100%(1)100% found this document useful (1 vote) 592 views36 pagesJudge Dredd RPG - Full Eagle Day
Judge Dredd RPG - Full Eagle Day
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-— « »Full Eagle Day
John Caliber
Contents
Introduction
4 Prog One: The First Day of the
Rest of Your Life
5 Prog Two: Waste Not Want Not
7 Prog Three: Turf Wars
10 Prog Four: The Hunt for Rocky
nN
Chong
13. Prog Five: Another Piece of the Pie
14 Prog Six: Only When I Laugh
16 Prog Seven: Cleaning Out the
Dirties
22 Prog Bight: Freeze, Punk!
28 Prog Nine: Private Health Care
Credits
Editor
Matthew Sprange
Cover Art
Jason Brashill
Interior IMustrations
Mike McMahon (3, 4, 6, 7, 8, 9, 21, 29, 32), John,
Caliber (15, 18, 19, 21, 24), Nathan Webb (12, 13, 17,
23, 24, 25,27, 31)
Production Manager
Alexander Fennell
Proof Reading
Tan Barstow
Judge Dredd created by John Wagner and
Carlos EzquerraIntroduction
Full Eagle Day matks the final challenge for cadet
They have survived years of arduous training and
granted the helmet and half eagle badge of a
rookie, Their final street test beckons; should the rookies
pass this test, they will finally have made the rank of|
street judge - the Full Eagle!
Full Eagle Day is designed as an introductory
for the Judge Dredd Roleplaying Game and is intended
for four to six rookie (2 level) judges. Games Masters
should supervise their players in creating street and psi-
judges, and then immediately award them 1,000
experience points in order to raise them to 2" level. It is
suggested that no more than half the rookies are psi-
indges.
Preparation Notes for the
Games Master
Read carefully through Full Eagle Day before you start
play. Preparation is very important and you should know
the general layout of the scenario before play begins.
Make sure you have scratch paper and a couple of pens,
plenty of dice and snacks at hand. If you are planning to
use models or maps you will need a large kitehen table or
vacant area of floor space. Some music can also help set
the mood for the game. The soundtrack of the Judge
Dredd movie or those of other science fiction films can
hhelp players get a feel for the game ahead.
As you read, imagine how your players will react to the
scenario you are about to present and plan accordi
Players will usually manage to do something completely
‘unexpected, but sometimes their ideas can take the
adventure off in new and interesting directions. If you
feel that you can improvise and travel with your players
beyond the confines of Full Eagle Day, feel free to enjoy
‘yourself - that is what role playing is all about!
A copy of The Rookie Guide to the Justice Department
will also be useful, though not essential, to provide
additional background material for the Justice
Department in general and the Academy of Law
specifically.
introduction
Adventure Background
Having completed fifteen years in the toughest school on
Earth, the spectre of the Final Street Test (FST) hangs.
over the cadets. The FST is the summit of their cadet
lives, the opportunity to prove their worth for if they pass
the FST, they can finally join the ranks of the street
judges. Rookies who fail the FST are expelled from the
Justice Department and must return to the Academy of
Law to hand in their uniforms, weaponry and other
possessions before being sent to a rehabili
where they will be prepared to sj
as law-abiding citizens of Mega-City One,
Times have been hard on the Justice Department; various
disasters have taken their toll on the numbers of judge
and modifications to basic Academy procedures are now
being considered in several sectors. In one such revision,
the examining judge will not always be present at the
FST, instead using streeteams belonging to the Public
Surveillance Unit (PSU) to monitor the rookies"
performance. A senior judge will study the recorded
footage and pass or fail the rookies based on the strength
of their performance. In addition, rookie judges
sometimes work in teams rather than being paired with a
single senior judge.
‘The rookies in Full Eagle Day will pit their wits
Gemini, a small criminal organisation led by sisters
Candelabra and Moche Capoosh who specialise in organ
legging and drug dealing. The Capoosh Sisters are
directors of the Fiddlefit Centre, a private hospital in
Sector 58. For several years, Gemini provided the Mega-
City Frendz (once Mega-City One’ largest criminal
empire) with fr to private health clinies
that offered designer drugs and state of the art medicare -
patching up gunshot wounds, hiding garrotte sears and
performing organ transplants. Gemini bas stepped up its
drugs operations to meet the demand from a fresh wave
‘of new and unusual subscribers to Fiddlefit Hospicare
called the Odd Men. The Oxld Men are a group of flesh-
cating mutants who have illegally entered into Mega-City
One from the Cursed Earth. ‘They have brought with
them a strong sense of self-preservation and radland
savvy that once made the Odd Men into one of the east
radlands’ most powerful mutant groups. Now they seek
to open new markets in Mega-City One and are courting
‘ _ 2 & aodthe Capoosh Sisters as potential business partners. In
turn, Gemini is providing the Odd Men with fleshy
delicacies fresh from Resyk, body parts containing
special extra filling: illegal drugs. Gemini® operation has,
been running smoothly until now and the Odd Men are
on their way to offeri oosh Sisters a deal,
Unfortunately, both Gemini and the Odd Men are about
to.come face to face with a feam of rookies out on their
Final Street Test
Synopsis
The cadets begin the scenario in the Academy of Law,
nervously awaiting the call to begin their FST. Their test
commences with a visit to a Resyk recycling plant in
Sector 44 where some irregularities have been reported.
The bodies of gang members - the Razors and the
Demons ~ have had their organs removed. The rookies
head off to the ga ‘Sweeny Block, where
they confront an ex-rookie judge called Rocky Chong
and the corrupt head of local security firm SafeCo, Chief
Speans, who is in Gemini’s pocket.
the
The rookies get enough information from these sources to
trace the organ-snatching operation to a pair of med-techs
called Brigit Garda and Harry White. After a dramatic
Me's ONLY A ROOKIE,
JUDGE. wets BLAST
MM OUT OF HS
SADDLE WHEN HE
Sees 0s"
chase, the rookies learn that Sweeny Block inhabitants
are being murdered to provide bodies for Assistant Chief
Overseer Plumber, yet another Gemini agent, to extract,
organs and send them by jugger and hoverclaw to the
King Of Cool freezer plant where drugs are added to the
organs’ interior cavities. After combating a band of |
Gemini blitz agents and bribed King Of Cool workers,
the rookies finally learn of Geminis involvement in the
plot, The rookies head to Fiddlefit Hospicare for a
showdown with the Capoosh Sisters and the Odd Men.
Rookies who successfully make it to the end of Full
Eagle Day will graduate with full honours and become
street judges. The others are summarily expelled from
the Academy in disgrace,
The Final Street Testis a make or break situation. The
rookies will automatically fail if they make bad
judgement calls during any point of their investigation.
Judge Dredd himself will be making the final
adjudication. Guidelines to help Games Masters decide
which of their players should be removed from game play
are scattered throughout the scenario, Gaming groups
with fewer than three players may not have the manpower
to make it to scenario’s end; in this instance, the Games
Master is free to lessen the consequences of bad
judgement calls if it will prolong the game and the
players’ enjoyment of it
5
E
E‘The Academy of Law has been the cadet judges’ home
for fifteen long years. years of strenuous training
and painfully strict discipline. Tt ean transform
innocent child into a fully-fledged street judge, an expert
in law enforcement, firearms, driving, detection,
‘observation, survival and hand-to-hand combat, ‘The
Academy of Law trains the toughest judges on Earth; the
rookies have alot to live up to. For more details about
the workings of the Academy of Law, refer to p51 of The
Rookie Guide to the Justice Department.
Scene t: The Academy of
Law - Reveille
Read the following out aloud to the players
(0600 firs. You awaken alongside your fellow cadets as
the dormitory alarm bell snatches you from an uneasy
slumber. As you blink against the bright strip lights and
wipe the sleep from your eves, you suddenly remember
‘that your Final Street Test is due today, your last
assessment and the end of all your training. This is the
‘moment that you have been preparing for since you
assed through the gigantic Academy doors fifteen years
of Your Life
You shuffle off into the communal shower room for your
regulation clean up, spraying on the depil foam, washing
yourself down quickly and efficiently. You return to the
dormitory and pull on your bodysuit and armour, and
then you wait with your white cadet’ helmet under your
‘arm, standing to attention as Judge-Tator Heston arrives
10 inspect you. Heston enters, aecompanied by two
station judges. The servos in Heston’ cybernetic legs
make whirring noises as he walks down the line of cadets,
subjecting each of you to a penetrating stare, his walking
cane tapping a regular rhythm against the hard plascrte
floor. Usually, Heston can be expected to hand out afew
‘reprimands but today his mood is more sombre and
reflective. He taps his walking cane hard against the
floor for your attention. ‘I've seen many cadets pass
through here. You ve not the worst and you'e not the
best. You have mace it this far, passed many field
assessments and survived the Hotdog Run. All of that is
nothing compared to the test that now ties before Vou.
Today, a senior judige will rake you out onto the streets of
Mega-City One and judge whether you are fis ro join the
ranks of te full eagles. Many of you will fail, some may’
even die” Heston pauses fo examine a slug reader. ‘will
now call out your assignments, When called, make your
way f0 the bike poo! where you will meet with your
examining judge. Smith, you will be examined by Judge
Manners. Jones, you will be going with Judge Lore-" The
rol call goes on and on, until you are the only cadets leftin the room. Heston deactivates his stug reader and
gestures towards you. “You are on special assignment
Follow me
You line up in Heston's office. He seats himself behind a
highly polished desk. ‘As you are doubtless aware, the
hustice Department is spread thin these days. The
Council of Five wants to try a new tactic to retard
casualties until a new generation is ready to hit the
streets. They believe that judges working in teams will
prevent casualties and require back up less often.
However, given the failure rate of previous programs, the
Couneil requires respected senior judges to field-test this
new idea, You will be one of these experimental teams;
your examiner will be Judge Dredd’ Heston pauses to let
the news sink in, ‘Judge Dredd will fail you on the
slightest slip, so watch yourselves. In a change to
standard procedure, Judge Dredd will not be present for
your entire FST. Your progress will be closely monitored
by PSU streetcams and studied by Dredd, Get yourselves
prepared and meet Judge Dredd in the bike pool stat; it
‘won't do to keep him waiting”
‘The cadets are now officially rookie judges. They collect,
their new white helmets and half eagle badges, and make
their way down to the ground vehicle garage.
Prog Two:
Scene 2: Meeting a legend
Read the following out aloud to the players.
The ground vehicle garage contains Lawmaster bikes,
‘med-wagons, meat wagons and catch wogons, all
emblazoned with the Academy of Law's white eagle crest.
You watch another team of rookie judges leave with their
examining judge. A solitary figure strides into view -
Judge Dredd! The legend, the scar tissue, the jaw and the
bionic eves: the perfect judge. You are awed fo be in the
presence of one of the greats, but Dredd’s gruff manner
‘soon takes the polish off. “You're the ones up for this
experiment? Before we set off, let me make something
clear: I don't care how short we are on helmets. I won't
allow anybody less than an entirely capable judge on the
streets of my city: Any questions?”
fier questions are asked and answered (brusquely),
Judge Dredd speaks to the rookies. Read the following
out aloud to the players.
‘There have been some irregularities at Resyk 44. Stiffs
have been turning up with organs missing. Your assign-
‘ment is 10 discover what is happening down there. Iwill
accompany you for the first part of your inquiry. Let’
ride!
Resyk in
Pieces
Scene t Waste Not Want Not
Read the following out aloud to the players.
You mount your Lawmasters and exit the Academy's garage
io the great wide open of Mega-City One. Blocks tower
above your heads in every direction, criss-crossed with
verzooms, pedways and skedways. Skysurfers dart
through the sky, while ground cars hurile to and fro. Hover
pods weave around each other in a never-ending circus act,
kept in check by floating beacons and watchful H-Wagons.
You notice that the citizens you pass are respectftl and
well behaved. “They're on their best behaviour because
theres so many of us around here; Judge Dredd explains
by way of his helmet radio. ‘Believe me, every citizen
harbours a guilty secret. They all have something worth
4 fine or a prison sentence. Judge Dredd rides ahead of
you, roaring away down Skedway 88/44 with practised
‘ease and speed. You have difficulty keeping up with him.
You leave the skedway off-ramp and travel between rows
of small factories and warehouses. Looming over all is
Resyk #4, an organic waste-disposal substation, ABETTER GET SOME RESYR
fe} | B0VS ON THE JOB AND QUICK
THE BODIES ARE PILING UP !
constant flow of refrigerated trucks and meat wagons
leave and enter. You park your Lawmasters by the main
entrance and refer to a large digimap set into the fover
vall 10 find your way around.
Resyk 44 vibrates with the perpetual rumble of conveyor
belts and the crunch of body parts being removed by
robotic arms. Judge Dredd stands well back, allowing
you to proceed with your investigation. Standing at the
edge of the observation deck, you can see thousands of
dead bodies emptied from input tubes onto the conveyor
belts. The corpses disappear into a vast dissemination
factory that breaks them down into their base components
1o be shipped out for industrial exploitation. In the city
of the future, nothing goes fo waste.
‘The rookies need to locate the plant overseer, a man.
called Drake. Drake is overblown with his own sense of
importance and prestige as being one of the few humans
to actually have gainful employment. Assistant Chief
‘Overseer Plumber points the way to Drake's office,
overlooking the main conveyor belt. As the rookies enter,
Drake meets them. Read the following out aloud to the
players.
There you are, I was told you'd be earlier. I've got
bodies backing up from the area you people told me to
hold off on. Want to tell me why you re messing up my
quota?
In realty, all that Drake actually does is watch the
conveyors all day and call for help if they malfunction.
In answer to the rookies’ questions, Drake tells them that
the bodies all came in from the Holmes district in this
sector. A new employee found the
abnormalities that atracted the Justice
Department's attention. Drake has put the
bodies aside so the rookies may examine
them,
Read the following out aloud to the
players.
Drake cranks open the freezer doors,
presenting you with @ mountainous tangle
of broken, icv corpses. The bodies will
require defrosting before you can make
anything other than a cursory
examination, ‘Tcan't spare the equipment
10 help you; Drake states, ‘our schedule
can't wait any longer’ With that, he siolls
The rookies should order Drake to assist them in any way
they see fit, If'they let him order them about, Judge
Dredd ~ who has been listening in on the conversation
through the rookies’ helmet radios - contacts them and
cautions them on their lack of authority. The rookies are
quite within their rights to haul Drake back and have him
drag the bodies out on their behalf. Whatever the
‘method, the bodies are eventually all exposed and
thawed. Have the players make a Spot check (DC 15). A.
successful result reveals the bodies all have similar
clothing and their exposed skin marked by tattoos.
Should the rookies make an Intelligence check (DC 12),
they know the bodies are those of gang members. A Spot
check (DC 15) reveals that there are two gang factions
present. A Resyk worker watching close by ~ the same
‘man who first noticed the corpses’ irregularities - steps in
and identifies the gangs as the Demons and the Razors
from Sweeny Block where his sister lives. They have
been fighting each other for years.
Drake or the worker (whomever the rookies called on to
help remove the bodies) points out incisions made in one
of the bodies. He pushes his hand into the cavity and
\wriggles it about. “Whatever was in here, it isn’t now!”
If the rookies summon a med-squad to perform an
autopsy, the medies discover the bodies have all had
various organs surgically removed ineluding livers,
kidneys, eyeballs, spleen and intestines. In addition, the
‘med: judges find traces of a poison called Cattalex in
some of the victims. It was introduced into their
bloodstream through a tiny hole in their necks.
2s & aoesn
i -Wasp. After contact, Cattalex totally paralyses
the victim's muscles within 1d4 minutes but allows vital
Sees ‘The poison's effects
wear aff in 15+2d20 minutes per dose, reduced by one
point of the victim's Constitution, Cattalex is
Cost: 7,500 eres per dose
Judge Dredd leaves the rookies to their task, informing,
them that he will continue to follow their FST by tuning
into streetcams and their helmet radios. The rookies’ next
port of call should be Sweeny Block to find out what
happened to the Razors and the Demons,
rog Three: Turf Wars
Seene 1: Razors Edge
Read the following out aloud to the players.
Sweeny Block is only fifteen minutes away from Resyk 44
Moments before you are due to arrive, Judge Dredds
voice grates over the helmet radios. ‘Tl leave you to
your duties. Proceed with your investigation. Call Sector
Control if you need me’ Dredd rides away. PSU cameras
continue to monitor your performance while Sweeny
Block fast approaches. You park your Lawmasters in the
black underpark and head for the elevators, only 0 find
they are broken. You instead make your way outside and
weak towards the main entrance via a disused park now
devoid of greenery; defaced by brightly painted graffi in
the colours of the Razors and the Demons.
As the players enter the block, have them make a Spot
check (DC 12). A successfl roll reveals that judging
fiom the extent of their wall scrawlings, the Razors now
control most of Sweeny Block. Most of the Demons
vpn as renerass3
Hee it Fb ro
Fin nacinec
wall markings have been overwritten by Razors’ sigils. It
seems that the Demons are losing ground to the Razors in
a big way.
Scene 2: Security Crackdown
Read the following out aloud to the players.
As you make your way down the corridor citizens move
‘out of your way or try to be extra nonchalant, eager not
10 attract your autention, Off he main corridor, you enter
‘a narrow passage. You hear grunts and the sound of
something struck hard, As you increase your pace
anticipating a tap gang, you emerge into a small public
square populated by the local security officers. Some
blocks can afford to hire private security, strictly control
led and largely ineffective, but legal. However, what you
now see them doing ~ beating punks with batons ~is
definitely not!
ee meThe punks belong to the Demons gang. The private
security force is beating on them as part of a deal struck
up with the Razors. The Demons were caught wall
serawling when the security officers chanced by. Block
security is authorised to arrest offenders, reporting them
to the judges, but they are not given the right to employ
physical violence other than to restrain aggressive
offenders. The Demons are bloodied and beaten while
the security officers are unhurt. If questioned by the
rookies, the guards claim they found the Demons
defacing the wall. This is indeed true, as the freshly
vandalised wall and the spray cans scattered across the
floor testify. However, the security officers claim the
Demons drew knives on them, forcing them to take
action. The Demons protest louclly that they surrendered
peacefully and were not out to cause trouble.
Security is lying but the Demons have clearly broken the
law but the rookies are free to place the security officers
ona charge of brutality. It is unimportant whether either
block security or the rookies detain the Demon vandals.
As the Demons are being dragged away to the nearest
holding post, one Demon begins shouting,
Ask ‘em why they're taking the drokking Razors’ side, kid
judges! Ask ‘em that! Ask ‘em why they don't crack
down on the Razors so hard!
If the rookies question the security officers about the
Demons’ claims, they offer the following reply.
‘NS the chief idea. The Demons used to be the top
‘gang around here; it always been them or the Razors,
fighting each other and causing all sorts of problems,
Ser cts oaep tango”
Caper Gist, vou save.
aaooates wiht potoues.
Ware
BAD
Now we hit one gang harder let the other finish them off
then we only have one gang to watch. Preity slick hub?
The security officers are being sincere. If the rookies ask
them more questions, the security officers refer them to
Security Chief Speans, located on Level 119. The
Demons deserve a sentence of one year for vandalism
and shouting, plus a year for resisting arrest. The
security officers should receive approximately twelve
‘months for GBH.
Seene 2: Rock and a Hard
Place
Read the following aloud to the players
4s you come up to one of the main elevators, you sight
three Razors gang members spraying a huge tag across
the elevator doors. Across the corridor, two SafeCo
security officers have either not yet noticed the Razors or
tare choosing to ignore them. They are instead paying far
more attention to a preity, young woman and her heavy
grocery bag.
SafeCo security is deliberately ignoring the Razors. The
rookies could sentence the security officers to ten years
for criminal negligence. If the rookies confiont the
Razors, they are met with open hostility. There are as
many Razors as there are rookies,
ie(gStigtiee
: Baaek cers,
malt
GE Ga
The Razors
Citizen 1; HID 14643 (6); Init +1 CH Dex): Spd 30 ft
DV 11 (+1 Reflex); Attack +1 melee, or +1 ranged; Fort
0, Ref +1, Will +0; Str 12, Dex 12, Con 11, Int 10, Wis.
10, Cha 11
Prior Life: Punk.
Skills and Feats: Bluff +3, Computer Use +3, Drive +3,
Escape Artist +3, Hide +4, Intimidate +4, Move Silently
+4, Pick Pocket +4, Search +4, Spot +4, Streetwise +4;
Alertness, Endurance, Skill Focus (streetwise),
Toughness,
Possessions: Club Ld8/0, knife 146/2, pad armour (DR
4).
The rookies should easily be able to defeat the Razors
With fists or daysticks. During the fight, make certain
that one of the Razors has the opportunity to blurt out the
following dialogue.
‘Reckon ya tough, baby judge? Think again. There are
drokloads of us in this block and they'll find ya for this
‘and mull your fannies! Ya know why? Our leader used 10
bea judge, just like you. ‘e quit the Academy and came
here to make the Razors great. Rocky’ gonna kick your
ass, ya little drokkers!”
A suggested prison sentence for the Razors would be ten
years for assaulting a judge and one year for serawling,
‘When faced with the name ‘Rocky’, the rookies must
mibicae yee |
make a Knowledge check (DC 8) to remember that @
former classmate of theirs was nicknamed Rocky, but
they new him better as Cadet Chong, A request to Sector
Control fora profile produces the data below. Rocky
presents a disturbing image of what might lic in store for
the rookies should any of them fail the FST.
Build: Strong
inguishing Features: Scar on shoulder, removed
-e Department tattoo.
Apartment 113/R, Sweeny Block, Sector 44.
Affiliations: Razors (gang).
Marital Status: Single.
Employment Status: Unemployed,
Criminal Record: Suspected of illegalities, but all
allegations unproven
Supplemental Notes: Rocky Chong is a former cadet
judge, expelled for excessive aggression and poor
sment, He was released into the care of his parents
‘Candy and Chongy Chong, and remains in their care.Scene 3: Mister Nakamura
The rookies enter an elevator to go to the SafeCo offices
on Level 119, Unfortunately, the elevator breaks down
between Levels 102 and 103, The rookies must climb up
ut through the emergency hatch based in the ceiling
(Climb check at DC 10) and prise open the elevator shaft
doors to get onto Level 103, They must now loc:
functional elevator. As the rookies travel down a corri-
dor, they notice Justice Department J-Section sensors, put
into place to warn citizens to keep away, surrounding one
of the apartment doors. The apartment door suddenly
opens, revealing a Japanese male by the name of Mister
Nakamura. He regards the rookies with cool suspicion
What do you want here? It is too late to do anything to
save us. I.am packing to return home. 1 do not need your
interference. Please, kindly leave
Mister Nakamura is hurt and upset. If the rookies press
him for information, Nakamura will allow himself to be
interviewed. Mister Nakamura lets the rookies into his
apartment, a clean and tidy dwelling filled with Hondo
City technologies. Mister Nakamura is an employee of
the New Osaka Corporation, a Hondo City business
concern with a branch in Mega-City One. Nakamura tells
Prog Four:
the rookies that he had always dreamed of living in an
‘American Mega-City so that he might experience an alien,
culture. He now deeply regrets his ambition
Mister Nakamura reveals that his only daughter Miko
was recently found dead nearby and suspe
murdered. The block med-teehs informed Mister
Nakamura that Miko died from an embolism, but Mister
Nakamura is highly suspicious because Miko was a very
healthy and lively girl. He tells the rookies that the
have been an alarming number of deaths in Sweeny
Block, all with supposedly natural causes, When friends
and relatives of the deceased have made inquiries, they
have come up against a wall of silence. Mister Nakamura
‘was told by block security that the judges would soon
arrive to begin an investigation but they never did
[Nakamura was surprised to see block security place the -
Section around his apartment door because he thought
that only the Justice Department had the authority to de
so (he is correct)
she was
The rookies now have two ports of call: Chief Speans and
Rocky Chong. If they choose to meet Chief Speans, go
to Prog Five. If they head after Rocky Chong, carry on
with Prog Four.
he Hunt For
Rocky Chong
Scene *: Parental
Responsibility
wedged into the hallway, struggling to squeeze her
Cveride cand onthe door leek. Te look mechanical
the override card grants a +2 circumstantial
forget
bonus to such Technical checks). If the rookies choose
instead to smash the door open, it will ake two rookies
with a Strength of 12 or more one round to smash the
lock.
When the door swings open, the rookies look down a1
narrow corridor at the end of which, wedged between the
two walls is Candy Chong, looking apologetic. She is
dressed in what appears to be a surplus rad-tent. I’m.
terribly sorry,’ Candy apologises, ‘I tried to get to you
We don’t have many visitors and Rocky normally gets the
door, Please can you help me? I’m afraid I'm stuck!”
Only a concerted effort by the rookies can free Candy
Chong. Empty mega-pizza boxes litter the floor, OnceCandy is freed, she wobbles into the living room. ‘The
room is piled high with garbage, mainly empty food
‘containers covered in mould. The Chongs are ripe for
sentencing on health and safety grounds,
When the rookies enter the Chongs’ living room they
‘meet Chongy Chong, Candys husband, whose obesity
dwarves even that of his wile, his bulk completely
swallowing up the sofa he sits upon. Chongy struggles to
turn his head to face the rookies. “How ean we help
you?" Chongy pushes dippie snacks into his mouth as he
‘peaks, spitting crumbs out, The Chongs have reasonably
pleasant personalities. They both snack constantly and
offer the rookies a box of Krispy Snake-Rings. The
CChongs are happy to tell the rookies where their son
Rocky can be found, asha al
ways. Rocky is usually located at the Bloodlust Vircade
on Level 96 around this time of day
ed as they are of his er
If the rookies perform a crime swoop on the Chongs
apartment, a Search check (DC 15) reveals a large bag of
sugar hidden behind the Tri-D entertainment centre. The
‘Chongs confess that Rocky procures the sugar for them,
Beyond the living room, the rookies find nothing else of
an incriminating nature. In Rocky Chong’s bedroom,
they find a set of weightlifting equipment and a case
containing neatly folded Razors gang colours. Other than
these items and the single bed, the room is sparse -
reminiscent ofa rookie judge's personal space back at the
Academy of Lav
‘The Chongs are eligible for a prison sentence of up to
five years apiece for sugar possession and six months for
breaching health and safety regulations. They could
do with enforced dieting, though the latter sentence is
cntirely at the rookies” discretion
Scene 2: Gangland
Read the following aloud to the players.
You have to take the emergency stairs to reach the
Bloodlust Vircade. You walk out into a corridor
completely choked by Razors’ graffiti. The level ts
dominated by small businesses catering to leisure
pursuits: bars, animatic tattoo parlours and powerboard
stores. The citizens you pass are either Razors, or
affiliated to the Razors by threat of violence.
Throw the following encounters at the rookies while they
search for the Bloodlust Vireade.
everal Razors, equal in number to the rookies plus
cone, surround them, taunting and trying to grab the
badges as trophies. Use the Razors’ characteristi
9.
from
2. A few Razors, both male and female, try to distract
rookies of the opposite sex, testing their vow of celibacy.
Any rookie who succumbs to temptation automatically
fails the FST and is ordered by Judge Dredd via radio
contact to immediately stand down.
Scene 3: Blood on the
Vircade Floor
Rocky Chong is present in the vireade and he is protected
by the toughest of the Razors. As the rookies arrive at the
Bloodlust Vircade, read the following aloud to the
players.
You stand at the entrance to the Bloodlust Vireade
Razors crowd the interior, their synthi-leather clothes
splashed with the glare of flashing vircade consoles. The
Razors all turn towards you as they become aware of
our presence. Rocky Chong makes his presence known
‘by continuing to play with a console while all about him
fall silent. ‘T've been expecting you’ Rocky says, without
bothering to turn away from his vircade game. ‘Its time
for a little payback from the Justice Department, don’t
you think?” Rocky looks closely at you. ‘Hey. don tI
That’ right! My dorm pals! Hey; sorry it has to be this
way, but the Academy screwed with the wrong guy!”
Rocky reaches into his jacket, pulling out a sawn off
stump gun. The Razors all produce handguns.
There are three times as many Razors in the Bloodlust
\Vircade as there are rookies and Rocky is determined to
prove he is superior to his former peers. He is highly
aggressive, headstrong and assured of his own,
invincibility. The Razors themselves have no plan other
than to blow the rookies’ heads off. They are ignorant
enough to not know the rookies’ Lawgivers have self
destruct charges built into their handgrips. Should any of
the rookies lose their weapons, the Razors will try to steal
‘and use them against the rookies - with predictable
consequences. It is important that Rocky survives the
battle, though the rookies may have to injure him to
prevent his escape, so he can be interrogated afterwards,1: Main entrance
2: Credit vendor
3: Vireade console
4: Credit exchange
refreshments
Bathroom
Rocky's Punks
Citizen 3; HD 34643 (13); Init +1 (+1 Dex); Spd 30;
DY 14 (+4 Reflex); Attack +3 melee, or +3 ranged; Fort
41, Ref +4, Will +1; Str 12, Dex 12, Con II, Int 10, Wis,
10, Cha 13,
Prior Life: Punk
Skills and Feats: Bluff +5, Computer Use +4, Drive +5,
Escape Artist +4, Hide +6, Intimidate +6, Move Silently
+6, Pick Pocket +6, Search +6, Spot +6, Streetwise +65
Alertness, Lightning Reflexes, Skill Focus (streetwise),
‘Toughness,
Possessions: Club 1d8/0, handgun 346/4, knife 1d6/2,
pad armour (DR 4).
Rocky Chong
Citizen 5; HD $d6+13 (30); Init 11 (+1 Dex): Spd 30
its DV 122 Reflex); Attack +6 melee, or +5 ranged;
Fort +3, Ref +2, Will +1; Str 14, Dex 13, Con 15, Int 10,
Wis 11, Cha 15.
Prior Life: Failed Cadet
oh
Skills and Feats: Appraise +5, Computer Use +5, Drive
+6, Escape Artist +6, Intimidate +7, Move Silently +4,
Ride +6, Search +6, Sense Motive +6, Streetwise +6,
Tumble +6: Nerves of Steel, Toughness, Weapon Focus
(sawn-off stump gun).
Possessions: Club 14810, sawn-off stump gun 2d6/2,
sports armour (DR 5).
The Games Master, at his option, add the following
clements to this deadly battle;
Vireade Machines: ‘These can explode in a spectacular
fashion whenever a shot strays from its target, showering
lass and electrocuting anybody unfortunate to be
standing close by with flailing power cables (244 points
of subdual damage). ‘The functioning vireade machines
project holograms, confusing the combatants as spectral
images from popular fantasy fietion suddenly appear and
disappear around them. Vircade machines (DR 4, 20 hit
points) can provide half cover in the firefight.
Sprinklers: If more than two Vireade machines are
destroyed, a fire breaks out, setting off the sprinklers and
affecting overall visibility. All ranged attack rolls will
suffer a —1 circumstance
Fire Extinguishers: Ifany of the Vireade’s Fire foam
canisters are hit by stray gunfire, they explode, releasing
pressurised fire foam five metres in every direction,
Anybody caught within that distance is effectively
incapacitated for a full turn as they struggle to clean the
foam from their bodies and out of their guns,
‘The correct sentence to give Rocky and the Razors is
approximately twenty years each for the attempted
murder of a judge. As an ex-judge cadet, Rocky will
serve his time in one of the Cursed Earth work camps,
If the rookies wish to interrogate Rocky they must make
‘an Intimidate check (DC 15). When Rocky finally begins
to talk, read the following out aloud to the players.
Security wanted to cut us a deal, $0 [talked to Chief
Speans. He agreed to take our side against the Demons if
weil do hima litle favour. He asked us to look out for
loners: nice fit ioners. I don't know what he wants them
for: all | know is that he took our side in the gang war
and got us where we are. Oh yeat, Speans pays for dead
Razors and Demons too, slong. as they are in one piece.
Nobody bothers 10 report a ded ganger because nobody
cares around here. 1 just bag them up and hand them
r to SafeCo, You want to know more? You ask
Speans. So, like, do I get anything off mag
operation?”Scene 4: Delaying Tactics
The SafeCo Security Company runs Sweeny Block under
contract. Read the following out aloud to the players.
You enter the small SafeCo reception area, a bland
rectangle featuring three visitors" chairs, an animated
Hegghound company trademark snapping its jaws at you
and a semi-circular desk where a secretary files her
obscenely long nails. Beyond the secret
ofdoors. The secretary notices you and smiles. "Good
day. How can SafeCo help you?
¥ are three sets
If any of the players make a Spot check (DC 10), they
notice security cameras, one at each corner of the foyer,
tracking their every move. Chief Sj
rookies arrive and suspects they are on to him. Speans
orders the secretary through her earpiece to delay the
rookies in any way possible while he packs his valuables
ready to make a quick getaway. The secretary smiles
inanely at the rookies while she taps a button just beneath
the rim of her desk. Another Spot check (DC 15) al
the rookies to her actions. They must now clear their way
through half a dozen intentionally awkward staff mem-
bers who materialise from a side room,
Troublesome Staff
The secretary and other staff have a variety of pre-
planned methods to delay anyone Speans does not wish
tomeet. The rookies will be subjected to the full weight
of their arsenal
sans has seen the
‘Tm sorry siz, you ll have to speak up
‘The secretary will pretend to be slightly deaf, not hearing
the rookies” questions. Despite Chief Speans office
clearly labelled on the door behind her, the secretary tries
to direct the rookies into the stall bathroom next door,
Hey, you're doing a great job!
A group of security guards accost the rookies,
Prog Five: Another Piece
Of the Pie
SafeCo Offices
ys TING
BERN
|: Main entrance
2: Klegghound wall holo
3: Secretary's desk
4: Washroom
5: Staff room
6: Chief Spean's office
7: Escape corridor
8: Hovercar dock
backslapping them and congratulating them on their
3s at making the grade of rookie judge,
C.HLUK. the robo-janitor
A batered old robo-janitor inconveniently decides to
block the corridor leading to the Chief's office with his
work cart. C.H.U.K, states that he will only take a
moment to complete his work, but he gges not make any
ants foussign of moving soon. It is an easy matter for the rookies
to push C.HLUK. out of the way.
The SafeCo staff should receive a twel
for obstructing the course of justice.
Scene 2: One More Step and
its Knee Popping Time!
Chief Speans has locked his door and piled all his office
furniture against it. Picking the lock requires a Technical
check (DC 15) while the obstructions require a Strength
check (DC 18) to move. Speans is meanwhile opening a
secret escape corridor linking his office to a waiting
hovercar, When the rookies burst into Speans office, they
catch sight of Speans disappearing down the escape
corridor.
-month sentence
If the rookies fail to stop Speans, he dives into the
hovercar and speeds towards the Atlantic Wall. The
rookies wil likely need to summon an H-Wagon to
retrieve Speans, When he is eventually returned into the
rookies’ custody, he is quick to confess his sins. Read the
following out aloud to the players
‘Thave no problem with the judges, [don't want any
trouble, but a man’s got to make himself a tidy living, eh’?
What I get up to, it only a sideline. Nobody gets hurt
because they're already dead!
Ifthe rookies ask Speans what he means, he continues.
‘Tot a message from Resyk 44 a few weeks back. They
wanted a sample of local stiffs for research purposes ~ all
quite legitimate, so Twas told. Why should I doubt
them? Resyk is as big as the Justice Department, right?
Anyway, Resyk wants a sieady supply of corpses, so 1
rounded up the Razors and made a deal with them. Now
'm killing two birds with one stone; the Razors don't
bother my men as part of the deal and they help me get to
the stiffs quickly. Teall works out great because the gang
vwar generates a skip-fill of stiffs. More suis, more
‘moolah.
Ifthe rookies ask Speans what then happens to the
corpses, read the following aloud to them.
‘Resyk want the bodies for special research so they don't
send the usual coffin truks. 1 was told to send them down
to the med-techs in the underblock and leave the rest to
them. Tassume they handle the travel arrangements
When the sfiffe get to Resyk, I get the money and i all
starts again. Now you know what its all about, you can
see that I'm just an honest businessman. While you're
here, do you know if the Chief Judge wants to contract
‘out for Sector House security? SafeCo rates are very
competitive, Would you care for a brochure slug?
Chief Speans is guilty of associating with misereants (the
Razors) and funding their operations. He is also
rectly responsible for the deaths of Sweeny Block's
innocent tenants, victims of Razors out to make a few
extra credits by killing them. Speans deserves nothing,
less than 25-50 years imprisonment.
‘The rookies’ next step will either be to confront the med-
techs (Prog Six) or head back to Resyk (Prog Seven),
Act Six: Only When |
Laugh
Scene t Pedal to the Metal
As the rookies make their way down to the underblock,
they notice the block plaza is crowded with citizens. IF
the rookies make inquiries, they are shown the crushed
bodies of a group of suicide leapers who wer
making a
protest about the poor standards of Sweeny Block's
interior decor. As the rookies prepare to move on,
possibly after summoning a meat wagon to remove the
splattered corpses, they wa n ambulance arrives on
the scene. Two med-techs, a man and woman, climb out
2 & aldwith medipacks in their hands. As they spot the rookies,
both med-techs turn about and rush back inside the
ambulance. They scream away towards the closest
skedway and the rookies will have to give chase on their
Lawmasters. Ifthey instead try to summon back up to
intercept the ambulance, they are told that none is
currently available, but Judge Dredd is en route for an
update on the rookies” FST. Dredd will rendezvous with
the rookies as they pursue the ambulance
The two med-techs are Brigit Garda and Harry White:
Both are new to Sweeny Block, replacing the previous
‘two med-techs after they suffered an... accident, courtesy
of Gemini blitzers. Both Garda and White are experi-
enced organ leggers and can remove valuable body parts
with surgical precision within minutes, They try to lose
the rookies and hide in Old New York.
Brigit Garda
Citizen 3; HD 3d6 (10); Init +5 (+1 Dex, +4 Improved
Initiative); Spd 30 ft; DV 12 (+2 Reflex); Attack +2
melee, or +4 ranged; Fort +1, Ref +2, Will +2; Str 10,
Dex 13, Con 10, Int 14, Wis 12, Cha 13.
Prior Life: Med-tech,
Nikiro Ambulance
Size: Large; Defence Value: 9; Damage Reduction:
10; Hit Points: 150; Speed: 250 (wheeled); Weapons:
‘None; Crew: 1; Passengers: 3; Cargo: | ton.
The Nikiro ambulance is sturdy and reliable but obsolete
in Hondo City, the place where the Nikiro series was
constructed. Hondo sold surplus Nikiros to Mega-City
One at a knockdown price. The Nikiro has six whi
space for two in the cab, two beds in the rear
compartment and a storage cubicle for a medical robot.
Skills and Feats: Appraise +6, Bluff +6, Computer Use
+¥6, Drive +6, Forgery +6, Hide +6, Medical +6, Move
Silently +6, Streetwise +6, Technical +6; Dod:
Improved Initiative, Resist Arrest, Skill Focus (medical).
Possessions: Handgun 3d6/4, las-knife 146/10,
Harry White
Citizen 3; HD 346+3 (13); Init +0; Spd 30 ft; DV 11
(+1 Reflex); Attack +3 melee, or +3 ranged; Fort +2,
Ref +1, Will +2; Str 13, Dex 10, Con 12, Int 13, Wis 12,
Cha 14,
Prior Life: Med-tech
Skills and Feats: Appraise +6, Bluff +6, Computer Use
+6, Concentration +6, Drive +5, Forgery +5, Hide +6,
Medical +6, Move Silently +6, Streetwise +6, Technical
+2; Dodge, Improved Resist Arrest, Resist Arrest, Skill
Focus (medical)
Possessions: Handgun 34614.
Call-Me-Dorian
Rewired SungiServices Mk IIT Robodoc; Medium-size,
HD 3412 (19); Init +3; Spd 15 f DV 13 (43 Dex);
DR 4; Attack +8 melee; Str 10, Dex 17.
‘Weapons: Four Las-Knives 1d6/10.
Software Packages: (32) Attack +8, Computer Use +1
Medical +8, Technical +2,
‘Special: Call-Me-Dorian
is fully capable of using
each of his four
las-kinives on
the same target
each round
without
penalty. This
robot is also
equipped with a
standard
‘medipack that bas
12 uses and will
attempt to adminis-
ter medical treatment
to cither Brigit or
Harry should they be
injured,
The med:-techs flee into lane of high-speed trafic,
‘weaving around or sideswiping any vehicle that gets in
their way. They will attempt to sideswipe any rookie who
rides too close. The driving rules on pages 81-89 of the
Judge Dredd Rulebook provide all the information
necessary to run this chase‘The ambulance’s back doors are not properly shut,
swinging open and closed repeatedly. Should a rookie try
to jump onto the ambulance and gain access to the rear
compartment (Jump check at DC 20), Call-Me-Dorian,
will automatically activate and attack with all four las-
knives. If the rookies destroy Call-Me-Dorian, Brigit
Garda is waiting, blasting at them with a PPK I handgun.
If the rookies return fire, Brigit will dive behind a bank of
‘medical equipment (half cover). Harry White is driving
the ambulance, his handgun tucked between his thighs. If
any of the rookies drive up alongside the cab, Harry
‘opens fire on them, breaking the side window glass as he
fires wildly.
‘Harry is not going to surrender to the rookies. At the first,
sign that he might be losing the battle, Harry throws the
ambulance into a series of hard turns until he loses
control. Once this happens, a colossal size jugger will
‘crash headlong into the ambulance, crushing it utterly
use the normal rules for collisions if any rookies are
inside the ambulance at this time. The other traf?
slowly a grinds to a halt, leaving the rookies to deal with
‘wo lanes of bad-fempered drivers and a wrecked
ambulance to clear up. They should call for clean up
squads to move the wreckage. At this moment, Judge
Dredd arrives. Read the following out aloud to the
players.
Judge Dredd rides up beside you. He grimaces as he
spots the ambulance debris and the huge traffic jam.
What the hell happened here?
Prog Seven:
After the rookies explain the situation to Dredd, he offers
to handle the traffic, waving his daystick warningly at
them. The surviving rookies, if injured, should seek
immediate medical treatment at the hands of a med
squad, though minor injuries can be treated by
medipacks, The rookies may then think about searching
the ambulance wreckage for any information that may
help them in their investigations. A Search check (DC
10) reveals a slug reader suctioned to the warped
dashboard. When activated, the slug reader reveals,
encoded text. The rookies will need to run the text
through their bike computers in order to decrypt it. Once
done, the message is revealed to be a communiqué from,
somebody called Plumber, requesting that the med-techs
have their next delivery sent to him by 1530hrs. If the
rookies make an Intelligence check (DC 10) they recall
that Plumber was the name of Resyk 44% Assistant Chief
Overseer. 1f the rookies fail the roll, Judge Dredd points
it out to them. Dredd lets the rookies make their way to
Resyk 44 on their own. Read the following out aloud to
the players,
Judge Dredd climbs back onto his Lawmaster. ‘T've three
miles of tailback to clear. Go on ahead without me. I’ve
been watching your progress very closely. You ve halfivay
to the finishing line, but don t let that lull you into
complacency. Watch yourselves
The rookies’ next destination ean only be Resyk 44.
Cleaning Out
the Dirties
The rookies will need to locate Plumber. If they ask the
Resyk workers where Plumber can be found, they have
no idea, “but he was acting kind of agitated’ they tell the
rookies. ‘The next and best person to ask is Plant Over-
seer Drake who can be found on a walkway overlooking
the main conveyor belt. When the rookies tell Drake
about their mission, he toggles the intercom on the wall
and summons Plumber to Overlook 1. Drake hesitates
and then curses. He tells the rookies that Plumber has
been sighted running towards the sewage outflow pipes.
ok
Scene + What a Load of
Offal
The rookies will need to give chase or lose Plumber. If
they order Drake to close off the pipes, he informs the
rookies that the system is under repair and as such, the
gates are offline, The rookies will have to hunt Plumber
down themselves. Read the following out aloud to the
players.Drake puts out a hand to restrain you. “Whoa there! the wells. The crushers come down into the wells and
You're not going down there without a guide; if you get WHAMMO! They compress the slop into wafer thin
Jost you'll never find your way out. Your bodies might pancakes. They're easier to handle that way. AU the
clog up the system!” Drake leads you down an elevator, moisture is squeezed out, leaving the solid disks that we
cover to a rack of equipment and issues you with flash- hhand out to DPs to burn for fuel” Drake points up at the
lights. Drake equips himself with flashlight and an oolinders. ‘If those babies were chomping, we wouldn't
clectrosifle. “The sewers are alive with ereeps and be standing here. The shockwaves can cause permanent
‘eravlies, he informs you. “Your visit couldn't come at a damage.
better time; they could do with a clean out.
Drake takes you down beneath the main conveyor belt
‘and points out a square tunnel cut out of the rockerete
Resyk workers watch as you enter into the semi-darkness,
lit only by faint eternity bulbs. The tunnel is set one
‘metre below the level of the corridor. One third of
that metre is filled with excess effluence, but merci-
Jill: it does not stink. ‘We use deodorising bacteria:
Drake explains, ‘otherwise we d be upchucking all
day instead of digging tn’ Drake leads you through a
‘seemingly endless series of tunnels.
Ifthe rookies attempt to use their infrared visors to
search for Plumber’ footprints, call for Search
checks but tell the players they find nothing. Eventu-
ally, the tunnels end, opening out into a large cham-
ber with a high roof. Nine metal cylinders, several
‘metres in diameter are suspended from the roof.
Directly beneath each eylinder is hole of equal
diameter, flush with a floor six metres below the
rookies’ tunnel opening. ‘The holes are filled with a
pink-yellow slop. A narrow walkway runs around the
holes, connected to the ledge
the players ask Drake what the cylinders and holes] / Crusher Chamber
are for, read the following out aloud! to the players
1: Tunnel entrance (rookie start point)
"The tunnels we've just come through are normally head 2: Walkways
height full with waste materials, Drake explains proudly. 3: Crusher column.
‘Notice the tunnels are all angled downwards? The waste 4: Offal soup
drains down into this chamber — or others lke it — duo ‘5: Hover platform pool
6: Hover platform dock
7: Control centreNo sooner has Drake spoken than a humming noise
catches the rookies’ attention. I'they look upwards, they
‘ean see a one-man hover platform darting about the upper
reaches of the cylinders. The platform soon vanishes
bbohind the crushers. Seconds later, a deafening roar
shakes the chamber. All nine of the crushers begin
descending! Drake moans. “Well, that’s that then. I'm
not going any further!’ Ifthe rookies press Drake for a
reason, he tells them that he would be breaching health
and safety regulations if he passed through an active
crusher chamber. The rookies, however, have the
authority to override these regulations. If they do so,
Drake will protest and refuse to aid them further. Ifthe
rookies threaten Drake with a prison sentence for
refusing to help them, he swears loudly but finally agrees
to.comply, Read the following out aloud to the players
‘Ithat the way you want it Drake moans, ‘Okay, that
be Plumber up there. To start up the crushers he needs 10
get at the local control centre’ Drake points up. ‘We need
10 get some plais of our own. Come with me.’ Drake
follows the walkway around the erushers. The ground
vibrates every time the huge cylinders come crashing
down into the wells. Waste fluids make miniature tidal
waves as they are repelled by the shockwaves. Both you
sand Drake are soon covered with disgusting, pink-yellow
slime,
Halfway around the chamber you find a row of hover
plaiforms. Drake steps onto one and starts it up. “Move
it you guys; the longer we hang around here, the worse
cur equilibrium gets until we fall off the walkway into the
rushers!’ Drake takes off into the air:
There as many hover platforms as there are rookies, plus
fone but they are notoriously unstable in unskilled hands,
When the rookies try to fly the machines, have them
make Pilot checks (DC 7) for every minute of flight, Any
rookie who fails the check will fll off his platform.
Consult the table below.
D6 Result
1-2. The rookie falls onto the walkway and suffers 246
points of damage.
3-5 A lange pipe poking out from the wall breaks the
rookie’ fall. The rookie suffers 146 points of
subdual damage. The rookie must then make @
Reflex save (DC 10) to catch hold of the pipe, or
fall onto the walkway below to sustain 146 points
of dams
© The rookie has fallen into the effluent, He must
make a Swim check (DC 10) or be sucked into the
nearest well and crushed to death.
os ma
For every minute the rookies remain exposed to the
crushers’ terrible vibrations, they must succeed in a
Fortitude save (DC 15) or lose one point of Dexterity
This loss is temporary and will be restored after the
rookies leave the crushers,
Hover Platform
Hover platforms - or ‘plats’ as they are commonly known
are light industrial hovercraft designed to convey
‘workers around multilevel facilities. Plats are very
twitchy in operation and some find them difficult to
‘master because of their responsiveness.
Large; Defence Value: 8; Damage Reduction: 6;
Hit Points: 9; Speed: 20 (fly); Weapons: None; Crew:
1s Passengers: None; Cargo: 200 Ibs.
‘Once the rookies are airborne, Drake leads them up to the
local control centre, a room built into the chamber wall,
essible from this side only by hover platforms. A.
small portal is visible two metres from the centre's
soundproofed window. As Drake slows to enter, Plumber
appears, blocking his way. Plumber opens fire on Drake,
‘causing him to tumble from his platform down into the
‘waste slop. Drake's body is promptly sucked into one of
the wells. Plumber opens fire on the rookies with an
clectro-rifle - the rookies’ only options are to either evade
Plumber and hide behind the crushers, or try to disarm
him,
Assistant Chief Overseer Plumber
Citizen 5; HD 5d6+3 (20); Init-+1 (+1 Dex); Spd 30 ft
DV 14 (+4 Reflex); Attack +4 melee, or +4 ranged; Fort
+1, Ref +4, Will +2; Str 12, Dex 13, Con 11, Int 12, Wis
12, Cha 11
Prior Life: Goon,
Skills and Feats: Balance +4, Bluff +5, Climb +3,Computer use +4, Drive +1, Hide +2, Knowledge
(Resyk)*8, Pilot +4, Profession (Resyk)+6, Search +4
Spot +4, Streetwise +4, Technical +S; Lightning Re-
flexes, Resist Arrest, Ru, Toughness.
Possessions: Flectro-rifle 448"
Plumber is not the best shot in the world, but he has the
advantage over the rookies. He can duck behind the
‘walls surrounding the portal when the going gets tough
and still fire back (half cover). If the rookies are able to
hit Plumber, a loss of 8 hit points will prompt him to flee
back into the control room and then escape deeper into
the outflow system. Should any of the rookies lose
control of their hover platforms, roll a d6 and check the
result against the table below.
When the rookies finally defeat Plumber, they are able to
land their hover platforms inside the local control centre,
parking in a small bay very much like the one where the
hover platforms were docked on the ground. Rookies
who fell from their platforms can now be picked up.
The local control centre ean deactivate the crushers. The
rookies may wish to deactivate them to search for Drake
cor missing comrades, though they will now certainly be
squashed flat and buried under metres of gunk. Have the
rookies make a Technical check (DC 8). Success results
in them learning that the control centre offers
views of the rest of the outflow system, Activating the
camera linkup lights up a side control board filled with
vidsereens. If Plumber has not been captured at this
point, he can be seen running down a tunnel marked as
Pipe 25, Ifthe rookies captured Plumber, the cameras
show a way out of the outflow system leading to an
levator that takes the rookies back up fo the main
‘conveyor belt
IfPlumber has escaped, go to Scene 2. If he
has been captured and is still alive, go to
Scene 3. Should Plumber have died from the
rookies’ counterattack, a search of his office
(Gearch check, DC 15) reveals a data slug, on
Which are cargo manifests for a fleet of
juggers. See Scene 3 for details.
Stene 2: Cack-Handed
‘The rookies pursue Plumber down tunnels
‘very similar to those that they first entered
prior tothe crusher chamber. If any of the
rookies plan to use the hover platforms to
speed up the chase, they will find the tunnel ceilings too
Tow to allow them to get up to any speed without con-
stantly banging their heads. Now that Plumber is on foot,
the rookies ean track the heat traces from his footprints
through their infrared visors. The floor is dry and free
from the usual knee-level effluence, though made uneven
by dried, accumulated grime. If Plumber was injured
during the earlier fight, his cooling blood can be seen
splashed against the tunnel walls (Spot check, DC 15).
AA dozen corridors further into the outflow system, the
rookies finally locate Plumber. Read the following aloud
to the players,
You hear a scream up ahead, around a sharp bend.
When you turn the corner, your flashlights reveal the
sight of Plumber being antacked by a number of slimy,
brown creatures of a species you have never encountered
before, Plumber falls backwards under the weight of his
assailants. “Help me! Grud in Heaven, somebody help
Plumber has fallen foul of a pack of nine one-eyed kaks,
‘omnivorous little monsters adapted to the delicacies of
‘human waste products. The kaks will ignore the rookies
until they have eaten Plumber. If the rookies move to
attack them, the kaks spray acidic fluid at them and then
leap up onto the tunnel walls. They slither towards the
rookies at an incredible rate
Tiny Animal
Hit Dice: 148-1 G hp).
I -1 (Dex).
Speed: 30 ft, climb 20 ft
13 (2 size, +1 Reflex),Damage Reduction: 0.
: Bite +1 melee, venom spray +1 ranged.
Damage: Bite 1d4-1/2, venom spray 244/6.
Face/Reach: 2% ft, by 2% fi0 ft
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 8, Dex 8, Con 8, Int 2, Wis 12, Cha 5.
ump +4.
Climate/Terrain: Sewer systems, the Undercity.
Organisation: Pack (7-12).
Yenom Spray: ‘The one-eyed kak’s venom spray has @
waximum range of 10 ft. A Reflex save (DC 10) may be
‘made to take half damage from this attack,
Ifthe rookies get to Plumber in time, they will need to
move him back ‘upstairs’ for medical treatment. He will
be in no fit state to talk until he has been attended to.
Scene 3: Stool Pigeon
Plumber will require medical care, ether because of the
‘One-Eyed Kak attack or the rookies" counterattack. The
next soene takes place in the Resyk med-bay. The
resident med-tech treats Plumber's injuries while the
rookies wait. If any of the rookies have themselves been
injured, an assistant med-tech will take care of them.
‘When both parties are ready to continue, the rookies will
no doubt want to question Plumber about his connection
to Chief Speans and the Sweeny Block organ-legging
racket. Have the rookie who is charged with the
interrogation make an Intimidate check (DC 15).
Alternatively, the rookies may decide to search Plumber's
locker where they will find damning evidence of hi
involvement in Gemini schemes. When Plumber finally
begins taking, read the following out aloud to the
players
What Speans told you was right, but I don't know who s
4 the end of the chain any more than you do. Trip the
‘organs and hide them among the outgoing cargo pods. I
{ge pald job in hand. That means the jugger taking the
gear delivers my payment from the last job. The driver
doesn't know anything about it, The money és hidden
inside one of the rear storage shells. Ask me again and
1 tell you the same because I don't know any more
Plumber is telling the truth. Plumber has committed the
following crimes: Receiving illegal funds (1-3 years),
Participating in an organ legging operation (15-30 years),
resisting arrest (5-8 years, and attacking judges (10-20
years). Add judge murder (life) to the offences if any of
the rookies died inthe crusher chamber.
Stene 4: Bovver With a
Hovver
‘The rookies now know that bodies fom Sweeny Block
have been made available to Plumber by illieit means as
the result of a deal with Chief Speans, Before the corpses
are sent through to Resyk for dissemination, Plumber
Temoves some of their body parts, A jugger then
transports the stolen organs to an unknown destination,
‘These are the basic facts but questions remain that, if
answered, would shed further light on the investigation
Is Plumber the sole bent Resyk worker, or does he have
associates? Surely, one man alone cannot secretly deal
with so many hidden corpses, Plumber stated that the
jugger drivers know nothing of the illegal cargo they
‘carry; how can this be? Finally, exactly who is in
receivership of the organs and what will their ultimate use
be?
the rookies ask Plumber about possible associates
within Resyk, he will only tell them if they can promise
hhim protection against any recrimination, He will
subsequently identify six other Resyk workers. Ifthe
rookies mount a search forthe eriminals, they find that
they have all fled the building. The rookies should put
out an APB on the fugitives but they will not find them
within the time duration of this scenario; the associates
are not important to the rest of Full Eagle Day:
The rookies now need to trace the juggers back to their
destination. Studying the cargo manifests provided by
temporary Plant Overseer Carson reveals that there are as,
many destinations as there are juggers. The rookies will
need to find out from Plumber exactly which inbound
ugger is due to transport the organs. He tells them that
he has the information in his quarters. Plumber cither
takes the rookies there and produces the information, ot
the rookies can go by themselves, making a Seareh check
(DC 8). The rookies will find a hardcopy featuring a
series of numbers and dates. There are three sets of
‘numbers, eleven digits each and one date corresponding,
If Plumber is not present, the rookies need to make an
Intelligence check (DC 8) to know that the numbers are
vehicle registrations. An Intelligence check (DC 15)
reveals that they are juguer registrations corresponding to
transports travelling along the east-west eross-sector
‘Meg-Ways, knowledge imparted to the rookies by regular
transport recognition classes at the Academy
‘The rookies may decide to run the registrations through
‘Sector Control to discover their destinations, They learthat all three juggers are multiload models carrying
numerous eargoes, one of which is destined for the Grand
Hall of Justices main substation! The juggers are
thoroughly searched prior to being allowed to enter 2
justice facility. If they inquire if the substation is the
juasers’ frst port of call, Sector Control informs them
that this is indeed the case. There are now two possible
courses of investigation to take,
One: ‘Trail the juggers and find out if they make any
stop-off before arriving at the substation
‘Two: Begin an investigation into possible corruption
within the Justice Department.
Ifthe rookies decide on the latter, have Judge Dredd
speak to them at the earliest opportunity, either in person
or by radio as the rookies make a request to search the
substation, possibly intending to bring in the Special
Judicial Squad, the judges’ anti-corruption force. If
Dredd’s interv
aloud to the players.
tion is nes
ary, read the following out
-Iudge Dredd demands an update on your findings and
you tell him of your suspicions about bent judges. Dredd
takes a disapproving fone. ‘Learn to prioritise your
investigations along the order of probability. It's far
‘more likely that the organs are being collected en route to
the substation than misdemeanours within the Justice
Department. Unless you have very good reason 10
suspect otherwise, never bring criminal charges against a
Judge; exhaust all other avenues first. That way, you'll
save yourself from looking a fool and having the SIS
investigating you instead:
With that, Judge Dredd signs off. The Rookies must now
consider their tactics. They may decide to pursue any of
the following most likely courses of action,
1. Tailing the Juggers. The rookies may decide to
choose just one vehicle, or split up and tail all three.
Very wert,
Rookie. You ser
SUR CHANCE —
Bur | Waar
you!
TONE MORE
‘MISTAREwUST ONE— \
ANB TLOHAVE THAT ALP
GLE BAOLE OFF YOU
Ebieker than Your paPey
Bike hinsranes” 4
Juggers one and two go straight for the Justice substation
and enter without incident. Jugger three follows the same
course, but if the rookies make a Spot check (DC 10).
Hoverclaw, JCD 211
Hoverclaws are small, flighteapable utility craft with a
crew of two and a rear bay dominated by a mechanical
assembly that manipulates a single large grapple for
attaching to and lifting all manner of objects from one
place to another. While the pilot manoeuvres the v
into position, the second crew member controls the
hoverelaw’s grapple, clamping around the target with four
blunt steel fingers backed up by a magnetic disk set in the
hoverclaw’s ‘palm’ to assist the conveyance of particu-
larly awkwardly-shaped objects. To line the hoverclaw up]
cover a moving target, the pilot needs to make a Pilot
check (DC 10). Next, the grapple operator must make a
Dexterity check (DC 15) to attach the grapple. This task
is not an easy one as failure will result in damage to the
target (3410/8) while in the process of trying to grip it
cle
Size: Large; Defence Value: 6; Damage Reduction: 10:
Hit Points: 80; Speed: 125 (fly); Weapons: None;
Crew: 2; Passengers: None; Cargo: 3,000 Ibs
‘wpnec Go.they notice a small hoverclaw swooping down over it and
extending a claw. Moments later, with the jugger still in
‘motion, the hoverclaw lifts off with a cargo pod.
2. The rookies may choose instead to arrange close
surveillance of the juggers using S-Wagons or PSU
streetcams. This option will produce the same results as
if the rookies did the job themselves. The rookies can
arrange the surveillance via Sector Control and will be
told to wait for results back at the Academy of Law while
the surveillance teams track the juggers. Real-time
images are transmitted straight back to the rookie:
rookies make a Spot check (DC 10), they notice the
hoverclaw, performing the same action as detailed above,
Ifthe
If the rookies are tailing the jugger on their Lawmasters,
they must make a Drive check (DC 20) to keep up with
the hoverclaw or lose it. Alternatively, they can order H-
Wagon or S-Wagon pursuit. If the rookies are watching
the hoverclaw from the Academy of Law, they are
automatically able to follow the hoverelaw all the way to
its destination without having to make any skill cheeks,
testament to the abilities of the highly trained personnel
of the Justice Department Sky Patrol. The same result
{g0es for air support radioed in to assist the rookies if they
are on their Lawmaster.
{vis important that the rookies do not try to intercept the
hoverclaw or the pilot will lee and the investigation will)
be ruined. Ifthe rookies decide to do such a thing, ether
have Judge Dredd arrive if the rookies are on their
Lawmasters and warn them against the error of their ways
or, ifthe rookies are based in the Academy of law, have
Judge Tutor Heston, who has been quietly watching the
rookies” progress nearby, perform the same dissuasive
role
‘The hoverclaw travels three sectors west into Sector 58,
to the King Of Cool freezer depot. The rookies have the
‘option of conftonting the hoverclaw at its base, or
‘mounting a full assault on the freezer depot with a fully
equipped team of judges, perhaps Heavy Weapons or Riot
Squads. The senior judge in attendance, either Judge
Dredd or Judge-Tutor Heston, will frown upon the later
n, informing the rookies tha the King Of Cool
Depot may not be the hoverclaw’s final port of eal, Until
ent evidence can be accumulated to warrant a
crime bus, the rookies must play it safe and keep their
presence t0 a minimum,
Prog Eight: Freeze, Punk!
Scene 4: King Of Cool Freezer
Plant
The rookies will need to travel to Sector 58 - the most
expedient means is by H-Wagon, The rookies and theit
Lawmasters are dropped off at a location of their
choosing, preferably near to the King Of Cool Depot, but
not close enough to attract premature attention and tisk
alerting the hoverclaw erew,
‘The King Of Cool freezer depot is made up of
warehouses and refuelling stations sprinkled around a
thirty-level tall control tower. Massive juggers constantly
enter and leave the compound. The rookies may choose
to ride right up to the depot and start asking questions, or
they may try a more subtle approach and sneak in without
detection. The latter they will subsequently find
impossible because of the depot's security cameras
Whichever option the rookies choose to take, they will
soon come face to face with depot workers who happily
aes
answer any questions as they go about basic depot
procedures. If the rookies ask the workers what exactly
is stored within the warehouses, they are told industrial
components and chemicals that must be kept refrigerated
tuntil put into use. ‘The workers inform the rookies that
they will need to ask the depot manager if they want
‘more information, He can be found in the control tower.
The following information is keyed to the map of the
freezer depot. Do not give the players any of the text
information until they physically tour the depot and go to
Scene 2 if the players choose to question the depot
manager. If the rookies are searching for the hoverckav
they will head for the maintenance shed (Location 7) as
detailed by streeteam surveillance mounted during the
hoverctaw pursuit. Otherwise, make use of the source
material below in whatever order the players choose 10
Visit the various locations.
1. Main entrance.1: Main entrance
Warehouse
Jugger
Tugger lane
Rest rooms
Control tower
Maintenance shed
Warehouse Six
: Security
2. Warehouses: The warehouses are divided into three
sections: the primary store, secondary store and freezer
power generators. The primatry store is the large room
connected to the main entrance. It is filled with cargo
pods and is very cold. Cryo-clements span the room
from wall to wall, ceiling to floor. ‘The workers within
‘wear insulated bodysuits and hi-traction boots to prevent
them from slipping on the frost-laden floor. The rookies”
‘own boots already offer this resistance, but their uniforms
are useless in cold weather situations. For every ten
minutes that the rookies spend within the primary store,
they must make Fortitude save (DC 15) or sustain 1d4
points of subdual damage.
A steel door (DR 15, $5 hit points) bars the secondary
store, aceessible only by a special key carried by the
workers. The rookies’ override card cannot open the door
because the lock mechanism is entirely mechanical and
too large to force without dedicated equipment. Inside
the secondary store are smaller cargo pods that do not
require refrigeration. ‘The freezer power generator in the
third room is noisy and gives off terrific vibrations, but
performs its function reliably. A couple of workers
trained in generator tech are charged with its occasional
maintenance, If the rookies make a Spot check (DC 20),
they notice that the generator valves are loose. Water
dips readily onto the floor, pooling around loosened
power cables. This violates health and safety regulations
and the depot manager needs to be notified of it as soon
as possible.
3. Juggers: The juggers vary in size from the common
‘wo-laners (as depicted on page 98 of the Judge Dredd
Rulebook) to the four-laner bulk haulers. Stationary
juggers are offloading, awaiting fresh cargo or requiring
repair and maintenance. Joint erews of humans and
robots attend to these duties, the human contingent
sourced from the jugger drivers themselves to save on
overheads. Ifthe rookies look closer at the juggers, they
see that cargo is shipped from the warehouse by conveyor
belts. Arriving at the juggers, the cargo is lifted by robo-
hoist and deposited in the storage compartments where
workers manoeuvre the cargo pods into their travel
stations,
4, Jugger Lanes: The jugger lanes are wide strips of
tarcrete, a slightly darker colour than the main depot
surface, Iluminators set intermittently along each length
of the lanes automatically activate as night falls to
provide additional guidance for jugger drivers. If the
rookies wander onto one of these lanes, they are blasted
by the horns of an angry jugger driver who nearly runs
them down, Though the driver is abusive to the rooki
they are not required to charge him - after all, they made
the mistake, not he.
5. Rest Rooms: A plasteen shack struggling to perform,
duties as a public toilet, communal shower, med-bay,
entertainment lounge and canteen,
6. Control Tower: Go to Scene 2: Donner Und BlitzentTugger, Toncca RG4O
The mighty, ten-whecled RG40 juggers, nicknamed
roadnauts, are among the largest vehicles on the roads of
Mega-City One, being twice the size oftheir competitor,
the popular JCD 939. The RG4O requires two drivers,
one to monitor each of the two columns of five wheels as
the massive vehicle lumbers along Meg-Ways, the only
roads large enough to accommodate the RG40. Though
slower than the JCD 939, the roadnaut can carry three
times as many cargo pods spread over four bays. Due
their sheer expense, only the most powerful mega
corporations can afford to have RG40s in their flets.
+ Colossal; Defence Value: 0; Damage Reductioi
20; Hit points: 1,000; Speed: 200 (wheeled); Weap-
‘ons: None; Crew: 2; Passengers: 6; Cargo: 125 tons.
7. Maintenance Shed: There is only one maintenance
shed, a storchouse for all the tools necessary to make
repairs on juggers. The hoverclaw landed in the hangar
bay to the rear, separated from the shed by a small yard
filled with metal junk, the remains of past repair and
salvage jobs. The hangar is only accessible via the shed.
The shed itself is uninhabited. Both the front and rear
doors are locked with the same mechanisms as the
warehouse doors and the shed contains workbenches,
stacks of tools and a bay of shut down labour robots.
‘A door at the rear opens out into the junkyard and a
narrow corridor works its way between two towering
piles of wreckage towards the hangar bay. A closed but
unlocked door is the only ground entrance as there are no
‘windows or other external portals. If the rookies try to
climb up the junkpiles to get on top of the hanger bay
(Climb check, DC 20), they find that the vehicle entrance
hhas been sealed. Climbing the junk pile risks triggering a
collapse, burying the rookies under tons of metal. Ifa
rookie fails his Climb check, the pile that he is scaling
shudders and begins to crumble, The rookies will need to
a
1: Maintenance shed entrance
4: Hangar bay
get inside the hanger bay (Dexterity check, DC 10) or run
back towards the maintenance shed (Dexterity Check, DC
15) or suffer 1d8 points of damage. They will not be able
to dig themselves out of the junk without help from the
depot workers, who will take 1d6 minutes to arrive. The
collapsed junk can be traversed with a Balance check
(DC 15) at every interval of 10 feet, or the rookie will slip,
and suffer 1d4 points of damage. The hangar bay door
will luckily remained free of obstruction,
When the rookies finally get inside the hanger bay, read
the following out aloud to the players
The hanger bay is a circular room, three levels in height.
In the centre of the bay sits the very hoverclaw you have
been tracking. The grapple has been fully retracted into
the main body, allowing the vehicle 10 rest just like a
regular hover pod. The hoverclaw dominates the room,
so much so that you cannot see any other doors without
‘moving further into the bay
Have the players make a Listen cheek (DC 15). If they
suceeed, they hear a noise from atop the hoverclaw. The
rookies will have to either make a circuit around the
vehicle or climb up on top of it (Climb check, DC 12) 10
locate the source. If they decide todo either, they fall
under attack. A blitz agent is waiting for them, alerted to
junk yard
Junk piles
loverclaw
corage 3
Maintenance Shedtheir presence should the rookies have caused the junk
pile to slide. Otherwise, he is halfway out of the
hoverclaw’s ceiling hatch when the rookies enter. The
blitzeris armed with a spit pistol
Blitzer #1
Citizen 7/Blitzer 1; HD 746+ 141010 (39); Init $2.42
Dex): Spd 30 ft; DV 14 (+4 Reflex); Attack +9 melee,
or +8 ranged; Fort +5, Ref +4, Will +1; Str 16, Dex 14,
Con 12, Int 10, Wis 9, Cha 14,
Prior Life: Goon.
Skills and Feats: Appraise +7, Balance +7, Climb *7,
Drive +6, Hide +6, Intimidate +9, Move Silently +7, Ride
+6, Pilot #9, Sense Motive +6, Spot +7, Streetwise +9,
‘Technical +6, Tumble +6; Alertness, Lightning Reflexes,
Resist Arrest, Run, Toughness
Possessions: Handgun 346/4, Spit pistol 24616.
‘The blitzer fires madly at the rookies. If they get too
close he will try to get hack inside the hoverclaw and
escape by remote-activating the hangar bay’s launch
gates, The gates open within seconds and the hoverclaw
escapes unless the rookies think to blast the external gate
controls (DR 4, 6 hit points), jamming them midway. If
the rookies manage to everpower the blitzer, they may
decide to examine the hoverclaw’ interior. The bodies
they find belong to the hoverclaw’s crew, murdered by a
single shot to the head courtesy of the blitzer’ handgun
Ifthe rookies search the hoverclaw, they find two small
cargo cubes containing frozen organs. One box contains
cighty-seven fingers and four hearts, the other contains
twelve kidneys, three squashed lungs and eleven eyeballs.
While the rookies are present in the hangar bay, an
intercom clamours for their attention. If the rookies
answer it, they hear the following words.
‘Blakely, shat you? Look, we're running behind schedule
with that merchandise. Bring it over 1o Warehouse Six
pronto. Blakely? You there? Hey - who is this?
‘No matter what the rookies may say in reply, the message
is cutoff at the other end of the line. Ifthe rookies head
for Warehouse Six, refer to the entry below,
8) Warehouse Six: Warehouse Six is laid out just like
any other freezer storage facility, but this time itis filed
with armed workers lying in wait for the rookies. As the
rookies approach, they are fired upon through the main
door. This is not an especially good tactic for the workers
‘who would be better served waiting until the rookies
centered the warehouse and then trapping them in a
crossfire, but the workers are merely simple gumps out to
make a quick credit,
The Capoosh Sisters have sub-contracted the workers of
\Warchouse Six to receive frozen organs and load them
with drugs. The shots fired from Warehouse Six come
from handguns. The rookies can either retreat, allowing
the workers fo escape, or charge through the main doors.
Ifthe rookies throw Stumm gas grenades into the
warehouse, they have no effect on the workers who are
all kitted in self-contained eskimo-suits. There are four
times as many workers as there are rookies, but only half
are armed with handguns. The remainder carry crowbars
and other clubs.
Warehouse Gumps
Citizen 2; HD 2d6+3 (10); Init +0; Spd 30 A; DV 10;
Attack +2 melee, or +1 ranged; Fort +0, Ref +0, Will -
‘Str 13, Dex 10, Con 11, Int 8, Wis 9, Cha 9.
Prior Life: None,
Skills and Feats: Balance +5, Climb +4, Drive +4, Hide
+3, Intimidate +2, Jump +3, Knowledge (warehouse) +5,
Profession (labourer) +5, Search +3, Spot +2, Swim +2;
Toughness.
Possessions: Crowbar 1d8/0, eskimo-suit (DR 1),
handgun 34604,
Warehouse 6
1: Main entrance
2: Cargo pods
3: Secondary store (drug-lab)
4: Freezer power generators‘The workers are not killers by nature and most would
rather surrender to the rookies than risk losing their lives,
Ifthe rookies decide to make an Arrest check (see page
127 of the Judge Dredd Rulebook), they gain a +4
circumstance bonus. The workers who fight on will use
the cargo pods as cover (the pods vary in size, granting
between quarter to full cover).
When the fighting is over, the workers will show the
rookies the operation they are running in the secondary
store, Ifthe rookies make a Streetwise check (DC 15}
they recognise that the store has been transformed into a
pint-sized drug-lab. If the rookies ask one of the workers
to explain what they are doing with the drug-lab equip-
‘ment, read the following out aloud to the players.
‘The worker is keen to assist you in any way possible. He
points out the equipment as he explains his illegal job
profile. ‘We get the organs, defreeze them and open them
up. When the drugs come in, we bag ‘em and push them
inside the organs, then we seal the organs and refreeze
them for shipment
If the rookies ask the workers about the drugs, they
shrug. Read the following out aloud to the players.
“We geta weekly drop on the Radcliffe wastegrounds. A
Jew of us go out and pick it up. We even have to pack
‘heat in case some sub-humes show up. I don't know
where it comes from and I dom’ think anybody else here
nows either. We were offered double wage to ship the
‘drug and organ combos by a domodroid with a scratched
‘out registration. Once we get the shipments sent out, our
payment is dropped off along with the next load of drugs.
We get paycards, no loose credits’
‘The rookies will need to ask the workers about the
organs’ destination once they are despatched from
‘Warehouse Six. They are informed that med-techs arrive
weekly to carry out regular medicals on the depots staff
They collect the organs and take them away to an
unknown location. As it happens, the med-techs are due
later that day...
The warehouse gumps have committed the following
crimes and should be sentenced accordingly: Assault of a
judge (if any of the rookies have been injured, 10-20
‘years), Assault with a deadly weapon (6 mths ~ 2 years),
‘organ legging (15-30 years), obstruction (3 mths-3
years), possession of illegal substances with intent to
‘rade (5-30 years), smuggling (8-20 years), illegal or
unlicensed firearm (6 mths-3 years) and resisting arrrest
(5-8 years)
9) Security Fenee.
Scene 2: Donner Und Blitzen!
‘The central control tower is thirty-levels tall, topped by a
control room outwardly resembling an old lighthouse
lamp room, Communication arrays stick out from the
control room in all directions like a crown of metal
thorns. The only entrance is a set of automatic doors at
ground level. A small private ground car park nearby is
reserved for the depot manager and guests. Four vehicles
are currently parked - two Foord Stratos, a TD-4 street
bike and a Nirvana roadster, Two places remain vacant,
enough for the rookies to park their Lawmasters,
An elevator waits, large enough to accommodate all the
rookies. The floor is covered with grease and dust from
the boots of workers. The elevator control panel has a
single button to take passengers to the control room.
‘When the rookies arrive, the elevator door slides open
and a sudden blast of electrostatic energy blows the dirt
from their boots, Read the following out aloud to the
players,
The lift doors ratle open. You can smell gunsmoke and
burning meat. Your eves lack on to the depot manager,
clearty identifiable by his bright orange jump suit. He is
sprawled in his chai. His skull and brains decorate the
tinted windows nearby
Have the rookies make a Spot check (DC 20). If they
succeed, they notice a shadow flickering near a controlcolumn, No sooner have they noticed the shadow than a
blivzer rounds the column and opens fire on the rookies
with two handguns. The rookies can dive for cover,
behind other control columns. If the rookies
wound the blitzer, he blows himself up with the charge
implanted in his brain but if he gets a break, he runs into
the elevator and then flees in the roadster at ground level.
The rookies will be too far behind to apprehend him,
Blowing out the elevator’s control panel will not halt its
descent
Blitzer #2
Citizen 7/Blitzer 1; HD 746+1d10+17 (46); Init +2. (42
Dex); Spd 30 ft.; DV 14 (+4 Reflex); Attack +9 mel
or +8 ranged; Fort +6, Ref +2, Will +2; Str 16, Dex 15,
Con 14, Int 10, Wis 11, Cha 12.
Prior Life: Goon.
Skills and Feats: Appraise +7, Balance +7, Climb +7,
Drive +6, Hide +6, Intimidate +9, Move Silently +7, Ride
46, Pilot #9, Sense Motive +6, Spot +7, Streetwise +9,
‘Technical +6, Tumble +6; Ambidexterity, Improved
Resist Arrest, Resist Arrest, Toughness, Two Weapon
Fight
Possessions: 2 Handguns 3d6/4, respirator.
‘There is nothing more thatthe rookies can learn from the
control room oF the dead depot manager, other than
having Central Records check his identity: Herman
Soulfop, Herman has up until now led a life free of
incident and had no criminal record. In truth, Soulfop
‘vas affiliated with Gemini and was overseeing the drug
smuggling operations at the King Of Cool depot, though
none of his employees knew this — including the crooked
workers of Warehouse Six. Herman became ambitious
an tried to stash some of the drugs himself, bribing the
red:-techs as they left the depot with the freshly packed
contraband. Unlike Herman, the med-techs are not stupid
‘enough to risk sorewing Gemini, They narked on
Soulfop, hence the blitz agent visit. The Capoosh Sisters
have decided to close dawn the King Of Cool operation,
aware tha its integrity has been compromised. A second
biitzer was sent into to kill the hoverclaw crew and tater
that night the whole depot will explode. Tek-squads will
blame the disaster on faulty freezer power generators
Whatever chain of events the rookies have worked
through in the King Of Cool freezer depot, they should
exentually be ready to face off with another batch of
med-techs. This time, however, the med-techs are
unarmed and no match for the might ofthe rookies. Two
ambulances arrive four hours after the rookies have
defeated the Warehouse Six workers. Presuming that the
rookies are still on-site, they should be prepared to
receive the med-techs. Ifthe rookies have left the
premises and returned to the Academy of Law, Judge-
‘Tutor Heston orders them back to the freezer depot.
Scene 3: The Health Service
is a Disgrace!
‘The med-tech ambulances are identical to those featured
‘on p15. Each ambulance has two crew, a driver and an
‘orderly. Both are qualified med-techs and are as crooked
a an eldster’s spinal column. ‘The ambulances arrive at
the rest rooms, their crews disembarking with medikits in
hand, ‘The rookies will have no trouble capturing the
med-techs and will not have to resort to gunplay to detain
1: Elevator
2: Dead depot manager
‘ontrol column,
A: Blitzer hiding place
5: Secondary control
consoles
6: Windowsthey will instantly surrender, When the med-
techs are captured and interrogated (Intimidate check, DC
11), read the following aloud to the players. The quotes
below are arranged according to the questions the rookies,
are most likely to ask them.
Question: Where are you taking the organs?
Answer: The Fiddlefit Hospicare, Boeing District
Westside, this sector.
Question: Do you know that the organs contain drugs?
Answer: Yes, but we didn t need to know it to do our job.
118 just something that we heard on the grapevine.
Question: Who do you work for?
Answer: The Fiddlefit management, We've all been staff
‘med-techs at the hospicare for years. They offered us this
courier work as a reward for all our hard work in the
past. They said we're way better than any robodoc!
‘The med-techs have committed the following crimes: |
Organ legging (15-30 years) and possession of illegal j
substance with intent to trade (5-30 years). If the rookies
ask Sector Control for background checks on the med-
is they learn that they are all fully qualified medical
personnel trained at Med-Tech, the city’s most prestig-
ious hospital training colle
The rookies should now handcuff the med-techs and
summon eatch wagons to collect both the med-techs and
the warehouse gumps if they have not already done so.
The final phase of the investigation is about to com-
Prog Nine: Private
Health Care
In this prog, the rookies confront both the Capoosh
Sisters and the Odd Men, The answers to the rookies’
questions about what use the organs and drugs are
actually destined for will be found here. If the rookies
survive the ultimate confrontation, they pass the Final
Street Test and earn the right to wear the full eagle badge
and black helmet of a street judge.
Scene 4: Drop Your Trousers
and Bend Over
The rookies travel to Sector 58 and Fiddlefit Hospicare.
If they request data about the location, Sector Control
provides the following snippets:
+ Fiddlefit Hospicare is a private medical centre
catering only to wealthy clientele. The minimum annual
‘medical insurance cover stands at 50,000 credits.
The Capoosh Trust, established by sisters Candela
bra and Moche Capoosh in 2116, owns Fiddlefit
+ Hisgrade robots built in the Bast European Encaves
sa Fidei
+ Fiddlefit Hospicare was built on the site of an old
asylum in what was once known as the Gotham district.
‘The rookies may choose to ride to Sector 58 or summon
‘an H-Wagon airlift. When they finally arrive, the come
up against a plasteen wall ten metres high, decorated with
colourful flower arrangements. As the rookies approach
the only entrance — a set of solid plasteen gates gilded in
gold ~a defence cannon pops up from the top of the wall
and tracks them. It does not fire, but hums menacingly.
Moments later, a hidden speaker sounds. The voice is a
woman’. ‘If you are an exclusive member of Fiddlefit
Hospicare, please spell out your twenty to thirty letter
_ 2 aw aldpassword. If you are not a member, please state your
business or vacate the gate area immediately. Thank
‘The rookies obviously cannot provide the necessary
word. Whether they are diplomatic or forceful with
response, the plasteen gates silently part, revealing a
straight road made from marble bricks, lined on either
side by real (!) trees, beyond which fields of freshly
‘mown grass roll for acres. Sprinkler robots hover over
praying fine streams of water from their
‘and in the distance stands Fiddlefit
Hospicare, a series of white, concentric towers broken by
many oval windows. The main road leads directly to a
driveway adjacent to the main doors. Hover cars and.
extremely expensive ground vehicles are parked off to
one side, attended to by human chauffeurs awaiting the
rotumn of their employers. Attendants point the rookies
towards vacant parking spaces. If the rookies choose 10
ignore the indications, the attendants can protest but do
nothing about the situation. The rookies will wish to
speak to the Capoosh Sisters, the Fiddlefit Hospicare
management. They may either barge into the hospicare
‘and begin looking for the sisters, or ask the attendants for
ide, In answer, the attendants press a button on their
tunics and then gesture that the rookies enter the foyer.
No sooner have the rookies entered than a slim young
‘man appears from a side door to greet them, smiling as he
approaches. Read the following out aloud to the players.
The man is dressed in a white suit and carries himself
gracefully. He stops a respecyil distance from you
“How may Ibe of assistance to Sirs?”
Ifthe rookies ask to see the Capoosh Sisters, the man
smiles and gestures towards an antigravity chute. “Please
fallow me.’ If the rookies suspect that the AGC could be
booby-trapped, they have the option of using the ornate
stairs, but their journey will obviously be a much longer
one, having to ascend many flights. Eventually they
reach the cleventh level. The aide leads the rookies to a
large door comprised of translucent panels. “Please wait
here and I will announce your presence,’ the aide
requests. He enters, Less than a minute later, he return.
“The management are pleased to speak with you.’ The
aide remains outside the door as the rookies enter.
Alternatively, the rookies may decide to smash through
the doors or open them for themselves. The aide does not
put up any opposition to any of these acts
The room beyond is an office. It is hexagonal in shape
tha polished glasseen floor and a ceiling lit by a ring
nk lights, ‘The walls are transparent, revealing
alcoves where exotic plants grow under artificial sunlight
A large desk forms the centrepiece of the room, behind
which are seated two women in large chairs more akin to
thrones. The women are young, perhaps in their late
thirties, and look exactly alike in every way, from their
hairstyles to their business suits. *How can we help
Mega-City One's next generation of peacekeepers?
Moche Capoosh asks the rookies. She remains seated,
The rookies will want information regarding allegations
of the Capoosh Sisters” involvement in the organ legging
‘operation and may use lie detectors on the sisters to
(Pace aon rouse,
| saseie cant Fm tertns lh V0)
Oy maboce renown
Dehra trace
wens No PEACE ON
Pe rcere roe
Thee vne wares )
“aresdotermine the truth of their answers. They may instead
docide to arrest the sisters first and then have them
interrogated. Alternatively, the rookies may simply
advance on the sisters with handcuffs ready to detain
them, Whatever the rookies decide to do, the Capoosh
Sisters are not having any of it. “Apologies children,
Candelabra begins, pressing her palm against the desk in
front of her, ‘but Mummy’s got some housecleaning to
do, Suddenly, waves of electricity are across the office,
catching the rookies. ‘The beams are intense enough to
blow the rookies off their feet. Have the rookies make
Fortitude saves (DC 10) or be shocked unconscious. Any
rookies who remain awake are incapacitated, but alert
enough to watch as the Capoosh Sisters stand and walk
around the desk. Read the following out aloud to the
players
The sisters look down at your flailing bodies and grin. ‘It
looks like our most esteemed business parters will have
a feast afier all Moche says. She looks at her sister.
tall we join them?"
Candelabra shakes her head. She prods at you with the
toe of her boot, finding your discomfort intriguing. ‘Not
today... 1 am supposed to be a vegetarian you know. You
.g0 on ahead and eat for two.’ Candelabra turns away
‘and leaves. Moche stares at her departing sister, hands
con her hips, “You bitch!” Moche returns to the desk.
‘Estelle; send for the disposal men.
Hulking hospital orderlies carry the rookies into an
elevator. Moments later they leave and walk down a long
corridor to another elevator. Finally, the rookies are
deposited ina cell with three walls and a set of bars. The
orderlies remove the rookies’ utility belts and Lawgivers
and start to unsheathe boot knives too, until the head
orderly stops them. “Leave them be. The Odd Men like a
challenge... just not too much of one!’ The orderlies
leave and the cell door slides closed.
Not long after the orderlies have left, the rookies regain
control of their bodily functions. Some will have had
‘accidents’, but will doubiless not let their colleagues
know about it! The cell is solid conerete except for the
steel doors, built from a mesh of horizontal and vertical
bars. Have the players make an Intelligence check (DC
15). Success indicates they surmise that they are
somewhere within the ruins ofthe old asylum because the
walls are fashioned from a more primitive material than
the Fiddlefit building, The rookies can look beyond the
door, but poor lighting restricts their vision unless they
activate their infrared visors. The visors reveal a large
chamber with a ceiling vaulted ten feet above the ground.
Numerous ruined walls standing at various intervals
prevent the rookies from viewing the furthest edge of the
chamber.
Without fanfare, the cell door rumbles open. The outer
chamber remains quiet, as if couched in anticipation of
the rookies’ actions. As yet unknown to the rookies, the
(Odd Men — vicious mutant gangsters ~ are lurking in the
shadows, hungry for rookies” flesh. The Odd Men
became cannibals to survive in the Cursed Earth and
‘when eventual power, prestige and wealth negated their
need to live off human flesh, the Odd Men chose to retain
their perversion as a purely pleasurable pastime, Most of
the Odd Men are armed with knives, though a few have
‘natural weapons such as claws or fangs. There are twice
as many Odd Men as there are rookies. The Odd Men
only eat flesh they have personally killed, which is why
they use edged weapons rather than guns; the prey’s body
suffers fewer traumas that way, making for a finer feast.
Use the characteristics below for the Odd Men, choosing
one set of weapons (knife, claw or fang) as preferred for
each Odd Man. If the Games Master is feeling more
adventurous, he can roll up mutations for the Odd Men
using the rules for mutants in the Creeps Chapter on
Pages 215-218 of the Judge Dredd Rulebook, but he must
balance the mutations against the rookies” own skills and
abilities. ‘The Games Master needs to make the Odd Men
challenging but not lethal unless the players make some
bad tactical decisions or fall vietim to poor dice ros
Odd Men
Citizen 6; HD 646+9 (30); Init +6 (+2 Dex, +4
Improved Initiative); Spd 30 ft; DV 14 (4 Reflex);
Attack +7 melee, or +6 ranged; Fort #3, Ref +4, Will +2;
Str 16, Dex 15, Con 12, Int 10, Wis 11, Cha 12,
Prior Lifes. Wall Hopper.
Skills and Feats: Balance, Bluff, Climb, Concentration,
Drive, Hide, Intimidate, Jump, Knowledge, Listen, Move
Silently, Ride, Search, Spot, Streetwise; Improved
Initiative, Improved Resist Arrest, Skill Focus
(wilderness lore); Resist Arrest, Toughness, Weapon
Focus (appropriate weapon).
Damage Reduction; 3 (natural armour).
Possessions: Claw 14614, fang 1d4/8, knife 1d6/2.
As the Odd Men pursue the rookies, they snarl and taunt
them, stressing with evil glee that they are the hunter
the rookies their prey, soon to be their food. Use any of
the following Odd Man quotes during the fight.‘Tean smell you, litle norm! Your sweet scent fills my
nostrils with pleasure. How much sweeter you will taste!”
‘Do not try to run; stand and fight! Food tastes so much
better when marinated in fear and blood sauce!
Your body armour cannot protect you now. Your enemy
is the master of the Cursed Earth?
‘The Odd Men will fight like berserkers (+2 cireumstance
bonus to attack rolls) if they lose half of thei hit points in
‘one round, but are not stupid and will retreat if their hit
points drop below 5.
[At the far side of the room is a door, the entrance used by
the Odd Men. The door is camouflaged, but the rookies’
infrared visors (Spot check, DC 15) will pick out heat
traces generated by electronics within the door's opening
mechanism The rookies will not be able to open the door
unless they take a key from one of the Odd Men - which
mutant shall carry the key is left to the Games Master.
They will have to first defeat the Odd Man key-holder
and then make a Search check (DC 10) to locate the key.
When the key is pushed into the lock, the wall slides up
revealing a metal staircase. The light suddenly breaking
into the chamber is blinding, even more so if the rookies
siill have their infrared visors engaged.
Mutant Range
1: Cell
At the top of the stairs is a room bathed in pale, yellow
light. A door is set into the right wall. If the rookies
‘make a move to the door, the wall directly opposite
suddenly becomes transparent. Candelabra Capoosh is
oon the other side, satin a mount aside a heavy laser
cannont Read the following out aloud to the players.
You can t quite believe what you are seeing but as the
sransparent wall begins to siowly rise ino its ceiling
drawer, revealing Candelabra Capoosh and one of the
largest laser cannons you have ever encountered, the
awful reality of your situation begins to dawn on you.
There is no escape; you are going to die, Candelabra
laughs wickedly. ‘T bought my litle toy to put the Odd
Men in their place should they plan to double-cross me.
What better time to wipe them out than when they return,
‘gorged and tired, from a hunt?” Candelabra arms the
laser cannon with a remote control unit, She crosses her
ong legs, rubbing her thighs together in sensuous
anticipation of the moment. ‘Say cheese!
Candelabra presses the fre trigger... there isa loud
bang. Candelabra slumps forwards, sliding from her
‘mount out of sight. A judge drops down into the gunnery
100m behind her, holding up a smoking Lawgiver. He
walks out towards you. ‘I've seen worse, but not by
‘much; he says. The gritty, coarse voice can only be
hudge Dredd’.
When I found out where you were
2: Ruined asylum
Key-holder Odd Man
Hidden door
5: Stairs
6 Empty room
7 Candelabra Capoosh’s gunnery roomheaded, I decided to follow up. Good work rookies;
we've heen waiting to nail the Capoosh Sisters and their
Gemini organisation for quite some time. We finally have
the evidence to shut them and their organ legging
network down for good. Moche Capoash has escaped,
but now we've broken Gemini’s back, she won't get very
far Your Final Street Test is over. Get yourselves patched
‘up; a med-wagon is waiting by the foyer. I'm satisfied
that you are fit to wear the full eagles of street judges:
Congratulations. Find yourself new uniforms and collect
your badges from the Grand Hall of Justice’
Within the hour you are dressed in the uniform of street
judges. In a ceremony presided over by Chief Judge
Hershey, Judge Dredd and Judge-Tutor Heston, you walk
through a line of judges firing their raised Lawgivers in
tribute. ‘Hail judges! May your Lawgivers always fire
true!” You walk under the curtain of lead towards the bike
pool where your Lawmasters await and your new lives
begin.
HOLD I, WUOGE ROKR VOU, ROORE
ONT MTERFERE
REMEMBER.) CAN
‘570 FA YOU"
HERE'S NO DEATH
PENALTY £08 KD
NAPOING.1 CAN'T
‘Accowy YOU 70.00
HS, SIR" aN
PAIL Me VOU CWE,
Zive ALWAYS ADMIRED
You Se, gu? WON'T.
STAND BY AND WATCH
YOU BREAK THE LAW,
2608 THe BUN?
Wel, aD, RODE
YOU'VE PASSED Te
FINAL TEST. YOU
Were WiilIng 7
SACEIEICE YOUR WHOLE
FUTURE 70 DEFEND
THe AW!
Experience points
The rookies who graduate automatically receive 2.
‘experience points, enough to take them to 3" level
addition, the Games Master may wish to reward players
‘who have displayed excellent roleplaying, investigative or
problem solving virtues with additional experience
points, Refer to page 230 of the Judge Dredd Rulebook
for experience point guidelines,
Further Missions
The newly promoted judges will no doubt be eager to hit
the streets to dispense instant justice on the population of
Mega-City One without a senior judge constantly
‘watching them. What happens from this point is up to
you, the Games Master, However, we would recommend
that the new judges be immediately stationed in Sector
House 190 (see The Rookie s Guide to the Justice
Department), a hot bed of crime and political instability.
‘All further scenarios from Mongoose
Publishing will be based in this exciting
sector, starting with The Sleeping Kin,
the start of a desperate in
halt the insidious plans of Sov-Block,
intent on conquer
Mega-Ciy life
Alternatively, you may be happy to let
your judges perform a few regular
patrols to get used to the feeling of
being full-badge judges, empowered to
izens of Mega-City One
those who would bring
il disobedience. This will allow your
ayers to become more comfortable
with their characters, equipment and
¥ before throwing them in at the
deep end. Personally though, I say life
in Mega-City One should never be that
easy.
See you on the streets.Lae oo OU
The rookie judges have completed their training at the Academy of Law and now just one thing remains
before they can be given full eagle status and take their place on the streets as one of Mega-City One's
their final street assessment, under the review ofa senior judge. Every rookie looks forward to this
and the start of service but there is an additional complication for the
players, The senior judge to be assessing them in this case, however, is a man who has only ever passed a
handful of rookies in the past.
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All rights reserved. 2000AD, Judge Dredd and all related characters and indicia are registered Trademarks
Pee ae ecm
MGP 7005
A Scenario for Games Masters and Judges OEE)
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