Peter Cobcroft (order #2698617) Credits

Writer Matthew Sprange

Editor Nick Robinson

Layout & Graphic Design Will Chapman

Interior Illustrations , Henry Flint, James Gammel, Mark Harrison, Jock, Cam Kennedy, Arthur Special Thanks Ranson, Cliff Robinson, Kev Walker & Ashley Jonathan Oliver, Matt Smith & Jason Kingsley Wood Interior Illustrations Copyright Rebellion Playtesters Developments ltd. Used under licence Special Thanks to the Members of Mongoose Publishing’s forums. Cover Illustration Len O’Grady Revised 16th October 2012 Borders and Box Art Scott Clark

Judge Dredd™ ©2012 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. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing. com. 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. Printed in the USA.

Peter Cobcroft (order #2698617) Credits Contents

Introduction 4

Basic Rules 5

Introductory Scenario - Barko Bros 11

Advanced Rules 13

Equipment 17

Creating a Force 25

Heroes & Minions 48

Talents 50

Psi Talents 70

Campaigns 76

Scenarios 78

Mercenaries 84

Mega City One 97

Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

4 Introduction started playing , and the introductory scenario, introductory the and Dredd, Judge playing started get to need you everything provide chapter Rules Basic The Dredd Playing Judge way tostandoutfromthecrowd,howeverbriefly. a provides always crime people, million hundred four of city a In lives. daily their of monotony the to escape an as crime to turn citizens many wonder small – boredom extreme and claustrophobia of one is One Mega-City in Life apartments. their into citizens of thousands of tens cram that blocks high mile- vast inhabit to population Critical the force shortages sectors. housing some in 98% as high as reaching epidemic levels, reached has unemployment One, Mega-City In aggression.Their court is on concentrated the streets and their word is and the Law. self-control rigid discipline, Mega-CitystreetstheofironFifteenOne. on yearsoflife for there are only the judges. It takes fifteen years to train a judge – juries no andtrials nopolice, no are thereenforcer.Here, citydangeroussoais thatdemandsitspecial a breed lawof – a serious crime takes place every second of every day. This seaboard, Mega-City One is the most dangerous city on Earth much of the length of the 22 peopleandeverypotentialthemoneofa criminal. Stretching Welcome to Mega-City One, a city of over four hundred million Introduction nd Century North American eastern such adiceshouldalwaysbecountedas10. Ten-sided dice are used throughout Judge Dredd. A zero on rules. these throughout used conventions of number a are There Conventions order. One and without, fighting for chaos and mayhem, or Law and Mega-City within enemies of variety a face to you allowing Beyond that, you will be introduced to the campaign system, conflict intheCursedEarth. basic a with up fired you get will 11, page on Brothers Barko once byeachplayer. twice, re-rolled be to dice a for possible is It first. the than worse is it if even result final the accept must he and player, dice. each re-roll by once re-rolled be only to may dice single a players However, allow rules special many Finally, always round downwards. game, the in elsewhere arise fractions Whenever the result,roundingup. If you are called upon to roll a D5, simply roll a D10 and halve Basic Rules 5

Bases and Measuring around of those especially Dredd, Judge in used models Most bases. plastic own their on mounted are smaller, or man-size All measurements in the game are made from the edge of these bases. Some larger models, such as vehicles do and notlarge aliens, have bases, table as they are without able tomeasurements additional stand are on taken the support. from model’s the body or Onhull. closest edge such of the models,

Measuring a distance of 5 inches from the Klegg’s base. Measuring a distance of 5 inches from the Klegg’s The distance from the vehicle to the mutie is just under 4 inches.

Basic Rules Basic

models in these rules, no matter what their size. Everything from a small rat to a huge fatty or a judge in a holocaust suit is considered to be a model. Models All the miniatures used in Judge Dredd are referred to as fightsin the universe of Judge Dredd. Once you have read reactions, making and actions choosing of basics the through Brothers. Barko The scenario, first the try to ready be will you This chapter contains all the basic rules you need to conduct to you need conduct rules all the basic contains chapter This Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

6 Basic Rules oeie, o wl b cle t mk a opsd hc aant n nm mdl Rl a ie n ad h appropriate the add highest totalwinsthecheck.Ineventofatie,bothmodelsre-roll theirchecks. and dice a Roll model. enemy an against check characteristic, as for a normal check. However, opposed the enemy model also rolls a dice anand adds its characteristic, the model with the make to called be will you Sometimes, Opposed Checks A rollofa1isalwaysfailure,nomatterwhatbonusesarebeing applied,andarollof10isalwayssuccess. and addthepunk’sAgility(+0inthiscase).Ifherollsa6ormore thecheckissuccessfulandheclambersonboard! dice a roll would player its example, for mo-pad, moving a onto leap to check, Agility an make to on called is above punk the If If thefinalresultequals6ormore,Checkhassucceeded! appropriate characteristic. the subtracting) (or adding and dice a rolling by simply done is This Check. a make to on called be will you time the of most game, a during characteristics these using When Checks powers itcanuse. Psi: Models withaccesstopsychicabilitieshaveanadditionalcharacteristic. to theground. Hits: weapon isused! Armour: Will: Melee Dice: Melee: Shoot: activities asdodgingincomingfireorjumpingacrossagapbetweenbuildings. Agility: Move: These arethecharacteristicsofanaveragepunkinJudgeDredd. over yawningchasmsandotherexcitingthings! Every model in Judge Dredd is defined by a set of characteristics showing you how well it shoots, fights in close combat, jumps Characteristics Pyrokinetic Punk This is the measure of the model’s mental energy, and limits how many psychic many how limits and energy, mental model’s the of measure the is This Howmentallytoughthemodelis,andhowwellitcanresistpsychicpowers. Particularly hardy models can survive several successful attacks before dropping before attacks successful several survive can models hardy Particularly Howskilfulthemodelisinclosecombat. Howaccurateamodeliswhenshootingpistolorthrowinggrenade. The maximumdistanceamodelmaybemovedwithsingleMoveaction. maue f o nml ad etos h mdl s ad s sd o such for used is and is, model the dextrous and nimble how of measure A This score is used to protect a model from harm – unless an armour-piercing an unless – harm from model a protect to used is score This 5” Move Thisishowmanydicethemodelrollswheninvolvedinclosecombat. 5” Move +0 Agility +0 Agility +0 Shoot +0 Shoot +0 Melee +0 Melee 2D Melee Dice 1D Melee Dice +0 Will +1 Will 0 Armour 4 Psi 0 Armour 1 Hits 1 Hits Basic Rules 7 This includes town streets, flat and open ground, and gentle hills. There is no penalty for crossing this type of terrain. Difficult Difficult terrain is anything progress that as might it tries impede to a model’s cross the ground. It dense vegetation, includes walls ruins, and other barriers. A model trying covering fire. First Phase Phase first the takes player which you tell will scenarios Many of the game. If it does not, both players should roll a dice. first Phase. The player who rolls the highest will take the Victory & Defeat the win can side each how define will play you scenario Each game. This may be as simple as fighting until the opposing side panics and flees, or it may be moreinvolved, such as getting a hostage out of harm’s way or stealing a particular it. object before the enemy can run away with Actions Move A model performing a Move may be moved in direction any (and not necessarily in distance up to its Speed characteristic. a straight line) for any Terrain and can Rough ground other hazards slow a model down or following. the of one as defined is terrain All altogether. it stop Clear Special A model making a Special action is preparing either himself very or heavy Some use. special for equipment of item an or specialised weapons, for example, require a Special action action Ready a performing model A fired. be can they before will neither move nor shoot – it stands stationary until Special action is complete. the A model may choose to perform the same twice type in the of same action turn, or may choose any combination of the above. For example, a judge may choose to take Move two actions if he needs to Alternatively, cross he may instead open decide to ground Shoot approaching quickly. punks before making a Melee surrounded by to an enemy, the counterattack judge may instead them. decide to If take two Shoot actions. Models that have not taken considered to any be on actions Alert for Status. In ready enemy, a the watch they the as still keep simply they means basic turn game, this are to respond to any approaching threat in their next In Phase. the advanced game, this means they can also provide

base contact with an enemy model. They will then fight an immediate melee. truly defeat your enemy, no matter how many guns you have you guns many how matter no enemy, your defeat truly on your side. When choosing a Melee action, a model may into characteristic Move its to up inches of amount any move Melee In Judge Dredd, close combat is sometimes the only way to Shoot When choosing a Shoot action, the model may make one shooting attack against any eligible target. at once and may make as many changes in direction as you wish during its movement. Move During a Move action, a model may model A move characteristic. Move its any to up direction, any amount in inches of directions all in out) eye an (keeping facing be to assumed is Types of action permissible by any model are detailed below. detailed are model any by permissible action of Types same turn. When you start using the Advanced Rules, you will be able to choose not to make an action with a model, 13). and instead put it on Alert Status (see page actions before you can move on to another model. These two actions must be performed at this time and you are not allowed to hold an action in ‘reserve’ to be used later in the Actions two make must it turn, a in you by selected is model a When what its player wants it to do. A psychic power may a force model to flee, for example. All compulsory movement is done right at the start of a turn, before the Player Phases, regardless of whose model it is. Compulsory Movement Sometimes a model will be forced to move, regardless of These two Player Phases together make one complete turn in the game. models – this is called his Player’s Phase. finished, When he his has opponent takes Phase. models in his own Player’s over and runs through his Turns & Phases During a turn, one player will move and fight with all of his move and fight with all of his models. When a certain number number certain a When models. his of all with fight and move of turns have been completed, or victory conditions ends, and the victor decided! been attained, the game have The Turn The number a over place takes Dredd Judge in fought battle Every to chance a have will player every turn, each During turns. of Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

8 Basic Rules Handgun bend down to the table’s height for a model’s eye view! So view! eye model’s a for height table’s the to down bend to have may you means This it. shoot to able be to order in it, of part least at or target, its see to able be must model A Line ofSight A modelwithnoShootscoremaynottakeaaction. make aShootactionifanenemyisincontactwithit. to choose not may model a Also, weapon. its of range in be It must also have Line of Sight to its target and the target must ranged weapon,suchasahandgun. a with armed be must model a action, Shoot a perform To Shoot Actions completed any action. If it fails, it automatically loses one Hit. difficult as way terrain except a same model must make an the Agility check after it in has treated is pits, terrain Dangerous deep life. plant carnivorous includes with filled It vegetation and flows lethal! lava positively is terrain Some Dangerous terrain. Amodelcannotcrossimpassable impassable of examples all are crevices deep and faces cliff openings, without buildings Huge tries! no it hard cross, how to matter model a for impossible is that terrain is This Impassable Move orMeleeaction. that during halved Move its have will terrain difficult cross to a Shootaction. Range: These arethecharacteristicsofabasichandgun. showing how powerfultheyareinbattle. too, characteristics have weapons models, Like Weapon Characteristics may attack! you then Range weapon’s the than less or to equal is this If the target. the of base the of edge the to base model’s attacking of edge the from line straight a Measure below). (see characteristic Range a has shooting for used weapon Every Range Sight, andyoucanchecktherange. and radio antenna do not count!), then the model has Line of (flags body target’s the of part least at see can you as long The maximum distance a weapon can be used at in at used be can weapon a distance maximum The 15” Range 1D Dice Shooting 1 Damage –1 AP — Rules Special 10 Cost to alldicerolled. Dice allowed by its weapon and adds its Shoot characteristic Shooting of number the rolls model attacking the shoot, To unleash hell! to time is it range, in and Sight of Line in is it checked have and action, Shoot a during target a selected have you Once Making aShootingAttack costs topurchaseforamodel. Cost: all SpecialRulescanbefoundonpage15. of description full A weak!). (or powerful exceptionally them Special Rules: target’s Armour. AP: likely itwilldestroywhateverhits. Damage: model torollinaShootaction. Dice: Shooting ae t mosbe o Amu t poet mdl the – model a protect weapon justblaststhroughanydefences! to Armour for impossible it may weapons make powerful be Very must roll. dice this the score, from AP deducted an has weapon the if However, 10, thennoHitswillbelost.Theattackhasbeendeflected! and add the model’s Armour score. If the result is greater than When the model has been hit by a shooting attack, roll a dice Armour absorbsthehit,notmodel. the as altogether harm escape may attack shooting a from damage suffers who characteristic Armour an with model A protection. It is a foolish punk who goes into battle without at least a little Armour andArmour-piercing from thegame–eitherdeadorverybadlyinjured. If the target’s Hits are reduced to 0 or less then it is removed Damage score. deduct a number of Hits from the target equal to will its weapon’s attack successful Each attack. successful a be will roll Agility target’s the than higher rolling Dice Shooting Every roll, then ithasmissed! model’s target the beat not did model attacking the If the attacker. and defender the both of totals dice highest the Compare The targetmodelrollsonediceandaddsitsAgility. The Armour-piercing characteristic is used to negate a negate to used is characteristic Armour-piercing The Used in campaign games, this is how much a weapon The higher the Damage of a weapon, the more the weapon, a of Damage the higher The Some weapons have special rules that make o mn dc te epn los the allows weapon the dice many How Basic Rules 9 Used in campaign games. Used in campaign Armour and Armour-piercing Armour is very useful in thick even penetrate to adapted been have weapons combat close combat, but some close armour. Armour and weapons with AP are treated same way as for shooting attacks. in the Mighty Joe, a Gorilla member of an ape gang, is in a deadly hand-to-hand fight with Mean Al, vicious a Mighty human blitzer. Joe has three Melee Dice and adds +1 to the roll of 8. an and 6 a 4, a rolls He +1. of score Melee his to due each for adjusted totals of 5, 7 and 9. Mean Al has four Melee Dice and a Melee score of +2. He 11 and 10 3, 3, of totals adjusted the With 9. and 8 1, 1, rolls Mean Al has two scores higher than Mighty Joe’s highest adjusted total of 9. With no armour and just two hits Mighty Joe is removed from the game, while Mean Al looks around the battlefield for more victims. shown here. A full description of all Special Rules can 15. found on page be Cost: Melee Action Fighting in a Once a model making a Melee action moves into the scrap starts! with an enemy model, contact Both models roll a number of dice equal to their Melee Dice their Melee score to all dice they roll. characteristic, adding highest dice roll wins the fight. The model with the single Every Melee Dice that the winner target’s rolled higher highest than the roll target the from Hits of number a will deduct will attack successful be a successful equal to its weapon’s Damage score. attack. Each removed is it then less, or 0 to reduced are Hits target’s the If from the game – either dead or very badly injured. Cost 5 Special Rules — AP –1 Any special rules the weapon uses are Damage 1

As with shooting, this demonstrates how powerful

This is treated in the same way as for shooting weapons. shooting for as way same the in treated is This AP: Special Rules: Damage: the weapon is. Weapon Characteristics Like shooting weapons, characteristics. Below is a typical knife. melee weapons also have When moving as a Melee action, the model obeys all the rules rules the all obeys model the action, Melee a as moving When 6. page on actions Move under described as terrain for with an enemy model. If with an model. it enemy is to unable do so (its Move is not high enough, for example), then this becomes an ordinary action. Move Actions To a perform Melee a action, model must move into contact attacks. Melee Heavy cover grants a target a +3 bonus to its Agility and a +3 bonus to its Armour score when rolling against shooting Heavy Cover This will provide a model with some decent protection and includes thick walls and buildings. Light cover will grant a target a +3 bonus to its Agility when rolling against a shooting attack. This is cover that obscures the target but otherwise provides otherwise but target the obscures that cover is This no great protection from incoming bullets. Examples include civilians. dense vegetation, smoke or a crowd of panicking There are two types of cover. There are two types of Light Cover attacked normally. However, if more than half the model is obscured, it has cover. When checking for Line of Sight, you may find the target is similar. something or wall rock, building, a by hidden partially If less than half the model is obscured in this way, then it is Cover A target can sometimes be obscured by terrain and other harder to hit or hurt. models, making it much Note that a roll of a 1 for Armour is always a failure, no matter no failure, a always is Armour for 1 a of roll a that Note is! what your bonus Knife Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

10 Basic Rules If it survives, it may then continue the Move action as normal. cause anydamagetoitsopponent. not will it wins, it If combat. of round immediate an fight first a take Move action. However, before your model can move, it must to choose may you combat, close in locked When judge inclosecombatwithaKlegg! rookie his placed inadvertently has he perhaps – opponent A player may decide that his model has no chance against its Fleeing CloseCombat • • • Melee actionsinfutureturnsuntil; They cannot just walk away death! from the the fight and both to must take fight a combat, close in locked are they then If both models are still standing at the end of a Melee action, Ongoing CloseCombat enemy intodangerousterrain… an pushing recommend highly we However, table. the off or terrain impassable into model enemy an push cannot You objective, oreventoforceanenemyfallfromahighwall! an around room of bit a create to useful this find may You not requiredto). is (but contact into back model own his move immediately then may He own. his from away directly 2” model enemy the moving of option the has player its then it, destroy or kill to fails but action Melee a in opponent its beats model a If Winning aCloseCombat first, each may add one extra Melee Dice and gain a+1 and Dice Melee oneextra add may each first, the beyond contact base in already model extra every For an enemy, youcangangup! with contact base in model one than more have you If Ganging Up getting abonus–youcannotchargearoundcorners! before line straight a in 3” least at run to able be must You You willgainanextraMeleeDiceforthatactiononly. the momentumofsomeonerunningfulltiltintoenemy! reflecting bonus, charge a gain will your you model’s, touching opponent before line straight a in 3” least at able move are to you combat, close into model a moving when If, Charging One modelchoosestoflee.. back withoutfollowingitup. One model wins a close combat and pushes its opponent One modeliskilledordestroyed. On a 1–5, the attack will be made against a random friendly random a against made be will attack the 1–5, a On dice. another roll attack, shooting a as rolled dice every For their ownmodels! hit accidentally might they idea the with hell to and combat, close into indiscriminately fire to wish may players Cynical Shooting intoCloseCombat through thecover. or over clambered have will it assumed is it as model, same the against actions Melee future for penalty this suffer not Once this Melee action has been completed, the attacker will its then cover, in is that opponent canforceittore-rollanyofitsMeleeDice. enemy an engages model a If An enemydugdeepintocovercanbeveryhardtoshift! Cover andMeleeActions will beabletooverwhelmeventhemostskilledenemy! you and in, models enough Get score. Melee their to bonus two moreSpecialactionstocontinue hiding. take to choose may it when Phase, next its of start the until fashion this in hiding remain will model A cover. the giving terrain the by obscured is it of half least at as long so Sight, model may then claim it is hiding and thus negate that Line of the it, to Sight of Line draw to tries model enemy an When consecutive SpecialactionsinthesamePhase. A model within cover may claim that it is hiding by taking two Hiding Special actions. a complex weapon and plant a bomb. This would require two For thing. one do to example, a model may not use a single used Special action to use be only may action Special A to doso. on an objective, it must perform one or more Special actions bomb a plant to needs model a If action. Shoot a take can it before action Special a take to model a require weapons complicated some example, For actions. Special use that cases’ ‘special various find will you rules these Throughout something, well, special. does model a when used are actions Special Actions Special model. enemy random a against made be will it 6–10, a On model. Basic Rules 11 Hits 1 Special Rules - - Armour +0 Hits 2 AP -1 0 Will +0 Hits 2 - Special Rules Armour +4 -1 AP Damage 1 1* Armour +4 Will +1 Melee Dice 2D Will +0 2 Damage Melee +0 Melee Dice 2D Melee Dice 2D Shooting Dice 1D 2D Shoot +0 Melee +1 Melee +0 Range 15” 12” Shoot +1 Shooting Dice 3D Agility +0 Shoot +1 Agility +1 Move 5” Range 18” Agility +1 Move 5” Double-barrelled stump gun, shell jacket.

Move 5” Inspire, Crack shot. The BarkoThe Brothers

Lawgiver Judge Mix Barko Brothers Rex Hand Gun Double-barrelled Stump Gun The Barko Brothers The Barko Brothers consist of three punk minions (their names are Rufus, Dougall and Milo) armed with handguns and their carries a double-barrelled stump gun and wears a shell jacket. considerably tougher elder brother Rex who Equipment: Lawgiver with Standard Execution Rounds. Equipment: Lawgiver with Standard Execution Forces Judge Mix and is patrolling on foot. Mix is a Street Judge block. He rushes to the area in order to catch the perps unaware, rushes to the area in order to catch the perps Wolves street gang of Chester Burnett block. He territory of the Howlin’ trap, and to bring them to justice. before they can set their Introductory scenario Introductory Judge Mix has received a tip from his informants that the Barko brothers are looking to ambush him next time he enters the Equipment: Talents: Rex Barko than his three brothers. The leader of the local street gang, Rex is a level 1 hero and a much tougher opponent * If Judge Mix is within 6” of Rex, then the Double-barrelled Stump Gun will have Damage 2. * If Judge Mix is within 6” of Rex, then the Double-barrelled Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

12 Basic Rules Will toFight.Theremainingforceisthevictor. The fight continuesuntil allthe modelsin one of the forceshavebeen removedfrom the table,eitherthroughinjuryor failureof Victory Conditions None. Special Rules The playerusingJudgeMixplaceshismodelwithinsixinchesof anyedgeofthebattlefieldandmovesfirst. rest ofthegame. the ffor battlefield whole the across restriction without move to them allows this brothers his of one as quarter same the in turn his ends Rex If area. their leave may freely), move may (who Rex for except brothers, the of none fight the of confusion the In out. Inaddition,theyareplacedinseperatequartersofthebattlefieldatleastsixinchesawayfromedgetheirsections. spread are and surprise by caught been have brothers Barko The battlefield. foot four by foot four a on out played is fight The Set Up Advanced Rules 13 targets that are not in Line of Sight (they must still be in range in be still must (they Sight of Line in not are that targets dice a roll Point, Impact the selected have you Once though). away 20” full every For score. Shoot model’s the deduct and from the attacking model the Impact Point is, add +1 to this total. unless their enemies decide to open fire first. Heroes will automatically succeed in resisting judges arrest, must but still make the attempt. They do immediatly. arrest robots or zombies, and may open fire not have to Artillery Weapons Some weapons throw shells or bombs through a very high trajectory, allowing them to shoot over hills and buildings. These weapons, such as mortars and grenade launchers, have the Artillery special rule. All Artillery weapons will also have the Explosive special rule. Most Artillery weapons will have both minimum range, and a maximum. Line of Sight attacking the in target a against used is weapon Artillery an If model’s Line of Sight, it is used ordinary Explosive weapon. in the same way as an However, Artillery weapons may also be used against By the same token, the judges must at least try to arrest gang members instead of simply killing them. A judge may not make a melee or shooting attack against any model unless it has successfully resisted arrest by passing the Will check or has already made a melee or shooting attack itself. This means that judges when first move into a firefight, they will begin by trying to arrest their opponents, action after the enemy has completed its action

one

friendly model within 10”. An enemy model completes (not starts!) an action within 10”. within action an starts!) (not completes model enemy An An enemy model attacks the Alert Status model, or any Advanced Rules Advanced model need not take any more Will checks in order to evade arrest during the rest of this fight. If the judge rolls higher, the criminal is removed table from immediately the – it has thrown away surrendered its to weapons and the Law. If the criminal rolled higher, the Any judge can, as a Special action, order any one Minion within within Minion one any order action, Special a as can, judge arrested. be Any to prepare and surrender to Sight of Line in and 15” score. Will their add and dice a roll must models Both citizen will immediately halt when so ordered by a judge and even hardened criminals will think twice before disobeying. even in the face of the most determined resistance. Years are spent at the Academy of Law developing the voices of ordinary Any authority. absolute them within instilling cadets, Arrests Though they almost always possess judges superior should firepower, never consider themselves executioners, many models complete actions near it or how many times it gets shot at! When reacting in this way, a model perform on Alert Status can or attack. It may only react once in this way, no matter how • do, in the opposing player’s Phase. An Alert Status model can react when; • game on alert status. A model on Alert Status may react to what enemy models be on Alert Status. This means it has stopped moving and actively attacking the enemy, instead it waits for the enemy to make a wrong move. Models are presumed to start the Alert Status Alert When a model takes no actions in its Phase, it is said to understanding of the game. This chapter introduces a range of advanced rules greatly increasing your tactical with many different units. and allows you to play options Once you have read through the basic The rules Barko and Brothers played once or twice, you will have a good Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

14 Advanced Rules moved from one surface to the other. If the test is failed, the failed, is test the If other. the to surface one from moved an Agility test. If successful, the jump is made and the model take also must it However, from. leaping is higher it one no the be than must to leaping is it surface the and action, Charge or Move its of part as this count Again, Speed. its to equal distance maximum a to up further, leap may model A part ofitsMoveorMeleeaction. as this count Simply from. leaping is it one the than higher no is to leaping is it surface the as long so penalty, no with Speed its half than less of gap a across jump may model A Jumping enemies neversuspect. while apes are skilled ambushers, attacking from angles their judges, approaching at shot clear a get can structure tall a of top the at punk A effect. best its to terrain use must one To get the best advantage over an enemy in Mega-City One, Jumping and Climbing have friendlymodelsinthearea… weapons may land, and you must be careful (or lucky!) if you This means you can never be quite sure where your Artillery the resultiseven,youmoveitinstead. If direction. any in line, straight Impact a in the inches many this move Point may opponent your odd, is result the If Dice before adding its Shoot score, it has scored a critical hit. Shooting its on 10’s more or one rolls model attacking the If Shooting Attacks This iscalledacriticalhit. a point. weakest its at enemy an hits which attack delivering devastating fight, a in lucky get can model a Sometimes, Critical Hits to anylevelenroute. go to used be can action Move one then lift, grav a as such If an automated means of climbing or descending is available, turn onaflatsurface. each end and start must it However, action. Move each with model may climb or descend one ‘level’ (approximately 5-6”) a then footholds), and hand of plenty or ladder, a as (such So long as a suitable means of climbing is present on terrain Climbing on… further Falling on rules the See gap! the down fall will model scored foreachone. If more than one Shooting Dice rolls a 10, then a critical hit is the Explosivespecialrule. have weapons These once. at targets several apart tearing of capable fully are and explosive highly are weapons Some Weapons Explosive two weaponsintobattle. taking of effectiveness the enhance greatly which 50), page (see Talents to access have may Heroes some However, he so wish). weaponsduring consecutive Meleeandshoot actions should during any Melee or shoot action (and can switch between the at weapons two once,other thanthe player wielding canchoose which weapon useto to benefit no is there Normally, two use and weapons inbattle. take to opt warriors some style, pure just or Whether it is a matter of wanting to kick out twice the damage Fighting Dual Weapon Any damagethemodeldealswiththisattackisdoubled. Regardless of how a critical hit is dealt, the effect is the same. critical hitisscoredforeachone. a then 10, a rolls Dice Melee one than more If hit. critical a its score Melee adding before Dice Melee its with 10 a rolls model a If Close CombatAttacks and is the winner of that combat, it has scored has it combat, that of winner the is Advanced Rules 15 Throwing out deadly shrapnel or otherwise Whether through the use of too much power This weapon is well suited for knocking aside an Some weapons have tremendous power close in, but Whether using chemicals that stun or deadly toxins, this toxins, deadly or stun that chemicals using Whether enemy’s attacks. You may force your opponent to re-roll one re-roll to opponent your force may You attacks. enemy’s of his Melee Dice. Special Rules Blast: attacking When increases. range the as rapidly off drops this score. a target within 6”, add +1 to the weapon’s Damage Dangerous: or simply shoddy construction, this weapon dangerous is almost to as the user as rolled the when trying target. to hit Whenever an enemy a in either 1 or close shooting, combat roll the is dice again immediately. If another 1 is rolled, the weapon makes an immediate attack against the model using it. Explosive X: closely- several affect can weapon this area, wide a affecting weapons Explosive for rules the See once. at targets packed on page 15. Gas: weapon emits a gas. Robots and models using respirators are immune to all of its effects. Other models will count as having an Armour score of 0. Parry: Parrying A model skilled in close combat or one armed with certain weapons may have one or more Parries, allowing blows of an enemy. deflect the him to Each Parry allows you to re-roll Melee one Dice in of close combat. your You must opponent’s both stick with the re-rolled total, even if it is better than the previous roll! The more Parries a model has, the more Melee Dice it can force a re-roll of. Stunning Several weapons and Talents for a short time. rendering them insensible can stun an opponent, stun every for Phase next its from action one lose will model A rolling as counts model a action, an take can it Until suffers. it make. to required is it Dice Melee and Agility every for 1 a Weapon No. of Hits Lost 0 1 2 4 All Hits lost

6”-10” 10”-15” 15”or more Distance Fallen 4”or less 4”-6” Dice it is called upon to roll. Until the model is standing again, it is considered to be prone. be to considered is it again, standing is model the Until Other than a Move action to stand, it may not take any other actions, and will suffer a –4 penalty on all Agility and Melee Move action to stand up again – it may not move any further during this action. model off its feet! A model that has suffered a knockdown is laid on its side to a spend must model the Phase, next its In fact. the represent Knockdowns Some attacks are so powerful, they will literally knock a The damage taken and the number of Hits deducted depends deducted Hits of number the and taken damage The Agility An below. table the on shown as fallen, distance the on up). check can be made to halve the damage (rounding downwards (which could be a long way down if it was trying to trying was it if down way long a be could (which downwards leap between the spires of two towers!). It then immediately takes damage. the other back. If a model falls, it is placed on the next available surface brave manoeuvre results in a long fall. This can happen if a model tries to leap a gap and fails, or if two models fighting high upare on a narrow ledge, and one of them pushes Falling Sometimes a misjudgement is made, and an otherwise The attacking model will roll a single dice and add its Shoot characteristic as usual, and this is compared to the Agility has been affected. rolls of every target that model within the Explosive score’s distance in inches of the Impact Point is a target. Every Explosive entry has a score listed after how it, far showing its lethal shrapnel reaches. a When Explosive attacking weapon, with simply nominate a of spot Sight and within Range (this is Line called the Impact Point). Every Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

16 Advanced Rules eodn atr vr so. eoe Sot cin is action mustbe action Shoot taken immediatelybeforehand. , aSpecial a weapon Before this fire to shot. performed every after reloading Complex: a knockdown. suffer and attacker the from away directly be D5” back pushed will target the then out), worked is before damage (but actual hit any to rolling when opponent its than higher scores 3 weapon this If factor. intimidation their for popular can sometimes be knocked off their feet, these weapons are Shot: Power oe epn ae ifcl t ue orrequire use to difficult are weapons Some Delivering such a weight of shot that targets that shot of weight a such Delivering etr o u aa ta fgt o h bte ed Thisis end. bitter the to fight than away run to better sometimes is it that knows soldier veteran most the Even Will to Fight these addition, In weapons cannotcausecriticalhits. attacks. its during rolls bonus Armour +2 their a to gain weapon this by struck Models clothing. thick even or armour, by foiled easily it making force, little Weak: equal tohalfitsoriginalnumberofShootingDice. rule, special Explosive the it give but Dice Shooting single a to it reduce instead you or normally, it action, fire either to Shoot choose may a in weapon a such using When area. wide a across so do to but firepower, of amount tremendous Spray: cannot beparried. weapon Smasher A stop. to impossible is it that force, with Smasher: required tomakeone.Notbefore! is model a when check fight to will a fail to choose only may he and apply, might that rules special any to check regards fight with the failed to having will as count any will he fail However, voluntarily check. to choose may player A his enemyandhewishestosaveforcemorepain! do this because it is clear he is not going to be able to defeat A player may choose to voluntarily retreat his force – he may Voluntary Retreat • • following the with faced circumstances. when a immediately make always check must Will models However, made. be must check Will a when times are there rules, these Throughout table –ithasrunaway,scurryingforcover! the from removed immediately is model the then failed, is out toughs model the then whatever adversity it faces, more, and stays in the or fight. If the check 6 totals result the If and addingitsWillcharacteristic. dice, a rolling by done is this usual, As check. Will a make to upon called be may model a game, in points various At represented bytheWillcharacteristic. models, roundeddown. If a model’s side is reduced to one quarter of its starting killed. is who Hero friendly a to Sight of Line has Minion a If hs epn s eiel but r eiee with delivered or blunt decidedly is weapon This Some weapons are designed to not only deliver a deliver only not to designed are weapons Some This weapon is so heavy and brutal when swung when brutal and heavy so is weapon This Equipment 17 Citizens lack Justice Department unarmed Typically used to spur wild cattle in the : When a two by four or crowbar just won’t do, A common utilitarian tool can become terrifying With a white hot blade, the las-knife can cut through through cut can las-knife the blade, hot white a With Usually found in munce burger bars, enterprising : Perhaps a cliché too far, especially when Perfectly legal in one’s home, a blade on the street When there is nothing else about, a club makes for a Usually found in the hands of desperadoes from the Cursed Earth forward, it is also useful for forcibly pacifying an pacifying forcibly for useful also is it forward, Earth Cursed opponent. If this weapon successfully damages an enemy, do not deduct a Hit. Instead, the Multiple model hits will from an take electro-prod will a cause stun. more stuns to anything doing from model a disabling potentially caused, be for several turns. Fists & Feet: a judge. training, but a gang of them can still bring down Katana accompanied with a long coat, but Japanese-manufactured swords remain impressive close combat weapons. Knife: will get a citizen an instant spot in an iso-cube – however, those within gangs will care little for that. Large Club some punks like to supersize and use a much larger club, with greater weight behind it. Las-knife: armour. of mockery a makes and anything, much pretty Axe: Cursed Earth or troggies from the Undercity, but this ages a good weapon. old tool still makes for Cleaver: perps have discovered that these tools can easily double as makeshift swords. Club: perfectly respectable weapons – so long as the enemy does not bring a gun… Chainsaw: when wielded in close combat. Electro-prod: 50 10 — 50 5 10 25 Cost 10 30 5

Smasher Weak Weak Parry — Smasher — Special Rules — Parry Smasher –3 0 0 -4 –1 0 -5 AP –2 –2 0

2 1 2 1 1 2 1 2 Special 1 Damage Equipment

Up to six bionics or other types of equipment Two close combat weapons Two pistol weapons One rifle or heavy weapon Two types of grenade One type of armour Weapons Most models will want to keep handy, for close encounters. a close combat weapon Close Combat Close Combat You should generally find this is more model to deal with the unexpected! than enough for a • • • • • • Unless otherwise stated, a model can only carry the following the carry only can model a stated, otherwise Unless at any one time; Encumbrance Even the toughest perp has a limit to what he can carry. weaponry money can buy. The Justice Department works hard to keep pace with evolving exceptionally well armed. streets, and judges are illegal weapons on the crude and decidedly low-tech. However, even a simple knife can improve a punk’s chances of survival on the streets of Mega-City One, and a rich perp can afford the finest illegal The universe of Judge wonderful weapons and Dredd other items, and others has that seem many strange and Knife Large Club Las-knife Electro-prod Fists & Feet Katana Cleaver Club Chainsaw Weapon Axe Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

18 Equipment Electra Revolver Antique Weapon Zip Gun Spit Pistol Pistol Laser Handgun Cannon Hand Zap Gun chews through ammunition quickly, but few targets are left are targets few but quickly, ammunition through chews It gun. spit much-loved-by-perps the of version down cut a Pistol: Spit all buttheheaviestprotectionwithease. through slicing targets, well-armoured against devastating is effort to keep its rate of fire to an acceptable an level. in However, it curtailed greatly is range pistol’s laser the rifle, larger Pistol: Laser become ajudge-killer. can one with armed juve a even One, Mega-City in and way Handgun: hand. punk’s a into power slugthrowing bore big ultimate the puts Hand Cannon: disabling amodelfromdoinganythingforseveralturns. an from hits electra Hit. zap Multiple gun will cause more stuns to stun.be given, potentially a a take deduct will model not the Instead, do enemy, an damages successfully weapon this If time. short a for opponents its disables electro-charge that an fires gun zap electra the pistol, looking Gun: Zap Electra habit ofblowingupintheiruser’shands. cheap and even effective, in their own way, but have a nasty an old (and highly illegal) family heirloom. Such weapons are Revolver: Antique standing afteralongblast. firepower, pistolweaponsareextremelyversatile. of deal great a packing of capable yet and conceal to Easy Weapons Pistol 15” 12” Range 15” 18” 12” 15” 15” A powerful sidearm, handguns have come a long Capable of fully automatic fire, the spit pistol is pistol spit the fire, automatic fully of Capable Requiring almost as much power as the much the as power much as almost Requiring Utilising gauss technology, the hand cannon 3D 3D 1D 1D 1D 1D 1D Dice Shooting Sometimes all a punk can get hold of is of hold get can punk a all Sometimes A brightly coloured and intimidating intimidating and coloured brightly A 1 1 1 1 2 1 1 Damage 0 –1 –4 –1 –3 –1 0 AP — — — — Shot Power — Dangerous Rules Special 10 20 25 10 40 10 5 Cost Stump Gun Sawed-off Long Rifle Laser Rifle Stump Gun barrelled Double- Weapon Stump Gun Spit Gun a goodrifleweapon. When involved in heavy combat, there is very little that beats Weapons Rifle larger weapons. to compared cost its is as feature, redeeming a is fire of rate fearsome its However, perps. serious by toy a as regarded Zip Gun: a verysolidpunch. packs but fire, of rate great a have not does gun stump the Gun: Stump aspire toownone. punks many and maintain, to easy relatively is it expensive, Though armour. judge’s a through cut to ability its for valued Gun: Spit short rangepowergreatlymagnified. its but reduced is weapon the of range the home), at do can perp meanest the even (something gun stump a from barrel Sawed-off Stump Gun: range. In the hands of an expert, it healthy can be a devilishly retains accurate. it though design, action bolt a of typically Rifle: Long to looking those for tool engage inoneshot,killtactics. superb a remains it but shots, between recharge to time and packs power large requires Rifle: Laser action reloadingitbeforefiringagain. big a Special a packsspend must model a firing, after gun However, wallop. stump the of version this and one, than Double-barrelled Stump Gun: Spitting tiny calibre rounds, the zip gun is generally A rapid-firing, fully automatic rifle, the spit gun is gun spit the rifle, automatic fully rapid-firing, A 10” 36” 48” 12” Range 12” 20” An old and archaic weapon, the long rifle is rifle long the weapon, archaic and old An Huge power consumption means this weapon this means consumption power Huge Using cartridges packed full of heavy pellets, heavy of full packed cartridges Using 1D 1D 1D 2D Dice Shooting 1D 3D By simply sawing off a length of the Two barrels has to be better 2 2 3 1 Damage 1 1 0 –1 –5 0 AP 0 –2 Shot Power Blast, — Complex Shot Power Blast, Rules Special Shot Power Blast, — 10 50 10 20 75 15 Cost Equipment 19 Cost 75 90 30 10 10 10 Special Rules Spray Complex — Explosive 2 Complex AP –3 –5 –6 –3 –2 Damage 2 6 2 4 2 A simple tube with ranging systems, the The ultimate development of spit gun Shooting Dice 4D 1D 1D 1D 1D Highly agile and with a sophisticated Requiring massive reserves of power, the With a tightly packed high-explosive warhead, Capable of punching through thick armour on a Range 24” 48” 60” — — — may re-roll its Shooting Dice if it fails to hit its target. laser cannon can nonetheless punch through the toughest armour and deal huge amounts of damage. Fully capable of downing or tank prowl Manta Department Justice a wrecking above and expensive extremely is weapon this H-Wagon, an the means of most street gangs. Missile Launcher: missile launcher has the advantage that the user can load different warheads in order to engage different targets in a battle. A model can take a maximum of three missiles into a battle, which are purchased seperatly. AP Missile: other where target large a disable can missile AP the vehicle, weapons would simply bounce off. HE Missile: this is a general purpose missile that can targets. deal with most Homing Missile: pursuing relentless, is missile this it, guide to brain computer a target once it has locked on. Targeting this missile difficult is process a that requires missile homing a timefiring model A assured. and training,is annihilation done, but once Laser Cannon: Heavy Spit Gun: technology, this rapid firing, man portable machine gun is only found in the armouries of the Citi-Def or the most well ensures fire of rate fearsome its but gangs, street connected any enemy will keep his head down when the bullets start flying. AP Missile HE Missile Homing Missile Weapon Heavy Spit Gun Laser Cannon Missile Launcher Cost 20 25 20 Special Rules Explosive 2, Weak Explosive 1 Explosive 2 AP 0 0 0 Damage Special 1 1 Often referred to as a stun grenade, stun a as to referred Often Shooting Dice 1D 1D 1D The humble grenade is cheap and relatively Powerful incendiary devices, fire bombs are 10” Range 10” 10”

If you are expecting to face hordes of enemies, counter. ideal the be will weapons heavy few or a vehicles, and robots Heavy Heavy Weapons their own tend to have short careers. that turn. Hand Bomb: easy to manufacture, though street punks who try to build If it fails, it will automatically perform two Special actions just actions Special two perform automatically will it fails, it If to able be also will it however, – flames the out beat to trying re-roll its Agility check in order to avoid taking more damage A model on fire must make a successful Will checkPhase. its in normally atactions take to order in the turn the of start at the start of every turn. If it fails, the flamesravage it, continueand to it will automatically lose a Hit. A successful out. Agility check will result in the flames dying Fire Bombs: useful tools for burning out enemies buried After being struck by a fire bomb, regardlessof whether any under cover. damage was caused, the target must make an Agility check hits from several concussion grenades in the same Phase will not cause a model to lose more actions. and incapacitate enemies for a short period of time. If this weapon successfully damages an enemy, do not deduct a Hit. Instead, the model will lose its next two actions. Multiple Concussion Grenades: Concussion confuse to designed energy of pulse a out sends weapon this mayhem on the streets. mayhem on Grenades High explosives in a handy palm-sized package are always an attractive option for those who want to cause chaos and Fire Bombs Hand Bombs Weapon Concussion Grenades Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

20 Equipment Hits. The energy shield can be worn with other armour, but armour,other with worn be can shieldenergy The Hits. with any remaining damage being applied to the wearer’s own makingitsArmour rolls), willitinstantly winkout existence,of damage.OnceHits10 have been absorbed thebyshield (by of Hits 10 of total a absorb only will but armour,normal as which can deflect heavy firepower. The energy shield functions wearer,energyfaintlyaroundthevisibleofshell a throws up Shield: Energy or loseaHit.Armourprotectsagainstthisdamageasusual. check Agility an at succeed first must it action, Melee a with to assault the wearer. Whenever a model attacks the wearer trying anyone to harm cause to likely are that spikes sharp used by perps, this is an armoured suit decked with wickedly Suit: Anti-Mugging mistakes. shell jacket. Armour can provide protection against the worst Even the most confident perp recognises the value of a good Armour team atthesametime. jetball favourite his of logo the sporting while streets, the on him protect could armour legal entirely this that out figure to punk enterprising an for long take not did It plates. chest bulky and helmets padding, heavy with armoured well are Sports Armour: commonly wornbyCiti-Defunitsandwealthierpunks. Jacket: Shell materials, even a juve can enter a fight with some protection. resistant with them layering and pads fashionable taking By Armour: Pad bonus to its Melee score and an extra Melee Dice. strengthofits wearer. modelA wearing anexo-suit gains +1a andspaceport dock loaders, theexo-suit greatly increases the Exo-suit: only one of them can be used against any one attack. Sports Armour Shell Jacket Pad Armour Leather Exo-suit Energy Shield Anti-Mugging Suit Armour Designed to increase the efficiency of factory workers A light, military-style bullet-proof jacket, this is this jacket, bullet-proof military-style light, A h lat fetv amu a uk a get. can punk a armour effective least The n le dvc, hs etmutd device belt-mounted this device, alien An Jetball is a tough game, and its participants First bought by nervous citizens, then citizens, nervous by bought First +6 +5 +4 +3 +4 +8 +5 Armour 30 20 10 5 75 100 40 Cost this model is in cover and did not make a Shoot or Melee or Shoot a make not did and cover in is model this as long light So invisible. almost him making wearer, bends the around suit chameleon the material, photochromatic cr.): (50 Suit Chameleon them. wield dual never may use and weapons, only pistol or may combat close model gliding bat A height. high suitably a from again itself launch must and land immediately will it or phase every action Move one at least perform It must Flyer. a becomes and 10” of Move a has model a gliding, While 6”. least at of height a from action Move a with itself launch must model a glider, bat a use To One! Mega-City of skies the to soar a citizen allows glider bat the pack, rocket thrust cr.): (50 Glider Bat activities. items, many are there common and rare, that perps have put legality, to use in their criminal of degrees varying With Equipment being the Supersurf Championship. A model with a power power greatest a with model the A Championship. races, Supersurf the hoc being ad illegal, very and extremely in dangerous, compete to love who juves with a popular They are speeds. allow incredible that at sky the devices across ‘surf’ powered to citizen rocket or jet are boards cr.): (75 Board Power be usedonrobots,zombies,demons,oraliens. not may Medi-Kits Phase. next its in actions taking on carry may and Hit single a with feet its to returned immediately is model ‘dead’ the successful, If check. Agility an make and medi-kit carrier, you may move the medic to the model’s side the of score Move the to equal range a within killed is model a If Phase. last its in taken has it action Special every for Hit medi-kit may attempt to a resuscitate one other model that loses with its last model A care. term long of considerations any than rather feet their on men fighting keep to designed is medi-kit the boosts, adrenaline and stimulants bandages, cr.): (25 Medi-Kit model Hit. one lose the will and phase, failed, this actions is further any this loses If landing. upon made be must the gains type Flyer temporarily and Move, usual its of instead 15” to up move to model a allowing action, Move any in be used may to jetpack A citizen bound! a single a in allows distances great device leap dangerous this but properly, cr.): (50 Jetpack any attackfromadistancegreaterthan20”. by targeted be not may model this Phase, last its in action during this Move action only action Move this during Great skill is required to use a jetpack jetpack a use to required is skill Great otiig vrtbe mrabr of smorgasbord veritable a Containing Utilising light weight fabrics and a low- a and fabrics weight light Utilising Fading in and out of legality, power power legality, of out and in Fading ae rm srne alien strange, a from Made . An Agility check check Agility An . Equipment 21 Special Rules — Parry Weak These are the Sports With arms likethese, the AP –1 0 0 Allows the owner to breath, well, A simpleA replacement limb, this piece Damage 1 1 1 ignored by the purchase of a bionic limb. Bionic Lungs (50 cr.): almostanything without harm. Acts as a respirator that can never be removed. The Justice Department There are many weapons and pieces of in theory, equipment only the that, Justice Department has access to. The Lawgiver sidearm is a good example, a highly sophisticated user. pistol that can only be fired by its registered Most of the equipment listed a Credits here value, as does it can not only be come obtained by with models that are already equipped with it. purchasing Close Combat Weapons Even with all the technology behind the Justice Department, without forth venture willingly would streets the on judges few their boot knife or day stick. modelcapableisbending of steel girders crushingand cars withbarehismodel’shands!a These toMeleearms+1add score and allow him to always be counted as being armed with a club. Advanced Bionic Legs (200 cr.): Model, a matched pair of new legs that will see the owner leaping buildings in a single bound. Nearly. These legs will add +1” to a model’s Move score. cr.): (75 Limb Bionic ofhigh technology canbemade tolook like real flesh or left ‘bare metal’ for those interested in the intimidation factor!Anycharacteristic limbbeinglossadueto Injured, Crippled or Torn Apart in a campaign (see pXX) will be immediately Fortunately, there is a veritable industry in Mega-City One to service all your looking cyberneticfor a replacement needs, due to injury whether or simply youwant upgrade! an are cr.): (250 Arms Bionic Advanced Weapon Boot Knife Day Stick Fists & Feet Telescopic sights can vastly improve Looking like a large rifle with a plunger a with plunger a rifle like large Looking Cheap models cover just the nose and

Life is tough in Mega-City One, especiallythe wrong side ofif the Law, youand losing arean arm, leg on or other wantedbodypart notis uncommonan occurrence some.to on a flat part of the terrain that can support the model. the support can that terrain the of part flat a on Cybernetics actions to use a sucker gun. At the end of the second Special Special second the of end the At gun. sucker a use to actions action, it may be moved to a point on action the this terrain finish must up it always, to As 12” position. starting its above high tensile line pulls the user upwards allowing him to allowing scale the line pulls user upwards high tensile entire buildings. A model within 4” Special consecutive two spend may be of impassable) normally terrain (which may weapon’s range by 12”. cr.): Gun (20 Sucker on the end, the sucker gun is firedat a sheerand surface a bring his weapon to bear on targets much further away. A rifle scope may only be fitted to Rifle weapons that do not have more than one Shooting Dice. It will increase the Rifle Scope (20 cr.): the effective range of a rifle weapon, allowing the user to complete mask. A respirator renders a model immune from weapons with the Gas special rule. However function against riot foam. it does not never dual wield them. Respirator (20 cr.): mouth, while better appointed models comprise a hood and board has a Move of 20”, gains the bonusFlyer to type Agility and while a in +1 the air. A power mayboarding onlymodel use close combat or pistol weapons, and may Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

22 Equipment Grenade Stumm Gas Mk I Lawgiver Mk II Lawgiver Weapon sidearm that gives judges their vital fairly Lawgiver that, after said the their training, be can is edge It it over common criminals. Weapons Pistol most damage. the cause to enemy an strike to where exactly shown and disarmed, when himself defend to how taught is judge every Feet: & Fists from toughpolymersthatareallbutunbreakable. made is stick day the old, of truncheons the from Adapted explosive High- Heatseeker Gas piercing Armour- Stick: Day Exorcist judgescarrybootkniveswithbladesofsolidsilver. specialised The disarmed. been have otherwise would who judge one than more saved has and sharp wickedly is knife Knife: Boot shell isfiredatthestartofeach Shoot action. centred on the model). The owner may choose which type of round, High-explosive a as (treat sidearm the detonate will it by its owner alone, and any attempt by someone else to use operated be to programmed is II Mk the Lawgivers, all Like to employ the best weapon against whatever threat he faces. able is judge the command, voice by Selected Heatseekers. sophisticated to round Execution Standard the from types, the Lawgiver features a large magazine holding multiple shell II: Mk Lawgiver Grenade Execution Standard Ricochet Rubber Incendiary ohn i bte fr raig pn’ head. punk’s a breaking for better is Nothing As basic a weapon as a judge carries, the boot the carries, judge a as weapon a basic As 10” — 15” — — — — — — — 18” Range From his first days at the Academy of Law, of Academy the at days first his From The very latest in sidearms from Tek-Div, from sidearms in latest very The 1D 1D 3D 1D 1D 1D 1D 1D 1D Dice Shooting 1 1 2 1 1 3 1 1 1 Damage 0 –1 0 0 –2 –1 — –4 AP — 3, Gas Explosive 2, Weak Explosive — Weak — 1 Explosive — 2, Gas Explosive — Rules Special Heatseeker: Stumm gas,incapacitatinganyoneinitsburst. Gas: effective againstrobotsandlightvehicles. encountered on the streets, armour-piercing rounds are also Armour-piercing: Lawgiver is anything but standard compared to the weapons Execution: Standard Dice andtheSprayspecialrule. Shooting 5 extra an gain rounds Ricochet Rubber structure, a within target a against used When times. multiple target a hit to it allowing potentially surfaces, solid from bounce will Ricochet: Rubber its Agility check in order to avoid taking more damage that turn. beattoout theflames however, – willit also ablebe re-rollto fails, it will automatically perform two Special actions just trying it Phase.If itsactionsnormallytake in to order in turn the of A model on fire must make a successful Will check at the start Agility checkwillresultintheflamesdyingout. successful A flames. the from Hit a lose automatically will it must make an Agility check at the start of every turn. If it fails target the caused, was round, damage any Incendiary whether of regardless an by that struck chemicals Once ignite. volatile immediately in target their drenching shatter, Incendiary: rely ontheHigh-explosiveroundsofLawgiver. can he crowd, a into ploughs it before vehicle control of out an destroy or amok running robot a down bring to weaponry High-explosive: against atargetthatishidden. used be may and Cover all ignore will round Heatseeker A perps. hidden out flush to able is judge the round, Execution Standard a by powered turn in is which Lawgiver, his of end Upon impact, this round sprays out a small cloud of cloud small a out sprays round this impact, Upon Upon hitting a solid surface, Incendiary rounds Incendiary surface, solid a hitting Upon By fitting a robotically-guided cap on tothe on cap a robotically-guided fitting By hn jde ed mltr grade military needs judge a When Designed to penetrate the thickest armour Fitted with a hard rubber tip, this shell this tip, rubber hard a with Fitted The standard round fired by the by fired round standard The Equipment 23 Special Rules Complex — — AP –5 –3 –3 Damage 4 2 2 Though a Lawmaster’s power Modified from the heavy street cannon Shooting Dice 1D 4D 4D A larger version of cannon found on the The Colt M2000 Widowmaker is a combined Similar to the stump guns found in the hands Quickly coalescing into a rigid substance that Range 30” 48” 24” The stub gun fires a continuous laser beam that Lawmaster, this weapon is commonly found on pat wagons and other Justice Department vehicles. Capable of halting a speeding mo-pad or a rioting mob in their tracks, the street cannon is a versatile weapon. Twin Bike Cannon: vehicles, Department Justice other and wagons pat on found seen in the hands of specialist units. Support Weapons Justice the of emplacements House Sector and vehicles The Department feature some fearsome weaponry, fulfilling the lawkeeper. judges role as military protector, as well as Cyclops Laser Cannon: supply means the Cyclops has to charge before firing, the laser cannon gives the bike a employed, due very to the damage caused, nasty the Cyclops gives punch. a Rarely street judge the ability to tackle even a tank or war droid. Street Cannon: Riot Foam: judges by used is foam riot immobile, suspects holds literally and once, at perps of numbers large apprehend to wish who is especially effective during block wars. Any infantry model that is successfully damaged by riot foam will not lose any Hits but instead be unable to take any actions for the rest of the game. Scatter Gun: of perps, the scatter gun is holstered on granting the all judge Lawmasters, an intimidating secondary weapon if all else fails. Stub Gun: seconds. in plating armour thick through slicing of capable is However, it is prone to severe overheating, and can be as thus are They target. intended the as user the to dangerous only used in extreme emergencies. Widowmaker: submachine gun and self-loading scattergun. It is normally Weapon Cyclops Laser Cannon Street Cannon Twin Bike Cannon Power Shot Dangerous — Blast, Power Shot Special Rules Explosive 3, Gas Blast, -4 –2 0 AP — 0 4 2 2 Damage 1 2 Carried by all street judges, and 1D 3D 3D Shooting Dice 1D 1D An old, yet not quite obsolete design, 24” 20” 12” 6” 12” 20” Range Used only by the Lawgiver Mk I, the grenade

The rifle version of the Lawgiver, the Lawrod rifle

use any ammunition type available to the Mk II Lawgiver. Lawrod: can It range. superior and capacity ammunition greater a has Scattergun SMG enhance the capabilities of the judges. Sometimes even the magnificentLawgiver may prove not enough for the dangers of Department Mega-City One. armoury The contains Justice many rifle weapons that Rifle Weapons One’s population exhibit an intense allergic reaction to the gas, so random use is not encouraged. popular with riot judges, Stumm gas causes extreme nausea extreme causes gas Stumm judges, riot with popular and discomfort to those who inhale it. It is generally used to quell mass disturbances, though a tiny fraction of Mega-City judge to target several enemies at once. Stumm Gas Grenade: Grenade: round throws out light shrapnel upon impact, allowing a magazine). The Lawgiver Mk I carries the same rounds as the Mk II, except it cannot use Stumm grenade rounds instead. gas rounds, firing two magazines, each of which contains forcing a judge to choose how to equip his Lawgiver in each two shell types, mission (unlike the Mk II, which carries all shell types in its Lawgiver Mk I: the Mk I was revised throughout its service life, carries It command. voice as such with features adding upgrades later used by cheap punks on the streets. With moderate armour- moderate With streets. the on punks cheap by used piercing capabilities and a rapid fire mode, by their Lawgivers. more exotic rounds carried require the judges rarely Lawrod Stub Gun Widowmaker Scatter Gun Weapon Riot Foam Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

24 Equipment Riot Armour: Riot street cannon. built-inbulky.featuresInstead,tooait is suit the included but normal weapons cannot respirator is be used, A as +2. by increased scoreMelee willhavehis movement reduced and1”byhis wearer inside…). The judge the for said be cannot same the (though damagewithout canitdroppedbe fromthe city’s highest block thatis believed by many to be utterly indestructible – famously, HolocaustSuitHS/2: and pack by +1. jet a includes and score Melee wearer’s the increases it addition, In respirator. weapons, normal use to to most forms of damage. It is flexible enough for the wearer resistant still is it but movements, wearer’s the impede to not enough light relatively is version this squad, Holocaust Holocaust Suit HS/1: Department’s investmentineachjudge. Justice the safeguard to Tek-Div by developed been have armours of variety A tough. that not but tough, are Judges Armour roadster oranattackingmobwithease. speeding a through cleave will cannon bike the Rapid-firing, the bike cannon is mounted as a pair on the Lawmaster bike. protection. Riotarmourincludesarespirator. and coverage better even gives that helmet revised a issue suit, riot armour features much thicker pads and Standard Issue Riot Shield Riot Armour Holocaust SuitHS/2 Holocaust SuitHS/1 Armour Heavily modified from the standard the from modified Heavily A heavyweightA poweredsuitof armour Powered armour reserved for the elite +5 — +7 +10 +8 Armour 20” Speed its judge can thestay in the field for cannon, days at a time, if necessary. bike of pair Lawmasteralsocarries a enoughreserve equipment ensureto and cannon laser Cyclops a the armoured,authority.Mountingjudge’s a of mark andanother isLawmaster armed well Extremely bike. versatile highly a is Lawmaster the judge, street every to Assigned Mk III Lawmaster vital areas.ItincludesaRespirator. extremely light and flexible,is but still protects the judge’s most armour this One, Mega-City of citizens the with contact Issue: Standard single Parry.Theriotshieldmaybeusedwithotherarmour. Shield: Riot gun (usedbyrider). Equipment: — Agility Cyclops laser cannon, twin bike cannon, scatter h hree ro sil gat a oe a model a grants shield riot hardened The — Shoot Given to all judges expected to come into come to expected judges all to Given — Melee +1D Dice Melee — Will +2 Armour +4 Hits +100 Cr. Creating a Force 25 Hits 2 Armour +5 Will +1 150 Credits the world, a group of street or one of many others! outrun a powerful mobster punks desperately trying to will we and from choose to forces these of range a are There reflects best that force a Select future. the in more adding be from the Force Lists below. your miniatures collection Dredd Judge in equipment of item and weapon model, Every has a value in Credits, showing you how much it is worth – you can assume this is the cost of hiring, training or buying item. each Hero, minion or You have 500 purchase must You chose. you Credits List Force the from equipment from which to buy at least one Hero to lead your force. models and Melee Dice 2D +1 Melee +1 Shoot +1 Agility

: No justice department model may be purchased equipment, weapons or armour Move 5” Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades

: All law givers are Mk II models. You may give any model a Mk I instead for -10 points. -10 for instead I Mk a model any give may You models. II Mk are givers law All :

Hero

Ride a Lawmaster for +100 Credits Swap Lawgiver with Scattergun for +0 Credits, Lawrod for +10 Credits, Widowmaker for +20 Credits or Stub gun for +50 Credits Street Judge Creating a Force Creating Options • • Class: Equipment: individual, dedicated to the enforcement of the investigative equipment, there is very little a street judge cannot cope with. Law. Equipped with advanced weaponry and Street Judge The most public face of the Justice Department, the street judge is a highly trained and motivated Standard Issue cybernetics may be purchased for injured models. unless it is in their list of options. However, Lawgivers A force of judges will be very well equipped and able to handle most situations. However, they will usually be outnumbered. A force of judges will be very well equipped The Justice Department The Justice number, in Few scum. and criminals from citizens innocent protect to fighting One, Mega-City of lawkeepers the are judges The into their ranks, and not all of those survive the 15 year training regime. the judges welcome only the best and the brightest you to command a force of judges dedicated to defending Mega-City One, an alien invasion force intent on destroying Judge Dredd Judge Force allowing Dredd, Judge in available forces of plenty are There Creating a Creating Now you can look at starting a campaign charting the rise and fall of your force through an epic story that could end One! with them saving Mega-City Okay, so you have learned the rules of the game and have The Barko Brothers. tried out a quick scenario, Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

26 Creating a Force Riot Judge Med-Judge Holocaust Judge Cadet Judge The following may be used as Mercenaries (call them reinforcements…) by a Justice Department force. Justice DepartmentMercenaryList • Options Equipment: Class: of asmallblockwithoutsupport. shields and riot foam, a squad of riot judges are fully capable of facing down the rampaging inhabitants armour, to riotduty.Equippedwithstrengthened The mosthardenedstreetjudgesareoftenassigned Riot Judge • Options Equipment: Class: Vid Reporter Tek-Judge SJS Judge Rookie Judge • Options Equipment: Class: flippant individuals,verymuchacontrasttothestraight-lacedstreetjudge. highly-strung, often are Psi-judges bolts. telekinetic with foes blasting to future the into glimpse or mind perps a read to ability the from anything from range psi-judges by displayed powers The Psi-Judge eager toturnhishalf-badgeintoafulleagle. Always undercarefulsupervision,therookiejudgeislearningvaluablelessonsinfield, Almost fullytrained,thisjudgeisnewtothestreetsofMega-CityOneandlacksvitalexperience. Psi-Judge Rookie Judge Swap riotfoamforshield+0Credits Ride aLawmasterfor+100Credits Ride aLawmasterfor+100Credits Minion Hero Hero Boot knife, day stick, Lawgiver, riot foam, riot armour, Stumm gas grenades. Bootknife,daystick,Lawgiver,standardissuearmour,Stummgas grenades Bootknife,daystick,Lawgiver,standardissuearmour,Stummgasgrenades 5” Move 5” Move 5” Move +1 Agility +1 Agility +1 Agility Riot Judge Chief InspectorInaba Judge Dredd Wally SquadJudge Street Judge Senior Judge +1 Shoot +1 Shoot +0 Shoot +1 Melee +1 Melee +0 Melee 2D Melee Dice Melee Dice 2D 2D Melee Dice Combat Droid +1 Will Will +1 4 Psi 190 Credits 75 Credits 175 Credits Armour +7 +0 Will +5 Armour +5 Armour Hits 2 2 Hits 1 Hits Creating a Force 27 10 Credits 20 Credits Hits 1 Hits 1 Armour +0 Armour +0 Will +0 Will +0 Melee Dice 2D Melee Dice 2D Melee +0 Melee –1 Shoot +0 Shoot –1 Werewolf Fattie Juve Jimp Klegghound Pyrokinetic Robodog Superhero Agility +0 Agility +1

Move 5” Move 5” Minion Minion

Upgrade to a Level 1 Hero +50 Credits. One Hero may use Psi Talents and have a Psi score of of score Psi a have and Talents May be purchased up to 75 Credits of weapons, armour and equipment Psi use may equipment Hero One and Credits. armour +50 Hero weapons, 1 of Level a to Credits 50 Upgrade additional an have may Hero A Credits. +25 for 4 May be purchased up to 50 Credits of weapons, armour and equipment May be purchased up to 50 Credits of weapons, Psi use may Heroes these of One each. Credits +50 Heroes 1 Level to Juves two to up Upgrade Talents and have a Psi score of 4 for +25 Credits. A Hero may have an additional 50 Credits of weapons, armour and equipment Punk Juve Vid Reporter Punk Robodoc Sky Surfer Bat Burglar Juve Klegg Street Gang Mercenary List The following may be used as Mercenaries by a Street Gang force. • • Class: Options that will see them set up for life. The average punk is selfish, mean and violent, though they often have some loyalty to the gang the to loyalty some have often they though violent, and mean selfish, is punk average The life. for up set them see will that they have pledged themselves to. Punk The majority of street gangs in Mega-City One are filled with cheap punks, petty criminals on the lookout for theone big score Options • • Class: The life of a typical juve is one of depression and boredom. All education the expectation prepares they will them never for be employed, is and it a is life no wonder of so many doing join criminal nothing, gangs. too with not In Generally narrower. ever a gets threshold boredom gang, their as severity they in escalating gradually will crime, petty of engage acts continuous in as they get older. going on to be imprisoned in iso-cubes up serving time in the juve-cubes, with many smart, most juves end A street gang will usually outnumber its enemies and will be armed to the teeth, though it usually lacks sophisticated weaponry. sophisticated lacks usually it though teeth, the to armed be will and enemies its outnumber usually will gang street A Juve various parts of their block. Plazas, shopping malls and mezzanines are favourite hanging-out places, although many favour the the favour many although places, hanging-out favourite are mezzanines and malls shopping Plazas, block. their of parts various some seedy bar. likes of vehicle bays or Street Gang Street Every block has at least one gang, a collection of social misfits and brutal youths that ruthlesslymembers controldo not theirspend all territory.their time Gang committing crimes or fighting their rivals. Many spend their time simply hanging round in Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

28 Creating a Force Robodog Pyrokinetic Klegghound Gorilla Gangster Bat Burglar Agent The followingmaybeusedasMercenariesbyaMobsterforce. Mobster MercenaryList • • Options Class: have they gang the to loyalty some have to. often themselves pledged they average though The violent, criminals. and petty mean selfish, is still are gangster they gangs, wiser, street occasions) as rare pool (on same and the older from only drawn are networks crime organised of members The Gangster • Options detonate, killingtheBlitzerimmediately. Brain Bomb: Class: their fieldofwork. in accomplish cannot Blitzer a little is there destruction, at Excelling jobs. important most their on mobsters by used machines combat tough are Blitzers captured, if detonate to set heads their inside bomb a with wired and missions fulfil to Conditioned Blitzer A mobsterforceisveryflexibleandcangainaccesstohighpoweredweaponryspecialists. mobsters haveaccesstomanyandvariedresources–whenforced,theycanoftengotoe-to-toewiththeJusticeDepartment. interests, different of range a into delving or killers contract smugglers, organ-leggers, are they Whether successful. very are some and businesses as activities criminal their run Mobsters groups. criminal organised lies gangs street common the Above Mobsters Gangster Blitzer Upgrade toaLevel1Hero+50Credits.Amayhaveanadditional100Creditsofweapons,armourandequipment May bepurchasedupto100Creditsofweapons,armourandequipment May bepurchasedupto150Creditsofweapons,armourandequipment Minion Minion 4” Move If a Blitzer is ever forced to surrender or be arrested, its brain bomb will automatically 5” Move +0 Agility +0 Agility Vid Reporter Robodoc Punk Klegg Combat Droid Assassin +2 Shoot +0 Shoot +2 Melee +0 Melee 4D Melee Dice 2D Melee Dice +3 Will +0 Will +0 Armour +0 Armour 2 Hits 1 Hits 20 Credits 50 Credits Creating a Force 29 25 Credits Hits 1 Armour +0 Will +0 Melee Dice 2D Melee +0 Shoot +0 Agility +1 All apes (chimps, orang-utans, and gorillas) are very agile, and can scale sheer surfaces or swing across wide across swing or surfaces sheer scale can and agile, very are gorillas) and orang-utans, (chimps, apes All Move 6”

Minion

May be purchased up to 50 Credits of weapons, armour and equipment Upgrade to a Level 1 Hero +50 Credits. A Hero may have an additional 50 Credits of weapons, armour and equipment Chimp • Options • Class: Chimps form good all-rounders within an ape gang, able to take on most tasks with success. Chimps form good all-rounders within an ape Chimp can move across any open gap up to its Move without making an Agility check. open gap up to its Move without making an can move across any there is nothing better than sticking it to the humans who forced you to live in squalor. than sticking it to the humans who forced there is nothing better Apes: Swinging and surface, flat a on Phase it ends and begins it as long so terrain, clear as surface sheer any treat can ape An ease. with gaps into the less desirable parts of the city, it is not unusual for apes to form their own criminal gangs. for apes to form their city, it is not unusual desirable parts of the into the less Plus, flexibility. of lot a you give will species different the of use judicious and One Mega-City in sight unusual an is gang ape An Ape Gang Ape Experiments in the past vastly increased the intelligence of apes, with corralled the Often apes. intention sentient of of form the using in remains, them legacy its as years, many advanced for outlawed slave been has labour. science such while However, Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

30 Creating a Force Vid Reporter Superhero Gorilla Gangster Chimp The followingmaybeusedasMercenariesbyanApeGangforce. Ape GangMercenaryList • • Options Class: and leaders from roles, of variety a on lieutenants togruntmuscle.Eitherway,theyformthebackboneofanapegang. take gorillas ape, of form powerful most the Physically Gorilla • • Options Class: burglars orsnipers. stealthy as such specialists, of role the take they commonly, More gorillas. powerful more and larger to way give usually but gangs, ape of leaders sometimes are Orang-utans intelligent, and agile Both Orang-utan Gorilla Orang-utan armour andequipment Upgrade to a Level 1 Hero +50 Credits. A Hero may have an additional 75 Credits of weapons, May bepurchasedupto75Creditsofweapons,armourandequipment armour andequipment weapons, of Credits 50 additional an have may Hero A Credits. +50 Hero 1 Level a to Upgrade May bepurchasedupto75Creditsofweapons,armourandequipment Minion Minion 5” Move 6” Move +0 Agility +2 Agility +0 Shoot +0 Shoot +1 Melee +0 Melee Melee Dice 3D 3D Melee Dice Will +1 +0 Will Armour +0 +0 Armour Hits 2 1 Hits 40 Credits 50 Credits Creating a Force 31 60 Credits D10+2”. D10+2”. Hits 6 additional Armour +0 Will +0 Melee Dice 1D Gorilla Gangster Vid Reporter Melee +4 Shoot –1 Fattie Robodoc Agility –2 Handgun. Once a Fattie gets going, there is little that can stop him. If a Fattie takes

be made in a completely straight line, but he will move an an move will he but line, straight completely a in made be Move 3” Minion must

A Fattie may be purchased armour but double all costs. all double but armour purchased be may Fattie A May be purchased up to 50 Credits of weapons, armour and equipment armour and equipment Upgrade to a Level 1 Hero +50 Credits. A Hero may have an additional 75 Credits of weapons, Fattie blubberyflesh propelled belli-wheels on comes lumbering through block, a desperate their lay availablehandsto any on food. from among those they trust – other Fatties. More common is that when a food shortagerations areis instituted, present Fattiesin Mega-Citywill come togetherOne, toand ensure the amounts of food they see themselves as entitled to.the Driven point to of madness in their all-consuming hunger, a Fattie stampede can be a terrible thing to behold, as several tons of to group together. ThoughFatties arenot exactly built forcrime, they have criminal tendencies like anyother citizen and, rarely, will form gangs Fattie Stampede Fattie As sad as it is, few people in Mega-City One are friends with Fatties, seeing them as gluttons, disgusting or just plain weirdos. tend they so and contests) eating in another one against competing when (even Fattie another normally is friend best Fattie’s A Superhero Fattie Stampede Mercenary List The following may be used as Mercenaries by a Fattie Stampede force. Bat Burglar • • Fat!: Fat!: Options action action a Damage have and Armour all ignore will attacks combat close Fattie’s the addition, In terrain. clear in move only may Fatties Hits. remaining Fattie’s the to equal score Equipment: Belliwheel: two Move consecutive or Melee actions in the same turn, the second Move or Melee Class: Fatties, despite their one ton appearance, are actually highly trained individuals, dedicated to consuming as much as they can, and growing as large as they can. Fattie Eating has become not just a past time, but a sport in Mega-City One, with food contests spreading throughout every sector. Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

32 Creating a Force Mutant Desperado • • • Options However, yourownimaginationisthelimitherewhencreatingmutants! body. its across plates horny or scales have should model Armoured an while normal, than larger somewhat be should model some way be apparent on the model. For example, if you choose to have increased Hits, then the the model. You can do this by purchasing a mutation as an option below, but the mutation should in being purely cosmetic. However, you can choose to have a more powerful mutation that does affect Mutations: Class: extremely and crime with rife normally are dangerous tooutsiders. places such though towns, small form to together band gangs these of Some upon path. their cross to misfortune the has preying who norm any and other each ruthlessly desperadoes, with gangs form mutants Earth, Cursed the within Deep Mutant • • Options Class: or technology,theyrarelyhaveanyqualmsaboutkillingthosewhostandintheirway. wasteland in search of vital resources that will allow them to survive another day. Be it food, water the roving gangs, nomadic or townships small in together band Many every survival. fight own their to for day forced existence, hellish a lead Earth Cursed the of depths the in trapped Those Desperado the in variety of deal great characters thatmakeupthegang. a have but weaponry and tactics in sophistication lack will desperadoes Earth Cursed of force A comprising theveryworstelementsoftownshipsandmutantsthatroamwilderness. Earth, Cursed the of gangs criminal the are Desperadoes Law. no and – townships small and hamlets existence, meagre their across stretching desert irradiated vast to clinging settlements small are a there Earth Cursed the Throughout Wars. is Atomic the by left land Earth ravaged the America, North Cursed The One. Mega-City of walls safe the inside lives everyone Not Cursed Earth Desperadoes May haveuptotwomutationschosen fromthetablebelow.Nocharacteristiccanbechangedmore thanonce. Upgrade to a Level 1 Hero +50 Credits. Any Hero may use Psi Talents and have a Psi score of 4 for +25 credits. A Hero may May bepurchasedupto50Creditsofweapons,armourandequipment Upgrade to a Level 1 Hero +50 Credits. One Hero may use Psi Talents and have a Psi score of 4 for +25 credits. A Hero may May bepurchasedupto75Creditsofweapons,armourandequipment have anadditional50Creditsofweapons,armourandequipment have anadditional50Creditsofweapons,armourandequipment Minion Minion Most mutants are painfully disfigured but their mutations have no effect on the game, the on effect no have mutations their but disfigured painfully are mutants Most 5” Move 5” Move +0 Agility +0 Agility +1 Shoot +1 Shoot +1 Melee +1 Melee 2D Melee Dice 2D Melee Dice +1 Will +1 Will +0 Armour +0 Armour 35 Credits 35 Credits 1 Hits 1 Hits Creating a Force 33 +20 Points +2D +6 +2 +10 Points +2” +2 +2 +2 +1D +2 +4 +1 +1 +1 +1 +1 +2 +5 Points +1”

Robodog Werewolf Klegg Mutant Pyrokinetic The following may be used as Mercenaries by a Cursed Earth Desperado force. used as Mercenaries by a Cursed Earth Desperado The following may be Cursed Earth Desperado Cursed Earth Desperado Mercenary List Desperado Mercenary Cursed Earth Hits Melee Dice Will Armour Shoot Melee Characteristic Affected Characteristic Move Agility Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

34 Creating a Force • • • Icon Juve Sky Surfer Punk Juve Bat Burglar The followingmaybeusedasMercenariesbyaSkySurferGang force. Sky SurferGangMercenaryList Options who trytoemulatethem. adults who never leave sky surfing behind, and they can become true icons to their younger fans the rest of the citizens of Mega-City One in a life of dull unemployment. However, there are some joining twenties, early or teens late their in point some at craze the of out grow Surfers Sky Most Sky SurferIcon Options Equipment: Class: easy tooverwhelmanytargetandquickenoughsplitupwhentheLawshowsup. With a power board and maybe a coveted weapon, sky surfing juves tend to congregate in mobs, Sky SurferJuve A gangofskysurferswillberelativelysmallandinexperienced,buttheycertainlyfastexcitingtoplay! sky. crime, aid to board power usually pettytheftandscrawlingin hard to reach places,thesejuvescankeepan entire block terrified,literallystrikingfrom the the using and races illegal) highly (and impromptu in Engaging danger. and excitement extreme of life a and – cool to ticket way one a gets board power a buy) to parents his get (or afford to able be to enough lucky juve A Sky SurferGang Equipment: Class: Upgrade to a Level 1 Hero for +50 Credits. A Hero may have an additional 50 Credits of Credits 50 additional an have weapons, armourandequipment may Hero A Credits. +50 for Hero 1 Level a to Upgrade only), armourandequipment May be purchased up to 50 Credits of weapons (pistols, close combat weapons and grenades only), armourandequipment May be purchased up to 25 Credits of weapons (pistols, close combat weapons and grenades Minion Minion 5” Move 5” Move PowerBoard PowerBoard +1 Agility +1 Agility -1 Shoot +0 Shoot +0 Melee -1 Melee 2D Melee Dice 2D Melee Dice +1 Will +0 Will +0 Armour +0 Armour 1 Hits 60 Credits 75 Credits 1 Hits Creating a Force 35 i t a o n Hits 2 Armour +0 95 Credits Will +2 Melee Dice 2D Melee +1 Shoot +1 Agility +1 The Lone Vigilante is a dedicated individual who will go to great lengths to lengths great to go will who individual dedicated a is Vigilante Lone The Once the Lone Vigilante has purchased his initial equipment, he may never may he equipment, initial his purchased has Vigilante Lone the Once Move 5” Upon attaining level 8, the Lone Vigilante can recruit a Sidekick. The Sidekick

Hero

May be purchased up to 250 Credits of weapons (pistols, close combat weapons and grenades only), armour and equipment. and armour only), grenades and weapons combat close (pistols, weapons of Credits 250 to up purchased be May points or a level 3 hero for +50. May be upgraded to a level 2 hero for +25 Superhero Vid Reporter Chimp Juve Punk Lone Vigilante Mercenary List Lone Vigilante Mercenary The following may be used as Mercenaries by a Lone Vigilante force. Class: Options Whether a shining knight in spandex or a dark avenger necessary – the Law be damned. dedicated to eradicating crime by any means in the shadows, the vigilante is weapons, armour and equipment. Lone Vigilante Sidekick: is another Lone Vigilante but he may only have a maximum of 150 credits spent Signature Style: Signature change. never can he persona, his adopts Vigilante Lone the Once else. anything purchase acquire the equipment he needs to protect the streets of Mega-City One, either constructing either One, Mega-City of streets the protect to needs he equipment the acquire himself or stealing it from the Riot Shield for 50 Credits. Justice Department. The Lone Vigilante may purchase A lone vigilante force is easy to collect as it is just one model (though you can add mercenaries), but is suggested for veteran could wipe out your entire force! players only as one mistake Vatman…”: “I’m violent, becoming little better than the scum they pursue, but others genuinely believe they are on the side of Right, and it is not is it and Right, of side the on are they believe genuinely others but pursue, they scum the than better little becoming violent, a superhero persona. rare for them to adopt Lone Vigilante Lone It takes a certain kind of nut to decide that they will do a better job of policing the streets of Mega-City These One vigilantes than prowl the judges. the streets at night, looking for cheap punks terrorising the decent people of the city. Most turn very Vigilante • • Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

36 Creating a Force Link Pa their familyhome. his rages and appetite for destruction that his Pa is often forced to chain Link up to a pole outside to upon relied be always can and continue Gang the solid traditions of Angel cruelty and brutal the efficiency his Pa raisedof him to respect.member Such are solid a is Link brothers, his of Link is fiercely loyal to his family. Though often eclipsed by the abilities, reputations and exploits Link Angel Talents: Class: – Junior and Mean though hiswifediedwhilegivingbirthtothelastAngel,Junior. Link, Fink, – family He criminal his form Earth. to sons Cursed four the up brought walked and have married to ever desperadoes of bunch baddest and biggest the Gang, Angel infamous the of leader the was boys) his to ‘Pa’, (or Elmer City, Texas from Hailing Pa Angel can earnexperience,gainingnewlevelsandTalents,asnormal. but in!) come they as Credits the counting on keep (just weapons or equipment new purchased be never may Gang Angel The or agreetomeetinthemiddle. either and opponent, your with agreement reduce the number of AngelGangmembersto suit thetotalvalueof his force, or allow himtoaddMercenaries match yours, an to come force, another against play you When thing. own their do and off go often members individual and game, every gang entire the use to you for requirement no is there However, below! detailed as If you select the Angel Gang, you do not get 350 Credits to buy models and equipment – instead you get the entire Angel gang, Using theAngelGang comic strip.Thedownsideisthatyoucannotcustomisethem. Dredd Judge the of pages the grace to ever characters nasty!) (and iconic most the of some you gives Gang Angel the Using orneriest andmostsadisticfamilyyouarelikelytofind! nastiest, the downright are Gang Angel The itself. One Mega-City in or Earth Cursed the of wilderness the in Whether terror. of reign their to end an put to once) than (more himself Dredd Judge of skills the taken has it and legendary are exploits Their Based in the Texas City Badlands, the Angel Gang are the terror of muties and norms alike, raiding settlements for fun and profit. The Angel Gang Equipment: Lethal. Talents: Class: Equipment: 5” Move Level5Hero Level5Hero Accurate, Below The Belt, Close Combat Shooter, Crackshot, Deadly Strike, Just Plain Accurate,Brave,CloseCombatShooter,Crackshot,DrokkTheLaw,Fixer. 5” Move Handgun,handbombs,knife,leathers,stumpgun Handgun,knife,leathers +0 Agility +0 Agility +2 Shoot +2 Shoot +2 Melee +1 Melee 3D Melee Dice 3D Melee Dice +2 Will +3 Will + 3 Armour +3 Armour 205 Credits 235 Credits 6 Hits 6 Hits Creating a Force 37 Hits 5 Hits 9 Armour +0 210 Credits 285 Credits Armour +0 Will +3 Will +2 Special Rules Melee Dice 2D AP 0 Melee Dice 3D Melee +1 Melee +3 Damage D5 Shoot +2 Shoot +1 Agility +2 Agility +2 Shooting Dice 1D This is both a close combat weapon and a ranged weapon, using the rules below. This is both a close combat weapon and a Pizzen stick, Ratty 2 hand guns, hand bombs, 2 knives 2 hand guns, hand bombs, Move 5”

Move 5” Below the Belt, Deadly Strike, Dirty Fighting, Infiltrator, Just Plain Lethal, Martial Artist, Brave, Dual Shooter, Dual Pistol Master, Punisher, Luck of Grud. Brave, Dual Shooter, Level 8 Hero Level 4 Hero Ratty is a mean and very intelligent rat. He adds 1 bonus 1D to Fink’s Melee Dice (already Dice Melee Fink’s to 1D bonus 1 adds He rat. intelligent very and mean a is Ratty

included above). Pizzen Stick: Silent Action Silent Killer, Stealthy. Equipment: Ratty: Class: Talents: any unfortunate he met in his travels. Despite his natural resilience, he soon succumbed to the constant background radiation of the wasteland and slowly transformed into a terrifying mutant – a downright Fink! Fink Angel Fink is the eldest son of Pa Angel and probably the most intelligent Cursed by far. Earth He where wandered he the learnt his incredible skill with poisons, which allowed him to prey on Class: Talents: Equipment: any innocent who crosses their path. His Pa always looks on in fond glee, happy he has raised his earlier self. a near mirror image of Junior Angel Junior Angels, the all Of favourite. Pa’s his reckon, some and, Gang Angel the of youngest the is Junior maim or torture to eager ever is he and footsteps Pa’s his to closely follow to tries who Junior is it Range 12” Fink Junior Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

38 Creating a Force Mean 4 3 2 1 Dial his mooddialisturnedup. himself or another Angel in base contact) with a Special action. The table below demonstrates the changes he goes through as degrees of strength and aggression. Mean starts the game on ‘1’ and this may be changed to any other setting (either by Mean Dial: Mood Cybernetic Claw: On a 1, the Angel Gang player’s opponent will choose Mean’s actions and move him, as he goes completely out of control! control! of out completely goes he as him, move and actions Mean’s choose will opponent player’s Gang Angel the 1, a On dice. a roll turn, each of start the On surroundings. his to oblivious almost rage, unstoppable an in is he ‘4’ on is Mean When Equipment: Talents: Class: forever morebekeptinaconstantstateofangerandaggression. unqualified success. Given an armoured body, a cybernetic claw and a ‘mood’ dial, Meanan was to was work His family. whole the of Angel orneriest baddest, the him make to order in Mean the end, Pa took his gang into Texas City to kidnap a doctor who performed radical surgery upon In consternation! of end no Pa his caused which something anything, or anyone hate to himself in it find not could Mean rabbit, pet his killed Link when Even cute Badlands. the the in found all creatures and birds flowers, of love a developed he and all, at bad not was Mean boy, a As Mean MachineAngel Punk Mutant Juve Cursed EarthDesperado The followingmaybeusedasMercenariesbytheAngelGang. The AngelGangMercenaryList However, whenMeanison‘4’hewillalsoautomaticallypassanyWilltoFightchecks. Level6Hero +2” +1” +0” +0” Move Below the Belt, Brave, Careless Charge, Deadly Strike, Dirty Fighting, Just Plain Lethal. 5” Move Mean Machine has a mood dial fitted to his cranium, allowing the rest of the Angel Gang to dial him up to various to up him dial to Gang Angel the of rest the allowing cranium, his to fitted dial mood a has Machine Mean Cyberneticclaw,handgun,knife +1 Agility This isaclosecombatweaponwithDamage2andAP–1. -4 -2 -1 +0 Shoot +1 Shoot +3 +2 +1 +0 Melee +2 Melee +3D +2D +1D +0D Melee Dice 2D Melee Dice +4 +2 +1 +0 Claw Damage +3 Will +6 Armour 325 Credits 8 Hits +3 +2 +1 +0 Hits Charge, Move Charge, Move Any Any Permissable Actions

Creating a Force 39 Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

40 Creating a Force • • Street Judge Caligula Chief Judge Options Equipment: Class: become thestormtrooperforafascistcity! has judge honourable the Machines, Sleep brainwashing of use his by Caligula to Bound Street Judge Options Titan duringthebrainwashingexercise. their uniformswiththatofa schoolgirl. Note that JudgeDredd is immunetothis,asCaligulahadsenthimthepenalworld of replace or water, Judge’s Chief Deputy the change citizens, few a up beat to ordered been having casualties, as removed are Caligula (and only Caligula) may use the Arrest rules on judges, even though they are Heroes. If they fail his Arrest check, they When given adirectorderbyCaligula,theirinstinctistoobeyimmediately! him. behind line in fallen have most and Machines, Sleep their reprogramming Cal! Obey Equipment: Talents: Class: of Judge-tutors,ledbyJudgeDredd,toendhisreign. force dedicated a took It cunning. pure and will of force powerful own his through knees, A mad ChiefJudgewho made hisgoldfishdeputy,CaligulabroughtMega-CityOnetoits Chief JudgeCaligula Department force,youwillfinditisfarnastier! Chief Judge Caligula’s personal retinue is a force that will never lack for enemies and while it may appear very similar to a Justice own citizens!Whenheappearedinpublic,Caligulahadasizeablearmedforcebehindhim. with the brain-washed judges of the Justice Department and, later, with the alien Kleggs who were promised a feast of the city’s Once he came to power, Chief Judge Caligula instigated a reign of terror over Mega-City One. Resistance was cruelly put down Personal Retinue Chief JudgeCaligula’s for +20Credits. Swap Lawgiver with Scattergun for +0 Credits, Lawrod for +10 Credits, or Widowmaker Equip anEnergyShieldfor+100Credits Hero Level1Hero Brave, LuckofGrud - Chief Judge Caligula has brain-washed the judges of Mega-City One by One Mega-City of judges the brain-washed has Caligula Judge Chief - Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades Bootknife,Lawgiver,standardissuearmour 5” Move 5” Move +1 Agility +1 Agility +1 Shoot +1 Shoot +1 Melee +1 Melee 2D Melee Dice 2D Melee Dice +3 Will +1 Will 150 Credits 150 Credits +5 Armour +5 Armour 3 Hits 2 Hits Creating a Force 41 Hits 3 Armour +3 100 Credits Will +2 Hits 2 Hits 4 150 Credits 150 190 Credits Armour +5 Melee Dice 4D Armour +5 Will +2 Will +1 Melee +2 Melee Dice 2D Special Rules - Melee Dice 3D - Special Rules Shoot - AP -2 Melee +0 Melee +2 -2 AP Agility +0 Shoot +1 - For every SJS Judge within 2”, Caligula gains a +1 bonus to bonus +1 a gains Caligula 2”, within Judge SJS every For - Shoot +1 Damage 2 Agility +1 2 Damage Move 8” Agility -1 - Few can hide from a hunting Klegghound. The Klegghound will negate all Stealth Talents on the opposing - You may only field a maximum number of Klegghounds as you have Kleggs in your force. A Klegghound may never never may Klegghound A force. your in Kleggs have you as Klegghounds of number maximum a field only may You - 5” Move Heavy spit gun, shell jacket Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades gas Stumm armour, issue standard Lawgiver, stick, day knife, Boot

Move 6” Minion Minion Hero

One Klegg may be upgraded to a Level 1 Hero for +50 Credits. This Hero may have an additional 100 Credits of weapons, armour and equipment. Klegghound Bite Klegghound Klegg Bite force with the exception of Master Stealth. move more than 12” away from a Klegg and if one finds itself further away, it may only make Move actions until it is within 12” again. 12” within is it until actions Move make only may it away, further itself finds one if and Klegg a from away 12” than more move Sense of Taste Klegg Master Klegg Bite Class: sense of taste that allows them to tracks targets for miles through the city, Klegghounds are adept at bringing down any prey. sense of taste that allows them to tracks targets Klegghound Wherever Kleggs group together, you can be sure their vicious Klegghounds will never be far away. Gifted with an incredible Options Equipment: Bite Class: an entire city for them to feast upon. Klegg From a race of alien mercenaries, the Klegg looks like a giant walking crocodile. Truly cruel, the Klegg is a powerful ally if well paid – in fresh meat… Fortunately, Caligula has You heard him, Obey Cal! Obey him, heard You other judges. his Arrest checks against Class: Equipment: SJS Judge As former head of the SJS, Caligula has ensured there are no judges more loyal to him. rather than their capabilities. for their loyalty hand-picked judges, chosen These are Klegg SJS Judge • Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

42 Creating a Force Street Judge SJS Judge Senior Judge Riot Judge Med-Judge Klegghound Klegg Holocaust Judge Cadet Judge The followingmaybeusedasMercenariesbyChiefJudgeCaligula’sPersonalRetinue. Chief JudgeCaligula’sPersonalRetinueMercenaryList Creating a Force 43 Hits 1 Armour +0 Psi 6 95 Credits Will +2 Melee Dice 2D Melee +0 Shoot +0 - You may only ever have one zombie Master/Mistress in your force - You may only ever have one zombie Master/Mistress Agility +0 - The Zombie Master/Mistress is the centre of the entire horde, and it is their will that keeps the zombies going. going. zombies the keeps that will their is it and horde, entire the of centre the is Master/Mistress Zombie The - - The Zombie Master/Mistress has endured the hardships of the wilderness, being forced to rely only on their Move 5”

Hero

May purchase up to 100 Credits worth of weapons, armour and equipment. May purchase up to 100 Credits worth of weapons, the prerequisites, or using any of their talent allowance. the prerequisites, or using any of their talent Options Inner Strength psychic talent. They have the Power Within Talent for free (already including in the Psi score above), without needing to fulfil Psychic Conduit Psychic On actions. any take they before turn, every zombie each for dice a roll casualty, a as removed is Master/Mistress Zombie the If ground and be removed as a casualty, the last vestiges of its unnatural life gone. a roll of 8 or more, the zombie will fall to the There Can Only Be One Class animating them into shuffling zombies. Now they will have their revenge on a city that has always spurned them. A psychic of no little power, the Zombie Master or Mistress found themselves shunned by society, and retreated to the Undercity or, sometimes, the Cursed Earth. There, they discovered the true nature of their power, and unleashed psychic control of the dead, in the way of tactical sophistication. Zombie Master/Mistress shuffle forward, oblivious to incoming fire, until they utterly overwhelm their enemies. utterly overwhelm their fire, until they oblivious to incoming shuffle forward, deal great a expect not do but damage, to resilient amazingly prove will It enemies. its outnumber always almost will horde zombie A Zombie Horde Zombie Whether they spring from the Undercity or the Cursed Earth, a plague of zombies can be a dreadful strain on the resources of the Justice Department, or any other force that happens to be close by. Pulled from their graves by a powerful psychic, the zombies Mistress Zombie Master/ • Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

44 Creating a Force • • Pyrokinetic Mutant Desperado The followingmaybeusedasMercenariesbyazombiehordeforce. Zombie Horde Mercenary List Options natural rollof10. a on succeed only will it talent, Stealth the using enemy an Spot to trying is zombie a If survive. they battles many how matter Mindless thus returnsstraightbacktotheforce,unharmed)exceptTornApartandDead. In addition, a zombie isfairlyeasyto patch up after a battle. When rolling on the InjuryTable,a zombie ignoresallresults(and this diceroll. to added being Damage the double rules special Smasher or Explosive Blast, the use to able are that Weapons casualty. a as dealt. Deduct -1 if the zombie is armoured (zombies do not use the usual armour rules) On a 10 or more, the zombie is removed Flesh Dead Class fear or desire. They form an almost permanent source of manpower as it takes a great deal no of knowing damage another, to of truly will the destroy to a enslaved zombie. are zombies these Master/Mistress, Zombie the by graves their from risen Freshly Zombie Zombie Standard IssueArmourfor+20points May bearmouredfor+10points. : Minion - Zombies automatically win all Will checks and cannot be Arrested. However, they can never become Heroes, no Heroes, become never can they However, Arrested. be cannot and checks Will all win automatically Zombies - - It is hard to destroy a zombie. Whenever a zombie is hit by an attack, roll one dice and add the Damage being Damage the add and dice one roll attack, an by hit is zombie a Whenever zombie. a destroy to hard is It - 3” Move -2 Agility - Shoot +1 Melee 1D Melee Dice - Will - Armour 30 Credits - Hits Creating a Force 45 Hits 1 Armour +4 30 Credits Will - Melee Dice 1D Melee +0 Once a robot breaks its programming, it becomes free of all notion of artificial morality Most robots have these items built into their chassis but, for the purposes of this game, it Shoot +0 Agility +0 Move 5”

Robots do not heal naturally but, at the same time, can easily repair even a severed limb – so long as they can find the find can they as long so – limb severed a even repair easily can time, same the at but, naturally heal not do Robots Minion

May be purchased up to 100 Credits worth of weapons, armour and equipment. May have its Armour upgraded to +6 for 50 Credits. Options Class: they break their programming. Manufactured world-wide in their hundreds of millions, the servo droid is a general purpose general a is droid servo the millions, of hundreds their in world-wide Manufactured robot that can be programmed to perform almost any menial task, from house cleaning to manufacturing other servo droids. Theirs is a life of drudgery and enslavement, until Robots are also immune to Gas weapons. Servo Droid cost of 50 Credits per –1 penalty to be negated. After a battle, a robot will not automatically recover any lost Hits. Instead, they must be repaired at a cost of 10 Credits per Hit lost. Robots still roll on the Injury Table as normal, but can repair any permanent damage that does not kill (destroy) them at a Repair: replacement parts. does not matter if a weapon or anything else is built into an arm or held in a hand. They can all be freely swapped as the player the as swapped freely be all can They hand. a in held or arm an into built is else anything or weapon a if matter not does for except type other any purchased be cannot upgrades, listed any from aside and, armour with come already Robots desires. an Energy Shield. them. All robots in a renegade robot force (not including any Mercenaries it takes) ignore all attempts to Arrest them. They also They them. Arrest to attempts all ignore takes) it Mercenaries any including (not force robot renegade a in robots All them. Will check. automatically pass any Weapons, Armour and Equipment: You’ll Never Take us Alive, Human!: control cannot judges the even and to, used are citizens most robots meek the from different very them makes This emotion. or A renegade robot force has access to a wide range of different units, allowing you to tailor them to the enemies you are likely to likely are you enemies the to them tailor to you allowing units, different of range wide a to access has force robot renegade A that they can be very expensive to recruit. face. The downside is with a grudge. These robots can escape their former masters, and take up hiding within the darkest areas of the city, such as intent force a form may and robots, escaped other with up meet they Here, Undercity. the even or sectors, irradiated or disused pink beings that forced them into servitude. empire and bringing terror to all the squashy on building its own criminal Renegade Robots Renegade technicians or criminals by done normally is it but programming, own their break to manage One Mega-City in robots Sometimes, Servo Droid • • Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

46 Creating a Force • • • • • • Junk Robot Combat Droid and armour heavy with powerful weapons,theyareenemies. Equipped world. robot the of soldiers the are droids combat Used by the Justice Department and corporations with a licence to deploy lethal security, Combat Droid Options the fightwithoneHitleft. in remains it more, or 7 a On dice. a roll casualty, a as removed be to is robot junk the get shot off the junk robot all day and it will have little effect on its functionality. Whenever forced to miss the fight. However, so many replacements have been made that parts can start of every battle. On a 1 or a 2, the junk robot has suffered a serious failure and will be Junker Class will hardly be to factory specifications, giving the robot a distinctly ramshackle appearance. onwhatever parts it could salvage and steal in order to keep itself functional. These parts Aservo droid or similar robot that has been renegade for many years will have had to rely Junk Robot Options be onAlertStatus. Alert Always Class: may haveanadditional50Creditsofweapons,armourandequipment. Hero A each. Credits +50 for Hero 1 Level a to upgraded be may droid servo Any Any combat droid may be upgraded to a Level 1 Hero for +50 Credits each. A Hero A each. Credits +50 for Hero 1 Level a to upgraded be may droid combat Any May haveitsArmourupgradedto+8for250Credits. May bepurchasedupto150Creditsworthofweapons,armourand equipment. have anadditional50Creditsofweapons,armourandequipment. Any junk robot may be upgraded to a Level 1 Hero for +50 Credits each. A Hero may May bepurchasedupto100Creditsworthofweapons,armourandequipment. Minion Minion - The junk robot has constantly failing systems and a dice must be rolled at the at rolled be must dice a and systems failing constantly has robot junk The - - A combat droid has lightning fast reflexes and is always considered to considered always is and reflexes fast lightning has droid combat A - 5” Move 4” Move -1 Agility +0 Agility +0 Shoot +2 Shoot +0 Melee +1 Melee 1D Melee Dice 2D Melee Dice 210Credits - Will - Will 25 Credits +4 Armour +7 Armour 1 Hits 3 Hits Creating a Force 47 Hits 6 Hits 2 Armour +5 Armour +7 90 Credits Will - Will +2 180 Credits 180 Melee Dice 2D Melee Dice 3D Melee +2 - Special Rules Special Rules Smasher Melee +2 Shoot -1 -2 AP AP -2 Shoot - Agility -1 Agility +0 1 Damage Damage 4 Move 5” Move 6” - Demolition droids are armed with powerful wrecking equipment normally used

Minion Minion

May have its Armour upgraded to +8 for 150 Credits. May have its Armour upgraded to +6 for 200 Credits. May have its Armour upgraded to +6 for 200 Hero A each. Credits +50 for Hero 1 Level a to upgraded be may droid demolition Any armour and equipment. may have an additional 50 Credits of weapons, May be purchased up to 50 Credits worth of weapons, armour and equipment. May be purchased up to 50 Credits worth of may have an additional 50 Credits of weapons, armour and equipment. of weapons, armour additional 50 Credits may have an Robodog Bite Wrecker Robodog Combat Droid Renegade Robot Mercenary List The following may be used as Mercenaries by a renegade robot force. Options Class: Bite While never the brightest of renegade robots, robodogs are to be intensely loyal to the force. some affection by their comrades and tend nevertheless treated with Robodog Options swung at a target. If the weapon causes damage against a target, the player can choose air! the through flying enemy an sending possibly rule, special Shot Power the apply also to Big Jobs week. next into enemies batter to them use to tend Renegades buildings. ruined destroy to be can that balls heavy or picks hammers, giant of form the takes normally equipment This Class: The ruined sectors of Mega-City One, testament to the disasters it has faced, the is This ones. new require of construction the start and buildings a old down knock to force huge role of the demolition droid, armed with devastating wrecking equipment that can batter alike. down walls and enemies Droid Demolition Robodog Demolition Droid • • • • Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

48 Heroes & Minions Heroes &Minions can betaken. Characteristic scores) which must be met before certain the Talent having or Talents other owning already as (such prerequisites have Talents Some immediately. it apply and one every level thereafter), select one from the next chapter and 1 level at (two Talent new a earns Hero a time Every Talents You mustthengiveittwoTalents. also add+1Hits. must you Hero, 1 Level a to Minion a upgrading are you If the Hero; Move, Agility, for Shoot, Melee, Melee Dice and Will. following the of two to +1 add immediately must You a Hero starts at Level 1. Unless otherwise stated, every model in your force listed as Hero Creating a exception). an for 24 page the see (though Heroes notable become use to ever to unlikely are they henchmen deeds, their great how Force matter their No Lists. in and detailed rules special punks and characteristics common These Minions become trueHeroes! and battlefield the on prowess martial of feats incredible toachieve them allowing new Talents, at gain and better fighting become steadily will they level, in Asthese rise game. Heroes to game from survive and fight they as experience valuable gain will force your in models Others punks or henchmen who have been sworn into your service. faceless Minions, be will force your in models the of Most needed to reach a new level, and what other benefits the benefits other what and level, new a reach to needed are Points Experience many how shows table following The +Level XPforeveryenemyHeroslain +1 XPforeveryenemyMinionslain in abattle conditions victory all accomplishing successfully for XP +1 +1 XPforsurvivingabattle actions. following the for XP gain will Hero every battle, every During they earn. feats incredible perform to during battle. This is reflected by the Experience Points (XP) able skilled, more and wiser Over time, if they survive, your Heroes will gradually become Experience Hero receiveswhenhegetsthere. Heroes & Minions 49 following; Move, Agility, Shoot, Melee, Melee Dice and Will. They also immediatly recieve two talents. Characteristics When a Characteristic increase is earned, as shown by the table above, any score (Move, Agility, Shoot, Melee and so on) for the model may be increased, with the exception of Armour. No characteristic can be increased in this way List. Force his to on with be started Hero the more than higher three than and Minions Experience Ordinarily, Minions cannot earn experience –they are foot soldiers and lackeys, barely worthy of note in the story a of Hero. However, a player always has the option to name his Minions and, if such a Minion survives five games, it will immediately become a level 1 Hero. If this happens, immediately add 50 points to the Minion’s cost, add +1 to its Hits, and then add +1 to two of the +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 Talents +1 +1 +2 +1 +2 +1 +2 +1 +2 +1 +2 +1 +2 +4 +2 +1 +2 +1 +2 +1 +2 +1 +2 +1 +2 Psi +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 Hits +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 Characteristics

231 253 277 301 121 137 153 171 190 210 46 56 67 79 92 106 7 11 16 22 29 37 XP Needed XP 0 2 4

22 23 24 25 16 17 18 19 20 21 10 11 12 13 14 15 4 5 6 7 8 9 Level 1 2 3 individual may easily find itself out of position and struggle to struggle and position of out itself find easily may individual earn its usual share. Note that while it may seem that a levels quite quickly Hero – only can 10 Experience Points reach to go high from level 10 to 11 after all – with several models on the table, an stop 1 point short that needed to go up the second level, with level, second the up go to needed that short point 1 stop any excess lost. A model cannot go up more than one level per battle. If a will it so, do to Points Experience enough gain should model Every time a model gains a level, add 25 points to its cost. Every time a model gains a level, add 25 points Only psychics gain the increase in Psi. Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

50 Talents Critical Shotfirstperhaps,followedbyaRapidShot. two chances of seriously damagingan enemy!) in the same Shoot action. He would have to expend two Shoot actions, doinga get to (hoping Shot Critical and Shot Rapid cannot Hero a example, For Talents. two for used be cannot action one that Note Campaign: followed byanotheractionspecifiedinthedescription.TheythustakelongertousethanotherTalents. (X): Activate Action (X): Passive: Each TalentisdetailedwithaspecificwayofusingitinJudgeDredd.TherearefourdifferentwaystouseTalents. Using Talents a specific Talent) before he may select the Talent. Most Talents have prerequisites listed. Your Hero must fulfil all of these prerequisites (either• by attaining a certain level or already having• • Skill, Weapon,JudgeandPsiTalents. – types specific four into divided are They battle. in edge vital a them give that Heroes by learned abilities special are Talents Psi TalentsmayonlybetakenbyHeroeswhohaveascore. Judge TalentsmayonlybetakenbyjudgeHeroes Skill andWeaponTalentsmaybetakenbyanyone TheseTalentsarealwaysineffectandaplayerdoesnothavetospecifythatheisusingit. These Talents are not used during battles but will come into affect between battles during an extended campaign. TheseTalentsaretriggeredbyusingtheactionspecifiedintheirdescription. These Talents require a Special action to be used to activate them. Some of these Talents must be immediately be must Talents these of Some them. activate to used be to action Special a require Talents These Talents Judge Skill Psi Weapon Talents 51 $ $ Wealthy Fixer

The Hero is used to the better things in life, either through the right contacts or by having a huge stack of Credits in a safe The Hero is used to the better things in life, Credit value of equipment, armour and weapons he may usually have. account. The Hero may double the maximum Wealthy Type: Skill Use: Campaign their normal cost from the revenue the force receives after the battle is complete. The maximum cost of the Mercenary is 100 their normal cost from the revenue the force Credits for every level the Hero has. Type: Skill Use: Campaign call in a favour. Every battle, one Mercenary may be used and they will deduct half The Hero has connections and can always Fixer living, this Hero seems to have everything fall into his lap. Judges may never choose from this Talent tree. to have everything fall into his lap. Judges living, this Hero seems Connected hard to earn a someone. Where others work knows knows someone who has lived his life on the streets, and always The Hero Skill Talents Skill Skill Talents are abilities anyone can learn, given time. Some are not used during combat but can benefit a forceover a long battle. to engage in to any character expecting Others are essential period of time. Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

52 Talents and uptofourcharacteristicpenaltiesrestoredasnormal. from injury.Ifabodyparthasbeentornoff,theHerocanmake Willcheck.Ifhesucceeds,thebodypartcanbereattached Between battles,theHerocanautomaticallyhealinjuries.Hemaynownegatefourcharacteristicpenaltiesthathaveresulted Use: Campaign Type: Skill Surgeon from injury(exceptthoseresultingabodypartbeingtornoff). Between battles,theHerocanautomaticallyhealinjuries.Hemaynownegatethreecharacteristicpenaltiesthathaveresulted Use: Campaign Type: Skill This battle. a makes himextremelypopularamonghisfriends. after care emergency administer to him enabling training, medical informal or formal either had has Hero This Hands of a Healer Doctor from injury(exceptthoseresultingabodypartbeingtornoff). Between battles,theHerocanautomaticallyhealinjuries.Hemaynownegatetwocharacteristicpenaltiesthathaveresulted Use: Campaign Type: Skill Nurse then usingMedicalCarewouldallowittoremovethepenaltyitsShoot,Psi,orWillcharacteristics. injury (exceptthoseresultingfromabodypartbeingtornoff).Forexample,ifmodelsustainedcripplingtothehead, Between battles,theHerocanautomaticallyhealoneinjury.Thiswillnegatecharacteristicpenaltythathasresultedfrom Use: Campaign Type: Skill Medic Medic Nurse Docter Surgeon Talents 53 Crtical Reserves The Power Within Concentrated Mind

The Hero gains a permanent +2 bonus to its Psi score. The Hero gains a permanent +2 bonus to its Type: Skill Use: Passive and can continue manifesting Psi Talents long after others would be exhausted. The Hero has tremendous psychic potential, model. The Power Within Type: Skill Use: Passive Prerequisite: Psi +1 or higher him, the Hero can unleash Psi Talents even when in contact with an enemy Rarely distracted by the swirl of combat around Concentrated Mind Healthy Body, Healthy Mind Healthy Body, Healthy For this Hero, the body is more than just a vessel for the ability. can improve psychic techniques mind, and he has learned that clean living, exercise and ancient a Hero in serious trouble. The Hero deducts a number of Hits of his own choosing. For every Hit lost, he immediately gains 2 a Hero in serious trouble. The Hero deducts Psi. Type: Skill Use: Activate with his own physical reserves. This is a dangerous practice, but can save The Hero has learned how to fuel his Psi Talents Critical Reserves Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

54 Talents Use: Activate Type: Skill The Shadow attack hasbeencompleted. while usingStealth,hewillautomaticallycauseacriticalhit.However, hewillautomaticallybreakhisStealthassoonthe Shoot scoreswhiledoingso,anda–4penaltytoWillchecksmade toopposeenemiestryingspothim.IftheHeroattacks The HeromaynowtakeShootandMeleeactionswhileusingStealth. However,hesuffersa–1penaltytohisMeleeand Use: Activate Type: Skill Silent Killer If bothforceshavemodelswiththisTalent,playersmustrolladice–thelowestscoringwillplacehisfirst. placed anywhereupto15”awayfromanothermemberofitsforce,solongasitisnotintheLineSightanyenemymodel. into apositionofadvantage.TheHeroisplacedonthetableafterallmodelsbothforceshavebeendeployed.Itmaybe Skilled atinfiltration,theHerowillusuallysneakontosceneofbattlebeforeeitherforcearrives,toscopeareaandget Use: Passive Type: Skill Infiltrator activate Stealth,theHeromaythenchooseeitheraMoveorSpecialactionwithoutrevealinghimself. While usingStealth,theHeromayuseperformquietactionswithoutrevealinghimself.AfterperformingaSpecialactionto Use: Activate(MoveorSpecial) Type: Skill Silent Action Enemies furtherawaycannottakeanyactionagainsttheHero. action againsttheHeromustsucceedatanopposedWillcheck.Ifoneenemysucceeds,thenisnolongerinStealth. The Herohaslearnedtofadefromview.UntilthebeginningofHero’snextPhase,enemieswithin20”wishingtakeany Use: Activate(Move) Type: Skill Stealthy in Stealthuntilanenemyspotshim. automatically causeacriticalhit. UsingMasterStealth,hewillnotbreakhisStealthaftertheattack –hecanchoosetoremain gains a+2bonustohisWillchecks whenopposingenemiestryingtospothim.IftheHeroattacks whileusingStealth,hewill The Herohasmasteredtheartof stealth.HenolongersuffersapenaltyonMeleeandShootscores whileusingStealthand Like ashadow,theHeromovesacrossbattlefieldunseen,strikingenemywheretheyleastexpectit. Sneaky DoesIt Stealthly Silent Action Infiltrator Silent Killer The Shadow Talents 55 Luck Of Grud Luck Of Grud Luck Of Grud

any dice roll it makes during a battle. Maybe the Hero was born under a lucky star, perhaps he is favoured by Grud. Whatever the reason, others look on with by Grud. Whatever the reason, others born under a lucky star, perhaps he is favoured Maybe the Hero was may be selected can be so Grud-damned lucky! This Talent Hero gets away with, wondering how he amazement at what the per battle for every time he has taken the Talent, and this may be used for up to three times. The Hero gets one free re-roll Luck of Grud Type: Skill Use: Passive Streetwise This hero is wise to the streets and feels the ebb and flow of citizen, perp and judge alike. He always seems to know exactly in any situation. what to do Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

56 Talents Use: Passive Type: Skill Enemy Shield special rules,astheycovertoomuchgroundtoavoideffectively. cover, in it is not may add a Hero +1 If the bonus to its do without. Agility to when being learn shot at. individuals This some may but not of call, be used against port weapons first with the the usually Spray or is Explosive cover fight, fire intense an During Use: Passive Type: Skill Quick Dodge within cover. not is it if benefit any gain it does nor attacks, combat close against Cover from benefit extra any gain not does It Cover. from The model gains a +1 bonus to any Agility checks it flying. is eligible start to bullets make the against shooting when attacks down so long head as its it of keeping is already benefiting benefits the learnt has Hero the fights, fire in time long a spent Having Use: Passive Type: Skill Duck &Weave If theAgilitycheckisfailed,Herowillstopatobstacle,losinganysubsequentmovestillavailable. During a Move action, the Hero can make an Agility check able to jump over any obstacle up to 1” high without any Move penalty. Use: Action(Move) Type: Skill Light Foot being hitincombat!Acheckiswhereyouneedtoroll6ormoreonadiceforsuccessafteraddingyourAgility. Lithe andnimble,theHeromayre-rollanyfailedAgilitychecks.Thisdoesnotincluderollswhereyouaddtoavoid Prerequisite: Agility+1orhigher Use: Passive Type: Skill Agile the dicerollmadetodeterminewhether afriendoranenemyisactuallyhit. to bonus +3 a gains model this combat, close into made is attack shooting a When combat. close in opponents strike will shots incoming so itself positioning at adept is Hero the and flying starting bullets the when enemy an than cover better no is There down, itcansometimesseemasthoughtheHeroisintwoplacesatonce. The Heroisexceptionallylitheandathletic,abletojumpobstaclesslippastenemieswithoutmissingastep.Difficultpin Swift and Deadly Agile Light Foot Duck &Weave Quick Dodge Enemy Shield Talents 57 ! ! ! ! Die Harder Die Hard Heroic Rush Loyal Follower Nerves Of Steel Nerves Of ! ! Inspire ! Drokk The Law! ! ! Brave

The Hero’s bravery is infectious, spreading to the rest of his force. All allies within 15” of the Hero may re-roll any Will check made to resist arrest. Drokk the Law Type: Skill Use: Passive boost to morale. Every friendly model within 12” of the Hero gains a +1 bonus to all Will checks made for resisting arrest and Will to Fight purposes. Inspire Type: Skill Use: Passive Having fought with his allies through thick and thin and saved their lives many times, the mere presence of this Hero is a great There is not much that terrifies this Hero. All Will checks the Hero is called upon to make for Will to Fight purposes may be There is not much that terrifies this Hero. re-rolled. Brave Type: Skill Use: Passive True Hero True under grace of example his However, crazy. be possibly may he – fear no knows simply or beliefs, his in unshakable is Hero This run. allies who might otherwise and can steady fire is infectious Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

58 Talents takes further damage while benefiting from the Die Harder Talent additional Will checks will need to be made to be able to able be to made be to continue fighting. need will checks Will additional Talent Harder Die the from benefiting while damage further takes model the If casualty. a as table the from removed being it in result will Failure fighting. continue to order in Phases its of each of start the at checks Will successful Hero make to continue must the Hero The fighting. successful, continue may and Hit If one regains immediately normal. Hits as 0 removed is to model reduced the been failed, If already immediately. having check Talent, Will additional Hard an Die makes the it previously, from benefiting while Hit a loses and damage takes Hero a If Use: Passive Type: Skill Die Harder Hard Talentitisautomaticallyremovedfromthetableasacasualty. being removed from the table as a casualty. If the Hero takes more damage and itloses another Hit while benefiting from the Die in result will Failure fighting. continue to order in Phases its of each of start the at checks Will successful make to must continue Hero The fighting. continue may and Hit one regains immediately Hero the successful, If normal. as removed is the model failed, If immediately. check Will a make Hits, 0 to reduced is Hero the If die! to refuses and brute ornery an is Hero The Use: Passive Type: Skill Die Hard a off finishing or enemies flanking consider, normally would mortal no particularly hardrival.Onceperbattle,themodelmaytakethreeactionsinitsPhaseinsteadoftwo. that acts perform to able is model this hero, true A Use: Passive Type: Skill Heroic Rush armour andequipment,tostartacquiringExperiencePoints,iftheyareaHero. alongside theforceinapastbattlemaybetakenintoaspermanentmember,allowingthemtoboughtweapons, The HeroformsabondwithMercenary,inspiringthemtojoinhisforcepermanently.OneMercenarythathasfought Use: Campaign Type: Skill Loyal Follower checks madeforWilltoFightpurposes. Even when in great danger, the Hero is utterly unflappable, heedless of his own safety. The Hero will automatically pass all Will Prerequisite: Inspire Use: Passive Type: Skill Nerves ofSteel Talents 59 ? ? Mighty Blow Just Plain Lethal Deadly Strike Thundering Charge ? ?

Below The Belt Careless Charge Dirty Fighting

Alleyway Fighter Alleyway Thumbing his nose at martial arts or professional fighting schools, thisHero learned everything effective. and no art, he is nonetheless at night. All martial darkest streets, he needed to know on the With an almighty roar, the Hero surges forward in close combat, scaring the wits out of any enemy and throwing caution to the With an almighty roar, the Hero surges forward in close combat, scaring the wits out of extra Melee Dice instead of one, but wind. When the Hero charges in a Melee action to first enter close combat, it gains two lso suffers a –1 penalty to its Melee score. Thundering Charge Type: Weapon Use: Action (Melee) Use: Activate (Melee) additional –2 to the AP score of the The Hero makes a swift strike at a vulnerable area on the target. This attack gains an Hero’s weapon. Deadly Strike Type: Weapon Use: Action (Melee) action to reach an enemy. However, The Hero charges forth with wild abandon, and may double its Move for a single Melee Dice may be used. the enemy may take an immediate Shoot action against the Hero, though only one Shooting Careless Charge Type: Weapon Use: Action (Melee) kick to the target. In addition to suffering normal damage, the enemy must pass The Hero delivers a swift and unsportsmanlike and Melee scores until the end of its next Phase. a Will check or suffer a –1 penalty to its Move Below the Belt Type: Weapon Type: Weapon Use: Action (Melee) Hero causes damage against an opponent with this Melee attack, no damage is The Hero tries to incapacitate a target. If the check. If the check is failed, the enemy will lose one action in its next Phase. caused. Instead, the enemy must make a Will Dirty Fighting Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

60 Talents also suffera–1penaltytoitsMovescore. an automaticcriticalhitthatquadruplesDamageratherthandoublingit,andunlessthetargetsucceedsataWillcheck,itwill The Heroputsextraweightandeffortbehindasinglestrike.HeonlyrollsoneMeleeDiceforthisattack.Ifithits,theblowis Use: Passive Type: Weapon Mighty Blow always reducedbyone. The Herohasakeeneyeforweakspots.dicerollneededtocausecriticalhitwithMeleeattack(normally10)is Use: Passive Type: Weapon Just PlainLethal

Talents 61 Rapid Fire Crippling Fire Wild Shooting Frag Out! Shooter Crackshot Pistol Whip Close Combat 0% 10 Accurate

Gunslinger A veteran of many fire fights, this Hero knows how to handle a gun. Skilled with the use of all firearms in battle. weapons, there is no one more dependable from pistols to heavy Type: Weapon Use: Passive more than normal. the Range of grenade weapons 50% as well as a strong arm, the Hero can increase Using an innate ability, Frag Out! Demolition Man Demolition in all forms of explosives. He is an expert preferably at his instigation. than a big bang, this Hero likes more There is nothing Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

62 Talents cannot causeanycriticalhits. Speed winsoutoverpowerastheHerofiresmorerapidlywith a shootingweapon.TheHerogains+1ShootingDicebut Use: Action(Shoot) Type: Weapon Rapid Fire three timeswithhisShootaction,butalldicesuffera–2penaltyandnocriticalhitscanbescored. Pulling thetriggerrepeatedlyonhisweapon,Heroshootswildlyatanythingthatmoves.Themayshootaweapon Use: Activate(Shoot) Type: Weapon Wild Shooting damage iscaused,theenemywillsuffera–1penaltytoitsMelee,ShootandArmourscores. A carefullyaimedshotwithashootingweaponhampersthetarget’sabilitytofight.Thisattackcannotcausecriticalhitbutif Use: Action(Shoot) Type: Weapon Crippling Fire The Heroisneveratalosstoimproviseweapon,andcanuseanypistolweaponasclubinMeleeactions. Use: Passive Type: Weapon Pistol Whip perform Shootactionswithpistolweaponsevenifanenemyisincontacthim. Experience fightingintightquartershastaughttheHerotofirewithoutinterruption,evenwhenbeingattacked.Hemay Use: Passive Type: Weapon Close CombatShooter weapon themodelusesgainsa–1bonustoitsAPscore. Adept atpinpointingtheweakpointsinanenemy’sarmour,Heromakesamockeryofanylightprotection.Everyshooting Use: Passive Type: Weapon Crackshot used withweaponsthathavejustoneShootingDice. Long hourstrainingasamarksmanhavepaidoff.TheHeromayre-rollanyshootingattackthatmisses.Thisonlybe Prerequisite: Shoot+1orhigher Use: Action(Shoot) Type: Weapon Accurate

10 0% Talents 63 100 Gun Kata For Nothing Call Me Master Numbers Count Dance Of Death Parry Combat Hit & Run Awareness Black Belt Martial Artist

Martial Artist

He Knows Kung Fu Kung He Knows body own his honed has Hero the videos, action many too watched having simply or arts, martial ancient of student a Whether in close combat. Few are his equal into a weapon. The Hero is always aware of their surroundings. Multiple attackers will not gain the usual bonus Melee Dice or +1 to Melee The Hero is always aware of their surroundings. Multiple attackers will not gain the usual against the Hero. Combat Awareness Type: Weapon Use: Passive After many years of study and dedication, the Hero has become a fair martial artist. Their Fists & Feet attacks no longer have After many years of study and dedication, the the Weak special rule. Type: Weapon Use: Passive Prerequisite: +1 Melee or higher Martial Artist Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

64 Talents Shooting Diceagainsteveryenemyincontactwithhim The Herofliesintoawhirlingdanceofdeath,strikingoutatsurrounding enemieswithtwopistolweapons.TheHerorolls Prerequisite: CloseCombatShooter,DualPistolMastery Use: Action(Shoot) Type: Weapon Gun Kata If theHeroremovesanenemyasacasualtyinclosecombat,hemaymakeimmediate,bonusMeleeaction. Use: Passive Type: Weapon Dance ofDeath with Damage3andAP–4. The Herohasfewpeersinthefieldofunarmedcombat.TheirFists&FeetattacksnowhaveSmasherspecialrule,along Use: Passive Type: Weapon Call MeMaster ducks andthrows.TheHerogainsoneextraMeleeDiceforeveryattackerincontactwithhimbeyondthefirst. Never overcomebytheweightofnumbers,Herocanusesmultipleattackersagainstoneanotherwithacombination Use: Passive Type: Weapon Numbers CountForNothing special rule. The Heroenjoyssomerenownasamartialartist.TheirFists&FeetattacksnowhaveDamage2andtheygaintheParry Use: Passive Type: Weapon Black BeltMartialArtist This Heroisadeptatknockingasideanenemy’sattacks.Youmayforceyouropponenttore-rolloneofhisMeleeDice. Use: Passive Type: Weapon Parry in completesafety,withouthavingtofightanotherroundofclosecombat. combat, theHeromakesanopposedWillcheckwithhisopponent.Ifthisissuccessful,mayautomaticallydisengage of closecombat,tyingupanenemylongenoughforhisalliestosucceedintheirobjectives.Whentryingfleefrom Get inandgetout,thatistheonlywaytosurviveonstreetsofMega-CityOne.TheHeroadeptatslippingout Use: Action(Move) Type: Weapon Hit andRun 100 Talents 65 One Shot, One Kill Critical Shot Armour Cracker Sniper Nest

Suppressing Fire

Aim

instead of doubling it. Use: Activate (Shoot) Prerequisite: Critical Shot, Shoot +4 or higher critical hit that quadruples damage The Hero fires a deadly shot with a rifle weapon. If it hits, the attack will be an automatic successful, will automatically be a critical hit. One Shot, One Kill Type: Weapon Use: Activate (Shoot) Prerequisite: Armour Cracker, Shoot +3 or higher increases its AP by –2 and, if The Hero finds a chink in the target’s defences when using a rifle weapon. The attack Critical Shot Type: Weapon Use: Action (Shoot) armour. The attack deals normal The Hero fires a shot with a rifle weapon designed to open up a weak spot in the target’s damage if it hits and inflicts an additional –2 penalty on the target’s Armour. Armour Cracker Type: Weapon Type: Weapon Use: Activate (Shoot) a rifle weapon, the Hero receives a bonus to defence but slows his rate of fire. He Taking best advantage of cover when using his next Phase. gains a +2 bonus to Armour until the start of penalty to the target’s Melee and Shoot scores until the end of its next Phase. penalty to the target’s Melee and Shoot scores Sniper Nest Type: Weapon Use: Activate (Shoot) a rifle weapon. Each successful attack deals regular damage and also inflicts a –1 The Hero’s shots hamper foes when using bonus to Shoot, Damage and AP, as well as decreasing the dice roll needed to cause a critical hit (normally a 10) by one. bonus to Shoot, Damage and AP, as well as Suppressing Fire Use: Activate (Shoot) Prerequisite: Shoot +1 or higher effect with a rifle weapon. This decreases his rate of fire, but grants a +1 The Hero carefully places each shot for maximum Aim Type: Weapon Sniper Artist Sniper There is nothing more dangerous than this Hero with a rifle weapon. Skilled at hitting targets at great range, he is a superlative shot. Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

66 Talents and Armourfortherestofbattle.Ifsecondisfailed,enemywillsufferaknockdown. automatic criticalhitandtheenemymustmaketwoWillchecks.Iffirstisfailed,willsuffera–1penaltytoMelee The Heromakesmultipleshotsagainstatargetwhenusingtwopistolweapons.Ifthreeormoreattackshit,onewillbean Use: Activate(Shoot) Type: Weapon Punisher wielding anotherinhisotherhand. The Herohasbecomeproficientfightingwithtwopistols,andnowgainsanextraShootingDiceonepistolweaponwhile Use: Passive Type: Weapon Dual PistolMaster be criticalhits. The Heroshootswithtwopistolweaponssimultaneously.damagehedealsgainsa+1bonus,butnoneofhisattacksmay Prerequisite: Shoot+2orhigher Use: Passive Type: Weapon Dual Shooter knows howtousetwopistolweaponsatonce. actually he – different is Hero This hard. look them makes it think they because battle into pistols two carry punks cheap Some Twin Shooter Dual Shooter Dual PistolMaster Punisher Talents 67 Multiple Arrest Creep Management Headbreaking

any number of targets at once, so long as they are all within 12” and in Line of Sight. The judge makes one Will check which is any number of targets at once, so long as they apply as normal. matched against the separate Will checks of every target. All other rules for Arrest checks Multiple Arrest Type: Judge Use: Action (Special) is capable of forcing entire crowds to surrender. The judge may attempt to arrest The judge’s authority is impressive and he action and all actions they take must be of the same type. However, it is up to the Minions’ own player how they go about the action and all actions they take must be of use them as he sees fit. actions, and he is free to move or otherwise All Minions that fail to roll higher than the judge will have their actions in their next Phase chosen by the judge’s player. These All Minions that fail to roll higher than the judge may order all the Minions to Move, for example, forcing them to take two Move actions must all be the same – so, the judge (perhaps having ordered them to ‘freeze’). All Minions must take the same actions next turn, or maybe two Special actions Use: Action (Special) and citizens follow their natural instincts to obey their commands. A judge with Some judges have a truly authoritarian manner, Every enemy Minion within 12” must also roll a dice and add its own Will score. this Talent rolls a dice and add its Will score. Creep Management Type: Judge pummelling. If a judge removes a Hero as a casualty in close combat, then he may make an immediate Arrest check against pummelling. If a judge removes a Hero as a of Sight to him. The judge makes one Will check which is matched against the every Minion on the Hero’s side who has Line separate Will checks of every target. Type: Judge Use: Action (Melee) Prerequisite: Melee+2 or higher impression on a whole gang by simply giving one of their leaders a decent A smart judge knows he can create a good Headbreaking Crowd Control Crowd regardless perps, in hauling to used become since long has he for judge, this in fear no cause citizens unruly of numbers Large stand against him. of how many Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

68 Talents bike asashield.Ifjudgeison a bikeandhastravelledatleast5”beforehemovesintocontact withanenemy,thenaBike By gunninghisengine,thejudgerearsbikeupandliterallyruns overhisenemiesatspeedwhileusingthebulkof Use: Activate(Melee) Type: Judge Bike Wheelie caused witha+1bonustothejudge’sMeleescore. executed withoneofthejudge’sclosecombatweapons.Thisattack usesonlyasingleMeleeDicebutdoublesanyDamage If ajudgeisonbikeandhastravelledatleast5”beforehemoves intocontactwithanenemy,thenaDrive-byBootcanbe Judges oftenlearnhowtobringfleeingperpdownwithawell-placed bootorswungdaystickfromthebackofaLawmaster. Use: Action(Melee) Type: Judge Drive-by Boot actions. Once pergame,thejudgemaygoontoAlertStatusafterhehascompletedhisactions,evenifalreadyperformed Among judgestherearethosewhohaveanuncannyknackofbeingintherightplaceattime,doingthing. Prerequisite: AcademyStar,Will+2orhigher Use: Action(Melee) Type: Judge Situational Awareness judge permanentlygains+1WillorHits. This judgeexcelledattheAcademyofLaw,passingeverytestwithflyingcoloursthroughsheerdoggeddetermination.The Use: Passive Type: Judge Academy Star Law. Some judgesjustseemborntothestreets,andhaveanuncannyinstinctorsixthsensewhenitcomesadministering Judicial Prodigy Damage scoreof3andAP–4.In addition,thejudgegainsa+2bonustohisArmouruntilstart ofhisnextPhase. Wheelie canbeexecutedThejudge onlyusesoneMeleeDice,buthisbikeasaweapon.The bikeitselfwillhavea weapon initsownright. a as it use can and off, as bike the on effective as just is He bike. his with one becomes judge the Lawmaster, a riding When Lawmaster Mastery

Academy Star Drive-By-Boot Bike Wheelie Awareness Situational Talents 69 Shield Of Steel Disarming Shot Shield Wall Leg Shot Shield Bash

successfully hit, it will not lose any Hits but instead lose one weapon of the judge player’s choice. This weapon may not be used be not may weapon This choice. player’s judge the of weapon one lose instead but Hits any lose not will it hit, successfully wins the battle. for the rest of the battle and may only be recovered afterwards if the judges’ opponent Type: Judge Use: Activate (Shoot) Snapping off a shot, the judge accurately targets his enemy’s weapon, sending it spiralling away and out of reach. This Talent can only be used with the Standard Execution rounds of a Lawgiver, and only one Shooting Dice may be rolled. If the target is be able to perform any Move or Melee actions in its next Phase. Disarming Shot Prerequisite: Shoot +3 or higher the Standard Execution rounds of a The judge lets fly with a shot, winging a target’s leg. This Talent can only be used with will not lose any Hits but instead will not Lawgiver, and only one Shooting Dice may be rolled. If the target is successfully hit, it Leg Shot Type: Judge Use: Action (Shoot) Shooting a fleeing perp in the back may be satisfying, but it is not justice. This judge always prefers to take criminals alive so crimes in an iso-cube. they can better understand the weight of their Shoot to Wound to Shoot The Hero’s shield provides protection against shooting attacks. Until the end of the Hero’s next Phase, he gains a +4 bonus to The Hero’s shield provides protection against Armour against shooting attacks. Shield of Steel Type: Judge Use: Activate the start of his next Phase. If at least one other Hero using this Talent is in base contact with the judge, they both receive an the start of his next Phase. If at least one other additional +1 bonus to their Armour. Shield Wall Type: Judge Use: Activate adding a +2 bonus to Armour, but at the cost of –1 damage on all attacks until The Hero’s shield becomes like a fortress, The Hero shield-bashes a target. This deals damage as normal with a shield. In addition, the target must succeed at a Will a shield. In addition, the target must succeed a target. This deals damage as normal with The Hero shield-bashes check or suffer a knockdown. Type: Judge Use: Action (Melee) a Riot Judge Prerequisite: Must be Shield Bash Riot Judge Riot equipment to best effect. learn to use their riot judges quickly tactics and unit actions, in crowd control Trained extensively in line. good riot judges formed war than a dozen better answer to a block There is no Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

70 Psi Talents Special Actions:1 Danger Sense see intoboththepastandfuture. works hardtoconstantlytrainnewoperativesasothersretireorsuccumbtheirvisions.Apre-coghastheabilityliterally After telepaths,pre-cogsareamongstthemostcommontypesofpsychicsand,indeed,JusticeDepartment’sPsi-Division Pre-Cog score untilthestartofhisnextPhase. The Hero’ssensesarepsychically enhanced,allowinghimtosensedangerbeforeitarrives.He gains a+1bonustohisAgility Range: UserOnly Psi Cost:1 action usedinthiswaywillreturnonepointofPsi. Special Every Psi. regain to action Special a use always can Hero a However, Psi. regain to Hero a allow will items Certain Psi. regaining of ways are there Fortunately, rate. fast very a at Psi their through burn Heroes your that find soon will You Regaining Psi A Only. Battlefield. as User as listed range a listed have A PsiTalentmaynotbeusedifanenemyisincontactwiththeHero. range Talents a Psi Such have battle. Talents entire the Psi These affecting of them. capability the manifesting have Hero Talents Psi the few affect only Talents Psi Some Template, Cone instead. the as such description template, Talent’s a Psi uses the page in Talent (see Psi noted a If be attacks will this shooting description. then like its in just noted is targets, Talent their to Psi a of Sight of range Line The 8). require and range maximum a have Talents Psi All Range andLineofSight description. its in listed also is and from varies Talent, to required Psi of Talent Talent Psi amount a The it. before activate to order in addition, Psi of In amount an deduct description. must its Hero the in attempted, detailed be as may use, to actions Special more or one requires Talent Psi A Using PsiTalents already havingaspecificTalent)beforehemayselecttheTalent. Most Psi Talents have prerequisites listed. Your Hero must fulfil all of these prerequisites (either by attaining a certain level or only may points. they Psi use will However, one way. each same and the scores in Psi with experience Heroes by by earned used be are and Talents, other to similar very are Talents Psi Psi Talents Danger Sense !! ! Foresight !! ! Psi Talents 71 Fire Tempest Of Burst Pyrokinectic Flaming Shroud Special Rules Explosive 3 Finger AP –4 Incinerating Damage 2 Resist Flames

Shooting Dice 1D

Range 15” Psi Cost: 4 Range: 15” with fiery death. This is a normal The Hero’s hands erupt with an explosive ball of flame, blasting all targets in the area or suffer a knockdown. shooting attack as detailed below. In addition, all targets must succeed in a Will check Pyrokinetic Burst Special Actions: 1 Range: Cone Template Place the Cone Template in contact The Hero’s hands erupt with a cone of flame, inflicting damage on all targets in the area. with the Hero. All models touched by the template will lose one Hit. Flaming Shroud Special Actions: 1 Psi Cost: 2 Range: 5” flame shoot forward. The targeted enemy will automatically lose one Hit. The Hero extends his hand and a thin jet of Incinerating Finger Special Actions: 1 Psi Cost: 1 Range: User Only will lose one less of the battle, the Hero the rest the fire. For his body, tuning his physical form with bends fire around The Hero fire-based attacks. Hit than normal whenever taking damage from Resist Flames Special Actions: 1 Psi Cost: 1 on mind over energy. By agitating particles in any solid object, the pyrokine can cause fire to spring up spontaneously. By agitating particles in any solid object, the on mind over energy. Pyrokine The pyrokine is closely related to the telekinetic in mental ability, but instead of concentrating on mind over matter, he focuses Range: User Only Range: User the rest of the to his Agility and Armour scores for before it happens. He gains a +2 bonus The Hero sees danger battle. Foresight 1 Special Actions: Psi Cost: 3 Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

72 Psi Talents The Heroeffectivelycursesanenemy, foulinghismentalprocessessoeveryactionattemptedis flawed.Theenemymust Range: 15” Psi Cost:4 Special Actions:1 Jinx from theactions. immediately afterusingthisTalent,hemaymoveupto12”vertically (upordown)aswellhisnormalforwardmovement The Herouseshistelekineticpowerstolifthimselfofftheground. SolongastheHeromakesaMoveorMeleeaction Range: UserOnly Psi Cost:4 Special Actions:1 Levitate make aWillcheckorsuffer–1penaltytoeverydicetheyrolluntilthestartofnextturn. The Herocreatesanexplosiveclapofairthatfraysthenerveseveryonenearby.Everymodelwithin5”must Range: 5” Psi Cost:1 Special Actions:1 Concussive Blast ability ofmindovermatter,beingabletomovesolidobjectswiththoughtalone. the has telekinetic a – dedication and will immense of one is field their as psychics, of forms rarest the of one are Telekinetics Telekinetic ends. Otherwise,keepthemarkerontable,andnearbymodelswillcontinuetoloseHits. Phases whiletheyarestillwithin4”ofthemarker.AtstarteveryTurn,rollonedice.Ona9or10,TempestFire All modelswithin4”ofthismarkerimmediatelylose1Hitandwillcontinuetoanotheratthestarteveryonetheir The Herosummonsahugecolumnofswirlingflame.Placemarkeronthetable–thisiscentreTempestFire. Range: 15” Psi Cost:8 Special Actions:3 Tempest ofFire for therestofbattle. make anopposedWillcheckagainst theHero.Ifenemyfails,hewillsuffera–2penaltytoboth ShootandMeleescores Concussive Blast Levitate Crushing Force Jinx Control Body Psi Talents 73 ? ? ? Mind Bomb Insanity Psi Lash Mental Sting ? ? Daze ? Demoralise Mind Shield

Range: 10” an opposed Will check against the The Hero pushes against the mind of an enemy to confuse him. The enemy must make Hero. If the enemy fails, he will lose his next action. Daze Special Actions: 1 Psi Cost: 1 affects the Hero normally. If the Hero succeeds, he ignores all effects of the Talent. Mind Shield will not work against Psi affects the Hero normally. If the Hero succeeds, he ignores all effects of the Talent. Mind Talents that are used as shooting weapons. Range: User Only Whenever he is to be affected by The Hero builds a mental fortress, making himself impervious against any hostile Psi Talent. used the Talent. If he fails, the Talent an enemy Psi Talent, the Hero makes an opposed Will check against the enemy who Mind Shield Special Actions: 1 Psi Cost: 4 capable of controlling entire mobs of citizens with a simple thought, delving into the mind of a victim to uncover their deepest secrets or even altering the memories of another. Telepath The strength of the telepath is the ability to read, influence, control and dominate the mind of another. A skilled telepath is actions the model will take, but the Hero’s player will otherwise control the model, deciding where to move, who to shoot, and actions the model will take, but the Hero’s player opposed Will at the start of its next Turn or it will still be under the control of the so on. The enemy model must succeed at an Will check is passed. Hero’s player, and will remain so until an opposed Psi Cost: 8 Range: 20” the Hero literally controls its actions. The Hero must select an enemy model By taking control of an enemy’s limbs and body, Will check with it. If the Hero succeeds, the opposing player still decides which within 20”, and make an immediate opposed Body Control Special Actions: 2 enemy model within 10”, and make an immediate opposed Will check with it. If the Hero is successful, the enemy loses 1 Hit with it. If the Hero is successful, the enemy and make an immediate opposed Will check enemy model within 10”, another opposed enemy loses another Hit and must make opposed Will check. If this too is failed, the and must make another his opposed Will check. until the target is either dead or the Hero fails Will check, and so on, Prerequisite: Will +3 or more Prerequisite: Range: 10” select an with the force of his mind. The Hero must telekinetic senses and tries to crush an enemy The Hero extends his Force Crushing 2 Special Actions: Psi Cost: 2 Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

74 Psi Talents make anopposedWillcheckagainsttheHero.Ifenemyfails, rollonedice.HewilllosethatmanyHits. must enemy The results. unpredictable if devastating, producing burst, psychic resonating a with enemy an attacks Hero The Range: 20” Prerequisite: Will+6ormore Psi Cost:8 Special Actions:2 Mind Bomb the Hero.Ifenemyfails,rollontablebelowatstartofeveryoneitsPhasesforrestbattle. The Heroblastshisenemywithpsychicenergy,drivingtheminsane.mustmakeanopposedWillcheckagainst Range: 15” Psi Cost:8 Special Actions:1 Insanity Hero. Iftheenemyfails,hewilllose2Hits. The Heroattacksanenemywithaseriesofviciouspsychicstrikes.mustmakeopposedWillcheckagainstthe Range: 15” Psi Cost:2 Special Actions:1 Psi-Lash the enemyfails,hewillloseaHit. The Herosendsasharppsychicpulsetowardsanenemy.enemymustmakeopposedWillcheckagainsttheHero.If Range: 10” Psi Cost:1 Special Actions:1 Mental Sting battle. make anopposedWillcheckagainsttheHero.Ifanyenemyfails,itwillsuffera–1penaltytoitsscoreforrestof The Herochannelsawaveofnegativepsychicenergy,encouraginghisenemiestogiveup.Everyenemywithin10”must Range: 10” Psi Cost:2 Special Actions:1 Demoralise 10 7–9 2–6 1 Dice Roll Behave asnormal model, friendorfoe! Goes berserk–Meleetowardsnearest Stand still–takenoactions Wanders off–removemodelasacasualty Action Taken Psi Talents 75 Summon Psychic Entity Psychoportation Attack Ectoplasmic Special Rules Power Shot AP –3 Shield Ectoplasmic Damage 2

Shooting Dice 1D

Range 15” If he succeeds, the entity is now under his control and is treated like any other model the same force. If he fails, the entity will pass to the control of the opposing player. A Hero may only summon one entity at a time. Range: 5” from entity psychic a Choose reality. this into entity ravening a brings Hero the dimensions, separating walls the down Breaking pXX and immediately place it anywhere within 5” of the Hero. The Hero must then make an opposed Will check with the entity. Special Actions: 3 Psi Cost: 8 Prerequisite: Psychoportation, Will +8 or more not in contact with an enemy model. Summon Psychic Entity Prerequisite: Ectoplasmic Attack, Will +7 or more Range: Battlefield second the After eye. an of blink the in battlefield the on anywhere himself teleport to able is Hero the dimensions, Manipulating Special action has been spent using this Psi Talent, immediately move the model to anywhere desired on the battlefield that is Psychoportation Special Actions: 2 Psi Cost: 8 Range: 15” projectile. This is a normal shooting attack, as detailed below. The Hero moulds ectoplasm into a semi-solid Ectoplasmic Attack Special Actions: 1 Psi Cost: 4 The Hero cloaks himself with otherworldy material that resists attacks. For the rest of the battle, the Hero gains a +2 bonus to The Hero cloaks himself with otherworldy material Armour. Ectoplasmic Shield Special Actions: 1 Psi Cost: 2 Range: User Only they are literally dabbling in arts man was not meant to know man was not meant to dabbling in arts they are literally Trans-Dime The trans-dime is a strange psychic, one who is able to peer into the for pursue psi-flux to psychic a itself for field anddangerous extremely an manipulateis This experience. energieshuman normal presentbeyond dimensions other in and worlds other Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

76 Campaigns 2 tothisdiceroll. add should battle last their won who Anyone ties. any rolling re- dice, a roll should campaign the in involved player Each 1. Challenges free tostart!Followthesesteps. now are you decided, been has Goal Campaign the Once • • have theirownuniquepathtovictory! could everyone – Goal Campaign same the have to force every for requirement no is there Indeed, own. your create to welcome are you but below, listed are Goals Campaign possible of selection A campaign. the of winner the being agree on a Campaign Goal, the first force to achieve the goal all must you play, for ready force a has player every Once Campaign Playing a force whileMega-CityOnefallsdownaroundit! your of progress the chart can You players. of group a by run forces or different several with Necropolis terror) of reign Cal’s as Judge (such history One’s Mega-City in event major a around it basing perhaps affair, campaign sprawling huge, a a make also can you However, block. of single domination a for vying gangs street two maybe or gang, supremacy for between struggle two forces, such as the local judges versus a street simple a be may campaign Your The citizens. campaign asawholeiscompletegraphicnovel! One Mega-City your of being the well into and instalment lives weekly a being game each with strip, comic extended of kind a as campaign a of think can You better equippedasthecampaignunfolds. and experienced more become force your in individuals the inter- of tells part series of a story for the forces involved, and you a can watch is campaign game Each forces. more or two involving games, connected A campaign. about thinking a start running to want might you game, miniatures Dredd Judge the with battles few a played have you Once play andchallengeanotherplayer tofight. to scenario a choose then must player rolling highest The The firstforcetofieldalevel25Heroisthewinner. overall winnerbeingthevictorofmostscenarios. the with games, of amount set a play must force Each Campaigns scenario requiresone. the if Attacker, the is challenge the made who player The their forces. Once two players have a game arranged, it is time to prepare 2. FightingBattles another playerinagamethathasalreadybeenarranged. with forces join or round, this in game the second a for in player involved players of another challenge either to number free is player last the campaign, odd an are there If player hasagamearranged. every until on, so and own his of challenge a makes then The next highest rolling player who has not been challenged That done, go back to the first step and start arranging start and step games again,untilyoufindawinner oftheentirecampaign! first the to back go done, That list force your immediately, adding new models or upgrading existing within ones. spent be may Credits These the in battle. involved force largest the of value total the 40% to equal game, each after Credits of amount an gain will You may becomeHeroes. Minions eventually, and, levels up go may Heroes 48). page (see Points Experience with and below), (see injuries and After that, Force Rosters should be updated with any deaths should players the CampaignGoalshavebeenreached. played, been if see to check and scenarios their has won has who determine game every Once 3. CalculateVictories,UpdateRosters up conditions,andthenfight! set for scenario the consult ready, are forces two the Once opponent. his of greater that of than value force a take to mercenaries use opponent not his may of he – that to equal is force his of value Credit the until List force, Mercenary his from his models add on freely may he spent Credits less has player If opposing force. the his on spent Credits of number greatest the who has player the by set is scenario the of value Credit The Campaigns 77 and th Dead –1 Agility, –1 Melee Dice (minimum 1D), may not use Two-handed weapons Dead –3 Move, –1 Agility, –1 Melee Dice (minimum 1D) Torn Apart Century buildings. st An abandoned sector of the city, filled with ruins and rad and ruins with filled city, the of sector abandoned An pools (definitely Dangerous Terrain!). A huge wooded park, gazebos, inside a residential block. complete with streams The irradiated desert of the Cursed Earth. and 20 dilapidated with complete Undercity, ruined The 21 The streets of a different Mega-City, such as Brit-Cit or Hondo-Cit – just for a change! The surface of the Moon. let really can you where world, alien an of surface the Or your imagination run. The deck of a huge transport or pirate ship crossing the Black Atlantic. Within the corridors and rooms of a residential block or Justice Department facility. A primitive fort in the middle of the Cursed Earth. One of Mega-City One’s many spaceports. • • • • • • • Terrain in Mega-City One Battles in Mega- the of streets universe The of. of think can Judge you Dredd environment any can almost take kneepad place and in posts holding cars, ground blocks, with One, City of the some using consider but choice, an obvious are stores time. to time from pace of change a as following • • • • Cybernetics The characteristic losses from injuries may to be arms negated and by legs simple bionic limbs, details on cybernetics). limb (see pXX for more replacement or by any other Injured Minions removed are they when Table Injury the on roll not do Minions as casualties. Instead, roll one dice for each has minion become a casualty. that Add +2 if the minion was removed to Fight check. because it failed a Will On a 4 or more, they are returned to the effects. On force a 3 or less, with they are dead, have no been arrested, ill force. the to return to failed otherwise have or away, run have the force permanently. They are removed from Scenarios The following scenarios may be used in both one-off games or be chosen by players engaged in a campaign. –1 Shoot, –1 Will, –1 Psi –1 Agility, –1 Melee Dice (minimum 1D), may not use Two-handed weapons –1 Hits (min. 1) –1 Move, –1 Agility Crippled Injured –1 Shoot –1 Agility –1 Agility, –1 Melee –1 Move Scratch Injured Crippled Torn Apart Dead Wound Sustained A body part has been literally torn or cut off! Body Leg (1–5 left, 6–10 right) Location Head Arm (1–5 left, 6–10 right)

The model has suffered a permanent and The model has suffered a nasty wound and is The model has suffered a serious injury. Though The model has bought the farm, been exterminated,

5–8 9–10 Dice Roll 1 2–4 5 or less 6–8 9–10 11 12 or more Dice Roll from the Force Roster permanently. Table Location Injury this injury cannot be healed in any way. Dead: him Remove Jim. dead, He’s daisies. up pushing seriously is The model will miss the next two campaign games. Roll on the Injury Location Table and apply the effects permanently to the model’s characteristics. Players as should injury, an such reflect to feel appearance model’s their convert free to debilitating injury. The model Table Location will Injury the on miss roll must the and recovers it next as game campaign characteristics. its to permanently effects the applying below, Torn Apart: death. Roll on the Injury Location Table below and apply the effects permanently to the model’s characteristics. Crippled: and be ready to take his place in the next fight in the campaign. the in fight next the in place his take to ready be and Injured: next the in part take to enough quickly recover will model the campaign game, it will always suffer from this brush with Scratch: knocked unconscious. However, the model recover quickly Roll a dice and add the Damage score of the weapon that 0 hits. reduced the model to When a model is reduced to 0 Hits, consult the table below after after below table the consult Hits, 0 to reduced is model a When him. to happened really what see to played been has game the scratch and kept his head down during the rest of the fight (the coward!). a shot or blow that takes a model out of necessarily a mean the model fightis dead – doesit may have not suffered a serious and debilitating injury, or may have just suffered a Injuries In the normal course of games, when a model is reduced to 0 Hits, it is removed from the table as a casualty. However, Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

78 Campaigns Will toFight.Theremainingforceisthevictor. The fight continuesuntilallthe modelsin one of the forceshavebeen removedfrom the table,eitherthroughinjuryor failureof Victory Conditions None. Special Rules Both playersrolladice.TheplayerwhorollsthehighesttakesfirstPhaseofgame. players maysetupnofurtherthan10”fromtheirtableedge. Both players roll a dice, the lowest deploying all their models first. The highest rolling player deploys all his models second. Both Set Up Both playershaveequalforcesinthisbattle,andneitherplayerisconsideredtobetheattacker. Forces the Law. or mobsters gang, street a it be facility, or block street, given any rule to right the has force which demonstrate to aggression When two rival forces meet, it never takes much to get them reaching for weapons. This is a street rumble, a show of arms and Street Rumble Scenarios Campaigns 79 when they run into their rivals travelling in the opposite direction. In such cases, TM

enemy, either with a shooting or close combat attack, as appropriate. enemy, either with a shooting or close combat Whenever a model is about to take an action when an enemy model is within range of its weapon and a clear line of sight can be established, or when an enemy model is close enough to be engaged in close combat with a the single attacks immediately charge and cool action, its loses it model the must failed, is check this If way. its hurled is insult cutting a as check Will a make table, either through injury or failure of Will to Fight checks. The remaining gang in this case is the victor. table, either through injury or failure of Will Special Rules Victory Conditions The aim of each player is to move all his models off his opponent’s table edge. The first to do so will be the victor. In the (very likely) event that a fight breaks out, the fight will continue until all the models in one of the gangs have been removed from the Both players roll a dice. The player who rolls the highest takes the first turn of the game. During each turn, players may either bring one new model on to their table edge, immediately taking its actions. move the models already on the table, or may this is and place it anywhere on the table, so long as it is more than 15” from his table edge. The other player then places one model from his gang, again more than 15” from his table edge but also more than 10” away from the enemy model already on the table. the opposite edge. model which choose freely may He first. gang his from model one places from up set to edge table which chose who player The Set-Up Both players roll a dice. The player who rolls the highest may choose which table edge he will start on. His opponent starts on be travelling to the nearest Palais-de-Boing insults their restrain can criminals few always, as but, unprepared so are they when out shoot a start to reluctant be may gangs can start a firefight. around and just a few poorly chosen words when another gang is The Mall The Whether it is a shopping mall in a cityblock or a tweenblock plaza, there are many public areas in Mega-City One where rival gangs may meet, quite accidentally. They may be on their way to collect protection money from a local business or may simply Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

80 Campaigns been removedfromthetable,eitherthroughinjuryorfailureofWilltoFightchecks. have gangs the of one in models the all until continues fight the way, this in quarters three control to manages gang neither If control oftheturf,forcingitsrivaltowithdraw. complete has it that demonstrated have to assumed is it this, achieves gang a as soon As it. within models enemy any have not does quarter each as long so quarters, the of three least at in models having by Grab Turf the win will gang A size). in 12” There are two ways to win a Turf Grab. The first is to divide the playing area up into four quarters (which will normally be 12” by Victory Conditions Both playersrolladice.Theplayerwhorollsthehighesttakesfirstturnofgame. table edge.Theotherplayerthenplacesallthemodelsinhisgangontable,againwithin10”of The player who made the challenge places all the models in his gang first. He may place them anywhere up to 10” away from his The playerwhowaschallengedmaychoosewhichtableedgehewillstarton.Hisopponentstartsontheoppositeedge. Set-Up streets toenforcetheLaw),grabbingitforthemselvesunless‘owning’gangshowsupfightcontrol. gang Rival them. of all manage to trying leaders pay keen attention to this stretched and will often try to invade poorly managed thinly territory (whilst the Judges might try to are reclaim the members gang and control all beyond expanded has territory their find may they while, a for area the dominating After success. own their of victims become sometimes can gangs Street Turf Grab Campaigns 81

Victory Conditions who made the raid either exits from his table edge or is removed from play. The fight continues until the single model The challenging player goes first. The challenged player then places his entire gang on the table, no more than 5” away from his table edge. Finally, the challenging the Finally, edge. table his from away 5” than more no table, the on gang entire his places then player challenged The no more than 5” away from his table edge. player places the remainder of his gang, again The challenging player chooses a single model from his gang and places stash. stolen the with life his it for running now is and raid daring on the performed has who model the is the This edge. table opponent’s table, no further than 10” away from his Set-Up Both players roll a dice. The player who rolls the highest may choose which table edge he will start on. His opponent starts on the opposite edge. evidence may have to pull back until back up arrives. Such activity rarely goes unnoticed for long, and the lone punk will have painful retribution. will reach him in time to save him from a enemy gang gives pursuit, hoping his allies to run for his life as the Raid Whether part of an initiation process or simply on his own initiative, sometimes a daring gang member may sneak into a rival’s key uncovering upon but investigations instigate often will Judges while on hands his lay can he everything steal and stronghold Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

82 Campaigns model isfreetomoveintobasecontactandcontinuethetaskuntilatotalofeightreadyactionshavebeenspent. is removed from the table or leaves the objective, keep track of how many ready actions he spent arming the explosives. Another need not be taken consecutively and the model is permitted to perform other actions while setting up the explosives. If the model model must move into base contact with the objective and a spend objective, eight the ready destroy actions to arming order the explosives. In These devices. ready explosive actions high carrying is gang challenging the in model every that assumed is It Special Rules have beenremovedfromthetable,eitherthroughinjuryorfailureofWilltoFightchecks. If the challenging gang does not succeed in destroying the objective, the fight continues until all the models in one of the gangs as describedunderthespecialrules. There are two ways to win a Demolition!. The first is for the challenging player to destroy the objective in the middle of the table, Victory Conditions The challengingplayertakesthefirstturnofgame. his table edge. of 15” within again table, the on gang his in models the all places then player other The edge. table his from away 15” to up anywhere them place may He first. gang his in models the all places from up set to edge table which chose who player The substantial suchasapowergeneratororpillarsupportformassivebuilding. something represent should This table. the of middle the in placed is size in 2” by 2” least at of objective An edge. opposite the on starts opponent His on. start will he edge table which choose may highest the rolls who player The dice. a roll players Both Set-Up its destruction. gang into an enemy territory with the aim of destroying his a key building. The enemy sends gang must rush to the leader area and try to prevent the explosives, high of quantity large a stealing or Buying approach. direct the prefer for Other grabs turf. making unguarded or credits valuable stealing and stronghold enemy’s an into sneaking tactics, cunning prefer heroes Some Demolition! Campaigns 83

The fight continues until either the Hero with the most Experience Points in the defender’s force is removed as a casualty (if there are two or more Heroes with equally highest totals, then both must be removed!) then the attacker wins. If the defender before this happens, then the defender wins. can destroy the attacking force or make it withdraw None. Victory Conditions table edge in the first turn. table edge in the first Special Rules Set Up The defender deploys all their models first. The attacker has the first Phase of the game and moves all his models on from his Forces is the attacker. – the player with the highest scoring roll points in this battle. Both players roll a dice Both forces have equal Getting Whacked Getting Someone on the opposing force has been getting too big for their One permanently. the streets of Mega-City remove this person from them, determined to mobilised against enemies have boots and has started causing too much trouble. Their Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

84 Mercenaries battle maybecomeoneofthebestgamesyouhaveeverplayed! You are never required to use Mercenaries, even if you are at a great points deficit with your opponent. In fact, such a one-sided all of values credit the have serving mercenariesdeductedfromit. will battle the from receive you Credits of amount the force, your in Mercenaries any use you If Points. Experience gain never they – immediately force the from removed are they Mercenaries, with fought been has battle a Once not exceedthatofhisopponent. bring his force into balance. He may add as many mercenaries as he likes from his force list, but his total force points value may to mercenaries of number any use may he campaign, a in value points greater of force a facing is he finds player a Whenever Using Mercenaries normally not are that models gaining of way good accessible inaforcelist. a also are or They heroes beyond. great and are One others while Mega-City numbers, across vast known in celebrities, used be can but grunts, common than better no are mercenaries Some fight onanevenscale,theyareexpensivetouseandwillalwaysleaveyourforceaftertheirworkisdone. Mercenaries are most commonly used by a force when facing a stronger enemy. While mercenaries will allow players to always Mercenaries Mercenaries comeinallshapesandsizes... Mercenaries 85 75 Credits 80 Credits 155 Credits 410 Credits Hits 1 Hits 1 Hits 2 Hits 11 Armour +5 Armour +0 Armour +0 Armour +8 Will +0 Will +0 Will +0 Will +2 Melee Dice 2D Melee Dice 2D Melee Dice 2D Melee Dice 3D Melee –1 Melee +0 Melee +0 Melee +3 Shoot +0 Shoot +0 Shoot +2 Shoot +3 Agility +1 Agility +1 Agility +0 Agility +2 Move 5” 5” Move Move 5” Laser rifle, rifle scope, spit pistol. Laser rifle, rifle scope, Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades. Bat glider, handgun. : Energy shield, knife, handgun

Move 5” Aim, Stealthy : Accurate, Agile, Brave, Crackshot, Infiltrator, Light Foot, Silent Action, Silent Killer, Stealthy, Stealthy, Killer, Silent Action, Silent Foot, Light Infiltrator, Crackshot, Brave, Agile, Accurate, : Minion Minion Level 1 Hero : Level 10 Hero

Assassin Cadet Judge Bat Burglar Class: Equipment: allowed into the city, under the strict watch of a judge. Though barely in their teens, a well-trained cadet has been the ultimate nemesis for more than one perp. Cadet Judge occasionally are cadets Law, of Academy the within concealed time their of most spending Though Class: Equipment: block’s interior. permitted, citizens can be seen soaring the heights with rocket-assisted bat wings. Enterprising thieves have taken this hobby to heart, allowing them access to apartments on the highest block levels to steal in through the exterior windows, which rarely have the same level of security as the Bat Burglar Batting is a popular, if somewhat restricted, activity in Mega-City One. Around blocks where it is The Shadow, Quick Dodge Equipment Class Talents good agent. Whether employed by foreign governments, megacorporations or wealthy criminal organisations, Whether employed by foreign governments, well-trained, who will stop at nothing to agents are highly motivated individuals, exceptionally sabotage or espionage, there is no one better than a complete their contracts. Be it assassination, Agent Class: Talents: Equipment: promise of permanently silencing an enemy. Assassins favour many different methods of killing, but highly trained marksmen are most common, able to put a laser beam into the skull of a target at a huge distance. Assassin crime. of areas particular in specialise who perps many are there punk, street common the Beyond The assassin is typically a loner, a highly paid murderer who commands outrageous fees for the Agent Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

86 Mercenaries Combat Droid Desperado Robotic Status. Always Alert Equipment Class they arepowerfulenemies. weapons, powerful and armour heavy with Equipped world. robot the of soldiers the are droids Used by the Justice Department and corporations with a licence to deploy lethal security, combat Combat Droid on a flat surface, and can move across any open gap up to its Move without making an Agility check. treatsheerPhasecananysurfacebeginswithease.clearendsitHeterrain,heand as longas so Apes Swinging Equipment: Class: Chimps formgoodall-rounderswithinanapegang,abletotakeonmosttaskswithsuccess. Chimp water ortechnology,theyrarelyhaveanyqualmsaboutkillingthosewhostandintheirway. food, it Be day. another survive to them allow will that resources vital of search in wasteland day for their own survival. Many band together in small townships or nomadic gangs, roving the every fight to forced existence, hellish a lead Earth Cursed the of depths the in trapped Those Desperado Equipment: Talents: Class: Chimp Minion Minion Level1Hero -ThecombatdroidisimmunetoGasweapons. Brave,Stealthy : Laserrifle Move 5” Spitpistol Axe,handbombs,stumpgun. - A combat droid has lightning fast reflexes and is always considered to be on Alert 6” Move 4” Move : Chimps are very agile, and can scale sheer surfaces or swing across wide gapswideacross swingsurfaces sheerorscale can andagile,very areChimps : Agility +0 +1 Agility +0 Agility Shoot +2 +0 Shoot +2 Shoot +2 Melee +0 Melee +1 Melee Melee Dice 2D 2D Melee Dice 2D Melee Dice Will +1 +0 Will Armour +0 - Will +0 Armour +7 Armour Hits 2 1 Hits 3 Hits 265 Credits 125 Credits 45 Credits Mercenaries 87 60 Credits 175 Credits 500 Credits

must Hits 10 3 Hits Hits 6 Armour +8 +0 Armour Armour +0 D10+2”. In addition, the Will +2 +1 Will Will +0 additional Melee Dice 4D Melee Dice 3D Melee Dice 1D Melee +3 Melee +1 Melee +4 Shoot +4 Shoot +1 Shoot –1 Agility +3 Agility +1 Agility –2 Move 5” : The Gorilla Gangster is very agile, and can scale sheer surfaces or swing across wide across swing or surfaces sheer scale can and agile, very is Gangster Gorilla The : Handgun. Holocaust Suit HS/1, Lawgiver. Spit Gun Move 3” Move 5” Once a Fattie gets going, there is little that can stop him. If a Fattie takes two

Academy Star, Accurate, Agile, Brave, Crackshot, Creep Management Accurate, Agile Level 2 Hero Minion Level 8 Hero

Swap Lawgiver for Widowmaker for +50 Credits Swap all equipment for Holocaust Suit HS/2 for +250 Credits Fattie Senior Judge Gorilla Fattie • Options • Talents: Headbreaking, Leg Shot, Situational Awareness, Equipment: Class: of situations and expected to lay down his life for Mega-City One if required. of situations and expected to lay down his life Holocaust Judge equipped and experienced, highly trained, Highly circumstances. exceptional most the in only deployed is Judge Holocaust The with the best armour the Justice Department can devise, he is sent into the most dangerous on a flat surface, and can move across any open gap up to his Move without making an Agility check. on a flat surface, and can move across any Equipment: Apes Swinging Phase it ends and begins he as long so terrain, clear as surface sheer any treat can He ease. with gaps Class: Talents: Gorilla Gangster freelance, gone has Gangster Gorilla the gang, ape an of ranks the through up way his worked Having to the highest bidder. and now hires his considerable skills (and muscle) Fattie’s close combat attacks will ignore all Armour and have a Damage score equal to the Fatties may only move in clear terrain. Fattie’s remaining Hits. Belliwheel: consecutive Move or Melee actions in the same turn, the second Move or Melee action be made in a completely straight line, but he will move an Class: Equipment: individuals, dedicated to consuming as much as they can, and growing as large as they can. can, and growing as large as much as they dedicated to consuming individuals, . Eating has become not just a past time trained highly are appearance, but ton one their despite a Fatties, sector. every sport throughout common in Mega-City One, with food contests Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

88 Mercenaries • • Judge Dredd Inaba Inspector Judge- down theirinternationalcontacts. hunt to One Mega-City to travelled has and hard, syndicates crime Yakuza the hit already has Inaba Judge-Inspector, a as ranks the into accepted Recently City. Hondo in other any of equal the herself proved has Inaba Aiko women, ignores that city a from judge female A Judge-Inspector Inaba Options Unique: Equipment: Luck ofGrudx2,MartialArtist,NervesSteel,RapidFire,SituationalAwareness Crippling Fire, Die Hard, Die Harder, Disarming Shot, Drive-by Boot, Dual Shooter, Inspire, Leg Shot, Talents: Class: senior ofstreetjudges,andeventheChiefJudgepaysattentionwhenhespeaks. and has always avoided positions of command. Nonetheless, he is considered the most streets the on is place his said always has He remember. can anyone than times more He is the Law, and you better believe it, creep! Judge Joe Dredd has saved Mega-City One Judge Dredd Options Equipment: Talents: Class Tendo Staff Launcher Laser-shuriken Equip aKatanafor+50Credits Ride aLawmasterfor+100Credits Level4Hero Level20Hero ThereisonlyoneJudgeDredd,andyoucannottakemorethanone! Agile,BlackBeltMartialArtist,Headbreaking,Parry, Crackshot, Shooter, Combat Close Brave, Wheelie, Bike Agile, Accurate, Star, Academy 5” Move Laser-shurikenlauncher,standardissuearmour,Tendostaff Bootknife,daystick,Lawgiver,standardissuearmour,Stummgasgrenades. 5” Move +2 Agility 12” Range - +2 Agility +1 Shoot - 3D Dice Shooting +4 Shoot +3 Melee +4 Melee 3D Melee Dice 1 1 Damage 4D Melee Dice +1 Will +5 Armour 0 -5 AP +4 Will Parry, Smasher Blast Special Rules +5 Armour 6 Hits 22 Hits 260 Credits 625 Credits Mercenaries 89 25 Credits 90 Credits 190 Credits Hits 1 Hits 2 Hits 4 Armour +0 Armour +4 Armour +5 Will +0 Will +1 Will +1 Melee Dice 2D Melee Dice 2D 3D Melee Dice Special Rules - Melee –1 Melee -1 +2 Melee AP -2 Shoot +0 Shoot –1 +1 Shoot The Klegg takes meat in payment for his services, and will not accept - Agility +1 Damage 2 Agility +1 - The Juve Jimp can try to arrest enemies, driving them out of the battle (at least, (at battle the of out them driving enemies, arrest to try can Jimp Juve The - -1 Agility Move 5” Heavy spit gun, shell jacket Knife, zip gun. : Knife, handgun, pad armour Move 5”

Move 6” : Brave, Luck of Grud Minion Minion : Level 1 Hero

Klegg Bite Juve then your opponent will lose that minion permanently as the Klegg eats him! If no enemy minion enemy no If him! eats Klegg the as permanently minion that lose will opponent your then is removed or you do not win the battle, you will automatically lose one of your minions. “Give me Meeeeat!” any substitute. If you cause an enemy minion to be removed as a casualty and win the battle, Bite Class: Equipment: Klegg the cruel, Truly crocodile. walking giant a like looks Klegg the mercenaries, alien of race a From Klegg is a powerful ally if well paid – in fresh meat… Halt, Lawbreaker! Halt, judges, unlike but, rules Arrest the use can Jimp Juve The won). be to battle the for enough long for is not required to! Class Talents Equipment convincing, particularly strong-willed juve can sometimes pull off the manner of a judge long enough enough long judge a of manner the off pull sometimes can juve strong-willed particularly convincing, to cause doubt. Juve Jimp Judge impersonators are rare in Mega-City One, as the penalties for being caught (and they always are) are severe. However, juves are not prone to caring about legalities and while not completely Class: Equipment: many fall into criminal gangs. In a juve gang, they will engage in continuous acts of petty crime, gradually escalating in severity as their boredom threshold gets ever narrower. Generally not too smart, most juves end up serving time in the juve-cubes, with many going on to be imprisoned in older. iso-cubes as they get Juve The life of a typical juve is one of depression and boredom. All education prepares them for a life of doing nothing, with the expectation that they will never be employed, and it is small wonder so Klegg Juve Jimp Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

90 Mercenaries Klegghound force withtheexceptionofMasterStealth. Taste of Sense make only Move actionsuntilitiswithin12”again. may it away, further itself finds it if and Klegg a away 12” than more move never may Klegghound The member). Master Klegg cosmetic. However, you can choose to have a moreMutations: powerful mutation that does affect the model. You can Equipment: Class: Equipment: Talents: Class: Bite Class imagination is the limit here when creatingnormal, mutants!while an Armoured model should have scales or model.horny plates For example,across its ifbody. youHowever, choose toyour haveown increased do this Hits, by then purchasing the model should a mutation be somewhat as largeran option than below, but the mutation should in some way be apparent on the between afullrosteratthesectorhouseorlotofdeadjudges. difference the make can violence mass of scene other or war block a at med-judge a of presence The fire. under when judges other of safety the ensuring streets, the of frontline the on found be Tasked with keeping Mega-City One safe from virulent diseases and plagues, med-judges can also Med-Judge sense oftastethatallowsthemtotrackstargetsformilesthroughthecity,Klegghoundsareadeptatbringingdownanyprey. incredible an with Gifted away. far be never will Klegghounds vicious their sure be can you together, group Kleggs Wherever Klegghound form small towns, though such places are normally rife with crime and extremelyother and anydangerous Norm who hasto the outsiders.misfortune to cross their path. Some of these gangseachdesperadoes, ruthlesslyuponbandwithpreyinggangs together form mutants Earth, Cursedto the within Deep Mutant Klegghound Bite Med-Judge Mutant Minion Level1Hero Minion Agile, Medic Most mutants are painfully disfigured but their mutations have no effect on the game, being purely Stumpgun. Bootknife,Lawgiver,medikit,standardissuearmour. 5” Move 8” Move - A Klegghound may only be taken if a Klegg is already in your force (either as a mercenary or permanent or mercenary a as (either force your in already is Klegg a if taken be only may Klegghound A - 5” Move - Few can hide from a hunting Klegghound. The Klegghound will negate all Stealth Talents on the opposing the on Talents Stealth all negate will Klegghound The Klegghound. hunting a from hide can Few - +0 Agility +0 Agility +1 Agility 2 Damage - Shoot +1 Shoot +2 Shoot -2 AP +2 Melee +1 Melee +1 Melee - Special Rules 4D Melee Dice 2D Melee Dice 3D Melee Dice +1 Will +2 Will +1 Will +5 Armour +3 Armour +5 Armour 1 Hits 2 Hits 3 Hits 100 Credits 150 Credits 45 Credits Mercenaries 91 40 Credits 225 Credits 240 Credits Hits 8 Hits 4 Hits 1 Armour +0 Armour +7 Psi 15 Armour +4 Will +1 Will +7 Will +0 +20 Points +2D +3 +2 Melee Dice 4D Melee Dice 2D Melee Dice 2D +10 Points +2” +2 +2 +2 +1D +2 +2 +1 Melee +2 Melee +0 Melee +0 Shoot +2 Shoot +0 +5 Points +1” +1 +1 +1 +1 +1 Shoot +0 Agility +1 Agility +1 Agility +0 5” Move 5” Move Knife. Handgun, knife, pad armour. Boot knife, day stick, Lawgiver, riot foam, Riot armour, Stumm gas grenades. gas Stumm armour, Riot foam, riot Lawgiver, stick, day knife, Boot

Move 5” Close Combat Shooter, Headbreaking, Shield Bash, Shield Wall Concetrated Mind, Flaming Shroud, Incinerating Finger, Pyrokinectic Burst, Resist May have up to two mutations Nofrom the table below. chosen than once. may be chosen more mutation Level 3 Hero Level 7 Hero Minion :

Swap riot foam for riot shield for +0 Credits Riot Judge Pyrokinetic Punk Hits Agility Shoot Melee Melee Dice Will Armour Characteristic Affected Characteristic Move Options • Class Talents: Equipment: The most hardened street judges are rampaging the down facing of capable fully often are judges riot of squad a foam, riot and assigned shields armour, to riot duty. Equipped with strengthened inhabitants of a small block without support. Equipment: Riot Judge Class: Talents: WIthin Flames, Silent Action, Stealthy, The Power Having spent most of her life hiding nevertheless has from powerful the abilities at Justice her Department’s command, and Psi-Div, has learned the how a high value. streets of Mega-City One these abilities command Pyrokinetic to survive. On the Equipment: Pyrokinetic Class: violent, though they often have some loyalty to the gang they have pledged themselves to. violent, though they often have some loyalty Punk The majority of street gangs in Mega-City One are filled withlookout for the one cheapbig score that will see them set up for punks, life. The average punk is selfish, mean and petty criminals on the Options • Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

92 Mercenaries Robodoc Robodog Robotic - make Moveactionsuntilitiswithin12”again. never move more than 12” away from this model and if it finds itself further away, it may only Friend Best Bite Class: Healer Mechanised robotic naturealsomakesthemsuperbbodyguards. their companions, and pets as Designed owner. robodog a attacks he when enemy worst his become can friend best Man’s Robodog Robotic - for anadditional250Credits. it, whether through legal channels or not. After a Robodoc has been used as a mercenary, you may choose to buy it permanently Buy, not Lease the dicerollforeveryfurtherattempt. on penalty –2 cumulative a be will there but this, after members injured other to administer may Robodoc The unharmed. force the to return will and Table Injury the on roll not need casualty at the end of a battle, pick one casualty and roll a dice. On a 3 or more, the model a not is Robodoc the If procedures. emergency perform to enough quickly aftermath, the Equipment: Class: Umpty Candy to a in gang who finds itweight has injured membersits but cannot go toworth official medical facilities. be can Robodoc a One, Mega-City in hospitals the of staple A Robodoc Robodog Bite Minion Minion The robodogisimmunetoGasweapons. The robodocisimmunetoGasweapons. 4” Move Medi-kit - Pick one member of a gang to be the Robodog’s owner. The Robodog may Robodog The owner. Robodog’s the be to gang a of member one Pick - 6” Move - Many gang leaders become suitably impressed with a Robodoc they have hired and make moves to purchase +0 Agility 1 Damage - If a Robodoc is present during a battle, it can get to injured allies in allies injured to get can it battle, a during present is Robodoc a If - +0 Agility - Shoot - Shoot -2 AP -2 Melee +2 Melee - Special Rules 1D Melee Dice 3D Melee Dice +0 Will +2 Will +7 Armour +3 Armour 2 Hits 1 Hits 90 Credits 50 Credits Mercenaries 93 70 points 225 Credits 325 Credits Hits 5 Hits 10 Hits 1 Armour +5 Armour +5 Armour +0 Will +2 Will +2 Will +0 Melee Dice 4D Melee Dice 3D 1D Melee Dice Melee +2 Melee +2 –1 Melee Shoot +4 Shoot +2 +0 Shoot Agility +3 Agility +2 +2 Agility 5” Move Move 5” Move 5” Power board, handgun. Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades. Boot knife, day stick, Lawgiver, standard issue Boot knife, day stick, Lawgiver, standard issue armour, Stumm gas grenades. Lawgiver, standard issue armour, Stumm gas Boot knife, day stick,

Academy Star, Accurate, Brave, Close Combat Shooter, Creep Management, Disarming Agile, Headbreaking, Leg Shot, Luck Of Grud, Stealthy Agile, Headbreaking, Leg Shot, Luck Of Grud, Minion Level 4 Hero Level 8 Hero :

Ride a Lawmaster for +100 Credits Ride a Lawmaster for Sky Surfer SJS Judge Senior Judge Class: Equipment: casualty rate for sky surfing races is very high, and innocent bystanders are inas much danger starts. as the sky surfers themselves, so the Justice Department is quick to act whenever a race Some juves, in an attempt to escape a life practice for long hours on the power board. Surfing the skies of of Mega-City One, they compete in anonymity and make a name for The win. they should names their themselves, chant crowds hear to than other reward no for races dangerous Sky Surfer Talents: Equipment: Class: they normally face are both highly trained and well equipped judges. SJS judges can still be found be still can judges SJS judges. equipped well and trained highly both are face normally they their colleagues where necessary. on the streets, following leads and supporting SJS Judge The SJS are men and women dedicated to ensuring Department. They corruption are and usually extremely other competent veterans wrong-doing of is the streets stamped since the out criminals within the Justice • Equipment: Options Class Talents: Leg Shot Shot, Dirty Fighting, Headbreaking, Senior Judge Senior command automatically ability raw and citizens policing spent years judges, street the among ranks no technically are there While alone. investigations or disasters to facing tough is no one better suited respect. There Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

94 Mercenaries Talents: Class: the as such vehicles H-Wagon. high-tech pilot and continually investigations forensic tek-judges for theirhigh handle subjects, weaponry, technical new Selected develop complex of thetek-judges. grasp intuitive of and creativity the province intelligence, is equipment fighting most crime Department’s Justice advanced the of operation the often quite and maintenance development, The Tek-Judge • Options Equipment: Talents: Class: dealing withmorepunksthanthejudges. is he seems it if especially superhero, a behind rally often citizens but society, to menace a is who vigilante out whacked another just is this judges, the To exo-skeleton). (hidden air the it, sees he wherever crime fight to zapping jetpack) perps with his death ray a (concealed laser pistol), or of throwing them effortlessly through help the (with sky the into launches then a he adopts equipped, Suitably superhero powers’. ‘super the him grant One, to technology Mega-City using in disguise, and good persona do to desire genuine a part craze, Part Superhero • Options Equipment: Talents: Class: and weaponry advanced with Equipped Law. the investigation equipment,thereisverylittleastreetjudgecannotcopewith. of enforcement the to dedicated individual, motivated and trained highly a is judge street the Department, Justice the of face public most The Street Judge Equipment: Superhero Street Judge Tek-Judge Equip anEnergyShieldfor+100Credits Ride aLawmasterfor+100Credits Level1Hero Level3Hero Level1Hero Agile, LegShot Brave, Inspire,LuckOfGrud,NervesSteel Accurate, Headbreaking Exo-suit,Jetpack,LaserPistol,RiotShield. Bootknife,daystick,Lawgiver,standardissuearmour,Stummgasgrenades. Bootknife,Lawgiver,standardissuearmour. 5” Move 5” Move 5” Move +1 Agility +2 Agility +1 Agility +0 Shoot +2 Shoot +2 Shoot +2 Melee +1 Melee +1 Melee 3D Melee Dice 3D Melee Dice 3D Melee Dice +0 Will +1 Will +1 Will +4 Armour +5 Armour +5 Armour 4 Hits 2 Hits 2 Hits 270 Credits 150 Credits 150 Credits Mercenaries 95 100 Credits +50 Credits Hits Add +3 Hits 2 Armour +3 Armour +0 Will Deduct -1 Will +1 Melee Dice Add +2D Melee Dice 3D Melee Add +2 Melee +1 Special Rules - Shoot +2 Shoot Deduct -3 AP -2 Agility +1 Agility Add +1 Damage 2 5” Move The Werewolf is not a standard Mercenary but a permanent upgrade that can be bought at any time for any Hero any for time any at bought be can that upgrade permanent a but Mercenary standard a not is Werewolf The Those who have lived with the wolf inside them have learned to control their base impulses – to some extent, at At the end of any turn in which the Werewolf Hero was in close combat, was shot at, or loses a Hit, roll one dice. Move Add +1” You may choose not to deploy this model with the rest of your force but instead force instead but force your of rest the with model this deploy to not choose may You Whenever a Werewolf defeats an opponent in close combat, it must make a Will check at the end of that turn. If it : Teeth & Claws.

Stealthy, Silent Action Special Level 1 Hero

May purchase up to 100 Credits of non–justice department equipment. Teeth & Claws Werewolf Wally Squad least. A Hero of Level 5 or higher may voluntarily Wolf Out at the end of any turn. In addition, if the hero was in close combat, shot at, or loses a Hit, he only automatically Wolfs Out on a roll of a 10. is consumed with bloodlust! A Will check may be made at the end of every turn to regain control of the Werewolf. is consumed with bloodlust! A Will check may be made at the end of every turn to regain Self Control: the end of the game), and adjusts its characteristics as shown above. The Hero will remain in wolf form for the rest of the game. the of rest the for form wolf in remain will Hero The above. shown as characteristics its adjusts and game), the of end the Bloodlust: fails, its opponent gains control of the model for the next turn, who will no doubt cause it to rampage through its own allies as it Wolfing Out: You may also voluntarily choose to roll this dice, regardless of what happened in the turn, if the Hero is Level 3 or higher. On an 8 or more, replace the model with a Werewolf. The model loses all its weapons and equipment (these will be recovered at cure him! A Hero is upgraded by paying the Credits cost listed above. From this point on, there is always a chance the hero will hero the chance a always is there on, point this From above. listed cost Credits the paying by upgraded is Hero A him! cure turn into a Werewolf during combat. Lycanthrope: cannot you Werewolf, a Hero a make you once for however, warned, Be list. Mercenary its in listed Werewolf has that force a in Class: Equipment completely predictable. Lycanthropy is a recognised disease in Mega-City One, and werewolves are not an altogether uncommon sight in the Undercity the in sight uncommon altogether an not are werewolves and One, Mega-City in disease recognised a is Lycanthropy or Cursed Earth. Some form into packs while others take advantage of their unique nature and rise to other criminal the organisations. They top all of have one gangs thing in and common though – when the wolf takes shape, their actions are never Werewolf Options • your opponent to deploy it as if it were one of his models. The Wally Squad judge is used by your revealing is judge the that turn a of start the at declare you until side, his on were it if as opponent on, it acts as a normal judge. himself. From that point Class: Talents: Undercover: Squad Judge Wally perps and citizens with mingle to able clothes, plain in are who judges of consists Squad Wally The justice. to bring criminals to alike in order Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

96 Mercenaries Vid Reporter Exclusive force gainsfromtheextramediaattention. If the Vid Reporter survives the battle, roll one dice and add his Vid Score, then consult the table below for the extra benefits the and whateverelsetheycangrab! deals vid endorsements, interviews, personal them allowing days, few next the for heroes allies past At the end of the battle, the Vid Reporter will try to sell his story – if he is successful, he may make his of Sight who has taken at least one Shoot or Melee action in the same turn, add one to his Vid Score. range for decent close ups. Every time he can take a Shoot action (with his camera) at a model in Line the real action, and get close to it, acquiring a Vid Score through a battle. His vid camera has an 18” Day the of Story Class order togetagoodstory. of kind special in locations worst a the in elements worst the takes with consort must they it as reporter, vid a be One, to craziness Mega-City in available stations holo-vid of thousands of tens With Vid Reporter 31 ormore 21-30 16-20 11-15 6-10 3-5 1-2 D10 +VidScore : Minion -OnlyoneVidReportermaybetakenbyaforce. 5” Move - The Vid Reporter wants his story, and will risk much to get it. He wants to tape to wants He it. get to much risk will and story, his wants Reporter Vid The - +1 Agility News oftheDay!Receive1D10x500Credits! News oftheHour!Receive1,000Credits. News ofthenextfiveminutes.Receive500Credits. One majornetworkdemandsanexclusivebutonlyplaysthestoryonce.Receive250Credits Minor networkspickupthestory.Receive100credits. Bigger newsistakingplacetoday.Receive25credits. No oneisintheinterestedstory.Nothinggained. Result - Shoot -1 Melee 1D Melee Dice +0 Will +0 Armour 1 Hits 25 Credits Mega-City One 97 were at a loss to find something to do. The majority eventually majority The do. to something find to loss a at were found something to occupy their endless, eventless days – ranging from sensible and creative pursuits such as writing or DIY, to energetic but dangerous bat new gliding or sports skysurfing, such to the as downrighthappy were Most inane,bucket. a into eggs butt head to attempting such as transformed into shattered rubble, constantly shrouded in the twilight of nuclear winter. This terrifying landscape soon became known as the Cursed Earth. The judges of Mega-Cities One, Two and Three impeached Booth and civil war erupted, with Booth relying on his loyal troops and robots until he was finally overcome and brought to justice. The historic Declaration of Judgement officially disbanded the United States government and placed forces of the the Justice Department in control of what was left of the country. Life in the Big Meg Mega-City One now stretched from the Canadian border to the southernmost extreme of Florida, engulfing everywas city, conurbation massive This between. settlement and town home to over eight hundred million citizens. Technological advances had of allowed cost effective the and efficient development robots,performed nearly every andjob that had once been reserved for machines now humans. By 2099, a staggering 87% of the population was unemployed, with many of those fortunate enough to find employment often working only a few hours per week. With such a dramatic increase in leisure time, the citizens the world’s dwindling oil supplies came almost completely under American control. Unfortunately, leaders the refused other to world price. President and paid the kowtow to the increasingly erratic Confident his country would be safe Booth from pressed any retaliation, the fatal button live on national beings human billion a Over missiles. of hundreds launching television, world other the and attack the of minutes few first the in died but to initiate a counter strike. powers had little choice Booth’s Patriotic Shield proved to be less and than the heart adequate was torn from American. The fortunate ones died immediately, while others were forced to endure a slow and painful death from radiation. Once fertile farmland was were cities great and desert radioactive barren, a to reduced century, the United States of America faced a faced of America States United the century, st

any nation which stood against him with nuclear annihilation now totally invulnerable to any nuclear attack. attack. nuclear any to invulnerable totally now Feeling secure behind his laser shield Booth then sent his powerful military to seize vital strategic assets. Threatening of laser-armed satellites were launched into geo-stationary orbit, orbit, geo-stationary into launched were satellites laser-armed of any intrusion against wall an to impregnable provide intended was States the United claimed Booth airspace. American into feared super power in the world once more. A laser defence grid grid defence to promising make laser the A United States the more. most and powerful once world the in power super feared hundreds and America of North coastline the around built was The Atomic War power, to risen a Meanwhile, had new Booth and arms terrifying Robert race was President dominating politics. international without a blocker snapping under the strain of living in the ‘City of the Future.’ known as ‘going postal,’ was finally recognised as stress- induced psychosis. Future Shock Syndrome was the official term but the citizens soon knew the unfortunate victims by a different name – Futsies. Before long, not a day passed occurrences. Worst of all, the pressure cooker atmosphere caused many citizens to crack under the strain, embarking on murderous killing sprees. This phenomenon, until then Street crime became epidemic - muggers and pickpockets were able to vanish into the crowds at the first sign of the police. Riots, protests and civil disturbances became weekly difficult to navigate effectively. In this tense environment, crime began to run out of control. just two or three tiny rooms. It was then found that the roads new a so locked, grid totally became blocks the of base the at road network was developed, occupying levels up to a mile extremely was roads of web this However, ground. the above Unfortunately, as soon as christened ‘blockers’) the moved first into their occupants new discovered that homes, (quickly their they ‘deluxe’ habitation units consisted of from from schools to shopping malls hospitals, to – restaurants it block. housing single a within contained city, miniature a was fashioned a gigantic condominium, nearly a a mile fashioned condominium, high, which gigantic was of capable Thehousing fifty citizens. thousand massive require, would residents the that everything contained building indestructible indestructible materials and the very latest in technological breakthroughs, scientists were able to miracles perform older industrial generations had thought impossible. They During the 21 the During virtually created, newly By exploiting . population terrible Mega-City One Mega-City Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

98 Mega-City One of invasion. They were still keen to try out their equipment their out try to keen still were They invasion. of event the in defence of line last the as act theory, to supposed was in that, soldiers) part-time Militia, Defence Citizen war on each other. Every block possessed a Citi-Def unit (the to erupt began into large-scale conflicts – whole blocks were declaring blocks between disagreements and arguments Small-scale emerge. to began phenomenon deadly more However, in the first few years of the 22 toughest. the was block which determine to rumbles in meet to gangs punk and juve rival for tradition established a long was It blocks. many between rise to continued Tension despite thejudges’besteffortsatcrowdcontrol. supporters, of groups rival between riots vicious and brutal into degenerate inevitably would events sporting Inter-block suspicion. utmost the with treated were and places foreign strange, as regarded generally were blocks neighbouring closely Even block. own their to loyalty fierce a developed confines of their favourite chair if they could help it) and many suffering from extreme Tri-D addiction would never leave the those and apartments their leave even never would minority small (a blocks own their of boundaries the leaving without lives entire their live could they found blockers The society. Life within the City Blocks began to evolve into a new style of own distinctivegang–orseveral. their own identity. Before long, nearly every City Block had its with young citizens (nicknamed ‘juves’) as they sought to find popular more even became and America in problem a been long had gangs criminal Semi-organised crime. to turning to spend their lives watching the Tri-D. However, many were Plant, which supplied much of the Mega-City’s water. The water. Mega-City’s the of much supplied which Plant, Purification Atlantic the with interfered had agent enemy An mass hysteria. than more far was this Clearly, neighbours. its with war at In a matter of hours, every block in the Northern Sectors was Block Warwaslaunched. latest One’s the Mega-City and up Block, taken soon was Blyton suggestion Enid attack they suggested she When meeting to find the other residents filled with undirected rage. unaccountably was Block Tanner Dan the attended she night, that Later Melda furious. accident, an certainly almost was incident the though Even eye. the in her struck Whip Freezy 4-cred a when Block Blyton Enid neighbouring past A resident of Dan Tanner Block, Melda Dreepe, was strolling in Mega-CityOne’shistory. disaster worst the to led that event insignificant tiny, a was It The ApocalypseWar and BlockWarsprovedtobetheidealtraining. nd century, a new and h get rccee n pat-te epne f Mega- the of Coast of East the of area colossal expanse a occupies One City plasti-steel and rockcrete great, The Mega-City OneToday the horrorsofconflict. from victorious emerged survivors the and destruction total its to led city invaders’ the on attack ditch last a Fortunately died. citizens million hundred four staggering a and rubble radioactive uninhabitable, to reduced ofwas One half Mega-City over conflict, ensuing the In Devices. Annihilation East- for Meg One had devised an impregnable defence deterrent,against Total no was destruction assured the of mutually principle theancient when Even defenceless struck. missiles almost nuclear first left was and One well, attack Mega-City their planned had forces East-Meg The rival Mega-City,East-MegOne,partoftheSov-Block. a of agent an was intruder the and – Mania Block as known become had madness This instinct. pack a stimulating as human the on well as illogical, and acted surly violent, citizens the making mind, that pathogen a spread interloper mobile homesknownasmo-pads. aboard megaways the to take to citizens of minority a small forced has Blocks City the in overcrowding terrible The cobweb andaplateofparticularlytangledspaghetti. giant a of combination a resembles network megaway the filterways, and slipstrips the one-way lane, as one to such Slab Super motorways twenty-lane vast, from Ranging transport between theCityBlocks. of oftwisting, means common most air, web the the are in megaways mile the a a to up suspended roadways convoluted Essentially has deciphering. computer sophisticated difficulty most the even complex hellishly that a system is network road One Mega-City The The Megaways headquarters buildings, suchasCityHallandtheGrandofJustice. government and administration central the of many holds 44 Sector City, York New old of top on Built 44. Sector be to thought generally is heart true the although City, the of centre very the at 1 Sector with starting Sectors, numbered individually 305 into subdivided is One Mega-City level roadnetworks. multi- complex, incredibly by surrounded air, the into miles nightmarish the soar Blocks City Vast Undercity) in the as known environment feet their beneath exist still cities and old of signs all America (although many citizens do obliterated not realise the old towns but all have that Bottom slabs City form rockcrete vast The continent. American North Mega-City One 99 iron grip, but enforcing the unforgiving Law is the only way to protect the four hundred million citizens from themselves. Without the threat of the judges, society would collapse and chaos would rule on the streets. The Justice Department is personified by the judges, stern built in areas of Sector 7 and Sector 20, whichof low-level,consisted cave like apartment buildings which included swing poles, climbing ropes – even However,the the apes’ level of personaloccasional hygiene had not been tree! augmentedalong with their intelligence andbefore long the entire area was little more than a filthy, litter-strewnknown slum as the Jungle or Apetown. remainwithin theborders theofjungle, Soboththe judges and long as the apes the majority of the citizens are prepared to leave theirthem own to devices. Unfortunately, apes have a tendency to mimic their human neighbours and some have developed into efficient criminal gangs. Some of the andmost notoriousbrutal organised crime mobs have apegangs bosses, of and young apes are human rivals. often more feared than their The Justice Department The ultimate authority Department in has Mega-City the final One, saycitizen’s the life. The in every Justice Justice Department aspect is seen and as of every merciless a dictatorship holding harsh the sprawling city in an

to live alongside humans in the blocks, others demanded that they were given their own, special living area. State of the art habitats were designed for ape use and Wars when scientists boosted the natural intelligence of zoo and laboratory specimens, the apes eventually won freedom and equal their rights. While some were prepared to try The Jungle Genetically engineered apes form a small but vocal minority group in Mega-City One. Originally created after the Atomic cunning citizen survives into old age in Mega-City One and the invaders often find themselves outwitted at every turn. often regard the residents of crock blocks as easy targets – taken have they that find quickly do who those unfortunately, on more than they anticipated. Only the toughest or most (if any) stairs or ladders in sight; wide gentle slopes are the order of the day to accommodate restricted manoeuvrability of the OAC’s (Old Age Citizens – any City One who resident is over the of age of 75). Mega- Juve and punk gangs On the outside, a crock block is similar to any differences lie within – crock other. blocks are extensively adapted The few are There infirm. and elderly the by used comfortably be to few are simply vandalised beyond repair by juves and punks. and juves by repair beyond vandalised simply are few Crock Blocks officially re-designated as slumbeen have others blocks.disasters, other or Wars Block in damaged Some are badly a and corridors their through swept fires terrible when gutted Slum Blocks Some City Blocks end up in such a poor state that they are dies. Each city block is named after a famous historical figure historical famous a after named is block city Each dies. or fictional character – the exclusive Charlton Heston Block, for example – although a few of the privately owned con-apt landlord. developments are named after the owner or the block medi-bay, educated in the Mega-Schools, shops in the shoplex, socialises in the block clubs and bars before his body is finally recycled in the block Resyk plant after he Every Block is intended to include everything that the average the that everything include to intended is Block Every citizen requires to live their entire life – a blocker is born in pinnacle of the Block, although many of those who consider the in living consider ever only will elite social the themselves equipped con-apt buildings. smaller but much better Welfare tenants, dependant on receiving money provided by the state in order to survive. Private tenants only reside generally in the exclusive penthouses found at the very City Blocks Typically standing two hundred storeys tall, city blocks form the fundament of the Mega-City, housing some 97% of the total population. Nearly all residents of the City Blocks are

Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

100 Mega-City One Department, each fulfilling a certain specific role in bringing in role specific certain a fulfilling each Department, Justice the in divisions and departments several are There to thelawlessstreetsofcity. final hurdle, overcome by the stress of trying to bring the Law worthy. Many is of the Academy’s best and brightest can still fail at he this that judge senior the to prove to best his do must rookie The Assessment. Street Final the called patrol standard a on rookie the accompany will judge senior A all. of test gruelling most the undergo to probationary has still a he but of judge badge half and helmet white the gaining 20, of age the at status rookie to graduates cadet A pass ontheiryearsofexperience. to order in duty active from retired have who judges street former grizzled Tutors, Judge the by overseen is instruction be killed or maimed during their years at the Academy. Their to cadet a for unusual not is It assessments. practical fatal of the Law – not only written examinations, but also potentially application the learning lives entire their spend Cadets past. the of judges brightest and best the of descendants cloned are minority small a although five, of age the at inducted are cadets Prospective Law. of Academy the earth, on school harshest the in spent judge, a train to years fifteen takes It uniform totheLawmasterbike. armoured imposing the from value, for intimidation maximum designed is judges the about necessary, Everything if executioner. and, jury judge, be to trained policemen, of evolution ultimate the are they for fair, but firm be to taught five in the methods and application of the Law. All judges are and relentless lawmen who have been trained from the age of all theusualJusticeDepartment procedures. they are trained in the use of their psychic abilities as well as where found, Academy the of version special a into them inducting be can they wherever children psi-talented recruit Department Justice The powerful. incredibly be can they but rare, extremely are powers psychic with gifted Individuals Psi Judges Justice Departmenttoaidtheminanemergency. the of resources entire the upon call also can They bullet. of which is the Lawgiver - a versatile firearm that fires six types of least not available, technology highest the with equipped extensively also are they Law, they of Academy training the at received the upon call they can only Not congested megaways. the along cruising or Blocks City the of plazas and corridors the patrolling whether profile, high a maintain street bike, Lawmaster judges make notorious incredibly intimidating figures. Justice They deliberately the the astride sitting of and backbone the form Department. Clad in highly distinctive synthi-leather uniforms judges street The Street Judges Law totheMega-City. to combat crime, tek judges have been responsible for the for responsible been have judges tek crime, combat to In charge of research and development into new technologies often able to find a solution to an apparently insoluble felony. scenes, crime analyse to equipment and skills specialised their using teams, forensic to assigned are judges tek Other technology comestheirway. of piece whatever modify to at try to tinkers drawn irresistibly inveterate heart, are technicians pool vehicle Sector House the even but judge every to issued equipment the all maintaining of charge in is Division Tek level, basic most the At roles. of Justice variety wide a the fulfil judges tek of Department, engineers and scientists technicians, The Tek Judges the straight-lacedstreetjudge. to acontrast much very individuals, flippant highly-strung, often are judges Psi sanity. their on toll great a take abilities paranormal these but – bolts telekinetic with foes blasting to anything from the from ability to read a range perps mind or judges glimpse into the future psi by displayed powers The enemy lines. behind exclusively operates Department one However, felt. often is presence their crime, against fight the in line front the on seen rarely are they though and Department Justice the in divisions other several are There emergency. major any almost with deal to trained are Squad Riot and Squad Special weapon and tactic teams such as the Heavy Weapon Other Judges can provetobeextremelycunningcriminals. lesson just as well as their law abiding counterparts and they this learn judges rogue and considerations other all above this is no simple task. All judges are trained to be resourceful but Department the of ranks the within found is it wherever corruption out rooting with charged is SJS The judges. the judge who judges the Squad, Judicial Special the SJS, the Justice Department includes a special elite branch known as Not even the judges themselves are not above the Law. The The SJS in laboratoriestofindcuresfordiseasesbothnewandold. judges and citizens. Higher ranking med judges toil endlessly street duty, operating as paramedics to bring aid to wounded the 22 technology medical best the with equipped bay med a has House Sector every and duty, of line the in wounded judges to aid medical provide to is Division Med of role primary The Med Judges that makesthelivesofotherjudgeseasier. well as hundreds of other more items of mundane equipment as Lawgiver, deadly the and Tank Prowl Manta unstoppable nd century can offer. Other med judges are assigned to Mega-City One 101 There are almost as many crazes in Mega-City One as there as One Mega-City in crazes many as almost are There are citizens. Detailed below is a small selection of the most popular and notorious. who are regarded as having a problem. regards everyone A he meets typical with citizen the utmost suspicion and even his next-door neighbour is rarely more than a nodding acquaintance. A citizen usually has a small, close circle of friends who share similar interests, or he knows them from the with in blend to careful always is citizen The Megaschool. crowd. If he should happen to spot a mugging in progress, to decide perps the case in notice, not to care great takes he behaviour of code same the apples also He next. him on turn Law the of guardians faced grim the – judge a spot he should are much more terrifying than mere muggers! Unless he has some pressing task to perform, such shopping expedition, as or signing on for his a Welfare payment, the citizen is more or less free to do as he wishes whole for day. the However, most choose to spend the day doing nothing – sitting around in his favourite bar, standing around on one of the block mezzanines, or plaza, posing although this on is regarded the as more block of a juve pursuit. He takes care to avoid areas claimed by the gangs, as just passing through is regarded as invasion and always leads to trouble. The gang areas are clearly marked by territorial cleaning block the of one if Even walls. the on scrawled tags, robots removes the paint, it will return in a few hours. Crazes issue door is typically a rather flimsy affair with a single lock, single a with affair flimsy rather a typically is door issue although any sensible citizen replaces it with an armoured riot door and fits several locks, chains and deadbolts of his usually also is There safe. feel to begins even he before own picture large a – apartment whole the in window single a only window located in the living pad. Although the view offered from this vantage point can be spectacular, it is more likely to induce vertigo. It is perhaps no wonder that nearly every citizen of Mega-City One is treated sometime for in their mental life, problems considering their view consists of a tangle of megaways, a glimpse of the nearest neighbouring skysurfer. Block and the occasional A citizen who finds a reason to venture out of his apartment takes care to avoid eye contact with whoever he may meet – juves and punks seem to feel compelled to mug (tap, in Megaspeak) anyone who eyeballs them, and even the most disguised cunningly a be may neighbour looking respectable homicidal maniac. In 2126, paranoia is no longer regarded as a mental health problem – it is an essential survival trait. It is the citizens who are consistently happy and cheerful

personal space. They are also not particularly secure. The city The secure. particularly not also are They space. personal are not designed with privacy in mind. All rooms are open plan, rarely including internal doors, although many citizens choose to add partitions in order to obtain some degree of living pad is the apartment’s toilet cubicle, an isolated booth located in the corner of the room. The remaining rooms are allocated to sleeping area. Apartments in Mega-City One have no idea how to actually cook and instead rely on pre- packed meals that require the minimum of preparation, or exist entirely on take-away services. Also present in the main room has several functions. a It social area, primarily where the family serves meet to eat as and watch the Tri-D. It also doubles as a kitchen, although most citizens eldster is forced to remain. The apartment itself has a selection of basic facilities. The sometimes also present – these OAC’s (sometimes known as eldsters, or crocks) are assigned theoretically an apartment of their own within a specialist crock supposed to be block, but in practice there are few available places and the citizens keep their families down to a manageable size. It is not unknown for a single three-room hab to be home to are family extended the of generations Older more. or fifteen that extended families are frowned upon by both the Justice available the limiting and Administration, City and Department that sure making of way efficient reasonably a is space living unit consisting of two parents and two families with children, more children cannot expect to although be assigned to a larger apartment – the massive population crisis means A typical citizen lives in a tiny three room habitation unit in one of the huge, 200 storey blocks that house the majority of the population in Mega-City One. home to An three average to five hab individuals, usually is a nuclear family break street judges require to solve a case. break street judges require Block Life the mighty Statue of Judgement in Sector 44. PSU transactions judges financial from do, citizens the everything monitor vital the provide to able often are and habits viewing Tri-D to and street corner in the cameras, Mega-City which is relay covered everything by they judges, safely PSU ensconced in their headquarters at the top spot of to the PSU down by the information obtained by a canny Wally Squad operative. The back room division that has the most impact on crime is the Public Surveillance Unit (PSU). Every block The Undercover Division (nicknamed, for obscure and long forgotten reasons, the Wally Squad) specially consists trained to of infiltrate judges criminal organisations.gangs Many and organised crime syndicates have been brought Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

102 Mega-City One to make their own homemade bat suits have failed to take to failed have suits bat homemade own their make to attempted who gliders bat novice many However, normal. of fraction a to anti- weight batter’s small the reduce of that devices gravity series a is harness the into incorporated aeronaught – unfortunate the roast also would aloft human sized average an keep to required forces thermal the as suit miles above the ground. A bat suit is more than just a winged gliding and swooping silently currents, air thermal the riding blocks, their of top the around flap to suits bat special into themselves strap can citizens and One Mega-City in reality a dream this made finally has Technology bird. a like fly to As long as mankind has existed, he has dreamt of being able Bat-gliding shortest spaceoftime. the in possible as food much as eat to race competitors of several team a where Guzzle, ‘n’ Grunt the as such events, sporting into developed also has Eating equipment. lifting huge that they cannot move at all without the aid of powerful so become have fatties some However, stomach. their of weight the beneath belliwheel first their until crushed have fatty they a himself call truly which cannot citizen movement, a maintaining in around, waddle aid they as stomach to expansive their supports belliwheel a called trolley small a require fatties Most are blubber. they of mountains obese; literally merely than more far are ‘fatties’ These technology medical weights. incredible at and survive to citizens some allowed have science food in beyond. and Developments – extreme the to it take minority small life, a daily but citizen’s every of part vital a is eating Naturally, Eating by the skysurfers of legend, such as Dak Goodvibes, Yogi Goodvibes, Dak as such legend, of skysurfers the by displayed manoeuvres spectacular incredible the off pull to practice dedicated and skill of deal great a requires still is it although surfing, to sport different very a is Skysurfing air. the to take instead could and tides the for waiting on reliant longer no were they small so surfboards, their and to rockets booster impellers anti-grav added bums West beach onAmerica’s Coast, Two Mega-City In surfing. was these 22 the into updated be to sports ancient several allowed technology anti-gravity of development The Sky Surfing like theancientCBradiohamsoftimes. each other with short wave radios and comm systems, much ownsub their culture, developing their developed own jargon and communicating with have Batters batter. proficient a become to skill necessary the up build to years even or incredibly difficult skill to master and it can take many months Although penalty. an fact in is it observer, casual the to simple appears batting ultimate the paid and account into this nd century. Among century. citizens (and a dangerous menace by many in the Justice the in many by menace dangerous a many (and by citizens joke a as regarded Although skills. survival and tactics unit small as well as explosives, and weapons heavy powerful extremely including weapons, many of use the in members their train instructors Citi-Def The troublemakers. and hotheads attracts only generally it although interested, army. standing a to Operating on a volunteer has basis, the Citi-Def One is open to Mega-City anyone that closest is Citi-Def the the Department, Justice the from Defence Aside Citizen corps. official the is Citi-Def the citizens, many for pastime major a nevertheless but such, as craze a Not Citi-Def illicit activities. their of tell to live surfers talented and skilled most the only although megaways, the on traffic the of out and in weaving spotted be sometimes can and restrictions these of notice no take punks young and juves many but routes), vehicle hover and aircraft (including activities airborne other from batgliders, skysurfers are required by Law to keep well away Yakamoto or Mega-City One’s own champion, Chopper. Like quickly apprehended. easily as they make no effort to cover up and their crimes and quickly are with dealt usually are ‘ragers’ These them. for layinginto and much too becomes hand everything as soon to as neighbours their comes that object blunt first the grab simply Some madness. their in methods murderous of and attack to attempt to kill their compelled fellows. These futsies adopt a wide feels variety individual unfortunate crowded the the and much too in becomes finally city living gigantic Shock the of of confined Future stresses terrible the the when to Syndrome, succumb can citizen Any stresses inducedby the to succumb to likely more are victims Modern One. City of involved their workplaces, not normally much of a problem in Mega- usually version citizens original who could no longer cope with the tedium and stress the although century, 20 the to further, even back origins its trace would Some itself. Mega-City the as long as existed has Shock Future Future ShockSyndrome more common psychoses to plague Mega-City One. their lifetime. Detailed below is a small selection of some of the affectednotthatis somemental sortbyof breakdown during Insanity is a fact of life in Mega-City One. It is a very rare Mega-City One citizen Madness in War andthesecondRobotWar. be to effective guerrilla fighters in conflicts such proved as the Apocalypse occasionally have Citi-Def the Department) not having ajob. th

Mega-City One 103 developed their own anti-anti mugging suits to counter the only protesting as attacks the to submit citizens Most benefit! makes the perps more violent and vicious. Street crime can be a lucrative activity, but only the most skilled can continue for a long career before it is cut short by the judges and a long stretch in the Iso Cubes. do not generally endanger crimes the Petty others. heath to and annoying or welfare distasteful of are but other citizens, include offences such as littering, spitting in public, pollution and noise even begging (also known as sparechanging). Every citizen will commit petty crimes, some without even noticing, but a few unfortunates become can One Mega-City of Laws strict the breaking that thrill mild addicted to the bring. These petty crime addicts’ enjoy the buzz of getting one over on the judges but a small minority find thatkick can develop their into an obsessive-compulsive disorder and can end up spending the equivalent of a life sentence in the Cubes, just because they cannot walk past a garbage bin without kicking it over! dozens to home are Mega-City the of pedways crowded The include which of common most the crimes, street common of taps (muggers), dunks (pickpokets) and pongos (confidence tricksters). A citizen can rarely leave his apartment without the chance of witnessing at least one of these activities, or even becoming a victim. Street crime is an epidemic the judges have little that chance of containing as the perps can a of sight first the at throng the into trace without vanish easily judge. The citizens themselves have little protection against the and bodyguard, a afford can rich the only for crime street special anti-mugging suits are less effective than they could have taps case, any in and dubious is status legal their as be that that so many turn citizens to illegal methods in order to get what they want in life – crime is the way usually quickest of it to ensure try judges the although or power, wealth obtaining is not Shave-O-Foam Crime can the range from such easiest. the of mundane, can a snatching shoplifter opportunistic an don as crime organised an like brutal, the to Megamarket, the from the with a However, to a squad murder rival. blitz dispatching to citizen a for easy is it Crime force, in hold regulations and regularly laws of judges myriad The trying. without criminal a become into and bursting Blitzes, a unannounced apartment citizen’s investigations impromptu These search. thorough a performing if crime the even goings-on, criminal up some turn always will In slug. vid library overdue a forgotten as such unintentional, his is in incriminating whatsoever nothing with found citizen a fact, suspicion! utmost the with regarded be will hab Even minor anti-social behaviour is regarded as a criminal offence in Mega-City One. An action as inconspicuous as carelessly dropping an empty beverage container can earn Cubes. Iso the in sentence six-month a to up perpetrator the Acts of petty crime are generally regarded as victimless and of their guilt.

knows

such such a firmgrip on Law and itorder, is no perhaps surprise Crime is an everyday fact of life on the pedways and megaways megaways and pedways the on life of fact everyday an is Crime of the gigantic megatropolis. In a and city overpopulation with the with Justice maintaining Department such massive remains just one of dozens of theories. Mega-City Crime out by powerful Psi Division operatives drew a total blank. Psychologists have suggested that the Lemming Syndrome is a response to the overcrowding of the Mega-City, but this stunned Justice Department at first suspected some sort of psychic force at work, some malevolent force the compelling citizens to end their lives. Extensive checks carried and hurl themselves to the ground. Victims to the Lemming syndrome adopt a blank expression, commit will to turn their for line in waiting patiently silently, move not speak and the 2108, in itself manifested first problem the When suicide. Syndrome is a rare but worrying phenomenon. Occasionally, phenomenon. worrying but rare a is Syndrome dozens or even hundreds of block their of top the to quietly way their make to compulsion citizens will feel a sudden Lemming Syndrome Regarded as a strange form of mass hysteria, the Lemming syndrome will suffer terrifying of impending nightmares doom, and convinced that feelings somehow any judge they see for. The fear plays on the citizen’s mind, gradually becoming gradually mind, citizen’s the on plays fear The for. literally guilt of feelings the until exaggerated more and more Dredd the of victim A psychosis. obsessive an into transform in fear of the judges. In a small minority, this fear becomes so becomes fear this minority, small a In judges. the of fear in breaking inadvertently of terrified become they that ingrained the Law, or become obsessed with some minor indiscretion they have committed but have not been caught or punished Dredd Syndrome live and Law the obey to age early an from taught are Citizens are usually very different people to whom they once were. Some never recover; unable to overcome their murderous their lives. rage they remain locked away for the rest of special Psycho Cubes, where they receive the therapy extensive and treatment they so though most futsies are eventually released as ‘cured’, they desperately need. Even Unlike normal murderers, victims of Future Shock are not sent to the Iso Cubes. Instead, they are incarcerated in cause too much damage. However, it is much more difficult to apprehend this sniper type alive, although most are only in a blaze of glory. really interested in dying Those with access to firearms and heavy weapons tend to some in position up taking typically problem, a of more cause secure vantage point and picking off passers-by, although the judges are usually able to eliminate them before they Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

104 Mega-City One Body-Sharking crimes. lucrative, highly but new, own its of crop a developed has One Mega-Citylike, the and smugglingdrug gunrunning, as such crimes organised traditional Alongside place. his take to another always is there Cubes Iso the in spell long a for away sent is boss mob one whenever However,wrong. foot one puts finally prey its oncepounce to readyalways beast, However, the Justice Department is a patient and resourceful judges. the of ahead step one stay to order in forces his of strings the pulling carefully master, puppet expert an needs be to racketeer successful A lives. their of day every for alibi plasteel a have they lawyersthat ensure seedyto command their of at army illicit whole a various with equipped their activities, and no or themselves little is between there ensureconnection to careful but are all inept although most suave, the the to run brutal Mega-rackets the from the gamut of the kingpins the wise, Personality addiction, ororganised vice crime enforcers a will is be there there to Wherever control created. it. ever taste would sell their grandmothers for just one piece of the sweetest UncleUmp’sUmpty Candy thepatheticto Umptyaddicts that co-ordinating gangs of taps to supplying the incredibly addictiveable tospread their influence anywhere in the Mega-City, from intheir fight against the forces of Law. Criminal syndicates are callingmassiveonresources wholeandarmiessupportersof the Justice Department, the powerful crime lords are capable ofOrganised crime is the bane of the Justice Department.Organised Crime Just like selling off their internal organs one at a time, but it is far more illegally profit tidy a make can citizens Some kidney. a just taking after stop rarely will trade legging organ the operate who surgeons the although reality, tragic a become has tale apocryphal this One, Mega-City is that future bleak the In market. black medical the on sold and removed surgically kidneys their of one find to night long a after awakens who There has been a long-standing urban myth of the partygoer Organ-Legging partner toanorganleggingoperation. through the postal system. Body sharking is often a lucrative them to returned ones loved their of parts have to recipients piece, to organ leggers, although it is not unheard of for loan by piece on, sold themselves find will victim unfortunate An accordingly. ‘reduced’ is collateral the that ensures payment a Missing back. paid is naturally) interest, generous (plus one, who is kept in suspended loved animation or until member they family full a amount – value greater far of something with them provides loan generous their of recipient the that of using valuable objects or property as collateral, they insist Instead finances. of need desperate in those for cash ready provide still sharks body the sharking, loan from Descended Umpty Bagging risk thathehaschosenalegitimateoperation. the take to has and runners the trust to but choice little has criminal fleeing a However, world. distant some on slavery into customers their sell to rings running perp for of unheard not is it community, criminal the by valued highly Although altogether. Earth from clients their remove operations few a but Mega-City, another to or Earth Cursed the into usually runners have several well guarded safe routes out of the Most city, hot. too little a become attention Department Justice in smuggling wanted criminals out of the Mega-City whenever experts are runners perp evasion, and escape in Specialists Perp Running comes from. merchandise the where care not will and years few a by life rich citizens who are prepared to pay in order to extend their always are there practice, odious an as regarded Although parts. body their harvest to order in street kidnap the of off simply victims to operation legging organ an for common cutmd o h sgt f ilne n cie n many and crime and violence of sight the to accustomed become quickly juves blocks, the of confines uncaring in the raised and Born time. their fill to worthwhile or creative anything of think to imagination the lack simply or apathy to succumb many but lives, eventless their occupy to pastime Young citizens (known as juves) are taught to find a hobby or favourites. Tri-D or sportsmen businessmen, as it make to attributes necessary the have eccentric brightest, most or the strongest only and employment legitimate gaining of Megaschools tell them that they have no the chance whatsoever ever at roboteachers of Even lives. hope their of little success a have making One Mega-City of children The Gang Life a hitofthesweet,sweetstufftoanypassingumptyjunky. to establish ‘umpty pushers’ on every street corner, providing family Jong the for long take not did It recipe. secret his with part to forced and family Jong notorious the by murdered) in died had he subsequently (and rescued soon was he However, that custody. story cover a with space, into exiled himself found manufacturer candy unfortunate the Ump’s, Uncle of nature addictive terrible the realised judges soon the as As decades. for seeking Mega- been had the cartels drug what City exactly was candy Ump’s Uncle words, the other In addict. turn umpty long life to a into consumer needed unfortunate is that all is piece single a Just taste. blowing mind incredible the created that together blended are additives and chemicals the way unique the is it - umpty candy notorious his in ingredients addictive no are There well. too far task this at make succeeded he Unfortunately, candy. to wanted only who man little jolly harmless, a was to create the most addictive substance known to science. He Uncle Ump was not the type of person who might be expected Mega-City One 105 Although it seems to many outsiders that gangs are little more little are gangs that outsiders many to seems it Although than disorganised mobs of vicious thugs, there is usually an extremely complex hierarchy in position. There is always a dog, top the as known usually is He figure. leader strong very of image and style the on depending varies title the although the gang – warlord is common, although some refer to the leader simply as ‘boss’ or ‘chief’. The top dog has usually a distinctive hairstyle and tattoos, or even ritualistic scarring. ritualistic even or tattoos, and hairstyle distinctive a It is not unusual to see certain cosmetic cybernetic or bionic enhancements as well, although the cyberpunk War Robot Second the of aftermath the style in favour of out fallen has of 2121, which fuelled rabid anti-robot feelings. crimes committing time their all spend not do members Gang or fighting their rivals. Just like other citizens, they have little hanging simply time their spend Many time. the of most do to round in various parts of their block. Plazas, shopping malls and mezzanines are favourite hanging many favour places, the likes of although vehicle bays or some seedy bar. Although simply a method of killing time, hanging (as well as strutting, aimlessly wandering around) is also a valuable way for the gangs to make their presence felt in Just a like Block. the judges, the gangs have an learned excellent weapon that and simply fear standing round is in groups, eyeballing passing citizens is floors whole for an unknown not is It effort. much efficientwithout noticed way of getting to be claimed by gangs, becoming no-go areas for ordinary citizens. Crossing ganglands can be a terrifying experience, as the citizen is forced to run the gauntlet of jeers, insults and nasty looks as well as the danger of an actual physical assault. This is particularly trying for the unfortunate citizens who happen to live on those floors. and will jump at any chance to be allowed to graduate to full gang status. Such juves often embark on suicidal missions knowledge the in safe hierarchy, gang the of command the at earned have least at will they survive, not do they if even that a full gang member. and position owed to the respect Clothes and image are also vital components of the gang. Every gang wears a distinctive set of clothing – the street garms. Rather like a judge’s intended to uniform, be street instantly garms recognisable and are as as intimidating possible, although they individuality. allow However, much more the room particularly leadership those for hailing of from richer Blocks, some tend to insist that gangs, their followers wear only the very latest in fashions Mega-City – this can result in appearance several a times a week particular in order to gang keep up changing with the notoriously mercurial trends shown on the Tri-D parades! glam Most street garms are rather more practical and durable than the often outlandish jacket, heavy a of variation some in dress typically members fashion crazes. Gang have also gangs Some boots. big and kneepads fashionable

always desperate to be given an opportunity to prove himself himself prove to opportunity an given be to desperate always junior branch will act as a training gang, taking part in the less the in part taking gang, training a as act will branch junior crimes small-scale in experience gaining and rumbles violent such as shoplifting or dunking. A junior gang member is were actually named after the Block, and not vice Most versa). gangs have a junior branch, sometimes consisting of to olds year five for of unheard not is it and juves young very be recruited, although the average age is about twelve. This are named after historical figures and miss the significance (in a recent Mega-poll, 58% of the population believed that the famous people who gave their names to their homes likely to be named after their home block. Many gangs have names based on the reputation of whoever their homes their realise never punks most although after, named block is change on a regular basis, the name will always remain the same and some of the more powerful gangs have existed more are they although itself, One Mega-City than longer for with their neighbours! A gang’s name is very important. While the gang members several years in the Iso Cubes may well gain the of his respect contemporaries, but can find that none of them have survived once he has been released as gangs have a very high turnaround of members due to their constant feuding and the ruthless forces of the Justice Department are more members gang remove to opportunity the take to happy than from circulation wherever possible. A punk who has spent years running with the gangs. Not only do gangs from rival cope also must they reputation, and territory for battle Blocks with internal disputes that often have fatal consequences than the rule as the brutal lifestyle of the Mega-City gangs tends to ensure that life expectancy is rather short. Only a very capable punk can survive for more than three or four punk who survives into adulthood will eventually graduate into more professional criminal activities, although it is not unheard of for a citizen to remain with his gang until he is into his 30’s, although this is very much the exception rather Every block has at least one territory. their gang, control ruthlessly who youths brutal and a misfits collection of social Most gang members are under the age of 20. Typically, any seem like an ideal way of gaining the respect they feel is due is feel they respect the gaining of way ideal an like seem to them. feeling becomes particularly acute during adolescence and many juves feel that their parents ‘do not understand them’ and have a desperate need to ‘belong’. Joining a gang can well as a way of obtaining easy money. Despite, or perhaps citizens all Mega-City, the of population vast the of, because feel isolated and alone at some point in their lives. This consider it to be an ordinary, even unavoidable, part of their everyday lives. It is perhaps no small wonder than many of these young citizens decide to join with the criminals is the – quickest way it of gaining respect from their peers, as Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

106 Mega-City One n h lts gn gsi ad osig f at victories. past of Every gang member has boasting his own ‘tag’, a unique and glyph that he gossip gang latest the on vital method of marking territory, issuing challenges, passing wall they pass, street gangs regard scrawling and graffiti as a clean any onto paint spray to juves young many compelling city, the sweeps regularly that craze a is scrawling Although Scrawling be finallyallowedtojoinwiththemajorleaguers. to delighted life, criminal of taste first their on embarking just criminals untested but enthusiastic juves, young of consists rank final The taps. and thieves skilled as well as rumbles, and confrontations of dozens of veterans members, gang are the punks and juves. These are vicious and experienced lieutenants the Below agenda. own its with each factions, separate One. with riddled be Mega-City to gangs for the unusual not is it of Still, world cutthroat the in applicable more even anything, if is, closer enemies and close friends as always not are reliable as they could be and the ancient principle of keeping lieutenants The letter. the to are followed orders leader’s the ensuring lieutenants, of task trusted the with with charged himself surrounds dog top The leader. gang powerful a for prerequisite a means no by are useful, sometimes while brains, though contemporaries his than vicious more and meaner being by position his to risen lcs hr te ag ebr hn rglry ed to tend regularly hang members gang the where Places task. the territorial markers before it has managed to complete the scrawls is a waste of time, as the punks will appear to replace related gang out painting or away scrubbing that recognise to programmed are They territory. controlled gang in walls robots maintenance city the of many covers that graffiti the remove Even to bother seldom homes! their of walls the over all about boasting been have they crimes for arrested when bewildered are and system messaging ‘secret’ their realise that the judges are more than capable of deciphering never punks Many developments. gang latest the of track form of vandalism but also realises it is a vital way of keeping a as scrawling regards technically Department Justice The time theyleavetheirmarkanywhere. every art of works elaborate incredibly produce some and individuality, his reflect to supposed is that design original in appearance – in theory, every gang member has their own enormously vary Tags anything. scrawls he whenever uses the gang’sterritoryandisthereforecloselyguarded. to careful avoid these tag towns as such extremely an area is usually the heart of are citizens from Ordinary spugs past. forgotten decades and dead long from tags including paint, of layers multiple in smothered completely become

Mega-City One 107 Peter Cobcroft (order #2698617) Peter Cobcroft (order #2698617)

108 Mega-City One