OK, look, I've just recently gotten a chance to go through it, so here's some stuff:
The first thing you'll notice is the bright radioactive green pages inside the covers. They'll definitely wake you up if you weren't before.
Table of Contents:
Chapter One
How to Use This Book
Chapter Two
Genotypes -
Stock Human, Pure-Strain Human, Mutant, Synthetic
Basic Classes - The 6 core D20 Modern Hero Types
Occupations
Skills - Computer Use, Craft, Drive, Knowledge, Pilot, (Aerial Mount), Read Language, Repair, Research, Speak Language, Survival, Treat Injury,
Feats - Existing Feats & New Feats
Vital Statistics - Name, Age, Height & Weight, Allegiance, Reputation.
Equipment - Wealth and Currency, Armor, Weapons, General Equipment, Vehicles, Synthetic Upgrades.
Advanced Classes - Cybercologist, Leader, Nanosmith, Prophet, Survivor, War Chief.
Chapter Three: FX
Mutation, Biotechnology, Cellular Transformation Effects (minor and major modifications), Nanotechnology, Cybernetic, Psionics.
Chapter 4: Home Sector and Beyond
Polar, Thuntra, Theeka, Mountains, Temperate Forest, Aromatic, Dry Grassland, Tropical Grassland, Tropical Rainforest, Hot Desert, Ocean, Swamps, Radiation Poisoning, The Shattered Remains, Blowing Up Your Neighborhood, The Community, Creating a Community, Example Locations and Communities, The Community Behavior Map.
Chapter Five: Comrade, Nemesis, Mystery
Ark, Arn, Badder, Ber Lep, Brutorz, Centisteed, Cleansing Slime, Fashen, Hoop, Hopper, Jetder, Mollin, Rakox, Robot, Sep, Soul'Sker, Terl, Thra, Win Seen, Yexil. Templates: Ravisher.
Chapter Six: The Gamma World Campaign
Campaigning in the Gamma World (overall campaign style, technology, character goals, genotype; Gamma World in the d20 System; Investigation (mechanics, soultech); Cryptic Alliances (what is a cryptic alliance?, Example Cryptic Alliance).
Appendix: D20M to D&D 3.5 Conversion
So, here are the major points I've taken note of:
Obviously this uses D20 Modern as the base. There is an appendix with 4 new core classes that you can use if you only have the D&D 3.5 rules. Those classes are The Enforcer (very much like a fighter), Esper (I think you know what those are), Examiner (A scientist type), and the Scout, which is a bit like a ranger/rogue.
Technology is not low-level as it was in some previous incarnations of Gamma World Armor ranges from medieval to powered armor. Weapons range from swords to blaster rifles and microwave guns.
Mutations are handled in much the same way as they have been in the past. Mutants get 3 minor positive mutation, 1 major one, and 1 minor negative mutation.
Humans are divided between stock and pure strain. The stock are basically common folk while the pure strain ones have been spared the raveges of the harsh environment. Some came from isolated areas while others were frozen as embryos during the final wars and have only recently emerged. Synthetics are robots.
Overall I very much like this and I look forward to the upcoming releases. This definitely captures the feel of previous editions of Gamma World, though a lot of teh funny has been scaled back (thankfully). It is a dark and gritty world, but it is also a fantastic world. Another cool thing is that because of the way it was designed, it looks like you'll be able to port in as much or as little of the Darwin's World material.
This is a re-imagining of Gamma World, so if you're a traditionalist, you should be happy with this if you approach it with an open mind. It is definitely not GW 4th Edition. In some ways it does remind me of the much maligned 5th edition, but hey, I liked 5th edition, so I don't want to hear it!
Anyway, how's that? Enough info?