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Credits Writer Matthew Sprange Layout & Graphic Design Will Chapman Interior Illustrations Interior Illustrations Copyright Rebellion Developments ltd. Used under licence Cover Illustration Carl Critchlow Borders and Box Art Playtesters Scott Clark Special thanks to the members of Mongoose Publishing’s forums and Kickstarter backers. Special Thanks Ben Smith, Jason Kingsley & Pete Wells Revised 11th June 2013 Judge Dredd™ ©2013 Rebellion Developments Ltd. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Rebellion Developments Ltd. No portion of this work may be reproduced in any form without written permission. 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. Credits Contents Introduction 4 Rulebook Changes and Additions 5 Equipment 8 Block War Forces 13 Mercenaries 33 New Rules 50 New Talents 52 New Psi Talents 57 Vehicles 59 Blood on the Streets Campaigns 73 Famous Firefights 79 Scenarios 88 Block Wars 94 Tour of the Justice Department 99 The Undercity 103 Brit-Cit 109 Cal Hab 115 Atlantis 117 kickstarter backers 123 Introduction Important Note: This is not the full Block War miniatures range will be expanded to cover all manner supplement. We will be continually adding more of vehicles that you can find in Mega-City One, from material, with your help and guidance, over the next the famous Lawmaster bike to massive mo-pads, mobile few months! homes built to solve the city’s housing crisis. Welcome to Block War, the first supplement for the Judge You will also be able to take part in Block Wars, either as Dredd miniatures game. one of two blocks trying to prove which is best, or another force caught up in the riot (brave players might like to try Block War is all about expanding your games, in every their hand at using judges to arrest everyone involved in direction. When complete, it will feature many new a Block War!). New specialist judges are available, along factions, lots of new characters for existing forces, more with Pat Wagons and the mighty Manta Prowl Tank to scenarios, and more exciting locations in which to set help combat the ever-growing menaces of Mega-City your battles and campaigns. One. This supplement will also introduce some new ways of And then there are the Dark Judges… playing games of Judge Dredd, along with some very, very powerful characters and other units. You will be Whatever elements you decide to draw from Block War to able to charge down Megways at over 200 mph, dodging bring into your own games, you will find this supplement bullets and zipping in and out of traffic as you take your supercharged with excitement, bringing new dimensions confrontations to the roads of Mega-City One. Our to your miniatures gaming! 4 Rulebook Changes and Additions Equipment Cursed Earth Desperadoes The following changes and clarifications should be Mutants taking the Armour mutation may wear additional applied to the Equipment chapter. armour – however, you must choose to use either the armour’s score or that of the mutation. You gain a +1 • Models on Power Boards may also use grenades but bonus to your Armour score if you combine additional may not perform Melee actions. armour with the mutation. Mercenaries Firebombs Replace the text of the firebomb with the following. • The Mutant mercenary should have Armour +0. Powerful incendiary devices, fire bombs are useful tools for Fattie Stampede burning out enemies buried under cover. After being struck The following changes and clarifications should be by a fire bomb, regardless of whether any damage was applied to all Fatties. caused, the target must make an Agility check at the start of each of its phases. If it fails, the flames continue to • A Fattie may never use a Jetpack, Bat Glider, Power ravage it, and it will automatically lose a Hit. A successful Board, Sucker Gun or Chameleon Suit. They are just Agility check will result in the flames dying out. too big! • A Fattie can ride in a vehicle and will count as a A model on fire must make a successful Will check at single Crew or Passenger if the vehicle model has the start of its phase in order to take actions normally been suitably modified/converted. Otherwise a Fattie in its Phase. If it fails, it will automatically perform may not ride in a vehicle unless there is a suitable two Special actions just trying to beat out the flames – place on the model for them to sit (such as the flatbed however, it will also be able to re-roll its Agility check of a Sloth Cargo Hauler – and no, they may not sit in order to avoid taking more damage that phase. on the roof!). • Fatties cannot use ladders at all, and may only use elevators and grav chutes that are physically large Permanent Secondment enough for the model! Sector House squads and patrols have tightly defined parameters that guide which judges are assigned to street duties on a permanent basis. However, Sector Chiefs do Zombie Horde have the authority to override these parameters, if they The following changes and additions, clarifications should feel there is sufficient cause. Certain specialist judges may be applied to all models in the Zombie Horde. work very well with an existing team, for example, or a patrol may be assigned to a very rough part of the sector, • The Dead Flesh rule is used whenever a zombie necessitating an increase in available firepower. suffers damage from any source, not just an attack. • The Zombie Master/Mistress has Hits 3 – being If a Justice Department force takes a Mercenary in a game around zombies makes them tough! Ion addition, and they survive, the player may spend twice the amount they have the new special rule below; of Credits the Mercenary is worth and have it attached permanently to his force. However, the Mercenary must Rise! Rise my Beauties!: The process of creating zombies be of a lower Level than the highest Levelled model is a long, drawn out one, but a powerful Zombie Master/ currently in the force. Mistress can sometimes reanimate a zombie that has been blasted to pieces. The Zombie Master/Mistress can From this point, the Mercenary is considered a permanent automatically try to reanimate any zombie that has been member of the force in every way, and may begin to earn destroyed. The zombie must have been destroyed within Experience Points. 12” of the Zombie Master/Mistress’ current position, in this turn or the last (you might find it handy to lay a destroyed zombie model on its side if you are hoping to Accurate Trait do this). Roll a die and add the Zombie Master/Mistress’ This may not be used with weapons that have the Spray Level. If the result is more than ten, the zombie model is special rule. placed back on the table and will be ready to take actions in the next turn. 5 Super Zombie 50 Credits For many Zombie Masters, simply reanimating corpses is not enough – the urge to experiment and improve is always present. By manipulating the dead energies that create a zombie, a talented practitioner can instil his creations with a rare vitality that greatly increases their speed and reactions. Move Agility Shoot Melee Melee Dice Will Armour Hits Super 5” +1 - +1 2D - - - Zombie Class: Minion Dead Flesh: It is hard to destroy a super zombie. Whenever a super zombie is hit by an attack, roll one dice and add the Damage being dealt. On a 10 or more, the super zombie is removed as a casualty. Weapons that are able to use the Blast, Explosive or Smasher special rules double the Damage being added to this dice roll. Super zombies will ignore all Gas weapons. If a super zombie is rammed by a vehicle, roll the vehicle’s Ramming Dice as normal, but total their results. If this total is 10 or more, remove the super zombie as a casualty. Mindless: Super zombies automatically win all Will checks and cannot be Arrested. However, they can never become Heroes, no matter how many battles they survive. If a super zombie is trying to Spot an enemy using the Stealthy Does It Talents, it will succeed on a natural roll of a 9 or 10. Super Zombie Models To represent super zombies on the tabletop, we recommend using the plastic Ghouls from Mantic games. They are cheap, you get loads for your money, and they look suitably fast and vicious! 6 Talents The following changes and clarifications should be made to Talents. • Leg Shot will not work on vehicles (no legs!), but will work on models using Jetpacks, Power Boards and Bat Gliders (it hurts!). Earning Credits in Campaigns In the standard campaign shown in the core rulebook (not the Blood on the Streets campaign in this book), the winner of a fight will earn 30% of the value of the force he fought while the loser will earn 25%. No force can earn more than 300 Credits in any single fight. Mercenaries Mercenaries that survive a fight will now only deduct 10% of their total cost in Credits from those received from fighting. These changes give a small advantage to the winner and encourage the use of Mercenaries. They also limit the rate at which a successful force can grow from what are essentially small skirmishes in the streets.