|
Capsule Review
July 18, 2002 Edited: August 28, 2017 by: BW
BW has written 3 reviews, with average style of 3.67 and average substance of 3.67 The reviewer's previous review was of The Judge Dredd Roleplaying Game.The reviewer's next review is of Full Eagle Day. This review has been read 599 times. |
|
Goto [ Index ] |
Chapter 1 repeats what is already is included in the main rule book how the Mega-City One judical department runs itself. Nothing really vital. The next chapter has rules on specialist judges such as the suicidal Holocaust Squad, the boring Accounts Division, sector chief and other minor departments. The usual template for level advancement and what feats they get is included. To be honest these groups ought to have been included in the main rule book. Chapter 3 is pretty short and introduces the idea of clone bloodlines for players.
Chapters 4-7 offer more info on justice department resources such as H-Wagons, robot bomb hounds and weapons such as the rather terminal city destroying TAD ( Total Anhilation Device ) and the stub gun. Chapter 8 lists places of interest like the Grand Hall of Justice and the Academy of Law and finally chapter 9 gives you a map and information on Sector 190.
Apart from the last chapter which gives you a base for starting your Dredd campaings and plot hooks I didn't find this book a must. It is a very short read with the odd error croping up such as rules for the urban nuke missing. On the bright side you now get to know how hard it is to summon a H Wagon finally (backup DC 16 ETA:1d6 mins).
Copyright © 1996-2026 Skotos Tech and individual authors, All Rights Reserved