TEXT: the book of law
  
  2
  Author, Editor & Designer - John Caliber
  Cover Art - Mike McMahon   Interior Art - Chris Blythe, Carlos Ezquerra,
  Henry Flint, Ian Gibson, Paul Marshall and Ron Smith
  Judge Dredd created by John Wagner and Carlos Ezquerra.
  the book of law
  Judge Dredd - DROKK CITY - THE BOOK OF LAW [v1.b] - is published on a strictly unofficial, non-profit basis by John Caliber,
  1 Masefield Avenue, Radcliffe, Manchester M26 3GZ, United Kingdom. ‘Drokk’, ‘Judge Dredd’ and all related characters and
  situations are copyright © Rebellion A/S 2004. The ‘Roll Call Rules’ and any original material in text and graphic form conceived for
  this publication are copyright John Caliber © 2004. Drokk City is not affiliated in with The Judge Dredd Roleplaying Game by
  Mongoose Publishing. Drokk City Web Site: http://www.btinternet.com/~john.caliber/
  1. character creation ........ 3
  2. the basics ........................ 5
  3. combat............................. 6
  4. psi-powers .................... 11
  5. vehicles .......................... 14
  6. drokk city....................... 16
  sectors
  
  3
  introduction
  You can’t roleplay unless you have a character to play
  through, a conduit allowing you to act out your fanta-
  sies as a law enforcer on the streets of Mega-City One.
  This chapter instructs you how to create a Drokk City
  character.
  facets
  In Drokk City, all characters - whether they be human,
  robot, animal or alien - have a number of statistics to
  represent their abilities known as facets. Each facet is
  measured by a rank, a number denoting the ability the
  character has with that facet relative to other charac-
  ters. You use facets to try to overcome enemies and
  obstacles.
  This is a complete list of facets and what they mean:
  •
  Dex [Dexterity] - Physical agility, used to dodge
  bullets and perform acrobatics.
  •
  Headstrong [Hed] - Willpower, used to resist
  fatigue and the pain of injury [including torture], and
  psychic attacks aimed at confusing the brain.
  •
  Intellect [IQ] - Natural intelligence and the
  capacity to learn new skills.
  •
  Psi-Power [Psi] - Ability to use psychic
  powers. Most human characters will have no or
  insignificant psychic ability.
  •
  Speed [Spd] - Running speed.
  •
  Strength [Str] - Physical strength.
  •
  Technical [Tek] - Ability to use, design, repair or
  maintain technological devices.
  This is how all the facets except for psi and spd are
  ranked:
  0
  No ability [Otto Sump RIP].
  1
  Marginal ability.
  2
  Below average ability.
  3
  Average ability [Joe Meg].
  4
  Above average or professional grade ability.
  5
  Impressive ability.
  6
  Exceptional ability.
  7
  Maximum human ability.
  8-9
  Genetically-modified ability.
  11+ Superhuman.
  Psi ranks:
  0
  No psi-talent.
  1
  Marginal psi-power.
  2
  Minor psi-power.
  3
  Grade 4 psi [Justice Department scale].
  4
  Grade 3 psi.
  5
  Grade 2 psi.
  6
  Grade 1 psi [Dark judge, judge anderson].
  7-8
  Superhuman psyker, psi-warlord.
  9+
  Murd the Oppressor, Sabbat, Sisters
  Of Death.
  Spd ranks:
  0
  Incapable of movement.
  1
  Partial movement.
  2
  Impaired movement.
  3
  Average walking/running rate, mild exercise.
  4
  Naturally fit, moderate exercise.
  5
  Highly-trained.
  6
  Human maximum, small earth mammal.
  7
  Enhanced human, mid-sized earth herbivore.
  8+ Super human, human-scale earth predator.
  Note - Though Drokk City allows players to take
  on the roles of any character they choose, for
  purposes of simplicity, we will refer to the Mega-
  City One street judge, a character like the leg-
  endary Judge Dredd, when describing the char-
  acter creation rules further.
  Outlines - All players refer to a set of guidelines de-
  scribing their character, called an outline. The outline
  functions to give a detailed profile of a character type
  such as a judge, scrawler, citi-def officer or psyker. As
  such, an outline forms the basis of a character, the bare
  bones. The player must then place the figurative flesh
  and muscle upon the outline, with the end result a liv-
  character
  creation
  sector 1
  
  4
  ing, breathing character with a unique personality, am-
  bitions and history of his own.
  This is the outline of a street judge:
  street judge
  Dex [5/7] Hed [5/7] IQ [4/6] Psi [0/1] Spd [4/6] Str [4/6] Tek [3/5]
  Gun [pistol/rifle] 5/7, Hand-To-Hand [blunt/edged/unarmed] 5/7, Ve-
  hicle [ground/hover] 4/6, Vehicle [Lawmaster] 5/7.
  Skills : Basic repair/maintenance, broad combat, broad survival,
  basic psychology, first aid, Mega-City One law.
  Weapons : Lawgiver, bootknife, daystick.
  Equipment : Street judge armour, utility belt.
  The street judge is the most commonly encountered judge on the
  Mega-City One streets, his role to maintain law and order and crush
  crime where he finds it. After surviving fifteen years of gruelling mental
  and physical conditioning in the Academy Of Law, the street judge is
  prepared to tackle any situation, from a bank heist to an alien inva-
  sion. The archetypal street judge is Judge Dredd, blazing into battle
  atop his Lawmaster, dealing death to criminal scum. However, street
  judges can expect to spend some of their time resolving domestic
  disputes and lecturing juves on the dangers of lawbreaking as they
  might be engaged in firefights. A small number of street judges are
  made up of clones, replicates of famous judges gone by. Judge clones
  are schooled with a view to their eventually taking up command po-
  sitions in the Justice Department and repeating the successes of
  their forefathers at tackling crime.
  All outlines are structured in this fashion. The first para-
  graph details the character’s facets; the rank numbers
  before the ‘/’ are the minimum a fit and healthy charac-
  ter of this outline may possess. You may increase any
  of the facets to a maximum rank dictated by the number
  that comes after the ‘/’. Notice the text immediately fol-
  lowing the facets; these measure a character’s combat
  and other action skills such as operating vehicles. Again,
  minimum and maximum ranks apply.
  The next paragraph lists the character’s basic aca-
  demic skills. More skills can be added throughout the
  course of a character’s life and existing skills can be
  improved. There is no game mechanic for this proce-
  dure - the Tac Chief and player work together to build a
  character’s intellectual arsenal over the course of game
  play. The Drokk City rules concentrate on combat-based
  skill use and so do not attach ranks to academic skills
  which unlike combat are often not a matter of life or death
  to resolve. In any instance of academic skill usage, the
  Tac Chief will make a judgement call on whether any
  intellectual action that character undertakes succeeds
  or fails. If impartial adjudication is required, the Tac Chief
  has the option to make use of the Opposed Table or
  Aggro Table on pages 5 and 6 respectively.
  The weapons/equipment paragraphs list the most
  common or officially issued items on that outline’s per-
  son or close at hand, such as a vehicle.
  non-human
  characters
  The Judge Dredd comics are littered with creatures, ma-
  chines and aliens of all descriptions. Alien races use
  facets and skills in exactly the same way as humans;
  robots and animals use some but not all of the facets
  available.
  robots
  Robots are common in Mega-City One, the slaves of
  Mankind and also Man’s enslavers because the prolif-
  eration of robots has put most of Mega-City One’s pop-
  ulation out of work! Robots’ facets are restricted by the
  robot’s function. Roboticists can build robots with the
  following facets: Dex, IQ, Spd, Str, Tek. Robots have
  skills just like organic characters, but can only acquire
  them from an outside source, requiring another agent
  to enter the knowledge into their systems. on rare occa-
  sions, high-grade robots have learning programs and
  can acquire skills available to humans at speeds far
  greater than the time a human needs to learn them. Ro-
  bots cannot ordinarily use psi-powers because they lack
  organic components, but it is not beyond the realms of
  Twenty-second Century technology for a crackpot ro-
  boticist to engineer a ‘psi-bot!’
       Man-sized or larger robots have one additional
  Facet - BA [body armour] - the rank of their metal
  casing. Larger robots have a Mass facet - the total
  amount of damage they can sustain before being to-
  tally destroyed.
  beasts
  Animals such as cats, dogs and birds lack Hed and Tek
  facets due to their limited intelligence. Though few ani-
  mals on Earth consciously manifest psi-powers, they are
  more in touch with Nature than humans and so several
  species will have low Psi facets - often on par with the
  average human - to reflect their sensitivity; this guide-
  line also applies to animal IQ, denoting base cunning
  and problem solving abilities.
  conclusion
  You now know how outlines are constructed. If you are
  ready to select your outline, please refer to the Outline
  chapter of The Big Meg sourcebook which is packed
  with templates for Mega-City One judges, citizens,
  perps, robots, mutants and aliens. Future sourcebooks
  such as The Cursed Earth will add many more varied
  outlines to choose from and exciting locations to use
  them in.
  
  5
  introduction
  Any physical action your character undertakes, the out-
  come of which is considered uncertain unless that char-
  acter puts concentration and energy into it, requires a
  dice roll to succeed. The Drokk City rules use a D10
  [ten-sided die] to resolve all actions where impartial ad-
  judication is required. If the character is trying to best
  another living being, we use the Opposed Table to work
  out who wins the contest. If the character is operating
  against a non-living or inanimate object, or requires on
  occasional circumstances to decide the success of an
  academic skill, we instead refer to the Aggro Table.
  actions
  In real life, it is very hard to perform two or more de-
  manding actions at the same time. For example, you
  would be hard pressed to play a computer game and
  climb Mount Everest in the same instance - at least com-
  petently. Drokk City uses exactly the same principle. A
  character can attempt to undertake more than one ac-
  tion at a time, the maximum number equal to the rank of
  his IQ. For each action after his first, deduct 1 rank from
  the character’s facet in use until he has tried to perform
  those actions. The facet penalty applies to each of the
  actions being attempted simultaneously.
  opposed rolls
  When a character tries to outwit or best another living
  being, he uses the Opposed Table to find out if his ac-
  tion succeeds or fails.
  This is how the table works: decide what facet your
  character is going to use to perform his action and Find
  out what facet the opposition is going to use. Calculate
  how many ranks it is higher or lower to the first charac-
  ter’s facet. Once you have figured this out using the first
  column in the table, cross-reference with the right col-
  umn to discover the number you must roll equal to or
  higher than with the D10; if you do so, then your charac-
  ter defeats the opposition for that action.
  opposed table
  5 ranks less
  [automatic success]
  4 ranks less
  [2]
  3 ranks less
  [3]
  2 ranks less
  [4]
  1 ranks less
  [5]
  equal ranks
  [6]
  1 ranks more
  [7]
  2 ranks more
  [8]
  3 ranks more
  [9]
  4 ranks more
  [10]
  5 ranks more
  [automatic failure]
  Here are examples of which facets are used for certain
  actions:
  •
  Dex - Acrobatics, dodging, negotiating
  uneven ground.
  •
  Hed - Enduring physical pain, mental
  suffering or psychic attacks trained on brain
  functions.
  •
  IQ - Comprehending languages,
  philosophical or intellectual concepts, solving
  puzzles or outwitting opponents.
  •
  Psi - The use of psychic powers, or defending
  oneself from psychic attacks.
  •
  Spd - Outrunning enemies, chasing criminals.
  •
  Str - Lifting heavy objects, breaking through walls,
  resisting physical damage.
  •
  Tek - Designing, building, using or
  understanding technology.
  EG 1 - Just as the facets can be pitted afgainst one
  another, so can the skills: Two or more characters in-
  volved in a vehicle chase pit their Vehicle skills against
  each another.
  EG 2 - A character attacking another another uses one
  of his Gun skills appropriate to the type of weapon be-
  ing used, or one of his Hand-to-Hand skills. his oppo-
  nent can use either his Spd facet to try to dodge the
  attack, or one of his Gun/Hand-to-Hand skills to return
  the attack. A character can try to dodge and return fire
  at the same time subject to a -1 penalty to his Dex facet
  the
  basics
  sector 2
  
  6
  and attack skill.
  EG 3 - A character with psychic powers uses his Psi
  facet to attack another; the defender may use his Psi
  facet [if it is high enough] to block the attack. if he is
  not a psyker, he will use his Hed facet instead [see
  Sector 3].
  aggro table
  What if your character is not facing off against another
  living being, but is attempting to vault over a high wall,
  leap over a river infested with ravenous sewerfish or
  drive through winding streets at high speeds? In this
  instance, the Tac Chief decides on a rank the character
  must roll equal to or higher than to succeed at that ac-
  tion. The aggro table suggests difficulty numbers rang-
  ing from easy actions to extremely difficult actions:
  Easy
  [2]
  Chore
  [4]
  Challenging
  [6]
  Difficult
  [8]
  Herculean
  [10]
  The aggro table works on a case-by-case basis; what
  may be easy for Judge Dredd may be impossible for
  Walter the Robot.
  EG. - Judge Dredd can climb a ten-foot wall with few
  problems, so the Tac Chief reckons the difficulty number
  Dredd must beat is easy [2]. Max Normal is spritely for a
  citizen but is no judge, so the Tac Chief decides Max’s
  difficulty number to climb the wall is Challenging [6].
  The Tac Chief has to decide what actions warrant a
  difficulty number to be generated. Use common sense
  when deciding this - Judge Dredd can leap over a ta-
  ble without having to make a roll, just as Max Normal
  can dance the night away at a skankerie without break-
  ing sweat.
  conclusion
  Sector 2 details the bedrock of the Drokk City rules. They
  are designed to be simple and quick, allowing for rapid
  action in the Judge Dredd style. The remainder of The
  Book Of Law explores the other rule-related aspects of
  22nd Century life such as combat, transportation and
  psi-powers.
  combat
  episode 3
  introduction
  Whenever a character enters into combat, we need to
  find out whether he - or his opponent - makes the first
  move. If the initiator of the combat ambushes his oppo-
  nent [takes him completely unawares], then he is logi-
  cally the first of the two factions to act, but what if both
  sides of the combat are facing off with equal vantage?
  Each combatant rolls a D10 and adds the result to
  the facet or skill they are planning to use at the outbreak
  of combat. The character with the highest roll takes the
  first action, followed by the second highest and so on
  until all actions are done, whereby initiative is rolled again
  to begin the next phase of combat. If any characters are
  injured and planning on using ranks reduced by injury,
  the reduced rank number is the number applied to the
  initiative roll, not the original, 'healthy' rank. characters
  that roll the same initiative rank perform their actions
  simultaneously.
  Special circumstances may negate the standard in-
  itiative sequence, for example environments where vis-
  ibility or movement is impaired, or outflanking tactics
  are being employed. The Tac Chief will decide how to
  resolve such situations.
  damage
  Several types of weaponry are used in Drokk City: en-
  ergy, disintegration, hand-to-hand, projectile and stun.
  Disintegration, energy and projectile weapons inflict per-
  manent damage, while stun, blunt hand-to-hand weap-
  ons and unarmed combat [except for some martial arts
  
  7
  blows] inflicts only temporary damage.
  What does this mean? Any weapon that causes tis-
  sue, bone or muscle breakage/tearing is considered per-
  manent damage; unless it is treated, this form of dam-
  age will remain with the character for the rest of his life.
  Damage that causes a mild to moderate shock to the
  nervous system, or tissue damage that will heal without
  medical treatment, is classed as temporary damage and
  normally requires no medical intervention unless it is
  particularly severe and threatens the character’s life.
  Permanent Damage [p] reduces the target’s Str fac-
  et by the Dam [damage] rank of the weapon. For exam-
  ple, a gun firing standard execution rounds has a Dam
  value of 2; the target loses 2 ranks from his Str facet.
  Unless treated, the character will have to live with a per-
  manently reduced Str. If the target’s Str drops to 0 or
  below, he dies.
  Disintegration Damage [d] is a special kind of per-
  manent damage in that it removes the part of the tar-
  get’s body it strikes, breaking it down into its basic, con-
  stituent molecules. When hit by a disintegration weap-
  on, compare the weapon’s Dam rank to the target’s Str;
  the higher the weapon’s Dam rank relative to the vic-
  tim’s Str, the larger proportion of body matter is disinte-
  grated - the Tac Chief decides on the extent of body
  area lost. The target suffers a permanent Str deduction
  equal to the weapon’s Dam rank; the damage cannot
  be treated by any medical procedure - other than to try
  to stabilise the victim’s condition - unless the technolo-
  gy available allows for the disintegrated body parts to
  be regenerated. If the target’s Str drops to 0, he is com-
  pletely obliterated and beyond any conventional means
  to retrieve.
  Temporary Damage [t] reduces all the target’s fac-
  ets by a number of ranks equal to the weapon’s Dam
  rank; this is because temporary damage is usually stun-
  ning in nature. If the target’s Hed drops to 0 or below, he
  is knocked out for fifteen-minute increments equal to
  the result of a D10 roll. For example, a stunned charac-
  ter who rolls a 4 will be stunned for 1 hour [4x15 min-
  utes]. If robots are hit by stun-type weaponry [magnon
  pulsers for example], their IQ is the facet affected, shut-
  ting the robot’s main systems down if reduced to 0.
  If the character suffers double his Hed rank [IQ for
  robots] in stun damage - whether all at once or from
  multiple attacks - he will die from massive neurological
  trauma. Robots damaged to this extent have their cen-
  tral processing units destroyed.
  Hand-to-Hand damage [hth] To cause injury to
  another using the 'hardpoints' of his body [hands, feet,
  knees, etc] - inflicts temporary damage. The amount
  of damage caused is decided upon by the character,
  so he might seek to merely push back his opponent,
  stun him, or knock him unconscious. Temporary dam-
  age caused by hand-to-hand combat reduces all of a
  character's facets by the rank of damage caused.
        If the attacker wished to knock his target uncon-
  scious, he has to inflict as many ranks of damage as
  the target has Hed ranks. For example, if Judge Dredd
  wanted to knock out your average, common-or-block
  plaza bank robber [Hed 2], Dredd would need to inflict
  at least 2 points of temporary damage on him.
        How much hand-to-hand damage is enough to kill
  the target? A rough guideline would be 2 x the target's
  Hed facet. This assumes that the attacker targets his
  enemy's head, the most critical part of his body. To
  cause mortal injury to other body parts [most likely
  through internal or external bleeding], a ballpark figure
  of 3-4 x the target's Hed facet is suggested.
        So how much hand-to-hand damage can one char-
  acter cause with one kick or punch? Reduce the at-
  tacker's Str facet by 1 rank and the result is the TOTAL
  amount of damage he can cause with one strike. The
  attacker has the option to 'pull his punch' and cause as
  little as 1 rank of damage if he merely wishes to intim-
  idate or weaken his opponent.
  
  8
  called shots
  A character may wish to intentionally disable his tar-
  get rather than kill him by shooting at specific body
  parts; we refer to this as a Called Shot. A called shot
  is more difficult than a normal shot and carries a -2
  penalty to the facet being used to make the attack. If
  the attack is successful then the body area hit is disa-
  bled and the Tac Chief will need to decide what impact
  this has on the target’s Str and IQ facets; a head shot
  will automatically knock out the target for example. In
  addition to the normal attack roll, The Tac Chief must
  roll the D10 when a head shot is made; a result of 7-10
  indicates the target has suffered an instantly fatal injury.
  A result of 1-6 means that no additional damage on top
  of normal wound injury has been sustained.
  weapons fire
  Below are types of ammunition/firearms discharge:
  •
  Armour Piercing [ap] - designed to penetrate
  low-intensity shielding. Armour piercing reduces the
  effectiveness of body armour [BA] by -1.
  •
  Disintegration [d] - ‘d-weapons’ spread their en-
  ergies over a larger area than a bullet hole [see dis-
  integration rules].
  •
  Energy [e] - although energy weapons operate
  in a similar manner to d-weapons, their damage is
  not spread over an area much greater than that of a
  bullet. Normal body armour
  cannot deflect energy at-
  tacks.
  •
  Heatseeker 
  [hs] 
  -
  homes in on the target’s
  body heat. Roll a D10; on a
  result of 1-7, the heatseeker
  automatically hits the target.
  A result of 8-10 indicates that
  the wrong target has been
  struck, selected by the Tac
  Chief. the heatseeker will not
  arm unless the target is at
  least 60 feet distant from the
  shooter and will operate as
  a normal standard execution
  round instead. Heatseekers
  are valuable additions to a
  character’s arsenal, but
  must be used judiciously to
  reduce the risk of uninten-
  tional injury to innocents.
  •
  High Explosive [he] -
  the high explosive has a
  burst radius; anything
  caught within that radius
  suffers full damage. Use the
  high explosive’s Damage
  rank to find out its burst ra-
  dius. For example, a Law-
  giver high explosive round [Dam 4] has a burst ra-
  dius of 4 metres. The high explosive will go on to
  cause half damage to any target within half the Dam
  rank in metres beyond the original burst radius. for
  example, anybody standing 5-6 metres from the
  centre of a Lawgiver high explosive round burst will
  suffer half the weapon’s damage.
  •
  Incendiary [in] - incendiary weapons have three
  Dam ranks. On impact, the initial Dam rank is that of
  the first digit, increasing by one rank approximately eve-
  ry ten seconds up to the the third rank, which persists
  to inflict that maximum damage repeatedly approxi-
  mately every minute until the incendiary runs out of
  oxygen, or the flames are extinguished. Incendiary
  rounds normally only contain enough napalm to ignite
  one human-sized target, but have a chance of spread-
  ing if within close proximity to highly inflammable sourc-
  es such as petroleum or desiccated undead [zombie
  barbeque!]. Incendiary rounds aimed at inflammable
  structures such as Old Town housing will naturally not
  remain confined to the point of impact, but will spread
  to feed on all adjoining surfaces until the fuel source is
  depleted or the flames are extinguished.
  •
  Ricochet [r] - this ‘rubber’ bullet bounces from
  hard surfaces until it embeds itself in a soft target;
  ricochets are only effective when fired into enclosed
  spaces. Roll a D10 to determine the number of at-
  tacks per ricochet round fired into that space. The
  Tac Chief decides which targets first fall into the
  ricochet’s ‘sights’, normally the character with the
  
  9
  lowest Spd facet first, ascending in order to the char-
  acter with the highest Spd rank. If more than one
  character has the same Spd facet, the Chief must
  make a judgement call on who will be first targeted.
  The ricochet will continue bouncing until it connects
  with a target that suffciently diminishes its momen-
  tum [such as a soft, human body]. Some non-organ-
  ic, soft but absorbant materials of suitable thickness
  can also stop a ricochet’s course.
  •
  Standard Execution [se] - the common, no-frills
  bullet. Older stocks of rounds are known as ‘Gener-
  al Purpose’, but for the purposes of game statistics
  we will use ‘se’ for all such references.
  •
  Stun [st] - see the Temporary Damage rules.
  •
  Nuclear [n] - Tactical nuclear weaponry such as
  the Justice Department’s D.I.E. [‘Destruction In Ex-
  tremis’] urban nuclear missile cause devastating
  damage to person and property alike. Anybody
  caught in a nuclear explosion is immediately killed
  unless heavily protected from blast wave, fire and
  intense radiation. The dreaded Total Annihilation De-
  vice [TAD], the ultimate nuclear deterrent, will pene-
  trate any force field short of a dimension warp, where-
  by it will be shunted into a parallel dimension to wreak
  havoc there! Nuclear weapons do not have Dam
  ranks; just assume they destroy everything within a
  burst area decided on by the Tac Chief.
  This is how the Drokk City rules describe the weapons
  of Mega-City One and beyond:
  •
  Ammo - ammunition. The number given is the
  total number of rounds/shells/missiles/energy bursts
  the weapon can fire before a reload is necessary.
  Handheld weapons take only seconds to reload de-
  pending on the availability of ammunition and the
  complexity of the reload system; powerpacks and
  shotgun shells may take several seconds longer to
  install than bullet magazines. Heavy weaponry re-
  loads can take more time still because more per-
  sonnel are required to complete it.
  In Drokk City, the amount of ammunition a char-
  acter has at his disposal is not really an issue - in
  most instances. There is no pressing need to count
  bullets fired if the players are having a good time
  and their unlimited stock of ammunition does not
  unbalance the game. If the players desire, they can
  impose ammunition limits on theirselves to add to
  the drama of the moment. Similarly, the Tac Chief
  can choose inconvenient moments to declare a char-
  acter has run out of ammunition, forcing him to take
  time out to reload, or force him into retreat.
  •
  Dam - the weapon’s damage capability, meas-
  ured in ranks. Some weapons can deliver more than
  one type of weapons fire; for example a judge’s Law-
  giver can fire six different bullets.
  •
  Mod - The rate at which the weapon can deliver
  its damage. there are three categories - single shot
  [S], semiautomatic [SA] and automatic [A]. Semiau-
  tomatic - also known as ‘burst fire’ - fires off several
  rounds per pull of the trigger, adding +1 to the weap-
  on’s normal damage. Automatic fire will continue to
  pump out bullets as long as the gunman continues
  to pull on the trigger. Every autofire burst adds a +2
  bonus to the weapon’s normal damage.
  •
  Ran - range [short - S - medium - M - or long - L].
  The Drokk City rules are not concerned with exact
  weapons ranges, leaving it  up to the Tac Chief to
  adjudicate, but long range typically does reduce the
  Gun skill by -2. Long-range scopes and specialised
  weapons such as the Justice Department’s long gun
  and the assassin’s Deadshot rifle can negate this
  penalty.
  body armour
  Whether natural or man-made, body armour [BA] is rep-
  resented by several ranks, each describing a constitu-
  ent area of the target’s body that deflect any damage
  equal to or less than that piece of body armour’s rank.
  For example, a street judge has a BA of [a1.g1.h2.s1] -
  he has 1 rank of BA for his appendages, groin and shoul-
  ders and 2 ranks of BA for his head. Any Damage ex-
  ceeding the rank causes injury to the character or item
  beneath. Vehicles have a special facet called Mass, the
  total amount of damage the vehicle can withstand be-
  fore it is totally destroyed or rendered utterly useless.
  material
  strengths
  In Drokk City, charac-
  ters will often need to
  break through walls
  and other obstacles;
  the Tac Chief might
  need to know how
  much 
  damage 
  a
  crashing jugger might
  do to a city block for
  example, or vice ver-
  sa. Here is a guide to
  the body armour [BA]
  of Twenty-second
  Century materials:
  Structure
  BA
  Mass
  Public Garbage Grinder, Vid-Phone Booth
  1
  3
  Pedway [1ft. thick]
  3
  8
  Roadway [ten-metre length, 1 metre thick]
  4
  4
  Small Civilian Building [eg. Convenience Store]
  2
  12
  Medium Civilian Building [eg. Palais-De-Boing, Dream Palace]
  3
  48
  Large Civilian Building [eg. Con-apt, Luxy-Block
  4
  240
  Massive Civilian Building [eg. City Block, Condo]
  5
  600
  First Mega-City Bank [typical branch]
  4
  36
  Sector House, Justice Department Armoury
  6
  450
  Grand Hall Of Justice
  *
  600
     * the Grand Hall Of Justice is nuclear-proof; the mass rank is provided in the event
  that the building’s antinuclear armour is somehow breached.
  
  10
  [1] Wood, Glasseen [2] Brick, Plasglass [3] Concrete
  [5] Plasteen [6] Rockcrete [7] Plasteel.
  The ranks depict that material’s ability to deflect dam-
  age, but do not bespeak of that substance’s total bulk.
  Just like vehicles, buildings have a Mass rank; any dam-
  age that exceeds the body armour rank depletes the
  Mass rank until there are no more ranks remaining and
  the building is destroyed or rendered terminally struc-
  turally unsound. A rough guide to the body armour and
  mass ranks of typical Mega-City One structures are to
  be found in the table on page 9.
  mass combat
  The Drokk City rules handles combat between dozens
  or hundreds of opponents with ease. Treat each faction
  as a single character and then use the normal combat
  rules to decide the fate of the confrontation. The rela-
  tive quantity of units amassed by either side can easily
  be represented by increasing each faction’s facets as
  appropriate; for example, a force of nine judges may
  have a gestalt Str facet of 3, while their opponents -
  sixty troggies - may have a relative Str facet of 9. The
  facets used for mass combat do not have to have any
  relation to the facet scale we use to create single char-
  acters, but they do need to be relative to one another to
  provide the mass combat with some degree of dramatic
  accuracy. If either faction’s Hed facet is reduced to 0,
  that faction has been routed and will retreat to lick its
  wounds. If the losing party’s Str facet has been reduced
  to 0, it’s ranks have been annihilated and it is incapable
  of mounting any form of defensive or offensive action.
  Vehicle mass combat is dealt with in exactly the same
  manner; use one vehicle to represent each faction. When
  any faction’s mass has been reduced to 0, the fleet it be-
  longs to has either retreated or been destroyed.
  What if a single character or vehicle is attacked by many
  enemies at the same time? In most instances and despite
  their best efforts, no more than one or two characters can
  mount a simultaneous attack upon a lone opponent. As such,
  a ‘many-against-one’ combat can be adjudicated as a series
  of single combats using the normal rules. In most scenarios,
  the number of the massed attackers is not too important - the
  target, unless possessed of exceptional fighting skills and/or
  endurance, is not going to last very long and may fall after
  engaging in combat with less than half a dozen foes.
  environmental dangers
  Characters will find their lives under threat from not just
  other characters and hazardous technologies, but also
  dangers present from Mother Nature. Whatever the spe-
  cifics of an environmental injury, the character will suf-
  fer either a  temporary or permanent reduction to his Str
  and/or Hed facets. Environmental damage of a protract-
  ed incremental nature, such as heat and cold extremes or
  drowning first sap the brain of its energies, followed by a
  weakening of the body. To mediate such bodily trauma,
  first reduce the character’s Hed facet at a rate correspond-
  ing to the intensity of the damage’s progression [the Tac
  Chief shall determine the exact speed at which any envi-
  ronmental damage is sustained]. When the Hed reaches
  half its original value [rounding down], proceed to reduce
  1 Str rank for every subsequent Hed rank deducted until
  the character is dead or removed from the danger.
        Fire and chemical damage work exactly as the ear-
  lier rules for incendiary weapons [page 8] describe. Ra-
  diation damage, an occasional danger from illegal nu-
  clear reactors and rad-zones in Mega-City One, more
  frequently in the Cursed Earth, has greatly varying
  lengths of ‘incubation’ according to the intensity of ra-
  diation present and the time the character has spent in
  the contaminated environment. Treat radiation dam-
  age exactly as you would other environmental-based
  injuries. Extreme radiation exposure, as you would ex-
  pect to encounter within the burst radius of a nuclear
  weapon, needs no game mechanic - you’re fried! game
  over, unless you have a holocaust suit available.
  Disease and contagion are common in Mega-City
  One’s seedier and impoverished sectors and a fact of life
  in the Cursed Earth. The standard rules for environmen-
  tal injury work very well to adjudicate the basic effects of
  such afflictions. As readers of the Judge Dredd comics
  are well aware however, the diseases of the Twenty-sec-
  ond Century come with some bizarre side effects - mush-
  room pustules, lycanthropy, animated sores, vanishing
  body parts and various strains of vamprism to name but
  a few. These conditions and many more are covered in
  detail, along with rules on how to utilise them to their worst
  advantage, in the Drokk City PDFs.
  injury & healing
  The Twenty-second Century offers several amazing so-
  lutions to injury, from the man-portable medipack to the
  highly advanced speedheal machine.
  •
  Medipack [standard] - Each use of this first aid kit in-
  stantly increases all reduced facets by one rank. A medipack
  will also instantly revive stunned characters, increasing their
  Hed to 1. The standard medipack can only be used once, but
  another standard medipack can be brought in to continue the
  treatment. if the damage has not been cured by two applica-
  tions then the character must be placed within a speedheal
  machine to receive further treatment. In addition to the nor-
  mal medical equipment, the standard medipack contains rad-
  pills, offering immunity from the effects of mild to moderate
  radiation for thirty minute intervals; rad-pills cannot protect a
  character from radiation that has already contanimated him.
  •
  Medipack [advanced] - Each use of this deluxe first aid
  kit increases all reduced facets by two ranks. A medipack will
  also instantly revive stunned characters, increasing their Hed
  to 2. An advanced medipack can only be used once; if the
  character’s injuries have still not been completely healed, he
  must be placed into a speedheal machine.
  •
  Speedheal machine - Once placed within the speed-
  heal, a contraption that ranges in design from a totally en-
  closing cocoon to a flexible body harness, an injured char-
  acter suffering from either temporary or permanent injury
  regains full use of all his facets within a number of hours
  equal to the pre-injury rank of the facet that suffered the
  largest reduction; for example, if Judge Bilko has seen his
  Str facet [5] reduced to 2 and his Hed facet [4] reduced to
  1, he will need to spend four hours in the speedheal be-
  cause his Str facet has the highest pre-injury rank.
  
  11
  introduction
  Fans of the Judge Dredd comic strip will know that psy-
  chic powers are a rare event, introduced normally to
  add spice to a mundane plot. Psi-powers are also a
  good plot device to allow writers to drop clues onto char-
  acters like Judge Dredd and Psi-Judge Anderson that
  help solve crimes that much faster, evading the need
  for several panels worth of tedious practical investiga-
  tion. With new uses and abuses created at the drop of
  a writer’s hat, psi-powers are the Dreddworld’s version
  of magic and an easy way of bridging plot problems -
  just get a psyker in to use his mind powers and physi-
  cal plot obstacles are overcome, allowing the story to
  move quickly on.
        The Drokk City rules treat psi-powers just as loosely
  to reflect the style in which they appear in the comics.
  Any use of psi-powers is simply one character’s Psi fac-
  et rank opposed to another’s Psi [if they have psi-pow-
  ers], or Hed facet [if they have a Psi rank of 0]. If the
  psyker [a psi-power user] is using his power against an
  object, or attempting to overcome an obstacle, use the
  Aggro Table [page 6] to resolve the action.
  Here is a brief recap of the Psi facet table:
  0
  No psi-talent.
  1
  Marginal psi-power.
  2
  Minor psi-power.
  3
  Grade 4 psi [Justice Department scale].
  4
  Grade 3 psi.
  5
  Grade 2 psi [Dark Judge].
  6
  Grade 1 psi [Judge Anderson].
  7-8
  Superhuman psyker; psi-warlord.
  9+
  Murd the Oppressor, Sabbat, Sisters of Death.
  Psi ranks 0-2 are insignificant in the scale of psi-phe-
  nomena. Characters with a Psi facet of 0, such as Judge
  Dredd, are not only totally devoid of psi-talent, but they
  have also a natural immunity from psi-based mind at-
  tacks. Any attack against the mind of a ‘00-rated’ char-
  acter do at a -3 rank penalty.
  A Psi rank of 1 represents the miniscule psi-poten-
  tial of the vast majority of human beings. A Psi rank of 2
  encapsulates psychic mediums of the power level we
  see in our own society, those few who genuinely can
  communicate with the near regions of the astral planes,
  and those sensitives who can sense psychic emana-
  tions in their local environment.
        From Psi 3 to 5, psykers are able to use their powers
  proactively and receptively at will, though with greatly dif-
  fering levels of competence and range. At Psi 3, a psyker’s
  power level qualifies for a Justice Department classifica-
  tion [Grade 4], the minimum level at which he is subject to
  Psi-Division surveillance for possible inclusion into Psi-
  School should his powers show potential. Psi 4 is equiva-
  lent to Grade 3 and Psi 5 Grade 2, comparable to any one
  of the four Dark Judges.
  A Grade 6 psi is the most powerful that Psi-Division
  can muster without resorting to psi-amplifiers. Going be-
  yond Psi 6, we see entities who can channel powerful
  dimensional and paranormal energies through their per-
  sons such as psi-warlords who use aggressive psi-pow-
  ers as easily as judges fire their Lawgivers. Finally, there
  is the rare breed of psyker who has mastered the psi-
  flux [the transdimensional repository of all psi-power
  energies], but who has been forced to trade in some of
  his humanity in the bargain; Murd the Oppressor [from
  the Judge Child Quest] and the Sisters of Death are
  classic examples of once-human sorcerors corrupted
  by psi-power experimention. Note that the term ‘sorceror’
  is used above. In Judge Dredd, this merely indicates a
  school of psi-power utilisation rather than a completely
  separate phenomena. Psi-power variations are fully
  documentated in the relevent character/organisation
  profiles in the various Drokk City PDFs.
  Psykers can usually channel only one type of energy.
  These are the most common specialisations:
  Empath - This psi-power allows the psyker to feel the
  emotions of others, from flashes of casual emotion to
  love, envy, anger and greed, to intense suffering such
  as grief for a deceased loved one or agonising physical
  pain. Empaths with a Psi rank of 4 or less cannot con-
  trol what they feel; those above 4 can choose when to
  ‘open’ their minds and allow the state of mind of others
  to enter. The late Psi-Judge Corey was a powerful em-
  path; one intense empathic experience proved too much
  for her frail state and Corey committed suicide to free
  psi-
  powers
  episode 4
  
  12
  herself of her anguish.
  Pre-Cog - Precognitives, psykers who can see into
  the future, are the most common of psychics, though
  many only have power levels averaging Psi 1 and can
  only receive short and hazy visions of the future. The
  more powerful pre-cogs are soon detected by the Jus-
  tice Department and recruited into Psi-Division, where
  their energies are put into predicting crimes and dan-
  gers waiting to threaten Mega-City One. Alternatively, a
  criminal organisation might discover the pre-cog first and
  abuse his powers to predict the outcome of their yet to
  be committed felonies, or to evade unwelcome confron-
  tations with rival criminals or the judges. The late Judge
  Feyy was a powerful pre-cog, predicting that the boy
  Owen Krysler would have serious implications for Mega-
  City One. Feyy’s prediction is a textbook example of how
  even the most gifted pre-cogs can have their bad days:
  Krysler [the Judge Child] was heralded as Mega-City
  One’s saviour, but he was revealed in time to be one of
  the city’s most powerful enemies.
  Pyrokine - Pyrokinetics have the innate power to
  manipulate flame, but pyrokines with Psi facets less
  than Psi 3 can only control existing flame or ignite ac-
  celerents such as petroleum. Psykers of Grade 3 and
  above can generate flames on their person [and with-
  stand the effects of flame for limited time], or cause
  flames to erupt out of thin air. The more powerful py-
  rokines [Grade 1] - salamanders - are im-
  mune to flame and can happily stand their
  ground in the midst of raging infernos. The
  Grade 1 pyrokine is an extremely rare enti-
  ty and only to date encountered out in the
  Cursed Earth, the result of some freak ge-
  netic mutation.
  Many pyrokines have behavioural dis-
  orders - often aggressive or self-destruc-
  tive tendencies - that appear to contribute
  to the manifestation of pyrokinetic powers.
  The Justice Department has little use for
  pyrokinetic judges in its ranks, but is keen
  to register those living among the citizenry,
  keeping abreast of their every whereabouts.
  Other pyrokines may be deemed suitable
  for medical treatment, their psychic centres
  inhibited with drugs, or surgically removed.
        In game terms, pyrokines can inflict
  flame damage from 1/2/3 to 4/5/6 in in-
  tensity, the damage beginning at the
  lowest rank, increasing approxi-
  mately every ten seconds by one
  rank, capping at the third in-
  crease and remaining constant
  until extinguished, or the
  flame runs out of fuel.
  Teledominat - The teledominat is the most danger-
  ous of all psykers for he can control the minds of others
  and enslave their will to his. Lower-ranking teledomi-
  nats [Psi 3-5] may only be able to plant subtle sugges-
  tions in the minds of their targets, while the more pow-
  erful can control dozens of citizens at a time, perma-
  nently bringing them under his control. The powers of
  the teledominat are very difficult to detect, for he can
  sense any psychic attempt made to locate his person
  and then put up a mind shield to ‘blank’ his aura. The
  Cursed Earth assassin Vitus Dance is a teledominat.
  Telekine - The telekinetic can move objects with the
  power of his mind alone; the higher his rank, the heavi-
  er the load the telekine can bear. The following list is
  intended as a guideline for the degrees of weight and
  their difficulty numbers. The first column lists the mini-
  mum Psi rank necessary to attempt to lift the adjoining
  object. The last column lists the difficulty number the
  psyker must roll equal to or more than to lift:
  
  13
  3
  Banzai Battalion Robot
  2
  4
  Human, block buggy
  3
  5
  Groundcar, hovercar
  4
  6
  Hoverbus, T-Rex
  5
  7
  Jugger
  6
  8
  H-wagon, hovertanker
  7
  Psykers with ranks that equal or exceed the difficulty
  number can automatically lift or move that object. Con-
  sider the difficulty number to be the maximum number
  of minutes the telekine can keep the object aloft or in
  transit; if he wishes to keep the object under his control,
  the telekine must roll to beat the difficulty number again.
  A telekine can only make as many consecutive re-at-
  tempts as he has ranks in his Psi facet. Once he has
  exhausted his powers, the telekine must recuperate for
  1D10 hours; his powers will not function beyond half
  their total rank during that period and any attempt to
  exercise psi-powers before the D10 period is complet-
  ed results in an additional D10 hours worth of rest time
  necessary to return to their full psi-power rank. The psi-
  warlord Shojan demonstrated potent telekinetic powers
  during combat against the Justice Department.
  Telepath - Mind readers and thought conversation-
  alists, telepaths are the most numerous of Psi-Division
  operatives. Their powers are extremely useful in search-
  ing the minds of criminals or suspects for incriminating
  evidence. A small number of telepaths such as Judge
  Anderson have manifested limited teledominat powers,
  allowing them to plant suggestions in the minds of oth-
  ers, but no telepath has been able to sustain an intensi-
  ty of teledomination beyond a Grade 3 [Psi 4] power
  level. Telepaths rarely leave Psi-Division Headquarters,
  preferring to remain within specialised ‘psyke-tanks’
  where they can focus their powers in peace and soli-
  tude. Judge Anderson’s wide range of skills beyond her
  psi-talent have made her indespensible to street judge
  investigations, often requiring her to become involved
  in field work.
  If the Tac Chief or his players want to create a psyker
  with powers that do not neatly fit into any of the above
  categories, the Psyriah is the character to choose. The
  psyriah is an outcast in the psyker community, one with
  powers not confined to one specialisation; examples of
  psyriahs in the Judge Dredd mythos are Owen Krysler,
  the Dark Judges and Shojan, Warlord of Ji. The Chief is
  charged with keeping a psyriah’s powers and power
  ranks under strict control. As a basic rule, do not allow a
  character with a Psi rank less than 6 to possess more
  than one specialisation.
  group powers
  Some psykers [teledominats, telekines and telepaths]
  can join forces to manifest psi-powers at ranks greater
  than they could as individuals; such powers might in-
  clude breaching dimensional walls, resurrecting the dead
  or blasting opponents with powerful mind bolts. This is
  a subject that the Drokk City rules leave to the discre-
  tion of the Tac Chief to resolve. He is advised to be very
  careful when boosting psi-power levels too high, for the
  results may take adventures in some unplanned direc-
  tions. One way to maintain balance is to make the
  psykers pay a price for manifesting a group power; per-
  haps they all must sleep for a week afterwards, or in-
  voke the hostility of an otherdimensional power such as
  Behemoth the Beast who may desire to destroy the
  psykers before they dare to challenge his authority. An-
  other trick to dissuade psykers from ‘ganging up’ and
  becoming to powerful is to make them aware that they
  might end up as permanent, incorporeal beings like the
  Sisters of Death, or turn into scaly mutates or other hid-
  eous constructs by merging their bodies with the psi-
  flux! One method of forewarning psykers of such a fate
  is to temporarily inflict them with a physical mutation or
  disability - but don’t tell the players it is temporary! Give
  them something to sweat over and hopefully learn to
  moderate their group power behaviour in the future - or
  else.
  astral plane combat
  Telepaths of Psi 5 and above can separate their spirits
  from their bodies and travel into the Astral Plane, an
  ethereal hinterland between the lands of the living and
  the dead. Should the telepath fall under attack by pla-
  nar entities, he has only his Psi rank to defend him.
  The astral traveller blasts his enemies with psi-power -
  he cannot use his physical attributes or weapons in
  astral combat. If the telepath’s Psi rank falls to or be-
  low 0, the psyker's spirit is dispersed and his physical
  body will die.
  conclusion
  Psi-powers should be extremely rare in Drokk City and
  their use a particular point of interest in a plot. Be care-
  ful too in the use of psi-judges; though Judge Anderson
  has made several star appearances in the Judge Dredd
  comic strip and been popular enough to warrant her own
  series, Psi-Division works best as a support agency, leav-
  ing the Street division to grab all the headlines. Psi-Di-
  vision operatives should as mysterious to the average
  citizen and the majority of judges as the supernatural
  foes they fight.
  
  14
  vehicles
  episode 5
  introduction
  Vehicles are the arteries of Judge Dredd, the high speed,
  technological wonders that get characters from A to B.
  vehicles also provide the foundation for nail-biting chase
  sequences along Mega-City One’s vast road network.
  Vehicles have the following facets:
  •
  AI - Artificial Intelligence, an autopiloting device
  enhanced with limited intelligence. Only a few vehi-
  cles, owned by the wealthy and fortunate, have an
  AI system onboard. AI operates in much the same
  way as a living being’s IQ facet.
  •
  BA - The vehicle’s body armour.
  •
  Mass - The total amount of damage the
  vehicle can sustain before being destroyed.
  •
  Spd - The maximum rank at which the vehicle
  can travel.
  The following list details the comparative Spd ranks of
  various vehicles:
  6
  Block Buggy, Zootskoot
  8
  Jet Pack
  9
  Slabster, Manta Prowl Tank
  10
  Powerboard, Zipper Bike
  11
  Roadster, Sports Vehicle
  12
  Lawmaster, Harley Farley 2000
  14
  Strat-Bat
  15
  H-Wagon
  16
  Nuclear Missile
  The following list details the Spd ranks of spacecraft;
  the ranks are relative to the above list:
  14
  Shuttle, Utility Vehicle
  15
  Civillian Transport
  17
  Pleasure Cruiser
  18
  Cargo Freighter
  20
  Battlecruiser, Deep Space Explorer
  22
  In-system Defence Craft, Customs ship
  23
  Starfighter
  driving rules
  Any use of a vehicle is resolved exactly like every other
  action, using the Opposed Table [page 5] or Aggro Ta-
  ble [page 6]. If a character is involved in a car chase or
  some other manoeuvre intended to defeat an opponent
  he employs his various Vehicle skills and so too does
  his opponent. If the character is swerving about objects,
  making fast turns or jumping chasms, he pits his wits
  against a rank decided upon by the Tac Chief from the
  Aggro Table according to the difficulty of the action and
  the character’s comparative experience at overcoming
  such an obstacle. As usual, the driver must roll equal to
  or above the difficulty number to succeed at the action.
  losing control
  If a character fails to make a manoeuvre at high speed
  whilst in control of a vehicle, he may lose control. In this
  event, the Tac Chief needs to roll against this table.
  1-2
  roll
  3-8
  skid
  9-10
  regain control
  Roll - The vehicle topples over in a manner dicated by
  the Tac Chief. Roll the D10 once more. If the result falls
  between 9-10, the vehicle has been totalled [below].
  Skid - The vehicle loses traction and skids along a
  random direction. Roll a D10. The result - using the anal-
  ogy of the rank as the number on a clockface - is the
  direction in which the vehicle now points. If the rank rolled
  is 3 or more, the vehicle has come to a halt; if the result
  is 2 or less, the vehicle continues moving - the Tac Chief
  may decide the driver needs to make another vehicle
  roll to bring the vehicle under control.
  Regain Control - The vehicle may continue to move
  at the same speed and in the same direction as it did
  before the control loss crisis.
  Totalled - The vehicle is damaged in such a way
  that it is incapable of moving any further. The slower the
  vehicle’s Spd rank at the time of the crash, the smaller the
  damaged component, but the vehicle nevertheless cannot
  move unless repaired. At the Tac Chief’s discretion, the
  vehicle may be totally wrecked and no amount of repair
  will make it functional once more.
  
  15
  vehicle damage
  A vehicle can be damaged or destroyed by crashes,
  collisions or weapons fire. When a vehicle is totalled,
  deduct its BA from the Spd it was travelling at when it
  crashed. The remaining number - if any - is the number
  of ranks the vehicle’s Spd rank has been permanently
  reduced by until the vehicle is repaired. Damage equal
  to or exceeding the vehicle’s Mass facet indicates the
  vehicle has been destroyed.
       If a vehicle collides with, or rams a building or other
  inanimate piece of Mega-City One property, use the Ma-
  terial Strength guidelines [page 9] to determine the tar-
  get’s resilience.
  crash damage
  There is the possibility that the characters within the
  vehicle are injured by the vehicle’s instability. The faster
  the vehicle travels, the more damage its occupants may
  suffer at the point of impact. To calculate crash dam-
  age, find out the vehicle’s Spd rank at the time of the
  crash and deduct the vehicle’s BA from it; the result is
  the permanent damage deducted from the occupants’
  Str facets. If the occupants are wearing body armour,
  deduct it from the damage that got past the vehicle’s
  BA. The remainder is the final damage rank. the Tac
  Chief must not forget that seat belts and crash webbing
  can also significantly reduce crash injury; the degree of
  injury resisted by such measures is to be decided by
  the Tac Chief.
  spacecraft rules
  The Judge Dredd mythos extends beyond Earth and
  the solar system, taking intrepid characters into the
  depths of the final frontier. Spacecraft rules are not too
  different from those governing their terrestrial counter-
  parts with chases, manoeuvres and collisions are all han-
  dled the same.
  Some spacecraft have the capability to travel faster
  than light to access the most remote areas of the gal-
  axy. In Judge Dredd terminology, this process is known
  as warping. Spacecraft with warp capability will feature
  a Warp facet with values from 1-4. Warp 1 is the slow-
  est velocity, attributed to obsolete or reconditioned
  spacecraft. Warp 2 is the norm for small civilian craft
  such as pleasure cruisers. Warp 3 is employed by po-
  lice cruisers and the massive deep space freighters.
  Warp 4 is reserved for state of the art cruisers, usually
  military or mega-corp in origin. the Tac Chief decides
  how long it actually takes to warp from one side of the
  galaxy to the other as best suits the adventure’s pace.
       Comparative warp speeds become important when
  warp-capable vehicles engage in the pursuit of another
  warp-capable vehicle. It is possible for two vehicles to
  take part in a cat and mouse chase through warp space,
  and for the faster to overtake over the slower, even
  though they may be travelling along exactly the same
  co-ordinates. Treat each warp rank as you might
  counters on a board game; even if the slower ship jumps
  into warp some time before the pursuer, if the pursuer
  has a faster warp engine it will eventually catch up to its
  quarry and overtake it - unless of course the quarry
  leaves warp before this can occur.
  conclusion
  This is the final chapter of The Book Of Law. The princi-
  ple behind the design of this volume is to provide a no-
  nonsense, fast-paced set of mechanics [known behind
  the scenes as the Roll Call Rules] to assist the Tac Chief
  in mediating many enjoyable games of Drokk City. The
  rules have been carefully designed also to make them
  palatable for newcomers to the hobby of roleplaying who
  just want to kick ass like Judge Dredd and company
  ‘straight out of the box’ and not get bogged down in te-
  dious paperwork. The possibilities are endless! Go and
  have fun.
  
  16
  drokk city
  sector 6
  introduction
  Drokk City is a series of all-new Judge Dredd roleplay-
  ing accessories offering an exciting new option for fans
  of the original Judge Dredd boxed set published by
  Games Workshop in the 1980s. Sympathetic to the de-
  sires of gamemasters and players who prefer their Judge
  Dredd campaigns to stress excitement and adventure
  over unwieldy rules systems, Drokk City follows Games
  Workshop’s example by offering the Roll Call Rules -
  extremely simple, easy to learn game mechanics that
  faithfully simulate the fast, action-packed nature of the
  Judge Dredd comic strip. This system allows gamemas-
  ters to set up campaigns with a minimum of rules-relat-
  ed paperwork and equally to host ‘one-shot’ Judge Dredd
  games at short notice, a perfect evening’s entertainment.
  formats
  The Drokk City series is available primarily in ‘Portable
  Document Format’ [PDF], a computer file that allows
  electronic publications created in many different file for-
  mats to be converted into a single, universal format which
  can then be read across many platforms [operating sys-
  tems] including Windows and Apple Macintosh. The
  Greatest benefit offered by PDF is that it preserves all
  the details of the original document such as page di-
  mensions, column sizes, colours and fonts, when tradi-
  tionally transporting files from one platform to another
  was rife with compatibility concerns.
  Drokk City is an unofficial, non-profit enterprise and
  as such can only operate with extremely low overheads.
  The PDF format is the perfect vehicle for distributing
  roleplaying accessories on the World Wide Web at the
  cost of everyday internet access. Under authorisation
  from Rebellion, the owners of the Judge Dredd and
  2000AD properties, all Drokk City PDFs are made ex-
  clusively available from 2000ADonline.com, linked from
  the Drokk City web site. Though the PDF format is an
  excellent publication, the larger accessories will neces-
  sitate larger file sizes which in turn increase the length
  of time to download. For home internet users this is not
  a great concern, but for readers whose only means of
  connecting to the Internet is via computers at their place
  of work, the time required to download large documents
  is not always available. In addition, a large proportion of
  roleplayers do not have any freely available means of
  using the Internet. To remedy these accessibility con-
  cerns, Drokk City will be made available in two addition-
  al formats: CDR [Microsoft Windows] and hardcopy.
  CDRs have the storage capacity to contain one or more
  Drokk City PDFs for easy transferral to one’s computer.
  Hardcopy editions are black and white photostats on
  A4-sized paper; though lacking the full colour appeal of
  PDF, the hardcopy format is a useful ‘fall back’ measure
  when neither Internet or computer mediums are availa-
  ble. Both CDR and hardcopy are supplied at cost; the
  client only pays the expense of the disk/photocopying
  charge and the cost of postage [stamps and envelope].
  A list of charges for these alternate supply methods will
  appear on the Drokk City web site.
  publications
  Drokk City remains faithful the central concept of the
  Judge Dredd comic strip - depicting the adventures and
  calamities to befall Mega-City One, the Justice Depart-
  ment and the millions of citizens and criminals trapped
  within the city walls in an unending urban nightmare.
  The first Drokk City project is The Big Meg, a trilogy of
  Mega-City One PDFs [Mega-City One, The Justice De-
  partment, Citizens]. This is followed by Downtown, a
  detailed exploration of Sectors 54 and 69 East, and All
  Creeps Great And Small [volume 1], the ultimate role-
  playing reference to the criminals of Mega-City One.
  When these projects are completed, Drokk City will
  have provided Judge Dredd roleplaying devotees with
  the most comprehensive Judge Dredd roleplaying re-
  source ever.
  Future PDFs expand the game’s creative potential
  far beyond the city wall, travelling through North, Cen-
  tral and South America to locations such as the Cursed
  Earth, Texas City, the Mex-Zone and Cuidad Barranquil-
  la. At all times however, Drokk City is aware that Mega-
  City One should remain the epicentre of the Judge Dredd
  consciousness and so will continue to support this envi-
  ronment as the primary campaign setting with further
  sector, personnel and adventure supplements.
  
SOURCE: textdata/thevault/Judge Dredd/Judge Dredd Drokk City - The Book of Law.pdf