Tag Archives: Gamma World

Where to get Gamma World Miniatures: Wheeled

This article is part of a series discussing sources for Gamma World PC miniatures.  The rest of the (rather large) series can be found in the “Article Series” link above.  As always, check with the manufacturer before buying if you are unsure of size.

Well, we made it! This is the last origin I will be covering, and I thank you for reading along as I did this series.  There will be one final wrap up post talking about monsters and the origins that didn’t get their own post, so stay tuned for that.  Until then, I give you: Wheeled!  I have to admit, this isn’t my favorite origin.  When I think wheeled, I think “vehicle,” and a hunk of metal that you ride around in doesn’t seem to fit into my idea of “origins.”  There are very few origins that reconcile well with wheeled (AI, for instance – Knight Rider, anyone?).  Of course, you could also go the “in a wheelchair” or “on a Segway” route if you really need your PC to be an organism.  Either way, here are some minis for your wheeled character.

Prepainted Miniatures

  • Professor Xavier (1, 2, 3, 4), Oracle – Heroclix The aforementioned “person in a wheelchair.”
  • One Man Army, Malefic Steamroller, Mobile Command, Wicked Carriage – Dreamblade I have a feeling the designers were imagining something like One Man Army when they came up with wheeled.
  • Monocycles (1, 2, 3, 4, from the Wolf Strike line) – Mechwarrior
  • Mechwarrior line – Mechwarrior Speaking of Mechwarrior, pretty much any of the Mechs could be considered “wheeled” in my book, even if they are technically lacking actual wheels. The miniatures line also has tanks and other vehicles (transports, ATVs, missle launchers, etc.).  You’ll have to sift through them yourself, because there’s too much for me to post here.  Choose a category that has “singles” after the name, and have at it.
  • R5 Astromech Droid, E522 Assassin Droid, R4 Astromech DroidR2-D2, R7 Astromech, Mouse Droid – Star Wars Miniatures There are also several flying droids, if you want to stretch the definition of “wheeled” (and hey, why not?).  The mouse droid would make a perfect Wheeled/Swarm.

Unpainted Miniatures

Gamma World Book Review: Red Sails in the Fallout

Note: This review contains affiliate links.

Last Tuesday saw the release of the second Gamma World novel since the 4e compatible ruleset came out. Titled Red Sails in the Fallout, it’s a fun romp across the Australian outback with plenty of action and imagination.  It was written by a different author (Paul Kidd) than the first Gamma World novel (Sooner Dead), although you will have to forgive if I make some comparisons between the two.

The book’s main protagonists are Xoota (a prescient/felinoid quoll), Shaani (a radioactive/electrokinetic lab rat) and “Wig-wig,” (an empathic swarm of earwigs).  They are joined later in the book by other party members who have their own quirks and strengths to add to the story, but I don’t want to be accused of spoilers, even small ones.

This book uses the same plot device as Huckleberry Finn: create a reason to leave home, set the characters adrift into the unknown, and engage them in random unrelated adventures along the way.  It worked for Huckleberry Finn, and it works for Red Sails in the Fallout.  Not only does it work, but it works splendidly.   Plus, the book is funny – Paul Kidd doesn’t take Gamma Terra too seriously, which is good because, from what I can tell, most people who play Gamma World don’t either.  Kidd does humor effortlessly, with off the cuff quips and humorous situations.  The fact that the humor has an Australian twist only helps.

So, comparisons to Sooner Dead.  First, in making these comparisons, I’m not saying one is better than the other – they’re merely differences.  Both authors have handled Gamma Terra well, and in their own way.  Sooner Dead focuses mainly on two protagonists who act as guides for a group of scientists, where Red Sails has more of a “traditional” party on a “traditional” quest that you would experience if you were actually playing Gamma World.  Also, Sooner Dead makes no mention of Alpha Mutations or Omega Tech, where Red Sails features these elements of the game prominently.  The characters even talk about “feeling new alpha mutations coming on.”    Finally, where Sooner Dead makes no direct mention of specific origin types (to the point where I’m STILL not sure what Hella’s origins are), Red Sails states them loud and proud.  It makes me wonder if Mel Odom (Sooner Dead’s author) wanted to play down these elements in his novel, or if it’s just that the book was simply commissioned as the game was still being developed.

Either way, that’s a strength of Sooner Dead.  One of the problems with Red Sails is its assumption that the reader has played Gamma World.  While this is probably a pretty good bet, alluding to the fact that “radioactive omega ale” can trigger “alpha mutations” without further explanation could leave some readers in the dark.  There is quite a bit of “Gamma World vocabulary” that the author drops, and a quick explanation for the uninitiated would go a long way towards bringing more readers into the series, and maybe even more players into the game. 

Small problems aside,  I really enjoyed Red Sails in the Fallout. Not only was it an entertaining read, but it also made me want to get back into playing Gamma World.  Most of the book’s plot had me imagining how I could drop a similar encounter into a Gamma World game.  The plot and action are fast and furious, and the locales varied and exotic.

Finally, I will note that Wizards of the Coast has begun publishing their books for the Kindle (and probably other e-readers) which I think is a really smart move.  It’s how I purchased the book this time around, and thus there was no waiting for Amazon to ship me the book on the day it was released.  It was just there.  Sooner Dead is also now available for Kindle (it wasn’t when it first came out).

If you’re looking for a fun beach read this summer, pick both of these books up.

If you’ve read the book, let me know what you thought in the comments!

Where to get Gamma World Miniatures: Arachnoid

  • This entry is part of a series in which we discuss good sources for odd Gamma World PC origins.  For the rest of the series, check the Article Series link on the menu bar above.  As always, check with the manufacturer if you are unsure of miniature sizes.

The very first thing to consider when approaching the Arachnoid origin is this: do you want to be a straight-up “giant sentient spider”?  Or are you more half human/half spider? Or are you Spiderman?  Please not the last one.  Not even as “a joke.”  It wouldn’t be funny, trust me.  No matter what you choose, we’ve got you covered.  Of course, your main source of half human spiders are Drider miniatures, and there’s no shortage of giant spiders either, thanks to the Fantasy RPG community drawing on the Lord of the Rings trilogy for monsters.  We’ve even got some robot spiders for those of you with a second origin of AI or Android.   Enjoy!

Prepainted Minis

Unpainted Minis

Well, there’s only one origin to go – Wheeled – and then a final wrap up article!

Where to get Gamma World Minis: Alien

This article is part of a series where we discuss good places to find miniatures for your Gamma World PC.  For the rest of the series, check out the “Article Series” link above.  As always, if you are unsure about a mini’s size, check with the manufacturer.

If you read the Famine in Far-Go Gamma World sourcebook, it describes your alien appearance as being informed by your other origin.  And that’s fine, as far as it goes, but what if you want to look like the “classic” alien?  Or what if your other origin is “non-descript” like mind bender?  The trouble with finding alien minis isn’t their scarcity, because they’re not.  The biggest problem is scale.  Most Sci-Fi miniatures games are generally played in 15mm scale, which is far too small for a 25mm game (contrary to some of the suggestions I may or may not have made earlier in this series).  The other problem stems from the fact that aliens don’t have a “standard” appearance, especially in science fiction.  They could be anything that looks… well, alien.  All that to say, what follows is my best guess to what you might want for an alien mini.

Prepainted Minis

Duros Explorer, Rodian Scoundrel, Trandoshan MercenaryBith Black Sun Vigo, Djas Puhr, Rodian Hunt Master, Arcona Smuggler, Varactyl Wrangler, Neimoidan Soldier, Nautolan Soldier – Star Wars Miniatures  Oh man, there’s a lot here.  Certainly more than I have listed.  I didn’t sift through every single Star Wars mini, but if you want to sift through them yourself to find the perfect one for your PC, start here, and select any of the categories that have the word “singles” at the end.  You could also try searching by race.  For example, if you like the look of a Trandoshian, but not the specific mercenary mini I have listed, you should try searching “Trandoshian.”

Unpainted Minis

That’s about it for this installment.  Catch us next time, when hopefully we’ll have a longer list!

Famine In Far-Go, Then and Now: A Comparison

 This article is a comparison of the old and new Gamma World adventure module “Famine in Far-Go.” As such, it contains plenty of spoilers.  You have been warned.

The cover of the old module

I’ll get it out of the way right at the start:  there’s no UFO in the old Famine in Far-Go module.  There is merely a meteor crash.  It stings, I know, but there is a giant, angry, sentient tree (old-school solo?) and a buried 1995 model Lincoln Continental Mark IX to soothe the disappointment.

The Plot of the two modules is similar, but not identical.  In both modules, there was a recent “something” that fell from the sky, and Arx Skystone suspects the “something” to be (and actually is) the source of Far-Go’s food shortage.  Also in both modules, the characters encounter Arx Skystone early on, and he sets the hook for the adventure.  On the other hand, in the original module, eating the wrong berries can really mess you up.  Oh, and unless you were paying really close attention to the story setup about Far-Go’s culture, you have no idea which berries to eat.  Allow me to explain.

The original Famine in Far-Go module (OFG) assumes that each of the characters are underage members of Far-Go society.  It begins with Arx Skystone gathering the party in his abode, and sending them off on their “Rite of Adulthood.”  This is both the mechanism for getting the party together, and sending them off on adventure. 

If you skimmed over the Rite of Passage section in the new Far-Go module (NFG), check it out on page 94; it’s under the “Forest of Knowlege” heading.  Basically, the rite consists of the high priest sending underage kids into the forest to eat strangely colored berries.  They’re supposed to “have a vision” from eating the berries, and then return to town, adults.  Here’s the problem: NFG spells out for the players exactly which berries should be eaten.  When I first read through OFG, I found no hint as to which berries characters should eat.  In fact, the correct color varied based upon how human you were.  I did eventually find the hint, tucked away in some Far-Go setup fluff, but I could see that it would be way too easy to miss.

But I’m getting ahead of myself.  In OFG, as the party ventures out of town towards the Forest of Knowlege to eat their berries and complete their adulthood ritual, there are no less than six small “random” encounters along the way.  There really isn’t a story purpose to them, other than the addition of color and to reinforce that the world is a dangerous place.  I won’t dwell too long here, except to say that the PCs pick up a few items along the way.

From there, they eat their berries and have visions of a chicken factory, and a strong feeling that going there will ease Far-Go’s recent shortage of food.  When they wake up, however, the party is no longer in the forest.  While they were asleep, they were kidnapped by some passing badders, and find themselves in the badders’ warren, awaiting the return of the chief.  Stripped of all their belongings, this twist forces the party to do some creative thinking and lots of sneaking around to escape.  This is a really fun section of the module, though due to its complete and utter irrelevance to the larger plot, I won’t go any deeper than that.

If “having a dream about a chicken factory” as a plot hook is vague and weird (especially since the strength of the vision is based upon how many of the right berries you ate) try this on for size: after escaping from the badder warren, the characters happen upon a tree that’s fallen across the Great Oad… and it’s pointing in a direction!! You get a REALLY strong feeling you should go IN THAT DIRECTION!!  No, seriously – here’s the text from OFG: Having headed up the Great Oad past the hilly section, the characters notice just ahead a fallen tree that apparently was struck by lightning.  Oddly enough its trunk seems to be pointing to the west-northwest (ed note: ?? what? why is that odd?)…All characters that ate 5 or more correct berries of truth…during the Rite of Adulthood will know this is a sign linked to their ritual dreams.  These group members will each feel a strong urge to begin walking in the direction that the tree’s trunk is pointing…every one of the affected characters will choose to travel in this [direction], and none of the other remaining party members will be able to convince them not to go in this direction.

So from there, the characters go to the chicken factory, which is laid out in quite a bit of detail.  Eleven pages of the OFG module are dedicated to the chicken factory, and in a sense, it is the central location of the module.  As a comparison, the final encounter at the crash site takes up a few paragraphs.  The purpose of the chicken factory is to point the party to the crash site, though (like in NFG), in order to gain that information, the characters have to get inside the factory, and interact with the AI computer running the place.  Which might be easy, were there not large, aggressive, intelligent chickens running around.  Hey, I’d be angry too. 

The party heads out from there to collect the meteorite at the AI’s urging (because the meteorite radiation is affecting the factory’s crops, and subsequently, the computer’s ability to keep feeding the chickens).  Once at the crash site, they are attacked by a Tarn Zeb (the only one in existence!), which is a giant, sentient, purple tree created by the radiation of the meteorite.  They defeat the tree, and collect the meteorite pieces, and bring them to the factory to be used as nuclear fuel.  The end.

At this point, I will say that OFG has a very linear plot, while NFG is decidedly non-linear.  While NFG has a set number of encounters, characters can take them in pretty much any order.  As a matter of fact, right out of the gate, Arx Skystone hands the PCs no less than three good leads, one of which is the crash site (OFG’s final encounter).  OFG more or less forces the characters to the Forest of Knowledge, then the Badder warren, then the chicken factory, and finally to the crash site.  There really isn’t a way to take them in another order.  Which is better?  I suppose it depends a bit upon preference, though giving players directional choices is always a good thing.  It gives the sense of an open story and character choice, even if the encounters are already written out. 

Here’s a deep thought for you, though: there is quite a bit of “freeform” exploration possible within OFG because, while OFG’s plot is quite linear and fixed, each stop along the way is not.  For example, the chicken factory is a “stop” in the “railroad” of the plot – it happens at a fixed point, and you can’t go there before you make some other stops.  However, once you arrive, the players are meant to explore the factory in whatever way they choose.  Same thing with the badder warren.  NFG, on the other hand, gives plot choices, but removes the location exploration aspect of the module.  You can make the chicken factory your very first stop, if you so choose, but there is no built in exploration of the location possible.  Gaining entry and subsequent access to the AI computer is reduced to a skill challenge and three encounters with no map of the grounds.  Compare that to OFG’s eleven pages of 8 point font and a full page map to boot.  Please don’t misunderstand me; I’m highlighting differences here, not saying one is better.  Merely that the new module allows story exploration, while the old one allows location exploration.

Well, this looks vaguely familiar…

I’ll leave you with this.  In my Legion of Gold comparison, I noted that I really enjoyed the subtle nods by the authors to the original module.  These are things you would totally glaze over if you hadn’t read the original.  NFG also has its share.  My favorite, however, is this line from Part 6 – Forest of Knowledge (p. 115): …their journey to the klickies’ lair eventually leads the characters into the Forest of Knowledge….  The klickies have holed up in a burrow they recently wrested from a badder gang.  Well, it’s good to know that those badders won’t be abducting any more kids on their rite of passage…

Where to Get Gamma World Miniatures: Demon

This article is part of a series where we explore good sources of Gamma World miniatures for your PC.  For the rest of the series, check the “Article Series” link in the menu bar.  As always, check size with the manufacturer before ordering.  We certainly don’t own all of these.

So, we’re getting down to the last few origins here.  I won’t be covering all the origins, as my original intent was to source only the more exotic ones.  Today’s origin may seem like I’m picking the low hanging fruit, and I kind of am.  But there aren’t that many more to do.  As I’m sure you can guess, there are lots and lots of demon minis out there, especially if you don’t restrict yourself to “stereotypical” demons, and consider minis that are simply monstrous or grotesque (Slaad are just one example I came across).  I’m not going to cover them all.  Not even close.  I’ll try to pick the best, and feel free to add any I missed in the comments.

Prepainted Miniatures

Unpainted Miniatures

After looking at all these minis, I think I would gravitate towards the more “grotesque” type minis for demons rather than the “horns, tail, and wings” side of the spectrum.  But that’s just me.  Which do you prefer?

Where To Find Gamma World Minis: Octopoid

This post is part of a series wherein we point readers to good miniatures to use for their Gamma World PCs.  The rest of the series can be found in the “Article Series” menu item.  As always, check with the manufacturer before buying if you are unsure of a mini’s size.

Legion of Gold describes the Octopoid origin as someone human in appearance, with an octopus head.  I don’t know if the designers realized it at the time (I’m guessing they did), but that pretty much describes a Mind Flayer.  And there are plenty of those, right?  I mean, it’s super easy to find Mind Flayer minis, right? Well, sort of.  See, Wizards of the Coast sort of has this copyright issue with people using the name “Mind Flayer” and “Illithid,” so if you’re going to be selling a mini that looks like a Mind Flayer, you’d better call it something else.  That’s kind of where the trouble in locating these minis comes from.  And of course, there’s the whole Cthulhu angle, but again, copyright issues.  Here’s what I came up with:

Prepainted Minis

Unpainted Minis

  • Psychic FlayerBlack Tree Designs
  • Bathalian – Reaper Bathalian is the “something else” that Reaper calls Mind Flayers.  They have a whole line, so there’s quite a few to choose from.
  • Krong the MightyOld Glory Miniatures
  • WalktapusArmorcast
  • KalovonBlack Orc Miniatures Mildly NSFW
  • Cult of the Octopus GodKhurasan Miniatures I’m fairly sure these are 15mm, though I could be wrong.  Scroll down to find the set.
  • Cthulhu PriestsTrollforged Miniatures There is also a Cthulhu high priest, though I don’t know if he’s too big (fits on a 40mm base).
  • Sir Herbert Sogoth SmytheFiendish Fabrications This one is great if your character is a refined English gentleman. With an octopus head.

Out of Print Miniatures

There were enough out of print “Octopoid” miniatures, that I thought they warranted their own category.  Try ebay, or other various resellers if you’re feeling especially adventurous.

  • Mind DisruptorDungeon Dwellers It’s the second one in the second row (item 1260A)
  • BthuluUnknown
  • QuytledMagnificent Egos I believe Noble Knight games has a feature where they will let you know if something comes in stock.
  • WalktapusLance & Laser and Ral Partha Scroll down about halfway.  These are both similar, and really cool.
  • Illithid, Mind FlayerRal Partha

Well kids, that’s about it for Octopoid.  Tune in next time for another fun Gamma World origin!!

Legion of Gold, Then and Now – A Comparison

Looks like “Parking Meter” was a suggested weapon right from the beginning (The green guy, bottom left)

I think it’s interesting when Wizards of the Coast re-releases any of the  classic old adventures in current edition format.  I could name a few of the classic D&D adventures that have gotten a 4th edition facelift, but what fun would that be?  Instead I will turn to D&D’s crazy cousin: Gamma World.  In case you didn’t know, both expansions for this game – Famine in Far-Go and Legion of Gold – were modules published for the original edition of Gamma World.  Being the curious sort, I got my hands on copies of the original adventures, just to see how they had been changed.  I will reserve Famine in Far-Go for another time, and focus this article on Legion of Gold.  What’s changed?  What’s the same?  You may be surprised.

I shouldn’t have to say this, but I’m going to anyway: this article contains a LOT of spoilers.  I mean, how could I possibly compare the two adventures without actually discussing the plots?  Answer: I couldn’t.  So, if you have not played either of the Legion of Gold adventures, and plan to at some time in the future, I would suggest using this escape route instead of proceeding further.  You have been warned.


*****A little bit of spoiler space, just to be kind*****


Let me get the big difference out of the way first: in the original Legion of Gold (OLG), there is no travel to the moon.  The entire adventure takes place on Gamma Terra.  But what OLG lacks in cool space travel, it makes up for in nuclear explosions.  The new Legion of Gold (NLG), mentions a nuclear warhead in the background section (…and tried to nuke everything – only to discover that it could not do so), but never delivers on the promise of PC triggered warheads.  OLG has no qualms about laying out exactly how the characters (even unwittingly!) can cause a nuclear explosion.  But more on that in the summary.

Obviously, since there was no moon base in OLG, it would be difficult to compare the settings presented in the two modules.  However, I will note that NLG presents a far more complete setting than OLG does.  The older module describes the Barony of Horn in some detail alongside a map, but does not really provide location hooks that could be used in later adventures.  Hooks that extend beyond the published adventure, for the most part, are up to the “referee.”  On the other hand, the NLG’s chapter detailing Moon Zone 9 (chapter 3) is really meant to be a skeleton upon which to build adventures.  After all, it is only tangentially related to the included adventure – the PCs most likely won’t explore even half of the locations presented.  The locations and NPCs are merely provided so that we, as referees, can fill in plot.  I really like this.  It turns something that would normally be a one-shot into a true expansion of the game.

Summary – Old Legion of Gold

The original module begins in much the same way as the new one: mysterious golden warriors have been appearing and abducting citizens, and then disappearing.  No one seems to be able to stop them.  Baron Jemmas Warder, in the older module, issues a general call for help in stopping the golden warriors.  The PCs are expected to do a little investigative work on their own, which is when the referee is to throw them their first hook.  Except it has nothing to do with the golden warriors.  That’s right – OLG contains three “mini adventures” that lead up to the final encounter at the base controlled by an AI computer.

Now, as I said, in the module they’re called “mini adventures,” though I think a more appropriate name would be “red herring dungeon delves.”  There is nothing at all in these mini adventures that leads the PCs closer to the legion of gold.  The first one is a raid on a Buggem nest (cavern delve to kill giant bugs), the second is exploration of a neighborhood of sealed bomb shelters (urban delve with varied encounters), and the third is infiltration of an underwater research facility run by androids.  Let me reiterate: there is no information for the PCs to gain from these mini adventures that points them to their ultimate objective.  They are sent on these delves by rumors, and a heavy handed GM: “…No exact information is available to the players, but the GM may make up misleading information if necessary to encourage the players to journey to [the next mini adventure].”

This can be good or bad depending upon your perspective.  Some players and GMs may find the lack of purpose in these mini adventures frustrating.  On the other hand, some may accept that when you follow vague leads, you often end up with nothing useful.  Others may even simply ignore the lack of continuity, and revel in the successive dungeons to explore and conquer.  At any rate, there is one bright spot in these three mini adventures: since they are more or less self-contained, they are completely modular and hackable.  And I don’t mean just within the original rules system.  Since none of these adventures show up in the updated adventure, an enterprising GM could easily update them for the newest version of Gamma World, and drop them… well, anywhere.  There are no plot threads that really tie them to anything else, so it would be quite easy to make them your own.  And, of course, there are maps included.

Finally, the nuclear explosion I promised.  Eventually, the PCs find the central base where the AI lives and makes his new “golden warriors.”  In the subsequent exploration of the facility, they are bound to come across the Power Room.  First, the relevant section from the Power Rooms description in the NLG: The room houses the bunker’s fusion reactor, along with switchboards for routing power throughout the complex. Period.  Now try the OLG description on for size: This was merely an auxiliary power plant originally, with a small fusion reactor for emergency use.  It is now the main source of energy for the entire complex….If the party causes any damage to the plant, there is a 1% cumulative chance per point of damage that an uncontrolled thermonuclear reaction will be precipitated.  In the event this occurrs, roll a d20 to see how many minutes elapse before the explosion….The central hex…will be a fused ruin with a deep crater…while the six surrounding hexes will be swept by fire and high winds…  I don’t know about you, but none of my gaming stories start with, “Let me tell you about the time we triggered a nuclear explosion.” 

Other Comparisons – New Legion of Gold

One of the cool things about this updated adventure is the subtle nods to the original.  For example, after reading OLG, it’s quite obvious that the LUCAS lab from NLG is modeled after the SAMURAI lab (mini adventure 3).  It’s not exactly the same, mind you, but there are androids doing aquatic experiments in both.  Obviously, the same goes for the main antagonist in both adventures – an AI computer that has mysterious initials for a name.  RAID in OLG, and NERO in NLG.  I do appreciate that the updated adventure has a real plot, and each encounter has some sort of meaning within that plot.  As hackable and modular as the OLG’s mini adventures are, there is something to be said for continuity and avoiding time-waste by handing them false leads. 

Which one is better?  As a total package, I certainly prefer the new version.  That may not be a fair comparison, however, as NLG was meant as an expansion, while OLG was simply a published adventure.  Nuclear explosions notwithstanding however, I think that even just the adventure included in NLG is better and more comprehensive than OLG.  That’s not to say I think there is no value in OLG – the mini adventures could be very useful in any campaign, and the overall idea of the module is solid.  If you have the cash to spare, it’s definitely worth picking up for the minis, the maps, and even if you’re only interested in how adventures used to be written.

Have you read through the original Legion of Gold?  What are your thoughts?

Where To Get Gamma World Miniatures: Saurian

This article is part of an ongoing series where we talk about places to get Gamma World miniatures to represent your PC.  For the rest of the series, click the “Article Series” link on the menu bar, above.  Since we don’t own all these minis, we always recommend checking with the manufacturer if you’re unsure about scale.

So, a Saurian is basically a big dinosaur-man.  When I first started researching minis for this article, I Googled things like “dinosaur miniatures” and “dinosaur man miniatures.”  I didn’t have much luck.  Then, a few days later, I had a facepalm moment.  Of course!  There are plenty of dinosaur man miniatures out there, it’s just that they have different names, like Lizardfolk and Troglodytes and Drakes and Dragonborn.  And so we were off to the races.  While there are plenty of these minis in fantasy ranges, none of them have Omega Tech type weapons.  Modifying minis is always an option, though we would also recommend checking out the Garn Warriors from Khurasan minis or the Sligg Soldier from Reaper if Omega Tech is a must-have item for your mini.

Prepainted Miniatures

Unpainted Miniatures

  • Garn WarriorsKhurasan Miniatures Scroll down a bit to find them.  These look kind of crocodile, but sport Omega Tech.
  • He-Who-Kills (T-Rex)Khurasan Miniatures This is from the 15mm range, but it is a very large mini.  I can’t tell whether it would do well as a 25mm mini.
  • TroglodytesOtherworld Miniatures Scroll down, they’re the last three items on the page.
  • Lizardman WarriorsOtherworld Miniatures About 1/3 of the way down the page.
  • Sligg Soldier (with Omega Tech), Plus 4 more pages of Lizard themed minis – Reaper Miniatures  The featured mini in this article is the Lizardman Tyrant.
  • Warhammer Lizardman ArmyGames Workshop You can browse the selection via the menu on the left.  There are quite a few to choose from.
  • Lizardmen, Mini T-Rex – Ironwind Metals
  • NewtsMega Miniatures These are out of print (as Mega Miniatures is shortly to go out of business).  As of right now, the link provided takes you to a reseller.
  • LizardmenTrollforged Miniatures
  • Gorn – Heritage Miniatures These minis are also out of print.  I couldn’t find them anywhere other than ebay.
  • RogHydra Miniatures This one is unique because it doesn’t look like your typical carnivore dinosaur, but rather an herbivore dinosaur.
  • Francis GatorPulp City Miniatures Saurian/Redneck. What do you mean that’s not a real origin?

That’s just a start, really.  No self-respecting fantasy miniatures manufacturer is without lizardmen.  Which ones did I miss?

Where to get Gamma World Miniatures – Fungoid

This post is part of a series where we point players to good sources of miniatures for their Gamma World PCs.  For the rest of the series, check the “Article Series” link on the menu bar.  As always, check sizes before buying.  We don’t own all these minis, so there’s a chance our recommendations may be too big or small from time to time.

It was bound to happen.  I suspect some of you were waiting for it to happen.  Eventually, there was going to be a Gamma World origin that stumped me.  That’s not to say that I didn’t find any fungoid miniatures, but the selection this time around is definitely thin, especially if you’re looking for a prepainted mini.  But hey, you only need one, right?  By the way, one of the unpainteds would be a great place to start if you’re looking to start learning how to paint minis.  Just a thought.

Unpainted Miniatures

Prepainted Miniatures