Essentially
the same story as Pokemon only stupider
TSR Inc, the
house that brought you Dungeons & Dragons, slipped this game into its
marketing mix in 1987. Not an update of their Gamma World RPG or in any way connected to it, Gammarauders was a stand-alone strategy board game. The object of
the game was to destroy all your opponents fortresses or a certain number of
them, depending on the number of players.
The game
consisted of 12 hexagonal terrain tiles that could be arranged in almost
limitless combinations to create the game board, 108 weapon, reinforcement and
special cards, 6 Fortress cards (up to six people can play), 4 six-sided dice,
a rule book, 200 tokens representing soldiers, tanks, jets and energy pods, and
6 Bioborg layout sheets printed back and front. Bioborgs are giant mutant
animals that have been outfitted with various weapons. The original set came
with stats for a turtle, two different rodents, a couple of dinosaurs, a bear,
a kangaroo, two different apes, a musk ox, a vulture and a penguin.
I never
played Gammarauders personally. I was highly anticipating it to be an extension
or expansion of TSR’s Gamma World RPG. Both games were set in the future,
contained mutants and had a couple of starting syllables in common. I think the
disappointment I felt with it being a strategy game was what kept many loyal
TSR customers away from it.
Even though
it was set in a post-Apocalyptic world, the game’s theme was tongue-in-cheek.
Hard to imagine anyone taking a giant weapon laden penguin too seriously.
People who have played the game stated that it was fast and a lot of fun. An
expansion pack was released shortly after the games introduction, but it wasn’t
enough to pull Gammarauders sales up. The game sank into obscurity.
DC comics
begain publishing comics based on TSR’s Advanced Dungeon & Dragons, Forgotten Realms and
Dragonlance games in 1988 and Gammarauders seemed like another good horse to
add to the stable. Maybe horse is the wrong term; mutant Kangaroid might be a
more accurate assessment. Whatever the term, poor sales lead to a quick exit
for the title, but not quick enough for it to evade a trip to the crapbox.
Gammarauders
takes place on Earth sometime in the near future. Full scale nuclear war has
rendered most of the planet uninhabitable wastes. The environment does provide
one benefit: naturally occurring energy pods dot the planet’s surface. Properly
harvested, they have multiple uses.
Two post
apocalyptic inventions make the Gammarauder’s Earth different from Mad Max’s.
Factoids are TV sets on two legs that literally run wild across the planet’s
surface, gathering knowledge. Millions of these things were accidentally
produced and they spend time spouting gibberish and passing information to one
another.
Professor Womba’s Bioborgs are the second discovery, a development
that costs the professor his life. Womba is killed by the evil Slugnoids for
the technology and the race to conquer Gamma Earth begins. On one side are the
evil Slugnoids who want to rule everyone, on the other are the Gammarauders who
want to return the Earth to its former state, and in the middle are the
Cryptic Alliance. The Cryptic Alliance is made up of six factions (the six
factions from the game) and are courted by both Slugnoids and Gammarauders.
Our comic
begins with Bioborg handler Tadsworth waking up after a battle. Tadsworth and
Hoag were fighting another Cryptic Alliance faction called the Rayzors who had
sided with the Slugnoids. He’s coaxed back to consciousness by Jimbo, a fellow
handler.
Orka Cola?
The day they start making soft drinks out of vegetables is the day I eat a
bullet. If this is the future, I’m glade I die in a fiery nuclear holocaust. Jimbo
tries to prod Tadsworth’s memory of the battle back, which ends up being a bad
idea because Tadsworth’s sole thought becomes concern over Hoag, his Kangaroid.
That single-mindedness is sure to get him into trouble.
I love it
that they take “The King’s” name in vain in that last panel. Seems Tadsworth
didn’t realize he wasn’t on the ground floor. But what the heck is he on?
Oh, a giant
penguin. I should have guessed. The art style in Gammarauders has a silly,
cartoony feel to it. Without the bright, bold “four-color” pallet they use,
much of the art would look almost manga style. I’m not really a fan of it, but
I do have to give DC props for finding a look that fits the tone of the
material.
And speaking
of that material, some Rayzor boys have been tracking Jimbo and Tadsworth. They
show up now on their flying motorcycles, forcing Jimbo to activate his giant
penguin. Yeah, that’s a line I never thought I’d ever type.
I might need
to mention that any kind of attack craft (soldiers, jets, tanks) in
Gammarauders are called “popcorn” due to the ease with which a Bioborg can
destroy them. So Squawwk dispatches them with a flick of a fin. This leaves our
heroes to travel on to the regrouping of factions aligning themselves with the
Gammaruders.
From this
picture you can pick out members of The Men In Black, Lab Rats (scientists),
Crimson Moon (samurai types), and Friends of Whatever Is Left Of The Earth
(hippies) factions. The only faction unaccounted for is Da Mob, which we latter
learn is pledging support, but hasn’t shown up yet. Since we’ve already seen
the Rayzor faction, all of the groups from the game are accounted for.
The Peguiniod
is sent to the pen with the other Bioborgs, who are about the only things worth
the price of admission in this book.
They make for
a rather goofy looking ensemble. I’m especially tickled by the meditating
monkey and the pipe smoking rodent. Hope they fight better than they look here,
which, now that I think about it, is pretty much assured. No way they could look
worse in battle, right? I’m wrong about this, by the way. Also if you put up a
big sign saying "Bioborg Pen," there really is no purpose in putting the word
“secret” in front of it. Just some more tongue-in-cheekyness from the writers.
Moving on, Tadsworth is reunited with his injured/damaged Kangaroid Hoag, in a
scene that needs some drippy, overly sentimental music.
I expected to
see French kissing in the next panel, this was so overplayed. I guess bonding
with a Bioborg is a bit like falling in love. Awwww. Like falling in love with
several tons of smelly giant mutant war machine. Sort of like how Dick Cheney’s
wife must feel. Tadsworth gathers with his fellow handlers to get the lowdown
on their tactical situation from Admiral Haynes.
Admiral
Haynes looks like he stole his hairstyle from the Beatle’s Sergeant Pepper’s
Lonely Hearts Club Band album. He’s also got bad news for the Bioborg handlers:
they are to take position at the rear of the attack column to be held in
reserve. While the Admiral does have a lot of “popcorn” out front, it makes no
tactical sense to keep the seven best fighting units (which the Bioborgs are)
out of a fight that contains multiple enemy fighting units (other Bioborgs) of
equal strength. Basically the Admiral is going to turn all his popcorn into
cannon fodder for zero gain. A smarter move would be to use the Bioborgs as a
thrust with his units in support…you know, screw it. I’m buying a copy of the
game. Meanwhile Tadsworth is trying to get the lowdown on what the Admiral’s
forces will be facing.
Talking with
a Factoid is not the recommended way of doing it however. They do carry a bunch
of information but they tend to convey it in cryptic ways. Take the first part
of this very direct exchange.
That “All of
them” line is pretty good. It answers the question without actually telling
them anything new. That second part is just a pure “one in a million” lucky
shot because Factoid speak gibberish more often than Paw from the Hillbilly
Bears. To prove it they are back to it in the bottom panels of the same page.
There’s no time to ponder what they say, however as Admiral Hayes forces get
their butt resoundly kicked by the Slugnoids and Razor factions, leading with
three goofy Bioborgs.
Cyborg
Vultures and Dinos and Bears, Oh MY! These three Bioborgs proceed to trash all
the Gammarauders troops (as I predicted, and I’ve never even played the game
–yesh!), but the Tadsworth and the other six “good-guy” handlers decide to
ignore the Admirals orders and enter the melee.
The rest of
the battle is not done as well. It’s some random scenes of the characters that
add neither to them nor the ongoing action. Then we get a big plot twist. Da
Boys show up to lend a helping hand to the Gammarauders, looking like Al Capone
with rockets glued to his suit coat’s shoulders.
He proceeds
to double cross them to the Slugnoids. Who would have thought a faction based
on mobsters wouldn’t be trust worthy? Nice “Budda-budda-budda” sound effects. I
haven’t heard that one used since those first few issues of Punisher. All of
this fighting leads to an overuse of the phrase “Good night, Gracie” which is
so dated that even comic readers in 1987 didn’t know where it came from. All of
this culminates in the bad guys unleashing their most awesome weapon yet:
Armpit-mounted
laser beam cannons. Which knock out all the good guys and their Bioborgs. I can
only assume that they keel over from the awful smell of the armpit lasers. The
issue ends with everyone, including Tadsworth, slipping into unconsciousness.
Gammarauders
the comic book lasted 10 issues and I’m wondering how many of these began and
ended with Tadsworth comatose? At the end of the 10th issue, DC ran
some backup features that told how the tale was suppose to end, meaning sales
on the title must have really stunk for them to pull it before the arc was
completed. We can count this as “strike one” for TSR’s properties-to-comics. It
will be a long time before they hit one out of the park. For me (and maybe most
of us) the quirkiness of Gammarauders was either too much or too little. Comedy
is very hard and comedy in a burned-out radioactive wasteland inhabited by
political factions that war using giant moles, dinosaurs and penguins is even
harder. I’m seriously looking into that game, though. Might be a blast.
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