- Hell on Earth (Core book)
- The Wasted West
- Monsters, Muties, and Misfits
- Any of the location books (e.g. Denver, Iron Oasis)
- Any of the archetype books (e.g. Children of the Atom, Spirit Warrior, Waste Warriors)
Basically, what stuff is of more use to a Reloaded player and what's not?
Core Book - no. The only thing in there that you might want is the Classic Mutations table - unique entries for all 54 cards, with very specific mutations. Very cool, but a lot less hindering than the Reloaded version.
Wasted West - YES! Worth it for Jo's Journal alone. A guide to the Wastes of 2094 written by veteran Templar Jo Wales. A fantastic read, and gives you a solid idea of what things were like Pre-Harvest. I've often said to players "read this, you'll know what Hell On Earth is about".
Monsters, Muties, and Misfits - either way. Lots of cool monsters, some of which don't have reloaded versions, but you can come up with your own nearly-as-cool monsters without too much trouble. Plus, I rarely see content from these show up in campaign; amazing ideas that get very little play. Fantastic descriptions, though.
Location Books - Probably not. All are useful for Pre-Harvest conditions. Still, the North is probably the only one worth getting if you're just doing reloaded. Shattered Coast introduces arcane librarians, but they don't get cool until the article in Epitaph 4. Denver has full Power Armor rules, but I really dislike the Classic power armor rules - they're very weak.
Almost all have an adventure in them, making them useful on that front.
Last Crusaders, Spirit Warriors, Children of the Atom, Waste Warriors, Brainburners, Junkman Cometh - Not really. They're full of neat history, but unless you really
wan to know all about where these things came from, it's not terribly useful. In fact, these books have a lot of unique and interesting mechanics and powers that are not currently reloaded - stuff that many Marshals try to reload with very mixed results. I'm guessing that most of it has been left behind because it wasn't fast or fun enough, what with shifting all that focus to one arcane PC.
Note that most of these have an adventure in the back.
Road Warriors, Cyborgs - I'd pick them up, for different reasons. Cyborgs is the history and style of cyborgs in the wasted west - something that hasn't been Reloaded yet. Road Warriors ... I don't know how useful it would be but I really do like this book. Among it's other virtues, you learn a lot about the Convoy and why they were important, and possibly why they need
to be replaced.
Adventures - Either way. The core line builds up to the Unity (and the Harvest), but can be ignored or adapted to be something else entirely.