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CREDITS

THE DAY THE LAW DIED


Writing: Richard August, John White
Additional Material: Benjamin Rogers
Cartography: Terry Maughan
System Design: Russ Morrissey | Line Manager: Marc Langworthy
Editing: Kimberly Nugent | Layout and Graphic Design: Andrew O’Hara
Publishing Administrator: Jessica Hancock
Special Thanks: Dan Voyce
Parma Violent Chicks gang by Piper Dawes and Jessica Herrett
Playtesters: George Bingham Davis, Alf Fairweather, Richard Lees, Jessica Hancock, Marc Langworthy,
Russ Morrissey, Kristien O’reilly, Chris Osborne, Andrew Peregrine, Carl Pickles, Harry Rogers

2000 AD® and Judge Dredd® are registered trademarks © 2020 Rebellion 2000AD Ltd.
All rights reserved.
All imagery and characters © 2020 Rebellion 2000 AD Ltd.
Artwork used with permission of the copyright holder. www.2000AD.com

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

Published by EN Publishing under license by Rebellion


EN Publishing, PO Box 1858, SOUTHAMPTON, SO18 6RX
Version 1.1
ISBN: 978-1-912007-52-3 SKU: ENP2005

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CONTENTS

// CH/1: RISE OF THE SJS................................................ 4


/ USING THE SJS IN YOUR GAMES..............................................................................................11
/ PLAYING AN SJS JUDGE............................................................................................................. 12
// CH/2: FUGITIVES, LOYALISTS AND REBELS.......................13
/ SPECIES................................................................................................................................................. 13
/ ORIGINS.................................................................................................................................................. 15
/ CIVILIAN CAREERS........................................................................................................................... 18
/ MILITARY CAREERS.......................................................................................................................... 21
/ PERPS....................................................................................................................................................22
/ UNDERCITY..........................................................................................................................................23
/ MISCELLANEOUS CAREERS.......................................................................................................24
/ JUDGE CAREERS.............................................................................................................................27
/ NEW EXPLOITS.................................................................................................................................34
// CH/3: LIFE UNDER CAL............................................... 35
/ JUDGE / CITIZEN / PERP RESPONSES................................................................................36
// CH/4: TOOLS FOR SURVIVAL....................................... 49
/ GENERAL GEAR................................................................................................................................49
/ RANGED WEAPONS / ARMOUR / DRUGS.............................................................................50
/ VEHICLES.............................................................................................................................................52
/ BRIEFING TAPES..............................................................................................................................53
/ HEALTH LAWS / TRANSPLANTS.............................................................................................54
// CH/5: ESCAPE FROM OLD NEW YORK............................. 56
/ ADVENTURE HOOKS.......................................................................................................................56
/ THE STREETS OF OLD NEW YORK.......................................................................................59
/ MARKHAM ASYLUM..........................................................................................................................63
/ ESCAPING MEGA-CITY ONE........................................................................................................69
// CH/6: CASE FILES UNDER CURFEW.................................74
/ I DIDN’T KILL NO DEPUTY!...........................................................................................................74
/ MUNCE AND CIRCUSES................................................................................................................. 81
/ ET TU BRUTE?..................................................................................................................................83
/ WESCUE WALTER!.........................................................................................................................85
// CH/7: THE RETURN OF CAL......................................... 94
/ HELTER SKELTER...........................................................................................................................97
// CH/8: ALLIES AND ADVERSARIES................................ 104
/ NPCS BY TYPE................................................................................................................................ 104

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CH/1: THE RISE OF THE SJS
The Day the Law Died and
Quis custodiet ipsos Mental Health
custodes? The following book contains a lot
of language surrounding mental
- Juvenal health. Judge Cal, the big bad of
The Day the Law Died, is frequently
I am the Living Law! referred to as ‘mad’, ‘insane’,
or ‘crazy’. Read about some of his
- Judge Cal certain behaviours, and you’ll see
why. This is best understood as
Not every Judge is Judge Dredd. Yes, it seems obvious.
The thing is, though, that even a Judge as committed,
what the great Sandy Petersen calls
skilled, and determined as Dredd makes mistakes. ‘fantasy insanity’. It’s not a real,
Imagine then how many more mistakes other Judges diagnosable condition. There is an
make. They pull their gun too soon, or too late. They awful lot of prejudice and stigma
lose sight of the perp for that split second, and the perp attached to mental illness in the
escapes. Judges are human, even after a decade of real world, and this book definitely
training, of conditioning. They’re human. And that makes doesn’t want to exacerbate that. If
them fallible. any of the language or content in the
Fallibility isn’t a crime. But, when its combined with the book makes you or any of your players
kind of power that Judges wield, and the pressure they feel uncomfortable, please feel free
are under, it can easily lead to something much worse to leave it out entirely. There are
than honest mistakes. Maybe it starts with something as
excellent resources for discussing
simple as letting a perp off for a misdemeanour. Nothing
big. Maybe they were littering. Or maybe they forgot to
consent in gaming. Check out their
pay a small fine. Maybe they own a shop and give you a recommendations, set boundaries if
free sandwich. Seems like nothing. Maybe it is nothing. necessary, and make sure everyone
Maybe that’s what it stays as. But it can easily escalate, round your table knows what they’re
growing as you let people off increasingly awful crimes getting into.
for increasingly large bribes. Soon, its excusing a murder
for a million credits. There a million ways for a Judge to
die in Mega-City One, and there are just as many ways
HISTORY
for a Judge to go bad. Corruption is always a threat, even No one is quite clear on when the SJS was formed, but
to the most apparently honest Judge. And if the Judges it seems to have been sometime soon after the Judges
aren’t beyond reproach…well, how long before the whole were created. A law enforcement cadre like the Judges,
system comes tumbling down? How long before Mega- operating with so little oversight, so few constraints on
City One is just one more irradiated wasteland? their power, always required some means of reigning
That’s pretty much the rationale behind the Special in. Judges can be corrupted, bought, or decide that
Judicial Squad, or the SJS. It was founded to watch the extortion and bribery are easier ways of making a living
watchmen, to judge the Judges. Make sure they didn’t than actually policing the savage streets of Mega-City
start overstepping their bounds, didn’t become crime One. The goal of the SJS was to act as a deterrent to
lords with good helmets. If Judges went bad…well, the such thinking, and, when necessary, to take the action
SJS was there to put a stop to it. That’s the theory, required to bring such Judges down. Initially, the SJS
anyway. But, as you might ask, who is watching the was drawn from the ranks of experienced Judges, those
watchers watching the watchmen? What happens when who’d already proved themselves on the streets, who had
the SJS get too powerful? The answer is Judge Cal. The seen something of the pressures facing their brethren.
answer is tyranny. The SJS would be ruthless, but entirely fair. Their
judgements were drawn from a place of empathy, if not
compassion.

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SJS officers quickly became infamous for their
brutality—and their willingness to significantly overstep
their jurisdiction. Soon, as their no-questions-asked
brand of law enforcement became recognised, their
responsibilities grew beyond simply keeping a watch
on the Judges. They were used for a wide variety of
enforcement roles: strike-breaking, riot suppression and
any other job which involved the exercise of thuggish
violence.
This propensity quickly became obvious under their
first prominent leader, Judge Cal. While other heads of
the SJS worked as quietly as possible, maintaining close
ties with the Chief Judge and maximising discretion, Cal
conspicuously did not bother with such subtlety.

JUDGE CAL’S LEADERSHIP


While Judge Cal’s personal shortcomings will be dealt
with in detail elsewhere in this book, his influence on the
SJS was little short of revolutionary. During the crisis
EXPANSION OF THE SJS precipitated by Dredd’s absence in the Cursed Earth,
Cal moved quickly to insert the SJS into the gap. As the
This soon fell by the wayside as the SJS began to grow. restlessness within the Mega-City grew, Chief Judge
It became apparent that the place experienced Judges Goodman increasingly came to rely on Cal’s particular
were most needed was on the streets. As a result, the flair for organisation and calculated brutality. The SJS
SJS began recruiting both from the experienced Street plugged the many gaps that Judge Dredd’s absence
Judges and young, suitable Judges poached from the revealed. The skull-helmeted “Specials” soon became a
academy allowing the SJS to oversee the final years of common sight on the streets of Mega-City One, with the
their training. This led to a marked change in the kind of populace coming to fear them. This civilian trepidation
SJS officers who were putting on the uniform, and the was in part because they appeared during moments
uniform itself became something altogether different. of particular crisis, as normal Judges were still the
They quickly distinguished themselves from their main street-level operatives, and also in part for their
street counterparts, adopting an entirely new uniform willingness to utilise violence at the earliest opportunity.
and a new emblem. The uniform of the normal Judge Where the Judges might issue warnings, the SJS rarely
is dark blue. The new SJS uniform was midnight black. bothered. In fact, they typically remained silent until
Where the typical Judge helmet features a shield they could start cracking heads together. For the period
crest—mirroring the badge on which a Judge’s name of Dredd’s trek through the Badlands of the Cursed
is recorded—the SJS elected to utilise a skull. Their Earth, this new role became the main occupation of the
helmets bear the death’s head to this day. Their helmets SJS, bringing with it increased prestige and influence
now reveal the mouth and chin, while their early masks throughout the city.
obscured the full face, leaving no means of discerning This growth in power influenced a cult of personality
the identity of a member of the SJS. It was claimed this around their leader Cal that verged on worship. Cal’s
was to prevent reprisals against members of the SJS orders were obeyed without question, and his ideas met
from Judges. After all, the theory states, the SJS exist with universal acclaim among the ranks of the SJS. It’s
to prosecute rogue Judges—they do the most hated job never been entirely clear when Judge Cal’s slip into
in law enforcement. Judges are highly trained killers who madness first became entirely apparent, nor when the
might feel aggrieved by such treatment, so hiding the SJS went from being an arm of the Judges to a maniac’s
face might help the SJS remain anonymous and better private army, but it is certainly around this time. As Cal
able to do their jobs as a result. relished the power, he gained without Dredd and the
Utilise their relative anonymity, a number of SJS SJS revelled in their authority, Cal and the most loyal
officers began to act without any constraint whatsoever. members of the SJS began to plot a coup. This started

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not, as would be believed for some while, with a plan to
discredit Dredd. It started far more quietly and far more
insidiously. The SJS maintained detailed files on all high
and middle ranking Judges. This was, nominally, as part
of their remit. It soon became clear that the real reason
for building extensive dossiers on senior Judges was to
enable Cal to blackmail them into subservience.
Chief Judge Goodman, a decent and honourable man
who was unable to truly withstand the rigours of his
job, transferred more and more responsibility to Cal.
The power of the SJS continued to wax, and soon,
Cal was placed in charge of preparing the morning
briefings for every Judge in the city. With the senior
Judges blackmailed into silence, Cal began a concerted
process of brainwashing the Street Judges. By inserting
subliminal messages into the briefings, Cal inculcated a
deep and abiding loyalty to himself. The messages were
delivered each morning by the SJS using a combination
of the constant presence of Cal’s men and the regular
blasts of sonic indoctrination from the briefing tapes,
and quickly, the briefings achieved their aim. The Judges
began to view Cal as their master and the SJS as their
superiors.

THE SJS TAKES OVER AND THE


FALL OF CAL
When Cal finally launched his coup, the SJS was at his
side every step of their way. They became a combination
of bodyguards, confidantes and occasional targets of
Cal’s increasingly unhinged behaviour. If, as many have
noted, Judge Cal was the Caligula reborn, then the SJS
was his praetorian guard, loyal to him and enforcing his
various edicts even as they became increasingly insane.
The SJS utilised their power to the full under Cal’s reign.
Most made themselves extremely wealthy, exploiting troublesome, or merely irritating. In short, the SJS held
the untrammelled power which Cal’s despotism afforded the city in thrall.
them, while others simply indulged their various vices The fall of Judge Cal left the SJS on the point of
as wantonly as they chose. While most Judges were utter collapse, with high-level discussions held to
significantly less constrained by protocol under Cal’s consider disbanding the SJS entirely. With Dredd’s
leadership, the SJS were entirely without oversight, help, the Judges had been able to cast off Cal’s psychic
and they indulged this freedom to the fullest. Any programming while the SJS drew closer to Cal’s side. The
slight against an SJS officer, real or perceived, was tyrant’s last stand was made with the SJS as his troops.
immediately avenged at the point of a lawgiver. The Judge Cal sought to slaughter the entire city, and the
deranged laws Cal put into effect ensured that, whatever SJS abetted him. While one or two plotted against Cal,
cruelty the SJS felt like inflicting on the populace of the majority remained loyal to the end.
Mega-City One, there was always a legal justification for Afterwards, many claimed they were hypnotised or
their brutality. At certain times under Cal’s rule, laughing otherwise brainwashed by Cal. Most denied knowledge
and smiling were illegal, so it was never very difficult of the canisters of nerve gas he had carefully stationed
to find a pretext to execute someone the SJS found around the city and his ultimate intention for them.

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None of these claims were especially convincing, and Years later, an RPA test being carried out by the SJS
the worst, and most brutal members of the SJS—and resulted in the deaths of two SJS officers. Spiegl and
those whose relationship to Cal was deemed too close Dredd came to blows over what occurred, in full view
to be forgiven—were purged. Lower-ranking members of several Street Judges. Without exception, the Street
were largely left alone. After all, as became increasingly Judges pretended to have seen nothing of the brawl,
clear, without them who would police the Judges? The revealing their contempt for the SJS.
opportunities for personal enrichment in the chaos When McGruder became Chief Judge for the first time,
after Cal’s fall were too tempting and numerous Judges in the aftermath of the Apocalypse War, the SJS did
took advantage. The SJS was, in the end, retained—a not receive the kind of boost in profile or powers many
necessary evil. expected. This was simply as a result of the lack of time,
appetite or capability for the kind of machinations and
political thuggery with the SJS typically enjoyed. As
MCGRUDER AND THE SJS McGruder gradually put Mega-City One back together,
This didn’t mean the SJS simply returned to its old and the populace slowly began to recover after the war
ways, of course. Judge McGruder was promoted to with East-Meg One, the SJS too replenished its ranks.
oversee the SJS, and given the contempt with which While McGruder didn’t favour the SJS above any other
the SJS was now treated, McGruder’s job was not an branch of the Judges, she was certain of its continued
enviable or an easy one. In keeping with McGruder’s loyalty to herself. She had been a popular and dedicated
reputation for toughness, integrity and competence, leader and knew that this would not be forgotten.
the members of the SJS were gradually rehabilitated. While all Chief Judges remained aware and alert to the
Dispelling the aura of secrecy with which the SJS had possibility of assassination, McGruder was right not to be
operated under, McGruder opened the SJS up to greater afraid of the SJS. Her loyalty to them was reflected by
scrutiny than had previously been deemed advisable. their absolute trust in her.
The SJS prided itself on its preparedness, always By the time of McGruder’s second term as Chief
striking before targets had time to respond, tactics Judge, circumstances in the aftermath of the Necropolis
utilised again and again during Cal’s reign. Under disaster were very different. McGruder’s mental health
McGruder, briefings of SJS affairs were regularly had deteriorated after her protracted period spent in
prepared and properly delivered. McGruder personally voluntary exile. She believed that as Chief Judge a faulty
joined the Council of Five, and offered her insights into call resulted in the death of innocents, resigned from
SJS affairs, as well as her decisions up for scrutiny. All of her post and took the Long Walk. Taking advantage of
this helped to slowly, but surely, reduce the bloody stain McGruder’s apparent decline, the SJS began to flex its
Judge Cal left on the SJS. Of course, the SJS did not muscles again, believing that she would stand by them
change that much. It still utilised a mixture of outright irrespective of how they conducted themselves. All of
violence and less-than-subtle coercion to achieve its this was overseen by the new head of the SJS, Judge
ends. Those Judges visited by the SJS were more likely Niles.
to endure a vicious beating simply because the SJS
officers could do so than to be indicted for any crimes.
Even Dredd was not exempt from such treatment.
JUDGE NILES CLAMPS DOWN
The SJS officer, Judge Spiegl and several of his cronies The SJS ran virtually rampant during this time,
kidnapped Dredd and subjected him to a rigorous with death squads being deployed to target peaceful
interrogation. Dredd, of course, had not broken any laws pro-democracy protests, and concerted—though
and initially suspected that the SJS had become corrupt unsuccessful—assassination attempts on Judge Hershey.
again. Investigation revealed that Dredd had merely Hershey, long an outspoken enemy of the SJS and their
been the subject of a Random Physical Abuse (RPA) test. scarcely controlled viciousness, was a deliberate target.
This charming invention was a latter-day SJS method of McGruder took action to try and curtail the renewed
determining which Judges might be most likely to break aggression and danger posed by the SJS, condemning
under questioning. Dredd passed the test—his success 150 Judges to take the Long Walk. In the end, her efforts
indicated by a small note left by Spiegl after Dredd proved fruitless. Perhaps in revenge for this particular
finally gave into unconsciousness—but would not forget slight against the SJS, Judge Niles was a key part of the
the treatment he’d received. conspiracy against McGruder that ultimately forced her
to stand down.

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McGruder had disbanded the Council of Five in 2112, to lead the squad, assuming the rank of head of the SJS
which left few ways to hold her decisions accountable. in 2122 and joining the Council of Five at the same time.
Despite having an intense dislike for each other, Hershey Buell’s leadership was generally appreciated by the SJS
and Niles agreed to collaborate on the task of bringing and the Street Judges, though the SJS retained their
a change to the office of Chief Judge. For his part, Niles reputation for brutality. In 2117, under Nile’s tenure,
set about convincing Dredd that something needed to be the headquarters of the SJS had transfered from a
done to defang the increasingly paranoid and despotic nondescript part of the Halls of Justice to inside the
rule of McGruder. Ultimately, the scrutiny and pressure Statue of Judgement itself. Housing the SJS inside the
from these senior Judges and her own fractured psyche same building that Cal had planned to murder Mega-
would be the architect of her downfall in 2116. City One from was a testament to the degree which
Her replacement, Judge Volt, immediately reformed McGruder and Buell had managed to expunge the Cal’s
the Council of Five and appointed Judge Niles to a stain of Cal from the SJS. The SJS remained ensconced
seat—a promotion McGruder had long resisted giving him. in the statue, until it was targeted by terrorists and
This was yet another grievance that had almost certainly destroyed in 2134. This resulted in the SJS being granted
motivated Niles to turn on McGruder, despite her long a new, purpose-built headquarters, SJS Central. A grim
relationship with the SJS. Niles’s new powers allowed the looking building, its construction was a long and arduous
SJS to continue to exert its brutal influence . When Volt process, matched only by the difficulties the SJS
was eventually replaced by Acting Chief Judge Hershey experienced as a result of the vast quantities of data
in 2121, Niles had to contend with the fact that the SJS and administrative records lost during the destruction of
might lose a significant amount of influence. Ironically, their previous base.
the fate of the SJS was far less unpleasant than Niles
had believed after Hershey ascended to Chief Judge.
While she remained antagonistic towards the SJS and
THE DAY OF CHAOS
their methods, Hershey had long since concluded that The reputation of the SJS, rarely exalted at the best
the black-helmeted enforcers were a necessary evil, a of times, was significantly damaged by their failure to
much-needed check on the Judges. detect a significant number of East-Meg One moles.
Concealed within the Justice Department, the moles
enacted their plan leading to the slaughter of 350 million
SECTOR 301 men, women and children in Mega-City One on what
An essential injection of fresh blood for the SJS came came to be known as the Day of Chaos. This disastrous
as a result of Dredd’s intervention in Sector 301. Known error cost the SJS dearly, both in terms of prestige and
colloquially as the Pit, the Judges and the SJS in the influence amongst the Judges and reputation in Mega-
area had become flagrantly corrupt, openly shaking City One as a whole. Buell intended to step down, but
down shops for protection money and handling anyone his exit was stalled by a proposed restructuring of the
who sought outside assistance with a particular brutality. SJS. Rather than an autonomous organisation, the SJS
Dredd, realising that the SJS officers responsible for would be absorbed into a new super-division—Undercover
Sector 301 were just as corrupt as the Street Judges, Operations. Buell was to be a subordinate to a newly
quickly set up his own team of investigators, which appointed head of this massive department, but this
included Judges Buell and Garcia. Over the course of never occurred. Instead, the grand reorganisation fell
their time flushing out the various corrupt elements of apart, as the enormous administrative and bureaucratic
Sector 301, both Buell and Garcia discovered a talent obstacles became obvious. By 2136, the entire plan
for identifying and exposing corrupt Judges. This led to had been abandoned, and Buell continued to cling onto
their being recruited into the SJS and highly successful his post. By 2137 though, he’d finally given way to a
careers for both. While they were with the SJS, Buell successor, Judge Waldron.
and Garcia brought down Chief Judge Sinfield after The events of the Day of Chaos left a considerable
discovering evidence that proved he had ascended to mark both on Mega-City One and on the SJS. Judge
the office illegally. In this act, Buell and Garcia finally Gerhart, a long time SJS operative, was convinced that
achieved some degree of redemption for the SJS after the fault of the Day of Chaos actually lay at the feet of
Cal’s administration. Dredd. For some time after the event, Gerhart pursued
Buell’s reputation increased both within and without a vendetta against Dredd, bringing the venerable Street
the SJS, eventually leading Buell to high office. He rose Judge again into conflict with the SJS. The driven

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Gerhart was convinced that Dredd was dirty and spent
as much time as he could trying to find any proof of
Dredd’s betrayal of the Law. When Aimee Nixon, the
former Judge, conducted her uprising on Titan, Dredd
and Gerhart were forced to work together to survive
the ordeal. Gerhart’s opinion on Dredd was ultimately
changed by this experience, though he returned
convinced of Dredd’s fundamental commitment to
violence—even if it was violence conducted in the name
of the law.

CONTEMPORARY CORRUPTION
In recent times, the SJS has been relatively quiet.
While the exposure of Judge Pin as a serial killer
triggered concerns that the SJS was back to its old
ways, it soon became clear that she was acting alone.
After years of hunting down corrupt Judges, Pin had
simply snapped and lost all reasoning. Convinced that
dozens of Judges has escaped the justice of the SJS,
she took it upon herself to hunt them down. in an
increasingly unpleasant series of killings, baffling most
Judges. She even attempted to murder Dredd. First, SJS originally existed to find those Judges guilty of
she blinded him by disabling his bionic eye and then breaching the law they had sworn to uphold. Over time
buried him alive in a plague pit. In the end, as with so however, this remit has expanded considerably, with
many others, Dredd was able to thwart her through his the SJS accruing more power, more influence and more
formidable will, freeing himself and leaving Pin to be responsibility.
consumed alive by mutant rats. This first became obvious during Judge Cal’s tenure
There is, of course, one final act of SJS corruption to as head of the SJS. While Dredd was absent from the
be mentioned. The ascension of Judge Logan to the rank Mega-City attempting to deliver salvation to Mega-
of Chief Judge resulted in a raft of sweeping changes, City Two, the SJS were used for riot suppression and
including the complete replacement of the Council of dealing with organised violent crime. This might have
Five and the appointment of a mechanismo droid. One been overlooked or forgotten about if it weren’t for their
of the replaced Judges, Judge Farrow, attempted to particular skill in dealing out brutality en masse. Highly
lead a coup against Judge Logan, which Judge Waldron drilled and fanatically loyal to their leader, the SJS were
duly joined. With the assistance of Dredd, the coup was a near-perfect replacement for Dredd. This increase
quickly suppressed, but the propensity of the SJS to in profile and in responsibility was soon matched by
act entirely without sanction has never been entirely an increase in the regularity and intensity of SJS
eradicated. Who knows what they might do next? investigations of Street Judges.
This particular tendency never really abated. The SJS
continue to launch brutal examinations of the careers of
ROLE OF THE SJS even the most honest and upright of Judges. There is a
The SJS was created with the intention of fulfilling a rationale to such actions, naturally. The RPAs, the spot
very specific need within the Halls of Justice—to police checks and the extensive interrogations are all intended
the Judges and ensure that the concerted belief in a to act as deterrents that ensure innocent Judges are
Judge’s superiority to other citizens did not become reminded of the consequences of failing to remain
something more, something darker and uglier. Judges innocent and catch guilty Judges before they can get any
are, as mentioned earlier, still only human. They may be guiltier. Street Judges have grown to loathe and resent
trained to the heights of physical excellence, capable of such constant intrusions into their lives on spurious
feats of strength and endurance that seem impossible, contexts, and many believe that the SJS carry out such
but in truth, they remain imperfect and corruptible. The investigations for no other reason that their own sadistic

9
pleasure. Of course, this is an accusation levelled at the craft was able to vanquish the Zhind, driving them back
SJS over virtually everything they do. The truth of it is from Mega-City space and potentially saving billions of
never entirely clear. There are many who insist that the lives. As soon as the war was won, the SJS massacred
SJS need to act in this heavy-handed fashion. Judges every single one of their insurgent allies. The SJS is, if
are simply too powerful, too capable of brutality, without nothing else, thorough.
a check on them at least as violent as they are. Certainly, The SJS maintains close ties with the Public
the SJS live up to such a requirement. Surveillance Unit (PSU), sharing resources and
The SJS also play an important role in espionage, information extensively. While the PSU and the Judges
acting as a counter-intelligence unit meant to identify also maintain a cordial relationship, the similar nature
and handle potential spies or political subversives within of the work performed by both the SJS and the PSU has
the ranks of the Judges. While the group ultimately led to a closer bond between the two. This was further
failed in this regard with the Day of Chaos, it remains a strengthened by their sharing of a HQ. For the period
key function and one with far reaching consequences, as of time, they were both stationed inside the Statue of
the murder of 350 million Mega-City One makes clear. Judgement.
Despite this failing, the SJS is responsible for The SJS play a vital role in holding Mega-City One
monitoring Judges, seeking to detect infiltrators or spies together. It’s rarely a pretty role, rather the opposite.
and, if possible, turn them into double agents. This is The SJS do the dirtiest of jobs. The main problem with
a slow, careful process—one typically seen as unsuited the unit is that they seem to relish these grim tasks.
to the black-helmeted thugs who make up the SJS. But They enjoy lashing out and start breaking bones and
there have always been more subtle elements within smashing faces a little too early. They walk a narrow line
the SJS. Cal, for all his later madness, was capable of between the last line of law enforcement and out-and-
the long-term planning and move and counter-move out criminality, and it doesn’t take a great deal to push
necessary to thrive in the worlds of spies. Judge Pin, them over it. But, until someone creates a replacement
too, was capable of the kind of ingenuity and plotting capable of doing what their jobs better, they remain,
necessary to unpick the layers of East-Meg One’s plans. unfortunately, indispensable.
This type of insight seems to drive the SJS officers
blessed with it into a psychosis, of course. But when cast
adrift in a wilderness of mirrors with only the support of
RECRUITMENT
other SJS officers for stability, it is small wonder so few The SJS doesn’t possess a cadet program or
lapse into one form of mental illness or another. rookie Judges. It selects from those already trained
Alongside their terrestrial duties and largely thanks to and capable of doing what’s required of them when
a fleet built up towards the end of MacGruder’s second confronted by the depravity and ugliness of Mega-City
reign as Chief Judge, the SJS is also responsible for One. The SJS constantly reviews and screens every
peace-keeping off-planet, ensuring that Mega-City new intake of Judge cadets, looking for those with a
One colonies throughout the galaxy remain loyal. This particular capacity for violence, an ability to follow
involves the SJS maintaining a large navy of warships. orders and a knack of spotting corruption. It’s not often
Dispatched to any planet on the verge of rebellion, the all of these qualities are found in a single individual.
SJS are responsible for pacifying any rebellions and As a result, the SJS tends to try and find recruits who
ensuring that any ongoing risk of mutiny is quelled. possess one or two and might be able to learn the rest
Permanently. on the job. The SJS also recruits from the ranks of
The SJS fleet is known as the Justice Control Division experienced Judges, and many Street Judges see it as a
(JCD) and has proven itself a valuable weapon in the relatively quick route to power...
Mega-City’s arsenal. As is to be expected, the JCD The actual recruitment process for younger rookie
displays the same ruthlessness as the SJS. When the Judges is fairly secretive. There are rumours of hazing
SJS officer Judge Kulotte was dispatched to K-Alpha 61 rituals, designed to inculcate absolute loyalty to the
in 2131 to repress a growing insurgency, he was forced SJS first and then to the current head of the SJS
to ally himself with the leader of the rebellion, Marshall second. While all Judges are meant to remain loyal to
Karet Luther. An imminent invasion from the alien Zhind the law, and to Mega-City One, they are not required to
required an expedient truce to be reached between be personally loyal to the Chief Judge in the same way
Kulotte and Karet. A unified force of JCD ships and rebel that the SJS venerate their leader. This is a clear relic

10
Using the SJS in Your Games
An organisation like the SJS is big enough, strange enough and colourful enough
to be whatever you need it to be in your games. Are you running a Judge game?
Then they can be the ally you can never quite trust, or the enemy you can never
do without. They can be useful one week, maybe giving you a tip that the reason
you can’t find the key evidence to a case is because a colleague is dirty. The
next? Well, maybe the next time they’re beating you up for reasons they don’t
bother to explain.
Did you accidentally cause a lot of damage when taking down that gangster? Well,
maybe the SJS want to know why. Did your arch villain get away? Maybe the SJS
pay you a visit to determine whether or not you let them dodge you. The SJS are
an unpleasant fact of life for a Street Judge, one you’re going to have to come
to terms with. Are you going to be compliant? Or are you going to stand up to
them? And if you do, what happens next?
If you are a civilian or a perp, well then, the SJS are pretty much your worst
nightmare. It’s bad enough coping with the normal Judges. Now you’ve got to deal
with a bunch of thugs so bad they make their money picking on the other Judges?
A citizen might become embroiled in a riot, and the SJS are sent in to smash up
with their usual wild abandon. A perp might have dealings with a corrupt Judge
and need to decide whether to protect a valuable contact inside the Halls of
Justice or avoid a beating from a skull-badged nightmare with a truncheon.
The SJS get to be the Street Judges but even more so. They can be bigger,
nastier, tougher… and they can do whatever they like. After all, who’s going to
stop them?

from the relationship the SJS had with Cal, and which An organisation that is prepared to cover up your
MacGruder utilised to her advantage when trying to misdemeanours and sees your chequered record on
rehabilitate the unit after his death. It has persisted to the streets as a plus is a major draw. This is often
this day, and the SJS has an unusually close relationship the case for rookie Judges too. Judges are taught a
with the head of their unit, backing them to the thousand ways to kill, brutalise, and maim those who
proverbial hilt. threaten them. Then told only to use these skills in the
The unique mixture of responsibilities and freedom most exceptional of circumstances. For many, this is
from sanction ensures that those possessing the something of a disappointment. Judges give up any hope
right kind of attitude can ascend the ranks of the SJS of a family, eschew drinking and drugs—in short, the only
extremely quickly. The insular nature of the organisation kind of people who want to become Judges are those
also ensures that internal power struggles rarely impact who either really want to help people or really want to
the reputation of an SJS official within the broader hurt them. And if you’re of the latter variety, a life of
Justice Department. While the actions of a Dredd or a careful restraint is much less tempting than a life of
Hershey are quickly amplified and discussed in every sanctioned thuggery.
canteen and locker room, Cal’s peccadilloes were kept The appeal of the SJS lies here. It grants more freedom
almost entirely hidden from sight. from consequence than being a Street Judge and offers
This code of omertà is a big part of the appeal for more power. For many, being recruited by the SJS is the
many of the later recruits to the SJS—those who best thing to happen to them since being accepted as a
join after a lengthy career as a Street Judge, say. cadet.

11
Playing an SJS Judge
Being a Judge with fewer restrictions
on what you can and can’t do sounds
pretty attractive to a lot of
players, and playing an SJS Judge can
certainly be a fun and interesting
spin on the standard Judge careers.
But, it’s important to bear in mind
that the SJS have an important job
to do. They might be famed for their
brutality, but they exist to keep the
Judges under watch and to prevent
corruption. If the players want to
be members of the SJS, focus them
on this aspect of the job. They must
investigate their own former friends,
those they were in the academy with,
those they survived the hotdog run
alongside. And now they tail their
former friends, review tapes of them
and examine every case they’ve touched
since becoming fully fledged Judges.
Perhaps they arrest them, leading
a companion to the ship to Titan,
knowing what happens to up there.
Being a member of the SJS shouldn’t
be a free-for-all romp of violence
with no repercussions. Concentrate on
the political importance of the SJS
or their espionage work. Make a game
playing an SJS Judge feel as different
from a game playing a Street Judge as
you can!

12
CH/2: FUGITIVES, LOYALISTS
AND REBELS
This chapter provides rules for extra origins and
careers and includes two new species. Although a few
reflect activities taken under during the brief reign
of Judge Cal as Chief Judge, the Gamemaster can
determine if they are applicable to other periods of the
Judge Dredd saga incorporated in a campaign.

SPECIES
The following species are included as extra character
choices available to a campaign.

// TROGGIES
The original inhabitants of the Undercity beneath
Mega-City One are the descendants of citizens,
refugees and fugitives of New York who chose to live
in subterranean locations, some from as early as
the middle of the twentieth century. They were not
missed by the surface dwellers who were unaware of
the growing community that lived underneath them,
dismissing rumours of the troggies’ existence as urban
legends. Sealed off from the world above, the Undercity
population adapted to their realm of eternal night,
spreading through the subway stations as each was
abandoned. Over time, a strange and rapid evolution
of these denizens occurred, possibly accelerated by
mutagens in the chemical waste that had been dumped
in sewers and the Ohio River. Their skin became pallid
and grey, whilst their bulging eyes were now capable of
seeing in the darkness but were left unable to tolerate
bright light.
Most subsist on a diet of rats and fungi, though many
are known to practise cannibalism. Some of them wear
bizarre, tattered remnants of 20th century clothing, No longer united, the troggie bands continue to live in
and their eerie sounding voices are peppered with odd the Undercity in the hovels of their trog towns, though
phrases passed down from some of the decades of this a few hungry opportunists sometimes find an entrance
era. to the city floor of the Mega-City and grab vagrants and
In the closing years of the 21st century, the troggies other lone citizens for food.
fell under the leadership of the deranged ‘prime cat’,
Slick Willy, who unleashed a series of raids to snatch >> Size: Medium
‘upsiders’ for use as slave labourers in an irrational, but >> Attributes: END +2, INT +2
thankfully thwarted, plot to blow up the city above them. >>Skill Choices: climbing, mining, stealth, survival

//Species Attribute Bonuses


STR AGI END INT LOG WIL CHA LUC PSI REP
TROGGY — — +2 +2 — — — — — —
KLEGG +2 -1 +2 — — — — — — —

13
Troggies who dare to surface on the Before being employed as mercenaries by Judge
streets of Mega-City One are met Cal, the Kleggs were unknown to virtually everyone in
with fear, revulsion or violence by Mega-City One, including the Judges; but they soon
those citizens they encounter, and made themselves the most feared and loathed alien
Judges show even seemingly harmless species ever encountered. Their reputation is likely to
ones short shrift, forcing them back stay unchanged and has also coloured human prejudices
underground and sealing off the entry against other alien species. Following the death of Cal,
the point they used. Those troggies all Kleggs were banned from Mega-City One, and the
Judges summarily hunt down and shoot any they learn
who manage to lurk in the city
of. Campaigns involving Klegg player characters will
generally keep to derelict areas.
need to be set outside the city or will involve the risk of
Their skills and desperation make them citizens reporting their location to the Judges.
useful to criminal gangs, and a few
black-market goods producers use them >> Size: Large; reptilian [High caste are Medium sized
as sweatshop labour. until they reach 6MDA]
Sometimes, threats to their >> Attributes: STR +2, END +2, AGI -1
>>Skill Choices: hardy, intimidation, unarmed,
underground communities drive troggies
swimming
to seek refuge or assistance in the
world above them, and in coming years, EXPLOITS
they will initiate different missions >> Reptilian. Like many reptiles, the cold- blooded
from Judges who use them as guides as Klegg suffers from Vulnerability [1d6] cold.
they investigate the reported menaces >> Scales: The Klegg has +5 SOAK.
that threaten the Mega-City itself. >> Claw and Fang. Kleggs have fearsome jaws which
inflict 3d6 piercing natural damage and claws which
EXPLOITS inflict 2d6 piercing damage.
>> Darksight. You can see clearly in the dark as though >> Want Meat! Once per day, if you have a pound of
it were daylight. However, bright light hurts your eyes, fresh red meat for each point of END, you can gorge on
inflicting a –2 DEFENCE penalty. it. This requires you to pause for two actions, and after
>> Scavengers. Troggies can use most meat, vegetable or an hour has elapsed, you recover 2d6 HEALTH.
fungoid matter as food, no matter how strange or rotten >> Strong. Kleggs are noted for strength. When taking
and, as such, are immune to poisons. a new career, a Klegg may exchange one of the listed
attributes increases for STR, as long as this doesn’t
// KLEGGS result in duplicate advancement.
Kleggs are a fierce species of large reptilian aliens who >> Ham Fisted. When trying to manually operate
have carved out an empire in an area of space mercifully intricate or fragile devices designed for other species
distant from Earth. They resemble hulking, bipedal such as human keyboards, Kleggs receive a -1d6 modifier
crocodiles and stand some ten to twelve feet tall. Their on skill tests.
natural savagery is allied to a love of eating raw flesh,
and they are equipped with a monstrous set of jaws and Playing a Klegg PC inside a Mega-
powerful claws and a thick, green scaly hide of natural City should be possible if a campaign
armour. Despite their bestial appearance, they are quite
or scenario is being run where the
happy to use powerful guns and also travel in war fleets.
The features of individual Kleggs are usually
players are fighting for Cal, otherwise
indistinguishable to other species, though the Klegg the Klegg will need to operate as
royal family is reputed to comprise of Kleggs that attain muscle for a criminal gang and will
gigantic size through some biological process. Other need to keep a low profile as far as
reports indicate the possible presence of an agiler and the Judges are concerned — at least
fiercer strain of the species. for a decade or so after the fall of
Judge Cal.

14
Mercifully, the blanket death sentence ORIGINS
on Kleggs is revoked around 2112.
They are believed to be an endangered The following origins are mainly restricted to Klegg
characters. Unlike most origins, some may only be
species and so are merely captured and
chosen once rather than multiple times.
kept in zoos.
Shortly afterwards, Mega-City One
starts to receive reports from its Child of the Dark [2d6+6 years]
colonies and traders of encounters >> Prerequisites: None
with raiders from the Klegg Empire, >> Attributes: AGI +1, END +1, INT +1, WIL +1
>>Skill Choices: clubs, knives, sling, local knowledge,
and the species’ protected status is
perception, stealth, survival
revoked.
Clashes proceed to occur between Space The Undercity is populated by a mixture of species,
Corps and an alliance of Sino-City and the original troggies becoming outnumbered by an
the Klegg Empire for a few years, but assortment of human refugees and fugitives, mutants
by the mid-twenties a few individual from the Cursed Earth and renegade droids. ‘Half-
humes’ are humans who have typically suffered mental
Kleggs have started visiting the Meg,
deterioration to some degree or other through their
trying to make careers and fit in as
experiences or recessive genes, some of whom have
citizens. the misfortune to be completely blind. In a few shunned
regions, ominous denizens are of seemingly supernatural
origin.

15
Aesthetic Klegg [2d6+6years:
May only be taken once.]
>> Prerequisites: Klegg
>> Attributes: STR +1, END +1, INT +2,
>>Skill Choices: [academic], [artistic], [crafting],
meditation

The average Klegg loves inspirational, though


obviously not too complicated, battle chants and odd
bits of doggerel about meat, but is otherwise a cultural
philistine. That said, most animal litters have a runt, and
the Klegg equivalent is an individual who appreciates
beauty and refined sentiments. Misfits amongst their
own species, many of them seek to travel to other
planets where they hope that the inhabitants will accept
them as poets, singers and gourmets.
You face a difficult struggle attempting to get aliens to
understand that you are not a ferocious, slaughter-loving
maniac. Sadly, the scent of blood still stirs the monster
within you, but you have resisted the temptation to
attack and rend intelligent species you encounter—for
You learned to move around in the ink black world now.
beyond the light of the spluttering fires of garbage
that heat the lair or stronghold you call home. As you EXPLOITS
listen to the wild, fantastic tales of the world above >> Diversion. You adopt a peaceful leisure activity as
with its abundance of food, strange machines and lethal a means of distracting your attention from the cruelty
guardians, you ponder if you will ever clamber through a around you. You gain 3 ranks in an appropriate skill
route that allows you to explore its mysteries. chosen from either [crafting] or [hobby].
>> Muse. Your soul is stirred by the arts. Choose four
EXPLOITS skills from amongst [artistic] or [performance]. You gain
>> Compensatory Senses. You have honed the use these four skills at 1 rank [1d6]. This does not increase
of your body’s other senses to compensate for the the rank of an existing skill.
darkness you struggle to survive in. You may choose a >> Peaceful. You are not easily stirred into violent
sense from hearing, taste, touch and scent; the chosen rage. You gain +4 MENTAL DEFENCE against attempts
sense gives a +1d6 bonus to relevant Perception tests. to make you undertake violent actions or gain the Angry
>> Toxic Gases. The underground is full of toxic fumes, condition and gain +2 to shake off the condition. You also
and you’ve become used to them. You gain a poison gain +1d6 to meditation rolls.
SOAK of 5.
>> Underground Sense. When underground, you can
always determine direction and depth and pick a route to Soldier Caste Klegg [2d6+6
the surface.
>> Totem [prerequisite Troggy]. You possess a small or years: May only be taken once.]
tiny 20th century object as a valued heirloom, a link to >> Prerequisites: Klegg
a past when your ancestors could walk in the light. The >> Attributes: STR+2, END +2
item serves no practical purpose but also gives you +1 >>Skill Choices: bravery, brawling, carousing, hardy,
LUC while you possess it. Sold to a topside collector of intimidate, rifles, survival
antiques, it would fetch 3d6x100cr.

16
Most Kleggs are born and raised as warriors. As a high caste Klegg, you naturally aspire to outlive
You were born from an egg — not the mewling the cannon fodder hatchlings, but advancement and
helplessness of a milk-sucking mammal for you— survival in the echelons of power amongst your species
smashing your way out of your shell. You used your is dependent on the time-honoured traditions of
array of sharp teeth to snap up any gobbet of meat you backstabbing and treachery.
could reach and inflicted a sharp bite on any siblings who
sought to thwart you. You are growing fast and already EXPLOITS
tower over lesser species. >> Royal Connections. One of your ‘cousins’ from
the same brood of eggs attained royal status and
EXPLOITS occasionally demonstrates a vague interest in your
>> Klegg Home World. You were raised in the heart career. You gain +2 REP.
of the Klegg Empire, where parades and celebrations >> Brainy. You gain one rank in three skills chosen from
abound as your species receives news of distant [technical].
victories and an incoming stream of plunder and tasty >> Schemer. You have already acquired the innate
captives. You gain the following skills at one rank which cunning needed to work your way up to a senior position.
does not increase the skills beyond one rank: carousing, You gain +1d6 in all [subterfuge] and [social] skill rolls
conviction. you make to deceive or influence other Kleggs.
>> Remote World. You were stationed on a far-flung >> Stone Cold Stare. You have an intimidating presence
colony where you had to learn to be self- sufficient if and are able to mess with peoples’ heads. You can make
you needed to eat. You gain the following skills at one a REP mental attack against a target, inflicting the
rank which does not increase the skills beyond one rank: Afraid condition on a success.
hunting, tracking, survival. >> Me and My Kleggs [requires Stone Cold Stare].
>> Wet World. You grew up and practised the swimming When using your Stone Cold Stare ability, you can affect
skills of your animal ancestors on a world with abundant one target within 30’ for each Klegg who is under your
bodies water. You gain 3 ranks in the swimming skill. command that is within 30’.
>> Kleggs in Space! You spent most of your early life
on the warships that patrolled the Klegg Empire. You
gain a +1d6 bonus to operate any device that is part of
a Klegg warship.
>> A Klegg and His Klegg Hound. You have a natural
affinity with the Klegg hounds of your native world.
You gain 3 ranks in animal handler [Klegg hound].

High Caste Klegg [2d6+6


years]
>> Prerequisites: Klegg
>> Attributes: LOG +1, WIL +1, CHAR +1, REP +1
>>Skill Choices: conviction, interrogation, leadership,
tactics, swords

Some Kleggs are hatched as members of a ruling


caste of elites and initially lack the size and physical
prowess of the bulk of their species, but they are
given an education that enables them to lead the
unimaginative brutes that will comprise their minions.

17
NEW CAREERS >> Pro-Criminal Demonstration. Once every 24 hours,
if you can get a message to an ally, you can spend a LUC
This adds to the careers presented in Judge Dredd & point that gets a number of peaceful demonstrators
the Worlds of 2000 AD and other supplements. Some determined by a roll on your REP pool, to assemble
are limited to specific species and there are also military, within 1d6x 10 minutes at an accessible location in Mega-
Undercity and miscellaneous categories. As usual, the City One.
Gamemaster should be the final adjudicator on which
new careers become available for characters in their Civilian Perpetrator [1d6 years]
campaign. >> Prerequisites: Human or clone, with hardy or
resistance
>> Attributes: AGI +1, END +1, INT +1, WIL +1
CIVILIAN CAREERS >> Skill Choices: [development], brawling, clubs,
Some citizens, wanting to change the lot of fellow dodging
citizens or merely trying to make themselves rich and
famous, find themselves drawn into the politics of Mega- The Academy of Law believes that its cadets befit
City One. from the opportunity to mete out pain and injury on
real civilians rather than just mekanoids. To this end,
they employ a few citizens as CPs without any criminal
C.C.C.C. Member [1d6 years] convictions who are desperate for work to act as living
>> Prerequisites: None punch bags for Applied Violence training. When the
>> Attributes: INT +1, WIL +1, LOG +1, CHA +1 worker’s ability to heal becomes impaired, they become
>> Skill Choices: bureaucracy, conviction, counselling, redundant, a measure resulting from economics and
law efficiency considerations rather than humanitarian
concern.
The Citizens’ Committee for Compassion for Although you have endured constant beatings from
Criminals is a civil rights body that believes the Justice daysticks, head butts, gloved fists and Judge boots,
Department needs to introduce a more loving and caring the Justice Department’s medical care has maintained
system for dealing with citizens who break its ‘harsh’ your body in a state of good health, albeit with a
laws. The organisation maintains an office in the Mega- certain amount of scar tissue, replacement organs and
City, coordinating jumble sales and other fundraising cybernetic parts.
activities and administering subsidiary groups, such as
the Fellowship of Young Offenders. The campaigners EXPLOITS
secured an interview with Chief Judge Griffin himself >> Battered. Cauliflower ears and broken nose you may
in 2101, but a short while later, two of the Committee’s have, but you can take a hit without flinching. You gain
leaders, Councillor Frank Petty and Mrs Majory SOAK 5 [blunt].
Blackshack, were jailed for aiding in the escape of a >> Give It Everything. You are virtually immune to the
convicted criminal. This incident did little to set back the Pained condition. It’s not that you don’t feel pain—it’s
organisation as unctuous and ambitious replacements, that you’re used to continuing on despite it. You gain an
typified by Muriel Kravitz, were waiting in the wings. extra +2 to shake off the Pain condition.
>> Academy Legend [requires Battered and Give it
EXPLOITS Everything]. You have probably had nearly every bone in
>> Known Activist. The focus of one of your campaigns your body broken at least once. You gain a +1d6 to REP
generated media interest and made you a thorn in the based rolls involving Academy tutors and any cadets
side of the Justice Department. Gain +2 REP. or Judges who attended the Academy of Law while you
>> Access [requires Known Activist]. As long as you worked as a CP.
are not serving an iso-cube sentence yourself, once per
day you can use bureaucratic means and a lawyer to Player Character CPs
persuade the Justice Department to you allow a one- There is only so much that even the best medical
hour interview with a prisoner at either the iso-block care can do for continuous, serious injuries. The first
holding them or via a comm link. The request needs a time this career grade is chosen, the CP must succeed
point of LUC and takes 1d6 hours to process. in a Challenging [13] END check or reduces maximum

18
HEALTH by 2 points. Each extra time the career is taken,
the test increases by another benchmark level. The usual
minimum score of 10 still applies, however.

Dreddist [1d6 weeks]


>> Prerequisites: None
>> Attributes: INT +1, WIL +1, CHA +1, LUC +1
>> Skill Choices: bluffing, clubs, conviction, disguise,
stealth, tactics, throwing, perception

As Chief Judge Cal knows only too well, as long as


Judge Dredd survives, citizens have a figure to rally
behind in opposing his rule. You are one of them.
Undeterred by the summary shootings of curfew
breakers and the fearsome, people-eating alien

The Growth of Political


Resistance in Mega-City One
Prior to the Robot War, the citizens of Mega-City One enjoyed or aspired to a
utopian lifestyle. The disasters unleashed by Call-Me-Kenneth shattered this
pipedream for many of them. The Judges, their unelected masters, had saved them,
and if their belief in the Judge system momentarily wavered in the crisis, they
realised and appreciated the crucial role Judge Dredd had played in saving them
from robot rule.
When Judge Cal assumed the mantle of Chief Judge, the peoples’ protectors
were suddenly transformed into their persecutors. Judge Dredd was the natural
champion the population turned to, and citizens soon found themselves doing
the unthinkable, actually taking to the streets to demonstrate against Judges,
fighting them and marching against the Grand Hall of Justice itself. As their
resistance continued in the face of numerous setbacks, ‘Dreddists’ learned
how to organise themselves and stay off the Judges’ radars, finding ways to
communicate with other rebels and breaking curfews to deface Cal’s propaganda
and sabotage surveillance devices.
Ultimately, Dredd saved the city from a tyrant, but some citizens questioned
just what the difference was between the deposed President Booth and Judge Cal.
As the mayor and City Hall had shown how powerless the civil power actually was,
a small minority felt that it was time for a change and, putting the courage and
skills in subterfuge and organisation they had learned opposing to Cal to good
use, started to actively campaign for democracy.
Following the Apocalypse War of 2104, the democratic movement campaigning
for political reform will become increasingly popular and provoke brutal
measures from the Justice Department who attempt to stamp it out, leading to
a snowballing pro-democratic movement and an increase in political extremism.
These events will be covered in future publications in Judge Dredd & the Worlds
of 2000 AD.

19
mercenaries that Cal has put on your streets, you have or conapt within 30’ to inflict the Charmed condition.
risked your life joining the movement to overthrow him. Judges are not affected by this exploit.
A lone Judge ambushed in an alleyway, reporting the >> City Hall [requires Block Councillor]. You won a
movements of patrol wagons, defacing a poster of Cal— post to a regional election and represented the greater
any action counts in the struggle for freedom. community as a City Councillor. You gain +2 REP. Your
REP attack to influence citizens can now affect a number
EXPLOITS of people equal to your CHA score who can be citizens
>> Anti-Surveillance. You have become familiar from anywhere in your Mega-City. Judges are not
with surveillance devices, blind spots, and avoidance affected by this exploit.
techniques that, by moving half your speed, you can >> Idealist. You have a platform of ideology, and this
render yourself invisible to electronic monitoring gives you great mental strength. You gain +2 MENTAL
equipment. DEFENCE. Decide what your ideological platform is.
>> Hustle. Your SPEED increases by +2 >> Public Speaker. You are able to sway and influence
>> Unseen. You know how to blend so that no one pays crowds. You can spend 5 minutes talking to a crowd and
any attention to you. You gain a +1d6 bonus to disguise make a REP check equal to 1% the size of the crowd. For
and stealth when attempting to do so. example, for a crowd of 2,000, you must beat 20 in your
>> No Mercy for Kleggs! You gain +1d6 to damage rolls check. If successful, you influence the crowd in some
made against these hated aliens manner, inflicting either the Charmed or Angry condition.
Judges are not affected by this exploit.

Mega-City Politician [1d6 years]


>> Prerequisites: Bribery or local knowledge Pro-Justice Activist [1d6 years]
>> Attributes: LOG +1, WIL +1, CHA +1, REP +1 >> Prerequisites: None
>> Skill Choices: [social], politics, economics, >> Attributes: INT +1, WIL +1, CHA +1, LUC +1
geography, history, local knowledge >> Skill Choices: brawling, conviction, law, intimidation,
trivia [famous Judges]
Outside the election campaign for the post of the City
Mayor, most citizens, excepting a few entrepreneurs and Despite Mega-City One’s harsh judicial system, some
philanthropists, show little interest in politics other than citizens are vocal and active supporters of the Judge
discussing occasional juicy scandals that are whipped up system. Small numbers of activists have sincerely held
by the media. beliefs of the dangers of liberal attitudes or puritanical
Individuals who aspire to become the next mayor prejudices that inspire them to form committees. Some
require nomination by a thousand of their fellow of these individuals even receive the respect of the
citizens, and whilst on campaign, they need heavy media Chief Judge. Many others are merely uneducated bigots
exposure to have any chance of success. They also who make up the crowds of demonstrators, hoping
run the risk of assassination at the hands of their rival for a chance to take out their everyday boredom and
candidates’ supporters. frustration by fighting against pro-democracy protestors.
You entered politics at a local level on a committee for A few are zealots, waging a vigilante crusade under the
your city block or conapt and started to rise through the cover of night.
ranks. You know where you are with the Judges and have
made a stand! You might even reason that you know
EXPLOITS where you are with Judge Cal!
>> Back Hander. You are not above making a
small profit by taking bribes to accept tenders from EXPLOITS
businessmen or turning a blind eye to non-compliance >> Known Activist. You have made a name for yourself
with regulations. You gain 1,000 Cr. You may repeat this as a supporter of the Judge system. Gain +2 REP.
exploit, gaining 1,000 Cr each time. >> Pro-Criminal Demonstration. Once every 24 hours,
>> Block Councillor. You won a local election onto if you can get a message to an ally, you can spend a LUC
your local Block Council and started representing point which gets a number of demonstrators determined
your community. You gain +1 REP. You can make a REP by a roll on your REP pool, to assemble within 1d6x 10
mental attack against any citizens from your city block minutes at an accessible location in Mega-City One.

20
>> Informant. You have a sympathiser in City Hall or EXPLOITS
even the Hall of Justice itself. Spend a LUC dice to obtain >> Bridge Officer. If you are commanding a starship, all
information on a democratic activist or any information bridge officers gain a +1d6 bonus to starship operations
held about yourself. This takes 1d6 hours. from your presence.
>> Morale Boost. Anyone under your command who
followed your orders gains +1d6 to any WIL or END roll.
MILITARY CAREERS >> Platoon Leader. You grant your entire party a +1d6
Military units outside the Mega-Cities recruit from a INITIATIVE bonus as long as they are within 30’ of you.
wide range of individuals: City-Def members who crave >> Klegg Hai! Your traditional war cry can terrify an
more excitement than drills and simulations, tough opponent. You make a REP mental attack against a
colonists who have failed to make a living on distant target within 30’, inflicting the Afraid condition on a
worlds, dangerous looking perps who enlist under success. If your intimidation is currently boosted by a
assumed names and warlike aliens. Some are employed war dance, you gain a +1d6 bonus to the test.
as muscle or specialists by warlords and corporations >> Klegg Hound. You gain a Klegg hound (see p. 115). If
on Earth itself, though many find themselves fighting in it is lost, you need to return to your home world to obtain
wars outside the solar system. a replacement.

Klegg Commander [1d6 years] Klegg Warband [1d6 years]


>> Prerequisites: Klegg, REP 10+ >> Prerequisites: Klegg
>> Attributes: END +1, WIL +1, CHAR +1, REP +1 >> Attributes: STR +1, END +1, WIL +1, REP +1
>> Skill Choices: animal handling [Klegg hound], >>Skill Choices: animal handling [Klegg hound],
[combat], intimidation, leadership, politics, starship bravery, carousing, carrying, [combat], hardy, leadership,
tactics, tactics perception, survival, zero-g

Most Klegg officers and leaders are from the species’ The Klegg Empire regularly sends out armadas of
ruling caste, though sheer viciousness and ambition can warriors on missions of bloody conquest. When periods
move a lower caste member up through the ranks. of conflict are slack, or a Klegg leader finds himself at
You rose to command a band of Kleggs but need to odds with his regime, bands of Klegg warriors travel
stay constantly wary and intimidating, ensuring that through space, seeking employment as mercenaries and
your troops get to indulge their savagery and appetites. demanding payment in the form of meat.
You dream that you will claw your way up to the position Typical tactics involve a surprise attack using anti-grav
of warlord or even a chief warlord, but there is always thrusters from altitude that descend on their hapless
the chance that an ambitious underling might try to take opponents or brief chanting and war dances to intimidate
your role after tearing the heart from your dead body. opponents prior to a ferocious charge.

21
You found yourself travelling to other worlds and EXPLOITS
meeting aliens, a job that was to your taste—as were the >> Battle Scars. You’ve received so many battle scars
aliens. that you sometimes don’t even notice minor injuries. You
gain a natural SOAK bonus of 2.
EXPLOITS >> Quick Naps. You’ve learned to manage with little
>> Battle Scars. You’ve received so many battle scars sleep. As long as you get 4 hours, you count as fully
that you sometimes don’t even notice minor injuries. You rested.
gain a natural SOAK bonus of 2. >> Get on with It. Your unit doesn’t have much
>> War Dance. You spent two actions to perform a patience for whining about bumps, bruises, or scrapes.
stomping war dance whilst chanting a war song. After Once per day you can pause for two actions and recover
this you gain both +1d6 to intimidation rolls and +1 to all 2d6 HEALTH.
your defences for each allied Klegg within 10’ of you for a >> Shake It Off. Once per day you may automatically
number of turns equal to your WIL. shake off a condition as a free action.
>> Klegg Hai! Your traditional war cry can terrify an >> Platoon Leader. You grant your entire party a +1d6
opponent. You make a REP mental attack against a INITIATIVE bonus as long as they are within 30’ of you.
target within 30’, inflicting the Afraid condition on a
success. If your intimidation is currently boosted by a
war dance, you gain a +1d6 bonus to the test.
PERPS
The imposition of curfews by Judge patrols who
callously shoot to kill makes many criminal enterprises
Mercenary [1d6 years] especially hazardous in Mega-City during Cal’s tyranny,
>> Prerequisites: [Combat] but new opportunities exist for making a dishonest credit
>> Attributes: STR +1, END +1, WIL +1, REP +1 or two, especially the brief amnesty when the Justice
>> Skill Choices: bravery, carousing, carrying, [combat], Department is told to ignore any crimes.
hardy, leadership, perception, survival

You signed on as a soldier of fortune in a mercenary Perp Running


company. Your martial skills are valued, but your Prior to the construction of Cal’s wall, a few specialised
opinions about the morality of the missions you perform criminals known as perp runners, engaged in smuggling
are not welcomed by your commanding officer or of any fugitives from the Justice Department. But once the
interest to your fellow mercs. general population found themselves forbidden to leave

22
their city, a huge, new market was created for perp the law. These lucrative side-lines can become extremely
runners amongst the desperate citizens. Perp running hazardous if powerful associates of any ‘chumps’ learn
outfits vary in size, but the most successful are large their fate and seek vengeance. The criminal community
criminal organisations with a network of contacts and will seek to meet out swift and violent retribution on
seemingly innocent business companies. Face change such pariahs by itself rather than informing the Justice
machines and fake identity documents are useful Department.
resources along with fast vehicles fitted with secret Besides the careers listed for perp running operations,
compartments that can get their clients to other Mega- additional options include the following:
Cities or off-world locations. » Judge Dredd &the Worlds of 2000 AD: Pongo
The careers that could involve operating in the perp » Luna One: Space Crew
running mega-racket include the following: The careers perp running and chump dumping can
» Judge Dredd & the Worlds of 2000 AD: Cursed be used as normal but can also include the following
Earth Smuggler, Henchman, Mob Boss, Mobster optional exploit:
» The Robot Wars: Driver, Pilot
» Luna One: Coyote EXPLOITS
The careers can be used as normal but can also include >> Every Little Bit Helps. You have amassed a bonus of
an optional exploit. 3d6x 100 Cr from your involvement in chump dumping.

EXPLOITS
>> Under the Noses of the Judges. You know a route
UNDERCITY
you can use to secretly get in and out of a specific Beneath the teeming streets of Mega-City One, a
Mega-City. Perhaps it’s a hidden tunnel, or possibly you variety of inhabitants struggle to survive in a world
have the offer of a space on a special vehicle or boat where their face is never illuminated by the sun or filmed
adapted for perp running if the Mega-City becomes too on a Justice Department camera.
hot for you? It’s not necessarily perfect, you might need
to wait for a period in a safehouse and once you start Renegade Robot [1d6 years]
your journey you might run a very slight risk of being >> Prerequisites: Robot
detected by the Judges or there might involve an extra >> Attributes: END +1, INT +1, WIL +1, LUC +1
element of danger. >> Skill Choices: pistols, rifles, tactics, [technical]

Following the failure of Call-Me-Kenneth’s robot


Chump Dumping revolution, some of the rebel droids sought to escape
Unscrupulous perp runners sometimes make an extra returning to human bondage by fleeing into the
profit by selling their human cargos to alien slavers and Undercity. They have carved out a territory based in a
offering trips to distant locations to gullible mutants region of old New York that was covered over by the
or aliens from backwater regions of space who are Mega-City. There, they patrol using repaired vehicles,
subsequently flushed through the airlocks of their including an old steam locomotive which has been
spacecraft transporting them rather than undertaking modified to run on streets that are kept clear of debris.
long journeys and risking interception from the forces of Getting replacement parts for themselves and any

23
vehicles requires cannibalising components from any
wrecked machinery they discover. Undercity Dweller [1d6 years]
You have joined your robot brothers in the human-free >> Prerequisites: Child of the Dark origin or survival
territory maintained through force of arms. >> Attributes: AGI +1, END +1, INT +2
>> Skill Choices: clubs, [craft], knives, sling, local
EXPLOITS knowledge, perception, spears, stealth, survival
>> Infrared Sensors. The robot’s visual sensors can see
in the dark as well as in the light. The robot effectively You grew up in the Undercity or else found yourself
gains superior darksight. visiting it by accident or design and needed to adapt
>> Salvaged Weapon. The robot owns a single weapon quickly if you wanted to stay alive.
with a value up to 150 Cr.
EXPLOITS
>> Haunter of the Dark. When in the Undercity, you
Undercity Chieftain [1d6 years] receive +1d6 on checks made to stealth rolls involving
>> Prerequisites: REP 8+ hiding or moving quietly.
>> Attributes: INT +1, WIL +1, CHAR +1, REP +1 >> Improvised Weapon. You can craft a spear, knife,
>> Skill Choices: insight, intimidate, leadership, bow or sling from natural surroundings or debris. This
negotiating takes you five minutes, and the item does not count as
an improvised weapon when you use it.
The different miserable communities of wretches
that populate the Undercity are usually led by their
own chieftain, a powerful individual who might term
MISCELLANEOUS CAREERS
themselves ‘boss’, ‘top dog’, ‘prime cat’ or some other The following careers are mainly, but not exclusively,
title of their fancy. Sometimes an interloper to an for specialised robots or cover periods of captivity
underworld region manages to seize power by deposing suffered by unfortunates.
of a chieftain.
You rule over a group of under dwellers who look to
you for both advise and protection. Within your petty Combat Training Droid
fiefdom your word is law.
[1d6 years]
EXPLOITS [Combat Robot if using rules for robot types in The
>> Backup. Once per day within your personal fiefdom’s Robot Wars supplement.]
territory you can summon 1d6 under dwellers to back >> Prerequisites: Robot
you up. They arrive within 1d6 minutes and follow your >> Attributes: STR +1, AGI +1, END +1, INT +1
orders for one hour. >> Skill Choices: [combat], driving, hardy, [physical],
>> Get ‘Em Boys [requires Backup]. An additional 1d6 stealth
under dwellers arrive. All under dwellers that arrive from
these exploits have +1d6 damage. Humans wanting to hone their combat skills have found
>> Stronghold. You have a lair within the Undercity that uncomplaining robots make useful and recyclable
that includes a strong room or a secure cave. With GM tools. Both the Academy of Law’s and Tek Division’s
approval, the lair can also include various defences and labs and testing grounds make use of unimaginative
secret routes. combat droids. Besides cadet training, two or three
>> Top Dog. You are well known throughout the RCAs (routine combat assessments) are undertaken by
Undercity. When dealing with denizens of the Undercity Street Judges during each year of their service as a slab.
you gain +1d6 to all CHA and REP checks. Similar robots are used elsewhere in the city by well-off
>> Tribute. You gain a pile of junk that is worth Citi-Def units, martial artists and elite assassins.
2d6x100 Cr to a collector. You may repeat this exploit, Combat Training Droids have their Asimov circuits
making a new roll for the amount of credits. removed or modified but are usually programmed or
armed to merely stun opponents, though there are lethal
exceptions.

24
PLAYER CHARACTER COMBAT TRAINING Sewer Worker [1d6 years]
DROIDS [Sewer Droids use Heavy Labour Robot if using rules
It’s a remorseless existence of being blasted or hacked for robot types in The Robot Wars supplement.]
apart every day. Each time this career grade is chosen, >> Prerequisites: Human, clone or robot [up to medium
a robot must succeed in a Difficult [16] END check size]
or reduce maximum HEALTH by 2 points. The usual >> Attributes: STR +1, END +1, LOG +1, WIL +1
minimum score of 10 still applies, however. >> Skill Choices: carrying, engineering, hardy, scanners

EXPLOITS Antiquated sewer systems are still used In a few


>> Combat Programming. You can suspend your regions of Mega-City One, and many more have been
Asimov circuits with respect to killing and hurting sealed off, falling into disrepair. Some of the derelict
humans as long as they fit a ‘target profile’ given to you areas now connect with the warren of the Undercity due
by your (human) commander. This might be anything to the tunnelling activities of its denizens. Droids are
from ‘people in the enemy uniform’ to ‘anyone I don’t routinely employed, though some human personnel exist.
like’. The downside is that you will open fire on anyone You inspect and clean Mega-City One’s sewer systems,
you believe fits the profile. a task which most humans seem to find to unpleasant to
>> Ablative Components. The droid is designed to undertake.
break apart in salvageable parts which can be easily
retrieved and repaired. Checks to repair the droid’s EXPLOITS
HEALTH gain +1d6 and Exploits that restore HEALTH >> Underground Sense. When underground, you can
restore an extra 1d6. always determine direction and depth and pick a route to
>> Auto-Repair Systems. Once per day, the robot can the surface.
activate its repair systems to recover 2d6 HEALTH. This >> Strong Stomach [requires human or clone]. You
costs two actions. have become acclimatised to the most nauseating
>> Glass Jaw Settings [Robotic Fault if using The sights and stenches. You become immune to Sickness
Robot Wars supplement]. If picked during character conditions.
creation, you may add another robotic exploit to your
character. You do not need to pick a flaw when you first SEWER DROID ROBOTIC EXPLOITS
create your character, but you may not choose one later. Besides the above exploits, sewer droids have the
The droid can be programmed to react to a certain following choices of upgrades:
degree of success from an attacker, dropping to 0 >> Infrared Sensors. The robot’s visual sensors can see
HEALTH and falling unconscious as per Stun trait. in the dark as well as in the light. The robot effectively
All damage beyond the original damage inflicted is gains superior darksight.
treated as non-lethal. The different attack success that >> Integrated Equipment. The robot has a piece of
triggers the unconsciousness can be selected from integrated equipment to assist its role. Choose from:
the ones below each time the robot is programmed for engineering tool kit, flashlight, pressure hose, scanner
a fight session. If selected as a robotic fault for a PC, [military or mining], shovel.
one setting is stuck permanently in the droid and is >> Integrated Weapon. The robot has a piece of
determined on 1d66: integrated equipment to assist its role. Choose from: rat
gun, acid blaster, sonic gun. After 2106, they can include
>> 11-16: Successful Called Shot against 1-2 head, a laser pistol.
3-4 front chest plate, 5-6 rear chest plate. >> Resistant Casing. The robot’s gains +5 SOAK versus
>> 21-26 : Successful attack inflicting at least one acid damage. This does not affect the weight of the
natural 6. droid.
>> 31-36: Successful attack inflicting at least two
natural 6s.
>> 41-66: Successful attack inflicting at least three
natural 6s.

25
Simulacrum Droid [1d6 years] Perhaps one of the finest robot
[Simulacrum droids can be programmed from any engineers in Mega-City One at the
robot type if using rules for robot types in The Robot turn of the 22nd century was Chick
Wars supplement.] Parker at Moderna Robots. Tragically
>> Prerequisites: robot of small or medium size for Chick, Cal discovered his
>> Attributes: INT +1, LOG +1, WIL +1, CHA +1
gambling habits and debts and used
>> Skill Choices: bluffing, disguise, driving, stealth
this knowledge to manipulate him
Simulacrums are droids that closely resemble humans into secretly producing a totally
and are typically used for espionage or other acts convincing robot duplicate of Judge
of deception. Some can be physically modified and Dredd. Cal was careful enough to
programmed with an appearance, personality, voice and cover his tracks by ordering the
skills to match a specific individual they are expected robot to shoot its creator.
to mimic. Criminals who can afford them find that they
make excellent alibis when they need to hide their breathing, blinking and so on. This exploit may not be
movements and also use them as decoys to thwart taken with any exploit that appears non-human such as
blitzers. In coming years, the Justice Department will multiple legs or any armour exploits.
employ an increasing amount of them, including ones Other common exploits and upgrades include the
stationed in other Mega-Cities as sleeper agents. following:
>> Mimicry. The robot has a voice synthesizer which
EXPLOITS can mimic any voice or sound.
>> Organic Appearance. The robot has an outer >> Recording Equipment. You have both camera and
covering resembling a human or other species, although audio recording devices that allow you to make visual
not so alike that it would fool anyone for long. Small and audio recordings of any situation you are in that you
droids will resemble a child or young animal. This is can store digitally and download as required.
achieved from synthetic or organic tissue which covers
the interior endoskeleton. Any injury will clearly reveal
the robot’s true nature, as will any interaction for more FAULT
than a minute or so. An extra exploit from this career can be chosen if the
>> Human Appearance [requires Organic Appearance]. Self-Destruct System fault is chosen. This is a fail-safe
The robot is indistinguishable from a human without often used on robots involved in clandestine work.
a proper medical scan. It even feels warm and mimics

26
>> Self-Destruct System. While not popular with Zoo ‘Animal’ [1d6 years]
intelligent robots, self-destruct systems do exist. They >> Prerequisites: None
can be combined with a memory backup. When a robot [Legal in Mega-City One from up to 2104 for apes
self-destructs, it spends two actions to activate the and other uplifts and approximately 2112 to 2115 for
systems and then explodes at the start of its next turn. Kleggs.]
It causes 1d6 heat damage per size category to all within >> Attributes: AGI +1, CHA +1, LUC +1, REP +1
30’. Alternatively, it is possible to automate the self- >> Skill Choices: climbing, escape artist, intimidation,
destruct system to activate when the robot reaches zero [performance]
HEALTH.
Uplifts who thought they could remain free of iso-
cubes in Mega-City One through legal loopholes were
Slave Worker [1d6 weeks under disconcerted to find that the Judges could invoke an
ancient Animal Nuisance Act to incarcerate them in the
Judge Cal] Mega-City Zoo. The ape mobster, Don Uggie Apelino,
>> Prerequisites: none along with his two lieutenants, served time behind
>> Attributes: STR +1, END +2, WIL +1 the bars of a zoo enclosure, suffering the indignity of
>> Skill Choices: carrying, climbing performing regular chimp tea-parties. Although uplift
criminals are eventually sentenced to serve time in
Cal’s workforce for his grandiose projects comprises regular iso-cubes like human perps, certain ‘protected
of prisoners from the iso-cubes and conscripted droids, species’ are still placed in zoos under the 2096
though spurious arrests and sentencing of citizens are Protection of Sentient Lifeforms Act.
needed to maintain the millions of labourers. Some wealthy collectors illegally imprison sentient
By night you were kept under armed guard in a beings in secret zoos, famous Judges being especially
crowded and unsanitary work block, leaving it each prized specimens.
morning to perform backbreaking toil, mixing rockcrete You have had the misfortune to be used as an exhibit in
and carrying heavy loads up and down ladders and captivity but have managed to escape to freedom.
stairways.
EXPLOITS
EXPLOITS >> Are You Not Entertained? If you spend an action
>> Escape Route. You know the location of a secret performing your trademark stunt, you can make a REP
tunnel. If you are a worker on Cal’s wall, this can lead mental attack against a target within 30’, inflicting the
to either the city bottom of Mega-City One, into the Afraid condition on a success.
Undercity or to a point a short distance from the outside >> Full of Tricks. Choose any three skills from
of the city’s wall. [performance]. You gain one rank in these skills.
>> Skilled Lifter. You can lift and carry twice your usual
carrying capacity for up to five minutes.
JUDGE CAREERS
The following careers include an extra Academy of Law
Slave Worker [1d6 years] Advanced Programme, which can be used by cadets and
Judges, and Speciality Judge Careers.
This career can be used to represent
slave workers in sweat shops, the
Undercity and areas of the Cursed JUDGE ORIGINS
Earth with the following amendments:
>>Skill Choices: carrying, climbing, PSI SCHOOL LATE INDUCTEE
Significant psionic ability often only manifests in
[crafting], farming, mining
puberty and some of the volunteers and inductees
enrolled into Psi School start at a later age than the
usual maximum age of five years used by the Academy
of Law.

27
Late inductees can choose to have an initial Civilian >> Crunch! File! Stamp! You are highly competent at
or Perp origin from Judge Dredd & the Worlds of 2000 clerical procedures. You half the time you take in any
AD but roll age as 6+1d6 years and must have PSI +1 accounting and bureaucratic tasks.
to progress to their second term as a cadet and only
receive one Academy of Law Advanced Programme.
UNDERCOVER ASSIGNMENT [1
ACADEMY OF LAW ADVANCED YEAR]
PROGRAMMES >> Prerequisites: Cadet, bluffing
>> Attributes: AGI +1, INT +1, CHAR +1, LUC +1
APPLIED LEADERSHIP [1 YEAR] >> Skill Choices: brawling, knives, running, [subterfuge]
The irascible Judge Tutor Pepper undertakes the
training those cadets identified as having the potential An undercover assignment can only be
to undertake command roles when they graduate. taken once by a cadet.
Notable Judges that have been through the programme
include Joe Dredd and Judge Cal.
>> Prerequisites: Cadet Occasionally the Justice Department find that
>> Attributes: INT +1, LOG +1, WIL +1, CHAR +1 undercover operations need younger operatives than
>> Skill Choices: conviction, law, leadership, tactics those provided by the Wally Squad. Such missions are
typically ones involving infiltration into street gangs of
EXPLOITS juves that have managed to become a significant threat
>> Leadership. You are able to donate one or more of to a sector or have stumbled upon an important haul of
your available LUC dice to another character as a free booty. These allocations are rare as prolonged exposure
reaction to their attempting an attribute check. You to citizens can often unravel the cadet’s discipline and
must declare this before they roll the dice. their belief in the Justice Department.
>> Snap Out of It! You can snap an order at a single
cadet or Judge within 30’ who is suffering from a EXPLOITS
temporary mental condition. The individual can make an >> Petty Larceny. You are an accomplished little
immediate roll to shake off the condition. An individual thief. You are practised at stealing things, can break
can only be targeted once per day by this exploit. into buildings and apartments and are capable of acts
involving sleight of hand. You gain the following skills at
one rank, but this does not increase a skill beyond one
CLERICAL [1 YEAR] rank: thievery, climbing, stealth.
Some cadets are clearly better suited to being sat at a >> Shiv. You are adept at violence using improvised
desk rather than a Lawmaster. Whilst still being expected weapons. Using objects in your surroundings, you are
to meet a minimum standard for combat, these cadets always considered to be holding a knife or a club. When
specialize for a future role in accounting, archives or you hit somebody with a knife, you automatically inflict
basic administration rather than patrolling the hazardous the Bleeding condition.
streets
>> Prerequisites: Cadet
>> Attributes: INT +1, LOG +1, WIL +1, LUC +1
SPECIALITY JUDGE CAREERS
>> Skill Choices: accounting, bureaucracy, computers, The following speciality careers can be selected by
economics, law Judges who are eligible.

EXPLOITS JUDGE TUTOR [1d6 years]


>> Extra Docket. You know how to get an extra >> Prerequisites: At least one career as a Street Judge,
allocation of equipment. You add your bureaucracy dice Med Judge or Tek Judge and unable to undertake normal
pool to your Requisition Cap for the allocation of Justice Judge duties in other departments
Department equipment for either yourself or one other >> Attributes: INT +1, LOG +1, WIL +1, REP +1
member of your team. >> Skill Choices: computers, history, law, teaching

28
SPECIAL JUDICIAL SERVICE
JUDGE CAREERS
SJS Judges are typically chosen from
the ranks of Judges with exemplary
service careers or young graduates
from the Academy who seem to have
an aptitude for Judging their fellow
Judges, though during his tenure as
Division Head of the SJS, Judge Cal
sought out corrupt Judges he could use
to advance his schemes. The Speciality
Judge Career of Special Judicial
Service (see Judge Dredd & the Worlds
of 2000 AD p. 68-69] provides a basic
career in this division, and the
list below includes other specialised
careers within the SJS. Other careers
from the basic rulebook which could
be used within the SJS include Desk
Judge, Interrogator, Maintenance,
Senior Judge and Supervisor and during
The Academy of Law’s Judge Tutors are recruited from
Cal’s regime the division includes
Judges who have retired with honour after becoming
too debilitated to undertake normal duties. Many sport
the Bodyguard career. Later in the
cybernetic aids, and any prosthetics and eye patches century during the second regime of
are worn proudly like a badge of honour. They are still Chief Judge McGruder, a substantial
prepared to lay down their lives in service to the law of space arm of the SJS is developed,
their city. which will be included in a future
You can no longer carry out the regular duties of your publication.
old department but pass on the benefit of your skills and
Psi Judges are not currently posted
experienced to a generation of future Judges.
to the SJS, the two Divisions having
EXPLOITS deep rivalry and suspicions about each
>> New Tricks for an Old Law Dog. Choose four skills other. Most SJS Judges consider Psi
from [academic] or [scientific]. You gain these skills at 1 Judges to be ‘bleeding hearts’ whose
rank [1d6]. This does not increase the rank of an existing judgement is flawed.
skill.
>> Teacher. You are able to “lend” somebody one rank ‘Once SJS, always SJS’
in a skill for up to one day. Only one person at a time can
benefit from this ability. Serving a term in the SJS can be a
>> Respected Tutor. You gain +1d6 on all [social] skills useful asset for Judges who plan on
you use to influence the Academy of Law’s cadets. achieving a position in the upper
>> Famous Protégés [requires Respected Tutor]. echelons of the Justice Department,
You are credited with helping to produce some notable though some other Judges have
Judges. You gain +2 REP. misgivings on the true loyalties
>> Skilled Instructor. If you spend at least a week of former SJS members who switch
helping to train an individual in a skill which you have a departments or gain a seat in the
higher rank, the student spends one less XP to acquire
Council of Five.
or advance than they normally would.

29
TEMPORARY POSTINGS TO can requisition corpse suckers and confiscated civilian
THE ACADEMY OF LAW items, including weapons from Justice Department
arsenals and depots. Droids and vehicles can be
Judges can be barred from their normal requisitioned from Justice Department pounds with
duties due to injuries or awaiting the their identification numbers and codes erased and the
investigation of prolonged assessment vehicles fitted with false plates and mirrored windows.
into their conduct. Some are found You are part of a small, ruthless team who eliminate
alternative roles within a Sector opponents of the Justice Department.
House whilst others are deemed to
have vital talents and experience EXPLOITS
>> Act of Grud. You can easily conceal that an
that could be passed on to cadets at
assassination has taken place when carrying out a killing.
the Academy of Law. These temporary It will either be put down as an accident or a suicide. You
postings are also useful for assessing can even leave evidence of a murder but implicate some
a Judge’s potential as a Judge Tutor patsy to take the fall.
when they are eventually faced with >> Killing Blow. Any attack you make during the
retiring from their roles within their ambush turn gains a +2d6 bonus to attack.
Sector House. >> Ambush. You gain +2d6 to rolls made to access the
ambush turn.
Judges on secondment to the Academy of
>> Anti-Surveillance. You are so familiar with
Law wear their normal uniforms rather surveillance devices, blind spots, and avoidance
than those of permanent Judge Tutors. techniques that, by moving half your speed, you can
Judges can secure a temporary posting render yourself invisible to electronic monitoring
if they have a skill at 6 [3d6] or equipment.
>> For the Security of the City. When engaged on EJK
more ranks. They use their former
missions, your requisition roll is doubled.
career but gain access to the Teacher
and Respected Tutor exploits.
The future Chief Judges who follow
Judge Cal will continue using the SJS
EJK Squad Judge [1d6 years] for EJKS whilst the newly formed,
highly secret, Black Ops Division
>> Prerequisites: Serving SJS Judge
>> Attributes: AGI +1, INT +1, WIL +1, LUC +1 undertakes assassinations outside
>> Skill Choices: conviction, perception, pistols, rifles, Mega-City One. From around 2122, the
stealth, tactics Undercover Division replaces the SJS
as the authorised division for EJKs
Extra-Judicial Killings are rare and covert executions inside Mega-City One.
performed inside Mega-City by the SJS, usually
within the umbrella of the Security of the City Act.
They typically target individuals whose existence Resistance Judge [1d6 months]
threatens the justice system and whose arrest would >> Prerequisites: At least one career as Rookie Judge.
trigger unwelcome publicity and revelations. Each EJK Must be taken during a period when Mega-City One is
termination needs the sanction of the Chief Judge who occupied by Judge Cal or other usurpers.
signs an authorisation form. Needless to say, these >> Attributes: END +1, INT +1, LUC +1, REP +1
operations increased when Judge Cal gained power >> Skill Choices: bravery, brawling, conviction,
within the SJS, and unlawful terminations were carried explosives, leadership, rifles, pistols, riding, stealth,
out without the knowledge of Chief Judge Goodman. tactics
On missions, EJK operatives usually wear standard
SJS uniform or a suit of Judge armour without any pads, Somehow you avoided Cal’s brainwashing. You were
all insignia items removed and IR shades instead of a serving on an undercover detail, posting outside
helmet. If needed, civilian disguises are used. Operatives the city, had a period of leave or an injury or were

30
on a medication that interfered with the hypnotic A small number of Med Judges are incorporated into
conditioning. When the Hall of Justice was usurped, you the SJS and are based at the SJS Headquarters to
knew where your true duties lay and chose to fight on. assist with interrogations. Besides administering health
Operating from hidden bases, you and your comrades checks and care to SJS personnel, their duties include
wage a guerrilla war against the regime that has taken administering truth serums and keeping interrogated
control of your beloved Mega-City. Judges alive if they are subjected to physical abuse. The
SJS’s own medical labs are used to develop new drugs
EXPLOITS to use in interrogation. Personnel wear a standard SJS
>> Ambush Expert. During an ambush turn, you can uniform without medical insignia, though sometimes
take a second action. they remove bulky pads and don a lab coat.
>> Hit-and-Run. You can move from out of line of sight, Civilian doctors have a code of ethics to ensure they
into firing position, make an attack action, and then back respect they act to the benefit of their patient. No such
to out of line of sight twice per day. constraints hinder your duty to get to the truth.
>> Always Ready. Sleep in armour with no penalty.
Anyone sneaking up on you while you sleep must make a EXPLOITS
Difficult [16] AGI check to do so. >> Emergency Procedures. You can expend LUC dice
>> No Mercy for Kleggs! You gain +1d6 to damage rolls (choose how many) to restore HEALTH equal to a roll
made against these hated aliens. of those LUC dice in an adjacent creature. This is not
limited by the usual restriction that a creature can only
Besides fighting against the reign of benefit from a given source of healing once per day.
Judge Cal, the Resistance Judge career >> The Machine Knows. You gain a +1d6 bonus to all
detect lie checks you make using birdies, polygraphs and
can be used in campaigns that feature
similar devices in addition to any bonus they normally
Judges engaged in resisting future give an operator.
usurpers such as East Meg One and Nero >> Surgical Precision. You know where a target’s vital
Marcos. organs are located. If you do damage to a living target
These later activities involve a with a knife of at least average quality, you can choose to
greater range of military hardware. inflict either the Pain condition or the Bleeding condition
if the knife is capable of piercing damage.
Heavy weapons skill is added, and
the career is open to characters who
have just served a career as a cadet. SJS Undercover Judge [1d6
The length of a specific campaign can
sometimes be measured in days, weeks years]
or months. >> Prerequisites: at least one career in the SJS.
>> Attributes: INT +1, LOG +1, CHA +1, LUC +1
By the time of the Apocalypse War,
>> Skill Choices: law, [subterfuge], [social]
three secret Tactical Command Bunkers
and a complex of tunnels give the Occasionally, the SJS uses subtlety to investigate
Justice Department an increased Judges. The department has a distrust of Undercover
capability to wage war against Division’s operatives and prefers to use its own
invaders. personnel in this type of operation, many of its
clandestine investigations actually targeting ‘Wally
Squad’ members. The existence of this type of SJS
SJS Med Judge [1d6 years] Judge is not generally known amongst the Justice
>> Prerequisites: At least one divisional career as a Department.
Med Judge You are prepared to do anything to root out corrupt
>> Attributes: INT +1, LOG +1, CHA +1, LUC +1 Judges. Living as a citizen, allowing Judges to seduce
>> Skill Choices: concentration, hypnotism, you, actively getting involved in heists—no trick is too
interrogation, law, medicine, psychology underhanded as you are hunting the most dangerous
type of perp, often without ready backup. Your biggest

31
worry is the possibility that you somehow cross a line
that prompts your superiors to select you as the target
of an investigation.

EXPLOITS
>> Familiarity. Whilst operating undercover, if you
manage to spend a total of at least 20 hours of time with
a Judge you are investigating without them becoming
suspicious of your true identity, you gain +1d6 to any INT
or insight rolls you use against them.
>> Impersonate. You are easily able to impersonate
any job role which you have had opportunity to observe
within the past day, even briefly. You gain a +1d6 bonus
to fool anybody observing you that you are performing
the job competently.
>> Implacable. SJS Judges have to be tough to deal
with their targets and are even less likely to balk at
obstacles than other Judges in their investigations. You
gain +4 MENTAL DEFENCE.
>> Sniff Out Corruption. Detecting crime is one thing.
Corruption in those who enforce the law has its own
smell, though. Make an INT mental attack. If successful
and the target is a corrupt official, auxiliary or Judge,
you know it. You do not know the details, but you know
for sure that they are guilty of something. >> Battle Scars. You have received so many battle
scars that you sometimes do not notice injury. You gain
a SOAK bonus of +2, which stacks with any other SOAK
Undercity Long Walk Judge [1d6 you have.
>> Feared by Under Worlders. You can make a REP
years] mental attack against any Undercity denizen within 30’
>> Prerequisites: At least one career as Street Judge, to inflict the Afraid condition.
Med Judge, Psi Judge or Tek Judge >> Vigilant. Constantly vigilant, you are hard to
>> Attributes: END +1, INT +1, WIL+1, REP +1 surprise. You gain a +1d6 die bonus to access the ambush
>> Skill Choices: brawling, climbing, conviction, hardy, turn.
intimidate, knives, local knowledge, [outdoor], rifles, >> Haunter of the Dark. When in the Undercity, you
pistols, riding, tactics, tracking, survival receive +1d6 on checks made to stealth rolls involving
Following the reign of Judge Cal, the Undercity became hiding or moving quietly.
an optional destination for those Judges who wanted >> Dark’s Master. Having survived the perils of the dark
to quit the streets of Mega-City One but continue their you are no longer intimidated by anyone or anything. You
careers enforcing the law. are immune to the Afraid condition.
You have chosen to take the law to the lawless of a
literal underworld. Cut off from a resupply of equipment Judges who take the Long Walk are not
and entering a realm where information and maps are expected to return to active service
sparse and often contradictory, the odds of survival you
in Mega-City One. They sometimes
face are even grimmer than those of the Cursed Earth.
return briefly to the surface if they
EXPLOITS have vital information concerning the
>> Always Ready. You may sleep in armour with no safety of the city.
penalty. Anyone sneaking up on you while you sleep must
make a Difficult [16] AGI check to do so.

32
Wall Judge [1d6 years]
>> Prerequisites: At least one career as Street Judge,
Med Judge, Psi Judge or Tek Judge
>> Attributes: END +1, INT +1, LOG +1, WIL +1
>> Skill Choices: fortitude, gunnery, rifles, scanner,
surveillance

Judges were stationed on the wall constructed during


Cal’s regime to keep his subjects from leaving. Following
Cal’s death, Wall Judges continue to monitor equipment
and weapon systems that, besides ensuring that wanted
perps don’t escape into the Cursed Earth, also ensure
that illegal immigrants are kept outside the city and
invading armies are detected and defeated.
Those unfortunate Judges who tramp the ramparts in
exposed conditions are issued with anti-radiation cloaks
and medication. Many Judges assigned to the monotony
of wall duty are actually there because they incurred the
displeasure of their former Sector Chiefs.
So, they expect you to serve most of the day and night
EXPLOITS at risk from every punk with a gun, till your Gruddam
>> Vigilant. You gain +1d6 on perception and scanners luck runs out and you end on a slab? The only retirement
tests involving scrutiny using binoculars or military plan on offer is either teaching stuck up, little spugs at
scanners. the Academy or doddering out into the Cursed Earth
>> Spy-in-the-Sky [requires Vigilant]. Once per day, with a target on your back! All this without taking a
you can spend a LUC point to have access to a spy-in- single cred? Get real! You are not a droid, and you have
the-sky camera that can operate directly above and up earned the chance to make life a little easier for yourself.
to six miles into the Cursed Earth from your assigned You just have to make sure the SJS don’t finger your
station on the wall, though local conditions will often collar and send you off to suck vacuum on Titan.
affect its ability to operate. If the Gamemaster wishes to allow PCs to create
>> Wall Gunner. You gain +1d6 on heavy weapons and ‘Dirty Badges’ they can use a Rookie, Judge or Speciality
gunnery rolls when firing weapons which are mounted on Judge career with the following modifications:
static defences.
>> Skill Choices: One of your skill choices must
be chosen from the following: [subterfuge], bluffing,
Corrupt Judge [OPTIONAL] carousing, flirtation, intimidate.
The Justice Department of Mega-City One sets high
standards for its Judges, which some fail to maintain.
Many jealous or cynical Judges find themselves crossing Lack of Conviction
the line into illegal brutality whilst others prove all too
human as they lose the struggle to maintain the monk-
If a GM determines that a corrupt
like chastity demanded of them. Finally, there are those Judge has no real belief in the
who are drawn into criminal activities. Even honour roll justice system they are meant to
cadets such as Rico, a clone of Fargo himself, have found enforce, the character cannot use
themselves unable to resist illegal vices or greed. their law skill towards calculating
From petty activities such as extorting credits from their MENTAL DEFENCE.
sex trade workers in return for turning a blind eye to
their activities and offering protection and providing
information to crime lords and foreign powers, rogue
Judges provide the SJS with plenty of crimes to
investigate.

33
EXPLOITS
>> Anti-Surveillance. You are so familiar with
surveillance devices, blind spots, and avoidance
techniques that, by moving half your speed, you can
render yourself invisible to electronic monitoring
equipment. Using this on duty while under the ever-
watchful eye of the Justice Department is likely to raise
serious questions.
>> Fox the Birdie. You are familiar with interrogation
techniques, and if you believe an interrogation device
that detects lies is being used to read your responses,
you can choose to remove any bonus it gives the
operator.
>> Judge’s Cut. Gain 3d6x100 Cr. You may repeat this
gaining 3d6x100 Cr each time.
>> Secret Retreat. Unknown to the Justice
Department, you rent or use a lockup, low-rent
apartment or basement that you use to store
contraband.
>> Untraceable Weapon. You own a civilian model
weapon worth up to 100 Cr that you obtained without
any evidence linking you to it. If you discard or lose it,
you can gain a replacement piece from a contact in your
city in 1d6 days.

NEW EXPLOITS
Judge Exploits
>> Eagle of Justice (Mega-City Judge with AGI 8+):
When your need is desperate, you can spend an action
to unclip your Judge badge and hurl it at a target using
Throw which does damage as a throwing knife.

34
CH/3: LIFE UNDER CAL
Life under a tyrant is a fraught existence. Every friend some do, you thought Mega-City One was repressive
is a potential informant. Every word spoken without under Chief Judge Goodman—you ain’t seen nothing yet.
thought might be a death sentence. Every action, no Under Goodman, there was brutality. This is Mega-City
matter how mundane, might be the reason you and your One, after all, and Cal’s SJS were at the heart of it. But
family are dragged off. Life under Judge Cal pretty much with Cal in supreme command, everything is amplified.
works the same way—except even by the standards of Everything becomes unhinged and bigger and more
tyrants, Judge Cal is a few wheels short of a Lawmaker. deadly. The camera networks spy on every citizen. Every
Under his reign, Mega-City One is brought to the brink of available resource is used to watch, to detect any slight
destruction more than once. When Judge Cal ruled over hint of treachery. Or what Cal deems to be treachery.
the city, the difference between survival and destruction It’s a crazy time. So what, as citizens or criminals or
is entirely dependent on how well Cal slept—or what the even Judges are you meant to do? Well, now that’s the
dozen or so voices in his head were whispering to him. question…
Mega-City One has dealt with psychosis before
though. What makes Cal so particularly dangerous is
his cunning and his commitment. When he’s decided THE FIRST RUMBLINGS
what he wants to achieve, Judge Cal has the ability to
actually see it through. He’s like Dredd in that respect. It’s a shock when Judge Dredd is shown to be a
Dredd’s bloody-minded remorselessness kept him alive murderer. The hero of the Cursed Earth reduced to
out in the Cursed Earth. Cal’s ability to plot two or a callous butcher, utterly outside the law? That’s a
three steps ahead of everyone else meant that there dislocation. But that kind of strain — stumbling through
was always another strategy in reserve even if one was an irradiated wasteland, alone — can break a mind, even
uncovered and thwarted. Being a citizen under Chief one as tough as Dredd’s. He was a hero, sure. But Mega-
Judge Cal isn’t much fun. There’s no guarantee that you City One enjoys tearing down a hero, almost as much as
won’t be called upon to commit suicide at a moment’s they enjoy building one up. Maybe even more so.
notice or that a random poster put up in a city block How do you feel about Dredd being revealed as a
window, absentmindedly, might not be deemed seditious. cold-blooded killer? And do you notice the insidious
Cal is everywhere and controls everything. He’s made machinations of Judge Cal as his SJS begins to take
the various elements of Mega-City One’s apparatus of more and more power for itself? If you’re a Judge, this
control work perfectly, harmoniously, together. If, like is part of your daily life, difficult to escape. And if you’re

35
JUDGES:
1d6 Response
1 I Knew He Was Dirty! You always suspected there was something wrong about Dredd. No one is that perfect,
that committed to the law, that unyielding. This is final vindication.
2 Who Cares? There’s enough going on in Mega-City One, without making everything about Dredd. He gets
enough attention without you paying him any.
3 All Hell’s Gonna Break Loose! What happens to the streets when you take away the myth that scares them?
Whatever it is, it’s going to hit you Judges first and hardest.
4 That Cal Scares Me. Whether Dredd did the crime or not, you’re getting worried about Judge Cal and the
SJS. They’re throwing their weight around, and without a Dredd-shaped check on them, who knows what
they’re capable of?
5 Keep Your Head Down. Sure, it’s suspicious. Sure, it isn’t like Dredd. But you need to keep your head down,
and maybe, if you get the chance, you can do something about it. But you’re going to do it quietly. Very qui-
etly.
6 No Way Dredd’s Guilty. Maybe he trained you. Maybe you just admire him. But you know there is no way he’s
responsible for this crime. Doesn’t matter what the film shows. You won’t be moved.

CITIZENS:
1d6 Response
1 He Was No Hero! Dredd was always a menace. A thug. With him gone, maybe this city can turn itself around
and start taking care of its populace again.
2 So Now What? He might not have been a caring, cuddly type, but Dredd kept crime down. Who is going to do
that now? And how is it going to affect you?
3 Who Cares? You’ve got enough to worry about. Your job. Your family. Paying the rent. Buying that new
domestic robot you’ve always wanted. This is just one more irrelevant scandal everyone forgets about in a
week.
4 We Need to Get out of Here, Now! With Dredd gone, you have a feeling that things are going to go south.
Very quickly, and in the ugliest way possible. You need to make it to Mega-City Two, or Brit Cit, or somewhere
else. And quick!
5 Smash the System! Now is the time for revolution! Break down the oppressive systems of state rule, elimi-
nate the Judges, and make a new city!
6 I Don’t Believe It. Nothing is gonna make you believe that Judge Dred…the Judge Dredd…did this. Not a
chance. But do you want to do something about it, or just keep this belief to yourself?

PERPS:
1d6 Response
1 Chaos Reigns! It’s finally happened! The thing you and your perp buddies have dreamed of. Ol’ Joe has finally
got what’s coming to him. And now…now is the time to get out there and make hay.
2 Time for Revenge. The Judges have had it too easy for far too long, and now…now their hero has been shown
up, and you’re going to get your own back. Some Judges are going to die.
3 Opportunity Knocks. There’s lots of idiots out there who are about to use Dredd’s absence as an excuse for
pandemonium. Not you. You’re going to use this time to make your way to the top of the mob. Let them panic
and scream about Dredd. You’re going to do something much more important.
4 It’s a Trap! No way. No way this is real! This is a Judge’s plot. Flush out all the perps. Dredd’s probably under-
cover. He might be infiltrating your crew right now…
5 Keep Your Head Down. There’s nothing good going to come out of this. If Dredd is gone, the Judges are
going to crack down that much harder. They’ll have to. And with the SJS cracking skulls everywhere, you’ll be
damned if you’re going to give them a chance to crack yours.
6 It’ll Be Worse without Him. Dredd was many things, but he was fair. He’d try to take you alive if he could.
Without him…without him, there’s going to be bedlam. What none of the perps around you seem to get is that
chaos is bad for crime because amateurs try and get in on the action.

36
not…well, it’s not like Mega-City One isn’t teeming to think when they finally spare some time to police the
with other things to occupy your time and attention. city again?
It’s the publicity surrounding the event that begins to Perps: All the Judges are after Dredd. Now is the time
take its toll on peoples’ opinions. If you are running a to take on that big job you’ve been putting off for years.
game set within the timeframe of Judge Cal’s rise and Maybe the one that’ll allow you to finally retire. You’re
rulership, you can use one of the relevant tables on page going to need some information, though. Max Normal is
36 to produce a random result for a person’s opinion the guy for that kind of insider knowledge, but where’s
concerning events related to Judge Dredd. (Unless he got to? How are you going to find him, and what
you’ve already predetermined them, of course.) happens if he’s with Judge Dredd at the time?!
Shortly after being framed, Dredd is hunted and
captured, then subsequently escapes. What are you
going to do during Dredd’s absence from the streets? CAL’S RISE TO POWER
And how is the city going to cope without him? Well…
you’re about to find out. And it isn’t going to be pretty. Dredd’s innocence might be proven, but Judge Cal
has had enough of playing the long game. He launches
his coup, first with the assassination of Chief Judge
SO IT BEGINS… Goodman and then with a sniper’s bullet to Dredd’s brain!
Of course, Dredd survives, but he is left in a coma and
Liberty dies pretty quickly in Mega-City One—mainly in need of extensive surgery to save him. Cal moves
because there isn’t an awful lot of it to begin with. You quickly to install himself as Chief Judge, shoring up his
don’t police a city this big and this chaotic. You keep power and readying to reshape Mega-City One in his own,
it beneath your heel and hope it doesn’t get up. So, comprehensively unstable image. The first step is to
when Cal first comes to power, who is to say that you, introduce a series of new laws, reintroducing the death
the average citizen, even notice. It starts quietly. Chief penalty for virtually any crime Cal feels like—especially
Judge Goodman is broken by Dredd’s apparent betrayal any criticism of the Chief Judge.
of everything he stood for, and Judge Cal kept the lid on Using this law as a pretext, Cal seizes the television
the city when Dredd was out in the Cursed Earth. Sure, studios, halting any news broadcasts, and arresting
some of his methods seemed a bit brutal. Maybe the man newsreaders, journalists and camera operators, oh and
himself is a little odd, but he gets the job done, and in everyone watching a broadcast deemed illegal. Protests
times like these, when Judge Dredd is a murderer, and against Cal’s draconian new measures are shut down
the Chief Judge can barely speak, someone efficient like with brutal haste. As Dredd awakens from his coma, Cal
Cal is just what you need. has his men place him under arrest, dragging him to the
Especially when Dredd escapes. Admittedly, Halls of Justice, his head still wrapped in bandages. Cal
committing every single Judge to pursue him seems also introduces a mandatory curfew for all citizens with
excessive for one man, even when that one man is Dredd. immediate death for any who breach it. And then, in an
Again though, unprecedented times. Who knows what announcement of his utter irrationality to all the citizens
you’d do in that situation? of Mega-City One, he introduces his choice for Deputy
Judge Chief, a loyal, devoted friend.
Plot Hooks Deputy Chief Judge Fish. The name is a literal
Judges: You’re deployed to the area Dredd was last description. Deputy Chief Judge Fish is Cal’s goldfish.
seen, commandeering a taxi at the point of a Lawgiver Dredd witnesses this bizarre scene and also watches as
and driving off to who knows where. How are you going Cal nods at Judge Fish’s pronouncement of his sentence.
to track him down? And what do you do if you actually Death. Fortunately, not everyone in the Halls of Justice
manage to? Are you sure enough of your own skills to is as devoted to Chief Judge Cal’s new regime as most of
take on the Judge Dredd? the Judges appear to be. Judge Giant, using Cal’s vanity
Citizens: So, even the Judges can’t protect you. All against him, convinces the demented tyrant to let Giant
they care about is Dredd! Time to take matters into your kill Dredd so that Judge Giant could prevent any blood
own hands, yeah? That’s right. You’re going to take to spatter on Cal’s immaculate uniform. The ruse works,
the streets. You’re going to do what the Judges can’t and and Giant is able to rescue Dredd. The two escape into
protect your neighbourhood. How are you going to fare the city, aware that Cal’s grip on it is, for the moment,
against hardened perps? And what are the Judges going absolute.

37
Plot Hooks
Judges: So…whose side are you
on? And if you’re not on Cal’s side,
how are you going to survive? Be
totally clear about this: if you don’t
side with Cal, he’s going to try to
kill you. Cal isn’t going to tolerate
any dissent, especially this early
in his regime. How are you going
to rebel? How are you going to be
able to retain your commitment to
the law in the face of Cal’s constant
propaganda and your isolation? And
how are you going to hide your true
allegiance from those around you?
How did Judge Giant manage it?
Citizens: You’re one of a group of
citizens caught out by Cal’s suddenly
and brutally imposed curfew. You’re
trapped outside, and somehow, you
need to get back home, preferably alive. Dodge roving Cal’s power continues to grow, though. He has the
packs of Judges, avoid the attentions of the SJS and mayor of Mega-City One declared insane (the fact that
make your way through the weirdly deserted streets of a the evidence of his insanity is the mayor behaving like a
Mega-City One in the grip of a tyrant. chicken, at Cal’s behest, isn’t noted on the asylum entry
Perps: Oh sure, the death of Goodman’s big news. But form) and is then infuriated to discover that the city’s
he’s soon replaced. Life goes on as normal. And well… population isn’t exactly happy about things. A mass
Judge Cal ran the SJS, didn’t he? He knows how to protest soon arrives at the Halls of Justice, demanding
maintain order. He knows how to keep things running as Cal’s resignation and the installation of Dredd as Chief
normal. Which is good, because a curfew makes things Judge. With typical poise and equanimity, Cal orders the
like breaking into shops extremely easy. You can go wild, use of gas bombs to disperse the mob before sending
so long as you’re quick, quiet, and wear a good quality in the SJS to deliver a particularly brutal reminder
mask. The problem is that the Judges are going to spend of who exactly is in charge. A lot of busted heads and
even less time getting you to surrender now. Good luck, broken bones later, Cal remains the undisputed ruler of
hombres. Mega-City One. Wearied, disappointed by the people’s
unwillingness to acclaim his glory and being a sadistic
maniac, Cal then has Judge Fish announce his new law.
MAN HUNT! Anyone breaking the new law is sentenced to instant
death.
Dredd’s on the loose, and Cal isn’t going to let that Meanwhile, Dredd shelters at the Academy of Law,
go. A reward of one million credits is offered to anyone alongside Judge Griffin, Judge Schmaltz and others who
offering information leading to Dredd’s arrest—more are older, some crippled with severe injuries, but at least
than enough money to bring out the Mega-City’s various determined to uphold the law as it should be. Dredd then
crazies, all seeking to get themselves a piece of that sort formulates his plan to strike back.
of action. Cal’s initial plan is to have the Judge meant
to be guarding Dredd killed. His right-hand man, Judge Plot Hooks
Quincy, persuades him to let the two merely suffer the Judges: Things aren’t exactly much fun inside the
indignity of dressing like little girls. Obviously, the ruling Halls of Justice. Cal’s pyschosis makes every sentence
has to come from Judge Fish, but Quincy’s plan works. uttered aloud a reason for demotion…or worse. If you’re
For now, however, Cal’s madness isn’t thinning the ranks a Cal loyalist, what are you doing to survive? How are
of his own Judges. you avoiding the downside of his constant mood swings?

38
And how are you going to manipulate his insatiable ego
to get yourself promotion. For those on Dredd’s side,
are you going to sneak out of the Halls of Justice, join
his rebellion,? or work on the inside to bring about Cal’s
demise? Either way, you’re going to have to be very
careful.
Citizens: You’re stuck inside. Every day brings
additional chaos, additional stress, anxiety, concern. How
are you surviving? What’s it like to be at the whims of a
maniac? How do you interpret the new law as declared
by Judge Fish? And, more importantly, how do your
neighbours? Can you trust them not to report you for a
breach? And can they trust you?
Perps: You’ve lived most of your life running from the
law. One more reason to do so isn’t going to make that
much of a difference — even if it was announced by a
fish. You might be handling Cal’s impulses better than
any other group in the city. The Judges are spending so
much time persecuting people gathered on the streets or
shooting anyone out thirty seconds after curfew so that
you and your buddies are doing whatever you want. So,
what is that? And how are you getting away with it?

DREDD’S GOOD… CAL’S BETTER


After days of careful preparation and now fully
recovered, Dredd and his new allies finally make their
move. With only a small squad of Judges, Dredd’s plan numerical superiority, the sight of the huge extra-
relies on mobilising the populace of Mega-City One. In a terrestrials is enough to send the people of Mega-City
convoy, Dredd, Giant, Griffin and the rest, break into the One into panic. The Kleggs are also heavily armed,
broadcast control centre, taking out Cal’s troops. Dredd horrifyingly strong, and are as happy to chew on a rebel
manages to transmit a message to the city populace, as arrest them. However, Dredd has little sympathy for
inciting them to rebel. the breaking mob. To have come so close to victory and
Responding to Dredd’s exhortation, an armed mob then to fail makes Dredd’s retreat all the bitterer.
descends on the Halls of Justice where a fierce battle Cal’s vengeance on the city is as measured as one
takes place. Even though his forces are spread out and might expect. He sentences every individual in Mega-City
massively outnumbered during this insurrection, Cal One to death, preparing to carry out the executions the
is enjoying a public bubble bath whilst dispensing his next day, city block by city block. In an orderly fashion, of
particular version of justice to those citizens unwise course.
enough to try and sue for clemency, even when Dredd
and Giant burst through the blockade surrounding the Plot Hooks
Halls of Justice! Judges: Do you reveal your true allegiances now? Do
Intent on capturing Cal and bringing him to justice, you join Dredd’s rebellion, throwing aside your helmet,
Dredd and his loyal forces surround the Halls of Justice. joining the mob he’s mobilised? Or do you pledge
But Cal, as is so often the case, remains one step ahead. yourself to Cal? Either way, as Kleggs rain from the sky,
As Dredd issues a demand for Cal’s surrender, Cal how are you going to survive? And who are you going
lackadaisically suggests that Dredd will receive his reply to help? Do you rescue citizens from the grip of the
in, “Oh…approximately five minutes.” ravenous Klegg or leave them to their fate?
His answer is a deluge of terrifying, crocodile-headed, Citizens: You joined the rebellion. You followed Dredd,
alien mercenaries, hordes of Klegg. Despite the vast and then giant crocodiles came falling from the sky. Now,

39
all you worry about is finding your way home. Getting
out of the surrounds of the Hall of Justice is going to be Plot Hooks
difficult. The Kleggs want meat, any meat, and you best Judges: What are you doing while they start setting
believe that you look pretty tasty right now. up the execution stalls and readying the apparatus for
Perps: The whole city was pretty much emptied, so the massacre of an entire city? Are you sabotaging
you took the chance to do some good, quick burglary. the mechanisms of industrial slaughter? Taking out
Now, you’ve got angry and terrified store owners Klegg mercenaries from the shadows? Doing anything
coming home, and the streets outside are swarming you can to aid Dredd, and prevent Cal’s madness killing
with vengeful Judges and hungry Kleggs. You’re in a 100 million people? Or are you still too afraid to strike
predicament. How are you going to get out of it? against the tyrant whose grip on the throat of Mega-City
One seems unbreakable?
Citizens: You weren’t going to let yourself be executed.
CAL TRIUMPHANT You were already planning a break for it, fleeing to the
Cursed Earth, maybe. Or into the sewers. People survive
His strategy successfully securing the whole of Mega- down there, don’t they? What kind of preparations had
City One, Cal readies himself for the execution of the you made, and how were you intending to escape from
entire city. Of course, despite the fact that he intends the roaming squads of trigger-happy Judges, and hungry
to slaughter every man, woman, and child in Mega- hungry Kleggs?
City One, Cal cajoles the citizenry to celebrate their Perps: Execution is always a threat in your line of work.
impending deaths. After all, the Chief Judge reminds Imposing it city-wide, all at once, though? Well, that’s
them, this is the first time an entire population has been a different matter. You aren’t exactly civic minded, but
sentenced to death. Yes, of course taking part in such a you reckon that’s pushing things. You decided to use
glorious event results in the deaths of all concerned but your less-than-legal skills to help someone other than
surely participation in historical events is worth such an yourself for once. How did you disrupt the plans of Cal?
inconvenience? It certainly is in Cal’s increasingly addled And how did you manage to avoid being one of the first
brain. people against the wall?
Cal’s joy at being able to secure his place in the annals
of tyranny means that Mega-City One’s death knell is
about to be rung, unless Dredd can stop it! Knowing SUFFER THE LITTLE CITIZENS…
Cal’s idiosyncratic personal mythology, Dredd resolves
to use his superstitions against him. Kidnapping Judge Cal is as good as his word—or as bad as it, to be more
Slocum, Dredd forces one of Cal’s closest and most loyal accurate. Laws change. Soon fresh air is being taxed,
enforcers to deliver the dead body of Judge Fish to talking is punishable by death, walking and running
Cal. Cal, overwhelmed by the loss of his closest friend, and stopping are all considered seditious acts. And the
cancels the executions in order to devote himself to Judges take things further still, encouraging children
organising Judge Fish’s ostentatious funeral. Dredd’s to report on their parents, creating a million little
plan has saved the city, for now, at least. informants throughout the city. Cal also takes the step of
After lengthy preparations, Cal launches the vast proclaiming his new Deputy Chief Judge, Grampus, the
funeral celebrations for his beloved Deputy Chief Judge. leader of the Klegg mercenaries. Because when you’re an
As a procession of Judges in dress uniform, mounted irrational tyrant, having an enormous crocodile as your
on immaculately clean Lawmakers, moves slowly right-hand enforcer is a sensible decision.
out from Justice Central, Cal waves to the crowds of It doesn’t take too long for the population of Mega-City
mourners, until Judge Slocum points out that there One to decide that such conditions are impossible to
aren’t any mourners. Or, indeed, anyone on the streets endure. At first, it’s a trickle of people, stealing from the
at all. Cal, seeing both his friend’s funeral spurned and city to try to make a new life in the irradiated wasteland
his own magnanimity in cancelling the execution of the of the Cursed Earth. That’s how untenable life under Cal
populace go unacknowledged, flies into a rage and vows is; people voluntary flock into the Badlands which nearly
to make the entire city suffer for their impudence and killed Dredd. Soon, what started as a trickle of tens of
ungratefulness. Mega-City One has seen nothing yet… people fleeing at night, becomes a tide of hundreds of
thousands.

40
efforts have a second purpose, to nurture some vestiges
of hope in the beleaguered citizens of Cal’s Mega-City,
that Dredd fights on, on their behalf. That, perhaps, Cal
might be deposed and normality (or what passes for it, in
Mega-City One) might return. This drives Cal to the point
of frenzy. Furious at his inability to capture Dredd, Cal
turns to his new Deputy Chief Grampus. The brutal Klegg
leader has his own ideas for capturing the fugitive Dredd
and his band.

Plot Hooks
Judges: Helping Dredd take down parts of the wall
is your paramount mission. Whether you do this while
still pretending to work for Cal or whether you’re one
of Dredd’s renegades is up to you. What needs to be
done is obvious though. The wall needs to be broken
down, interrupted. Following Dredd’s lead, you target
specific sections of the wall. How are you getting past
the security? Endless patrols circle the various building
locations, partly to stop any attempted sabotage and
The entire city decamps, an exodus determined to primarily to keep the people working. This makes your
escape the endless bitterness of life under Cal’s endless job difficult, but not impossible. Get ready for a raid!
changing moods. Of course, nothing is that simple where Citizens: Life is about as miserable as it can get. You’re
Cal is concerned. constantly watched, constantly working, weapons always
Despite some suggestions that the city might be trained on you. This isn’t what a free citizen of Mega-City
preferable if emptied of its citizens, Cal isn’t about to One is meant to endure! And damnit, you’re not going
rule over an empty city. That wouldn’t suit his particular to endure it anymore! It’s time for an uprising. You have
brand of narcissism at all. Deputy Chief Judge Grampus nothing to lose but your chains and, admittedly, your life,
is sent into action with hover ships quickly surrounding but don’t worry about the details just yet. First, you need
the defenceless, fleeing masses and opening fire until to seize some weapons, incite a riot, and generally carry
the horde is forced to turn back. Cal, aghast at the on like Spartacus.
idea his tyranny might have been inflicted on empty Perps: Even you, inured to life under constant threat of
buildings, determines to ensure that this never happens death, are reaching your limits now. Cal’s psychosis has
again. Judge Slocum is issued with orders to build a made every citizen a perp, and, even you know that ain’t
curtain wall around the entirety of Mega-City One. And right. But what can you do about it? Well, you can avoid
the workforce? Well, Cal hasn’t prevented yet another work where and whenever you can. And there’s always
thwarting of his authority to let the people return some extra money to be made selling prohibited items to
to their homes unpunished. The entire population is the desperate. Getting hold of those illicit items takes a
pressganged into Mega-City One’s largest-ever building bit of work, but you can do it with a bit of bribery and a
project. quiet spot of murder.
The wall is a mile high, with watch posts, gun towers
and searchlights, everything Cal can think of to render
escape from the city virtually impossible. Whatever else UNLEASH THE HOUNDS OF
he may be, Cal is a Judge, and he knows how to create
a prison, a prison for an entire city. Work continues
KLEGG!
around the clock, with the population forced to endure Incensed with hunger, nostrils filled with the scent
hideous conditions even as they build their own trap. of the hunt, Deputy Chief Judge Grampus frees the
Dredd and his weary band of teachers attack the wall at hounds of Klegg. These vile creatures — part hound,
various points, aiming to prevent its construction. But part crocodile, all ravening hunger — tear apart housing
despite numerous successes, they are much too few in blocks, sniffing out Dredd and his comrades. Using
number to really undermine the building work. Dredd’s clothes obtained from Dredd’s locker, Grampus and the

41
Judges the time to flee, Dredd,
Giant, Pepper, Kelso and the other
Judges are able to break out. The
road liner soars out, beyond the
perimeter of Cal’s forces, onto the
highway, and away. But Cal isn’t
defeated yet.
The vast network of cameras
and tracking devices available to
Cal mean that, even with Judge
Giant’s exceptional driving skills,
Dredd’s escape is short-lived. Cal’s
massed pursuit vehicles arrive at
a key intersection just as the road
liner emerges, shelling the road and
leaving Dredd and his crew exposed.
Unable to stop, the road liner
crashes through the road itself,
plunging down into the Big Smelly.
The Big Smelly is the old river
flowing beneath Mega-City One — a
river whose stench is so vile it was
entirely covered over, leaving most
unaware of its existence.
Convinced that Dredd must
have been killed in the crash,
Klegg hounds track the fugitive Judges through Mega- Cal spontaneously pens a poem, “Ode Said to a Dead
City One with unerring accuracy. Soon, even Dredd’s Dredd”. His versifying is greeted with rapturous applause
relentless cunning isn’t enough, and the Klegg hounds from the utterly terrified Judges surrounding him, who
and the Klegg soldiers following behind are close enough only now begin to realise the full extent of what their
to launch an assault. An intense firefight begins, with compliance has done. With Dredd gone, there truly is no
Dredd and his followers outnumbered and outgunned. one to prevent Cal’s psychosis holding sway, once and
Things grow even more desperate when a charging Klegg for all. Still, victory is not quite enough for Cal’s endless
hound sinks its fangs into Dredd’s shoulder, lifting him pride. In order to commemorate his final victory, law
cleanly off the ground and threatening to tear him in half. is suspended for 24 hours across the whole of Mega-
Even as alien teeth threaten to sever his arm, Dredd City One. Many are convinced that such a rash action
is able to fire off a round from his Lawgiver, tearing the is certain to trigger pandemonium, as the oppressed
Klegg hound’s spine from its flesh and leaving Judge citizens of the city unleash their bottled-up emotions.
Dredd bloody but still alive. From outside Dredd’s Nothing happens. Dredd’s death instead inspires a
hideout, Cal and Slocum watch what they believe to be day of spontaneous mourning across the Mega-City.
the final stand against Cal’s total rule over Mega-City Blinds are closed, flags flown at half-mast, and the
One. As Klegg mercenaries close in on the embattled streets remain silent. Cal is incensed, demanding to
resistance, even some of Dredd’s comrades consider know why the citizens don’t love him, don’t recognise his
surrender or suicide. This is quickly silenced by Dredd munificence, his kindness. The only response he receives
with a brutal backhand. Seeing the end is approaching if is from the foolish Judge Cox, who volunteers that the
they hold their positions much longer, Dredd and Giant citizens are simply too shy to express their true feelings
gather their remaining forces and make their way to for Cal. Further, Cox goes on, he would die for Judge Cal,
Dredd’s secret getaway vehicle, a road liner, carefully so true and devoted is the love he bears for the Chief
concealed alongside an exit ramp, directly onto the Judge. Cal hands over his gun and insists that Cox make
highway ringing Mega-City One. With the heroic Judge good on his promise. Seeing Cal’s malice now whittling
Hernandez laying down his life to give his fellow rebel down the ranks of his own men, even the other Judges

42
begin to question whether the Chief Judge ought to be smiling, conversation, and happiness illegal. He forces
replaced. But while Cal’s rule is backed up by Grampus the entire city to destroy their prized possessions and
and the Klegg, he is unchallengeable. valuables, declaring that anyone found in possession
of anything liable to incite happiness is to be executed
Plot Hooks immediately. Cal’s instability, now utterly unconstrained
Judges: Dredd is gone. The great hope for Mega-City by the need to respond to Dredd’s attacks and feints,
One’s survival has been eliminated. What do you do now? results in him demanding the city’s loyalty and love.
Throw in your lot with Cal and hope you don’t catch his But Cal’s power isn’t quite as total as he thinks.
eye? Or do you take over where Dredd left off, organising Despite the terrifying plunge from the Mega-City One
a resistance however and wherever you can? Cal’s forces highway into the Big Smelly, Dredd and his crew aren’t
are at the peak of their powers. How do you avoid them, done for yet. As they smash through the layers of
and how do you try to pick up the pieces after Dredd’s concrete, the crash bags inflate cushioning those in the
demise? front of the road liner. It isn’t enough to save those in
Citizens: All hope is gone. Or so it seems. So how are the unprotected rear of the vehicle, but those in the
you going to survive? Maybe it’s time to get out. You’re command capsule are luckier.
sure you can find a way through the wall somehow. The remains of the road liner float along the Big
Or go under it. Or over it. There’re dozens of ways to Smelly until a crew of scavengers decide it looks like
escape. There must be! You and your friends better start rich pickings. Using grappling hooks, they haul it to the
dreaming up interesting ways out of the city, and fast, shore. Dredd and Giant, observing from within the road
because who knows what the oppressor is going to do liner, see the unfortunates who reside alongside the
next! banks of the dangerously polluted river. The locals start
Perps: Who thought you’d have a new line of lucrative to flee, having heard the approach of someone they call
work open up to you consisting of smuggling people out Fergee. Fergee is an enormous, astonishingly strong
of Mega-City One. But you do. You’re a coyote now. Isn’t outcast and self-appointed King of the Big Smelly. Dredd,
that what they called them in the old days? You offer clambering from the wreckage of the road liner, demands
routes past the wall. Or at least, that’s what you say his surrender, but Fergee isn’t so easily cowed. In fact, he
you’re offering. Who knows if it’s true! finds the demands hilarious. Giant encourages Dredd to
simply shoot the towering river-dweller, but Dredd isn’t
about to be driven to act as Cal would. A boxing match
NOW HE’S REALLY MAD for the ages is inevitable.
Meanwhile, entirely unaware of Dredd’s survival, Cal
The grip of the tyrant is absolute, and Cal really isn’t plots yet another propaganda coup, designed to finally
happy about his greatest foe, Dredd, being mourned. In inspire the kind of adoration he craves. He conducts a
a typically measured response, Cal declares laughter, series of auditions, seeking to find someone to depict

43
Judge Dredd’s treachery against Cal’s pure heroism. KING OF THE BIG SMELLY!
Cal, of course, has chosen the city’s most famous and
handsome actor to play him. Conrad Conn, the actor in Guided by the enormous, violent but surprisingly
question, is initially reluctant to take on the role. Cal is, affable Fergee, Dredd and his comrades are given a
however, an extremely persuasive casting director and, guided tour of the underside of Mega-City One. What
with a little negotiation, Conn soon accepts his place in might have been a dangerous trek through dark, stinking
the film. It’s difficult not to, with a knife to your head and confines of the sewers is made much easier by Fergee’s
a Klegg behind you. presence—though the smell is made slightly worse.
Dredd’s battle with Fergee is a bruising slug-fest. Fergee’s size and reputation ensure that the strange
Fergee is strong enough to shake even Dredd’s usually tribes of mutants dwelling in the labyrinth of sewers
indomitable resolve but not quite enough to break stay well out of Dredd’s way. After a lengthy trip, Fergee
it. Summoning his strength, Dredd knocks Fergee off finally shows the exhausted Judges into his home or
his feet into the Big Smelly itself. From which Fergee at least what passes for a home down here. Fergee’s
emerges laughing, smiling, and offering Dredd his hand domicile is a former body shop, crammed with the
in friendship. Dredd’s formidable strength and his dry various flotsam and jetsam Fergee has collected from
wit appeal to Fergee, who offers to show them around the Big Smelly over many years. For the first time in
his underground kingdom. But first, the surviving Judges a long time, the Judges are able to rest and begin to
have to assess the cost of their narrow escape from Cal. recuperate. Fergee even feeds them, though several
While Giant, Griffin, Kelso, and Pepper survived intact, of the Judges find themselves less peckish once they
Judge Schmaltz is left mortally wounded, although he realise that the meat they are chewing on is sewer rat.
survives long enough to deliver an eloquent tribute to It is while resting that the Judges are finally able to
himself. Interring their fallen in the road liner, the Judges devote some time to determining precisely how Cal has
honour those who gave their lives in defence of Mega- managed to establish such complete dominance over
City One and in defiance of Cal. Then, placing their trust the minds of numerous, previously decent and reliable
in Fergee—an outcast they barely know—they turn into Judges. Judge Giant finally realises the secret to Cal’s
the darkness. means of cultivating loyalty. As the former head of the
SJS, it was Cal’s responsibility to arrange and deliver
Plot Hooks the morning briefings. These recorded messages are
Judges: You’ve heard rumours, rumours of the river meant to offer each Judge an overview of the day ahead,
below. Could Dredd have survived the crash? And if so, updates on any major crimes and determine patrol
do you head down into the darkness to find him? What routes. Could Cal have subverted them, somehow? After
lurks down there, in the endless maze of tunnels, and do some discussion, Giant reaches a firm hypothesis. Cal
you want to find out? No. Really. Do you? Because that’s had been using subliminal messages, carefully hidden
the only way you’re going to find out if Dredd is still deep within the briefings, gradually brainwashing even
breathing. the most diligent servants of the law. Those Judges
Citizens: A new life awaits! One far away from the exempt from briefings, such as Judge Tutors at the
insanity of Cal, from the oppression and the drudgery Academy, did not form such an attachment. At last
and the hunger of the Klegg. Life on the Big Smelly is recognising that Cal’s hold on the Mega-City is not
the life for you! Of course, you’ve got to deal with the quite as total as it might have seemed, Dredd and his
cannibals, and the mutants and the zombies, but hey! It’s companions are able to begin building a new plan for
better than the alternative. How are you carving out a restoring peace. Except of course, things are never quite
new life for yourself, exactly? that easy.
Perps: You deal with all sorts. You’re not picky when it Just as it seems the Judges might have a place from
comes to customers. You can’t be, in your line of work. which to begin to rebuild the resistance, Fergee leads
So you do some strange jobs for people from below the them directly into a passing patrol wagon. Fergee’s
streets. And you’ve got to deliver something from the first instinct is to fight the pat-wagon with his bat, but,
world above, to those below. What do the folk of the Big seeing even Dredd turn tail and flee, the genial giant is
Smelly need from the surface, how do you procure it, and persuaded that there might be wiser course of action.
what happens when you attempt to deliver? Unfortunately, the escape route they choose leads to a
dead end. Facing death if recognised, Dredd attempts

44
an audacious bluff. Emerging from the alleyway, with Citizens: You saw it! You and your friends saw Dredd’s
Fergee at gunpoint, Dredd momentarily convinces the resurrection. You need to tell people. Except, of course,
Judges who were chasing them that he was actually in Cal’s men aren’t exactly keen for you to do that. They’re
pursuit of the hulking sewer dweller. It isn’t the subtlest already tracking you, and you need to stay one step
of bluffs but it works for just long enough to give Dredd ahead of them while also rekindling the city’s hopes that
and Fergee the chance to take their pursuers down. maybe…just maybe…there might be some way out of this
Dredd, impressed by Fergee’s loyalty, makes him an predicament.
honorary Judge—something which precipitates the Perps: Being a criminal means you get to meet a lot
easily amused giant into fits of laughter. But Fergee and of different people and gather expertise in a variety of
Dredd’s strike has also given the Judges something else. different roles. Your gang got pretty good at hypnotising
It’s given them an opportunity. Taking the pat-wagon for people into giving you their stuff, signing over their
themselves, the Judges head across town to undertake apartments. It was the perfect scam. What you didn’t
Dredd’s latest plan. First step? Rescue Walter the Wobot expect was to be arrested by the head of the SJS and
from the clutches of the Klegg. forced to make tapes for him to brainwash Judges with.
Walter is being held captive by a gang of Klegg who And now, things have gone too far, and it can only be a
use him as a servant and a source of fun. The fun stops, matter of time before he decides to get rid of you. But
for the Klegg at least, when Fergee and Dredd plunge escaping from Cal isn’t going to be easy.
through the ceiling and begin whaling about them. The
fight is vicious, but, after a brutal battle, Dredd and
Fergee are left, surrounded by the bodies of unconscious WALTER’S COUWAGE
crocodilians. Walter, delighted to be once again in the
presence of Dredd, is soon given a new role. That of a Even as Cal steps towards Walter, axe raised and ready
traitor! to strike, Dredd’s plan becomes clear. Walter pleads with
Calling into a news show, Walter declares his identity, Cal, accepting his brutal decommissioning at Cal’s hands,
and insists that Judge Dredd is in fact alive, not dead as so long as he isn’t sent back to that ‘cweep’ Judge
Cal and most of the city believed. After some moderate Dredd. Hearing the previously devoted Walter talk about
confusion—Dwedd isn’t quite close enough to Dredd for Dredd this way is a sudden and unexpected balm for Cal’s
some Judges’ ears— Walter is brought before Cal, just as soul. Instead of hacking Walter to pieces, he puts Walter
Dredd reveals himself, disposing of a series of Judges on every vid-channel he can, having the loquacious robot
in a thrilling motorway chase. When Walter arrives, Cal regale Mega-City One with lurid and entirely fictional
is indulging himself in one of his favourite pastimes— tales of Dredd’s villainy. Cal, pleased at his greatest
judging the guilty—and a new one he has only recently and most obstinate foe’s reputation being tarnished, is
picked up—addressing the long dead Chief
Judges of Mega-City One and demanding
they answer him. Dredd’s survival pushes
Cal ever deeper into insanity, and upon
Walter’s arrival, Cal seizes an axe and
advances upon the small robot unit with
murder in his eyes!

Plot Hooks
Judges: Walter might be brave, and he
might be loyal, but he’s not exactly bright.
How long before he gives himself away
to Cal by objecting to the tyrant’s ranting
about Dredd? Fortunately, Dredd wasn’t
foolish enough to send the robot in alone.
Walter might not know it, but you’re there
to cover for him, catch his mistakes and
generally try and stop the robot from
getting himself killed. Good luck with that.

45
uncharacteristically generous, making Walter Mega-City me!” What are you going to do? And what kind of review
One’s first robot Judge. But Walter’s compliance is, quite of the museum are you going to offer Cal?
obviously, a ruse. Dredd has again used his knowledge of Perps: Where are you going to get gallons and gallons
Cal’s personality to his own ends. Walter’s flattery and of pickling vinegar from? You owe a couple of Judges
subservience are perfect for Cal’s brand of vanity, and favours and now, they’re calling them in. Cal wants
Dredd banks on this. As Cal’s trust in Walter grows, the pickling liquid, a lot of it, and damned if the Judges know
plucky robot is soon able to walk through the Halls of where to get it. You couldn’t exactly say no to them, so
Justice unobstructed but not entirely unsuspected. now you’re out looking. It’s going to be quite the heist,
Judge Slocum, loyal to Cal to the end, has been that’s all you can think to yourself.
tracking Walter’s movement, and just as Walter sneaks
into the Crime Briefing Room to obtain proof of Cal’s
subliminal messaging, Slocum holds him at gunpoint. THE FINAL PSYCHOSIS OF
He quickly takes away tape containing Cal’s secret
messaging, and heads to Cal’s inner chambers to reveal
JUDGE CAL
Walter’s duplicity. Dredd’s plan is moments from failure One hundred days into his reign of terror, Cal and
except Cal has decided to reward his most faithful Deputy Chief Judge Grampus survey the Mega-City they
servant. Slocum is injected with something Cal refers to have cowed into submission. Cal uses the opportunity
as a miracle cure. Even as Slocum attempts to warn Cal to expound on his philosophy of leadership. It’s a fairly
of Walter’s enduring loyalty to Dredd, he begins to feel simple formula: fear equals obedience. The population,
different. Paralysis steals over him, the tape falls from reduced to abject servitude, are utterly at Cal’s mercy.
his fingers, and Cal’s Klegg servants carefully lift Slocum A network of spy cameras and informants ensure that
up and deposit him in a vast test tube filled with vinegar, none even dare dream of insurrection. The vast city walls
once Cal has carefully positioned Slocum’s features into prevent escape, and the Judges ensure that the merest
a beaming smile. Cal’s reward for his most loyal follower’s act of disobedience is dealt with, permanently. But hope
devotion is permanent relief from ageing and stress. Cal isn’t entirely gone. Just as Cal basks in his glory, Fergee
also hadn’t forgotten the slight against his character receives a package sent by Walter. In it, is the tape
Slocum had made, once, when he referred to the Chief proving Cal’s use of subliminal messaging to brainwash
Judge as crazy. Walter, confronted by the true extent the Judges under his control. Dredd’s plan is to use Cal’s
of Cal’s insanity awaits his own imminent end only for own techniques against him by creating a briefing tape
Cal to calmly pick up the tape Slocum was about to use to overwrite Cal’s control of the Judges and bring them
to prove the robot’s mendacity and hand it back to him. back to reality. The problem? Judge Pepper estimates
Walter scuttles off to present Dredd with the clinching it might take two weeks to create such a tape. Dredd
proof of Cal’s perfidy. Does Dredd finally have the means orders them to have it done in just seven days. And with
to turn the Judges against their Chief? Cal growing crazier by the day, even that might be too
long.
Plot Hooks Beset by voices in his head, Cal rages at phantoms
Judges: He pickled his most loyal follower? What’s within the bastion of the Halls of Justice, railing against
he going to do to you? Barbeque you and serve you for spectral persecutors. Finally, after minutes of agonised
lunch? Actually, don’t answer that. Cal’s insanity knows ranting at the air around him, Cal collapses and is borne
no bounds. But Walter has got the tape, and now you just to his chambers by his still-loyal SJS members. The next
need to smuggle it out of the Halls of Justice and into day, Cal’s mood is quite changed. Indeed, he’s positively
the post without it going through any of the ninety-three cheerful, a change which Walter notes. Cal responds to
different checks Cal insists on. Should be easy, right? his robot servant’s comment with the revelation that
Right? he has reached a decision—a decision he intends to
Citizens: Cal’s inviting citizens to come and visit his reveal to the city as a whole in a live broadcast. Ever the
new museum. You and several people in your block showman.
have received a personalised invitation from the tyrant The speech delivered a few hours later is the acme of
himself along with a personalised Judge to enforce your Cal’s instability. His perfect rule, he announces, cannot
attendance. In the museum, you quickly realise that all of be improved upon, but nor, should it be allowed to
the exhibits and specimens are pickled people. And one diminish. Instead, Cal proposes a glorious moment of
of them mouths something which looks a lot like, “Help sacrifice, with the intention of preserving our perfect city

46
forever in its finest hour! Cal’s plan is already essentially
complete. Canisters of nerve gas have been placed
throughout the city. All Cal has to do is push a button,
and the entire city dies. Of course, Cal nobly informs the
terrified populace that he, himself, is prepared to push
the button. The use of the nerve gas is quite deliberate
too. The buildings and the records of Mega-City One
are to be left untouched. The entire conurbation will
become a shrine to Cal’s achievements, a corpse-strewn
monument to Cal’s mania!
Dredd watches the announcement with mounting
horror, before demanding that Pepper finish the tape
immediately—else there won’t be a chance for them to
stop Cal’s slaughter! The Judges work without sleep to
ready everything for their final attempt to halt Cal. The
next morning, they sneak through the streets, dodging
pat-wagons and other patrols, finally arriving at the Hall
of Justice. But the place is still heavily defended. Getting
in is virtually impossible, except for the fact that Dredd
has a man (or a lisping robot) on the inside.
With Walter’s help, Dredd, Giant and the rest of the
fugitive Judges are able to use a secret escape route
that emerges underneath the sarcophagus of Judge
Fargo. Hurrying through the labyrinth of passages that
make up the vast complex, Dredd and his men take
out a number of their former comrades, bringing their
unconscious forms with them to avoid rousing suspicion.
Eventually, they reach the briefing room where Dredd
guns down the two SJS guards attempting to stop him.
Finally, as the Judges file into the great hall for the
morning briefing, Pepper switches the briefing tape to
the one he has specially created. The effect is almost
immediate. The Judges are snapped from the Cal-tainted
world they’ve inhabited for months. Many are driven
to something like a nervous collapse at the realisation
of what they have been party to and what they have
done without question. But there’s no time for such
recriminations. Dredd emerges from his hiding place,
offering the awakened Judges a shot at redemption, to
ride on Cal’s still-loyal SJS and the Klegg, stopping Cal
before he can complete his plan to murder the entire
city.
At that moment, Cal is on his way to the Tower of city. The crowd that had gathered to beseech Cal to show
Judgement, where the button to release the nerve gas is mercy flees at the sound. The SJS, uncertain at why the
located. With a typical dramatic flourish, Cal intends to siren should be sounding at all, grow nervous. But Cal
stand above the city he believes he has perfected, just as thinks the dirge like noise a perfect accompaniment to
he kills every inhabitant. But as long as Dredd still lives, the end of all he has worked for.
things aren’t over. As Cal prepares himself to commit The space-raid siren is the call-to-arms for Dredd
genocide, the Klegg mercenaries ready to leave for a and his newly acquired Judge army. Riding on their
new contract on a different world, and then suddenly, Lawmakers, they charge the remnants of Cal’s forces,
the space-raid sirens begin to wail mournfully across the cutting them down in a ferocious fusillade. The

47
Klegg, seeing the chances of victory ebbing away wrapped in his arms, Fergee clambers the railings around
and considering their contract complete, attempt to the Tower of Justice and with a last bellow of “Easy the
surrender only to be gunned down en masse by Dredd Ferg!” leaps off, bearing half a dozen Judges and the
and his followers, in revenge for the many atrocities they demented tyrant of Mega-City One with him. Cal, utterly
have visited upon the citizens of the Mega-City. But Cal deluded even in his final moments, attempts to command
is too far ahead to be caught just yet! He brings down gravity to release him from its grasp. It declines. The
the anti-vandal doors, locking everyone out apart from great dictator dies not with a whimper, but with a splat.
the unfortunate Judge Kelso who attempted to skid Recognising the heroic sacrifice made by Fergee,
under the rapidly shutting doors, and trapped more than an outcast from the Mega-City, Dredd ensures he is
a finger as a result. commemorated with a magnificent statue. The city
The anti-vandal door to the Tower of Justice is firmly and its populace begin to emerge from the horrifying
closed and resistant to bullets, lasers, everything the trauma. The only thing left to do is to select a new Chief
Judges can throw at it. As despair begins to settle on the Judge. The Judges, as a body, ask Dredd to lead them.
assembled Judges, Dredd charges a truck at the door, Dredd demurs, asking that they select Judge Griffin—a
leaping clear at the last moment, as the machine cleaves decent, honourable and honest man—in his place. It is a
straight through the steel. With Fergee on his heels, fair reward for the tutor’s efforts in thwarting Cal, and he
Dredd, Pepper, Giant, more Judges, and those who have soon selects Judge Pepper as his Deputy Chief Judge.
been with him through the entire ordeal race to prevent Dredd returns to the streets, where he belongs, and
the death of everything they’ve fought for. where, as he says, “I am needed…more than ever now!”
Dredd and Fergee charge upwards unopposed until
they reach the top. Cal remains entirely unconcerned, Plot Hooks
standing at the pinnacle of the tower, surveying his Judges: The final battle is a chaotic nightmare of
domain. The SJS guards he has with him, seeing a raging Kleggs and screaming Judges. You’re in the midst
chance to secure pardons for themselves and stop the of it, and you have to keep fighting. It’s the only way
genocide of an entire city are about to assassinate to save the city. Off to the side, you see a dozen SJS
Cal, when he unexpectedly invites the two SJS guards Judges heading away from the main battle. Are they
alongside him to come and toast his success with him. heading for the nerve gas? Has Cal got a back-up plan if
But the drink he offers the two guards is poisoned. This he’s defeated here? It’s up to you to track them and find
is Cal, after all. He gloats over their corpses, just as out.
Dredd, Fergee, and the rest of his Judges burst through Citizens: Are you flooding on the streets, or huddled
the door. But even then, Cal is coolness itself. inside waiting for the nerve gas? Either way, the space-
As Fergee charges at Cal, he draws his Lawgiver and raid siren isn’t exactly what you wanted to hear right
puts three bullets through the cheerful giant’s torso. now. But are those better ventilators on the block over
Before he can finish the job, Dredd shoots the gun from the road? Have they got a way of filtering the nerve gas
the tyrant’s hand and attempts to place him under out? It might just be time for a good old-fashioned block
arrest. Incensed by such disrespect, Cal demands that war!
the Judges accompanying Dredd and the former Judge Perps: This thing is going to end one way or another.
Tutors apprehend Dredd and the Judge Tutors, which Either you’re dead just like everyone else, or Dredd is
the Judges, unable to resist the hypnotic power of Cal’s going to be back on the streets arresting everyone again.
voice in such close proximity, reluctantly do. So go out in a blaze of glory, right? Right? One last
Cal gloats over Dredd, and then walks towards the rampage of crime. Get it out of your system. Maybe you’ll
button, stretching out his finger to unleash the nerve go straight after this. Maybe. Meanwhile, that’s a lovely
gas when Fergee, gravely wounded but unstoppable, jewellery store. Let’s take everything.
seizes him. With Cal babbling in incomprehension at
being so manhandled by the oaf he’d thought dealt with

48
CH/4: TOOLS FOR SURVIVAL
//Availability OPTIONAL RULE: Celebrity
Klegg technology (denoted as K on equipment tables) Cloned Player Characters
is treated as Alien to other cultures, but Kleggs may
purchase them from areas of their empire or through
Player characters gestated from clone
Klegg traders. Klegg equipment is typically robust, kits will be birthed and reared like
and any instructions incorporated in the item feature normal humans unlike tank created
cartoon-like images. clones as typified by those created
by the Justice Department. They will
physically resemble their donor
GENERAL GEAR parent and usually possess a similar
Corpsesucka. Most corpses in Mega-City One are sent
personality and skills, especially
to Resyk Centers, but sometimes bodies with infections
if their upbringing is based on the
need burning or liquefying and removing by clean-up
squads. revered parent’s.
Corpsesucka devices carry powerful chemicals which >> Size: Medium
liquefy human remains which are then sucked up into the
machine’s reservoir, prior to being removed and disposed >> Attributes: As human but cannot
of. Cleaning enzymes are also emitted, which remove any choose LUC or PSI [ideally based on
organic residue from the site. Handheld, portable models clone’s donor parent]
resembling vacuum cleaners can breakdown and store
>> Skill Choices: Any [ideally based
the equivalent of an adult corpse in body mass within ten
on clone’s donor parent]
minutes. These devices are highly sought after by well-
organised criminals who want to dispose of dead bodies
and any traces of evidence, whilst some are used by SJS EXPLOITS
Judges involved in EJKs.
Refills of chemical solution can be bought for similar Genetic Attributes: Add 2 to two
costs to gun ammunition. attributes and 1 to a third. None of
Home Cloning Pregnancy Kit. When Judge Cal these can be in LUC or PSI.
dispensed with the Cloning Act (Regulation of
Genetic Skill Package: You come
Commercial Exploitation), everyday citizens of Mega-City
One were able to able to purchase materials that allowed
into being with existing skills and
them to gestate a clone. Kits include an instruction abilities. Choose one category from
vid slug and a syringe holding quality-tested genetic the following: [artistic], [physical],
material from a donor. Following Cal’s death, the Justice [performance]. You gain four skills at
Department quickly revoked de-regulation, and citizens one rank from your chosen category.
wanting to birth clones had to travel to Texas City or
other Mega-Cities. Grav Stretcher. These stretchers incorporate a grav
Typically, purchasers are drawn to licensed products motor that allows them to take loads up to 300 lbs
that use the DNA of celebrities such as the muscular, and can float above the ground, permitting them to be
action movie hero Scwartzenburger. The most popular manoeuvred easily by a single bearer.
range proved to be that of the Tri-D star and heart Megopoly. This board game includes an extendable
throb Jimmy Deans, the lead in the famous movies West board, colourful banknotes and a robotic dealer arm.
of Sector 301, Rebel without Due Cause and Dwarf, Searchlight. Searchlights mounted on vehicles or
resulting in 30,000 of his clones being born. The Jimmy stands are used to cast a beam of light up to a distance
Dean product was well marketed and could include a 1,000 feet, illuminating a 30’ area.
25,000 credit deal that included the use of luxury Jimmy Shuggy Table. Referred to by Max Normal, one of its
Deans clinics where instruction and natal care were finest players, as the game of kool kats, shuggy is a
provided. Sadly, the genetic heritage and the result of popular sport in Mega-City One’s underworld circles, and
finding themselves just one of thousands of duplicates nearly every club house owned by mobsters seems to
led to all the Deans clones developing rebellious and include a table. The purchase of a standard table usually
delinquent behaviour. includes a set of balls and a couple of cues.

49
Shuggy Cue. Basic shuggy cues are manufactured from Sonic Blaster (heavy weapons). These rifle-sized
synthetic materials. Serious players buy superior quality versions of sonic cannons are used for engineering tasks,
items, often incorporating wood, and use carry cases typically by sewer workers who need to clear blockages.
to protect their cherished cues. Besides being used
for potting shuggy balls, they make handy improvised
weapons in bar brawls.
ARMOUR
Straitjacket. These devices for restraining individuals Klegg Battle Suit. Kleggs normally wear a body suit of
prevent them from harming others or themselves. The resistant material, augmented with a harness of tough
long sleeves of the garment allow the individual’s arms straps, heavy boots and a few equipment pouches.
to be secured in front of their body whilst the ends Helmets prevent a Klegg from using their jaws to rip up
are secured behind their back, preventing the use of and feast on their foes, so are generally only worn in
the wearer’s hands. The harnesses usually incorporate airless or toxic environments.
inbuilt loops and buckles to which other restraints can be Klegg armour is made to accommodate their size, so
fixed. Putting and securing an unwilling individual into a medium sized beings will find most suits too large to
suit usually requires two individuals. Escaping from such wear, though a few smaller versions are made for leader
a device will require the wearer to make a Severe [29] caste individuals who have yet to grow to their full size.
STR test or Strenuous [19] AGI check.
Uni-Chopper. This personal flying device is integrated
in a backpack that incorporates a motor, propellers and
DRUGS
control extensions. It is mainly used as a recreational
device for juvies and is one of the easiest flying devices Euph
to purchase. Perps don’t usually deign to use them as During the Atomic War of 2070-71, a drug called
they are noisier than bat glider suits and slower than Euph was developed by the Justice Department using
jetpacks. The devices have SPEED 8, which is reduced a civilian research team headed by Professor Wilhelm.
to SPEED 6 with a load comparable to an adult, and The drug promoted a sense of benign euphoria in
can operate for two hours without needing to recharge. those exposed to it. Those individuals subjected to
Speed settings are often reduced for models marketed Euph have a sense of rebirth and experience in deep,
for young wearers. pacifist tendencies, and some individuals also develop a
collective awareness with other Euph users.
Some promising field tests were made in the last year
RANGED WEAPONS of the war against elements of Booth’s presidential
Acid Blaster (heavy weapons). These industrial guard, followed by the development of a gas that
devices are used for spraying areas with chemical caused negative emotions. After the war, the Justice
solvents. Different types and concentrations of solvents Department cancelled further research, though the
can be used in the tank that is strapped to the user’s outlawed drug eventually found its way onto the streets.
back. In 2117, a rogue cell in the SJS attempted to develop
Bludgeon Cannon (heavy weapons) Typical slug and distribute an experimental strain of the drug in
thrower used by Klegg mercenaries, the cannon counts Sector 196 with the aim of leaving citizens open to mind
as a heavy weapon but Kleggs of large SIZE and STR 10+ reading and attack using SJS psychic operatives linked
can use either heavy weapons or rifles skill to fire them. into the group consciousness.
Rat Gun (pistols). Few citizens of Mega-City One show Individuals taking an injection of Euph need to make a
any interest in old fashioned air rifles and pistols given Demanding [21] WIL test if they want to resist the drug,
the availability of more lethal guns, though some young otherwise they gain the Placid condition and also feel
juves are occasionally given bb pistols as their first a shared bond of compassion with other affected users
gun. Perps lacking adequate resources sometimes find within 30’, with each level of PSI skill adding 10’ to the
that some of the commercial pistols made to resemble range. The affected individuals all gain a +2d6 INT bonus
conventional firearms are good enough to bluff victims. on INT, CHA and PSI rolls made to influence each other,
Workers in environments where there is a risk of and a psionic user also reduces the base PP cost to use a
encountering explosive gases sometimes include gas- Telepathy exploit by half upon any linked individuals.
powered weapons in their arsenal of equipment.

50
//GENERAL GEAR
ITEM COST WEIGHT AVAIL
(CR) (LB)
CORPSE SUCKER 200 10 [+35*] R
HOME CLONING PREGNANCY KIT 1,000+** 1 L**
HOVER STRETCHER 350 10 L
MEGOPOLY 300 5 L
SEARCH LIGHT 50 5 L
SHUGGY TABLE 300 500 L
SHUGGY QUEUE 8 1 L
STRAITJACKET 40 5 L
UNI-CHOPPER 500 10 L
*Weight of biomass in reservoir.
**Prices will increase with the REP and marketing of the donor. Typical costs are 1,000 Cr per REP point of the
celebrity.
**Only legally available in Mega-City One during Cal’s regime in 2100.

//RANGED WEAPONS
WEAPON DAMAGE TYPE RANGE COST SIZE WEIGHT AVAIL SPECIAL
(CR) (LB)
ACID BLASTER -/1D6/2D6* ACID 4 200 M 25 R BURST 2,
HEAVY
BLUDGEON 2d6+3 BALLISTIC 15 1,500 M 20 K AUTO
CANNON GG **
RAT GUN 1D6 BALLISTIC 5 50 S 1 L -
SONIC 2D6 SONIC 2 1,500 M 12 R ANTI-VEHICLE 2.
BLASTER STUN
*Depending on solution used. Refills cost 10/20/120 cr
**Galactic Groat [roughly equivalent to a credit]

//ARMOUR
ARMOUR SOAK COST TYPE WEIGHT INEFFECTIVE AVAIL
(CR)
KLEGG BATTLE SUIT 5 100 MEDIUM 50 - K

//DRUGS
DRUG COST DELIVERY ADDICTION
(CR) CLASS
EUPH 500 INJECTION III

51
Aggressive behaviour will burn out the effects of the successor used this open-topped vehicle for ceremonial
drug but not the addiction, otherwise the drug euphoria parades. Luxuriously upholstered seating accommodates
lasts for one hour +1d6 x 10minutes. Side effects are the driver and up to four passengers.
generated on the table below. Pat-Wagon. Prior to re-equipping after the Apocalypse
War, most pat-wagons used by the Justice Department
//EUPH SIDE EFFECTS are wheeled ones with an armoured cab for the driver
2D6 SIDE EFFECT and a passenger. The other crew members man an
2-3 AFRAID open-topped compartment, typically equipped with a
searchlight and two separate heavy weapons such as
4-5 FATIGUED
street cannons or machine guns on mounts.
6-8 PLACID
9-10 DAZED CIVILIAN VEHICLES
11-12 SICK Ambulance. These emergency vehicles are
conspicuously painted and marked with medical items,
their presence broadcasted through the streams of
traffic with flashing lights and a siren. Inside they hold
VEHICLES accommodation for two prone patients, stretchers, a
During the start of the 21st century, the numbers of medical tool kit, medical scanner, and a hoist. Assorted
grav vehicles used by the Justice Department increased. medical devices in the vehicle give a +1d6 to most
The erection of Cal’s wall resulted in desperate citizens medicine tests to administer first aid to casualties as
trying to escape over it via a wide variety of flying long as the user is familiar with medical equipment.
vehicles. Regrettably, most of these unfortunates were Crews can be either humans or robots.
quickly located and shot down. Genmo DX3 Road Liner. Originating as a military
transporter, the DX3’s marketing shifted to the
JUSTICE DEPARTMENT VEHICLES civilian market, and it is just starting to be used for
Justice-One. Judge Cal’s personal hover ship is commercial haulage or conversion into mopads. It offers
equipped with comm equipment and armed with a single the following safety features that provide increased
heavy laser cannon operated by a seated gunner. After protection to the occupants of its front cab.
Cal’s death, the title of the craft was transferred to a Automated Fire Extinguisher. The system extinguishes
Justice Department space vessel. all flames in one 5’ square in one turn, removing any fire-
VIP Hover Car. Chief Judge Goodman and his related conditions from the cab.

52
//VEHICLES
VEHICLE COST WEIGHT OCCUPANTS SPEED ACC HAND HEALTH SOAK DEF
(MCR) (LB)
JUSTICE DEPARTMENT
JUSTICE-ONE 1,000 20,000 3+3 40 4 3 140 17 +7
VIP HOVER CAR 20 4,000 1+4 30 5 4 63 17 +9
[HOVER]
WHEELED
GENMO DX3 ROAD 40 16,000 1+5 cab 10 2 5 125 19 cab +6
LINER +10 rear 15 rear
HOVER
AMBULANCE 10 7,500 2+2 30 4 3 85 15 +8
HOVER CHAIR/SKOOT 0.5 15 1 6 1 1 4 5 +12
ROTARY
TANDO-CHOP 3 750 1+1 10 3 2 27 5 +12
ORNITHOPTER
PED-WING 2.5 600 1 6 1 5 25 5 +10

High Quality Crash Bags. If the vehicle crashes, the inflict the first level of the Charmed condition, whilst a
occupants receive a 2d6 SOAK bonus against damage. second a session increases the level of the condition. If
Hover Chair. These simple hover vehicles take a a third session follows, the conditioning will take hold
single passenger, typically a disabled individual. Hover
skoots are similar vehicles, but merely comprise a small
platform with a steering column that are used as run-
arounds for workers and those with mobility issues,
including Judge Tutors, who need to travel in buildings
and on pedways.
Tando-Chop. These rotary powered two-seaters are a
cheap alternative to a hover vehicle and are popular with
some young couples. The occupants are unenclosed, the
passenger sitting behind the pilot.
Ped-Wing. This outlandish contraption incorporates
small anti-grav motors and a pair of flapping wings that
are motivated by its rider’s pedalling. The exposed pilot
needs a STR of 3+ and can only maintain flight for a
number of game turns equivalent to END.

BRIEFING TAPES
Judges attending briefings need to absorb an
enormous amount of data on crime and conditions in
their sector and anything of city-wide importance. This
is fed at high speed into their brains using headsets
provided in a briefing room. The SJS of a sector house
supervise the daily process.
Judge Cal was able to subvert most of the Judges by
subjecting them to a series of briefings using doctored
tapes with a subliminal message, urging them to follow
Cal’s orders. Exposure to a single message session will

53
and can only be dispelled by instructions using a briefing The creation of the biochip
tape that commands them to ignore their loyalty to Cal. proved another invention that was
The Gamemaster can decide if the use of skilled hypnotic criminalised. Using this technology,
techniques or an injury can blot out the conditioning. individuals could have their
If player characters are subjected to this process, the personality downloaded at the time
Gamemaster might consent to give them the chance to of death and stored in a small
resist the condition by making a Herculean [33+] WIL electronic chip to be inserted into a
check. socket in a live body, allowing those
Sadly, Judges exposed to several sessions will still
wealthy enough to extend their lives
prove vulnerable to following Cal’s orders if they hear his
considerably.
voice (see Judge Cal’s Exploits, p. 110).
Those seeking such technology must
HEALTH LAWS travel to distant locations such as
the planet of Lesser Lingo, where
biochips are manufactured, and firms of
THE LATE 21ST CENTURY Body Broking Agencies can arrange the
The constitution of the USA had stated the right to life
renting of host bodies. More details
of its citizens, but in the aftermath of the nuclear war
that devastated most of North America, its Mega-Cities
on biochips and Lesser Lingo can be
found themselves left with overcrowded and largely found in the Judge Child supplement.
unemployed populations whilst advances in medical Some wealthy individuals have managed
science meant that most citizens had a potential to live to find new bodies, though they must
for several decades past a century of age. Threatened be careful to avoid official medical
with an impossible burden on resources from its
examinations, and the devices are
burgeoning geriatric population, Mega-City One sought
to restrict certain medical technologies. Cybernetic
vulnerable to damage or complete
and natural organ transplants were made illegal, and erasure from EMP devices.
excepting the Justice Department and a few months
of Chief Judge Cal’s reign, the production of living The Justice Department benefits from the taxation
clones was banned. Measures even extended to secretly of medical products and the provision of private health
supressing some medical inventions, their inventors care, but for many working citizens, good health
offered no choice other than imprisonment or being paid provision is often the cause of a downfall into poverty as
off. they use loan services to fund expensive treatments.
Athletes in various sports have a limit set to the
THE 22nd CENTURY amount of biological or mechanical augmentation or
With the new century, some of the restrictions on replacements in their bodies. American Football’s M.F.L.
cybernetics and organ transplants were relaxed. Citizens for example, set a limit of 25% of a footballer’s body
have a right to a basic level of health care, but the rich that that can be bionic. Few sportsmen now compete at a
or the well insured can access private health care that professional level without some form of augmentation to
provides more immediate and higher quality health their body’s performance.
treatment. Medical technology and numerous operations
are able to keep some citizens alive who where been
born in the middle of the 20th century, such as the
TRANSPLANTS
Wildebeests who are hoping to celebrate their one Artificial organs are generally used for transplants,
hundred and fiftieth wedding anniversary in 2105. The though some private patients prefer to pay for living
improvement of suspended animation techniques allows organs that have been vat grown from their cells or
ailing rich individuals to avoid death by eking out their donated by other individuals. It is possible for men to
remaining life span, only being resuscitated for brief be transplanted with a foetus and womb and gestate an
periods. infant that will be removed by a caesarean operation.

54
Some individuals develop a compulsion for cybernetic Technically, dead bodies are usually the legal property
replacements, and cyborg gangs openly sport their of the city’s Resyk service unless a 950 Cr release fee
replacement and augmented body parts, ignoring or is paid. Legal sales of otherwise extremely healthy and
welcoming the prejudice against this display of wealth young bodies to organisation such as Bodybank can net
or unnaturalness that many citizens experience. Certain dependents large sums of credits and serves to raise
cybernetic neural treatments are believed to have tax revenue for the Justice Department’s treasury. Less
dangerous side effects and are outlawed. mercenary or public-spirited individuals who have the
Some individuals choose to have their brain put in money can choose to have their relatives buried or kept
a human body if a suitable donor exists, usually when in their presence through the services of a taxidermist.
their own body is crippled or dying, though some might Information on all medical operations and face changes
take the decision on aesthetic, business or psychological is meant to be logged with the Justice Department,
reasons. Initially the Justice Department restricted resulting in perps on the run and others who wish an
the sale or allocation to important members of society, identity change to be anonymous using black market
but with time, they have become available to anyone sources in Mega-City One or to visit Chop-Shops and
with the required finances and influence. Extreme, but similar establishments in other Mega-Cities.
cheaper, options of body transplant outside Mega-City
One include the Hotas Clinic in Mex-City where human
brains could be placed in specially mutated strains of CELLULO-PSYHIC-
rottweilers. REGENESIS
Transplant operations are not necessarily perfect, even
with the drugs that can be used to combat rejection. Sometimes, individuals in Mega-
The efficient use of transplanted bodies can take several City One are found to have medical
months to master, and complete control of all movement conditions that reject bionic
is not always possible. Some recipients suffer a host replacements, resulting in organic
of health problems. Safer, but more expensive, brain replacements being used. CPR is
transplants use robotic bodies. an extremely rare phenomenon when
transplanted organs from a donor
who had some known or latent psychic
ability briefly take over the
personality or motions of the host.

55
CH/5: ESCAPE FROM
OLD NEW YORK
Escape from Old New York is a scenario for a group of ADVENTURE HOOKS
Judges, citizens or perps and is set during the reported
death of Judge Dredd during Chief Judge Cal’s rule of This scenario can be used for different types of player
Mega-City One. During the initial civic resistance to Cal’s character groups with unique agendas. Four of these
rule, Jim Grubb spoke out against Cal and his unhinged types of parties are listed below:
laws, only to have the cruel Chief Judge force him at gun
point to behave like a chicken before ordering him to RESCUE TEAM
be led away and thrown in a kook cube. The resistance’s
attempt to rescue Grubb and get him to safety in Mega- (JUDGES, PERPS AND CITIZENS
City Two gives the player characters a chance to involve
themselves, either as heroes of the fight against a
IN THE RESISTANCE)
dictator or as individuals who want to gain Cal’s favour Mega-City One Judge player characters, including
or avoid his wrath. ones Judge Dredd recently sent on a mission to
petition Mega-City Two for more support, are naturally
approached as the agents for this mission and might
A CONTINENT’S LENGTH AWAY have knowledge of other individuals who would be
Mega-City Two was recently saved from disaster useful. Less principled participants are approached by
by its eastern sister city when a plague vaccine was the resistance office and can include mercenaries and
delivered to it in time through the heroism of Judge other individuals with specialist skills who will be offered
Dredd. Now, its Justice Department wants to aid the 10,000 credits per individual for their assistance in the
resistance movement against Judge Cal but fears safe delivery of Mayor Grubb.
triggering a nuclear conflict. Currently, a few Mega-City Judges can requisition arms and equipment as per
One Judges who were stationed outside their city at standard requisition rules whilst others can make a
the time of Cal’s takeover have become the centre of similar requisition roll to receive non-Judicial equipment.
a resistance movement based in Mega-City Two. They The team is given a medical scanner to allow a check to
broadcast propaganda from an office financed by various be made on Grubb’s health and to determine that they
philanthropists and ex-patriots, though their message are not kidnapping a doppelganger.
is subjected to jamming by Cal’s Tek Judges. To date, The team will be transported to a deserted site in
Mega-City Two has resisted Cal’s demands to arrest and eastern Mega-City One under cover of darkness. Their
repatriate these “terrorists”. Privately, the MC2 Justice vessel is the Black Mamba, a super-sonic military-
Department has been assembling vital information and grade craft owned by Russel Viper. The pilot proves
filtering it to the resistance movement to aid them in to be a notorious smuggler who was offered a pardon
their operations. for his cooperation. Mega-City Two shares a lot of the
The resistance office has only just recently received military technology used by its sister cities, and the
news of where Cal has imprisoned Jim Grubb, the mayor resistance team is provided with useful data that can be
of Mega-City One, but has been unable to contact downloaded into the Black Mamba’s computer system to
Dredd’s group. The sudden news of Dredd’s death in a aid its penetration of Cal’s domain.
doomed road liner that follows this has proved a severe If the Gamemaster prefers a shorter scenario, then
blow to the resistance, and the exiles in Mega-City Two the rescue team can be inserted nearer the site of the
decide to quickly counter the setback by rescuing Grubb Markham Asylum using hang glider type devices or
from the Markham Asylum in Old New York and get him anti-grav chutes, a hair-raising and difficult task in the
to safety to act as a figurehead for their cause. darkness of night.
Although the Markham Asylum is near Mega-City One’s If the Gamemaster’s campaign already involves
waterfront, the use of a boat is deemed too dangerous. resistance player characters who are based in Mega-
Potentially, the dockland’s wharves provide numerous City One, they can be contacted via an agent or comm
routes and methods for Cal’s population to escape, which message to undertake the rescue, possibly linking up
has resulted in a heavy Judge presence in this area on with a team flown in from Mega-City Two that may
both dry land and the polluted waterways. Consequently, contain some player characters. They will need to get
the planners decide to use a special man and craft to fly Grubb to the escape craft at the Twin Towers site but
a rescue team in and out of eastern Mega-City One. could conceivably start their operation from any point in
Mega-City One.

56
RUSSELL VIPER - MERCENARY PILOT
Use BLITZ AGENT [HITMAN] from page 231 of Judge Dredd & the Worlds of 2000 AD with the following
amendments:
>> Attacks: Replace las-cannon with antique automatic rifle 5d6 [3d6 ballistic damage: range 11]
>> Skills: Add gunnery 3 [2d6], piloting 6 [3d6], scanners 1 [1d6] Remove movement, tracking
>> Gear: Replace las-cannon with antique automatic rifle
EXPLOITS
Replace exploits with following:
>> Push the Limits. Viper can exceed a craft’s normal maximum speed by 50% for 3 rounds.
>> Evasive Flying. A craft which Viper pilots gains a DEFENCE bonus equal to your AGI attribute dice pool.
>> Evasive Manoeuvre [requires Evasive Flying]. As an action, Viper may designate one incoming missile per
round and gain an additional +5 DEFENCE against it.
>> Seat of Your Pants. Smugglers rely on a lot of old-fashioned luck and bravado. They can recharge their LUC
pool an extra time per day.

THE BLACK MAMBA


This black painted vessel is a former military strike craft adapted into a unique vehicle that is used for
smuggling and perp running.
VEHICLE COST WEIGHT OCCUPANTS SPEED ACCELERATION HAND HEALTH SOAK DEF.
(MCR) (LB)
FLYING
BLACK MAMBA 30,000 70,000 1 [+8] 80 8 2 264 17 +2
The craft is armed with two concealed guided rockets and four chaff dispensers.
CUSTOMISATIONS
>> Ejector Seat: One vehicle occupant can rapidly flee, flying out into the air in their chair before safely
parachuting to the ground. If a vehicle spins out of control or explodes, an ejector seat ensures that the
occupant is safely removed.
>> Hidden Cargo Hold: Adapted for up to eight medium-sized individuals.
>> High-Quality Stealth Technology: Applies a -2d6 modifier to the dice pool for anyone attempting to detect
the craft with radar or IR equipment. This can be increased to +3d6 during the mission into Mega-City One using
the data provided by Mega-City Two’s Tek Division.

57
CHIEF JUDGE CAL COMMANDS Cal’s Judges trying to recapture an important prisoner

IT (KLEGG MERCENARIES AND or the rescue party bumps into them in a downtown
location.
JUDGES UNDER THE INFLUENCE Perhaps Judge Cal announces that he will reward any
citizen who helps recapture the deranged mayor? Will
OF JUDGE CAL) they choose to assist one of the factions or will they try
The player characters can be used as Grubb’s guards to capture Grubb and sell him to the highest bidder?
at the Markham Asylum, replacing the NPCs listed
at various points of the asylum, or they might be the SUPPORT YOUR MAYOR!
foremost of Cal’s forces that are sent to recover Grubb
from a resistance team escaping through the streets. [CITIZENS]
Perhaps they are in the locality, forcing citizens to The player characters are either citizens who are just
destroy items like tri-dee sets, toys, robot pets and returning from handing in their valuables for disposal
designer label clothing? Cal is adamant that Grubb must by Judges or a band of mutants or displaced citizens
be recaptured alive, and Grud help anyone who fails him! who try to avoid the authorities. They suddenly find
Player character teams composed completely of themselves witnessing a deadly firefight between a
Judges can be mounted on Lawmasters, though teams rescue party with the mayor and Cal’s lackies. All the
which include Kleggs will need to travel in a pat -wagon combatants are shot up, though the mayor survives.
instead. Noticing the onlookers, a dying member of the rescue
Grubb’s rescuers comprise of one Street Judge for team urges them to get Grubb to the plane that will take
each player character (see Judge Dredd & the Worlds him to safety.
of 2000 AD, p. 243). Alternatively, each enemy Judge
can be substituted for two or three Citizens armed
with spit rifles and frag bombs (see Judge Dredd & the
NIGHTIME IN MEGA-CITY ONE
Worlds of 2000 AD, p. 231). During a chase, they can be Furious that the majority of citizens refuse to commit
encountered on foot, in civilian vehicles or, if Judges, on crimes and are mourning Dredd instead, Cal has
captured Lawmasters obtained from defeated minions of suspended the twenty-four-hour period of lawlessness
Cal. he recently granted to his citizens, instead making
happiness an illegal activity for them. Most of his forces
CHICKEN HUNT [PERPS] are currently spread throughout the city to ensure that
Player characters can comprise a band of criminals all citizens’ cherished personal properties are destroyed.
who are made aware on the underworld’s grapevine of Except for the citizens forced to bring their belongings

58
to garbage grinders, garbage trucks and bonfires, most considerably wider than was eighty years ago.
are staying indoors, frightened and praying to Grud that The Mega-ways that skirt Old New York provide a fast
Cal’s latest decree will prove short lived. means of travel for drivers, particularly as they are
Player characters in the city are almost guaranteed deserted during curfew hours. The Justice Department
to hear the decree being broadcast. Individuals in the has hundreds of H-wagons, and key intersections are
shielded hold of the Black Mamba will be unable to monitored by cameras whilst all the piers are heavily
receive any comms signals, though there is a chance patrolled. Groups opting to travel through Old New
that Russel Viper has learnt about it whilst checking York will be slower but less conspicuous to aerial
radio traffic. The flight itself proves uneventful, though patrols and the PSU, especially if they keep to the
claustrophobic for the rescue team. lower levels or city bottom. Fortunately for Judges in
the resistance, Cal’s forces believe that all the rebel
Judges who opposed them were recently killed. Unless
TWIN TOWERS SITE one of the Judges amongst the rescue party has their
When New York was built over, it was decided to rebuild name badge recognized, they should be able to proceed
copies of the Twin Towers above their original site, but, without alerting suspicion provided they are able to
like the Empire State Building, they eventually became bluff their way through close encounters with Cal’s
derelict. In 2099, the criminal genius Welch Logan Judges. However, once a red alert is sounded, all of Cal’s
sought to blackmail the city whilst also endeavouring to forces will be on their guard and will radio to JHQ the
secure the release of his brother Whitey and the death composition and location of any unauthorised Judges
of Judge Dredd. He destroyed the two structures to they encounter.
demonstrate the destructive power of his disintegration Perception and surveillance skills will prove useful
ray. in detecting street cameras and watching bays whilst
Initial work on clearing the site has been abandoned as stealth rolls benefit from the cover of night. Chases can
the work teams of droids and equipment were diverted be run as extended tasks, trying to escape pursuers
to Cal’s various projects. Fortunately, there is a large along major roads will typically require six wins on major
enough space for a skilled pilot to land and piles of roadways that skirt Old New York, with lower thresholds
rubble provide partial cover from observers. The pilot being chosen by the Gamemaster for side roads, alleys,
insists that the team help drape camouflage nets over walkways and rooftops. If Random Chase tables are
the craft, disguising its silhouette, and assisted by the being used, they can be amended using the table on the
darkness, this will superficially make it look like another following page.
large heap of debris in the darkness.
The Black Mamba lands at midnight, dawn is due at
08:00 and dusk follows at 17:00. Viper is meant to stay
THE STREETS OF OLD NEW YORK
with the craft, ready for a quick getaway but is adamant This region is in the rundown, eastern part of the
that he will not be hang around when dawn arrives. The Mega-City near its piers, where many of the streets
journey from the landing site to Markham Asylum is and waterways of New York were concreted over
some ten miles, half of which is through Old Town, so several decades ago. Old New York Street cuts through
the team will need to move at a brisk pace to traverse the region, spawning arteries of maze-like roads and
both legs of the journey. They might be fortunate enough alleyways. Most of the precinct’s architecture is of
to procure the use of a vehicle at some stage of the older, shorter, box-like city blocks and slums that lack
journey. anti-grav-tubes, moving pavements and other modern
amenities. The security cameras are now broken
or stolen, making it hard for PSU to track specific
‘THE CORE’ individuals. The city bottom itself is infested with graffiti,
Built over New York City or the Big Apple, the sector’s trash and vagrants. Many of its areas lurk in permanent
famous locations include the Statue of Judgement, shadow and, as evening falls, the meagre number of
the Statue of Liberty and The Mega-City Museum. working, antiquated streetlights make travelling the
The rundown old urban areas of northern Manhattan streets at night especially dangerous.
and the south of the old Bronx district are now called Old New York is notorious for being the haunt of
Old New York. Long Island lies off to the south and renegade robots, illegal aliens and criminals, and most of
east of Manhattan and the Bronx, the East River now its citizens prefer not to bring anything to the attention

59
RANDOM CHASE DURING NIGHT CURFEW
2d6 FOOT, URBAN ROOF TOP LEVEL VEHICLE ON MEG-WAY VEHICLE ON SIDE STREETS
2 SLICK FOOTING STEAM CLOUDS CONSTRUCTION WORK* BROKEN BRIDGE or HOLE IN
ROAD
3 GAP/HOLE MAZE OF VENTS JUNCTION** CONSTRUCTION WORK
4 TRASH CANS OR SKIPS ADVERTISING BOARD SHARP TURNOFF* HAIRPIN BEND
OR CRATES AVAILABLE
5 TWISTING ALLEYWAYS STEEP INCLINE STRAIGHT CROSS ROAD
6 STRAIGHT [TWISTING GAP OR HOLE STRAIGHT CRATES OR BINS OR GARBAGE
ALLEY WAYS IN OLD
NEW YORK]
7 STRAIGHT STRAIGHT STRAIGHT STRAIGHT
8 WALL LADDER OR FIRE MULTIPLE JUNCTION** JUNCTION
ESCAPE
9 LADDER OR FIRE GAP OR HOLE TUNNEL SECTION ROAD NARROWS
ESCAPE
10 JUSTICE DEPARTMENT UNSURE FOOTING STRAIGHT** BLOCK PLAZA
CAMERA*
11 SHORTCUT WIDE GAP JUNCTION** DEAD END
12 BONFIRE OF FLOCK OF PIGEONS OR STRAIGHT CURFEW BREAKERS
POSSESSIONS OR WASHING
CURFEW BREAKERS
*Roll 1d6 in Old New York. On a 1 to 5, it is vandalised.
**Includes Justice Department Camera that PSU can access.

of the Judges. Unlike the majority of the Mega-City’s 1d6. Alternatively, the Gamemaster can select ones to
population, many of the local punks took to the streets suit the flow and needs of the adventure. If the player
in an orgy of violence, vandalism and looting during the characters are particularly hampered by poor equipment
crime-free period announced by Cal. Hours later, in a or are badly wounded, the numbers of foes encountered
drunk and unruly state, they have still to disperse and in groups can be halved.
are looking for trouble! It is recommended that the journey to get to the
Markham Asylum does not present the players with
Encounters especially dangerous encounters that they will find too
Any or all of the following encounters can be difficult to avoid or overcome.
used to assist or inconvenience the progress of the Bonfire of the Vanities. On a street corner a couple
player characters, and they can be used in the order of Street Judges preside over a burning mound of
presented on the table below or determined by rolling objects as a procession of miserable citizens leave their

ENCOUNTERS
1d6 ENCOUNTER
1 Bonfire of the Vanities
2 Punk Gang
3 Roll 1d6: 1: Troggies, 2: Rat Swarm, 3: Renegade Robots, 4:
Juve Gang, 5: Petty Criminals, 6: Tap Gang
4 Gab-E
5 Roll 1d6: 1: Lone Punk, 2: Vagrants, 3-6: Dreddists
6 Griff Peterson

60
apartments to throw their prized possessions onto the strips of tartan material and the image of a bloody knife.
fire. The Judges are pre-occupied, and any attempts Use two Juve Gang Members for each player character,
to sneak past them have a +1d6 bonus unless Grubb and one of the group of gang members is upgraded to
is sighted in a chicken costume or a similarly notable a Juve Gang Leader (see Judge Dredd & the Worlds of
state of disguise or undress. If attacked or alerted, Cal’s 2000 AD, p. 236-237).
Judges can summon Street Judges from the nearby Lone Punk. ‘Chocky’ Brazil has recently quit her punk
blocks who are randomly searching rooms, and 1d6 will gang (choose one) and is looking to attach herself to a
arrive within 1d6 minutes. new gang or a powerful perp. She will try to hide or flee
If the Gamemaster wants to give the player characters from Judges and Kleggs. Use Punk stats (see p. 118).
the option of stealing transportation, then a red-painted, Petty Criminals. These street-scum are unlikely to
high-quality wheeled car or a limousine is parked nearby, tangle with Judges or Kleggs but will try to ambush
its distraught owner pleading with the Judges not to other individuals who look like easy enough pickings.
burn it. One per player character, use Petty Criminal (see
Dreddists. A small, isolated group of Dreddists, Judge Dredd & the Worlds of 2000 AD, p. 241).
unaware of the player characters’ mission or identity, try Punk Gangs. The route taken by the PCs is through a
to ambush them if their group contains any Judges or rundown area that is currently extremely lawless. The
Kleggs. There are six of them located in two groups, each local punks have set up a barrier and are extracting
inside a residential block two floors above the road the tolls, attempts to extort individuals of all their weapons,
Judges are using. armour and credits.
The freedom fighters might prove useful in eliminating There will be three punks to every Judge or Klegg
or distracting any of Cal’s forces who are pursuing the player character and two for any other PC, though only
fugitives. a total of 1d6 will have a firearm. Use the Punk template
Use Citizen from Judge Dredd & the Worlds of 2000 (see p. 118).
AD (see p. 231), and two of them have access to a crate If the player characters are on foot and escape, the
of Molotov cocktails (treat as an incendiary hand bomb). punks pursue and call up reinforcements.
Further encounters or pursuits can include the Dreddists Further bands of punks might be encountered before
using civilian vehicles such as a wheeled cars and light the team reach safety. The Gamemaster can choose
trucks. to give the punks access to civilian wheeled cars while
Gab-E. Despite the curfew and lack of customers an pursuing the player characters.
overly talkative cabbie-droid with a defective program is See the table on the following page for details of the
touring the streets looking for punters. His bright yellow gangs of Old New York.
taxi has a few bullet holes from an earlier encounter
with a Judge patrol. He will try to get a customer to a The Gamemaster might want to replace
destination, even if it means ignoring attempts by Cal’s one of the gangs listed with the Hogs
Judges to stop him. His knowledge of the streets proves
of War motorcycle gang, giving the
useful, and he can use street bottom routes, which make
it extremely hard for H-wagons to intercept him.
punks a motorcycle for every one or
Use Robo-Cabbie and Wheeled Car (see Judge Dredd & two members and the skill riding 3
the Worlds of 2000 AD, p. 120). [2d6]. Stats for a more competent
Griff Peterson. Griff is a fattie who has just eaten perp, the Biker Gang Chapters, along
all the pills in his apartment’s medicine cabinet in a fit with details on motorcycle gangs,
of gluttony. The chemical cocktail has sent him into a can be found in The Cursed Earth
deranged and berserk state, and lacking any food, he has supplement, pages 27.
taken to the streets to look for some. Sighting Grubb in
the chicken outfit, Griff launches himself at the mayor Rat Swarm. Feeding on garbage or a dead vagrant on
and the two embattled figures roll off a causeway and the lower levels of the city or any Old New York location
bounce down several levels, each respectively protected is a Rat Swarm (see p. 119). If blundered into or disturbed,
from falling damage by the padding around them. they attack any intruder for a turn before dispersing.
Use Griff Peterson on page 72. Renegade Robots. These robots are at an Old New York
Juve Gang. The ‘Shankies’ are trying to control this location and use the Renegade Robot on page 119 with
neighbourhood. Their gang jackets are decorated with per one per player character but replace any las-rifles

61
PUNK GANGS OF OLD NEW YORK
1d6 OLD NEW YORK DETAILS
PUNK GANG
1 Chem Heads Noted dealers for a drug cartel, the gang’s members have a toxic
symbol tattooed on their foreheads.
2 Gypsy Kinks Colourful bandanas and twirled mustachoes. Every member is
equipped with at least one throwing knife.
3 Spit Pistols All of them are armed with their eponymous weapons.
4 Parma Violent The PVCs are an all-girl gang with purple hair and roller blades.
Chicks
5 Urbane Foxes Dressed as hipsters and trying to affect sophisticated, Brit-Cit
accents, they use sharpened umbrellas rather than knives.
6 Zipsters Piercings, chains and zips are especially prevalent on these
punks.

with a mix of antique pistols, stump guns and spit pistols. Vagrants. There are 1d6 Vagrants grubbing amongst
Low on ammunition, any to hit roll with a gun that rolls the trash of the lower street levels (see Judge Dredd &
more ones than sixes, means the droid has run out of the Worlds of 2000 AD, p. 246). They will try to hide
ammo, and they cannot shoot again with the weapon. from Judges and Kleggs, though they might try to steal
They are keen to gain new weapons and robotic recruits items from other individuals. Bribed or coerced, they
for their band and will also shoot up ‘collaborator’ droids might be able to show a useful temporary hiding place or
for use as spare parts. lead individuals safely past a check point.
Tap Gang. Lurking in the shadows are a group of Taps The Gamemaster can also choose to use modern day
(see Judge Dredd & the Worlds of 2000 AD, p. 245) who maps of US urban locations or commercially available
will attempt to pick off unwary or wounded stragglers. RPG urban floorplans to provide localities for encounters
There will be one per Judge or Klegg or one per three and routes for chases.
other player characters.
Troggies. On the city bottom a furtive band of
cannibalistic troggies has emerged into an alleyway and
CITY BOTTOM LOCATION
seek out unlucky curfew breakers and vagrants to drag FEATURES FOR OLD NEW YORK
back to their lairs. If the rescuers are taking a break to
rest or heal themselves in a derelict area, perhaps the
[NIGHT-TIME]
troggies erupt from hidden trapdoors, manhole covers The following table can be used for selecting typical
and flimsy partition walls? Use Troggies on page 122, features to add to a location in outdated and crowded
with three for each active Judge or Klegg and two for areas of Mega-City One such as Old New York and Old
any other player character. An unarmed Citizen can Town. Typically, 1d6 features will be present in a specific
be used for a victim (see Judge Dredd & the Worlds of locality. Most items show wear and tear or are filthy with
2000 AD, p. 231). dirt or rust.
If the player characters are too wary or well-armed, Any intact cars and phone booths are probably located
they witness an unfortunate street walker being dragged in a part of city bottom where a gang charge a levy
screaming into the shadows by a tittering crowd, eerily of contributions for security. Gamesmasters should
discernible by strangely glowing eyes. Will the team consider selecting a few predetermined locations if they
pause in their mission to rescue the citizen? want to save time during actual game play.

62
CITY BOTTOM LOCATION FEATURES
d66 FEATURE
Roll
11 BODY [RE-ROLL FOR AN EXTRA FEATURE]
12 DERELICT AND DILAPIDATED BUILDING
13 STEAM CLOUD FROM A NEARBY PIPE
14 ROLL 1D6:
1 to 3: ROADWAY STREWN WITH BROKEN GLASS
4 or 5: LARGE PUDDLE OF WATER FROM CRACKED PIPE OR BROKEN HYDRANT
6: ABANDONED ROAD WORKS WITH HOLE IN GROUND
15 CARDBOARD SHELTERS
16 WASTE SKIPS
21 to TRASH CANS
22
23 to PILE OF GARBAGE
25
26 GARBAGE GRINDER
31 to FIRE ESCAPE ON NEARBY BUILDING
36
41 HOLDING POST
42 FIRE HYDRANT
43-45 PHONE BOOTH: ROLL 1D6: 1 TO 4 BROKEN, 5 OR 6 WORKING
46 ADVERTISING BOARD
51-52 MANHOLE COVER
53-54 WRECKED OR BURNT-OUT GROUND CAR
55-56 LOCKED UP GARAGE. ROLL 1D6 FOR CONTENTS:
1: HOUSEHOLD ITEMS
2: CONTRABAND GOODS
3: 1D3 MOTORCYCLES
4 or 5: WHEELED CAR
6: WHEELED LIGHT TRUCK
61 LOCKED UP KIOSK
62 IMPROVISED BRAZIER
63 BENCHES
64 ROAD OR SIDE STREET BLOCKED WITH BARRICADE
65 BUILDING WITH GROUND LEVEL HOLE IN WALL
66 BLOCKED UP SUBWAY EXIT

MARKHAM ASYLUM Markham Asylum Occupants


Initial calls for help will alert the Grand Hall of Justice, Med Judge Rutherford has been appointed by Cal to
but incoming Judges will be delayed by street gangs. administer Markham Asylum, and any human civilian
doctors, admin and security have been replaced with
The Grounds Judges and droids whilst the unfortunate patients
The asylum is surrounded by an old-fashioned, ten- are now used as a pool of subjects for Rutherford’s
foot-high stone wall surmounted by metal spikes to experiments.
which coils of razor wire have been secured. The grounds
are clad in plastic synthi-grass and incorporate a small,
shallow pond around which are some miserable-looking
artificial weeping willow trees.

63
INSIDE THE ASYLUM the security office. The tool store includes a mechanic
tool kit, some heavier engineering tools and vehicle
Individual rooms and corridors have smoke alarms and components.
a fire sprinkler system that are triggered by sensors that There are currently two civilian med wagons parked
register heat levels. Kook cubes, theatre and therapy in this location. Use the Light Truck with four berths for
rooms are sound proofed. patients and a high-quality medical tool kit (see Judge
Dredd & the Worlds of 2000 AD, p. 96). Optionally,
First Floor Argus’s Lawmaster bike is also parked here.
Front Door. The entranceway is guarded by Judge Storage Bay. This area includes similar security to
Argus, a Street Judge (see Judge Dredd & the Worlds the ambulance bay and holds warehousing space and a
of 2000 AD, p. 243). The glass-fronted door behind forklift truck.
him is locked and must be unlocked by the on-duty Reception Office. Room with a counter and glass
technical droid who can be contacted via the intercom. windows. The office is manned by a technical droid.
Alternatively, it can be unlocked with a pass key or a Admin Office. Computers and paper files that are
Difficult [16] LOG (electronics or computers) check. installed here are used to handle the bureaucratic
Ambulance Bay. The garage is protected by heavy workload of the asylum.
metal doors. The doors can be opened with a pass key or Security Office. The office’s door and walls are made
a Challenging [13] LOG (electronics) check. Ambulances from plasteel, and the door’s lock needs a Demanding
and Justice Department vehicles assigned to the [21] LOG (electronics or computers) check to unlock,
asylum have in-vehicle transponders that open the though using a pass key reduces the level to Challenging
doors automatically unless a lockdown is initiated from [16].

// MARKHAM ASYLUM
FIRST FLOOR

1 8
9
3
2
4 6 10
11

KEY KEY
7 7 7. Lifts
1. FRONT DOOR
2. AMBULANCE BAY 8. Charger
3. STORAGE BAY 9. Inspection Pit
4. RECEPTION OFFICE 10. Tool Room
5. ADMIN OFFICE 11. Goods lift
6. SECURITY OFFICE

64
The lockers hold the following emergency devices:
MARKHAM ASYLUM OCCUPANTS » 2x spare electro-prods
STAFF MEMBER TOTAL LOCATION OF » 2x dart guns
NUMBER INDIVIDUALS » 1x cling net
JUDGES » 12x pairs of hand cuffs
Med Judge 1 Roll 1d6: 1 Sleep » 6x straitjackets
Rutherford Machine, 2 to 4
Personal Office, 5 Basement
Operating Theatre , The beating heart of the asylum is a site of constant
6 Pharmacy activity. Droids and others are engaged in routine duties.
SJS Judges 2 Floor 14 Sections are devoted to storage, generators, laundry and
Street Judge 1 Entrance waste collection, and recharge stations are installed for
Robots assortment of droids who labour in the building.
Robo- 2 #1 Roll 1d6 for
Psychiatrist Floor Level Second Floor
#2 Roll 1d6 [1 to 3, Offices and Dormitory. No human staff currently use
Roll 1d6+6 for Floor these rooms, though they are sometimes used by Judges
Level; 4, Floor 13,
assigned to the building.
5 to 6, Roof]
Rutherford’s Dorm. The wardrobe includes a spare
Robot 6 #1 to #3: Each rolls
Orderlies 1d6 for Floor Level surgeon’s gown and mask.
#4 to #6: Each rolls Rutherford’s Office. The office door is locked when
1d6+6 for Floor Rutherford isn’t present. A locked filing cabinet with
Level a helmet and armour pads on top of it includes half a
Admin Droid 1 Reception bottle of soy-gin, two small containers of stimulants and
Domestic 4 1x Basement. Others Rutherford’s Lawgiver and boot knife.
Droids Roll 1d6: 1 to 3, A dummy water fountain machine covers a heavy safe
Roll 1d6 for Floor with a palm recognition lock keyed for Rutherford’s
Level, 4 to 6 Roll right hand, though a Demanding [21] LOG (electronics or
1d6+6 for Floor computers) check will unlock it. Held within are a couple
Level of dozen conditioning tapes, including one for Grubb,
Technical 3 1x Security Office, each labelled with the patient’s name.
Droids 2x Basement
Patients
Psychiatric 180 Floors 4 to 11 and Med Judge Rutherford
patients approx. 13
‘Futsies’ 20 Floor 12 Rutherford is an individual who
Mayor Jim Grub 1 Floor 14 fluctuates between manic intensity and
morose indifference. His questionable
ethics brought him to Cal’s attention,
Banks of monitors show security camera footage who subsequently used him to develop
of corridors and outside locations whilst half-a-dozen hypnotic techniques used by the late
spare monitors can switch views between individual mad genius Igor Sansky.
rooms. A computer tracks the location of each activated
transponder carried by staff members and vehicles. The Rutherford wears a surgeon’s
office includes access to all comm systems used in the headlight, a lab coat and a suit of
asylum and control settings for fire alarms and sprinkler Judge armour without pads. He will not
systems. The elevator can be shut down, and all the kook be carrying his Lawgiver, daystick or
cube doors can be remotely locked or unlocked from a boot knife unless he is forewarned of
terminal either separately or an entire floor’s doors. intruders and able to retrieve them.
His stats are on page 72.

65
4 1
5

3 2

KEY
1. Offices & Dormitory
2. Rutherford’s Dorm
3. Rutherford’s OFFICE
4. PHARMACY
5. OPERATING THEATRE
// MARKHAM ASYLUM
SECOND FLOOR

Pharmacy. Contains apparatus for preparing toys and a few costumes including those of a clown,
medications and locked cabinets that hold a large cartoon-like dog and cowboy-style dinosaur-wrangler.
assortment of legal medical drugs and a few Rest Room. Includes comfortable chairs and a Sensor
experimental ones that Rutherford is developing. Round TM hologram and sound system that is set up to
The room includes cages holding laboratory rats and provide tranquil environments. The walls have one-way
two monkeys. windows, which afford inmates a view of the asylum’s
Operating Theatre. This surgical theatre is used for exterior.
medical operations on patients including lobotomies, Canteen. Currently seeing little use since the removal
hypnosis and electroconvulsive therapy. Nearby rooms of human staff and end of patient visitors under
hold medical supplies, a scrub area, and beds for patients Rutherford’s tenure. Cutlery and plates are made of
not currently in the operating room. disposable materials, and a garbage grinder is used for
dealing with waste.
Third Floor Kitchen. Lockers and freezers hold an assortment of
Exercise Room: Includes exercise machines, a munce and synthetic food products that can be heated in
punching bag and an assortment of balls and skipping microwaves.
ropes.
Recreation Room: Includes a tri-d projector, shuggy Upper Floors
table and a few board and card games including a Washroom: Provides facilities for showers and
battered Robopoly set. ablutions.
Therapy Room: To aid in mental health restoration Day Room: Largely unused during Rutherford’s posting
of inmates, the room holds a selection of art and craft to the asylum. Each room includes furniture, a few board
materials and a tri-d projector. In a corner, a couple of games and a simple, wall-mounted tri-d screen.
large polypropalot tubs holds a variety of puppets and ‘Kook Cube’. Patients’ rooms have walls that are lined

66
Robots Inmates
Robo-Psychiatrist. Use Robo Doc (see Use the Citizen template from Judge
p. 120) but use the following skills: Dredd & the Worlds of 2000 AD, page
bureaucracy 1 [1d6], computers 3 231.
[2d6], insight 3 [2d6], medic 3
Many patients will be comatose in
[2d6], perception 1 [1d6], psychology
drugged slumber, but others will be
6 [3d6]
awake in a Dazed condition, whilst
Robot Orderly. Ones assigned to areas extremely bewildered individuals will
above the basements are armed with be suffering from a severe level of
Electro-Prods (see Judge Dredd & the the condition. Some unfortunates are
Worlds of 2000 AD, page 100). secured in straitjackets.
Robot Orderlies will always try to
restrain humans and take orders from 12th Floor. The FSS Ward is used for citizens suffering
the following in order of priority: from Future Shock Syndrome.
Med Judge Rutherford/two SJS Judges/
Technical Robot in the security
FUTSIE [future shock
office/Robo-Psychiatrists/other
Judges. syndrome]
Admin Robot. Use Robot Orderly but Whilst suffering this form of mental
use the following skills: cleaning 3 disorder, the crazed individual is
[2d6], perception 1 [1d6], reactions in a persistent state of the second
1 [1d6] stage of the Angry condition and sees
everyone as foes but cannot throw off
Domestic Robot. Use Robot Orderly but the condition. The sufferer gains
use the following skills: carrying 3 +1d6 bonus to STR based tests but all
[2d6], cooking 3 [2d6], cleaning 3 LOG based skill tests are reduced to
[2d6], perception 1 [1d6], reactions a maximum of 1d6, and the individual
1 [1d6] will not surrender.
Technical Robot. Use Robot Orderly
but use the following skills: 13th Floor, ‘The Dredd Ward’. This floor holds inmates
carrying 3 [2d6], engineering 3 who believe they are famous historical individuals, the
[2d6], electronics 3 [2d6], computers most common being Cleopatra, Napoleon, Judge Fargo
3 [2d6], driving 1 [1d6], perception and Judge Dredd, though a recently admitted patient is
1 [1d6], reactions 1 [1d6], convinced that he is Chief Judge Cal.
14th Floor. Currently Grubb is the only inmate of this
surveillance 1 [1d6]
level.

with padded material, giving the same SOAK benefits as Gamemasters can choose to add a few
padded armour to an individual who impacts violently ‘celebrity’ inmates on the 14th floor,
with it. Brackets in the wall allow for the securing of
possibly including insane citizens
troublesome patients.
Orderly Room. Each orderly station is a room that
that player character Judges have
include controls for all the doors on their floor and a arrested in earlier scenarios.
monitor screen that can access any of the kook cube
rooms, corridors, and lobbies on that floor along with the
adjacent stairwells. The room’s walls and doors are made
from plasteel with SOAK 15.

67
3 1 3

KEY
1. WASHROOM
2. DAY ROOMS
3. KOOK CUBES
4. ORDERLY ROOM
// MARKHAM ASYLUM
UPPER LEVELS

ROOM 14-X Keeping Things Moving


Outside a door with no name card are posted Kessler
and Jefferies, two SJS Judges. Use SJS Judge on page
The Gamemaster can maintain the
121. They are competent and callous but will surrender humorous tone of the scenario by using
if they find themselves at a severe disadvantage. They interruptions and events at a furious
have no knowledge of who they are guarding, but Judge pace that prevents the team from
Slocum informed them that it was a special prisoner. getting the mayor out of his costume.
On entering Room 14-X, player characters will notice
that cowering and clucking from a nest of blankets in Storeroom. Includes cleaning materials and a shelf on
one corner of the room is a man dressed in a chicken which is a box labelled “Grubs” which proves to be filled
suit. Mayor Grubb has been successfully hypnotised with sawdust, lumps of meat and a host of writhing meal
by Rutherford into believing he’s a chicken. He merely worms.
clucks and squawks rather than speaking. Grubb will be
traumatised if hauled out of his chicken suit and proves
to be completely naked out of it. His attention can be
ROOF LEVEL
gained by offering him meal worms to eat. The flat roof of the building includes various pipes and
The nest includes an old leather American football conduits, and a parapet wall and rail skirt a good part
that Grubb has been using as a surrogate egg, and of the area. The whole structure is capped by a large
the deranged patient is firmly determined to take the canopy as shielding against acid rain. On one wall is
football with him if he must travel anywhere, frantically stationed six emergency glide chutes. One of the robo-
trying to retrieve it if is stolen from him or bounces away. psychiatrists has recently started to malfunction and can
If anyone destroys the ‘egg’, Grubb will gain the Angry sometimes be found up here spouting off a monologue or
condition and attack them. playing a saxophone.

68
Inmates >> SIZE tiny, HEALTH 5, SOAK 2, DEFENCE 22,
VULNERABLE heat, FLY 10
Perhaps the actions of the player Cal’s H-wagons, crewed with Judges and Kleggs, are
characters at the Markham Asylum a deadly threat unless the player characters use the
enable the escape of a particularly cramped streets and alleys of city bottom. The vehicles
dangerous set of patients? These incorporate scanners and can direct any pursuit teams
include a pyromaniac, an axe murderer towards any suspicious movement or evidence of fire
and a deranged ex-nurse. The maniacs fights. Use H-Wagon (see Judge Dredd & the Worlds of
steal a car and travel out of the 2000 AD, p. 119).
sector before embarking on a series of If the player characters are a team of Cal’s lackeys that
murderous exploits. Several of them find themselves outmatched, the firepower and scanners
imagined Med Judge Rutherford as a of an overhead H-wagon can prove useful support.
kindly saint and seek to revenge him The sirens of approaching Lawmasters can be used to
keep the rescue party fleeing in a particular direction.
if he came to harm.
Bike patrols and pursuit teams can comprise of one or
two Street Judges on Lawmasters.
A team of Klegg mercenaries and Klegg hounds are
HAZARDS sent to the asylum where they pick up the trail of the
If any of the Judges stationed at Markham Asylum resistance members. The Kleggs use a pat-wagon to
manage to contact Grand Hall of Justice with news of an follow their hounds as they race along the streets. Use
attempt to capture their prisoner, Judges and Kleggs will one Klegg and one Klegg hound for every two Judges or
be ordered to intercept the rebels. four citizens.
Even if the alarm isn’t raised by Judges at the asylum, Once initial reports of events at Markham Asylum are
as the rescuers hustle Grubb through the streets, it sent to JHQ, Cal decides to use a new weapon in his
won’t be too long before a Justice Department peeper arsenal. Up to now, he has mistrusted the Psi Division
or a Psi will alert Cal’s Judges. Initially Cal’s forces are whose operatives he has kept heavily tranquilized, but
ordered to recapture the prisoner, but if Grubb reaches he immediately orders that one is used to locate Grubb.
vicinity of the Twin Towers site and the rescue H-wagon Consequently, Psi Judge Sybil (see p. 73) is revived and
is detected, Cal orders them to kill Grubb rather than let fed a dangerous combination of psi boosting drugs. Her
him become airborne. visions of Grubb are used to help direct Cal’s Judges. The
Amongst the orders issued from Cal is one for GM might want to give characters with Psionic exploits
Judges to search all vessels in the nearby harbour the chance to detect the intermittent scrying and even
area, H-wagons and coastal vessels will have a strong block Sybil’s attempts.
presence and be ready to disable and board any vessel
which moves.
Groups making respectable initial progress fleeing to
ROADBLOCK
the escape craft might be unlucky enough to get lost, A roadblock cuts the team off from their destination.
delaying them and risking more encounters and hazards. Two commandeered wheeled cars are blocking the road,
Groups travelling along the Old New York Street will find and two of Cal’s Street Judges man the cordon. With the
they make faster progress than using sideroads, but sound of distant sirens homing in on them from different
they become easy targets for Cal’s forces to locate and directions, the only way to get to the Black Mamba is to
intercept them. get through the barrier and its guardians.
If the Gamemaster feels that players rescuing Grubb If the player characters are Cal’s agents, the encounter
are unduly delaying their escape or need steering to is a covering force of two resistance Judges or else a
their destination, the following methods can be used to band of Dreddists as detailed on page 61.
force the urgency and direction of the player characters,
whilst some of these pursuers might catch up with their
quarry.
ESCAPING MEGA-CITY ONE
A remote-controlled hover camera that unless eluded Russell Viper will be extremely anxious to leave by
or destroyed can be used to relay images to a control sunrise, and once dawn arrives the GM might choose to
room in the GHJ. put the mercenary on a WIL dice pool countdown that

69
If the player characters
obtained any of the hypnotic
tapes used to condition
Grubb or captured Med Judge
Rutherford, the resistance
movement finds these assets
invaluable in determining how
Mega-City One’s Judges have
been brainwashed by Cal and
how they might be restored
to their true sense of duty.
Potentially, this can augment or
replace some of the activities
of Dredd and Walter the Robot
in the comic.
If Cal learns of the identity
of any of the mayor’s rescuers,
he demands that they must be
captured or killed and, if the
opportunity exists, commits
a gruesome, yet imaginative,
act of retribution against any
of their unfortunate family
members that are in Mega-City
One.
can be taken every 15 minutes before he decides to cut Judges who recover the mayor for Cal will become
his losses and fly away without waiting for the rescue current favourites of the madman, possibly being
party. incorporated into the SJS or appointed as personal
Taking to the air, the Black Mamba should have the bodyguards and food tasters. Someone of special merit
capability to escape back to Mega-City Two, though might be made an aide as the hapless Judge Cox has
Gamemasters who want further drama might require recently killed himself. Any unfortunates who failed to
the team to evade surface-to-air missiles or heavy recover Grubb from his rescuers will need quick wits and
laser defences sited at the perimeter of the city and flattery—and a convenient scapegoat—if they are to avert
to outdistance of any aerial pursuit from H-wagons. Cal’s fury.
Getting shot down in the Cursed Earth would trigger a Typical demeaning punishments can be created by the
fresh scenario or a mini campaign that could incorporate Gamemaster or chosen from the list below:
material in The Cursed Earth supplement. » Broken down to the rank of Cadet.
» Indefinitely assigned to patrol the eastern portion of
the new city wall without rad tabs or rad cloaks.
AFTERMATH » Made to wear clown suits on duty.
Jim Grubb responds well to psychiatric treatment and » Given Judge badges with a new and uncomplimentary
makes a full recovery, eventually returning to the office name that is meant to be used at all times. Examples
of City Mayor and later winning the next election. Prior include: Blockhead, Bungler, Dipstick, Dolt, Klutz,
to the Apocalypse War in 2104, Grubb has the potential Loser, Simp and Stumblebum.
to be a useful ally for any individuals who rescued him. Any perps or citizens who assist in recovering Grubb
Besides experience points, any individuals whose role for Cal are subject to a reward based on his mad whims,
in a successful rescue of the mayor is made public a sum of 3d6x 1,000 Cr each, paid in the new currency
knowledge receive +1 REP, and citizens involved will that features Cal’s image is a practical one, though other
probably receive a medal from the newly appointed Chief examples of his generosity might include one of the
Judge Griffin himself. following:

70
» Making them into Judges, though they wear their
street clothes with their badge and Lawgiver. Not Safe to Venture?
» Offering the character the role of mayor. Following the fall of Judge Cal, Chief Judge Griffin
» Roles in the new movie he is producing based on his needs to restore order to several sectors where lawless
life story. elements have seized control. Player character Judges
» Free chicken diners from a Mega-City One fast food can be sent into an area where they encounter some of
outlet for life. the gangs listed earlier in this scenario.
If they elect to sell Grubb to the resistance, they
will be offered 1d6x 10,000 credits, but might have to Something Strange in the
successfully transport Grubb to a location in Mega-City
One or smuggle the mayor out of the city by themselves. Neighbourhood?
The Markham Asylum becomes the focus of
paranormal phenomena as poltergeist activity and
FURTHER ADVENTURES spectral horrors are reported by babbling inmates. The
player characters are sent on a mission to investigate,
Cal’s Lackies but as they search the institute, they find themselves
Citizens or perps who chose to hand Jim Grubb back attacked by some crazed patients now at liberty in its
to Cal’s Judges are likely to become targets of Dreddists corridors, possessed staff members and undead beings.
over the coming weeks. When Judge Dredd finally The Gamemaster can find useful material in other
manages to interfere with Cal’s conditioning of the WOIN publications, especially Spirits of Manhattan, and
Judges and lead them against the tyrant, they had best might determine that a temporal rift has formed linking
start making a quick escape from the embattled city. the Manhattan of the late 20th Century to Mega-City
One?
Uncertain Futures
Psi Judge Sybil is proving to be a thorn in the side Robo-Hunters
of the resistance. The resistance decides to try and An enterprising crime boss who runs illegal droid
assassinate her, but she has quarters in the Grand Hall fights in the Core’s Madison Square Garden complex
of Justice itself, and how do you kill someone who might is finding his stock of combatants severely depleted.
sense your plans and presence? To make matters worse, a gang of master-less robots
Sybil becomes increasingly deranged under the calling themselves the Steel Band are interfering with his
influence of the drugs but her sway with Cal increases. crime rackets in Old Town. An elegant solution to both
Other lackies of Cal find themselves threatened by the his problems is to hire a competent team to capture the
Psi Judge’s paranoia and realise that their survival might robots so they can be reprogrammed as more fodder for
depend on her elimination. the arena.

71
MED JUDGE RUTHERFORD GRIFF PETERSON
//MEDIUM SENTIENT HUMANOID [6d6] //LARGE SENTIENT HUMANOID [6D6]
//HALF-CRAZY JUDGE PSYCHIATRIST //FRENZIED FATTIE

STR 3 [2d6] AGI 6 [3d6] END 3 [2d6] STR 6 [3d6] AGI 3 [2d6] END 10 [4d6]
INT 6 [3d6] LOG 10 [4d6] WIL 6 [3d6] INT 3 [2d6] LOG 3 [2d6] WIL 6 [3d6]
CHA 3 [3d6] LUC 3 [2d6] REP 6 [3d6] CHA 3 [2d6] LUC 1 [1d6] REP 6 [3d6]
MELEE RANGED MENTAL VITAL MELEE RANGED MENTAL VITAL
DEFENCE 12 DEFENCE 18 DEFENCE 24 DEFENCE 12 DEFENCE 16 DEFENCE 10 DEFENCE 18 DEFENCE 22
SOAK 3 VULN none IMMUNE none SOAK 6 VULN none IMMUNE none
INITIATIVE 3d6 PERCEPTION 4d6 INITIATIVE 3d6 PERCEPTION 3d6
SPEED 5 CLIMB 3 JUMP 12’/3’ SPEED 3 CLIMB - JUMP -/-

HEALTH 18 HEALTH 36
CARRY 60lb [max lift 150 lb] CARRY 160lb [max lift 300 lb]
REACH 5’ REACH 5’
ACTIONS 2 ACTIONS 2
Las-scalpel 4d6 [2d6+3 heat damage] Brawling 5d6 [3d6+3 blunt damage]
Boot knife 4d6 [2d6+3 piercing damage] SKILLS
Dart pistol 4d6 [1d6 damage+ heavy brawling 3 [2d6], carousing 3 [2d6], perception
tranquillizer, range 5, sidearm] 1 [1d6], reactions 1 [1d6]
Lawgiver 4d6 [2d6 damage, range 9, sidearm] GEAR
SKILLS hypnotism 3 [2d6], interrogation 1 spectacles, shirt, green pants
[1d6], intimidation 1 [1d6], knives 1 [1d6],
law 6 [3d6], medicine 3 [2d6], perception 1 EXPLOITS
[1d6], pistols 1 [1d6], psychology 6 [3d6], >> Feeding Frenzy! Peterson moves his SPEED and makes
riding 1 [1d6] an attack with one action.
GEAR >> Don’t Get in the Way of the Buffet! Peterson can
scalpel, dart pistol, uniform, headlight,
move through a smaller creature’s square, getting a free
lab coat, stethoscope, pass key for all of
Markham’s locks
melee attack that knocks the target aside and prone for
[helmet, armour pads, Lawgiver and boot knife 2d6+3 blunt damage. If the attack misses, Peterson stops
in office] his movement.

EXPLOITS
>> Surgical Precision [replaces Weak Point].
Rutherford knows where a living target’s vital organs are
located. If he damages a living target with a knife of at
least average quality, he can choose to inflict either the
Bleeding or the Pain condition unless using a las-knife or
las-scalpel.
>> Conditioned Patients. Rutherford gains a +1d6
bonus to any WIL or CHA based rolls to influence the
patients at Markham Asylum.

72
PSI JUDGE SYBIL
//MEDIUM SENTIENT HUMANOID [6d6]
//BLIND PRECOGNITIVE PSI JUDGE

STR 3 [2d6] AGI 6 [3d6] END 3 [2d6]


INT 10 [4d6] LOG 6 [3d6] WIL 10 [4d6]
CHA 10 [4d6] LUC 0 [0d6] REP 6 [3d6]
PSI 10 [4d6]
MELEE RANGED MENTAL VITAL
DEFENCE 12 DEFENCE 18 DEFENCE 24 DEFENCE 12
SOAK 3 VULN none IMMUNE none
INITIATIVE 4d6 PERCEPTION 6d6
SPEED 5 CLIMB 3 JUMP 12’/3’

HEALTH 18
CARRY 60lb [max lift 150lb]
REACH 5’
ACTIONS 2
Boot knife 3d6 [2d6+2 piercing damage]
Lawgiver 4d6 [2d6 ballistic damage; range 9,
sidearm]
SKILLS clairvoyance 3 [2d6], clubs 1 [1d6],
insight 3 [2d6], law 1 [1d6], light armour 1
[1d6], perception 3 [2d6], pistols 1 [1d6],
riding 1 [2d6]
GEAR,
Lawgiver, uniform, boot knife

EXPLOITS
>> Aim. By taking an action to aim, Psi Judge Sybil
gains +1d6 bonus to a ranged attack roll taken in the
same turn. The attack action must come immediately
after the aiming action.
>> Blindfighter. Psi Judge Sybil may ignore blindness
and the Blind condition for melee combat.
>> Sense Other. Psi Judge Sybil can detect the
presence of another psyker if they come within 30’ of
her.
>> Vision. Psi Judge Sybil can use the Clairvoyance
exploit up to ten times in a twenty-four-hour period. If
she has an intimate item connected with an individual,
she can spy on them even if she has never met them or
been in the location where they are currently situated .
If a target is protected by a Mind Shield or Mind Fortress,
she must overcome their MENTAL DEFENCE with a PSI+
clairvoyance roll to successfully scry them.

73
CH/6: CASE FILES UNDER CURFEW
The following three case files are short adventures for an hour, the Judges can attempt to make an Easy [7]
a Gamemaster to use in campaigns that occur during PERCEPTION roll. The Judge with the highest success
different periods of Chief Judge Cal’s reign. They are suddenly notices that Judge Fish is motionless and
all flexible enough to adapt to different types of player floating upside down. Examination shows that the fish is
character groups and can be fleshed out with extra dead, and it does not need a Psi Judge to tell the guards
details as required. Adventures that occur in this era that Cal is likely to order their immediate execution
are often bizarre and humorous, though no less deadly. for dereliction of duty when he learns of this. Options
Scenarios being run for most perp and citizen player available to the unfortunates include:
characters should ideally not involve them entering a Deserting their posts and fleeing to safety, though
straight-forward fight against NPC Judges. Numbers of even with the threat to their lives, they need a Severe
enemy NPCs can be halved if deemed necessary, though [29] WIL or PSI roll to overcome their conditioning to
surprise, evasion and other NPCs can improve their serve Cal.
chances of success or survival. Finding an identical goldfish as a replacement and
hoping that Cal does not notice the switch. Conceivably
a robot double could be used, but that would take time
I DIDN’T KILL NO DEPUTY! to commission. Judges who make an Easy [7] LOG (law)
Angered by his citizens’ insurrection, Judge Cal has check will know that licensed goldfish are kept as pets
just condemned the entire population to a systematic by thousands of citizens. A computer search shows
execution. The scenario is written for player character that the nearest supplier is the Mega-Aquarium. Judges
Judges who are loyal to Cal, though optional plot hooks who think to whilst accessing media sources or Justice
are detailed. Department files can find useful images and data on
Judge Fish to help find a match.
// Scales of Justice
The Judges are stationed at the Grand Hall of Justice // The Mega-Aquarium
and the find that the morning shift’s locker room gossip The Judges can pick up Lawmasters from the bike pool
concerns the initial executions that will be commencing and should be able to make their way quickly through
at 09:00. Cal, Judge Cox with an entourage of Kleggs the morning traffic without hazard or delay, the journey
and SJS and Street Judges have already left to taking just 10+2d6 minutes.
supervise at Sector One. During the morning briefing, This tourist attraction comprises of two goldfish bowl
the Judge player characters are told to complete some shaped buildings decorated with statues of dolphins.
admin tasks before reporting to Judge Slocum at 09:50. Inside customers can wander the walkways to marvel
When they report in, he inspects them before informing at the marine creatures kept in huge tanks. Popular
them that they are the next guard detail for Deputy exhibits include a monstrous squid in its own tank and
Judge Fish. Black Atlantic sharks, which ghost through the building’s
The Judges relieve a set of guards in Judge Fish’s interior through a complex maze of re-enforced glass
office at 11:00, and after telling them to
stay vigilant till relieved in two hours,
Slocum leaves. The room is pretty
spartan but has a few drapes, a plinth
in the centre of the room holds Judge
Fish’s bowl, a water dispenser with a
cupboard holding fish food and a jar
of live worms is in one corner and a
comfortably upholstered chair with
an eagle emblem on its head rest is in
another corner, presumably just for
Cal’s use.
The Judges should station themselves
in the room and start their vigil, as it
is a routine, boring assignment. What
could possibly go wrong? After half

74
The Klutz Factor
Just confirming that they will be stood to attention and alert should be easy
enough for players roleplaying the guards assigned to Judge Fish, though an Easy
[7] END check might be needed to not suffer a bout of cramping. Feeding Judge
Fish a worm might cause it to choke to death. If any of the Judges chooses to fool
around or move, then one of them inadvertently knocks over the bowl containing
the goldfish. Especially clumsy guards might even trample the stranded fish with
their Judge boots. The bowl can be refilled from a water dispenser, but Judge Fish
sickens and dies when returned to it.

// Judge Nestor
To avoid a player missing out on the action that will take part outside the
GHJ, Judge Nestor, a Street Judge is part of the guard detail and offers to try
guarding the office from intrusion by himself whilst the rest of the team fetch
a substitute goldfish. He can point out that the streets might be dangerous with
Dredd’s rebel Judges at large and that the condemned citizens have little to lose.

// Intruders
If any player characters refuse to leave the chambers, then their vigil is beset
by the following interruptions. Gunfire will automatically alert other Judges in
the building as might the sound of a loud struggle or a droid banging on the door
and arguing for a significant period.
Robo-cleaner. The droid insists on hoovering the chambers unless the Judge can
make a Challenging [13] CHA or REP (bluffing) test. If the droid enters, it proves
to be too stupid to register that Judge Fish is dead. Use Robot Orderly but
substitute the following skills: carrying 3 [2d6], cooking 3 [2d6], cleaning 3
[2d6], perception 1 [1d6], reactions 1 [1d6] (see p. 121).
Decorator Droid. The droid needs to film the room for putting together some
designs for a refurbishment of the Chief Judge’s and DCJ’s quarters that Cal is
considering. Persuading the droid to come back later requires a Challenging [13]
LOG (bureaucracy) test or a Difficult [16] CHA or REP (bluffing). If the droid
enters it will notice that Judge Fish is missing or dead unless a Judge wins a
relevant subterfuge roll that is opposed by the droid’ s perception check. If
aware of the crisis, the droid will get agitated, try to leave and report the
incident.
Use Robot Orderly but substitute the following skills: carrying 3 [2d6], interior
design 3 [2d6], decorating 3 [2d6], computers 3 [2d6], driving 1 [1d6], perception
1 [1d6], reactions 1 [1d6] (see p. 121). The droid is programmed with an artistic
temperament and might have tantrums.
Robo-cat. Extra drama and humour can be added by making one of the robots listed
above a tool of a faction opposed to Cal. The droid tries to leave behind some
equipment which conceals a tiny robo-cat assassin tasked with killing Judge Fish
(see p. 79). Especially unlucky Judges might bring in a live substitute fish back
into the room only for the robot to pounce. Will they need to go out again on a
quest for a goldfish?

75
//MEGA-AQUARIUM
LEVEL 1

6
5
7
8
4
2

3
1 KEY 5. Maintenance
1. Ticket Office 6. Canteen
2. Shop 7. Overhead
3. Staff Room shark tube
4. Store Room 8. Elevators

tubing. The assortment of equipment in different Three robots are preforming routing duties to prepare
locations includes water hoses, a hostile environment for guests. Dwight Marsh is the only human staff member
suit and fire extinguishers. present as his manager intends to stay at home with his
The Mega-Aquarium is scheduled for a late opening due family during the current crisis. Taking advantage of this,
to maintenance, and the doors will not unlock until 13:00. Marsh, who is a resistance member, has recently let in

76
ALTERNATIVE PLOT HOOKS
Perps. The aquarium is currently being extorted by the Red Mullet crime family
who also find it a convenient place to temporarily store caches of loot and
arms, placing the items in water proof containers that are buried in the gravel
beds of the larger tanks. Besides acting as guardians for the stashes, the
sharks are ideal for intimidating captives or disposing of them.
The player characters have a transaction to conduct with the mob, who,
impatient to get the deal finished, arrange for a late-night meeting at the
aquarium. As the goods are produced for inspection, two SJS Judges (see p 121)
arrive at the aquarium, entering it with a pass key. The Judges have actually
been sent on an errand by Cal to get some of Judge Fish’s favourite fish food.
The mobsters, believing themselves to be ratted out, start to open fire on the
player characters and a frantic three-way confrontation ensures.
The mobsters are led by a Mob Enforcer who will have one Mob Henchman for each
player character (see Judge Dredd & the Worlds of 2000 AD, p. 239).
Citizens. Nothing goes smoothly in the Big Meg! The players decide on a visit
to the Mega-Aquarium in an attempt to take their minds off living in a city
ruled by a tyrant, but during their tour of the building, they stumble upon the
resistance cell described in the adventure for Judge NPCs. The freedom fighters
are moving arms and ammo in a crate that is inadvertently dropped, shattering
a side panel and revealing the contents. Just as the resistance members,
momentarily freeze, two of Cal’s hated SJS Judges enter the building to check
out a report of suspicious individuals sighted by a nark.
The player characters suddenly find themselves in the middle of a confrontation
as the rebels and the Judges trade shots with each other. Getting out alive
might be their sole motivation, though there is an ideal opportunity to help a
faction they want to ingratiate themselves with. Perhaps some damage exposes
a cash of ingots and weapons hidden by the mob that proves a tempting risk to
grab—even if a frantic, stranded shark is in the gunshot-strewn vicinity?
The Resistance. The player characters are sent to meet Marsh and recover a
cache of spit guns and frag bombs from the Mega-Aquarium, but just as they
get their hands on the weapons, they are interrupted by a squad of Cal’s men.
One Street Judge (see Judge Dredd & the Worlds of 2000 AD, p. 243) or Klegg
Mercenary (see p. 115) will be present for every two Street Judge characters or
three others.

the remaining three members of his cell to collect some Staff droids: Use Robot Orderly with carrying 3 [2d6],
weapons that have been stored on the premises. cleaning 3 [3d6], driving 1 [1d6], marine biology 1 [1d6],
After leaving their Lawmasters in the carpark, perception 1 [1d6], reactions 1 [1d6] (see p. 121).
Judges asking to gain entrance via an intercom are Dwight Marsh: Use Worker adding the skill marine
let inside, though Marsh notices them on a security biology 1 [1d6]. He can also arm himself from a collection
camera and stays out of the way. As the Judges go of weapons hidden in the aquarium (see Judge Dredd &
about their business, the cell members hold a whispered the Worlds of 2000 AD, p. 247).
conversation and decide to strike a blow for freedom by
killing them.

77
//MEGA-AQUARIUM
UPPER LEVEL

3
4

5
2

KEY
4. Upper level
1. Mutant Maintenance
Alligator Pool Platform
2. Carp Pool 5. Elevators
3. Ray Pool

Resistance fighter: Use Citizen armed with spit pistol » One of the glass tubes that lace the aquarium
and frag bombs. The cell also owns a single rocket shatters, spilling out a shark which frenziedly flops
launcher (see Judge Dredd & the Worlds of 2000 AD, p. about on the aquarium floor. The snapping creature
105). starts a death pool countdown and will move around
The shop in the complex includes several tanks holding randomly at SPEED 1d3 per action biting any
fish for sale to license holders that can be carried in creature it encounters whilst its flailing knocks over
transparent bags of water. Trying to find a match for equipment and individuals (see p. 80).
Judge Fish by looking at shoals of fish through a tank » Damage to the roof of the giant squid’s tank allows
of water needs a Challenging [13] PERCEPTION check, the creature to send out questing tentacles (see p.
increased to Strenuous [25] if trying from memory 80).
rather than accessing an image. Perhaps one of the fish » Pools of water, stranded fish and seaweed can all
in the pond on the upper level has a better match? make some surfaces Slippery. At some point, a
The presence of the hated Judges soon incites damaged cable lands on the pool inflicting a 3d6
the activists to attack them. During the consequent electric attack to individuals at least partly in it.
barrage of weapons, inadvertent or deliberate damage » A stray round clips a staff droid, which starts
to the tanks can result in the following hazards and scuttling around in a random pattern whilst waving
distractions: its arms around.

78
//MISSION ACCOMPLISHED? ROBO-CAT
The Judges should hopefully be able to arrive back //TINY SENTIENT MECHANOID [3d6]
at the GHJ, the return journey taking a similar short //SELF-CENTRED ROBOTIC PET
length of time but they and will need a Challenging [13] Robotic pets are easier to obtain in Mega-City One,
REP+ bluffing check to avoid any questioning from the though they often have a cartoon-like appearance.
duty desk,. SJS Judges can attempt a Routine [10] REP Sophisticated, realistic feline robots exist that have
(intimidation) check. If stopped and questioned as to why superior agility, but these are considerably more
they are not at their posts or why they have a goldfish, expensive.
they need to come up with an explanation. Given the
uncertainty and downright craziness that currently STR 1 [1d6] AGI 6 [3d6] END 3 [2d6]
exists in the Justice Department, an excuse such as INT 6 [3d6] LOG 3 [2d6] WIL 3 [2d6]
Judge Fish wanted a walk or similar inventive replies CHA 4 [2d6] LUC 1 [1d6] REP 3 [2d6]
should suffice to get the team back to Judge Fish’s MELEE RANGED MENTAL VITAL
room, whilst failure could result in arrest and an SJS DEFENCE 16 DEFENCE 13 DEFENCE 10 DEFENCE 10
investigation. SOAK 2 VULN 1d6 IMMUNE Sick,
The substitute fish can be put in the bowl and the electricity Fatigued
guard detail can resume their duties. Judge Slocum 2d6 ion 2d6
arrives early at 12: 40 and stands the guards down. If sonic
the player characters are established allies of Judge INITIATIVE 3d6 PERCEPTION 3d6
Slocum, he might merely order them not to discuss with SPEED 4 CLIMB 3 JUMP 6’/3’
anyone their recent duty, Judges making a Routine [10] HEALTH 9
INT check can detect a grim and deadly menace in these CARRY 40 lb [max lift 50 lb]
orders. Otherwise, Slocum covers his tracks thoroughly, REACH 0’
using one of the following methods: ACTIONS 2
Whilst in their sleep machines, the Judges have their
Claws 3d6 [2d6+1 slashing damage]
memories altered into believing that they were posted
SKILLS acrobatics 3 [2d6], climbing 3 [2d6],
to guard the corpse of Judge Fish, which Slocum later hunting 3 [2d6], running 1 [1d6],
took to Cal. Slocum then removes and destroys the tactics 1 [1d6]
memory tape of the medical droid which carried out the GEAR
brainwashing. Optional collar
If the Judges were arrested for dereliction of duty,
Slocum tries to find what they were actually doing Mechanoid. Mechanoids are immune to mental attacks
away from Judge Fish’s room after which he has them and are vulnerable [1d6] to electricity damage and [2d6]
brainwashed as above. to ion damage. They are usually immune to the Sick and
Slocum decides to have the Judges eliminated by Fatigued condition.
immediately sending them on an assignment that proves Infrared sensors. The robot’s visual sensors can see in
to be a suicide mission. the dark as well as the light. The robot effectively gains
Assuming the Judges don’t flee the GHJ a soon as superior darksight .
they are dismissed, they will soon learn of the imminent Cruelty [fault]. The robo-cat finds it hard to resist
funeral of Judge Fish. If they think to ask about the hunting and maiming smaller animals or droids other
earlier guard detail, they discover that these Judges than itself. If it comes up against one it must make a
are no longer serving at the GHJ, and computer records Challenging [15] WIL test to resist the urge of follow its
merely mention that they have been assigned to obsession but can decide to keep out of its victim’s way
unspecified special duties on Slocum’s orders. Reporting if it is wounded by it.
for new duties, they are told to go to the motor pool
and join the honour guard assembling for Judge Fish’s
funeral cortege.

79
GIANT SQUID SHARK
//LARGE AQUATIC BEAST [6D6] //LARGE SEMI-SENTIENT AQUATIC BEAST (6D6)
//TENTACLED MONSTER OF THE DEEP //FEARSOME MARINE PREDATOR
The pollution of the oceans seems to have turned the STR 15 [5d6] AGI 10 [4d6] END 15 [5d6]
giant squid into the malign creatures of old sea tales. INT 6 [3d6] LOG 1 [1d6] WIL 3 [2d6]
Many squiddlies have apparently mutated to far larger CHA 4 [2d6] LUC 1 [1d6] REP 6 [3d6]
sizes than the example given below. MELEE RANGED MENTAL VITAL
STR 10 [4d6] AGI 3 [2d6] END 10 [4d6] DEFENCE 22 DEFENCE 14 DEFENCE 12 DEFENCE 20
SOAK 6 VULN none IMMUNE none
INT 3 [2d6] LOG 1 [1d6] WIL 6 [3d6]
INITIATIVE 6d6 PERCEPTION 5d6 scent
CHA 3 [2d6] LUC 1 [1d6] REP 6 [3d6] SWIM 8 CLIMB - JUMP -/-
MELEE RANGED MENTAL VITAL
HEALTH 36
DEFENCE 22 DEFENCE 10 DEFENCE 12 DEFENCE 26
CARRY 300 lb [max lift 750 lb]
SOAK 6 VULN none IMMUNE none REACH 5’
INITIATIVE 3d6 PERCEPTION 3d6 ACTIONS 2
SWIM 7 CLIMB - JUMP - Bite 6d6 (3d6+5 piercing damage)
SKILLS hardy 6 (3d6), combat 6 (3d6),
HEALTH 60 scent 3 (2d6), movement 3 (2d6), reactions 6
CARRY 200 lb [max lift 500 lb] (3d6), stealth 3 (2d6)
REACH 5’ (beak) / 15’ (tentacle) GEAR
ACTIONS 2+1 extra attack action with a tentacle -
Bite 6d6 (3d6+4 piercing damage)
Tentacle (6d6+4 blunt damage) Aquatic. The shark gains a SWIM SPEED equal to its
SKILLS combat 3 (2d6), movement 1 (1d6),
regular SPEED. It can breathe underwater. Swimming is a
stealth 3 (2d6) natural movement mode for aquatic creatures.
GEAR Charge. Once per round, a shark can move its SPEED
- and make a bite attack as a single action.
Blood scent. Sharks can smell blood in the water
Aquatic. The squid gains a SWIM SPEED equal to its from as far away as a mile. Sharks gain +3d6 to sense
regular SPEED. It can breathe underwater. Swimming is a creatures with half or fewer HEALTH.
natural movement mode for aquatic creatures.
Called Shot. An individual tentacle can be targeted Many sharks have managed to adapt to
with a Called Shot. The tentacle has SOAK 6 but 10 the polluted waters and include mega-
slashing damage is enough to sever it, freeing any sharks and muti-sharks, many of which
victims. The squid has ten tentacles in total. are comparable in size to great white
Many Tentacles. A giant squid has an extra action sharks. As cybernetic science developed
for its size. In addition, it is able to use all three of its in the 21st century, military naval
actions to attack, although it cannot attack a single scientists started to experiment on using
target more than twice, and it cannot attack a single sharks rather than whales and dolphins.
target more than once with a tentacle. Results were variable, though a batch of
Grab. A grabbing tentacle inflicts the Restrained sharks were used until a few months ago
condition on a creature, drags it toward the squid for patrolling the underwater rafts that
and requires a melee attack to escape. The tentacle housed the genetically modified prisoners
automatically inflicts 3d6+4 crushing damage at the who tended fish farms in the bays of Mega-
start of the grabbed creature’s turns. City One. Scientists engaged in medical
Ink Cloud. The squid can use an action to squirt ink, and military research also managed to
which will form a 20’ radius of darkness within water resurrect the Megalodon, and packs of
around it. these Gigantic sized sharks now hunt the
Darksight. Squid can see clearly in dark conditions. freezing waters of the Arctic regions.

80
MUNCE AND CIRCUSES //ADVENTURE HOOKS
RESISTANCE MEMBERS
//THUMBS UP FOR CAL! The vandalism or destruction of Cal’s images inside
Cal suddenly decides to gain the adulation of his the Calosseum would provide a vital morale boost to the
subjects by providing ample food and a succession resistance.
of spectacular and blood-thirsty entertainments. The Cal’s appearance at the games offers a chance
Welfare Department starts to post fast food vouchers to to capture or assassinate him. Perhaps Cal himself
citizens while construction work begins on converting competes in a solo challenge, arriving in the centre of
the Super Bowl football stadium into the Calosseum, the arena in a dramatic fashion via a subterranean lift
where fights and pageants can be staged. Between and guarded by a small group of riot shield bearing SJS
spectacles held at the stadium, extra tri-d drama is Judges who erupt into a song and dance routine. Cal will
provided for the masses using convicts who are made ensure that the odds of the contest are heavily stacked
to brave the Academy of Laws training area with the in his favour by using an envenomed weapon, drugging
automated systems set to lethal levels. his opponent and ensuring that snipers are covering him
in case anything goes wrong.
The Calosseum Captured resistance members find that they are
The stadium can hold up to 100,000 spectators, condemned to the arena. If they can survive the games
whilst raised platforms dotted along the stands provide long enough, perhaps they can escape? The motley
stations for guards and tri-d camera droids and ten collection of unfortunates that they are imprisoned
pylons mount viewing screens for the crowd. Media with include hardened perps, mutants and citizens who
suites and some of the VIP suites have been retained, already learnt some combat skills. All these desperate
and a personal enclosure is kept reserved for Cal, individuals need is hope and a leader!
outfitted in a palatial style. Images of Cal
proliferate inside and in the vicinity of the
stadium and include a fifty-foot-tall statue of
him.
Underneath the stadium is a workshop and
a collection of cages and cells for beasts
and prisoners. Mechanisms allow for the
spectacular emergence of combatants onto
the arena floor above. The stadium has a
nearby zoom-train and is surrounded by
several multi-storey car parks.
Historical events, such as the recent Robot
War, are re-enacted, though Dredd’s role is
usually usurped by an actor playing Judge
Cal. Gladiator-style fights pit combinations
of men, machines, aliens and beasts against
each other, and condemned citizens are
put to inventive deaths in mass executions.
Occasionaly the arena is flooded, and bridges
and rafts offer contestants dubious protection
from a giant squid or group of sharks supplied
by the Mega-Aquarium (see p. 80).

81
//THE CALOSSEUM
PERPS MONSTER HUNT
To make up the numbers of participants, imprisoned Having emptied the Alien Zoo of colourful and deadly
criminals are taken from their iso-cubes. Lax guards, creatures, Cal needs fresh novelties and starts to send
periods of transit, resistance activity or a bloody small teams of Judges on beast-collecting expeditions.
disaster in an arena might offer a chance of escape for Cal is also quite happy to pay large sums of credits to
quick-witted individuals. hunters, including mutants and aliens, who can seek out
The games provide an ideal opportunity to entice suitable creatures in either the Cursed Earth or extra-
gamblers. Fixing matches by doping animals, bribing terrestrial locations. Even citizens from Mega-City One
gladiators and using psychic manipulation of contestants itself, if they seem competent enough, can purchase a
will increase the revenue. licence allowing them to leave the city on an expedition,
though they might have to nominate a relative as
CITIZENS collateral for their return.
Cal is feeling rather jaded. A drawn-out slogging match
between two Heavy Metal Kidz ended in both droids BORN FREE
fighting themselves into shutdown, and the Klegg hounds Not every citizen wants to watch captive animals
seem to be off their food. The tyrant decides to have a forced to fight. Player characters might be motivated or
section of the audience forced into the arena, armed with hired to try and free some of the Calosseum’s beasts and
clubs and told that only the last tenth left standing will get them to a distant Cursed Earth location.
be allowed their freedom. As a lethal brawl erupts below Mutants from the continent’s interior might send an
him, Cal amuses himself by intermittently firing different expedition to locate and free a sacred totem animal of
rounds from a Lawrod rifle into the fray. their tribe that was taken by Cal’s hunters.

82
CAL’S JUDGES
Player character Judges who are loyal to Cal can be It is up to the Gamemaster how closely
the bad guys in any of the plot hooks listed above. their campaign follows the canon of
the saga. If the tyrant is fated to
live another day, it transpires that
ET TU BRUTE? Psi Judge Sybil warned him of danger
The following scenario seed is written for a group and his death proves to be merely the
of player character Judges who serve Cal but can be destruction of a robotic duplicate.
adapted for other types of groups. Resistance members Alternatively, Cal might perish and
can be tasked with dealing with SJS guards or might the individuals responsible, including
have an assigned objective, such as rescuing particular Brutus, become public heroes.
individuals in the arena, which will be made possible
during the chaos caused by the attack against Cal. Other
player characters can be merely caught up in the deadly before racing towards the arena floor’s barrier just as
chaos and must try to escape the mayhem. the section’s electric cordon shorts out after an act
To Cal’s glee, his minions eventually procure an adult of sabotage by a resistance member. The Tyrannosaur
Tyrannosaur for his games which he names Brutus. The clambers into the seating area as the crowd flees in
creature proves too intractable to survive captivity or panic, trampling over those who fall.
respond to its handlers, so Tek Division wire a cybernetic As the ferocious dinosaur wades its way through the
control system into the beast. During its debut arena crowd, leaving a red wake of spectators who stampede
appearance, Cal himself insists that he will be the wielder for the exits, the Judges may attempt to assess the
of the control box that is linked to the beast. situation by making a a Difficult [16] PERCEPTION check
The resistance has been aided by a skilled computer revealing that the two fatties are standing their ground,
hacker who manages to penetrate Tek Division’s their gaze switching from Cal to the dinosaur. Judges
computers. They now plan to kill Cal by blocking his making a comms to the media team who help stage the
control device for Brutus and hacking into the cyber spectacle can get camera sweeps and close ups of the
controls set into the Tyrannosaur, sending the creature crowd relayed on the Calosseum’s huge viewing screens.
against Cal whilst other resistance members scattered in Cal’s Klegg guardsmen fail him as, confronted with the
the crowd set off smoke bombs and shoot at Judges and towering saurian, they are overcome with a primeval,
Kleggs. quasi-religious state of awe and merely stare stupidly at
Two teams are assigned the mission to take control the beast. The homemade devices the resistance teams
of Brutus, each one comprising of a two-man team use to control Brutus prove to be erratic, and the beast
with a gadget that can be used to block the signal from is often distracted, snatching and devouring spectators
Cal’s devise or to control Brutus. The device handler is or pesky Judges in its path. Cal has a countdown pool
concealed inside the paunch of a fattie disguise worn taken on three dice before the beast reaches him.
by another resistance member. The operator’s vision Unless using stumm gas or high explosives, getting a
is linked to a pair of camera spectacles worn by their clear shot at the fatties or the attention on comms of a
partner. sniper will need the expenditure of a LUC dice for Judges
On the day of Brutus’s debut, the player character stood on the terraces. Movement against the flow of
Judges are stationed at the eastern end of the stadium, the crowd will only be possible if a Challenging [16] STR
though noted marksmen with rifles skill might be used (brawling or clubs) check is made.
as snipers armed with a Lawrod and stationed on a If Cal’s device isn’t being jammed it can be used in an
tower. Judge Cal himself is in his viewing box (see p. 110), opposed LOG electronics roll against the rebel device
guarded by four hulking Klegg Mercenaries (see p. 115). to determine who controls Brutus that round, though if
Brutus enters the arena to a hush of fear and marvel, neither side in the contest get a Challenging success,
followed by cheers and roaring from the crowd as he Brutus can act freely.
closes in on a rabble of citizens dressed and armed like An SJS driver with Cal’s hover car will arrive after a
cavemen from an old movie. After killing a few of the countdown of three dice, and Brutus will be killed by
spear carriers, Brutus suddenly drops the remains of laser blasts from H-wagons that arrive after a countdown
a victim he has snapped in half and shakes his head, of five dice.

83
Saving Cal will ensure his gratitude, possibly gaining
them the role of personal bodyguards, though this will TYRANNOSAURUS REX
continue the bouts of fear and misery his angry rages //ENORMOUS SEMI-SENTIENT REPTILE (11D6)
inflict on the citizens. //FEROCIOUS CARNIVORE
This fearsome carnivorous dinosaur has easily
assumed the position of the Cursed Earth’s apex
Spectators predator. Often cooperating in small packs, they prey on
Use Citizen (see Judge Dredd & the Worlds of 2000 the huge herbivorous dinosaur herds but often add other
AD, p. 231). Just about any creature or robot from a beasts and men to their diet.
variety of WOIN publications, including this one, can be
used as arena combatants. STR 28 [7d6] AGI 10 [4d6] END 28 [7d6]
The Robot Wars provides a large selection of Droids INT 10 [4d6] LOG 1 [1d6] WIL 21 [6d6]
and The Cursed Earth details a wide range of creatures. CHA 10 [4d6] LUC 3 [2d6] REP 21 [6d6]
Robotic versions of animals can be devised to represent MELEE RANGED MENTAL VITAL
the oversized monsters that were once used by movie DEFENCE 40 DEFENCE 14 DEFENCE 22 DEFENCE 48
makers. SOAK 26 VULN 1d6 cold IMMUNE none
INITIATIVE 6d6 PERCEPTION 5d6
SPEED 11 CLIMB 6 CLIMB 6
RESISTANCE MEMBER
Use Citizen from Judge Dredd and the Worlds of 2000 HEALTH 165
AD, p. 231. CARRY 560 lb [max lift 1,400 lb]
Those in the crowd have a zip pistol and a smoke REACH 10’
grenade. ACTIONS 3 (2 in its turn; 1 in 10 INI points
Both the cyber-tec teams have plastic zip guns, later)
a cyber control device and a fattie disguise with a Bite 11d6 (6d6+7 piercing damage)
motorised belly wheel. The suit provides the equivalent Tail Swipe 9d6 (5d6 blunt damage, 12’ cone)
of padded armour, but all agility tests are at -2d6 whilst SKILLS combat 10 (4d6), hearing 3 (2d6),
the duo share the disguise. reactions 3 (2d6)
GEAR
-

Charge (m). Once per turn, the Tyrannosaurus rex can


move its speed in a straight line and then attack at the
end of it, all as a single action. It gains +1d6 damage to
its attack.
Roar. The Tyrannosaurus rex can unleash a roar so loud
that its victims are stricken with fear. A roar is a 6d6
mental attack and attacks any creature within Burst 11.
Victims successfully attacked are rendered Afraid.
Tail Swipe. The Tyrannosaurus rex has a tail swipe
attack. This attack affects all targets in a 12’ cone to the
rear of the creature.
(Optional Exploit) Acid Resistance. Some
Tyrannosaurs have adapted hides that are impervious
to the Cursed Earth’s fierce storms of acid rain. The
Tyrannosaur has an extra +10 SOAK against acid
damage.

84
WESCUE WALTER!
A ‘DAY THE LAW DIED’ ADVENTURE
Walter is prepared to do just about anything to free pass, but being owed any kind of favour from Judge
keep Judge Dredd alive and unharmed. That includes Joe Dredd is worth this kind of risk for. Alternatively,
pretending to loathe his beloved master and venturing Judges Giant, Griffin or Pepper might have gone behind
into the heart of Cal’s domain in order to obtain the Dredd’s back on this, looking for an expendable group
means of freeing the Judges from Cal’s mind control. they can send into the lion’s den without too much worry.
Getting Walter out, however, is going to be a tougher Citizens might also be inspired by an announcement
job. Cal might not realise that Walter is working against made by Dredd via some secret radio frequency, but the
him, but plenty of his loyal SJS acolytes suspect that most likely means of becoming involved in this particular
the suddenly traitorous Walter isn’t quite as duplicitous phase of the war for Mega-City One is by being a Judge.
as he’d like them to believe. But Walter knows too much
to be just allowed to continue as Cal’s lackey until the
dictator grows bored of him. He certainly knows far
too much to let his hard drive be stripped by technical
experts in the SJS. Walter needs to be extracted from
Cal’s clutches before he can give away Dredd’s plan.
Timing is critical. As Walter opens up the secret escape
route beneath Judge Fargo’s sarcophagus, you need to
break into the Halls of Justice via another route and
extricate Walter so Dredd’s plot isn’t foiled before it can
begin. There’s only one thing to do…
It’s time to plan an elaborate heist!

//Characters
The characters in this adventure are almost certain
to be Judges. A relationship with Dredd’s resistance
against Cal’s tyranny is essential, and the most likely to
be closely involved are other Judges. Perhaps they were
rescued by Dredd or captured and held prisoner until
the programming effects of Cal’s briefing tapes wore
off. They might have been members of the resistance
all along or only recently joined the fight against Cal.
Whatever the case, Judge characters of any kind make
the most sense for this adventure. They are going to be
up against a number of tough SJS officers, too. All of
whom know that Cal’s loss equals their end. They won’t
give up easily.
The pre-generated Judge characters from the Judge
Dredd & the Worlds of 2000 AD would be suitable for
the game, as would any characters built around the
grade 5 mark or above. Other character types might
work, though a little bit of contrivance might necessary.
In desperation, Dredd might turn to a group of hardened
perps who, though he can never trust them, he knows
to have the requisite skills. He certainly won’t offer a

85
GAZE ON MY WORK, YE MIGHTY
Cal has made the Hall of Justice his own. Every level is crammed with loyal
members of the SJS—or at least, loyal enough for the moment. Every hallway
monitored by cameras, alarms. The exterior is clad in bomb-proof concrete,
surrounded by constant patrols of heavily armed SJS officers and even more
heavily armed Klegg troops. Access is virtually impossible. And, above all
of this, Cal waits. He scarcely sleeps, spending most of his time wrestling
with the demons in his mind and the more or less imagined enemies beyond
his enormous windows. Walter is usually near Cal, with the great dictator
treating the robot as something between an amanuensis and a pet.
With Walter in tow, Cal wanders around the upper regions of the halls,
gazing out over his city—so near to perfection—and plots the next step of
his plans. There, he’s visited by his Deputy Chief Judge Grampus along
with those members of the SJS who value power over and above their
own life. The SJS maintain a tight guard around Cal at all times and, more
importantly, so do the Klegg. While the SJS might occasionally wonder
about the chances of successfully assassinating their leader, the Klegg
are absolutely loyal. Cal controls the economy of Mega-City One and, as a
result, is the only one capable of paying their extravagant fees. Getting in is
difficult. Getting out alive with Walter is harder still.

//Briefing
Get into the Hall of Justice, and escape with Walter the Wobot. The
mission briefing is that simple. The risks are obvious—though admittedly
what hideous means of death Cal might devise for anyone caught is a little
less clear—and the stakes potentially enormous. Walter knows a substantial
portion of Dredd’s plan, knows that Dredd is aware of Cal’s means of
obtaining a hold over the other Judges and knows how they mean to break it.
Walter must be wetwieved, as the robot might himself say.
Walter is certain to be found in Cal’s quarters. Cal himself is unlikely to
be there as he’s too involved in his scheme to slaughter the whole city. The
controls to let Dredd and his crew into the Hall of Justice near the Briefing
Room have been moved to his chambers, however, and that is where Walter
will be. How the characters get in and out is entirely up to them. They just
need to ensure that they manage to wescue that wobot.

STARTING POINT
Depending on how the GM wants to run this adventure, there are any
number of potential starting points. You might begin with Dredd delivering
the mission briefing, his chin even more serious than usual as he does so.
Alternatively, you can begin in medias res, which is always a good way of
grabbing and maintaining player attention. Rather than have the characters
dream up an extensive plot for breaking into the Hall of Justice and then
have them roll dice to see if they achieve it, start with them just climbing up
through the sewers into the hall’s lowest, grimiest sewer.
Don’t entirely hand wave this. The players need to tell you how their
characters break into the Hall of Justice, they just don’t need to worry about
rolling a fistful of dice to do so. They may well have to worry about the chaos
they’ve left behind them in achieving their break-in! The GM should take

86
careful note of what it is the characters have done to
get to this point. Did they knock out an SJS patrol and
steal their uniforms? Well, what happens when someone
discovers that unconscious, or recently deceased, patrol
and decides to call it in? That’s not to say that every
plan to make their way into the Hall of Justice is going to
rebound on the characters, merely that they might. And
it’s never a bad idea to keep such things in mind!
If you prefer to play things out a little more thoroughly,
that’s entirely fine too. Just remember that gunning
the characters down in cold blood before they’ve even
got a chance to get close to Walter isn’t a great deal
of fun. Of course, the characters staging an enormous
riot in another part of the city in order to lure the SJS
and the Klegg away from the halls is fun. Exercise your
judgement as the GM, but try and start in the midst of
the action. If the characters want to preside over the
initiation of the riot, let them. Just make sure that the
adventure begins just as things really kick off! then they miraculously have it. But they must roll the
Preparedness pool, and, like a countdown pool, a dice is
//Running the Adventure removed whenever a 5 or 6 is rolled. Let the characters
be bold, let them have awesome equipment, or have
and Being Prepared brilliantly planned a way around an obstacle they
The adventure should be tense, difficult. The encounter—but don’t let them forget that each time
characters are in the belly of the beast, and they aren’t they use this particular resource, they are running out
exactly welcome guests. Cal’s henchmen are everywhere, of chances to do so! It’s a powerful resource but it is
and they won’t hesitate to get ugly should the situation limited.
call for it. Perhaps the only thing on the character’s side
is that no one is going to expect a plan this audacious.
The GM should try maintaining a quick pace to this
THE HALL OF JUSTICE
adventure. Don’t let things drag, and don’t let the The Hall of Justice is a grand and gleaming place,
characters get too caught up in plotting each move. almost wherever the characters manage to make their
Drive them forwards. This is, in essence, a heist scenario. entrance. Even the lowest basement is still far more
The characters are highly trained operatives, breaking secure and well-guarded than pretty much anywhere
into a secure facility and making their way out. How they else in Mega-City One. It has to be. Bright lights reflect
do it is up to them, but ensuring that they don’t become on well-polished floors, and statues of previous Chief
bogged down in endless strategizing both increases Judges are positioned at various intervals though all
tension and guarantees that the adventure never slows have been crudely altered so that their faces resemble
to a crawl! Cal. Cal’s changes are evident everywhere. Large posters
In order to achieve this high tempo and constant bearing his slogan hang from walls or are draped over
action while preventing the characters from being killed windows. Wherever a Judge looks, Cal is watching
the first time they encounter something unexpected, them! The SJS patrol the corridors, studying everyone’s
this adventure introduces a new form of dice pool, movements intently and stopping other Judges and
the Preparedness pool. Each character can apportion anyone else who works in the building, subjecting them
up to 3 dice from their standard LOG dice pool to the to lengthy interrogations for no other reason than
Preparedness pool. Once assigned, these dice cannot their own enjoyment. The atmosphere is one of barely
be used for standard LOG checks during the adventure restrained terror. Everyone is watching everyone else,
until, or unless, the Preparedness Pool is reduced to waiting for the mistake that might see them dragged
0. Whenever the characters are stuck, or trapped, or before Cal and executed.
need to have remembered a vital piece of equipment Detailed below are a series of potential obstacles
they definitely don’t have on their character sheet, and encounters the characters might face as they

87
make their way towards Walter. You can use as many couple of Judges in here. In more normal times, they’d
or as few of these as you want—depending on how the be gossiping or complaining or otherwise trying to
characters chose to break into the Hall of Justice, some remember how to have human relationships. In the
of them might not be appropriate. After all, if they time of Cal, they watch each other suspiciously, trying
crashed through the front doors in a modified gunship or to guess whether the person across from them might
something equally insane, then sneaking past the Klegg betray them to the SJS. In this atmosphere of mistrust,
seems fairly self-defeating. Pick and choose from below, the characters can likely sneak through here relatively
tailoring it as you need. easily. If they are dressed as Judges, it should be easy
enough to blend in with the others. If they are dressed
as the SJS, then they’ll be carefully avoided. Given
LEVEL ONE EVENTS the current security situations, though, searching the
Every level is patrolled by SJS officers or Klegg, and lockers is unlikely to reveal anything of major benefit
Level One is no exception. The characters should always to the characters. Judges aren’t trusted with things
feel as though they might be discovered, and if they like security codes or passes anymore. Anything that
aren’t wearing SJS uniforms or the like, they need to important is the purview of the SJS or the Klegg.
move hastily from one hiding spot to the next. This is a The characters might be able gain an ally or two in
heist after all! here, though. Should the characters run into a Judge or
two, a successful Demanding (21) WIL check is enough
Locker Room to break the programming, letting the characters
The characters are likely to know this room very convince the Judges to aid them. They won’t do anything
well, particularly its smell. It’s the locker room, where significant, but they can provide advice or at least a
Judges return after their shift to shed their armour, minor distraction!
stash their helmets, take a shower, and undertake the
rituals which make them a little more human. The place Armoury
smells of body odour—despite the industrial strength It’s exactly what it sounds like. This is where the
ventilations systems attempting to eliminate it—and is Judges cache of weapons is kept, ready for use. It’s lined
thick with steam from the showers. There are always a with racks of Lawkeepers and other weapons, grenades,

88
helmets, truncheons, ammunition. Of course, it’s also then they can fully replenish their stocks of Lawgiver
heavily guarded, with surveillance systems constantly ammunition as well as pinch a few other interesting
in operation—and with its own security system, separate devices.
from those used elsewhere in the building. Bringing down
the main security systems within the Hall of Justice Prisoners
won’t disable those functioning in the armoury. It’s Cal’s cruelty is limitless and, as the characters watch,
also, unsurprisingly, guarded by the SJS. No Judges are they see four SJS officers leading off two Judges. They
allowed in here except under close SJS supervision, and are blindfolded and shackled, and the SJS are making
any requests are personally checked and signed out by loud comments about what they think Cal has planned
the SJS Quartermaster who is always in the armoury and for them. One of them believes Cal is going to mummify
who never sleeps. them alive; another loudly opines that Cal wants to find
The Quartermaster’s name is Special Judge Melvin, out how far he can stretch the truth—but he wants to see
and having once been found napping by Judge Cal how far he can stretch a Judge first.
during an unexpected visit was informed that if he ever The characters can attempt to rescue their erstwhile
slept again, he’d be surgically dismembered and fed to colleagues, taking the place of the escorting SJS
the Klegg. Knowing Cal to be as good as his word, the officers. They do seem to be taking the Judges to Cal,
Quartermaster has been injecting or ingesting every after all. But finding an opportune moment to do so
form of stimulant he can lay his hands on in order to might be tough. Will they attack them in the elevator?
prevent his eyelids from closing. By this point, he is a Or try and convince the current escort that they are the
paranoid, neurotic mess. Melvin uses the stats for SJS real escort? Either way, this might well be the time to
Judge found on page 121 of this book. utilise some of that Preparedness pool!
Melvin is usually accompanied by two other SJS
officers, but they tend to give him a wide berth,
especially as he’s begun displaying a number of
LEVEL TWO EVENTS
unsettling behaviours—including chewing on the fingers The second level is reserved for the Klegg, the most
of anyone who doesn’t keep their hands very far from loyal of the SJS and Cal himself. There are no normal
his mouth. If the characters encounter Melvin, they can Judges up here. This level is not for them. Any caught
probably still see flecks of blood on his teeth. up here are dealt with most unpleasantly—the Klegg eat
If the characters cause a ruckus in the armoury, things a lot, after all—and so they tend to avoid it assiduously.
are likely to get ugly very quickly. Cal immediately Even if summoned to Level Two, they’ll do their very best
sends six Klegg mercenaries to besiege the place, while to avoid the call, delaying the trip for as long as possible
another ten SJS officers are dispatched alongside them. and hoping that Cal or his flunkeys get distracted. It
The GM should start a Countdown pool to see how long often works. As a result of this, however, the security on
the door to the armoury can withstand a laser fusillade. Level Two is eased from Level One. The patrols are less
If the characters manage to sneak in and dispose of frequent, and the SJS are sloppier, considering shifts up
Melvin and the other guards without two much hassle, here their time off. They tend to give the Klegg a wide

89
KEY
1. MUSEUM
2. KLEGG BARRACKS
2 3. THE KENNELS

//HALL OF JUSTICE - LEVEL TWO


berth, though, and it’s the Klegg who guard the elevator the room. Any fight in here won’t be interrupted by
leading up to Cal’s private quarters. additional participants.
Several voice recordings of Cal also trigger when
Museum walked past. Video screens embedded in the walls blare
What used to be the gallery and Museum of Justice, out a sequence of clips of Cal explaining how he freed
where the great Judge heroes were venerated, is now the populace of Mega-City One from the tyranny of
Cal’s own celebration of himself. The plaques declaring Judge Dredd, from the constant fear of crime, from the
the deeds of the Judges of the past are still there, clutches of evil. These can cause characters a nasty
but they’ve all had additional plaques added below. surprise and might just attract the attention of the Klegg
These either describe how inferior the Judges from the before they’re fully ready to be dealt with.
distant past were when compared to Cal’s triumphant
accomplishments or, for those within recent memory, Klegg Barracks
explain how they offended or otherwise inconvenienced Detectable by scent and by sound long before it can
Cal. The characters can also see the recently pickled be seen, the Klegg barracks is a reeking cess pit of
Judge Slocum, suspended in a vast test tube, his eyes slime and half-eaten slabs of meat. A huge room, in
displaying just a flicker of life. which there are a dozen or so nests made from animal
There are other such unfortunates in the chamber, bones, dirty blankets, and anything else the Kleggs
including one unlucky that Judge Cal thought was could scavenge, the barracks is filled with six Kleggs,
laughing at him. His broken body is nailed to the wall all in the midst of feasting on raw meat. A huge barrel
and slowly rots. The stench filters through the museum, containing mounds of uncooked sausages, pork chops,
making the whole place smell with decay. Four Klegg beef steaks and more sits in the centre of the room,
wander around the museum, idly poking at the exhibits and the Kleggs have their enormous crocodilian heads
and laughing at human stupidity. The museum is buried in it. They only look up to snap at their scoffing
extremely large, and in order to preserve the correct neighbours for getting too close to a bit of meat they
atmosphere of solemnity given the dozen or so statues want for themselves. The characters can attack straight
of him positioned around the room, Cal has soundproofed away or leave the ferocious mercenaries to their gorging.

90
The Elevator
Round the corner from the kennels is the elevator
leading up to Cal’s quarters and to Walter the Wobot.
Two Kleggs guard the elevator at all times, and they
are always alert. While off duty, the Kleggs are slovenly
and mainly interested in eating meat. While on duty,
they are ruthless and absolutely focused on the job.
They don’t move from their post and conning a way past
them, using forged orders or something of the kind,
necessitates a Demanding [21] CHA check. Any firefight
draws the attention of any Klegg still alive on this level
and those above in Cal’s quarters. The Klegg on Level
Two quickly head towards the sound of gunfire, while
the SJS and Klegg above ready themselves for anyone
coming up in the elevator.

Cal’s Quarters
Opulence. As you might expect from a paranoid
megalomaniac, Cal’s chambers are a testament to his
regard for himself and for the complete power he wields.
Everything that can conceivably be golden is golden.
Everything that can conceivably bear a picture of Cal’s
The choice is entirely theirs. Of course, if things get ugly face, bears a picture of his face. The room is dominated
upstairs in Cal’s quarters, then leaving these Kleggs still by an enormous four-poster bed—made from gold,
alive might prove a poor decision. obviously—and surrounded on four sides with red velvet
Sneaking past the Kleggs isn’t difficult, they are far drapes, alongside an enormous pair of windows which
too concerned about food to care about a few footsteps open onto a balcony overlooking much of Mega-City One.
outside, footsteps they can scarcely hear over the sound Dozens of exquisitely tailored uniforms hang in an open
of their own chewing! wardrobe, and polished badges bearing Cal’s name are
lined up in a row along the edge of an enormous desk.
The Kennels Papers are scattered over the desk, containing Cal’s
Only twenty or so feet down the corridor from the various plots for murdering the city, with “nerve gas”
Klegg barracks, the kennels house the Klegg hounds. underlined and a smiling face drawn next to it.
While the Klegg themselves live in brutish, hideous
conditions, the Klegg hounds are kept in spotless cages
with room to allow movement, a food-bowl piled high
with choice cuts of meat and a large water dispenser
hanging from the ceiling of the cage. There are six
hounds kept in the room. Three are asleep, though
the three awake immediately start to howl and rage
when the characters enter. If the characters didn’t deal
with the Kleggs in the barracks, then they come and
investigate should the ruckus continue for longer than
3 rounds. Fortunately, Klegg hounds are not renowned
for being bright, no matter how sensitive their sense
of smell might be. If a character can succeed on a
Challenging [13] CHA check (or possess a relevant
Psionic skill), they can appease the Klegg hounds before
the Klegg are alerted.

91
//HALL OF JUSTICE
CAL’S QUARTERS

KEY
1. CAL’S CHAMBERS
2. WALTER’S STATION

Above the table, next to an enormous portrait of Cal is


a picture of Judge Fish, captioned, “The Truest Friend”.
WALTER
Judge Fish’s badge is framed in glass beside it. The Kleggs guard a door that opens into a room
Two Kleggs and two SJS Judges guard Cal’s room. See filled with vid-screens, control panels and myriad other
p. 115 and 121 respectively for their stats. blinking, whining apparatus. Walter is sheltering in a
The SJS stand near Cal’s bed, while the two Kleggs corner, nervously peeking out and loudly wishing that
stand at the door to a small, subsidiary room, the control “bwave Judge Dwedd will come and save me!” He
room, where Walter now waits to be saved! Like the doesn’t take much reassuring from anyone who identifies
Klegg guarding the elevator, these four wardens are themselves as an ally of Dredd’s. Walter is quick to
extremely alert and extremely focused. The characters trust and extremely eager to escape Cal’s clutches. He
can sneak into the room with a Challenging [13] AGL thanks the characters for coming, asks after Dredd’s
check, but there’s no obvious way past the four. The wellbeing a dozen or so times, and then asks how they
characters can spring an ambush, but one way or intend to escape. If the characters ask him for advice,
another, it’s going to take either a very cunning plan to Walter starts burbling about not really understanding the
distract them or some sort of fight! Subterfuge, such systems or wanting to get in trouble. He did only what he
as faked papers, might work but requires a Strenuous needed to, in order to let Dredd into the building. Beyond
[25] CHA check. These are the most loyal and trusted that, he just hid away and hoped he’d escape the battle
members of the SJS. They know what Cal is like, and to come. The characters are on their own!
they are difficult to fool.

92
ESCAPE!
Getting out is certain to be a challenge. If the
characters fought their way to this point, then
reinforcements are on their way. Their arrival can be
represented by a countdown pool with its size and rate of
reduction determined by how the PCs have performed up
until this point. If they have been relatively stealthy or
successfully deceptive up until now, the countdown pool
begins at 5d6 on a medium rate of reduction (remove
a die on a 5 or 6). If they’ve fought their way through
and bugled attempts at deception, the countdown pool
begins at 3d6 and reduces at a fast rate (remove a die on
a 4, 5 or 6).
The characters can disable the elevator up to Cal’s
quarters but that delays the reinforcements for only so
long. They can try to fight their way out, perhaps making
their way back down to the basement. They might hole
up here, deciding to fight it out until Dredd and his
hoped-for reinforcements arrive—which won’t be long!
Alternatively, if they have enough in their Preparedness
pool, they might be able to improvise a grappling hook
and abseil down the side of the Hall of Justice or zip line
away onto the roof of another nearby building. Whatever
the characters decide, let them try it! That’s how a heist
is meant to end, after all!

WRAPPING THINGS UP
Whatever choices the characters make, those who
escape are acclaimed as heroes of the resistance—once
Cal is ultimately finished. Walter even compares them to
Judge Dwedd himself. Even Dredd is impressed, though
don’t expect much more than a grunt of praise for a job
well done. There’s too much of the city to be rebuilt to
start getting too pleased with yourselves.
The characters who survive earn 80 experience
points, for braving the heart of Cal’s crazed empire and
emerging intact—if not unscathed.

93
CH/7: THE RETURN OF CAL
GONE FOR GOOD?
Everyone in Mega-City One breathed a sigh of relief
at the news of Cal’s death. Those unjustly imprisoned
were freed, the Council of Five was reformed, the Mayor
was restored to his office, and the reviled emblems of
Cal’s rule were taken down, though the wall remained.
Fergee became a public hero, with statues raised in his
memory, and the pickled body of Judge Slocum was
removed to the headquarters of the SJS. Conrad Conn
went back into retirement, whilst Judge Dredd returned
to patrolling the streets, once again becoming the
symbol associated with remorseless justice. Goldfish
sales declined for a few years while visits to the Statue
of Judgement increased in popularity, and entrepreneurs
soon found that collectors would pay large sums of
credits for memorabilia connected with the dead tyrant.
Some citizens grumbled as the efficiency of city services
slipped back to their previous abysmal levels, and many
other individuals were openly distrustful of aliens, but
Mega-City One remained, in the eyes of the world, as a
powerful and prosperous city. As life returned to what
passed for normal in the city, the Justice Department
quickly dealt with looters and unruly juve gangs. But
organised criminal enterprises soon took the opportunity Entering the corporate headquarters under guard by
to restore their fortunes. Cal was gone! carbine-armed security guards, Dredd was surprised
Sadly, Cal’s evil was to resurface and once again blight by what he encountered in the courtroom. The venue
the city he had ruled. His secret files on corrupt Judges included a gathering of deranged Cal clones: a presiding
became a hidden legacy that fuelled power games in the Judge, prosecutor and recorder, all in legal attire, and a
Justice Department, and after a couple of decades, a ten-man jury wearing executive suits. At the elbow of the
version of Judge Cal from another dimension plotted to Judge, a pet fish watched over the proceedings from its
seize the city. bowl. The chief witness produced to speak of the events
Cal is a villain many GMs might want to reintroduce to concerning their clone-father was another clone, dressed
a campaign. The following pages include different ways in the robes of office of a Mega-City One Chief Judge,
this can be achieved and can also be adapted for the though the eagle emblem was replaced with that of a
return of another villain. fish.
Dredd, unsurprisingly, was found guilty, but as the
clones produced pistols to execute him to death, the
BY PRIVATE CONTRACT lawman manged to seize his weapon off one of the
Although Cal appeared ambivalent about clones, Stixes, who was immediately mown down along with his
his vanity prompted him to secretly start a cloning twin in a fusillade of the Cals’ pistols. The sudden arrival
programme to duplicate himself that went undetected by of the bounty hunters Alpha, McNulty and Kid-Knee to
the Justice Department. In 2138, Judge Dredd was taken Dredd’s assistance soon saw all the clones and guards
by time travelling bounty hunter Johny Alpha to 2220 quickly shot down. Dredd’s rescuers secured a bounty in
to investigate why a company had placed a five million gold and assured Dredd that they would get the bounty
credit bounty for Dredd’s delivery for trial. Calcorp was cancelled before returning the Judge to his own time.
a business organisation that dealt in seaweed and fish GMs wishing to run a similar mission of a revenge
meal and ran a corporate state in the region of California. scheme against player characters can use the Desk
Two of Alpha’s small team, Bovus and Pikey Stix, proved Judge template armed with a las-pistol for the Cal
treacherous. They captured Dredd through chicanery and clones (see Judge Dredd & the Worlds of 2000 AD, p.
went to claim the bounty. 232) and the Citi-Def template for the Security Guards

94
(see Judge Dredd & the Worlds of 2000 AD, p. 232). kidnapping attempt, and perps might be hired to steal
Different bounty hunters can be improvised from Heister hi-tech robot components or hack into the personal
templates or can use the relevant NPCs in Strontium computers of Council members.
Dog, pages 125-134. Further details can be obtained in
the comic story “By Private Contract”.
HERE IN SPIRIT
What if Cal’s demented references to dead Chief
BLONDE AMBITION Judges talking to him were true? Could Cal’s spirit be
The identity of a batch of accelerated clones of female whispering promises of glory and cunning schemes to
gender taken from Cal’s DNA go undetected by the a department chief or a future Chief Judge? Perhaps
Justice Department, even though they have first names Cal maintained a supply of cloned organs in case he
such as Calliope, Calpurnia and Calypso and surnames was injured? Rather than being disposed of, they find
including Caldicott, Callaghan and Calloway. Perhaps, like themselves used as spare parts for transplant surgery
despots from ancient history, the clones include brothers for an important patient in the Justice Department, a
and sisters who reproduce with each other to further business corporation, crime syndicate or a scientific
a pure dynasty? “Operation Aegis” is a plan they have institute. After a short interval, the individual starts to
formulated to takeover key weather control stations and act strangely as they suffer cellulo-psychic-regenesis
rain down divine thunder bolts on the city in a display when Cal’s personality possesses them.
of intimidation, before making a series of demands to
replace the entire Council of Five with clones from their
ranks.
BORN AGAIN
Player characters Judges are tasked with dealing with Some of Psi Division Judges believe that they were
the curly-haired gang of terrorists. Other individuals can priestesses and witches in previous incarnations. Is
be paying a visit to one of the stations as tourists when reincarnation a reality? If so, then Judge Cal could have
the clones try to seize control or might be a gang hired been a reincarnation of ancient Rome’s mad tyrant, the
to transport and assist the clones in their assault before Emperor Caligula? Will he return yet again in another
they realise their employer’s true objectives. body? It would normally be a long wait before the new
The Cal clones can utilise either the Heister or Blitz infant grows to adulthood, but perhaps a deranged cult
Agent templates (see Judge Dredd & the Worlds of locates the child and uses a time-stretcher device to
2000 AD, p. 235 and p. 231 respectively). artificially age the infant and proceed to carry out its
murderous dictates?
When a dying Psi Judge in 2102 predicts that a
ROBO-CAL disaster will befall the city unless the Judge Child is
Cal’s twisted plots involved framing Dredd using a found, does Cal’s reincarnation manage to present itself
highly convincing robotic replica. As a backup plan in as the city’s potential saviour?
case his reign looked like coming to an end, he has had
a robotic duplicate of himself constructed that includes
many of the features of the Dredd Simulacrum whilst
NIGHT IN THE BLACK MUSEUM
incorporating a small cybernetic biochip with Cal’s Areas of the Grand Hall of Justice’s Black Museum
recorded personality (use Judge Cal’s mental attributes include the Gallery of Gore, Hall of Homicide and the
and skills and the stats for the Dredd Simulacrum found Mutie Exhibition, whilst there is also a small canteen
on p. 107). and gift shop. Among the exhibits on display from Cal’s
As the Judges and Kleggs have clearly failed him, reign are a stuffed Klegg and what purports to be the
his speech now includes a series of coded signals, not pickled brain of Cal himself. Locked away in a storeroom
discernible to normal human hearing, that allows him is the reassembled skull of the tyrant. During public open
to use his charm on any robots who hear him speaking. times, a Judge conducts tours for up to four thousand
His plans to take control of Mega-City One involve him visitors, but at night security for the complex is provided
gradually replacing all the Council of Five members with by the aged Judge who acts as a curator. Use Desk
robotic doppelgangers. Judge for the curator.
Judges might find themselves suspicious of a Council More details on the museum are on page 158 of Judge
member’s behaviour. Citizens might stumble across a Dredd & the Worlds of 2000 AD.

95
Perps: Criminal teams are hired to steal a tissue CAL’S HATCHET MAN
sample from the brain. Whilst they are about their
nefarious business, what else can they find to add to Quincy was the team leader of SJS Arrest and
their haul? Assassination Operations ordered by Judge Cal,
Citizens: Tourists might find themselves caught up in commanding the detachment that arrested Judge
a daytime heist, possibly used as hostages. Perhaps the Dredd in his personal apartments during Cal’s attempt
gang pull off the heist but seek to intimidate or eliminate to frame the lawman for murder. After Dredd proved
a witness that might remember a vital clue? his innocence, Quincy was dispatched with a team of
Judges: The item and the culprits need finding, but disguised SJS Judges who knifed to death Chief Judge
what purpose is behind the theft? Goodman. Following this murder, Quincy was ordered
to deal with Dredd and, acting as a sniper, put a bullet
through his quarry’s head. However, the downed lawman
beat incredible odds by surviving and recovering. Quincy
was made the subject of the new Chief Judge’s first
mad actions. Because he was missing a button, he was
ordered at gunpoint to remove his uniform and forthwith
to conduct his duties without it. For the rest of Cal’s
reign, the partially clad Quincy was a conspicuous figure
in his boxer shorts and helmet.
His fate is unrecorded in the comic. If he survived, his
combat skills would lend themselves to employment as
an assassin, especially as he is familiar with the tactics
used by Mega-City One’s Justice Department. Possibly
his humiliation under Cal has embittered him to the point
where he feels a compulsion to steal a button or a small
object from a target before he sets up a lethal ambush at
a later date, or after completing a hit he strips his dead
victims down to their small clothes?
Stats for Judge Quincy are on page 112.

CAL’S MISSING MARBLES


Rumours circulate that Cal had an ornate spaceship,
The Incitatus, built and fitted out with a luxurious,
palatial interior including flowering vines, statues of
himself and a sunken bath fed by a golden faucet shaped
in the image of Deputy Judge Fish. Running along the
walls of the main chamber was a frieze of exquisitely
sculptured marble that commemorated the great deeds
Cal achieved thanks to his divine genius and the sacrifice
of his subjects. Does it really exist in a remote location,
and if so what fiendish traps guard it?

96
HELTER SKELTER
The following adventure material is inspired by the Cal’s hatred of Dredd, coupled with his vanity and
Judge Dredd story “Helter Skelter” that was published in ambition, spurred him to desire an invasion of the other
2000 AD progs 1250 to 1261. The story was set in 2123, Mega-City One. Allies with a similar hatred of Dredd were
but the Gamemaster can choose to use an earlier date located, and one, Supreme Judge Kazan, provided an
for their campaign, though it is best run after Cal’s reign ambitious plan.
as Chief Judge ends in 2101. The GM must also decide Cal uses his own dimension warp technology, to invade
if they wish to include Judge Dredd in the adventure, the other Grand Hall of Justice with his Judges, blocking
and the player characters can either operate as allies of communications with other sectors and gradually
Dredd or can replace him. If Dredd’s role is supplanted, bringing in more Judges and Kazan’s troops. Beings
the Gamemaster needs to select NPCs the player plucked from other dimensions due to the power of
characters have killed or bested in earlier adventurers to the warp would serve to confuse and tie up any Judges
act as Cal’s allies, substituting ones used in the original who could oppose him. Due to the perils of meddling
comic if these seem inappropriate or too challenging to with dimensional barriers, Cal needs the services of the
defeat. Ideally player characters will not be Judges who scientist Darien Kenzie, the project leader at the Tech 21
Cal can command with his voice. research institute. The first Judges of his strike force are
a team who will be dispatched to capture her.
CAL’S MASTERPLAN
In the Mega-City One of another dimension, Giant
THE GRAND HALL
executed Judge Dredd and Cal reigned for decades Judge player characters can begin the adventure as
without succumbing to total madness. His contentment the Grand Hall of Justice is suddenly attacked by squads
was ended when he was visited by the Necromancer of Cal’s Judges. The player character group will need to
Murd, who informed him of a multitude of dimensions confront at least one hostile NPC before it becomes clear
on one of which lived Dredd, the Judge who had led that the Hall of Justice is being swamped with hostile
a successful rebellion leading to the death of Cal’s Judges. Judges making a Routine [10+] LOG+ tactics
dimensional twin. check will realise that they will only die or get captured
unless they can quickly escape from the GHJ quickly.
Attempts to contact other sectors will have no luck, but
anyone making a Routine [10+] LOG+ communicators
check will hear orders to a strike team to secure Kenzie
at Tech 21. The lab is only about five miles away in Sector
Two, so haste is essential.

Cal’s Judges from the alternate


dimension use a different style of
helmet to any player character Judges
and their allies from the period
following Cal’s. Something that will
be glaringly obvious to a Judge,
but others might need a Challenging
[13+] Perception check to notice the
discrepancy. The invading Judges,
products of a couple of decades of
Cal’s rule, are all callous and
corrupt individuals.

97
If the PC Judges attempt to get to a bike pool, they
will find it is defended by at least one enemy Street
Judge for every full three of their number. If instead they
choose to hang around in the building to fight, they can
encounter more Street Judge opponents but are possibly
aided by a wounded Senior Judge who suddenly turns on
them after the following the following message that is
broadcast by Cal:

Judges of Mega-City One! Do you


remember? My voice? My law? Do not
resist me. Put an end to those who
would.

If any player characters are captured, they will be


spared for the moment, and their adventure resumes in
the “Reunions” section.
In the comic, Dredd is attacked by Call-Me-Kenneth
who materialises from nowhere, but Dredd bests the
droid. He the encounters an arrogant Judge Giant who just arrived. Kenzie is quick minded and athletic enough
he guns down, along with other invading Judges before to escape to the building’s exterior but finds herself
having to escape by using a glide chute and gaining his trapped by Cal’s Judges.
Lawmaster. At this point, the player characters arrive on the scene.
If any player characters have no idea how to defeat There will be at least two Street Judges to deal with.
the threat, then an NPC can give them a suitable Dredd makes short work of eight Judges, but Kenzie, an
task. Judges might be contacted with an assured but individual with a history of involvement in the democrat
unfamiliar voice claiming to be a member of Control who movement, is initially fearful that Dredd will execute her
is in hiding but is actually a member of the shadowy to keep her out of Cal’s grasp.
Black Ops unit. Other types of player character can Kenzie can inform her rescuers of the dangers of
encounter a dying Senior Judge, possibly one who helps dimension manipulation and set the Tech 21 controls to
them deal with an immediate threat and entrusts them minimise the chances of a major disaster. She is also
with rescuing Kenzie. prepared to hand herself over to Cal to help prevent a
global catastrophe. Dredd decides to set explosives so he
can detonate the device when Cal’s major forces attempt
GET KENZIE! to come through the warp. He decides to locate Cal’s
Getting quickly to Tech 21 requires a Lawmaster or device at the Grand Hall and asks Kinzie to accompany
a commandeered civilian vehicle. Judges who monitor him as her knowledge will be useful in closing it down.
comm messages using their Lawmasters can gain useful
insights into the nature and scale of the incursions
happening in Sector One. No signals can get to other
DEATH ON THE STREETS
Sector Houses, and it becomes clear that progress Cal’s judges have crewed H-wagons, and one soon
towards them will meet extremely heavy resistance from hovers into view. It must be shot down or evaded using
Cal’s forces. narrow streets in the city bottom.
Before the player characters arrive at Tech 21, the Gunfire can be heard from various directions, and
scientists are attacked by Geeks, alien soldiers who are curious looking humanoids and creatures, both alive
a strange hybrid of reptilian and insect and have found and dead, are glimpsed during the progress through
themselves caught up by the warp, materialising through the streets, including a Smiling Chuckwalla eating
the facility’s warp machine. The Geeks are themselves one of Cal’s Judges. The team eventually finds itself
soon attacked by Cal’s squad of Street Judges who have blocked as they encounter a fierce battle between

98
TECH 21
Mega-City One became aware of dimensional travel following the Judge Death
incident in 2102. The successful use of dimension warp technology by East-Meg
One during the Apocalypse War proved the impetus for the Justice Department
to start their own dimensional science programme. Despite capturing some
‘D-jump’ devices during 2103, Tek Division was unable to make totally reliable
dimension jumps similar to those used by the Dark Judges. Eventually, it
was decided to install a large warp lab in the civilian-run Tech 21 research
complex. Following the Necropolis disaster in 2012, when the labs were used
in a plot to locate and fetch the Dark Judges, the facility was placed under
Justice Department control, though this measure only lasted for a few years.
From 2119 to 2123, the dimension research project was managed by the young
scientist, Darien Kenzie. During the research, over two thousand dimensions
were identified, and it was hypothesised that thousands more inhabited
dimensions existed and millions of empty ones. Some of those discovered
had similar histories up to a point of divergence, whilst others exhibited
peaceful cooperation between all of mankind. Much could be learnt, it was
reasoned, by examining ones that had eliminated disease or had developed
unfamiliar, but beneficial, technologies.
As research progressed, it was confirmed that all the dimensions could be
reached using dimensional warps. Worryingly, it was also determined that
trans-dimensional intrusions could weaken the fabric of the web of dimensions.
The use of East-Meg One’s dimensional warp shield in 2104 that had re-routed
Total Annihilation missiles into an alternate and peaceful world resulted in
other alternative realities fusing together as their boundaries shattered,
causing wide-spread planetary destruction and macabre mutations of the
populations on worlds that survived. The process whereby large dimensional
rifts triggered a spiral of more realities’ boundaries breaking down and
the resulting maelstrom of chaotic melding was termed as the Helter Skelter
effect.
The Warp Lab. The warp lab is on level two and overlooked by balconies where
the experiments are monitored. Locating and exploring of other dimensions
is undertaken with robot probes while failsafe security devices instantly
incinerate any extra-dimensional material that arrives back with a probe.

some of Cal’s Street Judges and hooded soldiers of the office at the time of the adventure—is present and will
Seventh Kashan Legion shouting, “Nord-Land!” Dredd need carefully removing from her cross and medical
is in a shadowy alley watching when he is attacked attention. All the others, who all served as Judges from
by a Rumanian Vampire. The sudden intervention of 2100 or earlier, are dead. Hershey is in a bad state,
a one-eyed Tyrannosaurus that attacks everyone and but luckily, the immediate area is quiet, and a nearby
everything, offers an opportunity to shoot and dash housing block offers a chance to get her to temporary
through the distracted combatants. safety. The block’s residents offer no hostility. Once
Just before they reach the Grand Hall of Justice, the Hershey’s condition is stabilised in an apartment, she
players encounter a group of several dozen crucified proves to be incapable of doing much other than holding
Judges. Chief Judge Hershey—or whoever holds the a conversation and giving Judges orders to deal with Cal.

99
Hershey has details on secret routes and access codes lawman uses his boot knife to deal with the Klegg and
inside the GHJ. Her private chambers can be reached via retrieve his gun.
a secret roof hatch above some nuclear missiles in the Grampus is not armed with a bludgeon cannon but has
armoury. The hatch is locked but opens to typing in the the following extra exploit:
code 26277.
» Swallow Object: Grampus can automatically swallow
an object up small size (as long as it doesn’t inflict
REUNIONS piercing or slashing damage) that he has just
Arriving at the Hall of Justice, the fighting has ceased, managed to disarm someone of in melee by using a
and the PCs find the interior is filled with a band of Cal’s LUC point.
Judges who are smoking and drinking cans of beer.
They have instructions not to interfere with the player If Rico is present, he can anticipate any actions by
characters’ progress and direct them to an elevator Dredd or the players and will ambush any allies or
where they are told Cal awaits them at in audience player characters who take an alternative route, ideally
chamber on the hundredth floor of the building. capturing them. Alternatively, ambushers can be
In the comic, Dredd decides to gun them down anyway! directed to a location if the Murd is present and using
Dredd then asks Kenzie to hang onto the bottom of the precognition.
elevator car and get off on floor ninety-nine, gaining Cal and his allies will be awaiting the player characters,
access to the floor above via the secret hatch in the with any of the player characters captured at any earlier
armoury. stage being used as a hostage to assure the others will
Cal decides to send his reptilian henchman Grampus surrender. In the comic, Cal awaits Dredd with Judge
to attack the occupants of the elevator car when it Lackey and a couple of guards, Captain Skank, Don Uggie
arrives on floor one hundred to delay them. In the comic, Apelino, Murd the Oppressor, Fink and Ratty, War Marshal
Grampus manages to swallow Dredd’s Lawgiver, but the Kazan and Rico, the latter having just captured Kenzie.
Like all true master villains, Cal will gloat and explain
his masterful scheme. In the strip, Dredd is persuaded
to disarm, and the bad guys from other dimensions get
introduced and proceed to give Dredd a beating until he
manages to kill Skank with a powerful blow to the nose.
The other villains snarl out their spite.
Cal proceeds to leave with his personal Judges and
Kenzie to a nearby chamber installed with a D-jump
unit. The scientist is threatened with torture unless she
brings over more of Cal’s Judge squads without causing
the destruction of the two realities. If a PC is present
as a captive, Cal can start by ordering a Judge to start
shooting the prisoner’s limbs until Kenzie cooperates.
Back in the chamber, the villains attempt to kill their
hated foes but prove disorganised and hinder each
other. In the comic, Rico challenges Dredd to a draw
and shootout, although Dredd is disadvantaged as his
Lawmaster is on the floor. He swiftly pulls of his badge
and hurls it into Rico’s forehead. Dredd proves capable
of besting all the others, aided by a burning Don Uggie
flailing around with his finger on the trigger of his tommy
gun. After the first turn involving a duel with Rico and a
player character, assume all Cal’s allies in the chamber
have 0 LUC. Each player character has a bonus LUC dice
while the fight lasts. Re-roll everyone’s INITIATIVE giving
the player characters a +1d6 bonus.

100
THE FINAL SHOWDOWN top of any experience points they earn. Perps might even
The player characters will need to find Cal and Kenzie get a free pardon, although murders will be exiled to the
quickly. Luckily, they prove to be a short distance away, Cursed Earth. If the player characters fail to stop Cal, he
easily located by humming machinery. In the comic, could potentially conquer the city, though perhaps the
Dredd shoots down two guards and tries to kill Cal, hidden hand of Black Ops prevents this though hundreds
though Judge Lackey throws himself in the way of a more Judges and thousands of civilians die in the
bullet, and Cal is only wounded in the shoulder but falls process.
into the dimension jump and vanishes. Dredd quickly Further adventures can deal with the consequences of
responds and destroys the D-jump controls. Kenzie tells Cal’s invasion.
Dredd that Cal will merely arrive at the nearest jump Judges: Judges are needed to eliminate the stranded
point, Tech 21, and retreat to his own dimension using Judges of Cal. No mercy is expected! Perhaps some
the machinery there. Dredd reaches for his detonator but vampires survive and go into hiding? The Judges are
finds its missing, only for Kenzie to produce the device sent to guard an Exorcist Judge tasked with locating and
which she had surreptitiously taken from him earlier and destroying them.
presses the button. Many of the incidental invaders in Citi-Def: Are you going to let the Judges have all the
the sector vanish, though Cal’s strike force remains. The fun? You intend helping to stamp out the bad guys even
player characters will ideally deal with the situation as if the Judges order you to stand down.
competently as Dredd. Grud help Mega-City One if they Citizens: Perhaps a loved one’s fate is unknown? As
don’t! the Judges of the sectors hit by the recent disaster
are more overworked than usual and merely post a
missing person report, perhaps a search party needs to
AFTERMATH be organised. But what might still be lurking amid the
If Cal was killed in the Hall of Justice or Tech 21 or was debris?
stranded in the warp, he won’t be coming back! In the Perps: The carnage occurring in the streets allows all
comic, he is reported by Psi Division as being trapped as manner of opportunities to loot or settle scores whilst
an insane ghost in a dimensional void. the aftermath results in a lot of black-market weapons
Defeating Cal should earn player characters the thanks becoming available.
and attention of the Chief Judge and a bonus +1 REP on

101
The supplements listed below include PARALLEL EARTHS
stats for Kenzie, Cal and his henchmen
and some of the invaders unleashed by Player characters might find them employed
the dimension warp. Gamemasters might or coerced by a maverick scientist to undertake
like to create other NPCs from some explorations into other dimensions or an explosion
of their favourite stories in 2000 in a research plant might send individuals through a
AD or recycle notable NPCs they used temporary dimensional portal.
in earlier adventures. Not all the The following parallel worlds exist where, though the
Gamemaster can invent others:
extra-dimensional beings encountered
» Mega-City One is devoid of humans and populated
need be villains. Unexpected temporal
with robots under the rule of Call-Me-Kenneth who
help might arrive from a notable hero killed Dredd in 2099 during their first encounter.
plucked from their home dimension such » Rico Dredd outdrew Dredd in 2099 and kept him
as Johnny Alpha or Rogue Trooper. frozen in the vaults, waking him once a year to
Judge Dredd and the Worlds of 2000AD: torture him.
Street Judge, Citi-Def (use as Cit- » The ape hoodlum, Don Uggly Apelino, had Dredd
drowned in 2099 and united the crime mobs, running
Def or as Geeks using a las-carbine
a city where even the Justice Department needed to
for the latter), Mob Boss (use for Don pay him protection money.
Uggie but add Chimpanzee Exploits and » Mega-City One was under the rule of Judge Cal,
replace spit pistol with spit gun) whose reign was still secure twenty-five years after
The Robot Wars: Call-Me-Kenneth Judge Giant executed Judge Dredd for him. Tek
Division was able to combat the threat posed by the
Luna1: Rico Dredd Dark Judges, and no Necropolis incident occurred.
The Cursed Earth: Fink Angel and Ratty » One of Murd the Oppressor’s sorcery-created guards
killed Dredd with a sword in 2102. Shortly after this,
(use Cursed Earth Rat for Ratty), ‘Old
Murd used oracle spice to locate the Judge Child and
One Eye’ (use a more cunning version embarked on a tide of conquest that saw him sit on
of Satanus) the throne of all the galaxies with Owen Krysler at
The Day the Law Died: Darien Kenzie, his right hand.
Judge Cal [variant dimension], Judge » Captain Skank wasn’t a Sov stooge and, after feeding
Giant, Judge Lackey Judge Dredd to his kraken mother in 2103, went on
to become the Pirate King of the Black Atlantic.
The Judge Child: Murd the Oppressor, » War Marshal Kazan of East-Meg One successfully
Fink Angel and Ratty invaded Mega-City One and had Dredd executed by
hanging. The other North American Mega-Cities
The Apocalypse War: War Marshall Kazan came under Sov-Block rule, and the rebuilt Mega-City
and Captain Skank One was renamed Kazangrad in honour of its ruler.
Strontium Dog: Smiling Chuckwalla » Fink Angel’s rat killed Judge Dredd in 2104, and his
master went on to lead a mutant army that burnt
Rogue Trooper: Elite Infantryman Mega-City One to the ground.
(Kazan Legion)

In the wake of this setback, research into other


dimensions was limited due to the loss of experts and
technology, and many scientists believed that any future
trans-dimensional activity is too dangerous a risk to
authorise.

102
TASTE THE BLOOD OF Cal’s new stats can be created by using the Vampire
CALIGULA! stats and adding any extra skills that Judge Cal
possesses. He decides to change his name to Caligula
Judge Cal’s attempted invasion fails. He escapes and is already quite adept with wearing a large cloak
into the rubble and hides, only to encounter one of the with panache but is appalled when he can no longer
Rumanian vampires (see p. 124) who came through see his reflection. His entourage use makeup and black
the dimension portal. Attacked, he manages to kill his clothing to achieve a gothic image and use the Punk
assailant but succumbs to wounds that transform him stats in this book or the Juve Gang and Juve Gang
into an undead creature. Cal finds the disused movie Leader ones in Judge Dredd & the Worlds of 2000 AD
studio of Maul Film Productions where, surrounded by on pages 236-237.
gothic trappings, he starts to plan how he will revenge Perhaps the player characters are another street gang
himself on the Justice Department and any specific who do the bidding of a shadowy figure who pays them
individuals who foiled his invasion. He locates and with gold coins baring the image of an eagle? Some
secures the short-sized actor who played Dredd in his errands might involve gaining information on Judges
movies as a loyal servant and uses his magnetism to gain whilst bizarre tasks involve finding and kidnapping
the loyalty of The Lost Joys, a street goth gang who he talented painters and sculptors, establishing a network
uses as guards for the property. of hidden wooden boxes and stealing a champion, black-
coloured, Siamese fighting fish from a mob boss for their
strange patron.

103
CH/8: ALLIES AND ADVERSARIES
NPCS BY TYPE JUDGES
The NPCs in this chapter are listed » ACADEMY TUTOR 105
alphabetically to aid in quickly » CORRUPT STREET JUDGE 106
looking up the stats. However, you
» DEPUTY JUDGE FISH 107
can also use the index to look up an
NPC by type for when you need quick » JUDGE CAL 110
inspiration. Many NPCs from other » JUDGE CAL [variant dimension] 111
books in the Judge Dredd & the Worlds
of 2000 AD series can be used to » JUDGE COX 111
represent individuals in Mega-City One » JUDGE DREDD 126
during Cal’s despotic regime. » JUDGE GIANT 111
ALIENS » JUDGE QUINCY 112
» GRAMPUS/DEPUTY JUDGE GRAMPUS 109 » JUDGE SCHMALTZ 113
» JUVE MUTATED KUNG FU KLEGG 114 » JUDGE SLOCUM 113
» KLEGG MERCENARY 115 » PRINCIPAL GRIFFIN 117
» URK 123 » SJS JUDGE 121

BEASTS » UNDERCITY JUDGE 123

» GATOR 109 PERP


» KLEGG HOUND 115 » PUNK 118
» RAT 118 OTHER
» RAT SWARM 119 » FERGEE/JUDGE FERGEE 108
CITIZENS » TROGGY 122
» DARIAN KENZIE 106 » VAMPIRE 124
» MAYOR JIM GRUBB 116
» MAX NORMAL 116

Robots
» DREDD SIMULACRUM 107
» RENEGADE ROBOT 119
» ROBO CABBY 120
» ROBO DOC 120
» ROBOT ORDERLY 121
» SEWER ROBOT 122
» WALTER THE ‘WOBOT’/JUDGE WALTER 125

104
Notable Academy Tutors
The template above can be used to
represent tutors in the resistance,
specific individuals have the following
modifications:
Tutor Clubman. Tall, shaven-headed
tutor with cybernetic left arm.
» Strength 10 [4d6]
Tutor Julio Fernandez. Brave Tutor
Judge prepared to give up his life to
ACADEMY JUDGE TUTOR allow others to fight on.
//MEDIUM SENTIENT HUMANOID [7D6]
» Extra Skills: bravery 6 [3d6],
//INFIRM JUDGE WHO HELPS TRAIN THE NEW
rifles 3 [2d6]
GENERATION OF JUDGES
STR 6 [3d6] AGI 3 [2d6] END 3 [2d6] Tutor Jonas. Tutor Judge who succumbs
INT 10 [4d6] LOG 10 [4d6] WIL 10 [4d6] to fear and defeatism.
CHA 6 [3d6] LUC 1 [1d6] REP 10 [4d6]
» MENTAL DEFENCE 14
MELEE RANGED MENTAL VITAL
DEFENCE 14 DEFENCE 14 DEFENCE 21 DEFENCE 14 Tutor Holbein. Judge with cybernetic
SOAK 5 VULN none IMMUNE none right eye.
INITIATIVE 4d6 PERCEPTION 5d6
SPEED 5 CLIMB 3 JUMP 6’/3’
» Weapon range increased to 17.
Tutor Kelso. Advanced Driving School
HEALTH 28 Tutor who lacks right arm.
CARRY 60 lb [max lift 150 lb]
» Extra Skills: driving 6 [3d6],
REACH 5’
mathematics 6 [3d6], physics [3]
ACTIONS 2
2d6, riding 6 [3d6]
Brawling 5d6 [3d6+3 blunt damage]
Lawgiver 5d6 [3d6 ballistic damage; range 11, » Extra Exploit: Need for Speed. Kelso
sidearm] increases the SPEED of any vehicle
SKILLS brawling 3 [2d6], computers 1 [1d6], he is driving by +2.
conviction 6 [3d6], history 1 [1d6], law 10
[4d6], perception 1 [1d6], pistols 1 [1d6], Tutor Pepper. Somewhat haughty Tutor
riding 1 [1d6], teaching 6 [3d6] who teaches Advanced Leadership.
GEAR
Lawgiver, uniform
» LUC 3 [2d6]
Freeze, Perp! The Academy Judge Tutor can make » Peg on lower right leg.
a 4d6 REP mental attack to inflict the Restrained » SPEED 4 CLIMB 2 JUMP 5’/3’
condition on a target within 30’.
Skilled Instructor. If the Academy Tutor spends at » Extra Skills: rifles 3 [2d6],
least a week helping to train an individual in a skill which leadership 3 [1d6]
you have a higher rank, the student spends one less XP » Extra Exploit: Leadership. Tutor
to acquire or advance than they normally would. Pepper can donate his LUC [2d6] dice
Speciality. The Academy Tutor can select two to allies. They must declare this
specialist skills that he teaches, one at 6 [3d6] and one before any dice are rolled.
at 3 [1d6].

105
Dive for Cover. When missed with a ranged attack, a
Street Judge can use a reaction to move SPEED 5 and
either get prone or behind cover.
Freeze, Perp! The Street Judge can make a 4d6 REP
mental attack to inflict the Restrained condition on a
target within 30’.
Incendiary. The Corrupt Judge can switch to incendiary
rounds and make a Lawgiver attack Combust.
Perfect Aim. Street Judges get +2d6 from aiming
instead of +1d6.
Untraceable Gun. The Judge owns a hidden zip gun. If
they discard or lose it, they can gain a replacement gun
worth up to 150cr from a contact in the city in 1d6 days.

DARIEN KENZIE
//MEDIUM SENTIENT HUMANOID [6D6]
//CHIEF SCIENTIST AT TEK 21’S WARP
LABORATORY
STR 4 [2d6] AGI 6 [3d6] END 4 [2d6]
CORRUPT STREET JUDGE INT 6 [3d6] LOG 12 [4d6] WIL 6 [3d6]
//MEDIUM SENTIENT HUMANOID [6D6] CHA 6 [3d6] LUC 3 [2d6] REP 10 [4d6]
//JUDGE IN THE POCKET OF ORGANISED CRIME MELEE RANGED MENTAL VITAL
WHO KNOWS HOW TO PLANT EVIDENCE DEFENCE 12 DEFENCE 18 DEFENCE 24 DEFENCE 12
STR 10 [4d6] AGI 6 [3d6] END 6 [3d6] SOAK 0 VULN none IMMUNE none
INT 6 [3d6] LOG 6 [3d6] WIL 10 [4d6] INITIATIVE 3d6 PERCEPTION 4d6
CHA 3 [3d6] LUC 1 [1d6] REP 6 [3d6] SPEED 5 CLIMB 3 JUMP 12’/3’
MELEE RANGED MENTAL VITAL
DEFENCE 18 DEFENCE 18 DEFENCE 18 DEFENCE 18 HEALTH 18
SOAK 9 VULN none IMMUNE none CARRY 60 lb [max lift 150 lb]
INITIATIVE 4d6 PERCEPTION 4d6 REACH 5’
SPEED 6 CLIMB 3 JUMP 8’/8’ ACTIONS 2
Brawl 3d6 [1d6+2 blunt damage]
HEALTH 42 SKILLS
CARRY 160 lb [max lift 500 lb] computers 3 [2d6], dimensional science 10
REACH 5’ [4d6], history 1 [1d6], perception 1 [1d6],
ACTIONS 2 physics 3 [2d6], politics 1 [1d6], scanners 1
Daystick 5d6 [3d6+4 blunt damage] [1d6], surveillance 1 [1d6]
Lawgiver 5d6 [3d6 ballistic damage; range 9, GEAR
sidearm] Lab suit
Zip gun 5d6 [2d6 ballistic damage, range 5,
sidearm] Two Thousand Worlds. Kenzie has studied data on two
SKILLS bluffing 1 [1d6], clubs 1 [1d6], thousand dimensions. She adds +1d6 to any LOG roll she
interrogation 1 [1], intimidation 1 [1d6], makes involving knowledge of them.
law 6 [3d6], perception 1 [1d6], pistols 3 Primal Fear. Through her involvement in the
[2d6], riding 1 [1d6], stealth 1 [1d6], Democratic Movement, Kenzie has always dreaded arrest
tactics 1 [1d6] from the Judges. If needing to escape from one, she
GEAR gains +2 SPEED.
Lawgiver, uniform, boot knife, daystick, zip
gun, handcuffs, packet of zziz.

106
DREDD SIMULACRUM
//MEDIUM SENTIENT MECHANOID [8D6]
//CAL’S ROBOT DOUBLE OF JUDGE DREDD
STR 10 [4d6] AGI 10 [4d6] END 10 [4d6]
INT 6 [3d6] LOG 10 [4d6] WIL 10 [4d6]
CHA 6 [3d6] LUC 0 [0d6] REP 0 [0d6] /
15 [5d6]
MELEE RANGED MENTAL VITAL
DEFENCE 24 DEFENCE 24 DEFENCE 24 DEFENCE 24
SOAK 12 VULN 1d6 IMMUNE Sick,
electricity, Fatigued
2d6 ion,
2D6 sonic
INITIATIVE 7d6 PERCEPTION 5d6
SPEED 6 CLIMB 3 JUMP 13’/10’

DEPUTY JUDGE FISH HEALTH 54


//TINY NON-SENTIENT AQUATIC [1D6] CARRY 250 lb [max lift 750 lb]
//JUDGE CAL’S GOLDFISH REACH 5’
STR 1 [1d6] AGI 3 [2d6] END 1 [1d6] ACTIONS 2
INT 1 [1d6] LOG 1 [1d6] WIL 1 [1d6] Brawling 6d6 [2d6+4 blunt damage]
CHA 6 [3d6] LUC 0 [0d6] REP 10 [4d6] Daystick 6d6 [3d6+4 blunt damage]
MELEE RANGED MENTAL VITAL Lawgiver 6d6
DEFENCE 10 DEFENCE 10 DEFENCE 10 DEFENCE 4 » Standard Execution [3d6 ballistic damage;
range 12]
SOAK 0 VULN none IMMUNE mental
» Armour Piercing [2d6 ballistic damage;
attack
ignores SOAK; range 6]
INITIATIVE 3d6 PERCEPTION 5d6 » Incendiary [2d6 heat damage; range 6;
SWIM 3 CLIMB - JUMP -’/-’ combust]
» Rubber Ricochet [2d6+2 blunt damage; range 6;
HEALTH 3 special]
CARRY - [max lift -] » High Explosive [2d6 heat damage; range
8; burst 1; double damage to robots and
REACH 5’
inanimate objects]
ACTIONS 2 » Heat Seeker [2d6 ballistic damage; range 10;
- min range 10; +2d6 to hit]
SKILLS reactions 3 [2d6] SKILLS brawling 3 [2d6], clubs 3 [2d6],
GEAR pistols 3 [2d6], perceptions 3 [2d6],
Judge badge which is attached to his goldfish intimidate 6 [3d6], law 6 [3d6], reactions 10
bowl [4d6], riding 3 [2d6], tactics 1 [1d6]
GEAR
Bloop! The Deputy Chief Judge spends an action to Judge uniform and helmet, Lawgiver, Lawmaster,
make a pronouncement. If Judge Cal is present he may daystick, boot knife, handcuffs, Birdie lie
immediately take his Cal is Watching You action for free. detector, pass card

Mechanoid. Mechanoids are immune to mental attacks,


are vulnerable [1d6] to electricity damage and vulnerable
[2d6] to ion damage. They are usually immune to the
Sick and Fatigued condition.
Organic Appearance. The robot has an outer covering
resembling a human or other species, although not so
alike that it would fool anyone for long. This is achieved

107
from synthetic or organic tissue which covers the
interior endoskeleton. Any injury will clearly reveal the
robot’s true nature, as will any interaction for more than
a minute or so.
Human Appearance [requires Organic appearance].
The robot is indistinguishable from a human without
a proper medical scan. It even feels warm and mimics
breathing, blinking and so on.
Aim. By taking an action to aim, the robot gains +1d6
bonus to a ranged attack roll taken in the same turn.
The attack action must come immediately after the
aiming action.
Superior Requisitions. The robot always has any
Lawgiver ammunition it needs.
Got Their Attention. The robot fires its weapon into
the air, attracting the attention of all around it. It makes
a REP attack against all foes within 30’. On a success,
they freeze momentarily, gaining the Restrained
condition.
Catch Bullets. The Robot can attempt to catch or
deflect bullets and parry thrown weapons as a reaction.
If the robot has a free hand, and a weapon with the
Thrown Trait or Ballistic damage is fired at it through its
front arc, it adds +8 to its RANGED DEFENCE.
Anticipate Moves. Both Judge Dredd and the Dredd
Simulacrum gain a +2d6 bonus to any INT and insight
rolls they make about each other.

FERGEE, ‘KING OF THE BIG


SMELLY’
//MEDIUM SENTIENT HUMANOID [7D6]
//HULKING, MORONIC UNDERCITY LOUT WITH A
NOBLE HEART
STR 15 [5d6] AGI 3 [2d6] END 10 [4d6]
INT 3 [2d6] LOG 2 [1d6] WIL 6 [3d6]
CHA 3 [2d6] LUC 1 [1d6] REP 6 [3d6]/10
[4d6]*
MELEE RANGED MENTAL VITAL
DEFENCE 19 DEFENCE 10 DEFENCE 14 DEFENCE 28
SOAK 7 VULN none IMMUNE none
INITIATIVE 4d6 PERCEPTION 4d6
SPEED 5 CLIMB 3 JUMP 6’/6’

HEALTH 80
CARRY 250 lb [max lift 750 lb]
REACH 5’
ACTIONS 2

108
Baseball bat 7d6 [4d6+5 blunt damage] Bite 6d6 [3d6+4 piercing damage, grab]
Sling 4d6 [2d6 blunt damage, range 7] SKILLS combat 3 [2d6], perception 1 [1d6],
SKILLS combat 3 [2d6], hardy 6 [3d6], reactions 1 [1d6]
intimidate 1 [1d6], local knowledge GEAR
[Big Smelly] 6 [3d6], perception 1 [1d6], -
reactions 1 [1d6], survival 3 [2d6]
Grab. A creature which is hit by the gator’s bite attack
GEAR
Oversized baseball bat, sling, leather jacket is Restrained until it can shake off the condition. The
festooned with badges, baseball cap, lantern. gator can only grab one victim at a time, and once it has
successfully struck a victim, the victim automatically
*Amongst Undercity denizens suffers 3d6+4 piercing damage at the start of each turn.
Get Heavy. Fergee can use all his actions to make a The crocodile cannot bite another target while grabbing,
mighty swing with his baseball bat. If he hits, he does but it can move at half SPEED, possibly drowning its
double damage. victim.
“Plenty Panic”. Fergee can make a 5d6 REP mental
attack against any Undercity denizen within 30’ to inflict
the Afraid condition. GRAMPUS
Never Give In. Once a day, if Fergee is reduced to //LARGE SENTIENT ALIEN [7D6]
zero HEALTH or less, Fergee can automatically recover //VICIOUS KLEGG LEADER WHO SUCCEEDED
HEALTH equal to an END pool roll at the start of the next JUDGE FISH AS DEPUTY CHIEF JUDGE OF MEGA-
round. CITY ONE
STR 15 [5d6] AGI 3 [2d6] END 10 [4d6]
INT 6 [3d6] LOG 6 [3d6] WIL 10 [4d6]
GATOR CHA 6 [3d6] LUC 6 [3d6] REP 10 [4d6]
//LARGE SEMI-SENTIENT AQUATIC REPTILE [6D6] MELEE RANGED MENTAL VITAL
//BLIND, ALBINO SEWER PREDATOR DEFENCE 19 DEFENCE 17 DEFENCE 21 DEFENCE 23
Over several decades, abandoned pet alligators SOAK 14 VULN 1d6 cold IMMUNE none
have thrived and adapted to surviving in the old sewer [scales, Klegg
systems under Mega-City One. The Justice Department battle suit]
only become aware of their presence in 2106. But with INITIATIVE 4d6 PERCEPTION 4d6
the Old Town sewer system comprising over six hundred SPEED 4 CLIMB 2 JUMP 6’/6’
miles of tunnels, the gators proved resistant to attempts
to cull their numbers with sewer robots. Once their HEALTH 70
existence is learned of, their hides become worth a CARRY 250lb [max lift 750lb]
small fortune on the black market which entices some REACH 5’
individuals to hunt them. ACTIONS 2
Bite 7d6 [3d6+5 piercing damage]
STR 10 [4d6] AGI 3 [2d6] END 10 [4d6] Sword 5d6 [2d6+5 slashing damage]
INT 3 [2d6] LOG 1 [1d6] WIL 6 [3d6] Bludgeon cannon 5d6 [2d6 ballistic, auto]
CHA 3 [2d6] LUC 1 [1d6] REP 6 [3d6] SKILLS
MELEE RANGED MENTAL VITAL brawling 3 [2d6], carousing 1 [1d6],
DEFENCE 22 DEFENCE 10 DEFENCE 12 DEFENCE 26 heavy weapons 3 [2d6], hardy 6 [3d6], insight 1
SOAK 5 VULN 1d6 cold IMMUNE none [1d6], intimidate 3 [2d6], perception 1 [1d6],
[scales] tactics 1 [1d6], zero-g 1 [1d6]
INITIATIVE 3d6 PERCEPTION 3d6 GEAR
Bludgeon cannon, Klegg battle suit, sword,
SPEED 5 CLIMB 3 JUMP - SWIM +5
Klegg jetpack

HEALTH 60 Klegg Hai! Grampus makes a REP mental attack


CARRY 200 lb [max lift 500 lb] against a target within 30’, inflicting the Afraid condition
REACH 5’ on a success.
ACTIONS 2 Want Meat! Once per day, the Grampus can gorge
on 10 lbs of fresh red meat to recover HEALTH. This

109
requires Grampus to pause for two actions, after an hour
has elapsed it recovers 2d6 HEALTH.
Raining Monsters. Grampus is equipped with a Klegg
jump pack. The device doesn’t have enough power to
give Grampus flight capability but acts as a parachute.
Klegg Bridge Officer. If Grampus is on a Klegg
starship, all bridge officers gain a +1d6 bonus to starship
operations from his presence.
Leadership. Grampus can donate his LUC to allies. He
must declare this before any dice are rolled.
Ham Fisted. When trying to manually operate intricate
or fragile devices designed for other races such as
human keyboards, Grampus receives a -1d6 modifier on
skill tests.

JUDGE CAL
//MEDIUM SENTIENT HUMANOID [8D6]
//INSANE TYRANT OF MEGA-CITY ONE
STR 6 [3d6] AGI 10 [4d6] END 6 [3d6]
INT 10 [4d6] LOG 10 [4d6] WIL 10 [4d6]
CHA 10 [4d6] LUC 3 [2d6] REP 15 [5d6] Leadership. Judge Cal can donate his LUC [2d6] dice
MELEE RANGED MENTAL VITAL to allies. He must declare this before any dice are rolled.
DEFENCE 16 DEFENCE 24 DEFENCE 32 DEFENCE 16 Obey Cal. Cal can give orders to Judges within 30’ of
SOAK 8 VULN none IMMUNE none Cal who have been previously brainwashed via briefing
INITIATIVE 5d6 PERCEPTION 5d6 tapes, subjecting them to a 5d6 REP mental attack. Any
SPEED 6 CLIMB 3 JUMP 12’/6’ Judge who fails to succumb is immune for 24 hours,
but those who fail revert to his control, though they can
HEALTH 32 attempt a Demanding [21] WIL check every 24 hours to
CARRY 120 lb [max lift 300 lb] free themselves.
REACH 5’ Sniff Out Corruption. Judge Cal can make an INT
ACTIONS 2 mental attack. If successful, and the target is a corrupt
Boot knife 4d6 [2d6+3 piercing damage]
official, auxiliary or Judge, he will know it. Not the
Lawgiver 6d6 [3d6 ballistic damage; range 12, details, but he knows for sure that they are guilty of
sidearm] something.
SKILLS bureaucracy 1 [1d6], conviction 10 Poison. Cal’s ring has a compartment that holds a
[4d6], interrogation 3 [2d6], intimidation 3 poison that inflicts both the Pain condition and the
[2d6], insight 1 [1d6], law 6 [3d6], Persistent Poison condition on an individual ingesting it.
perception 1 [1d6], pistols 3 [2d6], riding 1
[1d6], tactics 1 [1d6]
GEAR CAL’S JUDGES
Lawgiver, uniform, boot knife, ring
Aim. By taking an action to aim, Cal gains +1d6 bonus
Use CORRUPT STREET JUDGE and SJS
to a ranged attack roll taken in the same turn. The attack JUDGE. The following Street Judges end
action must come immediately after the aiming action. up without uniforms:
Dive for Cover. When missed with a ranged attack, JUDGE GLASS: Girl’s dress and helmet,
Judge Cal can use a reaction to move SPEED 5 and large lollypop. SOAK 1
either get prone or behind cover.
Cal Is Watching You. Cal can adopt an intimidating JUDGE PERCY: Girl’s dress, large
presence and can mess with people’s heads. He can make lollypop. SOAK 0
a 5d6 REP mental attack against a target within 30’,
inflicting the Afraid condition on a success.

110
Dive for Cover. When missed with a ranged attack,
JUDGE CAL Judge Cal can use a reaction to move SPEED 5 and
either get prone or behind cover.
[VARIANT DIMENSION] Leadership. Judge Cal can donate his LUC [3d6] dice
//MEDIUM SENTIENT HUMANOID [9D6] to allies. He must declare this before any dice are rolled.
//AMBITIOUS AND VENGEFUL CHIEF JUDGE Sniff Out Corruption. Judge Cal can make an INT
STR 6 [3d6] AGI 10 [4d6] END 6 [3d6] mental attack; if successful, and the target is a corrupt
INT 10 [4d6] LOG 10 [4d6] WIL 15 [5d6] official, auxiliary or Judge, he will know it. Not the
CHA 15 [5d6] LUC 6 [3d6] REP 15 [5d6] details, but he knows for sure that they are guilty of
MELEE RANGED MENTAL VITAL something.
DEFENCE 18 DEFENCE 18 DEFENCE 32 DEFENCE 18
SOAK 9 VULN none IMMUNE none
INITIATIVE 6d6 PERCEPTION 6d6 VARIANT JUDGE CAL’S
SPEED 6 CLIMB 3 JUMP 12’/6’ JUDGES
HEALTH 36
Judge Giant. Use Experienced Judge
CARRY 120 lb [max lift 300 lb] (see Judge Dredd & the Worlds of 2000
REACH 5’ AD, p. 234).
ACTIONS 2 Judge Lacky. Use Desk Judge (see Judge
Boot knife 4d6 [2d6+3 piercing damage] Dredd & the Worlds of 2000 AD, p. 234)
Lawgiver 6d6 [3d6 ballistic, damage; range 12,
sidearm]
replacing exploit listed with Take a
SKILLS bureaucracy 1 [1d6], computers 1 Bullet (see Judge Dredd & the Worlds
[1d6], conviction 6 [3d6], insight 1 [1d6], of 2000 AD, p. 62).
interrogation 3 [2d6], intimidation 3 [2d6],
law 6 [3d6], negotiating 6 [3d6], perception 3
[2d6], pistols 3 [2d6], riding 1 [1d6],
tactics 3 [2d6]
GEAR
Lawgiver, uniform, boot knife
Aim. By taking an action to aim, Cal gains +1d6 bonus
to a ranged attack roll taken in the same turn. The attack
action must come immediately after the aiming action.
An Old Trick. Cal can give orders to Judges within 30’
of Cal who have been previously brainwashed via briefing
tapes, subjecting them to a 5d6 REP mental attack. Any
Judge who fails to succumb is immune for 24 hours,
but those who fail revert to his control, though they can
attempt a Demanding [21] WIL check every 24 hours to
free themselves.
Backup. If Cal has the ability to send a message to the
Grand Hall of Justice on his native dimension, he can
call 1d6 Street Judges or a single humanoid NPC. The
NPC will be a dimension twin of an individual that Judge JUDGE COX
Dredd has already or will best in his home dimension. //MEDIUM SENTIENT HUMANOID [6D6]
They materialise via trans-dimensional teleportation in //CHIEF JUDGE CAL’S ADMIN JUDGE
1d6 minutes. Use Desk Judge (see Judge Dredd & the Worlds of
Cal Is Watching. Cal can adopt an intimidating 2000 AD, p. 234) amending to REP 10 [4d6].
presence and can mess with people’s heads. He can make Replace the Exploit Charm Offensive with It’s Who You
a 5d6 REP mental attack against a target within 30’, Know (see Judge Dredd & the Worlds of 2000 AD,
inflicting the Afraid condition on a success. p. 63).

111
JUDGE GIANT JUDGE QUINCY
//MEDIUM SENTIENT HUMANOID [6D6] //MEDIUM SENTIENT HUMANOID [7D6]
//YOUNG STREET JUDGE WHO IS ACTIVE IN THE //SJS JUDGE AND JUDGE CAL’S CHIEF ASSASSIN
RESISTANCE MOVEMENT AGAINST CAL UNTIL A FALL FROM GRACE
Judge Giant is the son of the famous aeroball and STR 10 [4d6] AGI 10 [4d6] END 10 [4d6]
inferno sports star John ‘Giant’ Clay. Giant trained as a INT 6 [3d6] LOG 6 [3d6] WIL 10 [4d6]
Judge Cadet and, in 2099 despite an initial nervous start CHA 6 [3d6] LUC 6 [3d6] REP 10 [4d6]
as Dredd’s rookie, acquitted himself well and received MELEE RANGED MENTAL VITAL
his full eagle. Still very young and conscious of his roots, DEFENCE 21 DEFENCE 21 DEFENCE 21 DEFENCE 21
Giant affects to talking street jive on occasions. SOAK 10 [5 VULN none IMMUNE none
STR 10 [4d6] AGI 6 [3d6] END 6 [3d6] without
INT 6 [3d6] LOG 6 [3d6] WIL 6 [3d6] uniform]
CHA 6 [3d6] LUC 1 [1d6] REP 6 [3d6] INITIATIVE 5d6 PERCEPTION 5d6
MELEE RANGED MENTAL VITAL SPEED 7 CLIMB 4 JUMP 20’/10’
DEFENCE 18 DEFENCE 18 DEFENCE 18 DEFENCE 18
SOAK 9 VULN none IMMUNE none HEALTH 49
INITIATIVE 5d6 PERCEPTION 4d6 CARRY 200 lb [max lift 500 lb]
SPEED 6 CLIMB 3 JUMP 12’/6’ REACH 5’
ACTIONS 2
HEALTH 36 Boot knife 6d6 [3d6+4 piercing damage]
CARRY 160 lb [max lift 500 lb] Lawgiver 6d6 [3d6 ballistic damage; range 11,
REACH 5’ sidearm]
Sniper Rifle 6d6 [3d6 ballistic damage, range
ACTIONS 2
14]
Daystick 5d6 [3d6+4 blunt damage]
SKILLS combat 3 [2d6], interrogation 3 [2d6],
Lawgiver 5d6 [3d6 ballistic damage; range 9,
intimidation 3 [2d6], law 6 [3d6], perception 3
sidearm]
[2d6], pistols 3 [2d6], rifles 3 [2d6], riding 1
SKILLS acrobatics 1 [1d6], brawling 1 [1d6], [1d6], tactics 1 [1d6,] stealth 3 [2d6]
driving 1 [1d6], interrogation 1 [1d6],
GEAR
intimidation 1 [1d6], law 6 [3d6],
Lawgiver, uniform [not worn after Cal becomes
perception 1 [1d6], reactions 3 [2d6],
Chief Judge and orders Quincy to continue to
riding 3 [2d6], pistols 3 [2d6], tactics 1
serve in his underwear], helmet, boot knife,
[1d6], throwing 1 [1d6]
daystick, handcuffs.
GEAR [Option of disguise and sniper rifle]
Lawgiver, uniform, boot knife, daystick,
handcuffs
Anti-Surveillance. Judge Quincy is so familiar
Backup Man. Judge Giant works well with other with surveillance devices, blind spots, and avoidance
Judges. He gains +1d6 INITIATIVE when with a Judge ally techniques that, by moving half his SPEED, he can render
within 30’. himself invisible to electronic monitoring equipment.
Dive for Cover. When missed with a ranged attack, Dive for Cover. When missed with a ranged attack,
Judge Giant can use a reaction to move SPEED 5 and Judge Quincy can use a reaction to move SPEED 5 and
either get prone or behind cover. either get prone or behind cover.
Freeze, Perp! Judge Giant can make a 4d6 REP mental Freeze, Perp! Judge Quincy can make a 6d6 REP
attack to inflict the Restrained condition on a target mental attack to inflict the Restrained condition on a
within 30’. target within 30’.
Perfect Aim. Judge Giant gets +2d6 from aiming Perfect Aim. Judge Quincy gets +2d6 for aiming
instead of +1d6. instead of +1d6.
Son of a Hero. Inheriting the skills and reflexes of his Intimidating. When attempting to intimidate a Judge,
famous father, Judge Giant gets +1d6 to catch, grab or Quincy gains a +1d6 bonus. He cannot use this exploit
throw an object up to small size. when he is doing his duty in his underpants!

112
JUDGE SCHMALTZ
//MEDIUM SENTIENT HUMANOID
//RESISTANCE JUDGE PRONE TO DELIVERING
LONG-WINDED, MELODRAMATIC SPEECHES
As Street Judge (see Judge Dredd & the Worlds of
2000 AD, p. 243) with following additions:
» Skills: medical 3 [2d6]

EXPLOITS
The Last Word. Schmaltz gains a bonus action he can
take at any part of a turn that comes after his normal
actions, but he can only use it to talk in his typical,
gushing and melodramatic manner.

Amongst the Street Judges who are


active in the resistance movement are
Judges Cody, Peace, Smith and Wilkins.
All of whom die fighting in the cause
of Justice.

JUDGE SLOCUM
//MEDIUM SENTIENT HUMANOID [7D6]
//QUICK THINKING LEADER OF CHIEF JUDGE CAL’S SKILLS bluffing 3 [2d6], combat 3 [2d6],
SJS detect lie [birdie] 1 [1d6], interrogation 3
Slocum is ambitious and capable SJS Judge who [2d6], intimidation 3 [2d6], insight 3 [2d6],
attached his star to Cal’s rising power in the Justice law 10 [4d6], perception 1 [1d6], riding 1
Department. He is not beyond carefully manipulating Cal [1d6], stealth 3 [2d6], surveillance 3 [2d6],
to protect himself and other Judges. tactics 1 [1d6]
GEAR
Lawgiver, uniform, boot knife, daystick,
STR 6 [3d6] AGI 6 [3d6] END 10 [4d6]
handcuffs
INT 10 [4d6] LOG 10 [4d6] WIL 10 [4d6]
CHA 6 [3d6] LUC 3 [2d6] REP 10 [4d6] Backup. In an urban environment, Judge Slocum
MELEE RANGED MENTAL VITAL can call 1d6 SJS Judges as backup. They arrive in five
DEFEFENCE DEFENCE 18 DEFENCE 24 DEFENCE 18 minutes.
18 Dive for Cover. When missed with a ranged attack,
SOAK 9 VULN none IMMUNE none Judge Slocum can use a reaction to move SPEED 5 and
INITIATIVE 5d6 PERCEPTION 5d6 either get prone or behind cover.
SPEED 6 CLIMB 3 JUMP 12’/6’ Freeze, Perp! Judge Slocum can make a 4d6 REP
mental attack to inflict the Restrained condition on a
HEALTH 49 target within 30’.
CARRY 160 lb [max lift 300 lb] Sniff Out Corruption. Judge Slocum can make an
REACH 5’ INT mental attack. If successful, and the target is a
ACTIONS 2 corrupt official, auxiliary or Judge, he will know it. Not
Daystick 5d6 [3d6+3 blunt damage] the details, but he knows for sure that they are guilty of
Lawgiver 6d6 [3d6 damage; ballistic, range 11, something.
sidearm] Leadership. Judge Slocum can donate his LUC [2d6]
dice to allies. He must declare this before any dice are
rolled.

113
JUVE MUTATED KUNG FU
KLEGG
//LARGE SENTIENT REPTILIAN [4D6]
//MARTIAL ARTIST VIGILANTES WITH NO
UNDERSTANDING OF THEIR ROLE
In the Undercity, a deranged Long Walk Judge chose
to raise four orphaned Kleggs as vigilante martial artists
who would fight crime on the streets of Mega-City One.
He was able to control the beasts’ savagery with a music
box until the unfortunate day it broke in an accident as
the Kleggs were brawling over a piece of meat. After
eating their sensei, the young Kleggs emerged into the
night-time streets of the Meg, but proved unable to
differentiate between perps and victims, attacking and
eating both with impartiality.
STR 10 [4d6] AGI 6 [3d6] END 10 [4d6]
INT 3 [2d6] LOG 3 [2d6] WIL 3 [2d6]
CHA 3 [2d6] LUC 1 [1d6] REP 3 [2d6]
MELEE RANGED MENTAL VITAL
DEFENCE 14 DEFENCE 10 DEFENCE 10 DEFENCE 18
SOAK 4 VULN cold IMMUNE none
INITIATIVE 3d6 PERCEPTION 3d6
SPEED 5 CLIMB 3 JUMP 8’/8’

HEALTH 40
CARRY 160 lb [max lift 500 lb]
REACH 5’
ACTIONS 2
Brawl 4d6 [2d6+4 piercing damage]
Degas: Hook-tipped chain 4d6 [2d6+4 blunt
damage, range 10’]
Lautrec: 2x jaw bones 4d6 [2d6+4 blunt damage]
Manet: Spiked club 4d6 [2d6+5 piercing damage]
Monet: Staff 4d6 [2d6+4 blunt damage]
SKILLS
hardy 3 [2d6], perception 1 [1d6],
reactions 1 [1d6]
GEAR
Loincloth, badge, personal weapon
Chomp. If the Klegg hits with a bite attack, it does +1d6
damage.
Want Meat! Once per day, if you have a pound of fresh
red meat for each point of END, you can gorge on it. This
requires you to pause for two actions, after an hour has
elapsed you recover 2d6 HEALTH.
Ham Fisted. When trying to manually operate intricate
or fragile devices designed for other races such as
human keyboards, Kleggs receive a -1d6 modifier on skill
tests.

114
Music Has Charms. The sound of chime-like music Intractable. Attempts to use animal handling on the
within 30’ of the Klegg subjects it to a 4d6 Mental attack Klegg hound suffer a -1d6 penalty unless the individual is
which inflicts the Charmed condition, allowing individuals a Klegg.
to influence them. Grab. A creature which is hit by the Klegg hound’s bite
attack is Restrained until it can shake off the condition.
The Klegg hound can only grab one victim at a time,
KLEGG HOUND and once it has successfully struck a victim, the victim
//LARGE SEMI-SENTIENT REPTILIAN [6D6] automatically suffers 3d6+4 piercing damage at the
//TRACKING BEASTS USED BY KLEGGS start of each turn. The Klegg hound cannot bite another
STR 10 [4d6] AGI 6 [3d6] END 10 [4d6] target while grabbing, but it can move at half SPEED.
INT 3 [2d6] LOG 1 [1d6] WIL 6 [3d6]
CHA 3 [2d6] LUC 0 [0d6] REP 6 [3d6]
MELEE RANGED MENTAL VITAL KLEGG MERCENARY
DEFENCE 16 DEFENCE 10 DEFENCE 12 DEFENCE 18 //LARGE SENTIENT REPTILIAN [6D6]
SOAK 5 VULN 1d6 cold IMMUNE none //SAVAGE ALIEN MERCENARY WHO TAKES
INITIATIVE 3d6 PERCEPTION 3d6 PAYMENT IN MEAT
SPEED 7 CLIMB 4 JUMP 12’/10’ STR 15 [5d6] AGI 3 [2d6] END 10 [4d6]
INT 3 [2d6] LOG 3 [2d6] WIL 6 [3d6]
HEALTH 36 CHA 3 [2d6] LUC 1 [1d6] REP 6 [3d6]
CARRY 200 lb [max lift 500 lb] MELEE RANGED MENTAL 4
REACH 5’ DEFENCE 16 DEFENCE 14 DEFENCE 12
ACTIONS 2 SOAK 12 VULN 1d6 cold IMMUNE none
[scales, Klegg
Bite 6d6 [3d6+4 piercing damage]
battle suit]
SKILLS
INITIATIVE 3d6 PERCEPTION 3d6
perception 1 [1d6], reactions 3 [2d6],
taste 10 [4d6], tracking 10 [4d6], SPEED 4 CLIMB 2 JUMP 6’/6’
swimming 1 [1d6]
GEAR
Collar and chain

115
HEALTH 60 STR 4 [2d6] AGI 6 [3d6] END 4 [2d6]
CARRY 250 lb [max lift 750 lb] INT 6 [3d6] LOG 6 [3d6] WIL 6 [3d6]
REACH 5’ CHA 6 [3d6] LUC 6 [3d6] REP 6 [3d6]
ACTIONS 2 MELEE RANGED MENTAL VITAL
Bite 6d6 [3d6+5 piercing damage] DEFENCE 12 DEFENCE 18 DEFENCE 24 DEFENCE 12
Bludgeon cannon 4d6 [2d6 ballistic, auto] SOAK 0 VULN none IMMUNE none
SKILLS INITIATIVE 4d6 PERCEPTION 5d6
carousing 1 [1d6], combat 1 [1d3], hardy 6 SPEED 5 CLIMB 3 JUMP 12’/3’
[3d6], intimidate 1 [1d6], perception 1 [1d6],
reactions 1 [1d6], swimming 1 ]1d6],
HEALTH 18
zero-g 1 [1d6]
CARRY 60 lb [max lift 15 0lb]
GEAR
Bludgeon cannon, Klegg battle suit, Klegg REACH 5’
jetpack ACTIONS 2
Umbrella 3d6 [2d6+2 blunt or piercing damage]
War Dance. The Klegg can spend two actions to SKILLS
perform a stomping war dance while chanting a war acrobatics 1 [1d6], bluffing 3 [2d6],
song. After this it gains both +1d6 to intimidation rolls carousing 3 [2d6], gambling 3 [2d6], insight 1
and +1 to all its defences for each allied Klegg within 10’ [1d6], local knowledge 6 [3d6], perception 3
for a number of turns equal to its WIL. [2d6], shuggy 6 [3d6], stealth 1 [1d6]
Klegg Hai! The Klegg makes a REP mental attack GEAR
against a target within 30’, inflicting the Afraid condition Pinstripe suit, bowler hat, umbrella
on a success. If its intimidation is currently boosted by a
war dance, it gains a +1d6 bonus to the test.
Want Meat! Once per day, the Klegg can gorge on a
pound of fresh red meat for each point of END to recover
HEALTH. This requires it to pause for two actions, after
an hour has elapsed it recovers 2d6 HEALTH.
Raining Monsters. The Klegg is equipped with a Klegg
jump pack. The device doesn’t have enough power
to give the heavy alien flight capability but acts as a
parachute.
Ham Fisted. When trying to manually operate intricate
or fragile devices designed for other races such as
human keyboards, the Klegg receives a -1d6 modifier on
skill tests.

MAX NORMAL aka


THE PINSTRIPE FREAK
//MEDIUM SENTIENT HUMANOID [6D6]
//MAN ABOUT TOWN AND JUDGE DREDD’S NARK
Max earns enough to rent a plush apartment in Ricardo
Montalban City Block. Besides his smart, but archaic
suits, his eccentricities include talking in rhyme and
owning Alphonse, a cloned dog that has a striped pattern
on its fur.

116
Nobody Messes with Max. Having the Mega-City’s PRINCIPAL JURGEN
most feared lawman as your contact helps Max stay
alive. Max gains +1d6 to any REP roll involving perps. GRIFFIN
Blind Eye. One per adventure, Max can avoid receiving //MEDIUM SENTIENT HUMANOID [8D6]
punishment from the Judges, as long as the crimes are //BRAVE AND PRINCIPLED LEADER, WITH WISDOM
not too serious. TO MATCH HIS YEARS
Max Is Best! Max gains +1d6 to rolls when playing STR 6 [3d6] AGI 6 [3d6] END 6 [3d6]
Shuggy against an opponent. INT 10 [4d6] LOG 10 [4d6] WIL 10 [4d6]
CHA 10 [4d6] LUC 6 [3d6] REP 12 [4d6]
[REP 15 [5d6]
MAYOR JIM GRUBB as Chief
//MEDIUM SENTIENT HUMANOID [6D6] Judge]
//GENIAL MAYOR OF MEGA-CITY ONE MELEE RANGED MENTAL VITAL
STR 4 [2d6] AGI 6 [3d6] END 4 [2d6] DEFENCE 16 DEFENCE 16 DEFENCE 24 DEFENCE 16
INT 6 [3d6] LOG 6 [3d6] WIL 6 [3d6] SOAK 9 VULN none IMMUNE none
CHA 6 [3d6] LUC 3 [2d6] REP 15 [5d6] INITIATIVE 5d6 PERCEPTION 5d6
MELEE RANGED MENTAL VITAL SPEED 6 CLIMB 3 JUMP 12’/6’
DEFENCE 12 DEFENCE 18 DEFENCE 24 DEFENCE 12
SOAK 0 [3 in VULN none IMMUNE none HEALTH 32
chicken suit] CARRY 120 lb [max lift 300 lb]
INITIATIVE 3d6 PERCEPTION 4d6 REACH 5’
SPEED 5 CLIMB 3 JUMP 12’/3’ ACTIONS 2
Brawling 5d6 [3d6+3 blunt damage]
Lawgiver 5d6 [3d6 ballistic damage; range 12,
HEALTH 18 sidearm]
CARRY 60 lb [max lift 150 lb] SKILLS
bureaucracy 3 [3d6], combat 3 [2d6],
REACH 5’
computers 1 [1d6], history 1 [1d6], law 10
ACTIONS 2 [4d6], leadership 6 [3d6], negotiating 6 [3d6],
Brawl 3d6 [1d6+2 blunt damage] perception 1 [1d6], riding 1 [1d6], teaching 6
SKILLS [3d6], tactics 1 [1d6]
bureaucracy 3 [2d6], perception 1 [1d6], GEAR
politics 6 [3d6] Lawgiver, uniform
GEAR
Robes and chain of office Freeze, Perp! Principal Griffin can make a 4d6 REP
[Chicken suit if encountered in Escape from Old mental attack to inflict the Restrained condition on a
New York] target within 30’.
Popularity of the Electorate. Grubb gains +1d6 to CHA Skilled Instructor. If Principal Griffin spends at least
rolls made to influence ordinary, adult citizens of Mega- a week helping to train an individual in a skill which you
City One. have a higher rank, the student spends one less XP to
Public Speaker. Grubb is able to sway and influence acquire or advance than they normally would.
crowds of Mega-city One citizens if he spends 5 minutes Leadership. Principal Griffin can donate his LUC [3d6]
talking to a crowd and makes a REP check equal to 1% dice to allies. He must declare this before any dice are
the size of the crowd. For a crowd of 2,000, he must beat rolled.
20 in his check. If successful, he influences the crowd Respected Tutor. Principal Griffin gains +1d6 on all
in some manner, inflicting either the Charmed or Angry [social] skills he uses to influence the Academy of Law’s
condition. Judges are not affected by this exploit. cadets.
Perfect Aim. Principal Griffin gets +2d6 for aiming
instead of +1d6.

117
SKILLS
combat 1 [1d6], hardy 1 [1d6], intimidation 1
[1d6], perception 1 [1d6], reactions 1 [1d6],
running 1 [1d6]
GEAR
Knife, antique pistol, can of hair spray

Bully. The punk gains a +1d6 bonus when trying to use


intimidation on someone weaker than themselves. It
does not work on those who are bigger and stronger.
Feint. By taking an action to delay a blow, the punk
gains +1d6 bonus to a melee attack roll taken in the same
turn. The attack action must come immediately after the
action.

RAT
//TINY SEMI-SENTIENT BEAST [1D6]
//INSIDIOUS VERMIN THAT INFEST CITY BOTTOM,
THE UNDERCITY AND UNHYGIENIC UPPER REACHES
OF THE MEGA-CITY
Although they lack the poisonous bites of their Cursed
Earth kin, the rats of Mega-City One are known carriers
of some two hundred diseases. They are the main source
of food for many of the Undercity’s denizens, not to
mention ‘Upsiders’ who unwittingly eat ones offered by
street food vendors. But the rodents return the attention
as they unerringly seek out and consume from the semi-
humans’ larders and corpses. Some captured ones are
used by perps who organise pit fights, and some brutes
can measure over three feet from nose to tail.
PUNK
//MEDIUM SENTIENT HUMANOID [4D6] STR 1 [1d6] AGI 8 [3d6] END 2 [1d6]
//DELINQUENT YOUNG ADULTS WHO BAND INT 12 [4d6] LOG 1 [1d6] WIL 3 [1d6]
TOGETHER IN GANGS CHA 1 [1d6] LUC 0 [0d6] REP 3 [2d6]
STR 4 [2d6] AGI 4 [2d6] END 4 [2d6] MELEE RANGED MENTAL VITAL
INT 4 [2d6] LOG 3 [2d6] WIL 4 [2d6] DEFENCE 10 DEFENCE 10 DEFENCE 10 DEFENCE 10
CHA 4 [2d6] LUC 1 [1d6] REP 4 [2d6] SOAK 0 VULN none IMMUNE none
MELEE RANGED MENTAL VITAL INITIATIVE 4d6 PERCEPTION 8d6
DEFENCE 12 DEFENCE 12 DEFENCE 16 DEFENCE 12 SPEED 3 CLIMB 2 BURROWING JUMP 6’/3’
SOAK 2 VULN none IMMUNE none 1
INITIATIVE 3d6 PERCEPTION 3d6
SPEED 5 CLIMB 3 JUMP 6’/3’ HEALTH 6
CARRY 2 lbs [max lift 5 lbs]
HEALTH 12 REACH 5’
CARRY 60 lb [max lift 150 lb] ACTIONS 2
REACH 5’ Bite 2d6 [1d6+1 piercing damage]
ACTIONS 2 SKILLS
Knife 3d6 [2d6+2 blunt or piercing damage] dodging 3 [2d6], perception 10 [4d6],
Pistol 3d6 [2d6 ballistic damage; range 6, stealth 6 [3d6]
sidearm] GEAR
-

118
Dash. Rats can use both actions to dash at twice square suffers melee damage automatically, unless they
their normal SPEED, moving a total of 12 squares. Keen are in a fully enclosed holocaust suit, heavy-anti-blast
Senses. Rats can have INITIATIVE and PERCEPTION suit or a set of powered combat armour. Rodent swarms
scores higher than their maximum dice pool would can move through any tiny gaps, though if these are
normally allow. They are also stealthy enough to ignore sparse, the speed of the swarm will be slowed.
caps on any stealth rolls they make. Variable Size. Swarms can be of any size. The stats
above are for a medium-sized swarm. For each size
Gamemasters might decide that a rat category larger, the swarm gains +1d6 to damage (for
bite from any type of rat detailed example, an enormous sized swarm does 3d6 damage),
and +10 HEALTH.
in this chapter is infected with a
Dash. Rat swarms can use both actions to dash at
disease. They may select one from any twice their normal SPEED, moving a total of 12 squares.
of the Judge Dredd and the World of Keen Senses. Rats can have INITIATIVE and
2000 AD supplements or can inflict the PERCEPTION scores higher than their maximum dice
Sick condition. pool would normally allow. They are also stealthy enough
to ignore caps on any stealth rolls they make.

RAT SWARM
//MEDIUM SEMI-SENTIENT BEAST SWARM [4D6]
//SCUTTLING, GNAWING FRENZY OF CHISEL-LIKE
TEETH
Individually weak, rats that band together in large
enough numbers are quite capable of mobbing and
devouring a human they surprise.
STR 1 [1d6] AGI 8 [3d6] END 10 [3d6]
INT 12 [4d6] LOG 1 [1d6] WIL 3 [1d6]
CHA 3 [2d6] LUC 0 [0d6] REP 3 [2d6]
MELEE RANGED MENTAL VITAL
DEFENCE 10 DEFENCE 10 DEFENCE 10 DEFENCE 10 RENEGADE ROBOT
SOAK 0 VULN none IMMUNE all //MEDIUM SENTIENT MECHANOID [5D6]
except area //ROBOT MEMBER OF THE UNDERWORLD’S ROBOT
attacks FREESTATE
INITIATIVE 4d6 PERCEPTION 8d6 STR 6 [3d6] AGI 3 [2d6] END 6 [3d6]
SPEED 3 CLIMB 2 BURROWING JUMP 6’/3’ INT 3 [2d6] LOG 6 [3d6] WIL 6 [3d6]
1 CHA 3 [2d6] LUC 0 [0d6] REP 6 [3d6]
MELEE RANGED MENTAL VITAL
HEALTH 24 DEFENCE 10 DEFENCE 15 DEFENCE 20 DEFENCE 10
CARRY 25 lb [max lift 50 lb] SOAK 5 VULN 1d6 IMMUNE Sick,
REACH 5’ electricity, Fatigued
ACTIONS 2 2d6 ion,
ATTACKS special 2D6 sonic
SKILLS INITIATIVE 3d6 PERCEPTION 3d6
perception 10 [4d6], stealth 6 [3d6] SPEED 4 CLIMB 2 JUMP 6’/6’
GEAR
- HEALTH 15
CARRY 120 lb [max lift 300 lb]
Rodent Swarm. A rat swarm is a collection of dozens REACH 5’
of tiny creatures which attack en masse. A swarm is ACTIONS 2
immune to all attacks except for area attacks. When it Brawling 3d6 [2d6+3 blunt damage]
attacks, it simply moves into the target’s square. Any Las-rifle 4d6 [2d6 heat damage; range 8, beam]
creature which starts its turn in or enters the swarm’s

119
SKILLS
electronics 1 [1d6], engineering 1 [1d6],
rifles 1 [1d6], tactics 1 [1d6]
ROBO DOC
//MEDIUM SENTIENT MECHANOID [6D6]
GEAR
//MATTER-OF-FACT SPEAKING ROBOTIC DOCTOR
Las-rifle
STR 4 [2d6] AGI 6 [3d6] END 6 [2d6]
Mechanoid. Mechanoids are immune to mental attacks, INT 6 [3d6] LOG 6 [3d6] WIL 6 [3d6]
are vulnerable [1d6] to electricity damage and vulnerable CHA 6 [3d6] LUC 1 [1d6] REP 6 [3d6]
[2d6] to ion damage. They are usually immune to the MELEE RANGED MENTAL VITAL
Sick and Fatigued condition. DEFENCE 12 DEFENCE 18 DEFENCE 24 DEFENCE 12
Infrared Sensors. The renegade robot can effectively SOAK 3 VULN 1d6 IMMUNE Sick,
see in the dark as well as light. electricity Fatigued
2d6 ion 2D6
sonic
ROBO CABBY INITIATIVE 3d6 PERCEPTION 4d6
//MEDIUM SENTIENT MECHANOID [5D6] SPEED 5 CLIMB 3 JUMP 12’/4’
//GARRULOUS ROBOTIC TAXI DRIVER
STR 4 [2d6] AGI 6 [3d6] END 6 [3d6]
INT 6 [3d6] LOG 6 [3d6] WIL 6 [3d6]
CHA 3 [2d6] LUC 1 [1d6] REP 6 [3d6]
MELEE RANGED MENTAL VITAL
DEFENCE 10 DEFENCE 15 DEFENCE 20 DEFENCE 10
SOAK 3 VULN 1d6 IMMUNE Sick,
electricity Fatigued
2d6 ion 2D6
sonic
INITIATIVE 3d6 PERCEPTION 3d6
SPEED 5 CLIMB 3 JUMP 12’/3’

HEALTH 15
CARRY 60 lb [max lift 150 lb]
REACH 5’
ACTIONS 2
Spanner 3d6 [2d6+2 blunt damage]
SKILLS communicators 1 [1d6], engineering
1 [1d6], driving 3 [2d6], local knowledge 1
[1d6], navigation 3 [2d6]
GEAR
Engineering toolkit
Mechanoid. Mechanoids are immune to mental attacks,
are vulnerable [1d6] to electricity damage and vulnerable
[2d6] to ion damage. They are usually immune to the
Sick and Fatigued condition.
Easy Streets. The robo cabby can reduce the time of a
journey in its own Mega-City by 2d6%.
Pedal to the Metal. The Robo Cabby increases the
ACCEL rating of a vehicle it is driving by 1 point.

120
HEALTH 18 HEALTH 15
CARRY 100 lb [max lift 200 lb] CARRY 150 lb [max lift 450 lb]
REACH 5’ REACH 5’
ACTIONS 2 ACTIONS 2
Med Tool 3d6 [2d6+2 piercing damage] Brawling 3d6 [2d6+3 blunt damage]
Syringe 3d6 [as dartgun tranquiliser] SKILLS
SKILLS carrying 3 [2d6], cleaning 1 [1d6], driving 1
bureaucracy 1 [1d6], computers 3 [2d6], [1d6], perception 1 [1d6], reactions 1 [1d6]
concentration 6 [3d6], medic 6 [3d6], GEAR
perception 1 [1d6], psychology 1 [1d6] -
GEAR
Mechanoid. Mechanoids are immune to mental attacks,
High-quality medical scanner, high-quality
medical kit are vulnerable [1d6] to electricity damage and vulnerable
[2d6] to ion damage. They are usually immune to the
Mechanoid. Mechanoids are immune to mental attacks, Sick and Fatigued condition.
are vulnerable [1d6] to electricity damage and vulnerable
[2d6] to ion damage. They are usually immune to the
Sick and Fatigued condition. SJS JUDGE
Alleviate Condition. The robo doc can automatically //MEDIUM SENTIENT HUMANOID [6D6]
remove a temporary condition from an adjacent target //DETERMINED AND INTIMIDATING JUDGE
by spending an action. CHARGED WITH INVESTIGATING JUDGES
Healing Hands. Using medical equipment, the robo doc STR 6 [3d6] AGI 6 [3d6] END 6 [3d6]
can heal 1d6 points of HEALTH to an adjacent creature INT 6 [3d6] LOG 6 [3d6] WIL 10 [4d6]
as a single action. Any given creature can only benefit
from this healing in this way once per day.
Integrated Equipment. The robo doc has a medical
scanner.

OPTIONAL EXPLOITS
Integrated Equipment. The robo doc has an
assortment of attachments that are the equivalent of a
medical toolkit.
Multiple Arms. Robo docs sometimes have an extra
arm or four, granting them an additional action each
round.

ROBOT ORDERLY
//MEDIUM SENTIENT MECHANOID [5D6]
//SILENT ROBOT CHARGED WITH PERFORMING CHA 6 [3d6] LUC 1 [1d6] REP 6 [3d6]
NON-MEDICAL DUTIES IN A HOSPITAL MELEE RANGED MENTAL VITAL
STR 6 [3d6] AGI 3 [2d6] END 6 [3d6] DEFENCE 18 DEFENCE 18 DEFENCE 24 DEFENCE 18
INT 3 [2d6] LOG 3 [2d6] WIL 6 [3d6] SOAK 9 VULN none IMMUNE none
CHA 3 [2d6] LUC 0 [3d6] REP 3 [2d6] INITIATIVE 4d6 PERCEPTION 4d6
MELEE RANGED MENTAL VITAL SPEED 6 CLIMB 3 JUMP 12’/6’
DEFENCE 15 DEFENCE 15 DEFENCE 20 DEFENCE 15
SOAK 3 VULN 1d6 IMMUNE Sick, HEALTH 36
electricity Fatigued CARRY 120 lb [max lift 300 lb]
2d6 ion 2D6 REACH 5’
sonic ACTIONS 2
INITIATIVE 3d6 PERCEPTION 3d6
SPEED 4 CLIMB 2 JUMP 6’/6’

121
Daystick 5d6 [3d6+3 blunt damage] Mechanoid. Mechanoids are immune to mental attacks,
Lawgiver 5d6 [3d6 ballistic damage; range 9, are vulnerable [1d6] to electricity damage and vulnerable
sidearm]
[2d6] to ion damage. They are usually immune to the
SKILLS
Sick and Fatigued condition.
combat 3 [2d6], interrogation 3 [2d6],
intimidation 1 [1d6], law 6 [3d6],
Multiple Arms. The sewer robot has several arms,
perception 1 [1d6], riding 1 [1d6], allowing it to carry multiple different items at the same
surveillance 1 [1d6], tactics 1 [1d6], time.
GEAR Resistant Casing. The Robot’s gains +5 SOAK versus
Lawgiver, uniform, helmet, boot knife, acid damage. This does not affect the weight of the
daystick, handcuffs, birdie robot.
Infrared Sensors. The sewer robot can effectively see
Dive for Cover. When missed with a ranged attack, in the dark as well as light.
an SJS Judge can use a reaction to move SPEED 5 and Weapon x2. The sewer robot has two inbuilt rat-guns.
either get prone or behind cover. Specific Targeting. The sewer robot is only
Freeze, Perp! The SJS Judge can make a 4d6 REP programmed to eliminate known vermin. Up to 2106, it
mental attack to inflict the Restrained condition on a ignores the presence of gators.
target within 30’. Anti-Grav Device. The sewer robot can fly.
Perfect Aim. SJS Judges get +2d6 from aiming
instead of +1d6.
Intimidating. When attempting to intimidate a Judge, TROGGY
the SJS Judge gains a +1d6 bonus. //MEDIUM SENTIENT HUMANOID [4D6]
//SUBTERRANEAN DWELLER
STR 4 [2d6] AGI 4 [2d6] END 6 [3d6]
SEWER Robot INT 6 [3d6] LOG 3 [2d6] WIL 3 [2d6]
//MEDIUM SENTIENT MECHANOID [5D6] CHA 3 [2d6] LUC 1 [1d6] REP 3 [2d6]
//INSECT-LIKE MAINTENANCE ROBOT MELEE RANGED MENTAL VITAL
STR 6 [3d6] AGI 6 [3d6] END 6 [3d6] DEFENCE 12 DEFENCE 12 DEFENCE 10 DEFENCE 12
INT 3 [2d6] LOG 3 [2d6] WIL 6 [3d6] SOAK 0 VULN none IMMUNE poison
CHA 6 [3d6] LUC 0 [0d6] REP 6 [3d6] INITIATIVE 3d6 PERCEPTION 4d6
MELEE RANGED MENTAL VITAL SPEED 4 CLIMB 2 JUMP 8’/4’
DEFENCE 10 DEFENCE 15 DEFENCE 20 DEFENCE 10
SOAK 3 [8 v VULN 1d6 IMMUNE Sick, HEALTH 12
acid] electricity, Fatigued CARRY 60 lb [max lift 150 lb]
2d6 ion,
REACH 5’
2D6 sonic
ACTIONS 2
INITIATIVE 3d6 PERCEPTION 3d6
Club 4d6 [2d6+2 blunt damage]
SPEED 3 FLY 3 CLIMB 3 JUMP -/-
Brawling 3d6 [2d6+2 blunt damage]
SKILLS
HEALTH 15 clubs 1 [1d6], perception 1 [d6],
CARRY 120 lb [max lift 300 lb] stealth 3 [2d6], survival 3 [2d6]
REACH 5’ GEAR
ACTIONS 2 Club, antique clothing
Brawl 3d6 [2d6+3 blunt damage]
Rat gun 3d6 [2d6 ballistic damage; range 8] Darksight. Troggies can see as clearly in the dark as
SKILLS though it were daylight. However, bright light hurts their
engineering 3 [2d6], hardy 3 [2d6], eyes, inflicting a –2 DEFENCE penalty.
perception 1 [1d6], reactions 1 [1d6] Scavengers. Troggies can use most meat, vegetable or
GEAR fungoid matter as food, no matter how strange or rotten,
Engineering tools and as such are immune to poisons.

122
Darkness Is Our Friend. Mobs of troggies are Perfect Aim. The Undercity Judge gets +2d6 for
emboldened in darkness that produces the Blind aiming instead of +1d6.
condition. In these conditions, they gain +1 to all
Defences for every allied troggy within 10’. URK
//LARGE SEMI-SENTIENT REPTILIAN [6D6]
//SIMPLE-MINDED KLEGG
UNDERCITY JUDGE Urk was an unfortunate freak of his race, originally
//MEDIUM SENTIENT HUMANOID [8D6] kept as a type of pet by his fellow Kleggs inside a flat
//GAUNT BRINGER OF JUSTICE TO A REALM OF requisitioned from two citizens at Enid Blyton Block.
MIDNIGHT After the elimination of Cal’s Klegg mercenaries, the
STR 10 [4d6] AGI 6 [3d6] END 10 [4d6] couple decided to keep Urk’s existence a secret until
INT 10 [4d6] LOG 6 [3d6] WIL 10 [4d6] they felt the time was right to cash in on using the Klegg
CHA 6 [3d6] LUC 3 [2d6] REP 10 [4d6] as an exhibition. Deprived of meat, and tormented by the
MELEE RANGED MENTAL VITAL sound of beating hearts, Urk eventually broke free of his
DEFENCE 24 DEFENCE 24 DEFENCE 24 DEFENCE 24 cage and went on a grisly killing spree.
SOAK 9 VULN none IMMUNE afraid STR 18 [5d6] AGI 3 [2d6] END 15 [5d6]
INITIATIVE 5d6 PERCEPTION 6d6 INT 3 [2d6] LOG 2 [1d6] WIL 6 [3d6]
SPEED 6 CLIMB 3 JUMP 11’/11’ CHA 3 [2d6] LUC 1 [1d6] REP 6 [3d6]
MELEE RANGED MENTAL VITAL
HEALTH 56 DEFENCE 22 DEFENCE 10 DEFENCE 10 DEFENCE 26
CARRY 250 lb [max lift 750 lb] SOAK 7 VULN 1d6 cold IMMUNE none
REACH 5’ INITIATIVE 3d6 PERCEPTION 3d6
ACTIONS 2 SPEED 4 CLIMB 2 JUMP 6’/6’
Boot knife 7d6 [3d6+3 piercing damage]
Lawgiver 7d6 [3d6 ballistic damage; range 12, HEALTH 60
sidearm] CARRY 330 lb [max lift 900 lb]
SKILLS REACH 5’
combat 6 [3d6], hardy 6 [3d6], ACTIONS 2
interrogation 3 [2d6], intimidation 3 [2d6], Bite 6d6 [3d6+5 piercing damage]
law 6 [3d6], perception 3 [2d6], riding 3
SKILLS
[3d6], stealth 3 [2d6], survival 6 [3d6],
combat 1 [1d6], perception 1 [1d6],
tactics 1 [1d6], tracking 3 [2d6]
reactions 1 [1d6]
GEAR
GEAR
Lawgiver, remnants of uniform, boot knife,
-
glowsticks
Always Ready. The Undercity Judge can sleep in Keen Eared. Urk can hear the beating of the hearts
armour with no penalty. Anyone sneaking up on you of those around him. He gains +2d6 to hearing-based
while the Undercity Judge sleeps must make a Difficult PERCEPTION tests.
[16] AGI check to do so. Still Coming. Urk’s brain is not the keenest of
Feared by Under Worlders. The Undercity Judge can instruments. After reaching 0 HEALTH or less, he
make a 6d6 REP mental attack against any Undercity continues to stay conscious but starts a new dice pool of
denizen within 30’ to inflict the Afraid condition. 1d6 that is rolled at the start of each of his actions. Urk
Dive for Cover. When missed with a ranged attack, the dies when the dice pool is depleted.
Undercity Judge can use a reaction to move SPEED 5 Want Meat! Once per day, Urk can gorge on a fifteen
and either get prone or behind cover. pounds of fresh red meat to recover HEALTH. This
Haunter of the Dark. When in the Undercity, the Judge requires Urk to pause for two actions, after an hour has
receives +1d6 on checks made to stealth rolls involving elapsed, he recovers 2d6 HEALTH.
hiding or moving quietly.
Dark’s Master. Having survived the perils of the dark,
the Undercity Judge is no longer intimidated by anyone
or anything and is immune to the Afraid condition.

123
VAMPIRE
//MEDIUM SENTIENT UNDEAD EVIL HUMANOID
[7D6]
//UNDEAD BLOODSUCKING CREATURES OF THE
NIGHT.
During the axis assault on the USSR in 1941, the
Rumanian army included a small force under Hauptmann
Costanza that comprised of himself and other vampires,
dressed in the uniform of mountain troops and travelling
in coffins loaded into a truck driven by the officer’s
servant.
More details are available in Rebellion’s Fiends of the
Eastern Front.
STR 15 [5d6] AGI 15 [5d6] END 15 [5d6]
INT 15 [5d6] LOG 15 [5d6] WIL 15 [5d6]
CHA 15 [5d6] LUC 1 [1d6] REP 15 [5d6]
MELEE RANGED MENTAL VITAL
DEFENCE 36 DEFENCE 27 DEFENCE 18 DEFENCE 27
SOAK 14 VULN 1d6 holy IMMUNE Sick,
Bleeding,
Fatigued
INITIATIVE 9d6 PERCEPTION 7d6 superior
darksight, life sense
SPEED 9 CLIMB 9 JUMP 42’/15’

HEALTH 54
CARRY 300 lb [max lift 750 lb]
REACH 5’
ACTIONS 2
Bite 9d6 [5d6+5 damage; blood drain]
Mental attacks (see below)
SKILLS
history 8 [3d6], stealth 8 [3d6],
disguise 8 [3d6], perception 10 [4d6], Called Shot. When reduced to zero HEALTH, a vampire
concentration 8 [3d6], hardy 10 [4d6], is not slain. Instead, it is paralyzed. In order to slay a
reactions 10 [4d6], brawling 10 [4d6], vampire, it must either be beheaded or staked in the
charm* 6 [3d6], affliction* 6 [3d6],
heart. A vampire can remain paralyzed for centuries,
summoning* 6 [3d6], creation* 6 [3d6]
returning to unlife with a drop of nourishing blood.
EXTRA SKILLS USED BY ‘CALIGULA’ A Called Shot to the heart with a wooden stake can
bureaucracy 1 [1d6], computers 1 [1d6], paralyze a vampire instantly.
conviction 6 [3d6], insight 1 [1d6], Sunlight. Every turn that a vampire begins in direct
interrogation 3 [2d6], intimidation 3 [2d6], sunlight, it suffers 1d6 fire damage. Even when not in
law 6 [3d6], negotiating 6 [3d6], direct sunlight, vampires suffer -2d6 to all dice pools
perception 3 [2d6], pistols 3 [2d6], during daylight hours.
riding 1 [1d6], tactics 3 [2d6] Apotropaics. Certain items can ward off vampires.
GEAR Good holy items and garlic inflict a -1d6 dice penalty to
Rumanian Vampire: helmet, uniform, cloak
any attribute check made by the vampire if within 10’
Caligula: Chief Judge’s robes of office, light
armour, boot knife of the offending object. This also causes considerable
discomfort to the vampire.

124
Invitations. Vampires cannot enter a private dwelling Blood Drain. A bite attack allows the vampire to sink
without an invitation from somebody who lives there. its teeth into its victim and drain its blood. This reduces
Once an invitation has been extended, the vampire may the victim’s END dice pool by 1d6 but does not do normal
enter freely thereafter. damage. When the dice pool reaches 0d6, the victim is
Preternatural Celerity. Vampires can move incredibly slain. A creature slain by the drinking of its blood by a
fast. Once per round, on its turn, a vampire can move its vampire rises three days later as a vampire under its
SPEED as a free action, appearing as little more than a creator’s control. It remains forever under the control
blur to onlookers. of its creator unless its creator is destroyed. The spawn
Spider Climb. Vampires can scale vertical surfaces as is considered permanently Charmed by its creator (see
though they were horizontal. A vampire gains a CLIMB “Conditions”, Judge Dredd & the Worlds of 2000 AD, p.
SPEED equal to its regular SPEED. 147).
Regeneration. Vampires regenerate 2d6 HEALTH at
the start of every turn. This power only works at night.
Charm. Vampires can make a mental attack as a single WALTER THE WOBOT
action against any target within 30’. If successful, the //SMALL SENTIENT MECHANOID [5D6]
target is Charmed. //JUDGE DREDD’S ANNOYING BUT LOYAL ROBO-
Children of the Night. Once per day when in an SERVANT
outdoor environment, vampires can spend two actions to STR 6 [3d6] AGI 6 [3d6] END 6 [3d6]
summon 1d6 wolves. The wolves arrive within 1d6 turns INT 6 [3d6] LOG 6 [3d6] WIL 6 [3d6]
and remain under the vampire’s control. This power only CHA 6 [3d6] LUC 1 [1d6] REP 6 [3d6]
works at night. The exploit is near useless inside a Mega- MELEE RANGED MENTAL VITAL
City, though a vampire in the Cursed Earth can summon DEFENCE 17 DEFENCE 17 DEFENCE 20 DEFENCE 13
rad-wolves. SOAK 5 VULN 1d6 IMMUNE Sick,
Shapechange. A vampire can spend two actions to electricity Fatigued
change into the shape of a wolf or a bat. It can change 2d6 ion 2D6
back by spending a further two actions. This power only sonic
works at night. INITIATIVE 4d6 PERCEPTION 4d6
Dark Arts. Vampires can create magical effects SPEED 5 CLIMB 3 JUMP 12’/6’
equivalent to a cantrip related to darkness or mists.
HEALTH 30
CARRY 120 lb [max lift 300 lb]
REACH 15’
ACTIONS 2
Brawling 4d6 [2d6+3 blunt damage]
SKILLS
hardy 3 [2d6], combat 1 [1d6], perception 3
[2d6], reactions 1 [1d6], cooking 6 [3d6]
GEAR
A light snack in case Judge Dredd gets hungry,
canister of fly spray

Mechanoid. Mechanoids are immune to mental attacks,


are vulnerable [1d6] to electricity damage and vulnerable
[2d6] to ion damage. They are usually immune to the
Sick and Fatigued condition.
Extendible Limbs. Walter’s limbs can extend to three
times their normal length, giving him a melee reach of 3
squares (15’).
Annoying (Fault). Along with a constant lisp, there is
something about Walter that rubs people the wrong way.

125
Deadly Strike.
JUDGE DREDD Dredd inflicts an
//MEDIUM SENTIENT HUMANOID [8D6] additional 1d6
//A CLONE STREET JUDGE WHO LEADS THE damage with a
RESISTANCE AGAINST THE TYRANT JUDGE CAL successful hit. For a
ranged attack, this
STR 10 [4d6] AGI 6 [3d6] END 10 [4d6] is likely a headshot.
INT 10 [4d6] LOG 10 [4d6] WIL 10 [4d6] This can only gain
CHA 6 [3d6] LUC 3 [2d6] REP 15 [5d6] him one bonus
MELEE RANGED MENTAL VITAL damage die per
DEFENCE 24 DEFENCE 24 DEFENCE 24 DEFENCE 26 round.
SOAK 12 [Judge VULN none IMMUNE none The Law. Dredd is
Uniform; the LAW, and perps
toughness] know this. Dredd can
INITIATIVE 5d6 PERCEPTION 6d6 make a REP mental
SPEED 6 CLIMB 3 JUMP 13’/10’ attack against a
target within 30’,
HEALTH 56 and on a success the
CARRY 250 lb [max lift 750 lb] target will obey one
REACH 5’ short, nonharmful
ACTIONS 2 command.
Brawling 7d6 [2d6+5 blunt damage] No Collateral
Daystick 7d6 [3d6+5 blunt damage] Damage. Holding
Lawgiver 8d6 a human shield is
» Standard Execution [4d6 ballistic damage; pointless when Dredd
range 12] is around. He fires anyway. Dredd suffers no penalties
» Armour Piercing [2d6 ballistic damage; when firing into melee.
ignores SOAK; range 6]
Collateral Damage. Sometimes it is worth the price.
» Incendiary [2d6 heat damage; range 6;
combust]
When firing into melee, Dredd can choose to hit an ally
» Rubber Ricochet [2d6+2 blunt damage; range 6; (or human shield) as well as the intended target. Perhaps
special] he shoots straight through his ally’s shoulder. He does
» High Explosive [3d6 heat damage; range normal damage to his ally but double damage to the
8; burst 1; double damage to robots and perp.
inanimate objects] Superior Requisitions. Dredd always has any Lawgiver
» Heat Seeker [2d6 ballistic damage; range 10; ammunition he needs.
min range 10; +2d6 to hit] Lone Ranger. Cool and tough, if Dredd is alone and
SKILLS outnumbered by perps, he gains +1d6 to all attack rolls.
brawling 6 [3d6], clubs 4 [2d6], dodging 3 Got Their Attention. Dredd fires his weapon into the
[2d6], engineering 1 [1d6], hardy 6 [3d6],
air, attracting the attention of all around him. He makes a
insight 3 [2d6], intimidate 6 [3d6], law 6
[3d6], perception 6 [3d6], pistols 6 [3d6], REP attack against all foes within 30’. On a success, they
riding 6 [3d6], rifles 3 [2d6], survival 6 freeze momentarily, gaining the Restrained condition.
[3d6], tactics 6 [3d6] Radiation Resistance. Dredd gained +5 SOAK
GEAR (radiation) from his time in the Cursed Earth.
Judge uniform and helmet, Lawgiver, Lawmaster, Vigilant. Constantly vigilant, Dredd is hard to surprise.
daystick, boot knife, handcuffs, Birdie lie He gains a +1d6 die bonus in the ambush turn.
detector, pass card Platoon Leader. Dredd grants his entire party of allies
a +1d6 INITIATIVE bonus as long as they are within 30’ of
Aim. By taking an action to aim, Dredd gains +1d6 him.
bonus to a ranged attack roll taken in the same turn. The
attack action must come immediately after the aiming
action.

126
WELCOME TO THE WORLDS
OF 2000 AD!
Voyage into the far future in this versatile
tabletop game of science fiction adventure.
Mutant bounty hunters hunt down the scum of
the universe. The noble houses of a resurgent
imperial Russia use every means at their disposal ®
to attempt to become the supreme power; using
bribery, assassination, espionage, diplomacy and
war. Genetic Infantrymen fight a never-ending & The Worlds of 2000 AD
war against the vicious Norts on the poisonous
battlefields of Nu Earth. Criminal hitmen fulfil their
contracts, blasting their way though rivals and
bodyguards to achieve their bloody payday. Occult
investigators hunt down demons and restless
spirits threatening both the lives and souls of the
people of Britain.
And then there is Dredd. The top lawman in a vast
city of over 800 million citizens. He contends with
criminals, mutant raiders, aliens, rogue robots and
enemy agents from other, hostile, megacities.
This roleplaying game provides the core rules for
the science fiction worlds of 2000 AD. It also
provides in depth material allowing you to create
TABLETOP ADVENTURE GAME
and run adventures in the world of Judge Dredd. PEARCE SCHWALB ROBINSON MORRISSEY

LUNA-1
®
ON THE LUNA FRONTIER ONLY
& The Worlds of 2000 AD
THE STRONG SURVIVE!
Get assigned to the moon to keep the
peace as Judges in the Luna Marshal
campaign, or deal with a criminal
gang in the frontier town of Grey Rock
as Civilians and Perps in Sundance
Rising.
THE ROBOT WARS
All across Mega-City One,
the Robots are turning against their
Human masters. Chaos reigns
as the charismatic Robot leader,
Call-Me-Kenneth, rallies the city’s
WHITE PEREGRINE AUGUST Robots to his side, and only the
JUDGE DREDD & THE WORLDS OF 2000 AD
REQUIRES COREBOOK

Judges stand in their way.

127
CAL IS WATCHING YOU!
Mega-City One is being
terrorised under the heel of
the tyrannical Chief Judge Cal
and only the implacable Judge
Dredd seems willing to stand
in his way. Framed for murder
and derided as the worst type
of criminal during Cal’s grab
for ultimate power, Dredd is
soon hailed as the only person
capable of standing in the
megalomaniac’s way.
As the Big Meg trembles under Cal’s terrifying grip, will you join the
Judges conditioned into supporting him or stand with the small band
of rebels dedicated to bringing his reign to an end?
The Day the Law Died provides an in-depth treatise on the Special
Judicial Squad, the Justice Department’s stern internal affairs
branch, additional species options such as troggies and Kleggs,
several career choices for civilians, perps, and Judges, new
equipment and vehicles, a full gazetteer covering the timeline of
Cal’s reign and how best to survive it, plus a number of exciting
scenarios, including a ride on the Helter Skelter. Set during Chief
Judge Cal’s despotic reign over the Justice Department and Mega-
City One, this supplement will offer some tough choices for players
of the Judge Dredd & the World of 2000 AD roleplaying game.
Requires the use of the Judge Dredd & the Worlds of 2000 AD
core rulebook.

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