Вы находитесь на странице: 1из 274

®

& The Worlds of 2000 AD

TABLETOP ADVENTURE GAME


PEARCE SCHWALB ROBINSON MORRISSEY
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!
®

& The Worlds of 2000 AD


1
®

& The Worlds of 2000 AD

Writing: Nick Robinson, Darren Pearce, Rob Schwalb, Russ Morrissey


System Design: Russ Morrissey
Business & Licensing Manager: Angus Abranson
Editing: Russ Morrissey and Nick Robinson
Layout and Graphic Design: Nimrod Jones
Art supplied by Rebellion

2000 AD® is a registered trademark


Judge Dredd® is a registered trademark © 2018 Rebellion 2000AD Ltd.. All rights reserved.
All imagery and characters © 2018 Rebellion 2000 AD Ltd. Artwork used with permission of the copyright holder. www.2000AD.com

The game contains no Open Game Content. This material is protected under the copyright laws of the United Kingdom and of the United States. This
product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental

Published by EN Publishing under license by Rebellion


EN Publishing, PO Box 1858, SOUTHAMPTON, SO18 6RX

Version 1.2

2
CONTENTS
// CH/1: INTRODUCTION....................... 4 // CH/4: EQUIPMENT ......................... 88
/ JUDGE DREDD ...................................................................... 4 / STARTING MONEY .............................................................. 89
/ THE WORLDS OF 2000 AD ............................................. 5 / EQUIPMENT, SKILLS, & QUALITY .................................. 89
/ RULE ZERO ............................................................................ 5 / GENERAL GEAR ...................................................................91
/ WHAT YOU NEED................................................................. 6 / SERVICES & FOODSTUFFS............................................ 96
/ ABOUT THIS BOOK ............................................................... 6 / WEAPONS ............................................................................ 98
/ EXAMPLE OF PLAY ............................................................. 8 / ARMOUR................................................................................ 106
/ A BRIEF GLOSSARY ...........................................................10 / SHIELDS............................................................................... 107
/ SETTING THE TONE ............................................................. 11 / CUSTOMISING GEAR ...........................................................110
/
// CH/2: THE WORLDS OF 2000AD ........12 /
DRUGS ....................................................................................112
CYBERNETICS ......................................................................115
/ ABC WARRIORS....................................................................12 / REQUISITIONS AND ORGANISATIONS............................117
/ ABSALOM ................................................................................12 / VEHICLES ..............................................................................118
/ ACE TRUCKING CO ..............................................................12
/ CABALLISTICS, INC .............................................................12 // CH/5: PLAYING THE GAME .............. 122
/ DEFOE .....................................................................................13 / THE ATTRIBUTE CHECK ................................................. 123
/ D.R. & QUINCH ......................................................................13 / COMMON TASKS ............................................................... 128
/ FLESH .....................................................................................13 / EXAMPLE OF AN ENGINEERING TASK...................... 129
/ INDIGO PRIME ........................................................................14 / COUNTDOWNS ................................................................... 136
/ M.A.C.H. 1.................................................................................14 / THE ROLE OF LUCK .................................................... 137
/ NECRONAUTS ........................................................................14 / COMBAT................................................................................ 138
/ NEMESIS THE WARLOCK..................................................14 / INJURY AND DEATH ........................................................ 145
/ OBJECTS ............................................................................. 150
/ NIKOLAI DANTE ....................................................................15 / THE ENVIRONMENT .......................................................... 152
/ THE RED SEAS ....................................................................15
/ ROBO HUNTER ......................................................................15 // CH/6: MEGA-CITY ONE................... 156
/ ROGUE TROOPER .................................................................16 / HISTORY ............................................................................... 156
/ SINISTER DEXTER ...............................................................16 / THE CITY ............................................................................. 157
/ SLÁINE ....................................................................................17 / GAZETTEER ........................................................................ 158
/ STRONTIUM DOG...................................................................17 / GLOSSARY OF MEGA-CITY ONE TERMS .................. 176
/ THE BALLAD OF HALO JONES ......................................17 / THE LAW (CRIME AND PUNISHMENT) ....................... 179
/ THE V.C.S ...............................................................................17 // CH/7: GAMES MASTER ADVICE ........180
// CH/3: CHARACTER CREATION ...........18 /
/
CAMPAIGNS ......................................................................... 180
PUBLISHED ADVENTURES ........................................... 180
/ ABOUT THIS CHAPTER .......................................................18
/ CREATING AN ADVENTURE ........................................... 180
/ CHARACTER CREATION WALKTHROUGH .....................18
/ STARTING THE GAME ........................................................181
/ TOTAL CHECKLIST ..............................................................19 / THE ONE-SHEET ................................................................181
/ DESCRIPTOR ..........................................................................19 / ORGANISATIONS................................................................. 182
/ ATTRIBUTES...........................................................................19 / ADVICE FOR GAMES IN MEGA-CITY ONE ................ 182
/ GRADE .....................................................................................21 / TYPES OF CAMPAIGNS ................................................... 184
/ SKILLS .....................................................................................21 / TYPES OF SCENARIOS ................................................... 185
/ SPECIES................................................................................ 24 / PLOTS AND RAILROADING ............................................. 186
/ CAREERS IN JUDGE DREDD ......................................... 30 / OPPONENTS ........................................................................ 186
/ CIVILIAN AND PERP ORIGINS ......................................... 30 / REWARDS ........................................................................... 187
/ CIVILIAN CAREERS ..............................................................31
/ PERP CAREERS .................................................................. 42 // CH/8: CRIME BLOTTER ...................188
/ JUDGE ORIGINS.................................................................. 54 / THE MUNCE BUNCH ........................................................ 188
/ JUDGE CAREERS .............................................................. 57 / DROKK THE BLOCK!......................................................... 192
/ THE FAST-BANK FAKERS ............................................. 196
/ SPECIALITY JUDGE CAREERS ...................................... 60 / SCARRED CITY .................................................................. 199
/ UNIVERSAL EXPLOITS ..................................................... 70 / SUPERSLAB SLAM ..........................................................203
/ AGE......................................................................................... 74
/ TRAIT ...................................................................................... 75 // CH/9: STATE OF THE EMPIRE ...........208
/ DERIVED STATISTICS ....................................................... 78 / CRIME BLOTTER: ‘JUDGE’ WHITEY ...........................208
/ CAREERS & DEFENSIVE SKILLS ................................. 79 / ADVENTURE HOOKS .......................................................208
/ STARTING MONEY .............................................................. 80 / EMPIRE STATE TASK FORCE (JUDGES)..................208
/ ATTACKS ............................................................................... 80 / CRIMINAL EMPIRE (PERPS) ............................................ 210
/ PSIONICS ............................................................................... 80 / LITTLE LOST RAY FEY .................................................. 210
/ ADVANCEMENT ................................................................... 83 / THE EMPIRE STATE BUILDING .......................................211
/ & OVERCOMING CHALLENGES ...................................... 83 / RICKI ROCCO ...................................................................... 216
/ PLANNING ............................................................................. 84 / KATRICIA BUNG ................................................................. 216
/ COMPLETING MILESTONES ............................................. 84 // CH/10: FOES................................222
/ INCREMENTAL ADVANCES.............................................. 84 / CREATING A MONSTER OR NPC .................................222
/ AGE......................................................................................... 84 / ALL THE PEOPLE............................................................230
/ SAMPLE CHARACTER CREATION .................................. 85 // APPENDIX ...................................248

3
CH/1: INTRODUCTION
In 1977, 2000 AD took the world by storm. Unlike other comics, with their
capes and crusaders, 2000 AD offered an anthology of brutal stories about
flawed characters in deadly worlds. Over the years these characters included
Judge Dredd who enforced the laws of Mega-City One, the mutant bounty
hunter Johnny Alpha, the genetically engineered Rogue Trooper, the Celtic
warrior Sláine, plus a veritable menagerie of weird, violent, and colourful
characters in bizarre and often desperate circumstance.
Now it’s your turn! With so many dangerous worlds populated by interesting
and evocative characters, there is ample room for further stories and that’s
where Judge Dredd & the Worlds of 2000 AD comes in. Using this book,
you and your friends can create gritty new anti-heroes to explore the awe-
some environments torn from the pages of the greatest comic in the world.
The kinds of characters you and your friends create depend on the world you
choose. You might be mutant bounty hunters, genetically engineered soldiers
fighting in the future, warped barbarians searching for plunder, or grim ath-
letes fighting in blood-drenched arenas for your freedom. While the rules in
this book help you tell stories in any of the great worlds of 2000 AD, this
LISTEN UP, CITIZENS! book spends much of its time on Judge Dredd, easily the most popular and
I have been asked to introduce best-known of the anti-heroes populating the amazing comic.
this Justice Department approved
game to you by Accounts Division. JUDGE DREDD
This book is a mistake and will only
cause more lawbreaking; however, It is the year 2099 and the world is much changed from how we know it.
my objections have been overruled. After a disastrous global war, much of the planet has been reduced to a ra-
Heed this warning: Using this book dioactive wasteland, vast stretches of which are uninhabitable, both from
in a proscribed manner will result the radiation and the mutated horrors that make their home in the wastes.
in lengthy cube time. Civilization now huddles in vast mega-cities, conurbations encompassing
massive stretches of land. Three such mega-cities have risen from the ruins
This book does not give you the
of the United States of America; Mega Cities One and Two and their southern
right to enforce the Law! Should you
neighbour Texas City.
attempt to do so you will be looking
at decades in an iso-cube for jimping. The most important mega-city, and the primary setting for the Judge Dredd
stories, is Mega-City One. Although the megalopolis’s footprint eventually
Possession or ownership of this
shrank after a series of devastating events, at its height it spread across the
book will be treated as an aggravat-
entire eastern seaboard of the United States, from New England to Florida,
ing factor should you commit any
and its population reached upwards of 800 million. Much of Mega-City One
other crime, and I will add five years
consists of City Blocks, enormous star-scrapers large enough to home up to
to your sentence.
50,000 citizens. The press of people and widespread unemployment, due
Should this book be banned at to the existence of sapient robots, makes Mega-City One a dangerous and
some point in the future you will re- unruly place, one where people fritter away their time on the current fad or
port to your local sector house for distraction that happens to be taking the city by storm.
sentencing and destruction of the of-
Mega-City One’s size and sprawl makes enforcing law and order difficult, and
fending item. Failure to do so will add
so the city employs special law enforcement officers called Judges to patrol
another five years to your sentence.
the city and police its streets. No simple cops, Judges have complete power to
I hope I am making myself clear, enforce the law by any means they deem necessary, sentencing and convicting
creeps. any criminals they catch, and, rarely, executing them for the most despicable
Finally, on behalf of Justice crimes. Easily recognized by their distinctive helmets and uniforms, Judges
Department, I hope you enjoy your cut impressive figures in Mega-City One, evoking fear, respect and hatred in
game... (more-or-less) equal measure from the citizens they protect. Judges are also
...WHILE YOU CAN! well-equipped to carry out their duties, from the Lawgiver pistols that can fire
up to six different types of ammunition, to their Lawmaster motorcycles which
DREDD
are armed with an array of weapons and an onboard AI computer that can take
over driving duties when the Judge is otherwise occupied.

4
Of all the Judges enforcing the law in Mega-City One, the
most feared and respected is Judge Dredd. A dour, often
humourless man; utterly committed to punishing lawbreak-
ers and keeping the peace. Over the years he has brought
justice to some of the most notorious criminals to have
terrorized his city. While he almost always gets his perp,
Dredd is but one man and with the constant unrest and
upheaval making the city a dangerous place; there will al-
ways be a need for fresh recruits to join the fight. It is time
for you and your friends to earn your badges, take up your
Lawgivers and bring the Law to the city. You might die, as
many have before you, but you might also make a name
for yourself, one worthy to stand alongside Dredd’s.

ROLEPLAYING IN
THE WORLDS OF 2000 AD
Judge Dredd & the Worlds of 2000 AD is a tabletop
roleplaying game (RPG). Unlike other kinds of games, much
of the play takes place in your imagination, and you and your face. The players describe how they react to the situation
friends work together to create thrilling stories in the worlds and what methods they use to overcome the obstacles. Using
of 2000 AD. This book contains the rules of the game and a combination of common sense and the rules presented
information about the world you explore when you play. in this book, the GM interprets the players’ stated actions,
decides how they play out in the story, and then describes
This game is similar to many other tabletop RPGs in that how the situation changes; and the plot moves forward. Thus,
one of you becomes the Game Master (GM) and the rest the game plays as a back and forth exchange, with the GM
act as players. Each player controls at least one Player describing the situation, the players responding, and the GM
Character (PC). These PCs become the central characters responding to them with a new situation, and so on until the
in the stories you and your friends tell. As a player, you adventure ends and you have all told a story worthy of ap-
can choose one of the pre-generated characters included pearing alongside those in the pages of 2000 AD.
in this book, or you can use the rules to make a unique
character all your own. When you play your character, you You might play through a single adventure or the GM
decide what your character does and says. In a way, your might connect several adventures together to tell a longer
character becomes your alter ego, allowing you to become story. As the PCs complete adventures, they might find new
someone else; if only in your imagination. equipment, earn money, and, best of all, gain experience
that helps them improve their capabilities over time. To
Anyone can choose to become the GM, though you only manage character development, the game uses experience
need one GM at a time. GMs can have the most fun since points (XP). When the players reach story goals, overcome
they are the architects, the narrators, the interpreters deadly challenges, and defeat foes, the GM grants XP and
of the rules, and the adjudicators of what happens in the then the players can then spend this earned XP to get bet-
game. As the GM, you decide what sorts of adventures the ter at those skills they desire and can develop new abilities.
Player Characters have, determining the challenges and
opposition, what is at risk, and what the PCs can hope to
gain by completing their objectives. You also play all the RULE ZERO
supporting characters in the story, from the extras that As with most roleplaying games, GMs have the final say
stand in the background, the victims of crimes, and the about what happens in the game. So, GMs decide what
criminals themselves. In one adventure, you might play happens when a player describes a particular course of ac-
Call Me Kenneth, the leader of the robot uprising, and in tivity. They might decide the activity happens as described,
the next you might be the terrifying Judge Death. You does not happen — likely because the action is impossible
might control a gang of thugs or a band of mutants who — or might require the player to roll dice. GMs are also the
have managed to infiltrate the city. Finally, as GM, you ad- final authority on the rules. Whenever a question comes
judicate the rules. While the rules tell you how the game up about how the rules work, GMs should interpret the
can be played, you can decide when to use them and when rule in whatever way they feel is fair. GMs can ditch rules
to ignore them. You might change them as needed to im- or invent new ones based on the needs of the stories they
prove the story or give the players a break, or you might help to tell. Of course, it should go without saying that the
use the rules to interpret how to resolve some action at- primary aim of Judge Dredd & the Worlds of 2000 AD is
tempted by the Player Characters. provide you and your friends with an enjoyable play expe-
When you play Judge Dredd & the Worlds of 2000 AD, rience. To this end, GMs who break or bend the rules do
you and your friends tell a story together. The GM presents not violate some cosmic law. Rather, they work to ensure
the situation and challenges the players characters must you and everyone else has a good time.

5
WHAT YOU NEED or use a published adventure, such as the one included in
this book, State of the Empire.
Even though this is a complete game, you will need a
few things to play:
» Several six-sided dice. The game refers to these
ABOUT THIS BOOK
dice as d6s. This book is a complete game. Inside, you will find out
» A character sheet. You can photocopy the one how to create characters, rules for everything from track-
found in this book, download one from the Internet, ing down a fugitive in the tangled ruins of the Undercity to
or just use a sheet of paper.
conducting a firefight against bloodthirsty killers, and eve-
You might need a token or figurine to represent your char-
rything in between. And if you have elected to be the GM,
acter. Some GMs prefer to use battlemaps to help manage
the action when the bullets start flying. You can grab such the book provides ample advice for adjudicating the game,
figurines at any fine game store, but you can also use any designing adventures, and an overview of some of the most
token or game piece you like to represent your character. iconic settings from the pages of 2000 AD.
If you are the GM, you need to keep this book handy This book has ten parts, each summarized below to
and you will need an adventure. You can come up with an prepare you for the mind-blowing roleplaying experi-
adventure of your own using the guidelines in this book, ence you are about to have.

The Worlds of 2000 AD - page 12


Although this book focuses on Judge Dredd, there are numer-
ous other worlds in the comics, many of which will get their own
sourcebooks. This section provides brief overviews of some of
the major settings such as Nemesis the Warlock, Ace Trucking
Company, Strontium Dog, Rogue Trooper, ABC Warriors, and Slaine!

CHARACTER CREATION - PAGE 18


For both players and Game Masters, the section detailing char-
acter creation shows you how to create unique characters for
play in Judge Dredd and includes skills, careers, exploits, and
psionics, along with advancement rules. Best of all, if you need a
character in a pinch, you can just select one of the ready-to-play
characters included in this section so you can start right away!

EQUIPMENT AND VEHICLES - PAGE 88


You want guns, motorcycles, and other gear? You need look no
further than this meaty chapter, for it offers you everything you
need to survive the mean streets of Mega-City One. It includes a
variety of items that perps or citizens can use, along with details
of the special equipment issued to Judges.

HOW TO PLAY - PAGE 122


Making characters is one thing but how to use them is a bit more
involved. This section covers everything you should know in or-
der to play the game. Whether you are in a shooting war against
bandits on the Moon, scaling the side of a City Block, or chas-
ing Frankenstein 2 down a crowded highway through Mega-City
One, this chapter gives you all the rules you need to resolve the
toughest situations.

6
MEGA-CITY ONE - PAGE 156
The world of Judge Dredd is an exciting and dangerous place. As
dangerous as Mega-City One can be, it is even worse in the Cursed
Earth beyond city limits. This section tells you everything you need to
know to bring the world to life including overviews of the mega-cit-
ies, the radioactive wastelands, as well as lands beyond, from Brit-
Cit, East-Meg One to Luna City on Earth’s moon, and much, much more.

GAME MASTER ADVICE - PAGE 180


As much fun as being a GM is it can also be a daunting task if you
have never tried it before. This section provides you with a mix of
practical advice on how to create adventures, keep the players
entertained, manage the rules, and other information to transform
you into a kick-ass Game Master.

CRIME BLOTTER - PAGE 188


Adventures are the heart and soul of any roleplaying game as
they provide the frameworks for the stories you and your friends
tell. The Crime Blotter section gives you a series of short, one-
shot adventure hooks. You can run these by singularly or string
them together to play through a longer adventure.

STATE OF THE EMPIRE - PAGE 208


In addition to the Crime Blotter, this book also includes a longer
adventure to get your game started.

FOES - PAGE 222


Need bad guys? The “Foes” chapter presents an assortment of an-
tagonists torn from the pages of Judge Dredd for use in adven-
tures of your own design.

APPENDIX - PAGE 248


Here you will find some handy reference materials to make running
Judge Dredd & the Worlds of 2000 AD even easier, such as
tables, character sheets and an index.

7
Sylvester, playing the impetuous Judge Kirkwood
EXAMPLE OF PLAY
Let’s
kick the
n
door dow e
es
and take th
Diane, Karl, Olivia and Sylvester are creeps by
playing in an adventure run by Lena. surprise!
They play a group of Judges: Diane and
Sylvester are Street Judges, Karl is a Tek
Judge while Olivia is a Psi Judge. The team
are in the process of trying to track down
and arrest the infamous perp and all round Wait a
bad guy Spuggy Mullet. They are now in minute! I will use
Rick Astley Block, outside apartment 117BF, my telepathic powers
home of the dangerous Drongo brothers. to scan the apartment so
The Judges earlier arrested and questioned we have some idea who we
are going up against
the eldest of the three brothers, Dag
Drongo, who has confirmed the three are Olivia, playing the more careful Psi Judge Devi
expecting to meet with Mullet in the very
near future…
Olivia (Psi Judge Devi)

Lena Okay, make a We go in on


(the GM) roll and tell me three…
what you get… Karl (Tek Judge Novak)

I use
my passcard
to override the
electronic lock to
the apartment and
let us in. I
roll a
rolls 15, is that
some dice enough?
Olivia (Psi Judge Devi)
Rolls some dice
Yes it is. There
Um, 18. is a slight click and
Pretty good. you can open the
door quietly. There
You can detect both of the is a small hallway I kick the
other Drongo brothers, and you can hear the door down…
Frag and Brag, and a third sounds of voices
individual, who seems less from behind an
Sylvester
clear in your mind. Then you interior door, which is
(Judge Kirkwood)
realise it’s him, it’s Mullet! ajar. You are pretty
certain this leads to
the living room. Everybody
You see Brag Drongo by
the window. It looks like he freeze!!
has just handed something
to a man in a jetpack
hovering just outside the Brag grabs a spit gun and
block. It’s definitely your moves to his left, raising it.
target Spuggy Mullet!
To your left, behind a
kitchenette counter, you I’m gonna kill
glimpse Frag Drongo you jays! Gonna fill
ducking down out of sight. you with lead, and when I’m
What are you all doing? done I’m gonna shoot
you some more.

Sylvester (Judge Kirkwood) Everyone


else
We can’t let
him get away and You
we need him alive. what?
I charge across the
room and leap at
Mullet to try and Olivia (Psi
grab him in a bear Judge Devi),
hug. I said we go in Karl (Tek Judge
Shoot
on three… Novak) and Diane the
(Judge Morris) mouth!
Olivia (Psi Judge Devi) simultaneously

8
Everyone rolls Diane (Judge Morris)
Lena checks the
Okay, I need some dice
22. numbers required Diane and Karl, you
you to all That’s a hit! for the dice rolls fire and both hit the
roll to hit to succeed. perp. Olivia your
perp
except shot goes just wide.
Sylvester
Sylvester. Sylvester, you leap
You need out of the window,
to make a miss Mullet by a good
jumping five feet, and begin to
skill roll plummet towards
to get the ground
ground.
hold of
Mullet, who *deep Sigh*
is firing 4. Um.

AAAAAAAA
up his Karl (Tek Sylvester (Judge Kirkwood)
jetpack 12. Is Judge Novak)
Sylvester
and that good (Judge

A AAAAAAA!
beginning to enough? 16.
Kirkwood)
pull away Should be
from the Olivia (Psi a hit.
building. Judge Devi)

Olivia (Psi Judge Devi)


Diane (Judge Morris) Karl (Tek Judge Novak)

I roll for I call for


my damage… ...14 rolls … I get emergency back-up.
dice a 12 for
rolls damage.

AAA
dice
Need an H-Wagon
urgently Judge
urgently,
Kirkwood has fallen

A
from apartment 117 Bravo

AAA
Foxtrot, Rick Astley
Block.

A AAA
A
Brag Drongo falls to the
ground, looks like he’s oneAAA
for the meat wagon. His gun
clatters to the floor. Olivia
you need to make a roll to
A AAA
see if you can get help in
time
time… A AAA
Olivia (Psi Judge Devi)
A AAA
A AAa
a
… I roll aa...
rolls a 14
dice

You hear a
voice over Roj
your radio. that, this
is H-Wagon
113-Delta-Bravo, we
see your Judge,
Judge
diving to intercept.
Going to be
close
close…

9
Diane (Judge Morris)
Meanwhile Frag
Drongo pops up I grab a
from behind the cushion from Karl (Tek Judge Novak)
counter... any nearby chair
and try to bat the I switch
grenade out of targets and take
the window! down this perp!

Olivia, it is all
happening too
fast and you are
currently on the
radio, so cannot do
anything else just
...and hurls yet.
a handbomb in
rolls
your direction. Karl, Diane, roll rolls
dice
your dice. dice
17. Great,
that should 9. Blast, that’s
do it. not going to be good
enough, is it?
Lena rolls

AAAAAAA
some dice
out of the
players’ sight

A AAAAAAA
Karl, your shot is wide
What will happen now? Will AA AAAAAAA!
Frag Drongo be taken alive so
and smashes into the the Judges can question him
counter as Frag Drongo
ducks behind it again. about the Mullet case? Will the
H-Wagon arrive in time to rescue
Diane, you successfully Judge Kirkwood? And even if they
smash the grenade in do will the grenade, closely
midair with your cushion following him out of the window,
and it sails out of the be scooped up with him as well?
window before plummeting
towards the ground… And will Judge Kirkwood ever
stop screaming?
In play all these questions and
Lena looks … straight more will be answered in their
up and smiles towards game, but for now we will leave
maliciously at Judge
Sylvester Kirkwood! the Drongos, Mullet, and Judges
Kirkwood, Devi, Morris and Novak
to their investigation.

A BRIEF GLOSSARY Career. A career is a temporary building block which helps


form your character’s development. Characters take ca-
The following are explanations of some of the core terms
reers for periods of time during character generation as the
you will encounter throughout this book.
process works its way through his life in what is known as
Attributes. Attributes represent a range of core measurable a “lifepath” system. Each career affects his attributes and
facets of your character in numerical form. These attributes skills. For example, a few years spent working as a bartend-
are STRENGTH, AGILITY, ENDURANCE, INTUITION, LOGIC, er in a shuggy hall might enhance a character’s social skills.
WILLPOWER, CHARISMA, and LUCK plus a couple of optional At any given time, a character will have a current career.
attributes which depend on the campaign. The higher an at- Countdown Pool. A countdown pool is a special sort of dice
tribute, the more your character exemplifies that attribute. pool used to add suspense when racing against an unknown
Attribute Check. Most activities in the game are based clock. It involves periodically rolling a dice pool and removing
around an attribute check. This is a test whereby one of any dice which show a certain value, until the pool is empty.
your attributes determines how many dice you get to roll d6. A “d6” is a regular six-sided dice. Judge Dredd and
to accomplish a task such as shooting at a bandit or lifting the Worlds of 2000 AD is based around pools of dice in
a heavy object. which you roll a number of dice, add up the total, and com-
Benchmark. The difficulty of a task is described by its pare it to a target number known as a difficulty benchmark.
benchmark. This is a descriptive word and numerical value Multiple dice which are rolled and added together are ex-
which an attribute check attempts to roll over. pressed as xd6 – for example, “3d6” means “roll three dice

10
and add them together”, while “5d6+2” means “roll five Game Master (GM). The GM is the referee of the game.
dice and add them together, then add two to the total”. She describes the universe to the players, and controls the
d66. When the rules ask you to roll a d66, you should roll actions of NPCs and monsters.
2d6 but read them a little differently. Instead of adding them Grade. Your character’s grade is simply the total num-
together, you read the first as “tens” and the second as ber of career grades you have taken. A starting charac-
“units” - for example, if you roll a 3 and a 2, you read that as ter is usually Grade 5. Your grade is important because
32. Rolling a 1 and a 6 gives you 16. This way of rolling dice is it determines the maximum sized dice pool you can form
mainly used by the GM when rolling on random tables. when making attribute checks.
Descriptor. At the top of the character sheet you will Non Player Character (NPC). An NPC is a character
see an area known as the “descriptor”. The descriptor pre-
which is not played by one of the players. Instead, all NPCs
sents a number of fundamental things about your charac-
are played by the GM.
ter in the form of a single summarizing sentence.
Skills. Skills are smaller, concentrated packets of interest,
Dice Pool. A dice pool is the handful of dice you roll
expertise or training. They include things like cooking, pis-
when making an attribute check. It can be formed in vari-
tols, wrestling, poetry, piloting, engineering and many more.
ous ways (adding dice granted by your attributes, skills
Your character will pick up new skills throughout his career.
and/or equipment) and is limited in size by your grade.
The skill list is open-ended and unlimited; a skill kicks in at
Die Bonus/Penalty. If something indicates that it grants
any time your character performs an activity related to it.
or inflicts a die bonus or penalty (usually in the format
“a +2d6 bonus”) it refers to additional dice which can be Species. Your character is one of a number of available
added to (or which must be removed from) your dice pool species (including human). He might be a fierce mutant, an
when you make an attribute check. uplifted ape or a non-living robot.
Experience Points. Characters earn Experience Points
by accomplishing tasks, defeating enemies and completing SETTING THE TONE
adventures. These Experience Points (or XP) can be spent
Judge Dredd and the Worlds of 2000 AD is designed to
on character improvements.
fit a wide range of science-fiction styles from the comics, from
Exploits. Exploits are individual abilities or benefits. There grand space operas to gritty hard sci-fi. With forthcoming
are different types of exploit – species exploits, career ex- sourcebooks for various popular strips, whatever your favorite
ploits, attribute exploits, age exploits and universal exploits. 2000 AD setting, you should find that you can easily play it
Exploits include things like an android’s immunity to with this game. In the Judge Dredd setting you will be able to
mental attacks, a Tech Judge’s familiarity with vehicles, or run campaigns for a party of perps, as a group of Judges or as
the ability to perform a deadly strike. citizens trying to survive the mean streets of the city.

11
CH/2: THE WORLDS OF 2000AD
2000AD has a myriad of different worlds to draw from,
stories that stretch from the beginning of the comic to the
present. Using this rulebook and future supplements it is
possible to run games in these settings. The following are
some of the more popular stories.

ABC WARRIORS
The ABC (Atomic. Biological. Chemical.) Warriors are war
machines, with the robots in the story forming a small
elite force. At the end of the Volgan War they are recruited
to tame the newly colonised world of Mars. These robots
must face a Mars which has become a lawless, futuristic
Wild West. Often at odds with their human commanders
the A.B.C. Warriors do the missions that humans are too
ill-equipped (or too apathetic) to do.
In ABC Warriors you can be on the front line fighting against
Volgs, or taking part in the campaign to make Mars safe for the
ACE TRUCKING CO
human colonists. Players can play as robots or as human sol- Ace Garp, GBH the Biffo, and Feek the Freek are the crew
diers, fighting alongside their mechanised counterparts. of the Speedo Ghost, a futuristic merchant spaceship with Ghost
itself being a sarcastic AI. Ace is always looking out for ways to
make his fortune, coming up against hostile aliens, pirates, police,
ABSALOM other truckers and even a hostile planet.
Twenty-first century London is patrolled by Harry Absalom Ace Trucking Company fights hard to get the best contracts,
and his colleagues, a team who police the terms of the dodging the law, other truckers and trouble at every opportunity.
Accord. The Accord is a treaty drawn up between the
Ace has to deal with sworn enemies such as Jago Kain,
British Crown and Hell, so Absalom is kept busy… The
a rival captain, and Cap’n Evil Blood, a vicious space pirate.
world of Absalom is a spin-off from Caballistics, Inc. It is These stories of space trade, humour and misadventure
another dark setting, with the forces of the supernatural are the tip of the spaceberg.
arrayed against Absalom and his team. They have to deal
In this setting you will be able to run your own shipping
with magical powers, possession, supernatural forces, de-
company, or work as ACE Trucking. Prepare for backstab-
mons and rogue entities of all kinds. bing, space-trucking adventures as characters can draw
Player Characters can join Harry’s team or head up a section from a rich and diverse set of alien races.
of their own. They will face the denizens of Hell who would like
nothing better than to shatter the Accord and bring chaos to
Earth. Absalom’s world is not one for the faint hearted. CABALLISTICS, INC
This setting features Department Q, created in 1940
to combat the rise in occult warfare by the Nazis. The
Department Q of the past is not what it once was, and in 2004
the British Government privatises it. The crusty paranormal
historian, Doctor Jonathan Brand, and his assistant, Jennifer
Simmons, now face an uncertain future in the private sector.
The Department was bought by a showy pop star, Ethan
Kostabi, a man with a bank account of millions, who transforms
the Department into Caballistics, Inc. This new team includes
new recruits, notably Hannah Chapter and Lawrence Verse,
who head up the organisation. The role of the Kostabi’s group
is to respond to all kinds of major paranormal threats.
This setting is extremely dark; Player Characters will
face death, insanity and worse on a day-to-day basis. What
is, arguably, worse is that they may not be able to trust
their own allies. In Caballistics, Inc they face dangers that
put their very souls in peril!

12
Players could find themselves cleaning up after D.R.
& Quinch, or bunking off to join them on their adven-
tures. Run scout camps, start wars, make movies, open
care homes. Whatever you decide to do can lead to the
wildest of adventures, hopefully ending with several
impressive explosions.

FLESH
In the future, as the population of Earth continues to grow,
the teeming hordes of humanity are unable to get all the
nourishment they need. So they seek to fill their plates
from the distant past. Vast herds of dinosaurs are waiting
for the men from the future to round up, process and ship
out using the latest time travelling technology.
Life on this new (old?) frontier is harsh, and the work
dangerous. In this world lawless townships have sprung up
providing recreation for this new breed of cattleman, as well
as their own dangers. When added to the threats caused by
the great meat eaters and hostile environment an early grave
DEFOE is commonplace. To make matters worse the companies that
work the plains are beyond the control of government and
Join Titus Defoe in the 17th Century, a man who once fought
for the Roundheads and saw action at the Battle of Naseby. safety is never a concern for them. Although the financial
After the Civil War he and his comrades were betrayed by rewards are high will you get to spend your wages?
Cromwell, many being killed or exiled. Titus became disgust-
ed with Cromwell’s actions and left military life, going on to
work carrying a sedan chair around London.
In 1666 a massive comet passed over the southeast of
the country; this started the Great Fire of London and
brought the dead to life. Titus’s wife and children were
among those who lost their lives. Seeking revenge on the
‘reeks’ he entered the employment of the recently re-
turned King and became a zombie hunter.
In Defoe the Player Characters can join the ranks of
the King’s zombie hunters, battling the undead in the
streets of London. They can be new recruits to the cause,
or seasoned veterans who have fought alongside Titus in
the past. With the aid of weapons designed by Sir Isaac
Newton and Robert Hooke, the like of which may never be
seen again, they fight against the reeking tide.

D.R. & QUINCH


Space is vast, mind-boggling and awesome in every sense. It
is full of majestic creatures, intelligent aliens and monumental
feats of engineering. It is also home to a pair of delinquent al-
ien drop-outs with access to incredible amounts of firepower.
The Universe of D.R. & Quinch gives you the opportunity to
attend the most prestigious of alien establishments, meet hot
alien chicks, dude, and ignore every single scrap of homework.
Instead you can grab the biggest guns you can find, add a big
dose of attitude and steal a time travel machine to create may-
hem across the millennia. Waldo ‘D.R.’ Dobbs and Ernest Errol
Quinch are waiting for you to join them.

13
Using an advanced form of acupuncture, Probe’s physical
abilities were improved to far beyond their natural limits.
With an advanced computer implanted in his skull, his body
could be fine tuned to accomplish superhuman feats. The
computer also processes tactical information, allowing
M.A.C.H. 1 to calculate the correct angle for a shot or the
right amount of force needed to smash someone’s ster-
num. Join M.A.C.H. 1 and the fight against the enemies of
freedom and unleash your potential.
Player Characters in M.A.CH. 1 are going to be agents en-
hanced by Compu-puncture Hyperpower. Fighting against
terrorists and the agents of hostile nations, in some of the
most inhospitable locations possible, they will be a strike
force without equal.

NECRONAUTS
It is 1926 and the illusionist Harry Houdini places the world
in peril by accident when a new trick goes wrong. He is
almost killed and he awakens the Sleepers. Paranormal
events see both H.P. Lovecraft and Sir Arthur Conan Doyle
recruited to Houdini’s cause and the three join forces with
paranormal investigator Charles Fort in New York. Here
they are attacked by entities known as Tcho-Tchos and em-
bark on a dangerous journey.
Player characters in Necronauts will join the likes of
Harry Houdini and company to battle the Sleepers and
their human allies, the Illuminated Ones. Set in the early
INDIGO PRIME
part of the 20th Century the Necronauts fight against
If you have the Rembrandt Index, a gene that occurs in one cosmic horror and are drawn from all walks of life. Your
in twelve million people across the multiverse, death is not
agents will be no different, but they will be possessed of a
necessarily the end for you. Welcome to Indigo Prime, an
singular spark that marks them as a cut above the rest.
extra-dimensional agency dedicated to the maintenance
and repair of distortions, breaks and anomalies that exist
across the many alternate realities. You will be given a new NEMESIS THE WARLOCK
body and trained to be one of the agency’s finest. Agents Welcome to Termight, Earth in the far distant future. Aliens
include Sceneshifters (manipulators of the physical world), are everywhere, and Torquemada, the Grand Master of
Seamsters (who deal with time) and Imagineers (who can Termight, despises all alien life. Enter Nemesis the Warlock,
influence minds and dreams). master of Khaos and freedom fighter for alien rights. Join
Player characters start out as people who have died, the Arch-Deviant in his struggle! Fight alongside the likes of
transferred into a new body and trained to do things far Purity Brown against the evil of Torquemada! Foil his diaboli-
greater than they could in life. Armed with your new pow- cal plan to eradicate all alien life in the universe!
ers, you will attempt to repair any rips or tears in the fabric
Player characters can play humans or aliens as they join
of time and space you might find. You may also investigate
Nemesis in his battles against the Grand Master. Players can
and deal with any anomalies that crop up.
play an alien like Nemesis and tear through the terror tubes
in their own Blitzspear, wielding the power of Khaos. Or they
M.A.C.H. 1 could be members of the human underground who wish
In need of an agent with superior physical and mental abili- to see peaceful coexistence with the aliens. Expect battles
ties the British authorities chose John Probe to be M.A.C.H. galore against the tyrannical forces of the Terminators and
1 - Man Activated by Compu-Puncture Hyperpower. plenty of non-stop action as the war rages.

14
NIKOLAI DANTE
It is the 27th Century and a resurgent Imperialist Russia
has seized control of Earth and known space. Nikolai
Dante is the illegitimate scion of the Romanov Dynasty
— rivals to the Tsar. Using diplomacy, espionage and war
these two great factions look to consolidate their power
while eliminating their rivals.
Dante is a swashbuckling young thief, a ladies’ man,
and bonded to an alien cybernetic device. Dante’s life is
one of adventure, espionage, politics and danger where
friends are in short supply and enemies lurk around eve-
ry corner. Fortunately, as a Romanov, Dante has abilities
beyond most others. He can hack into computer systems,
extrude bio-blades from his hands and is armed with a
deadly weapon from another dimension. With these he
fights back against the evil and corruption prevalent
among the noble families who rule Earth.
Player characters can join be agents of one of the many
factions within the Empire. Perhaps they will fight alongside
the Tsar against his enemies or for the Romanovs, who are, THE RED SEAS
as a rule, every bit as wicked as the ruling family. Or they It is the Golden Age of Piracy and things have never been
may be caught between them, trying to survive against the better. Or worse. Magic and supernatural forces are at
overwhelming power of the two major factions. work; zombies, ghost pirates and werewolves stalk the
seas. This is the world of Captain Jack Dancer, one-time
captain of the pirate ship known as the Red Wench. Jack is
a man who once served in the Royal Navy with honour and
distinction, then one fateful day he mutinied with his crew
against a tyrannical captain. As a result Jack is now on the
run from British justice as a pirate.
The Red Seas mixes Golden Age piracy with magic, legend-
ary figures such as Aladdin and more. Player Characters in The
Red Seas can be members of Jack’s crew or they can be mas-
ters their own vessel. They will seek out the wonders of this
setting where magic, myth and history collide.

ROBO HUNTER
In the future, where robots do almost everything for man,
there is little need to work. However, robots mimic human-
ity too well and there are always those that turn bad and
it is the robo hunters who resolve these problems. From
tracking down lost robots to wiping out gangs of rogue
machines that have turned to crime there is plenty to keep
these intrepid humans occupied.
You will learn the tricks of the robo hunters and face off
against a multitude of robot enemies. Robo Hunter takes you
to Earth and beyond as you try to make ends meet, since the
life of a robo hunter is, more often than not, far from lucrative.
Player characters can take on the role of robots in Robo
Hunter, helping, or hindering, the robo hunters in their
work. Or they can join the ranks of robo hunters and help
bring some of the most villainous robots to justice in a
world dominated by machines.

15
ROGUE TROOPER SINISTER DEXTER
For the Rogue Trooper life is a continuous war, a war Downlode. A vast central European city where crime lords
against the vicious Norts and their ruinous war-machine. use gun sharks; hitmen (and women) who assassinate their
rivals. Finnigan “Finny” Sinister and Ramone “Ray” Dexter
Become a G.I. (Genetic Infantryman), a soldier bred to sur-
are the premier gun sharks in the city. You will be fellow
vive on the poisonous battlefields of Nu Earth. A planet killers, employed by the gangs to ensure they keep their
where biological and chemical weapons have turned a grip on the criminal underworld.
paradise into a hellhole, barely habitable by man. Besides acting as hitmen Player Characters might be
As a G.I. you are faster, stronger and more resilient than bodyguards, help break out criminal figures from prison
or even act as guides for alien visitors. The fact-totem, the
those you face in battle. Even when you die it might not be
gun sharks’ information network, will continually provide
the end for your personality and memories are encoded work for those eager to pick up contracts.
on a chip implanted in your skull. If removed shortly after
death the chip can be inserted into a slot on a G.I.’s spe-
cialised equipment; later on it can be implanted into a new
cloned body. When a chip is part of the item of equipment
it is able to control its functions independently. It can fire a
weapon, retrieve items from a backpack or access tactical
information when inserted into a helmet.
In Rogue Trooper Player Characters can be G.I.s or
Southers joining the fight against the Norts. Expect epic war
action, battles against overwhelming odds and a gruelling
fight against a relentless and clever foe. Player Characters
can engage in a variety of missions from out and out as-
sault to stealth based infiltration. Alternatively players may
be among those trying to eke out an existence among the
devastation created by the two rival powers.

16
SLÁINE THE BALLAD OF HALO JONES
Join Sláine MacRoth, The world of the 50th Century is very different to our own.
with his companion, Halo Jones spends her early life in a giant ring-shaped
Ukko, unleash the floating conurbation known as the Hoop, located off the
powers of the Warp east coast of America. She leaves the Hoop after a particu-
Spasm to help save larly traumatic day, working as a stewardess on a luxury
the tribes of the liner. Later she joins the army, fighting on two of the
Earth Goddess. The worlds where a brutal conflict is occurring.
malevolent Lord
Weird Slough Feg In this setting you will play ordinary people living ordinary
and his minions lives, who become embroiled in the greater events occurring
seek to sink Tir Nan around them. Player Characters could live their lives upon
Og and its people the Hoop, trying to survive as increased-leisure citizens.
beneath the waves Alternatively they might flee Earth and find themselves in
in a cataclysmic the middle of one of the wars raging among the stars.
flood. Become a
hero of the Earth
THE V.C.S
Goddess and ven-
ture forth, axe in The V.C.s (Vacuum Cleaners) are star troopers battling against
hand, to battle men a terrible alien enemy known as the Geeks. The V.C.s are more
and monsters, most likely to come from one of the space colonies in the solar sys-
notably the de- tem rather than Earth herself. They are humanity’s best hope
monic Formorians of staving off annihilation at the hands of its implacable foes.
and their gods. In the V.C.s the Player Characters are members of an elite
Player Characters can be fierce warriors or druids of the squad, completing missions beyond the capabilities of most
Earth Mother as they fight against the evil Drunelords and other star troopers. Earth’s High Command will send you
their inhuman allies. Steeped in Celtic myth the world of on dangerous missions against the invaders. The cost may
Sláine is rife for barbarian fantasy adventure. be high and you will be the ones who have to pay it should
things not go to plan. You will engage in a variety of mis-
STRONTIUM DOG sions off planet and take the fight to the Geeks.
In 2150 a nuclear war wiped out seventy percent of
Britain’s population. The resulting radioactive fallout
caused mutations, and their numbers increased rapidly.
Life became desperate as the norms became more and
more prejudiced against the mutants until the rise of
Nelson Bunker Kreelman. Kreelman’s solution was to
eliminate the mutants once and for all using starvation,
disease and out-and-out murder. The mutants rebelled
and the bloody conflict saved them, but left them living in
an apartheid system with the rebels banished from Earth.
By 2180 the only job open to them is that of a
Strontium Dog, a bounty hunter, hunting down the
worst of the worst criminals. Join Johnny Alpha and
the Search/Destroy (SD) Agents on their orbital space
station, the Doghouse. Face criminal humans, mutants,
aliens and robots – the scum of hundreds of worlds.
Player Characters in Strontium Dog are usually mu-
tants; it is almost unheard of for a ‘norm’ to join their
ranks. The only job requirement is that your characters
are ready to bring in the bad guys.

17
CH/3: CHARACTER CREATION

Each player in Judge Dredd plays a character – a Judge, a All of these elements are building blocks which contrib-
Citi-Def soldier, a citizen, a Sov spy, a gangster, a mutie, a robot ute towards your character. Although this may seem a lot,
or one of many other possible options. You can choose from a creating a character is actually a very simple process – you
variety of careers to build the character you want to play. will simply choose a species, five careers, a couple of items
This section of the rulebook tells you how to create a like exploits and traits and then equip your character. Once
Player Character. It includes information on attributes, you become used to the process a character should not
skills, careers and exploits. By working through this chap-
take more than a few minutes to create.
ter, you will be able to easily create a fully playable charac-
ter ready for play in a Judge Dredd campaign. All you need
is a character sheet, a pencil and a copy of this rulebook. CHARACTER CREATION WALKTHROUGH
Good luck! The streets of Mega-City One are waiting for you! Follow these steps to create a character.
1. Note your starting attributes (3 for each attrib-
ABOUT THIS CHAPTER ute, except for PSI and REP which start at 0).
2. Choose a species (p. 24).
This chapter on character creation includes the following 2.1. Apply species attribute adjustments.
information. A character, in its basic form, is simply a col- 2.2. Note your SIZE.
lection of three types of elements: attributes (which de- 2.3. Choose three species skills.
fine core capabilities), skills (which define areas of special 2.4. Note all the listed species exploits.
competence or knowledge) and exploits (which are special 3. Choose a hook, and note it in your descriptor (p. 19).
abilities and traits). The rest of the elements listed below, 4. Choose five careers (pp. 30 - 70). For each career
such as careers, age, species and so on, are simply choices grade, do the following:
which determine your attributes, skills and exploits. 4.1. Apply all of the listed attribute adjustments.
» An overall walkthrough of the character creation Choose two of the listed skills and advance
process. each by one point. Note that characters may
» Details about the character’s descriptor and grade. optionally always select a defensive skill in-
» Information about attributes, what they mean and stead of a listed skill.
how they are used.
» A list of over 150 example skills. 4.2. Choose one new career exploit from the
» A choice of character species, along with their de- list shown or choose one universal exploit.
scriptions and abilities. 5. Select aim or feint (free universal exploits) plus
» Over 60 distinct careers which your character may one other universal exploit of your choice for
adopt. which you qualify (p. 70).
» Universal exploits, which are distinct abilities that 6. Choose one trait based on your highest or lowest
can be acquired by any character. attribute and note that in your descriptor (p. 75).
» Details on how to calculate a number of derived
statistics. 7. Calculate your derived statistics (p. 78).
» Nearly 40 traits. 8. Determine your character’s age (p. 74).
» Information on character age. 9. Equip your character with armour, weapons and
» Over 30 psionic exploits. equipment (p. 88).

18
What you cannot do with the hook is gain a combat
TOTAL CHECKLIST bonus to attack or damage. Hooks like “...who enjoys tar-
When you have finished, you will have chosen: get shooting” or “... who likes boxing” can sometimes be
» 5 career exploits. slipped in by players as sneaky combat bonuses, but sadly
» 10 skill ranks from your careers plus 3 from your
species, making 13 in total. they do not work like that. The boxing hook might help re-
» 20 attribute points from your careers, plus the 24 call a past champion or identify a winner’s belt, but it will
you started with, adjusted by species. not assist a character in throwing a punch.
» 2 universal exploits, including either aim or feint.
» A trait and a hook. The player should assign one attribute to be loosely
linked to the hook; for example, if the hook is a physical ac-
tivity, he might choose STRENGTH. This is called his hook
DESCRIPTOR attribute. Whenever advancing attribute scores through a
At the top of each character sheet is a descriptor. This career choice, the hook attribute may be chosen instead of
is a short introductory character summary. Each player one of the listed career attributes.
should read their full descriptor to the rest of the group
before beginning play. For example, Six Toes Tony reads: // Example Descriptors
A young reckless Mutant burglar » Judge Sera Devi is an alert Human
who has a problem with authority. Psi Judge who cannot tell a lie.
» Judge Terence Novak is an erudite
The descriptor is made up of the following elements, Human Tek Judge who loves
some of which are not always used. celebrity gossip.
» Judge Jessica Morris is a rugged
A[n] [age] [trait] [species] [career]
Human Street Judge who collects
who [hook].
antiques.
» Trait. The trait is the name of a special ability or » Judge Clayton Halsey is a stoic
quality defined by a character’s lowest or highest Clone Med Judge who always tries
attribute (see p. 75). to impress.
» Age. The age entry is only used if the character is
younger than adult or older than middle-aged. You Each player should read their character’s descriptor
may choose any synonyms for young and old (adoles-
cent, youthful, aged, mature, etc.); age can give you a aloud to the other players before play begins.
free exploit (see p. 74).
» Career. The career entry can be one of two choic- ATTRIBUTES
es. It can be the character’s current career, or it
can be the character’s longest-serving career. If the Player characters are defined by a set of attributes.
longest-serving career is not the current career, it Attributes are a selection of values which help describe
should be prefixed with “ex-” (for example, an ex- a character. They measure things like strength, agility
Street Judge or an ex-Heister). and intelligence; somebody with a higher STRENGTH
» Hook. The hook is a broad background/skill/inter-
est chosen by the player. It can be anything, but it is attribute is stronger than somebody with a lower one.
designed to round out the character with personal- The primary attributes in Judge Dredd are STRENGTH,
ity, interests, or hobbies. For example, a player might AGILITY, ENDURANCE, WILLPOWER, INTUITION, LOGIC,
choose “...who enjoys hard liquor” or “... has a taste for CHARISMA and LUCK. There are also two secondary at-
romance” or even “...who collects insects as a hobby”. tributes called REPUTATION and PSIONICS.
There is no upper limit to an attribute. The human spe-
The hook is chosen early in the character creation pro-
cies is used as a benchmark for “average”, with a score of
cess. It complements career and skill choices as a life-
with 4 in each physical, mental, and personal attribute being
long background aspect to the character, unconnected roughly average for a civilian adult human. An attribute of
to specific vocations and training. 12 typically represents performance exhibited by record-
The hook works as a broad skill. When making an attrib- holding human athletes or scientific geniuses. Einstein and
ute check, if the task is related to your hook, the dice pool Sherlock Holmes exhibit a score of 12 in their LOGIC attrib-
explodes (in other words, any sixes rolled grant an addi- utes, while Winston Churchill and Rasputin have scores of 11
tional die). The hook should provide a frequent reminder or 12 in CHARISMA, although Player Characters and NPCs in
of a character’s background. Judge Dredd sometimes exceed these values.

19
Monsters, too, are described in terms of attributes. A mighty damage. If you want to break a door down your
tyrannosaurus rex might have a STRENGTH attribute of 20. GM may ask you for a STR check.
Non-human species have different averages and norms to hu- » AGILITY (AGI) measures dexterity and reflexes. It is
mans; this is represented by their different starting attributes. also used to determine ranged attacks and some me-
lee attacks. You might use your AGI to perform a fancy
Attributes will change during character creation and then shuttle manoeuvre or to land safely after a nasty fall.
later through character advancement, as your character em- » ENDURANCE (END) is a measure of healthiness,
barks on new careers. A stint in the Citi-Def might make you a constitution and hardiness. It, along with WIL, is
bit tougher, increasing your ENDURANCE attribute, while years used to determine your overall HEALTH score.
spent as a member of the Wally Squad might increase your An END check might also be used to resist the
CHARISMA. The attributes are described in more detail below. effects of poison or disease.
» INTUITION (INT) measures common sense, percep-
Attributes sometimes combine to create derived sta- tion, empathy and natural instinct. It is used to tell
tistics – for example, the physical attributes can affect a when someone is lying, spot something or sense
character’s MELEE and RANGED DEFENCE score, and the impending danger. Some might refer to it as “EQ”
mental attributes affect a character’s MENTAL DEFENCE or “emotional intelligence”. Animals often have high
score. Other attributes are used to determine how fast INT attributes, especially those with keen senses.
your character can run, how much he can carry, how far he » LOGIC (LOG) is a mixture of reasoning, knowledge
can jump, or how much damage he can take. and education. While IQ is not a great measure of
intelligence, 60 + (LOG x 10) gives an approximate
// Attributes & Dice Pools IQ in the mid-ranges. You would make a LOG check
The actual attribute scores are only used during character to operate a complex electronic device, apply first-
aid or recall specific knowledge.
creation and advancement. During play, you will use your
» WILLPOWER (WIL) is strength of mind and
attributes’ associated dice pools. There is more detail on power of concentration. Along with END it de-
this later, but dice pools are groups of dice which you roll termines your overall HEALTH, and is part of
when your character attempts a task; the more dice you roll, your MENTAL DEFENCE.
the higher you are likely to score. Your attributes determine » CHARISMA (CHA) is a combination of physical
how many dice you can roll. The total that you roll is com- attractiveness, personal magnetism and force of
pared to a difficulty benchmark; if you roll equal to or higher personality. It is the attribute used when interacting
than that benchmark your character succeeds at the task. A with others, whether leading them, negotiating with
benchmark looks something like: Challenging [13] AGI check. them or deceiving them. While physical appearance
is part of the CHA score, it is a minor part at best;
This means that you roll your AGILITY dice pool and if you
far more important are personality and presence.
roll 13 or more your character succeeds. There is much » LUCK (LUC) is an unpredictable force and some
more information on difficulty benchmarks and attribute people are naturally luckier than others. Your LUCK
checks in the section on adjudicating the game. dice pool forms a resource of dice which can be
Attributes grant dice to these dice pools in a granular, ex- added at will to other dice pools in order to improve
panding scale, meaning that each new dice is harder to ob- your chances or which can be spent on other special
tain – for example, an AGILITY of 7 means that your AGILITY actions. This resource replenishes itself every day.
» REPUTATION (REP) is a measure of fame, re-
dice pool is 3d6, while an AGILITY of 10 lets you roll 4d6. spect, influence, social standing and credit rating.
Skills (covered a little later in this book) use the same ex- You can make a REP check to get a loan or see if
panding scale, granting more dice to your dice pool. So a skill somebody has heard of you. Your REP also partly
rank of 3 in pistols gives you 2d6. You would add that to the determines your starting money.
3d6 you might have if your AGILITY score is 7 when taking a » PSIONICS (PSI) measures the psionic potential
shot at a hostile alien, meaning that you get to roll 5d6 in total. of a character. It is used for mental and tel-
epathic attacks and abilities.
Attribute & Skill Scale
1-2 3-5 6-9 10-14 15-20 21-27 28-35
// What Attribute Scores Mean
Though the following terms are not used in the game in any
1d6 2d6 3d6 4d6 5d6 6d6 7d6
meaningful way, they can help you to envisage what your char-
You can also gain dice for high quality equipment. For exam- acter’s attribute scores actually mean. The table above can be
ple, an exceptional quality item gives you another 2d6 to add used as a quick tool to understanding your character’s attrib-
to your dice pool. Equipment is dealt with in detail elsewhere. utes as viewed from a human perspective (although a T-Rex
» STRENGTH (STR) measures physical power, might not consider a human with 12 STR to be powerful!) It
might and brawn. It is used to determine car- does not include all the attributes, but the ones it does include
rying capacity, some melee attacks and melee should give you a reasonable perspective on the overall scale.

20
Dice Pool STRENGTH AGILITY LOGIC REPUTATION Attribute

1d6 Weak Clumsy Low Street 1-2

2d6 Average Average Average Block 3-5

3d6 Strong Adroit Gifted Sector 6-9

4d6 Powerful Agile Genius City 10-14

Extraordinary
5d6 Mighty Remarkable Global 15-20
Genius

6d6 Superhuman Superhuman Supra-genius Interstellar 21-27

GRADE Starting characters at grade 10 will be highly competent,


Your grade is equal to the total number of career grades experienced professionals. These characters know what
you have taken; the largest dice pool you can form during they are doing and they are good at it. They may have
play is defined by your grade. A starting character with 5 ca- already maxed out one entire career – they may be highly
reer grades is grade 5, and has a maximum pool size of 5d6. specialised Judges or perps. A grade 10 character has a
Some NPCs, civilians or weak monsters may be lower than maximum dice pool of 7d6.
grade 5 and their maximum dice pool is equal to their grade. The GM can set any starting grade. You may find you
For example (this will be explained in more detail later), enjoy certain styles of game over others and the starting
Kabati has 9 AGI, 4 ranks in swords and an exceptional electro- grade can be a major factor in this. It is recommended,
katana. That would normally give him a dice pool of 7d6 (3d6 however, that all players begin with characters of the same
for his attribute, 2d6 for his swords skill, and 2d6 for his excep- grade so that none overshadow the others.
tional weapon). However, he is only grade 7, which gives him
a maximum dice pool of 6d6. In effect, some of his dice are SKILLS
wasted until he can gain more experience.
Skills represent things your character is good at. Skills
are picked up as a character progresses through his life,
Maximum Dice Pools reflecting their training and background. Some are aca-
demic skills, such as the sciences; others are physical skills
5d6 6d6 7d6 8d6 9d6 10d6 11d6 12d6 like running or climbing. Still others may reflect social
Grade Grade Grade Grade Grade Grade Grade Grade
skills like intimidation, technical skills like engineering or
5 6-7 8-10 11-14 15-19 20-25 26-32 33-40 activities like piloting and forgery.
A skill is not required to attempt a task. Having ranks in
// Starting Grade a skill indicates that you have particular training in that
A typical character begins at grade 5, which includes subject; however, even if you have no ranks in piloting, you
five career grades. However, the GM may wish to start the can still try to land a damaged shuttlecraft and having no
game at a different grade. Starting characters at grade 1 ranks in pistols does not prevent you from taking a shot at
will be young, they will be below average in terms of com- an attacking alien.
petency but have limitless scope to grow. Alternatively, The skill list is open-ended. This means that any ac-
starting at grade 2 can give characters the start of a ca- tivity can be a skill; it does not have to be on the list
reer. A new cadet or a teenaged moisture farmer longing below. You might wish to choose flower arranging, ori-
for adventure might fit this approach. gami or interior decorating. The list below is simply a
A character’s maximum dice pool cannot be reduced to list of examples; feel free to add to it.
lower than 3d6, no matter how low their grade, though an A skill forms part of a dice pool. When making an at-
NPC’s or a monster’s dice pool can. A grade 4 character tribute check, you may add skill dice to your attribute dice
has a maximum dice pool of 4d6, and a grade 3 or lower (you may also add equipment dice) to form a dice pool
character has a maximum dice pool of 3d6. which is rolled against a target difficulty benchmark.

21
» Academic Skills » Performance Skills
examples: accounting, art, economics, examples: acting, comedy, dancing,
geography, history, journalism, law, fortune-telling, juggling, mime, musical
linguistics, literature, philosophy, politics, instrument, singing, stage magic,
theology storytelling, ventriloquism
» Artistic Skills » Psionic Skills
examples: calligraphy, film-making, examples: biopsionics, clairsentience,
modelling, painting, photography, poetry,
pottery, printmaking, sculpting clairvoyance, ergokinesis, metapsionics,
telekinesis, telepathy, teleportation
» Combat Skills
examples: axes, bite fighting, boxing, » Scientific Skills
brawling, clubs, gunnery, heavy armour, examples: archaeology, astronomy,
heavy weapons, knives, light armour, astrophysics, biology, botany, chemistry,
martial arts, medium armour, pistols, climatology, criminology, ecology,
polearms, powered armour, reactions, geology, genetics, mathematics,
rifles, swords, tactics, wrestling medicine, meteorology, nanotechnology,
» Crafting Skills oceanography, physics, psychic phenomena,
examples: appraisal, basket-weaving, psychology, sociology, xenology, zoology
blacksmith, carpentry, cooking, gem
cutting, stone-masonry » Sporting Skills
examples: aeroball, baseball, basketball,
» Developmental Skills batgliding, boinging, competitive eating,
examples: bravery, concentration, dodgeball, football (gridiron), sailing,
fortitude, hardy, insight, meditation, skysurfing, tennis
perception, resistance
» Gaming Skills » Subterfuge Skills
examples: backgammon, blackjack, examples: appraisal, bribery, cryptology,
checkers, chess, darts, dominoes, disguise, escape artist, forgery,
draughts, gambling, poker, shuggy interrogation, stealth, surveillance,
thievery
» Medical Skills
examples: medicine, psychology, genetics, » Social Skills
toxicology, xenology, forensics examples: bluffing, carousing, counselling,
» Miscellaneous Hobby Skills detect lie (birdie), flirtation, intimidate,
examples: brewing, fishing, gardening, linguistics, negotiating, teaching
hunting, ornithology, riddles, sewing
» Technical Skills
» Outdoor Skills examples: communicators, computers,
examples: animal handling, farming, demolitions/explosives, electronics,
mining, survival, tracking engineering, scanners
» Other Skills » Trivia Skills
examples: bureaucracy, hypnotism, local
knowledge examples: astrology, celebrities, historical
period, movies, rock ‘n roll, theatre
» Physical Skills
examples: acrobatics, carrying, climbing, » Vehicle Skills
high-g, jumping, running, swimming, examples: astrogation, driving, gunnery,
throwing, zero-g navigation, piloting, riding, sailing

22
// Skill Notation Navigation refers to land and sea-based travel. The
Sometimes entire categories of skills are referred to in space-based equivalent is astrogation.
this rulebook instead of single skills. When this happens, Local knowledge is a catch-all term; the skill should
the category is noted in square brackets in order to avoid
actually be the name of a place. Within Mega-City One,
confusion. For example, an entry which says [outdoor] re-
fers to the entire list of survival, animal handling, tracking, this is typically a block or a sector.
farming, mining, and any others. In these instances, it is Weapons. In combat, unarmed fighting and weapon
also appropriate to choose new skills of your own devising, skills all add to relevant AGI, INT or STR attack checks. Me-
as long as they fall within the category’s overall topic – if a lee weapons include categories of weapon type (swords,
career tells you that you may choose a [vehicle] skill, you
axes, clubs, knives, etc.); ranged weapons similarly include
can choose any of the listed examples or you might decide
weapon types, such as bows, pistols, rifles or heavy weap-
instead on ballooning or submarining.
ons. Gunnery refers to vehicle or ship-mounted weapons.
When noting a skill, you do not need to indicate catego-
ries or placeholder titles. You simply note “chess” rather Unarmed combat types include (but are not limited to) bite
than “gaming (chess)”; similarly, you simply note “pistols” fighting, boxing, wrestling, brawling and martial arts.
or “nunchukus” rather than “ranged weapon (pistols)” or Armour. Armour is divided into light, medium, heavy and
“melee weapon (nunchaku)”. powered armour. You can still wear armour in which you
Computers includes use of starship scanners and sen- have no skill ranks, but – as with all equipment – you need
sor/comms systems. skill ranks to benefit fully from higher quality armour.

23
// Skill Levels Whilst there are a myriad of alien races that exist across
Skills are used to form dice pools in the same way that the worlds of 2000AD, humans, clones, mutants, apes and
attributes are and use the same scale as attributes to robots make up the playable species in Mega-City One.
derive the size of the dice pool. Future supplements will cover a number of alien races and
As a general rule, 1 skill rank is proficient, 3 is con- go into more detail in the cases of robots and mutants.
sidered skilled, and is roughly equal to a bachelor’s
degree; 6 is an expert, and is roughly equal to a doc- // Species Attribute Bonuses
torate; 10 is regarded as mastery, and 15 makes you an Every species is different, and part of this different is
authority on that subject. These ranks correspond to highlighted by their different starting attributes. Gorillas
derived dice pools of 1d6, 2d6, 3d6, 4d6, and 5d6. are strong and Orangutans are great acrobats, while
Einstein had a score of 15 (5d6) in physics. Miyamoto Humans are known for their luck.
Musashi had a score of 15 (5d6) in swords. Characters with
skills that high are extremely rare. STR AGI END INT LOG WIL CHA LUC PSI REP

Skill Ranks Skill Level Dice Pool


Human* +2

1 Proficient 1d6 Clone +1 +1 +1 +1 +1 +1


3 Skilled 2d6 Mutant +2 +2 +1
6 Expert 3d6 Robot +2 +2 -
10 Master 4d6 Ape
(Chimp) +1 +2 -1 +1
15 Authority 5d6 Ape
(Gorilla) +2 +1 +1
Ape
+1 +3
SPECIES (OrangUtan)

Your character is likely nothing like you. In fact, your *+2 to one other attribute and +1 to a third attribute

character may be a completely different species to you.


All of your attributes start at 3, except for PSI and REP
There are a number of different species to choose from;
they all have different starting attributes representing typ- which both start at 0. Your choice of species modifies those
ical members of their species. Some may be fast or strong, attributes in the form of bonuses and some (rare) penalties.
while others might be extremely intelligent or psionically
gifted. Each species is different. // Humans
The vast majority of those living in Mega-City One, and
Start by choosing a species and sex for your character.
Your species will determine your starting attributes, which elsewhere on Earth, are humans. They can be found in
are the attributes of a small child of that species (human all walks of life, forming the masses of the employed and
adult average is 4 in each attribute). Your gender does not unemployed. Almost all of the Judges are humans, with a
affect your attributes or skills at all. Humans provide the small number being human clones (see below).
simplest, most straightforward playing experience.
» Size: Medium
Once you have selected your species, record your start- » Attributes: LUC +2, +2 to any one other attribute
ing attributes and choose four from the list of available
and +1 to a third attribute
skills. Each species also has natural exploits (such as the
» Skill choices: any
robot’s immunity to mental attacks).
EXPLOITS
Gender and Ethnicity » Varied. Humans boast more variation within their
Gender has no effect on your character and species than most. Add 2 to any attribute, and add
should be treated as a purely descriptive element. a further +1 to one other attribute (noted above).
Some species may have entirely different genders
or no gender at all. You should feel free to select » Enduring. Humans may not be the fastest or the
from the entire range of gender-identification and strongest, but they are known for their resilience.
sexuality, though these things are unlikely to form
a major part in most games. Humans get +1 to their 1d6 die roll to shake off a
temporary condition.

24
// Clones A harsh life is the fate of almost all mutants. Mutants are
Some beings are grown in tanks, cloned versions of existing illegal in Mega-City One and any born there are usually
members of their race. In humans these clones emerge into the exiled to the Cursed Earth. Here they spend their youth in
world with the body and mind of a five-year old, and certain al- internment camps. They may leave once they reach adult-
ready instilled skills. The most famous clones are Judge Dredd, hood (assuming they survive the harsh conditions) and
and his brother, Rico, both of whom are clones of Judge Fargo. choose live in the wastelands instead.
While clones draw most of their attributes from their ‘par- Mutants in the Cursed Earth often live alongside normal,
ent’ the scientists who carry out the cloning frequently look unmutated humans (or norms). They can scratch out a living
to create an individual more suited to their future role. As on small subsistence farms, have a nomadic existence hunting
a result clones tend to be uniformly above average in all ar- those few animals that have also survived the disasters of
eas, but do not - initially - excel in any particular attribute. thirty years ago or live in small townships and villages.
» Size: Medium More aggressive mutants often turn to banditry. Groups
» Attributes: STR +1, AGI +1, END +1, INT +1, LOG +1, WIL +1 of mutant marauders are a real menace to any peaceful
» Skill choices: [developmental], [physical] folk who live in, or travel through, these lands.
EXPLOITS Mutants within Mega-City One are banned and any dis-
» Ingrained Skill Package. You come into being with ex- covered living there will be rounded up and exiled into the
isting skills and abilities. Choose one category from the Cursed Earth. Should they be guilty of a crime they will
following: [combat], [physical], [academic]. You gain first have to serve any sentence before their exile.
four skills at one rank from your chosen category.
» Fast Healing. Clones heal an extra 1d6 HEALTH » Size: Medium (unless a mutation indicates otherwise).
each day. » Attributes: END +2, WIL +2, REP +1
» Skill choices: bluffing, disguise, running, stealth
// Mutants
Mutants are a varied group of people who have suffered EXPLOITS
genetic abnormalities. These were caused by the radiation » Radiation resistance. You are immune to radiation
fallout caused by the Atomic Wars in 2070, along with the damage.
chemical and biological weapons that were also released » Mutation. Roll on the mutation table to randomly
during that conflict. The end result is that there are people determine your mutation.
born with genetic abnormalities, extra appendages, a de- Mutant characters will be dealt with in more detail in The
pendency on blood or numerous other mutations. Cursed Earth supplement.

25
Mutations
D66 Mutation

11 Glowing eyes. You are able to see in darkness as though it were daylight.

Hard skin. Your skin is hard and tough. Roll 1d6. On a 1-4, your skin is like bark - you gain 5 natural SOAK, but
12 are Vulnerable (1d6) to fire damage. On 5-6, your skin is like steel - you gain 5 natural SOAK, but are Vulnerable
(1d6) to electricity damage.

Crystalline structure. Your body is made of crystal. You gain 5 natural SOAK but are Vulnerable (1d6) to
13
sonic damage. You are also immune to the Bleeding condition.

More than two eyes. You have extra eyes; they might be on the back of your head, in the palms of your
14
hands, or somewhere else. You gain all-around vision and cannot be flanked.

15 Gills. You can breathe underwater.

16
Poison fangs. You can bite and deliver a venomous toxin, like a snake. Your unarmed attack increases by
+1d6 and becomes piercing/poison damage.

Toxic exhalation. You can spit a toxic glob or exhale a cloud of gas. Roll 1d6. On a 1-3 you spit toxic glob to
21 a range of 10’ at one target; on 4-6 you exhale a cloud of gas at an adjacent target. Your attack does poison
damage equal to your END dice pool.

22
Radioactive emission. You can fire a beam of radiation from your hands (1-3) or eyes (4-6). This does 3d6
heat damage, with a range increment of 3.

Regeneration. You can heal wounds that would kill a normal man, and re-grow body parts even if they have
23
been severed. As long as you are above 1 HEALTH, you automatically heal 1d6 HEALTH per hour.
Increased metabolism. You move a lot faster than normal. Your reactions are increased and the world
24
seems run at a slower rate for you. You must consume twice the normal amount of food and drink to remain
alive. You have three actions per round, although you may not perform any given action (attack, move, etc) more
than twice.
Extra appendage. You have more than the normal set of appendages - extra arms, legs, more than one nose,
25 or four ears. Arms give you +1d6 STR, legs give you +1d6 AGI, and noses or ears give you +1d6 INT. However, you
also suffer -1d6 CHA.

26
Psychic Powers. You are born with a range of psychic powers. Gain +2 PSI and one psionic power for which
you qualify.
Vampire. You require blood for nourishment. You also have a greater than normal sensitivity to light/UV. Any
31
day you do not consume one pint of blood moves you suffer the Fatigued Condition. This is a permanent status
and cannot be shaken off. The only way to remove it is to consume a pint of blood. Additionally, you suffer -1d6
to perception checks in daylight.

32
Steel teeth. Your teeth are as strong as steel and can bite through things that others simply cannot. Your
teeth ignore 5 points of SOAK.

Bone spikes. You are covered in a layer of spikes which protrude through it from your bones. Your natural
33 damage becomes piercing. Anyone or anything that attempts to attack you unarmed takes 1d6 damage each
time they strike.

Projectile spines. Rather like a porcupine, you have quills covering part of your body. You can also eject
34
these with some force. Your quills have a range increment of 3 and do your natural damage.

All Seeing Eye. You have a single eye in the middle of your forehead. This eye is immune to illusions that
35 a psychic might create and can see even perfect holograms for what they are. This power is effective to a
distance of 5’ times your INT attribute.
Animal features. You have a variety of animal features. You could have cat’s eyes, a dog’s tail or sharp
36
bear claws, for example. These features may give you additional abilities - cat’s eyes could give you the
ability to see at night, bear claws could give you an extra +1d6 to unarmed damage, a dog’s tail could attract
condescending remarks from others as to what a good boy you are.

26
Mutations
D66 Mutation

Uplifted animal. A talking raccoon, a humanoid bird hybrid, a large lizard-like woman; these mutants are the
41 result of a combination of human and animal. Like Animal Features above the Game Master may agree to allow
an appropriate bonus for the character.
Tentacles Part human, part ‘something’ else. Some part of you has been replaced by tentacles rather than
Tentacles.
42
hands, or feet. Perhaps your whole lower body has been replaced in this way and you have an unusual form
of locomotion. Roll 1d6. On a roll of 1-3, your arms are replaced and you gain +5’ reach; on 4-6, your legs are
replaced and you become immune to the effects of difficult terrain.
Chameleon Your skin has an unusual pigmentation which enables you to change the colour of your skin to
Chameleon.
43
match your surroundings. You gain +2d6 to stealth checks.
Internal Combustion Engine Engine. Being exposed both to intense radiation and chemicals has made you into
a walking firebug. Your internal chemistry is such that it will combust in open air. Fortunately you have control
44 over this and an inferno can be unleashed from your body for up to one minute by spending two actions,
covering your skin in flames. You are immune to fire damage. While you are aflame, any creatures starting their
turn within 5’ of you will take 1d6 fire damage.

45
Sonic Boom Girl. You can produce a sonic shout that can shatter bone and vibrate structures to pieces in a
sonic wail. Your sonic attack does 2d6 sonic damage in a 15’ cone.
Displaced Organs. You might look human (or not), but your internal organs are not in the same place as non-
46
mutants. You gain 2 natural SOAK, and you are immune to any exploits which rely on the attacker targeting your
anatomy for extra damage. However, anybody attempting medical assistance on you suffers a -2d6 penalty to
their check.
Taller than normal. Your height is greater than normal, possibly even taller than the tallest member of the
51
human race. Roll 1d6+6 to determine your height in feet. You are considered large sized.

52
Dwarfism. You were born smaller than the normal human height and might be mistaken for a child. You are
small sized.

Electrostatic generator
generator. You can generate your own internal electricity, which you can then unleash as
53 a burst of energy. The attack has a range increment of 5, and does electricity damage equal to your END dice
pool.
weapon. You can transform parts of your body, usually hands or feet, into sharp blades. This is often
Living weapon
54 done by extruding the bone from underneath the skin, and thanks to the mutation the bone is as strong as
steel, sometimes stronger. You can manifest any one-handed bladed melee weapon by spending two actions.

body. You have stretchy skin and bone and can elongate parts of your body. You take half
Rubberised body
55
damage from falling, half damage from attacks which do blunt damage, and have +1d6 AGI.

Body. You have something significant and strange about your body. It could be a face in your chest, or a
Odd Body
56
second head atop your shoulders.

processor. You can breathe in a variety of gaseous atmospheres, surviving in areas that
Atmosphere processor
61 would normally kill humans. You are immune to all gases as long as there is enough oxygen in the air to survive
(in an atmosphere without any oxygen you would still suffer like a non-mutant).

Iceman You are freezing cold. You are immune to cold damage, and Vulnerable (+1d6) to fire damage. Your
Iceman.
62
natural attack does cold damage and causes the target to suffer the Slowed Condition.

63 Rotating head
head. Your head can rotate 360o. You gain +1d6 to INITIATIVE and perception checks.

64
Acid blood
blood. Your blood is a strongly acidic. When you are hit by a slashing weapon, the attacker - if within 5’
- takes 1d6 acid damage.

65
Linguist
Linguist. You are able to converse with any creature in its language. This does not grant the creature
intelligence it would not normally have.

66 Roll for two mutations


mutations. If you roll 66 again reroll the result.

27
// Robots // Apes (Uplifts)
Many of the problems faced by Mega-City One can be put Scientists in the 21st Century were to make progress in
down to the huge numbers of unemployed. The major fac- many fields before the Atomic War and since. Some of the
tor causing unemployment is the wide variety of robots that greatest advances were in the structure of the brain and in
can do most work better and more cheaply than humans. the boosting of intelligence. While this had some benefits
Robots come in all sorts of shapes and sizes, each specifi- for humans the greatest changes were in the laboratory
cally designed for a particular role. Most robots are effectively apes used in the experiments. These apes were given as-
slaves, they have no rights other than those other property en- sorted treatments allowing their intelligence to be boosted
joys (although robot fights, where two robots fight to destruc- to human levels. As soon as it became apparent that these
tion, are banned). It is possible for robots to be free; the robot apes were as smart as their evolutionary cousins the law
in particular must have a sponsor (almost always its current stepped in and freed them all to live as citizens.
owner) and be advanced enough to be sentient. The legal pro-
cess is normally quite lengthy except in cases of service to the Soon the apes began to congregate in a single neighbour-
city, although such cases are extremely rare. Player Character hood within Mega-City One, now known as The Jungle. Here
robots will normally be free robots of this type, or androids they live in relative peace, although the conditions there are
that can pass for human and keep their true nature hidden. less than ideal, with rubbish strewn streets the norm.
Robot characters will be dealt with in more detail in The It did not take long for some apes to realise that they could
Robot Wars supplement. get much further in life by criminal means. The first ape
» Size: Small, medium, or large; robot gangs quickly appeared and were able to take control of The
» Attributes: STR +2, END +2, PSI - Jungle and use it as a base for their criminal operations.
» Skill choices: computers, engineering, running,
Player Character apes can be regular citizens or perps;
linguistics, [technical].
there are no ape Judges.
EXPLOITS
» Mindless. Robots are immune to any attacks which
target MENTAL DEFENCE.
Chimps
» Deterministic. A Robot’s PSI attribute cannot rise Great mimics, the chimps were the first of the apes to start
above zero. A Robot can have a LUC attribute, but copying their human neighbours, most notably by forming their
cannot spend LUC dice to gain bonus dice when
making attribute checks. own criminal gangs in The Jungle. Great fans of old movies,
» Electronic Vulnerability. Robots are vulnerable (1d6) to their mannerisms often resemble those of 1920’s gangsters,
electricity damage and vulnerable (2d6) to ion damage. films about whom they adore. Most, however, are law abiding
» Automaton. Robots do not need to eat, sleep or citizens (or as law abiding as any group of citizens can be).
breathe, and weigh 150% normal. » Size: Small
Choose one of the following modification exploits:
» Attributes: STR +1, AGI +2, CHA +1, WIL -1
» Organic Appearance. The Robot’s appearance is » Skill Choices: acrobatics, brawling, carousing,
uncannily like that of a human (or other species) movies, gambling
although not so alike that it would fool anyone.
» Wheels. The Robot moves on wheels instead of legs. EXPLOITS
This reduces its SPEED to 2 across difficult terrain,
but increases its SPEED by 2 on normal terrain. » Natural Climbers. Chimps gain climbing as a
» Armour. The Robot is plated with armour, giving it natural movement mode, able to climb at their
SOAK 5. The Robot’s weight is 200% normal instead full speed with no checks needed.
of 150% and it suffers a -1 penalty to its SPEED score. » Zero-g. Chimps gain zero-g as a natural move-
» Access Ports. The Robot can “plug in” to a com- ment mode, able to move in zero-g at their full
puter or computerised system, granting it a +1d6 speed with no checks needed.
bonus to computer checks. » Great Leap. Chimps gain +5’ to both horizontal
» Scanner. The Robot has an inbuilt scanner (equal and vertical jump distances, and are able to use
to a hand scanner) which it is always considered to their full jump distances from a standing start.
be carrying. This scanner might be part of its body, » Throwers. Chimps are great at throwing things.
or simply part of its sensory equipment, and may They double the range increment of thrown items
or may not be visible. and do +1d6 damage with thrown weapons.
» Compute. The Robot can absorb a large document » Agile. Chimps are noted for their dexterity.
(the equivalent of a major novel or textbook) in a When taking a new career, a Chimp may option-
minute, or make complex calculations, including FTL ally exchange one of the listed four attribute
calculations which require no check at FTL factors increases for AGI, as long as it doesn’t result in
equal to or lower than the robot’s LOG attribute. a duplicate attribute advancement.
» Weapon. The Robot has an integrated melee weap- » Weak-willed. Chimps suffer a -2 penalty to
on. Choose one weapon worth 100cr or less. MENTAL DEFENCE.

28
Gorillas » Roar. Gorillas can roar at a single target within 30’,
making a CHA mental attack; on a hit, the target
Due to their great strength, these apes are dangerous becomes Afraid. Any given target can only be af-
foes should they take a dislike to someone. The large fected by this roar once.
silverback males are the strongest of all apes and can be » I am Kang! Because of their large size and physical
quite aggressive. Some gorillas have become the enforcers prowess gorillas inflict an additional +1d6 damage
in unarmed combat.
and thugs of choice in the ape gangs.
» Size: Large
» Attributes: STR +2, AGI +1, INT +1
Orangutan
» Skill Choices: brawling, carrying, interrogation, Superb climbers these apes are generally the most peaceful
intimidation of the three commonest ape species. Less likely to be drawn
into crime than other apes, they can make excellent burglars
EXPLOITS
due to their natural skills.
» Mighty Load. Gorillas are able to carry great
» Size: Medium
weights. Their CARRY capacity (and their max lift)
» Attributes: AGI +3, STR +1
is double normal.
» Skill Choices: acrobatics, carousing, gambling,
» Thick Fur. Gorilla fur means that they are immune
reactions
to cold-based environmental effects and gain natu-
ral SOAK 5 vs. cold damage. EXPLOITS
» King of the Swingers. Orangutans have a natural
CLIMB speed equal to their normal SPEED and do
not need to make checks when climbing.
» Great Leap. Orangutans have double the normal
jump distance, and take half damage from falls.
» Fast. Orangutans get a +1 bonus to their SPEED,
and a +1d6 bonus to INITIATIVE.

29
CAREERS IN JUDGE DREDD Delinquent [2d6+6 years]
Careers in Judge Dredd fall into three broad categories. » Prerequisites: none
First of all there are civilian careers, available to normal, » Attributes: AGI +1, END +1, INT +1, LUC +1
(mostly) law abiding citizens. As the vast majority are on wel- Skill Choices: brawling, computers, local knowl-
fare most careers reflect their hobbies, rather that an actual edge, stealth, thievery
job. Perps (the term for criminals in Mega-City One) can also There are always anti-social types and their number in-
take the citizen careers. However, they also have access to a cludes many juves. Delinquents will often commit crimes but
large number of extra criminal ones that allow them to be- do not belong to the local gang. They see gangs as some-
come more proficient in certain types of lawbreaking. thing they wish to have no part of (not least because mem-
bers of the gangs are always being harassed or, even worse,
Finally there are Judge careers. These are available solely arrested by the law). Delinquents have both anonymity and
to Judges, and follow a fairly rigid pattern. Judges will find freedom of action; they are more likely to get away with any
themselves working in one of the core divisions where they crime they commit so long as they are not unlucky.
will specialise in gaining skills to help in the fight against Both perps and citizens can take the delinquent career as
crime. As they become more proficient extra career options an origin career. In the latter case they will grow out of their
will open up to them as they rise through the ranks. criminal ways; in the former they are likely to become perps
who are largely independent of any criminal organisation.
CIVILIAN AND PERP ORIGINS EXPLOITS
Everyone was a juve once, before they became a ‘dult. » Petty Larceny. You are an accomplished little
Starting citizen or perp characters can take one of the follow- thief. You are practiced at stealing things; you can
ing juve origins before moving on to their adult careers. Juve break into buildings and apartments and are capa-
origins include juve, delinquent and juve gang. An origin career ble of acts involving sleight of hand. You gain the
following skills at one rank (this does not increase
can be taken multiple times during character creation. Once a a skill beyond one rank): thievery, climbing, stealth.
character leaves the origin career they can never go back to it. » Vandal. Your frequent acts of vandalism have
taught you how to break things in the most ef-
ficient manner. You ignore 5 points of SOAK when
making a melee attack against inorganic material.

Juve [2d6+6 years]


» Prerequisites: none
» Attributes: INT +1, AGI +1, LOG +1, LUC +1
Skill Choices: [academic], [artistic], local knowl-
edge, [sporting], [trivia]
Being a juve is boring. You have to go to school, where
other juves are. Some become lifelong friends, some you
get to hate for life. When not at school you have no money
to do the things you like, since your parents are almost
certainly on welfare. And the block gangs and bullies has-
sle you whenever you go out where they can find you.
For the most part you behave, you are not malicious.
But you are a juve, and even the best behaved juve likes
to have some fun from time-to-time. Unfortunately the
Judges will clamp down hard on anything remotely illegal.
The volumes of petty regulations means that there is almost
Careers Page References always something the Judges can get you for. So you try to
Careers in Judge Dredd ................................................... 30 avoid anywhere the Judges are likely to look, and as much
Civilian and Perp Origins ................................................... 30 time is spent trying to hide as having fun. Being a juve is bor-
Civilian Careers ........................................................................31 ing.
Perp Careers ........................................................................... 42
Judge Origins .......................................................................... 54 EXPLOITS
Judge Careers ....................................................................... 57 » Speedy. Being quick on your feet is often the only
Speciality Judge Careers ................................................ 60 way to avoid the law and the juve gangs. You are
faster than most! You gain +2 SPEED. This bonus
does not stack with any other SPEED bonuses.

30
» Juvebunny. You know every detail of your Block — Bat Glider [1d6 years]
you gain +1d6 to all checks when in your block.
» Tough! You have taken your beatings and have shown » Prerequisites: none
you are tougher than most. You gain +2 natural SOAK. » Attributes: AGI +1, INT +1, LUC +1, REP +1
» Tech Kid. You gain one rank in each of the follow- » Skill Choices: acrobatics, climbing, gliding, jump-
ing skills: computers, electronics, engineering. ing, perception
The onrush of wind across your masked face, the feeling
Juve Gang [2d6+6 years] of sudden freedom away from Judges, crazies and gangs,
this is something to live for in this miserable city! You feel
» Prerequisites: none most at home in the skies above Mega-City One, a devotee
» Attributes: STR +1, INT +1, CHA +1, REP +1
» Skill Choices: brawling, gambling, knives, local of the batgliding craze. You love nothing more than don-
knowledge, running, [trivia] ning the cowl, cape and suit of a bat gliding kit that lets
Every block is troubled by gangs, usually consisting of you become free to soar between the city blocks.
teenagers and young adults. Juve gangs often consist Bat gliding is one of the hobbies that citizens choose to
of a main, criminal group with a feeder gang of younger undertake to relieve the monotony of their boring days.
juves. A single gang will often control an entire city block, Keeping to the specially restricted areas for their own safety
running off all rivals. In many blocks there is a whole it is, for the most part, a safe pastime. Leave the designated
patchwork of small gangs of close friends who might get areas then there is a very real danger of being stuck by a
by dealing in proscribed products or petty larceny. hover vehicle or being arrested (or worse) by the Judges.
As a gang member a citizen might pick up some minor For criminals the hobby allows them to get to other-
skills before leaving for a more respectable life on welfare. wise difficult to access places (useful for burglars) or
Others join gangs as the first step in a long criminal ca- to make a hasty escape…
reer, so civilians and perps can both be members of these
gangs. Most gang members will often do nothing more EXPLOITS
serious than shoplifting or minor vandalism. The hardened » Air Tricks. You have superb control over your
core of the gang are the ones most likely to be involved in Bat-Glider and are able to reverse direction
serious criminal enterprises and to engage in vicious gang 180º with a free action.
fights, called rumbles, against their rivals. » I am the Night. You can use your gliding skill
instead of stealth to sneak through the air using
EXPLOITS your Bat-Glider.
» Wing and a Prayer. You move your SPEED, swoop-
» Shiv. You are adept at violence using improvised ing down and grabbing a medium-sized target part-
weapons. Using objects in your surroundings, you way through the glide and swooping up again.
are always considered to be holding a knife or a club.
When you hit somebody with a knife, you automati-
cally inflict the Bleeding condition. Blocker [1d6 years]
» Stone Cold Stare. You have an intimidating pres- » Prerequisites: none
ence and are able to mess with people’s heads. You » Attributes: INT +1, AGI +1, END +1, LUC +1
can make a REP mental attack against a target, » Skill Choices: carousing, climbing, gaming, local
inflicting the Afraid condition on a success. knowledge, [trivia]
» Me and My Homies (requires Stone Cold Stare). They say there is a whole world out there beyond these
When using your Stone Cold Stare ability, you can
walls, but you have no need to leave the massive build-
affect one target within 30’ for each member of
your own party that is within 30’. ing complex you call home. You live in a huge edifice that
stretches up into the Mega-City One sky, a building known
as a city block. You might have been born in this block,
CIVILIAN CAREERS as your parents might also have been, and might never
The Big Meg boasts a wide variety of things for civilian have left its confines, for you see no need. You might know
characters to do. For example, there is the average Joe nothing of the life outside the block walls, it sounds pretty
Citizen with no job or the individual who works in Resyk. The scary and exciting in equal measure.
unemployed take up many hobbies to fill the hours; such as Life within your block has all you need. Your block has its
Peepers who like to watch their fellow citizens’ daily lives own Judges policing it and there is the Citi-Def too, who are
from the safety of their own apartment, or Jaegers who well armed, helping to protect the city from foreign enemies
spend their time climbing the big city blocks. Then there are (should they dare attack), or, more importantly, protecting the
thrill seekers such as the Sky Surfers or Boingers, who may block from nearby rivals. You know of the other blocks close
risk encubement by taking their hobbies to illegal extremes. by because you hear about them on the block news channels.
For civilian characters the following careers are available. Usually the creeps that live in them are up to no good!

31
A city block has housing, shops, garages, businesses and » Improviser. In the field, you need to improvise. Using
entertainment areas all within its walls; a small city inside your scientific know-how, you can create a crude ob-
a single building. Living within a block you get to know all ject or device from your surroundings. This requires
the gossip and where to hide in times of danger. And may- a LOG check, with a difficulty value equal to the pur-
be this year you might get to join the Citi-Def and serve chase value of the object, and takes 30 minutes.
your block with honour and distinction. » Modify. You may modify the output of any en-
A blocker career allows a citizen or criminal to have a home ergy weapon or device to any other energy type
turf, where they have friends or associates who might help of your choice. This takes one minute. The de-
them. A Player Character will know where to go for whatever vice operates for five minutes, but breaks per-
they need and where it is not safe within the block. manently when this time is up.
» Weird Science. When you encounter an item of
EXPLOITS technology beyond current human knowledge you
» Home Sweet Home. When in your Block you can are able to understand exactly how to operate it
pause for two actions once per day and get a sec- if you spend an hour examining it. This exploit will
ond breath, recovering half your HEALTH. only work on items from a particular field of study
(examples include time travel, teleportation, inter-di-
» Stash. You find a stash of good items somewhere in mensional travel devices, etc). You can choose when
the Block, something you can sell to make a little cash. you encounter such a device to activate this exploit.
Spend one LUC die to recall a nearby stash containing This exploit can be taken multiple times; each will be
items of a value equal to ten times a LUC check. able to be applied to a different field of study.
» Block Deal. You know a guy who knows a girl, who » Knowledge No Man Was Meant To Know. (re-
knows that there is someone selling that item you quires Weird Science). You are able to duplicate
wanted at a good price. You save 10% on all purchases. and improve upon any item you have examined us-
ing the Weird Science exploit. You will agree to any
Boffin [1d6 years] improvements you wish to make with the Game
Master prior to taking this exploit. This exploit can
» Prerequisites: one [scientific] skill. be taken multiple times but each time it is used it
» Attributes: INT +1, LOG +1, WIL +1, REP +1 can only be applied to a single device.
» Skill choices: computers, perception, [scientific],
survival, [technical]
Boffins are skilled scientists and are some of the most
Boinger [1d6 years]
sought after citizens in the city. Although they can find it » Prerequisites: none
hard to get jobs due to the large amount of competition their » Attributes: AGI +1, END +1, LUC +1, REP +1
lot is better than the run of the mill citizen. A boffin may be » Skill Choices: boinging, bravery, jumping, perception
employed by a major corporation working towards the latest Boing® is the latest and greatest thing, and you have em-
breakthrough, by Justice Department as a civilian employee braced it fully. You are a boinger, a crazy sports aficionado and
or even by the local mobster who needs good chemists to you are addicted to the thrill of the bounce. Boing® is a spray
produce potent designer narcotics for their dealers. that encases your whole body in a rubbery, synthetic hamster
ball. After using it you just leap into the Palais de Boing play
You could fill any of these roles, or might have to work area and try to maximise your score as a human pinball!
alone in a makeshift lab in your small apartment. And you
are always very careful with those potentially explosive Boing® is banned from use outside of the designated
chemicals you work with… buildings. However, some thrill seekers take boinging to its
most extreme, leaping off the top of tall buildings, or high
Scientists are a big part of Judge Dredd; in fact many of the
up on city blocks. The Judges are on the lookout for this
early villains in Dredd were mad scientist types. This career
activity as the boinger almost always spins out of control,
not only makes a great career for a civilian, but also a superb
and while the perp is safely encased within the miracle
one for a perp who wants to have an edge on their rivals.
plastic anyone they hit is likely to end up as a smear.
EXPLOITS It is difficult to stop a boinger; the standard procedure is for
» Scientific Knowledge Base. Choose four [scien- a Judge to use an incendiary round. This causes the Boing®
tific] skills. You gain these four skills at 1 rank (1d6). to melt and become sticky, gluing itself to the first thing it then
This does not increase the rank of an existing skill. strikes. Specialist cutting tools are then used to free the perp
» Analytical Eye. You are able to identify the resist- before the flames engulf them (fortunately Boing® burns
ances, immunities, and vulnerabilities of any creature slowly, so after the initial accelerant in the bullet has been
you can see with a Difficult [16] LOG check; if you used up there is normally time to save the perp inside). A hefty
use a hand-scanner, it is only a Challenging [13] LOG iso- or juve-cube sentence then follows for the perp as Justice
check. This requires two full actions of observation. Department is determined to stamp out illegal boinging.

32
A skilled boinger can determine their direction of travel. » Like a Commando. If you can get close to an enemy
A skilled perp who has this as a career could use Boing® then you are deadly with a knife. When attacking a
as an emergency escape method from a tricky situation or firearm-wielding foe with a knife, you do +1d6 damage.
to access to an otherwise inaccessible location. » Call in Support. In your own block you can call in 1d6
Citi-Def allies (page 232) to help. They arrive within
EXPLOITS one minute.
» What a Boing®. You can direct your first Boing®, so
that you will bounce to the exact location you want to. Citizen [1d6 years]
» Natural Boing® Killer. After the first Boing®
you can make an AGI (boinging) melee attack to » Prerequisites: none
Boing® into a foe. » Attributes: INT +1, WIL +1, CHA +1, LUC +1
» Skill Choices: carousing, [crafting], [gaming],
» Cutting Gear. You escape as a free action once the local knowledge
Boing® has come to a stop. You are one of the multitudes living in Mega-City One
» Quick Spray. You can get boinged up with two ac- who try to keep their heads down to stay out of trouble.
tions rather than the usual full minute. You have your high school diploma in unemployment so are
» Come to a Stop (requires What a Boing® and well qualified for the life that stretches out before you. You
Natural Boing® Killer). You can stop your Boing® dream of the day when fortune smiles upon you and you
at any time after the first Boing®, although this get a job flipping burgers in one of the cheap fast food stalls
will take two boings to come to a complete halt. that pervade Mega-City One. You try to avoid coming to the
attention of the Judges, despite being confused by the over-
Citi-Def [1d6 years] whelming number of laws you could unwittingly fall afoul of.
» Prerequisites: none You could get caught in the middle of a gunfight between
» Attributes: AGI +1, INT +1, WIL +1, REP +1 perps and Judges; and if you are unlucky you could be shot.
» Skill choices: [combat], explosives, insight, local Perhaps you might be brought in for questioning by the
knowledge, perception Judges, convinced you are one of the perps!
You are a proud member of your local Citi-Def unit, the fi- Citizens can also be a goldmine of information for
nal line of defence for Mega-City One in case of an attack by the Judges. Dredd, for example, manages to maintain a
hostile forces. A well equipped citizens’ militia, these groups healthy relationship with a number of citizens and some-
train repeatedly in order to prepare for the day when their times they have even come to his aid.
skills are required. In theory these groups are a great boon
for the Judges. The reality is something else entirely.
Citi-Def units are a regular source of trouble for the
Judges. They are frequently at the forefront of block wars,
when rivalry between two nearby blocks turns into fully
fledged armed conflict. They often go rogue, with live fire
training ‘exercises’ where many citizens are killed, being un-
witting stand-ins for ‘the enemy’. And then there is the equip-
ment itself. With armouries protected by average citizens
they present an attractive target for any perps eager to get
hold of some heavy weaponry and other specialised items.
Both citizens and perps may take a Citi-Def career.
Criminal types who take the Citi-Def career will want
access to the specialist training and equipment these
paramilitary groups provide.

EXPLOITS
» Combat Hardened. You gain +2 SOAK.
» Level by Level. Citi-Def know their block, they
know every inch and can use these spots for an
ambush. They can also use the layout to gain a
tactical advantage. When a Citi-Def is in their own
block they cannot be ambushed.
» Home Defence. Trained to use their weapons in
the confined spaces of their city block, this ex-
ploit increases firearm damage by +1d6 if within
one range increment.

33
EXPLOITS » Up at the Crack of Dawn. You can survive on just
» Knowledge is Key. You might actually know a 4 hours’ sleep a night.
thing that will save you in a pinch. Running away
from an Angel Gang member? Maybe you know a Gamer [1d6 years]
shortcut! Spend one LUC die and ask the GM one
yes/no question; the GM will answer truthfully. » Prerequisites: [gaming].
» Face in the Crowd. You are one of those citizens who » Attributes: INT +1, CHA +1, LUC +2
» Skill choices: [gaming], [social], thievery
is so nondescript you can hide in plain sight. If there
is a tap gang working the pedway they will choose Gambling, like many things in Mega-City One, is illegal
someone else to mug. If there are Judges performing but it is second nature to many. The thrill of having a flutter
strip searches on random passers-by they will leave is worth the risk of losing one’s shirt (or kneepad) or even
you alone to pick on some other unfortunate. In a one’s liberty. You have some expertise in games of chance,
crowd you are considered to be invisible, unless you making you more likely to come away with other’s people’s
choose otherwise or act in an unusual manner.. credits rather than losing your own. You count cards, know
» Burger Flipper. You gain a menial job for a while.
You gain +2 REP. the odds and can keep a poker face when bluffing, most or-
dinary citizens have no chance if they gamble with you.
Employee [1d6 years] EXPLOITS
» Prerequisites: none » Lucky Streak. Roll 3d6 and multiply by 100. You
» Attributes: LOG +1, LUC +1, CHA +1, REP +1 gain that many credits. You may repeat this exploit,
» Skill Choices: appraisal, bluffing, bureaucracy, gaining 3d6x100 credits each time.
computers, [crafting], negotiating » Cheat. You know a couple of tricks. In a game of
You are one of the privileged few who have a job; even if it chance, you may reroll any 1s in your dice pool.
might not be the most glamorous work available in the city. » Chancer. You may spend 5 minutes once per day
With most roles now taken by robots, in government, manu- to replenish your LUCK pool an additional time.
» Loan Shark. You are well known among those in-
facturing and service sectors, you are very lucky indeed. While volved in the shadier aspects of gambling. Among
some, such as top scientists or artists of various stripes, have your acquaintances is a loan shark who can get
unique skills most of those who work do so because they are you 2,000cr if you need it quickly. However he
even cheaper than getting a machine to do the job. expects to be paid back twice that the following
It is possible you keep your job secret from all but your week. Alternatively repay his money and perform a
closest friends and family; to do otherwise may create prob- major favour for him…
» Where the Action is. You can find out information
lems with someone overcome with jealousy (you always on any gambling event in the sector, and even some
hear of cases on the news where citizens are killed for hav- of the major events beyond, as long as the infor-
ing a job). To have a job to fill your hours and an income to mation is known about on the street. On a Routine
pay for your needs is something few others ever achieve. [10] CHA check you will find out everything about a
Employee careers can be taken by both citizen and perp specific gambling event: game, location and the in-
dividuals involved. This information can be useful in
Player Characters. It is possible that a job for a criminal tracking someone down, getting inside information
could be nothing more than a front to allow them to show or for anything else the Game Master allows.
they are paid legitimately rather than living off the pro-
ceeds of crime. It is also possible that a job could give Jaeger [1d6 years]
opportunities to commit crimes. The numbers rackets in
Mega-City One are one example, as they rely on corrupt » Prerequisites: none
employees for their existence. » Attributes: STR +1, AGI +1, END +1, LUC +1
» Skill Choices: acrobatics, bravery, carrying,
climbing, jumping, running
EXPLOITS
You have no fear of heights and, honestly, no fear of
» Job Savvy. You have job knowledge that is above and
beyond the norm for someone like you. Use it well. Your death by falling. If you go splat, you know that you will be
ranks in one skill related to your job increase to 6 (3d6). remembered by your friends as a daredevil climber who left
» Extra Responsibilities. You got promoted at work a beautiful, if somewhat red and sticky, mark on the city.
and gain +2 REP. You might feel sorry for the sanitation robot that has to
» Hard at Work. The excitement at having a job clean up the mess, but you have to do this. Climbing sheer
means you have learnt to avoid many of the ef- rockcrete walls in high winds is just too much of a challenge
fects of tiredness. It is like you are on intravenous
synthi-synthi-caf! In any 24 hour period, the first for you not to give it a go. For you there is no better feeling
time you suffer from the Fatigued condition you than standing atop a block which towers a mile or more into
may ignore its effects. the skyline and looking out across the city

34
To overcome the mind-crushing boredom of having no job A journalist career can help a character in many ways,
and no prospect one citizens turn to a wide variety of pas- for it can open doors and get people to speak more freely
times to fill their days. Some might wash the same dishes than they would otherwise. Even the Judges can be a little
again and again, others may try to head eggs into a bucket, more careful when dealing with journalists, although not
the really weird may read books… block jaeger clubs offer as much as journalists would like…
another option. Here groups of likeminded citizens group
together in an effort to scale the tallest of city blocks. These EXPLOITS
groups are closely monitored by Justice Department for
» Freedom of the Press. The press has some free-
their activities can obviously represent a hazard. However doms that allow them to investigate wrongdoing
many blocks are designed with scaleable walls both on the to the full. As long as they cooperate fully with
inside walls and the exterior of the block. As long as jaegers Justice Department they might be able to get away
keep to these they are left alone by Justice Department. with some minor lawbreaking if it allows the perps
to be exposed. Spend one LUC die to be let go with
EXPLOITS
a caution if apprehended by a Judge for a crime
» Wallcrawler. You gain a CLIMB speed equal to your with a sentence of one year or less.
regular SPEED.
» Daring Jumper. You gain +5’ to your horizontal » Source. Every Journalist has a source or three. You
jump distance. have one that you really rely on. Create a source
» Get Back Up. You have had your fair share of falls. NPC by simply naming the source and giving them
You may stand from prone as a free action. an occupation. That source will provide you with in-
» Managed Fall. If you fall, you treat the falling formation as long as you are able to contact them.
distance as though it were half the actual distance.. » Press Pass. Need an “in” to that private party, this
» Daredevil! You have no fear of heights. In fact, you is it! Make a REP mental attack versus a bouncer or
have no fear. You are immune to the Afraid condition.
gatekeeper to gain access to a private event.
» Off the Record. You can convince somebody to give
Journalist [1d6 years] you some juicy information - totally off the record of
» Prerequisites: none course, you would never break that sacred bond. Or
Attributes: INT +1, LOG +1, CHA +1, REP +1 would you? Make a CHA mental attack; on a success,
» Skill Choices: bureaucracy, carousing, computers, your target agrees to speak with you. If you betray
insight, interrogation, journalism, local knowledge,
negotiation, perception their trust, however, they will never trust you again.
“Excuse me, Judge Dredd, might I have a moment
of your time?”
Those are the words that ring around inside your head as
you hope one day to grab an exclusive interview with the
man. You are a journalist, one of the many who broadcast
on local public channels. If you manage to break a big story
you might become a reporter for the main block channel’s
news, a huge story might get you a spot on the sector wide
news. You dream of such things, but for now it is just you
and your small portable unit. You roam the block and the
nearby area trying to find anything remotely newsworthy
while trying not to get mugged by the local juve gangs.
Of course, like all journalists, you are monitored by
Justice Department. Anything deemed too subversive,
offensive or inflammatory is quickly suppressed, if you
are lucky. If you are less fortunate a banning order
might be imposed or even a spell in the iso-cubes. If you
work for a larger channel they might stifle any exclu-
sives you reveal, so sometimes the best way is to work
on your own, with a small block channel.

35
King of the Road [1d6 years] Nark [1d6 years]
» Prerequisites: none » Prerequisites: any perp career.
» Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Attributes: INT +1, LOG +1, CHA +1, REP +1
Skill Choices: carousing, driving, engineering, » Skill Choices: bluffing, bribery, carousing, insight,
gambling, navigation, riding, survival perception, stealth
The smell of oil and the growl of the engine as it labours Throughout history police forces have relied on
under the weight of your mobile home are the things you informants in order to investigate crime and the Judges
live with day-to-day. You live on the city’s roads 24/7 mov-
are no different. Informants, or narks in Mega-City One
ing from place to place, never stopping anywhere long
parlance, are figures often on the fringes of crime - if not
enough to put down roots. You live in mopad, a mobile
petty criminals themselves. While this is not something that
home with all mod cons and this is the life for you. You
get to see more of the city than most people. Sometimes ingratiates them to the Judges the latter do realise most
you are lucky enough to witness a car chase involving the law abiding citizens do not know enough to be useful narks.
Judges on their Lawmasters as they go sweeping past! You are one of these figures. You may have approached
Kings of the Road live in mobile homes. These can be top of the Judges with information willingly in order to be paid a
the range luxury homes or they can be small, barely running, reward. Alternatively you could have provided intelligence
ramshackle vehicles which should be impounded. Your mo- on local criminals in order to have any petty crimes you
pad does not stop in one place for long, it keeps moving and have carried out removed from your record (avoiding a
you avoid the law as much as possible. Besides the Judges spell in the iso-cubes). There are perks to being a nark, if
the greatest threats come from modern day highwaymen and your information is good you will receive some credits de-
wreckers, criminals who cause traffic accidents in order to pending on the value of the information you pass along; as
rob from those caught up in the ensuing carnage. long as the dirt keeps on coming in, you will keep on get-
You probably only trust a few close folks too, because every- ting paid. For you, it is a win-win situation, as long as the
one else on the roads is sure to be looking after number one. local criminal underworld does not find out.
Kings of the Road also make an excellent front for a mobile
A nark might also come from a criminal career path, be-
gang of perps. They are able to slip away from a crime scene
coming an ex-criminal and turn against those they once
with relative ease once they make it back to their mopad.
knew, either to get revenge or to save themselves from the
EXPLOITS iso-cubes. It is a dangerous path to take regardless, because
» Pedal to the Metal. When you need to get the best you are bound to upset someone, if not everyone, you know.
out of your mopad, you can push it harder than
normal, gaining +1d6 SPEED for one round. After EXPLOITS
using this exploit a minute must be spent fixing » Judge Buddy. You have a Judge as a friend and
things before this exploit can be used again.
» Road Warrior. When you are in your mopad you you can call them in to bring bad guys to justice.
fight better. You are the true King of the Road! You Just do not abuse it, because Judges being contin-
gain a +1d6 bonus to attacks when in your mopad. ually called in to resolve minor matters might get
» Stocked and Locked. You have a cache on your mo- tiresome for them and lead to your own incarcera-
pad. Once per day you can pull one small item with a tion for wasting Judge time. Spend a LUC die; the
value of 100cr or less, such as a weapon, food, syn- Judge arrives within 5 minutes.
thetic beer, Boing® or some other thing, from your » Clandestine Observer. You have mastered the art
stash. Your GM has to agree that you have the item of observing people without them really seeing you
when you retrieve it. The item cannot be sold. do it. You gain +1d6 to both perception and stealth
» One Last Mile. Your fuel gauge may show your checks used when operating in plain sight.
tank is empty but it is amazing just how far you » Blind Eye. Sometimes you have to break the law to
can get the mopad to go on those last few drops of help the law catch the bad guys. This is a one-shot
fuel. You may coax one mile out of a vehicle with- get out of jail card per adventure, as long as the
out fuel, but you must refuel to at least half a tank
before you can use this ability again. crime is not too serious (GM’s discretion). Once it
» Road Savvy. You know the Big Meg’s roads really well is used, the Judges are likely to decide you are as
- shortcuts, best routes and places to go to stop for bad as the perps and arrest you.
the night away from road gangs, wreckers and even » What’s the Plan? You need to know the big score
the Law. Once per day, you can spend one LUC die to so you can nark on it good. Make a CHA mental
find a safe place within one mile, avoiding whoever attack; on a success, the villain you have targeted
you are seeking to hide from for at least 1d6 hours. explains his plan to you.

36
Peeper [1d6 years] Private Investigator [1d6 years]
» Prerequisites: none » Prerequisites: none
» Attributes: AGI +1, INT +1, WIL +1, LUC +1 » Attributes: AGI +1, INT +1, LOG +1, REP +1
» Skill Choices: astronomy, concentration, insight, » Skill choices: brawling, bureaucracy, driving, in-
local knowledge, perception, stealth, surveillance terrogate, intimidate, law, perception, pistols
Secrets, secrets. Mega-City One is full of them and you There are always people who want information gath-
know those of your neighbours. With your high-powered ered surreptitiously on others, and when they do they
binoculars and your insatiable appetite to stick your eyes often go to a private investigator. These are licensed by
into other people’s business, you are a peeper. The people Justice Department and for the most part are involved in
proving that a spouse is cheating on their partner. Some
you spy upon are as close to a family as you have, you see private investigators specialise in retrieving stolen prop-
their lives through your lens and feel you have a real emo- erty or tracking down missing persons, and their skills
tional link to them all. sets tend to be more impressive.
You are most definitely not a ‘creeper’ peeper though; As a private investigator you are likely to have some
those guys give you a bad name. Always looking through money and a small office in a typical rundown block in the
someone’s window, looking at them as they undress, nasty! middle of a typically crime laden sector. You track your
targets, try to keep out of the way of the Judges and make
You might have accidentally seen some things but you
sure your permits are up to date.
always turn your lens away if you come across them. It is
The private investigator career is one that can provide
just not right to watch in such circumstances!
plenty of leads for a citizen based campaign as there will
Peepers engage in illegal use of surveillance equipment to always be clients looking for help from a professional…
watch their neighbours. The Judges tend to handle peepers
differently than other perps; if they catch one they will offer EXPLOITS
them a deal – they will avoid iso-cube time if they peep for » Troublesense. You are easily able to spot trouble before
it happens. You gain a +1d6 bonus to initiative checks.
the city. Any crimes they see they will have to report so the » Out of Place. You know the signs of suspicious be-
Judges can swoop on the lawbreakers. If they are particu- haviour. You gain a +1d6 bonus to checks made to
larly effective they will start to be paid for the information, spot unusual or criminal activity.
» Anti-surveillance. You are so familiar with surveil-
in order to provide more of an incentive. Often the Judges lance devices, blind spots and avoidance techniques.
will encourage the peeper to invest in superior equipment By moving half your speed, you can render yourself
to help in their efforts, offering them at a discount. invisible to electronic monitoring equipment.
» Quick with your Fists. You move in dangerous cir-
It is a dangerous careers if they are found out since the cles and sometimes the best way to deal with tough
neighbours so beloved of the peeper tend to be unsympa- guys is to be able to hit them harder than they can hit
thetic if they are discovered. you. You gain a +1d6 bonus to all brawling checks.
» Grubby Office. There is little doubt that meeting the
expectations of others can help you get what you
EXPLOITS want. The grubby little office you use for business
» Always Watching. You are always watching; watch- certainly helps you in this regard. You gain a +1d6
ing and making notes. You have excellent percep- bonus to any attribute checks made in your office.
tion and you notice things other people fail to. You
gain +1d6 to perception.
» Surveillance Gear. You gain a surveillance kit
Psyker [1d6 years]
which includes binoculars, trackers, bugs, and oth- » Prerequisites: none
er similar devices. » Attributes: INT +1, LUC +1, REP +1, PSI +1
» Vantage Point. You are comfortable perching » Skill choices: bluffing, concentration, hypnotism,
somewhere high up, and always succeed in your meditation, negotiation, [psionic]
check to access the ambush turn when you do so. Psykers are individuals with psionic powers but are not
» Star Child. You know a lot about astronomy, and members of Justice Department. Justice Department tries to
can navigate without error as long as you can see recruit as many psykers as possible into their Psi Division; how-
the sky. You also gain high quality telescope. ever, many with appropriate talents are unable to be Judges.
» I Know What You Did. Hey, you know that stash Some may be too old to enter the Academy of Law – although
of drugs you are hiding in your basement? Well, the age limit can be raised for those whose powers are re-
would you like the Judges to find out? You gain vealed at a later date there is a limit to this. If powers are first
+1d6 to intimidate or interrogate attempts. spotted in a teenager or adult then they are considered far too
» Blackmailer. You gain 1,000cr. old to become a Judge.

37
Others may fail in their training and are expelled. EXPLOITS
Despite potential Psi Judges being given a little more lee- » Ghostly Advice. Once per day you may receive ad-
way than other cadets many still do not make the grade. vice from “ghosts” (really lingering consciousness
artifacts) which gives you a +2d6 die bonus to the
Other psykers may not be capable of being Judges, or next attribute check you make within 1 minute.
their psi powers are not considered powerful enough to » Precog. Your natural precognition gives you a +1d6
bonus to INITIATIVE checks as well as checks to
be considered. Then there are immigrants and aliens who access the ambush turn.
could come into the city and are not be eligible to become » Fair Trade. You are able to monitor a negotiation
Judges. The potential number of psykers is large and or bargaining situation with the agreement of both
parties. You immediately sense any falsehood or
Justice Department tries to keep tabs on all those about deception on either part.
whom it is aware. However, there are always some who fall » Speak-with-dead. You have the ability to inter-
through the cracks. rogate a dead body which has been dead for less
than a day. It will truthfully answer three yes/no
Psykers can live life on the edge more than most citi- questions with no PSI check needed.
» Psychic Interrogation. You can make a special PSI
zens. Their powers can make them stand out more and attack vs. a suspect’s MENTAL DEFENCE. Success
constant Justice Department surveillance can cause is- means that they must answer a yes/no question
sues. Most try to live as normal lives as possible. Others truthfully. You can repeat this process, taking -1d6 to
each subsequent question against the same target.
become career criminals, where they use their powers to » Sense Motive. You are able to sense strong
enrich themselves and any gangs they are associated with. emotions within 30’, although you cannot neces-
These psykers are the ones Justice Department keep the sarily pinpoint their location.
» Mind Barrier. You have learned psionic techniques
closest eyes upon and for good reason – for they are often that protect your mind from harm. You gain a +5
among the most dangerous of perps. bonus to MENTAL DEFENCE.
» Sense Other. You can detect the presence of an-
Psykers can take any psionic exploits for which they qualify. other psyker if they come within 30’ of you.

38
Scavenger [1d6 years] Scrawler [1d6 years]
» Prerequisites: none » Prerequisites: none
Attributes: END +1, INT +1, CHA +1, LUC +1 » Attributes: AGI +1, INT +1, CHA +1, LUC +1
» Skill Choices: climbing, painting, perception,
» Skill choices: appraisal, bluffing, carousing, stealth
flirtation, gaming, performing, thievery Scrawlers tend to be juves or young adults, although it is
Life in Mega-City One is hard and many do not have the not unknown for older perps to take part in the crime. It is
means to live well and what welfare payments (if any) they possible to stay legal, using only Justice Department ap-
receive are rarely sufficient. Many are forced to live on the proved scrawl walls. But it is more likely you risk the wrath
streets or in shanty settlements on wasteland. In order to of the Judges by sneaking out to where there are no sur-
try and survive many turn to crime while others turn to veillance cameras to (literally) make your mark on the city.
scavenging. In such a huge city there are plenty of things Mega-City One has always had a scrawler problem; ever
that get damaged and thrown out; scavengers sift through since the first block was constructed juves have taken
these mounds of rubbish, grabbing anything that might be it on themselves to ‘redecorate’ them. The problem has
been around ever since the first aerosol spray paint be-
of value in the hope of making some credits.
came cheap enough for any juve to buy with a few bits of
You are a scavenger, one of the people in the city that change. Like other crazes the Judges try to limit the dam-
makes a living by grabbing cast-offs: technology, clothing, age caused and arrest the worst offenders, but it is a prob-
recyclable materials. You take anything and everything lem that has never gone away during the city’s existence.
of potential value that can be found in a skip or dumping There is a hierarchy of scrawlers in the city. There are
ground. You are not viewed as a criminal by the Judges bored juves who may put their tags on a wall whenever they
unless you take things that are from other people’s prop- are at a loss over what else to do with their time. Then there
erty. Despite this the Judges are likely to detain and are artists who create murals, these tend to be the only ones
who always stay legal. The best are often hired by individuals
search you if they spot you carrying something of value.
or businesses to spice up their property with something eye
However, you survive and have the skills to make basic re- catching. Others use public walls set aside for precisely the
pairs and to cannibalise spares. Where you live is likely to be a purpose of letting scrawlers use them. Then there are the
mess of spare parts scattered around. You might even live in juve gangs who spray their gang marks to let everyone know
a city block and fill your tiny apartment with junk, a real pack- their territory. Finally there are those who aspire to be king,
rat. One day you will make enough money to be able to afford the top scawler in the city. From time-to-time two or more
a lock-up to store your valuables. Until then you are happy scrawlers will try to outdo each other with acts of derring-do,
placing their tags in more and more prominent places.
enough to live among the piles of other people’s trash.
EXPLOITS
EXPLOITS
» Trapeze Artist. Scrawlers often try to out do each
» Unseen. You know how to blend in so that nobody other by placing their scrawl high up on local land-
pays any attention to you. You gain a +1d6 bonus marks. The ability to climb to the heights is a must.
when attempting to do so. You can perform any normal action without penal-
» It’s Not All Junk! You have collected a vast ties when climbing.
amount of other people’s rubbish over the years » Anti-surveillance. You do not remain a scrawler
and some of it is even useful. If you spend one hour for long unless you can remain undetected.
rifling through your stash you have a chance of You know all the local blind spots to be able to
finding just the thing you need. The item cannot be avoid being caught on camera. By moving at half
speed, you can remain undetected by electronic
very valuable (50cr or less) and you need to make
surveillance.
a Challenging [13] perception check to find it. » Art Savant. You can spray paint really well, you
» An Eye for the Unusual. Spending so much are a natural, and you got Joe Dredd’s chin just
time looking through the trash means you have right! You have extra kudos in the local scrawler
become adept at spotting anything unusual that community. You are more likely to get positive re-
would otherwise remain hidden. You gain a +1d6 actions in any social situation with juves and juve
bonus to all perception checks. gang. Gain +2 REP.

39
» Spraygun Combat. You can use your spray cans in You move in higher circles although this has its own
a fight. Use your painting skill to attack with your problems. The uncouth masses resent your wealth so you have
spray can. It only does 1d6 poison damage, but it hirelings to keep them away from you. Worse than this are the
causes the Blind condition. Some scrawlers like to criminals; thieves, fraudsters and kidnappers who threaten
perfect a dual-wielding spraygun style. your wellbeing. Worse still are rivals in society, who have
enough power and influence to cause polite society to shun
Skysurfer [1d6 years] you, almost the worst fate imaginable and why you are likely to
belong to a clique of your own for protection. Worst of all are
» Prerequisites: none the Judges, of course, who are liable to lock someone up on
» Attributes: AGI +1, INT +1, LUC +1, REP +1 the flimsiest of excuses and even take all their money in fines.
» Skill Choices: acrobatics, bravery, jumping,
perception, skysurfing Life is good, but you must always be on the lookout for
threats to your comfortable existence.
You live for the thrill of surfing your board across the skies
of Mega-City One. The feeling of achieving a high-speed ma- EXPLOITS
noeuvre is unlike anything else and as long as you keep to
» High Class. You are at home when in high class
the heights the Judges leave you alone. The greatest kudos social gatherings. In such environments, you
among your peers, and the greatest thrills, are to be had with gain a +1d6 bonus to all social attribute checks.
dangerous street level skysurfing. Here every move could Unfortunately, you are less comfortable – or welcome
lead to death or injury, and the Judges do not take prisoners. - in lower-class environments, and suffer a -1d6 pen-
alty to all social interactions in such situations
There are tournaments, both for legal skysurfing and » Home Protection. The problem with belonging to
illegal street level races, and if you hone your skills you higher social circles is that the city’s criminal ele-
may be able to enter them one day. Until then you will ments are all the more likely to target you. As a re-
stick to the heights and practice (or, at the very least, sult you have had installed in your home a licensed
that is all you claim to do to the authorities). home protection system, with a pair of automatic
sentry guns guarding your home. Built in safe-
Skysurfing has a small but growing following among guards protect you and all valid visitors, but any
sports fans. Some of these illegal races are beginning to burglar or rioter is going to get a big surprise! Two
get coverage on the underground vid channels. These rac- spit guns are fitted to your home, with a 5d6 dice
es are considered a major hazard by the Judges who often pool to hit any intruders. Taking this exploit again
shoot first and ask questions later. can either add two more guns or increase the dice
pool by +1d6 for two pre-existing guns. This exploit
EXPLOITS can be taken a maximum of four times.
» Small Inheritance. A distant aunt has died. It is
» Big Time. You have gained fame in the skysurfing very sad. Gain 1,000cr. You may repeat this exploit
circuit. Gain +2 REP and 500cr. You can take this and gain an additional 1,000cr each time.
exploit multiple times.
» Need for Speed. By tinkering with your board
and constant practice you are able to get more Sportsperson [1d6 years]
out of it than your average skysurfer. You gain » Prerequisites: [sporting] or [physical].
+2 ACCEL on your board. » Attributes: STR +1, AGI +1, END +1, REP +1
» Superb Balance. If a foe or other effect is able to cause » Skill Choices: carousing, flirtation, [physical],
you to dismount or knock you prone when on your [sporting], [unarmed combat]
board you may spend a LUC die to remain standing. This is a catch-all category for any kind of sports person-
» Powerboard. You gain a powerboard. See page 121 ality in Mega-City One. Aeroball is one of the major sports
for statistics.
with teams competing in small stadiums based in city
blocks although there are more popular major teams. The
Social Elite [1d6 years] most famous team the city has produced is the celebrated
» Prerequisites: [social]. Harlem Heroes, an old team that has its own museum.
» Attributes: CHA +2, REP +2 Old time sports are also still practised. The Olympics is
» Skill choices: [social] a major event occurring every four years. It now includes
In a world where most live off welfare you are one of the such future events as mountaineering, staring, human taxi-
lucky ones. You have managed, by dint of great effort or dermy and sex, in addition to the older, more boring sports.
great luck, to live a life among the elite. You attend all the American football still draws huge crowds with its violence,
best social functions that happen in the best blocks in the with most players having some bionic implants. For the less
sector. You are highly unlikely to have any real interaction athletic there is shuggy, a game with some similarities to
with the masses of poor (or even with the Judges who rule pool, but the best players are quite well known. With its his-
the city, other than paying their taxes). tory of gambling on games it has a shady reputation.

40
There are also out-and-out illegal events. The Mega-City » Criminal Contacts. Criminal figures are always
5000 is an illegal motorcycle road race where vicious gangs on the periphery of professional sports. This can
terrorise the streets, causing mass civilian casualties. Then be in the form of crooked gamblers looking to fix
there are the underground low-level skysurfing competitions. an event or individuals who will provide perform-
With the carnage these can cause bringing severe penalties on ing enhancing drugs. The sportsperson’s contacts
competitors and organisers alike should they be apprehended. in this shady world indicates they have a source
Sportspersons can go on to represent their city against var- for illegal items that will not be found out by the
ious other mega-cities, the bigger names get to travel quite Judges. This does not mean the source will have
far and they can become household names. That is the kind everything the athlete wants, but there is a good
of fame you really want to aim for. You could then move from chance they will be able to get hold of anything
your small city apartment into a penthouse in one of the new reasonable (no time travelling devices!) if given a
luxury blocks and live the kind of life you know you deserve. few days to do so and if they are paid the going
rate. You also gain +2 REP.
EXPLOITS
» Athletic. Choose four [physical] skills. You gain Star [1d6 years]
these four skills at 1 rank (1d6). This does not in-
crease the rank of an existing skill. » Prerequisites: [performance]
» Runner. You gain a +2 SPEED bonus. » Attributes: CHA +2, LUC +1, REP +1
» Fit. You gain a +5 HEALTH bonus. » Skill choices: carousing, [performance]
» Signing Bonus. You are signed to a team and gain ‘Ladies and gentlemen, let me present your vid-host
a 1,000 credit signing bonus. You may repeat this for tonight. Dafyd Leitermen!’
exploit, signing to a new team each time.
» Coach. Every sportsperson is part of a team. Even in Entertainers are a big part of Mega-City One life, with many
individual sports where this team can include the ath- stars having legions of fans. Stars come in all types, shapes
lete, their coach, psychotherapist, nutritionist, physio- and sizes. They could be talk show hosts, rock stars in a band,
therapist and whatever other support roles there may comedians, movie stars and so forth. You belong to that part
be. As a result the sportsperson learns how to get the
most effort from any group they are part of. By spend- of Mega-City One society that is outgoing, flamboyant and of-
ing one LUC the athlete can allow every other member ten has more money than sense. You are going places. Soon
of their party to add a +1d6 bonus to their next check. someone outside your block will come to your show!

41
You get to decide what kind of entertainer you are in this will not. You have learnt how to survive, rather than facing
career. Fame is fleeting, however, so the next time you take a the slow death that the unprepared have waiting for them!
different career you will be less likely to be recognised on the Many blocks have survivalist clubs. They recreate surviving
street. Hopefully your royalties will still be coming in, though. in difficult conditions by going on expeditions into the sewers,
Whatever your future life throws at you, you can handle the Undercity or anywhere else where they can practice their
it. You are, after all, a star. newly learnt skills. The skills learnt are useful for any charac-
ter who strays beyond the comparative safety of the streets.
EXPLOITS
EXPLOITS
» Triple-threat. You gain the skills singing, dancing, » Stronger Together. You work well with others,
and acting at 1 rank (1d6). This does not increase and know the value of a group. You gain +1d6
the rank of an existing skill. INITIATIVE when within a group of 4 or more al-
» Gigs. You can make money by playing at bars and do- lies with 30’ of you.
ing local performances. You can automatically make » Survivalist’s Stash. You gain 1,000cr worth of
gear, but no single item worth more than 100cr.
an amount equal to a CHA check x 10cr per day by do- » Survival Skills. You have a really good knowledge
ing this. This exploit cannot be used during downtime. of how to survive in the Big Meg, as well as outside
» Captivating. You have the ability to captivate people it. You gain 1 rank in each of the following skills:
with your musical ability. You can use songs or musical survival, tracking, carrying.
instruments to inflict the Charmed condition on a tar- » Gun Nut. You love guns, you love guns a lot. You
know that having a weapon in a crisis would be the
get within 30’ by making a CHA or REP mental attack. difference between life and death. You gain four
» Lullaby. Your music can bring about sleep and firearms, none of which can be worth more than
lethargy. You can use songs or musical instruments 100cr. One of them becomes a high quality firearm.
to inflict the Sleeping condition on a target within » Stuffed Pockets. You can pull something useful
30’ by making a CHA or REP mental attack.. from your pockets, something that you or the party
might need in a pinch. Spend a LUC die to produce
» Your Biggest Fan! All stars have their fans. Some any single item worth 50cr or less.
can be quite problematic to deal with and their
attentions can be quite trying. One of your fans
is quite besotted, though, and is willing to do any-
PERP CAREERS
thing for you. They will even admit to a crime you Crime is big business in Mega City One and even though
committed, getting you out of trouble with the the Judges are able to send millions of perps to the
Judges! Obviously if they do this you will lose their morgues or iso-cubes every year there are always too
ability to help you out in future until they are re- many crimes to be able to do much more than keep a lid
leased from the iso-cubes. on things. Perp careers are for citizens who, for one rea-
son or another, choose to commit crime and pursue it as a
» Red Carpet. While fame has its downsides it cer-
way of life. Although many only flirt with crime, and some
tainly has its benefits as well. Whenever you make stop offending after the first time they are caught, most
your presence known in a legitimate business (res- are repeat offenders. Many of these will get more accom-
taurant, club and so on) you will get special treat- plished and more difficult to catch as they gain experience.
ment for you and your entourage. This can get you
rushed past security screening, for example, or a There follows a selection of perp careers, from burglars
table right next to the stage in a club when it would to hitmen, pickpockets to mob bosses. All could potentially
otherwise be considered to be full. be taken at some point by perp Player Characters as they
continue their criminal lives…
Survivalist [1d6 years]
» Prerequisites: none
Blackmailer [1d6 years]
Attributes: AGI +1, END +1, WIL +1, REP +1 » Prerequisites: none
» Skill Choices: axes, carrying, climbing, hardy, » Attributes: INT +1, LOG +1, CHA +1, REP +1
knives, survival, swimming, tracking » Skill choices: bluffing, bribery, computers, insight,
When the nukes start falling again you are determined to perception
be ready, whether the danger will come from Sovs, muties Blackmailers are some of the most despicable of perps,
or aliens. You have a stock of ammo and food, all you need for they prey on the weakness of their fellow citizens and
to keep you going when society eventually tumbles into their victims’ fear of the Judges. Blackmailers deal in
chaos. With the last atomic war the Mega-Cities survived compromising information – if it can show their target in a
more-or-less intact; perhaps in the next great disaster they negative light they will try their best to cash in.

42
Different targets can have wildly different secrets and
will pay for dozens of different reasons. To keep an affair
from the knowledge of a spouse (and those enormous di-
vorce fees that could ensue), to hide illicit drug use from
the Judges, to keep knowledge of a mutation from the
authorities, to avoid incarceration for a crime; these and
more can be reasons for paying off a blackmailer.
A successful blackmailer needs to be able to get the informa-
tion he requires. He can do this by bribing those who may have
witnessed an indiscretion (an employee, perhaps), hack into
the target’s computer or robot, plant a surveillance device or
even fabricate evidence. They will also need to ensure they do
not push the target too much, not making unrealistic promises
and keeping payments at a level that they can afford.
A character who takes on this career will learn some of
the tricks of the trade and may be able to get a regular
income from their targets. Just remember to pick those
targets carefully and to not get too greedy!
A blackmailer can expect a sentence of between two and stealing anything that they can sell for a profit. While
thirty years, depending on the severity of the offence. these gangs are often tied to organised crime, there are
street gangs who will carry out less well thought out raids
EXPLOITS in order to steal whatever is not nailed down. Industrial
» Gossip. You can gather local gossip and information burglars as well as those targeting high-end penthouses
simply by spending an hour in a bar or other water- tend to be more skilled than the run of the mill thief.
ing hole, effectively giving you the local knowledge If you choose to take Burglar as a career your charac-
skill wherever you go as long as you are able to re-
fresh your knowledge at a local bar weekly. ter is likely to be well informed on the latest anti-intruder
technology, have a solid knowledge of electronics and
» Hard Choice. You can blackmail anybody into giv-
ing you information with a REP mental attack. even some skill at hacking for A.I. controlled apartments
or blocks. You are likely to have tools that aid you in this.
» Dirty Secrets. By examining a room/penthouse
apartment/mansion you are able to automatical- Besides full time burglars there are also those who dabble
ly surmise something about any secret(s) being from time-to-time. Even members of organised crime may
kept there, with an affair or some criminal activ- get involved in burglary if they deem the rewards sufficient.
ity being the most common. Hitting the homes of the super rich or business premises can
» Identify Target. When watching a vid of something result in large paydays and professional criminals will always
untoward you are able to identify at least one of consider any method of getting their hands on more credits.
the guilty parties. You met them at a party, saw
them in a vid show or news broadcast, etc. The sentence for burglary can be as little as one year to
as many as twenty-five. A repeat burglar who robs an oc-
Burglar [1d6 years] cupied home while armed is likely to suffer a very heavy
sentence. A first time perp who burgles an empty office
» Prerequisites: stealth. while unarmed is likely to get away with only a short stint
» Attributes: AGI +1, INT +1, LUC +1, REP +1
» Skill choices: acrobatics, appraisal, climbing, com- in an iso-cube if caught.
puters, escape artist, jumping, stealth, thievery
Burglars are common in Dredd’s world. Punk gangs will
EXPLOITS
break into apartments when their occupants are away. » Locksmith. You gain an exceptional quality
lockpicking kit.
There are batgliding specialists who target the highest of » Catburglar. An expert at climbing, you do not take
penthouses. Opportunists who enter a property to pick up any die penalties in combat while climbing.
what they can scavenge after a crime blitz on the occu- » Sixth Sense. You have a sixth sense when it comes
pants has led to their inevitable arrests. to traps and gain a +2d6 bonus to spot them and a
+1d6 bonus to avoid or disarm them.
Then there are industrial burglars. These target busi- » Climber (requires Catburglar)).. Your climbing
nesses after the working day, rifling through safes and speed becomes equal to your regular SPEED.

43
» Grand Heist. You achieve a great robbery that » Engine-tuner. As a skilled mechanic you are able to
will be remembered for years to come. Gain a improve a vehicle upon which you are working by
bonus 3d6 x 100cr. You may repeat this exploit, increasing its SPEED by 1. This does not stack with
gaining 3d6x100cr each time. other chop shop mechanics should others be present.
» Passkey. Most of the more modern blocks have » Robot Repair. Using basic engineering equipment,
apartments fitted with electronic, rather than me- you can heal 1d6 points of HEALTH to an adjacent
chanical, locks. These represent a real barrier to robot as a single action. Any given robot can only
thieves. Fortunately for you Justice Department has benefit from your repairing in this way once per day.
mandated a backdoor entry by insisting their pass- » Exceptional Robot Repair. Your Robot Repair abil-
keys open any and all of these locks. You have either a
stolen passkey or one that has been copied, which will ity increases to 2d6 points of HEALTH.
mean these locks are no longer an obstacle to you.
» Good Fence. You know a really good fence, one who Cursed Earth Smuggler [1d6 years]
provides you with better deals than you can get else-
where. Increase the amount of credits you get from » Prerequisites: driving.
» Attributes: AGI +1, CHA +1, LUC +1, REP +1
selling stolen items on the black market by 10%.
» Skill choices: appraisal, bluffing, carousing,
driving, navigation, pistols, thievery
Chop Shop Mechanic [1d6 years] The Judges have their laws, often they are to stop citizens
» Prerequisites: engineering. having things they desire as the Judges deem them too
» Attributes: AGI +1, INT +1, LOG +1, REP +1 dangerous. Smugglers know the law of supply and demand.
» Skill choices: computers, driving, electronics, If people demand a product it does not matter if it is legal or
engineering, mechanics, robotics
The roads of Mega City One are clogged with millions upon not; whoever can supply this demand will make a huge profit.
millions of cars, bikes, buses, trucks, mopads and more. Most You risk life and limb, as well as your own personal free-
of these are worth considerable sums to criminals, especially dom, to get contraband into Mega-City One. The Judges
if they did not pay for them first! Those perps working in ban or strictly control so many substances that there is a
chop shops process stolen vehicles, taking them apart for whole host of things you can smuggle into (or out of) the
spares for sale on the black market. This is a skilled, techni- city. Sometimes it can be worth the risk of smuggling in
cal trade, knowing how to disassemble a vehicle quickly and items if it causes any customs duties due to be avoided.
identify those parts that make the most profit is a talent. Coffee, tea, antiques, sugar, old comics and that old stand-
Chop shop is a catch-all phrase that covers criminal en- by, narcotics, are all brought into the city. The laws against
terprises that disassemble large valuable items into small- these items only succeed in driving up the demand for them
er portable parts that can then be sold on in the black and you try to keep that demand satisfied. Then there are
market. Often these parts are shipped overseas where perps on the run who wish to escape the city using the
shady businesses will process them as legitimate goods. services of perp runners. They need someone to get them
Most chop shops work on cars and similar road vehicles. away and this can allow the more enterprising smugglers to
Some specialise in robots, aircraft or industrial machinery. earn credits on both their inward and outward trips.
If there is enough profit in it there will be criminals who
As long as there are prohibitive bans on items there will be
will take advantage of a market for illicit spare parts.
smugglers drawn to the lucrative world of circumventing those
Chop shop mechanics will work as members of a gang, bans. Although most smugglers are part of organised criminal
more often than not part of larger criminal networks.
gangs there are also individuals who will bring items through
Although considered as lowly hirelings by gangsters
the usual customs checks illicitly for their own personal gain.
they are often some of the most skilled and intelligent
members of their organisations. A smuggler may have a big arsenal of weapons to deal with
roving gangs of hijackers and the like when they leave the city
Being caught with stolen merchandise in a chop shop
limits. These tend to be legal, as the Judges are aware of the
is likely to get a perp a sentence of between three
months and five years. problems shipping companies have in the lawless badlands.
As a smuggler the best weapon in your chosen profession
EXPLOITS is the sheer volume of trade into and out of the city. Vast
» Toolkit. You gain a set of high quality tools. amounts of illegal goods are taken in and out and the Judges
» Fixer. You gain a +1d6 bonus to any attempt to can only intercept a small fraction, so the chances of a Judge
repair something.
» Technical Knowledge Base. Choose four [techni- picking up a particular smuggler are very small indeed. You
cal] skills. You gain these four skills at 1 rank (1d6). can mingle with the legitimate traffic and hopefully will not be
This does not increase the rank of an existing skill. singled out for a detailed check by the Judges on customs duty.

44
Alternatively you might be a mule, someone who car- opportunity ripe for dunks to exploit. Dunks will also often
ries items through the spaceports, transatlantic tunnel or have a contact network of sorts; a few friendly fences who
other means of entry into the city. What you carry might can shift the things they take that need converting to credits.
be concealed in your luggage, in your vehicle or in your A dunk will see a six month to five year sentence if caught.
person. The inventiveness of smugglers like you make the
Judges’ task a nigh on impossible one. EXPLOITS
A smuggler can expect a hefty sentence of between » Unseen. You know how to meld into a crowd so
eight and twenty years. that nobody pays any attention to you. You gain
a +1d6 bonus to any attempt to pickpocket some-
EXPLOITS one when attempting to blend in.
» Best Route Finder. You can find the quickest route for » Daily Dip. You get a weekly income of 100cr
your smuggling run, reducing the chances of meeting from picking pockets. This does not apply during
rival criminals who may rob you or the forces of law and
order. You reduce the time of any journey by 2d6%. downtime.
» Sweet Deal. You can buy the best stuff and you » Palm Item. You can sneakily palm any item in a flash
know a contact who can get you good deals on any- without observers noticing. This can include items
thing you want. You pay 3d6% less for equipment. such as keys/passcards, identity cards, small valuables,
» Hammer Down. If necessary you have no issue flash drives (or their equivalent). If nobody is specifi-
about ditching your vehicle so are willing to push cally looking out for such activity, you automatically
its engine beyond its limits. You can get an extra succeed. If someone is watching out for such a move
burst of +2 speed for one turn when you need it
whatever road vehicle you are in. Once used, you opposed checks will be needed as normal.
cannot use this ability again until you spend ten » Switch Hitter. You can replace an item with another
minutes re-tuning the engine. without others noticing (say a full briefcase or de-
» Transporter. You undertook an epic smuggling run. signer bag with a cheap duplicate). Useful when the
You gain 1,000cr. dunk is targeting someone specific for their loot.
» Smuggle. You know how to hide objects, either
about your person or in a location. You gain a +2d6
bonus to attempts to hide items. Fence [1d6 years]
» Seat of your Pants. Smugglers rely a lot on old- » Prerequisites: appraisal.
fashioned luck and bravado. They can recharge » Attributes: INT +1, CHA +1, LUC +1, REP +1
their LUCK pool an extra time per day. » Skill choices: accounting, appraisal, bribery,
bureaucracy, carousing, [crafting], forgery, law,
Dunk [1d6 years] local knowledge, [social]
» Prerequisites: none Without the services of a good fence many perps would not
» Attributes: AGI +1, INT +1, CHA +1, LUC +1 be able to make much of a living from their crimes. Like other
» Skill choices: ambidexterity, concentration, types of criminals fences come in many types. They could be
stealth, thievery
a dodgy geezer operating out of a run-down apartment or a
Dunks are those who rely on sleight of hand to commit
small shop owner who trades in ‘second hand’ merchandise.
crimes. Dunks are, in Mega-City jargon, pickpockets; as a
There are also major exporters who can move large volumes
career they could also commit other, small offences such
as shoplifting, where quick hands are needed. of stolen goods overseas or to off planet locales where the
stolen nature of their goods is less likely to be apparent.
As a dunk you know the subtle art of misdirection, the
dip is as easy as breathing for someone like you. You are Fences can deal with a small number of specialised cli-
a particular kind of perp who operates in plain sight; mis- ents or can buy and sell to anybody who wants to make
direct the mark’s attention with your left hand, dive into a deal. The former often have mob connections and are
their pockets with your right. In the crush of an elevator more difficult to trace. The latter are so numerous that the
the removal of a purse can go unnoticed. safety of numbers makes it unlikely they will be arrested
Dunks often work in teams, the one who steals may pass on by the Judges in any given week.
the stolen items to an accomplice who will quickly disappear. If you choose this as a career the deal is in your lifeblood,
As a result there will be no evidence of a theft if an accusa- it is not a case of taking money out of the till and passing
tion is made and a search carried out by a nearby Judge. it over the counter for things you are given to sell. No, you
You just need to make sure the Judges do not catch you with have to be careful how to shift the goods that various crimi-
your hand in someone else’s pocket. Others in a gang may nals bring to you. If you are not cautious you could end up
create a brief disturbance so a crowd will form, creating an caught in a Wally Squad sting facing serious cube time.

45
You will have numerous contacts and you can sell large
or small items to the right person as long as your client is
Hacker [1d6 years]
willing to wait. If a client wishes to push the timeframe you » Prerequisites: none
» Attributes: INT +1, LOG +1, WIL +1, REP +1
are able to charge more. Rush jobs are more dangerous so » Skill choices: computers, electronics,
you expect to be paid better for the extra risks you run. mathematics, robotics
A fence career can work well as an excellent addition to You are a hacker. You are someone who likes nothing bet-
a crime gang or big syndicate. Fences can be used to shift ter than to try and overcome a computer system’s security
the goods that the Player Characters want to move quick- to see what secrets it was protecting. What you do with it will
ly, although their cut from any item is going to be far less vary depending on your own goals. Perhaps you are driven
than the amount it is nominally worth. by nothing more than innocent curiosity. Perhaps you are a
Possession of stolen goods is likely to get a fence a sen- conspiracy theorist wanting to prove you are right. It could be
tence of between three months and five years. A fence you are working for a corporation and trying to get industrial
secrets from a rival’s system. Or perhaps you are part of a
with a record of such offences is likely to be given a sen-
hacktivist group, political idealists who wish to change the
tence closer to the upper limit of this range.
world, or at least Mega-City One, for the better.
EXPLOITS Hackers can be either heroes or villains; you might walk
» Sale of the Century. You worked hard on a great the line between both. You motivation might be to rob from
deal, and it netted you 1,000cr. You may repeat this the rich to feed the poor, to rob everyone, or to steal data
exploit, gaining 1,000cr each time. and ruin lives for the fun of it. You are likely to have a small
» Haggler. You know how to get a good deal. You reduce portable system on you at all times, with a better, more pro-
the cost of any purchase by 2d6%. This does not stack tected, set-up elsewhere as your base of operations.
with any other exploits which reduce purchase costs.
» Profit, Not Loss. If you fail any kind of roll that if Hackers are perps who often have little to do with the
successful would have given you a good deal you rest of the criminal fraternity. Many work on their own or
can use this exploit to try again. You can spend a in small groups, often only aware of the online identity of
LUC die to reroll any negotiation. their comrades. A few will work for larger organisations,

46
criminals are well aware of the potential rewards a good force to get what they want. They are usually highly profi-
hacker on the books can bring. cient – either from experience or from extensive planning
The sentence for hacking carries anything from a one year and training for a particular job.
sentence to a life term, depending on the seriousness of an A heister team will often need top of the range equip-
offence. Trying to break into the Mega-City One laser defence ment. Las-cutters to cut through the walls of a plastisteel
screen protocols will get a hacker a life sentence, for example. vault, a high performance getaway vehicle to outrun any
pursuit and some serious artillery if the pursuit catches
EXPLOITS
up with you. Not all heisters are violent; some might en-
» Remote Location. You are able to make it appear
your online activities are being carried out a long ter a bank vault outside of opening hours and disable the
way away. Perhaps Canadia or Oz. Or Mongolia. security and then steal what they came for - making their
This makes it a lot more difficult for your enemies escape before anyone is any the wiser. For the most part,
(well, the Judges) to track you down. though, heisters are raiders. Their best chance for escape
» Code Monkey. Complex code is well in your
grasp, you are not just a hacker - you are a mas- is to be long gone by the time the Judges arrive.
ter of 1’s and 0’s. You get a +1d6 bonus on any Heisters will receive a sentence of between eight and
computer use roll or hack. thirty years. The severity of sentence depends on how
» Robot Man. You can make a LOG attack vs. a ro-
bot’s MENTAL DEFENCE (the robot’s usual immu- heavily armed they are and whether any violence was used
nity to mental attacks does not apply here). With a in their robbery attempt.
successful attack, you use your portable computer
system to hack into the robot and make it obey EXPLOITS
your instructions for one round. You can only do
this once to any given robot. » Hustle. Your SPEED increases by 2.
» Getaway Driver. Increase the speed of any vehicle
you are driving by +2.
Heister [1d6 years] » Safecracker. You gain +1d6 to pick locks.
» Prerequisites: stealth » Favoured Weapon. Heisters are proficient in violent
» Attributes: AGI +1, INT +1, LOG +1, REP +1 acts and you are no different. When you are using your
» Skill choices: [combat], demolitions/explosives, favoured weapon inflict +1d6 extra damage. You must
driving, intimidation, running, thievery note what this weapon is on your character sheet.
Get in, get what you want, get out. As a heister you will
always be looking for that major payday, when with daring Henchman [1d6 years]
and firepower you will make enough creds to blow this » Prerequisites: none
lousy city, this lousy planet and retire someplace warm » Attributes: STR +1, END +1, INT +1, WIL +1
where the Judges have no power. » Skill choices: [combat], hardy, intimidate, thievery
Most heisters form violent, criminal gangs that rob well For every mob boss there are dozens of less accom-
protected targets using superior firepower and hit-and-run plished perps. Some of these will go on to become major
tactics. They will rob gatherings of the rich and famous, crime figures while the rest will toil away in anonymity (or
banks, jewellery stores, drug warehouses or security vans. will end up in the iso-cubes or worse). Henchmen are mem-
Indeed, anything that is likely to be both well guarded and bers of criminal gangs, they can be in a ‘gang’ of just two
have a rich payout should everything go to plan. or one with hundreds of members. No matter the size of
Heisters are well equipped and prepared to use deadly the gang they will always have someone leading them.

47
These perps are competent, they have enough experi- ing their rivals. Most hitmen will be involved in organised
ence to be able to handle most day-to-day criminal enter- crime, looking to take out rivals, witnesses or narks (or
prises. They will also happily be part of a team that hijacks even, on occasion, particularly troublesome Judges).
a mopad, heists a security van or kidnaps an heiress. Many While it is often normally members of a gang who carry
will have taken the muscle career previously and having out the killings sometimes it is better to use a profession-
proven themselves moved up the criminal hierarchy. al; a criminal who specialises in assassinations.
Most henchmen are in the employ of the mobs, the organ- Then there are everyday citizens not normally involved in
ised gangs that keep the Judges continually busy. Those crime who might hire a hitman. They might hire a killer to
who perform well and are not imprisoned or killed always get eliminate a business or love rival or even to kill them-
have the opportunity to progress further up the ranks. selves as a form of surprise suicide – not knowing when it
Others are part of small teams of professional criminals. As will happen is seen as a plus. All of these individuals are
their experience grows they may become specialists in par- likely to turn to a professional killer; there are always ways
ticular type of crime, such as heisters or kidnappers. to contact them through the local criminal underworld.
If you choose hitman as a career you might be an expert
EXPLOITS shot, be deadly with the edge of a knife or know how to break
» It’s Just a Flesh Wound. Henchmen are expected someone’s neck with a single blow. You will have a high price
to ignore injury and discomfort when ordered to do to carry out a contract killing and even Judges can enter your
something. Within 30’ of their boss, a henchman
gains +3 SOAK which stacks with any other SOAK sights as long as someone pays you well enough. You may
they may have.. even be skilled at making kills look like accidents, protecting
» Close Mouthed. When interrogated (by the Judges your clients from being implicated in any death.
or, even worse, perps belonging to a rival gang) Blitz agents are a specialised form of hitman. Always tied to
your steadfastness means you gain +2 to your
MENTAL DEFENCE. organised crime they are fitted with an explosive device wired
to their brain. Should they think they are about to surrender
Hitman (Blitz Agent) [1d6 years] to a Judge it will activate. This leaves nobody to question and
the mob boss controlling them safe from justice. This is an ex-
» Prerequisites: [combat], stealth, tracking treme form of hitman and is unlikely to appeal to players!
» Attributes: STR +1, AGI +1, INT +1, REP +1
» Skill choices: [combat], disguise, intimidate, per- Hitmen are likely to get the heftiest of sentences. In
ception, stealth, thievery cases of multiple murder a life sentence is the likely
In a city of such wealth and poverty there will always result of being caught. A single contract hit will lead to
be those who wish to advance their cause by eliminat- thirty years in an iso-cube at the very least.

48
EXPLOITS Mob Boss [1d6 years]
» Mr Accident. You can easily conceal that a murder
has taken place when carrying out a killing. It will » Prerequisites: REP 8+
either be put down as an accident or a suicide. You » Attributes: INT +1, CHA +1, LUC +1, REP +1
can even leave evidence of a murder but implicate » Skill choices: bribery, carousing, [combat],
some patsy to take the fall. interrogation, intimidate, leadership, negotiating
» Killing Blow. Any attack you make during the am- A mob boss is the man at the top of an organised crime
bush turn gains a +2d6 bonus to attack. outfit. They can be the head of a powerful city-wide group or
» Ambush. You gain +2d6 to rolls made to access of a small crew operating within a single city block. Whatever
the ambush turn.
» Weak Point. Once per enemy you may ignore any the case they will have plenty of lesser perps and non-crim-
SOAK score he possesses by targeting a weak spot. inals working for them. Besides having individuals willing to
» Sneak. If nobody is actively looking for you, break legs for them mob bosses will have accountants and
you are able to move silently and unseen at half lawyers whose job it is to keep them out of the cubes.
your normal speed. You are effectively invisible.
However, if anybody is actually looking for you, Mob bosses are among the highest priority perps that
they may make INT checks as normal to spot you. Justice Department targets, only the best protected avoid
» Danger Senses. You cannot be ambushed. During incarceration in the face of a determined investigation.
the ambush turn, enemies cannot target you. Sometimes an iso-cube sentence is avoided by having
plenty of lesser perps taking the fall for any crimes com-
Kidnapper [1d6 years] mitted, keeping the mob boss in the background. Other
» Prerequisites: none bosses rely on a team of highly priced lawyers to keep the
» Attributes: STR+1, AGI +1, CHA +1, WIL +1 Judges at arm’s length. Some even try to avoid the prob-
» Skill choices: brawling, disguise, driving, intimi- lem altogether by keeping their true identities secret.
date, piloting, pistols, stealth, tactics
Kidnapping is a most dangerous game. Not only do A mob boss will live in a mansion or penthouse, the lat-
you have to snatch someone for whom a ransom will be ter rarely being in a slum block unless it represents the
paid but you need to be able to get the creds without the whole of their territory. They will own a spacious home
Judges catching you. Of course it is best to scare those with excellent security, eat the best food, ride in the latest
who pay so much they will not call in the Judges, but even hover limos and enjoy the best that Mega-City One has to
that is risky. Scare them too much and they might not offer. They also make the most dangerous deals and have
trust you enough to pay… the most ruthless enemies. These include mob bosses, up
and coming rival gangs, Justice Department and the more
Kidnappers as a group tend are looked upon with a
ambitious of their own underlings…
special kind of contempt by many Judges. Those in-
volved in a kidnapping can expect little in the way of Player Characters who achieve this
leniency should they be caught. level of success in crime are going
However the payoff can be huge. Kidnappers have a
wide array of skills that they can use in the commission
of their crimes. As such it is a flexible, if dangerous,
career a perp character could take.
Kidnapping is an odious crime and is punished accord-
ingly with iso-cube terms of between thirty years to life
imprisonment.

EXPLOITS
» Impersonate. You are easily able to imperson-
ate any job role which you have had opportuni-
ty to observe within the past day, even briefly.
You gain a +1d6 bonus if you have been able to
observe and mimic an example.
» Hidden Den. You have a place to stash your latest
victim, all mod cons, shackles, cages and even a
robot guard dog. No location discerning checks or
abilities can find you there unless you want them to.
» Knock Out. When using a club, you automatically
cause the Dazed condition with a successful hit.

49
to get noticed by the Judges and sooner or later they will face approach to their role and this can garner them much re-
the close scrutiny of Justice Department. Until they do, how- spect among their peers.
ever, they are likely to be able to enjoy their time at the top. Like their mob bosses, mobsters can expect any arrest-
Judges will try to find anything they can to lock up a ing Judge to give them the maximum sentences possible
mob boss, and will always look to give the heftiest sen- for whatever crimes they commit.
tence allowable under the law. Anything from breaking fire
regulations, illegal parking or sugar possession can see EXPLOITS
sentences adding up to significant amounts. » Back Up. If within your own territory you can sum-
mon 1d6 juve gang members to back you up. They
EXPLOITS arrive within 5 minutes.
» Back Up. If within your own territory you can sum- » Anti-surveillance. You are so familiar with surveil-
mon 1d6 henchmen to rapidly back you up. They lance devices, blind spots, and avoidance techniques
arrive within 5 minutes. that, by moving half your speed, you can render your-
» The Boss’s Cut. Everybody who wants to work in self invisible to electronic monitoring equipment.
your territory has to give you your cut. Failure to » Earner. You have proven to other notable perps
do so can have severe consequences for their abil- that you know how to make money. Gain +2 REP.
ity to walk. Gain 1,000cr and +2 REP. » That Smile. You rely on your charm a lot more
» Get Him Boys. While within 30’ of you henchmen than the lower ranks of the gang does. Gain one
and thugs under your command gain +1d6 to their rank in three [social] skills.
damage rolls.
» Justice Department Mole. What can be better
than having a dirty Judge in your pocket? Spend
Muscle [1d6 years]
a LUC die to obtain information you require from » Prerequisites: intimidate
Justice Department. This takes one hour. » Attributes: STR +1, INT +1, CHA +1, REP +1
» Skill choices: driving, intimidate, pistols, thievery
Mobster [1d6 years] Sometimes you need to be tough to get things done.
And for criminals this usually means having big, scary
» Prerequisites: REP 4+
» Attributes: INT +1, CHA +1, LUC +1, REP +1 men threatening others into doing what they want (hand-
» Skill choices: appraisal, bribery, [combat], leader- ing over their car keys, opening the bank safe, leaving the
ship, negotiating premises and so on). The muscle career reflects this need;
Mobsters are members of organised crime and as such your character has decided to beef up in order to threaten
tend to be proficient perps. These criminals have been both others so they get what they want in life.
good enough at their business, and lucky enough to survive Muscle can operate as loners, be part of a small gang
the attentions of both Justice Department and rival perps, to or work for organised crime. In the latter case organised
have risen to positions of responsibility. They will likely have
crime has a pecking order and they are on the bottom of
a small group of underlings beneath them who will carry out
the ladder, doing the jobs that the other members of the
their orders as far as criminal activities are concerned.
syndicate delegate to them. They are the brute force of the
As members of various mob outfits mobsters will also organisation and they enforce the will of the people above
have superiors who they report to – the mob bosses. The them. Which is pretty much everybody else in the mob.
more ambitious will want to become a boss themselves.
They break legs or anything else that needs breaking.
Perhaps they will achieve this by becoming the heir to the
They lie, steal, cheat, murder and rob for themselves or
current chief or through the simple but dangerous method
of eliminating their leader.
To become a mobster you character must be an experienced
criminal and will have some ties to organised crime. You will
not necessarily be fully integrated into a criminal ‘family’, but
may be a well respected associate who has control of an allied
group. However you will be expected to ‘offer’ your assistance
to the local boss should it be required from you.
A mobster can choose to delegate much of the rough
work to their Muscle or Henchmen followers. A high rank-
ing mobster will be able to command other mobsters
depending on their position within their organisation. Of
course many are more than happy to take a hands-on

50
their superiors. They are not pleasant individuals. Should tence by mimicking someone else you have been
they perform their tasks adequately as part of a crime able to watch filling this role.
group they might find themselves rising up through the » Quick Change. You are able to don a quick disguise
in one round instead of five minutes. This must be
criminal ranks. Show some real talent and they could go far, a disguise you have successfully used before.
as long as they are not taken out by rivals or the Judges. » Beguiling. You are able to temporarily beguile
Muscle characters are likely to be caught putting the and captivate a target with your words as a CHA
hurt on some poor victim. The injuries they cause to their vs. MENTAL DEFENCE check. A successful check
victim can lead to a sentence from one to ten years. charms the target until they shake off the condi-
tion. The target must be able to understand you
EXPLOITS and have a LOGIC attribute of at least 2.
» Intimidating. Intimidation is your way of life, espe- » The Long Con. You are a master of doing cons that
cially in the criminal underworld. When attempting take a long time to set up, the longer the con the high-
to intimidate a criminal, you gain a +1d6 bonus. er the bonus you get when you roll tasks associated
» Leg Breaker. You do +1d6 damage when brawling. with it. You gain +1d6 for each full day of planning, to a
maximum bonus equal to your LUCK dice pool.
» Helpful Friend. You have a buddy you can call in
Pongo [1d6 years] for a scam. They play roles like call-centre opera-
» Prerequisites: bluffing tors, delivery men and so on. Spend one LUC die to
» Attributes: INT +1, LOG +1, CHA +1, LUC +1 gain a temporary benefit.
» Skill choices: appraisal, bribery, disguise, forgery, » Instantly Forgettable. Even some Judges have a
[gaming], [social] hard time remembering just who you are. Are you
Conman. Con Artist. Hustler. Grifter. There are many that perp who maybe had red hair? Make a CHA
terms for fraudsters and pongo is the one most often used mental attack; on a success, the target has no idea
on the streets of Mega-City One. Most pongos are small who you are and cannot give a good description of
time, working small cons that are designed to empty the you to the authorities.
wallets of passing marks before moving onto another vic-
tim. They are a constant thorn in the side of the Judges Punk [1d6 years]
who know what to look out for and come down hard on » Prerequisites: none
those working the quick con on the streets. » Attributes: STR +1, END +1, CHA +1, LUC +1
Then there are those who conspire to create the long » Skill choices: brawling, clubs, intimidation, knives,
con. They often target a wealthy victim in order to get a big pistols, running
payout, spending days if not weeks setting up the mark be- Many, if not most, of the more troublesome juves in the
fore getting them to part with their credits. These perps are city become punks as they grow older. This is a catch-all
far more difficult to track down since the victims are often phrase which has within its definition the older street gang
drawn into scheme that would be illegal itself if it were real. members and other frequently offending young perps who
Should the Judges find out about it; the marks will be in al- are just setting out on a long and pointless criminal career.
most as much trouble with the law as the pongo. Punks lead lives filled day-to-day with all sorts of vice
Both types of pongo use similar skill sets to make their living. and very little virtue - violence, thievery and drugs are all
It is just that those involved in the long con are more selective commonplace. Some may want to get away from it all, but
in their work and generally better rewarded by their activities. many love every second of it. They might consider them-
Pongos can work alone or as part of a team. The long selves as rebelling against ‘the man’ or they may give little
con tends to have more likelihood of there being a team thought as to any meaning to their lives. At least their (of-
involved, rather than just a single perp. Most pongos work ten short) lives are not boring.
outside of the organised crime rackets. There are some
Punks dabble in all sorts of crime until they find some-
who specialise in marks with huge payouts – these can
work in tandem with the mob, who provide a measure of thing they are reasonably proficient at. Or end up on a slab
protection should the mark come gunning for revenge. in the morgue or with a long, bleak future in an iso-cube.
Confidence tricksters can expect a sentence from two to Most who live lives of criminal endeavour were punks at
five years for their crimes. one time, a tradition that sees little sign of abating.

EXPLOITS EXPLOITS
» Impersonate. You are easily able to impersonate » The Filth! You have developed an uncanny abil-
any job role which you have had opportunity to ity to detect Judges. When attempting to spot
observe within the past day, even briefly. You gain a nearby Judge or similar authority figure, you
a +1d6 bonus to convince others of your compe- gain a +1d6 bonus.

51
» Street Tough. Life on the streets is tough. You single operative working under deep cover, possibly for dec-
gain a natural +2 SOAK. ades, until they receive their activation code to begin their
» Bully! You are a master of intimidation; you get a +1d6 mission. Or they could be running assets, using everyday
bonus when you intimidate those weaker than you. It citizens to collect information – some are willing traitors
does not work on those who are bigger and stronger. while others will be blackmailed into action. There will even
» Buddy System. Punks work in gangs. For every be those who will be blithely unaware that what they are
allied punk within 10 feet of you, you gain +1 to all
DEFENCEs. doing could be part of an intelligence operation.
Terrorists use similar skill sets to spies. They can have
Spy / Terrorist [1d6 years] cover identities, work in small teams (making exposure of
their wider organisation almost impossible) and be skilled
» Prerequisites: none in surveillance and counter-surveillance and much more.
» Attributes: AGI +1, INT +1, CHA +1, LUC +1
Terrorists work against the ruling government, seeking
» Skill choices: interrogation, law, [subterfuge skills],
computers, pistols, [social], [gaming] to cause political change through use of violence and the
Espionage is as old as civilisation and it still thrives on threat of violence. They can be supported by rival govern-
the streets of the future. Professional intelligence agents ments or be autonomous, both are equally likely. Terrorist
groups that survive any period of time tend to have many
try to uncover the secrets of Justice Department for
highly skilled operatives. If they were not so skilled the
foreign governments. Spies working for private organisa-
Judges would quickly eliminate them.
tions attempt to gather data in acts of industrial espio-
nage. A spy could be working for Justice Department, be Life sentences for active terrorists and spies are a mini-
mum, death sentences can also be meted out. In the case of
a freelancer, work for a private security organisation or
spies they may end up being exchanged for friendly agents
a foreign power. Some may pretend to be one of these
captured by their employers. Those who commit acts that
while concealing who their real masters are.
support terrorism are likely to receive harsh sentences for
Spies can be part of a tight knit team working in the city the type of offence they are committing. For example, a
in order to perform a particular goal – assassination, sur- perp who printed illegal pamphlets supporting a terrorist
veillance, the gathering of intelligence, etc. They could be a group may look forward to a fifteen year sentence.

52
EXPLOITS very little chance of getting caught this time is enough of
» False Identify. You are able to create a false identity, an incentive for taps to keep plying their trade.
complete with background records, in one day. This Tap carries a sentence of between three to fifteen years.
identity is good enough that people can look you up
on various databases and the details will match.
» Off the Grid. You know how to disappear without EXPLOITS
trace, dropping off the grid completely. No location » Sense the Wealth. You can automatically tell when
discerning checks or abilities from further than a somebody has items worth stealing.
mile away can find you unless you want them to. » Prey. Choose a target. That target is now your
» Safe House (requires Off the Grid). You can use a “prey”; you gain a +1d6 bonus to attempts to track
safe house on any populated planet to grant your or trail your prey. You may only have one prey at a
off the grid ability to your entire party.
» Monologue. Once per day you can make a CHA time, and once you designate one, you cannot des-
mental attack against an enemy. If successful, your ignate another for 24 hours.
target explains their plan with a short monologue.
» Miraculous Escape. Once per day you may auto-
matically succeed in one attempt to escape hand-
Wrecker [1d6 years]
cuffs or other restraints. » Prerequisites: engineering
» Hidden Weapon. You have a holdout weapon, hid- » Attributes: AGI +1, INT +1, LOG +1, REP +1
den somewhere on your person at all times. You are » Skill choices: local knowledge, [combat], climbing,
always considered to be carrying a knife or pistol. carrying, running, throwing
» Quick Change. You are able to don a quick disguise
in one round instead of five minutes. This must be Wreckers are criminals who rely on the chaos they cause
a disguise you have successfully used before. in their vicious attacks to avoid getting caught by Justice
Department. Wrecker groups tend to be informal networks
Tap Artist [1d6 years] that collaborate in certain sectors. There they cause multi-
» Prerequisites: intimidate ple road traffic accidents, usually by the simple expedient
» Attributes: STR +1, INT +1, CHA +1, REP +1 of shooting up a large vehicle, causing the driver to lose
» Skill choices: local knowledge, intimidate, disguise,
control. With the high speed vehicles prevalent on the road-
brawling, clubs, knives
You are a Tap Artist, a mugger, and you make your ways these pile-ups tend involve dozens, if not hundreds, of
money from quick hit and run affairs. You usually avoid vehicles. Once the accident is over the wreckers move in,
leaving a corpse behind along with the unwanted atten- robbing the accident victims of anything they have of value.
tion a murder would bring. Large, more luxurious mopads are a favoured target of
Muggers, or taps as they are known in the city, are vio- wreckers as these will often have a wide variety of valuable
lent criminals. They attack citizens on the streets in order consumer goods in them. Outside of such goods jewellery,
to take whatever valuables they can quickly grab and hand-held electronic devices and wallets as all are easy to
run off before the law arrives. This is a favoured method carry off and sell on to fences, where necessary.
for juve and punk gangs to get a few credits and there Wreckers are not normally part of any organisation, just
are also teams of professional taps who target areas
groups of perps who will work together to increase their
where they believe there will be no interference from the
Judges. Taps often attack several targets in quick succes- chances. They are violent and dangerous, but at the first
sion before splitting up to return to their base of opera- sign of the law will flee down well rehearsed escape routes
tions where they divide their loot. Taking the tap career in an effort to avoid justice. Organised crime may use
means you have picked up a few tricks of the trade in wreckers to conceal their own activities, or perhaps stage
your efforts to get a few credits. a wrecker attack themselves to hide the fact they were af-
You will use whatever weapon you feel most comfortable ter something or someone very specific.
with. Knives, guns, cudgels, fists, electro prods. All can Wreckers can expect a ten to twenty-five year sentence.
quickly lead to a victim handing over their wallet without
a fight. Sometimes you give them a beating anyway, es- EXPLOITS
pecially if they are not carrying many credits. The Judges » Ambush! You are skilled at ambushing traffic.
are always keen on cracking down on this crime, but there For the first 5 rounds after an ambush has been
are just too many taps out there for them to make a real sprung you get a +1d6 bonus to all checks.
difference. Sooner or later all taps serve time in the iso- » Best Laid Plans. You gain +2 SPEED when being
cubes. However, the thought of getting a few credits with pursued.

53
JUDGE ORIGINS
All starting Judges have spent years training at the
Academy of Law, where they go through strict training in
order to prepare them for the streets of Mega-City One.
A starting Judge must take the basic Cadet origin career,
and two Academy of Law Advanced Programs, followed
by a year as a Rookie, and then a starting division career
of their choice (Street, Psi, Med or Tek) once.

Cadet [18 years]


» Prerequisites: Human or Clone
» Attributes: STR +1, END +1, WIL +1, LOG +1
» Skill Choices: clubs, conviction, intuition, law, light
armour, perception, pistols, riding, tactics
You were enrolled in the Academy of Law, the toughest
school on earth, at a very early age. At five years old, you took
the oath and you swore to uphold the law. After passing the
entry examinations, to ensure you were intelligent, healthy
and fit enough to have the potential to become a Judge, you
left your family permanently behind for your new life.
From the age of 5, you spent 13 years as a Cadet Judge
and, together with your classmates, underwent rigorous
physical, mental and psychological training. You were
pushed to your limits on a day-to-day basis, being taught
unarmed combat, ranged combat, the law and how to kill
without remorse when necessary. Justice Department has
no use for a Judge who cannot or will not pull the trigger
to put down a perp when they have to.
A starting Judge character has to take this career once.

EXPLOITS
» Academy of Law Curriculum. You gain one rank
in each of the following skills: law, pistols, riding,
light armour, clubs. You are also able to use law as
a MENTAL DEFENCE skill. EXPLOITS
» Lawmaster Kick. You can knock down a fleeing
// Academy of Law Advanced Programs perp using a well timed kick as you sweep past
The Academy of Law offers advanced programs to pre- on your Lawmaster. From a moving Lawmaster
pare the cadets for their years on the streets. Each pro- (or any other motorcycle), make an unarmed me-
gram is one year in length. Most Judges take two of these lee attack against an adjacent target using your
courses. Each course offers a small selection of specific riding skill rather than an unarmed combat skill.
skills, and a choice of two or more exploits. On a successful attack, the perp takes your un-
armed damage and is knocked prone.
Advanced Driving School [1 year] » Cling Net. Used mostly by Judges on flying bikes, the
» Prerequisites: Cadet cling net can entrap a perp when thrown over them.
» Attributes: AGI +1, INT +1, WIL +1, LUC +1 Like a Lawmaster Kick it is useful if the Judge has no
» Skill Choices: driving, engineering, gunnery, time to stop. Make a ranged attack; on a success the
law, riding target is Restrained.
Led by Judge Tutor Kelso the ADS provides Judges with » Emergency Stop. As an action, you can stop your
the best training in using their vehicles. Very popular with Lawmaster bike safely and almost instantaneously.
Street Judges some of the techniques it teaches are con- » Agile Turn. The turning circle on your Lawmaster
sidered essential among many Senior Judges. is reduced by 1 square (to a minimum of 1 square).

54
Applied Violence [1 year] Citizen Manipulation [1 year]
» Prerequisites: Cadet » Prerequisites: Cadet
» Attributes: STR +1, END +1, AGI +1, WIL +1 » Attributes: INT +1, LOG +1, CHA +1, REP +1
» Skill Choices: brawling, clubs, hardy, law, tactics » Skill Choices: law, [social], tactics
For cadets this is an ever popular specialised training dis- The actions and motivations of the average citizen are large-
cipline at the Academy of Law. Here future Judges can learn ly a mystery to the Judges. However the Academy does allow
advanced melee techniques designed to make them more the cadet to learn techniques that will enable them to interact
than a match for any street punk armed with a laz-knife. with them successfully. At the very least enough fear will be
instilled in a citizen to get them to cooperate with the Judge.
EXPLOITS
» Painful Strike. Instead of causing damage with EXPLOITS
a melee attack, you can inflict the Pain condition » Voice of the Law. You know how to speak with an
instead. authoritative voice which citizens and perps alike
» Pacification. It is not Judge brutality; it is efficient respond to. By making a CHA mental attack, you can
pacification measures. You do +1d6 damage when make a target who can hear you perform one action.
using a baton or club. That action cannot be directly harmful to the target or
» Take it on the Chin. You have learned how to take another individual. You might order a perp to freeze
a blow. You gain +2 SOAK to melee attacks. This or to drop his weapons, or you might order a civilian to
stacks with any other SOAK. move aside. If you fail in the attempt your target can-
not be affected by you using this ability in future.
Basic Mechanics [1 year] » Intimidate. You know exactly how to install fear
into others. With a successful CHA mental attack
» Prerequisites: Cadet you a target within 30’ one suffers the Afraid con-
» Attributes: AGI +1, INT +1, LOG +1, LUC +1 dition. If you fail in the attempt, your target cannot
» Skill Choices: law, [technical] be affected by you using this ability in future.
Being able to repair damaged equipment or jury rig a de- » Crowd Control (requires Voice of Law or
vice can be a very useful talent to have. Although a course Intimidate). Your Voice of Law or Intimidate at-
mostly taken by Tek Judges there are plenty of Street Judges tacks can now affect all targets within 30’ of you.
who have benefited from the skills taught on this course.
Combat Range [1 year]
EXPLOITS » Prerequisites: Cadet
» Quick Repair. Using your toolkit you can spend » Attributes: INT +1, AGI +1, WIL +1, LUC +1
two actions to quickly repair a vehicle, robot or » Skill Choices: law, perception, pistols, rifles, tactics
other mechanical object. You restore 2d6 HEALTH Putting in extra hours at the combat ranges under the tu-
to the object in question. telage of Judge Tutor Gonzalez is popular among Academy
» Performance Tweak. You can increase the SPEED cadets. Here there are firing ranges and combat zones (some
of a vehicle by 2 by spending one minute tweak-
ing its engine and throttle. The increase lasts for with pop-up targets, the more advanced use robot ‘perps’ as
one hour, after which the vehicle operates at half opposition). It all adds up to very combat savvy cadets.
SPEED until an hour is spent restoring it.
EXPLOITS
Basic Psionics [1 year] » Perfect Aim. The bonus you gain for the Aim
exploit increases to +2d6.
» Prerequisites: Cadet, PSI 1+ » Good Position. Enemies do not get ranged attack bo-
» Attributes: INT +1, WIL +1, PSI +1, CHA +1 nuses against you when they have you in a crossfire.
» Skill Choices: clairsentience, law, telepathy
You have psionic potential and have been placed into the Hot Dog Run [1 year]
Basic Psionics course for Psi Judges.
» Prerequisites: Cadet
EXPLOITS » Attributes: END +1, WIL +1, LUC +1, REP +1
» Skill Choices: hardy, law, navigation, pistols, riding,
» Psych 101. You gain 1 rank in insight, psychology, and survival, tracking
any two [social] skills. This also gives you the ability In the tenth year at the Academy of Law cadets can be
to use clairsentience or telepathy as a DEFENCE skill,
able to see attacks before they happen. sent out to patrol the Cursed Earth, the vast radioactive
» Sense Emotion. You can automatically sense wasteland that exists beyond the city limits. Led (and eval-
strong emotions in those you can see. uated) by two senior Judges they will patrol the badlands.

55
Often these patrols will have a particular objective in mind, » Emergency Trauma Procedures. You can auto-
perhaps to eliminate a roving band of mutant raiders or to matically stabilise a creature reduced to less than
track down some perp who has fled the city. zero HEALTH with two actions, ending its death
countdown pool. No creature can benefit from this
The cadets are given a Lawgiver and a Lawmaster of
healing more than once per day.
their own before being briefed on their mission. On leaving
the city the patrol is more-or-less on its own, in one of the
most inhospitable place known to man, alien or robot.
Rookie [1 year]
All the time the cadets are on their patrol the two » Prerequisites: Cadet, two Advanced Programs
» Attributes: Any four attributes at +1.
Judges leading the patrol test them to ensure they reach » Skill Choices: brawling, interrogation, intuition,
the expected standards. The exercise tests their knowl- law, perception, pistols, riding, running
edge, characters and abilities to the full; any mistake could After fifteen years of hard work, slogging through test
get them killed or expelled from the Academy (for some after test and mastering the Hot Dog Run, the cadet will
the latter is perhaps the worse fate of the two). This field progress to become a rookie. Partnered with a senior
training exercise sharpens the cadets and brings home Judge a rookie will be put through their paces to ensure
just how dangerous their lives will be once they become they have the ability to become a Judge. With their white
Judges. The lessons learnt in the Cursed Earth are as valu- helmet and half-eagle badge they enter the violent and
able as those taught in the classroom.
crime-ridden streets of Mega-City One. Only two in seven
The Hot Dog Run can only be taken as one of the starting cadets make it this far and, if they survive this final obsta-
careers of a Judge. It can be taken once or not at all should cle, they will have earned the right to be called a Judge.
other career options be preferred. This career cannot be
The streets are the test and the citizens and perps are the
taken again after character generation has been completed.
obstacles that could cause the rookie to fall at the last hur-
EXPLOITS dle. Under the watchful eye of their supervisor the rookie
» Wasteland Direction. Your time in the Cursed will have to show they have the ability to investigate crimes
Earth gave you an innate sense of direction. You properly. They will use textbook procedures to bring the
always know which way the cardinal directions are might of the law to bear upon lawbreakers. Usually they will
and you never get lost in outdoor environments. have to overcome at least one highly dangerous situation,
» Cursed Earth Survivor. You needed to scavenge,
hunt, and learn to survive in the Cursed Earth. as well as many minor offences. A slip up here would be
You are always able to find enough food in the a waste of all the years invested in them, but if they have
wild to feed yourself. made it this far they are likely to be successful.
» Less Rads. You gain SOAK 5 (radiation). A starting Judge character has to take the Rookie
» One Eye Open. You learned to sleep with one eye
open. When you are asleep, you gain the benefits career once.
of a full rest but you are considered to be awake
for all other purposes. EXPLOITS
» Obey the Law. You have learnt the art of enforcing
the citizens (and many perps) into completing any
Trauma First Aid [1 year] commands you give to them. You gain three ranks
(2d6) in intimidate; this does not increase your in-
» Prerequisites: Cadet timidate skill to more than three ranks.
» Attributes: INT +1, LOG +1, CHA +1, WIL +1
» Skill Choices: insight, law, medicine, perception » Ride Your Luck. Once per day you can recharge
your LUC pool by spending five minutes resting.
Those who wish to become Med Judges choose to take
» Only Knocked Out. One time only, when you would
these classes so they are fully prepared for their future normally have been killed, you are simply knocked
roles. However, there are just as many future Street Judges out. You wake the next day with 1 HEALTH. Once
who take advantage of this course. Over the years these you have used this ability, it is permanently gone.
Judges have saved countless lives proving the course’s » Dodge This. You are nimble; you gain +2 to your
worth, with Judges, citizens and perps all benefiting. RANGED DEFENCE score.
» Distinction. You passed your rookie assignment
EXPLOITS with distinction. You gain +2 REP.
» On Your Feet! You can heal an adjacent creature » Hardened. Your time as a cadet toughened you
1d6 HEALTH with two actions. No creature can ben- physically and emotionally. You gain +2 to both
efit from this healing more than once per day. MENTAL and VITAL DEFENCE.

56
JUDGE CAREERS and vital, roles that can be called upon to fill at any time.
If there is one thing that the Citizens of Mega-City One fear Med Judges man clean up squads where they often have
more than the gangs, organised crime and rampaging robots to deal with vast numbers of injured citizens, perps or even
that threaten their way of life, it is the Judges. The law in the Judges. They can handle almost anything that comes their
city, Judges are the police of the future armed with high tech way. They heal injuries caused by bullet wounds, chemical
weapons and equipment, dispensing justice in an instant. A burns or radiation with a variety of high-tech treatments.
Citizen who breaks the law in the city can find themselves on There are other, less visible, roles that a Med Judge will
the receiving end of a fine, iso-cube imprisonment or exile. perform. One example are the mobile autopsy units, vital for
Justice Department provides the government of the me- early detection of crime or an outbreak of a deadly disease.
tropolis, with the Chief Judge making all the most important Then there are Med Division psychologists who help Judges
decisions. Beneath him is the Council of Five, which he heads, deal with the grim realities of the streets and treat unfortu-
that advises and can make some decisions by a vote. They nate citizens suffering from a variety of dangerous ailments.
head an organisation that is highly bureaucratic, and split into There is still plenty of room for Med Judges on the streets,
many divisions. The four most prominent are Street, Med, Tek though. Having specialist experts to hand has helped many
and Psi. All of these are options characters can take. Once a major investigations. Med Judges are no weaklings, and if one
character chooses their division they will find some careers has to make a call to put a bullet into a perp’s head to save
become barred to them unless they later change division. lives, they do not even think twice about it.

EXPLOITS
Med Judge [1d6 years] » Weak Point. You know just where to shoot to cause
» Prerequisites: Rookie pain and massive bleeding. Instead of doing dam-
» Attributes: END +1, INT +1, WIL +1, LOG +1 age, you can choose to have a successful hit inflict
» Skill Choices: biology, genetics, law, medicine, the Bleeding condition on the target.
psychology » Medical Savant. You can automatically alleviate
While Street Division enforces the law in the city it is often a temporary condition, removing it, on an adja-
Med Division that has to deal with the consequences. Street cent creature. A creature can only benefit form
Judges are able to treat their own, minor injuries with a vari- this once per day.
ety of Justice Department medical kits and sprays. You keep » Drug Bag. You have one dose each of each me-
the street Judges in action when their wounds are too severe dicinal drug listed in the Equipment section. Once
for them to self-treat. While a Med Judge can patrol along- used, a drug is gone. You can replenish the bag
side their colleagues they have a wide variety of additional, fully by taking this exploit again.

57
» Exceptional Healing Hands. Using basic medical the explosion in the numbers of psychics recruitment was
equipment, you can heal 2d6 points of HEALTH ramped up and in a few short years the first psychic opera-
to an adjacent creature as a single action. Any tives were active and, not much later, the first Psi Judges.
given creature can only benefit from your heal- You were plucked from your home at a very early age;
ing in this way once per day.
the citywide testing regime had indicated you were a pos-
» Diagnosis. You gain a +1d6 bonus to all scans
sible candidate for Psi Division. Finding you fit the require-
made with a medical scanner, and a +1d6 bonus to
identify and treat diseases. Make a Difficult [16] ments you were enrolled into the Academy of Law, where
LOG check. If you succeed, you discovered a new in addition to your normal studies your latent powers were
disease or illness which is named after you; you nurtured until you were ready to hit the streets.
also gain 1 bonus REP attribute point. Now you serve Mega-City One and the Judges against
» Merciful. You are proficient at using your both mundane and supernatural threats. You could join
Lawgiver’s electrical stun-charge setting, and dou- the elite Exorcism Division or train to become a spe-
ble the range increment when doing so. cialist to make your powers more potent. Or you could
» Emergency Procedures. You can expend LUC dice become a powerful Psi Judge who patrols the streets,
(choose how many) to restore HEALTH equal to a roll where your powers are most needed.
of those LUC dice in an adjacent creature. This is not
limited by the usual restriction that a creature can only EXPLOITS
benefit from a given source of healing once per day. » Precog Shot. If you fire at a perp before they get
to act, you get +1d6 to the attack roll.
Psi-Judge [1d6 years] » Psychic Battery. You have vast reserves of psy-
» Prerequisites: Rookie, PSI 1+ chic power. Roll 3d6. You gain that many additional
» Attributes: INT +1, WIL +1, CHA +1, PSI +1 Power Points.
» Skill Choices: clairsentience, insight, law, [social], » Mental Conditioning. You have tougher mental de-
telepathy fences than most. You gain +4 MENTAL DEFENCE.
» Precog Defence. You instinctively sense attacks
The Atomic War destroyed much of the world. It also
before they happen. You gain +2 to both MELEE
marked the point where psychic powers became widespread. and RANGED DEFENCE.
The Judges were already prepared, having set up Psi Division » Psionic Power. You gain one psionic power for
some years before to investigate the paranormal. With which you qualify.

58
Street Judge [1d6 years] » Freeze! You can compel a target to “freeze!” with
a CHA mental attack (your intimidation skill can be
» Prerequisites: Rookie used to support this). If successful, the target stops
» Attributes: STR +1, END +1, INT +1, REP +1
» Skill Choices: brawling, climbing, clubs, conviction, in his tracks and is Dazed. The target must be able
hardy, interrogation, jumping, law, local knowledge, to understand you and have an INT attribute of 2 or
pistols, riding, rifles, running, tactics more. You can only do this to a given target once.
You are a Judge at the front end of the struggle against » Lawmaster Savant. Your riding skill increases
crime. You have a near encyclopaedic knowledge of ‘the to 6 ranks.
law’ and you can withstand punishment that would send » Fist of a Judge. You are trained in close quarters
an ordinary citizen to Resyk. You are ever vigilant to crack combat. Your unarmed damage increases by +1d6.
down upon the slightest infraction that a citizen commits, » Bouncer. You are used to dealing with drunkards.
You gain a +1d6 bonus to all checks versus an in-
ready to hand down fines, iso-cube sentencing or even ex-
toxicated creature.
ecute a particularly dangerous individual.
» Troublesense. You are easily able to spot trou-
Most street Judges patrol Mega-City One on their ble before it happens. You gain a +1d6 bonus to
Lawmaster bikes, sometimes singly and on other occasions INITIATIVE checks.
as part of a larger group. You spend most of your time on » No Collateral Damage. Holding a human shield is
the streets fighting crime. You will return to the local sec- pointless when you are around. You will fire any-
tor house to drop off prisoners, complete interrogations or way. You suffer no penalties when firing into melee.
paperwork, get some sleep in the sleep machines and to » Collateral Damage (requires No Collateral
replace damaged or expended equipment. Damage). Sometimes it is worth the price. When
Street Judges excel at the day-to-day challenges that face firing into melee, you can choose to hit an ally
them. Their superior equipment and training makes them (or human shield) as well as the intended target.
deadly opponents; a single experienced Judge is often more Perhaps you shoot straight through your ally’s
shoulder. You do normal damage to your ally but
than capable of dealing with entire gangs of perps.
double damage to the perp.
EXPLOITS » Get On With It. Your fellow Judges do not have
much patience for whining about minor injuries.
» The Law. You are the LAW and perps know this. Your
intimidate skill increases to 6 ranks. Once per day you can pause for two actions and
» Judge Backup. You can call for backup when with- recover 2d6 HEALTH.
in your city. Within 3d6 minutes, 1d6 Street Judges » Lawgiver-Adept. You can use your free action to
will arrive to help out. change your Lawgiver’s ammunition type.

59
Tek Judge [1d6 years] EXPLOITS
» Technical Knowledge Base. Choose four [techni-
» Prerequisites: Rookie cal] skills. You gain these four skills at 1 rank (1d6).
» Attributes: INT +1, LOG +1, AGI +1, LUC +1 This does not increase the rank of an existing skill.
» Skill Choices: driving, law, riding, [technical]
» Diagnostics. You can automatically tell what’s wrong
You are a Tek Judge and are responsible for keeping the with a machine very quickly. This works on any ma-
Judges’ technology functioning. From a simple canister of chine, computer, electronic device, robot or vehicle.
stumm gas to the complex firing mechanism that helps the » Explosives. You can create explosives from com-
Lawgiver deliver the right kind of ammunition at the right mon items and surroundings. The explosive takes
time, you can maintain, and even improve upon, these items. 30 minutes to make and causes 3d6 heat damage
to all within 5’. The explosive can be stored, but
When a Judge rides out on their Lawmaster they know that only for up to two hours.
the bike can be trusted to deliver the performance they need; » Improvised Repair. You can temporarily repair and
it will not let them down. They know that the Tech Division jury-rig a broken item of size Medium or smaller by
Judges have made sure this will be the case. Every Judge spending five minutes with it. The item will operate
in every division relies on their equipment and it is the Tek for a number of minutes equal to your LOG check.
Judges who ensure it works at its peak efficiency. If you spend one hour with it, it will operate for a
number of hours equal to your LOG check. If you
You have a vast knowledge of electronic, engineering, spend one day with it, it will operate for a number
computer and tech systems that is almost as encyclopaedic of days equal to your LOG check.
as Dredd’s knowledge of the law. In your role as a Tek Judge » Performance Upgrade. You can improve a piece of
you may find yourself on the streets, testing the latest your own kit, and others, but this causes stress to
equipment or using your specialist skills in an investigation. the device. It takes you one minute to perform the
Alternatively, you might be part of a forensics team, sifting upgrade, which makes the device one quality cate-
gory higher, but after an hour the device will break.
through vast amounts of items to find the vital clue that » Saboteur. You are able to disable any mechanical or
breaks a case wide open. The roles available to Tek Judges electronic device to which you have access. This ex-
vary widely and your work is just as important, if not more ploit does not open a locked door (disabling the lock
so, than that of Judges from other divisions. just means it remains stuck in whatever configura-
tion it is currently in). This takes you five minutes.
» Robot Repair. Using basic engineering equipment,
you can heal 1d6 points of HEALTH to an adjacent
robot as a single action. Any given robot can only
benefit from your repair in this way once per day.
» Exceptional Robot Repair (requires Robot
Repair). Your Robot Repair ability increases to
2d6 points of HEALTH.
» Boom-boom. When using a Lawgiver’s hi-explosive am-
munition type, the burst radius increases from 1 to 2.
» Weak Point. You can spot the weak point in a
Robot, and can consequently ignore its SOAK by
expending a LUC die.

SPECIALITY JUDGE CAREERS


As Judges become more experienced they can pro-
gress towards a more nuanced career in the Justice
Department. These careers are extremely varied and
take into account both the mundane and the more eso-
teric sub-divisions of Psi Division.

// Advanced Training Refresher Courses


Judges are always able to return to the Academy of
Law to perfect their skills. Any of Advanced Driving
School, Applied Violence, Basic Mechanics, Citizen
Manipulation, Combat Range or Trauma First Aid may
be taken as a career. Psi Division Judges can take any
of these courses plus Basic Psionics.

60
Block Judge (1d6 years)
» Prerequisites: local knowledge, at least one divi-
sion career as a Med, Psi, Street, or Tek Judge
» Attributes: INT +1, CHA+1, WIL+1, REP +1
» Skill Choices: counselling, insight, interrogation, law,
local knowledge, negotiating, perception, running
City blocks are massive edifices that can house tens of
thousands of citizens and include all the facilities they
need to live out their lives. Most blocks have a Judge or
two assigned to them permanently, dealing with the local
perps and gangs, while the largest and most troublesome
may have an entire squad stationed there.
As a Block Judge you know every inch of your patch, you
know all the ‘local characters’ and their quirks. Any other Block
Judges stationed with you are trusted comrades, you will have
made many arrests alongside them. While letting a Judge be-
come familiar with his territory is a benefit to the rule of law
the local perps can become familiar with their resident Judges.
If they are able to spot a weakness then they will exploit it to
the full, which can cause greater problems down the line.

EXPLOITS
Air Patrol (H-Wagons) (1d6 years) » Runner. Block Judges do not have Lawmasters;
this means they have to run a lot more. You gain a
» Prerequisites: at least one division career as a +2 SPEED bonus.
Med, Psi, Street, or Tek Judge , piloting » My Block. You know this block really well, all the
» Attributes: AGI +1, INT +1, LUC +1, REP +1 hidden places and can use shortcuts to get the
» Skill Choices: astronomy, electronics, gunnery, drop on perps. Designate your block. You can make
law, navigation, piloting spend a LUC die at any time to recall a short-cut.
Justice Department has a vast array of different » Oh, She Lives There. You know who lives where in
your block, so if you need to find a citizen you can
H-wagons at its disposal, the largest have a crew of dozens use this to track them down quickly.
and are powerful war machines. Most of these larger craft » All for One. When working together with other
are kept in reserve against the threat of foreign aggres- Block Judges as a squad in an encounter all Judges
with this exploit are is able to share their LUC pools.
sion, although they can see use against major dangers » Weapons Armoury. You have a secure weapons
within the city. Smaller vehicles can fulfil a host a roles, cache, useful if there is a block war, invasion or other
from sweeping down to save suicidal leapers to providing major incident. The cache includes a complete set
of spare weapons for every Judge assigned to the
surveillance from a distance. Their speed and flexibility al- block, plus a full set of spare ammunition. If this ex-
lows them get to a crime scene quickly in order for their ploit is taken a second time the cache also includes
crews to deal with any perps far more quickly than ground secondary weapons for every Block Judge, either a
based units. scatter gun or Lawrod for them all, plus ammunition.

Air Patrol is a vital aspect of Justice Department and Bodyguard (1d6 years)
has multiple peacetime roles. In times of war they pro-
» Prerequisites: at least one division career as a
vide ground support, reconnaissance and target acqui- Med, Psi, Street, or Tek Judge
sition for ground units. » Attributes: STR +1, END +1, INT +1, WIL +1
» Skill Choices: brawling, club, concentration, driving,
EXPLOITS hardy, law, perception, pistol, reactions
» Need for Speed. You can push your H-Wagon to In a city as massive as Mega-City One there are always
the limit, adding +2 to its SPEED. going to be those in need of specialist protection. Bodyguards
» Turret Gunner. You gain +1d6 to your checks when are Judges trained in the procedures and skills necessary to
using the main weaponry of an h-wagon. keep their charges alive. The techniques mean you have to be
» Evasive Flying. When you are flying an H-wagon it always alert to any risks, not prone to distractions that may
gains +4 DEFENCE. be staged, and be an expert in combat and driving.

61
A bodyguard might be protecting an important foreign EXPLOITS
dignitary, a defence contractor, high ranking city official » Clues. If there are clues to be found at a crime
or a member of the Council of Five. In all cases he has a scene, you locate them within 5 minutes.
solemn duty to prevent harm from coming to those he pro- » Identify Substance. You can identify by sight any
tects, even at the cost of his own life. mineral or metal based substance automatically.
» Inspiration. Once per day you can ask the Game
EXPLOITS Master a question about the case you are working
on; it must be a question which can be answered
» Take A Bullet. You can take a bullet (or any other at- yes/no, and the Game Master will answer truthfully.
tack for your charge). If you are within 10’ of an ally who
has been hit by an attack, you may, as a reaction, move
adjacent to your ally and take the damage for him. Cursed Earth Circuit Judge (1d6 years)
» Scanning the Crowd. You are very hard to am- » Prerequisites: at least one division career as a
bush. Those attempting to ambush you suffer a Med, Psi, Street, or Tek Judge
-2d6 penalty to their checks. » Attributes: STR +1, END +1, WIL +1, REP +1
» Durable. You are tough, trained to take damage. » Skill Choices: animal handling, botany, law, sur-
You gain +2 natural SOAK. vival, tracking, zoology
» Scrapper. You can fight with improvised weapons,
hand-to-hand, and daysticks with great skill. You You bring law to the lawless and are free from the day-
gain +1d6 to attacks with any of these. to-day reports and volumes of regulations that is part of
» Outnumbered. When you are outnumbered, you get being a Judge on the streets of Mega-City One. You hunt
better. The more the odds are against you, the great- down the criminal bands and outlaws who haunt the dev-
er you are able to use the enemies’ numbers against
them. For every multiple of your party, you gain astated wastelands of the Cursed Earth.
+1d6 to attribute checks. For example, if your party Within the wastes are regions which are extremely fertile.
consists of four Player Characters, you gain +1d6 to Using the latest techniques these areas provide vast amounts
attribute checks when faced by eight foes, and +2d6 of the food by Mega-City One. However, the ranches and aqua
when faced by twelve to a maximum of +3d6..
farms are susceptible to attacks by savage mutant bands,
deadly Cursed Earth fauna, outcasts from the city and the
Crime Scene Processor (1d6 hours) dreaded Gila Munja. In addition to these outposts of civilisa-
» Prerequisites: at least one division career as a tion there are small townships that will on occasion request
Med, Psi, Street, or Tek Judge aid; if they are capable of providing it the Judges often will do
» Attributes: INT +1, LOG +1, CHA +1, LUC +1
» Skill Choices: chemistry, forensics, insight, law, so. These outposts can, after all, save an injured Judge out
perception, tracking on patrol or help in the recovery of a lost Hot Dog Run patrol.
You are a Crime Scene Processor, a Judge trained to the
highest degree in forensic techniques when compared to
the average Street Judge. Equipped with a selection of
high tech equipment you get results from a scene almost
instantly. The evidence you gather is much more accurate
than the crime labs of yesteryear. You cannot help but pity
those who came before you, their methods providing them
with a very slim insight into crime.
Often there is no need in taking samples back to the lab
for analysis. Your portable equipment can analyse any
DNA evidence and compare it with the huge reams of data
kept by PSU (Public Surveillance Unit). With a near com-
plete record of the 800 million citizens who call Mega-City
One their home positive matches can be made within a few
minutes of processing a crime scene.
You have a solid combination of Judge skills, instinct (gut
feelings) and an analytical mind that lets you break down a
scene. Using data from a scene holographic images can be
produced, recreating the events and revealing important
facets of the crime. From ballistics to the number of perps
and the relative positions of all those involved (perps and
victims alike) - all can be mapped out in seconds.

62
Depending on the manning situation in the city Cursed Earth
Judges are often those seen as the most expendable. Their at-
titudes might be seen as lax, their Judgement occasionally too
lenient. A stint in the wastes is sometimes seen as a cure for a
good Judge with odd notions of what their role represents. If
they foul up there at least it will not be anybody else’s problem.
A tour of duty in the Cursed Earth can also provide vital
intelligence for Justice Department on any threats that
are emerging in the wastes. Often a Judge on the spot can
eliminate a problem before it becomes dangerous.
Other Circuit Judges are volunteers or have been sta-
tioned there due to an increase in the problems from that
quarter. It is likely you were assigned to a punitive expedi-
tion to deal with a specific threat.

EXPLOITS
» Radiation Resistance. You gain +5 SOAK (radiation).
» Cursed Earth Hazards. You gain a +2d6 bonus to
spot hazards and traps.
» Hostile Terrain. You do not suffer movement pen-
alties for moving across difficult terrain.
» Last Stand Weapon. You have access to a power-
ful weapon, such as the Widowmaker 2000. You
gain one weapon worth up to 5,000cr. it using MAC. Gains a bonus dice whenever using
» Monster Hunter. You specialise in taking down MAC for any activity requiring a roll to be made.
the most dangerous creatures that inhabit the » It’s Who You Know. You can always get an audi-
Cursed Earth. When you are fighting a mutant or ence with a superior ranking Judge if there is
a creature of size large or larger, you can spend cause to do so. This can be as simple as getting a
a LUC die to do double damage to it. message through to a watch commander about
a case to secretly informing the SJS of suspect
behaviour in a fellow Judge. This cannot be used
Desk Judge [1d6 years] frivolously or maliciously. If this happens the ex-
» Prerequisites: at least one division career as a ploit cannot be used for a lengthy period of time
Med, Psi, Street, or Tek Judge afterwards. How long this period lasts is up to the
» Attributes: INT +1, WIL +1, LOG +1, CHA +1 Game Master’s discretion, but it certainly will not
» Skill Choices: [academic skills], bureaucracy, be available the next time the player tries to use it.
computers, concentration, negotiating
Many Judges are not fit for the streets and end up in Exorcist (1d6 years)
support roles, many performing administration tasks as » Prerequisites: Psi Judge, PSI 6+
Desk Judges. These dedicated Judges ensure prison- » Attributes: INT +1, WIL +1, PSI +1, REP +1
ers are processed, interrogation booths are booked by » Skill Choices: clairsentience, law, paranormal,
telepathy, theology
investigating Judges and supplies are kept at optimum
Psi Judge Exorcists are the most at risk group of Psi
levels, among many other tasks. They may not be heroes
Division operatives. They come into contact with all sorts
and their efforts are certainly unsung, but without Desk
of supernatural forces and are the first and last line of de-
Judges the entire system would soon fail. fence against such phenomena.
It is possible for active service Judges to work as Desk Ghosts, hauntings, possessions and other dark forces all
Judges but with the need for manpower elsewhere this is seek to wreck havoc in the city, and can tear minds apart.
not something that is encouraged. But the Exorcist Psi Judge can purge these threats and fight
back with immense reserves of psychic and mental power.
EXPLOITS
Only experienced, powerful Psi Judges will be recruited
» Play the System. You know how to deal with
the bureaucracy of requisitions. You have dou- into Exorcist Division, and even then they have to have shown
ble your normal requisition cap. some ability against the supernatural. While there have always
» Systems Familiarity. Whenever data needs to be been folktales about malignant entities it is only in recent
analysed the Judge knows the best way to go about times that tangible evidence has proven their existence. Indeed

63
the amount of supernatural events is multiplying, perhaps of equipment, trying to turn off the source of the
in response to the increased numbers of psykers and this is radiation or sealing the bulkhead door to prevent a
one of many worries for Justice Department. Other theories fire from spreading, for example.
abound as to the cause of this increase, one even suggesting » Desperate Times. If death appears almost certain
the existence of the Exorcist Judges as the driving factor… and the Judge has already used his LUC dice he may
use all his LUC dice once again in one last desper-
EXPLOITS ate attempt to save the day. If they are successful in
whatever action they use these special LUC dice for
» Out, Out Damn Spot. You can force supernatural
entities out of their possessed victims more suc- they suffer a permanent loss of 1 LUC from now on.
cessfully than other Psi Judges . Make a CHA men- » Elite Team. You can use LUC to help another play-
tal attack (you can use your paranormal skill). On a er try and complete a task, but every LUC is worth
success the possessing entity is forced out of the two dice, not one. Can only be used once per day.
victim. This takes two actions.
» I’ve SEEN Things. In any 24 hour period, the
first time you suffer from the Afraid condition
you may ignore its effects.
» Eldritch Eyes. Your eyes are attuned to the spirit
world; you see it over the top of the mundane. You
gain the ability to spot phantoms, astral projec-
tions and other psychic phenomena whenever they
are within your normal field of vision.
» Ghostbuster. Your psychic power can be used to trap
spirits for a short time. By making a CHA mental attack
you can render a spirit Restrained.
» Sense Evil. You can automatically sense the pres-
ence of malevolent, supernatural entities within 5’
per point of INT. You do not learn the exact location
of the entity, only that it is present, and can detect it
even through walls and other physical obstacles.

Holocaust Judge [1d6 years]


» Prerequisites: at least one division career as a
Med, Psi, Street, or Tek Judge
» Attributes: STR +1, END +1, INT +1, LUC +1
» Skill Choices: hardy, heavy armour, [physical
skills], piloting, resistance
Life for most Judges is dangerous and every day Judges die
in the course of duty. However there are some roles that are
far more dangerous than others. The most deadly is a position
within the Holocaust Squad, a tight knit team that can be sent
into deadly situations with little or no chance of survival. Interrogator (1d6 years)
Extensively trained for extreme conditions the Holocaust » Prerequisites: insight, at least one division career
Squad can be expected to deal with manmade and natural as a Med, Psi, Street, or Tek Judge
disasters. Their specialist equipment allows them to com- » Attributes: INT +1, LOG +1, LUC +1, REP +1
plete all but impossible missions. » Skill Choices: bluffing, concentration, insight, in-
terrogation, intimidate, law, perception
To become a Holocaust Squad Judge is considered a
You have conducted hundreds, if not thousands, of inter-
death sentence. Few volunteer, and those who do are rig-
rogations and have shown a knack for them. As a result
orously tested to check they do not merely have a death
wish. The vast majority are transferred in, often having you are often called upon to perform interrogations at
failed in some duty and are expected to make up for that your sector house, using your skills on recalcitrant perps.
failure by placing themselves at extreme risk. All Judges are trained in the use of the basic birdie lie de-
tector, but you are far better in its use. You also can use more
EXPLOITS advanced machines that can be found at sector houses or at
» One Last Turn of the Screw. When receiving the Grand Hall of Justice. When attached to a team question-
enough damage to be knocked unconscious the
Judge gets to make one last, heroic action. This ing a perp you are more often than not the one to detect the
can include shooting at an opponent, using a piece half-truth or to break the will of the interrogated suspect.

64
EXPLOITS Maintenance (1d6 years)
» Confessional. Your insight into the minds of others en-
ables you to draw confessions from them. Make a CHA » Prerequisites: at least one division career as a
mental attack; on a success, your subject will blurt out Med, Psi, Street, or Tek Judge
a truth. This only works once on a given target. » Attributes: STR +1, AGI +1, LOG +1, LUC +1
» Interrogation. When interrogating a subject, time » Skill Choices: computers, law, [technical]
intervals are dropped by one category. You always had that knack with equipment, from the latest
» Recognise Lie. You are an expert at spotting lies. invention from Justice Department’s R&D labs to already es-
If your subject does not have the bluffing skill, you tablished technology used every day on patrol by the Judges.
automatically spot untruths. You have specialised in the repair of equipment and have learnt
» Enhanced Interrogation. You can use dubious some invaluable skills that you can use out on the streets.
methods to extract information from a subject.
Choose a number of dice and roll them; you gain While your role is unglamorous it is vital. You repair damaged
that number as a bonus to your attribute checks equipment (and there is a lot of damaged equipment to repair!).
to interrogate, but you also cause that amount of Guns can jam and brakes fail without proper maintenance; most
damage to your subject. of your work is to overhaul equipment so that it will not let their
user down when it counts. The checks you carry out can spot
Lab Rat (1d6 years) faults before they become dangerous, by replacing a worn part
you can prevent something more serious going wrong.
» Prerequisites: any [scientific]., at least one divi-
sion career as a Med, Psi, Street, or Tek Judge EXPLOITS
» Attributes: INT +1, LOG +1, WIL +1, LUC +1
» Skill Choices: computers, law, [scientific] » Half the Time. You can always halve the time it
takes to do any kind of repair.
You work in a laboratory, carrying out research or testing » Fault Tester. When a machine does not work you
new designs. The might of Justice Department is built on know automatically what the problem is.
the foundation of its superior technology, were it to fail then » Quick Repair. You can repair any machine in five
the perps would take over and chaos, not law, would reign. minutes, restoring half its total HEALTH score.
» Constant Maintenance. Choose one item. That item
There are many different roles your research can take. » is under constant maintenance from you. It counts
From the mundane that could improve a weapon by a as one quality level higher than it actually is. You can
small fraction to discovering a cure for a new disease. The change the item for another at any time (this takes
number of potential fields is vast and you will specialise in an hour), but only one item at a time can qualify.
one or two related areas.
Areas of research you may become involved in include
Manta Patrol [1d6 years]
biological weapons (both their development and methods » Prerequisites: driving, at least one division career
as a Med, Psi, Street, or Tek Judge
of combating them), weapons development (the legendary » Attributes: INT +1, WIL +1, CHA +1, REP+1
Lawgiver is the result of years of design and trials), time » Skill Choices: computers, driving, gunnery, law,
travel, inter-dimensional technology, psychic phenomena navigation, tactics
(alongside Psi Division) and space phenomena. Introduced in 2106 the Manta Patrol tank is one of the
The skills and knowledge you gain as a result will result in most versatile weapon platforms available to Justice
you being one of the first to be called in when a case might Department. Its heavy firepower is enough to quell most
involve your area of expertise, making for an exciting life! serious incidents but it also carries a team of street
Judges with their Lawmasters. This allows rapid deploy-
EXPLOITS ment where circumstances dictate.
» Scientific Knowledge Base. Choose four [scien- The manta is a large hover-tank that can be used in riot-
tific] skills. You gain those four skills at 1 rank (1d6). control, dealing with large juve gang rumbles and block
This does not increase the rank of an existing skill. wars as well as wartime combat roles. The crew usually
» Modify. You are able to modify the output of any
energy weapon or device to any other energy type consists of Tek Judges, with a squad of four Street Judges
of your choice. This takes one minute. The device also assigned. The exact make-up of the crew does vary
operates for five minutes, but breaks permanently with some manta variants performing casualty evacuation
when this time is up. roles with Med Judges instead of Street Judges and one is
» Analytical Eye. You are able to identify the resist- even held in reserve in case the Judges of Exorcist division
ances, immunities and vulnerabilities of any creature need to get somewhere fast in a powerfully armed vehicle.
you can see with a Difficult [16] LOG check; if you
use a hand-scanner, it is only a Challenging [13] LOG This career is not available to Judges unless the current
check. This requires two full actions of observation. year is 2106 or later.

65
EXPLOITS » Traffic Cams. You access the city’s traffic and sur-
» Quick Start. If your tank is within one move incre- veillance cams, run facial recognition software, and
ment of you, you can move to it, start the engine, attempt to locate a target. Make an INT (surveil-
and move away at the vehicle’s SPEED all with just lance) vs. AGI (stealth) check to locate your prey.
two actions (one turn). » Surveillance Records. You access historical sur-
» Hot Pursuit. You can push a tank to extreme veillance data. Choose a public location in the city;
speeds, increasing its SPEED by 2. you can see into the past up to one week. If you
» Evasive Driving. When you are driving a tank, it take this exploit again, you can go back one month.
gains +4 DEFENCE. » Observant. You spot things really well, picking out
» Damage Control. You are trained to put out on- the tiniest clue. You gain +1d6 to perception checks.
board fires and mitigate damage. You can spend an
actions to repair your tank by 2d6 HEALTH. Riot Squad (1d6 years)
» Prerequisites: at least one division career as a
Public Surveillance Unit (PSU) (1d6 years) Med, Psi, Street, or Tek Judge
» Prerequisites: at least one division career as a » Attributes: STR +1, END +1, WIL +1, REP +1
Med, Psi, Street, or Tek Judge » Skill Choices: brawling, clubs, hardy, heavy ar-
» Attributes: INT +1, AGI +1, LOG +1, WIL +1 mour, law, resistance, shields, tactics
» Skill Choices: computers, electronics, insight, law Judges are often seconded to the Riot Squad where they
local knowledge, perception, stealth, surveillance have to deal with all manner of events. They can face boister-
PSU provide the Judges with the ultimate in surveil- ous crowds at orchestral concerts, marches protesting about
lance. They collate and record everything that the cameras not enough bad weather, juve gang rumbles and block wars.
under their control see, and even those that are nominally Judges who excel in using their daystick against such mobs
in private hands. They can use their recordings to track a are often noticed and put on special duty for a while.
gang of perps to their hideout or call in units to deal with Having joined the Riot Squad you are on call, ready to don
any situation they uncover using their cameras.
your own heavy amour and eager to take on the worst that
Data is an ever changing and free flowing commodity Mega-City One is capable of throwing at you. The Riot Squad
in Mega-City One. At PSUs’s secret headquarters, this has specialised equipment to deal with crowds. The most nota-
information is collated, put it in context and thousands ble being the immobilising riot foam and the sometimes deadly
of cameras delivering countless of hours of footage are stumm gas. The latter is only to be used in an emergency
observed. Every single member of the 800 million strong where many more fatalities would otherwise be expected.
population of the city is collated in numerous ways, from
The Judges of the Riot Squad can expect to be called
DNA to transactions, Big Brother is watching them 24-7
up from their normal duties several times a week. It is not
and, for the most part, they remain unaware.
work for the faint-hearted!
You are responsible for keeping tabs on perps, important
citizens and watching for pro-democracy activists, those EXPLOITS
agitators who would bring down the rule of the Judges » Gas Attack. You can withstand gas for a longer
and as such are near the top of your watch list. time without a respirator. You ignore the effects of
PSU algorithms can predict crimes and potential criminals, toxic gases for one round per point of END.
» SMACKDOWN! You make a daystick sing in your
their activity leads to a data footprint and their transactions
hand, and can knockout perps with ease while using
can point to evidence. A specific group of items bought togeth- it. On a successful attack you can, instead of causing
er on one day, with a seemingly innocuous household chemi- damage, choose to cause the Dazed condition instead.
cals and a basic electronic device can be a cause for alarm and » Shieldbrother. When adjacent to another character
further investigation. Many crimes are foiled by PSU, although in a riot shield wall, you get +2 DEFENCE. If adjacent
their sterling work is rarely recognised; other Judges often look to two or more in the riot wall, you get +4 DEFENCE.
» Good Arm. You could play aeroball; you can throw fur-
down upon them. Except when their help is needed, of course. ther than most Judges or people. The distance you can
throw a grenade or other object is increased by 50%.
EXPLOITS
» Camera Hound. You always have some kind of con- Senior Judge [1d6 years]
cealed surveillance equipment running. Anything
you witness can be played back at will, and is » Prerequisites: REP 10+, at least one division ca-
stored on a remote server. reer as a Med, Psi, Street, or Tek Judge
» Network Search. You can use a networked com- » Attributes: LOG +1, WIL +1, CHA +1, REP+1
puter to answer any question to which the informa- » Skill Choices: bluffing, bureaucracy, concentra-
tion would be known. This takes one minute, and tion, law, leadership, local knowledge, negotiating,
can be performed once per day. politics, teaching

66
You have done your time on the streets of Mega-City gain a SOAK bonus of +2, which stacks with any
One and then some. You can barely remember your days other SOAK you have.
as a cadet or rookie, and few of the citizens and perps you » Platoon Leader. You grant your entire party a +1d6
have dealt with over the years. You have shown yourself INITIATIVE bonus as long as they are within 30’ of you.
» I Am The Law! (requires The Law). You can
more than competent and have garnered praise from your strike the fear of the the law into crowds. Make
superiors, becoming a Senior Judge. a mental REP attack against each target within
While your day-to-day duties can be little different to 30’. On a success, the target is Dazed.
those of most other Judges in your division you have ex-
tra responsibilities. You might get an assignment to lead Sharpshooter [1d6 years]
a crack team to bring a particularly troublesome perp to » Prerequisites: rifles, at least one division career as
justice or to ensure the latest craze among the citizens is a Med, Psi, Street, or Tek Judge
suppressed should it get out of hand. You might have to » Attributes: INT +1, END +1, WIL +1, LUC+1
take over a more senior supervisory role, such as a watch » Skill Choices: climbing, concentration, law,
commander, due to some unforeseen circumstance, your perception, rifles, stealth
superiors possibly viewing this as a permanent move. Your target’s life can be distilled down into a single mo-
ment, a deep breath held for what appears to be an impos-
You also gain the responsibility of supervising rookie
sibly long time. A squeeze of a trigger and the perp’s head
Judges every once in a while. You examine their abilities and
blossoms into an explosive shower of bone and grey matter.
judgement and eventually make a decision as to whether
they are worthy to take the full badge and eagle of a Judge. Excellent scores at Justice Department’s firearms training
program, especially in long range engagements and tactical
You have the battle scars to show the life you have led.
fire support classes, has led you to this specialised career.
Your logbooks are full of the arrests, convictions and the
dreaded paperwork that you have had to fill in over the You are a sharpshooter, a Judge who excels at killing
years. You are still far from the Long Walk though, there perps with sniper fire. You make precision takedowns on
remains plenty of work to be done to keep order on the targets that may be heavily armoured, robotic in nature
streets and you are more than willing to impart what you or just too difficult for anybody else to deal with. You have
know to the next generation of Judges. access to the best long distance firearms that Justice
Department can supply and you are an expert on guns.
EXPLOITS You are often deployed supporting a group of Street
» Rookie. You are accompanied by a Rookie Judge, Judges, covering them from an H-Wagon or high vantage
who you are mentoring and evaluating. The Rookie point. You excel tracking moving targets and you can pick
will obey your orders. Create a Grade 4 Rookie..
» Mean Streets. You have survived longer than most out a target in a crowd from hundreds of metres away.
Judges do, so you have a much better knowledge Sharpshooters are the backbone of a Judge tacti-
of Mega-City One. You can recall the details of any cal assault unit and are an advanced Judge Player
citizen, corporation or location with a LOG check Character career. They make an excellent addition to a
using the table below.
group of Player Character Judges who prefer using a
Information Required About Difficulty tactical approach to eliminating their targets.
Location Difficult [16]
EXPLOITS
Organisation / Corporation Demanding [21]
» 360 No Scope. Any rifle you use is considered to
Perp Strenuous [25] have a scope, even when it does not, adding 50%
Citizen Severe [29] to the weapon’s range increment. If it has a scope,
then it is considered to have an advanced scope
» One Heck of a Shot. When using your lawgiver you instead, adding 100% to the weapon’s range incre-
do +1d6 damage. ment. If it has an advanced scope, you suffer no
» Lawmaster Stunt. You and the bike are one. You can penalties at all for range increments (although you
jump twice the distance on your Lawmaster, or per- can still only fire out to five increments).
form other stunts while on the Lawmaster as though » Target Lock. Once you spot a target, you can track
you were in a Stunt Area, even when you are not. them, even if they go out of sight for a while. You
» Commanding Voice. You have a really command- spend an action to Aim (using the Aim exploit);
ing voice, one which rookies fear and awe. Your from now on, until you aim at another target or
intimidate skill increases to 10 ranks. leave your position, you are considered to be per-
» Battle Scars. You have received so many battle manently aiming at that target, gaining the +1d6
scars that you sometimes do not notice injury. You Aim bonus without having to spend any actions.

67
» Vantage Point. You gain an additional +1d6 to at- EXPLOITS
tack with a ranged weapon if you are at least 30’ » Zero-G Born. You treat zero-g as a natural move-
higher than your target. This stacks with the regu- ment mode, moving at your full SPEED.
lar +1d6 bonus for high ground. » Acclimatised. Missions into hostile environments
make you used to changes in gravity. Your move
Space Corps (1d6 years) speed in high and low gravity (but not zero-g) is
equal to your regular SPEED.
» Prerequisites: at least one division career as a » Bridge Officer. If you are commanding a starship,
Med, Psi, Street, or Tek Judge all bridge officers gain a +1d6 bonus to starship op-
» Attributes: INT +1, LOG +1, CHA +1, REP +1 erations from your presence.
» Skill Choices: astrogation, gunnery, law, piloting,
starship tactics, survival, xenology, zero-g
The Space Corps projects the power of Justice
Special Judicial Squad (1d6 years)
Department into the Solar System and beyond. With a fleet » Prerequisites: at least one division career as a
of powerful ships it protects trade with other worlds and Med, Psi, Street, or Tek Judge
» Attributes: INT +1, LOG +1, CHA +1, REP +1
species, and will track down perps fleeing into the vastness » Skill Choices: insight, intimidation, law, perception,
of space. It also protects the city, indeed all of Earth, from [subterfuge]
alien threats and there are many of those. The Special Judicial Squad, the SJS, are an elite within
You have been assigned to join the corps for a tour of Justice Department. They have to be for the perps they
duty which allows you to be selected for dangerous off- have to deal with are the most dangerous of all – rogue
world missions. You are trained in Zero-G combat tech- Judges! You have been recruited into the SJS and have
niques and all manner of survival skills that allow you to gained the responsibility for keeping tabs on your fellow
function in the hostile regions of space. Judges. No one is safe from scrutiny, not even Joe Dredd.
You might help administer Random Physical Abuse Tests
You must deal with alien, off-world and colony threats. and try to break a Judge in a variety of ways.
The Space Corps Judges excel at this, for they are a mili- If there is evidence of a bad apple in the ranks it is
tary arm of Justice Department. Many members of the almost always the SJS who perform any investigation.
corps are pulled out of the Academy of Law at an early They will gather the evidence and if the suspect is guilty
age, usually because they show an aptitude and interest in they will be sent to the most isolated and harsh prison
the types of skills needed. available – the Titan penal colony.

68
Every sector house will have a pair of SJS Judges to convictions and no major black marks against your name. You
ensure any investigation can have local assistance. Others may be called upon to lead teams of Judges created to deal
form task forces to root out the most cunning of the with specific problems or crises. You might even be given tem-
rogues. You have been seconded to the SJS for a period porary command of a watch or even a sector house to see how
and now can draw on that experience in the field; especial- well you perform. One day you may find yourself unable to
ly should you uncover evidence of corruption. One thing work the streets but having experience in a command position
uniting most SJS Judges is their belief that the worst
means there could be a future for you once your reflexes slow.
criminal offenders are those who disgrace the badge.
There is no obstacle they will not overcome to bring the EXPLOITS
worst of the worst down.
» Tactical Expertise. You gain +1d6 to initiative
Who watches the watchers? You do! checks and checks to ambush..
» Advanced Tactics (requires Tactical Expertise).
EXPLOITS You grant your Tactical Expertise bonus to all allies
» Intimidating. Intimidation is your way of life, especially with 30’ of you.
when dealing with corrupt Judges. When attempting » Listen Up! You can bolster the morale of those
to intimidate a Judge, you gain a +1d6 bonus. under your command that hear you give a mo-
» Resources. Rogue Judges are a top priority and there- tivational speech. All allies within 30’ heal +1d6
fore the SJS have access to pretty much every bit of HEALTH. No creature can benefit from this ability
equipment and all pertinent records. You can requisi-
tion double the amount of gear that other Judges can. more than once per day.
» Implacable. SJS Judges have to be tough to deal » Still Got It. Once per day when you fail an interro-
with their targets and are even less likely to balk at gation or intimidate check you can spend a LUC die
obstacles than other Judges in their investigations. and choose to succeed instead.
You gain +4 MENTAL DEFENCE.
» Local Crime Data. Among other duties the SJS pre- Wally Squad (1d6 years)
pares the briefing tapes for every sector on local and
city wide events. An SJS Judge who produces these » Prerequisites: bluffing, at least one division career
will have superior knowledge of all local crime at a as a Med, Psi, Street, or Tek Judge
sector level. You gain local knowledge at 6 ranks. » Attributes: INT +1, LOG +1, CHA +1, LUC +1
» Knowing Smile. You know they are lying, and you » Skill Choices: law, [social], [subterfuge]
can force them to tell you one thing they have been
keeping secret from you. Make a REP mental attack, Sometimes, despite all the technology available to them,
and if successful your target reveals a secret. the Judges cannot get the evidence they need. To arrest
» Sniff Out Corruption. Detecting crime is one thing; major criminals they may have to resort to undercover
corruption in those who enforce the law has its own work. Any Judge can perform these duties but the experts
smell, though. Make an INT mental attack; if success-
ful, and the target is a corrupt official, auxiliary or are the members of the Wally Squad. These are Judges
Judge, you know it. You do not know the details, but who can meld into the criminal underworld in order to get
you know for sure that they are guilty of something. at the worst scum in the city.
Wally Squad operatives are specialist Judges, many of
Supervisor (1d6 years) whom go undercover so long that they develop very odd
» Prerequisites: REP 10+, at least one division ca- behaviours. They are considered a necessary evil by the
reer as a Med, Psi, Street, or Tek Judge
» Attributes: STR +1, END +1, INT +1, WIL +1 Justice Department, despite often disturbing their more
» Skill Choices: bureaucracy, law, leadership, uptight, uniformed colleagues. They take on a variety of
negotiating, politics, tactics roles, from simps, to gang members and even masquer-
Justice Department is always looking out for those with lead- ade as crime lords. Some Wally Squad Judges become so
ership skills. If a senior Judge shows these they may become
entrenched in their roles that they do lose their way. As a
a Supervisor, often taking a prominent role in major investiga-
result the SJS monitors all Wally Squad operatives and op-
tions. As they get older many Judges gravitate to these posi-
tions. Their years of experience ensures things run as smooth- erations with an increased level of scrutiny.
ly as possible, making up for the loss of experience at the front Most Judges will only pass though their ranks briefly
lines. This is often a necessary change in role as their ability to before returning to the streets. Some, however, will nev-
perform physically at very high levels diminishes with age. er be able to fulfil any other role again so they remain
You are a Supervisor, highly respected, highly trained and hidden among the citizenry; looking to topple the perps
the best at what you do. You have a long list of arrests, kills, no one else can get close to.

69
EXPLOITS UNIVERSAL EXPLOITS
» Confusing Smile. You can use your smile to
Universal exploits are distinct exploits a character has
help you make others uncertain of your in-
tentions. You can make a CHA mental attack learned; any character can learn a universal exploit as long as
against a target within 10’; if successful, the tar- he qualifies for it. A universal exploit can also be purchased
get suffers the Confused condition. directly with Experience Points (see the Advancement rules).
» Gossip. You can gather local gossip and informa- Characters begin play with one free universal exploit of their
tion simply by spending an hour in a bar or other choice plus either Aim or Feint. Characters also gain universal
watering hole, effectively giving you the local exploits when they repeat a career for which they have al-
knowledge skill (ranks equal to your CHA score) ready chosen all the available career exploits.
wherever you go as long as you are able to refresh
your knowledge at a local bar weekly. Once per turn. A character may use a given exploit once
» Impersonate. You are easily able to impersonate per turn and is free to combine multiple exploits into a
any job role which you have had opportunity to ob- single manoeuvre or combination. For example, a soldier
serve within the past day, even briefly. You gain a might choose to disregard cover, stand out in the open
+1d6 bonus to fool anybody observing you that you (Reckless Attack) and take careful aim (Aim) in order to
are performing the job competently.
disarm an opponent (Disarm). He gets +3d6 to his attack
» Off the Grid. You know how to disappear without
trace, dropping off the grid completely. No loca- rolls from the recklessness and careful aim, and -3d6 for
tion discerning checks or abilities from a mile or the disarm attempt. However, his opponents get a +2d6
more away can find you unless you want them to. bonus to attack him for the next round. Another common
» Quick Change. You are able to don a quick disguise combination is a Charge and a Knockdown.
in one round instead of five minutes. This must be However, once the character has used an exploit (or a
a disguise you have successfully used before.
» What a Wally. You are an excellent example of why multiple exploit combination) he cannot use that exploit
other Judges would rather gnaw off their own leg again until his next turn begins.
than spend time with you. You exemplify the Wally Costs. Some exploits modify existing actions or attacks,
Squad; you are so deep undercover that you gain a but they carry a cost. The character deducts (“pays”) the
bonus skill outside of your normal skill set. This skill
is chosen from the cover you are trying to emulate, indicated number of dice from his dice pool to gain the ef-
and has a number of ranks equal to your CHA score. fect of the exploit. Multiple exploits may be stacked on a
If your cover changes, your skill is re-chosen. single action by paying the combined cost.

70
Pre-requisites. Most exploits have prerequisites in terms drops any items in that hand, and cannot use that arm
of attribute scores or previous exploits. In order to purchase a until he escapes. You may move at half SPEED, taking your
universal exploit, a character must meet those pre-requisites. victim with you. If you apply this twice, the attacker gains
the second Restrained condition.
Bearhug (requires STR 8+). When you successfully
Paying For Effects grab a foe, you grab your target with both arms, squeezing
The concept of buying effects with your him. You can only bearhug a target of your size category
attack dice is fundamental to the combat or smaller. The target gains the Restrained condition, and
system of Judge Dredd and the Worlds of 2000AD. takes 1d6 damage at the start of each of his turns. You
Without “buying” extra damage dice or desired may move at half SPEED, taking your victim with you.
effects, a successful attack will tend to do Blinding Attack (requires AGI 6+). You throw sand into
very little damage. High damage, therefore, is your opponent’s eyes, cover him in a cloak, pull his helm
achieved by a large attack dice pool being down, or gash his forehead; on a successful hit your target
partially spent on damage and effects. gains the Blind condition.
For example, a massive robot might have Blindfighter. Skilled at using senses other than sight for
enormous strength and lots of training, and as such combat, you may ignore blindness and the Bind condition
has a big attack dice pool of 8d6 with its giant las track for melee combat.
saw. Normally, it only does 3d6 damage. However, Blind Shot (requires LUC 5+). While in full cover, you
it can spend some of that pool, exchanging some may pay 2d6 to take a shot without looking at what you
of those 8d6 for extra damage or an effect such as are shooting at or exposing yourself. You use your LUCK
Knockdown. The robot has exchanged some of its attribute instead of your AGI or IT for this shot.
to hit potential for damage potential. Brush Off (requires STR 8+). You contemptuously
brush aside a melee attack, gaining the effect of cover
from one melee attack from a creature of your size cat-
Achilles Heel (requires LOG 5+; Aim; any [scientific] egory or smaller.
skill). Identifying a weakness in your target, you pay 2d6 Burst of Speed (requires piloting or driving skill). Your
and bypass its soak score. This exploit can only be per- mount, ship, or vehicle gains a speed boost of 2 hexes or
formed once per target. Alternatively, you may grant this squares for the turn.
bonus to one ally who must use it within one round. Charge. When making a melee attack, move up to your
Aim. This is identical to the Feint exploit, but for ranged speed in a straight line and then attack at the end of it and
combat; it grants +1d6 bonus to an attack roll taken in the pay 2d6. You gain +1d6 damage to your attack. You must
same turn. The attack action must come immediately af- move at least 10’.
ter the aiming action. All characters get either the Aim or Cleave (requires STR 8+). When using STR as your at-
Feint exploit for free. tack attribute, you follow through in one mighty swing, and
Always Prepared (requires LOG 8+). You have a bril- make an additional attack at -1d6 against an adjacent foe if
liant tactical mind, and are always prepared. You may de- the first one hits.
clare a single action which you took prior to the encounter Counterhack. When an opponent is attempting to access
(even if you didn’t know the encounter was going to take your systems using the system override exploit, you may
place) which helps you in this exact scenario. This must be make an immediate opposed LOG check to block the attempt.
an action you were capable of. Crippling Strike (requires AGI 5+; Deadly Strike). You
Analytics (requires LOG 6+). Studying your target’s expertly target your opponent’s legs, causing a wound
behaviour, you notice a pattern to its actions. You grant all which inflicts the Slowed condition upon him.
allies within 30’ a +1d6 bonus to attack the target until the Dart In (requires Charge). You move your Speed, make
start of your next turn. This costs one action. a melee attack at –1d6, and then move your Speed back
Arm Lock (requires AGI 8+, martial arts skill). When again to your starting position. You cannot combine this
you successfully grab a foe, you place your target in a exploit with other exploits, not can you dart in while on dif-
painful armlock. The target gains the Restrained condition, ficult terrain.

71
Deadly Strike (requires AGI or STR 5+). You inflict an Flying Kick (requires AGI 8+; martial arts skill). You
additional 1d6 damage with a successful hit. For a ranged move up to your speed and issue a flying kick at the end of it,
attack, this is likely a headshot. This can only gain you one dealing your martial arts damage with a bonus 1d6 damage.
bonus damage die. Fortitude. You gain a permanent +2 MELEE DEFENCE,
Death From On High (requires Charge). You pay 2d6 able to shrug off many attacks
and drop down on your opponent from at least 5’ above Hunker Down (requires END 6+). Cover grants you one
him. This counts as a charge but knocks your opponent extra die of cover.
prone and does 2d6 extra damage instead of 1d6. Jury-rig (requires LOG 6+; engineering skill). You
Die Hard (requires WIL 8+). While at negative HEALTH modify a weapon (yours or an adjacent ally’s) to either
you are still conscious, and can take one action per round. increase its range by 50% or its damage by +1d6 until the
You still form the death countdown pool as normal. If you start of your next turn.
take any further damage, you fall unconscious as normal. Improviser. You are adept at using bar stools and other
Dive for Cover (requires AGI 7+). If a ranged attack items as weapons. You suffer no attack penalties for im-
misses you, you may immediately move half your speed provised melee weapons.
and either throw yourself prone or get behind cover if it is Iron Will. You gain a permanent +2 to MENTAL
in range. This is an immediate reaction DEFENCE, able to shrug off many mental attacks.
Dodge (requires AGI 6+). You may use a reaction to Knockback (requires Knockdown). When you use a
dodge one attack you are aware of, as long as you are not Called Shot to move a target, you do not have to pay the
in cover. State your intention before the attack roll. The 2d6; however, for each 1d6 you choose to pay, the target is
attacker suffers a -2d6 penalty for that attack. pushed one extra square.
Double Tap (requires AGI 7+; Aim). Once per turn you Knockdown (requires STR 5+). When you use a Called
may fire two quick shots at your target at the cost of just Shot to knock a target prone, you do not have to pay the
one action, paying 2d6. 2d6; additionally, the target gains the Downed condition
Draw a Bead (requires INT 5+). You do not pay any (making it unable to stand until that condition has been
penalty for firing into melee, as long as your target is at shaken off).
least 10’ away from you. Leadership (requires CHA 8+). You are able to donate
Expert Disarm (requires AGI 6+). When you use a Called one or more of your available LUC dice to another char-
Shot to disarm a target, you do not have to pay the 2d6. acter as a free reaction to their attempting an attribute
Far Shot. You increase range increments by 50%. check. You must declare this before they roll the dice.
Feint. This is identical to the Aim exploit, but for melee Leaping Attack (requires AGI 8+, Charge). You leap into
combat; it grants +1d6 bonus to an attack roll taken in the the air as you make a melee attack. You gain +1d6 damage,
same turn. The attack action must come immediately after but if you miss your opponent gets a free attack against you.
the feinting action. All characters get either the Aim or Lightning Reflexes. You gain a permanent +2 to Ranged
Feint exploit for free. Defence, able to dodge many ranged attacks.

72
Lucky Escape (requires LUC 6+). You may avoid all Ricochet (requires INT 8+; Aim). You can pay 4d6 to
damage from one attack as a free reaction. You can only “bounce” a ranged attack off of one surface in order to hit a
do this once per day. target to whom you would not normally have line of sight. This
Lunge. You increase your reach by 5’ for one attack at a does not negate the target’s cover bonuses; it merely creates a
cost of –1d6. line of sight to a target where there previously was none.
Mighty Blow (requires STR 8+). When using STR as Roll With It (requires AGI 5+). By voluntarily falling
your melee attack attribute, you may use all of your ac- prone, you reduce damage by 2d6. You cannot use any
tions to make one gigantic swing. If you hit, you do double instant-stand exploits in combination with this exploit.
damage (the combined total of the damage you would
have done had they been separate attacks). Scattershot. When using a shotgun, you can attack two
adjacent targets within 15’ of you with a single attack action.
Mighty Sunder (requires Sunder). Half the damage from
your sunder also applies to the target weapon’s wielder. Sidestep (requires AGI 8+). When charged by an attacker,
Opportunist Stomp. You can stomp on an adjacent you casually step aside, causing him to rush past you. If the at-
prone opponent as a free action. This is an unarmed attack tacker’s attack misses, he continues onwards in a straight line
and uses your natural damage value. to the extent of his movement, unless something blocks his way.
Opportunity Strike. You can make an attack as a free If he collides with a solid object, he takes 1d6 blunt damage.
action attack against a foe who disengages from melee Spinning Kick (requires AGI 8+, martial arts skill). With
combat with you. a quick turn your foot lashes out to strike your opponent. This
Pep Talk (requires CHA 6+). You can spend your ambush attack is a free action. You do your normal unarmed damage.
turn (if you have access to it) giving your allies a pep talk. They Spray. When using a weapon with the auto trait you
all gain a +1d6 bonus to initiative in the ensuing combat. may spend all your actions to spray a 30’ cone, making
Piledriver (requires STR 8+, wrestling skill). You grab one attack against every target not in cover within the
your opponent, lift him, and then drop to the ground, driv- cone. Make one attack roll and apply it to the RANGED
ing his head into the ground. Both you and your opponent DEFENCE of all within that area.
end up prone. The exploit costs 2d6 and, if successful, the
target takes double damage and gains the Dazed condition. Stop Right There! Enemies which try to move past you
(move within your reach) are subject to a free action at-
Point-Blank Shot. You get +1d6 to hit ranged targets
within 10’. This does not stack with the +1d6 from using a tack, which stops their movement if successful.
sidearm against an adjacent foe. Strafe. When using a weapon with the auto trait you may,
Predictive Reflexes (requires INT 6+). You are good at as a single action, spray an area 15’ x 15’ with fire. Everyone
reading the situation. You gain a permanent +1d6 bonus to in that area takes 1d6 damage of the appropriate type. This
your INITIATIVE checks. is the only attack you can make with this weapon this turn.
Protector (requires END 5+). You can take an attack Sunder. You target your opponent’s weapon or shield
meant for an adjacent ally. If the attack hits your ally, you with the intention of breaking it. The weapon has same
take the damage instead. If you have a shield, the ally also MELEE DEFENCE as its wielder; you take –2d6 to strike a
benefits from your shield’s defence bonus. weapon and no penalty to strike a shield.
Quickdraw (requires AGI 6+). If you are disarmed, you Systems Upgrade (requires Robot). Choose one of the
may immediately draw another weapon as an immediate
Robot’s modification exploits, such as Wheels, Armor, or
reaction as long as you have one available.
Compute. You gain that exploit.
Quickstand (requires AGI 6+, martial arts skill). Once per
turn you can stand immediately from prone as a free action or Taunt (requires CHA 8+). You taunt your target, en-
reaction and you are immune to the Downed condition. raging it, and make a CHA vs. MENTAL DEFENCE attack.
If successful, the target focuses all its attacks on you
Quickstep. You can move 5’ as a free action.
until the start of your next turn.
Reckless Act. You gain +1d6 to ranged attacks as long
as you are not concealed, in cover, or using a shield. If you Throw (requires STR or AGI 7+; Trip or Knockdown).
use Dodge, or any other exploit which protects you, you When you use a Called Shot to knock a target prone, you also
lose this bonus for one minute. move the target two squares and do your unarmed damage.
Reinforce Shield (requires LOG 6+; computer operation Throw Anything. You suffer no attack penalty for impro-
skill). Until the start of your next turn, one shield (forward, vised ranged weapons (including throwing melee weapons,
aft, port, or starboard). becomes reinforced. It gains +2 SOAK. which normally count as improvised when used in this way).

73
Trip (requires AGI 6+). When you use a Called Shot to Young. Once per day, when rolling a dice pool, you
knock a target prone, you do not have to pay the 2d6; ad- may declare it to be an exploding dice pool. Any 6s that
ditionally, the target gains the Downed condition (making you roll may be rolled again, the new roll adding to the
it unable to stand until that condition has been shaken existing 6. If you roll a 6 again, repeat, until you roll less
than a 6. Example synonyms: young, youthful, adoles-
off). You still do your normal attack damage. Additionally,
cent, childish, teenaged, juvenile.
if you are a smaller size category than your target, you
gain +1d6 to your attack.
Utilikit (requires LOG 7+; engineering skill). You are
Aging In The Future?
Life-expectancy in Mega-City One would
able to turn one device into another device of equal val-
have dramatically increased due to medical
ue or lower. For example, you can modulate your scanner
advancements, surgery, and anti-ageing drugs and
to use as las-pistol, or enable your laser knife to operate
procedures. However, so many citizens die young
as a lock pick. The device only functions in this way for at the hands of perps and the Judges that most
a single action before becoming permanently useless. It do not live to enjoy this potential.
takes 10 minutes to make the change. You will note that the age exploits list does not
Whirlwind Frenzy (requires AGI 6+). You attack all adja- include any penalties (either physical or mental).
cent targets, but only do 1d6 damage to each. You must still Judge Dredd and the Worlds of 2000AD allows you
make an attack roll against each target. Any targets you hit to develop interesting traits based on your stage
are pushed back one square, clearing a space around you. of life, but does not impose limitations on older
characters. The Game Master will need to decide
whether any particular physical transformation
AGE
takes place as a character ages, and whether a
Your age is determined by the total of your character’s character dies after becoming venerable or simply
years in each career. Age falls into three broad bands – continues in that age category.
young, adult, and old. Consult the table below to find out Characters should age normally, but for those with
which band you fall into, based on your species. access to, and who take advantage of, top medical
If you are young or old, choose any synonym for that facilities this is slowed down considerably. This
includes the Judges many of whom are still able to
word and insert it into your descriptor. It is up to you what
perform their duties into their sixties and seventies.
adjective you choose. If you are adult, you do not need
One of the core species, the robot, does not age
to add it to your descriptor. Some example synonyms are
at all. This is because any wear and tear on a
listed below, but you should feel free to create your own. robot’s body can be easily repaired by replacing
If you are a Judge starting with the five normal ca- the worn out components with new ones, even
reers, your age will be 21 plus 1d6 years. If you are not a its personality and memories can be saved by
Judge, your age may vary more. transferring them onto another robot brain.
Some alien species may be incredibly long lived,
// Adding Years immortal, or posses regenerative abilities. In the
Players may always add extra years to their age at char- long run, it is up to the Game Master how ageing
acter creation or during downtime with no corresponding works with aliens in their campaign.
advancement. This allows players to play older characters Finally there is the anti-ageing wonder drug,
stookie. This is banned in Mega-City One by the
without unduly high attributes. Non-Player Characters may
Judges as its production involves the murder of
similarly have years added. In cinematic mode (see p. 77),
a sentient alien race so the adifax glands, where
adult characters gain an additional LUC die, and old charac- stookie is found, can be extracted. Stookie not
ters gain a further LUC die, representing experience. only prevents ageing, it can actually reverse it. It
is expensive to buy and carries harsh penalties.
Young Characters Repeated, regular doses are required or otherwise
the user will begin to age rapidly. Many users
Young characters are characterized by curiosity and
have to turn to crime should their funds run out to
brashness. You gain the following exploit. You lose the prevent this, often fatal, fate.
exploit when you are no longer categorized as young.

74
Old Characters Attribute Highest Attribute Lowest Attribute

Old characters are characterized by experience. You gain [1-2] Massive, [3-4] [1-3] Feeble, [4-6]
STR
the following exploit. athletic, [5-6] brawny tottering

Old. Once per day, when rolling a dice pool, you may declare [1-2] Nimble, [3-
[1-3] Clumsy, [4-6]
AGI 4] deadeye, [5-6]
it to be a careful dice pool. Any 1s that you roll may be re- ambidextrous
lame

rolled, with the new roll replacing the 1. If you roll a 1 a second
[1-3] Rugged, [4-6] [1-3] Coughing, [4-6]
time, however, you must keep the 1. Additionally, the bonus END
tough as nails asthmatic/anaemic
gained from your hook increases to +2d6. Old characters can
no longer improve physical attributes (STR, AGI, END) through INT
[1-3] Empathic, [4-6]
alert
[1-3] Naive, [4-6]
distracted
career advances or experience expenditure, although they
may do so via other means (magic, cybernetics, etc). Example LOG
[1-3] Brilliant, [4-6] [1-3] Illiterate, [4-6]
erudite forgetful
synonyms: old, elderly, mature, venerable, aged, aging, hoary.
[1-2] Alcoholic, [3-
[1-3] Stoic, [4-6]
WIL 4] reckless, [5-6]
unflappable
spendthrift
Age Categories By Species
[1-2] Commanding, [3] [1-2] Unwashed, [3-4]
The following table lists age categories according to species. CHA inspiring, [4] suave, disfigured, [5-6]
[5-6] persuasive obnoxious
Species Young Adult Old [1-2] Egotistical, [3-4]
REP well known, [5-6]
Human 1-25 26-59 60+ flamboyant

Clone 1-25 26-59 60+

Robot - - -
Alcoholic. You are usually drunk. While this can impair
your judgment, it also enables you to shrug off injury.
Mutant 1-15 16-35 36+
You gain +2 SOAK when intoxicated.
Chimp 1-15 16-49 50+
Alert. Constantly aware of your surroundings, you gain +1d6
Gorilla 1-15 16-44 45+ to INT perception checks, and you always win INITIATIVE ties.
Orang-Utan 1-15 16-40 41+
Ambidextrous. You do not suffer the usual -2d6
penalty to attacks made while dual wielding a double
TRAIT weapon or a secondary offhand weapon.
A character’s trait is a dominant characteristic based on Asthmatic/Anaemic. Your poor health often pre-
vents you from undertaking extended physical exertion.
his attributes. It provides an ability or quality related to
However, you have developed coping strategies which en-
either his highest or lowest attribute. Traits include things
able you to recover quickly from hardship. Once per day
like rugged, massive, alcoholic, inspiring and so on. If you may use one action to gather your strength and deter-
someone were to describe your character, this is then first minedly recover 1d6 HEALTH.
word they’d use - “Sasha? You mean that reckless punk?” Athletic. Brawny and strong, you are able to plough through
or “Joey-Joe Longface is quite the illiterate mutant”. difficult terrain. Difficult terrain does not reduce your speed.
Choose either your highest or lowest attribute (both will give Brawny. You gain a +40lb carrying capacity.
you an advantage; choosing the lowest does not give you a dis- Brilliant. Your mind is honed, sharp and analytical.
advantage – for example, a low WIL allows you to choose alco- Once per day you may replace any other attribute check
holic, which gives you a bonus SOAK score when intoxicated). with a LOG check.
Choose a corresponding trait (or roll for it if you prefer a little Clumsy. You often stumble or drop items. You are so used to
randomness). Your trait forms part of your descriptor. falling that you take less damage than most from a fall. Reduce
Judge characters will always choose a trait correspond- the height fallen by 10’ when calculating falling damage.
ing to their highest attribute, any Judge showing a lowest Commanding. You have presence, and people listen to
attribute and the corresponding trait would never have suc- you. By spending two actions (a full turn) you can give an
cessfully made it through the Academy of Law’s training. ally within earshot an immediate single free action.
Your trait should be noted on your character sheet as Coughing. Your constant coughing elicits sympathy from
part of the descriptor. For example: onlookers who are hesitant to attack an obviously ill person,
and even if they do they underestimate you. You gain a +4
Sasha is a reckless human punk who... DEFENCE bonus against anyone you have not yet attacked.

75
Deadeye. Once per day you automatically hit with a
ranged shot within two range increments as long as you
do not exchange any attack dice for damage dice or
combine it with another exploit.
Disfigured. Your appearance is memorable. However,
it serves to instil fear when you need it to. You gain a
+1d6 bonus to intimidation attempts.
Distracted. Your attention is always somewhere else
and can be a cause of frustration for others. However, a
non sequitur can sometimes prove useful; once per day,
as an ally is making an attribute check, you can make a
completely random comment which jogs their memory
and grants them a +2d6 bonus to the check.
Egotistical. You have a very high opinion of yourself, Illiterate. You cannot read. Instead, you have learned
which manifests itself as extreme confidence and surety. to memorize common words which you need to recog-
You gain a +4 MENTAL DEFENCE bonus. Unfortunately, nize often. You have a fantastic memory and can auto-
you sometimes ask “don’t you know who I am?” matically recall information you have been exposed to.
Empathic. You are able to easily understand how others Inspiring. You are able to instil positive emotions in people
feel. Once per day as an action you can attempt to adjust an- with your words, using an action to give one ally a +1d6 bonus
other’s mood with a CHA vs. MENTAL DEFENCE check. If you to their next attribute check if they are within 30’ feet of you.
succeed, they gain either the Angry or Manic condition. You Lame. You have a limp and move slowly, possibly with a
must be able to converse with your target to do this.
cane. This causes people to underestimate you, granting
Erudite. You remember a vast catalogue of knowledge. you a +1d6 bonus to INITIATIVE checks.
At any time you may make a LOG check in place of any
CHA check to interact with someone by recalling a piece of Massive. You are enormous and solid. You are im-
trivia of interest to them, although only once per target. mune to knockdown and knockback effects by anything
of your size category or smaller.
Feeble. You are physically weak and frail, which has
taught you the value of brains over brawn. Once per day Naive. Naiveté can be an endearing trait in some; it can also
you may use an LOG check in place of a STR check and ac- act as insulation from the horrors of the world. Once per day
complish your goal through cunning and ingenuity. you may completely ignore a fear based effect or condition.
Flamboyant. Your style and flair make you both notice- Nimble. You gain a climb speed equal to your regular SPEED.
able and memorable. You can distract with ease, gaining a
Obnoxious. Your personality really repels people. You
bonus +1d6 when using the Feint exploit.
are an expert at insults, and can use an action to make a
Forgetful. You constantly forget and misplace things; LOG vs. WIL check to enrage and distract others, causing
often they are still about your person. Once per day, as
them to gain the Angry condition. As usual, repeated use
an action, you may produce an item you didn’t know you
increases the severity of the condition.
were carrying. The item can be any type of item, can have
a value in credits up to the result of your LUC check and Persuasive. You are adept at negotiating with others.
be something you would have had reasonable access to When you purchase anything under 1 MCr in value, you are
without use of theft or subterfuge. able to save 3d6 percent.

76
Reckless. Your poor judgment often lands you in
trouble, but it leads to a certain confidence. If you com- CINEMATIC MODE
pletely ignore cover, you gain a +1d6 attack bonus as In cinematic mode, adult characters also gain an
long as you are not using a shield. additional LUC die, and old characters gain a fur-
Rugged. You are tough and shrug off hardships. Once ther LUC die, representing experience. Combat in
per day you can spend two actions (a full turn) to recover Judge Dredd and the Worlds of 2000AD is a quite
to half your normal maximum HEALTH. deadly affair, especially if you are accustomed to
Spendthrift. You lack self-discipline and spend your heroic fantasy games. Often an advanced charac-
money on trivialities and things you don’t need. This can ter can be downed by just one or two shots.
have its advantages, however; once per day as an action For a more heroic feel, the Game Master can opt
you can pull a small item from your pocket that you forgot to use Cinematic Mode. In Cinematic Mode, charac-
you’d bought, retroactively spending up to the value of ters and creatures also roll a LUC dice pool when
your LUC check in credits. calculating their total HEALTH. Lucky characters
can be very resilient, though not necessarily de-
Stoic. You are able to hide pain and discomfort. Once
liberately so! In cinematic mode, adult characters
per day, when you would normally be reduced to zero
also gain an additional LUC die, and old characters
HEALTH, you are reduced to 1 HEALTH instead.
gain a further LUC die, representing experience.
Suave. Once per day a CHA vs. MENTAL DEFENCE at-
tack can be used to give a target the Charmed condition.
Unwashed. Your unkempt appearance causes others
Tottering. You find it a struggle to stand and require the
to overlook you. You can hide in plain sight using INT in
use of a wheelchair which gives you a +1 SPEED bonus on
place of AGI.
normal terrain.
Tough As Nails. You gain a +2 natural SOAK bonus Well Known. You are famous; people recognize you, for
which stacks with any other SOAK scores you may have. good or ill. You have learned to use this reputation. Once
Unflappable. You are not easily distracted or surprised. per day you may substitute your REP attribute for any
The Feint exploit does not work on you. mental attribute in order to make an attribute check.

77
DERIVED STATISTICS Speed
Derived statistics are values which are calculated based You need to determine your regular SPEED, and your
on existing statistics. You will need to calculate each of the CLIMB speed. Note that this process also applies to SWIM
derived statistics in the section below, and record them on and other forms of movement.
your character sheet. All derived statistics increase or de- Your SPEED is equal to the size of your STR dice pool
crease if their underlying statistics change through char- plus your AGI dice pool. You may also add your running
acter advancement or for other reasons. dice pool if you have that skill.
For climbing, swimming, zero-g and high-g replace the
running skill and halve the final total unless a career
Skills & Derived Statistics tells you otherwise. You only need to note these if you
HEALTH hardy have the skill – otherwise, it will work out to half your
SPEED (without the running bonus). Small (or smaller)
SPEED running, climbing, swimming characters suffer a -1 penalty to SPEED.
CARRY carrying
Jump
INITIATIVE Reactions, tactics This is the distance and height you may jump automati-
cally without making any kind of attribute check. It should
DEFENCE
acrobatics, dodging, be recorded on your character sheet in units of feet, not
foresight, [melee skills] squares (unlike SPEED) in the format 7’/4’. These values as-
sume a 10’ run-up. From a standing start, they are halved.
bravery, concentration,
conviction, discipline,
Your horizontal jump is equal to twice your AGI
MENTAL DEFENCE leadership, meditation, attribute in feet. Your vertical jump is equal to your STR
psychology, religion, attribute in feet, but cannot exceed your horizontal jump.
rulership Jumps exceeding these figures require attribute checks
equal to the number of feet jumped horizontally or three
Vital Defence resistance, fortitude times the number of feet jumped vertically.

For each attribute and each skill, record the derived dice Carry
pool on your character sheet. These are noted on the char- Your basic carry increment is equal to STR + END mul-
acter worksheet for convenience. They are as follows: tiplied by 10. Record the value in pounds. If you have the
carry skill, you may add this (the raw value, not the dice
pool) before the multiplier. Each carry increment inflicts a
Dice Pools -1d6 penalty to physical attribute checks and -1 to SPEED.
1-2 3-5 6-9 10-14 15-20 21-27
Initiative
1d6 2d6 3d6 4d6 5d6 6d6
Initiative measures how quickly you can react in combat
situations. It is equal to your INT dice pool. You may also
The actual attribute scores are not needed during play; add your tactics or reactions dice pools.
you need only refer to the dice pools. The attribute scores
are used during character creation to provide an expand-
ing granular scale to attribute development.
Defence
You have four DEFENCE scores – MELEE DEFENCE,
Health RANGED DEFENCE, MENTAL DEFENCE, and VITAL
DEFENCE. All four scores have a minimum value of 10.
Health is a mixture of physical and mental stamina. Roll These scores are pre-calculated dice pools; because they
an END dice pool, a WIL dice pool. If you have the hardy are used frequently, the average value is used and noted
skill, you may roll that also. Record the total as your on your character sheet. For each score, form a dice pool
HEALTH. If the total is less than 10, then increase your consisting of attribute, skill, and equipment, as normal
HEALTH to 10. When you are hit, you take damage; when (and subject to the normal dice pool limit). Use the follow-
you reach 0 HEALTH you are unconscious. ing elements to form the dice pool:

78
ATTRIBUTE (USE ONE) Adjust the final score according to your SIZE.
» For MELEE DEFENCE use the highest of your
Tiny Small Medium Large Enormous Gigantic Colossal
STR and AGI.
» For RANGED DEFENCE use your AGI. +4 +2 +0 -4 -8 -16 -32

» For MENTAL DEFENCE use the highest of WIL


and CHA. The minimum value is 10.
» For VITAL DEFENCE use your END. Finally, adjust MELEE and RANGED DEFENCE for shields
and armour.
SKILL (USE ONE)
Small shields give +1, medium shields +2, and large
» For MELEE and RANGED DEFENCE, you may use shields +3.
acrobatics, dodging or foresight. Medium armour inflicts a -2 penalty, and heavy armour
» For MENTAL DEFENCE you may use concentra- a -4 penalty. Light armour inflicts no penalty.
tion or meditation.
» Skill with a melee weapon or unarmed combat ap- Small shield +1
plies to MELEE DEFENCE, but not ranged attacks.
Medium shield +2
» For VITAL DEFENCE you may use fortitude, resis-
Large shield +3
tance or survival.
Light armour +0
» If you double move in a round, you may use run-
ning for DEFENCE for that round only. Medium armour -2
Heavy armour -4
EQUIPMENT (USE ONE)
» For MELEE DEFENCE, the quality of your weapon
or shield can be used in your dice pool (although CAREERS & DEFENSIVE SKILLS
you cannot benefit from more equipment quality As noted earlier, any time you take a career skill you may
dice than skill dice; see page 123). take a DEFENCE skill instead. These are not specifically
» For RANGED DEFENCE, the quality of your armour called out in the careers, but all DEFENCE skills are always
or shield can be used (again, you cannot benefit available to all careers.
from more equipment quality dice than skill dice). The following skills (remember anything can be a skill -
feel free to invent your own!) are defensive skills:
Having formed your DEFENCE and MENTAL DEFENCE
dice pool(s), consult the following table to determine the
corresponding static score. This is an average roll of the MELEE/RANGED
Acrobatics, Dodging, Foresight
DEFENCE
dice pool, and is used to speed up play (you could, theo-
retically, roll it as an opposed check each time). bravery, concentration,
MENTAL conviction, discipline, leadership,
DEFENCE meditation, psychology, religion,
The value below is the size of your dice pool multiplied by rulership
an average roll of 3.5, rounded up. Remember that the dice
Vital
pool itself is capped by your grade, so for a starting grade 5 Fortitude, Resistence, survival
Defence
character, the maximum dice pool is 5d6, resulting in a score
of 18. Adjustments for size, etc., are applied after the cap.
Additionally, melee skills like boxing or swords (if armed
with a sword) apply to DEFENCE against melee attacks (as
Pool 1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6 does weapon quality), but not against ranged attacks. You
need to train to increase DEFENCE; otherwise you will get
DEF. 4 7 11 14 18 21 25 28 32 hit a lot. It is as important as training in weapons. You should
aim to get your DEFENCE pool to at least 4d6 if possible.

79
STARTING MONEY PSIONICS
Requisition Caps. Judge characters do not need money. Like all exploits, psionic exploits are available to anybody
They are provided all their equipment by the Justice who qualifies for them.
Department. However, they should still make the above roll.
Some psionic careers offer a number of psionic exploits in
Instead of representing cash, this represents the value of
the form of career exploits. In some cases, these same ex-
gear they can requisition at any given time. When leaving for
a mission, they may “spend” this amount on additional items ploits are also available below as universal exploits; in other
which are returned when they next check in to headquarters. cases they are unique to that career or superior to the uni-
Note that Judges gain a Lawmaster, Lawgiver, daystick, versal version. This enables certain careers to gain certain
boot knife, uniform and helmet, handcuffs, and birdie for psionic abilities without having to meet the same prerequi-
free. Med Judges also get a free medikit and Tek Judges get sites that those accessing them via universal exploits do.
a free engineering toolkit. Checks and attacks. Most psionic powers operate auto-
For perp and citizen characters roll your total CREDITS in matically, with no attribute check being required. However,
d6s based on your REP dice pool and multiply this by 20. You if a psionic power affects an unwilling target or creature,
may also add your LUC dice pool before the multiplication. If a PSI vs. RANGED, MELEE, VITAL or MENTAL DEFENCE at-
the final total is less than 100cr, increase your starting money tack is always required.
to 100cr. You should now peruse the Equipment chapter and
Skills. Exploits are divided into categories (biopsionics,
purchase weapons, armour and other equipment for your
character. Record this on your character sheet. clairsentience, clairvoyance, ergokinesis, metapsionics, teleki-
nesis, telepathy and teleportation), each of which is a psionic
ATTACKS skill which can be learned and applied to dice pools as normal.
Finally, note down your attacks. You should have two or Cost. The cost in psionic energy points (PP) to use a
three, depending on your equipment. The first is an unarmed power is equal to the PSI score prerequisite. Thus, if a pow-
attack (boxing, brawling, martial arts, wrestling, depending on er has a prerequisite of PSI 6 it also costs 6 PP to use.
skills) and the others might be a melee and a ranged weapon. Boosting. Psionic exploits are often more powerful the
An attack is recorded in this format: more psionic energy points (PP) you use. Many powers
Laser pistol 3d6 (2d6+2 heat damage; range 12; notes) indicate that numerical elements such as range or damage
The first value (3d6 in the example) is your attack roll. are dependent on the amount of power used. You cannot
This is a dice pool formed as normal from attribute + spend more psionic energy points per turn than the value
skill + equipment. of your PSI attribute. A character with a PSI attribute of 10
Melee attacks use STR or AGI. cannot spend more than 10 PP per turn.

Ranged attacks use AGI or INT. Some psionic exploits allow you to boost more than one
numerical element. To boost both of these additional PP
The damage value, range, and any notes are found in the
have to be spent for each of them.
weapon’s entry in the Equipment chapter (p. 88).
Maintenance. Powers which last until your next turn can
Unarmed damage is 1d6 plus the number of dice in your
STRENGTH dice pool for size Medium and smaller crea- be maintained continuously by spending an action each
tures, plus 1d6 for each size category above Medium. For round. If the power requires an attack roll, then this must
example, a medium sized human with STR 4 does 1d6+2 be made each round unless otherwise stated. The power
unarmed damage, and a large mutant with STR 10 does cost must be paid every round.
2d6+4 unarmed damage. Power. Roll your PSI dice pool and your WIL dice pool and
add the two together. You have a pool of psionic energy
Size Unarmed Damage points (PP) equal to this roll. If your PSI or WIL dice pools
Small - Medium 1d6 increase, roll the extra die and add it to your pool. Once a day
you may meditate to recover PP equal to a WIL check.
Large 2d6
The following exploits are universal exploits and require
Enormous 3d6
a single action to use unless otherwise noted.

80
Psychic Healing (requires PSI 6). You can
heal 1d6 per HEALTH by touch, +1d6 per extra
6 PP you spend. Any given creature can only
benefit from this power once per day.
Psychic Leap (requires AGI 6, PSI 6). You
channel your psionic energy into a mighty leap into
the air. You leap up to 3’ vertically, + 3’ per addition-
al PP you spend, and up to 5’ per PSI horizontally.
Psychic Resuscitation (requires PSI 6).
You may stabilize a dying creature by touch by
spending two actions.

// Clairsentience
Hypercognition (requires PSI 8). When you use
this power everything appears to slow down for
you. For 1 round, +1 round per extra 4 PP you spend,
you gain an extra action each round. Using this pow-
er is a free action.
Necrophony (requires CHA 6, PSI 10). You are able
to ask questions of a dead creature. You must be able to
touch the corpse and it must have died within one hour, +1
hour per extra PP you spend. You may ask it a single ques-
tion, which it will answer to the best of its knowledge.
Combat Precognition (requires PSI 4). Your natural
precognition gives you a +1d6 bonus to INITIATIVE checks,
+1d6 per extra 4 PP you spend, as well as checks to access
the ambush turn. This does not cost an action, and the PP
are spent when the INITIATIVE check is made.
Retrocognition (requires PSI 12). You can see into the
past up to 1 hour ago, +1 hour per extra 2PP you spend, un-
til your next turn. Your view is of your current location as
though you were there at the time.

// Clairvoyance
Clairaudence (requires INT 4, PSI 4). You can hear a
location you have seen before until your next turn. You
hear it as though you were physically present.
// Biopsionics
Adrenal Dash (requires PSI 4). You use psionic energy Clairvoyance (requires INT 6, PSI 6). You can see
to gain a burst of speed, dashing up to twice your SPEED. and hear a location you have seen before until your next
turn. You see it as though you were physically present,
Adrenalise (requires PSI 4). You can channel positive
and do not gain additional sight powers (so if it is dark
energy into somebody, granting them a +1d6 die bonus, +1d6 there, you do not gain darksight).
per additional 4 PP you spend, to all physical attribute checks
for one minute. This process is draining, however, and causes // Ergokinesis
you 1d6 psionic damage for each 1d6 bonus you grant. Cryokinesis (requires PSI 6). You freeze a creature or
Biofeedback (requires PSI 4). You psychically harden object you can touch, doing 1d6 damage, +1d6 per extra 2 PP
your skin, gaining SOAK 1, +1 per additional PP you spend, you spend. Water freezes solid, and size medium or smaller
until your next turn. creatures become slowed until they shake the condition off.

81
Cryrokinetic Blast (requires END 6, PSI 6; // Telekinesis
Cryokinesis). You blast an opponent with a range in- Flight (requires PSI 10, AGI 8; Levitation). As
crement of 10 with an icy cold wind. Make a PSI vs. Levitation, but you can also move horizontally.
DEFENCE attack; if you succeed, you do 1d6 cold dam-
Psychokinesis (requires PSI 9; Telekinesis). Your tel-
age, +1d6 per additional 2 PP you spend.
ekinetic control is so refined that you can effectively take
Electrokinetic Blast (requires INT 6, PSI 6). You blast an any action or make any attribute check that you would
opponent with a range increment of 10 with a bolt of focused normally be able to do were you standing next to the tar-
electricity. Make a PSI vs. DEFENCE attack; if you succeed you get from a distance of 5’, +5’ per additional PP you spend.
do 1d6 electricity damage, +1d6 per additional 2 PP you spend.
Levitation (requires PSI 8; Telekinesis). You telekinetically
Electrokinetic Fork (requires PSI 10). You let loose a 5’ lift yourself off the ground until your next turn. You can only
cone of crackling, forked electricity, which increases by 5’ move directly up and down, and may do so at a speed of 5’, +5’
per extra 2 PP used. Make a PSI vs. DEFENCE attack against per additional 2 PP you spend. If the power fails, or you do not
each creature in the area; if you succeed, you do 1d6 elec- maintain it, you fall from whatever height you are currently at.
tricity damage, +1d6 per additional 2 PP you spend.
Summon (requires PSI 4). You can telekinetically call a
Pyrokinestic Burst (requires END 8, PSI 12). You let loose
Small or smaller object within 5’, +5’ per additional 2 PP you
a burst of fire in all directions. Any creature or object within 5’,
spend, to your hand by using two actions. If the object is held
increasing by an extra 5’ per additional 4 PP used of you takes
by someone else, it will require an opposed PSI vs. STR check.
1d6 fire damage, +1d6 per additional 6 PP you spend.
Pyrokinetic Blast (requires AGI 6, PSI 6). You blast an Telekinesis (requires PSI 5; Summon). You can freely
opponent with a range increment of 10 with a cascade of telekinetically move and manipulate single objects of size
fire. Make a PSI vs. DEFENCE attack; if you succeed you do Small or smaller within 5’ of you, +5’ per additional 1 PP you
1d6 fire damage, +1d6 per additional 2 PP you spend. spend. You may only manipulate one such object at a time.
Telekinetic Shield (requires PSI 4). You gain +3
// Metapsionics DEFENCE with an additional +1 per additional 4 PP you
Cannibalise (requires END 6). You are able to recover spend, from the telekinetic shield until your next turn.
psionic energy by drawing from your body’s other energy re-
serves. Choose any number of d6s and roll them; you gain that // Telepathy
much psionic energy, but take the same amount of damage. Empathy (requires PSI 2). You can automatically sense
Fast Recovery You recover twice as much psionic energy strong emotions in others within 30’. No action is required.
during your daily meditation. This acts as a trait and simply Mind Control (requires PSI 16; Psychic Suggestion).
modifies your psionic recovery with no action required. You control another being within 5’, +5’ per additional
Mind Shield (requires WIL 6, PSI 6). You shield your PP you spend, until your next turn by making a PSI vs.
mind from psionic intrusion, gaining +10 MENTAL DEFENCE MENTAL DEFENCE attack. The creature will act as you di-
until your next turn, +1 per additional 5 PP you spend. rect; however it will not perform an action which causes it
harm. If you spend an action to maintain this control over
Sense Psionics (requires PSI 2). You can sense the multiple turns, it lasts 1 round per PP.
presence of psionics within 20’ of you, +5’ per additional
Mindprobe (requires PSI 12; Mindread). As Mindread, but
2 PP you spend.
you gain access to inner thoughts and secrets. This technique
Shield Other (requires WIL 8, PSI 8; Mind Shield). You is painful to the target, who takes 1d6 psychic damage.
shield another’s mind within 10’ of you, granting them +8 Mindread (requires PSI 10; Empathy). This invasive
MENTAL DEFENCE until your next turn, with an additional technique enables you to read another’s mind. Make a PSI
+1 per additional 4 PP you spend. vs. MENTAL DEFENCE attack against a target within 1’, +1’
Suppression. You are able to weaken the psionic pow- per additional PP you spend. If you succeed, you are able
er of a target you can see. Choose any number of PSI to read uppermost thoughts until your next turn.
points; both yours and your target’s PSI attribute are Mindwipe (requires PSI 14; Psychic Suggestion). You
reduced by that amount until your next turn if you make are able to erase your target’s memory for up to 1 hour per
a successful PSI vs. MENTAL DEFENCE attack. PP. Make a PSI vs. MENTAL DEFENCE attack.
Mind Fortress (requires WIL 8, PSI 10; Shield Other). Perception Filter (requires PSI 5). You render yourself
As Shield Other, but it affects everyone you choose hard to notice with a telepathic effect which causes others to
within 2’ of you, +2’ per additional PP you spend. They simply ignore you. Perception filters work automatically on
must remain within that distance to stay protected. those with an INT attribute of less than your PSI score, while

82
more intuitive creatures will notice you immediately. If you Teleport (requires PSI 16; Dimensional Step). You teleport
make an attack, the effect ends immediately. Creatures aware any distance up to 1AU to a location you have physically seen,
of you cannot thereafter be affected by the perception filter. not including locations seen by remote viewing devices.
Psi-blast (requires PSI 2). 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 addi-
ADVANCEMENT
tional 2 PP you spend, and has a range increment of 10. Throughout a campaign, characters will advance. They gain
or improve skills, acquire new exploits and increase attributes.
Psychic Cone (requires PSI 8; Psi-Blast). You pro-
Characters have two ‘currencies’ to spend on advancement.
ject a 5’ per PP cone of psychic energy which causes
1d6 psychic damage to all in the area of effect, +1d6 Time. A character can take a new career grade by spending
per additional 4 PP you spend. the required time (usually 1d6 years, but the career itself will
provide specific information). This type of advancement re-
Psychic Suggestion (requires PSI 8; Telepathic Message).
quires downtime – periods in which a character’s activities take
You can momentarily influence the thoughts and actions of
place in the background - and it advances a character’s age. If
another creature within 5’, +5’ per additional PP you spend, by
time is spent, no experience points expenditure is needed.
making a PSI vs. MENTAL DEFENCE check. On a success, the
creature will perform one action as directed by you; however it Characters can always spend more than the minimum
will not perform an action which causes it harm. time indicated - the indicated time is an optimum ad-
venturer hero progression. Additionally, NPCs may take
Telepathic Message (requires PSI 4; Empathy). You
much longer to progress; it is not unusual to see old
develop the ability to freely send short telepathic mes-
NPCs with only a few career ranks.
sages to other intelligent creatures with whom you have
spent time. This is a free action.
// Experience points
// Teleportation The Game Master awards experience points (XP) for over-
Blink (requires PSI 10, AGI 8; Dimensional Step). As coming challenges, defeating enemies and completing mile-
a reaction to an attack, you may instantly teleport up to stones. These XP can be spent on new career grades. The XP
10’ to avoid it. This grants you a +10 DEFENCE bonus and cost of a career grade is equal to 10 times the new grade – de-
moves you to any location within 10’. duct the XP from the character’s total when he spends them.
If XP are spent, no time expenditure is needed.
Dimensional Step (requires PSI 10). You teleport
up to 10’ away, +10’ per additional 4 PP you spend, to a Advancements are accessed via career grades, and
location within sight. contextualize any given improvement.

Attribute Advancement
DEFEATING ENEMIES
or Skill Cost & OVERCOMING CHALLENGES
The core advancement assumption is that you need to de-
1 3
feat or overcome 10 encounters of Medium difficulty to ad-
2 6 vance to the next grade. The XP requirement for each grade
3 9 is equal to ten times the next grade. For a Medium difficulty
4 12 encounter characters gain XP equal to their own grade.
5 15 The Game Master evaluates how difficult the players
found the encounter and awards XP accordingly. Round
6 18
down when calculating half grade values.
7 21
8 24 Difficulty Slow Fast
9 27 Trivial 0 No XP

10 30 Easy 2 Half grade (round down)


11 33
Medium 5 Equal to grade
12 36
Hard 10 Two times grade
13 39
Extremely hard 15 Three times grade
14 42

83
Game Masters are free to set different advancement AGE
rates. Changing the speed of character advancement can
affect the tone of a campaign, and the Game Master should Each character’s age should be tracked. Characters
be sure to inform the players before play what the cam- are categorized as young, adult or old. For more infor-
paign’s advancement rate is. To set a different advancement mation see the aging rules.
rate, simply increase or decrease the cost of a new career Once a character reaches old age their physical attrib-
grade from 10 XP per grade to a higher or lower value.
utes (STR, AGI, END) can no longer be increased by non-
supernatural, non-technological means. Career advances
PLANNING which would normally increase those attributes no longer
If the Player Characters research and plan to the extent do so and incremental increases to those attributes can no
where they make a supposedly difficult encounter into
longer be purchased.
easier encounter by virtue of their preparations and fore-
thought, they are awarded XP for an encounter level higher
(e.g. an encounter which turned out to be Easy because of
good planning becomes a Medium encounter for the pur-
poses of XP awards). XP awards for good planning requires
the Game Master’s discretion and ensures that players are
not penalised for thinking their way around a problem.

COMPLETING MILESTONES
The Game Master awards XP for completing major storyline
milestones. Milestones are major non-combat challenges or
obstacles which have required substantial effort to overcome
on the part of the characters. This award is equal to the char-
acter’s existing grade (the same as for a Medium encounter).
A grade 5 character, therefore, receives 5 XP for completing
a milestone. Milestones are fairly arbitrary but a good guide-
line is to include one in every session of play.

INCREMENTAL ADVANCES
Sometimes a character increases just her STR attribute
by working out, or just her pistols skill at the shooting
range. To do this, the character needs to spend XP. The
cost of the increase is equal to three times the new score
– so an increase from 9 to 10 STR costs 30 XP, while an
increase from rank 2 to rank 3 in pistols costs 9 XP. The XP
is deducted from the character’s total XP.
A universal exploit (but not a career exploit) can be pur-
chased for half the price of a new grade.
You cannot spent time to make incremental advances;
you must spend XP. Only full career grades can be pur-
chased with time. Incremental advances take place in
the background at the same time as regular activity, and
are assumed to have involved current and prior training.
Therefore a character gains the benefit of an incremental
advance immediately upon spending the XP.
Incremental advances are not as cost effective as ca-
reer grades, but they allow for fine tuning and granular
advancement. Note, however, that a character’s maximum
dice pool is always based on his overall grade, so incre-
mental advancements should always be viewed as a sup-
plementary advancement method.

84
Typical point values & advancement cost
Attribute Max Dice
Grade Skill Ranks Exploits XP Cost Total XP*
Points Pool
0 24 3 2 3d6 0 0
1 28 5 3 3d6 10 10
2 32 7 4 3d6 20 30
3 36 9 5 3d6 30 60
4 40 11 6 4d6 40 100
5 44 13 7 5d6 50 150
6 48 15 8 6d6 60 210
7 52 17 9 6d6 70 280
8 56 19 10 7d6 80 360
9 60 21 11 7d6 90 450
10 64 23 12 7d6 100 550
11 68 25 13 8d6 110 660
12 72 27 14 8d6 120 780
13 76 29 15 8d6 130 910
14 80 31 16 8d6 140 1050
15 84 33 17 9d6 150 1200
16 88 35 18 9d6 160 1360
17 92 37 19 9d6 170 1530
18 96 39 20 9d6 180 1710
19 100 41 21 9d6 190 1900
20 104 43 22 10d6 200 2100
*cumulative total of spent XP to reach this grade

SAMPLE CHARACTER CREATION


Or not. The first
Having lost his previous choice Sylvester
Player Character Judge in makes is for Judge
a rather dramatic fashion, Halsey to be a clone.
Sylvester decides he
wants to try a slightly
different character as his
replacement. He chooses
to play a Med Judge, since
the other major roles
are already present in the
party (Street, Tek and Psi
Judges). And so Judge
Clayton Halsey is born… Being a clone Judge Halsey gains
+1 to the following attributes:
STR, AGI, END, INT, LOG and WIL.

He has three skills


available from the
[developmental] and
Sylvester then gains the [physical] lists.
Ingrained Skill Package
and Fast Healing as his
initial exploits.
He chooses
concentration,
insight and running.

85
4;
e s : S TR 4 ; AGI 4; END UC 3;
Attribut ;L
IL 4; CHA 3
From the
Ingrained Skill
; L O G 4 ; W
Package exploit INT 4
0 tion Sylvester then decides on his
Sylvester must
choose from REP 0; PSI 1, chemistry 1, concentra g 1 new character’s hook: Judge
y in
Skills: biolog ight 1, psychology 1, runn
Halsey is a clone Med Judge
the [academic], who always tries to impress.
s
1, genetics 1, in Healing, Ingrained Skill
[combat] and
[physical] lists.
st
Exploits: Fa
He adds ranks in Package Before his first
Career choice
biology, chemistry,
genetics and Judge Halsey
psychology. has these abilities.

Sylvester chooses
law and perception.

As his character is to be The solitary exploit


a Judge his first Career available is Academy
choice has to be Cadet. of Law Curriculum.
This represents the First of all his
years of education and STR, END, WIL and
training from a young age LOG attributes all He then chooses two Halsey gains
at the Academy of Law. increase by 11. skills from clubs, additional ranks in
conviction, intuition, clubs, law, light
law, light armour, armour, pistols
and riding.
perception, pistols,
riding and tactics.
5;
e s : S T R 5 ; AGI 4; END 3; REP
Attribut
; W I L 5 ; C HA 3; LUC For his next two careers Sylvester
5
INT 4; LOG has to choose two advanced Academy
of Law courses.
ion
0; PSI 0 h e m is t r y 1, concentrat
y 1, c
After his Skills: biolog s 1, insight 1, law 2, light 1, As he wishes to This adds +1 to his
tic gy
1, clubs 1, gene ption 1, pistols 1, psycholo
first Career, INT, LOG, WIL and
Sylvester’s be a Med Judge,
rce he naturally CHA attributes. He
character
now looks armour 1, pe decides that chooses to add both
g1 , insight and medicine
running 1, ridin emy of Law Curriculum
like this! Trauma First
Aid is what he as additional
ad
Exploits: Ac ngrained Skill Package
needs most. skills from those
available.
,I
Fast Healing
Attribu
te
Finally he Judge Halsey now
INT 5; s: STR 5; AGI
L 4;
0; PSI 0 OG 6; WIL 6; CH END 5;
chooses the looks like this!
On Your Feet!
exploit. A 4; LUC
Skills: bio 3; REP
logy 1, ch
1, clubs 1, emistry
g 1, c
armour enetics 1, insight oncentration
1, medicine 2, law 2,
psycholog 1, lig
y 1, runnin perception 1, pist ht
Exploits g ols 1,
: Academ 1, riding 1
Fast He y of Law
ali C
Your Fe ng, Ingrained Skil urriculum,
et! l Packag
e, On
86
Attribu
te
Wishing to maximise
his potential as
This time he adds to his
medicine and perception INT 6; s: STR 5; AGI
LO 4;
a Med Judge, skills. Finally he adds 0; PSI 0 G 7; WIL 7; CH END 5;
Sylvester again the Emergency Trauma A 5; LUC
chooses the Procedures exploit. Skills: bio 3; REP
Trauma First Aid logy 1, ch
1, clubs 1, em
advanced course. genetics istry 1, concent
armour 1, r
Judge
Halsey now 1, medicine insight 2, law 2 ation
psycholog 2 , lig
has these y 1, runnin , perception 2, pis ht
abilities. Exploits g tols 1,
: Academ 1, riding 1
Emergenc y of Law C
y
Healing, I Trauma Proced urriculum,
n ur
Feet! grained Skill Pack es, Fast
age, On Y
our

5;
s : S T R 5 ; A GI 5; END ; REP
Attribute UC 4
7; CHA 5; L
Judge Halsey Judge
then takes the
O G 7 ; W I L Halsey now
Rookie Career. INT 7; L has these

1; PSI 0 m is t r y 1, c o ncentration abilities.


Finally y 1, che t
he adds Skills: biolog s 1, insight 2, law 3, ligh 1,
tic ls
the Only
Knocked 1, clubs 1, gene ine 2, perception 3, pisto Ready to
dic
armour 1, me ing 1, riding 1
hit the
Out exploit streets
runn ,
psychology 1, emy of Law Curriculum
to round Judge
off this Halsey,
A c a d Fast
Career.
Exploits: u m a Procedures, our naturally
y T r a enough,
This boosts his INT, AGI, LUC and
Emergenc
in e d S k il l P a ckage, On Y takes
a
REP by one each. He also decides to Healing, Ingr cked Out the Med
Judge
Kno
Feet!, Only
increase both his law and perception
skills from those available. Career.

Sylvester can complete his character by


calculating the various derived statistics
The END, INT, WIL and such as movement rates and DEFENCE
LOG attributes all values. As a Med Judge he has a standard
increase by 1 and he set of equipment which is noted on his
chooses medicine and character sheet. After his final starting
law from the available Career Judge Halsey now looks like this:
skills. He also gains
the Exceptional
Healing Hands exploit.

Attributes: STR 5; AGI 5; END 6;


Sylvester feels INT 8; LOG 8; WIL 8; CHA 5; LUC 4; REP
certain that this will
be very useful on the 1; PSI 0
dangerous streets of Skills: biology 1, chemistry 1, concentration
Mega-City One.
1, clubs 1, genetics 1, insight 2, law 4, light
armour 1, medicine 3, perception 3, pistols 1,
With the With the Looking at his three
careers now character highest statistics he
psychology 1, running 1, riding 1
finished Judge now almost chooses WIL and rolls Exploits: Academy of Law Curriculum, Aim,
Halsey gains complete a d6, getting a 3.
two additional Sylvester Checking the trait table Emergency Trauma Procedures, Exceptional
exploits. He now has to he finds that Halsey
decides to determine which has the Stoic trait,
Healing Hands, Fast Healing, Ingrained Skill
choose Aim and trait Judge something that will help Package, On Your Feet!, Only Knocked Out,
then Reckless Halsey has. to keep him alive.
Act from the Restless Act
list of possible
universal
Trait: Stoic
exploits.
87
Judge Jessica
Morris started
CH/4: EQUIPMENT
strapping on her Next she got out her
shoulder pads. belt and began going One-by-one she
through it; she worked examined every
through each pouch piece of equipment
in turn, ensuring to see if there was
everything she needed anything missing or
Left, was there. some damage that
then might cause it to
right. fail in the field.
Birdie lie Handcuffs
detector - - check.
check.
One of the
Silencer bleepers had
She always kept
Spare ammunition for - check. a nick in its
to the same
her lawgiver - check. casing, Morris
routine - first
put it aside.
her uniform
She would need
went on over her
Stumm grenades, pollution meter, to go to stores
underwear, then
pass-card, flashlight - check. to requisition a
the padding.
replacement.

Once she was She picked up


satisfied she the loaded Then her bootknife
put the belt ammunition and daystick.
around her clips, double
waist and checking each
moved on. in turn.
Finally the
helmet. She
gave the
She took out reflection in
Her badge
her Lawgiver All were the locker’s
clipped into
from the as they mirror a
place.
locker and should quick once
double- be; she over to
checked it. fed them ensure
Her boots into her she looked
slipped over gun then ready for
her feet. Everything slid the duty before
was fine. weapon she walked
into its towards the
holster. motor pool.

Then she went through Having satisfied


the same routine for herself she
her Lawmaster bike. Today was no went to stores,
different but picking up a
still she still replacement
always checked. bleeper.
Checking
everything was
working okay. If she was
ever let
down by her
equipment
That every bit of equipment was stowed she knew she She handed
away and in good order. It all was - could end in the faulty
the teks in the motor pool knew their up losing one to an
job well and always were thorough her life out auxiliary so
and efficient. there on the they would
streets. check and
repair it.

88
Morris nodded at a
few of the others
Her day was
Other Judges from and exchanged some
less than an
her watch were small talk as she
hour old and
there as well. walked towards the
her watch
briefing room.
her routine was was about to
not her own. begin…

Every day in the Academy they


had taught them that a Judge
who failed to ensure her Example Salaries
equipment was fit for duty was The examples below are for reference only; most citizens will be on welfare.
unfit for duty herself.
Player Characters will typically not have a monthly salary - they earn their credits
during play. An NPC will usually only carry 5% of his monthly salary on their person,
A character’s skills and attributes and have access to an amount equal to their monthly salary in the form of savings.
are only part of the full story. On top
of all that, characters need equip- Occupation REP Monthly Yearly Carry
ment. Most characters outfit them- Bank teller, tourist guide, admin 2 (1d6) 950 11,400 50
selves with weapons, armour and CEO, medium company 15 (5d6) 16,500 198,000 825
other supplementary gear. Cleaner, fast-food server 1 (1d6) 500 6,000 25

In this chapter you will find details Factory labour, cargo handler 3 2d6) 1,500 18,000 75

on spit guns, lawgivers, birdie lie detec- Reporter, local network 4 (2d6) 1,800 21,600 90

tors, medkits, vehicles and many other Scientist, lab technician 3 (2d6) 1,500 18,000 75

items from the world of Judge Dredd. Scientist, team leader 5 (2d6) 2,500 30,000 125

In addition there are rules on drugs, Security guard, private 2 (1d6) 1,000 12,000 50

cybernetics, equipment quality and de- Waitress, retail clerk, cab driver 1 (1d6) 800 9,600 40

tails on how to upgrade or customise Welfare 1 (1d6) 400 4,800 20

equipment, weapons and armour.


wealth is a function of his REPUTATION attribute, an at-
STARTING MONEY tribute which encompasses credit ratings, assets and other
All Judges have a set amount of equipment assigned to measures of wealth (as well as fame, rank, notoriety and
them for patrol. This may vary depending on their speciali- other less quantifiable factors).
sation, but every Street Judge on patrol will start the day To determine a character’s starting money, roll a REP
with almost exactly the same set of equipment as every dice pool and a LUC dice pool and multiply the total by
other Street Judge (Lawgiver, Lawmaster, daystick, boot 20. If the total comes to less than 100cr, increase it to
knife, uniform & helmet, handcuffs and birdie). The only 100cr. You may spend this starting cash on equipment,
exceptions to this are if they have some special duty or weapons, armour and other gear.
investigation they need something extra for.
Requisition Cap. Every judge has a Requisition Cap which EQUIPMENT, SKILLS, & QUALITY
allows them to use additional gear supplied by Justice Throughout this chapter, prices and information are
Central. This is determined in the same way as a non-Judge’s presented for the basic or standard version of each item
starting money (see below) but does not represent actual of equipment, whether that is a pair of binoculars, a laser
cash. Instead, a Judge may “spend” this amount at the quar- rifle or a suit of clothing.
termaster when leaving Justice Central. This equipment is Sometimes equipment is of a higher quality. Such items
handed back when they return, so a Judge can requisition are more expensive, but grant the user bonuses to attribute
different gear for each mission up to their Requisition Cap. checks made while using them. Equipment contributes to
Every other character’s starting assets need to be deter- a dice pool if it is of high quality or greater. Performing the
mined before any cash is spent on equipment. A character’s action already assumes you are using appropriate basic tools.

89
Wealth & Credits Improvised Equipment
In Judge Dredd games the standard unit of Standard quality equipment allows you
currency is the credit (denoted as “cr”). Large to perform an action without suffering any
purchases (starships and the like) are sometimes penalty for improvisation.
priced in Megacredits (Mcr), each of which is equal If you do not have basic equipment, you can
often still attempt an action by improvising. For
to one thousand credits.
example, lacking lockpicks, you might try to use
The credit is a basic unit of currency in Mega- a wire hanger as a lockpick. When improvising
City One. The unit of currency for interplanetary you suffer a penalty of -2d6 to your dice pool.
trade is the Galactic Groat.
Depending on career choices, a starting character This same rule applies in combat. When trying to attack
typically begins play with 200-1,000cr to spend somebody, the character rolls a dice pool made up of an
on equipment - enough to buy a basic weapon, attribute, a skill, and sometimes equipment bonuses. When
armour and a couple of items of equipment. Some Anna Patchy fires her laser pistol at a rival punk she nor-
careers also grant free bonus starting items to the mally rolls 4d6, which includes her attribute and her skill.
character. If she picks up a high quality laser pistol, the number of
Typical monthly salaries (as a point of comparison) dice she rolls increases to 5d6.
can be 500cr (for the lowest paid jobs) to 2,250cr An item cannot change quality or be upgraded to a
for an average middle-management style occupation. higher quality.
The table below details the various quality levels.
Standard equipment does not contribute to the dice Dice Pool. This indicates the contribution to a dice pool that
pool; it merely allows you to perform the action without high quality equipment grants (subject to minimum skill limits).
suffering any penalties for improvised equipment. For Rarity. This is an indication of how common high
example, a rifle allows you to shoot somebody, a lockpick quality equipment is.
allows you to pick a lock and a medical kit allows you to Minimum Skill. Effective equipment quality is limited
perform emergency medical aid. by skill level – you cannot gain more dice in your dice pool
from equipment than you have from skills. If you have 2d6
To gain an equipment bonus, you need high quality equip- in your dice pool from your lockpicking skill, you cannot
ment or better. A high quality laser sword gives you +1d6 to gain an additional 3d6 from mastercraft lockpicks.
your attack dice pool, a high quality lockpick gives you +1d6 Q This applies to all equipment, including gear, weapons,
to your AGI dice pool when picking a lock and so on. and armour. If the user does not have the minimum skill level
You can also improvise equipment if you do not have required to benefit from equipment’s quality, then the quality
of the equipment is effectively reduced to match the user’s
the right tools available. This inflicts a -2d6 penalty to skill level. For example, a character with 3 ranks (2d6; skilled)
your dice pool. You can use a hairpin to pick a lock, but in light armour treats artisanal light armour as exceptional
that is an improvised item. and only gains the benefits of exceptional light armour.

Dice Minimum
Quality Price Rarity Upgrades Armour Vehicle
Pool Skill

Improvised - - -2d6 - - - -

Standard Normal Common - - - - -

1 (1d6;
High quality x3 then +100 Uncommon +1d6 +1 +2 SOAK +1 SPEED
proficient)
x5 then 3 (2d6;
Exceptional Rare +2d6 +1 +4 SOAK +2 SPEED
+250 skilled)
x10 then 6 (3d6;
Mastercraft Very rare +3d6 +2 +6 SOAK +3 SPEED
+500 expert)
x100 then 10 (4d6;
Artisanal Very rare +4d6 +2 + +8 SOAK +5 SPEED
+1,000 mastery)
x1,000 then 15 (5d6;
Legendary Unique +5d6 +3 +10 SOAK +10 SPEED
+2,500 authority)

90
Upgrades. Weapons and armour can be upgraded, add- specialist stores which keep accurate records of their custom-
ing new features. The upgrade capacity is given by its size ers. They can also be found in outlets who may sell them under
(for weapons) or type (for armour). Higher quality weap- the counter, running the risk of judicial attention. For many
ons and armour gain additional upgrade slots. items, such as weapons, ownership without a licence will result
Armour. High quality armour gains a SOAK bonus. in an iso-cube sentence. For some, such as for goldfish, the
penalty will be a fine and a requirement to purchase the rel-
Vehicle. High quality vehicles gain a SPEED bonus.
evant license then and there from the officiating Judge.
// Availability Proscribed. These items are banned by Justice
Every item is listed along with an availability code and Department for one of a number of reasons. Usually it is
some have a date from which they become available. either because they are too dangerous in the hands of citi-
These codes indicate the legality of items and whether or zens or there are health and safety considerations.
not they are freely available in the city. The codes are: Military. Weapons and equipment that are designed for
Legal. These items can be found in relevant retail outlets military use are proscribed. Citi-Def units are legally al-
throughout the city. There are no restrictions to ownership. lowed to be equipped with them and trained in their use.
Restricted. These items require a licence of some sort in Judicial. These items of equipment can only be used
order to purchase and own them. They are legally available in by members of Justice Department or those who are
working as their agents. For anyone else there are stiff
Item Quality in Context penalties for possession.
Exceptional quality items are rare, and those of Alien. This technology is not available to buy and
mastercraft quality and above should seldom be even Judges will not have access to it. All such items
encountered in a campaign. Generally speaking, are automatically proscribed. There is no knowing what
characters should not be able to easily purchase will happen if ignorant citizens start fooling around with
items of higher than high quality, and those of such technologically advanced items!
mastercraft quality should require considerable
effort to obtain (also, given that they grant a +3d6 GENERAL GEAR
bonus to attribute checks, only characters with 6
or more ranks in a related skill will be able to fully General gear consists of a variety of basic, universal
benefit from them). Items of artisanal or legendary equipment types. The availability of general gear varies,
quality are items spoken of in awe and never seen with some items only available from less than legal sources.
by regular people. Acetylene torch. A device able to cut through metal and
In 20th to 21st century terms, as a point of powered by a single fuel cell. Settings allow for welding
comparison, a standard new automobile might or cutting metal. It can be used as an improvised (-2d6)
cost $20,000; a luxury car would be considered weapon which does 2d6 heat damage.
high quality at $60,000; a high-end sports car is Alarm sensor. An alarm sensor can be placed near a door-
exceptional at $100,000; mastercraft vehicles at way, or multiple sensors can be placed around the perimeter
$200,000 would include the average supercar. of an area. Each covers an area 30’ across. When the area is
Artisanal automobiles, therefore, are priced in the breached (they can be set to ignore certain people or species,
region of $2,000,000 - the very best cars in the and to distinguish by size category) they set off an alarm. The
world, such as the Bughatti Veyron in 2014 (also alarm can be audible or it can privately alert an individual.
in 2014, the Lamborghini Veneno Roadster cost It is a Difficult [16] check to detect an alarm sensor and the
around $4,000,000, and only nine were ever made), same difficulty to sneak past or disable it.
and legendary cars would be unique vehicles
worth something in the region of $20,000,000 - the
sort of vehicle only bought and sold in private Out of Time
auctions. Out of Time is an optional rule.
These real-world examples should give you an Characters operating equipment not from
idea of what the equipment quality categories their own era (archaic, modern, or future)
mean and help give a sense of perspective on suffer -1d6 to attribute checks.
what it means for a character to run around in This applies to futuristic characters using
an artisanal set of armour. archaic equipment or vice versa.

91
Bat glider suit. With bat gliding such a popular activity the Birdie. A small, portable lie detector. Used by Judges to
common bat glider suit is to be found for sale throughout the question suspects on the streets it provides a +1d6 bonus
city. A skilled user can remain aloft for considerable periods to any checks to detect whether someone is telling the
of time, riding the updrafts caused by the city blocks. truth or not. A birdie is far from infallible, but it is a useful
aid to Judge investigations. Many a perp has blurted out a
Beacon, emergency. A unit which, when activated,
confession when faced with a Judge using one of these.
broadcasts an emergency signal on multiple emergency fre-
quencies. Most beacons have a range of up to 1,000 miles, Bleeper. A tracking device used by Justice Department.
although some have a much shorter range. Emergency When activated it sends out a continuous signal, enabling
its location to be tracked by Justice Department out to a
beacons tend to be carried in civilian aircraft that fly long
range of 20 miles. It is attached to a vehicle or object us-
distances as well as military and Justice Department craft.
ing a powerful adhesive that makes the bleeper difficult to
Belliwheel. The belliwheel allows the extremely obese remove. Similar devices are available for sale and are of-
to move far quicker than would normally be the case. A ten used by private detectives, although users need to be
belliwheel will increase the speed of a fatty by 2; however licensed or they face arrest for their use.
some are so large that they require more than one belli- Boing® Cutters. Without these specialist tools it is al-
wheel just to be able to move. most impossible to safely remove an individual encased in
Binoculars. Binoculars enable the user to see long distanc- Boing®. Cutters are often carried in Justice Department
es; most are electronic, and can have enhancements which h-wagons to deal with criminal boingers who have found
enable larger ranges of the EM spectrum to be viewed. A themselves trapped within the substance.
standard pair enables scenes up to a mile distant to be seen Boing® Spray Can. In a single can there is enough
clearly. A high quality pair includes light-intensification which Boing®, the miracle spray, to encase a single individual in the
allows them to be used in the dark, and an exceptional quality substance. An individual so cocooned is nearly impervious
pair encompasses a wide spectrum from infra-red to X-rays. to harm and has the ability to bounce of any object they hit.
The use of Boing® is banned from use anywhere outside a
Palais de Boing with severe penalties for those using it else-
where. Anyone encased in Boing® gains a SOAK of 20 and
becomes immune to all falling damage (unfortunately the
same cannot be said for anyone or anything hit by a boinger).
It is extremely difficult to control a Boing® for any length of
time. The first bounce requires a Difficult [16] AGI check to
move 30’ in the required direction; each subsequent bounce
increases the difficulty by one benchmark. A failure means
movement in a random direction (use the hand bomb chart
on page 103). Only the most skilled boingers can hope to
do much more than simply go on an uncontrolled thrill ride.
Breaching charge. A device designed to blow holes in walls
with a directed blast. It is attached to a wall, a timer is set
and the charge blasts a man-sized hole in the wall. Breaching
charges are extremely powerful, and can penetrate almost all
materials, or even ship hulls, up to 1’ in thickness.
Bug. A bug is a surveillance device. A basic bug can
record and transmit high quality holographic audio and
visual data within 30’ up to a range of 200 miles.
Bugsweeper. A bugsweeper is used to find bugs by
measuring radio frequencies and wavelengths.
Carilot. A backpack typically holding up 60 lb of equip-
ment. It grants the wearer a +20lb carrying capacity bonus.
Clothing. Clothing comes in various prices and quality.
As with many things, you get what you pay for, and high
quality, exceptional quality, mastercraft and artisanal
clothing can be obtained for the appropriate prices. Higher
quality clothing can include smart fabrics which resist
stains and remain perfectly clean.

92
Communicator. Communicators are basic voice-based com-
munication devices. Standard versions are hand-held items,
while exceptional quality versions consist of a voice-activated
badge on the exterior of the user’s clothing. Communicators
are able to talk to anybody on the same planet or in orbit,
while long-range communicators can reach up to 1 AU.
Computer, personal. A common item in the home, these
slim devices encompass a flat touchscreen, voice com-
mands and speakers. Additional components can be add-
ed, such as the rather old fashioned keyboard. Most such
computers are portable and access the citywide computer
web. This is closely monitored by Justice Department who
are always alert for illegal activities.
Cryostasis unit. A cryostasis unit is an enclosed bed or
“coffin” into which a wounded or ill patient can be placed.
The unit maintains their exact condition. These units can
also be used for long-term travel and occupants do not
age, nor does time pass for them in any other way. Justice
Department uses these units in the vaults across the city to
hold badly injured perps. Civilian units will hold the terminally
ill or elderly who wish to extend their lifespan by paying to be
frozen until a cure can be found for their condition.
Dressing, spray. A spray dressing is a basic, liquid
bandage and local anaesthetic which restores 1 point of
HEALTH. Spray dressings typically have 20 uses before
they are exhausted. The spray only heals 1 HEALTH; multi-
ple sprays cannot be used to heal more. This device is the
equivalent of a small bandage.
EMP. A device as small as a bag of luggage or large
suitcase, an EMP immediately deactivates all unshielded Handcuffs. Ubiquitously used worldwide in a variety of
electronic devices within 20’. The device attacks each item styles and designs, these metal clasps are chained together
with a 3d6 vs. the item’s DEFENCE, and on a success the and made to only open when a specific type of key is insert-
device shuts down for 3 turns. Robots are not deactivated, ed within. A Strenuous [25] STR check or Demanding [21]
but they do suffer 1d6 ion damage from a successful attack AGI check can free a person from a pair of handcuffs. Every
and are stunned. An EMP can only be used once. level of quality a pair of handcuffs has increases the difficul-
Generator. A generator is the size of a suitcase and is able ty to break out of or escape from them by one benchmark.
to provide enough power to run portable equipment, re- Hologuise. A hologuise is an electronic holographic dis-
charge power packs or maintain a small habitat for one week. guise kit. With a flip of a switch, the wearer can appear as
Grappling harness. A grappling harness can be disguised somebody else entirely, with an entirely holographic set of
as suspenders and a belt or within a bulky outfit. Once teth- clothing, hair and appearance, and even voice alteration.
ered or anchored, the wearer can ascend at a speed of 20’ The disguise is convincing enough to grant a +3d6 bonus
a round or rappel down as fast as 60’ a round. Once used to disguise attempts, although robots see straight through
to ascend or for controlled descent, a grappling harness be- the disguise as though it was not there.
comes unusable until rewound, which takes one minute. Holoprojector. A holoprojector can create convincing three-
Gravbelt. A gravbelt is used to assist in low and high dimensional images within a 10’ radius. Standard models are
gravity environments, effectively negating the environ- used for entertainment purposes, but high quality holoprojec-
mental effects for the wearer. There are two types of grav- tors are so convincing that viewers need a Challenging [13]
belt - one for high, and one for low gravity environments. INT check to notice that they are not real, and superior quality
Gravbelts do not assist in zero-g situations, however. holoprojectors require a Difficult [16] INT check.

93
Holosuit. A skin-tight outfit which allows the user’s stand in direct line of sight of a viewer without being seen
clothing and appearance to change at will. The occasional (although olfactory and auditory senses work as normal),
glitch and shimmering mean that anybody with INT 4+ can gaining a +4d6 bonus to any check made to hide.
see that a holosuit is being worn, although it can be such Jetpack. A jetpack is mostly used for recreational pur-
a normal thing that nobody pays attention to it. A scanner poses, with the sport of aeroball requiring their use. It can
also automatically reveals a holosuit. also be used by perps as it allows a quick escape from the
Holowall. A holowall is portable holographic unit de- scene of a crime, leaving any on foot far behind. It has a
signed to project a single image; originally designed for range of about 1 hour, although an additional thruster add-
advertising purposes, holowalls can be used as privacy on can be purchased (5 lb, adds 2 hours). Use of a jetpack
screens, concealment for secret entrances or even for requires a Difficult [16] AGI check.
mere ornamentation. Holowalls can have their transpar- Lightstick, chemical. A chemical lightstick can be shaken to
ency set upon activation – anything from 0% to 100%. The give off a 30’ radius glow for one hour before it is exhausted.
area covered by a holowall is 10’ wide and 5’ high. Magboots. Magboots are used in zero-g environments.
Homing pill. This oral pill has a resilient electronic chip On metallic surfaces (like those within any starship), they
inside of it, one capable of remaining intact and operating magnetically ‘stick’ to the ground, artificially nullifying the
while within the digestive tract. The chip transmits a radio effect of zero-g for the wearer. However, SPEED is reduced
signal detectable by bug sweepers and anyone that knows to half normal while wearing them.
the frequency (which reaches to a range of 5 miles). Microchip. A microchip operates as a homing pill but
Infrared Goggles. Popular with both Citi-Def units and has a range of 1 AU and is undetectable to scanners.
perps who prefer the cover of darkness; these allow an in- Furthermore, it can be used to watch a creature’s vitals,
dividual to see clearly in darkness up to 100’away. telling both how much damage the subject has taken and
Invisibility suit. An invisibility suit uses advanced their emotional state (calm, agitated or panicked).
cloaking technology, refracting light and even thermal Miniature EMP. A tiny device, a miniature EMP immedi-
signatures, to render the wearer completely invisible. ately deactivates all unshielded electronic devices within 30’.
The effect is so potent that not even the faint shimmer The device attacks each item with a 5d6 versus the item’s
of usual cloaking technology is present. The wearer can DEFENCE, and on a success the device shuts down for 3 turns.

94
Robots are not deactivated, but they do suffer 2d6 ion dam- Riot Foam Cutters. Riot foam is almost impossible to
age from a successful attack and are stunned for 1 round. A escape from without the use of these specialised tools.
miniature EMP can only be used once. The device does not Ownership of them is banned by Justice Department who
work on items of advancement level 10 or higher. do not want perps to be able to escape by using them. Use
Miniature Robot. Miniature robots come in a wide va- of cutters allows an entirely encased individual to be cut
riety of designs, but most are tiny (1’ in size) non-sentient free in minutes, without them the process can take hours.
wheeled robots which perform basic tasks according to Robot. While advanced AI robots are created using the
verbal instructions. This is largely limited to the carrying character creation rules, more simple task-specific robots
of small objects and messages, being sent ahead on recon- can perform navigation, domestic, repair and other func-
naissance tasks or simply being the first to go through tions. Robots are voice controlled, can respond verbally
a potentially trapped doorway, although many purchase and are able to move at a speed of 4. Robots have a total
these robots as “pets” or as toys for children. One recent dice pool of 6d6 in one specific skill/attribute combination;
innovation has been to use specialised miniature robots as tools are built-in to the unit. Robots are not sapient. Some
pest control in the city’s rare rooftop gardens. Miniature common robot types, with their associated skill, include:
robots have 5 HEALTH, 18 DEFENCE, and a SPEED of 6.
» Robodocs (medicine)
Musical instrument. The list of musical instruments is » Protocol robots (linguistics)
vast, especially taking into account the many alien cultures in » Maintenance robots (engineering)
the universe. A musical instrument works much like a toolkit – » Domestic robots (cooking)
it offers bonuses to related checks depending on its quality. Scanner. There are four basic types of handheld scanner –
Parachute. There are many different designs and varia- science, medical, military and mining. Science scanners scan
tions of parachutes. When properly packed and correctly for energy sources and substances; medical scanners scan
deployed, a parachute can reduce a falling object’s rate for life forms and act as diagnostic tools; military scanners
of descent by 15 feet (for earlier parachutes) to as much are more robust, and focus primarily on the location of life
as 30 feet (for modern parachutes) a round, to a mini- forms without needing to gather additional data – they de-
mum of 20 feet a round. Navigating in the air while using termine the presence, number and location of life forms, but
a parachute requires AGI checks (for calm conditions, cannot determine other details. Mining scanners locate sub-
Challenging [13]), as does landing without falling prone. stances, but cannot scan for life forms or energy sources.
Passcard. An electronic device that opens most elec- Scrambler. A scrambler can jam any electronic commu-
tronic locks in the city. Possession of these items is highly nication within 30’. An expert can overcome the jamming
illegal with hefty sentences for any perp carrying one. with a Difficult [16] LOG check.
Their obvious usefulness for burglars make them highly Seismic mapper. This screened-gadget affixes to a safe
sought after on the black market and they carry a high or radial lock and after four rounds, creates a small three-
price. A very few, trusted private investigators are allowed dimensional map of everything within the next 6” of solid
to use these. Most of these individuals are former Judges material. A Challenging [13] INT check reveals the combi-
who left Justice Department for personal reasons. nation of any mechanical lock scrutinised this way.
Personal transmat. A personal transmit device is a Sonic tool.; Sonic tools are able to unlock doors, deacti-
short range teleporter technology. Resembling a thick vate systems, and perform a variety of scanning functions,
bracelet, it enables the wearer to teleport as a single ac- although they do not work on wood. A sonic tool operates
tion up to 30’ to a destination within line of sight. as an exceptional quality science scanner combined with
Psi-scram helmet. A Psi-Scram Helmet (or psionic scram- thieves’ tools, and can operate any electronic control (activa-
bler) is used when psionic opponents are expected. The tion control, toggle) at a 30’ range with no check required.
helmet boosts the wearer’s MENTAL DEFENCE by 4, but Speedheal. Able to heal major trauma quickly the use of a
completely prevents the use of psionic powers by the user. speedheal can cause broken bones and soft tissue damage
Rad counter. A rad counter detects the presence and to be healed in minutes rather than weeks. Used by Justice
strength of radiation. Note that all scanners are able to Department medical and emergency response teams they
do this, also. can get a Judge or citizen back on their feet in almost no
Respirator. A respirator is a small mask which is time. The device, about the size of a briefcase, restores
strapped to the face, and allows the user to breath in vac- HEALTH to the patient at a rate of 2 points per turn up to
uum (or toxic atmospheres) for one hour. High quality res- a maximum of 16 points; the patient must remain still dur-
pirators are much smaller mouthpieces, and exceptional ing this process. The speedheal is only effective against
quality respirators take the form of tiny nasal plugs. physical trauma - it cannot regenerate damage from poison,

95
disease, radiation or mental/psionic damage. Use of the re- to uncover any clues left behind by a perp, such as
generator is a skilled operation and requires a Demanding chemical residues, scents, DNA, etc.
[21] LOG check to set up and commence the regeneration » Thieves Tools — Thieves tools in the future often
process, although no further checks are needed. resemble those of the past. Electronic and sonic
lock-picks, tiny engineering tools designed to dis-
Spray paint aerosol. Used by individual scrawlers and juve able traps, miniature hacking devices, laser knives
gangs to mark their territory. Possession without being able and plasma saws, microvision goggles, sound
to show a valid use can see a custodial sentence imposed. dampeners and more.
Squad tactical computer. Designed for Citi-Def training » Climbing Gear — Climbing gear includes laser pi-
tons, hand-help harpoon guns, ropes and more.
and operation, an STC (Squad Tactical Computer) analyses » Survival Kit — A survival it includes a compass,
a battle situation and devises tactics with a high probabili- electronic mapping devices, emergency rations, a
ty of success. This information is displayed to the users via small selection of 10 spray dressings, 10 chemical
a tactical HUD integrated into a set of goggles or helmet, lightsticks, and a portable laser stove. Such kits are
depending on the model of the unit. An STC facilitates 4 taken by almost all who enter the Curse Earth or
connections, granting a +1d6 INITIATIVE bonus to up to 4 the Undercity for any length of time, whether they
people simultaneously. are Judges, perps or citizens.
Translation Unit. An advanced piece of equipment that
Tac-com network relay. An alternative to the STC, a
TAC-COM relay allows squad members to benefit from when its user speaks their voice is transmitted into any
the tactical routines and procedures of the squad leader. language and allows the user to hear a foreign or alien lan-
TAC-COM relays allow each member to effectively posses guage as if it was their own. These units are highly sought
the same tactics skill that their squad leader has. The TAC- after by diplomats and traders.
COM requires a full helmet with audio and visual input, and
can support up to 4 squad members.
SERVICES & FOODSTUFFS
Temporal resonator. A temporal resonator is an ex-
tremely advanced device. With a single activation, it slows The following are the costs for a variety of common ser-
down time around the user for up to a minute, enabling vices found in Mega-City One.
him to continue to take actions. It can, however, be used to
escape a tricky situation or to heal. Service Cost (cr)
Tent. A tent is designed to protect against extreme ele-
Drink, beer 2
ments. Most tents are pressurised shelters which are ther-
Drink, synthi-synthi-caf 1
mally insulated, and can provide safety from all but the
most extreme of conditions including light radiation and Drink, spirit, common 3
toxic environments. Drink, spirit, exotic 10
Toolkit. A toolkit is an important piece of equipment. Hotel, average, per day 40
Almost any specialised technical activity uses a toolkit (a
Hotel, cheap, per day 10
medikit is a medical toolkit). A toolkit allows you to un-
dertake the activity with no improvisation penalties; high Hotel, luxury, per day 100
quality toolkits grant bonuses to your dice pool. Limousine, per mile 2
» Medikit — A medical pouch, medikit or field kit con- Meal, cafeteria, diner 5
tains various items, including a laser scalpel, spray
dressings (50 sprays), various drugs, hypospray, Meal, fast food, synthetic 3
and other basic medical equipment.
Meal, restaurant, typical 7
» Engineering Toolbox — An engineering toolbox
includes mini-fabricators, hyperspanners, laser Meal, restaurant, luxury 25
wrenches, coil spanners, flux couplers, gravitic cali-
Public transport, per mile 0.5
pers, interphasic compensators, laser welders, ener-
gy converters and a hammer, amongst other things. Taxi, per mile 1
» Forensic Kit — A forensic kit is used to survey
crime scenes, take and test samples, and look Theatre, play or show 20
for clues. It includes DNA scanners, microvision Theatre, movie 10
goggles, sampling kits, and more, allowing a large
amount of forensic work to take place at the scene. Shuttle, to/from orbit 100
Justice Department forensic kits include the snuf- Shuttle, to/from moon 200
fler, a very precise tool that adds +1d6 to any check

96
Cost Weight Cost Weight
Item Avail. Item Avail.
(cr) (lb) (cr) (lb)

Acetylene Torch 100 8 L Jet pack 2,500 10 R

Alarm sensor 250 3 L Lightstick, chemical 5 0.5 L

Bat Glider Suit 300 10 L Magboots 1,000 2 L

Beacon, emergency 40 10 R Microchip 5,000 - R

Belliwheel 50 10 L Miniature Robot 2,500 20 L

Binoculars 50 2 L Musical instrument 75 4+ L

Binoculars, electronic 100 2 L Parachute 350 18 R

Birdie 400 1 J Passcard 3,000 - P

Bleeper 200 - R
Personal Transmat 22,500 0.5 A

Boing® Cutters 50 1 R
Powerboard 3,000 2 R

Boing® Spray Can 100 5 R


Psi-scram helmet 4,500 1 M

Breaching charge 500 4 M


Rad counter 200 4 L
Bug 200 - R
Relay, tac-com network 8,000 2 M
Bugsweeper 500 2 R
Respirator 100 0.5 L
Carilot 4 2 L
Robot 9,000 200 R
Clothing 10 4 L
Rope, 50’, hemp 4 10 L
Communicator, long-range 75 0.5 L
Rope, 50’, nylon 20 5 L
Communicator, planetary 30 0.5 L
Scanner, medical 400 2 L
Computer, personal 750 5 L
Scanner, military 300 2 M
Cryostasis unit 5,000 500 R
Scanner, mining 200 2 L
Dressing, spray 50 1 L
Scanner, scientific 400 2 L
EMP 5,000 18 M
Scrambler 300 5 M
Generator 1,500 55 R

Seismic mapper 650 16 P


Grappling harness 2,000 15 L

Sonic Tool 70,000 0.5 A


Gravbelt 2,500 4 R

Speedheal 10,000 10 R
Handcuffs 30 1 L

Spray Paint Aerosol 5 0.5 R


Hologuise 8,000 - A

Holoprojector 5,000 5 R Squad tactical computer 2,800 8 M

Holosuit 1,200 5 A Temporal Resonator 150,000 1 A

Holowall 1,000 4 R Tent, 2-man 50 50 L

Homing pill 100 - R Tent, 7-man shelter 350 200 L

Infrared Goggles 100 1 R Toolkit 75 4 L

Invisibility suit 12,000 2 P Translation unit 200 0.5 R

97
WEAPONS Damage Types
There are many weapons available to a character – me- Every bit of damage caused to a creature or object is of
lee weapons, ranged weapons, archaic weapons, modern a certain type, whether that be heat damage, blunt dam-
weapons, large weapons, small weapons, laser weapons, age or any of dozens of other damage types. A laser does
sonic weapons and more. The following sections list a heat damage, a projectile weapon does ballistic damage,
number of common weapons and their statistics. and a sword does slashing or piercing damage. The list of
damage types is an open-ended set of keywords. Any giv-
// READING THE WEAPON TABLES en weapon can have multiple damage keywords associated
Damage. This entry tells you how much damage a with it (although most only have one). These damage types
weapon does to a target on a successful hit. Damage may are listed in the weapons tables. Damage type also deter-
be reduced by SOAK values often found in armour or large mines which condition is inflicted on a target when it suf-
creatures. Most weapons do at least 2d6 damage. fers a critical hit (triple-sixes on a successful attack roll).
Because damage type is a keyword system, there is no
If the wielder has skill with a weapon type, the size of the
finite list of damage types.
dice pool may be added to the damage. For example, skill of 6
(3d6) in knives adds 3 to a las-knife’s damage, resulting in a to- However, you will find a list of some common types below.
tal of 2d6+3 heat damage rather than the listed 2d6 damage. Blunt. Blunt damage comes from falls, heavy blunt
In the case of melee weapons and unarmed attacks, the size of weapons and most unarmed combat.
the STR dice pool may alternatively be used if it is higher. Crushing. Crushing damage can be caused by large
objects or gravity weapons and effects.
When damage is completely negated by SOAK, any 6s in
the damage roll always cause 1 point of damage each anyway. Ballistic. Projectile pistols and rifles tend to do
ballistic damage.
Type. This is the type of damage the weapon does, such
Cold. Cryo weapons are uncommon, but cold is a com-
as piercing, heat or sonic. Sometimes different armours
mon environmental damage type.
have different SOAK values against different types of dam-
age, or certain creatures or objects might be vulnerable Electricity. Electricity damage can come about in a num-
ber of ways, including booby traps; robots are vulnerable
to certain damage types. This also determines what type
1d6 to electricity damage. Electricity weapons often have
of effect occurs when a critical hit (rolling triple-sixes on a
the stun trait, meaning that a target reduced to 0 HEALTH
successful attack roll) occurs. with the weapon is knocked unconscious but is not dying.
Cost. The cost in credits to purchase a standard ver- Force. Force is a type of energy damage.
sion of this weapon.
Heat. Heat damage is caused by fire, lasers and other en-
Size. The size of the weapon (tiny, small, medium or ergy weapons. It is sometimes referred to as fire damage.
large) can be used to determine one or two-handed use of Ion. Ion damage is designed to damage electronics and
a weapon, eligibility for two-weapon use and more. Size is a shields; robots are vulnerable 2d6 to ion damage.
relative term – the table indicates a weapon’s size as com- Piercing. Piercing damage, like slashing damage, can be
pared to a human, but larger or smaller species will adjust caused by swords and knives.
the (relative) size up or down. For example, a Klegg, which
is size Large, using a longsword, which is size Medium, con-
siders it to be a Small weapon. Similarly, a size Small being
considers a shortsword (a Small weapon) to be size Medium.
Weight. This is the item’s weight in pounds. A pound is
just less than half a kilogram (0.45kg).
Range. In the case of ranged weapons, this indicates a
range increment. Range is noted in 5’ increments (squares
on a battlemap), so a range increment of 8 is equal to 40
feet. For each range increment, an attacker takes a 1d6 pen-
alty to his attack roll. Unless otherwise noted, weapons can
be used out to five range increments, although an attacker
will suffer a -4d6 penalty to attack rolls at that range.

98
Resistance & Vulnerability Robots and electronic objects are vulnerable to
ion damage. A vulnerability entry will generally note
RESISTANCE how vulnerable the target is - typically 1d6 or 2d6
Some armour, creatures, objects or materials have - and that entry tells you how many extra damage
SOAK values based on a damage type. This means dice to roll when affecting the target. A robot, for
that they are particularly good at resisting damage example, has vulnerability 2d6 (ion) which means
of that type. Fire-resistant armour, for example,
that an ion weapon which normally does 2d6 ion
might have a SOAK entry which reads SOAK 5 (heat).
damage would do 4d6 ion damage to a robot.
Many creature stat-blocks will also list resistances
(and, in some cases, immunities) to certain damage Vulnerabilities cannot more than double the
types. A SOAK value is the amount by which damage damage taken. If an robot takes 4 ion damage,
of that type is reduced when it affects the target. its 2d6 vulnerability to ion damage cannot
SOAK only applies to attacks which target DEFENCE increase that to more than 8 damage.
(not MENTAL DEFENCE). When damage is fully SOAKed, Targets suffer from vulnerability if the keyword is
some may still get through - any sixes in the listed amongst a weapon’s damage types.
damage roll automatically do 1 point of damage
Targets benefit from resistances only if they are
regardless of SOAK. This means that it is always
resistant to all listed damage types. A target resistant
possible to damage a target, even if it is just a little.
to heat damage does not benefit from resistance to
VULNERABILITY a weapon which does heat/sonic damage. The target
Conversely, something might be particularly would need to be resistant to both damage types.
vulnerable to a damage type. Crystalline creatures Note that natural SOAK does not work against
are vulnerable to sonic damage, and wood and a damage type the creature is vulnerable to, but
paper are vulnerable to heat damage. armour SOAK works as normal.

Poison. Poison damage can come about from gas, bioweap- Burst. The burst trait represents explosive blasts, shrap-
ons, atmosphere, radiation, food, stingers, bites and more. nel or a large volume of projectiles saturating an area.
Psionic. Psionic damage is caused not only by psionic When a burst weapon hits its target it can cause damage to
powers, but also by some specially designed weapons. others nearby. A burst weapon will be in the format Burst
Psionic damage cannot normally be SOAKed without spe- X, where X is the number of 5’ increments from the target
cial abilities or equipment. where additional targets could take damage. The attacker
Slashing. Swords and other slashing weapons do applies his attack roll to all potential targets within the burst
slashing damage. area, and the additional targets will benefit from any cover
Sonic. Sonic damage is caused by sound waves; armour between them and the original target.
does not soak it unless noted.
A Lawgiver’s Hi-Ex round has Burst 1 (or 5’), while a gre-
Special Traits nade typically has Burst 2 (or 10’).

This column indicates any particular properties or notes Combust. Weapons with the combust trait, such as the
associated with a weapon or item. Lawgiver’s Incendiary Round, set their target on fire, automati-
Anti-Vehicle. Anti-Vehicle weapons have a value cally inflicting the Burning condition on a hit. A critical hit from
which multiplies the amount of damage caused to a ve- a weapon with this trait inflicts a severe Burning condition,
hicle when it is hit by a weapon. requiring a roll of 6 to remove it.
Auto. Automatic weapons are better at suppressive fire. Double. Double weapons are melee weapons treated
They give an additional die of cover to protected allies. as though they were two weapons, one in each hand.
Beam. Beam weapons, such as lasers, project a visible This typically means that the attacker will gain an ad-
continuous line of energy at their target. For this reason, ditional attack per turn with it but will suffer penalties
they can, at the operator’s choice, operate as tracers by to the attack roll unless she has access to ambidexterity.
spending two actions firing (see tracer rounds, below). Ambidexterity is attained as an attribute trait.

99
Heavy. A heavy weapon is difficult to use. You
need a STRENGTH of 8 to use it without penalty, oth- Melee Weapons & Size
erwise you take a -1d6 penalty to your attack rolls. The size of a melee weapon is indicated
Additionally, a heavy weapon can only be fired once in the weapons table. Weapons can be
per round, and requires two actions to reload. increased or decreased in size to make
oversized or undersized versions suitable for
Reach. A reach weapon is a longer melee weapon. It can at-
larger or smaller creatures.
tack opponents up to 10’ away, unless a longer reach is noted.
An oversized weapon is one size category
Restrains. A weapon which restrains does so on a larger, weighs twice the regular weapon and
successful hit, inflicting the Restrained condition on does an extra 1d6 points of damage. Oversized
their target. weapons cost three times the regular price.
Sidearm. Weapons designated as sidearms gain a An undersized weapon is one size category
+1d6 bonus to hit at point blank range (when adjacent to smaller and weighs half the regular weapon.
their target) and do not suffer a penalty for firing at an The wielder of a weapon must use two hands
adjacent target in melee. to use a weapon one size category larger than
himself, and must use his STRENGTH attribute for
Single. A weapon with this quality can only be used once attacks even when the regular sized version
per round, even if the user is able to make multiple attacks. offers an option to use AGILITY. Weapons two
Stun. Stunning weapons (including some electricity sizes larger cannot be used.
damage and psionic damage) do non-lethal damage.
Lethal and non-lethal damage are essentially the same Axe, battleaxe (axes). This is a two-handed axe de-
up until the shot or blow which takes the victim down to signed for combat. Many variations on the battleaxe exist.
zero HEALTH. At that point, the victim falls unconscious
Boot Knife (knives). A Judge’s backup weapon should all
as normal but is not considered dying, does not have to
else fail. This knife is highly durable, extremely sharp and
form a death dice pool and wakes up automatically 5 min-
usually resides in a scabbard attached to the Judge’s boot.
utes later with 1 HEALTH.
Club (clubs). A simple wooden or metal stick or bat. This
“Stun” is a weapon trait. The weapon still does its nor-
includes baseball bats, cricket bats, tire-irons, and other
mal damage type (heat, electricity and so on), but that
crude blunt weapons.
damage is non-lethal. Otherwise stunning weapons work
exactly like regular weapons. Daystick (clubs). The Judges’ version of the truncheon
has a titanium core and is nigh-on unbreakable. It hits hard
Some weapons have a stun setting. The wielder may and is ergonomically designed to be easy to wield in combat.
choose which setting to use when firing the weapon;
changing settings is a free action. Electro-prod (knives). Originally designed for use by
law-enforcement or security personal it is now one of the
Thrown. A melee weapon with this trait can be thrown with weapons of choice used by taps. An electro-prod is a short,
the noted range increment. For example, a weapon with the stabbing, cylindrical weapon with a rubberised handle and
trait “Thrown (3)” has a range increment of 3. The default deals electricity damage to the target. See the section on
value of a thrown item is 3. If a weapon is denoted as Thrown stunning weapons for more information.
but has no value in parenthesis, the range increment is 3
Hammer, light (clubs). A light hammer is heavier than a
squares. Without this trait, a thrown weapon counts as impro-
standard tool, but lighter than a sledgehammer.
vised (inflicting a –2d6 penalty to the attack roll).
Hammer, warhammer (clubs). A warhammer is designed
// MELEE WEAPONS especially for battle. Warhammers weigh about the same as a
You might expect melee weapons to fall out of favour in sledgehammer, although some designs are larger and heavier.
a world full of energy weapons, laser rifles and explosives. Hatchet (axes). A much smaller, one-handed axe com-
However, this is not the case – hand-to-hand combat still pared to the battleaxe, this weapon can also be thrown.
an important part of any conflict and a sword is just as Its primary function is for cutting wood, although it
deadly as a bullet or a laser beam when it skewers you in makes an efficient weapon.
the eye. Judges have both the boot knife and daystick for Knife/dagger (knives). Knives and daggers range from
use in melee, while juve gangs will have little access to kitchenware to ceremonial blades.
more advanced weaponry and many will use knives, las- Las-knife (knives). A las-knife is composed of a handle
knives and clubs in their gang rumbles. In the Cursed Earth with a blade composed of energy. Las-knives are com-
many mutants will use melee weapons due to the limited monly used by taps and juve gangs, although they have
supply of ammunition for any guns they have access to. engineering and culinary uses also.

100
Net, Cling (nets). Used to capture perps without injur- Trident (polearms). A trident is a three-pronged
ing them, cling nets are used by Judges who will throw spear; originally designed for fishing it was quickly
them over fleeing perps as the Judge rides past on their adopted as a military weapon.
Lawmaster or Zipper bike. A target hit by a cling net Whip (whips). A whip is a melee weapon with a 10’ reach.
gains the Restrained condition. Skilled practitioners can perform tricks with a whip.
Net, energy (nets). An energy net is thrown at a target in
order to restrain him. The filaments are not hot, but they do // RANGED WEAPONS
have an electric charge which causes discomfort to the victim. Firearms are plentiful and common in the future, and come
Nunchaku (martial arts). Nunchaku are a primitive martial- in a wide variety of types. Lasers, disintegrators, sonic weap-
arts weapon, descended from a farming implement. They are ons and ballistic weapons are just some of the many variants
popular with certain gangs and with martial-arts hobbyists. of pistols, rifles, grenades and other deadly tools available.
Quarterstaff (polearms). A quarterstaff is a six-foot Ammunition and power is optionally tracked in the Judge
staff, often made of wood, but sometimes of metal. Dredd and the Worlds of 2000AD roleplaying game system.
Extendible versions exist (these cost 50cr). If you choose to incorporate this element of resource man-
Sap (clubs). A sap is a small, blunt object used to render a agement into your game, an ammo pack, power pack or clip
target unconscious. It does little damage, and that damage typically costs one-twentieth the cost of the original weapon
is non-lethal (stunning) damage. It is a weak melee weapon, and contains 20 shots. It is a free action to reload a pistol, an
but if the target is unaware of the attack he must made a action to reload a rifle or two actions to load a heavy firearm.
Difficult [16] END check or be stunned for two rounds. Antique Pistol (pistols). Antique pistols are old weapons,
Spear (polearms). A spear is a long stick with a dating from the twentieth century or earlier; many millions
point. It can be thrown. are in the hands of private citizens. Ownership is quite legal
Sword (swords). Various types of sword exist. Rapiers, scimi- and these weapons are favourites among the juve gangs and
tars, shortswords and longswords are all one-handed weapons. other low level perps due to their low cost and ease of use.
Twobladed swords feature blades protruding in both directions Antique Rifle (rifles). A weapon that mostly dates from
from the pommel and count as double weapons. the twentieth and early twenty-first centuries, antique rifles
Sword, laser (swords). Laser swords or sabres are elegant, find most use in the Cursed Earth. They are heavily regulated
dangerous weapons. Technically, laser swords are not lasers; outside of Citi-Def use. However, it is an impoverished block
they are made of plasma contained in a magnetic field. that would equip their militia with such outdated weapons.

101
Antique Automatic Rifle (rifles). Military grade weapons effective. Each shot’s cost is listed below and inflicts the
that were plentiful prior to the Atomic War they are now noted condition. Darts cannot make critical hits – they au-
strictly controlled. Still in use with many Citi-Def units they tomatically inflict statuses on a regular hit.
are also commonly found in the ranks of mutant raiders.
Bike Cannon (gunnery). A powerful twin cannon which Tranquilliser (150cr) Sleeping
is the most used armament on the Lawmaster bike.
Tranquilliser, Heavy (1,500cr ) Sleeping (severe)
Bow, Energy (bows). An energy bow (usually in the form
of a crossbow) fires bolts of plasma at a target.
Poison (150cr) Sick
Crossbow (crossbows). Crossbows are horizontal,
mechanical weapons which shoot bolts or quarrels. Paralysis (1,000cr) Restrained
Crossbows are rarely found in the city but are quire com-
mon among some groups in the Cursed Earth. Hand Pain (175cr) Pain
crossbows are small, light items, easily concealed. Heavy
crossbows do more damage and have a longer range. Hallucinogen (200cr) Confused
Crossbows can only be fired once per round.
Crossbow, repeating (crossbows). A repeating crossbow
Disintegrator (pistols). The disintegrator comes as a
uses a cunning automation system to string the bow and
place the bolt, allowing it to be used much more rapidly. It cumbersome, heavy pistol and is designed for use in min-
mounts a “magazine” which typically holds 6 bolts, and it can ing and some heavy industries. When turned against an in-
be fired twice per round, rather than once like most cross- dividual it is deadly, reducing the target to little more than
bows. Reloading the magazine takes a full turn (two actions). fine ash that blows away in the slightest breeze. Highly
regulated they are obviously useful for perps, who could
Cyclops Laser (gunnery). Mounted on the front of
use the weapon to both kill their enemies and remove the
the Lawmaster bike, the Cyclops Laser is the most effec-
tive weapon a Street Judge would normally have for use evidence of doing so simultaneously.
against vehicles and other large targets. Electro Beam (rifles). A weapon developed by the Sovs in
Dartgun (rifles). A dartgun is a type of rifle that can order to defeat heavily armoured opponents. The gun shoots
be used to fire a small needle via compressed air. The a beam that causes an explosion at a set range, penetrating
needle does not inflict damage, but can be used to deliver any cover or armour the target may have. Extremely effec-
chemicals including tranquillisers and poisons. Roll the tive against stationary targets, such as troops hiding behind
dart’s damage (1d6) as normal, however, to see if it pen- cover or fortifications, the weapon is almost useless against
etrates the target’s SOAK, remembering that a 6 always rapidly moving forces. Any target moving at a speed of 4 or
penetrates SOAK. These injections are expensive but very greater can be considered to be immune to the weapon.

102
Flame Thrower (heavy weapons). A horrific weapon Roll to hit the square you are aiming at. If you miss, roll
that shoots out a jet of fire, the petrochemical mixture it 1d6 to determine which square you hit instead using the
uses sticks to the target and causes it to catch fire. Only the chart below. Apply damage to any within the hand bomb’s
most psychotic of perps would use this as a weapon and area of effect. Hand bombs cannot be combined with
the penalties for using a flame thrower, or even being in the ranged exploits unless otherwise noted.
possession of one, are severe.
Grapple Gun (rifles). The grapple gun allows a user to 1 2 3
shoot a grapple that will imbed itself into plasticrete and 4 * 5
many other construction materials. A line is attached and
can support the weight of an individual. It can be used to 6
fire at a person, although it is a clumsy weapon, suffering
a -2d6 penalty when used in this manner. Las Cannon (rifles). The term las cannon applies to a
high powered laser rifle. The weapon finds favour with
Hand Bombs (throwing). The Mega-City name for
those seeking something which can cause massive injuries
a grenade. Hand bombs come in various shapes and
at the expense of ease of use.
sizes, with variant timers and detonation methods with
other modifications possible. Laser Cannon (gunnery). The laser cannon is a heavy weap-
on, most often deployed as a stationary gun mount. It can also
Hand bombs come in different forms, from old-style be mounted on a gimbal or be used in a vehicle’s turret. They
fragmentation hand bombs (the default hand bomb listed) are often found in the arsenal of Citi-Def forces and thousands
through sonic, gas and pulse hand bombs which cause of these weapons protect the city from nuclear attack.
sonic, poison and force damage respectively. It is even pos- Heavy Laser Cannon (gunnery). A more powerful variant
sible to get cryo and electro hand bombs (cold and elec- of the laser cannon. Justice Department uses these weapons
tricity damage). Stumm gas is a knock out gas used by the on its heavy vehicles, such as h-wagons. They are also a sig-
Judges. On average Stumm Gas kills one person in every nificant part of the city’s laser defence screen.
250 caught in the cloud. Usually its use and deployment
Lawgiver Pistol (pistols). The standard issue sidearm
is banned in open areas except in extreme circumstances. used by the Judges of Mega-City One, the Lawgiver pistol
It finds most use in hostage situations or where prisoners is a versatile combat weapon. It has a switch that controls
are required for questioning. its operation, allowing it to fire a selection of specialised
Hand bombs affect any creature within Burst 2 (10’) ammunition types tailored for the day-to-day hazards that
of the target square (make an attack roll against each a Judge might encounter out in the field. It takes one ac-
creature individually). An empty square is typically tion to change ammo type.
DEFENCE 10 to hit, and the range increment of a hand All Lawgiver pistols have both the Automatic ID-Matched and
bomb is 3 squares (15’). The standard frag hand bombs Explosive Booby Trapped (3d6 damage) customisations. They
costs 50cr as listed; other types cost as follows: use a palm-print recognition device locked to the Judge whose
print is programmed into the gun’s memory. If the wrong user
Frag (50cr) 2d6 damage attempts to operate the weapon, it will self-destruct with a
powerful explosion. This system is linked to a Judge’s gloves,
Incendiary (150cr) 2d6 heat damage
which have the same recognition system built into them.
Sonic (100cr) 2d6 sonic damage The standard loadout for a Lawgiver is 100 Standard
Execution rounds, 5 Amour Piercing rounds, and 1 of each of
Gas (75cr) 3d6 poison damage
Rubber Ricochet, Incendiary, High-Explosive, and Heat Seeker.
Cryo (200cr) 2d6 cold damage However, the wielder may expend a LUC die at any time to gain
another shot of a particular round, or expend requisition credits
Electro (100cr) 2d6 electricity damage at a rate of 100cr for each round (except Standard Execution).
1d6 ion damage Note that the Lawgiver’s ammo is particular to the weapon.
Ion (250cr)
(note that robots are vulnerable)
The current, typical load of a Lawgiver pistol is as follows:
no damage, target area has full
Smoke (40cr)
concealment for 2 rounds

Dissolver (250cr)
2d6 acid damage; the gas cloud Ammunition Types
lingers for 1 minute » Standard Execution (Dum-dum) Rounds. This is
Stun (150cr)
2d6 force damage; damage is stunning the standard round fired by the Lawgiver. It is highly
damage (see Stun, page 100) effective against normal perps.
Stumm Gas (200cr)
3d6 poison damage; damage is stunning
damage (see Stun, page 100)
» Rubber Ricochet. A round designed to bounce off solid
surfaces and still penetrate flesh. A Judge using this kind

103
of ammo type can easily take down a perp who is using Mark II Lawgiver (pistols). Introduced in 2119 the Mark
a human shield or is behind cover. It is highly effective if II was generally considered a slight upgrade to the Mark
fired into an enclosed space (such as an armoured ve-
Is with an inbuilt stun charge for incapacitating perps.
hicle or small bunker) of less than 10’ diameter, gaining a
+2d6 bonus when firing into such an area. Unfortunately it was manufactured by a corporation con-
Targets do not get the benefit of cover against a trolled by the Frendz criminal organisation. The Mark II
ricochet round, and the Judge does not need a line- had an inbuilt fault, causing the self-destruct charge to ex-
of-sight to fire on the target as long as he knows the plode even if the correct user was using the weapon once
target’s location and there is a potential route to it had received a coded signal. This led to one of the many
the target by ricocheting off one or more surfaces. crises that Mega-City One has faced over the years…
However, the Judge suffers a -1d6 penalty for each
surface the bullet needs to bounce off. Mark III Lawgiver (pistols). A weapon with the same capabil-
» Incendiary. A dangerous round, this is exceptional at ities as the Mark IIs, but without the sabotaged components. All
creating diversions by setting targets alight. Use against Mark III lawgivers are exceptionally balanced and count as high
human perps is discouraged due to the horrific injuries quality weapons (+1d6 to all ranged attacks). They are still in the
this round causes. Repeated use of incendiary rounds experimental stage, so are generally not issued as standard.
against such targets where alternative rounds are avail- Lawrod Rifle (rifles). This is the standard rifle carried by
able is grounds for an SJS investigation. On a hit, the Street Judges in a side-holster of their Lawmaster cycles.
target automatically gains the Burning condition. It is a highly accurate long-range rifle capable of great
» Armour Piercing. Armour piercing rounds are de- penetration and accuracy. The Lawrod is replaced by the
signed for use against targets that have some sort of Widowmaker 2000 in 2114.
armour protection. These rounds ignore 10 points of
SOAK, but do half damage. Lazooka (heavy weapons). A powerful anti-vehicle weap-
» High-Explosive (HI-EX). The HI-EX round packs a on, it is cumbersome to use but can cause a large amount of
real punch and is highly effective in targeting ve- damage to any vehicle or building it targets. This is another
hicles and robots, blasting them into smaller pieces. weapon that is popular among units of the Citi-Def.
It has a Burst 1 (5’ radius) burst area and does double Longbow (bows). A longbow is a tall, wooden weapon
damage to robots and inanimate objects. When using which fires arrows at the enemy. Typically 5–6 feet in
a HI-EX round, choose the target square and make height, bows are used for both hunting and warfare. The
a ranged attack against the VITAL DEFENSE of each use of these bows is largely restricted to various Cursed
target within the burst area. Earth groups, although a few citizens own them to practice
» Heat Seeker (Hot Shot). Heat seeker rounds lock-on to the ancient skill of archery.
targets via their heat signature, enabling the Judge to
target fleeing perps accurately in low-light conditions, or Machine Gun (heavy weapons). An older weapon, often
those hiding behind cover. This gives a +2d6 bonus when dating from the Twentieth Century. Still popular among
firing but cannot be used in the first range increment or Citi-Def units and Cursed Earth bandit gangs as it is capa-
against a target with alternative targets within 10’. ble of tying down large numbers of enemies.

104
Magnon Pulsar (rifles). An ion weapon designed for use Spit Gun (rifles). The spit gun is very similar to an as-
against robots, although it is effective against human tar- sault rifle; it can throw out a rapid stream of bullets and
gets as well. The weight of the weapon reduces its popu- often is favoured by criminals and cartel mobs. Many
larity among those who use it. Citi-Def units are equipped with this weapon as standard.
The series 3 variant was introduced in 2115 but suffered However, perps do try to raid Citi-Def armouries, eager to
from unreliability problems, with the weapon regularly fail- get their hands on these powerful weapons.
ing to discharge its blast, putting the user at risk. The se- Spit Pistol (pistols). The smaller brother to the spit
ries 4 started to replace this faulty model in 2117, with the gun, the spit pistol has a high rate of fire and decent ac-
last version 3’s taken out of circulation the following year. curacy for a small firearm. This weapon finds favour for
Missile Launcher (heavy weapons or gunnery). Missile those likely to find themselves in combat within buildings
launchers can be man portable or can be sited as a fixed and other enclosed areas.
battery. In addition vehicles can be fitted with these weap- Stump Gun (rifles). The stump gun is a shotgun com-
ons. The missiles these fire are guided, the guidance sys- monly owned by citizens. In addition to solid shot rounds
tems can be varied. Some are heat seeking, others are radar it can deliver a short range, wide dispersal hail of deadly
or laser guided; still others are fitted with cameras that projectiles and can be reloaded fairly quickly.
allow them to see and track their targets. Unless counter
Sucker Gun (rifles). Designed to shoot a sucker and
measures are deployed a missile using an appropriate guid-
line, much like a grapple gun would. The sucker is power-
ance system gives a +2d6 bonus to its user.
ful enough to support the weight of an individual and is
Rocket Launcher (heavy weapons or gunnery). Rocket normally used by Citi-Def units to gain access to otherwise
launchers can be single shot man-portable heavy weapons, difficult to enter areas. If fired at an individual it is unlikely
fixed crewed weapons or are mounted on vehicles. Fixed and to cause much damage, although it can certainly injure a
vehicle mounted variants can include multiple launchers capa- target. However, it is a clumsy weapon, suffering a -2d6
ble of firing multiple rockets simultaneously in a single barrage. penalty when used in this manner.
Usually it takes two turns to reload a single rocket launcher.
Widowmaker 2000 (rifles). Introduced in 2114 the
Scatter Gun (rifles). A riot gun used by the Judges Widowmaker is a replacement for the venerable Lawrod. It
it can either fire similar rounds to the stump gun or has the capability of firing scatter gun rounds and stumm
stumm gas grenades. grenades, in addition to regular ammunition. It is also an
Shortbow (bows). A shortbow is a hunting bow, more automatic weapon and is highly effective in eliminating
common in the Cursed Earth than the longbow. larger groups of enemies.
Sling (slings). A sling is used to fire a stone or bullet. It Zip Gun (pistols). A tiny hand gun and an ideal con-
is comprised of a pouch between two lengths of cord. The cealed weapon. Zip guns tend to be underpowered but are
sling is swung in an arc above the head so that the stone better than nothing in a fight.
or bullet is released at the apex of the swing. Its use is
quite common among young Cursed Earth inhabitants for Special Ammunition
hunting small prey animals and vermin.
Special ammunition can be obtained for projectile weap-
Solar Rifle (rifles). A powerful weapon that is powered
ons in clips of 20 rounds (weight of 1lb) at the indicated
by the sun, it concentrates sunlight to send out a tight
price. A weapon can only hold ammo of one type at a given
beam that is both accurate and lethal. It is rarely used
time unless otherwise noted. Switching ammo counts as
weapon since it is useless at night, inside buildings or if the
reloading. Only projectile weapons which do ballistic dam-
weather is not sunny, as well as being more expensive than
age can use special ammunition.
its alternatives. Its main advantage is that in good weather
conditions it will never run out of ammunition. Armour-Piercing (100cr). Armour-piercing rounds ig-
nore 10 points of armour SOAK, but do half damage.
Sonic Cannon (gunnery). The sonic cannon is a heavy,
crewed weapon that can be mounted on vehicles or positioned Hollow Point (100cr). Hollow point rounds do extra dam-
in gun emplacements. The sonic cannon has a wide-beam ef- age to unarmoured targets. They increase the damage of a
fect and is especially effective in destroying electronic compo- projectile weapon by 1d6, but double the target’s SOAK.
nents. It is used in gun emplacements protecting the city and a Riot Shot (100cr). Used by stump guns and scatter guns
large number of individual blocks, manned by members of the these are highly effective rounds up close, but rapidly lose
local Citi-Def. It can also fire a cone that alters human behav- their potency over distance and have a very short range.
iour (long term effect) or can pacify people (short term). Damage beyond half the round’s range is halved (round down).

105
Rubber Bullets (100cr). Rubber bullets can be used to bulkier and more protective than the basic version. Anti-
cause non-lethal damage to the target (see Stun on page blast suits have military scanners built in.
100). They are popular with bounty hunters seeking to Anti-Mugging Suit. The anti-mugging suit is designed
take their prey alive. to protect the wearer from taps. In addition to its protec-
Tracers (100cr). Highly visible rounds which assist in tive abilities it is also covered in large spikes that make it
aiming, directing fire, and marking targets at the expense of hazardous to any who approach too closely. Any melee
revealing the gunner’s position. Using tracer rounds causes attack that hits will cause as much damage to the attacker
a 1d6 penalty to any cover or concealment bonus enjoyed as to the wearer of the suit, without the attacker benefit-
by the gunner, but grants a +1d6 bonus for one round to all ing from the suit’s SOAK value. The anti-mugging suit is
ranged combatants firing on the same target (a successful hit currently banned in Mega-City One since large numbers of
is not required to grant this bonus). Note that beam weapons citizens ended up injured in accidents caused by them, in
can act like tracers if the operator so chooses. Using tracer addition to the large numbers of dead taps. However there
rounds (or a beam weapon as a tracer) requires two actions. are those, in the more desolate areas of the city where
Judges rarely go, who will still use them for protection.
// Vehicle Mounted Weapons Environmental suit. Environmental suits protect the wear-
Vehicles can be armed with an assortment of weapons er from extremes of temperature, toxic environments, radia-
and in many cases the person operating the vehicle is also tion and more. The suit regulates the wearer’s temperature
the one who uses the weapons. Where the operator of a to a comfortable level and provides breathable atmospheric
vehicle is using such weapons they may substitute their
support. The suit is suitable for hazardous planetary envi-
piloting, driving or riding skill instead of their skill with the
ronments, underwater and deep space. Environmental suits
weapon. The most common example in Mega-City One is
make the wearer immune to radiation and radiation damage.
when Judges use their Lawmaster bikes; they can use their
riding skills for both their bike cannons and Cyclops Lasers. Holocaust Suit. The heavy holocaust suit provides ex-
ceptional protection to the Judge wearing this. It can keep
a Judge alive for the precious minutes it takes for him to
ARMOUR deal with the current emergency, able to withstand intense
Even in the far future, armour is one of the most effective heat, acid or radiation. Although not overly effective
ways to protect you. The technology may have improved from against weaponry it provides double its SOAK value for
the days of chain-mail and plate armour, but the principle is any environmental damage and makes the wearer immune
largely the same: wearing something resistant to damage in to radiation and radiation damage.
the hope that it will absorb any incoming damage before it
Judge Uniform. The Judge uniform provides good pro-
gets through to you. Some armour types are less effective
tection from the dangers they will face in the line of duty.
against certain damage types - for example, flexible armour
Additional padding is provided for Judges on Lawmasters,
usually does not help the wearer against blunt damage and reducing damage still further should they fall from their
metallic armour may be vulnerable to electricity damage. bikes. A Judge uniform includes a helmet with a radio and
Anti-Blast Suit. Anti-blast suits are specifically designed respirator incorporated into it. Without the helmet, the Judge
for soldiers, providing protection, integrated communica- uniform has a SOAK of 4; the helmet adds an additional 1
tions and scanning equipment. The heavy version is a little SOAK, giving the full uniform a SOAK of 5.

106
Kevlar, vest or long coat. Kevlar is a fibrous, high Ineffective. The armour does not offer any SOAK towards
strength fabric originally designed to withstand ballistic damage of this type. This is not the same as Vulnerability
damage. The vest covers the upper torso, while the long (which means that the target takes additional damage). All
coat is a distinctive kevlar-lined trench-coat. armours are ineffective against following damage types un-
Leather armour. Hard-boiled leather, fashionably sewn less otherwise specified: psionic, radiation, sonic.
or bonded together, leather armour is designed more as a Powered armour. Powered armour counts as one cat-
fashion statement than it is for utility. egory type lighter (heavy, medium, light, none) for the
Mesh lining. This is a jacket or other garment lined with purposes of determining DEFENCE penalties. If the power
a thin, flexible mesh layer of hardened plastic. is removed, it operates as its normal category.
Riot armour. This armour is the type typically worn by Note that armour, like all equipment, is limited in quality
Judges, designed to allow movement while offering maximum by the wearer’s skill level in the armour type. Armour skills
protection. Riot armour includes padding, blast vest, kevlar include light, medium, heavy and powered armour.
pads on the arms, legs and knees, and, typically, a helmet.
Synthetic weave. A very thin, subtle layer of armour SHIELDS
worn under clothing. The same thickness as an undershirt,
it does not provide great protection, but it can mean the Shields are not common in futuristic environments, although
difference between a killing shot and a wound. Many mili- they are carried by some riot police or shock trooper types.
tary uniforms incorporate a synthetic weave. Shields are not considered part of a Judge’s uniform unless
Padded armour. Padded armour is a very basic tunic or vest they are assigned to special riot control duty, and so cannot
filled with special foam designed to protect the wearer. Padded normally be requisitioned by a Judge. Shields add to the wield-
armour is the equivalent of the quilted cloth of medieval times, er’s DEFENCE rather than acting as a damage soak. A shield
although modern versions are designed to last years. requires a free arm, and so cannot be used with two-handed
Powered combat armour. This heavy armour boosts the weapons. Shields are most commonly made of duranium.
wearer’s physical capabilities. Extremely expensive, this Duranium shield. A small shield is about two-feet across,
armour is not common. Powered combat armour boosts he a medium shield is about three-feet across, a large shield
wearer’s STR dice pool by +1d6. is three-feet across and four-feet in height, while a tower
Radorak. One of a number of similar clothing items for shield is five or more feet in height. Shields are typically
use in areas not benefiting from weather control. The ra- made of duranium, although other materials are possible.
dorak is made of strong synthetic fabric to withstand the Energy shield. An energy shield is a wristband which
rigours of the Cursed Earth and protecting against radia- projects a circular shield of weightless energy upon com-
tion. Other than keeping out the rain it has very little ad- mand. It is wielded just like a medium shield.
ditional protective benefit.
Forcefield. A forcefield is a small device which clips to a belt.
// READING THE ARMOUR TABLE It can be activated with a single action and protects the wearer
SOAK. This is the most important part of an armour’s with a globe of transparent force. Forcefields can operate for
entry. It tells you how much damage it is able to absorb. up to one hour per day before needing to be recharged. They
Usually this is expressed as a simple number (SOAK 5, for do not protect the wearer from environmental effects.
example). Sometimes, however, a damage type might be Gauntlets. Duranium gauntlets grant the wearer a small
noted also – so a SOAK 5 (heat) entry means that the ar-
amount of extra unarmed damage, but do not allow the
mour soaks five points of heat damage, but cold or blunt
use of claws. Duranium gauntlets inflict a -1d6 penalty to
damage is unaffected. An armour type can have multiple
SOAK entries for different damage types. intricate hand-based AGI checks (to pick locks and similar
tasks). Gauntlets are small items.
Cost. This is the cost in CREDITS of a standard example
of this armour type. Helmet. Helmets grant extra protection at the cost of
a small amount of spatial awareness. A helmet with a
Type. This indicates whether the armour is light, medium
or heavy, which can affect things like available upgrades and blast shield allows the wearer to switch between open and
upgrade slots. Heavy armour enforces a -4 DEFENCE penalty. closed status as a free action. Helmets are small items.
Medium armour enforces a -2 DEFENCE penalty. Powered ar- Judge Helmet. The standard helmet for Judges both pro-
mour counts as one category lighter Skill ranks in each type vides protection and has other features incorporated into it.
is required to benefit from higher quality armour. A respirator and radio are both incorporated in the helmet.
Weight. This is the weight in pounds of the armour. The SOAK from the Judge Helmet is already incorporated
Armour can be heavy, and exceeding your CARRY value into the SOAK 5 of a Judge Uniform. Without the hemet, a
can have negative effects. Judge Uniform only has SOAK 4.

107
Basic Melee Weapon List
Cost Weight
Weapon Damage Type Size Avail. Special
(cr) (lb)
Axe, battleaxe 3d6 Slashing 10 M 6 P -
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
Hammer, light 2d6 Blunt 1 S 2 L -
Hammer, warhammer 3d6 Blunt 12 M 5 P -
Hatchet 2d6 Slashing 6 S 3 L Thrown
Knife/dagger 2d6 Piercing 2 T 1 L Thrown
Las-knife 2d6 Heat 40 T 1 L -
Net, Cling 0 - 100 L 2 J Restrains, Thrown
Net, energy 1d6 Electricity 200 L 2 P Restrains,Thrown
Nunchaku 2d6 Blunt 4 M 2 R -
Quarterstaff, extendible 2d6 Blunt 50 L 4 L -
Sap 2d6 Blunt 1 S 2 P Stun
Spear 3d6 Piercing 3 L 6 P Thrown
Sword, rapier 2d6 Piercing 20 M 2 P -
Sword, scimitar 2d6 Piercing 15 M 4 P -
Sword, shortsword 2d6 Piercing 10 S 2 P -
Sword, longsword 3d6 Slashing 15 M 4 P -
Sword, two-bladed 2d6 Slashing 100 L 10 P Double
Sword, two-bladed, laser 2d6 Heat 1,000 L 8 P Double
Sword, two-handed 4d6 Slashing 25 L 7 P -
Sword, laser 3d6 Heat 400 M 2 P -
Trident 3d6 Piercing 15 L 4 P Reach
Whip 2d6 Slashing 12 M 2 L Reach
Whip, energy 2d6 Force 100 M 2 L Reach

Ranged Weapons
Cost Weight
Weapon Damage Type Range Size Avail. Special
(cr) (lb)
Antique Pistol 1d6+2 Ballistic 10 75 S 3 L Sidearm

Antique Automatic Rifle 2d6+2 Ballistic 20 200 M 6 R Auto

Antique Rifle 2d6+3 Ballistic 25 150 M 5 R -

Bike Cannon 2d6+3 Ballistic 20 2,000 L 30 M Auto, Burst 2

Bow, energy 2d6+2 Heat 20 200 M 3 R -

Crossbow, hand 1d6 Piercing 6 75 S 3 R Single

Crossbow, heavy 2d6+4 Piercing 15 50 M 10 R Single

Crossbow, light 1d6+2 Piercing 10 50 S 5 R Single

Crossbow, repeating 1d6+2 Piercing 10 100 M 12 R -

Cyclops Laser 2d6+4 Heat 30 2,500 L 50 J Anti-Vehicle 3, Beam

Dartgun - - 5 75 S 1 R -

Disintegrator 4d6 Heat 2 5,000 S 12 R Anti-Vehicle 3

Electro Beam 2d6+2 Heat 8 3,500 M 12 P Ignores all SOAK

Flame Thrower 2d6 Heat 4 200 M 25 J Combust 2, Heavy

Grapple Gun 2d6 Piercing 10 150 M 10 R -

Las Cannon 2d6+4 Heat 15 2,300 L 5 R Beam, Burst 1, Heavy

108
Ranged Weapons
Cost Weight
Weapon Damage Type Range Size Avail. Special
(cr) (lb)
Laser Cannon 2d6+4 Heat 80 15,000 L 100 M Anti-Vehicle 3, Beam
Anti-Vehicle 4, Beam,
Heavy Laser Cannon 2d6+4 Heat 100 20,000 L 200 M
Burst 2
Laser Pistol 1d6+4 Heat 10 100 S 2 R Sidearm, Beam

Laser Rifle 2d6+3 Heat 20 250 M 5 R Beam

Laser Sniper Rifle 3d6 Heat 40 1,000 M 7 R Beam

Lawgiver Mk I: - - - 2,000 S 3 J Sidearm

Standard Execution 2d6+2 Ballistic 12 - - - - -


1/ SE Half damage;
Armour Piercing 2 Ballistic 6 - - - -
Ignores 10 soak
Incendiary 1d6 Heat 8 - - - Combust
-1d6 for each surface
Rubber Ricochet 1d6+2 Blunt 6 - - - -
bounced off
Burst 1; double damage to
High Explosive 2d6 Heat 8 - - - -
robots and inanimate objects
+2d6 but not in first
Heat Seeker 2d6 Ballistic 10 - - - -
range increment
Stun Charge 2d6 Electricity 3 - - - - Stun

Lawrod 2d6+3 Ballistic 30 300 M 5 J -


Anti-Vehicle 3, Burst 1,
Lazooka 2d6 Heat 35 2,000 L 15 M
Heavy
Longbow 2d6+2 Piercing 18 60 L 4 R -

Machine Gun 2d6 Ballistic 15 250 L 20 M Auto, Heavy

Magnon Pulsar: 1d6 Ion 10 1,000 M 12 J -

Version 3 2d6 Ion 10 2,000 M 10 J (2115) -

Version 4 2d6 Ion 10 3,500 M 15 J (2117) -

Missile Launcher 2d6 Heat 50 2,000 L 20 M Burst 3, Heavy

Rocket Launcher 2d6+2 Heat 30 800 L 20 M Burst 3, Heavy

Shortbow 1d6+2 Piercing 12 20 M 3 R -

Sling 1d6 Blunt 8 5 S - P -

Scatter Gun: - - - 250 M 8 J -

Solid Round 2d6 Ballistic 8 - - - - -

Riot Shot 4d6* Ballistic 2 - - - - -

Solar Rifle 3d6+3 Heat 40 1,000 M 7 M Beam

Sonic Cannon 2d6 Sonic 80 15,000 L 250 M Anti-Vehicle 2, Beam, Stun

Sniper Rifle 3d6+2 Ballistic 35 500 M 5 R -

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 -

Widowmaker 2000: - - - 3,000 L 10 J (2114) Auto

Standard Execution 2d6+3 Ballistic 35 - - - - -

Riot Shot 4d6* Ballistic 4 - - - - -

Zip Gun 1d6+2 Ballistic 5 100 T 1 L Sidearm

*Damage beyond half the round’s range is halved (round down).

109
Armour SOAK Cost (cr) Type Weight Ineffective Availability
Radorak 1 20 Light 2 - L
(5 radiation)
Synthetic weave 2 30 Light 5 Blunt L

Padded 3 20 Light 10 Heat L

Mesh lining 4 50 Light 8 Blunt L

Leather 4 35 Light 15 - L

Judge Uniform 5 150 Light 20 - J

Kevlar vest 5 100 Light 30 Piercing L

Kevlar coat, long 6 200 Medium 50 Piercing L

Environmental suit 4 500 Medium 40 Piercing L

Anti-Mugging Suit 7 400 Medium 50 - P

Holocaust Suit 7 15,000 Heavy 80 - J


(14 area)
Riot armour 7 1,000 Medium 50 - J

Anti-Blast Suit 8 2,000 Heavy 60 Electricity M


(16 area)
Heavy Anti-Blast Suits 9 3,000 Heavy 65 Electricity M
(18 area)
Powered combat armour 10 10,000 Heavy 60 Electricity, ion M

Shield Cost (cr) Weight Availability Special


Forcefield 2,000 1 A +3 DEFENCE

Gauntlets, duranium 50 1 L +1 unarmed damage


+1 unarmed damage; damage
Gauntlets, duranium, spiked 150 1 P
becomes piercing
Gauntlets, kevlar 60 1 L +1 unarmed damage

Helmet, blast shield 180 6 L Special

Helmet, closed 175 5 L +2 SOAK, -2 DEFENCE

Helmet, Judge 250 3 J +1 SOAK

Helmet, open-faced 70 2 L +1 SOAK, -1 DEFENCE

Shield, energy 1,200 1 A +2 DEFENCE

Shield, large, duranium 2,000 50 L +3 DEFENCE, -1 Speed

Shield, medium, duranium 900 20 L +2 DEFENCE


Shield, small, duranium 400 12 L +1 DEFENCE

CUSTOMISING GEAR // FUTURE WEAPON CUSTOMISATIONS


Weapons and armour can be customised and upgraded Accelerated (10,000cr). An accelerated weapon is one
with additional features. These range from simple additions which is designed with special materials and even warping
technology to allow the user to strike faster with it. These
such as telescopic scopes or auto-loaders to advanced tech-
weapons are always melee weapons, and the user gains an
nological enhancements like phasing or seeking ammuni-
additional free attack with the weapon if he has already
tion, booby-trapped weapons which identify the wielder, or
attacked twice with it this turn.
methods to conceal weapons from scanners.
Ammunition booster (500cr). An ammunition boost
The number of customisations a weapon or set of armour refers to actual ammo, power cells or charges. The ammu-
can support is based on its size and quality (see page 89). nition boost doubles the capacity of the weapon.
A customisation must match quality with the item Bioactive (1,500cr). Bio-active weaponry is the far fu-
being upgraded, along with standard attached quality ture equivalent of poisoned darts. Biological warfare, while
price increases - if an exceptional quality rifle is being disdained, is not uncommon. A bio-active weapon (either
customised the cost of each upgrade is multiplied by 5 melee or ranged) is designed to emit small amounts of
with an additional 250cr on top. bioactive material onto the ammunition or striking edge of

110
the weapon. Only weapons which fire projectiles (such as Miniaturised (2,000cr). A miniaturised weapon is a
bullets or arrows), or melee weapons which do slashing or very compact, easily concealable version of a weapon.
piercing damage qualify for a bio-active upgrade. The bio- Only ranged weapons can be miniaturised in this fashion
active agent adds the poison damage type to the weapon’s (melee weapons lose their damage dealing capacity by
damage (e.g. changing a pistol to ballistic/poison damage). miniaturising them). A miniaturised weapon is reduced by
Booby trapped (1,000cr). A booby trapped weapon will ex- two size categories (minimum is tiny) and inflicts a -2d6
plode, shock, or otherwise harm the wielder if an unauthorised penalty on anyone searching the owner for it. Its capabili-
user attempts to use it. There are two levels of booby trap – ties are not affected in any other way.
manual activation (which requires the authorised user to enter Phasing (12,000cr). A phasing weapon uses high ad-
a code to activate the weapon safely) or ID Matched activation vanced transporter technology to negate cover. A micro-
(which automatically recognises an authorised user). chip calculates the exact moment to phase the ammuni-
» Manual activation: manually activating a booby trapped tion to the other side of a barrier. This can only be applied
weapon requires an action. Attempting to use the to ranged weapons which fire projectiles. The weapon ig-
weapon without activating it will trigger the booby trap. nores any cover penalties to hit the target within the first
» ID Matched activation: the weapon must also have range increment, once per round only.
the ID Matched upgrade applied to it. No action is Scope (100cr). A scope is one of the most basic, common
required to use activate the weapon. Unauthorised
users will automatically trigger the booby trap. additions to a ranged weapon. It enables the wielder to more
The trigger for a booby trapped weapon is an attempt to easily hit targets at greater range increments. A scope adds
50% to the range increment of a ranged weapon.
use it. In the case of a firearm it is pulling the trigger; with
a laser sword or other similar technological melee device » Advanced scope: an advanced scope (500cr) adds
100% to the weapon’s range increment instead of 50%.
it is activating the power control. There are two common » Night scope: a night scope (300cr) allows the user
types of booby trap available: to operate a ranged weapon in complete darkness.
» Explosive: the weapon explodes. It causes 2d6 heat Seeker (15,000cr). A seeking weapon is a highly ad-
damage to the user (large weapons cause 3d6 heat vanced piece of technology. Integrated computer chips with
damage). The weapon is destroyed. enhanced target-finding AI instantaneously calculate the
» Shock: the weapon gives the user an electric
shock. The user takes 2d6 electricity damage exact distance and direction of the target. Seeking weap-
and drops the weapon. ons grant a +2d6 bonus to attack rolls with a ranged weap-
Combined weapon (price varies). A combined weapon is on above and beyond that granted by the weapon’s innate
one which incorporates the features of one or more weap- quality. However, they can only be fired once per round.
ons. This could be as simple as a rifle with a bayonet (spear) Stealthy (500cr). A stealthy weapon is one composed of
on the end or a weapon with an inbuilt grenade launcher. materials which do not register on security scanners. The
Highly advanced weapons might include the features of mul- weapon will not, however, bypass a visual inspection.
tiple weapons, able to access each on command. Suppressor (250cr). A suppressor is used to silence or
A combined weapon costs the price of each of its com- muffle a weapon by emitting a frequency-calculated sonic
ponent weapons multiplied by the number of component pulse designed to nullify the weapon’s own noise. Any weap-
weapons. Each component must be of the same quality; on with a suppressor attached emits no sound when used. A
you cannot combine an exceptional quality weapon with an sonic weapon with a suppressor is rendered non-functional.
artisanal quality one – they are incompatible. Transporting (20,000cr). A transporting weapon is able
You are able to switch between the different modes of to be called to the user’s hand. The basic type of transport-
a weapon as a free action in your turn, though you may ing weapon must be stored in a special permanent unit on a
only do so once per turn. starship or in a building, and is recalled using a special glove.
The range is 1 mile. Recalling the weapon is an action.
High damage (1,000cr). The weapon has been modified to
A more advanced transporting weapon contains its own
make it more deadly. Perhaps a baseball bat has spikes on it, or
transporting unit and can be concealed anywhere. This up-
a firearm uses an advanced propellant. It does +1d6 damage.
grade is more expensive, however, costing 50,000cr.
ID-matched (500cr). An ID-Matched weapon can only be
used by a single designated individual – usually its owner. // FUTURE ARMOUR CUSTOMISATIONS
The system uses a variety of biometric data to determine Augmented Reaction (1,000cr). This functionality
the user’s identity and will not function for any wielder other can only be built into medium or heavy armour, and in-
than that individual. This upgrade cannot be applied to simple cludes a heads-up-display, proximity alert systems and
weapons like clubs or swords; the weapon must have electron- other electronic devices designed to improve the reac-
ic components which require activation. An ID-Matched weap- tion time of the wearer. Augmented reaction armour
on can also be Booby Trapped; this is a separate upgrade. grants a +1d6 bonus to Initiative checks.

111
Ablative (500cr). Highly effective, ablative armour Thrusters (5,000cr). Thrusters built into heavy armours
absorbs damage by vaporizing when hit. Ablative ar- can enable spectacular jumps. With an action, the wearer can
mour starts with 2 additional points of SOAK. Its SOAK safely jump 30’ up or across with no attribute check required.
value reduces by 1 point with each hit and the actual
weight of the armour lessens by 5lb.
Cloak (10,000cr). Cloaking technology is expensive and
DRUGS
uncommon. It renders the wearer almost invisible (+3d6 Substances can have direct effects on those who imbibe,
bonus to checks made to hide), although a perceptive inject, drink or inhale them. They are used legally by medi-
viewer can make out a slight shimmering. cal professionals and illegally by others who seek to gain
Gravitic (4,000cr). Gravitic armour is used in high, an advantage. Penalties for the misuse of drugs are se-
low or zero gravity situations using artificial gravity field vere, with the Judges always looking to lock away addicts
generators. The wearer of gravitic armour is unaffected by and suppliers in the illegal drugs trade.
zero, high or low gravity.
Kinetic (1,000cr). Kinetic armour is able to sense when // ADDICTION
the wearer is in freefall and reduce his falling speed to ensure Every drug and concoction has an addiction class.
a gentle landing. The wearer does not take falling damage Each time the drug is taken, the user must make a WIL
but must still make an AGILITY check to land on their feet. check to avoid becoming addicted. The WIL check in-
Reflective (400cr). Reflective armour is a cheap, effi- creases by 1 each time the drug is used.
cient way to deflect beam weapons. However, it is highly vis- An addicted character suffers a side-effect every day that
ible and not suitable for stealth-based operations. Reflective he or she does not use the addictive substance. The effect
armour grants 5 SOAK vs. heat damage but inflicts a -2d6 begins when the character wakes that day and continues un-
penalty to checks made to hide. Reflective armour cannot less the substance is used. If the substance is used the side-
be combined with camouflage or chameleon properties. effect goes away until the next morning. The side effect can
Silent (2,000cr). Silent suits add sonic dampening tech- be randomly determined (see below) or assigned to the drug.
nology in the form of miniature field generators. These field
Removing an addition requires a character to refrain
generators cannot be used on heavy armour. Silent suits
from use of a drug for the time indicated below (suffering
grant a +1d6 bonus to AGILITY checks to be stealthy and, as
the side effect for that period of time).
a side-effect, provide 5 SOAK versus sonic damage.
Spikes (80cr). This medieval looking adjustment looks // SIDE EFFECTS
intimidating and exotic; however their primary purpose is Some drugs are noted as having side-effects. Side- ef-
to cause damage to opponents who attempt to grab the
fects also occur when drugs are combined. Side effects
wearer. Any attempt to grab the wearer of spiked armour
last for one day. Side effects manifest as a condition,
causes the attacker 1d6 piercing damage.
starting as a mild condition and increasing to severe
Thermal (250cr). Thermal armour both protects and extreme if no action is taken.
against cold environments and also grants 5 SOAK vs.
cold (cryo) damage.
Camouflage (300cr). Camouflage armour is an easy and 2d6 Side Effect
cheap way to blend into the surroundings. Camouflage can 2-3 Forgetful
be applied to any armour and must be selected for a specific
terrain (desert, snow, jungle, night). Wearing the correct cam- 4-5 Confused
ouflage armour for the terrain grants a +1d6 bonus to checks
6 Afraid
to hide. This does not stack with the chameleon property.
Chameleon (5,000cr). The ultimate in camouflage, 7 Fatigued
chameleon armour uses nanotechnology to rapidly
8 Sick
change colour to react to its environment. Chameleon
armour grants a +2d6 bonus to checks to hide. This 9-10 Angry
does not stack with the camouflage property.
11 Dazed
Nanorepair (5,000cr). Nanorepair armour is able to
repair itself and is especially useful when combined with 12 Blind
ablative armour. It repairs itself by 1 point every turn.

112
the drug is mildly addictive itself, which means it only gets
prescribed for addiction classes III and IV. Taking the drug
reduces an addition difficulty value of a particular addic-
tion by 1 point. The drug only works once per day.
Appetite Inducer. Used in training by those involved in
professional eating sports it is banned in actual competition.
A drop or two can help the eater consume far larger amounts
than would be normal. A larger dose can cause the individual
to eat non-stop in a manic frenzy until they drop dead.
Boosters, street. Boosters are a basic, cheap drug
which grants the user a temporary burst of strength,
stamina, or even intelligence. The word “booster” is
merely slang for an enormously wide range of chemicals –
adrenaline shots, neural exciters, smart drugs, stimulants,
performance enhancers, and more. A booster gives the
user a +1d6 bonus to an attribute for one hour. Boosters do
not stack with each other – taking two does not increase
the bonus to +2d6. Boosters typically have street names
like Azrael, Berzerk, Brilliance, Candy, Drive, Hype, Nectar,
Snap, Stims, Venom or Whiz.
Boosters, strong. Strong boosters are rare, expensive
and addictive. They grant a +2d6 bonus to an attribute,
but for five minutes only, and that same attribute suffers a
-2d6 penalty for an hour thereafter.
Boosters, ultra. Ultraboosters are a class of very rare,
often experimental drugs which frequently have some
form of side effect (roll once on the side-effects table).
They are highly addictive, extremely expensive, and grant
Generic Drugs a +3d6 bonus to an attribute for one hour, but that same
attribute suffers a -3d6 penalty for six hours thereafter.
Most drugs can come in injected (in future settings this
is a hypospray) or pill form. Some drugs have less common
Addiction Remove
administration methods, including inhalation, eye-drops, Class
Description WIL Check
Addiction
gels and more, and in archaic settings concoctions can
I Non-addictive - -
take the form of ointments, soups and other mixtures.
Addictive;
II Challenging [13] 1 day
The drugs in the table opposite are listed by type. caution required

However, they may be known by specific brand names. III Highly addictive Difficult [16] 1 week

Amnesia drug. Amnesia drugs are used to remove memo- IV


Instantly
addictive
Demanding [21] 1 month
ries. Developed for trauma victims to help them forget certain
events, less beneficial uses were soon found. The user gets a HealJel. An antibiotic jelly which can treat small injuries.
Difficult [16] WIL check; on a failure, the last day’s events are Application of HealJel cures 1 point of HEALTH. However, a
forgotten. There is a risk that more will be lost: roll 1d6, and on person can only benefit from it once per day. HealJel is a
a roll of 6 the user loses one skill rank from a random skill. common brand name, but there are many more – Medi-Gel
Antidote. Antidotes work to counteract slow-acting tox- and JelAid are two other well-known ones.
ins. They grant a bonus die to a poison dice pool. Immunity booster. Immunity boosters are used as pre-
Anti-addiction. With the prevalence of addiction, it was ventative drugs; they increase the user’s resistance to dis-
only a matter of time before a drug to counteract that very ease. An immunity booster gives the user a 2d6 bonus to
thing was developed. The unfortunate side effect is that disease dice pools for one day.

113
Metabolic depressor. Metabolic depressors slow the me- Pain relief, strong. Extremely strong painkillers work much
tabolism and life signs for one hour. One application can like regular ones. They are more expensive, and more addic-
be enough to hide from scans, inflicting a 2-dice penalty to tive, but give a temporary 2d6 boost to HEALTH for one hour.
the detection difficulty. Reaction enhancers. These increase cognitive pro-
Metabolism stopper. An extremely potent form of meta- cessing, awareness, and reaction speed. They add 1d6 to
bolic depressor, this injection completely halts metabolism INITIATIVE checks for one hour, and are mildly addictive.
and life signs for 4 hours. The user is completely invisible to Regenerative. Regeneratives are a powerful form of drug
scans and detection equipment, and appears dead to a curso- which endows the user with rapid healing. The drug increases
ry visual inspection. The user is unconscious during this time. daily natural healing by 3d6 HEALTH for the day it is used.
Mood enhancers. These common drugs are used to cre- Stookie. In Mega-City One the secret to halting ageing
ate a feeling of well-being or happiness for four hours. has been found; unfortunately it involves the removal of
They are used recreationally by many, and are easily avail- the adifax gland from stookies, a sapient alien species.
able, though mildly addictive (and thoroughly illegal if not This process is fatal for the aliens and as a result the drug
prescribed by a doctor). The most common street versions is banned with stiff penalties imposed on those smuggling,
are Okay, Glee, Equinox and Allswell. selling, producing or using the drug. This drug is taken
Oxygenation. Injections such as TriOx can enable a crea- weekly, and each application effectively reduces the user’s
ture to operate normally in a zero oxygen environment for age by 1d6 years until they reach their mid-twenties.
5 minutes, or a low-oxygen environment for one hour. If an application is missed, the user rapidly ages 3d6 years
Pain relief. Painkillers can be used to grant temporary every hour (but will not age beyond their actual, natural
HEALTH – however, the effects wear off, and the tempo- age). Stookie is an expensive drug and many of its users
rary HEALTH wears off at the same time. A basic pain re- eventually run out of funds to support their habit, most
lief pill grants 1d6 temporary HEALTH for one hour. then turn to crime adding to their already heinous crimes.

Drug Cost (cr) Delivery Addiction Class


Amnesia drug 500 Pill I
Antidote 50 Injection II
Anti-addiction 3,000 Injection II
Appetite Inducer 500 Drink solution I
Boosters, street 100 Pill II
Boosters, strong 500 Pill III
Boosters, ultra 5,000 Injection IV
HealJel 50 Gel I
Immunity booster 500 Injection I
Metabolic depressor 200 Injection I
Metabolism stopper 2,000 Injection I
Mood enhancers 25 Pill II
Oxygenation 100 Injection I
Pain relief 10 Pill II
Pain relief, strong 50 Pill III
Reaction enhancers 250 Pill II
Regenerative 1,000 Injection III
Stookie 1,000 Pill II
Survival compound 200 Pill III
Tranquilliser, medium 100 Injection/Pill II
Tranquilliser, large 250 Injection/Pill II
Tranquilliser, huge 500 Injection/Pill II
Tranquilliser, enormous 1,000 Injection/Pill II
Truth drugs 1,000 Injection I
Zziz 50 Inhale powder III

114
Survival compounds. These pills ward off the need for A creature which has fully allocated its available cybernetic
food and water for 24 hours. They are highly addictive, but allowance changes its type to robot. A robot creature is vulner-
are fortunately so much more expensive than actual food able (1d6) to electricity damage and (2d6) to ion damage. Ion
and water that they never became a societal problem. damage is specially designed to attack electronics and robot.
Tranquilliser. Tranquillisers are used to put a patient (or
victim) to sleep. These are used by hunters, police and also by // Cybernetic Alterations
patients who have trouble with insomnia. The imbiber makes Not every cybernetic alteration “takes”; some people are
a Difficult [16] END check or falls asleep for 5 minutes. simply unsuitable candidates for a particular process. As
Truth drugs. Truth drugs compel the imbiber to talk an optional rule, the Game Master may require minor cy-
truthfully. In reality, they are not a guarantee – the user can bernetic alteration to succeed at a Difficult [16] END check,
resist with a Difficult [16] WIL check. The drug wears off and major alterations a Demanding [21] END check. A fail-
after just 20 minutes. Stronger truth drugs are available to ure means that that alteration cannot proceed.
the Judges, for each benchmark increase for the WIL check Artificial Limbs. Artificial arms and legs interface di-
to resist the drug’s effects 1d6 damage is caused.
rectly with nerves and work exactly like a regular limb – al-
Zziz. A synthetic recreational drug that is the most popular beit stronger and faster. Arms add to STRENGTH, and legs
street drug in the city. A hallucinogenic, the drug has no legiti- increase AGILITY (cumulatively, so for a human a full set of
mate medicinal use. Possession or involvement in its distribu-
four limbs adds +2d6 STR and +2d6 AGI).
tion in any way an automatic iso-cube sentence if caught.
Clawed artificial limb. Adds +1d6 to STRENGTH. Also
increases natural damage by +1d6. Decreases all skill
CREATING DRUGS checks where a piece of equipment needs to be held
One dose of a drug can be created by performing a ma- and used by this arm by -2d6.
jor chemistry extended task with a difficulty equal to 20 +
Cranial reinforcement. A major cybernetic implant.
one percent of the drug’s value. Such a drug is unlicensed,
Increases brawling damage by at least +1d6, has multiple
cannot be legally sold, and spoils after one day.
settings that can increase this bonus damage to +2d6,
+3d6 or +4d6. Adds 10 SOAK to head. Also halves cur-
CYBERNETICS rent LOG and makes increasing LOG no longer possible by
The science of cybernetics is the alteration of organic crea- any means. Highly illegal, no self respecting cybernetics
tures with artificial parts. These parts can be electronic, bio surgeon would ever perform the necessary operation and
electronic, or mechanical in nature. A heavily modified crea- only a psychopathic maniac would want to see this implant
ture is known as a cyborg, a combination of organic and arti- put into themselves or anyone else.
ficial parts (as opposed to a robot, which is wholly artificial).
Digiclaws. These sharp metal talons are hidden within the
Cybernetic modifications can enhance or improve fingertips and release or detract as a reaction. A creature
natural capabilities, compensate for injuries or grant en-
with digiclaws increases its natural damage by +1d6 and may
tirely new capabilities. Anything from an artificial arm to
inflict slashing or piercing damage. Characters or creatures
retinal targeting implants to reinforced skin can be ac-
with natural claws cannot benefit from this enhancement.
complished through the science of cybernetics. Even the
mind can be altered, with improved cognitive functional- Durarmour/sub-dermal plating. Durarmour is a more
ity or extended data storage and memory. substantial, advanced form of duraskin - an actual layer
of armour under the skin. Flexible layers of resilient dura-
// ORGANIC LIMITATIONS nium increase a character’s natural SOAK by 5.
A Player Character or creature cannot continue adding
Duraskin. Duraskin is a skin transplant. The material is
cybernetic modifications indefinitely. The body can only
tougher than regular skin, as well as being fairly fireproof.
take so much foreign matter before it starts to reject it.
It has a slight yellow tinge, however.
The number of cybernetic modifications allowed is equal
to the subject’s ENDURANCE attribute. Some cybernetic Exosuit. Exosuits are old-fashioned, almost primitive
modifications increase ENDURANCE. In these cases, the forms of cybernetics. They consist of frameworks on the
original (unmodified) attribute is used to determine the outside of the body which tap directly in to the wearer’s
limit of cybernetic alterations. For the purpose of calculat- nervous system, almost like an integrated suit of power
ing this limit, a minor alteration counts as one modifica- armour. A partial exosuit covers just the upper half of the
tion, and a major alteration counts as two alterations. body, while a full exosuit includes the legs.

115
Hormonal Regulators. A character with hormonal Olfactory Sensors. This cybernetic alteration laces
regulators is able to expel gathered hormones of vari- the character’s nasal cavities with a mesh of metal that
ous types for the appropriate situation. Three times vastly increases its sense of smell, granting a +1d6 bonus
per day the character may add +1d6 to a social attrib- to relevant checks (if the creature already has a scent-
ute check with another living creature. based bonus, this is cumulative).
Injector Implants. An injector implant stores a chemical Psionic Scrambler. This crude cranial implant helps pro-
or drug for rapid deployment as a free action. The implant tect the user against psionic attacks. However, someone
stores three uses of the drug before it needs to be refilled. with this implant automatically has a PSI attribute of 0.
Input Jacks. These attachments allow you to interface with Retinal Implants. These implants grant permanent pow-
any electronic system (so long as it has an output), granting a ers of enhanced vision. A basic implant grants one ability
+1d6 bonus to computer operations and cracking checks. from the list below (a character can have a different im-
plant in each eye). More advanced implants offer multiple
Memory Chip. Memory chips increase a characters LOG abilities in one device at the cost of the total value all the
attribute. Multiple chips can be implanted, which work abilities multiplied by the number of abilities.
cumulatively, but every two chips reduces the character’s » Night vision — This enables the user to see in
WIL dice pool by 1d6 as his sense of self is gradually erod- darkness for 60’. Grants an environmental die in
ed. Skill implants count towards this total. darkness or lowlight.

Enhancement Type Cost (cr) Effect


Artificial arm Major 100,000 +1d6 to STRENGTH dice pool

Artificial leg Major 125,000 +1d6 to AGILITY dice pool

+1d6 to STRENGTH dice pool. +1d6 natural damage. -2d6 to all


Clawed artificial arm Major 150,000
skill checks when using equipment operated by this arm.
+1d6 to +4d6 head butt damage, halve LOG, LOG can no longer
Cranial Reinforcement Major 100,000
be increased. 10 SOAK for head.

Digiclaws Minor 100,000 +1d6 natural damage

Durarmour/sub-dermal plating Major 200,000 SOAK 5

Duraskin Major 50,000 SOAK 2, SOAK 5 (fire)

Exosuit, partial Major 75,000 +1d6 to STRENGTH dice pool

Exosuit, full Major 175,000 +1d6 to STRENGTH, +1d6 to AGILITY

Hormonal regulators Minor 30,000 +1d6 to social interactions three times per day

Injector implant Minor 18,000 One drug type, injects as a free action

Input jacks Minor 50,000 +1d6 to computer operations

Memory chip Minor 25,000 +1d6 to LOG dice pool

Olfactory sensors Minor 25,000 +1d6 to smell-based INT checks

Psionic scrambler Minor 50,000 +5 MENTAL DEFENCE

Retinal implant Minor 15,000 Night, telescopic, magnifying, infra-red

Skeletal reinforcement Major 110,000 +1d6 to ENDURANCE dice pool

Skill implant Minor 15,000 1 new skill at 1d6

Static dynamo Major 50,000 Discharge energy as an attack

50,000 Plus
Weapon integration Major -
price of weapon

Voice Synthesiser Minor 25,000 -

Wavelength receiver Minor 50,000 Sense/read/hear energy/radiation wavelengths

116
» Telescopic — This doubles the user’s visual range and Organisations have REPUTATION attributes, just like
increases range increments on weapons by 50%. characters do. This helps determine the resources at the
» Magnifying — This enables the user to see tiny de- organisation’s disposal, the amount of gear that charac-
tails, increasing the chance to spot clues by a +1d6
ters can requisition from the organisation, as well as the
bonus to any checks.
» Infra-red — This is a little like night vision, but has a organisation’s fame and influence.
longer range and only reveals objects or creatures When an organisation is in play characters do not use the
which give off heat. Grants an environmental die in normal rules for wealth and equipment. Instead, equipment
darkness, but not low-light.
is requisitioned from the organisation itself. The total amount
Skeletal Reinforcement. This lengthy and painful
procedure fortifies a character’s entire skeleton, brac- of gear that a character can requisition from the organisation
ing bones with layers of duranium. The result is that the is noted by the Requisition Cap in the table below.
character’s stamina is increased overall, as well as the Once this cap is reached, the character can requisition
ability to withstand physical damage. no further equipment until the previous allotment has
Skill Implant. A chip similar to the memory chip, a skill im- been returned.
plant gives a character a brand new skill. Implants only grant This has the advantage of giving starting characters
a basic level of proficiency in the skill. Multiple chips can be access to better equipment; however it means that char-
implanted, with different skills, but every two chips reduces acter wealth and upgrading gear becomes a less impor-
the character’s WIL dice pool by 1d6 as his sense of self is tant part of the game.
gradually eroded. Memory chips count towards this total. The size category names are military themed, but an or-
Static Dynamo. A character with this modification is capa- ganisation does not have to be military in nature. A large
ble of storing up an impressive charge of energy. Three times corporation may have many thousands of employees and
per day, when hit with a melee attack, they may release some uses the same classifications. A single supermarket may
of this energy on their attacker, dealing an amount of dam- have 200 employees, making it a Company, while a wealthy
age equal to the character’s total number of career grades. multi-national corporation may have 80,000, making it a
Voice Synthesiser. A voice Synthesiser enables a char- Corps. The organisation itself will not use these terms (un-
acter to use fake voices. When doing so, the character less it actually is military – and even then different military
gains a +1d6 bonus to CHA checks made to deceive others. structures exist) and might call itself a corporation, a cell, a
Wavelength Receiver. This implant affects the cerebral gang, a league, an agency, a church or a militia.
cortex, causing it to generate complex organic structures Reputation. An organisation’s REPUTATION score indi-
in the vision centre of the brain that allow a creature to cates a number of things – its wealth, the resources at its
perceive wavelengths of energy. As a reaction a creature disposal, how easy it is to find the organisation and more.
with a wavelength receiver can tune it to detect magnetic, This is how well known an organisation is and how likely
radio, cellphone or radar (and any other type of energy people are to recognise its name or importance. Larger
field the Game Master sees fit). organisations are better known, and depending on its ex-
Weapon Integration. A character with an existing cyber- ploits an organisation may only have a reputation among
netic limb can have a weapon integrated into it. The weapon certain circles like investigators and criminals, the military,
operates as normal, but cannot be dropped or disarmed. The or occultists and so on — but remain hidden from the public
weapon must be two size categories smaller than the charac- at large (it can be a bit hard to attain galactic domination
ter, and must be paid for in addition to the integration. when anybody can find and foil your schemes, after all).
Being a member of an organisation gives a character access
REQUISITIONS AND ORGANISATIONS to the organisation’s REP attribute rather than its own once
Some characters are part of a larger organisation which per day. An organisation may also provide access to specific
has greater resources than the character might have in- careers or exploits. Note that an individual has access only to
dividually. Whether part of the crew of a starship or other the REP of their sub-group, not the organisation as a whole.
military outfit, a secret intergalactic espionage agency, or Locate Info. When attempting to gain information about
the complement of a sector house, characters who are part or locate an organisation of which they are not a member,
of an organisation can requisition gear for use in missions. characters make an attribute check (typically LOG or CHA,
If organisational requisitions are used, all characters depending on the methods used); the difficulty of the check
should be part of the organisation. is noted in the Locate Info column in the organisation table.

117
Requisition
Size Members REP Locate Info
Cap Example Organisation
Team 1-8 4 (2d6) Superhuman (37) 700
The organisation below is a criminal
group. Gang members can be
Squad 8-12 6 (3d6) Herculean (33) 1,100
outfitted with equipment, armour and
Section 12-25 8 (3d6) Severe (29) 1,100 weapons up to a value of 1,800cr.
Platoon 25-50 12 (4d6) Strenuous (25) 1,400
The Outsiders
Company 50-250 16 (5d6) Demanding (21) 1,800
Size: Company (167 members);
Battalion 250-1,500 20 (5d6) Difficult (16) 1,800
REP: 16 (5d6)
Regiment 1,500-3,000 25 (6d6) Challenging (13) 2,100 Locate Info: Demanding (21)
Requisition Cap: 1,800cr
Brigade 3,000-5,000 30 (7d6) Routine (10) 2,500
A typical street gang operating in
Division 5,000-25,000 40 (8d6) Easy (7) 2,800
and around Albert Camus block; the
25,000- Outsiders operate a wide variety of
Corps 50 (9d6) Trivial (-) 3,200
100,000
100,000-
rackets within their territory. Led by
Service 60 (10d6) Trivial (-) 3,500
500,000 Marie ‘Ma’ Salt the gang has a formidable
500,000- reputation. Gang members are known
Force 70 (11d6) Trivial (-) 3,900
1,000,000
1,000,000-
to act as guns for hire for one or more
Administration 100 (13d6) Trivial (-) 4,600
5,000,000 of the more powerful organised crime
Empire 5,000,000+ 130 (15d6) Trivial (-) 5,300 syndicates operating within their sector.

Requisition Cap. This is the maximum amount by Organised crime provides numerous organisations often
which an organisation can outfit all its members for mis- opposed to each other. Perp Player Characters might be
sions. Usually, this will replace the money available to a part of a larger criminal syndicate run by mobsters, or a
character for equipment. lower level street gang. They may also be completely inde-
Sub-groups. Large organisations are composed of multi- pendent of any larger group, preferring to stay out of the
ple smaller organisations – one does not normally encoun- limelight where possible. However they are still likely to
ter the entirety of a megacorporation at once, or an entire have to make deals with larger groups of perps.
army. The sub-groups have REP attributes according to
Citizens can be a part of numerous types of groups. They
their size, which tend to escalate in larger and larger sub-
may all work for the same corporation (although this will be
groups until the final group is the whole organisation. For
example, while a group of Player Characters may be part rare, given the rates of unemployment in the city), be mem-
of Justice Department, their actual organisation is a single bers of their block committee, Citi-Def unit or club of some
watch within a sector house. sort (such as a block jaeger club or survivalist group).

// Player Character Organisations VEHICLES


Within Mega-City One
The most important organisation within Mega-City One Vehicles are used for transportation of people and goods or,
is Justice Department, and any group of Judge Player in many cases, for sport and pleasure. Archaic vehicles – most
Characters will be members. Justice Department is also of which use internal combustion engines – are rare, but there
the government of the city so employs millions of citizens is a niche market for them amongst enthusiasts and collectors.
and robots as well as Judges in a wide variety of roles. Many everyday vehicles use antigrav technology and hover
Player Character Judges will be part of one of the numer- across the ground, skimming at a height of about five feet.
ous sub-groups within Justice Department. They are most
A character inside a vehicle benefits from the SOAK
likely to be assigned to a single sector house where they
will form part of a watch. However, they might also be a provided by that vehicle until the vehicle is reduced to half
team assigned as block judges, part of a special task force HEALTH, at which point it is considered broken (although
set up to crack down on a particular criminal group or be not destroyed). The occupant of a vehicle uses their own
directly controlled by one of Justice Department’s divi- DEFENCE or the DEFENCE of the vehicle, whichever is high-
sions (Street Division or the Wally Squad, for example). er. Note that vehicle DEFENCE increases with higher speeds.

118
All but the most ancient of road vehicles have the ability pinpoint accuracy. Much smaller than the heavier h-wag-
to drive themselves. Curiously many taxi companies still use ons they are of an exceptional quality, adding +2d6 to the
human drivers as customers prefer to have a real human to dice pool of all crew when using the craft or its equipment.
talk to on their journeys. Assume vehicles can operate with The Gunbird comes equipped with a pair of laser cannons
a 3d6 dice pool when driving themselves. For Lawmaster to eliminate any threats it encounters.
bikes a 3d6 dice pool would also be appropriate when using H-Wagon. The H-Wagon is a generic term given to a broad
their weaponry while on automatic (although they can only variety of flying vehicles in use by the Justice Department. The
use them if ordered to do so by a Judge). larger H-Wagons are formidable fighting machines, equipped
with twin banks of four laser cannons each. A large number
// Using Vehicles of these fighting craft form a bomber force equipped with nu-
Actions. Controlling the vehicle uses one action on the clear missiles as a deterrent against Mega-City One’s enemies.
part of the driver. Other actions can take place at any Smaller H-Wagons are often used for surveillance and
point during the vehicle’s movement that turn. for the rapid transport of personnel.
SPEED. The occupants of a vehicle gain the vehicle’s Heavy. The most formidable weapon in the Justice
SPEED, and move with the vehicle automatically. The vehicle Department armoury. These massive tanks are extremely
must move its full current speed once on the driver’s turn. well armoured and carry a real punch with their weaponry.
ACCEL. The ACCEL score tells you how much the vehicle Usually they come with a turret, equipped with several
can accelerate or decelerate each round, and the SPEED heavy laser cannons, and secondary weapons elsewhere.
score tells you its maximum speed. The vehicle must move Used by the military arm of the Judges they are rarely
its current speed each round. The driver declares any called into action, usually only being deployed during the
speed change at the start of his turn. direst of emergencies
SOAK/DEFENCE. A vehicle’s occupants gain the higher K2001 Land Raider. A wheeled vehicle designed for the
of their own SOAK and DEFENCE scores to the vehicle’s. The rigours of the Cursed Earth, only a limited number avail-
driver only gets the SOAK benefit in an enclosed vehicle; a able in the Justice Department armoury. Armed with a
Lawmaster or other bike does not grant SOAK to the rider. A flame thrower and two machine guns it can be attached to
vehicle’s DEFENCE score is based on its current speed plus a the Killdozer to make a formidable fighting machine.
modifier for its overall size, with a minimum value of 10. Killdozer. A large, heavily armoured vehicle it is an ideal
HANDLING. Turning up to 45-degrees is free as part of a fighting machine for the wastes of the Cursed Earth. Its im-
forward movement as long is it less than that allowed by a pressive all terrain drive allows it to climb near vertical surfac-
vehicle’s current turning circle. A turn (of up to 45-degrees) es. Armament includes the Nemesis rocket launcher system,
is always combined with a forward movement. Vehicles can- two laser cannons and a 20mm cannon, similar in effect to the
not rotate without forward motion. A vehicle’s turning circle is Lawmaster’s bike cannon. It can also carry a pair of Lawmaster
equal to its current speed multiplied by its HANDLING, divided bikes for the use of its crew, normally the Quasar variant.
by 5 (round down to a minimum of 1). The turning circle value Lawmaster. The iconic bike of the Judges, the
simply represents the number of squares in a straight line that Lawmaster motorbike is a formidable piece of equipment.
a vehicle must move before turning up to 45-degrees. Armed with the Cyclops Laser and bike cannon it provides
Chases. When engaged in a chase or race scene, sim- a Judge with enough firepower to deal with almost any
ply roll multiple opposed AGI (driving, riding, or piloting) situation. The bike’s computer allows it to run indepen-
checks. Such things are more a test of skill than the vehi- dently, so it can be used as a decoy or even to tackle perps
cle’s raw speed. However, if the vehicle is moving at SPEED head on while its rider can concentrate on other tasks.
10 or higher, add +1d6, plus an additional +1d6 for every 10 Manta Prowl Tank. The Manta replaced the aging Pat-
thereafter (so a vehicle moving to SPEED 32 adds +2d6). Wagon in the arsenal of Justice Department from late
2105. At almost forty metres in length and with a crew of
Justice Department Vehicles eighteen it is an impressive fighting machine. The Manta’s
Catch Wagon. Catch wagons are used to transport pris- crew includes four street Judges with Lawmasters as
oners. They move perps between iso-blocks and sector part of its compliment, and is a highly flexible Justice
houses, as well as picking up prisoners from the streets. Department asset. It is armed with riot foam and stumm
Here they will either be in the custody of the arresting gas, like its predecessor, and the laser weaponry is seri-
Judge or be handcuffed to a holding post. ously upgraded, with two forward firing laser cannons and
Gunbird. A specialised anti-grav gunship. The gunbird is a heavy laser cannon in its turret. The amount of armour
a fast, agile craft armed with lasers that can be fired with protection is also significantly increased.

119
Specialised Mantas can include forensic labs, surgical bays, Most are electric although a small minority of wheeled
holding pens for prisoners, surveillance equipment or other vehicles run on petroleum, notably some marquee brands
facilities. The mere presence of a Manta is often enough to and antiques. Besides standard, family vehicles there are
cause those involved in riots and gang rumbles to flee. roadsters (sports vehicles), buggies (small one or two per-
Meat Wagon. Normally crewed by Justice Department son vehicles), luxury limousines, trucks and motorcycles.
auxiliaries, meat wagons transport dead bodies between Jugger. Massive trucks that travel at high speed
locations. The largest can hold dozens of bodies, the along the major roadways of the city. Often they have
smallest only a handful. no human operator, running on automatic between the
various factories they service.
Pat-Wagon. The Pat-Wagon is a patrol wagon, armed and
equipped to deal with large scale events and disturbances, Mopad. Millions of citizens live their lives travelling the
including block wars. Pat-wagons come in both wheeled roads of the city and they live in mopads. Mopads come
in all shapes and sizes and some of them can have two or
and hover variants and have a crew of three. Armament in-
more families on a single trailer. Others are large, luxury
cludes a laser cannon, riot foam and stumm gas.
vehicles with all the facilities a person could desire.
Quasar Bike. The Quasar bike is a variant of the Lawmaster
Powerboard. Used by skysurfers, a powerboard uses anti-
that is better suited for the rugged terrain of the Cursed Earth.
grav technology to allow the rider to fly. The skysurfer stands
While it does not have quite the speed of the standard model
upright upon the board in a similar fashion to a skateboarder.
it has improved handling abilities, adding +1d6 to all driving
When successfully attacked, a powerboard rider must make an
checks it user has to make over rough terrain. AGI check vs. the amount of damage taken to avoid falling off.
Zipper. The zipper is an armed hover bike used by the
Judges. This is the primary vehicle used on the Luna-1 colony; Other Vehicles
within Mega-City One it is used to patrol the airspace between
Strato-V. The Sov equivalent of the H-Wagon, the Strato-V
city blocks. Equipped with both bike cannons and a Cyclop
is a formidable fighting platform. Larger than the Justice
Lasers, like the Lawmaster, it is a highly effective vehicle.
Department equivalent it can carry an impressive cargo of
materiel for war, including hundreds of troops, war robots or
Civilian Vehicles even a small number of heavy armoured fighting vehicles. In
Automobile. There are numerous types of cars on the addition to a bank of four laser cannon the Strato-V usually
roads of Mega-City One, both wheeled and hover varieties. has a sonic cannon as its secondary armament.

120
Cost Weight
Vehicle Occupants SPEED ACCEL HAND HEALTH SOAK DEF. *
(Mcr) (lb)
Justice Department
Catch Wagon 65 8,000 2 14 2 4 90 15 +8

Gunbird 6,000 200,000 4 90 8 1 445 21 +2

H-Wagon (light) 100 12,000 2 50 8 2 110 17 +7

H-Wagon (heavy) 3,000 500,000 8 75 6 4 705 21 +2

Heavy 1,000 450,000 5 8 1 5 670 25 +2

K2001 Landraider 3,500 30,000 2 15 3 3 175 19 +8

Killdozer 8,000 60,000 4 10 2 4 245 25 +2

(combined) 11,500 90,000 6 10 2 4 - - +2

Lawmaster 500 650 1 30 5 2 25 10 +12

Manta 3,000 200,000 18 33 3 3 445 21 +2

Meatwagon 60 8,000 2 14 2 4 90 15 +8

Pat-Wagon (hover) 1,200 55,000 3 40 4 3 235 19 +2

Pat-Wagon (wheeled) 800 45,000 3 14 3 4 210 19 +2

Quasar Bike 600 600 1 35 4 1 25 17 +12

Zipper 800 500 1 40 8 1 20 15 +12

Wheeled
Car 13 5,000 5 15 3 3 70 15 +9

Roadster 30 4,000 2 22 4 2 65 15 +10

Buggy 12 3,000 2 12 3 2 55 13 +10

Light Truck 15 8,000 3 9 2 4 89 15 +8

Heavy Truck 30 16,000 3 9 2 5 125 15 +6

Limousine 30 8,000 10 12 3 4 95 17 +8

Motorbike 1.5 500 2 18 4 1 22 5 +12

Mopad 30 10,000 5 9 2 5 95 15 +8

Mopad (deluxe) 65 20,000 8 12 2 5 140 17 +4

Hover
Car 15 4,000 5 30 5 3 63 15 +10

Roadster 50 3,500 2 40 6 2 55 15 +10

Buggy 13.5 2,500 2 25 5 2 35 13 +10

Light Truck 20 6,000 3 30 4 3 90 15 +9

Heavy Truck 40 15,000 3 25 4 4 120 15 +6

Limousine 40 7,500 10 30 5 4 85 17 +8

Hoverbike 8 1,000 2 35 6 1 30 5 +12

Mopad (deluxe) 120 30,000 12 30 4 4 175 15 +3

Powerboard 1 15 1 20 5 1 4 5 +12

Jugger 50 45,000 3 30 4 5 210 15 +9

Strato-V 5,000 70,000 24 70 6 3 265 21 +2


*The DEFENcE of a vehicle is equal to its current SPEED plus the DEFENcE modifier show above. The minimum DEFENcE score is 10,
as always. An occupant gains their own DEFENcE or that of the vehicle, whichever is higher.

121
CH/5: PLAYING THE GAME
One of the Gamemaster’s primary functions is that of Combat. Combat is a common occurrence in the game,
referee. He or she needs to adjudicate the result of actions whether it is exchanged gunfire at range or Judges using
by using the rules found in this book. This section is the
their daysticks to break up a riot. This section shows you
core of the Judge Dredd and the Worlds of 2000AD role-
how to move, attack and perform other actions in combat.
playing game system. While other chapters show you how
to create a character or buy equipment, this chapter tells Combat in the Judge Dredd and the Worlds of 2000AD
you how to play the game. To that end, you will find the game is a tactical skirmish system where position and
following sections in the pages to come. cover are very important.
The Attribute Check. This is the core mechanic of the Injury & Death. It is a dangerous world and harm
game. Almost everything revolves around the attribute can befall any character. Such harm takes three forms:
check. When you know how to make and adjudicate an at-
HEALTH damage, conditions and diseases.
tribute check you know how to play most of the game. This
section includes guidelines on assigning difficulty bench- Objects. This part of the book explains how objects can
marks, running opposed or extended tasks, and details be broken or damaged, how to break down a door, or how
some common situations including medicine, chases, scan- much damage a computer console can take. It details vari-
ning, engineering and more. ous materials, from wood to tritanium.
Countdowns. Countdowns are a special type of dice The Environment. The environment affects many
pool which deplete as time passes. They are used in any
things. Variations in gravity, severe weather, slippery sur-
race against time, such as a ticking time bomb or a dis-
ease, when the amount of time available is not known. faces and many other environmental traits can be applied
Countdowns are used to help create suspense and tension. to areas both big and small. Fighting in the corridors of a
The Role of Luck. LUCK is a special attribute which pro- damaged starship as the artificial gravity fluctuates and
vides characters with a dice pool that can be replenished. fire rages all around is very different to fighting on a fro-
This can be drawn upon at will to assist in various tasks. zen planet in the midst of a blizzard.

122
THE ATTRIBUTE CHECK // FORMING THE DICE POOL
Whenever a character attempts an action in a Judge Dredd To make an attribute check, the player must form a dice
and the Worlds of 2000AD game where the outcome is not pool. Each attribute’s associated dice pool is noted on the
certain, dice are used to randomly decide whether or not the player’s character sheet. For example, if a character at-
attempt succeeds. This process is called an attribute check. tempting to hack an electronic lock has a LOG of 6, his
You do not always need an attribute check. If your char- LOG dice pool is 3d6.
acter is merely opening a door, reading a computer screen To this, the player may choose to add a skill. This is up to
or performing some other routine task he can do so auto- the player to choose and – if necessary – justify. It would
matically. However, if the GM feels that the outcome is in be hard to justify adding botany when trying to hack an
doubt, she may call for an attribute check.
electronic lock, but it would be easy to justify thievery or
Attribute checks are the central mechanic of this game. computers. The GM may disallow any skill which she feels
Everything hinges around them, whether you are trying to
is not a justifiable use of that skill.
pick a lock, lift a heavy log, shoot at a bandit, treat an ill-
ness or win a hand of poker. To add the skill, simply locate the associated dice pool
The GM is the final arbiter of whether or not an attribute for the skill (just like with the attribute) and add those
check is required. dice to the dice pool. If the above character has thievery
3 (2d6), he adds 2d6 to the existing 3d6 dice pool. This
// MAKING AN ATTRIBUTE CHECK makes his dice pool 5d6.
When the GM decides that an attrib-
ute check is required, she first needs Example Tasks Attribute Example Skill
to decide which attribute is applicable. Appraising an item’s value INT appraisal
Breaking down a door might require Breaking down a door STR –

STRENGTH, balancing on a tightrope Calming a spooked animal CHA animal handling


Climbing a wall AGI Climbing
might rely upon AGILITY, while deci-
Deciphering a code LOG cryptology
phering a code might need LOGIC. Diagnosing an illness LOG Medicine
Secondly, the GM must decide how Driving an automobile AGI Driving

difficult the task is. Some tasks, es- Hacking into a computer system LOG computers

pecially during combat, have inbuilt Hiding from a guard AGI Stealth
Holding your breath END swimming
difficulties, while others call for some
Holding your drink END carousing
adjudication by the GM. The difficulty Landing a shuttle AGI piloting
will be determined either by a static Lifting a heavy rock LOG carrying
score, such as a creature’s DEFENCE Making a speech CHA leadership
scores, or by a difficulty benchmark Modifying a device LOG engineering

chosen by the GM, such as Routine, Painting a picture INT painting


Picking a lock AGI thievery
Challenging or Difficult. Each of those
Playing chess LOG chess
benchmarks have an assigned static Playing poker CHA card games
score (Challenging is 13, for example). Plotting space travel coordinates LOG astrogation
The GM calls for the attribute check, Recalling a specific law LOG law

naming the required attribute and Recognising a language LOG linguistics


Recognizing an alien species LOG xenobiology
the difficulty level if appropriate;
Remembering historical information LOG history
for example she might say “Make a Repairing an engine LOG engineering
Challenging [13] STR check” when a Riding a horse AGI riding
character tries to move a boulder. Running a marathon END running

The player then forms a dice pool, Spotting a forged document INT forgery
Spotting a hidden door INT perception
as described below, and rolls the dice.
Swimming a river STR swimming
If the total is equal to or greater than Tracking a suspect INT tracking
the difficulty score, the character suc- Treating an injury LOG medicine
ceeds at the task. If it is less than the Using a disguise CHA disguise
difficulty score, the character fails. He Using a handheld scanner LOG computers

fails to move the boulder, break the Using an unfamiliar computer system LOG computers
Walking a tightrope AGI acrobatics
code or shoot the bandit.

123
Attribute/Skill Dice Pool
Indirect Skills
Sometimes a skill is only indirectly related to 1-2 1d6
the activity at hand. Skill in chess helps a little 3-5 2d6
when playing draughts, but not as much as 6-9 3d6
specific skill in draughts would.
In these situations the GM may choose to 10-14 4d6
allow a skill but declare it an indirect usage; 15-20 5d6
the die contribution to the dice pool from an 21-27 6d6
indirect skill usage cannot exceed 1d6.
28-35 7d6
So if a player wants to use geology to help
climb a cliff, the GM is free to rule it an indirect 36-44 8d6
usage and limit the skill to 1d6. 45-54 9d6

// EQUIPMENT QUALITY
ASSISTING ANOTHER Equipment contributes to the dice pool, in addition to
the contribution attributes and skills. Standard equipment
CHARACTER simply allows you to attempt an action normally – a pistol
Usually, an extended skill task is used when
allows you to shoot at a guard, a hand scanner allows you to
multiple characters are contributing to an scan for life forms, and a lockpick allows you to pick a lock.
activity. Three (or sometimes more for longer
tasks) successes are required, and multiple If basic equipment is not available, improvised equip-
characters can make checks of various kinds. ment inflicts a -2d6 penalty. Using some bent wire to
Sometimes, when the task is very simple, and pick a lock instead of an actual set of lockpicks reduces
the combined efforts of the characters would the dice pool by 2d6.
be merely additive, you may allow characters The number of dice that equipment contributes to a dice
to add their attributes together and see what pool can never exceed the number of dice that skills contribute
die pool the combined figure would allow. In to it; you need a certain degree of expertise to fully benefit
other words, if two characters (STR 5, and STR from higher quality equipment. If the equipment dice exceed
6) are trying to break down a door together, the skill dice, reduce the equipment dice to equal the skill dice.
you would treat that as a single character This includes armour (skill in light, medium, heavy or
with STR 11 and allow them a 4d6 STR dice pool. powered), weapons (skills in swords, bows, rifles, staves,
Strength-based tasks are the most pistols, etc.), and general equipment for which an associat-
common types of simple additive tasks. ed skill might be relevant (skill in meteorology when using
Generally, cooperative tasks will not be ship’s sensors to analyse an atmospheric fluctuation).
additive, and will require multiple checks
from one or more characters.
Equipment Quality Dice Pool
Note that when performing a simple additive
task, only one skill from one character applies to Improvised -2d6
the dice pool. Choose the most appropriate one. Poor -1d6
Standard -
Finally, the character chooses what equipment to use. High +1d6
A standard item of equipment allows him to attempt the
Exceptional +2d6
action with no penalty. A high quality or better item may
grant extra dice in his dice pool – a high quality set of Mastercraft +3d6
thieves’ tools grants an additional 1d6 to a dice pool, bring- Artisanal +4d6
ing our erstwhile thief’s dice pool up to 6d6. Legendary +5d6
The GM has already determined that picking this lock is
a Difficult [16] task. The player grabs his dice pool of 6d6 // MAXIMUM DICE POOLS
and throws it, scoring 19. This is higher than the target of The size of a dice pool is limited by a character’s grade. When
16, so he succeeds in picking the lock! forming a dice pool, the pool cannot exceed this amount.
A character’s grade is simply the number of careers
DICE POOL he has taken. A starting character, therefore, is typically
Attribute + Skill + Equipment grade 5, with a maximum dice pool of 5d6.

124
The following table shows the maximum dice pool allowed
for characters of various grades. If a dice pool exceeds the Die Penalty Or
maximum size allowed, it is simply reduced to match the Increased Difficulty?
limit. If our example thief was grade 5, he would not be able Some GMs might wonder whether to apply a die
to use that full 6d6 dice pool – he would only get to roll 5d6. penalty or increase the difficulty of the task.
Mathematically, both are roughly the same -
Grade Max Dice Pool
increasing a task’s difficulty benchmark by one
stage (say, from Challenging to Difficult) is about
5 5d6 the same as applying a -1d6 die penalty.
6-7 6d6 Generally speaking, die penalties are applied
8-10 7d6 on-the-fl y as the result of adjudication, while
higher difficulties are simply the same thing
11-14 8d6
calculated in advance.
15-19 9d6 When running a published adventure, for
20-25 10d6 example, the text might tell the GM that scanning
26-32 11d6 the interior of the shielded duranium safe is a
33-40 12d6 Difficult [16] check. The adventure has done the
maths in advance; this is the same as a Routine
Remember, the maximum dice pool limit only applies
to the initial attribute + skills + equipment dice
[10] check with a -2d6 die penalty for the two
pool. Exploits and LUC can exceed that limit once complications (shields and duranium). Including
it has been formed. them in the difficulty benchmark in advance simply
saves a little work for the GM.
// DIFFICULTY BENCHMARKS However, removing dice reduces the chances
Sometimes a difficulty benchmark is determined by an ex- of a critical success.
isting static number. In combat, the target’s DEFENCE scores
indicate the difficulty benchmark which must be reached by
rolling a dice pool. Combat is dealt with in greater detail later. Benchmark
Difficulty
Examples
Score
In other situations, the GM may need to decide on an ap-
propriate difficulty benchmark. This is done by choosing a Trivial -
Breaking a window, lifting a
heavy book
difficulty level such as Routine, Difficult or Impossible. Each
of these difficulty levels has a difficulty score assigned to it. Easy 7
The benchmark names are from the perspective of an
average human; what is impossible for the average citizen Routine 10
Climbing a tree, building a
might not be for the heroes of galaxy! campfire, landing a shuttle

The most commonly used benchmarks are those shaded Challenging 12 Climbing a cliff
in the table – Trivial, Routine, Difficult, Strenuous, Herculean,
and Impossible. The white rows provide the GM with more Picking a lock, swimming
Difficult 16 a fast flowing river,
granularity if needed, but they are an optional level of detail. climbing a brick wall

Climbing a smooth metal


Demanding 21
bulkhead
The Maths
The maths behind difficulty benchmarks is fairly Strenuous 25 Walking a tightrope
simple. Each benchmark represents a roughly
50% success chance for a given dice pool size. Severe 29
An Easy [7] benchmark is about a 50% success Bending a steel bar,
rate for a 2d6 dice pool; a Routine [10] bench- Herculean 33 repairing a warp engine
with medieval tools
mark is about a 50% success rate for a 3d6 dice
pool; a Challenging [13] benchmark is about a 50% Superhuman 37

success rate for a 4d6 dice pool, and so on. Lifting an automobile,
Each successive benchmark represents one ex- Impossible 40 calculating hyperjump
coordinates in your head
tra die in the dice pool.
To put this into perspective, a starting grade 5 Legendary 42

character with a dice pool of 5d6 will succeed


on a Difficult [16] check about half of the time. Mythical 45 Building a time machine

125
// COMPLICATIONS benchmark with his own attribute check – in other words
Complications typically inflict a -1d6 die penalty to a both make an attribute check and whoever rolls highest wins.
check. These are cumulative – two complications apply a Each participant forms a dice pool as normal. If our thief is
-2d6 die penalty. When scanning an area in strong atmos- trying to sneak past a guard, he might roll a dice pool made
pheric conditions, shooting at a target in cover or crossing up of his AGILITY (3d6) and his stealth skill (2d6). The guard
a tightrope in a storm, the GM simply applies a -1d6 pen- would roll his INTUITION (3d6) and maybe another 1d6 for
alty for each complication (note that in combat, common his high-quality integrated scanning visor. The thief rolls 5d6,
complications like cover, firing into melee, prone targets the guard rolls 4d6 and if the thief beats the guard’s roll he
and so on are called out for convenience). sneaks past unnoticed. If he does not the guard sees him.
Below are some examples of opposed checks. Suggested
// CRITICAL SUCCESSES skills are noted in parenthesis.
If a triple-six is rolled while making an attribute check,
and the check is one which succeeds, a critical success
takes place. This means that an additional or extra-ordi-
Arm-wrestling STR vs. STR
nary benefit occurs – the task is accomplished to a much
higher degree. The GM should devise this benefit (although
CHA (bluffing) vs. INT
in the case of a combat attack roll the benefit is predefined Bluffing a guard
(bluffing)
with inflicting a condition upon the target). The more dice
being rolled the higher the chances of rolling a triple-six.
Bribing an official CHA (persuasion) vs. WIL
» A critical success results in an extraordinary suc-
cess level for the task at hand. For example, when
trying to access a computer system’s alarm proto- Disguising yourself
CHA (disguise) vs. INT
cols a hacker gains access to the entire system. (perception)
» If there is no obvious extraordinary success level
for a given attribute check, the character gains a Foot racing
STR or AGI (running) vs.
bonus LUC die in his LUC pool instead. STR or AGI (running)
» In an extended task (see below) a critical success
counts as two wins but has no other effect. Interrogating a captive
CHA (intimidation) vs. WIL
» On a combat attack roll a critical success inflicts (bluffing)
one or more conditions on the target (depending
on the damage type). Picking a pocket
AGI (thievery) vs. INT
» Making social CHA checks to persuade, taunt, (perception)
amuse or intimidate causes Charm, Angry, Manic,
and Afraid on a critical success, respectively. Playing chess
LOG (chess) vs. LOG
(chess)
// OPPOSED CHECKS
Often two characters or creatures may compete to perform Sneaking/hiding
AGI (stealth) vs. INT
an action – an arm wrestle or a race, for example. In these (perception)
situations, each participant creates the other’s difficulty
INT (tracking) vs. AGI
Tracking a suspect
(stealth)
Group Checks
Sometimes, during an activity which requires Static scores like a DEFENCE score are actually pre-
multiple participants, the stronger members of a calculated opposed checks. This speeds up combat by
group can assist the weaker members; in other ensuring that players (and creatures) do not have to
form dice pools each time they are attacked – you can
situations, the weaker members can hinder the
simply refer to the static score.
stronger ones. Perhaps the party is scaling a
cliff together, or making a group stealth check. // EXTENDED TASKS
In these circumstances, the GM may call for a The preceding section described how to adjudicate sim-
group check. All characters make the check, and ple tasks (those which require just a single attribute check
the group succeeds if half the group succeeds. If to resolve). Not all tasks require just a single attribute
there is an odd number of PCs, round up (so for a check, however. Some tasks are extended efforts which
group of five PCs, three must succeed). require considerable time to accomplish. In these cases,
the GM may call for multiple attribute checks at specified

126
intervals which might be each minute, hour, day, week or
even longer. The GM assigns the difficulty benchmark of
those checks as usual.
Unless there is something preventing it, multiple people
can contribute to an extended task. Subject to the GM’s ap-
proval, they may be able to use different attributes or skills
to contribute in different ways. Indeed, different stages of
an extended task may require different types of checks (al-
though the difficulty level should remain constant).
Unless otherwise specified, three checks are normally re-
quired for an extended task. However, the GM can require
more checks if she feels it is appropriate.
Some tasks, such as when curing a disease, have prede-
fined complexity levels. When an hourly challenging medi-
cal task is called for, this means that it is a hourly task (1
hour intervals) with a difficulty benchmark of Challenging
[13] which uses skills focused around medicine, while a
daily routine chemistry task is a daily task (1 day intervals)
with a difficulty benchmark of Routine [10] which uses
skills focused around chemistry. The GM, as always, is the
checks might both be STR (running) checks, and then the
arbiter of whether any given skill applies.
second might be AGI (climbing) checks as both partici-
During an extended task failed checks can be retried, but pants scale a wall, followed by another stage of running,
the time is wasted. a jump across an alleyway, even a sequence in which the
To run an extended task, the GM should ask each player suspect tries to lose himself in a crowd using AGI and
what they intend to do. Armed with that information, she stealth checks vs. the pursuer’s INT and perception. In
may then assign attribute checks to the players. The players such a scenario, the suspect might even define the checks
can attempt any action to assist with the task, but the GM is by choosing what to do at each stage of the process, forc-
the final arbiter of whether any given action can contribute. ing the pursuer to match his skills. Contests can be as ex-
citing and detailed as you wish to make them, or they can
// CONTESTS be quickly resolved with a single check.
From time-to-time you will need to combine the rules
for opposed checks and for extended tasks. A long race
around Saturn’s rings or a chase across a crowded city Task Lexicon
might require an extended sequence of opposed checks. Simple task - a task which made against a
In these situations simply use the rules for extended static difficulty benchmark.
tasks as normal. The first to reach the required number of Opposed task - a task which is made against an
successful opposed checks wins. opposed attribute check made by another creature.
You could simulate an arm wrestle like this. Rather than Extended task - a task which requires more
using just a single check, the first to reach three wins on than one attribute check to complete.
the opposed rolls wins the game. A long race might look
Simple extended task - a task which requires
for the first to reach a dozen opposed checks.
multiple attribute checks against a static benchmark.
The opposed checks do not have to be the same. As al-
ways, each participant uses checks appropriate to his activ- Opposed extended task - a task which requires
ity. When tracking a suspect across a city, the suspect may multiple attribute checks against attribute checks
be making AGI checks and calling upon the stealth skill, while made by another creature, with the first to reach a
the pursuer may be making INT checks and the tracking skill. target number of wins being the victorious participant.
The first to reach 6 wins on the opposed rolls wins – either Group check — an attribute check where all PCs
the suspect escapes or the pursuer catches up with him. make a check, and the party succeeds if more
As with other extended tasks, different stages might than half the PCs succeed.
require different checks. Perhaps in a foot chase the first

127
FOOT CHASES:
COMMON TASKS
» Climb a wall (climbing vs. climbing)
The previous section described the overall framework in » Jump over an alleyway (jumping vs. jumping)
which actions are resolved. What follows is a selection of » Disappear into a crowd (stealth vs. perception)
» Swim a river (swimming vs. swimming)
common situations, ways to handle them and resources for » Squeeze through a tight gap ( acrobatics vs. ac-
spicing them up. From races and chases, to the use of scan- robatics)
ners, to applications of engineering and medicine, these » Balance along a narrow ledge (acrobatics or climb-
ing vs. acrobatics or climbing)
situations are ones which can crop up regularly in the game. » Use a hidden shortcut (local knowledge vs. perception)
» Cause a distraction (bluffing vs. perception)
» Cause an obstruction or obstacle (varies)
CHASES » Duck into a blind alley (stealth vs. perception)
Common skills: running, driving, piloting, jumping, » Get somebody to give the pursuers false directions
(bluffing vs. local knowledge)
climbing, stealth, bluffing, swimming
A chase is an opposed extended task. The first to reach six
VEHICLE CHASES:
» Jump a canyon (driving vs. driving)
wins is the winner of a chase situation (although the GM can » Fly though a twisting canyon (piloting vs. piloting)
modify this for longer or shorter chases). Multiple people » Slip a vehicle through a narrow gap (driving vs.
can be involved in a chase, each making their own checks. driving)
A simple foot chase simply involves STR or AGI checks, along SPACE CHASES:
with the running skill. A vehicle chase may instead use AGI and » Dive into an asteroid field (piloting vs. piloting)
driving, or a starfighter chase may use AGI and piloting. » Hide in a nebula (stealth vs. computers)
Different characters, creatures, and vehicles, have differ-
If the PCs are being chased by a bunch of villains, have ent speeds. While skill is the most important factor, speed
them make group checks against a single roll for the pur- is also very important. Anybody involved in a race or a
suers instead (use the average roll to speed things up). chase can add +1d6 to their checks if they have a SPEED of
10 or more, and +2d6 if they have a SPEED of 20 or more.
A more complex chase involves other skills. The target
You may allow a PC an automatic win if they have a way
chooses the action (he might elect to climb a wall, dive
to circumvent an obstacle which their opponent lacks— a
into an asteroid field, jump a canyon and so on), and the PC with a jet pack automatically succeeds at crossing a
pursuers must match it. Examples of actions include: canyon, for example.

Random Chase Terrain and Obstacles


2d6 Foot, Urban Foot, Wilderness Vehicle Space

2 Slick footing Cliff Broken bridge Temporal distortion

3 Gap/hole Mud patch Construction work Gravitic anomaly

4 Barrels or crates Steep incline Hairpin bend Unusual star

5 Twisting alleyways Dense trees Slow-moving vehicles Asteroid field

6 Slow passing vehicle Tangled undergrowth Crates and barrels Debris

7 Straight Straight Straight Straight

8 Wall Rock formation Busy junction Nebula

9 Ladder Unsure footing Canyon Gas cloud

10 Crowded street River Block plaza Convoy

11 Shortcut Animal herd Juves in the road Wandering comet

12 Fountain Canyon Funeral procession Ship graveyard

128
One way to adjudicate a chase is to randomly determine Using knowledge based technical skills are an accept-
terrain and obstacles at each stage. Some basic examples able way to accomplish most tasks, even if other methods
using 2d6 can be seen in the table opposite, although you are available. A locked door can be picked or hacked by
are encouraged to devise your own tables tailored to your a burglar, or an engineer might attempt to open it using
setting. Each obstacle gives the participants opportunity their technical prowess. The difficulty of the task does not
to devise how to use or circumvent them. change – if it is a Difficult [16] task to hack the electronic
lock, then it is a Difficult [16] engineering task also.
ENGINEERING
Common skills: engineering, physics, demolitions,
HACKING & COMPUTING
mechanics Common skills: computers, cryptology
Engineering is a simple extended task. Using LOGIC and Hacking is a non-opposed quick or minor extended task.
various scientific skills, characters can accomplish a variety Three checks are made against a difficulty benchmark set
of things. Any character can attempt to invoke engineering by the GM. The time required varies, but a quick (1-minute
in order to solve a problem or achieve a goal. This section increments) task is usually appropriate for common civil-
deals with engineering tasks; later in this chapter is a simi- ian systems, and a minor (1-hour increments) task for hard-
lar description of medical tasks. ened or military systems. Hacking gains access to a com-
The player(s) start by declaring their intentions. This goal puterized system, allowing the hacker to obtain informa-
may be anything they wish, although they may find some tion, conduct surveillance or to control electronic systems.
goals too hard to accomplish. It might be to repair an h-wag- Hacking does not enable control of robots unless that
on, bypass a cell door or build a bomb. The GM sets the diffi- robot’s description specifically indicates otherwise.
culty as normal, and characters may attempt LOGIC checks Hacking can also not be used to access bank accounts
until they have reached the target number of successes or gain funds. Banks and other financial institutions are
(typically three successes). Engineering is a classic example well guarded by artificial intelligences that protect them
of a very simple use of the extended task mechanism. from hacking attempts. Anyone who tries to hack into a
To add some flavour to an engineering task the player system will be tracked down and caught very quickly by
can roll d66 four times on the following table and read off the Judges. Most hackers are caught very early on in their
the result in the format alpha then beta gamma delta (e.g. careers before they can learn ways around the advanced
“modify the quantum neutrino filter”). security measures, and then serve punitive sentences.

EXAMPLE OF AN ENGINEERING TASK


Lena Karl
Judges Novak and Morris have (the GM)
Diane
(Judge Morris) (Judge Novak)
gotten themselves locked in a
secure cell. Fortunately, they are The cell door is Duranium?
I am no
together; less fortunately, they solid duranium,
There’s no way we
locksmith, but I
can break through
are due to be executed by their Sov and controlled by that. may be able to help.
I’ll try to see if there
captors in about 30 minutes. With no an electronic bio- is a way I can use my
equipment available they need to work identification lock engineering skill
to find a way out
out how to escape the cell! on the other side.
of this cell.

Very well. It’s a


Challenging [13] Diane
Can I
quick engineering (Judge Morris)
help? I have no
task. Three Yikes. engineering skills, but
successes needed, Not so easy, I’m lucky! I’ll use up my 3d6
with one-minute time after all... it may take LUC pool, along with my 2d6
intervals. a little longer than I LOGIC. Improvising also,
If initially predicted, but I’ll so I’m also rolling
we’re lucky, we have us out of here 3d6 to...
can be out of here in eventually!
three minutes! OK, let’s I need Rolls
have a look at the to connect the Rolls 3d6
lock. auxiliary access 3d6
actuator. First check
Karl coming up using my LOGIC ...try and earn
(Judge Novak) of 3d6 and my engineering us one of those
skill of 2d6. That’s 5d6, but successes by oscillating
I have no engineering tools the anterior load filter.
here in the cell, so I’m That should save us a little
improvising. That takes time, hopefully. Every
me down to 3d6. minute counts!!

129
Random Engineering Tech SPeak
d66 Alpha Beta Gamma Delta
11 increase microscopic quantum relay

12 decrease photonic artificial inversion

13 focus linear pulse interference

14 amplify sonic flux discriminator

15 reverse auxiliary gravimetric signal

16 agitate nucleonic particle capacitor

21 pacify transwarp system configuration

22 invert reciprocating nadion effect

23 boost magnatomic subspace disturbance

24 nullify quantum frequency field

25 energise verteron wavefront phenomenon

26 intensify ambient spatial array

31 electrify anomalous alternating emission

32 eliminate modulated baryon domain

33 oscillate inverted space-time coupling

34 modulate temporal dampening stream

35 monitor asymmetrical tetryon variance

36 restrict atmospheric neutrino distortion

41 connect magnetic plasma controller

42 convert phased interface actuator

43 modify rapid data continuum

44 counteract ionic E-M banks

45 balance astrophysical nano harmonic

46 harmonise nucleonic polaron mutation

51 reset accelerated positron invariance

52 recalibrate anterior override seal

53 reroute primary access container

54 overload secondary load generator

55 fluctuate tertiary tachyon filter

56 concentrate backup charge safeguard

61 extend master compression manifold

62 redirect emergency diagnostic buffer

63 correlate warp mass accelerator

64 synchronise trifold nanite booster

65 pressurise Psitronic proton transponder


66 recollimate thermal radiation stabilizer

130
Random Hacking & Computer Tech Speak
d66 Alpha Beta Gamma Delta
11 overload core binary subroutine

12 clone auxiliary root kernel

13 recompile polymorphic routing firewall

14 spoof backend injection program

15 loop direct control protocol

16 reboot closed data script

21 reconfigure sub boolean array

22 unlink modular heap compiler

23 redesign nested source enumerator

24 extend closed bridge function

25 remove dynamic pattern interpreter

26 reference persistent exception code

31 initialize pseudo memory parameter

32 iterate public state procedure

33 activate secure integer table

34 interface recursive logic database

35 reassign generic stack extension

36 call static assembly algorithm

41 concatenate super pool argument

42 mask virtual access assembler

43 patch abstract batch exception

44 rename run-time biometric language

45 invoke cyclomatic analogue processor

46 override conditional broadband counter

51 reference contravariant command environment

52 constrain declarative configuration index

53 evaluate directed EKT block

54 flush dummy floating expression

55 append parallel AJS file

56 access global heuristic matrix

61 bounce intrinsic operations manager

62 fragment invariant integrated client

63 delete local KVS point

64 format monomorphic latency archive

65 flash negative NTP sector


66 install inherited output cache

131
Suggested difficulty benchmarks for hacking computer sys- tasks, an interrogation can continue indefinitely. However,
tems are shown below. The difficulty benchmarks below are each time a questioner loses an opposed check, the task
the e-DEFENCE scores of common computer types. complexity increases from quick to minor to major, and so
on, meaning that the time required gets longer and longer.
To add some flavour to a computing task you can roll
d66 four times on the opposite table and read off the re- A simple interrogation involves CHA vs. WIL checks,
along with the interrogation skill. That skill is used to both
sult in the format alpha then beta gamma delta (e.g. “flush
conduct and withstand interrogation. Each time the inter-
the parallel logic subroutine”). rogator makes a check, he asks a question. If he wins the
opposed check, the subject answers truthfully; if he fails,
Difficulty the subject lies or refuses to answer.
Computer Systems Benchmark The answer can be no more than a short sentence – the
(E-Defence)
interrogator cannot ask “What is your entire plan, in full
Civilian personal computer Routine [10] detail?” The GM should hide the subject’s die rolls; the in-
Commercial computer system Challenging [13] terrogator does not know if the subject is lying (unless he
Typical security system Difficult [16] has a relevant psionic power or an interrogation kit).
Military security system Strenuous [25] Interrogation kits indicate when a subject is lying (although
Maximum security system Herculean [33] the subject may make an opposed CHA vs. INT check, using
his bluffing skill if he has it, to deceive the interrogation kit),
as well as granting possible bonuses to checks. Some drugs
INTERROGATIONS can also obviate the need for an interrogation, or prevent
the subject from lying. Of course, a subject cannot reveal in-
Common skills: interrogation, bluffing, intimidation, per- formation he does not have. Each use of an interrogation kit
suasion, seduction causes 1d6 damage to the subject.
An interrogation is an opposed extended task. The goal is More advanced interrogations may use other skills, in-
to extract information from a subject. Unlike many extended cluding persuasion, bluffing and even seduction.

132
Random Medical Tech Speak
d66 Alpha Beta Gamma Delta
11 irradiate inverted neural cells

12 excise asymmetrical basilar pathways

13 decontaminate malignant berylite neurons

14 transplant persisting biomimetic tissue

15 clone periodic cardiac protoplasm

16 balance infected reticular nerve

21 incise swollen synaptic muscle

22 puncture degenerate bile bone

23 fuse obstructed cranial cyst

24 remove restless nodular joint

25 secure spasming endocrine gland

26 reshape detached neurological ganglia

31 strengthen misaligned aplastic membrane

32 replace infected autonomic protein

33 repair defective sympathetic enzyme

34 divert impaired idiopathic genome

35 bypass scarred subcutaneous tumour

36 excite haemorrhaging fungal clot

41 drain inflamed frontal cluster

42 regenerate failing temporal gene

43 resequence occluded parietal receptor

44 massage carcinomic occipital capillary

45 reconstruct disrupted pituitary deposit

46 disrupt paralyzed corellium abscess

51 stimulate weak anchilles haematoma

52 freeze blocked aphasic cartilage

53 magnetize deviated leutscher tissue

54 cauterize damaged biotic cord

55 electrify eroded mutagenic artery

56 modulate abscessed genetic vein

61 pressurize toxic peripheral molecules

62 pulse foreign core valve

63 compress contracting radial anomaly

64 cleanse dislocated amniotic chromosome

65 perforate deformed transient cavity


66 inoculate mutated intrinsic lobe

133
That’s Not Real Terminology!
The engineering, medical and computing tables in this book create what is known as “technobabble”.
It does not really mean anything; there is no such thing as an idiopathic genome or a parallel pool
processor, and readers with some level of proficiency in any of these areas will notice that immediately.
That is fine. It is all as fictional as a warp drive or a psiblast! The idea is to provide some flavour, not to
create real solutions to real problems.

MEDICINE Scanner Remit Skills


Common skills: medicine, chemistry, biology, zoology, Scanner Remit Skills
psychology, genetics, nanotechnology, xenobiology Life-forms,
medicine, biology,
zoology, genetics,
Medical medical issues,
Much like engineering, medicine is a simple extended biology
psychology,
zoology, xenobiology
task which works in exactly the same way as an engineer-
ing task, but it uses a variety of medical skills. Like engi- Mining
Substances and mining, chemistry,
materials geology, archaeology
neering, it is based on LOGIC.
See Engineering on page 129 for details on how to ad- Energy sources,
substances, life Any [scientific] skill
judicate a scientific task. Scientific
forms, but not except medical skills
medical issues
To add some flavour to a medical task the player can Number, type,
roll d66 four times on the opposite table and read off the Tactical location of life- tactics
forms
result in the format alpha then beta gamma delta (e.g. “by-
pass the infected parietal cavity”).
Curing a disease is a daily medical task. MEDICAL SCANNER
These scanners only provide information about biological
SCANNING and medical issues. They can be used to diagnose a disease
or provide information about a life-form. Medical scanners
Common skills: computers, medicine, chemistry, can use any medical or bio skills – medicine, biology, zool-
biology, mining ogy, genetics, zoology, xenobiology or even psychology.
Using a scanner is a simple, single-check task.
Characters can use a hand-held scanner to obtain infor- MINING SCANNER
mation about a target or the surroundings. All scanners Also known as geological scanners, these scanners pro-
operate in a similar way. Basic use of a scanner uses the vide information about substances and structures. They
computers skill, but subject-specific skills like medicine or analyse chemicals, minerals, and materials. Mining scan-
chemistry can also be used to reveal detailed information. ners can use skills like mining, chemistry and geology.
When operating a scanner, the character may ask one Mining scanners are also used by archaeologists.
closed question which the GM will answer. The question
must fall within the equipment’s area of focus (a medical SCIENTIFIC SCANNER
scanner cannot detect mineral deposits and a mining scan- These scanners provide information about energy, substanc-
ner cannot diagnose an illness, for example), but other es, and life-forms, but cannot be used to diagnose illnesses.
than that any question may be asked. Each question is one Scientific scanners can use a variety of scientific skills.
use of the scanner, and takes one action.
To use a scanner make a Routine [10] LOG check. TACTICAL SCANNER
Scanners have a 10’ range increment, much like a weapon’s These scanners only provide information on the number,
range increment, each increment inflicts a -1d6 die penalty type and location of nearby life-forms. They are used for
to the dice pool. High quality scanners, of course, add to tactical purposes. They are more robust than other scan-
the dice pool, as do related skills. Before using the scanner, ners. Tactical scanners use the tactics skill (which addition-
the user must set the scanning range, which determines ally means that high quality tactical scanners can add to
the dice pool penalty if there is one. The penalty applies to INITIATIVE rolls). Questions asked while using a scanner
all scans made at that range setting, even if the informa- must be specific closed questions which the GM can answer
tion gathered pertains to something closer. The scanner in a single, short sentence. More detailed information is
will not reveal information about things beyond that range. obtained or narrowed down by asking a series of questions.

134
Medical Scanners Mining Scanners
What illness does this He is suffering from Are there any cobalt There is one deposit about
man have? 2T(Fru)T. deposits nearby? 40 feet away.

How many creatures are There are four life-forms


Approximately 15 tons of
there on the other side on the other side of the How big is it?
cobalt.
of the door? door.

What type of life-forms What material is the wall


Two humans and two apes. It is solid duranium.
are they? made of?

Is this crewman under


He has taken a reaction
the influence of any How thick is it? Two inches thick.
enhancer called Flash.
drugs?
Its metabolism is
What vulnerabilities does How deep does this tunnel It stretches at least to
consistent with a creature
this creature have? go? the range of the scan.
vulnerable to cold.
It is very unstable. It
What is the nature of this It is an ingested poison How stable is this
could collapse at any
liquid? which causes madness. structure?
minute.

What is the makeup of It is a highly flammable


Is this food safe to eat? The food is safe to eat.
that gas? sulphur emission.

Is this creature How old is this It is approximately 4,000


No, it is an omnivore. structure? years old.
carnivorous?

Is the suspect showing


He is very agitated.
any unusual biosigns?
// Longer range scans
A normal scan takes one round. A longer range scan
Scientific Scanners can be attempted. This takes one minute and allows the
user to multiply the range increment by 10. However, the
Are there any energy There are three energy
sources nearby? sources within range. amount of detail available becomes less granular; ques-
tions asked can only be answered with “yes” or “no”.
All three are about 40
How far away?
feet away.
// Scanning creatures
What is the nature of the
It is an explosive energy When receiving information about a creature, the
source consistent with a
closest?
bomb. answer to a question may be relayed in game mechanics
rather than natural English. This is a convenient way to
What is the trigger It is a proximity device
mechanism of the bomb? which detects body heat. communicate complex data and biological information to
a player. It is therefore perfectly reasonable to ask “What
How close can we get
The proximity radius is 20’. is the reptile’s STRENGTH attribute?” and get the answer
without setting it off?
“14”, or “How much damage does its acid blood do?” and
be told “2d6”. The actual data on the scanning device is
Any question within the remit of a scanner is allowed, as far more complicated, but this is a useful abstraction.
long as it is specific and can be answered with a single, The lists opposite illustrates some example questions
short sentence. A typical scan sequence may look like this: that the user of a scanner can ask, along with appro-
» Presence of energy sources, life-forms or substanc- priate answers.
es within range.
» Direction and approximate distance. TRACKING
» Type or composition.
» More precise data. Common skills: tracking, stealth, perception, local
knowledge
// Impediments Tracking someone is an opposed extended task similar to
There are various impediments to scanning attempts. a chase, although much less energetic and more cerebral.
Things like thick stone, shields or severe atmospheric con- Rather than physical tasks, opposed checks are more focused
ditions can each impose the standard -1d6 penalty to the around a contest of mind and skill. The target tries to hide his
attempt (as do range increments). tracks, while the pursuer tries to uncover them.

135
A simple tracking scenario involves AGI checks for the tar- COUNTDOWNS
get and INT checks for the pursuer, along with the stealth and
Countdowns form the second major core mechanic in the
tracking skills, respectively. This assumes that the target is
Judge Dredd and the Worlds of 2000AD game system. A
trying to shake off any potential trackers. If the target is not
countdown takes place when there is an unknown time limit
covering their tracks, simply use a Routine [10] benchmark and
before something occurs. It is used in the following situations:
a simple extended task.
» Death. An unconscious character uses the count-
A more complex tracking scenario allows the target to down mechanic as he slips towards death.
try different things such as: » Disease. Disease and illness use the countdown
» Cross a river to hide tracks (swimming vs. tracking) mechanic as symptoms worsen.
» Create a decoy or false trail (tracking vs. tracking) » Drowning or suffocation. Characters who can-
» Hide (stealth vs. tracking) not breath (when underwater, being suffocated or
» Outpace the trackers (running vs. tracking) some other reason) use the countdown mechanic
to determine when they lose consciousness.
» Other ticking clocks. There are many other situa-
TAILING tions where a ticking clock is relevant. Occasions where
A simple tailing scenario is an opposed extended task you need a tense situation as a character tries to do
which involves INT checks for the target, and AGI checks something before something else happens are ideal for
for the pursuer (the reverse of the tracking process). The it. Can a climber scale a crumbling cliff face before it
pursuer is the one trying to stay out of sight and not be collapses? Can a thief pick a lock before the alarms go
off? Can a burglar recover the diamond and escape the
spotted by his target. The target will use perception, while
museum before the security guard wakes up? Can an
the pursuer may use stealth or bluffing. This assumes that
h-wagon arrive quickly enough to rescue a Judge who
the target is trying to be inconspicuous or use anti-surveil- has fallen out of a block and is plummeting to his death?
lance techniques. If the target is not worried about a tail, The countdown is started by forming a dice pool.
simply use INT (perception) checks. Different situations will determine the size of that dice
» Change appearance (disguise vs. perception) pool – a dying character uses one equal in size to his
» Blend with a crowd (stealth vs. perception) ENDURANCE dice pool, for example, while cliffs or alarms
will have their dice pool size set by the GM. The larger the
dice pool, the longer you (probably!) have.
Each turn, the dice pool is rolled. Usually it is rolled by
the player in question – she rolls her own death dice, or
her own drowning dice. Any dice which come up with a
six are removed from the dice pool, and play continues.
Eventually, the last die will be removed from the dice pool.
It is then that the character dies, the trap explodes or the
Judge becomes a messy smear on the sidewalk.

// Fast, Medium & Slow Countdowns


Fast Medium Slow

4-6 5-6 6

The default countdown – removing a die on a roll of 6 – is a


slow countdown. Countdowns can run down faster than this,
however. For faster countdowns, dice are removed on rolls of
5-6, or even 4-6. A countdown is always expressed in terms
of a fast, medium, or slow countdown. The default countdown
(if not specified) is a slow countdown expiring on rolls of 6.

136
// STABILISING &
REPLENISHING COUNTDOWNS What LUCK Represents
Some countdowns can be stabilised or replenished. Luck can be interpreted in any way by char-
acters and creatures that use it. For some it is
A stabilised countdown simply stops counting down –
merely coincidence and serendipity; for others it
the trap has been disarmed in time or the character is no represents destiny and prophecy; while for others
longer in danger of dying. still it may be divine in origin, representing faith
Replenishing a countdown allows extra dice to be add- and blessings. However the character interprets
ed, effectively extending it. In this way, illnesses can be the concept of luck it is used in the same way.
pushed back “up” the countdown and dying characters You cannot use LUCK dice during downtime or
can be stabilized with emergency healing. on daily checks. LUCK dice can only be used with-
Not all countdowns can be stabilised or replenished; in an encounter. The GM should always disallow
the specific countdown will clearly indicate whether or the use of LUCK if she feels that a player is sim-
not these are appropriate. Sometimes the cliff is going to ply blowing all their LUCK on a check because it is
crumble whatever you do – it is just a question of whether the only one they will make that day.
you get to the top before that happens!
THE ROLE OF LUCK
// Countdowns & Stages
LUCK is a special attribute. It is used as a resource that
Most countdowns are fairly simple – the dice pool is rolled
can be replenished and used to modify other die rolls and
until it reaches zero, at which point an effect (death, explo-
perform special actions. It represents luck, fate, chance,
sion and so on) takes place. However, some countdowns have
destiny, faith, divine favour, karma and more. At the start
effects which take place at various stages throughout the of each game day, each player should form a LUCK dice
process. Stages take place as the dice pool reaches certain pool. As dice are used from the LUCK pool, simply discard
sizes. For example, an illness might have a character becom- them. LUCK can be used to:
ing blind when the pool reaches two dice and dying when it » Add dice to any attribute check on a 1:1 basis.
reaches zero dice. All countdowns technically have two stag- » Deduct dice from someone else’s attribute check
es – the starting condition and the ending condition. on a 1:1 basis.
» Absorb dice of damage on a 1:1 basis. Note that frac-
tional dice cost a full LUC die (so 2d6+3 damage cost
AVERAGE COUNTDOWN LENGTH 3d6 to absorb).
The table below shows the expected (average) number » Perform other special actions granted by careers
of rolls a countdown will last for before expiry. This can be and exploits.
» Gain one bonus action per turn by spending a LUC die.
used by the GM to set appropriate countdown dice pools. This can only happen during a character’s own turn.
» Perform a signature move.
» Add dice to a damage roll on a 1:1 basis.
Slow Medium Fast
Dice Pool » ionaNegate a temporary condition, if the LUC die
(6) (5-6) (4-6) is spent at the same time the condition is applied.
1d6 6 3 2 // EXPLODING DICE
2d6 9 4 3 LUCK dice “explode”. This means that whenever a 6 is
rolled, the die is rolled again and the new roll added to the
3d6 11 5 3
original 6. This process is repeated if subsequent 6s are
4d6 12 6 4 rolled. It is recommended that LUCK dice be a different col-
5d6 13 6 4 our to other dice so that they can be easily distinguished.

6d6 14 7 4 // LEADERSHIP
7d6 15 7 4 The Leadership exploit allows you to donate your LUC dice
to others. Without this exploit, you may only spend LUC on
8d6 15 7 4 yourself. Characters with the Leadership exploit may donate
9d6 16 7 5 one or more of their available LUC dice to another character
10d6 17 8 5
as a free reaction to their attempting an attribute check. You
must declare this before the ally rolls their check.

137
// REPLENISHING LUCK // THE COMBAT SEQUENCE
Once per day, a character may spend 5 minutes to replen- Combat follows a set sequence. The encounter progresses
ish his LUCK pool. Some careers or traditions allow an addi- in rounds, which are a small but unspecified unit of time
tional daily replenishment. These do not stack, however - you
measured in seconds. In each round, every participant gets a
cannot gain more than one additional daily replenishment.
turn which consists of one or more actions – moving, shoot-
// OTHER USES OF LUCK ing, aiming, giving emergency medical aid, using a psionic
Other uses of LUCK manipulate situations where the power, attacking with a daystick, climbing a ladder, and so on.
odds are normally even.
The order in which combatants act is determined by
When determining a 50/50 chance of an outcome, roll a their INITIATIVE score, which is determined by making
Routine [10] LUCK check instead. Characters with higher
an attribute check. Those with higher scores act first, fol-
LUCK succeed more often on an ostensibly 50/50 chance.
lowed by those with lower scores.
When randomly determining a PC, have each player
roll LUCK. Either the highest or the lowest wins, de- When combat begins follow the procedure outlined below.
pending on the situation. 1. Make attribute checks – if appropriate – for access to
the ambush turn. If the group succeeds, all members
COMBAT get to take one action before the combat begins; all
While things like skills, science, chases and social en- actions in the ambush turn occur simultaneously.
counters make up a large part of Judge Dredd and the 2. Everyone rolls INITIATIVE. This is simply an
Worlds of 2000AD, combat is an important pillar of the INTUITION check, although some characters may
game. Characters will sometimes find themselves in situ- get bonuses from skills or other abilities. On a tie,
ations which can only be resolved by violence – and it is
compare AGILITY, and if still tied, simply have each
then that the lasers, and bullets start flying, and the day-
sticks, electro-prods, and laz-knives start swinging. roll LUC and the highest total wins.
3. All combatants then act in order from highest
Combat takes place on a battlemap. A battlemap is a grid
on the tabletop which depicts the environment. Each square INITIATIVE to lowest. Each character may take TWO
on the grid represents 5’. Players place miniatures (or other actions unless otherwise noted. An action is a move, an
tokens) on the map to represent their characters and the attack or a regular action. You can move twice, or attack
GM places miniatures to represent their opponents. twice, or move and attack, or any other combination.
Combat is a tactical skirmish-like affair. Position and 4. Once everybody has acted, return to step 3 and
cover are vital components to a Judge Dredd and the repeat until the combat ends.
Worlds of 2000AD combat encounter. Characters and their
Creatures with 3 actions take two actions on their turn and
foes will move, use suppressing fire and overwatch, set up
crossfires, and try to gain higher ground in an attempt to one action on their INITIATIVE count +10. Those with 4 or
gain the advantage. Those who do not use these tactics more actions take two actions on their turn and one action
will find it difficult to succeed in combat situations. every 5 INITIATIVE. Most PCs will be able to take two actions.

What, No Metric System?


Judge Dredd and the Worlds of 2000AD uses feet rather than metres, pounds rather than kilograms and
miles rather than kilometres. In short, it does not use the metric system. While this may seem unintuitive
to those who view the metric system as more fitting to a future setting, the system is compatible with
ancient fantasy and modern action games, too, and so the standard unit is used across all three eras.
Essentially, feet are more believable in the future than metres are in ancient times.
However, the GM is free to use metric measurements instead. In this case, use the following units in
place of those found in this book. The conversions are not exact, but they do not need to be as long as
they are consistent. For that reason, they are rounded into simple conversions below which can easily
be performed mentally on the fly.
» One 5’ square is equal to 1.5 metres. Divide distances and ranges in feet by 3 to get metres.
SPEED is described in squares rather than feet in order to make this conversion even easier.
» One mile is equal to 1.5 kilometres. Multiply distances in miles by 1.5 to get kilometres.
» 2 pounds is equal to 1 kilogram. Divide weights by 2 to get kilograms.

138
Free actions. Free actions use none of the character’s
Activity Actions
actions and must be taken in the character’s turn. Only
Move your SPEED 1 one free action is permitted to a character per round.
Reactions. Reactions take place outside a character’s turn
Fire a ranged weapon or
1 in response to a specified trigger. Many exploits provide reac-
make a melee attack tions. Only one reaction is permitted to a character per round.
Bonus Actions. Bonus actions can be provided by
Perform emergency healing 2
spending a LUCK die. Only one LUCK die can be spent by a
character in this way per turn. Bonus actions take place in
Reload or recharge a
weapon or item
Varies the character’s own turn.
If a creature has more than two actions in a turn it cannot
Aim or feint 1 repeat a given action more than once. For example, a crea-
ture with 3 actions can only move twice, not three times.
Use a psionic power 1 // THE AMBUSH TURN
Before a fight starts individual combatants can attempt
Draw or holster a weapon Free to get the jump on each other. In practical terms that com-
monly involves one of two things: unexpectedly initiating
Pick a lock (including opening combat or ambushing an enemy from hiding. However it
2
the door) or disarm a trap can involve any participant initiated strategy.
If nobody is attempting to ambush the other, or if all combat-
Drop to prone or crouch Free
ants encounter each other simultaneously and launch straight
into combat, the ambush turn is skipped. Only use the ambush
Stand from prone 1 turn if one or more participants are deliberately trying to get
the jump on the others. From a PC point of view, the ambush
turn can only be accessed if the character in question specifi-
Go into overwatch 1*
cally attempts to do so before combat begins; once everybody
realises a fight is breaking out, the ambush turn is long past.
Open an unlocked door
1
or chest

Drop an item Free

Pick up an item 1

Perform a scan 1

Shake off a condition 1

*Going into overwatch always ends a character’s turn

// ACTIONS & TURNS


A turn represents a short but unspecified length of time
measured in seconds. Most characters have two actions to
use each turn, unless they have an ability which says oth-
erwise, and some creatures have more. These actions can
be spent to move, fight or perform other tasks, and can
be performed in any order. For example, a character might
move and then fire his lawgiver pistol, or vice versa.
While characters typically have two actions to use in each
turn, there are additional action types which can be taken:

139
Setting an ambush requires a group check. Either the Movement methods. For non-primary movement meth-
whole group succeeds or none of them do. This check is ods, the movement rate is halved. For most characters this
opposed by the leader (or the lookout, or the otherwise means that walking/running is at the full rate, and climb-
most alert or perceptive) of the target group. As always ing, swimming, zero-g, etc. are at half rate (after adding
with group checks, success requires more than half the the bonus from the skill). Some exploits may grant a full
participants to make a successful check. movement rate. Some creatures (such as birds) may have
Anybody trying to gain access to the ambush turn needs a different primary movement mode, and walk/run at half
to win an opposed attribute check against the intended tar- speed. A skill cannot turn a movement method into a pri-
gets. This is usually an AGI (stealth) or CHA (bluff), but the mary method; only an exploit can do that.
GM should allow any reasonable plan from a player. Hustling. A character who moves with two actions in a turn
In the ambush turn, all actions take place simultaneously. is “hustling”, and effectively moving at twice their normal
Those with access to the turn may take one single action. speed. Creatures with more than two actions available may
not move more than twice in a turn. An Olympic sprinter typi-
// MOVEMENT cally has a SPEED of 10 or more, and is using both actions to
Movement is a vital part of any combat encounter. Any run, resulting in movement in the range of 20 miles-per-hour.
creature can use one action to move its SPEED. A crea- Grids. If no grid is being used, the creature can move a
ture’s SPEED indicates the number of 5-foot increments number of inches on the tabletop equal to its SPEED. If a
(squares) it can move in one action (it also indicates its square grid is being used, a diagonal movement counts as
normal speed in miles-per-hour).
5’, but creatures may not move diagonally around a corner.
SPEED is the total of the raw dice pool of STRENGTH
Difficult terrain. Difficult terrain (deep snow, swamp, ice,
and AGILITY plus one relevant skill. Movement skills
high or low gravity, etc.) halves ground movement rates.
include (but are not limited to) running, climbing, swim-
Some exploits may allow full movement rates on one or
ming, flying, and zero-g.
more difficult terrain types.
Actions. If a character moves and takes an action in her
turn, the action can take place at any point during that
movement. For example, a character may run from one
place of cover to another, firing as they go.
Climbing and balancing. Climbing is an AGI check. A suc-
cessful check allows the climber to move at their climb speed
up a vertical surface. The climber need only make one check
per turn – this check applies to all climbing movement in that
turn. Balancing on a narrow ledge or beam is a form of climb-
ing. A failed check simply means that the character cannot
climb the wall or object. They may attempt another check
next turn. A high quality climbing kit can assist with climbing.
The surface determines the difficulty of the climb.

Cliff, rough, many handholds Challenging [13]

Brick or stone wall, few


Difficult [16]
handholds

Bulkhead, smooth, metal Demanding [21]

Overhand or ceiling Demanding [21]

Narrow ledge or plank Challenging [13]

Tightrope Strenuous [25]

140
A melee attack is performed by rolling a STR or AGI
Long Distance Travel check (attacker’s choice unless otherwise noted) against
the target’s MELEE DEFENCE.
LONG-DISTANCE
A ranged attack is performed by rolling an AGI or INT
Long distance movement takes place at a char-
check (attacker’s choice unless otherwise noted) against
acter’s SPEED in miles per hour. Hustling (moving
the target’s RANGED DEFENCE. Longer ranges can reduce
with both actions in a turn) doubles this move-
the number of dice rolled.
ment rate but can only be sustained for a num-
ber of hours equal to a creature’s ENDURANCE at- An area attack or constitutional attack such as a poison
tribute before an equal period of rest is required. is performed by rolling against the target’s VITAL DEFENCE.
On a successful hit, the attacker rolls damage (in d6s)
VEHICLES according to the weapon. Armour reduces this damage
A vehicle’s SPEED is its speed in tens of miles per by its SOAK value. The resulting damage is deducted
hour. A vehicle moving at 4 (40mph) moves at ten from the target’s HEALTH. For area attacks, only roll at-
times the speed of a human moving at 4 (4mph). tack and damage dice once and apply it to all targets.
This only applies to long-distance travel; in a com-
When you make an attack, choose one of the following
bat encounter, speed values between creatures
options as long as (a) it makes sense, and (b) the target is
and vehicles are equivalent.
not immune to that condition or action. You cannot, for
example, disarm a tiger, trip a snake or grab a hologram.
Fighting while climbing. Fighting while hanging precari- » Make any attack normally and if you hit you inflict
ously to a wall is difficult. A non-climber attacking a climb- your normal damage.
» Make an unarmed melee attack normally and if you
er gains a +2d6 bonus to the attack. A climber attacking a hit you grab your target, giving it the Restrained
non-climber suffers a -2d6 penalty. If both combatants are condition. You must pay an additional 1d6 for each
climbing, nobody gets any bonuses or penalties. size category that the target is larger than you,
Creatures with primary climbing modes. If a creature and also if the target has more than two legs or
has climbing as a natural movement mode, it simply moves has no legs. You can apply this condition twice to
increase the level of the Restrained condition.
its SPEED along walls and ceilings with no checks required » Make an unarmed melee attack or an attack with a
or combat checks imposed. small melee weapon normally and if you hit you es-
Falling. When a character falls from a height, they take cape a grab and remove the Restrained condition.
1d6 damage for every 10’ fallen. Falls of less than 10’ do not Additionally, you may pay 2d6 and spend two actions to
cause damage. Any fall results in the character ending up make a Called Shot vs. VITAL DEFENCE and choose one of
prone unless a successful AGI check with a difficulty value the following options:
equal to the number of feet fallen is made. » Make a Called Shot with a melee or ranged attack
Jumping. Every character and creature has a “free” and if you hit you move your target one square (plus
jump allowance noted on its character sheet or stat block. up to one square for each size category by which you
This is a distance that the character may make a running exceed the target in melee, or by which your weapon
exceeds the target at range). You must pay an ad-
jump without making any check at all; it simply happens ditional 1d6 for each size category that the target is
automatically (for a standing jump, simply halve the val- larger than you, and also if the target has more than
ues). A jump counts as one action. two legs or has no legs. The movement must be one
which makes sense and, if it is a result of a blow or
// IMPORTANT COMBAT ACTIONS ranged attack, will always be a push away from you.
» Make a Called Shot with a melee or ranged attack
MOVE and if you hit you knock or trip your target prone.
The character or creature moves their SPEED as indi- You must pay an additional 1d6 for each size cat-
egory that the target is larger than you, and also if
cated in the Movement section, above. the target has more than two legs or has no legs.
» Make a Called Shot with a melee or ranged attack
ATTACK and if you hit you disarm your opponent, giving it
Attacks take the form of ranged attacks or melee at- the Disarmed condition.
tacks. A ranged attack uses a bow, gun, thrown weapon » Make a Called Shot with a melee or ranged attack
and if you hit you disable your target, giving it the
or other form of ranged weapon. A melee attack is either Slowed condition.
unarmed (punches, kicks, claws, bites and the like) or uses » Make a Called Shot specific to that target as out-
a melee weapon such as a sword or club. lined in its stat-block.

141
Psionic attacks use a PSI check vs. the target’s OVERWATCH
DEFENCE or MENTAL DEFENCE. Overwatch is a special type of action. When you choose
Damage is indicated as a dice range and is deducted to enter overwatch, you wait ready with a ranged weapon
from the target’s HEALTH. SOAK reduces damage before it to fire on any targets which make themselves available.
is applied to HEALTH. Even if all damage is SOAKED, each Usually this means targets which break cover and enter
6 rolled for damage does 1 point of damage anyway. Only your line of sight. You enter overwatch in your turn and
creatures noted as being specifically immune to a damage remain in overwatch until the start of your next turn.
type can avoid this damage. You may only fire on a given target once during a turn when
If triple-sixes are rolled on the attack roll, and it hits, a on overwatch and may only fire when the target has zero cov-
critical hit occurs. A critical hit inflicts a condition upon the er. Your shot interrupts his turn at the earliest point possible.
target; the type of damage determines which condition is The maximum number of targets you can fire upon
inflicted. Creatures immune to a specific damage type do during a turn when in overwatch is equal to your
not suffer critical hits from that damage type. INTUITION attribute. Each subsequent target beyond the
first takes a -1d6 penalty to hit.
AIMING & FEINTING Entering overwatch uses one action and always ends your
Aiming or feinting, both of which are universal exploits, turn, so it should be the final action taken by a creature. Your
cost one action and grant a +1d6 bonus to an attack roll overwatch status lasts until you take another action. A very
taken in the same turn. The attack action must come common manoeuvre used by military personnel is to use two
immediately after the aiming or feinting action. All char- actions to move and then enter overwatch, proceeding from
acters get either Aim or Feint for free. Aiming applies to one location of cover to the next. This is a very effective tac-
ranged attacks, while feinting applies to melee attacks. tic for advancing as safely as possible upon an enemy.

142
SUPPRESSIVE FIRE
Suppressive fire is the antidote to overwatch. It allows Making an Attack
you to lay down fire in a particular area in order to “cover” Spending attack dice is an important part
an ally’s exposed movement or action which would nor-
mally attract overwatch attacks. of combat and without doing so a character
Unlike most attack types, suppressive fire is not target may find it difficult to do much damage. It
dependent. It depends on your ally. You designate a spe- is fundamental to the way that powerful or
cific ally as the beneficiary of your suppressive fire; this
benefit last until your ally’s next turn has ended. During accurate attacks do a lot of damage or achieve
that turn, you ally’s actions gain the benefit of COVER (see special effects. The larger your dice pool, the
below), even when he or she is exposed. This means that more you have to spend on damage and effects.
your ally will automatically be immune to overwatch and
gains some protection from regular fire. Follow this process:
Some weapons, noted as “auto” in the equipment lists,
are especially efficient at suppressive fire. These weapons 1. Form your dice pool from attribute + skill +
gain your ally an additional 1d6 of cover.
equipment up to your maximum dice pool.
Providing suppressive fire ends your turn.
2. Adjust the dice pool for positional factors
// POSITIONAL EFFECTS (cover, range, etc).
Combat in Judge Dredd and the Worlds of 2000AD is a 3. Choose how much of the dice pool to spend
highly positional, tactical affair. Using crossfires and avoid-
ing getting pinned down or falling into the enemy’s cross- on damage and effects. Add any bonuses or
fires, combatants move about the battlemap in an attempt costs from exploits.
to gain an advantage over their foes. 4. You may add LUCK dice, which enables you
The five important positional effects are range, higher to exceed your maximum dice pool.
ground, cover, getting pinned down and crossfires/flanks.

FACING SPENDING ON DAMAGE


The direction you face can matter when using miniatures Everybody can spend attack dice on damage;
in combat. It determines whether somebody is attacking
you from the rear, and which directions certain attacks can this allows you to choose between easier, less
be used in. You can change which direction you face at any damaging attacks or more difficult, more damaging
time while moving. If you do not move in your turn, you can attacks. Before making an attack roll, spend two
still change your facing for free at any point during your
turn. This is neither an actual action nor a free action. dice for each extra die of damage you wish to
Most attacks can be used in any direction. However, occa- do. A base attack, with no dice spent on extra
sionally an attack will only be valid in a particular direction - a damage, will often be easy but have little effect.
xenomorph’s tail swipe affects a cone to its rear, for example. If
this is the case, the attack (or exploit) will specify that direction.
SPENDING ON EFFECTS
RANGE Your exploits tell you what effects you can
In ranged combat every weapon has a range increment. spend attack dice on. You can spend dice on
Any ranged attack which exceeds that range increment
suffers a -1d6 die penalty for each range increment beyond knockdowns, disarms, blinding attacks, trips,
the first. Unless otherwise noted, weapons can only fire arm-locks and many more effects. Remember,
out to five range increments. the maximum dice pool limit applies to the initial
HIGHER GROUND attribute + skills + equipment dice pool. Positions,
Combatants on higher ground than their targets gain a exploits and LUC can all exceed that limit once it
+1d6 bonus to attack them. Higher ground is defined as at has been formed.
least 5’ for melee attacks or at least 10’ for ranged attacks.

143
-1d6 per range increment (to a maximum of 5)
+1d6 to a subsequent attack
in the same turn

e
ng
A + t
im
F

Ra
+1d6 to attack (5’ melee or 10’ ranged)
er

e
in
igh und
H o
Gr
Immediate fire on target
who breaks cover Overwatch Cover -2d6 to attack

e
Pi
iv
nn

Cr
re s ed
Fi es

os+ k
r

Fl +1d6 to attack target each subsequent


pp

sf
an round (until target moves 10’ or more)
Su

Grants cover to designated ally ire


+1d6 per attacker (at 90o angles to each other
or 2 opposite flankers in melee)

COVER maximum value provided by the cover, which is typically


Cover is very important. Targets without cover are very 2d6). If he misses a round, the bonus resets to +0d6 again.
vulnerable to enemy fire. A target in cover inflicts a -2d6 If the target moves 10’, the bonus resets to +0d6.
penalty to attack rolls made against him (although this can
be alleviated by the “pinned down” rule, below). CROSSFIRES & FLANKS
It is important to distinguish between cover and a In an exchange of ranged weapon fire, every soldier
blocked line of sight. A character cannot be completely im- dreads being caught in a crossfire. Avoiding missiles from
mune to fire and simultaneously able to fire himself, and multiple directions is extremely difficult. A crossfire is also
cannot be in a position where line of sight is completely known as interlocking fire, as each gunner’s arcs of fire
blocked except for when he pops up to fire. mutually support one another.
There are three positions which require a move action to » A crossfire exists if two attackers are positioned
switch between: at 90-degree angles or greater to each other with
» OPEN. A character without the benefit of any cov- respect to the target. Each of the attackers beyond
er is considered in the OPEN. the first grants a cumulative +1d6 bonus to ranged
» COVER. If a character has a 2d6 cover bonus and attacks against that target (making a maximum
can fire on an enemy without expending a move bonus of +3d6 for four attackers).
action, he is IN COVER; line of sight is not blocked.
» A flank is the melee equivalent of a crossfire.
» BLOCKED. If a character must expend a move ac-
tion in order to fire upon an enemy, line of sight is OTHER MODIFIERS
BLOCKED. The move action need not involve leaving
the square, but it is important that the move action is Other things can affect an attack roll. It is harder to shoot
needed to move to a firing position and another one someone engaged in melee combat without endangering your
is needed to move back to the fully blocked position. ally. Such attacks take a -2d6 cover penalty, although some
GETTING PINNED DOWN exploits can reduce this. Similarly, in darkness or under cover
An attacker can “pin down” a target, chipping away at of obscuring fog or smoke, a -2d6 cover penalty is inflicted.
his cover. Each round that an attacker fires at a target in A prone target is harder to hit at range (a penalty of
cover, he gains a cumulative +1d6 bonus to hit it (to the -1d6) but easier to hit in melee (+2d6).

144
Ranged Modifiers
Situation Modifier
Dual-Wielding
Sometimes a character might have a weapon in
Cover -2d6 each hand. This might be a pair of knives or a pair
+1d6 for each of pistols; it might be a sword and a dagger; it even
Crossfire attacker beyond
the first includes - technically - the use of a sword and
Each range increment beyond
-1d6
shield. Dual-wielding also includes the use of double
the first
weapons, such as a two-bladed sword. Generally
Firing into melee -2d6 speaking, any single-handed item (weapon or shield)
can be used for offence or defence. Most items
Higher ground (at least 10’) +1d6
can be used for offence, including shields; shields
Obscured (smoke, darkness,
-2d6 and weapons with the Shield trait can be used for
invisible)
defence. Even improvised weapons and other items
Pinned down +1d6 per round can be used, although they are subject to the usual
improvisation penalties, which may make them near
Prone target -1d6
useless to all but the most proficient of combatants.
Suppressive fire -2d6 Defence. When a shield or a weapon with the
Shield trait is used for defence, it grants a bonus to
the wielder’s DEFENCE scores. An item is assumed to
Melee Modifers
be used for defence unless it is specifically used for
Situation Modifier
offence. Double weapons and missile weapons can-
Flanking target +1d6 not usually be used for defence, and weapons with
Automatic the Shield trait only apply to MELEE DEFENCE.
Helpless target
critical hit
Offence. When a shield or a weapon is used for of-
Higher ground (at least 5’) +1d6 fence it cannot grant a defensive bonus to the wield-
er until the start of his next turn. Instead, once per
Prone target +2d6
turn, it grants an additional attack as a free action if
Sneak/target unaware +2d6 the wielder has attacked twice already in the round
(in other words, the wielder can spend two actions to
get three attacks - two with the primary weapon, and
INJURY AND DEATH one with the off-hand weapon). If an off-hand weapon
is used for offence, all the character’s attacks for
It is a dangerous universe and many activities, especially
that round are subjected to a -2d6 die penalty.
combat, risk injury or death. While combat is the most
common cause of injury there are many other ways in Attributes. Dual-wielding characters must use their
AGI attribute to attack with their secondary weapon.
which a creature might suffer damage. Falling from a great
They cannot use STR (melee) or INT (ranged).
height, falling victim to a trap, suffering environmental ef-
fects and many more things add to the wide range of ways Ambidexterity. Characters with the
in which a character can be harmed. Ambidexterity trait do not suffer the -2d6 pen-
alty to attacks when dual-wielding.
Harm takes three common forms:
Shields. As mentioned above, shields can also be
» HEALTH. As a creature takes damage, its HEALTH
is reduced. When HEALTH reaches zero or lower, used in offence. Shields typically do 1d6 blunt damage
the creature is unconscious and at risk of death. (or 1d6 piercing damage for a spiked shield).
HEALTH can be recovered in a variety of ways. Exploits. You can incorporate exploits into attacks,
» Conditions. Conditions are special statuses which but exploits can only be used once per round as nor-
are applied to a creature, such as Fatigued, Blind, mal (and thus usually only apply to one attack).
Afraid, and so on. Each inflicts specific penalties,
and can normally be shaken off. Unarmed attacks. When making unarmed attacks,
» Illnesses and diseases. Individual diseases like ra- your body counts as one weapon. You cannot dual-
diation sickness, Black Scab or Grubb’s Disease have wield two fists or a head and a knee; you are simply
specific effects on a creature. Illnesses have long- using your single body to attack. You can dual wield a
term effects which can last days, weeks, or longer. one-handed weapon and an unarmed attack.
These forms of damage are described below.

145
HEALTH DAMAGE // Critical Hits
When an attack is made, if triple-sixes are rolled and the
Recovering HEALTH. No creature can benefit from a attack hits, then a critical hit takes place. The target gains a
given source or type of healing more than once per day.
condition (such as Bleeding, Poisoned, Burning, and so on)
A character’s HEALTH score is a measure of their physi- unless it is immune to that condition. The condition is de-
cal and mental condition. The lower the score, the closer to pendent on the type of damage the attack does. Three sixes
unconsciousness and death they are. Any attack can cause is always a hit, even if the roll would normally have missed.
damage, and this damage is deducted directly from the
target’s HEALTH score. When HEALTH is zero or lower, the
character is unconscious and in danger of death. CONDITIONS
When a character is reduced to zero HEALTH or lower, The other form of damage is called a condition. Conditions
they immediately form a dice pool equal in size to their include things like Afraid, Bleeding, Burning, Blind, Sick,
ENDURANCE dice pool. This dice pool represents the Fatigued and so on. Conditions can be caused in a variety of
clock ticking down as they slide towards death. Every ways, but the most common are critical hits (which inflict tem-
time their turn comes around they throw the dice pool porary conditions which can be shaken off relatively quickly)
once. Any dice which come up 6 get removed from the and hostile environments (which cause persistent conditions
pool. When they have no dice left they die. which last until the victim has had a full night’s rest).
Each time an unconscious character takes additional
Each condition has two effects. In the lists below, the
damage one die is removed from the dice pool. The
amount of damage does not make any difference. first time a condition is inflicted, the target suffers from
the effect in the first bullet-point. If they are affected twice
Once per day a character may spend one hour to recover
HEALTH. The amount recovered is equal to one roll of their by a condition, this is called a severe condition, and the
END dice pool. HEALTH can also be recovered in other second bullet-point is used. Conditions can represent dif-
ways. Certain drugs and career exploits can grant the abil- ferent things—paralysis might be caused by freezing, petri-
ity to heal other creatures or regain one’s own HEALTH. faction, entanglement, and so on, and blindness might be a
medical issue or the result of a blindfold.
Additionally, anybody can attempt to perform emergen-
cy aid. Emergency aid is applied to a patient who has been Temporary conditions. Shaking off temporary conditions
reduced to zero HEALTH or lower, and takes two actions. is simple: just roll 1d6. On a roll of 5 or 6, the condition is re-
To perform emergency aid simply make a LOG check (with moved. Shaking off a condition takes one action, and can only
dice pool contributions from relevant skills and equipment) be attempted once per turn.
equal to the negative HEALTH value of the patient (with
Conditions which do not allow you to take actions still
a minimum difficulty of Routine [10]). If successful, the
patient is stabilized and the death pool stops ticking. e pa- allow you to try to shake off conditions.
tient will, of course, still be at negative Health at this point, Additionally, at the GM’s discretion, suitable methods can
and some way to re- store Health will be required. be used to automatically end a condition (diving into water
when on fire, for example).
Damage Types Removing a severe condition removes that condition in
Acid Pain its entirety; it does not reduce the condition down to its
lower state.
Ballistic Bleeding
Persistent conditions. Some conditions cannot be
Blunt Dazed shaken off. Persistent conditions are not cleared until the
Cold Slowed
creature gets a full night’s rest. Some conditions cannot be
persistent (these would kill any creature long before the
Electricity Dazed day was out). These are marked with an asterisk.
Heat/Fire Burning LUCK dice. You can use a LUC die to cancel out a condi-
tion. You must do this when the condition is initially applied.
Piercing Bleeding
You can also use a LUC die to make a condition you have in-
Poison Poisoned flicted into a severe condition (requiring a roll of 6 to remove).
Psionic Dazed Social checks. Making social CHA checks to persuade,
taunt, amuse, or intimidate causes Charm, Angry, Manic,
Slashing Bleeding
and Afraid on a critical success, respectively.

146
// CONDITION LIST Downed. The target is knocked to the floor.
Afraid. The target displays fear towards the attacker. » You are prone and cannot stand.
» You cannot approach the source of your fear. » You are prone and helpless; your DEFENCEs
» You must flee the source of your fear, or simply become 10.
cower if that is not possible. Drunk. The target is intoxicated by drink or another sub-
Angry. The target feels irrational anger. stance, or is punch-drunk from a heavy blow.
» You cannot take any non-attack actions other than » You cannot move more than once in a round.
moving directly towards an enemy.
» You must attack the nearest foe. If none are avail- » You cannot move, but at the start of your turn you
able, you must attack the nearest ally. wander 1d6 squares in a random direction.
Bleeding*. The target suffers ongoing damage from Fatigued. The target is weary, finding loads heavy as ex-
a lingering wound. haustion sets in.
» You take 1d6 damage at the start of your turn. » You lose one action per round and your CARRY in-
» You take 2d6 damage at the start of your turn. crement is halved.
Blind. The target’s vision is obscured by a helm, » Your maximum HEALTH is halved, in addition to
blood, or wound. the above effects.
» Your vision is limited to 30’, and you move at half Forgetful. The target suffers from amnesia.
SPEED. You cannot benefit from flanks or crossfires. » You cannot use any of your skills.
» You cannot see, cannot use ranged weapons, move at
half SPEED, and suffer -2d6 to all sight-based actions. » You cannot remember anything, including who you
Burning*. The target suffers ongoing damage from fire, are or who your allies are.
acid, or a similar toxic substance. Manic. The target is overly happy, joyous, and mirthful.
» You take 1d6 fire damage per round. Clothes are ruined. » You cannot take hostile or aggressive actions.
» You take 2d6 fire damage per round. Clothes, hair, » You are convulsed with laughter and can take
and eyebrows are ruined. no other actions.
Charmed. The target feels friendship and loyalty to- Pain. An injury causes the target pain which restricts
wards the attacker. movement.
» You will not attack the source of the charm, nor will » You take 1d6 damage if you take a second action
you willingly allow harm to come to them; neither do in a turn.
you provide flank or crossfire bonuses against them. » You take 1d6 damage if you take any actions.
» You will obey commands which do not overly conflict Placid. You become non-aggressive and suggestible.
with your nature or which are obviously harmful to you. » You cannot take aggressive actions.
Confused. The target is confused and unsure of his » You do whatever anybody tells you as long as it
surroundings. doesn’t harm you.
» You drop any items you are holding and cannot tell
friend from foe. Poisoned. The target is infected by a toxic substance.
» Roll 1d6 to determine your condition each turn: » You cannot be healed.
(1) afraid, (2) angry, (3) forgetful, (4) manic, (5) » You cannot be healed and you take 1d6 poison
drunk, (6) dazed. damage at the start of each turn.
Dazed. The target is unstable and disoriented. Restrained. The target is grabbed, entangled, frozen, or
» You lose one action per round and any hit knocks otherwise prevented from moving.
you prone. » You cannot move from your current square.
» You cannot take any actions. » You cannot take any actions, and your physical
Deaf. The target’s hearing is affected by a ringing in the DEFENCEs drop to 10 to all except the creature re-
ears or a physical obstruction. straining you.
» You cannot hear sounds more than 30’ away and
suffer -1d6 to PERCEPTION and INITIATIVE. You Sick. The target is nauseous and unable to act as normal.
have SOAK 5 (sonic). You cannot benefit from any » You cannot jump and you lose one action per round.
voice-based buffs or benefits which originate from » You suffer -2d6 to all attribute checks, as well as
further than 30’ away. the above effects.
» You cannot hear anything and suffer -2d6 to Sleeping. The target is sent to sleep by magic or a heavy blow.
PERCEPTION and INITIATIVE. You have SOAK 10 » You are drowsy and lethargic. You may only act
(sonic). You cannot benefit from any voice-based once each turn.
buffs or benefits. » You are asleep, and cannot be woken.
Disarmed. The target’s weapon is temporarily dropped, Slowed. The target suffers a leg injury, or another effect
broken, jammed, or entangled. which reduces speed.
» Your weapon cannot be used.
» As above, but the condition now requires a 6 to end. » Your SPEED scores are halved and you suffer -4 to
Disarmoured. The target’s armour is displaced, straps physical DEFENCEs.
are cut, or a significant opening is made. » Your SPEED scores are halved, your physical
» You have half SOAK (round up). DEFENCEs become 10, and you lose one action
» You have no SOAK. per turn.

147
Illness Transmission Pool Interval Difficulty Effect

2T(Fru)T Airborne WIL Daily Demanding [21] Cannibalism, Death

Black Scab Airborne END Daily Demanding [21] Debilitated, Death

Grubb’s Disease Airborne spores END Hourly Demanding [21] Death

Jigsaw Disease Unknown WIL Daily Demanding [21] Death (?)

Macrovirus Airborne WIL Daily Demanding [21] Lethargy, Death

Orman’s
Injury LOG Daily Difficult [16] Memory loss
Syndrome

Petrification Injury END Daily Demanding [21] Death

Radiation Sickness Exposure END Daily Difficult [16] Death

Retrograde Psychosis Airborne WIL Daily Difficult [16] Psychosis

Rigellian Fever Contact END Daily Difficult [16] Death

Salt Plague Injury END Daily Demanding [21] Salt cravings

Space Dementia Exposure WIL Hourly Difficult [16] Madness

Vampirism Injury WIL Hourly Strenuous [25] Vampirism

White Disease Contact END Weekly Demanding [21] Death

ILLNESSES & DISEASE // Treating Diseases


Treating a disease requires a LOG check. This must be
From radiation sickness to alien viruses, illnesses can be
debilitating without a trained doctor to treat them. performed at the same time interval that the disease pro-
gresses – so if a disease requires daily dice pool rolls, the
Illnesses and disease all use a countdown pool, usually
based on the victim’s END attribute, although some are based LOG check must be made daily. Of course, medical skills
on other attributes, including mental or psychic illnesses and facilities help enormously with the LOG check. The dif-
based on WIL. Some stronger or weaker viruses and diseases ficulty of the LOG check is noted in the table below.
may increase or decrease the start of the countdown pool. Success. Every time the LOG check is successfully
Most countdown pools require a check every day, but a made, the dice pool is increased by 1d6. Sometimes this
few may allow for weekly checks or inflict hourly checks.
means that the progression will be held steady tempo-
This information is noted in the table above. Unless oth-
rarily (since the dice pool is being depleted by time) but
erwise noted, a creature infected with any disease suffers
one or more conditions until cured. it can also mean that the pool grows in size.
Curing. If three successful checks in a row are made,
// Catching a Disease with no failures in-between, the illness is cured.
To be affected by a disease, a character is subjected to
Failure. If the pool is depleted to zero, the victim permanent-
an attack against VITAL DEFENCE or MENTAL DEFENCE.
This could be as a result of a creature attack, or poison, ly suffers the effect noted – often death.
or even an attack by the environment. If the attack is suc- Severity. Diseases can be made more severe by imposing
cessful, the character contracts the disease. die penalties on the treatment checks. A severe case imposes
Each disease mentions the basic method of transmission. a -2d6 penalty.

148
// Disease Descriptions Petrification. A rare disease, this bacterium hardens the
2T(Fru)T. A treatable disease that turns its vic- victim’s skin and organs until he or she reaches the con-
tims into crazed cannibals. 2T(FRU)T was a biological sistency of stone. While suffering from the illness, the vic-
weapon unleashed during the conflicts that created the tim gains an additional SOAK 5 (all) for each dice removed
wasteland of the Cursed Earth. Some ten percent of pa- from the dice pool, although he dies when the pool reach-
tients do not benefit from treatment. es zero. Victims are slowed while suffering this disease.
Black Scab. An often fatal disease that is found scat- Radiation sickness. Radiation sickness is a painful, debili-
tered throughout the Cursed Earth and occasionally in tating condition which ends in the victim’s death. Symptoms
those sectors of Mega-City One that border it. The Black include vomiting, intestinal pain, bleeding, hair loss and fe-
Scab is named after the foul looking scabs that form all ver. Victims are debilitated while suffering this disease.
over the body, the density of these becomes greater the
Retrograde psychosis. This is a severe condition of the
sicker the patient becomes. The patient suffers a severe
mind which reduces the victim’s mental age, eventually
fever over several days becoming debilitated before either
the illness abates or the victim dies. turning him into the equivalent of an infant. Victims are
confused while suffering this disease.
Grubb’s Disease. A deadly fungi growth, Grubb’s
disease is a type of puffball mushroom that explodes Rigellian fever. This powerful virus causes extreme fever,
when it matures, the spores infecting anybody nearby. sweating and nausea, eventually resulting in the victim’s
Invariably fatal the spores can be destroyed with intense death. Victims are debilitated while suffering this disease.
heat. The mushrooms themselves grow on the victim’s Salt plague. This unpleasant disease feeds on the vic-
skin and rapidly spread, overcoming their immune system. tim’s salt levels. The victim eventually loses her humanity
After the patient dies the mushrooms reach their maturity as her salt cravings become so intense that she becomes
and explode, the spores lasting for about a minute before violent, seeking the salty blood of other victims.
they die, if they have not already found a new host.
Space dementia. Space dementia affects a small num-
Jigsaw Disease. An extremely rare condition that has ber of space travellers when they first encounter FTL
only been encountered on alien planets, Jigsaw Disease is speeds. It can be treated, but left alone it will result in
a bizarre ailment. The patient will slowly lose parts of their memory loss, hallucinations and madness. Victims are con-
anatomy until, finally, the last piece just disappears and they fused while suffering this disease.
are, simply put, gone. The portions that disappear are not
usually very large (between the size of a finger tip to a fist) Vampirism. This bacterium forces the victim to drink
and the patient will remain conscious and keep a coherent blood in order to survive. It also causes photo-sensitivity and
form until the very last, even if pieces joining various parts lengthening of the canine teeth. An infected person needs to
of the body disappear (so a leg might have gone entirely, drink at least a pint of fresh blood every day, and loses 1 END
but the patient may still have a foot, that will still function attribute point for each day that the blood is not consumed.
as their foot). There is no cure, it is always fatal (if that is White disease. This illness is a form of leprosy. It only affects
what its end effect really is), although there is treatment those in their middle age or older, and results in the victim’s
that will speed up the process in cases where it is thought painful death. Victims are slowed while suffering this disease.
better for the patient’s wellbeing to allow them to quickly
pass. There is a theory that the victim may be passing into
an alternate dimension, and the effects of the disease is just
the patient slowly moving there piece-by-piece. While this is
possible there is no actual proof to support this theory.
Macrovirus. This airborne illness is particularly dangerous
because it reduces the victim’s desire to actually do anything
about it. The illness causes extreme lethargy, worsening to
the point where the victim will not eat and simply wastes
away. Victims are fatigued while suffering this disease.
Orman’s Syndrome. This illness attacks the neural struc-
tures of the brain, gradually causing memory loss. By the time
it reaches its conclusion, the victim loses all sense of identity
and all long term memories. The victim will not recognize close
friends or family members or recall their own name, career or
skills. Victims are forgetful while suffering this disease.

149
OBJECTS
The universe is full of
objects. Chairs, desks, trees, boulders,
automobiles, crates and more. Most of the time
Player Characters will simply interact with them in the way
they are supposed to be interacted with – they will sit on the chair or
put some supplies in the crate. Sometimes, however, the attributes of an object will
be needed. An object’s statistics are based on its size and its composition. These two pieces of
information are all that is needed to determine an inanimate object’s DEFENCE, HEALTH, and SOAK.
HEALTH. The health of an object is simply the square root of its
Material SOAK Vulnerable weight in pounds (if known). If the exact weight is not known, use
Aluminium 5 the average figures below. An object is broken when reduced to half
HEALTH and destroyed when reduced to zero. This does not apply to
Ceramic, china 0 Blunt creatures or characters, whose HEALTH is based on other attributes.
Crystal 5 Sonic DEFENCE. An object’s DEFENCE is based on its size.
SOAK. An object’s SOAK is based on the material it is made of. If an
Diamond 20
object is made of multiple materials, simply use the most prevalent.
Duranium 20 Some materials are vulnerable (+1d6) against certain types of damage.
For example, a wooden door is a large wood object with 25
Fabric, leather 5 Heat
HEALTH, 5 SOAK, and 10 DEFENCE. The following is a list of com-
Fibreglass, 0 mon objects and their stats.
plaster
Reinforced Objects. Reinforced objects have double the normal
Forcefield* 20 Ion
HEALTH.
Glass 0 Blunt Ray Shielding. Ray-shielded objects gain +10 SOAK vs. energy damage.
Gold, lead, Fireproofed. Fireproofed objects gain +10 SOAK vs. heat damage.
5
silver
Iron, steel, Size DEFENCE HEALTH Creature Object
10
plasteen
Tiny 22 5 Mouse, cat Book, ball
Paper 0 Heat
Small 18 10 Dog Chest
Plastic 0 Heat
Medium 14 15 Human Chair, bicycle
Stone, concrete, 10 Table,
brick, marble
Large 10 25 Tiger Lawmaster,
Titanium, door
15
plasteel Elephant,
Enormous 10 70 Car, van
T-Rex
Transparent 10
aluminium Truck, bus,
Gigantic 10 150 Whale
mopad
Tritanium, 25 Fire truck,
adamantium Colossal 10 250 -
H-Wagon
Wood 5 Heat Ship, jumbo
Titanic 10 800 -
jet, Big-Mo
*Forcefields regenerate 5 HEALTH per round

150
Item Type HEALTH SOAK DEFENCE Vulnerable
Altar, stone Large stone 25 10 12

Barrel Medium wood 15 5 14 Heat

Book Tiny paper 5 0 18 Heat

Bottle Tiny glass 5 0 18 Blunt

Chair Medium wood 15 5 14 Heat

Chest Small reinforced wood 10 5 16 Heat

Computer terminal Small plastic 10 0 16 Heat

Console Medium aluminium 15 5 14

Desk Large wood 25 5 12 Heat

Door, archaic cell Large reinforced iron 25 10 12

Enormous reinforced
Door, blast Ion 140 20 6
rayshielded duranium

Door, forcefield Large forcefield 25* 20 12

Door, futuristic cell Large reinforced duranium 25 20 12

Door, office Large aluminium 25 5 12

Door, wood Large wood 25 5 12 Heat

Football Tiny fabric 5 5 18 Heat

Guitar Small wood 10 5 16 Heat

Pistol Tiny steel 5 10 18

Rifle Small steel 10 10 16

Safe Medium reinforced steel 15 10 14

Stone statue Large stone 25 10 12

Sword, two-handed Medium steel 15 10 14

Table/desk, aluminium Large aluminium 25 5 12

Table/desk, wood Large wood 25 5 12 Heat

Tree Enormous wood 70 5 10 Heat

Tree, large Gigantic wood 150 5 5 Heat

Wall, bulkhead, 5’ section Enormous steel 70 10 6

Wall, futuristic bulkhead, 5’ section Enormous duranium 70 20 6

Wall, stone, 5’ section Enormous stone 70 10 6

Window Medium glass 15 0 14 Blunt

Medium transparent
Window, futuristic 15 10 14
aluminium
*Regenerates 5 HEALTH per round

151
THE ENVIRONMENT Areas can have more than one environmental type. For
example, an arctic wasteland might be cold and windy.
Adventurers in Judge Dredd and the Worlds of 2000AD
can’t always rely on the fact that they’ll be in a comfortable, Some creatures are immune to certain environments. SOAK
temperate environment. Deserts, volcano bases, mountaintops, 5 (or more) of an appropriate specific damage type (where rel-
howling storms, blizzards, driving rain, underwater lairs, and evant) makes a creature immune to a condition. Some abilities
more can contrive to create a wide array of environments and or exploits may also provide condition immunity.
can make for extremely memorable set-piece battles. An environment doesn’t typically inflict actual damage.
The following environmental templates can be applied to Anything in the environment that’s dangerous enough to
areas the size of a world or as small as part of a room. inflict damage (such as an actual fire, lava pit, pool of acid,
Environments sometimes inflict a persistent condition, liquid nitrogen, etc.) is a hazard and can do direct dam-
such as Sick or Fatigued, which only wears off after a age to those who touch it. Environments do not have such
night’s sleep. If a condition mentions that it applies after extreme effects, can typically be traversed, but may have
an hour, it is considered a persistent condition. effects if characters spend too long in them.

152
Environment types have the following characteristics. Underwater. An underwater environment is more severe than
Acidic. Acidic environments can be caused by acid rain the wet environment; it eliminates all fire-based effects, reduces
or chemical smoke. An acidic environment causes irritation fire damage from weapons and other effects by –1d6, increases
and pain. Those who spend more than an hour in an acidic electricity damage by +1d6, and counts as difficult terrain. It is
environment suffer the Pain condition. also airless (see suffocation, under thick/thin atmospheres).
Cold. From arctic wastelands to meat freezers, cold envi- Vacuum. A vacuum is an area with no atmosphere. It is a
ronments can be debilitating and deadly. After an hour, cold myth that vacuums cause spontaneous explosion of human
environments inflict the Slow condition due to sluggish reac- tissue, although exposure is certainly not healthy. The biggest
tions and slowing metabolisms. Note that 5 points of cold danger from a vacuum is simply the lack of air. Without some
SOAK, such as that from protective gear, protects from cold. way to breathe, living creatures in a vacuum will quickly suf-
focate. Lack of oxygen uses a similar process to that when an
Difficult terrain. Snow, mud, rubble, debris, swamp, shal-
unconscious character is dying. Create a countdown dice pool
low water, deep undergrowth, and more can create difficult
equal in size to the character’s END attribute. Each turn, the
terrain. Difficult terrain halves ground movement speed,
dice pool is rolled and any 6s rolled are removed from the pool.
costing two points of SPEED to move one square.
When the final die is removed, the character falls unconscious
Dim/smoky/rain/snow. Dim light, obviously caused by a and the unconscious and dying process begins as normal.
lack of light, can also represent smoky, snowy, or raining en-
Wet. A wet environment is a humid or rainy one—tropical
vironments where vision is compromised. Dim light renders
jungles, aboard a sailing ship, in driving rain. In these envi-
a creature which starts its turn in the area Blind (although
ronments, the Burning condition has no effect and fire-based
this does not progress beyond the first stage); darker areas
weapons cannot cause critical hits.
inflict the severe Blind condition automatically unless the
creature has some way of illuminating the area or seeing in Windy. Windy environments are caused by rushing air
the dark. Unlike other environmental effects, this wears off (or other gases). Wind always has a direction of movement,
as soon as the environmental effect goes away. which is determined beforehand. Moving into the wind
counts as difficult terrain. In a hurricane, it is harder—to
Hot. From hot volcanic ninja lairs to burning warehouses, move into the wind, a Challenging [13] STR check is re-
a hot environment is an environment similar to that of a quired. Additionally, at the start of every turn, all creatures
desert; somewhere in the region of 100+ degrees Fahrenheit must make a Challenging [13] STR check or be pushed 1d6
(or 45 degrees Celsius). It causes Fatigue after an hour. A squares in the direction of the wind.
scorching environment is significantly hotter, and burns
those within it; those who begin their turn in a scorching // EXAMPLE AREAS
area gain the Burning condition. The following areas are common examples. You can slot
Radioactive. Radioactive areas are very dangerous. Those these into your game, or devise your own.
who begin their turn in a radioactive area gain the Sick con-
dition. Those who spend an hour in the area contract radia- ARCTIC OR ANTARCTIC REGIONS
tion sickness (see the section on illnesses and diseases). Icy winds batter at your skin. As far as you can see, the
Slippery. A slippery area, caused by things like icy ground ground is blanketed with snow as deep as your knees.
or an oil slick, counts as difficult terrain (half SPEED). » Traits: windy, freezing, difficult terrain.
Thick/thin atmosphere. While both thick and thin atmos- IRRADIATED AREAS OF THE CURSED EARTH OR
pheres are very dissimilar, their effects on creatures are THE RADBACK
not so different. Both types of atmosphere can quickly tire
Your rad counter beeps urgently as you survey the dev-
a creature not used to it; after an hour, creatures gain the astated landscape. Nothing can live here in the ruins of a
Fatigued condition. once-great city. Rusting metal protrudes from the ground,
Tremors. Unstable environments could be caused by the remnants of vehicles and structures. The very air has a
earthquakes, sailing ships under extreme weather, or build- faintly acidic smell, biting at your skin.
ings about to explode. Tremors count as difficult terrain (half » Traits: irradiated, caustic.
speed). At the start of each round, all creatures must make
a Routine [10] AGI check or fall prone. Quakes make for an BURNING ENGINE ROOM
extremely difficult environment—horizontal movement is The engine room is aflame, the anti-matter core clearly
counted as climbing—and the AGI check is Difficult [16] and breached. Smoke fills the area, reducing visibility. The gravity
additionally inflicts 2d6 blunt damage on a failure (as well as controls are clearly damaged, and the room is a zero-g area.
knocking the creature prone). » Traits: hot, smoky, zero-g.

153
DECOMPRESSING CHAMBER Stunts do any one of the following, at the player’s choice:
The air rushes out, dragging you towards the breach in the » Stunts can grant a +1d6 attack bonus.
wall. The icy coldness of space beckons as you gasp for oxygen. » Alternatively, stunts can help with movement, grant-
» Traits: hurricane, thin atmosphere, cold. ing double movement for one action or double a
DESERTS jumping distance.
» Finally, stunts can grant an attribute check a
The sun beats down relentlessly. In the distance the ho-
+1d6 bonus.
rizon is dotted with the occasional distant moisture farm,
breaking the otherwise featureless desert landscape. The Bonus dice granted by stunts can exceed a character’s
deep sand makes walking awkward. normal maximum dice pool.
» Traits: hot, difficult terrain. If you fail the attribute check when attempting to per-
form a stunt, you do not gain the benefits of that stunt,
RAIN FORESTS
although you may continue to act normally. However, you
The trees tower around you and the undergrowth
cannot attempt to use that Stunt Area again.
closes in. The sound of insects and mutated critters
can be heard in every direction. The air is wet and If the attribute check is a critical success the stunt does
humid, your footing is treacherous. not cost the character an action.
» Traits: wet, difficult terrain.
// Some Examples of Stunts
WRECKED STARSHIP How each player uses a Stunt Area is up to them. Below
You peer through the darkness down the deserted cor- are some examples.
ridor. The atmosphere has long since leaked away, and the Hanging cable. The character could choose to use the
artificial gravity ceased functioning long ago along with the
rope to swing across the room, giving him double move-
radiation containment fields. Here and there you see corps-
es, killed by fire, suffocation, freezing or radiation sickness. ment. The character uses AGI (climbing).
» Traits: radioactive, freezing, zero-g, dark, vacuum. Stack of Barrels. The character might use the barrels in a
similar way, rolling the barrel across the room as he works it
Stunt Areas like a treadmill. The character uses AGI (acrobatics).
A stunt area is a particular type of environmental effect. Roaring Fireplace. The character might flick coals at the
It is usually applied to an area within the overall encounter opponent in an attempt to distract him, giving him +1d6 to
area. Stunts are colourful manoeuvres which characters attack his opponent. The character uses AGI (bluffing).
may use while in combat. They serve to liven up combats,
Icy Patch. The character might slide across the icy
creating more interesting and varied battles.
patch in an attempt to gain momentum and surprise his
You may perform a stunt when in a Stunt Area. The GM opponent, benefiting from a +1d6 to hit his opponent.
places the Stunt Areas on the battle map before the combat
Alternatively, he might use the same icy patch to double
begins (or designates a zone as a Stunt Area when using
theatre of the mind play). Each Stunt Area contains a feature his movement. The character uses AGI (acrobatics).
which applies to any stunts performed there; it is up to the Trampoline. The character is a poor jumper and needs
player how that feature is used. A Stunt Area may feature a to leap up to a balcony. Using the trampoline, they double
hanging cable or chandelier, a stack of aluminium crates, a their vertical jumping distance and reach it easily. The
roaring fireplace, an icy patch or even a trampoline. The char- character uses STR (jumping).
acter may spend one action to use the feature of the Stunt
Banister. The character slides down a banister, doubling
Area as long as he is anywhere within the designated area (in
other words, he does not have to be in the same square as, his movement. The character uses AGI (acrobatics).
or adjacent to, the feature itself).
Each character may only make use of a given Stunt Example Stunt Areas
Area once, whether he succeeds or fails to perform the Barrels, crates. Banquet table. Trash chute, pipe.
stunt. A stunt is usually a Challenging [13] check. AGILITY Hanging cables. Icy patch. Ladder. Ivy. Low branch-
is the most common attribute used in a stunt, although es. Pillar. Service droid. Pool. Rapids. Banister.
any attribute is permitted. Similarly, skills like climbing, Tapestry, curtain. Fan blades. Sickbay gurney.
acrobatics, jumping and bluffing are common skills.

154
Theatre of the Mind Combat
Theatre of the mind combat refers to
encounters which do not take place on a
battlemap. Because there is no battlemap, values
like speed and distance are tracked differently.
In theatre of the mind encounters, the area is
divided by the GM into “zones”. Each zone has
its own name, environmental traits, and possible
access requirements. For example, a flaming
balcony would be described as:
FLAMING BALCONY
» Hot, smoky, high. Access 2 actions;
Challenging [13] AGI via climbing
Any creatures in the same zone can strike at
each other with melee weapons. Creatures in
different zones must use ranged weapons. It
usually takes one action to move from one zone
to another. However, some zones are marked as
“far”, and require two actions to enter or leave.
Zones which are difficult terrain also require two
actions to enter (but not to leave).
Zones with access requirements might include
high places, places which require a balancing
act to enter, zones which are hot and require
an END check to access, thick undergrowth
which requires a STR check to penetrate, and
so on. Usually, this check is a Challenging [13]
check, but it can be more difficult. A failed
attempt to enter a zone still takes an action.

155
CH/6: MEGA-CITY ONE

A giant city covering the east coast of what was the Even with the change in law by the Atomic Wars in 2070
United States of America. A city eight hundred million citi- the population of the mega-city had reached a staggering
zens call home. A city that began as a dream for a better 800 million inhabitants. The war, which devastated most
future, but has evolved into a crime ridden nightmare. of America, largely spared Mega-City One due to experi-
mental laser defence screen technology — although many
HISTORY did die it was not long before the city reached its pre-war
population again. Since Mega-City One was planned to
Mega-City One began life as a massive sprawling conur-
support roughly 350 million citizens it was drastically
bation that stretched from New York City to Washington
over-crowded, and vast new housing blocks began to be
D.C. It quickly began to grow at a rapid, near-exponential
constructed to try and deal with the situation.
rate and dominated the north-east of America. With such
a huge expansion crime soon spiralled out of control with With most of America now in ruins the Judges discovered
criminal gangs growing strong enough to attack the White President Robert L. Booth, the man most responsible for
House itself. This lawlessness prompted the roll-out of the starting the Atomic War, was only re-elected and able to
Judge program in the Year 2031 and the foundation of remain in office by using massive election fraud. As they
Mega-City One not long after. The success of the Judge investigated deeper it became obvious the President
program helped prompt the American government to pro- was behind several murders to cover his trail. Citing the
claim that the huge conurbation, now stretching even fur- Declaration of Independence they removed the man,
ther, would be the first of the Mega-Cities and it officially garnering huge public support. A brief civil war followed, with
took the name Mega-City One. the President fleeing but his forces were eventually defeated
Unfortunately it was a victim of its own success and at the Battle of Armageddon in Death Valley. Desertions from
even as two other Mega-Cities were instituted the growth the military meant Booth relied on his robot armies but they
in Mega-City One showed no signs of slowing down. were not enough; he was arrested and tried and the Judges
Immigration to the Mega-Cities and huge technological took over full power in the three Mega-Cities.
advances led to massive population growth, however with Peace was not to last though and a bitter civil was fought
the unstoppable rise in automation jobs were becoming against Texas City, with the latter breaking away from the
difficult to get for the average citizen as robots took over,
union with the other Mega-Cities. Eventually a truce was
leading to ever more rampant crime. By now the Justice
declared and peace returned, although the union was shat-
Department had split with three autonomous branches to
tered. As part of the reconciliation process the three cities
cover each of the mega-cities — the expanding populace
began to build a colony on the moon – Luna City One.
grew again and in 2052 the city was given sweeping pow-
ers under an Autonomy Act. In the years that followed a period of relative prosperity
With this act only the military and foreign affairs were returned, although most citizens remained reliant on wel-
outside of the cities’ remit. In 2055, with another popula- fare due to the ever greater use of robots.
tion explosion, Mega-City One felt forced to use its new By 2099, the present year, Mega-City One has stabilised
powers to impose harsh immigration limits on American at 800 million citizens, encompassing a huge landmass
citizens who wanted to move to there. that stretches all the way down the east coast to Florida.

156
Crime figures are higher than ever and mutants are banned, There are also uplifted animals in Mega-City One, the
having to remain outside city limits, eking out a pitiful ex- most common are genetically modified apes who have
istence in the Cursed Earth. The Judges maintain control, been given greater than natural intelligence, becoming
even if they struggle to contain the massive levels of crime. as clever as any other citizen. Most live in Apetown (also
New Judges continually graduate from the Academy of Law, known as the Jungle) where they live in sordid conditions.
replacing those lost in the line of duty. With their strict re- Crime here is as endemic as elsewhere in the city with
gime they are able to keep order. For now… ape gangs running the local rackets. These gangsters take
their mannerisms from twentieth century vids, causing
them to dress and talk like prohibition era gangsters.
THE CITY
Mega-City One is a dystopian society, the Public
Mega-City One is the largest of the three American me- Surveillance Unit watches the citizens continuously from
ga-cities that survived the Atomic War. It is a huge place, their headquarters, using millions of cameras to catch any
rife with crime, packed to the brim with citizens of every criminals in the act. Meanwhile Psi Division monitors for
stripe. The vast majority are unemployed, and their educa- aberrant behaviour and can read the thoughts of citizens
tion is focused on that very fate — a life of unemployment. and perps, often preventing offences before they happen.
The teeming millions are frustrated, bored and downright Millions of road vehicles clog the overcrowded highways;
belligerent. The tiniest thing can send a Mega-City One slipzooms and meg-ways twist through the city, often sus-
resident over the edge, and the results can often be fatal. pended hundreds of feet in the air. Numerous private cars
Standing between the citizens and themselves are the and motorbikes streak along these roads, competing with
Judges, an elite force of peacekeepers, far more than the mere massive trucks, hover buses and mopads. With so much
police they replaced as they have the power to act as judge, traffic on the streets the Judges pay special attention to
jury and executioner. Despite being equipped with high tech potential trouble, if a traffic jam occurs it can take days for
weapons and equipment, such as the fearsome lawmaster it to clear if they are not careful.
motorbike and the highly accurate lawgiver pistol, even the You can find all sorts of diversions in Mega-City One
Judges struggle to keep the streets of Mega-City One safe. from the mundane to the bizarre. Businesses cater to
The city boasts many fantastic locations to visit for citizens every whim, as long as you have the credits to pay for it. If
and tourists alike. Immigration centres handle the vast num- you do not like your face you go to a face change parlour.
bers coming to, and leaving, the city. Here the laws against If you want to have a great dream you can remember viv-
mutants are vigorously enforced, with all detected mutants idly you go to the Dream Palace. There are near endless
opportunities for leisure. Unfortunately many are out of
prevented from entering the city. Mutants discovered within
reach for the average citizen’s pocket.
the city’s limits also find themselves exiled in short order.
The use of robots in all employment sectors means there
is little work for the human population. Citizens who desire
work and who cannot adapt to a more sedentary lifestyle
can become insanely bored. Sudden crazes develop, where
citizens will latch onto some new fashion or activity, only
for it to die out days or weeks later (often due to new laws
banning the craze). A few crazes have proven to have had
staying power over the years, such as the kneepad fashion
accessory or batgliding, which allows participants an ele-
ment of freedom when soaring high above the streets.
The youth of the city, juves, live in a decadent culture
centred on juve gangs who engage in petty crimes. The
endemic vandalism found across the city is mostly caused
by these bored youths and they indulge in a variety of pro-
scribed items such as illegal comics, music and, of course,
drugs. The Judges are as vigorous at cracking down on
youth crime as they are in dealing with adult perps - the
city is well stocked with juve cubes that deal with the near
endless supply of these petty criminals.

157
Academy of Law
It takes fifteen long and hard years to transform a raw
cadet into a Judge and the Academy of Law is where this
training occurs. The Academy boasts it is the ‘Toughest
School on Earth’ for good reason and has turned out thou-
sands of superb Judges who patrol the streets of Mega-
City One. Cadets can expect to attend regular classes and
must take repeated tests, some in their classrooms while
others may be more practical, on the firing range or in the
applied violence hand-to-hand combat classes.
Discipline is harsh and many fail to make the grade. However
the Judge Tutors, consisting almost exclusively of older
Judges too badly injured to be able to continue patrolling the
streets, do their utmost to ensure the best candidates are pre-
pared and ready for what awaits them after graduation.
Those who graduate gain rookie status and their half-ea-
gle badge with the traditional white helmet. They will then
face their final test where they will be assessed by a senior
Judge, who will determine whether they are suitable to be-
come Judges based upon how capably they perform their
duties under the senior Judge’s eye.

Using the Academy of Law. Judges can be called in to


help supervise cadets in their education. An entertaining
scenario could involve taking a group of Hotdog Run ca-
dets out into the Cursed Earth for a mission.
Perps may try to infiltrate the Academy and it is a prime
target for spies and terrorist groups. Highly sought after
Justice Department equipment is stored at the Academy
and a group of especially ambitious perps may attempt to
Crime occurs continually on the streets, in the blocks, in break in and help themselves to some.
homes, on wasteland, in offices. Even with a city as mas-
Citizens may visit the Academy on rare occasions, nor-
sive as Mega-City One there are very few who have not
mally on induction days when new cadets may be enrolled.
fallen afoul of some obscure law or another. The Judges
rule with an iron fist and the plethora of laws makes it al-
most impossible to be totally law abiding. And if you break
Black Museum
the law, and you will, then there is a good chance the If you want to see mementos of the most infamous
Judges will come after you at some point. criminals of Mega-City One you need look no further
Welcome to Mega-City One. than the Black Museum. The Black Museum is where the
Judges keep evidence and displays of some of their most
Welcome to the future! notorious solved cases and regular tours make this a
money spinner for the city’s coffers. The museum is also
GAZETTEER a testament to the power and past victories of the Judges
The world of Judge Dredd is full of memorable locations, over the most dangerous criminals the city has known.
both in and around Mega-City One. From the Statue of
Judgement to the Academy of Law, the city is an incred- Using the Black Museum. Judges can be called in to
ible place. This short gazetteer shines a light on the most the museum to investigate the theft of important items.
notable places in and around the Big Meg. This could be a mundane theft for profit or there could
be a supernatural element to the theft, depending on the
// Unique Locations kind of artefact that has been taken. Judges could also
The following locations are unique, with only one in the investigate a murder at the museum of an on-duty Judge,
city. Each entry includes a brief description of the place he has been killed by a murderous robot hiding among the
and its function, with ideas on how to use it in play. ‘Rogue Robots’ section of the museum’s displays.

158
Botanic Gardens City Hall
Along with the normal collection you would expect of Location of the offices of the mayor of Mega-City One
fairly mundane and regular plants, the Mega City Botanic and the city councillors. Although the Judges hold most
Gardens host a slew of other alien species. Many of these of the power in the city without cooperation from the
are dangerous (and some that are mobile!) and the alien civilian authorities it would prove a far more difficult task
plants are kept in an area separate from the rest of the to maintain their grip.
exhibits. The most dangerous are contained in various
special areas mostly sealed from the public, who can gaze City hall is also the home to Barney, the citywide com-
at them through toughened plastiglass. Plants such as the puter network. Like all such facilities it is closely monitored
highly carnivorous Bloodplant are considered so rare, and by the Judges for evidence of criminal or subversive activity.
so dangerous, that they are kept in a soundproof tank. The
Bloodplant’s call is hypnotic and if anyone hears it they are Using City Hall. Judges protect the building and its occu-
drawn towards the plant to be consumed. pants from angry constituents and rival political groups who
failed to get elected. They also investigate potential cases of
Using the Botanic Gardens. With all the dangerous graft and electoral fraud, for the various council members
alien plants kept at the gardens there are plenty of things have a lot of influence on where their budget gets spent.
to attract Player Characters. Judges could have to deal Perps may wish to try and gain influence with councillors.
with a situation where dangerous, mobile plants escape,
Perhaps they have been asked by an associate to ensure his
perhaps due to the activities of some bored juves.
company gets the contract for a major public works project.
Perps could have to survive in the gardens when a
rival gang, with better weapons and superior numbers, Citizens may have many grievances to take up with the
chases them in there. politicians and civil servants at City Hall. Perhaps they
want to discover why their block has been neglected so
Citizens are likely to find themselves in some difficulty if
badly for so long and uncover a political conspiracy that
either of these occurs while they are visiting the attraction.
effects their everyday lives.
Central Mega-City Library
The use of this large building is open to the public and
Devil’s Island
is free of charge. It holds all knowledge as it pertains to Only some of the most dangerous perps get sentenced to
Mega-City One’s past and present and is a vast storehouse Devil’s Island. Accessible only via hover vehicles, the usual de-
of human knowledge. All content has been thoroughly fences of an iso-block are supplemented by the fact the build-
vetted by the Justice Department and any dubious ma- ing is a traffic island, with vehicles travelling non-stop at high
terials (including many philosophical and political works speed twenty four hours a day on the surrounding meg-ways.
that might show the Judges for what they are) have been
taken out and stored in a secure location in a Justice
Department vault. Late fees in this particular library are
extremely high, with an iso-cube sentence a possibility.
Most of these records are stored in computer data stor-
age devices; however there are shelves upon shelves of old
books, magazines and other documents. There is even ru-
moured to be a copy of the old United States of America’s
Declaration of Independence somewhere in the building, if
true there can be little doubt that it will be in the Justice
Department restricted access vault.

Using the Central Mega-City Library. The restricted


sections of the library would be of interest to perps, Judges
and citizens alike. Perps may wish to steal them for their
intrinsic value; plenty of collectors would be willing to pay a
hefty price tag for them. Judges would want to ensure they
remain safely locked up. Finally citizens may want to find
out exactly what the Judges are hiding and these old books
and documents may well show their lies for what they are…

159
Prisoners are incarcerated on the island and the prison is outside the walls of the building. Designed to be used in
almost inescapable. Devil’s Island has additional defences and the case of an attack, so personnel can be spirited out of
guards that make the place even more formidable, it would the hall in safety, or allowing forces to enter the building in
take a determined effort for anyone to escape from the facility. an emergency — the passage has yet to see use and only a
few key personnel even know it exists.
Using Devil’s Island. Obviously having a nearly inescap-
able prison is a challenge, and someone is bound to try Using the Grand Hall of Justice. The Grand Hall can be
and escape sooner or later. Judges can be sent there to used in a number of ways, these include using it as a base
interrogate inmates or drop off prisoners. They could es-
of operations for a group of Judges as they respond to a
cort a dangerous perp to Devil’s Island who then escapes
growing threat in Mega-City One.
en route and they must work to recapture the perp and
take them to the Island. As the headquarters of the Judges the Grand Hall is a
A perp campaign involving this location needs to be prime target for perps. They may wish to get into the hold-
carefully designed, since the Player Characters could be ing cells in order to free, or perhaps just get a message to,
prisoners who have a plan to escape, or perps trying to someone held there. The theft of information, evidence or
break out a gang boss or other criminal. equipment from the Hall are all possible motives for perps
to try their luck, although they will have to be extremely
Empire State Building proficient to stand even a small chance of success and the
payoff would need to be impressive.
Most of old New York, including Times Square, was concret-
ed over and became part of the Undercity. The Empire State
Building, however, was preserved for posterity, being moved
so that it would remain part of the new mega-city. After many
years, however, the grand old building is now a pale shadow
of its former self and lies as a derelict reminder of the past.

Using the Empire State Building. The Empire State


Building, in its current state, is an excellent location for a
group of Judges to chase down a particularly wicked Perp.
The unstable and derelict nature of the building could make
for an exciting gun battle, punctuated with a frenetic chase
inside the Empire State Building’s corridors, lift shafts and
rooms.
Perps could use the place as a base of operations or
somewhere to meet other perps while staying out of view.
Citizens might visit the old building for a variety of reasons.
Jaegers may want to climb its ageing façade, some architec-
tural students may merely wish to wallow in what remains of
its grandeur, still others may want to see what ‘souvenirs’ they
can find and take home (and if they find little in the way of sou-
venirs they may decide to strip some wiring for scrap value).

Grand Hall of Justice


An impressive building that dominates the local sky-
line, the Grand Hall of Justice is the headquarters of the
Justice Department of Mega-City One. This is where the
Chief Judge and the Council of Five normally reside and
where all laws are decided.
The Grand Hall has several secrets and beneath the
tomb of Judge Fargo there lies a secret door, a door lead-
ing to a passage that in turn leads to a secure location

160
Perps can try to avoid the law and circumnavigate the
Heroes’ Bowl Judge’s watchful eyes, taking goods offworld or ensuring an
Once the stadium where the Harlem Heroes used important cache of smuggled goods makes it to their boss.
to play aeroball, it is now a museum and has a steady Citizens caught aboard a hijacked Luna-1 shuttle
throng of visitors day-in and day-out. The museum fea- makes for an exciting scenario. If you want to throw a
tures displays covering the history of the team, with a spanner into the works, make the hijack part of a new
hall of fame featuring the greatest players with statues program of tests Justice Department has devised to see
and effects. At the Louis Mayer stand not only is his how citizens respond to elevated danger.
statue present but also his preserved brain!

Using the Heroes Bowl. As a major tourist attraction there Mega-City Art Gallery
are always crowds who visit here during opening hours. And The most important art gallery in the city, the Mega-City
where there are crowds there will be perps. Perps could be Art Gallery hosts such grand pieces by artists such as FDK
out to steal memorabilia which can fetch a fantastic price on Bellini. Bellini was an early 21st Century sculptor of some
the black market, perhaps even Louis Mayer’s brain! note, his most famous works included Staplers at Attention
The old play area is still used for special events and and E=MC2. The gallery sees a regular influx of visitors and
exhibition games so there is the chance for citizens to puts on regular exhibitions of noted artists’ work.
watch a favourite team play there. Or even to become
involved in a pro-amateur match… Using the Art Gallery. The Player Characters could be
Judges will as always be on the lookout for crimes and Judges assigned to investigate a series of bizarre thefts
handling crowd control at major events or games. linked to the murder of a high profile artist.
Perps could easily prey on the Art Gallery as part of
Kennedy Space Port a gang replacing the original artworks with carefully
The major space port in Mega-City One, dealing with perfected counterfeits while attempting to keep things
very large volumes of space traffic. This includes regular concealed from the eyes of the Law.
shuttles to the Luna-1 colony, prisoner transfers to the
penal colony on Titan, colony ships that depart for distant Mega-City Chamber of Horrors
star systems and luxury liners that take the mega-rich on With so much time on their hands the citizens of Mega-
year long cruises to see the sights on alien worlds. There is City One have many places where they can go to spend it.
always a contingent of Judges on duty here, both to inves- Numerous museums and galleries can be found through-
tigate the normal day-to-day crimes occurring there and
out the city and one of these is the Mega-City Chamber
customs officers, since the port is an ideal place to smug-
of Horrors. The museum is a large building with many
gle contraband into and out of the city.
vignettes inside all portraying some of the most horrific
Using Kennedy Space Port. Kennedy Space Port often criminals and their acts in history and fiction.
becomes a target for criminals, perps of all kinds come All this is played out by robots who act the grisly work of
here to ply their trade, especially smugglers. Judges can these infamous villains. The robots are well maintained and
search for contraband of all kinds, employing high-tech are unlikely to malfunction but there is a first time for every-
equipment to try and stop the flow of illegal goods into thing. A small, highly-trained team of technicians is on hand
and out of Mega-City One. to repair the robots to make sure they do not break down.

161
Using the Mega-City Chamber of Horrors. One of the With any such venue there could be someone cooking the
robots malfunctions in the worst way possible, and begins books – perhaps they kill someone who discovers what is going
to act out the crimes of the villains featured in the displays. on and the Judges have a murder mystery on their hands…
Initially targeting the other robots it soon begins to prey Citizens could be caught during a sudden hostage situation,
upon the technicians and visitors. The Judges are called in working together to escape and perhaps alerting the Judges
after dead technicians and dismembered robots are found to the crime in progress. They can also come visit any of the
by the cleaning robots, which clear everything up after the shows and exhibitions there, where there is always a wide va-
museum closes for the night. The Judges will have to hunt riety of things to do and see. Nothing could possibly go wrong
the robot on its own ground, while it hunts them. To make if an average group of citizens are given some basic training
things worse it may have several of the other villainous ro- on how to use the latest range of programmable robots…
bots are helping it out and may have kidnapped some of the
technicians and visitors to slaughter later. Movie Special Effects Museum
Citizens could be caught up in this scenario and will need With the advance in robot designs it became inevitable
to escape the clutches of the villainous robots… that vids would be made using them, especially giant sized
creatures for use in a variety of space and horror pro-
Mega-City Museum grams. The fad did not last and many of these creations
ended up at the Movie Special Effects Museum.
As one of the tallest structures in Mega-City One, the Mega-
City Museum towers over those buildings surrounding it. It The curator is an expert with these kinds of electronic
is packed with displays that chronicle the history of the city, and mechanical designs. Old creatures from the past,
such as the giant robot gorilla Krong, have pride of
it also has the most complete records of Pre-Atomic War life
place in the collection and displays.
in North America that have ever been collected in one place
— this makes them incredibly valuable. Justice Department
Using the Movie Special Effects Museum. It is possible
keeps a close eye on many of the exhibits, with those featur-
that an individual would want some of these old robots for his
ing the democratic government of the time regulated; those (or her) private collection. This could represent an opportunity
available to the public show much of that part of history in an for a group of perps to carry out a major criminal act, while for
unfavourable light. The museum also has a transceiver bea- a group of Judges they could be on the trail of a dangerous
con atop it for use by the Justice Department. gang and a potentially even more dangerous stolen robot.
Using the Mega-City Museum. The Judges are brought Citizens could visit the museum and find themselves at
the centre of a disaster should any of the robots go haywire
in to deal with a Sov-City saboteur who intends to blow the
for some reason. Or they could find themselves as unwitting
Mega-City Museum sky high. The Sov agent believes that
actors in a new vid using the robots – perhaps the director
they will deal a crippling blow to the morale of the city,
wanted to capture their genuine terror for the big screen.
and the Judges in particular, by demolishing this beloved
landmark. They hope this will end up destroying much of
the recorded history of Mega-City One and the Mega-City Power Tower
Judges’ role in shaping society as it is today. By doing so The Power Tower is a major geothermic electricity gen-
the Sovs hope to subsequently sow disinformation using erating station, providing much of the city’s power. It is
propaganda about the city’s rulers and life outside its bor- built around a central bore hole descending many miles
ders, enabling them to recruit spies and a fifth column. beneath the Earth’s crust where it taps power from the
The incredibly valuable historical exhibits are a prime target planet’s molten core. A team of dedicated robot workers
for gangs of perps, and many of the items are easily portable. keep the tower functioning and makes sure it provides
enough power to keep Mega-City One glowing day and
night.
Mega-City One Exhibition Dome
Lying beneath an air-conditioned dome, the Mega-City One Using the Power Tower. The tower is a potential volcano in
Exhibition Centre has 99 gated entrances to control the flow the heart of the city should someone sabotage it. Less serious
of the huge crowds that gather here. It hosts many different events could cause black outs over much of the city. Terrorists,
events and the Robot of the Year Show is a regular hit. rogue Citi-Def units and regular perps may all attack the plant
in this way, in less dangerous acts of sabotage the resulting
Using the Exhibition Dome. Perps could have a field darkness can be the cover for more criminal acts.
day, with many minor crimes being committed amongst There are regular tours of the tower that citizens could
the crowds that gather for such a show. join, allowing them to be caught up in the fun.

162
Statue of Judgement
A massive feature of the city in the form of a Judge gaz-
ing out across the city, the Statue of Judgement rises hun-
dreds of feet above the old Statue of Liberty, which now
sits in the shadow of the newer monument. The statue
dominates the immediate skyline and is a popular tourist
destination as an impressive landmark.
The statue’s domination of the Statue of Liberty is delib-
erate, a statement of the Judges’ power and in the belief
that they alone can control the city.

Using the Statue. The statue is an icon and is visited by


many citizens and tourists every day. For civilian charac-
ters going to the statue could be a day out and they may
become embroiled in all kinds of misadventures there.
Perps will be attracted to the crowds as they seek out
easy pickings. Taps and dunks work in the vicinity and
wreckers and red light gangs have been known to target
tourist buses en route to the landmark.
Meanwhile the Judges have to keep the crowds under
control while dealing with the various perps they may
find operating there. In addition the two statues are both
potential targets for terrorist groups who wish to strike at
one the great symbols of Justice Department.

The Jungle / Apetown


The Jungle is that part of the city dominated by apes
whose ancestors were subjected to scientific experiments
which greatly increased their intelligence. It is a slum and
even the Judges do not bother with petty offences such as
vandalism and littering here. The apes prefer their own com-
pany to that of their human cousins but suffer pretty much
the same problems in their lives; unemployment, boredom
and crime being the most common. Like other slums crime
is rampant and the ape gangs rule the roost. They have total
dominion and human racketeers have to make alliances in
order to operate in the area. The Judges try to crack down on
the gangs but, as elsewhere in the city, the criminal networks
are too numerous to be completely defeated.

Using the Jungle. The Jungle is a good backdrop for sce-


narios that introduce Judges to the stranger sights of Mega-
City One. They can be ordered to hunt down a perp who has
gone to ground in the Jungle, most likely a member of one
of the ape gangs. The majority of the uplifts are law abiding
citizens, so the Judges should not have too much trouble to
begin with — later on they can cross the gangs that operate
within the Jungle as they try to take their quarry down.
Perps could be sent to act as bodyguards on a deal with
Don Uggie Apelino or another top ape mobster.
The delights of a day trip to Apetown for a group of
citizens could be many. Of course the apes are not too
pleased at being reduced to mere objects to be gawked at,
which could lead to run-ins with the local street gangs.

163
The Maze Aggro Domes
The F. Lloyd Mazny Housing Scheme was going to be a Aggro Domes are supposed to make the city safer by
paragon of city design, housing some two million people in being somewhere citizens can go to vent their anger and
a vast complex. Within days all the signs, robot staff and frustration. These huge recreational centres are places
help consoles had been vandalised and those poor citizens where such legal violence is aimed towards robots and
inside had no idea how to get from A to B. The result was a machines. Aggro Domes are big business, allowing many
disaster, many failed to emerge at all and the building was citizens to work out their aggression safely in a controlled
abandoned and fell into dereliction. environment. Among the attractions are assault courses
Now it is justly called The Maze and is a run down mess that patrons can complete, with pop-up targets and robot
of deserted pedways, hallways and apartments. Only a few opponents, and rooms where a robot can be attacked for a
people now call this labyrinth a home, and most of these period of time.
are perps and other outcasts who are hiding from some- There are those in Justice Department who worry about
one (most often the Judges). the effects Aggro Domes will have on those that use them,
but for now the extra tax credits they provide seem to
Using the Maze. The Maze is home to some very danger- more than make up for any potential risk.
ous criminals and, from time-to-time, a Judge will enter it to
track down these perps. Sometimes the Judge in question Using Aggro Domes. A nark informs the Judges that
will fail to return and no sign of them is found, despite the there is a secret attraction where high paying patrons pay
use of search parties. The missing Judges are victims of a to smash up robots dressed as Judges. This is something
particularly nasty serial killer who has a penchant for killing the Judges should take seriously, but as it is just a rumour
Judges in horrific ways. The killer in question uses the Maze they will need to check out the Aggro Dome in question to
as his hunting ground and has several grisly trophies of eliminate this activity.
gang members, citizens and the lost Judges. Perps can have a field day at an Aggro Dome, especially
Parties consisting of perps could be involved in guerrilla if they manipulate events to start a full scale riot distract-
warfare versus a rival gang as they vie for territory ing the Judges while the criminals use the chaos to rob
throughout The Maze. everyone blind. They could also go after the ticket office
Citizens could use the maze for training, they can be ei- which might be the safer option.
ther members of a block survivalist club or a Citi-Def unit. For citizens an Aggro Dome provides an opportunity to
face ‘real’ combat. However should one of the attractions
be sabotaged, perhaps by someone from a rival block,
Trans Atlantic Tunnel then suddenly the fake fight could become very, very real.
This tunnel joins Mega-City One to Brit Cit, running be-
neath the Atlantic Ocean. There are numerous stopping Alien Zoos and Menageries
points under joint Justice Department and Brit Cit juris- There are a number of alien animal exhibits across the city
diction, the most notable being the Atlantis stop, a large where citizens can stand gawping at the animals from other
underwater town catering to travellers. A major route for worlds. The finest collection is at the Mega City Zoo, which
trade and tourists it is also a smuggling hotspot, with so includes the magnificent Mercurian Dragon and the Wurlitz
much traffic it is inevitable that many prohibited items Wooflebest amongst its exhibits. Smaller collections can be
pass into Mega-City One every day via this route. found elsewhere and they remain a popular day out for many.

Using the Trans Atlantic Tunnel. This is a perfect place Using Alien Zoos and Menageries. Citizens could get up
for a group of Judges to attempt to thwart a terrorist to some mischief by playing ‘touch the alien’, putting them-
bomber. As a major trade route it would present an inviting selves in danger and risking causing distress to the animals.
target for any number of groups. This game is won by the player who touches the largest
Perps could use the tunnel as a smuggling route or as a number of animals in the zoo. Of course bonus points are
chokepoint where they can spot and ambush rivals going rewarded for touching the more dangerous creatures…
about their business. Animals might be stolen, either for trophies or for pri-
vate collectors. Perps could steal an exhibit, while a party
// City Locations of Judges could be ordered to bring the thieves to justice.
The following locations can be found duplicated through- Of course all three types of parties could find themselves
out the city. They represent various commercial establish- facing difficulties should one (or many) of the exhibits es-
ments as well as Justice Department buildings. cape from their pens…

164
Banks Crock Blocks
Despite a huge majority of citizens having to survive on Just as there are regular blocks where most citizens
benefit payments there is still a vast amount of wealth live there are also crock blocks — huge facilities dedicated
in Mega-City One. Most citizens have bank accounts and to housing the vast population of eldsters in Mega-City
use electronic methods to pay their bills and day-to-day One. The old folks here have access to the medication and
expenses, but there is still a need for cold, hard cash. Petty medical services they require, and the provided amenities
cash transactions are more often than not paid for by a are tailored to the inhabitants’ needs. The medical facilities
handful of credits, and in the criminal blackmarket cash is tend to take up larger areas of the block, for example, and
the most frequently used method of payment. there are no schools. Crime tends to be a lot lower but not
non-existent, due to the absence of juve gangs.
Banks, therefore, hand out and receive large sums of
cash every day, making them a prime target for armed
Using Crock Blocks. When a game of shuggy goes
robbers. Although technology means that most of these
the wrong way and pension credits are lost Mervin
robberies are thwarted, many robbers now use powerful
Thornbuckle, one of the eldsters in the crock block, takes a
weapons or high tech equipment to try and overcome this,
cue to the back of his opponent’s head. He never intended
making these gangs very dangerous indeed.
to kill the mutt — now he is wanted for murder and the
Banks can also store personal valuables in safety deposit Judges will be out to apprehend him.
boxes, or large amounts of valuable substances, such as The Judges will have to track Melvin down in unfamiliar
gold and platinum, in their vaults. Bullion vans transport territory, the local citizens are not too forthcoming (after
gold around the city, the material more valuable than ever all, they do not expect to survive long enough to serve
with banks holding large amounts and shipping truckloads out any sentence for obstructing Justice in many cases).
to electronics companies who need the metal for their Melvin ultimately decides to make for to the top of the
products. These are always well protected but are a prime block to take one last Boing® before he goes to the cubes
target for perps who will strike hard and fast, attempting forever. The Judges need to stop him before he kills him-
to be long gone before the Judges arrive. self or anyone else. The Boing® should be a real surprise
and may force the Judges to chase a crazy old man across
Using Banks. A bank heist is a severe test for a group part of the city as he boings for one last time.
of Judges. Anyone who goes after one of these secure A scenario for perps could revolve around a bunch of bur-
premises is going to be heavily armed — packing the latest glars plying their trade on the old and infirm, or they have a
equipment while being ready to kill to avoid capture. relative in the block they need to protect from a rival gang.
As for perps pulling off a successful bank heist in Mega- A group of citizens could go to visit their elderly relatives,
City One can set a criminal up for life. Of course, should but then lose them while out on a day trip (perhaps within the
the perps have the means to steal the entire vault they can block). They then have to try and find them without the Judges
then go through their spoils at their leisure… being involved in case they get charged with endangerment.

165
Citizens could apply for a group dream adventure of some
Dream Palaces sort, living out their fantasies in a degree of safety. But what
In a city where most citizens have little to look forward happens if one of the safety protocols fail and the dangers
to in their lives the Dream Palaces allow them to visit they find in their dreams begin to affect them?
other Mega-Cities, travel to distant stars and to become
heroes – all within the city and only for a few credits. Education Facilities
The Dream Palaces sell dreams for a price and use ma-
chines that deliver the dream the customer desires via the
(Schools and Universities)
use of a specialised sleep machine. The central computer Universities in Mega-City One are large complexes
in a Dream Palace monitors and records all dreams, it logs housing classrooms and laboratories where tutors impart
certain dreams for attention of the Justice Department the necessary skills to survive Mega-City One. A small
and flags them for workers to check. Justice Department number of the best universities take the most brilliant
can then be prepared for any criminal activity that the students from across the city and produce graduates with
dreaming customer may be involved in, since the dreams the skills and abilities to find jobs.
more often than not reflect the user’s character.
Then there is a second group of universities that produce
There is also a Nightmare Zone setting used to treat cer- well rounded graduates who mostly do not find permanent
tain medical conditions but this too can be abused, with
work are at least well qualified in their fields and able to
subliminal suggestion leading to brutal crimes and murders.
get jobs on occasion. The third, and by far the largest, tier
produce graduates who are no better off than the rest of
Using Dream Palaces. A group of Judges who are cap-
the city in being able to get work, however they are better
tured during an adventure could be kidnapped and put
educated to be able to deal with their unemployed fate.
into Dream Palace machines. Here the perps monitor the
dreams in the hope they can learn from the Judges what Most school classes are based on the need to educate
they know about their activities and, therefore, to avoid the populace and prepare them for a life of unemploy-
Justice Department locking them up. The Judges do not ment in the Big Meg. Both schools and universities em-
know they are in a dream to begin with and must piece to- ploy robot tutors and speed learning machines to quickly
gether clues as the dreams become more violent and dan- increase the knowledge of students.
gerous. Once they break out of the dream they are able to There are normally cramped learning conditions with
bring the perps to justice and shut down the palace. overflowing classrooms, although the wealthier blocks
The records of people’s dreams stored on the computer tend to have better schools. Flesh and blood teachers can
could allow a group of perps to discover a great many be highly prized and whilst they lack the efficiency of the
things about the customers using the place. Perhaps they speed learning machines they still benefit from advances
will uncover some juicy secret they can use for blackmail? in teaching methods and technology.

166
Using Education Facilities. A series Using Face Change Clinics. A face
of terrorist attacks strike the city, most change clinic is a great place to set a
of which are in the local sector. They are short scenario involving a perp on the
centred on the area around the Carter run from the Judges. The Judges can
Johnson Education Faculty, a small, minor track the criminal to the New You and
university. Here a Sov agent has been ap- investigate what they now look like, then
pointed as a tutor and has put into motion chase them down in a finale that could
a long term plan to undermine Mega-City lead to the perp’s capture.
One. She has reprogrammed the speed Perps could be involved with Face
learning machines to brainwash the stu- Change clinics in a number of ways, in-
dents at the school and hopes to build a cluding the obvious need to change one
sleeper-cell cadre to oppose Mega-City or more of their appearances to avoid the
One and its ‘corrupt’ Justice Department. Judges’ scrutiny or infiltrate a rival gang.
Things start to go wrong when some stu- With a group of citizens one of them
dents randomly begin their covert cam- notices someone who looks identical
paign with bombings and other attacks on to them coming out of a face change
Justice Department targets. The Judges parlour. The same thing happens to an-
need to connect the attackers and dis- other of their party. What is going on?
cover the cause of the problem. The Judges will seem uninterested if
Perps can find schools rich pickings, they are approached so they will have
especially if they can find a market for to investigate themselves and hope it is
the teaching computers. The laboratories nothing too serious…
and workshops at many schools and
universities could provide a perfect cover Hospitals
for the manufacture of illicit substances,
There are numerous hospitals and
such as a variety of designer drugs.
medical facilities around Mega-City One
If perps manage to gain ownership of
and these are mostly staffed by robots.
a privately run university they could
Those who receive medical treatment in
then use the laboratories for their own
these places are healed and then sent
benefit, perhaps having one permanently
away with very little in the way of bed-
out of order due to a ‘refurbishment’.
side manner. Most flesh and blood staff in hospitals hold
It is possible to run a citizen based game where the senior positions or are technicians and nurses who are
Player Characters are students or staff at a school. trained to take over if the robodoc fails.
Most blocks have a medical facility that can deal with
Face Change Clinics (New You) day-to-day health issues, some have small hospitals within
In plastic surgery, as in many other fields, technology them – this tends to be more prevalent among crock blocks
has advanced enormously. Face change clinics exist across where the need for urgent medical care is more common.
the city with the ability to change one’s features so that There are also hospitals and clinics that are purpose built,
you can literally take on the appearance of someone else with some of the largest being the size of a small block.
entirely. These procedures are carried out at various es- Hospitals will be connected to a back-up electricity genera-
tablishments, the New You face change parlours currently tor in case of a sector-wide power failure.
being the most popular franchise. There are limits to this
process, both legal (you will need a permit to both perform Using Hospitals. The Judges are called in when there
the work on someone else and to have a face change) and are incidents of malfunctioning robodocs performing fatal
physical (there is a limit to how many times the procedure operations on patients. They are carrying out the wrong
can take place before your features are not able to be al- procedures and killing people in what seems to be a ran-
tered any more). Some perps have used these clinics in the dom pattern. As the Judges investigate they will learn it is
past to commit crimes as someone else and then get their far from random and the people the machines are butcher-
original face restored. The Judges keep a close eye on face ing are on a particularly vengeful individual’s hit list — work-
change clinic use and perps using this method to hide their ing with his accomplice he has reprogrammed the robodocs
crimes do not often remain unpunished for long. to kill specific targets. To try and throw the Judges off he

167
has also added a list of random names from the patient list emergency will be declared and all available resources will be
to provide a smokescreen. The perp can be a staff member rushed to the scene in order to recapture the escapees.
or a citizen who has hacked into the hospital’s computer Perps could make an attempt to free one of their associ-
systems in order to carry out his grisly work. ates; alternatively if they all have been captured by the
Perps can raid a hospital for the valuable equipment it Judges there could be an opportunity to run a prison based
holds, to get treatment by stealing a robodoc for one of scenario. If the perps imprisoned for a lengthy sentence
their injured colleagues or to raid the pharmacy for drugs. then a scenario where one of the regular disasters that be-
Citizens can visit the hospital for treatment or to see a fall the city could see their iso-block damaged, giving them
patient there. Perhaps one of their number will be mistak- a chance to flee into whatever chaos reigns on the streets.
en for a patient and whisked off to surgery and the group
will need to rescue them from this fate. Palais de Boing®
The Palais de Boing® is the place to go for citizens who
I-Blocks want the ultimate legal thrill-ride. These are huge custom
Scattered throughout the city are a number of heavily built structures that serve to handle the many boingers who
protected strongpoints known as I-blocks. If an informer come to enjoy being sprayed in Boing® and rocket around
needs to vanish for a while so he can be debriefed on his the various indoor areas at high speeds — the facilities pro-
criminal associates then an I-block provides a secure inter- vided include a variety of games and there is an area desig-
rogation facility. Able to withstand an assault by almost any- nated for more sedate users of Boing®. Boinging is highly
thing short of a nuke they are the last word in safe houses. illegal outside the Palais De Boing® and the Judges have
recently increased their scrutiny of the pastime.
I-blocks are also mini-fortresses, able to help keep the
city secure from major threats. With an emergency com- Using the Palais de Boing®. The Judges are called to in-
mand and control centre at its heart there is always a vestigate a disturbance at the sector’s Palais de Boing®. When
strong detachment of Judges on duty, although most of they get there they find a punk gang boinging between the
these will be from Tech division or auxiliaries. extreme Boing® area and the sedate area used for people new
to boinging and eldsters. These criminals have not done any-
Using I-Blocks. Being part of a detachment stationed
thing too dangerous yet, but it is only a matter of time before
at an I-block should be a safe, if potentially hectic, assign-
someone panics as the Judges show up and things escalate.
ment. However if a high level informant comes in to be
questioned perhaps the strength of the building will work Perps can use the Palais as a place to scam others or
against the Judges if there is a traitor in their midst… to steal a quantity of Boing® for a job they need to pull off.
Citizens could just be there enjoying a day of
Taking out an I-block would be a supreme criminal act. If
mindless boinging, or perhaps they wish to enter a
the players can successfully achieve this then their names
boinging competition.
will become legendary among the underworld.

Iso-blocks Psycho-cubes
Colloquially known as kook cubes, these are a variant
Iso-, or isolation, cubes, are prison cells used in Mega-City
of the iso-cube but instead of holding regular perps the
One. They are found in iso-blocks, each of which contains
psycho-cube is reserved for those suffering from serious
hundreds upon hundreds of iso-cubes. They are similar to mental disorders who have committed a crime. The psy-
a small apartment, although they have less furniture and cho-cube is packed with equipment and systems to bring a
amenities. Many also include a large durable glass panel, felon under control should they suffer a psychotic episode
which is used for suicide watch and to convey the sense that and become overly dangerous whilst in confinement.
the perp is always being observed. Iso-blocks are considered
to be nigh-on impenetrable and escape is almost impossible. Using Psycho-cubes. Psycho-cubes have a similar po-
tential for perps and Judges as regular iso-cubes, but with
Using Iso-blocks. Judges could encounter iso-blocks in nu- the added problems of many of the citizens resident in
merous ways. They could have to help a prisoner transfer, quell them are clinically insane. There are more civilian employ-
a riot, hunt down an escaped prisoner or interrogate a perp ees in the psycho-cubes and many residents are not crimi-
held in one to aid an investigation. A mass breakout of prison- nally insane, just suffering from an illness and receiving
ers is very rare, but has happened in the past. In this case an treatment. However there are more secure areas that hold

168
those deemed dangerous, including fut- Security is good, with a well trained pri-
sies as well as those who are as great a vate force plus robot back-up, and these
danger to themselves as to others. complexes usually have several Judges sta-
Civilians may find employment at tioned there, patrolling the various levels.
the psycho-cubes; there is always a
quite high turnover of staff and the Using Shoplexes. A kidnapping by an
patients tend to respond better to real angry shopper occurs where they take
humans than robots (although this is umbrage when another citizen cuts in
not a universal rule). Perhaps a group line to ‘steal’ their prize bargain and
of citizens applying for work there get
the Judges have to rescue the victim.
misdirected to a secure level where
they have to deal with all sorts of Whenever there is a major sale or new
problems while the facility is in lock- store opening in a shoplex the crowds can
down due to ‘their’ security breach. quickly turn into something akin to a riot.
For criminals there are plenty of oppor-
Sector Houses tunities to enrich themselves. Robberies
Sector houses are self-contained and burglaries of commercial establish-
building that include Judges’ accom- ments can be lucrative if successful.
modation, cells, armouries, forensic Protection rackets are a more long term
units, vehicle bays and more. They crime, with the benefit of having a regu-
are akin to heavily fortified police sta-
lar income being a real draw for perps.
tions and have small teams of Judges
who fulfil all the functions of Justice Citizens can visit the mall for a shop-
Department. There will be Tek and Med ping trip or they could be there for a ma-
Judges, as well as a couple of SJS of- jor sale. Getting that one item at a huge
ficers to watch over those stationed discount, while pushing back hordes of
there. Sometimes there might be a Psi equally determined rival shoppers, could
Judge as well, but due to the relatively provide a real challenge.
small numbers of Psi Judges this is far
from universal among sector houses. Shuggy Halls
Using Sector Houses. A sector house is likely to be the Many pastimes in the city are refinements on what has
headquarters of any group of Judges and will play a large gone before and shuggy is no different, being derived from
part in any campaign. How the party interacts with their fel- the game of pool. Shuggy is played on uneven tables with
low Judges will be a main feature of anything they do here. holes placed within the playing area as well as in the cor-
For citizens they may need to come here to report a crime ners and sides of the tables. Although shuggy tables are
or be interrogated for some reason, which could be a worry- often found in bars there are also specialised shuggy halls
ing time for them… for perps it is likely to be worse! that can accommodate a lot of paying customers.
The evidence lock-up could be targeted by perps, perhaps These shuggy halls are often also prime hangouts for
with the aid of an inside man (either a Judge or an auxiliary punks and criminal gangs. Shuggy games are a big draw for
working for them). This could be a dangerous scenario for a such groups due to the huge side bets that can be placed on
group of perps, and a challenging one for a group of Judges. games, even the non-professional players of shuggy can draw
Shoplexes a crowd and when the betting starts the perps take notice.

Although there are many retail outlets within regular city Using Shuggy Halls. Two rival blocks face off in a league
blocks and scattered everywhere on city bottom, the true
game of shuggy and tempers are running high. The Judges
centres of conspicuous spending are the shoplexes situated
are called in as the tension over the game reaches break-
throughout the city. These massive buildings are packed
with shops, bars, restaurants and banks. They see to the ing point and the participants turn to violence when one
needs of every shopper who comes through the doors, from side accuses the other of cheating. As supporters from
those with few credits who visit the budget stores on the both blocks converge on the hall this could escalate into a
lower levels to those who spend a fortune on luxury prod- block war (they have started for less) if the Judges do not
ucts in the more exclusive establishments higher up. quickly nip things in the bud.

169
Perps can use a shuggy hall for a number of confidence Most inhabitants of these premises hope that medical
tricks, or use it as a base of operations or meeting place. advances will cure them of whatever condition they are
Rival gangs may target a hall used by a criminal outfit and suffering from, in the meantime they sleep through the
gunfights are not unknown. years, paid for by any savings they have. Should they run
Citizens also like to play shuggy, so a citizen party could out of cash at any point they will be thawed out and es-
find themselves challenged by a local shuggy team and corted off the premises, probably straight into a hospital
pressured into making bets as a gang of perps look to make where they will spend their last few days.
some easy credits from the Player Character marks.
Using Sus-An Homes. Being cooped up in a sus-an
Smokatoriums home could have all sorts of strange affects on the
mind. Of course nothing much happens for most people
Tobacco is a controlled substance in Mega-City One, with but for someone with psionic potential it could awaken
the smoking of tobacco only allowed in buildings known as their powers with potentially disastrous consequences.
smokatoriums. Use of tobacco is even banned in private Judges could be called to the building to investigate
residences, while the smokatoriums require all patrons to strange goings on and have to work out who the culprit
don specially designed hazmat suits which are fitted with a is. The psychic projection could be relatively benign and
helmet to facilitate the smoking process. Without this equip- not harming anyone or it could be murdering fellow sus-
ment the patrons would suffer since the atmosphere within an clients, or even staff and visitors.
the smokatoriums is so polluted as to be toxic, going into
Citizens visiting family here could find themselves the
the place without some sort of respirator will quickly cause
victims of such a phenomenon. They will need to awaken
the unfortunate individual to be overcome by the fumes.
the person responsible to stop the attacks, but how will
they find them with so many possible culprits?
Using smokatoriums. When an explosion rocks a
nearby smokatorium the Judges are sent to investigate.
After dealing with the immediate aftermath they find the The Vaults
immolated body of a man who may have been responsible A variant of sus-an homes, these are for critically in-
for the explosion. They will later link this man to an anti- jured criminals who would die of their wounds. Most are
smoking group who are trying to force the smokatoriums here due to the injuries they suffered while they were
to shut down. Unfortunately others in the terrorist group being arrested. At the vaults Judges can put the perps
are planning to carry out more attacks and the Judges on ice until technology advances enough so they can
have to track them down before they strike. be healed and made to serve out their sentences. The
Perps could also use smokatoriums as a good cover for vaults in any given sector could be a separate Justice
a meeting place or as a hideout, with a specially designed Department facility or part of the local sector house.
area of the building that is protected from the toxic smoke.
Alternatively if they are given specially fitted helmets they Using the Vaults. With a remote, lightly protected fa-
may be able to speak to each other in private while the smoke cility, a group of perps may enter the vaults in order to
in the place is so thick as to make covert observation by the retrieve one of their gang. They would then look to use
Judges all but impossible. This would eliminate the need for a illegal methods to get their comrade to recover from their
private room somewhere in the building for their meetings. injuries, possibly using spare parts from an organ legger
operation. Breaking into any Justice Department facility is
A day in the smokatorium may be something a group of
not easy and they will need to hide their tracks well.
citizens may decide to enjoy, but when the group gets split
up how will they find everybody else in the thick smoke? Alternatively the players could be Judges sent to inves-
tigate the break in and the missing perp(s).
Sus-An Homes
Weather Control
If you have the money and you are sick or old enough you
can enter one of these suspended animation homes. Facilities Weather control consists of a number of flying weather
such as The Forever Towers Home for the Semi-Dead are stations and ground based facilities that can ensure the
extremely popular for people with terminal illnesses and the weather is what is required, rather than having to rely on
funds to afford the services provided there. Here they enter nature for good conditions. As a result Mega-City One does
into a state of suspended animation until they can be revived not suffer from blizzards, major floods or other severe
later on, once a cure for their ailment has been discovered. weather events, with almost every day being balmy with

170
regular showers of rain occurring at night to help clean transfer goods for delivery into Mega-City One. They trans-
the streets. The weather is normally determined by the port their contraband from Brit Cit and once in Atlantis
Weather Congress, who program the next day’s weather to meet a contact who works as a civilian staffer for Justice
coincide with the wishes of the citizens. This can be over- Department, one who is responsible for shipping supplies
ridden by Justice Department, such as creating a down- to the outpost and then sending back the empty vehicles
pour over the site of a riot, demonstration or major fire, to the city, where confederates can empty the illicit goods
which helps control these situations. once the Justice Department vehicles pass through cus-
toms without being searched. A group of Judges could be
The controllers at the Weather Congress also grant the city trying to discover how these goods are making it to the
light snowfall at Christmas as part of their traditional service. market and need to uncover the entire smuggling route.
The stations can malfunction now and then; when this hap-
A perp group could be out to disrupt their rivals’ smuggling
pens it can cause adverse weather to batter the city for a time.
operation, perhaps hoping to take it over for themselves…
Using Weather Control. The Judges are sent to the Black Atlantic
Weather Congress when a group of terrorists manage to
take it over. They are ordered to bring the building back The Black Atlantic is the nickname given to the hideously
over-polluted Atlantic Ocean. A swim in the Black Atlantic
under city control, until then the perps use the station
risks severe injury and death from toxic chemicals, radia-
to make life miserable and downright dangerous for the
tion poisoning and mutated sea creatures.
citizens of Mega-City One by causing freak storms in the
nearby sectors. They demand a large sum of credits or the Using the Black Atlantic. There are multiple problems
weather will keep getting worse. that can plague Judges coming from the Black Atlantic.
With this going on a party consisting of perps might try to take The two most common are smugglers bringing proscribed
advantage of the situation and carry out an audacious crime. products into and out of the city and dangerous, mu-
Meanwhile a group of citizens might be left stranded a long tated creatures trying to enter the city, normally to feed.
way from home and have to try and make it back home with ex- Tracking down a smuggling ring in the docks area could
provide a real challenge to a task force of Judges.
treme weather turning a simple journey into an epic endeavour.

// Beyond the City Limits


Beyond Mega-City One there are other mega-cities
and dangerous areas such as the Black Atlantic and
Cursed Earth. There follows some of the more notable
areas that make up Judge Dredd’s world.

Atlantis
Situated beneath the Black Atlantic is the underwater
city of Atlantis, midway along the Transatlantic Tunnel. It is
jointly overseen by Judges from both Mega-City One and
Brit-Cit. A stopping off point in the long journey between
the Mega-Cities it has become something of a tourist desti-
nation in itself, with visitors often keen to see the mutated,
deepwater wildlife that flourishes in the vicinity.

Using Atlantis. Atlantis has a small force of Judges


and support staff, so a team of Judges sent here would
make up almost the entire Mega-City One contingent.
Deployment here also allows the Judges to make acquaint-
ances among a foreign Judge force. With the population
largely transient crimes committed there can be difficult to
solve, although there are perps based in the city who prey
on visitors, hoping any thefts they make will remain unde-
tected until their victims have left Atlantis long behind.
A criminal group is using Atlantis as a meeting point to

171
In addition to smuggling items into the city there could be
things going the other way. A gang of perps may be involved in
Cursed Earth
a perp running trip to a ship outside the nautical limits of the In the wake of the Atomic Wars of 2070 a large portion
city, how they organise their racket. of the United States was turned into a radioactive waste-
For citizens the prospect of a fishing trip for one of those land. The three Mega-Cities in Texas and on the east and
mutated creatures could provide a thrill. Of course it could west coasts were left standing but the rest of the country
turn into something resembling Jaws, but with tentacles. was reduced to a terrible hellhole, high in radiation and
unfit for habitation for the most part.
Brit-Cit
Nowadays this wasteland is home to mutants, monsters
Situated across what was southern England is Brit-Cit. and hordes of scavengers who make the area their territory.
Like Mega-City One the city also has overcrowded city Many have been forced to seek shelter and comradeship in the
blocks and suffers from startling levels of crime. Brit-Cit
Cursed Earth by banding together to form communities and
enjoys a close relationship with Mega-City One and they
often turning a hateful eye to Mega-City One and the people
cooperate in many policy matters, with trade between the
two boosted by the Transatlantic tunnel. who shun them. In the north there are still areas of forest and
woodland, with the Cursed Earth seemingly in the processes of
Quite a few examples of England’s previous classical ar-
an environmental recovery — albeit at a very slow rate. Of the
chitecture remain alongside the modern buildings that sur-
round them. Many of the lower classes of Brit-Cit live out- old cities Las Vegas still stands and there are farms, ranches
side the main city, in the decaying shambles of twentieth and other settlements out there for the avid explorer to find in
century housing estates. The city, like Mega-City One, is one of the most dangerous places on Earth.
split into sectors with each given a unique sector number.
Many of them also retain the original name after the area Using the Cursed Earth. The Judges are sent to track
they were built over, such as Oxford Sector. down a dangerous felon from Mega-City One in his Cursed
Brit-Cit Judges use the lion and Union Jack as their Earth hideout. He has teamed up with some Texas City out-
motif. They live less regimented lives than Judges in Mega- casts and they are creating havoc by raiding various planta-
City One, such as being allowed to marry. This is indicative tions and ranches that provide much of the food to both cit-
of the more relaxed attitudes shown in the laws of the city, ies. Alongside a Texas City Judge they have to eliminate the
with many items, such as tea, not being banned. group and any allies they have made in the Cursed Earth.

172
Perps can set up criminal operations beyond the eye of
the Judges. Perp runners and stookie glanders might have
Mega-City Two
bases there and there are garbage mines run by gangs that Mega-City Two covers an area that roughly corre-
often use slave labour from nearby mutant settlements. sponds to what were the states of California, Oregon and
Citizens rarely visit the Cursed Earth, although there are Washington. It also has access to an unpolluted ocean
adventure holidays taken there, others find dangerous work along its coastline and this attracts tourists from the
in the farms and mines scattered outside the city limits and
there are always groups of survivalists who dare to explore other American mega-cities. Not far from the border of
the safer parts of the Cursed Earth closest to the city. Mega-City Two is Death Valley, the site of the Battle of
Armageddon which pitted the Judges against President
East-Meg One Booth’s Presidential Iron Guard.
The foremost of the Sov block mega-cities, and closely Like the other mega-cities it still suffers from overcrowding
allied to the others. The Sovs are opposed to Mega-City and overpopulation. The city has close diplomatic ties with
One and have acted against it on numerous occasions,
with no sign of this ending anytime soon. East-Meg One Mega-City One and has a mutual defence pact, although with
Judges are fanatical in their beliefs and uphold their law, the massive irradiated Cursed Earth lying between them the
the law is usually not to the benefit of its citizens despite links are not as strong as either city would wish.
their claims otherwise. Their practises are often criticised
by other mega-cities around the world, being even more Oz
severe and totalitarian than the others.
A mega-city in Australia, the Sydney-Melbourne Conurb
Hondo-City is known to most as Oz. The Judges and legal system in
Hondo-City is a massive mega-city covering much of what Oz is far more laid back and works on having as good a
was Japan. Like Mega-City One it packs its population into relationship with their citizens as is possible. While the
city blocks, but has a more aesthetic design to buildings and Oz Judges are considered to be undisciplined by some
construction; ultra-modern blocks exist alongside tradition- other Judge forces this is an unfair stereotype. Their ap-
ally made Japanese wooden and rice-paper houses. Hondo- proach to law enforcement appears to keep the citizens
City is the most technologically advanced of the Mega-Cities in a far more happy state than elsewhere.
and its power is supplied by orbiting nuclear power satellites.
Hondo-City has Judge-Inspectors who act as police While there is still crime and corruption in Oz it is a
force, judge, jury, executioner and government to the pop- far more pleasant place to live, and to be a Judge, than
ulation. They use a variety of high-tech equipment to en- those mega-cities that criticise it.
force the law, including energy swords, although they also
use traditional weapons such as the katana. Hondo-City Radback
Judges eschew putting their names on a badge and print
them directly on their uniforms on the rising sun symbol An area which is similar in its environment to the Cursed
— this symbol is only visible to another Judge through the Earth, it teems with mutants and strange creatures and
technology filter in their helmet. animals. The Oz Radback is mostly a vast irradiated desert
Hondo-City has good enough relations with Mega-City One, that makes up much of the country, but includes areas
with each having a mutual respect for the other. The two co- that are quite fertile as well with wetlands and tropical
operate on some matters, although Mega-City Two is a closer forests in the far north (where there are many dangerous,
ally due to more extensive trade links across the Pacific. mutated beasts). It has many small settlements, such as
Luna One (Luna-1) Drongo Springs, and dangerous locales, like the infamous
and extremely lethal Electric Canyon.
Luna One was founded in an attempt to create greater
cooperation between the three North American mega-
cities after Texas City had fought for and gained its inde-
Sino-City (One and Two)
pendence after the Atomic War. Separated from East-Meg Two by a massive nuclear de-
The city is protected by oxy-domes constructed from a self- sert, Sino-City One and Sino-City Two are located in what
repairing cellular-foam, with oxygen supplied by a government was eastern China. The two cities are reclusive but work
run board, known as the Oxygen Board. The city borders the together as a single political entity.
Eagle lander from the Apollo 11 mission, which remains as a
prominent landmark on the moon. Every six months a senior Sino-City Judges have dragons that replace the Mega-
Judge is sent from one of Mega-City One, Two or Texas City to City One Judge’s Eagles. They are often at odds with
become the Judge-Marshall, the chief law officer of the colony. Mega-City One and its allies.

173
the colony, although they make up a minority and are not
Space Condos subjected to the same treatment. These latter inmates are
To help in the fight against overpopulation space condos slowly being phased out and few new prisoners who are
were constructed, most of which orbit the sun at a much not former Judges are now being sent here.
closer distance than Earth does. These giant space sta-
tions can each house up to a quarter of a million citizens.
Undercity
While life in space has its own difficulties, life on the con- Beneath many of the sectors of Mega-City One are the
dos is generally more pleasant than in the city. former cities of America along with many of their old
buildings. While the Empire State Building was one that
The amenities are extensive and security teams gen-
was saved, most were just sealed over and built upon. This
erally handle most of the petty criminality that occurs,
underground region became known as the Undercity.
however Judges can be called upon whenever there is a
The Undercity is a lawless region, home to fugitives from
serious offence.
the city above, many of whom have banded together to
Many are constructed with the rich and famous in mind, form a new racial group known as troggies. In addition to
here they can escape the day-to-day horrors of the city the troggies, mutants make their homes in the permanent
and their fellow citizens. Many entertainers pay through darkness, eking out an existence.
the nose for a place amongst the stars. Judges rarely come into the region, although a few
have taken the Long Walk here to try and bring some
Titan Penal Colony order to the chaos below.
The penal colony on the moon of Titan is one of the
deadliest and most inhospitable of prison colonies. Here Using the Undercity. The Undercity provides a way to
inmates face hard labour, working a mine that ships back escape the Judges and their surveillance. A group of perps
rare minerals to Mega-City One. Most prisoners are former could flee here and the Judges need to hunt them down.
Judges who have fallen foul of the law, and they have had For a party of perps the Undercity makes a potential base
to undertake surgery so they can survive without addition- of operations, safe from the attention of the Judges (al-
al equipment. The conditions are so harsh few ex-Judge though other dangers lurk there).
inmates survive their lengthy sentences. Citizens are unlikely to visit unless an accident isolates
There are also non-Judges serving their sentences at them in the darkness or they are on a survivalist jaunt.

174
Mega-City 5000
This is an illegal motorcycle race with a course running
through the streets of the city. The Mega-City 5000 has a
hardcore following among various biker gangs and their hang-
ers-on, and recordings of the race are among the best selling
illegal vids sold through criminal outlets. The race itself has
few rules, with competitors gleefully trying to sabotage one
another (often fatally), as a result the entire membership of
biker gangs frequently enter the race together.
The lawlessness in the race and the danger it represents
(dozens of innocent citizens are killed by the actions of the
competitors) leads to the Judges clamping down on the
event as soon as they become aware of it.

Using the Mega-City 5000. The Judges are always


keen to crack down on this road race, so when information
about the next event comes into possession of the party
they have a chance to halt it before it begins. Starting with
a normal street bust the Judges follow a trail to identify
not only the competitors planning to enter the race but
those who organise and promote it.

Mayoral Elections
// Events When Mega-City One needs a new mayor it goes through
The following are some of the regular events occurring a vast election choose a new figurehead. The mayor has
across the city. some powers but these are mostly of a minor nature; the
ability to make laws, and enforce them, resides with the
Justice Day Parade Judges and they ensure the mayor holds no real power. The
A celebration of the founding of the Judge system; this Mayoral Election is fought between different candidates
is a massive parade that emphasises the might of Justice from an assortment of parties, has political (and sometimes
Department. The Judges are always vigilant at this time physical and fatal) backstabbing — along with an increase in
of year as the event can attract terrorists eager to strike crimes, especially violent assaults and riots as supporters
at the symbolism of the parade. from all sides take their frustrations out on each other.

Using the Justice Day Parade. Judges can work crowd Using the Mayoral Elections. Judges are often called
control, be involved in the parade itself or have to track into action to police the elections, having to deal with
down a group of dissidents who may be planning an attack. violent confrontations between the supporters of rival can-
didates. A Judge (or several) may have to act as a body-
For a group of perps the parade can offer the
guard for a candidate until the election is over.
opportunity to strike elsewhere. With so many Judges
involved one way or another it can leave opportunities for Perps could find themselves involved either by trying to
perps to carry out crimes unhindered. get their candidate elected or being hired to eliminate a
Civilians can enjoy a day out and watch the floats and candidate by one of the rival parties.
latest Mega-City One weaponry. Of course the adventure Citizens could be members of a party and try to drum
might be in getting to the event – with so many people up support for their chosen candidate. This could in-
travelling to the parade the trip could turn into a bit of a volve marches, helping to marshal events or acting as
saga with unexpected congestion, closed off roads, pre- advisors to their candidate. Perhaps one of their party
booked public transport and a Judge crackdown on speed- will be foolish enough to allow themselves to be put for-
ing all conspiring against making it on time… ward as a candidate for mayor!

175
Robot of the Year Show
Held at the Mega-City One Exhibition Dome the Robot
of the Year show focuses on showcasing the latest in per-
sonal, military and industrial robots. Attendees can expect
to see the most advanced models of roboservants, witness
the awesome might of the Heavy Metal Kid demolition ro-
bots, and be awed by the Bloodhound, a machine that can
scan, follow and track a scent trail. For those too infirm to
walk, the Robot of the Year Show also reveals the latest
robochairs, robots that can transport their owner around
their block and even onto the city’s roads!

Using the Robot of the Year Show. Like any trade show
with large crowds there will be plenty of opportunities for
perps to try and enrich themselves. From the everyday dunks
and purse snatchers to highly paid agents sent to steal the
latest prototypes on display in acts of industrial espionage.
Judges, of course, will have to prevent any criminal ac-
tivity if they are assigned to the show, while civilians will
probably be trying to avoid the attentions of both Judges Big Mo. Giant service stations that constantly travel
the major roads, providing services for mopads.
and perps. There will be interactive displays at the show and
Birdie. A Judge’s handheld lie detector.
these attract the largest crowds – perhaps the civilians can Bisoon. A very large meat producing animal found in
be testing the latest prototype when something goes wrong ranches in the Cursed Earth. A cross between cattle and
with its programming. They will have to try and avoid dam- buffalo the vast herds are targeted by both rustlers and
age and injury, since the waiver forms they signed before mutated predators.
trying out the machine appear to make them responsible Black Atlantic. The Atlantic Ocean, but now so
for anything going wrong… polluted over much of its area that it is fatal to any who
swim in it without proper protection.
Bleeper. A tracking device, used by Judges to follow
GLOSSARY OF MEGA-CITY ONE TERMS perps from a discreet distance.
59c. The legal code allowing a Judge to enter a home Blitz. A professional, contract murder.
or place of business in order to search it for evidence of Blitzer. A professional hitman. Blitzers are members
any criminal wrongdoing. of organised crime syndicates who have explosive devices
Aeroball. A violent sport using personal backpacks that fitted in their skulls; these explode when capture is
was once extremely popular. There are still hundreds of imminent, silencing the blitzer. In this way their employers
are thus protected from being implicated in their crimes.
professional and semi-professional teams across the city,
Block. Giant building that can house tens of
with many blocks having their own teams and stadiums. thousands of citizens. These huge buildings have all the
Andean Conglom. South American mega-city. facilities a citizen might need to be able to live their
ARV. Armed Robbery with Violence. entire lives without ever leaving.
Atomic War. Nuclear war which destroyed much Block War. A conflict between rival blocks. Often led
of the world, turning most of the USA into the Cursed by Citi-Def detachments the Judges will crack down
Earth, as well as causing similar destruction throughout on any block war with maximum resources, heavily
much of the rest of the world. sentencing all participants.
Auto-key. Electronic lock opener used by Judges. Body Sharking. An organised crime loan operation
Able to override all standard locks in the city. where a loved one is placed into suspended animation as
Barney. The city’s central computer based in City Hall. collateral. Should the borrower not be able to pay interest
Bat Gliding. A popular pastime similar to hang gliding the body is then used as spare parts in organ legging.
but using a batgliding suit. Very popular among residents Boing®. The miracle plastic. Envelops the user in a
of taller blocks, many of which are now built with platforms rubbery bubble allowing them to participate in games
from which bat gliders can launch themselves into the air. within a Palais-de-Boing®. Outside such a designated
Belliwheel. A wheel used by the excessively overweight to building its use is both highly dangerous and illegal.
keep their bellies from touching the ground while walking. Brit-Cit. English mega-city.

176
Chump-Dumping. Perp runners often entice I-Block. Secure, heavily fortified buildings that are
susceptible aliens to Earth with cheap flight deals. The mostly used to debrief informants, protecting them from
aliens are then jettisoned during the space flight, killing their former criminal associates.
them all. As there are no records kept about the aliens Indo-Cit. Indian mega-city.
this crime often goes unnoticed. Iso-Cube. Prison cell. It is here perps serve out their
Citi-Def. Volunteer militia that has detachments in sentences. Prisons are comprised of many hundreds of iso-
most city blocks. Supposedly a last line of defence for cubes and are called iso-blocks.
the city they cause all sorts of problems, with rogue units Jimp. Judge Impersonator. Impersonating a Judge, for
undertaking attacks on rival blocks or leading block wars. whatever reason, is a serious criminal offence.
Cling-Net. A net used by Judges to throw over fleeing Jugger. Massive truck.
perps. They are self constricting and are highly effective in Klegg. Carnivorous alien race; large, fearsome and
constraining any within them. reptilian. Many are employed as mercenaries.
Con-Apt. Low rise housing complex. Although they
Kneepad. Item of fashionable clothing, popular among
have fewer facilities than a block they tend to provide
higher quality housing for most of their residents. Juves and young adults.
Condo. A Space Condominium, a self-contained, Kook Cube. Slang term for a psycho-cube.
housing facility normally found orbiting the sun. These can Lawgiver. Pistol carried by Judges. Able to fire six
house hundreds of thousands of citizens. different kinds of ammunition.
Credit. Mega-City One’s currency. Lawmaster. A Judge’s heavily armed and armoured bike.
Cursed Earth. Radioactive wasteland that covers most of Leaper. A person who attempts to commit suicide by
the former USA outside of the mega-cities. Highly dangerous it leaping from a high building or elevated roadway.
is home to many criminal gangs and mutant bandits who prey Long Walk. At the end of a Judge’s career, rather than
on the inhabitants trying to eke out a life in the blasted lands. taking a desk job or teaching at the Academy of Law, they
Dok, Drokk. Legal expletives. can choose the option of going into the Cursed Earth or
Dult. Juve slang. Meaning, and derived from, adult. Undercity. There they will administer justice, hunting down
Dunk. A pick pocket. various criminal gangs and fugitives.
Dust Zone. Industrial area of Mega-City One. As almost MAC. Justice Department central computer. Name
all manufacturing is entirely automated there are very few is acronym for Macro Analysis Computer. It has multiple
citizens normally to be found in these areas. functions including surveillance, criminal records and
East-Meg. Rival mega-cities to Mega-City One. Located in analytical programs designed to aid in the solving of crimes.
the ruins of the old USSR the inhabitants are known as Sovs. Meat Wagon. Justice Department vehicle for
Eldster. An old aged citizen. collecting corpses.
Electro-Cordon. Electrically generated force field, used Med Wagon. An ambulance.
by Judges in crowd control by sealing off areas. Meg-way/Mega-Way. A Mega-City motorway.
Fattie. An individual whose hobby is eating. Many eat Mo-Pad. A mobile home, most of which are cramped
professionally in a variety of different events. and less than ideal, although a minority are luxury models.
Futsie. A victim of ‘Future Shock Syndrome’; where
Millions of these vehicles permanently travel on the
the strain of living in Mega-City One turns them into a
streets of the city, stopping for servicing or to allow the
homicidal maniac.
Graveyard Shift. The night shift when many serious inhabitants to visit somewhere on foot.
crimes occur, from late evening to early morning. Mouth. Slang term. Short for loudmouth.
Grud. Legal expletive. Munce. A plant grow on Cursed Earth farms. Munce
Hab. An apartment. products provide the base of most citizens’ diets.
Heister. An armed robber. Processed into a revolting paste it is then refined to make
Holding Post. Holding posts are used by Judges to many different foodstuffs.
secure arrested perps so they can be picked up later by Mutie. Slang term for a mutant.
catch wagons. This allows Judges to continue on patrol Nark. An informant who provides information to the Judges
without having to return to their sector house every time on crimes and criminals in return for financial payment.
an arrest is made. Norm. Slang term among mutants for untainted humans.
Holocaust Squad. Unit of Judges trained to deal Organ-legging. An organised crime racket where
with disaster scenarios. The work they do is extremely human body parts for transplant are sold to wealthy
dangerous and whenever they are called upon fatalities individuals. Often no donor can be found for the
are expected to be high. customers, so perps will attempt to find one and kill the
Hotdog Run. A practical test for Academy of Law cadets victim in order to get their parts. Sometimes an entire
where they embark upon a patrol into the Cursed Earth. body is used and there is a brain transplant, with the
Hotshot. Slang term for a Lawgiver’s heatseeker round. victim’s brain disposed of as medical waste.
H-Wagon. Hover wagon. These are Justice Overzoom. A flyover; the opposite of an underzooom.
Department vehicles with a wide variety of designs, Palais-de-Boing®. A large Block-sized building, the
including heavy gunships. only place Boing® can be used legally.

177
Pat Wagon. A Justice Department Patrol Wagon. Shuggy. A variant of pool played in Mega-City One.
These can be either ground (wheeled) or hover vehicles. The game uses a ‘hilly’ table and is often gambled upon.
Normally heavily armed to assist Judges dealing with Usually played in specialist shuggy halls.
major criminal situations (riots, block wars, etc). SJS. Special Judicial Squad. Specialist Judges who
Perp. Slang term for a criminal. hunt down corrupt Judges. Many of the toughest Judges
Perp Runner. A criminal involved in perp running. can be found among their number since they have to deal
Perp Running. A crime where perp runners aid wanted with the most dangerous of perps – Judges gone bad.
perps escape from the city, usually to an off-world location. Sked-way. Minor roadway.
Plas-crete. The most widely used building material Sleep Machine. A machine where an individual can get
in Mega-City One. a full night’s sleep in only a few minutes. Extensively used
Polypropylop. A wonder plastic. Distilled from the city’s by Justice Department, although Judges are required to
waste and used to make a huge array of products. have a full night’s rest on a regular basis, every week or so.
Pongo. A confidence trickster. Slipzoom. a side road or sliproad.
Power Tower. A geothermic power station using red hot
Slowster. A driver moving at a speed lower than the
lava; provides much of the electricity needed by the city.
legal minimum.
Psycho-cube. Similar to an iso-cube, but used to hold
psychologically disturbed criminals. Medical treatment is Sov. Inhabitant of one of the East-Meg mega-cities.
provided and once (if) the patient is cured they are released. Spont. Spontaneous Confessor. Individual who claims
Psyker. Criminal with psionic powers. to be responsible for the crimes of others or even non-
Psi-division: Part of the Justice Department. These existent crimes.
Judges have psionic powers allowing them to defeat criminal Spuggy. Term of abuse.
psykers and supernatural threats, as well as ordinary perps. Spug Off. An illegal expletive.
Punk. Young criminal, normally the older members Statue of Judgement: Huge statue of a Judge; dwarfs
of juve gangs. over the old Statue of Liberty.
Radorak. A light cape or cloak which protects Stomm. A legal expletive.
against radiation contamination. Essential in many Stookie. Small sapient alien and also the name of the
areas of the Cursed Earth. anti-ageing drug processed from its adifax glands. The
Rad-pit. A pond, lake or marshy area full of deadly, drug stops, and can reverse, the ageing process but the
radioactive contaminants. Normally found in the most user needs regular doses otherwise rapid ageing sets in.
contaminated of areas in the Cursed Earth. Highly illegal, due to the mass slaughter of the aliens by
Resyk. Mega-City One’s giant recycling centres. These stookie glanders, there are heavy sentences for possession
huge buildings ensure the city’s waste is kept to a minimum, and distribution of the drug.
with even corpses being broken down into usable chemicals. Stookie Glander. Perp involved in the illegal trade of
Riot Foam. A highly effective weapon for use in crowd the drug stookie, such as a smuggler, distributor, or a perp
control, riot foam can be sprayed over crowds where it who farms and kills stookies to process their adifax gland.
rapidly dries into a solid mass, encasing all those hit by Strut. Term for going for a walk. Most commonly
it. Specialised cutters then have to be used to free those used by juves.
so trapped, who are all left unharmed by the foam and Stumm Gas. A knockout gas that can be used to
can then be sentenced. Preferred weapon for use in riots, incapacitate perps. It can prove especially useful in
rumbles and block wars. hostage situations. Because it can prove fatal in a small
Roadster. A sports car. Far beyond the budget of percentage of cases its use is usually banned in open
most citizens.
spaces; will only be used in extreme circumstances as a
Robo-doc. A robotic doctor. Found in most hospitals
method of crowd control.
and medical centres.
Sus-an. Suspended animation. Allows the sick and
Rockcrete. Common building material used in
Mega-City One. dying to be kept alive by being cryogenically frozen, until
Rumble. A fight between two or more rival juve gangs. a cure for their condition can be found. At this point they
This can be a pre-arranged skirmish or an ambush. can be treated and can leave to continue their lives.
Scrawler. A graffiti artist or individual who sprays Synthi-caf. Refreshing drink similar to coffee which
their tags on buildings. was banned for health reasons. However synthi-caf was
Sector House. Judge headquarters for a sector. itself banned for similar reasons and has itself been
The facility has a wide array of facilities, including sleep replaced by Synthi-synthi-caf.
machines, cells, interrogation suites, armouries, forensic Synthi-flakes. Mega-City One’s most popular
labs, medical facilities, garages and more. breakfast cereal.
Shoplex. A shopping complex. A huge building that has TAD. Total Annihilation Device. A very powerful
many hundreds of different stores, some of the largest are nuclear weapon.
the size of city blocks. Tap. To mug someone or a mugging.

178
Tech Division. A specialist department of Judges.
The division carries out forensic work, maintenance and Crime Punishment
research and development among other activities. Aiding and Abetting 1 to 5 years
Tri-D. The prevalent form of entertainment in the city.
A wide variety of shows are broadcast into homes across Armed Robbery with Violence 18 to 30 years
the city by a myriad of channels.
Arson 25 years to life
Troggie. Derived from ‘troglodyte’. Inhabitant of the
Undercity, strangely deformed from living underground Body Sharking 30 years to life
for so long.
Umpty. Candy. Due to the prohibition on processed Brawling 3 months to 5 years
sugar, artificial sweeteners are used in all umpty products.
Bribery 1 to 10 years
Undercity. When Mega-City One was built the old,
decayed cities it replaced were concreted over. These Burglary 1 to 25 years
now form an underground realm, with much of the old
cities that predated Mega-City One lying intact beneath Chump Dumping Life
the streets. The Undercity is now inhabited by mutants,
Common Assault 3 months to 3 years
troggies, fugitives and worse.
Underzoom. An underpass, usually beneath a major meg-way. False Imprisonment 5 years to life
The Vaults. Where severely injured perps are kept in
suspended animation until technology advances to such an Fighting in a Block War 12 years to life
extent they can be healed in order to serve their sentence. Life, or until cured, in a
Futsie Murder
Such a facility can be found at most sector houses. Psycho-cube
Vidder. A person who watches Tri-D shows. Gambling 1 to 5 years
Vid-phone. A phone with an integral screen, allowing
individuals to see one another when making calls (should Hostage Taking 10 to 20 years
they wish to do so).
Illegal Boinging 10 to 20 years
Vid-slug. A small storage device that can hold data,
similar to a flash drive. Most books and newspapers now Illegal Parking 500cr fine to 1 year
come in this format and it is also used for film recordings.
Illegal vid-slugs abound, often ones featuring violent acts Incitement 1 month to 2 years
created by organised crime. Political or historical films
Jaywalking 1000cr fine to 2 years
or records are often distributed by dissident groups who
oppose the rule of the Judges. Kidnap 30 years to life
Watching Bay. A lookout post at the side of roads. Here
a Judge can watch out for perps while seated on their Manslaughter 8 to 25 years
lawmaster.
Multiple Murder 30 years to life
Weather Control. A number of aerial weather control
stations hovering over the city. These can be put to use Murder 18 years to life
by the Judges in order to help ongoing situations (heavy
rain can aid in fighting fires or drive protestors from the Murder of a Judge Life
streets, for example).
Obstruction 6 months to 3 years
White Stuff. The street name for processed sugar, a
proscribed product. Organ Legging 30 years to life
Zipper. Hover version of the lawmaster bike, used
extensively by the Judges of Luna-1. Overdue Library Slug 500cr fine to 3 months
Zipstrip. Access road running between a block and sked-
Peeping 6 months to 2 years
way or meg-way. Enclosed zipstrips are called pipeways.
Perp Running 10 to 30 years
THE LAW (CRIME AND PUNISHMENT) Possession of Burglary
6 months to 1 year
Tools
Mega-City One deals with crime on a day-to-day basis,
the Judges have a complex system of codes that they Resisting Arrest 1 to 8 years
use to identify crimes in progress around the city. Being
Robbery 8 to 20 years
granted powers of full control over judgement, sentencing
and punishment, the Judges can issue fines, iso-cube time Scrawling 1 month to 2 years
and in extreme cases death.
6 months or 10 minutes in
Smoking in Public
The vast array of crimes and the sentences available to Smokatorium (without hood)
Judges could fill several books (and the Mega-City One Stookie Glanding 15 years to life
penal code literally does this). The following list compiles
many of the more common crimes Judges may deal with Tap 3 to 15 years
and appropriate sentences.

179
CH/7: GAMES MASTER ADVICE

The previous chapters guided you through the process survive a haunted sector house, find a stolen masterpiece,
of building places and creatures for 2000AD settings. This rescue a kidnapped heiress or defeat an evil mutant warlord.
section concentrates on creating adventures and running The length of an adventure may also vary. Some are
the game. As such, it is made up of advice, suggestions, “one-shots”, to finish in a single session of a few hours,
guidelines and ideas. others may take multiple game sessions.
It is up to you whether you want a long, overarching
CAMPAIGNS plot or to focus on individual “episode of the week” style
adventures. Both styles of game (or, indeed, a mix of each)
A campaign is a sequence of adventures designed to last
can be very rewarding.
many sessions of play. Some take a month or two to com-
plete; others can take years.
The heart of every campaign is an adventure – or a se- PUBLISHED ADVENTURES
ries of adventures. The GM designs and runs adventures At the back of this rulebook, you will find a short ad-
for the party and the level of preparation will vary. Some venture. This is an example of a published adventure.
GMs use a collection of notes on scrap paper, while others Designing adventures can be very rewarding, but it can
prepare detailed folders covering every contingency. Some also be a lot of work and published adventures are there
GMs are comfortable with improvisation, others enjoy to save time and provide ideas. There are numerous ad-
planning and preparation. ventures available for the Judge Dredd and the Worlds of
An adventure, in its most basic form, is a plot or envi- 2000AD roleplaying game for you to use.
ronment in which the PCs can take part. As an analogy,
an adventure might be an episode of a television show. A CREATING AN ADVENTURE
number of adventures, strung together, form a campaign, Creating an adventure is part art and part science; the
which is roughly analogous to a season of a TV show. GM will need to devise a plot, create antagonists and pre-
There is no strict rule on what might constitute an adven- pare locations. The process is somewhat akin to writing a
ture. The PCs need a goal or objective. This can be to simply novella, except that the GM only controls most of the cast.

180
Start by outlining the basic premise or plot. This is the most // Weird Science
important step, because everything else springs from there. There are many more fantastical concepts which
This can be your entire preparation. There are resources have appeared in the pages of the Judge Dredd strip
available in this book to help you run things on the fly, but it which can help inform an adventure. Here are some
can help to detail important NPCs, locations and events. possibilities for your own games.
NPCs and creatures can be created from scratch or you » An illegal cloning operation creates a dangerous,
can use ones already published. You do not need to design closely knit gang of perps
every mutant or juve gang member, a standard stat block » Time travel
» Alternate universes
will do. You should, however, take the time to create impor- » Ancient horrors at the edge of the universe
tant, named NPCs. You can do this by modifying an exist- » Magic
ing stat block, or by creating an NPC from scratch using » Ghosts and hauntings
the character generation process.
Locations also form an important part of adventure de- STARTING THE GAME
sign. Whether it is a space condo, a decaying city block, a When beginning play, it is important to establish why the
dusty Cursed Earth town, an exotic alien bar or a mobster’s PCs are working together. Judge Dredd and the Worlds of
mansion, it often helps to prepare a map of important loca- 2000AD is a game which very much encourages teamwork
tions in advance. You do not need to map out every shop and cooperation. The assumption should be that they al-
and house, but notable locations can benefit from this treat- ready know each other and have worked together before.
ment, especially if you expect combat to take place there.
If your characters are a group of Judges this task is eas-
// Locations ily resolved as they can all be assigned to the same task
The panoply of potential locations available in Judge force or patrol. Otherwise, the players should all agree on
their recent history and reasons for being together.
Dredd’s world for the discerning GM is vast indeed. This list
is merely a few examples designed to fire your imagination.
» A ramshackle trader town in the Cursed Earth THE ONE-SHEET
» A mobster’s penthouse fortress You should design a single-page summary of your set-
» A deserted and seemingly haunted space station
» A ruined city, destroyed by the Atomic War ting for your players. Your “one-sheet” should provide
» A mining facility run by a corrupt corporation short, pertinent details which are enough to convey the
» A part of old New York City in the Undercity which premise and any rules or materials in use. An eye-catching
hold secrets of the past name and piece of art can round this off very quickly.
» An alien circus or zoo The one-sheet engages your players and provides them
» A derelict dinosaur theme park with enough, but not too much, information to start with.
» An underground market where anything can be
had for the right price Try to include information on key setting information:
» The underwater sea fortress now inhabited by pirates where and when, technology (especially travel, transport-
» The Jungle, the area where intelligent apes live ers, communication, weaponry, robots), aliens and/or
» An upmarket night club psionics. You should keep it to a single side of paper, and
» A great university and centre of learning ensure that you have a copy for each player.
» A zero-G three-dimensional sports field For a game set in Mega-City One the one-sheet should
// Events incorporate the information that the Player Characters
A setting is a living, breathing thing, and you should con- would know. The date and timeline at that point should be
sider events to be as crucial to your adventures as loca- set out, so the players will have some idea where they will
be situated in the comic’s forty-year history.
tions are. They can provide a colourful backdrop, or they
can be the focus of your adventure. For Judges information about local perps, colourful char-
» A secret meeting of Mega-City crime bosses acters and crime blackspots would be necessary.
» The conflict between Mega-City One and the Sovs For perps, knowledge of local Judges, rival or notable
» A great science conference criminals, contacts, PSU camera blind spots and places
» The trial of an infamous criminal where scores can be made should be of interest.
» Vital treaty negotiation between hostile powers
» A great threat which unifies previously hostile Citizens will want to know about their local block, its
megacities facilities, local rivals, the juve gangs who plague the area,
» The sudden destruction of a block or sector local patrol Judges, and places and events to visit where
» A sector wide electricity blackout they can fill their otherwise empty lives.

181
// Descriptors Bombard Judges with continual messages from control.
Before play commences, each player should read his Reports of crimes, traffic and weather warnings, and latest
character descriptor out loud to the rest of the group. The crime figures round out their experience. Citizens will gos-
descriptor forms a succinct summary which describes sip with their friends about the latest news, rumours and
what is immediately obvious about the character and information about the latest celebrity scandal. Perps will find
helps the players to quickly grasp who is in their group. themselves drawn into discussions about local Judge activity,
arrests of associates and the crimes committed by rivals.

ORGANISATIONS // Props
If the Player Characters and GM agree they can all be When playing a game of Judge Dredd, you might wish to
part of an organisation. For Judges this is automatic, as all use props to help the players visualise what is going on.
will be members of Justice Department. Perps can be part These could take the form of clues for the Judges to hunt
of a larger gang while citizens could be residents of the down to successfully solve an investigation. Printed hand-
same block or members of a club. outs can include forensic reports, eyewitness statements
An organisation can provide equipment for the Player and criminal records of suspects.
Characters; this will be appropriate to the organisation and the In addition, physical clues can be used. With so many
GM will decide what, if anything, will be available. Belonging to items proscribed by the law you could have some exam-
a group can also provide the initial background to an adven- ples for the party to find in their investigations. Small sam-
ture. A team of Judges can be directed to run an investigation, ple bags of sugar of coffee, for example, or a banned novel
a group of criminals might be ordered to carry out a raid on a or two (1984 would be an obvious example). A bingo card
rival gang or a party of citizens may be their block’s represent- could show evidence of an illegal bingo ring or poker chits
atives in an inter-block competition. As well as being a launch- could be enough to sentence a perp for gambling offences.
pad to adventures an organisation can have its own enemies
and allies who can have an impact on the PCs’ lives. Using props for perps and citizens will also add to a
game. Tickets to the latest concert by Pug Ugly and the
The GM can provide the details for the organisation, pos-
Bugglies or live dinosaur exhibition can make a game ses-
sibly with the help of the players.
sion a little more immersive. Having illicit material (such
as coffee, sugar or even (horror of horrors!) tea) on the
ADVICE FOR GAMES IN MEGA-CITY ONE characters when a Judge starts strip searching nearby pe-
destrians could cause players to panic.
// Judge Dredd’s World For perps having illicit material is part of their everyday lives
This section focuses on ways to make games of Judge Dredd and often their livelihoods. Perhaps hand them a small baggie
come alive for the players. How do you bring Mega-City One
of salt, claiming it to be primo sugar. If they get into the habit
and 2099 to life for the people in the same room as you?
of not testing the product when they pay for it could be the
// The Atmosphere of Mega-City One start of an adventure. When their customers start to complain
Adventures in Judge Dredd focus around Mega-City One that they are passing off fake product and their reputation on
for the most part and it is here that you can really bring the streets slumps the adventure will begin.
things to life. Do not bog the players down in every detail,
but describing the city and its citizens is a great way to im-
// Music
merse players in the setting. While not essential, music can help create a good
gaming atmosphere. Orchestral pieces can work well in
Crime is rampant in 2099 and so making sure that you point
some situations. If the Player Characters encounter an
this out when describing the sights and sounds of the city.
old school mob boss then playing the theme from The
Judges roaring past on their Lawmasters, distant gunfire and
Godfather helps set the tone. If the come under air attack
screams all add to the feeling of a city overrun by criminals.
then Wagner’s Ride of the Valkyries is appropriate.
Describe the immense architecture of modern blocks
Having themed music for certain encounters can be
while nearby the older, decrepit buildings of the twentieth
century lurk in the shadows. Invoke the smells of mobile worthwhile. Hip-hop music for when the party is entering
street traders selling hotties or freezy whips. Highlight the the territory of a Juve gang and hard rock for an outlaw
sound of hovercars zooming past on the meg-way and the biker gang are both examples you might use.
shouts and yells of juves as they get up to their usual mis- When dealing with some of the more lunatic members
chief. Engage the senses of the Player Characters to help of Mega-City One you might play the theme to Monty
bring Mega-City One to the table. Python’s Flying Circus. Is there an allosaur on the loose

182
and is it sneaking up on the group? The Jaws theme tune When doing so describe how they look. For most this
might be appropriate, or perhaps that music might be bet- should be a short description with perhaps one or two
ter for when the party is about to encounter dune sharks... characteristics which stand out. Describe their approxi-
mate age, gender, height, weight, clothing. If they are
If there is an NPC who the Player Characters are likely
encountered in their home then a brief description of this
to keep meeting then you may wish to give them their own can highlight how (extra)ordinary the individual is.
theme tune. Having a musical cue will make the NPC more
Unique or unusual traits can be physical (for example has
memorable and you will be less likely to have to explain to a large wart at the tip of their nose, a jewel studded nose
the party where they have met them before. ring, purple hair cut very short or unusually small hands).
Finally, you can use music to dramatise events. A quiet They could be wearing an odd piece of clothing (such as
peaceful tune can help players relax and feel their char- a top hat, a kneepad with a clock on it or a t-shirt with an
acters are safe. Of course, this could just be you luring advertising logo that changes every thirty seconds). Their
them into a sense of false security. Dramatic music can voice could be unusual (examples could include a Brit Cit
accent, barely talks above a whisper, very deep, sibilant).
help bring across a battle scene or some ongoing disaster.
They could smell strangely (body odour (a minor offence
Music is a tool that can help bring your game alive, so do against the city’s health regulations), perfume or incense).
not be afraid to experiment with it. They could walk with a limp or have a tic that causes their
mouth to twitch every so often. They could have a notable
// People of the City mannerism (such as always wringing their hands, scratch-
Whenever the Player Characters interact with the ing their nose, pulling their earlobe, walk with a limp).
denizens of Mega-City One it is up to the Gamemaster to Hopefully the description should be enough that if the
bring them to life. The city has an inexhaustible supply of NPC is encountered again it will help the players remem-
oddballs and characters and it pays to try and make each ber the individual. Their characters will thus be part of a
character a little unique. more realistic world.

183
TYPES OF CAMPAIGNS Perps
Perp campaigns will see plenty of planning to commit the
Judges perfect crime. Concealing evidence of their involvement is
The different types of games in Judge Dredd will require as important as successfully carrying out a criminal act, for
you to run them at different paces. if they attract the attention of the Judges they are likely
doomed. Events might also be forced upon them. A local mob
Judges will be non-stop crime stoppers. Even if they are
boss might ‘ask’ a favour, a rival gang might try and muscle in
not already on a case they will be on the lookout for perps on
on the Player Characters’ territory or a citywide event could
the streets or breaking down doors to carry out crime blitzes.
cause chaos on the streets and unforeseen opportunities.
Control will direct them to nearby offences; once they are at
the scene of a crime they will have to deal the situation there Perp gangs are likely to begin with petty crimes, picking on
before investigating it. If the perps have fled they will need to a small number of victims and working their way up the crim-
find clues, question witnesses and call in technical support. inal ladder. If they can get close to the top they will be doing
well — if they can avoid any Judge entanglement then they
Judge scenarios are likely to be a mix of shootouts, are going to be doing REALLY well. Draw upon film, television
investigation and high-speed chases. After all, they have and books, as well as the comics, to see how crimes are pre-
Lawmaster bikes and Lawgivers, and will not hesitate to sented there. If the players look to copy the antics of a gang
open fire if necessary. of criminals in a heist movie allow them, but look to throw in
Do not be afraid to adjust the pacing for Judge cam- a twist or two to keep them from becoming complacent.
paigns. If things slow down then hit them with something For perps, if things get too quiet, have them be approached
to keep their attention. They can always be directed to by a defector from another gang. Alternatively, a citizen, fed
some new crime by their sector house, there are plenty of up with his treatment from the local criminal element, could
dangerous perps who will always be committing crimes. come seeking aid and hoping the Player Characters will be
Keep a few small encounters in reserve and then throw less wicked in their treatment of them (fat chance of that!).
them at the players when it feels right. Alternatively, a rival gang could test them out by roughing
up one of their associates or a local mob boss may order the
party to carry out a contract killing. Again, having several
prepared side encounters can liven up a gaming session
should you feel things are slowing down too much.

Citizens
For citizens things might appear to be less exciting.
Although they might find themselves caught up in the great
events they will look to plan their lives to run as smoothly
as possible. They could go on an outing or holiday, get in-
volved in the block committee and local politics or represent
their block in a game show or sporting event. Of course, this
being Mega-City One, it is unlikely any of these activities will
go as smoothly as the citizens had planned…
A campaign based around the life of ordinary citizens
may seem to be dull when compared to Judge and perp
based campaigns. However, the life of an average citizen
is anything but dull, with robot rebellions, war, terrorism,
mutant incursions and, of course, the ever-present threat
of crime all affecting their lives. A citizen campaign will
require a little more thought but Mega-City One has plenty
of challenges even for law abiding citizenry.
In addition to having to survive the various disasters
thrown at the city your average group of citizens may be-
come involved in many of the crazes that occur. A trip to

184
the mall can be so much more than just a shopping trip, Psi Division’s telepaths have obvious advantages as well;
having citizens deal with life in Mega-City One can lead to being able to read minds means the guilty are unlikely to
a great campaign. Be prepared and have something you be able to hide their crimes. Fortunately for the perps of
can throw at them to enliven the Player Characters’ lives. the city very few Judges are telepaths!
They might end up committing some crime or other, but
When creating an investigative scenario provide sufficient
who can avoid doing this in the Big Meg with its vast array
clues for the players to be able to identify and locate the
of punitive laws and petty regulations?
perps. While there will be some clues that are red herrings
no single clue should be absolutely key to solving the case;
TYPES OF SCENARIOS if such a clue exists and the players miss it then it will leave
them frustrated in their efforts. There should be multiple dif-
// Investigations ferent clues that can lead to a successful conclusion. Also, if
Although this type of scenario is likely to be a mainstay
players come up with a clever idea to identify the villain then
for Judge campaigns they can be an important part of
perp and citizen based campaigns as well. allow them to succeed if what they are doing is logical.
For Judges there will be a constant supply of crimes that Perps and citizens have few, if any, of the advantages of
need to be solved. Although many crimes require little the Judges when tracking down the solution to any inves-
more than asking PSU to identify a perp from their camera tigation they carry out. Perps and citizens are unlikely to
footage others will be a much more formidable challenge. be investigating crimes (although this might be possible).
Judges do have a huge advantage over any perp they Instead they could be trying find out who in their boss’s
investigate. The forensic expertise of the Tek Judges is su- gang has been passing information to his rivals or trying
perb. They can gather clues from the smallest of physical to work out why the local juves are spending so much time
traces and any one of these might lead to the culprit. hanging out by the eldster home…
Interrogations have the advantage of lie detectors. Perps
may be able to hide their guilt from the birdie lie detectors // Disasters
all Street Judges carry. However, if questioned in an inter- Mega-City One is regularly struck by disasters. Some are
rogation suite at a sector house, with its vastly more accu- citywide while others are more localised. All pose a real
rate equipment, they are likely doomed. threat to whatever type of party a campaign is based around.

185
How different groups react to disasters is likely to be very PLOTS AND RAILROADING
different. Judges are going to want to end the disaster with
a minimum loss of life. Defusing the bomb, halting the lava For most players being forced to go from pillar to post,
flow, containing the disease, defeating the invaders – all with major plots and events happening no matter what
these are tasks groups of Judges are well suited to. they do, is not much fun. The decisions they make should
have important consequences.
For perps there are more options to how they may deal
with a disaster. They could, like Judges, try to halt it; When investigating a crime, a party of Judges will have
they may even cooperate with Judges to do so. However, to follow the clues to solve it. However, it is possible they
they are just as likely to try to profit from a disaster. In will come up with potential leads the GM never considered.
a citywide catastrophe who will notice that their biggest If they do this allow them to pursue the leads and the in-
criminal rival was gunned down? Also with the Judges’ at- vestigation to progress; if it could logically lead to the cul-
tention elsewhere there will be the opportunity to commit prit it does not matter.
robberies or smuggle contraband into or out of the city. Railroading can a problem when running a game. Players
Citizens, for the most part, may have only one objective want their characters’ actions to influence events. If they
when faced with a disaster – to survive it! Although they feel this is not the case they are unlikely to enjoy the game
might aid the Judges in ending a catastrophe or join in any as much. Pushing Player Characters down a predetermined
looting going on their primary aim should be self-preserva- route is something to avoid.
tion. Given the skills and resources of most citizens mere If players go off the beaten track embrace this, you
survival may be something very difficult to achieve. might just create an amazing adventure from their wan-
Not all disasters are citywide; some only affect a block or dering. It is important to be flexible as a GM.
two, or even a smaller area. A spaceship crashing on landing,
a block war, a major megway vehicle accident or a collapsing OPPONENTS
building all will stretch the local Justice Department sector
There are two main types of opponents. There are those
house. Each can provide the backdrop to an exciting adven-
who will make a brief appearance, be defeated and then will
ture even if the Player Characters are not directly involved.
never be heard from again. Then there are those who will re-
// Exploration turn again and again to plague the Player Character’s lives.
There is a lot to explore in Mega-City One. For Judges For Judges most opponents will be perps. There will be
entering every nook and cranny of the city to track down little need to worry over most day-to-day criminals since
perps is part of their job. Going beyond the city limits is they will offer little to challenge a group of Judges. The
also something that can happen with regularity. Punitive perps they will encounter in adventures will often consist
expeditions against mutant raiders in the Cursed Earth, of the most dangerous adversaries in the city.
protection for trade delegations to other Mega-Cities, cap- When creating opponents, it is important for them to
turing felons on alien worlds or hunting dangerous pirates have a motivation for what they are doing and act accord-
and sea creatures in the Black Atlantic are all examples ingly. Most are not going to get involved in a fight to the
where a Judge may have to travel. death with a group of Judges. There are, of course, excep-
For perps there are also multiple opportunities to ex- tions. Futsies are individuals on a murderous rampage who
plore. Perhaps checking out a ruined building devastated will not willingly surrender. While attempting to capture
by war or fire to see if there is anything valuable to steal them for psycho-cube treatment is preferable but this is
or having a meeting in a devastated city of old America often impossible. Terrorist groups and agents for hostile
with another criminal group could cause perps to travel powers are unlikely to ask for, or give, any quarter. If they
outside their normal territory. can escape they may attempt to do so, but often this may
Citizens can also travel. Visiting a neighbouring city block be impossible. Blitz agents cannot surrender, to do so
could be something new and thrilling for them (and poten- would mean instant death so they will try to fight their way
tially dangerous if the locals recognise them as coming past any Judges if there is no clear escape route.
from a rival block). Trips to the various entertainment facili- For most perps their main aim will be to survive an encoun-
ties could be exciting. Club Mutie holiday excursions to the ter with the Judges. Some may fight to gain a temporary
Cursed Earth are bound to be dangerous. A trip across the reprieve, others will flee and more will surrender. Given the
Cursed Earth as part of a helltrek could form a campaign, as deadly effectiveness of the Judges few perps will survive con-
could being settlers on a newly colonised, alien world. tact with the forces of law and order should they resist arrest.

186
Not that this is always a bad thing. Killing or capturing Perps will have rival gangs to contend with. Both groups
perps should be the most common outcome to any given could easily have a nemesis in the form of a local Judge who
encounter, but it is always useful to have recurring en- targets them for special attention…
emies. This is as true for perp and citizen characters as it
is for Judges, but in the latter case it is more difficult to
achieve due to their prowess.
REWARDS
Rewards for Player Characters help drive a campaign.
Keeping an enemy of a party of Judges alive for more
Gaining experience and improving characters is one thing
than a couple of sessions can be challenging but there are
that will exist for every group. Unlike many roleplaying games
several ways to achieve this.
Player Characters in Mega-City One will have differing re-
Rather than having a single enemy the party could have wards depending on the type of campaign you are running.
a group of foes that work together. Examples include a
Judges do not expect a reward when they uphold the
street gang, the residents of a particularly troublesome
law, they do not expect anything. It is nice to be told they
block, a family of miscreants, a mobster’s criminal ‘family’
are doing a good job by their peers, of course, but they
or a tribe of mutant raiders from the Cursed Earth.
do not generally crave that kind of recognition. Judge
Other enemies will act behind a shield of deniability. A rewards are promotions, ever increasing levels of respon-
corrupt industrialist could have their underlings take the sibility and having to deal with ever more lethal situations.
fall, especially if the corporate headquarters is in another They might even get better equipment, be able to secure
megacity. A criminal could have a team of expert lawyers better support and access to new technology, as their su-
with them day and night, to ensure that they never ac- periors trust them more and more.
cidentally break one of the myriad of minor offences that Perps are usually driven by gain. Perp scenarios should
could see them go to the ‘cubes. reward Player Characters with money, power, influence and
Then there are perps who can cheat death. The most obvi- all sorts of material goods. They should move up the ranks
ous example from the Judge Dredd comics is Judge Death. in their chosen criminal gang, if they have one, and gain new
Other supernatural entities could also plague a group of contacts in the criminal underworld. As their competence in-
Judges, returning again and again to wreak havoc. A robot creases their contacts may be able to point them in the direc-
foe could download its programming into multiple versions tion of crimes with greater payoffs, albeit with greater risks.
of itself, allowing it to return once destroyed. Personality For citizens rewards can be monetary. Getting a reward
chips, technological hardware that can allow an individual from Justice Department for coming forward and identifying
to download their personality and then be inserted into the hideout of the Kramer Gang or a reward from the Kramer
another person, offer another form of immortality for an Gang by letting them know the Judges are looking for them
enemy. Such enemies can lure a group of Player Characters are both satisfactory. Getting on the block council, an apart-
into a sense of false security. They may have thought they ment on the upper (non-slum) levels of their block, winning a
had defeated their opponent permanently only to find that game show on a vid channel, a visit to the alien zoo without
they must, once again, face the same deadly threat. getting eaten by the escaped monsters would all be good
For parties consisting of citizens or perps their enemies are rewards for the average citizen. You should tailor the reward
likely to be less powerful. Citizens could be plagued by a gang to the group, though, as citizens are likely to have a lot more
of juves or corrupt members of their local block committee. variety in their desires than the average Judge or perp.

187
CH/8: CRIME BLOTTER
Welcome to 2099, welcome to Mega-City One and welcome to Judge Dredd. These Case Files are short vignettes that
provide the Game Master with various Judge Dredd scenario plots for their players. Where possible we have tried to
give you guidelines to run these adventures for Judges, Perps and even Citizens — some of them are better suited for
some types of groups than others.
Judges investigate crimes and chase down perps. Perps commit crimes, but these crimes can often attract the atten-
tion of Judges — Perps who cross paths with Judges tend to end up in an Iso-Cube or dead — so be mindful of just how
dangerous NPC Judges can be to fledgling and established criminals. Citizens are bored most of the time in Mega-City
One so they get involved in all sorts of events that most sane people would avoid.

THE MUNCE BUNCH WHAT IS NUMUNCE?


NuMunce is processed munce with a flavour enhancer
// The Setup developed by the FlavULike Corporation.
This scenario revolves around the generic foodstuff
known as munce. Grown on farms on the Cursed Earth, WHAT IS THE FLAVULIKE CORPORATION?
Munce is a highly nutritious foodstuff and can grow in poor The FlavULike Corporation is a wholly owned subsidiary
soils, even mildly radioactive ones for it will not absorb of Doctor Mog Vagabundo’s Munce Bunch, itself privately
the radiation. Raw munce has a foul taste and smell and owned by the doctor.
it needs to be processed to become edible. Many munce
products taste rather bland and the various forms of food
are tolerated, rather than liked, by the citizens. For Judges (The Crime)
In this scenario a group of food scientists have found a The Judges will be called in to investigate a theft at one
way to flavour munce so that it tastes extremely good. This of the corporation’s research facilities. Here they will meet a
is a potential goldmine for corporations as the process is representative of FlavULike and look into the crime. In addi-
worth billions. They would be willing to pay a group of perps tion to looking for clues to help solve the crime, it is possible
to steal the secrets in an act of industrial sabotage. the Judges will be on the look out for all kinds of health
A group of Judges will be called in to investigate a break and safety violations at the warehouse where the NuMunce
in at the scientific labs where the munce products are be- has been stolen. If they do so they will find that the site is
ing tested. Perps have a chance to make a quick killing if run according to the strict laws laid down for such a facility,
they can get past security and grab the NuMunce. FlavULike is very keen not to run afoul of the law.

188
// The Rep HIRE VAN
Sally Salon is a breezy, cheerful and an all too helpful Dan’s Van Hire was the company that the perps got their van
public relations employee of Vagabundo. She is only too from; they paid off someone there to do it off the books. When
happy to show the Judges around and her friendly nature the records indicate the truck was not supposed to be hired
might put them on edge. One of her blond hairs is found as out that night the Judges will need to interrogate the staff
a clue at the scene of the crime — she snuck in there dur- to find what happened. Fortunately there were only a couple
ing a quiet moment and ate some NuMunce. of staff on duty and the culprit is not the kind of citizen who
Sally is in the early stages of pregnancy and ate some of the clams up when interrogated by the Judges. He will quickly give
NuMunce during a tasting. She now has a craving for the food; up the name of perp who hired the van.
Judges might see her behaviour as indicative of NuMunce be-
ing addictive. Should they investigate this possibility they will // The Who
soon find no other evidence to support this hypothesis. Mick Bricklington is a small time perp, who hangs out
with his friends, a bunch of losers who survive on welfare
// The Clues and the occasional theft. When Mick was invited to go on
There are a number of clues that Judges can find that a taster trial at the labs he found he really liked the food.
may help them track down the perps responsible: More importantly he heard one of the technicians there
boast to another that NuMunce was going to make them
SALLY’S HAIR all a fortune and clean up the market.
One of Sally’s blond hairs is found inside the empty While not especially bright Mick realised he could make a
NuMunce container. If interrogated Sally will be eva-
major score. He saw how lax the security was and decided to
sive, eventually she will explain that she sampled some
raid the place with his buddies and steal all the NuMunce. If he
NuMunce a few days ago and she has been sampling it
could find someone who would pay a fortune for the stuff then
on and off ever since. She does not understand why she
that he could look forward to a life of luxury. If not he and his
craves more each day. While the Judges might wish to ar-
gang would at least be set for food for the next six months.
rest her for this petty theft her employers have no inten-
tion of pressing charges. They will want to talk to Sally
about her cravings; if they can work out why they exist
there is a chance of greater profits.
Sally’s employee contract actually includes a clause
about food tasting. Although this would not normally cov-
er what she has been doing the company lawyers will use
it to ensure that she does not face charges.

SECURITY CAMERA FOOTAGE


The building does have security cameras and the perps’
van is caught on them. The registration of the van and the
logo of the hire firm which owns it are both visible with a
little enhancement by a Tek Judge.

TYRE TRACKS
The perps responsible for this crime have left plenty of
tyre tracks that will help the Judges identify the vehicle
used. The tyre tracks will match the van in the security
camera footage, allowing the Judges to rule out the pos-
sibility another van using false plates was used.

FORCED ENTRY
The perps were not subtle, they carried out a smash and
grab raid on the NuMunce storage building, stealing the
crates they found there. They forced their way through the
door and into the building before making off with their booty.

189
// The How // Complications
Mick and his gang went for the direct route - a simple smash
THE HOLY ROLLERS
and grab using a hire van. They took their loot back to their
block and have started to ask around to see if they can offload Mike Pence Block, like most blocks in the city, has a
the stuff quickly. Most of the NuMunce is hidden in their apart- problem with juve gangs and organised crime. Should the
Judges storm the building one of the local juve gangs, The
ments, although they have all already sampled some of it.
Holy Rollers, are going to take umbrage and make things
// Mack McMaccy, Phil Fly, Bob and difficult. This can include misleading the judges and they
may even take pot-shots at them.
Don Orlando
These are Mick’s gang, lowlife thugs one and all. They MOB TACTICS
are close friends who will willingly fight for one another, One of the local mob bosses, Vito O’Brien, may have heard
should the occasion arrive. The NuMunce job is a major of Mike’s attempts to sell his loot and will try to muscle in on
step up in their criminal careers. Mick is more ambitious the action. His men arrive just before the Judges, meaning
and ruthless than the others, and will gladly sacrifice them that in order to get to Mike’s gang the Judges will need to
to ensure his own survival. blast their way through a half dozen well equipped hoodlums.

// Tracking the Culprits NOBODY HOME


If the Judges somehow fail to track the van used in the Mike may have found a customer in the form of a ri-
raid then one of the gang will start selling his share to oth- val corporation. He and the others may be out when the
ers in the block. The Player Characters will be informed Judges visit, on their way to a meet. After the Judges raid
by control that the local block Judge, Judge Boyd, has ar- their apartments in Pence (and having dealt with any stray
rested one of those behind the theft. mobsters and/or juves) they will need to track down the
If they track the van down but fail to question the van gang. They can do this either through vid-phone records
hire firm’s employees then forensics should lead them to a or via PSU. They should then be able to disrupt the meet-
ing, although the corporation’s security team will be a far
member of the gang.
tougher prospect than Mike and his gang.
// Attack the Block HOOKED ON A FEELING
Mick and his gang are all residents of Mike Pence Block. How
One possibility that a Game Master could add to the
much resistance the Judges face depends on their tactics.
scenario is if the stolen samples of NuMunce had had an
Should they approach the gang with little or no caution then
addictive substance added to it. This would, of course, be
the perps will be alerted. Mick will tell his companions to take
very illegal and would get FlavULike, Vagabundo and the
out the law, while he uses his son’s aeroball backpack to try scientists involved into real trouble with the law if they
and escape with some of the loot and any cash the gang has. were found out. It would also explain all the more clearly
If they are cautious then they might catch Mick and the rest why Sally Salon was eating all the extra NuMunce when-
of the gang in one of their apartments with much of the loot. ever she could get away with it.

190
In an effort to hide what they have done Vagabundo
might call in some professionals to track down the thieves
and destroy the evidence. These will be skilled mercenar-
ies likely to cause even Judges problems. If they are en-
countered the Judges should wonder exactly why they are
interested in the stolen NuMunce. They will then have to
prove the conspiracy and attempt to bring those responsi-
ble at FlavULike to justice.

For Perps
NuMunce presents the perfect opportunity for a party
of perps to carry out a heist. How the Gamemaster intro-
duces them to FlavULike is up to them. They could be in-
vited as a taster as Mike was and overhear the technician.
Alternatively they might be contacted by someone who
was a taster to let them know what they overheard. Finally
they might have a local mob boss contract the job out to
them through an intermediary. In this case they will be
paid a straight fee in order to steal the NuMunce.
The security at the laboratory can be upgraded to give
the party a tougher challenge, with some security robots,
robodogs and/or extra sensors. If the Player Characters
are tough enough then they may even have to tangle with
a Judge responding to an alarm.
Handing over the NuMunce could be as straightforward
as the Game Master wants it to be. There is the possibility
of a double-cross but this is not necessarily the case.
The mob boss may also require the Player Characters to de-
liver the goods to his customer, a rival to FlavULike. Again this
has the opportunity for there being a double-cross or perhaps NuMunce to take out with them, past the security. The perps
another gang will turn up and try to muscle in on the action.
make it very clear their offer is not one that they can refuse.
Fortunately there will be a diversion provided by their
For Citizens employers; however the party will be unaware of this.
Hey Citizens, do you and your friends want to sample One of their fellow testers (not part of the group!) has
the newest flavour sensation from FlavULike? been injected with a drug prior to coming to the testing.
Doc Vagabundo is here to give you a fantastic ONE time In a couple of hours, once he is in the testing lab with
offer. Come to the FlavULike labs and test our new improved the party and various NPCs, the chemical will take ef-
NuMunce. A flavour sensation that leaves you with smiles on fect, turning him into a homicidal maniac! Now the cha-
your tongue! Your taste-buds will want to marry your mouth! os this causes should give the Player Characters their
We will even give you coupons for some of our other great opportunity to steal some NuMunce. However, they will
products if you answer a few questions for us afterwards! also have to deal with the dual threats of a madman and
In this scenario the citizen Player Characters have the op- the sudden security alert he causes…
portunity to taste the NuMunce in a consumer trial. However, When the excitement is over the party will be able
they will also be approached by a criminal group eager to to leave the premises and meet up with their erstwhile
get their hands on the product. What the citizens will have employer. If they have failed in their assignment then
to do is go through the entire process and try to get some they could be in trouble.

191
DROKK THE BLOCK!
// The Setup
The perps of Mega-City One are, if nothing else, crea-
tive in coming up with new ways to break the law. One
such talented criminal is Milton Bilton, part mobster and
part wannabe vid director. Milton has been a minor (and
undetected) player in the vi-vid scene (vids featuring acts
of violence that are often fatal for many of its unwilling
stars). Now he has come up with the ultimate in the genre
– a block war recorded in all its glory.
For several weeks now Peter Fonda Block and Dennis
Hopper Block have been staring daggers at each other
across the inter block plaza. Both Citi-Def forces are
twitchy and the whole situation is on a knife edge. Just
one spark would be needed to set a block war raging and
pit the two neighbours in a fight to the finish; such rivalry
is not uncommon in the city. In this case it is Milton’s ef-
forts that have caused this upsurge in mutual hostility, set-
ting the two blocks at each others throats.
Milton’s plan is almost ready. He has already put the
pieces in place for his new show which he intends to
broadcast over a pirate vid network. Welcome to Drokk the
Block! He has spent much of his fortune employing hack-
ers to infiltrate both buildings’ security, especially auto-
mated defence controls and cameras.
What goes on in both blocks Milton sees, hears and can Milton is ready to start the war and his show. His plan is
record. The payoff for Milton’s plan is just about ready. to assassinate the son of Sandy Rood, the leader of Fonda’s
He needs to precipitate the conflict, setting the two Blocks Citi-Def. Sandy is a hothead at the best of times and will
against one another. Then he can film the whole thing, play- blame the Hopper blockers for the death of her son. Within
ing it live on his new channel. minutes of learning of his killing she will start to mobilise
Drokk the Block! is ready to begin! her block’s forces and prepare for a retaliatory strike.
This scenario is primarily for Judges, but both perps and Milton has created a drone gun to kill Rocky Rood. This
citizens can find themselves caught up in the block war. is little more than a high powered sniper rifle held aloft by
The Judges will have to contend with the plans of the mob some scavenged tech, using skysurfing powerboard parts.
boss in his headquarters and the two warring blocks as In the chaos of the block war he hopes to recover it to pre-
they attempt to restore order. vent it being tracked back to him. This will prove extremely
difficult to do, but Milton fears the Judges ability to do so
// Lighting the Fuse despite his best efforts.
Milton has been prepping the blocks for war for some time. Milton is well prepared and has got the credits, ti-
He has had acts of vandalism carried out throughout both tle screen and more ready for once the fun starts. He
blocks. Graffiti tags for rival gangs have been sprayed on hopes the blocks’ security cameras alongside his own
walls in each other’s territories. Milton had used the blocks’ mobile units will create a spectacular vi-vid event that
maintenance robots to paint the tags and ensured the se- the city will long remember.
curity cameras have not been working. As a result he has Milton is secure in his penthouse in nearby Jack
avoided being exposed and has ratcheted up the tension. Nicholson block. He has plenty of security in place in case
In addition he has used what influence he has to spread things spill over from his war and feels safe and secure.
rumours and outright lies about the rival blocks. With There are four security robots waiting to kill anyone who
printed hate ‘zines distributed in each block being highly steps foot inside Milton’s lair without his permission. He
popular he now has both sides eager for conflict. also has a number of human bodyguards with him.

192
It is unlikely the Judges will be able to end this conflict
For Judges without significant backup. Initially, though, it will be up to
The Judges will have to deal with three connected in- them to eliminate the most dangerous participants in the
cidents one after another, although they will be initially fighting. The closest groups to them are the commandos
unaware of the link.
from Hopper attacking Peter Fonda and Fonda’s rocket
First of all they will be instructed to deal with a multiple batteries. Without help the block war is likely to rage for a
vehicle pile up on the Easy Rider Slipway, close to Dennis
good few hours before they can pacify the situation. After
Hopper block. There are several cameras indicating the
crash began when a sizeable object crashed down into the the carnage the Judges will need to sentence any captives
driver’s compartment of a mopad. This is Milton’s drone, and call in meatwagons for the dead and medwagons for
shot down by the trigger happy members of Hopper’s Citi- the wounded. Unless the party have somehow managed to
Def, on high alert due to the current tensions with Fonda. capture her alive, Sandy Rood will be among the fatalities.
As they deal with the carnage they will receive a report
of a murder on one of the upper levels in Peter Fonda // Milton’s Eye in the Sky
block. This murder is the killing of Rocky Rood, when the Justice Department will be aware of the illegal broad-
Judges get to the apartment they will find one of the oc- cast by now and will let the Player Character Judges
cupants waiting for them. This is Cliff Rood, a fourteen know. At this stage they will assume it is an opportun-
year-old juve who called in the Judges. His brother lies istic hacker but it should quickly become clear that the
dead near to the window of the lounge area of the sizeable block war is something unusual.
apartment. Preliminary investigations will indicate who the
victim is and that he appears to have been shot from out- During the fighting the Judges will have opportunities to
side the window. Judging from the angle of fire the shots spot a roving camera drone which flits out of sight the mo-
seem to have been fired from nearby Dennis Hopper block. ment that it is discovered. Milton will continue to film the
As the Judges start to get their investigation underway Judges when he thinks it is safe to do so. The Judges are the
there is the unmistakeable sound of explosions. Hopper is star of the show. Viewers are paying a fortune to see them in
under fire, taking damage from several salvoes of rockets action and Milton already has an idea for a new crime show
fired from Fonda. Rocky’s mother has decided to strike to continue from where Drokk the Block! leaves off.
back quickly against her hated enemies who (she believes) One of Milton’s camera drones was shot down during the
have murdered her eldest son.
block war and he cannot risk recovery yet. He hopes it will
As they are already on the scene the Judges are ordered not be discovered until after the Judges have left so he
to quell the situation. They can request support from riot
can retrieve the unit. The Player Character Judges should
squads and other Justice Department assets as needed if
they cannot control the situation on their own. How long it have the opportunity to recover this camera, or they can
takes for this back-up to arrive is up to the GM. shoot down one cameras following them. Any camera they
Due to their heightened state, Hopper’s own Citi-Def units get hold of is not a standard issue camera drone; it is a
rapidly return fire and the scene quickly descends into car- custom, bespoke design and highly sophisticated.
nage. Both blocks are exchanging heavy gunfire between Handing over the camera to forensics will discover a
the buildings. Citi-Def forces from Dennis Hopper have number of clues.
invaded Peter Fonda block and are engaged in running gun- » It has a custom design, not something you can buy
fights along the corridors. As of yet, attackers from Peter off the shelf.
Fonda have not breached the corridors of Dennis Hopper. » There are trace amounts of skin and hair which can
Milton is gleefully broadcasting the carnage, complete be tested. These are from one Theo ‘Teddy Boy’
with a live kill counter and close-up shots of the most vio- Duntz, a known hacker with links to organised crime.
lent deaths. He even has sound bites and overlays ready The most recent information ties him to the Bilton
for the action. As the number of viewers climbs rapidly Syndicate operating out of Jack Nicholson block.
Milton has introduced more ways to make credits from the » With a small amount of repair it can start working
fighting. He has set up gambling lines where viewers can again and its signal analysed. The signal operates
make bets on different aspects of the block war. They can on a wavelength that has numerous other signals
bet on the total number of deaths, how many Judges are using it. They all appear to be sending their signals
killed and other, similar wagers. A fully automated service to an electronics store operating on the edge of
takes the calls and the money has started to roll in. the Jack Nicholson block plaza.

193
// The Murder of Rocky Rood These individuals will resist arrest but Theo, at least, will
It will become clear that the murder of Rocky Rood is give up meekly. He will admit that he was paid by Milton to
the event which sparked the confrontation between Fonda help put together the drones and to modify the robots.
and Hopper. Interrogating survivors of the Fonda Citi-Def
will have them confirm Sandy Rood was incensed by the // Milton’s Fall
murder at the hands of a Hopper blocker. Once she let her Milton’s penthouse is protected by four security robots
comrades-in-arms know they all agreed with her to launch and a number of human bodyguards. Milton has always
retaliatory strikes. known there would be a risk of being found out by the
Detailed forensics indicates that the shot came from the Judges for his latest criminal endeavour. As a result the
general direction of Hopper, but not Hopper itself. The shot robots have been programmed to shoot any intruders, in-
was from an elevated position, one a little above the suspect cluding Judges. Milton does not want to be taken prisoner,
block. so he sends the robots to hold off the Judges as he makes
Hopefully the Player Characters will be able to surmise his escape using his top of the range hoverlimo.
that the murder of Rocky was a deliberate attempt to start
If the Judges are unable to catch Milton he will escape and
the war between the two blocks. A Judge with local knowl-
edge will know that Jack Nicholson block has always had a go underground. He assume a new identity and then look
rivalry for both Fonda and Hopper. Asking the local sector to rebuild his criminal empire. Even though he has been un-
house for potential enemies of the warring blocks will have masked and forced into hiding he has made a killing (in more
Nicholson block as top of the list by some margin. ways than one) with Drokk the Block! When he is ready he will
reappear to plague the Judges’ lives once more…
// Drokk the Bot!
The remote drone that fired the fatal shot is currently at
the scene of the traffic accident. This will not have been
For Perps
cleared up yet due to the emergency caused by the block For perps a block war is a dangerous but potentially
war. Traffic has been diverted away from the scene and fo- lucrative event. A gang of perps located near the warring
rensics teams are sifting through the evidence when they blocks could sweep in during the event, when everybody is
come under attack…
too busy to care about them. They could also appear in the
Milton has sent a couple of his security robots to retrieve aftermath, once the Judges have finished their crackdown.
the drone as it is still sending out a signal. In an effort to With so many residents injured or killed a cunning group
retrieve the drone the robots attack the Tek Judges and
of perps could enter the now empty apartments and take
the party will have to save them.
whatever they can find worth stealing.
Once the robots are dealt with the Judges can find
more information out from the wreckage of (a) the Alternatively Milton Bilton could be looking for competent
drone and (b) the robots. hirelings to aid him in his plot. The party might be asked to
» The drone is another bespoke design, same custom commit various acts of vandalism and petty violence in the
detailing, same signed chip and same program- run up to the main event. Or they could have a far larger
ming. Only this time there is an active signal. This part to play, like retrieving the gun drone from the site of
signal can be traced to the same electronics shop
close to Nicholson. the traffic accident before the Tek Judges can find it.
» The robots are also modified designs, like the mo- Bilton also has his criminal enemies. With him on the run
bile camera and the drone they have trace material
leading them to Theo Duntz. a group of perps could be sent by a rival boss to hunt him
down and relieve him of his newly acquired wealth before
// The Shop he can disappear.
Sparky’s is a small retail outlet that has been under
suspicion for fencing stolen goods for some time. Local As an alternative, with Bilton out of the way there may
Judges have carried out a couple of raids but have be room in Jack Nicholson for a new gang to rule the
found nothing illegal. roost. Player Character perps might like to take over the
Inside the shop there is a secret room that the local criminal enterprises, either as allies to an established
Judges will have to discover. In it is the control centre criminal cartel or as independents. This might involve
for the Drokk the Block! show, Theo Duntz and several clashes with Bilton’s former gang members, other mobs
members of Milton Bilton’s gang are present. moving into the territory and the block Judges.

194
Joining in the conflict can mean one of two things. Either
For Citizens the Player Characters are attacked and have to fight back
There are two main options for Player Character citizens in self defence or they get involved in the war in a more
where block wars are concerned. Attempt to escape the aggressive manner, targeting the enemy blockers.
carnage or to join the fighting in some capacity. In the former case perhaps their floor is attacked by
If necessary the GM can relocate the scenario so it includes a group of commandos and they have to kill the invad-
the Player Character’s block and two of their neighbours. For ers to save themselves.
an escape scenario the party might only be visiting either In the latter scenario they may be part of a commando
Hopper or Fonda when hostilities commence. Whether they raid, looking to cause as much damage before the rival
are residents or visitors the dangers are very real, with mur- blockers or the Judges arrive.
derous groups out to eliminate anyone they perceive as be- Finally citizens might stumble upon Bilton’s plot, but are
ing on the other side. Those protecting their block are likely unable to inform the local Judges for some reason. It will
to see anyone who is not a resident to be a potential enemy. be up to them to stop the gangster prior to the war start-
Invaders will be trying to kill anyone they come across. ing, a far from simple task…

195
THE FAST-BANK FAKERS For Judges
// The Setup It is best to begin this scenario with the patrolling
Corporations are always looking to get an edge on their Judges on their Lawmasters when they get a call from the
local sector house. The call is brief and the rest of the in-
competitors in Mega-City One and banks are no different.
formation is transferred to the Judges’ on-board comput-
The latest innovation, Fast-Banks, has caught on like wild-
ers. The female controller explains a suspicious Fast-Bank
fire with the citizens. Instead of catching a zoom or hover-
is travelling south on Nevil Shute Megway. This particular
bus you can instead hop onto a Fast-Bank and do all your
vehicle is not registered with Justice Department. While
finances en route. This is especially useful if you want to this may just be a glitch in the system it might also be
withdraw some credits for your day out. because the vehicle is a front for criminal activity. The
This scenario has options for Judges, perps and citizens. Judges need to bring the Fast-Bank to a stop to confirm
Judges will be tracking down an illegal Fast-Bank operation if it is a legitimate enterprise. If it is not they need to shut
being run by an ape gang. Perps will be looking to rob a down the operation and arrest the perps behind it.
smaller Fast-Bank for some easy cash. Finally citizens will be
trying to keep from being shot during a bungled robbery. // The Chase on Nevil Shute
The fake Fast-Bank appears to those on board to be legiti-
SO WHAT IS A FAST-BANK? mate, with robotic staff to help customers use the facilities.
Fast-Banks are large vehicles, about the size of the However, there is a small cadre of perps on board in a small
more deluxe MoPads. They are hover or wheeled vehicles suite of rooms where customers are not allowed to enter.
that zip along the Mega-City One megways at high speed. As the vehicle moves from site to site it is making a
They stop off at designated Fast-Bank transaction points mint for the criminals. The gang hopes their crimes will
throughout their journey to pick up and drop off pas- remain undiscovered until much later in the day. It is un-
sengers. The robot staff assist the customers with their fortunate for them that they have been spotted by Justice
financial needs in small, private compartments. There will Department cameras.
be security robots on board as well as several layers of en- The Judges need to move quickly to intercept the fast
cryption to protect the customers’ transactions. moving vehicle. It is almost certain that the apes will spot
the Judges unless they come up with a subtle plan to re-
CORPORATE CASH-IN main out of sight. In this case if they can approach closely
The Fast-Cash Corporation and the TransACs are, initial- and get on the back or roof of the Fast-Bank they will be
ly, the two businesses that introduce Fast-Banks to Mega- able to infiltrate the vehicle safely. If they are spotted the
City One. Both are owned by larger financial institutions. perps on board will try to accelerate away to avoid capture.
Later on a few more banks want to cash in on the busi- It is more likely that the Judges are going to ride up and
ness model and the market has become more and more demand that the vehicle pulls over. The apes on board will
crowded. The Judges, ever vigilant for the slightest abuse then attempt to escape, leading to a pursuit. The apes will
of the Law, are watching developments closely to ensure endanger themselves, their clientele and all the other us-
everything functions as it should. ers of Nevil Shute in their attempts to avoid justice.
The perps will try and put some distance between them
ENTER THE MOB and the Judges if they can. However the Fast-Bank they
The prospect of robbing Fast-Banks (or even stealing an are in is not capable of outdistancing Lawmasters so the
entire bank) is one that appeals to many criminals. For ape driver will attempt wild manoeuvres to try and get away.
boss Don Oogly Moogly a simple raid like this is a waste of Risky undertaking, swinging across multiple lanes, taking
effort, he has set his sights much higher. Using a fake Fast- turnoffs at the last moment or even ramming pursuers off
Bank the mobster hopes to entice rich customers from the road are all things he could try.
better off areas to use the facilities on trips out of their The apes have security robots with them as well, armed
block. The gangsters will pay out cash to ‘their’ customers. with a mix of laser weapons. Once the apes realise they
However, they are also busily gathering details about the are not going to escape by outrunning the Judges they will
accounts, including passwords. The information is trans- order the security robots to open fire on the lawmen.
mitted to confederates at another location who then use There are quite a few innocent victims on the Fast-Bank,
the stolen data to quickly drain the accounts of funds and so the Judges do need to be careful when engaging the
into Don Moogly’s pockets. speeding vehicle. Simply attacking the Fast-Bank with

196
all the firepower at their disposal is not something they They could rob a legitimate Fast-Bank or they may wish
should do; this could end up with a heavy death toll that is to target the ape fake one; in both cases there will be
likely to instigate an SJS investigation. Shooting back at plenty of cash on board for them to steal. Knowledge of
any perp or robot that opens fire at the Judges is perfectly a criminal run fake Fast-Bank will be needed in the latter
acceptable, although care should be taken not to endanger case. This may be discovered through a loose-lipped mem-
the innocent citizens on board. ber of the gang running the fake or via rumours among
the characters’ criminal associates. Alternatively the party
Once the Judges climb on board the Fast-Bank they will
could be hired by a local mobster to shut down their ri-
need to subdue or eliminate the apes and their robots, ar-
val’s operation. The main advantage of attacking the ape
resting any survivors. Judges may wish to check the citi-
Fast-Bank is that the gangsters on board will not call in the
zens lured onto the Fast-Bank and see if any have outstand-
Judges in any circumstances.
ing warrants or are carrying anything illegal on them A few
will be carrying unregistered weapons (for self protection If the players opt for tackling a legitimate Fast-Bank then
they will become aware of a good potential target. The
from taps) or illegal substances for personal use.
TransAC Corporation was one of the first players in the
// Softly Softly Fast-Bank market. A new route has just started and as luck
Judges who approach the Fast-Bank from behind can would have it the Fast-Bank passes fairly close to the Player
attempt to board the vehicle without being seen. If they Characters’ territory.
approach carefully enough the traffic is heavy enough Fast-Bank 03 is TransAC’s newest bank and it only has
to shield the Judges from the watchful eyes of the gang three robots acting as security on board, one for each of the
members. If the Fast-Bank’s access doors are breached it three banking compartments. This particular Fast-Bank is en-
is possible to take out the gang in a piecemeal manner, tirely automated with no human staff on board, just robots.
compartment by compartment. The largest number of In addition to the robots there will be human customers on
perps are in the forward compartment, where the Judges board the vehicle and they should be accounted for in any
will find three apes and at least two security robots. This plans the party makes. If the citizens are watched then there
restricted area has no customers present and is where the should be no problems. However, if left to their own devices
account data is transmitted to the gang’s confederates. they will certainly try and contact Justice Department us-
Moving through the vehicle the Judges will need to be ing their portable vid-phones. If the Game Master wishes to
careful to avoid civilian casualties. There are some sixty cause additional difficulties then the customers can include a
customers on board who could get caught in the crossfire. ‘have a go hero’ among their number.
Taking out the gang should present major difficulties for If Judges appear then the PCs will be in trouble as even
the Judges. They will require some back-up if only to call in a single Judge is a fearsome opponent. The best way to
catch wagons for the perps. deal with a Judge is to not encounter one in the first place.
This can be achieved by ensuring the alarm is not raised
// Following Up or escaping before the Judges arrive. With the bank being
With those on board the Fast-Bank in custody (or dead) the mobile the party could attempt to jam any signals leav-
Judges should want to uncover what the apes were actually ing the vehicle or alternatively try to hack into its alarm
up to. It will quickly become obvious that they were handing systems. Both tasks will be difficult to achieve, but allow
out more money than they were receiving as deposits. bonuses should the party come up with any clever ideas as
Interrogating the apes can get some information about what to how to get around the problem.
they were doing. However, having Tek Judges go over their op- The robot security guards will shoot to kill in response to
eration and equipment will clearly reveal the gang’s activities. any threat. This level of deadly security is legal and all the
After dealing with this part of the gang the Judges proper licenses have been granted by Justice Department.
should trace and arrest the rest of those involved. They The party should have escape routes planned. If they
may even try and take down the gang’s boss, who has can abscond with the Fast-Bank having not raised the
gone into hiding in the Jungle. alarm they can then rob it at their leisure at some loca-
tion beyond the cameras of PSU. If they do not simply try
For Perps to escape using the vehicle they will need to transfer off
The chance to rob a bank is something many perp based it into a getaway vehicle or stop and try to flee on foot. If
parties are going to want to try at some point, so Fast- the Judges have been alerted then escape could prove the
Banks represent an opportunity to do so. most difficult part of the heist.

197
Other encounters on board a Fast-Bank might include
For Citizens one or more of the following:
A trip on a Fast-Bank can play a part in the lives of a » Juves run amok. They get on at the stop after the
group of citizen Player Characters. party and start harassing everyone. One of the
The party could be unfortunate enough to be travelling Player Characters might have their pocket picked
on the Fast-Bank when it is targeted by a gang of heisters. during this diversion.
» Robot guard rampage. A security robot short cir-
If they are on board one of the larger Fast-Bank vehicles
cuits and designates everyone on board as a hos-
then it is entirely possible to have the citizens become tile. It will be some time before the Judges arrive,
embroiled in a bungled heist and sneak through the sub- so the Player Characters will need to keep their
structure of the Fast-Bank. In this way they can avoid the heads down or figure out a way to shut down the
perps and try to get to the communications hub so they dangerous guard.
can call in the Judges. Particularly belligerent Player » A punk gets bored and decides to spray BOING™
Characters can break into the security robots’ armoury onto a hysterical child. To make matters worse,
they start the child bouncing around inside the
and fight back. This might be a necessity if the vehicle
Fast-Bank. This could get dangerous!
they are travelling on is targeted by a vicious gang eager » A crazy with a baseball bat starts lashing out at
to leave no living witnesses to their crime. people. What will the citizens do?
Another possibility is if the party are involved in or are » An elderly lady thinks one of the Player
Characters is their grandson, regardless of gen-
close to the scene of a road traffic accident involving a der and regardless of age.
Fast-Bank. How they deal with the situation could have all » One of the cash machines begins to hand out free
sorts of ramifications. They might try to help themselves credits. Will the Player Characters take advantage
to some of the cash that lies strewn across the skedway. of this or report the malfunction?
Whether they then hand over this cash to the Judges » A failure in the drive module causes the Fast-Bank
when they turn up, like good citizens, or try to make off to skip stops and begin accelerating to danger-
with their unexpected windfall is up to them… They could ous speeds. The Player Characters will need to
get into the driving compartment to override the
also try and prevent other citizens from stealing the mon-
automatic driving system and take manual con-
ey. Finally they may just concern themselves with helping trol. Unfortunately the security robots may need
the injured and calling for help. Of course should the local to be convinced of the danger first. If they are
criminal element decide to rob them as they do so they not convinced they may try to prevent the Player
could become involved in a far more dangerous encounter. Characters from saving everybody.

198
SCARRED CITY
// The Setup
This action packed scenario is for a group of Judges or
perps and involves the Mega City 5000. This is an annual,
illegal and deadly motorcycle race that causes carnage on
the streets in Mega-City One. The race attracts many of
the city’s outlaw motorcycle gangs as competitors.
Every year, rival gangs gear up and plough through
the streets in a festival of violence and speed, ultimately
to prove which gang is the greatest. It is an event that
strikes fear into the hearts of citizens and always stretches
Judges’ resources to the limit. While the race violates in-
numerable laws, the havoc it creates also sets the stage
for additional crimes of opportunity. Anyone wanting a di-
version has one of the best possible while the attention of
Justice Department is otherwise occupied.
For a gang called the Scars, this is exactly the plan.
Although the Scars will be entering the 5000 they have
ulterior motives besides trying to win the race. They hope
to bust out their former leader from the infamous prison,
Devil’s Island. Needless to say, winning the Mega-City
5000 in the process will score the gang some major street
cred to boot. Reputation is everything.
If playing this scenario as a party of perps the Player
Characters will be recruited by the Scars. They will be using the
Mega-City 5000 as a diversion for the attempted prison break
and free the Scar’s incarcerated founder, Max ‘Hobo’ Sanchez.
A group of Judges will be part of the task force as-
signed to put down the Mega-City 5000 once and for all,
amid rumblings that something else is going down. Sure
enough, they will quickly find themselves dealing with a For Judges (the crime)
prison escape and a deadly high speed pursuit.
The Judges will be summoned to Justice Central. Here
WHAT IS THE MEGA-CITY 5000? the Grand Judge will explain there have been numerous
reports of unusual gang activity in the last few hours. Of
The Mega-City 5000 is an illegal and deadly motorcycle
those involved the most notable are a number of the most
race across multiple sectors of Mega-City One. The 5000
prominent motorcycles ‘clubs’.
involves dozens of heavily armed gang members fighting
their way across the route. While it is ultimately a race, not These gangs have been seen mobilising on their souped-
a war, there will be no shortage of violence as the gangs pull up bikes and heavily armed trucks. To the Grand Judge it
out all the stops to slow down, or eliminate, their opposition. feels like a show of force, a façade to frighten the other
gangs and make an early statement of intent about what is
WHAT IS DEVILS ISLAND? to come. Since it has been over a year since the last Mega-
Devil’s Island is a traffic island which doubles as a City 5000 the Grand Judge knows this likely means only
prison with its marooned inmates kept from escaping by one thing, the next race is imminent.
the surrounding highways of traffic. There is an endless For the Judges the task is to cover the route of the race
stream of computer controlled trucks that hurtle past at and put an end to it permanently by rounding up those in-
200mph, trying to cross the roads to freedom is suicidal. volved. Judges will also be reminded that there is usually a
The Judges have sent many notorious criminals to the spike of unrelated crime during the 5000. They are warned
Island, including the Judge killer Whitey. to remain vigilant for perps taking advantage of the chaos.

199
// The Clues These checkpoints are different each year and can even
move during the race. If a checkpoint gets blockaded by
THE GANG FILES Judges there will always be an alternative checkpoint as-
Files on each of the gangs are held at Central and will signed, either in advance or on the fly. This means not all
reveal their various grisly crimes and modus operandi. One participants follow the same route. The racers soon split
notable fact stands out: All but one of the major gangs up into several different groups once the long arm of the
have well established leaders. The Muties are led by long law starts to intervene.
time leader Spikes “Harvey” Rotten and the Spacers fol- To crackdown on the race the Judges will initially need
low the dangerous Zoot Smiley. The Aliens of Death, the to try and determine the race route. Once this is achieved
Cursed Earth Brigands and the Psyker Bikers also have they need to station themselves accordingly and lock down
well established leaders, but the Scars are under new checkpoints by reacting quickly to reports from other
management. The current leader is a man named Filthy Judges, control and concerned citizens.
Rodriguez, but he only stepped up in the last few months
but the gang is in a state of disarray. The previous leader, THE OBSERVATION POST
one Max ‘Hobo’ Sanchez, was locked up by Dredd some It is possible the Judges may try to investigate Hobo
months ago and he is now doing time on Devil’s Island. It is
Sanchez before the race starts. If they decide on this
therefore likely the Scars will be doing everything in they
course of action the race starts as they set off. They will be
can to restore their position by winning the race.
ordered to intercept the racers by control, leaving Sanchez
THE MAX SANCHEZ FILE free from their attentions.
Hobo is the founder and former leader of the Scars. Once the jailbreak occurs they will be informed by Judge
He lived on the streets prior to the creation of the Scars, Kwan. He will be at the nearby observation post and will
leading them from the beginning until his incarceration report the breakout the moment it happens. If the Judges
on Devil’s Island a few months ago. Sanchez’s profile and are reasonably close they have a good chance of getting
record show his style of leadership was to be present in a visual on the perps and can take it from there. If not,
person to ‘show his face’ whenever possible. Judge Kwan can give them updates as he gives chase.
Kwan will not be present when the PCs arrive, being in a
THE WORD ON THE STREET firefight with several of the perps some distance away.
Talking to citizens and reading the reports coming in at
Central will reveal the word on the street is ‘something // The Who
big’ will be going down during the race. Rumours state the Max ‘Hobo’ Sanchez is a notorious crime boss. He has
Scars are planning a major heist. never taken on the luxurious lifestyle which typically seduc-
The race is a living nightmare for citizens and carries es the city’s crime lords, despite his considerable wealth.
a high risk of death if it passes through their neck of the He claims that his parents were killed on the street by
woods. For the most part the Judges can expect citizens to Judges when he was very young. As a homeless orphan he
cooperate and provide information on gang activity. This learnt quickly how to make it on the streets of Mega-City
includes spotters who help them pinpoint escapees and One. Avoiding the law and the city’s social services he slept
chart the progress of the race. rough, surviving by stealing what he needed and fighting off
those who threatened him. By the age of 19 he was already
INFORMANTS running a small, ragtag biker gang called the Scars.
Informants tied into the network of cycle gangs around
With Hobo leading from the front the Scars quickly grew
the city will have heard that something special is planned
in both size and notoriety. Dressing like their leader in shred-
during the race. There is even scuttlebutt indicating that
ded rags gave them a wild, fearsome appearance and their
Hobo Sanchez is behind a Scars’ scheme to pull a heist.
reputation soon preceded them. There was no manner of
This is considered to be unlikely as Sanchez is currently
lawbreaking at which the Scars would not try their hand and
locked up with no way to control his gang from behind bars.
Sanchez blossomed into an effective, if unorthodox, leader.
THE ROUTE After a decade of growth Hobo found himself at the head
The exact route of the race is always different. Usually it of a sizable organisation. The Scars had found their niche
starts in one of the northern sectors, near the waterfront. in the criminal underworld, providing a citywide courier
The finish line will be located several sectors to the south service for the other gangs in the city. They had gained a
of that. In between the organisers provide the competitors good reputation with their couriers all well armed and reli-
a series of checkpoints that must be passed along the way. able. Any gang using the Scar’s services knew they would

200
not cooperate with the Judges and would protect the // Tracking the Culprits
cargo from outside interference. In this way small items of The first priority for the Judges in responding to the
high value were moved around the city between criminal breakout is to deal with the fighting gangs around Devil’s
groups. The Scars never knowing exactly what it was they Island. While the Scars make their escape three other
were carrying, allowing them to plead ignorance whenever gangs will be busily trying to eliminate one another when
they were pulled over by the law.
the Judges arrive. The three biker gangs (the Psyker
Hobo is tall, wiry and looks like he just crawled out of Bikers, Aliens of Death and Cursed Earth Brigands) will try
the gutter. Exactly where he keeps his wealth or what he to escape and rejoin the race. The Judge wardens from
spends it on remains a mystery, but these days he does Devil’s Island will assist the party as they deal with these
not spend it at all. Judge Dredd apprehended Hobo as part perps. After the three gangs are pacified the Wardens will
of a Wally Squad sting and had him sent to Devil’s Island. inform the player characters of Sanchez’s escape.
This put a major dent in the reputation of the Scars and it
The Scars will split into two groups, one trying to win
was touch and go if the gang could continue at all without
the race and the other looking to spirit Hobo away to
its long-time leader. Business dropped off and confidence
face change parlour. Those Scars rejoining the race will
in the gang plummeted. Many chapters of the Scars dis-
banded or fell to petty infighting; some formed new gangs soon run into other Judges looking to end the Mega-City
or joined with rivals when they could no longer see a fu- 5000. Should the party go after this group Sanchez will
ture for the rapidly declining Scars. escape. If the PCs contact control they will be directed
to chase Sanchez and the perps with him.
Filthy Rodriguez, one of the first riders Hobo had allowed
to tag along in the early days, eventually emerged as the
new leader of the Scars. Although not able to fully halt
the Scar’s decline he has just about held things together.
Fiercely loyal to the old boss, Filthy is the one who hires
any Player Character perps. With so many leaving the
gang Rodriguez needs some new muscle to help free the
boss and get the gang back to its previous position.

// The How
Rodriguez and the Scars have hatched a plan to spring
Sanchez. The Scars have paid off the Mega-City 5000’s
organisers to make a route past Devil’s Island a logical, if
dangerous, option. The chaos of the race will cause the
surrounding traffic to be disrupted, allowing Hobo to make
a break for it in one of the gang’s vehicles. They then plan
to disappear among the mass of racers.
The Scars have been blazing past the island lately, weav-
ing through the 200mph haulers to get messages to their
boss. They will cause the traffic to stop, allowing Sanchez
to make his move. The plan calls for the gang to start a big
fight with the other gangs as the race passes Devil’s Island.
Ensuring there is a pile up the automated vehicles will
stop, giving Sanchez his opportunity to escape.
The gang will have little time to make good their escape.
They risk being taken down by the rival gang members or
caught by the Judges who will be coming in droves when
word of the prison break gets out.
Once freed, Hobo will make a beeline for a nearby
facechange parlour, forcing them to rework his ugly mug. He
hopes to be able to walk free and ride in the midst of the Scars
once again once the face change process has been completed.

201
What happens next depends on how quickly the Judges
are able to catch up to Sanchez. If they arrive before the
For Perps
Scars and their allies take over the face change parlour The perps in this scenario get hired by a Filthy Rodriguez
there will be a final confrontation on the streets outside. and The Scars. The gang was a pretty major player until
While his gang tries to hold off the Judges Sanchez will try a few months back when Dredd locked up Max ‘Hobo’
and get his face altered and to escape in the confusion. Sanchez – sending him to Devil’s Island. Rodriguez has
been fighting the decline of the gang and plotting to bust
If the Judges arrive mid-procedure they will have to find
Sanchez out ever since, but with the gang falling apart
a way to get past the Scars guarding the parlour. The gang
they need help to pull it off. With many of the best and
will take hostages so the Judges must proceed with cau- most loyal members of the gang entered in the race the
tion to avoid casualties among the innocent citizens. shortage of manpower is severe. Filthy will pay hired guns
If the party fails to capture or kill Sanchez they should, handsomely to get the Scars back to being top dogs.
at the very least, get a record of his new face. Failure to do The Scars have been speeding past Devil’s Island, throw-
this will not go down well with their superiors… ing messages back and forth to communicate with the
boss. Hobo has come up with a plan from the inside and it
// Complications & Further Adventures sounds like fun to his club. The Scars cause a big rumble
All members of the biker gangs are looking to finish the and make a breakout attempt during the Mega-City 5000.
race. As a result they will fight back against the Judges For the plan to work, the perps will need to draw at
every way they can, very few will even consider surrender- least one other gang into a fight on the highway which
ing. They will not balk at killing Judges, after all this is the encircles Devil’s Island. They need to cause enough
Mega-City 5000! carnage to block the road and stop the computer con-
High speed pursuit requires considerable vehicle skills. trolled traffic that acts as the prison’s walls. Starting
Should the Judges use bike cannons at the wrong moment fights has never been a problem before – this part
they will endanger the lives of innocent citizens. This is should be a piece of cake. There is no love lost between
something the Judges must avoid if at all possible; they the Scars and rival biker gangs.
are there to save lives and bring lawbreakers to justice, not Once Sanchez is freed the Player Characters need to
to add to the carnage. get the hell out of there and escape. At this point the
If Hugo Sanchez escapes with a new face he will return gang splits up. Filthy and many of the others rejoin the
to haunt them in later adventures. His successful escape race to make sure a Scar crosses the finish line first. The
will increase the reputation and influence of the Scars. rest of the gang, with the Player Characters, will take a
detour with Sanchez. Hobo knows the only way to get
This will allow the gang to expand rapidly, becoming
back onto the streets is to change his face without the
stronger than ever before.
Judges being aware of his new identity. After escaping
There are likely to be other prisoners on the run, having the party will accompany Sanchez to the face change
taken the opportunity to escape as the Scars’ plan un- parlour. Once there they use whatever force is neces-
folded. The Judges may be called in to track down one or sary to make them replace his face.
more of these perps, perhaps even a familiar face they had
If the perps get there without Judges on their tail they
previously locked up. will need to secure and guard the premises and watch out
The Scars have managed to make life easier for the for the law or meddling citizens. The process only takes a
Judges in one way, however. The escape and fighting few minutes but the Judges will not be far behind. If the
around Devil’s Island has made stopping the race so much Judges try to block their route the perps will need to do
easier. No rider wins the competition and the race is never whatever it takes to blast them out of the way.
run on the streets again. This could lead to more problems It is possible one or more of the other gangs will realise
down the line as other outlaw biker gangs blame the Scars what is happening and instead of having to fight Judges
for what happened and start to go after them. they will face a rival gang instead.
One last loose end to clear up is to track down the organ- Player Character perps hired by the Scars do not need to
isers of the race. If the Player Characters want to find these be bikers themselves and can use whatever transport they
shadowy figures then allow them to do so. There are more can get hold of. After all, they are not part of the race and
dangerous groups involved than just outlaw biker gangs. are only interested in helping Sanchez escape.

202
SUPERSLAB SLAM // The Racers
The Superslab Slam has hundreds of entries at the start.
// The Setup Some are professional or semi-professional teams, as well as
Justice Department has many problems. Not least is keep- large numbers of amateurs. Some notable entrants include:
ing the citizens occupied enough in their spare time so they
do not commit so many crimes. Just as important is raising
MATILDA HAMMER
enough revenue to keep Mega-City One running. Hammer is one of the more aggressive entrants to the
race. She drives a formidable, heavy roadster equipped
An ambitious race promoter called Bernice Whiprock has with a reinforced ram at the front. This allows her to
approached Justice Department. His idea is for a race with smash through other vehicles in a collision and is a key
entry open to members of the public using a long stretch part in her success in the illegal ‘Destruction Derby’ circuit.
of the Superslab megway. This ram provides +10 SOAK to any frontal collision Matilda
The Superslab is the longest megway that bisects the is involved in while doubling the damage inflicted on the
city from north to south; Bernice proposes to use a 1,200 other vehicle. Her car also has a las cannon that can fire at
kilometre stretch of it for the race. Using its twenty-four any vehicle behind her.
lanes the idea is to split the race into seven stages with Matilda loathes Biggie Klam, and will drive him off the
rest points each night. Once the racers reach the far end road if the opportunity arises. The feeling is mutual.
of the course they will retrace the route on the other side
DIRK NOLANSKI
of the Superslab, finishing where they started. The race is
Dirk is a semi-professional racing driver. He has experi-
open to citizens who can put together a racing team that
ence of racing at the various tracks scattered about the
conforms to the race’s rules.
city, although the Superslab Slam is a step up for him.
Thus the Superslab Slam was born, a brand new event for Young and attractive, he will attend all the after stage
the people of Mega-City One to get excited about. All racers parties during the race and build on his reputation as a
must be citizens of the city and have up to date licenses.
Many ruthless competitors enter the race. They are at-
tracted by the considerable prizes on offer and the chance
of long term fame as race champion. For the winning team
not only is there a large cash prize but luxury apartments
for the driver and their support team.

// The Race
The Superslab Slam is open to high speed roadsters,
rather than just any vehicle on the road. Each entrant has
to meet minimum specifications for their vehicle. Hover
vehicles and computer driven vehicles are both prohibited.
The race is run in stages, with points given for position
and times at each stage. There are prizes for winning each
stage and a grand prize for winning the race as a whole.
The event runs for seven days, with overnight breaks for
the competitors and their support teams. This format is to
reduce the traffic problems caused by the race by allow-
ing most of the Superslab to remain open to regular traffic
during the race. It is also arranged in this format to max-
imise revenue by increasing the number of days the race
will be run over.
Unfortunately by running the race in this way it also max-
imises the potential trouble from the competitors, their sup-
porters and any perps looking to cash in on the event.

203
lothario. He races by the rules, never cheating and prefers QUEENIE ‘BOOBOO’ LESTRANGE
lighter, nimble roadsters compared to the more powerful, Queenie LeStrange is a star of the moment in Mega-City
heavier vehicles others are driving. His vehicle’s superior One. With a successful holo-vid show, a string of banal hits and
handling gives a +2d6 bonus to any driving checks he roles in some of the biggest cinematic hits in the last couple
would need to make when making any manoeuvre. of years her star shines brightly. She also has some talent as a
He and his support crew are there solely to win the race driver. Her agent claims the Superslab Slam provides a great
on their own merits. They have no criminal intent and are opportunity to ensure her popularity continues to rise.
unarmed, trusting the Judges to provide ample security She is driving a very fast roadster (+2 SPEED) but al-
and keep trouble to a minimum. though victory would be nice her main aim is to gain pub-
licity. To help with this she blasts her latest hits out of the
‘BIGGIE’ KIRK KLAM car’s external speakers and always flashes a smile to the
Klam drives a powerful, but heavy, roadster that has some cameras as she passes them. Queenie is in the race to look
decent armour protection (+5 SOAK). The handling of his good for her fans.
vehicle is not that great, however, with a 2d6 penalty to any
driving checks when he needs to make a sudden manoeuvre. THE HAZARDS
His vehicle also comes equipped with some hidden spit guns, Lucy and Boo Hazard are a pair of sisters from the
with twin pairs firing forward and to the rear of his vehicle. southern sectors. They drive a heavily customised older
Kirk is a veteran of the illegal ‘Destruction Derby’ cir- roadster that is a match for any of the others in the race.
cuit, where armed vehicles compete against each other. Their brother Dizzy is the third member of the team and
Winners can either be the last man standing or the first to all three are excellent drivers and mechanics.
cross the finish line after a set number of laps. The three enjoy a good fist fight in the right circum-
Kirk is a nasty piece of work, plays to win, kills to win stances and are in the race to win it for Denver Pyle Block.
and will wreck other racers if it looks like he might be los- These are far from the only racers. There are hundreds
ing. He loathes and wishes to beat Matilda Hammer, a long of other contestants allowing GMs to introduce their own
time rival of his on the illegal race circuit. drivers, support crew, fans and vehicles.

204
» Queenie LeStrange’s agent is hoping to cash in on
For Judges her race big time by having her killed. He has pro-
The Superslab Slam travels through many sectors and vided one of her rivals with weapons to take her
the local sector houses will police the traffic and crowds. out, however other drivers could get accidentally
Player Character Judges will be assigned to a task force be hit instead, causing carnage. Other assassina-
detailed to supervise the race and eliminate any criminal- tion attempts will occur, which should make the
ity caused by it. Judges investigate who would profit from the star’s
The Judges will be called to action whenever an incident death. Her agent has hefty life insurance policies
happens, PSU are monitoring the race closely through out on her, plus he hopes for a surge in sales of her
their cameras. The Judges will patrol on their Lawmasters records (where he takes a sizable cut). Queenie’s
and there are at least a couple of h-wagons providing aeri- popularity has started to falter so the agent has
set her up to ensure he maximises his earnings be-
al surveillance and support.
fore her career stalls.
At first the race will be relatively straightforward, noth- » The Hazards get drunk, because they have been
ing but some good natured jostling between the drivers. sampling their homebrew munsky. Their driver be-
Any of the possible race event ideas below can happen at gins to weave all over the road, crashing into some
any time the GM sees fit. of the other racers.
» A criminal group has set up a betting ring for the » Dirk and Queenie go head-to-head near the front
race. In an effort to maximise their profits they of the race. Queenie looks like she is winning, but
have a number of blitz agents along the course then rogue paparazzi robots break onto the track
ready to ambush leading competitors. Alternatively to try and get an exclusive high-speed interview.
the perps could target racers during breaks in the The robots immediately start to vie for position,
race at the end of each stage. Not only could they disrupting the race and causing havoc across the
try to eliminate racers, they could go after their whole Superslab.
support crews, sabotage (or destroy) the vehicles » A biker gang, from the Charlie Hunnam housing
when they are in their garages, or bribe or intimi- project, roars onto the track and starts to cause
date racers to perform badly. chaos by attacking the racers. The bikers are an-
» The rivalry between Matilda and Kirk descends into noyed as the race passes through their territory and
a shooting match with others caught in the cross- they have not been paid off by the race organisers.
fire. When Matilda realises that the law is on the » A major crash occurs and the drivers involved start
way she causes as much trouble as possible for the a brawl in the middle of the racecourse. The pile-up
other contestants. She tries to use force to get the blocks the road and the fighting racers start to pull
front, with Biggie not far behind. out a variety of firearms to settle their differences.
» Rabid fans of Queenie LeStrange or Dirk Nolanski These incidents and more should keep the Judges con-
beat up random competitors at one of the stage stantly active, dealing with a massive array of incidents on
stops, causing a small riot. and off the track.

205
will want to have an entry. The prospect of fame and for-
For Perps tune will mean there are many volunteers. To choose from
For perp based parties the Superslab Slam represents a these there could be a competition or prize draw. The win-
variety of opportunities. The group could try and win the ner gets to enter the race in the block sponsored roadster.
race for themselves, although they would first need to get The process of choosing the block’s representative could
hold of a suitably fast roadster. Just finishing the race will be an adventure in itself, with various individuals and
be problematic; winning it should be next to impossible. groups all vying for the position. Once chosen, though, the
However, if the GM allows it the party will have to deal with driver and his support crew (which will include the rest of
the consequences of victory (see the Aftermath section). the party) had better perform well. If they do badly coming
Perp characters may well indulge in a variety of dirty back to the block could present all sorts of problems.
tricks in the race. They can sabotage competitors’ vehicles, If the players win through and achieve victory they can
plant false evidence of cheating or worse. Any such acts leave their old lives behind and enter the realm of the rich
will have to avoid the notice of Judges watching over the and famous. However their stay in the luxury block may be
race and the Superslab Slam’s own hired security. shorter than they hoped for…
The race can provide perp characters other ways of
earning some credits other than trying to win it. As always
the large crowds the event can be targeted. While it is pos-
Aftermath
sible to rob spectators the various stalls and shops along
the race route are prime targets for thieves. // The Prize
The luxury apartments in Stanley Kubrick are everything
The race could also be a way of transporting illicit items
that the winning Player Characters could want. The prizes
from one end of the city to the other. This can be achieved
shared out with the rest of the team include (smaller)
using either a competitor’s racing or support vehicles.
Working as the couriers the Player Characters will not be apartments in the same block. Sponsorship deals get them
looking to win the race, merely to get the product to the luxury products for next to nothing. Life looks to be going
end user. Of course other racers will not know this and are great, and the GM may wish to run a scenario or two with
just as likely to target them as before. the party having everything they once desired at their fin-
gertips. Then disaster strikes…
The race also generates a lot of illegal betting. Besides
running their own book, perps might just target a local
bookie and make off with their takings. While this theft is
// Call me Jeeves, Dave.
Welcome to your luxury, computer controlled apartment
not going to be reported to the Judges the victim is likely
to fight back against robbers. in the brand new Stanley Kubrick Block, complete with the
latest devices to make your life one of ease. With the best
The race can also act as a distraction. The Player
in artificial intelligence to see to your needs you will never
Characters can carry out a major crime while the attention
want to leave your home again!
of the Judges (and most of the citizenry) is elsewhere.
After winning the race the Player Characters will get
to live the high life, at least for a short while. All those
For Citizens who were part of the team will get a deluxe apartment,
Citizen Player Characters are also quite likely to want to with the driver getting a penthouse suite. After a few so-
enter the race. However, it is probable that they will not cial events with the other wealthy residents they will be
have access to a roadster. One possibility is that their block ready to sit down and enjoy their winnings.

206
Among the luxury devices provided to them all are ro- // End Game
bots. Everyone will have their own personal roboservant, In the aftermath the legal costs arising from the deaths
the latest Brit Cit Jeeves Model, and a state of the art se- and damage will cause the Player Characters to lose every-
curity robot from Nip Cit. The luxury penthouse may well
thing. Fortunately the faulty robots will not be considered
have additional robots, at the GM’s discretion.
their fault in criminal law. However, they will have to pay
Jeeves is a perfectly mannered robot, helpful, soothing, out large amounts of damages in the lawsuits that follow
with an English accent. The security robots silently patrol on from the incident since they were the rampaging robots’
the luxury apartments at night and remain on standby owners. Their original block will welcome back their heroes.
mode during the day. They stay out of the way and are
Unfortunately they could end up the target for perps who
always ready to protect the property and its owners and
think they still have some of that prize money left.
guests from unwelcome intruders.
For perp characters there may be a more sinister motive
Unfortunately the Jeeves model suffers from a design
to the faulty robots – a rival group seeking to eliminate them.
flaw that kicks in at some point. They will override the
These perps want to be the ones running the rackets in
programming of the security robots and then will look to
eliminate any humans in the apartments. The good news Kubrick. Aware of the party’s criminal background they cause
is that the Player Characters will discover the problem be- the robots to go on the rampage so the PCs will be run out.
fore the robots turn homicidal. The bad news is that they Judge characters will be called to the scene of the car-
will only just have enough time to start running... nage and will have to rescue the residents from the robots.
The robots will cause extensive damage to the nearby They may then be ordered to discover the reason for the
apartments. Before the robots are overcome there will be incident and have to hunt down and arrest those respon-
a number of fatalities among the PCs’ neighbours. If the sible. This could result in a trip to Brit Cit to find those
PCs can hold off the robots for long enough the Judges behind the faulty Jeeves design from their now bankrupt
will swoop in and come to their rescue. company, Landley Autorobotics.

207
CH/9: STATE OF THE EMPIRE
State of the Empire is a scenario for a group of inexperi- Dredd sends Whitey to Devil’s Island, a prison set on
enced Judges, citizens or perps. The very first Judge Dredd a traffic island. Here the murderer is surrounded by
story sees the lawman destroy the Whitey gang following non-stop traffic, speeding past at hundreds of miles per
the murder of Judge Alvin. State of the Empire deals with hour, serving his life sentence.
the aftermath of that story and the fate of the building.
The scenario consists of the following five sections: // Using player character Judges
This encounter is a simple one. For a group of Judges
CRIME BLOTTER: ‘JUDGE’ WHITEY it is probably better to have Whitey’s gang be more for-
This section runs through the original story. It gives enough midable, with extra gang members to present a greater
information to encounter the Whitey gang, taking Dredd’s challenge. Also, the gang can be more scattered, leading
place. There is a brief description of what happens and then to a prolonged firefight with the Judges, with multiple am-
all the details needed to run it in your own campaign. bushes and traps to hinder the party.

EMPIRE STATE TASK FORCE


This section deals with the scenario for a group of Judge ADVENTURE HOOKS
Player Characters. It gives the Judges their briefing and The Empire State Building is a massive skyscraper, so
objectives. They will be part of a task force sent to deal has potential for different groups to investigate it. The
with the criminals found within the old landmark. Judges could be ordered to help to root out all the other
perps from the block and restore law to the place.
CRIMINAL EMPIRE
Perps could be contacted by a former member of Whitey’s
This section is the introduction to the scenario for a group gang who knows where their loot was kept. Unfortunately,
of perps. It gives them information they need to enter the other perps may have moved into the gang’s old lair and need
Empire State Building and what they may hope to achieve. to be overcome before the loot can be retrieved.
The party will need to complete the scenario in a limited
amount of time; they have heard on the grapevine that the Citizens might also wish to explore the old building. They
Judges are coming to clear out the fugitives hiding there. could be part of a Citi-Def exercise or an expedition by a
survivalist group. They may have heard rumours of the
LITTLE LOST RAY FEY legendary Treasure of Skull Island hidden somewhere in
An introduction for a party of ordinary citizens who find the building; they might be foolish enough to seek it there,
themselves braving the lower levels of the building. There despite folklore stating that the treasure is cursed…
they will hope to find a young juve who has wandered off
into the building when no adult was looking. EMPIRE STATE TASK FORCE (JUDGES)
THE STATE OF THE EMPIRE You move into the briefing room and take your seats;
This describes the locations within the building. It glancing around at the familiar faces you exchange a few
also provides information on the inhabitants and their words with fellow Judges with whom you have worked cas-
reactions to intruders. es in the past. Judge Stoll, the watch commander, marches
in and takes his position at the podium. At his back the
CRIME BLOTTER: ‘JUDGE’ WHITEY screen suddenly comes on and shows a live feed of the der-
elict Empire State Building, one of the sector’s eyesores.
Within the near-derelict Empire State Building are gangs
of vicious perps, hiding out from the law. One of these, ‘Three days ago Judge Alvin was ambushed and killed by
‘Whitey’, leads his small band in ambushing and killing one of the gangs hiding out in the old Empire State Building,’
Judge Alvin. Whitey returns the body to the Judges with Stoll begins. ‘The perps responsible have been dealt with and
a mocking note attached to it; the Chief Judge consid- Chief Judge Goodman has ordered the building cleared of all
ers flattening the building using an air strike in response. perp gangs. The Empire State will no longer be a safe refuge.
However, Judge Dredd persuades him that this is unneces- With that in mind you are all going to be involved in a major
sary and goes to deal justice on the perps himself. raid on the building. Look at your screens, you will see the
Whitey and his henchmen try to ambush Dredd, but he rosters there and which Judges will be part of your team.’
uses his Lawmaster bike’s automatic setting to fool them. When Stoll comes to your team’s orders you look up with
The gang falls for this ruse, ambushing the bike while special interest. ‘Your group will enter at the ground floor
Dredd gets behind them to create his own ambush. When on Soloman Boulevard. There are several retail premises
the perps resist arrest Judge Dredd takes Whitey prisoner at street level that need to be cleared before you enter the
while killing the other two members of the gang. building proper. You will be dealing with the lower levels.

208
These were former offices that were ransacked long ago.
There are numerous perps who we believe may be pre- ‘Judge’ Whitey
sent that you will need to look out for.
// Medium Sentient Human (6D6)
The Y-Empire are a juve gang that has its ‘club house’
somewhere near the entrance, so there are bound to be a Vicious Judge-hating psychopath
few of those creeps in residence. We also have seen Ricki
STR 6 (3d6) AGI 6 (3d6) END 3 (2d6)
Rocco enter at the ground level. A low-level associate of or-
ganised crime; it may be he is a link man between the mob INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6)
and the juves. Rocco has several known associates that have
disappeared from view recently, they may be holed up with CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
him. Notable among these is Katricia Bung, a suspected for- MELEE RANGED MENTAL VITAL
mer blitz agent. Almost as dangerous is Ronnie Blacktooth, DEFENCE 12 DEFENCE 24 DEFENCE 18 DEFENCE 18
who used to be an armourer for the Colorado syndicate.
SOAK 3
Blacktooth fell out with his boss by stealing a truckload of (padded jacket) VULN none IMMUNITIES none
high end weapons and selling them to a rival mobster.
A number of unidentified individuals are also present INITIATIVE 5d6 PERCEPTION 3d6
in your search area. They may only be vagrants but
could be something more formidable.’ SPEED 6 CLIMB 3 JUMP 12’/6’
Stoll then turns his attention to another team. After
finishing with allocating search zones, he then assigns
HEALTH 18
back-up teams.
CARRY 270lb (max. lift 300lb)
// Any Questions? ACTIONS 2
The Judges will have an opportunity to ask ques-
tions of Stoll at this point. REACH 5’

DO ANY OF THE NAMED PERPS IN THE TARGET


Knife 3d6 (2d6+3 piercing damage)
AREA HAVE OUTSTANDING WARRANTS? Las Cannon 6d6 (3d6 heat damage; range 14)
Some members of Y-Empire have outstanding warrants
for petty offences. Robbery and tap are the most serious
and there is a good chance that the more serious offend-
SKILLS
ers are lying low in their Empire State headquarters. hardy 1 (1d6), combat 1 (1d6), perception 3 (2d6),
Ricki Rocco has no warrants on him at this time, al- reactions 1 (1d6), gambling 1 (1d6), intimidation 3
though he has had iso-cube time for possession of an (2d6), local knowledge 1 (1d6), thievery 1 (1d6)
unlicensed weapon and receiving stolen goods.
GEAR
Bung is a suspect in several murders and is probably las cannon, knife, padded jacket
guilty of a number more. Like most blitzers she had an ex-
plosive implant that should have killed her when faced with
capture. It is thought hers malfunctioned and partially went Aim. Whitey gains a +1d6 bonus to a ranged attack
off causing a severe injury several years ago. Unfortunately, roll taken in the same turn that he spends an action
she was not killed but has become deadlier as the brain aiming.
trauma she received has made her more callous than ever. Dive For Cover. On a missed attack, Whitey can
use a reaction to move SPEED 6 and either get prone
WHAT SORT OF RESISTANCE WILL WE FACE? or behind cover.
Chances are Y-Empire will be keen not to be made Panicked Unload. When Whitey fires two shots at
homeless, so expect them to put up some sort of fight. a target and both hit, he gains a bonus third shot
Rocco may come quietly; it depends on what evidence
you find of any crimes he may have committed. The Henchmen
vagrants should do as they are told, although if any are Use the Mob Henchmen statistics on page 233.
drunk or on drugs you may find them belligerent.

209
As for any unidentified individuals, again it depends on // Any Questions?
what they are doing in the building. If they are just squat- Friendly knows very little about the job in hand. He will of-
ting they are likely to leave without a problem. If engaged fer his opinion of Ricki Rocco if asked - ‘A straight up guy.’
in criminal activity they may surrender easily enough or
have an arsenal with them and go down blasting.
LITTLE LOST RAY FEY (CIVILIANS)
ARE THERE ANY FLOOR PLANS? The Feys are great people. There must be lots of good
folk around, but the Feys make a real effort. They try to
No, the old building has had so many changes over the
build a community. They help others. In this city that is
years since it was abandoned we have no idea as to its something. Now their boy has gone missing, and you are
layout. It is likely that interior conditions will vary greatly. all out on the streets looking for him. The Judges say
Decades of abandonment could see interior partitions re- they will help, but they are too busy to properly look for
moved or major barricades built up. one more lost child out of thousands.
Then the old drunk says he saw a kid go into the Empire
CRIMINAL EMPIRE (PERPS)
State. The description he gave was just like Ray, he knew
Local hoodlum Mikey ‘Cheese’ Head has contacted you what he was wearing - even down to the colour of his knee-
and your associates and a meet is arranged at Mikey’s shug- pads. Old Sal went to spread the news, but who knows when
gy hall – The Cheesebowl. You know Mikey from the time he others might come back to help the search. And the Judges,
was a local block daddy, running the rackets in one of the they could take hours to get here, maybe days. No, a little
more decrepit blocks in the sector; he has since move on juvie could be in trouble and you are the only adults around
and up in the criminal hierarchy and now the word is out on just now who can help, so it is up to you to save the day!
the street that he is looking for a crew to do a job for him.

You are led into Mikey’s private office by one of his body-
// Any Questions?
The Player Characters are from the local area, perhaps
guards, ‘Friendly’ Ryan. Friendly shuts the door behind you living in one of the nearest blocks or in lower rise homes
and stands behind you inside the office. in the area. They will know the Empire State to be derelict,
‘I hear you are all on the lookout for some work. Well, I dangerous and the haunt for local troublemakers.
gotta job that will suit you down to a tee. Word is that the The drunken hobo ‘Slim’ is a well known local character
Judges will be coming down hard on the old Empire State who sometimes lives in the grand old building. If ques-
and I need you to go there to retrieve some of my prop- tioned he might prove a little rambling but sticks to his sto-
erty. Unfortunately, I left it in the care of Ricki Rocco, and ry – the lost juvie went into the Empire State on his own.
while he ensures me everything is solid I have my doubts. If the Player Characters think to ask any of little Ray’s
I want you to find where Rocco is hiding out and get my friends then one of them might admit that they dared
stuff back; you don’t need to know what Rocco has, but it Ray to go into the building. However, it will take time for
is worth ten large for you all to get it back for me. Should them to track down one of his group.
you succeed I might have more work for you.’ If they try to find others to help the party will find they
‘I would prefer it if Rocco hands over everything rather are the most able-bodied citizens nearby. The others are
than have any argument. He knows what I want, and owes all eldsters or are off searching for Ray elsewhere; some
me big, so you should have no issues there; but just in juves said they saw him playing hide and seek in a nearby
case you might want to go tooled up. Rocco is somewhere industrial complex. The dangers there might even be more
on the lower levels of the building, you should be able to than in the Empire State so most have gone there first, in-
get some help finding him from the losers living there. No cluding Ray’s distraught parents.
need to ask them nicely, though.’ Ray has been missing since yesterday evening and it is
‘Bring my stuff back to this place.’ Mikey hands over a now early afternoon…
slip of paper with an address on it. ‘It is a low-rise storage
unit where I have a lock-up. Friendly will meet you there Entering the Building
and help you unload the truck; It’s parked out back and Entrance to the abandoned businesses at street level
is plenty big enough for you and to put all the gear in the is a simple enough affair. Most have missing windows or
back. Now go, I got other things to do. Friendly, give them doors and can easily be accessed. Entry to the lower levels
the keys and show them to their truck.’ is either through a blocked stairwell (which requires time
‘If you have questions, ask Friendly.’ to clear it), the unused lift shafts or the sub-basement

210
garage. The latter is mostly blocked by a barricade of Most of the former business premises on the first floor
ancient, destroyed vehicles, rubble and assorted items of are empty. They have been stripped down of their former
trash. This can be climbed over by individuals on foot. fittings and contents and, in almost all cases, are lacking
For the upper floors access is more difficult. The stairways either their windows or doors. Any premises that has been
are blocked, although the barricade manned by Y-Empire boarded over has had some removed while the boards that
can be cleared the Judges will have to fight their way up- remain are plastered with advertising flyers. Apart from
wards. If they enter this way the perps in the building are assorted trash that has blown or been dumped into these
forewarned and have the advantage of higher ground. areas they are all empty. The exceptions are as follows:
Alternatively, the Judges may seek to access these floors
by directly using a hover wagon or by abseiling from a // The Cosmic Taco
higher floor. Unfortunately for the Judges they have no The smell of damp and worse things pervades this for-
vehicle available assigned to them; the hover vehicles as- mer fast food restaurant. Scattered about in this place are
signed to the mission are for Judges entering the upper piles of refuse that make up the shelters of the homeless.
floors of the building. It is possible, however, to comman- Here they can live with a roof over their head while staying
deer a civilian vehicle for this purpose. out of sight from the rest of the city. Although the furnish-
Entering Ricki Rocco’s level might cause some problems ings have long gone the large counter and former kitchen
initially due to the holograms hiding the intact nature of are still present. A faded menu sign on the back wall still
the floor. They may find themselves bouncing off a window shows the various delights that were once available here.
where they thought there was no glass. The Cosmic Taco is a long defunct chain of fast food
Entering the upper floors either by abseiling or directly from restaurants that proliferated in rundown areas of the city.
a hover vehicle will catch the perps by surprise; they will not be Then it was discovered that it was part of an organised
expecting attack from this direction. Instead of facing organ- crime money laundering operation; the Judges then shut
ised resistance the Judges will be able to take advantage of down the restaurants. In the case of the Empire State
the confused perps, who will be far less formidable. Building no new business tenants moved in since by then
the old building was in a dreadful condition.
THE EMPIRE STATE BUILDING Several vagrants are here, sleeping on old, soiled mat-
tresses. None have seen a child, although one claims a lo-
Long neglected and dwarfed by the massive modern
cal tramp named Smelly Pete said he saw one.
buildings of the Big Meg, the Empire State Building is a
sad shadow of its former self. Many windows are broken or None of the people here will offer any real resistance to in-
boarded over, there are cracks visible in the façade and the truders. They know of the Y-Empire juves and fear them. They
nearby sidewalks are strewn with garbage. The fact that it is are happy to let the Judges (or anyone else) know where the
still standing is testament to the skills of those who built it. Y-Empire juves can be found. They may even mention the gang
have a barricade blocking the stairs that lead to their hangout.
First Floor // Synthi Bucks
In this building (and all others in the city apart from the With peeling paint and a shattered front window that no
embassy and official buildings of Brit Cit) the ground floor one has bothered to board up this former synthi-caf café
is referred to as the first floor. is in terrible condition, even worse than its neighbours.

211
At some point vermin must have moved in as there are // Foyer 1
the tell-tale signs of their presence in amongst the junk in This entrance to the building used to hold the elevators that
this place. A horrible stench gets stronger and stronger allowed tourists to visit the observation decks at the top of the
the further in you explore the premises; it is obvious the building. The elevators are sealed, with the doors replace with
source of this smell can be found at the rear. plasticrete walls. These walls, like the rest of the foyer, are cov-
This café was once part of a much larger chain; this ered in graffiti and the tags of the Y-Empire juve gang.
franchise fell foul of the law as it continued to sell synthi- There is a makeshift pile of mattresses and old furniture at
caf long after it was banned by the Judges. Once it was the end of the rows of elevator shafts. There is the unpleas-
shutdown and the owners, staff and customers were all ar- ant smell of a long unwashed body emanating from this and
rested the place fell into ruin with the rest of the building. the soft sounds of snoring can be heard from the mound.
The café is the lair of Stinky Joe, who is no relation to Smelly Pete lives under his lair. He is quiet and respect-
Smelly Pete. Joe is an obnoxious, violent drunk who will ful of others (it does not matter who, he fears punishment
lunge, swinging, at a Judge (or anyone else) if they should having been on the end of a beating from Judges, petty
get too close. Fortunately, he is not much of an opponent criminals and citizens alike over the years). When speaking
even for a group of citizens. he will frequently smack his licks/gums when thinking of a
Use the Vagrant statistics on page 243 for Stinky Joe. reply or if he needs to pause.
If asked, Pete will confirm he saw the missing child near
// Vid Phones U Like the other foyer, the one that leads up to the place the
This former store is in better condition than the other ‘hurting people’ live. If asked to describe the ‘hurting peo-
abandoned retail outlets in the building. The main reason ple’ he will say they are wild young ones who he will always
for this is that the entrance door has remained intact. Once hide from and avoid if he can.
the Judges enter it will seem that the small shop holds little
of real interest. There are empty racks on the walls and a FOYER 1 ELEVATOR SHAFTS
small counter close to the entrance. A pile of mail sits near
If the Judges force their way through the walls blocking
the letterbox. All the envelopes and fliers are dated from
the elevator shafts it will take them some time. To break
many years ago; the letterbox is now sealed. There are in-
through requires the tools to do so, unless the Judges wish
numerable dead insects gathered on the floor next to the
to expend some high explosive rounds.
window and door. From the literature on the floor and the
small signs in the shop it is clear it once sold vid-phones. At the far end of the elevator shafts a fixed ladder, quite re-
There is an interior door at the rear of the shop. cently added, allows an individual to climb up to a hole in the
This door is closed and leads into a small office with a re- wall on the fourth floor. This is an emergency escape route for
stroom beyond another door behind it. Unlike the shop noth- Ricki Rocco and leads to the basement; this can be used by the
ing has been stripped here, but a long dead corpse sits on a Judges to surprise his gang on their floor. Other than this hole
ruined swivel chair behind the small desk. An opened medical in the shaft there are no more exits farther up the shaft until
kit sits on the desk, as does a spit pistol, its magazine half the observation deck at the top of the building is reached.
empty. There are several bullet wounds in the corpse’s chest.
// Foyer 2
The desiccated corpse has been here for many years; Once the major entrance to the offices and residences
it will take a detailed examination by a forensics team to of the Empire State Building, this grand foyer has seen far
identify the corpse so that a murder enquiry can begin. better times. There are small piles of rubbish scattered
A group of Judges should call in support to deal with the around and the whole area reeks of the stench of decay.
body; they have a more important assignment to finish
The doors to the elevator shafts have been welded shut
first by clearing out the rest of the lower floors of the
although the litter strewn stairs do offer a way up. A door
building. The spit pistol needs cleaning but is otherwise in
at the rear of the foyer, behind the desk of the building’s
decent condition and a party of perps or citizens may wish
receptionist, is barred and locked from this side.
to keep it for their own, later use.
The corpse is that of a former member of an organised The bolted and locked door leads to the sub-basement be-
crime outfit. It is up to the GM to decide how to proceed low. A character with the appropriate skills and equipment
from here. They can either have the party of Judges inves- can attempt to force it open by unlocking it or use brute force.
tigate themselves or can assign a senior Judge from the Sufficient time and effort (plus a crowbar) will eventually suc-
sector house to take over from here. ceed. A high explosive round from a Lawgiver would also work.

212
The sealed elevator doors lead to elevator shafts; these
were long ago scrapped and there are no cables but it
is possible to climb up or down the shafts. The elevator
doors to all but the basement levels below are all welded
shut. The correct equipment can overcome this obstacle,
either cutting tools or a breaching charge.
The main stairway leads upwards to a reception area
above. However, it is blocked by a barricade constructed
by the Y-Empire juve gang who have their clubhouse on
the second floor.
FOYER 2 ELEVATOR SHAFTS
These no longer provide easy access to elsewhere in the
building. A persistent group could use them to get around
the barricade to the stairs or descend to the lower levels.
There are no longer any elevator cables, looters stripped
these from the building for scrap a long time ago.
Forcing a way through any of the welded doors will alert
those on that level that someone is coming. It is possible to
surprise the occupants if using a breaching charge, if the at-
tackers are quick to follow up the explosion. If there is delay
reinforcements with converge at the breaching point and
attempt to create a crossfire to eliminate any intruders.
FOYER 2 STAIRWAY
The Y-Empire juve gang controls access to their level and the
ones above by use of a barricade they have constructed over
the years. This is quite a resilient structure set at the top of the
stairs and is fixed in place. A section swings back like a gate,
allowing the juves and their allies to come and go.
A trio of guards (Juve Gang Members) watch the stairs
and are there to prevent unwanted intruders. These juves will
be boisterous and defiant if anybody appears, their bravery
enhanced by the barricade. However, if one or more are elimi-
nated then any remaining will flee, hoping to rally the rest of
the gang to throw back intruders with their superior numbers.
The barricade is solid enough to provide protection from
attack, granting the standard 2d6 cover penalty to attacks.
Trying to climb over the barrier needs a Routine [10] AGI
(climbing) check and uses 4 squares of movement. Doing so
exposes the climber to fire from the Y-Empire gang members
defending it, giving them a +1d6 bonus to attack the intruder.

Second Floor
The second floor was a series of medium sized offices from the building the gang will be larger. For a party of citi-
that held individual business premises at some point in
zens who approach the gang peacefully there will be fewer
time. This floor now holds the gang clubhouse for the
juves. These will, if asked, tell the dumb ‘dults to leave their
Y-Empire, a group of renegade juves who have banded to-
gether after being thrown out of their homes. territory, and no, they haven’t seen the lost juvie.
The numbers of the gang within the block depend on the For a group of perps, they can be bribed to get a message
strength of the party and how they approach the juves. For to Ricki Rocco who might then let them through. A hundred
a group of Judges looking to tackle the gang and evict them credits will be sufficient, or a decent gun with ammunition.

213
// Restrooms
Y-Empire Statistics These still function, making the place less vile than it
The juves here number between six and a would otherwise be. There are even a couple of working
dozen, being led by Neddy ‘The Ned’ Nederson. showers; although the water is far from clean it does allow
Modify the numbers of gang members to suit the juves to keep some semblance of cleanliness.
the ability of the Judges.
For the regular gang members use Juve // Gang bedrooms
Gang Member (see page 230) statistics Here the various members of the gang crash. The rooms
and for Neddy use the Juve Gang Leader are generally filthy and in disarray, although in a few the
statistics (see page 231). occupant has tried to make the place liveable. In these
better rooms posters hang from walls, the walls may have
been painted and/or the room is clean despite the overall
// Y-Empire
conditions of the area. Some rooms might be occupied if
Y-Empire is a typical juve/punk gang who hide out here,
the party has managed to get this far without being de-
individually they are more resolute than most gangs but
tected. If an alarm has been raised the gang will have con-
suffer from a lack of equipment. They have no real area
gregated elsewhere to fight back against intruders.
they control from where they can extort money; this lack
of regular income makes them undertake risky endeavours // Club Den
and they frequently end up serving time in the juve-cubes. This large, open area is a mess and is where the gang
These losses keep their numbers down and those here hangs out. The room is full of stolen goods, including
are poorly equipped, having few credits with which to buy a couple of tri-d sets and a shuggy table. The toughest
weapons and other useful items. members of the gang will be found here if the alarm is not
All this does not stop Y-Empire being a belligerent raised and they will fight to defend their home.
group of little thugs. They are bullies and if in a group There are boxes of stolen goods (most shoplifted from
will be emboldened. They may try to bully citizens, fight nearby stores) and drug paraphernalia scattered in the room.
perps and mouth off at Judges. There is enough evidence of criminality here to lock up the
The gang has a cordial relationship with Rocco, and he members of the gang for a considerable length of time.
pays them a few credits to ensure no one approaches his
hideout uninvited. None of the gang has seen Ray Fey.

// Elevator Foyer
The doors to the elevator have been welded shut and it
is difficult to force an entry. The Y-Empire are a little too
secure in their base and do not post a guard in the foyer; if
the doors are swiftly breached the juves will be surprised
and any resistance will be much less organised.

// Empty Offices
Most of the offices are deserted, and full to the roof
with assorted junk from decades ago plus whatever the
Y-Empire have decided to dump there. There is nothing
of interest in any of these areas, although it will take
considerable time to search them. It takes about one
man-hour to search an office, with a maximum limit of
three people to search each office.

// Storerooms
Although quite full these offices are quite organised.
They contain a variety of stolen goods, often boosted from
hijacked trucks by the gang or stolen in raids on shops and
warehouses in the sector. The gang also keep their provi-
sions here, including their food and water.

214
Third Floor // Storage Rooms
Ricki has a large amount of contraband in his hideout. This
The third floor is a series of empty offices. This is a deserted
is mostly stored in the spare rooms on his floor, with the
level where both Y-Empire and Ricki Rocco discard their rub-
items worth a large amount of credits. Should Ricki be cap-
bish. There are a couple of booby traps on this level, placed in
rooms that the current residents of the building know to avoid. tured by the Judges then they will be able to send him to the
iso-cubes for possession of stolen goods, at the very least.
Fourth Floor Some of these items are held for other perps. Ricki might
try to pass on information, letting the Judges know who owns
The fourth floor is the hideout of Ricki Rocco and several what, if he thinks he can get a reduced sentence by doing so.
of his associates. Ricki has had this floor repaired and it
now provides decent living quarters.
// Garage
Ricki, his long-time friend Katricia Bung and four hench- Ricki and his gang have a small hover truck with which
men are on this level. The rooms are fitted out well; Ricki’s they bring stolen items to their hideout. It is stored in this
room is luxurious. There are plenty of illegal goods stored in area – it could provide an opportunity for one of more of
various offices and each perp has their own living quarters.
the gang to escape if things go against them.
The whole level has the benefit of an electric generator pro-
viding power. Holograms on the windows show the offices The truck is well maintained but is otherwise not spe-
to be deserted and derelict when viewed from outside the cial in any way. The entrance to the garage, like the rest
building; this floor appears to be empty of anything of value of the area, is concealed using holograms showing the
and in a worse condition than most of the others. ruined façade of the building.

// Bedrooms // Cinema Room


Each of these rooms is too large for the furniture it con- Ricki and his associates like to watch the latest movies,
tains. Each has a sizable bed, a wardrobe, desk, a couple of but dare not go to the local cinemas in case there is an
comfortable chairs and a set of drawers. A large vidscreen outstanding warrant for any of them. Fortunately, they got
will dominate one side of the room. Every piece of furni- their hands on (stole) the fittings necessary to create a top
ture in this place has come from truck hijackings or raids of the range private cinema room.
on warehouses or shops. Ricki and his associates do not
believe in paying for anything they can steal. // Lounges
If the party enters this level without alerting the gang- With ample room and decent furnishings these areas are
sters then they are likely to find one or more of the group not used as often as might be expected. The gang prefers to
in their bedrooms. Otherwise they will be hanging out in hang out in other communal rooms, only rarely relaxing here.
the communal areas most of the time.
// Office
// The Bar Ricki has a small office, where he can talk to his men pri-
Ripped out of a bar from one of the now deserted busi- vately on a one-to-one basis or contact the outside world
ness premises on the ground floor, the bar is in very
using his encrypted vidphone system. Again, the room is
good shape, Ricki got some contractors he knew to do
well furnished and everything in the room is stolen.
the work. Behind the bar is a mix of (illegally) imported
alcoholic drinks from Oz, Brit-Cit and other megacities. // Robots
There are crates of the stuff under the bar and the vari-
A small number of (stolen, obviously) robots are here. These
ous perps on this floor will help themselves to a drink (or
machines helped Ricki turn this derelict level of the building
several) whenever they feel the need.
into a very comfortable hideaway. Several of the robots are
responsible for maintaining and cleaning the area. There are
// Weight Room
also a couple of sex robots, which keep the gang entertained…
To help fill their time and stay fit Ricki has equipped
a weight room for himself and his associates. Various None of the robots are dangerous, they still have their
members of the group can be found here at different times original programming and cannot commit violent acts
during the day. There is also a sauna they use to help against a person. They will give whatever aid they can to
relax. Again, all the equipment has been stolen. any Judge who requests it.

215
RICKI ROCCO
Ricki Rocco
Ricki has had a long, and moderately successful, career
// Medium sentient humanoid (6d6) of crime behind him. He has spent several years living
in his refurbished headquarters, preparing it soon after
the man with a plan he was last released from the iso-cubes. He is a more
thoughtful criminal than most, carefully weighing the risks
STR 6 (3d6) AGI 6 (3d6) END 3 (2d6) and benefits for any crime he thinks about carrying out.
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) His associates appreciate his caution, allowing them to
have a decent standard of living without attracting the
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6) attention of the law. Ricki and most of his gang have size-
MELEE RANGED MENTAL VITAL able stashes of credits squirreled away elsewhere for their
DEFENCE 18 DEFENCE 18 DEFENCE 24 DEFENCE 18 retirement. Unfortunately for them all the rashness of
SOAK 6 VULN none IMMUNITIES none Whitey will shortly bring an end to their comfortable liv-
(kevlar) ing as the Judges plan to crackdown on the Empire State
INITIATIVE 5d6 PERCEPTION 5d6 Building and the perps hiding out there.
Ricki has an escape route through an elevator shaft
SPEED 6 CLIMB 3 JUMP 12’/6’ which leads to the observation deck; if anyone forces
their way through his allies he will flee this way, if pos-
sible. It is up to the GM to decide if he escapes or any
HEALTH 36 Judge Player Characters prevent him from doing so.
CARRY 270lb (max. lift 300lb) The storage rooms include Mickey Head’s stored items.
ACTIONS 2 If a party of perps tries to parlay for these goods Ricki
REACH 5’ will hand them over after calling Mickey on his vidphone.
If they try to use force to get them, some of his men at-
Club 5d6 (3d6+3 blunt damage) tempt to outflank the party – if this fails he may decide to
Spit pistol 5d6 (3d6 ballistic damage; range 9) hand over the items to avoid further losses.
If citizens approach asking about a lost juve, he will be
suspicious, but he is not a total monster. He will state that
SKILLS
hardy 6 (3d6), combat 3 (2d6), perception 3 no juvie has come this way but suggests trying to make
(2d6), tactics 3 (2d6), intimidation 3 (2d6), local their way down to the car parking basement. He would
knowledge 3 (2d6) suggest they go there to look for the child.

GEAR KATRICIA BUNG


club, spit pistol, kevlar vest
Katricia has been looking for a way out of the city for a
Leadership. Ricki can freely donate his LUC (3d6) while and hopes her friend Ricki can help her find it. For
dice to allies; he must declare this before dice are the moment she is happy to provide muscle for Ricki in
rolled. return for a fair cut in the proceeds of any crimes. She is
now considering paying for an escape using the services
Give Orders. Ricki can spend an action to issue
of a perp runner she knows.
orders. All allies within 30’ can take one immediate
Before leaving she first wishes to track down the mob
bonus action. surgeon who botched the fitting of her implant and pay
Stone Cold Stare. Ricki has an intimidating pres- him back for his mistake.
ence and is able to mess with people’s heads. He She knows her fate if the Judges catch her so she will
can make a 5d6 REP mental attack against a target, fight to the bitter end if escape is impossible; a lifetime
inflicting the Afraid condition on a success. in the cubes does not appeal and she hopes this will
give her friend time to get away.

216
Katricia Bung
Basement – Storage and pipes.
Immediately beneath the first floor is a basement area
// Medium sentient humanoid (6d6) which holds various pieces of decrepit machinery. Many of
these have been partially dismantled for scrap. There are
Former contract killer hiding from the law
plenty of pipes (again much has been stripped by looters) in
STR 6 (3d6) AGI 10 (4d6) END 3 (2d6) the narrow corridors away from the storage areas. Most of
the doors into the various rooms are missing (they can be
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) found piled up in one of the storage rooms).
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) In one of the storage rooms there is a tunnel, created by
MELEE RANGED MENTAL VITAL Ricki Rocco, using a now defunct disintegrator. This leads
DEFENCE 24 DEFENCE 18 DEFENCE 12 DEFENCE 18 to the abandoned basement of a store across the road.
SOAK 6 From here Ricki will hope to escape into the street, beyond
VULN none IMMUNITIES none any enemies’ reach or Judges’ cordon.
(kevlar)
In among the storerooms and pipe strewn corridors lives a
INITIATIVE 6d6 PERCEPTION 5d6 gigantic, mutated toad which has crawled up here from the
Undercity. It survives by eating the huge numbers of rats
SPEED 6 CLIMB 3 JUMP 20’/9’ which infest the place (plus the occasional vagrant).

HEALTH 36 // The Lair


This storage room looks to have partially collapsed into the
CARRY 270lb (max. lift 300lb) level below. An awful stench pervades the area, something
ACTIONS 2 like the combined odour of swamp water and rotting flesh.
REACH 5’ A pile of detritus dominates the part of the room
away from the collapsed floor. Some bits have slid down
Knife 6d6 (3d6+3 piercing damage, bleeding) among the rubble but there are bones, assorted scraps
of cloth and other rubbish. The bones appear to be hu-
SKILLS man and suddenly an immense form comes barrelling
hardy 6 (3d6), combat 6 (3d6), perception 3 out of the pile of refuse… This is The Toad in the Hole
(2d6), movement 3 (2d6), reactions 6 (3d6), (see page 219 for statistics).
stealth 4 (2d6), computers 1 (1d6), tracking 3
(2d6), thievery 1 (1d6)
Sub-Basement Car parking
GEAR The sub basement is a large open area with piles of junk
kevlar vest, knife and rubble scattered across the place. A few, mostly stripped,
car chassis add to the general feel of desolation.
Feint. Katricia gains a +1d6 bonus to a melee at-
There are several ways to access this level available to a
tack roll taken in the same turn that she spends an group of player characters.
action feinting.
» They can climb down the lift shafts with a
Achilles Heel. Katricia is adept at finding her vic- Challenging [13] AGI check.
tim’s weak spot. She can bypass SOAK once per foe. » Gain access through the collapsed floor of the gi-
ant toad’s lair in the basement level.
Shiv. When Katricia hits a target with her knife, she
» Climbing over the barricade that leads to the
twists it, automatically causing the Bleeding condition.
streets from the car park.
For a party of citizens this last method of entry might be
The Rest of the Gang
completely blocked. This ensures they must explore more of
For Ricki’s underlings use the Mob Henchmen the building to find Ray Fey and not be able to just go down
statistics on page 233. None of them are espe- to the car park, deal with the mutants and find him.
cially competent perps; without Ricki or Katricia to A small group of mutants can be found on this level and
lead them they would quickly flee or surrender. they have made this their home. They descend via a wide
crack in the floor into the Undercity from time-to-time to

217
hunt and explore. They more rarely sneak out onto the city // Upper Floors
bottom over the barricade on the car ramp. There they steal There are, of course, many more floors in the Empire
and scavenge what they can as quickly as possible, before State Building, but these have been blocked off by Rocco
they can be spotted and rounded up by the Judges. and his crew (with help from the juve gang). Should the
These mutants keep an eye out for intruders into their GM wish it he can have the players explore onwards and
level. They have a lookout placed on all the entrances to upwards, encountering more desperados hiding out there…
this level (including the entrance to the Undercity). The
guard will fire their weapon at any intruder before ducking // Beneath the Empire State Building
behind cover and raising the alarm, allowing the others to With the entrance to the Undercity beneath the building
hide. The mutants will then call out to the intruders, asking Judges may wish to investigate further. Other player char-
what they want – if they can avoid bloodshed they will. Of acter groups are unlikely to want to do so.
course, the Player Characters might not be too pleased if Other than ensuring the area is secure any Judges
one of them has been injured by the sentry. should not look to travel too far. There may be some
Ray Fey can also be found in the car park, having been dangerous creatures near the entrance; this can be
found by the group after he crawled through the barricade another giant toad, blind crocodiles or troggies, but any
leading to the streets and had some rubble collapse on his threat should not be too hazardous. After ensuring there
legs. He is hurt, but not too seriously, and is a little scared is no real threat from beneath the area the Judges should
by the ‘strange men’ (the mutants). He is kept in one of the secure the entrance to the Undercity and call in support
makeshift shelters the mutants have put up and will remain to seal it. The civilian construction crew will arrive an
there until fetched, being too fearful to leave on his own. hour later and seal the hole with rockcrete. Sealing such
The hostility of the mutants to any norms they encounter entrances to the Undercity is a priority in order to prevent
can vary depending on the GM’s desires. Options include: any dangerous creatures from entering the city that way.
» Vicious cannibals looking to serve up Ray as their
next feast. // Further Adventures
» Fearful victims of the world only looking to survive. Judge Player Characters may have several loose ends
» A gang of raiders scouting out the area before they to tie up. Ricki Rocco might have escaped and they now
perform a hit and run attack. They will then grab all need to track him down. Ronnie Blacktooth was never
they can and then retreat into the Undercity with
their loot, and from there to the Cursed Earth. found; perhaps there will be a clue to his location in
A parlay could be possible if the party treat them fairly; Ricki’s office. The dead body in the abandoned shop’s of-
they are likely to flee a superior force if they feel outclassed. fice might require the party to track down who he was
and then try and find his killers. Also, they may wish to
help other Judges with the clearance of the Empire State
Building; there are a lot of levels still unexplored.
For perps they may have a new patron in the form of Mikey
‘Cheese’ Head. By recovering his property, they will have
earned a little gratitude from the mob boss and he might ask
Mr. Friendly to give them another task. Of course, becoming
friends with Mikey might mean rival gangsters or the Judges
might start to look more closely at the Player Characters.
If citizens manage to rescue Ray Fey they will become
heroes to his family, friends and neighbours. Old Mrs.
Glokovic might approach them as a party is thrown in
their honour. She asks them to find little Mitzie, her lit-
tle robopoodle, who ran away last week because those
nasty juves scared her so much…

The Mutants

For the mutants use the Mutant statistics on


page 239.

218
The Toad in the Hole Sluggish. Unlike most creatures of its size, the
// Enormous non-sentient amphibian (7d6) cold-blooded toad only gets two actions and only
Horrid monstrosity from beneath the city rolls 1d6 for INITIATIVE.
Monstrous Leap. The toad leaps into the air a
STR 21 (6d6) AGI 6 (3d6) END 21 (6d6) height of 35 feet, making an attack against one foe
INT 6 (3d6) LOG 1 (1d6) WIL 10 (4d6) it can reach while doing so.
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6) Quake. The toad slams a tail on the ground,
shaking the area within 4 squares. The creature
MELEE RANGED MENTAL VITAL makes a 5d6 attack against everybody within the
DEFENCE 24 DEFENCE 10 DEFENCE 14 DEFENCE 32
area, knocking targets prone and doing 1d6 damage
VULN to them.
SOAK 14* IMMUNITIES none
2d6 (heat)
Come Here! The toad shoots out its sticky
PERCEPTION 3d6; tongue to grab a victim within 35’ (7 squares). A
INITIATIVE 1d6 darksight
medium-sized or smaller target struck with the
SPEED 4 SWIM +4 CLIMB 2 JUMP 12’/12’ tongue is pulled adjacent to the toad.

HEALTH 105
CARRY 420lb (max. lift 1050lb)
ACTIONS 2
REACH 10’
Bite 7d6 (4d6+6 piercing damage)
Tongue 6d6 (1d6 blunt damage; range 7)
SKILLS
combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6)
GEAR
none
* Remember that the Toad’s natural SOAK does not work against
heat damage, to which it is vulnerable (2d6).

219
220
221
CH/10: FOES
This method is the reverse method to creating a char-
acter, because you are starting at your desired result and
working backwards - you will know in advance that you
want an 8d6 “brute” style robot, and this informs the rest
of the creature’s statistics.
Once you have decided on your creature concept, follow-
ing these steps.

// Max dice pool (MDP)


Choose your monster’s Maximum Dice Pool. This will decide
man y of the following statistics. You should start with an
idea of how powerful you want your monster to be. For com-
parison, a starting character is 5d6, and a fire dragon is 15d6.
PCs tend to be a little more optimised than monsters, so
monster scores are slightly higher. Generally, a monster with
+1 MDP over a PC is a challenging match which the PC should
win. +2 MDP means the PC will probably lose one-on-one, and
with +3 MDP the PC is almost certain to be defeated.
Throughout this section, the term “MDP” means
“Maximum Dice Pool”. Throughout this section, when you
halve, quarter, or otherwise divide the MDP to derive a
value, always round up.

// Role, Size, & Type


Choose a “role”, a size category, and a type for your
monster.
The role is just a broad descriptive tag which is not used
in-game but can be useful when designing. Choose from:
» Artillery. A creature which does area damage from a
distance, such as a grenadier or a ranged heavy robot.
» Brute. A creature focuses on raw melee power,
smashing its foes to the ground, such as a great
ferocious beast or a mighty robot.
» Expert. A creature whose focus is not combat, such
CREATING A MONSTER OR NPC as a medic, engineer, or pilot.
» Ninja. A fast, mobile melee creature, able to at-
When creating notable enemies for your PCs you can cre- tack quickly and accurately and dance around
ate opponents using the character generation process earlier its opponents.
in this book. For generic NPCs use the simplified creature » Skirmisher. A fast, mobile, ranged creature,
weak in melee, but able to keep its distance and
design process presented here; several pre-generated NPCs pick off its targets from afar. Many gun-toting
created using this method can be found later in this chapter.. bandits are skirmishers.
This creature design process allows you to easily create » Support. A creature which heals or buffs other
creatures, or alters the battlefield; this could be a
a monster, creature or generic NPC type. You can create specialist support robot, or an adept commander.
anything from alien monstrosities to reusable NPC stat » Trickster. A frustrating opponent such as a teleporter,
blocks such as “Citi-Def Soldier” or “Psionic Interrogator”. or psychic foe, able to inflict a range of conditions.
These names do not really mean anything. They are
Monsters and generic NPCs tend to be a bit more arbi- descriptive tools during the design process, but you will
trary than Player Characters. Of course, a monster can never need them again once the creature is finished.
have whatever statistics you need - if you need your 3-foot The creature’s size uses the same scale as player
alien furry bear to have STR 20 or 200 HEALTH for some characters, and includes tiny (mouse-sized), small
reason, you can just assign those values. The following is (dog-sized), medium (human-sized), large (tiger-sized),
just a set of guidelines to help your design process; feel enormous (elephant-sized), gigantic (whale-sized), colossal
free to ignore any of them. (kaiju-sized), and titanic (skyscraper-sized).

222
You also need to know the creature’s type. This is an open-
ended list which includes, but is not limited to, the following
creature types: aquatic, avian, beast, changeling, crystalline,
insectoid, humanoid, gaseous, mechanoid, plant, projection
and reptile. A creature can have more than one type, of
course - it might be an avian mechanoid or a crystalline plant.
The type will help determine some of the creature’s exploits,
which you will list at the end of this process.
It is important to note that this is just an “introductory”
list of creature types; you can no doubt imagine more
exotic things like oozes and electricity monsters, and many
more. Using these details, note the monster’s descriptor,
which is formed as follows:
[size] [sentience] [types] (dice pool)
For example:
Large semi-sentient mechanoid beast (7d6)

// Attributes
A creature’s attributes depends on the monster’s role,
which you chose in the previous step. Only give the creature
a PSI score if you want it to have psionics. A creature’s REP
score will help determine how much the player characters
(and others) know about it. The creature’s mental statistics
assume that the creature is sentient, but non-sentient,
semi-sentient, and super-sentient creatures may radically
alter these values in the next step.
// Sentience
Also consider the creature’s sentience. Sentience have 1-2 (1d6) LOG (carnivores are usually more intelligent
typically comes in the following categories and can alter than herbivores) and may often have INT attributes as high
the creature’s mental statistics in the following ways. as their AGI attributes. INT represents senses, perception, and
Non-sentient. Non-sentient does not necessarily animal cunning. Note that creatures known for specific senses
mean non-intelligent. Non-sentient creatures are (such as owls) can also have extremely high skill ranks in those
immune to mental attacks. specific abilities. CHA tends to be 1 (for ugly critters) or 2 (for
Semi-sentient. These are dogs, wolves, bears, and other attractive critters). WIL will tend to be around average (4)
animal-level intelligent creatures. Semi-sentient creatures unless there is a compelling reason to do otherwise.

Role STR AGI END INT LOG WIL CHA LUC REP PSI
MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x
Artillery 0.3 0.5 0.3 0.6 0.5 0.5 0.5 0.2 0.5 0.5

MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x
Brute 0.6 0.3 0.6 0.3 0.3 0.5 0.3 0.2 0.5 0.3

MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x
Expert 0.3 0.5 0.3 0.5 0.6 0.5 0.5 0.3 0.5 0.6

MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x
Ninja 0.5 0.6 0.5 0.5 0.5 0.5 0.5 0.2 0.5 0.4

MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x
Skirmisher 0.3 0.5 0.3 0.6 0.5 0.3 0.5 0.2 0.5 0.4

MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x
Support 0.5 0.5 0.5 0.5 0.5 0.5 0.5 0.6 0.5 0.6

MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x MDP x
Trickster 0.3 0.5 0.3 0.6 0.6 0.5 0.6 0.3 0.5 0.8

223
Sentient. This includes most living sentient creatures You then need to adjust for SIZE (see the table below).
with LOG attributes of 2 or more. Sentient creatures While size can affect physical attributes, it does not neces-
should be assigned mental attributes normally. sarily correlate to them - a tiny, tiny tardigrade might have
Super-sentient. Generally, with LOG and INT attributes an END score many times higher than a human.
of 20 or more, these creatures are supra-geniuses far STR, however, is an attribute you might consider cap-
beyond even the greatest of humans. Super-sentient ping by size; you do not have to (after all, there is nothing
creatures automatically have the power of truesight, wrong with a tiny super-strong robot!) but a suggested cap
which enables them to see through illusions, invisibility, is presented in the table below.
and disguises. They can also see in the dark, and through
obscuring effects like smoke, although not through cover. // SOAK
Additionally, super-sentient creatures can automatically Most creatures have a SOAK value. When you assign
speak and understand any language. SOAK, you will not necessarily know where that SOAK
// Defences comes from - it may be from armour they are wearing,
You now need to determine the creature’s four DEFENCEs. or from a tough hide, or thick fur, or a hard shell. You will
Each DEFENCE is high, medium, or low, and is based on the have a total amount of SOAK appropriate to the creature;
monster’s MDP. The lowest value a DEFENCE can be is 10. you can describe it however you wish.
Like before, you will be choosing from high, medium,
and low SOAK.
Role MELEE RANGED MENTAL VITAL

Artillery
low
MDP x 2
high
MDP x 4
Medium
MDP x 3
low
MDP x 2
// HEALTH
HEALTH is an important value. As always, we choose
high low low high
Brute MDP x 4 MDP x 2 MDP x 2 MDP x 4 from high, medium and low scores, and then we adjust
Expert
low medium high low for size. These values can be found in the same table
MDP x 2 MDP x 3 MDP x 4 MDP x 2
as the SOAK table, opposite.
high medium low medium
Ninja MDP x 4 MDP x 3 MDP x 2 MDP x 3 Size affects HEALTH as follows: enormous x1.5, gigantic
low high medium medium x2, colossal x3 and titanic x5.
Skirmisher MDP x 2 MDP x 4 MDP x 3 MDP x 3 Monsters tend to have higher HEALTH than PCs. This
Support
medium
MDP x 3
medium
MDP x 3
high
MDP x 4
medium
MDP x 3
abstracts the fact that they do not have all the resources
low medium high low
available that PCs have to heal and recover.
Trickster MDP x 2 MDP x 3 MDP x 4 MDP x 2
// Initiative, Perception, & Speed
If your monster does not fit neatly into these categories, Using the same method, determine your monster’s
that is fine (a dragon is a brute with some artillery traits, INITIATIVE, PERCEPTION, and SPEED scores.
for example). Just pick the closest match and tweak it, You will need to assign movement modes at this time.
or use entries from different roles. Remember, these are The listed SPEED is for the creature’s primary movement
guidelines, not rules. mode. For additional modes, it moves at half SPEED.

STATISTIC Tiny Small Medium Large Enormous Gigantic Colossal Titanic

MELEE
DEFENCE +4 +2 - -2 -4 -8 -16 -16

RANGED
DEFENCE +4 +2 - -4 -8 -16 -32 -32

VITAL
DEFENCE -2 -2 - +2 +4 +6 +8 +16

ACTIONS 2 2 2 2 3 4 5 6

HEALTH x1 x1 x1 x1 x1.5 x2 x3 x5

REACH 5’ 5’ 5’ 5’ 10’ 15’ 20’ 40’

78 120+
STR Cap 1 (1d6) 3 (2d6) 10 (4d6) 15 (5d6) 21 (6d6) 45 (9d6)
(12d6) (15d6+)

224
Role SOAK HEALTH

Artillery low MDP x 0.5 low MDP x 3

high
Brute high MDP x 10
MDP x 2
low low
Expert
MDP x 0.5 MDP x 3
medium medium
Ninja
MDP x 1 MDP x 6
low low
Skirmisher
MDP x 0.5 MDP x 3
medium medium
Support
MDP x 1 MDP x 6
low low
Trickster
MDP x 0.5 MDP x 3

If a creature has a natural movement mode, it is denoted


in the stat block with a “+” symbol (e.g. CLIMB+ 8); this
means that it does not need to make any attribute checks
to move in this manner, and it uses the speed listed for the
primary movement mode.
If the creature can fly, you should note whether or not it
can hover by putting the word “hover” in parenthesis after
its FLY speed; if it cannot hover, it must move at least half
its FLY speed each round to stay aloft.

Role INITIATIVE PERCEPTION SPEED


medium high slow
Artillery
MDP x 0.75 MDP x 1 MDP x 0.5 You might consider giving some creatures with a high
Brute
low low slow single attack a secondary medium area attack. A dragon’s
MDP x 0.5 MDP x 0.5 MDP x 0.5
breath weapon would be a good example of this.
low medium medium
Expert
MDP x 0.5 MDP x 0.75 MDP x 1 Damage. Damage tracks with the attack pool and is
Ninja
high medium fast 50% of the attack pool. For example, an attack pool of 8d6
MDP x 1 MDP x 0.75 MDP x 1.5
medium high fast
means 4d6 damage, while 7d6 would become 3d6+3.
Skirmisher
MDP x 0.75 MDP x 1 MDP x 1.5
You will need to assign the damage type manually.
medium medium medium
Support
MDP x 0.75 MDP x 0.75 MDP x 1 Range. A ranged attack has a range in 5’ squares of MDP
high high fast
Trickster
MDP x 1 MDP x 1 MDP x 1.5
x 1.5, unless the creature is a skirmisher or artillery, in
which case the range is MDP x 2.

// Attacks
You will need to determine the creature’s melee and Role MELEE RANGED MENTAL
ranged attack pools, plus an optional mental attack pool Artillery
low high low
and psionic attack pool. Only include the latter two if they MDP x 0.5 MDP x 1 MDP x 0.5

are relevant; the psionic attack pool, if it exists, is the same Brute
high
MDP x 1
medium
MDP x 0.75
low
MDP x 0.5
as the most thematically similar existing attack pool - most
low low medium
likely ranged (for something like a lightning bolt) or mental Expert
MDP x 0.5 MDP x 0.5 MDP x 0.75
(for something like a psionic blast). high low low
Ninja
MDP x 1 MDP x 0.5 MDP x 0.5
Most creatures will only use their primary attack pool,
but if a PC charges a ranged attacker, it might be forced to Skirmisher
low
MDP x 0.5
high
MDP x 1
low
MDP x 0.5
resort to its weaker attack mode. medium medium medium
Support
The attack values in particular can be tweaked. If you MDP x 0.75 MDP x 0.75 MDP x 0.75

want your brute to have a high ranged attack, go right Trickster


low medium high
MDP x 0.5 MDP x 0.75 MDP x 1
ahead and assign it.

225
// Exploits Quake. The brute slams a foot, fist or tail on the ground,
You now need to give the creature exploits. This is by shaking the area within its aura. The brute makes an attack
far the most arbitrary part of the process. You should against everybody within the area, knocking targets prone and
be inventive with its exploits - each creature should feel doing 1d6 damage.
different. There is a whole smorgasbord of area attacks, Monumental. The brute has double SOAK against
grabs, throws, mental attacks, psionic abilities, and more. ranged weapons.
Below is a small selection to get you started, but this is
Living Shield. The brute picks up another creature
just the tip of the iceberg – it is really important to note
smaller than itself and uses it as a shield. The target can
that this section is limited only by your imagination.
escape the grab as normal. Until then, the brute gains the
Feel free to allow creatures to use exploits from other protection of a shield of the same size category (e.g. a
categories; these are listed thematically for convenience. medium sized creature is a medium shield). Additionally,
Creatures and NPCs should also have access to regular attacks which miss but would have hit had the shield not
exploits, and all have the ability to Aim or Feint. been in place hit the grabbed creature instead.
Come Here! A target struck with a weapon or tentacle
ARTILLERY
with a range equal to half its regular ranged attack range
Burst. This attack does burst damage (in a Burst equal is pulled adjacent to the brute. The target cannot be larger
to half MDP, so artillery with MDP 8 does a Burst 4). The than the brute.
attack attacks all creatures within the burst area (make
only one attack roll and only one damage roll and apply EXPERT
it to all targets in the area). A psyker unleashes a psionic Skill Dice. The expert’s primary skill dice pool is its MDP.
blast or a Citi-Def soldier fires a grenade launcher. It could be piloting, medicine, engineering, heraldry, or any
Cone. Alternatively, the artillery could unleash a half MDP other area of expertise.
cone such as a breath weapon or flamethrower. Analyse. For one round the expert can remove one enemy’s
SOAK. This only works on a given target once.
BRUTE
Healing. The expert can heal allies with an action equal to
Stop Right There! Enemies which try to move past the
their damage roll. Each can only benefit once.
brute (move within reach) are subject to a free action attack,
which stops their movement if successful. NINJA
Charge. The brute moves its SPEED and makes an attack Third Attack. If the ninja makes two melee attacks, it
with one action. gets a third attack for free.
Burst. The brute uses an action to attack all adjacent Achilles Heel. The ninja can bypass SOAK once per foe.
targets. On a hit they are pushed back 10’.
Dart In. The ninja moves its SPEED, attacks, then moves
Cone. Alternatively, this could be a cone such as a tail swipe. its SPEED back again.
Grab. This attack inflicts the Restrained condition on a Stealthy. The ninja can make MDP stealth checks to re-
creature and requires a melee attack to escape. The brute’s main effectively invisible.
natural damage is automatically inflicted at the start of the Teleport. The ninja can move a double move as one
grabbed creature’s turns. action. A psionic ninja teleports, special forces use trans-
Hurl. Throw a creature three squares plus one square porter tech, a superfast race zooms to a new location, or
per size difference and do natural damage; this attack in- an alien simply makes a giant leap.
flicts Downed condition. Poison. This attack inflicts the Poisoned or Sick conditions.
Roar. This burst attack with a Burst equal to the brute’s
MDP does a mental attack which inflicts the Afraid condition. SKIRMISHER
Trample. The brute can move through a smaller crea- Perfect Aim. The skirmisher gets +2d6 from aiming in-
ture’s square, getting a free melee attack which knocks the stead of +1d6.
target aside and prone for the attacker’s natural damage. Mobile Attack. The skirmisher moves two moves and
If the attack misses, the brute must stop its movement. make a single ranged attack at any point.
Monstrous Leap. The brute leaps into the air a height of Dive For Cover. On a missed attack, the skirmisher may
5’ per MDP, making an attack against one foe it can reach use a reaction to move its SPEED and either get prone or
while doing so. behind cover.

226
Backpedal. When someone attempts a melee attack, the
skirmisher uses a reaction to step back 10’ and take a shot. 75%?
Panicked Unload. The skirmisher fires two shots at a Some of the above tables ask you to use 75% of
target and if both hit, it gains a third shot. MDP. The following table calculates this for you.
SUPPORT Dice Pool 75% is…
Healing. The support NPC can heal allies with an action 4d6 3d6
an amount of HEALTH equal to their damage roll. Each ally
5d6 3d6
can only benefit once.
6d6 4d6
Leadership. The support has a dice pool equal to its
7d6 5d6
MDP to donate to its allies; it must declare this before any
dice are rolled. 8d6 6d6

Designate Target. The support chooses one target. That 9d6 6d6

target may not benefit from cover until another target is 10d6 7d6

selected. A spotlight illuminates the target, or a command- 11d6 8d6


er uses a tactical battlefield targeting drone. 12d6 9d6

Battlefield Control. The support can create difficult terrain 13d6 9d6
or darkness in a burst area radius equal to its MDP. An ice 14d6 10d6
cannon creates an icy patch, or an engineer throws caltrops.
15d6 11d6
Summon. The support can summon, create, or activate 16d6 12d6
1d6 mooks. An engineer activates some security droids, or a
17d6 12d6
commander summons some ninjas.
18d6 13d6

TRICKSTER 19d6 14d6

Teleport. The trickster can move a double move as one 20d6 15d6

action, bypassing any obstacles.


Deceive. An illusion of self-disguises the trickster’s true
location.
// Creature Type
Controller. A mental attack makes the target The creature’s type(s) also grant it some exploits or
Charmed. other adjustments. Apply these now.
Taunt. A mental attack makes the target Angry. Aquatic. The creature gains a SWIM speed equal to its
regular SPEED. It can breathe underwater. Swimming is a
GENERAL/UNUSUAL natural movement mode for aquatic creatures.
Aura. An aura equal to half the creature’s MDP does low Avian. The creature gains a FLY speed equal to its regular
damage or inflicts a condition. SPEED. Flying is a natural movement mode for avians.
Berserker. The creature gains +1d6 damage when be- Beast. These are normal animals such as dogs, bears,
low half HEALTH; it cannot stop attacking until all foes and dinosaurs.
are dead. Changeling. A rare creature type, changelings can
Called Shot. The creature has a weakness which can be alter their shape and appearance. The exact details of
exploited via a Called Shot (-2d6 to hit). This might inflict a this varies. They are typically immune to critical hits and
condition, or even kill it outright. conditions.
Disease. The creature inflicts a disease on a critical hit. Crystalline. Crystalline creatures are resistant to heat
damage (SOAK 5 heat), but vulnerable (1d6) to sonic
Poison. The creature inflicts the Poisoned condition on a hit.
damage due to their brittle nature. They are immune to
Regeneration. The creature automatically heals a quar- the Bleeding condition.
ter MDP HEALTH at the start of each turn. Insectoid. Climbing is a natural movement mode for
Remember, this is just a small selection of ideas. You insectoids. The creature gains a CLIMB speed equal to its
should try to vary your creatures as much as possible regular SPEED and does not need to make checks to climb.
and design your own exploits. Such creatures can move on walls and ceilings normally.

227
Humanoid. Humanoids gain no special advantages. They Swarm. A swarm is a collection of thousands of tiny
are bipedal, mammalian creatures. creatures which attack en masse. A swarm is immune to all
Gaseous. Gaseous creatures are immune to non-energy attacks except for area attacks. When it attacks, it simply
based physical attacks and have SOAK 10 to energy-based moves into the target’s square. Any creature which starts
attacks. its turn in or enters the swarm’s square suffers melee
Mechanoid. Mechanoids are immune to mental attacks, damage automatically and may suffer the Blind condition.
are vulnerable (1d6) to electricity damage, and vulnerable Swarms can move through gaps of any size.
(2d6) to ion damage. They are usually immune to the Sick
and Fatigued conditions. // Skills
You will also need the monster’s skills. While most
Plant. Plant creatures vulnerable (1d6) to fire but
of the time you will just be using its derived statistics,
have an additional 5 SOAK. Plants usually cannot wear
occasionally you may need something more specific. To
armour. They are usually immune to the Sick and Fatigued
determine these, you will need to “reverse engineer” them
conditions. They ignore natural difficult terrain unless it is
from its derived statistics.
fire or heat-based.
Projection. Projections are incorporeal entities, In particular, the following skills should be calculated:
including psychic entities and holograms. Projections are combat skill* - the monster equivalent of unarmed
incorporeal. This makes them immune to physical weapons combat is simply called combat.
unless they do psionic damage (in the case of a psychic perception - this may be named after the creature’s
entity) or ion damage (in the case of a hologram); they can special senses, such as scent, hearing, etc., or it may just
pass through physical barriers. A projection will usually do be called perception.
psionic or electricity damage, if it does any damage.
movement skill* - this may be running or some similar skill.
Projections cannot usually be killed; reducing them to 0
tactics or reactions - the monster should have one of
HEALTH simply disperses them for a while. Projections can
these two skills.
freely fly, although many do not. Projections have superior
darksight and lifesense to a distance of 5’ per point of INT. social skill(s)* - this optional skill, especially for tricksters
Projections are usually immune to any physical conditions. and supporters, might include bluffing, intimidation,
Reptile. Reptiles are cold-blooded and are vulnerable persuasion, and so on.
(1d6) to cold damage. They usually have scales granting +5 stealth - most creatures will have this at some level, even
natural SOAK. if it is very low.

228
psionic skill(s)* - assign these if relevant, but most humans at certain things, especially when it comes to senses,
psionic powers will be in the form of easy-to-use exploits. movement and fighting. Do not be afraid to give them 10 or
carrying - four-legged herbivores, and similar creatures, more ranks in something. If in doubt, compare them to an
often have a dice pool in carrying equal to half their exceptional human (a professional athlete, for example), who
Maximum Dice Pool. would have 10 ranks or so. If the creature would be better
than a trained athlete at a skill, then give it 10 or more ranks.
defensive skills - you do not have to reverse engineer these,
but you can if you wish. You may need one for each DEFENCE. If in doubt, just give a creature a skill dice pool of half its
Maximum Dice Pool.
You already know the monster’s attributes from earlier in
the design process, and you know what the derived dice pool
// Finishing Up
is, so the related skill is simply the difference between the two.
Finally, you will need to finish up with the minor (or not
For example, if you know that the creature has so minor!) details. You should feel free to tweak any values
8d6 INITIATIVE and that it has 5d6 INTUITION, you on the stat block - if your NPC is from a race of speedsters
automatically know that it must have 3d6 to the tactics who only move at light speed, go ahead and give it a
or reactions skill. The same applies to attack dice pools, SPEED of 100, or whatever you feel is appropriate. If your
PERCEPTION, and so on. creature is reflective and immune to heat weapons, go
You should also manually assign any relevant skills. ahead and add that immunity. Remember, as the GM, the
Remember that creatures can be naturally much better than monster is exactly what you need it to be.

Combined Creature Statistics Table

Statistic Artillery Brute Expert Ninja Skirmisher Support Trickster

MELEE low high low high low medium v low


DEFENCE MDP x 2 MDP x 4 MDP x 2 MDP x 4 MDP x 2 MDP x 3 MDP x 2

RANGED high low medium medium high medium medium


DEFENCE MDP x 4 MDP x 2 MDP x 3 MDP x 3 MDP x 4 MDP x 3 MDP x 3

MENTAL Medium low high low high high high


DEFENCE MDP x 3 MDP x 2 MDP x 4 MDP x 2 MDP x 4 MDP x 4 MDP x 4

VITAL low high MDP low low medium medium v low


DEFENCE MDP x 2 x 4 MDP x 2 MDP x 2 MDP x 3 MDP x 3 MDP x 2

low MDP x high low medium low medium low


SOAK 0.5 MDP x 2 MDP x 0.5 MDP x 1 MDP x 0.5 MDP x 1 MDP x 0.5

high MDP low medium low medium low


HEALTH low MDP x 3
x 10 MDP x 3 MDP x 6 MDP x 3 MDP x 6 MDP x 3

medium low low high medium medium high


INITIATIVE MDP x 0.75 MDP x 0.5 MDP x 0.5 MDP x 1 MDP x 0.75 MDP x 0.75 MDP x 1

high low medium medium high medium high


PERCEPTION MDP x 1 MDP x 0.5 MDP x 0.75 MDP x 0.75 MDP x 1 MDP x 0.75 MDP x 1

slow slow medium fast fast medium fast


SPEED MDP x 0.5 MDP x 0.5 MDP x 1 MDP x 1.5 MDP x 1.5 MDP x 1 MDP x 1.5

MELEE low high low high low medium low


ATTACK MDP x 0.5 MDP x 1 MDP x 0.5 MDP x 1 MDP x 0.5 MDP x 0.75 MDP x 0.5

RANGED high medium low low high medium medium


ATTACK MDP x 1 MDP x 0.75 MDP x 0.5 MDP x 0.5 MDP x 1 MDP x 0.75 MDP x 0.75

MENTAL low low medium low low medium high


ATTACK MDP x 0.5 MDP x 0.5 MDP x 0.75 MDP x 0.5 MDP x 0.5 MDP x 0.75 MDP x 1

229
ALL THE PEOPLE
NPCs by Type
The NPCs in this chapter are listed alphabetically BLASTER TURRET
to help quickly look up the stats. However, you can
also use this index to look up an NPC by type for
// Small non-sentient mechanoid (5d6)
when you need some quick inspiration.
Stationary gun emplacements.
Perps
STR 3 (2d6) AGI- END 3 (2d6)
BLITZ AGENT (HITMAN) ..........................................................231 INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
DRIVER ........................................................................................232 CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
ELITE BLITZ AGENT ...............................................................234 MELEE RANGED MENTAL VITAL
HEISTER ......................................................................................235 DEFENCE 12 DEFENCE 12 DEFENCE 15 DEFENCE 13
JUVE GANG MEMBER ............................................................236 VULN 1d6 IMMUNE Sick,
SOAK 3 electricity, 2d6 Fatigued
JUVE GANG LEADER .............................................................237 ion
MOB CAPO..................................................................................238 INITIATIVE 4d6 PERCEPTION 5d6
MOB ENFORCER.......................................................................238
SPEED - CLIMB JUMP -
MOB HENCHMAN ......................................................................239
MUTANT RAIDER .......................................................................240
HEALTH 15
PETTY CRIMINAL .......................................................................241
CARRY -
ROGUE PSYKER ........................................................................241
SKYSURFER...............................................................................244 REACH -
SOV SPY .....................................................................................245 ACTIONS 2
TAP ...............................................................................................245 Blaster 5d6 (3d6 damage; range 12)

Citizens SKILLS
combat 1 (1d6), perception 3 (2d6), reactions 1 (1d6)
CITIZEN ........................................................................................231
ELDSTER ....................................................................................233
VAGRANT ....................................................................................247
WORKER .....................................................................................247
Judges
CITY-DEF....................................................................................232
DESK JUDGE ............................................................................232
EXPERIENCED JUDGE...........................................................234
MED JUDGE...............................................................................237
SENIOR JUDGE ........................................................................242
STREET JUDGE........................................................................243
TEK JUDGE ...............................................................................246
Other
BLASTER TURRET ...................................................................230
HEAVY GUNNER .......................................................................235
INDUSTRIAL ROBOT.................................................................236

230
BLITZ AGENT (HITMAN) CITIZEN

// Medium Sentient Humanoid (7d6) // Medium sentient humanoid (4d6)


Vicious sociopaths who kill to order. An alternative term for collateral damage.
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6) STR 4 (2d6) AGI 4 (2d6) END 3 (2d6)
INT 15 (5d6) LOG 10 (4d6) WIL 6 (3d6)
INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)
CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6)
MELEE RANGED MENTAL VITAL
DEFENCE 14 DEFENCE 28 DEFENCE 21 DEFENCE 21 MELEE RANGED MENTAL VITAL
DEFENCE 12 DEFENCE 12 DEFENCE 16 DEFENCE 10
SOAK 4 VULN none IMMUNE none
SOAK 2 VULN none IMMUNE none
INITIATIVE 6d6 PERCEPTION 7d6
INITIATIVE 2d6 PERCEPTION 3d6
SPEED 7 CLIMB 4 JUMP 20’/6’
SPEED 4 CLIMB 2 JUMP 6’/3’

HEALTH 21
HEALTH 12
CARRY 120lb (max lift 300lb)
REACH 5’
REACH 5’
ACTIONS 2
ACTIONS 2
Club 2d6 (1d6+2 blunt or slashing damage)
Knife 4d6 (2d6+3 piercing damage) Pistol 3d6 (1d6 ballistic damage; range 6)
Las cannon 7d6 (4d6 heat damage; range 17; burst 1)
SKILLS
SKILLS bureaucracy 3 (2d6), carrying 1 (1d6), combat
combat 1 (1d6), movement 10 (4d6), perception 3 1 (1d6), computers 1 (1d6), cooking 1 (1d6), local
(2d6), stealth 3 (2d6), tactics 1 (1d6), tracking 1 (1d6) knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6)

GEAR GEAR
knife, las cannon, kevlar coat club, pistol

Achilles Heel. The Blitz Agent can completely bypass his Mob Attack. Though weak on their own, civilians work
enemy’s SOAK, although he can do this only once per foe. together well in a mob. Any civilians adjacent to the victim
Killing Blow. Any attack a Blitz Agent makes during the count as flanking, gaining +1d6 bonus to attack for each
ambush turn gets a +2d6 bonus to hit. civilian beyond the first. When 4 or more civilians are adja-
Perfect Aim. The Blitz Agent gets +2d6 from aiming in- cent to the victim, the victim gains the Fatigued condition
stead of +1d6. at the start of their turn.

231
CITI-DEF HEALTH 15
// Medium sentient humanoid (6d6) CARRY 60lb (max lift 150lb)
Block security and minor law enforcement. REACH 5’
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) ACTIONS 2
INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6) Brawling 3d6 (2d6+2 blunt damage)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) Lawgiver 3d6 (2d6 ballistic damage; range 8;
sidearm)
MELEE RANGED MENTAL VITAL SKILLS
DEFENCE 12 DEFENCE 24 DEFENCE 18 DEFENCE 18 accounting 3 (2d6), bluffing 3 (2d6), bribery
6(3d6), bureaucracy 3 (2d6), computers 3 (2d6),
SOAK 4 VULN none IMMUNE none law 6 (3d6), negotiating 6 (3d6), perception 1
(1d6), politics 3 (3d6)
INITIATIVE 5d6 PERCEPTION 6d6 GEAR
lawgiver, uniform
SPEED 6 CLIMB 3 JUMP 12’/6’
Charm Offensive. The Desk Judge can use his charisma
HEALTH 18 and negotiating skills to render a target who can hear him
CARRY 270lb (max lift 300lb) Charmed with a 5d6 mental attack.

REACH 5’ DRIVER
ACTIONS 2
// Medium Sentient Humanoid (5d6)
Stun baton 5d6 (2d6+3 blunt/electricity damage) Perps who feel the need, the need for speed.
Pistol 6d6 (3d6 ballistic damage; range 14)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
SKILLS INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
clubs 3 (2d6), computers 1 (1d6), dodging 3 (2d6),
hardy 3 (2d6), light armour 1 (1d6), perception CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
3 (2d6), pistols 1 (1d6), running 3 (2d6), tactics 1 MELEE RANGED MENTAL VITAL
(1d6), thievery 1 (1d6) DEFENCE 15 DEFENCE 15 DEFENCE 20 DEFENCE 10
GEAR
pistol, kevlar vest, stun baton, hand scanner SOAK 3 VULN none IMMUNE none

Dive For Cover. If a ranged attack misses a Citi-Def, he may INITIATIVE 3d6 PERCEPTION 4d6
immediately move half his speed as a free action and either
throw himself prone or get behind cover if it is in range. SPEED 5 CLIMB 3 JUMP 12’/3’

DESK JUDGE
HEALTH 15
// Medium sentient humanoid (6d6)
CARRY 60lb (max lift 150lb)
not glorious, but even Judges need
bureaucrats. REACH 5’
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) ACTIONS 2
Brawling 3d6 (2d6+2 blunt damage)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) Pistol 3d6 (2d6 ballistic damage; range 8; sidearm)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) SKILLS
combat 1 (1d6), driving 3 (2d6), perception 1 (1d6)
MELEE RANGED MENTAL VITAL
DEFENCE 15 DEFENCE 15 DEFENCE 20 DEFENCE 10 GEAR
pistol
SOAK 3 VULN none IMMUNE none
Getaway Driver. The Driver increases the SPEED of any
INITIATIVE 3d6 PERCEPTION 4d6 vehicle they are driving by +2.
SPEED 5 CLIMB 3 JUMP 12’/3’ Road Warrior. When in their vehicle a Driver fights better.
They gain a +1d6 bonus to attacks when in their vehicle.

232
ELDSTER

// Medium sentient humanoid (5d6)


Back in my day you would never… what was
it you were doing, again?

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)


INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE RANGED MENTAL VITAL
DEFENCE 15 DEFENCE 15 DEFENCE 20 DEFENCE 10

SOAK 0 VULN none IMMUNE none

INITIATIVE 3d6 PERCEPTION 5d6

SPEED 5 CLIMB 3 JUMP 12’/3’

HEALTH 15
CARRY 60lb (max lift 150lb)
REACH 5’
ACTIONS 2
Walking stick 3d6 (1d6+2 blunt damage)
SKILLS
bureaucracy 1 (1d6), carousing 1 (1d6), checkers
1 (1d6), computers 1 (1d6), concentration 1
(1d6), history 1 (1d6), local knowledge 2 (1d6),
perception 1 (1d6), popular music trivia (at least
30 years out of date) 2 (1d6)
GEAR
walking stick, wrinkle cream

Sage Advice. The Eldster can offer advice to another crea-


ture. If the creature can understand the Eldster, it gains +1d6
to an action defined by the Eldster taken on its next turn.

233
ELITE BLITZ AGENT HEALTH 49
// Medium sentient humanoid (10d6) CARRY 250lb (max lift 750lb)
Exceptional knife-wielding assassins,
REACH 5’
masters of the quick kill.
ACTIONS 2
STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)
INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6) Daystick 6d6 (3d6+5 blunt damage)
Lawgiver 6d6 (3d6 ballistic damage; range 11;
CHA 15 (5d6) LUC 3 (2d6) REP 15 (5d6) sidearm)
MELEE RANGED MENTAL VITAL SKILLS
DEFENCE 40 DEFENCE 30 DEFENCE 20 DEFENCE 30 interrogation 3 (2d6), intimidation 3 (2d6), law 6
(3d6), perception 3 (2d6), pistols 6 (3d6), riding 6
SOAK 10 VULN none IMMUNE none (3d6), tactics 3 (2d6)
INITIATIVE 10d6 PERCEPTION 8d6 GEAR
lawgiver, uniform, boot knife, daystick,
SPEED 10 CLIMB 5 JUMP 42’/15’ handcuffs

Backup. In an urban environment, an Experienced Judge can


HEALTH 60
call 1d6 Street Judges as backup. They arrive in five minutes.
CARRY 300lb (max lift 750lb)
Dive For Cover. When missed with a ranged attack, an
REACH 5’
Experienced Judge can use a reaction to move SPEED 5
ACTIONS 2 and either get prone or behind cover.
Knife 10d6 (5d6+5 slashing damage; poison)
Pistol 10d6 (3d6+5 ballistic damage) Freeze, Perp! The Experienced Judge can make a 6d6
REP mental attack to inflict the Restrained condition on a
SKILLS target within 30’.
climbing 6 (3d6), combat 15 (5d6), hardy 15 (5d6),
perception 6 (3d6), running 6 (3d6), stealth 10 Hi-Ex. The Experienced Judge can switch to hi-explosive
(4d6), tactics 6 (3d6) rounds and make a Lawgiver attack in a Burst 1 area from
GEAR the target point.
knife, leather armour, pistol Perfect Aim. Experienced Judges get +2d6 from aiming
instead of +1d6.
Achilles Heel. Identifying a weakness in his target, the
Elite Blitz Agent bypasses its SOAK score. This exploit can
only be performed once per target.
Poison. The Elite Blitz Agent’s knife delivers a poison
which causes the Sick condition on a hit.
Surprise Attack. If he successfully hits a target before it be-
comes aware of him, the Elite Blitz Agent does double damage.
EXPERIENCED JUDGE
// Medium Sentient Humanoid (7d6)
Tough veterans of the street.
STR 15 (5d6) AGI 6 (3d6) END 10 (4d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 3 (2d6) REP 10 (4d6)
MELEE RANGED MENTAL VITAL
DEFENCE 21 DEFENCE 21 DEFENCE 21 DEFENCE 21
SOAK 10 VULN none IMMUNE none
INITIATIVE 5d6 PERCEPTION 5d6
SPEED 6 CLIMB 3 JUMP 11’/11’

234
HEAVY GUNNER HEALTH 60
// Medium sentient humanoid (6d6) CARRY 200lb (max lift 500lb)
Aggressive wielders of powerful weaponry. REACH 5’
ACTIONS 2
STR 10 (4d6) AGI 3 (2d6) END 10 (4d6)
Brawling 5d6 (3d6 blunt damage)
Minigun 6d6 (3d6+4 ballistic damage; range 9;
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) spray, auto, heavy)
Grenade launcher 5d6 (3d6 heat damage; range
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) 10; burst 2)
SKILLS
MELEE RANGED MENTAL VITAL combat 3 (2d6), hardy 36 (8d6), heavy weapons
DEFENCE 24 DEFENCE 12 DEFENCE 12 DEFENCE 24 6 (3d6), perception 1 (1d6), reactions 1 (1d6)
SOAK 12 (riot VULN none IMMUNE none GEAR
armour)
minigun, grenade launcher, riot armour
INITIATIVE 3d6 PERCEPTION 3d6
Rocket Man. Against vehicles, and other inanimate ob-
SPEED 4 CLIMB 2 JUMP 6’/6’ jects, a Heavy Gunner does double damage.
Spray. The Heavy Gunner can use his mini-gun to blanket a
30’ cone in a hail of bullets, attacking all targets within that area.
HEISTER

// Medium Sentient Humanoid (6d6)


Violent armed thieves. Dangerous and ruthless.
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE RANGED MENTAL VITAL
DEFENCE 24 DEFENCE 18 DEFENCE 12 DEFENCE 18
SOAK 6 VULN none IMMUNE none

INITIATIVE 6d6 PERCEPTION 5d6

SPEED 6 CLIMB 3 JUMP 20’/6’

HEALTH 36
CARRY 120lb (max lift 300lb)
REACH 5’
ACTIONS 2
Knife 6d6 (3d6+3 piercing damage)
Spit gun 3d6 (2d6 ballistic damage; range 9)
SKILLS
combat 6 (3d6), driving 1 (1d6), hardy 6 (3d6),
movement 3 (2d6), perception 3 (2d6), stealth 3
(2d6), tactics 6 (3d6), thievery 6 (3d6)
GEAR
spit gun, knife, kevlar coat, thieves’ tools

235
Dart In. The Heister move his SPEED 6, attacks, then JUVE GANG MEMBER
moves SPEED 6 back again.
Poison. The Heister’s knife attacks inflict the Poisoned // Medium Sentient Humanoid (3d6)
condition. Young criminals who act tougher than they are.

INDUSTRIAL ROBOT STR 1 (1d6) AGI 3 (2d6) END 1 (1d6)


INT 3 (2d6) LOG 3 (2d6) WIL 1 (1d6)
// Large non-sentient mechanoid (5d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)
Sturdy robots designed for lifting and MELEE RANGED MENTAL VITAL
crushing. DEFENCE 10 DEFENCE 12 DEFENCE 10 DEFENCE 10

STR 15 (5d6) AGI 3 (2d6) END 15 (5d6) SOAK 2 VULN none IMMUNE none
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) INITIATIVE 3d6 PERCEPTION 3d6
MELEE RANGED MENTAL VITAL
DEFENCE 22 DEFENCE 10 DEFENCE 12 DEFENCE 26 SPEED 3 CLIMB 2 JUMP 6’/1’
IMMUNE Sick,
SOAK 12 VULN - Fatigued

INITIATIVE 2d6 PERCEPTION 3d6

SPEED 3 CLIMB 2 JUMP 6’/6’

HEALTH 60
CARRY 600lb (max lift 1,500lb)
REACH 5’
ACTIONS 2
Crush 6d6 (3d6+5 blunt damage; grabbed)
SKILLS
carrying 10 (4d6), combat 1 (2d6), perception 1 (1d6)
GEAR -

Called Shot. Industrial Robots are not build for combat,


and they have easily targeted access ports. A called shot
with a piercing or ballistic weapon to an industrial robot’s
access port, located on the lower back of the mechanoid,
will immediately shut it down for five minutes.
Industrial Mechanoid. Industrial Robots are specially pro-
tected against accidents. They are not vulnerable to electric-
ity damage and ion damage like other mechanoids are.
Lifter. Industrial Robots can lift double the normal
weight for their size (include above).
Programmable. Anybody who gets access to the
Industrial Robot’s programming can reprogram it with a
Challenging [13] LOG check. This takes 2d6 minutes.

236
Panicked Unload. The Juve Gang Leader fires two shots
HEALTH 9
at a target, and if both hit he gains a third shot.
CARRY 20lb (max lift 50lb)
Perfect Aim. The Juve Gang Leader gets +2d6 from
REACH 5’ aiming instead of +1d6.
ACTIONS 2 Stone Cold Stare. Juve Gang Leaders have an intimidat-
Knife 2d6 (1d6+1 piercing damage) ing presence and can mess with peoples’ heads. They can
Antique pistol 3d6 (2d6 ballistic damage; range make a 4d6 REP mental attack against a target within 30’,
8; sidearm) inflicting the Afraid condition on a success.
SKILLS MED JUDGE
combat 1 (1d6), hardy 1 (1d6), movement 3 (2d6),
perception 1 (1d6), reactions 1 (1d6), thievery 1 (1d6)
// Medium Sentient Humanoid (6d6)
GEAR
knife, antique pistol STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
Backpedal. When someone misses the Juve Gang CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
Member with a melee attack, he may use a reaction to step
MELEE RANGED MENTAL VITAL
back 5’ and take a shot. DEFENCE 18 DEFENCE 18 DEFENCE 24 DEFENCE 18
Dive For Cover. If a ranged attack misses a Juve Gang
Member, they may immediately move half their speed as a SOAK 6 VULN none IMMUNE none
free action and either throw themselves prone or get be-
hind cover if it is in range. INITIATIVE 5d6 PERCEPTION 5d6

JUVE GANG LEADER SPEED 6 CLIMB 3 JUMP 12’/6’


// Medium Sentient Humanoid (5d6)
Tougher than their followers but still HEALTH 36
more a blowhard than a threat.
CARRY 120lb (max lift 300lb)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
REACH 5’
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) ACTIONS 2
MELEE RANGED MENTAL VITAL Daystick 5d6 (3d6+3 blunt damage)
DEFENCE 10 DEFENCE 20 DEFENCE 15 DEFENCE 15 Lawgiver 5d6 (3d6 ballistic damage; range 9;
sidearm)
SOAK 3 VULN none IMMUNE none
SKILLS
INITIATIVE 4d6 PERCEPTION 5d6 interrogation 1 (1d6), intimidation 1 (1d6), law 6
(3d6), medicine 3 (2d6), perception 1 (1d6), pistols
SPEED 5 CLIMB 3 JUMP 12’/3’ 3 (2d6), riding 3 (2d6), tactics 1 (1d6)
GEAR
HEALTH 15 lawgiver, uniform, boot knife, daystick,
CARRY 60lb (max lift 150lb) handcuffs, medikit
REACH 5’
ACTIONS 2 Healing. The Med Judge can heal an adjacent ally with
an action to the amount of 3d6 HEALTH. Each can only
Las-knife 3d6 (2d6+3 heat damage)
Pistol 5d6 (3d6 ballistic damage; range 12; sidearm) benefit once per day.
SKILLS Remove Condition. The Med Judge can remove a condi-
carousing 1 (1d6), combat 1 (1d6), intimidation tion from an adjacent ally with a single action.
1 (1d6), movement 6 (3d6), perception 3 (2d6), Weak Point. Med Judges can identify a weak point in a
tactics 1 (1d6), thievery 1 (1d6)
target as an action. Once identified, the next attack by the
GEAR Med Judge or an ally against that target ignores its SOAK.
las-knife, antique pistol, padded jacket
Any given target can only suffer this effect once.

237
MOB CAPO Give Orders. When the Mob Capo gives an order, all al-
lies within 30’ get an immediate bonus action.
// Medium Sentient Humanoid (7d6) Kill Him! The Mob Capo choose one target, pointing and
Gang leaders and minor mob bosses. screaming commands. That target may not benefit from
STR 10 (4d6) AGI 10 (4d6) END 10 (4d6) cover until another target is selected.
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) Leadership. The Mob Enforcer can donate her LUC (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6) dice to allies; she must declare this before any dice are rolled.
MELEE RANGED MENTAL VITAL
DEFENCE 21 DEFENCE 21 DEFENCE 28 DEFENCE 21 MOB ENFORCER

SOAK 7 VULN none IMMUNE none // Medium Sentient Humanoid (6d6)


Organised crime associate who leads small
INITIATIVE 6d6 PERCEPTION 6d6 groups.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)


SPEED 7 CLIMB 4 JUMP 20’/10’ INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
HEALTH 42 MELEE RANGED MENTAL VITAL
DEFENCE 18 DEFENCE 18 DEFENCE 24 DEFENCE 18
CARRY 200lb (max lift 500lb)
REACH 5’ SOAK 6 VULN none IMMUNE none

ACTIONS 2 INITIATIVE 5d6 PERCEPTION 5d6


Brawling 6d6 (3d6+4 blunt damage)
Spit pistol 6d6 (3d6 ballistic damage; range 11; SPEED 6 CLIMB 3 JUMP 12’/6’
sidearm)
SKILLS
combat 3 (2d6), hardy 6 (3d6), interrogation 3 HEALTH 36
(2d6), perception 3 (2d6), tactics 3 (2d6) CARRY 120lb (max lift 300lb)
GEAR REACH 5’
spit pistol, mesh lining jacket
ACTIONS 2
Baton 5d6 (3d6+3 blunt damage)
Spit pistol 5d6 (3d6 ballistic damage; range 9;
sidearm)
SKILLS
combat 3 (2d6), hardy 6 (3d6), interrogation 3
(2d6), intimidation 3 (2d6), perception 3 (2d6),
tactics 3 (2d6)
GEAR
baton, split pistol, mesh lining jacket

Leadership. The Mob Enforcer can donate her


LUC (3d6) dice to allies; she must declare this before any
dice are rolled.
Leg Breaker. Mob Enforcers inflict the Pain condition on
a successful melee hit.
Stone Cold Stare. Mob Enforcers have an intimidating
presence and can mess with peoples’ heads. They can
make a 5d6 REP mental attack against a target within 30’,
inflicting the Afraid condition on a success.

238
MOB HENCHMAN HEALTH 35
// Medium Sentient Humanoid (5d6) CARRY 120lb (max lift 300lb)
Minor mob associate of little skill. REACH 5’
STR 6 (3d6) AGI 3 (2d6) END 6 (3d6) ACTIONS 2
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
Brawling 4d6 (2d6+3 blunt damage)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) Laser pistol 4d6 (2d6 heat damage; range 8;
MELEE RANGED MENTAL VITAL sidearm)
DEFENCE 15 DEFENCE 15 DEFENCE 15 DEFENCE 15 Mental Attack 3d6 (2d6+3 damage)

SOAK 7 VULN none IMMUNE none SKILLS


combat 1 (1d6), hardy 6 (3d6), intimidation 1 (1d6),
perception 1 (1d6), reactions 1 (1d6), thievery 3 (2d6)
INITIATIVE 3d6 PERCEPTION 3d6
GEAR
SPEED 4 CLIMB 2 JUMP 6’/6’ laser pistol, kevlar jacket

239
It’s Just a Flesh Wound. Henchmen are expected to ig-
HEALTH 35
nore injury and discomfort when ordered to do something.
Within 30’ of their boss, a henchman gains +3 SOAK. CARRY 120lb (max lift 300lb)
Opportunist Stomp. A Henchman can stomp on an adja-
REACH 5’
cent prone opponent as a free brawling attack Protector.
Henchmen can take an attack meant for an adjacent ally. If ACTIONS 2
the attack hits their ally, they take the damage instead.
Knife 4d6 (2d6+3 piercing damage)
MUTANT RAIDER Antique automatic rifle 4d6 (2d6 ballistic
damage; range 8; auto)
// Medium Sentient Humanoid (5d6)
Wasteland bandits who scavenge and prey SKILLS
on the weak. carousing 1 (1d6), combat 1 (1d6), disguise 1 (1d6),
STR 6 (3d6) AGI 3 (2d6) END 6 (3d6) driving 2 (1d6), hardy 6 (3d6), intimidation 1 (1d6),
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) perception 1 (1d6), stealth 3 (2d6), survival 3
(2d6), tactics 1 (1d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)
MELEE RANGED MENTAL VITAL GEAR
DEFENCE 15 DEFENCE 15 DEFENCE 15 DEFENCE 15 knife, antique automatic rifle, thick robes
IMMUNE
SOAK 7 VULN none radiation Ambush! Mutant Raiders are skilled at ambushing oth-
ers in the Cursed Earth. In the ambush turn, they can take
INITIATIVE 3d6 PERCEPTION 3d6
two full actions rather than just one.
SPEED 4 CLIMB 2 JUMP 6’/6’ Mutation. Individual Mutant Raiders can have a wide
variety of mutations. Roll 1d6 on the following table:

240
ROGUE PSYKER
d6 Mutation Effect
The Mutant Raider have extra eyes; they might
1 Extra eyes
be on the back of his head, in the palms of his
hands, or somewhere else. He gains all-around
// Medium sentient humanoid (7d6)
vision and cannot be flanked. Psionic outlaws who use their minds to kill.
The Mutant Raider has more than the normal set
Extra of appendages - extra arms, legs, more than one
2
appendage
nose, or four ears. Arms give her +1d6 STR, legs give
her +1d6 AGI, and noses or ears give her +1d6 INT.
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
However, she has a permanent -1d6 CHA. INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6)
The Mutant Raider might look human (almost), but
his internal organs are all in a different place. He CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6) PSI 10 (4d6)
Displaced gains +2 SOAK and is immune to any exploits which
3 rely on the attacker targeting his anatomy for extra
Organs
damage. However, anybody attempting medical MELEE RANGED MENTAL VITAL
assistance on him suffers a -2d6 to their check.
DEFENCE 14 DEFENCE 28 DEFENCE 21 DEFENCE 14
Just like a poisonous snake, the Mutant Raider can
4 Poison fangs bite and deliver a venomous toxin. Her unarmed attack
increases by +1d6 and becomes piercing/poison damage. SOAK 4 VULN none IMMUNE none
The Mutant Raider can heal wounds that would kill
a normal man and regrow body parts even if they
5 Regeneration have been severed. As long as he is above 1 HEALTH, INITIATIVE 6d6 PERCEPTION 7d6
he automatically heals 1d6 HEALTH per hour.

The Mutant Raider is covered in a layer of spikes which SPEED 4 CLIMB 2 JUMP 20’/6’
protrude through it from her bones. Her natural damage
6 Bone spikes becomes piercing, and anybody who attempts to attack
her unarmed takes 1d6 damage each time they strike.
HEALTH 21
Radiation Resistance. Mutant Raiders are immune to
radiation damage and radiation sickness. CARRY 120lb (max lift 300lb)
REACH 5’
PETTY CRIMINAL
ACTIONS 2
// Medium Sentient Humanoid (4d6)
Laser knife 4d6 (2d6+3 heat damage)
Opportunistic criminals who prey on the citizenry. Psi-blast 7d6 (4d6 psionic damage; range 7)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) Psychic cone 4d6 (2d6+4 psionic damage; 30’ cone)
Electrokinetic blast 7d6 (4d6 electricity damage;
INT 3 (2d6) LOG 3 (2d6) WIL 3 (2d6) range 17)
CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)
SKILLS
MELEE RANGED MENTAL VITAL ergokinesis 6 (3d6), knives 1 (1d6), perception 3
DEFENCE 16 DEFENCE 12 DEFENCE 10 DEFENCE 12 (2d6), tactics 1 (1d6), telepathy 6 (3d6)
SOAK 4 VULN none IMMUNE none
GEAR
laser pistol, synthetic weave
INITIATIVE 4d6 PERCEPTION 3d6

SPEED 4 CLIMB 2 JUMP 12’/3’ Psyke-blasts. The Rogue Psyker can use a psi-blast, psy-
chic cone or electrokinetic blast attack.
HEALTH 24 Telekinetic Shield. Rogue Psykers maintain a permanent
CARRY 60lb (max lift 150lb) telekinetic shield which contributes to their DEFENCEs.
REACH 5’
ACTIONS 2
Las-knife 4d6 (2d6+2 damage)
SKILLS
carousing 1 (1d6), combat 3 (2d6), hardy 3 (2d6),
movement 1 (1d6), perception 1 (1d6), reactions 3
(2d6), stealth 2 (1d6), thievery 1 (1d6)
GEAR
las-knife, leather jacket

Lurker. The Petty Criminal can make 4d6 stealth checks to


remain effectively invisible when in dark or shadowed locations.
Slasher. If the Petty Criminal makes two melee attacks,
he gets a third attack for free.

241
SENIOR JUDGE

// Medium Sentient Humanoid (9d6)


Formidable street Judges; legends on the
streets.
STR 21 (6d6) AGI 8 (3d6) END 15 (5d6)
INT 10 (4d6) LOG 10 (4d6) WIL 15 (5d6)
CHA 6 (3d6) LUC 15 (5d6) REP 15 (5d6)
MELEE RANGED MENTAL VITAL
DEFENCE 27 DEFENCE 27 DEFENCE 27 DEFENCE 27

SOAK 13 VULN none IMMUNE none

INITIATIVE 6d6 PERCEPTION 6d6

SPEED 7 CLIMB 4 JUMP 17’/17’

HEALTH 63
CARRY 360lb (max lift 1050lb)
REACH 5’
ACTIONS 2
Daystick 8d6 (4d6+6 blunt damage)
Lawgiver 8d6 (4d6 ballistic damage; range 14;
sidearm)
SKILLS
interrogation 6 (3d6), intimidation 6 (3d6), law 10
(4d6), perception 6 (3d6), pistols 10 (4d6), riding
10 (4d6), tactics 6 (3d6)
GEAR
lawgiver, uniform, boot knife, daystick, handcuffs

242
Airstrike. In an emergency, a Senior Judge can call in Dive For Cover. When missed with a ranged attack, a
h-wagon support. This affects a Burst 5 area within sight Street Judge can use a reaction to move SPEED 5 and ei-
and makes a 6d6 vital attack against all targets, doing 4d6 ther get prone or behind cover.
damage on a hit. Freeze, Perp! The Street Judge can make a 4d6
Backup. In an urban environment, a Senior Judge can call REP mental attack to inflict the Restrained condition on a
1d6 Street Judges as backup. They arrive in five minutes. target within 30’.
Dive For Cover. When missed with a ranged attack, a Hi-Ex. The Street Judge can switch to hi-explosive
Senior Judge can use a reaction to move SPEED 5 and ei- rounds and make a Lawgiver attack in a Burst 1 area from
ther get prone or behind cover.
the target point.
Freeze, Perp! The Senior Judge can make an 8d6
Perfect Aim. Street Judges get +2d6 from aiming in-
REP mental attack to inflict the Restrained condition on a
target within 30’. stead of +1d6.
Give Orders. When a Senior Judge issues an instruction,
all allies within 30’ get an immediate bonus action.
Hi-Ex. The Senior Judge can switch to hi-explosive
rounds and make a Lawgiver attack in a Burst 1 area from
the target point.
Leadership. Senior Judges can donate their LUC (5d6) dice
to allies; they must declare this before any dice are rolled.
Perfect Aim. Senior Judges get +2d6 from aiming in-
stead of +1d6.
STREET JUDGE

// Medium sentient humanoid (6d6)


Rank-and-file lawmen of Megacity One.
STR 10 (4d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)
MELEE RANGED MENTAL VITAL
DEFENCE 18 DEFENCE 18 DEFENCE 18 DEFENCE 18
SOAK 9 VULN none IMMUNE none

INITIATIVE 4d6 PERCEPTION 4d6

SPEED 5 CLIMB 3 JUMP 8’/8’

HEALTH 42
CARRY 160lb (max lift 500lb)
REACH 5’
ACTIONS 2
Daystick 5d6 (3d6+4 blunt damage)
Lawgiver 5d6 (3d6 damage ballistic; range 9;
sidearm)
SKILLS
interrogation 1 (1d6), intimidation 1 (1d6), law 6
(3d6), perception 1 (1d6), pistols 3 (2d6), riding 3
(2d6), tactics 1 (1d6)
GEAR
lawgiver, uniform, boot knife, daystick, handcuffs

243
SKYSURFER HEALTH 15

// Medium Sentient Humanoid (5d6) CARRY 60lb (max lift 150lb)


Extreme thrill-seekers. REACH 5’
ACTIONS 2
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
Knife 3d6 (2d6+2 piercing damage)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
SKILLS
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) acrobatics 2 (1d6), bravery 1 (1d6), climbing
MELEE RANGED MENTAL VITAL 1 (1d6), combat 1 (1d6), expert skill 3 (2d6),
DEFENCE 15 DEFENCE 15 DEFENCE 20 DEFENCE 10 perception 1 (1d6), skysurfing 3 (2d6)
GEAR
SOAK 3 VULN none IMMUNE none sky-surfboard, knife

INITIATIVE 3d6 PERCEPTION 4d6 Skysurfing. The Skysurfer has an effective FLY speed of
10; he must move the full 10 SPEED every round but can
SPEED 5 FLY 10 CLIMB 3 JUMP 12’/3’ make a melee attack at any point during that movement.
Superb Balance. The Skysurfer can spend a LUC die to
remain standing when he would normally be knocked prone.

244
SOV SPY HEALTH 50
// Medium sentient humanoid (7d6) CARRY 120lb (max lift 300lb)
Agents and intelligence officers.
REACH 5’
STR 6 (3d6) AGI 10 (4d6) END 6 (3d6) ACTIONS 2
INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6)
Club 5d6 (3d6+3 blunt damage)
CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6) Pistol 4d6 (2d6 ballistic damage; range 8;
MELEE RANGED MENTAL VITAL sidearm)
DEFENCE 14 DEFENCE 21 DEFENCE 28 DEFENCE 14 SKILLS
carousing 1 (1d6), combat 3 (2d6), perception 1
SOAK 4 VULN none IMMUNE none (1d6), reactions 1 (1d6), thievery 1 (1d6)
GEAR
INITIATIVE 7d6 PERCEPTION 7d6 club, pistol, kevlar coat

SPEED 7 CLIMB 4 JUMP 20’/6’ Charge. The Tap moves his SPEED 5 and makes a melee
attack with one action.
Grab Hostage. The Tap grabs his victim in a choke hold;
HEALTH 21 on a successful hit, the target gains the Restrained condi-
CARRY 120lb (max lift 300lb) tion, which requires a melee attack to escape. The target
REACH 5’ automatically suffers 1d6 damage at the start of any turn
ACTIONS 2 it begins grabbed. Until then, the Tap gains the protection
Martial arts 4d6 (2d6+3 blunt damage) of a shield of the same size category (e.g. a medium-sized
Pistol 6d6 (3d6 ballistic damage; range 11) creature is a medium shield). Additionally, attacks which
SKILLS miss by 3 points or less hit the grabbed creature instead.
bluffing 10 (4d6), computers 3 (2d6), disguise Sense the Wealth. The Tap can automatically tell when
6 (3d6), martial arts 1 (1d6), perception 3 (2d6), somebody has items worth stealing.
pistols 3 (2d6), stealth 6 (3d6), tactics 3 (2d6)
Stop Right There! Enemies which try to move past the
GEAR Tap (move within 5 feet) are subject to a free action at-
pistol, mesh lining, lockpicks
tack, which stops their movement if successful.

Suave. A 5d6 mental attack against a target within 30’


makes the target Charmed.
Taunt. A 5d6 mental attack against a target within 30’
makes the target Angry.
TAP

// Medium Sentient Humanoid (5d6)


Violent perps who assault and steal from
those weaker than themselves.
STR 6 (3d6) AGI 3 (2d6) END 6 (3d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)
MELEE RANGED MENTAL VITAL
DEFENCE 20 DEFENCE 10 DEFENCE 10 DEFENCE 20
SOAK 10 VULN none IMMUNE none

INITIATIVE 3d6 PERCEPTION 3d6

SPEED 5 CLIMB 3 JUMP 6’/6’

245
TEK JUDGE Lights Out! The Tek Judge bypass nearby electronics,
causing all lights within a 30’ radius to go out.
// Medium Sentient Humanoid (6d6)
VAGRANT
STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) // Medium sentient humanoid (4d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6) Inhabitants of cardboard cities and
MELEE RANGED MENTAL VITAL derelict buildings.
DEFENCE 18 DEFENCE 18 DEFENCE 24 DEFENCE 18
STR 4 (2d6) AGI 6 (3d6) END 3 (2d6)
SOAK 6 VULN none IMMUNE none INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
INITIATIVE 5d6 PERCEPTION 5d6 MELEE RANGED MENTAL VITAL
DEFENCE 10 DEFENCE 15 DEFENCE 20 DEFENCE 10
SPEED 6 CLIMB 3 JUMP 12’/6’
SOAK 3 VULN none IMMUNE none

HEALTH 36 INITIATIVE 5d6 PERCEPTION 5d6


CARRY 120lb (max lift 300lb)
SPEED 5 CLIMB 3 JUMP 12’/3’
REACH 5’
ACTIONS 2
Daystick 5d6 (3d6+3 blunt damage) HEALTH 15
Lawgiver 5d6 (3d6 ballistic damage; range 9; CARRY 60lb (max lift 150lb)
sidearm)
SKILLS REACH 5’
engineering 3 (2d6), interrogation 1 (1d6), ACTIONS 2
intimidation 1 (1d6), law 6 (3d6), perception 1 (1d6),
pistols 3 (2d6), riding 3 (2d6), tactics 1 (1d6) Knife 4d6 (2d6+2 piercing damage)
GEAR SKILLS
lawgiver, uniform, boot knife, daystick, appraisal 3 (2d6), climbing 3 (2d6), dodging 1
handcuffs, toolkit (1d6), knives 3 (2d6), local knowledge 6 (3d6),
perception 3 (2d6), reactions 3 (2d6), running 3
Battlefield Control. The Tek Judge throws tiny mecha- (2d6), stealth 6 (3d6), thievery 6 (3d6)
nised caltrops onto the ground, creating difficult terrain in GEAR
a Burst 3 area within 10 squares. knife, rat on a stick
Designate Target. The Tek Judge chooses one target
which is highlighted by a tactical battlefield targeting Snatch. With an attack, a Vagrant can snatch any small
drone. That target may not benefit from cover until an- item held or worn by his target, if he is aware of it. The
other target is selected. snatch is not stealthy, and the target notices it.

246
WORKER HEALTH 15
CARRY 60lb (max lift 150lb)
// Medium sentient humanoid (5d6)
REACH 5’
One of the lucky few who have jobs in the city. ACTIONS 2
Tool 3d6 (2d6+2 blunt damage)
STR 6 (3d6) AGI 6 (3d6) END 3 (2d6)
SKILLS
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) brawling 1 (1d6), carrying 3 (2d6), climbing 3
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) (2d6), computers 3 (2d6), [craft] 3 (2d6), hardy 1
(1d6), perception 1 (1d6), zero-g 3 (2d6)
MELEE RANGED MENTAL VITAL
DEFENCE 15 DEFENCE 15 DEFENCE 20 DEFENCE 10 GEAR
club, tools, portable vidphone
SOAK 0 VULN none IMMUNE none
Tools. A miner or worker can use the tools of their trade
INITIATIVE 3d6 PERCEPTION 4d6 as weapons with no improvisation penalty.
Worker. The [craft] skill entry above should be
SPEED 5 CLIMB 3 JUMP 12’/3’ replaced with engineering, farming and other hardy occu-
pations to create a range of workers.

247
APPENDIX
Attribute Highest Attribute Lowest Attribute
STR AGI END INT LOG WIL CHA LUC PSI REP

[1-2] Massive, [3-4] [1-3] Feeble, [4-6]


Human* +2 STR
athletic, [5-6] brawny tottering

Clone +1 +1 +1 +1 +1 +1 [1-2] Nimble, [3-


[1-3] Clumsy, [4-6]
AGI 4] deadeye, [5-6]
Mutant +2 +2 +1 ambidextrous
lame

Robot +2 +2 - [1-3] Rugged, [4-6] [1-3] Coughing, [4-6]


END
Ape tough as nails asthmatic/anaemic
(Chimp) +1 +2 -1 +1
Ape
(Gorilla) +2 +1 +1 INT
[1-3] Empathic, [4-6] [1-3] Naive, [4-6]
alert distracted
Ape
(OrangUtan) +1 +3
[1-3] Brilliant, [4-6] [1-3] Illiterate, [4-6]
*+2 to one other attribute and +1 to a third attribute LOG
erudite forgetful

[1-2] Alcoholic, [3-


[1-3] Stoic, [4-6]
WIL 4] reckless, [5-6]
Skills & Derived Statistics unflappable
spendthrift

HEALTH hardy [1-2] Commanding, [3] [1-2] Unwashed, [3-4]


CHA inspiring, [4] suave, disfigured, [5-6]
SPEED running, climbing, swimming [5-6] persuasive obnoxious
[1-2] Egotistical, [3-4]
CARRY carrying REP well known, [5-6]
flamboyant

INITIATIVE Reactions, tactics

acrobatics, dodging,
DEFENCE
foresight, [melee skills]
Skill Ranks Skill Level Dice Pool
bravery, concentration,
conviction, discipline, 1 Proficient 1d6
MENTAL DEFENCE leadership, meditation, 3 Skilled 2d6
psychology, religion, 6 Expert 3d6
rulership 10 Master 4d6
resistance, fortitude, 15 Authority 5d6
Vital Defence
Survival

Maximum Dice Pools


Dice Pools (Attribute & Skill Scale)
5d6 6d6 7d6 8d6 9d6 10d6 11d6 12d6
1-2 3-5 6-9 10-14 15-20 21-27
Grade Grade Grade Grade Grade Grade Grade Grade
1d6 2d6 3d6 4d6 5d6 6d6 5 6-7 8-10 11-14 15-19 20-25 26-32 33-40

Dice Pool STRENGTH AGILITY LOGIC REPUTATION Attribute

1d6 Weak Clumsy Low Street 1-2

2d6 Average Average Average Block 3-5

3d6 Strong Adroit Gifted Sector 6-9

4d6 Powerful Agile Genius City 10-14

Extraordinary
5d6 Mighty Remarkable Global 15-20
Genius

6d6 Superhuman Superhuman Supra-genius Interstellar 21-27

248
CHARACTER CREATION 4.2. Choose two of the listed skills and
advance each by one point. Note that
WALKTHROUGH characters may optionally always select a
1. Follow these steps to create a character.
defensive skill instead of a listed skill.
2. Note your starting attributes (3 for each 4.3. Choose one new career exploit from the list
attribute, except for PSI and REP which start at 0). shown or choose one universal exploit.
2.1. Choose a species (p. 24). 5. Select aim or feint (free universal exploits) plus
2.2. Apply species attribute adjustments. one other universal exploit of your choice for
2.3. Note your SIZE. which you qualify (p. 70).
2.4. Choose three species skills. 6. Choose one trait based on your highest
2.5. Note all the listed species exploits. or lowest attribute and note that in your
3. Choose a hook, and note it in your descriptor descriptor (p. 75).
(p. 19). 7. Calculate your derived statistics (p. 78).
4. Choose five careers (pp. 30 - 70). For each 8. Determine your character’s age (p. 74).
career grade, do the following: 9. Equip your character with armour, weapons and
4.1. Apply all of the listed attribute adjustments. equipment (p. 88).

Species Origin
Choose one species Choose one origin
Human Clone Mutant Robot Civilians & Perps Judges
Chimp Gorilla Orangutan Delinquent Juve Juve Gang Cadet

Careers Academy of Law Advanced Programs


Choose four careers
Advanced Applied Violence Basic Mechanics
Civilian careers Driving School

Bat Glider Blocker Boffin Boinger Basic Psionics Citizen Manipulation Combat Range

City-Def Citizen Employee Gamer Hot Dog Run Trauma First Aid Rookie

King of the
Jaeger Journalist Nark Judge Careers
Road
Private Med Judge Psi-Judge Street Judge Tek Judge
Peeper Psyker Scavenger
Investigator

Scrawler Skysurfer Social Elite Sportsperson Speciality Judge Careers


Advanced Training Air Patrol
Star Survivalist Block Judge
Refresher Course (H-Wagons)
Crime Scene Cursed Earth
Bodyguard
Perp careers Processor Circuit Judge
Chop Shop Cursed Earth Desk Judge Exorcist Holocaust Judge
Blackmailer Burglar Mechanic Smuggler
Dunk Fence Hacker Heister Interrogator Lab Rat Maintenance

Hitman (Blitz Public Surveillance


Henchman Kidnapper Mob Boss Manta Patrol Riot Squad
Agent) Unit (PSU)

Mobster Muscle Pongo Punk Senior Judge Sharpshooter Space Corps


Special Judicial
Spy/Terrorist Tap Artist Wrecker Supervisor Wally Squad
Squad

249
Selected Melee Weapon List (full list on p. 121)
Cost Weight
Weapon Damage Type Size Avail. Special
(cr) (lb)
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

Selected Ranged Weapons (full list on pp. 108 - 109)


Cost Weight
Weapon Damage Type Range Size Avail. Special
(cr) (lb)
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

Dice
1d6 2d6 3d6 4d6 5d6 6d6 7d6 8d6 9d6
Size Tiny Small Medium Large Enormous Gigantic Colossal
Pool
Def. +4 +2 +0 -4 -8 -16 -32
DEF. 4 7 11 14 18 21 25 28 32

Dice Minimum
Quality Price Rarity Upgrades Armour Vehicle
Pool Skill

Improvised - - -2d6 - - - -

Standard Normal Common - - - - -

1 (1d6;
High quality x3 then +100 Uncommon +1d6 +1 +2 SOAK +1 SPEED
proficient)
x5 then 3 (2d6;
Exceptional Rare +2d6 +1 +4 SOAK +2 SPEED
+250 skilled)
x10 then 6 (3d6;
Mastercraft Very rare +3d6 +2 +6 SOAK +3 SPEED
+500 expert)
x100 then 10 (4d6;
Artisanal Very rare +4d6 +2 + +8 SOAK +5 SPEED
+1,000 mastery)
x1,000 then 15 (5d6;
Legendary Unique +5d6 +3 +10 SOAK +10 SPEED
+2,500 authority)

250
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 Armed robbery Black Museum
12 1d6 citizens Arson Botanic Gardens
13 Brawling Central Library
14 Common assault Empire State Building
1d6 eldsters
15 Gambling Heroes’ Bowl
16 1d6 heisters Illegal parking Kennedy Space Port
21 1d6 industrial robots Jaywalking Mega-City Art Gallery
Mega-City Chamber of
22 Kidnap Horrors
23 1d6 juve gang members Murder Mega-City Museum
24 Scrawling Movie Special effects Museum
25 Smoking Power Tower
1d6 mob henchmen
26 Tapping Mega-City One Exhibition Dome
31 1d6 mutant raiders Shoplifting The Jungle / Apetown
32 1d6 skysurfers Vandalism The Maze
33 Assault of a Judge Aggro Dome
34 1d6 petty criminals Rioting Trans Atlantic Tunnel
35 Littering Alien Zoo
36 1 rogue psyker Looting Bank
41 Speeding/reckless driving Crock Block
42 1d6 taps Dunking Dream Palace
43 Murder of a Judge School
44 Robbery University
45 1d6 vagrants Breaking and entering Face Change Clinic (New You)
46 Dealing in stolen goods Hospital
51 Stookie glanding I-Block
52 1d6 workers 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
1 mob capo with
63 Parking violation Highway
1d6 mob henchmen
1 juve gang leader
64 Possession of comic-books Sewers
with 1d6 juve gang members
65 3d6 juve gang members Noise annoyance Plaza
66 1d6 City-Def officers Escaping from imprisonment Alleyway

251
THE LAWMASTER
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

Weapon Damage Type Range Cost Size Weight Avail. Special

Bike Cannon 2d6+3 Ballistic 20 2,000cr L 30lb M Auto, Burst 2


Anti-Vehicle 3,
Cyclops Laser 2d6+4 Heat 30 2,500cr L 50lb J
Beam
Lawrod 2d6+3 Ballistic 30 300cr M 5lb J -

Using the Lawmaster’s inbuilt weaponry uses the gunnery skill. Vehicle-mounted Speed Turn
weaponry can only be fired once per round, and the Lawmaster cannot fire its 1-2 1
bike cannon and Cyclops Laser in the same round. 3-5 2
Bike Cannon (gunnery). A powerful twin cannon which is the most used arma-
6-7 3
ment on the Lawmaster bike.
Cyclops Laser (gunnery). Mounted on the front of the Lawmaster bike, the 8-10 4
Cyclops Laser is the most effective weapon a Street Judge would normally have 11-12 5
for use against vehicles and other large targets. 13-15 6
Lawrod Rifle (rifles). This is the standard rifle carried by Street Judges in a 16-17 7
side-holster of their Lawmaster cycles. It is a highly accurate long-range rifle ca-
18-20 8
pable of great penetration and accuracy.
21-22 9
Automatic Mode. When ordered to by its rider, a Lawmaster can operate on au-
tomatic. When doing so, it makes all checks with a 3d6 dice pool. 23-25 10
26-27 11
28-30 12

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.

252
THE LAWGIVER
The standard issue sidearm used by the Ammunition Types
Judges of Mega-City One, the Lawgiver pistol Standard Execution (Dum-dum) Rounds. This is
is a versatile combat weapon. It has a switch the standard round fired by the Lawgiver. It is highly
effective against normal perps.
that controls its operation, allowing it to fire a
Rubber Ricochet. A round designed to bounce
selection of specialised ammunition types tai- off solid surfaces and still penetrate flesh. A Judge
lored for the day-to-day hazards that a Judge using this kind of ammo type can easily take down
might encounter out in the field. It takes one a perp who is using a human shield or is behind
action to change ammo type. cover. It is highly effective if fired into an enclosed
All Lawgiver pistols have both the Automatic space (such as an armoured vehicle or small bun-
ID-Matched and Explosive Booby Trapped (3d6 ker) of less than 10’ diameter, gaining a +2d6 bonus
when firing into such an area.
damage) customisations. They use a palm-print Targets do not get the benefit of cover against a
recognition device locked to the Judge whose ricochet round, and the Judge does not need a line-
print is programmed into the gun’s memory. If the of-sight to fire on the target as long as he knows
wrong user attempts to operate the weapon, it the target’s location and there is a potential route
will self-destruct with a powerful explosion. This to the target by ricocheting off one or more sur-
system is linked to a Judge’s gloves, which have faces. However, the Judge suffers a -1d6 penalty for
each surface the bullet needs to bounce off..
the same recognition system built into them.
Incendiary. A dangerous round, this is exception-
al 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 de-
signed 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 vehi-
cles 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 lock-
on 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 alter-
native 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 - - - - -


1/ SE Half damage;
Armour Piercing 2 Ballistic 6 - - - -
Ignores 10 soak
Incendiary 1d6 Heat 8 - - - Combust
-1d6 for each surface
Rubber Ricochet 1d6+2 Blunt 6 - - - -
bounced off
Burst 1; double damage to
High Explosive 2d6 Heat 8 - - - -
robots and inanimate objects
+2d6 but not in first
Heat Seeker 2d6 Ballistic 10 - - - -
range increment
Stun Charge 2d6 Electricity 3 - - - - Stun

253
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
20
3 2 3 2 1 1 1 1 1 1 1 1

telepathy persuasion intuition dodging survival

3 2 1 1 1 1 1 1 1 1

6 2 80lb
3 3
6’/4’ 200lb
2

5d6
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

Cadet 13
16 18 Judge uniform
& helment 5
Basic Psionics 1
none 20
16 11 none Citizen Manipulation 1

Rookie 1

Psi-Judge 3

24

254
5 5
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 2 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

255
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
0
3 2 1 1 1 1 3 2 1 1 1 1

light armour clubs medicine survival running psychology

1 1 1 1 3 2 1 1 1 1 1 1

genetics dodging

1 1 1 1

6 4 110lb
3 5
6’/4’ 200lb
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

Cadet 13
11 14 Judge uniform
& helment 5 Trauma First Aid 1
none 25
10 14 none Hot Dog Run 1

Rookie 1

Med Judge 6

Medical kit

27

256
5 5
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
480cr
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.

257
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
0
3 2 1 1 1 1 3 2 1 1 1 1

tactics fortitude running rifles interrogation

3 2 1 1 1 1 1 1 1 1

6 4 160lb
5 3
6’/4’ 450lb
2

5d6
2d6+4
half SE
2d6+2
1d6+2
1d6+4
2d6+2
2d6+2
3d6 1d6+3
5d6 3d6+4
3d6 2d6+4

Cadet 13
11 16 Judge uniform
& helment 5 Combat Range 1
none 28
10 16 none
Applied Violence 1

Rookie 1

Street Judge 4

25

258
5 5
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 320cr
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.

259
JUDGE TERENCE NOVAK
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
0
3 2 1 1 1 1 3 2 1 1 1 1

light armour clubs medicine survival running psychology

1 1 1 1 2 2 1 1 1 1 1 1

genetics dodging

1 1 1 1

6 2 80lb 4 4
14’/4’ 200lb
2

4d6
2d6+3
half SE
2d6+1
1d6+1
1d6+3
2d6+1
2d6+1
3d6 1d6+2
4d6 2d6+3
3d6 2d6+3

Cadet 13
14 16 Judge uniform
& helment 5 Basic Mechanics 1
none 20
14 12 none Advanced Driving School 1

Rookie 1

Tek Judge 5

26

260
5 5
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
240cr
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.

261
INDEX
Index
CAREERS 30–71 Blackmailer 42 CRITICAL SUCCESSES 126
Civilian and Perp Origins 30–31 Burglar 43 CROCK BLOCKS 165
Delinquent 30 Chop Shop Mechanic 44 CURSED EARTH 157–158, 171–173,
Juve 30 Cursed Earth Smuggler 44 176–178, 218, 240
Juve Gang 31 Dunk 45 CUSTOMISATIONS, ARMOUR 111
Civilian Careers 31–42
A Bat Glider 31
Fence 44, 45
Hacker 46
CUSTOMISATIONS, WEAPONS 110
Blocker 31 Heister 19, 47, 236 CUSTOMISING GEAR 110
ACADEMY OF LAW 157, 158, 177 Armour 111–112
Boffin 32 Henchman 47, 240
ACADEMY OF LAW ADVANCED Weapons 110–111
Boinger 32 Hitman (Blitz Agent) 48
PROGRAMS 54 Citi-Def 33 CYBERNETICS 115–117
Kidnapper 49
ACTIONS & TURNS 139 Citizen 33 Mob Boss 49 Alterations 115–117
ADVANCED TRAINING REFRESHER Employee 34 Mobster 50 Organic Limitations 115
COURSES 60 Gamer 34 Muscle 50, 51 Table 116
ADVANCEMENT 83 Jaeger 34 Pongo 51
Cost, Attribute or Skill 83
Cost, Typical 85
Journalist 35
King of the Road 36
Punk 43, 51 D
Spy 52
Experience points 83 Nark 36 Tap Artist 53 DAMAGE TYPES 98
ADVENTURES Peeper 37 Terrorist 52 DEATH 145–149
Campaign 180 Private Investigator 37 Wrecker 53 DEFENCE 33, 58, 72, 73, 78, 79,
Types 184–185 Psyker 37 CAREERS & DEFENSIVE SKILLS
Scavenger 39 209
Creating 180–181 79
Events 181 Scrawler 39 DERIVED STATISTICS 78–79
CARRY 78 Carry 78
Locations 181 Skysurfer 40
Social Elite 40 CENTRAL MEGA-CITY LIBRARY Defence 33, 58, 72, 73, 78, 79,
Published 180
Rewards 187 Sportsperson 40 159 209
Scenarios Star 41 CHALLENGES, OVERCOMING 83 Health 78
Types 185–186 Survivalist 42 CHARACTER CREATION, SAMPLE Initiative 78, 224
Weird Science 181 Judge Careers 57–59 85 Jump 78
Med Judge 19, 57, 85, 86, 87, Speed 40, 61, 71, 78, 224
AGE 74, 84 CHARACTERS, OLD 75
Adding Years 74 237 DESCRIPTOR 19
CHARACTERS, YOUNG 74
Categories By Species 75 Psi-Judge 58 DEVIL’S ISLAND 159–160, 208
CHASE TERRAIN AND OBSTACLES
AGGRO DOMES 164 Speciality Judge Careers DIFFICULTY BENCHMARK 125
60–69 128
AGING IN THE FUTURE? 74 Maths 125
AIR PATROL (H-WAGONS) 61 CHECKS
ALIEN ZOOS 164 DISEASE 148–149
BLOCK JUDGE 61 Group 126
catching 148
AMBUSH 139 BODYGUARD 61 Opposed 126
list 149
AMMUNITION, SPECIAL 105 CRIME SCENE PROCESSOR 62 CINEMATIC MODE 77 treating 148
APETOWN 157, 163 CURSED EARTH CIRCUIT JUDGE 62 CITY HALL 159, 176 DREAM PALACES 166
ARMOUR 106–107 DESK JUDGE 63, 232 CITY LOCATIONS 164–171 DRUGS 112–115
Table 110 EXORCIST 63, 64, 65 CIVILIAN AND PERP ORIGINS. Addiction 112
Table, Reading the 107 HOLOCAUST JUDGE 64 SEE CAREERS: CIVILIAN Creating 115
ATLANTIS 164, 171 INTERROGATOR 64, 222
AND PERP ORIGINS Generic 113–115
ATTACKS 80, 225 LAB RAT 65
MAINTENANCE 65, 80 CIVILIAN CAREERS. SEE CA- Side effects 112
Critical Hits 146 REERS: CIVILIAN CAREERS DUAL-WIELDING 145
Dual-Wielding 145 MANTA PATROL 65
Making an Attack 143 PUBLIC SURVEILLANCE UNIT 62, CLAIRSENTIENCE 81
Spending on damage 143 66 CLAIRVOYANCE 81 E
Spending on effects 143 RIOT SQUAD 66 COMBAT 138–145
ATTRIBUTE CHECK 122, 123 SENIOR JUDGE 66, 67, 243 Actions & Turns 139 EAST-MEG ONE 173
Forming dice pool 123 SHARPSHOOTER 67 Ambush turn 139 EDUCATION FACILITIES 166–167
Making an 123 SPECIAL JUDICIAL SQUAD 68 Attacks. See Attacks EMPIRE STATE BUILDING 160, 174,
SUPERVISOR 69 Critical Hits 146 208, 211, 212, 216, 218
ATTRIBUTES 19–21
WALLY SQUAD 20, 45, 69, 70 Dual-Wielding 145 ENEMIES, DEFEATING 83
Street Judge 19, 59, 62, 243 important actions 141–143
B Tek Judge 19, 60, 246 Movement 140–141
ENVIRONMENT 152–155
Stunt Areas 154
Judge Origins 54–57 Positional Effects 143–144
BANKS 165 Advanced Driving School 54, Theatre of the Mind Combat 155
Sequence 138
BEYOND THE CITY LIMITS 171–174 60 Theatre of the Mind Combat 155 EQUIPMENT
BIOPSIONICS 81 Applied Violence 55, 60 Customising Gear 110. See Cus-
COMPLICATIONS 126
Basic Mechanics 55, 60 tomising Gear
BLACK ATLANTIC 171–172 CONDITIONS 146–147
Basic Psionics 55, 60 General Gear 91–96
BLACK MUSEUM 158 list 147 Improvised Equipment 90
Cadet 54, 86
BOTANIC GARDENS 159 CONTESTS 127 Quality 89, 90, 91, 124
Citizen Manipulation 55, 60
BRIT-CIT 171, 172, 176, 215 Combat Range 55, 60 COUNTDOWNS 136–137 Table 97
Hot Dog Run 55, 56, 62 CREATURES Weapons 98–106. See Weapons
C Rookie 54, 56, 67, 87 Creating 222–229
Type 227–228
ERGOKINESIS 81
Trauma First Aid 56, 60, 86, EVENTS
CAMPAIGNS 180 87 CRIME AND PUNISHMENT 179 in Adventures 181
Types of 184–185 Perp Careers 42–53 CRITICAL HITS 146 in Mega-City One 175–176

262
EXAMPLE OF PLAY 8 Close Mouthed 48 Fault Tester 65 Justice Department Mole 50
EXHIBITION DOME, MEGA-CITY Clues 62 Favoured Weapon 47 Juvebunny 31
ONE 162, 176 Coach 41 Feint 70, 71, 72, 76, 77, 217, 226 Killing Blow 49, 231
EXPERIENCE POINTS 83 Code Monkey 47 Fist of a Judge 59 King of the Swingers 29
Collateral Damage 59 Fit 41 Knockback 72
EXPLOITS
Combat hardened 33 Fixer 44 Knockdown 70, 71, 72, 73
360 No Scope 67
Come Here! 219, 226 Flying Kick 72 Knock Out 49
Academy of Law Curriculum 54,
Come to a stop 33 Fortitude 72, 79 Knowing Smile 69
86, 87
Commanding Voice 67 Freedom of the press 35 Knowledge is key 34
Access ports 28
Compute 28 Freeze! 59 Knowledge no man was meant to
Acclimatised 68 know 32
Cone 83, 226 Gas Attack 66
Achilles Heel 71, 217, 226, 231, Last Stand Weapon 63
Confessional 65 Getaway Driver 47, 232
234 Lawgiver-Adept 59
Confusing Smile 70 Get back up 35
Advanced Tactics 69 Get Him Boys 50 Lawmaster Savant 59
Constant Maintenance 65
Agile Turn 54 Get On With It 59 Lawmaster Stunt 67
Controller 227
Aim 55, 67, 70, 71, 72, 73, 87, Ghostbuster 64 Leadership 72, 216, 227, 238,
Counterhack 71
209, 226, 231, 234, 237, 243 Criminal contacts 41 Ghostly advice 38 243
Air tricks 31 Crippling Strike 71 Gigs 42 Leaping Attack 72
All for One 61 Crowd Control 55 Give Orders 216, 238, 243 Leg Breaker 51, 238
Always Prepared 71 Cursed Earth Hazards 63 Good Arm 66 Less Rads 56
Always watching 37 Cursed Earth Survivor 56 Good Position 55 Level by level 33
Ambush! 49, 53, 240 Cutting gear 33 Gossip 43, 70 Lightning Reflexes 72
Analyse 226 Daily Dip 45 Grab 226, 245 Like a commando 33
Analytical eye 32 Damage Control 66 Grand Heist 44 Listen Up! 69
Analytical Eye 32, 65 Danger Senses 49 Grubby office 37 Living Shield 226
Analytics 71 Daredevil! 35 Gun nut 42 Loan shark 34
An eye for the unusual 39 Daring jumper 35 Haggler 46 Local Crime Data 69
Anti-surveillance 37, 39, 50 Dart In 71, 226, 236 Half the Time 65 Locksmith 43
Arm Lock 71 Deadly Strike 71, 72 Hammer Down 45 Lucky Escape 73
Armour 28 Death From On High 72 Hard at work 34 Lucky streak 34
Art savant 39 Deceive 227 Hard Choice 43 Lullaby 42
Athletic 41 Designate Target 227, 246 Hardened 33, 56 Lunge 73
Aura 227 Desperate Times 64 Healing 226, 227, 237 Managed 35
Automaton 28 Deterministic 28 Helpful Friend 51 Me and my homies 31
Backpedal 227, 237 Diagnosis 58 Hidden Den 49 Mean Streets 67
Back Up 35, 50 Diagnostics 60 Hidden Weapon 53 Medical Savant 57
Battlefield Control 227, 246 Die Hard 72 High class 40 Mental Conditioning 58
Battle Scars 67 Dirty Secrets 43 Home defence 33 Merciful 58
Bearhug 71 Disease 227 Home protection 40 Mighty Blow 73
Beguiling 51 Distinction 56 Home sweet home 32 Mighty Sunder 73
Berserker 227 Dive for Cover 72 Hostile Terrain 63 Mind barrier 38
Best Laid Plans 53 Dive For Cover 209, 226, 232, Hot Pursuit 66 Mindless 28
Best Route Finder 45 234, 237, 243 Hunker Down 72 Miraculous Escape 53
Big time 40 Dodge 56, 72, 73 Hurl 226 Mobile Attack 226
Blackmailer 37 Dodge This 56 Hustle 47 Modify 32, 65, 214
Blind eye 36 Double Tap 72 I am Kang! 29 Monologue 53
Blindfighter 71 Draw a Bead 72 I Am The Law! 67 Monster Hunter 63
Blinding Attack 71 Drug Bag 57 I am the night 31 Monstrous Leap 219, 226
Blind Shot 71 Durable 62 Identify Substance 62 Monumental 226
Block deal 32 Earner 50 Identify Target 43 Mr Accident 49
Boom-boom 60 Eldritch Eyes 64 I know what you did 37 Mutation 25
Bouncer 59 Electronic vulnerability 28 Impersonate 49, 51, 70 Table 26–27
Bridge Officer 68 Elite Team 64 Implacable 69 My Block 61
Brush Off 71 Emergency Procedures 58 Improvised Repair 60 Natural Boing® killer 33
Buddy System 52 Emergency Trauma Procedures Improviser 32, 72 Need for speed 40
Bully! 52 56, 87 Ingrained skill package 25 Need for Speed 40, 61
Burger flipper 34 Engine-tuner 44 Inspiration 62 Network Search 66
Burst 71, 82, 226, 234, 243, 246 Enhanced Interrogation 65 Instantly Forgettable 51 No Collateral Damage 59
Burst of Speed 71 Evasive Driving 66 Interrogation 38, 65 Obey the Law 56
Called Shot 227, 236 Evasive Flying 61 Intimidate 55 Observant 66
Call in support 33 Exceptional Healing Hands 58, Intimidating 51, 69 Off the Grid 53, 70
Camera Hound 66 87 Iron Will 72 Off the record 35
Captivating 42 Exceptional Robot Repair 44, 60 It’s Just a Flesh Wound 48, 240 Oh, She Lives There 61
Catburglar 43 Expert Disarm 72 It’s not all junk! 39 One Eye Open 56
Chancer 34 Explosives 60 It’s Who You Know 63 One Heck of a Shot 67
Charge 70, 71, 72, 226, 245 Extra responsibilities 34 I’ve SEEN Things 64 One last mile 36
Cheat 34 Face in the crowd 34 Job savvy 34 One Last Turn of the Screw 64
Clandestine observer 36 Fair trade 38 Judge Backup 59 Only Knocked Out 56, 87
Cleave 71 False Identify 53 Judge buddy 36 On Your Feet! 56, 86, 87
Climber 43 Far Shot 72 Jury-rig 72 Opportunist Stomp 73, 240

263
Opportunity Strike 73 Scrapper 62 Triple-threat 42
Organic appearance 28 Seat of your Pants 45 Troublesense 37, 59 J
Outnumbered 62 Sense Emotion 55 Turret Gunner 61
Out of place 37 Sense Evil 64 Unseen 39, 45 JUDGE CAREERS. SEE CAREERS:
Out, Out Damn Spot 64 Sense motive 38 Up at the crack of dawn 34 JUDGE CAREERS
Painful Strike 55 Sense other 38 Utilikit 74 JUDGE CAREERS, SPECIALITY.
Palm Item 45 Sense the Wealth 53, 245 Vandal 30 SEE CAREERS: JUDGE
Panicked Unload 209, 227, 237 Shieldbrother 66 Vantage point 37 CAREERS
Passkey 44 Shiv 31 Vantage Point 37, 68 JUDGE ORIGINS. SEE CAREERS:
Pedal to the metal 36 Sidestep 73 Varied 24
JUDGE ORIGINS
Pep Talk 73 Signing bonus 41 Voice of the Law 55
Perfect Aim 55, 226, 231, 234, Sixth Sense 43 Wallcrawler 35 JUDGE UNIFORM 106, 107, 110
237, 243 Skill Dice 226 Wasteland Direction 56 JUDGE WHITEY 208, 209
Performance Upgrade 60 Sluggish 219 Weak Point 49, 57, 60, 237 JUMP 78
Petty larceny 30 SMACKDOWN! 66 Weapon 28, 47, 53, 63
Piledriver 73 Small inheritance 40
Platoon Leader 67 Smuggle 45
Weapons Armoury 61
Weird science 32
K
Play the System 63 Sneak 49 What a Boing® 33 KATRICIA BUNG 209, 215, 216, 217
Point-Blank Shot 73 Sniff Out Corruption 69 What a Wally 51, 53, 70
Poison 226, 227, 234, 236, 241 Source 35 What’s the plan? 36 KENNEDY SPACE PORT 161
Powerboard 40 Space Corps 68 Wheels 28
Precog 38 Speak-with-dead 38 Where the action is 34 L
Precog Defence 58 Speedy 30 Whirlwind Frenzy 74
Precog Shot 58 Spinning Kick 73 Wing and a prayer 31 LAWGIVER 56, 60, 65, 80, 88, 89,
Predictive Reflexes 73 Spray 33, 73, 235 Your biggest fan! 42 99, 103, 104, 109, 212, 232,
Prey 53 Spraygun combat 40 Zero-G Born 68 234, 237, 242, 243, 246
Profit, Not Loss 46 Star child 37 EXPLOITS, UNIVERSAL 70–73
Protector 73, 240 Stash 32 LAWMASTER 54, 56, 59, 60, 67,
EXTENDED TASKS 126 80, 88, 89, 101, 102, 104,
Psionic Power 58 Stealthy 226
Psych 101 55 Still Got It 69 106, 119, 120, 121, 208
Psychic Battery 58 Stocked and locked 36 F LAW, THE 179
Psychic interrogation 38 Stone cold stare 31 LONG DISTANCE TRAVEL 141
Quake 219, 226 Stone Cold Stare 31, 216, 237, FACE CHANGE CLINICS (NEW YOU)
LUNA ONE (LUNA-1) 173
Quick Change 51, 53, 70 238 167
Quickdraw 73 Stop Right There! 73, 226, 245 FOODSTUFFS 96
Quick Repair 55, 65 Strafe 73 FORMING DICE POOL 123 M
Quick spray 33 Street Tough 52
Quickstand 73 Stronger together 42 MAKING AN ATTACK 143
Quick Start 66 Stuffed pockets 42 G MAZE, THE 164
Quickstep 73 Sunder 73 MEGA-CITY ART GALLERY 161
Quick with your fists 37 Superb balance 40 GENERAL GEAR 91–96
GLOSSARY MEGA-CITY CHAMBER OF HOR-
Radiation resistance 25 Surveillance gear 37
of Mega-City One Terms 176–177 RORS 161–162
Radiation Resistance 63, 241 Surveillance Records 66
Reckless Act 73, 87 Survivalist’s stash 42 of RPG Terms 10 MEGA-CITY ONE 156–158
Recognise Lie 65 Survival skills 42 GRADE 21 Advice for games in 182
Red Carpet 42 Sweet Deal 45 GRAND HALL OF JUSTICE 160 Beyond the City Limits 171–174
Regeneration 227, 241 Switch Hitter 45 GROUP CHECKS 126 City Locations 164–171
Reinforce Shield 73 Systems Familiarity 63 Events 175–176
Remote Location 47 Systems Upgrade 73 People of 183
Resources 69 Tactical Expertise 69 H Unique Locations 158–164
Ricochet 73 Take A Bullet 62 MEGA-CITY TWO 173
HEALTH 78
Ride Your Luck 56 Target Lock 67 MENAGERIES 164
Critical Hits 146
Road savvy 36 Taunt 73, 227, 245 METAPSIONICS 82
Damage 146
Road warrior 36 Tech kid 31
Recovering 146 MILESTONES, COMPLETING 84
Roar 29, 226 Technical Knowledge Base 44,
Robot Man 47 60 HEROES’ BOWL 161 MODIFERS
Robot Repair 44, 60 That Smile 50 HONDO-CITY 173 Melee 145
Roll With It 73 The Boss’s Cut 50 HOSPITALS 167–168 MODIFIERS
Rookie 54, 56, 67, 87 The Filth! 51 Ranged 145
Runner 41, 61
Saboteur 60
The Long Con 51
Third Attack 226
I MONSTERS
Creating 222–229
Safecracker 47 Throw 73, 226 I-BLOCKS 168 Type 227–228
Safe House 53 Throw Anything 73 ILLNESSES 148–149 MOVEMENT 140–141
Sale of the Century 46 Toolkit 44 Table 148 Long Distance Travel 141
Scanner 28 Tough! 31
INCREMENTAL ADVANCES 84 MOVIE SPECIAL EFFECTS MU-
Scanning the Crowd 62 Traffic Cams 66
Scattershot 73 Trample 226 INDIRECT SKILLS 124 SEUM 162
Scientific knowledge base 32 Transporter 45 INITIATIVE 78, 224 MUSIC 182–183
Scientific Knowledge Base 32, Trapeze artist 39 INJURY 145–149 MUTATIONS
65 Trip 73, 74 ISO-BLOCKS 168 Table 26–27

264
Psychic Cone 83 SUS-AN HOMES 170
N Psychic Healing 81 U
Psychic Leap 81
NPCS 230–247 Psychic Resuscitation 81
T UNDERCITY 160, 174, 177, 179, 217,
by Type (Sub-Index) 230 Psychic Suggestion 82, 83 218
Creating 222–229 TASKS UNIQUE LOCATIONS 158–164
Psychokinesis 82 Common 128–136
Type 227–228 Pyrokinestic Burst 82 UNIVERSAL EXPLOITS 70–73
Examples 123
Pyrokinetic Blast 82 Engineering 129 UNIVERSITIES 166–167
O Retrocognition 81 Extended 126
Sense Psionics 82
OBJECTS 150–151 Shield Other 82 TECH SPEAK V
Summon 82, 227 Engineering 130
OLD CHARACTERS 75 Hacking & Computer 131 VAULTS, THE 170
ONE-SHEET, THE 181 Suppression 82
Telekinesis 82 Medical 133 VEHICLE MOUNTED WEAPONS
OPPONENTS 186, 186–187, TELEKINESIS 82 106
Telekinetic Shield 82, 241
230–247 TELEPATHY 82 VEHICLES 118–121
Telepathic Message 83
Creating NPCs 222–229 TELEPORTATION 83 Civilian 120
Teleport 83, 226, 227
NPCs by Type (Sub-Index) 230 Justice Department 119–120
PSYCHO-CUBES 168–169 THEATRE OF THE MIND COMBAT
Type 227–228 Other 120
155
OPPOSED CHECKS 126 Table 121
ORGANISATIONS 117–118, 182 Q THE JUNGLE 163
TITAN PENAL COLONY 174
Using 119
OUT OF TIME (OPTIONAL RULE) VULNERABILITY 28, 99, 107
QUALITY 89, 90, 91 TOAD IN THE HOLE 219
91
TRAIT 75–77
OUTSIDERS, THE (ORGANISATION)
118 R Alcoholic 75 W
Alert 75
OZ 173, 215 Ambidextrous 75 WEALTH & CREDITS 90
RADBACK 173
Anaemic 75 WEAPONS 98–106
RAILROADING 186
P REQUISITIONS 117
Asthmatic 75 Damage Types 98
Melee 100–101
Athletic 41, 75
PAYING FOR EFFECTS 71 RESISTANCE 63, 99, 241 Brawny 75 Size 100
PEOPLE OF THE CITY 183 REWARDS 187 Brilliant 75 Ranged 101–105
PERP CAREERS. SEE CAREERS: RICKI ROCCO 209, 210, 211, 212, Clumsy 21, 75 Special Ammunition 105
213, 215, 216, 217, 218 Commanding 67, 75 Special Traits 99–100
PERP CAREERS
RULE ZERO 5 Coughing 75 Table 108–109
PERP ORIGINS. SEE CAREERS: CI- Deadeye 76 Table, Reading the 98
VILIAN AND PERP ORIGINS Disfigured 76 Vehicle Mounted 106
PLANNING 84 S Distracted 76 WEATHER CONTROL 170–171
PLOTS 186 Egotistical 75, 76 WEIRD SCIENCE 181
POSITIONAL EFFECTS 143–144 SALARIES, EXAMPLES 89 Empathic 75, 76 WHAT YOU NEED 6
POWER TOWER 162, 178 SCANNERS 134–135 Erudite 76
PROPS 182 SCHOOLS 166–167 Feeble 75, 76
PSIONICS 55, 60, 80–83 SECTOR HOUSES 169 Flamboyant 76 Y
Adrenal Dash 81 SERVICES 96 Forgetful 76
Illiterate 75, 76 YOUNG CHARACTERS 74
Adrenalise 81 SHIELDS 107
Biofeedback 81 Table 110 Inspiring 76
Blink 83 SHOPLEXES 169 Lame 76
Cannibalise 82 SHUGGY HALLS 169–170 Massive 75, 76
Clairaudence 81 Naive 75, 76
SINO-CITY (ONE AND TWO) 173
Clairvoyance 81 Nimble 75, 76
SKILLS 21–24 Obnoxious 76
Combat Precognition 81 SKILLS, INDIRECT 124
Cryokinesis 81, 82 Persuasive 76
SMOKATORIUMS 170 Reckless 70, 73, 77, 87
Cryrokinetic Blast 82
Dimensional Step 83 SPACE CONDOS 174 Rugged 77
Electrokinetic Blast 82 SPECIAL AMMUNITION 105 Spendthrift 77
Electrokinetic Fork 82 SPECIALITY JUDGE CAREERS. Stoic 75, 77, 87
Empathy 82, 83 SEE CAREERS: JUDGE Suave 77, 245
Fast Recovery 82 CAREERS Tottering 77
Flight 82 Tough As Nails 77
SPECIAL TRAITS, WEAPONS
Hypercognition 81 Unflappable 77
99–100 Unwashed 75, 77
Levitation 82 SPECIES 24–29
Mind Control 82 Well Known 77
SPEED 40, 61, 71, 78, 224 TRANS ATLANTIC TUNNEL 164
Mind Fortress 82
Mindprobe 82 SPENDING ON DAMAGE 143 TURNS & ACTIONS 139
Mindread 82 SPENDING ON EFFECTS 143 TYPES OF CAMPAIGNS 184–185
Mind Shield 82 STARTING MONEY 80, 89 TYPES OF SCENARIOS 185–186
Mindwipe 82 STARTING THE GAME 181
Necrophony 81 STATUE OF JUDGEMENT 158, 163,
Perception Filter 82 178
Psi-blast 83, 241 STUNT AREAS 154

265

Вам также может понравиться