Showing posts with label Judges of Mega City One. Show all posts
Showing posts with label Judges of Mega City One. Show all posts

Thursday, 1 June 2017

JDMG Scenario 07 - Citi-Def Suspects

When my good friend, Dave Stone, came to visit me recently, he asked if we could play a game of the Judge Dredd Miniatures Game? I was only too happy to oblige. I had been thinking of running a follow up scenario to the last one, Devereux's Debut, so this gave me the perfect opportunity to implement it. Previously, Judge Scott and Psi Judge Devereux had foiled a gun smuggling plot. They arrested the buyers but the seller, Mr. Johnson, managed to escape. However, the most important concern was that they captured all of the stolen guns - a crate load of Spit Gun Rifles. Tek Division went over the evidence and discovered that the guns came from the Citi-Defence armoury of the James Caan Block in Sector 13. Judge Stone was assigned to bring in the James Caan Citi-Def leader, Byron Hazlett, for questioning. He may have been unaware of the missing guns or he might have been either directly or indirectly involved in the crime. Either way, he had to be questioned. As a precautionary measure, Judge Stone requested back-up from Judge Moore and Med-Judge Nash. It proved to be a wise decision!
THE FORCES - MEGA CITY ONE JUSTICE DEPARTMENT
Street Judge Stone - Level:3 Infantry Hero with 4 Experience Points and worth 200 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +1, Melee Dice 2D, Will +2, Armour +5, Hits 4.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Armour Buster, Incendiary, Pour it on and Warning Shot

Street Judge Moore - Level:3 Infantry Hero with 5 Experience Points and worth 200 Credits.
Stats - Move 5", Agility +2, Shoot +3, Melee +1, Melee Dice 2D, Will +1, Armour +5, Hits 3.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Accurate, Close Combat Shooter, Crackshot and Luck of Grud.

Med Judge Nash - Level:3 Infantry Hero with 4 Experience Points and worth 200 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +1, Melee Dice 2D, Will +2, Armour +5, Hits 3.
Equipment - Boot Knife, Medi-Kit, Lawgiver Mk II Pistol and Standard Issue Armour.
Talents - Doctor, First Aid, Medic and Paramedic. 

THE FORCES - JAMES CAAN BLOCK CITI-DEF SOLDIERS
Byron Hazlett - Level:3 Citi-Def Officer Infantry Hero with 4 Experience Points and worth 165 Credits.
Stats - Move 5", Agility +1, Shoot +1, Melee +0, Melee Dice 2D, Will +2, Armour +5, Hits 4.
Equipment - Spit Gun Rifle and Shell Jacket.
Talents - Agile and Quick Dodge.
Special Rules - Rallying Cry and True Leader.

Joe Markowitz - Level:2 Citi-Def Soldier Infantry Hero with 2 Experience Points and worth 205 Credits.
Stats - Move 5", Agility +1, Shoot +2, Melee +1, Melee Dice 2D, Will +1, Armour +5, Hits 3.
Equipment - Spit Gun Rifle, Hand Bombs and Shell Jacket.
Talents - Aim, Frag out and Suppressing Fire.
Special Rule - Trigger Happy.

Nick Lewis - Level:1 Citi-Def Soldier Infantry Hero with 1 Experience Point and worth 150 Credits.
Stats - Move 5", Agility +1, Shoot +2, Melee +1, Melee Dice 2D, Will +0, Armour +5, Hits 2.
Equipment - Spit Gun Rifle and Shell Jacket.
Talents - Aim and Suppressing Fire.
Special Rule - Trigger Happy.

Russ Kokin - Level:1 Citi-Def Soldier Infantry Hero with 1 Experience Point and worth 150 Credits.
Stats - Move 5", Agility +1, Shoot +2, Melee +1, Melee Dice 2D, Will +0, Armour +5, Hits 2.
Equipment - Spit Gun Rifle and Shell Jacket.
Talents - Aim and Suppressing Fire.
Special Rule - Trigger Happy.

Semel Javan - Level:1 Citi-Def Medtech Infantry Hero with 1 Experience Point and worth 105 Credits.
Stats - Move 5", Agility +2, Shoot +0, Melee +0, Melee Dice 2D, Will +2, Armour +4, Hits 2.
Equipment - Spit Gun Rifle, Hand Bombs and Shell Jacket.
Talents - First Aid and Medic.
Special Rule - Lifesaver.

For this scenario, the Justice Department forces totalled 600 Credits and the Citi-Def soldiers totalled 775 Credits. In theory, it should have been a close match, but that did not take into account the number of critical hits that were rolled!
SET UP
I played this scenario on a single 2' by 2' sci-fi battle mat by Battle Systems to represent part of the interior of the James Caan Block. Dave and I quickly put together some interior walls and added various furniture items to many of the rooms.
The three Judges started in the lower south-west corner.
SPECIAL RULES
The five Citi-Def soldiers on this floor are represented by dice, with each number representing one particular character. I knew which numbers corresponded to which characters but Dave, who was controlling the Judges, didn't. This added a degree of uncertainty to the proceedings. Until he drew Line of Sight to a die, he wouldn't know who he was facing. Just out of interest, the numbers were
  1. Nick Lewis - Level:1 Soldier
  2. Joe Markowitz - Level:2 Soldier
  3. Byron Hazlett - Level:3 Officer
  4. Semel Javan - Level:1 Medtech
  5. Russ Kokin - Level:1 Soldier
VICTORY CONDITIONS
The Judges must remove Byron Hazlett from the table, preferably alive. The Citi-Defence soldiers win if they prevent this from happening.




AFTERMATH
This was a fun game that was played in good spirits and much amusement. Dave had never played JDMG before, but the rules are very simple and he quickly picked them up without any difficulty. He also quickly learned the value of being in hard cover for his Judges! It looked like an easy victory for the Judges and it certainly was. That was almost certainly down to Dave's amazing dice rolls. He scored an incredible ten 10s on the night! A roll of 10 is an automatic critical hit, which, if it penetrates, will do double damage. Neither of us could believe Dave's good fortune!
When it came to working out the wounds the Citi-Def lot received, things took a turn for the worse. Both Byron Hazlett and Joe Markowitz, the leader and second in command respectively, were killed outright. Oops! Nick Lewis suffered an injured left leg wound (-1 to his Movement stat), Russ Kokin suffered a crippling left arm wound (-1 to his Agility and Melee Dice stats) and Semel Javan took an injury to his left arm (-1 to his Agility stat). All three served time in the iso-cubes.

Judge Stone earned the following experience points -
+1 for surviving the battle.
+1 for slaying a Level:1 Hero.
This earned him 2 experience points, which took him up to 6. Sadly, this was one short of what he needed to reach Level:4. Bad luck, Dave! However, do read the conclusions below!

Judge Moore did exceedingly well. He earned -
+1 for surviving the battle.
+3 for slaying a Level:3 Hero.
+2 for slaying two Level:1 Heroes.
This earned him 6 experience points, enough to raise him to Level:5. However, a character can only advance one level at a time, so he rose to Level:4 with 10 experience points, just one point short of Level:5. He added +1 to his Will score, bringing it up to +2 and +1 to his Hits, bringing them up to 5. He also acquired a new Talent from the Punk Breaker list - Voice of Justice, which allows him to re-roll a failed arrest attempt. He has obviously been taking lessons from Judge Scott.  His credits score increased by +25 to 225.

Med-Judge Nash earned the following experience points -
+1 for surviving the battle.
+2 for slaying a Level:2 Hero.
This earned him 3 experience points, bringing him up to 7, which was just enough to make it to Level:4. He added +1 to his Movement score, bringing it up to 6", so that he can reach wounded colleagues quicker, and +1 to his Hits, bringing them up to 5. He also acquired a new Talent from the Gunslinger list - Accurate, which allows him to re-roll a failed 1D Shoot attempt. His credits score increased by +25 to 225.

CONCLUSIONS
So, was Byron Hazlett innocent or guilty? After an extensive search into his past history, it was determined that he was innocent of any wrongdoing and if had surrendered to the Judges instead of shooting at them, he would have been released without charge. However, when the Judges turned their investigation over to Joe Markowitz they discovered an entirely different story. It was he who "misappropriated" the crate of Spit Guns and it was he who sold them on to a certain "Mr. Johnson". It seemed that Markowitz was in the pocket of the Mob and a search of his financial records uncovered a number of other illegal dealings he was directly involved in. He got his comeuppance in the end but purely because he was in the wrong place at the wrong time.
The other point I want to cover is why all three Judges didn't level up in this scenario. It certainly could have happened. When Russ Kokin shot and wounded Judge Moore that ended Turn 3. At the start of Turn 4 Dave could have chosen any of his three Judges to act first. If Judge Stone acted first he would have almost certainly shot and KO'd Kokin, thus getting the extra experience point he needed to level up. But Dave acted very selflessly and said it just made sense that Judge Moore would lash out at the perp who had just shot him and act first. So, it was Judge Moore who got the last available experience point, even though he didn't need it. It was wasted on him because he was already at the maximum experience points he could attain at Level:4. I have to applaud Dave for such a sporting gesture. Simon, you owe him one!
The campaign is starting to gel really well, and I like how the scenarios are starting to link together. We haven't seen the last of the mysterious "Mr. Johnson" or indeed, Malexica the Necromancer. Hopefully in my next scenario I'll get to feature Judges Burnett, Huntsman and Webb and see if I can get them advanced to Level:4.

Monday, 8 May 2017

JDMG Scenario 06 - Devereux's Debut

Following a few requests for me to add a female Psi Judge to my team of Judges, I decided it was a good idea and so I devised this scenario to introduce PSI Judge Justine Devereux to my cast. Devereux is a pre-cog and telepath. She recently had a psi-flash of an arms deal involving the Chambers Brothers gang that was due to take place very soon. The gang was placed under 24 hours surveillance and a day later, in the early hours of the morning, they were traced to a warehouse situated on Damon Wayans Way in Sector 13. Street Judge Scott and PSI Judge Devereux were assigned to the case, with orders to arrest anyone involved in the arms deal. A Mob arms dealer called Mr. Johnson, was conducting the deal with B.J. Chambers, supplying him with a cache of 30 Spit Gun Rifles.
THE FORCES - MEGA CITY ONE JUSTICE DEPARTMENT
Street Judge Scott - Level:3 Infantry Hero with 5 Experience Points and worth 200 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +1, Melee Dice 2D, Will +3, Armour +5, Hits 4.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Academy Star, Accurate, Voice of Command and Voice of Justice.

PSI Judge Devereux - Level:1 Infantry Hero with 0 Experience Points and worth 175 Credits.
Stats - Psi Points 4, Move 5", Agility +1, Shoot +2, Melee +1, Melee Dice 2D, Will +2, Armour +5, Hits 2.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Accurate and Concentrated Mind.

THE FORCES - THE CHAMBERS BROTHERS STREET GANG
B.J. Chambers - Level:3 Punk Infantry Hero with 4 Experience Points and worth 130 Credits.
Stats - Move 5", Agility +1, Shoot +2, Melee +0, Melee Dice 2D, Will +1, Armour +0, Hits 4.
Equipment - Spit Gun Rifle.
Talents - Accurate, Brave, Crackshot and Crippling Fire.

Otis Chambers - Level:2 Punk Infantry Hero with 2 Experience Points and worth 105 Credits.
Stats - Move 5", Agility +0, Shoot +2, Melee +0, Melee Dice 2D, Will +1, Armour +0, Hits 3.
Equipment - Spit Gun Rifle
Talents - Accurate, Brave and Crackshot.

Larry Chambers - Level:1 Punk Infantry Hero with 1 Experience Point and worth 80 Credits.
Stats - Move 5", Agility +0, Shoot +2, Melee +0, Melee Dice 2D, Will +0, Armour +0, Hits 2.
Equipment - Spit gun Rifle.
Talents - Accurate and Brave.

Willie Chambers - Level:0 Punk Infantry Minion with 0 Experience Points and worth 30 Credits.
Stats - Move 5", Agility +0, Shoot +0, Melee +0, Melee Dice 2D, Will +0, Armour +0, Hits 1.
Equipment - Spit Gun Rifle.

Randy Bridgeforth and Damion Bridgeforth - Level:0 Punk Infantry Minions with 0 Experience Points and worth 30 Credits each.
Stats - Move 5", Agility +0, Shoot +0, Melee +0, Melee Dice 2D, Will +0, Armour +3, Hits 1.
Equipment -Spit Gun Rifles.

Anthony King and Terrance Stewart - Level:0 Juve Infantry Minions with 0 Experience Points and worth 20 Credits each.
Stats - Move 5", Agility +0, Shoot +0, Melee +0, Melee Dice 2D, Will +0, Armour +3, Hits 1.
Equipment -Spit Gun Rifles.

Mr. Johnson - Level:5 Mob Gangster Infantry Hero with 11 Experience Points and worth 200 Credits.
Stats - Move 5", Agility +1, Shoot +2, Melee +0, Melee Dice 2D, Will +1, Armour +4, Hits 6.
Equipment - Stump Gun Rifle, Handgun Pistol, Pad Armour.
Talents - Accurate, Crackshot, Close Combat Shooter, Slippery and Stealthy.

The Justice Department forces were worth 375 Credits, whilst the Chambers Brothers Gang were worth 445 Credits and Mr. Johnson was worth 200 Credits. It appeared that the Judges were seriously outmatched, but read the Special Rules section below.
SET UP
Just for a change, I played this scenario on my urban ground tiles by Stoelzel's Structures, measuring 3' by 3'. All of the buildings are from my collection of contemporary card buildings, with the flat-roofed warehouses being produced by Ebbles Miniatures. Note the tower made from a Pringles crisps tube, which has never been seen on my blog before.
The Chambers Brothers Gang were set up first, in and around the large warehouse in the centre left half of the board. The Judges deployed second and could enter anywhere 3" in from the opposite side of the board. The Judges would activate first in this scenario.
SPECIAL RULES
As soon as combat starts, Mr. Johnson will attempt to exit the board by the quickest route possible. He would much rather flee to live and fight another day than to stay and get in a firefight with the Judges. He is not a coward but he has no loyalty to the Chambers Brothers, so he will not aid in them in their fight. Self-preservation is his number one priority.
VICTORY CONDITIONS
The fight continues until all of the models in one of the forces have been removed from the battlefield. The remaining force is the victor.





AFTERMATH
Well, that couldn't have gone any better for the Judges. The shooting by both Judges was exemplary. PSI Judge Devereux only missed with one shot at the start of the game when she fired at Anthony King. But every other shot of hers was a hit and a wound. Judge Scott was just on fire. He hit with every shot he took, and also scored a critical hit on B.J. Chambers, which took him out. Armour and cover behind the warehouse door helped prevent him from taking any damage, even though he was hit a few times. B.J. was unlucky not to have wounded Judge Scott.
Once the dust and gun smoke had cleared it transpired that B.J. and Otis Chambers both suffered injuries to the body (suffering -1 to Agility and Melee stats). Both served time in the Iso-Cubes. Larry and Willie Chambers died as results of critical head and body wounds respectively. Damion Bridgeforth, Randy Bridgeforth and Terrance Stewart served lesser sentence in the Iso-Cubes. Anthony King suffered an injury to his right leg (-1 penalty to his Move stat) and he also served time.
Suffice to say, both Judges performed well enough to advance another level.

Judge Scott earned the following experience points.
+1 for surviving the battle.
+1 for arresting 1 Minion.
+3 for slaying a Level:3 Hero.
+2 for slaying a Level:2 Hero.
+1 for slaying a Level:1 Hero.
This earned him 8 experience points, enough to raise him to Level:5. However, a character can only advance one level at a time, so he rose to Level:4 with 10 experience points, just one point short of Level:5. He added +1 to his Shoot score, bringing it up to +3 and +1 to his Hits, bringing them up to 5. He also acquired a new Talent from the Gunslinger list - Close Combat Shooter, which allows him to perform Shoot actions with Pistol weapons even if an enemy is in base to base contact with him. His credits score increased by +25 to 225.

PSI Judge Devereux earned the following experience points.
+1 for surviving the battle.
+2 for arresting 2 Minions.
+2 for slaying 2 Minions.
This earned her 5 experience points, enough to raise her to Level:3. But, she was capped at Level:2 with 3 experience points. The other 2 experience points were, sadly, lost. She added +1 to her Agility score, raising it to +2, +2 to her Psi Points, raising them to 6 and +1 to her Hits, raising them to 3. Not surprisingly, she chose a new Psi Talent - Danger Sense from the Pre-Cog list. She gains a +1 bonus to her Agility score until the start of her next turn. This is a Special Action with a Psi Cost of 1. Her credits score increased by +25 to 200.

CONCLUSION
The dice gods were clearly smiling on the Judges when I played this scenario. It was another fun game. Even though it appeared to be a cakewalk for the Judges it could have gone very differently. Also, I suspect that if Mr. Johnson had stayed to fight, the Judges would probably have lost badly. At Level:5 he was a combat veteran! We have not seen the last of him in my campaign. So, PSI Judge Devereux passed with flying colours and, hopefully, will prove to be quite an asset to Judge Scott's team. I hope to have more Judge Dredd Miniatures Game action for you soon. Thanks for reading.

Sunday, 19 March 2017

JDMG Scenario 05 - Robot Rebellion part 2








AFTERMATH
So, another victory for the Justice Department but that was a very closely fought fight and it could have gone very differently. Judge Huntsman got lucky when she scored a critical hit at just the right time and was able to stab Paddy with her boot knife. Likewise, for Judge Webb against Skabot. In that last melee round, they had both suffered 2 Hits out of 3. Both fights could have gone either way.
Judge Moore sustained an injury to the body and would have suffered a permanent -1 penalty to his Agility and Melee stats but Med Judge Nash prevented them, thanks to his Nurse Talent. Judge Stone took a crippling body wound, which would have resulted in him permanently losing 1 Hit. However, once again, Med Judge Nash came to the rescue and using his Medic Talent, prevented this loss. Judges Scott, Huntsman and Webb all recovered their lost Hits either back at the Sector House or in the case of Judge Scott, in the field, thanks to Med Judge Nash's prompt assistance using his First Aid Talent. All of which proved just how valuable it is to have a Med Judge in your team. Med Judge Nash and Judge Burnett were the only two Judges to survive this encounter unscathed.
I didn't bother rolling for what injuries the renegade robots sustained. As far as I was concerned they would all be imprisoned, reprogrammed or scrapped.

Judge Scott earned the following Experience Points:
+1 for surviving the battle.
+1 for slaying a Level:1 Hero.
This earned him 2 Experience Points, enough to raise him to Level:3 with a total of 5 Experience Points. He added +1 to his Hits, bringing them up to 4. He also acquired a new Talent, Accurate, which allows him to re-roll any shooting attack that misses for weapons that use 1 shooting dice and which do not have the Spray or Explosive special rules. Finally, his Credits score increased by +25 to 200.

Judge Burnett earned the following Experience Points:
+1 for surviving the battle.
+1 for slaying 1 Minion.
This earned him 2 Experience Points, enough to raise him to Level:3 with a total of 5 Experience Points. He added +1 to his Hits, bringing them up to 4. He also acquired a new Talent, Long Shot, which allows him to increase the range of his Lawrod Rifle from 24" to 36". See, he didn't need that Rifle Scope after all! Finally, his Credits score increased by +25 to 210.

Judge Huntsman earned the following Experience Points:
+1 for surviving the battle.
+2 for slaying 2 Minions.
This earned her 3 Experience Points, enough to raise her to Level:3 with a total of 6 Experience Points. She added +1 to her Hits, bringing them up to 4. She also acquired a new Talent, Accurate, which allows her to re-roll any shooting attack that misses for weapons that use 1 shooting dice and which do not have the Spray or Explosive special rules. Finally, her Credits score increased by +25 to 200.

Judge Moore earned the following Experience Points:
+1 for slaying a Level:1 Hero.
+1 for slaying a Minion.
This earned him 2 Experience Points, enough to raise him to Level:3 with a total of 5 Experience Points. He added +1 to his Hits, bringing them up to 4. He also acquired a new Talent, Luck of Grud, which allows him one free re-roll per battle. Finally, his Credits score increased by +25 to 200.

Judge Stone earned the following Experience Points:
+1 for slaying a Minion.
This earned him 1 Experience Point, enough to raise him to Level:3 with a total of 4 Experience Points. He added +1 to his Hits, bringing them up to 4. He also acquired a new Talent, Incendiary, which allows him to add the Explosive 1 special rule when he fires an Incendiary round from his Lawgiver Pistol. Finally, his Credits score increased by +25 to 200.

Judge Webb earned the following Experience Points:
+1 for surviving the battle.
+1 for slaying a Level:1 Hero.
This earned him 2 Experience Points, enough to raise him to Level:3 with a total of 4 Experience Points. He added +1 to his Hits, bringing them up to 4. He also acquired a new Talent, Accurate, which allows him to re-roll any shooting attack that misses for weapons that use 1 shooting dice and which do not have the Spray or Explosive special rules. This was proving to be a very popular Talent choice. Finally, his Credits score increased by +25 to 200.

Med Judge Nash earned the following Experience Points:
+1 for surviving the battle.
+1 for slaying a Level:1 Hero.
This earned him 2 Experience Points, enough to raise him to Level:3 with a total of 4 Experience Points. He added +1 to his Hits, bringing them up to 4. He also acquired a new Talent, Doctor, which allows him to negate three characteristic penalties that have resulted from injury (except those resulting from a body part being torn off). Finally, his Credits score increased by +25 to 200.

CONCLUSIONS
That was definitely the best game of the Judge Dredd Miniatures Game I have played so far. It was action packed, it was exciting, it was tense and it was so much fun to play. Although I felt the Judges held the upper hand throughout there were a number of moments where I was very fearful of the outcome - in particular, the melee fights with the two demolition droids and Skabot. It would appear that melee combat is my team of Judges' big weak point. Only Judge Huntsman is a melee combat specialist. I'll need to work on that in the future. I was particularly delighted to see that all seven Judges earned enough Experience Points to advance to Level:3 and that all of them survived. It was also great to be able to use all of my Hero Judges in one scenario. This won't happen often, so make the most of this encounter.
I'm happy with my team of Judges but after reading some helpful comments on the Lead Adventurer's Forum, I plan on adding an eighth member to the team - a female Psi Judge. I'll be introducing her in my next scenario. Look out for it soon.

Thursday, 16 March 2017

JDMG Scenario 05 - Robot Rebellion part 1

For my fifth Judge Dredd Miniatures Game batrep I wanted to play a big scenario that allowed me to use all seven of my Judge Heroes from my first three games. With a combined Credits score of 1,235 they'd need to face some serious opposition. However, I didn't want to pit them against hordes of low cost punks and juves or zombies. Flicking through my JDMG rulebook I came across the perfect opposition for them - Renegade Robots. The likes of a combat droid minion or demolition droid minion was 210 and 180 Credits respectively. Level a few up and I knew I wouldn't need that big a force to take on my Judges. Plus, robots have one big advantage over humans - Judges can shoot them without having to make an arrest attempt first. That should save any of them the embarrassment of failing an arrest check! So with both forces chosen I then had to decide on a suitable scenario. I chose the Sector Sweep standard scenario found on page 26 of the Blood on the Streets supplement.
It is time to show who really owns this neighbourhood. Today, this street, tomorrow, the entire sector! These kinds of clashes are common throughout Mega City One, usually between rival gangs but the Judges often get involved as well, deliberately targetting an area notorious for its criminal elements and then arriving in force to literally drive the perps out.
THE FORCES - MEGA CITY ONE JUSTICE DEPARTMENT
Street Judge Scott - Level:2 Infantry Hero with 3 Experience Points and worth 175 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +1, Melee Dice 2D, Will +3, Armour +5, Hits 3.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Academy Star, Voice of Command and Voice of Justice.

Street Judge Burnett - Level:2 Infantry Hero with 3 Experience Points and worth 185 Credits.
Stats - Move 5", Agility +2, Shoot +3, Melee +1, Melee Dice 2D, Will +1, Armour +5, Hits 3.
Equipment - Boot Knife, Daystick, Lawrod Rifle*, Stumm Gas Grenades and Standard Issue Armour.
Talents - Accurate, Boom! Head Shot and Timed Fuse.
* Note that after his last encounter, Burnett acquired a Rifle Scope for his Lawrod Rifle. I forgot that Judges are not allowed to purchase non-Justice Department equipment other than cybernetics, so the Rifle Scope has been removed. Luckily, I caught my mistake in time.

Street Judge Huntsman - Level:2 Infantry Hero with 3 Experience Points and worth 175 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +2, Melee Dice 2D, Will +1, Armour +5, Hits 3.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Feint, Skilled and Deadly and This is my Daystick.

Street Judge Moore - Level:2 Infantry Hero with 3 Experience Points and worth 175 Credits.
Stats - Move 5", Agility +2, Shoot +3, Melee +1, Melee Dice 2D, Will +1, Armour +5, Hits 3.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Accurate, Close Combat Shooter and Crackshot.

Street Judge Stone - Level:2 Infantry Hero with 3 Experience Points and worth 175 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +1, Melee Dice 2D, Will +2, Armour +5, Hits 3.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Armour Buster, Pour it on and Warning Shot

Street Judge Webb - Level:2 Infantry Hero with 2 Experience Points and worth 175 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +1, Melee Dice 2D, Will +2, Armour +5, Hits 3.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Agile, Infiltrator and Stealthy.

Med Judge Nash - Level:2 Infantry Hero with 2 Experience Points and worth 175 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +1, Melee Dice 2D, Will +2, Armour +5, Hits 3.
Equipment - Boot Knife, Medi-Kit, Lawgiver Mk II Pistol and Standard Issue Armour.
Talents - First Aid, Medic and Nurse. 

THE FORCES - RON'S RENEGADE ROBOTS
Combat Droid Ron - Level:1 Infantry Robot Hero with 1 Experience Point and worth 270 Credits
Stats - Move 4", Agility +0, Shoot +3, Melee +1, Melee Dice 2D, Will +2, Armour +6, Hits 4.
Equipment - Stump Gun Rifle.
Talents - Accurate and Crackshot.
Special Rule - Always Alert.

Demolition Droid Paddy - Level:0 Infantry Robot Minion with 0 Experience Points and worth 180 Credits
Stats - Move 5", Agility -1, Shoot -1, Melee +2, Melee Dice 2D, Will -1, Armour +5, Hits 6.
Equipment - Wrecker Fists.
Special Rule - Big Jobs.

Demolition Droid Toby - Level:1 Infantry Robot Hero with 1 Experience Point and worth 280 Credits
Stats - Move 5", Agility -1, Shoot -1, Melee +3, Melee Dice 3D, Will -1, Armour +6, Hits 7.
Equipment - Wrecker Hammer. Upgraded Armour.
Talents - Dirty Fighting and Skilled and Deadly.
Special Rule - Big Jobs.

Junker Droid Jez - Level:0 Infantry Robot Minion with 0 Experience Points and worth 40 Credits
Stats - Move 5", Agility -1, Shoot +1, Melee +0, Melee Dice 1D, Will +0, Armour +4, Hits 2.
Equipment - Zip Gun Pistol.
Special Rule - Junker.

Junker Droid Tinbitz - Level:0 Infantry Robot Minion with 0 Experience Points and worth 35 Credits
Stats - Move 5", Agility -1, Shoot +1, Melee +0, Melee Dice 1D, Will +0, Armour +4, Hits 2.
Equipment - Large Club.
Special Rule - Junker.

Servo Droid Ken - Level:0 Infantry Robot Minion with 0 Experience Points and worth 75 Credits
Stats - Move 5", Agility +0, Shoot +0, Melee +0, Melee Dice 1D, Will +0, Armour +4, Hits 2.
Equipment - Club and Spit Gun Pistol.

Servo Droid Old Yeller - Level:0 Infantry Robot Minion with 0 Experience Points and worth 50 Credits
Stats - Move 5", Agility +0, Shoot +0, Melee +0, Melee Dice 1D, Will +0, Armour +4, Hits 2.
Equipment - Stump Gun Rifle.

Servo Droid Sid - Level:1 Infantry Robot Hero with 1 Experience Point and worth 140 Credits
Stats - Move 5", Agility +0, Shoot +2, Melee +0, Melee Dice 1D, Will +0, Armour +4, Hits 3.
Equipment - Spit Gun Rifle.
Talents - Aim and Suppressing Fire.

Servo Droid Skabot - Level:1 Infantry Robot Hero with 1 Experience Point and worth 180 Credits
Stats - Move 5", Agility +0, Shoot +1, Melee +1, Melee Dice 1D, Will +0, Armour +6, Hits 3.
Equipment - Chainsaw and Handgun Pistol. Upgraded Armour.
Talents - Skilled and Deadly and This is my Chainsaw.

The Justice Department force cost 1,235 Credits, whilst the Renegade Robots force cost 1,250 credits, making this the most evenly matched battle so far. The big advantage the robots had was lots of armour. However, all of the Judges had Armour Piercing bullets, which could well prove decisive.
SET UP
The battle was fought on a board measuring 4 feet by 2 feet using gaming mats, buildings and scenery items from my Battle Systems Urban Apocalypse City and Shanty Town sets. Also included are a few scenery items from Wargames Terrain Workshop.
Three objective counters should be placed 12" apart along the centre line of the game board. Both sides roll to see who sets up first and again to see who takes the first phase of the game. The Judges set up first 12" in from the left edge. The Renegade Robots then set up 12" in from the opposite end. The Renegade Robots won the dice off again and would activate first.
Instead of using counters for the objectives, I used green crates from my Battle Systems Urban Apocalypse sets. Note Judge Webb at the foot of the stairs to the large building. He has the Infiltrator Talent, allowing him to set up last and much closer to the enemy, just as long as he is not in their Line of Sight.
Each force starts the game in possession of one of the three objective crates. I decided that they all contained rare and expensive high tech electronic components, that had been dumped here after a failed robbery.
SPECIAL RULES
When a model moves into contact with an objective crate, it will capture it for its force. The objective crate will remain in "possession" of that force unless an enemy model later moves into contact with it, in which case it will become its possession. If models from both forces are in contact with an objective crate, it will belong to neither. Objective crates are too heavy to move and remain where they are throughout the game. For ease of identification, I have numbered them 1, 2 and 3.
VICTORY CONDITIONS
The fight continues for ten Turns or until one force holds all three objective crates for a full Turn. At the end of ten Turns, the force who holds the majority of the objective crates is the winner.






Yeah, I know, how could I possibly leave it there? There's a lot more to come in part 2 as both sides suffer casualties.

Thursday, 23 February 2017

JDMG Scenario 04 - Meet Malexica

This fourth instalment of my Judge Dredd Miniatures Game utilises two new rules from the game - Melee Combat and Mobs. Surprisingly in my three previous games, Melee Combat never cropped up. This scenario introduces another two new Judges from Sector 13 - Street Judges Gilbert and Hillers. It is also notable for the first appearance of Zombie Mistress Malexica, who will be a recurring villain of my campaign and a growing threat to Mega City One. This scenario is the One Night in Mega City One standard scenario found on page 24 of the Blood on the Streets supplement, with one extra Special Rule added.
THE FORCES - MEGA CITY ONE JUSTICE DEPARTMENT
Street Judge Gilbert - Level:1 Infantry Hero with 0 Experience Points and worth 175 Credits.
Stats - Move 5", Agility +2, Shoot +2, Melee +1, Melee Dice 2D, Will +1, Armour +5, Hits 2.
Equipment - Boot Knife, Daystick, 2x Lawgiver Mk II Pistols, Stumm Gas Grenades and Standard Issue Armour.
Talents - Luck of Grud and Dual Shooter.

Street Judge Hillers - Level:1 Infantry Hero with 0 Experience Points and worth 150 Credits.
Stats - Move 5", Agility +1, Shoot +3, Melee +1, Melee Dice 2D, Will +2, Armour +5, Hits 2.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Skilled and Deadly and Leg Shot.

THE FORCES - MALEXICA AND HER ZOMBIES
Malexica - Level:7 Zombie Mistress Infantry Hero with 25 Experience Points and worth 270 Credits.
Stats - Psi Points 15, Move 6", Agility +1(+3*), Shoot +0, Melee +1, Melee Dice 3D, Will +4, Armour +0(+2*), Hits 9.
Equipment - Cybernetic Blades (counts 2x Knives worth 25 Credits)
Talents - Animate the Dead, Brave, Concentrated Mind, Danger Sense, Foresight*, Shroud of the Dead, Silent Action, Stealthy and The Power Within.
Special Rules - Inner Strength, Psychic Conduit, Rise my Beauties! and There Can Only Be One.

3 Mobs of 5 Unarmoured Zombies - Level:0 Illegal Infantry Minions with 0 Experience Points and worth 15 Credits each for a total of 75 Credits per Mob.
Stats - Move 3", Agility -2, Shoot N/A, Melee +1, Melee Dice 1D, Will N/A, Armour N/A, Hits N/A.
Equipment - None.
Special Rules - Dead Flesh and Mindless.

The Justice Department force was worth 325 Credits, whilst the Zombie force was worth 495 Credits. Yet again, the Judges were outscored but this has never mattered in the past. Would it be different this time?
SET UP
The game was fought on a neoprene gaming mat measuring 2' by 2' that came with my Mars Attacks game. Because the scenario in the rulebook was written to be played on a 3' by 3' game board I reduced all set up measurements by a third. The buildings are all part of my Warhammer 40,000 scenery collection. The crashed silver car was produced by Studio Miniatures and the crater by Ziterdes.

The forces are set up in diagonally opposite corners of the board with each zone measuring 8" along the two long sides and 4" along the four shorter edges. I rolled a die for both forces with the Judges rolling a 10 and the Zombies rolling a 4. Whoever rolled lowest were placed first. I chose the large grey and bronze ruined building for the deployment of the Zombie force.
Both sides rolled one die each again to determine who went first with the highest roll taking the first activation of the game. The Judges rolled a 2 and the Zombies a 6, so Malexica and her Zombie Mobs would activate first.
SPECIAL RULES
Because this scenario takes place at night, no model can make any kind of attack against an enemy more than 12" away. In addition, any model using Talents from the Sneaky Does It tree may re-roll its opposed Will check if desired. This certainly applied to Malexica, who had a few Talents from that tree.
I added the following rule - if both Judges are reduced to 0 Hits they are captured by Malexica and taken away to her secret Undercity base, where they will be transformed into Armoured Super Zombies, providing that Malexica has not been reduced to 0 Hits and that she still has enough Zombies left to form a single Mob (in this case, 5 models) to carry the Judges. Otherwise, the Judges return to their Sector House as normal.
VICTORY CONDITIONS
The fight continues until all the models in one of the forces have been removed from the table, either through injury or failure of a Will to Fight test. The remaining force is the victor.








AFTERMATH
So, for the first time in my campaign, the Justice Department suffered a crushing defeat. Judges Gilbert and Hillers were never seen alive again. Malexica had been experimenting on creating Super Zombies. These two Judges would be the first of her Armoured Super Zombies.
Malexica earned the following Experience Points -
+1 for surviving the battle.
+1 for slaying 1 Level:1 Hero.
This earned her 2 Experience Points, taking her up to 27, which was not enough to advance to Level:8. She was 2 Points short of the target required.
CONCLUSIONS
What a great game that was! Where to begin? Let me start with why the Judges fared so badly. Quite simply it was all down to some bad dice rolling for them. Using Hi-Ex rounds against Zombies was entirely the right tactic. Killing Zombies works differently to killing or disabling other models. First of all, Zombies do not have any Hits, so they can absorb a lot of damage. To kill a Zombie, an attacker must roll one D10 and add the damage of the weapon to this roll. On a result of 10+, the Zombie is removed as a casualty. Hi-Ex rounds do 3 Hits of damage, which is doubled against Zombies because of its explosive effects. So the Judges were getting a +6 bonus to their rolls to kill. Sadly, I rolled a lot of low numbers for their damage results, so they struggled to whittle down the Mobs. That was just bad luck - it can happen to anyone. I was hoping they'd wipe out most, if not all of the zombies before they tackled Malexica. Together, they could have defeated her. But one on one, with her at full strength, it was no surprise she defeated Judge Gilbert so easily. When the Zombie Mob attacked Judge Hillers, they were rolling 9 dice to hit and they scored a couple of critical hits (a natural roll of 10), meaning Hillers had to roll a 10 on her 2 dice just to tie with them. She didn't and down she went.
Regarding the Comic Life program, I am learning a lot more about what it can do, and I'm loving it more and more. One of the things I learned was how to transfer fonts from one template to another. My comic strips are based on the Sc-Fi template. I opened the Zombies template and created the sound effects - Groan!, Grargh!, Grunt! and Glurgh! - using the Zombie font. Then I simply cut and pasted them to my comic strip as needed. Very easy to do but so effective.
I also experimented with a number of ways to show Malexica using her Psi Powers. In the end I opted for her green spiky speech bubbles to show her use of psionics. Although not properly explained, when Malexica used her Psychic Boost on page 2, what she was actually using was the Psi Talent, Foresight. This granted her a +2 bonus to her Agility and Armour stats for the rest of the game.
I also darkened all of my photos by 25% to indicate that this battle took place at night. I could have gone darker but it looked too dark when I went up to 40% or higher.
There is a lot of work involved in creating these comic style batreps but I thoroughly enjoy doing them and I have a lot more scenarios planned. Malexica will return. I'm not sure when but when the time is right she'll be back. I haven't decided what my next scenario will be but I fancy doing a big battle that features all seven of my Judges I have used in the first three episodes. I hope you enjoyed reading this as much as I enjoyed playing and producing it.

Sunday, 12 February 2017

JDMG Scenario 03 - Breaking Bones

The third instalment of my Judge Dredd Miniatures Game campaign introduces two new Judges to Sector 13 - Street Judge Huntsman and Street Judge Stone. Nikki Huntsman is a female Judge I created. I wanted a female Judge in my force as well as someone who was skilled in the use of the Daystick. Her figure is a Warlord Games figure who was originally going to be Judge Hillers. Hillers has a replacement figure now. The figure of Judge Stone is also a Warlord Games Judge and he is based on my good friend, Dave Stone, from Wargames Terrain Workshop. This scenario is a slightly modified version of the Heist Mobster scenario found on page 50 of the Blood on the Streets supplement.
THE FORCES - MEGA CITY ONE JUSTICE DEPARTMENT
Street Judge Huntsman - Level:1 Infantry Hero with 0 Experience Points and worth 150 Credits.
Stats - Move 5", Agility +2, Shoot +1, Melee +2, Melee Dice 2D, Will +1, Armour +5, Hits 2.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Skilled and Deadly and This is my Daystick.

Street Judge Stone - Level:1 Infantry Hero with 0 Experience Points and worth 150 Credits.
Stats - Move 5", Agility +1, Shoot +2, Melee +1, Melee Dice 2D, Will +2, Armour +5, Hits 2.
Equipment - Boot Knife, Daystick, Lawgiver Mk II Pistol, Stumm Gas Grenades and Standard Issue Armour.
Talents - Warning Shot and Armour Buster.

THE FORCES - THE BAD BONES STREET GANG
Cranford Cranium - Level:2 Punk Infantry Hero with 3 Experience Points and worth 120 Credits.
Stats - Move 5", Agility +1, Shoot +1, Melee +1, Melee Dice 2D, Will +0, Armour +4, Hits 3.
Equipment - Double Barrelled Stump Gun Rifle and Pad Armour
Talents - Brave, Drokk the Law! and Medic.

Phil Fibula - Level:1 Punk Infantry Hero with 1 Experience Point and worth 105 Credits.
Stats - Move 5", Agility +0, Shoot +3, Melee +0, Melee Dice 2D, Will +0, Armour +3, Hits 2.
Equipment - Long Rifle with Rifle Scope and Leather Armour.
Talents - Accurate and Crackshot.

Tim Tibia - Level:0 Punk Infantry Minion with 0 Experience Points and worth 35 Credits.
Stats - Move 5", Agility +0, Shoot +0, Melee +0, Melee Dice 2D, Will +0, Armour +3, Hits 1.
Equipment - Stump Gun Rifle and Leather Armour.

Roddy Radius and Stew Sternum - Level:0 Punk Infantry Minions with 0 Experience Points and worth 35 Credits each.
Stats - Move 5", Agility +0, Shoot +0, Melee +0, Melee Dice 2D, Will +0, Armour +3, Hits 1.
Equipment - Handgun Pistols and Leather Armour.

Pick-up Truck - Medium Ground Vehicle worth 80 Credits.
Stats - Move 8", Agility -2, Ramming Dice 3D, Front Armour +6, Side Armour +6, Rear Armour +5, Hits 8.
Equipment - None.

The Judges force came out at 300 Credits, whilst the Bad Bones force appeared to be stronger with a total of 410 Credits. But as we have seen in the past, quality nearly always beats quantity.
SET UP
The battle was fought on a board measuring 4 feet by 2 feet using gaming mats, buildings and scenery items from my Battle Systems Urban Apocalypse City sets. The vehicles are just some of my collection of resin cast sci-fi vehicles from various manufacturers. The one exception is my hover ambulance, which I scratch-built from mounting card and plastic bases. Please note the size of the blue and red Lamborarri 2000 vehicles that I recently purchased from Dave Stone. They are much bigger than I was expecting but they fit in perfectly in Mega City One. I'll post a proper review of them soon. I wanted the streets to look crowded so I populated them with lots of my 28mm scale sci-fi civilian figures.
The Bad Bones street gang set up within 6" of the centre of the board. They were the attackers and would activate first. The Judges were allowed to set up anywhere on the board that was at least 12" away from the Bad Bones. I placed them in the upper left corner next to the green car.
SPECIAL RULES
Every member of the Bad Bones street gang is carrying stolen medical supplies at the start of the game. Each is given one Potion Counter (taken from my Shadows of Brimstone game) to represent this. If a model is killed or driven off, the Potion Counter is dropped at the model's last position. Another Bad Bones member may pick the counter up simply by moving into contact with it, but every additional Potion Counter will reduce his Move score by 1". Potion Counters may be dropped off in the Pick-up Truck, which counts as a Special Action. The Pick-up Truck is not affected by how many it may carry. A model may take a Special Action to grab additional Potion Counters from the hover ambulance.
VICTORY CONDITIONS
If the Bad Bones can get 5 or more Potion Counters off any board edge, they will claim victory.





AFTERMATH
Cranford Cranium took a fatal hit to the body and died instantly. Phil Fibula was shot in the left leg and crippled (-1 to Move and Agility stats). Stew Sternum was injured in his body (-1 to Agility and Melee stats), whilst Tim Tibia took an injury to the head (-1 to Shoot stat). Roddy Radius was arrested but successfully escaped after one game.
Both Judges performed well enough to advance to Level:2.

Judge Huntsman earned the following Experience Points:
+1 for surviving the battle.
+2 for slaying 2 Minions.
+1 for arresting 1 Minion.
This earned her 4 Experience Points, enough to raise her to Level:3. However, if you remember, a Hero can only advance one Level per game, so Judge Huntsman became a Level:2 Hero with 3 Experience Points. The remaining point is lost. She added +1 to her Shoot stat, to give her a score of +2 and added +1 to her Hits, bringing them up to 3. She acquired a new Talent from the Up Close and Personal list - Feint, which forces an opponent to use one less Parry than he normally has - if he only has one Parry (be it from his weapon or a Talent), he may not Parry at all. Her Credits score increased by +25 to 175.

Judge Stone earned the following Experience Points:
+1 for surviving the battle.
+2 for slaying 1 Level:2 Hero.
+1 for slaying 1 Level:1 Hero.
This earned him 4 Experience Points, but as explained above, only raised him to Level:2 with 3 Experience Points. He added +1 to his Agility stat, to give him a score of +2 and added +1 to his Hits, bringing them up to 3. He acquired a new Talent from the Lawgiver Expertise list - Pour It On, which allows him to roll 4 Shooting Dice instead of 3 when he uses Standard Executioner rounds with his Lawgiver Pistol. His Credits score increased by +25 to 175. His wound was healed very quickly.
CONCLUSIONS
Another great, fun game, that went pretty much how I expected it to. I was hoping at least one gang member would make an escape attempt in the Pick-up Truck so that I could try out the Vehicle rules, but it never happened. The Battle Systems city buildings and gaming mats, along with the vehicles and civilian figures all contributed greatly to the look of Mega City One. Judges Huntsman and Stone worked well together. So far in the three games I have played, the Judges appear to have had it easy. That all changes next time when I introduce Malexica the Zombie Mistress. Look out for it soon.

Thursday, 9 February 2017

JDMG MC1 Zombie Civilians and Zombie Judges 01

Last time I reviewed Sabbat the Zombie Master and Malexica the Zombie Mistress. Now I'm going to review the first of my Mega City One zombies. The six zombie civilians shown below were produced by Mantic Games as part of their 28mm scale plastic multi-part Zombie Horde boxed set for the Kings of War game and were gifted to me by Paul Smith. He told me he had some spare Warlord Games Zombie Conversion Packs for sale, which I bought from him. Imagine my surprise when he also included these six figures you see directly below, all made but not painted. All six feature parts taken from the Zombie Conversion Pack (heads, one body and arm, elbow pads, knee pads and shoulder pads).
Some of these figures have been slightly converted by me but for the most part they are exactly as Paul made them. None of them were based. I glued them to 25mm diameter MDF bases and added sand and gravel for texture.  For the male zombie at the far left I bulked out his shirt covering his chest and back with a small strip of Milliput. I then added a few bullet holes to the shirt.
I decided to make the next zombie in line a female. She had the metal body and left arm that was part of the Zombie Conversion Pack to replace her plastic parts. I lengthened her hair with Milliput and also bulked out her dress so that it looked like it was one long dress.
The zombie third from the left is also a female. She was originally naked from the waist up, so I added Milliput to hide the fact that she was originally a male and to lengthen her dress. For some inexplicable reason she is wearing a respirator. She really doesn't need it as zombies are immune to gas attacks.
For the remaining three zombies I did almost no conversion work and just left them the way that they were when I received them. The two zombies second and third from the right appear to be part of a military force, most likely City Defence soldiers from different blocks. For the zombie second from the right I noticed that he had a huge gaping hole in his stomach, so I added some intestines spilling out of the hole from thin sausages of Milliput.
The zombie at the far right is very colourful. He is wearing goggles.
All six are really good sculpts. Paul did a great job in making them. I just slightly improved them. They were a huge amount fun to paint. I still have enough pieces left from the Zombie Conversion Packs to make a lot more Mega City One zombies.
Moving on, we come to my zombie Judges. All four of these were produced by Warlord Games. The one at the far left is the unconverted figure they sold. What I particularly liked about this figure was the fact that his right arm was a separate piece. This meant I could position it in a variety of ways for my conversions.
For the zombie second from the left I glued the right arm so it hung down his side with his hand just touching his knee-pad. To make him appear different to the original, I sculpted his eagle shoulder pad out of Milliput.
With the zombie second from the right I glued his right arm in a position that was halfway between the other two. I then added his uniform sleeve and elbow pad out of Milliput. I thought about sculpting on his right glove but in the end I decided he'd look better without it. So I ended up with three very different versions of the same figure - result!
The zombie Judge at the far right is a conversion that I came up. It utilises the upper body of a Judge rider of a Lawmaster bike (his arms are outstretched to grip the handlebars) and a set of legs taken from a foot Judge I had converted. His upper body was used to make another Lawmaster bike rider. I drilled and pinned the upper body to the lower body, positioning it slightly too far to the left. This was deliberate as I wanted to leave a slight gap where the right side of his upper body should be. I filled in that gap with Milliput to represent a gaping wound that exposed some of his ribs. I also drilled a few bullet wounds into his upper legs and lower back. It wasn't an easy conversion but neither was it too difficult for me. I am more than happy with the result.
Zombies in the Judge Dredd Miniatures Game come in four different varieties - Unarmoured Zombie (costs 15 Credits), Armoured Zombie (costs 25 Credits), Unarmoured Super Zombie (costs 30 Credits) and Armoured Super Zombie (costs 40 Credits). All are classed as Level:0 Illegal Infantry Minions. Both normal zombies and super zombies have only four stats. Normal zombies have Move 3", Agility -2, Melee +1 and Melee Dice 1D. Super Zombies have improved stats of Move 5", Agility +1, Melee +1 and Melee Dice 2D. The six zombie civilians shown above are clearly unarmoured but the four zombie Judges would certainly count as armoured zombies.
All zombies have the following two Special Rules - Dead Flesh. It is hard to destroy a zombie. Whenever a zombie or super zombie is by an attack (or damaged by any other source) roll one die and add the Damage being dealt. Deduct -1 if the zombie is armoured (zombies do not use the normal armour rules). On a 10 or more, the zombie is removed as a casualty. Weapons that use the Blast, Explosive or Smasher special rules double the Damage being added to this dice roll. Zombies will ignore all Gas weapons. If a zombie is rammed by a vehicle, roll the vehicle's Ramming Dice as normal, but total their results. If this total is 10 or more, remove the zombie as a casualty. In addition, a zombie is fairly easy to patch up after a battle, gaining +1 bonus to the Injured Minions roll.
Secondly, all zombies are Mindless. They automatically pass all Will checks and cannot be arrested. However, they can never become Heroes, no matter how many battles they survive. If a zombie is trying to Spot an enemy using the Stealthy Does It Talents, it will only succeed on a natural roll of 10, or if it is a super zombie, on a natural roll of 9 or 10.