Judge Dredd - WEB PDF
Judge Dredd - WEB PDF
Judge Dredd - WEB PDF
Game
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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
Armour & Specialist Equipment . . . . . . . . . . . . . . . . 54 Fourth Faction Agents – Sov Genetik Construkts . . 108
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
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.
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;
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.
ORDINARY DICE
‐1 to the result) or positive
(e.g. +1 to the result).
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
Focused
Focused
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.
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.
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
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
15
Sector 39 Judges in force on the streets.
• 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.
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).
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.
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
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
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.
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.
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.
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:
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
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
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.
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.
28
Core Rules
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.
• Move.
• Accelerate.
A+B
• Decelerate.
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
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.
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 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
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.
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).
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!
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.
39
THE WEAPONS LOCKER
40
armoury
Spit Pistol
Ranged weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
8" +2 16" -1
Hand Cannon
Ranged weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
8" +1 16" 0
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 –
Laser Rifle
Ranged weapon – two‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
12" +1 24" 0
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.
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
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.
–
SPECIAL RULES
Concealed, Piercing
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
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.
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.
48
armoury
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).
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.
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
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
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.
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.
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
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
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
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.
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.
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.
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
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.
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
64
Denizens of mega-city one
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.
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
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
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’.
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!
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.
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.
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!
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Denizens of mega-city one
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Indestructible
“The pain must be excruciating — he shouldn’t even be
able to stand, let alone walk!”
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.
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Denizens of mega-city one
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.
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Denizens of mega-city one
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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.
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Denizens of mega-city one
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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.
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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.
WEAPONS
You may arm your inmates with the weapons listed
below for the appropriate Notoriety Cost.
Spit Pistol +2
Spit Carbine +3
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Denizens of mega-city one
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.
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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.
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Denizens of mega-city one
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 –
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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.
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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.
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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.
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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)
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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
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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.
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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.
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Denizens of mega-city one
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
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.
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Denizens of mega-city one
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.
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Denizens of mega-city one
100
Denizens of mega-city one
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
102
Denizens of mega-city one
BODY ARMOUR
Any Citi‐Def model can be upgraded with ballistic shell
armour and gain +1 Resist for +2 Notoriety.
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.
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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.
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.
105
FATtIE PROFILES
Type Move Shoot Fight Evade Resist Cool Special Notoriety
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.
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Denizens of mega-city one
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.
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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.
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.
110
Denizens of mega-city one
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 –
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.
WEAPONS
RANGE MODIFIER SPECIAL RULES
1" +1 Stun
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.
WEAPONS
Laser Rifle
Ranged weapon – two‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
12" +1 24" 0
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.
SPECIAL RULES
Piercing, Rending
Rivet Gun
Ranged weapon – one‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
6" +2 12" -2
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
WEAPONS
FI‐27 Grenade Launcher
Ranged weapon – two‐handed
SHORT RANGE MODIFIER LONG RANGE MODIFIER
10" +1 20" -1
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!
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
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)
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.
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.
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.
126
Scenarios
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
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
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.
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.
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 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.
135
SCENARIO 5
THE HEIST
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.
136
Scenarios
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.
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
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).
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.
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
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.
“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.
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
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.
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.
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
PROMOTIONS
Deeds allow a model to be promoted in rank. Promotion ranks for the Judges, Block Gang and Citi‐Def factions are:
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.
148
To live and die in mega-city one
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.
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.
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.
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
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
• 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
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Armoury cards
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Big Meg cards
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Big Meg cards
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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
TM
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Total Notoriety:
Miniatures
®
Game