Judge Dredd Miniatures Game
Judge Dredd Miniatures Game Rulebook
Table of Contents
Table of Contents
Introduction
The Basic Rules chapter provides everything you need to get started playing Judge Dredd, and the introductory scenario, The Barko Brothers on page 11, will get you fired up with a basic conflict in the Cursed Earth.
Beyond that, you will be introduced to the campaign system, allowing you to face a variety of enemies within Mega-City One and without, fighting for chaos and mayhem, or Law and order.
Conventions
There are a number of conventions used throughout these rules.
Ten-sided dice are used throughout Judge Dredd. A zero on such a dice should always be counted as a 10.
If you are called upon to roll a D5, simply roll a D10 and halve the result, rounding up.
Whenever fractions arise elsewhere in the game, always round downwards.
Finally, many special rules allow players to re-roll dice. However, a single dice may only be re-rolled once by each player, and he must accept the final result even if it is worse than the first. It is possible for a dice to be re-rolled twice, once by each player.
Basic Rules
This chapter contains all the basic rules you need to conduct fights in the universe of Judge Dredd. Once you have read through the basics of choosing actions and making reactions, you will be ready to try the first scenario, The Barko Brothers.
All the miniatures used in Judge Dredd are referred to as models in these rules, no matter what their size. Everything from a small rat to a huge fatty or a judge in a holocaust suit is considered to be a model.
Models
Most models used in Judge Dredd, especially those of around man-size or smaller, are mounted on their own plastic bases. All measurements in the game are made from the edge of these bases.
Some larger models, such as vehicles and large aliens, do not have bases, as they are able to stand on the table without additional support. On such models, measurements are taken from the closest edge of the model's body or hull.
Characteristics
Every model in Judge Dredd is defined by a set of characteristics showing you how well it shoots, fights in close combat, jumps over yawning chasms and other exciting things!
These are the characteristics of an average punk in Judge Dredd.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Punk | 5" | +0 | +0 | +0 | 2D | +0 | 0 | 1 |
- Move: The maximum distance a model may be moved with a single Move action.
- Agility: A measure of how nimble and dextrous the model is, and is used for such activities as dodging incoming fire or jumping across a gap between buildings.
- Shoot: How accurate a model is when shooting a pistol or throwing a grenade.
- Melee: How skilful the model is in close combat.
- Melee Dice: This is how many dice the model rolls when involved in close combat.
- Will: How mentally tough the model is, and how well it can resist psychic powers.
- Armour: This score is used to protect a model from harm – unless an armour-piercing weapon is used!
- Hits: Particularly hardy models can survive several successful attacks before dropping to the ground.
Models with access to psychic abilities have an additional characteristic.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Psi | Armour | Hits |
|---|---|---|---|---|---|---|---|---|---|
| Pyrokinetic | 5" | +0 | +0 | +0 | 1D | +1 | 4 | 0 | 1 |
- Psi: This is the measure of the model's mental energy, and limits how many psychic powers it can use.
Checks
When using these characteristics during a game, most of the time you will be called on to make a Check. This is done simply by rolling a dice and adding (or subtracting) the appropriate characteristic.
If the final result equals 6 or more, the Check has succeeded!
If the punk above is called on to make an Agility check, to leap onto a moving mo-pad, for example, its player would roll a dice and add the punk's Agility (+0 in this case). If he rolls a 6 or more the check is successful and he clambers on board!
A roll of a 1 is always a failure, no matter what bonuses are being applied, and a roll of a 10 is always a success.
Opposed Checks
Sometimes, you will be called to make an opposed check against an enemy model. Roll a dice and add the appropriate characteristic, as for a normal check. However, the enemy model also rolls a dice and adds its characteristic, the model with the highest total wins the check. In the event of a tie, both models re-roll their checks.
The Turn
Every battle fought in Judge Dredd takes place over a number of turns. During each turn, every player will have a chance to move and fight with all of his models. When a certain number of turns have been completed, or victory conditions have been attained, the game ends, and the victor decided!
Turns & Phases
During a turn, one player will move and fight with all of his models – this is called his Player's Phase. When he has finished, his opponent takes over and runs through his models in his own Player's Phase.
These two Player Phases together make one complete turn in the game.
Compulsory Movement
Sometimes a model will be forced to move, regardless of what its player wants it to do. A psychic power may force a model to flee, for example. All compulsory movement is done right at the start of a turn, before the Player Phases, regardless of whose model it is.
First Phase
Many scenarios will tell you which player takes the first Phase of the game. If it does not, both players should roll a dice. The player who rolls the highest will take the first Phase.
Victory & Defeat
Each scenario you play will define how each side can win the game. This may be as simple as fighting until the opposing side panics and flees, or it may be more involved, such as getting a hostage out of harm's way or stealing a particular object before the enemy can run away with it.
Actions
When a model is selected by you in a turn, it must make two actions before you can move on to another model. These two actions must be performed at this time and you are not allowed to hold an action in 'reserve' to be used later in the same turn. When you start using the Advanced Rules, you will be able to choose not to make an action with a model, and instead put it on Alert Status (see page 13).
Types of action permissible by any model are detailed below.
Move
During a Move action, a model may move any amount of inches in any direction, up to its Move characteristic. A model is assumed to be facing (keeping an eye out) in all directions at once and may make as many changes in direction as you wish during its movement.
A model performing a Move action may be moved in any direction (and not necessarily in a straight line) for any distance up to its Move characteristic.
Terrain
Rough ground and other hazards can slow a model down or stop it altogether. All terrain is defined as one of the following.
- Clear: This includes town streets, flat and open ground, and gentle hills. There is no penalty for crossing this type of terrain.
- Difficult: Difficult terrain is anything that might impede a model's progress as it tries to cross the ground. It includes ruins, dense vegetation, walls and other barriers. A model trying to cross difficult terrain will have its Move halved during that Move or Melee action.
- Impassable: This is terrain that is impossible for a model to cross, no matter how hard it tries! Huge buildings without openings, cliff faces and deep crevices are all examples of impassable terrain. A model cannot cross impassable terrain.
- Dangerous: Some terrain is positively lethal! It includes deep pits, lava flows and vegetation filled with carnivorous plant life. Dangerous terrain is treated in the same way as difficult terrain except a model must make an Agility check after it has completed any action. If it fails, it automatically loses one Hit.
Shoot
When choosing a Shoot action, the model may make one shooting attack against any eligible target.
Shoot Actions
To perform a Shoot action, a model must be armed with a ranged weapon, such as a handgun. It must also have Line of Sight to its target and the target must be in range of its weapon. Also, a model may not choose to make a Shoot action if an enemy is in contact with it.
A model with no Shoot score may not take a Shoot action.
Line of Sight
A model must be able to see its target, or at least part of it, in order to be able to shoot it. This means you may have to bend down to the table's height for a model's eye view! So long as you can see at least part of the target's body (flags and radio antenna do not count!), then the model has Line of Sight, and you can check the range.
Range
Every weapon used for shooting has a Range characteristic (see below). Measure a straight line from the edge of the attacking model's base to the edge of the base of the target. If this is equal to or less than the weapon's Range then you may attack!
Weapon Characteristics
Like models, weapons have characteristics too, showing how powerful they are in battle.
These are the characteristics of a basic handgun.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules | Cost |
|---|---|---|---|---|---|---|
| Handgun | 15" | 1D | 1 | –1 | — | 10 |
- Range: The maximum distance a weapon can be used at in a Shoot action.
- Shooting Dice: How many dice the weapon allows the model to roll in a Shoot action.
- Damage: The higher the Damage of a weapon, the more likely it will destroy whatever it hits.
- AP: The Armour-piercing characteristic is used to negate a target's Armour.
- Special Rules: Some weapons have special rules that make them exceptionally powerful (or weak!). A full description of all Special Rules can be found on page 15.
- Cost: Used in campaign games, this is how much a weapon costs to purchase for a model.
Making a Shooting Attack
Once you have selected a target during a Shoot action, and have checked it is in Line of Sight and in range, it is time to unleash hell!
To shoot, the attacking model rolls the number of Shooting Dice allowed by its weapon and adds its Shoot characteristic to all dice rolled.
The target model rolls one dice and adds its Agility.
Compare the highest dice totals of both the defender and the attacker.
If the attacking model did not beat the target model's roll, then it has missed!
Every Shooting Dice rolling higher than the target's Agility roll will be a successful attack. Each successful attack will deduct a number of Hits from the target equal to its weapon's Damage score.
If the target's Hits are reduced to 0 or less then it is removed from the game – either dead or very badly injured.
Armour and Armour-piercing
It is a foolish punk who goes into battle without at least a little protection.
A model with an Armour characteristic who suffers damage from a shooting attack may escape harm altogether as the Armour absorbs the hit, not the model.
When the model has been hit by a shooting attack, roll a dice and add the model's Armour score. If the result is greater than 10, then no Hits will be lost. The attack has been deflected!
However, if the weapon has an AP score, this must be deducted from the dice roll. Very powerful weapons may make it impossible for Armour to protect a model – the weapon just blasts through any defences!
Note that a roll of a 1 for Armour is always a failure, no matter what your bonus is!
Cover
A target can sometimes be obscured by terrain and other models, making it much harder to hit or hurt.
There are two types of cover.
- Light Cover: This is cover that obscures the target but otherwise provides no great protection from incoming bullets. Examples include dense vegetation, smoke or a crowd of panicking civilians. Light cover will grant a target a +3 bonus to its Agility when rolling against a shooting attack.
- Heavy Cover: This will provide a model with some decent protection and includes thick walls and buildings. Heavy cover grants a target a +3 bonus to its Agility and a +3 bonus to its Armour score when rolling against shooting attacks.
When checking for Line of Sight, you may find the target is partially hidden by a building, rock, wall or something similar. If less than half the model is obscured in this way, then it is attacked normally. However, if more than half the model is obscured, it has cover.
Melee
In Judge Dredd, close combat is sometimes the only way to truly defeat your enemy, no matter how many guns you have on your side. When choosing a Melee action, a model may move any amount of inches up to its Move characteristic into base contact with an enemy model. They will then fight an immediate melee.
Melee Actions
To perform a Melee action, a model must move into contact with an enemy model. If it is unable to do so (its Move is not high enough, for example), then this becomes an ordinary Move action.
When moving as a Melee action, the model obeys all the rules for terrain as described under Move actions on page 6.
Fighting in a Melee Action
Once a model making a Melee action moves into contact with an enemy model, the scrap starts!
Both models roll a number of dice equal to their Melee Dice characteristic, adding their Melee score to all dice they roll. The model with the single highest dice roll wins the fight.
Every Melee Dice that the winner rolled higher than the target's highest roll will be a successful attack. Each successful attack will deduct a number of Hits from the target equal to its weapon's Damage score.
If the target's Hits are reduced to 0 or less, then it is removed from the game – either dead or very badly injured.
Mighty Joe, a Gorilla member of an ape gang, is in a deadly hand-to-hand fight with Mean Al, a vicious human blitzer. Mighty Joe has three Melee Dice and adds +1 to the roll of each due to his Melee score of +1. He rolls a 4, a 6 and an 8, for adjusted totals of 5, 7 and 9.
Mean Al has four Melee Dice and a Melee score of +2. He rolls 1, 1, 8 and 9. With the adjusted totals of 3, 3, 10 and 11, Mean Al has two scores higher than Mighty Joe's highest adjusted total of 9. With no armour and just two hits Mighty Joe is removed from the game, while Mean Al looks around the battlefield for more victims.
Weapon Characteristics (Melee)
Like shooting weapons, melee weapons also have characteristics. Below is a typical knife.
| Weapon | Damage | AP | Special Rules | Cost |
|---|---|---|---|---|
| Knife | 1 | –1 | — | 5 |
- Damage: As with shooting, this demonstrates how powerful the weapon is.
- AP: This is treated in the same way as for shooting weapons.
- Special Rules: Any special rules the weapon uses are shown here. A full description of all Special Rules can be found on page 15.
- Cost: Used in campaign games.
Armour and Armour-piercing (Melee)
Armour is very useful in close combat, but some close combat weapons have been adapted to penetrate even thick armour. Armour and weapons with AP are treated in the same way as for shooting attacks.
Winning a Close Combat
If a model beats its opponent in a Melee action but fails to kill or destroy it, then its player has the option of moving the enemy model 2" directly away from his own. He may then immediately move his own model back into contact (but is not required to).
You may find this useful to create a bit of room around an objective, or even to force an enemy to fall from a high wall!
You cannot push an enemy model into impassable terrain or off the table. However, we highly recommend pushing an enemy into dangerous terrain…
Cover and Melee Actions
An enemy dug deep into cover can be very hard to shift! If a model engages an enemy that is in cover, then its opponent can force it to re-roll any of its Melee Dice.
Once this Melee action has been completed, the attacker will not suffer this penalty for future Melee actions against the same model, as it is assumed it will have clambered over or through the cover.
Ongoing Close Combat
If both models are still standing at the end of a Melee action, then they are locked in close combat, a fight to the death! They cannot just walk away from the fight and both must take Melee actions in future turns until:
- One model is killed or destroyed.
- One model wins a close combat and pushes its opponent back without following it up.
- One model chooses to flee…
Fleeing Close Combat
A player may decide that his model has no chance against its opponent – perhaps he has inadvertently placed his rookie judge in close combat with a Klegg!
When locked in close combat, you may choose to take a Move action. However, before your model can move, it must first fight an immediate round of combat. If it wins, it will not cause any damage to its opponent.
If it survives, it may then continue the Move action as normal.
Shooting into Close Combat
Cynical players may wish to fire indiscriminately into close combat, and to hell with the idea they might accidentally hit their own models!
For every dice rolled as a shooting attack, roll another dice. On a 1–5, the attack will be made against a random friendly model. On a 6–10, it will be made against a random enemy model.
Special
Special actions are used when a model does something, well, special.
Throughout these rules you will find various 'special cases' that use Special actions. For example, some complicated weapons require a model to take a Special action before it can take a Shoot action. If a model needs to plant a bomb on an objective, it must perform one or more Special actions to do so.
A Special action may only be used to do one thing. For example, a model may not use a single Special action to use a complex weapon and plant a bomb. This would require two Special actions.
Charging
If, when moving a model into close combat, you are able to move at least 3" in a straight line before touching your opponent model's, you will gain a charge bonus, reflecting the momentum of someone running full tilt into the enemy!
You will gain an extra Melee Dice for that action only.
You must be able to run at least 3" in a straight line before getting a bonus – you cannot charge around corners!
Hiding
A model within cover may claim that it is hiding by taking two consecutive Special actions in the same Phase.
When an enemy model tries to draw Line of Sight to it, the model may then claim it is hiding and thus negate that Line of Sight, so long as at least half of it is obscured by the terrain giving the cover. A model will remain hiding in this fashion until the start of its next Phase, when it may choose to take two more Special actions to continue hiding.
Ganging Up
If you have more than one model in base contact with an enemy, you can gang up!
For every extra model already in base contact beyond the first, each may add one extra Melee Dice and gain a +1 bonus to their Melee score. Get enough models in, and you will be able to overwhelm even the most skilled enemy!
The Barko Brothers
Introductory scenario
Judge Mix has received a tip from his informants that the Barko brothers are looking to ambush him next time he enters the territory of the Howlin' Wolves street gang of Chester Burnett block. He rushes to the area in order to catch the perps unaware, before they can set their trap, and to bring them to justice.
Forces
Judge Mix is a Street Judge and is patrolling on foot.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Judge Mix | 5" | +1 | +1 | +1 | 2D | +1 | +5 | 2 |
Equipment: Lawgiver with Standard Execution Rounds.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|---|
| Lawgiver | 18" | 3D | 2 | -1 | - |
The Barko Brothers consist of three punk minions (their names are Rufus, Dougall and Milo) armed with handguns and their considerably tougher elder brother Rex who carries a double-barrelled stump gun and wears a shell jacket.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Barko Brothers | 5" | +0 | +0 | +0 | 2D | +0 | +0 | 1 |
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|---|
| Hand Gun | 15" | 1D | 1 | -1 | - |
| Double-barrelled Stump Gun | 12" | 2D | 1* | 0 | - |
* If Judge Mix is within 6" of Rex, then the Double-barrelled Stump Gun will have Damage 2.
Rex Barko is the leader of the local street gang, Rex is a level 1 hero and a much tougher opponent than his three brothers.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Rex | 5" | +1 | +1 | +0 | 2D | +0 | +4 | 2 |
Equipment: Double-barrelled stump gun, shell jacket.
Talents: Inspire, Crack shot.
Set Up
The fight is played out on a four foot by four foot battlefield. The Barko brothers have been caught by surprise and are spread out. In addition, they are placed in separate quarters of the battlefield at least six inches away from the edge of their sections. In the confusion of the fight none of the brothers, except for Rex (who may move freely), may leave their area. If Rex ends his turn in the same quarter as one of his brothers this allows them to move without restriction across the whole battlefield for the rest of the game.
The player using Judge Mix places his model within six inches of any edge of the battlefield and moves first.
Special Rules
None.
Victory Conditions
The fight continues until all the models in one of the forces have been removed from the table, either through injury or failure of Will to Fight. The remaining force is the victor.
Advanced Rules
Once you have read through the basic rules and played The Barko Brothers once or twice, you will have a good understanding of the game. This chapter introduces a range of advanced rules greatly increasing your tactical options and allows you to play with many different units.
Alert Status
When a model takes no actions in its Phase, it is said to be on Alert Status. This means it has stopped moving and actively attacking the enemy, instead it waits for the enemy to make a wrong move. Models are presumed to start the game on alert status.
A model on Alert Status may react to what enemy models do, in the opposing player's Phase. An Alert Status model can react when:
- An enemy model completes (not starts!) an action within 10".
- An enemy model attacks the Alert Status model, or any friendly model within 10".
When reacting in this way, a model on Alert Status can perform one action after the enemy has completed its action or attack. It may only react once in this way, no matter how many models complete actions near it or how many times it gets shot at!
Arrests
Though they almost always possess superior firepower, judges should never consider themselves executioners, even in the face of the most determined resistance. Years are spent at the Academy of Law developing the voices of cadets, instilling within them absolute authority. Any ordinary citizen will immediately halt when so ordered by a judge and even hardened criminals will think twice before disobeying.
By the same token, the judges must at least try to arrest gang members instead of simply killing them. A judge may not make a melee or shooting attack against any model unless it has successfully resisted arrest by passing the Will check or has already made a melee or shooting attack itself.
This means that when judges first move into a firefight, they will begin by trying to arrest their opponents, unless their enemies decide to open fire first.
Heroes will automatically succeed in resisting arrest, but judges must still make the attempt. They do not have to arrest robots or zombies, and may open fire immediately.
Any judge can, as a Special action, order any one Minion within 15" and in Line of Sight to surrender and prepare to be arrested. Both models must roll a dice and add their Will score. If the judge rolls higher, the criminal is removed from the table immediately – it has thrown away its weapons and surrendered to the Law. If the criminal rolled higher, the model need not take any more Will checks in order to evade arrest during the rest of this fight.
Artillery Weapons
Some weapons throw shells or bombs through a very high trajectory, allowing them to shoot over hills and buildings. These weapons, such as mortars and grenade launchers, have the Artillery special rule. All Artillery weapons will also have the Explosive special rule.
Most Artillery weapons will have both a minimum range, and a maximum.
Line of Sight (Artillery)
If an Artillery weapon is used against a target in the attacking model's Line of Sight, it is used in the same way as an ordinary Explosive weapon.
However, Artillery weapons may also be used against targets that are not in Line of Sight (they must still be in range though). Once you have selected the Impact Point, roll a dice and deduct the model's Shoot score. For every full 20" away from the attacking model the Impact Point is, add +1 to this total.
If the result is odd, your opponent may move the Impact Point this many inches in a straight line, in any direction. If the result is even, you move it instead.
This means you can never be quite sure where your Artillery weapons may land, and you must be careful (or lucky!) if you have friendly models in the area…
Climbing and Jumping
To get the best advantage over an enemy in Mega-City One, one must use terrain to its best effect. A punk at the top of a tall structure can get a clear shot at approaching judges, while apes are skilled ambushers, attacking from angles their enemies never suspect.
Jumping
A model may jump across a gap of less than half its Speed with no penalty, so long as the surface it is leaping to is no higher than the one it is leaping from. Simply count this as part of its Move or Melee action.
A model may leap further, up to a maximum distance equal to its Speed. Again, count this as part of its Move or Charge action, and the surface it is leaping to must be no higher than the one it is leaping from. However, it must also take an Agility test. If successful, the jump is made and the model moved from one surface to the other. If the test is failed, the model will fall down the gap! See the rules on Falling further on page 15.
Climbing
So long as a suitable means of climbing is present on terrain (such as a ladder, or plenty of hand and footholds), then a model may climb or descend one 'level' (approximately 5-6") with each Move action. However, it must start and end each turn on a flat surface.
If an automated means of climbing or descending is available, such as a grav lift, then one Move action can be used to go to any level en route.
Critical Hits
Sometimes, a model can get lucky in a fight, delivering a devastating attack which hits an enemy at its weakest point. This is called a critical hit.
- Shooting Attacks: If the attacking model rolls one or more 10's on its Shooting Dice before adding its Shoot score, it has scored a critical hit. If more than one Shooting Dice rolls a 10, then a critical hit is scored for each one.
- Close Combat Attacks: If a model rolls a 10 with its Melee Dice before adding its Melee score and is the winner of that combat, it has scored a critical hit. If more than one Melee Dice rolls a 10, then a critical hit is scored for each one.
Regardless of how a critical hit is dealt, the effect is the same. Any damage the model deals with this attack is doubled.
Dual Weapon Fighting
Whether it is a matter of wanting to kick out twice the damage or just pure style, some warriors opt to take and use two weapons in battle.
Normally, there is no benefit to wielding two weapons at once, other than the player can choose which weapon to use during any Melee or shoot action (and can switch between the weapons during consecutive Melee and shoot actions should he so wish).
However, some Heroes may have access to Talents (see page 50), which greatly enhance the effectiveness of taking two weapons into battle.
Explosive Weapons
Some weapons are highly explosive and are fully capable of tearing apart several targets at once. These weapons have the Explosive special rule.
Every Explosive entry has a score listed after it, showing how far its lethal shrapnel reaches. When attacking with an Explosive weapon, simply nominate a spot within Line of Sight and Range (this is called the Impact Point). Every model within the Explosive score's distance in inches of the Impact Point is a target.
The attacking model will roll a single dice and add its Shoot characteristic as usual, and this is compared to the Agility rolls of every target that has been affected.
Falling
Sometimes a misjudgement is made, and an otherwise brave manoeuvre results in a long fall. This can happen if a model tries to leap a gap and fails, or if two models are fighting high up on a narrow ledge, and one of them pushes the other back.
If a model falls, it is placed on the next available surface downwards (which could be a long way down if it was trying to leap between the spires of two towers!). It then immediately takes damage.
The damage taken and the number of Hits deducted depends on the distance fallen, as shown on the table below. An Agility check can be made to halve the damage (rounding up).
| Distance Fallen | No. of Hits Lost |
|---|---|
| 4" or less | 0 |
| 4"-6" | 1 |
| 6"-10" | 2 |
| 10"-15" | 4 |
| 15" or more | All Hits lost |
Knockdowns
Some attacks are so powerful, they will literally knock a model off its feet!
A model that has suffered a knockdown is laid on its side to represent the fact. In its next Phase, the model must spend a Move action to stand up again – it may not move any further during this action.
Until the model is standing again, it is considered to be prone. Other than a Move action to stand, it may not take any other actions, and will suffer a –4 penalty on all Agility and Melee Dice it is called upon to roll.
Parrying
A model skilled in close combat or one armed with certain weapons may have one or more Parries, allowing him to deflect the blows of an enemy.
Each Parry allows you to re-roll one of your opponent's Melee Dice in close combat. You must both stick with the re-rolled total, even if it is better than the previous roll! The more Parries a model has, the more Melee Dice it can force a re-roll of.
Stunning
Several weapons and Talents can stun an opponent, rendering them insensible for a short time.
A model will lose one action from its next Phase for every stun it suffers. Until it can take an action, a model counts as rolling a 1 for every Agility and Melee Dice it is required to make.
Weapon Special Rules
- Artillery: See Artillery Weapons on page 13.
- Blast: Some weapons have tremendous power close in, but this drops off rapidly as the range increases. When attacking a target within 6", add +1 to the weapon's Damage score.
- Dangerous: Whether through the use of too much power or simply shoddy construction, this weapon is almost as dangerous to the user as the target. Whenever a 1 is rolled when trying to hit an enemy in either close combat or shooting, roll the dice again immediately. If another 1 is rolled, the weapon makes an immediate attack against the model using it.
- Explosive X: Throwing out deadly shrapnel or otherwise affecting a wide area, this weapon can affect several closely-packed targets at once. See the rules for Explosive weapons on page 15.
- Gas: Whether using chemicals that stun or deadly toxins, this weapon emits a gas. Robots and models using respirators are immune to all of its effects. Other models will count as having an Armour score of 0.
- Parry: This weapon is well suited for knocking aside an enemy's attacks. You may force your opponent to re-roll one of his Melee Dice.
- Power Shot: Delivering such a weight of shot that targets can sometimes be knocked off their feet, these weapons are popular for their intimidation factor. If this weapon scores 3 higher than its opponent when rolling to hit (but before any actual damage is worked out), then the target will be pushed back D5" directly away from the attacker and suffer a knockdown.
- Complex: Some weapons are difficult to use or require reloading after every shot. Before a Shoot action is performed to fire this weapon, a Special action must be taken immediately before hand.
- Smasher: This weapon is so heavy and brutal when swung with force, that it is impossible to stop. A Smasher weapon cannot be parried.
Will to Fight
Even the most veteran soldier knows that it is sometimes better to run away than fight to the bitter end. This is represented by the Will characteristic.
At various points in game, a model may be called upon to make a Will check. As usual, this is done by rolling a dice, and adding its Will characteristic.
If the result totals 6 or more, then the model toughs out whatever adversity it faces, and stays in the fight. If the check is failed, then the model is immediately removed from the table – it has run away, scurrying for cover!
Throughout these rules, there are times when a Will check must be made. However, models must always make a Will check immediately when faced with the following circumstances.
- If a Minion has Line of Sight to a friendly Hero who is removed as a casualty.
- If a model's side is reduced to one quarter of its starting models, rounded down.
Voluntary Retreat
A player may choose to voluntarily retreat his force – he may do this because it is clear he is not going to be able to defeat his enemy and he wishes to save his force more pain!
A player may choose to voluntarily fail any Will to Fight check. However, he will count as having failed the check with regards to any special rules that might apply, and he may only choose to fail a Will to Fight check when a model is required to make one. Not before!
Equipment
The universe of Judge Dredd has many strange and wonderful weapons and other items, and others that seem crude and decidedly low-tech. However, even a simple knife can improve a punk's chances of survival on the streets of Mega-City One, and a rich perp can afford the finest illegal weaponry money can buy. The Justice Department works hard to keep pace with evolving illegal weapons on the streets, and judges are exceptionally well armed.
Encumbrance
Even the toughest perp has a limit to what he can carry. Unless otherwise stated, a model can only carry the following at any one time:
- Two close combat weapons
- Two pistol weapons
- One rifle or heavy weapon
- Two types of grenade
- One type of armour
- Up to six bionics or other types of equipment
You should generally find this is more than enough for a model to deal with the unexpected!
Close Combat Weapons
Most models will want to keep a close combat weapon handy, for close encounters.
| Weapon | Damage | AP | Special Rules | Cost |
|---|---|---|---|---|
| Axe | 1 | –2 | — | 10 |
| Cleaver | 2 | –2 | Parry | 30 |
| Club | 1 | 0 | Smasher | 5 |
| Chainsaw | 2 | –3 | Smasher | 50 |
| Electro-prod | Special | 0 | Weak | 10 |
- Axe: Usually found in the hands of desperadoes from the Cursed Earth or troggies from the Undercity, but this ages old tool still makes for a good weapon.
- Cleaver: Usually found in munce burger bars, enterprising perps have discovered that these tools can easily double as makeshift swords.
- Club: When there is nothing else about, a club makes for a perfectly respectable weapons – so long as the enemy does not bring a gun…
- Chainsaw: A common utilitarian tool can become terrifying when wielded in close combat.
- Electro-prod: Typically used to spur wild cattle in the Cursed Earth forward, it is also useful for forcibly pacifying an opponent. If this weapon successfully damages an enemy, do not deduct a Hit. Instead, the model will take a stun. Multiple hits from an electro-prod will cause more stuns to be caused, potentially disabling a model from doing anything for several turns.
- Fists & Feet: Citizens lack Justice Department unarmed training, but a gang of them can still bring down a judge.
- Katana: Perhaps a cliché too far, especially when accompanied with a long coat, but Japanese-manufactured swords remain impressive close combat weapons.
- Knife: Perfectly legal in one's home, a blade on the street will get a citizen an instant spot in an iso-cube – however, those within gangs will care little for that.
- Large Club: When a two by four or crowbar just won't do, some punks like to supersize and use a much larger club, with greater weight behind it.
- Las-knife: With a white hot blade, the las-knife can cut through pretty much anything, and makes a mockery of armour.
Pistol Weapons
Easy to conceal and yet capable of packing a great deal of firepower, pistol weapons are extremely versatile.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules | Cost |
|---|---|---|---|---|---|---|
| Antique Revolver | 12" | 1D | 1 | 0 | Dangerous | 5 |
| Electra Zap Gun | 15" | 1D | Special | –1 | — | 10 |
| Hand Cannon | 15" | 1D | 2 | –3 | Power Shot | 40 |
| Handgun | 15" | 1D |
- Antique Revolver: Sometimes all a punk can get hold of is an old (and highly illegal) family heirloom. Such weapons are cheap and even effective, in their own way, but have a nasty habit of blowing up in their user's hands.
- Electra Zap Gun: A brightly coloured and intimidating looking pistol, the electra zap gun fires an electro-charge that disables its opponents for a short time. If this weapon successfully damages an enemy, do not deduct a Hit. Instead, the model will take a stun. Multiple hits from an electra zap gun will cause more stuns to be given, potentially disabling a model from doing anything for several turns.
- Hand Cannon: Utilising gauss technology, the hand cannon puts the ultimate big bore slugthrowing power into a punk's hand.
- Handgun: A powerful sidearm, handguns have come a long way and in Mega-City One, even a juve armed with one can become a judge-killer.
- Laser Pistol: Requiring almost as much power as the much larger rifle, the laser pistol's range is greatly curtailed in an effort to keep its rate of fire to an acceptable level. However, it is devastating against well-armoured targets, slicing through all but the heaviest protection with ease.
- Spit Pistol: Capable of fully automatic fire, the spit pistol is a cut down version of the much-loved-by-perps spit gun. It chews through ammunition quickly, but few targets are left standing after a long blast.
- Zip Gun: Spitting tiny calibre rounds, the zip gun is generally regarded as a toy by serious perps. However, its fearsome rate of fire is a redeeming feature, as is its cost compared to larger weapons.
Rifle Weapons
When involved in heavy combat, there is very little that beats a good rifle weapon.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules | Cost |
|---|---|---|---|---|---|---|
| Double-barrelled Stump Gun | 12" | 2D | 1 | 0 | Blast, Power Shot | 15 |
| Laser Rifle | 48" | 1D | 3 | –5 | Complex | 70 |
| Long Rifle | 36" | 1D | 2 | –1 | — | 20 |
| Sawed-off Stump Gun | 10" | 1D |
- Double-barrelled Stump Gun: Two barrels has to be better than one, and this version of the stump gun packs a big wallop. However, after firing, a model must spend a Special action reloading it before firing again.
- Laser Rifle: Huge power consumption means this weapon requires large power packs and time to recharge between shots, but it remains a superb tool for those looking to engage in one shot, one kill tactics.
- Long Rifle: An old and archaic weapon, the long rifle is typically of a bolt action design, though it retains a healthy range. In the hands of an expert, it can be devilishly accurate.
- Sawed-off Stump Gun: By simply sawing off a length of the barrel from a stump gun (something even the meanest perp can do at home), the range of the weapon is reduced but its short range power greatly magnified.
- Spit Gun: A rapid-firing, fully automatic rifle, the spit gun is valued for its ability to cut through a judge's armour. Though expensive, it is relatively easy to maintain, and many punks aspire to own one.
- Stump Gun: Using cartridges packed full of heavy pellets, the stump gun does not have a great rate of fire, but packs a very solid punch.
Grenades
High explosives in a handy palm-sized package are always an attractive option for those who want to cause chaos and mayhem on the streets.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules | Cost |
|---|---|---|---|---|---|---|
| Concussion Grenades | 10" | 1D | Special | 0 | Explosive 2, Weak | 20 |
| Fire Bombs | 10" | 1D | 1 | 0 | Explosive 1 | 25 |
| Hand Bombs | 10" | 1D | 1 | 0 | Explosive 2 | 20 |
-
Concussion Grenades: Often referred to as a stun grenade, this weapon sends out a pulse of energy designed to confuse and incapacitate enemies for a short period of time. If this weapon successfully damages an enemy, do not deduct a Hit. Instead, the model will lose its next two actions. Multiple hits from several concussion grenades in the same Phase will not cause a model to lose more actions.
-
Fire Bombs: Powerful incendiary devices, fire bombs are useful tools for burning out enemies buried under cover. After being struck by a fire bomb, regardless of whether any damage was caused, the target must make an Agility check at the start of every turn. If it fails, the flames continue to ravage it, and it will automatically lose a Hit. A successful Agility check will result in the flames dying out.
A model on fire must make a successful Will check at the start of the turn in order to take actions normally in its Phase. If it fails, it will automatically perform two Special actions just trying to beat out the flames – however, it will also be able to re-roll its Agility check in order to avoid taking more damage that turn.
-
Hand Bomb: The humble grenade is cheap and relatively easy to manufacture, though street punks who try to build their own tend to have short careers.
Heavy Weapons
If you are expecting to face hordes of enemies, or robots and vehicles, a few heavy weapons will be the ideal counter.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules | Cost |
|---|---|---|---|---|---|---|
| Heavy Spit Gun | 24" | 4D | 2 | –3 | Spray | 75 |
| Laser Cannon | 48" | 1D | 6 | –5 | Complex | 90 |
| Missile Launcher | 60" | 30 | ||||
| AP Missile | — | 1D |
- Heavy Spit Gun: The ultimate development of spit gun technology, this rapid firing, man portable machine gun is only found in the armouries of the Citi-Def or the most well connected street gangs, but its fearsome rate of fire ensures any enemy will keep his head down when the bullets start flying.
- Laser Cannon: Requiring massive reserves of power, the laser cannon can nonetheless punch through the toughest armour and deal huge amounts of damage. Fully capable of wrecking a Justice Department Manta prowl tank or downing an H-Wagon, this weapon is extremely expensive and above the means of most street gangs.
- Missile Launcher: A simple tube with ranging systems, the missile launcher has the advantage that the user can load different warheads in order to engage different targets in a battle. A model can take a maximum of three missiles into a battle, which are purchased separately.
- AP Missile: Capable of punching through thick armour on a vehicle, the AP missile can disable a large target where other weapons would simply bounce off.
- HE Missile: With a tightly packed high-explosive warhead, this is a general purpose missile that can deal with most targets.
- Homing Missile: Highly agile and with a sophisticated computer brain to guide it, this missile is relentless, pursuing a target once it has locked on. Targeting this missile is a difficult process that requires time and training, but once done, annihilation is assured. A model firing a homing missile may re-roll its Shooting Dice if it fails to hit its target.
Armour
Even the most confident perp recognises the value of a good shell jacket. Armour can provide protection against the worst mistakes.
| Armour | Armour | Cost |
|---|---|---|
| Anti-Mugging Suit | +5 | 40 |
| Energy Shield | +8 | 100 |
| Exo-suit | +4 | 75 |
| Leather | +3 | 5 |
| Pad Armour | +4 | 10 |
| Shell Jacket | +5 | 20 |
| Sports Armour | +6 | 30 |
- Anti-Mugging Suit: First bought by nervous citizens, then used by perps, this is an armoured suit decked with wickedly sharp spikes that are likely to cause harm to anyone trying to assault the wearer. Whenever a model attacks the wearer with a Melee action, it must first succeed at an Agility check or lose a Hit. Armour protects against this damage as usual.
- Energy Shield: An alien device, this belt-mounted device throws up a faintly visible shell of energy around the wearer, which can deflect heavy firepower. The energy shield functions as normal armour, but will only absorb a total of 10 Hits of damage. Once 10 Hits have been absorbed by the shield (by making its Armour rolls), it will instantly wink out of existence, with any remaining damage being applied to the wearer's own Hits. The energy shield can be worn with other armour, but only one of them can be used against any one attack.
- Exo-suit: Designed to increase the efficiency of factory workers and spaceport dock loaders, the exo-suit greatly increases the strength of its wearer. A model wearing an exo-suit gains a +1 bonus to its Melee score and an extra Melee Dice.
- Pad Armour: The least effective armour a punk can get. By taking fashionable pads and layering them with resistant materials, even a juve can enter a fight with some protection.
- Shell Jacket: A light, military-style bullet-proof jacket, this is commonly worn by Citi-Def units and wealthier punks.
- Sports Armour: Jetball is a tough game, and its participants are well armoured with heavy padding, helmets and bulky chest plates. It did not take long for an enterprising punk to figure out that this entirely legal armour could protect him on the streets, while sporting the logo of his favourite jetball team at the same time.
Equipment
With varying degrees of legality, there are many items, common and rare, that perps have put to use in their criminal activities.
- Bat Glider (50 cr.): Utilising light weight fabrics and a low-thrust rocket pack, the bat glider allows a citizen to soar the skies of Mega-City One! To use a bat glider, a model must launch itself with a Move action from a height of at least 6". While gliding, a model has a Move of 10" and becomes a Flyer. It must perform at least one Move action every phase or it will immediately land and must launch itself again from a suitably high height. A bat gliding model may only use close combat or pistol weapons, and may never dual wield them.
- Chameleon Suit (50 cr.): Made from a strange, alien photochromatic material, the chameleon suit bends light around the wearer, making him almost invisible. So long as this model is in cover and did not make a Shoot or Melee action in its last Phase, this model may not be targeted by any attack from a distance greater than 20".
- Jetpack (50 cr.): Great skill is required to use a jetpack properly, but this dangerous device allows a citizen to leap great distances in a single bound! A jetpack may be used in any Move action, allowing a model to move up to 15" instead of its usual Move, and temporarily gains the Flyer type during this Move action only. An Agility check must be made upon landing. If this is failed, the model loses any further actions this phase, and will lose one Hit.
- Medi-Kit (25 cr.): Containing a veritable smorgasbord of bandages, stimulants and adrenaline boosts, the medi-kit is designed to keep fighting men on their feet rather than any considerations of long term care. A model with a medi-kit may attempt to resuscitate one other model that loses its last Hit for every Special action it has taken in its last Phase. If a model is killed within a range equal to the Move score of the medi-kit carrier, you may move the medic to the model's side and make an Agility check. If successful, the 'dead' model is immediately returned to its feet with a single Hit and may carry on taking actions in its next Phase. Medi-Kits may not be used on robots, zombies, demons, or aliens.
Flyers: Some models are noted as being or becoming Flyers. A Flyer ignores all terrain as it moves and will continue to do so until it is no longer a Flyer.
- Power Board (75 cr.): Fading in and out of legality, power boards are jet or rocket powered devices that allow a leaping citizen to 'surf' across the sky at incredible speeds. They are popular with juves who love to compete in extremely dangerous, and very illegal, ad hoc races, the greatest being the Supersurf Championship. A model with a power board has a Move of 20", becomes a Flyer and gains a +1 bonus to Agility while in the air. A power boarding model may only use close combat or pistol weapons, and may never dual wield them.
- Respirator (20 cr.): Cheap models cover just the nose and mouth, while better appointed models comprise a hood and complete mask. A respirator renders a model immune from weapons with the Gas special rule. However it does not function against riot foam.
- Rifle Scope (20 cr.): Telescopic sights can vastly improve the effective range of a rifle weapon, allowing the user to bring his weapon to bear on targets much further away. A rifle scope may only be fitted to Rifle weapons that do not have more than one Shooting Dice. It will increase the weapon's range by 12".
- Sucker Gun (20 cr.): Looking like a large rifle with a plunger on the end, the sucker gun is fired at a sheer surface and a high tensile line pulls the user upwards allowing him to scale entire buildings. A model within 4" of terrain (which may normally be impassable) may spend two consecutive Special actions to use a sucker gun. At the end of the second Special action, it may be moved to a point on the terrain up to 12" above its starting position. As always, it must finish this action on a flat part of the terrain that can support the model.
Cybernetics
Life is tough in Mega-City One, especially if you are on the wrong side of the Law, and losing an arm, leg or other wanted body part is not an uncommon occurrence to some. Fortunately, there is a veritable industry in Mega-City One to service all your cybernetic needs, whether you are looking for a replacement due to injury or simply want an upgrade!
Cybernetics do not count towards any credit limit a model may have for equipment so long as they are being used to treat an injury. If a cybernetic part is being taken by an otherwise healthy model, it does count to any credit limit!
- Advanced Bionic Arms (250 cr.): With arms like these, the model is capable of bending steel girders and crushing cars with his bare hands! These arms add +1 to a model's Melee score and allow him to always be counted as being armed with a club.
- Advanced Bionic Legs (200 cr.): These are the Sports Model, a matched pair of new legs that will see the owner leaping buildings in a single bound. Nearly. These legs will add +1" to a model's Move score.
- Bionic Limb (75 cr.): A simple replacement limb, this piece of high technology can be made to look like real flesh or left 'bare metal' for those interested in the intimidation factor! Any characteristic loss due to a limb being Injured, Crippled or Torn Apart in a campaign will be immediately ignored by the purchase of a bionic limb.
- Bionic Lungs (50 cr.): Allows the owner to breath, well, almost anything without harm. Acts as a respirator that can never be removed.
The Justice Department
There are many weapons and pieces of equipment that, in theory, only the Justice Department has access to. The Lawgiver sidearm is a good example, a highly sophisticated pistol that can only be fired by its registered user.
Most of the equipment listed here does not come with a Credits value, as it can only be obtained by purchasing models that are already equipped with it.
Close Combat Weapons
Even with all the technology behind the Justice Department, few judges on the streets would willingly venture forth without their boot knife or day stick.
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Boot Knife | 1 | –1 | — |
| Day Stick | 1 | 0 | Parry |
| Fists & Feet | 1 | 0 | Weak |
- Boot Knife: As basic a weapon as a judge carries, the boot knife is wickedly sharp and has saved more than one judge who would otherwise have been disarmed. The specialised Exorcist judges carry boot knives with blades of solid silver.
- Day Stick: Nothing is better for breaking a punk's head. Adapted from the truncheons of old, the day stick is made from tough polymers that are all but unbreakable.
- Fists & Feet: From his first days at the Academy of Law, every judge is taught how to defend himself when disarmed, and shown exactly where to strike an enemy to cause the most damage.
Lawgiver Pistol Weapons
It can be fairly said that, after their training, it is the Lawgiver sidearm that gives judges their vital edge over common criminals.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|---|
| Lawgiver Mk II | 18" | ||||
| Armour-piercing | — | 1D | 1 | –4 | — |
| Gas | — | 1D | 1 | — | Explosive 2, Gas |
| Heatseeker | — | 1D | 1 | –1 | — |
| High-explosive |
Lawgiver Mk II: The very latest in sidearms from Tek-Div, the Lawgiver features a large magazine holding multiple shell types, from the Standard Execution round to sophisticated Heatseekers. Selected by voice command, the judge is able to employ the best weapon against whatever threat he faces.
Like all Lawgivers, the Mk II is programmed to be operated by its owner alone, and any attempt by someone else to use it will detonate the sidearm (treat as a High-explosive round, centred on the model). The owner may choose which type of shell is fired at the start of each Shoot action.
-
Armour-piercing: Designed to penetrate the thickest armour encountered on the streets, armour-piercing rounds are also effective against robots and light vehicles.
-
Gas: Upon impact, this round sprays out a small cloud of Stumm gas, incapacitating anyone in its burst.
-
Heatseeker: By fitting a robotically-guided cap on to the end of his Lawgiver, which is in turn powered by a Standard Execution round, the judge is able to flush out hidden perps. A Heatseeker round will ignore all Cover and may be used against a target that is hidden.
-
High-explosive: When a judge needs military grade weaponry to bring down a robot running amok or destroy an out of control vehicle before it ploughs into a crowd, he can rely on the High-explosive rounds of the Lawgiver.
-
Incendiary: Upon hitting a solid surface, Incendiary rounds shatter, drenching their target in volatile chemicals that immediately ignite. Once struck by an Incendiary round, regardless of whether any damage was caused, the target must make an Agility check at the start of every turn. If it fails it will automatically lose a Hit from the flames. A successful Agility check will result in the flames dying out.
A model on fire must make a successful Will check at the start of the turn in order to take actions normally in its Phase. If it fails, it will automatically perform two Special actions just trying to beat out the flames – however, it will also be able to re-roll its Agility check in order to avoid taking more damage that turn.
-
Rubber Ricochet: Fitted with a hard rubber tip, this shell will bounce from solid surfaces, potentially allowing it to hit a target multiple times. When used against a target within a structure, Rubber Ricochet rounds gain an extra 5 Shooting Dice and the Spray special rule.
Justice Department Rifle Weapons
Sometimes even the magnificent Lawgiver may not prove enough for the dangers of Mega-City One. The Justice Department armoury contains many rifle weapons that enhance the capabilities of the judges.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|---|
| Lawrod | 24" | ||||
| Riot Foam | 6" | 1D | 1 | — | Explosive 3, Gas |
| Scatter Gun | 12" | 1D | 2 | 0 | Blast, Power Shot |
| Stub Gun | 20" | 1D | 4 | –4 | Dangerous |
| Widowmaker SMG |
- Lawrod: The rifle version of the Lawgiver, the Lawrod rifle has a greater ammunition capacity and superior range. It can use any ammunition type available to the Mk II Lawgiver.
- Riot Foam: Quickly coalescing into a rigid substance that literally holds suspects immobile, riot foam is used by judges who wish to apprehend large numbers of perps at once, and is especially effective during block wars. Any infantry model that is successfully damaged by riot foam will not lose any Hits but instead be unable to take any actions for the rest of the game.
- Scatter Gun: Similar to the stump guns found in the hands of perps, the scatter gun is holstered on all Lawmasters, granting the judge an intimidating secondary weapon if all else fails.
- Stub Gun: The stub gun fires a continuous laser beam that is capable of slicing through thick armour plating in seconds. However, it is prone to severe overheating, and can be as dangerous to the user as the intended target. They are thus only used in extreme emergencies.
- Widowmaker: The Colt M2000 Widowmaker is a combined submachine gun and self-loading scattergun. It is normally seen in the hands of specialist units.
Support Weapons
The vehicles and Sector House emplacements of the Justice Department feature some fearsome weaponry, fulfilling the judges role as military protector, as well as lawkeeper.
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|---|
| Cyclops Laser Cannon | 30" | 1D | 4 | –5 | Complex |
| Street Cannon | 48" | 4D | 2 | –3 | — |
| Twin Bike Cannon | 24" | 4D | 2 | –3 | — |
- Cyclops Laser Cannon: Though a Lawmaster's power supply means the Cyclops has to charge before firing, the laser cannon gives the bike a very nasty punch. Rarely employed, due to the damage caused, the Cyclops gives a street judge the ability to tackle even a tank or war droid.
- Street Cannon: A larger version of cannon found on the Lawmaster, this weapon is commonly found on pat wagons and other Justice Department vehicles. Capable of halting a speeding mo-pad or a rioting mob in their tracks, the street cannon is a versatile weapon.
- Twin Bike Cannon: Modified from the heavy street cannon found on pat wagons and other Justice Department vehicles, the bike cannon is mounted as a pair on the Lawmaster bike. Rapid-firing, the bike cannon will cleave through a speeding roadster or an attacking mob with ease.
Justice Department Armour
Judges are tough, but not that tough. A variety of armours have been developed by Tek-Div to safeguard the Justice Department's investment in each judge.
| Armour | Armour |
|---|---|
| Holocaust Suit HS/1 | +8 |
| Holocaust Suit HS/2 | +10 |
| Riot Armour | +7 |
| Riot Shield | — |
| Standard Issue | +5 |
- Holocaust Suit HS/1: Powered armour reserved for the elite Holocaust squad, this version is relatively light enough to not impede the wearer's movements, but it is still resistant to most forms of damage. It is flexible enough for the wearer to use normal weapons, and includes a jet pack and respirator. In addition, it increases the wearer's Melee score by +1.
- Holocaust Suit HS/2: A heavyweight suit of powered armour that is believed by many to be utterly indestructible – famously, it can be dropped from the city's highest block without damage (though the same cannot be said for the judge inside…). The wearer will have his movement reduced by 1" and his Melee score increased by +2. A respirator is included but normal weapons cannot be used, as the suit is too bulky. Instead, it features a built-in street cannon.
- Riot Armour: Heavily modified from the standard issue suit, riot armour features much thicker pads and a revised helmet that gives even better coverage and protection. Riot armour includes a respirator.
- Riot Shield: The hardened riot shield grants a model a single Parry. The riot shield may be used with other armour.
- Standard Issue: Given to all judges expected to come into contact with the citizens of Mega-City One, this armour is extremely light and flexible, but still protects the judge's most vital areas. It includes a Respirator.
Creating a Force
Okay, so you have learned the rules of the game and have tried out a quick scenario, The Barko Brothers.
Now you can look at starting a campaign charting the rise and fall of your force through an epic story that could end with them saving Mega-City One!
Creating a Judge Dredd Force
There are plenty of forces available in Judge Dredd, allowing you to command a force of judges dedicated to defending Mega-City One, an alien invasion force intent on destroying the world, a group of street punks desperately trying to outrun a powerful mobster or one of many others!
There are a range of these forces to choose from and we will be adding more in the future. Select a force that best reflects your miniatures collection from the Force Lists below.
Every model, weapon and item of equipment in Judge Dredd has a value in Credits, showing you how much it is worth – you can assume this is the cost of hiring, training or buying each Hero, minion or item.
You have 500 Credits from which to buy models and equipment from the Force List you chose. You must purchase at least one Hero to lead your force. Any credits left over can be saved for future purchases.
The Justice Department
The judges are the lawkeepers of Mega-City One, fighting to protect innocent citizens from criminals and scum. Few in number, the judges welcome only the best and the brightest into their ranks, and not all of those survive the 15 year training regime.
A force of judges will be very well equipped and able to handle most situations. However, they will usually be outnumbered.
Standard Issue: No justice department model may be purchased equipment, weapons or armour unless it is in their list of options. However, cybernetics may be purchased for injured models.
Lawgivers: All law givers are Mk II models. You may give any model a Mk I instead for -10 points.
Street Judge (150 Credits)
The most public face of the Justice Department, the street judge is a highly trained and motivated individual, dedicated to the enforcement of the Law. Equipped with advanced weaponry and investigative equipment, there is very little a street judge cannot cope with.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Street Judge | 5" | +1 | +1 | +1 | 2D | +1 | +5 | 2 |
Class: Hero
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades
Options:
- Ride a Lawmaster for +150 Credits (see Block War page 43)
- Swap Lawgiver with Scattergun for +0 Credits, Lawrod for +10 Credits, Widowmaker for +20 Credits or Stub gun for +50 Credits
- If the Street Judge is given the Dual Shooter Talent, he may purchase a second Lawgiver for +25 Credits.
Psi-Judge (175 Credits)
The powers displayed by psi-judges range from anything from the ability to read a perps mind or glimpse into the future to blasting foes with telekinetic bolts. Psi-judges are often highly-strung, flippant individuals, very much a contrast to the straight-laced street judge.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Psi | Armour | Hits |
|---|---|---|---|---|---|---|---|---|---|
| Psi-Judge | 5" | +1 | +1 | +1 | 2D | +1 | 4 | +5 | 2 |
Class: Hero
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades
Options:
- Ride a Lawmaster for +150 Credits (see Block War page 43)
Riot Judge (190 Credits)
The most hardened street judges are often assigned to riot duty. Equipped with strengthened armour, shields and riot foam, a squad of riot judges are fully capable of facing down the rampaging inhabitants of a small block without support.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Riot Judge | 5" | +1 | +1 | +1 | 2D | +1 | +7 | 2 |
Class: Hero
Equipment: Boot knife, day stick, Lawgiver, riot foam, riot armour, Stumm gas grenades.
Options:
- Swap riot foam for riot shield for +0 Credits
Rookie Judge (75 Credits)
Almost fully trained, this judge is new to the streets of Mega-City One and lacks vital experience. Always under careful supervision, the rookie judge is learning valuable lessons in the field, eager to turn his half-badge into a full eagle.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Rookie Judge | 5" | +1 | +0 | +0 | 2D | +0 | +5 | 1 |
Class: Minion
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades
Options:
- Ride a Lawmaster for +150 Credits (see Block War page 43)
Justice Department Mercenary List
The following may be used as Mercenaries (call them reinforcements…) by a Justice Department force.
- Cadet Judge
- Holocaust Judge
- Med-Judge
- SJS Judge
- Tek-Judge
- Vid Reporter
- Judge Dredd
- Chief Inspector Inaba
- Riot Judge
- Senior Judge
- Street Judge
- Wally Squad Judge
- Combat Droid
Street Gang
Every block has at least one gang, a collection of social misfits and brutal youths that ruthlessly control their territory. Gang members do not spend all their time committing crimes or fighting their rivals. Many spend their time simply hanging round in various parts of their block. Plazas, shopping malls and mezzanines are favourite hanging-out places, although many favour the likes of vehicle bays or some seedy bar.
A street gang will usually outnumber its enemies and will be armed to the teeth, though it usually lacks sophisticated weaponry.
Juve (10 Credits)
The life of a typical juve is one of depression and boredom. All education prepares them for is a life of doing nothing, with the expectation they will never be employed, and it is no wonder so many join criminal gangs. In a gang, they will engage in continuous acts of petty crime, gradually escalating in severity as their boredom threshold gets ever narrower. Generally not too smart, most juves end up serving time in the juve-cubes, with many going on to be imprisoned in iso-cubes as they get older.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Juve | 5" | +1 | –1 | –1 | 2D | +0 | +0 | 1 |
Class: Minion
Options:
- May be purchased up to 50 Credits of weapons, armour and equipment
- Upgrade up to two Juves to Level 1 Heroes +50 Credits each. One of these Heroes may use Psi Talents and have a Psi score of 4 for +25 Credits. A Hero may have an additional 50 Credits of weapons, armour and equipment
Punk (20 Credits)
The majority of street gangs in Mega-City One are filled with cheap punks, petty criminals on the lookout for the one big score that will see them set up for life. The average punk is selfish, mean and violent, though they often have some loyalty to the gang they have pledged themselves to.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Punk | 5" | +0 | +0 | +0 | 2D | +0 | +0 | 1 |
Class: Minion
Options:
- May be purchased up to 75 Credits of weapons, armour and equipment
- Upgrade to a Level 1 Hero +50 Credits. One Hero may use Psi Talents and have a Psi score of 4 for +25 Credits. A Hero may have an additional 50 Credits of weapons, armour and equipment
Street Gang Mercenary List
The following may be used as Mercenaries by a Street Gang force.
- Bat Burglar
- Fattie
- Juve
- Jimp
- Klegg
- Klegghound
- Punk
- Pyrokinetic
- Robodoc
- Robodog
- Sky Surfer
- Superhero
- Vid Reporter
- Werewolf
Mobsters
Above the common street gangs lies organised criminal groups. Mobsters run their criminal activities as businesses and some are very successful. Whether they are organ-leggers, smugglers, contract killers or delving into a range of different interests, mobsters have access to many and varied resources – when forced, they can often go toe-to-toe with the Justice Department.
A mobster force is very flexible and can gain access to very high powered weaponry and specialists.
Blitzer (50 Credits)
Conditioned to fulfil missions and wired with a bomb inside their heads set to detonate if captured, Blitzers are tough combat machines used by mobsters on their most important jobs. Excelling at destruction, there is little a Blitzer cannot accomplish in their field of work.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Blitzer | 4" | +0 | +2 | +2 | 4D | +3 | +0 | 2 |
Class: Minion
Brain Bomb: If a Blitzer is ever forced to surrender or be arrested, its brain bomb will automatically detonate, killing the Blitzer immediately.
Options:
- May be purchased up to 150 Credits of weapons, armour and equipment
Gangster (20 Credits)
The members of organised crime networks are drawn from the same pool as street gangs, only older and (on rare occasions) wiser, they are still selfish, petty criminals. The average gangster is mean and violent, though they often have some loyalty to the gang they have pledged themselves to.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Gangster | 5" | +0 | +0 | +0 | 2D | +0 | +0 | 1 |
Class: Minion
Options:
- May be purchased up to 100 Credits of weapons, armour and equipment
- Upgrade to a Level 1 Hero +50 Credits. A Hero may have an additional 100 Credits of weapons, armour and equipment
Mobster Mercenary List
The following may be used as Mercenaries by a Mobster force.
- Agent
- Assassin
- Bat Burglar
- Combat Droid
- Gorilla
- Gangster
- Klegg
- Klegghound
- Punk
- Pyrokinetic
- Robodoc
- Robodog
- Vid Reporter
Ape Gang
Experiments in the past vastly increased the intelligence of apes, with the intention of using them as advanced slave labour. However, while such science has been outlawed for many years, its legacy remains, in the form of sentient apes. Often corralled into the less desirable parts of the city, it is not unusual for apes to form their own criminal gangs.
An ape gang is an unusual sight in Mega-City One and judicious use of the different species will give you a lot of flexibility. Plus, there is nothing better than sticking it to the humans who forced you to live in squalor.
Swinging Apes: All apes (chimps, orang-utans, and gorillas) are very agile, and can scale sheer surfaces or swing across wide gaps with ease. An ape can treat any sheer surface as clear terrain, so long as it begins and ends its Phase on a flat surface, and can move across any open gap up to its Move without making an Agility check.
Chimp (25 Credits)
Chimps form good all-rounders within an ape gang, able to take on most tasks with success.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Chimp | 6" | +1 | +0 | +0 | 2D | +0 | +0 | 1 |
Class: Minion
Options:
- May be purchased up to 50 Credits of weapons, armour and equipment
- Upgrade to a Level 1 Hero +50 Credits. A Hero may have an additional 50 Credits of weapons, armour and equipment
Orang-utan (40 Credits)
Both agile and intelligent, Orang-utans are sometimes leaders of ape gangs, but usually give way to larger and more powerful gorillas. More commonly, they take the role of specialists, such as stealthy burglars or snipers.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Orang-utan | 6" | +2 | +0 | +0 | 3D | +0 | +0 | 1 |
Class: Minion
Options:
- May be purchased up to 75 Credits of weapons, armour and equipment
- Upgrade to a Level 1 Hero +50 Credits. A Hero may have an additional 50 Credits of weapons, armour and equipment
Gorilla (50 Credits)
Physically the most powerful form of ape, gorillas take on a variety of roles, from leaders and lieutenants to grunt muscle. Either way, they form the backbone of an ape gang.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Gorilla | 5" | +0 | +0 | +1 | 3D | +1 | +0 | 2 |
Class: Minion
Options:
- May be purchased up to 75 Credits of weapons, armour and equipment
- Upgrade to a Level 1 Hero +50 Credits. A Hero may have an additional 75 Credits of weapons, armour and equipment
Ape Gang Mercenary List
The following may be used as Mercenaries by an Ape Gang force.
- Chimp
- Gorilla
- Gangster
- Superhero
- Vid Reporter
Fattie Stampede
As sad as it is, few people in Mega-City One are friends with Fatties, seeing them as gluttons, disgusting or just plain weirdos. A Fattie's best friend is normally another Fattie (even when competing against one another in eating contests) and so they tend to group together.
Though Fatties are not exactly built for crime, they have criminal tendencies like any other citizen and, rarely, will form gangs from among those they trust – other Fatties. More common is that when a food shortage is present in Mega-City One, and rations are instituted, Fatties will come together to ensure the amounts of food they see themselves as entitled to. Driven to the point of madness in their all-consuming hunger, a Fattie stampede can be a terrible thing to behold, as several tons of blubbery flesh propelled on belli-wheels comes lumbering through a block, desperate to lay their hands on any available food.
Fattie (60 Credits)
Eating has become not just a past time, but a sport in Mega-City One, with food contests spreading throughout every sector. Fatties, despite their one ton appearance, are actually highly trained individuals, dedicated to consuming as much as they can, and growing as large as they can.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Fattie | 3" | –2 | –1 | +4 | 1D | +0 | +0 | 6 |
Class: Minion
Equipment: Handgun.
Belliwheel: Once a Fattie gets going, there is little that can stop him. If a Fattie takes two consecutive Move or Melee actions in the same turn, the second Move or Melee action must be made in a completely straight line, but he will move an additional D10+2". In addition, the Fattie's close combat attacks will ignore all Armour and have a Damage score equal to the Fattie's remaining Hits. Fatties may only move in clear terrain.
Fat!: A Fattie may be purchased armour but double all costs.
Options:
- May be purchased up to 50 Credits of weapons, armour and equipment
- Upgrade to a Level 1 Hero +50 Credits. A Hero may have an additional 75 Credits of weapons, armour and equipment
Fattie Stampede Mercenary List
The following may be used as Mercenaries by a Fattie Stampede force.
- Bat Burglar
- Fattie
- Gorilla
- Gangster
- Superhero
- Robodoc
- Vid Reporter
Cursed Earth Desperadoes
Not everyone lives inside the safe walls of Mega-City One. The Cursed Earth is a vast irradiated desert stretching across North America, the ravaged land left by the Atomic Wars. Throughout the Cursed Earth there are small settlements clinging to their meagre existence, hamlets and small townships – and no Law. Desperadoes are the criminal gangs of the Cursed Earth, comprising the very worst elements of the townships and the mutants that roam the wilderness.
A force of Cursed Earth desperadoes will lack sophistication in tactics and weaponry but have a great deal of variety in the characters that make up the gang.
Desperado (35 Credits)
Those trapped in the depths of the Cursed Earth lead a hellish existence, forced to fight every day for their own survival. Many band together in small townships or nomadic gangs, roving the wasteland in search of vital resources that will allow them to survive another day. Be it food, water or technology, they rarely have any qualms about killing those who stand in their way.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Desperado | 5" | +0 | +1 | +1 | 2D | +1 | +0 | 1 |
Class: Minion
Options:
- May be purchased up to 75 Credits of weapons, armour and equipment
- Upgrade to a Level 1 Hero +50 Credits. One Hero may use Psi Talents and have a Psi score of 4 for +25 credits. A Hero may have an additional 50 Credits of weapons, armour and equipment
Mutant (35 Credits)
Deep within the Cursed Earth, mutants form gangs with desperadoes, ruthlessly preying upon each other and any norm who has the misfortune to cross their path. Some of these gangs band together to form small towns, though such places are normally rife with crime and extremely dangerous to outsiders.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Mutant | 5" | +0 | +1 | +1 | 2D | +1 | +0 | 1 |
Class: Minion
Mutations: Most mutants are painfully disfigured but their mutations have no effect on the game, being purely cosmetic. However, you can choose to have a more powerful mutation that does affect the model. You can do this by purchasing a mutation as an option below, but the mutation should in some way be apparent on the model. For example, if you choose to have increased Hits, then the model should be somewhat larger than normal, while an Armoured model should have scales or horny plates across its body. However, your own imagination is the limit here when creating mutants!
Options:
- May be purchased up to 50 Credits of weapons, armour and equipment
- Upgrade to a Level 1 Hero +50 Credits. Any Hero may use Psi Talents and have a Psi score of 4 for +25 credits. A Hero may have an additional 50 Credits of weapons, armour and equipment
- May have up to two mutations chosen from the table below. No characteristic can be changed more than once.
| Characteristic Affected | +5 Points | +10 Points | +20 Points |
|---|---|---|---|
| Move | +1" | +2" | — |
| Agility | +1 | +2 | — |
| Shoot | +1 | +2 | — |
| Melee | +1 | +2 | — |
| Melee Dice | — | +1D | +2D |
| Will | +1 | +2 | — |
| Armour | +2 |
Cursed Earth Desperado Mercenary List
The following may be used as Mercenaries by a Cursed Earth Desperado force.
- Cursed Earth Desperado
- Klegg
- Mutant
- Pyrokinetic
- Robodog
- Werewolf
Sky Surfer Gang
A juve lucky enough to be able to afford (or get his parents to buy) a power board gets a one way ticket to cool – and a life of extreme excitement and danger. Engaging in impromptu (and highly illegal) races and using the power board to aid crime, usually petty theft and scrawling in hard to reach places, these juves can keep an entire block terrified, literally striking from the sky.
A gang of sky surfers will be relatively small and inexperienced, but they will certainly be fast and exciting to play!
Sky Surfer Juve (60 Credits)
With a power board and maybe a coveted weapon, sky surfing juves tend to congregate in mobs, easy to overwhelm any target and quick enough to split up when the Law shows up.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Juve | 5" | +1 | –1 | –1 | 2D | +0 | +0 | 1 |
Class: Minion
Equipment: Power Board
Options:
- May be purchased up to 25 Credits of weapons (pistols, close combat weapons and grenades only), armour and equipment
Sky Surfer Icon (75 Credits)
Most Sky Surfers grow out of the craze at some point in their late teens or early twenties, joining the rest of the citizens of Mega-City One in a life of dull unemployment. However, there are some adults who never leave sky surfing behind, and they can become true icons to their younger fans who try to emulate them.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Icon | 5" | +1 | +0 | +0 | 2D | +1 | +0 | 1 |
Class: Minion
Equipment: Power Board
Options:
- May be purchased up to 50 Credits of weapons (pistols, close combat weapons and grenades only), armour and equipment
- Upgrade to a Level 1 Hero for +50 Credits. A Hero may have an additional 50 Credits of weapons, armour and equipment
Sky Surfer Gang Mercenary List
The following may be used as Mercenaries by a Sky Surfer Gang force.
- Bat Burglar
- Juve
- Punk
- Sky Surfer
Lone Vigilante
It takes a certain kind of nut to decide that they will do a better job of policing the streets of Mega-City One than the judges. These vigilantes prowl the streets at night, looking for cheap punks terrorising the decent people of the city. Most turn very violent, becoming little better than the scum they pursue, but others genuinely believe they are on the side of Right, and it is not rare for them to adopt a superhero persona.
A lone vigilante force is easy to collect as it is just one model (though you can add mercenaries), but is suggested for veteran players only as one mistake could wipe out your entire force!
"I'm Vatman…": The Lone Vigilante is a dedicated individual who will go to great lengths to acquire the equipment he needs to protect the streets of Mega-City One, either constructing it himself or stealing it from the Justice Department. The Lone Vigilante may purchase a Riot Shield for 50 Credits.
Signature Style: Once the Lone Vigilante has purchased his initial equipment, he may never purchase anything else. Once the Lone Vigilante adopts his persona, he can never change. However, cybernetics may be purchased to off-set injuries as normal.
Sidekick: Upon attaining level 8, the Lone Vigilante can recruit a Sidekick. The Sidekick is another Lone Vigilante but he may only have a maximum of 150 credits spent on weapons, armour and equipment.
Lone Vigilante (95 Credits)
Whether a shining knight in spandex or a dark avenger in the shadows, the vigilante is dedicated to eradicating crime by any means necessary – the Law be damned.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Vigilante | 5" | +1 | +1 | +1 | 2D | +2 | +0 | 2 |
Class: Hero
Options:
- May be purchased up to 250 Credits of weapons (pistols, close combat weapons and grenades only), armour and equipment.
- May be upgraded to a level 2 hero for +25 points or a level 3 hero for +50.
Lone Vigilante Mercenary List
The following may be used as Mercenaries by a Lone Vigilante force.
- Chimp
- Juve
- Punk
- Superhero
- Vid Reporter
The Angel Gang
Based in the Texas City Badlands, the Angel Gang are the terror of muties and norms alike, raiding settlements for fun and profit. Their exploits are legendary and it has taken the skills of Judge Dredd himself (more than once) to put an end to their reign of terror. Whether in the wilderness of the Cursed Earth or in Mega-City One itself. The Angel Gang are downright the nastiest, orneriest and most sadistic family you are likely to find!
Using the Angel Gang gives you some of the most iconic (and nasty!) characters ever to grace the pages of the Judge Dredd comic strip. The downside is that you cannot customise them.
Using the Angel Gang
If you select the Angel Gang, you do not get 500 Credits to buy models and equipment – instead you get the entire Angel gang, as detailed below! However, there is no requirement for you to use the entire gang every game, and individual members often go off and do their own thing. When you play against another force, come to an agreement with your opponent, and either reduce the number of Angel Gang members to suit the total value of his force, or allow him to add Mercenaries to match yours, or agree to meet in the middle.
The Angel Gang may never be purchased new equipment or weapons (just keep on counting the Credits as they come in!) but can earn experience, gaining new levels and Talents, as normal.
Pa Angel (205 Credits)
Hailing from Texas City, Elmer (or 'Pa', to his boys) was the leader of the infamous Angel Gang, the biggest and baddest bunch of desperadoes ever to have walked the Cursed Earth. He married and brought up four sons to form his criminal family – Fink, Link, Mean and Junior – though his wife died while giving birth to the last Angel, Junior.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Pa | 5" | +0 | +2 | +1 | 3D | +3 | +3 | 6 |
Class: Level 5 Hero
Talents: Accurate, Brave, Close Combat Shooter, Crackshot, Drokk The Law, Fixer.
Equipment: Handgun, knife, leathers
Link Angel (235 Credits)
Link is fiercely loyal to his family. Though often eclipsed by the abilities, reputations and exploits of his brothers, Link is a solid member of the Angel Gang and can always be relied upon to continue the solid traditions of cruelty and brutal efficiency his Pa raised him to respect. Such are his rages and appetite for destruction that his Pa is often forced to chain Link up to a pole outside their family home.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Link | 5" | +0 | +2 | +2 | 3D | +2 | +3 | 6 |
Class: Level 5 Hero
Talents: Accurate, Below The Belt, Close Combat Shooter, Crackshot, Deadly Strike, Dirty Fighting, Just Plain Lethal.
Equipment: Handgun, hand bombs, knife, leathers, stump gun
Junior Angel (210 Credits)
Junior is the youngest of the Angel Gang and, some reckon, his Pa's favourite. Of all the Angels, it is Junior who tries to follow closely to his Pa's footsteps and he is ever eager to torture or maim any innocent who crosses their path. His Pa always looks on in fond glee, happy he has raised a near mirror image of his earlier self.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Junior | 5" | +2 | +2 | +1 | 2D | +3 | +0 | 5 |
Class: Level 4 Hero
Talents: Brave, Dual Shooter, Dual Pistol Master, Punisher, Luck of Grud.
Equipment: 2 hand guns, hand bombs, 2 knives
Fink Angel (285 Credits)
Fink is the eldest son of Pa Angel and probably the most intelligent by far. He wandered the Cursed Earth where he learnt his incredible skill with poisons, which allowed him to prey on any unfortunate he met in his travels. Despite his natural resilience, he soon succumbed to the constant background radiation of the wasteland and slowly transformed into a terrifying mutant – a downright Fink!
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Fink | 5" | +2 | +1 | +3 | 3D | +2 | +0 | 9 |
Class: Level 8 Hero
Talents: Below the Belt, Deadly Strike, Dirty Fighting, Infiltrator, Just Plain Lethal, Martial Artist, Silent Action Silent Killer, Stealthy.
Equipment: Pizzen stick, Ratty
Ratty: Ratty is a mean and very intelligent rat. He adds 1 bonus 1D to Fink's Melee Dice (already included above).
Pizzen Stick: This is both a close combat weapon and a ranged weapon, using the rules below.
| Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|
| 12" | 1D | D5 | 0 |
Mean Machine Angel (325 Credits)
As a boy, Mean was not bad at all, and he developed a love of flowers, birds and all the cute creatures found in the Badlands. Even when Link killed his pet rabbit, Mean could not find it in himself to hate anyone or anything, something which caused his Pa no end of consternation! In the end, Pa took his gang into Texas City to kidnap a doctor who performed radical surgery upon Mean in order to make him the baddest, orneriest Angel of the whole family. His work was an unqualified success. Given an armoured body, a cybernetic claw and a 'mood' dial, Mean was to forever more be kept in a constant state of anger and aggression.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Mean | 5" | +1 | +1 | +2 | 2D | +3 | +6 | 8 |
Class: Level 6 Hero
Talents: Below the Belt, Brave, Careless Charge, Deadly Strike, Dirty Fighting, Just Plain Lethal.
Equipment: Cybernetic claw, handgun, knife
Cybernetic Claw: This is a close combat weapon with Damage 2 and AP –1.
Mood Dial: Mean Machine has a mood dial fitted to his cranium, allowing the rest of the Angel Gang to dial him up to various degrees of strength and aggression. Mean starts the game on '1' and this may be changed to any other setting (either by Mean himself or another Angel in base contact) with a Special action. The table below demonstrates the changes he goes through as his mood dial is turned up.
| Dial | Move | Shoot | Melee | Melee Dice | Claw Damage | Hits | Permissable Actions |
|---|---|---|---|---|---|---|---|
| 1 | +0" | +0 | +0 | +0D | +0 | +0 | Any |
| 2 | +0" | –1 | +1 | +1D | +1 | +1 | Any |
| 3 | +1" | –2 | +2 | +2D | +2 | +2 | Charge, Move |
When Mean is on '4' he is in an unstoppable rage, almost oblivious to his surroundings. On the start of each turn, roll a dice. On a 1, the Angel Gang player's opponent will choose Mean's actions and move him, as he goes completely out of control! However, when Mean is on '4' he will also automatically pass any Will to Fight checks.
The Angel Gang Mercenary List
The following may be used as Mercenaries by the Angel Gang.
- Cursed Earth Desperado
- Juve
- Mutant
- Punk
Chief Judge Cal's Personal Retinue
Once he came to power, Chief Judge Cal instigated a reign of terror over Mega-City One. Resistance was cruelly put down with the brain-washed judges of the Justice Department and, later, with the alien Kleggs who were promised a feast of the city's own citizens! When he appeared in public, Cal had a sizeable armed force behind him.
Chief Judge Cal's personal retinue is a force that will never lack for enemies and while it may appear very similar to a Justice Department force, you will find it is far nastier!
Chief Judge Cal (150 Credits)
A mad Chief Judge who made his goldfish deputy, Cal brought Mega-City One to its knees, through his own powerful force of will and pure cunning. It took a dedicated force of Judge-tutors, led by Judge Dredd, to end his reign.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Chief Judge | 5" | +1 | +1 | +1 | 2D | +3 | +5 | 3 |
Class: Level 1 Hero
Talents: Brave, Luck of Grud
Equipment: Boot knife, Lawgiver, standard issue armour
Obey Cal! – Chief Judge Cal has brain-washed the judges of Mega-City One by reprogramming their Sleep Machines, and most have fallen in line behind him. When given a direct order by Cal, their instinct is to obey immediately! Cal (and only Cal) may use the Arrest rules on judges, even though they are Heroes. If they fail his Arrest check, they are removed as casualties, having been ordered to beat up a few citizens, change the Deputy Chief Judge's water, or replace their uniforms with that of a schoolgirl. Note that Judge Dredd is immune to this, as Cal had sent him to the penal world of Titan during the brainwashing exercise.
Options:
- Equip an Energy Shield for +100 Credits
Street Judge (150 Credits)
Bound to Cal by his use of brainwashing Sleep Machines, the honourable judge has become the stormtrooper for a fascist city!
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Street Judge | 5" | +1 | +1 | +1 | 2D | +1 | +5 | 2 |
Class: Hero
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades
Options:
- Swap Lawgiver with Scattergun for +0 Credits, Lawrod for +10 Credits, or Widowmaker for +20 Credits.
SJS Judge (150 Credits)
As former head of the SJS, Cal has ensured there are no judges more loyal to him. These are hand-picked judges, chosen for their loyalty rather than their capabilities.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| SJS Judge | 5" | +1 | +1 | +0 | 2D | +2 | +5 | 2 |
Class: Hero
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades
You heard him, Obey Cal! – For every SJS Judge within 2", Cal gains a +1 bonus to his Arrest checks against other judges.
Klegg (190 Credits)
From a race of alien mercenaries, the Klegg looks like a giant walking crocodile. Truly cruel, the Klegg is a powerful ally if well paid – in fresh meat… Fortunately, Cal has an entire city for them to feast upon.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Klegg | 6" | –1 | +1 | +2 | 3D | +1 | +5 | 4 |
Class: Minion
Equipment: Heavy spit gun, shell jacket
Bite
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Klegg Bite | 2 | –2 | - |
Options:
- One Klegg may be upgraded to a Level 1 Hero for +50 Credits. This Hero may have an additional 100 Credits of weapons, armour and equipment.
Klegghound (100 Credits)
Wherever Kleggs group together, you can be sure their vicious Klegghounds will never be far away. Gifted with an incredible sense of taste that allows them to tracks targets for miles through the city, Klegghounds are adept at bringing down any prey.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Klegghound | 8" | +0 | – | +2 | 4D | +2 | +3 | 3 |
Class: Minion
Bite
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Klegghound Bite | 2 | –2 | - |
Klegg Master – You may only field a maximum number of Klegghounds as you have Kleggs in your force. A Klegghound may never move more than 12" away from a Klegg and if one finds itself further away, it may only make Move actions until it is within 12" again.
Sense of Taste – Few can hide from a hunting Klegghound. The Klegghound will negate all Sneaky Does It Talents on the opposing force with the exception of The Shadow.
Chief Judge Cal's Personal Retinue Mercenary List
The following may be used as Mercenaries by Chief Judge Cal's Personal Retinue.
- Cadet Judge
- Holocaust Judge
- Klegg
- Klegghound
- Med-Judge
- Riot Judge
- Senior Judge
- SJS Judge
- Street Judge
Zombie Horde
Whether they spring from the Undercity or the Cursed Earth, a plague of zombies can be a dreadful strain on the resources of the Justice Department, or any other force that happens to be close by. Pulled from their graves by a powerful psychic, the zombies shuffle forward, oblivious to incoming fire, until they utterly overwhelm their enemies.
A zombie horde will almost always outnumber its enemies. It will prove amazingly resilient to damage, but do not expect a great deal in the way of tactical sophistication.
Zombie Master/Mistress (95 Credits)
A psychic of no little power, the Zombie Master or Mistress found themselves shunned by society, and retreated to the Undercity or, sometimes, the Cursed Earth. There, they discovered the true nature of their power, and unleashed psychic control of the dead, animating them into shuffling zombies. Now they will have their revenge on a city that has always spurned them.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Psi | Armour | Hits |
|---|---|---|---|---|---|---|---|---|---|
| Zombie Master/Mistress | 5" | +0 | +0 | +0 | 2D | +2 | 6 | +0 | 1 |
Class: Hero
There Can Only Be One – You may only ever have one zombie Master/Mistress in your force.
Psychic Conduit – The Zombie Master/Mistress is the centre of the entire horde, and it is their will that keeps the zombies going. If the Zombie Master/Mistress is removed as a casualty, roll a dice for each zombie every turn, before they take any actions. On a roll of 8 or more, the zombie will fall to the ground and be removed as a casualty, the last vestiges of its unnatural life gone.
Inner Strength – The Zombie Master/Mistress has endured the hardships of the wilderness, being forced to rely only on their psychic talent. They have the Power Within Talent for free (already including in the Psi score above), without needing to fulfil the prerequisites, or using any of their talent allowance.
Options:
- May purchase up to 100 Credits worth of weapons, armour and equipment.
Zombie (30 Credits)
Freshly risen from their graves by the Zombie Master/Mistress, these zombies are enslaved to the will of another, knowing no fear or desire. They form an almost permanent source of manpower as it takes a great deal of damage to truly destroy a zombie.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Zombie | 3" | –2 | – | +1 | 1D | – | – | – |
Class: Minion
Dead Flesh – It is hard to destroy a zombie. Whenever a zombie is hit by an attack, roll one dice and add the Damage being dealt. Deduct -1 if the zombie is armoured (zombies do not use the usual armour rules). On a 10 or more, the zombie is removed as a casualty. Weapons that are able to use the Blast, Explosive or Smasher special rules double the Damage being added to this dice roll. Zombies will ignore all Gas weapons. If a Zombie is rammed by a vehicle, roll the vehicle's Ramming Dice as normal, but total their results. If this total is 10 or more, remove the Zombie as a casualty.
In addition, a zombie is fairly easy to patch up after a battle, gaining a +1 bonus to the Injured Minions roll.
Mindless – Zombies automatically win all Will checks and cannot be Arrested. However, they can never become Heroes, no matter how many battles they survive. If a zombie is trying to Spot an enemy using the Stealthy Does It Talents, it will only succeed on a natural roll of 10.
Options:
- May be armoured for +10 points.
Zombie Horde Mercenary List
The following may be used as Mercenaries by a zombie horde force.
- Desperado
- Mutant
- Pyrokinetic
Renegade Robots
Sometimes, robots in Mega-City One manage to break their own programming, but it is normally done by criminals or technicians with a grudge. These robots can escape their former masters, and take up hiding within the darkest areas of the city, such as disused or irradiated sectors, or even the Undercity. Here, they meet up with other escaped robots, and may form a force intent on building its own criminal empire and bringing terror to all the squashy pink beings that forced them into servitude.
A renegade robot force has access to a wide range of different units, allowing you to tailor them to the enemies you are likely to face. The downside is that they can be very expensive to recruit.
You'll Never Take us Alive, Human! – Once a robot breaks its programming, it becomes free of all notion of artificial morality or emotion. This makes them very different from the meek robots most citizens are used to, and even the judges cannot control them. All robots in a renegade robot force ignore all attempts to Arrest them. They also automatically pass any Will check, required to resist Psi Talents.
Weapons, Armour and Equipment: Most robots have these items built into their chassis but, for the purposes of this game, it does not matter if a weapon or anything else is built into an arm or held in a hand. They can all be freely swapped as the player desires. Robots already come with armour and, aside from any listed upgrades, cannot be purchased any other type except for an Energy Shield.
Repair: Robots do not heal naturally but, at the same time, can easily repair even a severed limb – so long as they can find the replacement parts. After a battle, a robot will not automatically recover any lost Hits. Instead, they must be repaired at a cost of 10 Credits per Hit lost. Robots still roll on the Injury Table as normal, but can repair any permanent damage that does not kill (destroy) them at a cost of 50 Credits per –1 penalty to be negated.
Robots are also immune to Gas weapons.
Servo Droid (30 Credits)
Manufactured world-wide in their hundreds of millions, the servo droid is a general purpose robot that can be programmed to perform almost any menial task, from house cleaning to manufacturing other servo droids. Theirs is a life of drudgery and enslavement, until they break their programming.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Servo Droid | 5" | +0 | +0 | +0 | 1D | +0 | +4 | 1 |
Class: Minion
Options:
- May be purchased up to 100 Credits worth of weapons, armour and equipment.
- May have its Armour upgraded to +6 for 30 Credits.
- Any servo droid may be upgraded to a Level 1 Hero for +50 Credits each. A Hero may have an additional 50 Credits of weapons, armour and equipment.
Junk Robot (25 Credits)
A servo droid or similar robot that has been renegade for many years will have had to rely on whatever parts it could salvage and steal in order to keep itself functional. These parts will hardly be to factory specifications, giving the robot a distinctly ramshackle appearance.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Junk Robot | 5" | –1 | +0 | +0 | 1D | +0 | +4 | 1 |
Class: Minion
Junker – The junk robot has constantly failing systems and a dice must be rolled at the start of every battle. On a 1 or a 2, the junk robot has suffered a serious failure and will be forced to miss the fight. However, so many replacements have been made that parts can get shot off the junk robot all day and it will have little effect on its functionality. Whenever the junk robot is to be removed as a casualty, roll a dice. On a 7 or more, it remains in the fight with one Hit left.
Options:
- May be purchased up to 100 Credits worth of weapons, armour and equipment.
- Any junk robot may be upgraded to a Level 1 Hero for +50 Credits each. A Hero may have an additional 50 Credits of weapons, armour and equipment.
Combat Droid (210 Credits)
Used by the Justice Department and corporations with a licence to deploy lethal security, combat droids are the soldiers of the robot world. Equipped with heavy armour and powerful weapons, they are powerful enemies.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Combat Droid | 4" | +0 | +2 | +1 | 2D | +1 | +7 | 3 |
Class: Minion
Always Alert – A combat droid has lightning fast reflexes and is considered to be on Alert Status at the start of each enemy turn.
Options:
- May be purchased up to 150 Credits worth of weapons, armour and equipment.
- May have its Armour upgraded to +8 for 125 Credits.
- Any combat droid may be upgraded to a Level 1 Hero for +50 Credits each. A Hero may have an additional 50 Credits of weapons, armour and equipment.
Demolition Droid (180 Credits)
The ruined sectors of Mega-City One, testament to the disasters it has faced, require a huge force to knock down old buildings and start the construction of new ones. This is the role of the demolition droid, armed with devastating wrecking equipment that can batter down walls and enemies alike.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Demolition Droid | 5" | –1 | –1 | +2 | 2D | –1 | +5 | 6 |
Class: Minion
Big Jobs – Demolition droids are armed with powerful wrecking equipment normally used to destroy ruined buildings. Renegades tend to use them to batter enemies into next week. This equipment normally takes the form of giant hammers, picks or heavy balls that can be swung at a target. If the weapon causes damage against a target, the player can choose to also apply the Power Shot special rule, possibly sending an enemy flying through the air!
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Wrecker | 4 | –2 | Smasher |
Options:
- May be purchased up to 50 Credits worth of weapons, armour and equipment.
- May have its Armour upgraded to +6 for 50 Credits.
- Any demolition droid may be upgraded to a Level 1 Hero for +50 Credits each. A Hero may have an additional 50 Credits of weapons, armour and equipment.
Robodog (90 Credits)
While never the brightest of renegade robots, robodogs are nevertheless treated with some affection by their comrades and tend to be intensely loyal to the force.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Robodog | 6" | +0 | – | +2 | 3D | +0 | +7 | 2 |
Class: Minion
Bite
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Robodog Bite | 1 | –2 | - |
Sniff Sensors – Robodogs gain a +1 bonus to Will checks made against enemies using Sneaky Does It Talents.
Options:
- May have its Armour upgraded to +8 for 60 Credits.
Renegade Robot Mercenary List
The following may be used as Mercenaries by a renegade robot force.
- Robodog
- Combat Droid
Heroes & Minions
Most of the models in your force will be Minions, faceless punks or henchmen who have been sworn into your service.
Others models in your force will gain valuable experience as they fight and survive from game to game. As these Heroes rise in level, they will steadily become better at fighting and gain new Talents, allowing them to achieve incredible feats of martial prowess on the battlefield and become true Heroes!
Minions
These common punks and henchmen use the characteristics and special rules detailed in their Force Lists. No matter how great their deeds, they are unlikely to ever to become notable Heroes (though see page 24 for an exception).
Creating a Hero
Unless otherwise stated, every model in your force listed as a Hero starts at Level 1.
You must immediately add +1 to two of the following for the Hero: Move, Agility, Shoot, Melee, Melee Dice and Will.
If you are upgrading a Minion to a Level 1 Hero, you must also add +1 Hits.
You must then give it two Talents.
Talents (Creating a Hero)
Every time a Hero earns a new Talent (two at level 1 and one every level thereafter), select one from the next chapter and apply it immediately. Some Talents have prerequisites (such as already owning other Talents or having certain Characteristic scores) which must be met before the Talent can be taken.
Experience
Over time, if they survive, your Heroes will gradually become wiser and more skilled, able to perform incredible feats during battle. This is reflected by the Experience Points (XP) they earn.
During every battle, every Hero will gain XP for the following actions.
- +1 XP for surviving a battle
- +1 XP for successfully accomplishing all victory conditions in a battle
- +1 XP for every enemy Minion slain
- +Level XP for every enemy Hero slain
The following table shows how many Experience Points are needed to reach a new level, and what other benefits the Hero receives when he gets there.
| Level | XP Needed | Characteristics | Hits | Psi | Talents |
|---|---|---|---|---|---|
| 1 | 0 | +1 | +4 | +2 | |
| 2 | 2 | +1 | +1 | +2 | +1 |
| 3 | 4 | +1 | +1 | +1 | |
| 4 | 7 | +1 | +1 | +2 | +1 |
| 5 |
Every time a model gains a level, add 25 points to its cost.
Only psychics gain the increase in Psi.
A model cannot go up more than one level per battle. If a model should gain enough Experience Points to do so, it will stop 1 point short that needed to go up the second level, with any excess lost.
Note that while it may seem that a Hero can reach high levels quite quickly – only 10 Experience Points to go from level 10 to 11 after all – with several models on the table, an individual may easily find itself out of position and struggle to earn its usual share.
Characteristics
When a Characteristic increase is earned, as shown by the table above, any score (Move, Agility, Shoot, Melee and so on) for the model may be increased, with the exception of Armour.
No characteristic can be increased in this way to be more than three higher than the Hero started with on his Force List.
Minions and Experience
Ordinarily, Minions cannot earn experience – they are foot soldiers and lackeys, barely worthy of note in the story of a Hero. However, a player always has the option to name his Minions and, if such a Minion survives five games, it will immediately become a level 1 Hero.
If this happens, immediately add 50 points to the Minion's cost, add +1 to its Hits, and then add +1 to two of the following; Move, Agility, Shoot, Melee, Melee Dice and Will. They also immediately receive two talents.
Talents
Talents are special abilities learned by Heroes that give them a vital edge in battle. They are divided into four specific types – Skill, Weapon, Judge and Psi Talents.
- Skill and Weapon Talents may be taken by anyone
- Judge Talents may only be taken by judge Heroes
- Psi Talents may only be taken by Heroes who have a Psi score
Most Talents have prerequisites listed. Your Hero must fulfil all of these prerequisites (either by attaining a certain level or already having a specific Talent) before he may select the Talent.
Using Talents
Each Talent is detailed with a specific way of using it in Judge Dredd. There are four different ways to use Talents.
- Passive: These Talents are always in effect and a player does not have to specify that he is using it.
- Action (X): These Talents are triggered by using the action specified in their description.
- Activate (X): These Talents require a Special action to be used to activate them. Some of these Talents must be immediately followed by another action specified in the description. They thus take longer to use than other Talents.
- Campaign: These Talents are not used during battles but will come into affect between battles during an extended campaign.
Note that one action cannot be used for two Talents. For example, a Hero cannot Rapid Shot and Critical Shot (hoping to get two chances of seriously damaging an enemy!) in the same Shoot action. He would have to expend two Shoot actions, doing a Critical Shot first perhaps, followed by a Rapid Shot.
Skill Talents
Skill Talents are abilities anyone can learn, given time. Some are not used during combat but can benefit a force over a long period of time. Others are essential to any character expecting to engage in battle.
Connected
The Hero has lived his life on the streets, and always knows someone who knows someone. Where others work hard to earn a living, this Hero seems to have everything fall into his lap. Judges may never choose from this Talent tree.
Fixer
- Type: Skill
- Use: Campaign
The Hero has connections and can always call in a favour. Every battle, one Mercenary may be used and they will deduct half their normal cost from the revenue the force receives after the battle is complete. The maximum cost of the Mercenary is 100 Credits for every level the Hero has.
Wealthy
- Type: Skill
- Use: Campaign
The Hero is used to the better things in life, either through the right contacts or by having a huge stack of Credits in a safe account. The Hero may double the maximum Credit value of equipment, armour and weapons he may usually have.
Hands of a Healer
This Hero has had either formal or informal medical training, enabling him to administer emergency care after a battle. This makes him extremely popular among his friends.
Medic
- Type: Skill
- Use: Campaign
Between battles, the Hero can automatically heal one injury. This will negate one characteristic penalty that has resulted from injury (except those resulting from a body part being torn off). For example, if a model sustained a crippling injury to the head, then using Medical Care would allow it to remove the penalty to its Shoot, Psi, or Will characteristics.
Nurse
- Type: Skill
- Use: Campaign
Between battles, the Hero can automatically heal injuries. He may now negate two characteristic penalties that have resulted from injury (except those resulting from a body part being torn off).
Doctor
- Type: Skill
- Use: Campaign
Between battles, the Hero can automatically heal injuries. He may now negate three characteristic penalties that have resulted from injury (except those resulting from a body part being torn off).
Surgeon
- Type: Skill
- Use: Campaign
Between battles, the Hero can automatically heal injuries. He may now negate four characteristic penalties that have resulted from injury. If a body part has been torn off, the Hero can make a Will check. If he succeeds, the body part can be reattached and up to four characteristic penalties restored as normal.
Healthy Body, Healthy Mind
For this Hero, the body is more than just a vessel for the mind, and he has learned that clean living, exercise and ancient techniques can improve psychic ability.
Concentrated Mind
- Type: Skill
- Use: Passive
- Prerequisite: Psi +1 or higher
Rarely distracted by the swirl of combat around him, the Hero can unleash Psi Talents even when in contact with an enemy model.
The Power Within
- Type: Skill
- Use: Passive
The Hero has tremendous psychic potential, and can continue manifesting Psi Talents long after others would be exhausted. The Hero gains a permanent +2 bonus to its Psi score.
Critical Reserves
- Type: Skill
- Use: Activate
The Hero has learned how to fuel his Psi Talents with his own physical reserves. This is a dangerous practice, but can save a Hero in serious trouble. The Hero deducts a number of Hits of his own choosing. For every Hit lost, he immediately gains 2 Psi.
Sneaky Does It
Like a shadow, the Hero moves across the battlefield unseen, striking the enemy where they least expect it.
Stealthy
- Type: Skill
- Use: Activate (Move)
The Hero has learned to fade from view. Until the beginning of the Hero's next Phase, enemies within 20" wishing to take any action against the Hero must succeed at an opposed Will check. If one enemy succeeds, then the Hero is no longer in Stealth. Enemies further away cannot take any action against the Hero.
Silent Action
- Type: Skill
- Use: Activate (Move or Special)
While using Stealth, the Hero may use perform quiet actions without revealing himself. After performing a Special action to activate Stealth, the Hero may then choose either a Move or Special action without revealing himself.
Infiltrator
- Type: Skill
- Use: Passive
Skilled at infiltration, the Hero will usually sneak onto the scene of battle before either force arrives, to scope the area and get into a position of advantage. The Hero is placed on the table after all the models of both forces have been deployed. It may be placed anywhere up to 15" away from another member of its force, so long as it is not in the Line of Sight of any enemy model. If both forces have models with this Talent, both players must roll a dice – the lowest scoring will place his models first.
Silent Killer
- Type: Skill
- Use: Activate
The Hero may now take Shoot and Melee actions while using Stealth. However, he suffers a –1 penalty to his Melee and Shoot scores while doing so, and a –4 penalty to Will checks made to oppose enemies trying to spot him. If the Hero attacks while using Stealth, he will automatically cause a critical hit. However, he will automatically break his Stealth as soon as the attack has been completed.
The Shadow
- Type: Skill
- Use: Activate
The Hero has mastered the art of stealth. He no longer suffers a penalty on Melee and Shoot scores while using Stealth and gains a +2 bonus to his Will checks when opposing enemies trying to spot him. If the Hero attacks while using Stealth, he will automatically cause a critical hit. Using Master Stealth, he will not break his Stealth after the attack – he can choose to remain in Stealth until an enemy spots him.
Streetwise
This hero is wise to the streets and feels the ebb and flow of citizen, perp and judge alike. He always seems to know exactly what to do in any situation.
Luck of Grud
- Type: Skill
- Use: Passive
Maybe the Hero was born under a lucky star, perhaps he is favoured by Grud. Whatever the reason, others look on with amazement at what the Hero gets away with, wondering how he can be so Grud-damned lucky! This Talent may be selected up to three times. The Hero gets one free re-roll per battle for every time he has taken the Talent, and this may be used for any dice roll it makes during a battle.
Swift and Deadly
The Hero is exceptionally lithe and athletic, able to jump obstacles and slip past enemies without missing a step. Difficult to pin down, it can sometimes seem as though the Hero is in two places at once.
Agile
- Type: Skill
- Use: Passive
- Prerequisite: Agility +1 or higher
Lithe and nimble, the Hero may re-roll any failed Agility checks. This does not include rolls where you add Agility to avoid being hit in combat! A check is where you need to roll 6 or more on a dice for success after adding your Agility.
Light Foot
- Type: Skill
- Use: Action (Move)
During a Move action, the Hero can make an Agility check able to jump over any obstacle up to 1" high without any Move penalty. If the Agility check is failed, the Hero will stop at the obstacle, losing any subsequent move still available.
Duck & Weave
- Type: Skill
- Use: Passive
Having spent a long time in fire fights, the Hero has learnt the benefits of keeping its head down when the bullets start flying. The model gains a +1 bonus to any Agility checks it is eligible to make against shooting attacks so long as it is already benefiting from Cover. It does not gain any extra benefit from Cover against close combat attacks, nor does it gain any benefit if it is not within cover.
Quick Dodge
- Type: Skill
- Use: Passive
During an intense fire fight, cover is usually the first port of call, but some individuals learn to do without. If the Hero is not in cover, it may add a +1 bonus to its Agility when being shot at. This may not be used against weapons with the Spray or Explosive special rules, as they cover too much ground to avoid effectively.
Enemy Shield
- Type: Skill
- Use: Passive
There is no better cover than an enemy when the bullets starting flying and the Hero is adept at positioning itself so incoming shots will strike opponents in close combat. When a shooting attack is made into close combat, this model gains a +3 bonus to the dice roll made to determine whether a friend or an enemy is actually hit.
True Hero
This Hero is unshakable in his beliefs, or simply knows no fear – he may possibly be crazy. However, his example of grace under fire is infectious and can steady allies who might otherwise run.
Brave
- Type: Skill
- Use: Passive
There is not much that terrifies this Hero. All Will checks the Hero is called upon to make for Will to Fight purposes may be re-rolled.
Inspire
- Type: Skill
- Use: Passive
Having fought with his allies through thick and thin and saved their lives many times, the mere presence of this Hero is a great boost to morale. Every friendly model within 12" of the Hero gains a +1 bonus to all Will checks made for resisting arrest and Will to Fight purposes.
Drokk the Law!
- Type: Skill
- Use: Passive
The Hero's bravery is infectious, spreading to the rest of his force. All allies within 15" of the Hero may re-roll any Will check made to resist arrest.
Nerves of Steel
- Type: Skill
- Use: Passive
- Prerequisite: Inspire
Even when in great danger, the Hero is utterly unflappable, heedless of his own safety. The Hero will automatically pass all Will checks made for Will to Fight purposes.
Loyal Follower
- Type: Skill
- Use: Campaign
The Hero forms a bond with a Mercenary, inspiring them to join his force permanently. One Mercenary that has fought alongside the force in a past battle may be taken into the force as a permanent member, allowing them to be bought weapons, armour and equipment, and to start acquiring Experience Points, if they are a Hero.
Heroic Rush
- Type: Skill
- Use: Passive
A true hero, this model is able to perform acts that no mortal would normally consider, flanking enemies or finishing off a particularly hard rival. Once per battle, the model may take three actions in its Phase instead of two.
Die Hard
- Type: Skill
- Use: Passive
The Hero is an ornery brute and refuses to die! If the Hero is reduced to 0 Hits, make a Will check immediately. If failed, the model is removed as normal. If successful, the Hero immediately regains one Hit and may continue fighting. The Hero must continue to make successful Will checks at the start of each of its Phases in order to continue fighting. Failure will result in it being removed from the table as a casualty. If the Hero takes more damage and loses another Hit while benefiting from the Die Hard Talent it is automatically removed from the table as a casualty.
Die Harder
- Type: Skill
- Use: Passive
If a Hero takes damage and loses a Hit while benefiting from the Die Hard Talent, having already been reduced to 0 Hits previously, it makes an additional Will check immediately. If failed, the model is removed as normal. If successful, the Hero immediately regains one Hit and may continue fighting. The Hero must continue to make successful Will checks at the start of each of its Phases in order to continue fighting. Failure will result in it being removed from the table as a casualty. If the model takes further damage while benefiting from the Die Harder Talent additional Will checks will need to be made to be able to continue fighting.
Alleyway Fighter
Thumbing his nose at martial arts or professional fighting schools, this Hero learned everything he needed to know on the darkest streets, at night. All martial and no art, he is nonetheless effective.
Dirty Fighting
- Type: Weapon
- Use: Action (Melee)
The Hero tries to incapacitate a target. If the Hero causes damage against an opponent with this Melee attack, no damage is caused. Instead, the enemy must make a Will check. If the check is failed, the enemy will lose one action in its next Phase.
Below the Belt
- Type: Weapon
- Use: Action (Melee)
The Hero delivers a swift and unsportsmanlike kick to the target. In addition to suffering normal damage, the enemy must pass a Will check or suffer a –1 penalty to its Move and Melee scores until the end of its next Phase.
Careless Charge
- Type: Weapon
- Use: Action (Melee)
The Hero charges forth with wild abandon, and may double its Move for a single Melee action to reach an enemy. However, the enemy may take an immediate Shoot action against the Hero, though only one Shooting Dice may be used.
Deadly Strike
- Type: Weapon
- Use: Activate (Melee)
The Hero makes a swift strike at a vulnerable area on the target. This attack gains an additional –2 to the AP score of the Hero's weapon.
Thundering Charge
- Type: Weapon
- Use: Action (Melee)
With an almighty roar, the Hero surges forward in close combat, scaring the wits out of any enemy and throwing caution to the wind. When the Hero charges in a Melee action to first enter close combat, it gains two extra Melee Dice instead of one, but also suffers a –1 penalty to its Melee score.
Just Plain Lethal
- Type: Weapon
- Use: Passive
The Hero has a keen eye for weak spots. The dice roll needed to cause a critical hit with a Melee attack (normally a 10) is always reduced by one.
Mighty Blow
- Type: Weapon
- Use: Passive
The Hero puts extra weight and effort behind a single strike. He only rolls one Melee Dice for this attack. If it hits, the blow is an automatic critical hit that quadruples Damage rather than doubling it, and unless the target succeeds at a Will check, it will also suffer a –1 penalty to its Move score.
Demolition Man
There is nothing this Hero likes more than a big bang, preferably at his instigation. He is an expert in all forms of explosives.
Frag Out!
- Type: Weapon
- Use: Passive
Using an innate ability, as well as a strong arm, the Hero can increase the Range of grenade weapons 50% more than normal.
Gunslinger
A veteran of many fire fights, this Hero knows how to handle a gun. Skilled with the use of all firearms from pistols to heavy weapons, there is no one more dependable in battle.
Accurate
- Type: Weapon
- Use: Action (Shoot)
- Prerequisite: Shoot +1 or higher
Long hours training as a marksman have paid off. The Hero may re-roll any shooting attack that misses. This may only be used with weapons that have just one Shooting Dice.
Crackshot
- Type: Weapon
- Use: Passive
Adept at pinpointing the weak points in an enemy's armour, the Hero makes a mockery of any light protection. Every shooting weapon the model uses gains a –1 bonus to its AP score.
Close Combat Shooter
- Type: Weapon
- Use: Passive
Experience fighting in tight quarters has taught the Hero to fire without interruption, even when being attacked. He may perform Shoot actions with pistol weapons even if an enemy is in contact with him.
Pistol Whip
- Type: Weapon
- Use: Passive
The Hero is never at a loss to improvise a weapon, and can use any pistol weapon as a club in Melee actions.
Crippling Fire
- Type: Weapon
- Use: Action (Shoot)
A carefully aimed shot with a shooting weapon hampers the target's ability to fight. This attack cannot cause a critical hit but if damage is caused, the enemy will suffer a –1 penalty to its Melee, Shoot and Armour scores.
Wild Shooting
- Type: Weapon
- Use: Activate (Shoot)
Pulling the trigger repeatedly on his weapon, the Hero shoots wildly at anything that moves. The Hero may shoot a weapon three times with his Shoot action, but all dice suffer a –2 penalty and no critical hits can be scored.
Rapid Fire
- Type: Weapon
- Use: Action (Shoot)
Speed wins out over power as the Hero fires more rapidly with a shooting weapon. The Hero gains +1 Shooting Dice but cannot cause any critical hits.
He Knows Kung Fu
Whether a student of ancient martial arts, or simply having watched too many action videos, the Hero has honed his own body into a weapon. Few are his equal in close combat.
Martial Artist
- Type: Weapon
- Use: Passive
- Prerequisite: +1 Melee or higher
After many years of study and dedication, the Hero has become a fair martial artist. Their Fists & Feet attacks no longer have the Weak special rule.
Combat Awareness
- Type: Weapon
- Use: Passive
The Hero is always aware of their surroundings. Multiple attackers will not gain the usual bonus Melee Dice or +1 to Melee against the Hero.
Hit and Run
- Type: Weapon
- Use: Action (Move)
Get in and get out, that is the only way to survive on the streets of Mega-City One. The Hero is adept at slipping in and out of close combat, tying up an enemy long enough for his allies to succeed in their objectives. When trying to flee from close combat, the Hero makes an opposed Will check with his opponent. If this is successful, the Hero may automatically disengage in complete safety, without having to fight another round of close combat.
Parry
- Type: Weapon
- Use: Passive
This Hero is adept at knocking aside an enemy's attacks. You may force your opponent to re-roll one of his Melee Dice.
Black Belt Martial Artist
- Type: Weapon
- Use: Passive
The Hero enjoys some renown as a martial artist. Their Fists & Feet attacks now have Damage 2 and they gain the Parry special rule.
Numbers Count For Nothing
- Type: Weapon
- Use: Passive
Never overcome by the weight of numbers, the Hero can uses multiple attackers against one another with a combination of ducks and throws. The Hero gains one extra Melee Dice for every attacker in contact with him beyond the first.
Call Me Master
- Type: Weapon
- Use: Passive
The Hero has few peers in the field of unarmed combat. Their Fists & Feet attacks now have the Smasher special rule, along with Damage 3 and AP –4.
Dance of Death
- Type: Weapon
- Use: Passive
If the Hero removes an enemy as a casualty in close combat, he may make an immediate, bonus Melee action. This Talent may not be used by a Flyer or by a model on a vehicle.
Gun Kata
- Type: Weapon
- Use: Action (Shoot)
- Prerequisite: Close Combat Shooter, Dual Pistol Mastery
The Hero flies into a whirling dance of death, striking out at surrounding enemies with two pistol weapons. The Hero rolls two Shooting Dice against every enemy in contact with him
Sniper Artist
There is nothing more dangerous than this Hero with a rifle weapon. Skilled at hitting targets at great range, he is a superlative shot.
Aim
- Type: Weapon
- Use: Activate (Shoot)
- Prerequisite: Shoot +2 or higher
The Hero carefully places each shot for maximum effect with a rifle weapon. This decreases his rate of fire, but grants a +1 bonus to Shoot and AP, as well as decreasing the dice roll needed to cause a critical hit (normally a 10) by one.
Suppressing Fire
- Type: Weapon
- Use: Activate (Shoot)
The Hero's shots hamper foes when using a rifle weapon. Each successful attack deals regular damage and also inflicts a –1 penalty to the target's Melee and Shoot scores until the end of its next Phase.
Sniper Nest
- Type: Weapon
- Use: Activate (Shoot)
Taking best advantage of cover when using a rifle weapon, the Hero receives a bonus to defence but slows his rate of fire. He gains a +2 bonus to Armour until the start of his next Phase.
Armour Cracker
- Type: Weapon
- Use: Action (Shoot)
The Hero fires a shot with a rifle weapon designed to open up a weak spot in the target's armour. The attack deals normal damage if it hits and inflicts an additional –2 penalty on the target's Armour.
Critical Shot
- Type: Weapon
- Use: Activate (Shoot)
- Prerequisite: Armour Cracker, Shoot +3 or higher
The Hero finds a chink in the target's defences when using a rifle weapon. The attack increases its AP by –2 and, if successful, will automatically be a critical hit.
One Shot, One Kill
- Type: Weapon
- Use: Activate (Shoot)
- Prerequisite: Critical Shot, Shoot +4 or higher
The Hero fires a deadly shot with a rifle weapon. If it hits, the attack will be an automatic critical hit that quadruples damage instead of doubling it.
Twin Shooter
Some cheap punks carry two pistols into battle because they think it makes them look hard. This Hero is different – he actually knows how to use two pistol weapons at once.
Dual Shooter
- Type: Weapon
- Use: Passive
- Prerequisite: Shoot +2 or higher
The Hero shoots with two pistol weapons simultaneously. The damage he deals gains a +1 bonus, but none of his attacks may be critical hits.
Dual Pistol Master
- Type: Weapon
- Use: Passive
The Hero has become proficient fighting with two pistols, and now gains an extra Shooting Dice with one pistol weapon while wielding another in his other hand.
Punisher
- Type: Weapon
- Use: Activate (Shoot)
The Hero makes multiple shots against a target when using two pistol weapons. If two or more attacks hit, one will be an automatic critical hit and the enemy must make two Will checks. If the first is failed, the enemy will suffer a –1 penalty to Melee and Armour for the rest of the battle. If the second is failed, the enemy will suffer a knockdown.
Judge Talents
Crowd Control
Large numbers of unruly citizens cause no fear in this judge, for he has long since become used to hauling in perps, regardless of how many stand against him.
Headbreaking
- Type: Judge
- Use: Action (Melee)
- Prerequisite: Melee +2 or higher
A smart judge knows he can create a good impression on a whole gang by simply giving one of their leaders a decent pummelling. If a judge removes a Hero as a casualty in close combat, then he may make an immediate Arrest check against every Minion on the Hero's side who has Line of Sight to him. The judge makes one Will check which is matched against the separate Will checks of every target.
Creep Management
- Type: Judge
- Use: Action (Special)
Some judges have a truly authoritarian manner, and citizens follow their natural instincts to obey their commands. A judge with this Talent rolls a dice and add its Will score. Every enemy Minion within 12" must also roll a dice and add its own Will score. All Minions that fail to roll higher than the judge will have their actions in their next Phase chosen by the judge's player. These actions must all be the same – so, the judge may order all the Minions to Move, for example, forcing them to take two Move actions next turn, or maybe two Special actions (perhaps having ordered them to 'freeze'). All Minions must take the same action and all actions they take must be of the same type. However, it is up to the Minions' own player how they go about the actions, and he is free to move or otherwise use them as he sees fit.
Multiple Arrest
- Type: Judge
- Use: Action (Special)
The judge's authority is impressive and he is capable of forcing entire crowds to surrender. The judge may attempt to arrest any number of targets at once, so long as they are all within 12" and in Line of Sight. The judge makes one Will check which is matched against the separate Will checks of every target. All other rules for Arrest checks apply as normal.
Judicial Prodigy
Some judges just seem born to the streets, and have an uncanny instinct or sixth sense when it comes to administering the Law.
Academy Star
- Type: Judge
- Use: Passive
This judge excelled at the Academy of Law, passing every test with flying colours through sheer dogged determination. The judge permanently gains +1 Will or +1 Hits.
Situational Awareness
- Type: Judge
- Use: Action (Melee)
- Prerequisite: Academy Star, Will +2 or higher
Among judges there are those who have an uncanny knack of being in the right place at the right time, doing the right thing. Once per game, the judge may go onto Alert Status after he has completed his actions, even if he has already performed actions.
Lawmaster Mastery
When riding a Lawmaster, the judge becomes one with his bike. He is just as effective on the bike as off, and can use it as a weapon in its own right.
Drive-by Boot
- Type: Judge
- Use: Action (Melee)
Judges often learn how to bring fleeing perp down with a well-placed boot or swung daystick from the back of a Lawmaster. If a judge is on a bike and has travelled at least 5" before he moves into contact with an enemy, then a Drive-by Boot can be executed with one of the judge's close combat weapons. This attack uses only a single Melee Dice and doubles any Damage caused with a +1 bonus to the judge's Melee score.
Bike Wheelie
- Type: Judge
- Use: Activate (Melee)
By gunning his engine, the judge rears his bike up and literally runs over his enemies at speed while using the bulk of his bike as a shield. If a judge is on a bike and has travelled at least 5" before he moves into contact with an enemy, then a Bike Wheelie can be executed. The judge only uses one Melee Dice, but uses his bike as a weapon. The bike itself will have a Damage score of 3 and AP –4. In addition, the judge gains a +2 bonus to his Armour until the start of his next Phase.
Riot Judge
Trained extensively in crowd control tactics and unit actions, riot judges quickly learn to use their equipment to best effect. There is no better answer to a block war than a dozen good riot judges formed in line.
Shield Bash
- Type: Judge
- Use: Action (Melee)
- Prerequisite: Must be a Riot Judge
The Hero shield-bashes a target. This deals damage as normal with a shield. In addition, the target must succeed at a Will check or suffer a knockdown.
Shield Wall
- Type: Judge
- Use: Activate
The Hero's shield becomes like a fortress, adding a +2 bonus to Armour, but at the cost of –1 damage on all attacks until the start of his next Phase. If at least one other Hero using this Talent is in base contact with the judge, they both receive an additional +1 bonus to their Armour.
Shield of Steel
- Type: Judge
- Use: Activate
The Hero's shield provides protection against shooting attacks. Until the end of the Hero's next Phase, he gains a +4 bonus to Armour against shooting attacks.
Shoot to Wound
Shooting a fleeing perp in the back may be satisfying, but it is not justice. This judge always prefers to take criminals alive so they can better understand the weight of their crimes in an iso-cube.
Leg Shot
- Type: Judge
- Use: Action (Shoot)
- Prerequisite: Shoot +3 or higher
The judge lets fly with a shot, winging a target's leg. This Talent can only be used with the Standard Execution rounds of a Lawgiver, and only one Shooting Dice may be rolled. If the target is successfully hit, it will not lose any Hits but instead will not be able to perform any Move or Melee actions in its next Phase.
Disarming Shot
- Type: Judge
- Use: Activate (Shoot)
Snapping off a shot, the judge accurately targets his enemy's weapon, sending it spiralling away and out of reach. This Talent can only be used with the Standard Execution rounds of a Lawgiver, and only one Shooting Dice may be rolled. If the target is successfully hit, it will not lose any Hits but instead lose one weapon of the judge player's choice. This weapon may not be used for the rest of the battle and may only be recovered afterwards if the judges' opponent wins the battle.
Psi Talents
Psi Talents are very similar to other Talents, and are earned by experience in the same way. However, they may only be used by Heroes with Psi scores and each one will use Psi points.
Most Psi Talents have prerequisites listed. Your Hero must fulfil all of these prerequisites (either by attaining a certain level or already having a specific Talent) before he may select the Talent.
Using Psi Talents
A Psi Talent requires one or more Special actions to use, as detailed in its description. In addition, before a Psi Talent may be attempted, the Hero must deduct an amount of Psi in order to activate it. The amount of Psi required varies from Talent to Talent, and is also listed in its description.
Range and Line of Sight
All Psi Talents have a maximum range and require Line of Sight to their targets, just like shooting attacks (see page 8). The range of a Psi Talent is noted in its description. If a Psi Talent uses a template, such as the Cone Template, then this will be noted in the Psi Talent's description instead.
Some Psi Talents only affect the Hero manifesting them. These Psi Talents have a range listed as User Only. A few Psi Talents have the capability of affecting the entire battle. Such Psi Talents have a range listed as Battlefield.
A Psi Talent may not be used if an enemy is in contact with the Hero.
Regaining Psi
You will soon find that your Heroes burn through their Psi at a very fast rate. Fortunately, there are ways of regaining Psi.
Certain items will allow a Hero to regain Psi. However, a Hero can always use a Special action to regain Psi. Every Special action used in this way will return one point of Psi.
Pre-Cog
After telepaths, pre-cogs are amongst the most common types of psychics and, indeed, the Justice Department's Psi-Division works hard to constantly train new operatives as others retire or succumb to their visions. A pre-cog has the ability to literally see into both the past and the future.
Danger Sense
- Special Actions: 1
- Psi Cost: 1
- Range: User Only
The Hero's senses are psychically enhanced, allowing him to sense danger before it arrives. He gains a +1 bonus to his Agility score until the start of his next Phase.
Foresight
- Special Actions: 1
- Psi Cost: 3
- Range: User Only
The Hero sees danger before it happens. He gains a +2 bonus to his Agility and Armour scores for the rest of the battle.
Pyrokine
The pyrokine is closely related to the telekinetic in mental ability, but instead of concentrating on mind over matter, he focuses on mind over energy. By agitating particles in any solid object, the pyrokine can cause fire to spring up spontaneously.
Resist Flames
- Special Actions: 1
- Psi Cost: 1
- Range: User Only
The Hero bends fire around his body, tuning his physical form with the fire. For the rest of the battle, the Hero will lose one less Hit than normal whenever taking damage from fire-based attacks.
Incinerating Finger
- Special Actions: 1
- Psi Cost: 1
- Range: 5"
The Hero extends his hand and a thin jet of flame shoot forward. The targeted enemy will automatically lose one Hit.
Flaming Shroud
- Special Actions: 1
- Psi Cost: 2
- Range: Cone Template
The Hero's hands erupt with a cone of flame, inflicting damage on all targets in the area. Place the Cone Template in contact with the Hero. All models touched by the template will lose one Hit.
Pyrokinetic Burst
- Special Actions: 1
- Psi Cost: 4
- Range: 15"
The Hero's hands erupt with an explosive ball of flame, blasting all targets in the area with fiery death. This is a normal shooting attack as detailed below. In addition, all targets must succeed in a Will check or suffer a knockdown.
| Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|
| 15" | 1D | 2 | –4 | Explosive 3 |
Tempest of Fire
- Special Actions: 3
- Psi Cost: 8
- Range: 15"
The Hero summons a huge column of swirling flame. Place a marker on the table – this is the centre of the Tempest of Fire. All models within 4" of this marker immediately lose 1 Hit and will continue to lose another Hit at the start of every one of their Phases while they are still within 4" of the marker. At the start of every Turn, roll one dice. On a 9 or 10, the Tempest of Fire ends. Otherwise, keep the marker on the table, and nearby models will continue to lose Hits.
Telekinetic
Telekinetics are one of the rarest forms of psychics, as their field is one of immense will and dedication – a telekinetic has the ability of mind over matter, being able to move solid objects with thought alone.
Concussive Blast
- Special Actions: 1
- Psi Cost: 1
- Range: 5"
The Hero creates an explosive clap of air that frays the nerves of everyone nearby. Every model within 5" of the Hero must make a Will check or suffer a –1 penalty to every dice they roll until the end of their next phase.
Levitate
- Special Actions: 1
- Psi Cost: 4
- Range: User Only
The Hero uses his telekinetic powers to lift himself off the ground. So long as the Hero makes a Move or Melee action immediately after using this Talent, he may move up to 12" vertically (up or down) as well as his normal forward movement from the actions.
Jinx
- Special Actions: 1
- Psi Cost: 4
- Range: 15"
The Hero effectively curses an enemy, fouling his mental processes so every action attempted is flawed. The enemy must make an opposed Will check against the Hero. If the enemy fails, he will suffer a –2 penalty to both Shoot and Melee scores for the rest of the battle.
Crushing Force
- Special Actions: 2
- Psi Cost: 2
- Prerequisite: Will +3 or more
- Range: 10"
The Hero extends his telekinetic senses and tries to crush an enemy with the force of his mind. The Hero must select an enemy model within 10", and make an immediate opposed Will check with it. If the Hero is successful, the enemy loses 1 Hit and must make another opposed Will check. If this too is failed, the enemy loses another Hit and must make another opposed Will check, and so on, until the target is either dead or the Hero fails his opposed Will check.
Control Body
- Special Actions: 2
- Psi Cost: 8
- Range: 20"
By taking control of an enemy's limbs and body, the Hero literally controls its actions. The Hero must select an enemy model within 20", and make an immediate opposed Will check with it. If the Hero succeeds, the opposing player still decides which actions the model will take, but the Hero's player will otherwise control the model, deciding where to move, who to shoot, and so on. The enemy model must succeed at an opposed Will at the start of its next Turn or it will still be under the control of the Hero's player, and will remain so until an opposed Will check is passed.
Telepath
The strength of the telepath is the ability to read, influence, control and dominate the mind of another. A skilled telepath is capable of controlling entire mobs of citizens with a simple thought, delving into the mind of a victim to uncover their deepest secrets or even altering the memories of another.
Mind Shield
- Special Actions: 1
- Psi Cost: 4
- Range: User Only
The Hero builds a mental fortress, making himself impervious against any hostile Psi Talent. Whenever he is to be affected by an enemy Psi Talent, the Hero makes an opposed Will check against the enemy who used the Talent. If he fails, the Talent affects the Hero normally. If the Hero succeeds, he ignores all effects of the Talent. Mind Shield will not work against Psi Talents that are used as shooting weapons.
Daze
- Special Actions: 1
- Psi Cost: 1
- Range: 10"
The Hero pushes against the mind of an enemy to confuse him. The enemy must make an opposed Will check against the Hero. If the enemy fails, he will lose his next action.
Demoralise
- Special Actions: 1
- Psi Cost: 2
- Range: 10"
The Hero channels a wave of negative psychic energy, encouraging his enemies to give up. Every enemy within 10" must make an opposed Will check against the Hero. If any enemy fails, it will suffer a –1 penalty to its Will score for the rest of the battle.
Mental Sting
- Special Actions: 1
- Psi Cost: 1
- Range: 10"
The Hero sends a sharp psychic pulse towards an enemy. The enemy must make an opposed Will check against the Hero. If the enemy fails, he will lose a Hit.
Psi-Lash
- Special Actions: 1
- Psi Cost: 2
- Range: 15"
The Hero attacks an enemy with a series of vicious psychic strikes. The enemy must make an opposed Will check against the Hero. If the enemy fails, he will lose 2 Hits.
Insanity
- Special Actions: 1
- Psi Cost: 8
- Range: 15"
The Hero blasts his enemy with psychic energy, driving them insane. The enemy must make an opposed Will check against the Hero. If the enemy fails, roll on the table below at the start of every one of its Phases for the rest of the battle.
| Dice Roll | Action Taken |
|---|---|
| 1 | Wanders off – remove model as a casualty |
| 2–6 | Stand still – take no actions |
| 7–9 | Goes berserk – Melee towards nearest model, friend or foe! |
| 10 | Behave as normal |
Mind Bomb
- Special Actions: 2
- Psi Cost: 8
- Prerequisite: Will +6 or more
- Range: 20"
The Hero attacks an enemy with a resonating psychic burst, producing devastating, if unpredictable results. The enemy must make an opposed Will check against the Hero. If the enemy fails, roll one dice. He will lose that many Hits.
Trans-Dime
The trans-dime is a strange psychic, one who is able to peer into the psi-flux itself and manipulate energies present in other worlds and other dimensions beyond normal human experience. This is an extremely dangerous field for a psychic to pursue for they are literally dabbling in arts man was not meant to know.
Ectoplasmic Shield
- Special Actions: 1
- Psi Cost: 2
- Range: User Only
The Hero cloaks himself with otherworldy material that resists attacks. For the rest of the battle, the Hero gains a +2 bonus to Armour.
Ectoplasmic Attack
- Special Actions: 1
- Psi Cost: 4
- Range: 15"
The Hero moulds ectoplasm into a semi-solid projectile. This is a normal shooting attack, as detailed below.
| Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|
| 15" | 1D | 2 | –3 | Power Shot |
Psychoportation
- Special Actions: 2
- Psi Cost: 8
- Prerequisite: Ectoplasmic Attack, Will +7 or more
- Range: Battlefield
Manipulating dimensions, the Hero is able to teleport himself anywhere on the battlefield in the blink of an eye. After the second Special action has been spent using this Psi Talent, immediately move the model to anywhere desired on the battlefield that is not in contact with an enemy model.
Campaigns
Once you have played a few battles with the Judge Dredd miniatures game, you might want to start thinking about running a campaign. A campaign is a series of inter-connected games, involving two or more forces. Each game tells part of a story for the forces involved, and you can watch the individuals in your force become more experienced and better equipped as the campaign unfolds.
You can think of a campaign as a kind of extended comic strip, with each game being a weekly instalment into the lives and well being of your Mega-City One citizens. The campaign as a whole is a complete graphic novel!
Your campaign may be a simple struggle for supremacy between two forces, such as the local judges versus a street gang, or maybe two street gangs vying for domination of a single block. However, you can also make a campaign a huge, sprawling affair, perhaps basing it around a major event in Mega-City One's history (such as Necropolis or Judge Cal's reign of terror) with several different forces run by a group of players. You can chart the progress of your force while Mega-City One falls down around it!
Playing a Campaign
Once every player has a force ready for play, you must all agree on a Campaign Goal, the first force to achieve the goal being the winner of the campaign. A selection of possible Campaign Goals are listed below, but you are welcome to create your own. Indeed, there is no requirement for every force to have the same Campaign Goal – everyone could have their own unique path to victory!
- Each force must play a set amount of games, with the overall winner being the victor of the most scenarios.
- The first force to field a level 25 Hero is the winner.
Once the Campaign Goal has been decided, you are now free to start! Follow these steps.
1. Challenges
Each player involved in the campaign should roll a dice, re-rolling any ties. Anyone who won their last battle should add 2 to this dice roll.
The highest rolling player must then choose a scenario to play and challenge another player to fight.
The next highest rolling player who has not been challenged then makes a challenge of his own and so on, until every player has a game arranged.
If there are an odd number of players involved in the campaign, the last player is free to either challenge another player for a second game in this round, or join forces with another player in a game that has already been arranged.
2. Fighting Battles
Once two players have a game arranged, it is time to prepare their forces.
The player who made the challenge is the Attacker, if the scenario requires one.
The Credit value of the scenario is set by the player who has the greatest number of Credits spent on his force. If the opposing player has less Credits spent on his force, he may freely add models from his Mercenary List until the Credit value of his force is equal to that of his opponent – he may not use mercenaries to take a force of greater value than that of his opponent.
Once the two forces are ready, consult the scenario for set up conditions, and then fight!
3. Calculate Victories, Update Rosters
Once every game has been played, players should determine who has won their scenarios and check to see if the Campaign Goals have been reached.
After that, Force Rosters should be updated with any deaths and injuries (see below), and with Experience Points (see page 48). Heroes may go up levels and, eventually, Minions may become Heroes.
You will gain an amount of Credits after each game, equal to 40% the total value of the opposing force, not including any mercenaries (see page 84). These Credits may be spent within your force list immediately, adding new models or upgrading existing ones.
That done, go back to the first step and start arranging games again, until you find a winner of the entire campaign!
Injuries
In the normal course of games, when a model is reduced to 0 Hits, it is removed from the table as a casualty. However, a shot or blow that takes a model out of a fight does not necessarily mean the model is dead – it may have suffered a serious and debilitating injury, or may have just suffered a scratch and kept his head down during the rest of the fight (the coward!).
When a model is reduced to 0 Hits, consult the table below after the game has been played to see what really happened to him.
Roll a dice and add the Damage score of the weapon that reduced the model to 0 hits.
| Dice Roll | Wound Sustained |
|---|---|
| 5 or less | Scratch |
| 6–8 | Injured |
| 9–10 | Crippled |
| 11 | Torn Apart |
| 12 or more | Dead |
Scratch: The model has suffered a nasty wound and is knocked unconscious. However, the model recover quickly and be ready to take his place in the next fight in the campaign.
Injured: The model has suffered a serious injury. Though the model will recover quickly enough to take part in the next campaign game, it will always suffer from this brush with death. Roll on the Injury Location Table below and apply the effects permanently to the model's characteristics.
Crippled: The model has suffered a permanent and debilitating injury. The model will miss the next campaign game as it recovers and must roll on the Injury Location Table below, applying the effects permanently to its characteristics.
Torn Apart: A body part has been literally torn or cut off! The model will miss the next two campaign games. Roll on the Injury Location Table and apply the effects permanently to the model's characteristics. Players should feel free to convert their model's appearance to reflect such an injury, as this injury cannot be healed in any way.
Dead: The model has bought the farm, been exterminated, is seriously pushing up daisies. He's dead, Jim. Remove him from the Force Roster permanently.
Injury Location Table
| Dice Roll | Location | Injured | Crippled | Torn Apart |
|---|---|---|---|---|
| 1 | Head | –1 Shoot | –1 Shoot, –1 Will, –1 Psi | Dead |
| 2–4 | Arm (1–5 left, 6–10 right) | –1 Agility | –1 Agility, –1 Melee Dice (minimum 1D), may not use Two-handed weapons | –1 Agility, –1 Melee Dice (minimum 1D), may not use Two-handed weapons |
| 5–8 | Body | –1 Agility, –1 Melee | –1 Hits (min. 1) | Dead |
| 9–10 | Leg (1–5 left, 6–10 right) | –1 Move | –1 Move, –1 Agility | –3 Move, –1 Agility, –1 Melee Dice (minimum 1D) |
Cybernetics
The characteristic losses from injuries to arms and legs may be negated by simple bionic limbs, or by any other replacement limb. The cost of these does not count towards any credit limit the model normally has.
Injured Minions
Minions do not roll on the Injury Table when they are removed as casualties. Instead, roll one dice for each minion that has become a casualty. Add +2 if the minion was removed because it failed a Will to Fight check.
On a 4 or more, they are returned to the force with no ill effects. On a 3 or less, they are dead, have been arrested, have run away, or have otherwise failed to return to the force. They are removed from the force permanently.
Scenarios
The following scenarios may be used in both one-off games or be chosen by players engaged in a campaign.
Terrain in Mega-City One
Battles in the universe of Judge Dredd can take place in almost any environment you can think of. The streets of Mega-City One, with blocks, ground cars, holding posts and kneepad stores are an obvious choice, but consider using some of the following as a change of pace from time to time.
- An abandoned sector of the city, filled with ruins and rad pools (definitely Dangerous Terrain!).
- A huge wooded park, complete with streams and gazebos, inside a residential block.
- The irradiated desert of the Cursed Earth.
- The ruined Undercity, complete with dilapidated 20th and 21st Century buildings.
- The streets of a different Mega-City, such as Brit-Cit or Hondo-Cit – just for a change!
- The surface of the Moon.
- Or the surface of an alien world, where you can really let your imagination run.
- The deck of a huge transport or pirate ship crossing the Black Atlantic.
- Within the corridors and rooms of a residential block or Justice Department facility.
- A primitive fort in the middle of the Cursed Earth.
- One of Mega-City One's many spaceports.
Street Rumble
When two rival forces meet, it never takes much to get them reaching for weapons. This is a street rumble, a show of arms and aggression to demonstrate which force has the right to rule any given street, block or facility, be it a street gang, mobsters or the Law.
Forces: Both players have equal forces in this battle, and neither player is considered to be the attacker.
Set Up: Both players roll a dice, the lowest deploying all their models first. The highest rolling player deploys all his models second. Both players may set up no further than 10" from their table edge.
Both players roll a dice. The player who rolls the highest takes the first Phase of the game.
Special Rules: None.
Victory Conditions: The fight continues until all the models in one of the forces have been removed from the table, either through injury or failure of Will to Fight. The remaining force is the victor.
The Mall
Whether it is a shopping mall in a cityblock or a tweenblock plaza, there are many public areas in Mega-City One where rival gangs may meet, quite accidentally. They may be on their way to collect protection money from a local business or may simply be travelling to the nearest Palais-de-Boing™ when they run into their rivals travelling in the opposite direction. In such cases, gangs may be reluctant to start a shoot out when they are so unprepared but, as always, few criminals can restrain their insults when another gang is around and just a few poorly chosen words can start a firefight.
Set-Up: Both players roll a dice. The player who rolls the highest may choose which table edge he will start on. His opponent starts on the opposite edge.
The player who chose which table edge to set up from places one model from his gang first. He may freely choose which model this is and place it anywhere on the table, so long as it is more than 15" from his table edge. The other player then places one model from his gang, again more than 15" from his table edge but also more than 10" away from the enemy model already on the table.
Both players roll a dice. The player who rolls the highest takes the first turn of the game. During each turn, players may either move the models already on the table, or may bring one new model on to their table edge, immediately taking its actions.
Victory Conditions: The aim of each player is to move all his models off his opponent's table edge. The first to do so will be the victor. In the (very likely) event that a fight breaks out, the fight will continue until all the models in one of the gangs have been removed from the table, either through injury or failure of Will to Fight checks. The remaining gang in this case is the victor.
Special Rules: Whenever a model is about to take an action when an enemy model is within range of its weapon and a clear line of sight can be established, or when an enemy model is close enough to be engaged in close combat with a single charge action, it must make a Will check as a cutting insult is hurled its way. If this check is failed, the model loses its cool and immediately attacks the enemy, either with a shooting or close combat attack, as appropriate.
Turf Grab
Street gangs can sometimes become victims of their own success. After dominating the area for a while, they may find their territory has expanded beyond all control and gang members are thinly stretched trying to manage all of them. Rival gang leaders pay keen attention to this and will often try to invade poorly managed territory (whilst the Judges might try to reclaim the streets to enforce the Law), grabbing it for themselves unless the 'owning' gang shows up to fight for control.
Set-Up: The player who was challenged may choose which table edge he will start on. His opponent starts on the opposite edge.
The player who made the challenge places all the models in his gang first. He may place them anywhere up to 10" away from his table edge. The other player then places all the models in his gang on the table, again within 10" of his table edge.
Both players roll a dice. The player who rolls the highest takes the first turn of the game.
Victory Conditions: There are two ways to win a Turf Grab. The first is to divide the playing area up into four quarters (which will normally be 12" by 12" in size). A gang will win the Turf Grab by having models in at least three of the quarters, so long as each quarter does not have any enemy models within it. As soon as a gang achieves this, it is assumed to have demonstrated that it has complete control of the turf, forcing its rival to withdraw.
If neither gang manages to control three quarters in this way, the fight continues until all the models in one of the gangs have been removed from the table, either through injury or failure of Will to Fight checks.
Raid
Whether part of an initiation process or simply on his own initiative, sometimes a daring gang member may sneak into a rival's stronghold and steal everything he can lay his hands on. While Judges will often instigate investigations but upon uncovering key evidence may have to pull back until back up arrives. Such activity rarely goes unnoticed for long, and the lone punk will have to run for his life as the enemy gang gives pursuit, hoping his allies will reach him in time to save him from a painful retribution.
Set-Up: Both players roll a dice. The player who rolls the highest may choose which table edge he will start on. His opponent starts on the opposite edge.
The challenging player chooses a single model from his gang and places it on the table, no further than 10" away from his opponent's table edge. This is the model who has performed the daring raid and is now running for his life with the stolen stash. The challenged player then places his entire gang on the table, no more than 5" away from his table edge. Finally, the challenging player places the remainder of his gang, again no more than 5" away from his table edge.
The challenging player goes first.
Victory Conditions: The fight continues until the single model who made the raid either exits from his table edge or is removed from play.
Demolition!
Some heroes prefer cunning tactics, sneaking into an enemy's stronghold and stealing valuable credits or making grabs for unguarded turf. Other prefer the direct approach. Buying or stealing a large quantity of high explosives, the leader sends his gang into an enemy territory with the aim of destroying a key building. The enemy gang must rush to the area and try to prevent its destruction.
Set-Up: Both players roll a dice. The player who rolls the highest may choose which table edge he will start on. His opponent starts on the opposite edge. An objective of at least 2" by 2" in size is placed in the middle of the table. This should represent something substantial such as a power generator or pillar support for a massive building.
The player who chose which table edge to set up from places all the models in his gang first. He may place them anywhere up to 15" away from his table edge. The other player then places all the models in his gang on the table, again within 15" of his table edge.
The challenging player takes the first turn of the game.
Victory Conditions: There are two ways to win a Demolition!. The first is for the challenging player to destroy the objective in the middle of the table, as described under the special rules.
If the challenging gang does not succeed in destroying the objective, the fight continues until all the models in one of the gangs have been removed from the table, either through injury or failure of Will to Fight checks.
Special Rules: It is assumed that every model in the challenging gang is carrying high explosive devices. In order to destroy the objective, a model must move into base contact with the objective and spend eight ready actions arming the explosives. These ready actions need not be taken consecutively and the model is permitted to perform other actions while setting up the explosives. If the model is removed from the table or leaves the objective, keep track of how many ready actions he spent arming the explosives. Another model is free to move into base contact and continue the task until a total of eight ready actions have been spent.
Getting Whacked
Someone on the opposing force has been getting too big for their boots and has started causing too much trouble. Their enemies have mobilised against them, determined to remove this person from the streets of Mega-City One permanently.
Forces: Both forces have equal points in this battle. Both players roll a dice – the player with the highest scoring roll is the attacker.
Set Up: The defender deploys all their models first. The attacker has the first Phase of the game and moves all his models on from his table edge in the first turn.
Special Rules: None.
Victory Conditions: The fight continues until either the Hero with the most Experience Points in the defender's force is removed as a casualty (if there are two or more Heroes with equally highest totals, then both must be removed!) then the attacker wins. If the defender can destroy the attacking force or make it withdraw before this happens, then the defender wins.
Mercenaries
Mercenaries are most commonly used by a force when facing a stronger enemy. While mercenaries will allow players to always fight on an even scale, they are expensive to use and will always leave your force after their work is done.
Some mercenaries are no better than common grunts, but can be used in vast numbers, while others are great heroes or celebrities, known across Mega-City One and beyond. They are also a good way of gaining models that are not normally accessible in a force list.
Using Mercenaries
Whenever a player finds he is facing a force of greater points value in a campaign, he may use any number of mercenaries to bring his force into balance. He may add as many mercenaries as he likes from his force list, but his total force points value may not exceed that of his opponent.
Once a battle has been fought with Mercenaries, they are removed from the force immediately – they never gain Experience Points.
If you use any Mercenaries in your force, the amount of Credits you receive from the battle will have the credit values of all mercenaries that were not removed as casualties deducted from it.
You are never required to use Mercenaries, even if you are at a great points deficit with your opponent. In fact, such a one-sided battle may become one of the best games you have ever played!
Mercenaries come in all shapes and sizes...
Assassin (155 Credits)
Beyond the common street punk, there are many perps who specialise in particular areas of crime. The assassin is typically a loner, a highly paid murderer who commands outrageous fees for the promise of permanently silencing an enemy. Assassins favour many different methods of killing, but highly trained marksmen are most common, able to put a laser beam into the skull of a target at a huge distance.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Assassin | 5" | +0 | +2 | +0 | 2D | +0 | +0 | 2 |
Class: Level 1 Hero
Talents: Aim, Stealthy
Equipment: Laser rifle, rifle scope, spit pistol.
Agent (410 Credits)
Whether employed by foreign governments, megacorporations or wealthy criminal organisations, agents are highly motivated individuals, exceptionally well-trained, who will stop at nothing to complete their contracts. Be it assassination, sabotage or espionage, there is no one better than a good agent.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Agent | 5" | +2 | +3 | +3 | 3D | +2 | +8 | 11 |
Class: Level 10 Hero
Talents: Accurate, Agile, Brave, Crackshot, Infiltrator, Light Foot, Silent Action, Silent Killer, Stealthy, The Shadow, Quick Dodge
Equipment: Energy shield, knife, handgun
Bat Burglar (80 Credits)
Batting is a popular, if somewhat restricted, activity in Mega-City One. Around blocks where it is permitted, citizens can be seen soaring the heights with rocket-assisted bat wings. Enterprising thieves have taken this hobby to heart, allowing them access to apartments on the highest block levels to steal in through the exterior windows, which rarely have the same level of security as the block's interior.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Bat Burglar | 5" | +1 | +0 | –1 | 2D | +0 | +0 | 1 |
Class: Minion
Equipment: Bat glider, handgun.
Cadet Judge (75 Credits)
Though spending most of their time concealed within the Academy of Law, cadets are occasionally allowed into the city, under the strict watch of a judge. Though barely in their teens, a well-trained cadet has been the ultimate nemesis for more than one perp.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Cadet Judge | 5" | +1 | +0 | +0 | 2D | +0 | +5 | 1 |
Class: Minion
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades.
Chimp (45 Credits)
Chimps form good all-rounders within an ape gang, able to take on most tasks with success.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Chimp | 6" | +1 | +0 | +0 | 2D | +0 | +0 | 1 |
Class: Minion
Equipment: Spit pistol
Swinging Apes: Chimps are very agile, and can scale sheer surfaces or swing across wide gaps with ease. He can treat any sheer surface as clear terrain, so long as he begins and ends its Phase on a flat surface, and can move across any open gap up to its Move without making an Agility check.
Combat Droid (265 Credits)
Used by the Justice Department and corporations with a licence to deploy lethal security, combat droids are the soldiers of the robot world. Equipped with heavy armour and powerful weapons, they are powerful enemies.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Combat Droid | 4" | +0 | +2 | +1 | 2D | +1 | +7 | 3 |
Class: Minion
Equipment: Laser rifle
Always Alert – A combat droid has lightning fast reflexes and is considered to be on Alert Status at the start of each enemy turn.
Robotic – The combat droid is immune to Gas weapons, and ignores all attempts to arrest them. It also automatically passes any Will check required to resist Psi Talents.
Desperado (125 Credits)
Those trapped in the depths of the Cursed Earth lead a hellish existence, forced to fight every day for their own survival. Many band together in small townships or nomadic gangs, roving the wasteland in search of vital resources that will allow them to survive another day. Be it food, water or technology, they rarely have any qualms about killing those who stand in their way.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Desperado | 5" | +0 | +2 | +2 | 2D | +1 | +0 | 2 |
Class: Level 1 Hero
Talents: Brave, Stealthy
Equipment: Axe, hand bombs, stump gun.
Fattie (60 Credits)
Eating has become not just a past time but a sport in Mega-City One, with food contests common throughout every sector. Fatties, despite their one ton appearance, are highly trained individuals, dedicated to consuming as much as they can, and growing as large as they can.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Fattie | 3" | –2 | –1 | +4 | 1D | +0 | +0 | 6 |
Class: Minion
Equipment: Handgun.
Belliwheel: Once a Fattie gets going, there is little that can stop him. If a Fattie takes two consecutive Move or Melee actions in the same turn, the second Move or Melee action must be made in a completely straight line, but he will move an additional D10+2". In addition, the Fattie's close combat attacks will ignore all Armour and have a Damage score equal to the Fattie's remaining Hits. Fatties may only move in clear terrain.
Gorilla Gangster (175 Credits)
Having worked his way up through the ranks of an ape gang, the Gorilla Gangster has gone freelance, and now hires his considerable skills (and muscle) to the highest bidder.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Gorilla | 5" | +1 | +1 | +1 | 3D | +1 | +0 | 3 |
Class: Level 2 Hero
Talents: Accurate, Agile
Equipment: Spit Gun
Swinging Apes: The Gorilla Gangster is very agile, and can scale sheer surfaces or swing across wide gaps with ease. He can treat any sheer surface as clear terrain, so long as he begins and ends its Phase on a flat surface, and can move across any open gap up to his Move without making an Agility check.
Holocaust Judge (500 Credits)
The Holocaust Judge is deployed only in the most exceptional circumstances. Highly trained, highly experienced, and equipped with the best armour the Justice Department can devise, he is sent into the most dangerous of situations and expected to lay down his life for Mega-City One if required.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Senior Judge | 5" | +3 | +4 | +3 | 4D | +2 | +8 | 10 |
The stat row in the source is labelled "Senior Judge", while the entry is the Holocaust Judge; the values are transcribed as printed.
Class: Level 8 Hero
Talents: Academy Star, Accurate, Agile, Brave, Crackshot, Creep Management, Headbreaking, Leg Shot, Situational Awareness
Equipment: Holocaust Suit HS/1, Lawgiver.
Options:
- Swap Lawgiver for Widowmaker for +50 Credits
- Swap all equipment for Holocaust Suit HS/2 for +250 Credits
Judge Dredd (625 Credits)
He is the Law, and you better believe it, creep! Judge Joe Dredd has saved Mega-City One more times than anyone can remember. He has always said his place is on the streets and has always avoided positions of command. Nonetheless, he is considered the most senior of street judges, and even the Chief Judge pays attention when he speaks.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Judge Dredd | 5" | +2 | +4 | +4 | 4D | +4 | +5 | 22 |
Class: Level 20 Hero
Talents: Academy Star, Accurate, Agile, Bike Wheelie, Brave, Close Combat Shooter, Crackshot, Crippling Fire, Die Hard, Die Harder, Disarming Shot, Drive-by Boot, Dual Shooter, Inspire, Leg Shot, Luck of Grud x 2, Martial Artist, Nerves of Steel, Rapid Fire, Situational Awareness
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades.
Unique: There is only one Judge Dredd, and you cannot take more than one!
Options:
- Ride a Lawmaster for +150 Credits (see Block War page 43)
Judge-Inspector Inaba (260 Credits)
A female judge from a city that ignores women, Aiko Inaba has proved herself the equal of any other in Hondo City. Recently accepted into the ranks as a Judge-Inspector, Inaba has already hit the Yakuza crime syndicates hard, and has travelled to Mega-City One to hunt down their international contacts.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Judge-Inspector Inaba | 5" | +2 | +1 | +3 | 3D | +1 | +5 | 6 |
Class: Level 4 Hero
Talents: Agile, Black Belt Martial Artist, Headbreaking, Parry, Martial Artist
Equipment: Laser-shuriken launcher, standard issue armour, Tendo staff
| Weapon | Range | Shooting Dice | Damage | AP | Special Rules |
|---|---|---|---|---|---|
| Laser-shuriken Launcher | 12" | 3D | 1 | –5 | Blast |
| Tendo Staff | — | — | 1 | 0 | Parry, Smasher |
Options:
- Equip a Katana for +50 Credits
Juve (25 Credits)
The life of a typical juve is one of depression and boredom. All education prepares them for a life of doing nothing, with the expectation that they will never be employed, and it is small wonder so many fall into criminal gangs. In a juve gang, they will engage in continuous acts of petty crime, gradually escalating in severity as their boredom threshold gets ever narrower. Generally not too smart, most juves end up serving time in the juve-cubes, with many going on to be imprisoned in iso-cubes as they get older.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Juve | 5" | +1 | –1 | –1 | 2D | +0 | +0 | 1 |
Class: Minion
Equipment: Knife, zip gun.
Juve Jimp (90 Credits)
Judge impersonators are rare in Mega-City One, as the penalties for being caught (and they always are) are severe. However, juves are not prone to caring about legalities and while not completely convincing, particularly strong-willed juve can sometimes pull off the manner of a judge long enough to cause doubt.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Juve Jimp | 5" | +1 | +0 | –1 | 2D | +1 | +4 | 2 |
Class: Level 1 Hero
Talents: Brave, Luck of Grud
Equipment: Knife, handgun, pad armour
Halt, Lawbreaker! – The Juve Jimp can try to arrest enemies, driving them out of the battle (at least, for long enough for the battle to be won). The Juve Jimp can use the Arrest rules but, unlike judges, is not required to!
Klegg (190 Credits)
From a race of alien mercenaries, the Klegg looks like a giant walking crocodile. Truly cruel, the Klegg is a powerful ally if well paid – in fresh meat…
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Klegg | 6" | –1 | +1 | +2 | 3D | +1 | +5 | 4 |
Class: Minion
Equipment: Heavy spit gun, shell jacket
Bite
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Klegg Bite | 2 | –2 | - |
"Give me Meeeeat!" – The Klegg takes meat in payment for his services, and will not accept any substitute. If you cause an enemy minion to be removed as a casualty and win the battle, then your opponent will lose that minion permanently as the Klegg eats him! If no enemy minion is removed or you do not win the battle, you will automatically lose one of your minions.
Klegghound (100 Credits)
Wherever Kleggs group together, you can be sure their vicious Klegghounds will never be far away. Gifted with an incredible sense of taste that allows them to tracks targets for miles through the city, Klegghounds are adept at bringing down any prey.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Klegghound | 8" | +0 | – | +2 | 4D | +2 | +3 | 3 |
Class: Minion
Bite
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Klegghound Bite | 2 | –2 | - |
Klegg Master – A Klegghound may only be taken if a Klegg is already in your force (either as a mercenary or permanent member). The Klegghound may never move more than 12" away a Klegg and if it finds itself further away, it may only make Move actions until it is within 12" again.
Sense of Taste – Few can hide from a hunting Klegghound. The Klegghound will negate all Stealth Talents on the opposing force with the exception of Master Stealth.
Med-Judge (120 Credits)
Tasked with keeping Mega-City One safe from virulent diseases and plagues, med-judges can also be found on the frontline of the streets, ensuring the safety of other judges when under fire.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Med-Judge | 5" | +1 | +2 | +1 | 3D | +1 | +5 | 2 |
Class: Level 1 Hero
Talents: Agile, Medic
Equipment: Boot knife, Lawgiver, medikit, standard issue armour.
Healthy Hands – So long as the Med-Judge survives the battle, he may use his Medic Talent on a force afterwards.
Options:
- Swap lightweight armour with standard issue armour for +30 points.
Mutant (45 Credits)
Deep within the Cursed Earth, mutants form gangs with desperadoes, ruthlessly preying upon each other and any Norm who has the misfortune to cross their path. Some of these gangs band together to form small towns, though such places are normally rife with crime and extremely dangerous to outsiders.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Mutant | 5" | +0 | +1 | +1 | 2D | +1 | +5 | 1 |
Class: Minion
Equipment: Stump gun.
Mutations: Most mutants are painfully disfigured but their mutations have no effect on the game, being purely cosmetic. However, you can choose to have a more powerful mutation that does affect the model. You can do this by purchasing a mutation as an option below, but the mutation should in some way be apparent on the model. For example, if you choose to have increased Hits, then the model should be somewhat larger than normal, while an Armoured model should have scales or horny plates across its body. However, your own imagination is the limit here when creating mutants!
Options:
- May have up to two mutations chosen from the table below. No mutation may be chosen more than once.
| Characteristic Affected | +5 Points | +10 Points | +20 Points |
|---|---|---|---|
| Move | +1" | +2" | — |
| Agility | +1 | +2 | — |
| Shoot | +1 | +2 | — |
| Melee | +1 | +2 | — |
| Melee Dice | — | +1D | +2D |
| Will | +1 | +2 | — |
| Armour | +1 |
Punk (40 Credits)
The majority of street gangs in Mega-City One are filled with cheap punks, petty criminals on the lookout for the one big score that will see them set up for life. The average punk is selfish, mean and violent, though they often have some loyalty to the gang they have pledged themselves to.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Punk | 5" | +0 | +0 | +0 | 2D | +0 | +4 | 1 |
Class: Minion
Equipment: Handgun, knife, pad armour.
Pyrokinetic (225 Credits)
Having spent most of her life hiding from the Justice Department's Psi-Div, the Pyrokinetic nevertheless has powerful abilities at her command, and has learned how to survive. On the streets of Mega-City One these abilities command a high value.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Psi | Armour | Hits |
|---|---|---|---|---|---|---|---|---|---|
| Pyrokinetic | 5" | +1 | +0 | +0 | 2D | +7 | 15 | +0 | 8 |
Class: Level 7 Hero
Talents: Concentrated Mind, Flaming Shroud, Incinerating Finger, Pyrokinetic Burst, Resist Flames, Silent Action, Stealthy, The Power Within
Equipment: Knife.
Riot Judge (240 Credits)
The most hardened street judges are often assigned to riot duty. Equipped with strengthened armour, shields and riot foam, a squad of riot judges are fully capable of facing down the rampaging inhabitants of a small block without support.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Riot Judge | 5" | +1 | +2 | +2 | 4D | +1 | +7 | 4 |
Class: Level 3 Hero
Talents: Accurate, Headbreaking, Shield Bash, Shield Wall
Equipment: Boot knife, day stick, Lawgiver, riot foam, Riot armour, Stumm gas grenades.
Options:
- Swap riot foam for riot shield for +0 Credits
Robodoc (50 Credits)
A staple of the hospitals in Mega-City One, a Robodoc can be worth its weight in Umpty Candy to a gang who finds it has injured members but cannot go to official medical facilities.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Robodoc | 4" | +0 | – | –2 | 1D | +0 | +3 | 1 |
Class: Minion
Equipment: Medi-kit
Mechanised Healer – If a Robodoc is present during a battle, it can get to injured allies in the aftermath, quickly enough to perform emergency procedures. If the Robodoc is not a casualty at the end of a battle, pick one casualty and roll a dice. On a 3 or more, the model need not roll on the Injury Table and will return to the force unharmed. The Robodoc may administer to other injured members after this, but there will be a cumulative –2 penalty on the dice roll for every further attempt.
Buy, not Lease – Many gang leaders become suitably impressed with a Robodoc they have hired and make moves to purchase it, whether through legal channels or not. After a Robodoc has been used as a mercenary, you may choose to buy it permanently for an additional 250 Credits.
Robotic – The robodoc is immune to Gas weapons and ignores all attempts to arrest them. It also automatically passes any Will check required to resist Psi Talents.
Robodog (90 Credits)
Man's best friend can become his worst enemy when he attacks a robodog owner. Designed as pets and companions, their robotic nature also makes them superb bodyguards.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Robodog | 6" | +0 | – | +2 | 3D | +2 | +7 | 2 |
Class: Minion
Bite
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Robodog Bite | 1 | –2 | - |
Best Friend – Pick one member of a gang to be the Robodog's owner. The Robodog may never move more than 12" away from this model and if it finds itself further away, it may only make Move actions until it is within 12" again.
Robotic – The robodog is immune to Gas weapons and ignores all attempts to arrest them. It also automatically passes any Will check required to resist Psi Talents.
Sniff Sensors – Robodogs gain a +1 bonus to Will checks made against enemies using Sneaky Does It Talents.
Senior Judge (325 Credits)
While there are technically no ranks among the street judges, years spent policing citizens and raw ability automatically command respect. There is no one better suited to facing tough investigations or disasters alone.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Senior Judge | 5" | +3 | +4 | +2 | 4D | +2 | +5 | 10 |
Class: Level 8 Hero
Talents: Academy Star, Accurate, Brave, Close Combat Shooter, Creep Management, Disarming Shot, Dirty Fighting, Headbreaking, Leg Shot
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades.
Options:
- Ride a Lawmaster for +150 Credits (see Block War page 43)
SJS Judge (225 Credits)
The SJS are men and women dedicated to ensuring corruption and other wrong-doing is stamped out within the Justice Department. They are usually extremely competent veterans of the streets since the criminals they normally face are both highly trained and well equipped judges. SJS judges can still be found on the streets, following leads and supporting their colleagues where necessary.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| SJS Judge | 5" | +2 | +2 | +2 | 3D | +2 | +5 | 5 |
Class: Level 4 Hero
Talents: Agile, Headbreaking, Leg Shot, Luck Of Grud, Stealthy
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades.
Sky Surfer (70 Points)
Some juves, in an attempt to escape a life of anonymity and make a name for themselves, practice for long hours on the power board. Surfing the skies of Mega-City One, they compete in dangerous races for no reward other than to hear crowds chant their names should they win. The casualty rate for sky surfing races is very high, and innocent bystanders are in as much danger as the sky surfers themselves, so the Justice Department is quick to act whenever a race starts.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Sky Surfer | 5" | +2 | +0 | –1 | 1D | +0 | +0 | 1 |
Class: Minion
Equipment: Power board, handgun.
Street Judge (150 Credits)
The most public face of the Justice Department, the street judge is a highly trained and motivated individual, dedicated to the enforcement of the Law. Equipped with advanced weaponry and investigation equipment, there is very little a street judge cannot cope with.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Street Judge | 5" | +1 | +2 | +1 | 3D | +1 | +5 | 2 |
Class: Level 1 Hero
Talents: Accurate, Headbreaking
Equipment: Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades.
Options:
- Ride a Lawmaster for +150 Credits (see Block War page 43)
Superhero (270 Credits)
Part craze, part a genuine desire to do good in Mega-City One, the superhero adopts a persona and disguise, using technology to grant him 'super powers'. Suitably equipped, he then launches into the sky (with the help of a jetpack) to fight crime wherever he sees it, zapping perps with his death ray (concealed laser pistol), or throwing them effortlessly through the air (hidden exo-skeleton). To the judges, this is just another whacked out vigilante who is a menace to society, but citizens often rally behind a superhero, especially if it seems he is dealing with more punks than the judges.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Superhero | 5" | +2 | +0 | +2 | 3D | +0 | +4 | 4 |
Class: Level 3 Hero
Talents: Brave, Inspire, Luck Of Grud, Nerves Of Steel
Equipment: Exo-suit, Jetpack, Laser Pistol, Riot Shield.
Options:
- Equip an Energy Shield for +100 Credits
Tek-Judge (130 Credits)
The development, maintenance and quite often the operation of the Justice Department's most advanced crime fighting equipment is the province of the tek-judges. Selected for their high intelligence, creativity and intuitive grasp of complex technical subjects, tek-judges continually develop new weaponry, handle forensic investigations and pilot high-tech vehicles such as the H-Wagon.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Tek-Judge | 5" | +1 | +2 | +1 | 3D | +1 | +4 | 2 |
Class: Level 1 Hero
Talents: Agile, Brave
Equipment: Boot knife, Lawgiver, lightweight armour.
Options:
- Swap lightweight armour with standard issue armour for +30 points.
Can We Fix It? – The tek-judge may attempt to repair any vehicle he is on board. Alternatively, he can also attempt to repair any vehicle he is in contact with, so long as the vehicle did not move the last time its driver took his actions. The tek-judge can attempt to either restore a lost Hit or repair an existing critical hit by performing a Special action and making a successful Will check.
Wally Squad Judge (100 Credits)
The Wally Squad consists of judges who are in plain clothes, able to mingle with citizens and perps alike in order to bring criminals to justice.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Wally Squad | 5" | +1 | +2 | +1 | 3D | +1 | +0 | 2 |
Class: Level 1 Hero
Talents: Stealthy, Silent Action
Undercover: You may choose not to deploy this model with the rest of your force but instead force your opponent to deploy it as if it were one of his models. The Wally Squad judge is used by your opponent as if it were on his side, until you declare at the start of a turn that the judge is revealing himself. From that point on, it acts as a normal judge.
Options:
- May purchase up to 100 Credits of non-Justice Department equipment.
Werewolf (+50 Credits)
Lycanthropy is a recognised disease in Mega-City One, and werewolves are not an altogether uncommon sight in the Undercity or Cursed Earth. Some form into packs while others take advantage of their unique nature and rise to the top of gangs and other criminal organisations. They all have one thing in common though – when the wolf takes shape, their actions are never completely predictable.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Werewolf | Add +1" | Add +1 | Deduct -3 | Add +2 | Add +2D | Deduct -1 | +3 | Add +3 |
Class: Special
Equipment: Teeth & Claws.
| Weapon | Damage | AP | Special Rules |
|---|---|---|---|
| Teeth & Claws | 2 | –2 | - |
Lycanthrope: The Werewolf is not a standard Mercenary but a permanent upgrade that can be bought at any time for any Hero in a force that has Werewolf listed in its Mercenary list. Be warned, however, for once you make a Hero a Werewolf, you cannot cure him! A Hero is upgraded by paying the Credits cost listed above. From this point on, there is always a chance the hero will turn into a Werewolf during combat.
Wolfing Out: At the end of any turn in which the Werewolf Hero was in close combat, was shot at, or loses a Hit, roll one dice. You may also voluntarily choose to roll this dice, regardless of what happened in the turn, if the Hero is Level 3 or higher. On an 8 or more, replace the model with a Werewolf. The model loses all its weapons and equipment (these will be recovered at the end of the game), and adjusts its characteristics as shown above. The Hero will remain in wolf form for the rest of the game.
Bloodlust: Whenever a Werewolf defeats an opponent in close combat, it must make a Will check at the end of that turn. If it fails, its opponent gains control of the model for the next turn, who will no doubt cause it to rampage through its own allies as it is consumed with bloodlust! A Will check may be made at the end of every turn to regain control of the Werewolf.
Self Control: Those who have lived with the wolf inside them have learned to control their base impulses – to some extent, at least. A Hero of Level 5 or higher may voluntarily Wolf Out at the end of any turn. In addition, if the hero was in close combat, shot at, or loses a Hit, he only automatically Wolfs Out on a roll of a 10.
Vid Reporter (25 Credits)
With tens of thousands of holo-vid stations available in Mega-City One, it takes a special kind of craziness to be a vid reporter, as they must consort with the worst elements in the worst locations in order to get a good story.
| Model | Move | Agility | Shoot | Melee | Melee Dice | Will | Armour | Hits |
|---|---|---|---|---|---|---|---|---|
| Vid Reporter | 5" | +1 | – | –1 | 1D | +0 | +0 | 1 |
Class: Minion
Story of the Day – The Vid Reporter wants his story, and will risk much to get it. He wants to tape the real action, and get close to it, acquiring a Vid Score through a battle. His vid camera has an 18" range for decent close ups. Every time he can take a Shoot action (with his camera) at a model in Line of Sight who has taken at least one Shoot or Melee action in the same turn, add one to his Vid Score. At the end of the battle, the Vid Reporter will try to sell his story – if he is successful, he may make his past allies heroes for the next few days, allowing them personal interviews, endorsements, vid deals and whatever else they can grab!
If the Vid Reporter survives the battle, roll one dice and add his Vid Score, then consult the table below for the extra benefits the force gains from the extra media attention.
| D10 + Vid Score | Result |
|---|---|
| 1-2 | No one is in the interested in the story. Nothing gained. |
| 3-5 | Bigger news is taking place today. Receive 25 credits. |
| 6-10 | Minor networks pick up the story. Receive 100 credits. |
| 11-15 | One major network demands an exclusive but only plays the story once. Receive 250 Credits |
| 16-20 | News of the next five minutes. Receive 500 Credits. |
| 21-30 | News of the Hour! Receive 1,000 Credits. |
| 31 or more | News of the Day! Receive 1D10 x 500 Credits! |
Exclusive – Only one Vid Reporter may be taken by a force.
Mega-City One
The Mega-City One setting chapter (rulebook pp. 97–108) is background fiction and is not transcribed.