Judges Equipment

Nov 11, 2016 11:15 pm
Every Judge carries a standard set of equipment on his person and also on his Lawmaster. Different specialisations have different equipment sets, obviously and these are treated in their own sections. Every Judge, however, gains the following items.


Personal items are worn and carried on the person in the various glove pockets, belt and boot pouches of a Judge’s uniform. All this equipment is available from the Quartermaster’s Stores at the Sector House and can be replenished for every shift.
Nov 11, 2016 11:16 pm
Armour

The distinctive shoulder, elbow and knee pads of the
uniform, along with a Judge’s badge, are advanced armour
components, designed to act as symbols of office but also
to provide much needed protection against gun shots, las
gun beams, knives, stones, clubs and the panoply of other
weapons that will be used against a Judge on a daily basis.
Made from a mixture of plasteen and foamed kevlar, the
armour components are light, do not inhibit movement and
offer optimum protection without burdening the Judge.
Coupled with the Bodysuit uniform, a Judge wears the
equivalent of 6-point armour.
Nov 11, 2016 11:16 pm
Birdy

The Birdy lie detector is a hand-held sensor array that
accurately detects lies and mistruths. It analyses voice,
body heat, perspiration emissions and other physical signals
unconsciously and automatically given out whenever a
person is lying. Any person attempting to lie without using
the Deception skill is detected by the Birdy automatically
(essentially a roll of 2+ on 2d6). If a person uses Deception
whilst a Judge has a Birdy trained on them they must
succeed in making a Formidable (–6) Deception roll to
beat the Birdy’s sensitive and highly effective lie detection
circuitry. The Birdy has an effective radius of 2 metres. Using
it to detect a lie requires a Significant Action.
Nov 11, 2016 11:17 pm
Bleepers (x4)

Using a molecular adhesive, bleepers are micro transmitters
that emit a continuous signal capable of being tracked by
any Justice department vehicle or surveillance measure
(such as a Spy-in-the-Sky surveillance camera). A bleeper
has an effective range of 10 kilometres. Fitting a bleeper to a
suspect or a suspect’s vehicle is a Minor Action.
Nov 11, 2016 11:17 pm
Bodysuit Uniform

The blue-black bodysuit uniform of a Judge is designed to
be distinctive, imposing and functional. Its plasteen-kevlar
fabric offers not only excellent protection from assaults but
contains specially designed porous layers to keep the wearer
correctly insulated at all times. Like the armour components,
the bodysuit contributes to the 6 points of armour all Judges
have against projectile, melee and energy weapon attacks.
Nov 11, 2016 11:17 pm
Boots

The calf-length boots a Judge wears are more than just
imposing footwear. The boot contains an integral Lawgiver
holster (allowing for the Lawgiver to be easily drawn whilst
riding a Lawmaster), a concealed bootknife and pockets for
small items. The toecaps are reinforced, giving the boots the
impression of being larger than they actually are. Specially
designed innersoles help to elevate the Judge and keep the
feet comfortable even after many hours of pounding a beat
or kicking lawbreaker gluteus maximus.
Nov 11, 2016 11:18 pm
Bootknife

Held in a concealed sheath in the boot, the bootknife is
balanced for personal defence and throwing and functions
as a standard dagger as per page 98 of the Traveller Core
Rulebook.
Nov 11, 2016 11:18 pm
Breathalyser

The breathalyser instantly evaluates the condition of a
suspect’s breath, displaying the consumption of any of the
following substances made in the past twenty four hours:
alcohol, Class A, B or C drugs, Synthi-Caff and Umpty
Candy.
Using the breathalyser takes a Significant Action and the
device has an effective radius of 2 metres.
Nov 11, 2016 11:18 pm
Chronometer

Built into the wrist section of the glove, the chronometer
displays local time, date and ambient temperature. It is self
adjusting to different time zones.
Nov 11, 2016 11:19 pm
Handcuffs (x2)

Plastisteel restraints that lock around a perp’s wrists and
tighten if the wearer attempts any excessive wrist movement,
Justice Department handcuffs can only be released using
the special security codes at a Sector House. The restraints
are designed to be used by a Judge one-handed. Rolling
Dex+Athletics (co-ordination) 8+ allows the Judge to cuff a
suspect in a single, fluid movement, using a Minor Action, if
he has the cuffs ready. If the Judge is taking his time, then a
perp can be securely cuffed in a Significant Action. The cuffs
are exceedingly strong: 20 points of damage needs to be
applied in a single burst to cut through or break the linkage
between the cuffs and 30 points need to be applied to
remove the cuffs from around the wrists. Each cuff contains
a standard Bleeper (see above) as an integral tracking
feature.
Trying to wriggle free of the cuffs requires a successful
Athletics (co-ordination) roll against 15+. Each failed attempt
to break free causes the cuffs to tighten, increasing the target
for the Athletics roll by +1. If the wearer makes three or more
attempts to break free unsuccessfully, he sustains 1 point of
damage, applied to his Dex, as the cuffs bite into his wrists,
squeeze the nerves and threaten to crack the bones.
Nov 11, 2016 11:20 pm
Helmet (Mk II)

The distinctive helmet of a Judge is, perhaps, the defining
element of his presence. A sophisticated, armoured, piece of
headgear, it presents the implacable face of Justice to Mega
City One’s citizens, lends weight to the public’s perception of
the Judge and offers vital communications, life-support and
protective elements.
The helmet is made from bonded Kevlar and plastisteel
giving it a full 6 points of armour capability against projectiles,
melee weapons and las-gun beams. The antiglare visor
protects the eyes from strong sunlight and violent bursts
of light, meaning that Judges reduce any DMs imposed
by bright light by half. The visor includes infra-red imaging,
meaning that he suffers no DMs due to darkness (Traveller
Core Rulebook, page 63). The forehead-mounted respirator
can also be pulled down to cover the mouth and chin and
activates the helmet’s integral air supply. In this mode, a
Judge is supplied with fresh oxygen for up to 20 minutes
(120 rounds). If caught unawares, activating the respirator is
a Significant Action.
The helmet includes anti-shock earphones, which prevent
against sonic attacks or very loud reports; all DMs associated
with such attacks are reduced by half. And naturally enough,
the helmet includes a full communications array, keeping
the Judge in touch with Sector House control and fellow
Judges, with an effective operating range of 20 kilometres.
An auxiliary, drop-down microphone extends this range
to 40 kilometres but as the microphone can interfere with
general wear, it acts as a long-range back up. The comms
array slaves to the Lawmaster’s own communications
package allowing the Judge to communicate with the bike
and use the Lawmaster’s more powerful communications
tools remotely.
Nov 11, 2016 11:20 pm
Lawgiver (Mk II)

As iconic as the helmet, the Mk II Lawgiver is the standard
sidearm for all Judges. This is no mere pistol; the Lawgiver is
a complete weapons system that incorporates the following
unique features:
• Integral palm-sensors: These ensure that
only a Judge keyed to that weapon can use it. If an
unauthorised palm print is detected by the Lawgiver’s
computer, the gun self-destructs, inflicting 3d6 damage
to the person holding it.
• Variable ammunition magazine: A Lawgiver
fires six separate kinds of ammunition (see below)
which can be selected manually, via a side-mounted dial
or vocally, using standard voice commands. Switching
between ammunition types is a Minor Action.
• Integral stun-shot pulse system: The weapon
emits an electronically-generated subsonic pulse
designed to stun and disorient targets rather than
deliver physical injury. This works as a TL10 Stunner,
described on page 100 of the Traveller Core Rulebook.
• Clip-on Gas grenade adaptor: Used to fire
stumm grenades to the optimum distance.
• Through-barrel targeting computer: A
sensor array located at the rear of the pistol, behind the
grip, provides an accurate targeting mechanism for the
Judge, offering a precise image of where a standard
execution round will strike when the Lawgiver is fired.
The targeting system is useful when a Judge has the
time to precisely aim his shot – but most of the time
he relies on his Lawgiver training to deliver the snap
response accuracy that is so often needed when dealing
with lawbreakers and other assailants. If a Judge is
actively Aiming (Traveller Core Rulebook, page 61) he
gains a +2 DM for each Minor Action he spends aiming,
up to a maximum of +6 (3 Minor Actions).
The Lawgiver’s specialised nature and sophisticated
weaponry mechanisms mean that specialised training is
required in its use. The skill covering the gun is Gun Combat
(Lawgiver); any non-Judge who picks-up a Lawgiver (and
who, miraculously, manages to bypass its self-destruct
routine), suffers the standard –3 DM for unskilled usage.
Nov 11, 2016 11:26 pm
Lawgiver Silencer

A clip on attachment to the muzzle of the Lawgiver, the
silencer deadens almost all sound and flash when the gun is
fired. Fitting the silencer is a Significant Action and its muffled
report is inaudible at a range greater than 3 metres. The
Lawgiver will also automatically mute its speaker system, so
round selection is not repeated to the Judge. A Lawgiver
cannot be Rapid Fired when a silencer is fitted and neither
can it fire stumm gas rounds.
Nov 11, 2016 11:27 pm
Medipak

All Judges carry a medipak within their utility belt. The
medipak contains a basic diagnosis mediscanner, magnabind
bandages, three hypos preloaded with painkillers, three
hypos loaded with stumm gas antidote and ten anti-rad pills.
The pack is good for two uses and provides a +1 DM to the
Medic skill or allows a Judge without Medic to use the skill at
a –1 DM instead of –3.
Nov 11, 2016 11:27 pm
Override Card

An electronic skeleton key. The override card is a wafer of
plasteen encoded with a universal override command to
open all electronic security systems for most Mega-City One
businesses and residences. Using the card a Judge can
open most locks on a roll of Int 6+, although some locks
have a higher security rating that is ranked from between 1
and 6 (standard locks have security 0). The security rating
is applied as a DM to the 6+ roll, so a lock with security
5 requires a roll of 11+ to open using the card. It takes a
Significant Action to open a door.
Nov 11, 2016 11:27 pm
Pollution Meter

A small, handheld scanner carried in the utility belt, the
pollution meter measures both radiation and airborne
contaminants with a high degree of accuracy, allowing a Judge
to survey the toxicity of an environment with a Significant
Action. To identify specific compounds or radiation levels
takes two Significant Actions and the Judge must succeed in
making an Int 6+ roll; Science skills (Chemistry, for example)
apply a positive DM to the assessment.
Nov 11, 2016 11:28 pm
Stumm Gas Rounds (x2)

Stumm gas is typically used as an anti-riot and crowd control
measure. Stumm gas causes nausea and discomfort when
inhaled (throw End 11+ or be rendered incapacitated as though
one characteristic has fallen to 0 for 1d6 minutes). The gas round
has an area effect of 10 metres and the gas disperses in 1d6
rounds. Stumm gas rounds can be thrown into an area or launched
using the Lawgiver’s Gas Round attachment. If launched, a round
can be placed accurately at a range of up to 50 metres.
Some citizens can display a violent, potentially lethal, allergic
reaction to stumm gas. If, when making the Endurance roll
to check for incapacitation, the dice result is a 2, the victim
must make an immediate End 4+ roll. Failure means they
are treated as though two physical characteristics have been
reduced to 0 and undergoes painful spasms, vomiting and
possibly a fatal seizure. The affected individual sustains a
further 1d6–1 damage for each minute of the gas’s effect
unless he receives a shot of stumm gas antidote (all Judges
carry antidote in their medipack).
Nov 11, 2016 11:34 pm
Lawmaster and Bike Equipment

The standard issue transportation for a Judge, the Lawmaster
is as iconic as the helmet and Lawgiver. A common (and
not always welcome, if you are a lawbreaker) sight on the
streets, skedways, megways and Xpressways of Mega-City
One, the Lawmaster is a high performance, high endurance,
high technology vehicle and weapon system rolled into
one. Every Judge is allocated a Lawmaster as part of his
standard equipment and, naturally enough, the Academy of
Law has taught him what he needs to know to get the best
out of the bike.
The Lawmaster’s Notron 4000cc V8 engine with ASB
quad carburettors is the power behind the Lawmaster and
generates enough energy to run virtually all the bike’s
functions. The powerplant runs on Justice Department,
special formula, non-explosive, minimal emissions, synthi
diesel and a Judge can gain an entire shift’s patrol from a
single tank. The fuel tank and engine are both protected by
12mm (12 point armour protection) plastisteel plate.

Armoured Saddle

The saddle is fitted with 12mm plastisteel armour, which
affords 12 points of armour protection to the Judge if targeted
from the rear. The saddle itself is made from memory foam,
which contours to the Judge’s frame and offers maximum
comfort for the long hours spent on patrol.

Automatic Mode

The Lawmaster has a full automatic function which allows
it to manoeuvre accurately, either according to a Judge’s
communicated instructions or to co-ordinates programmed
into its onboard nav-computer. Its weapon systems can be
activated remotely but only via a Judge’s direct command.
Operating a Lawmaster in automatic mode requires the
Judge to make a Drive (Lawmaster) roll at a –2 DM, although
he gains a DM for his Remote Operations skill, if he has it.

Bike Computer

The Synitron GK13 autopilot computer forms the heart of the
Lawmaster and is responsible for keeping a Judge on his bike
and active, even in the most adverse of conditions. In order
to achieve this, the bike computer’s gyro logic units make the
entire vehicle both light to control and yet very stable as they
constantly make corrections to the bike’s speed and position
on the road. The bike computer is sophisticated enough to
control the Lawmaster without a Judge’s input altogether.
Linked into the Likron GS 4T telecommunications unit, the
bike computer is also capable of connecting its Judge with
virtually any resource of the Justice Department quickly
and easily, with the minimum of interaction from the Judge
himself. The Likron GS 4T has a maximum range of well over
260 kilometres. Just like the Lawgiver, the bike computer
can accept verbal commands and relay information either
verbally or on its high-resolution screen. The bike computer
combines an automatic target acquisition system with fire
control, allowing it to fire the Lawmaster’s weapons without
intervention from the Judge. The computer is equipped with
the following software:
• Automode/0 – Governs all automatic and remote
operations.
• Navigation/1 – A full set of Mega-City One navigation
charts that govern its navigation systems. The software
gives a +1 DM to a Judge’s Mega-City One Geography
skill or allows him to use Mega-City One Geography at
0 (if he does not have the skill) when riding the bike.
• Fire Control/0 – The weapon system software allowing
the Lawmaster to operate its weaponry via remote
commands.
• Comms/0 – The communications software that slaves
to the Judge’s helmet comms system, the Sector House
and Justice Central. The comms package allows the
Lawmaster computer to fully access MAC.
• Justice Library/0 – The library software provides the
Judge with a constantly updated read-out of crimes in
progress within his Sector, major crimes elsewhere in
the city, alerts for back up by other Judges, crime status
and arrest reports for cases other Judges in the Sector
are handling and newsfeed bulletins on general Mega
City One news.

Cable Winch

Mounted under the rear fairing, just behind the wheel, is a
Tikkra TT cable winch with 20 yards of line. Fully motorised,
the cable is stressed for weights of over one ton, though the
Lawmaster can realistically pull only half of this before losing
stability.

Communications Array

The comms array provides audio and visual contact with
both the Sector House and Justice HQ. The unit’s vid-screen
transmits as well as receives video and is voice activated. It
contains a hand-held comms unit, connected to the array
with 2m of coiled cable. Fitted into the corner of the unit is the
small red Emergency button: this is the Judge’s SOS alarm,
which immediately summons other Judges by sending out
a blanket alert signal to all other Lawmaster comms arrays
within the Sector. Use of the Emergency button is a last
resort: Judges are expected to be self-reliant and, if back
up is needed, to communicate the request via Sector House
control (so that Judges not engaged in tackling crime can be
despatched, rather than disturbing all Judges in a Sector).
The Emergency button is therefore rarely used, and when it
is, it signals a dire need for additional assistance.

Daystick

The daystick is a metre-long club made from reinforced
plastisteel. Used in crowd control or simply when blunt trauma
is preferable to a Standard Execution round, the daystick
is sometimes nicknamed the ‘Two Second Lobotomy’. The
daystick’s bulk means that most Street Judges leave the
weapon in the Lawmaster’s stowage, bringing it out only
when necessary – although it can be hooked onto the utility
belt if a Judge needs to carry it as a deterrent or an active
weapon.
The daystick functions as a Club (Traveller Core Rulebook,
page 98)

Firerock Tyres

The wide, plastisteel and rubber tyres are high performance,
run-flat and bullet proof. Despite their width, they still
offer excellent handling in all weather, and most terrain,
conditions.

Lamps

Each Lawmaster has five standard headlamps and a single
Nite-Eye flood and infrared lamp. The standard headlamps
are arranged in two banks on either side of the Nite-Eye: the
array consists of two main lamps and then three back-up
lamps, which are used in fog or heavy rain. The Nite-Eye’s
intensity in flood mode illuminates a 10 metre, 180-degree
arc of darkness to daylight levels; in infrared mode, is used
to spot heat traces, such as recent footprints (although such
heat signatures tend to dissipate within 10 minutes).

Scattergun

Holstered on the side of the fuel tank, this shotgun-like
back-up weapon is pump-action and fires either standard
12-gauge plastisteel shot, plasteen baton rounds or stumm
gas rounds. The Scattergun can hold up to 12 rounds in its
magazine and different rounds can be mixed in the same
magazine or individually loaded into the breech. This weapon
works exactly as a shotgun, as per page 99 of the Traveller
Core Rulebook.

Siren

All Lawmasters carry a high-powered siren to alert citizens
of a Judge in hot pursuit of a perp. The maximum power
setting of a Lawmaster’s siren is deafening, having a clear
range of about a mile, though that is of little discomfort to
a Judge wearing his helmet. Senior Judges are sometimes
permitted to alter the tone and frequency of their sirens so
as to create a distinctive sound, allowing perps to know just
who is tracking them down.

Storage Panniers

Straddling the rear wheel, the storage panniers are armoured
(6 points of protection) and carry the following items:
• Spares forBike Cannon, Bike Computer, Communications
Unit, Cyclops Laser, Headlamps, Nite-Eye Lamp,
Lawgiver and Vocal Synthesiser.
• Ammunition for Bike Cannon, Scattergun, Lawgiver.
• Cling Net (x2), Cuffs (x2), Spare Medipack, Rad Suit,
Respirator and Stumm Grenades (x10).
Nov 11, 2016 11:35 pm
Lawmaster Armaments

The Lawmaster comes replete with a pair of forward
mounted 20mm bike cannon and a single, powerful, Cyclops
laser, housed in the conical collimation focus on the very
front of the bike and below the Nite Eye.
All the armaments on the Lawmaster can be controlled
manually, vocally and remotely, with pre-programmed fire
instructions given to the bike computer (‘Smash through that
door, halt after 10 metres and give it both barrels, rapid-fire,
with the bike cannon, for 3 seconds...’).
The cannon are linked but can be fired individually. The
cannon’s magazines hold 200 20mm shells apiece. The
Cyclops laser is power-heavy; one burst can be fired every
10 rounds (60 seconds), with the laser’s independent
powerplant recharging from the engine in between.

Message Pod

A special shell that is used with the bike cannon is the message pod. This hollow shell is fitted with a homing device
and small, independent thrusters that give it a range of 500 kilometres. Used when radio comms are impossible (in
the Cursed Earth, for instance), a message pod automatically homes to a Sector House or Justice Central, travelling
at a speed of 200 kilometres per hour until it reaches its homing threshold and drops to a safe retrieval speed.
Every Lawmaster carries three message pods.

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