New Models, New Rules

MongooseMatt

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Staff member
Okay, community help needed again!

We are in the process of getting some new JD minis commissioned (we are working with new sculptors, so it may be a short while before you see the fruits of their labours - we already have an Academy Tutor green in hand though!), and there are a few things that I am thinking would make for good models... but in terms of the game, they need a bit of thought (if we do new models, they need their own rules).

So, have a think about these...

A Wrecker gang could be quite funky. However, while we could do various rules about stopping the flow of traffic when we get the 'road rules' in, these guys really are just punks with close combat weapons. Unless someone out there could think of a cool angle for them...

Also, Brit-Cit Judges. I would not want to use the standard Justice Department list for these guys, they need their own list, with their own 'special' bits. They have the plainclothes detectives, of course, but what about the judges themselves? What would they do different to MC-1 judges? And I cannot seem to find a reference for their equivalent of the Lawgiver, and how that might be different...
 
msprange said:
A Wrecker gang could be quite funky. However, while we could do various rules about stopping the flow of traffic when we get the 'road rules' in, these guys really are just punks with close combat weapons. Unless someone out there could think of a cool angle for them...

I am inclined to agree that Wreckers dont justify their own faction. They are not sufficiently different to existing factions.

Its also cool to know that ther road rules are still on the cards. I saw a kids toy today that practically screamed "Mo-Pad".

msprange said:
Also, Brit-Cit Judges. I would not want to use the standard Justice Department list for these guys, they need their own list, with their own 'special' bits. They have the plainclothes detectives, of course, but what about the judges themselves? What would they do different to MC-1 judges? And I cannot seem to find a reference for their equivalent of the Lawgiver, and how that might be different...

Interesting to hear that the Brit-Cit Judges will be getting some detail. While the other international Judges probably dont warrant that treatment (the Brit-Citters having had a lot of coverage over the years via Armitage and the like) it would still be cool to see them being covered as mercenaries.

The East Meg Lawgiver equivalent fires unusual ammo ("Grenade", "Gas", that sort of thing) as specified in a post Apocalypse War story firm the early eighties regarding a deep cover Sov agent showing up at a Jetball game.

On a related issue I asked some questions on the 2000AD forum last year regarding the Texas City Lawgiver equivalent (which looks like a large silver revolver in some depictions). I came up blank as to whether it was similar to the MC1 Lawgiver or not.

Neither of these statements give you any information about the Brit-Cit sidearm of course, but you know, it might help to get the ball rolling...
 
As far as Wreckers go, i think they'd be better suited as a mercenary or maybe a set of skills a standard hero can get that would make them more wrecker-ish. Maybe new skills for destroying terrain with specific CC weapons giving bonuses would be suitable. Without knowing the plans are for vehicles, that is how i would imagine wreckers best fitting into the game.

For the Brit-Cit force, I'd first look at a adding turfs and beats to the campaign system. I'm currently working on one some house rules, basically tweaking the GOMC1 rules, which i'd be happy to post up when i get a bit of time to sort them out. Also, games based in the Cursed Earth/Undercity with environmental dangers and where arrests aren't necessary.

With that in place i'd build the rules to look something like this...One CID Detective to lead the force, they can use actions to "gain evidence" this can do things such as making a turf unusable for X number of games or something a long those lines. You could have a member of the SAS "the Demolition Squad" they were big on blowing things to pieces, so seeing as a lot of people on the forums seem to want to see civilian minis, why not make them tough as hell judges with heavy weapons or explosives that don't mind a lot of collateral damage as opposed to trying to limit civilian casualties that other judges are forced to do. As for the judges themselves, in the comics, i haven't seen much difference between them and MC1 judges except the uniform, maybe have a rule that have minuses to making arrests in MC1 based games as most gangs don't recognise them as MC1 authority (that's just off the top of my head). Lastly maybe have a Cal-Hab Judge mercenary, specialised in close combat with their claymore.

i can't remember Brit-Cit lawgivers being unique, but I havent read anything set in there for years. I know the Emerald Isle judges had spud guns though.

Anyway, those are my ideas without thinking too much into it on how to make those playable but also have their own feel...Hope it helps
 
As far as wreckers go, I've got the image of an early Dredd strip, with them all in hoods and masks and then disappearing into the general population again after losing the disguise. I could imagine a gang of them having some kind of bonus against being arrested, but the downside is they'd be limited to easily hidden weapons or armour.

I'm quite excited by the prospect of some Brit-Cit Judges - I'm looking forward to doing some games in Atlantis with a joint force! As far as I'm aware, whenever Brit-Cit Judges are in uniform, they have the same Lawgivers as Mega-City One Judges - so perhaps the same one; or maybe the Mk.1 version, just to make them a little different?
 
As far as I can see, Brit cit judges are more lenient about rules than MC1. Just like now adays. Their lawgiveres look very similar to the old Mk I. Also saw a page where Armitage had to hav a rookie. Guess they do the partner thing like modern day police.

Dont have much else to add at the moment. I will later though.
 
Depending on how the 'road rules' work, if there are rules for standing on / clinging to moving vehicles, maybe wreckers are represented through a Talent for riding vehicles and attacking them at the same time. Plus GMAN's CC bonus vs objects suggestion.

If you were considering giving them their own force, their punks would favour Agility and Melee. Perhaps they could also use Ganging Up on vehicles (assuming other models can't). Heroes could then draw from suite of vehicle-related talents (which I'd love to see in the road rules, regardless).

Ned
 
Vehicle rules would really take this game to a new level - especially if they could also be played independently - e.g car / bike chases a-la Dark Future - I'd imagine at the speeds they can go they'd zip in and out of a normal sized fight on a tabletop so maybe that wouldn't work so well, aprt from dropping reinforcements off / running people over...
 
Yep, putting vehicle rules in a small skirmish game intented to take place in fairly cramped quarters* is somewhat problematic. Vehicles may end up being "urealistically" slow and fragile or too fast and hard for a good gaming experience ("realistic" tho it might be) - with the caveat that JD is hardly the epitome of realism in any case. All the same, vehicles probably will work better in a separate "vehicle skirmish" game.

---

*) That's how I think of the JD rules, not sure how they have been tested or are being used
 
numanti said:
I'd imagine at the speeds they can go they'd zip in and out of a normal sized fight on a tabletop so maybe that wouldn't work so well, aprt from dropping reinforcements off / running people over...


I was assuming that the full road rules would basically be a rolling road scenario affair (like the old Thunder Road boardgame or Dark Future or the chase scenario from Gorkamorka if you are familiar with any of those). Basically the terrain and slow vehicles move backwards off the table while the fast moving elements remain where they are, giving the impression of speed.

Maybe I was making too much of an assumption, but I cant imagine how else a high speed lawmaster pursuit could be represented in 28mm.

If I remember correctly the Brit-Cit Judges are mired in bureaucracy, budgetary restraints and corruption (http://en.wikipedia.org/wiki/Brit-Cit). I imagine that a tabletop representation of that faction should probably display that lack of efficiency somehow. Not malfunctioning weapons or anything silly and extreme like that, but maybe some restrictions regarding ratios of plain clothes to uniforms or specialist guys or something.
 
Brit-Cit is unknown territory to me unfortunately, but the Wiki article gives a lot of pointers that could be used. Particularly, tho I'm not sure what the "stiff upper lip" bit does mean in that context, it's something that definitely needs to be written in the rules to represent something :p

Inept and corrupt leadership could certainly be somehow represented as well by some sort pre-game set of rules if not in-game.
 
cheetor said:
I was assuming that the full road rules would basically be a rolling road scenario affair (like the old Thunder Road boardgame or Dark Future or the chase scenario from Gorkamorka if you are familiar with any of those). Basically the terrain and slow vehicles move backwards off the table while the fast moving elements remain where they are, giving the impression of speed.

That is exactly what we were thinking. And if you are fighting wreckers, you will find your convoy coming to a rather sudden stop!
 
That is exactly what we were thinking. And if you are fighting wreckers, you will find your convoy coming to a rather sudden stop!

Maybe if this was the case, Wreckers would be best suited as a scenario based force, a bit like the old GOMC1 Calling the Judges.

Another option would be two standard forces going at it in a "Road Rule" scenario, and the Wreckers are deployed and controlled by both players in turn, destroying the nearest vehicle to them.
 
I remember from the novels rather than the comics that Brit-Cit Judges had cheaper equipment - possibly you could show this with less weapon options or less ammo options?

I also remember senior judges being really oldguys in wheelchairs - not sure how you could portray them on a battlefield, but they could add a fun and distinctive element to a faction.

I really don't see enough variety in wrecker to make them a specific gang - maybe just some anti-vehicle equipment? (might even things out against those manta tanks)
 
Like has been said about the Wreckers, I think they'd work better as just a single model than an entire faction, they'd basically be a punk gang with melee weapons as far as campaign progression goes.

I know in the various spin offs, Brit Cit judges had loads of divisions like Shok Tak, SAS (although only Judge Newt was active) and Vice squad as well as the plain clothed detectives. The only one I can remember was Brit Cit Babes, which I think was about under cover detectives, so maybe having a Wally Squad style judge in the force list rather than a mercenary might be fitting.

Also, they seem to have a lot more dealings with the criminals and informants and seem to have things that would be illegal in MC1, I'm sure I've seen some one smoking. Maybe they can hire civilian mercenaries but not be able to hire the likes of Holocaust Judges etc

On another note, can you give use any heads up what is on the new sculptors work bench? Has the stuff like Zombies, Citi-Def and Sovs that were being worked on completely been scrapped now?

Its good to see new minis are in the work, I'll be interested on seeing the Tutor painted up, his arms look a little strangely posed in the green, but it might just be the photo.
 
necromorph said:
I know in the various spin offs, Brit Cit judges had loads of divisions like Shok Tak, SAS (although only Judge Newt was active) and Vice squad as well as the plain clothed detectives. The only one I can remember was Brit Cit Babes, which I think was about under cover detectives, so maybe having a Wally Squad style judge in the force list rather than a mercenary might be fitting
I should think Brit-Cit Babes would be decent seller minis if they were sculpted well - no matter the rules :p

More seriously, not at all sure how they should be represented in the game. Don't know if the original comic implies it was a section largely composed of psychic undercover judges or not for example.
 
tnjrp said:
I should think Brit-Cit Babes would be decent seller minis if they were sculpted well - no matter the rules :p

I think more female gangers / citizens in general would be a decent seller. At the moment all I can think of are a handful of female Judges, a juve girl with a handgun, a pyrokinetic, a futsie, a Zombie Mistress and an ape in a dress :)
 
numanti said:
I think more female gangers / citizens in general would be a decent seller
Possibly, although the difference to a regular female citizen/ganger would be that the BCBs would have to display their selling attributes in an exceptionally obvious manner :mrgreen:

More seriously again, I've recently heard it from "trusted sources" (= one or two random nics on an internet forum) that there is a great dearth of civilian skiffy minis in general. Go figure if that's really the case. Gangers (which I don't count as civvies or non-combatants personally) are reportedly also in short supply, which does make me go :shock: a bit but to itch his own, I suppose. Anyhow, if either of those propositions is even remotely true, making tons of civvies/gangers sooner rather than later might turn out commercially profitable. But like I said, take that business tip with a veritable lump of salt.
 
Some ideas i have had for new characters to the site.

RE Brit City Judges: Does there need to be new rules for these judges? They may be ok on their own just to add flavour to the game but with similar weapons rules. I always liked the look of the brit cit judge helmet which was larger and looked like the custodian helmet that gets worn by modern british police officers.

Sam Slade, the Robo Hunter lives in brit city and he could be merry hell for a robot gang if given rules that make him good at taking robots down.

Judge Joyce from the emerald isle was always an awesome character who was at odds with the Dredd due to their massively different policing style. I remember one story called "WHEN IRISH PIES ARE SMILING" where med students had cut up cadavers and put faces in the pies.
Joyce had a lawgiver that was like a large double barreled lawgiver that looked a bit like a revolver and an awesome green uniform.
I remember seeing the spud guns in use and whilst it sounds stupid they were pretty lethal. They fired different types of spuds so chips where like flechettes, roast potatoes were incendiary, mash was a massive area effect riot type munition.

I remember a story where Dredd went to mars colony and was issued a massively powerful taser that would fry a person. Solid ammo was confiscated on arrival as it might crack the dome.

Preacher Cain - The Missionary Man was another of my favorite characters and would be an awesome nemesis of zombies, mutants, dead judges or anything from the cursed earth if given the right abilities. I remember him fighting a huge grey demon character called Legion and that he forged his bullets out of silver crucifixes or something along those lines. He had two massive oversized six shooters that he wielded double handed. He was awesome.

He had a run in with a reoccuring beast from the cursed earth called Gila Munja, super stealthy assassins with stuff spread on their claws that will kill a man dead in a second. These guys reappeared in a few dredd stories as well, sneaking into the cities to assassinate folks. Excellent mutant mercenaries. I think they were in a story called GOODNIGHT KISS another hitman pulls on one of their tongues as it paralyses them, like a nerve pinhc kind of thing.

I mentioned it in another post but i would love to see rules for flamethrowers or other incendiary weapons.
 
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