NEW ARTIFACTS AND EQUIPMENT
"Ziggy" zigokubasi@netzero.net

All items on this page were converted/designed by the author above, for 1st Edition.  I have only made minor adjustments.
I have included the Armor Class and Weapon Class Tables below.

Weapons
Armor
Clothing
Heavy Weapons
Armor Class Table
Weapons Class Table



WEAPONS

1. MACE / PEPPER SPRAY
Weapon Class: 12
Damage Inflicted: see description
Capacity: 10 bursts
Area of effect: 2 meter radius

All beings sprayed are debilitated. It reduces the target's armor class by one point, and adds 2 points to that character's "to hit" dice rolls.  Victims recover their abilities in 3 melee turns.

2. FISSION GRENADE
Weapon Class: 8
Area of effect: 20 meter radius
Damage inflicted: 100 points to all targets in blast area, plus a blast intensity 15 radiation to each target within that area.

This grenade can be set for a time delay (up to 3 mins.), or to detonate on impact. After detonation, the area remains an intensity 5 radiation hazard.

3. FUSION GRENADE
Weapon Class: 8
Area of Effect: 15 meter radius
Damage inflicted: 75 points to all targets in blast area.

  Fusion grenades can be set for a time delay (up to 3 mins.), or to detonate on impact.

4. FLASH GRENADE
Weapon Class: 8
Area of effect: 10 meter radius
Damage inflicted: see description

This grenade creates an intense flash of light upon detonation. The blinding effect (which works even in full daylight) will incapacitate all viewers in the area of effect by lowering both their armor class and "to-hit" chance by 4 points for 1-4 (d4) melee turns. The targets must be able to see the flash to be blinded.

5. GRENADE LAUNCHER
Weapon Class: 9
Maximum Effective Range: Area Target-400 meters.  Point Target-200 meters.
Minimum Range: 40 meters.  All grenades fired from this weapon require 40 meters to arm. (safety feature)
Projectile: any grenade
Damage Inflicted: as grenade type used

This is a hand-held launcher used to propel grenades much further than they could be thrown by hand, and with greater accuracy as well. Any type of grenade can be used in the launcher. Examples of targets are:
Area: Troop concentrations, convoys of vehicles, etc.
Point: Windows, single vehicle, animal, etc.

6. BLACK RAY RIFLE
Weapon Class: 15
Maximum Range: 150 meters
Effective Range: 75 meters
Projectile: Death Ray
Damage Inflicted: instant death to living targets not protected by force field
Power Source: 2 Chemical Energy Cells
Battery Life: 4 shots

This is the ultimate hand-held weapon. It does no damage to inanimate (non-living) targets, or targets protected by a force field.

7. FUSION PISTOL
Weapon Class: 16
Maximum Range: 230 meters
Effective Range: 100 meters
Projectile: a single beam of intensity 18 radiation
Damage Inflicted: As determined on Radiation Hazard Matrix
Power Source: Atomic Energy Cell
Battery Life: 20 shots

Just like the Fusion Rifle, the Fusion Pistol must be connected to a converter by a 1.5 meter cable. The converter and the atomic energy cell are both carried in a special pack which fits on the user's back.



ARMOR

8. FULL DURALLOY PLATE
Armor class when worn: 2
Force field: None
Locomotion provided: None, but very light - normal encumbrance
Power source: None
Battery life: N/A

This is an extremely rare item of recent manufacture. It is the pride of many a Knight of Genetic Purity to possess such a suit. It is possible for a Gamma World armorer to make Duralloy plate, but requires several gallons of liquid duralloy, high-quality molds custom made for the wearer (or a magnetic shape former), a laser cutter, and a lot of skill. Unless both parties are the same size, a suit designed for someone else needs to be
refitted with a magnetic shape former and a laser cutter. When worn with a Duralloy shield, the armor class is 1.

9. CATOPTIC ARMOR
Armor class when worn: 3
Force field: None
Locomotion provided: None, but does not encumber wearer
Power source: None
Battery life: N/A

This is a specially formulated and treated suit of plastic armor, including gauntlets and a helmet. The mirrored surface of the armor is 100% reflective, making the wearer impervious to lasers and almost impossible to
see (effectively invisible, unless at very close range). Any other items worn or carried will remain visible.



CLOTHING

10. CAMOUFLAGE CLOAK
This powered cloak and cowl can completely cover the wearer. Designed for use by commando forces, this cloak changes its color and pattern to match the surrounding terrain. As with the 'Chameleon Powers' mutation, it is left to the referee to determine the effectiveness of this device in any given situation. It is powered by a chemical energy cell that will last through 12 hours of constant use.

11. DISPLACER UNIT
This wristwatch-sized device is capable of teleporting the wearer and everything he is wearing or holding (up to 200kg of material) out to a range of 30 kilometers. The device should be programmed for the intended
destination (a task requiring a displacer programming unit). If it is not, then a blind teleport is possible, but there is a 25% chance of sustaining 10 dice (d6) of damage upon arrival.

12. GAS MASK
A gas mask protects the wearer from the effects of toxic gases. This includes: tear gas grenades, stun grenades, poison gas grenades, Mace, and concussion bombs, as well as the various gases produced by the 'Gas Generation' mutation. Some types of poison gas, notably nerve gases (like Nervium-12), can still affect the wearer because they enter the body through the skin.

13. SEALED SUIT
This impermeable clear plastic overgarment was designed to protect the wearer from acid rain. When worn in conjunction with a gas mask, it will protect the character from nerve gases and other toxic chemicals. It can
also prevent the wearer from being tracked by scent. It is quite large, can be worn over armor, and is 'one size fits all'.

14. CHEMICAL ANALYZER
The portable chemical analyzer was an indispensable tool to pre-cataclysm scientists. It is capable of identifying almost any known substance, and can provide invaluable information on identified chemicals, within the limits of its programming. It can also attempt to extrapolate the possible effects of unknown substances based on those of known chemical analogues, again within the limits of its programming. It is powered by a solar energy cell that will last through 24 hours of constant use.



SPECIAL ITEMS - HEAVY WEAPONS

1. BLACK RAY CANNON - LIGHT
Weapon Class: 15
Maximum Range: 200 meters
Effective Range: 100 meters
Projectile: Death Ray
Damage Inflicted: instant death to living targets not protected by force field.
Power Source: Atomic Energy Cell or Nuclear Power Plant
Battery Life: 6 shots, unlimited if Nuclear

This dangerous piece of 24th century artillery is the same as that usually found on Warbots. The light black ray cannon is also occasionally seen as a field piece, mounted on a wheeled or antigrav base that can be towed behind a vehicle.

2. BLACK RAY CANNON - HEAVY
Weapon Class: 15
Maximum Range: 300 meters
Effective Range: 150 meters
Projectile: Death Ray
Damage Inflicted: instant death to living targets not protected by force field
Power Source: Atomic Energy Cell or Nuclear Power Plant
Battery Life: 3 shots, unlimited if Nuclear

This cannon is the same as the one mounted on a Death Machine. Awesomely lethal, it is almost never seen on a mobile platform, but rather as a fixed artillery piece, usually supplied with Nuclear power and controlled by an
automated system (cybernetic installation, think tank, etc...) or operated manually from a nearby bunker.

3. TREK GUN
Weapon Class: 14
Maximum Range: 200 meters
Effective Range: 100 meters
Projectile: Disintegration Field
Damage Inflicted: Any target not protected by a force field is
disintegrated. Any force field hit takes 30 points of damage.
Power Source: Atomic Energy Cell or Nuclear Power Plant
Battery Life: 5 shots, unlimited if Nuclear

This weapon is usually seen on Death Machines. Occasionally, this weapon was also mounted on tanks or on a mobile base as a field piece. It is also sometimes seen in a stationary emplacement, connected to a Nuclear Power Plant and controlled by a Cybernetic Installation or Think Tank.

4. FUSION HOWITZER
Weapon Class: 16
Maximum Range: 3000 meters
Effective Range: 1500 meters
Projectile: special fusion shell
Damage Inflicted: as Fusion Bomb
Number of Shots: however many shells are available

Similar to the fusion bomb launcher mounted on a Death Machine, this is the last word in tactical artillery. Typically, the Fusion Howitzer is either mounted on a towable antigrav carriage, or in a self-propelled mount.


ARMOR CLASS

Armor class is a number representing the ability of an object or creature to withstand physical attacks. Everyone and everything has an armor class (in some cases, the referee must determine the armor class). Because so much technology was lost during the Black Years, most armor will be crude, made from readily available materials. Some mutations will provide stronger armor class to the mutant. Also, in rare instances, players will come across ancient armor that is extremely high in armor class. The more common types of armor are listed on the following table.

ARMOR CLASS TABLE
Class
Type of Armor
10 
No protection-NONE
9 
Shield only
8 
Furs or skins
7 
Furs or skins and shield
6 
Cured hide or plant fiber armor, partial carapace
5 
Cured hide or plant fiber armor and shield
4 
Sheath* and piece metal armors, total carapace
3 
Powered plate and plastic armors*
2 
Powered alloy, energized, inertia, powered scout & battle armors*
1 
Powered attack & assault armors*
For a description see ARTIFACTS AND EQUIPMENT section.


To the beginner it may seem a little confusing, but the lower the number the better the armor class. When you "increase" the armor class you lower the number. For example, you increase your armor class from 6 to 5 by getting a shield to use with your cured hide armor. The creatures of GAMMA WORLD are also given an armor class rating. Unlike men, the armor class of a creature is inherent in the hide or skin of the creature, its size, speed, and agility. All of these factors are included in the armor class rating. Certain factors (such as some mutations) may raise or lower the normal armor class rating. An armor class of less than 10 is treated as armor class 10; an armor class of greater than 1 is treated as armor class 1.


WEAPON CLASS

Weapon class is similar to armor class. It is a numerical representation of the ability of the weapon to hit an opponent. The weapon class does not reflect the amount of damage the weapon might do if it hits, only the chance of hitting. High-technology weapons, though, usually both score a hit easier and do more damage when they hit. Most of the inhabitants of GAMMA WORLD will be armed with the low-technology weapons. Ancient, powered weapons will be very rare and highly prized (and coveted). The more common weapons are listed on the following table.

WEAPON CLASS TABLE
Class
Description
1
Clubs, hammers, lances, maces, spears
2
Axes, daggers, flails, morning stars
3
Pole arms, swords
4
Vibro dagger
5
Vibro blade, energy mace
6 
Stun whip
7 
Robotic tentacles
8 
Grenades, javelins
9 
Arrows, crossbow bolts, sling projectiles
10 
Pistol slugs
11 
Needler
12 
Stun ray pistols and rifles
13 
Laser pistols and rifles
14 
Mk V Blaster and Mk VIl rifle
15 
Black ray pistol
16 
Fusion rifle, micro missile, mini-missile



Gamma World and the Gamma World universe is a registered trademark of TSR Corporation and Wizards of the Coast, Inc. Neither TSR, Inc. nor WIZARDS OF THE COAST is in any way affiliated, nor have they endorsed, this site.  This site is not intended to challenge any copyrights or any other rights.  This site is for the use of Gamers and Game Masters for their own private use.


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