Brit-Cit Sneak Peek

With the arrival of a new range of Brit-Cit Judges (and more on the way!), we are currently preparing a brand new force list PDF – however, we know you will want to dive in immediately, so here are the draft rules!


Brit-Cit Justice Department

This force list is an official update and replaces the Brit-Cit Justice Department force list in the Judge Dredd rulebook.

The Brit-Cit Justice Department, officially referred to as Her Majesty’s Justice Department (HMJD), maintains Law and order in and around Brit-Cit. It is led by the Chief Judiciary and answerable to Parliament. The Judges of Brit-Cit share much in common with their counterparts in Mega-City One, having similar uniforms and close diplomatic ties. However, the two have many differences in operational procedure and administration. Brit-Cit Judges are more lenient in their approach to crime and spend as much time buried in paperwork as they do patrolling the streets of their sector. The largest difference between the Judges of Brit-Cit and Mega-City one is their salary – Brit-Cit Judges are paid to uphold the Law. When their shifts are over, the Judges return to their flats and families, and may even take annual holidays. The Brit-Cit Justice Department is not immune to the privileges that come with wealth and ancestry and, with enough money, a Judge can buy himself any promotion short of a seat on the Chief Judiciary.

A force of Brit-Cit Judges will be very well equipped and able to handle most situations. They are ideal if you like the Judges of Mega-City One, but are looking for something with a slightly different ‘flavour.’

Distinctly Non-Standard: Brit-Cit Judges have their own code of conduct and while many Laws govern their equipment and appearance, for a Judge in an elevated position, these can be more like guidelines. A Beat Judge, Cal-Hab Judge and Para Squad Judge of level 5 or higher may be purchased up to 50 Credits of weapons and equipment. This increases to 100 Credits once they reach level 10.

Justice Department: As Judges, the models in this force must follow the Arrest rules.


Brit-Cit Equipment

Cal-Hab Issue Armour: Akin to the lightweight armour used by auxiliaries, the standard issue armour used by Cal-Hab Judges offers less protection but greater freedom of movement. This is due less to the style of Law enforcement Cal-Hab Judges employ, and more to a lack of adequate funding.


Armour Type Armour
Cal-Hab Standard Issue +4


Iron Lion Mk 1

The original Iron Lion motorcycle employed by the Brit-Cit Justice Department and, to some veteran Judges, still the best. It can still be found in service, primarily in the Cal-Hab zone and the poorer areas of Brit-Cit, and it remains perfectly serviceable.


Vehicle Move Agility Ramming Dice Armour Hits
Iron Lion Mk 1 18” +2 3D +6 5

Type: Medium Bike

Equipment: None

Crew: 1 Driver


Iron Lion Mk 2

An improvement on the original Iron Lion, the Mk 2 is now in service across Brit-Cit and within the Black Atlantic tunnel. It has more sophisticated on-board computers, a more powerful engine and is greatly appreciated by the Judges who ride it. As with its predecessor, it remains unarmed, relying on the weapons of the rider.


Vehicle Move Agility Ramming Dice Armour Hits
Iron Lion Mk 2 22” +2 3D +7 6

Type: Medium Bike

Equipment: Autopilot

Crew: 1 Driver


Beat Judge                                                                             140 Credits

The beat Judges are at the forefront of the Brit-Cit Justice Department, cruising the streets on their Iron Lion motorcycles and Avenger patrol cars. Beat Judges are respected by the city’s citizens and feared by the criminals who dare oppose them. They spend eleven years training to become a Judge and then work the rest of their careers in a number of Sector Stations.


  Move Agility Shoot Melee Melee Dice Will Armour Hits
Beat Judge 5” +1 +1 +1 2D +1 +5 2

Type: Infantry Hero

Equipment: Boot knife, PC 101 handgun, standard issue armour, truncheon


  • Swap PC 101 handgun with bumf gun for +0 Credits.
  • If the Beat Judge is given the Dual Shooter Talent, he may purchase a second PC 101 handgun for +10 Credits.
  • Ride a Mk 1 Iron Lion for +70 Credits or a Mk 2 Iron Lion for +90 Credits.


Cal-Hab Judge                                                                       140 Credits

The keeper of Law in the Cal-Hab wilderness, these Judges are known to be fiercely independent and capable. Honed and tempered by the lawless region they police, Cal-Hab Judges are instantly recognisable by their kilts, swords and Skean-dDhu blaster.


  Move Agility Shoot Melee Melee Dice Will Armour Hits
Cal-Hab Judge 5” +1 +1 +1 3D +1 +4 2

Type: Infantry Hero

Equipment: Boot knife, Broadsword, Cal-Hab issue armour, Skean-dDhu blaster


  • Swap broadsword with claymore for +15 Credits.
  • If the Cal-Hab Judge is given the Dual Shooter Talent, he may purchase a second Skean-dDhu blaster for +10 Credits.
  • Ride a Mk 1 Iron Lion for +70 Credits.


Para Squad Judge                                                                  165 Credits

The psi-Judges of Brit-Cit, these specialists are highly valued and to call upon their services frivolously is considered a breach of conduct. Like their counterparts of Mega-City One, para squad Judges are often highly-strung, flippant individuals.


  Move Agility Shoot Melee Melee Dice Will Psi Armour Hits
Para Squad Judge 5” +1 +1 +1 2D +1 4 +5 2

Type: Infantry Hero

Equipment: Boot knife, PC 101 handgun, standard issue armour, truncheon


  • Ride a Mk 1 Iron Lion for +70 Credits or a Mk 2 Iron Lion for +90 Credits.


Detective Judge                                                                     160 Credits

The detective Judge has proven himself capable of leading investigations and acting on his own intuition. Once installed in CID, the detective Judge swaps his beat uniform for the trademark blue suit and trench coat of the department.


  Move Agility Shoot Melee Melee Dice Will Armour Hits
Detective Judge 5” +1 +1 +1 2D +2 +4 3

Type: Infantry Hero

Equipment: Armoured trench coat, PC 101 handgun


Judges of the World

The Beat Judge, Cal-Hab Judge and Detective Judge may be used as Judges of the World (see page 190 of the main rulebook), replacing the Beat Judge and Cal-Hab Judge on page 191.


Brit-Cit Justice Department Mercenary List

The following may be used as Mercenaries (call them reinforcements…) by a Brit-Cit Justice Department force.

Agent (main rulebook, page XX)

Brit-Cit Beat Judge (see above)

Combat Droid (page XX)

Senior Brit-Cit Judge (main rulebook, page XX)

Street Judge (main rulebook, page XX)

Wally Squad Judge (main rulebook, page XX)


Detective Judge Armitage                                                    300 Credits

Armitage works hard against the system of privilege that riddles the upper echelons of the Brit-Cit Justice Department. This, in turn, has made him extremely unpopular among his superiors but his sheer competence at crime-fighting ensures his continued career. Unusual among detective Judges, Armitage also refuses to carry a gun, though his time fighting in the Brit-Cit Civil War means he knows how to handle a weapon – he simply chooses not to.


  Move Agility Shoot Melee Melee Dice Will Armour Hits
Detective Judge Armitage 5” +3 +1 +2 2D +4 +4 11

Type: Level 8 Infantry Hero

Equipment: Armoured trench coat

Talents: Brave, Dirty Fighting, I am the Law!, Intimidation, Luck of Grud, Shoulder Down, Stealthy, Voice of Command, Voice of Justice

Veteran Judge: Despite his refusal to carry a gun, Armitage knows how to take care of himself. He may re-roll any Agility check (including those made to dodge shooting attacks).

Available To: Justice Department, Brit-Cit Justice Department


Blood on the Streets

This December the first supplement for the Judge Dredd miniatures game will be arriving in your local games store – Blood on the Streets!

This supplement is jam-packed with lots of new rules, forces, Mercenaries, Talents, Heroes – and a brand new way of playing scenarios in your campaigns!

There are some great new Talent trees with which you can continue to customise the Heroes in your force. Some are serious additions while others are a bit more… fun! This new Futsie tree is a great example, allowing you to make your Hero absolutely mad – many citizens of Mega-City One cannot stand the fast-paced life of the city and with no employment to keep them occupied, some just snap and completely lose it. As you start on this Talent tree, you will find your Hero does not always do what you expect but as you continue to pick up Futsie Talents, he will gradually start to perform (a little) more reliably and gain the benefits of madness to boot!

Other Talent tress in Blood on the Streets make Heroes more effective when they lead Mobs, allow the customisation of Lawgivers, permit you to field Judge snipers, and control heavy vehicles more competently. There is even one that reflects long term exposure to the Cursed Earth to add some useful mutations, including latent psychic abilities meaning almost any force can now have a psyker on their side. Speaking of psykers, the new Living Weapon Psi-Talent tree now allows them to shape their bodies into something extremely lethal…

There have been lots of new miniatures released since the main rulebook, and Blood on the Streets provides rules for them all, from single models such as the Acc-Div Judge and Max normal, to full blown forces.

The Judda are here (the Judda box set will be released very soon and are on pre-order now!), twisted Judges created by genetics-master Morton Judd as his weapon against Mega-City One, along with the Mechanismo Strike Force (originally available as a playtest force here on Planet Mongoose!), the Klegg Invasion Force (Klegg-hai!), and the ABC Warriors…

However, the real gem of Blood on the Streets are all the new scenarios – 75 of them!

When playing a campaign with the main rulebook, you choose a scenario and then challenge one of the other players to a fight. Not any more!

With Blood on the Streets you challenge any player in the campaign (so you can still have a drop-in/drop-out campaign without requiring every player to be present every night), but you now roll on the Standard Scenario table to decide what kind of battle you will be having. There are 9 different scenarios on this table, covering demolition jobs, turf grabs, and the like.


Either player (or both!) can announce that they want to roll on their own force’s unique scenario table. The players dice off and the winner gets to choose which scenario table is used. Every force now has its own special scenario table, with scenarios that reflect its own background in 2000AD, its place in Mega-City One and its ‘personality’. So, you force wil lnow be doing the kind of things that it would really be doing in the comic strips.

So, for example, if you are an East Meg Invasion Force player, you can expect to play scenarios that reflect the full on Apocalypse War, marching through the streets of Mega-City One while taking important objectives, hammering the capitalist resistance as you go!

This is a favourite of ours, Not One Step Back, an order given by Kazan as things began to look shaky for the East Meg forces.

By comparison, the Apocalypse War Resistance Unit scenarios are a little more desperate, holding the line against a powerful enemy, or taking a cache of Bat Gliders to launch a silent airborne assault…

Of course, while every force (including the new ones, such as the Judda and Kleggs!) has its own scenarios, there is nothing to stop us (or you!) adding more. For example, in the future we might look at variant Justice Department scenario tables, each one focussing on a different aspect of what the Judges do and how they patrol the streets of Mega-City One. We already have in mind new scenario tables that can be used by any force that has a lot of bikes or heavy vehicles. And what about scenario tables that depict battles taking place on alien worlds? The possibilities are endless and will really open up the Judge Dredd miniatures game to a whole new range of games!

Blood on the Streets will be available before Christmas as a glorious full-colour hardback book and you can pre-order your copy here.

If you want to find out more about Blood on the Streets, we have prepared two preview downloads for you, including a full Contents list so you can see exactly what is in the book! You can grab these previews here and here.

The Judda box set has also just gone up for pre-order and will also be available before Christmas – you can grab your own force of twisted Judges here!

Turf Grab – A Judge Dredd Battle Report

A street gang of punks and juves known as the Dusty Rainmakers have been terrorising the citizens living on City Bottom of Sector 27 for several weeks – this was not something the Justice Department could tolerate, and a patrol of Judges was sent in to neutralise the problem.

Must be time for a battle report!


Turf Grab

This is a battle report featuring a typical first game in an ongoing campaign, using forces built according to the standard rules in the Core Rulebook, to a maximum value of 500 Credits. The Turf Grab itself is a simple scenario, with forces either trying to capture as much territory on the table as possible or, failing that, wiping the opposing force out completely!


The Justice Department

The Justice Department player (a nice chap called James) has gone for a nicely balanced force. The Street Judges may be the ‘standard’ Judge, but they pack a real wallop with their standard issue armour and Lawgiver sidearms. The Riot Judge is a solid close combat model, but players should not forget they also come with the same Lawgiver as Street Judges!

Judge Smith

Move Agility Shoot Melee Melee Dice Will Armour Hits
Judge Smith 5” +1 +2 +2 2D +1 +5 2

Type: Level 1 Infantry Hero

Talents: Aim, Leg Shot

Equipment: Boot Knife, Day Stick, Lawgiver, Standard Issue Armour, Stumm Gas Grenades


Judge Wessen

Move Agility Shoot Melee Melee Dice Will Armour Hits
Judge Wessen 5” +1 +1 +1 2D +1 +5 3

Type: Level 1 Infantry Hero

Talents: Judicial Prodigy, Skilled and Deadly

Equipment: Boot Knife, Day Stick, Lawgiver, Standard Issue Armour, Stumm Gas Grenades


Riot Judge Grant

Move Agility Shoot Melee Melee Dice Will Armour Hits
Riot Judge Grant 5” +1 +1 +2 2D +2 +7 2

Type: Level 1 Infantry Hero

Talents: Headbreaking, Shield Bash

Equipment: Boot Knife, Day Stick, Lawgiver, Riot Armour, Riot Shield, Stumm Gas Grenades


The Dusty Rainmakers

The street gang player (Alan, a long-time playtester for Mongoose) has chosen an interesting combination of models, and it seems his plan is clear. There is a great variety of tactics possible for street gangs but Alan has opted to go with two hard punk heroes leading a number of lesser juves, no doubt thinking to swamp the Judges with juves while his leader, Dead Eye Bron, picks them off at long range as a sniper. Meanwhile, his lieutenant, Indian Jo, will be using a combination of pyrokinetic psychic powers and a spit pistol, a weapon known in the game for being a Judge Killer.

Dead Eye Bron

Move Agility Shoot Melee Melee Dice Will Armour Hits
Dead Eye Bron 5” +1 +1 +0 2D +0 +6 2

Type: Level 1 Infantry Hero

Talents: Accurate, Crackshot

Equipment: Long Rifle, Sports Armour


Indian Jo

Move Agility Shoot Melee Melee Dice Will Psi Armour Hits
Indian Jo 5” +1 +0 +0 2D +1 4 +4 2

Type: Level 1 Infantry Hero

Talents: Incinerating Finger, Resist Flames

Equipment: Concussion Grenades, Pad Armour, Spit Pistol



Move Agility Shoot Melee Melee Dice Will Armour Hits
Juve 5” +1 -1 -1 2D +0 +3 1

Type: Infantry Minion

Equipment: Leathers, Handgun and either a Knife or Club


As any good player should, Alan has named his seven Juves; Jim Gint, Phil ‘the Hacker’ Jones, Geoff ‘Cookie’ Smith, Fred White, Andy ‘Loud’ McCarthy, Lady Death, and Simeon Down.

The Juves are all classed as Minions, which means they do not get any Talents and do not accrue experience during a campaign. Then again, they are cheap and easily replaced!


Turn One

With the forces prepared, it was time for the battle! In Judge Dredd, turns are divided into Phases, with each player taking a Phase and performing actions with all of his models before his opponent does the same. Most models have two actions in each Phase, choosing between Shoot, Move, Melee, and Special each time.

Judges: James got the initiative for his Judges, and so they took the first Phase of the first turn! The Dusty Rainmakers were clearly expecting a judicial response and, wary of the number of opponents they faced, the Judges advanced cautiously, with only Judge Wessen left in the open as he moved below the walkway.

Street Gang: The gang moved to meet the Judges, ever conscious their handguns were somewhat out-ranged by the Judges’ Lawgivers. All except Dead Eye Bron, of course, who obviously prefers to ‘supervise’ from the rear! On top of a factory, Bron lined up the advancing Judge Wessen. He opened fire but, despite trying twice and having the Accurate talent (which allows Alan to re-roll misses with Bron), he missed!


Turn Two

Judges: As keepers of the Law, Judges cannot just go around shooting anyone they wish – instead, they have to try to arrest Lawbreakers before opening fire. With this in mind, Judge Grant ran round the corner of a Munce Burger Bar to order Indian Joe to lay down her weapons and get on the ground, and got two fingers in return (as a Hero, Indian Joe can ignore Arrest checks, but a Judge must still attempt them – it is the Law, after all).

Meanwhile, in the centre of the battlefield, Judge Smith ordered the juve Fred White to surrender. Obviously terrified at having met a Judge for the first time, Fred threw up his arms and is removed from the table, no longer in the fight. First casualty to the Judges, and they did not even need to fire a shot!

On the Judges’ right flank, Wessen considered his position in the open and ducked back under the walkway to take cover behind an abandoned truck.

Street Gang: Reassessing her situation, Indian Jo retreated from the Riot Judge to re-deploy nearer the centre of the battle, while Jim Gint tried to shoot Judge Smith with his handgun. His inexperience showed, and Judge Smith nimbly took cover from the fire.

Judge Wessen hunkered down behind the vehicle as both Down and the Hacker opened fire on his position. Down missed wildly but Hacker managed to get a rare critical hit – in Judge Dredd, critical hits cause double damage which will kill most starting Judges outright. Fortunately, Wessen was behind the abandoned truck (cover grants a bonus to Armour rolls) and the shot ricocheted down the street!

Dead Eye Bron Relocates

Dead Eye Bron found he had no targets, as the Judges had become wise to his sniping position, and was forced to relocate behind a barricade across a nearby road, in the hope he would have a better angle later on.


Turn Three

Judges: Riot Judge Grant advanced to cut off Indian Jo’s retreat, while Judge Smith opened up on the Hacker (he had already opened fire on Judge Wessen, and so an Arrest check was not required – though James still had the option of trying if he wished) with a full salvo of Standard Execution rounds. A common juve is no match for these rounds and so the Hacker would be leaving in a Meat Wagon.

Judge Wessen also used Standard Execution rounds, this time on Down, and he removed the juve with a practised shot.

Street Gang: Getting a little distressed that three of their number have now fallen to the Judges (one way or another), the juves scramble for cover and do not get any shots off at the Judges, though two try to flank Judge Wessen. Meanwhile Dead Eye Bron, heedless of the losses his Minions have taken, waits for the perfect shot…


Turn Four

Judges: Both time and space were running out for Indian Jo, as Judges Grant and Smith closed in on her from two different directions.

On the other side of the battlefield, noting the moves the juves are making to deprive him of cover, Judge Wessen retreated further under the walkway. In doing so, he caught sight of the Cookie, who had gone on Alert Status the turn before (this allows a model to react to anything that happens close to him in the enemy’s Phase – unfortunately, the Cookie got arrested before he could perform his action!) and promptly arrested him.

Street Gang: It seemed as though only a spirited counterattack could save the Dusty Rainmakers, so they rallied their (now flagging) morale and took action!

Riot Judge Grant Goes Down!

Jim Gint switched his target to Riot Judge Grant and fired – and, despite all expectations, the tiny round found a chink in the riot armour and scored a hit! Seeing the Riot Judge wounded, Indian Jo seized her chance and moved in for the kill. Summoning the power of her mind, she pointed at Grant and a stream of flame erupted from her finger to immolate the Judge (Incinerating Finger is a short-ranged and low-powered Psi Talent, but as it automatically removes one Hit on an enemy model, it is good for finishing off wounded Heroes – Alan used it perfectly here).

Lady Death Flanks Judge Wessen

Meanwhile, Lady Death had succeeded in flanking Judge Wessen and, deprived of cover again, he lost a Hit to her handgun. A second shot from Andy McCarthy, however, bounced off his armour.


Turn Five

Judges: The battle has turned quickly, with one Judge as a casualty and another already wounded. In response, Judge Smith opened up on Indian Jo and scored a critical hit, taking the punk out for good.

Judge Wessen nursed his wound and returned fire upon Lady Death, but his Standard Execution rounds just gouged the walkway support she had taken cover behind. He then switched to Heatseeker rounds (the Lawgiver has a choice of seven ammunition types, from Armour Piercing to Rubber Ricochet, which makes it really fun to play with – the Heatseeker round is less powerful than Standard Execution but it ignores cover). The round whistled through the air, found its target and homed in on Lady Death, ending her otherwise promising criminal career.

Street Gang: With another juve down and lieutenant Indian Jo gone, the Dusty Rainmakers are on shaky ground – one more casualty and they will all be making Will to Fight checks to see if they stay in the fight. One juve gets a shot off at Judge Wessen but misses…


Turn Six

Judges: Their confidence restored, the Judges advance. Judge Smith flushed out Gint, who retreated (he was on Alert Status from the last turn, and opted to perform a Move action to get away from the advancing Judge, possibly hoping to draw her out into the line of fire of Bron).

Enjoying the effectiveness of Heatseeker rounds, Judge Wessen opened fire on McCarthy, and the Lawgiver worked as advertised once again, downing the juve.

Street Gang: All that was left of the Dusty Rainmakers was the leader, Dead Eye Bron, and his remaining juve Minion, Jim Gint. As their force had been reduced so severely, both were forced to take Will to Fight checks, and both failed!

The (few remaining) Dusty Rainmakers spat curses at the Judges and ran, determined to return one day and get the revenge on the Law. As for the Judges, one of their number was down but, overall, it had been a successful operation.


After Action

As this was a campaign game, we had to see what had happened to the fallen. Would they have been simply scratched in battle, or were they dead? And would the arrested juves be able to escape from their iso-cubes?

In Judge Dredd, Heroes removed as casualties roll on a table to see what their injuries are, modified by the effectiveness of the weapon that got them.

Riot Judge Grant, immolated by Indian Joe, received only light burns as it turned out, and would be back on the street patrolling with Smith and Wessen soon enough.

For her part, Indian Jo received a full burst of Standard Execution rounds into the chest which killed her,  a loss the Dusty Rainmakers will struggle to recover from.

But what of the juves? Well, Minions do not get injured as such in Judge Dredd. After all, they are only Minions, and there are loads of juves just waiting to sign up with the Rainmakers, despite their very public loss against the Judges. Instead, a simple die roll is made for each Minion who was removed as a casualty. On a 7 or more, they are returned to the force with no ill effects, but on a 6 or less, they are lost permanently.

After rolling, Alan finds that the Hacker and Down lost their lives to the Judges, but McCarthy and Lady Death both return to his force, ready to fight again.

That just leaves Fred White and the Cookie, who were both arrested. Rolling on the last chart for these two, we find that Fred White is locked securely away for the rest of his life, while the Cookie actually made an escape attempt! He will miss the next battle but will later return with just a few scratches – a lucky juve!



This was pretty typical of a battle in Judge Dredd – varied forces, very fast action, and no one really knowing who was going to win until the very last turn! James and Alan both know the rules fairly well, and managed to complete this game (including interruptions from me as I took notes for this report) in just over 20 minutes. The game really is that fast, allowing you to get several blood-filled matches in a campaign completed in a single evening.

Both the Judges and the Dusty Rainmakers have retreated and are counting the cost of the battle. Both have received Credits with which they can recruit new members to their force or upgrade the equipment of existing members. All Heroes gain XP after every battle, and Judges Smith and Wessen have both earned enough to get to Level 2, meaning they get another Hit, a characteristic of their choice will increase, and both get a new Talent too!

Then they will be ready for the next battle…

Return to the Undercity

Like many habitats in the 22nd Century, the Undercity is a sealed environment. However, unlike the strictly controlled and regulated life support systems in the domes of Luna-1 or Viking City on Mars, the Undercity is an example of a closed environment that has been allowed to run out of control, with no monitoring whatsoever to keep the various life forms and habitats in a stable condition. The dark caverns have become the epitome of ‘survival of the fittest’ – only the strongest, adaptable or most numerous creatures are capable of surviving for any length of time. Isolation from normal sunlight has also had a dramatic effect on most plant-life – few species have survived the burial of the cities. Only a few mutant species of trees and flowers have survived in isolated patches. However, many new species of fungus and mosses have become common, thriving in the decayed darkness of the streets and buildings.


There is a huge diversity of man-made structures to be found in the Undercity. When the cities were buried, homes, offices and factories were evacuated and left empty. Lack of maintenance eventually took its toll and many ancient and historic buildings have collapsed. However, some have been appropriated by Undercity dwellers who have adapted them to suit their needs. Some have been reinforced into fortresses; others have been torn to pieces and used to make new buildings.

The Concrete Sky: The great rockcrete dome that covers most of the Undercity is almost universally known, incorrectly, as ‘The Concrete Sky’. In many areas of New York, the enormous structure is so far above the ground that it is almost impossible to see, giving the impression the old city is cloaked in a particularly dark night. In other areas, the roof is only a few feet above the ground to form claustrophobic caverns that constantly drip with freezing condensation. Huge stalagmites and stalactites are beginning to form in some areas – great, teeth-like growths that block large areas of the Undercity. The concrete sky possesses terrific tensile strength as it has to support the entire Mega-City, but individual segments are actually quite brittle. Many tribes have developed the ability to tunnel through the rockcrete walls, instinctively ensuring that the stability of the structure as a whole is maintained. The concrete sky is reinforced with hundreds of plasti-steel girders, which makes it far tougher than regular rockcrete.

Philadelphian Tunnels: Philadelphia was only the second United States city to be buried beneath the Mega-City, and the designers chose to use a radically different method. Colossal vaulted chambers were built over many important buildings and every street was converted into a tunnel to form a massive labyrinth before millions of tons of rockcrete smothered the entire city. Philadelphia became a claustrophobic nightmare of a city, regularly flooded by the stinking, fetid waters of the old Delaware River and overflow from the Mega-City sewer system. The tunnel and chamber walls are rather stronger than the concrete sky that covers the rest of the Undercity but is little more than a thin covering of reinforced vaulting. The rockcrete that covers Philadelphia is considerably thicker than the most of the rest of the Undercity – in some places over a mile. Some tribes of the stunted Philadelphia trogs are nevertheless capable of excavating their own passageways through the thick walls. Some areas have become a twisting, confusing labyrinth of low burrows interconnecting with the ‘official’ tunnels.

Sewer Tunnels: Sandwiched between the Mega-City and the Undercity is the vast sewer network, a convoluted warren of interconnecting tunnels and vaulted chambers. Some have speculated that the sewer system can be used to reach all areas of the Mega-City, but only a perp with an extremely strong stomach would actually use the tunnels as a method of moving from one place to another. The design and layout of the tunnels themselves tend to vary enormously from ancient, brick built three-foot high passageways to enormous reinforced tunnels and chambers to futuristic, plasti-metal clad shafts. However, before long every tunnel begins to look the same – dark, claustrophobic and extremely smelly. There are further dangers to investigating the tunnels – it has developed its own micro-ecology of savage life forms, from the giant white gators to millions of huge, vicious rats. There is further danger – explosive methane gas, an unavoidable side effect of the decay of sewage. Many Mega-City companies make a profit mining this gas as a valuable resource but pockets tend to quickly build up in hard to reach places. If exposed to fire or an explosion (such as a gunshot) a gas pocket will detonate as if it were a hand bomb (see page 98 of the Judge Dredd Core Rulebook)  Sealed manholes are placed on City Bottom and beneath cityblocks at regular intervals to allow city maintenance teams access to the sewers – ordinary citizens must keep out of them at all times. Anyone found attempting to access the sewers without a valid permit will earn themselves a minimum of six months in the Iso Cubes should they be caught by the judges. Manhole covers are usually constructed from a durasteel alloy, firmly locked and sealed against any tampering.

Pre-Atom War Building: Much to the horror and bemusement of the citizens of Mega-City One, the majority of the shops and houses found in the old cities consist of squat, boxlike buildings a mere two or three storeys tall. Once, these were sturdy homes and places of business but the decades buried beneath the City has left little more than shattered, worn out ruins. Over the years, time has taken its toll and many old buildings have collapsed into ruin, leaving nothing but a hollow shells or broken rubble. Some buildings have survived more or less intact – these have usually been taken as homes by some of the smaller tribes. Broken masonry and scavenged materials are often used to shore up collapsing or damaged buildings, making even serviceable abodes appear to be little more than piles of rubble. A typical low-level building has two storeys, plus a basement or cellar area. The ground floor is divided into four to six rooms including a kitchen and a living room; the first floor is usually subdivided into bedrooms. The basement area most often consists of a single, large area. However, the function of any occupied building has long since been forgotten. Houses in Philadelphia suffered an even stranger fate – many were smothered in rockcrete when the tunnels were built, leaving only a single façade with only the occasional accessible room.

Pre-Atom War Sky-Rise Tower: The majestic skyscrapers that once dominated the skylines of many cities in pre-Atom War America would be regarded as quaint, low level con-apts by the residents of the giant Mega-City. Even the tallest surviving building in the Undercity – the Chrysler Building in New York – is less than a quarter of the height of an average sized cityblock. Nevertheless, these structures are still regarded as valuable resources and their ownership is usually hotly contested by many of the Undercity factions. Even collapsed or ruined skyscrapers are regarded as a valuable commodity – bricks, girders and rubble are always needed to shore-up the slowly decaying habitats occupied by the Undercity dwellers. A typical sky-rise tower stands fifty storeys tall, although only the mighty New York dome is capable of housing such a large structure. Many tall buildings are cut off by the concrete sky, their top few storeys embedded in the great mass of rockcrete.

Troggie Hut: Most varieties of troggies have become adept at constructing themselves primitive shelters. As there are no natural weather patterns in the Undercity, these huts are generally used as protection against the other residents of the underworld and are therefore reasonably tough. Troggie huts usually consist of a single room, about ten feet square with walls made from salvaged junk or the remains of an ancient building, torn apart and reassembled in typical ramshackle troggie style.

Philadelphian Trog Roundhouse: The Philadelphian trogs are rather more sophisticated than their cousins that occupy other areas of the Undercity, constructing their own, individual style of buildings that, strangely, resembles an ancient Celtic roundhouse. Philadelphian trog roundhouses are large, circular buildings constructed using ancient methods but with more modern materials – salvaged metal and brick rather than wood and leather. As they are nomadic, the Philadelphian trogs ensure that their homes can be quickly dismantled to allow them to move with ease – this is typically to escape from the floods from the black water of the Delaware river that wash through their tunnel homes on a regular basis. Naturally, these temporary and prefabricated structures are rather more fragile than a permanent structure.


Isolated from natural sunlight, very few plants thrive in the Undercity. Most forms of vegetation have withered and died in the shadows, but, like their human and animal equivalents, a few mutant species have adapted to live without ultraviolet light and heat.

Fungus: Unlike most plant life, fungus thrives in the cold, damp darkness that forms most of the Undercity. Edible forms of fungus form a staple diet of many of the less aggressive species such as the great albino pigs known as hawgs, and many areas have been cultivated into huge ‘fungus farms’ by tribes of humans and the more docile troggies. Other forms of fungus are less beneficial. Some are deadly poisonous, bringing a slow and lingering death to any foolish enough to consume it. Other species bring decay, consuming and corrupting any substance that it can gain a foothold.

Moss: Moss is probably the most common plant to be found in the Undercity. Moss requires little water and can grow almost anywhere. It tends to cover vast areas of the desolate streets and buildings of the old cities. Unfortunately, this plant has very little nutritional value, although many species – such as the pathetic sub humes known as wretches – are forced to eke a miserable existence grazing on it. Another form of moss is far more valuable – the so-called ‘glowmoss’ is a mutant species of luminescent moss, often cultivated on walls and ceilings in order to provide dim lighting.

Mutant Vegetation: Many mutant plant species have appeared since the burial of New York, although, as yet, none have become particularly common. Most tend to be weak and feeble, capable of surviving in the darkness or in the toxin saturated slime of the Big Smelly. Others are more robust – a few trees have managed to survive, and clusters of pale grass exist in isolated places. Others have developed along more sinister lines, such as the deadly Boston Strangler Vine and the parasitic Hoxton Creeper.

Dead Vegetation: Dead and decaying plants are by far the most common sight in most of the Undercity. The majority of the dark underworld was at one time rural fields and wastelands that were simply covered by the great rockcrete foundations of the Mega-City, leaving the unfortunate vegetation cut-off from vital life giving heat and light. Most of the Undercity is cluttered with dense mats of stinking mulch.


Humanity is not the only species to make a home in the Undercity, although as always they regard themselves as the most important inhabitants. Many creatures and monsters endure life in the darkness. However, there are several other forms of creatures native to the Undercity.

Rats: Rats are by far the most common inhabitants of the Undercity – some have estimated that there are over a thousand rats for every human resident. The ruins of the Undercity make an ideal home for these tiny scavengers, with thousands of nooks and crannies where they can make nests and warrens. The rats’ prolific breeding rate ensure that the Undercity dwellers never go hungry – in fact, rat has become the staple diet of nearly every creature that calls the Undercity home. However, the rats are not merely defenceless victims. The creatures posses a high level of natural cunning, and occasionally ‘gang up’ on isolated individuals, gathering together in groups of dozens or even hundreds to form a deadly tide of squirming bodies. Usually, though, they will only prey on the weak and defenceless – babies and infants are their favourite target. Many a time an un-attentive Undercity mother will leave a cradle for a few moments only to find nothing but gnawed bones and a few pitiful scraps of flesh on her return. In some areas, the rats have grown to colossal proportions – some have spoken of savage monsters the size of large dogs, or ultra-intelligent, two headed monstrosities somehow guiding the others.

Gators: No one seems sure how alligators, usually only found wild in tropical areas, came to live in the sewers of many American cities, but their existence is undeniable. Although the larger specimens have emigrated to the cleaner waters found in the Mega-City sewer system, the old sewer networks beneath most of the old cities still harbour a healthy population of gators, and the swamp-like tunnels of Philadelphia make an ideal home for the fierce beasts. Naturally, the lethal, armour plated reptiles are greatly feared by humans and troggies alike.

Werewolves: Lycanthropy actually originated in the Undercity. No one knows the whole story, but a strange pool in central park was found to contain mutagenic bacteria that could transform a human into a savage, wolf-like hybrid. Before long, many areas of New York had become overrun with the terrifying, savage monsters. Fortunately, Judge Dredd was able to eliminate the mutagenic pool and most of the werewolves, but a few managed to escape. Although far less of a threat than in previous years, werewolves are terrible opponents. Many tribes will put a great deal of effort into wiping out a werewolf nest should they discover one. Werewolves kill anything that moves, but nothing can eat the flesh of a werewolf without risking transforming into a similar creature. However, at least one tribe – the savage Grid Iron Union – take advantage of this phenomenon. Gridiron grunts have been known to deliberately eat werewolf meat in order to spark the transmogrification, so that they can become the elite ‘dogfaces’, fearsome monsters that are loosened at rival tribes before a battle. The Undercity dwellers have never had access to the cure for lycanthropy, so the transformation is permanent.

Visitors to the Undercity

The majority of Mega-City One citizens have no desire to visit the shadowy world of the Undercity.  Even in the direst of emergencies, most would rather face the radioactive wasteland of the Cursed Earth rather than the ruined streets and buildings far below the massive slabs of City Bottom.  Many remember the terrible monsters that have occasionally emerged to threaten the City and believe that the dark underworld is crawling with similar creatures.  Others are more straightforward and associate prestige with how high they live in the massive cityblocks – the very idea of living on City Bottom is repugnant; the thought of human life existing beneath the ground would fill them with horror and disgust.  Most, however, simply do not know – or care – that the Undercity really exists, too wrapped up with their everyday lives to bother with semi-mythical places.

A small minority of citizens are prepared to risk life and limb by organising expeditions to the old cities.  The adventurous, the desperate, or the just plain greedy, dare to venture below the City into the darkness despite the Justice Department strict prohibition of the practice.  However, any visitor must be careful to ensure that they can exit the Undercity as easily as they entered it – City Maintenance squads quickly seal up any holes and fissures that they find, which can leave the unfortunate intruders stranded in the dingy caves and caverns!

The Justice Department also have a vested interest in keeping the Undercity under control.  Despite existing beyond their normal jurisdiction, judges are occasionally sent on missions into the darkness in order to eliminate some terrible threat or apprehend some particularly important fugitive.  On more than one occasion, judges have been dispatched on the request of the Undercity dwellers themselves to deal with some new terror, but this is very much the exception rather than the rule.  A chronic lack of judicial manpower has ensured that regular Undercity patrols are a thing of the past, but there is still a form of regular law enforcement.  Judges can choose to take the Long Walk into the Undercity when they retire from active service.  Each takes an oath ‘to bring Law unto the Lawless – until death!’ but the midnight world of the Undercity is very different to the bright lights of Mega-City One and only the most exceptional lawman can last for long.


Citi-Def Squads

Probably the most common visitors to the Undercity are members of the Citi-Def, intent on gaining some ‘real-life combat experience’ without the inherent risks of starting a Block War and the certainty of a long stretch in the Iso Cubes.  Before the Apocalypse War, the Justice Department would allow carefully selected groups of Citi-Def access into the Undercity, and during the conflict the old cities even acted as a base for many units of guerrilla fighters, allowing them to launch lightening attacks against the occupying Sov forces before fading back into the shadows of the buried streets and buildings.  Following the extensive rebuilding programme that followed the massive destruction, many of the old entrances to the Undercity were sealed over and the judges decided that to allow visitors to the subterranean world was simply too risky and difficult to administrate.  Modern Citi-Def squads must take a more clandestine approach, sneaking in via the sewer system or even boring through the rockcrete foundations of their cityblocks.

Most Citi-Def squads take great pride in the fact that they are always ready for enemy action, and to this end they tend to over-prepare somewhat, often carrying awkward or inappropriate heavy weapons or specialist equipment when embarking on a training mission.  However, there are still the small minority of units that believe that they can deal with anything that the underworld can throw at them armed only with a handgun and a flashlight.  It is usually only Citi-Def Officers and Jaeger squad commandoes that will embark on training missions to the Undercity – the normal citizens that make up the ranks of the Citi-Def militia are either disregarded as unsuitable or are simply not interested in crawling about below the sewers, preferring to watch game shows and soap operas instead.  A typical Citi-Def training squad will consist of an Officer accompanied by three to six Jaeger squad commandoes, equipped with spelunker suits and Nightrider rifles with high-powered flashlights.  Most carry enough rations to last for some considerable time, but some will be expected to live off ‘the land’ – surviving on only what they can catch and kill.  Most find that they would rather go hungry.

Undercity dwellers tend to regard visiting Citi-Def as little more than an irritation – no matter how stealthy and well drilled the part time soldiers attempt to be, with their noisy equipment and blazing lights they cannot help but be conspicuous.  Most tribes and troggie clans are prepared to ignore or avoid the intruders, knowing that they will soon return home to their own environment as soon as they get bored or hungry, or get killed by something bigger and meaner than them.  Others, such as the peaceful Philadelphian trog tribes, will offer to act as guides, skilfully steering the intruders away from anything really dangerous in return for some small trinket or piece of technology.


Criminal Cartels

Attracted by the fact that the Undercity is outside of the jurisdiction of the Justice Department, many large criminal cartels have had the idea of establishing a permanent base below the streets of the Mega-City.  This is often a very expensive operation – transporting the raw materials to build a secure building from the surface world to the Undercity without attracting the attention of the judges is an almost impossible task that requires elaborate planning and an enormous investment of resources.  Many fall at the first hurdle, attempting to bore a tunnel large enough to transport large construction vehicles and robots through the slabs of City Bottom.  Naturally, this is a rather noisy and conspicuous business that rarely goes unnoticed!

However, an organisation that is able to establish a base is able to reap the benefits.  The most typical Undercity base is used as a manufacturing plant, able to churn out anything from illegal weapons to drugs without much chance of discovery by the judges.  In theory, the cartel should be able to flood the streets of Mega-City One with untraceable contraband.  In practice, things rarely work out that way.

The Undercity dwellers themselves are a major headache.  Unlike the temporary visits by the Citi-Def squads or the transient, nomadic fugitives and refugees, the criminal cartels clearly intend to stay on a permanent basis.  Many tribes naturally take great exception to this invasion of their territories and will do their best to make the intruders lives as difficult as possible – sneaking in to steal anything that is not physically fixed down or simply murdering anyone they encounter.

A typical cartel base is a collection of modular, pre-fabricated buildings that has been constructed in a specially cleared area of an old city, or a repaired and re-fitted ancient ruin.  Unable to connect to the City’s power supply, the cartels must ensure that there is a powerful generator available which includes more than enough power to run all of the outposts needs.  Large lighting rigs illuminate the surrounding area, and 30 – 50 human guards are supposed to ensure that the Undercity dwellers keep their distance.  A team of construction and assembly robots toil endlessly at production lines, churning out illicit contraband, which must somehow be smuggled into the Mega-City.  Short of investing a huge amount of capital by installing one of the new teleport systems (which are unreliable even in the best of conditions), this will require a tunnel, which usually leads into some structure located on City Bottom – an old warehouse or Ecom unit is the most common – but the need to maintain a stable entrance into the world above is often the most difficult part of the operation, as the judges and City Maintenance alike will waste no time sealing the fissure without warning.



Mega-City One has had more than its fair share of wars, natural disasters and invasions.  Some citizens have become so accustomed to citywide death and destruction that they have established a well-practiced drill, which is put into effect as soon as the first signs of a threat appear.  Thousands of citizens pack up whatever that cannot bear to part with and make for the relative safety of the Cursed Earth or the Undercity until the danger has passed, taking elaborate measures to escape over the city wall or burrowing through the slabs of City Bottom.

The residents of the Undercity usually avoid the refugees if at all possible – they know that these ‘upsiders’ will only enter their shadowy home in the most desperate emergency, and they themselves should hide should the threat extend below the Mega-City.  Sometimes, though, the fleeing citizens find no safe haven as the crisis has a dramatic effect on life in the Undercity.  The corrupting influence of the Sisters of Death was able to reach into the simple souls of the deep troggies during the Necropolis crisis, sending them on terrible rampages of death and destruction.  During the Judgement Day war, the dead of the Undercity arose to attack the living, just as happened all over the entire world, and the most recent influx of refugees found themselves fighting side by side with the Undercity dwellers.  Many thousands of troggies, human tribesmen and refugees were killed in the brutal hand to hand fighting.  The Undercity has never quite recovered from the repercussions of this terrible battle – especially considering that some of the undead remained animated after the defeat of the necromancer Sabbat.  The Apocalypse War resulted in the population of the Undercity almost doubling, as many of the citizens that had fled to hide from the occupying Sov forces had no homes to return to afterwards.  Others discovered that the life of an Undercity dweller was more exciting than their own tedious existence and decided to stay, a few simply did not believe that the Mega-City One forces could possibly have defeated the apparently unstoppable Soviet war machine, dismissing any subsequent news reports as propaganda intended to flush them out of hiding.  Some were still suffering from the Block Mania contamination and had become so involved in fighting the various Undercity tribes that it has simply never occurred to them to go home!

What constitutes a refugee party varies enormously, from a lone individual fleeing via the sewer system to a massive, hundreds strong column that has made its way beneath the ground by using enormous construction vehicles or robots to bore a huge tunnel.  Many blocks have established an evacuation drill that is put into effect at the first sign of an emergency, but in the event of an actual alarm most citizens will panic, grabbing the first thing that comes to hand (no matter how inappropriate or useless) and fleeing.  Most refugees will be unarmed, but about one in ten are equipped with small arms or hand weapons.



A citizen fleeing from the judges is often prepared to take desperate measures to avoid a long spell in the Iso Cubes.  Those that can afford it make use of a perp runner, a criminal highly skilled in smuggling fugitives out of the jurisdiction of the Justice Department.  Even though it is the closest ‘judge free’ area, few perp runners will take the effort to deposit their charges into the dark underworld.  Boring a tunnel through City Bottom is a time consuming, costly exercise that often attracts the attention of the very people that the runners are intent on avoiding.  In any case, even ruthless criminals find the thought of life in the Cubes preferable to struggling for survival in the Undercity.

Most fugitives that find their way below ground make their way unaided, squeezing through fissures or navigating through the sewer system.  It is usually only the most odious of criminals who are prepared to try to make themselves a new life in the Undercity – vile murderers tempted by the lack of judicial interference hampering their ‘fun’.  These individuals often join with the most violent Undercity tribes, frequently rising quite high in rank.



Taking a tourist trip to the buried cities is a relatively recent craze.  Naturally, the practice of arranging package trips to the Undercity is highly illegal, but this only adds to the attraction.  For an extortionate fee, groups of citizens are smuggled below City Bottom, taking rooms in a once majestic hotel or famous landmark, while costumed entertainers provide re-enactments of historical events for the tourist’s amusements.  Many of the visitors are attracted by the opportunity for sightseeing, but they are frequently disappointed – it is too dark to see anything in most of the Undercity.

Most of these tours are arranged by totally unscrupulous conmen, intent on draining their customers of cash for as little work or effort as possible.  Others are more sinister – chump dumpers who simply abandon their charges in some dark corner of the Underworld to be killed by troggies or some monster, or even slavers who had no intention of taking their customers to anywhere other than a Cursed Earth slave market.

Even if tourists have been forewarned of the dangers of the Undercity, they are usually poorly equipped to survive below ground, often bringing no more than a vid camera and a bad taste in clothes.  Some tourists are intent on a ‘hunting trip’ to the Undercity, loading up with heavy weapon and determined to bag a trophy – similar to the ‘dinosaur hunters’ that have been venturing into the Cursed Earth for many years.  The Undercity is a very different environment to the Cursed Earth, however, which requires a very different approach – many hunters have failed to take this into account and have paid the price.

Most Undercity dwellers, except the most territorial and aggressive, tend to ignore and avoid sightseers.  A non-violent exception is the pathetic troggie sub-breed known as wretches – the cadaverous, blind creatures tend to crowd around the visitors, begging for a few scraps of food.  This approach does not normally work, but the tourists seem to regard the creatures as ‘charming’ parts of the scenery.  Naturally, all tribes will react against any violent act, often tracking down and swiftly eliminating any group that seems to be a threat to them.


Treasure Hunters

Seedy bars and clubs in the Mega-City are full of tales of the riches of the United States left abandoned in the old cities before their entombment.  In a city where any pre-Atom War artefact is considered a priceless collectable, many of the more gullible citizens are prepared to risk life and limb in order to visit the savage underworld beneath their feet.  Many pongo’s can make a fine profit selling ‘treasure maps’ detailing the locations of valuable items.  Most of these are simply copied out of old atlases, giving a vague idea of some famous landmark that may still contain some valuable item, others are completely fictional pieces of artwork that ‘guarantee’ the owner will find huge riches, but bear no relation to reality.  A few are genuine, accurately showing a location rich in valuable items – Gloomingdales department store in New York is a favourite, as it once claimed that it stocked ‘everything’, or the old United States Mint in Philadelphia, still reputed to hold millions of credits worth of old coins.

Most treasure hunters are enthusiastic amateurs, who believe that they can conquer the Undercity equipped only with a spade and a flashlight.  This is almost always a fatal mistake – most landmarks are occupied, or at least claimed, by the various Undercity dwellers, who take great offence to upsiders arriving on their territory unannounced to steal their property.  Others come better prepared, with diggerbots, ultrasonic scanners and adequate lighting as well as a selection of weapons to keep the threat of the troggies at bay.  Most realise that they have been hoodwinked and quickly give in – everything truly valuable that was left behind has long since been looted or broken in the years since the long night began.  Some are more patient, or more stupid, often spending a fortune in time and money tearing old buildings or monuments to pieces seeking valuables that no longer exist.  The United States Mint, for example, has been visited by so many different groups of fortune seekers that the fortress like structure resembles a honeycomb, riddled with tunnels and pits and verging on collapse.

A few treasure hunters actually become successful, finding a cache of priceless lava lamps or un-opened self-assembly book cases, which he then sells for a fortune on the antiques black market.  These exceptional individuals can make a very good, if illicit, living from their subterranean activities.  Others make a living by scavenging illegally through the Mega-City sewer system, seeking valuables other citizens have accidentally flushed away.  Even these ‘sewer scrapers’ are sometimes surprised by what they find washed up in storm drains or channels.


The Junk Prospector

The Mega-City antiques market places a great deal of value on artefacts from 20th and 21st Century popular culture – items that a contemporary individual would regard as rubbish or of short term worth.  Ancient newspapers and books are often banned by the judges, which only adds to their appeal – old copies of the New York Times, comic books or one time blockbuster novels find their way onto the Justice Department’s vetoed list, boosting their ‘collectable’ value no end on the black market.  Other items can be legally owned, but are extremely rare.  Ancient craze items such as Rubik’s cubes were at one time produced by the million, but only a handful have survived into the 22nd Century.  Even packaging is valuable – tins, bottles and even carrier bags can fetch millions.  It is not unknown for a collector to kill in order to obtain some rare item that was simply thrown away by its original owner.

The absurd prices that some citizens are prepared to pay for an old Wellington boot or a Sylvester Stallone movie poster naturally attracts many perps into ruined Cursed Earth towns and cities, or the buried conurbations of the Undercity in search of valuable junk.  The savage environment or its inhabitants kill many before they can find anything of value, but a few manage to locate a valuable ‘seam’ of junk.  Some still speak of the legendary Filmore Faro, who rediscovered the town of Memphis in the Cursed Earth and made his fortune selling Elvis memorabilia to the Sov block.  Some still speak in awe of his priceless coat made from ring-pull tabs, but always seem to ignore the fact that he was driven completely insane as his brain was fried in the radiation saturated wasteland before he chanced upon the old city.  The chance of making a huge profit always outweighs the dangers.


The Justice Department

The forces of the Justice Department are usually the only legitimate visitors to the Undercity.  Unlike most intruders, the judges make use of the great Undercity Gates instead of having to find a tunnel or fissure through City Bottom – although it is not unheard of for a team of judges to be dispatched through a hole, even if it only to see where it leads.  However, the judges lack the manpower to do anything other than make occasional visits, usually only when there is some pressing emergency brewing in the dark underworld.  Unlike the Cursed Earth, there is little or no monitoring of the Undercity, no circuit patrols or Hotdog Runs to give an occasional update of the situation below the city.  It is often years between missions – the judges often find that any information that they possess is hopelessly out of date when embarking through the Gates.

Occasionally it is the Undercity dwellers themselves who request the presence of the judges.  They are fully aware that the great judges are able to deal with threats that they have no chance of coping with – troggies have emerged to request help against the terrifying Vampire Cloud and to end the insane domination of Brad Evil, for example.  The judges know that the troggies will only emerge into the hated light in the most desperate of situations and usually take their complaints seriously enough to investigate.

More often, though, the judges will venture into the Undercity to deal with some menace that has emerged to attack the citizens of Mega-City One.  These threats vary from the relatively mundane – such as Slick Willy and his troggie cult’s abduction of dozens of upsiders to act as slaves in his mad plan to bring the Mega-City crashing down in 2099 – to quasi-supernatural monsters emerging to bring carnage to the roads and pedways – for example, the werewolf attacks in 2105 or the Holy Fiend murders of 2114.  Most residents of the Undercity know enough to make themselves scarce whenever the judges venture into the Undercity – even the dumbest troggie realises that trouble always follows the black clad lawmen and he will need to find a safe place to hide until the shooting stops!

A judge’s standard issue equipment is usually enough to deal with anything that the Undercity can throw at them.  With their access to the large Undercity Gates, the judges are also among the only visitors who are able to bring any vehicles with them, although anything larger than a Lawmaster will have great difficulty on the shattered streets.


The Undercity Long Walk Judge

No judge is expected to remain on the streets forever.  Even the toughest lawman knows that, one day, their usefulness will come to an end and they will be forced to retire.  However, it would be foolish to expect old judges to live out their final days lazing around in a Crock Block.  Once retired from active service, there are still several valuable roles that they can fulfil.  The most experienced are given the opportunity to pass on their knowledge gleaned from their decades on the streets by becoming Judge Tutors in the Academy of Law, training the next generation of Cadets in the statutes and application of the Law.  Others are given administrative roles in Sector Houses, where they are able to offer guidance and assistance to their former colleagues.  But there are always a few who find such tasks tedious.  The only alternative is known as the Long Walk, when a retiring judge is given the opportunity to leave the confines of the Mega-City to bring the Law to the Lawless in the wastelands beyond the Justice Department’s normal jurisdiction.  Most who decide to ‘take the hike’ choose to venture into the radioactive wasteland of the Cursed Earth, but the blackness of the Undercity is also an option.  The Long Walk Judges are practically the only official law enforcement that exists in the shadow-cloaked underworld.  A judge who becomes disillusioned with the Justice Department is also given the opportunity of taking the Long Walk, but most choose to simply renounce their authority and become a normal citizen.  Unfortunately, the threat of the Long Walk has been used in the past as the ultimate disciplinary measure, particularly during the reign of Chief Judge Silver and the second term of Chief Judge McGruder.  Corrupt judges suspected of committing some terrible crime were permitted to take the Long Walk as the honourable alternative to a sentence on Titan or a Cursed Earth work farm – unfortunately, beyond the strict control of the Justice Department, these highly dangerous individuals tended to run amok.  Some of the most notorious maniacs and murderers to wander the Undercity and the Cursed Earth were former Long Walk judges.

A judge taking the Long Walk is marked by a great ceremony.  Twenty-one judges flank their departing comrade, each saluting him with a single shot as he passes.  The traditional lament is recited as he exits the Mega-City for the final time.  As the gates to the City clang shut behind him, the judge is alone for almost the first time in his life.  From now on, he can only rely on himself – there is no back up, no comrades to come to his aid should he get into trouble.  He has only his training and experience to keep him alive in a new, hostile environment.  It takes a truly exceptional individual to survive longer than a few months as a Long Walk judge.


Dino Rampage

In Mega-City One’s past history , recovered dinosaur DNA was used to create clones for the Dinosaur National Park. When the Atomic War ravaged the city, the dinosaurs were able to escape their confines and while most were recaptured or exterminated, many found their way into the Cursed Earth where they thrived.

In the present day, dinosaurs are a constant worry for every Cursed Earth settlement, who add them to the list of ever-present dangers along with rad storms, raiders and mutated vermin. Occasionally, a dinosaur may wander close to Mega-City One and slip past the defences unnoticed, where it will lurk in a ruined sector, preying upon the unwary.

Dinosaurs are a great way to challenge your campaign force in Mega-City One, as they are an unusual enemy that can pop up almost anywhere, and you do not need an opponent to face them! While we have not released any dinosaur-specific models, you will find a quick trip down to your local toy shop will furnish you with many different species eager to tear your forces apart.

The following dinosaurs can be used in games of Judge Dredd. All dinosaurs follow the Big and Dumb rule.


Big and Dumb: Dinosaurs were never noted for their brains and tend to follow their instincts, ignoring anything else. They never take Will to Fight checks and automatically pass all Will checks they are called upon to make (even against Psi Talents – they just do not have a big enough brain for a psyker to find!).


Large Carnivore                                      500 Credits

The most well-known carnivorous dinosaur is the Tyrannosaurus Rex, though there were many species of two-legged monsters equally capable of tearing Mega-City One apart. There is little more dangerous than a rampaging T-Rex.

Move Agility Shoot Melee Melee Dice Will Armour Hits
Large Carnivore 8” -2 +6 2D +5 25

Type: Illegal Minion

Equipment: Jaws

Weapon Damage AP Special Rules
Jaws 4 -5 Power Shot, Smasher


Large Herbivore                                      300 Credits

Dinosaurs such as the Brontosaurus and Brachiosaurus fit this category, huge swamp-dwellers that became the largest creatures to ever walk the planet. Though normally placid, they are easily spooked and can become very unpredictable when scared.

Move Agility Shoot Melee Melee Dice Will Armour Hits
Large Herbivore 6” -4 +4 4D +7 30

Type: Illegal Minion

Equipment: Stomp

Weapon Damage AP Special Rules
Stomp 6 -6 Smasher


Aggressive Herbivore                            400 Credits

In a world of large carnivores, it pays to be well-armoured with a foul attitude if you just eat plants. Dinosaurs such as the Triceratops evolved with armour-plating and some useful weaponry to keep predators away. These defences work well in Mega-City One.

Move Agility Shoot Melee Melee Dice Will Armour Hits
Aggressive Herbivore 8” -2 +4 3D +8 16

Type: Illegal Minion

Equipment: Horns

Weapon Damage AP Special Rules
Horns 3 -6 Parry, Power Shot, Smasher


Dino Rampage

This scenario allows you to bring dinosaurs into your games of Judge Dredd, be they taking place within the city, Cursed Earth or some far off alien moon!

One or more dinosaurs has intruded into your force’s territory and must be seen off before it causes too much damage.



You can choose any campaign force to face off against the dinosaurs. You must choose a number of dinosaurs to face, their combined Credits equalling or exceeding that of your force.


Set Up

As with most games of Judge Dredd, aim to get as much terrain on the table as possible – do not make it easy for yourself, or we will bring in flying dinosaurs, and you won’t like that!

Place the dinosaurs in the middle of the table, no more than 6” away from one another. You must then deploy your entire force, at least 12” away from a dinosaur and no more than 18” away.

The dinosaurs have the first Phase of the game.


Special Rules

Dinosaurs are somewhat unpredictable but they rarely have a pleasant attitude. At the start of every dinosaur Phase, roll a die for each dinosaur, apply the listed modifiers and consult the table below to see what they do.

Die Roll Dinosaur Actions
2 or less Spooked
3-4 Confused
5-7 Irritated
8 or more Rampage!

+1   Lost one or more Hits last Turn
-1   Reduced to half of starting Hits
+2   Has Line of Sight to one or more of the force’s models
-2   Is a Large Herbivore
+2   Is a Large Carnivore or Aggressive Herbivore
-1   A Psi Talent was used on it last Turn
-1   Was Confused last Turn
+1   Was Irritated last Turn
-2   If attacked by a Fire weapon


Spooked: The dinosaur sees something it really does not like. It will take two Move actions to move as fast as possible away from the closest model it has Line of Sight to. Failing that, it will move directly away from the closest model.

Confused: The dinosaur tries to figure out where it is. It does not take any actions and will go on Alert Status. It will perform a Melee action against the first enemy model that completes an action within its Move, regardless of whether it has Line of Sight to that model.

Irritated: The dinosaur is getting testy and the slightest provocation may set it off. As it is, it merely follows its instincts, eating whatever is close by or trying to move little creatures off its territory. It will perform two Melee actions this Turn, chasing after the nearest enemy model that is in Line of Sight. If no enemy is in Line of Sight, it will instead become Confused.

Rampage!: The dinosaur is angry! It will perform three Melee actions this Turn, chasing after the nearest enemy model that is in Line of Sight. If no enemy model is in Line of Sight, it will simply go after the nearest enemy model.



You gain victory if you manage to destroy the dinosaurs or get them to run off the battlefield. Any other result is a loss and you must try to patch up your force after the dinosaurs have run through it!



As always, let us know what you think of these rules and if they go down well, we may add more dinosaurs and maybe some of the other monstrous creatures found in the universe of Judge Dredd!

Noted (and Notable) Judges of Mega-City One

A closer look at the most famous Judges to walk the streets of Mega-City One


Judge Giant

Judge Giant was a cadet when Dredd first met him, having only just been awarded the accolade of Rookie Judge. Giant’s father had been a famous aeroball player for the Harlem Heroes, but Giant’s Pappy, wanting something better for him, had encouraged him into trying to become a Judge. In order to become a full Judge, however, Giant would have to prove his abilities and knowledge of the law to Dredd. He accompanied Dredd on patrol, but Giant’s first encounter with a perp was far from successful: in his eagerness to impress Giant shot Dredd in the face, only the Judge’s helmet saving him. Dredd failed Giant but when news reached them of a kidnapping Giant pleaded to be given another chance. Dredd agreed, letting him handle the kidnapping situation on his own. The duo sped to the Old Heroes Bowl, where Giant’s Pappy had played aeroball. Using a combination of inherited athletic prowess and heroism Giant dealt with two of the perps, but a third perp was holding a kidnapped kid hostage up on the girders of the stadium, threatening to explode a bomb that had been strapped to the kid. Giant used a jetpack to reach the kidnapper and the hostage.

Giant knocked the kidnapper from the girders, grabbing the kid and managing to release the bomb just in time. Giant hurled the bomb away just as it exploded. However, on reaching the ground Giant discovered Dredd apparently about to break the law by shooting the two perps and pretending they’d been killed escaping. Giant intervened, drawing his own gun on Dredd and risking his future as a law enforcement officer. But Dredd’s actions turned out to be a ruse, designed to see if Giant would uphold the law even if it meant endangering his own career. Giant was awarded the black helmet and full-eagle badge of Mega-City Judge, much to the pride of his father.


Galen DeMarco

Galen DeMarco was enrolled into the Academy of Law by a caring father who wanted his daughter to find a real purpose in life beyond the vast amount of credits his business had accrued.  He died during her training, leaving Galen heir to the DeMarco Foundation and the sixteen billion credits held in interests throughout three galaxies.  Remaining loyal to her father’s dream, she stayed within the Academy despite being able to quit at any time and finally graduated as a full street judge.  DeMarco’s career in the Justice Department began in a most inauspicious manner, when she requested transfer to Sector House 301, commonly known as the ‘Pit’ and regarded at the time as the worst sector in the entire city, to be close to her lover, Judge Warren. Judge Dredd was dispatched to bring Sector House 301 back into line and in DeMarco he found a reliable judge whom he could trust to root out the corruption that riddled the judges of the sector. However, her indiscretion with Judge Warren was soon uncovered and Dredd immediately placed her under suspension though she was quickly reprimanded and reinstated.

DeMarco’s diligence to duty and persistence in staying with the Justice Department despite her immense personal wealth proved sufficient to give DeMarco a solid grounding for her future with the Justice Department. Several missions involving Judge Dredd proved successful and, in 2120, she was promoted to Chief of Sector House 303, the youngest judge to achieve this in judicial history. However, her very human feelings were to prove DeMarco’s ultimate downfall when she requested that Dredd be seconded to sector 303 to aid in a case. Unknown to him, Galen had fallen hopelessly in love with the stern judge.  Expressing her feelings to him, Dredd is disappointed by her conduct but did not report her.  However, Judge Edgar of PSU became all too aware of DeMarco’s indiscretion and influenced the SJS to report her to Chief Judge Volt. Galen was immediately stripped of her rank and ordered to undergo compulsory re-education. Realising that the Justice Department was never going to be her whole life, DeMarco resigned to pursue her dreams elsewhere.

Though in a position to become the most eligible single woman in Mega-City One and enjoy the playgirl lifestyle, DeMarco instead bought out a poorly run agency and set herself up in perhaps the one career more dangerous than being a street judge – a private investigator.  Teaming up with Travis Perkins, the Simian Sam Spade, DeMarco is still adjusting to life as a citizen and still retains much of her former idealism. Choosing cases based on her own code of honour rather than the credits they bring in, DeMarco is one of the few places citizens can turn to when the Justice Department fails them.


Judge Dredd

Judge Joe Dredd graduated with honour from the Academy of Law in 2079, after having been a model cadet. Since that time, he has consistently proved himself the finest street judge in Mega-City One, if not the entire world, even those his rigid adherence to the Law and quintessential hardness has earned him the nickname ‘Old Stoney Face’ from his fellow judges.

Whenever Mega-City One has faced its greatest times of need, Judge Dredd has inevitably been at the heart of the action, fighting to uphold the Law and protect the citizens he has sworn to safeguard. Throughout the Robot Wars, the Apocalypse War, Judge Caligula’s mad reign and the Judge Child incident, Dredd proved himself utterly inflexible and unbreakable – no matter what the challenge, he always put the Law and his city first, so much so that those closest to him began to wonder if he were not more machine than man. This all changed after the Democratic Charter March of 2109 was ruthlessly broken up by the judges. Following this incident, Judge Dredd received a letter from a young boy asking questions about the judicial system and its effects on the citizens of Mega-City One that Dredd could just not answer to his satisfaction. This led to his resignation and Long Walk into the Cursed Earth though he was later to return and reclaim his position among the ranks of street judges when his city fell under the sway of the Dark Judges’ Necropolis. Since then, Judge Dredd has remained a staunch defender of the Law though those closest to him have noticed he now shows a little more sympathy, if not actual concern, for the citizens of Mega-City One.

There have been several occasions where Dredd has been offered the chance of promotion to Chief Judge of Mega-City One. He has, however, consistently turned down the offer, firmly believing his place is where it has always been – on the streets, fighting crime and upholding the Law.


Psi-Judge Anderson

Psi-Judge Cassandra Anderson has always been regarded as one of the elite within the Justice Department’s Psi-Division though the flippant nature common to many psi-operatives has often placed her at odds with judges on the street. Despite this, her courage and raw natural talent have impressed even the likes of Judge Dredd, with whom she has shared many high-profile missions. Her first major investigation took place upon Judge Death’s first visit to Mega-City One, where Anderson heroically sacrificed herself when the foul creature possessed her mind. This was to come to naught when the other three Dark Judges – Fire, Fear and Mortis – came to the city and freed Death. Teaming up with Judge Dredd, Anderson travelled to the Dark Judges’ own dimension and entered Deadworld, where she was able to act as a psychic conduit for the immense mental power for all the Dark Judges’ billions of past victims. Wielding this incredible energy, it was presumed that the Dark Judges had finally been laid to rest.

The Dark Judges were, however, to continue to feature in Psi-Judge Anderson’s investigations. Judge Death was later able to influence her into releasing them from their enforced dimensional imprisonment, an action which came very close to seeing Anderson sentenced to the Titan penal colony. Defying her suspension, she embarked on her most desperate mission yet to risk her life and banish the Dark Judges once more using experimental dimension jump devices. It was this action alone that lifted her suspension and avoided criminal charges.

Throughout her career, Anderson was to take part in many notable missions, including joining Judge Dredd’s Apocalypse Squad aimed at the heart of East-Meg One and travelling to the future in the Proteus time machine to aid Dredd in defeating a powerful being called the Mutant, who threatened to bring ruin to Mega-City One. Her illustrious service, however, began to fall apart upon the suicide of her close friend Psi-Judge Corey.

Anderson was already experiencing doubts about her role in the Justice Department when an encounter with a powerful mutant child named Hope accidentally removed memory blocks placed in her mind when she was a child, forcing her to remember the abuse she had suffered earlier in life. Anderson was left with the difficult task of reconciling her past.  She continued to experience severe doubts about the Justice Department, particularly when partnered with the brutal Judge Goon. The crisis came to a head during a mission to Mars, which culminated in the destruction of Eden City and the death of its two million citizens. Anderson quit the Justice Department altogether, and spent several months wandering the galaxy, but eventually returned to Earth following a precognition of an impending disaster. The threat – an entity that believed itself to be an incarnation of Satan – was swiftly defeated and Anderson was soon patrolling the streets once again, prepared to put aside her doubts in order to continue protecting the innocent.


Chief Judge Hershey

Noted as being one of the toughest street judges ever to patrol Mega-City One, Judge Barbara Hershey’s first major case was to work alongside Judge Dredd himself on the deep space expedition to locate the Judge Child.  Though many senior judges believed, at the time, that the mission was a failure, Hershey was greatly commended by Dredd in his personal log – this no doubt played a great part in her meteoric rise through the ranks of the Justice Department.

Hershey proved her great resilience when Fink Angel infiltrated Mega-City One on a mission to assassinate her and other judges for their part in the deaths of his Pa and brothers.  Though ultimately rescued by Judge Dredd, Hershey survived a long period of time in the hands of the Fink.  When Judge Dredd assembled his squad to take the Apocalypse War straight into the heart of East-Meg One, Hershey proved a natural choice to accompany him.  Her actions during the war resulted in her being promoted to senior judge and within four years, Hershey found herself appointed to the Council of Five, the youngest ever judge to do so.

While Chief Judge McGruder attended a meeting of judges from all over the world to discuss the defeat of Sabbat the Necromagus, Hershey was asked to fill the position of acting-Chief Judge.  This, however, only served to confirm McGruder’s questionable judgement that Hershey was after the top job ion Mega-City One, a feeling she felt confirmed when Hershey joined other senior judges in lobbying for the reformation of the Council of Five, disbanded since Necropolis.  McGruder finally stepped down after one of the Mechanismo robots she strongly championed attempted to kill her.  Hershey was beaten to the post of Chief Judge by Hadrian Volt in a vote among senior judges, due in no small part on her insistence that the government of Mega-City One be more accountable to the citizens.

Five years later, Chief Judge Volt committed suicide over what he believed was his inadequacies during the Second Robot War, when crimelord Nero Narcos made his bid to gain domination over the city.  In recognition of her indomitable spirit and new ideas, Hershey was subsequently elected as Chief Judge.  She has inherited a city wracked by disasters of the past and retaining a legacy of severe manpower shortages in the Justice Department.  Among the senior judges who know her best, however, there is little doubt that she will prove a worthy successor to all the Chief Judges who have gone before.


Travis Perkins

Travis Perkins, or the ‘Simian Sam Spade’, as the vidnets like to call him, is an oddity among ape-kind.  Despite having been raised in the largely lawless Jungle of Mega-City One, he was fortunate to have a mother who embodied ‘high moral ideals’ as he calls them.  Turning his back on the rampant crime of the Jungle, he actually managed to enlist into the Academy of Law during one of the more liberal recruitment drives and looked set to be an incredibly capable law enforcer.  However, even Mega-City One was not yet ready to see a huge gorilla in a judge’s uniform.

Returning to the jungle, Travis became an undercover ape, a job he excelled at until he had to blow his cover during one case in order to save the life of a human child. No longer wanted in the Jungle and knowing that there was little need for an undercover ape elsewhere in Mega-City One, Travis applied for and obtained a city-wide clearance and set himself up as an urbane gorilla – butler and bodyguard to the stars.

He soon found employment with the DeMarco Foundation and was legally contracted to protect Galen DeMarco after she left the Justice Department. However, with their morals and agendas so closely aligned, ape and human soon developed deep respect for on another and Travis has since become DeMarco’s unofficial partner in her detective agency. Together they aim to help citizens in need, be they man, ape or anything else.

Travis Perkins is an incredibly well-spoken ape, with a flair for the poetic. He affects an accent most confuse with Brit-Cit, though he has never left Mega-City One in his life.  Normally relying on his charm, wit and incredible strength to protect Galen during investigations, Travis can also rely on his Mauley Blastgun, specially modified for his physique as a gift from the DeMarco Foundation.

Famous Firefight: Duel of Judges

The Story of Judge Gibson AKA Mutie the Pig

Judge Gibson had been a cadet at the same time as Dredd, and was a close friend – but in his disguise as Mutie the Pig he also undertook numerous hideous crimes. When Gibson realised his alter-ego and life of crime had been uncovered by Dredd, Gibson sought to murder his friend. Fortunately for Dredd, he felt Gibson’s laser sight linger on him just before Gibson pulled the trigger, and avoided being shot. However, in order to nail Gibson, Dredd needed the bent Judge to think he was dead so the crimes would continue to be perpetrated, affording Dredd the necessary evidence. Dredd faked his own funeral, then burst in on Gibson while he was committing another crime as Mutie the Pig.

In their days as cadets, the two men had sworn to patch up any differences by duelling one another, and they agreed the same should hold true even now. Dredd and Gibson returned to the Academy of Law, and fought a fearsome battle in a simulation of Mega-City One, watched by the current cadets. Dredd’s reactions were fractionally superior to that of his friend, and he shot Gibson, causing Gibson to fall to the ground from a great height. Though the Principal congratulated Dredd on his victory, Dredd felt no joy for he had lost a friend, regretfully painting over Gibson’s name on the Academy’s Roll of Honour.


One player has Judge Gibson, the other Judge Dredd. This Famous Firefight took place during an earlier time in Dredd’s career, so use the entry below for him rather than the one in the main rulebook.

Note that Judges Dredd and Gibson trained together in the Academy of Law and remained close friends thereafter, and so are very similar – they both use the same entry below.

Set Up

The duel takes place in a simulation of a dense area of Mega-City One, so try to fill the table up as much as possible! The table should measure 24” by 24”, and the two Judges start 12” away from one another, in Line of Sight.

Judge Dredd takes the first Phase of the game.

Special Rules

Neither Judge can try to arrest the other in this scenario – Judge Gibson has already been arrested! This will be a duel to the death…


Victory Conditions

The Judge who manages to dispatch his opponent is the victor (however, Dredd will not consider this a victory and Gibson will be off to Titan if he wins!).


Judge Dredd & Gibson                                          275 Credits

  Move Agility Shoot Melee Melee Dice Will Armour Hits
Dredd and Gibson 5” +3 +3 +2 4D +2 +5 8

Type: Level 6 Infantry Hero

Equipment: Boot Knife, Day Stick, Lawgiver, Standard Issue Armour, Stumm Gas Grenades

Talents: Academy Star, Accurate, Close Combat Shooter, Crackshot, Headbreaking, Leg Shot, Situational Awareness

Available To: Apocalypse War Resistance Unit, Brit-Cit Justice Department, Justice Department

Case File

He is the Law and you better believe it, punk! Even in his early career, Judge Dredd was noted as an exceptional enforcer of the Law and engaged in a number of high profile cases that marked him with distinction.

By contrast, his close friend, Judge Gibson, turned bad and adopted the disguise of Mutie the Pig to enact several violent robberies. The day he was brought to justice was a sad one for Dredd.

You can download a PDF of this scenario here.


Shamed Judges

With the release of the brand new Judge Cal’s Retinue box set, it is a good time to bring a new unit into the Judge Dredd miniatures game – Shamed Judges!

The set includes two such Law enforcers, Judges Glass and Quincy, both victims of Judge Cal’s megalomania.

Judge Quincy was the first to be shamed by Chief Judge Cal, for losing a button on his uniform. Cal insisted that he lose his uniform or his life, forcing Quincy to follow his duties in his underwear.

Judge Quincy

Judges Glass and Percy quickly followed after they allowed Judge Dredd to escape from custody. Appealing to SJS Judge Slocum, a plan was hatched that played on Cal’s insanity. Replacing the uniforms of Glass and Percy with dresses, Slocum informed Cal that Deputy Chief Judge Fish had ordered them to dress as little girls as a warning to other Judges that they should behave like men. Not wanting to overrule his pet fish (as the other Judges might lose faith in him…), Cal immediately agreed.

Judge Glass

A Shamed Judge is a good way to get a Hero Judge on to the table at heavily discounted price and his presence may help to steady a wavering line when casualties start piling up. However, he lacks a Judge’s armour (the Armour +2 is because he gets to keep his helmet!) and he certainly cannot be trusted if left alone near Chief Judge Cal!

Shamed Judges may be included in any force of Chief Judge Cal’s Personal Retinue.


Shamed Judge                                            95 Credits

Move Agility Shoot Melee Melee Dice Will Armour Hits
Shamed Judge 5” +1 +1 +1 2D +1 +2 2

Type: Infantry Hero

Equipment: Boot Knife, Day Stick, Lawgiver

You May be Next: The Shamed Judges do serve a useful purpose – they are a stark warning to any other Judge in Cal’s force not to fail! Any friendly Street Judge or SJS Judge within 6” of a Shamed Judge may re-roll all failed Will to Fight checks.

Death to Tyrants!: Even Shamed Judges have their limits and will slowly become aware of just how insane Cal is. If a Shamed Judge is within 6” of Chief Judge Cal and no other friendly Street Judges or SJS Judges are within Line of Sight, then control of the Shamed Judge immediately passes over to other player who may use it to attack no model other than Chief Judge Cal. If Cal is removed from the table as a casualty, so is any Shamed Judge trying to attack him.

Options: A Shamed Judge does not receive the usual equipment options of a Street Judge!


Case File

A few Judges were publicly shamed by Chief Judge Cal for their cowardice or disobedience. These punishments typically involved losing uniforms and having them replaced with dresses or nothing at all! In the end, some Shamed Judges were pushed too far and made an attempt on Cal’s life but all were thwarted.#

You can get a PDF version of these new rules here.


Nu-Earth Comes to Mega-City One

We have just released the Rogue Trooper blister pack, containing Rogue, a Nort Soldier and a Souther Soldier.

However, knowing gamers as we do, you are going to want to get these models onto the battlefield and see how they stack up against the toughest fighhters Mega-City One can offer! We therefore present these rules for you to use during your games. You can also download a PDF of these rules here.


The small forces and campaign rules in the Judge Dredd miniatures game are readily adaptable to Rogue Trooper and the battlefields of Nu-Earth, and I am sure many of you are just dying to get your new Rogue trooper models in your games of Judge Dredd!


Using Rogue Trooper Models

If you have a few Souther or Nort soldiers to hand, you may want to build a force to suit an ongoing Judge Dredd campaign. We will be releasing full force lists at a later date but, for now, you can begin putting your own forces together using the guidelines here.

Alternatively, you can simply build one-off forces and match them against each other, or the best Mega-City One has to offer!


Judge Dredd Equipment

The following restrictions apply to Rogue Trooper models.

  • Only the following close combat weapons may be purchased; axe, cleaver, club, knife, large club
  • Only the following pistol weapons may be purchased; handgun
  • Only the following rifle weapons may be purchased; laser rifle, stump gun
  • Any grenade weapons may be purchased
  • No heavy weapons or armour may be purchased
  • Only medi-kits, stimpaks and rifle scopes may be purchased from equipment
  • Any cybernetics may be purchased
  • Justice Department weapons and equipment are not available…


Judge Dredd Talents

The following Talents trees may not be used.

  • Connected
  • Healthy Body, Healthy Mind
  • Biker Groove
  • Midnight Surfer
  • No Judge Talents are permitted
  • No Psi Talents are permitted


Fighting on Nu-Earth

If you decide to stage a battle on Nu-Earth (or some other hostile alien world), we suggest using the following rules for your Nort and Souther Heroes. Rogue himself is, of course, immune!

The very atmosphere on Nu-Earth, poisoned by years of chemical and biological warfare, is lethal. Exposure will kill within seconds. This makes rips and tears in chemsuits a matter of supreme terror for soldiers on Nu-Earth, as even a scratch from a vibro-dag can cause almost instant death. Even with armoured chemsuits, the only hope of survival from such a hit is to quickly patch the hole before the poisoned atmosphere can make its way into the suit!

If a model with more than one Hit receives any damage from any attack, it must make an immediate Agility check. Failure will result in the model being removed as a casualty as it is overcome by poison gases.


Souther Soldier                                          80 Credits

Well-disciplined, Souther soldiers can handle most battlefield situations, whatever the threat.

Move Agility Shoot Melee Melee Dice Will Armour Hits
Soldier 4” +0 +1 +0 2D +1 +6 1

Type: Minion

Equipment: Battle Rifle Bayonet, LA2 Battle Rifle, Respirator, Souther Chemsuit.


  • Upgrade to Sergeant (a Level 1 Hero) for +50 Credits.
  • May be purchased up to 80 Credits of weapon, armour and equipment, or lose all current weapons and be purchased any heavy weapon.
Weapon Damage AP Special Rules Cost
Battle Rifle Bayonet 1 -1 5


Weapon Range Shooting Dice Damage AP Special Rules Cost
LA2 Battle Rifle 24” 2D 1 -1 25


Nort Soldier                                             70 Credits

Trained to attack with utter ruthlessness, Nort infantry are extremely capable.

Move Agility Shoot Melee Melee Dice Will Armour Hits
Soldier 5” +0 +0 +1 2D +1 +4 1

Type: Minion

Equipment: Nort Chemsuit, Nor-98 Assault Rifle, Respirator, Vibro-Dag.


  • Upgrade to Sergeant (a Level 1 Hero) for +50 Credits.
  • May be purchased up to 80 Credits of weapons, armour and equipment, or lose all current weapons and be purchased any heavy weapon.
Weapon Damage AP Special Rules Cost
Vibro-Dag 1 -1 5


Weapon Range Shooting Dice Damage AP Special Rules Cost
Nor-98 Assault Rifle 16” 3D 1 -1 30


Rogue                                                      500 Credits

The only survivor of the Quartz Zone Massacre that all but destroyed the GIs, Rogue pursues his own agenda of vengeance, but can often be found fighting alongside Souther forces.

Move Agility Shoot Melee Melee Dice Will Armour Hits
Rogue 6” +2 +2 +3 4D +3 +2 9

Type: Level 8 Hero

Talents: Accurate, Agile, Aim, Crackshot, Light Foot, Martial Artist, Medic, Stealthy, Suppressing Fire

Equipment: Bagman, Gunnar, Helm, Las-Knife


  • May be purchased up to 200 Credits of weapons, armour and equipment, including a Camouflage Cape, Plasma Spheres and Micro-Mines.


Genetically Engineered: Rogue automatically passes all Will to Fight checks. In addition, he counts as having a Respirator, ignores the poisoned atmosphere of Nu-Earth and is never removed for failing to apply a seal on his chemsuit (he does not wear one!).

Bagman: Bagman always has an abundance of kit and will never let Rogue run out of any item during battle. He allows Rogue to re-roll any failure of Limited Ammo, as well as allowing him to carry any purchased equipment.

Gunnar: As a Special action, Rogue may place Gunnar in a suitable location to watch for enemies – and shoot them! Gunnar may only perform one Shoot action in each turn, and may only attack targets within his front arc (treating him as if he were a vehicle for this). Rogue cannot, of course, use Gunnar himself until he picks him up again by moving into contact with the weapon and performing another Special action.

Helm: Keeping a watchful eye out for nearby enemies, Helm allows Rogue to make unlimited Reactions in each turn.

Weapon Damage AP Special Rules Cost
Las-Knife 1 -5 20


Weapon Range Shooting Dice Damage AP Special Rules Cost
Gunnar 24” 3D 2 -2


Weapon Range Shooting Dice Damage AP Special Rules Cost
Plasma Spheres 10” 1D 1 -2 Explosive 2, Limited Ammo 3 20


Camouflage Cape (30 Credits): This requires a Special action to don and take off. While worn, Rogue gains the benefit of the Silent Action and Infiltrator Talents.

Micro-Mines (20 Credits): These can be dispensed, just once per game, as a Special action. Until Rogue takes a Move or Charge action, any model approaching within 6” of him will automatically be attacked by as many Shooting Dice as it moved in inches, with Damage 1 and AP –1.


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