TURES FREE GAME RULES PRIMER - Warlord Games

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MINIATURESGAMEFREERULESPRIMERJUDGE DREDD CREATED BYJOHN WAGNER AND CARLOS EZQUERRA

CREDITSWriterMaps & Additional designMatthew SprangeAmy Perrett, Nicky Wong, Pete JohnstonLayout & Graphic DesignProofreadingWill ChapmanSteve YatesInterior IllustrationsSpecial ThanksBrian Bolland, Greg Staples, Henry FlintAmy Chapman, Pete Wells, Nicky Wong, Amy Perrett, Paul Sawyer,Mark Owen, Ben Smith, Matt Smith, John Stallard, Steve Yates andto all the Kickstarter backers who believed in this gamePrincipal sculptors andmodel makersShane Hoyle, Bobby Jackson, Stephen May,Gary Morley, Ari Nielsson, Sandrine ThiracheMiniature PaintingAri Nielsson, Roy Duffy, Adrian Walters, Hugh PattonPlaytestersGreg Smith, Paul Eyles, Charles Lister, Chris Chappell, KennethC. Baker II, John Brese, Doltyn Driskell-Neece, Larry Robinson,Jim Vaughn, Ron Tilton, Ian Tilton, Sean Tilton, Rob Farley, MikeWhitaker, Adrian Barnes, Andy Miller, Daniel Phillips, Paul Davies,Adrian BagleyCONTENTSintroductionBasic RulesJustice DepartmentStreet GangEquipmentStreet RumbleFighting in Mega-City One341214171920Judge Dredd 2013 Rebellion A/S. All rights reserved. Reproduction of this work by any means without the written permission of the publisher isexpressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Rebellion Developments Ltd. This materialis protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actualpeople, organisations, places or events is purely coincidental. Printed in the UK. ISBN 978-0-9926616-5-6Warlord Games and the Warlord logo are trademarks of Warlord Games Ltd. 2013. Mongoose Publishing and the Mongoose Publishing logo aretrademarks of Mongoose Publishing Ltd. 2013. 2000 AD, the 2000 AD logo, Judge Dredd, the Judge Dredd logo and comic book imagery aretrademarks of Rebellion A/S. 2013. All rights reserved.w w w. m o n g o o s e p u b l i s h i n g . c o m - w w w. wa r l o r d g a m e s . c o mw w w . 2 0 0 0 a d o n l i n e . c o m - w w w . r e b e l l i o n . c o . u k2

INTRODUCTIONWelcome to Mega-City One, a city of over four hundred million people and every one of them a potential criminal.Stretching much of the length of the 22nd Century North American eastern seaboard, Mega-City One is the mostdangerous city on Earth – a serious crime takes place every second of every day. This is a city so dangerous that itdemands a special breed of law enforcer. Here, there are no police, no trials and no juries – there are only the Judges.It takes fifteen years to train a Judge for life on the streets of Mega-City One. Fifteen years of iron discipline, rigid selfcontrol and concentrated aggression. Their court is on the streets and their word is the Law.Using the Rules PrimerThis rules primer provides all the basic rules for the Judge Dredd miniatures game, allowing you to get a few modelstogether and engage in desperate firefights on the streets of Mega-City One, with Judges pitted against punks and juves!3

BASIC RULESThis chapter contains all the basic rules you need toconduct fights in the universe of Judge Dredd. Once youhave read through the basics of choosing actions andmaking reactions, you will be ready to try the first scenario,The Barko Brothers.ModelsAll the miniatures used in Judge Dredd are referred to asmodels in these rules, no matter what their size. Everythingfrom a small rat to a huge fatty or a judge in a holocaustsuit is considered to be a model.Bases and MeasuringMost models used in Judge Dredd, especially those ofaround man-size or smaller, are mounted on their ownplastic bases. All measurements in the game are madefrom the edge of these bases.Some larger models, such as vehicles and large aliens, donot have bases, as they are able to stand on the table withoutadditional support. On such models, measurements aretaken from the closest edge of the model’s body or hull.CharacteristicsEvery model in Judge Dredd is defined by a set ofcharacteristics showing you how well it shoots, fightsin close combat, jumps over yawning chasms and otherexciting things!See page 5 for full details.ChecksOpposed ChecksSometimes, you will be called to make an opposedcheck against an enemy model. Roll a dice and addthe appropriate characteristic, as for a normal check.However, the enemy model also rolls a dice and addsits characteristic, the model with the highest total winsthe check. In the event of a tie, both models re-roll theirchecks.THE TURNEvery battle fought in Judge Dredd takes place over anumber of turns. During each turn, every player will havea chance to move and fight with all of his models. Whena certain number of turns have been completed, or victoryconditions have been attained, the game ends, and thevictor decided!Turns & PhasesDuring a turn, one player will move and fight with all ofhis models – this is called his Player’s Phase. When hehas finished, his opponent takes over and runs through hismodels in his own Player’s Phase.These two Player Phases together make one complete turnin the game.Compulsory MovementWhen using these characteristics during a game, most ofthe time you will be called on to make a Check. This isdone simply by rolling a dice and adding (or subtracting)the appropriate characteristic.Sometimes a model will be forced to move, regardless ofwhat its player wants it to do. A psychic power may forcea model to flee, for example. All compulsory movement isdone right at the start of a turn, before the Player Phases,regardless of whose model it is.If the final result equals 6 or more, the Check hassucceeded!ActionsIf the punk above is called on to make an Agility check,to leap onto a moving mo-pad, for example, its playerwould roll a dice and add the punk’s Agility ( 0 in thiscase). If he rolls a 6 or more the check is successful and heclambers on board!4A roll of a 1 is always a failure, no matter what bonusesare being applied, and a roll of a 10 is always a success.When a model is selected by you in a turn, it must maketwo actions before you can move on to another model.These two actions must be performed at this time and youare not allowed to hold an action in ‘reserve’ to be usedlater in the same turn. When you start using the AdvancedRules, you will be able to choose not to make an action witha model, and instead put it on Alert Status.

PsiPSIModels with access to psychic abilities have an additional characteristic.30This is the measure of the model’s mental energy, and limits how manypsychic powers it can use.TitleThe name of the unit.CreditsTypeThe base cost of the unit. Thisis deducted from your allowancewhen creating a new force (seepage 43).Most models are Infantry and have nospecial rules but others, such as Flyers,sometimes act a bit differently. Thisentry also defines whether a model is aHero or Minion (see page 6), and whatLevel of Hero it is.STREETJUDGE150 CREDITSMOVEAGILITYSHOOTMELEEMELEE DICEWILLARMOURHITS5” 1 1 12D 1 52TYPE:INFANTRY HEROEQUIPMENT:BOOT KNIFE, DAYSTICK,LAWGIVER, STANDARD ISSUEARMOUR, STUMM GASGRENADESOptions If the Street Judge is given the Dual Shooter Talent, he may purchase a second Lawgiver for 25 Credits.MoveA Street Judge may chooseone of these options; Swap his Lawgiver with a Scattergun for 0 Credits, a Lawrod forThe maximuma modelmay 50be movedwithora takesingleaMoveaction. 10 Credits, a Widowmakerfor 20distanceCreditsinorinchesa Stubgun forCredits,Jetpackand become a FlyingSquad Judge for 50 Credits.If the Street Judge chooses any of these options, he may not ride a Lawmaster.MOVEAGILITYSHOOTMELEEMELEE DICEWILLARMOURHITS5” 1 1 12D 1 52AgilityA measure of how nimble and dextrous the model is, and is used for such activities asdodging incoming fire or jumping across a gap between buildings.MeleeHow skilful the model is in close combat.ShootHow accurate a model is when shootinga pistol or throwing a grenade.Melee DiceThis is how many dice the model rolls when involved in close combat.ArmourHitsThis score is used to protect a model from harm – unless an armour-piercingweapon is used!Particularly hardy models can survive severalsuccessful attacks before dropping to the ground.WillHow mentally tough the model is, and how well it can resist psychic powers.5

Types of action permissible by any model are detailedbelow.MoveDuring a Move action, a model may move any amountof inches in any direction, up to its Move characteristic.A model is assumed to be facing (keeping an eye out) inall directions at once and may make as many changes indirection as you wish during its movement.ShootWhen choosing a Shoot action, the model may make oneshooting attack against any eligible target.MeleeIn Judge Dredd, close combat is sometimes the only wayto truly defeat your enemy, no matter how many gunsyou have on your side. When choosing a Melee action,a model may move any amount of inches up to its Movecharacteristic into base contact with an enemy model.They will then fight an immediate melee.SpecialA model performing a Move action may be moved in anydirection (and not necessarily in a straight line) for anydistance up to its Speed characteristic.TerrainRough ground and other hazards can slow a model downor stop it altogether. All terrain is defined as one of thefollowing.ClearThis includes town streets, flat and open ground, andgentle hills. There is no penalty for crossing this type ofterrain.DifficultDifficult terrain is anything that might impede a model’sprogress as it tries to cross the ground. It includes ruins,dense vegetation, walls and other barriers. A model tryingto cross difficult terrain will have its Move halved duringthat Move or Melee action.A model making a Special action is preparing eitherhimself or an item of equipment for special use. Someheavy or very specialised weapons, for example, requirea Special action before they can be fired. A modelperforming a Ready action will neither move nor shoot– it stands stationary until the Special action is complete.ImpassableA model may choose to perform the same type of actiontwice in the same turn, or may choose any combination ofthe above. For example, a judge may choose to take twoMove actions if he needs to cross open ground quickly.Alternatively, he may instead decide to Shoot approachingpunks before making a Melee to counterattack them. Ifsurrounded by an enemy, the judge may instead decide totake two Shoot actions.Some terrain is positively lethal! It includes deep pits, lava flowsand vegetation filled with carnivorous plant life. Dangerousterrain is treated in the same way as difficult terrain except amodel must make an Agility check after it has completed anyaction. If it fails, it automatically loses one Hit.Models that have not taken any actions for a turn areconsidered to be on Alert Status. In the basic game, thismeans they simply keep still as they watch the enemy,ready to respond to any approaching threat in their nextPhase. In the advanced game, this means they can alsoprovide covering fire.This is terrain that is impossible for a model to cross, nomatter how hard it tries! Huge buildings without openings,cliff faces and deep crevices are all examples of impassableterrain. A model cannot cross impassable terrain.DangerousShoot ActionsTo perform a Shoot action, a model must be armed with aranged weapon, such as a handgun.It must also have Line of Sight to its target and the target mustbe in range of its weapon. Also, a model may not choose tomake a Shoot action if an enemy is in contact with it.A model with no Shoot score may not take a Shoot action.First PhaseLine of SightMany scenarios will tell you which player takes the firstPhase of the game. If it does not, both players should rolla dice. The player who rolls the highest will take the firstPhase.A model must be able to see its target, or at least part of it,in order to be able to shoot it. This means you may have tobend down to the table’s height for a model’s eye view! Solong as you can see at least part of the target’s body (flagsand radio antenna do not count!), then the model has Lineof Sight, and you can check the range.Victory & DefeatEach scenario you play will define how each side canwin the game. This may be as simple as fighting until theopposing side panics and flees, or it may be more involved,such as getting a hostage out of harm’s way or stealing aparticular object before the enemy can run away with it.6MOVE ACTIONSRangeEvery weapon used for shooting has a Range characteristic(see below). Measure a straight line from the edge of theattacking model’s base to the edge of the base of thetarget. If this is equal to or less than the weapon’s Rangethen you may attack!

7

Weapon CharacteristicsArmour and Armour-piercingLike models, weapons have characteristics too, showinghow powerful they are in battle.It is a foolish punk who goes into battle without at least alittle protection.These are the characteristics of a basic handgun.A model with an Armour characteristic who suffersdamage from a shooting attack may escape harmaltogether as the Armour absorbs the hit, not the model.HANDGUNRangeShooting DiceDamageAPSpecial RulesCost15”1D1 0—10Range: The maximum distance a weapon can be used atin a Shoot action.Shooting Dice: How many dice the weapon allows themodel to roll in a Shoot action.Damage: The higher the Damage of a weapon, the morelikely it will destroy whatever it hits.AP: The Armour-piercing characteristic is used to negatea target’s Armour.Special Rules: Some weapons have special rules that makethem exceptionally powerful (or weak!). A full descriptionof all Special Rules can be found on page 15.Cost: Used in campaign games, this is how much aweapon costs to purchase for a model.Making a Shooting AttackOnce you have selected a target during a Shoot action, andhave checked it is in Line of Sight and in range, it is timeto unleash hell!To shoot, the attacking model rolls the number ofShooting Dice allowed by its weapon and adds its Shootcharacteristic to all dice rolled.The target model rolls one dice and adds its Agility.Compare the highest dice totals of both the defender andthe attacker.If the attacking model did not beat the target model’s roll,then it has missed!Every Shooting Dice rolling higher than the target’sAgility roll will be a successful attack. Each successfulattack will deduct a number of Hits from the target equalto its weapon’s Damage score.If the target’s Hits are reduced to 0 or less then it is removedfrom the game – either dead or very badly injured.8When the model has been hit by a shooting attack, rolla dice and add the model’s Armour score. If the result isgreater than 10, then no Hits will be lost. The attack hasbeen deflected!However, if the weapon has an AP score, this must bededucted from the dice roll. Very powerful weapons maymake it impossible for Armour to protect a model – theweapon just blasts through any defences!Note that a roll of a 1 for Armour is always a failure, nomatter what your bonus is!CoverA target can sometimes be obscured by terrain and othermodels, making it much harder to hit or hurt.When checking for Line of Sight, you may find the targetis partially hidden by a building, rock, wall or somethingsimilar. If less than half the model is obscured in this way,then it is attacked normally. However, if more than halfthe model is obscured, it has cover.There are two types of cover.Light CoverThis is cover that obscures the target but otherwiseprovides no great protection from incoming bullets.Examples include dense vegetation, smoke or a crowd ofpanicking civilians.Light cover will grant a target a 3 bonus to its Agilitywhen rolling against a shooting attack.Heavy CoverThis will provide a model with some decent protectionand includes thick walls and buildings.Heavy cover grants a target a 3 bonus to its Agility anda 3 bonus to its Armour score when rolling againstshooting attacks.MELEE ACTIONSTo perform a Melee action, a model must move intocontact with an enemy model. If it is unable to do so (itsMove is not high enough, for example), then this becomesan ordinary Move action.When moving as a Melee action, the model obeys all therules for terrain as described under Move actions on page 6.

Weapon CharacteristicsLike shooting weapons, melee weapons also havecharacteristics. Below is a typical knife.KNIFEDamageAPSpecial RulesCost1-1—5Damage: As with shooting, this demonstrates howpowerful the weapon is.AP: This is treated in the same way as for shootingweapons.Special Rules: Any special rules the weapon uses areshown here. A full description of all Special Rules can befound on page 15.Cost: Used in campaign games.Fighting in a Melee ActionOnce a model making a Melee action moves into contactwith an enemy model, the scrap starts!Both models roll a number of dice equal to their MeleeDice characteristic, adding their Melee score to all dicethey roll.The model with the single highest dice roll wins the fight.Every Melee Dice that the winner rolled higher thanthe target’s highest roll will be a successful attack. Eachsuccessful attack will deduct a number of Hits from thetarget equal to its weapon’s Damage score.If the target’s Hits are reduced to 0 or less, then it is removedfrom the game – either dead or very badly injured.Mighty Joe, a Gorilla member of an ape gang, is in a deadlyhand-to-hand fight with Mean Al, a vicious human blitzer.Mighty Joe has three Melee Dice and adds 1 to the roll of eachdue to his Melee score of 1. He rolls a 4, a 6 and an 8. foradjusted totals of 5, 7 and 9.Mean Al has four Melee Dice and a Melee score of 2. He rolls1, 1, 8 and 9. With the adjusted totals of 3, 3, 10 and 11 MeanAl has two scores higher than Mighty Joe’s highest adjusted totalof 9. With no armour and just two hits Mighty Joe is removedfrom the game, while Mean Al looks around the battlefield formore victims.Armour and Armour-piercingArmour is very useful in close combat, but some closecombat weapons have been adapted to penetrate eventhick armour. Armour and weapons with AP are treatedin the same way as for shooting attacks.Winning a Close CombatIf a model beats its opponent in a Melee action but fails tokill or destroy it, then its player has the option of moving9

the enemy model 2” directly away from his own. He maythen immediately move his own model back into contact(but is not required to).You may find this useful to create a bit of room around anobjective, or even to force an enemy to fall from a high wall!You cannot push an enemy model into impassable terrainor off the table. However, we highly recommend pushingan enemy into dangerous terrain Ongoing Close CombatIf both models are still standing at the end of a Meleeaction, then they are locked in close combat, a fight to thedeath! They cannot just walk away from the fight and bothmust take Melee actions in future turns until; One model is killed or destroyed.One model wins a close combat and pushes itsopponent back without following it up.One model chooses to flee. . .Shooting into Close CombatCynical players may wish to fire indiscriminately into closecombat, and to hell with the idea they might accidentallyhit their own models!For every dice rolled as a shooting attack, roll anotherdice. On a 1–5, the attack will be made against a randomfriendly model. On a 6–10, it will be made against arandom enemy model.SPECIAL ACTIONSSpecial actions are used when a model does something,well, special.A player may decide that his model has no chance againstits opponent – perhaps he has inadvertently placed hisrookie judge in close combat with a Klegg!Throughout these rules you will find various ‘special cases’that use Special actions. For example, some complicatedweapons require a model to take a Special action before itcan take a Shoot action. If a model needs to plant a bombon an objective, it must perform one or more Specialactions to do so.When locked in close combat, you may choose to take a

Maps & Additional design. Amy Perrett, Nicky Wong, Pete Johnston. Proofreading. Steve Yates. Special Thanks. Amy Chapman, Pete Wells, Nicky Wong, Amy Perrett, Paul Sawyer, Mark Owen, Ben Smith, Matt Smith, John Stallard, Steve Yates and to all the Kickstarter backers who believed in this game. Playtesters

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