Sunday, April 12, 2020

Red Shirt Rangers a group for Gamma World 4th Edition


The Crimson Cadre (Red Shirt Rangers)
     Travel across the wastelands is a dangerous endeavor. Isolated enclaves and communities struggle to survive on their own, which is why what little trade exists between them is so vital for their ongoing survival. A few brave caravans and merchants brave the wastes to bring trade goods, supplies and information to these separated communities.  Good coin can be made for those willing to take up the job of caravan guard, although few are willing to do it, given the short life span such work brings. That's where the Crimson Cadre, more commonly known by others as the Red Shirt Rangers come in.  Everyone knows they are clones, everyone except perhaps the Red Shirts themselves. They all look alike, sound alike, act alike and for the most part die alike. 

Equipped with dark red leather tunics (+2 to AC),  Daggers (1d4 damage) and single-shot bolt pistols (2d8 damage). They can be "rented" for guard duty across the wastes. Payment is made up front to a mysterious entity/organization known as "The Network".  Payment is nonrefundable, and killed cadre member's weapons and gear are to be returned to The Network, in order to get your gear deposit back.
  
Red Shirt Ranger

Number: Varies depending on the job (1d8 average)
Percept: 10
Stealth/R.U.: 0
AC: 12 (10)
MD: 10 
Health: 10 
Speed:12 
Level: 1 
Hit Dice:  4 (14) 
THAC: +1 
Attacks: 1 (pistol 2d8 or dagger 1d4) 
Int: Average  
Morale: 12 
Size: M 
XP: 20 
 *above stats are for Gamma World 4th edition, but could be used with Mutant Future, or adjusted for Other Dust or other games.


Saturday, April 11, 2020

Gamma World 4th Edition

Just checking in with a little post. Not to get into personal stuff, but been pretty slammed lately. I'm a nurse and things have been pretty hectic at the hospital lately. I hope everyone is safe and healthy out there during these difficult times.  Anyways on with my post...

     Above is the cover of my favorite edition of my favorite RPG. Gamma World 4th Edition, and just to be clear this is NOT Gamma World 4E. This edition was the first to test out Ascending AC (they called it THAC). Added in some character classes, had some cool mutant animal options and was just loads of fun!  It is available again in print . I have my original copy and picked up a new print version. Good stuff!  I know I have had a similar post about this edition in the not too distant past, but it is worth mentioning again. Also I was talking with a buddy of mine earlier today and he brought up how he didn't know just how compatible the Buck Rogers RPG was with this edition. Swords and Stitchery blog did a recent post about this very thing.
I hope Eric doesn't mind me getting on his bandwagon about this interesting combo opportunity.
     I have to admit at the time I was so heavily playing Gamma World 4th, I didn't know about the great compatibility between these two games either. I never have actually owned the Buck Rogers RPG core rules.  I did get the No Humans Allowed book. Although I mostly ended up using some of the "Gennies" in it for my AD&D campaign at the time. I did later convert some of the gennie beasts to my Alternity Gamma World campaign. But I don't think I ever used them in any Gamma World 4th games.

I recently picked up Hardware, a equipment book for Buck Rogers. Reading through it all these years after its initial release, I realize I would have loved to have had/used this one with  GW 4th.  Oh well, I have it now and maybe I can dust off some of these books and and get some new life out of them. 

Well, as I said, going to keep this post short. I hope to get back to posting more soon. Stay home if you can and be safe!
-B.B.