3rd Millennium Judge

The Character Image below is just an example - there are many more to choose from
Sample Image of Third Millennium Judge

Background and Character Stats

Background


Physical Description:
Personality:
Objective(s):
Quotes:


Template: 3rd Millennium Judge
Character Name:
Gender: [M][F]
Species: Genetically Altered Human
Age: 25+
Height: m
Weight: kg
Force Sensitive: [Yes][No]
Force Points: 1 or 2
Dark Side Points: 0 or up to 5 (based on background)
Character Points: 10
Extra Character Points: 20+ (+5-10 based on background, 10 per Dark Side Point, 5 per Cyber Point)
Cyber Points: 0 or up to 6 (based on background)
Move: 11/14 max

This character gets 20D in Attributes due to the genetic alterations
Dexterity 3D+2 (5D): dodge, firearms: law dealer, firearms: law giver, firearms: law maker, grenade, melee combat, missile weapons, thrown weapons
Perception 3D (4D+2): bargain, con, forgery, gambling, hide, investigation, search, sneak
Strength 4D+1 (5D): brawling combat, climbing/jumping, stamina
Knowledge 2D+2 (4D+1): alien species (only if in SWG for over two years), cultures, intimidation, languages, law enforcement (5D min required), survival
Mechanical 2D+1 (4D):
Technical 2D (4D): armor repair, computer program/repair, demolitions, firearms repair:law dealer, firearms repair: law giver, firearms repair: law maker, first aid, law master repair, security

Equipment: Law Giver (Mk based on background, see data below), Law Dealer (same, see data below), Law Master (see below), Judge Angel Armor (see below), Firearms Repair Kit, Speeder Repair Kit, Law Book, FastFlesh Medpacs (2), Knife: Str+2
Credits: 500 (or variable if chart is used)



JUDGES LAW GIVER FIREARM
Law Giver
TYPE Mk I/Mk II/Mk III/Mk IV/FMk I
WEIGHT 2/2.2/2.4//2.6 kg
AMMO 40/50/60/70/80 Clip plus a 10 shot high-explosive mini-grenade cartridge
FIRE RATE 2/2/3/4/4 (see notes)
FIRE CONTROL 0D//1D/2D/ (see helmet and bike)
DAMAGE see below
Standard Clip
TYPE ROUNDS RANGE DAMAGE
Mk I 30 3-10/60/120 5D ss/5D+2 bf/5D+4 fa
Mk II 40 Same Same
Mk III 50 3-12/65/130 5D+2/5D+4/6D+1
Mk IV 55 3-15/70/140 6D/6D+2/6D+4
FMk I 60 3-20/80/160 6D+1/6D+3/6D+5
Add armor bonus. ss: single shot, bf: burst fire (3 rnds, two burst max. per rnd for Mk I/Mk II, 3 for Mk III, 4 for Mk IV), fa: full auto (3 people; 3 rnds each for a total of 9 rounds. 10 rounds; 10 meter spread for full auto damage to anyone in the area; last or extra round will always go to last person targeted).
Armor Piercing 5///9/10 Same as Mk 4D ss/4D+2 bf
No armor bonus for target.
Double Whammy 5///6/10 3-5/10/20 5D+2
Two targets, one meter apart or less. Add armor bonus.
Standard Grenade Cartridge
TYPE ROUNDS RANGE DAMAGE
Standard 5 3-10/30/80 5D ss
Add armor bonus
Stun 5 3-10/30/80 5D ss
Add armor bonus
Variations of the above are possible. Beginning PC's may have 4 clips and 4 cartridges extra (does not include the full clip already in the weapon). The limitations are below:
2 clip of Armor Piercing
2 cartridges of Standard Grenades
1 clip of Double Whammy
2 cartridges of Stun Grenades
The firearm also has a security feature; no one but a Judge may touch or use the weapon. If someone tries to pick it up they will receive a deadly shock (5D damage for MK I, 5D+2 for Mk II, 5D+4 for Mk III, 6D for Mk IV, 6D+1 for FMk I). The varying Fire Rate is due to the different types of Law Givers, i.e.: Mk I and Mk II = 2 (ss/bf/fa), Mk III = 3 (ss/bf/fa), Mk IV/FMk I = 4 (ss/bf/fa). The limit to single shot is that only two shots may be fired per action with a limit of 2 actions per round.

JUDGES LAW DEALER FIREARM
Law Dealer
TYPE Mk I/Mk II/Mk III/Mk IV/FMK I/FMK II
WEIGHT 3/3.2/3.4/3.6/3.5/3.6 kg
AMMO 60/80/100/120/130/150 Clip plus a 20 shot high-explosive mini-grenade cartridge
FIRE RATE 3/3/4/5/5/5 (see notes)
FIRE CONTROL +1/+2/+1D/+2D// (see helmet and bike)
DAMAGE see below
Standard Clip
TYPE ROUNDS RANGE DAMAGE
Mk I 45 3-75/150/300 5D ss/5D+2 bf/5D+4 fa
Mk II 60 Same Same
Mk III 80 3-80/160/320 5D+2/5D+4/6D+1
Mk IV 90 Same 6D+1/6D+3/6D+5
FMk I 100 3-90/180/360 6D+2/6D+4/6D+6
FMk II 115 3-100/200/400 Same
ss: single shot, bf: burst fire (3 rnds, two burst max. per rnd for Mk I/Mk II, 3 for Mk III, 4 for Mk IV), fa: full auto (3 people; 3 rnds each for a total of 9 rounds. 10 rounds; 10 meter spread for full auto damage to anyone in the area; last or extra round will always go to last person targeted). Burst max. per rnd for Mk I/Mk II, 4 for Mk III, 5 for Mk IV), fa: full auto (3 people; 3 rnds each for a total of 9 rounds. 10 rounds; 10 meter spread for full auto damage to anyone in the area; last or extra round will always go to last person targeted)
Armor Piercing 10/12//20//20 Same as Mk 4D+2 ss/4D+4 bf
No armor bonus for target.
Double Whammy 5/8//10//15 3-5/10/20 5D+2
Two targets, two meters apart or less. Add armor bonus.
Standard Grenade Cartridge
TYPE ROUNDS RANGE DAMAGE
Standard 10 3-10/30/80 5D ss
Add armor bonus
Stun 10 3-10/30/80 5D ss
Add armor bonus
Variations of the above are possible. Beginning PC's may have 4 clips and 4 cartridges extra (does not include the full clip already in the weapon). The limitations are below:
2 clip of Armor Piercing
2 cartridges of Standard Grenades
2 clips of Double Whammy
2 cartridges of Stun Grenades
The firearm also has a security feature; no one but a Judge may touch or use the weapon. If someone tries to pick it up they will receive a deadly shock (6D damage for MK I, 6D+1 for Mk II, 6D+2 for Mk III, 6D+3 for Mk IV). The limit to single shot is that only two shots may be fired per action (hair-trigger) with a limit of 3 actions per round.

JUDGES LAW MAKER FIREARM
TYPE Mk I/Mk II/Mk III/Mk IV/FMK I/FMK II/DFE CLM
WEIGHT 3.5/3.7/3.9/4/3.6/3.8/3.5 kg
AMMO 100/125/150/175/200/250/300 @ Clip plus a 25//////30 @ shot high-explosive mini-grenade cartridge
FIRE RATE 3/3/4/5///6 (see notes)
FIRE CONTROL +2/+3/1D+1/2D+1//2D+2/3D (see helmet and bike)
DAMAGE see below
Standard Clip
TYPE ROUNDS RANGE DAMAGE
Mk I 60 3-75/150/300 5D ss/5D+2 bf/5D+4 fa
Mk II 80 Same Same
Mk III 100 3-80/160/320 5D+2/5D+4/6D+1
Mk IV 120 3-90/180/360 6D/6D+2/6D+3
FMk I 140 3-100/200/400 6D+1/6D+3/6D+4
FMk II 180 3-120/240/480 6D+2/6D+4/6D+6
DFE CLM @230 Same 6D+4/6D+6/7D+3
Specially made rounds with super high-explosive tips
ss: single shot, bf: burst fire (3 rnds, two burst max. per rnd for Mk I/Mk II, 3 for Mk III, 4 for Mk IV), fa: full auto (3 people; 3 rnds each for a total of 9 rounds. 10 rounds; 10 meter spread for full auto damage to anyone in the area; last or extra round will always go to last person targeted). Burst max. per rnd for Mk I/Mk II, 4 for Mk III, 5 for Mk IV), fa: full auto (3 people; 3 rnds each for a total of 9 rounds. 10 rounds; 10 meter spread for full auto damage to anyone in the area; last or extra round will always go to last person targeted)
Armor Piercing 25/30//35//40/40 Same as Mk 4D+2 ss/4D+4 bf
No armor bonus for target.
Double Whammy 15//20//25/30/30 3-8/16/32 5D+2
Two targets, two meters apart or less. Add armor bonus.
Standard Grenade Cartridge
TYPE ROUNDS RANGE DAMAGE
Standard 10 3-30/60/120 5D+2 ss
Add armor bonus
Stun 10 3-30/60/120 5D+1 ss
Add armor bonus
DFE CLM-G 20/10 3-50/100/200 6D ss
Add armor bonus
Variations of the above are possible. Beginning PC's may have 4 clips and 4 cartridges extra (does not include the full clip already in the weapon). The limitations are below:
2 clip of Armor Piercing
2 cartridges of Standard Grenades
2 clips of Double Whammy
2 cartridges of Stun Grenades
The firearm also has a security feature; no one but a Judge may touch or use the weapon. If someone tries to pick it up they will receive a deadly shock (Mk I: 6D, Mk II: 6D+1, Mk III: 6D+2, Mk IV: 6D+3, FMk I: 6D+4, FMk II: 6D+5, DFE CLM: 7D+2). The limit to single shot is that only two shots may be fired per action (hair-trigger) with a limit of 3 actions per round.

JUDGES LAW MASTER BIKE
Law Master Mk I
CRAFT: Law Master Mk I, Mk II, Mk III, Mk IV
TYPE: Repulsorlift/Ground Vehicle
SCALE: Speeder
LENGTH: 1.8/1.9/2/2.3 Meters
WEIGHT: 125/129/131/134
SKILL: Repulsorlift Ops: Law Master, Ground Vehicle Ops: Law Master (all are required)
CREW: 1
CREW SKILL: See PC or appropriate NPC
PASSENGERS: 1
CARGO CAPACITY: 20/22/25/28 kg
MANEUVERABILITY: 3D/3D+1/3D+2/3D+3
MOVE: 280; 800 kmh//290; 850 kmh (Mk III)/300; 900 kmh (Mk IV)
BODY: 3D+1/3D+2/3D+3/4D+1
SHIELDS: 0D/1D/1D+1/2D

SENSORS (Mk I, Mk II):
PASSIVE: 1000m/+2 120 degree arc, forward only
SCAN: 1200m/+1D 120 degree arc, forward only
SEARCH: 1600m/+2D 30-60 degree arc, directional, forward only

SENSORS (Mk III):
PASSIVE: 1200m/+1D//50m/+0 (rear) 145 degree forward arc, 10 degree rear arc
SCAN: 1400m/+1D+1//75m/+1 (rear) 145 degree forward arc, 10 degree rear arc
SEARCH: 1700m/+2D+1//100m/+2 (rear) 30-70 degree forward arc, directional, 5 degree rear arc, directional

SENSORS (Mk IV):
PASSIVE: 1400m/+1D+1//100m/+1 (rear) 180 degree forward arc, 30 degree rear arc
SCAN: 1600m/+2D//150m/+2 (rear) 180 degree forward arc, 30 degree rear arc
SEARCH: 1800m/+3D//200m/+3 (rear) 30-90 degree forward arc, directional, 10 degree rear arc, directional

WEAPONS:
TYPE: Dual Blaster Cannons (retractable, separate or fire-linked)
SCALE: Speeder
FIRE ARC: Front and variable 10-degree up/down arc
CREW: 1
PASSENGERS: 1
SKILL: Vehicle Blasters: Law Master (required)
FIRE CONTROL: 1D/1D+1/1D+2/2D (separate), 2D/2D+1/2D+2/3D (fire-linked)
RANGE: 5-150/300/600
DAMAGE: 4D+2///4D+4 (separate), 5D+2///5D+4 (fire-linked)
COMPUTER SYSTEM:
Dexterity: 2D/2D+1/2D+2/3D (auto-pilot only)
Perception: 2D/2D+1/2D+2/3D (uses micro-cameras and sensors, add to Sensor skill roll)
Repulsorlift Ops: Law Master: 5D//5D+2/6D
Ground Vehicle Ops: Law Master: 5D//5D+2/6D
Vehicle Blasters: Law Master: 5D//5D+2/6D
Law Master Repair: 5D//5D+2/6D
Sensors: 5D//5D+2/6D
SECURITY SYSTEM:
The bike's system is similar to the Law Giver in that it can't be touched (if security system is left on) or used by anyone but a Judge. If a being tries to use it, he or she will be shocked for 6D+4//6D+5/7D damage. The Bike can self-destruct via code phrase or by sustaining -3D or greater damage. The explosion will cause 6D/5D/4D/3D Speeder scale damage out to 20 meters (0-4/7/13/20).
GAME NOTES:
Computer can follow basic commands given over a comlink or otherwise. Responds to Judges only. Computer can be put on autopilot and placed in either self defense of full attack mode. Load Speaker system for broadcasting warnings to criminals or citizens. The bike comes with two air/water-tight, maglocked saddle bags (8 kg each). There is a secret compartment under the seat that can hold 4 kg of items not to exceed .8 meters in length. Secret compartment is sensor proofed (25). Comlink system has a range of 90 kilometers in open areas; 30-60 km in cities or dense forests.

JUDGES LAW ANGEL ARMOR
Helmet
TYPE PROTECTION WT
Mk I +2/+1 1.2
Mk II +3/+2 1.3
Mk III +1D/+3 1.4
Mk IV +1D+1/+3 1.5
Contains sensor relays so that the sensors (not the micro-cameras) on the bike will show up on a H.U.D. system on the face plate of the helmet. Contains a voice print activated comlink system that allows verbal commands to be given to the bike. Also allows open broadcasting over the bikes loud speaker. The mouth is not covered, but a breath mask may be added easily. The Heads-Up-Display can lock on to as many as 10 (Mk I) /15 (Mk II) /20 (Mk III/Mk IV) targets as long as they are within the sensor sweep. The Mk III and Mk IV can also be linked to any of the micro-cameras or sensors on the bike to allow the Judge to keep an eye on his/her vehicle while away from it. Range: 90 km in open areas, 30-60 km in cities or dense forests.
Armor
TYPE PROTECTION WT NOTES
Mk I +1D/+2 1.2 Protects the chest, back, neck and upper arms. Also comes with Knee/Shin Guards; same protection.
Mk II +1D+1/+3 1.3 Same as MK I
Mk III +2D+2/+1D+1 1.4 Same as MK I except that this version comes with a low-energy shield system which adds the extra bonus to the armor. If the armor takes damage equal to -2D to -3D, the armor reverts to +2D/+1D.
Mk IV +1D+1/+3 1.5 Same as Mk III except loss of energy shield reduces protection to +2D+1/+1D+1.

THE LAW
Section 1A
Code Law Title Punishment
1A1 Murder of a Judge Death
1A2 Attempted Murder of a Judge Death
1A3 Wounding of a Judge Death
1A4 Attempted Wounding of a Judge Death
1A5 Damage to Judge Equipment 75 years hard labor, 40 for good behavior
1A6 Attempted Damage to Judge Equipment 50 years hard labor, 25 for good behavior
Section 1B
Code Law Title Punishment
1B1 Murder Death
1B2 Attempted Murder Death
1B3 Rape Genitals removed, 20 years hard labor
1B3 Attempted Rape Genitals removed, 15 years hard labor
1B4 Damage to Another 50 years hard labor, 25 for good behavior
1B5 Attempted Damage to Another 30 years hard labor, 15 for good behavior
1B6 Damage to Another's Possessions 25 years hard labor, 15 for good behavior
1B7 Attempted Damage to Another's Possessions 10 years hard labor, 5 for good behavior
Section 2A
Code Law Title Punishment
2A1 Resisting Arrest 30 years hard labor, 15 for good behavior
2A2 Stealing Vehicles 20 years hard labor, 10 for good behavior
2A3 Stealing Weapons 30 years hard labor, 15 for good behavior
2A4 Stealing Food or Clothing 10 years hard labor, 5 for good behavior
2A5 Breaking and Entering 10 years hard labor, 5 for good behavior