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Published by Bibliotheca ludus, 2023-01-13 00:57:50

Judge Dredd EN

Judge Dredd EN

250 Dice Pool 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 DEF. 4 7 11 14 18 21 25 28 32 Size Tiny Small Medium Large Enormous Gigantic Colossal Def. +8 +4 +0 -4 -8 -16 -32 Quality Price Rarity Dice Pool Minimum Skill Upgrades Armour Vehicle Improvised - - -2d6 - - - - Standard Normal Common - - - - - High quality x3 then +100 Uncommon +1d6 1 (1d6; proficient) +1 +2 SOAK +1 SPEED Exceptional x5 then +250 Rare +2d6 3 (2d6; skilled) +1 +4 SOAK +2 SPEED Mastercraft x10 then +500 Very rare +3d6 6 (3d6; expert) +2 +6 SOAK +3 SPEED Artisanal x100 then +1,000 Very rare +4d6 10 (4d6; mastery) +2 + +8 SOAK +5 SPEED Legendary x1,000 then +2,500 Unique +5d6 15 (5d6; authority) +3 +10 SOAK +10 SPEED Selected Ranged Weapons (full list on pp. 108 - 109) Weapon Damage Type Range Cost (cr) Size Weight (lb) Avail. Special Antique Pistol 1d6+2 Ballistic 10 75 S 3 L Sidearm Bike Cannon 2d6+3 Ballistic 20 2,000 L 30 M Auto, Burst 2 Las Cannon 2d6+4 Heat 15 2,300 L 5 R Beam, Burst 1, Heavy Laser Cannon 2d6+4 Heat 80 15,000 L 100 M Anti-Vehicle 3, Beam Lawrod 2d6+3 Ballistic 30 300 M 5 J - Scatter Gun: - - - 250 M 8 J - Solid Round 2d6 Ballistic 8 - - - - - Riot Shot 4d6* Ballistic 2 - - - - - Spit Gun 2d6+2 Ballistic 20 1,000 L 9 M Auto Spit Pistol 2d6 Ballistic 10 75 S 3 M Auto, Sidearm Stump Gun: - - - 150 M 6 L Solid Round 2d6 Ballistic 8 - - - - - Riot Shot 3d6* Ballistic 2 - - - - - Sucker Gun 1d6 Blunt 10 200 M 10 R - Zip Gun 1d6+2 Ballistic 5 100 T 1 L Sidearm Selected Melee Weapon List (full list on p. 108) Weapon Damage Type Cost (cr) Size Weight (lb) Avail. Special Bootknife 2d6+1 Piercing 15 T 1 R Thrown Club 2d6 Blunt 1 M 3 L - Daystick 2d6+1 Blunt 20 M 3 R - Electro-prod 2d6 Electricity 100 M 3 R Stun Knife/dagger 2d6 Piercing 2 T 1 L Thrown Las-knife 2d6 Heat 40 T 1 L - Sap 2d6 Blunt 1 S 2 P Stun


251 ON PATROL Use this page to generate a random crime when on patrol. The Judges can either witness the crime in process, or receive an alert directing them to the location of the crime. Choose or roll 1d66 on each of the columns, below. 1d66 Perps Crime in Progress The Location 11 1d6 citizens Armed robbery Black Museum 12 Arson Botanic Gardens 13 Brawling Central Library 14 1d6 eldsters Common assault Empire State Building 15 Gambling Heroes’ Bowl 16 1d6 heisters Illegal parking Kennedy Space Port 21 1d6 industrial robots Jaywalking Mega-City Art Gallery 22 1d6 juve gang members Kidnap Mega-City Chamber of Horrors 23 Murder Mega-City Museum 24 Scrawling Movie Special effects Museum 25 1d6 mob henchmen Smoking Power Tower 26 Tapping Mega-City One Exhibition Dome 31 1d6 mutant raiders Shoplifting The Jungle / Apetown 32 1d6 skysurfers Vandalism The Maze 33 1d6 petty criminals Assault of a Judge Aggro Dome 34 Rioting Trans Atlantic Tunnel 35 Littering Alien Zoo 36 1 rogue psyker Looting Bank 41 1d6 taps Speeding/reckless driving Crock Block 42 Dunking Dream Palace 43 Murder of a Judge School 44 1d6 vagrants Robbery University 45 Breaking and entering Face Change Clinic (New You) 46 Dealing in stolen goods Hospital 51 1d6 workers Stookie glanding I-Block 52 Robot smashing Palais de Boing 53 Hostage taking Shuggy Hall 54 1 sov spy Possession of unlicensed pet Shoplex 55 1 blitz agent Agitating or rabble rousing Smokatorium 56 1 elite blitz agent Unlawful assembly Sus-An Home 61 1 heavy gunner Drunk and disorderly Weather Control 62 1 mob enforcer Incitement to crime Residential Block 63 1 mob capo with 1d6 mob henchmen Parking violation Highway 64 1 juve gang leader with 1d6 juve gang members Possession of comic-books Sewers 65 3d6 juve gang members Noise annoyance Plaza 66 1d6 City-Def officers Escaping from imprisonment Alleyway


252 The Lawmaster DEFENCE. The Lawmaster’s DEFENCE is equal to its current SPEED plus 12. While riding a Lawmaster, the Judge gains the vehicle’s DEFENCE if it is higher than his own. As an open vehicle, the rider does not gain its SOAK of 10. The iconic bike of the Judges, the Lawmaster motorbike is a formidable piece of equipment. Armed with the Cyclops Laser and bike cannon it provides a Judge with enough firepower to deal with almost any situation. The bike’s computer allows it to run independently, so it can be used as a decoy or even to tackle perps head on while its rider can concentrate on other tasks. Cost Weight Occupants SPEED ACCEL HANDling HEALTH SOAK DEFence 500MCr 650lb 1 30 5 2 25 10 +12 Speed Turn 1-2 1 3-5 2 6-7 3 8-10 4 11-12 5 13-15 6 16-17 7 18-20 8 21-22 9 23-25 10 26-27 11 28-30 12 Using the Lawmaster’s inbuilt weaponry uses the gunnery skill. Vehicle-mounted weaponry can only be fired once per round, and the Lawmaster cannot fire its bike cannon and Cyclops Laser in the same round. Bike Cannon (gunnery). A powerful twin cannon which is the most used armament on the Lawmaster bike. Cyclops Laser (gunnery). Mounted on the front of the Lawmaster bike, the Cyclops Laser is the most effective weapon a Street Judge would normally have for use against vehicles and other large targets. Lawrod Rifle (rifles). This is the standard rifle carried by Street Judges in a side-holster of their Lawmaster cycles. It is a highly accurate long-range rifle capable of great penetration and accuracy. Automatic Mode. When ordered to by its rider, a Lawmaster can operate on automatic. When doing so, it makes all checks with a 3d6 dice pool. Weapon Damage Type Range Cost Size Weight Avail. Special Bike Cannon 2d6+3 Ballistic 20 2,000cr L 30lb M Auto, Burst 2 Cyclops Laser 2d6+4 Heat 30 2,500cr L 50lb J Anti-Vehicle 3, Beam Lawrod 2d6+3 Ballistic 30 300cr M 5lb J - Weapon Damage Type Range Cost Size Weight Avail. Special Lawgiver Mk I: - - - 2,000CR S 3lb J Sidearm Standard Execution 2d6+2 Ballistic 12 - - - - - Armour Piercing 1 /2 SE Ballistic 6 - - - - Half damage; Ignores 10 soak Incendiary 1d6 Heat 8 - - - Combust Rubber Ricochet 1d6+2 Blunt 6 - - - - +2d6 in enclosed space High Explosive 2d6 Heat 8 - - - - Burst 1; double damage to robots and inanimate objects Heat Seeker 2d6 Ballistic 10 - - - - +2d6 but not in first range increment Stun Charge 2d6 Electricity 3 - - - - Stun


253 The Lawgiver The standard issue sidearm used by the Judges of Mega-City One, the Lawgiver pistol is a versatile combat weapon. It has a switch that controls its operation, allowing it to fire a selection of specialised ammunition types tailored for the day-to-day hazards that a Judge might encounter out in the field. It takes one action to change ammo type. All Lawgiver pistols have both the Automatic ID-Matched and Explosive Booby Trapped (3d6 damage) customisations. They use a palm-print recognition device locked to the Judge whose print is programmed into the gun’s memory. If the wrong user attempts to operate the weapon, it will self-destruct with a powerful explosion. This system is linked to a Judge’s gloves, which have the same recognition system built into them. Ammunition Types Standard Execution (Dum-dum) Rounds. This is the standard round fired by the Lawgiver. It is highly effective against normal perps. Rubber Ricochet. A round designed to bounce off solid surfaces and still penetrate flesh. A Judge using this kind of ammo type can easily take down a perp who is using a human shield or is behind cover. It is highly effective if fired into an enclosed space (such as an armoured vehicle or small bunker) of less than 10’ diameter, gaining a +2d6 bonus when firing into such an area. When using this round a Judge with the Ricochet exploit using this round only has to pay 2d6 to ‘bounce’ their attack. Incendiary. A dangerous round, this is exceptional at creating diversions by setting targets alight. Use against human perps is discouraged due to the horrific injuries this round causes. Repeated use of incendiary rounds against such targets where alternative rounds are available is grounds for an SJS investigation. On a hit, the target automatically gains the Burning condition. Armour Piercing. Armour piercing rounds are designed for use against targets that have some sort of armour protection. These rounds ignore 10 points of SOAK, but do half damage. High-Explosive (HI-EX). The HI-EX round packs a real punch and is highly effective in targeting vehicles and robots, blasting them into smaller pieces. It has a Burst 1 (5’ radius) burst area and does double damage to robots and inanimate objects. Heat Seeker (Hot Shot). Heat seeker rounds lockon to targets via their heat signature, enabling the Judge to target fleeing perps accurately in low-light conditions, or those hiding behind cover. This gives a +2d6 bonus when firing but cannot be used in the first range increment or against a target with alternative targets within 10’. Weapon Damage Type Range Cost Size Weight Avail. Special Lawgiver Mk I: - - - 2,000CR S 3lb J Sidearm Standard Execution 2d6+2 Ballistic 12 - - - - - Armour Piercing 1 /2 SE Ballistic 6 - - - - Half damage; Ignores 10 soak Incendiary 1d6 Heat 8 - - - Combust Rubber Ricochet 1d6+2 Blunt 6 - - - - +2d6 in enclosed space High Explosive 2d6 Heat 8 - - - - Burst 1; double damage to robots and inanimate objects Heat Seeker 2d6 Ballistic 10 - - - - +2d6 but not in first range increment Stun Charge 2d6 Electricity 3 - - - - Stun


254 Judge sera devi young inspiring human Psi-Judge cannot tell a lie. 4 3 4 6 5 7 7 6 4 5 2 2 2 3 2 3 3 3 2 2 law pistols riding light armour clubs clairsentience telepathy persuasion intuition dodging survival 3 2 3 2 1 1 1 1 1 1 1 1 1 2 1 1 1 1 1 1 1 1 6 2 6’/4’ 80lb 200lb 3 3 2 4d6 2d6+4 half SE 2d6+2 1d6+2 1d6+4 2d6+2 2d6+2 2d6 1d6+3 3d6 2d6+3 2d6 2d6+3 Psi-Blast 4d6 varies 10 20 Cadet 13 Basic Psionics 1 Citizen Manipulation 1 Rookie 1 Psi-Judge 3 16 18 16 11 Judge uniform & helment none none 5 20 5 5 24


255 Enduring Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition. Academy of Law Curriculum You gained one rank in each of the following skills: law, pistols, riding, light armour, clubs (already included). You are also able to use law as a MENTAL DEFENCE skill. Sense Emotion You can automatically sense strong emotions in those you can see. Voice of the Law You know how to speak with an authoritative voice which citizens and perps alike respond to. By making a CHA mental attack, you can make a target who can hear you perform one action. That action cannot be directly harmful to the target or another individual. You might order a perp to freeze or to drop his weapons, or you might order a civilian to move aside. If you fail in the attempt your target cannot be affected by you using this ability in future. Distinction You passed your rookie assignment with distinction. You gained +2 REP (already included). Precog Defence You instinctively sense attacks before they happen. You gain +2 to both MELEE and RANGED DEFENCE (already included). Aim This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action. Psi-blast You can use an action and make a PSI vs. MENTAL DEFENCE attack to blast an opponent with a mental burst which does 1d6 psychic damage, +1d6 per additional 4 PP you spend, and has a range increment of 10. Inspiring You are able to instil positive emotions in people with your words, using an action to give one ally a +1d6 bonus to their next attribute check if they are within 30' feet of you. Sera Devi showed psychic aptitude from the day she was recruited into the Academy of Law at age 5. However, until she was 16, it seemed to be nothing but a minor talent she could use to make others see her in a more positive light. It wasn't until a jealous classmate attempted to frame her for cheating in a test that her powers truly blossomed, allowing her to see, and share, the truth of the matter with her superiors. 400cr


256 Judge Clayton Halsey clumsy clone Med Judge always tries to impress. 4 3 7 7 8 7 5 6 2 0 2 2 3 3 3 3 2 3 1 0 perception climbing conviction law pistols riding light armour clubs medicine survival running psychology genetics dodging 3 2 1 1 1 1 3 3 1 1 1 1 1 1 1 1 2 2 1 1 1 1 1 1 1 1 1 1 6 4 6’/4’ 110lb 200lb 3 5 2 4d6 2d6+4 half SE 2d6+2 1d6+2 1d6+4 2d6+2 2d6+2 2d6 1d6+3 3d6 2d6+3 3d6 2d6+3 0 Cadet 13 Trauma First Aid 1 Hot Dog Run 1 Rookie 1 Med Judge 6 11 14 10 14 5 25 5 5 Medical kit 27 Judge uniform & helment none none


257 Enduring Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition. Clumsy You often stumble or drop items. You are so used to falling that you take less damage than most from a fall. Reduce the height fallen by 10' when calculating falling damage. Academy of Law Curriculum You gained one rank in each of the following skills: law, pistols, riding, light armour, clubs (already included). You are also able to use law as a MENTAL DEFENCE skill. On Your Feet! You can heal an adjacent creature 1d6 HEALTH with two actions. No creature can benefit from this healing more than once per day. One Eye Open You learned to sleep with one eye open. When you are asleep, you gain the benefits of a full rest but you are considered to be awake for all other purposes. Only Knocked Out One time only, when you would normally have been killed, you are simply knocked out. You wake the next day with 1 HEALTH. Once you have used this ability, it is permanently gone. Medical Savant You can automatically alleviate a temporary condition, removing it, on an adjacent creature. A creature can only benefit from this once per day. Leadership You are able to donate one or more of your available LUC dice to another character as a free reaction to their attempting an attribute check. You must declare this before they roll the dice. Aim This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action. Grown as a clone, all Judge Clayton Halsey has known is the Academy. His fellow cadets and Judges are his family and, like all Judges, he is fiercely loyal in his belief and commitment. He was assigned to become a Med Judge despite his inner dream of being a Street Judge. He sometimes battles his own inner self who still resents the fact that he isn't on the streets cleaning Mega-City One up, as opposed to having to patch and seal-up Judges incompetent enough to get hurt in the line of duty. He knows that if he was walking the streets he wouldn't end up on the slab half as much as some of the Judges he regularly attends to. These feelings cause him anxiety at times as he struggles between his fierce loyalty and belief, and his inner anger and resentment. He is, however, very good at his job and often seems to put himself in harm's way to help fellow Judges, although that might be more so he has an excuse to get into a fight himself, satisfying his inner turmoil. 480cr


258 Judge Jessica Morris athletic human Street Judge collects antiques. 9 5 7 6 4 6 4 6 2 0 3 2 3 3 2 3 2 3 1 0 clubs hardy law pistols light armour riding tactics fortitude running rifles interrogation 3 2 1 1 1 1 3 2 1 1 1 1 3 2 1 1 1 1 1 1 1 1 6 4 6’/4’ 160lb 450lb 5 3 2 0 Cadet 13 Combat Range 1 Applied Violence 1 Rookie 1 Street Judge 4 11 16 10 16 5 28 5 5 5d6 2d6+4 half SE 2d6+2 1d6+2 1d6+4 2d6+2 2d6+2 3d6 1d6+3 5d6 3d6+4 3d6 2d6+4 25 Judge uniform & helment none none


259 Enduring Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition. Athletic Brawny and strong, you are able to plough through difficult terrain. Difficult terrain does not reduce your speed. Academy of Law Curriculum You gained one rank in each of the following skills: law, pistols, riding, light armour, clubs (already included). You are also able to use law as a MENTAL DEFENCE skill. Good Position Enemies do not get ranged attack bonuses against you when they have you in a crossfire. Pacification It is not Judge brutality; it is efficient pacification measures. You do +1d6 damage when using a baton or club (already included in daystick stats). Hardened Your time as a cadet toughened you physically and emotionally. You gained +2 to both MENTAL and VITAL DEFENCE (already included). No Collateral Damage Holding a human shield is pointless when you are around. You will fire anyway. You suffer no penalties when firing into melee. Cleave When using STR as your attack attribute, you follow through in one mighty swing, and make an additional attack at -1d6 against an adjacent foe if the first one hits. Aim This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action. Judge Jessica Morris has, in her short time on the streets, become feared by the local street gangs in her assigned sector. This has been mostly achieved through an uncompromising attitude and liberal use of her daystick. As a cadet she always excelled in the Applied Violence classes and as a rookie was assigned to Judge Ocks. Ocks, while young for a Senior Judge, is well known within Justice Department for using his formidable physical strength in confrontations with perps. Unsurprisingly his rookie has followed his example in becoming a scourge for the city's street thugs. Judge Morris is currently awaiting reassignment having successfully tracked down a kidnapping gang operating in the sector. While it is possible she has brought all those perps to justice, she is almost certain that some of the gang escaped and is currently on the lookout for any leads that might bring them within her grasp. 320cr


260 Judge Terence Novak 26 y.o. erudite human Tek Judge loves celebrity gossip. 4 7 4 7 9 6 3 9 0 0 2 3 2 3 3 3 2 3 0 0 perception climbing conviction law pistols riding light armour clubs medicine survival running psychology genetics dodging 3 2 1 1 1 1 3 3 1 1 1 1 1 1 1 1 2 2 1 1 1 1 1 1 1 1 1 1 6 2 14’/4’ 80lb 200lb 4 4 2 0 Cadet 13 Basic Mechanics 1 Advanced Driving School 1 Rookie 1 Tek Judge 5 14 16 14 12 5 20 5 5 4d6 2d6+3 half SE 2d6+1 1d6+1 1d6+3 2d6+1 2d6+1 3d6 1d6+2 4d6 2d6+3 3d6 2d6+3 26 Judge uniform & helment none none


261 Enduring Humans may not be the fastest or the strongest, but they are known for their resilience. Humans get +1 to their 1d6 die roll to shake off a temporary condition. Erudite You remember a vast catalogue of knowledge. At any time you may make a LOG check in place of any CHA check to interact with someone by recalling a piece of trivia of interest to them, although only once per target. Academy of Law Curriculum You gained one rank in each of the following skills: law, pistols, riding, light armour, clubs (already included). You are also able to use law as a MENTAL DEFENCE skill. Performance Tweak You can increase the SPEED of a vehicle by 2 by spending one minute tweaking its engine and throttle. The increase lasts for one hour, after which the vehicle operates at half SPEED until an hour is spent restoring it. Lawmaster Kick You can knock down a fleeing perp using a well timed kick as you sweep past on your Lawmaster. From a moving Lawmaster (or any other motorcycle), make an unarmed melee attack against an adjacent target using your riding skill rather than an unarmed combat skill. On a successful attack, the perp takes your unarmed damage and is knocked prone. Hardened Your time as a cadet toughened you physically and emotionally. You gained +2 to both MENTAL and VITAL DEFENCE (already included). Explosives You can create explosives from common items and surroundings. The explosive takes 30 minutes to make and causes 3d6 heat damage to all within 5'. The explosive can be stored, but only for up to two hours. Achilles Heel Identifying a weakness in your target, you pay 2d6 and bypass its soak score. This exploit can only be performed once per target. Alternatively, you may grant this bonus to one ally who must use it within one round. Aim This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the aiming action. Tek Judge Terence Novak showed an aptitude for mechanics early on. After he dismantled and alphabetically arranged the components of every single electronic device in their home, his parents sought counselling, and Terence was almost immediately removed to the custody of the Justice Department to be trained as a Tek Judge. Cadet Novak received a commendation when he used his mechanical skills to assist noted Judge Jack in the arrest of a disaffected cadet who attempted to destroy the academy with an improvised explosive device. Since becoming a qualified Judge, Novak has not missed an opportunity to remind his peers of his achievement, a habit that has not made him popular with with his fellow Judges. 240cr


262 A Academy of Law 157, 158, 177 Academy of Law Advanced Programs 54 Actions & Turns 139 Advanced Training Refresher Courses 60 Advancement 83 Cost, Attribute or Skill 83 Cost, Typical 85 Experience points 83 Adventures Campaign 180 Types 184–185 Creating 180–181 Events 181 Locations 181 Published 180 Rewards 187 Scenarios Types 185–186 Weird Science 181 Age 74, 84 Adding Years 74 Categories By Species 75 Aggro Domes 164 Aging In The Future? 74 Alien Zoos 164 Ambush 139 Ammunition, Special 105 Apetown 157, 163 Armour 106–107 Table 110 Table, Reading the 107 Atlantis 164, 171 Attacks 80, 225 Critical Hits 146 Dual-Wielding 145 Making an Attack 143 Spending on damage 143 Spending on effects 143 Attribute Check 122, 123 Forming dice pool 123 Making an 123 Attributes 19–21 B Banks 165 Beyond the City Limits 171–174 Biopsionics 81 Black Atlantic 171–172 Black Museum 158 Botanic Gardens 159 Brit-Cit 171, 172, 176, 215 C Campaigns 180 Types of 184–185 Careers 29–70 Civilian and Perp Origins 30–31 Delinquent 30 Juve 30 Juve Gang 30 Civilian Careers 31–42 Bat Glider 31 Blocker 31 Boffin 32 Boinger 32 Citi-Def 33 Citizen 33 Employee 34 Gamer 34 Jaeger 34 Journalist 35 King of the Road 36 Nark 36 Peeper 37 Private Investigator 37 Psyker 37 Scavenger 39 Scrawler 39 Skysurfer 40 Social Elite 40 Sportsperson 40 Star 41 Survivalist 42 Judge Careers 57–59 Med Judge 19, 57, 63, 85, 86, 87, 237 Psi-Judge 58 Speciality Judge Careers 60–69 Air Patrol (H-Wagons) 61 Block Judge 61 Bodyguard 61 Crime Scene Processor 62 Cursed Earth Circuit Judge 62 Desk Judge 63, 232 Exorcist 63, 64, 65 Holocaust Judge 64 Interrogator 64, 222 Lab Rat 65 Maintenance 65, 80 Manta Patrol 65 Public Surveillance Unit 62, 66 Riot Squad 66 Senior Judge 66, 67, 243 Sharpshooter 67 Special Judicial Squad 68 Supervisor 69 Wally Squad 20, 46, 69, 70 Street Judge 19, 59, 62, 243 Tek Judge 19, 60, 63, 246 Judge Origins 54–57 Advanced Driving School 54, 60 Applied Violence 55, 60 Basic Mechanics 55, 60 Basic Psionics 55, 60 Cadet 54, 86 Citizen Manipulation 55, 60 Combat Range 55, 60 Hot Dog Run 56, 62 Rookie 54, 56, 67, 87 Trauma First Aid 56, 60, 86, 87 Perp Careers 42–53 Blackmailer 43 Burglar 43 Chop Shop Mechanic 44 Cursed Earth Smuggler 44 Dunk 45 Fence 44, 45 Hacker 46 Heister 19, 47, 236 Henchman 48, 240 Hitman (Blitz Agent) 48 Kidnapper 49 Mob Boss 49 Mobster 50 Muscle 50, 51 Pongo 51 Punk 43, 51 Spy 52 Tap Artist 53 Terrorist 52, 53 Wrecker 53 Careers & Defensive Skills 79 Carry 78 Central Mega-City Library 159 Challenges, Overcoming 83 Character Creation, Sample 85 Characters, Old 75 Characters, Young 74 Chase Terrain and Obstacles 128 Checks Group 126 Opposed 126 Cinematic Mode 77 City Hall 159, 176 City Locations 164–171 Civilian and Perp Origins. See Careers: Civilian and Perp Origins Civilian Careers. See Careers: Civilian Careers Clairsentience 81 Clairvoyance 81 Combat 138–145 Actions & Turns 139 Ambush turn 139 Attacks. See Attacks Critical Hits 146 Dual-Wielding 145 important actions 141–143 Movement 140–141 Positional Effects 143–144 Sequence 138 Theatre of the Mind Combat 155 Complications 126 Conditions 146–147 list 147 Contests 127 Countdowns 136–137 Creatures Creating 222–229 Type 227–228 Crime and Punishment 179 Critical Hits 146 Critical successes 126 Crock Blocks 165 Cursed Earth 157–158, 171–173, 176–178, 218, 240 Customisations, Armour 111 Customisations, Weapons 110 Customising Gear 110 Armour 111–112 Weapons 110–111 Cybernetics 115–117 Alterations 115–117 Organic Limitations 115 Table 116 D Damage Types 98 Death 145–149 Defence 33, 58, 72, 73, 78, 79, 209 Derived Statistics 78–79 Carry 78 Defence 33, 58, 72, 73, 78, 79, 209 Health 78 Initiative 78, 224 Jump 78 Speed 40, 61, 71, 78, 224 Descriptor 19 Devil’s Island 159–160, 208 Difficulty benchmark 125 Maths 125 Disease 148–149 catching 148 list 149 treating 148 Dream Palaces 166 Drugs 112–115 Addiction 112 Creating 115 Generic 113–115 Side effects 112 Dual-Wielding 145 E East-Meg One 173 Education Facilities 166–167 Empire State Building 160, 174, 208, 211, 212, 216, 218 Enemies, Defeating 83 Environment 152–155 Stunt Areas 154 Theatre of the Mind Combat 155 Equipment Customising Gear 110. See Customising Gear General Gear 91–96 Improvised Equipment 90 Quality 89, 90, 91, 124 Table 97 Weapons 98–106. See Weapons Ergokinesis 81 Events in Adventures 181 in Mega-City One 175–176 Example of Play 8 Exhibition Dome, Mega-City One 162, 176 Experience points 83 Index


263 Exploits 360 No Scope 67 Academy of Law Curriculum 54, 86, 87 Access ports 28 Acclimatised 68 Achilles Heel 71, 217, 226, 231, 234 Advanced Tactics 69 Aim 56, 67, 70, 71, 72, 73, 87, 209, 226, 231, 234, 237, 243 Air tricks 31 All for One 61 Always Prepared 71 Always watching 37 Ambush! 49, 54, 240 Analyse 226 Analytical eye 32 Analytical Eye 32, 65 Analytics 71 An eye for the unusual 39 Anti-surveillance 37, 39, 50 Arm Lock 71 Armour 28 Art savant 39 Athletic 41 Aura 227 Automaton 28 Backpedal 227, 237 Back Up 35, 50 Battlefield Control 227, 246 Battle Scars 67 Bearhug 71 Beguiling 51 Berserker 227 Best Laid Plans 54 Best Route Finder 45 Big time 40 Blackmailer 37 Blind eye 36 Blindfighter 71 Blinding Attack 71 Blind Shot 71 Block deal 32 Bouncer 59 Bridge Officer 68 Brush Off 71 Buddy System 52 Bully! 52 Burger flipper 34 Burst 71, 82, 226, 234, 243, 246 Burst of Speed 71 Called Shot 227, 236 Call in support 33 Camera Hound 66 Captivating 42 Catburglar 44 Chancer 34 Charge 70, 71, 72, 226, 245 Cheat 34 Clandestine observer 36 Cleave 71 Climber 44 Close Mouthed 48 Clues 62 Coach 41 Code Monkey 47 Collateral Damage 59 Combat hardened 33 Come Here! 219, 226 Come to a stop 33 Commanding Voice 67 Compute 28 Cone 83, 226 Confessional 65 Confusing Smile 70 Constant Maintenance 65 Controller 227 Counterhack 71 Criminal contacts 41 Crippling Strike 71 Crowd Control 55 Cursed Earth Hazards 63 Cursed Earth Survivor 56 Cutting gear 33 Daily Dip 45 Damage Control 66 Danger Senses 49 Daredevil! 35 Daring jumper 35 Dart In 71, 226, 236 Deadly Strike 71, 72 Death From On High 72 Deceive 227 Designate Target 227, 246 Desperate Times 64 Deterministic 28 Diagnosis 58 Diagnostics 60 Die Hard 72 Dirty Secrets 43 Disease 227 Distinction 57 Dive for Cover 72 Dive For Cover 209, 226, 232, 234, 237, 243 Dodge 57, 72, 73 Dodge This 57 Double Tap 72 Draw a Bead 72 Drug Bag 58 Durable 62 Earner 50 Eldritch Eyes 64 Electronic vulnerability 28 Elite Team 64 Emergency Trauma Procedures 56, 87 Engine-tuner 44 Enhanced Interrogation 65 Evasive Driving 66 Evasive Flying 61 Exceptional Healing Hands 58, 87 Exceptional Robot Repair 44, 60 Expert Disarm 72 Explosives 60 Extra responsibilities 34 Face in the crowd 34 Fair trade 38 False Identify 53 Far Shot 72 Fault Tester 65 Favoured Weapon 47 Fearful 42 Feint 70, 71, 72, 76, 77, 217, 226 Fist of a Judge 59 Fit 41 Fixer 44 Flying Kick 72 Fortitude 72, 79 Freedom of the press 35 Freeze! 59 Gas Attack 66 Getaway Driver 47, 232 Get back up 35 Get Him Boys 50 Get On With It 59 Ghostbuster 64 Ghostly advice 38 Gigs 42 Give Orders 216, 238, 243 Good Arm 66 Good Position 56 Gossip 43, 70 Grab 226, 245 Grand Heist 44 Grubby office 37 Gun nut 42 Haggler 46 Half the Time 65 Hammer Down 45 Hard at work 34 Hard Choice 43 Hardened 33, 57 Healing 226, 227, 237 Helpful Friend 51 Hidden Den 49 Hidden Weapon 53 High class 40 Home defence 33 Home protection 40 Home sweet home 31 Hostile Terrain 63 Hot Pursuit 66 Hunker Down 72 Hurl 226 Hustle 47 I am Kang! 29 I Am The Law! 67 I am the night 31 Identify Substance 62 Identify Target 43 I know what you did 37 Impersonate 49, 51, 70 Implacable 69 Improvised Repair 60 Improviser 32, 72 Ingrained skill package 25 Inspiration 62 Instantly Forgettable 51 Interrogation 38, 65 Intimidate 55 Intimidating 51, 69 Iron Will 72 It’s Just a Flesh Wound 48, 240 It’s not all junk! 39 It’s Who You Know 63 I’ve SEEN Things 64 Job savvy 34 Judge Backup 59 Judge buddy 36 Jury-rig 72 Justice Department Mole 50 Juvebunny 30 Killing Blow 49, 231 King of the Swingers 29 Knockback 72 Knockdown 70, 71, 72, 73 Knock Out 49 Knowing Smile 69 Knowledge is key 34 Knowledge no man was meant to know 32 Last Stand Weapon 63 Lawmaster Savant 59 Lawmaster Stunt 67 Leadership 72, 216, 227, 238, 243 Leaping Attack 72 Leg Breaker 51, 238 Less Rads 56 Level by level 33 Lightning Reflexes 72 Like a commando 33 Listen Up! 69 Living Shield 226 Loan shark 34 Local Crime Data 69 Locksmith 44 Lucky Escape 73 Lucky streak 34 Lullaby 42 Lunge 73 Managed 35 Me and my homies 31 Mean Streets 67 Medical Savant 58 Mental Conditioning 58 Mighty Blow 73 Mighty Sunder 73 Mind barrier 38 Mindless 28 Miraculous Escape 53 Mobile Attack 226 Modify 32, 65, 214 Monologue 53 Monster Hunter 63 Monstrous Leap 219, 226 Monumental 226 Mr Accident 49 Mutation 25 Table 26–27 My Block 61 Natural Boing® killer 32 Need for speed 40 Need for Speed 40, 61 Network Search 66 No Collateral Damage 59 Obey the Law 56 Observant 66 Off the Grid 53, 70 Off the record 35 Oh, She Lives There 61 One Eye Open 56 One Heck of a Shot 67 One last mile 36 One Last Turn of the Screw 64 Only Knocked Out 57, 87 On Your Feet! 56, 86, 87 Opportunist Stomp 73, 240 Opportunity Strike 73 Organic appearance 28 Outnumbered 62 Out of place 37 Out, Out Damn Spot 64 Palm Item 45 Panicked Unload 209, 227, 237 Passkey 44 Pedal to the metal 36


264 Pep Talk 73 Perfect Aim 56, 226, 231, 234, 237, 243 Performance Upgrade 60 Petty larceny 30 Piledriver 73 Platoon Leader 67 Play the System 63 Point-Blank Shot 73 Poison 226, 227, 234, 236, 241 Precog 38 Precog Defence 58 Precog Shot 58 Predictive Reflexes 73 Prey 53 Profit, Not Loss 46 Protector 73, 240 Psionic Power 58 Psych 101 55 Psychic Battery 58 Psychic interrogation 38 Quake 219, 226 Quick Change 51, 53, 70 Quickdraw 73 Quick Repair 55, 65 Quick spray 33 Quickstand 73 Quick Start 66 Quickstep 73 Quick with your fists 37 Radiation resistance 25 Radiation Resistance 63, 241 Reckless Act 73, 87 Recognise Lie 65 Red Carpet 42 Regeneration 227, 241 Reinforce Shield 73 Remote Location 47 Resources 69 Ricochet 73 Ride Your Luck 57 Road savvy 36 Road warrior 36 Roar 29, 226 Robot Man 47 Robot Repair 44, 60 Roll With It 73 Rookie 54, 56, 67, 87 Runner 41, 61 Saboteur 60 Safecracker 47 Safe House 53 Sale of the Century 46 Scanner 28 Scanning the Crowd 62 Scattershot 73 Scientific knowledge base 32 Scientific Knowledge Base 32, 65 Scrapper 62 Seat of your Pants 45 Sense Emotion 55 Sense Evil 64 Sense motive 38 Sense other 38 Sense the Wealth 53, 245 Shieldbrother 66 Shiv 31 Sidestep 73 Signing bonus 41 Sixth Sense 44 Skill Dice 226 Sluggish 219 SMACKDOWN! 66 Small inheritance 40 Smuggle 45 Sneak 49 Sniff Out Corruption 69 Source 35 Space Corps 68 Speak-with-dead 38 Speedy 30 Spinning Kick 73 Spray 33, 73, 235 Spraygun combat 40 Star child 37 Stash 32 Stealthy 226 Still Got It 69 Stocked and locked 36 Stone cold stare 31 Stone Cold Stare 31, 216, 237, 238 Stop Right There! 73, 226, 245 Strafe 73 Street Tough 52 Stronger together 42 Stuffed pockets 42 Sunder 73 Superb balance 40 Surveillance gear 37 Surveillance Records 66 Survivalist’s stash 42 Survival skills 42 Sweet Deal 45 Switch Hitter 45 Systems Familiarity 63 Systems Upgrade 73 Tactical Expertise 69 Take A Bullet 62 Target Lock 67 Taunt 73, 227, 245 Tech kid 30 Technical Knowledge Base 44, 60 That Smile 50 The Boss’s Cut 50 The Filth! 52 The Long Con 51 Third Attack 226 Throw 73, 226 Throw Anything 73 Toolkit 44 Tough! 30 Traffic Cams 66 Trample 226 Transporter 45 Trapeze artist 39 Trip 73, 74 Triple-threat 42 Troublesense 37, 59 Turret Gunner 61 Unseen 39, 45 Up at the crack of dawn 34 Utilikit 74 Vandal 30 Vantage point 37 Vantage Point 37, 68 Varied 25 Voice of the Law 55 Wallcrawler 35 Wasteland Direction 56 Weak Point 49, 58, 237 Weapon 28, 47, 53, 63 Weapons Armoury 61 Weird science 32 What a Boing® 32 What a Wally 51, 53, 70 What’s the plan? 36 Wheels 28 Where the action is 34 Whirlwind Frenzy 74 Wing and a prayer 31 Your biggest fan! 42 Zero-G Born 68 Exploits, Universal 70–73 Extended tasks 126 F Face Change Clinics (New You) 167 Foodstuffs 96 Forming dice pool 123 G General Gear 91–96 Glossary of Mega-City One Terms 176–177 of RPG Terms 10 Grade 21 Grand Hall of Justice 160 Group checks 126 H Health 78 Critical Hits 146 Damage 146 Recovering 146 Heroes’ Bowl 161 Hondo-City 173 Hospitals 167–168 I I-Blocks 168 Illnesses 148–149 Table 148 Incremental Advances 84 Indirect skills 124 Initiative 78, 224 Injury 145–149 Iso-blocks 168 J Judge Careers. See Careers: Judge Careers Judge Careers, Speciality. See Careers: Judge Careers Judge Origins. See Careers: Judge Origins Judge Uniform 106, 107, 110 Judge Whitey 208, 209 Jump 78 K Katricia Bung 209, 215, 216, 217 Kennedy Space Port 161 L Lawgiver 56, 60, 65, 80, 88, 89, 99, 103, 104, 109, 212, 232, 234, 237, 242, 243, 246 Lawmaster 55, 56, 59, 60, 67, 80, 88, 89, 101, 102, 104, 106, 119, 120, 121, 208 Law, The 179 Long Distance Travel 141 Luna One (Luna-1) 173 M Making an Attack 143 Maze, The 164 Mega-City Art Gallery 161 Mega-City Chamber of Horrors 161–162 Mega-City One 156–158 Advice for games in 182 Beyond the City Limits 171–174 City Locations 164–171 Events 175–176 People of 183 Unique Locations 158–164 Mega-City Two 173 Menageries 164 Metapsionics 82 Milestones, Completing 84 Modifers Melee 145 Modifiers Ranged 145 Monsters Creating 222–229 Type 227–228 Movement 140–141 Long Distance Travel 141 Movie Special Effects Museum 162 Music 182–183 Mutations Table 26–27 N NPCs 230–247 by Type (Sub-Index) 230 Creating 222–229 Type 227–228 O Objects 150–151


265 Old Characters 75 One-Sheet, The 181 Opponents 186, 186–187, 230–247 Creating NPCs 222–229 NPCs by Type (Sub-Index) 230 Type 227–228 Opposed checks 126 Organisations 117–118, 182 Out of Time (optional rule) 91 Outsiders, The (Organisation) 118 Oz 173, 215 P Paying For Effects 71 People of the City 183 Perp Careers. See Careers: Perp Careers Perp Origins. See Careers: Civilian and Perp Origins Planning 84 Plots 186 Positional Effects 143–144 Power Tower 162, 178 Props 182 Psionics 55, 60, 80–83 Adrenal Dash 81 Adrenalise 81 Biofeedback 81 Blink 83 Cannibalise 82 Clairaudence 81 Clairvoyance 81 Combat Precognition 81 Cryokinesis 81, 82 Cryrokinetic Blast 82 Dimensional Step 83 Electrokinetic Blast 82 Electrokinetic Fork 82 Empathy 82, 83 Fast Recovery 82 Flight 82 Hypercognition 81 Levitation 82 Mind Control 82 Mind Fortress 82 Mindprobe 82 Mindread 82 Mind Shield 82 Mindwipe 82 Necrophony 81 Perception Filter 82 Psi-blast 83, 241 Psychic Cone 83 Psychic Healing 81 Psychic Leap 81 Psychic Resuscitation 81 Psychic Suggestion 82, 83 Psychokinesis 82 Pyrokinestic Burst 82 Pyrokinetic Blast 82 Retrocognition 81 Sense Psionics 82 Shield Other 82 Summon 82, 227 Suppression 82 Telekinesis 82 Telekinetic Shield 82, 241 Telepathic Message 83 Teleport 83, 226, 227 Psycho-cubes 168–169 Q Quality 89, 90, 91 R Radback 173 Railroading 186 Requisitions 117 Resistance 63, 99, 241 Rewards 187 Ricki Rocco 209, 210, 211, 212, 213, 215, 216, 217, 218 Rule Zero 5 S Salaries, Examples 89 Scanners 134–135 Schools 166–167 Sector Houses 169 Services 96 Shields 107 Table 110 Shoplexes 169 Shuggy Halls 169–170 Sino-City (One and Two) 173 Skills 21–24 Skills, Indirect 124 Smokatoriums 170 Space Condos 174 Special Ammunition 105 Speciality Judge Careers. See Careers: Judge Careers Special Traits, Weapons 99–100 Species 24–29 Speed 40, 61, 71, 78, 224 Spending on damage 143 Spending on effects 143 Starting Money 80, 89 Starting the Game 181 Statue of Judgement 158, 163, 178 Stunt Areas 154 Sus-An Homes 170 T Tasks Common 128–136 Examples 123 Engineering 129 Extended 126 Tech Speak Engineering 130 Hacking & Computer 131 Medical 133 Telekinesis 82 Telepathy 82 Teleportation 83 Theatre of the Mind Combat 155 The Jungle 163 Titan Penal Colony 174 Toad in the Hole 219 Trait 75–77 Alcoholic 75 Alert 75 Ambidextrous 75 Anaemic 75 Asthmatic 75 Athletic 41, 75 Brawny 75 Brilliant 75 Clumsy 21, 75 Commanding 67, 75 Coughing 75 Deadeye 76 Disfigured 76 Distracted 76 Egotistical 75, 76 Empathic 75, 76 Erudite 76 Feeble 75, 76 Flamboyant 76 Forgetful 76 Illiterate 75, 76 Inspiring 76 Lame 76 Massive 75, 76 Naive 75, 76 Nimble 75, 76 Obnoxious 76 Persuasive 76 Reckless 70, 73, 77, 87 Rugged 77 Spendthrift 77 Stoic 75, 77, 87 Suave 77, 245 Tottering 77 Tough As Nails 77 Unflappable 77 Unwashed 75, 77 Well Known 77 Trans Atlantic Tunnel 164 Turns & Actions 139 Types of Campaigns 184–185 Types of Scenarios 185–186 U Undercity 160, 174, 177, 179, 217, 218 Unique Locations 158–164 Universal Exploits 70–73 Universities 166–167 V Vaults, The 170 Vehicle Mounted Weapons 106 Vehicles 118–121 Civilian 120 Justice Department 119–120 Other 120 Table 121 Using 119 Vulnerability 28, 99, 107 W Wealth & Credits 90 Weapons 98–106 Damage Types 98 Melee 100–101 Size 100 Ranged 101–105 Special Ammunition 105 Special Traits 99–100 Table 108–109 Table, Reading the 98 Vehicle Mounted 106 Weather Control 170–171 Weird Science 181 What You Need 6 Y Young Characters 74


Welcome to the Worlds of 2000 AD! Voyage into the far future in this versatile tabletop game of science fiction adventure. Mutant bounty hunters hunt down the scum of the universe. The noble houses of a resurgent imperial Russia use every means at their disposal to attempt to become the supreme power; using bribery, assassination, espionage, diplomacy and war. The solar system is invaded by the Geeks – a hostile alien race hell bent on the destruction of mankind, on Earth and her colonies in the solar system. Criminal hitmen fulfil their contracts, blasting their way though rivals and bodyguards to achieve their bloody payday. Occult investigators hunt down demons and restless spirits threatening both the lives and souls of the people of Britain. And then there is Dredd. The top lawman in a vast city of over 800 million citizens. He contends with criminals, mutant raiders, aliens, rogue robots and enemy agents from other, hostile, megacities. This roleplaying game provides the core rules for the science fiction worlds of 2000 AD. It also provides in depth material allowing you to create and run adventures in the world of Judge Dredd. Inside you will find: /// Rules for creating humans, clones, robots, mutants and uplifted apes. The fun, intuitive life path system allows you to run games for a group of Judges, perps or citizens. /// A wide array of equipment and weapons from the pages of Judge Dredd. Use the iconic lawgiver pistol with its six different bullet types. Use the daystick baton to subdue perps when up close to them. Ride the lawmaster bike, the two-wheeled king of the road. /// Full rules for running the game, including fast but tactical combat, environments, and extended scientific, medical and engineering tasks. /// An exploration of Dredd’s world with many key locations of Dredd’s city detailed along with information on how to use them in games. /// An introductory adventure where you can play as Judges, perps or citizens. All with very different goals and aims. Whether you are a street gang looking to make it into the big time with a major robbery, a task force of Judges trying to dismantle a major criminal organisation or a group of citizens just hoping to negotiate the Black Friday sales at one of the massive shoplexes (the most dangerous task of all) this book has you covered!


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