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Flag SKontan October 17, 2010 9:48 AM PDT
Yeah. I have my group pretty physced to be running around with faulty fusion guns as mentally empowered lizard people covered in fur. This card list is only exaberates things really. I'd love to help out but I'll have to make do by saying Great job everyone, thanks for everything you're doing, heres hoping we can have the other 40 done soon.
Flag Hal October 17, 2010 11:52 AM PDT
Thanks to all involved. Let's hope we see the last 40 Omega Tech typed up soon
Flag Nasty_Nick October 17, 2010 6:42 PM PDT
Yes, I am really pumped for these cards. I wont actually have access to game for a while so I can't help :P pooh. But lets get it done! Thanks all!

(I even purchases card stock in anticipation of these cards! )
Flag Doomed_Prophet October 17, 2010 6:50 PM PDT
To everyone who PMed me... Sorry for the delay, but real life invaded my online time... Should have a reply to your request really soon....
Flag mysticbelmont October 17, 2010 6:51 PM PDT
Is it possible that we can get one compiled list in a single post, or perhaps a pdf?
Flag Doomed_Prophet October 17, 2010 6:59 PM PDT
There's currently a beta of the PDF version floating about... Okay two versions, one is 4 to a page and the other is 9 to a page... If I knew of a hosting site they would appear there...
Flag mysticbelmont October 17, 2010 8:31 PM PDT

Oct 17, 2010 -- 6:59PM, Doomed_Prophet wrote:

There's currently a beta of the PDF version floating about... Okay two versions, one is 4 to a page and the other is 9 to a page... If I knew of a hosting site they would appear there...




Stuff happens.

Flag DoctorComics October 17, 2010 9:35 PM PDT

Oct 17, 2010 -- 6:51PM, mysticbelmont wrote:

Is it possible that we can get one compiled list in a single post, or perhaps a pdf?




The card list is too long for a single post; I tried this, but it cut off around card 112.

I'll consolidate the 80-card "Rad" deck into one post, however, and link it to the first post in the thread along with the other links, so that it's always accessible to the newcomer. 

Flag Nasty_Nick October 18, 2010 4:43 AM PDT
So is someone going to make CCG sized versions of these lists, with the titles on the top and the appropriate information on the cards? That way, we could print out copies of both the atom and rad sets, and have matching backs and such. I could even let my players use those to build decks and then still have my GM deck for whenever we need that.
Flag Alphastream1 October 18, 2010 9:25 AM PDT

Oct 18, 2010 -- 4:43AM, Nasty_Nick wrote:

So is someone going to make CCG sized versions of these lists, with the titles on the top and the appropriate information on the cards? That way, we could print out copies of both the atom and rad sets, and have matching backs and such. I could even let my players use those to build decks and then still have my GM deck for whenever we need that.




Just be aware that the more you turn this into a full reproduction of what WotC offers for sale, the more quickly this will be shut down...

Flag mark_argent October 18, 2010 1:04 PM PDT

Oct 17, 2010 -- 6:59PM, Doomed_Prophet wrote:

There's currently a beta of the PDF version floating about... Okay two versions, one is 4 to a page and the other is 9 to a page... If I knew of a hosting site they would appear there...




use Mediafire.

Flag WotC_Tulach October 18, 2010 1:11 PM PDT
The last promo card you're missing is called "Two-Headed," and is a convention exclusive. It was first given out at New York Comic Con 2010. I believe it will be available at D&D Experience in January 2011 next.
Flag mysticbelmont October 18, 2010 5:32 PM PDT

Oct 18, 2010 -- 1:11PM, WotC_Tulach wrote:

The last promo card you're missing is called "Two-Headed," and is a convention exclusive. It was first given out at New York Comic Con 2010. I believe it will be available at D&D Experience in January 2011 next.





Ooh, that sounds cool.

Flag gribble October 18, 2010 5:36 PM PDT

Oct 18, 2010 -- 1:11PM, WotC_Tulach wrote:

The last promo card you're missing is called "Two-Headed," and is a convention exclusive. It was first given out at New York Comic Con 2010. I believe it will be available at D&D Experience in January 2011 next.



Awesome, thanks Chris! Any chance of getting the text from the card as well? Especially as the only way I'm likely to see it is if one turns up on eBay...
Pretty please?

Flag Chandrak October 19, 2010 9:28 AM PDT
Heh, yeah I did some digging, and can't even find mention of the card anywhere.
Flag Grymmie October 19, 2010 10:36 AM PDT
Excellent job on the compiled list!  Thank you very much!
Flag initiatezao October 20, 2010 11:06 AM PDT
Thanks everyone for your work on this.  Very appreciated.

Peace Tomas
Flag Hal October 20, 2010 12:00 PM PDT
Any chance we will get the 40 starter Omega Tech cards?
Flag KJordan October 20, 2010 1:31 PM PDT

Oct 12, 2010 -- 5:24PM, DoctorComics wrote:

75. Repeating Gauss Rifle (O; U; Xi) This rifle uses magnetic fields to launch heavy darts at high velocity. Weapon: 2-hand ranged; Power: Encounter Physical; Target: One, two, or three creatures; Effect: You make three attacks divided between one, two, or three targets.; Attack: Level + 8 vs. AC; Hit: 1d12 + Dexterity modifier + your level physical damage, and you push the target 1 square.; Salvage 2: A 2nd-level character can salvage the repeating gauss rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 1d12 damage; and you push the target 1 square.


I assume it requires a Standard Action to use, but what is the range? 20?

Kerry

Flag ExcalibursZone October 20, 2010 1:50 PM PDT

Oct 20, 2010 -- 1:31PM, KJordan wrote:

Oct 12, 2010 -- 5:24PM, DoctorComics wrote:

75. Repeating Gauss Rifle (O; U; Xi) This rifle uses magnetic fields to launch heavy darts at high velocity. Weapon: 2-hand ranged; Power: Encounter Physical; Target: One, two, or three creatures; Effect: You make three attacks divided between one, two, or three targets.; Attack: Level + 8 vs. AC; Hit: 1d12 + Dexterity modifier + your level physical damage, and you push the target 1 square.; Salvage 2: A 2nd-level character can salvage the repeating gauss rifle. It becomes a light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 1d12 damage; and you push the target 1 square.


I assume it requires a Standard Action to use, but what is the range? 20?

Kerry



It's a weapon so you'd use it to attack and I would assume it to be a Standard action to use.

As for range, I would assume it has the same range as the salvaged range. 2-hand ranged 20. Though it doesn't specifically state that it's a light 2-handed ranged gun or whatnot, so that's the call I'd make.

Flag Nasty_Nick October 20, 2010 6:04 PM PDT
Whoever had that 9 per page PDF that was floating around... mind sending me a link or PMing it to me or something? Much thanks!
Flag KJordan October 21, 2010 5:29 AM PDT

Oct 12, 2010 -- 5:24PM, DoctorComics wrote:

113. Plasma Sphere (O; R: Ishtar) This small cannon generates white-hot plasma bombs encased in guided magnetic fields.  Weapon: 2-hand ranged; Power: Encounter Electricity, Fire; Standard Action, Area Burst 2 within 20; Attack: Level + 6 vs. Reflex; Special: This attack ignores blocking terrain (like walls).; Hit:4d8 + Strength Modifier + your level electricity and fire damage.; Miss: Half damage; Salvage 8: A 8th-level character can salvage the plasma sphere. It becomes a heavy 2-hand ranged 10 weapon: Str/Con; +2 accuracy; 2d12 electricity and fire damage, and each creature adjacent to the target takes damage equal to your level.


I assume the Target is "Each creature in burst"?

Kerry

Flag KJordan October 21, 2010 5:38 AM PDT

Oct 12, 2010 -- 5:24PM, DoctorComics wrote:

114. Rad Armor (O; R: Ishtar) This metallic-black powered suit protects you from harm by releasing a burst of rads at a nearby enemy when you’re damaged. Armor: Heavy; Power: Encounter Radiation; Immediate Reaction, Close Burst 2; Trigger: You take damage; Target: One creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Constitution + twice your level radiation damage, and the target is weakened (save ends).; Salvage 6: A 6th-level character can salvage the rad armor. It becomes heavy armor: +7 armor bonus to AC; resist 10 radiation.


Should the Hit be 3d8 + Constitution modifier + twice your level radiation damage, and the target is weakened (save ends)?

Kerry

Flag ExcalibursZone October 21, 2010 6:04 AM PDT
For 113: Assumption is good.
For 114: Look at the CONTEXT of what's going on. All DAMAGE is based on MODIFIERS and you shouldn't have to say that in the descirption. Though, I think they decided to forgo that particular word in Gamma World since I think WotC believes everyone who plays will have the D&D 4e rules. Just look where they have the Gamma World forums...
Flag DoctorComics October 21, 2010 8:56 AM PDT

The deck of cards in the Gamma World box set is 80 cards; 40 are Alpha Mutations, the other 40 are Omega Tech. We call this deck the "Rad" deck because it has a radiation symbol in the upper right corner.

Here are the Alpha Mutations.


1. Accelerated Reflexes (Bio) You kick your reaction speed into overdrive. Free Action, Personal; Trigger: You start your turn; Effect: You gain a +2 power bonus to attack rolls and to all defenses until the end of your next turn. In addition, you shift 3 squares and take a standard action; Overcharge: When you use this power, you can roll a d20; 10+: You can use this power a second time on your next turn while this card is readied; 9 or less: At the end of your turn, you are stunned until the end of your next turn.


2. Adaptive Resistance (Bio) That which does not kill us makes me stronger. Shame about you, though... Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 10 to the damage type of the triggering attack while this card is readied; Overcharge: When you use this power, you can roll a d20; 10+: You are immune to that damage type instead while this card is readied; 9 or less: You also gain vulnerable 5 to all other damage types while this card is readied.


3. Psychic Reversal (Psi, Psychic) I'm rubber, you're glue. Immediate Interrupt, Personal; Trigger: You take psychic damage from an enemy's attack; Effect: The triggering enemy takes that psychic damage instead. You still suffer any other effects from the triggering attack; Overcharge: When you use this power, you can roll a d20; 10+: The triggering enemy is also stunned until the end of your next turn. 9 or less: You take one-half the psychic damage instead, and the triggering enemy takes the rest.


4. Anti-Life Leech (Dark) Nobody better life leech you, or they'll be sorry. Benefit: You gain resist 10 necrotic. In addition, you are immune to life-leech attacks. When a creature targets you with life leech, it is stunned until the end of its next turn, and its hit point total drops to its bloodied value (or to 1 hit point if it is already bloodied); Overcharge: None.


5. Aquatic Adaptation (Bio) All that time you spent in the tub as a youngster is finally paying off! Benefit: You can breathe water, and you gain a Swim speed equal to your speed; Overcharge: At any time, you can roll a d20; 10+: While this card is readied, you can mentally communicate with fish within a mile of you; 9 or less: While this card is readied, you think you can mentally communicate with fish within a mile of you.


6. Carapace (Bio) Your skin hardens into a thick, tough carapace. Benefit: You gain a +2 power bonus to AC and take a -1 penalty to speed; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, the power bonus to AC increases to +4; 9 or less: You cocoon yourself in your own shell (save ends). While you're under this effect, the power bonus to AC increases to +10, and you can't take any actions.


7. Cloud the Mnd (Psi) Who knows what evil lurks in the hearts of men ... or whatever the hell that is. Minor Action, Close Burst 5; Target: One creature in burst; Effect: The target can't see you (save ends). While under this effect, the target doesn't realize you exist or notice any of your actions; Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this effect; 9 or less: You cloud your own mind and can't see the target (save ends).


8. Beguiling (Psi): Noooo! Pleeeease don't hurt me! Minor Action, Close Burst 5; Target: Each enemy in burst; Attack: Level + 3 vs. Will; Hit: The target can't attack you (save ends); Overcharge: When you use this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: When the target saves against this effect, it gains a +2 bonus to attack rolls against you while this card is readied.


9. Devolution (Dark, Psychic) A mind is a terrible thing to waste. Standard Action, Ranged 10; Target: One creature; Attack: Level + 3 vs Fortitude; Hit: 3d10 + Intelligence modifier + twice your level psychic damage, and the target is dazed and can make only basic attacks (save ends both); Overcharge: When you hit with this power, you can roll a d20; 10+: The target takes a -5 penalty to saving throws against this power; 9 or less: You also hit yourself with this power.


10. Confusion (Psi) Huh? What? Standard Action, Ranged 5; Target: One creature; Attack: Level + 3 vs Will; Hit: The target is confused (save ends). While the target is under this effect, roll a d6 a the start of its turn to see what it does:; 1-2: It doesn't take any actions; 3-4: It attacks the nearest creature; 5: It moves away from you at full speed; 6: It acts normally; Overcharge: When you hit with this power you can roll a d20; 10+: You choose the d6 result during each turn the target is confused; 9 or less: You're also confused until the end of your next turn.


11. Light Generation (Dark, Fire) You Generate a blinding burst of light from your body. "Say cheese!" Standard Action, Close Burst 5; Target: Each creature in burst; Attack: Level + 3 vs Reflex; Hit: The target is blinded until the end of your next turn.; Overcharge: When you use this power you can roll a d20; 10+: The target is instead blinded until it saves; 9 or less: You ignite yourself on fire and take ongoing 5 fire damage(save ends).  You can't save against this effect during the turn you overcharge it.


12. Empathic Healing (Healing, Psi) I feel your pain.  Minor Action, Close Burst 3; Target: One ally in burst.  Effect: The target regains hit points equal to 5+ your level and can make a saving throw.; Overcharge: When you use this power you can roll a d20; 10+: You can target two or three allies in the burst. ; 9 or less:You loose hit points equal to your bloodied value.


13. Fast Healing (Bio, Healing) "It was only a scratch."  Benefit: Whenever you start your turn and have at least 1 hit point, you regain 5 hitpoints.  In addition, when you take a second wind, you regain 10 additional hit points.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you regain 10 hit points at the start of your turn instead of 5.; 9 or less: You are covered in scar tissue from too much healing(save ends).  While under this effect, you are slowed and take a -2 penalty to attack rolls.  You can't save against this effect during the turn you overcharge it.


14. Feelers (Bio) Hey! Watch where you're putting those things!  You can see creatures or objects within 2 squares of you that are invisible, obscured, or on the other side of blocking terrain, if those creatures are in contact with the ground or a similar surface.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you can see creatures or objects within 3 squares of you instead of 2, and your melee reach increases by 1.;9 or less: You are covered in fleshy nodules (save ends). While under this effect, you take a -2 penalty to attack rolls and to all defenses.


15. Force Field Generation (Psi) You project an invisible, inpenetrable wall of force nearby.  Minor  Action , Area Wall 12 within 10 squares; Effect: You create an invisible wall of force up to 12 squares long.  The wall is up to 4 squares high, and it lasts until the end of your next turn.  It blocks all movment and line of effect.; Overcharge: When you use this power you can roll a d20.;10+: While the wall exists, you can spend a minor action at the start of your turn to make the wall persist until the end of your next turn.; 9 or less: You are dazed until the end of your next turn.


16. Sound Imitation (Bio) "Have you ever heard 37 cats scratching a chalboard at once? Want to?";  Benefit: You can perfectly mimic any sound.  You gain a +5 power bonus to skill checks related to imitating sound.;  Overcharge: When you hear a sonic attack, you can roll a d20.;10+: Before the end of your next turn, as a standard action, you can duplicate the triggering sonic attac if this card is readied.; 9 or less: You can't speak or make sounds with your voice while this card is readied. (No talking!)


17. Footus Ginormicus (Bio) You grow enormous clown feet. ; Benefit: You gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.;  Overcharge: Really?


18. Extra Arm (Bio) "Guess how many fingers I'm holding behind my back.  No, twelve!"; Benefit: You grow an additional arm.  You can use it to carry a shield, help wield a two-handed weapon, carry an extra one-handed weapon, and so on.  If you carry an extra weapon, you can make a basic attack with that weapon once per round as a minor action.;  Overcharge: When you start your turn you can roll a d20.;  10+ While this card is readied, you grow a second new arm.  You can wield an additional two-handed weapon with both new arms.; 9 or less: you existing arms shrink into your body until the end of your next turn.  You drop everything you are holding.


19. Shaggy Pelt (Bio) A thick, yeti-like pelt of hair covers your body.  It smells like a yeti too.; Benefit: You gain a +1 power bonus to AC and resist 5 cold from your new pelt.; Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, the power bonus increase to +2, and you gain resist 10 cold instead of 5.; 9 or less: You become tangled in your own pelt (save ends).  While under this effect, you are slowed and can't shift.


20. Infravision (Bio) You can see thermal energy.  Benefit: You can see in darkness and through fog, smoke, and other obscuring conditions.  You can also see invisible creatures or objects.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +5 power bonus to Perception checks while this card is readied. ; 9 or less: While this card is readied, you can see only thermal radiation and take a -2 penalty to attack rolls and Perception checks.


21. Time slide (dark) You exit the time stream for a while.; Minor action, Personal.; Effect: You step out of time and are removed from play. While you're under this effect, creatures have neither line of sight nor line of effect to you, and you have neither line of sight nor line of effect to any creature.  In addition, you can't take any actions except to return to time as an immediate reaction when a creature's turn ends. You reappear in your square, or in the nearest unoccupied square of your choice, and take your full turn.; Overcharge 10+: While you're outside of time, time passes quickly for you and you regain all of your hit points.; 9 or less: While you're outside of time, you lose track of time and don't return for 1d6 hours.


22. Kinetic Absorption (Dark, Healing) You absorb your foe's attack to make yourself stronger.; Immediate Interrupt, Personal.; Trigger: You take physical damage.; Effect: Instead of taking the triggering damage you regain hit points equal to that damage.; Overcharge 10+: You gain a bonus to the next melee attack roll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb too much energy from the triggering damage and also take ongoing 10 damage (save ends).


23. Levitation (Psi, Physical) You levitate yourself of another creature in the air!; Move action, Personal or ranged 10.; Target: You or one ally (or one medium object).; Effect: You move the target vertically up to 5 squares. The target remains at that height until the end of your next turn.; Overcharge 10+: You can target one enemy instead.; 9 or less: You move the nearest non-targeted ally upwards 4 squares, if possible. Then that ally drops to the ground, falls prone, and takes 2d10 physical damage.


24. Life Leech (Dark, Necrotic) You drain another creature's vitality to bolster yourself.; Standard actiion, Close burst 3.; Target: Each creature in burst.; Attack Level + 3 vs Fortitude; Hit: 5d8 + Constitution modifier + twice your level necrotic damage, and you gain 5 temporary hit points for each target you hit.; Overcharge 10+: you gain 5 + twice your level temporary hit points for each target you hit instead of 5.; 9 or less: After the attack you take 5d8 necrotic damage, and each target gains 5 temporary hit points.


25. Reflexive Teleport (Dark, Teleportation) You switch places with an enemy.; Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will; Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.; Miss: You teleport 3 squares after the triggering attack.; Overcharge 10+: The triggering attack scores a critical on the target.; 9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.


26. Gravity well (Dark, Zone) You create a temporary area of gravity that pulls creatures toward it.; Standard action, Area burst 5 within 20.; Target: Each creature in burst; Attack: Level + 3 vs Fortitude; Hit: The target is pulled 5 squares toward the burst's origin square.; Effect: the burst becomes a zone that lasts until the start of your next turn. If the target moves away from the burst's origin square, each square of that movement it treated as difficult terrain.; Overcharge 10+: Whenever a creature ends its turn within the zone, make the attack against that creature as a free action.; 9 or less: You fall prone and can't stand up (save ends).


27. LMAO (Psi, Psychic) You cause a creature to find hilatiry in everything.; Standard action, Ranged 10.; Target: One creature; Attack level + 3 vs Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed and slowed (save ends both).; Overcharge 10+; The tager also falls prone and takes a -5 penalty to savings throws against this power.; 9 or less: You also hit yourself with the power.


28. Phasing (Dark) You shift your atomic structure out of phase with this reality.; Immediate interrupt, Personal.; Trigger: You are hit by an attack; Effect: Until the end of your next turn, you take half damage from attacks and ignore diffcult terrain.; Overcharge 10+: You can also move through blocking terrain and through enemies' squares, but you must still end your turn in an unoccupied square.; 9 or less: You cease to exist and are removed from play (save ends). While you're under this effect, creatures have neither line of sight nor line of effect to you, and you can't take any actions.  When this effect ends, you reappear in your square, or in the nearest unoccupied square of your choice, and you are dazed until the end of your next turn.


29. Phobia Projection (Psi) Soul beshes! Why did it have to be soul beshes?; Standard action, Ranged 10.; Target: One creature; Attack: Level + 3 vs Will; Hit: Choose one creature or square within 10 squares of you. During the target's turn, it must move at least 1 square away from that creature or square (save ends).  If the target can't move away during its turn, it takes no actions that turn.; Overcharge 10+: You also attack each creature adjacent to the primary target.; 9 or less: You also hit yourself with the power.


30. Quills (Bio, Physical) You sprout hundreds of needle-sharp quills.; Immedate reaction, Melee 1.; Trigger: An enemy targets you with a melee attack; Target: The triggering enemy; Attack: Level + 5 vs AC; Hit: 1d12 + Strength modifier + twice your level physical damage, and the target takes a -2 penalty to attack rolls (save ends).; Effect: You can use this power a second time while this card is readied.; Overcharge 10+: The target also takes ongoing 5 physical damage (save ends).; 9 or less: You make the attack against yourself and each creature within 3 squares of you. Discard this power after the attack.

31. Redirection (Dark) You redirect a ranged attack to another target.; Immediate Imterrupt, Personal; Trigger: An enemy hits you with a ranged attack; Effect: The triggering attack misses you instead.  Choose a creature within 5 squares of you.  The triggering enemy rerolls the attack against that target.; Overcharge: When you use this power, you can roll a d20.; 10+: The triggering attack scores a critical hit against the new target.; 9 or less: The triggering attack scores a critical hit against you instead of missing.

32. Rubbery Skeleton (Bio) Your bones and flesh become rubbery and stretchable.; Benefit: You gain resist 5 physical, and your melee reach increases by 1.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain resist 10 physical instead of 5.; 9 or less: You collapse in a boneless heap (save ends).  While under this effect, you are immobilized and can't attack.

33. Amnesia Field (Psi) "Hey, anyone remember where I put my pistol?"; Standard action, Area burst 2 within 10; Target: Each creature within burst;  Attack: Level +3 vs. Will;  Hit: The target forgets all events of the last 5 minutes (save ends). (It's not usually helpful to give a hungry bear amnesia, but it can be useful when you've angered a "new friend."); Overcharge: When you use this power, you can roll a d20.; 10+: You target each enemy you can see instead.; 9 or less: You forget everything that's happened to you in the last 24 hours.

34. Stink Glands (Bio, Poison) You develop glands that give off some powerful funk.;  Benefit: Whenever another creature starts its turn within 2 squares of you, you (well, your odor) push it 1 square.  In addition, until the start of its next turn, it's slowed and takes a -2 penalty to attack rolls.; Overcharge: When you start your turn, you can roll a d20.; 10+: The creature also takes 10 poison damage.; 9 or less: You take a -2 penalty to attack rolls while this card is readied.

35. Super Genius (Psi) Go ahead and say it: "SOOOPER GENIUS!";  Benefit: You gain a +2 power bonus to AC, Reflex, attack rolls that use Intelligence, Conspiracy, Mechanics, and Science checks.  You also instantly discern the stupid ideas of others (ask the GM if you're not sure).  This doesn't include your own stupid ideas.; Overcharge: When you start your turn, you can roll a d20.; 10+: The power bonus increases to +4 while this card is readied.; 9 or less: You are stunned by the stupidity of others until the end of your turn.

36. Teleportation (Psi, Teleportation) Bamf!; Benefit: You can teleport 10 squares during your turn as a move action.; Special: You can expend this power to teleport 1000 squares (1 mile) as a move action.; Overcharge: When you use this power, you can roll a d20.; 10+: While this card is readied, you also teleport each creature within 5 squares of you 10 squares (or 1 mile if you expend the power).; 9 or less: While this card is readied, at the start of each of your turns, you teleport 1d6 squares in a random direction as a free action.

37. Vampiric Healing (Dark, Healing, Necrotic) Go on, sink your fangs in.  You'll feel better.  Standard action, Melee touch; Target: One creature; Attack: Level +3 vs. Fortitude; Hit: 3d8 + Constitution modifier + twice your level necrotic damage, and the target is dazed until the end of your next turn.  In addition, you regain hit points equal to 5 + your level.; Miss: The power is not expended.; Overcharge: When you hit with this power, you can roll a d20.; 10+ The target takes 3d8 extra necrotic damage.; 9 or less: The target gains vampiric healing and can use it once while this card is readied.

38. Venomous Spurs (Bio, Poison) It's a platypus thing.  Standard action, Melee 1; Target: One creature; Attack: Level +3 vs. Fortitude; Hit: 1d6 + Strength modifier + twice your level poison damage, and the target is dazed and takes ongoing 10 poison damage (save ends both).; Aftereffect: The target takes ongoing 5 poison damage (save ends).; Miss: The power is not expended.; Overcharge: When you hit with this power, you can roll a d20.; 10+: You can use this power a second time while this card is readied.; 9 or less: You also take ongoing 10 poison damage (save ends). You can't save against this effect during the turn you overcharge it.

39. Stoke Resentment (Psi, Psychic) You choose the time for the "Airing of Grievances."; Standard action, Close burst 5; Target: Each enemy in burst; Attack: Level +3 vs. Will; Hit: 2d8 + Charisma modifier + twice your level psychic damage, and the target can't benefit from flanking an enemy or benefit from powers that target allies (save ends both).; Overcharge: When you use this power, you can roll a d20.; 10+: At the start of the target's turn, if one of its allies is nearer to it than an enemy, it attacks that ally during that turn.; 9 or less: You also attack each ally in the burst.

40. Hostility (Psi, Psychic) You cause your enemy to regard everyone as a foe.; Standard action, Ranged 10; Target: One creature; Attack: Level +3 vs. Will; Hit: 1d10 + Charisma modifier + twice your level psychic damage, and during its turn, the target must attack the nearest creature if possible (save ends).; Aftereffect: The target is dazed (save ends).; Overcharge: When you hit with this power, you can roll a d20.; 10+: The target takes a -5 penalty to saving throws against this power.; 9 or less: The target gains a +5 bonus to attack rolls against you while this card is readied.

Flag DoctorComics October 21, 2010 9:47 AM PDT
The original post has been updated with a link to the complete list of Alpha Mutations in the Gamma World box set, the "Rad" deck. I proofread, but did not check against the original cards, so please continue to put errors and corrections up here and I will fix.

We still need the Omega Tech from "Rad." Here's the first 10.

41. Unstable Vibroblade (Area 52) This malfunctioning device generates a sword-shaped force field that can cut through almost anything. Weapon: 2-hand melee; Power: Encounter, Force, Physical; Standard Action: Melee 1; Target: One creature; Attack: Level + 6 vs Fortitude; Hit: 3d6 + Dexerity modifier + twice your level force damage, and ongoing 5 physical damage (save ends); Special: You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack; Salvage 3: A 3rd-level character can salvage the unstable vibroblade. It becomes a light 2-hand melee weapon: Dex/Int + 3 accuracy, 2d8 physical damage.

42. Electro-Flail (Ishtar) This serviceable bludgeon delivers an unpredictable electric shock. Weapon: 1-hand melee; Power: Encounter, Electricity, Physical; Standard Action: Melee 2; Target: One creature; Attack: Level + 8 vs AC; Hit: 3d8 + Strength modifier physical damage plus 1d8 + twice your level electricity damage; Salvage 2: A 2nd-level character can salvage the Electro-Flail. It becomes a heavy 1-hand melee weapon: Str/Con, +2 accuracy, 1d12 electricity damage.

43. Flash Neurojack (Xi) When you plug this shiny metallic device into the back of your neck, the world slows to a snail's pace. Neck; Power: Encounter; Minor Action; Effect: You gain an extra standard action during this turn. In addition, you gain a +1 bonus to speed until the end of the encounter.

44. Leaky Fusion Rifle (Xi) This energy weapon emits a stream of sun-hot plasma. Weapon: 2-hand ranged; Power: Encounter, Fire, Radiation; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 7d8 + Intelligence modifier + twice your level fire damage. You take 2d8 + your level radiation damage.

45. Mk 1 Laser Pistol (Ishtar) This energy pistol emits a beam of focused blue energy. Weapon: 1-hand ranged; Power: Encounter, Laser; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs Reflex; Hit: 4d8 + Intelligence modifier + twice your level laser damage; Salvage 2: A 2nd-level character can salvage the Mk 1 Laser Pistol. It becomes a light 1-hand ranged 10 weapon, Dex/Int, +3 accuracy, 1d10 laser damage.

46. Mk 1 Power Armor (Ishtar) This slightly used metallic suit protects you from harm. Armor: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 5 to all damage until the end of your next turn; Salvage 2: A 2nd-level character can salvage the Mk 1 Power Armor. It becomes heavy armor: +8 armor bonus to AC, +1 armor bonus to Reflex and Fortitude.

47. Tangler (Xi) You snap an electrified wire out of this belt unit and entangle your foe with it. Waist; Power: Encounter, Electricity; Standard Action, Melee 2; Target: Level + 6 vs Reflex; Hit: 3d6 + Dexterity modifier + twice your level electricity damage, and the target is restrained (save ends).

48. All-Seeing Egg (Area 52) This silvery eff emits an earsplitting cuckoo whenever unseen foes threaten you. Power: Consumable; Minor Action; Effect: Until the end of the encounter, at the start of each of your turns, the egg emits a series of beeps that indicates the number of creatures within 5 squares of you.

49. Unreliable Jetpack (Area 52) Up, up, and ... whoah! Waist; Power: Consumable; Minor Action; Effect: You gain a fly speed equal to your speed until the end of your next turn. Each time you take damage before the end of your next turn, the "auto-jet" engages and pushes you away from the triggering attacker a number of squares euqal to your speed after the damage is dealt.

50. Music Box (Ishtar) When you spin the dials just right, the music of the Ancients floods out. Power: Encounter, Sonic; Standard Action, Close Blast 3; Target: Each creature in blast; Attack: Level + 6 vs Fortitude; Hit: 3d8 + Intelligence modifier + twice your level sonic damage, and the target is deafened (save ends).
Flag DoctorComics October 21, 2010 9:50 AM PDT

Oct 21, 2010 -- 5:38AM, KJordan wrote:

Should the Hit be 3d8 + Constitution modifier + twice your level radiation damage, and the target is weakened (save ends)?

Kerry




Kerry, I don't actually have the cards for most of the boosters, so I can't answer your question.

But if someone does have the booster card necessary to clarify a typo/errata, please speak up and I will make the correction in our list.

Flag Andrew_Cermak October 21, 2010 10:48 AM PDT

Oct 21, 2010 -- 5:38AM, KJordan wrote:

Oct 12, 2010 -- 5:24PM, DoctorComics wrote:

114. Rad Armor (O; R: Ishtar) This metallic-black powered suit protects you from harm by releasing a burst of rads at a nearby enemy when you’re damaged. Armor: Heavy; Power: Encounter Radiation; Immediate Reaction, Close Burst 2; Trigger: You take damage; Target: One creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d8 + Constitution + twice your level radiation damage, and the target is weakened (save ends).; Salvage 6: A 6th-level character can salvage the rad armor. It becomes heavy armor: +7 armor bonus to AC; resist 10 radiation.


Should the Hit be 3d8 + Constitution modifier + twice your level radiation damage, and the target is weakened (save ends)?

Kerry




Yes, the card says Constitution modifier.

Flag DoctorComics October 21, 2010 11:39 AM PDT
Fixed! Thanks to Kerry and Andrew.

Other corrections are always welcome. 
Flag Nasty_Nick October 21, 2010 2:54 PM PDT
Someone should make a full PDF of all the Alpha Mutations (because they're all done now) in the style of the original cards.

I made a card background, of what I think would be reasonable for these cards. Its not an exact copy, but it'd be easier to type onto. 

(note, I used some of AH_anarchy's resources as a base)

Gamma Card Backing
Flag ExcalibursZone October 21, 2010 3:20 PM PDT

Oct 21, 2010 -- 2:54PM, Nasty_Nick wrote:

Someone should make a full PDF of all the Alpha Mutations (because they're all done now) in the style of the original cards.

I made a card background, of what I think would be reasonable for these cards. Its not an exact copy, but it'd be easier to type onto. 

(note, I used some of AH_anarchy's resources as a base)

Gamma Card Backing




I will have to put in my 2 cents and say that I think turning these into full-fledged cards is inviting WotC to do something about this. It would be very easy for people to just use the fan-produced ones and screw WotC out of money. While I agree that I'd love for a fan-made version, I still want to support WotC so we get more GW stuff out of them.

Flag DoctorComics October 21, 2010 3:57 PM PDT
Elsewhere on this thread, representatives from WotC have assured us that the closer this thread gets to producing substitute cards, the more certain it is to be shut down.

No actual cards should be posted to this thread.

But a reference list is something we can do. 

Only 30 Omega Tech to go. 
Flag jedi123 October 21, 2010 4:04 PM PDT

Oct 21, 2010 -- 3:20PM, ExcalibursZone wrote:



I will have to put in my 2 cents and say that I think turning these into full-fledged cards is inviting WotC to do something about this. It would be very easy for people to just use the fan-produced ones and screw WotC out of money. While I agree that I'd love for a fan-made version, I still want to support WotC so we get more GW stuff out of them.





Not to mention I'm pretty sure it is illegal, seeing as it is their intelectul property being produced with out their consent.

But more than that, buying the boosters is a good way to encourage them to support the whole line. To use comics as an example there have recently been a few new series launched, some have recieved decent praise, but were canceled by the end of the first story arch. The reason? People were waiting to buy the trade paper. Not enough sales were being generated by the actual product however, and that is where companies draw their information about a new title's sccess. Same here, if no one buys the cards, then Wizards isn't likely to continue to support new cards, and may not support the line as a whole.

Flag Chandrak October 21, 2010 5:29 PM PDT

Oct 21, 2010 -- 2:54PM, Nasty_Nick wrote:

Someone should make a full PDF of all the Alpha Mutations (because they're all done now) in the style of the original cards.




Uh yeah, lets not please. Thats a sure way to get this thread shut down, and I for one like what we've got already.

Flag Nasty_Nick October 21, 2010 6:04 PM PDT

Oct 21, 2010 -- 3:57PM, DoctorComics wrote:


No actual cards should be posted to this thread.

 




Oh okay. Well I'll just stop there then...

Flag AFossDDI October 21, 2010 6:15 PM PDT

Oct 21, 2010 -- 3:57PM, DoctorComics wrote:

Only 30 Omega Tech to go. 




Since I only need to devote about one third to one half of my focus to the other work I'm doing tonight, I'll get started with #80 and start working my way down by tens.

Flag DoctorComics October 21, 2010 6:37 PM PDT

Oct 21, 2010 -- 6:04PM, Nasty_Nick wrote:

Oh okay. Well I'll just stop there then...




It's cool. I am with you in spirit. But I am also a loyal servant of the Computer (tm).

Flag zubin October 21, 2010 6:41 PM PDT
I just finished making a spreadsheet of all the "Rad" cards when I found this thread. Here are the Omegas. This text is unformatted; maybe someone would be willing to clean it up for me?

[Edit: I cleaned it up. See below post.]
Flag ExcalibursZone October 21, 2010 6:55 PM PDT

Oct 21, 2010 -- 6:43PM, zubin wrote:

Note that Omega Rad 79, Headmounted Laser, actually uses the words "Primary Attack" and "Primary Target" instead of the usual Attack and Target for the first power. Also, I abbreviated the Salvage entries, cutting off the identical prefix phrase "Salvage n: A nth-level character can salvage item name. It becomes"



Could you edit your post and slip that into a SPOILER tag? The mono-space-no-carriage-return-hoohay is screwing with my formatting (I hate scrolling left and right)

Flag zubin October 21, 2010 7:03 PM PDT
Sorry about that. Edited. Trying to work it into DoctorComic's format now.
Flag AFossDDI October 21, 2010 7:23 PM PDT
71. Eternalight (Ishtar) This fist-sized crystal glows like a star. Property: The eternalight continually produces bright light in a 10-square radius; Power: Encounter; Standard Action; close Burst 5; Target: Each enemy in burst; Attack: Level + 6 vs. Will; Hit: The target is blinded (save ends).

* 72. Plasma Deflector (Xi) This white ceramic ring is cold to the touch. You can use it to deflect electricity and fire attacks to other targets. Ring; Property: You gain resist 10 electricity and resist 10 fire; Power: Encounter, Radiation; Immediate Interrupt; Personal; Trigger: You take electricity or fire damage; Effect: You gain resist 10 electricity and resist 10 fire until the end of the encounter, and you can make the following ranged 10 attack; Target: One creature; Attack: Level + 6 vs. Reflex; Hit:3d8 + level radiation damage.

73. Animatronic Toy (Xi) This faux-fur covered toy bear has a disconcertingly strong machine grip. Sometmes, it tells stories. Special: You can use both of these powers in the same encounter; Power: Encounter; Minor Action; Effect: You gain a +2 bonus to Conspiracy checks until the end of the encounter; Power: Encounter; Standard Action; Ranged 5; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: The target is dazed and restrained by the toy (save ends both); Miss: the toy lands in the target's space, but does nothing (because it's switched off).

74. Envirogloves (Ishtar) These bright green gloves are perfect for those times when you need to pull an ally out of a vat of wild nano or an acid spill. Hands; Power: Encounter; Minor Action; Effect: You can put your hands (up to your elbows) into any liquid or gaseous environment, such as molten iron, wild nano, irradiated craters, and so on, without taking damage from that source. The protection lasts until the end of the encounter, or for 5 minutes, whichever occurs sooner. In addition, you gain a +2 bonus to saving throws against ongoing damage while the protection lasts.

75. Cognition Anchor (Xi) This mottled ceramic ring lashes back at enemies that make mental attacks against you. Ring; Power: Encounter, Psychic; Immediate Reaction; Ranged 10; Trigger: An enemy deals psychic damage to you; Target: The triggering enemy; Attack: Level + 6 vs. Will; Hit:3d8 + Charisma modifier + twice your level psychic damage; Miss: Half damage; Effect: You gain a +2 power bonus to Will until the end of the encounter.

** 76. Face Mask (Ishtar) This mask frames your face like a second skin. Sometimes it flashes a nightmarish visage at your foes. Head; Special: You can use both of these powers in the same encounter; Power: Encounter; Minor Action; Effect: You disguise yourself and gain a +5 power bonus to Interaction checks used to enhance the disguise until the end of the encounter; Power: Encounter, Psychic; Standard Action; Close Blast 3; Attack: Level + 6 vs. Will; Hit: 3d8 + Charisma modifier + twice your level psychic damage.

77. Fish-Killer Grenade (Area 52) This metallic grenade is perfectly balanced for throwing into ponds. Weapon: 1-hand ranged; Power: Consumable, Force; Standard Action; Area Burst 1 Within 10; Target: Each creatue in burst; Attack: Level + 6 vs. Fortitude; Hit: 1d8 + Dexterity modifier + twice your level force damage. If the target is an aquatic creature, you also slide it 5 squares; Miss: Half damage.

78. Autoskeleton (Area 52) This exoskeleton's iron alloy braces have a mind of their own. Waist; Power: Encounter; Immediate Interrupt; Personal; Trigger: You become dazed or stunned; Effect: Until the end of your next turn, you can ignore the dazed and stunned conditions. This effect does not ignore (or end) the duration of those conditions.

79. Headmounted Laser (Area 52) This Helmet comes complete with a partially sentient, self-swiveling laser mount... and side mirrors! Head; Power: Encounter, Laser; Standard Action; Ranged 10; Primary Target: One creature; Primary Attack: Level + 6 vs. Reflex; Hit:3d8 + Dexterity modifier + twice your level laser damage; Miss: Make the following secondary attack; Secondary Target: Each creature within 2 squares of you; Secondary Attack: Level + 6 vs. Reflex; Hit: 1d10 + twice your level laser damage.

80. Dim Photonic Spear (Ishtar) This slender crystal spear pulses with red light as you attack with it. Weapon: 2-hand melee; Power: Encounter, Laser; Standard Action; Melee 1; Target: One creatue; Attack: Level + 8 vs. AC; Hit: 3d6 + Constitution modifier laser damage, and the target is blinded (save ends).

###

*: The resistance kicking in on use of the encounter power seems redundant here, since resistances can't stack.

**: There is no target line for the attack.

Edit: Ah, someone beat me to it. I guess my night is free for zoning out then!
Flag zubin October 21, 2010 7:31 PM PDT
Wrote a quick script to try to clean mine up.

41. Unstable Vibroblade (Area 52) The malfunctioning device generates a sword-shaped force field that can cut through almost anything. Weapon: 2-hand melee; Power: Encounter Force, Physical; Standard Action, Melee 1; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 3d6 + Dexterity modifier + twice your level force damage, and ongoing 5 physical damage (save ends).; Special: You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack.. Salvage 3: A 3rd-level character can salvage the Unstable Vibroblade. It becomes A light 2-hand melee weapon: Dex/Int; +3 accuracy; 2d8 physical damage.


42. Electro-Flail (Ishtar) This serviceable bludgeon delivers an unpredictable electric shock. Weapon: 1-hand melee; Power: Encounter Electricity, Physical; Standard Action, Melee 2; Target: One creature; Attack: Level + 8 vs. AC; Hit: 2d8 + Strength modifier physical damage plus 1d8 + twice your level electricity damage.. Salvage 2: A 2nd-level character can salvage the Electro-Flail. It becomes A heavy 1-hand melee weapon: Str/Con; +2 accuracy; 1d12 electricity damage.


43. Flash Neurojack (Xi) When you plug this shiny metallic device into the back of your neck, the world slows to a snail’s pace. Neck; Power: Encounter; Minor Action; Effect: You gain an extra standard action during this turn. In addition, you gain a +1 bonus to speed until the end of the encounter.


44. Leaky Fusion Rifle (Xi) This energy weapon emits a stream of sun-hot plasma. Weapon: 2-hand ranged; Power: Encounter Fire, Radiation; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 7d8 + Intelligence modifier + twice your level fire damage. You take 2d8 + your level radiation damage.


45. Mk 1 Laser Pistol (Ishtar) This energy pistol emits a beam of focused blue energy. Weapon: 1-hand ranged; Power: Encounter Laser; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 4d8 + Intelligence modifier + twice your level laser damage.. Salvage 2: A 2nd-level character can salvage the Mk 1 Laser Pistol. It becomes A light 1-hand ranged 10 weapon: Dex/Int; +3 accuracy; 1d10 laser damage.


46. Mk 1 Power Armor (Ishtar) This slightly used metallic suit protects you from harm. Weapon: Heavy; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take damage; Effect: You gain resist 5 to all damage until the end of your next turn.. Salvage 2: A 2nd-level character can salvage the Mk 1 Power Armor. It becomes Heavy armor: +8 power bonus to AC; +1 armor bonus to Reflex and Fortitude.


47. Tangler (Xi) You snap an electrified wire out of this belt unit and entangle your foe with it. Waist; Power: Encounter Electricity; Standard Action, Melee 2; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d6 + Dexterity modifier + twice your level electricity damage, and the target is restrained (save ends).


48. All-Seeing Egg (Area 52) This silvery egg emits an earsplitting cuckoo whenever unseen foes threaten you. Power: Consumable; Minor Action; Effect: Until the end of the encounter, at the start of each of your turns, the egg emits a series of beeps that indicates the number of creatures within 5 squares of you.


49. Unreliable Jet Pack (Area 52) Up, up, and... whoa! Waist; Power: Consumable; Minor Action; Effect: You gain a fly speed equal to your speed until the end of your next turn. Each time you take damage before the end of your next turn, the “auto-jet” engages and pushes you away from the triggering attacker a number of squares equal to your speed after the damage is dealt.


50. Music Box (Ishtar) When you spin the dials just right, the music of the Ancients floats out. Power: Encounter Sonic; Standard Action, Close blast 3; Target: Each creature in blast; Attack: Level + 6 vs. Fortitude; Hit: 3d8 + Intelligence modifier + twice your level sonic damage, and the target is deafened (save ends).


51. Hand Rocket (Ishtar) This shiny gun-grip is attached to a thick tube-like barrel that emits a small explosive projectile. Weapon: 1-hand ranged; Power: Consumable Fire; Standard Action, Area burst 1 within 20; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 4d8 + Intelligence modifier + twice your level fire damage, and the target is pushed 2 squares from the burst’s origin square.


52. Radiation Orbiter (Xi) This drone continually changes shape as it circles your head like a tiny satellite. It produces a pulse of flesh-shredding radiation at your command. Head; Power: Encounter Radiation; Standard Action, Close blast 5; Target: Each creature in blast; Attack: Level + 6 vs. Fortitude; Hit: 3d8 + Intelligence modifier + twice your level radiation damage.; Effect: Until the end of the encounter, you gain a +2 power bonus to attack rolls with radiation powers.


53. Sentinel Orbiter (Area 52) This dented and burned drone constantly orbits your head in a tight circle. It dips and swerves to stay between you and your foes. Head; Power: Encounter Electricity; Minor Action; Effect: You gain a +1 power bonus to AC and Reflex until the end of the encounter. In addition, whenever an enemy ends its turn adjacent to you, it takes 1d10 + your level electricity damage.


54. Prototype Power Fist (Xi) This experimental fusion-powered gauntlet sports titanium alloy servos, allowing you to deliver massive blows. Weapon: 1-hand melee; Power: Encounter Physical; Standard Action, Melee 1; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d10 + Strength modifier + twice your level physical damage, and you knock the target prone.; Miss: Half damage, and you knock the target prone.


55. Adrenaline Pill (Area 52) Down the hatch! Tastes like cherry. You’re feeling a little jittery... Power: Consumable; Minor Action; Effect: Until the end of the encounter, you can shift 2 or 3 squares as a move action. Whenever you shift 3 squares in this way, roll a d20. On a 9 or less, at the end of the movement, you see a rush of pretty colors and are stunned until the start of your next turn.


56. Endeavor Neurojack (Xi) When you plug this morphing, matte-black device into the back of your neck, you take control of your own physiology. Neck; Power: Encounter; Minor Action; Effect: Until the end of the encounter, whenever you make an Athletics check, you can roll two d20s and take the total result. If you do so, and you roll a natural 1 on either die, this effect ends and you are slowed (save ends).


57. Optic Neurojack (Xi) When you plug this shiny jack into the back of your neck, you upgrade your auditory and optical processing. Neck; Power: Encounter; Minor Action; Effect: Until the end of the encounter, whenever you make a Perception check, you can roll two d20s and take the total result. If you do so, and you roll a natural 1 on either die, this effect ends and you are blinded (save ends).


58. Erratic Rifle Hound (Area 52) This metallic robot erratically follows you around on three steel legs. Power: Encounter Laser; Standard Action; Effect: You activate the erratic rifle hound in an adjacent square. The hound occupies 1 square. Enemies can’t move through its space, but allies can. Whenever you move, you can more the hound up to 6 squares as a free action. The hound’s defenses are equal to 12 + your level. If a single attack deals 15 or more damage to the hound, the hound is destroyed. You can make the following attack with the hound once per round: Minor action; Ranged 10; Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 2d8 + your level laser damage; Miss: As a free action, the hound attacks again, targeting you.


59. Cracked Ray Gun (Area 52) This ornate pistol fires a ray of ebony energy that sends you and the target straight into “sleepytime.” Weapon: 1-hand ranged; Power: Encounter Necrotic; Standard Action, Ranged 10; Target: One creature; Attack: Level + 6 vs. Will; Hit: 4d8 + Wisdom modifier + twice your level necrotic damage, and the target falls unconscious (save ends). In addition, you fall unconscious (save ends).


60. Photon Grenade (Area 52) This egg-shaped grenade made from strange metal alloys is perfectly balanced for throwing. Weapon: 1-hand ranged; Power: Consumable Radiation; Standard Action, Area burst 1 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 3d10 + Dexterity modifier + twice your level radiation damage.; Miss: Half damage.


61. Blather Gecko (Area 52) This tiny gecko-like biological construct perches on your shoulder and translates foreign languages into something you understand. Power: Encounter; Minor Action; Effect: Until the end of the encounter, you speak and understand (through the translating gecko) all languages. In addition, you don’t grant combat advantage when you are flanked, because the gecko continually informs you of creatures that are in the area.


62. Razor Grenade (Ishtar) This green oval is perfectly balanced for throwing, and it explodes in a hail of razor-sharp shrapnel. Weapon: 1-hand ranged; Power: Consumable Physical; Standard Action, Area burst 2 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Reflex; Hit: 2d10 + Dexterity modifier physical damage, and ongoing 5 physical damage (save ends).; Miss: Half damage.


63. Enviromask (Ishtar) This bright green mask lets you breathe in dangerous environments. If you want to use a silly voice while wearing it, that’s up to you. Head; Power: Encounter; Minor Action; Effect: You can breathe in any environment, including water, poisonous atmosphere, and vacuum, until the end of the encounter, or for 5 minutes, whichever occurs sooner. In addition, you gain a +4 bonus to all defenses against poison attacks while the protection lasts.


64. The Patch (Ishtar) When you slap this thin metallic disc onto the back of your hand, medicinal nanomachines enter your bloodstream and repair your wounds. Power: Consumable Healing; Minor Action; Effect: You regain a number of hit points equal to your bloodied value.


65. Science Comp (Xi) When you activate this handheld computer, the friendly image of a small man appears on the screen to answer your questions. Power: Encounter; Minor Action; Effect: You gain a +2 power bonus to Science checks until the end of the encounter. In addition, roll a d20. You can add the result to one Science check you make before the end of the encounter.


66. Spy Comp (Xi) When you activate this handheld computer, a little man in a black coat appears on the screen to answer your questions. Power: Encounter; Minor Action; Effect: You gain a +2 power bonus to Conspiracy checks until the end of the encounter. In addition, roll a d20. You can add the result to one Conspiracy check you make before the end of the encounter.


67. Envirocape (Area 52) This flaring, nanofacture cloak wraps you in protective folds when radiation threatens. Neck; Power: Encounter; Immediate Interrupt, Personal; Trigger: You take radiation damage.; Effect: You gain resist 15 radiation against the triggering attack. In addition, you gain resist 5 radiation until the end of the encounter.


68. Freeze Ray (Area 52) Neither a death ray nor an ice beam, this weapon puts your enemies in a “timeout.” Weapon: 2-hand ranged; Power: Encounter Force; Standard Action, Ranged 20; Target: One creature; Attack: Level + 6 vs. Fortitude; Hit: 2d10 + Intelligence modifier + twice your level force damage, and the target is stunned until the end of your next turn.. Salvage 2: A 2nd-level character can salvage the Freeze Ray. It becomes A light 2-hand ranged 20 weapon: Dex/Int; +3 accuracy; 2d8 force damage.


69. Force Pike (Area 52) The tip of this metallic pike shimmers with lethal blue energy. Weapon: 2-hand melee; Power: Encounter Force; Standard Action, Melee 2; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d8 + Strength modifier + twice your level force damage, and ongoing 5 force damage (save ends).. Salvage 2: A 2nd-level character can salvage the Force Pike. It becomes A heavy 2-hand melee weapon: Str/Con; +2 accuracy; 2d10 force damage.


70. Inflatable Friend (Ishtar) When you pull the ripcord, a disturbingly lifelike manikin inflates and follows you around. Power: Encounter Electricity; Minor Action; Effect: The inflatable friend appears in an unoccupied square adjacent to you. Enemies can’t move through its space, but allies can. Whenever you move, you can move the friend 6 squares as a free action. You and your allies can use the friend to flank enemies (its disturbing visage freaks them out). The friend has AC 18, Fortitude 12, Reflex 16, and Will 12. When an attack deals 5 or more damage to the friend, it implodes and each adjacent creature takes 5 electricity damage.


71. Eternalight (Ishtar) This fist-sized crystal globe glows like a star. Property: The eternalight continually produces bright light in a 10-square radius.; Power: Encounter; Standard Action, Close burst 5; Target: Each enemy in burst; Attack: Level + 6 vs. Will; Hit: The target is blinded (save ends).


72. Plasma Deflector (Xi) This white ceramic ring is cold to the touch. You can use it to deflect electricity and fire attacks to other targets. Ring; Property: You gain resist 10 electricity and resist 10 fire.; Power: Encounter Radiation; Immediate Interrupt, Personal; Trigger: You take electricity or fire damage.; Effect: You gain resist 10 electricity and resist 10 fire until the end of the encounter, and you can make the following ranged 10 attack: Target: One creature; Attack: Level + 6 vs. Reflex; Hit: 3d8 + level radiation damage.


73. Animatronic Toy (Xi) This faux-fur-covered toy bear has a disconcertingly strong machine grip. Sometimes, it tells stories.; Special: You can use both of these powers in the same encounter. Power: Encounter; Minor Action; Effect: You gain a +2 bonus to Conspiracy checks until the end of the encounter. Power: Encounter; Standard Action; Ranged 5; Target: One creature; Attack: Level +6 vs. Fortitude; Hit: The target is dazed and restrained by the toy (save ends both); Miss: The toy lands in the target’s space, but does nothing (because it’s switched off).


74. Envirogloves (Ishtar) These bright green gloves are perfect for those times when you need to pull an ally out of a vat of wild nano or an acid spill. Hands; Power: Encounter; Minor Action; Effect: You can put your hands (up to your elbows) into any liquid or gaseous environment, such as molten iron, wild nano, irradiated craters, and on on, without taking damage from that source. The protection lasts until the end of the encounter, or for 5 minutes, whichever occurs sooner. In addition, you gain a +2 bonus to saving throws against ongoing damage while the protection lasts.


75. Cognition Anchor (Xi) This mottled ceramic ring lashes back at enemies that make mental attacks against you. Ring; Power: Encounter Psychic; Immediate Reaction, Ranged 10; Trigger: An enemy deals psychic damage to you.; Target: The triggering enemy.; Attack: Level + 6 vs. Will; Hit: 3d8 + Charisma modifier + twice your level psychic damage.; Miss: Half damage.; Effect: You gain a +2 power bonus to Will until the end of the encounter.


76. Face Mask (Ishtar) This mask frames your face like a second skin. Sometimes it flashes a nightmarish visage at your foes. Head;; Special: You can use both of these powers in the same encounter. Power: Encounter; Minor Action; Effect: You disguise yourself and gain a +5 power bonus to Interaction checks used to enhance the disguise until the end of the encounter. Power: Encounter; Keywords: Psychic; Standard Action; Close blast 3; Attack: Level +6 vs. Will; Hit: 3d8 + Charisma modifier + twice your level psychic damage, and you push the target 3 squares.


77. Fish-Killer Grenade (Area 52) This metallic grenade is perfectly balanced for throwing into ponds. Weapon: 1-hand ranged; Power: Consumable Force; Standard Action, Area burst 1 within 10; Target: Each creature in burst; Attack: Level + 6 vs. Fortitude; Hit: 1d8 + Dexterity modifier + twice your level force damage. If the target is an aquatic creature, you also slide it 5 squares.; Miss: Half damage.


78. Autoskeleton (Area 52) This exoskeleton's iron alloy braces have a mind of their own. Waist; Power: Encounter; Immediate Interrupt, Personal; Trigger: You become dazed or stunned.; Effect: Until the end of your next turn, you can ignore the dazed and stunned conditions. This effect does not affect (or end) the duration of those conditions.


79. Headmounted Laser (Area 52) This helmet comes complete with a partially sentient, self-swiveling laser mount... and side mirrors! Head; Power: Encounter Laser; Standard Action, Ranged 10; Primary Target: One creature; Primary Attack: Level + 6 vs. Reflex; Hit: 3d8 + Dexterity modifier + twice your level laser damage; Miss: Make the following secondary attack: Secondary Target: Each creature within 2 squares of you; Secondary Attack: Level + 6 vs. Reflex; Hit: 1d10 + twice your level laser damage.


80. Dim Photonic Spear (Ishtar) This slender crystal spear pulses with red light as you attack with it. Weapon: 2-hand melee; Power: Encounter Laser; Standard Action, Melee 1; Target: One creature; Attack: Level + 8 vs. AC; Hit: 3d6 + Constitution modifier laser damage, and the target is blinded (save ends).

Flag zubin October 21, 2010 7:32 PM PDT
Presumably, #58, Erratic Rifle Hound, does not keep shooting at you until he hits you when he misses his original target, but it could be read that way by an evil -- ahem, creative -- GM.

Ben
 
Flag Hal October 21, 2010 8:27 PM PDT
Thanks all
Flag Finarvyn October 23, 2010 9:19 AM PDT
Thanks for the card list updates, guys. This thread is a valuable resource!

Personally, I don't think that this information replaces the power cards (sure, you could use the data in a chart intead of on cards) but it makes a handy list for a GM who wants to keep track of all of the information in one place.

WotC should have included a Power Card reference booklet in the boxed set. That would have been neat.
Flag ExcalibursZone October 23, 2010 6:42 PM PDT
I mainly want all this info so that I can have it on my Droid when I DM a game. If someone whips out a card to use, I can flip to it and have the rules directly available to me.

Awesome job, guys!
Flag mysticbelmont October 23, 2010 10:11 PM PDT

Oct 23, 2010 -- 9:19AM, Finarvyn wrote:

Thanks for the card list updates, guys. This thread is a valuable resource!

Personally, I don't think that this information replaces the power cards (sure, you could use the data in a chart intead of on cards) but it makes a handy list for a GM who wants to keep track of all of the information in one place.

WotC should have included a Power Card reference booklet in the boxed set. That would have been neat.




That would have been very useful.

Flag criticalmiracle October 26, 2010 3:42 PM PDT
Is the Overcharge text for Sympathetic Link correct?
Flag FrozenWastes October 27, 2010 12:29 AM PDT
Just wanted to say that you guys clinched it for me.  I'm totally getting Gamma World after reading some of these cards.  And I'm definitely going to grab a booster of cards every time I go to the local store for as long as they are available.
Flag OssianODoule October 27, 2010 10:34 AM PDT
I have to agree with FrozenWast.  I was unsure about buying cards for my Gamma World game, but after seeing some of the hilarious results I will definately pick up some packs.  Thanks!
Flag FrozenWastes October 27, 2010 8:28 PM PDT
Well, I ended up grabbing the game, some card sleeves (metallic purple for the Omega Tech deck and clear penny sleeves for the Alpha Mutations) and a couple of booster packs.

Got the grav hammer! And the Phoenix Neurojack.  Good times ahead. 
Flag D_Gibb October 29, 2010 7:56 PM PDT
Has anybody been able to finish the Rad Omega tech set?  I've been at work all week and haven't been able to work on the cards like I wanted to.
Flag D_Gibb October 29, 2010 7:56 PM PDT
Has anybody been able to finish the Rad Omega tech set?  I've been at work all week and haven't been able to work on the cards like I wanted to.
Flag FrozenWastes October 29, 2010 8:07 PM PDT

Oct 29, 2010 -- 7:56PM, D_Gibb wrote:

Has anybody been able to finish the Rad Omega tech set?  I've been at work all week and haven't been able to work on the cards like I wanted to.




I see all 40 in post 129 by zubin:

community.wizards.com/go/thread/view/758... 

Flag D_Gibb October 30, 2010 8:47 AM PDT
Oh, well there they are.  Sorry I missed it!

Oh, and thank you to everybody for all of your hard work getting these up and running.  I am actually looking very forward to getting these lists up and running.  I have the box set here, but I want to be able to roll also for more random wacky goodness.
Flag ExcalibursZone November 3, 2010 11:09 PM PDT

Oct 21, 2010 -- 8:56AM, DoctorComics wrote:

21. Time slide (dark) You exit the time stream for a while.; Minor action, Personal.; Effect: You step out of time and are removed from play. While you're under this effect, creatures have neither line of sight nor line of effect to you, and you have neither line of sight nor line of effect to any creature.  In addition, you can't take any actions except to return to time as an immediate reaction when a creature's turn ends. You reappear in your square, or in the nearest unoccupied square of your choice, and take your full turn.; Overcharge 10+: While you're outside of time, time passes quickly for you and you regain all of your hit points.; 9 or less: While you're outside of time, you lose track of time and don't return for 1d6 hours.

22. Kinetic Absorption (Dark, Healing) You absorb your foe's attack to make yourself stronger.; Immediate Interrupt, Personal.; Trigger: You take physical damage.; Effect: Instead of taking the triggering damage you regain hit points equal to that damage.; Overcharge 10+: You gain a bonus to the next melee attack roll you make before the end of your next turn equal to the triggering damage.; 9 or less: You absorb too much energy from the triggering damage and also take ongoing 10 damage (save ends).


23. Levitation (Psi, Physical) You levitate yourself of another creature in the air!; Move action, Personal or ranged 10.; Target: You or one ally (or one medium object).; Effect: You move the target vertically up to 5 squares. The target remains at that height until the end of your next turn.; Overcharge 10+: You can target one enemy instead.; 9 or less: You move the nearest non-targeted ally upwards 4 squares, if possible. Then that ally drops to the ground, falls prone, and takes 2d10 physical damage.


24. Life Leech (Dark, Necrotic) You drain another creature's vitality to bolster yourself.; Standard actiion, Close burst 3.; Target: Each creature in burst.; Attack Level + 3 vs Fortitude; Hit: 5d8 + Constitution modifier + twice your level necrotic damage, and you gain 5 temporary hit points for each target you hit.; Overcharge 10+: you gain 5 + twice your level temporary hit points for each target you hit instead of 5.; 9 or less: After the attack you take 5d8 necrotic damage, and each target gains 5 temporary hit points.


25. Reflexive Teleport (Dark, Teleportation) You switch places with an enemy.; Immediate interrupt, Ranged 10.; Trigger: You are hit by an attack; Target: One creature; Attack: Level + 3 vs Will; Hit: You and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.; Miss: You teleport 3 squares after the triggering attack.; Overcharge 10+: The triggering attack scores a critical on the target.; 9 or less: After you teleport, you fall prone, and are dazed until the end of your next turn.


26. Gravity well (Dark, Zone) You create a temporary area of gravity that pulls creatures toward it.; Standard action, Area burst 5 within 20.; Target: Each creature in burst; Attack: Level + 3 vs Fortitude; Hit: The target is pulled 5 squares toward the burst's origin square.; Effect: the burst becomes a zone that lasts until the start of your next turn. If the target moves away from the burst's origin square, each square of that movement it treated as difficult terrain.; Overcharge 10+: Whenever a creature ends its turn within the zone, make the attack against that creature as a free action.; 9 or less: You fall prone and can't stand up (save ends).


27. LMAO (Psi, Psychic) You cause a creature to find hilatiry in everything.; Standard action, Ranged 10.; Target: One creature; Attack level + 3 vs Will; Hit: 4d6 + Charisma modifier + twice your level psychic damage, and the target is dazed and slowed (save ends both).; Overcharge 10+; The tager also falls prone and takes a -5 penalty to savings throws against this power.; 9 or less: You also hit yourself with the power.


28. Phasing (Dark) You shift your atomic structure out of phase with this reality.; Immediate interrupt, Personal.; Trigger: You are hit by an attack; Effect: Until the end of your next turn, you take half damage from attacks and ignore diffcult terrain.; Overcharge 10+: You can also move through blocking terrain and through enemies' squares, but you must still end your turn in an unoccupied square.; 9 or less: You cease to exist and are removed from play (save ends). While you're under this effect, creatures have neither line of sight nor line of effect to you, and you can't take any actions.  When this effect ends, you reappear in your square, or in the nearest unoccupied square of your choice, and you are dazed until the end of your next turn.


29. Phobia Projection (Psi) Soul beshes! Why did it have to be soul beshes?; Standard action, Ranged 10.; Target: One creature; Attack: Level + 3 vs Will; Hit: Choose one creature or square within 10 squares of you. During the target's turn, it must move at least 1 square away from that creature or square (save ends).  If the target can't move away during its turn, it takes no actions that turn.; Overcharge 10+: You also attack each creature adjacent to the primary target.; 9 or less: You also hit yourself with the power.


30. Quills (Bio, Physical) You sprout hundreds of needle-sharp quills.; Immedate reaction, Melee 1.; Trigger: An enemy targets you with a melee attack; Target: The triggering enemy; Attack: Level + 5 vs AC; Hit: 1d12 + Strength modifier + twice your level physical damage, and the target takes a -2 penalty to attack rolls (save ends).; Effect: You can use this power a second time while this card is readied.; Overcharge 10+: The target also takes ongoing 5 physical damage (save ends).; 9 or less: You make the attack against yourself and each creature within 3 squares of you. Discard this power after the attack.




Did anybody notice that the Overcharge condition is missing from these 10?
Flag Chandrak November 4, 2010 12:11 AM PDT

Nov 3, 2010 -- 11:09PM, ExcalibursZone wrote:

Did anybody notice that the Overcharge condition is missing from these 10?




Err.... I clearly see 'Overcharge' in each of those. Maybe you should clarify?

Flag Lawnikky November 4, 2010 2:11 AM PDT

Nov 4, 2010 -- 12:11AM, Chandrak wrote:

Nov 3, 2010 -- 11:09PM, ExcalibursZone wrote:

Did anybody notice that the Overcharge condition is missing from these 10?




Err.... I clearly see 'Overcharge' in each of those. Maybe you should clarify?




I concur ... it's there!

Flag ExcalibursZone November 4, 2010 6:12 AM PDT
For instance, for 30. Quills ... [Overcharge: When you hit with this power, you can roll a d20.]

I didn't have the time to fix these last night and don't have the time to do so now either.

The Overcharge condition dictates when and how you can overcharge the Alpha Mutation. It's important because it isn't just "when you hit with this power" it could be "when an enemy hits you" or "at the start of your turn"...

All Alpha Mutations that allow an overcharge (I think big floppy feet doesn't have one) have this line.
Flag Chandrak November 4, 2010 6:48 AM PDT

Nov 4, 2010 -- 6:12AM, ExcalibursZone wrote:

For instance, for 30. Quills ... [Overcharge: When you hit with this power, you can roll a d20.]

I didn't have the time to fix these last night and don't have the time to do so now either.

The Overcharge condition dictates when and how you can overcharge the Alpha Mutation. It's important because it isn't just "when you hit with this power" it could be "when an enemy hits you" or "at the start of your turn"...

All Alpha Mutations that allow an overcharge (I think big floppy feet doesn't have one) have this line.





Ahhh ok, that makes more sense. I think we were under the impression that you thought there wasn't any overcharge info at all, or that there wasn't any duration listed for effects or something. Now we see what you were getting at.

Flag kapncarl November 4, 2010 8:29 PM PDT

Oct 12, 2010 -- 5:19PM, DoctorComics wrote:


5. Narcolepsy (A; C; Psi) Nighty-night! Standard action, ranged 10; Target: One creature; Attack: Level+3 vs. Will; Hit: You inflict narcolepsy on the target (save ends). While under this effect, whenever an attack hits the target, it falls unconscious until the start of the turn; Overcharge: When you hit with this power, you can roll a d20; 10+: Your target takes a -5 penalty to saving throws against this power; 9 or less: You fall unconscious (save ends). You can't save against this effect during the turn you overcharge it. 






Just noticed that this description states "While under this effect, whenever an attack hits the target, if falls unconscious until the start of the turn."  This should read "until the start of its next turn."

BTW, great job putting these descriptions together.  They are much appreciated.
Flag DoctorComics November 4, 2010 9:36 PM PDT

Nov 4, 2010 -- 8:29PM, kapncarl wrote:

Oct 12, 2010 -- 5:19PM, DoctorComics wrote:


5. Narcolepsy (A; C; Psi) Nighty-night! Standard action, ranged 10; Target: One creature; Attack: Level+3 vs. Will; Hit: You inflict narcolepsy on the target (save ends). While under this effect, whenever an attack hits the target, it falls unconscious until the start of the turn; Overcharge: When you hit with this power, you can roll a d20; 10+: Your target takes a -5 penalty to saving throws against this power; 9 or less: You fall unconscious (save ends). You can't save against this effect during the turn you overcharge it. 






Just noticed that this description states "While under this effect, whenever an attack hits the target, if falls unconscious until the start of the turn."  This should read "until the start of its next turn."

BTW, great job putting these descriptions together.  They are much appreciated.


Fixed!

And you're quite welcome. Lots of people did great work here.

I still wish we could get a copy of Two-Headed, though. 

Flag kapncarl November 5, 2010 9:13 AM PDT
As long as I'm nitpicking . . . Laughing

I noticed that in the 'overcharge' seciton of several of the descriptions, it refers to '10+' and '9+'.  Obviously, the second entry should be '9 or less'.  I found this in the following entries:

15. Proboscis
23. Machine Command
47. Duality
82. Invisibility
83. Density
84. Fire Wings
85. Explosive Pods
86. Center Cannot Hold
87. Mind Trick
88. Download Ego
89. Shadow Person

Thanks again!
Flag JustChristine November 5, 2010 12:55 PM PDT

Nov 4, 2010 -- 9:36PM, DoctorComics wrote:



I still wish we could get a copy of Two-Headed, though. 




Ask and ye shall receive!

2. Two-Headed (A; P; Bio) You grow a second head that watches your back and keeps you from feeling lonely during those long nights.  Benefit: You gain a +4 power bonus to Will and don't grant combat advantage.  Overcharge: When you start your turn, you can roll a d20.; 10+: While this card is readied, you can take an extra standard action during each of your turns.; 9 or less: You are dominated by your second head (save ends). While under this effect, your second head resents your allies and tries to attack them or humiliate them.

Flag Serpine November 5, 2010 12:57 PM PDT

Nov 5, 2010 -- 12:55PM, JustChristine wrote:

Ask and ye shall receive!

2. Two-Headed




Drat, you beat me to it.

That extra head is a real jerk.  Though the Overcharge on this thing is crazy awesome if used early in a battle: Theoretically attacking twice every round for the rest of the battle?  Yech.

Flag JustChristine November 5, 2010 1:33 PM PDT

Nov 5, 2010 -- 12:57PM, Serpine wrote:



That extra head is a real jerk.  Though the Overcharge on this thing is crazy awesome if used early in a battle: Theoretically attacking twice every round for the rest of the battle?  Yech.




With the way my group tends to roll, a failed overcharge seems like a likely outcome - I can just imagine RP'ing the counter-productive second head!

Flag battles14 November 5, 2010 9:52 PM PDT
Just out of curiousity, where were you guys able to grab a copy of that card?
Flag ExcalibursZone November 5, 2010 10:00 PM PDT

Nov 5, 2010 -- 9:52PM, battles14 wrote:

Just out of curiousity, where were you guys able to grab a copy of that card?



Curious minds want to know...

Flag mark_argent November 6, 2010 12:43 AM PDT
Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.
Flag battles14 November 6, 2010 9:12 AM PDT

Nov 6, 2010 -- 12:43AM, mark_argent wrote:

Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.


Yeah, me too. Plus I imagine there will be a slew of them available after DDXP.

I pulled Explode! in a booster pack two nights ago. That'll keep my card-buying itch scratched for a little while.

Flag JustChristine November 6, 2010 7:01 PM PDT

Nov 6, 2010 -- 9:12AM, battles14 wrote:

Nov 6, 2010 -- 12:43AM, mark_argent wrote:

Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.


Yeah, me too. Plus I imagine there will be a slew of them available after DDXP.

I pulled Explode! in a booster pack two nights ago. That'll keep my card-buying itch scratched for a little while.




My group split a 24-pack booster box, and in one of mine I got explode and everyone tried to trade me for it. Haha!


As for the Two-Headed card... that eBay auction is up over $20 already! Insane.  Meanwhile, I hear they had them at NYCC but I sure didn't get one when I was there.

Flag stonewynd November 6, 2010 9:16 PM PDT
i'm sure we can copy that card info into the card templates and use that. my GM won't mind. it's not like it's a sanctioned GW tourny. on that note. i have a mac and picasa. can i open the templates in picasa and do that?
Flag DoctorComics November 6, 2010 9:40 PM PDT
Added "Two-Headed" and fixed the "9+" issue.

My thanks to all involved! 
Flag Faust23 November 9, 2010 9:03 PM PST
Did I miss the full listing of Omega Tech from the CCG set?
Flag ExcalibursZone November 9, 2010 9:48 PM PST
From the base set: community.wizards.com/go/thread/view/758...

The others are around page 2 or 3 i think...
Flag Faust23 November 9, 2010 11:28 PM PST
Yeah, I saw the base cards, and I own them.  I'm talking about the ones from the 120 collectible cards.
Flag kapncarl November 10, 2010 4:36 AM PST
The link to the "Atom" (i.e. booster) Omega card list is in the very first post in this thread.  Here's a link:

community.wizards.com/go/thread/view/758...
Flag JustChristine November 12, 2010 8:53 AM PST

Nov 6, 2010 -- 12:43AM, mark_argent wrote:

Someone posted a readable scan of the card in an ebay auction. It's already at $17.50 -- too rich for my blood.




The auction for that card ended with a final price of $168.50. For ONE CARD. People are insane.

Flag mark_argent November 12, 2010 9:27 PM PST
yeah, I have no words.
Flag gribble November 13, 2010 2:05 AM PST
Wow... and I thought my $20 bid was over the top, but seeing as I'm in New Zealand chances are I'll never be able to get hold of one other than through eBay!
Flag darkrose5000 November 13, 2010 12:43 PM PST

Nov 13, 2010 -- 2:05AM, gribble wrote:

Wow... and I thought my $20 bid was over the top, but seeing as I'm in New Zealand chances are I'll never be able to get hold of one other than through eBay!


I often go to a convention and buy items that just came out, or get the promotional items.  I then sell them on eBay to pay for the convention. 


In college I paid my friends to stand in line to buy some Magic: The Gathering Legend packs and bought a computer with the profits.  The last few years I made over $1,000 (after all expenses).


When Mutants and Masterminds 2nd edition came out I bought four (4) copies for ~$30 each, sold two (2) for $60 as buy it now, and then cried as they were selling for ~$160.  I ended up selling two (2) for around the $160 price.  People would rather pay a $130 premium for a game one month early, than wait for it.  The same is true for Fantasy Flight board games.  And, well, a lot of things.


Check out True Dungeon on eBay (around December and July/August is when the high priced items usually hit).  True Dungeon is like a Haunted House with gaming rules (truedungeon.com).  The game is played once per year at GenCon.  One of the tokens used in the game sells for ~$450 (Horne of Plenty - you get more treasure, and they discontinued it), and many others sell for ~$100-$150+.  True Dungeon is REALLY fun, but the amount some tokens go for is quite interesting.  Especially seeing how it is played only at GenCon.

Flag darkrose5000 November 19, 2010 8:40 PM PST

Set Type Type I Type II Type III Number Rarity Card
1 Bomb Alpha Dark 1 Promo Power Mimic
1 Bomb Alpha Bio 2 Promo Two-Headed
1 Bomb Omega Ishtar 3 Promo Dehydrated Man
2 Rad Alpha Bio 1 Starter Accelerated Reflexes
2 Rad Alpha Bio 2 Starter Adaptive Resistance
2 Rad Alpha Psi 3 Starter Psychic Reversal
2 Rad Alpha Dark 4 Starter Anti-Life Leech
2 Rad Alpha Bio 5 Starter Aquatic Adaptation
2 Rad Alpha Bio 6 Starter Carapace
2 Rad Alpha Psi 7 Starter Cloud The Mind
2 Rad Alpha Psi 8 Starter Beguiling
2 Rad Alpha Dark Psychic 9 Starter Devolution
2 Rad Alpha Psi 10 Starter Confusion
2 Rad Alpha Dark Fire 11 Starter Light Generation
2 Rad Alpha Psi Healing 12 Starter Empathic Healing
2 Rad Alpha Bio Healing 13 Starter Fast Healing
2 Rad Alpha Bio 14 Starter Feelers
2 Rad Alpha Psi 15 Starter Force Field Generation
2 Rad Alpha Bio 16 Starter Sound Imitation
2 Rad Alpha Bio 17 Starter Footus Ginormicus
2 Rad Alpha Bio 18 Starter Extra Arm
2 Rad Alpha Bio 19 Starter Shaggy Pelt
2 Rad Alpha Bio 20 Starter Infravision
2 Rad Alpha Dark 21 Starter Time Slide
2 Rad Alpha Dark Healing 22 Starter Kinetic Absorption
2 Rad Alpha Psi Physical 23 Starter Levitation
2 Rad Alpha Dark Necrotic 24 Starter Life Leech
2 Rad Alpha Dark Teleportation 25 Starter Reflexive Teleport
2 Rad Alpha Dark Zone 26 Starter Gravity Well
2 Rad Alpha Psi Psychic 27 Starter Lmao
2 Rad Alpha Dark 28 Starter Phasing
2 Rad Alpha Psi 29 Starter Phobia Projection
2 Rad Alpha Bio Physical 30 Starter Quills
2 Rad Alpha Dark 31 Starter Redirection
2 Rad Alpha Bio 32 Starter Rubbery Skeleton
2 Rad Alpha Psi 33 Starter Amnesia Field
2 Rad Alpha Bio Poison 34 Starter Stink Glands
2 Rad Alpha Psi 35 Starter Super Genius
2 Rad Alpha Psi Teleportation 36 Starter Teleportation
2 Rad Alpha Dark Healing Necrotic 37 Starter Vampiric Healing
2 Rad Alpha Bio Poison 38 Starter Venomous Spurs
2 Rad Alpha Psi Psychic 39 Starter Stoke Resentment
2 Rad Alpha Psi Psychic 40 Starter Hostility
2 Rad Omega Area 52 41 Starter Unstable Vibroblade
2 Rad Omega Ishtar 42 Starter Electro-Flail
2 Rad Omega Xi 43 Starter Flash Neurojack
2 Rad Omega Xi 44 Starter Leaky Fusion Rifle
2 Rad Omega Ishtar 45 Starter Mk1 Laser Pistol
2 Rad Omega Ishtar 46 Starter Mk1 Power Armor
2 Rad Omega Xi 47 Starter Tangler
2 Rad Omega Area 52 2 Rad 48 Starter All-Seeing Egg
2 Rad Omega Area 52 2 Rad 49 Starter Unreliable Jet Pack
2 Rad Omega Ishtar 50 Starter Music Box
2 Rad Omega Ishtar 51 Starter Hand Rocket
2 Rad Omega Xi 52 Starter Radiation Orbiter
2 Rad Omega Area 52 53 Starter Sentinel Orbiter
2 Rad Omega Xi 54 Starter Prototype Power Fist
2 Rad Omega Area 52 55 Starter Adrenaline Pill
2 Rad Omega Xi 56 Starter Endeavor Neurojack
2 Rad Omega Xi 57 Starter Optic Neurojack
2 Rad Omega Area 52 58 Starter Erratic Rifle Hound
2 Rad Omega Area 52 59 Starter Cracked Ray Gun
2 Rad Omega Area 52 60 Starter Photon Grenade
2 Rad Omega Area 52 61 Starter Blather Gecko
2 Rad Omega Ishtar 62 Starter Razor Grenade
2 Rad Omega Ishtar 63 Starter Enviromask
2 Rad Omega Ishtar 64 Starter The Patch
2 Rad Omega Xi 65 Starter Science Comp
2 Rad Omega Xi 66 Starter Spy Comp
2 Rad Omega Area 52 67 Starter Envirocape
2 Rad Omega Area 52 68 Starter Freeze Ray
2 Rad Omega Area 52 69 Starter Force Pike
2 Rad Omega Ishtar 70 Starter Inflatable Friend
2 Rad Omega Ishtar 71 Starter Eternalight
2 Rad Omega Xi 72 Starter Plasma Deflector
2 Rad Omega Xi 73 Starter Animatronic Toy
2 Rad Omega Ishtar 74 Starter Envirogloves
2 Rad Omega Xi 75 Starter Cognition Anchor
2 Rad Omega Ishtar 76 Starter Face Mask
2 Rad Omega Area 52 77 Starter Fish-Killer Grenade
2 Rad Omega Area 52 78 Starter Autoskeleton
2 Rad Omega Area 52 79 Starter Headmounted Laser
2 Rad Omega Ishtar 80 Starter Dim Photonic Spear
3 Atom Alpha Bio 1 Common Wings 
3 Atom Alpha Bio 2 Common Tentacles 
3 Atom Alpha Psi 3 Common Mind Switch 
3 Atom Alpha Dark 4 Common Radio Head
3 Atom Alpha Psi 5 Common Narcolepsy 
3 Atom Omega Area 52 6 Common The Patch II
3 Atom Omega Area 52 7 Common Hypno-Ray 
3 Atom Omega Ishtar 8 Common Dream Grenade 
3 Atom Omega Ishtar 9 Common Hoverboard 
3 Atom Omega Ishtar 10 Common Fizz Neurojack 
3 Atom Alpha Bio 11 Common Hyper-Balance 
3 Atom Alpha Bio 12 Common Liquid Bones 
3 Atom Alpha Bio 13 Common Adrenal Rage 
3 Atom Alpha Bio Poison 14 Common Dart Cough 
3 Atom Alpha Bio Healing Physical 15 Common Proboscis 
3 Atom Alpha Dark 16 Common Metal Body 
3 Atom Alpha Bio 17 Common Sensitive Nose
3 Atom Alpha Dark Psychic 18 Common Hands of Time 
3 Atom Alpha Dark Varies 19 Common Hands of Power 
3 Atom Alpha Dark Physical 20 Common Molecular Instability
3 Atom Alpha Bio Physical 21 Common Huge Arms
3 Atom Alpha Psi 22 Common Death Reading 
3 Atom Alpha Psi 23 Common Machine Command
3 Atom Alpha Psi Psychic 24 Common Psychic Illusion 
3 Atom Alpha Psi 25 Common Object Reading 
3 Atom Omega Area 52 26 Common Inertial Armor 
3 Atom Omega Area 52 27 Common Mass Pistol 
3 Atom Omega Area 52 28 Common Mindbore Orbiter
3 Atom Omega Area 52 29 Common Holoscanner 
3 Atom Omega Area 52 30 Common Plasma Sword 
3 Atom Omega Ishtar 31 Common Duralloy Shield 
3 Atom Omega Ishtar 32 Common Omniscient Goggles 
3 Atom Omega Ishtar 33 Common Disruptor Pike 
3 Atom Omega Ishtar 34 Common Enviroboots 
3 Atom Omega Ishtar 35 Common Force Axe 
3 Atom Omega Xi 36 Common Cerametal Armor 
3 Atom Omega Xi 37 Common Portacomp 
3 Atom Omega Xi 38 Common Laser Whip 
3 Atom Omega Xi 39 Common H11 Blaster Rifle 
3 Atom Omega Area 52 40 Common Meltdown Orbiter 
3 Atom Alpha Bio Physical 41 Uncommon Mandibles 
3 Atom Alpha Bio Physical 42 Uncommon Accelerated Claw 
3 Atom Alpha Bio 43 Uncommon Gigantism 
3 Atom Alpha Bio Sonic 44 Uncommon Sonic Screech 
3 Atom Alpha Bio Healing 45 Uncommon Healing Roots 
3 Atom Alpha Bio Physical Weapon 46 Uncommon Flurry of Bodies
3 Atom Alpha Psi 47 Uncommon Duality 
3 Atom Alpha Dark Electricity 48 Uncommon I, Battery 
3 Atom Alpha Dark Physical Weapon 49 Uncommon Phase Strike 
3 Atom Alpha Dark Healing 50 Uncommon Shimmershield 
3 Atom Alpha Dark Physical Zone 51 Uncommon Crushing Gravity
3 Atom Alpha Dark Fire Zone 52 Uncommon Body of Light 
3 Atom Alpha Dark Radiation 53 Uncommon Neutron Emission 
3 Atom Alpha Dark 54 Uncommon Strong as Stone 
3 Atom Alpha Psi Healing 55 Uncommon Sympathetic Link 
3 Atom Alpha Psi Psychic 56 Uncommon All a Dream 
3 Atom Alpha Psi Psychic 57 Uncommon Ultrashriek 
3 Atom Alpha Bio Cold 58 Uncommon Polar Aura 
3 Atom Alpha Psi Weapon 59 Uncommon Multiattack 
3 Atom Alpha Psi Force 60 Uncommon Plaything 
3 Atom Omega Area 52 61 Uncommon Stun Whip 
3 Atom Omega Area 52 62 Uncommon Autodoc 
3 Atom Omega Area 52 63 Uncommon Grav Shield 
3 Atom Omega Area 52 64 Uncommon Gunsight Orbiter 
3 Atom Omega Area 52 65 Uncommon Energized Armor 
3 Atom Omega Area 52 66 Uncommon Thunder Grip 
3 Atom Omega Area 52 67 Uncommon Grav Mortar 
3 Atom Omega Ishtar 68 Uncommon Photonic Spear 
3 Atom Omega Ishtar 69 Uncommon Hospice Beacon 
3 Atom Omega Ishtar 70 Uncommon Servo-Assist Armor 
3 Atom Omega Ishtar 71 Uncommon Diskthrower 
3 Atom Omega Ishtar 72 Uncommon Jet Boots 
3 Atom Omega Ishtar 73 Uncommon Force Shield 
3 Atom Omega Xi 74 Uncommon Gravity Hammer 
3 Atom Omega Xi 75 Uncommon Repeating Gauss Rifle 
3 Atom Omega Ishtar 76 Uncommon Power Fist 
3 Atom Omega Xi 77 Uncommon Artificial Blood 
3 Atom Omega Xi 78 Uncommon Electrostaff
3 Atom Omega Xi 79 Uncommon Marauder Armor 
3 Atom Omega Area 52 80 Uncommon Chameleon Shield 
3 Atom Alpha Bio 81 Rare Redundant Organs 
3 Atom Alpha Dark 82 Rare Invisibility 
3 Atom Alpha Bio 83 Rare Density 
3 Atom Alpha Bio Fire 84 Rare Fire Wings 
3 Atom Alpha Bio Fire 85 Rare Explosive Pods 
3 Atom Alpha Bio Psychic 86 Rare Center Cannot Hold 
3 Atom Alpha Psi 87 Rare Mind Trick 
3 Atom Alpha Dark 88 Rare Download Ego 
3 Atom Alpha Dark 89 Rare Shadow Person 
3 Atom Alpha Bio Electricity 90 Rare Static Field 
3 Atom Alpha Dark 91 Rare White Dwarf 
3 Atom Alpha Dark Fire 92 Rare Pants on Fire 
3 Atom Alpha Dark Radiation 93 Rare Das Gamma Auge 
3 Atom Alpha Dark 94 Rare My Name is Mud 
3 Atom Alpha Psi Healing 95 Rare Inhabit Corpse 
3 Atom Alpha Psi 96 Rare Know-It-All 
3 Atom Alpha Dark Fire 97 Rare Explode! 
3 Atom Alpha Psi Psychic 98 Rare Mind Killer 
3 Atom Alpha Psi Psychic 99 Rare Hyperactive 
3 Atom Alpha Dark Physical 100 Rare Disintegrating Touch 
3 Atom Omega Area 52 101 Rare Holoshield 
3 Atom Omega Area 52 102 Rare Mini Tank 
3 Atom Omega Area 52 103 Rare Neural Baton 
3 Atom Omega Ishtar 104 Rare Fusion Lance 
3 Atom Omega Area 52 105 Rare Teleport Pads 
3 Atom Omega Area 52 106 Rare Inviso Armor 
3 Atom Omega Area 52 107 Rare Force Field Projector
3 Atom Omega Ishtar 108 Rare Phase Cape 
3 Atom Omega Ishtar 109 Rare Energy Mace
3 Atom Omega Area 52 110 Rare Black Ray Gun 
3 Atom Omega Area 52 111 Rare Skycycle 
3 Atom Omega Xi 112 Rare Phoenix Neurojack 
3 Atom Omega Ishtar 113 Rare Plasma Sphere
3 Atom Omega Ishtar 114 Rare Rad Armor 
3 Atom Omega Xi 115 Rare Vibro Sword 
3 Atom Omega Ishtar 116 Rare Gunport Armor 
3 Atom Omega Xi 117 Rare Heavy-Lift Harness 
3 Atom Omega Xi 118 Rare Interface Goggles 
3 Atom Omega Xi 119 Rare Screaming Meemie 
3 Atom Omega Area 52 120 Rare Rifle Hound 
Flag RobotRock December 16, 2010 2:49 PM PST
Does anyone have the "Atom" (Booster) card lists in .csv form or in a spreadsheet? (If it is already here somewhere and I missed it, I apologize)
Flag WindLane February 3, 2011 3:57 PM PST
Are the ten new cards from Legion of Gold being written down by anyone?
Flag Chandrak February 3, 2011 4:10 PM PST
Im sure theyll be added here, but not until people have a chance to get the set. Unless you were at the event, people probably dont have a copy yet.
Flag Oraibi February 4, 2011 7:23 PM PST

Legion of Gold cards -- the "mutant rat" set (ten cards):


1. Dark Matter Shroud (Alpha; Dark): At your command, motes of dark matter settle on your body. Minor action; Personal; Effect: You gain concealment until the end of the encounter. Overcharge: When you use this power, you can roll a d20. 10+: While this card is readied, you gain total concealment until you are damaged by an attack; 9 or less: You are blinded and dazed (save ends both). You can't save against this effect during the turn you overcharge it.


2. Evolved Equilibrium (Alpha; Psi): You can stand on one foot, rub your belly, and tap your head all at the same time. Benefit: You can't be knocked prone, pulled, pushed, or slid unless you want to be. Overcharge: When you start your turn, you can roll a d20. 10+: When you move, you don't provoke opportunity attacks while this card is readied. 9 or less: While this card is readied, if you move more than half your speed with a single action on your turn, you lose the normal benefit of this power during this turn and fall prone at the end of the movement.


3. Gas Emission (Alpha; Bio, Poison): The mutant who smelt it dealt it! Standard action; Close burst 2; Target: each creature in burst; Attack: Level +3 vs. Fortitude; Hit: Roll a d6 for each hit: 1-2: The target takes a -2 penalty to attack rolls (save ends); 3: The target is immobilized (save ends); 4: The target is blinded (save ends); 5: The target takes 15 poison damage; 6: The target is dazed (save ends). Overcharge: When you use this power, you can roll a d20. 10+: Instead of rolling for each hit, you choose the result for each hit. 9 or less: You also hit yourself with the attack.


4. Mirror Body (Alpha; Dark): Your body becomes covered with a mirror finish, so you can show your enemy just how ugly it is. Immediate interrupt; Ranged 5; Trigger: An attack hits you; Target: One creature; Attack: Level +3 vs. Reflex; Hit: The triggering attack also hits the target. Overcharge: When you hit with this power, you can roll a d20. 10+: You take one-half damage from the triggering attack. 9 or less: Until the end of your next turn, whenever you attack, you automatically hit yourself, in addition to any targets you hit normally.


5. Rain Caller (Alpha; Bio, Electricty, Zone): "Feel the power of RAIN!" Standard action; Close burst 5; Effect: The burst creates a zone of rain that lasts untl the end of your next turn. Any creature within the zone has concealment, and fire attacks deal one-half damage to targets within the zone. While the zone exists, you can spend a minor action at the start of your turn to make the zone persist until the end of your next turn. Overcharge: When you use this power, you can roll a d20. 10+: You call down a lightning bolt. Make an attack against one creature within the sone: Level +3 vs. Fortitude; on a hit, 4d6 + twice your level electricity damage. 9 or less: You take 20 electricity damage as a lightning bolt strikes you.


6. Mk III Scout Armor (Omega; Area 52): Lightweight but durable, this armor helps you cover a lot of ground quick. Armor: Heavy; Property: You gain a +6 armor bonus to AC, a +1 armor bonus to Fortitude and Reflex, and a +1 armor bonus to speed; Power: Encounter; Move Action; Personal; Effect: You make an Athletics check to jump with a +10 bonus. The distance jumped is not limited by your speed. Salvage 4: A 4th-level character can salvage the scout armor. It becomes heavy armor: +6 armor bonus to AC; +1 armor bonus to Fortitude and Reflex; +1 armor bonus to speed.


7. Dimensional Shuntshield (Omega; Ishtar): Shunt kinetic, electromagnetic, and heat energies into other dimensions for fun and profit! Armor: Light; Property: You gain a +4 armor bonus to AC, and a +1 armor bonus to Fortitude and Reflex. Power: Encounter; Immediate interrupt; Personal; Trigger: You take damage from an attack; Effect: Reduce the damage you take from the triggering attack by 10. Salvage 6: A 6th-level character can salvage the shuntshield. It becomes light armor: +4 armor bonus to AC; +1 armor bonus to Fortitude and Reflex.


8. Flame Thrower (Omega; Area 52): When you trigger the nozzle, it sprays liquid fire that immolates your enemies. Weapon: Two-handed; Power: At-Will * Fire; Standard Action; Close Blast 5; Target: Each creature in blast; Attack: Level +6 vs. Reflex; Hit: 2d6 + Constitution modifier + your level fire damage, and ongoing 5 fire damage (save ends).


9. Flaregun (Omega; Area 52): Step 1: Point. Step 2: Shoot. Got it? Weapon: One-handed; Power: Consumable * Zone; Standard Action; Area burst 10 within 20; Effect: The burst creates a zone of bright light that lasts until the end of the encounter. In addition, the flaregun's other power is expended. Power: Consumable * Fire; Standard Action; Ranged 5; Attack: Level +6 vs. Reflex; Hit: 1d6 + Dexterity modifier + twice your level fire damage, and the target is blinded (save ends). While the target is blinded, its space and each adjacent square is filled with bright light. Effect: The flaregun's other power is expended.


10. Matter Bomb Prime (Omega; Area 52): Pushing the candy-apple-red button causes the device to begin flashing. You'd better start running. Now. Power: Consumable * Fire, Radiation; Standard Action; Personal; Effect: You activate the matter bomb. You can place the bomb in your square or a square adjacent to you as a minor action. At the start of each of your turns, roll a d6. On a 6, the matter bomb detonates and you make the following attack centered on the bomb's square. No action; Close burst 5; Target: One creature *; Attack: Level +6 vs. Reflex; Hit: 6d6 + twice your level fire and radiation damage; Miss: Half damage.


* This may require errata and most likely should say "All creatures in burst."




Flag Cadilon February 7, 2011 7:35 AM PST
There is another promo "Two-Headed" available on ebay.
Flag Seeker95 February 7, 2011 9:28 AM PST
I love this thread! I have taken its contents and incorporated it into my auto-calc character sheet. The Alpha and Omega cards content is really sueful so that we can keep track of what cards the PCs have. I run more than one game, and don't want to keep the cards in the players' hands between sessions.
Flag Mordiceius February 21, 2011 7:14 PM PST
I made a thing for you all:

spreadsheets.google.com/ccc?hl=en&key=tL...
Flag voodoodolly February 28, 2011 7:21 AM PST
Mordiceius... You freaking rule!
Flag DubmasterC February 28, 2011 10:06 AM PST
This is insanely awesome. Thanks
Flag MajesticMoose March 1, 2011 10:42 AM PST
Now all I have to do is find all the singles I don't have.  That xl file is great too.  thanx
Flag FlashbackJon March 2, 2011 11:52 AM PST

Feb 21, 2011 -- 7:14PM, Mordiceius wrote:

I made a thing for you all:

spreadsheets.google.com/ccc?hl=en&key=tL...



This is just me being completist, but any chance you'd include the actual card numbers for each card?  (I realized after a couple minutes that the numbers corresponded to the random table you included.)

Flag LeGrognard March 2, 2011 2:38 PM PST
Thanks to Mordiceius for the Excel Spreadsheet!!  Wish I knew enough to create a sheet or program to pop out a random mutation/tech based on that database.  May just make cards myself then not have to worry about it at all.  Thanks again!!
Flag RobotRock March 2, 2011 3:44 PM PST
Thank you Mordiceius!
Flag Vonether March 2, 2011 7:13 PM PST
+100!!!
Flag UnholyD April 11, 2011 9:35 PM PDT
Totally loving this thread.
Flag Venture73 June 14, 2011 7:49 PM PDT
Someone asked for the actual Card #s to be included on Mordiceius' fantastic spreadsheet.  I wanted to have the Card #s on there too, so I went ahead and added a column for that to his spreadsheet and have re-posted it on GoogleDocs.

Mordiceius' Spreadsheet 2.0, now with more Card #s


Enjoy!
Flag SewerDragon November 30, 2012 6:40 PM PST
I haven't picked up a copy yet, but did Famin in Far-Go come with cards?
Flag DavicusPrime June 2, 2013 1:19 PM PDT

Nov 30, 2012 -- 6:40PM, SewerDragon wrote:

I haven't picked up a copy yet, but did Famin in Far-Go come with cards?




It comes with cryptic alliance cards.  Not sure what those are but when i get my copy of the game I'll find out.

The Legion of Gold comes with 10 more cards, 5 of each type.

-DavicusPrime 

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