TEXT: From: nasato@wiliki.eng.hawaii.edu (Neil Asato)
  Date: 25 Oct 91 02:12:42 GMT
  Newsgroups: rec.games.frp
  Subject: Gamma World 3rd ed corrections
  I made this article for myself a couple years ago, with some updates. I
  have decided to post it here for any Gamma World fans that might still
  be out there. I enjoyed the 1st edition of Gamma World ( when it came
  out). I , to a lesser extent, liked the 2nd edition. But the 3rd
  edition seems to have been made to kill off the fans of Gamma World.
  The core game mechanics of the 3rd edition has many fast-paced, smooth
  features, but then everything else was a mess. It took me about three
  months to clean up the books to make it into a fun campaign. The
  creators' made several fatal game design mistakes by not following 
  these rules: 1) the game system must have some sort of consistency, 
  even if it is not realistic; 2) all information should be out in the 
  open so that the GM can easily alter the module/campaign to fit his/her 
  needs(if the GM is kept in the dark as much as the players are, then
  something is wrong); 3) even if an artwork is good, do not keep
  recycling it for other products (I find it annoying seeing the
  Expedition to the Barrier Peaks module being reused in the Epsilon
  Cyborgs module); and 3) do not make the world a joke, if you want the
  players to take you seriously (especially the names and religions in 
  the Delta Fragment (Dollar mini-module)). For those few Gamma World 
  fans out there, Here is what the Gamma World 3rd edition corrections 
  should have been like:
                           Rules Supplement 2
                   Unofficial Changes for Gamma World
                             by Neil Asato
  This article is organized along the same lines as the rules supplement,
  with some of the alterations taken from Dragon Magazine (issue #149),
  and the engineering bots' descriptions are taken from the first edition
  of Gamma World. All of the information here should be considered
  optional. A few go against assumptions made in most science-fiction
  stories (see below for the effects of radiation and neutron bombs for
  the most obvious examples). GW9 module has optional rules on skills,
  talents, and items. GW10 module has optional rules on robots.
                  
        Rule Book
  TECH SCORE (page 5)
  Tech score is different from the Tech Level of a device. Tech score
  represents how well designed a technological item was made.  It does
  not normally represent how physically strong a device, which is
  represented by the device's Material Strength. A Tech Check is used in
  the same way that an Ability Check is made. It is used when the device
  might not work (for example, a gun that was damaged by an opponent's
  attack) or when two directly opposing forces come into conflict
  (examples: radar against zilch armor; a sleeth versus a force field).
  Robots normally have Tech scores for all their equipment equal to their
  Hit Dice. Non-robotic equipment's Tech Scores are either determined by
  the GM or by rolling 2 six-sided die.
  
  RANGED WEAPON ATTACKS (page 20)
  Weapons with a base range of 5 meters or less have no point blank
  range. Attacks within 5 meters are treated as short range.
  RADIATION (page 24)
  Radiation actually does affect inorganic materials, but at a lower
  degree than living organic materials. Treat the material as if it was a
  pure strain human, ignoring inapplicable results (like infection and
  fatal effects), rounding to the nearest Intensity score value after
  making the modifications described below. If the adjusted Intensity
  score is 0, then ignore the damage. The slowed healing rates applies to
  attempts to repair the device or self-repairing systems like death
  machines.
  Structural materials (like a wall of a building) normally react to
  radiation at one-twentieth of the true Intensity (Intensity 40 is
  treated as Intensity 2, and Intensity 11 is treated as intensity 1).
  Structural materials use their Material Strengths as Constitution
  scores. Electronics and other energy-using devices normally react to
  radiation at one-tenth to one-half the true Intensity depending on how
  sophisticated and vulnerable it is (GM's discretion). Constitution
  scores for electronics without Hit Dice should be rolled with 2 six-
  sided die. Devices that are as complex and vulnerable to the effects of
  radiation as living organic creatures suffers the effects at the true
  Intensity (this includes most androids, automatons, and cyborgs).
  Materials and devices could be constructed to have greater resistance
  to radiation with more Hit Dice, lessened effects from radiation, and
  Sealed Armor (see GW10 module). Whether or not a given irradiated
  material becomes radioactive is up to the GM.
  INVISIBILITY (page 43)
  Duration: Until another conscious mutation is used.
  Description: Invisibility can be rendered useless by many ways.  Two
  methods are: blowing a cloud of dust or flour into the area, and using
  a sense that does not use sight. The color of the roll for the
  invisibility can be used to resist the effects of light-based attacks
  as an Ability Check (a green result means that the laser attack must
  make a yellow result or better to have an effect). If the light-based
  attack does affect the creature, then the attack is treated normally.
  REGENERATION (page 44)
  The usage in the description is wrong. The Use category is the correct
  usage rate.
  LIFE LEECH (page 48)
  Range is equal to the Mutation score in meters. Game balance is the
  factor here.
  MOLECULAR DISRUPTION (page 49)
  
  It has no effect when attempting to use the mutation on a single target
  that exceeds the mass restrictions. The mutant must roll for
  consciousness.
  SYMBIOTIC ATTACHMENT (pages 50 and 54)
  The user is affected by mental-based attacks on the controlled
  creature, with the same degree of effectiveness (i.e., same damage and
  color results). This mutation is slightly different than the one used
  by symbiotic characters, which become apart of their host creatures.
  TELEKINESIS (page 50)
  Use: 3 per 24 hours
  TELEKINETIC ARM (page 50)
  Use: 3 per 24 hours
  ARTIFACT EXAMINATION CHART (page 59)
  Complex systems like computers may require examining at its Complexity
  Rating several times to figure out just a small portion of the whole
  system, if the GM wishes to be harshly realistic. This is also true of
  attempts to understand complex equipment, not just knowing how to make
  it work.
  ROBOTS (page 60)
  GW10 module contains advanced rules concerning robots. In general, all
  robots have appropriate skills equal in level to their Hit Dice (i.e.,
  Medical bots will have medical skills).
  DEATH MACHINE (page 62)
  Number: 1 to 3
  Sensors: Sensors have a base range of 2.5 km
  Description: Single units are either in Wild mode or are equipped with
  zilch armor, while 2 to 3 units act as a coordinated team. Teams do not
  require radio contact as they normally use subtle physical movements to
  communicate plans. Teams normally stay within 300 meters of each other.
  Before Gamma World began, teams of these units were organized into
  groups of 3 to 10 teams. The only place that would be capable of doing
  this now would be the Cities of Man (which is mainly inoperable at this
  time).
  ENGINEERING BOTS (page 63 in Rule Book; page 7 in Rules Supplement)
  The descriptions for the light and standard bots are actually variants
  of the heavy bot, since most heavy bots were custom-built.  The light
  and standard bots are much smaller than the heavy bot.
  A light bot is 1 meter wide, 2 meters long, and 1 meter high. It has
  two 3 meters long tentacles that can lift 150 kilograms each, plus 2
  special tentacles 2 meters long that can lift 100 kilograms each.  The
  
  special tentacles are equipped with manipulative devices on the ends
  which allow them to use its tools. It has a tractor/pressor beam that
  can move 500 kilograms at a 10 meter range. The unit has stock parts
  and repair materials, a sonic torch, micro-laser, power wrenches, and
  other power tools. This unit repairs damage to inorganic materials at
  the same rate and capability as a medi-kit heals organic creatures.
  Engineering bots would have difficulty repairing unfamiliar materials
  and devices (like Tech V devices) in a manner similar to the difficulty
  that a medi-kit would have healing non-human characters. It can
  function up to 30 meters underwater and in a near-vacuum.
  A standard bot is 1.5 meters wide, 3 meters long, and 2 meters high.
  Most of its equipment is retractable in nature. It has two 5 meters
  long crane arms that can lift 1000 kilograms each, 4 tentacles 5 meters
  long that can lift 250 kilograms each, and a tractor/pressor beam that
  can move 500 kilograms at a 10 meter range. It contains the same
  equipment as the light bot, but it has more materials and tools to work
  with. The standard bot corresponds to the medical bot in the same
  manner that the light bot corresponds to a medi-kit. The standard bot
  is capable of functioning in deep waters and in the near-vacuum of
  space.
  The heavy bot can function on the ocean floor and in the near- vacuum
  of space. This unit usually has 10 times the supplies that the standard
  bot has. It may have double the normal skills when dealing with the
  subject that they were constructed for (i.e., dams, power relay
  stations, etc.)
  WARBOT (page 64)
  Number: 1 to 3 (see Death Machine)
  Sensors: Sensors have a base range of 0.75 km
      Reference Book
  CREATURES (page 2)
  Not all creatures will display the "normal" behavior given (this is
  also true of cryptic alliances). GMs may want to have entire villages
  of creatures who act completely opposite to their given descriptions.
  Examples include: grens who enjoy Tech Level IV lifestyles, and serfs
  who believe that power in any form should be used with responsibility
  and maturity.
  ANDROID (page 3)
  Actually the androids that consider humans to be enemies were those
  androids created by the mysterious aliens or the few Ancients, who want
  to conquer the world (see the description of Harlan Quade in GW10). All
  other androids are generally Restorationist in philosophy, but they
  pursue their goals on their own.
  WARDENTS (page 14)
  
  There appears to be no mention in any Gamma World source of what this
  legend exactly is or how it got started. It might be better if this
  legend is dropped, since it has little effect on the play of the game.
    Rules Supplement
  ENERGY FIELDS (page 9)
  Energy Screens: This energy field has a foamy appearance and it absorbs
  the energy of attacks on it like armor. It absorbs 5 to 50 points of
  damage per action turn (AC 1 to 10.) Most provides no protection
  against attacks that normal armor does not affect. Rare models might
  filter the environment around the user, allowing the user to "breathe"
  underwater and be unaffected by air-borne disease and gas attacks.
  These special qualities do not apply if the AC is reduced to 3 or
  less.
  Force fields that are air-tight in nature (robotic and powered armor
  force fields) will resist airborne diseases, gases, radiation, and
  sonic attacks at its normal -RF level. This sort of force field will
  make its user deaf while it is being used, since sounds will be
  deflected away. Sight is unaffected by this effect, since the visual
  systems, for units that have such force fields, compensate for such
  distortions in their vision. Air-breathing users need to carry their
  own air supply. Some force fields can resist mental attacks like the
  Repulsion Field mutation. An air-tight force field that is controlled
  by an advanced tactical computer (warbots, death machines, some main
  building computers, cybernetic installations, and think tanks) will
  actually shift the color of an attack by altering the shape and
  mechanical properties of the force field in response to the attack, but
  the robotic unit loses one action for the Action turn that it uses its
  force field in this fashion. The color is shifted equal to the -RF of
  the force field.
  Hyper-dimensional field: This type of energy field prevents any form of
  time interference, teleportation, or any other power that deals with
  time, space, and dimensions. It provides no other protection, and is
  almost always used with a force field. Attacks that are partially based
  upon distorting reality like the sergon's energy release attack and the
  ghitgon's heat breath have their damage reduced by 2 times the tech
  score of the hyper-dimensional field.  The tempus helmet in GW8
  projects this sort of energy field.
  Offensive fields: This refers to a class of energy fields rather than a
  specific type. These fields have no defensive ability. They cause
  damage by projecting or draining some sort of energy. Some produce
  electric shock or heat damage to anything touching them. The only ways
  to stop this type of energy field is to destroy the field projector or
  to directly interfere with the energy field (for example, energy
  negation mutations and energy dampening fields by robots).
  VIBRO WEAPONS (page 10)
  While armor has no effect, protective energy fields will protect their
  users from vibro weapons just as effectively as normal (including
  
  energy screens).
  MARK V BLASTER & MARK VII RIFLE (page 10)
  These types of weapons attack with electromagnetic radiation
  (microwaves). The principle is to use microwaves to attack the
  molecular bonds of any matter that the beam hits, but this effect is
  neither intense nor specialized enough to ignore the AC of the target.
  BOMBS AND EXPLOSIVES (page 10)
  Megaton-level weapons do not exist by the beginning of Gamma World (see
  fission bombs). For GMs who want such weapons, I have listed what a 150
  megaton fusion bomb would be like in game terms:
  150 megaton fusion bomb: A 1 meter metal sphere that releases a wide
  deployment of energies. It causes a base damage of 200, and all special
  effects are at Intensity 200. Disintegration special effect applies up
  to 2 kilometers away. Burn special effect applies up to 6 kilometers
  away. Critical special effect applies up to 22 kilometers away (special
  effect areas can overlap each other). The base blast radius is 10
  kilometers. All creatures and materials within 2 kilometers of the
  explosion are fully affected, even if they are composed of energy (like
  the woo'n and indie from GW8) or are nearly indestructible (like prot
  eps from GW6). Energy fields still work normally, but treat the attack
  as one-third heat, one-third force, and one-third radiation for
  purposes of how effective the energy fields will be.
  FISSION BOMBS (page 10)
  Both types are 1 kiloton weapons. The primary components of destruction
  are heat and force, with radiation being a secondary component. The
  clean type is actually not a fission bomb, it is a fusion device which
  is designed so that the primary component of destruction is force
  (little heat and radiation is created). The reason for the relatively
  low-yield weapons is that special military force ]fields (-5RF to
  -10RF) makes single megaton-level warheads useless.  Multiple attacks
  against a force field proved far more effective.
  FUSION BOMB (page 10)
  This is a microton weapon, designed so that nearly all of its energy is
  in the form of thermal energy. Very little energy occurs in the form of
  force and radiation.
  NEGATION BOMB (page 10)
  It causes double-damage to energy-based creatures and creatures that
  depend on non-chemical-bond energies as food.
  NEUTRON BOMB (page 10)
  This is another microton weapon, designed so that over 90% of its
  energy are in the form of high-energy neutrons. Contrary to popular
  belief, neutron weapons were not designed to leave buildings intact.
  This is just a side-effect of its design. While "conventional" fission
  weapons have to destroy the outer armor of bases with force and heat to
  
  harm the occupants, high-energy neutrons from a neutron bomb easily
  penetrate armor. When any of those neutrons is stopped, gamma rays are
  released. A neutron bomb functions like an armor-piercing weapon.
  It destroys any equipment quite effectively. The special effect can be
  treated as an Intensity 100 radiation against any inorganic material.
  GMs might want to allow medical equipment (with much damage) to survive
  so that characters can stay alive. Outside the special effect radius,
  assess damage like radiation damage (without the special effects) for
  inorganic materials, since the neutrons, gamma rays, and
  electromagnetic pulse would harm their systems (for example, structural
  materials normally take one-twentieth the normal damage).
  MULTI-MISSILE
  This is a 30 meter long and 3 meter wide missile that is rocket
  powered. It can hold up to 10 surface missiles inside itself. It has a
  base range of 3 megameters. Its name does not come from the fact that
  it can hold 10 surface missiles, but from its ability to handle many
  missions. These missions include: putting satellites into orbit, a fast
  armored-reconnaissance robot, and as booster rockets (when it is
  inefficient to use anti-gravity pods).
  SURFACE MISSILE (page 10)
  The damage and effects on the table describe when the warhead has
  conventional plastic explosives, not concussion (as in the Second
  Edition). This missile is a short-range missile built for speed and
  accuracy. For long-range missiles see multi-missile.
  TREK BOMB
  Uses dimensional-disrupting energies for its effect.
  TECH LEVEL V DEVICES (page 11)
  There are actually two extreme types of Tech Level V technologies. The
  first type involves living organic devices, where the knowledge of
  altering organisms is taken to the extreme.  Spaceships that are
  complete ecosystems are an example of this type of technology. The
  other type of technology involves the crystalline devices described in
  the Rules Supplement. This is where the knowledge of manipulating
  vibratory energy (electromagnetic and sonic in nature) is taken to the
  extreme. An entire spaceship made of crystalline materials appears in
  the Adventure Book, is an example of this type of technology. Both
  technologies have knowledge of converting matter to energy and energy
  to matter (see Transmats below for the limitations).
  BLACK RAY PISTOL (page 11)
  The black crystal is the power source. It fires a light-based attack.
  FLYING BLADES (page 11)
  The 1 charge referred to in the charts means that it can be used for
  one complete battle, 1 hour of use (the effects of mental strain), or
  until the user stops concentrating on it, whichever comes first.
  
  HARMONIC DISRUPTOR (page 11)
  It is 5 meters tall, not 50 meters. When activated, the user and the
  objects on the user's body are unaffected by the release of energy. The
  user is protected by a force field from the effects of the device.
  ID CODES (page 11)
  While these devices are useful, most security systems will use locks
  and keys (with unusual shapes). Keys are more difficult to copy than
  most other types of ID, even those that use holographic codes in a
  card. Security systems with combination locks or keyboards (upon which
  a special code is entered) will only be used for low-security systems
  or be used in combination with keys and other IDs for high-security
  systems.
  TRANSMATS (page 12)
  There is no indication that either the mysterious aliens or the
  Ancients have ever developed a computer that could store the location
  of every atom in the human body, let alone recording the information
  fast enough as the subject is disintegrating. Therefore, it may be
  inferred that the transmats must open some sort of gateway like the
  Planar Opening mutation, except the opening is between the transmats.
  SUBORBITAL SHUTTLE (page 12)
  These are not space shuttles. They are large planes propelled by
  rockets. The "hydrox" fuel stands for "hydrogen and oxygen."
  PNEUMO-JACK (page 14)
  A pneumo-jack is like automobile jack. It does not require power cells.
  It can lift five times the PS rating of the character operating it, up
  to a maximum of 250 kilograms. It can raise a load as high as 2
  meters.
  PLASTEEL (page 16)
  Plasteel is extra-hard plastic (Tech IV in nature; see plastic armor in
  the Rules Supplement.)
  DURALLOY (page 16)
  It is light, "flexible", nearly indestructible, and mass-produceable
  (some installations are made almost entirely out of it). The following
  information is inferred from its properties. It is an artificial metal
  alloy, Tech Level IV type of material. The typical molecule in duralloy
  is 2 to 3 atoms wide and less than 100 atoms makes up its length. The
  bonds in the molecule are as strong as covalent bonds, but the bonds
  between the molecules are very weak. At high temperatures, like those
  caused by a laser torch, the molecule straightens into a ladder-like
  shape and the metal behaves like mush.  When it cools to
  room-temperature, the molecule coils into a spring with the ends closed
  off. The molecules in duralloy have their coils intertwined with each
  other, giving duralloy its great strength and lightness. The molecules
  
  require a larger volume at room- temperature than at the temperature it
  acts like quasi-liquid. The metal has a neutral-greyish appearance that
  is not shiny. The spring-like structure of the molecules gives it great
  flexibility, but this can only be observed when duralloy is subjected
  to very high stresses. The light weight and its stiffness at low
  stresses are the reason why a duralloy shield does not absorb the force
  of a physical blow as well as a metal shield. The lack of virtually any
  bonding between the molecules and the helical structure of its
  molecules allows duralloy to resist virtually any form of energy
  attack. Duralloy is vulnerable to forces that directly attacks its
  molecular bonds (like vibro weapons) and forces that distort reality
  (see Energy Fields, Hyper-dimensional).
  MODULES HISTORY OF THE THIRD EDITION GAMMA WORLD
  This history is far different from the history of the first and second
  editions of Gamma World. The Rule Book states that character's lives
  begin by 2500 A.D. In GW7, an Ancient named Waldis is said to have
  worked on his garden of steel for 150 years and that he was in a stasis
  chamber for 100 years (which he entered at the outbreak of the war).
  This means that the war occurred around 2200 A.D., 300 years before the
  characters were born. From this information and the bits of information
  from the modules, a loose history can be made. The dates might be 50 or
  more years off. Information from GW6 module is almost entirely ignored,
  since they tend to contradict themselves (the information in the module
  indicates that Project Mindkeep was started in the 1600s and that in
  the 1950s the human race had fully developed Tech Level IV technology
  and was well on the way to developing Tech Level V technology). Ermon
  and Jeremiah may have been the cause of the bizarre evidence left lying
  around Mindkeep. Another bizarre evidence is on pages 9-10 of GW7, a
  copy of what is supposed to be a town from the year 2000 has Tech Level
  IV technology. Presumably, Waldis doesn't care about historical
  accuracy.
  Prior to 2000 B.C.
  Two Tech Level V empires, far from the Earth's solar system, expand and
  conquer the civilizations around them. One empire's technology is based
  upon biology, and the other empire's technology is based upon
  crystalline sciences (manipulating light and sound).
  Prior to 1000 A.D.
  The two empires meet and fight each other. A stalemate is reached, but
  no peace exists between them. Both empires continue to expand, with a
  "zone-of-death" between them. All ships that enters it is destroyed by
  the other side. This is not due to a treaty, but it is due to the
  limits of their military technology. Both empires secretly begin
  building massive fleets of ships, to be used in a sudden and total
  attack against each other.
  1000 A.D. to 2100 A.D.
  The humans on Earth rapidly go from Tech Level II to Tech Level IV
  technology. Tech Level V technology had only minor developments at this
  time. The unsung heroes of this age, and this era's Restorationist-like
  groups, managed to steer the human race in the right directions for the
  
  further development of civilization. The other cryptic alliances did
  cause problems, but they have no serious effects for Gamma World
  history. Small colonies are established outside the Earth. NATO, or its
  descendant, existed by the beginning of the war (see Stoakes Coagulator
  in GW9).
  2100 A.D. to 2200 A.D.
  Humans make contact with the two empires, though not at the same time.
  Despite attempts to make peaceful contact, the only options that the
  aliens gave were: to be enslaved or to be destroyed by one side or the
  other. The alien empires viewed Earth as territory to be fought over.
  The governments of Earth decide to fight both empires. Only people with
  high-level government positions or contacts were aware of the alien
  empires (the cover-up is to prevent world-wide panic.) The powerful
  weapons available to Earth seemed to keep both alien empires at bay. In
  reality, both empires were preparing to use their secret fleets against
  each other. Both fleets planned to smash Earth's defenses and to punch
  a large hole through the other empire's defenses, then that fleet would
  proceed to destroy the rival empire. The governments of Earth were
  unaware of this. The governments of Earth focused on two goals:
  developing ways to fight the aliens, and to escape the aliens (if the
  first goal fails). Both goals resulte government or cryptic alliance
  had sided with the aliens, but all governments and cryptic alliances
  were devastated in the beginning of Gamma World.
  2200 A.D. to 2500 A.D.
  The number of ships in each alien fleet exceeded 100 million, and some
  of their weapons were designed to distort reality (whose effects still
  cause unusual weather conditions on Gamma World). Both fleets,
  coincidentally, arrived at the Earth's solar system at the same time
  and attacked each other and the human forces. The majority of the
  defense systems of Earth were destroyed within 24 hours of the
  beginning of the attack. All known contacts to extra-terrestrial bases
  and colonies were lost, those bases and colonies are presumed to have
  been destroyed. The Cities of Man and its specially designed death
  machines and warbots fought a battle that lasted about one month,
  across the solar system. The Cities of Man had heavy damage, but it won
  the war. Less than 100 ships of both alien empires managed to flee the
  solar system. The Cities of Man orbited Earth to begin repairs.  Within
  a year of orbiting Earth, an Ancient takes over the Cities of Man. The
  Cities of Man is, for the most part, inoperative, though Ermon might be
  the only Ancient who knows why. Only a few alien civilizations have
  visited the Earth, possibly indicating that a part of the Cities of Man
  is protecting the planet from large-scale invasions. Ermon, who stayed
  on Earth during the war, makes his way to Mindkeep. At Mindkeep, Ermon
  perfects the Alpha Factor Generator and uses it to give himself his
  current mutations. Ermon secretly helps the Restorationists, the other
  Ancients believe that Ermon died during the war, and he began gathering
  and testing people who might be able to liberate the Cities of Man.
  Harlan Quade starts the Created cryptic alliance, and Oscar North
  starts the Ranks of the Fit cryptic alliance. At about the same time,
  an Ancient named Waldis (who keeps himself alive with medical
  technology) began converting the Melkath amusement park into his home.
  Around 2450 A.D., Ranse (a sarbis) establishes Ranseton. By 2490, Ermon
  launched all of the space shuttles at the Gamma Base (less than 50).
  
  The Cities of Man is still held by the Ancient on the ship. Ermon began
  manipulating the Restorationists to assemble a space shuttle. The Maali
  began freezing the Frozen Lands. Timon takes over the village of Oskar,
  and sends his agents in every direction so that he can conquer the
  Flower Lands.  Around 2498, the androids at No'tyene'yama (GW7)
  completed most of Nwayvo Beestya. The GW6 module begins during the late
  spring of 2500 A.D.
  MAPS
  The arrangement of the maps of the modules is:
  GW9   GW6
  GW10  GW8
  The location of GW7 maps had been said to take place east of the other
  maps.
  The maps do not really match the map of North America that comes in the
  game box, but it is possible find appropriate locations for them on the
  North American map by comparing the climates, water currents, and
  geographical features with the real world. By the way, the map of North
  America seems to have a number of errors in the locations of various
  cities. GMs might want to make a series of maps that places everything
  in their correct locations and geography. GW7 takes place along the
  west coast of Florida, with Restorapolis located in a south-western
  section of Georgia. The ruins around No'tyene'yama are called Loss
  Dyoblos. GMs who make their own maps should have all the mountains in
  the Old Place under 500 meters in height. The location of the other
  modules is in a north- eastern section of the Rocky Mountains within
  the U.S.A. Wherever the GM decides to locate those modules, there are
  some geographical locations to keep in mind. West, north-west, and
  north of GW9 are high mountain regions that channel large amounts of
  water into the region of GW9. At least one river, that can be used by a
  merchant's boat, connects to the Atlantic Ocean (Lantik Zea, or Gulf of
  Mecksgo) from Dollar (GW9.) Cotton is grown or traded far east of the
  map of GW6, near a river that can be reached by boat from Dollar. The
  intelligent inhabitants of the Living Lake know of ruins, to the east
  of the Flower Lands, where huge, ancient wheels and umbrellas of steel
  exist. This ruins does not seem to have any connection with GW7.  There
  are lands far to the south of Dollar with a town called Wariz.  The
  lands north of GW6 have Tech Level I and II people and the area is said
  to be dangerous. At least one army in the northern lands had been
  subverted by Timon's agents (see the mercenary commander on page 66 of
  GW9).
  JOKES IN GAMMA WORLD
  There are puns and jokes in some of the modules, like the names of some
  of the inhabitants of Dollar in GW9. GMs should decide whether their
  players would be amused or annoyed with such features.
  GW6
  Inside Cover - Random Loot Table: Many of the items does not have
  descriptions in game terms. The uses of these items are dependent upon
  
  the imagination of the players and the GM's discretion. The motorcycle,
  at the bottom of the list, uses the statistics listed in the Rules
  Supplement.
  GMs should decide what is meant by "sealed power sources." Most sealed
  chemical energy cells may be used for 100 hours of cumulative use. Some
  sealed power sources, usually Tech Level V in nature, draws upon
  energies that make them appear to have unlimited available usage.
  The Complexity Rating of the devices is not given. GMs should base the
  Complexity Ratings on the chart on page 32 of the Rule Book.
  Page 3 - Great Trees (White Woods): Nearly all the trees here are prot
  eps.
  Page 3 - The Mushroom Fields (Blue Food Flats): The mushrooms are
  nutritious and can be used as a food source.
  Page 5 - Black Snow: These carbon-based substances can be strained out
  of the water with a fine mesh of cloth. Black snow is absorbed into the
  Gamma World ecology by bacteria and fungi.
  Page 8 - See below for what and who the n'thlai really are.
  Page 10 - Background: Historically, inbreeding isn't normally as
  devastating (even within the same family for four generations) to a
  group of people, as this "history" says. While they would tend to
  exhibit recessive genes more clearly, they would still appear human or,
  at least, humanoid.
  Page 16 - Room D: After one month of spreading, the Gamma World
  bacteria, viruses, and fungi begin adapting to feeding off the
  mushrooms. After three months of spreading, all of the mushrooms of
  this type would be dead. The rotting mass emits Intensity 8 poison gas
  until it dissolves into dust, which takes one year.
  Page 18 - The parasite can be killed, without killing the host, by a
  medical bot or by Ermon (who has medical skills).
  Pages 18-19 - Alpha Factor Generator (AF-1): It was perfected and it
  could give a person an unlimited number of treatments. Request for
  mutations on a human is treated as a humanoid. Age has damaged its
  safety systems, so that a subject must withstand Intensity 15 radiation
  effect, in addition to the mutations, for each radiation bombardment.
  Treat the radiation's effects as burns even if they are not pure strain
  humans. It is a Tech Level V device.  Repairing it would require
  extensive knowledge of biology, computers, and radiation (at least
  Skill Level 15 in each). The Security Access Code is rather unusual
  (from a certain book or movie by Arthur C. Clarke). I suggest changing
  it to, "Within Pandora's Box Exists Hope." This statement would add to
  the feeling of Gamma World and would have a special meaning to the
  Restorationists struggling in a hostile world.
  N'THLAI (page 36): There are hints on page 16, Room E, that the n'thlai
  are the semi-successful attempt to produce super-soldiers at Mindkeep.
  Given their origins, skills, and equipment, the n'thlai are probably
  the secret followers of Ermon. This is substantiated by the fact that
  
  they claimed to have located Ermon with empathy, though hissers had
  failed to locate him with their telepathy mutations. They will quietly
  ensure that Ermon's plan comes to pass. When Ermon leaves Earth, the
  n'thlai will secretly protect Gamma Base and Mindkeep from malevolent
  creatures.
  RAKEES (page 36): They can be killed permanently with the parasite on
  page 18. For the ghoulish, another way is by using the legend of how to
  destroy vampires with a wooden stake and hammer. If the stake is left
  there for an hour, then the rakee is permanently dead.
  JEREMIAH (page 37): Adjust his Hawkins musket statistics to that in the
  New Items section, or assume that this is a more advanced model than
  the regular one. His armor absorbs 42 points per action turn.
  BU'DAAN (page 38): The Physical Reflection-Electro-Magnetic mutation is
  too broad to be a single mutation. It should be Physical
  Reflection-Electrical. This would protect it from attacks based on
  electricity or plasma. Each bolt from a bu'daan does 30 points of
  damage. The flat 75% chance of hitting with a bolt does not affect the
  damage done to the target. See Electrical Generation mutation in the
  Rule Book for the effects of a successful hit.
  QUANAKUS (page 41): When it is used as hard cover, the user's AC
  increases by 2.
  PROT EPS (page 48): It is doubtful that it is really as indestructible
  as the description says it is. It should be considered an improved
  adaptation mutation. Adaptations to attacks are all passed down to the
  next generation. The adaptation has a mutation score of 16.  They have
  an improved empathy mutation. This allows them to communicate with each
  other and sense other creatures. They drop branches or fall upon
  hostile creatures.
  GW7
  Pages 5-6 - The locations of the encounters are in error. Place those
  encounters in any place appropriate on the map. Suggested locations:  A
  is on the hill between the Healers and the Ranks of the Fit, B is
  somewhere in the territory of the Ranks of the Fit, and C is where B
  was originally placed on the map.
  Page 8 - 5th Dimension Theater: The reference to weapon class refers to
  an older edition of Gamma World game. Treat weapon class as being Rank
  in the Third Edition game terms.
  Page 9 - The Haunted House: Roll 3d10 not 2d10, and use "Rank" in place
  of "weapon class."
  Page 17 - Random Loot Table is from GW6 and the descriptions of special
  items are on page 35 of GW6.
  Page 19 - No'tyene'yama means "Nameless City." Nwayvo Beestya means
  "New Beast."
  Page 30 - Atomic Reactor Building: It notes that, every week, bins
  filled with radioactive pellets (spent fuel) are loaded into large
  
  barrels and dumped. This means that the reactor is using up its fuel at
  an alarming rate (most of the reactors used today changes their fuels
  about once a year). Since there is no room for facilities to recycle
  the fuel, or a sufficiently large area to store all the fuel pellets,
  there must be a secret uranium mining and processing plant within 100
  kilometers of the city. There are no known large deposits of uranium in
  Florida, but GMs could assume the deposits were created as a
  side-effect of a weapon that distorted reality. When placing this
  facility on a map, keep in mind that the androids have few
  transportation systems that would not be noticed by everyone in the
  Animal Lands. If Nik'toth, the high thinker, Nwayvo Beestya, or some
  thinker androids survive, then they might ally themselves with Timon
  and make equipment and weapons for him. Some items might include atomic
  energy cells, energy weapons, and explosives. It is unlikely that they
  would trust him with any powerful bombs, however.
  Page 32 - Leaving the City: If the GM wants to be tragically realistic,
  within 2 days after the party leaves the city, the atomic reactor has a
  melt-down and the molten fuel contacts the water in the river. The
  resulting steam explosion would be as if 500 points of damage had been
  inflicted on the controls of the reactor (see page 30). GMs have the
  discretion as to what sort fall-out occurs.
  A possible reason that the hull of a space shuttle is located here
  might be that shuttles might have been constructed here and other
  places under the cover of cities, since installations, like the Gamma
  Base, were taking too long to construct.
  GW8
  Page 15 - Room 4 (ONTRO): He is an example of how the pure strain
  humans differ from the humans of today. The same resistance to
  permanent mutagenic effects also provides a resistance to the
  debilitating effects of aging (Ontro is at the peak of his mental and
  physical capabilities at the age of 50.)
  He should qualify as one of Ermon's "chosen heroes."
  Page 15 - Room 6: The disk is probably a microdisk for the various
  computers around the base. The GM decides if there is anything on the
  microdisk.
  Page 25 - Room 7: The box seems to have an artificial intelligence
  program, to be able to judge if the characters had passed the tests or
  not. If the party has forgotten what the list is, allow it to print the
  list on the screen.
  Page 26 - The large size of the rooms, of this page, is a precaution if
  the shuttle components are destroyed. A late-twentieth century space
  shuttle could be constructed here, if it proves necessary. This would
  require exploring space museums for the needed components.  The rocket
  fuel could be obtained from suborbital shuttle "spaceports." This type
  of space shuttle may be constructed with liquid-propellant rocket
  boosters, unlike the solid-propellant rocket boosters used today.
  ERMON (page 29): He has the Immortality mutation that Jeremiah has in
  GW6. He should be considered as having Mental Multiplier and other
  
  mental mutations that would shield his mind against mental attacks and
  probes. He may be treated as being familiar with all Tech Levels and
  having Skill Level Y in all fields of science and technology.
  WOO'N AND INDIE (pages 36-37): Their natures indicate that they are
  energy-based constructs. They were probably created by Ermon, using
  technology similar to that which the rover rifle is based upon.
  NICKEL-CADMIUM BATTERIES AND RECHARGER: These batteries are one of the
  types of chemical energy cells that exists. They are cylinders, about 6
  centimeters long and 3 centimeters in diameter. These cells are far
  more efficient than the ones used in the late-twentieth century.
  ROVER RIFLE (page 38): The energy spheres are partially stable energy
  fields of plasma and electromagnetic waves, which has some of the
  properties of matter. The spheres's quasi-matter is set up to act like
  a guided missle.
  TEMPUS HELMET (page 38): It projects a hyper-dimensional energy field
  around the wearer at a tech score equal to the wearer's mental
  strength. It is powered by the energy fields given off by the wearer's
  brain, and it causes a -2 CS for mental mutations that extend outside
  the wearer's body. When it is not being worn, the helmet does not
  project its energy field. The energy field extends about 0.5 meters
  from the wearer's body.
  Page 47 - Map: Location 9 on the east-side of the building should be
  blank or have a GM-inspired encounter.
  GW9
  Note: There are many references in GW9 and GW10 that GW9 is GW11, which
  is incorrect. All statements related to GW11 is actually for GW9.
  ARTIFICIAL ENERGY SENSOR, BIO-ENERGY SENSOR, OPERATIONAL ENERGY
  SCANNER, STORED ENERGY SCANNER: These should be all powered by chemical
  energy cells (1 cell lasts 100 cumulative hours.) Most military robots
  will have their systems shielded against detection (a side-effect of
  the protection against electromagnetic pulses that might be used
  against them).
  Page 39 - Pass Type 1: Area B on the left-side of the map is Area E.
  An asterisk is in Area E, in the niche closest to Area A. The asterisk
  symbolizes the location of a special encounter.
  Page 40 - Pass Type 7: Area G on the top-right is Area K.
  Page 45 - Perch Village: An asterisk is on the doorless building, on
  the bottom of the map, that sticks out into the bird perch area.
  RADIATION SUIT (page 27): Radiation suits lower radiation intensities
  by 20. The radiation suits in GW7 seem to be weaker versions of the
  ones in this module.
  GW10
  Note: With one exception (the hophar), the notes for GMs are arranged
  
  by relevant subjects rather than page order.
  HOPHAR (page 33): The warmth generation mutation is a low-level heat
  generation mutation. This allows the hophar and its rider to be immune
  to natural cold climates and reduces cold attacks by 2 CS.
  TIMON'S DEAL (pages 17 and 30)
  There is a conflict as to when Harlan Quade will decide to deal with
  Timon. GMs should decide which is correct, based upon how powerful the
  party is. Page 17 states that the party has about two months, upon
  entering the base, to stop Quade. Page 30 states that the party has
  about two days, upon entering the base, to stop Quade.  The second
  approach would require the party to perform a quick and complete raid
  on the installation, but the party is likely to end up blowing away all
  the robots that would have been used in constructing and piloting the
  space shuttle. Fortunately, the space shuttle is self-guiding, and the
  engineering bots at Gamma Base can construct the space shuttle by
  themselves.
  COLLAPSE OF QUADE'S BASE (pages 17 and 28)
  The differences in times on these pages are minor. Page 17 states that
  the base will collapse in three months. Page 28 states that the base
  will collapse in two months. GMs can decide which one is the better
  choice.
  WEATHER AND CLIMATE (pages 4, 5, 12, 16, and 17)
  This module begins around March or April.
  There is a conflict of information that could lead to some very
  interesting conclusions of what happens after the adventure. Page 17
  states that the maali stops using their weather control mutations for a
  few weeks during the summer. Page 12 says that the maali gathers large
  amounts of food during this time, but the sudden change in temperature,
  wind patterns, water flow, and humidity would have caused severe storms
  in the area. This would have resulted in the frozen wastes being ice
  fields, and Harlan Quade's base being flooded during the first summer
  after the maali began freezing the area. This indicates that the maali
  has been using their Weather Control mutation constantly for the last
  decade. This would not affect the time that Quade's base collapses,
  since the base's collapse is due to Quade stripping away parts of the
  building.
  The area affected by the maali's Weather Control mutation seems to be
  quite small, compared to the range given in the maali mutation's
  description. The scale on the map can be found by comparing the
  movement rates on the easily transversed terrain with the movement
  rates given in the Rules Supplement. It might be assumed that the maali
  are either: not as powerful as their description says, or that they are
  "concentrating" their power over a smaller area than their mutation
  allows. If the second option is used, many mutant PCs might start
  wanting to practice "concentrating" their powers too. GMs should keep
  game balance in mind when allowing PCs to think of original and useful
  applications of their mutations.
  
  The after-effects of the weather of the Frozen Lands is dependent on
  the individual GM's tastes. The weather can go peacefully back to
  normal, as in the module. The alternative weather is nastier. Within a
  few weeks of the maali ceasing their control of the weather, the sudden
  change in the environment will have a number of severe effects that
  were only mentioned on a weak level before. The entire area of the
  Frozen Lands would suffer the effects of the world's only hurricane
  that started on land. This hurricane would be far more powerful than
  any other hurricane, since it would be contained by the geography
  around it, and it would be powered by the unique circumstances of its
  origin. The hurricane would "spin-off" storms and tornadoes to the
  surrounding lands. The hurricane would weaken and die in a year after
  it begins. The maali would not be able to stop it, since they would
  have been drained by the attempt to freeze Quade's base, and the
  effects of being subjected to the elemental forces of nature.
  Fortunately, the nuclear reactors at Quade's base are very weak, so
  they will not make the hurricane radioactive. If Quade's reactors did
  have that possibility, then Quade would have been able to use the waste
  heat from his reactors to turn the Frozen Lands into a tropical
  environment, no matter how many maali were against him.
  EVOLUTION NOTE
  It is interesting to consider that the creatures and plants of the
  Frozen Lands have adapted from a mild climate to an arctic one in just
  ten years. This is a result from the game mechanics of mutations
  occurring in the same creature instead of several generations.
  ROBOTS
  How a robot feels about itself and others, if its program is capable of
  feelings, is dependent on its personality and its experiences. The GM
  should feel free to give independent robots as many diverse
  personalities and views as the rest of the creatures on Gamma World.
  On the Journey to Project: Omega
  THE SPACE SHUTTLE
  NAME: S.S. Armstrong ("Space Shuttle Armstrong")
  HULL: There seems to be a conflict among the modules as to what the
  dimensions of the hull are. GW7 says that the hull is about 20 meters
  long. GW9 states that the flight cabin alone is 20 meters long, 10
  meters wide, 5 meters tall, and held a dozen people. The space shuttle
  in GW9 carried 2 spare engines, complete with the propellants. See page
  11 in GW9 for more information on the flight cabin of this space
  shuttle. GW8 states that the space shuttles were designed to be small,
  and the late-twentieth century space shuttles are 37 meters long. It is
  suggested that the space shuttle in GW9 be considered a larger version
  of the space shuttle that the PCs are constructing. The engines and
  power sources that the space shuttle was carrying are for the type of
  space shuttle that the PCs are building.
  The hull is primarily made of ceramic, plasteel, and a metal alloy
  (duralloy). It looks like a smaller, 20 meters long, version of the
  late-twentieth century space shuttle, with short wings attached to the
  
  sides.
  The n'thlai will construct a landing area out of the remains of the
  Hinsdale Air Force Base (located on top of the Gamma Base), so Ermon
  can return to Earth.
  Environmental Equipment: The ermonendrum plants from Gamma Base provide
  the food. The PCs might want to bring some specimens of the various
  mushrooms that Ermon developed in GW6 as a supplemental food source.
  Pure water can be prepared by the Restorationists at Haven and stored
  in sterile water tanks. The PCs bring along whatever they consider to
  be basic needs. The life support systems can be built by the
  Restorationists by basing their construction on the deep space suits
  that can be found in GW8 and GW10. See page 26 (encounter 20) of GW10
  for a description of the space suits.
  ENGINE: The space shuttle is a single stage spacecraft (it does not
  need booster rockets to reach the Cities of Man). The XL-1 engine
  probably means "extra light - type 1 engine." The engine has three main
  thrusters, and it works on the same principles as a normal rocket
  (burning a propellant to generate thrust). The TCN fuel's unusual
  properties are described in GW9. Despite its small volume on the space
  shuttle, it can propel the shuttle to a high orbit and has been keeping
  the Perch Village warm for decades. The product of burning the fuel is
  non-toxic. The symbols in the fuel name might stand for T---- Carbon
  Nitrogen. T---- probably stands for the number of carbon atoms around
  each nitrogen atom before or after the combustion of the propellant,
  like Tri- or Tetra-.
  NAVIGATIONAL AND PILOTING EXPERTS: GW6 states that they are humans in
  cryogenic stasis. GW9 states that the computer on the shuttle could get
  the space shuttle to the Cities of Man by itself. GW10 states that
  supervisory borgs act as the crew of the space shuttle. GMs could say
  that all of the above is correct, to allow for any accidents that
  trigger-happy parties might inflict on their would-be pilots.
  The method in GW9 involves punching in a set of coordinates into a
  computer in the front section of the shuttle marked AHCB (automatic
  homing computer banks), then the shuttle automatically goes to the
  Cities of Man. The coordinates can be obtained from Oscar North or the
  main computer at Mindkeep (the AHCB will only recognize the coordinates
  if it is manually entered, not sent directly from the computer of
  Mindkeep).
  DRY DOCK AND LAUNCH AREA: This is Gamma Base (GW8.)
  SPECIALIZED ROBOTS: These are the supervisory borgs and repair bots in
  Quade's base in GW10. These robots should be considered optional, since
  it is likely that most PCs would smash the "evil robots" into scrap
  metal. Ermon should be able construct the robots he needs with the
  designs and programs from the special computer at Mindkeep and the
  resources at Gamma Base, but this would take a couple of months to do.
  HIGHLY ADVANCED COMPUTER: The main computer at Mindkeep is the computer
  that should be used. This computer is still sentient and it is working
  for Ermon. The statement that no computer at Mindkeep could act as the
  computer for the shuttle is to keep anyone from trying to disassemble
  
  the computer. Only Ermon should be able to disassemble it. If Mindkeep
  should fall into the hands of Timon, then Ermon and his chosen heroes
  will have to make a raid on Mindkeep to obtain the computer. The
  n'thlai will help out for this kind of mission. It is obvious that none
  of the other ancients were aware that the computer was sentient, or one
  of them would have taken the computer for themselves. The computer must
  have been pretending to be an ordinary main building computer, under
  Ermon's direction.  The computer will continue to act this way, unless
  it feels the need to do otherwise. This would only occur if the
  computer needs to directly save Ermon's goals or life.
  GYROSCOPE: It is about one meter tall. It can be found on page 58,
  encounter 13 in Dollar (GW9.)
  OTHERS: GMs should feel free to have the PCs go on quests to find
  whatever items the GM decides to be necessary to complete the space
  shuttle or to gain the Cities of Man for the Restorationists.
  THE CITIES OF MAN
  The patches on the space suits in GW10 represent the Cities of Man as a
  large silver ovaloid against a background of stars. The oval shape is
  probably used to represent that the ship can travel at high speeds,
  rather than the actual physical shape of the ship. It is likely to be
  spherical in shape, which makes it more efficient for maintaining an
  artificial gravity on the ship and to use its "faster- than-light"
  transportation system (without this feature the mission would have been
  doomed from any attacking alien ships). It is a colony ship equipped
  with the power to survive any threat. It might have been constructed
  out of materials synthesized from asteroids and some materials from the
  moon. The diameter of the Cities of Man is around 50 miles (80.5
  kilometers.) The computer on the Cities of Man is presumably pretending
  to be almost completely inoperative to the Ancient who dominates the
  Cities of Man. It was this computer who has been informing Ermon what
  the conditions on the ship are.
  TIMON WAR
  The results of the Timon's attempts to conquer the Flower Lands is
  dependent on the PCs actions and the GM's tastes. It was noted
  previously that Timon's agents have successfully turned one army, to
  the north of the Flower Lands, to his side, while earning the enmity of
  the mercenary captain at Dollar. There might be lands to the east that
  have not decided which side they should be on, but the lil (living in
  the Rose Fields) and the buckers (intelligent beaveroids who inhabit
  the Living Lake) do not trust Timon. Even if the PCs contain Timon
  militarily, Timon will be patient and continue to send out his agents
  to weaken his opponents. They will use a combination of speeches and
  terrorism to weaken any alliances against Timon and to stimulate
  extremism to weaken his opponents. Timon would have deals with other
  cryptic alliances to further this end, though some may have no idea
  that he is using them to pave the way for his conquests.
  It should be kept in mind that the PCs are not the only adventurers who
  work for the Restorationists, but the actions of individuals can have
  great effects on the future of Gamma World.  GMs should have political
  events occur around the PCs, though they might not be able to do much
  
  about them. A few examples are given of what could happen. Oscar North,
  king of Delta Fragment, could face a civil war as Timon's agents
  convince some of the mutated animal societies to fight against North.
  Oscar North is powerful, but he could be defeated by large numbers of
  opponents. Becil, son of Ranse (GW8), could become the target of
  Timon's agents, since he does not trust Timon. The skyzorr'n (GW8)
  could have deals with Timon in conquering the areas to the south of the
  Flower Lands.
  ERMON
  Ermon and his allies will serve as forces to help oppose Timon and to
  keep the Restorationists from failing. This help will nearly always be
  indirect. GMs must decide what, if any, help that Ermon's allies can
  provide. Ermon will only show himself when the space shuttle is one
  year from completion. Before that time, Ermon will work closely with
  the n'thlai to ensure that his plans succeed.
  Ermon plans to have the shuttle completely assembled within 10 years,
  from the time that his testing box at Gamma Base is found (he would not
  want his chosen heroes to be impaired by old age). He would be able to
  take only a dozen people with him to the Cities of Man. The heroes who
  passed the tests given by his box will get an automatic invitation to
  be apart of that dozen. The rest will be chosen by his agents, who have
  kept a watch for those he might need for liberating the Cities of Man.
  One of the people chosen, if he did not take the tests, would be Ontro
  (page 15 of GW8).
  BEYOND PROJECT: OMEGA
  GMs should keep in mind that there are many loose ends that might not
  be solved in the PCs lifetimes. The current political situation in the
  galaxy is unresolved. Ermon would want to reclaim the Cities of Man
  within 10 years of boarding the ship. The political situation on the
  Cities of Man have not been completely revealed.  There are many things
  that could occur on Gamma World, while Ermon is on the Cities of Man.
  The current situation on the rest of the planet is unclear. When
  choosing the answers for these questions, GMs should try to make
  everything as self-consistent as possible. This would allow their PCs
  to try to grasp what kind of world they live in, and what kind of world
  that they will try to make it become.
  MORE STUFF
  The use of Tech Levels might need revision. Tech Level V should be
  split into two groups (one based one biotechnology, and the other based
  on crystalline optical technology) of the same level, but different
  from Tech Level IV.
  Skills should only be bought with experience points gotten by research
  and use, not by defeating opponents (unless the skill was responsible
  for that). The first aid talent should be treated as a skill, where
  experience points can be earned by healing people. If desired, skills
  can be broken into Tech Levels. There shouldn't be any connection
  between Rank and talents (use them like skills and pass out the
  appropriate experience points for using it). Characters should be
  allowed to reserve experience points for better Tech Levels or higher
  
  skill levels (when there aren't any instructors) by rolling at the
  appropriate difficulty factor.
  Energy cells should be rated according to: the amount of energy that
  they can store (in Intensity), the rate at which they can be recharged,
  and the maximum rate at which they can release energy.  Chemical energy
  cells tend to have a capacity of Intensity 20.  Hydrogen energy cells
  tend to have a capacity of 100. Atomic energy cells (I have always
  thought of them as matter to energy converters) tend to have a capacity
  of 1000. The intensity scores are interchangeable with the electricity
  scores.
  Solar energy has a maximum ouput of Intensity 30 per square meter at a
  distance of Earth from the sun. Inefficient conversion and obstructions
  can decrease the energy you can get. "Cosmic radiation" can be gotten
  in about the same amounts, but it is not affected by night and day very
  much, only obstructions have an effect.
  Nuclear reactors generally last 1 year (in active service) before
  mandatory refueling is necessary, but maintenance must be done more
  frequently. Presumably spent radioactive fuel would be recycled by
  using "optical sieves" to separate the components.
  Distance determines the amount of power that can be gotten out by
  broadcast power. Take the maximum effective range and divide by 4 to
  get the base range for power.
  Many of the ranges, speeds, damage, ets statistics are wrong for the
  weapons, robots, etc. Take the statistics for the 1st edition game and
  divide them by 4 (for ranges and damage). Use maximum ranges for
  translating into 3rd edition rules. To find speeds in 3rd edition,
  divide 1st edition ____kph by 0.36 to find ___ meters per turn.
  The death machine's force fields should be -4RF.
  CITIES OF MAN
  A roughly 50-mile diameter sphere. All components are heavily armored.
  The systems are arranged in 150' cubic sections, each with its own
  environmental and computer system. All sections act together (like a
  huge parallel processor). Each section can project energy fields to
  defend against attacks or to warp reality to travel "faster than the
  speed of light."
  The top 4-mile layer is dedicated to sensors, weapons, defenses,
  communications, and taking care of and building spacecraft and robots.
  It has numerous small air-lock-like rooms on the surface to house death
  machines and other robots.
  In terms of weapons and operations, the Cities of Man can be considered
  as being designed for strategic and tactical needs of the human race at
  the time (defeat aliens with unknown technologies, or to escape with
  its human crew to another solar system in the event of the destruction
  of Earth).
  The next 4-mile layer down is a city-like area for the crew to live.
  It is a complete "arcology", with some environmental seals between
  
  areas to prevent one damaged section from sucking the environment from
  the others.
  The next 15-mile layer down is dedicated towards research and
  development, storage (warehouses), utitlites, waste-recycling,
  reprocessing materials, and growing food. A lot of research is on
  biological and crystalline sciences used by the aliens.
  The last 2-mile layer is dedicated towards administrative functions,
  command and control, and other chain-of-command areas.
  It normally has about 500,000 assorted robots operating at any one
  time. This is actually a small number, since the station was built to
  easily serve from 50,000 people to several million.
  It has about 1,000 weapon systems on the surface (mainly energy weapons
  and missiles), most of which has a base range of 50,000 miles and range
  from being thin beams to 4 mile wide beams. The last weapon acts like a
  directed 150 megaton explosion and there are two of them located on
  opposite sides of the base. There are numerous internal defense
  systems.
  It gets its energy from solar, cosmic, and nuclear power plants.
  At the time the players get there, most of its system are down to about
  40 to 50 per cent, and the computer system is not talking to anyone (by
  pretending to be an overbuilt main computer system), and an Ancient is
  plotting on a way to conquer the earth (along with an entire empire of
  beings in the Cities of Man, who are little more than savages).
  EVEN MORE STUFF
  A variant idea is to use psionics from the AD&D game (1st edition).
  Most of the features can be easily translated into a Gamma World
  feature. The results of psionic combat can be translated into color
  results.
  Alternative campaign (hi-tech world). Humans and cyborgs predominate,
  with some alien races and mutants. Tech IV or V predominates.
  Relatively easy access to large amounts of energy and technological
  items. Most adventuruers would be government agents, detectives,
  mercenaries, and thrill seekers.
  The mini-module/adventure book has some interesting divices, but it is
  scattered throughout the book making it difficult for a GM to use it
  for ideas. By the way, the best loction for the setting of the
  adventure book is somewhere on the western side of the Rocky Mountains,
  in the United States.
  For some ideas of crystalline low-power devices, use the ioun stones
  from AD&D.
  
SOURCE: textdata/thevault/Gamma World [multi]/Gamma World Web and Fan Supplements/Gamma World 3e Errata by Neil Asato (1991).pdf