|
3 years ago ::
Oct 09, 2010 - 10:33AM
#1
|
Date Joined:
Aug 28, 2009
|
This thread includes a complete list of all the cards in the "Atom" booster set as well as half the cards in the Gamma World box "Rad" set. We've almost got a complete card list. This list was assembled with the invaluable assistance of Doomed_Prophet, greyseer, Ramen_Hood, palmerkun, Ayanla, lord_bob, talladega, toldarr, CaptainBasilicus, KJordan, lammars and the procrastonaut. My sincere thanks to you all, especially the star players who typed up all the text of their cards. This initial post became too long and exceeded the character count limit; the list has been reposted further down the thread. But fear not! For there are links.
Find the list of "Atom" Alpha Mutations here.
Find the list of "Atom" Omega Tech here.
Find the list of "Rad" Alpha Mutations here.
As a special bonus, there is a Promo set of 3 cards with a "Bomb" symbol in the upper right corner. Those cards are listed here.
1. Power Mimic (A; P; Dark) You copy someone else's mutation. Choose wisely! Minor Action; Close Burst 5; Target: One ally in burst with a readied Alpha Mutation.; Effect: Choose one Alpha Mutation the target has readied. You gain the Alpha Mutation's benefit until the end of your next turn, or you can use its power once before the end of your next turn. The target's Alpha Mutation is unaffected.; Overcharge: When you use this power, you can roll at d20.; 10+ You gain the Alpha Mutation's benefit until the end of the encounter instead, or you can use its power once before the end of the encounter.; 9 or less: A random enemy of the GM's choice gains the same benefit or power use as you from the chosen Alpha Mutation.
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.
3. Dehydrated Man (O; P; Ishtar) This jar of white powder is labeled "Powdered Scientist—just add water!" Special; Minor Action; Effect: You deploy the dehydrated man in an unoccupied square adjacent to you. It occupies 1 square. Enemies can't move through its space, but allies can. Whenever you take a move action, you can move the man 6 squares as a free action. The dehydrated man's defenses are all 20. If a single attack deals 20 or more damage to the man, it's destroyed. While the man is deployed, you gain a +5 power bonus on Conspiracy, Mechanics, and Science checks. At the end of the encounter, roll a d6. On a 1–3, the dehydrated man collapses into lifeless powder. On a 4–6, the man leaves to pursue its own goals.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
|
|
|
|
3 years ago ::
Oct 09, 2010 - 10:56AM
#2
|
Date Joined:
Jun 20, 2005
|
I'd be willing to help compile at least a checklist if other people want to contribute. I however only have the one booster from the boxed set.
*Edited for inaccurate information.
|
|
|
|
3 years ago ::
Oct 09, 2010 - 11:24AM
#3
|
Date Joined:
Mar 26, 2010
|
Some of my observations so far The 80 cards in the GM deck are not replicated in the CCG portion. They have a unique symbol (The radiation trifoil) to seperate them from CCG cards (Atom) and do not have rarity symbols (circle = common, diamond = uncommon, star = rare) on them.
The 120 cards are split as such: 1-40 Common, 41-80 Uncommon, 81-120 rares. The mix is 50/50 Alpha and Omega. After 1 Display box of boosters 1 Got 2+ of every common. With the exception of 4, I got one of every Uncommon, and of course since you have 40 Rares and only 24 boosters in a display box, I got 24 rares (most of them unique).
If you intend to get two of every card for use, you can easily expect to buy lots of boosters (4 display boxes worth).
With the exception of the Commons, the split was the low numbers in a rarity band were Alphas (so 41-60) and the higher numbers were Omegas (so 61-80).
Anyway, looking forward to a list coming out.
|
|
|
|
3 years ago ::
Oct 09, 2010 - 1:00PM
#4
|
Date Joined:
Oct 14, 2009
|
1. Wings (A) 2. Tentacles (A) 3. Mind Switch (A) 4. Radio Head (A) 5. Narcolepsy (A) 6. The Patch II (O) 7. Hypno-Ray (O) 8. Dream Grenade (O) 9. Hoverboard (O) 10. Fizz Neurojack (O) 11. Hyper-Balance (A) 12. Liquid Bones (A) 13. Adrenal Rage (A) 14. Dart Cough (A) 15. Proboscis (A) 16. Metal Body (A) 17. Sensitive Nose (A) 18. Hands of Time (A) 19. Hands of Power (A) 20. Molecular Instability (A) 21. Huge Arms (A) 22. Death Reading (A) 23. Machine Command (A) 24. Psychic Illusion (A) 25. Object Reading (A) 26. Inertial Armor (O) 27. Mass Pistol (O) 28. Mindbore Orbiter (O) 29. Holoscanner (O) 30. Plasma Sword (O) 31. Duralloy Shield (O) 32. Omniscient Goggles (O) 33. Disruptor Pike (O) 34. Enviroboots (O) 35. Force Axe (O) 36. Cerametal Armor (O) 37. Portacomp (O) 38. Laser Whip (O) 39. H11 Blaster Rifle (O) 40. Meltdown Orbiter (O) 41. Mandibles (A) 45. Healing Roots (A) 46. Flurry of Bodies (A) 47. Duality (A) 48. I, Battery (A) 49. Phase Strike (A) 50. Shimmershield (A) 51. Crushing Gravity (A) 58. Polar Aura (A) 59. Multiattack (A) 60. Plaything (A) 61. Stun Whip (O) 62. Autodoc (O) 64. Gunsight Orbiter (O) 65. Energized Armor (O) 66. Thunder Grip (O) 67. Grav Mortar (O) 68. Photonic Spear (O) 71. Diskthrower (O) 79. Marauder Armor (O) 80. Chameleon Shield (O) 81. Redundant Organs (A) 84. Fire Wings (A) 98. Mind Killer (A) 99. Hyperactive (A) 100. Disintegrating Touch (A) 101. Holoshield (O) 102. Mini Tank (O) 103. Neural Baton (O) 117. Heavy-Lift Harness (O) 118. Interface Goggles (O) 119. Screaming Meemie (O) 120. Rifle Hound (O)
12 Boosters purchased today, 73 unique of 96. (A) = Alpha Mutation, (O) = Omega Tech
Hope this helps !
|
|
|
|
3 years ago ::
Oct 09, 2010 - 2:59PM
#5
|
Date Joined:
Aug 28, 2009
|
This is awesome, Toldarr. Thank you very much.
I suppose the next step is a resource which includes the text of all the cards, but that would be a chore and a half.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
|
|
|
|
3 years ago ::
Oct 09, 2010 - 7:50PM
#6
|
Date Joined:
Mar 26, 2010
|
Here is what I can add to Toldarr's list
42 Accelerated Claw (A) 43 Gigantism (A) 44 Sonic Screech (A) 45 Healing Roots (A) 52 Body of Light (A) 53 Neutron Emission (A) 54 Strong as Stone (A) 55 Sympathetic Link (A) 56 All a Dream (A) 57 Ultrashriek (A) 63 Grav Shield (O) 70 Servo-assit armor (O) 72 Jet Boots (O) 73 Force Shield (O) 74 Gravity Hammer (O) 75 Repeating Gauss Rifle (O) 76 Power Fist (O) 77 Artificial Blood (O) 78 Electrostaff(O) 82 Invisibility (A) 83 Density (A) 85 Explosive Pods (A) 86 Center Cannot Hold (A) 87 Mind Trick(A) 88 Download Ego (A) 89 Shadow Person (A) 90 Static Field (A) 104 Fusion Lance (O) 105 Teleport Pads (O) 106 Inviso Armor (O) 107 Force Field Projector (O) 108 Phase Cape (O) 109 Energy Mace (O) 110 Black Ray Gun (O)
|
|
|
|
3 years ago ::
Oct 09, 2010 - 7:59PM
#7
|
Date Joined:
Aug 28, 2009
|
Edited the original post to include the info you guys posted. Thanks to you both!
Looks like we are missing around a dozen cards.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
|
|
|
|
3 years ago ::
Oct 09, 2010 - 8:32PM
#8
|
Date Joined:
Jun 15, 2006
|
#97 is "Explode!" which is by far the best card I've seen in the game so far, not because the effect is powerful (which it is), but because it has the line:
"You blow yourself to bits (save ends)"
|
|
|
|
3 years ago ::
Oct 09, 2010 - 9:45PM
#9
|
Date Joined:
Jun 23, 2008
|
91. White Dwarf (A) 92. Pants on Fire (A) 93. Das Gamma Auge (A) 94. My Name is Mud (A)
111. Skycycle (O)
|
|
|
|
3 years ago ::
Oct 09, 2010 - 10:10PM
#10
|
Date Joined:
Jun 23, 2008
|
Some of my observations so far The 80 cards in the GM deck are not replicated in the CCG portion.
Although there are no direct replications, I did notice a few that were a few very near identical copies.
e.g. Rifle Hound <--> Erratic Rifle Hound, Black Ray Gun <--> Cracked Ray Gun.
Fortunately the bleed over is only a few cards.
..The mix is 50/50 Alpha and Omega. ...
This holds mostly true, though I did find that some of my packs had a 5/3 mix one way or the other. It did manage to nearly balance itself after all packs were opened though. The one thing I was a little bummed about was the overweighting I seemed to get on Bio and Area 52 cards.
Alpha: 97 / Omega: 95
Bio: 43 Dark: 29 Psi: 25
Area 52: 42 Ishtar: 33 Xi: 20
|
|
|