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.