Warhammer Dredd!

Zhu pointed out an old school oddity that I thought I'd share with the wider world. Back in 86, in the Citadel Spring Journal, Rick Priestley published some rules for large scale gun fights in the Dredd universe. Casually tucked into the bottom of adverts for Dredd figures it's easy to miss as you drool over the shiny figures. Rick explains that although the rules in the Judge Dredd RPG are great, when the numbers involved in combat get too large they can slow the game down to a crawl. So Rick gives us some rules for Judges and weapons stats in order to arm your perps. There are even some rules and stats for the Lawmaster to run around on it's own causing havoc. The rules are bolt on's to Warhammer 2nd Edition and came a full year and a bit before Rogue Trader. Have a look thanks to Stuff of Legends.







Comments

  1. I tried these rules in 1986! We used floor plans from the JDRGP and although the Lawgiver was horrifically deadly (Hi-Ex!) the rules actually worked pretty well!

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  2. Yeah, we used to play a load of the JD RPG back in the day, (as awful as it was!) and we tried these. I think we stopped after a single judge on a Lawmaster pretty much neutralised all the perps in MC1! ;)

    We definitely changed the ammo rule so that Judges only had a fixed number of specialist rounds, probably about 6 from memory.

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