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Gamma World
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Gamma World (1e)

Gamma World (1e)


Can you survive in a world gone mad? A world where civilization as we know it has been destroyed in a cataclysmic holocaust? What is left in this world? Find out and encounter such bizarre things as mutated plants and animals more terrible than you can imagine, radiation wastelands that stretch as far as the eye can see, and fearless machines gone uncontrollably beserk . . . This is the setting for...   [click here for more]
Wizards of the Coast  $9.99

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Gamma World (3rd Edition)

Gamma World (3rd Edition)


This revised version of TSR's popular GAMMA WORLD game brings many innovations to this favorite of science fiction and fantasy gamers. A streamlined action resolution system is introduced for faster, more exciting play. For the first time, GAMMA WORLD game characters can improve their abilities with the level advancement system contained in this edition. A new type of player character race, intelligent...   [click here for more]
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Gamma World Game Rules (4e)

Gamma World Game Rules (4e)


A rainbow of flickering colors dances across the night sky. Turning, you shamble off into the jumble of cloud towers amid the glow. With an effort of willpower you float over thegaping chasm of softrock and steel. Your large, webbed feet paddle the air slowly. Tame the wild frontiers of Gamma Terra in the GAMMA WORLD post-holocaust science-fantasy game! • Play a pure strain human or a mutated...   [click here for more]
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Gamma World Referee's Screen and Mini-Module

Gamma World Referee's Screen and Mini-Module


Included in this package are a referee's screen and an eight-page mini-module, The Albuquerque Starport. The screen contains the combat, hazard, and reference tables used most often by referees and players , arranged to make this vital information easy to use. This GAMMA WORLD mini module is suitable for beginning and intermediate characters. The Albuquerque Starport has been designed to provide...   [click here for more]
Wizards of the Coast  $4.99

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Gamma World: Gamma Knights (4e)

Gamma World: Gamma Knights (4e)


Face the dangers of Gamma Terra in the most potent weapon system of the Ancients--powered battle armor! Battle mutant monsters, rampaging robots, and the ultimate challenge of other Gamma Knights Choose a standard suit and srat play instantly or custom design a suit for maximum power. Designed to be both a fast playing boardgame and a supplement to the popular GAMMA WORLD science-fantasy role...   [click here for more]
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GW1: Legion of Gold

GW1: Legion of Gold


There is much to worry about in the mutated world of the future, but Baron Jemmas, Warder of Horn, has more on his mind that most. In recent weeks several of the outlying towns of his Barony have been wiped out by a band of mysterious golden marauders. These creatures struck from nowhere and vanished without a trace when their deeds were done. The Warder has decided that they must be stopped before...   [click here for more]
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GW2: Famine in Far-Go

GW2: Famine in Far-Go


Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering the fields. No one, even Arx Skystone, the high priest, knows what has caused Far-Go's misfortune. YOU are part of a group of young adventurers about to begin the sacred Rite of Adulthood. The last hope of survival for Far-Go rests with your party. On your journey to the Forest of Knowledge, you must...   [click here for more]
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GW3: The Cleansing War of Garik Blackhand

GW3: The Cleansing War of Garik Blackhand


"You must get the book... the key to survival... our people's only hope... Whitetip Sept... e'glee... northeast..." Teligmano's whispered words are the only clue your desperate party has to save your people. The fearsome Scarlet Knights of Genetic Purity have declared a campaign of terror against all mutants — humanoids and mutated animals!! Your bitter enemies, the Gray Rock tribe, have accused...   [click here for more]
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GW4: The Mind Masters

GW4: The Mind Masters


The first summons of the new season is called. Your name is drawn—you join the expedition. Your mission is to investigate rumors of a stockpile of ancient artifacts. Following a sketchy map, you cross the great river Twainway the day after leaving your settlement. Two days later, in unexplored wilderness, you encounter hostile nomad tribes. After finding traces of a lost expedition, you know...   [click here for more]
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GW6: Alpha Factor

GW6: Alpha Factor


Mindkeep. The very name is mysterious. Why was it built? Who built it? What is its secret? Your elite group of adventurers must find Mindkeep and learn its secret. Others have tried - and failed. The surrounding area is filled with mutations that are strange even for Gamma World. Could that be a clue as to Mindkeep's purpose? Or is it mere coincidence? The trek is long and difficult, across areas...   [click here for more]
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GW7: Beta Principle

GW7: Beta Principle


In the lands to the south, young people are disappearing daily. No one knows where they are being taken, or why. Rumors abound of a New Beast, a Nwayvo Beestya, and of hordes of nos'ferat which are terrorizing the humans and animals alike. Also to the south is the Nameless City to which your group must travel, in search of relics of the Ancients. You are on a glory quest, one of the highest honors...   [click here for more]
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GW9: Delta Fragment

GW9: Delta Fragment


The quest of the Restorationists is nearing an end. Your party has been entrusted with finding the secrets of the Sky Chariot of the Ancients, and returning the information (and anything else) to them. However easy that may sound, there are always complications. General Timon, who has made quite a name for himself in these parts, is negotiating with the King of the Mountain—he wants an alliance....   [click here for more]
Wizards of the Coast  $7.99

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Treasures of the Ancients (GWA1)

Treasures of the Ancients (GWA1)


The Ancients are a race of mysterious humans that once revelled in the glories of technology. Suddenly, inexplicably, they were wiped out. Their tools, their vehicles, their weapons, and other devices of interest can be found in the ruins of their former cities, buried in radioactive slag, or submerged under rerouted rivers and lakes. Treasures of the Ancients, a supplement for the Gamma...   [click here for more]
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Gamma World Player's Handbook (GW 6e)

Gamma World Player's Handbook (GW 6e)


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  $34.95 $14.99

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Gamma World Game Masters Guide (GW 6e)

Gamma World Game Masters Guide (GW 6e)


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...   [click here for more]
Wizards of the Coast  $29.99 $11.99

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Beyond the Horizon (GW 6e)

Beyond the Horizon (GW 6e)


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...   [click here for more]
Wizards of the Coast  $24.99 $11.99

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Cryptic Alliances & Unknown Enemies (GW 6e)

Cryptic Alliances & Unknown Enemies (GW 6e)


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...   [click here for more]
Wizards of the Coast  $22.99 $9.99

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D&D Gamma World RPG (GW7e)

D&D Gamma World RPG (GW7e)


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...   [click here for more]
Wizards of the Coast  $39.99 $19.99

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D&D Gamma World RPG Booster Cards (GW7e)

D&D Gamma World RPG Booster Cards (GW7e)


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....   [click here for more]
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Gamma World Expansion Pack: Famine in Far-go (GW7e)

Gamma World Expansion Pack: Famine in Far-go (GW7e)


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...   [click here for more]
Wizards of the Coast  $29.99 $14.99

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Gamma World Expansion Pack: Legion of Gold (GW7e)

Gamma World Expansion Pack: Legion of Gold (GW7e)


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...   [click here for more]
Wizards of the Coast  $29.99 $14.99

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Machines and Mutants (GW 6e)

Machines and Mutants (GW 6e)


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...   [click here for more]
Wizards of the Coast  $34.95 $14.99

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Out of the Vaults (GW 6e)

Out of the Vaults (GW 6e)


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  $21.95 $11.99

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Polyhedron Newszine V3 #3 Issue 12

Polyhedron Newszine V3 #3 Issue 12


Included in this issue: Encounter — Grifton must face the red dragon, Forszhan — will he fight or flee, by Gali Sanchez The Knight-Error - A cartoon, by Ron Shirtz Dispel Confusion - By Frank Mentzer, Allen Hammack, Mike Carr, Mark Acres, James Ward, Merle Rasmussen and Dave Cook Basically Speaking - Massed battles, by Jon Pickens. Knight Hawks: A New Dimension - A STAR FRONTIERSTM...   [click here for more]
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Polyhedron Newszine V3 #4 Issue 13

Polyhedron Newszine V3 #4 Issue 13


Included in this issue: Dispel Confusion — by Jon Pickens, James Ward, Allen Hammack, Mike Carr, Mark Acres, Merle Rasmussen, Penny Petticord, and Dave Cook Under Construction — Ned's story continues, or, I never promised you a rose garden, by Mark Kirchoff Deities, Demigods, and DMs — Learn how to more effectively and logically role-play your deities, by Roger Moore...   [click here for more]
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Polyhedron Newszine V3 #5 Issue 14

Polyhedron Newszine V3 #5 Issue 14


Included in this issue: Encounters — Swat and his faithful bear companion take on an evil lich and a nycadaemon by Roger E Moore Two Cents — RPGATM Network Member Christopher Gandy's views on "role" playing, by Christopher Gandy Dispel Confusion — by Jon Pickens, James Ward, Allan Hammack, Mike Carr, Mark Acres, Penny Petticord, and Dave Cook The Lone Wolf...   [click here for more]
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Polyhedron Newszine V3 #6 Issue 15

Polyhedron Newszine V3 #6 Issue 15


Included in this issue: Encounters — Edrie Solo's task is to defeat the magical guards and escape alive—no easy task! by James M Ward Dispel Confusion - By James M. Ward, Penny Petticord, Mike Carr, David Cook, and Merle Rasmussen The AD&D® Game Exam - by Philip Meyers. From DRAGON® Magazine #47. Do it Yourself — Solo Gaming — by Roger E Moore....   [click here for more]
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Polyhedron Newszine V4 #1 Issue 16

Polyhedron Newszine V4 #1 Issue 16


Included in this issue: Encounters — by Doug Behringer. NATO agent Dean Wiles must rescue an East German defector or lose him to the Soviets for good. The Riddle of Dolmen Moor - by Bob Blake. The epic Prophecy of Brie continues in this eight-page mini-module, with an additional two pages of pregenerated characters included. Cryptic Alliance of the Bi-Month - by James...   [click here for more]
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Polyhedron Newszine V4 #2 Issue 17

Polyhedron Newszine V4 #2 Issue 17


Included in this issue: Encounters — by Kim Eastland. Your party discovers the unmarked ruins of a template—with no doorways. The Incants of Ishcabeble — by Bob Blake. The epic Prophecy of Brie series continues with Part 6. Cryptic Alliance of the Bi-Month — James M. Ward. Gamma World game's Knight of Genetic Purity. Variants, House Rules, and Hybrids...   [click here for more]
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Polyhedron Newszine V4 #3 Issue 18

Polyhedron Newszine V4 #3 Issue 18


Included in this issue: Encounters — by Jeff Grubb. Spider-ManTM meets ScorpionTM in the New York subway in this MARVEL SUPER HEROESTM game scenario. Llywelyn's Tomb — by Bob Blake. Part 7 in the Prophecy of Brie. Cryptic Alliance of the Bi-Month — by James M Ward. The Iron Society is expanded upon in this Gamma World feature. Remarkable, incredible, amazing —...   [click here for more]
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Polyhedron Newszine V4 #4 Issue 19

Polyhedron Newszine V4 #4 Issue 19


Included in this issue: Encounters — by Douglas Niles. The Temple of the Chachapoyan Warriors, a solitaire scenario for the The Adventures of Indiana JonesTM game. ... And the Gods will have their way — Bob Blake. The Prophecy of Brie ends with Scenario Eight. Pregenerated characters are listed again on the inside of the back mailing cover. Two Cents —...   [click here for more]
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Polyhedron Newszine V4 #5 Issue 20

Polyhedron Newszine V4 #5 Issue 20


Included in this issue: Encounters — by James M. Ward. The Gamma World game Aquabot destroys the crystal city of the Radioactivists. The 384th Incarnation of Bigby's Tomb — by Frank Mentzer. A "new" module, created for the AD&D game tournament at the 1984 Winter Fantasy mini-convention. Cryptic Alliance of the Bi-month — by James M. Ward. The Healers. The...   [click here for more]
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Polyhedron Newszine V4 #6 Issue 21

Polyhedron Newszine V4 #6 Issue 21


Included in this issue: Encounters — by James M. Ward. Ren Grakkan searches for the white cloak of enchanting. Witchstone — by Carl Smith. The RPGA Network AD&D tournament module used at GenCon South 1983 Game Fair makes it to the pages of Polyhedron Newszine. Why gargoyles don't have wings, but should — by E. Gary Gygax. Take command of a Titan! —...   [click here for more]
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Polyhedron Newszine V5 #1 Issue 22

Polyhedron Newszine V5 #1 Issue 22


Included in this issue: Of Great Ships and Captains - by Roger E. Moore. Now that you have your Big Ship, what do you do with it? In the Black Hours - by David Cook. A unique AD&D® module exclusively for RPGATM members. Used as a sponsored tournament at GEN CON® South 1984 Game Fair and at CONTACT 1984 convention. Marlgoyles and Monster Manual II - by E. Gary Gygax. More about the...   [click here for more]
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Polyhedron Newszine V5 #2 Issue 23

Polyhedron Newszine V5 #2 Issue 23


Included in this issue: In the Black Hours - by David Cook. Part 2 of the AD&D® module begun last issue. ("In the Black Hours" was used as a sponsored tournament at GEN CON® South 1984 Game Fair and at CONTACT 1984 convention.) Ultimists - by E. Gary Gygax. A new character class for those who want to have it all! Why Gargoyles Don't Have Wings (But Should) - by David Collins. An alternate...   [click here for more]
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Polyhedron Newszine V5 #5 Issue 26

Polyhedron Newszine V5 #5 Issue 26


Included in this issue: "Needle" (Part 3: "The Powers That Be") - by Frank Mentzer. At last, we present the conclusion of this epic adventure. "Needle" was the featured AD&D® Game event from GEN CON® 17 Game Fair. Squeaky Wheels - by Frank Mentzer. Frank takes the Network podium to address the issue of the current D&D® Came controversy in a special guest editorial. GEN CON®...   [click here for more]
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Polyhedron Newszine V5 #6 Issue 27

Polyhedron Newszine V5 #6 Issue 27


Included in this issue: She-Rampage! - by Susan Lawson and Tom Robertson. For the first time, POLYHEDRONTM Newszine presents a full feature module for the MARVEL SUPER HEROESTM Game! Play one of six super-powered women out to avenge their honor. Characters are included. Dominion Spells - by Jon Pickens. This issue's installment of the "Unofficial Spells" series offers a whole new category of magic-user...   [click here for more]
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RPGA NEWS Volume 1 #1

RPGA NEWS Volume 1 #1


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...   [click here for more]
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The Polyhedron Volume 2 #2 Issue 5

The Polyhedron Volume 2 #2 Issue 5


(formerly RPGA NEWS) Included in this issue: Gift Catalog Changes INTERVIEW with Gary Lee "Jake" Jaquet— Part 2 of three parts The Round Table — Point: Impressions of an RPGA Tournament/Counterpoint Bag of Tricks — Tips for D&D® and AD&DTM players Spelling Bee: Crystalbrittle and Energy Drain — Our series on AD&DTM spell effects continues Figure...   [click here for more]
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The Polyhedron Volume 2 #3 Issue 6

The Polyhedron Volume 2 #3 Issue 6


(formerly RPGA NEWS) Included in this issue: INTERVIEW with Gary Lee "Jake" Jaquet — Our three-part series concludes The Weapons of The Ancients — New GAMMA WORLDTM Game ideas from designer James M. Ward An Ace Against Odds: The Solitaire Scenario — FIGHT IN THE SKIESTM/DAWN PATROLTM GAME FEATURE by Mike Carr RPGATM Charter Members — The Elite, Part II, M-Z First...   [click here for more]
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The Polyhedron Volume 2 #6 Issue 9

The Polyhedron Volume 2 #6 Issue 9


(formerly RPGA NEWS) Included in this issue: Holiday Greetings - by Gary Gygax Confessions of a Greenhorn Gamer - by Mary Kirchoff The STAR FRONTIERSTM game - a review, by Steve Winter Christmas Crossword TOP SECRET Gadget Contest Results GAMMA WORLDTM Art Contest Winners DAWN PATROLTM game - The designer speaks - and so do some players , by Mike Carr...   [click here for more]
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The Polyhedron Volume 3 #1 Issue 10

The Polyhedron Volume 3 #1 Issue 10


Included in this issue: Developing a GAMMA WORLD® game campaign - Tips for the beginning GM, by Mike Price Mapping from Square One - Tried and true mapping techniques, by Frank Mentzer Encounters - Will Merculies be able to save Desaibnu? by James M. Ward Under Construction - Don't let Ned's fate be yours in POLYHEDRONTM Newszine's newest regular feature, by Mary Kirchoff Getting Started...   [click here for more]
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The Polyhedron Volume 3 #2 Issue 11

The Polyhedron Volume 3 #2 Issue 11


Included in this issue: The Knight-Error - A cartoon, by Ron Shirtz The Allegory of the Party - Meet Problem players, Kaye Autic, Loyal Justin, Avid Dyer, Prudence Canny, Max Odius and Musby Myin, by Mary Kirchoff Getting Started : A DAWN PATROL™ Game Feature - by Mike Carr Dispel Confusion - by Frank Mentzer, Allen Hammack, Mike Carr, James Ward, Mark and Jaime Acres, Merle Rasmussen,...   [click here for more]
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