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.

Book 1: Mercenary Second Edition

As many of you will no doubt be excited to hear, serious work has begun on the second edition of Book 1: Mercenary for Traveller. It looks like it will be a slightly bigger tome than before, jam-packed with all sorts of goodies for military type characters, with a focus squarely set on mercenaries and mercenary campaigns.

So, what can you expect to see?

We have divided this book into six parts (at present).


Career Options

This first part of the book will be somewhat familiar for those of you who know the current Book 1: Mercenary and have been keeping up to date with our news and rumours. We previewed Pre-Career Options on Planet Mongoose a short while ago, giving characters a chance to get themselves an education before they start wandering the galaxy and looking for a job. Low tech worlds are not an issue here as, so long as there is a starport, Traveller fully embraces distance learning!

We take a good look at the use of skills, adding some new specialities to cover the likes of flamethrowers, bows, and hovercraft, and we have also done something I have wanted to do for a good few years now – hacked out the new skills that were added in the first Mercenary book. These have been something of a bugbear for me as, from the start, I did not want to have any new skills added to those in the Core Rulebook. New specialities were always fine, but not new skills. This is because we would always run the risk of ‘skill bloat’ where subsequent books add in new skills that have no rooting in previous works and, with the broad range of skills present in the Core Rulebook, it really is lazy writing to add more!

So, what are we doing with the likes of Interrogation and Combat Engineering, two of the main skills added in the first Mercenary? Simple; we integrate them into one or more existing skills, perhaps giving the chance to build task chains. For example, Interrogation can simply be replaced by Persuade but skilled interrogation teams can do much more than this and so become more effective. Imagine one interrogator with a high Persuade skill and another with a high Deception – a perfect blend of good cop/bad cop can be used, with the interrogators taking terns (and thus building the task chain). For those looking for even more finesse, Social Science (psychology) can be brought into play and, for those with the stomach, Physical Science (biology) and Medic…

New careers we have chopped right down, losing all the purpose built ‘mercenary’ careers (they may reappear in a Special Supplement in the future) but keeping and tweaking Air Force and Wet Navy (even if they are not used in a huge number of Third Imperium games, there will be lots of campaigns where they are applicable). We have also kept the extended D66 Event tables for Army and Marines, as well as the War Time Events table.

Finally in this part, we have revised the system for medals being awarded during careers, and these rules can be used for any military career (such as the Navy). While we have used the well-known Third Imperium awards, we have made it easy for you to swap them out for your own medals to suit your campaign.


Building a Mercenary Force

Once you have completed a job or two and had the odd windfall in a Travelelr campaign, you will start thinking about the bigger things in life – a starship, perhaps, or your very own force of mercenaries.

This part takes a good look at recruitment, the business of attracting skilled operatives and signing them up. We go through the whole recruitment process, detailing the best places to recruit from, the best people to do the recruiting (no Recruitment skill any more!), and what employees expect to be paid. We have kept this latter part as flexible as possible so while we do have a good list of suggestions of whom can be hired (for example, this is what a light infantryman costs per month, these are his skills, and you should probably give him an assault rifle), you can specify very focussed individuals with customised equipment, and the recruiting system will handle it easily. And it won’t just be soldiers you will need – there are a variety of specialists from comms operators and intelligence agents to cooks and drivers that you will need, depending on the size of your force.

Now you have some soldiers willing to fight for you, you will need to organise them into units and, from here, know how they will fight. After all, if you recruit an entire platoon of infantry, it would be a tedious process to roll for all of their attacks individually!


Battles and Wars

To handle this, we are taking a leaf out of two books we published more than a decade ago, the Quintessential Fighter and Seas of Blood. Both of these books introduced what we called the Open Mass Combat System (OMCS) into the D20 set of rules. The trick behind these rules was that they used the standard D20 combat system, so everybody already knew how they worked – we simply added a scaling system to handle larger formations of goblins, berserkers and trolls.

We are taking the same approach to the mass combat system in this edition of Book 1: Mercenary. Using a simple scaling system (which we will preview in the future!), you can take a group of men and build them into a squad, platoon, company… even an entire army, as there is no theoretical maximum size of unit that can be built (though larger units are less flexible, and your characters’ wallets might soon run into issues!). The big advantage of doing it this way is that whatever gets added to Traveller in the future (either from one of our supplements, or a rule/piece of equipment you have created yourself for your own campaign) will immediately be compatible with the mass combat system – it will readily integrate into your mercenary units and be used ‘as is’ with no conversion necessary. It will already have been done for you!


Missions and Tickets

If Book 1: Mercenary Second Edition can be likened to a three-legged stool (!), then Recruiting is one leg, Mass Battles another, and the Ticket System the third that allows this book to stand up and be used to its fullest!

However, the ticket system is a set of rules written specifically for the lazy referee (like me!) that generates missions and contracts for mercenary forces, details how they are dealt with, and what the results are. At any point, the referee can step in and create his own more detailed adventures to handle specific parts of the ticket, but the system remains behind everything to fall back on.

For example, the players have their own mercenary platoon, built of three squads, and they have got a contract to protect an installation from rebel fighters in the jungle. A major attack is launched, repelled, and the players see their chance to deal the rebels a heavy blow by chasing the routed forces back to their base (yes, morale is handled in the mass combat system too!). So, they take two squads with them, but leave the third behind at the installation to protect it.

At this point, the referee plays out the chase through the jungle and the wiping out of the rebel’s base as he would a normal adventure. However, when the rebel’s main force (not the diversion the players are chasing) hits the installation, its defence by the remaining squad can be handled by just a few dice rolls – the focus is on what the players are doing themselves and anything that happens to their force ‘off camera’ can be dealt with quickly, yet fairly. In this case, the players will return to the installation to find their battered, victorious squad waiting for them, or perhaps they will find they now have a siege on their hands with the installation in rebel hands…

There will, of course, be a long list of tickets already created for you, ready to go and good for any campaign!


Strongholds and Sieges

It is possible that very rich mercenary forces will want to build their own headquarters, and make sure it is thoroughly defended (you tend to make enemies in the mercenary business). However, this chapter is more about fortifications, strongholds, and other defences, things that tend to make the life of a mercenary commander difficult.

When you want to send your players slogging through a trench complex, up a muddy hill, all the while being bombarded by howitzers and snipers with laser rifles, only to find a walled bunker compound waiting for them at the top, this part of the Book 1: Mercenary Second Edition contains everything you need to construct the most fiendish set of defences, whatever the tech level.


Equipment and Vehicles

With this new focus on mercenaries and mercenary campaigns, there is a wealth of new equipment and, especially, vehicles, that players will want to get their hands on. After all, any edge they can get on their competition will mean more credits in the bank.

There is just one thing though… We have set ourselves a challenge that, despite this being a very ‘martial’ book, we are going to try to do this entire section without including any new weapons at all. We figure the Central Supply Catalogue pretty much has things covered on the weapons front, so let’s try to make this part of the book as interesting as possible without focussing it on gun bunnies!



We have pencilled in a release date of September/October this year but, as always now, it really will be released when it is ready, and this is where you can help! We have opened a thread on our forums where you can make comments and suggestions of your own, based on this preview and the rules snippets we will be posting over the coming weeks and months. So, feel free to dive in and let us know what you would like to see in this book – you have a very real chance to shape Traveller with a book that will be a cornerstone for many campaigns for years to come!

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.


Pre-Career Education

Here at Mongoose, we are constantly work not only on new games and books but we also beaver away on existing games like the ones from, trying to find ways to make them better! This article is another take on pre-career education in Traveller, an attempt to unify everything we have done before, add some cool new bits, and generally improve on the system. Feel free to swing by our forums and let us know what you think!

Before a character embarks on a lifelong career, there are several educational options that it may be worth considering. These include going to university, attending a military academy, and perhaps engaging in further education beyond this to better prepare for careers ahead.

This usually takes place in a character’s first term, though it can be delayed up until the third term if a term or two in a career is desired. From term four and onwards, these options are no longer available.

A character can select one of the options below, making a dice roll for successful entry. If this is failed, the character must immediately attempt entry into a career and, failing that, be drafted as normal. Further attempts can be made in terms two and three if desired but only one attempt can be made at entry to one of these pre-career options in any one term.

Once successful entry has been achieved, the character will gain any skills noted and roll on the Events table on page XX. Upon successful graduation, one or more benefits will be awarded. Unlike a career, there is no mustering out or gaining of anything else other than the benefits listed. If graduation is not achieved, then no benefits are gained though the character may still have earned some skills during this time.

After successful graduation, a character may attempt to enter a career of their choice as normal, though pre-career options often given bonuses or automatic entry to certain careers, as listed under their benefits.


Most worlds have one or more universities within their major settlements but even citizens of the most remote system can engage in university education through the use of computer networks and interstellar communications. A university education will channel a character’s efforts into a narrow range of skills but there are few other ways to become more skilful within them so quickly.

Entry: Edu 8+.

DM-1 if in Term Two, DM-2 if in Term Three

DM+1 if Soc 9+

Skills: Choose a level 0 and a level 1 skill from the following list;

Admin, Advocate, Animals (farming or veterinary), Art (any), Astrogation, Broker, Comms, Computers, Engineer (any), Language (any), Life Sciences (any), Navigation, Physical Sciences (any), Social Sciences (any), Space Sciences (any), Trade (any).

Increase Edu by +1

Graduation: Int 8+. If 10+ is rolled, graduate with honours.

Graduation Benefits

Increase the skills chosen above to level 1 and level 2 respectively.

Increase Edu by +2

Graduation allows attempt to enter medical or flight schools.

Graduation grants DM+1 (DM+2 if graduation was with honours) to qualify for the following careers; Agent, Air Force, Army, Citizen (corporate), Entertainer (journalist), Marines, Navy, Scholar, Scouts, Wet Navy.

Graduation allows a Commission roll to be taken before the first term of a military career, so long as it is the first career chosen after university. Success will mean the character enters the career at officer rank (O1). If graduation was with honours, a DM+2 is granted on this first Commission roll.

Military Academy

For those who are looking to dedicate their lives to military service, there is no better option than joining an academy to round out an education. This is a popular choice for those coming from ‘military’ families or those having grown up never considering anything other than a life in uniform. A term within a military academy can set a recruit’s career for great things, so competition to gain one of the limited number of open student slots is fierce.

Before joining a military academy, you must decide whether it is an academy of the Air Force, Army, Marines, Navy or Wet Navy.

Entry: Air Force Dex 9+, Army End 9+, Marines End 10+, Navy Int 10+, Wet Navy End 9+

DM-2 if in Term Two, DM-4 if in Term Three

Skills: Gain all Service Skills of the military career the academy is tied to at level 0, as with basic training.

Graduation: Int 9+. DM+1 if End 9+, DM+1 if Soc 9+. If 10+ is rolled, graduate with honours.

Graduation Benefits

If entering the same military career the academy is tied to, for basic training the character may select any three Service Skills and increase them to level 1.

Increase Edu by +1.

Graduation allows attempt to enter medical school.

Graduation in an Air Force or Navy academy allows attempt to enter flight school.

Graduation allows automatic entry into the military career the academy is tied to, so long as it is the first career attempted by the character after graduation.

Graduation allows a Commission roll to be taken before the first term of a military career, so long as it is the first career chosen after university, with DM+2. Success will mean the character enters the career at officer rank (O1). If graduation was with honours, the character will automatically pass this roll.

Advanced Education

Successful graduation in university or a military academy gives characters a chance to enter advanced education in a highly prestigious flight or medical school. These choices are for characters determined to dedicate their lives to becoming a pilot (of aircraft or spacecraft) or doctor respectively. This consumes another four years of a character’s life but ensures they are highly specialised with automatic entry to the career of their choosing should they be successful.

Flight School

For both air forces and the Navy there exist flight schools designed to produce the very best pilots. The most famous of these cater for fighter pilots of agile aircraft and small space-going craft, but no less important are the schools that concentrate on the deft skills needed to manoeuvre the largest warships.

Entry: Edu 8+

DM+1 if Dex 9+

DM+2 if graduated with honours.

Skills: Admin 0, Physical or Space Sciences (any) 1, and either Flyer (any) or Pilot (any) 1

Graduation: Int 8+. If 10+ is rolled, graduate with honours.

Graduation Benefits

Gain two more levels to either Flyer or Pilot (any); these two levels must be put into different specialities.

Graduation grants automatic enlistment to the Navy (line/crew or flight) if the character has at least one Pilot skill, or the Air Force (air lift or flight) if the character has at least one Flyer skill, with an automatic commission before the career’s first term, allowing the character to start at officer rank (O1). Graduating with honours increases this to officer rank 2 (O2).

Medical School

There is more than one route to becoming a doctor, be it specialist or researcher, but the very best tend to be those who graduate a respected medical school. Successful graduation at medical school will guarantee a high-flying career.

Entry: Edu 8+

DM+1 if Int 9+

DM+2 if graduated with honours.

Skills: Admin 0, Life Sciences (any) 1, Medic 1

Graduation: Int 8+. If 10+ is rolled, graduate with honours.

Graduation Benefits

Gain Medic 2 and two more levels to Life Sciences (any); these two levels may be put into a single Life Science or split between two Life Sciences.

Increase Edu by +1

Graduation grants automatic enlistment to any military career (if the character went to a military academy, this must be the same career the academy is tied to). Graduating with honours grants an automatic commission before the military career’s first term, allowing the character to start at officer rank (O1).

Graduation grants automatic enlistment to the Scholar career, starting at rank 1. Graduating with honours means the character will start at rank 2.

Events During Pre-Career and Advanced Education

For every term a character spends in pre-career or advanced education, roll on the following table to generate an event. As with career events, other characters may be linked to with the connections rule – perhaps they even spent time in the same university or academy!

2D Event
2 You are approached by an underground (and highly illegal) psionic group who sense potential in you. You may test your Psionic Strength (as described on page 152 of the Traveller Core Rulebook) and attempt to enter the Psion career in any subsequent term.
3 Your time in education is not a happy one and you suffer a deep tragedy; perhaps you become hopelessly addicted to drink or drugs, a failed romance leaves you in tatters, or a fatal accident involving a close friends shakes your confidence. You crash fail to graduate.
4 A supposedly harmless prank goes and someone gets hurt, physically or emotionally. Roll Soc 8+. If you succeed, gain a Rival. If you fail, gain an Enemy.
5 Taking advantage of youth, you party as much as you study. Gain Carouse 1.
6 You become involved in a tightly knit cliché or group and make a pact to remain friends forever, wherever in the galaxy you may end. Gain D3 Allies.
7 Life Event. Roll on the Life Events table (see page 34 of the Traveller Core Rulebook).
8 You join a political movement. Roll Soc 8+.  If successful, you become a leading figure. Gain one Ally within the movement but gain one Enemy in wider society.
9 You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice, with the exception of Jack-of-all-Trades, at level 0.
10 A newly arrived tutor rubs you up the wrong way and you work hard to overturn their conclusions. Roll 9+ on any skill you have learned during this term. If successful, you provide a truly elegant proof that soon becomes accepted as the standard approach. Gain a level in the skill you rolled on and the tutor as a Rival.
11 War comes and a wide-ranging draft is instigated. You can either flee and join the Drifter career next term or be drafted (roll 1D: 1-2 Army, 3 Marines, 4 Navy, 5 Air Force, 6 Wet Navy). Either way, you do not graduate this term. However, if you roll Soc 9+, you can get enough  strings pulled to avoid the draft and complete your education – you may attempt graduation normally and are not drafted.
12 You gain wide-ranging recognition of your initiative and innovative approach to study. Increase your Social Standing by 1.