INTRODUCTION
Greotingssss, hip juves, and by grud what a package you've got ere!
‘Already you wil have clutehed the shiny. super-spuggin foorplans
in your mitts and appreciated ther excellant quality. And now, this
helpful Bookiet shows you tose them to bull up apartments, shops,
Offlces, warehouses, vehicle parks, shopping plazas, nd ots more,
Sin fine detal, and at the same scale as Citadel's Judge Dredd
‘miniatures! Thus you ean create pertectly-scaled locations for your
‘rvotgating, Bring, gure pee chatin Jee ae rio
ting and building up entire Blocks of any sort inthe
big bad Moga: City.
Within this box you should have found the fllowing components:
8 A3 floorplan sheets, with the folowing
open area
park
fntrance plaza
otice units
helipad nover-bus stop
ipewayicorrdor (2 sheets)
Sky-al station
4 A4 shoots of accessories, including vehicles, furniture, machinery,
‘A 20-page booklet (you're reading itl)
It any of these components is damaged or mis
tho address below (enclosing the proof of purchas
{lad to replace them,
ing. write to us at
‘and we'll be
Games Workshop Ltd,
Chewton Stroot,
Fitton
Esstwood,
Nottingham NG16 3HY, UK.
USING THIS BOOKLET
“The fist section, Generating Block Layout, shows youhow to design
an entre Biock flor by floor! Ofcourse, you' never need compet
{round plans for @ 1200-floor Block, but this important reference
ction shows you how te bull essential features into locks - ke
levator, stars, service shafts, spacial floors like entrance plazas
‘andvericle parka, and many ethers, Sametime youmay need to know
‘Something about aBlock fast (ike when a Judge asks you, ‘where's
‘the nearest vehicle park? and the easy-to-use tables and rules here
‘il help you do thet with a minimum of fuss and effor
The next section, Laying Qut Floors Within A Block, shows you how
toskotch out an inaividual Block floor and filin detailed areas using
the floorplans. Again, you may not need to map out an entire Block.
floor, but i wil be helpful to know where the shops ere, where the
‘dso0n, event you don't
“This section allows you to map
Just sketch inthe brood deals of otters,
‘ecoraing to your needs.
“Then we come to Filing In Room Contents, which show's how to
Use the floorplans and accessories to bud up an individual i2eation
anything from an apartmont to an office complex ora vohiclo park.
This enables you to create full detaled locations wth the foorplane.
Last but not least, Occupants of Locations; ordinary etizens, shop
assistants, mechanics, peychologlets lurking in Med-Centres, and
nV ethers, s0 you Know not just what a location s, but who's in
"8 what they're doing. Al human lie is here!
GENERATING A
BLOCK LAY-OUT
The first step isto determine the type of Block: roll D100 and check
the sult on Block Table 1. This ives you the typeof Block, its szo
land’ the number of floors.
BLOCK TABLE 1
4185
Post.
[Avoca
86.95,
Compt
‘Wer
00010
+300)
30,000.
300,000
(Diox
30,000)
Block Type is expsined bel
Floors is simply the numberof floors in the Block (excluding the
basement,
Floor Areas the area of one floor in square metros. Uso this aroaas
‘thebasic are within which te design your Block. Draw the base outne
fof the Block In pencil on a large shost of graph paper; a square at
Fectangular ares (with alength-beadth ratio not greater than 41) which
‘matches th loc aoa. For smal Blocks, escale of 1" =20 metres wil
bbe about right for larger ones, use 1* =60 metro.
For example take aBlock floor area of 120,000 square metres (a Post
‘Apocalypse Block). You could use 300 metros x 400 metros asthe
‘base Block tor area, then design a shape forthe Block within hat
‘overall aa; maybe an L-shape, ot @ T'shape, or even a Block with
‘Straight north-east-west walls and a hemispheric southern nd Fy
{extend the Block beyond the basic shape to about the same extent
‘2s you chop an area off within it (ag, when producing an U-shape,
40 thatthe total flor area stays about the samo as the basi asa
Tealy, you should end up with a Block shape which ist so fi
‘and teky that planning details of individual oors (see bolow) wil
be difficult and time-consuming. You can always add some
Inalvidualstic ewidaly bits ke ant-grav chutes onthe outside) ast
‘on, We etongly recommend that you stat Block design by going fet
able size, and it you wil find helpful Tout aot
the floor area Yn square metres) of your baste
‘essential to cau!
Block shape.
“Two important points: fst don’t forget that 1 square onthe floorplans
area of 4 aqim', Toke care not
‘suggested above tho ltr are just
{or sketching the basic Block floor areal Also, don't get the idea that.
{yourhavo to map the whole af 2 1200 storey Block o be 8 good GM!
‘This materia is for your reference, but you will ind the dota of
Essential lock Features below very important when designing amast
‘any detlled area beyond & fow individual locations ike apartments
tnd shops,
Block Types
Pre-Atomie War Blocks are the oldest in Maga-City One, dating rom
before the Atomic War of 2070. They are usually slums, and shabited
By the poorest civzens.
Pre-Apocalypse War Blocks ate newer, but date from before the
‘Apocalypse War of 2104,
PostApocalypse War Blocks are of recent date and occupy much ot
'Mage-Gity One duet intensive recantbulding ond they ore BIG, cen
the expansion of the Mega-Ciy)
Con-Apts are lower-level, high-quality apartment Blocks occupied by
the wellto-d0 (those with jobal
Special Blocks aro Blocks which ore treated as either Pre- or Pst
Apocalypse (50% chance Yor
12 Commercial
35 Indust
5 Special Faciity
‘Special Facilty Blocks include Crockblocks for Old Age Czens, Rosy
Units, and other such places. You can determine the umber of foos
‘above,'S0- you now have the type, height, and floor area of your Block, and
‘ground plan (for overall simensions) Next. ou need to stat bulding
i, The next step isto Incorporate the essential features
Essential Block
Features (All Blocks)
First, deal with essential features which willbe present onal floors
inthe same position, since these can immediately be sketched onto
‘your basic floorplan forthe Block asa whole. These features are shown
Below in Block Tabla 2, which shows the number of such features per
5,000 equare metres of floor area (founding fections Up.
BLOCK TABLE 2: ESSENTIAL FEATURES
‘Block Type
Feature Prodtomie Pre: Post:
‘War’ Apocalypse Apocshpss ConAot
‘Wer ‘Wer
Eevee 2 2 2 2
‘An-Gra Sas] Nona | 2 per Bloc] Epox Blok | None
Sts 12 12 1 1
Service shafts _| 1 per Block| 24 per Block |2-7 por Bock] 1
* 500 full description below.
Elevators ar just lifts. For
(of 16 oF 36 square metres;
{its withthe floorplans, where you have plans fortwo elovators, one
‘4x4 and one 6x6m. Locate those around the Block as you wish, but
space tem apart, Youcan restrict about a quartr ofthese to equipment
ttansport only, if you want.
/Ant-Grav Chutes (AGCs) are transperent plasteen tubes inside which
rity ls reversed (passengers contol speed of ascentidescent by
Ermmovernants, and thre areentryext openings onal floors. Allow
ascentidescent tubes (agoin, this fits your floorplans perfecty, where
Yyouhave two 4xcdm AGCs), Note that these are only aresontin Blocks
built ster 2100, and are never found in Crockblocks incase the poor
'2 descent tubs and cart move thelr ame in time
tr overground level AGCs should always be located
ther close to the contre of th Block floorpian or mounted on the
‘Outside of an exterior wal, close to the centre of the wall
Stairs are used for emergency exits ot for moving a few floors up or
‘sown f mechanized anspor is busy. Allow an ara of 16 or 36 saue
‘metres for each stairwell and dot these around the bulding, as for
lovators. Your Hoorplans include two sets ofetalrs-one xm, one
5x6.
Service shafts contain slactrical wiring, security systems and even
‘emergency medical supplies and suchike. Thes
Service personnel, and thee is a door tothe
\whichis normally kept locked. Locate serv
entre of the Block floorplan, and allow an
(axa) por shaft.
Essential Floors
‘The next stop to build in essential features of Blocks which occupy
whole flrs, these are noted below, with notes on location andlayout
{and how to determine which floors they occupy in s Block.
Entrance Plaza
‘This occupies the ground:tevel ioe \lovel 0} and in Blocks of ov
200 stories, lvel 1138 wall The ny facilis,
including batteries of pub vid phone booths, lounge areas for visitors,
‘offices for sorvee and socuty poreonnel,olovatrs, stars and AGC,
lcek edminstration offices, and hela. These floors teem with people
‘coming and goin
stina Bock. nan
Offices, seating aroas, vid phones, andthe lka. Lay 1
‘igh, but obviously offices willbe in groups, 80 itis Dest to rough out
‘an ‘olfice one’ or twa, an open zone, and ao on. Below isan example
(Of how to lay out part ofa
trance plaza for @ smallServices
‘These ae boiler rooms, equipment rooms, pumps fr eteulting water
angoll electricity substations, andthe like Theres always a service
floorin the basement ofa Block (1-2 basement foes). For any buling
‘with over 200 stores ther eon addtional lor of service squipment.
Y0# B10 floors below the top floor. When you lay outa service floor,
you will find the large AS open-space floorplans useful, plus
Components such as the crates, offices for subdividing the area,
‘machinery fuel tanks and the ike. Not forgetting set of are or a
levator, oF cours
iT
A
Exit to Mega:Ways and Zipsrip exis and enwvances are found on levels
3°80, ana-on each auch floor there wl be avehele park whch c
‘simply be laid outa a huge open arva subdivided by lowievel concn
‘walls’ For every 100 level, there wil bo one floor ently taken up
BByavohicle park, subject to aminimum of two such floors per Block.
‘determine which floor ore vehicle parks roll D100 and halve the
J, rounding fractions up Ignore any result of O1-04, and reall
‘any dipeates. With very small Blocks (ag, Con-Apts of fow stories),
‘iways locate vehicle parks in tholower half of theBlock. gan record
‘which floors are vehicle parks.
Plaza Floors
Evry Block has a least one plaza flor; Blocks with 200-500 floors
hve two, and ones with 501 Hoors have thee. These flocs ae simply
large open-plan floors, decorated with plants, murals, ar. plastoon
inosaurs (but not frightening ones!) and the lika.and citizens ore
Intended to relax here: When laying out 8 plaze loot, just have lots
Gf open space subdivided by pertiuons and decorated with the kind
btitems mantioned above ina Block with ona plaza flor place it 10
floors above the middle one lag. for 8 140-storey building, on level
70+D10}; for a Block with two plazas, put ther 1D10 levels above
G the one-third and two-thirds floor numbers (eg for 2 300-etorey Block,
‘nleve 1004010 and evel 200+D10) on for locks with Uwew plazas,
ut them +DI0 levels above the quertr-way, hat woy, and three:
(uater way marks ag. fora Block with 600 stories, oniavels 150+ 010,
30010. 450+010),
Citi-Def Armoury
Thiais# Iarge room with an amoured, locked door, which willbe 95
square metros (12mx 8m), withheaviy-armoured walls, and you shoul
Ste the Armoured Door trom the floorplans os the entrance, Theres
‘one Armoury for every 200 Block floors, end you ean decide which
foor(s have Armouris by dividing the total numberof Tors by the
‘numberof Armouries and placing each one sround the middle of hat
vided total, For exam ina 380 floor Block there willbe 2Armoutes,
which ean be located around the 98th (1-180) snd 286¢n (197-380)
i similar to how mine floor locations for Med:
3nd Roboschools (see below), so be careful to avoid
duplications with thom! You should locate the Cit-Def Armour close
to elevators Yor eeey access.
Med-Centres
For every 100 floors of Block, there willbe a Med-Centre occupying
halfof one lor. The Mad. Cor
Consulting rooms, 2 mini
‘Schoo!
‘These are usually Roboschools, although 75% of Con-Apts have
schools with rel teacher! For every 100 float of Block, there wil
be'a Roboschool, accupying @ whole floor. this will compris
classrooms with desks and chars and video units, an asombly ae
‘and suche
When placing Med: Centres and Raboschootsin the Block, it eases!
tw ive the total number of floats by the numberof Med-Contras
Feboschools (those willbe the same] andplace one of each somwnere
‘round the middle of that divided total. For example in 8720 stow
Block there wil be 8 Med-Contes and 8 Raboschocls, $0 just Wonk
in 90-storey unite and allow one foor of each type somewhere aru
the 45th floor, the 136th, the 226th, and 80 0n up to the top.
Floor Layouts
‘By now, you should have marked all the features which are prsert
10m all floors of your Block, and decided which floors serve sped
{unetions. The nxt stop fs to detormine the general layout foreach
floor in terms of what units ae present» apartments, plazas, shops.
libraries, and on. You can determine the general nature of exch nor
‘special floor by using Block Tare 3.
Using Block Table 3
you have a 1,200 storey building, you
roll for every last floor! However, ther
table is use:
hardly going to want to
Several ways in whichis
First, ou can got an dos ofthe percentage of floors of ferent types,
‘Thus, 90% of floors in pre-Atorve War Blocks are apartments ony,
‘compared with 70% in Pre-Apocalypee War Blocks. You can comet
those percentages into the numberof floors of iferenttypeein he
Block "60 In a 1.000 floor Post Apocalypse Wer Block thera wil ba,
‘on average 800 (80% floors of apartments, 10 (1%) floors of ype
‘partments, 50 (8%) floors wth a mixture of apartments and 398,
{and 80 on. You can save a ot of te by bunching tone or score oh
‘ondary, apartmentonty lors together, but you should mixin shops,
offices, ete thare fs something unconvincing about a Block where
floors 1-800 are apartments only, floors 801-810 are Hyper
partments, and's0.on!‘Second, it for some reason you have to devise the general nature of
8 floor on the spur of the moment, you car roll on he table and find
tout what i
‘Third, the tbl also shows you that some Blocks Pre-Atomic end Con-
‘Apt do nothave certain loo: types, for reasons which are often obvious
‘slummy Pre-Atomic War Blocks do not have luxurious Hyper.
apartinonts, and weelthy Con-Apt Blocks don’t have ight Industral
floors, for example
Fourth, the table useful for devising unusual features such a Special
floors, when usod with the Special Floors Table below.
Fife, there are obviously going tobe times when you want ta be able
‘orallupslavout for n entire foor of» Block (aq, fora chase through
it and'you wil want to know what fils Block foor and how to map
Rout. Laetly, when using this table don’t forget that you have already
‘marked in some floors as vehicle parks, entrance plazas, and he Ika.
Explanation of Results
“Apartments ae just that ctizon living areas. Hyperlux apartments are
‘ery unusual: these are the province ofthe very rich, and f you rll
Up a Hypertux floor you should slways lacete this ot the top of the
Block, even i you've randomly rolled this result for @ lower floor
because such apartments are penthouse suites (soi you have 1Osuch
floors, they're the top 10 floors). Shops are anything trom huge,
‘automarts to small Selicetessans and sre considered later Facilities
Tioraies, video aualtoris, ight clube, museum, an the like, and
led below. Offices are company offices where clerical work
Is done, for the most part. Light Industral areas are floors taken over
by such commercial concems as robot maintenance companies,
computor firms, and 80 on.
\Whan an entry on the table shows that # floor has a mixture of
‘apartments and other types (shops, offices, et), the floor ls mostly
‘eeupiad by apartments: for every 2,000 square metres of floor area,
there willbe just one shop, offiea, or whataver. The size and nature
of these other units is detailed in the next section. For the sake of
Simalety, we have assumed thet only two types of uni (apartments
With shops, or offices, or fecitios) wil be mixed on any given floor
‘his makas life much easier for you when mapping out @ floor within
‘Block, but f you want to mix things up further you can. From the
LAYING OUT A FLOOR
WITHIN THE BLOCK
Now, we come tothe stage of designing # floor plan for an individual
floor within the Block excep: for special cases ke Roboschool, vehicle
parks ota which we heve already discussed),
We have already determined the mokeup of the flor (apartments
partments and shops, or whatover from Block Table 3. Tho next step
isto dotarmine how sient this Block is this wil fect things tke
‘the type cf shops nthe Block, the quslty ofhousing, and other aspects,
‘of floor layout Wealth is determined using Apartment Table 1
APARTMENT TABLE 1: APARTMENT QUALITY
‘One important first point! Don't forget that any Block will have
‘numerous corridors smal areas of open seating with decor and syrthi-
doughnutisynthi-eynthicatt stalls (or ust drinks machines) in somo
Places, andthe ka So even after allowing for elevators, stairs, and
‘helke -you should not ila floor rraly with apertments or whatever.
Tallow for corridors and the ike, you should only generate units to
filabout 78% ofthe remaining space an a lock aor keep ¢running
‘ote (insquare metres) ofthe area youhave filed. The various floorplan
accessories - Snack Machine, Orinks Machine, Display Unit, Pants,
Fountains, and soon -can be used in these areas of coridor and open
‘We wil deal with spartments-only floors later. Fist, we wil look at
floors occupied wholly or party by other units. Tere ae five types:
‘Shops. Feces Offices, Light Industrial and Special. We need to
‘dotermine the size and nature of these units. We can geal with Light
Industria ond Special unit ret, because these always occupy whole
floors, so they are essy to plan.
Light Industrial Units
Light industrial units occupy 1,000-6,000 square metres each. For
layout within each one, there wil be small offeae (16-64 8q,m. roll
Dat and mutiply the result by 16), warehouse areas and research
laboratories (much lerger open spaces, as you wish). Datals of roam.
Contents willbe given tater, the Filing n Room Contonts section,
Special Units
‘Special units are rather diffrent. These wil take up the the whole 75%
Blowance for total floor space. and tholr nature can be determined
by using the Special Floors Table below.
‘VigeAucitorim
GM's choice (or reroll if you wish)
Jetball Stadium
‘This will be huge, with central arene surrounded by thousands of
spectator seats. Although you may not wish to map the whole area,
yyoucould map the entrance zone using components such as the Moving
Escalator, Office, Tunsties, Piles, Counter and Cash Register inthe
floorplans.
Heliport Terminal
‘Youmay uso the Halipad pan inthis set fr part ofthe Heliport though
you may want to-add such components as the Moving Escalator,
Conveyor Bk or lugge), Tuten, Often, an decorative ourhes
ike rants or a Fountain.
Mega-Bop Palace
This is @ huge auditorium for rock concerts, including spug-rockin,
cially designed to be sound-proofed. Tha layout resembles
Stadium, But may have lager ft open areas for te sug:
Fckers to really get down.
Vid-Auditorium
‘This feature cineme-style showings of rare vids or ones with 3D of
‘Tactile-Feeleround special effects: each auditorium wil have 2:4
seroanaries unless the Blocks small- each screener atleast 1.500
‘sain, 6 well ae a small numberof offices, a cheap restaurant, end
‘helike. Again, such components asthe Office (as 8 booking offca),
Counter and Cash Register, Snack Machine, Drinks Machina, Shop
Counter Vaden with eynthi-popeor), and Shelves (ispaying Vid-peck
3 forthcoming attrsctions) wil be useful in bulding up the
16.8 Vid Auditorium,
Shops, Facilities, Offices
‘The following tables detail the types and sizes of shops, offices, and
facilities. There may bo entire floors of those units, or they may be
‘mixedin with apartments, according tothe result of your rollon Block
Table 3 above. Remember thet on mixed floors, tere wil be just one
‘non-aperment unit per 2,000 sq.m. of total flor space: this means
‘that the very largest units cannot be located on mixed floors
Shops
Roll D100 for each shop, and consult the appropriate column of the
‘Shop Table, according tothe Block's Apartment QualityBanks are slt-explanatory; Credit Agencios deal with crit cards and
‘ivarse financial matters (investmant analysts, etl: Counseling
Services are stated by psychologists who give
tion (including sling ant ant
Mugging sult); Night Clubs have a small office or two, s kankenia
‘2small restaurant and in large clubs) maybe even a small concert hal
{F balroom; Shuggy Halls shouldbe wellknown to ll you hip ves
Biot notes on these shops ae given her, and in many cases more Sut thae and Speda/covers anything le the GM fel ke ncung
tals will be given late.
‘Those fcitios are cachet least 300-800 (100x06, + 200) sami
floor area ad liraries ae typically half «Block floor n sie up
40,000 sam), but you ar tying fo fil up #lrge Block fori
ou may nate thts sae Most ein maybe cones =
ices or office complexes, excopt right clubs. shugay hal ang
‘Anique Shops sel 20th Century memorabilia snd the ke: Auto Mert= braves (which have ices bu alo large, open plen vio education
alm venice; Geauty Salons ray be sla harcresers ol booth rans anda on Ingerrafing te bowed foro of such i
urbone platoon surgery parlours: Duggeres ell nonprescription — you wi find tw Office end Lounge oorlan uss nub
tems forthe rypochondie population tthe Mega-City; Eateries ae large areas Detail of eyout within each such location ae givens,
stout resturants, mostly prety noxious ecre! Shope sllsmole _in'te lng In Room Contats aocton
toots, placement components for garbage grinder, etc: Fashion
‘Shops may be very downmarka of very expensive but they al lam
ior Hacvare Shops seta hits ond sucht: Marske Offices
ice domestic abuts Sports Shoes aol roving pene, THESe are not retl services, do not deal with the shopping publ
set and srs demote robs, Spar Shoe an paring gow, Thane eres sues donot ual wi he noe
Sahin most food srt Shea coeg and some sieorea’poscete nates ou'wish,orolrandomiy onthe fics Table below. These
fre not dependent on Block apartment quay, in
Sty Two oriaas Cys Vdragents Setormined by the need be close to customers they seve cect.
‘0 vid phones, vid ets, and vid supe: and Wonderamas sell word
tsa bizare tings (ual of son ori ike Baby Aten Siug Beats
{you need Heence) and tuted Kiega fet (they te very expensive)
Jewellers snd Toy Shops are slt-explansiory, and so are Dolicatesse
utite al aynth). Spacia’iea catch al antry to cover anything else
the GM fencies or rare shops like synthi-firsts.
‘Now you know what a shop slis, you need o decide how large itis
‘and form an idea of lay-out. Most shops ore 100-600 square metres
In floor area (1D6x100). Some shops, such as Auto-Marts and
‘Supermarts, can be huge -enything up to 20.000 sam. you want
to include very large shop (ag. if you have large Block floor to fl
{Up}, make this a special shop of ts sort or ignore the ol forts nature
fan just make i 8 big Autor Mart anyway!
For floors which ar only shops (large commercial plaza floors), ju
buildup to approximataly 75% of total floor area a8 usual and oe
Individual shops as you choose; if you have duplications, don't have
several shops of the same type 100 close to each other. It shops are
‘mixed with apartments itis easiest to group all the shops together
into-a mini-complox in one area ofthe floor, clustered around ene of
‘more elevators for service. you have oled up one very large shop,
then you should nat include any mare lage shops on the same foot
Unless the Block ie lage one,
Ditferont siemens ofthe florpians wl be useful to you depensing
onwhat shop type you determine: fora Supermart, such components
Shelves, spay Units, Shop Counter, Couto’ ana Cash Rl
ibe obvious must and als the Oca the shop a szeebie you
ansehelorgotoxnge ures smal worenouee endinekde rates
tna suchika fr stage automars, tye double Ad floorplan open areas ‘ofessiona wvaly avin but iso shacr characte
wb easenta. and you wil want to use such components 9s the inom caves) and Private Organizations ach othe Loogueo Fer
ars, Bika Fuel Tonks, Arbus possibly, Machinery Tashan, Office, Ant-Ant-Fts Information Srvc oran Apocalye Wor Ci) That
‘nd posiby oven othrs More deta can be found below in the Filng offices vary nse rom smal units of 10-20 samt lage m-
In oom Contents wection {complexes of up t0 10,000 sam. oF even larga uso 106X100 sam
{ormost units, and subdivide ns goneral area into ama inde
afc vero offs shoud bln cot eras
6 complexes wilconsat mostly of aficesub-rooms, bat ay ds
Facilities have larger conference rooms us large roam with very 8 be
tndtotsof chars ona some decor eitchoneta or preparng sy
especialy when used in
above The oddtions
‘Tha Facitis Table canbe used to determine the nature of any factionsynthi-catf {maybe with a servo-droid), and so.on, In building up those
ent in many locations to guide citizens towards the shopping |
larger locations, you can add floorpian components such
nd dort forget to connect corridors up tall exit points such
Lounges, Kitcheneta, and Small Bathroom to office ‘be elovators, anti-grav chutes, and so ont
Apartments Numbering Apartments
At this ti
Xe, Your Block floor wil contain everything except Only spartments eednumbering. Once youhave filedin apartments
‘parimants, You shouldhavearough dee o! how much space ary) onthe or aye str rom an sporoxmetay canal pln. an wort
Yunavo lef fl wth spariments; you can work this Out by adding Sfund clockwise numbering 08 Youga An apartment number consists
Uphow much space youve skeady used Deevngeneughaperesnees, ofthe floor number, then ovesh thon Ghe er etic apeernts
forcoridors et) orf you've penciled heveryting youve generated -60 oF exampla opartmonts onthe 77h lor wile numbed 77-01,
sar your Blok dr pan“ youcanetinate fom espace 77-02 snd soon
let on your graph paper Allyou'now need to know ly how tip are
Sparmonis? Then youdivetheapeceyouwegstchoywonengs Special Blocks
Sie of an aparemert and previo I for any reason, you nee to plan an entire Special Block lt, more
Maly an area within one), the procadir sbove needs mouivng
Industrial Blocks
‘No Roboschools, no Citi-Det in some cases (GM's discretion), no
‘Special Floors, no Facies. They da, however, have special small Md
Units and small shops forthe company employees to shop at, and also
Plaza floors end entrance plazas. They have double the normal number
Of elevators and access routes. Roll DIO to determine the function of
tny individual flor
Apartment Types
1 Offices only
Incareful- planned, standard-unit Mege-Ciy One, apertmentacome 3.4 Offices and Production (O6x10% Ofces, the rest
Intwo types, regular and Hyperux. Each of these comes in two szas: Production!
Single, oscupied by 1-2 people, nd family, cccupiod by D4+1 people. 5.0
Production only
Apartment Table 2 gives you all the relevant information
pen space forms only 209% of each floor. The ‘production’ areas are
typically large open-ares spaces, which may be production lines, Munce
vats, laser essembly lines, or whatover i relevent to the industrial
8 2 previous tables to lay out office
Usrge Lounge, 2 Bedrooms,
‘ite ‘with counter),
Blocks
NoRoboschools or Ct-Def una, alte normal number ot rl Mod
Kitchenette with; couttoar' | Units. They may have Special Foor lag, Vis Audtovume), Doubs
me, Office ar Std Bogiaom, the normal number of elovators and anti-gay chutes and veicle park
ia arg ats floors. Ordinary floors are comprised of 10% offices, 60% shops, 30%
open space tar sowing for levator etc} Shope aro wevehy loge
eest 500 sam. You can detormine ho netra a expla ero,
but such a Black wil often have speciaiet shops Gea na narow
range of ntiques entertanmorta, wld and exotic melo, ad 60
Completing Your Block Layout ae a a
Youshould now have allthe basics or your ene Block for; you wil
teowhow muicharesisshops, facies ofices opartmanta sndapare SPecial Facility Blocks
to1ce fr corcors and thetha endow big wach units you went Ayan example of «Special Fcity lock, » Crockbock wil have al
{eskatch aleyout forthe whole lock floor, helast stp fo put al essential fostures except RoSonehonw ans Si keoe a eer aeeae
this together and mep the whole ting out ‘henormalnumbe of hed-Cenres,tmay nothavea CiDet- waved
true the occupants to shootaryshing except each othe It wil Rave
Laving out single se fool ay easy pene a arger units (big no Speci For, ane ony hall he noo etins eSes
affca compen, tat and then dasign smal units around them Parke teh ones Besa Won
Butingcoriors i as euea Coors vary fom -Smees ower
58 tetoss probaly th oalet size ohandle ona lrg sele
«ln. You wll xobaly Pt ssi o won rom the extol wale
‘nou
Internal layouts for these apartments are given in Figures 2-5 bolow.
‘The apartments in apartments-only lvels can be laid out in clusters
91 5.10 (or more, with 8 very large Block) slong the external walls,
‘working inwards, with more cluetorsin tne core of the Block. svound
the central Anti-Grav chutes, levator, ete Since all spartmants con
be reduced to units either 8, 10 oF 12 metres long, you cen easily fit
Astipofe suitable ength slong the walland work out how deep how
far into the Block) they need to be.
With mixed floors,
always easiest to group the offices, faites
9" shops into zones and develop them first, and then fit in the
‘partments around them, butt you want torix things up elite that's
fine. We do suggest that you don't use outrageous shapes for
‘partments and shops in your floor pan it will make lf very icky
ifyou need to pan alayout within any auch unit - but fre very larga,
‘ecal unit taking up half a Voor or go, you can always try it Lastly
when you putin the corridors, don forget that moving sidewalks wilFILLING IN
ROOM CONTENTS
Inmany cas, you wil watiofilindetas foams andoter ares, _Apormants are speci case barge they flow standard designs
;artments da, atiough you can modity the areas
Layouts
(even Hyper
'SMALL STANDARD)
APARTMENT
‘SAL Lounge
‘eonooM SMALL KITCHEN
(Coa = 7;
he 7 28.
MAI
SMALL
HYPERLUX
APARTMENTFAMILY HYPERLUX APARTMENT
layouts for other units have been described in goneral detail earliar in terms of size and general design features, Large units such as office
complexes should be subdivided into smal units using interior walls, partitions, ete, with intecconnecting doors and coridore (maybe even
fn eeziglide for very large units), The diagram below shows how to uso Floorplan components to bud up a large office complex.
OFFICES OF FAWN HALL PERSONAL SERVICES INC.
SMALL LOUNGE
(including crates)
orice
SHELF (product display)
DISPLAY UNIT |
tah
ocho
es y viD
*Siac Contents of Locations
Apartments
Apartment Table 3 can be used for random determination of room
Contents, Obviously, you wil sometimes want 9 add extra tle dete,
‘and tha table doesn’t deta absalstaly averything down‘ thelast pat
‘of drty socks! The tables broken up into sections, one for ach room
‘ype: If'an apartment has more than one of any room type (00,
Decl
{hey move around, or may be used n mere than one pace, or whetever
‘The percentage figures. the table give the chance for theitam bang
present: 100% moans that every home has one.
8
e
1 The Vid-Unit wil be ona small tabloor support, with 2010 Vid Slugs,
2 See below.
43 This will be an air-bed or some similar special variant,
[4 This will be instead of, rather thar in adaltion to, an orinary bath
5 AS the GM decides.
‘Only one entry inthis table equites an extended note: a Concealed
Item) This may bs @ weapon o anil substance, or something smi
ol on tha Cancealad tam Table to determine ts neture ems nal
are not necessarily llega but some may be highly suspicious! Weapons
listed in italic are lopalyicensec tothe owner. Such toms are always
Carefully hidden, and will not simply be found by 8 Judge walking in
‘and using @ Spot Hidden Iter Special Ability; he will need to check
‘Ut tha mettess, wardrobe. dirty linen basket, or wherever the GM
fas decided to hide the ier.
Fillin details as you wish -for example,» computer dise might have
Industrial secrets on it; documents might bebbeing used for blackmell,
‘and 80 on.
‘thay are habitual Perpe with along criminal record =
{his later (s8e below) - butt does mean (at eas, in the case of egal
items) that Judges shouldbe considering what sentences they re 9019
tehand down!
CONCEALED ITEM TABLE
1. A gizmos some technical item, which can be almost anything you
2'Weapons come with 1D6 magazines of ammunition.
3. GM choles, but avoid anything too draste (ag, a disintgratr
‘Youmay wish to use the system given in the Judge Dredd Companion
Never Saw it Before, Judge!) so that Judges can always find
‘something legal around sn apartmentif they look hard enough, is.
Suits the purpose of an encounter in an apartment.
Having determines the major toms, you can buildup the detelsif vou
‘wish. A Kitchonette wilhave cutlery. crockery, towela, tin of Mune
products, synthiflake packets, et; alounge wi have ornaments, bce
‘brac, a carpet or two, maybe same scatter cushions, and 50 oft
‘Some cases, the personality of the occupants} will help add sone
‘unusual features "see the Paychology Table below.
Other Locations
Contents tabs are not given for other locations thre ae so many
‘possible locations, from tba stadiums to a myriad of shop types
‘that thre simply is’troom hora. The location descriptions given att
will allow you to include tems to ft the mature of the place
‘Shops will typically have Shelving, Counters, 2 small Office with a
desk, 2-4 chars, avis phone console and perhaps m scurty came
In tho main shop room and a monitor in the office plus a small stare
‘with erates and the fe
A Med-Conte willhave waiting rooms with chars and decor consulting
rooms with a dosk, a tabla 3-6 chars, abed and medical equipment,
‘2 surgical unit end 80 on
Offices will have 1-3 desks, 3-8 chairs, 60% wil hav a computer
termina, 75% wil have fling cabinets (hardcopy is stil needeo
‘the computer agel, and you can filin minor detaliske wastopaper
Daskots, a kitchenette for preparing synthi-eynthi-cat, and some
relaxing decor in walting rooms or the office of the nasty manager
(eg. ina bank
It is ea5y to lay out such locations when you have the basic loorplan,
‘witha tle consideration of what actually goes on inthe locaton
‘Special shops, for instance, may have special features - a bank ot
ons frm would have a strongtoom with an armoured Soar
‘Auto Mart wil have fuel tanks, car, bkos, some machinery possi
‘aconveyar bolt, ands0 on. typical shop layout ie shown on the net
page
“The descriptions and details given of the people typical foundin auch
locations wil also be useful, for Skil and Specal Abily datas wil
{ive yous better dea of wht resources such people have and what
‘ther tems they arelikely tohave about the place. And you canals
Use add other things «from the Concefed Item Table, for example
toleave anesty itis something nthe bank manager's desk you wantRENKO’S SUPERMART (very basic
OCCUPANTS
OF LOCATIONS
Apartments
You already know how many people live in apartments; 20% of
aparmants nave one occupant, 80% have D4. Apartment Tae
‘below deta the oecupants and what they do itis easiest to assume
‘hat two adults are occupents, they both have the same ob status,
bit you can determine ther criminal recorde separately i you wish,
[A Standard Profiles Tables given ater on, in case you need statistics
fortho occupants. Apartment Table deualls adults ony: filin dota
‘oltats as you w'h (no reason wiry you ca’ thave an 8yar-old Umpty
‘Candy pusher If you Tk).
Unemployed
verkor
Service Worker
Proeesional,
o105*
612°
97.99 9197
0098.00
e192
93-97
98.00
Tees epic How so hy at?
Using Apartment Table 4
Unempoyedsset-explanatory. Workers workin tedious and menial
Jobs such a6 being check-out gil at wonderamas, supervisare at
}fobofactories or shugay hal attendnts. Service workers work minor
Clerical jobs in offices, in securty, in revel agencies, and suchlike.
Professionals are office managers, peychologiss, medics ~ and also
‘those people fortunate enough to make » good living through some
hobby or abty or by sheer hypa as in the case of Mega-City One's
‘monstrously untalented entertainment artistes. Youcsn easily deview
‘an appreprieta ob for any mployed citizen trom the table above and
‘quick feronce tothe table given previously forthe offices facies,
‘and shops st which they will work: Note also that occupants of
‘partments ara 40% lkay tobe at home when Judges callon them
{you can modify this f they work, 0 that they will certainly be out
during the ‘office hore’
For the otzon's crime recor, innocent shows the eizon has no imi
record and hasn't committed any crimes, past record shows that he
has a criminal recore for 103 offences (+2 for poor apartment
‘ecupants) but nor guilty of any unbooked misdemeanour or crime:
ument crime shows that although the citzen has no past cfminal
Fecord, he has committed some crime which hasn't boon recorded
‘ind past record nd current rime howe thathe hes acrminal record
‘and hes also committed other crimes.
To determine the type of crime, roll D100.
01-70 Tvl erimetittering, spraying, cheeking # Judge tatfc
offence, etc)
7195 Cartios # sontonco of 1-10 years (common assault,
possession of stolen property criminal damage, bibery,
et.
96.00 Serious crime (murder, blackmal, armed robbery with
violence, bodysharking, et)
Inthe ast casa thecitizan wil ithr be very old having served along
1 in the Iso-Cubes) or eis defieitely on tha run from the Law it
2 life sentence i Involved?)
You can determine the preci crime trom the short lists above or from.
raference to Chapter 4 ofthe Game Master's Book Torte Judge Dredd
Role-Praying Game, but you should ty to tallor the crime to the ‘social
class’ of the occupant (for example, upper-class people commit fewer
‘mes of violence, but wil indulge in bodysharking Blackmal, tc)
Game Master's Book for 8 Mobster, Tap ele, Sepending on the crime.
Personality and Appearance
Determining the personality ofthe occupants usually not necessary
Roleplay any encounters normaly and assume thatthe citizen's within
‘tho normal range for boing extrovert or intovert, relaxed or anxious,
‘and 0 on (but the lower the socal clas, the higher the normal stress).
However, you can use the Psychology Table below to determine 1-2
Unusual traits for the citizen; i you Use 2 roll, ignore combinations
whieh don’t seem to work.
‘You con use the Psychology Table if you deliberately want the citizen
tobe unusual for some reason or you can assum thet 10% of ltzone
{rol cf 0. on D10) have an unusual personality. Don't forget that Peeps
with @ guity conscience (maybe they have a stash of adifax in tho
‘Wardrobe! wil certainty bemore anxious then usual, but thie may notMost ents are so- explanatory, but extreme traits shouldn't be made
absurdly dominant in role-playing (except for Futsies). For example,
Paranoids ere oftan secretive, and may reveal their delusions about
‘them and their persecutions (via sonic hypnotism and Kiegg mine
bending microwave thought implantes) to someone only after talking
to them for some time Weird Hobbyists have collections of memorabila
(uch ae the latest craze, 20th Century antique Plaster Wall Ducks,
fien tems, specialized Vid-Siugs, o may ust be particulary demented
Sports fans if you prefer. You can use the Psychology Table for
fotermining such odd traits Tor eny citizen of Perp, and not just
‘partment dwallrs
Fi
ly, there's the question of the appearance of citizens. ables for
rahardly necessary youneed to make arandom determination,
just assume that etizona are 21-75 years als (6D10 +15) or thereabouts,
‘that they are 5 6” + 1D10" (males) of 8'0" +206" (females) and
Took fay orcinary. You might allow a 1% random chance ofa secret,
‘hidden mutation or 9.5% chance of some other unusual feature such
‘288 large facial scar, a huge wart on the nasa, a couple of missing
"4 188 appearance, different
‘course if you particularly want (or don't wart) a citizen to have some
‘Special Feature, ou can decide this without needing to roll dice.
‘Always remember that while all the tables ar useful for quick reference,
‘witha itle extra advance planning and detaling you can easily
tembelish the basis into an entertaining and detailed, description, as
{his example shows.
A Sordid Existence
[A GM is designing an apartment room and occupants). This
‘partment 219-44 in a poor quality PresAtomic War Block. A D100
fall of 14 shows that the apartment only hae one inhabitant.
‘The GMrolison Apartment Table. 3 to datermine basic room contents:
wall just consider the lounge here. The table indicates 1 chair, 8 Vid
Une with 4 Vig‘Slugs, and that's all This seems pretty bleak, so the
(GM dacides to add some extra deta To do that, he dacides hes lke
10 find out more about the person who lives in the apartment and fit
the extra dotal tothe personality.
10100 rolls of 81 and 77 on Apartment Table 4 shows that the cit
isunemployed, has actiminal record, and hes commited somo ot
[Sa this so major crime! Thies geting intresting Clea since tis Pep
‘sat ibety, this wast the crime the Perp wes Booked for jsince 1D3'*2
{gave total of 3, the GM decides that tho other crimes were litaring,
{rowing up over a public monument, end checking ¢ Judge = minor
‘stuff only)
“The GM has decced he'd ike tis ction to be oda in some way, 80
harolis onthe Psychology Table; thorolis 64 - Social Activist. Thinking
about it for afew moments, the GM begins to think up some more
Gotalls of Sleazy Edwina Bryan's life and hab. He decides to make
her (after deciding tis a her! an anti-Fatsfenatic, and so decides that
‘sho was the one reeponsib for re bombing Two Ton Tony Thunderguts
‘wo wooks ga,
Given such a vilant act, the GM decides that sho has a weat
without rolling on the Concealed tom Table. Checking dow thelist,
fhe chooses a Stump Gun with 4 magazines of ammo, and decides
that these are stashedinthelounge, under anuptumed crate on which
the VidUnit rests (adcing # ite extra detall. He decides thet one
lounge wal is decorated with a poster of a Fats witha target inked
invon the guts.
Following up on Ewina's violent natura, the GM decides thatthe Vid-
Slugs are Rambot “Fret Droit Apacaypse Wor Now unde Might
‘Fever (starring Jon Ravolta = fora tie variety), and The Texas-City
‘as Saw Massacre. His imagination fied up, he places a camoutioge
jacket (Rambot-style) draped over the chair, a book of anti-Fats
ppropagenda onthe ‘oor by the char, 2 four pack of Munska Special
Brow (one crunk) stashedin acarotin one comer ofthe room, acouple
of llega! cigarettes in the Jacket pocket.
‘And you ean go on trom there Use the Tables as spurte imagination:
there le no need to generate minute detal for every area, buta litle
{thought cen soon add extra datall which makes 8 scane'come avs,
‘and players will approciate tho effort you put into this!
Offices, Shops, Faci
and Other Locations
Offices will have at least one occupant, and you should allow 104
‘poopie per 100 sam. of floor space in the office complex. Thore wil
‘always be atleast ane manager-type {for company offices), and for
‘thor people rol 1D6; on 16, the charactor i an office menial or cerca
‘Sogsbody, on a roll of 6 he is 2 manager.
For shops there wil bea minimum of 3 peopl in albu the very
3; one. manager-type, one salesperson, and. one
Fandymarisalesperson. Adda ents F:2 poopie for every 200 sm.
{above the fst 100, Auto-Marta are an exam of a spacial shop for
‘these willhave 1D3+3 mechanic types in adition to other stat,
‘other specialist shops will ikewise heve similar technically skied
personnel
‘ies,
Facilities are special case, for they are very varied, and can be
Considered here together with Med-Centres, Roboschools, and the
like W's imposeibe to give a fixed number for how many people you
get in which area, Decause these vary alot
Banks, Credit Agencies and Insurance can be treated as Offices.
LUbearies have 1-4 librarians (depending on size) with servo-doids in
very large libraries.
Counseling Services have 1-2 madics, 208 psychologists, and 206
fuaiary peronne Ileal sates et; larger ramber in arger
fecitie
‘Securty firs wil have 110 security personnel about the place in
{daition to normal office stat.
oboschools wil have only +-2human teachers and 406 Roboteachers
(in Con-Apts, 75% of schools have real teachers, 1 per 100 6am. of,
floor area of the school, with a few robots as well
‘Med.Centres will have 306 medics and 4D10 auxiliary staff (again,
larger numbere for larger Centres).
‘Yu should also include afew ordinary ctizensin many such locations,
proximotely 1 per 50 aqim.o log eee; these are shoppers, peopl
‘enquiring at offices, walting fr services, begging for @ bank oan iso
hance, and so on, depending what services or products the ares
‘offers. in Jetball stadiums and Mega-Bop Palaces, there may be tens
(Of thousands of citzene, of course,
Profiles
“The Standard Profiles Table below canbe used when youneed statistics
{forthese citizens, You can uve the Standard Citizen prafefor any such
person including al menial, cuxitary stat, minor clerical stat te.
FFyou wish, you ean increase one score and give a Special Ability of,
‘your choice for example an office menial witha Tech Skil of 45 and
the Special Abily of Use Dara.
‘The Superior Citizen profile can be used for any young, fit, athletic,
‘ype of citizen; the Crumbly Citizen profile can be used for OACS or
ther clizens who are rather past i. Librarian, Mechanic, Manager
Medic ‘Security Man, Service Engineer, and Toachor ore
allself-explanatory, andit should be easy to decide when touse these
Profles.
you can’t be bothered troll the 2010, 3010, et, jst take O10=5,
‘and multiply accordingly (for example, taking 3D10as 16). The profes
Shown may need altering in special cases-forinstance, large crugger
‘would have a manager-type withthe skils ofa pharmacist, and thus
{Med Skil score of 55 ors. Youcan easly dd such features to unusual
Citizane working from the basic profiles.Samet these cizens wil hove Special Abities. Ones suggested here which
wil match the hgh Skil scores sbove are
raion Use Data 2.
Mechanic Avoid Calision, Emergency Stop, it Component 2.
Manager _chooseto suit business ype Younay increase Soe Sl
tnd ed Special AB) ThaIrerogae, for example
edie “Anelye Chemical, Emergeney Resuscitation, Recopnize
‘Disease, and alow for Spec Abt ke skis in eating
and dagrosing mdene dsessesandinfections. 20% of
Macics willhavea Med Sel esreo 8 andthe Adrinter
Testment Special Ability.
Pacing Introgate, Sense Gut, Pychology Paychoherpy Tt
Sense Gut 65 being n analogue of Sence Peps end
Poychotharapy as salt sxlanatry (and largely eels).
Stcurty Men Crack Shot Instant Reactions, Knock Out.
Sanco Enginser Recognie Component, Fit Component 2.
Teacher thisis speci cas; the teacher willave knowledge eal
to hevng some SpocialAbity or otha, bt tis maybe
invanous fads of nowiedge Inedical technica stony,
Dhvscs, etc) as you choose.
And...The Perps!!
No ‘random encounter tables ae given her, since these arenotikely
tobeusefulto youn running adventures Instead, two groups of Pepe
te detaled for you to use as sami-andom encounters, when nothing
‘much isheppening ot you want to make ie difficult forthe Judges
or pt time preseure on them by Intiodueing @ distracting incident.
‘The Shop Raiders
‘This se moderately tough encounter. The Poindexter Gang is group
ofthree tough and determined Peps who can be encountered raiding
{shop lany Kind you choose}, stealing cash, valuables, ote
‘Mad Dog’ Poindextar: $3,134, C544, 030, TS27, SS47, MSI9, PS
(0: He has the Specisl Abilities of Crack Shot and Sector Knowledge.
'Mad Dog’ ie around’ 5° 8, 170 Ibs. in his,
and wears glasses. He c
‘knife an @ helmet (60% armour protection for his head) which he
takos from calor before raiding a shop; he wears grey clothing. He
Is a determined Porp and will net surrender. He has 4 Actions per
Combat Round, on Phases 2/468.
Ollie “The Hunk’ South: 53, 45, C537,0S29, 7835, SS44, MS20,
S39. He has the Special Abiltos of Avoid Shots and Evade Pursut
(adds + 10% to chance of evading pursuing Judges, and he con guide
‘the whole group with this Ability. Olieis in his early 40°s (but looks
‘younger ands tal dark, and handsome, belnglean and well miscied,
Ho carries Spit Gun Pistal and an Electro Prod. He wil not surrender,
He has 6 Actions per Combat Round, on Phases 1/3/5177
‘Fast’ Dicky Soacord: 82.139, C831, 0S59, T$37, S638, MS34,PS28,
He has the Special Abilities of Drive Fast and Fast Mount. Seacord
is nhis late 40's, 5° 10", 160 Ibs. and has short cropped grey hat
He carries a Scatter Gun and a knife, and in one packet of Mis jacket
hhehas a gram of aditax; ho san ade, ang without the drug he ages
(to age 70 or so] very quickly. He has a-20% surrender masifier 80
long ae neither Poindexter nor South have been Wounded, He has &
‘Actions per Combat Round, on Phases 2/4/6/8,
Seacordis an expert gotaway driver andhes the gang's escape vehicle
(s souped-up Turbo 200 Astro Ghost: add + 10% to Max Speed, Full
Speed, otc) parked in the nearest vehicle park
‘Those Porps have no ID and no criminal record (they've never been,
caught), and they cannet be traced to any apartments sins they Ive
ina basement below the Shugay Hallof Bob Piece of Coke’ MacFarlane
‘Add extra detail, tems of clothing, minor possessions (ki
hatograph of mege-notorious PerpWicky: Dick Nit
The Stoned Punks
‘This rather pethetic band can be found almost anywhere. Note that
intitive eco
a forensics or acontession.). The
Cockburn Siow Boys are pititully Incompetent Perps incepeble of
Carrying out even the slowestana simplest plan of action on time, and
they never get anything done. They can be met serawling, mugging
‘an OAG, tying to break into an office, or anywhere ele you choose.
Use this encounter for fun
Polo ‘Slow Boy’ Cockburn: $2,128, CS27, DS5, TS17, $530, MS9,
S21. He is ust past 30, 5° 11, and has prometurely sivered dark
hair whieh nas boan ineptly coloured with nicotine-stain-coloured
steaks. His only weapon a knife although he has 7 comics tle!)
‘stashed inside his outdated “fashion jacket. Stoned, he has Dut 2
‘Actions per Combat Round, on Phases 4/7,
‘Stavros ‘Donner’ Mercour: 82, l44, C537, 0827, 1595, $541, MS20,
SOO. He is 28, 5” 8, of swarthy complexion’ He has the Special
Abilities of Duck and Evade Pursuit (unatfoctod by hie tanked eat).
He caries a Stump Gun anda pair of kruckledstore (+1 Efect Modi
{onormalFist attack inhand-to-hand combat. Stoned, hehas 3 Acton
per Combat Round, on Phases 36/9,
All and Muammar Gorblimioni (twins): $2, 182, C829, 0520, TS21,
‘5836, MS19, PS37, They are 28, 510°, and sgain of olive-skinned
‘complexion and derk features. Esch of thom caries 2 Laser Peto)
tnd Ahee tes cigarettes flops nade jacket pocket. Stoned, =a
ach has 2 Actions per Combat Round, on Phases 47.
‘This bunch lve (respectively) in apartments 17-55, 18-28, end 27-86
{the twins share] ofthe PrevAzomic, oor quality Geoff Hows Block.
Each has 8 criminal record for minor offences (screwing, Iitering,
ing to urinate ina public corvenienea, ete}.In the gently smoking runs, three Agures stooped over the box. How
ithad survived the destruction ofa building was a miracle, and they
approached it with caution.
“+++ Material anatysis follows +++" crackled the hand-comp, “+++
Main construction: vegetable +++ reconstituted main stem: genus
dendro +++ coating: same plus craces various metals in polymer base
‘++ identified cadmium, cobalt
“End analysis’ ordered Captain Bolland, “Structure:
++ Structure +++ hollow +++ contains sheets same material +++
tech level estimate: iow (0 meditan +++
‘es, but i it dangerous?” asked Sergeant Kennedy.
“tet Physical creat zero +++"
Indeed muttered Inquisitor Tharg. ginger picking up the bos. "The
moral threat remains tobe assessed He opened the bo, his plate
‘loved hands moving with delicacy that belied their servo-amplified
owes
‘The contents were revealed as a number of sheets of the strange
‘material. Twenty or so were fxed together by two short bars of fine
wire, while the fest were loose in the box.
“Hmmm... mused Bolland, peering over Tharg’s shoulder at one of.
the loose sheets, “They look a lot like vis-plans - ah, your pardon,
Inquisitor’ He backed away from Tharg's raised bolter.
“As you may recall’ said the Inquisttor dry“ sald that their moral
threat had yet to be assessed."
“Mind you, he continued after a few seconds’ perusal ofthe sheets,
“Your interpretation does seem tobe superficially correct. They appear
to be plans of a building interior of some kind He leafed through
the metal-joined bundle
“Symbols of some kind, he muttered, half to himself, ‘And the method
of keeping them together reminds me of some of the Order's most
ancient and holy texts’ He placed the document under the hand-comp’s.
scanner and pressed a button.
“et Manslaing +++ i bumed, “+++ Euan follows ++ buling
lan generation system pus cae plans +--+ apparent for tse with
Combat smalaion stem name. Judge Dred - The Roleplaying Game
Ses many rms notin standard compdic +++ Dredd + sp -++
arid +4!
“End analysis’ ordered Tharg. ‘A building generator for a combat
simulation.” He paused in thought for afew seconds.
Before anyone could stop him, Sergeant Kennedy siezed one of the
plans.
“Yeah... he breathed. He reached intoan equipment pouch and fished
‘out a tiny but perfectly-deailed model of a Space Marine, cast in
‘optipolymer and painted in the colour of his own Space Wolves.
uniform.
‘Look! he sad with mounting excitement, ‘They're perfect for skirmish
simulations! The gris for controlling movement, and you've got
‘markers for walls, and doors, and various obstacles.”
BRRRRADOOOMMII
Inquisitor Tharg lowered his smoking bolte.
“Ihave not yer declared them morally sound. he said flatly. | must
consult with my superiors: He replaced the sheets in the box and
picked ic up.
“You will, ofcourse, report the neutralisation ofthe booby:-trap that
Iklled your Sergeant.’ he said over one shoulder as he lf.
‘The floorplans in this set are approved by the Inquisition as morally
pure and suitable for use with Warhammer 40,000. The inquisition
hands down the following additional rulings:
An objective that is mapped is already taken
eee: Cn re
“These rules are intended to provide a simple starting point for Fighting
‘Warhammer 40,000 - Rogue Trader battles using the floorplans
supplied in this box. They will work for any surface marked with a
‘square grid, so you can make more florplans of your own if you want
‘o, or expand your collection with Games Workshop's Dungeon Floor
Plans range.
‘These ules are not intended to be comprehensive; they are guidelines
only, and you are quite free to amend, adaptor ignore them as you
see fit, There are only two firm rules when using floorplans in
‘Warhammer 40,000 games:
1. Both players must agree on any special rules before the game stars.
2, If there is a GM, then the GM has the final say over everything
to do with the rules. s
or games in which buildings are no more than ‘scenery’, the rules
for fighting by Section (as given on pp36-8 of the rulebook) are
adequate. The rules in this booklet are sugested expansions forthe
‘Mapping option (p36). They are most useful when fighting within
buildings or complexes which are as big asa tabletop, rather than
‘the smaller structures which are generally represented by individual
‘mode buildings on the tabletop. However, these rules can aso be used
fo playing out fights insde stale bulking in deta you shoud
wish to do s0.
_Most ofthese suggestions concem movement and measuring, although
there are some notable weapon and cover options. Obviously, the
normal Warhammer 40,000 rufes apply unless there is an explicit
note to the contrary.‘The universe ofthe fortieth millenium provides many opportunities
for bates in large buildings or in vast urban complexes, such as
‘The Hive Worlds
“The Hive Worlds are planet-cites; almost thei entite surface i covered
by endless buldings. Their skyscrapers stretch hundreds of stories,
into the air, and their basements dive as far or further, deep int the
very body ofthe world. These places are home to bilions of peopl,
aforanate few living in the opulent penthouses which grace the upper
levels ofthe city, but most enduring a life of unending misery in the
wf, ovecromded shums ofthe middle and lower levels. More detailed
notes on the Hive Worlds and their inhabitants can be found in the
following pages.
Large Installations
‘The plans are also useful fr depicting the interiors of huge buildings
which may be found throughout the Warhammer 40,000 universe.
‘There are many such structures: massive power plans, weird allen
‘constructs on distant spheres, human-built complexes of various types,
spacepors, military installations, strongholds - even the insides of
Ing spacecraft. These can lle represented using the plans in this set.
When using these floorplans, the normal Warhammer 40,000
‘movement ules apply, as given on ppl4-16 of the rulebook. We suggest
the following modifications:
1. Treat each square as 1" from side to side, and 15" from comer,
{0 comer,
2. During the Movement Phase a model may enter any of the squares
labeled ‘Forward’ on the (acing) dlagram opposite
5. model may make one free 90° turn at any time during a move,
‘including the beginning. Further turns may be made, but atthe cost
‘of @ reduction in movement allowance, as follows:
90° 4"
180° 1"
Of couse, turing changes the mode's facing, and thus redefines
which squares are ‘Forward’, ‘Sides’, and "Back’.
Inthe dagrams below, a creature with the movernent allowance shown,
‘can move anywhere within the shaded area, provided that there are
‘no obstacles or difficult ground in the way.
———
La]
UNIT FACING
[Note that these diagrams refer toa creature's movement allowance
rather than its M score. For example, an Orkin mesh armour (M 4,
movement allowance 34") uses the =< chart. Note that in some
‘circumstances a cteature may not be able to use its full movement
allowance,
4. Models can move through open doorways at no penalty, For closed
and locked doors, consult the section on Doors below and pp37-38
‘of the rulebook.
5. A model may not move through a square which is occupied by
another model, under any circumstances. A model which moves info
asquae adjacent to an enemy models automaticaly engaged in hand-
tochand combat unless the opposing player does not wish to rake up
this option.
6, Furnished or cluttered areas count as Dificult Ground, and can.
only be traversed at half rate.
7. Areas with colapsedcelings or very dense wreckage or machinery
‘countas Very Dificul Ground and can only be traversed at quarter-rate
8, The GM can designate areas as impassable at his discretion.
9. Unit members need not remain within 2” ofeach other, but must
be in the same room or enclosed space, or an adjoining one.
10. Obstacles are common inside large buildings, and ae let othe
Gat etn when iat he ate Tis sence 2
‘ang of obstacles, inching erates, machinery, age pipes counters
ei hea tite wr eos eoeee te eines cag
inthe main rulebook, and it coss a creature half ts movement
allowance to cros them in mary cases, though tis possible (and
easier) simply tg round them.
‘MA - 3%
1 T
MOVEMENT ALLOWANCES
eon‘The following amendments are made to the normal shooting rules
‘when using floorplans:
1, A model may fie at any target in its field of fire as shown in the
{ollowing diagram. The field of fie encompasses the thee squares
‘immediately infront ofthe model, the five squares in font of these,
and 50 on up tothe limit of the model's unobstructed line of sight.
‘Note that a model should never be pesitioned to face along a diagonal.
Regardless of the actual type of base with which a model is fed,
ics treated as being on a square base - see the diagrams on p17
and 24 ofthe rulebook, and the diagram below.
Firstly all grenades and missles have an area of effect equal to the
areain which they explode, stopping only at the walls. This s because
an enclosed space will contain and concentrate a blast or other area
effect, making lf alot more unpleasant for anyone inthe way. Models
‘within T square of an open hatch or doorway leading to a room in
‘Which a grenade or missile explodes wil also suffer the effects on
a ll of 4-6 on a D6.
‘Secondly, there is no need to rll for deviation when using grenades
‘or missiles against opponents who ae inthe same room they will
“hit” automatically,
‘Using grenades or missiles against opponents in an adjoining room
is eifferent, since you have to be sue thatthe shot or throw makes
itdhrough the doorway. Make a BS check on 106 forthe throweriier,
modifying BS as fellows:
doorway 1 square wide or smaller
‘window or hatch
firing at angle of 45° or more
* or more, at the GM's discretion.
2, Normal Line of Sight rules apply (p17). The GM's discretion will
‘beneeded to determine if furniture or fxtures block the line of sight.
‘The grid will help establish if models can fie at targets in adjacent
rooms through apen portals or doorways.
3. All normal Hiding rules apply (pp17-18).
4, Normal cover rues apply, as on pp. 18-19; since one grid-square
is treated as 1", cover is negated if both tanget and shooter models.
are in squares adjacent to the cover. A model can claim cover from
‘doorway or portal.
'5, Shootingin the enclosed space ofa building interior is a dangerous
business, Tb reflet ths, teat allranges as short forall weapons. This
will have the effect of increasing a unit's firepower considerably, and.
‘wll make the use of cover and tactics much more important than in.
the open - as is the case with fireights in enclosed spaces.
Grenades and Missiles
(Grenades and Missiles are much more effective in enclosed spaces,
and this i reflected in two ways.
Inthe diagram, model B incurs a-1 penalty for fring at a narrow
angle, while model A does not.
‘The GM always has the option to impose further modifiers according
to the circumstances.
Ifthe check is successful (Le. the dic roll is equal tothe modified
BS or less), the grenade or missile explodes in the adjoining room:
If ot, i explodes in the same room as the fiecthrower.
“These weapons are extremely powerful in a confined space, and great
care needs tobe taken when using them. If you throw a grenade at
‘amodelin the same room as you, for instance, you wil suffer as much
‘as your enemy! There are cccasions when this tactic will work, of
‘course - for example, throwing gas grenades when your own troops
hhave nose filters.
‘all Sections
‘When using floorplans, itis possible to divide walls up into sections
cof one square rather than the conventional 4” wall section covered
‘0n pp 36-7 of the rulebook. Each 1-square wall section has the same
as given in the rulebook, but the Damage shown for a 4”
section is divided by 4, rounding al fractions up. Thus, a 9-square
stretch of concrete wall on the floorplans is divided into 9 sections
of 1 square each, each with T 8 and D 2
‘Tand D scores forthe wall included in this set are given
inthe table below: game statistics for walls should be decided by the
GM or agreed between the players before play starts.| Armoured, 10 8
| Reinforced wo | 6
Heavy 4
Panelled 7 2
walls
‘Ary model in a square adjacent toa wall square can automatically
| ithe wall wth any appropriate hand-to-hand weapon. Ranged
‘weapons automatically hit any wall they are fed at.
‘A wall section is breached when reduced to 0 Damage, permitting
‘movement through the breach at the cost of a quarter of the model's
‘move as for a normal obstacle
‘Aleach in a single wall section carries no danger of collapse, but
iftwo or more adjacent wal sections are breached, rll a De. Ifthe
resutis es chan the numberof adjacent wall sections breached, the
‘al collapses, and each model in a breached square or an adjoining
square must make anormal saving throw or be kid by ling rubble.
BREACHING ADJOINING
WALL SECTIONS
Inthe dagram above, four adjoining wall sections have been breached.
‘AD6 is oled, and on a result of 1-3 the wall collapses in that area.
Every model in the shaded area must make a saving throw or be killed
The rubble-flled area is counted as very difficult ground.
Doors
‘Doors are treated in the same way as walls. or most purposes, the
doors in tis set may be treated as follows:
Door Type
Doors may be breached in the same way as walls, a section ata time
there is no danger of collapse resulting from the breaching of a doer.
swith walls, game statistics should be decided by the GM or agreed
between the players before play starts.
=
Other Fixtures
‘There are too many fixtures and accessories in this set to be able to
‘cover them all in detal. As with walls and doors, game statistics and
‘and special rues should be decided by the GM or agseed between the
players before play starts
‘Skirmishes within buildings will normally involve only small numbers
‘of models, and even squad level games of only 10 modes aside can
be quite interesting in a confined space. Inside a building, it is not
always possible to tell where your opponents are, judge their strength
and so on, So some system for simulating hidden and secret movement.
is necessary,
‘ne simple option i the outer Method. Each player prepares astack
‘of counters; one fr each model in his force, and a numberof dummies
orblanks. Any number of dummy counters can be used, but itis best
to use one dummy counter for every 2 troop counters. This should
be decided by the GM or agreed between the players before play starts.
SECRET MOVEMENT
Each player places and moves counters face-down, so that only he
‘knows what his true disposition is. A counter is turned face-up when
it fires or is fred on (note: dummy counters cannot fe): dummy
counters are discarded, and troop counters are replaced with the
appropriate models.
A further development ofthis dea sto allow ony ne player to use
‘counters, while the other uses modes. This works well te scenario
‘is one where one player is defending the building complex from the
cher. The defender paces al is tops (counters) at the start ofthe
fame. The atacker now makes his st move onto the forplans
nd although he has some idea as othe defender’ postin, he wil
‘still not be entirely sure of what he is facing.
‘Mega-city 1 and the other mega-cities ofthe 22nd-century Earth of
Judge Dredd are quite similar to some parts of the Hive Worlds of
the fortieth millenium, Imagine a mega-ity which covers the entire
succeofplanet, and you kav a ly accrate vison fs Hve
‘World.
Hive Worlds are grossly overpopulated, and forall but a fortunate
few living conditions are far from civilised. Society is held together
‘only by fear of the authorities - which is far from universal - and the
populace is resigned to a miserable life of scavenging and fighting
for what lite resources there are.“The theoretical government ofthese places usually confines itself to
‘dealing inthe only real resource these words have of, the people!
Imperial Commanders can be regardedas being ite more than lorie
slavers. They tie In opulent palaces far above he dark, fetid slams
ofthe lover lvls and comfortably removed fom the subuman lives
of the vast bulk ofthe population
‘The Imperium itseifis concemed only that emergent psykers are dealt
With: ether destroyed, or captured and shipped to the Emperor for
processing, Given the enormous populations of the Hive Worlds they
are constantly visited bythe agents of various Imperial F
and itis not unusual for members of the Administranum tobe present
fon a Hive World in some numbers.
‘one particular Imperial body witha special interest inthe Hive Worlds
isthe Legiones Astartes- the Space Marines. Nealy all Space Marine
‘chapters dredge the lower levels of the Hive Worlds, searching forthe
‘toughest, meanest and most cunning survivors of one of the most
‘hostile environments outside the Death Worlds. On many Hive Wolds,
‘the Hives have formed themselves into tribal gangs, andar constantly
‘warring for space and resources. These battle-hardened Hivers form
ideal stock for recruitment and processing. On other occasions, the
‘Space Marines are seen asthe bestequipped force to carry out missions
on Hive Worlds, and are frequently called on to undertake raids of
‘put dovinrebelions. Sometimes they combine the two, puting down.
uprisings and ‘the most able rebels into their own ranks,
often tothe dismay ofthe world's Imperial Governor.
Given a litle imagination, it s possible to come up with hundreds
‘of reasons for Space Marines or any other Imperial organisation to
‘be present on a Hive World. indeed, i is quite easy t0 see reasons
foralotof the alien races to he drawn t such places. Secedy ensconced
In the lower levels, they could avoid official notice for year, feeding
‘on the abundant population and fermenting their unspeakable plans.
Here are some notes on the most belligerent ofthe Hivers, and some
‘scenario ideas using the floorplans inthis box to create a Hive World
setting,
Hive World Gangs
Inthe forbidding depths of the Hive World lower levels, the planetary
authorities have all but given up trying to enforce the law and keep
‘der among the population. The vast overcrowding and pitiful
resources have caused these places to become as violent as any alien
‘Death World, Men survive only on their ability to find, steal, or extort
food, Base cunning and primal aggression are qualities which serve
the Fiver well, Weakness and fear are his enemies, superstition and
mistrust his way of life. ts no wonder, then, that the Hive Worlds
are fertile hunting grounds for the recrulting arms of the Legiones
Astartes,
‘Even in such a place, humanity is gregarious, andthe weak seek the
protection ofthe strong, It is common for Hives - especially in the
Tower levels - to band together for mutual protection, and to prey on
the weaker and less organised. Each gang stakes a claim over a
particular area, defending it against neighbouring gangs and trying
to expand into their territory ina never-ending series of wars. Each
‘group is ruled by the strongest or most cunning, who rules with an.
itoa fist, never daring forget that many of his folowers would love
to take his place. Any transgression of the leader's will is punished
by death -or rejection, which is buta slower form of death. The gangs
constantly change, fragmenting when strong leaders die and involving
‘themselves in an ever changing patter o lances and oppositions.
iver gangs often adopt a name, reflecting ther environment, their
favoured fighting style, or anything else with which they identify
themselves. On the Hive World of Tellus 15/01, gangs were recorded
with names such a8 The Bad Rad Boys, The Metal Maniacs, The
Screaming Scabs and The Zeta Death Phalagies.
‘Typical Hiver gangs can be generated as follows:
Size and Organisation
‘Theres litle real mn amongst the Hiver gangs, which may
number from a handful of semi-skilled fighters to several dozen
combatants of near-military ability. For the purposes of small
‘skirmishes, iris best to organise gangs into groups of between 5 and
12 individuals, in the same way as Space Marines are divided into,
squads. Each group willbe led by a personality of Champion or higher
status. Groups from rival gangs wil never co-operate with eachother,
and at the GM's option they may Aare each other. If more than one
‘gang is represented in a game, each gang should be commanded by
a diferent player, even if they are alied.
ach gang will be composed of a varying numberof groups, and led
bya personality of Hero status. For al but the largest games, though,
itis best to deal in groups, asa gang almost never commits is full
strength in a single action - 2-5 groups (use D4+ for random
generation) is typical.
‘The following tables are used to generate basic numbers for groups
cof Hiver gangers:
D6 Roll Group Leader Size Modifier
1 Champion °
5 ‘Minor hero 4
6 ‘Major hero 2
‘The Size Modifier is applied tothe die roll on the following table:
De Roll Group Size
1 5
B 7
34 9
5 10
oF 2
‘This number includes the group leader.
ach ganger has a 10% of being a Champion.
‘Example: The Wasteland Warriors of Gamma Horgan 7115
4 sale wen of Weston rr atk re aria he
‘ae bce cu of ro tht of isu ove ews
ofthe ‘A D6 is rolled forthe group leader, anda roll
7 nds tate & ¢ Mino Heo as el sang @ Soe
"i. The second D6 risa 3, mie 04
‘hae the group i 9-strong, The basc grou, then, ight gergers
led by one minor her. DIO ts led foreach ofthe gages &
relfefOindcatng that one ganger sa Champion. NoO'sareroled,
Tonner, 80 there are no Champions in the group
Profile
liver gangs have typical Human profiles, as follows:
MwSBS S T WI A 1d Int cl WP
cane reer
ee Het te
Mat Heo rare
tj He tte
areBuple
‘The gang player notes do te relevane profes fom the table
quipment
‘This will be very varied and almost always poor; primitive pistols and
hand-to-hand weapons ae the most common equipment. Powerful
or avanced weaponry wil aways bein the possession of the gang,
leader or his immediate entourage. Some gangs wil have access to
better equipment, bu his is uncommoa. Allhitech devices are rare
amongst Hiver gangs, simply because of the ray’ of thece lems
conpared tote immense numbers of ives. The same canbe sald
for armour, which will mostly be of Fl equivalent although is
rossble that better types could be acquired and sed
‘Weaponry and equipment should be generated randomly for each
‘gage, although in large games it may be mote convenient to assume
‘that groups are identically equipped.
‘Typical equipment is as follows:
‘Sword/Knife Always - equal chance of either
‘Antique Pistol 50%
plus 1 rollon the appropriate column of eac ofthe folowing tables:
Ba a
Missile Weapon
Ganger Champion Minor Major
Hero Hero
Bow rls -0S tS
Grossbow 16-20 0615 06-10-0105
Handbow 21-25 15:25 11-20 06:20
Musket 26-35 26-40 21-30 2-30
Shotgun 36-50 41-60 31-85 31-50
Sawn-off
Shotgun S175 GI-TS 566551465
SubGun 7690 76.90 66-85 66-85.
Special
Weapon 91-00 91-00 8600-86-00
Special Weapons Subtable
Ganger Champion Minor Major
Hero Hero
‘Auogun 01-05 O10. OL15——L-05.
Needle gun - iw 1620 06-15
‘Auo-pistol 06-20 1230 21401650
Chainsword 21-25 3-40 41-455
Combat
‘acessory 26-50 41-50 46-55 52-55,
Laspistol 51-60 51-70 56-80
‘Needle Pistal- 7757180 81-95
Blast
genades 61-80 76-85 I-85 :
Frag
gemades 81-00 86-00 86-00 96-00
Ganger Champion Minor Major
Hero Hero
None OF75. 1500-25-10
Shield 76-95 STO 26-50 11-25,
Flak 96-00 7190 51-90 26-75
Flak +
shield : 9100 91:00 76-00
‘The gang player notes down the groups equipment alongside the
relevant profiles. Points values may now be calculated, if destred,
following the notes on pp. 58-60 af the rulebook,
Uniforms
Obviously, teres no overall distinctive uniform for Hiver gangs, but
nos ats hve Some kindof bal symbols which are wed on
clothing,
i
The Wasteland Warriors fevour spectacularly dyed hat, and paine
‘their clothing with the grbol of a hand holding a knife.
Sonow you know everything you need to know about the Wasteland
‘Warr what wilhappen ste thre Marines they have ambushed?
Simply set up a hated fom the Hoopla inthis se, decorate
to tase with the accessories, and et bate commence!Block is merely
'8 whole range of
3nd supplements
ing. game of une, mayham,
Bombe, ‘raging fires, and” wanton
Violence in which’ two. friendly
neighbourhood Citi Blocks slug it out
Blocks to escalate the Block War for
Baa shaves vt sed on cae
Bat wie oy soo
e, ruled by a
less Emperor. His reign has
lasted for 10,000 years and, thanks to
the power of technology and the
‘ministrtions of his fanatical servants,
last another 10,000. His
ed throughout the galaxy
by the thousand orders ofthe Legiones
Astartes - the fearsome Space
Marines. Directed by the Imperial
Inguisition they seek out mutants,
alien Orks, and other abominations
wherever they hide. No quarter is
‘d, and none is given
Warhammer 40,000 contains full
rules for skirmish games set against
the most detailed background ever
developed for a tabletop game,
pried by
‘superbly detailed models from Citadel
Miniatures, and additional material for
the game can be found each month in
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