Title |
Publisher |
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Into the Unknown Few people dare brave the unexplored mysteries of Gamma World™… but heroes do. New races, new monsters and new mysteries await those with the courage to face them. Undaunted by danger, heroes cross the changing lands and seas, bringing home knowledge and power for personal glory and the good of their own tribe. Gamma World Unfolds The Final... [click here for more] |
Wizards of the Coast |
$11.99
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Home Sweet Home
It’s a dangerous world out there, and Gamma World characters rely on their community for rest and support. But the home front has its own opportunities and perils.
The Helping Hand, the Knife in Your Back
This book expands on Gamma World’s innovative rules for communities, offers a rogue’s gallery of ready-to-use leaders, rivals and other important... [click here for more] |
Wizards of the Coast |
$9.99
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A wacky, wily roleplaying game of post-apocalyptic peril.
Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.
The D&D Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness.... [click here for more] |
Wizards of the Coast |
$19.99
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WELCOME TO THE APOCALYPSE!
In the wake of a nuclear holocaust, the world has been reduced to a radioactive wasteland overrun with mutants — and you’re one of them! As you scavenge for precious technology, you rely on your mutations to stay alive.
What powerful new Alpha Mutation or Omega Tech will you discover next?
This is the complete set of Alpha Mutation and Omega Tech cards. Game rules... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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A new adventure and more monstrous mutants for your D&D Gamma World game!
The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The apocalypse hasn’t exactly made the world a better place. It’s survival of the fittest. Time to build a new food chain.
This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The monsters presented... [click here for more] |
Wizards of the Coast |
$14.99
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The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The apocalypse hasn’t exactly made the world a better place. It’s survival of the fittest. Time to build a new food chain.
This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The monsters presented herein can also be pulled over and used in the Dungeons & Dragons Fantasy... [click here for more] |
Wizards of the Coast |
$14.99
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The World at Your Fingertips
It’s a big world, with many secrets waiting to be revealed: mysterious landscapes, the changes wrought by war and disaster, cryptic alliances pursuing sinister goals of their own. They’re all in here ready for you to use in your Gamma World campaign.
Making It All Work
This book gives you solid, practical advice. Learn how to modify the rules for... [click here for more] |
Wizards of the Coast |
$11.99
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Up From the Ruins
The Final Wars destroyed civilization. Competing forces battle for control of the shattered remains, using everything from strong fists and cold steel to the most advanced science of the old world and mysterious new powers of the mind.
The Gamma World Player's Handbook presents a new edition of the classic sci-fi adventure game, energized for the 21st century!... [click here for more] |
Wizards of the Coast |
$14.99
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The Council of Haven is worried. The Desperate Lands have never been more dangerous than now. From there flow weapons to supply a brutal conspiracy of conquest—how can it be stopped? Haven's respected elder has disappeared into that perilous region—perhaps kidnapped by enemies?
Casting its shadow over all is the Pit of Despair at the heart of the Desperate Lands, for those who journey there are... [click here for more] |
Wizards of the Coast |
$4.99
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The Wildlife of a Ruined World
Once, not so long ago, scientists played with genes like toys, and created computers that thought and dreamed. Then came the Final Wars, and the rise of the Gamma World. Now, new species of plants and animals fill the places humanity once ruled, and things that were once tools prey on the descendants of their makers.
Machines That... [click here for more] |
Wizards of the Coast |
$14.99
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Super Science Unleashed
The warriors and scholars of the Final Wars hid many of their best tools and weapons. Centuries later, many of those secrets still wait for someone to dig them up and turn them loose... for good or evil.
What did the people fighting the Final Wars deem too terrible, or too unimportant, to let anyone know about? This book lays it all out, along with new rules... [click here for more] |
Wizards of the Coast |
$11.99
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Included in this issue:
SPECIAL: Interview with E. Gary Gygax Part 1 of this interview, and the beginning of a series
The Fastest Guns That Never Lived A BOOT HILLTM Article by Brian Blume et al
The FIGHT IN THE SKIESTM Game A synopsis by Mike Carr
An Open Letter ... TOP SECRETTM notes from Merle Rasmussen
Gen Con® South Report
GAMMA WORLDTM Science Fantasy Some ideas from Jim Ward
Dispel Confusion... [click here for more] |
Wizards of the Coast |
$0.99
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