Uncover the secrets of the Justice Department in Mega-City One. Within
this book, you will find all the methods, technologies and procedures
the judges use to track down criminals. From the forensics of Tek-Div to
the Manta Prowl Tank, there is a tool to solve every crime, and your
judges have access to them all.
The Justice Department provides new rules and options for judges as they
patrol the streets of Mega-City One, and allows them access to the more
elite divisions and promotions, allowing them to become Exorcist Judges,
join the holocaust Squad, or even Acc-Div! If that is not enough to
complete an investigation, then the judges will be happy to try out the
latest weapons and equipment, straight from the workshops of Tek-Div.
This is one of those products you almost need if you're playing Judge
Dredd games, and I'd say it's must have for a prolonged campaign. Within
this handbook lies the secrets of all the divisions of Mega-City One.
Chapter 1: 17...SEVENTEEN character creation 'templates' for creating
seasoned judges attached to one of the many specialty divisions, from
advanced training of seasoned judges, to common specialties like Heavy
Weapons Judge, Riot Squad Judge, Wally Squad (undercover) and COE
(covert operations) Judge; to the mostly NPC roles of Harbor Squad,
Sector Chief, and SJS Squad (Special Judicial Service (aka Internal
Affairs). This one section greatly expands the entire universe of Dredd.
Each specialty is just like a standard character creation table,
Survival, Training, Requirements, Mishap and events tables. Training in
a Specialty Judge role represents 1 year of training. Allowing
characters to expand their characters in a quick and easy way, taking
them off-camera for a year.
With the way I plan on Running Judge Dredd, ala FATE style, letting the
players call their own shots, I was thinking of letting the players roll
up the additional characters, so when they call in back-up, they're not
calling in NPCs, they're calling in their own secondary characters, with
their own back stories, personalities, and skills. This also lets
players take more control of Mega-City One. Hell I'd probably
occasionally let them bring Dredd in and run him once or twice just for
the experience of running Dredd. Of course, they'll also be called in to
back-up Dredd occasionally.
Chapter 2: the Equipment chapter, what can I say that I haven't said
before, I'm a softy for Gear, junk, weapons, etc. So this chapter is
right up my alley. This chapter incudes EVERYTHING from Holocaust Suits,
Blast Shield, Riot Shields, and Armor; up to Special Issue Equipment
like Cling-Nets, Com-scan, EpiStrip, Modular Repair Kit, and Space
Boots. Weapons? Drokk yeah! 35 weapons, from the lowly sawed off stub
gun, to the Blockbuster cannon present on the walls of Mega-City One,
and the Omni Tank. This adds in most of the rest of the stuff missing
from the main rulebook.
Chapter 3: Vehicles & Robots Chapter. 18 vehicles, this encompass the
aforementioned Omni Tank, A-, S- and HH-Wagons, and other specialty
vehicles of the Justice Department. Three spacehips, the Hubble attack
Ship, Justice Pod, and Titan Shuttle make up the rest of the vehicles.
Then come the Robots, always the Robots, do you have your Robot
Insurance? 8 robots, Large Warbot Droid,
Chapter 4: More details on the Justice Department, Atlantic Division,
COE, Immigration, Personel, Space Corps, Street Division, Undercover
Divisions, all expanded. A Bunch of Backup units are described, stuff
every Judge would know about. Gunbirds, Manta Prowl Tanks, K-unit, Long
Gunner (aka sniper), Pursuit Squads, etc. Finally, A Bunch of Sample
NPCs are given stat blocks, always useful for a Game Master.
Chapter 5: This flshes out Sector 13, the sample sector given to players
to run as their sector, away from Dredd's sector. It gives descriptions,
simple maps of most of the Sector House. Everything a growing Judge
needs. Including Iso Cubes for those Perps that need putting away. Then,
to make the Sector come alive, Dock 13, contacts, perps, and
establishments round out the book.