The Rookies Guide to the Justice Department

Inside You Will Find:

Organisation:
Learn how the massive structure of the Justice Department is able to combine its resources to fight any threat to Mega-City One.

Specialist Judges:
Train hard and specialise your character to join the Acc-Div, Heavy Weapons Squad, Holocaust Squad, Pursuit Squad or attain the rank of Sector Chief.

Clones and Bloodlines:
To fight escalating crime levels, many judges are cloned from those individuals who have distinguished themselves in the line of duty. Judge characters can now use bloodlines from such personalities as Fargo and Solomon.

Back Up and Sector House Resources:
A judge never has to work alone on the streets - call upon the massive resources of the Justice Department and get the help of Bomb Squads, Credit Squads, the Dream Police and many more.

Justice Department Weaponry:
There are times when even a Mk II Lawgiver wont do. Learn how to use the Widowmaker, Clearcoast Wall Gun, Urban Nuke and dreaded TAD.

Special Issue Equipment:
In order to aid investigations, the Justice Department has a massive amount of specialised equipment judges may requisition, such as the Long Ear surveillance device, Dream Machine and Tracer Dart.

Vehicles and Robots:
The Manta Prowl Tank was just the beginning - now the Justice Department can count on the awesome might of the Omni Tank, S-Wagon and Mechanismo robots.

Locations:
Includes full details on the most important Justice-Department owned l andmarks of Mega-City One.

Sector House 190:
A completely detailed Sector House, ready to be used in any campaign.
 

log in or register to remove this ad

If you were expecting "The Rookie's Guide to ____" to be a carbon copy of "The Slayer's Guide to ____" then you might be in for a pleasant surprise. It depends on your opinion of the 32-paged Slayer Guides, I suppose, but it was never going to be possible to treat Mega City One's Justice Department in the same way you might write about trolls, hobgoblins or bugbears. The Rookie's Guide to the Justice Department has twice as many pages, smaller, crisper font and makes use of colour.

The use of colour is interesting. The cover is classic Dredd, the brooding judge himself towering above Mega City One, there's a colour image of a cut away Sector House in the inside back cover and there is Justice Department style colour border around every page. The pages themselves are black and white but I suppose there was no pressing need to add colour to the illustrations of vehicles, robots, comic strips or NPCs.

The Guide to the Justice Department is a specialised book. You'll need to be playing the Judge Dredd roleplaying game and you'll need to be playing it with a vested interest in the nuisances of the hierarchy of the judges and the Justice Department. If you're not familiar with the setting then it may sound strange but it's entirely possible to have an in depth "Judge Dredd" game set in deepest, darkest Mega City One and still barely feature Judges at all. If your game is as just described then you may struggle to get value for money from the Justice Department unless you can eek some wicked pleasure from terrorising your players with the stats from the Holocaust Squad Judge prestige class or that there's no saving throw from an urban nuke.

The book's introduction explains that throughout the text you'll find snippets from Judge Dredd's own book; "Dredd's Comportment". There's also an errata of sorts; "A little gremlin (no doubt an agent from Sov-Block) crept into the Judge Dredd rulebook, with the intention of denying judges access to the H-Wagons of their Sector Houses! The correct text of both the H-Wagon itself and the Back Up checks required to call them while on the street can be found in this book". That's probably reason enough to pick up the book but probably not the one the authors want.

There are about ten pages on the organisation of the Justice Department. This chapter explains, in brief, the founding of the Department and how it ended up arresting American President Robert Booth in 2070 near the end of the Great Atom War (World War III), a war that he started. It covers the different divisions within the huge department and their interactions. The inter-department divisions are all classic comic book common sense ones; there's a division for each type of Judge you can think of. There are Med-Judges (medical) and so there's a Med Division, there are Tek-Judges and so there's a Tek Division and there are Psi-Judges and so there is a Psi Division too. There are some subtle points in here too; some like the internal affairs equivalent can add a different sort of flavour to your game, and other points, such as forensics squads being part of the Tek Division might just be there for purists.

Specialist Judges are bywords for prestige classes. The 2000 AD comic has a long history and think it is inevitable that years and years of plots will have introduced a vast array of different types of Judges and in traditional comic book style each new type is bound to be better, in some way, that the previous one. I think Mongoose does a pretty good job at presenting these popular sub-types of judge, it's a hard line to walk when it comes to keeping the near inhuman abilities of the judges inline with a game balanced RPG. The Justice Department holds an innate safely system for these prestige classes though; the player character's boss can simply refuse to promote or transfer the character to the prestige class worthy squad or division.

I said that the abilities of the judges were nearly inhuman; well some judges are "more nearly" inhuman than others. Judge Dredd is a clone, as is his brother Rico. Your player characters could be from the clone stock too – at the time of the game world I think there's a fair percentage of these cloned judges out there. I wish the book gave me a better idea of what exactly that percentage was (it's too tempting to have scary ‘problems with the clones' style plots) but all we're told is, "It is projected that by 2160 one third of judges will originate from clone stock". Cloned PCs provide a way to quickly stat PCs – all clones have the same stats. That's not as boring as it sounds though since the book provides a number of different "bloodlines" and clones from different bloodlines will have different stats. Those GMs torn between letting a player play Judge Dredd (of whom we've seen no stats – which gets the thumbs up from me) or not, now has a nice third option wherein the player can pick up a character from the same clone stock as the infamous Judge.

A far whack of the 64-page book is given over to resources, weapons, robots and vehicles. They're presented over three chapters. I admit it; much of the charm of the 2000 AD setting is the weird and wonderful technology. Who can ignore a standard sidearm which fires six types of ammunition or the charm of robotic bomb hunting dogs? The dark sci-fi world is a haven for those of us who are weapon geeks too. At one point there's a double page table that presents a dense collection of damage, range, weight etc for different types of weapon. A saving grace for those of us who are not weapon geeks is that there are some pictures for these weapons and plenty of pictures for the vehicles (like the gunbird) and robots (like the book keeper's drone; the audit bot). You look at the huge guns and get the point; the Judges will react with terminal force if you litter or read forbidden books, you look at the pictures of a hundred and one robots and the mass unemployment of human redundancy becomes clear.

After an aside to the Judge's academy the book ends with a detailed examination of one Sector House: a typical precinct for the Judges. It's not presented a mini-adventure but instead a collection of the local judges and their surprisingly chequered history.

As a random RPG supplement off the shelf the Rookie's Guide to the Justice Department might seem a little dry and entirely obsessed with a facet of Mega City One; it might just be a 5/10 or 2 star offering. However, if you judge the book by what it sets out to do and accept it as an overview of the Justice Department then it tallies higher. It does what it claims. It does what it says on the cover. GMs are presented with an RPG friendly view of the Justice Department and it's done in such away which spoils neither the Justice Department established in the 2000 AD comic nor corrupts the essence of a player driven (as opposed to ‘back up judges turn up, back up judges deal with the situation) RPG.

This GameWyrd review can be found here.
 

The Rookies Guide to the Justice Department. Roleplaying supplement: By John Caliber. Mongoose Publishing: £9.99. ISBN 1-903980-32-1

The Rookies Guide to the Justice Department is the first sourcebook for the all new Judge Dredd Roleplaying Game from Mongoose Publishing, and covers all the aspects of the Justice Department that where omitted from the core rules due to lack of space. This sixty page supplement contains almost everything a Games Master will need when thinking of setting up a judge campaign, and will allow wise GM’s to plan for the future of their players with all new Judge Prestige Classes.

The supplement is split into nine chapters; each covering a different aspect of the workings of the Justice Department, from its basic organisation to the weapons in its armouries, and even a break down of a Sector House. The organisation chapter kicks the book off, and delves deeper into the history and background of the law enforcers of the worlds most dangerous city, its origins and the day to day running of this vast metropolis.

Details are not only given for the basic street judges division and how it operates on a basic basis, but also for other division that operate behind the scenes, out of sight but are none the less as important as the helmets who patrol the streets of Mega City One daily. From the Accounts Division (Acc-Div) to the Undercover Division, this chapter has detailed information on almost every aspect of the behind the scenes operation of the Justice Department, which judges are the heads of each department and even a break down of how the whole thing interacts together and forms a strong web that relies on each strand to be at full strength. Not too much detail is given over to Psi-Division and the Space Corps as both of these branches of the Justice Department will be covered in the own Rookies Guide in the near future, but enough information is present for any GM worth their salt to get stuck into.

Although Dredd has been around for the past twenty-five years now, there are still a great many aspects of the world of the character that we know very little about and so it was down to The Rookies Guide to the Justice Department’s author John Caliber to extrapolate what he could and fill in the blanks. The result is well written and I can foresee this becoming something akin to a ‘Dredd Bible’, for both writers of the game and supplements and perhaps even the comic book itself. John’s background information is well presented and in a logical, yet entertaining manor that leads the reader to wish to carry on with each chapter, only putting the book down when finished.

The second chapter deals with all new Prestige Classes for judges only, and features the Acc-Judge, Heavy Weapons Judge, the Holocaust Squad Judge, the Pursuit Judge and finally the Sector Chief his/herself. There is a lot of meat here for the GM to chew over and this is where you can really plan the future of the characters in your campaign. I can see that some GM’s will want to steer members of the party towards playing a Sector Chief or head of Division in their sector and with the new classes this should not present to much of a problem to anyone. I did think that the addition of the Acc- Judge would be a waste of time and could have been given over to another class until I read through the background and it could make for a very interesting setting, having your players choose this class and see how life is on the other side of the rails. The weakest perhaps of the classes is the Heavy Weapons Judge and I don’t really see much need for a judge toting the latest weapon of choice, though I can see a lot of players wanting to pursue this class just so they can get their hands on the Widowmaker and other goodies. The Pursuit Judge is a highly trained judge who lives for the open road and are used in high speed chases on the meg-ways of the city, and rather than using the standard Lawmaster they are equipped with a state of the art vehicle called the Banshee Pursuit Interceptor, the fastest thing on the streets of the Big Meg.

The Holocaust Judges have made appearances in the comic’s history on a number of occasions and have always perked much interest, and it was nice to see the addition of these judges as a new class. Holocaust Judges are only called in when something disastrous is about to befall the city and all hope looks in dire doom of failing. They are trained to handle situations that most other judges would be unable to cope with and they know that their days are numbered when they volunteer to become a member of a Holocaust squad. Used only in times of dire emergency, the Justice Department cuts Holocaust squads more slack than any other branch of the department, allowing access to tobacco, alcohol, and even drugs. Their life expectancy is short, with suicide missions being the norm for the Holocaust squads.

Perhaps the best of the new classes from the angle of a one-on-one campaign would have to be the Sector Chief. Politics if handled correctly in any roleplaying game can be great fun for both GM and players alike, and here a player could start off as a rookie street judge and work their way up through the ranks to the point that they are running their own sector house. Ideal if you only have a small regular group of players or like to run one-on-one adventures.

Next up is the issue of cloning and bloodlines. Dredd as we all know is a clone of former Chief Judge Fargo, and we have been informed during the comics history that almost a third of all judges are taken from clone stock, to augment the citizens who will provide the gene pool for the rest. Details and rules are given for six senior judges who have provided clone templates, and how to add them into your games. Cloned judges have identical statistics and for all intents and purposes look identical, and only one of the templates is from a female judge, so in reality all judges will bear the same gender as their template. This is my only real gripe with the supplement, and I do feel that if you wanted to play a female Fargo Strain clone (the same strain as Dredd himself) you should be able to. If a society is advanced enough to clone a human and advance its development then surely they could change the gender of the foetus during the process!

For those who like their toys in supplements you will find plenty here to get to play with. Rules are given for the MKI Lawgiver for those who like a more traditional weapon of choice and also the Widowmaker, cluster bombs, and lots of other cool weapons to dispense justice with. Lots of new equipment is also given and some cool vehicles, new robots and more.

The chapter on locations gives just that, various sections of Mega City One and the locations of key Justice Department instillations and buildings and even describes how the city can be run from a mile below its surface in the event of a disaster!

The final chapter gives the Games Master what they really need for their judges, a base of permanent operations from which their players can venture out and explore the city. Its always good to have a static base for characters as it will act as a focal point, and even though judges do not get free time as such, they will be using the Sector House on a daily basis.

Here; John has broken down the running of Sector House 190 and has given a wealth of information for the GM and players alike. Everything you need to know from the number of duty judges to tech facilities are given and when this is added to the excellent computer imagery of Scott Clark, and his CGI rendition of Sector House 190, the entire thing comes to life.

Layout is excellent and the interior artwork, mostly from John Caliber himself is first rate, with illustrations of weapons, vehicles, and even judges. There is a slight problem with place-holders appearing on a few pages of the supplement, that reference the GM to look at pXX for further information. The Rookies Guide to the Justice Department was written while the core Dredd rules where still being worked on and written and as such John had no idea what pages certain rules would appear on, so place-holders where used (a common practice in the industry) but several where missed during final editing and the supplement went to print with the errors intact, but this is not very common for Mongoose and is the first time in over thirty books that it has happened. I have created an errata page for the supplement for you to download for free, which points you in the right directions.

Overall this is a stunning start to an excellent license and with many more products of this calibre due out soon it looks like The Judge Roleplaying Game is going to make a really good impression on gamers everywhere.

-Marc
 

Remove ads

Top