INSTRUCTION MANUAL

Table of Contents

I. Introduction
II. Weapon info

A. Judges Weapons
B. Other Judges Gear
C. Perps Weapons

III. Gameplay Modes

A. Standard Deathmatch
B. Most Wanted

IV. Customization and the HUD

A. The HUD
B. Customization
C. New Commands and Variables

 

Introduction

It is the early 22nd Century, less than fifty years ago the world’s worst nightmare came true when the last American President pushed the button.

The world was ripped to shreds with only parts surviving the Atomic Wars, while most of the surface became a radiation desert.  In America three mega-cities with massive populations and overcrowding were left.  With government and country now gone, the already developing Justice Department took over.

They are the Judges.  A new breed of police force, authorized to act as judge, jury, and executioner.

As a rookie Judge you will spend most of the time in simulated weapons training pitted against other rookie Judges to develop your skills.  The Justice Department’s simulator is capable of generating a variety of environments; from a reactor station of Mega-City One, to the scorching wastelands of the radiation desert.
 

Weapon Info

There are a wide variety of weapons issued by the Justice Department and there are weapons that are mainly used by the Perps, to become a full Street Judge you will have to learn how to operate each of them.

Judges Weapons

Daystick - A Judges standard issue hand-to-hand weapon, primarily used for quashing riots and other public uprisings.

Lawgiver MK II - A Judges standard issue sidearm, with a small built in computer controlling ammunition selection and some degree of aim correction (aim correction will be disabled for training purposes).  The Lawgiver is capable of firing several kinds of ammunition, including Armor Piercing rounds and Grenades, as well as General Purpose rounds which may be fired in single or burst-fire modes. See Lawgiver Interface in Customization and the HUD for more information

Types of Ammunition:
    General Purpose rounds (GP) - A standard round used for normal combat situations.
        Single-fire - Accurately fires one round at a time.
        Burst-fire - Discharges GP rounds in 6 rounds bursts, slightly less accurate.

    Armor Piercing rounds (AP) - Rounds which penetrate thin walls and tear through armor, causing increased damage.

    Grenade rounds (GR) - Small charges which explode on impact causing splash damage.

    Incendiary rounds (IN) - Upon impact these rounds detonate in a brilliant ball of fire causing initial burn damage and often set the target on fire, doing further damage.

    Rubber Ricochet rounds (RR) - These rounds do not explode, rather they bounce off solid objects until the round breaks or hits a target.

Scatter Gun - This is in essence, no different than a 20th Century shotgun, although accuracy and range has been greatly improved since those days.  Many Judges are issued a Scatter Gun as standard equipment, though most prefer to use them only as a backup measure. Judges should note that in simulation they will not be issued a Scatter Gun as part of their standard weapon layout.

Lawrod Rifle - The lawrod is a larger rifle version of the Judges Lawgiver.  Capable of far greater ranges, the Lawrod is commonly used for large tactical engagements rather than every day patrols. Again, Judges will not be issued these as standard equipment during training.

Other Judges Gear

Palm Grenade - Round, explosive charges which are small enough to fit into the palm of a Judges hand.  Useful to force a Perp out of hiding or to blow holes in walls for surprise ambushes. Selected and primed by pressing a button of your choosing, set it up in the “controls” section.

Health Packs - The streets of Mega-City One are a cruel and unforgiving place.  A single error in judgment could result in death or a near fatal encounter with the Perps.  Should you be low on health look for the green boxes marked with a red cross, these will give a small boost of health.
Armour - A Judges armor is the ultimate sign of authority on the streets and offers some protection from the gunfire you will receive from the Perps.  Should armor become severely damaged it is recommended to acquire a new set.  There are currently three styles of armor used by the Justice Department in combat simulation:

Body-Suit - This full body suit is made of a light, but durable material that on it's own offers little protection.

    The Body-Suit gives 40% protection.

Body-Suit with Padding - This armor set contains the additional padding to protect the more exposed areas such as the shoulders, knees, and elbows.

The Body-Suit with Padding gives 70% protection.

Full Uniform - This is a full replacement Judges uniform.

A Full Uniform gives 100% protection.

Perps Weapons

Spit Pistol - These small pistols are your basic modern day handguns.  They fire small solid-propellant bullets which don’t require a casing, resulting in a much simpler design due to no shell eject mechanism.

Spit Carbine - These larger versions of the Spit Pistol are capable of a much higher rate of fire and can fire up to ten rounds bursts at a time.  Along with the Stump Gun, these are some of the most common weapons founds among the more gun loving Perps. Stub Gun - These carbine sized laser rifles were designed by the Justice Department but were only used for a brief time before being pulled due to a dangerous habit of overheating.  These are much sought after among Perps, many willing to take the risk of frying their hands off just to get that extra bit of firepower. Special Notes:
The stub gun runs off a self-charging battery so it has infinite ammo.
Each time the rifle is fired it will increase the temperature of the weapon.  When the temperature exceeds the margin of safety, the temperature gauge will turn to yellow, and user will begin to receive slight burn damage.  As the temperature approaches a lethal dose, the gauge will turn to red, and burn damage will sharply increase.  Each time the temperature gauge changes color it will warn you verbally.  If the temperature gauge reaches its maximun you risk setting your uniform on fire.

The Disintegrator - These were originally small hand held devices used in mining, but soon came to be used as weapons.  In more recent years a few large scale versions have been seen, capable of vaporizing a target on contact.

Special Notes:
Requires 10 units of energy to fire the beam.  The batteries slowly recharge and will sound a tone when the weapon is ready to be fired.
 

Gameplay Modes

At this point the Justice Department’s Simulator offers two gameplay modes.  Mode of play can be set in the “advanced options” of the “create game” menu.

Standard Deathmatch - In this scenario it a free-for-all battle, Judge vs. Judge.  Victory goes to those combatants with cat-like reflexes, a steady hand, and nerves of steel.  Once a Judge has become comfortable with the weapons and has learned to think on his feet, he should move on to the next level of training.

Most Wanted - In this mode of play the most skilled in battle becomes the most hunted.
The simulator projects a yellow aura over the Judge with the highest number of frags and this player is now worth 2 frags plus an additional point for every 4 frags ahead of second place he is. 
(ex. The most wanted has 12 frags and second place has 4 frags.  So the most wanted is worth 2 + (12-4)/4 = 2 + 8/4 = 4 frags)
 

Customization and the HUD

This next section will describe the symbols on the Heads-Up Display and a few of the customizable features of your Judge’s street gear.  All customization is done in the “advanced options” of the “customize” menu.

The HUD

In the bottom left-hand corner of the HUD is your “Vitality Wheel.”  The outer ring of green is a visual representation of your armor.  The inner ring of red represents your health.  As damage is taken, both rings will begin to decrease, when the red ring shrinks to zero, you are “dead.”

In the bottom right-hand corner is your ammo gauge.  Each of the tic marks equal one round of ammunition.  Below the ammo gauge the amount of clips remaining for the currently selected weapon is displayed.  Above the ammo gauge is a readout of the amount of palm grenades remaining.

On the right side of the HUD, the weapon select menu will appear when you scroll through available weapons.

Customization

A Judge’s gear is customizable to better fit the style of the user.  The first option a rookie Judge should set is the method of ammo selection for the Lawgiver.

Lawgiver Interface

The lawgiver clip is loaded with several types of ammunition.  The type can be changed depending on what is needed for a mission or the current situation, though many Judges develop their own personal preference based on the way they work.
There are several methods of ammo selection to chose from:

Types of Ammunition:
    1 - Single Fire

    2 - Rapid Fire

    3 - Armor Piercing

    4 - Grenade

    5 - Incendiary

    6 - Rubber Ricochet

Weapon Pickup Autoswitch

The autoswitch option determines whether you automatically switch to new, “better” weapons as they are picked up or store them for later use.  It comes down to personal experience and preference, though there is the risk of switching to a new, near-empty weapon while in combat.  Put a check in the box to enable autoswitch.

New Commands and Variables

lgmode 0/1  - Selects between menu (0) and cycle (1) modes of ammo selection
autoswitch 0/1  - Determines if you'll autoselect new 'better' weapons
ammoselect x  - Directly selects an ammo type
mp_ricochettime x  - Sets the minimum no. of seconds the RR bounces for
mp_mostwanted 0/1  - Determines if the game is in standard DM or Most Wanted