16
Armor Class: 15
+1 to Speed
Skills
Interaction +4, Stealth +4, Mechanics +4
Mutant Powers
Catfall
Slasher’s Claws
Group Telepathy
Mental Push
Background
Kitty is cute and loveable. She is basically a cat or rather large size who is very fluffy and cute. Her mental powers make her all the more irresistible. She uses this cuteness to get in close to her opponents and deals with them using her nasty claws.
Her claws are very dexterous and she has taken up a hobby of tinkering with junk and salvage. She usually keeps her mechanical skills a secret so that she can utilize them when others are not expecting it.
Her goals include safety and comfort. Of course given the nature of a post-apocalyptic world most of the survivors are looking for the same thing.
STR: 10 (0)
DEX: 18 (+4)
CON: 15 (+2)
INT: 11 (0)
WIS: 13 (+1)
CHA: 16 (+3)
+2 Bio overcharge
Fortitude Save: 13
Reflex Save: 15
Will Save: 16
Armor Class: 15
+1 to Speed
Skills
Interaction +4, Stealth +4, Mechanics +4
Mutant Powers
Catfall
Slasher’s Claws
Group Telepathy
Mental Push
Background
Kitty is cute and loveable. She is basically a cat or rather large size who is very fluffy and cute. Her mental powers make her all the more irresistible. She uses this cuteness to get in close to her opponents and deals with them using her nasty claws.
Her claws are very dexterous and she has taken up a hobby of tinkering with junk and salvage. She usually keeps her mechanical skills a secret so that she can utilize them when others are not expecting it.
Her goals include safety and comfort. Of course given the nature of a post-apocalyptic world most of the survivors are looking for the same thing.
26 January 2011
Mutant of the Week - Xera
This week we've got a Shapeshifter-Precient. Actually it's kinda a strange one to roll given the week I've had.
STR: 9 (-1)
DEX: 12 (+1)
CON: 16 (+3)
INT: 16 (+3)
WIS: 10 (0)
CHA: 18 (+4)
Hit Points: 28
Fortitude Save: +14
Relfex Save: +16
Will Save: +16
Armor Class: 12
+2 to bio overcharge
Skills - Interaction +8, Acrobatics +4
Mutant Powers
Subtle Motive
Shapeshift Feint
Third Eye
Thwarted Defense
Background
Xera was a hideous mutant as a child. Tar-like blackish-green lumpy skin, triple the normal weight for a humanoid her size. All of that changed at adulthood when her mutant powers fully manifested. Now she can take the shape of just about any humanoid she can imagine.
Combined with here extraordinary ability to read people she had become a master of disguise and deception. She uses these powers primarily for survival, sometimes to benefit herself in property, and occasionally because of the sense of power she has manipulating and fooling people.
STR: 9 (-1)
DEX: 12 (+1)
CON: 16 (+3)
INT: 16 (+3)
WIS: 10 (0)
CHA: 18 (+4)
Hit Points: 28
Fortitude Save: +14
Relfex Save: +16
Will Save: +16
Armor Class: 12
+2 to bio overcharge
Skills - Interaction +8, Acrobatics +4
Mutant Powers
Subtle Motive
Shapeshift Feint
Third Eye
Thwarted Defense
Background
Xera was a hideous mutant as a child. Tar-like blackish-green lumpy skin, triple the normal weight for a humanoid her size. All of that changed at adulthood when her mutant powers fully manifested. Now she can take the shape of just about any humanoid she can imagine.
Combined with here extraordinary ability to read people she had become a master of disguise and deception. She uses these powers primarily for survival, sometimes to benefit herself in property, and occasionally because of the sense of power she has manipulating and fooling people.
18 January 2011
Mutant of the Week – Boimp
Dang, I was hoping for a Gelatinous-Plaguebearer but instead my dice gave me: Gelatinous-Wheeled
STR: 18 (+4)
DEX: 12 (+1)
CON: 16 (+3)
INT: 9 (-1)
WIS: 8 (-1)
CHA: 17 (+3)
Skills: Stealth +4, Athletics +4, Conspiracy +4
Fortitude Defense: 17
Reflex Defense: 14
Will Defense: 14
Armor Class: 11
Initiative Modifier: +2
Hit Points: 28
Powers
+2 Bio Overcharge
Translucent
Paralytic Goo
All-Wheel Drive
Maximum Overdrive
Background
Boimp is a translucent blob of gelatinous material in a spherical form a little over four feet in diameter. In the center of this mass is a humanish skull with tendrils of nerves spreading all throughout the mass. Boimp has trouble changing its shape from this spherical one so tends to roll and bounce around for movement. It can create temporary arms and digits to manipulate equipment and can draw small items into its mass for transportation.
The gelatinous mass of its body rolls around in any direction while the central skull stays relatively stable. Boimp doesn’t get dizzy rolling around the neighborhood.
Boimp’s favorite places to roam are the ruined highways. Always on the lookout for useful salvage and potential enemies (and friends!). It is very enthusiastic about learning new things and uncovering conspiracies.
STR: 18 (+4)
DEX: 12 (+1)
CON: 16 (+3)
INT: 9 (-1)
WIS: 8 (-1)
CHA: 17 (+3)
Skills: Stealth +4, Athletics +4, Conspiracy +4
Fortitude Defense: 17
Reflex Defense: 14
Will Defense: 14
Armor Class: 11
Initiative Modifier: +2
Hit Points: 28
Powers
+2 Bio Overcharge
Translucent
Paralytic Goo
All-Wheel Drive
Maximum Overdrive
Background
Boimp is a translucent blob of gelatinous material in a spherical form a little over four feet in diameter. In the center of this mass is a humanish skull with tendrils of nerves spreading all throughout the mass. Boimp has trouble changing its shape from this spherical one so tends to roll and bounce around for movement. It can create temporary arms and digits to manipulate equipment and can draw small items into its mass for transportation.
The gelatinous mass of its body rolls around in any direction while the central skull stays relatively stable. Boimp doesn’t get dizzy rolling around the neighborhood.
Boimp’s favorite places to roam are the ruined highways. Always on the lookout for useful salvage and potential enemies (and friends!). It is very enthusiastic about learning new things and uncovering conspiracies.
11 January 2011
Mutant of the Week - Fredbert
This week we have a Mind Coercer–Cryokinetic. Also, my dice were much nicer to me in rolling up his remaining stats.
STR: 10 (0)
DEX: 16 (+3)
CON: 15 (+2)
INT: 16 (+3)
WIS: 11 (0)
CHA: 20 (+5)
Skills: Interaction +4, Stealth +4, Science +4
Fortitude Defense: 14
Reflex Defense: 15
Will Defense: 18
Armor Class: 11
Initiative Modifier: +4
Hit Points: 27
Powers
+2 Psi Overcharge
Group Telepathy
Mental Push
Frosty the Mutant
Icy Grasp
Background
Fredbert was born in the high mountains. He led a group of survivors and with his mental abilities managed to dominate and profit well from his group’s activities.
That all ended one day when a bizarre, radioactive, winged polar bear attacked their camp. Fredbert’s allies were all dead and he was severely wounded by the creature. In the weeks after the attack he learned that he had further mutated and was developing cryokinetic powers.
To-day Fredbert is traveling the world looking for the right group of weak-willed adventurers to become his new slaves.
STR: 10 (0)
DEX: 16 (+3)
CON: 15 (+2)
INT: 16 (+3)
WIS: 11 (0)
CHA: 20 (+5)
Skills: Interaction +4, Stealth +4, Science +4
Fortitude Defense: 14
Reflex Defense: 15
Will Defense: 18
Armor Class: 11
Initiative Modifier: +4
Hit Points: 27
Powers
+2 Psi Overcharge
Group Telepathy
Mental Push
Frosty the Mutant
Icy Grasp
Background
Fredbert was born in the high mountains. He led a group of survivors and with his mental abilities managed to dominate and profit well from his group’s activities.
That all ended one day when a bizarre, radioactive, winged polar bear attacked their camp. Fredbert’s allies were all dead and he was severely wounded by the creature. In the weeks after the attack he learned that he had further mutated and was developing cryokinetic powers.
To-day Fredbert is traveling the world looking for the right group of weak-willed adventurers to become his new slaves.
04 January 2011
Mutant of the Week - Zzzzzzzzzzzzz
Here is another mutant for the D&D Gamma World game (game by Wizards of the Coast).
This one is a Nightmare-Entropic
STR: 10 (0)
DEX: 7 (-2)
CON: 11 (0)
INT: 18 (+4)
WIS: 12 (+1)
CHA: 16 (+3)
Fortitude Defense: 11
Reflex Defense: 16
Willpower Defense: 16
Armor Class: 12
Hit Points: 23
Psi overcharge +2
Skill Bonuses: +4 bonus to Interaction, +4 bonus to Science, +4 Nature
Mutant Powers
Insidious Mind
Fear Manifested
Disordered
Disrupting Touch
Background
Zzzzzzzzzzzzz is a bizarre being from a twisted and dying dimension of nightmares. During the cataclysm that lead to the destruction of civilization on Earth the barriers to this nightmare realm were weakened. A century and a half later Zzzzzzzzzzzzz broke its way through and began exploring this bizarre new home.
It has learned how to control its appearance to look like a relatively normal humanoid. This was a survival trait in its new environment. As time passed it began to learn more about the laws of nature and physics on Earth. However, at times of high stress or danger, Zzzzzzzzzzzzz can revert to its true form which can cause intense fear in all onlookers.
This one is a Nightmare-Entropic
STR: 10 (0)
DEX: 7 (-2)
CON: 11 (0)
INT: 18 (+4)
WIS: 12 (+1)
CHA: 16 (+3)
Fortitude Defense: 11
Reflex Defense: 16
Willpower Defense: 16
Armor Class: 12
Hit Points: 23
Psi overcharge +2
Skill Bonuses: +4 bonus to Interaction, +4 bonus to Science, +4 Nature
Mutant Powers
Insidious Mind
Fear Manifested
Disordered
Disrupting Touch
Background
Zzzzzzzzzzzzz is a bizarre being from a twisted and dying dimension of nightmares. During the cataclysm that lead to the destruction of civilization on Earth the barriers to this nightmare realm were weakened. A century and a half later Zzzzzzzzzzzzz broke its way through and began exploring this bizarre new home.
It has learned how to control its appearance to look like a relatively normal humanoid. This was a survival trait in its new environment. As time passed it began to learn more about the laws of nature and physics on Earth. However, at times of high stress or danger, Zzzzzzzzzzzzz can revert to its true form which can cause intense fear in all onlookers.
28 December 2010
Mutant of the Week - Wegg
Here is another mutant for the D&D Gamma World game (game by Wizards of the Coast).
This one is a Wheeled-Magnetic
STR: 8 (-1)
DEX: 16 (+3)
CON: 18 (+4)
INT: 9 (-1)
WIS: 10 (0)
CHA: 5 (-3)
Fortitude Defense: +15
Reflex Defense: +16
Willpower Defense: +11
Armor Class: 11
Hit Points: 30
Skill Bonuses: +8 bonus to Athletics, +4 bonus to Mechanics
Mutant Powers
All-Wheel Drive
Magnatized Body
Maximum Overdrive
Lodestone Lure
Background
Wegg was a normal humanish kid. As he approached adulthood he began to manifest magnetic powers. In one failed experiment with these powers he accidentally fused his body with a nearby shopping cart.
To-day he appears to be an obese man with greasy black hair overflowing out of a shopping cart. No sign of any legs under the mass of flesh. Despite this appearance, Wegg is incredibly acrobatic since he can magnetically move the shopping cart that makes up his lower body.
He usually tries to hid his true mobility and tumbling skills and plays up being a clumbsy oaf. When it comes time for conflict, however, he is very daring and usually catches his adversary by surprise.
This one is a Wheeled-Magnetic
STR: 8 (-1)
DEX: 16 (+3)
CON: 18 (+4)
INT: 9 (-1)
WIS: 10 (0)
CHA: 5 (-3)
Fortitude Defense: +15
Reflex Defense: +16
Willpower Defense: +11
Armor Class: 11
Hit Points: 30
Skill Bonuses: +8 bonus to Athletics, +4 bonus to Mechanics
Mutant Powers
All-Wheel Drive
Magnatized Body
Maximum Overdrive
Lodestone Lure
Background
Wegg was a normal humanish kid. As he approached adulthood he began to manifest magnetic powers. In one failed experiment with these powers he accidentally fused his body with a nearby shopping cart.
To-day he appears to be an obese man with greasy black hair overflowing out of a shopping cart. No sign of any legs under the mass of flesh. Despite this appearance, Wegg is incredibly acrobatic since he can magnetically move the shopping cart that makes up his lower body.
He usually tries to hid his true mobility and tumbling skills and plays up being a clumbsy oaf. When it comes time for conflict, however, he is very daring and usually catches his adversary by surprise.
21 December 2010
Mutant of the Week - Pementa
Here is a random mutant rolled up using the new D&D Gamma World game. I think I'm going to do some more of theses as a weekly series just to show some of the strange things you can get with the new Gamma World. Descriptions of the mutant powers can be found in the rule book.:
Pementa
Plant-Pyrokinetic
STR = 12 (+1)
DEX = 11 (0)
CON = 18 (+4)
INT = 13 (+1)
WIS = 16 (+3)
CHA = 5 (-3)
Hit Points: 30
Speed: 6
Fortitude Defense: 17
Reflex Defense: 12
Will Defense: 14
Armor Class: 12
Abilities
+2 Bio Overcharge
Vulnerable to Fire
Fire Resistance
Fiery Aura
Lashing Creepers
Fiery Flare
Character Background
Pementa is a mutant chili pepper. It was born in southern North America a number of years ago.
Being both vulnerable and resistant to fire means that Pementa is in a state of constant pain. It made its way norht over the years hoping that the cooler climates would reduce its suffering.
Having a fire aura makes it difficult for Pementa to make friends. It now lives in the outskirts of the ruins of ancient Rah-Chez-Tur.
(Gamma World is owned by Wizards of the Coast, go to their website and poke around for more info)
Pementa
Plant-Pyrokinetic
STR = 12 (+1)
DEX = 11 (0)
CON = 18 (+4)
INT = 13 (+1)
WIS = 16 (+3)
CHA = 5 (-3)
Hit Points: 30
Speed: 6
Fortitude Defense: 17
Reflex Defense: 12
Will Defense: 14
Armor Class: 12
Abilities
+2 Bio Overcharge
Vulnerable to Fire
Fire Resistance
Fiery Aura
Lashing Creepers
Fiery Flare
Character Background
Pementa is a mutant chili pepper. It was born in southern North America a number of years ago.
Being both vulnerable and resistant to fire means that Pementa is in a state of constant pain. It made its way norht over the years hoping that the cooler climates would reduce its suffering.
Having a fire aura makes it difficult for Pementa to make friends. It now lives in the outskirts of the ruins of ancient Rah-Chez-Tur.
(Gamma World is owned by Wizards of the Coast, go to their website and poke around for more info)
10 October 2010
Return of Gamma World
This week the latest in a long line of editions of Gamma World has been released. I've lost count of how many editions there have been but this one might just as well be called 4e since it uses the Dungeons & Dragons 4th edition rules. In fact it is called D&D Gamma World.
The boxed set stands out in 'radioactive green' similar to the Deadlands Wasted West products. While it is a boxed set it is not in the old style flimsy boxes of the old days its in a nice sturdy box. The contents, however, don't require such a big box.
The rule book is over 150 pages... but its a 8.5" times 5.5" book instead of your standard 8.5" times 11". Of course the dimensions of the box would not allow for an 11 inch book. Next are the battle maps; while useful for the game these is only so many battles that can be fought on them before they get boring. A bunch of cardboard character and monster tokens are included as well (too bad they won't release a non-collectible miniatures set for Gamma World, that would be cool).
Finally we come to the card deck. The new Gamma World uses collectible cards for mutations and 'Omega Tech.' So for those of you not turned off by the 4th Edition rules, the collectible card aspect may have now driven you away. For those who like both collectible cards and 4e this might be the game for you.
From what I've seen online there isn't much of a campaign background in the new game. That's too bad. But at least that keeps them from creating something as horrible as the Alternity version of Gamma World (pure strain humans are actually aliens.... really?). Despite the apparent strikes this new one has against it I really didn't like the background changes they mad in the Alternity version... which is too bad because I liked the Alternity system.
If you are going to buy this one be sure to shop around. There is a wide range of pricing online. Also, you might want to hold off on the booster packs and see if the price on them goes down at all right now I think it is averaging about fifty cents per card.
Now I wonder when they'll get around to re-releasing Star Frontiers.
The boxed set stands out in 'radioactive green' similar to the Deadlands Wasted West products. While it is a boxed set it is not in the old style flimsy boxes of the old days its in a nice sturdy box. The contents, however, don't require such a big box.
The rule book is over 150 pages... but its a 8.5" times 5.5" book instead of your standard 8.5" times 11". Of course the dimensions of the box would not allow for an 11 inch book. Next are the battle maps; while useful for the game these is only so many battles that can be fought on them before they get boring. A bunch of cardboard character and monster tokens are included as well (too bad they won't release a non-collectible miniatures set for Gamma World, that would be cool).
Finally we come to the card deck. The new Gamma World uses collectible cards for mutations and 'Omega Tech.' So for those of you not turned off by the 4th Edition rules, the collectible card aspect may have now driven you away. For those who like both collectible cards and 4e this might be the game for you.
From what I've seen online there isn't much of a campaign background in the new game. That's too bad. But at least that keeps them from creating something as horrible as the Alternity version of Gamma World (pure strain humans are actually aliens.... really?). Despite the apparent strikes this new one has against it I really didn't like the background changes they mad in the Alternity version... which is too bad because I liked the Alternity system.
If you are going to buy this one be sure to shop around. There is a wide range of pricing online. Also, you might want to hold off on the booster packs and see if the price on them goes down at all right now I think it is averaging about fifty cents per card.
Now I wonder when they'll get around to re-releasing Star Frontiers.
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