Judge Dredd Special Techniques

Nov 10, 2016 9:27 am
Special Techniques are the means by which Judges perform
superhuman acts of dexterity, endurance and intuition,
keeping them several steps ahead of the law breakers who
would happily put a bullet in their back with a spitgun. Special
Techniques typically modify certain elements of the rules
(such as Combat) or augment certain skills (such as Drive
(Lawmaster)). Others have more subtle effects. The description
of each technique specifies how and when, it works.
Nov 10, 2016 9:27 am
Combat Acuity
The Judge is adept at reading the nuances of a tactical
situation and greatly improves his chances of reacting first
in a combat environment. He rolls Initiative on 3d6 rather
than 2d6.
Nov 10, 2016 9:27 am
Control Crash
When a crash is unavoidable, whatever vehicle he is
controlling or a passenger of, the Judge is able to take the
necessary steps to minimise damage to the vehicle, its
occupants and innocent bystanders. The Judge is able to
make either a Drive+Dexterity 8+ (if driving) roll or a Dexterity
8+ roll (if a passenger); note the Effect:
Nov 10, 2016 9:28 am
Crowd Control
The Judge understands the nature of crowds and mobs,
being able to gauge their dynamics, flare-points and
general tendencies to swarm. He can use techniques such
as Formidable Presence and skills such as Persuade, on
a number of people equal to his Inf multiplied by 10. His
ability to project his authority into the crowd affects everyone
within the Inf x10 range, assuming that he is also using a
technique such as Formidable Presence or Persuasion to
get the crowd to do his bidding.
Nov 10, 2016 9:28 am
Data Access
The Judge is skilled in speed-reading, sifting and assimilating
computer-based data. His mind acts almost as an extension
of the data source providing the information, allowing the
Judge to assess information quickly and accurately.
When using this technique, the Judge is able to assimilate
and understand computer-generated data in a number
of seconds equal to 20 minus his Int characteristic. More
complex data sets might take longer; a highly complex
case-file might require 30 minus Int seconds or might take
20 minus Int minutes, depending on how much detail is
presented but essentially the Judge rapidly understands
what he is presented with without having to waste hours
reading and cross-referencing informaton,
Nov 10, 2016 9:29 am
Dead Halt
The Judge can bring his Lawmaster or any other ground
based/ground effect vehicle he is able to drive to a dead
halt safely and under control. He does not need to make a
Drive roll to successfully halt his vehicle and his senses are
perfectly attuned to the circumstances around him.
Nov 10, 2016 9:29 am
Formidable Presence
The Judge literally embodies the full majesty and weight of
Mega-City law. His mere expression shows his command
of both the situation and the facts at hand. Any Non-Player
Character within a number of metres equal to the Judge’s
Influence characteristic must make a successful Endurance
roll at 10+ or be rooted to the spot, paralysed with either fear
and/or respect, for a number of minutes equal to the Judge’s
Influence characteristic.
Nov 10, 2016 9:29 am
Perp Sense
The Judge knows the signals perps and potential perps give
out – even when they are successfully acting as innocently
as possible – either just before or just after a crime. The
Judge makes an Int+Streetwise (or Street Perception) 8+
roll. The Effect of the roll reflects the strength of the Judge’s
intuition and accuracy in assessing the situation. Use the
Perp Sense table below as a guideline.
Nov 10, 2016 9:30 am
Rapid Aim
The Judge can aim and take bead on a target with lightningfast precision, even if the target is attempting to move into
complete cover. The Judge anticipates what the opponent’s
position will be and can lead his shot to make a precise hit.
He must still take a minor action to aim, but he gains a +2 aim
bonus for each minor action spent in setting-up the shot.
Nov 10, 2016 9:30 am
Recovery
Judges are trained to be resilient and work through the pain
barrier. With this technique, your Judge remains conscious
(but physically) inactive if reduced to 0 in two physical
characteristics – when unconsciousness is the result for most
people. He is also considered to be Seriously Wounded (see
pages 74-75 of the Traveller Core Rulebook) if he has lost 2
points from each physical characteristic.
Nov 10, 2016 9:30 am
Sixth Sense
The Judge’s sixth sense alerts him to potential dangers to his life or
the life of others, although the precise source of the danger cannot
be spotted. If surprised or ambushed, the Judge always gets the
chance to react, in a way most appropriate to the circumstances.
Nov 10, 2016 9:31 am
Track Perp
The Judge immediately keys onto pertinent facts about a perp: height, colouring, hairstyle, gait and so forth. When tracking
a perp through a crowd or into an area where sight can be easily lost, the Judge still manages to follow his quarry without
needing to make a skill roll. A perp can try to shake the Judge off his tail but must successfully roll Dex 10+, with the
Judge’s Dex characteristic DM acting as a penalty to the evasion roll.

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