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D&D Gamma World RPG Booster Cards (GW7e)
D&D Gamma World RPG Booster Cards (GW7e)
● 1 ● 2 ● 3
BIO 120 BIO 120 PSI 120
ALPHA WINGS ALPHA TENTACLES ALPHA MIND SWITCH
It’s a bird! It’s a plane! It’s a—it’s a— For the love of all that’s holy, .
You switch the minds of two creatures
heck, I don’t know what it is. what’s growing out of you?
● 4 ● 5
DARK 120 PSI 120
● 6
AREA 52
ALPHA RADIO HEAD ALPHA NARCOLEPSY OMEGA THE PATCH II
120
● 7 ● 8 ● 9
AREA 52
OMEGA HYPNO-RAY
120 OMEGA ISHTAR
DREAM GRENADE
120 OMEGA ISHTAR
HOVERBOARD
120
You did NOT see a blue walrus-man steal This two-foot-wide, sleek silver disk hove
ing rs six
the data disks. It was definitely Venus “Sweet dreams, suckers!” inches above the ground. It’s a neat ride
and ...
swamp gas. once you get the hang of it!
● 13 ● 14 BIO, HEALING, ● 15
BIO 120 BIO, POISON 120 PHYSICAL 120
ALPHA ADRENAL RAGE ALPHA DART COUGH ALPHA PROBOSCIS
● 16 ● 17 ● 18
DARK 120 BIO 120 DARK, PSYCHIC 120
ALPHA METAL BODY ALPHA SENSITIVE NOSE ALPHA HANDS OF TIME
g. ugh
“Hey tin man, enough with the squeakin You touch a foe and send it spiraling thro
glare!” “Dude! You ever hear of deodorant?”
And do some thing about that the space-time continuum.
T3
STANDARD ACTION CLOSE BLAS BENEFIT: You gain the following slam
attack.
ure in blast STANDARD ACTION RANGED 10
TARGET: Each creat
TARGET: One creature or object STANDARD ACTION MELEE 1
ATTACK: Level + 3 vs. Reflex TARGET: One or two creatures
Roll a d6 to ATTACK: Level + 3 vs. Fortitude
HIT: 4d8 + twice your level damage. damage, and ATTACK: Level + 4 vs. AC
electricity; HIT: 4d8 + twice your level physical
determine the damage type. 1–2: ical damage.
the target is slowed (save ends). HIT: 2d8 + Strength modifier phys
3–4: fire; 5–6: radiation.
● 22 ● 23 ● 24
PSI 120 PSI 120 PSI, PSYCHIC 120
ALPHA DEATH READING ALPHA MACHINE COMMAND ALPHA PSYCHIC ILLUSION
● 25
PSI 120
● 26 ● 27
AREA 52 AREA 52
ALPHA OBJECT READING OMEGA INERTIAL ARMOR
120 OMEGA MASS PISTOL
120
This gray bodysuit protects you from harm The barrel of this small pistol ends in
in . When a
You can read psychic impressions with an attack strikes you, the suit transform
s the energy small metal sphere with no bore. It gene
rates
that have been handled by a creature. of the attack into potential extra move “knuckles” of gravity distortion in the
objects ment. target.
ARMOR: Light
MINOR ACTION MELEE TOUCH WEAPON: 1-hand ranged
PROPERTY: You gain a +3 armor bonu
TARGET: One object and a +1 armor bonus to Reflex.
s to AC POWER: Encounter ✇ Physical
of the last
EFFECT: You gain a mental image STANDARD ACTION RANGED 10
target, if that
living creature to own or carry the POWER: Encounter TARGET: One creature
least an hour.
creature handled the target for at IMMEDIATE INTERRUPT PERSONAL ATTACK: Level + 6 vs. Fortitude
(if it has
You also learn the creature’s name TRIGGER: You take damage from
an attack HIT: 3d6 physical damage, and the
target is
gave away the
one), and how the creature lost or EFFECT: You instead take no dama
ge from the slowed until the end of your next
turn.
turn while
object. You can use this power each triggering attack, and you can shift
1 square.
this card is readied.
can
SALVAGE 2: A 2nd-level character salvage the mass pistol. It becomes
can a
salvage the inertial armor. It beco light 1-hand ranged 10 weapon: Dex/
mes Int;
light armor: +3 armor bonus to AC; +3 accuracy; 2d6 physical damage,
+1 and
OVERCHARGE: None. armor bonus to Reflex. the target is slowed until the end
of your
next turn.
HELD ITEM
HEAD WEAPON: 1-hand melee
POWER: Encounter POWER: Encounter ✇ Electricity,
POWER: Encounter ✇ Psychic Fire
MINOR ACTION CLOSE BURST 10 STANDARD ACTION MELEE 1
STANDARD ACTION RANGED 20
EFFECT: Until the end of the encounter TARGET: One creature
TARGET: One creature , you
know the exact location of all living ATTACK: Level + 8 vs. AC
ATTACK: Level + 6 vs. Will creatures,
energy sources, and unusual mate HIT: 3d10 + Strength modifier + twice
HIT: 4d6 + Intelligence modifier + rials within your
twice your 10 squares of you. In addition, you level electricity and fire damage.
level psychic damage. gain a +8
power bonus to Perception check
s.
● 31 ● 32 ● 33
OMEGA ISHTAR
DURALLOY SHIELD
120 OMEGA ISHTAR
OMNISCIENT GOGGLES
120 OMEGA ISHTAR
DISRUPTOR PIKE
120
● 34 ● 35 ● 36
OMEGA ISHTAR
ENVIROBOOTS
120 OMEGA ISHTAR
FORCE AXE
120 OMEGA XI
CERAMETAL ARMOR
120
move action salvage the force axe. It becomes SALVAGE 2: A 2nd-level character
before the start of your next turn. a heavy can
Until the end of the encounter, at 2-hand melee weapon: Str/Con; +2 salvage the cerametal armor. It beco
the start of accuracy; 3d8 force damage, and mes
each of your turns, roll a d4 again you push heavy armor: +7 armor bonus to AC;
and apply the target 1 square. +1
the new effect. You can end this eff bonus to Fortitude.
ect by
taking off the boots as a standard
action.
This mini computer tablet makes it easie This long, flexible whip is formed from This large rifle will put a 2-inch
r to a
hack mechanical and computational devic beam of ruby light. smoking hole in your target.
es.
◆ 41 ◆ 42
● 40
AREA 52 BIO, PHYSICAL 120 BIO, PHYSICAL 120
OMEGA MELTDOWN ORBITER
120
ALPHA MANDIBLES ALPHA ACCELERATED CLAW
This drone constantly morphs as it circle
s your an yr and
head. At your command, it fires a pulse
of You manifest large mandibles and take You slide around your foes like a zeph
flesh-shredding radiation at your foes. enormous bite out of your enemy. claw at them at will.
◆ 43 ◆ 44 ◆ 45
BIO 120 BIO, SONIC 120 BIO, HEALING 120
ALPHA GIGANTISM ALPHA SONIC SCREECH ALPHA HEALING ROOTS
OVERCHARGE: When you start your turn, you can roll a d20. OVERCHARGE: When you use this power, you
can roll a d20. 10+: The attack deals 2d6 extra sonic damage, can roll a d20.
10+: You gain a +5 power bonus to damage rolls and you deal half damage on a miss. 10+: You end all conditions affecting you.
with melee attacks while this card is readied. 9 OR LESS: You hit yourself with the attack. 9 OR LESS: The effect gains the following
9 OR LESS: You are immobilized (save ends). In addition, you can’t speak while this card is aftereffect: You are immobilized (save ends).
readied.
NO ACTION PERSONAL
card
STANDARD ACTION MELEE 1 BENEFIT: You gain an extra action
during each of TRIGGER: You use an Omega Tech
card one
TARGET: One, two, or three creatures your turns . You can only use this actio n to make EFFECT: You can use the Omega Tech
. Do not
ATTACK: Level + Dexterity vs. Refle
x. a basic attac k or to move . additional time during the encounter
out after the
ical damage. roll to see if the Omega Tech burns
HIT: 3[W] + Dexterity modifier phys
triggering use.
MISS: Half damage.
m into a single
EFFECT: After the attack, you refor
of the targets.
entity in a square adjacent to one
OVERCHARGE: When you start
your turn, you OVERCHARGE: When you use this power, you
TM & © 2010 Wizards of the Coast LLC can roll a d20.
RANGED T 3 WITHIN 10
STANDARD ACTION MELEE OR STANDARD ACTION AREA BURS
that lasts until
TARGET: One creature EFFECT: The burst creates a zone
a creature
ATTACK: Level + Wisdom vs. Will BENEFIT: You gain resist 10 physical. the end of your next turn. Whenever
slowed until
HIT: 2[W] + Wisdom modifier + your
level physical starts its turn within the zone, it is
the
dama ge, and the target is stunned and takes the start of its next turn and you make
ends both). following attack against it.
ongoing 5 physical damage (save
Fortitude
ATTACK: Level + Constitution vs.
2d6 + Cons tituti on modi fier + your level
HIT:
target
physical damage, and you knock the
OVERCHARGE: When you start your turn, you prone.
can roll a d20.
OVERCHARGE: When you use this power, you
TM & © 2010 Wizards of the Coast LLC
◆ 52 ◆ 53 ◆ 54
DARK, FIRE, ZONE 120 DARK, RADIATION 120 DARK 120
ALPHA BODY OF LIGHT ALPHA NEUTRON EMISSION ALPHA STRONG AS STONE
minor action at the start of your turn to make can roll a d20.
OVERCHARGE: When you use this the effect persist until the end of your next 10+: While this card is readied, whenever you
power, you turn. make an Athletics check, replace the roll with
can roll a d20.
10+: An enemy that ends its turn 9 OR LESS: After the effect, you take 10 a 20. In addition, the power bonus to Fortitude
within the radiation damage. In addition, you gain increases to +5.
zone takes 20 fire damage instead
of 10. vulnerable 10 radiation and are weakened 9 OR LESS: You are weakened (save ends).
9 OR LESS: You target each ally
in the burst (save ends both). You can’t save against this
instead of each enemy.
effect during the turn you overcharge it.
to
You link the life force of one creature es
, You catch a vision of the future and You unleash a mental shriek that mash
another. What hurts or heals one of them change your plans accordingly. g brain nearby into gray paste.
does the same to the other. every livin
CLOSE BURST 5 IMMEDIATE INTERRUPT CLOSE BLAST 3 STANDARD ACTION CLOSE BURS
T5
MINOR ACTION
you and 1 with a close or area ure in burst
TARGET: Two creatures in burst, or TRIGGER: An enem y hits you TARG ET: Each creat
creature in burst attack ATTACK: Level + Charisma vs. Will
ends). s you and each level psychic
EFFECT: You link the two targets (save EFFECT: The attack instead misse HIT: 6d8 + Charisma modifier + your
or regains (save ends).
Whenever one target takes damage target in the blast. damage, and the target is stunned
es the
hit points, the other target experienc
r target
same effect. The link ends when eithe
choose not to
saves or dies. A willing target can
effect.
make a saving throw against this
OVERCHARGE: When you use this OVERCHARGE: When you use this
TM & © 2010 Wizards of the Coast LLC
power, you power, you
◆ 58 ◆ 59 ◆ 60
BIO, COLD 120 PSI, WEAPON 120 FORCE, PSI 120
ALPHA POLAR AURA ALPHA MULTIATTACK ALPHA PLAYTHING
and
You drain heat from your surroundings, onry. You lock telekinetic hooks into your foe
including nearby creatures. Brrr! You attack in a blinding flurry of weap do the puppet master routine.
RANGED
STANDARD ACTION MELEE OR
PERSONAL ing two
MINOR ACTION REQUIREMENT: You must be wield STANDARD ACTION RANGED 20
turn, you gain
EFFECT: Until the end of your next weapons. TARGET: One creature
resist 20 cold, and whenever a creat
ure starts your primary
takes 10 cold EFFECT: Make two basic attacks with ATTACK: Level + Intelligence vs. Fortit
ude
its turn within 2 squares of you, it weapon and one basic attack with
your
e modi fier + twice your
of its turn. 1 square after Intell igenc
damage and is slowed until the end secondary weapon. You can shift HIT: 3d10 +
each attack. level force damage.
slide the
EFFECT: While this card is readied,
the start of
target 2 squares as a free action at
each of your turns.
OVERCHARGE: When you use this power, you OVERCHARGE: When you use this
power, you
can roll a d20.
TM & © 2010 Wizards of the Coast LLC
◆ 61 ◆ 62 ◆ 63
AREA 52 AREA 52 AREA 52
OMEGA STUN WHIP
120 OMEGA AUTODOC
120 OMEGA GRAV SHIELD
120
This shiny metal belt whirrs and clicks. This heavy, black, elbow-length gauntlet
This slender silver whip delivers creates a short-range gravitational field
Sometimes it dispenses colored pills that
a powerful electric charge. that
make you feel better. disrupts incoming attacks.
can
salvage the stun whip. It becomes SALVAGE 2: A 2nd-level character SALVAGE 4: A 4th-level character
a light can can
1-hand melee 2 weapon: Dex/Int; salvage the autodoc. It becomes a salvage the grav shield. It becomes
+3 waist a
accuracy; 1d10 electricity damage, item with the following property: shield: +1 shield bonus to AC; +2
and Your shield
the target is slowed until the end maximum hit points increase by 5. bonus to Fortitude.
of your
next turn.
This silver drone hovers in front of your This suit of black alloy and metal mesh
is When you pull this wide-mouthed pisto
forehead, telepathically imparting targe powered by a dark matter energy cell. l’s trigger,
ting The cell it emits a thunderous ring of destructio
data to your mind. also generates a force shield for a shor n.
t time.
WEAPON: 1-hand ranged
HEAD ARMOR: Heavy
POWER: Encounter ✇ Sonic
POWER: Encounter POWER: Encounter ✇ Force STANDARD ACTION RANGED 10
FREE ACTION PERSONAL MINOR ACTION PERSONAL TARGET: One creature
TRIGGER: You deal damage with an EFFECT: You establish a force shiel ATTACK: Level + 6 vs. Reflex
attack d. While the
EFFECT: The triggering attack deals shield is functional, you gain resis HIT: 3d8 + Strength modifier + twice
2d10 + t 10 to all your
your Wisdom modifier extra dama damage. Whenever you take dama level sonic damage. In addition, you
ge to the ge, roll a knock
target. d20. On a 9 or less, the effect ends the target prone, and the target is
. deafened
(save ends).
SALVAGE 5: A 5th-level character TM & © 2010 Wizards of the Coast LLC SALVAGE 6: A 6th-level character
◆ 67 ◆ 68 ◆ 69
AREA 52
OMEGA GRAV MORTAR
120 OMEGA ISHTAR
PHOTONIC SPEAR
120 OMEGA ISHTAR
HOSPICE BEACON
120
◆ 70 ◆ 71 ◆ 72
OMEGA ISHTAR
SERVO-ASSIST ARMOR
120 OMEGA ISHTAR
DISKTHROWER
120 OMEGA ISHTAR
JET BOOTS
120
This form-fitting armor jerks you out of This mechanical gauntlet lets you fling These metal boots are very stylish,
harm’s a
way. Occasionally, it will jerk you arou
nd for spinning, diamond-sharp metal disk at and the jet nozzles in each sole put an
extra
no reason, usually when you’re holding your foe. hop in your step!
a drink.
FEET
WEAPON: 1-hand ranged
ARMOR: Light POWER: Encounter
POWER: Encounter ✇ Physical MINOR ACTION
POWER: Encounter STANDARD ACTION RANGED 10 PERSONAL
EFFECT: You gain a fly speed equa
IMMEDIATE INTERRUPT PERSONAL TARGET: One creature l to your
speed until the end of your next turn.
TRIGGER: You are hit by an attack ATTACK: Level + 8 vs. AC If you
take damage while flying, as an imme
EFFECT: You gain a +4 power bonu HIT: 2d12 + Dexterity modifier phys diate
s to AC and ical reaction, “auto-jets” in the boots
Reflex until the end of your next turn. damage, and ongoing 10 physical push you
damage away from the triggering attacker
(save ends). a number
of squares equal to your speed.
MISS: You must choose a creature
within 5
squares of the target and make the
attack
again against that creature.
TM & © 2010 Wizards of the Coast LLC
◆ 76 ◆ 77 ◆ 78
OMEGA ISHTAR
POWER FIST
120 OMEGA XI
ARTIFICIAL BLOOD
120 OMEGA XI
ELECTROSTAFF
120
This fusion-powered gauntlet sports This small medical unit attaches to your The electromagnetic pulse generators
lower in each
titanium alloy servos, allowing you to back and injects nanobots into your end of this staff deliver an electrifying
punch
deliver massive blows. bloodstream when you need a boost. to your foes.
WEAPON: 1-hand melee WEAPON: 2-hand melee
POWER: Encounter ✇ Physical POWER: Encounter ✇ Electricity
STANDARD ACTION MELEE 1 STANDARD ACTION MELEE 1
TARGET: One creature TARGET: One creature
ATTACK: Level + 8 vs. AC ATTACK: Level + 6 vs. Reflex
HIT: 3d10 + Strength modifier + twice WAIST HIT: 3d8 + Constitution modifier +
your twice your
level physical damage. In addition, level electricity damage, and the
you push POWER: Consumable target is
the target a number of squares equa stunned (save ends).
l to your FREE ACTION PERSONAL
Strength modifier (minimum 1) and
knock it TRIGGER: You start your turn
prone.
EFFECT: Until the end of the encounter
MISS: Half damage, and you push ,
the target 1 whenever you roll a saving throw, SALVAGE 6: A 6th-level character
square and knock it prone. you can
TM & © 2010 Wizards of the Coast LLC
★ 81
◆ 79 ◆ 80
AREA 52 BIO 120
OMEGA XI
MARAUDER ARMOR
120 OMEGA CHAMELEON SHIELD
120
ALPHA REDUNDANT ORGANS
ult
This sleek suit of powered armor gives
you
This shield’s surface changes color and
texture Having redundant organs makes you diffic
the
limited flight, making it perfect for scou
ting.
to blend with its surroundings. to kill. Plus, you could make a killing on
black market.
ARMOR: Light
s, bloodied
POWER: Encounter BENEFIT: Your maximum hit point
led.
MOVE ACTION PERSONAL value, and current hit points are doub
EFFECT: You gain a fly speed equa
l to your
speed until the end of the encounter ARMS
. You
must land at the end of your turn,
or you POWER: Encounter
crash.
MINOR ACTION PERSONAL
EFFECT: You become invisible until
the end
of your next turn. In addition, you
gain a +5
power bonus to Stealth checks until OVERCHARGE: When you start your turn, you
the end
TM & © 2010 Wizards of the Coast LLC
it
You can finally fight naked, Your mass increases drastically, making You sprout wings of fire!
just like you’ve always wanted. tough for others to mov e you.
★ 85 ★ 86 ★ 87
BIO, FIRE 120 BIO, PSYCHIC 120 PSI 120
ALPHA EXPLOSIVE PODS ALPHA CENTER CANNOT HOLD ALPHA MIND TRICK
OVERCHARGE: When you use this power, you OVERCHARGE: When you use this
power, you
can roll a d20. can roll a d20.
OVERCHARGE: When you start your turn, you
TM & © 2010 Wizards of the Coast LLC
★ 88 ★ 89 ★ 90
DARK 120 DARK 120 BIO, ELECTRICIT Y 120
ALPHA DOWNLOAD EGO ALPHA SHADOW PERSON ALPHA STATIC FIELD
her for
sfer an You become a shadowy double from anot “No, don’t worry. It’s perfectly normal
Even as your vision goes dark, you tran they
your intellect into your foe’s mind. worldline. People see you as someone your hair to stand up like that when I’m
imprint of expect to see. nearby. Would I lie?”
10+: The dominated creature must roll a 16 or combat advantage to you while this card is 10+: While this card is readied, the electricity
higher to succeed on its saving throw to end readied. damage increases to 25, and you are immune
the domination effect. 9 OR LESS: You don’t gain or grant any to electricity damage.
9 OR LESS: When this effect ends, the benefit from flanking with your allies. In 9 OR LESS: You lose any resistance or
dominated creature dominates you (save addition, you provoke opportunity attacks immunity to electricity and take ongoing 15
ends). from your allies, and they must make those electricity damage (save ends).
opportunity attacks, if possible.
ing you
You surround yourself within a Your body flares with white-hot fire, burn You have “The Gamma Eye”—whatever
shield of intense gravity. that hinders you. And your pants. look at, you fry.
away all
★ 94 ★ 95 ★ 96
DARK 120 HEALING, PSI 120 PSI 120
ALPHA MY NAME IS MUD ALPHA INHABIT CORPSE ALPHA KNOW-IT-ALL
★ 97 ★ 98 ★ 99
DARK, FIRE 120 PSI, PSYCHIC 120 PSI, PSYCHIC 120
ALPHA EXPLODE! ALPHA MIND KILLER ALPHA HYPERACTIVE
most
You impart a phantasmal image of the
Every molecule in your body explodes into You’re like a 5-year old with a
a trip. fearsome creature imaginable directly bucket of Halloween candy.
outward at the speed of light. It’s quite your foe’s unprotected brain.
MINOR ACTION CLOSE BURST 5
STANDARD ACTION RANGED 20
TARG ET: Each creature in burst STANDARD ACTION PERSONAL
TARGET: One creature While this
ATTACK: Level + 3 vs. Reflex EFFECT: You make an initiative roll.
ge, and you ATTACK: Level + Charisma vs. Will each round—
HIT: 5d8 + twice your level fire dama prone. your level card is readied, you act two times
k it HIT: 3d10 + Charisma modifier + twice ic once on your original initiative and
once on your
push the target 3 squares and knoc psych
(save ends). psychic damage, and ongoing 10 new initiative.
EFFECT: You blow yourself to bits damage (save ends).
take any
While under this effect, you can’t
s. When you
actions except to make saving throw
appear in
save, you reconstitute yourself and
st unoccupied
your previous square, or the neare OVERCHARGE: When you use this
square. power, you
OVERCHARGE: When you hit with can roll a d20.
this power,
you can roll a d20.
TM & © 2010 Wizards of the Coast LLC
“Yes, I was here the whole time. And I This pear-shaped projection device gene Your molecules shift out of phase when
heard rates you
swirl this cape around yourself, allowing
everything you said about me!” a powerful force field. you
to pass through walls and other solid obje
cts.
HELD ITEM
When you’re near death, this device relea This metallic-black powered suit protects
ses This small cannon generates white-hot you
a flood of nanobots into your bloodstre plasma from harm by releasing a burst of rads
am to bombs encased in guided magnetic field at a
bring you back. s. nearby enemy when you’re damaged.
You’re too cool for school with these stylin Each 6-inch missile fired from this shou This metallic robot follows you around
g lder on
shades built by the machine AI designer launcher emits a piercing sonic burst that
three steel legs. You call it “Tripod.”
known only as “HAL.” scrambles your enemies’ nervous syste
ms.
HEAD WEAPON: 2-hand ranged
POWER: Encounter ✇ Laser
POWER: Encounter POWER: Encounter ✇ Sonic STANDARD ACTION
STANDARD ACTION RANGED 10 STANDARD ACTION EFFECT: You activate the rifle houn
TARGET: One robot creature AREA BURST 2 WITHIN 20 d in an
adjacent square. The hound occup
ATTACK: Level + 6 vs. Will TARGET: Each creature in burst ies 1
square. Enemies can’t move throu
HIT: The target is dominated (save ATTACK: Level + 6 vs. Fortitude gh its
ends). space, but allies can. Whenever you
MISS: The target gains a +5 bonu HIT: 5d6 + Intelligence modifier + move,
s to attack your level you can move the hound up to 6 squa
rolls and damage rolls against you sonic damage, and you push the targe res as a
until the t2 free action.The hound’s defenses
end of the encounter. squares from the burst’s origin squa are all 20.
re. If a single attack deals 20 or more
damage
to the hound, the hound makes an
attack
SALVAGE 8: An 8th-level chara against you and then is destroyed
SALVAGE 6: A 6th-level character TM & © 2010 Wizards of the Coast LLC cter can . You can