FAQ and Errata

The Judge Dredd miniatures game has been around for a few months now, so it is time to have a look at some of your commonly asked questions and make a handful of necessary tweaks to a few entries. All of the items here are official and should be considered ‘tournament-ready.’

The entire FAQ and errata is listed here, but you can download a PDF version from here.



The Game Turn

What happens when two models roll a natural 10 during an opposed check?
Both succeed and it is therefore a tie – both models re-roll.


Shoot Actions

When shooting at an enemy model and you roll one or more 10s, do these automatically hit (causing a critical hit) or can the enemy still dodge these if they rolled higher (with modifiers) for their Agility?

It is not an automatic hit, and the enemy can still dodge the shot if he rolls high enough on his Agility. However, if he fails, it will be a critical hit.

Do friendly models block Line of Sight for shooting?
They do indeed! If they are partially covering an enemy model, count them as providing light cover.


Melee Actions

When pushing a model 2” back after winning close combat, what is defined as directly away?

Directly backwards, not crabbing off to one side!

Can you push a model that lost combat through other models?
No, count other models as impassable for this purpose.

Can you declare a melee action against a target that is around a corner?
Yes, you can. However, unless you have at least 3” of straight line movement after the corner, you will not get the benefit of Charging.


Special Actions

When in close combat, can a model perform a Special action, perhaps activating Shield Wall?

No, you can only choose to perform Melee actions if you are already in close combat (or a Move action, if you want to get out of there!). Shield Walls must be attempted before you enter close combat, as it would be a bit difficult when you are already fighting!


Advanced Rules

If a Minion successfully resists arrest, do any remaining Judges have to attempt to arrest them as well?

No, once a Minion resists arrest, he is open game for any Judge!

Will you always take at least one point of damage from falling?

Yes, falling from 4” or less will always cause at least one point of damage, even if you make the Agility check (because you round up fractions). By the same token, if you fall 15” or more and succeed in an Agility check, you will lose half your starting Hits (the model managed to break its fall somehow).

How do Explosive weapons and cover interact? For example, if I shoot someone in cover around a corner, and it hits the model next to him, who is out of my Line of Sight, does that model get cover as well?

The second model would indeed get the benefit of cover. This reflects the fact that you may not know exactly where he is.



Can werewolves/zombies/demons ride bikes?

Sure. Sounds like fun!


Justice Department

Can a Cal-Hub, Brit-Cit or Judge from any other Mega-City who has been permanently seconded to the Justice Department get a Lawmaster instead of an Iron Lion?

He can, and we’ll go you one better – if he is brought in as a temporary Mercenary, he can still be bought a Lawmaster (on a temporary basis). See page 26 on ‘acquiring’ vehicles…


Zombie Horde

Zombies do not use the normal armour rules. What effect does heavy cover or weapons with an AP score have on the damage roll?

Heavy cover will grant a bonus to the zombie’s Agility as normal, but neither cover nor AP have any effect on the roll for destroying a zombie – the ability to rip through a zombie with a bullet is not much help, you need weapons that can dismember them!

Can zombies ride in and drive vehicles, and can they shoot any mounted weapons?

Zombies can indeed ride and drive vehicles, but have no Shoot score and so cannot perform any Shoot actions (and thus cannot use shooting weapons).

Can a Zombie Master try to reanimate the same zombie twice (the turn it is destroyed and the turn after) if he remains within 12”?

You get just one try to reanimate each zombie – if you fail once, remove the zombie.

Do you get XP for each time you kill a zombie, even if the Zombie Master then raises it again, or is it the model that finishes it permanently that gets the reward?

You must remove a model from the table to get its XP, so it is the model that delivered the final blow that gets it in this case.

Zombies have no weapons listed, nor can you buy any for them. In close combat, therefore, do they count as having Fists and Feet?

Yes, and this applies to any model with no close combat weapon listed (even if they are using horns, tentacles, pseudopods…).



Do you need to specify what type of ammunition you are using when you equip a Judge with the Mk I Lawgiver?

No. While the background describing the Mk I Lawgiver says it only has two magazines, we can assume the Judge has selected the most suitable ammunition for the coming fight.

Does the Lawrod use the same rounds as the Mk I Lawgiver, in effect the same as the Mk II minus the Stumm Gas rounds?

That is correct.



The Shadow makes reference to Master Stealth – is that supposed to be The Shadow?

It is indeed, yes. It was called Master Stealth in the original playtest version of the game.

Does the Loyal Bodyguard Talent allow attacks to be redirected to a model the opponent cannot see?

Yes – the bodyguard heroically leaps out of cover to catch the bullet!

If a Citi-Def officer is shot by a soldier that is also his Loyal Bodyguard, does the soldier realise his mistake and leap in front of his shots, protecting the officer?

And no to this one. You cannot leap in front of your own bullets, no matter how devoted you are!

When using The Shadow and attacking with multiple dice, does a model automatically cause one critical hit or do all its attacks cause critical hits?

All. Enjoy.

Can a model take advantage of more then one Voice of Command at the same time? Does this Talent stack with itself?

No. If lots of people start bossing a model about at the same time, he will just get confused! A model can only take advantage of one Voice of Command at any one time.

How does ramming interact with Drive-By Boot and Bike Wheelie?

It does not – choose to either ram or use one of these Talents, you cannot do both.

The Riot Judge Talent tree has a lot of shield-type Talents, but does not actually specify that you need a shield to use them…

Yes, you need to have a Riot Shield to use a Talent that mentions said shield.

Accurate states that it can only be used by single Shooting Dice weapons. Does that mean a model that  gets an extra Shooting Die from Dual Pistol Master can also use Accurate, if his weapon starts at one Shooting Die?

No. One Shooting Die means one Shooting Die, regardless of where the Dice are coming from. You are taking a single, prepared shot, not blazing away!

What is the use of the arrested component of the Slippery Talent, since Heroes cannot be arrested?

It is possible for Heroes to be arrested in some very specific circumstances, such as Chief Judge Cal arresting Mega-City One Judges. We may also add more possibilities in the future…

Is there anything that limits Loyal Follower in the same way as Fixer? I cannot see anything that stops you, say, challenging a Dark Judges player, making a Lone Vigilante tooled up to the eyeballs with Psi Talents, laser pistols, katanas and other gear, then taking Loyal Follower and immediately upping your gang’s value by, like, 500 Credits (minus anything slaughtered by Judge Death, of course)?

This is possible. However, there are some drawbacks. First of all, you will be facing some very heavy opposition and may well lose your Lone Vigilante and anyone else he brings along. Second, if you do pull it off, this game has a self-balancing mechanism through the use of Mercenaries so you will just be facing tougher enemies with a Hero that has probably not gained enough levels to survive what he will now be facing!

Do you have to pay to improve Minions with Inspire and Elevate?

No, but your force value will go up by 50 Credits.


Psi Talents

Does Shroud of Death last even after the model has avoided death once?

It does indeed.

Does Shroud of Death activate by hit, or by attack? If a 1 Hit model with Shroud of Death active gets shot by a gun with 4 Shooting Dice, and all those dice successfully hit, will he have to roll 4 Will checks in sequence to survive, or just one?

Just one. Shroud of Death kicks in whenever the model reaches 0 Hits – all those Shooting Dice are being rolled at once and so are all happening at the same time.

How do Psi Talents work when a model is on a bike?

User Only Psi Talents affect only the Hero, not his bike (so, he cannot Levitate his bike!). Psi Talents that function as shooting attacks may be used from a bike.



If a force value gets high enough, there is nothing to stop a player using a single unarmed Juve (or similar) and picking a Credit value of 10 for a challenge, knowing that no-one else in the campaign has anything that cheap to contest them. Is that right?

No. When you fight in a campaign, you use every model at your disposal (it is a desperate battle, not a game to your guys!). You cannot just select part of your force!


Blood on the Streets

Can you sell gear models start with?

No. No one wants a second hand shell jacket.

What is the Rep of the Dark Judges?

That is a very good question (though a better one might be why the Dark Judges are trying to run a gangster operation…). We would recommend you make the Dark Judges’ Rep twice that of the highest other Rep in the campaign.


Official Errata

The following are official changes to the Judge Dredd miniatures game and will be repeated in future reprints of the main rulebook.

Riot Wagon, Manta Prowl Tank and Pat Wagon (pages 32-34)

Remove the Gas special rule from the Riot Foam jets. These weapons otherwise use the rules for Riot Foam as detailed on page 101.

Lawmaster Mastery (page 128)

As with all Judge Talent trees, this may be used by any type of Judge (including those from other Mega-Cities, such as East Meg or Brit-Cit), and the Talents may be applied to any type of bike, not just Lawmasters.

Heist! (page 144)

The deployment zones on the map should be swapped around, with the attacker setting up in the centre. The text under the Set Up section is correct.

Mechanismo Judgementbringer Cannon (page 156)

The table for the Judgementbringer Cannon, for both the Mk I and Mk II Mechanismo, should read as follows.

Range Shooting Dice Damage AP Special Rules
Judgementbringer Cannon 18”
– Armour-piercing 1D 1 -4
– High-explosive 1D 3 -2 Explosive 1
– Incendiary 1D 1 0 Fire
– Standard Execution 4D 2 -2



Guardians of Justice

The Law is fallible and Judges are not always around to protect the citizens of Mega-City One. For a few, this is an injustice and so they take up the (illegal) fight against crime themselves, becoming vigilantes who right wrongs and confront perps with varying degrees of violence.

The Lone Vigilante presented in the main rulebook is fairly typical of citizens who wish to adopt a heroic persona but there are many different ways in which a vigilante may take to the streets. The vigilantes presented here may all be used in place of the Lone Vigilante found on page 74 of the main rulebook.

Unless otherwise stated, all the special rules and options available to the Lone Vigilante may also be used by those detailed here, with the exception of gaining Psi Talents and a Psi score. Alternatively, these vigilantes may also be used as Mercenaries by any force with access to the Lone Vigilante.

In either case, all characteristic increases and Talents have already been chosen for their first level, though others may be added as normal, either by gaining experience or using the option to increase the starting level of the vigilante.

You can download the full rules for all of these vigilantes right here.


Stefan Seagull – Major Liberty

Stefan took his time in Chuck Yeager block’s Citi-Def more seriously than most and, despite rising up through the ranks, became disillusioned by the lack of professionalism among his comrades. While other soldiers worked out or watched action vids, Stefan stole a suit of combat armour from the block’s armoury and, adopting the persona of Major Liberty, now tracks down the largest gangs and best-protected criminal bosses he can find.

Major Liberty

Kallistra Fane – The Blood Witch

Once the leader of the successful Sector 79 Rats, Kallistra had a forced change of career when her gang was ambushed by a coalition of weaker street gangs who joined together to defeat the Rats. Now more of a psychopath than she ever was in her gang days, Kallistra roams City Bottom at night, hunting those she considers worthless scum. She does not do this out of a sense of duty or a desire to protect the city, but from a deep-rooted need to play out that fateful ambush, again and again. Her terrifying displays of casual brutality have led to Kallistra being called the Blood Witch by those she hunts.

The Blood Witch


Call-Me-Ron broke his programming after discovering what he has earnestly come to believe is a magic hammer given to him by the gods. Upon picking up the mighty weapon (which he calls Mjolnir, but construction experts identify as a Mk-17 Brutaliser), Call-Me-Ron began his divinely-inspired mission to rid the world of all evil – street gangs, mutants, Judges… whoever comes to reach, really…

Big Jobs: Call-Me-Ron is armed with powerful wrecking equipment in the form of a giant hammer he calls Mjolnir. If Mjolnir causes damage against a target, the player can choose to also apply the Power Shot special rule, possibly sending an enemy flying through the air!


Mary-May Moffit  – Vanity Bonfire

A massive fan all her life of the hit superhero vid-show The Human Candle, Mary-May Moffit easily found her way in life after leaving school. Instead of trying to cope with unemployment, she would emulate her hero and become Vanity Bonfire. She cannot fly, of course, and uses homemade flamethrowers instead of psychic powers to light up her foes but, as Vanity Bonfire, she knows she stands for truth, justice, and the Mega-City way.

Flame Retardant Leathers (15 cr.): While fabricated from non-flammable material, these leathers do not provide full body coverage. However, they remain a cheap option for a street punk expecting to face fire. A model wearing flame-retardant leathers will ignore the first point of damage suffered from any Fire weapon every Turn.

Vanity Flamethrower: A fairly ingenious set of devices created by someone so young, the Vanity flamethrower is a small, pistol-sized device designed worn on the wrists and linked to a miniature fuel tank hidden under her jacket. To the casual observer, these weapons make it look as though Vanity Bonfire can project flame from her hands, just like her on-screen hero, the Human Candle.

Vanity Bonfire

‘Melons’ Gotti – The Dapper Don

Born into an ape criminal family, Melons rejected the life of his brothers and turned his back on their traditions. It was said no one could walk away from the Gotti family, and Melons became an instant target, with a price on his head large enough to guarantee any chimp with a crowbar would be after him. Melons has not only survived many attempts on his life, but has started to hit back at the criminal elements of the city, both ape and human, becoming known on popular vid-news channels as the Dapper Don.

Swinging Ape: Melons is very agile, and can scale sheer surfaces or swing across wide gaps with ease. He can treat any sheer surface as clear terrain, so long as it begins and ends it phase on a flat surface, and can move across any open gap up to his Move without making an Agility check.

The dapper Don

Hinako Shiratori – The Sapphire Swan

Once a cadet for the Justice Department in Hondo-Cit, Hinako emigrated to Mega-City One with her family when she failed an assessment and was thrown out of the academy. Life continued to take a bad turn when Hinako’s parents were killed by a tap gang outside their block. Fuelled by nothing but thoughts of vengeance on all criminal scum, Hinako became the Sapphire Swan and now uses her considerable skills to make all small-time perps in Mega-City One pay for their crimes.

The Sapphire Swan

Justice Department Mission: Rolling Thunder

Justice Department Missions are a new type of scenario for the Judge Dredd miniatures game, focussing on Mega-City One’s finest. Today, we take a look at what Judges have to go through when food runs short…

Whenever a major disaster strikes Mega-City One, its after effects are felt for weeks, months, even years afterwards. When the infrastructure of the city breaks down, the supply and distribution of food is always affected in one sector or another. As the old saying goes, anarchy is just three missed meals away and the appetite of fatties rarely lasts that long!

When word gets out that a food distribution point has had a delivery, the typical citizen of Mega-City One will not wait his turn, and a riot is guaranteed, spearheaded by the fatties, the hungriest citizens of all.


The following forces are used in this Justice Department mission.

Justice Department: Six Level 1 Street Judges are defending the food distribution point. They may take Scatter Guns and bulk ammo if they wish. Two Street Judges may be swapped for a Rookie Judge and a Riot Judge if the player wishes.

Rioting Citizens: The Rioting Citizens player has six Level 1 Fatties in his force. They do not have any weapons or equipment. He may also include up to twelve Punk Minions in his force (hungry citizens), each with up to 10 Credits worth of equipment, weapons and armour.


Place a food distribution building on one short table edge, then place a barricade in front of it, 12” from the same table edge. Each barricade section should be between 3-5” long.

The Justice Department player then deploys all his models anywhere behind the barricade. The Rioting Citizens player then deploys all his models at least 24” away from the barricade.

The Rioting Citizens player takes the first phase of the game.

Click to make bigger!

Special Rules

This is a full blown riot, and the citizens have been warned! Judges do not need to attempt to arrest the rioting citizens or fatties. This is just as well, as they are so crazed with hunger, they automatically ignore any attempts to arrest them.

If a Fattie uses the Belliwheel rule on page 61 of the main rulebook while moving into contact with a barricade, make a Melee check. If the Fattie succeeds, he has flattened that section of the barricade – remove it immediately. The Fattie may then continue with any remaining movement.

Once word gets out that food is at the distribution point, more citizens will come flooding in. When a Punk is removed from play, the Rioting Citizens player may place him back on the table at the start of any subsequent Turn. He may be placed on either long table edge, so long as he is within 12” of a Fattie.

Finally, the Fatties are hungry and will not hang around! A Fattie must always perform at least one Move action every Turn, and must be moved as close as it can get to the food distribution point as possible during this action. A Fattie may not, at any time, be moved further away from the food distribution point.

Victory Conditions

At the end of each Turn, the Rioting Citizen player should count how many of his models are in contact with the food distribution point building that are also more than 2” away from the closest Judge. Each Punk in contact with the building will gain the Rioting Citizen player 1 Food Point per Turn, while a Fattie earns 2 Food Points.

If the Rioting Citizen player accrues 15 Food Points, he wins!

The Justice Department player wins if he manages to remove all Fatties from the table before the Rioting Citizen player gains 15 Food Points.


This Justice Department mission can be replayed with the following changes, giving you a new battle each time.

It is not always up to the Justice Department to defend food distribution points. Manpower shortages may mean this duty is left to the Citi-Def. Ever seen what a high-explosive missile can do to a Fattie? Six Citi-Def Soldiers should be enough, if two of them are given heavy weapons…

If they are available, the Judges often use Electro-Cordons to fence in rioters. Drop a Street Judge and bring in up to four Electro-Cordons, placing them up to 6” away from the barricade to make another obstacle for the rioters.

In times of desperation, the Justice Department may be forced to deploy whatever forces are to hand at the food distribution point. Drop two Street Judges and take up to 300 Credits worth of Mercenaries instead. Just enough to squeeze a Mk I Mechanismo unit in…

Food riots do not just take place in Mega-City One. Try this mission again with Brit-Cit or East Meg Judges as defenders.

Random Events in Mega-City One

Continuing our regular articles on the Judge Dredd miniatures game, we present Random Events in Mega-City One, a new set of rules to introduce a little of the chaos ever present in the city to your games. As always, we welcome comments on all new rules, so swing by our forums and let us know what you think! Check back here on Planet Mongoose often, as we will be presenting a new article for Judge dredd every Friday for the forseeable future.


Many forces clash in Mega-City One and beyond, each fighting for their values, Credits, or because they are just plain mean. However, firefights are rarely simple affairs and there always seems to be something making life harder for the people of Mega-City One.

Random events introduce this unpredictability into your games. They are a series of arbitrary events and occurrences that players can take advantage of or try their best to avoid!

A jealous Minion puts an end to a Hero's career

Random Event Triggers

There are certain incidents that can happen during a firefight that may encourage close-by forces, inquisitive perps or fate itself to take an interest in an ongoing battle. If very large explosions start going off, for example, you can be sure someone is going to start investigating.

Whenever one of the following triggers take place, a random event may occur. To see if it does, roll a die at the end of the Turn in which one or more of these things have happened – only one die is rolled, no matter how many times one or more triggers take place.

  • Whenever an action is performed to use a Psychic Talent.
  • Whenever a shooting weapon with Damage 2 or more is fired.
  • Whenever a critical hit is scored.

On the roll of a 1, a random event happens and is rolled for on the table below. The random event takes place immediately at the start of the next Turn.

In addition, once per game each player may automatically trigger a random event at the start of any Turn. No die roll is needed, he just need roll on the table below.

Getting the latest carnage on film

Using Random Events

Many random events use models in addition to those in each player’s force. The following rules are used for all of these extra models, unless otherwise stated.



One player rolls a die when the model first appears. On a 1-5, the model appears in the middle of the table edge to his left. On a 6-10, it appears in the middle of the table edge to his right.


Control and Movement

If a random event says a model is moved randomly, both players roll a die at the start of each Turn, re-rolling ties. The highest rolling player will have control of the model for that Turn. At the start of the next Turn, the players roll off against one another again.


Random Model

Sometimes, an event will call for something to happen to a random model in one of the players’ forces. A quick way to resolve this is for both players to roll off against one another, with the loser having the event happen to one of his models. This model can then be selected randomly by a simple die roll, starting with the model at the top of his roster sheet as 1, the next model as 2, and so on.

A Major Demonic Entity takes an interest in a firefight

Random Events Table

Die Roll Event
1 Hi Mom!
2 It’s Just Too Much!
3 Zombie Contagion
4 Green-eyed Monster
5 Boing® Attack!
6 Memories of War
7 One Shot, One Kill
8 From Beyond
9 Who Loaded This?
10 Dreaming of Electronic Sheep


Hi Mom!

A vid-reporter from low-rating Channel 5 turns up, drawn to the scene by the sounds of carnage. Hoping for a scoop on the latest violence to befall the city, he starts filming the action. However, he is a distraction for lower ranking members of both forces as they see their chance to fame and fortune!

The vid-reporter (use the rules on page 161 of the main rulebook) is moved randomly. All Minions within 12” of him, in any force, suffer a –2 penalty to all rolls they are called to make except Armour rolls, as they show off in front of the camera. Heroes are unaffected. No Minion is allowed to attack the vid-reporter in any way but Heroes can.


It’s Just Too Much!

Confronted with the realities of life in Mega-City One, one random Minion in one of the forces cracks, and goes Futsie instantly!

The Minion is subject to the Completely Mad! rule on page 154 of the main rulebook. If the Minion survives the battle, the other members of his force manage to calm him down and he is no longer subject to this rule.


Zombie Contagion

Perhaps it was a pool of experimental toxins dropped by a mad scientist, or perhaps a real zombie scrambled out of the ruins and took a bite out of a passer-by. Regardless, a zombie is on the loose, and the contagion is spreading…

One random Minion in one of the forces turns into a zombie, instantly gaining the Dead Flesh and Mindless rules on page 86 of the main rulebook. All other characteristics stay the same but the Minion may no longer perform Shoot actions.

The model is now randomly moved. If it removes a hit from a Minion in close combat, that Minion will also turn into a zombie, as detailed above. New zombies are also randomly moved but will never attack another zombie.

Minions turned into zombies are dead and may not be recovered at the end of the battle.


Green-eyed Monster

The life of a minion can be hard, and they will never get any of the glory (or rewards) that Heroes take for granted. Most understand that they will never be leaders but a few become insanely jealous of those above them…

One random Minion in one of the forces has harboured his jealously of a random Hero in his force, and now his hatred is overflowing. If the Minion makes a shooting attack that traces a line to its original target that runs within 2” of the Hero (and the Hero is in range and Line of Sight), the attack will be made against the Hero instead!


Boing® Attack!

The miracle substance has many uses, but none are so thrilling as using the entire city as a pinball table! A Boing® user bounces straight into the battle and then, just as quick, bounces out again!

Both players select one of their own models and roll a die. If either rolls a 1, their model has been struck by the Boing® user (if both roll a 1, both models have been hit – the Boing® fanatic has brought a friend).

If neither rolls a 1, both players select another model in each of their forces and roll again. This continues until at least one 1 has been rolled, or all models have been rolled against.

If a model is hit by a Boing® attack, it must pass an Agility check or roll a die – it will lose that many Hits. Armour does not protect against Boing®!


Memories of War

So many disasters have befallen Mega-City One over the years, and unexploded ordnance from wars and invasions lies hidden in many sectors, both ruined and otherwise, waiting for the wrong citizen to set it off…

For the rest of the battle, whenever a model is hit by a Blast, Explosive or Power Shot weapon, roll a die. On a 1, the loud noise or sudden explosion detonates a nearby unexploded bomb, shell or charge. This is treated as an Explosive 6 weapon whose Impact Point is centred on the model that was hit by the original attack.

The ordnance automatically hits every model in range, dealing Damage 1 with AP+0.


One Shot, One Kill

When two forces go to war, there will always be other rivals interested in affecting the outcome. One of these hidden enemies has mustered enough Credits to send an assassin after someone who is currently fighting and, hopefully, distracted.

One random Hero in one of the forces has had a contract put out on him. An Assassin (see page 58 – the model has Shoot +2, carries a high velocity rifle, and has the Aim and Stealthy Talents) appears in the battle. The model is controlled by the player whose Hero has not been targeted.

Make an enemy in MC-1, get an assassin on your trail...

From Beyond

There are many breaks in reality within Mega-City One, though most are hidden and extremely difficult to use by beings from any dimension. Unfortunately, the dimensional rift close to this battle is not one of those, and something has come through…

A demonic entity has appeared in this battle Roll a die. On a 1-5, it is a minor entity (see the minor demonic pact on page 90 of the main rulebook), on a 6-8, it is a class II entity, and on a 9-10, a major entity (for both, see page 91). The entity is moved randomly.


Who Loaded This?

Illegal weapons may be easy to come by in Mega-City One, but they are not always reliable. Even the most fastidious cleaning and care cannot account for the fact that, sometimes, things just go wrong…

Choose a random model in one of the forces. If the model has no shooting weapon, roll again. The next time the model makes a shooting attack, roll a die. On a 1, the weapon explodes, hitting the model once (no need to roll Shooting Dice, just go straight to the Armour roll).

In any case, the weapon has been destroyed and must be removed from the force roster. Judges will be able to automatically get a replacement at their Sector House, but everyone else must pay for a new gun…


Dreaming of Electronic Sheep

Sometimes, the strangest things can happen in Mega-City One. Today, someone is going to find out that they are actually an android, and not one that was particularly well put together at that.

One random Minion in one of the forces is actually an android. This would not normally be a problem but this particular model is a bit… twitchy. If the Minion is attacked (either by a shooting or close combat attack) and survives, it must make a Will check. Failure means the Minion goes berserk until the model that attacked it is removed as a casualty or the battle otherwise ends.

A berserk android temporarily gains +2 Hits, +2 Armour and +2 Melee Dice. It may not perform Shooting or Special actions, and must always attempt to move closer to the model that attacked it, using a Melee action if possible.

Once the target is removed as a casualty or the battle ends, the Minion android is no longer berserk and loses its temporary characteristic increases (which may result in it being a casualty if it lost Hits while berserk!). However, it may now perform Shoot and Special actions once more.

If the Minion rolls a 1 for its Will check, it explodes. This counts as an Explosive 2 weapon that automatically hits every model in range with Damage 2 and AP-2.

A Minion that discovers it is an android will remain as such for the rest of the campaign, using the rules above!


Designer’s Notes

These random events are intended to be fun and to introduce a little of the chaos of daily life in Mega-City One to your games. They will not usually tilt a game in favour of one force or another, though it is possible – through a combination of bad luck and poor judgement, it is possible that you could lose almost your entire force to a zombie outbreak!

However, so long as you are aware that such things could happen in Mega-City One, you should be able to take them in your stride. Most balanced forces can deal with the worst that can happen on this table and treat them as they are intended – unexpected boons or inconveniences that are all part of life in Mega-City One.

There is, of course, the potential to have a much larger table of random events. Or maybe a whole bunch of tables, tied to specific forces, locations, terrain, and so on. You are very much encouraged to come up with your own and share them on our forums – the best may well make it into a Judge Dredd supplement in the future!


Organised Crime in Mega-City One

Despite some truly atrocious tragedies, perps and their criminal activities remain the greatest threat to the stability of Mega-City One. From the lowly dunk working his way through a crowd to lift stray wallets and cred-slugs to the mighty criminal empires that are seemingly untouchable to judges of the city, perps constantly prey upon decent citizens for fun and profit.

However, the most successful perps eschew open violence and the dangers of street gangs to set up their own criminal organisations, sophisticated operations safely hidden behind legitimate business. Whether it is the manufacture of drugs, protection rackets or a bureau of assassins, few perps running such operations really consider themselves as criminals – they will avoid judicial attention at every step but usually view themselves as businessmen, pure and simple and, in many ways, this is exactly how the larger criminal organisations run. Even if the incoming credits are garnered from murder and theft, they still need accountants to watch for the best investments and avoid Mega-City taxes, lawyers to keep the bosses out of the iso-cubes, and a close eye needs to be kept on profitability and cost projections. The only real difference is the manner in which business is conducted – a hostile take-over of another criminal organisation is likely to involve spit guns and sharp knives, rather than a financial assault on another company’s assets.

A lowly street gang can garner its leader enough credits to live a life of absolute luxury, so long as he does not get killed in a rumble or arrested by the judges, two all too frequent occurrences for the perp who wishes to enjoy a long and successful life. Those with a little intelligence will instead seek ways to amass ever greater fortunes while minimising the risk to both life and liberty. Criminal organisations provide a way in which can achieve exactly this. Every criminal organisation requires a front, a legitimate operation that is as far removed from murder and other illegal activities as is possible. Whether it is a small Munce Burger Bar, a Knee-Pad stall or a large corporation, such businesses are required to both conceal the comings and goings of criminals within a base of operations and, more importantly, to launder and clean the credits gained from illicit activities. Such fronts do not always make a profit in themselves but then they are not required to – their main function is to disguise the true nature of the organisation’s employees. Criminal masterminds will work hard to ensure the legitimacy of their fronts so that, no matter how often judges place the business under investigation, no trace of illegal dealings will ever be found.

The more successful perps will soon seek to expand their criminal organisation into a criminal empire. By using the profits gained in one business, they will seek to expand into both new markets and new territories. While the rewards of a dozen criminal operations can be incredible, this expansion inevitably brings one organisation into conflict with another. As a rule, the perps running such operations view themselves as businessmen and will often go to quite long lengths to avoid an open war. However, there are always those who view it as their natural right to take whatever they wish and so war does indeed flare up in the underworld with some alarming regularity. When war between two criminal organisations begins, fronts will be torched and destroyed, operatives murdered and firefights erupt on the streets, catching innocent citizens in the cross-fire and gaining the inevitable attention of the judges. War is rarely good for ‘business’ but is yet another tool a criminal organisation may employ if it believes victory will come quickly and will earn longer term profits.


Big Business

Criminal organisations tend to have more in common with big business than the street gangs they usually originate from, with worker’s needs and salaries needing to be met, revenues and profits closely monitored and the competition swept aside. In some cases, criminal organisations are a terrifying force that run rampant in the night, using numbers and reach to intimidate even large corporations as their influence spreads. Those at the head of such organisations rarely view themselves as common criminals and spend their time looking after their business interests – whether this is in stolen hovercars, drug manufacture or a blitz agency. The Justice Department works hard to crack open and destroy all criminal organisations within Mega-City One, for each can employ hundreds of small-time perps and drain as massive amount of credits out of the legitimate economy. High-standing perps, however, have their own means of defence which keeps many of them far away from the iso-cubes and, in the eyes of the Law if not the judges, clean and without record.


Organised crime comprises a wide range of illegal activities, and a large organisation may dabble in many of them. These are a few of the more commonly recognised ‘businesses’ that operate out of Mega-City One.


Assassins: A group of assassins operating behind a front will be skilled killers who specialise in ‘discrete’ murder. Lacking the terror tactics of the blitz agency, assassins do all they can to keep themselves, their target and their client as far from the prying eyes of the Law as much as possible. Contracts are therefore dealt with at extreme long range through the use of high-powered rifles, via accidents or poisoning. It takes a very skilled citizen to succeed at being an assassin and, despite all the precautions they take, this is still a high visibility business that will likely draw the attention of the judges as it becomes more successful – after all, a string of dead bodies can be immensely difficult to hide.

Blitz Agency: Similar to assassins, blitz agencies specialise in contract killings, but they do so in a way that causes as much terror in the victims and their associates as possible. Blitzers themselves are very well paid, for they must submit to surgery that places an explosive device near their brains in order to ensure they never get caught. However, their tactics, which normally revolve around bursting into a victim’s headquarters with guns blazing, makes the blitz agency a very risky operation to set up, no matter how high the rewards may be.

Body Sharks: This is a business based purely on human misery. Citizens are captured, cajoled or blackmailed into donating their bodies to the sharkers, who then trade them on for slavery or medical experiment. Secretly moving something as bulky as several human bodies across the city poses its own problems, though skilled operatives often have tried and tested methods developed over several years of experience.

Chump Dumpers: The process of chump dumping is a vile one, but is often entertained by businesses already involved in perp running for it takes few extra resources. This operation involves convincing aliens that Earth is the very best destination in the galaxy to spend a vacation, taking their credits, loading them up into a spaceship and then dumping them out of the airlock once among the stars. If a perp running business has already been set up to travel to other worlds, chump dumping can represent extra credits for little extra effort.

Corporate Fraud: Greed is the eternal driving force of any perp and few can resist squeezing just a few extra credits out of their legitimate fronts, even if this leaves them vulnerable to investigation by the Justice Department’s Acc-Div. By skimming employees’ allowances and dodging every tax imposed upon the front, a healthy amount of credits may be generated every month, though this is normally only worth the risk with large companies or corporations.

Drug Manufacture: There are a wide variety of illegal drugs in demand with bored citizens that a criminal business may begin to manufacture. Examples include the highly addictive but otherwise harmless Umpty Candy to Adifax, Chowder, Tobacco and Sugar. Many such businesses are tempted to manufacture sub-standard drugs in order to reduce costs and maximise profits, though some find word gets around of their practices at a worryingly fast rate.

Drug Sellers: Once manufactured, drugs have to be sold to the citizens of Mega-City One. This requires a special kind of lowlife to actually go on to the streets and pedal the drugs, though the business that supports such perps can be frighteningly professional. More wars between criminal organisations have started over territory disputes of drug sellers than with any other form of business. The practice is lucrative, though dangerous and always carries the risk of discovery by vigilant judges.

Forgers: A business based on forgery need not grow very large to become profitable and a criminal organisation with a forger on the payroll will always find a use for his talents. Almost anything can be forged, given the right level of skill and sophistication of equipment, from raw credits to alien Visas and ID slugs.

Gambling Establishment: There is a certain prestige attached to a criminal organisation that has a gambling establishment within its interests, despite the fact that there are far more profitable ventures and certainly those that are less visible. A good gambling establishment, however, may be enjoyed by many members of the criminal community and serves as a superb meeting place in which to conduct negotiations.

Heist Gang: From banks, through securicars to raids on spaceport customs, heist gangs are often valued members of a criminal organisation, for they are the ones who are willing to take the biggest risks to rake in the greatest profits by theft. Often completely ruthless in their trade, there is little room for sentiment within a heist gang, and most will go to any length to secure the object of their raid, be it credits, rare antiques or high-tech weaponry.

Mutant Smugglers: It is perhaps understandable that many mutants within the Cursed Earth seek to enter Mega-City One on a permanent basis, regardless of the genetic purity Laws. What is less well known is that there are mutants within the nuclear wasteland who possess a sizeable amount of resources, whether it is in the form of precious mined ores, old and forgotten technology or simple pillaged wealth. Such mutants can pay the high price demanded by smugglers who specialise in brining their kind into the city, to live in the most ruined sectors – though even these places are far more hospitable than the Cursed Earth.

Organ Leggers: If a criminal organisation can break into the market, it will find there is a huge trade in human body parts across the entire world and, sometimes, beyond. Organ leggers work in a variety of ways, from physically assaulting citizens and stealing their organs on the street, to actually buying organs from desperate donors at ridiculously low prices to sell on elsewhere. Any rich citizen will be paranoid about losing his wealth, especially through injury or death, and so the organ legger who can locate the right body part for the right customer can command an extremely high price. More enterprising organ leggers have found they can also do a lot of trade with aliens of other worlds, who find certain human organs a delicacy unmatched anywhere else in the galaxy.

Perp Runners: It can happen to the best of perps – a single mistake, or one loose mouth can force him to leave the city as quickly as possible before the judges close in on his tail. This is where the perp runners come in, businesses in possession of high-powered hover and spaceships designed to carry perps beyond the walls of Mega-City One to other nations or other worlds. Despite the incredibly high risks and costs, this can be a very lucrative enterprise, as perps running from the Law are often extremely desperate and will be willing to part with huge portions of their ill-gotten gains in order to ensure their freedom.

Protection Racket: This is one of the most basic criminal businesses any perp can set up, especially if he knows his immediate area. All that is needed is a couple of heavyweight goons who can travel to legitimate businesses in the area and demand protection money – guaranteeing that if it is not paid, an accident will happen to its owner. Word can quickly spread of a new protection racket springing up though actually witnesses can be frustratingly difficult for the judges to find, as few are willing to invite reprisal from the goons. Loan sharking to local citizens is also often incorporated into protection rackets.

Smugglers: There are so many possessions illegal in Mega-City One that a good smuggler cannot help but make his fortune. Whether it is drugs, alien artifacts or high-powered weaponry, a successful smuggling operation can bring about immense profits for a criminal organisation, so long as its visibility can be kept low.