I am the Law and you better believe it! Welcome to Mega-City One, a city of over four hundred million people and all of them a potential criminal. The Judge Dredd roleplaying game, based on the d20 System, will take players to the heart of Mega-City One and beyond, either as judges determined to uphold the Law, or perps, willing to risk everything for personal profit and gain.
Appearing as a 256-page hardback with cover art by Kev Walker, the Judge Dredd RPG will be one of the most attractive books in the role-playing market. It also promises hard science fiction to the d20 market, a void still waiting to be filled. Based upon the popular Judge Dredd figure from the 2000 AD comic strip and taking advantage of twonew forthcoming films, this new game will be supported as only Mongoose Publishing can, with new supplements and scenarios appearing regularly.
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Welcome to Mega-City One's Most Wanted! A definitive collection of all the famous personalities, good and bad, that have prowled through the Judge Dredd comic strips of 2000AD. Within you will find all the rules and histories for characters such as the Angel Gang, Stan Lee, DeMarco PI (and her simian bodyguard, Travis Perkins), and many more, including the greatest judges ever to have graced the Justice Department - Judges Dredd, Anderson and Hershey. We have also managed to squeeze in some of the unique equipment, weapons and vehicles these famous people use, as well as a couple of prestige classes that will allow your players to emulate their heroes (and villains). Mega-City One's Most Wanted will truly elevate your games of Judge Dredd to a new and exciting level.
This 64 page sourcebook continues the Rookie's Guide series from Mongoose Publishing to support the Judge Dredd RPG. The Rookie's Guide to Block Wars gives full rules for conducting large scale battles, as well as the tactics and equipment used by citizens and judges alike.
The Rookie's Guide to Brit-Cit, weighing in at 128 pages, is the largest supplement we have yet done for the Judge Dredd roleplaying game - but such a subject could demand no less. This is THE definitive sourcebook for Brit-Cit, that megalopolis across the ocean from Mega-City One, and draws on material that has appeared in the comic strips over the past couple of decades.
Black humour is a well known trait of Judge Dredd, and it is reflected well throughout this book. Written by John Caliber (The Kazan Gambit trilogy, Rookie's Guide to the Justice Department), this had me in stitches when I first read through the manuscript. The book kicks off with a Tour of Brit-Cit itself, a sprawling urban area covering the entire south of the current United Kingdom. This details such things as government and the royal family, and it is not long before you realise this is a _very_ different place to Mega-City One, despite the presence of judges. Key locations are described as well, some of which may raise a wry smile, such as Bigga Ben, the Battersea Mutants Home, New Old Bailey and Isle of Old Dogs. Common crazes and fashions of Brit-Cit are covered, as well as sports, food & drink, and common diseases (Bellamy's Beard). Whether your characters are due to become citizens of Brit-Cit or are more tourists coming over from Mega-City One, this will prove to be essential survival material.
This sourcebook for the Judge Dredd RPG covers the operations and interests of the crime magnates and the up and coming criminal organisations. Whether it is the manufacture of drugs, protection rackets or a bureau of assassins, few perps running such operations really consider themselves as criminals - they will avoid judicial attention at every step but usually view themselves as businessmen, pure and simple. This essential sourcebook takes a detailed look at crime in Mega-City One, as well as information on creating your own criminal organisations and new types of low life characters.
The Justice Department is the huge, sprawling organisation that governs and regulates the lives of every citizen within Mega-City One. The judges on the street are merely the most visible portion of this gigantic administrative body and though the maintaining of Law and order is paramount, the Justice Department also controls or monitors all governmental bodies within Mega-City One, ensuring every citizen is provided for and protected from enemies both within and without.
Every judge on the street is far more than a well-trained individual committed to upholding the Law. He also has the entire weight of the Justice Department behind him, and can call upon its resources throughout his career. With this authority comes a terrible responsibility, for a judge is sworn to protect every citizen from harm.
Only a tiny fraction of the population within Mega-City One have any Psi-Talent at all. Through the power of their mind alone, these rare individuals are able to influence the thoughts of another, levitate inanimate objects or gaze into the future to witness their own fate and that of others.. Ever since the Atomic War of 2070, the incidence of psi-talent within the population of virtually every city in the world has steadily been increasing - as have the dangers associated with this unpredictable skill.
The Justice Department of Mega-City One keeps an iron grip on the rise of citizens who possess psi-talent, or psykers, as they are known. Though psi-judges are a welcome and necessary addition to the forces of justice, the misuse of psi-talent has been responsible for some of the greatest tragedies ever to have befallen the city. The Judge Child Expedition, the Zombie War and Necropolis all have direct links with rogue psykers and psychic entities. Psi-Division therefore has many operatives who constantly scan the thought patterns of the entire population of the city, searching for those citizens who pose the greatest potential, danger. These individuals often join the ranks of the psi-judges if they are found at an early enough age, but many are sentenced to life in the psi-cubes - a harsh and drastic measure that destroys their freedom but ultimately protects every other citizen in the city.
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The average citizen of Mega-City One regards the subterranean Undercity as an urban myth. Every juve who attends the MegaSchools knows that Mega-City One was built on top of the east coast of the former United States of America, engulfing old cities with strange and exotic names such as Washington DC or New York City. Eld-shelter residents may retain vague memories of these semi-mythical places. Most citizens believe the old cities were destroyed when the construction of the Mega-City began, with only the occasional dilapidated structure - landmarks such as the Empire State Building or the Statue of Liberty salvaged as historical landmarks. Only a few citizens know that the east coast landscapes of pre-war America continue to stand in the cold darkness beneath City Bottom, a subterranean mausoleum preserving these archaic structures for all time.
The homeless vagrant who scrapes a pathetic existence on City Bottom can be forgiven for believing that he is the lowest of the low, the mile high silhouettes of the surrounding cityblocks serving as a constant reminder that he ranks at the very bottom of Mega-City One society. Just a few yards beneath his scrawny feet, thousands of living beings strive to survive against the primordial plagues of hunger and thirst, and fight for their lives against other denizens who have mutated in horrific ways, perfectly adapted to the eerie and hostile concrete and brick landscape.
Part 2 of the Kazan Gambit
For 4th and 5th level judges.
Several weeks have passed since the events of the Sleeping Kin. The judges are continuing their investigation into sleeper Sov-Agents infiltrating Mega-City One but the trail has grown cold. Meanwhile, the crime rate of the city continues to keep all judges busy and relocating unwilling Sov-Block immigrants introduces new stresses to the thin resources of the Justice Department. However, more sleeper agents are only just moving into position and they are planning to force Mega-City One to face the same terrible fate as East Meg One did all those years ago during the Apocalypse War.
The Kazan Gambit continues with the judges tackling a dangerous scenario that will take them from the streets of Mega-City One to a StratoSat Station high in orbit where they will witness the explosive conclusion to Russian Roulette.