| Volume 1: Issue 3: Winter | |||||||||||||||||||||||||||||||||||||||||||
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Aeronautilus :
Airwhale :
Antigrav Horse :
Brutorz :
Centisteed :
Drakk- Sangra |
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Steeds for the 4th and 5th editions of the Gamma World Game Derek Winston Materials: 4th and/or 5th edition Gamma World Rulebook Riding a mount is faster, more comfortable, and far less tiring than walking. When traveling the ruins of Gamma Terra, one has the opportunity to see (and perhaps ride) many different kinds of steeds. This article gives 4th and 5th edition statistics for many of the strange beasts that can be tamed and ridden in the Gamma World game. When encountered in the descriptions, any game data will be given in 5th edition (with 4th edition game data immediately following, italicized and in parentheses). 4th edition Game Data Number: 1-2 AC: 23 (13 for tentacles) Mutations: Telekinetic Flight, Poison (paralytic, I 12, tentacle coating) 5th edition Game Data
Durability: 20/20/10/10 Action Check 3/2/1/- Attacks Skill Roll Damage Type Defenses Skills This strange creature is a gigantic descendant of the seagoing nautilus. Floating leisurely by means of telekinetic flight, the aeronautilus roams the skies of Gamma Terra, extending it's tentacles down to stun and capture large prey. Aeronautili have a strange liking for empathic and telepathic humanoids. Telepaths who have come into contact with the mind of an aeronautilus describe it to be somewhat like a smart, very friendly puppy. If the aeronautilus decides that it likes the humanoid, it will extend it's tentacles down and draw the humanoid up inside it's shell. From here, the humanoid can ride with the creature and direct it's attacks. The aeronautilus is equipped with 10 meter long tentacles coated with a poisonous enzyme. The creature attacks with a random number of tentacles per action (round), and can split the attacks between multiple targets in a 5 meter radius. Successful strikes can cause paralysis in victims, who are then drawn up into the creature's powerful jaws to be eaten. Creatures who appear to be immune to the paralytic attack may be constricted by the aeronautilus's tentacles, if it feels the meal is worth the trouble. A severed tentacle will be grow back in a month. Besides flying, an aeronautilus can submerge itself, trapping an air bubble in it's shell for the comfort of it's rider. This air bubble lasts approximately one hour. 4th edition Game Data Number: 2d10 (pod) AC: 0 Mutations: Gas Bags 5th edition Game Data
Durability 24/24/12/12 Action Check 5/2/1/- Attacks Skill Roll Damage Type Defenses Skills A pod of airwhales is one of the truly beautiful sights of Gamma Terra. Appearing to be flattened whales, these creatures fly through the air by means of collecting air in enormous gas bags and maneuver by expelling trapped air out of one of it's many steering bladders. Airwhales eat much as their ancestors did, by opening their mouths and capturing birds, microorganisms, etc. Airwhales cannot be trained, but migrate like clockwork. Everybody knows approximately what day and time a specific airwhale pod will pass, and these magnificent creatures allow themselves to be used as mass transport from place to place. Riders should take care not to attack or damage the whales, for they have been known to perform a slow barrel roll to drop offenders to the ground far below. 4th edition Game Data Antigrav horses look like steel horses with no legs. When operational, they float on antigrav pods and are steered by command of their rider, either through a computer link or manual rein control. They are able to ignore rough terrain and make "leaps" of up to two meters in height and five in length. Antigrav horses can run continuously on solar power and have a two-hour battery backup for dark conditions. Before the end of civilization, antigrav horses were popular with nature lovers who could not afford to keep and care for a real horse. Some people also raced these devices, and added many options to improve speed and handling. An energy cell will keep an antigrav horse operating for 24 continuous hours (24 hours on a chemical or charged solar cell; can be fitted with a hydrogen cell, but not an atomic cell). Brutorz Centisteed 5th edition Game Data
Durability: 14/14/7/7 Action Check 7/6/3/1 Attacks Skill Roll Damage Type Defenses Centisteeds are fast mounts, but skittish- a firm rein is required to control these nervous creatures, who perceive nearly everything as a threat to their meager lives. If frightened, they will attempt to throw their riders, first by activating their Kinetic Shield mutation (force field generation) (which will automatically throw the rider), or by bucking wildly if that mutation has already been used. Centisteeds that get loose from their rider are very fast and difficult o catch. These creatures eat twice as much as a normal creature of their size, which makes keeping them expensive. Despite their difficulties, however, a centisteed can be a fast mount to a mutant with the mental powers to keep them calm and on course. Drakk- Sangra (Riding Scorpions) 4th edition Game Data Number: 1d4 AC: 17 Mutations: Multiple Limbs (Arms, Pincers), Multiple Body Parts (Tail-stingers), Hostility Field (D), Poison (debilitative, I 10) 5th edition Game Data
Durability 14/14/7/7 Action Check 13/12/6/3 Attacks Skill Roll Damage Type Defenses Skills These horse-sized mutant scorpions are vicious indeed- they can only be trained by those who can dominate them straight out of the egg, and will only allow that person to ride them, ever. They come with four pincers, two poison-tipped tails, and a nasty disposition. Drakk-sangra will not remain tame forever- their nature will eventually overcome anything learned at the end of a whip. There is a cumulative 10% chance per year that they will turn on their masters, seeking to kill them before returning to the wild. Experienced handlers recognize the signs of impending rebellion, and will kill these beasts before they get too old. 4th edition Game Data
# Seats: 4 Hit Points: 20 5th edition Game Data Shadow Age Artifact (Humans and Androids only) A Shadow Age (Tech VI) novelty, this vehicle was meant for entertainment rather than travel. Nevertheless, it can operate for 6 hours on an energy cell (6 hours on a chemical energy cell or charged solar energy cell; cannot carry a hydrogen or atomic power cell). (GW 4th ed., pg 152) 5th edition Game Data
Durability: 12/12/6/6 Action Check: 8/7/3/1 Attacks Skill Roll Damage Type Defenses Skills Jackalopes can be used as mounts if captured and trained young. Even after training, however, they are easily spooked and must be kept under a tight rein. Jackalopes also have a rough gait, and any rider not specifically trained to ride them (ie with the Riding-jackalope skill) will likely be thrown and injured. Jackalopes are not war mounts. They will only ram a target if startled by it, and will then hop away a few meters, squat low to the earth, and use their Chameleon Flesh mutation to blend in with the dirt. (GW 4th ed., pg 159) 5th edition Game Data
Durability: 12/12/6/6 Action Check: 8/7/3/1 Attacks Skill Roll Damage Type Defenses Skills Pinetos are skittish, but can be trained to act as mounts or beast of burden. A thick leather saddle is necessary when riding these creatures to protect the rider from the 5 cm spines that cover it like hair. Pinetos are the favored mounts of traveling sleeth scholars. 4th edition Game Data Number: 1d4 AC: 15 Mutations: Multiple Body Parts (2 heads), Poison (fangs, I 12 Destructive) 5th edition Game Data
Durability 14/14/7/7 Action Check 6/5/2/1 Attacks Skill Roll Damage Type Defenses Skills These serpents were first trained by jungle-dwelling gren, but their fearsome and vicious nature led to their taming by other war-like races. These snake-mounts are six meters long and one meter in diameter, and sport two hooded cobra heads. Besides a poisonous bite, these creatures spit venom to a range of 10 meters. Like drakk-sangra, ple'hal sethi will not remain tame forever- they will keep growing larger and larger, and will eventually decide that their master will make a better meal than a rider. There is a 10% chance per year of this occurring. Like drakk-sangra, experienced handlers can detect the onset of rebellious behavior and slay the beast before it blooms. One out of every fifty of these creatures has 1d4 extra heads. These ple'hal sethi are too strong-willed to train normally, but can sometimes be dominated by mutants with extraordinary mental powers. Podog Podogs are intelligent, and will readily accept riders with whom they feel a friendship. They will never allow themselves to be saddled and ridden by strangers. Prize breeds with the Dual Brain mutation will only accept the strongest riders, usually pairing up with the leader of any humanoid group that is paired with the members of his pack. Stagon 5th edition Game Data STR 13 (2d4+8) INT 2 (d4) Durability 12/12/6/6 Action Check 7/6/3/1 Attacks Skill Roll Damage Type Defenses Skills The horses of Gamma Terra, these large mutated stag are the steeds of choice to most sentients. They are easy to train and will accept any rider, and can even be trained as war mounts (attacking with antlers and hooves). |
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