Encounter Tables for Gamma World (or Mutant Future), Part 4

Here is Part 4 of my Encounter Tables for old school 1st Edition Gamma World (revised slightly to comply as close as possible to Mutant Future rules). As a reminder, Part 1 provides #1 - #5 and also explains why these encounter tables exist in the first place.  Part 2 has encounters #6 - #10. Part 3 has encounters #11-15. 

The "Sons of David" (as well as the "Brother of the 11th Commandment" from Part 3) are from a very famous post apocalyptic book which heavily influenced Gamma World, although I had to change the name for copyright purposes.  I'm sure you can figure it out.  The "Templars of Ancestral Purity" are an homage to one of GW's cryptic alliances, also changed for copyright purposes. 

Have fun!

The following is designated open game content per the Open Game License



  1. Army of the “Sons of David” (25) [AL L, MV 120’ (40’), AC 4, HD 1 x 8, 2 x7, 5 x 6, 10 x 5, 7 x 4, #AT 1, DG (by weapon type), SV L8 (leader) or L7 (two captains) or L4-6 (all others, based on HD), ML 10 (leader and two captains), or 8 (all others), Mutations: none.]
    The leader is armed with a battle axe and a crossbow (each 1d8 damage).
    The two captains have polearms (1d10 damage).
    The five sergeants have muskets and enough shot to fire 20 times (1d10 damage; 20% chance of misfire).
    The ten soldiers have long swords (1d8 damage).
    Three of the seven soldiers have short swords and short bows (each 1d6 damage).
    Four of the seven have flails (1d6 damage).
    All members of the army also carry a dagger (1d4 damage).
    These pure humans are followers of a religious sect called the “Sons of David”, which stretches back to millennia.  They will not attack unless provoked or if the encounter people who are somehow allied with “the Impure” (see encounter #29).
  2. Pure Human Cyborg (1) [AL N, MV 120’ (40’), AC 8, HD 6, #AT 2, DG 1d6 (built-in duralloy warclaws) or 7d6 (micro-missile launcher built into his right arm with three missiles left), SV L6, ML 7, Mutations: none.]
    This cyborg is an outcast, and will befriend any who aid him.  He may be recruited or hired.
  3. The “Iron Man” (1) [AL N, MV 120’ (40’), AC 1, HD 9, #AT 1, DG 10d6 (unarmed attack), 5d6 (Mk 1 laser pistol built into each finger) or 7d6 (blaster rifle), SV L9, ML 10, Mutations: none.]
    The Iron Man is wearing Heavy Encased Military Armor, but he has already used all of his supply of grenades and missiles.  His power cells will charge the armor for another four weeks, total.
  4. Templars of Ancestral Purity (5) [AL N, MV 120’ (40’), AC 4, HD 4, #AT 1, DG 1d10 (lance) or 1d8 (long sword), SV L4, ML 8, Mutations: none.]
    The Templars are all pure humans on a quest to rid the world from the contamination of mutants.  They fear that humanity is being destroyed in the face of ever more mutant humans being born and breeding with the few remaining pure humans.  The leader is carrying a Mk 1 laser pistol (DG 5d6) and mounted on a war horse.  The other four are mounted on huge mutant riding dogs (use the stats for dire wolves), one of which has the neural telepathy mutation to communicate with his master.  Lastly, one of the Templars (select at random) is actually an android who has infiltrated the group by posing as a pure human.  He has a vibro blade hidden in his cape, and will attack other pure humans if he comes across them while the other Templars try to calm him down.  The Templars will not attack other pure humans (with the exception of the android), but they will attack mutant humans on sight.
  5. Tribesmen (15) [AL N, MV 120’ (40’), AC 6, HD 1 x 8 (leader), 12 x 6, 2 x 5, #AT 1, DG (by weapon type – see below)]
    The leader it a mutant human (DG 3d6 poison (poison stinger) or 7d6 (bazooka with mini missiles) or 1d4 + 6 (vibro dagger), SV L8, ML 9, Mutations: aberrant form (larger mouth which adds +3 to damage on Shriek mutation),shriek, toxic weapon (poison stinger, Class 3)
    Three mutant humans (DG 1d10 (carnivorous jaws) or 2d6 + stun (stun whip; like a baton but with a 10’ range) or 1d4 + 6 (vibro dagger), SV L 6, ML 7, Mutations: aberrant form – natural weapon (carnivorous jaws, DG 1d10), fur (-2 to damage from cold-based attacks)
    Four mutant humans (DG 1d8 (horns) or 2d4 (“power chucks”) or 1d4 + 6 (vibro dagger), SV L6, ML 7, Mutations: aberrant form – natural weapon (horns, DG 1d8), mane/bristles (-1 from cold-based attacks)
    Five mutant humans (DG 1d6 (retractable claws) or 1d6 (blood agent grenades) or 1d4 + 6 (vibro dagger), SV L6, ML 7, Mutations: aberrant form – natural weapon (retractable claws, DG 1d6), natural armor (extreme carapace, +2 to AC but movement reduced to 75% of normal)
    Two pure humans (DG 1d8 (crossbow) or 1d4 + 6 (vibro dagger), SV L5, ML 7, Mutations: none.
    This mixed group of tribesmen is all wearing mixed piece-metal armor.  The two pure humans are “younglings” and the mutant leader believes they should be exposed to radiation as a “rite of passage.”  He is slightly insane and believes that they will simply absorb the radiation and take on beneficial mutations, versus becoming ill.

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