I spent a little while researching Judge Dredd’s Lawgiver, we’re going to focus on the Lawgiver Mk II and mostly trying to replicate the one from the Karl Urban Dredd movie.
Looking under the Advanced Weapons table in the core book, I’m going to start with the 9mm semi-auto pistol as the frame we’re going to build on. There are two things we need to focus on to get this right, the lawgiver as a gun with its capabilities AND the different kinds of ammunition it can use.
|Pistol, 9mm semi-auto||1d10 ballistic||100/200||21||Bonus||2||Loud, Semi-Auto||2||1|
|Lawgiver Mk II||1d10 ballistic (base)||100/200||varies||Bonus||2*||NA||1|
Biometric Lock only works for the Judge it is issued to.
Double Whammy – at first I thought this would be Burst 2, like the double barrel shotgun, but the text further states the Judge is shooting two different targets that have been targeted and assigned to each bullet. We get into a weird kind of action economy thing where maybe the first bullet is targeted at the object directly in its firing path and the second target is assigned as a bonus action? Assuming the judge can make two attacks as part of their standard action then there’s no action economy issue. We could say that the target lock is part of the attack and not worry about the bonus action, and the pistol itself would just know to load two smart bullets when the judge says Double Whammy as a free action.
Fast Focus Viewfinder – motion sensing or blind sense targeting of nearby opponents. Will have to look at the source material to see how far the blind sense should go 30ft or 60ft.
Silencer Suppressor – issued to Judges, attaches to the end of the barrel and removes the loud property from the pistol, the pistol’s voice interface is muted while the silencer is attached. The silencer cannot be used with burst or full auto modes, it also does not work with grenades or injection needle shots.
Stun Shot – powered from an internal battery on the pistol, must be recharged at the station or from the Lawmaster’s power system. Probably does 1d4 electrical like the Stun Gun and TASER, Stun DC is probably equal to 8+Proficiency+DEX Mod, the same as the Stun Gun and TASER.
|Standard Execution (SE)(Hollow Point) default||1d10 ballistic||100/200||50||Bonus||2||default||?||?|
|Armor-Piercing (AP)(Full Metal Jacket)||1d8 ballistic||100/200||25||Bonus||3||?||?|
Standard Execution, Hollow Point – the default ammo for all pistols in EDH. I know that Judge Dredd’s lore says that these rounds are FMJ, but that’s not how EDH handles standard pistol ammo or AP, for that matter.
Armor Piercing, Full Metal Jacket – lower the die by one increment, increase the PV of the weapon by 1
Ricochet – treat cover as concealment? Ignores half-cover? Treat targets in 3/4 cover as half cover,
Incendiary – treat as an incendiary grenade, burns through one AV per round, and then possibly ignites the target, fire resistant materials might not ignite? DC to ignite is 8+Proficiency+Primary Stat Mod? Maybe ignore the burn rate vs. AV on bullets and go straight to ignite and 1d4 fire per round until they put out the fire to get rid of the burning condition.
High-Explosive – used to break through doors/walls, does double damage vs. objects, ignores hardness? This might get weird since EDH doesn’t give objects hit points.
Heatseeker – treats cover as concealment or grants advantage on attack rolls. If advantage, why would anyone use any other ammo? Maybe heat seekers can be confused by other heat sources or with a cold layer of mud like the Predator?
Pistol launched Grenades
Fragmentation – as the regular frag grenade with the distance of a grenade launcher in indirect for more and pistol in direct fire mode?
Stumm Gas – treat as a Tear Gas grenade from a grenade launcher.
Sleep Gas – treat as a smoke grenade with sleeping agents, What do we use for a sleep agent, EDH has two sleep effects.
The Strong Hero’s MMA Fighter has a Sleeper Hold ability: CON save vs. DC or go unconscious, a CON save at the end of their turn each round to recover. The save every round falls in line with other grapple abilities that the target has some ability to try to escape every round. As a gas grenade, most sleep effects can be countered by damaging or shaking the target.
EDH Smart Hero Scientist Subclass has a knockout gas ability. which uses HP and goes from least to greatest and can only do so many hit points like a Sleep spell. The Smart Hero’s Knockout Gas scales by hit points and doesn’t allow a save. This doesn’t scale like a grenade DC and is, therefore, not appropriate for a grenade effect. Smart Hero’s gas lasts for 10 minutes, unlike the Sleep spell’s 1-minute duration. EDH gives a higher minimum affected HP and scales at the same breakpoints that 5e Wizards would have the option of upcasting their Sleep spells. At level 5 and above, you have better affected HP than the Wizard.
Either way, in the modern world, gas grenades aren’t too powerful, as gas masks aren’t difficult to obtain.
Hypodermic Needle (Hypo) round, can be filled with different drugs, sleep typically? I wonder if the needle penetrates any armor and if the drugs in EDH are really suitable for this kind of use.
Where’s the Drow sleep poison? The target must succeed on a CON saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Between the two EDH Smart Hero Sleep Gas and the Drow Poison, the Drow poison has an effect when you fail of being disadvantaged, and a worse effect of you being asleep if you fail by a lot. The EDH Sleep Gas and Sleeper Hold goes straight to sleep, but there’s no poisoned effect, and with the sleeper hold, you get to save every round to wake up. Everyone agrees to some extent the effect is the target is unconscious.
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