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Miniatures

Game

TM
®

Judge Dredd created by John Wagner and Carlos Ezquerra


Game Design: Andy Chambers, Sean Phillips, Arthur Ranson, Kim Raymond, Photography: Ian Strickland,
Roger Gerrish, Gav Thorpe Cliff Robinson, Alex Ronald, Mark Sexton, Adam Want, Darek Wyrozebski
Ron Smith, Greg Staples, Cameron
Cover Art: Jason Brashill (front), Stewart, Dave Taylor, Dylan Teague, Thanks To: Andrew McLachlan,
Greg Staples (back) Vanyo, Kev Walker, Chris Weston, Charlie Monaghan, Jennifer Monaghan,
Brian Williamson, Ben Willsher, Colin Wilson Steve Morgan, Paul Sawyer
Artwork:
Brian Bolland, Jason Brashill, Book Design & Production: Dylan Owen Special thanks to John Stallard
Ryan Brown, John Burns, Andy Clarke,
Simon Coleby, Mike Collins, Boo Cook, Editing: Darron Bowley, 2000 AD® is a registered trademark. Judge DreddTM
copyright © 2019 Rebellion 2000 AD Ltd. All rights reserved.
Paul Davidson, Simon Davis, Jon Davis‐ Duncan Macfarlane, Paul Sawyer © Copyright Warlord Games Ltd. 2019.
Hunt, Steve Dillon, Peter Doherty,
No part of this publication may be reproduced, stored in a
Brett Ewins, Carlos Ezquerra, Scenery: Andrew McLachlan,
retrieval system, or transmitted, in any form or by any means
Henry Flint, Ian Gibson, Patrick Goddard, Sarissa Precision, Dr Peter Stanley without the prior written permission of the publisher, nor be
Trevor Hairsine, Mark Harrison, otherwise circulated in any form of binding or cover other than
Staz Johnson, Cam Kennedy, Colin MacNeil, Miniatures Sculpting & Painting: that in which it is published and without a similar condition
Marco Sano, Kirsten Williams, being imposed on the subsequent purchaser.
Paul Marshall, Mick McMahon,
Inaki Miranda, Barry Mitchell, Jim Murray, Darek Wyrozebski ISBN: 978‐1‐911281‐56‐6

TM

judgedredd2000ad.com
CONTENTS
CORE RULES DENIZENS OF MEGA-CITY ONE
Needed for Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 The Justice Department . . . . . . . . . . . . . . . . . . . . . . . 58
Basic Game Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . 9 The Judges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Measuring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Specialist Judges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Model Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Judge Stat Profiles. . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
The Game Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Lawmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Ending the Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Weapons of the Justice Department . . . . . . . . . . . . 66
Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Specialist Judge Skills . . . . . . . . . . . . . . . . . . . . . . . . . 70
Single Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Heroes and Villains of the Justice Department . . . . 72
Double Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Judge Dredd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Ranged Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Psi‐Judge Cassandra Anderson . . . . . . . . . . . . . . . . . 76
Close Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 SJS Senior Judge Alex Gerhart . . . . . . . . . . . . . . . . . . 78
Mounted Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Mechanismo Mk1 Auxiliary Judge . . . . . . . . . . . . . . . 80
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Judge Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Judge Grice – Inmate Judge . . . . . . . . . . . . . . . . . . . . 84
Doomsday: Inmate Judges. . . . . . . . . . . . . . . . . . . . . 84
Karl Raider – Vigilante Ex‐Judge . . . . . . . . . . . . . . . . 86
ARMOURY Orlok the Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

The Weapons Locker. . . . . . . . . . . . . . . . . . . . . . . . . . 40 Fear and Loathing in Mega‐City One – Citizens. . . . 90

Pistols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 The Average Citizen . . . . . . . . . . . . . . . . . . . . . . . . . . 90

Long Guns/Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 The Block Gangs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

Stump Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Mean Machine Angel . . . . . . . . . . . . . . . . . . . . . . . . . 96

Heavy Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Oola Blint – Angel of Mercy . . . . . . . . . . . . . . . . . . . . 98

Close Combat Weapons . . . . . . . . . . . . . . . . . . . . . . . 46 Homer Blint – Bat Glider Peeper . . . . . . . . . . . . . . . . 99

Weapon Special Rules . . . . . . . . . . . . . . . . . . . . . . . . 48 Citi‐Def . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100

Armour Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Fatties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Hand Bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Dick Porker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105

Armour & Specialist Equipment . . . . . . . . . . . . . . . . 54 Fourth Faction Agents – Sov Genetik Construkts . . 108

Big Meg Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Man’s Best Friend – The Robots. . . . . . . . . . . . . . . . 110


Nero Narcos – Robot Overlord. . . . . . . . . . . . . . . . . 116
Greetings from the Cursed Earth –
Mutie Sky Raiders . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Sky Raider Profiles. . . . . . . . . . . . . . . . . . . . . . . . . . . 120

2
Judge DreDD

SCENARIOS
Scenario 1: Foot Chase . . . . . . . . . . . . . . . . . . . . . . . 128 Subdued, Incapacitated, Sentenced. . . . . . . . . . . . 142
Scenario 2: Ambush . . . . . . . . . . . . . . . . . . . . . . . . . 130 Judges in the Campaign . . . . . . . . . . . . . . . . . . . . . . 145
Scenario 3: Rumble . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Deeds, Promotions & Increasing Notoriety. . . . . . 146
Scenario 4: The Raid. . . . . . . . . . . . . . . . . . . . . . . . . 134 Base Upgrades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Scenario 5: The Heist . . . . . . . . . . . . . . . . . . . . . . . . 136 Grudge Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Scenario 6: Mo‐Pad Madness. . . . . . . . . . . . . . . . . . 138 Narrative Scenarios. . . . . . . . . . . . . . . . . . . . . . . . . . 151

Appendix: Weapon Variants. . . . . . . . . . . . . . . . . . . 152


TO LIVE AND DIE IN MEGA-CITY ONE Armoury Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Playing a Campaign . . . . . . . . . . . . . . . . . . . . . . . . . 140 Big Meg Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Starting Factions. . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
The Generation Game. . . . . . . . . . . . . . . . . . . . . . . . 141 Campaign Roster Sheet . . . . . . . . . . . . . . . . . . . . . . 160

3
4
Judge DreDD

INTRODUCTION
Ok, it’s 1982 and I will almost certainly be late for enriched with a dazzling array of complex and
work, but I need to detour to my local newsagents interesting supporting characters. Often these
to pick up the latest issue of 2000 AD. The characters have their own compelling stories to
newsagent looks down his nose at me, I’m clearly tell, some even earning their own spin‐off story
too old to be reading comics at my age, but he arcs. Characters like Judges Anderson and Hershey
accepts my 18p and I walk to the bus stop have become stalwart allies, gaining the grudging
engrossed in this week’s fix of Thrill‐Power, all the respect of ‘Old Stony Face’. Conversely, a multitude
time narrowly dodging lamp posts and other of bad guys, including the likes of Judge Death and
mundane real life obstructions. Now, don’t get me Orlok the Assassin, have returned again and again,
wrong, whilst I loved Nemesis, Strontium Dog, Halo pushing Dredd to the limits but never defeating
Jones, Skizz and Rogue Trooper, the first story I him. It’s no wonder that the world of Dredd
always went to, without fail, was Judge Dredd. inspired two films, an upcoming TV series and an
expanding library of novels, audio dramas and, of
The venerable Judge first appeared in the pages of course, games.
2000 AD back in 1977, a creation of writer John
Wagner, 2000 AD editor Pat Mills and the artist It’s now 2019 and here I am writing an introduction
Carlos Ezquerra. A classic anti‐hero, Dredd’s to a new Judge Dredd miniatures game.
character was almost certainly inspired by Clint
Eastwood’s ‘Dirty Harry Callaghan’ persona but Whilst the background of many of Dredd’s most
taken to the next outrageous level. famous adventures are truly apocalyptic, including
the nuclear exchange of the Apocalypse War, the
The Dredd stories are set against the backdrop of usual encounters illustrated in the panels of the
Mega‐City One during the first half of the 22nd Dredd strip are day‐to‐day small skirmishes
century. The ‘Big Meg’, is a huge, densely between factions fighting for control of Mega‐City
populated urban sprawl incorporating most of the One’s streets. It is the aim of this game to enable
eastern seaboard of the United States of America – players to recreate those classic scenarios on the
or rather what was left of it after a devastating tabletop, using no more than a dozen figures a
nuclear war. Mega‐City One is inhabited by side. The game builds on the well‐received
hundreds of millions of citizens, whose day‐to‐day Strontium Dog ruleset penned by Andy Chambers
mental state ranges from the mildly disturbed to and Gav Thorpe and is suitably adapted to the
just plain crazy. Policing such a turf clearly requires world of Judge Dredd.
an extraordinary kind of cop – a judge, jury and
executioner all rolled into one. Within these pages you will not only find game
stats for the Justice Department and the criminal
Enter the Judges. Specifically Judge Dredd, a hard‐ groups that stalk the streets but also the barely
nosed, near indestructible individual given the role controlled Citi‐Def militia, groups of crazies and
of enforcer over the Big Meg’s mean streets. Unlike many other colourful denizens of Mega‐City One.
many characters in a long running comic series
Dredd has aged in real‐time, allowing us to see how As we add more models, characters and factions in
his world has changed. Yet he himself remains as future expansions you will have the opportunity to
inflexible and indomitable as ever – over 70 years recreate some of the greatest storylines that have
old but still at the height of his power. ever graced the pages of 2000 AD and more
recently the Judge
Despite the Dredd saga being set in a grim, Dredd Megazine.
dystopian world, I believe its most endearing
aspect is that whilst its namesake character
appears to have no sense of humour himself, the – Roger Gerrish
stories are liberally laced with a rich seam of black (Somewhere
comedy which takes numerous irreverent pokes at in Brit‐Cit)
contemporary society. It’s also quite astonishing
how many seemingly crazy predictions in old
Dredd stories have now come to pass in our
current world.

The world of Dredd has expanded well beyond its


original boundaries and is constantly being

5
MEGA-CITY ONE
Mega-City One was founded in 2032 as an constant use and even stretched its
answer to the intense overcrowding facing influence to the stars, founding a number
the United States and it formed the model of flourishing, if troublesome, extra-solar
for other such massive complexes across colonies. Yet, since the Apocalypse War
the world. Originally envisioned to home with East-Meg One in 2104 the population
around 350 million inhabitants, by the turn has been drastically reduced by a series of
of the 22nd century the population had catastrophic disasters including Sabbat’s
risen to over 800 million. The City covers Judgement Day, the Necropolis event, and
an area from southern Maine all the way more recently the Day of Chaos, where a
down to Florida, and to the west stretched combination of plague and anarchy reduced
into Ohio. During the Atomic War of 2070 the population to roughly 50 million. This
the city took a number of debilitating left the city in ruins with its economy on
strikes, but its strategic defence lasers its knees. Despite this, the Big Meg lives
protected it when much of the surrounding on. Now, with the relaxation of immigration
country was totally devastated. In its laws, support from its colonies and other
heyday the city was believed to have at initiatives, few can doubt that Mega-City
least one million miles of roadway in One will rise again.

6
Judge DreDD
NEeDED FOR PLAY
OVERVIEW OF THE GAME In addition to this rulebook, you will also need several
Judge Dredd is a tabletop skirmish battle game for two or other items to play skirmish games with Judge Dredd
more players. Players take control a small team of Justice models. Materials such as terrain pieces are not strictly
Department personnel, Block Gangers, Citi‐Def militia, or required for the basic game. However, their inclusion
any number of weird and wonderful factions on the streets will enhance your games. You will need:
of Mega‐City One.
• Two or more players (two to four is the
suggested range);
USING THIS BOoK • A playing surface, such as a tabletop or
This book contains all the rules you need to play Judge unobstructed floor space;
Dredd, including scenarios and profile lists of the Mega‐City
One denizens used to create your own gangs and factions. • A selection of Judge Dredd models;

• A tape measure or ruler a minimum of 12"


HOW TO GET STARTED in length;

Start by taking a little time to read over • Assorted markers (Pinned markers, Stunned
the next section – the core game markers, Injury markers, Overwatch markers and
mechanics – to get a handle on the Moving Fast markers);
general game rules. By the time you’ve
done that you’ll know enough to play a • A variable number of Action chips and Star chips
game. For a first outing, fight with just a (see page 14);
few models per side. As you grow more
confident, try some larger games with • Combat dice (at least six);
more models.
• Some six‐sided dice (just one will do).

8
CORE RULES
BASIC GAME MECHANICS For a 'D3' result , roll a D6 and halve the result, rounding
up, as shown on the following table.

DICE D6 Score D3 Result


Judge Dredd uses special 1‐2 1
six‐sided Combat dice
3‐4 2
(sometimes individually
referred to as die) 5‐6 3
for resolving
combat and
random events. Re-rolls
Sometimes players will have the ability to re‐roll dice.
Ordinary six‐sided dice are also sometimes used for This lets the player pick up dice that have produced an
generating random results in relation to scenarios, unsatisfactory result and roll them again. The result of
various charts and tables, and so forth. the re‐roll always stands even if it is worse than the
original. Re‐rolled dice may never be re‐rolled again.
Combat dice
Combat dice have the following faces: Dice modifiers
Combat dice are modified by rolling more or fewer
[HIT] x3 Combat dice depending on circumstances. For
example, a target is at long range, so shooting
attacks with some weapons will roll one less
[ARMOUR] x2 Combat dice to hit. Combat dice results
themselves are never modified.

[SPECIAL] x1 Modifiers can apply to the results


of ordinary dice rolls. Dice
modifiers can be negative (e.g.

ORDINARY DICE
‐1 to the result) or positive
(e.g. +1 to the result).

When referencing dice rolls, the rules will refer to


ordinary six‐sided dice as D6. Occasionally you might be
called upon to roll two or more D6 and add the results
together. Where this the case, the roll is referred to as a
‘2D6’ or ‘3D6’ roll. More commonly, you’ll need to roll a
D6 and add a number to the result. Where this is the
case, it is shown as D6+1 or D6+2, etc.
MEASURING
In Judge Dredd measuring distances for movement and
shooting is done using the model’s base.

Movement Moving
When moving, no part of a model’s base can travel
beyond the allotted distance.

Shooting
When shooting, measure from the closest point on the
shooting model’s base to the closest point on the target
model’s base.
Shooting

MARKERS TURNING AND FIRE ARCS


Markers are used in the game to keep track of Most models in Judge Dredd may turn freely when
model status and to cut down on bookkeeping. moving but are limited to only firing at targets to their
These markers are: front. However, some larger models have special rules
limiting them to represent size, speed, and/or poor
reaction times.
ACTION CHIP – Shows when a
model has activated.
Prime examples are vehicles. Equally, aliens, mutants,
or robots may possess capabilities (like eyestalks,
STAR CHIP – Like Action chips, cameras, or swivelling joints) that permit them to shoot
but are better (you’ll see). or move outside of human norms.

Turning and fire arcs are covered in more detailed


INJURY MARKER – Placed on later, but the same designations are used throughout
models to show they are hurt the rules.
and will perform less well.
Each Injury marker on a model
is cumulative – accrue enough Front (F)
and your model is incapacitated
and out of the fight.
Right ( R)
Left (L)

PINNED MARKER – Used to show


that a model is distracted by
enemy attacks, over‐extended
or vulnerable in some way. Back (B)

STUNNED MARKER – Regarding models, Focused


A temporary kind of Injury the normal primary Front (FF)
marker. Not as nasty as a facings, and fire arcs
Right (FR)

full Injury marker as it is


Left (FL)

Focused
Focused

are 180 degrees Front


easier to recover from. (F) and Back (B), Left
(L) and Right (R).
MOVING FAST MARKER –
Used to mark models that Some models may have
are Sprinting or Charging. weaponry or turning Focused
Back (FB)
that is limited to
‘focused’ arcs. These
OVERWATCH MARKER – are limited to 90 degrees
To mark models carefully and are marked with the extra prefix ‘F’ (FF, FR, FL, and
covering an area with their
weapon ready to shoot if a target FB). Such limited fields of fire are common for long or
heavy weapons.

10
Core Rules

MEASURING INCREMENTS
Judge Dredd uses the archaic measuring increment
known as the ‘inch’, only familiar to older wargamers,
TAKING A STAT TEST
and the inhabitants of the North American Mega‐Cities At various times the rules will call on models to test against
and Brit‐Cit. their stats to achieve things like dodging an enemy attack or
keeping their cool under fire. That means you roll one
A measuring tape or ruler marked with one inch Combat dice for each point of that stat the model has
increments is really useful here, but if you can only get a at the time. Unless specifically stated otherwise, a
metric measuring device then simply double all the stat test needs at least one [SPECIAL] result to pass it.
distances noted in the rules as being in inches and you’ll
get to much the same place.

Distances in inches are shown with a number followed


by ", so twelve inches = 12". fitness. Mounted models such as those riding bikes can
have a move of 7" to 12" or more!
The playing area for Judge Dredd is intended to be three
feet by three feet (36" x 36") – so a medium sized table Shoot
should be ideal for your games. The Shoot stat gives the number of Combat dice to roll
when the model makes a ranged attack. This means
Pre-measuring that models with Shoot 6 are exceptionally deadly
Being able to pre‐measure ranges, move distances and marksmen, while those with Shoot 1 are more likely to
the like is permitted by default in Judge Dredd. If players score hits only through pure luck.
wish to disallow pre‐measuring by mutual agreement
that’s perfectly fine of course, but the default for this Fight
option is ‘ON’. The Fight stat indicates the number of Combat dice
rolled when the model makes a close combat attack. As
with Shoot, a model’s Fight stat can vary between 6 for

MODEL OVERVIEW
a martial arts master and 1 for a clueless sap.

Evade
The Evade stat gives the number of Combat dice
Judge Dredd is played with individual models rolled when the model attempts to dodge an
representing each fighter on the battlefield. Most incoming ranged or close combat attack. Not all
models act independently during a fight, but some models have an Evade statistic, but it can be gained
types of models may be grouped together into Packs to or enhanced by technology or certain psychic or alien
make them more effective. powers. Evade can range between 0 and 6. However
an Evade stat better than 1 or 2 is a rarity amongst
normal individuals.
MODEL STATISTICS Resist
Models have statistic scores (stats) to tell you just how A model’s Resist stat measures how hard it is to
good each model is in battle. damage the model with an attack. When a model is hit,
its Resist stat tells you how many Combat dice to roll to
The core stats are: try and stop the damage. Resist can be enhanced with
• Evade… additional armour, cover or special powers.
• Move… Cool
• Resist…….… A model’s Cool is a measure of how well it can keep
its head (or equivalent) and function effectively in
• Shoot……… a combat situation. In the most direct terms, it affects
• Cool…… how many actions a model can potentially take
during a game turn, but it also affects a model’s ability
• Fight.…
to withstand the effects of getting pinned down
• Notoriety….. or escaping tricky situations. Cool varies between 5
for a veteran Judge like Joe Dredd and 1 for a
Move panicked civilian.
A model’s Move stat tells you how far it can move in a
single action. The Move of a model might get modified Notoriety
temporarily if moving across difficult ground or A model’s Notoriety represents its relative power,
climbing, for example, or more permanently by being influence, effectiveness and fame (or infamy). It is used
injured or stunned. Typical humanoid movement rates when building factions for either a single game or linked
vary between 3" and 6" depending on encumbrance and campaign – see page 141 for more details.

11
RANGED WEAPON STATS 1 Range
Many models will be armed with one or more ranged The Range stat determines a weapon’s range in inches
weapons, usually a gun of some sort. Weapons have on the tabletop. Range is divided into two bands, short
their own stats just like models do. and long. Some close combat weapons (like knives) can
also be thrown and have a long range to show this, but
When a model attacks, it uses other close combat weapons can’t be thrown so don’t
its own stats combined with have a long range.
those of the weapon it is carrying
to calculate the result. 2 Modifiers
Ranged weapon stats are: Different ranged weapons have modifiers to the Shoot
stat of the model using them to increase or decrease
• Range the number of Combat dice rolled by a shooting model.
• Modifier Different modifiers apply at long and short range
• Power according to the weapon types.
• Special Rules
3 Power
A typical example is
shown below: Power describes how hard‐hitting a weapon is. If a
2 shot hits a model, the weapon’s Power is compared to
the model’s Resist stat to see if it injures them and
Colt Lawgiver Mk2 Pistol how badly.
Ranged weapon – one‐handed
4 Special Rules
SHORT RANGE MODIFIER LONG RANGE MODIFIER
1 8" +1 16" -1 If a weapon has any special rules that apply to it, for
example Stun, Blast or Incendiary, they are noted in the
POWER SPECIAL RULES Special Rules section.
3
4 Armour Piercing, Special Rounds, Stun Pulse
4

12
Core Rules

ISO-CUBES
Perps sentenced by Judges will
end up doing time in the ‘Cubes’.
Various prison complexes across
Mega-City One contain thousands
of cells designed to hold a single
prisoner in isolation. Iso-Cube
correctional facilities are
managed as industrial complexes
with perps passing through in a
seemingly never-ending stream.
While serving their time there is
no opportunity for the prisoners
to mingle with other inmates, preventing bad habits and gang culture from flourishing.
Prisoners are constantly guarded by Judge-Wardens who ensure that the sentence is no picnic
and have full powers to discipline inmates as they see fit. Whilst there have been some
rumoured incidents, breakout and escape from an Iso-Cube facility is virtually unheard of.

CLOSE COMBAT WEAPON STATS


Close combat weapons work much like ranged weapons
by modifying the user’s stats when making an attack.
Their stats are a lot more limited however.

Daystick
Close combat weapon – one‐handed
RANGE MODIFIER SPECIAL RULES
1" +1 Stun

1 2 3

1 Range
Most close combat weapons have a
range of 1" but this can be increased for
whip‐style weapons.

2 Modifier
A close combat weapon gives a bonus to
the wielder’s Fight stat for the purpose
of determining the Power of the attack.

3 Special Rules
Close combat weapons may have special rules
for additional effects just like ranged weapons.

13
THE GAME TURN DRAWING ACTION CHIPS
Action chips are drawn from the bag, one at a time,
ACTION CHIPS and handed to the owning player as they are drawn.
Normally all actions generated by an Action chip are
Judge Dredd is played using a system resolved before the next chip is drawn, although some
of drawing Action chips to see when special conditions may vary this.
models can activate during the game turn
and determining just how much they can achieve.
Once all models have activated at least once, the
game turn is over.
PLAYING ACTION CHIPS
When a player gains an Action chip, they choose a
At the start of the game, you’ll need one Action chip for model to activate and take actions with it.
each model under your control.
A model gets two single actions or a single double‐
Each player uses different colour Action chips and all action when it activates. Typical actions include:
of the chips for the game are placed together in a bag,
cup or other opaque container at the start of each Single Action
game turn. • Move
• Take a Snapshot
Example: Wayne has 5 models so gets 5 blue Action
chips placed in the bag. Karl’s models total only 3 so Double Action
he gets 3 gold Action chips in the bag. • Sprint
• Take an Aimed Fire shot

STAR CHIPS Choosing which model to activate


A player can select any one of their models on the
For models with a Cool of 4 or tabletop that hasn’t yet activated to use an Action chip.
greater put a special Star Action chip Leave the Action chip beside the model after it has
in the bag instead of a normal one. completed its actions to show that it has activated this
turn and can’t be activated again.
For example, Wayne has four models in
the game. Two of Wayne’s models have a Cool of 4
or more, so two normal Action chips and two Star
chips in Wayne’s team colour are placed in the bag.
ACTIVATING WITH A STAR CHIP
When a Star chip is used to activate a model, there’s a
Note that robots and A.I. controlled vehicles do not chance that the chip isn’t left on the tabletop
generate Star chips, even if they are Cool 4 or higher. afterwards and is instead returned to the bag. This
The fact that such models are harder to pin down leaves the model free to activate again later in the turn,
with attacks in no way makes them more suited for it also means that the Star chip is in the bag ready to
heroic action. come out again later in the turn. Star chips are good.

MAYOR DAVE
Possibly the most popular Mayor of Mega-City One, Dave
the Orangutan was allowed to run for office simply because
no law prevented it. This being Mega-City One, after Dave
was nominated he won by a landslide victory! Judge Dredd
at the time considered it no bad thing as the ape was a
“definite improvement" over the previous holders of the
office. Many years later Dredd cited Dave as the reason
why democracy could not work - let the people decide, and
they give you an ape for mayor!

14
Core Rules

Judge Dredd speeds through


clouds of Stumm Gas.

Going for broke


Once a model completes its activation from a
Star chip, the owning player may take a Cool
test for the model by rolling one Combat dice
MULTI-PLAYER GAMES
for each point of Cool the model currently has. If any of In multi‐player games, each player will need their own easily
the Combat dice roll a [SPECIAL] result, the Star chip is identifiable set of Action chips for their models. Beyond this
returned to the bag and the model may activate again requirement, the rules are the same as for a two‐player game
later in the turn with another Action chip (either an – when a player’s Action chip is drawn, they can activate one
ordinary one or a Star chip). Players are never obliged of their models.
to attempt a ‘going for broke’ Cool test.

Theoretically, a model could keep being activated with


a Star chip and continue to pass its ‘going for broke’
Cool test until the heat death of the universe occurs. In ENDING THE GAME TURN
practice though, passing the test is very unpredictable A game turn ends when all the models on the tabletop
so don’t count on it happening too much, even with have an Action chip beside them indicating they have
models that have Cool 5! activated this turn (potentially this can be more than
once using Star chips), or if there are no more Action
Note that Star chips do not have to be used on models chips left in the bag.
with a Cool of 4 or greater when they are drawn. This
represents the leadership and confidence (or fear) At the end of the game turn:
instilled by having an experienced or intimidating
character in the model’s faction. Clearly the chance of a 1. Gather up all the Action chips and place them back in
model with a lower Cool passing the test to return the the bag. Do not replace Action chips or Star chips for
Star chip to the bag is lower, but it can still happen. models that have become casualties and remove any
excess Action and Star chips from the bag.
Failure has its price!
Failing a ‘going for broke’ Cool test to return a Star 2. Check for any specific scenario events.
chip to the bag comes at a price. The Star chip is left
in place to indicate that the model cannot activate 3. Check victory conditions (see the Scenarios section
again this turn, and it also gains a Pinned marker to on page 122).
indicate its overextended and somewhat precarious
status. For more on Pinned markers see the combat You are now ready to begin the next game turn.
rules on page 21.

ENDING THE GAME


Last chip in the bag
If a Star chip is the last one pulled from the bag, the
activating model can still attempt to return it for
another activation. However, a ‐2 Cool modifier applies
to this and all subsequent Cool tests to return the chip The game ends depending on the specific scenario rules
to the empty bag. – see pages 122‐139.

15
Sector 39 Judges in force on the streets.

ACTIONS DOUBLE ACTIONS


• Aimed Fire – The model Shoots a weapon with
When a model activates it can take either two single a bonus.
actions or a double‐action.
• Sprint – Move the model up to twice its Move
plus D6".
SINGLE ACTIONS • Charge – Move the Model up to its Move plus
• Move – Move the model. +D6", and make a close combat attack.

• Snapshot – Shoot a weapon with the model. • Set Overwatch – Set the model to cover an area
ready to shoot.
• Throw – Throw a weapon with the model.
• Hunker Down – Attempt to remove an Injury
• Fight – Move the Model up to 3" and make a close marker from the model.
combat attack.

• Shake it off! – Remove a Pinned or Stunned


marker from the model.
NOMINATING ACTIONS
You don’t need to declare both of a model’s actions
before undertaking them. This means you could, for
example, take a Snapshot at a target and then decide to
Snapshot again if you missed it, or Move to get
into cover instead.

16
Core Rules

SINGLE ACTIONS
MOVE
TROGgIES
The Troggies are
A commonly used action that’s handy for moving descendants of a
models around the tabletop. 20th century cult
who could not cope
Moving with the pressure
A model taking a Move action is moved across the table
a number of inches equal to its Move stat.
of modern
technology and so
A model can normally turn as many times as it likes retreated underground
during its move, but it must follow a defined path to where their bodies
reach its destination. The model may end its Move mutated to adapt to
action facing in any direction. the subterranean
environment. During the
You can move through friendly models without penalty.
early 22nd century
Terrain effects on movement they returned to what
See the Terrain section (page 34) for details on how was now Mega-City
features on the tabletop can affect Move actions. One and started to
abduct Mega-City
SNAPSHOT citizens to be used as
slave labourers. Led by Slick Willy, they
When a model takes a Snapshot, it turns in place and planned to eventually destroy the city
uses one of its ranged weapons to shoot at a target. with carefully placed subterranean
A Snapshot represents firing ‘from the hip’ with little or explosives. Finally defeated by Dredd they
no aiming. were all apparently arrested, although
some may yet wander the vast expanses
For a more careful aimed shot, a double‐action is
of the Undercity.
required (see Aimed Fire on page 18).

Some weapons are too big or slow to reload to take


Snapshots with and require an Aimed Fire to shoot at
all. This is noted in the weapon's Special Rules.

THROW
A model using a Throw action makes a ranged attack
just like a Snapshot. The big difference in this case is the
nature of the weapon used. It is resolved using the
model’s Fight stat instead of its Shoot. Throw can only
be used with weapons that have the Throw special rule.

FIGHT
A Fight action allows a model to move up to 3" (as for a
Move action) and strike at an enemy model with a close
combat attack.

SHAKE IT OFf!
This action is used when a model is pinned or stunned.
Its effect is to remove one Pinned or one Stunned
marker from the model. Breath is being caught,
weapons are being reloaded, insults and pithy Death lives! Judge Dredd and his Deadworld
comments swapped, and new strategies discussed foe tangle in the supernatural mist.
during this brief interlude.

17
DOUBLE-ACTIONS combat attack with a bonus of +1 to its Power. Mark the
charging model with a Moving Fast marker. You may
charge even if already engaged in close combat.
SPRINT Moving Fast markers and their effects remain in place
until the model is next activated.
When a model takes a Sprint double‐action, it executes
two Move actions, one after another, with a bonus of Models may attempt to use Charge double‐actions to
+D6" of movement added at any point. A sprinting break through doors and windows, see page 37.
model can only move into its front arc during each
move. Mark the sprinting model with a Moving Fast
marker. Moving Fast markers and their effects remain in
place until the model is activated next.
AIMED FIRE
An Aimed Fire double‐action is a ranged attack
resolved in the same way as a Snapshot. Turn the
CHARGE model in place as desired before taking the shot.
Aimed Fire may only be made into the model’s
A Charge double‐action works much like a Fight action Focused Front fire arc (FF). In the case of Aimed
but with an additional Move action. The charge must be Fire, the attacking model can elect to add +2
directed towards an opposing model or vehicle in the Combat dice to either its Shoot stat (to represent
model’s Front (F) arc. Roll a D6 and add the result to the more careful aiming) or the weapon’s Power
model’s Move. If the charging model can move within (representing aiming for a vulnerable spot) for the
close combat range (1") of the target, it makes a close Aimed Fire ranged attack.

Violence erupts on
the streets near
Leroy Jenkins Block.

18
SET OVERWATCH
Turn the model in place as desired and then place an
Overwatch marker beside the model. During any
subsequent activation, the model can make a ranged
attack against a model that takes an action within the

HUNKER DOWN
overwatching model’s Focused Front fire arc (FF). If the
target is taking a Move action of any kind (including
Sprint or Charge), the Overwatch attack is a Snapshot.
For any other types of action, it is an Aimed Shot. The A Hunker Down double‐action allows an injured model
overwatching model can choose when to take the shot a chance to get into cover and recuperate. Roll a D6 and
(waiting for a moving model to come out of cover for add the score to the model’s Move stat (keeping in
example), but must have the target within its range, fire mind this will be reduced by any Injury markers and
arc and line of sight at the point when the Overwatch Stunned markers it has). The model can move up to this
attack is made. total distance in any direction providing the move ends
no closer to the nearest enemy model.
Remove the Overwatch marker from the model when it
has taken its shot. If an overwatching model is pinned, If the model moves into cover, roll a number of Combat
stunned or incapacitated before using the marker, it dice equal to its original, unmodified Resist
loses its Overwatch marker too. Otherwise, the stat. For each [ARMOUR] result rolled, the model
Overwatch marker remains in place – even into removes one Injury marker down to a minimum
subsequent game turns – until the overwatching model of one (i.e. an Injured model can’t remove the
uses it or activates and takes a different action. last Injury marker from itself by using Hunker Down).

PACKS
Whilst some models such as Juves, citizens or Dog • All the models in the pack must choose the
Vultures may be fairly ineffective as individuals same actions when activated.
they can become quite dangerous when they’re
acting as a collective mob or pack. A pack • All of the models in a pack must end their
comprises multiple models that are all activated activation within 3" of at least one other
together by a single Action chip. Individual pack model from the same pack.
members are usually weak but become more
dangerous in a group. The following restrictions • When the pack attacks in ranged or close
apply to packs: combat, pick a single model to make the
attack. Any other models in the pack that can
• Regardless of the number of models in the join the attack (i.e. if they have the range and
pack, a pack only ever generates a single line of sight to do so) add their Shoot or Fight
Action chip. stats to the attacking model for the attack.

19
RANGED ATtACKS CHECK RANGE AND LINE OF SIGHT
Find the distance between the firing model and the
RESTRICTIONS target model by measuring a straight line across the
shortest distance between the firing model’s base and
In order to make a ranged attack, a model must have the target’s base. Check this against the Range stat of
the target: the weapon being used.

• within range of the weapon it is using; Fire arcs


Most models have limited fire arcs for their weapons.
• within its line of sight; The model must lie inside a weapon’s fire arc for it to
be claimed as being within line of sight.
• within the fire arc of the weapon it is using.
General fire arcs are:

PICKING A TARGET • One‐handed ranged weapons: Front (F).

When you make a ranged attack with a model • Two‐handed ranged weapons: Focused Front (FF).
nominate a target model on the tabletop and state
what weapon is being used by the firer. • Heavy weapons: Focused Front (FF).

Line of sight
Draw a straight line across the shortest distance

RANGED ATtACK ACTION SUMmARY


between the shooting model’s base and the target
model’s base.

1. Pick a firing model and a target model, stating which If there are terrain or models in the way that are taller
weapon or weapons will be used. than both the target model and the shooting model,
the line of sight is blocked and a different target must
2. Check range and line of sight to the target model from the be chosen.
firing model.

3. Take a number of Combat dice equal to the firer’s Shoot stat. HITtING A TARGET
4. Add or subtract Combat dice depending on the Range Take a number of Combat dice equal to the firer’s
Modifier of the weapon being used. Shoot stat. Apply the appropriate dice modifiers for the
weapon’s Range stat and the target.
5. Roll the Combat dice. If any [HIT] results are rolled, the
target has been hit. Shoot Modifiers for Ranged Targets
• Weapon’s Range Modifier. . . . . . . . . . . . . . +/‐ variable
6. If the number of [HIT] results rolled equals or exceeds the
target’s Cool, the target is also pinned. • Target is a vehicle or mounted model . . . . . . . . . . . +1
7. The target model can attempt to dodge a hit by rolling a • Target has a Moving Fast marker. . . . . . . . . . . . . . . . ‐1
number of Combat dice equal to its Evade stat. If any
[SPECIAL] results are rolled, the hit is negated. • Attacker is within close combat range (1") of target . ‐1

8. Roll a number of Combat dice equal to the weapon’s Power If any [HIT] results are scored on the dice, the
stat. Count up the number of [HIT] results scored. target has been hit.

9. Roll a number of Combat dice equal to the target For example, Zat Smith, a Punk gang member with
model’s Resist stat. Count up the number of [ARMOUR] a Shoot stat of 2, fires at a target 7" away using a
results scored. pistol. The pistol is +1 at 8" range or less so Zat rolls
a total of three Combat dice to determine if he
10. Deduct the total number of the target’s [ARMOUR] results scores a hit.
from the total number of the weapon’s [HIT] results. If any
[HIT] results are left over, the target suffers one injury or Zeroes are not heroes
stun per remaining [HIT]. If modifiers reduce a model’s Stat to zero they have
literally no chance of hitting the chosen target and
11. Place Injury or Stun markers and lay down, or otherwise must either select a different target or give up on the
mark, models that are incapacitated or subdued. idea of shooting at things for now.

20
Core Rules

TAKING HITS – PINnED


RESISTING HITS
If the total number of [HIT] results rolled by a
ranged attack is equal to or higher than the If the hit isn’t dodged it may harm the target. The
target’s Cool stat, the target is ‘pinned’ in attacker rolls a number of Combat dice equal to the
addition to any other results of the hit (i.e. even if the weapon’s Power stat to determine the power of the hit.
hit is subsequently dodged).
= equals one Power.
For example, Zat’s target – Bugsy, a lowlife from
the ‘Stormy Daniels’ block – has Cool 2, so if Zat
rolls two or more [HIT] results, Bugsy will be pinned = no effect unless the attacker has
in addition to any other results. special rules that apply.

When a model is pinned, place a Pinned marker beside Total up the modified Power of the attack.
it as a reminder.
The target model rolls a number of Combat dice equal
Effects of being pinned to its Resist stat. Modify the target’s Resist stat as
When a model with a pinned marker activates roll a shown below.
number of Combat dice equal to the model’s
Cool stat. Any [SPECIAL] result rolled removes Resist Modifiers Against Ranged Attacks
the Pinned marker with no further effect. If the • Attacker is using two (or more) weapons . . . . . . . . . +1
roll is unsuccessful, the activating model must
use the single action Shake it Off! to remove the Pinned • Target model is claiming light cover . . . . . . . . . . . . . +1
marker before doing anything else.
• Target model is claiming heavy cover. . . . . . . . . . . . +2
Multiple Pinned markers
A model can only be pinned once. If a model is already • Target model is being attacked in its Back fire arc. . ‐1
pinned and would receive another Pinned marker it
doesn’t get another one. Each [ARMOUR] result rolled reduces the Power
of the attack by one.

DODGING HITS Shot in the Back or ‘He Never Saw it Coming’


In the underworld of the Mega‐City One there is little
The target model has a chance to dodge the honour among perps and such ‘drokkers’ have no
incoming hit by rolling a number of Combat hesitation in shooting people in the back. If an incoming
dice equal to its Evade stat. If any [SPECIAL] attack originates in the target’s back fire arc, the
results are rolled, the hit is dodged and target’s Resist stat for that hit is reduced by one.
entirely negated.

Evade Modifiers for Dodging Ranged Attacks


• Target attacked by a Incendiary type weapon . . . . . ‐1

• Target attacked by a Blast type weapon* . . . . . . . . +1


* Note that this means that even models with no Evade
get a (small) chance to dodge blasts.

If a model successfully dodges an incoming hit its owning


player can move it up to 3" in any direction and change
its facing as desired. Note that for some Blast weapons
this means that the model will not be able to fully escape
the area of effect, even if they dodge successfully. Shot in the Back

21
COVER plastic, synth‐board and plexiglass are limited to
providing light cover at best. Some powerful and exotic
Many weapons used in Mega‐City One are powerful weapons like Stub Guns or Laser Rifles will simply
enough to punch through barriers on a direct hit, this is ignore cover altogether.
why there are no penalties applied to hit somebody
lurking behind a crate or wall. It’s not like you only have
to aim at the exposed parts in order to hit them.

However, when a model is trying to resist an incoming


INJURY CHART
hit, it’s important to know whether or not it can gain The result is determined by calculating the attack’s
protection from any cover. Even if the weapon blows Power after it has been modified by the target’s Resist
holes through the cover, there’s less chance of the roll. To work out the attack’s effect, refer to the Injury
target being hurt so badly if it is hit. The general rules Chart below.
for this are simple:
INJURY CHART
• If the attacker’s line of sight crosses any kind of cover,
the defender can claim the benefit of light cover. Power after Resist Result
‐1 or less No effect
• If the defender is touching a piece of cover that
the attacker’s line of sight crosses, the defender 0 The target is stunned
can claim heavy cover instead of light cover.
1 The target is injured
Light cover increases the defender’s Resist stat against 2 The target is seriously injured
the incoming hit by +1.
3 The target is grievously injured
Heavy cover increases the defender’s Resist stat against
the incoming hit by +2.
No effect
Note: For something to be counted as heavy cover it The hit deflects harmlessly from a fashionable kneepad,
needs to be a reasonably tough material – e.g. metal, piece of armour, personal electronic device or other
concrete or plasteel. Lightweight materials, such as harmless trinket.

THE GUNFIGHTER SKILl


Some individuals are either naturally gifted resolving the damage from the hit against the
gunfighters or highly trained in gunplay through defender. Note that rolling a [SPECIAL] result does
years of practice in the Justice Department, Citi‐ nothing to resist the damage (unless the model has
Def or the Block Gangs. a special rule that says it does), it just grants an
opportunity for firing back.
When a model with the Gunfighter skill
successfully dodges a ranged attack or rolls The results of both attacks are worked
a [SPECIAL] result on its Resist roll against a out simultaneously.
ranged combat attack, it can get a return Snapshot
off at its attacker.

In order to shoot back, the model must:


BULlET TIME
• not be pinned (either already or by the If both models have the Gunfighter skill, the counter‐
incoming attack); shot from the defender can potentially trigger
another attack from the original attacker if
• have its attacker in its Front fire arc. (FF if not the attacker successfully dodges or rolls a
using a pistol); [SPECIAL] result on its Resist roll and fulfils all
of the three criteria given above.
• have a ranged weapon that can be used for
a Snapshot. As long as models keep rolling
[SPECIAL] for the Resist roll, they keep exchanging
If all these criteria are met, resolve a Snapshot from shots until one of them (potentially both) is pinned
the defending model against its attacker before or becomes incapacitated by a hit.

22
Core Rules

Stunned
Place a Stunned marker on the target model. All of the
RESYK
stunned model’s stats, including Move, are reduced by Here the eleven million citizens who die
one for each Stunned marker it has sustained, until the each year find a last resting place, sort of.
model uses a Shake it Off! action to remove the Once through the plush synthi-velv curtains,
Stunned marker (see page 17). mechanical arms remove the corpses and
place them on the conveyor belt. They are
Injured then joined by others from smaller Resyk
Place an Injury marker on the target model. For the rest
of the game, all of the model’s stats, including Move,
terminals dotted all over the city, as they
are reduced by one for each Injury marker it has. Injury flow smoothly into the recycling plant. Here,
markers can be removed by taking a Hunker Down over a thousand corpses per hour are
double‐action. dissected and broken down into 107 useful
constituents. In the post-nuclear world,
Seriously injured nothing can be wasted – and the valuable
Place two Injury markers on the target model. All of the
chemicals contained in the human body are
injured model’s stats, including Move, are reduced by
one for each Injury marker it has sustained. Injury vital to the city's hungry industries. The
markers can be removed by taking a Hunker Down Resyk workers have a proud boast: “We use
double‐action. everything but the soul!"

Grievously injured
Place three Injury markers on the target model. All of
the Injured model’s stats are reduced by one for each For example, the aforementioned lowlife Bugsy
Injury marker it has sustained. Injury levels can be has a Cool of 2. If he receives two Injury markers,
reduced by taking a Hunker Down double‐action. he’s incapacitated and out of the fight.

INCAPACITATED - A CANDIDATE FOR RESYK SUBDUED


Injuries will accumulate on a model and beyond a A model that is reduced to zero Cool by Stun markers
certain point a model will be classed as incapacitated only is said to been subdued instead of incapacitated.
and out of the game. This is important to note for when you need to
sentence perps – the subdued ones have a better
If a model accumulates so many Stunned and/or Injury chance of ending up in iso‐cubes rather than in Resyk.
markers that its Cool stat is reduced to zero, it counts as
incapacitated, meaning it’s been rendered unconscious If playing in a campaign, for the purpose of checking
(or dead) and is at least temporarily out of the game. their survival later, keep note of whether a model was
incapacitated or subdued at the end of the game .
Models that are incapacitated don’t put Action or Star
chips in the bag and can take no actions. Some Armoury Bugsy receives two Stun markers so he is subdued
and Big Meg cards, plus certain skills can be used to and out of the fight. If he received one Stun marker
revive models that are incapacitated. and one Injury marker, he’d be incapacitated instead.

23
CLOSE COMBAT
Models within 1" of each other are within close
combat range. Blades, blunt objects, fists or even
teeth become the weapon of convenience.
However, a model can still choose to shoot at
enemies in close combat range, although several
restrictions apply:

• There is a penalty of ‐1 to Shoot at close


combat range.

• A model may not choose to use Aimed Fire when


an enemy is within close combat range.

Overall, most of the time the better option is to take a


Fight action and grapple or batter the offending party
(however, be aware results may vary depending on how
good your model is at fighting). See page 26 for the
option of just running away.

FIGHT!
A Fight action or a Charge action which brings the
active model within close combat range (1") of an
PINnING
enemy model is resolved as follows. Successive rains of kicks or blows can suppress
an enemy just as much as a hail of shots. If the
close combat attack rolls a number of [HIT]
HITtING THE ENEMY results equal to or greater than the defender’s Cool,
place a Pinned marker on the defender.
Roll a number of Combat dice equal to the
attacker’s Fight stat to see if a hit is scored.
If there are any [HIT] results, it means the
attacker has landed a blow of some form.
DODGING
The defender can attempt to dodge a close
Modifiers to Fight for Close Combat Attacks combat attack by rolling a number of Combat
• The target is pinned . . . . . . . . . . . . . . . . . . . . . . . . . . +1 dice equal to its Evade stat. If any [SPECIAL]
result is rolled, the defender has dodged the hit and
• Attacking model was in the takes no damage.
target’s Back fire arc (B) when it activated* . . . . . . +1
Note that a model that successfully dodges an
* You can’t start in front of an enemy and then run behind incoming hit can be moved up to 3" by its owning
it to make the attack to gain this bonus. player, so it has an opportunity to move out of close
combat range if desired.

24
Core Rules

RESISTING HITS Zippy Lonsdale struts the pedway.


If the hit is not dodged add the attacker’s close combat
weapon modifier to the attacker’s Fight to determine
the Power for resolving the hit. If the model has no
melee weapon, just use its Fight stat for the Power of
the hit. The following modifiers apply:

Modifiers to Power for Close Combat Attacks


• Weapon Modifier . . . . . . . . . . . . . . . . . . . . . variable +/‐

• The attacker used a Charge double‐action. . . . . . . . +1

The attacker rolls a number of Combat dice equal to its


Power stat to determine the actual Power of the hit.
Look up the result of the hit’s modified Power on the
= equals one Power. Injury chart below (note that this is the same as the
ranged attack Injury chart – it is simply reproduced here
for convenience).
= no effect unless the attacker has
special rules that apply. INJURY CHART

Total up the modified Power of the attack. Power after Resist Result
‐1 or less No effect
The target model then rolls a number of Combat dice
equal to its Resist stat. 0 The target is stunned

Modify the target’s Resist stat by: 1 The target is injured


2 The target is seriously injured
Resist Modifiers Against Close Combat Attacks
3 The target is grievously injured
• Target model is being
attacked in its Back fire arc . . . . . . . . . . . . . . . . . . . . . ‐1
Each [ARMOUR] result rolled reduces the Power See pages 22–23 for the full descriptions of the results.
of the attack by one.

ELDSTER NINJA MUD-


WRESTLING VIGILANTES
Antagonised by constant Juve mugging
incidents, a group of aged citizens or
‘Eldsters’ decided to take the law into
their own hands. Calling themselves the
Eldster Ninja Mud-Wrestling Vigilantes
they took to the streets in custom
pyjamas armed with sticks, ear
trumpets, and copious amounts of mud.
They sought out the Juves who had been
terrorising their block and mud wrestled
them into submission. Despite going on to neutralise
several dangerous Juve gangs they were still illegal
vigilantes and quickly had Judge Dredd on their trail. Unfortunately, when Dredd caught up with
them, despite being outnumbered he proved remarkably proficient at mud wrestling and subdued
the lot in short order.

25
SUBDUING IN CLOSE COMBAT
A close combat attack made without using a specific
weapon (i.e. using only your fists, feet or head) is always
THE BRAWLER SKILl
considered to have the Stun Special Rule (e.g. the The streets of Mega‐City One can be an
attacker has the option to inflict at least one stunned extremely dangerous place and hand‐to‐hand
result and count all injuries as stuns – see page 49). combat is commonplace, whether it is a simple
However, close combat weapons without the Stun Special mugging or a full‐on rumble between Juve
Rule may not be used for subduing for obvious reasons. gangs. Those individuals particularly competent
in hand‐to‐hand are generically called Brawlers.

PINnED COMBATANTS If a defending model with the Brawler


skill successfully dodges or rolls a
If a close combat attack is made against a pinned model, [SPECIAL] result on its Combat dice to
the attacker gains +1 Fight and there is no chance for a resist a close combat hit, it can make a
defender with the Brawler skill to counter‐attack. The counter‐attack by striking back. Resolve this
close combat attack is otherwise unaffected. simultaneously as another Fight action
initiated by the defender (i.e. before applying
any result from the original attack).
MULTIPLE OPpONENTS If both models have the Brawler skill, the
Multiple attackers ganging up onto single opponents counter‐hit from the defender can potentially
generally tend to get in each other’s way, so no bonuses trigger another attack from the original
apply for outnumbering. attacker if the attacker successfully dodges or
rolls a [SPECIAL] result on its Resist roll.
The one exception is models that operate in
packs. Packs such as groups of Juves score hits As long as models keep rolling [SPECIAL] results
in close combat on both [HIT] and [SPECIAL] for their Resist roll, they keep exchanging hits
results if at least one other member of the pack until one of them (potentially both) is pinned
is also within close combat range of the same or becomes incapacitated or subdued by a hit.
target model.

A close combat attacker with multiple enemy models in


range can elect to split its Fight stat in order to attack
more than one model. At least one point of Fight must be
assigned to each model being attacked and the allocated ESCAPING CLOSE COMBAT
Fight is used to determine the Power of the attack. A model within close combat range of an enemy is able
to move away using a Move, Sprint or Charge action
when it activates. Compare the active model’s Move to
the models that are in close combat range of it. Any
enemies with a higher Move stat than the active
model get to make an immediate close
combat attack against the fleeing model
with no chance of a counter‐attack.

26
Core Rules

TWO-WEAPON FIGHTING
A model can attack with a close combat weapon in each Having a pistol in one hand and a close combat weapon
hand (providing that both weapons are one handed of in another also counts for this rule. Power for close
course). When a model uses two close combat combat hits uses either the model’s Fight stat plus
weapons in this way it will score hits on the modifiers and Special Rules for one of its close combat
target with both [HIT] and [SPECIAL] results on weapon or the pistol’s Power and Special Rules. If the
its Combat dice. The flurry of blows struck are attacker is splitting their Fight in order to attack
individually less weighty so the target model multiple opponents (see Multiple Opponents) only one
gains +1 Resist dice if hit. opponent can be attacked using the pistol’s Power.

27
MOUNTING AND DISMOUNTING
Mounting or dismounting takes a single action by a
model. A dismounting model can be placed anywhere
within 1" of its mount. If a dismounting model is placed
within 1" of an enemy, it can make a close combat
attack as part of its dismount to represent diving off
into combat.

MOUNTED MODELS A model must be within 1" of an unoccupied mount to


mount it. Once a model has mounted, it gains the stat
bonuses of its mount. Once a model dismounts for any
Sometimes you need to get places fast. Models can be reason, it reverts to its normal stat line.
mounted on various wheeled or grav assisted mounts,
jet packs, or even winged bat suits to get around.

Typical examples include powerful motorcycles that are


ATtACKING MOUNTED MODELS
the mount of choice for the numerous bike gangs that Mounted models are larger targets, so ranged attacks
plague Mega‐City One. Whilst above the streets daring against them gain +1 to the attacker’s Shoot stat.
sky boarders, like the famous Chopper, flaunt the law
on anti‐gravity power boards. Drive-by close combat attacks while mounted
When a mounted model uses a Charge double‐action, it
Whilst a model is mounted it can make a close combat attack at any point during its
gains certain stat movement instead of just at the end.
modifiers
depending on Forced dismount
the type of A mounted model that is pinned, stunned or injured by
mount. As we an attack (ranged or close combat) must pass a Cool test
can see from the or be forcibly dismounted. Roll a number of Combat dice
examples below, the equal to the model’s Cool stat (remember it will
benefits of increased be modified by Stun and Injury markers). If any
mobility are often dampened [SPECIAL] results are rolled, the model remains
by the impediment of not mounted; otherwise it is dismounted and gains
being able to shoot or fight an additional Stunned marker. Incapacitated
quite as well. and subdued models automatically fail this test.

28
Core Rules

Roll a Combat die for the mount. On a


[HIT] result, the mount is destroyed. On any
GRAV
other result, the mount survives and may Anti‐Gravity or ‘Grav’ technology is very common in
potentially be remounted. Mega‐City One. Grav mounts are capable of floating
anywhere from a few metres to several hundred
The Grav trait and forced dismounts metres above the ground.
A forced dismount from a Grav mount will also result in
a potentially damaging fall to the ground. Resolve a In the context of this skirmish game, a model on a
Power 3 hit against the rider to represent this. Grav mount when moving can ignore any models less
than 6" in height or ignore Blocking terrain that has a
In case you were wondering, Citizen, the remount height less than that of its Move stat.
action required for Bat Gliders or Jet Packs which are
worn rather than ridden represents preparing the gear The mounted model must still end its movement in
for flight again. terrain passable to it.

UNATtENDED MOUNTS ONE-HANDED WEAPON ONLY


Use markers to represent unattended mounts if you Riders of mounts with this trait may only use one‐handed
are not blessed with spare models of the right kind. weapons or weapons with the Throw Special Rule.
An active model that gets within 1" of an unattended
mount can elect to spend an action to remove it from Due to bracing issues, riders of mounts may not use
play, representing the mount being sabotaged. weapons classed as Heavy Weapons

Type Move Shoot Fight Evade Resist Cool Special

+D6" -1 Grav, One‐handed


Bat Glider 0 +1 ‐2 ‐1 weapon only
Jet Pack +3" 0 0 +1 ‐1 0 Grav
Gang Bike +4" -1 -1 0 +1 0 –
Power Board +8" -1 -1 +1 0 0 Grav
Sky Bike +6" -1 -1 +1 +1 0 Grav
Riding beast +D6" -1 +1 +1 0 0 –

29
VEHICLES MOVEMENT
A stationary vehicle must use a unique single action –
Whilst large areas of Mega‐City One are pedestrianised, Accelerate – before it can declare a Move action. Place
numerous roads and streets ranging from small a Moving Fast marker on the vehicle and then perform
pipeways and zipstrips to massive Skedways and the Move as a separate action.
Megways also criss‐cross the city.
When a vehicle activates, its first action must be Move
Hence it is not uncommon for vehicles to appear in if it has a Moving Fast marker on it. A second Move
Judge Dredd games, although they are often subject to action may then be taken if desired.
dramatic, fiery destruction if they do. In practice,
vehicles generally make excellent terrain for breaking A moving vehicle can use a unique action –
up a gunfight. However, they can also add interesting Decelerate –after its first Move action to remove the
variety to a game and one scenario in this book, Mo‐ Moving Fast marker from the vehicle and make it
pad Madness, is written with vehicles in mind. stationary again.

A vehicle is activated like a model and shares many Turning


stats with models on foot. However, several restrictions Vehicles must use a turn radius if they don’t want to just
apply to vehicle activation and movement. travel forward in a straight line, and the bigger the
vehicle, the bigger the turn radius.

ACTIVATION A vehicle’s turn radius is equal to the vehicle model’s


length plus its width (measure the widest points on the
Vehicles activate and take actions just like other vehicle, round up any fractions). A vehicle can turn for
models. However, vehicles without an A.I. do not as much of its Move as desired but is always subject to
create Action chips of their own so they have to be the turn radius.
activated by someone else’s Action chip. Typically, this
is a passenger acting as the driver, although not Measure the turn radius from B
necessarily thanks to remote driving technologies. the vehicle’s front corner on
A vehicle capable of full A.I. (Artificial Intelligence) the side it is turning towards.
control (i.e. it generates its own Action chip) will be
noted in its statistics.
A
Regardless of whether being driven by a passenger or
not, a vehicle uses its own stats, not the theoretical
driver’s, when taking actions or being subject to attack.

Vehicles may only choose the following actions:

• Move.

• Accelerate.
A+B

• Decelerate.

• Snapshot (if armed). 6”

Turn Radius
A vehicle that is 3”
long (A) and 2.5” wide
(B) has a turning
radius of 6” (A+B
rounded up).

Turn in place/reverse
A vehicle that doesn’t have a Moving Fast marker on it
can expend a single action to turn in place up to 2" or
move in reverse up to 25% of its Move stat.

30
Core Rules

GRAV VEHICLES If a model disembarks from a vehicle and is placed


within 1" of an enemy model, the disembarking model
Anti‐Gravity technology is common in the 22nd century can make a close combat attack if desired.
and has revolutionised transportation allowing vehicles
to ‘skim’ or fly for short distances. Vehicles with the
Grav special rule are capable of flying above obstacles if
desired. When a grav vehicle moves, it can ignore any
VEHICLES ATtACKING
models or terrain as it does so up to a height equal to Justice Department and other militarised vehicles may
the vehicle’s Move stat. have weapons mounted on them. In these cases, the
vehicle’s profile will have its own Shoot stat. More
For example, a Grav Pod (Move 12") can reach up to often, passengers will use Snapshot or Aimed Fire
12" in height as it moves. actions from a vehicle when they are activated. Ranged
attacks from vehicles and passengers suffer the
We know that some grav vehicles in Mega‐City One can following additional Shoot modifier:
fly very high, H‐Wagons for example, but in the interests
of simplicity, we will restrict this for the game. Shoot modifier for ranged attacks
• Attacker is a vehicle or a passenger
aboard a vehicle with a Moving Fast marker . . . . . . ‐1
PASsENGERS
All vehicles can carry at least two passengers in a
modicum of comfort (if they carry only one person, they
RAM ATtACK
are classified as a mount rather than a vehicle) but When a vehicle model is moved, it executes a ram
some can carry many more. attack against any obstacles (terrain) or models
(victims) in its path.
An activated model within 1" of a vehicle with empty
passenger seats can expend a single action to get Note that a Grav vehicles may choose to avoid ramming
aboard it and occupy an empty passenger seat. any object or model that has a height less than that of
its Move statistic.
A passenger may disembark from a vehicle by
expending an single action when activated. The model Use the vehicle’s Fight stat to resolve a close combat
is then placed within 1" of the vehicle. attack against anything it rams.

Road rash Models gain the following modifiers to Evade against


If a vehicle has a Moving Fast marker when a model ram attacks:
embarks or disembarks from it, the model must pass a
Cool test to do so safely. If the model fails the test it, Evade modifiers for dodging attacks
suffers a ram attack from the vehicle and is then placed • Target attacked by a vehicle ram* . . . . . . . . . . . . . . +1
within 1" of the vehicle.
* Note that this means that even models with no Evade
Knock knock stat get a chance to dodge vehicles.
Note that a model doesn’t have to be friendly to a
vehicle to get aboard. A model that embarks onto a If a vehicle rams an obstacle and fails to remove it, the
hostile vehicle gets to make a free close combat attack vehicle’s move is stopped and it potentially suffers
against another passenger aboard the vehicle if desired. damage (see Crunch! below).

31
ATtACKING VEHICLES Crunch!
If an out of control vehicle encounters an obstacle it
Shooting at a vehicle always gains the +1 Shoot cannot move over or ram out of the way, a hit is
modifier for a large target. inflicted against the vehicle using its own Resist stat as
the Power. The vehicle’s move is halted, and its Moving
Shoot modifiers for ranged attacks Fast marker is removed.
• Target is a vehicle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . +1

Close Combat
Close combat attacks can be attempted against a
DAMAGE TO VEHICLES
vehicle but are risky if the vehicle is Moving Fast. Take a Vehicles have special damage tables for being hit:
Cool test before making the attack if a vehicle is Moving
Fast. The close combat attack is resolved whether the Power after Resist Result
test is passed or failed, but if it is failed the vehicle also
makes a ram attack against the attacking model. ‐1 or less No effect
All passengers are stunned,
Pinned vehicles 0 no effect on the vehicle
If a vehicle is pinned by an attack (i.e. number 1 The vehicle is damaged
of [HITS] rolled to hit equals or beats the vehicle’s
Cool) place a Pinned marker on the vehicle. 2 The vehicle is immobilised
3 or greater The vehicle is destroyed
When a vehicle with Pinned marker activates, make a
Cool test to see if it can remove the Pinned marker
before taking an action as normal. No effect
The hit deflects harmlessly from a non‐essential and
If the test is failed and the vehicle is stationary, the entirely cosmetic part of the vehicle such as a spoiler or
vehicle must simply expend an action to remove the hood ornament.
Pinned marker before taking any other actions.
Passengers Stunned
If the test is failed and the vehicle is marked with a The hit throws the occupants around. Place one
Moving Fast marker, life gets more interesting: The Stunned marker on every passenger aboard the vehicle.
vehicle is out of control! The vehicle itself is unaffected.

Out of control! Damaged


A vehicle that is pinned while it has a Moving Fast Place an Injury marker on the vehicle. For the rest of
marker is no longer fully in control. Roll a D6 to the game, all of the vehicle’s stats are reduced by one
determine each of its actions for this activation. for each Injury marker it has sustained. The
vehicle may only make Move or Accelerate
actions when it activates if a [HIT] is rolled on
D6 roll Action one Combat dice before each action.
1‐2 Move, turning right Passengers are unharmed.
3‐4 Move, straight ahead
Immobilised
5‐6 Move, turning left
Place two Injury markers on the vehicle. For the rest of
the game, all of the vehicle’s stats are reduced by one
Note that grav vehicles lose their ability to ignore for each Injury marker it has sustained. The vehicle may
obstacles they move over while they are out of control. no longer take Move or Accelerate actions. If the vehicle
has a Moving Fast marker on it at the point when it was
immobilised, all passengers suffer a hit with Power
equal to the vehicle’s Fight stat.

Destroyed
The vehicle is wrecked and no longer functions.
All passengers suffer a hit with Power equal to the
vehicle’s Resist stat. If the vehicle has a Moving Fast
marker on it at the point when it was destroyed,
passengers suffer two hits instead of one. Resolve
each hit separately.

Grav Pod

32
Core Rules

VEHICLE STATISTICS
Type Move Shoot Fight Evade Resist Cool Special
Sportster 14" – 2 2 2 2 2 passengers
Grav Pod/Sky Cycle 12" – 3 2 3 2 Grav, 3 passengers
Ground Pod/ 12" – 1
3 4 2 4 passengers
Block Buggy
Hover Van 9" – 4 – 5 2 Grav, 8 passengers
H‐Wagon 12" – 6 1 6 4 Grav, 8 passengers
Small Mo‐pad 8" – 6 – 5 3 12+ passengers
Mo‐pad/Big Rig 8" – 8 – 8 4 24+ passengers
Pat Wagon 8" 2 6 – 8 4 6 passengers, pacifier

Pat Wagon Pacifier Weaponry


The Justice Department Packard‐Chevrolet Spartan MkIII Patrol Vehicle or ‘Pat Wagon’ is armed with a small turreted
grenade launcher capable of firing a mix of stumm gas grenades or concussion bombs.

Pat Wagon Pacifier Stumm Grenades Pat Wagon Pacifier Concussion Bombs
Ranged weapon – Fire Arc: 360° Ranged weapon – Fire Arc: 360°
SHORT RANGE MODIFIER LONG RANGE MODIFIER SHORT RANGE MODIFIER LONG RANGE MODIFIER
12" +1 24" -1 12" +1 24" -1

POWER SPECIAL RULES POWER SPECIAL RULES


3 Blast (4"), Gas, Stun 4 Blast (2"), Stun

33
TERrAIN
In Judge Dredd terrain refers to any features on the TERrAIN MOVEMENT SUMmARY
tabletop like buildings, walls, barriers, wrecks and
immobile vehicles that our protagonists must fight in, • Open terrain can be ignored
around or over. Terrain helps to define the tabletop while moving.
arena by presenting challenges and opportunities for
both sides, so it’s vital for a good game. Terrain might • Difficult terrain reduces model moves
be represented simply by using card markers to by 50%.
indicate its type and location or with sumptuous three‐
dimensional dioramas of streets, blocks, malls, burnt • Blocking terrain blocks all movement
out ruins, scrapyards, rad pits and other Mega‐City
One urban features.

Terrain affects games of Judge Dredd in two important


ways. Firstly, how it affects movement and secondly allow models to navigate between them without being
what Resist benefits it gives to a model using it for affected by the terrain.
cover. Its Resist stat also determines how difficult it is to
blow holes through or even destroy it. Either method is valid, providing it is consistent and
both players agree and understand it. The best
approach depends on the size of the game and the
DEFINING TERrAIN AREAS kinds of terrain you have access to. As a rule, the larger
the game the more you should lean towards
A tricky aspect of ruling on terrain can be deciding designating larger areas of terrain for ease of play. It’s a
where it begins and ends. Sometimes it can be helpful good idea to prevent any in‐game confusion by
to think of terrain in terms of whole areas rather than discussing the battlefield terrain with your opponent
individual points. For example, you might define the before starting the game.
outer boundary of an area of wrecked buildings and say
that any model within that boundary is affected by the For the purposes of movement, we classify terrain
terrain rules for those ruins. Alternately, you could treat into three types: Open terrain, Difficult terrain, and
each wall or pile of rubble as a separate Blocking terrain.
piece of terrain and

34
Core Rules

OPEN TERrAIN For example, a model with Move stat of 6" crosses a
2" high partition during its Move action. The difficult
Open terrain is classified as any with features that are terrain reduces the model’s Move stat to 3" for this
less than 1" tall and up to 1" across. These can be Move action.
ignored by models while moving on the assumption
that they can easily duck around, sidestep, or vault over Note that a Move action is reduced if any part of it takes
them without slowing down. place in or crosses Difficult terrain, whether at the
beginning, middle, or end. However, each action is
Examples of Open terrain areas might include: assessed separately so, for example, it is possible to use
a Move action to get out of Difficult terrain and then
• City streets or roadways; use another Move action in the Open terrain beyond
immediately afterwards.
• Pedestrianised areas;
Vehicles & mounted models in difficult terrain
• Roof tops; Vehicles and mounted models suffer the same 50%
Move penalty as models on foot when crossing Difficult
• Sports fields; terrain like shallow water or rubble but they treat all
obstacles as Blocking terrain. Vehicles or mounts with
• The interiors of large buildings or city blocks, such the Grav trait may ignore Difficult terrain obstacles.
as malls, food courts or open recreation areas.
Fancy footwork
A model with an Evade stat can use some fancy
OPEN TERrAIN OBSTACLES footwork to try and ignore the effects of Difficult terrain
when it moves. Roll an Evade test at the start
Most open areas can be scattered with various of the model’s Move action. If the model scores
obstacles such as crates, oil drums, stalls, vending any [HIT] results it ignores the Difficult terrain
machines, videophone booths, furniture and low walls for its action. If the test is failed the Difficult
or similar barriers 1" or less in height. terrain affects the model’s Move as normal, reducing
the model’s Move to 50% of its stat.
Vehicles and mounted models in Open terrain
Vehicles and mounted models may not completely
ignore Open terrain and must move around any
obstacles instead. In effect, these obstacles are
BLOCKING TERrAIN
Blocking terrain for vehicles and mounted models. Blocking terrain cannot be moved through at all –
Vehicles or mounts with the Grav trait may ignore Open though it may possibly be moved over or around it by
terrain obstacles simply flying over them. using the Leap/Climb double‐action (see page 36).

Examples of Blocking terrain include:


DIFfICULT TERrAIN • Buildings.
Difficult terrain is anything that impedes, but does not
completely block, movement, meaning it can be • Shipping containers.
traversed with some effort.
• Large vehicles or vehicle wrecks.
Examples of Difficult terrain areas include:
• Obstacles including walls or barriers that are more
• Dense rubble, broken ground, or craters. than 2" tall.

• Obstacles like walls, fences or other barriers • Deep water.


between 1" and 2" tall.
• Gaps between buildings if the models are
• Shallow water courses, such as can be found in moving across the roofs.
the Undercity and sewer levels.
For example, a model is confronted
• A street crowded with citizens and other by a 3" high perimeter wall, it may
light traffic. not move through the wall and so
must go around it instead.
A model’s current Move stat is reduced by 50%
(rounding up) if it moves across or through any terrain Grav vehicles or mounts may
that is rated Difficult during a Move action. A model choose to ignore blocking terrain
cannot use Sprint or Charge double‐actions if it intends that has a height less than that of
to cross any Difficult terrain. their Move stat.

35
For example, the unlucky Zat Smith suffers an Injury
whilst firing from the roof of a 6" high building. Zat
tests against his Cool. He fails to roll any [SPECIAL]
or [ARMOUR] and plummets towards the hard
ferrocrete below! He is immediately pinned and
suffers a Power 6 hit. Thud!

JUMPING BETWEeN BUILDINGS


If a model uses the Leaping/Climbing double‐action to
circumvent the Blocking terrain effect of gaps between
rooftops, roll an Evade test at the start of the model’s
Move action. Add +1 Combat die to the test ,so even a
model with no evade stat may roll one Combat die for
this test.

Note that a model using the Leaping/Climbing


double‐action may not attempt to cross a gap wider
than its Move statistic.

If the model scores any [HIT] results it


successfully crosses the gap. If the test is failed
the model stops moving at the gap and is
subject to the falling rules above.

TERrAIN RESIST STATISTICS


There are going to be times when terrain is going to
LEAPING/CLIMBING get blasted by weapons or rammed by vehicles.
For these purposes, terrain is given a Resist stat as
A model using the Leap/Climb double‐action effectively noted below.
circumvents movement penalties from terrain. The
model can move up to its Move distance in any Note that creative players will no doubt populate
direction, including upwards, to get over or on top of their tabletop with a fine range of varied terrain
obstacles that they otherwise can’t pass through. features. Use the below suggestions of terrain Resist
stats as a guide.

LADdERS AND STAIRS • Flimsy: Office partitions, shelves, wooden or


plastic fencing, City Block interior doors, windows,
If an obstacle features ladders or stairs, a model may crates, etc. Resist 1.
use a standard Move or Sprint double‐action to move
upwards or downwards to get over or on top of • Solid: Hastily built barricades built from street
obstacles they normally cannot pass through. Each 1" of debris, reinforced City Block apartment entrance
vertical distance costs 1" of movement for conventional doors, City Block internal walls, vending machines.
ladders and stairs, if using escalators, elevators or grav‐ Resist 4.
tubes vertical distance changes are free.
• Sturdy: External City Block walls, purpose built
defensive barriers, wrecked vehicles. Resist 8.
FALlING Resolve hits against terrain using the attack’s
If there’s elevation of any kind you can almost Power versus the terrain’s Resist. For each [HIT]
guarantee someone’s going to try and take of Power rolled by the attack that the terrain
the high ground… and then fall off it. Models fails to Resist by rolling [ARMOUR] results, a
that are pinned, injured or stunned when roughly 1" block of terrain can be removed or
within 1" of a ledge or drop have a chance of pushed out of the way.
falling. Take a Cool test for the model, if it fails
to roll any [SPECIAL] or [ARMOUR] results it falls. For example, a Ground Car (Fight 3) rams a flimsy
fence (Resist 1) and rolls three Combat die scoring
A model that falls is moved to the bottom of wherever two [HITS], the fence rolls 1 die but fails to roll an
it fell, is pinned and suffers a hit with a cumulative [ARMOUR] result so the fence is crushed or knocked
Power of 2 for each 2" fallen (rounding up). aside. The fence now has a 2" gap in it.

36
Core Rules

VEHICLES RAMmING OBSTACLES The charging model may then complete its move but
it must pass through the opening. It may enter close
If a vehicle either fails to completely remove the combat with a model on the other side of the door or
obstacle, or the hole created is not large enough for the window if it can move within 1" of it.
vehicle to pass through, then it is subject to Crunch! as
detailed in the vehicle rules on page 32. If the Resist roll scores a number of [Armour]
results equal to or in excess of the charger’s
[Hit] results, from their Fight roll, the door
FIGHTING INSIDE BUILDINGS holds firm and the charging model immediately
stops moving. In addition to being the centre of
Whilst some players may choose to just use buildings as much hilarity, the model is pinned and receives
solid blocking terrain and assume models do not enter one Stun marker.
them, others may possess buildings with removable
roofs or storeys and want to place models inside them Example: Mean Machine Angel charges a block's
and move them around. apartment door, behind which an unfortunate
Citi‐Def trooper lies in wait. Mean charges into
If you don’t have buildings with detailed interiors, it’s also contact with the door and rolls 5 dice for his Fight
possible to have a separate floor plan preferably made stat. He rolls 3 x [HIT] results. The Door has a
with a 1" grid and move the action to the plan when Resist of 4 so that many Combat dice are rolled.
models enter the buildings or when you want to indicate Only 2 [ARMOUR] results are rolled so the door
which windows or doors occupiers are firing from. succumbs and Mean crashes through. After
completing his charge move, Mean is within 1" of
the Citi‐Def trooper and engages him in close
DOoRS AND WINDOWS combat. BOK!!!!!!!!

Unless the scenario specifies otherwise, all doors and Picking the lock
windows are assumed to be secured. Whilst they can of Alternatively, a locked door or window can be opened
course be blasted open by gunfire, they can also be with a bit of skill and luck. A character using the Hunker
broken open by a model that declares a Charge action Down action can attempt to open any single
that contacts the door or window. locked door or window within 1" by rolling a
Cool test. If a [SPECIAL] result is rolled, the
Resolve the Charge by rolling the model’s Fight window or door is opened without triggering
stat (+1 for charging) and rolling the door or any alarms. When designing scenarios, you can of
window’s Resist stat. If the number of [HIT] course deliberately reduce the number of Cool dice
results of the Fight roll exceeds the number of rolled by the character. For example, to simulate a
[ARMOUR] results of the Resist roll the door or triple‐locked mechanism you might reduce the number
window is assumed to be smashed open. of dice rolled in the test by ‐1.

SLEeP MACHINES
Most Judges find it extremely
hard to relax and grab some
sleep after an adrenalin-
soaked patrol on the street.
The Sleep machines found in
every sector house allow a
Judge rest, whatever the
situation. Electromagnetic
pulses simulate the brains
natural sleep patterns putting
the Judge into a deep and
natural sleep. So effective is
this process that ten minutes
in the Sleep Machine gives the same recuperative rest as eight hours of natural sleep. Of
course, the accounts division has also seen the benefits as Judges can now spend twenty-
three hours on duty solid. Truly cost effective law enforcement.

37
38
ARMOURY
Unlawful possession of weapons within the confines of weapons, family heirlooms or genuine 20th century
Mega‐City One is taken very seriously by the Justice antiques. There is also an extensive black market
Department. According to the Chief Judge and the for weapons illegally imported from elsewhere on
Council of Five, the old United States’ Constitutional Earth and even from off‐world. A significant number
promise of the ‘right to bear arms’ is fulfilled by the Citi‐ of the weapons seized by Judges come from
Def voluntary militia program and thus citizens have no underground workshops within the city itself producing
need for personal weapons. Those individuals that claim low quality, yet deadly, weapons. Yet more are
they do need weapons for protection, like corporate clandestinely shipped in from mutie settlements out in
security or private investigators, are required to secure the Cursed Earth.
expensive, hard‐to‐obtain permits.
Whilst advanced technological firearms such as Lasers
Still, there are estimated to be tens of millions of and Disintegrators do exist, the most commonly used
unregistered weapons in circulation in the city and weapons are slug throwers using chemical propellants
there is a constant demand for more. Armed crime is that would be familiar to any student of pre‐Atomic
prevalent in Mega‐City One, and many gang disputes history. Many of the weapons used in the Mega‐City are
soon escalate to the stage where bullets begin to fly. almost indistinguishable from their late 20th and early
Both those who wish to commit crimes and those who 21st century predecessors. Indeed, certain gangs make
do not wish to commit their personal protection to the it a part of their style to use replicas of earlier weapons
tender mercies of the Judges exist in a shadowy, self‐ like ‘six‐shooters’ or ‘Tommy guns’.
sustaining arms race.
The Armoury pages that follow cover rules for a wide
Some of these weapons are surplus leftovers from the variety of weaponry for Judge Dredd including heavy
wars of the 21st century, others are ‘mislaid’ Citi‐Def weapons and bombs.

THE LONG WALK


When a Judge has exhibited an error of judgement that the
SJS considers not warranting a criminal penalty, rather
than being forced out of the department they can opt to
take the Long Walk.
Equipped with a Lawgiver and a rifle of their own choice,
the Judge leaves Mega-City One and walks alone into the
Cursed Earth, to bring justice to that lawless realm. If the
retirement is honourable the Judge’s walk out of the city
is marked by an Honour Guard firing a Lawgiver volley in
salute. The survival rate for most Judges is mere weeks or
months. Whilst a few like Dredd and McGruder have
returned, they are exceptional cases.

39
THE WEAPONS LOCKER

MAXIMUM WEAPONS CARrIED USING MULTIPLE GUNS


A model can normally carry up to three ‘hands’ Certain skilled individuals, or spuggers just
of weapons. For example: eager to dish out more firepower, may enter
combat with a gun in each hand. When a
• Three pistols or close combat weapons, Snapshot is taken, a model may fire several guns
or a mix thereof (each one‐handed); together if it has the limbs and weapons
or… available. The following rules apply:

• One heavy weapon or close combat • Only one‐handed ranged weapons or


weapon (two‐handed) or ranged weapon Sawn‐off Stump guns may be used.
(two‐handed), plus one pistol or close • The model’s fire arc becomes Focused
combat weapon (one‐handed). Front (FF) for the Snapshot.
Judges or aliens, robots and mutants with The attacking model adds +1 Shoot per
multiple appendages can carry more weapons additional weapon fired that is within range and
than this – this will be stipulated in their picks one weapon used to supply the Range
individual rules. Modifier. If a hit is scored, use the lowest Power
of the weapons being used if they are different.

The target gains a single +1 Resist against the


multi‐gun Snapshot due to the ‘quantity over
quality’ of the shooting.

40
armoury

PISTOLS Laser Pistol


Ranged weapon – one‐handed
Pistols are compact weapons that can be carried and
fired with one hand. The majority of pistols in the Big SHORT RANGE MODIFIER LONG RANGE MODIFIER
Meg are slug throwers, shooting conventional bullets 8" +1 16" 0
propelled by chemical cartridges. Directed energy laser
pistols are becoming more popular but are expensive POWER SPECIAL RULES
and somewhat fragile. 5 Laser

Once the dream of science fiction, laser weapons have


Pistol now become a reality. Laser Pistols are the products of
Ranged weapon – one‐handed rapid technical advancements during the atomic wars
and more recent influxes of alien technology. Laser
SHORT RANGE MODIFIER LONG RANGE MODIFIER
weapons are still relatively rare and can be unreliable due
8" +1 16" -1 to several fragile components used in their construction.
POWER SPECIAL RULES They also require a recharge time between shots making
them virtually useless in close quarters combat. They do
3 –
however have the disturbing ability to cut through almost
any material a target might attempt to use for protection.
This is a standard Pistol widely available on the streets The appearance of lasers on the streets is of great
of the Mega‐City. Some may be antiques dating back a concern to the Justice Department as their lethality
century or more whilst others will be crude knockoffs makes them excellent ‘Judge Killers’.
produced in one of the many underground factories that
supply the ever‐growing black market for weapons.

Spit Pistol
Ranged weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
8" +2 16" -1

POWER SPECIAL RULES


2 –

The Spit Pistol is the smallest member of a class of


projectile weapons that are simply designed to pump out as
many shots as fast as possible. What they lack in accuracy
is made up for by sheer volume of fire. Spit weapons are the
preferred choice for the Citi‐Def, who have access to the
copious amounts of ammo these weapons require.

Hand Cannon
Ranged weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
8" +1 16" 0

POWER SPECIAL RULES


4 –

The substantial Hand Cannon fires a tiny fragmentation


charge that has the advantage of peppering the target with
jagged shards of metal. Its biggest disadvantage is the
distinctively loud detonation it makes when fired. Because
of this, the hand cannon is particularly favoured by more
experienced shooters like mob blitzers and terrorists who
want to frighten and intimidate their victims.

41
LONG GUNS/RIFLES Spit Carbine
Ranged weapon – two‐handed
Long guns or rifles are designed to hit at much longer
ranges than handguns, often with additional stopping SHORT RANGE MODIFIER LONG RANGE MODIFIER
power. They are standard weapons of the Space Corps 12" +3 24" 0
and the Citi‐Def militia and are also popular with
settlers in the Cursed Earth and off‐world colonies. POWER SPECIAL RULES
Their value is also recognised by lawless elements in 2 –
Mega‐City One where they are seen as effective assault
weapons and, in the hands of a trained marksman, a No weapon embodies the Citi‐Def more than the
potential Judge Killer. infamous Spit Carbine. History has shown that urban
battles are mostly fought at close quarters where subtle
tactics come second to simple firepower. The Spit Carbine
Combat Rifle can trace its ancestry back to the famous 20th century
Ranged weapon – two‐handed urban combat weapons like the Thompson, PPSh‐41 and
SHORT RANGE MODIFIER LONG RANGE MODIFIER
the MP40. These weapons were designed to be used by
moderately‐trained troops to pin down and suppress
12" +1 24" 0
enemies with a blizzard of incoming fire. Such a weapon
POWER SPECIAL RULES is perfectly suited to Citi‐Def training and tactics.
3 –

The basic Combat Rifle is a robust, simple‐to‐use long Sniper Rifle


range firearm. Its caseless ammunition is easy to procure Ranged weapon – two‐handed
and the gun itself requires little maintenance. Mega‐City SHORT RANGE MODIFIER LONG RANGE MODIFIER
gangs have found it to be useful both as an ambush
12" 0 36" +1
weapon and in block‐to‐block long‐range firefights.
POWER SPECIAL RULES
3 Long Barrel

The Sniper Rifle is a much‐modified military rifle fitted


with an extended barrel for longer range. The integral
sniping scope makes this a highly accurate weapon
capable of taking out most targets with a well‐aimed
shot. This weapon is generally only given to the most
skilled of marksmen who usually fire it from a well‐hidden
vantage point. It’s one failing is the clumsiness of the long
barrel which makes it difficult to use when not properly
set up. However, any sniper foolish enough to allow an
enemy to get close is likely to have a short career.

Laser Rifle
Ranged weapon – two‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
12" +1 24" 0

POWER SPECIAL RULES


5 Laser

The Laser Rifle is basically a scaled‐up version of the


laser pistol with superior optics and high‐power
capacitors that enable targets to be hit at long range with
a powerful pulse of coherent light. Whilst much more
effective than a standard rifle, lasers are difficult to
acquire, fetch a high price and are hard to maintain
without specialist tools and training.

42
armoury

STUMP GUNS
Stump Guns can trace their ancestry back to the venerable
shotgun and are potent short‐range weapons that excel in
close quarter combat. Their main drawbacks are the bulky
ammo and requirement to frequently reload.

Sawn‐off Stump Gun


Ranged weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
10" +2 – –

POWER SPECIAL RULES


4 Knockback, Cannot fire 2 Snapshots in a
single activation, May be fired either one- or two- Stump Gun
handed (-1 Shoot modifier if fired one-handed). Ranged weapon – two‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
A few minutes with a hacksaw can convert a standard
10" +2 18" -1
stump gun into a Sawn‐off by shortening the barrel. The
result is a compact weapon that can be fired one‐handed POWER SPECIAL RULES
but retains the stump gun’s stopping power. 4/2 Knockback, Cannot fire 2 Snapshots in a
single activation, Power 4 at short range,
Power 2 at long range
Auto Stump
Ranged weapon – two‐handed The standard Stump Gun features a wide bore, a small
magazine and chunky rounds that fire clouds of pellets,
SHORT RANGE MODIFIER LONG RANGE MODIFIER
flechettes or, in more exotic cases, monofilament‐wire or
10" +2 18" -1 miniature fragmentation charges. Stump guns are generally
easier to manufacture and maintain than many other long
POWER SPECIAL RULES
arms and their impressive short‐range capabilities make
4/2 Knockback, May fire 2 Snapshots in a
single activation, Power 4 at short range,
them favoured weapons for armed criminals.
Power 2 at long range

Whilst retaining all the attributes of a standard stump


gun the Auto Stump has a higher rate of fire and a
magazine containing additional cartridges reducing the
need to reload so regularly.

43
HEAVY WEAPONS General Aerodynamix
HAWK 2 Rocket Launcher
War‐reserve heavy weapons are more commonly used by Ranged heavy weapon – two‐handed
the Justice Department and the Citi‐Def during Def‐Con
exercises or when a threat worthy of their use emerges SHORT RANGE MODIFIER LONG RANGE MODIFIER
(in Mega‐City One this tends to be a surprisingly 20" +1 40" -1
common event!). The availability of these weapons to the
Citi‐Def is a two‐edged sword: while it provides the city POWER SPECIAL RULES
with a well‐armed defensive militia, the inherently 5 Heavy Weapon, Blast (2"),
unstable nature of the Citi‐Def causes escalation May use Armoury card special rounds
problems. It is not unknown for a member to take a
rocket launcher home for the weekend to impress family
and friends or to explosively settle a personal score with Mega‐City One’s Justice Department and various
a rival block. Through this and many other routes, heavy Citi‐Def units use this man‐portable Rocket Launcher.
weapons can end up in the wrong hands and can become The rocket can be configured as an anti‐vehicle direct fire
a feature in arms races between rival gangs. or anti‐infantry blast weapon. A few HAWKs have found
their way into the hands of criminal organisations with
For those who like some additional firepower heavy enough credits to grease the palms of the right people.
weapons are an attractive proposition, although they
can be cumbersome in a close‐range combat. The use of special rounds requires the expenditure of
specific Armoury cards:
The following rules apply to all heavy weapons:
Armoury Card
• Aimed Fire only.
Incendiary
• Reduces the model’s Move stat by ‐1". Hi‐Ex
Seeker
• Reduces the model’s Evade stat by ‐1 (can never
be reduced below 0). Stumm Gas
Ricochet

Heavy Spit Gun


Ranged heavy weapon – two‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
16" +3 48" +2

POWER SPECIAL RULES


3 Heavy Weapon

The Heavy Spit


Gun is the ultimate
Citi‐Def fanboy’s
dream weapon. This
heavy support version
of the spit carbine can
have a rate of fire of
over 4,000 rounds per
minute! The heavy
spitter is superb for
suppressing fire and
dominates in a long‐
range firefight.

44
armoury

45
CLOSE COMBAT WEAPONS Knife
Close combat weapon – one‐handed
While plenty of fights in Mega‐City One are decided
with guns many more are resolved up close and RANGE MODIFIER
personal. Indeed, the real crazies seem to enjoy 1" +1
looking into their opponent’s eyes as
they fight. Gangs, especially those SPECIAL RULES
composed of Juves, regularly Throw
become involved in huge
rumbles with rival gangs A Knife is a vicious blade that can intimidate most Mega‐
where firearms are not City One citizens and it makes an excellent back‐up
permitted. Outwardly this is weapon. Just don't bring only a knife to a gunfight.
a form of bravado, but
actually it is born out of fear
of a faster and deadlier Justice
Department intervention if Chain
firearms are reported. Close combat weapon – one‐handed
RANGE MODIFIER
3" 0
Basic Close Combat Weapon
SPECIAL RULES
Close combat weapon – one‐handed

RANGE MODIFIER
1" +1 A length of Chain is a perennial gang favourite, it makes
a long flexible weapon that is tricky for the unskilled to
SPECIAL RULES
use effectively.

A Basic Close Combat Weapon could be a club, Laz Saw


knuckledusters, axe, or just about anything else sharp Close combat weapon – two‐handed
and/or sturdy enough to swing and do harm with.
RANGE MODIFIER
1" +2

MARIA SPECIAL RULES


Piercing, Rending
Perhaps Mega-City One's most enthusiastic
employer of the Culinary Laser was Maria. Laz Saws have legitimate uses in construction, robot
Employed as Judge Dredd’s housekeeper for repair and demolition. As a portable device capable of
many years, she is a skilled cook and used this slicing through doors, walls and safety deposit boxes,
tool regularly to prepare meals for the dour they also hold an allure for the criminally minded, and
lawman. During Block Mania, Maria, like so many their effects against flesh are the stuff of urban legend.
other citizens, was affected by the aggression
enhancing toxin that ravaged the city. All her
pent-up anger was let loose as she looked for Culinary Laser
anyone to fight. She was seriously under- Close combat weapon – one‐handed
estimated as a threat by several Sov-Judges
who messily paid with their lives as they fell to RANGE MODIFIER
her deftly handled Culinary Laser. 1" +1

SPECIAL RULES
Concealed, Piercing

Whilst a massively popular consumer item for Citizens


addicted to the reality programs ‘My Block Kitchen Rules’
and ‘Megacitychef’, Culinary Lasers used for cutting and
heating of foodstuffs have an unfortunate flaw. A few
simple, highly illegal modifications allow the laser blade
to be turned into an easy‐to‐hide, deadly weapon.

46
armoury

FUTSIE
Baseball Bat A Futsie is a victim of Future Shock
Close combat weapon – two‐handed syndrome. An epic mental breakdown
RANGE MODIFIER
brought on by the strains of life in the
22nd century. When a Futsie snaps they
1" +2
usually become violent and dangerous
SPECIAL RULES individuals often killing and maiming at the
Stun least provocation.
As Future Shock is perceived as an
When you need an effective weapon for a rumble, and extreme mental illness the judges try and
you don’t want the complication of your victim being on a make allowances for the victims despite
one‐way trip to Resyk, the venerable Baseball Bat is still
them committing crimes normally requiring
the weapon of choice.
the death sentence. Futsies generally
receive medical treatment rather than
Katana prison sentences and
Close combat weapon – two‐handed
serve their time in a
Psychiatric Cubicle
RANGE MODIFIER (Kook Cube) instead
1" +2 of an Iso-cube.
SPECIAL RULES
Rending

A Katana is an elegant long blade, specifically forged to


keep its razor sharp edge keen. In the hands of a skilled
user it can be deadly..

47
WEAPON SPECIAL RULES
Weapon special rules are used to show differences Roll a Combat die:
between the hand guns and rifles used by the Perps
and Judges.
The shot is a dud or otherwise ineffective.

AIMED FIRE ONLY The shot lands D3+3" beyond the


intended target.
Some bulkier weapons or those with slow rates of
fire need to be set up in order to fire, loaded one round The shot lands D3+3" short of the
at a time, or take time to charge before each shot. intended target.
These weapons may only be used if the model uses an
Aimed Fire double‐action. However, unlike other Resolve any damage caused from the landing point for
weapons, they gain no extra bonuses from using an the shot.
Aimed Fire action (i.e. they don’t add +2 to either Shoot
or Power). Aimed Fire weapons always have a Focused Example: A perp aims a hi‐ex bomb (Blast 3) at a
Front (FF) fire arc. judge 4" away. The perp fails to roll any [HITS] –
so a Combat die is rolled to determine where
the shot lands. A [SPECIAL] result is rolled,
BLAST (X") and the perp then rolls D3+3, scoring a 6,
which results in the shot landing 6" short
Blast weapons are ones that use explosives, flames, of the intended target. The bomb ends
chemicals or other energies to affect an area. Blast up 1" behind the unlucky perp, and he
weapons take effect on all models within X" of the point is caught in the resulting blast.
that they hit and can be fired at models or just a point 4"
of the ground. 6"

Resolve a hit against each model in the area of effect


using the weapon’s Power stat. A Blast weapon’s Power
stat is normally reduced by 1 for each inch a model is
away from the target point although there are
exceptions to this like Flame and Gas weapons.

Power 2

Power 3
C
wer 4
Po

B CONCEALED
A The most truly dangerous weapon is the one they don’t
know you have. A model equipped with a concealed
3" weapon doesn’t count it towards the maximum number
of weapons carried.

Example: A frag bomb (Blast 3", Power 5) explodes


ELECTRO
amid three models. Both A and B are within 1" of Electric shock weapons pack a high voltage charge.
the impact point so they take hits at Power 4. Model A classic anti‐mugging defence, they can stun most
C at the edge takes a hit with Power 2. assailants. More powerful variants designed for defence
against alien life forms on the outer colonies or mutant
horrors in the Cursed Earth have found their way into
Blast weapon scatter Mega‐City One.
Failing to roll any [HITS] with a Blast weapon shot
means the target has been missed, but the shot will still An electro weapon has the Stun special rule, and its
land somewhere nearby. wielder gains a +1 modifier versus robots and cyborgs.

48
armoury

INCENDIARY A model shooting a weapon with the Long Barrel


special rule suffers a ‐2 modifier when taking the
Incendiary or flame weapons negate any positive Resist Snapshot action.
modifiers for cover. If an attack from a Flame weapon
would result in the target model being pinned it is also
driven D6" directly away from the model making the
attack and stunned after any damage from the hit has
PIERCING
been resolved. A target hit by a weapon with the Piercing special rule
reduces its Resist against the attack by ‐1. This modifier
Flame weapons with the Blast rule (see opposite) do is cumulative with the Rending special rule.
not reduce their Power against models further away
from the centre of the blast. In the case of flame blasts,
if the target model is pinned it is driven away D6" from
the centre of the blast and stunned after any damage
RENDING
from the hit has been resolved. A target hit by a weapon with the Rending special rule
reduces its Resist against the attack by ‐1. This modifier
is cumulative with the Piercing special rule.
GAS
Gas weapons with the Blast rule do not reduce their
Power against models further away from the centre of
STUN
the blast. Models affected by Gas automatically gain a When making a ranged or close combat attack with a
Pinned marker in addition to any other effects. Stun weapon, the attacking model has the option to
use the weapon for a non‐lethal takedown instead of a
Leave a marker representing the area of the gas cloud lethal attack.
in place on the tabletop and roll a Combat die for each
cloud at the start of each subsequent model activation. If the option is taken, the Stun weapon will
always cause at least one stunned result on
the Injury Chart regardless of the
= The gas cloud dissipates and is removed modified Power for a hit (i.e. even if
the total is negative and wouldn’t
normally have any effect).
= The gas cloud stays in place and will Furthermore, it counts all
take effect against any model that injury results as
enters it, and any models still inside additional stunned
it, at the end of the active model’s activation. Resolve results instead.
this as another hit with the gas weapon.

THROW
KNOCKBACK Close combat weapons
If an attack from a Knockback weapon is not evaded the with the Throw rule can
target model is driven D6" directly away from the be hurled at targets up
model making the attack in addition to any damage to 6" away using the
inflicted. Stump Gun pellets or baton rounds typically Throw action. However,
cause Knockback effects. use the attacking
model's Fight stat to
determine the Power of
LASER the attack, just as if it was
a close combat attack (see
High energy laser weapons can cut through the thickest page 25).
armour like a knife through butter. Their downside is a
slow recharge rate. A model must use the Aimed Fire Other weapons, such as bombs,
action to shoot with a laser weapon. In addition, a laser with the Throw special rule can
weapon has the Piercing special rule. only use the Throw action, instead of
Snapshot or Aimed Fire, in order
to make a ranged attack.
LONG BARrEL
Long barrels are the trademark upgrade for sniper or
hunting rifles. Range is much improved, but the
resulting awkwardness of the barrel makes the rifle
almost useless for quickly aiming.
ARMOURY CARDS GAINING ARMOURY CARDS
Whilst most fighting in Mega‐City One is At the start of a game deal six Armoury cards to each
conducted with basic guns and various sharp or player. A player may select and keep up to three
blunt implements, certain non‐standard and limited‐ Armoury cards but must discard the rest.
use weapons such as grenades, special ammunition and
other more exotic combat equipment will sometimes Note some special skills allow characters to draw and/or
make an appearance. These are handled with Armoury keep additional Armoury cards.
cards. These can add to the tension of the game by
adding an element of the unknown – does that For example, a Citi‐Def Squad
cornered perp just have muscle backing them up? Or do Leader has the Access to the
they have a lethal surprise waiting? Armoury skill. If the Citi‐Def
Squad Leader is leading a
Armoury cards also cover some equipment that is only faction, the player will draw
circumstantially useful but generally available. In these one additional Armoury card
cases, having the right Armoury cards can represent a (seven in total) and is allowed
model being quick witted enough to make a call in a to keep one more card than
combat situation. usual (making it four).

A good example of this kind of effect is respirators; all


Judges have respirators built into their helmets for
emergency use, but Judges are still affected by airborne
PLAYING ARMOURY CARDS
perils like gas with surprising frequency. The truth is a Armoury cards can be played on any friendly model
Judge may not have his or her helmet on (excepting (i.e. they aren’t assigned to specific models). Most
Judge Dredd, obviously), may not be fast enough in Armoury cards can only be used by an active model
recognising the danger and getting the respirator into performing a specific action listed on the card. While a
place, or find that their respirator has been damaged or is few take effect at the beginning during the Set Up or
simply ineffective against the danger – all these can be used to react to specific enemy actions.
possibilities are taken into account by needing an
Armoury card to use respirators instead of simply ruling Special rules specific to some Armoury cards are listed
Judges are immune to gas. Likewise, the chance of a on the following pages.
Judge having Hi‐Ex or Hot Shot ammo for their Lawgiver,
and thinking it appropriate to use it, are covered by
requiring an appropriate card to take the shot.

50
armoury

BLITZERS
Blitzers are contract killers taking
contracts on people someone wants dead
or even on people who want to be killed
themselves. Many citizens of Mega-City
One want to end it all but lack the will
to commit suicide, so they hire a Blitzer
to do it for them. Weeks or months can
pass before the Blitzer hits and some
contractors might have forgotten that
the contract was taken out.
Hiring a Blitzer is illegal and even if the contract is on yourself you are complicit to murder.
Blitzers tend to work for Blitz Agencies who protect themselves from prosecution by insisting
that each Blitzer carries a self-destruct or suicide box which will detonate if they are about to
be captured by Judges.

His head dial stuck on 4, Mean Machine Angel


headbutts anything in sight - starting with a
vending machine at the old Statue of Liberty!

51
HAND BOMBS Hi‐Ex
Hand bomb – one use only
Nearly a century of sustained urban violence in the
Mega‐Cities has seen the development of a massive SHORT RANGE MODIFIER LONG RANGE MODIFIER
array of different hand thrown bomb‐type weapons, 3" +1 9" -1
ranging from simple explosive devices and petrol filled
Molotov cocktails, to sophisticated stun variants capable POWER SPECIAL RULES
of subduing a group of opponents. 5 Blast (3"), Throw

Listed here is just a small selection of the hand bomb Hi‐Ex bombs are a basic explosive device designed to
types available. explode either on impact, proximity or after a short delay,
dealing heavy damage to the target and scattering
Note: Hand bombs use Throw action to hit unless they
deadly shrapnel in all directions.
are being fired from a specialised launcher or used as
special Lawgiver rounds.

You cannot buy hand bombs; but they are available as Incendiary
single use items provided by Armoury cards. Hand bomb – one use only
SHORT RANGE MODIFIER LONG RANGE MODIFIER

Concussion 3" +1 9" -1


Hand bomb – one use only POWER SPECIAL RULES
SHORT RANGE MODIFIER LONG RANGE MODIFIER 4 Blast (2"), Incendiary, Throw
3" +1 9" -1
Ranging from examples as primitive as the ancient
POWER SPECIAL RULES Molotov Cocktail to the sophistication
4 Blast (2"), Stun, Throw of a Lawgiver Hotshot round,
incendiary weapons play on
Concussion bombs, sometimes known as Flashbangs, humanity’s primal fear of fire.
are used for temporarily stunning enemy fighters. A loud
report and a blinding flash stun targets caught in its
radius of effect.

Any model caught in the radius of a Concussion bomb


is immediately pinned along with any other effects.

52
Stumm Gas Smoke Bomb
Hand bomb – one use only Hand bomb – one use only
SHORT RANGE MODIFIER LONG RANGE MODIFIER SHORT RANGE MODIFIER LONG RANGE MODIFIER
3" +1 9" -1 3" +1 9" -1

POWER SPECIAL RULES POWER SPECIAL RULES


2 Blast (4"), Gas, Stun, Throw – Throw

Stumm Gas is a Justice Department approved tool for A Smoke Bomb produces an intense cloud of opaque smoke
suppressing massed lawbreakers when lethal force is not making spotting targets and shooting extremely difficult.
appropriate, typically during sieges, riots or crowd‐panic
situations. Stumm Gas can be delivered via grenades or Mark the landing point for the bomb. Models may not
special ammunition available to the Judge’s Lawgiver trace a line of sight for ranged attacks if it
pistols. Unfortunately, 1 in 250 humans are allergic to passes within 3" of the Smoke Bomb
Stumm Gas and can die from severe anaphylactic shock. impact point.

Models subdued by Stumm The effects of a Smoke Bomb remain


Gas may die from its effects. until the end of the game turn it was
During sentencing throw used in. Remove any smoke markers
3 Combat dice for any model subdued by Stumm Gas. from the tabletop when you collect
If the result of all three rolls is [SPECIAL] the models has up Action chips.
gone into anaphylactic shock and any stunned results
are converted to injuries for recovery purposes.

53
ARMOUR & SPECIALIST EQUIPMENT A Seeker round can be fired at a target beyond normal
range and will hit even a target out of sight of the firer.
Add 8" to a weapon’s long range stat if it is firing a
Ricochet Seeker, and ignore any weapon range modifiers. No
Ricochet rounds have a special coating and are fired at low line of fire is required to attack a target with a Seeker
velocity so they will bounce off walls, floors and ceilings (assuming they are not inside a sealed space) but if the
potentially hitting multiple targets. They are highly target is not visible to the attacker a ‐1 shoot penalty
effective in confined spaces and against targets in cover. is applied.

A weapon firing ricochet rounds gains Blast 2" and no A weapon with the seeker rule is hard to dodge;
longer needs a line of fire in order to hit targets as the count as ‐1 to the target’s Evade stat. For example, a
rounds can be literally bounced around corners. Any character with an Evade of 2 will only roll 1 dice to
Resist bonus for cover is ignored. If the target is inside a dodge a Seeker. Any Resist bonus for cover is also
confined space (i.e. one smaller than Blast 2" can fit reduced by ‐1.
inside) increase weapon’s Power for the hit by +2.
The up/downside to a Seeker is that if the shot misses
or is dodged it will automatically hit a different model
Seeker within 3" of the original target, randomise which model
is hit from those available.
Missiles or projectiles with the capability of homing in on a
target are relatively old tech. However, sophisticated seekers
capable of detecting body heat through walls or other Stealth Suit
obstructions have now been miniaturised. The weapon is
aimed towards the suspected position of the target, allowing This is a form fitting bodysuit constructed from a special
the warhead to ‘sniff’ out thermal patterns that match the light‐absorbing material allowing its wearer to hide in the
output of a desired engagement target. On acquiring the shadows. The suit also masks the heat signature of the
target, the round is fired and uses tiny reaction jets to human body making detection with peepers or other
manoeuvre around obstacles and hit its mark. image intensifying devices difficult.

A Seeker Armoury card may be used for a single shot with Once played on a model a Stealth Suit remains in play
a Rocket Launcher or a Lawgiver pistol. Sophisticated for the rest of the game, granting the model +1 to its
homing rounds use special sensors and variable thrust Evade stat. In addition, the model cannot be spotted in
propulsion to achieve extremely high levels of accuracy. scenarios with guards or targeted by Overwatch attacks
The classic example is the Lawgiver Heat Seeker round until it has made a ranged or close combat attack for
which locks onto the body heat of its target. the first time in the game.

Citi-Def scour the rooftops of Karl Urban


block for a reported Bat Glider intruder.

54
armoury

Mantrap BOING®
Ranged weapon Ranged weapon
SHORT RANGE MODIFIER LONG RANGE MODIFIER SHORT RANGE MODIFIER LONG RANGE MODIFIER
3" +1 9" -1 3" +1 9" -1

POWER SPECIAL RULES POWER SPECIAL RULES


4 Mantrap – BOING®

Any thrown device designed to immobilise or entangle One of the craziest inventions in the fields of rubber
an opponent. It may be a Justice Department issued technology. Boing® is a spray that covers an object with
Cling‐net, a mutie’s Bolas or even Dark Judge Fear’s an oxygen‐permeable elastic layer that almost instantly
trademark Mantrap. creates a transparent rubber ball centred on the object.
If a human is the target they will be completely
Mantrap immobilised and turned into a virtual human pinball.
A Mantrap uses the Throw action to hit. If it hits the
target then the usual rolls for Power and Resist are BOING®
made. However, apply the results of the trap’s modified A BOING® attack uses the Throw action to hit. If it hits,
Power on the special chart below. no Power versus Resist roll is made. Instead the model
is trapped in place until released. BOINGed models
cannot be harmed in any way.
Power after Resist Result
‐1 or less No effect Boing® Cutters
BOINGed models can only be set free by using another
0 The target is stunned BOING® card.
The target is stunned
1 or greater
and immobilised

If the target is immobilised it can no longer perform


any Move, Sprint or Charge actions until the Mantrap
is removed. To remove a Mantrap a friendly model
within 1" of the immobilised model must take a
Hunker Down action. On completion of the action, the
Mantrap is removed, and it no longer has any effect on
the target.

55
BIG MEG CARDS
Judges and criminals alike know that nothing
ever goes smoothly on a job, especially in the Big
Meg. Whether due to the vagaries of weather control,
opposition schemes or simply the winds of fortune life
is always unpredictable. Big Meg cards represent these
wrinkles that make each story unique, as well as
showing off some of the more colourful (and
dangerous) aspects of life in Mega‐City One.

GAINING BIG MEG CARDS Some Big Meg cards are best played at the start of
the turn before the first activation, others may be
Players can use Big Meg to gain an advantage during played during the turn. Big Meg cards can be played
the game. Each player draws three Big Meg cards on any model, even one that has already activated
during the Set Up that can be played during the game. this turn.
Some characters and scenarios may grant additional
Big Meg cards.
UNDERDOG BIG MEG CARDS
A faction with a lower starting Notoriety than their
USING BIG MEG CARDS opponent may gain extra Big Meg cards at the start of
the game to help balance their chances. For every full
Unless specified otherwise on the card, Big Meg cards 10 points of Notoriety less than the other side, rounding
are used during the Encounter part of a scenario. Big up, the underdog gains an extra Big Meg card.
Meg cards can be played as detailed on the card or
discarded in other circumstances to gain another
benefit (for an example see Quick Thinking). The
player always chooses which card is discarded.
QUICK THINKING
Most Big Meg cards can be played between activations At the start of any turn, when the Action chips
– that is, after one model has resolved its actions but are being placed in the bag, a player may
before the next chip is drawn. Unless specified on the choose to discard a Big Meg card to put in an
card they cannot be used to interrupt an activation extra Action chip of their colour.
once it has begun.

56
armoury

MEGA-CITY ONE – CHRONOLOGY


2023: America, with a population approaching a 2114: Sabbat, a powerful Necromancer from the
billion people, starts the Mega-City programme. future, creates a huge zombie horde in his attempt
to conquer the Earth. Many Mega-Cities are nuked
2047: Mega-City One is considered complete. to stop the spread. Billions die worldwide yet Mega-
However, it is soon realised that current policing City One endures.
cannot handle the scale of crime, as Gangs based
around the old city areas begin to form. 2115: The first Mechanismo Robot Auxiliary Judges
are deployed to the streets to make up for the
2051: Chief Judge Solomon appointed and Judge scarcity of Judges. Initial results are not good.
Morton Judd outlines his ideas for cloning Judges.
2121: The cyborg crime lord Nero Narcos initiates the
2066: Accelerated cloning begins and the first Doomsday Scenario, with the assistance of Orlok and a
clones, Joe and Rico Dredd, are created. robot army, to take over Mega-City One. The Justice
Department is crippled when sabotaged Lawgiver
2070: President Robert L Booth starts the
pistols self-destruct. Nero is finally taken down by
Atomic Wars. The USA, Russia, and Europe are
Dredd and a team which includes Brit-Cit judges.
devastated but the Mega-Cities survive due to
their laser defences. 2124: Orlok the Assassin finally recaptured
and executed.
2071: All lands between the Mega Cities are
converted into a burned radioactive hell which 2130: Anti-mutant laws repealed, bringing an
becomes known as the Cursed Earth. Booth’s influx of mutie immigrants into the city. Mass
robotic Presidential Guard is defeated at the Battle rioting ensues.
of Armageddon.
2134: For 30 years East-Meg One survivors have
2072: The flow of refugees boosts Mega-City One’s been planning revenge on Mega-City One for the
population to 550 million. destruction of their city. The so-called Fourth
Faction unleashes the Chaos Bug on the city. In the
2079: The Dredd brothers graduate from the
space of a few hours the population turns upon
Academy of Justice to become full Judges.
itself in a vast orgy of murder and destruction. The
2088: Luna-1 is established on the Moon. This is a Justice Department can do nothing as nearly 350
joint venture by the North American Mega-Cities. million die.

2099: Call-Me-Kenneth sparks the First Robot War. 2136-2138: The Titan penal colony revolt. Insurrection
in the off-world colonies and the great space war
2100: Mega-City Two is infected by the deadly against the alien Zhind.
2T(FRU)T virus. Dredd leads a team across the
Cursed Earth to deliver the vaccine. 2141: A resurgent
Mega-City One population
2101: Mad Judge Cal of the SJS takes control of Mega- is now 130 million. New
City One but is eventually brought down by Dredd. Chief Judge Logan
appoints Robot
2102: Judge Death’s first arrival in Mega-City One.
Auxiliary Judge
2104: Sov Agent Orlok spreads the Block Mania virus Harvey to the
bringing the city to its knees and ripe for invasion Council of Five.
by East-Meg One in the Apocalypse War. Mega-City
One prevails and East-Meg One is destroyed. Big
Meg casualties are over 400 million.

2109: The Latest Democracy movement is crushed by


the Justice Department.

2112: The Dark Judges assisted by the Sisters of


Death take over Mega-City One, converting it into
their Necropolis domain. Once again Dredd and
Anderson are instrumental in saving the city.

57
THE JUSTICE DEPARTMENT
THE JUDGES advice where needed. At the end of the four year period
they may be then transferred to a new sector for their
second term. The Department has often real concerns
that serving too long in the same sector can promote
STREeT JUDGES complacency on the part of the Judge. On the positive
side, a new sector will provide fresh challenges and a
“Nobody’s innocent, citizen. We’re just here to determine chance to broaden the Judge’s experience.
the level of your guilt.”
Those Street Judges identified as performing to the
To the average Mega‐City One inhabitant, the most highest standard, and who have kept their noses clean
obvious symbol of the power and authority of the in the eyes of the Special Judicial Squad (SJS), can then
Justice Department is the Street Judge. These be elevated to the rank of Senior Street Judge. These
formidable individuals are responsible for the strict individuals are not tied to a specific sector, instead they
enforcement of law and order on the dangerous streets are allowed to roam the entire city intervening in
of the Big Meg. They have the authority to act as incidents as they see fit, or as directed by the Council of
judge, jury and, if necessary, executioner. Crimes Five or the Chief Judge.
ranging from simple littering to first‐degree murder fall
within their remit. The punishments of a perpetrator A particularly effective Senior Street Judge may be
can vary from a stern word of admonition, a crack on promoted to the important rank of Sector Chief.
the head with a day stick, to imprisonment in an However, for many of Mega‐City One’s finest this can
isolation cube or, in the most serious cases, a Lawgiver prove unpopular. Most Senior Street Judges prefer the
Execution round. direct approach, meting out justice on the streets
where their experience and knowledge are most
Every new Street Judge is given a sector to patrol for effective in maintaining the rule of the law.
a minimum of four years, although temporary
reassignment is often necessary to shore up other Becoming a Judge is a lifelong undertaking and many
understaffed sectors. In the early months these individuals falter on the arduous path. Some end up on
probationary Judges will still be assigned a mentor, the streets disenchanted and bitter at what might have
usually a senior Street Judge, who will check in with been. However, for many Street Judges, Resyk will be
them on a regular basis and provide guidance and their final destination.

58
DENIZENS OF
MEGA-CITY ONE
CADETS At the age of 20 a Cadet Judge enters a period of duty
where they come under the close supervision of more
Potential Judge candidates are usually inducted into experienced Judges. They will regularly patrol the
the Academy of Law at the tender age of five. Here, streets dispensing the Law as would their senior peers.
they are subject to rigorous academic training in all During this period, they are known as Rookie Judges.
aspects of the law that governs the North American They carry Lawgiver pistols and have virtually the same
Mega‐Cities. By the end of the process, they have uniform as a Street Judge, differing only in a distinctive
acquired a level of knowledge that would exceed those white helmet and a half‐eagle variant of the standard
of the most senior lawyers and justice officials of the Judge’s chest badge. Although this may mark them as
early 21st century. being inexperienced, one can only pity the criminal that
sees them as a soft touch. A trained rookie is more than
In parallel to their academic training, they undergo an capable of handling even a hardened street criminal.
intensive physical and mental exercise programme that
hones their firearms and close combat skills whilst also At the end of their probation, rookies must pass their
preparing them to endure the various injuries and Final Street Assessment. This takes the form of a single
physical hardships that life patrolling the streets will street patrol with a Senior Street Judge. At all times
throw at them. during the patrol the rookie must convince their
assessor that they are worthy of the role. Should they
Whilst the life of a cadet is mostly taken up by study be deemed to have committed any transgression in the
and training, if a particularly serious situation or eyes of the senior judge it is an ‘Automatic Fail’. There is
crisis demands the Justice Department deploy more no appeal and no second chance. The individual either
manpower, cadets may be armed and sent out onto immediately leaves the Justice Department or is found
the streets, usually as part of a carefully monitored a menial labour role elsewhere in the organisation.
team engaging in fairly low intensity operations.
One highlight of a cadet’s continual assessment is
the ‘Hotdog Run’ where a group of cadets
accompanied by Senior Judges are sent on patrol in
JUDGES
the radioactive hell of the Cursed Earth beyond the Whilst all Judges must undergo a Final Street
Mega‐City’s walls. Assessment only a select number will be immediately
given street duties. The vast majority will be assigned
However, during the Necropolis and Chaos Day auxiliary roles to fill the huge staffing needs of the
incidents cadets were deployed into highly dangerous Justice Department. Whilst a Street Judge may be the
situations normally only handled by a fully qualified spear tip of the department, he or she requires a huge
Judge. Many cadets performed bravely and well, as amount of logistical and technical support to perform
befitted their training, but the losses incurred had their jobs. Fully qualified Judges hold the vast majority
serious future implications for the Justice Department of roles in the department. They guard the Iso‐cubes,
when it was already struggling to maintain enough man the sector control rooms, drive the support
qualified Street Judges. vehicles, as well as handling all administrative roles. It is
important for the morale of the frontline Street Judges
to know individuals who understand what it is to be a
ROoKIES Judge are supporting them. Of course, at any given
moment, all Judges are expected to don the helmet and
“Incorrect sentencing is an automatic fail. Disobeying a go onto the streets if the situation demands it. Certainly,
direct order from your assessment officer is an automatic no other organisation has an accounting department
fail. Losing your primary weapon or having it taken from whose members possess tactical and combat skills
you is an automatic fail.” superior to those of a military special forces unit!

59
A Cadet and Rookie Psi‐Judge
will go through the same regime of
training as their ‘norm’ colleagues but they
also receive special extra‐curricular psychic
training under the tutelage of experienced members
of Psi Division, who keep close watch for dangerous
deviations or abnormalities. After graduation
Psi‐Judges are attached to a sector house for up to four

SPECIALIST JUDGES
years, where they develop and mesh their street and
Psi skills to the greater benefit of the Department.

However, many Psi‐Judges prove too mentally fragile


Some Judges at a very early stage in their training for the rigours of street duty and are forced to serve
display certain physical or mental traits that the in support roles such as Pre‐Cog and remote sensing,
department considers useful and wishes to exploit. or in support of the Public Surveillance Unit (PSU).
These can vary from an affinity with machines to an More stable members will perform their duties
understanding of the workings of the human body, or alongside their Street Division colleagues, bringing
more radically, the display of latent psionic talents. the Law to the Mega‐City in less than conventional
Such individuals are noted and given special training ways. The SJS too have their own Psi‐Judges, a
and access to advanced curricula. formidable tool in their quest to root out corruption
and weakness amongst their Justice Department
peers. As a matter of necessity, the Justice
JUDGE SPECIALIST: PSI DIVISION Department keeps a very close eye on these most
powerful of individuals, as a rogue Psi‐Judge could
“It’s gettin’ so I’m spendin’ more time in other people’s very quickly become a deadly threat.
heads than I do in my own!”

From its inception, the Justice Department has been


keenly interested in the paranormal. By the middle of
JUDGE SPECIALIST: MED DIVISION
the 21st century it had been conclusively proven that Street Judges may be adept in first aid but there are
psychic powers existed, allowing a tiny subset of the times when injuries can incapacitate even such a robust
human population to predict the future, read minds, and individual. In such circumstances it is the primary role of
to manipulate the physical environment around them. a Med Judge to provide paramedic aid to a Judge or
assist civilians and perpetrators injured in Justice
The benefits of harnessing these powers in the Department operations. Whilst many Med Judges
enforcement of the law immediately attracted the operate the advanced medical facilities found in every
attention of the fledgling Justice Department. Psi Sector House, others perform their duties on the
Division was created to identify cadets displaying active streets, either with special quick reaction ambulance
or latent psychic talents and to mould them into an elite units (‘meat wagons’) or sometimes as part of a street
and extraordinary group of Judges capable of harnessing patrol operating in dangerous areas of the city where
their powers in support of the Justice Department. combat‐related injuries are more likely.

60
Denizens of mega-city one

JUDGE SPECIALIST: TEK DIVISION grudges have affected this – you may want to ask Joe
Dredd about his experiences with the SJS.
Whilst the world of Mega‐City One may sometimes
appear as an uncivilised environment, it is nevertheless However, the SJS has its own problems, with many
built upon technology that would seem miraculous to an examples of its Judges and senior officials drunk on the
observer from the early 21st century. Routine starflight, power of the role, acting with unjustified zeal, and
anti‐grav, energy weapons, holograms and advanced overstepping their boundaries. This was of course most
robots are now an accepted part of everyday life. The obvious during the time of Cal, when the SJS became a
Justice Department keeps a very close eye on new or terror squad enforcing the whims of this insane
alien technological developments, especially where they individual. Despite such a tortured past, the necessity
might aid or tempt a citizen to break the law. It is the of the SJS has never been in doubt. No one can think
responsibility of the Judges of Tek Division to police this themselves above the Law, not even Judges.
new technology and to ensure that the Justice
Department keeps pace with any advances. Most Tek
Judges spend the first four years after their graduation
in Sector Houses maintaining the Justice Department’s
JUDGE SPECIALIST: THE WALlY SQUAD
vehicles, weapons and other equipment. However, when “Me? I’m nobody. A ghost. A hole in the crowd… a big,
deemed necessary, they provide technical field support fat zero.”
for Street Judges in the areas of forensics, technological
threats and advanced intrusion techniques. There are some criminal investigations that require
intelligence gathering, where the presence of a
uniformed Judge brandishing a Lawgiver is not
JUDGE SPECIALIST: SPECIAL JUDICIAL SQUAD (SJS) appropriate. For these activities the Justice Department
has formed an undercover division known informally in
“Depending who you ask, they’re ‘the Judges who judge the Department as the ‘Wally Squad’. These Judges
the Judges’, the brakes on fascism, or a bunch of drokking adopt civilian garb and move amongst the street life of
drokk‐headed evil drokks.” Mega‐City One always on the lookout for leads on
criminal activity. If required, they will infiltrate gangs
A Mega‐City One Judge is an extraordinarily powerful and criminal organisations on highly dangerous
individual, empowered and encouraged to act as judge, undercover missions. Activities like these are abhorrent
jury, and executioner. However, with such great power to most Street Judges who tend to view their Wally
comes an even greater responsibility to the law itself and Squad colleagues as necessary ‘oddballs’.
the citizens it is meant to protect. Despite rigorous
training and extensive screening some Judges make Whilst some undercover operations can be concluded in
mistakes in dispensing the law, and others can fall into a short time, dedicated squad members have been
the error of believing themselves to be above it. Worst of known to spend years on a case, all the time
all, the possibility of corruption always exists and nothing maintaining a false identity. There is a danger in such
is more corrosive to the rule of law than a dirty Judge. deep cover that some Wally Squad members, such as
the infamous Lenny Zero, have had their outlook and
This raises the question, who can judge the Judges? life values completely changed. Their beliefs have been
The answer is the Special Judicial Squad (SJS). This sequestered by the roles they are playing, and many
division is a shadowy branch of the Justice Department have ‘gone rogue’ working out of sight, but not out of
tasked with policing and investigating other Judges. mind, of the Justice Department. A Judge gone rogue
Any Judge suspected of breaking the law is subject to can become the most dangerous of criminals.
intensive SJS scrutiny. If a crime is proven, the
Judge can face a range of penalties from
dismissal to the ultimate sanction of exile to
the penal colony on Saturn’s largest moon,
Titan. Here radical non‐reversible
surgical alteration is required to survive
the harsh Titanian environment.

The SJS carry out regular internal


Department Blitzes, investigating
Judges, searching their records
for any violations, focussing
on personal accounts,
arrest reports, and off‐
duty pursuits. These are
supposed to be
random, however,
sometimes petty
rivalries and

61
JUDGE STAT PROFILES
Type Move Shoot Fight Evade Resist Cool Special Notoriety
Gunfighter, Brawler, Fortitude,
Senior Street Judge 6" 4 4 3 4 5 Respect the Law, Let’s Ride!
23

Gunfighter, Brawler,
Veteran Street Judge 6" 4 4 3 4 4 Respect the Law, Let’s Ride!
21

Gunfighter or Brawler,
Street Judge 6" 4 3 2 3 4 Respect the Law, Let’s Ride!
18

Judge 6" 3 3 1 3 3 Respect the Law, Let’s Ride! 13

Rookie Judge 6" 3 3 1 3 2 Respect the Law, Let’s Ride! 11

Cadet Judge 6" 2 2 1 2 2 Let’s Ride! 9

WEAPONS RULES
A Judge’s primary personal weapons are their Gunfighter/Brawler
Lawgiver Mk2 Pistol, a Day Stick and, as a last resort, Whilst some Street Judges excel with firearms, others
their Boot Knife. The Notoriety costs for Judges given prefer to mete out justice close and personal. See the
above includes the cost of these weapons. Due to their core rules for the Brawler and Gunfighter skills.
training with weapon handling, Judges may be
equipped with four hands of weapons. Fortitude
The life of a Judge is extremely dangerous and the
Judges of all ranks may also be equipped with the risk of being wounded is quite high. Nevertheless,
M2000 Widowmaker, Lawrod Mk5 or Stub Gun for an Mega‐City One’s finest are expected to keep
additional Notoriety cost: performing their role even if injured. A Judge with
Fortitude will suffer no stat loss for one injury or stun
• M2000 Widowmaker . . . . . . . . . . . . . . . +6 Notoriety result that they are suffering.

• Lawrod Mk5 . . . . . . . . . . . . . . . . . . . . . . +5 Notoriety Respect the Law


The reputation of the Judges precedes them, and
• Stub gun . . . . . . . . . . . . . . . . . . . . . . . . +10 Notoriety few perps are enthusiastic about tangling with the
Justice Department. Judges are trained to always adopt
a dominating posture and use their voice in a
commanding manner. This, combined with the
distinctive uniform, is often enough to intimidate a perp.

Whenever a Judge activates, they can immediately


attempt to intimidate all opposing models that are
within line of sight and within 8" range of the Judge,
without using an action. To determine the
effect of the intimidation, take a Cool test for
the Judge. If the test is passed, for each
[SPECIAL] result rolled, one model within range
is pinned.

Let’s Ride!
There are few more imposing
images of the Justice Department
than a Judge patrolling the Big
Meg on their Lawmaster bike.
Judges display riding skills even
surpassing those of the famed
bikers of the Mega‐City 5000
races. A Judge riding a
Lawmaster is not affected by the
Passengers Stunned result.

62
Denizens of mega-city one

63
LAWMASTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 12
• Role: Transport and support
• Allies: Justice Department, Judges
• Enemies: Lawbreakers

Move Shoot Fight Evade Resist Cool Special Rules

14" 3 4 2 5 4 A.I., 2 Passengers, Vehicle, Wilko Judge

One of the greatest assets at a Judge’s disposal is the


Lawmaster bike. Over the years, many iterations of this SPECIAL RULES
formidable vehicle have been issued by the Justice
Department and each has served alongside the Judges A.I.
on the front line against crime and performed with The Lawmaster is a fully A.I. controlled vehicle and
distinction. There are few more iconic sights on the can operate entirely independently. Unlike most
streets of Mega‐City One than a stoic Judge astride vehicles, the Lawmaster generates its own Action
a Lawmaster chip just like any other model. However, despite its
Cool of 4, it only ever generates a normal Action chip
The Lawmaster is a powerful and highly manoeuvrable and not a Star chip.
motorbike providing Judges with a fast and efficient
mode of transport in Mega‐City One, whilst also being a 2 Passengers
stockpile of essential equipment and ammunition for the Only Judges and SJS Judges of all ranks and specialities,
Judge. Powered by a 4,000cc engine and heavily including the Mechanismo Mk1 Auxiliary Judges, may
armoured, it also boasts considerable offensive firepower ride as passengers on a Lawmaster bike.
with twin autocannons and in some variants a heavy
vehicle‐stopping laser. One of its most interesting facets Vehicle
is the A.I. computer that allows the bike limited The Justice Department’s Lawmaster bike is no simple
autonomy and the ability to follow basic orders from the mount – it is such a capable, self‐driving and heavily
Judge. It is not uncommon for a Judge to park up his bike armed machine that it is actually treated as a separate
giving it orders to fire on a particular location whilst the model in its own right and follows all the rules for
dismounted Judge moves in from a flank. vehicles as detailed beginning on page 30.

64
Denizens of mega-city one

LAWMASTER ON THE LOoSE


Whilst the semi-autonomous Lawmasters are an essential aid to the Judges in most
situations, occasionally things can go wrong. When Judge Gorman was attacked by
Munce raiders, his Lawmaster LK114/7 was hit by a freak shot which severely
damaged its computer brain. Completely out of control and dispensing its own
crazed version of justice, Gorman and hundreds of citizens became victims of the
deranged machine before Dredd could bring it down!

Wilko Judge
Only a Judge (of any rank or speciality), Mechanismo Cyclops Laser
Mk1 Auxiliary Judge or SJS Judge model may board a Ranged weapon – Fire Arc: Focused Front
Lawmaster. An opponent cannot use the ‘Knock Knock’
SHORT RANGE MODIFIER LONG RANGE MODIFIER
rule to board a Lawmaster. Additionally, when selecting
models for your faction you cannot select a Lawmaster 20" +1 40" 0
unless you also have a Judge to ride it.
POWER SPECIAL RULES
5 Laser
WEAPONS
The Cyclops laser has not featured on many Lawmaster
Over the years, different iterations of the Lawmaster models down the decades. Recurrent concerns about
have mounted different weapons in order to assist the ‘collateral damage’ and ‘unnecessary force’ periodically take
Judges that ride them. The Mk1 Lawmaster was fitted it out of circulation until circumstances demand its return.
with the Cyclops Laser, the Mk2 Lawmaster had both
the Cyclops Laser and the Bike Cannons, and the Mk3
Lawmaster has only the Bike Cannons. Depending on
which mark you chose, add the following Notoriety to Bike Cannon
the model’s cost. Ranged weapon – Fire Arc: Focused Front
SHORT RANGE MODIFIER LONG RANGE MODIFIER
• Mk1 Lawmaster with Cyclops Laser. . +5 Notoriety
16" +2 32" +1
• Mk2 Lawmaster with
POWER SPECIAL RULES
Cyclops Laser and Bike Cannons . . . . +9 Notoriety
5 Blast (2")
• Mk3 Lawmaster with Bike Cannons . +4 Notoriety
Most iterations of the Lawmaster featured twin front‐
facing rapid‐fire autocannons for taking down fleeing
vehicles and use in particularly heavy combat situations.

65
WEAPONS OF THE JUSTICE DEPARTMENT
Early in the history of the Justice Department it was clear
Colt Lawgiver Mk2 Pistol that Judges would need to deal with a wide variety of
Ranged weapon – one‐handed combat and law enforcing actions, ranging from simple
arrests to full‐blown quasi‐military engagements with
SHORT RANGE MODIFIER LONG RANGE MODIFIER well‐armed hostile forces. Rather than burdening Judges
8" +1 16" -1 with multiple weapon systems, the first Chief Judge,
Eustace Fargo, initiated the Lawgiver program. This
POWER SPECIAL RULES sought to miniaturise a wide variety of ordnance to the
4 Armour Piercing, Special Rounds, Stun Pulse point where they could be fired from a single pistol‐sized
weapon. The introduction of a small computer core and
voice recognition software in later versions made
The Colt Firearms Lawgiver Mk2 has been the standard selecting the right round for the job relatively easy.
sidearm for the Justice Department for well over 50 years.
The advanced Mk2 variant has more recently superseded A few early incidents of criminals taking Lawgivers from
the original Mk1, retaining and improving on many of the fallen Judges forced the addition of the handprint failsafe
original’s standout features. sensor. When a Judge is assigned a Lawgiver in default
mode, it samples their unique
DNA via the pistol grip and from
that point on, only that Judge
can fire the weapon. If the
weapon is picked up by another
person, even another Judge,
and an attempt is made to fire
it, the Lawgiver immediately
detonates its power cell
creating an explosion powerful
enough to blow a hand off.

A Lawgiver’s ammo loadout is


primarily a mix of Execution
and Armour Piercing bullets. A
smaller number of specialist
rounds may also be carried but
a Judge’s supply will vary
depending on their activities
and how recently they have
been able to resupply at a
Sector House armoury.

The stats above are for a


Lawgiver Mk2 firing
standard Execution rounds,
with different options to use
Stun Shots or Armour
Piercing rounds. Other
special rounds may only be
fired by playing the
appropriate Armoury cards.

Armour Piercing
The Lawgiver can use Armour
Piercing (AP) rounds instead of
standard Execution rounds on
a shot at the option of the
owning player. AP rounds
reduce the target’s Resist by 1
against hits but impose a ‐1
Shoot modifier on the attack
due to recoil.

66
Denizens of mega-city one

Special Rounds Stun Pulse


The use of special rounds requires the expenditure of The Lawgiver Mk2 has a stun setting. The Stun Pulse
specific Armoury cards: may only be used at short range. It is Power 4 and
inflicts stun results rather than injuries, see the Stun
Lawgiver Shot Armoury Card weapon special rule on page 49.
Dodgems Ricochet
Hi‐Ex Hi‐Ex
Hot Shot Incendiary
Heat Seeker Seeker
Stumm Stumm Gas

• In all cases, a Special Round is fired using the short


and long range Shoot modifiers of the Lawgiver Mk2.

• If a Hot Shot, Hi‐Ex, Ricochet or Stumm Gas round


misses, then follow the Blast weapon scatter rules
on page 48.

• Special Rounds always require an Aimed Fire double‐


action and do not get additional Aimed Fire benefits.

• Ammo pouches: Normally when an Armoury card


is expended it is discarded. However, if the card
has been used for a Lawgiver shot there is a
chance that the card is not immediately
discarded. After each Special Rounds shot
roll a Cool test for the firing model. If any
result is a [SPECIAL] then the card is retained
and may be used again. The card can
potentially be used multiple times in a game
turn, as long as it keeps getting retained.

LAWGIVER AMmUNITION Incendiary (‘Hotshot’). Using a Phosphex


compound this round sets fire to the target it hits,
burning with an incandescent heat that even water
Standard Execution Round. This is a highly and dedicated fire extinguishers cannot quell.
effective bullet with high stopping power and is the
standard default ammunition for the Lawgiver. Heat Seeker. By far the most sophisticated
Lawgiver round. This is a miniaturised heat‐
Armour Piercing. A Depleted Uranium bullet seeking missile that can home in on the body
jacketed in Teflon makes this round capable of heat of humans and sufficiently similar aliens.
penetrating most personal body armour, robot Before firing the Judge points the Lawgiver in the
chassis’, or protective cover. general direction of the target allowing the round
to ‘see’ the target’s infra‐red signature. An
Ricochet (‘Dodgems’). Designed by the same audible beep indicates a lock and the trigger can
corporation responsible for BOING® the Ricochet be pulled. Whilst the Heat Seeker is a highly
round is fired at a relatively low velocity, and rather effective weapon, it must be used with caution as
than breaking up or penetrating when it hits a other human heat sources in close proximity to
barrier it will instead bounce off at an angle the target can attract the bullet. Death of
potentially hitting multiple targets. It is highly innocents from incorrectly used heat seeker
effective when fired into a small room or vehicle. rounds has seen a number of Judges sentenced to
the Titan penal colony.
Hi‐Ex. A round packed with a highly volatile
explosive compound that explodes on impact with Stumm Gas Pellet. Sophisticated miniaturisation
the power of a frag hand bomb. This is generally techniques allow a Lawgiver Stumm Gas pellet to
used against vehicles and robots. have the effectiveness of a regular grenade.

67
Colt Lawrod Mk5 Day Stick
Ranged weapon – two‐handed Close combat weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER RANGE MODIFIER
12" 0 36" -1 1" +1

POWER SPECIAL RULES SPECIAL RULES


4 Long Barrel Stun

Realising that Judges required a long‐range alternative to A Judge Cadet’s assessment always includes considerable
the Lawgiver pistol, the long‐barrelled Lawrod was attention to their competence with the Day Stick; the
developed using the Lawgiver Mk1 as its base. The projection of physical authority by cracking skulls as
Lawrod will only fire standard Execution rounds but its required is seen as a key psychology skill. Advocates of
advanced sights allow it to be accurate over a long range this simple truncheon believe it has done more to keep the
and, despite being replaced in general service by the peace in Mega‐City One than any other single weapon in
Widowmaker in 2114, the Mk5 version is still the preferred the Justice Department’s armoury.
weapon of Justice Department snipers.

Boot Knife
Colt M2000 Widowmaker Close combat weapon – one‐handed
Ranged weapon – two‐handed RANGE MODIFIER
SHORT RANGE MODIFIER LONG RANGE MODIFIER 1" +1
12" +3 24" 0
SPECIAL RULES
POWER SPECIAL RULES Throw
3 Special Rounds
If for any reason a Judge needs to use lethal force and
Introduced in 2214 to replace the Lawrod rifle, the M2000 they do not have access to their firearm, then the Boot
Widowmaker is specifically designed to give Judges Knife is their back‐up.
effective firepower when dealing with large hostile crowds
or mobs. Essentially, it combines a rapid firing spit gun
chambered for modified Executioner rounds and a pump
action launcher capable of firing standard Frag and
Stumm Gas grenades. MELEe WEAPONS
Special Rounds From a very early stage in their training
Each time a model using a Widowmaker activates it has Judges are encouraged to only use lethal
the option to use either standard Execution rounds force as a last resort. Lawbreakers ordinarily
(using the basic stats shown above), Stumm Gas, or should be neutralised and arrested using a
Frag. Stumm Gas and Frag require an Aimed Fire combination of authoritative vocal
double‐action to use. intimidation backed up by the threat of non‐
lethal, but painful, violence. This has meant
Stumm Gas – special round that for the vast majority of low threat perps,
an intimate conversation with a Judge’s Day
SHORT RANGE MODIFIER LONG RANGE MODIFIER Stick is the usual result of an
6" 0 18" -1 encounter with the ‘Jays’.

POWER SPECIAL RULES


3 Aimed Fire only, Blast (4"), Gas, Stun

Frag – special round


SHORT RANGE MODIFIER LONG RANGE MODIFIER
6" 0 18" -1

POWER SPECIAL RULES


4 Aimed Fire only, Blast (3")

68
Denizens of mega-city one

JIMPS
These are Judge impersonators
wearing close facsimiles of the
Judge uniform. Whether they are
just fakers attempting to pass
themselves off as the Mega-
City’s finest, deluded crazies or
simply attendees of a fancy-
dress party, these individuals are
taking a great risk with their
lives. A citizen spotted in a fake
uniform will be subject to
immediate arrest and can be
sentenced for up to twenty years
in the cubes.
It is also a sad fact of life that if the Jays don’t arrest them then a gun-happy futsie or
perp is likely get there first!

After the war most surviving stub guns were collected,


Stub Gun deactivated and destroyed. However, rumours persist
Ranged heavy weapon – two‐handed that some remain unaccounted for and it is a Justice
Department nightmare that they have fallen into the
SHORT RANGE MODIFIER LONG RANGE MODIFIER
hands of criminal elements.
20" +1 60" 0

POWER SPECIAL RULES


8 Heavy Weapon, Stub Gun Stub Gun Special Rules
• Stub guns negate any positive Resist modifiers
The Stub Gun is perhaps the ultimate expression of the for cover.
hand‐held directed energy weapon. Developed during
the latter days of the Atomic Wars, the stub gun is • Every time a stub gun hits a target
rumoured to use technology recovered from a crashed and the 8 Power dice are rolled, if
alien spacecraft. Using a barely controlled fusion 2 x [SPECIAL] results are rolled the
reaction the stub gun can fire an immensely powerful stub gun explodes. Calculate a Blast
beam of coherent energy capable of cutting through (6"), Power 8 effect centred on the firing model.
Even if the weapon explodes, apply
almost any known material.
damage to the target
as normal.
However, with such power comes a fundamental problem.
The fusion reaction can become unstable, exceeding the
stub gun’s ability to contain it and causing the weapon to
explode. Stub gun overloads usually kill the gunner and
anyone unlucky enough to be close by. Initially
considered too dangerous to use, the Justice Department
sealed away the initial cache of prototypes.

They did see action during the desperate times of


the Apocalypse War when they were distributed to
Judges in the so‐called Apocalypse Squads
struggling to staunch East‐Meg Rad‐Sweeper
assaults. On numerous occasions the stub guns
killed enemy tanks and sliced Sov Strato V assault
ships clean in half! However, many Judges died as their
stub guns overloaded.

69
SPECIALIST JUDGE SKILlS
PSI-JUDGE . . . . . . . . . . . . . . . . . . . . . . . +4 NOTORIETY If the Psi‐Judge has line of sight to the target, the
opposing model must take a Cool test. If it fails, the
A Street Judge, Judge or a Rookie Judge may be Justice Department player may make the target model
upgraded to the Psi‐Judge Specialisation by giving take a single action, but not a double‐action.
them one of the following Psi Skills.
If the Psi‐Judge does not have line of sight to the target,
Psionic Control the opposing model may roll one extra Combat dice for
The trained mind of an experienced psyker is quite their Cool test. In either case if the target passes the
capable of influencing an unsuspecting opponent. The Cool test the model is pinned instead.
Psi‐Judge can send a powerful suggestion to the target
causing them to take an involuntary action. This can be The target model may not be forced to take any action
as simple as urging them to move out of cover or that would catastrophically harm it such as jumping off a
perform more complex tasks such as opening a door or building or eating a frag bomb. However, a victim could
even snap firing a weapon. So powerful are these be forced to Snapshot at or Fight with a friendly model.
suggestions that even if the willpower of the target is
strong enough to oppose the intrusion the shock will Pre-Cog
temporarily stop them in their tracks. One of the most common powers encountered amongst
psychics is that of pre‐cognition. This is the ability to see
Psionic Control requires a double‐action to use. future events before they happen, allowing individuals to
The Psi‐Judge using it must be within 12" of the target. change or take a course of action to avoid some future
Psionic Control does not affect robots and A.I. mishap. On the streets, a trained Psi‐Judge with Pre‐Cog
controlled vehicles. skills can try and predict the actions of a perp. By
concentrating on the events of the next 30 seconds, a Psi‐
Judge can react to, or alert a colleague of, an impending
threat; shouting a warning before the assailant has pulled
a trigger or struck with a blade.

To use Pre‐Cog a Psi‐Judge must be activated


and perform an Overwatch action following
all the normal rules for this double‐action. As
a Psi‐Judge on Overwatch is predicting the
short‐term future, they are less surprised by
the actions of enemy models. A Psi‐Judge
can, therefore, take an Aimed Shot even if
the model they are reacting to performs a
Move, Sprint or Charge action.

Alternatively, if any Judge within line of


sight of the Psi‐Judge using Pre‐Cog
is subject to a ranged or close
combat attack they may re‐roll
their Evade dice when dodging
thanks to the Pre‐Cog’s
warning. The Psi‐Judge’s
Overwatch token is
immediately removed
after this re‐roll.

70
Mind Probe!
A trained psionic can project a psychic probe
directly into the brain of another person. This
sudden shocking intrusion of an outsider’s
thoughts is usually enough to create a paralysing
panic which overwhelms the target.

Upon activating, a Psi‐Judge can manifest this power


as a double‐action. The Psi‐Judge using it must be
within 12" of the target model. Mind Probe does not
affect robots and A.I. controlled vehicles.

Make a Cool test for the Psi‐Judge


counting [SPECIAL] and [HIT] results as
successes. Each success rolled
automatically inflicts one Stun marker on the target.
Roll a Cool test for the target model, adding
one Combat dice if the Psi‐Judge does not have
line of sight to it. Each [ARMOUR] rolled negates
one of the Stun results. Mind Probe can subdue
a model if the number of stuns remaining
equals or beats their Cool stat.

MED JUDGE. . . . . . . . . . . . . . . . . . . . . . +3 NOTORIETY Armourer Skill


Before the beginning
A Judge or Rookie Judge can be upgraded to a Med of the game draw one additional
Judge specialisation. This gives the model the Combat Armoury card for each Tek Judge present
Medic skill. in the player’s faction. The player is then
allowed to keep one more Armoury card than usual.
Combat Medic
Four years of intensive training attached to a Sector For example, the Justice Department player has
House Hospital, along with the practical experience of included two Tek Judges in their force. This means
numerous patrols accompanying Street Judges, hones they draw eight Armoury cards at the beginning of
a Med Judge into an extremely effective combat the game (two extra for the two Teks on top of the
medic. Equipped with Med‐Packs and advanced usual six) and keep four of them (one more than
diagnostic tools, a Med Judge is very often the usual because a Tek Judge is present).
difference between life and death for a seriously
wounded Judge or citizen.

A Med Judge can use the Hunker Down double‐action


SJS JUDGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . FREe
to attempt to remove Injury or Stun markers from a A Street Judge may be given the SJS specialisation for
single friendly model within 1", even if that model is free. They may be armed with any weapon. A Street
incapacitated. Roll a Resist test using the Judge can replace the standard Respect for the Law
injured model’s starting Resist stat. For each with the One‐way trip to Titan.
[Armour] result one Injury or Stun marker may
be removed. This skill can be used to revive One-way Trip to Titan
incapacitated and subdued models. See page Throughout a Judge’s training they are psychologically
19 for the Hunker Down action. conditioned to remain in awe of any Judge wearing the
skull‐emblazoned uniform of the SJS. A Judge gone
rogue is an extremely dangerous person. Therefore,
TEK JUDGE . . . . . . . . . . . . . . . . . . . . . . +4 NOTORIETY those who judge the Judges need all the help they can
get when taking on such individuals.
All Tek Judges are trained to maintain and repair their
Sector House’s extensive inventory of weapons, Any Justice Department model is subject to the Respect
vehicles and equipment. An in‐depth knowledge of the Law rule when facing SJS Judges. The mere sight of
mechanics and electronic systems provides a Tek Judge a distinctively uniformed SJS Judge can compel even
with all the skills needed to operate specialist detection experienced Mega‐City One Judges to freeze with
and forensic analysis equipment in the field as well as indecision. When SJS Judges activate they can
supplying direct support for other Judges. intimidate any Justice Department model within 12"
and within line of sight for no cost. To determine the
A Judge or Rookie Judge can be upgraded to a Tek Judge effect of the intimidation, take a Cool test for the target
specialisation. This gives the model the Armourer skill. model. If the test is failed, the target is pinned.

71
HEROES AND VILlAINS
OF THE JUSTICE DEPARTMENT
JUDGE DREDd
“I am the Law.” the Big Meg. He had no close friends and rarely
fraternised with his colleagues, who christened him ‘Old
So says Judge Joseph Dredd, and it is no idle boast. Stony Face’. Even family and fraternal ties have proven
secondary to the Law, as was made evident when Dredd
For millions of Mega‐City One’s citizens Dredd is the turned his own clone‐brother over to the Justice
living embodiment of stony‐faced judgement. Of the Department after Rico had fallen victim to the dark side
thousands of Judges that the Justice Department have of a Judge’s absolute power over life and death.
placed on the streets of Mega‐City One there can be no
greater symbol of the Law than Judge Dredd, not even Dredd quickly rose to the rank of Senior Judge and has
the statue of Justice itself. The mention of Dredd’s kept that role throughout his career, despite being first
name alone is enough to give even the most hardened offered the job of Chief Judge in 2101 and many more
criminals pause. times since. He has been appointed a temporary
member of the Council of Five on several occasions.
Along with his brother Rico, Dredd was allegedly cloned However, he is only truly content when patrolling the
from the DNA of the original Chief Judge, Eustace streets and dispensing the law directly. His well‐known
Fargo, back in 2066. Their creator, geneticist Morton dislike of bureaucracy keeps him well away from the
Judd, gave the twins the intimidating surname of Dredd. Hall of Justice.
Force‐grown in incubators to a physiological age of five
the twins were indoctrinated with all the knowledge During the Apocalypse War of 2104, after Mega‐City
needed to be a dedicated and loyal servant of justice. One had sustained hundreds of millions of casualties,
Dredd carried out his most extreme application of
Drafted as cadets in 2070, during the horrors of the Judgement to date. Leading a commando team into
Atomic War, they took part in the final battles against the wastelands around East‐Meg One he seized and
the last president of the USA, Robert L. Booth. used a Sov TAD (Total Annihilation Device) to obliterate
Graduating as a Street Judge in 2079, Dredd was the enemy Mega‐City, killing half a billion largely
immediately fully committed to the rule of law and innocent civilians to end the war.
relentlessly hunting lawbreakers in
If it is true that a man can be measured by the quality of
his enemies then Dredd will take some beating. Over
the years, he has clashed with mad Chief Judges,
trans‐dimensional denizens of Dead World,
super agents of the Sov Bloc, necromancers
and powerful mutant pre‐cogs. Yet it’s
probably safe to say that from Dredd’s
perspective the bringing of one of
these individuals to justice is no
more important than the
prosecution of a citizen
littering or a Juve spraying
graffiti on a wall. Everyone is
equal in the eyes of the law!

Now over 70 years of age, and


still active as a street Judge,
who can say if Dredd’s
constant crusade against
lawbreakers in the Big Meg
will ever end?

72
Denizens of mega-city one

73
74
Denizens of mega-city one

JUDGE DREDd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 35


• Role: Judge
• Allies: Mega‐City One Justice Department, Citi‐Def, Judges Anderson, McGruder, Giant,
Hershey, Beeny, Gerhart, Dekker
• Enemies: Lawbreakers

Move Shoot Fight Evade Resist Cool Special Rules


Drokk Me, it’s Dredd!!!,
6" 5 5 4 5 5 Gaze into the Fist of Dredd, Gunfighter,
Incredible Shot, Indestructible, Let’s Ride!

SPECIAL RULES physically abused thousands of times over yet, Old


Stony Face always recovers. Whether this is a result of
Drokk Me, it’s Dredd!!! Dredd’s clone origins or just simple superhuman
The sight of Judge Dredd, or even the sound of his endurance is not certain.
voice, will compel even hardened perps to consider the
consequences of their actions. Whenever Dredd Judge Dredd suffers no stat losses for injury or stun
activates, he can immediately attempt to intimidate all results that he suffers. The only way you put him down
opposing models that are within 12", without using an is to incapacitate or subdue him.
action. No characters are immune to this effect.
Let’s Ride!
To determine the effect of the intimidation, take a Cool When Dredd is a passenger on a Lawmaster he is not
test for each model. If the test is failed the target model affected by the Passengers Stunned result.
is pinned.

Gaze into the Fist of Dredd!


Dredd has few peers when it comes to hand‐to‐hand
WEAPONS AND EQUIPMENT
combat, breaking the skulls of lawbreakers who may be Dredd’s primary personal weapons are his Lawgiver
a little reluctant to come quietly. Judge Dredd is subject Mk2 Pistol, a Day Stick and Boot Knife.
to the Brawler rules that can be found on page 26.
Judge Dredd may also be equipped with a M2000
Gunfighter Widowmakeror the Lawrod Mk5 for an additional
Dredd’s cadet record for live‐fire combat shooting Notoriety cost.
remains the gold standard at the Academy. See Page 22
for Gunfighter rules. • M2000 Widowmaker . . . . . . . . . . . . . . +6 Notoriety

Incredible shot • Lawrod MK5 . . . . . . . . . . . . . . . . . . . . . +5 Notoriety


Years of experience with firearms on the streets have
honed Dredd’s marksmanship to almost unbelievable
levels of accuracy. Even when firing from the hip he
rarely misses. In addition to benefitting from the He is the Law - Dredd
Gunfighter skill, Judge Dredd always classes the Aimed patrols on his Lawmaster.
Fire action as a single action instead of a double‐action.
However, he may not perform two Aimed Fire actions in
a single activation. The second ranged fire action must
be a Snapshot. This skill allows Dredd to shoot an
Aimed Fire only weapon (Lawgiver with special ammo
being a premium choice) and perform another single
action in the same activation.

Indestructible
“The pain must be excruciating — he shouldn’t even be
able to stand, let alone walk!”

During his career protecting Mega‐City One Dredd has


been shot, stabbed, burned, tortured, poisoned, and

75
PSI-JUDGE CASsANDRA ANDERSON
“Anderson can’t resist her little jokes. Not normal for a infiltration mission that led to the destruction of East‐
Judge! Still, Psi’s are highly‐strung. We’ve got to allow Meg One.
them their little personality defects.”
It is Anderson’s experiences with the Dark Judges of
One of Psi Division’s greatest stars is Cassandra Dead World which has affected her more than any of
Anderson. She specialises in the fields of telepathy and her other cases, especially as she has been psychicly
pre‐cognition, where she has few peers. Born in 2080 possessed by Judge Death and escaped his necrotic
Anderson is probably as far removed from Dredd’s ideal clutches on more than one occasion.
of what a Judge should be as can be imagined. She is an
outspoken critic of many aspects of the Justice In their many attempts to bring the sentence of death
Department, displays her emotions, and has empathy to Mega‐City One, the Dark Judges have been attracted
for others. Particularly irritating to Dredd and the to Anderson like moths to a flame, despite her being
Justice Department’s rather strait‐laced leadership is instrumental in their defeat many times. For her part,
her flippant, joking demeanour and ability to interact Anderson harbours a deep hatred for these beings that
with other Judges on an informal level. Despite all that represent the opposite of all she holds sacred.
when the safety of Mega‐City One is threatened she is
uncompromising and prepared to use both lethal Anderson has been censured and disciplined by Justice
psychic and physical force against any threats. This Department many times for her unconventional
aspect of Anderson is procedures and has abandoned her duty several times
respected by Dredd, and in protest, only to always return. However, like Dredd,
they have teamed up on she is a venerated figure, viewed by rank and file Judges
numerous occasions, with a sense of awe and, like him, she will most likely
including the desperate serve until her body and mind can no longer perform
the role of Judge.

76
Denizens of mega-city one

JUDGE ANDERSON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 25


• Role: Judge
• Known Associates: Judge Dredd
• Allies: Mega‐City One Justice Department
• Enemies: The Dark Judges; Death, Fire, Fear and Mortis

Move Shoot Fight Evade Resist Cool Special Rules


Fortitude, Gunfighter, Let’s Ride!,
6" 4 4 3 4 5
Psychic Skills, Respect the Law

SPECIAL RULES This, combined with the distinctive uniform, is often


enough to intimidate a perp.
Fortitude
The life of a Judge is extremely dangerous and the risk of Whenever a Judge activates, they can immediately
being wounded is quite high. Nevertheless, Mega‐City attempt to intimidate all opposing models that are
One’s finest are expected to keep performing their role within line of sight and within 8" range of the Judge,
even if injured. A Judge with Fortitude will suffer no stat without using an action. To determine the effect of the
loss for one injury or stun result that they are suffering. intimidation, make a Cool test for the Judge.
If the test is passed, one model within range is
Gunfighter pinned for each [SPECIAL] result rolled.
Despite her derisory attitude to mandatory weapons
proficiency testing, Anderson constantly hones her skills
with a Lawgiver. See page 22 for Gunfighter rules. WEAPONS AND EQUIPMENT
Let’s Ride! Anderson’s personal weapons are her Lawgiver Mk2
When Anderson is a passenger on a Lawmaster she is Pistol, a Day Stick and Boot Knife.
not affected by the Passengers Stunned result.

Psychic Skills
As an almost unparalleled psyker, Judge Anderson
may use any of the special Psi skills listed on page
70. She may only use one
skill per activation.

Respect the Law


The reputation of the
Judges precedes them, and
few perps are
enthusiastic about
tangling with the
Justice
Department.
Judges are
trained to always
adopt a
dominating
posture and use
their voice in a
commanding
manner.
SJS SENIOR JUDGE ALEX GERHART
“I’m the one who’s going to take you down. I’m going to of a missile meant for his nemesis. He simply could not
finally give you what you deserve. And you know it!” let Dredd die before guilt was fully proven. Gerhart’s
self‐sacrifice saw fully half of his shattered body being
Now more than 75% Cyborg, Alex Gerhart was an replaced by cybernetic parts.
up‐and‐coming star in the sinister ranks of the
Special Judicial Squad. Unfortunately, like so many Strangely, it was Gerhart’s obsession that led him to be
of his colleagues, he had an unhealthy obsession chosen by Dredd to join a team sent to Titan to
with Judge Dredd. Not only had the venerable Judge investigate the penal colony’s silence. Both men
been instrumental in exposing the worst excesses of suffered greatly on the mission and Gerhart finally
the SJS under Judge Cal, he also represented the one concluded that Dredd was exactly what he appeared to
thing that the SJS could simply not process: an be, incorruptible. In the fallout from the mission and the
incorruptible Judge. resulting return of the bizarrely altered inmates from
Enceladus, Gerhart was wounded even more severely
For several years, Gerhart pursued a vendetta against by ex‐Judge Amie Nixon, leaving him with only a
Dredd to uncover some transgression, no matter how quarter of his body still organic.
small. While investigating the death of a Tek Judge,
he unsuccessfully tried to force Dredd to admit having Unfortunately, this new mutual trust between Gerhart
a guilty conscience about the 350 million citizens and Dredd has brought him to the attention of the
who fell to the Chaos Virus, a bio‐weapon unleashed psychopathic SJS Judge Pin, a covert multiple serial
by Sov agents in revenge for Dredd destroying East‐ killer of Judges who Pin found wanting. Accused of
Meg One. being unfit for SJS duty, Gerhart took the Long Walk
into the Cursed Earth. Whilst Pin might believe Gerhart
Ultimately Gerhart’s obsession with Dredd would cost has been added to her grim tally, Gerhart is nothing if
him dearly. He saved Dredd’s life by taking the impact not a survivor. Only time will tell.

78
Denizens of mega-city one

SJS JUDGE GERHART . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 21


• Role: Special Judicial Squad (SJS) • Allies: SJS, Justice Department, Judge Dredd
• Enemies: Judge Dredd, Judges gone bad

Move Shoot Fight Evade Resist Cool Special Rules


Cyborg, Fortitude, Brawler,
4" 4 5 2 5 4 One‐way Trip to Titan, Let’s Ride!

SPECIAL RULES The mere sight of a distinctively uniformed SJS Judge


can compel even experienced Mega‐City One Judges to
Cyborg freeze with indecision. When SJS Judges activate they
Gerhart’s stat line has been altered to take into account can intimidate any Justice Department model within
his extensive cybernetic refurbishment with increased 12" and within line of sight for no cost. To determine the
Fight and Resist stat but a reduced Move. effect of the intimidation, take a Cool test for the target
model. If the test is failed, the target is pinned.
Brawler
Even before his injuries Gerhart was a formidable
combatant at close quarters. See page 26 for the
Brawler rules.
WEAPONS AND EQUIPMENT
Gerhart’s primary personal weapons are his Lawgiver
Fortitude Mk2 Pistol, a Day Stick and Boot Knife.
The life of a Judge is extremely dangerous and the risk of
being wounded is quite high. Nevertheless, Mega‐City Gerhart may be additionally equipped with a M2000
One’s finest are expected to keep performing their role Widowmakeror the Lawrod Mk5 for an additional
even if injured. A Judge with Fortitude will suffer no stat Notoriety cost.
loss for one injury or stun result that they are suffering.
• M2000 Widowmaker . . . . . . . . . . . . . . +6 Notoriety
Let’s Ride!
When Gerhart is a passenger on a Lawmaster he is not • Lawrod Mk5 . . . . . . . . . . . . . . . . . . . . . +5 Notoriety
affected by the Passengers
Stunned result.

One-way Trip to Titan


Throughout a Judge’s training
they are psychologically
conditioned to remain in awe
of any Judge wearing the
skull‐emblazoned uniform of
the SJS. A Judge gone rogue
is an extremely dangerous
person. Therefore, those who
judge the Judges need all the
help they can get when
taking on such individuals.

All Justice Department


models are subject to the
Respect the Law rule when
facing SJS Judges.

79
MECHANISMO MK1 AUXILIARY JUDGE
“Shut them down! Shut them all down!” with full judicial authority to arrest, sentence and, if
necessary, execute criminals. Programming was based
Robots see wide use in Mega‐City One and have made on Judge Dredd’s ‘Comportment’, his unofficial guide to
most of the human population permanently judgement and dispensing the law, and the first of the
unemployed. However, traumatic experiences with so‐called Mechanismo Robots were deployed in 2114.
battle droids during the conflict against President Booth,
and the horrifying events of the 2099 Robot Wars, means Dredd, like many, was appalled that machines would be
the arming of such machines is highly controversial, given the power of deciding on the life or death of a
heavily regulated and in most cases illegal. human. His objections were overridden, and initial
reports were favourable. However, somewhat
However, following the catastrophic impacts of predictably, the new ‘Machine Law’ was soon
Necropolis and Sabbat’s ‘Day of Judgement’, Justice compromised. Internal malfunctions due to
Department casualties have been so great that overheating caused two of the robots to go wild, killing
members of the Council of Five, including Chief Judge large numbers of innocent civilians and ignoring their
McGruder, believed that the Department was on the shutdown orders. It took the combined firepower of a
verge of losing control of the City. Many of the Pat Wagon and Judge Dredd himself to bring the rogue
casualties had been amongst the Cadets, so fewer Mechanismo units down. Later marks of the
trained Judges were available to make up for critical Mechanismo have proved more reliable, but they are
losses. Despite some misgivings, the Chief Judge still viewed with extreme suspicion and their
directed Tek Division to create robot Judge/auxiliaries deployment remains highly controversial.

MECHANISMO MK1 AUXILIARY JUDGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 15


• Role: Judge Auxiliary • Allies: Mega‐City One Justice Department
• Enemies: Lawbreakers

Move Shoot Fight Evade Resist Cool Special Rules


Robot, Respect the Machine Law, Self‐Repair
5" 3 5 0 6 4* Sub‐Routines, Shut Down Number 5!

SPECIAL RULES Hunker Down double‐action, it can potentially


remove all Injury markers if enough successes
Robot are rolled.
For all their sophistication Mechanismo units are still
robots and so they only generate normal Action chips Shut Down Number 5!
instead of Star chips, despite being Cool 4. They are also Overheating issues in the Mk1 Mechanismo
unaffected by Psi powers. units caused the circuits governing the
identification and sentencing of criminals to fail,
Respect the Machine Law resulting in the deaths of numerous civilians and
The mere sight of a hulking Mechanismo Mk1 Judge Justice Department personnel.
Auxiliary will give the most confident perp second
thoughts before taking one on. A Mechanismo Mk1 may fail any time that it is
activated using a Star chip or uses a double‐action.
Whenever a Mechanismo Mk1 activates they can Make a Cool test for the Mechanismo at the end
immediately attempt to intimidate all opposing of its activation if either of the above conditions
models that are within line of sight and within 8" is met.
range of the Mechanismo, without using an action.
To determine the effect of the intimidation, take a If the Cool test is failed the opposing player may
Cool test for the Mechanismo. If the test is immediately activate the Mechanismo Mk1 and
passed, one model within range is pinned for perform up to one single action or one double‐action
each [SPECIAL] result rolled. with it, including shooting or close combat, against
any model on the table, within in its line of sight, and
Self-Repair Sub-Routines within range of its weapons. After this activation is
A Mechanismo is capable of rapid and highly complete, the Mechanismo Mk1 is stunned and
effective self‐repairs. If it is injured and uses the control returns to its original owner.

80
Denizens of mega-city one

WEAPONS AND EQUIPMENT Special Rounds


The use of special rounds requires the expenditure of
A Mechanismo’s primary weapons are the specific Armoury cards:
Judgement Bringer Hand Cannon, a Day Stick and a
rack of one‐shot Mechanismo Rockets. Judgement Bringer Shot Armoury Card
Dodgems Ricochet
A Mechanismo may be additionally equipped with a
M2000 Widowmaker or the Lawrod Mk5 for an Hi‐Ex Hi‐Ex
additional Notoriety cost. Hot Shot Incendiary
Heat Seeker Seeker
• M2000 Widowmaker . . . . . . . . . . . . . . +6 Notoriety
Stumm Stumm Gas
• Lawrod Mk5 . . . . . . . . . . . . . . . . . . . . . +5 Notoriety
In all cases, a Special Round is fired using the short‐ or
long range Shoot modifiers of the Judgement Bringer.
Judgement Bringer Hand Cannon Special Rounds always require an Aimed Fire
Ranged weapon – one‐handed double‐action and do not get additional Aimed Fire
SHORT RANGE MODIFIER LONG RANGE MODIFIER benefits. If a Hot Shot, Hi‐Ex, Dodgem or Stumm Round
misses then follow the Blast weapon scatter rules on
10" +1 20" -1
page 48.
POWER SPECIAL RULES
5 Special Rounds, Stun
Mechanismo Rockets
Mechanismo units are equipped with an enlarged version Ranged weapon – one‐handed
of the Lawgiver Mk2 called the ‘Judgement Bringer’. SHORT RANGE MODIFIER LONG RANGE MODIFIER
Requests for this weapon to become general issue for
6" +2 12" -1
Judges have been denied.
POWER SPECIAL RULES
Stun
5 Blast (3"), One Shot
The Judgement Bringer has a stun setting, the
Stun Pulse. This may only be used at short range. It is
Power 5 and inflicts stun results rather than injuries. One Shot
This weapon may only be used once per game. After it has
been used, it may not be used again during same game.

81
JUDGE DEATH
“The crime is life; the sentence is death!” He picked up the nickname ‘Judge Death’ due to his
predilection for executing perps. A liaison with the
The being known as Judge Death came from an alternate necromantic witches Phobia and Nausea, the ‘Sisters of
universe classified in Justice Department records simply Death’ brought De’Ath to the belief that total justice
as Deadworld. Painstaking reconstruction of the scanty could only be obtained if there were no lawbreakers,
evidence available, psychic readings, and the words of and this could only be achieved by the complete
Judge Death himself have revealed that he was once extermination of all life. Through the blackest magic,
Sidney De’Ath, a sadist who got his kicks from inflicting Sidney De’Ath was voluntarily transformed into the
pain and made his first kills whist still at school. Sidney undead revenant now known as Judge Death. With the
joined Deadworld’s version of the Justice Department help of the sisters, and other like‐minded individuals, all
simply to experience the pleasure of killing legally. life was wiped out on Deadworld.

82
However, Death was not satisfied as the witches had
revealed to him the existence of alternate dimensions
and a multitude of other worlds teeming with life.
Using arcane technology to cross the dimensions,
Judge Death arrived in Mega‐City One in 2102.

Death’s physical form was destroyed after his first


rampage, but his spirit survived, trapped inside the
body of Judge Anderson. He was freed by three
other Dark Judges from Deadworld – Fear, Fire and
Mortis – and together they murdered thousands of
citizens before being repelled by Judges Dredd and
Anderson. Thus began a constant cycle of attacks on
the living that has plagued the Mega‐City ever since.
Although Dredd and Anderson have stopped each
attack, the combined death toll is in the millions.

The problem facing Dredd and Anderson is that


you cannot kill what does not live. Judge Death’s
physical form is an animated corpse and is
extremely difficult to injure or destroy. Even If the
host body is totally destroyed, Death’s
spirit can simply leave the body and
possess another living human.

JUDGE DEATH . . . . . . . . . . NOTORIETY: 22


• Role: Dark Judge
• Allies: The Dark Judges Fear, Fire & Mortis
• Enemies: Life

Move Shoot Fight Evade Resist Cool Special Rules


The Sssentence iss Death,
5" 0 5 5 5 5 Blow his Bones Away!, Anderssson!

SPECIAL RULES Anderssson!


Whilst Immune to the Intimidate, Respect the Law
The Sssentence iss Death and Drokk Me It’s Dredd!! skills, Death is vulnerable to
Judge Death’s unnatural ability to phase through solid the Respect the Law skill if the activating Judge is a
matter means that no armour or protection is effective Psi‐Judge.
against his killing touch. When hit by a close combat
attack by Death, the target does not roll any Resist dice
when resolving the hit. WEAPONS
Models incapacitated by Death are always fatalities.
Heart Squeeze
Blow his Bones Away! Close combat weapon – one‐handed
Death’s high Evade statistic of 5 represents his undying
nature – bullets and direct melee blows can punch RANGE MODIFIER SPECIAL RULES
straight through him without causing any real harm. 1" +1 –
However, Death’s undead body is much more
vulnerable to Incendiary and Blast weapons. Any Death displays superhuman strength, and is able to
attempt to dodge a Blast or Incendiary effect weapon lift and throw heavy objects or smash through obstacles.
reduces the number of Evade dice Death rolls by 3. However, his favoured method of delivering justice is to
use his ability to phase through matter to push his bony
A lack of working lungs means Gas weapons have no fingers into the body of the victim, squeezing their heart
effect on Judge Death. to a pulp.

83
JUDGE GRICE – INMATE JUDGE
Despite rigorous psycho screening during their Titan, the largest moon of Saturn, has been
development and training it is inevitable that some terraformed to some extent but the methane
Judges go bad. Usually their transgressions are atmosphere is still un‐breathable to a normal human.
detected and exposed by the SJS. Punishment, as Inmates on Titan are therefore subjected to disfiguring
would be expected, is severe and for the most serious facial surgery that allows them to survive outside the
crimes, exile to the penal colony on Titan is usual. prison complex. Escape is almost impossible with all
shuttles being closely monitored and secure. Though
Judge Grice was a well‐regarded member of the Justice breakouts and insurrections on Titan are rare they do
Department and achieved the rank of Senior Judge. occur, and the so‐called ‘Doomsday’ affair was one of
However, he fell under the control of the Dark Judges, like the most significant.
many of Mega‐City One’s finest, during the Necropolis
incident, and that traumatic event had a significant effect Against the odds, Grice managed to escape Titan at the
on him. The growing democracy movement was fuelled head of a mass breakout of ex‐Judges. Fixated on
by public belief that the Justice Department had failed revenge, Grice returned directly to Mega‐City One,
during Necropolis, and this rankled deeply with Grice. crashing his stolen shuttles into major buildings and
Along with several co‐conspirators, he attempted to unleashing a deadly virus on the citizenry. The
undermine Chief Judge McGruder and assassinate Dredd weakened Justice Department was initially unable to
in the hope of preventing the People’s Vote. Dredd stop a violent takeover, however Grice’s increasingly
survived the attempt on his life, the coup failed and Grice unstable nature allowed Dredd to lead a counterattack.
and his co‐conspirators were sentenced to twenty years In the final confrontation Dredd crushed and killed the
of hard labour on Titan. ex‐Judge under the wheels of his Lawmaster Bike.

DOoMSDAY: INMATE JUDGES


If you want to create a scenario that represents Grices’s Doomsday battle against the Justice Department, you may
create a faction including fellow Inmates who have also escaped from Titan.

INMATE JUDGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 10


Move Shoot Fight Evade Resist Cool Special Rules

6" 3 3 1 3 3 Intimidate, Let’s Ride!, Respirator

Intimidate, Let’s Ride!, Respirator


These function exactly the same as those detailed for
Judge Grice.

WEAPONS
You may arm your inmates with the weapons listed
below for the appropriate Notoriety Cost.

Weapon Class Type Notoriety


One‐handed Knife +1
close combat weapon
One‐handed Pistol +1
ranged weapons

Spit Pistol +2

Two‐handed Combat Rifle +2


ranged weapons

Spit Carbine +3

84
Denizens of mega-city one

JUDGE GRICE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 20


• Role: Ex‐Judge
• Allies: Inmate Judges, Dredd
• Enemies: Dredd, Anderson, Gerhart, all Judges

Move Shoot Fight Evade Resist Cool Special Rules


Brawler, Fortitude, Intimidate,
6" 4 4 3 4 5 Let’s Ride!, Respirator

SPECIAL RULES WEAPONS


Brawler Grice is armed with M2000 Widowmaker (see page 68).
See page 26 for the Brawler skill rules. Alternatively, you may choose to arm him with a
Flamethrower instead for no additional Notoriety cost.
Fortitude
Whilst labouring on Titan Inmates are expected to keep
working even if injured or ill. Grice will suffer no stat loss Flamethrower
for one injury or stun result that he is suffering.
Ranged weapon – two‐handed
Intimidate SHORT RANGE MODIFIER LONG RANGE MODIFIER
Whilst he no longer wears the badge of office, Grice is 12" +4 18" +1
still a formidable and scary individual. Whenever Grice
activates, he can immediately attempt to intimidate all POWER SPECIAL RULES
opposing models that are within line of sight and within 4 Aimed Fire only, Blast (3"), Incendiary
8" range of him, without using an action. To determine
the effect of the intimidation, make a Cool test
for Grice. If the test is passed, one model within Whilst engaging in his mad crusade against
range is pinned for each [Special] result rolled. Mega‐City One’s Justice Department, Grice sometimes
favoured a deadly flamethrower.
All members of the Justice
Department are immune
to these intimidate effects.

Let’s Ride!
Grice retains the riding
skills earned during long
years at the Academy of
Law. When Grice is a
passenger on a Lawmaster
he is not affected by the
Passengers Stunned result.

Respirator
Due to his surgical
modifications to adapt to
Titan’s toxic atmosphere,
Grice always counts as
being equipped with a
respirator. See the
Respirator Armoury card
for details.

85
KARL RAIDER – VIGILANTE EX-JUDGE
Karl Raider became a Judge in 2079 and was a ordinary citizens like his lost love. Raider’s favoured
contemporary of Joe and Rico Dredd, whom he almost weapons of choice were twin Sledgehammer heavy
matched in marksmanship during training. However, in pistols fitted with red‐dot sights.
2099, Raider became romantically involved with a
citizen. Such relationships are not tolerated by the For many years, Raider stayed under the Justice
Justice Department and he had no alternative but to Department’s radar until he cold bloodedly mutilated
resign his position in order to lead a normal life with Murk Derryson, the head of a particularly vicious
her. Tragedy struck during the Apocalypse War when his protection racket, and murdered twelve of his henchmen.
partner was fatally irradiated by a nearby Sov nuclear Dredd quickly identified who the vigilante was and
detonation. Unable to stand the sight of his wife endeavoured to capture Raider alive, using Wally Squad
suffering the agonies of radiation sickness Raider Judge Lola Palmtree as bait. In the interim Derryson
performed a mercy killing, permanently traumatising organised a Chump Dumping operation to lure Raider
the former Judge. into a deadly trap. However, Dredd arrested Derryson,
who died resisting, but then had to face Raider and
Raider was unable to return to any form of normal life in attempt to arrest him. The ex‐Judge, tired of his wrecked
the aftermath of the Apocalypse War. He became a life, attempted to outdraw Dredd – he was marginally too
vigilante, targeting those who took advantage of slow and was killed by his former colleague.

86
Denizens of mega-city one

KARL RAIDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 16


• Role: Rogue Judge Vigilante
• Enemies: Criminals

Move Shoot Fight Evade Resist Cool Special Rules


Brawler, Gunfighter,
6" 4 4 4 3 4 Intimidate, No Respect for the Law

SPECIAL RULES No Respect for the Law


As an ex‐Judge, Raider is immune to the Respect the
Brawler Law special rule.
See page 26 for the Brawler skill rules.

Gunfighter
See page 22 for the Gunfighter skill rules.
WEAPONS
Karl Raider carries a pair of distinctive S&W
Intimidate Sledgehammer pistols. Both are fitted with red‐dot laser
Whilst he no longer wears the badge of office, Grice is sights, making them deadly accurate at short range.
still a formidable and scary individual. Whenever Grice
activates, he can immediately attempt to intimidate all
opposing models that are within line of sight and 2 x S&W Sledgehammer
within 8" range of him, without using an action. Ranged weapon – one‐handed
To determine the effect of the intimidation, SHORT RANGE MODIFIER LONG RANGE MODIFIER
make a Cool test for Grice. If the test is passed,
one model within range is pinned for each 8" +2 16" -2
[Special] result rolled. POWER SPECIAL RULES
All Judges are immune to these intimidate effects. 4 –

USING KARL RAIDER IN GAMES


You may want to use Raider in a number of one‐off games, pitting him against gang factions to recreate his
role of punishing those who exploit the downtrodden and vulnerable of Mega‐City One. A favourite would
be an ambush scenario as he attempts to take out a particularly notorious gang leader or lieutenant.
Another scenario might have Raider attempting to escape from a Justice Department faction that is
attempting to remove yet another dangerous vigilante from the mean streets. For full details on Raider’s
life see the 2000 AD story ‘Raider’ in Prog 810‐814.

87
ORLOK THE ASsASsIN
Orlok was born in East‐Meg One and handed over to supposedly secure areas, including Mega‐City One’s
the State Judgment Akademy at the age of four to be Weather Control Central. Orlok was perhaps the most
trained as a Sov Judge. During this training, Orlok’s formidable of Dredd’s purely human opponents and
innate physical and mental talents came to the was in some respect a warped mirror image of the great
attention of his tutors and he was immediately marked lawman himself.
for special duties by the ruling Diktatoriat of East‐Meg
One. He would become a vital instrument in their long‐ The contaminant Orlok introduced to the City
planned assault on Mega‐City One. In addition to stimulated the aggressive, tribal tendencies of humans.
receiving training in infiltration and assassination, As the effects spread, the collective psychosis
enhanced psycho‐indoctrination also resulted in Orlok christened Block Mania became widespread and the
developing an unshakeable loyalty to East‐Meg One. city was paralysed as millions of citizens began to fight
each other. Orlok was finally overpowered and arrested
When the time was right, Orlok infiltrated into Mega‐ by Judge Dredd, but his mission had been completed
City One where he successfully introduced a and a chaotic Mega‐City One was ripe for Sov invasion
bio‐chemical agent into the city’s water supplies. in the ensuing Apocalypse War. Although the
Advanced Sov Judge Training and disciplines made Apocalypse War eventually culminated with the total
Orlok a master of hand‐to‐hand combat, proving to be destruction of East‐Meg One, Orlok survived safe in a
the equal of Judge Dredd in several of their encounters. Justice Department Iso‐Cube from where he swore
His expertise with firearms allowed him to outshoot and vengeance on his home’s destroyer: Judge Dredd.
kill many Mega‐City Judges, whilst his superb
infiltration skills enabled him to gain access to After escaping from the cubes, Orlok continued his
one‐man war against the Mega‐City and Dredd by
creating widespread destruction and causing
thousands of deaths.

Captured for the final time, he was returned to


Mega‐City One, tried, found guilty, and executed
via lethal injection, which was watched by a
record‐breaking Tri‐Vid audience. Some had
thought that the end of Orlok’s legacy, but
rumours persist about clones and blood
relations of the infamous assassin still bent
on vengeance to the present day.

88
Denizens of mega-city one

ORLOK THE ASsASsIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 19


• Role: Sov Agent
• Allies: East‐Meg One survivors
• Enemies: Mega‐City One, Judge Dredd

Move Shoot Fight Evade Resist Cool Special Rules


Gunfighter, Martial Arts Master.
6" 5 5 4 4 4 Indestructible, Drokk – Satellat!

SPECIAL RULES Tokarev ‘Shelepin’ 11mm


Ranged weapon – one‐handed
Gunfighter
See page 22 for the Gunfighter skill rules. SHORT RANGE MODIFIER LONG RANGE MODIFIER
8" +2 16" 0
Martial Arts Master
Orlok the Assassin is one of the few people capable of POWER SPECIAL RULES
fighting Judge Dredd to a standstill. He has the Brawler 4 –
skill. Additionally, when attempting to Dodge in close
combat, Orlok may roll 5 Evade dice.

Indestructible
Years of training as an elite Sov Judge, coupled with a
genetically enhanced physique, allows Orlok to
continue operating even when severely wounded. Orlok
suffers no stat losses for injuries or stun results that he
suffers. The only way you put him down is to
incapacitate or subdue him.

Drokk – Satellat!
Orlok was often accompanied upon his missions by
an advanced Satellat war surveillance drone that
he cleverly used to distract opponents. Once per
game Orlok may declare an automatically
successful Dodge against one shooting attack
even if he fails his normal Dodge attempt. This
will trigger the Gunfighter rules to shoot
back as appropriate.

WEAPONS
Orlok’s signature weapon was
his Sov‐made Tokarev
‘Shelepin’ 11mm pistol,
the standard fire arm
of East‐Meg special
forces operatives.

89
FEAR AND LOATHING IN
MEGA-CITY ONE – CITIZENS
THE AVERAGE CITIZEN conducted by City Hall have determined that
99.8999% of the Mega‐City’s population would be
diagnosed as suffering from a profound mental illness
The vast majority of Mega‐City One’s teeming using early 21st century standards. The results have of
population live in City Blocks. Thousands of these course been suppressed.
immense 200+ storey habitation buildings dominate
the city’s busy skyline. A typical three room Isolated behind a usually fortified apartment door
apartment in one of these blocks is expected to most citizens live out their life drooling in front of a
comfortably house one family of any size in Tri‐D screen, which feeds them a constant diet of
reasonable comfort, although some apartments have Justice Department approved reality shows and soap
been known to hold up to 20 individuals living in operas. Many are hopelessly addicted to low‐level
oppressively close confinement. psychotropic drugs designed to keep them docile,
suppressing the stresses of confinement. From the
Most citizens are encouraged to live their entire life Justice Department’s perspective, these chemically
within the boundaries of their block by its many suppressed citizens are ideal, they are not on the
amenities, including shopping malls and communal streets and they are not committing any crimes.
recreation areas. A significant number of citizens Generally, the only time these citizens encounter
never even leave their apartments; few have jobs or Judges is during a Section 59c routine ‘Crime Blitz’
meaningful social ties and the readily apparent Sweep, when Justice Department personnel enter
hazards of life outside their apartment discourage any randomly selected apartments to make spot‐checks
desire to venture far from their homes. Surveys for evidence of wrongdoing.

USING CITIZENS IN SCENARIOS


Few gunfights and rumbles take place in Mega‐City One without frightened or morbidly curious citizens
getting in the way. Their sad fate is often to be caught and injured in the mayhem or, more catastrophically,
becoming ‘meat shields’ getting in the way of heavy gunfire.

If you want to use citizens in your games, then


the players should agree amongst themselves
how many citizen models they want to use in
the scenario.

Before the first turn, players should take it


in turns to place citizen models on the
gaming table. To avoid too much
bunching and avoid nefarious
players creating ‘human
shields’ no citizen model
should start the game
closer than 2" to any
other model.

90
Denizens of mega-city one

AGgRO DOME
Sudden random acts of aggression appear to be a regular symptom of the crushing drudgery and
boredom of life in the Big Meg. There comes a point for many citizens where it all becomes too
much and they embark on an orgy of aggression. This often results in the destruction of property
and attacks on other citizens or figures of authority. One answer to this was the Aggro Dome. A
large enclosed area where bored or unstable citizens could take out their anger on specially
constructed robots and destructible property. No one would get hurt, civic
property would be safe and the owners would make a fat profit!
Of course this is Mega-City One and things rarely
go to plan. Aggro fans soon discovered that
smashing robots simply was not good
enough and that the deadly
weapons they were helpfully
provided with were just as
effective against the other
customers in the dome.
Before the Judges were able to
shut it down hundreds of punters
died in an appalling rampage of
violence and destruction.

AVERAGE CITIZEN
Move Shoot Fight Evade Resist Cool Special Rules
Apt to Panic, Collateral Damage,
4" 1 1 1 1 1 Fear the Law, Pack (6)

SPECIAL RULES intended target. Judges are specially trained to


avoid hitting citizens so only resolve a Judge’s
Apt to Panic ranged attack against a citizen if a [SPECIAL]
Citizens don’t always respond well to high‐pressure result is rolled. Such an incident will nonetheless
situations. In fact, they can often be relied on to do the be thoroughly investigated by the SJS if it does occur,
worst thing possible. At the end of each turn of course, so Judges are strongly advised to check their
roll a Combat dice for each citizen model on fire around citizens.
the table: On a [HIT] they make one normal
Move action directly away from the closest Fear the Law
non‐Citizen model. On a [ARMOUR] they take no Any Citizen within 8" of a Judge using the Respect the
action and remain stationary. On a [SPECIAL], Law skill can be moved by the Justice Department
they make one Move action towards the player up to one normal Move. The Justice Department
closest model regardless of type. Citizens will player also gets to decide whether Citizens that are
move around Blocking terrain, but otherwise within 8" of a Judge have to roll for Apt to Panic at the
moves are made without any regard for end of the turn or not.
dangers like ledges, gas, fire, rampaging dinosaurs, etc.
Pack
Collateral Damage Citizens do not normally generate Action chips of
Naturally, citizens are subject to attacks by any Blast or their own. However, if someone else uses an Action
other area effects they happen to get caught up in. chip to activate Citizens (representing commanding
Additionally, any citizen model within 1" of the line of or cajoling them) they follow the pack rules on page
fire of a ranged attack is liable to get hit by it. 19; up to six can be activated at once. Unless there are
Roll a Combat die for each citizen in the line of mitigating circumstances like Block Mania or ‘angry
fire: On a [HIT] result resolve the ranged attack mob syndrome’ in effect, citizens can only select
against the citizen model(s) as well as the Move actions.

91
THE BLOCK GANGS
Despite all the comforts and distractions a block round if the ‘Jays’ take notice. Despite this, well‐led and
provides, many young citizens, those generally given organised gangs can survive for a considerable period,
the tag ‘Juves’, rebel against their confinement. Sheer expanding and growing in influence until they have
boredom or simple human curiosity pushes them to hundreds of members led by resourceful leaders
venture outside and travel to other blocks or even supported by able lieutenants.
different sectors. Some may look for the escape of
gainful work, but with almost universal unemployment Many gangs identify with, and recruit solely from, a
that is generally a fruitless exercise. Some may get single block, whilst others pull in members from all
inducted into the block Citi‐Def unit, especially those across Mega‐City One.
wanting to live out fantasies based on endlessly
repeated Tri‐D ‘War Porn’ shows. However, a On occasion, gangs can grow so large that they come to
significant number are drawn to the criminal life of the the notice of the Council of Five and a full judicial search
Block Gang subculture. and destroy sweep is ordered, usually resulting in their
decimation or complete eradication.
Most gang members get their personal gratification
from simply being part of a larger group, having a sense Such an example was the Cosmic Punks, once a fairly
of belonging and joining in with risky criminal activities unremarkable street gang led by the thuggish Gestapo
which provide relief from the crushing boredom of Bob Harris. The Punks took advantage of the chaos
Mega‐City life. during the reign of Chief Judge Cal, attempting to take
control of a sizable city sector. Drunk with power, Harris
Most Juve gang’s criminal activities are relatively petty foolishly set himself up as the sector’s Judge, where he
affairs: muggings, apartment break‐ins, and vandalism. and his lieutenants would act as judge, jury, and
Many Juves are content to remain operating at this executioner for anyone else muscling in on their
level. These crimes are generally beneath the over‐ territory. After Cal’s fall from grace, Judge Dredd single‐
burdened Justice Department and PSU’s (Public handedly took down the Cosmic Punks and sentenced
Surveillance Unit) notice and a Juve can quickly learn them to exile in the Cursed Earth for ten years.
that, in many cases, crime does pay. The Juve gangs
often act as recruitment feeders for the more hardened Many gangs will simply protect their own territory
Block Gangs. It is inevitable that the rush of taking and try to take control of the local black economy of
additional risks, living on the edge and the potential illegal drugs and other banned substances such as
lucrative financial rewards can pull individuals into tobacco, sugar, Umpty Candy and 20th century comic
these organisations. The more ambitious street punks books. Other gangs identify with causes or crazes,
may even be encouraged to start their own groups, including the many anti‐robot and anti‐mutant outfits
fight turf wars and make a name for themselves in the such as the Neon Knights and Purity First, or anti‐
shadowy Mega‐City underworld. Judge and pro‐democracy terrorism like the Total War
group. Others go on to specialise in organised crime
For most, their careers are short; straying into serious such as Body‐Sharking, Organ‐Legging, and Alien or
crimes such as grand theft and murder quickly earns a Perp Running. Organised crime gangs, like Nero
long stretch in the Iso‐Cubes, or even an Executioner Narco’s Frendz Mob, can eventually compete with

Blood on the Streets! Judges and Citi-Def


face an assault by the Cyanidez street gang.

92
Denizens of mega-city one

large corporations and their influence can spread off low, but those who survive do so by taking note of their
world to the interstellar colonies. betters and honing their criminal skills to the next level.

HEAVIES
Gangs usually have a quasi‐military organisation with a
rigid rank structure and advancement based on
reputation for being a good and loyal money‐earner or
simply the hardest punk on the block. Larger gangs The Heavies are those gang members who have
operate to limit the connections between their many managed to survive in the gang for a number of years
sub‐sections in order to reduce the chance of a single through exercising their smarts, sheer luck or the
arrest taking down the whole organisation. application of sufficient brute force. Heavies are the
gang’s storm troopers, operating in small groups under

JUVES
the control of an able gang lieutenant. When a job needs
doing, and doing well, the heavies are the gang
members that the boss relies on to carry it out. Heavies
Some Juves enter a life of crime as early as the tender receive the best weapons in the gang’s arsenal and the
age of 6, often acting as pickpockets (‘Dunks’ in Mega‐ pick of any available body armour. Many bosses
City slang) or lookouts for older gang members. They encourage their lieutenants to mould their own retinue
tend to be virtual orphans neglected by parents lost in of heavies as they wish, often with their own
the limbo world of Tri‐D addiction. Older Juves become distinguishing marks worn to complement the parent
their big brothers and sisters, training and beating them gang’s colours. Some bosses, in the belief it hones their
in equal measures. One of the highpoints of a criminal fighting ability and toughness, encourage rivalry
Juve’s life are the ‘Rumbles’, mass semi‐organised between heavies. Whilst Street Judges can usually
brawls between rival Juve gangs fought to see who is handle most gang members with little effort, Heavies
the top dog. need to be treated with caution as they can pack
significant firepower with the skills to wield it.
Although the majority of Juves carry melee weapons,

LIEUTENANTS
older Juves, especially those inducted into a major gang,
may be given a hand‐me‐down firearm, which is often
more dangerous to the shooter than the target.
Most gang bosses find it difficult to keep close

PUNKS
personal control of their gangs once they reach a
certain size, at which point they often elevate some of
their followers as lieutenants to whom they delegate
Those Juves who manage to survive past adolescence, command of sections of their organisation. Whilst
and have proven themselves of value, can expect to be some earn their position through merit, being pulled
inducted into the ‘dult’ ranks of the gang. Many gangs from the ranks, others are often the boss’s close
practice convoluted and almost tribal induction rituals family members, creating in effect a criminal dynasty.
to secure the candidate’s undying loyalty to the Lieutenants coordinate the day‐to‐day activities of the
organisation. In some gangs, these initiations are so gang and are usually permitted to organise heists or
extreme that failure usually has lethal consequences. run their own rackets, as long as they bring in the
These low‐level gang members are generally known as creds and continue to show respect and fealty to the
Punks and are the foot soldiers of the organisation. boss, of course.
Usually they are deployed on mugging (‘Tapping’ in
Mega‐City parlance) or protection racketeering duties. It’s a well‐accepted fact in the Mega‐City underworld
However, Punks also act as useful cannon fodder when that the greatest threat to a boss is not the Justice
senior gang members require extra muscle for criminal Department, but their own lieutenants. Much of a
jobs they’ve engineered. A favourite tactic is to use boss’s time is spent closely watching their subordinates
mass groups of Punks to distract the Justice for any sign of treachery and disloyalty. Countless
Department whilst more high‐value crimes are being gangs have disintegrated when a power‐grab by a
carried out elsewhere. Life expectancy among Punks is lieutenant has broken out into a bloody civil war.

93
BLOCK GANG PROFILES
Type Move Shoot Fight Evade Resist Cool Special Notoriety
Brawler or Gunfighter, C’mon,
Gang Lieutenant 6" 4 4 2 4 4 You Lily‐livered Scumsuckers, 13
Drokk the Stinking Jays!
Gang Heavy 6" 3 3 2 3 3 – 5
Gang Punk 6" 2 2 2 2 2 – 3
Gang Juve 6" 1 1 1 1 1 Pack (3) 2(6)

SPECIAL RULES gang members within 6" and return those chips to
the bag.
Brawler or Gunfighter
The Lieutenant is often the Boss’s’ favoured enforcer Drokk the Stinking Jays!
with hard‐won combat skills gained on the streets; the With the certain knowledge that arrest will mean a
path to the top of a gang is usually strewn with the lifetime in the Iso‐Cubes, or worse, many Gang
bodies of rivals. Lieutenants have no fear of the Justice Department and
its Judges.
See pages 26 and 22 for the Brawler and Gunfighter
rules respectively. A Gang Lieutenant, and any Gang Heavy within 6" of
them, may ignore the Respect the Law special rule.
C’mon, You Lily-livered Scumsuckers
An effective Gang Lieutenant will use charisma and Pack (3)
intimidation in equal parts to encourage his lackeys to Individually Juves don’t pose much of a threat to Dults,
follow him. so they habitually run in packs.

When the Gang Lieutenant activates, they can use a Juves come in packs three models strong. See page 19
single action to remove D3 Action chips from any for the Pack rules.

94
Denizens of mega-city one

Ambush at Terry Nation block!


The Cyanidez surround the law.

WEAPONS Weapon Class Type Notoriety

You may pay the Notoriety costs One‐handed close combat weapon Close combat weapon 0/+1
shown on the table (right) to arm Knife +1/+2
your Block Gang. Note that the Chain +1/+2
model’s Notoriety cost includes no
weaponry of any kind. Two‐handed close combat weapon Baseball bat +2
Laz saw +3
Where Notoriety cost is expressed
One‐handed ranged weapon Pistol +1/+2
as x/x the first value is for the first
weapon chosen and the second is Hand cannon +3/+4
for additional weapons of that type. Spit pistol +2/+3

For example, If you wished to give Sawn‐off stump gun +2/+3


your Punk 2 x Pistols the total Two‐handed ranged weapon Combat rifle +2
Notoriety cost would be +3 (1 for
Stump gun +2
the first and 2 for the second).
Auto stump +3

MOUNTS AND VEHICLES Spit carbine


Heavy spit gun*
+3
+6
Block gang members can be Rocket launcher* +8
mounted or include vehicles for the
*Maximum of one per gang
following additional Notoriety costs
per model:

Mount Notoriety Vehicle Notoriety


Gang bike +2 per model Sportser 9
Bat glider +1 per model Grav pod/ Sky cycle 11
Power board +3 per model Ground pod/ block buggy 16
Sky bike +3 per model Hover van 19

95
MEAN MACHINE ANGEL
Mean Machine Angel had the misfortune to be a shy In practice, an unfortunate glitch also allows Mean to
and sensitive soul growing up amongst a family of get stuck on a 4 1/2 creating a berserker rage!
violent psychopaths in the badlands of the Cursed
Earth. The family patriarch, Pa Angel, became so Whilst the surgery also replaced his right arm with a
appalled by his son’s behaviour that he kidnapped a Cyber‐Claw, Mean’s signature attack takes the form of a
prominent Cyber‐Psycho surgeon from Texas City and charge followed by a devastating head‐butt delivered
forced him to perform a radical brain procedure on his by his metal skull plate.
wayward son. The terrified surgeon burned out those
parts of the brain governing pacifistic tendencies and Mean Machine’s early criminal career was spent in the
replaced them with implants that would stimulate the company of the wider Angel Family gang and he
boy to psychotic violence at the twist of a dial. A metal perished on the world of Xanadu. However, he was
skull plate covers his wounds, featuring a literal dial that brought back to life by Owen Krysler, the Judge Child,
controls his level of violence. to become a tool of vengeance against Judge Dredd.

After being arrested by Dredd he was imprisoned in the


Justice Department’s high security Iso‐Cube 666. Many
attempts to cure Mean have failed including the fitting
of a Warden device punishing aggression with pain.
Surprisingly, he sometimes leaves the Iso‐Cubes to
support the Judges in various dangerous missions
where Mean’s native knowledge of the Cursed Earth is
vital. Mean is mostly unaware he is helping the hated
Judges, being duped through drugs or psychic
manipulation to believe he is still working with his long
dead family.

In 2129 Med Judges finally succeeded in removing both


his dial and claw, reverting him to his original pacifistic,
self – something even his arch‐nemesis Dredd found
disturbing. Rumour has it that Mean succumbed to
violence again under the influence of the Chaos Bug
and went back to the Cursed Earth. Only time will tell if
this crazed individual will turn up again on the streets of
Mega‐City One.

USING MEAN IN SCENARIOS


Whilst Mean makes an excellent gang faction
member, during his long periods of
incarceration in the Iso‐cubes he has been
borrowed on occasion by the Justice
Department for particularly dangerous
missions in the Cursed Earth. However, he has
usually been hypnotised, drugged or duped to
see Judges as trusted family members such as
the deceased Pa Angel.

For a bit of fun, and assuming both players


agree, a Justice Department player can take
Mean Machine as part of their faction.
However, this can be a dangerous ploy as
anytime Mean suffers a stun or injury result roll
one Combat die. If the result is [SPECIAL], Mean
immediately sees through the ruse and swaps
sides, permanently coming under control of
the opposing player.

96
Denizens of mega-city one

MEAN MACHINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 12


• Role: Cyborg Psychopath
• Allies: Block Gangs, The Angel Gang; Pa, Link, Fink, Junior (presumed deceased),
Owen Krysler AKA ‘the Judge Child’ (Deceased)
• Enemies: Judge Dredd, all Judges

Move Shoot Fight Evade Resist Cool Special Rules


6 3* 1* 2 4 4 I’ll Go Up to 4 on the Chump!!!, Izzat So!, 4 1/2

SPECIAL RULES WEAPONS


I’ll Go Up to 4 on the Chump!!!
Mean Machine’s Fight and Shoot Stats depend on his Cyber‐Claw Pistol
dial setting, the stats above show him at his calmest: Ranged weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
1: Surly = Shoot 3, Fight 1
8" +2 16" -1
2: Mean = Shoot 2, Fight 2
POWER SPECIAL RULES
3: Vicious = Shoot 1, Fight 3 2 –

4: Brutal = Shoot 0, Fight 4

Mean’s dial can be set when he activates as a free


Skull Plate
action. With his dial set to 4, Mean is pretty much Close combat weapon
unstoppable, shrugging off the effects of most attacks RANGE MODIFIER SPECIAL RULES
as white hot anger fills his brain. On setting 4, Mean 1" +1 BOK!!!
Machine suffers no stat losses for Injury or Stun markers
on him. The only way you stop Mean on 4 is to
incapacitate or subdue him by accumulating a total of BOK!!!
four Injury and/or Stun markers. When performing a Charge double‐action, roll two D6’s
when determining the additional distance moved. Take
Izzat So! the highest value and add it to Mean’s Move. Mean
Mean has absolutely no fear of any opponent and is Machine will also add +3 Power to a Charge close
therefore completely immune to the Intimidate, combat attack rather than the normal +1.
Respect the Law, and Drokk Me, it’s Dredd!!! skills.

4 1/2
If Mean Machine is on dial setting 4 and takes one or
more injury or stun results from a single attack
then roll one Combat die. If the result is a
[SPECIAL] Mean’s mood dial is knocked to 4 1/2!
He will make an immediate free Charge
double‐action directly towards the enemy
model that inflicted the result. Once on 4 1/2, Mean
Machine can no longer change his dial setting and is
limited to taking Sprint, Charge or Fight actions. He will
attack the closest model regardless of faction whenever
he activates from now on, until he is either
incapacitated or subdued.

97
oOLA BLINT – THE ANGEL OF MERCY
Oola Blint is without doubt the perfect neighbour, a victims before she finishes them off with a lethal dose
caring philanthropist always ready to aid the needy and of drugs administered by her Injecto‐Gun. The bodies
help the wider community. Unfortunately, while you are then left in a state of tranquil repose.
may only want to borrow a pack of Munce seasoning,
Oola has her own agenda on the best way of ‘helping’ Oola was able to keep her activities secret for several
you. She knows you cannot handle the madness of the years before finally being identified by the Justice
Mega‐City, she knows you want blessed relief and she is Department. Fleeing to Brit‐Cit, she opened a legal
more than prepared to be an Angel of Mercy and give Euthanasiam. However, Oola soon became depressed
you that release in the form of involuntary euthanasia! as she came to realise that ending life gave her no
satisfaction if the victim requested it. After returning to
Oola is one of the Mega‐City’s most prolific serial killers, the Mega‐City and resuming her old ways, her loving
her many crimes committed in the fervent belief that husband, and sometimes accomplice, Homer,
she is doing good. She uses a variety of techniques eventually turned her in. They were given life sentences
ranging from gas to a meat tenderiser to subdue her in adjoining Iso‐Cubes.

oOLA BLINT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 13


• Role: Mega‐City Angel of Death
• Allies: Homer Blint
• Enemies: None

Move Shoot Fight Evade Resist Cool Special Rules


6" 2 2 4 3 4 Angel of Mercy, Brawler, Under the Radar

SPECIAL RULES WEAPONS


Angel of Mercy
No one expects the beautiful Oola to be capable of causing Injecto‐Gun
any harm, and yet… If Oola begins an activation within 3" Ranged weapon – one‐handed
of any subdued or incapacitated character, she must move
within 1" and use a Hunker Down double‐action to deliver SHORT RANGE MODIFIER LONG RANGE MODIFIER
a fatal injection. If successful, the target character is 8" +2 16" -1
immediately euthanised and becomes the property of
Resyk. They are permanently eliminated from the game POWER SPECIAL RULES
and, if playing a campaign, these characters do not roll a 4 Lethal
Resist test to see if they return, they are gone for good!
Oola Blint’s Injecto‐Gun is a custom‐modified standard
Brawler euthanasia gun. This innocent medical tool was originally
Any sap stupid enough to attack the ‘helpless’ Oola designed to administer a painless sub‐dermal injection
in close combat is likely to pay the price of underestimating that would send the afflicted quietly off to their final rest.
her abilities. See page 26 for the Brawler rules. However, Oola’s Injecto‐Gun has been modified to fire its
hypodermic syringes at range, allowing Oola to deliver a
Under the Radar deadly dose of poisons to those attempting to flee her
Oola’s long career as a serial killer can be partly mercy. The virulent cocktail of drugs each shot contains
explained by her ability to project a completely wreaks havoc with the body’s immunities, shreds nerves,
harmless demeanour and image. Wherever she goes and destroys neurons, making its effects impossible to
she quickly builds up a reputation as an angel of the treat outside of a fully equipped and staffed hospital.
streets by looking after the downtrodden and
presenting no threat. Even the most crazed of the Lethal
Mega‐City’s denizens seem to fall under her spell. Any injuries inflicted by a weapon with the lethal rule
cannot be removed with a Hunker Down double‐action.
Anytime a character wishes to attack Oola in ranged They also cannot be removed with a Med‐Pack Armoury
or close combat they must make a Cool test. If card or by any character using the Combat Medic rule.
they fail the attack does not happen and the action(s)
are wasted. The Injecto‐Gun cannot harm robots or vehicles.

98
Denizens of mega-city one

HOMER BLINT – BAT GLIDER PEePER


Whilst Homer Blint may have lived for years in He also found an innovative way of keeping an eye on
ignorance of his beautiful wife’s sinister nocturnal the Justice Department by enrolling as an airborne
serial killer activities, when he finally gained peeper, a flying snitch who would report to the Jays
enlightenment his devotion, if anything, increased. any criminal or suspicious activity in the streets below.
Homer assisted Oola by scouting out likely spots for Months in this role enabled him to learn the local
her to ply her deadly trade and then watched her back Judges’ patrol patterns and alert Oola if a crime in the
for any inadvertent or unwelcome interventions. As a vicinity might bring about an encounter.
youth he had been involved in the craze of bat gliding,
revelling in the sensations of silently swooping So successful were his operations that he became a
between the gigantic Mega‐City blocks, free as a bird. firm favourite with the local Sector House as a prized
To Homer’s delight, he quickly reasoned that by taking asset. His skills in bat gliding are second to none and
to the skies again he could exploit the bird’s eye view his constant tinkering with his gear has pushed its
of the blocks to better watch for unwelcome dangers performance to the limit.
approaching his wife.

HOMER BLINT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 9


• Role: Serial Killer Accomplice
• Allies: Oola Blint, Block Gangs
• Enemies: None

Move Shoot Fight Evade Resist Cool Special Rules


12" 2 2 3 3 4 Fly Like an Eagle, Homer’s Eggs

SPECIAL RULES WEAPONS


Fly Like an Eagle Homer may be equipped with a single one‐handed
So skilled a flier is Homer that the enhanced attributes weapon at the following cost:
of his custom Bat Glider are built into his stat line. If this
model is chosen, Homer is always assumed to be Type Notoriety
airborne and is using the Grav trait during movement. Pistol +1
Additionally, he is not affected by forcible dismounts.
Hand Cannon +2
Homer’s Eggs Spit Pistol +2
Homer has developed some custom smoke bombs that
have a two‐fold purpose. Ostensibly he uses them to
mark interesting locations when working as a peeper for
the Judges, but his real incentive for developing them
was to provide emergency cover for Oola if she needed
to make a quick escape.
USING HOMER IN SCENARIOS
Homer can be a character in any
Homer has the special ability to accurately drop Smoke Block Gang or Citi‐Def Faction.
Bombs rather than throw them. At any point during (Imagine that he is working
Homer’s move, whether a Move or Sprint action, you with these groups to cover the
may place a convenient Smoke marker up to 1" away ongoing activities of his wife
from the model. After Homer’s activation has completed, elsewhere in the Sector.)
models may not trace a line of sight for ranged attacks if Alternatively, a Justice
they pass within 3" of that Smoke marker. Department faction may also
take Homer, representing one of
The effects of the Smoke Bomb remain until the end of his Peeper missions for the Jays.
the game turn it was used in. Remove the Smoke markers
from the tabletop when you collect up Action chips.

Homer has enough ‘eggs’ to use on each of his


activations and requires no Armoury card for their use.
CITI-DEF
Surprisingly, despite the creation of the Mega‐Cities The average Citi‐Def volunteer is invariably an
and the implementation of a totalitarian state unemployed, disgruntled citizen exposed to blood‐
effectively ruled by the Judges, one original soaked Tri‐D war favourites like Apocalypse Force and
amendment to the constitution of the old United States the long‐running Bobby Booth’s Boys. Combat‐hungry
has been determinedly preserved. The Second individuals, for whom holo‐computer games just don’t
Amendment states, “A well regulated Militia, being scratch the itch, find volunteering for Citi‐Def duty
necessary to the security of a free State, the right of the gives them access to deadly weapons, the training to
people to keep and bear Arms, shall not be infringed”. In use them, and the chance to satisfy many very
Mega‐City One, this militia is alive and well in the form questionable fantasies.
of the City Defence Organisation or ‘Citi‐Def’. Whether
Citi‐Def is ‘well‐regulated’ is more questionable. This This gives the Justice Department two painful headaches.
organisation, reluctantly viewed by the Justice
Department as a necessary evil, is very much a two‐ Firstly, an ambitious criminal needing access to weapons
edged sword. and training need only join the local Citi‐Def. This means
a substantial part of the Justice Department’s and Public
Each city block in Mega‐City One has the right, if not Surveillance Unit’s (PSU) activity is focused on tracking
duty, to maintain its own local defence unit. current or ex‐Citi‐Def volunteers who have the potential
to go ‘Futsie’ or turn to violent crime. The illegal sale of
Originally, each block Citi‐Def unit was intended to be a stolen Citi‐Def weaponry can turn a simple turf war or
trained, armed auxiliary composed of well‐balanced criminal escapade into a bloodbath, so all block
citizens ready to assist the Justice Department against armouries also have to be rigorously monitored and
threats both foreign and domestic. Unfortunately, frequently audited.
whether such a creature as a well‐balanced citizen truly
exists in Mega‐City One has proven difficult to confirm. Secondly, the pressures of Mega‐City life have created
It has been shown time and again that when average a new form of mass psychosis: Block Mania.
citizens with their usual share of grudges, grievances
and paranoia have access to military grade equipment Historically, blocks have always been very territorial
the most mundane law enforcement situations can and generally suspicious of their neighbours, choosing
escalate disastrously out of hand. to believe that the synthi‐grass is always greener in the
other building. Any problems or hard times that befall a
A Citi‐Def unit not only has access to personal armour block, even if self‐inflicted, are usually blamed on the
and military grade small arms, but each unit will also interference of other blocks. In most cases, this rivalry
have a nominally secure arsenal of explosives and heavy manifests itself in the form of shouted insults and
weapons. Some larger blocks even possess last ditch defacement of walls, or through bitterly‐fought inter‐
strategic defence assets like anti‐missile lasers and block contests and sporting events like performance
sonic cannons. Whilst these laser cannons are rather eating and pinboing.
commonly turned on rival blocks, the interlocking web
of multiple Strategic Defence Lasers kept the Mega‐ However, tensions can escalate; opposing blockers are
City largely safe during the Atomic Wars of the assaulted and rival block gangs begin turf wars for the
21st century. tweenblock plazas, pipeways and zipstrips that

100
Denizens of mega-city one

interconnect the blocks. If these incidents are not


quickly suppressed by the Judges events can rapidly
spiral out of control with the over‐zealous involvement
of armed Citi‐Def volunteers itching for action.
Unauthorised Def Con alerts are declared, blocks
locked down and Citi‐Def units mobilised; the result is
a Block War!

In a Block War a cross between misplaced patriotism,


war fever, paranoid delusion and mass hysteria takes
place in the opposing blocks; this is the condition the
Teks have dubbed Block Mania. While in the grip of
Block Mania, Citi‐Def squads will battle relentlessly

CITI-DEF TROoPERS
against their rivals and anyone that tries to interfere,
rationalising their foes as traitors, shapeshifting aliens
or disguised foreign invaders.
The rank and file Citi‐Def trooper is a volunteer drawn
As the combatants are armed with automatic weapons from the block population who agrees to spend at least
and rocket launchers, the whole area can become a one day a month attending Citi‐Def training and
warzone resulting in hundreds or even thousands of orientation meetings. All are given basic training in
deaths. Entire blocks have been brought down by squad tactics and care and maintenance of personal
determined Citi‐Def demolition teams, each containing weapons. They are issued with a ballistic shell suit and
tens of thousands of warring citizens, which forces the assigned a weapon that must be returned to the
Justice Department to resort to extreme measures to armoury at the end of any training event. However,
reassert control. As the Citi‐Def are fond of saying, “if such is the popularity of the Citi‐Def to certain ‘war‐
you must go out with a bang, make sure that it’s a big crazy’ individuals that Citi‐Def captains can hold
one. Vape baby, vape!!!!” meetings on a weekly or even daily basis, some even
allow their enthusiastic followers to take their weapons
Unfortunately, Block Mania has become recognised home between sessions – an offence with a mandatory
as a weakness in Mega‐City One that can be exploited sentence of no less than two years per count if the
by its enemies. Both the Apocalypse War and the Judges find out.
Day of Chaos were preceded by Block Wars provoked

CITI-DEF AUXILIARIES
by East‐Meg agents introducing chemical and
biological triggers.

Despite all of the negatives, Citi‐Def squads have Those block citizens not wishing to attend regular
fought bravely and made the ultimate sacrifice meetings but still showing an interest in defending the
protecting the Big Meg on countless occasions. During block in times of crisis can register as Citi‐Def
the Apocalypse War and Second Robot Wars, the auxiliaries. Whilst usually not issued a formal uniform
Necropolis Crisis, and Judgement Day, Citi‐Def beyond an armband, an auxiliary agrees to attend a
performed its intended function by protecting millions yearly block Def Con exercise where they receive
of citizens when the Justice Department never had refresher training in weapons use and tactics. In times
sufficient Judges to do so. of crisis the auxiliaries can be summoned and issued
with weapons in support of the regular Citi‐Def.

CITI-DEF LEADERS
CITI-DEF SNIPERS
Most Citi‐Def units are commanded by an overall Block
Captain who, in addition to commanding the unit, also The squad leader will usually choose the best
has the master key for the block’s heavy weapons and marksman in his squad to be the designated sniper.
the SD laser control room. The unit is generally split into These men and women tend to be solitary, anti‐social
squads, each led by a squad leader. It is the quality of types perfectly adjusted to their role. Given a sniper rifle
these squad leaders that usually determine the overall these individuals will generally find a secure hide from
effectiveness of a Citi‐Def unit. Whilst some have which to operate. Unfortunately, some take their role
genuine military skills and an aptitude to lead, a too seriously and on a number of recorded occasions
depressingly large proportion of them just use their snipers have gone missing for months with only the
position as an excuse to strut around and bully other random gunshot deaths of rival block citizens indicating
citizens for their own gratification. Many Citi‐Def Block their activity. Perhaps the most famous incident was a
Captains also choose to delegate the access to the duel between two snipers hailing from Maggie Thatcher
block armoury to trusted squad leaders. This may allow and Leopoldo Galtieri blocks that lasted over a year with
a more rapid distribution of specialist weapons in times nearly 300 civilian casualties. The duel was finally ended
of crisis, but it can result in heavy weapons being used when Justice Department Robo‐Hounds were deployed
inappropriately or falling into the wrong hands. to root them out.

101
CITI-DEF PROFILES
Type Move Shoot Fight Evade Resist Cool Special Notoriety
Access to the Armoury,
Citi‐Def Squad Leader 5" 3 3 2 4 4 10
Leading from the Front

Citi‐Def Trooper 5" 3 2 1 3 3 – 4

Citi‐Def Sniper 5" 3 2 1 3 3 Sniper 5

Citi‐Def Auxiliary 6" 2 2 1 2 2 – 3

SPECIAL RULES A City‐Def Squad Leader may use a single action to


return the Action chip of another Citi‐Def model to the
Access to the Armoury bag. The target model must be within 8" and line of sight
Larger blocks have a secure armoury in which most of of the squad leader. Both actions may be used to return
the Citi‐Defs weapons are stored. This includes not only the Action chips of two Citi‐Def models to the bag.
small arms but also various explosives and an array of
heavy weapons. Unfortunately, some less than stable Sniper
squad leaders have been known to abuse this authority Hours on the Citi‐Def firing range
when reacting to a troublesome neighbouring block. with his custom rifle have
honed the Sniper’s
If a Citi‐Def Squad Leader is the leader of your faction shooting skills to the
when Armoury cards are drawn you draw one extra maximum. Any attempt
Armoury card and can keep one more card than normal. to dodge a hit from the
Sniper’s ranged attack will be
Leading from the Front at ‐1 Evade.
Despite often being as crazy as those they lead, many
Citi‐Def Squad Leaders possess well‐developed
leadership skills when coordinating their troops.

BILl BAILEY BLOCK CITI-DEF


Perhaps one of the most infamous Mega-City One militia units was Bill Bailey block Citi-Def.
Sealing themselves in a bunker during the initial nuclear exchanges of the Apocalypse War the
unit believed that the Mega-City had completely fallen to the forces of East-Meg One. The unit
survived on stockpiled food reserves and prepared obsessively for the time when they would
return to the surface and bring death to the Sov occupiers,
never dreaming that their enemies had already been
destroyed. Years later, they emerged to conduct violent
guerrilla attacks on the ‘occupying’ garrison of
Mega-City One Judges and the clearly
collaborating citizens. The majority of
Bill Bailey Citi-Def had been driven to the
edges of sanity by their long isolation.
Despite attempts to resolve the
situation peacefully, the troops could
not be reasoned with and the entire
Bill Bailey Citi-Def had to be hunted
down and destroyed.

102
Denizens of mega-city one

Judge Dredd leads a squad of


Steve Irwin Citi-Def down under.

WEAPONS Weapon Class Type Notoriety


One‐handed close combat weapon Knife +1
You may pay the Notoriety costs
shown on the table (right) to arm One‐handed ranged weapon Pistol +1/+2
your Citi‐Def squad. Note that the Hand cannon +3/+4
model’s Notoriety cost includes no
Spit pistol +2/+3
weaponry of any kind.
Two‐handed ranged weapon Combat rifle +2
Where Notoriety cost is expressed Spit carbine +3
as x/x the first value is for the first
weapon chosen and the second is Sniper rifle* +4
for additional weapons of that type. Heavy spit gun* +6
Rocket launcher* +8
For example, if you wished
to give your Trooper two Pistols *Maximum of one weapon from this category can be chosen per five troopers
the total Notoriety cost would
be +3 (1 for the first and 2 for
the second).

BODY ARMOUR
Any Citi‐Def model can be upgraded with ballistic shell
armour and gain +1 Resist for +2 Notoriety.

MOUNTS AND VEHICLES


Squads may be mounted or have requisitioned civilian
vehicles for the following additional Notoriety costs
per model:

Mount Notoriety
Bat glider +1 per model
Power board +3 per model

Vehicle Notoriety
Ground pod/block buggy 16
Hover van 19

103
FATtIES
Although a relative handful of bored citizens buck the oft‐celebrated facet of Mega‐City society, attracting
trend of sitting in their apartments lost in the grips of crowds of adoring Fat‐Fans. Unfortunately for the
Tri‐D, joining bat‐gliding clubs, support groups or intra‐ corpulent, just as for millions of others, this all changed
block whist drives (all surprisingly strenuous pastimes), in the aftermath of the Apocalypse War.
the vast majority find the mental and physical effort
required to get off the couch is just a bit too much. The destruction or irradiation of nearly all stockpiled
foodstuffs and the loss of the majority of the City’s
Some citizens simply stay put and eat, drifting into nutrient production facilities required the Justice
ultra‐morbid obesity. However, even the most immobile Department to impose strict food rationing. This, of
still crave a sense of belonging and achievement, even if course, had a catastrophic impact on Fatties who still
that achievement is being able to eat enough in one required excessive quantities of chow to maintain their
sitting to keep a Cursed Earth mutie family fed for a lifestyle. Many resorted to begging or queue jumping
year. In the 2080s, speed and volume eating, ‘scoffing’, and they pleaded for special treatment. This only
became a competitive sport and extreme obesity served to turn large swathes of the population against
became the desired body image. However, for many, them and a number of Fatties unfortunate enough to
the goal of becoming a celebrated Fattie was virtually be caught in the streets were assaulted, killed and, in
impossible due to the post‐Atomic War food restrictions some cases, allegedly eaten by the hungry populace.
or the simple fact that their traitorous metabolisms let
them down by just keeping them thin! In retaliation, some militant elements of the obese led by
Chairfatty Dick Porker founded the League of Fatties, who
This all changed in 2102 when a miracle product of believed that they had an inalienable right to food which
Otto Sump’s ugly craze came onto the market. they would take by any means necessary – including
Flabbon™ was a food substitute that guaranteed to criminal acts. Whilst an individual Fattie might seem a
help even the most willowy of frames to gain 300 large, ungainly and less than threatening figure, the first
pounds in only four weeks! Weights previously food raids saw massed flying wedges of obese activists
undreamt of could now be achieved by anyone. trundling forward supported by their BeliWheels®.
Popular professional ‘Fatlete’ Tony Tubbs achieved the
dubious record of being the first citizen to break the Their layers of flab provide natural armour against
magical two tonne barrier. Since then Fatties anything but the most lethal weapons and once
became an accepted and momentum is gained, little could stop them. Large
numbers of ‘Skinnys’ and ‘Bones’ were crushed to
death in the stampedes and kamikaze belly
flops. However, after the death of several
Judges trying to protect a food storage
facility, a crackdown by the Justice
Department was swift. Most Fatties were
confined to special Fat Blocks on strict
diets for the maintenance of public
order and their own protection until
their weight fell below the 300‐
kilogram mark.

104
Denizens of mega-city one

DICK PORKER
Dick Porker was the nominal leader of the infamous
League of Fatties. In the aftermath of the Apocalypse
War he led the corpulent League in a series of
coordinated stampede attacks on food distribution
centres and relief convoys generously sent from Texas
City and Mega‐City Two. Unfortunately for Porker his
career as a popular guerrilla leader was cut short, as
was the case with many of his colleagues. The
importance of making a getaway became secondary to
the uncontrollable desire to immediately chow down at
the scene of a crime.

Dick Porker is currently assisting the Justice


Department penal division on the design of Fattie‐
specific Iso‐Cubes and menu content in the hopes of
earning himself an early release. Fat Chance!

DICK PORKER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 14


• Allies: Block Gangs, Anyone with Chow
• Enemies: None

Move Shoot Fight Evade Resist Cool Special Rules


5" 2 4 1 6 4 BeliWheel® Skills, Jet Barf!, Wall of Flub!

SPECIAL RULES Evade. These increases have been included in the stat
line above. When Dick rolls for his Wall of Flub! Charge
BeliWheel® Skills distance roll 3D6 instead of 2D6.
Porker won a custom BeliWheel® after entering a
competition on the side of a Flabbon™ box several Jet Barf!
years back. This masterpiece in mechanical engineering See page 106.
allows Porker to achieve a considerable speed boost
over his fellow fatties (+2" Move) and an ability to Wall of Flub!
delicately pirouette his huge bulk giving him a +1 See page 106.

Food-starved Fatties break out from


the Mr Creosote fat control centre.

105
FATtIE PROFILES
Type Move Shoot Fight Evade Resist Cool Special Notoriety

Prime Porker 3" 2 4 0 6 3 Jet Barf, Wall of Flub! 9

Contender 3" 1 3 0 5 3 Wall of Flub! 5

Fattie 3" 1 2 0 4 2 Wall of Flub! 3

SPECIAL RULES Mark the impact point with a convenient marker. For
the remainder of the game, the area within 2" of the
Jet Barf impact point is counted as being Difficult terrain.
Many veterans of the Mega‐City One Heavyweight Eating
Championship are highly skilled in the mysteries of Wall of Flub!
Barfology, the science of stomach content management. Few sights are more intimidating than a stampeding
Originally developed as a way of clearing their stomachs Fattie. Trundling forward, supported by their
between ‘Chow Downs’, dedicated contenders have BeliWheel®, a fattie becomes an almost unstoppable
perfected projectile vomiting to a fine art. wall of fat! When a Fattie makes a Charge move they
can gain incredible momentum. When determining the
Once per game, a Fattie with this rule may perform an move distance during a Charge roll 2D6 instead of one,
Aimed Fire double‐action to spray nearby enemies with but do not add the model’s Move to the result.
a concentrated stream of corrosive vomit!
A Fattie must always move the full distance
calculated above. Mark the end of the Charge with a
Jet Barf spare dice or counter.
Ranged weapon
If during the Charge move a Fattie model moves within
SHORT RANGE MODIFIER LONG RANGE MODIFIER close combat range (1") of a target it makes a close
3" +3 9" -1 combat attack with a bonus of +2 to its Fight.

POWER SPECIAL RULES Target models gain +1 Evade to dodge a Wall of Flub!
4 Aimed Fire only, Blast (2"), Stun attack. (Note that this means that even models with no
Evade stat get a chance to dodge).

All models caught within the blast will be automatically After the close combat attack is dodged or resolved the
pinned unless they successfully dodge. However, a Fattie will continue to move to the previously marked
successful jet barf attack will only ever stun. endpoint of their Charge. Whatever the result of the
close combat, the previous target will be
displaced 1" out of the path of the Fattie.

Calorie-crazed corpulents If another model (even a friendly one) is in


carry out a snack attack! the Fattie’s path when completing the
Wall of Flub! Charge, another close
combat attack takes place exactly as
described above. Multiple models may be
struck and displaced before the Fattie
completes their Charge.

If a Fattie encounters a vehicle or an


obstacle it cannot move over or ram out
of the way, a hit is inflicted on them using
the Fattie’s Resist stat as the Power. The
Fattie’s move is halted, and its Moving
Fast marker is removed.

106
Denizens of mega-city one

WEAPONS Weapon Class Type Notoriety

You may pay the Notoriety costs One‐handed close combat weapon Close combat weapon 0/+1
shown on the table (right) to arm Knife +1/+2
your fatties. Note that the model’s
Chain +1/+2
Notoriety cost includes no
weaponry of any kind. Culinary laser +1/+2
One‐handed ranged weapon Pistol +1/+2
Where Notoriety cost is expressed
as x/x the first value is for the first Hand cannon +3/+4
weapon chosen and the second is Spit pistol +2/+3
for additional weapons of that type.
Sawn‐off stump gun +2/+3
A character may normally carry a
maximum total of three ‘hands’ of weapons.
However, Fatties are prevented from using
two‐handed weaponry by their prodigious
girth, so they may use one‐handed weapons.

VEHICLES
Fattie gangs can include vehicles for the
following additional Notoriety costs per
model. Due to their substantial bulk and
special requirements, Fatties count as
three passengers when occupying a vehicle.

Vehicle Notoriety
Ground pod/block buggy 16
Hover van 19

107
FOURTH FACTION AGENTS – SOV GENETIK CONSTRUKTS
The resurgence of the Soviet Union in the middle years superior Sov order. In 2104 most of the Genetik
of the 21st century, centred on East‐Meg One and Two, Construkts, either children or preserved embryos, were
resurrected old rivalries between the forces of rampant vaporised in the blast that ended the Apocalypse War.
consumerism and communism. A second Cold War
gripped the solar system as both sides gathered huge However, a small batch survived in a protected bunker
nuclear arsenals dwarfing those unleashed in the on the edge of the blast zone and its members were
Atomic War. raised to maturity by Colonel Yevgeny Borisenko, leader
of the so‐called ‘Fourth Faction’ of East‐Meg One
The men and women in the New Kremlin however, had survivors. Amongst his favourites was a young woman
learned the lessons of history and were convinced that codenamed Nadia whom he sent to Mega‐City One to
only armed struggle and the total subjugation of the kidnap the creator of a psychotropic bio‐weapon.
North American Mega‐Cities would ensure victory. Borisenko intended to use this against Mega‐City One
Whilst the Apocalypse War very nearly achieved those in revenge for the war.
ends, the final result was a catastrophic failure and
countless millions died in the nuclear fireball that Upon arriving in the city Nadia made contact with and
engulfed East‐Meg One. activated a number of sleeper agents to support her
operations. As with all the Genetik Construkts, Nadia
Yet despite this defeat, forces loyal to the Sov dream had near superhuman abilities, making her
survived. Some were outside the Mega‐City when it was extraordinarily fast, highly agile and a formidable close
destroyed whilst others were deep cover sleeper agents combat opponent. After completing her mission, she
living seemingly normal lives in Mega‐City One, hidden remained behind to assassinate Judge Dredd, dying in
from the Justice Department and the PSU. All had one the failed attempt.
thing in common – a burning desire to avenge their
destroyed home. However, these disparate groups Over the next few months Borisenko activated other
were initially without leadership, absent after the sleeper constructs, such as comrades Titiana and
destruction of East‐Meg One. Dmitri, to spread the Chaos Bug and conduct damaging
hit and run attacks against the Justice Department and
At the turn of the 22nd century, East‐Meg One’s ruling other Mega‐City institutions. Although it is assumed
Dicktatoriat had experimented with sophisticated that most of the cells were destroyed during the events
genetic construction techniques to create a race of of Chaos Day, unknown numbers of sleepers are still out
augmented humans called Genetik Construkts. These there on the streets awaiting an activation command.
had been intended to replace the low‐quality stock of Led by a Genetik Construkt, they would pose a
the current proletariat and become the basis of a new formidable threat to the depleted Justice Department.

Sov Genetik Construkt Nadia meets with The Stilettos


all-girl street Gang at the Dirty Slag Steelworks.

108
Denizens of mega-city one

GENETIK CONSTRUKT
Type Move Shoot Fight Evade Resist Cool Special Notoriety
Infiltrator, No Respect
Genetik Construkt 7" 4 4 3 3 4 12
for the Law, Sniper

SPECIAL RULES
Infiltrator
A Genetik Construkt is always assumed to
THE FOURTH FACTION SLEePER CELl
automatically pass a Fancy Footwork test. Additionally,
when opening locked doors or windows using a Hunker
(EAST-MEG ONE SURVIVORS)
Down action, the Construkt never suffers any negative When creating a scenario, you might choose
Cool test modifiers for lock difficulty. to make a Genetik Construkt the leader of a
block gang or Citi‐Def faction. This would
No Respect for the Law represent a gang or defence unit largely
A Genetik Construkt is immune to the Respect the composed of Sov sleeper agents activated by
Law rule. the arrival of the Genetik Construkt to spread
chaos on the streets of Mega‐City One.
Sniper
When a Genetik Construkt is using a two‐handed
ranged weapon the target rolls ‐1 Evade die.

WEAPONS Weapon Class Type Notoriety


You may pay the Notoriety costs One‐handed close combat weapon Knife +1
shown on the table (right) to arm a Two‐handed close combat weapon Katana +2
Construkt. Note that the model’s
Notoriety cost includes no One‐handed ranged weapon Pistol +1
weaponry of any kind. Laser pistol +2
Spit pistol +2
Two‐handed ranged weapon Sniper rifle +2
Laser rifle +2
Spit carbine +3

MOUNTS AND VEHICLES


A Genetik Construkt can be mounted Mount Notoriety
for additional Notoriety costs per Gang bike +2 per model
model as shown right.
Power board +3 per model

109
MAN’S BEST FRIEND – THE ROBOTS
“No more digging, no more drilling, the fleshy ones we’ll War of 2099 was initiated by the over‐stimulated
soon be killing!” Artificial Intelligence routines of the rogue ‘Call‐me‐
Kenneth’ unit. Robots embarked on a costly and bloody
The main reason for the extremely high rates of campaign of extermination against the ‘Fleshy Ones’
unemployment in Mega‐City One can be traced to the before Judge Dredd almost singlehandedly ended the
increasing use of robots to perform manually intensive menace. The second war was precipitated in 2021 by
tasks during the 21st century. Robots progressed the arch‐criminal Nero Narcos, who unleashed hordes
rapidly from simple production line units to fully of Assassinator Droids against the Justice Department
ambulatory android models that freely mixed with the in his bid to seize control of Mega‐City One. Again,
human population. Despite robots freeing humanity casualties were heavy, especially amongst Judges.
from tedious, repetitive, and hazardous activities they
tend to be regarded with suspicion by a population Despite these two major incidents and thousands of
looking for something to blame for their unfulfilling lesser ones, robots continue to be an inseparable part
lives. Of course, if offered a job currently performed by of Mega‐City life. With Mega‐City One’s population
a robot many Mega‐City citizens will complain about decimated in the Apocalypse War, Judgement Day and
having to do such menial work, generally being too lazy the Chaos Bug the presence of robots as a tireless work
to get off their backsides. force has become ever more important.

As robot technologies become increasingly Unsurprisingly, pro or anti‐robot thinking has created
sophisticated so too have their Artificial Intelligence great divisions both in the citizenry and in the Justice
routines, advancing in parallel and allowing many to Department. At one extreme, anti‐robot gangs like
achieve either semi or full sentience. This creates both the Neon Knights have carried out attacks against
philosophical and practical issues; depending on robot or pro‐robot spokespersons. At the other end
personally held views on machine rights, robots can be of the spectrum, the newly appointed Chief Judge
viewed as enslaved sentient beings. Logan showed his pro‐robot sympathies by
promoting Mechanismo Robot Judge Harvey to a
Most Robots are programmed with ‘AZI‐MOV protocols’ position on the Justice Department’s Council of Five.
that forbid them to harm a human being. Yet, shoddy This, the adoption of greater numbers of Mechanismo
build quality and sometimes‐malicious interference can robot Judge units and the rise of what agitators
cause a robot to break its programming and run amok. derisively call ‘Machine‐Law’ have caused a worrying
From a criminal’s perspective, protocol‐compromised increase in protests and disorder despite the
robots make ideal accomplices – dedicated, efficient and impressive statistics of robot Judges when it comes to
loyal to the last. With sufficient planning, assassinations, quelling lawlessness.
robberies and heists can be undertaken entirely by
robots that have been carefully purged of any clue to
implicate their owners. For these reasons, and many
others, heavy sentences apply to robot tampering and
manufacturing is strictly monitored. However, a lively
black market of trade in stolen, illegally imported and
salvaged robots continues to flourish.

Despite all precautions, Mega‐City One has been hit


with two major robot‐related conflicts. The first Robot

USING ROBOTS IN GAMES


It’s not uncommon to see MediBots and UtilBots
backing up Justice Department operations, and for
certain tasks like bomb disposal they are
indispensable. Criminal organisations, Citi‐Def
units and other groups will generally use whatever
robots they can co‐opt into their service unless
they hold strong anti‐robot sentiments. Robots can
be added into any faction as helpers, auxiliaries
and specialists for the requisite Notoriety cost.

110
Denizens of mega-city one

UTILBOT streets, blocks, and communal spaces to clear them


of the daily build‐up of refuse and perform general
There are probably millions of UtilBots of different maintenance tasks. Occasionally a UtilBot will break its
shapes and sizes operating in Mega‐City One. These programming and go rogue. Whilst most incidents can
relatively unsophisticated machines are commonly be quickly dealt with, a crazed domestic robot
used as domestic servants for cleaning, cooking, and brandishing supposedly harmless household cleaning or
other duties deemed too taxing for the average citizen. food preparation implements can be almost as
The majority are City Hall owned ‘bots that patrol the dangerous as a fully tooled up security‐bot.

Type Move Shoot Fight Evade Resist Cool Special Notoriety


UtilBot 4" 1 2 0 4 2 Robot 3

SPECIAL RULES Improvised Ranged Weapon


Ranged weapon – one‐handed
Robot
Robots can only generate normal Action chips, never SHORT RANGE MODIFIER LONG RANGE MODIFIER
Star chips (although a Star chip can be used to activate 3" +1 9" -1
a robot). Robots are also unaffected by Psi Skills.
POWER SPECIAL RULES

WEAPONS
2 Throw

Improvised Weapons
These might be anything from an aggressively Improvised close combat weapon
brandished EZE‐MOP to a stone or piece of garbage Close combat weapon – one‐handed
picked up in the streets. RANGE MODIFIER SPECIAL RULES
1" +1 –

MEDIBOT However, if you are lying, bleeding in the street you


may have no choice beyond signing over all you
The profusion of MediBots in the Mega‐City means own to get urgent help. Naturally it is not beyond
that most citizens who are injured can be quickly certain unscrupulous Medi‐Aid companies to program
assisted, but only if they have the correct insurance their MediBots to arrange accidents for citizens
policies. Uninsured assistance will generally be without insurance and then demand payment for
beyond the financial means of most citizens. services rendered.

Type Move Shoot Fight Evade Resist Cool Special Notoriety


MediBot 4" – 2 0 4 2 Robot, Combat Medic 5

SPECIAL RULES WEAPONS


Robot
Robots can only generate normal Action chips, never
Surgical Instruments
Star chips (although a Star chip can be used to activate Close combat weapon – one‐handed
a robot). Robots are also unaffected by Psi Skills. RANGE MODIFIER
1" +1
Combat Medic
MediBots are programmed with sophisticated SPECIAL RULES
triage skills and are well stocked with painkiller drugs
Piercing
and other medical paraphernalia. A MediBot can use the
Hunker Down action to attempt to remove Injury
and/or Stun markers from a model within 1" by Medibots carry a deadly selection of laser scalpels,
rolling a Resist test using the injured model’s bone saws and syringes that can easily be used as close
original stat. Each [ARMOUR] result removes one combat weapons.
marker. This skill can be used to revive
incapacitated and subdued models.

111
SECBOT expensive, especially if 24‐hour coverage is required.
SecBots are the economical answer. These machines
Whilst the Justice Department is supposed to are generally uprated UtilBots armed with non‐lethal
maintain law and order in the Mega‐City their close and ranged weaponry. The Justice Department
resources cannot cover general security and provides licencing for these units but woe‐betide the
protection of property. It is possible to simply hire owner of a SecBot that seriously injures or kills a
human security personnel for those tasks but they criminal in its duties; a long stretch in an Iso‐Cube is
usually prove all too fallible and prohibitively the most likely result.

Type Move Shoot Fight Evade Resist Cool Special Notoriety


SecBot 6" 2 3 0 5 3 Perimeter Alert, Robot 8

SPECIAL RULES Electro‐zap Pistol


Ranged weapon – one‐handed
Perimeter Alert
Sophisticated motion sensors ensure SecBots react with SHORT RANGE MODIFIER LONG RANGE MODIFIER
inhuman speed and are notoriously difficult to avoid. At 8" +3 – –
the start of any game turn, you may decide to put any
SecBots on Overwatch without spending an Action chip. POWER SPECIAL RULES
3 Stun
Robot
Robots can only generate normal Action chips, never
Star chips (although a Star chip can be used to activate Stun Prod
a robot). Robots are also unaffected by Psi Skills.
Close combat weapon – one‐handed

WEAPONS
RANGE MODIFIER SPECIAL RULES
1" +1 Stun

SecBots are programmed to always choose to subdue


targets when using Stun weapons.

112
Denizens of mega-city one

WARBOT Some have emerged as leftover relics from the Civil War
while others have been built covertly by government
Despite the many warnings of intellectuals about the agencies, private individuals or other organisations.
dangers of robot fighting machines Robert L. Booth, Several of the other Mega‐Cities are less wary about
the last president of the United States, let the genie out WarBots; the Sov‐block continued to use dedicated
of the bottle in the late 2060s. Cornered, and unwilling combat robots right through the Apocalypse War.
to step down from office after triggering the
devastating Atomic Wars, Booth unleashed his robot Many point to the Justice Department’s Mechanismo
army, known as the Legion of the Damned, against his program as being a continuance of the WarBot line, and
enemies in the Justice Department. A bitter civil war Nero Narcos’ Assassinator Droids certainly fitted the
was fought culminating in his defeat at the Battle of description. A WarBot is frighteningly self‐aware,
Armageddon in 2071. heavily armoured and usually armed to the teeth. With
an arsenal of deadly weaponry, its entire purpose is to
WarBots have been banned in North America since fight and it seems to derive an analogue of satisfaction
Booth’s time but they have never been fully eradicated. from doing so.

Type Move Shoot Fight Evade Resist Cool Special Notoriety


Gunfighter, Robot,
Warbot 6" 3 4 1 6 3 22
Self‐Repair Sub‐Routines

SPECIAL RULES Special Rounds


The use of special rounds requires the expenditure of
Gunfighter specific Armoury cards.
A WarBot is a deadly opponent in a shootout. See the
Gunfighter rules on page 22. Armoury Card
Incendiary
Robot
Robots can only generate normal Action chips, never Hi‐Ex
Star chips (although a Star chip can be used to activate Seeker
a robot). Robots are also unaffected by Psi Skills.
Stumm Gas
Self-Repair Sub-Routines Ricochet
A WarBot is capable of rapid and highly effective self‐
repairs in the field. If it is injured and uses the Hunker
Down double‐action, it can potentially remove all Injury
markers if enough successes are rolled.

WEAPONS
Laser Rifle
Ranged weapon – two‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
12" +1 24" 0

POWER SPECIAL RULES


5 Laser, Piercing

Inbuilt Rocket Launcher


Ranged heavy weapon – integral (no hands)
SHORT RANGE MODIFIER LONG RANGE MODIFIER
10" +1 20" -1

POWER SPECIAL RULES


5 Aimed Fire only, Blast (2"),
May use Armoury card special rounds

113
DEMOBOT popular they have their own fan clubs and avid
followers. Rumours abound of unregistered DemoBot
Whether from the effects of Sov nukes, block wars, or fights in the bowels of the under‐city but even the PSU
simple shoddy building standards, the urban landscape has failed to find any evidence.
of Mega‐City One is in constant flux. At any time, night
or day, hundreds of derelict or damaged buildings are During the 2099 Robot War, the name Heavy Metal
being torn down to make room for new habs to house Kid became synonymous with terror when many of
the city’s teeming population. At the heart of these these machines became the bodyguard of the rogue
operations are teams of large demolition robots robot terrorist Call‐Me‐Kenneth. Even the strongest
capable of taking down a 200‐storey block in the space defensive barricades proved futile when the Kids were
of a single day. let loose and many citizens and Judges died as a result.

Such is the spectacle of these operations that large Too valuable to ban, the DemoBots are now required by
building demolition has become something of a main law to be controlled with triple lock inhibitors but even
event for the city’s bored civilians. Hundreds or even with these precautions ‘malfunctions’ still happen often,
thousands have been known to gather to see the ‘bots with predictably messy consequences. Although
at work. No one quite knows when the bots became DemoBots make ponderous combatants, criminal
widely known as the Heavy Metal Kids but the name organisations and rogue Citi‐Def squads can find plenty
has stuck. Some individual bots have become so of uses for a virtually invulnerable walking wrecking ball.

Type Move Shoot Fight Evade Resist Cool Special Notoriety


DemoBot 6" 1 2 0 6 3 Ponderous, Robot 9

SPECIAL RULES WEAPONS


Ponderous Demolition Hammer
Models with this rule may not perform a Sprint double‐
Close combat weapon – one‐handed
action. Additionally, when performing a Charge
double‐action, role two D6 and add the lowest result to RANGE MODIFIER
the model’s Move stat. A Ponderous model is never 3" +5
marked with a Moving Fast marker and ignores the
movement effects of Difficult Terrain. SPECIAL RULES

Robot
Robots can only generate normal Action chips, never
Star chips (although a Star chip can be used to activate
a robot). Robots are also unaffected by Psi Skills. Power Drill
Close combat weapon – one‐handed
RANGE MODIFIER
1" +2

SPECIAL RULES
Piercing, Rending

Rivet Gun
Ranged weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
6" +2 12" -2

POWER SPECIAL RULES


5 Aimed Fire only

114
Denizens of mega-city one

115
NERO NARCOS – ROBOT OVERLORD
Nero Narcos was the boss of the criminal syndicate certain key components for the Justice Department’s new
known as the Frendz Mob, possibly the most powerful Lawgiver Mk2 pistols. These parts were fundamental in
criminal organisation in Mega‐City One. Nero became a controlling the Lawgivers’ self‐destruct protocols. When
cyborg after barely surviving an assassination attempt. Operation Doomsday opened with a mass attack by
His undamaged brain was transplanted into a heavily Assassinator Droids on the forces of the Justice
armoured robotic body, after which he became obsessed Department, hundreds of Lawgivers exploded in the
with taking total control of Mega‐City One and the hands of their owners crippling all ability to fight back.
complete destruction of the Justice Department. Frendz
controlled several high‐tech industrial plants and The Judges were driven into hiding and Narcos gained
laboratories across the planet, which allowed Narcos to control of the Mega‐City’s nuclear arsenal, becoming the
develop tools to assist him in his goal. city’s de‐facto ruler. The intervention of Judge Dredd
eventually caused Narcos’ downfall. He succeeded in
The main instruments of Narcos’ power were thousands locating the Frendz reserve of Assassinator Droids in the
of heavily armed Assassinator Droids, which he kept in Cursed Earth, and had the Droids reprogrammed to serve
numerous hidden caches across the city. Narcos was also the remaining Judges as auxiliaries. Assisted by a group of
smart enough to know that, despite being outnumbered, Brit‐citizens, Judge Dredd’s robot army destroyed Narcos’
the Judges would be his greatest threat, so he hatched an forces and cornered the evil mastermind. Narcos
insidious plot to neutralise them. One of the Frendz many remained defiant to the end and was executed by the
Trojan companies had been given the contract to supply mass fire of a dozen vengeful Judges.

116
Denizens of mega-city one

NERO NARCOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NOTORIETY: 19


• Role: Syndicate Robot Overlord
• Allies: Block Gangs, Frendz Mob
• Enemies: Justice Department

Move Shoot Fight Evade Resist Cool Special Rules


Robot Control, Self‐Repair Sub‐Routines,
6" 2 4 1 5 4 Who Needs Frendz

SPECIAL RULES Special Rounds


The use of special rounds requires the expenditure of
Robot Control specific Armoury cards:
Narcos had the technical means to take control of
Robots and direct them to do his bidding. When Narcos FI-27 Shot Armoury Card
is activated he can use one or both of his actions to Hot Shot Incendiary
allow any friendly robot that has already activated to
perform a bonus single action. If he uses both actions Hi‐Ex Hi‐Ex
for this purpose, he may give bonus single actions to Heat Seeker Seeker
two different robots. However, no single robot can be
given two actions. In all cases, a Special Round is fired using the short and
long range Shoot modifiers of the FI‐27.
Self-Repair Sub-Routines
Nero’s body is capable of rapid and highly effective Special Rounds always require an Aimed Fire double‐
self‐repairs. If Narcos is Injured and uses the Hunker action and do not get additional Aimed Fire benefits.
Down double‐action, it can potentially remove all Injury
markers if enough successes are rolled. Normally when an Armoury card is expended it is
discarded. However, if the card has been used
Who Needs Frendz for an FI‐27 shot there is a chance that the card is not
Any force led by Nero Narcos has the resources, power immediately discarded. After each special
and influence of the Frendz mob behind it. The round shot, roll a Cool test for the firing model.
weapons and technology of their opponents may If any result is a [SPECIAL] then the card is
simply stop working due to Trojan glitches or malicious retained and may be used again. The card can
hacking. If Nero is the leader of your faction then after potentially be used multiple times in a game
both factions have drawn their Armoury cards, you may turn as long as it keeps getting retained.
randomly pick and discard one of your opponent’s
Armoury cards.

WEAPONS
FI‐27 Grenade Launcher
Ranged weapon – two‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
10" +1 20" -1

POWER SPECIAL RULES


5 Aimed Fire only, Blast (2"), Special Rounds

The FI‐27 is an ultra‐compact grenade launcher is a


product of one of the Frendz mob’s industrial assets. It
utilises designs and components stolen from the Judges’
Lawgiver technical blueprints, creating a fearsome and With the Justice Department stretched
versatile weapon. to breaking point Nero Narcos takes to
the streets.

117
GREeTINGS FROM THE
CURSED EARTH – MUTIE SKY RAIDERS
The Atomic Wars of the 21st century devastated large conditions in the Cursed Earth. These fledgling groups
areas of North America. Almost all of the cities and often kept themselves isolated, shunning any contact
entire swathes of the countryside were blasted into with the old world. Many have maintained an undying
inhospitable and highly‐radioactive wasteland by grudge against their persecutors and take every
showers of nuclear missiles. Only the three Mega Cities opportunity to strike at the hated Mega‐Cities. Most are
(Mega‐City One and Two, plus Texas City) survived this content to opportunistically ambush any Mega‐City
fate thanks to their foresight of installing Strategic assets that venture outside the city walls. However,
Defence Laser networks to protect themselves from more radical Mutie factions dream of taking the Mega‐
incoming missiles. As the war sputtered out ,the Mega‐ Cities away from the ‘norms’ and take every opportunity
Cities became the only refuge for desperate survivors to raid the cities themselves, causing destruction and
fleeing from the nuclear hell of what quickly became sowing terror.
known as the Cursed Earth. Initially, many were given
shelter before a growing fear of these irradiated Due to the massive wall defences of the Mega‐Cities an
individuals produced a deadly backlash. overland attack is nigh suicidal. Raiders who master the
air have had the most success, suddenly swooping over
Whilst the most seriously irradiated quickly succumbed the wall defences on a bewildering array of jet‐packs,
to the effects of the bombing those that survived were skyboards and anti‐grav transports. Despite the
viewed with suspicion and horror. Public opinion was widespread opinion of Muties as stupid and animal‐like,
inflamed by rumours that somehow these survivors a surprising number are tech‐savvy and scavenge
could pass on the effects of radiation poisoning as if it extensively among the ruins of the Cursed Earth. There
were an infectious disease. Persecution became all the are dozens of small bands with the skill to convert run‐
more hysterical when the first children of pregnant of‐the‐mill mounts, such as Power Boards and Sky
survivors were born manifesting visible mutations. In Bikes, into deadly machines of war.
most cases the authorities turned a blind eye to the
persecution of ‘Muties’ as they already had their hands Attacks by these so‐called Mutant Sky Raiders have
full keeping the Mega‐City infrastructure functional and been on the increase and continue to be a big
controlling civil disturbances over food, water and living problem for the Justice Department. Their hit and run
space. Eventually each Mega‐City enacted draconian raids can strike anywhere along the thousands of miles
measures forcing their Mutie populations out of the city of city walls, making it difficult for the Judges to
and back into the countryside. concentrate their forces quickly enough to mount an
effective response. Punitive expeditions mounted into
The majority of these unfortunates soon died the Cursed Earth are risky and usually fruitless as they
out, but some were able to set up basic fail to find the elusive raiders.
communities and adapt to the horrific
An additional headache for the Justice
Department is that certain Mega‐City gangs,
some of whom already have sympathies
with the mutant cause, are often willing
to assist these deadly raids with intel,
weapons and even reinforcements.
Whether they are seen as
renegade mutant horrors,
terrorising the innocent, or
downtrodden exiles fighting for
their existence, a Mutie raid
makes great cover for all sorts of
nefarious schemes to occur while
the Judges’ backs are turned.

118
Denizens of mega-city one

119
SKY RAIDER PROFILES
Type Move Shoot Fight Evade Resist Cool Special Notoriety
Sky Raider Mutie Insight, Scary Mutant,
5" 4 4 2 4 4 11
Pack Leader Take That, Norms!

Sky Raider Alpha 5" 3 4 1 4 3 Scary Mutant 5

Sky Raider 5" 2 3 1 3 2 Scary Mutant 3

SPECIAL RULES Models other than Judges suffer ‐1 on any tests made
against their Cool stat when they are within 4" of a Mutie.
Mutie Insight
It might be a psychic seer, raw instinct or help from Note: if you are looking to do more with mutations,
inside the city, but Mutie raids often coincide with guidelines and stats can be found in the Strontium
chaos, disorder and other seemingly ‘random’ events. Dog rulebook.

If a Sky Raider Pack Leader is the leader of your faction Take That, Norms!
when Big Meg cards are drawn, you draw one extra Big A Sky Raider pack is a tightly bound group of fighters
Meg card and can keep one more card than normal. used to fighting alongside each other. The lynchpin is
the Pack Leader.
Scary Mutant
Most Cursed Earth mutants gain no direct benefits from When the Sky Raider Pack Leader activates, they can
their mutations, but they are nevertheless fearsome, use a single action to remove D3 Action chips from any
weird or just plain freaky to look at. Sky Raiders within 6" and return those chips to the bag.

120
Denizens of mega-city one

Mutie powerboarders speed into


Mega-City One intent on mischief.

WEAPONS Weapon Class Type Notoriety


One‐handed close combat weapon Close combat weapon 0/+1
You may pay the Notoriety costs
shown on the table (right) to arm Knife +1/+2
your Sky Raiders. Note that the Chain +1/+2
model’s Notoriety cost includes
no weaponry of any kind. Two‐handed close combat weapon Baseball bat +2
Laz saw +3
Where Notoriety cost is One‐handed ranged weapon Pistol +1/+2
expressed as x/x the first value is
for the first weapon chosen and Hand cannon +3/+4
the second is for additional Spit pistol +2/+3
weapons of that type.
Sawn‐off stump gun +2/+3
For example, If you wished to Two‐handed ranged weapon Combat rifle +2
give your Sky Raider two Pistols Stump gun +2
the total Notoriety cost would
be +3 (1 for the first and 2 for Auto stump +3
the second). Spit carbine +3

MOUNTS AND VEHICLES VEHICLE WEAPONS


All Sky Raider models must be either mounted or Each vehicle chosen may mount up to one weapon for
carried in a vehicle. use by passengers.

Mount Notoriety Vehicle Weapon Class Type Notoriety


Bat glider +1 per model Heavy ranged weapon Heavy spit gun +6
Jet pack +2 per model Rocket launcher +8
Power board +3 per model Two‐handed ranged Combat rifle +2
Sky bike +3 per model Spit carbine +3
Laser rifle +5
Vehicle Notoriety
Sky cycle 11
Hover van 19

121
CHOoSING A SCENARIO
OVERVIEW A number of scenarios are presented here. However, if
Encounters between Judges and criminals occur every you’re playing the game for the first time it can be best
second of every day in Mega‐City One. Not all of these to start with the earlier ones as they are simpler.
encounters result in violence, but many do and (generally) Choose a scenario either by agreement with your
the more serious the crime being perpetrated, the more opponent, rolling a dice or simply picking one that
likely the perpetrators are to try and evade justice. Even sounds fun. If you want a fairly straight forward fight
aside from day‐to‐day judicial encounters, all manner of then pick Scenario 3: Rumble.
criminals and crazies target one another in street fights,
assassination attempts, thefts and property destruction –
usually provoking a Justice Department response that is D6 Score Scenario Size Vehicles?
both swift and merciless. Foot Small to
1 No
Chase medium
The following scenarios reflect different ways two factions
Small to
can end up fighting each other. You might be playing a 2 Ambush Permitted
medium
straight‐up fight between two crazy Citi‐Def units, a Judge
tasked with taking out a dangerous perp, or 3 Rumble Any Permitted
two rival gangs trying to corner the fake
Umpty Candy market. To cover such a Medium Permitted
4 Raid
wide variety of situations we use a few to large (attacker only)
basic scenarios to set up different
kinds of encounters and let the 5 Heist Any Permitted
player’s imagination (and model
Mo‐Pad Permitted
collection) do the rest. 6 Madness Large (recommended)

A scenario comprises three elements: the Set Up, the


Encounter, and the Sentencing.

122
SCENARIOS
THE SET UP 2. DRAW ARMOURY CARDS
Each player is dealt six Armoury cards at random from
The Set Up indicates the suggested size of forces to be the Armoury card deck and chooses three to keep for
used in the scenario, expressed as a number of Notoriety use in the coming fight. These cards are kept secret,
points to spend on models. Most players prefer to select and the others are discarded without being revealed.
their forces ahead of choosing the scenario.
Example: Karl is dealt the Hi‐Ex, Stumm Gas,
Set-up sequence Respirator, Incendiary, Cuffs and Med‐Pack
Armoury cards. Karl discards the Peepers, Hi‐Ex,
1. Choose your Faction and Respirator, keeping the other three.

2. Draw Armoury cards

3. Draw Big Meg cards


3. DRAW BIG MEG CARDS
Players are each dealt three Big Meg cards from the Big
4. Deploy models Meg deck. Certain skills or encounter events may give a
player additional Big Meg cards. These cards can be used
5. Start Playing as explained in their individual rules for certain benefits.

Example: Mike deals himself three Big Meg cards


1. CHOoSE YOUR FACTION and gets Sixth Sense, Flanking Move and Crazie!

The scenario will offer some guidelines whether it is


suitable for small, medium or large games expressed as
a number of Notoriety Points for the opposing factions.
4. DEPLOY MODELS
Place the scenery according to the entry for the
Suggested Notoriety Time Encounter and the advice in the Scenery section of this
Game Size Points to Play book. The players deploy their models on the tabletop
as described in the Encounter they are playing.
Less than
Small 10‐25
1 hour

Medium 26‐50 1‐2 hours 5. START PLAYING


Count up the number of Action chips
Large 50+ 3+ hours for each side, put them in the bag,
and start the fight!
Precisely what forces you decide to use is between you,
your opponent, your model collection and your
imagination; gang versus gang, block versus block,
Judge versus Judge? You can even use aliens, robots,
mutants, undead, werewolves (yes really) – Mega‐City
One has seen it all. The scenarios that follow are written
with the default concept of being suitable for Judges
versus criminals, but they are written with an
eye to flexibility of opposing forces.
THE ENCOUNTER Outlines for crimes and sentencing are listed on pages
126‐127. Sentences might be fixed (e.g. 20 years)
randomised (e.g. D6+2 years) or variable (e.g. 1 month
The Encounter tells you where the opposing sides meet to two years or 20 years to Life). Where variable
each other and what their scenario objectives are. It also sentencing applies it is at the discretion of the arresting
includes the placement of terrain and any other special Judge. In some cases the scenario will offer additional
rules or restrictions for the models involved. randomised sentences for certain crimes.

The Encounter includes the turn‐by‐turn game itself, Keep in mind that multiple crimes can and will stack up
resolved as per the Core Rules section. At the end of as multiple counts for sentencing (e.g. get caught with
each turn the players check to see if one or both sides six wallets that aren’t yours; that’s six counts of dunking
have achieved their objective. or receiving stolen goods, possibly both) so perps can
find themselves sent to the cubes for a long, long time.

SENTENCING Sentencing in one‐off games is just fun to know. However,


in the context of a campaign it is useful to understand
when a criminal might be released, or more likely how
Sentencing occurs when the game is complete as a securely they are going to be held when their compatriots
kind of epilogue. Any perpetrators caught by the decide to try and bust them out. A high security Iso‐Cube
Judges will be sent to the Iso‐Cubes (prison) for the facility in the city that’s designed to withstand nukes is a
appropriate sentences for their crimes. An accounting very different prospect to a Cursed Earth penal farming
is also done of how many injured there are to call for colony under intermittent mutie raider attack.
the med‐wagons and the number of deceased
heading to Resyk. It’s usually more practical to keep track of sentencing,
or at least the crimes, as they occur instead of trying to
At the end of the game roll a Resist test for recall everything at the end of a game. Players of
each incapacitated model, if they fail to roll a Judges in particular are encouraged to declare
[ARMOUR] result they get a ride on the meat sentences on crimes as they are committed and keep
wagons to Resyk, to be rendered into a variety notes on the perpetrators.
of useful organic compounds for the city.
Judges count both [SPECIAL] and [ARMOUR] as a E.g. Karl: ‘Ok I take a Snapshot action at your Judge
success when they make this roll. Any perps with my Juve over here.’
that survived being incapacitated, and any
subdued models, get med‐wagons and Jane: ‘THAT’S THREE TO EIGHT YEARS FOR
sentencing. Surviving Judges will be back on RESISTING ARREST, CREEP. BETTER HOPE YOU
the streets within 24 hours. MISS THAT SHOT, PUNK, OR YOU’RE LOOKING AT
ANOTHER TEN FOR ASSAULTING A JUDGE.’

124
Scenarios

CHUMP DUMPING
Perp-runners offer their services to smuggle wanted perps out of Mega-City One, usually to one
of the off-world colonies or other alien planets. While these outward journeys are very
profitable with all costs being covered by the running perp’s
fare, the return trips also need to
be financed. Aware of the millions
of aliens who want to emigrate
to Earth, many unscrupulous
perp-runners offer to smuggle
aliens into Mega-City One which
they exaggerate to be an alien
paradise. Of course the reality is
that getting past immigration
controls is well-nigh impossible.
The perp-runners will therefore
take exorbitant payment for the
trip to Earth before dumping the
hapless aliens into the vacuum
between worlds.

125
CRIMES AND SENTENCING
Section 1: Homicide Section 4: Burglary
• Premeditated* murder of a Judge during the • Burglary: 3D6+2 years
execution of their duty: Life
• Premeditated* mass murder (spree or serial
killing): 30 years to Life Section 5: Theft &
• Premeditated* murder: 15 years to Life Theft-Related Offences
*Judicial considerations of premeditation are • Shoplifting: D6‐1 years (minimum 1 year)
liable to be extremely broad and will include just • Dunking (pick‐pocketing): D3+1 years
having the means, motive and/or opportunity. • Theft: 2D6 years
In game terms any time a model is incapacitated there’s • Dealing in stolen goods: D6‐1 years (minimum
a chance it will be murder. See scenario sentencing for 1 year)
survival rolls. • Possession of stolen property: D6‐1 years
(minimum 1 year)
Section 2: Assault In game terms robbery, burglary and theft charges
• Assault on a Judge resulting in actual or grievous are liable to come from the reasoning for the scenario
bodily harm: 10 years rather than actions during the game itself, although
• Assault on a citizen resulting in grievous bodily hijacking might come into play.
harm: D6+4 years
• Assault on a citizen resulting in actual bodily Section 6: Arson
harm: D6 years • Setting fires with intent to cause death: Life
• Torture: 2D6+3 years
In a game using incendiary weapons will be sufficient
In game terms, inflicting an Injury marker is grievous to earn this sentence.
bodily harm and stuns are actual bodily harm.

Section 7: Medical & Scientific


Section 3: Robbery • Unauthorised possession of controlled biological
• Armed robbery with violence: 5D6 years or chemical substance: 15 years to Life
• Armed robbery: 4D6 years • Body Sharking: 15 years to Life
• Hijacking: 3D6+2 years • Organ Legging: 15 years to Life
• Tapping (mugging): 5D6 years • Body Snatching: Life
• Wrecking: 4D6 years These charges are liable to arise in games involving
cache markers, see the Heist and the Raid scenarios
for details.

Section 8: Criminal Damage


• Robot Smashing: 3D6 years
• Criminal Damage: 2D6‐1 years
• Vandalism: D6 years
• Scrawling (graffiti) : 1 month to 1 year
In a game, criminal damage charges are possible every
time a perp discharges a firearm, and mandatory if
they use an explosive device or heavy weapon.

126
Scenarios

Section 9: Illegal Boinging® and dangerous flying in public are


Imprisonment & Abduction particularly heinous crimes however, and perps
should be prosecuted fully on those counts.
• Abduction: 15 years to Life
• False imprisonment: D3x10 years
• Kidnap (abduction with ransom demand):
Section 13:
20 years to Life Impersonation & Deception
• Chump Dumping (robbing & murdering • Jimping (impersonation of a Judge) with intent
passengers): Life to commit crime: 3D6+2 years
• Hostage taking: 3D6+2 years • Unauthorised impersonation of a celebrity or
public figure: 2D6 months
These charges are liable to arise in games involving
cache markers, see the Heist and the Raid scenarios • Impersonation of a known criminal: 4D6 months
for details. These charges may come into play from Big Meg
cards and scenario narratives.
Section 10: Technology
• Implanting aggression chips into robots: 5D6 years Section 14: Contraband
• Illegal possession or trading of WarBots or • Possession or manufacture of illegal substance
Assassinator Droids: 3D6 years with intent to trade: 5D6 years
• Unauthorised construction of weapons of mass • Possession of illegal substance with intent to use:
destruction: 10 years to Life 2D6‐2 years (minimum 1 year) + compulsory detox
These charges are most liable to arise in games • Illegal or unlicensed firearm: 5D6 months.
involving cache markers, see the Heist and the Raid • Umpty bagging (addictive candy distribution):
scenarios for details. Players with a fondness for 5D6 years
including WarBots or Assassinator Droids in their • Possession or trade of restricted publications:
force may run afoul of these laws too. D6 years
Most of these charges are liable to arise in games
Section 11 Public Order involving cache markers, see the Heist and the Raid
scenarios for details. However, possession of illegal
• Block War participation: 15 years to Life
or unlicensed firearms is a charge that can be levelled
• Rioting: 3D6 years at just about any armed model that isn’t a Judge.
• Unlawful assembly: 3 months to 1 year
• Drunk and disorderly: Compulsory rehab +2 years
Section 15: Pollution
Judges will be able to level one of these charges • Creating atmospheric pollution: Fine or up to
against perps in most games with little difficulty. 2 years
• Noise pollution: Fine or up to 2 years
Section 12: Public Nuisance Using gas, smoke and incendiaries can net a
• Boinging® in a public place: 20 years fixed perp these charges. Gunfire can be interpreted as
• Low level or dangerous sky surfing/bat gliding: noise pollution.
5D6 years
• Littering: Cr. 100 fine or up to 1 year; D6 years Section 16:
for a repeat offence
Perverting the Course of Justice
• Peeping: 4D6 months
• Resisting Arrest: D6+2 years
• Loitering: 2D6 years
• Obstructing a Judge in their duty: 3D6 years
• Jaywalking: 4D6 months
• Escaping from Justice Department custody or
• Begging: 2D6 months imprisonment: 4D6 years
• Intentional wasting of Justice Department time: • Perp running (aiding an escape out of Mega‐City
2D6 months One): 5D6 years
• Smoking in public: D3 years + compulsory detox
Refusing to surrender when challenged is resisting
Most of these charges are minor but offer plenty of arrest, fighting back is definitely obstructing a Judge
scope for a Judge looking for extra charges to apply. in their duty.

127
SCENARIO 1
FOoT CHASE
THE SET UP
Foot Chase is best suited to small and medium sized
games. Vehicles are not permitted except by prior
agreement between the players. It is not essential that
Judges be involved in this scenario – one gang may
simply have caught sight of the other across a crowded
ped‐way and started chasing them. If Judges are one of
the opposing factions they will always be the pursuers.
If no Judges are involved (or Judges on both sides)
players roll a dice each and the high roller is the pursuer.

SIDE STREETS

CENTRAL CHASED
STREET MODELS

SIDE STREETS

FOOT CHASE SCENARIO MAP

THE ENCOUNTER
Terrain Placement
The table must include a central street 12"‐18" wide
and running across the table from one side to the other.
The street should be open and clear of any buildings but
could still include barriers, fast‐food stands, benches (or
other seating areas), trash compactors, parked vehicles,
etc. The areas to the sides of the main street should have
buildings with plenty of interconnecting cross streets
and alleyways.

Deploy Models
The player being chased deploys all their models within
6" of the centre of the table. The chasing player then
chooses one end of the central street and deploys their
models within 1" of the table edge.

128
Scenarios

Big Meg Cards Game Length


As this chase takes place in a thoroughfare, the full The game continues until all models being chased have
craziness of the Mega‐City is in effect. Both players left the tabletop, been incapacitated or subdued.
draw one additional Big Meg card after all models have
been deployed.
Objectives
The side being chased needs to get away as they are
Special Rules fighting at a severe disadvantage. If a number of
models equal to half or more of the original force
Surprise! (rounding up) escapes they can claim victory. Models
The side that is being chased has been caught off‐ can escape by moving off any table edge. If the chasing
guard and may momentarily freeze up or simply not force manages to incapacitate or subdue more than half
notice the approaching peril. Before the game starts of the models being chased they can claim victory.
the chasing player nominates D6 opposing models to
take Cool tests. Any that fail the test begin the
scenario Pinned. SENTENCING
Back-Up Any model being sentenced will automatically receive a
If any models of the chasing force are incapacitated or minimum of D6 years for possession of contraband,
subdued do not remove their Action chip from the bag unlicensed weaponry, overdue vid‐slugs, running in a
at the end of the turn. A replacement model of equal or no‐running zone, and the like, in addition to the listed
lesser Notoriety will be deployed at the beginning of sentences. The following sections of the Book of Law
the next game turn. The model appears at the same end will likely apply in a foot chase:
of the street where the chasers appeared at the
beginning of the game. • Section 1: Homicide; Section 2: Assault; Section 8:
Criminal Damage; Section 11 Public Order; Section 12:
Trip hazard Public Nuisance; Section 16: Perverting the Course
The clutter of Mega‐City One often gets underfoot. If of Justice.
any models in the force being chased attempts to Sprint
roll two D6 instead of one and take the lowest result. If
both dice rolled are the same result the model stumbles
and only gets a basic Move instead of the normal 2x
Move + D6".

Leaving the Table


Models being chased can leave the table if they
move across a table edge by any means. However,
models attempting to leave the table from anywhere
except the central street may blunder into a dead end
or fence just as they think they’re safe; roll a
Combat die for them and on result of [HIT] they
move to the edge of the table
and no further this activation.

129
SCENARIO 2
AMBUSH

130
Judge
Scenarios
DreDD

THE SET UP
Ambush is best suited to small and medium sized
games. Vehicles are permitted in an ambush scenario.

Sometimes what starts off as a chase will actually lead


into an ambush, as the over‐eager pursuers are drawn
into hostile territory. Other times an ambush is a more
clinical, planned affair designed to trap and take down
the opposition with as little risk as possible for the AMBUSHED
attackers. Judges in particular are fond of springing MODELS
ambushes on perps to catch them red‐handed in
criminal acts. Conversely, the more bloodthirsty and
violent gangs will ambush Judges to prove their native
ferocity and lack of long‐term aspirations about living.

If one of the factions has more models than the others


they will be the ones getting ambushed. If both players
have an equal number of models roll off and the low
roller gets ambushed.

AMBUSH SCENARIO MAP


THE ENCOUNTER
Terrain Placement Leaving the Table
The table must include a cross roads with streets 12"‐ Models being ambushed can leave the table if they
18" wide running across the table from each side to the move across a table edge by any means. Ambushing
other. The street should be open and clear of any models that leave the table for any reason can return
buildings but could still include barriers, fast‐food using the Back‐Up rules.
stands, benches and other seating areas, trash
compactors, parked vehicles, etc. The areas in the four
corner sections should have buildings with vantage Game Length
points overlooking the crossroads. The game continues until all models being
ambushed have left the tabletop, or have been
incapacitated or subdued.
Deploy Models
The player being ambushed deploys all their models
within 6" of the centre of the table. The ambushing Objectives
player deploys half (rounding up) of their models so The side being ambushed needs to survive. If a number
they are further than 9" from any enemy models. of models equal to half or more of the original force
(rounding up) survives they can claim victory.

Special Rules The ambushing force needs to take down their targets.
If the ambushing force manages to incapacitate or
Ambush! subdue more than half (rounding up) of the models
Before the game starts the ambushing player takes being ambushed they can claim victory.
Cool tests for all of their deployed models. Any that
pass the test begin the scenario in Overwatch.

Back-Up
SENTENCING
The ambushing player’s remaining models are nearby The following sections of the Book of Law may apply in
and ready to strike after the ambush is sprung. Include an ambush.
the Action chips for all of the ambushing models in the
bag. When a model that isn’t on the table is activated it • Section 1: Homicide; Section 2: Assault; Section 6:
must take a Move action to move on from any table Arson; Section 8: Criminal Damage; Section 11:
edge as its first action before choosing its second Public Order; Section 13: Impersonation & Deception;
action. A double‐action may not be chosen when Section 16: Perverting the Course of Justice.
entering the table.

131
SCENARIO 3
RUMBLE

132
Scenarios

THE SET UP

DEPLOYMENT
Among the densely packed, mostly angry citizens of the

ZONE 4
Big Meg, a tense situation can escalate into a full‐blown
battle royale at the drop of a freezy‐whip. Rumbles are
often the result of a high‐tension face‐off between rival
factions, criminals, Judges or even entire City Blocks that
explodes into violence. Rumble is suitable for any size of
games. Vehicles are permitted in a Rumble scenario.
DEPLOYMENT DEPLOYMENT
THE ENCOUNTER ZONE 2 ZONE 1

Terrain Placement

DEPLOYMENT
The table must include a cross roads with streets 12"‐18"
wide running across the table from each side to the other.

ZONE 3
The street should be open and clear of any buildings but
could still include barriers, fast‐food stands, seating areas,
trash compactors, parked vehicles, etc. The areas in the
four corner sections can have buildings but may include
parks, parking lots, waste ground, rad pits, etc.
RUMBLE SCENARIO MAP

Deploy Models
Players alternate placing their models, with the player
with the most models starting first. If the numbers of
SENTENCING
models are equal, players roll off with the high roller The following sections of the Book of Law will apply in a
starting their deployment first. The first player to Rumble. Any model being sentenced will automatically
deploy anything can select whether to use Deploy Zone gain an additional D6 years for possession of contraband,
1, 2, 3 or 4, other players may then choose one of the unlicensed weaponry, overdue vid‐slugs and the like.
other untaken Deploy Zones. Each player deploys a
total of half (rounding up) of their models anywhere in • Section 1: Homicide; Section 2: Assault; Section 6:
their respective Deploy Zone. Arson; Section 8: Criminal Damage; Section 9:
Illegal Imprisonment & Abduction; Section 10:
Technology; Section 11 Public Order; Section 12:
Special Rules Public Nuisance; Section 15: Pollution; Section 16:
Perverting the Course of Justice.
Back-Up
Each player’s remaining models are nearby and ready
to provide back‐up after the rumble starts. Include the
Action chips for all of the models in the bag. When a
model that isn’t on the table is activated it must take a
Move action to move on from any part of the table edge
that is within its Deploy Zone as its first action before
choosing its second action. A double‐action may not be
chosen when entering the table.

Leaving the Table


Models in a rumble can leave the table if they move
across a table edge by any means. Models that leave
the table for any reason do not return.

Game Length
The game continues until only one player has models
left on the tabletop and all other models have left the
tabletop or been incapacitated or subdued.

Objectives
The player left in control of the table claims victory as
king of the rumble!

133
SCENARIO 4
THE RAID
THE SET UP
Chases and ambushes out on the streets will only get
you so far. Sooner or later it’s time to go after the
enemy on their home turf and seize their most valuable
assets. Raid is best suited for medium to large sized
games. Vehicles are permitted for the attackers in a raid
scenario, but the only vehicle permitted for the
defender is the get‐away van (see below). The defender
can also invest in defences if desired.

The caches might be alien weaponry, Suspended


Animation units containing helpless citizens about to be
smuggled off world into slavery, illegal stashes of
comics, crates of BOING® dispensers, or Stookie
Glands. Whatever the contraband is, some perp is
paying good money to have it stolen – or the Chief
Judge absolutely needs it off the streets.

THE ENCOUNTER
Terrain Placement
The table must include open ground across one half of
the table. The open ground can still include objects like
walls, fences, rad pits, parked vehicles etc. but no
buildings larger than a guard hut. The other half of the
table should have one or more prominent buildings to BUILDING
represent the facility being raided.

GET-AWAY VAN
The defender can opt to place a Hover‐Van on
the table at the start of deployment. This
vehicle occupies a space no bigger than 4" by 4" OPEN
and should be represented by a suitable model. GROUND
Any defending model with a cache marker can
spend a single action in contact with the Hover‐
Van to stash its marker on‐board rather than ATTACKER’S TABLE EDGE
having to leave the table with it. An attacking
model can take a marker back out of this stash THE RAID SCENARIO MAP
by spending a single action in contact.
Deploy Models
The defending player can choose for the The defending player deploys half (rounding down) of
Hover‐Van to lift off and escape at the end of their models as sentries anywhere that is not in the
any turn. The stash aboard the van is then safe. open area of the table. The attacking models move on
from the indicated table edge when they activate on
the first turn.

134
Scenarios

Special Rules The alarm is also raised if any attacking model uses
an attack action and fails to incapacitate or subdue the
Caches target, Charges, Sprints, or Moves with a cache marker.
At the start of deployment, the players place five cache
markers, starting with the defending player and then Vehicles will raise the alarm immediately if they move
alternating. Each marker must be at least 6" from a onto the tabletop. Sentries trying to spot mounted
table edge and at least 6" from another cache marker. models roll two Combat dice and succeed if either roll is
Any model that spends a single action in contact with a the required result.
marker can move it. Whilst moving a cache marker, a
model may not Sprint or Charge unless they drop the Back-Up
cache at the start of their movement. If a model with a The defending player’s remaining models are nearby
cache marker is pinned, stunned, subdued or and ready to reinforce after the alarm is sounded. When
incapacitated the cache is dropped on the spot. the alarm is sounded or after the first turn is over,
whichever comes first, add the Action chips for all
An attacking model can move cache markers too, and surviving defending models into the bag. When a model
captures any they move off the attacker’s table edge. that isn’t on the table is activated it must take a Move
A defending model can stash a cache marker by moving action to move on from any part of the table edge that
it off any other table edge (or loading it onto a get‐away is within of its deploy zone as its first action, before
van – see the box out). choosing its second action. A double‐action may not be
chosen when entering the table. Models moving onto
Sentries the table before the alarm is raised act as additional
Until the alarm is sounded, when a sentry is sentries until the alarm is raised.
activated roll a Combat dice; on a [HIT] they
may make one normal Move action. On a
[ARMOUR] the sentry takes no action and Leaving the Table
remains stationary. On a [SPECIAL], the attacker Models can leave the table if they move across a table
may make a normal Move action with the edge by any means. Attacking and defending models
sentry. Star chips make no difference except that leave the table for any reason can return using the
that, as normal, they may be placed back in the Back‐Up rules.
pot with a successful Cool test (and result in
being pinned on a failed attempt).
Game Length
If a sentry draws a line of sight to an enemy model while The game continues until all models of one faction have
taking a Move it stops immediately and tests to spot left the tabletop, been incapacitated or subdued.
them. If the test is failed, it will continue its movement
and cannot test again to spot that model.
Objectives
During any subsequent activation, the sentry model Securing the caches is essential and because both sides
may test to spot any enemy model that takes an action want them they cannot be destroyed. At the end of the
within the sentry’s Focused Front arc (FF). game, count up the number of cache markers secured
by each player. The player with the greatest number of
To spot enemies, roll a Combat dice. What they cache markers is the winner.
need to score depends on how much cover the
attacking model is in.
SENTENCING
Heavy cover When it comes to sentencing, a lot will depend on
exactly what the caches represent. If it’s not been
decided previously (and it’s entirely possible the raid is
Light cover occurring without that precise Intel) roll a D6 to
determine their contents: 1‐2 equals Contraband,
3‐4 equals Illegal Imprisonment, 5‐6 equals Medical
No cover & Scientific.

• Section 1: Homicide; Section 2: Assault;


On a successful roll the alarm is raised. Section 3: Robbery; Section 4: Burglary; Section 5:
Theft & Theft‐Related Offences; Section 6: Arson;
Test only once per activation per enemy model in line Section 7: Medical & Scientific; Section 8:
of sight. Criminal Damage; Section 9: Illegal Imprisonment
& Abduction; Section 10: Technology; Section 13:
A sentry will automatically detect an attacker in their Impersonation & Deception; Section 14:
Focused Front arc if they are within their Cool value in Contraband; Section 15: Pollution; Section 16:
inches, regardless of line of sight. Perverting the Course of Justice.

135
SCENARIO 5
THE HEIST

THE SET UP This is a smash‐and‐grab so it’s less likely that Judges


will be attackers in this kind of scenario, although there
The Heist is suited to any size of games. Vehicles are may be circumstances where this kind of approach may
permitted in a Heist scenario. In a Heist the attackers be called for, such as a hostage situation.
are targeting a small building or a vehicle that contains
the caches of goods they are after in a quick, hopefully
overwhelming attack. THE ENCOUNTER
Terrain Placement
The table must include a crossroads with streets 12"‐18"
wide running across the table from each side to the
other. The areas in the four corner sections can have
buildings but may include parks, parking lots, waste
ground, rad pits, etc. The cache location is placed in the
centre of the crossroads and as mentioned above might
be a large (immobile) vehicle or a small building.

CACHE
LOCATION Deploy Models
The defending player deploys half of their models
(rounding down in this case) within 6" of the centre of the
table. The attacking player deploys all of their models
anywhere that is more than 9" from an enemy model.

Big Meg Cards


A brazen heist in broad daylight is sure to bring out
the crazies and other complications. Both players
draw one additional Big Meg card after all models
THE HEIST SCENARIO MAP have been deployed.

136
Scenarios

Special Rules Game Length


The game continues until all attacking models have left
Caches the tabletop, or have been incapacitated or subdued.
At the start of deployment, the players place three
cache markers, starting with the defending player and
then alternating. Each marker must be within 6" of the Objectives
centre of the table. Any model that spends one action in The attacking side need to carry off two or more cache
contact with a marker can move it. Whilst moving a markers over a table edge so they can claim victory. The
cache marker, a model may not Sprint or Charge unless defending side wins if they prevent this.
they drop the cache at the start of their movement. If a
model with a cache marker is pinned, stunned, subdued
or incapacitated the cache is dropped on the spot. An
attacking model captures any cache it moves off a table
SENTENCING
edge. A defending model can move a cache marker if The following sections of the Book of Law may apply in
desired, but in this scenario has no way to safely stash it. a Heist. As with a Raid it may not be clear what the
caches represent before making the attempt, if that’s
Back-Up the case roll a D6 to determine their contents:
The defending player’s remaining models are nearby
and ready to come to the rescue. Include the Action 1‐2 = Contraband,
chips for all of the defending models in the bag. When a 3‐4 = Illegal Imprisonment,
model that isn’t on the table is activated it must take a 5‐6 = Medical & Scientific.
Move action to move on from any part of the table edge
that is within of their Deploy Zone as its first action • Section 1: Homicide; Section 2: Assault; Section 3:
before choosing its second action. A double‐action may Robbery; Section 4: Burglary; Section 5: Theft &
not be chosen when entering the table. Theft‐Related Offences; Section 6: Arson; Section 7:
Medical & Scientific; Section 8: Criminal Damage;
Section 9: Illegal Imprisonment & Abduction; Section
Leaving the Table 10: Technology; Section 13: Impersonation &
Attacking models can leave the table if they move Deception; Section 14: Contraband; Section 15:
across a table edge by any means. Models that leave Pollution; Section 16: Perverting the Course of Justice.
the table for any reason may not return.

137
SCENARIO 6
MO-PAD MADNESs

THE SET UP
Mo‐pad Madness is suited to large games. Vehicles are
permitted and at least some vehicles and/or mounted
models are recommended.

A sizeable proportion of Mega‐City One’s population


inhabit eighteen million ‘Mo‐pads’ – mobile homes – in
constant motion circling around the city’s thousands of
miles of Megaways, overzooms and underzooms
alongside automated pods, big‐rigs and robo‐liners.
Crimes on the fast‐moving Megaways offer singular and
often lethal problems for perpetrators and Judges alike.

THE ENCOUNTER
Terrain Placement
Creative thinking is necessary for Mo‐pad Madness.
The table is divided into three parallel lanes, each
approximately 12" wide. Each lane is occupied by a
MO-PAD MADNESS SCENARIO MAP
number of vehicles beween 4" and 6" apart from each
other. Appropriate models are ideal, of course, and toys
can supply a surprising variety of large‐scale sci‐fi type such ‘vehicles’ helps with non‐precarious model
vehicles quite cheaply. In more pragmatic terms, all kinds placement. Size is flexible when it comes to vehicles,
of packaging, small boxes and books can be pressed into simply arrange them so that it’s possible for player
service. The latter are particularly helpful as flat tops on vehicles and mounted models to slip between the lanes.

138
Scenarios

Deploy Models Leaving the Table


For this scenario, all models must be either mounted, in Defending models can leave the table if they move
vehicles, or placed on top of the central Mo‐pad. The across the ‘forward’ or ‘backward’ table edge by
defending player deploys all of their models within 6" of any means. Mounted models and models on foot can
the centre of the table. The attacking player deploys all also move across the side edges of the table if they
of their models anywhere that is more than 9" from an can get to them and pass a Cool test. There is no
enemy model. penalty for failing the test and it can be attempted
again on subsequent activations as the model waits for
the right opportunity.
Special Rules
Models that leave the table for any reason may
Rolling Road not return.
The Mo‐pads are moving along at a fast pace. All player‐
controlled vehicles and mounted models roll at the end
of each turn on the table below to represent how well Game Length
they keep with the traffic flow (models that are on top The game continues until all of either the attacker’s or
of a Mo‐pad do not roll). defender’s models have left the tabletop, been
incapacitated or subdued.
Mo‐pads do not roll on this table as their robot
brains automatically keep them in position relative to
each other. Objectives
The defending side need to get at least half of their
D6 roll Result models (rounding up) off the table to claim victory, the
attacking side wins by preventing this.
6 Move 3" forwards
5 Move 2" forwards
4 Move 1" forwards SENTENCING
3 No change The following sections of the Book of Law may apply in
Mo‐pad Madness.
2 Move 1" backwards
1 Move 2" backwards • Section 1: Homicide; Section 2: Assault; Section 3:
Robbery; Section 4: Burglary; Section 5: Theft &
If this move (or any other move, like going out of Theft‐Related Offences; Section 6: Arson; Section 8:
control) brings a model into contact with a Mo‐Pad or Criminal Damage; Section 15: Pollution; Section 16:
another model, treat it as a ram (see page 31) counting Perverting the Course of Justice.
a Mo‐pad as Fight 8.

The Mo‐pad itself will not be damaged or suffer any


effects from the ram.

Mounted models and player vehicles are strongly


advised to keep this rule in mind when moving.

Drift Kings
Due to the rolling road effect player vehicles can ‘drift’
sideways across lanes without having to turn. Deduct 1"
of forward progress for each 1" drifted sideways. If a
vehicle moves further sideways than forward take a
Cool test for the driver, failure means the vehicle goes
out of control (see page 32).

The floor is lava!


If a model on foot comes into contact with the table
surface for any reason they must pass a Cool test to
miraculously swing themselves aboard the nearest Mo‐
pad or other vehicle. If they fail the test they are… well
let’s just say incapacitated with no chance of survival at
the end of the game, no need for gory details, even
Resyk won’t get anything out of this one.

Back-Up
There is no back‐up in this scenario.

139
CAMPAIGN PLAY FOR JUDGE DREDd
The Judge Dredd campaign is an open system that allows

PLAYING A CAMPAIGN
players to get together, have some potentially irregular
games, and chart the course of their stories through a
connected narrative. The generational system means that
players’ factions develop as and when they play, so there’s
no need to have a formal schedule of games like in a league. It is entirely possibly to run an open‐ended Judge Dredd
campaign. However, as such campaigns progress they
You will find it useful to appoint one player to oversee the tend to lose impetus, players drop out or one faction
campaign, called ‘Barney’ in honour of the Mega‐City One’s might develop such an advantage that it seems time to
administrative Computer. Barney’s job is to ensure that wrap things up. To give your campaign some focus, and
players can arrange their games and help communicate to manage the commitment needed, the players can
what’s been happening in the campaign (perhaps with a set goals at the start of the campaign to determine how
newsletter or setting up a forum or social media group). long they want the campaign to continue. During the
There’s no reason Barney can’t run a faction in the campaign the players will be able to increase the
campaign at the same time. Notoriety of their band. A campaign ends once a faction
reaches the required number of games. The faction
To actually take part in the campaign all a player needs to with the highest total Notoriety wins the campaign.
do is pick a leader and starting faction, and then play
games. During each game they note • Short campaign (around 3 games)
down sentences handed down on
those captured, and infractions • Medium campaign (around 6 games)
generated by Judges to keep track • Long campaign (around 9 games)
of their on‐going status. They have
an opportunity to gain Notoriety
and increase in rank, hire more

STARTING FACTIONS
faction members or procure
special upgrades for their lairs or
Sector House.

Unlike one‐off games, in which players simply select


faction members as part of their Set Up, a campaign
allows the players a persistent cast of characters from
which they draw their fighters for a particular game. As
the campaign progresses, they can add other characters
and advance existing ones to expand their options.

140
TO LIVE AND DIE IN
MEGA-CITY ONE
The recommended size for a starting gang roster is 50 Players are advised to keep this in mind when they
Notoriety (‘gang’ includes Judges in this context). One select their starting gang – you will only be able to
model with a Cool 4+ should be nominated as the regularly use these characters in your games, so ensure
Leader. The remaining Notoriety is spent recruiting and there are plenty of opportunities for growth.
equipping more characters as a supporting cast. No
other member of the gang can exceed half the The generation campaign is split into Early, Mid and
Notoriety value of the Leader at the start of the Late phases. Which is why the suggested campaign
campaign. Note that in order to utilise any of the length is divisible by three. This is not essential, but
abilities of your Leader, they must actually be present in you will need to decide where any extra games fit into
the scenario about to be played. the schedule.

Example:
NAMED CHARACTERS
Campaign Early Mid Late
The gang may only contain one each of the named Length Phase Phase Phase
characters in the Denizens of Mega‐City One listings.
Short Campaign
It is possible for multiple players to use the same 1 Game 1 Game 1 Game
(around 3 games)
characters, but you cannot have two Judge Andersons
being used by the same player, for example. Medium Campaign
(around 6 games) 2 Games 2 Games 2 Games

FACTION NOTORIETY Long Campaign


(around 9 games) 3 Games 3 Games 3 Games

Each player’s faction has an overall Notoriety value,


which is the total Notoriety of all of its characters plus The Early Phase
any vehicles, specialists, base upgrades and other In Early phase games, when choosing models from their
factors as discussed later. This total Notoriety is gang roster, players are limited to playing a gang up to
always used when working out if one side or the other a maximum total Notoriety of 25.
is the underdog in a campaign game, regardless of
which actual models are being used in an Encounter. The Mid Phase
Don’t forget to increase faction Notoriety for In Mid phase games, players can choose up to 50
promotions, or to temporarily reduce overall Notoriety Notoriety, when picking their forces for games.
for destroyed vehicles.
The Late Phase
In Late phase games, choose from up

THE GENERATION GAME


to 75 Notoriety. Players with rosters
that are below the requisite Notoriety
get the difference to spend in
each game, to make up
A Judge Dredd campaign is generational, which is to say any shortfall.
it depicts years, or even decades of time passing within
which a few key encounters get played as games. So a
Juve might progress to become a Punk and then a Heavy,
or even a Leader in their own right, over the course of a
campaign. Equally, a Cadet Judge might progress up to
Rookie and then to full Judge, and even Street Judge.
SUBDUED, INCAPACITATED, SENTENCED
During the course of a stand‐alone game, it matters serves some greater narrative purpose. For this reason,
little if a model that has been taken down is likely to these campaign rules assume that characters will
suffer any long‐term effects from their injuries. eventually make a recovery or escape from their
However, in a campaign there are greater captors, and so on – characters are usually only
consequences that need to be considered. temporarily removed from the faction roster. During
campaign play, characters may only suffer longer‐term
Most characters in the Judge Dredd comic strip only effects from being subdued, incapacitated and
suffer crippling injuries, get captured, or die when it sentenced as explained next.

SUBDUED or trash receptacle (but not trash grinder!), wading


through a rad pit, etc. This temporary deduction
Make a Cool test for each model on the losing side that does affect the type of chip they generate in the
is subdued at the end of the game. On a pass, they next game.
somehow manage to elude capture and return to their
companions unharmed. If they do not participate in the next encounter, or if the
campaign moves to another phase, the model regains
On a fail, the their composure and the penalty is lifted in time for the
outcome depends following encounter.
on whether Judges
are involved in the Subdued models on the winning side manage to escape
encounter or not. If without further incident, as do those making use of a
Judges are present Bolthole or Emergency Evac upgrade (see later).
they are caught,
arrested and will
proceed to
sentencing.
INCAPACITATED
At the end of the game roll a Resist test for
If no Judges are each incapacitated model, if they fail to roll a
present the model is [ARMOUR] result, they get a ride on the meat
hounded by the wagons to Resyk to be rendered into a variety
victors and is at ‐1 of useful organic compounds for the city.
Cool in their next Strike these models from the roster – life is
game due to their harsh in Mega‐City One. Judges count both
exertions in escaping [SPECIAL] and [ARMOUR] as a success when they
– hiding in a sewer make this roll.

UMPTY BAGgING
Created by Uncle Ump, Umpty Candy tasted so good that even the tiniest amount
would induce cravings and hallucinations if the addiction was not fed. The
Judges, confronted with an epidemic of Umpty withdrawal, knew that Uncle Ump,
who held the recipe in his head, could not be charged with a crime. Judge Dredd
therefore had the inventor placed in a spacecraft and sent into deep space on a
long orbit. This exile would ensure he could not reveal the formula to
unscrupulous perps.
Unfortunately the plan went badly wrong when the spacecraft was
intercepted by the Jong Brothers, Chump Dumpers who forced the recipe
from Ump before spacing him. Within months Mega-City One was flooded
with fake Umpty Candy before the Justice department shut the Jongs
down. Despite this the Jongs had sold-on the recipe to others who
periodically still try to get fake Umpty Candy onto the streets.

142
To live and die in mega-city one

Drokking Jays
are everywhere -
drop ’em!

Any perp that survives being incapacitated gets A recovering character has an Injury marker placed on
arrested if Judges are present in the opposing faction, them at the start of the game. This cannot be removed
being put on med‐wagons and sent for sentencing. during the course of the game, and so in effect they are
Surviving Judges will be back on the streets within at ‐1 to all of their characteristics.
twenty‐four hours.
It is possible for a recovering character to receive
Incapacitated models that survive may suffer penalties additional wounds, but only one marker is ever used. If
in their next encounter due to their on‐going injuries. they have multiple wounds, each subsequent recovery
For each surviving incapacitated model roll a D6 and time adds its duration to the time to heal.
refer to the Injuries Table. Each Injury marker on the
model above its starting Resist value deducts 1 from Full Recovery
the roll. Normally a character heals one level of wound per
game played. So, for example, a character with a
INJURIES TABLE Serious Wound that takes part in an encounter will
reduce this to a Minor Wound for the following game. If
Score Result they are wounded again, the recovery time is added on
Acute Wound: The model is recovering to the number of games before they fully recover.
0 or less
for three games.
A model can spend time away from the action to
Serious Wound: The model is recovering recuperate. For each game that they miss, reduce their
1‐2
for two games. level of wound by two levels (from Acute to Minor, for
Minor Wound: The model is recovering example). Even though recuperating, their Notoriety is
3‐4 still used to calculate the faction roster’s total Notoriety.
for one game.

5 or more Just a Scratch: No ill effects. Going to a MediBot can also speed up the recovery
process, as discussed in the base upgrade section later.
This is in addition to recovery gained for missing a
For example, Street Judge Bollands is taken down game. By default, Judges always have access to all the
with a total of one Stunned marker and five Injury best MediBots or Speedhealing the city has to offer.
markers. The Judge survived being incapacitated and
must now roll a D6, deducting 1 from the result as he If the campaign moves from one phase to another (i.e.
has a Resist of 4, and five injuries. He rolls a 5, which from Early to Mid, or Mid to Late) any recovering models
is downgraded to a 4, giving him a Minor Wound. automatically make a full recovery in that time, possibly
Pretty lucky, all things considered. with some bits of them being replaced by bionic implants.

143
also contribute. Potentially, an investigation by the SJS
can also see a perp back on the streets in next to no time.
The perp’s compatriots might even decide to bust them
out of the cubes, or, failing all of that, an opportunistic
individual might take their chance to escape during one
of the frequent disasters that beset Mega‐City One.

Counterbalancing the chance of early release is, well,


the chance of an early death – shot by guards, shanked
by inmates or just unlucky enough to catch some
disease or parasitic fungi blown in over the wall, not to
mention the chances of becoming a casualty of the
aforementioned disasters.

“You cannot kill what doesss not live!” Roll a Combat die after each game that a
Judge Death materialises in Mega-City One. model has missed due to being in the Cubes.
On a [ARMOUR] result they stay in the
Cubes, continuing to serve out their sentence.
On a [HIT], they gain early release and are
SENTENCING available for the next game. On a [SPECIAL]
result roll again on the following table.
If any Judges are present during an encounter, and
not all them end up incapacitated or subdued at the CUSTODY TABLE
end of the game, they will deliver immediate
sentencing on any captured perps from the opposing Score Event
faction. Total up the perp’s sentences as detailed in The model gains an early release (via escape
the Scenarios section. or unsanctioned medical experimentation),
but is badly hurt in the process. Roll for the
As a quick and dirty alternative you can simply roll a D6
model on the Injuries Table.
and consult the Sentencing Table for the outcome.
Deduct three from the dice roll if the perps harmed a
Judge, and one if they harmed citizens (including The model has a close call but survives and
opposing gang members). remains incarcerated.

SENTENCING TABLE The model dies in custody and is removed


from the campaign roster altogether. An
Score Result
SJS investigation determines no fault is
15 years or more: The model is in the attributable to the Justice Department.
0 or less
Cubes until the next campaign phase.
6-14 years: The model is in the Cubes for If the campaign moves from one phase to another
1‐2
two games. (i.e. from Early to Mid, or Mid to Late) any cubed
1-5 years: The model is in the Cubes for models will be automatically released at that time
3‐4 with no rolls required.
one game.
Up to a year: The model is available for
5 or more
the next game.

A model in the Iso‐Cubes is not available until they have VEHICLES AND MOUNTS
served their sentence, although early release might see Mounts are considered a part of the model
them return ahead of time. that uses them so it is assumed mounts will be
repaired or replaced when the mounted model

EARLY RELEASE
is available for an encounter. Vehicles that
have been immobilised or damaged during an
encounter will be repaired in time for the next
Models might get out of the Iso‐Cubes early for any encounter. Destroyed vehicles are temporarily
number of reasons: Cube overcrowding is a major issue; removed from the faction’s campaign roster
social programs make frequent attempt to rehabilitate until the end of the current campaign phase. At
perpetrators back into the community, in combination the beginning of the next campaign phase, any
with PSU monitoring; or robo‐minders and buddy destroyed vehicles on the faction’s campaign
systems that all stand no chance of curbing a truly roster are replaced.
determined criminal. Beyond this, bureaucratic
incompetence, or an early release for good behaviour

144
To live and die in mega-city one

JUDGES IN THE CAMPAIGN


Judges occupy a somewhat unique role in a campaign Recklessly Endangering Citizens
as they are the ones handing down sentences and Using Blast effect weapons (other than Stun) with
have the full backing of the Justice Department. citizens in the area of effect, or making ranged shots
However, the Judges also have to concern themselves that end up hitting citizens.
with day‐to‐day law enforcement and are always
spread thin, so the following rules apply to players Use of vehicle-mounted weapons
using Judges in a campaign. on targets that are not robots or vehicles
It is considered an excessive use of force to use these
weapons when a Lawgiver should be more than
IN THE LINE OF DUTY MEANS IN THE LINE OF FIRE adequate. Again, stun weapons like the Pat wagon’s
Pacifier are not deemed excessive.
Although Judges do not have to worry about being
imprisoned (unless they run afoul of the SJS) and Note, these restrictions usually only apply within Mega‐
receive the best medical care available they are always City One; there is no excessive force in the Cursed
on the frontlines of Justice and therefore at constant Earth, just as there are usually no citizens out there
risk of death or career‐ending injury. It’s also possible (although that is possible).
for a Senior Judge to be reassigned to cover a desperate
shortage in another Sector, be sent on a special mission Harming another Judge
outside the city, or to reach the natural end of their Taking an action that results in another Judge being
career and decide it is time they took the Long Walk injured (not stunned).
into the Cursed Earth or the Undercity.
The complexities of reviewing a Judge’s past record,
At the end of each campaign phase roll a D6 for each mitigating circumstances, evidence gathering
model of Street Judge rank or higher on a Justice and final trial are, essentially, arbitrary in
Department player’s roster and add the Judge’s cool to outcome. Make a Cool test for every Judge
the result. If the total of the roll + Cool is 10 or more under SJS investigation before the next
that Judge is removed from the player’s roster. Only encounter and total the number of [ARMOUR]
one Judge can be lost in this fashion in each campaign and [SPECIAL] results they roll.
phase, if multiple Judges are due to be removed the
Justice Department player chooses which one is lost. INVESTIGATION TABLE

Notoriety lost from the player’s roster is replaced with Total Investigation Outcome
new models, however the Justice Department player The Judge is exonerated and the
may only select Cadets, Rookies and/or basic Judges, or 3+
(current) investigation is over.
additional weapons, vehicles and equipment, to make
up the shortfall. The Judge remains under
1‐2
investigation.

SJS INVESTIGATIONS The Judge is found guilty and


removed from the Justice
0 Department. They are most
Certain actions, like repeated leniency or the reckless
likely sent to Titan on a
endangerment of civilians, will bring the ever‐watchful
life-time sentence.
eye of the SJS. Once an investigation starts, only the
most upright and spotless Judges have a chance of
exoneration, and sometimes a totally clean record will As for In the Line of Duty (above), any Notoriety lost
only serve to convince the SJS that a wider conspiracy is from the player’s roster due to an SJS investigation is
taking place. replaced with new models. The Justice Department
player may only select Cadets, Rookies and/or basic
SJS investigations will be triggered by specific actions Judges, or additional weapons, vehicles and
taken by Judges in games. The opposing player equipment, to make up the shortfall.
should pay close attention and helpfully
remind the Justice Department when
they are about to risk an SJS
investigation into their actions.
The following acts bring
down the wrath of the
SJS and place a
Judge under
investigation.

145
DEeDS, PROMOTIONS & INCREASING NOTORIETY
In a campaign, models in your faction can have Deeds are also earned depending upon the scenario as
performed Deeds that give them a chance to be listed below:
promoted and increase their individual Notoriety.
Additionally, each faction will gain more Notoriety to • Models that escape from the table in a Foot Chase
spend on additional models and equipment, like scenario earn a Deed.
vehicles or base upgrades.
• Models that survive being ambushed in an
Ambush scenario earn a Deed.
DEeDS • Models that survive to the end of a Rumble
Taking part in games and performing particular tasks scenario earn a Deed.
during Encounters earns a character Deeds. As a
character gains Deeds, they get the chance to be • Models that capture or stash a cache marker in a
promoted to the next rank in their respective faction. Raid scenario earn a Deed.

• Models that capture a cache marker in a Heist


EARNING DEeDS scenario earn a Deed.

A model gets a Deed for the following achievements, • Models that escape from the table in a Mo‐pad
regardless of their faction: Madness scenario earn a Deed.

• Incapacitating or subduing an opposing model of Note that to ‘survive’ in this context means not
equal or higher Notoriety earns a Deed – only the getting subdued or incapacitated during the scenario
model that inflicts the Stun or Injury marker that Additionally, models on a player’s roster that do not
takes the foe down gets the Deed. participate in a scenario cannot claim to have
survived it.
• Destroying a vehicle or mounted model with a
single attack or shot earns a Deed. Judges also gain Deeds as listed below. The Justice
Department player assigns any Deeds earned from
• Using a Big Meg or Armoury sentencing to the attending Judges as they see fit.
card marked with a Deeds symbol
(see right). • Sentencing a perp to 20 years or more earns the
Judge a Deed.
• One model, nominated by the
winning player, earns a Deed at the end Criminals gain additional Deeds as listed below:
of the game.
• Being sentenced to 10 years or more in the cubes
• Every model on the player roster after the final earns the model a Deed for each ten years or part
encounter of a campaign phase earns a Deed. thereof of its sentence.

BIG SMELlY
By the early years of the 21st century the eastern seaboard of the
United States had become heavily polluted and almost uninhabitable.
Rather than clean this mess up, the government decided to build
Mega-City One on top of it. The old rancid environment is generally
known as the undercity and is the home of mutants, troggies,
werewolves, and many other unspeakable horrors. Perhaps the most
toxic feature of the undercity is the once great Ohio river, now so
polluted it has taken the name of the Big Smelly. All sensible
citizens avoid going down to this subterranean hell but occasionally
Justice Department hunter-Killer teams are sent down to cull
mutant and troggie numbers, whilst a number of Judges taking the
Long Walk have elected to make this their final destination.

146
To live and die in mega-city one

Judges hit the streets in force following a


tip-off about Cursed Earth raiders in Sector 24.

PROMOTIONS
Deeds allow a model to be promoted in rank. Promotion ranks for the Judges, Block Gang and Citi‐Def factions are:

Faction Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6


Veteran Senior
Judges Cadet Rookie Judge Judge Street Judge
Street Judge Street Judge
Block Gang Juve Punk Heavy Lieutenant – –
Citi‐Def Auxiliary Trooper Sniper Squad Leader – –

If a model has one or more Deeds at the end of a time. If a model is recovering from a wound or serving
a game make a Cool test for it, add one extra cube time when it is promoted it still has to suffer the
dice for each Deed the model achieved above consequences for the requisite number of games.
one. [SPECIAL] and [HIT] results count as
successes for this Cool test. If the number of If the promotion roll is failed, no promotion occurs, but
successes rolled is equal to or higher than the keep a note of the model’s number of Deeds. The model
next rank number the model is promoted the next rank. can test again at the end of the next game it
participates in, potentially with even more Deeds.
For example, a Rookie Judge (rank 2) performs two Testing for promotion is always voluntary, a player
Deeds during a game, so they test for promotion by doesn’t have to test for promotion for some or all of
rolling 3 dice in total; 2 for the Rookie’s Cool plus one their models if they don’t want to.
extra for performing two Deeds. If the Rookie rolls
three or more [SPECIAL ] and/or [HIT] results on the Judge Specialisations
combined, dice they will be promoted to a full Judge When a Rookie or Judge gains a promotion, they can
(Rank 3). About time too, Rookie. elect to become a specialist Psi, Tek or Med Judge
instead of increasing their rank. Being a specialist will
When a model is promoted it gains the stat line and limit them to being promoted to the rank of Judge in
skills of its new rank, and it loses any skills that no longer the case of Teks and Meds, or Street Judge in the case
apply from the old rank, as well as any Deeds it has of Psis, in the future. Note that a model can only ever
earned so far. A model can only be promoted one rank at select a single specialisation.

147
BASE UPGRADES TURF . . . . . . . . . . . . . . . . . Cost: 10 Notoriety*
Gangs only. A Gang leader can expand their Turf,
bringing in more income through racketeering,
When selecting a faction roster, Notoriety can be spent gambling and so forth. Each Turf generates D6
on base upgrades. Upgrades marked with * may be additional Notoriety for the faction roster that can be
purchased more than once. used before each game. The Notoriety increase is
temporary and is lost at the end of the game.
DEFENCES . . . . . . . . . . . . . . . Cost: Variable*
You may use Notoriety to purchase Home Base WEAPONS LOCKER . . . . . Cost: 10 Notoriety
Defences and have them available whenever they A faction with a weapon locker gains 3D6 additional
must defend against a raid. See opposite for Notoriety to use for purchasing additional weapons
specific defences. during a single scenario in each phase of the campaign.
Once used, the weapons locker is removed from the
faction’s resources until the next phase of the
INFORMERS (NARKS) . . . Cost: 3 Notoriety* campaign. These weapons are one‐off purchases and
Players may spend Notoriety to employ Informers. are lost at the end of the game.
When determining which side takes which role in a
scenario (i.e. attacker or defender), before rolling the
dice, a faction may expend an Informer to add one to WORKSHOP. . . . . . . . . . . Cost: 10 Notoriety*
the roll. They may expend more than one Informer per After each game, each Workshop can be used to repair
encounter, gaining +1 for each. Once used, the Informer a single robot. A Repair allows an incapacitated or
is removed from the faction’s resources until the next subdued robot to ignore the effects and participate in
phase of the campaign. Factions secretly write down the next encounter without penalty.
how many Informers they wish to use and reveal their
intentions together.
ARMOURY CACHE . . . . . . Cost: 15 Notoriety
During the Draw Armoury Cards stage of Set Up draw an
BOLTHOLE OR extra Armoury card, but keep the same number as normal.
EMERGENCY EVAC . . . . . Cost: 5 Notoriety*
Each Bolthole or Emergency Evac allows one subdued
model to automatically escape pursuit without a Cool GARAGE . . . . . . . . . . . . . . . Cost: 15 Notoriety
test. See the subdued rules for details. A faction with a garage does not have to wait for
the end of the current campaign phase to replace
destroyed vehicles.
MEDIBOT/
SPEEDHEAL COUCHES . . Cost: 5 Notoriety*
Each MediBot or Speedheal couch allows one ARSENAL . . . . . . . . . . . . . . Cost: 30 Notoriety
incapacitated model to downgrade the level of their Requires Armoury Cache. During the Draw Armoury
wound by one, or, if they pass a Resist test, by two . See Cards stage of Set Up draw an extra Armoury card, but
the incapacitated rules for details. keep the same number as normal.

Shoot out! Renegade judge Grice is


cornered by the Justice Department.

148
To live and die in mega-city one

HOME BASE DEFENCES The auto‐turret can be targeted and counts as a


model with Resist 2 and Cool 2 for injuries and
Defences must be placed once Deploy Zones are pinning. It cannot be stunned, but if it takes any
known, but before any models are placed. They must injury it is destroyed.
be placed where your faction models can deploy.
Exception – Traps cover the whole of the tabletop. An auto‐turret opening fire will raise the alarm in Raid.

PLACED GUNS. . . . . . . . . . . . Cost: Variable Notoriety WATCH TOWER. . . . . . . . . . . . . . . . . Cost: 5 Notoriety


These weapons are sited to cover approaches to This defensive position might well be a purpose‐
the gang’s territory, or perhaps they have invested built construction overlooking the lair or base, or
in tripods that allow them to quickly set up a else simply a convenient high location from which to
defensive position. spy incoming attackers.

A suitable looking model should be used to A Watch Tower must be crewed by a model during
represent a Placed Gun. Any long gun or heavy deployment. This model may ignore any special
weapon can be turned into a placed gun by paying movement rules (for example as a sentry in Raid)
extra as shown on the table below. Placed Guns and remains in place until normal activation begins.
cannot be moved from their deployment position. The model cannot be pinned and benefits from
heavy cover.
FIRE ARC ADDITIONAL COST
• Forward focused . . . . . . . . . . . . . . . . . . . . . . +25% In addition, a model deployed in a Watch Tower
• Forward. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +50% starts the first turn in Overwatch.
• All round . . . . . . . . . . . . . . . . . . . . . . . . . . . . +100%
Example: You can put Placed Guns and Auto‐
Round up to the nearest point of Notoriety. turrets on a Watch Tower by simply paying the
total Notoriety cost. If our Auto‐turret Heavy Spit
Example: A placed Heavy Spit Gun with Forward Gun from earlier was on a Watch Tower the final
(i.e. 180° field of fire) costs 9 Notoriety cost would be 17 Notoriety.

Any model in contact can fire a Placed Gun using the


normal rules (so heavy weapons require Aimed Fire, TRAPS . . . . . . . . . . . . . . . . . . . . . . Cost: 5 Notoriety
for instance). Placed Guns add 1 to the firer’s shoot A well placed mine or tripwire can really punish a
value and grant cover to any model in contact. hasty enemy.

A placed gun can be sited on a Watch Tower. Roll a Combat dice for any enemy model
that Charges, Sprints or Moves through
Difficult terrain. On a roll of a [SPECIAL] the
AUTO-TURrET . . . . . . . . . . . . . . . . . . Cost: 3 Notoriety model has activated a trap after moving.
Possessing a small artificial brain, an auto‐turret is They are hit by the equivalent of a Power 3
capable of discerning friend from foe – usually – and shot (and may dodge the hit,
opening fire when required. etc.) but may not claim
cover bonuses to
An auto‐turret is an upgrade to a Placed Gun. their Resist. If they
are not stunned or
Example: The Heavy Spit Gun above could be turned injured they may
into an auto‐turret for a total cost of 12 Notoriety complete their
action, otherwise
The gun does not require a model to be crewed, and their activation
at the start of each turn will go into Overwatch. It ends immediately.
has Shoot 2 (but does not count the normal +1 for A trap triggering will
Placed Guns). It will fire at the first enemy model raise the alarm in a
that enters or moves across its line of sight during a Raid scenario.
turn. If a friendly model moves within the auto‐
turret’s line of sight, roll a D6. On a roll of a 1 it
malfunctions and opens fire anyway. Each time an
auto‐turret opens fire roll a Combat dice.
On a [HIT] place it back into Overwatch. It
cannot fire again during the same action.

149
GRUDGE POINTS USING GRUDGE POINTS
Grudge points come into play when the two factions
Factions that have a Gang Leader or Citi‐Def Squad next meet. Compare the number of Grudge points
Leader as their faction leader can earn Grudge points between the Leaders from their last game and look up
against other factions, that are also led by a Gang the total of the Leader with the most Grudges below.
Leader or Citi‐Def Squad Leader, to show the growing These rules are not cumulative.
enmity or obsession between the two factions. Leaders
gain a Grudge point for each Deed earned by the other GRUDGE TABLE
side during a game.
Total Results
A Leader also gains a Grudge point:
9 or less No effect
• For each model in his faction that suffers a Serious Extra Muscle. Your faction may
or Acute Wound. include an extra D6+2 Notoriety of
10‐14
models, weapons and/or
• For each character in the gang that suffers a loss
equipment in the game.
of Cool due to a failed roll after being subdued.
Demand Blood. When deciding
• For being the defender in an Ambush, Raid, or
roles in the scenario you may
Heist Scenario. 15‐19
choose which role to take without
rolling the dice.
Judges never earn Grudge points.
I’m Watching You. You may
choose the scenario type for the
20‐24
game rather than rolling for it, you
also pick which role to take.

Get Dirty. Draw and keep an extra


25‐29
Big Meg card.
Secret Weapon. Draw an extra
30‐39+ Armoury card, and you may also
keep an extra Armoury card.

150
To live and die in mega-city one

BLOBS
The brainchild of ‘Cyclops’ Pete Runcie, the Blob look was a
body craze that surgically changed people’s faces so that they
became virtually featureless, the so-called Blob look!. Whilst
ostensibly a fashion statement, Runcie’s real motive was to
create perps who could not be tracked by the PSU’s facial
recognition network or be described by witnesses. Whilst
initially effective the ‘Jays’ eventually cracked down on this by
demanding that all Blobs be tattooed with an indelible ID
number on their forehead.

NARrATIVE SCENARIOS all depending on the characters involved. You could


even try to re‐enact one of the great Judge Dredd
storylines, basing the scenario and forces on the
It’s impossible to condense forty Thrill‐power filled years events in the strip.
of Judge Dredd comic strips into a straightforward
scenario and campaign system. The system included And of course, you can always make up your own
here has been designed to allow players to get together scenarios based on what’s here or in the strip. The chip
and play a game with the minimum amount of fuss and activation system works well with more than two
pre‐ arrangement – perfect for stores and clubs, where players. It’s quite possible to add a twist on the existing
most players are to be found. scenarios just by including a third faction. In a
campaign, you might like to finish off each phase with a
However, there is also ample scope to use these rules to multi‐player game.
tell an even more detailed story with your miniatures,
delving into the narratives between your games in Finally, look out for opportunities to expand your
discussion with the other players. The following are ideas games by adding new models, scenery and cards to
to use instead of, or as well as, the system above. your collections with future Judge Dredd releases from
However, it requires a bit more organisation on the part Warlord Games – including expansion packs focussing
of the players. on your favourite Judge Dredd storylines.

The most obvious room for expansion is in the


subdued and sentencing rules. Rather than testing to
see if a subdued character eludes capture with a Cool
test, you could play out a variant of the Foot Chase
Scenario, with the escaping model trying to reach
safety with the help of friendly reinforcements.
Models sent to the cubes might be broken out using a
variant of the Raid or Heist scenarios, with cache
markers replaced by shackled prisoners.

For Judges, the SJS may sometimes be an opponent,


overzealously hunting down a ‘rogue’ Judge before
an investigation is complete. Likewise, losing a
Judge to an SJS investigation or taking the Long Walk
can spin off into a number of narrative scenarios in its
own right.

Perhaps most satisfying, but requiring the most


work, is the purely narrative campaign. Rather than
pre‐determining the consequences of each fight, the
players, with the help of the group’s Barney perhaps,
decide the best way to continue the story, depending
on the result of each game. They might assign
particular Armoury cards, choose which models are
available, and maybe allocate specific Big Meg cards,

151
APpENDIX: WEAPON VARIANTS CAMPAIGNS
Alternatively, you can introduce weapon variants as an
Whilst a wide and varied array of weapons is presented additional element in your campaigns. If, during the
in the Armoury chapter for your characters to use, an course of the campaign, a model gets promoted to level
avid reader of Judge Dredd will know that they are only 3 then it can be equipped with a weapon with single
just a small sample. The mean streets of Mega‐City variant choice. If a model is promoted to level 4 then it
One are home to a vast array of weird, wonderful, and can be equipped with a weapon with up to two variants.
above all deadly weapons. Of course, in both cases you add the additional
Notoriety to the cost of the model.
Presented here are rules to allow you to modify some
of the existing basic weapons in order to create some Note, in a campaign, Justice Department models can
unique weapon variants of your own. never be equipped with weapon variants. They have
enough excellent weaponry to call upon already. Also,
the additional expense such extravagances would incur
USING VARIANT WEAPONS would be looked upon very dimly by the Justice
Department’s accounts division.
There are two ways of using weapon variants in your
games. First, weapons variants can be built and given
to your models as alternate weapons when choosing
your faction. Secondly, you can incorporate weapon
THE VARIANT WORKBENCH
variants in your campaigns as perks available when To build your own variant weapons, start with one of
characters advance. the base weapon profiles listed below and add to it
whichever upgrades you wish. Then apply any modifiers
or special rules to the base weapon profile in order to
STANDARD SCENARIOS get the final weapon profile. Each base weapon and
upgrade has a Notoriety value associated with it, total
If both players agree, it is perfectly reasonable when this up to get the final Notoriety value for that weapon
playing a standard scenario, or a narrative scenario of and add it to the Notoriety of the model using it.
your own design, to use weapon variants as you see fit. Finally, give your new weapon a suitably intimidating
name before heading out on to the streets to wreak
However, we suggest that rather than simply equipping havoc with it.
all your punks with scope‐mounted rapid firing laser
carbines, you restrict variant weapons to only your
faction leaders. These important models will have likely NOTORIETY
taken all the best swag for themselves anyway, Base Pistol Profile
Custom ranged weapon – one‐handed +1
becoming unique personalities in your games.
SHORT RANGE MODIFIER LONG RANGE MODIFIER
Some examples are:
8" +1 16" -1

POWER SPECIAL RULES UPGRADES


Sultans of Bling
Gangs love to customise their personal weapons 3 – –
and equipment, making them as flamboyant (and
loud) as possible. A Gang Lieutenant may select up to
one additional variant weapon for the requisite Base Rifle Profile NOTORIETY
Notoriety cost. Custom ranged weapon – two‐handed +1

SHORT RANGE MODIFIER LONG RANGE MODIFIER


Experimental Weapon 12" +1 24" 0
Citi‐Def squads often have access to experimental
variant weapons supplied by legitimate arms POWER SPECIAL RULES UPGRADES
manufacturers. A Citi‐Def Squad Leader may select up 3 – –
to one additional variant weapon for the requisite
Notoriety cost.

Base Close
Cursed Earth Workshops Combat Weapon Profile NOTORIETY
Sky Raiders scavenge the Cursed Earth for all the parts Custom close combat weapon – one‐handed 0
they can find, fusing them into uniquely improvised, yet
entirely serviceable, weapons. A Sky Raider Pack RANGE MODIFIER SPECIAL RULES UPGRADES
Leader may select up to one additional variant weapon 1" +1 – –
for the requisite Notoriety cost.

152
To live and die in mega-city one

RANGED WEAPON UPGRADES CLOSE COMBAT WEAPON UPGRADES


The following upgrades may only be applied to either The following upgrades may only be applied to the
the basic pistol or basic rifle weapon profile. basic close combat weapon profile.

HOLD OUT . . . . . . . . . . . . . . . . . . . 0 Notoriety BIG . . . . . . . . . . . . . . . . . . . . . . . . . +1 Notoriety


• May only upgrade the basic pistol profile. • Becomes a two‐handed weapon.
• ‐4" to both long and short range. • +1 modifier
• Gains the Concealed special rule.
ELECTRO . . . . . . . . . . . . . . . . . . . +1 Notoriety
HIGH POWERED . . . . . . . . . . . . . +1 Notoriety • +1 modifier.
• +1 Power. • Gains the Electro special rule.

IMPROVED SIGHTS . . . . . . . . . . +1 Notoriety KEEN EDGE . . . . . . . . . . . . . . . . . +1 Notoriety


• +1 modifier at long range. • Gains the Piercing special rule.

RAPID FIRE . . . . . . . . . . . . . . . . . +1 Notoriety WELL-BALANCED . . . . . . . . . . . +1 Notoriety


• +1 modifier at short range. • Gains the Throw special rule.
• ‐1 modifier at long range.
LONG REACH . . . . . . . . . . . . . . . +1 Notoriety
SPIT AMMO . . . . . . . . . . . . . . . . . +1 Notoriety • Close combat range increased to 3".
• +1 modifier at short range. • ‐1 modifier.
• ‐1 Power.
BLUNT . . . . . . . . . . . . . . . . . . . . . +1 Notoriety
LASER . . . . . . . . . . . . . . . . . . . . . . +3 Notoriety • Gains the Stun Weapon special rule
• +2 Power.
• Gains the Laser special rule. SAW-TOOTHED. . . . . . . . . . . . . . +1 Notoriety
• Gains the Rending special rule.
STUNNER. . . . . . . . . . . . . . . . . . . +1 Notoriety
• +2 modifier at short range. SMALL . . . . . . . . . . . . . . . . . . . . . +1 Notoriety
• May only target models within its short range. • Gains the Concealed special rule.
• Gains the Stun special rule.

TELESCOPIC SCOPE . . . . . . . . . +1 Notoriety


• +1 modifier at long range. EXAMPLE VARIANT RIFLE
• ‐1 modifier at short range. By taking the basic rifle profile and customising
it with two upgrades, Repeater (+1 modifier
EXTENDED BARREL . . . . . . . . . +1 Notoriety at short range, ‐1 modifier at long range) and
• +12" to long range. High Power (+1 power), we can create the AR999
Automatic Rifle.
• Gains the Long Barrel special rule.
The rifle now has the profile shown below.
POWER PACK . . . . . . . . . . . . . . . +1 Notoriety
• May only be taken if the Laser upgrade is
also taken. NOTORIETY
AR999 Automatic Rifle
• Allows a weapon with the Laser special rule to use +3
the Snapshot action. Custom ranged weapon – two‐handed

• Model may not perform a Sprint or Charge SHORT RANGE MODIFIER LONG RANGE MODIFIER
double‐action. 12" +2 24" -1
• ‐1 to the carrying model’s Move and Evade stats
(may not be reduced to less than zero). POWER SPECIAL RULES UPGRADES
4 – High Power, Rapid Fire

153
Armoury cards

Permission to photocopy for personal use only. Failure to observe this law carries the following sentence: 15 years in the Iso‐Cubes.
Armoury cards

Permission to photocopy for personal use only. Failure to observe this law carries the following sentence: 15 years in the Iso‐Cubes.
Big Meg cards

Permission to photocopy for personal use only. Failure to observe this law carries the following sentence: 15 years in the Iso‐Cubes.
Big Meg cards

Permission to photocopy for personal use only. Failure to observe this law carries the following sentence: 15 years in the Iso‐Cubes.
Index

A H
Accelerate (action), 30 Conditions Hand bombs, see Weapons
Action chips, 14 damaged, 32 Healing
drawing, 14 destroyed, 32 campaign, 142‐143
playing, 14 grievously injured, 23 hunker down (action), 19
Actions immobilised, 32 shake it off!, 17
double, 16, 18 incapaciated, 23, 142 Heavy weapons, see Weapons
single, 16, 17 Injured, 23 Heist, The, see Scenarios
Activating models, 14, 30 pinned, 21, 24, 26 Hi‐Ex, 52
Aimed Fire (action), 18 seriously injured, 23 Hitting targets, 20, 24
Aimed Fire only (weapon special stunned, 23 Homer Blint, 99
rule), 48 subdued, 23, 142 Hunker Down (action), see Healing
Ambush, see Scenarios Cool, see Statistics
Armoury cards, 50, 154‐155 Cover, 22

I
Armour & Crimes & Sentencing, 124‐127, 144 Incapacitated, see Conditions
Specialist Equipment, 54‐55 Incendiary, 52
Incendiary (weapon special rule), 49

D
Day Stick, 68 Inmate Judge, 84

B
Base upgrades, 148‐149 Deeds, 146 Injured, see Conditions
Big Meg cards, 56, 155‐156 Defences, 148 Injury, 22
Blast weapons, 48 DemoBot, 114
Blast (X") (weapon special rule),48 Dice, 9

J
Block Gangs, 92‐95 Dick Porker, 105 Judge Death, 82‐83
Block Gang profiles, 94‐95 Difficult terrain, see Terrain Judge Dredd, 72‐75
Blocking terrain, see Terrain Dismounting, see Mounted models Judge Grice, Inmate Judge, 84‐85
Boot Knife, 68 Dodging, 21, 24 Judges, 58‐62, 70‐71, 145
BOING®, 55 Judge Stat profiles, 62
Brawler (skill), 26

E
Bullet time, 22 Earning Deeds, 146

K
Electro (weapon special rule), 48 Karl Raider, 86‐87
Escaping, see Close combat Knockback (weapon special rule), 49

C
Campaign record sheet, 160 Evade (stat), see Statistics
Campaigns, 140‐154

L
Charge (action), 18 Laser (weapon special rule), 49

F
Citizen, 90‐91 Factions, 140 Lawgiver Mk2 Pistol, 66‐67
Citi‐Def, 100‐103 Falling, 36 Lawmaster, 64‐65
Citi‐Def profiles, 102‐103 Fancy footwork, 35 Lawrod, 68
Climbing (action), 36 Fatties, 104‐107 Leader (faction), 141
Close combat, 24 Fattie profiles, 106‐107 Leaping (action), 36
escaping, 26 Fight (action), 17, 24 Let’s Ride! (skill), 62
while mounted, 28 Fight (stat), see Statistics Line of sight, 20
Close combat weapons (stats), 13 Fire arcs, 10, 20 Long Barrel
Combat dice, see Dice Foot Chase, see Scenarios (weapon special rule), 49
Concealed (weapon special rule), 48 Forced dismount, 28‐29 Long guns, see Weapons
Concussion, 52 Fourth Faction Agents, 108‐109
Frag, 68

M
M2000 Widowmaker, 68
Man Trap, 55

G
Game end, 15 Markers, 10
Game size, 123 Mean Machine Angel, 96‐97
Game turn, 14 Measuring, 10
Gas (weapon special rule), 49 increments, 11
Genetik Construkts, 108‐109 Mechanismo Mk1 Auxiliary Judge,
Going for broke, 15 80‐81
Grav (special rule), 29, 31 MediBot, 111
Grudge points, 150 Mo‐pad Madness, see Scenarios
Gunfighter (skill), 22 Mounted models, 28‐29
Mounting, see Mounted models
Move (action), 17
Move (stat), see Statistics
Movement (vehicle), 30

158
Judge Dredd

V
Multi‐player games, 15 Stat tests, 11 Unattended Mounts, 29
Multiple guns, 40 Statistics, 11 Vehicles, 30‐33, 144
Multiple opponents, 26 below zero, 20 Activation, 30
Mutie Sky Raiders, 118‐121 Cool, 11 Attacking Vehicles, 32
Evade, 11 Damage to Vehicles, 32
Fight, 11 Grav Vehicles, 31

N
Narrative scenarios, 151 Move, 11 Movement, 30
Nero Narcos, 116‐117 Notoriety, 11 Passengers, 31
Notoriety, 11, 141, 146 Resist, 11 Ram Attack, 31
Shoot, 11 Ramming obstacles, 37
Stealth Suit, 54 Stats, 33

O
Oola Blint, 98 Stub gun, 69 Turning, 30
Open terrain, see Terrain Stumm Gas, 53, 68 Vehicles Attacking, 31
Orlok the Assassin, 88‐89 Stump guns, see Weapons
Overwatch (action), 19 Stun (weapon special rule), 49

W
Stunned, see Conditions WarBot, 113

P
Packs, 19 Subdued, see Conditions Weapons
Passengers, 31 Subduing, 26 basic stats, 12‐13
Picking targets, 20 close combat, 46‐47
Piercing (weapon special rule), 49 hand bombs, 52‐53

T
Pinned, see Conditions Terrain, 34 heavy, 44
Pistols, see Weapons blocking, 35 long guns, 42
Promotions, 147 difficult, 35 maximum carried, 40
Psi‐Judge Cassandra Anderson, doors & windows, 37 pistols, 41
76‐77 ladders & stairs, 36 rifles, 42
open, 35 special rules, 48‐49
terrain areas, 34 stump guns, 43

Q
Quick thinking, 56 terrain Resist, 36 weapon variants, 152‐153
Throw (action), 17
Throw (weapon special rule), 49

R z
Raid, The, see Scenarios Turning, 10 Zeroes are not heroes, 20
Ranged attacks, 20 Two‐weapon fighting, 27
against vehicles, 32
Ranged weapons (stats), 12

U
Re‐rolls, 9 UtilBot, 111
Rending (weapon special rule), 49
Resisting hits, 21, 25
Ricochet (weapon special rule), 54
Rifles, see Weapons
Robots, 110‐114
Rumble, see Scenarios

S
Scatter, see Blast weapons
Scenarios, 128‐139
Ambush, 130
Foot Chase, 128
The Heist, 136
Mo‐pad Madness, 138
The Raid, 134
Rumble, 132
SecBot, 112
Seeker, 54
Set Up, 123
Shake it off! (action), see Healing
Shoot, see Statistics
Shooting, see Ranged attacks
Shot in the Back, 21
SJS Senior Judge Alex Gerhart, 78‐79
Sky Raider profiles, 120‐121
Smoke Bomb, 53
Specialist Judges, 70‐71
Snapshot (action), 17
Sprint (action), 18
Star chips, 14

159
JUDGE DREDd CAMPAIGN RECORD SHEeT
Name M S F E R C Notoriety Deeds Rank Gear and Special Rules Wounds

Base Upgrades Notoriety Feud Grudge Points ®

TM

Permission to photocopy for personal use only. Failure to observe this law carries the following sentence: 15 years in the Iso‐Cubes.
Total Notoriety:
Miniatures
®

Game

Judge Dredd is a skirmish tabletop miniatures


battle game for two or more players set in
the Judge Dredd universe created by the
legendary comic creators John Wagner
and Carlos Ezquerra. In it Street Judges
patrol the towering City Blocks and
crammed streets of the vast megalopolis
Mega‐City One, a city full of criminals,
gangs, crazies and murderers. Only
the uncompromising resolve of the Judges
stands in the way of total lawlessness.
In Judge Dredd, players take control of a
small team of Judges or Perps as they fight
for justice or survival in the mean streets
of Mega‐City One and beyond.
This book contains all the rules you
need to play Judge Dredd including
scenarios, weapon rules and profile lists
to create your own patrol of Judges and
criminal gangs for them to sentence.

2000 AD® is a registered trademark. Judge DreddTM ISBN: 978-1-911281-56-6


copyright © 2019 Rebellion 2000 AD Ltd.
All rights reserved.
© Copyright Warlord Games Ltd. 2019.
Warlord Games and the Warlord Games logo
TM
are trademarks of Warlord Games Ltd.
All rights reserved.

www.warlordgames.com judgedreDd2000ad.com Product code: 659410001

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