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.

Options

  • 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.

Options

  • 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

Options

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

 

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

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

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

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

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

 

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

 

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

 

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

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

 

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