Complete rules pdf

Discuss Mongoose miniatures game here, including Mighty Armies, Gangs of Mega-City One, and Battlefield Evolution.
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viper1
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Complete rules pdf

Postby viper1 » Mon Feb 28, 2011 6:38 pm

Just downloaded finished judge Dredd miniatures rules from wargamevault. Havent had chance to read through them yet, but after flicking through them all i can say is wow!
The illustration and presentation as a whole is fantastic, i can't believe you guys are putting them out there for free! (not that i'm complaining :lol:)

Thank's guys for all the effort you have put into the dredd miniatures game, i can't wait for the Angel gang and the new dredd to be released!
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Postby usagi3 » Mon Feb 28, 2011 9:03 pm

Wow, thanks !
Please forgive my bad English as I am French.
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Postby Stu-Rat » Mon Feb 28, 2011 10:39 pm

I haven't read through them yet, but the presentation looks really good. One small thing I noticed however - on the scenario map images, 'deployment' is spelled incorrectly as 'deployement'.
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MongooseMatt
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Postby MongooseMatt » Tue Mar 01, 2011 8:44 am

Stu-Rat wrote:I haven't read through them yet, but the presentation looks really good. One small thing I noticed however - on the scenario map images, 'deployment' is spelled incorrectly as 'deployement'.
Just a quick note on this.

First off, apologies.

Second, being a free book, we cannot put it through the same editing and proofing regime as we do our printed material. It goes through quite a bit, but little mistakes are likely to slip through from time to time.

However, the cool thing about being a free downloadable book is that we can update and change things pretty easily! If anyone notices any other oddities, let us know, and we'll make corrections in the next update (which will include some funky new forces as well!).
Matthew Sprange

Mongoose Publishing
http://www.mongoosepublishing.com
btom
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Postby btom » Tue Mar 01, 2011 10:34 am

There is a conflict on characteristics for Judges, the stats for a street Judge on page 23 are different to those on page 54 and the Rookie on page 24 has worse stats than the Cadet on page 50.

Otherwise it looks great, it would have been nice to have more graphics showing actions like in the GoMC book but we can't really look the gift horse in its mouth.
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GMAN
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Postby GMAN » Tue Mar 01, 2011 10:55 am

Hi

It looks great. The layout is fantastic :D

One thing i noticed, and if i have missed something, please excuse me. But the Street Judge and PSI Judge are the same cost. Is this right? They have the same stats and equipment but Street Judges don't have any PSI powers, so seems as if there isn't much point taking any over a PSI.

But keep up the good work...Roll on the Cursed off Gangs :)
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Postby btom » Tue Mar 01, 2011 2:53 pm

btom wrote:There is a conflict on characteristics for Judges, the stats for a street Judge on page 23 are different to those on page 54 and the Rookie on page 24 has worse stats than the Cadet on page 50.

Otherwise it looks great, it would have been nice to have more graphics showing actions like in the GoMC book but we can't really look the gift horse in its mouth.
Oop, I missed the bit about the Judge on page 23 being a Hero who you spec up.

Still confused about the Rookie who is listed as a Minion (and therefore not able to upgrade?) being worse than a Cadet.
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Postby Stu-Rat » Wed Mar 02, 2011 2:30 am

msprange wrote:First off, apologies.
No need to apologise. I felt guilty bringing it up, but I thought you'd want to know.
msprange wrote:Second, being a free book, we cannot put it through the same editing and proofing regime as we do our printed material. It goes through quite a bit, but little mistakes are likely to slip through from time to time.
Understood. And believe me, the PDF is appreciated. Even if it wasn't free, the quality is fantastic, so you should be proud.
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Postby soulman » Wed Mar 02, 2011 3:46 pm

Wow thats a lot of colour and a nice surprise all.

I guess rules for bikes, cars and tanks to come soon...?

Thanks all
Keep the peace
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Postby MongooseMatt » Wed Mar 02, 2011 4:52 pm

soulman wrote: I guess rules for bikes, cars and tanks to come soon...?
They will, yes. It was getting to the point where if we waited for those rules, we might never publish the book, and the ground combat was complete.

Plus, we wanted to do a few vehicles to go with the road combat rules...
Matthew Sprange

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atomicker
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Postby atomicker » Wed Mar 02, 2011 11:56 pm

Great job, guys! Thanks for all your hard work. I look forward to many fun-filled hours of perp-bashing in the very near future. :D

Everyone, after downloading make sure to go back to Wargame Vault & rate the book... highly, of course! 8)
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Postby greasy_granny » Wed Mar 02, 2011 11:59 pm

Sweet.
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Postby Heretic Saint » Thu Mar 03, 2011 7:55 am

First of all - WOW!
Some very minor tweaks, but after all it´s free and still great. I think it will do a better job than Necromunda (and played and loved that game for years) for my gaming purposes.

Slow = Complex - i suppose.

In the Judge Talent section there are some talents that need Riot Shield Bash as prerequisite but this talent needs the model to be a Riot Judge and Riot Judges are mercenaries and so can get no experience?
Who can be equipped with a Lawrod and how much creds does it cost?

Thanks for this book!

And your models are available at my favourite german online shop 8)
Enjoy the little things.
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Postby MongooseMatt » Thu Mar 03, 2011 10:40 am

Heretic Saint wrote: In the Judge Talent section there are some talents that need Riot Shield Bash as prerequisite but this talent needs the model to be a Riot Judge and Riot Judges are mercenaries and so can get no experience?
This is something that kinda fell down a hole - we started off thinking that Riot Judges should be part of a regular judge force, then changed our minds. We may change it back, or we may add a kind of specialised judge force later - what do you chaps think?
Heretic Saint wrote: Who can be equipped with a Lawrod and how much creds does it cost?
At the moment, no one - however, once we do a model with a Lawrod (a little later this year, likely), we'll add it to the Street Judge options.

There are still some bits and pieces in the rulebook that need fleshing out with model options, but we are working hard on that!
Matthew Sprange

Mongoose Publishing
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Postby usagi3 » Thu Mar 03, 2011 10:54 am

msprange wrote:This is something that kinda fell down a hole - we started off thinking that Riot Judges should be part of a regular judge force, then changed our minds. We may change it back, or we may add a kind of specialised judge force later - what do you chaps think?
I think that Riot Judges should be part of regular Judje force.
Please forgive my bad English as I am French.
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Postby arngrimson » Thu Mar 03, 2011 1:00 pm

Judge Dredd Miniatures Game

How are character’s supposed to be able to have the skills below when they can not get their stats upto the necessary levels?

Characteristics
No characteristic can be increased to be more than three higher than the Hero started with on his Force List.

Skill Talents
Heroic Rush
Use: Passive
Prerequisite: Enemy Shield, Agility +8 or higher
A true hero, this model is able to perform acts that no mortal would normally consider, flanking enemies or finishing off a particularly hard rival. Once per battle, the model may take three actions in its Phase instead of two.

Judge Talents
Riot Shield Defence
Use: Activate (Melee)
Prerequisite: Shield Wall, Melee +6 or higher
While this mode is active, the Hero drops into a defensive stance that favours the shield, gaining a +1 bonus to Armour, but suffering a –1 penalty to Melee until the start of the Hero’s next Phase.


Riot Shield Cover
Use: Activate
Prerequisite: Shield Cover, Melee +8 or higher
While in this mode, the Hero’s shield provides greater protection against shooting attacks. Until the end of the Hero’s next Phase, he gains a +4 bonus to Armour against shooting attacks.

Weapon Talents
Suppressing Fire
Use: Activate (Shoot)
Prerequisite: Rapid Fire, Shoot +8 or higher
The Hero’s shots hamper foes when using a rifle weapon. Each successful attack deals regular damage and also inflicts a –1 penalty to the target’s Melee and Shoot scores until the end of its next Phase.

Master Rifleman
Use: Passive
Prerequisite: Suppressing Fire, Shoot +12 or higher
Deadly with rifle weapons, the Hero receives additional benefits when using Aim, Armour Cracker, Defensive Fire, Crippling Shot, Critical Shot, Rapid Fire and Sniper Shot.

Critical Shot
Use: Activate (Shoot)
Prerequisite: Armour Cracker, Shoot +8 or higher
The Hero finds a chink in the target’s defences when using a rifle weapon. The attack increases its AP by –2 and, if successful, will automatically be a critical hit. The Master Rifleman Talent increases the AP by –4.

Sniper Shot
Use: Activate (Shoot)
Prerequisite: Critical Shot, Shoot +12 or higher
The Hero fires a deadly shot with a rifle weapon. If it hits, the attack will be an automatic critical hit that quadruples damage instead of doubling it. Master Rifleman grants a +4 bonus to Shoot while using this Talent.

Punisher
Use: Action (Shoot)
Prerequisite: Dual Shooting, Shoot +8 or higher
The Hero makes multiple shots against a target when using two pistol weapons. If three or more attacks hit, one will be an automatic critical hit and the enemy must make two Will checks. If the first is failed, the enemy will suffer a –1 penalty to Melee and Armour for the rest of the battle. If the second is failed, the enemy will suffer a knockdown.

Dual Pistol Mastery
Use: Passive
Prerequisite: Punisher, Shoot +12 or higher
Only a chosen few truly master the complicated art of fighting with two pistols but the Hero is now among that elite company. This Talent grants further bonuses to Dual Pistol Training and Dual Shooting.

Mighty Blow
Use: Passive
Prerequisite: Thundering Charge, Melee +8 or higher
The Hero puts extra weight and effort behind a single strike. He only rolls one Melee Dice for this attack. If it hits, the blow is an automatic critical hit that quadruples Damage rather than doubling it, and unless the target succeeds at a Will check, it will also suffer a –1 penalty to its Move score.

Psi Talents

Jinx
Special Actions: 1
Psi Cost: 4
Prerequisite: Demoralise, Will +7 or more
Range: 15”
The Hero effectively curses an enemy, fouling his mental processes so every action attempted is fl awed. The enemy must make an opposed Will check against the Hero. If the enemy fails, he will suffer a –2 penalty to both Shoot and Melee scores for the rest of the battle.

Insanity
Special Actions: 1
Psi Cost: 8
Prerequisite: Jinx, Will +12 or more
Range: 15”
The Hero blasts his enemy with psychic energy, driving them insane. The enemy must make an opposed Will check against the Hero. If the enemy fails, roll on the table below at the start of every one of its Phases for the rest of the battle.

Mind Bomb
Special Actions: 2
Psi Cost: 8
Prerequisite: Psi-Lash, Will +12 or more
Range: 20”
The Hero attacks an enemy with a resonating psychic burst, producing devastating, if unpredictable, results. The enemy must make an opposed Will check against the Hero. If the enemy fails, roll one dice. He will lose that many Hits.

Pyrokinetic Burst
Special Actions: 1
Psi Cost: 4
Prerequisite: Flaming Shroud, Will +7 or more
Range: 15”
The Hero’s hands erupt with an explosive ball of flame, blasting all targets in the area with fiery death. This is a normal shooting attack as detailed below. In addition, all targets must succeed in a Will check or suffer a knockdown.

Tempest of Fire
Special Actions: 3
Psi Cost: 8
Prerequisite: Pyrokinetic Burst, Will +12 or more
Range: 15”
The Hero summons a huge column of swirling flame. Place a marker on the table – this is the centre of the Tempest of Fire. All models within 4” of this marker immediately lose 1 Hit and will continue to lose another Hit at the start of every one of their Phases while they are still within 4” of the marker. At the start of every Turn, roll one dice. On a 9 or 10, the Tempest of Fire ends. Otherwise, keep the marker on the table, and nearby models will continue to lose Hits.

Psychoportation
Special Actions: 2
Psi Cost: 8
Prerequisite: Ectoplasmic Attack, Will +7 or more
Range: Battlefield
Manipulating dimensions, the Hero is able to teleport himself anywhere on the battlefield in the blink of an eye. After the second Special action has been spent using this Psi Talent, immediately move the model to anywhere desired on the battlefield that is not in contact with an enemy model.

Summon Psychic Entity
Special Actions: 3
Psi Cost: 8
Prerequisite: Psychoportation, Will +8 or more
Range: 5”
Breaking down the walls separating dimensions, the Hero brings a ravening entity into this reality. Choose a psychic entity and immediately place it anywhere within 5” of the Hero. The Hero must then make an opposed Will check with the entity. If he succeeds, the entity is now under his control and is treated like any other model the same force. If he fails, the entity will pass to the control of the opposing player. A Hero may only summon one entity at a time. Details of psychic entities will be published at a later date.

Levitate
Special Actions: 1
Psi Cost: 4
Prerequisite: Crushing Force, Will +7 or more
Range: User Only
The Hero uses his telekinetic powers to lift himself off the ground. So long as the Hero makes a Move or Melee action immediately after using this Talent, he may move up to 12” vertically (up or down) as well as his normal forward movement from the actions.

Control Body
Special Actions: 2
Psi Cost: 8
Prerequisite: Levitate, Will +12 or more
Range: 20”
By taking control of an enemy’s limbs and body, the Hero literally controls its actions. The Hero must select an enemy model within 20”, and make an immediate opposed Will check with it. If the Hero succeeds, the opposing player still decides which actions the model will take, but the Hero’s player will otherwise control the model, deciding where to move, who to shoot, and so on. The enemy model must succeed at an opposed Will at the start of its next Turn or it will still be under the control of the Hero’s player, and will remain so until an opposed Will check is passed.
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Postby necromorph » Sun Mar 13, 2011 4:49 pm

One thing i noticed, and if i have missed something, please excuse me. But the Street Judge and PSI Judge are the same cost. Is this right? They have the same stats and equipment but Street Judges don't have any PSI powers, so seems as if there isn't much point taking any over a PSI.
I am also confused by this, it seems to make street judges seem pointless. I think street judges should either have tougher physical stats or be made slightly cheaper.


I think that Riot Judges should be part of regular Judje force.
What i would like to see is the riot equipment become available, same goes for the holocaust and specialist equipment, then over the course of a campaign you can create your own techs, riot, holocaust etc judges to develop.
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GMAN
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Postby GMAN » Mon Mar 14, 2011 12:22 pm

Until we get an offical answer wether there was a mistake or not, we have just had a house rule that a Judge Squad can only take one PSI. After all, it's not too often that a full squad of PSIs will be on patrol.
What i would like to see is the riot equipment become available, same goes for the holocaust and specialist equipment, then over the course of a campaign you can create your own techs, riot, holocaust etc judges to develop.
I really like this idea. It would at least let me use my Riot and Holocaust miniature for more than just the odd game :P
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Postby Draconis » Wed Mar 16, 2011 8:21 am

I note that the SJS judge on page 54 is a level 4 hero, but has only 2 hits.
Should this be 5 hits?

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