Gamma World Card Master List
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Set#NameSourceDescriptionRarity
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Bomb1Power Mimic(A) DarkChoose 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.special
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Bomb2Two Headed(A) BioYou 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. special
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Bomb3Dehydrated Man(O) IshtarYou 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 to 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.special
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Rad1Accelerated Reflexes(A) BioYou 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.common
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Rad2Adaptive Resistance(A) BioYou gain resist 10 to the damage type of the triggering attack while this card is readied.common
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Rad3Psychic Reversal(A) Psi, PsychicThe triggering enemy takes that psychic damage instead. You still suffer any other effects from the triggering attack.common
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Rad4Anti-Life Leech(A) DarkYou 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).common
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Rad5Aquatic Adaption(A) BioYou can breathe water, and you gain a Swim speed equal to your speed.common
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Rad6Carapace(A) BioYou gain a +2 power bonus to AC and take a -1 penalty to speed.common
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Rad7Cloud the Mind(A) PsiThe target can't see you (save ends). While under this effect, the target doesn't realize you exist or notice any of your actions.common
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Rad8Beguiling(A) PsiThe target can't attack you (save ends).common
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Rad9Devolution(A) Dark, Psychic3d10+intelligence modifier+twice your level psychic damage, and the target is dazed and can make only basic attacks (save ends both).common
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Rad10Confusion(A) PsiThe target is confused (save ends). While the target is under this effect, roll a d6 at 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.common
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Rad11Light Generation(A) Dark, FireThe target is blinded until the end of your next turn.common
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Rad12Empathic Healing(A) Healing, PsiThe target regains hit points equal to 5+your level and can make a saving throw.common
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Rad13Fast Healing(A) Bio, HealingWhenever you start your turn and have at least 1 hit point you regain 5 hit points. In addition, when you take a second wind, you regain 10 additional hit points.common
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Rad14Feelers(A) BioYou 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.common
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Rad15Force Field Generation(A) PsiYou 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 movement and line of effect.common
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Rad16Sound Imitation(A) BioYou can perfectly mimic any sound. You gain a +5 bonus to skill checks related to imitating a sound.common
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Rad17Footus Ginormicus(A) BioYou gain a swim speed equal to your land speed and ignore difficult terrain from soft ground such as snow or mud.common
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Rad18Extra Arm(A) BioYou 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.common
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Rad19Shaggy Pelt(A) BioYou gain a +1 power bonus to AC and resist 5 cold from your new pelt.common
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Rad20Infravision(A) BioYou can see in darkness and through fog, smoke, and other obscuring conditions. You can also see invisible creatures or objects.common
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Rad21Time Slide(A) DarkYou 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.common
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Rad22Kinetic Absorption(A) Dark, HealingInstead of taking the triggering damage, you regain hit points equal to that damage.common
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Rad23Levitation(A) Psi, PhysicalYou move the target vertically up to 5 squares. The target remains at that height until the end of your next turn.common
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Rad24Life Leech(A) Dark, Necrotic5d8+constitution modifier+twice your level necrotic damage, and you can 5 temporary hit points for each target you hit.common
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Rad25Reflexive Teleport(A) Dark, TeleportationYou and the target teleport, swapping positions. The triggering attack hits the target instead, and misses you if you're out of range.common
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Rad26Gravity Well(A) Dark, ZoneThe target is pulled 5 squares toward the burst's origin square. 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 is treated as difficult terrain.common
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Rad27LMAO(A) Psi, Psychic4d6+charisma modifier+twice your level psychic damage, and the target is dazed and slowed (save ends both).common
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Rad28Phasing(A) DarkUntil the end of your next turn, you take half damage from attacks and ignore difficult terrain.common
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Rad29Phobia Projection(A) PsiChoose 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 on that turn.common
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Rad30Quills(A) Bio, Physical1D12+strength modifier+twice your level physical damage, and the target takes a -2 penalty to attack rolls (save ends). You can use this power a second time while this card is readied.common
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Rad31Redirection(A) DarkThe triggering attack misses you instead. Choose a creature within 5 squares of you. The triggering enemy rerolls the attack against that target.common
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Rad32Rubbery Skeleton(A) BioYou gain resist 5 physical, and your melee reach increases by 1.common
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Rad33Amnesia Field(A) PsiThe target forgets all events of the last 5 minutes (save ends). common
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Rad34Stink Glands(A) Bio, PoisonWhenever 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.common
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Rad35Super Genius(A) PsiYou gain a +2 power bonus to AC, Reflex, attack rolls that use intelligence, and 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.common
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Rad36Teleportation(A) Psi, TeleportationYou can teleport 10 squares during your turn as a move action. You can expend this power to teleport 1,000 squares (1 mile) as a move action.common
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Rad37Vampiric Healing(A) Dark, Healing, Necrotic3d8+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.common
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Rad38Venomous Spurs(A) Bio, Poison1d6+strength modifier+twice your level poison damage, and the target is dazed and takes ongoing 10 poison damage (save ends both). The target takes ongoing 5 poison damage (save ends).common
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Rad39Stoke Resentment(A) Psi, Psychic2d8+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).common
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Rad40Hostility(A) Psi, Psychic1d10+charisma modifier+twice your level psychic damage, and during its turn, the target must attack the nearest creature if possible (save ends).common
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Rad41Unstable Vibroblade(O) Area 523d6+dexterity modifier+twice your level force damage and ongoing 5 physical damage (save ends). You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack.common
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Rad42Electro-Flail(O) Ishtar2d8+strength modifier physical damage plus 1d8+twice your level electricity damage.common
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Rad43Flash Neurojack(O) XiYou gain an extra standard action during this turn. In addition, you gain a +1 bonus to speed until the end of the encounter.common
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Rad44Leaky Fusion Rifle(O) Xi7d8+intelligence modifier+twice your level fire damage. You take 2d8+your level radiation damage.common
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Rad45Mk 1 Laser Pistol(O) Ishtar4d8+intelligence modifer+twice your level laser damage.common
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Rad46Mk 1 Power Armor(O) IshtarYou gain resist 5 to all damage until the end of your next turn.common
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Rad47Tangler(O) Xi3d6+dexterity modifier+twice your level electricity damage, and the target is restrained (save ends).common
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Rad48All-Seeing Egg(O) Area 52Until 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 five squares of you.common
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Rad49Unreliable Jet Pack(O) Area 52You 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.common
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Rad50Music Box(O) Ishtar3d8+intelligence modifier+twice your level sonic damage, and the target is deafened (save ends).common
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Rad51Hand Rocket(O) Ishtar4d8+intelligence modifier+twice your level fire damage, and the target is pushed 2 squares from the burst's origin square.common
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Rad52Radiation Orbiter(O) Xi3d8+intelligence modifier+twice your level radiation damage. Until the end of the encounter, you gain a +2 power bonus to attack rolls with radiation powers.common
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Rad53Sentinel Orbiter(O) Area 52You 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.common
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Rad54Prototype Power Fist(O) Xi3d10+strength modifier+twice your level physical damage, and you knock the target prone. Miss half damage, and you knock the target prone.common
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Rad55Adrenaline Pill(O) Area 52Until 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 you are stunned until the start of your next turn.common
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Rad56Endeavor Neurojack(O) XiUntil the end of the encounter, whenever you make an Athletics check, you can roll two d20s and use 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).common
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Rad57Optic Neurojack(O) XiUntil the end of the encounter, whenever you make a Perception check, you can roll two d20s and use 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).common
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Rad58Erratic Rifle Hound(O) Area 52You 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 move 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. 2d8+your level laser damage. Miss as a free action, the hound attacks again, targeting you.common
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Rad59Cracked Ray Gun(O) Area 524d8+wisdom modifier+twice your level necrotic damage, and the target falls unconscious (save ends). In addition, you fall unconscious (save ends).common
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Rad60Photon Grenade(O) Area 523d10+dexterity modifier+twice your level radiation damage.common
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Rad61Blather Gecko(O) Area 52Until 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 that area.common
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Rad62Razor Grenade(O) Ishtar2d10+dexterity modifier physical damage, and ongoing 5 physical damage (save ends). Miss half damage.common
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Rad63Enviromask(O) IshtarYou 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.common
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Rad64The Patch(O) IshtarYou regain a number of hit points equal to your bloodied value.common
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Rad65Science Comp(O) XiYou 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.common
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Rad66Spy Comp(O) XiYou 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.common
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Rad67Envirocape(O) Area 52You gain resist 15 radiation against the triggering attack. In addition, you gain resist 5 radiation until the end of the encounter.common
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Rad68Freeze Ray(O) Area 522d10+intelligence modifier+twice your level force damage, and the target is stunned until the end of your next turn.common
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Rad69Force Pike(O) Area 523d8+strength modifier+twice your level force damage, and ongoing 5 force damage (save ends). common
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Rad70Inflatable Friend(O) IshtarThe 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 AC18, 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.common
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Rad71Eternalight(O) IshtarThe target is blinded (save ends).common
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Rad72Plasma Deflector(O) XiYou gain resist 10 electricity and resist 10 fire until the end of the encounter, and you can make the following ranged attack: 3d8+level radiation damage.common
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Rad73Animatronic Toy(O) XiYou gain a +2 bonus to Conspiracy checks until the end of the encounter. The target is dazed and restrained by the toy (save ends both).common
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Rad74Envirogloves(O) IshtarYou 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.common
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Rad75Cognition Anchor(O) Xi3d8+charisma modifier+twice your level psychic damage. You gain a +2 power bonus to Will until the end of the encounter.common
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Rad76Face Mask(O) IshtarYou disguise yourself and gain a +5 power bonus to Interaction checks used to enhance the disguise until the end of the encounter. 3d8+charisma modifier+twice your level psychic damage, and you push the target 3 squares.common
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Rad77Fish-Killer Grenade(O) Area 521d8+dexterity modifier+twice your level force damage. If the target is an aquatic creature, you also slide it 5 squares. Miss half damage.common
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Rad78Autoskeleton(O) Area 52Until 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.common
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Rad79Headmounted Laser(O) Area 523d8+dexterity modifier+twice your level laser damage. Miss, secondary attack.common
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Rad80Dim Photonic Spear(O) Ishtar3d6+constitution modifier laser damage, and the target is blinded (save ends).common
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Atom1Wings(A) BioYou grow wings and gain a fly speed of 8, but you must land at the end of your turn, or you crash.common
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Atom2Tentacles(A) BioYou grow 2 tentacles, in addition to your normal limbs. You can draw or sheathe a weapon (or retrieve or stow an item stored on you) as a free action instead of a minor action.common
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Atom3Mind Switch(A) PsiThe target is dominated (save ends) by you or a willing ally within 10 squares of the target. While the target is dominated, it dominates the creature dominating it.common
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Atom4Radio Head(A) DarkYou can receive and broadcast analog radio signals. You can transmit any sound you can imagine or are currently hearing, including voice communication and sound. You have a range of 10 miles.common
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Atom5Narcolepsy(A) PsiYou inflict narcolepsy on the target (save ends). While under this effect, whenever an attack hits the target, it falls unconscious until the start of its next turn.common
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Atom6The Patch II(O) Area 52You regain hit points equal to 2d6+your bloodied value.common
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Atom7Hypo-Ray(O) Area 52The target is stunned (save ends). Until the end of the encounter, the target is susceptible to suggestion, and anyone making an Interaction check against the target gains a +10 power bonus to the check.common
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Atom8Dream Grenade(O) IshtarThe target falls unconscious. Roll a d20. On a 4 or less, the burst is larger than you anticipated, and the dream grenade instead targets each creature in the area burst 10 using the same origin square.common
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Atom9Hoverboard(O) IshtarUntil the end of the encounter, you can move your speed +2, ignore difficult terrain, and move over liquid surfaces. At the end of any turn in which you benefited from one of the hoverboard's movement effects, you must make a medium DC Acrobatics check. If you fail, you fall prone.common
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Atom10Fizz Neurojack(O) IshtarYou gain a +2 power bonus to Athletics checks until the end of the encounter. In addition, roll a d20. You can add the result to one Athletics check you make during this encounter.common
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Atom11Hyper-Balance(A) BioYou ignore difficult terrain and can't be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.common
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Atom12Liquid Bones(A) BioYou shift your speed. During this movement, you can move through enemy spaces (but can't stop there) and over liquid terrain, and you ignore difficult terrain and can squeeze through openings as small as six inches wide without slowing.common
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Atom13Adrenal Rage(A) BioWhile this card is readied, you gain a +2 power bonus to attack rolls and a +5 power bonus to damage rolls with melee attacks, but you can't make ranged or area attacks.common
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Atom14Dart Cough(A) Bio, Poison2d10+twice your level poison damage, and ongoing 10 poison damage (save ends).common
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