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WE ARE THE LAW

Judge Dredd we are the law

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Page 1: Judge Dredd we are the law

WE ARE THE LAW

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Judge Dredd - We Are The Law

Text & Typography John Caliber Cover Art Brian Bol-land Interior Art Terry Austin, Jim Baikie, Brian Bol-land, John Burns, John Caliber, Carlos Ezquerra, Hen-ry Flint, Ian Gibson, Cam Kennedy, Paul Marshall,Brendan McCarthy, Mike McMahon, Colin McNeil, CliffRobinson, Will Simpson, Ron Smith and Colin Wilson

Disclaimer Judge Dredd - We Are The Law, is publishedon a purely non-profit basis by Cast Iron Graphics, 1Masefield Avenue, Radcliffe, Manchester M26 3GZ, Unit-ed Kingdom. The authors of Judge Dredd - We Are TheLaw in no way seek to claim legal ownership of the JudgeDredd property which is © Rebellion A/S 2003, or anymaterial published in Judge Dredd Roleplaying Game prod-ucts as licensed by Mongoose Publishing Ltd 2003. JudgeDredd - We Are The Law is an unauthorised Judge Dreddpublication. All original material generated exclusively forJudge Dredd - We Are The Law, including original textand artwork, is the copyright of John Caliber © 2003.Cast Iron Graphics & OutDraw [OD] are © John Caliber2003. No part of this book may be reproduced in anyform without the express permission of John Caliber

Judge Outlines 3a complete list of Mega-City One judges, with adepartmental uniform guide

Justice Technology 6adapting D20 judge material to the Out-Draw rules, plus brand new items

New Material 12outlines for Genetic Infantrymen andsilencer assassins, and data concerning theJustice-series transports

Hall of Heroes 16profiles of the most famous Mega-City Onejudges

Black Museum 21profiles for the most infamous Mega-CityOne judges

Titan 24sourcebook detailing the dreaded JusticeDepartment penal colony

Dredd�s Comportment 30selected excerpts from the handbook everyjudge should have in his dorm locker

Penal Codes xxsentencing guidelines replacing those in theJudge Dredd Rulebook

Judge Jargon xxterminology used by Mega-City One judges,and a catalogue of street judge field gear

WE ARE THE LAW

Contents

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Introduction

The OutDraw rules allows players to select judgesof any description and any physical age without firsthaving to gain any prerequisite skills and ranks,ensuring that players are able to create charac-ters close in stature to the heroes of the JudgeDredd comic strip. This rule also fits the nature ofthe comic strip, in that judges leave the Academyof Law already settled in their specialist profes-sion without first having to dotime as a streetjudge; Academy training has already schooled judg-es in this facet of their lives

Acc-JudgeCar [2/3] Fig [2/3] IQ [3/4] Psi [0/1] Spd [2/3] Str[2/3] Tek [3/5] Weapons Lawgiver Mk1a, bootknife

Equipment street judge ar-mour, calculator, audit droid

Cadet JudgeCar [1/3] Fig [1/3] IQ [2/4]Psi [0/1] Spd [3/4] Str [2/3]Tek [2/3] Weapons Lawgiv-er Mk2, bootknife Equip-ment cadet judge armour,utility belt Vehicle Small-master

Desk JudgeCar [2/3] Fig [2/3] IQ [2/4]Psi [0/1] Spd [2/3] Str [2/4]Tek [3/5] Weapons Lawgiv-er Mk1a Equipment deskjudge uniform, datapad Datadesk judges do not carry

JudgeOutlines

Lawgivers on a day to day basis, but will be armedwith such if called to enter combat, for example todefend the sector house

Exorcist JudgeCar [2/3] Fig [2/4] IQ [3/5] Psi [0/2] Spd [2/4] Str[2/4] Tek [3/5] Weapons Lawgiver (silver-tippedrounds), silver bootknife Equipment customisedstreet judge armour, psi-focus, utilitybelt Data the JDRPG is incorrect insuggesting the exorcist judges havepsi-talent; they do not,relying instead ontechnology to dobattle with the par-anormal

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Heavy Weapons& Riot Judge

Car [3/4] Fig [5/6] IQ [3/4] Psi [0/1] Spd [2/4] Str[3/6] Tek [3/4] Weaponsrifle or heavy weaponEquipment riot armour,riot shield, ammunitionpacks, utility belt

Holocaust SquadJudge

Car [2/5] Fig [4/5] IQ [2/4] Psi [0/1] Spd [3/5] Str[3/6] Tek [3/5] Weaponswhatever is necessaryEquipment holocaust suitsuit (HS/1 or HS/2), mod-ular repair kit, utility belt

Iso-WardenCar [2/3] Fig [4/5] IQ [3/4] Psi [0/1] Spd [2/4] Str[3/6] Tek [2/3] Weapons electro-prod Equipmentstreet judge armour, utility belt

Med-JudgeCar [2/3] Fig [2/3] IQ [3/5] Psi [0/1] Spd [2/3] Str[2/3] Tek [3/5] Weapons Lawgiver Mk1a, bootknife

Equipment customisedstreet judge armour, ad-vanced medipack, utility belt

Psi-JudgeCar [2/3] Fig [3/4] IQ [2/5] Psi [4/6] specialisationSpd [2/4] Str [2/3] Tek[2/5] Weapons Lawgiver,silver bootknife Equip-ment street judge ar-mour, utility belt

Pursuit Squad & Sky Patrol JudgeCar [4/6] Fig [2/4] IQ [3/4] Psi [0/1] Spd [2/4] Str[3/4] Tek [3/5] Weapons Lawgiver Mk1a, bootknifeEquipment crash suit, c-JD jet pack (same statsas civilian model, Spd 8), utility belt Data PursuitSquad drivers are not all recruited from the Acad-emy of Law; citizens displaying exceptional drivingskills have been known to be offered employmentalongside fully-fledged judges

Rookie JudgeCar [3/4] Fig [3/4] IQ [3/5] Psi [0/1] Spd [3/5] Str[3/5] Tek [3/4] Weapons Lawgiver Mk2, bootknifeEquipment street judge armour with rookie�s white

helmet and half eaglebadge, utility belt

SJS JudgeCar [2/4] Fig [4/5] IQ[3/5] Psi [0/1] Spd [2/4] Str [3/5] Tek [3/4]Weapons LawgiverMk2, electro-prod,bootknife Equipment

street judge ar-mour, SJS hel-

met radio,judge hound,utility belt

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Street & Wally Squad JudgeCar [3/4] Fig [5/6] IQ [3/5] Psi [0/1] Spd [3/5] Str[3/6] Tek [3/4] Weaponry Lawgiver Mk2, bootknife,daystick Equipment street judge armour, utility belt

Tek & PSU JudgeCar [3/4] Fig [2/3] IQ [3/5]Psi [0/1] Spd [2/4] Str [2/3] Tek [3/6] Weapons Law-giver Mk1a, bootknifeEquipment street judgearmour, micro forensicslab, scanalyser;[PSU] desk judgeuniform, data-pad, utility belt

special chemical squad judge

judge tutor

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JusticeTechnology

Speciality Rounds

Heatseeker draw card; automatic hit on 1-7,hits wrong target on 8-10. If the player plays ajoker, the heatseeker turns about and hit him!the heatseeker may only be used on targetstravelling beyond line of sight. The Chief is ad-vised to limit the number of HS his players haveat their disposal to maintain game balance

Incendiary 2/3/4 damage, increasing onerank per ten seconds after ignition up tomaximum of 4 damage

Ricochet draw card for number of attacks perRR shot in enclosed space [Fig 3 vs. targetSpd for each attack draw [-2 to defender]

Introduction

The following chapter provides Outdraw statistics forall the D20 judge-based material published in theMongoose JDRPG books. New additions tied tofeatures exclusive to this book are sprinkled throughout

Weapons (guns)

Keya [automatic] ap [armour piercing] e [energy] fl[flare] h [high intensity/homer] he [high explosive]hs [heatseeker] l [long range/low intensity] in [in-cendiary] m [medium intensity/range] r [ricochet] s[single fire] sa [semiautomatic] se [standard exe-cution] ship [same scale as ship] st [stun] veh[same scale as vehicle]

Dam Mod Ran ScaAntipersonnel Laser Cannon e4 s m 1Antipersonnel Machine Gun se3 a m 1Aqua Cannon e4 s m 2Autogun se3 sa s 1Bike Cannon se3 sa/a m 2Blazooka [missile launcher] se3 s m 2

ap4h3

Blockbuster Cannon [shells] he5 s m 3in2/3/4

st3Clearcoast Wall Gun [shells] se3 sa/a m 2Cyclops Laser Cannon e2 [l] s s [l] 2

e3 [m] m [m]e4 [h] m [h]

Daggercloud [flechette] ap4 sa/a s 1Deadshot Sniper Rifle se3 s m 1- no called shot penalties

Electra-zap Gun st2 s s 1

Dam Mod Ran ScaFast Action Laser Cannon e4 s l 3Fire Foam Jet * m 2* extinguishes 4 points of fire damage

Hi-Intensity Laser Cannon e4 s m 2Hornet Hand Cannon se3 sa/a m 1Hydra Laser Cannon e2 [l] sa s 2

e3 [m] me4 [h] m

Judgementbringer ap4 s/sa m 2- Str 5+ to use he5

in2/3/4se3

Laser Cannon [space] e4 s l shipLawbringer e4 s m 3- Str 4+ to use

Lawgiver Mk1 ap4/he5 s/sa m 1hs3

in2/3/4rr3/se3

- palm scanner w/th self-destruct (automatic called shot hit to gunhand)Note that Mk1 uses special heatseeker rounds that do not fit into theMk1 magazine, but clip onto barrelLawgiver Mk1a se3 s m 1- palm scanner w/th self-destruct (automatic called shot hit to gunhand)

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Dam Mod Ran ScaLawgiver Mk2 ap4/he5 s/sa m 1

hs3/st3in2/3/4rr3/se3

- TAS, palm scanner w/th self-destruct (automatic called shot hit to gunhand)

Lawrod [shell] ap3/he5 s/sa m 2in2/3/4rr3/se3

- palm scanner w/th self-destruct (automatic called shot hit to gunhand)

Long Gun se3 s l 1- cancels called shot/long range penalties

Magnon Pulser st4 s s 2- stun 2 to humans

Laser Cannon Mk44 e4 s m 1Pacifier [plasteen round] st3 s/sa m 2Riot Foam Gun str3 s s 3Riot Foam Jet str3 a m 3Scatterblaster e2/4* s m 2- * variable beam intensity

Shot Blaster [cartridge] se3 s m 2- palm scanner w/th self-destruct (automatic called shot hit to gunhand)Street Cannon [shell] fl1 s/sa m 2

se3st3

Stub Gun e4 s l 3Stumm Gas Dispenser st3 a m 3Tractor Gun * * s veh* see notes

Widowmaker [plasteen/se] se3/st3 a m 1

Laser Cannon Mk44Data the Mk44 is the technical name for the Griffinlaser cannon. It functions as a pinpoint, low-poweredenergy weapon perfect for pinpoint strikes

ScatterblasterData the scatterblaster supersedes the venerablescattergun as the street judge�s back-up weapon ofchoice. It replaces buckshot with a packet of looselybound energy streams that can incapacitate multipleopponents within ten metres with a single blast [e2,sca 2], or be refocused for greater range and atighter beam, resulting in increased damage [e3-5,sca 2]. The scatterblaster is held in reserve for actionagainst unusual opponents such as energy creaturesand widely distributed opponents in locations wherethe judge cannot bring his Lawmaster�s Cyclops lasercannon to bear

Stub GunData the stub gun�s beam is tightly focused andcan cut through most materials with ease.However, the stub gun is notoriously unstable andmay explode. The Chief must warn the player asthe weapon begins to heat up. If the player stillwishes to use the gun, draw a card every timeanother shot is fired; on a 8-10, the stub gunexplodes, dealing e5 damage to the user and e2 toall standing within 5 metres of the blast area

Tractor Gun & CannonMod chain and grapple or continuous beam Datathe tractor weapons use chain and magneticgrapple (tractor gun), or magnetic energy (tractorcannon) to ensnare vehicles and other large metallicobjects. The chain/beam retract, pulling thecaptured object along with it. A tractor weapon�sStr rank is equal to the scale of the vehicle it ismounted on, and can restrain vehicles of equal orlesser rank. A vehicle attempting to escape thetractor lock must to make an opposed draw (Scavs. Sca). Only one such roll can be made while thecaptive vehicle is restrained

laser cannonMk44

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Weapons (melee)

Dam Mod Ran ScaBootknife 3 - - 1Daystick st2 - - 1Electro-prod st3 - - 1

Weapons [explosive]

Dam Mod Ran ScaPlasteen Hi-Ex Charge he5 - - 2Stumm Grenade st3 - - 2

Equipment

Note that only equipment with OD statistics, orwith marked changes in operation from their D20counterparts, are listed here

Birdie Lie DetectorData the Games Master decides what the resultof a lie detector test will be to suit the directionhe wishes his players to follow

Electro-CordonDam stun (3) Sca [2]

Flare GunDam energy (1) Ran [m] Sca [1] Data the flare gunreplaces the bike cannon flare round. It is a small,handheld pistol stored in the Lawmaster stowage pod

Fire FoamRan [s] Sca [1] Data extinguishes 3 points of firedamage

MedipacksThe basic medipack increases all reduced facetsby one rank, up to their original maximum. Itinstantly restores consciousness to stunnedcharacters, negating all stun damage andincreasing their IQ to one, from which point the IQheals as per the normal OD rules. The advancedmedipack [AM] restores all facets by two ranks,again to their original maximum. Like the basicmedipack, the AM cures stunned characters, butbrings their IQ up to 2 or their original IQ, whicheveris highest

Micro Forensics LabData the Chief determines how effective this deviceis at analysing any given substance

Override CardData defeats any lock at the Chief�s discretion

Pollution MeterData detects any airborne particles at the Chief�sdiscretion

Rad-CloakData the Chief decides when the rad-cloak�s outercoating is totally burnt away by radiation; the moreintense the radiation, the shorter the period ofprotection offered

RemoteSca [1] Spd [4] Str [2]

Body Armour

Crash Suit h3 c* a* l** reduces crash damage only by -2

GI Armour h3 c3 a3 l3Holocaust (HS/1) h2* c1* a1* l1** scale 2

Holocaust (HS/2) h5* c5* a5* l5** scale 2

Riot Armour* h3 c1 a1 l1* also worn by heavy weapons judges

Street/Cadet/Rookie Judge h3 c- a1 l1

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Vehicles

The Chief is free to decide crew and passenger com-plement to suit the scale of his adventures andnumber of players, or take specifications from theGW or D20 Dredd books

A-WagonPro [5] Sca [2] Spd [13/8 underwater] Weaponshi-ex missile launcher

Banshee Pursuit InterceptorIQ [1] Pro [3] Sca [2] Spd [12] Weapons dead key,tractor gun

Fire WagonPro [3] Sca [2] Spd [3] Equipment advancedfirefighting equipment, fire foam jet

GunbirdPro [4] Sca [2] Spd [13] Weapons 2 cluster bombs,2 hi-ex missile launchers, 4 hi-intensity lasercannon, 1 urban nuke

H-WagonPro [4] Sca [3] Spd [3] Weapons [2] hi-ex missilelaunchers, 3 Cyclops laser cannon

HH-WagonPro [4] Sca [3] Spd [12] Weapons 2 cluster bombs,4 hi-ex missile launchers Equipment 8 Lawmasters,1 omni tank (mission profile allowing)

iCON WagonPro [4] Sca [3] Spd [15] Weapons [2] cyclops lasercannon, 2 hi-ex missile launchers, 2 stealth missilesEquipment 4 yo-yo recon bikes

KilldozerPro [5] Sca [2] Siz [5] Spd [9] Weapons: 1 fastaction laser cannon, 3 nemesis rocket launchers,2 street cannon

Lawmaster Mk3IQ [3] Pro [3] Sca [2] Spd [12] Weapons 2 bikecannon, 1 Cyclops laser cannon, scattergun Equip-ment bike cannon magazines, binoculars, cling net,fire foam, flare gun, flashlight, handcuffs, Lawgivermagazines, medipack, plasteen hi-ex charges, rad-cloak, scattergun cartridges and k-rations Data ca-det judges ride a scaled down version [no hardmount-ed weaponry] nicknamed the �Smallmaster�

Lawmaster QuasarIQ [3] Pro [3] Sca [2] Spd [12] Weapons 2 bikecannon, 1 high-ex missile cannon, 1 Hydra lasercannon, scattergun Equipment bike cannon maga-zines, binoculars, cling net, fire foam, flare gun,flashlight, handcuffs, Lawgiver magazines, medi-pack, plasteen hi-ex charges, hi-ex missiles, rad-cloak, scattergun cartridges and y-rations Datathe Quasar is the vehicle of choice for Cursed Earthcircuit judges

LawpodPro [2] Sca [2] Spd [9]

Limpet PodPro [5] Sca [2] Spd [14]

Manta Prowl TankPro [4] Sca [2] Spd [9] Weapons 1 anti-personnellaser cannon, 1 high intensity laser cannon, riot foamjets, stumm gas dispensers Equipment 4 Lawmasters

Med-WagonPro [3] Sca [2] Spd [3] Data the D20 JDRPGincorrectly refers to the med-wagon as an ambulance

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Modular Fighting Unit Mk1Pro [5] Sca [2] Spd [9] Weapons [2] anti-personnelmachine guns

Omni TankPro [5] Sca [2] Spd [8] Weapons 4 autoguns, 1blockbuster cannon

ParajetPro [3] Sca [1] Spd [9]

ToxBusterPro [2] Sca [3] Spd [9] Weaponry 1 chemical neu-traliser cannon

Yo YoPro [3] Sca [3] Spd [10]

Robots

Audit DroidFig [3] IQ [4] Pro [2] Sca [1] Spd [4] Weaponselectra-zap gun

Bomb SnifferIQ [1] Pro [5] Sca [1]Spd [4] Data variablebeam sensors andsmall profile designedto locate well-hiddenexplosives

GO-4 BotCar [3] IQ [2] Pro [2]Sca [1] Spd [2] Str[2]

GunmekFig [3] IQ [2] Pro [4] Sca [1] Spd [3] Str [4] Weap-ons as provided by the Justice Department Armoury

The Mechanismo ProjectThe Mechanismo Mk1 in 2114, with concernsabout the decimation of the Justice Departmentin disasters such as the Zombie War, Chief JudgeMcGruder instigated the Mechanismo Project, thecreation of robot judges called mechanismos, de-signed to supplement the limited numbers of streetjudges. The robots� personality chip was based onJudge Dredd�s own behaviour patterns

The mechanismos were fitted with aggression chipsand designed to think independently and make their

Pat-WagonPro [3] Sca [2] Spd [9] Weaponry 1 street cannon

People PloughPro [5] Sca [2] Spd [8]

Ram RaiderPro 5 (front ram), 2 (shell) Sca [2] Spd [9]

SKUNK & MONKPro [4] Sca [3] Spd [3 (land), 8 (underwater) Weap-ons 4 aqua cannon, 10 hi-ex missile launchers Datathe MONK station has a majority robot crew

S-WagonPro 3 Sca 2 Spd 13

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own judgements on crime, but problems with the chipscaused three robots to run amok and kill several citi-zens. The mechanismos were withdrawn from serviceThe Mechanismo Mk2 a year after the failure ofthe original project, Chief Judge McGruder revealedthat the mechanismos were undergoing modifica-tion, with fail-safes added to prevent the behav-ioural inhibitors from overheating and less autono-mous control. The Mk2 currently serves aboardJustice Department spacecraft; to date, therehave been no major malfunctions

Note the RGJD incorrectly lists the presentday mechanismo as being Mk1a, when in fact itis the Mk2

Mk1 / Mk2Fig [4] IQ [2] Pro [4] Sca [2] Spd [2] Str [8]Weapons hand bombs, 2 hand lasers (energy 4,sca 1), Judgementbringer, missile launcher (homer,sca 2), Stumm gas launcher Equipment bleepers,cling net, handcuffs, modified Lawmaster

The Mechanismo Mk2a This improved model waswas taller and sleeker, with a streamlined, stylisedhelmet and black bodyshell. For the first time, themechanismos were given names instead of num-bers, named after the presidents of old America.The Mk1�s weapon systems were removed, sub-stituted with a Lawgiver Mk2. The robot�s compu-ter brain was greatly improved, increasing speedand accuracy. In addition to the standard systems,the Mk2a was fitted with a vocal synthesiser thatcould imitate any voice with ninety-nine percentaccuracy

MK2aFig [5] IQ [2] Pro [4] Sca [2] Spd [3] Str [8]Weapons 2 hand lasers (energy 4, sca 1), LawgiverMk2 Equipment Bleepers, cling net, handcuffs

War Droid NIX-1Fig [4] IQ [1] Pro [5] Sca [1] Spd [2] Str [5] Weap-ons 2 street cannon

Sniffer DogFig [4] IQ [1] Pro [2] Sca [1] Spd [7] Data thesniffer dog is a robot built to assist Customs &Immigration judges in their search for smuggledcontraband in the possession of visitors to Mega-

City One, or those leaving the city. The sniffer dog�selectronic brain is pattered after that possessedby the all but extinct mammalian dog; it can obey awide range of verbal commands issued by its handlerand retrieve small items indicated by the handler.Powerful sensors built into the sniffer dog�s nosecan locate illegal drugs and the indrediants thereofin their isolated state at a distance of threemetres. On occasion, quite benign chemicalpackages have confused the sniffer�s recognitionprogram, leading to embarrassing arrests anduncomfortable strip searches being performed oninnocent citizens

Spy-in-the-SkyPro [2] Sca [1] Spd [7]

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Judge Outlines

Genetic InfantrymanCar [2/3] Fig [5/6] IQ [2/4] Psi [0/0] Spd [5/7] Str [6/7] Tek [3/4]Weapons slaughterhouse rifle,batterfingers, las-knife Equip-ment GI armour, angel jet pack

Data the GI armour is asealed unit, protectionagainst biological, chemicaland to a limited extentthe radioactivity associ-ated with hotspots,though the armour can-not withstand the forceof a close-range nucle-ar strike. The helmethas a glasteel view-plate with infrared

visor and radiothrough which the wearercan communicate with hiscomrades and his mother-ship. The GI armour is bulky,

but servomotors in the elbow and knee jointsallow the wearer to move without restrictionRap Sheet the GIs are the Justice Depart-ment�s ultimate soldiers, men selected from thetoughest of the interplanetary Space Corp armiesand given animal genes to enhance their naturalabilities. GIs begin their career by undergoing ex-haustive medical examinations to determine theirhealth and mental state, conditions that may havechanged or deteriorated since their medical resultsprior to their signing up for Space Corp duty. If thesubjects are considered fit enough to receive GMaugmentation, they are taken to a secret med-labdeep within the Grand Hall of Justice where theirbodies are charged with leopard and cockroach

genes to enhance their already impressivestrength, agility, perception and endurance.

The GIs are then schooled in the threats that awaitthem on Earth and drilled to exhaustion - if such athing is possible for a GI - in a Cursed Earth train-ing camp - codenamed Woodstock. The GIs are pro-vided with state of the art equipment and weapon-ry. When duty calles, stealth iCON wagons ferrythe GIs to their target zones. The GIs are designedfor one task - to kill and destroy - a role they exe-cute better than any other military force on Earth.

SilencerCar [3/5] Fig [5/6] IQ [3/4] Psi [0/0] Spd [5/6] Str [3/4] Tek [4/5]Weapons little death Equipmentsecurity worm, stealth suit, uni-

versal translator implant Dataif captured, the silencer will

think of a numerical code,activating a brain bomb

implant tied into hisuniversal transla-

tor, causinghim to in-stantly die of

a fatal brainhaemorrhage Rap Sheet thesilencer is one of the mostmysterious of Justice De-partment operatives; mostjudges, including divisionalchiefs and elements of theCouncil of Five, are noteven aware that the si-lencers even exist. As-sembled by the Chief ofthe Covert OperationsEstablishment, silenc-ers are assassinscharged with mur-

NewMaterial

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dering individuals deemed to pose the utmostthreat to the safety of Mega-City One, but whoseelimination just be conducted with utmost secre-cy for fear of triggering an international incident.

Silencers, once selected, are sworn to keep theirnew career hidden from those outside of the COE.Indeed, they are not allowed beyond the confines oftheir Cursed Earth training camp other than to testtheir increasing prowess on Cursed Earth trouble-makers. The silencer is subjected to genetic modifi-cation in the same manner as the GI, but insteadreceives rad-fox and geiger wolf genes to enhancehis cunning and tenacity. Silencers, once they havesworn to uphold the Security of the City Act, knowthey will be painlessly executed at the end of theiruseful lives to retain their intelligence �integrity.�

Weapons (gun)

BatterfingersDam se (2) Mod [a*] Ran [m] Sca [1 : +4 damageon automatic fire mode, -2 Fig penalty] Data acharacter attempting to fire the batterfingersstrapped to their bare arm will suffer terrible recoildamage, breaking their forearm (-2 Car/Fig penalty)Rap Sheet the Mauley T11 Batterfingers used bythe Genetic Infantrymen is based on a designpioneered during the Volgan War and built into Mk3war droid shells. The batterfingers is amicromachinegun with five barrels, all firing at thesame time, delivering a devastating rate of fire thatleaves few opponents standing. The batterfingers arecurved to fit comfortably over the user�s wrist andcan be strapped or screwed into place, as is thecase with GI armour, which makes allowance for thebatterfingers in its design

Little DeathDam [6] Mod [s] Sca [1] Rap Sheet a weapon de-veloped for use by the elite silencer assassins, thelittle death is an easily concealed, single shot dartprojector. Its modest size allows the little deathto be attached to the barrel of another weapon,strapped to the operator's forearm or concealedwithin a mundane object until needed. Little deathsfire a tiny dart made of a poisonous compound calledsumzed, a powerful neurotoxin that immediatelydestroys the target's nervous system, bringingabout certain death. Within five minutes of being

introduced into a target, sumzed breaks down intobenign chemical components that match the vic-tim's own essential fluids.

Slaughterhouse RifleDam ap (4), napalm 2/3/4 Mod [s/sa/a] Ran [m] Sca[2] Data TAS, GTG targeteer, palm scanner w/thself-destruct (automatic called shot hit togunhand). The GTG targeteer increases user�s Fig/gun rank by +1 Rap Sheet the JD X666slaughterhouse is the most feared projectile handweapon in the Justice Department�s armoury,capable of wasting a small army in seconds. Theslaughterhouse is a machine gun issued to thegenetic infantrymen that fires large caliber armourpiercing rounds designed to penetrate heavyartillery. It is coupled with a napalm thrower fueledby a canister mounted on the GI�s back. Theslaughterhouse is just as hardy as the GI armourand equipped with a gun-to-gunner targeteer, TASand a self-destruct mechanism so that none butthe rifle�s owner can use it

Thermal ChargeDam [7] (will melt five metres depth of rockcrete)Sca [2] Rap Sheet thermal charges generate in-

slaughterhouse rifle

batterfingers

thermal charge

little death

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tense heat radiation capable of melting rockcrete.Thermal charges are focused explosives, their dam-age concentrated on the area the charge is placedupon. The Justice Department uses thermal charg-es to melt specific points of target structures,causing them to weaken or collapse. Thermal charg-es were used extensively during the ApocalypseWar to create faults in major road systems, pre-venting the Sov-Block advance. Larger thermalcharges were custom built for the war, capable ofmelting entire lengths of roadways - and anythingcaught on them

Vehicles

Falcon InterceptorPro [4] Sca [2] Spd[14] Weapons deadkey, tractor cannonEquipment cableclaw to restrain cap-tured vehicles fortowing them back tobase Data a charac-ter not trained to aSky Patrol judge�sstandard will suffer a-2 to their Car whenattempting to pilotthe Falcon RapSheet the Falcon in-terceptor is thefastest air vehicleavailable to the SkyPatrol, designed topursue and appre-hend illegal speed-sters and fugitivecri-minals such assky sharks and smallperp running opera-tions. The Falcon isbasically a powerfulrocket large enoughfor two Sky patroljudges sat tandem,the navigator/gunner

sat behind the pilot. A bubble cockpit affords one-eighty degree vision and is also used as a screenfor heads up tac-displays informing the pilot of air-speed, altitude and potential traffic concernsahead, suggesting short cuts and bypasses to cir-cumvent them, or to help close the gap between

the Falcon and its quarry

The Falcon�s advanced manoeuvring jets allow forlightning changes in speed and direction that onlythe highly trained Sky Patrol judges can handle,making the Falcon appear more like a bird of preythan a man-made craft

Justice-series TransportsThe Justice-series transports are custom-built foruse specifically by the Justice Department and areloaded with state of the art navigation systems,weaponry and equipment. Note that all laser can-non seen in the Justice-series entries are detailedunder the heading Laser Cannon (space) in the Tech-nology chapter

Justice 1Pro [5] Sca [3] Spd [19] Weapons 2 laser cannon,1 mass driver, 1 space mine layer Equipment 1shuttlecraft Rap Sheet Justice 1 was the first inthe Justice-series and the ship that has seen themost refits. First commissioned in 2102 for useby Judge Dredd during the so-called Judge ChildQuest, Justice 1 has since been employed to ferrythe Chief Judge and command personnel to allcorners of the Earth and into the furthest reachesof space. Justice 1 was also used to carry worldjudges to the Radlands of Ji during the final battleof the Zombie War

Justice 2Pro [4] Sca [3] Spd [14] Weapons 4 laser cannonEquipment 2 shuttles Rap Sheet Justice 2 was

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Justice 6Pro [4] Sca [3] Spd [16] Weapons 2 laser cannonRap Sheet Justice 6 was an insystem craft com-missioned for use by the Chief Judge and com-mand personnel. It�s cargo bay could be recon-figured to accommodate more passengers. LikeJustice 4, number 6 was another effort to keepJustice 1 in mothballs until a mission was sanc-tioned worthy of its size and power. In 2116, ChiefJudge McGruder used Justice 6 to travel to Hes-tia, the Tenth Planet, to sell a consignment ofmechanismo to the colony leaders. While there,the robots malfunctioned and plunged Justice 6into a lava sea; McGruder and most of the ship�spassengers escaped relatively unhurt, thoughJustice 6 was destroyed, melted into slag

Justice 9Pro [5] Sca [2] Spd [20] Weapons 2 laser cannonRap Sheet Justice 9 is a deep space vessel thatcarries a small crew and passenger complementat high speeds. It was used in 2123 to conveyJudge Dredd and a team of Mega-City judges tothe Lawcon in the Blex system

Equipment

Security WormA small 'icebreaker' computersystem carried only by theelite silencer assassins. Thesecurity worm consists oftwo components - an evalua-tor computer attached to abelt and a small hand-held

multitool used to hack into secure systems, breechelectronic locks and disable alarm systems

an insystem escape vessel for the Chief Judge intimes of crisis, a mobile command ship from wherethe ground and air-based judge units could be co-ordinated. The ship, hidden beneath the surface ofMega-City One, was connected to the Tactical Com-mand Bunker by a shuttle tunnel. Justice 2 firstcame into use in the first few days of the Apoca-lyspe War of 2104, when Chief Judge Griffin wasforced to flee Mega-City One to escape the ad-vancing East-Meg army. Unfortunately, Justice 2�sengines were not fast enough to outrun the Sovspace fighters and Griffin was captured. Justice 2was destroyed in the fighting

Justice 3Pro [4] Sca [4] Spd [14] Weapons 8 laser cannon,2 tractor cannon Equipment 3 shuttles, 1 limpetpod Rap Sheet Justice 3 is based on the samedesign as Justice 2, but better armed for combatduties. Justice 3 is an insystem patrol cruiser usedby the judges to police the Earth solar system andits numerous colonies. As with Luna-1, the world�sspace capable judges share ownership of Justice3, bringing the Law to their offworld subjects. Trac-tor cannon enable Justice 3 to ensnare fugitivespacecraft, while the limpet pod allows the judgesto force their way into another vessel

Justice 4Pro [5] Sca [3] Spd [15] Weapons 2 cyclops lasercannon, 2 hi-ex missile launchers, 2 stealth missilesRap Sheet Justice 4 is an iCON wagon withimproved armour plating. It is used by the ChiefJudge and command staff to visit other mega-citieson diplomatic duties. Justice 4 was conceived as aless expensive alternative to Justice 1 which untilnow had been used for terrestrial flights andconsumed far more fuel. One of Justice 4�s morefamous missions was to Cuidad Barranquilla in2111, in search of renegade Judge Barry Kurten

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Chief Judges of Note

Judge FargoCar [3] Fig [3] IQ [5] Psi [0] Spd[4] Str [3] Tek [3] Rap SheetEustace T. Fargo was the firstChief Judge of Mega-City Oneand the father of the judge sys-tem, developing the concept in2032 whilst a congressman inthe American Senate, chair ofthe Committee for Law and Or-der. Fargo saw the fledglingjudge system through many tur-bulent times, notably the after-math of the Great Atom War of2070-71, when Fargo wascalled upon to impeach Presi-dent Booth for crimes againstthe American people. Fargo wasseriously injured in the Battle of

Armageddon where Booth was finally captured,though medical technology allowed Fargo to latersee the ascent of the judges to dominance overMega-City One and the exile of renegade Chief Ge-neticist Morten Judd and his band of followers.Fargo eventually succumbed to his war wounds anddied in 2072. His DNA was used to produce a se-ries of judge clones, notably the legendary JudgeJoseph Dredd who inherited Fargo�s talents forleadership and unswerving belief in the law

Judge McGruderCar [3] Fig [4/4] IQ [5] Psi [0] Spd [3] Str [3] Tek[3] Rap Sheet Hilda McGruder was chief of SJS atthe time of the Apocalypse War. When Chief JudgeGriffin was murdered, McGruder was chosen tosucceed him. McGruder served Mega-City One

admirably, with a firm hand and no-nonsense ap-proach to law and order, tempered by years of ex-perience on the streets and with the SJS. In 2108,McGruder believed she had made a serious errorof judgement when she failed to stop an attacklaunched by psi-warlord Shojan against Mega-CityOne. Hundreds of citizens were killed as Shojan�spsi-powers ravaged the city. Stricken by guilt, Mc-Gruder resigned as Chief Judge and took the LongWalk into the Cursed Earth.

In 2112, Judge Dredd encountered a flea-bittenMcGruder out in the Cursed Earth and persuadedher to aid his retaliation against the sinister forcesof the Sisters of Death, allies of the Dark Judgeswho had transformed Mega-City One into a city ofthe dead. McGruder saw her chance to atone forher actions. Both she and Dredd routed the DarkJudges. Chief Judge Silver had disappeared duringthe main Dark Judge assault; McGruder was the per-fect choice to take his place, although she had devel-oped a degree ofmental instabili-ty during hertime in the Cur-sed Earth

After severalserious lapsesof judgementpertaining tothe Mechanis-mo Project, Mc-Gruder resignedfor the last timesure. By now,McGruder hadc o n t r a c t e dA l z h e i m e r � sDisease andwas in a verypoor state ofmind. Ratherthan have her

Hall OfHeroes

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legally killed, Judge Dredd took his old friend outinto the Cursed Earth on one last patrol.

Judge HersheyCar [4] Fig [5/4] IQ [4] Psi [1]Spd [4] Str [4] Tek [3] RapSheet Barbara Hershey was ayoung and very promising streetjudge less than half a decade outof the Academy of Law whenJudge Dredd chose her to joinhim on a quest to find OwenKrysler, the so-called JudgeChild and predicted saviour ofMega-City One. Though Her-shey�s world views were oftenthe opposite of Dredd�s, hefound Hershey�s assistance in-valuable and recommended thatshe be made a senior judge onreturning to Mega-City One. In2104, Hershey joined the Apocalypse Squad,charged with turning the tide of war against East-Meg One

In 2121, Chief Judge Volt took his own life, blaminghimself for the Justice Department�s defeat dur-ing the Second Robot War. Against all odds, Her-shey was elected as the new Chief Judge, at thir-ty-eight years old the youngest judge ever to as-sume the role, a position she continues to holdsuccessfully to this day

The Council of Five

Judge BuellCar [3] Fig [4/4] IQ [5] Psi [0] Spd [4] Str [4] Tek[4] Rap Sheet Arthur Buell was head of the SJSdetachment installed in Sector 301 to investigateseveral cases of corruption and negligence.Unorthodox but highly competent, Buell was a majorcontributor to the turnaround in Sector 301�s poorperformance figures. In 2121, Buell was promotedto Chief of SJS on former SJS Chief Niles�recommendation

Judge HollisterCar [4] Fig [5/3] IQ [5] Psi [1] Spd [4] Str [3] Tek[3 Rap Sheet Vonne Hollister is the first WallySquad operative to be appointed to the Council ofFive. Her easy going manner and preference for

promiscuous clothing even offthe streets has made Hollister�sposting a controversial oneamong the more traditionalCouncil members; Hollisterclaims it keeps her mind on thestreets where she can make thelargest contribution to crimeprevention

Judge McTigheCar [3] Fig [3/2] IQ [5] Psi [0]Spd [4] Str [3] Tek [4] Data Mc-Tighe wears an audio-aid unit tocompensate for severe hearing

damage he incurred during the Dark Judges� es-cape from Tek 21 at the beginning of the Necrop-olis crisis Rap Sheet Ernest McTighe is Chief ofTek Division, succeeding the disgraced Judge Greelin 2116 as part of shake-ups under Chief JudgeVolt�s new establishment. McTighe advises theCouncil of Five on all matters relating to JusticeDepartment and civilian technological advance-ments and determines what technologies shouldbe made legally available to the citizens to over-seas trading partners without compromisingMega-City One�s security. McTighe was Chief Tekat Tech 21, a leading edge technical research fa-cility where the Dark Judges were imprisoned.Unable to stop Judge Death and company fromescaping, McTighe has been haunted by a terri-ble sense of guilt ever since, and is determinednever again to fail his city

Judge NilesCar [2] Fig [4/4] IQ [5] Psi [0] Spd [4] Str [4] Tek [3Rap Sheet Rog Niles was Chief of SJS when Hersheycame to power. One of Hershey�s first acts was toremove Jura Edgar from her post as PSU Chief un-der allegations of dishonesty and corruption; Nilesprovided much of the vital information necessary tomount the case against Edgar. In recognition of Niles�loyalty, Hershey appointed him as the new PSU Chief.Niles is studious and calculating, but he knows bet-ter than to cross the Chief Judge

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Judge RamosCar [4] Fig [5/5] IQ [5] Psi [0] Spd [3] Str [5] Tek[3] Rap Sheet James Ramos is Chief of StreetDivision, a thirty year man with extensive experiencein street crime, gang psychology and mass combat,a veteran of the Block Mania crisis and theApocalypse War. Ramos was promoted to StreetChief on the recommendation of former Chief JudgeVolt, and held a seat on the Council of Five afterJudge Hershey came to power.

Judge Tutors

Judge BurroughsCar [2*] Fig [2*] IQ [5]Psi [0] Spd [2*] Str [2]Tek [5*] *all reduced dueto disability (one arm)and advanced age RapSheet Burroughs lec-tures on computer crimeat the Academy of Law.He was once a tek-judgewho liasioned with StreetDivision�s OrganisedCrime unit, seeking waysto curtail citywide number

rackets operations. Now in his early seventies, Bur-roughs keeps up to date on modern computer tech-nologies and remains an invaluable information re-source and advisor for judges involved in computer-themed investigations.

Judge SchwartzCar [3] Fig [3*] IQ [4] Psi [0] Spd [2*] Str [2*] Tek[4] *all reduced due to disabili-ty (one arm is prosthetic;Schwartz refuses to up-grade to a more efficientmodel) and advancedage Rap Sheet Sch-wartz teaches Prima-ry Disturbance Con-trol at the Acade-my of Law, a sub-ject she is only toowell versed in, hav-ing spent most ofher street career

as a member of the Heavy Weapons and RiotSquads. Schwartz is the foremost authority incrowd behaviour and riot/confront subjugation; sheserved alongside Judge Ramos (Street DivisionChief) and the late Chief Judge Volt in many crisesinvolving civic violence, such as Block Mania andthe Apocalypse War. Sch-wartz came out of fieldretirement long enough to help organise Mega-Citydefences against Sabbat�s zombie armies in 2114.She continues to teach at the Academy of Law,though rumours suggest she is considering retire-ment.

Psi Division

Judge AndersonCar [3] Fig [4/3]IQ [4] Psi [6(telepath) Spd[4] Str [2] Tek [3]Rap Sheet Cas-sandra Andersonis the most fa-mous and one ofthe most power-ful telepaths inservice to Psi Di-vision. Still a rel-atively youngwoman, Andersonhas survived moreattacks from theDark Judges andother psi-entitiesthan any humanalive. Though shehas lost most of the flippancy and quirky humourthat once characterised her - and taken exten-siveleave of absence from Psi Division to learn moreabout herself and her place in the world, Andersonfinally returned to duty with a fresh sense of dutyand conviction.

Judge HarkerCar [3] Fig [3/3] IQ [4] Psi [1] Spd [4] Str [4] Tek[4] Rap Sheet Harker is an Exorcist Division oper-ative, his role to banish evil psi-entities from Mega-City One and free trapped spirits from their placeof haunting. Lacking psi-powers, Harker, like mostexorcist judges, makes extensive use of technolo-gies designed to work against paraforms and psi-

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flux energies (see p68-70 of the RGPT for exam-ples of psi-tech). Harker is intense - some wouldsay obsessive about his work - but he has beenknown to surprise with a light and witty commentduring the most terrifying of circumstances. Hark-er�s hair has turned prematurely white from hisotherworldly experiences. When not on �ghost-watch�, Harker resides in the Crypt, a section ofOmar House where captured paraforms are con-tained within null shields for study

Pursuit Squad

Judge BuckCar [6] Fig [2] IQ [3] Psi [0] Spd [3] Str [3] Tek [3]Rap Sheet in 2117, Careena Buck was a joyspeed-ster out for a good time when she was captured bythe Pursuit Squad. Expecting to be thrown into aniso-cube, Buck was astonished to find that her re-markable driving abilities had impressed PursuitSquad Chief McClaren sufficiently that he offered tocommute Buck�s two-year prison sentence to anequal term working for the Pursuit Squad, capturingspeedsters like herself on behalf of the law. Buckagreed and joined the Pursuit Squad. Eight years laterand Buck remains a valuable member of the squadand has earned the honourary title of �Judge�

SJS

Judge RoffmanCar [2/4] Fig [4/5] IQ [3/5]Psi [0/1] Spd [2/4] Str [3/5]Tek [3/4] Rap Sheet as soonas he graduated from theAcademy of Law�s Intelli-gence School, Roffman wasplaced in the SJS, his sus-picious nature, mild paranoiaand dislike of his fellow, lessdiscliplined cadet peersmaking him the perfect can-didate to spy on judges sus-pected of dubious behav-iour. Roffman made a namefor himself in Sector 301,

contributing to the ruin of Judge DeMarco. Though

the career of an SJS judge gains notoriety as itadvances, Roffman was specifically requested byJudge Dredd to conduct surveillance upon the hos-tile alien Lawlords at the intergalactic Lawcon

Street Division

Judge Giant JnrCar [4] Fig [5/5] IQ [4] Psi[0] Spd [5] Str [5] Tek [3]Rap Sheet Giant was foundon the streets of Mega-City One, starving and re-duced to stealing to sur-vive. His parentage wasdiscovered when DNAtests were run; the boywas the love child of JudgeGiant, one of the most re-spected street judges inthe history of the JusticeDepartment, who was bru-tally murdered by East-

Meg agent Orlok in 2103. Giant was immediatelyinducted into the Academy of Law and later gainedhis full eagle at the word of Judge Dredd. GiantJnr has assisted Judge Dredd many times sincethen, and has gained a reputation equal to - if notgreater than - his father�s

Judge GuthrieCar [4] Fig [5/5] IQ [4] Psi[0] Spd [4] Str [6] Tek [3]Rap Sheet as a Wally Squadjudge, Guth-rie was framedfor murder by corrupt judg-es allied with the FrendzMob. Guthrie survived blitzattempts and SJS pursuitsquads long enough to con-vince Judge Dredd of his in-nocence. Cleared of allcharges, and his undercov-er guise blown, Guthrie was reassigned to StreetDivision. Physically powerful and imposing, Guthriealso has a keen intellect and a cunning streak thathave given him the wit to survive extended periodsin the very heart of the Mega-City One underworld.Most recently, Guthrie was handpicked by JudgeDredd to help search the pleasure island of SinCity for the global terrorist Ula Dancer

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Judge PragerCar [3] 0* Fig [4/5] 0/2 IQ [4] 2 Psi [1] Spd [3] 6Str [4] 7 Tek [2] 0 Data Years of Undercity exist-ence have reduced Prager�s firearm and techno-logical capabilities. Prager has poor tolerance to

daylight, but has developed exellent nightvision tonavigate the Undercity. *The second set of facetsrepresents Prager�s werewolf form Werewolf Prag-er becomes a werewolf when the moon is full, eventhough he cannot physically seeit down in the Undercity. Un-like most werewolf cases,Prager has learnt to control histransformation and retains ameasure of control over hisbloodlust. It takes but a cou-ple of minutes for Prager totransform into a grey-hairedwerewolf. He can deal 3 pointsof damage with his jaws and 2with his claws. If Prager�swerewolf saliva enters a vic-tim�s bloodstream, the victimwill contract the curse of thewerewolf Rap Sheet Pragertook the Long Walk into retire-ment in 2101 after defeatingthe insane Chief judge Cal. Hechose to bring law to the Un-dercity. In 2105, Prager res-cued Judge Dredd, who hadhunted a pack of werewolvesinto the Undercity and had be-come infected by the curse of

lycanthropy. Years later, in 2124, Prager mergedfrom the Undercity, himself now a werewolf, to warnthe judges of a mutant uprising below. Prager oncemore teamed up with Judge Dredd to rout themutants, then walked off into the shadows toresume his life of darkness

Judge DreddCar [4] Fig [6/5] IQ [4] Psi [0] Spd [4*] Str [5] Tek[3] *reduced due to advancing age Rap Sheet JudgeJoseph Dredd is considered the ideal street judgeby most of the Justice Department, and the singlemost imposing image of judicial authority by Mega-City One citizens. A clone of Chief Judge Fargo,Dredd inherited all his forefather�s dedication, mo-tivation and willpower and through his long careerdeveloped physical and mental traits that Fargodid not have cause to develop. Dredd has savedMega-City One from certain destruction manytimes as well as delivering a vaccine personallyacross the Cursed Earth to save Mega-City Twofrom a retrovirus and leading the world judgesagainst Sabbat the Necromancer. At sixty-fouryears of age, Dredd has mellowed in his attitudeto his career as a street judge and now suffersthe aches and pains of late middle age, but he re-mains a force to be reckoned with.

Judge RicoCar [4] Fig [6/5] IQ [4] Psi [0]Spd [5] Str [5] Tek [3] RapSheet Rico is a clone of JudgeDredd, himself a clone of ChiefJudge Fargo. Rico was sold toTexas City as an infant andtrained to work for the TexanJustice Department, but herequested a transfer toMega-City One as a rookie, in-satiably curious about JudgeDredd, Rico�s older but oth-erwise identical twin. Ricomade full eagle on Dredd�s au-thorisation and has provenhimself to be a fitting heir toJudge Dredd�s legacy, eventaking ownership of Dredd�sabandoned apartment in theRowdy Yates Con-Apts

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BlackMuseum

Chief Judge CalCar [2] Fig [4/4] IQ [5] Psi [1] Spd [4] Str [3] Tek[3] Rap Sheet Cal was Chief of the SJS during thefinal years of Chief Judge Goodman, but he desiredpower far beyond his station. Cal�s motivation wasattributed to intense jealously and hatred of anymore powerful than he, and growing Schizophreniathat had somehow been misconstrued by Cal�sAcademy tutors as intense passion for his futurecareer. In 2100, Cal plotted to replace Goodmanas Chief Judge. In short order, he had Goodmanassassinated, most of the Justice Departmentbrainwashed to obey his commands via subliminalcommands broadcast during daily crime briefings,and framed Judge Dredd for a murder he did notcommit. Cal declared himself Chief Judge and in-stituted a reign of terror symbolised by martial

law and ever more insane dictates aimed at thepopulace.

In 2101, Judge Dredd, who had escaped Cal�s planto send him to Titan, led a rebellion against thearch-tyrant. Cal employed an army of alien Kleggmercenaries to ambush Dredd, but eventually theKleggs were defeated, as was Cal. Defiant to thelast, Cal leapt off the roof of the Grand Hall of Jus-tice, certain he had the power to fly away unaidedjust like a god. Cal fell to his death, taking hismost faithful lackeys with him.

Years later in 2123, Cal returned to plague Mega-City One, but this Cal was a tyrant of a paralleldimension who led a force of dimensional raiders,their ambition to rape and pillage Mega-City Oneand then leave, travelling to another dimensionto plunder. Judge Dredd was again on hand tothwart Cal�s plans and sent Cal plummeting intoa dimensional trap

Judge DeKlerkCar [3] Fig: [5/6] IQ [5] Psi [0] Spd [3] Str [4] Tek[4] Equipment Holographic projector and voke-hoaxer used to impersonate Chief Judge HersheyRap Sheet DeKlerk is the Chief Judge�s SpecialInvestigator, his task to undertake covert fact-finding missions of vital importance to the securityof Mega-City One. DeKlerk has hundreds ofspecialised personnel at his disposal, as one wouldexpect of the chief of the Covert OperationsEstablishment. What nobody suspects, however,is that DeKlerk abuses the COE�s powers to wagea violent personal vendetta against any citizen whopublicly denounces the Justice Department and theChief Judge. Before DeKlerk joined the COE, he oftenbeat criminals as part of what he called �streettherapy�. DeKlerk passed on this violent philosophyto one of his former rookies, Judge Manners.

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Later, DeKlerk, now COE Chief, deceived a formerSpace Corps trooper called Armon Gill to continueDeKlerk�s campaign against crime, targeting pro-democracy movement leaders. DeKlerk imperson-ated Chief Judge Hershey to conceal his own in-volvement, and to play on Gill�s strong sense ofpatriotism. Gill was eventually captured and sen-tenced to Cursed Earth Work Camp 13, but DeK-lerk remains undetected, and continues to plot fur-ther extrajudicial operations.

Judge DeMarcoCar [4] Fig [5/5] IQ [5] Psi [1] Spd [5] Str [3] Tek[3] Weapons electroknux, PPK Elite Equipmenthand communicator, override card, Maxwell Tigrehovercar Rap Sheet Galen DeMarco was an up andcoming street judge. She was also heiress to amassive corporate fortune and had a secret civil-ian lover. Somehow she managed not to let her ex-trajudicial activities interfere with her main line ofwork. In 2118, Judge Dredd was appointed sectorchief of Sector 301, where DeMarco was stationed.DeMarco was enthralled by the older and more ex-perienced judge and fell in love with Dredd, an emo-tion she was unable to conceal from Dredd, thoughhe naturally did not return the affection.

DeMarco was promoted to Chief of Sector 303 in2120, but her past sins came to haunt her a yearlater when PSU Chief Jura Edgar, seeking to takerevenge on Dredd for a past humiliation, learnt ofDeMarco�s failed seduction of Dredd and Dredd�sfailure to report the indiscretion. DeMarco was

stripped of her rank and ordered to undergo re-education, but instead resigned from the JusticeDepartment and became a private investigator,partnered with the G-Manimal Perkins, a talkingGorilla. DeMarco retains a working relationship withDredd and occasionally provides him with informa-tion pertaining to various investigations

Travis PerkinsCar [4] Fig [4/5] IQ [4] Psi [0] Spd [3] Str [7] Tek [3]Weapons MkIV blastgun (se3), walking stick (st2) RapSheet Perkins was raised with manners and etiquetteunbecoming of an ape and took quickly to the life of awell-groomed Mega-citizen. Perkins is the perfectcounterpart to the sometimes brash and outspokenDeMarco, and is equally prepared to get his handsdirty in the arenas of work and combat.

Judge EdgarCar [2*] Fig[3*] IQ [5] Psi[0] Spd [3*]Str [2*] Tek[4*] *all re-duced due todisability andadvanced ageRap SheetJura Edgarwas Chief ofthe Public Sur-veillance Unitfor longer thanmost judgesremembered.Having lost theuse of her legsto a streetcriminal, Edgar was forced to take up a desk job;her insistence on perfection and attention to eve-ry detail of her work earned her the nickname �JEdgar Hover.� In time, Edgar�s authority began toextend further than her original mandate and shestarted to collect incriminating intelligence con-cerning the actions of other judges that had beenkept secret from the Chief Judge.

The potential to blackmail many leading membersof the Justice Department lent Edgar an edgethat did not go unnoticed by Chief Judge Her-shey. When Edgar attempted to stamp her au-thority on Hershey, the Chief Judge retaliated byremoving Edgar from her post as PSU Chief byusing the same methods Edgar had employed tocontrol other judges. Edgar was transferred to

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the distant Cursed Earth Work Camp 17 as CampOverseer, where she could do little further harmto the Justice Department.

Judge KurtenCar [4] Fig [5/5] IQ [3] Psi [1] Spd [5] Str [4] Tek [3]Weapons [Banana City judge] rat gun [in2/3/4, se3],arm of justice [e3] Equipment (as Banana City judge)street judge armour, Cyclón motorcycle Rap SheetBarrimore Kurten was orphaned when both his par-ents were shot dead in front of him. The boy wasemotionally scarred for life and manifested a fiction-al companion called Mo, a contraction of Kurten�sfirst name, a case of multiple personality disorder.Kurten expressed his inner rage by inflicting injuriesagainst criminals above and beyond the call of duty,eventually descending to cold blooded murder, ac-tions advised by Mo�s seductive charms. Judge Dreddattempted to take Kurten off the streets but Kur-ten fled to Cuidad Barranquilla with ten million cred-its snatched from the dead hands of Mega-City Onedrug dealers. Dredd pursued Kurten to the South-Am city to discover that Kurten had bribed his wayinto the local Justice Department. Dredd foughtKurten and Kurten was defeated, a victim of the dead-ly nerve gas he had planned to use against Dredd.

Morten Judd and the JuddaCar [3] Fig [2/2] IQ [5] Psi [0] Spd [2] Str [2] Tek[6] Rap Sheet in the aftermath of the Great AtomWar, at a time when chaos rules the streets ofMega-City One, Chief Geneticist Morten Judd pro-posed replacing a sizeable number of citizens withclones engineered for loyalty and subservience.Chief Judge Fargo vetoed Judd�s plan, stating thatthe judges existed to serve, not to dictate. Juddwas incensed by Fargo�s snub and staged a mur-derous coup to replace theCouncil of Five with Judd and aband of followers. Fargo survivedJudd�s assassination attemptand sentenced Judd to death.Judd, however, escaped and fledto Oz with the brightest Mega-City One tek-judges in tow. Juddspent the next forty years plot-ting to retake Mega-City One.He grew an army of clones us-ing prime DNA samples stolenfrom the Justice Department�sGenCon labs, whom he namedthe Judda. In 2110. Outfittedwith teleporters, the Juddalaunched a bold series of hit and

run attacks against the judges.

JuddaCar [3] Fig [4/6] IQ [3] Psi [1] Spd [5] Str [5] Tek[4] Weapons fire pike (fire 2/3/4) Equipment juddaarmour (h3/c2/a1/l1), personal force field (Pro 5,Sca 1), teleport belt (Oz to MC-1 range)

Judge Dredd used a captured Judda teleporter toinfiltrate the Juddas� base hidden within Ayer�sRock in the Oz Radback and plant a nuclear device.Both Morten Judd and the Judda were annihilated.

The story of the Judda was not yet over. In re-sponse to manpower shortages in the JusticeDepartment, Chief Judge Silver retrained and re-educated captured Judda to serve as judges. Onlyone potential candidate, a young Judda called Krak-en, proved receptive; the other Judda remainedhostile and were executed. Kraken, a Fargo clone,was groomed to replace Judge Dredd when he even-tually retired. On learning of Kraken�s destiny, Dreddtook the Long Walk in disgust. Kraken, to all in-tents and purposes, became the new Judge Dredd.

In time, Kraken began to revert back to MortenJudd�s mental programming. In 2113, the Sis-ters of Death mistook Kraken for the originalJudge Dredd and manipulated him into freeing theDark Judges from their prison in Tech 21. As asick reward for his �services�, Judge Death trans-formed Kraken into a Dark Judge to safeguardDeath�s construction of a necropolis on the siteof Mega-City One. On learning of his city�s fate,the original Judge Dredd returned and repulsedthe Sisters of Death and the Dark Judges. Dreddexecuted Kraken for his part in the catastrophe.

Judge KrakenCar [4] Fig [5/6] IQ [3] Psi [1] Spd [5] Str [5] Tek [4]

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Judge Dredd - We Are The Law

The moon of Titan is a location that all judges praythey are never unlucky enough to visit. Titan is thelocation of the Justice Department�s penal colony,where corrupt judges are sentenced, and judgesthat do not fit into Mega-City one life are trans-ferred to serve as wardens, a punishment almostas grievous as the life of a prisoner.

Titan is the largest moon of the gas giant Saturn,measuring 5150 kilometres in diameter, orbitingSaturn every sixteen days with a length of day ofequal duration. Slightly larger than Mercury, Titancan be considered a planet in its own right. Fromspace, Titan is an orange orb, its atmosphere com-posed of thick clouds of nitrogen, ammonia andmethane, making it impossible to view the planet�ssurface. Titan�s atmospheric pressure is sixty per-cent greater than the pressure found at the bot-tom of Earth�s oceans. The surface of Titan is cov-ered by ice and rock, prey to a mean temperatureof -180 degrees Celsius. Liquid methane rains downon rust-coloured methane oceans.

The Justice Department chose Titan as the site of

its penal colony because of its abundant water andatmosphere. Before construction could begin onthe facility, robot probes scoured the surface ofTitan for a suitable location not too far from waterreserves; they discovered a suitable continentabout the size of Australia. Next, the EngineerCorps set up a series of force fields to generatean energy dome, protection from the methanerains. With the dome in place, construction beganon the prison, beginning in March 2062 and com-pleted in January 2064, commemorated with aceremony attended by Deputy Chief Judge Veitch.

The first judges sent to Titan were personnel foundguilty of violent offences against citizens and fel-low judges. In 2071, in the wake of the Great AtomWar, Titan was flooded with judges charged withaiding and abetting the disgraced President of theUSA, Robert L. Booth. No sooner had those judg-es been shipped offworld when Chief GeneticistMorten Judd staged a murderous coup againstChief Judge Fargo. Judd was exiled, his followerssentenced to Titan for life. In subsequent years,Titan became home to Rico Dredd - the corrupt

Titan

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clone brother of Judge Dredd - and a group of judgesleft by Judge Grice who violently opposed a city-wide referendum proposing a return to democracyfor the people. In 2115, Grice led a mass escapefrom Titan, resulting in the near-total destructionof the prison complex and the brutal murders ofthe feared Governor Khurtz and all his subordinates.The rebuilding of Titan Penitentiary began in 2117,completed in 2118. The new prison is smaller andhigh-rise to make future break-outs more difficult.Improved security in the form of autolaser emplace-ments around the prison perimeter and explosiveimplants fitted to the chests of inmates have madethe possibility of further escapes all but impossi-ble - but still the prisoners try...

Exposure Damage

without a protective suit, a charactercaught out in the open will suffer 2 points ofpermanent damage per minute

Titan Government

The Justice Department manages Titan in a simi-lar manner to a sector house, with a solitary lead-er supported by various department heads and anarmy of combat-ready personnel. However, the dis-tance between Earth and Titan (800 million miles)means that the Titan command are given the au-

thority to wield thepower of life and deathover their prisoners.The head judge iscalled the governor,who has little contactwith the prisonersand is only concernedwith the general ad-ministration of theprison and to conducta brief interview with

new prisoners, basically to threaten them with pun-ishments more terrible than the dire life they willlead over the next twenty years if they step out ofline. The governor is assisted by the chief warden,head of the judges who keep the inmates in line,and the chief medical and technical officers whocare for the inmates and maintain the prison�s se-curity. The governor is typically selected fromformer sector chiefs, or Space Corps command-ers put out to pasture, while the other membersof his command can come from any age group. In2125, the present governor of Titan is Bale, aformer SJS officer. His command staff include ChiefMedical Officer Korsen, Chief Technical OfficerBough and Chief Warden Slanner

Governor BaleCar [2] Fig [4/4] IQ [4]Psi [0] Spd [2] Str [4]Tek [3] Weapons elec-tro-prod Equipment Ti-tan governor uniformRap Sheet Archilles Balewas a distinguished SJSoperative who master-minded citywide huntsfor corrupt judges,known as �Black Eye� bythose who came to fearhis arrival at their sec-tor house. At 51 years of age, Bale was badly in-jured in an explosion caused by renegade Judge Cur-rick, losing both his left arm and leg. Bale was fit-ted with prosthetic replacements in later years,but has already been seconded to Academy of Lawtutoring duties, a post he secretly despised. Whenoffered the role of Titan governor in the wake offormer governor Khurtz�s murder, Bale had atlast found a position where he could once againwield authority over corrupt judges

Bale has been Titan governor for seven years andis pleased with his posting, though he will fromtime to time have live entertainment shuttled overfrom Earth, his favourites ultra-violent Hondo CityTri-D movies set in the present, or historical de-picting the Japan of the primitive twentieth cen-tury. Bale is focused, determined and merciless tothose who oppose his will, whether they be prison-ers or warders. Though Bale has not to date had awarder executed, it would not be beyond his will todo so if provoked

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CMO KorsenCar [2] Fig [2/2] IQ [4]Psi [1] Spd [2] Str [2]Tek [5] Equipment med-tech uniform, advancedmedipack Rap SheetGilespie Korsen spentthree years servingaboard the Space Corpscruiser Fargo during atour of duty on the bor-ders of Klegg space,where he participated inthe medical relief givento the casualties of the

Battle of Backstab in 2123. Korsen was awardeda Grade 1 commendation for his heroism, but de-cided to request transfer to be closer to Earth.He did not quite reach his destination, drafted into replace the late former CMO Merle as a stop-gap measure. Two years later and Korsen is stillwaiting for a another med-judge to take his place

Korsen hates his placement on Titan and takessedatives to prevent him slipping into depression.His only friend is CTO Bough, whom Korsen hasbegin to develop a romantic interest towards,caused by his weakened state of mind. Bough hasyet to return Korsen�s interest

CTO BoughCar [3] Fig [2/3] IQ [3]Psi [0] Spd [3] Str [3]Tek [4] Equipment scan-alyser Rap Sheet VaseBough graduated fromcargo shuttle repair chiefto the CTO of the TitanPenal Colony in the spaceof ten months. She wasone of the Justice De-partment�s most notori-ous yet secret �crawgiv-ers�, gay judges whopractised illicit sexual re-

lations during intermissions in field duty on thestreets of Mega-City One. It is rumoured thatBough�s extrajudicial affairs were about to be re-vealed to her superiors, prompting her to seek ur-gent transfer offworld in whatever capacity wasavailable, hence the cargo shuttle posting; Bough�spast does not appear to have caught up with her.In the meantime, she oversees Titan Penal�s lifesupport, security and power systems as well as

gaining sexual fulfilment from female prisoners in-side the Blood Bank

Chief Warden SlannerCar [2] Fig [4/5] IQ [3]Psi [0] Spd [4] Str [5]Tek [3] Weapons paci-fier riot gun, daystick,hypo gun (st5) Equip-ment street judge ar-mour Rap Sheet Al Slan-ner made the grade ofChief Warder in 2119,the culmination of yearsof patient advancementfrom Mega-City iso-war-den to Titan warden.Slanner was one of thefew survivors of the an-

nihilation of the previous Titan Penal and the mur-ders of the previous administration by ex-JudgeGrice and his army of escaped convicts. Slannervows never to let that massacre happen again andrules the prisoners with an iron fist. He has beenknown to beat his subordinates in front of groupsof prisoners with his daystick for failing to do theirduty, and has dragged intolerable prisoners throughthe Titan rock fields by their necks, tied to thework shuttle�s rear bumper. Despite Slanner�s fear-ful presence - or maybe in genuine respect of it -his men are intensely loyal, and will even inform ontheir fellows if they suspect they are threateningto undermine the status quo imposed by Slanner

Titan WardenCar [2/3] Fig [4/5] IQ [3/4] Psi[0/1] Spd [2/4] Str [3/6]Tek [2/3] Weaponspacifier riot gun, day-stick, hypo gun (st5)Equipment street judgearmour Rap Sheet theTitan warden is re-cruited from theranks of Earth iso-wardens, thoughfew volunteer forthe responsibili-ty of guarding ex-tremely dangerouscriminals - all formerjudges - among the souldestroying monotonyof prison life and bleak

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orange ice plains of Titan. If a Titan warden is notof a violent, nihilistic disposition when he arrivesto begin his standard six months tour of duty, hesoon will be. Discipline among the Titan wardens isintentionally lax to grant them some measure offreedom within the prison compound; many ward-ers decorate their uniforms with their nicknames,symbols or simple decorations using spray paintstolen from the prison cargo bays

The Titan warden has no compunction about beatingformer judges to within an inch of their lives if theydisobey prison regulations. He has to learn quickly tofall into line with his comrades, to �run with the chain�,or suffer a beating himself. Wardens who stand outtoo far have been found dead, dumped beyond theprison perimeter, shot in the back or worse!

Prisoners

Every one of the Titan Penal Colony�s inmates areMega-City One judges who have fallen foul of thelaws they once pledged to serve and enforce withhonesty and integrity. The most common causesof a sentence on Titan are using authority to pur-sue criminal goals. Less severe felonies such asrepeated and extreme brutality against citizensand general conduct incompatible with that of ajudge will see the offender instead sentenced to

hard labour in one of the Cursed Earth work camps

A Titan sentence carries a mandatory term of twen-ty years, though on rare instances in the past, lifehas been granted. In more recent times, it has beenseen as more practical to execute the offender bylethal injection rather than waste Titan resourceshousing the criminal for the rest of his days. Capitaloffenders can also expect the death penalty

Once sentenced to a term on Titan by the ChiefJudge, the offender is stripped of his badge anduniform and chained to a seat aboard the Titanshuttle, nicknamed Charon after the mythical boat-man who carried lost souls across the River Styx

Titan ShuttlePro [3] Sca [2] Spd [14] Weapons 2 light lasercannon

Cargo ShuttlePro [2] Sca [2] Spd [14

For the entire, twelve hour duration of the flight,SJS judges watch the prisoner intently, to cur-tail and lunge at freedom he might try to take,though he will first have to escape his handcuffsand chains. Once the shuttle lands on Titan, theSJS turn the prisoner over to the Titan warders.Before they depart to return to Earth, the SJSspeak with the governor, providing additional in-formation concerning the prisoner to that sup-plied via spaceband radio

The new inmates are marched off to the med-baywhere their faces receive bionic modifications toenable the criminals to survive outdoors beneaththe energy dome protecting Titan from the out-side elements. The conditions within the dome areextremely unfriendly to Earth life, but tolerable

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when filtered through breathing apparatus knownas �muzzles�, welded and bolted onto the prison-er�s face with the minimum of anaesthetic. Themuzzle is permanent, worn by the former judge forthe rest of his life, barring extensive and highlyexpensive reconstruction surgery back on Earth,priced well beyond the meagre finances of Mega-City One judges

The prisoner�s two decades are intentionally mo-notonous, designed to break the convict�s spiritand, in time with counselling from the resident psy-cho-judge, hoped to rebuild the prisoners�s respectfor law and order, although when finally released,the former judge will never be allowed back intothe Justice Department. The prisoner�s day be-gins with a wake-up call blasted through the pris-on block�s speakers from a single pacifier riot gunshot. In 2125, the prisoners each have a cell tothemselves and are fed from a motorised vendingunit delivering hi-nutrient cubes twice a day. Toile-tary facilities are incorporated within the cell, nextto the prisoner�s bunk

Within quarter of an hour after wakeup, the pris-oners are released from their cells and forced intoa chain gang, handcuffed and bound, as they aremarched single file by the Titan wardens to an opentopped transport that carries them beyond thedome to outdoor mines two miles south of the mainbuilding, similarly encased within an energy dome.There, the prisoners are released from their re-straints at gunpoint and given las-drills to spendthe rest of their sixteen hour day mining the Titanrock for raw materials that will be shipped back toMega-City One and to the Earth colonies to be usedfor construction. It is no easy matter to toil in themines of Titan - the weather is hellishly cold, even

within the energy dome, and to stop working foreven a minute is enough to freeze the blood. Themuzzles provide oxygen, coupled with filtered andrecombined Titan gasses for breathing purposes,but not enough to stop panic attacks and the threatof suffocation if the prisoners do not learn quicklyhow to control their breathing; they will have tomanage it for twenty years. The energy dome allowsgravity generators to lighten the local air pressureto make life slightly more comfortable for the pris-oners. Later, the labourers are shuttled back to themain building where they are fed, watered and re-ceive medical care if necessary before sleeping inpreparation for the next work shift

Relations between prisoners ranges from friendlyto violent depending on the former judges� naturaldisposition before they arrived on Titan and howwell (or badly) they have adapted to life in the mines.The only time that prisoners are allowed to con-verse is during their hard labour, difficult at thebest of times due to constant breathing difficul-ties. No matter how prisoners relate to one an-other, they generally regard the governor and Ti-tan wardens with nothing less than outright hos-tility. It is the governor�s mandate to see that hisprisoners� wills are broken, and from their emo-tional wrecks new, obedient men and women toemerge to cause the Justice Department no fur-ther difficulties. The governor rarely meets the in-mates, normally only to declare temporary chang-es to their routine, or to punish all the prisonersfor the indiscretions of one or a small number; onTitan, all men are equal and share the same fate(except for the command staff). The Titan wardensare brutal and sadistic by design, though some gen-uinely enjoy inflicting pain on their former comrades.If ever there is to be a break-out, the prisonerswill first target these swine for the kickings andlashings they have suffered at their hands

Prisoner 17544 (Judge Diggle)Car [3] Fig [6/5] IQ [3]Psi [0] Spd [3] Str [5] Tek[4] Rap Sheet AbrahamDiggle saw action duringthe Second Robot War;he also stole weaponsdiscarded during the re-treat of Nero Narco�sforces, planning to sellthem on the black mar-ket. When some of thearms Diggle had soldwere used to murder in-nocent citizens, the wal-

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ly squad traced the arms line back to Diggle. Juststarting his fourth year on Titan, Diggle remainsdefiant and seeks to find other prisoners who havethe guts to plot a break-out. Diggle has let hishair grow long and sports tattoos on his neck fromthe prison workshop. His near total absence ofteeth are testament to the numerous beatingsDiggle has received from the wardens

Prisoner 17228 (Judge Barnes)Car [3*] Fig [5/3*] IQ [4] Psi [1] Spd [2*] Str [3*]Tek [3*] *disability penalties Rap Sheet when Noel�Bastich� Barnes became the block judge of RickDeckard Block, he ensured that none would escapehis justice. Barnes embarked on a wholesale slaugh-ter of all the resident gangs and anybody whothreatened to report him to the Justice Depart-ment. Barnes�s ally, PSU Judge Ladybrook, sharedhis fervour and installed cameras on all levels ofthe block to catch criminals in the act. In shorttime, Rick Deckard Block was the safest in thesector, but time had run out for Barnes when heexpanded his jurisdiction to take in neighbouringCalvin Klein Block and was drawn into a shoot-outwith its own block judge. Barnes was shot twicewith heatseekers and arrested on charges of massmurder. Both Barnes and Ladybrook were sent toTitan. On their arrival, Barnes murdered Ladybrook,suspecting him of being an informant. Barnes wasthrown into the Coffin for two months, to emergewith severe frostbite and hypothermia. Barnes lostone arm and a foot, but still manages to work theTitan mines with the help of crude prosthetics. Be-fore his term is up, Barnes plans to murder all ofTitan�s prisoners, considering them vermin unfit tolive, yet refusing to acknowledge his own failings

Punishment

As if a sentence to twenty years on Titan was notenough, troublesome inmates can expect severepunishments at the whim of the governor. Minorindescretions such as theft of penitentiary prop-erty or tussles with other prisoners such will re-sult in the culprit deprived of food for a week whilststill being forced to work a normal shift. Prisonerviolence directed against the warders is punisha-ble by a severe beating in a private, sealed room atthe other end of the prison complex known to theprisoners as the �blood bank�. A more extreme pun-ishment is to be sealed in the Coffin, a broken re-

fridgeration unit welded to the outside wall of oneof the storage bunkers, the prisoner fed once aweek through a slot and deprived of any form ofhygiene. Should a warder or command personnelbe murdered by a prisoner, the sentence is deathby hanging out in the courtyard on a signal given bythe governor, an event that all prisoners are or-dered to attend if they do not want to donate tothe blood bank. In the past, the infamous Gover-nor Khurtz used prisoners as guinea pigs to testtorture techniques upon for the eyes of payingrepresentatives from other mega-city justice sys-tems. Now that Khurtz is dead, killed by one ofthe prisoners he tortured, the Justice Depart-ment has assigned a monitor to ensure that thesubsequent governors are not tempted to followKhurtz�s line of behaviour

Freedom

When a judge enters Titan, he is generally preparedto die in there, such is the sense of hopelessnessinstilled in him by the facial surgery, his living andworking conditions and the unremitting brutalityof the warders. It seems like ten lifetimes laterwhen the Titan survivors are finally released fromtheir cells. They are free men

Prisoners are allowed to keep track of the time theyspend in incarceration, one of the few luxuries the ward-ers afford them, though some regard it as pure psy-chological torture. Nevertheless, exactly twenty yearsto the day they arrived, the prisoner is summoned foran extensive medical by the CMO before being given fresh,nondescript clothing and marched to the governor�s of-fice for one final lecture on discipline and respect forthe law. The governor does not shake hands with theprisoner - he was once a judge after all, and cannot beunderestimated - but ends the meeting by conveyingthe Chief Judge�s wish that the prisoner can now pro-vide a useful contribution to Mega-City One. With fivehundred credits and a paycard that will grant him twoweeks stay in reasonable rented accommodation, theformer prisoner boards the Titan shuttle - often pass-ing new inmates - and returns to Earth

Most former prisoners choose to live on Mega-CityOne for the rest of their days. A majority manage tosecure paid employment, a testament to the driveand motivation drilled into them all those decadesago in the Academy of Law. Those that do not suc-cessfully adapt to civilian life sometimes leave thecity to search for some new meaning to their lives

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Introduction

This chapter contains detailed practical guidelinesfor developing Mega-City One judges. The empha-sis is on storytelling, not roleplaying statistics,the result a treatise on judicial psychology that isof equal interest to games masters, players anddevotees of the Judge Dredd comic strip alike

Who Is Your Judge?

Take some time to think about your judge's person-ality and physical description. It is taken for grant-ed that all judges love the law and hate criminals,but don�t enter that as your sole character profileunless you really do intend for your judge to be atotal bore. The most important detail to paint yourjudge with is a personality. Judges are human be-ings placed in an extremely stressful and danger-ous lifestyle. How does your particular judge copewith being a law man in the most dangerous cityon Earth? Humans put under duress will either snapand withdraw from the danger, or adapt, develop-ing coping skills and mental and physical resilenceto deal with the challenge. Judges are trained tobe intimidating and forceful with an air of sternauthority. Without fail, however, judges need an out-let for the stress that accumulates day after dayon the streets of Mega-City One. Some of thattension is released by inflicting physical pain oncriminals, all within legal tolerances. This may alsoexpress itself as an abrasive, sarcastic, cynical orverbally aggressive manner when interacting withcitizens and other judges. This is a �necessary evil�that is tolerated by the Justice Department aslong as it does not interfere with a judge's primary

Dredd�sComportment

role - that of a law enforcer. Many judges find thereare instances when their aggression gets the bet-ter of them and they resort to extreme physical orverbal measures. To predict increasing stress lev-els, all judges are ordered to attend monthly meet-ings with a Personnel Unit med-judge where theirbehaviour can be monitored and emotions incon-sistent with Justice Department regulations bal-anced. Chemical medication may be prescribed,such as emosup tabs to inhibit emotional instabil-ities. More healthy forms of stress therapy can befound in th sector house x-deck where the judgecan spar with his colleagues and compete in Bull, asport involving violent physical contact. Street judg-es then are edgy, assertive and quick to act, butthese characteristics do not apply to all judges.Psi-judges generally have a less violent predisposi-tion, but are eccentric in their personality andmannerism. Desk judges are often rookie judgeslacking the necessary aggression and commitmentto law enforcement, failing to make the full eagle.Desk judges often have personalities more in com-mon with citizens than with street judges. Ofcourse there are exceptions to the rule. Some judg-es have managed to break through the imaginarysocial barrier that separates the judge and thecitizen, and suffer less stress because they canrelate with citizens as potential friends and not aspotential futsies. These individuals are not �bad�judges, but have managed to separate their para-military training from their emotional centre; theyhave become more rounded. Such judges adaptmore quickly and more successfully to new andunusual challenges and statistically will developfewer stress-related problems during their careerthan their �shoot first, cuff later� colleagues

An easy way to come up with a basic personalityfor your judge is to study his rpg statistics for aninsight into the kind of man or woman he is. Forexample, a high Str facet indicates him as some-body who works out more than his colleagues. Arelatively low IQ facet marks him as a judge whoprefers to use his fists instead of his brain.

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A judge's history is of secondary importance, butit helps flesh him out as a three-dimenional entity.A judge's Academy years are not of any particularimportance; his early behavioural traits will havebeen virtually erased by the time he becomes ajudge. What the judge has got up to between leav-ing the Academy and his present posting is farmore relevant to the game

To Be A Judge

The following material is exerpted from Dredd'sComportment

Look Like A Judge,Act Like A Judge

The judges as a unit are among the most distinc-tive sights in Mega-City City One, yet the averagecitizen can barely tell one judge from another. Thehelmet, uniform and a need to maintain a formal,professional image subsume the individual person-ality. This perpetuates the illusion that all judgesare fragments of one creed. All judges are trainedto respond in the same manner to any call or emer-gency, and the citizens can expect the same levelof service and interaction with any judge they meet.This enforced conformity is essential for mountinga concerted effort against crime. The ultimate sym-bol of the judges is the Statue of Justice, stand-ing tall, proud and strong over the city. The citi-zens look up to the Statue for comfort. When theyturn their eyes back to their everyday lives, theysee a judge and are reassured the Statue's prom-ise is being fulfilled

The Mega-City One judge is incorruptible, stern,upright, fair, tough, uncompromising, heroic, car-ing, relentless and ever vigilant, his life revolvingceaselessly around his desire to eradicate crime.The judge lives up to these characteristics - heeven exceeds them when he can; it is not enoughto be competent - a judge must be larger than life,super heroic, unbeatable. Even though a judge maydie in the face of duty, there will be others to takehis place. The image of the judge is that of an im-mortal; criminals are born and they die, but theJustice Department persists through the decadesto protect the innocent and punish the guilty

The first line of contact between the citizen andthe judge is not the man but the uniform, highlydistinctive, patterned deliberately after the blackuniform of the old police system to maintain his-torical continuity. The uniform serves two functions:to announce the judge�s presence and to protecthim from harm. It is the judge's responsibility tokeep his uniform clean where possible. His eagleinsignias must shine. His shoulder pads must bestraight and his belt pouches closed when not inuse. The helmet covers the face for reasons ofdefense, but this is no excuse for allowing scalp

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hair to grow be-yond the accept-able norm, or fa-cial hair to devel-op beyond forty-eight hours grow-th. Refer to yourdepartment man-ual for maximumhair length regu-lations

The uniform is halfof the equation.The judge withinmust project apersona the citi-zens have cometo expect from ajudge. He muststand upright,chest and shoul-ders out, but-tocks pulled in,legs slightly ap-art, chin parallelto the ground. Ifthe judge is sit-ting anywheresave for his Law-

master when a citizen approaches, he must standand face the citizen face on. Any non-essentialitems the judge may be carrying must be discard-ed while the conversation occurs to reinforce thatthe judge is giving the citizen his full attention.The correct positioning of arms can either be tohook the thumb within the utility belt at either flank,or to clasp hands behind ones back, elbows bent,shoulders forced back and out

Be ProactiveDo not sit on your Lawmaster in the comfort of awatching bay waiting for a call out - look for it.How many crimes have been committed in themeantime? Too many. How many crimes go unpre-ported? Too many. What is the solution? Seek themout before they happen, be five steps ahead of thecriminal. To be proactive is not simply a case ofpatrolling the streets, searching for misdemane-ours, but studying crime reports for your patrolroute, noting the crime hotspots and the mainsuspects, be they individuals, gangs or criminal or-ganisations. Talk to citizens, residents associa-tions, block watch groups and local businesses,find out what crime they fear and from directionthey are likely to advance from. If you can get the

citizens on your side, you have an army of inform-ants and half the battle is won. Organised CrimeSquad will give you detailed files on the territory,regular haunts [bars, motels and parks are themost popular] and front companies maintained bythe gangs and crime families. Proactive judging doesnot stop with the known criminals; give the citi-zens the same treatment. However, it is easy -understandably - to fall into the trap of believingevery citizen is a potential criminal, therefore theyall deserve the same attention. This failure to pri-oritise correctly costs lives; while you, on your owninitiative, are performing a rectal search on eld-shelt residents on the offchance one is hiding aset of dice in her colon, just down the ped a gangof alien pyrokinetics could be torching Mega-School

Supply and DemandAn accusation levelled at the Judge Dredd Role-playing Game is that there is little challenge inplaying judges who can summon backup supportunits at the drop of a pin, thereby quickly defeat-ing any threat the Games Master thows at them.Do not fail to take into account that the JudgeDredd comic strip details the adventures of JudgeDredd, an exceptional judge with far greater au-thority than other street judges. When Dreddsnaps his fingers, he can expect a legion of Man-ta prowl tanks, heavy weapons judges and theChief Judge�s personal attention. Your judges arenot so blessed

Most sectors not only have manpower shortag-es, but weapons and vehicle deficiencies also;chances are that any request for backup - if notabsolutely necessary or in response to a dangerthreatening the entire sector or city - will bemet by a mimimum strength response. This iswhen the going is good! Often, backup is eithernot available or busy elsewhere. This in-built lim-itation on backup can be manipulated by theGames Master to ensure his players cannot bailtheirselves out of every minor ruckus by calling inthe Holocaust Squad!

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Another way of stopping crime in its tracks is tokeep a regular tab on rehabbers, ex-perps releasedinto society. How many of them will reoffend? Toomany. You want to be there when it happens again,or better still, stop it before it happens. Requestthat Sector Control points a datafall of iso-blockreleases into your bike computer. Find out wherethe rehabbers live and periodically deviate from yourpatrol route to make certain they are still at homeand keeping clean. If your watch is quiet, run a few59[d]s on them. Turn the apartment upside downand hit them with a few threats. Keep the rehab-ber twitching, but be careful not to push him overthe edge - some rehabbers have learnt their les-son and will not seek to reoffend if you do not givethem reason to

Your program is not confined to the limits of yourdaily patrol. Undercover Division can go where theorginary citizen fears to tread. The wally squadprovides vital first hand tactical data, as good ashaving a pack of criminals in your pocket. You willbe forgiven for doubting the wallies are in fact judg-es, so convincing are the roles they play - I insiston double-checking their credentials with Controlbefore I turn my back on them - this is all to thegood because if they can fool a judge, wallies willsurvive the streets. Despite their first loyalty, youmust treat Undercover Division with caution. Fivepercent of undercover judges �go native� within thefirst five years of duty. Your contact may let youknow of their intention to flip by failing to meet atthe normal rendezvous point, or by sticking a las-knife in your back on behalf of his new friends. Re-spect your wally - he can be your best friend oryour worst enemy

Help Your Body Keep You AliveFifteen years of Academy drilling leaves a full eaglefit and strong, possessing all the physical strengthhe will ever need to tackle lawlessness. The mindalso benefits from the regime of regular, intensiveexercise as the brain benefits from a healthy supplyof oxygen. The Academy of Law put us through hellfor a good reason - investment in our survival. TheAcademy started the ball rolling and now it is yourresponsibility to maintain the momentum. Deathhunts you - it gains as you begin to slow and sharp-ens its axe as you stop for a jumbo hottie with chunk-ies. In conclusion, the body is at its best a well-oiledmachine, highly responsive to its owner's will. A fitjudge suffers fewer injuries, greater command pres-ence and has better control over stress

A regular street patrol involves many incidents withdiffering demands on your body. At 1000 hours,you might be issuing a ticket to a speedster. At1010, you could be involved in a firefight with asmall army of wreckers on a busy skedway. By 1020you may have broken the wreckers' back and nowhave to pursue them through a long abandoned dustzone and all its structural hazards. A break in theroutine such as a moment taking a snack breakcan be almost as wearing, your mind and body tens-ing still in preparation for the next call out. A day'sshift places heavy demands on your heart, mus-cles and fight or flight systems. Adrenaline grantsthe power to move and think faster, but over pro-longed periods work in the opposite manner - adren-aline works like acid, eating away at your body�svital systems until something gives and you aremaimed for life

A fit body provides armour against system over-load. I have been a street judge for forty-four years.I have seen more than my share of unfit judges - themajority do not live to take the Long Walk becausethey have forgotten to respect their bodies. A sim-ple shootout, or a chase along City Bottom, can earnthem a body bag and a one-way ticket to Resyk be-cause of a heart attack or debilitating injury thatleaves them open to counterattack. Remember -every day you don't work out, Joe Perp does!

Statistically, the majority of perps are young malesbetween ten and thirty and fit with it. The smarterones do not knowingly commit a felony without theconfidence they can flee the scene before we ar-rive, or outrun us when we tail. The less time it

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takes to apprehend a perp, the less strain you willput your body and the greater your long-termchances of survival will be. The Justice Departmentis understaffed and over-burdened - one man mustwork as ten. That means every single one of uswho does not pull his weight opens the floodgatesfor a new wave of lawlessness. Your colleagues willdoubt your ability, your watch commander will havea chronic headache from wondering what to do wthyou, and your sector chief will have some explain-ing to do to his regional commander on the subjectof his nurturing fatties in the ranks. If you are ajudge who thinks he can tackle the ills of the cityfrom his comfortable Lawmaster seat with Law-giver in hand, ride instead of walk and do calls onbackup when a stoke of physical ingenuity will suf-fice, you need to book a regular work out at your x-deck; tell them Dredd sent you. When you're done,twice a week make for the firing range and work onyour eye-hand coordination to keep your aim sharpand draw time constant. Transform your body froma tool into a weapon by booking a daily exerciseroutine. Set an example your teammates can beproud of. Live to see old age

The Long Haul

The life of a judge is a hard one. From an early ageuntil he is too old or infirm to be of further value,the men and women chosen to serve as Mega-CityOne's guardians and defenders are scrutinised men-tally and physically so that their talents can benurtured and their vulnerabilities voided. By thetime a judge has graduated from the Academy ofLaw, he will be armed with all the intelligence, stam-ina, creativity and wit to prove a invaluable assetto his colleagues and a scourge of lawbreakers

However, there is one variable factor that even thebest judge tutors, psycho-judges and sector chiefscannot fully conquer - the human factor. Judgeswho have graduated with full honours can withoutwarning prove ultimately unsuited to the responsi-bility of dealing with citizens first hand, expressingtheir discomfort by attempting to avoid contactwith the Mega-City populace by undertaking unso-cial patrol routes such as City Bottom. Other judg-es may demonstrate overt hostility to non-com-plaint citizens, or impatience and cynicism with thecitizenry in general, developing into arrogance andharassment symptomatic of the behaviour of a bully.Defective personnel, when tac group leaders, col-leagues, routine psycho-assessment or an influx

of complaints made by the citizens bring attentionto their difficulties, are recalled and taken off fieldduty for extensive reassessment. Most subjectsrespond well to treatment and are able to resumepatrol duties. The minority, proven blatantly ag-gressive and antisocial, are expelled from the Jus-tice Department, or reassigned to serve as iso-warders or Space Corp troopers

The hundreds of judges who live to take the LongWalk would have their peers and charges considerthem as true soldiers of law enforcement and theepitome of incorruptibility, but this is never thecase. Judges - as with all human beings - find theirpersonalities, emotional states and worldviewchange over the years and decades of their lives.The bright and eager Academy graduate is not thesame person who passes through the 'steel eaves'of the Long Walk Guard at the end of his career

The single most defining characteristic of any judge,beyond his ability or temperament, is the numberof years he has spent on the streets of Mega-CityOne. This tally, known as 'years on,' is a method bywhich judges compare and contrast themselveswith their peers and a quick way to evaluate a newpartner's value and standing in the Justice Depart-ment's social order. 'Years on' are measured fromthe moment the judge graduates from the Acade-my of Law; the more anniversaries a judge has tohis belt, the more respect he will immediately gar-ner from new associates. The fewer years, the morea judge must work to earn his place in sector housesociety. For example - in judicial parlance - JudgeDredd in the year 2125 is a 'forty-four year man' -he graduated at the age of twenty in 2081. JudgeRico, who passed his Final Street Evaluation in2122, is a 'three-year man�

The Academy YearsThe cadet has learnt to respect authority and takeorders, to get along with his classmates, espe-cially in times of danger. The cadet judge is drilledin all standard judicial procedures, the Word of theLaw, physical training and personal safety. He knowshow to take statements, deal with citizens, whatbackup units best suit a given circumstance, howto use his utility belt equipment, to aim, fire andmaintain his Lawgiver, what rounds are best suit-ed to differing scenarios and when to bring his scat-terblaster into play. He has experienced first handthe effects of stumm gas, riot foam and sonic blast-ers and been soundly beaten by sparring partnersvia fist, foot and daystick to give him a first handaccount of physical pain

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The cadet knows how to disarm and incapacitatehostile or non-complaint citizens, how [in theory]to single-handedly rout mobs, navigate cityblocksand other common structures and the best timesof day to risk entering City Bottom alone. He hasstudied the sociology and psychology of the typicalMega-City One citizen and at the same time learntthat there is no typical citizen! The cadet has learnthow to ride his Lawmaster, how to take advantageof the limitations of other forms of transport thatcriminals may commandeer, and when to use hisonboard weaponry. The cadet is taught that a tacgroup - or other operational unit - is only as strongas its weakest link; cowardice and fear can placethe unit in danger. He believes that his individualityis subservient to the Word of the Law, the onlyway that the Justice Department can operate suc-cessfully. The chain of command cannot be broken.No judge is above the Law - it is the cadet's dutyto report any unjudicial or illegal conduct demon-strated by his fellow students

The following sections describe the 'four ages' of ajudge. The numbers listed beside the headings arenot intended to dictate exact ages when the pahseswill begin or end, but are placed to provide a roughframework for a typical judge's career

Newbie [1-2 years]Fresh from the Academy, the young judge - or 'new-bie', as he will be nicknamed - is obsessed withpersonal hygiene, smartness of presentation,cleanliness of uniform and high maintenance ofequipment and weaponry. He believes he must phys-ically exercise strenuously every day if the oppor-tunity does not present itself while on patrol. Thenewbie is assigned to a sector house and placed ina watch under the observation of a tac group lead-er charged with evaluating the newbie for the firsttwelve months of his career so that he can smoothout any 'rough edges' still present on the newbie.Newbies may be the only newcomer in a tac group,surrounded by hardened street veterans, or maybe part of an all-newbie tac group. New judges canexpect to receive constant and constructive crit-icism from their tac group leaders and more expe-rienced judges outside their immediate patrol unit.The newbie's ability to take initiative and follow or-ders are noted. New judges are not altogether pop-ular with their more seasoned comrades, some ofwho consider a newbie on their patch a dangerousliability and will press this point almost to insubor-dination, eager not to be partnered with a newbie.Other veterans are pleased to take a newbie undertheir wing and pass on their experiences to thenext generation of law enforcer. Off-duty activitiesare also a valuable source of lessons for new judg-es via the informal conversations between veter-ans in the dormitories, mess hall and x-deck

No matter how much schooling cadet judges re-ceive, they cannot expect to be fully prepared forthe intensity of street patrol, eight to sixteen hoursof murders, rioting, skedway pursuits and investi-gations into weird crimes, clamping down on thelatest craze, mutant invasions, disease outbreaksand interdimensional incursions. At the other endof the scale, a judge may be called to give a lectureon law and order at a local mega-school, retrieve arobodog from a chem-pit, or search an eld-sheltfor illegal bingo cards

It is relatively rare for new judges to suffer seri-ous injury during the first few months of their pro-bation; their tac group leader will ensure this, hisconcern that his protégé first watch and learn fromhis superior before rushing in, Lawgiver blazing.Serious injury and death does occur during proba-tion, usually because the newbie is brash and over-confident, disobeying a direct order to keep out ofdanger. This feeling of invulnerability - nicknamedthe 'Resyk ticket', the culprits jokingly called 'Dred-dheads' - is responsible for the majority of deathsamong one to five-year men

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Helmet [3-15 years]After the first year, the Academy graduates areconsidered proper judges - or 'helmets' - by themembers of their watch. The helmet has gainedconfidence in his own abilities and now believes hecan exceed the expectations that others have ofhim. He is accepted by his peers and has formedfriendships with many, an inevitable result of look-ing out for one another on the streets in a citywhere a second of distraction may prove fatal. Mosthelmets have suffered an injury on duty and havegrown cautious, now thinking first before bringingtheir daystick or Lawgiver into play. The helmet canmake swift decisions as to what course of actionto take in response to a situation and can takesteps to resolve it without asking a superior foran assessment or second opinion. A tac group lead-er can be confident that the helmet can be as-signed a task and deal with it on his own, thoughthe helmet must first defer to his tac group lead-er if he feels backup units are necessary. If theTGL approves, the helmet will be allowed to putthe call through to Sector Control himself

Helmets enforce the law 'by the book', and see noreason to even contemplate working outside thesystem they have been taught to trust and re-spect. How helmets go about enforcing the lawdiffers, broadly defined by the terms 'hardlining' and'eagle eye'. The hardliner is proactive, enteringapartments, block plazas or other social gather-ings without prior warning to search for criminalacts in progress, conducting random strip search-es and traffic stops in the hope of discovering anoffence; the hardliner�s motto is 'hook them, bookthem and cube them.� The hardliner believes that ajudge should not wait for a crime to happen, butthat he should stamp it out it before it happens.The eagle eye believes in the merits of investiga-tion and social work, scoping out society and be-coming familiar with the citizens who live in andfrequent his sector. He can then learn of local crim-inals and undesirables and their predilections to-ward certain offences through informal conversa-tion with citizens. The advantages of the hardlinerand eagle eye are plain to see, but their disadvan-tages can cause complications in the long termhandling of sector crime control. The hardliner maybring in the most arrests, but a higher proportionwill be minor offences and subject to small fines,hardly worth the Justice Department's time, butclogging up Check-In all the same, slowing theprocessing of more serious offenders. The eagleeye method is accurate, but slow and laboriousand can negatively affect a sector house's arrestquota, consequently putting pressure on the sec-

tor chief to deliver, or face an investigation. A bal-ance must be struck between both methods deliv-er bring law and order at a steady pace, but not atthe expense of the citizen's trust and respect forwards the judges.

The helmet has learned the basics of his workand will now concentrate in finding his niche, hisfavoured patrol duty and watch. These obligationsare not altogether compulsory - judges deeplyuncomfortable with their delegation can appealfor a transfer to another post, a decision restingsolely with their watch commander. Helmetstransferred against their will are usually thosewith whom no other judge wants to work with,for reasons of personality or perceived risk toothers. Some judges are tapped for specialistduties based on specific personal attributes suchas physical appearance, specialist skills and nat-ural talent. The younger judges are the bestchoice for Undercover Division work, as their en-durance and speed will stand a better chance ofkeeping them alive; charismatic personnel are alsotop choices for undercover work. Physically strongor imposing judges are suitable for Riot Squad orped-patrol. Suspicious and highly inquisitive char-acters are noted as possible SJS candidates.Judges with good social skills are selected forblock judge duty, or to give lectures and talks tocitizen groups on a variety of subjects related tolaw and order and the importance of morality inmodern society. Judges from ethnic minoritiesare perfect for providing liason with the immi-grant colonies from South-Am, the Caribbean,Hondo, Renaissance and Sino Cities, the mostnumerous representatives of multicultural Mega-City One

A psychological trait common among newbies isthe reluctance to wear full body armour. The new-bie, flushed with his graduation and youthful vig-our, will often question the need to wear streetarmour when he knows he can move more quicklyand dodge enemy fire more effectively without it.Some newbies will even risk shedding an elbow pador two, or a shoulder pad [typically the pad atoptheir gun arm] whilst on patrol, though they arecareful to replace the items before they return tothe sector house. The helmet has been on thestreets long enough to respect the judgement ofthe Justice Department armourers. He knows thatany reduction on running speed or firearm accura-cy is a very fair trade off against losing his life fromtaking a mortal wound to an unprotected area. Thehelmet has usually suffered several injuries by thetime he has been on the streets for five years,some bad enough to land him a spell of off-duty in

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Med-Bay. In addition to cuts, bruises and injuriesthat can be healed without trace, the helmet willhave experienced muscular aches and strains thatdo not heal as quickly, and chronic ailment broughton by the rigours of the job, including arthritis,back injury, heart conditions and even cancer. Withthe hope that he will serve Mega-City One for manydecades to come, the helmet becomes more cau-tious and now considers carefully any action thatmight prompt a painful response. A major cause ofback-related injury cannot be avoided - the utilitybelt, nicknamed 'cripple's corset'. This essential itemof any judge's uniform is loaded with vital equip-ment and consequently carries a significant weightwith it - averaging fifteen to eighteen pounds

Hitting the Wall [16-30 years]This term is not a nickname for a judge of this levelof experience, but one for a judge who begins todevelop doubts about the morality and eventualpositive outcome of his life's work. The newbiespends most of his 'bedding in' time learning howto work and act as a judge in real conditions; hedoes so with a strong conviction that his role isone that will work to the betterment of Mega-CityOne and that the citizens appreciate his role intheir society. The helmet has progressed in hiscareer and becomes competent and comfortablein his role, no longer having to prove himself to hispeers. The helmet is increasingly aware of the psy-chological toll of being a judge, but suffers few ifany misgivings about his role

At some time during the later half of their usefullife, most judges begin to feel disassociated fromtheir work, suspecting that no matter how manyhours they put in, or how many criminals they cube,Mega-City One's crime society will never be defeat-ed and will continue to proliferate long after thejudge has died. The judge loses faith, not only in hisability to 'make a difference,' but also in his value tothe Justice Department. If he should die, thereare dozens of judges waiting to take his place. Thejudge may feel that he is a disposable component,a small cog in a huge machine that has sucked himin and will inevitably feed him into the garbage grind-er. Judges who suffer from these misgivings aredescribed as 'hitting the wall' - one moment theyare an unstoppable force for law and order, thenext threatened by their own emotions. If the judgecannot overcome his doubts, he will become total-ly unfit for duty. Judges are not experienced atdealing with their emotions; they are primarily sol-diers, depending on their speed, fighting ability andwit to stay alive. A judge who begins to suffer ca-

reer doubts will rarely speak of them with col-leagues, or will tone his feelings down to the levelof a 'daily bitch'. This is not a successful method ofsubduing a growing emotional trauma, and soonthe stress of feeling forced to live and work in anenvironment that one considers increasingly un-suitable will begin to take its toll. Typical symp-toms of burn out include nausea, gastrointestinalupset and headaches in advance of watch duty,typically becoming worse as the duty shiftprogresses. The judge begins to implode, an in-creasing danger to himself, his colleagues and thecitizens who depend on him

If the judge�s mental state deteriorates, he willseek ways of ignoring it, including increasing hisworkload or visiting the x-deck more frequently. Typ-ically, neither solution is successful for long. Alljudges are required to undergo monthly medicalexaminations to ascertain their physical fitness.The attendant med-judge can sometimes detecthis patient's unrest and may refer him to a psy-cho-judge colleague for consultation. Dependant onthe judge's character and the view he holds to-wards his emotional difficulties, the judge may agreeto the consultation, or refuse on the grounds thathe can overcome his problems through force of will.He is perfectly entitled to do so unless the med-

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judge who performs the physical examination canproduce quantifiable evidence [blood test results,immune system deficiencies, brain chemical imbal-ances] proving the judge needs to undergo psychi-atric counselling, or be suspended from duty whilstother treatments such as drud therapy are con-sidered. Judges who do accept they need assist-ance from an outside agency to overcome theirtrauma are far more likely to make a faster andmore lasting recovery than those who believe theycan personally overcome it. The latter will continueto deteriorate and begin to seek excuses not to goon their regular patrols, or play on old injuries toget them confined to Med-Bay for investigations -anything to keep them in the sector house, awayfom their colleagues and off the streetsThe judge who cannot overcome his doubts will ei-ther self-destruct, or face expulsion. He mighttrawl his sector's underworld, searching for illegaldrugs like brainwipe or chowder to inhibit his emo-tional state, or convince his med-judge that heneeds tranquillisers and/or painkillers for non-ex-istent ailments and then take ever-increasing dos-es to dull his mind until he makes the one fatalmistake. Few judges will request expulsion from theJustice Department, citing their chronic lack ofhope and faith in the justice system and the �goodof Man.� Whatever the scenario, a judge declaredunfit for duty has several options open to him; hecan live among the citizens as one of their number,be transferred to Cursed Earth work camps as anan iso-warden, or be transferred off world and jointhe Space Corps. In rare instances, the judge maybe elected for neurosurgery to remove the sec-tions of his brain causing distress. The surgeryhas a twenty-five percent success rate, but a six-ty percent chance of the offending brain matterregenerating, posing the risk of the judge hitting asecond �wall� if careful monitoring of his conditionis not pursued. A judge pending expulsion, exile orcorrective surgery will be put before the chief med-ical officer attached to the Council of Five for eval-uation. The regional commander and sector chiefresponsible for the judge will be summoned to dis-cuss the case and what remedies - if any - need tobe considered

Hitting the wall is not an insurmountable obsta-cle, and judges can overcome this personal crisisby adopting coping strategies. The most effectiveis to make extensive changes to their routine, byredirecting their energies into the pursuit of pro-motion, frequently transferring from one patrolroute to another, or by taking their life one day ata time and leaving their work behind when they comeoff-duty, their ambition solely to get through awatch in one piece. Other judges may withdraw

from their commitments, performing their respon-sibilities to a minimum standard, no longer pre-pared to put extra effort into attempting to win aone-man war against crime. They may decide totake up desk jobs, anything to keep off the streets.One successful coping method is to find a new fo-cus for the judge's life, away from street patrol,such as research into, or the reading of, non-judi-cial subjects, an interest in arts, sport and musicsubject to sector house regulations, or taking timeout to socialise with the citizens on a non-con-frontational basis in one of the approved sector-wide bars

Grey Eagle [30 years - Retirement]The final phase of a judge's career spans the mo-ment he emerges from his 'doubt spiral' to thetime he must take the Long Walk. Now respect-fully nicknamed a 'grey eagle', the veteran judgehas learned to make changes in his off-duty lifeto take pressure off any negative feelings andexperiences linked to his on-duty time. This peri-od often see judges mellow in their approach tolaw enforcement as they grow increasingly tiredand exhausted by decades of relentless violenceand stress. The grey eagle believes that the worldwill 'sort itself out' in time and that he has beenprivileged to spend a relatively short but exhila-rating and enlightening time on its streets. Theolder judges may choose to remain on the side-lines, taking as few risks as possible, a conditionknown as 'WTW' (waiting to walk). Most grey ea-gles, however, remain vigilant, competent andhighly confident in their personal abilities; somerefuse to believe their mental or physical powershave slowed over time. Some even consider theirchances at being allowed to remain on thestreets, whereas earlier in their careers theywanted nothing more than to get away from itall. Grey eagles are considered role models bythe newbies, and the helmets to a lesser extent,and they are more likely to be sought out by young-er judges for advice than the middle-aged cadre.The grey eagle often becomes sentimental abouthis job and wishes to share his insights withyounger judges. To this end, he may be requestedto serve as a judge tutor in the Academy of Lawon retirement, or take charge of a tac groupwhere he can nurture the next generation of lawenforcers

Inevitably, the grey eagle must retire. He will besummoned to the Grand Hall of Justice where theChief Judge thanks him personally for his years ofdedication, before allowing him time in a privateauditorium - the 'last supper' - to meet with old

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friends and reminisce about their lives togetherand the victories won against their enemies. If thegrey eagle has been accepted as a judge tutor, hewill now travel to the Academy of Law take up hispost. If he has opted - or been relegated - to thelong walk, the grey eagle will attend a sombre cer-emony held at dawn. He will walk beneath the 'steeleaves' of an eight-Lawgiver salute, beyond whichhe will leave Mega-City One through West GateNine into the Cursed Earth, or Gate Thirty-Two,

the main entrance into the Undercity. In both loca-tions, the grey eagle will take the law to the mu-tants and monsters lurking beyond normal juris-diction, equipped with standard street judgeequipment and his Lawgiver, with the option ofbringing his Lawmaster along with him. Special-ised equipment will be issued if necessary and anauto-key designed to access one of several �walk-ins�, hidden armouries and machine shops scat-tered about the Cursed Earth for the use of Mega-City One judges

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Introduction

The following penal codes replace the Sentencing guidelines featured on p128-131 of the Judge Dredd Rulebook. They are presented in a large and easy toread format to be photocopied and presented to players as game handouts.

Code 1

security of the city

Section 1(a): Capital treason or espionage .................................. (Death)Section 1(b): Collaboration with hostile foreign power ........................ (Life)Section 2: Actions leading to widespread death and/or destruction ..... (Life)

Code 2

homicide

Section 1(a): Murder of a judge ....................................................... (Life)Section 1(b): Mass murder.............................................................. (Life)Section 1(c): Murder ............................................................ (15yrs-Life)Section 1(d): Murder whilst suffering frommental ill-health .................................................. (psycho-cube evaluation)Section 1(e): Manslaughter ...................................................... (8-25yrs)Section 2: Abuse of neglect resulting in death............................ (8-40yrs)

PenalCodes

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Code 3

assault

Section 1(a): Serious assault on judge ....................................... (10-20yrsSection 1(b): Serious assault on citizen....................................... (3-12yrs)Section 1(c): Common assault .............................................. (3mths-2yrs)Section 1(d): Incitement to assault, menacing behaviour .............. (3-6mths)Section 2: Torture ...................................................................... (8-15yrs)

Code 4

illegal imprisonment & abduction

Section 1: Chump dumping ............................................................... (Life)Section 2(a): Kidnapping.......................................................... (25-30yrs)Section 2(b): Incitement to further kidnapping [paying ransom] .......... (5yrs)Section 4: Coercion by force ...................................................... (8-15yrs)

Code 5

robbery

Section 1(a): Armed robbery with violence ............................... (18yrs-Life)Section 1(b): Armed robbery, hijacking ...................................... (10-30yrs)Section 1(c): Mugging ............................................................... (5-10yrs)Section 1(d): Looting ................................................................ (2-10yrs)

Code 6

burglary

Section 1(a): Burglary .............................................................. (10-20yrs)Section 1(b): Possession of burglar�s equipment ............................ (1-3yrs)Section 2(a): Breaking and entering ............................................ (5-10yrs)Section 2(b): Trespassing on private property ........................ (6mths-2yrs)

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Code 7

theft

Section 1(a): Theft (unless covered by sections 5&6) .................. (2-15yrs)Section 1(b): Pickpocketing, petty theft ....................................... (1-5yrs)Section 2(a): Dealing in stolen goods ......................................... (5-10yrs)Section 2(b): Possession of stolen property ................................. (1-5yrs)

Code 8

criminal damage

Section 1: Arson .................................................................. (30yrs-Life)Section 2(a): Criminal damage ................................................. (2yrs-Life)Section 3(b): Graffiti ........................................................ (1mth in rehab)

Code 9

public order

Section 1(a): Block war, gang rumble, rioting .............................. (2-10yrs)Section 1(b): Precipitating public disorder ................................. (5-15yrs)Section 1(c): Unlawful assembly .................................................. (2-5yrs)Section 2(a): Disorderly conduct, drunk and disorderly................................................... (3mths-2yrs, compulsory rehabilitation)Section 2(b): Breach of the peace ........................................ (6mths-5yrs)Section 2(c): Begging ................................................................... (3yrs)Section 2(d): Perving .............................................................. (1-3mths)Section 2(e): Running in walking zone,walking in running zone,jaywalking ........................................................................... (3mths-2yrs)Section 2(f): Littering ............................................................. (3-6mths)Section 2(g): Loitering ............................................................... (3mths)Section 3: Causing obstruction ............................................ (3mths-2yrs)Section 4: Boinging in public, low-level flying ........................ (6mths-20yrs)Section 5: Peeping (6mths-2yrs, option to work as Justice Dept. peeper forduration of sentence)Section 6(a): Membership of an illegal organisation ....................... (3-5yrs)Section 6(b): Participating in an illegal event ................................ (2-5yrs)Section 6(c): Promoting the interests of an illegal interest ........... (1-3yrs)

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Code 10

perverting the course of justice

Section 1: Perp-running................................................................... (10-25yrs)Section 2: Escaping Justice Department incarceration ...................... (10-20yrs)Section 3(a): Attempted bribery of a judge ............................................ (10yrs)Section 3(b): Attempted bribery of a citizen........................................ (2-10yrs)Section 4(a): Resisting arrest, obstructing arrest ............................... (5 -8yrs)Section 4(b): Leaving scene of crime .................................................... (3-5yrs)Section 5(a): Lying to a judge, malicious accusation ............................... (1-5yrs)Section 5(b): Witholding vital evidence .............................................. (10-15yrs)Section 6: Citizens arrest ................................................................... (6mths)

Code 11

fraud

Section 1(a): Defrauding the Justice Department........................... (20 yrs-Life)Section 1(b): Corporate fraud, embezzlement ................................... (10-30yrs)Section 1(c): Blackmail for financial gain............................................ (10-20yrs)Section 1(d): Tax evasion .................................................... (5,000cr. fine-8yrs)Section 2(a): Impersonating a known judge or perp with intentto commit a crime ........................................................................... (10-20yrs)Section 2(b): Impersonating a judge - or using image of -for personal gain ................................................................................. (1-5yrs)Section 2(c): Impersonation of a perp for personal gain .................. (6mths-2yrs)Section 3(a): Counterfeiting; forging legal documentation,identity theft ....................................................................................(8-15yrs)Section 3(b): Possession of forgery equipment ...................................... (3-9yrs)Section 3(c): Knowfully dealing in, or possession of, fraudulent goods ...... (2-8yrs)Section 4: Moonlighting; employment offence .......................... (10yrs per count)Section 5: Adopting without license ........................................... (1yr per count)Section 6: Bigamy ................................................................ (9mths per count)

Code 12

contraband

Section 1(a): Manufacture or possession of contrabandwith intent to sell ............................................................................ (10-30yrs)Section 1(b): Smuggling contraband into/out of city ............................. (8-20yrs)Section 1(c): Trading in contraband ...................................................... (4-6yrs)Section 2: Illegal possession of a weapon .............................................. (2-5yrs)

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Section 3: Possession of illegal drugs ........ (3mths-3yrs, compulsory rehab)Section 4(a): Organising game of chance ................................... (5-15yrs)Section 4(b): Gambling ............................................................... (2-6yrs)

Code 13

civic

Section 1(a): Breach of health & safety regulationsresulting in loss of life ...................................................................... (Life)Section 1(b): Breach of health & safety regulations .................... (5-10yrs)Section 1(c): Breach of the peace, noise pollution .................. (2mths-5yrs)Section 1(d): Smoking in public ............................................ (3mths-5yrs)Section 2: Building without planning permission ............................ (1-5yrs)Section 3: Trading without license ............................................... (2-5yrs)

Code 14

technology

Section 1(a): Body-sharking, organ-legging ....................................... (Life)Section 1(b): Body snatching ....................................................... (20yrs)Section 2(a): Illegal experimentation .......................................... (5-20yrs)Section 2(b): Illegal cybernetic implants ....................................... (1-3yrs)Section 3(a): Unauthorised construction of heavy weaponry ..... (10yrs-Life)Section 3(b): Illegal possession or trading of combat mechanoids. (3-15yrs)Section 4: Computer hacking .................................................... (3-15yrs)

Code 15

traffic

Section 1(a): Driving under the influence .............. (5-15yrs, banned for life)Section 1(b): Dangerous driving .................................. (1,000cr. fine-2yrs)Section 1(c): Unroadworthy vehicle ............................. (1,000cr. fine-2yrs)Section 2: Parking violation ..................................... (1,000cr. fine-30days)

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Code 16

psiSection 1: Premeditated use of psi-talent tocause injury or death ................................................ (30yrs-Life, lobotomy)Section 2: Unauthorised use of psi-talent .................................... (5-15yrs)Section 3: Unregistered psi-talent ................................................ (1-5yrs)

Judicial OffencesSection 1: Treason ............................................. (Death by lethal injection)Section 2: Murder of another judge ................................... (20yrs on Titan)Section 2: Perverting the cause of justice........................... (20yrs on TitanSection 3: Abusing judicial authority forpersonal gain ...................................... (10-15yrs, Cursed Earth Work Camp)

[left] Rookie Judge Kraken is sentencedto death by lethal injection for his partin the Judda crisis. Against all conven-tions, Kraken requests that he admitthe poison himself

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JudgeJargon

Introduction

The following chapter lists many of the most im-portant phrases and terms used by the JusticeDepartment. It is designed lend judge-themedgames an air of authenticity. Criminals are knownto borrow judge jargon straight, or corrupt it tosuit their own needs

Abbreviations

A & A: Aiding & AbettingAPB: All Points BulletinARV: Armed Roobery With ViolenceB & E: Breaking and Entering; burglaryCEET: Cursed Earth Evaluation Test. NicknamedHotdog RunDOA: Dead On ArrivalFSE: Final Street EvaluationMO: Modus OperandiMOD: Method of DeathOP: Old PerpRPAT: Random Physical Abuse Test. A squad ofSJS judges perform a spot interrogation of a judgechosen at random. The aim of the RPAT is to de-tect corruption within the ranks of the JusticeDepartmentSJS: Special Judicial SquadS & S: Strip and SearchTGL: Tac Group LeaderYP: Young Perp

Awards

Commendations: [Grade 1]: Awarded to judges forgreat bravery or self-sacrifice. [Grade 2]: Award-ed to exceptionally diligent judges

Call Signs

Code 11 (Yellow): Solo or free range patrol re-sponse.Code 33 (Green): Tac group responseCode 55 (Blue): Multiple tac group responseCode 99 (Red): Judge in danger, injured/killed. Mayalso indicate a general state of emergency

General Terminology

Back Gate Parole: The death of a prisoner whilststill serving his sentenceBirdie: Slang term for a judge�s handheld lie detector.Blizzard: To sentence an offender with many of-fences at the same timeBlock Judge: A judge responsible for law enforce-ment issues relating to one or more cityblocks inhis sector. Block judges are senior judges with anapartment within an assigned cityblockBooted: To be forceably transferred from one Jus-tice Department post to another for an act of grossincompetence or misdeed. A demotion typically ac-companies a bootBouncer: Persistent offenderCivo: Judge slang for a citizenCold Case: An unsolved crime filed until new evi-

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dence is discoveredCommand Presence: The correct behaviour for ajudge to display on the streets of Mega-City One.Command presence is a composite of psychologi-cal and physiological attributes designed to instillinstant respect and compliance in citizensConfront: Mass combat between civilian factions.Coop: A location where a lazy street judge spendshis duty shift hiding, rather than be out patrollingMega-City OneCube: Slang term for an iso-cubeDreddhead: Slang term for a judge who displaysJudge Dredd�s obsession for law enforcementDredd�s Comportment: The standard Academy ofLaw textbook detailing methods of street survival,judge-to-citizen relations and essays on adminis-trating the law in Mega-City OneDredd Syndrome: all-consuming fear of a Mega-City One judge displayed by some citizens. Treata-ble by a course of psychiatic therapyDupe: The victim of a con trickFlipper: A judge who decides to relinquishes hisrole as a lawman without the knowledge of his peersor superiors to start a new life as a citizen, or fleeto another city where his past is unknownForce Ladder: An ascending scale by which judgesdeal with uncooperative or hostile citizens: Verbal,pain compliance, control hold, daystick and Lawgiver.Gone Native: An undercover judge who adopts hisfalse identity as his real personaGoon: Slang term for an enforcer of organised crimeGravedigger: Slang term for an arrogant judge whodisplays disdain for judges less capable than heGraveyard Shift: Mega-City crime rates tradition-ally soar between the hours of 2300-0600hrs.More judges are on the streets during this periodthan at any other time of the day barring a highstate of emergencyJimp: Citizen who impersonates a judge for criminalpurposesJ-Notice: A blanket ban on all media coverage of acrime sceneJudge Channel: The Justice Department�s radiocommunications frequencyJudge�s Code: Encrypted judge communicationsfrequency available in script or audio formatJudge�s Lane Roadway reserved for the use of Jus-tice Department personnel onlyJudge Pal: Children�s program encouraging the juveviewers to inform on any adult they know to be com-mitting a crime, even their own parents!Justice Central: The Grand Hall of JusticeKilldozer: Slang term for a judge who makes asmany arrests as possible within a short periodwithout examining their validityKurten: Slang term for an overzealous, or overlyaggressive judge

Long Walk: A retired judge�s final journey, to takethe Law into the Cursed Earth or the UndercityMAC: Macro Analysis Computer, the Justice Depart-ment mainframe located at the Grand Hall of JusticeMark: A victim of crimeMega-City Boot: Slang term for riot foamMega-City�s Most Wanted: A televised list of thecity�s worst offenders to remain at libertyNark: A judge�s informerNewbie: Slang term for a judge freshly graduatedfrom the Academy of LawPavement Burger: Slang term for a suicide leaperPed: Slang term for a pedestrianPeeper: A citizen sanctioned to spy on his neigh-bours on behalf of the Justice DepartmentProblem Block A cityblock where a high percent-age of crimes are committedRat Pack: Slang term for a group of persistentoffendersRumble: Fight between rival gangsSandbagger: Disparaging slang term for a judgewho plays on his injuries in an attempt to reducethe amount of time he spends on active dutySlab Jock: Nickname for a street judgeSlab Row: Slang term for a street or area fre-quented by slabwalkersSponcom: Contraction for the term SpontaneousHuman Combustion, a psi-phenomenonSpont Spontaneous confessorSunday Night Fever: High levels of street crimethat occur between late night Sunday and earlyMonday (2300-0600hrs) morning, caused by an-gry and frustrated citizens who cannot face an-other week of unemploymentTac Group: Judge patrol unit led by a Tac GroupLeader, typically a senior judgeWatch Bay: High rise alcove where judges cansearch their patrol route below for signs of cimeWatch Commander: A street judge�s immediatesuperior, administrator of his duty shiftWerewolf: Slang term for a citizen who appearsto be an easy prey for crime, but who turns out tobe quite the opposite

The Law

Anti-Crime Code: Extensive catalogue of offencesand the codes by which judges label them. The Anti-Crime Code also contains acts of law passed bythe Justice Department. Examples follow:Genetic Purity Act (2079): Mutants are forbid-den in Mega-City One, as are citizens who suffer amutagenic transformation to no less than five per-

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cent of their total mass. Also known as the Mu-tant Segregation ActJudicial Indictment 4: An offence committed by ajudge, the illegal obtaining of information throughviolence or torture. The SJS are the only JusticeDepartment personnel immune from prosection inthis matterPublic Health Act (2087): A judge may order theinstant destruction of a public or private residenceor structure that poses a major health hazard.This law was evoked when a plague of Cursed Earthspiders invaded Mega-City One, prompting the judg-es to launch a nuclear strike on the sector thespiders had infested

Section 32: A riot control law empowering a judgewith the authority to take forceful measures tocontain or incapacitate illegally massed citizens,such as the use of Stumm gas or riot foam. Sec-tion 32(a) allows a judge to take these measuresto detain legally massed citizens if the judge be-lieves a crimie suspect is hiding amongst themSection 59[c]: Crime Swoop. A random search of acivilian establishment for contraband or illegal activ-ities conducted by a two or three judge patrol unitSection 59[d]: Crime Blitz. Large scale searchconducted by one or more tac groupsCadet�s Rights: An old law allowing a judge cadetto settle a dispute with another cadet via trialby combat in the Academy Of Law�s street sim.Only once had this rule resulted in the death of aparticipating cadet

Utility Belt• Birdie Lie Detector• Bleepers• Breathalyzer• Com-Scan• Handcuffs• Hand Line• Lawgiver Magazines• Lawmaster Recognition Chip• Medipack• Override Card• Pollution Meter• Stumm Gas Rounds• Vocorder

Gloves• Bleepers• Chronometer

Helmet• Anti-Dazzle Visor• Ear Protectors

• Infrared Visor• Radio Microphone• Respirator• Tac-Display

Weaponry• Boot Knife• Daystick• Lawgiver Mk2

- 3 AP- 3 HS- 3 HE- 3 IN- 3 R- 30 SE- Stun Shot

• Silencer

Lawmaster• Anti-theft Safeguard• Bike Cannon• Cable Winch• Cyclops Laser Cannon• Emergency Call Button• Firerock Tyres

Str [5]

Street Judge Field Gear

• Headlamps• Likron GS 4T

Telecommunications Unit• Scatterblaster• Sinitron GK13 Autopilot• Siren• Speed Camera• Thermex Self-Destruct

Dam [he5] Sca [2]• Tracer Dart Launcher• Turbo Boost• Vocal synthesiser

Stowage Equipment•Bike Cannon Magazines•Binoculars•Cling Net•Fire Foam•Flare Gun•Flashlight•Handcuffs•K-Rations•Lawgiver Magazines•Medipacks•Plasteen Hi-Ex Charges•Rad-Cloak•Scattergun Cartridges•Stumm Grenades