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Judges Shadow Deep: Heroic Ability List

Judges of Shadow Deep is a reskin of Rangers of Shadow Deep that replaces fantasy elements with a Judge Dredd theme. Gameplay is identical except for alterations to abilities, equipment, and other elements to fit the Judge Dredd setting. For example, spells are renamed as "Psi Abilities", undead are replaced with synthetics, and equipment includes Lawgivers and riot armor instead of swords and leather armor. Radiation takes the place of poison rules. New character types include Street Judges, Psi Judges, and Mechanismo robots. Stimpacks are renamed as well with effects adjusted to the setting.

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0% found this document useful (0 votes)
302 views7 pages

Judges Shadow Deep: Heroic Ability List

Judges of Shadow Deep is a reskin of Rangers of Shadow Deep that replaces fantasy elements with a Judge Dredd theme. Gameplay is identical except for alterations to abilities, equipment, and other elements to fit the Judge Dredd setting. For example, spells are renamed as "Psi Abilities", undead are replaced with synthetics, and equipment includes Lawgivers and riot armor instead of swords and leather armor. Radiation takes the place of poison rules. New character types include Street Judges, Psi Judges, and Mechanismo robots. Stimpacks are renamed as well with effects adjusted to the setting.

Uploaded by

Julien Blin
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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JUDGES 

 
OF 
SHADOW DEEP 
This is an unofficial Judge Dredd reskin of the wonderful Rangers of Shadow Deep by Joseph
A. McCullough. A copy of RoSD is required to play JoSD.

Gameplay in Judges of Shadow Deep is identical to Rangers of Shadow Deep, with the
following alterations:
 
Heroic Ability List  ○ Ricochet/ Heat Seeker: You
Abilities amended: may target an enemy out of
● Halt Undead ​renamed to ​Stop in line of sight within range.
the Name of the Law! Cover has no effect.
○ All Perps within 10” and line ○ High Explosive: If you hit an
of sight of the judge must enemy also deal 3 damage
make a will roll (TN20). If to any figures within 3” of the
they fail they lose their next target.
activation.
● Custom Rounds ​added: before Psi Talent List (aka Spell 
making a Shooting roll with a List) 
Lawgiver, select one of the following. The spell list is renamed the Psi Ability List.
This ability may be taken multiple Spells amended:
times, each instance granting an ● Burning Light ​renamed
additional use. Pyrokinetic Burst ​(Make a +3
○ Armour Piercing: if damage attack against all organics within 8”
is dealt ignore 4 points of and line of sight of the psi).
Armour ● Burning Mark ​renamed ​Psi Ward
○ Incendiary: One flammable ● Enchanted Steel ​removed
piece of terrain is set alight ● Hold Creature ​renamed ​Psychic
(ongoing) causing 1 damage Stun ​(Replace​ ​“Undead” with
to any adjacent figures. OR: synthetics)
a figure hit takes 3 damage ● Magic Bolt​ renamed ​Psi Blast
at the end of each turn until ● Shield of Light ​renamed ​Psionic
they spend a full turn to Barrier
extinguish the flames.

1
● Smoke ​renamed​ Mental ● Hand weapon (las-knife,
Obfuscation electro-prod, club etc)​: see ​Hand
● Strong Heart ​renamed ​Mental Weapon
Bastion ● Pistol (spit pistol, zip gun)​: max
● Translate ​removed range 14”, -1 damage
● Mind Control ​added (Make an ● Rifle (spit gun, stump gun,
opposed Will test against an enemy lawrod): ​max range 24”, 2H
within 8” and line of sight. If it fails ● Heavy Rifle (las cannon, magnon
you may control that enemy as if it pulsar): ​One action to fire, one
were one of your companions during action to reload. +2 damage, max
the next Companion Phase). range 24”, 2H.
● Telekinesis​ added (You may move ● Heavy Weapon (missile launcher,
a small unfixed piece of terrain (less lazooka, bike cannon, las
than 2” diameter base), an ally or an cannon)​: One action to fire, one
enemy figure within 8” and line of action to reload. +4 damage, max
sight up to 4” in any direction range 24”. 2H. -2 move unless
(including upwards). In the case of mounted.
enemies you must first succeed on ● Widowmaker 2000​: The Justice
an opposed Will test). Dept shotgun/smg: max range 12”,
fires in a cone up to 4” wide at
Skills longest range. 2H.
Ancient Lore​ renamed ​Law ● Radorak​: immunity to radiation
Navigation​ renamed ​Street Smarts ● Body Armour​: see​ Light Armour
Pick Locks ​renamed ​Engineering ● Riot Armour​: see ​Heavy Armour
Read Runes​ renamed ​Computers ● Power Armour​: +4 armour, +1
Swim​ renamed ​Ride move
Traps​ renamed ​Demolitions ● Holocaust Suit​: +4 armour, -1
move, immunity to radiation
● Riot Shield​: see shield
Basic Equipment List
● Stumm gas canister​: max range
The RoSD equipment list is replaced with
10”. All figures in a 3” radius
the following one. All judges receive this
succeed a Will save TN 12 or take
equipment as standard.
no actions on their next turn.
● Lawgiver​: The handgun of judges.
● Frag Grenades​: max range 10”. All
Maximum range 16”
figures in 2” radius suffer +3
● Boot knife​: see ​knife
Shooting attack. +2 damage.
● Daystick​: see ​Hand Weapon
● Judge Uniform​: see ​Light Armour
Radiation (aka Poison) 
Other equipment may be made found or Certain places, such as the cursed Earth, as
available only in certain missions, and may well as certain creatures, are radioactive.
not be selected otherwise. It may also fall Use the poison rules on pg48 for radiation
into the hands of perps. effects.

2
Backup (aka Companions) Psi Judge ​RP 25
Cadet ​RP 10 M6 F+1 S+1 A11 W+3 H12
M6 F+1 S+1 A11 W+0 H8 Lawgiver, judge uniform, boot knife, 2 Psi
Talents
Lawgiver, judge uniform, boot knife
Senior Psi Judge ​RP 35
Rookie ​RP 20
M6 F+1 S+1 A11 W+3 H12
M6 F+2 S+2 A11 W+1 H10
Lawgiver, judge uniform, boot knife, 3 Psi
Lawgiver, judge uniform, daystick, boot
Talents
knife
Desk Judge ​RP 15
Street Judge ​RP 25
M5 F+1 S+1 A11 W+0 H10
M6 F+3 S+3 A11 W+2 H12
Lawgiver, judge uniform, boot knife,
Lawgiver, judge uniform, daystick, boot
Computers +4
knife, Ride +2
Wally Squad Judge ​RP 20
Senior Street Judge ​RP 35
M6 F+0 S+2 A10 W+3 H12
M6 F+4 S+3 A11 W+3 H14
Pistol, boot knife, Street Smarts +5
Lawgiver, judge uniform, daystick, boot
knife, Ride +2, Law +2, Street Smarts +2 Eye in the Sky ​RP 10
Heavy Weapons Judge ​RP 35 M9 F+0 S+0 A14 W+3 H1
M6 F+2 S+4 A12 W+2 H12 Cannot carry items, limited skill rolls,
Perception +4, synthetic
Widowmaker, riot armour, boot knife,
Demolitions +4 Mechanismo Mk RV ​RP 50
Riot Squad Judge ​RP 30 M6 F+4 S+4 A14 W+3 H12
M5 F+4 S+2 A13 W+2 H12 Widowmaker, power armour, daystick,
boot knife, Strength +4, synthetic
Lawgiver, riot armour, riot shield, daystick,
boot knife
Med Judge ​RP 25
M6 F+2 S+2 A11 W+2 H12

Lawgiver, judge uniform, boot knife,


Medkit x 2
Tek Judge ​RP 25
M6 F+2 S+2 A11 W+2 H12

Lawgiver, judge uniform, boot knife,


Computers +5, Engineering +5

3
Stimpacks (aka Herbs and  Gemstone of Heartlight renamed

Potions)
GEMSTONE OF HEARTLIGHT
Anthalas​ renamed ​Metabolic Booster
A figure carrying this gem may discard the
Cordial of Spellfire​ renamed ​Psi Spike
gem during its activation to take gain an
Dremlocke Weed​ renamed ​Psi Blocker
extra action.
Explosive Cocktail​ removed (reroll)
This may not take a figure above three
Farlight Leaf​ renamed ​Beta Blockers
actions during its activation.
Fireheart Green​ renamed ​Reaction
GEMSTONE OF SPELLFIRE
Enhancers
A figure possessing spells may use this
Fury Leaves​ renamed ​Street Boosters
gemstone to cast one of those spells
Haikwheat​ renamed ​Adrenal Stim
without expending that
Ironbark Powder​ renamed ​Soporific
spell for the scenario.
Painkillers
GLOVES OF CLIMBING
Nightnock​ renamed ​Immunity Booster
A figure may use this item to gain +5 to any
Philtre of Fairy Dust​ removed (reroll)
Climb Roll. The figure must choose whether
Potion of Healing​ renamed ​HealJel
to use
Potion of Heroism​ renamed ​Nootropics
this item before the Skill Roll is made.
Potion of Restoration​ removed (reroll)
GREYLEAF CLOAK
Potion of Slow Fall​ removed (reroll)
A figure wearing this cloak receives +2 to all
Potion of Strength ​renamed ​Combat Stim
Stealth Rolls.
Potion of Toughness​ renamed ​Painkillers
88
Potion of Wraithwalk​ removed (reroll)
HERB POUCH
Quickbeam Root ​renamed ​PEDs
The herb pouch takes up one item slot, but
Silverhair ​removed (reroll)
can hold two herbs, essentially allowing the
figure to
Enhancements (aka  carry two herbs in one item slot.
Weapons and Armour) RING OF TELEPORTATION
Amulet of Leadership​ renamed A figure may spend an action to use this
Reputation ring. Immediately move the figure 10” in any
Book of Lore​ renamed ​Studious direction,
Boots of Soft Tread​ renamed ​Burst of so long as the destination spot is within line
Speed of sight.
Cloak of Invisibility ​renamed ​Camo Cloak SPELL RING
Eagle Eye Brooch ​renamed ​Eagled Eyed Choose one spell from the Spell List when
Enchanted Lockpicks​ renamed ​Bomb this item is found. The wearer of the ring
Disposal Training may spend
Fate Stone​ renamed ​Lucky an action to cast that spell. Afterwards, the
Fireball Orb​ renamed ​Concussion ring is destroyed.
Grenade SPELL-SHIELD PENDANT
Fishglass​ renamed ​Rebreather A figure wearing this pendant, that is forced
Gauntlets of Strength​ renamed ​Power of to make a Will Roll to resist a spell, may
the Law discard this

4
pendant and cancel the spell. This item can
M6 F+2 S+2 A11 W+2 H12
be used after the Will Roll is made.
SUNFIRE PENDANT Heavy Rifle, Hand Weapon, Body Armour
A figure wearing this pendant may choose
to activate it at any time as a free action.
 
For the rest of Citizen ​XP 0
the game, all attacks made by the figure M6 F+0 S+0 A10 W+0 H10
while in combat with undead creatures
count as magic. Kneepads
Furthermore, all undead creatures in  
combat with the figure suffer -2 Fight and -2 Citi-Def ​XP 2
Armour.
TOOL KIT M6 F+0 S+1 A11 W+0 H10
A figure carrying a tool kit gains +2 to all Rifle, Body Armour
Armoury and Traps Skill Rolls.
 
Enhanced Equipment (aka  Elite Blitz Agent ​XP 6

Magic Items) M7 F+2 S+4 A12 W+2 H14

Heavy Rifle, Hand Weapon, Riot Armour

See Explosive Cocktail (Frag Grenade) Heavy Gunner ​XP 4


See Potion of Slowfall (Gravchute) M5 F+0 S+3 A12 W+0 H12
Riot Foam:
Pg 85 Heavy Weapon, Riot Armour

Combat Rules Gila Munja​ XP 8


● Crossfire​: +2 cumulative bonus per M8 F+4 S+2 A12 W+2 H14
ally firing on the same target after
the first (ie +0 for 1st attacker, +2 for Radioactive, horrific (TN 8)
second, +4 for third etc).
Industrial Robot
Enemies  Juve
Juve Leader
 
Klegg
Assassin Droid ​XP 4
Mob Capo
M7 F+2 S+2 A14 W+2 H10 Mob Enforcer
Mob Henchman
Pistol, Power Armour, Inorganic
Mutant Boss
  Mutant Raider
Blitz Agent ​XP 4 Rogue Psyker
Skysurfer

5
Tap  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Missions 

Mission 1: Shadows over Mega-City One


You gun your Lawmaster engine as Gate 17 swings opens before you. Beyond lies the barren,
irradiated wilderness known as the Cursed Earth. Compared to this Grudd-forsaken wasteland
even the mean streets of Mega-City One seem safe.

You glance around at your team of white-helmeted cadets looking for signs of anxiety or
over-eagerness, but see nothing obvious. So far so good.

Special Rules:
For this mission your Backup is made up of Cadets, to the normal maximum Backup limit. If
playing solo you may take one other Backup Judge instead of a cadet. Mechanismo units are
not available for this mission.

For example in a solo game Judge Stones with 110 RP takes six cadets (60 RP) and a Senior
Street Judge (35 RP).

In a two player game Judge McGinty takes three cadets, and Judge Wallace another three.

Scenario 1: Hotdog!

6
Scenario 1

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