Download Judge Dredd Drokk City - The Book of Law PDF

TitleJudge Dredd Drokk City - The Book of Law
TagsAmmunition Nuclear Weapons Armed Conflict Nature
File Size1.6 MB
Total Pages16
Document Text Contents
Page 2

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

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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

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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.

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