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Judge Anderson (Judge Dredd 2000 AD)

Judge Anderson


Power Level:
Game system: DC Heroes Role-Playing Game

Context

Judge Anderson was originally a very minor Judge Dredd character, appearing in 1980. For more context, see our Judge Dredd character profile.

But she clearly had a good dose of je ne sais quoi, and she soon returned, becoming a major character and eventually spinning off into her own stories. To this day she remains a major character in the Mega-City One setting.


Background

  • Real Name: Cassandra Anderson
  • Marital Status: Single
  • Known Relatives: None
  • Group Affiliation: Mega-City One Justice Department
  • Base Of Operations: Mega-City One, North Atlantic Seaboard, 22nd Century
  • Height: 6’3” Weight: 170lbs Age: 40
  • Eyes: Blue Hair: Blonde


Powers and Abilities

Judge Cassandra Anderson is an extremely capable criminal investigator, and is highly skilled in armed and unarmed combat.

She is also a powerful telepath, with a wide range of psychic capabilities. To date, she has demonstrated telepathic communication and probing, psychometric ability (postcognition), and has experienced precognitive warnings of danger at both local and planetary levels.

She does not appear to be able to mount a mental assault, at least not on a routine basis. But she is more than capable of defending herself, should she be the subject of such an assault.


History

Like Dredd, Anderson has a long history. These notes represent the bare highlights. Judge Anderson’s first appearance was in 2000AD Prog 149, the first part of “Judge Death”, in which the eponymous arch-fiend made his first visit to Mega-City One.

Anderson heroically sacrificed herself to contain Death. She allowed the bodiless monster to possess her, before activating a canister of Boing!™, the miracle plastic. This trapped both Death and Anderson in a seamless block. This took place in the year 2102.

Can’t keep a good girl down

Death was later freed by his fellow Dark Judges, Fear, Fire and Mortis, and resumed his genocidal activities. Anderson, still alive, and now freed from the Boing!™, found that she was able to track Death. Her means was the psychic link forged during the long months spent battling Death for possession of her body and soul.

Together with Judge Dredd, Anderson was able to defeat the Dark Judges, if only temporarily.

Later, Anderson was hand-picked by Dredd as a member of his Apocalypse Squad. This was a small team which infiltrated Sov-Blok missile silos and destroyed East-Meg One at the climax of the Apocalypse War.

Mutant enemy

In 2106, Anderson accompanied Dredd to the near future year of 2120, in which year a disaster was predicted for Mega-City One. On arrival, the two Judges discovered a city of the dead, ruled by a powerful psionic called the Mutant, and haunted by zombies – including Dredd’s own.

With some difficulty, the two were able to defeat the Mutant, and escape back to 2106. At this point Dredd changed the future timeline by the simple expedient of killing Owen Krysler, AKA the Judge Child, the young man who would later become the Mutant. Dredd used a tactical nuclear weapon.


Description

Anderson is a tall, beautiful woman, with long, wavy blonde hair and blue eyes.

She wears the same uniform as Dredd, except that her badge bears the letters “Psi”, and she seldom if ever wears a helmet.


Personality

Psi-Judges are afforded a great deal more leeway than their mundane colleagues. Personality quirks which would result in disciplinary action for a normal Judge are tolerated, if not encouraged.

Anderson is therefore much more engaging than the typical Judge, and is both compassionate and humorous. She enjoys mild rebellion, and is probably the only person who can get away with calling Dredd “Joe” to his face.

She has experienced grave doubts about the Judge system in the past. Anderson went so far as to hand in her badge for a year, but she appears to have resolved her doubts, and is back in the saddle.

Although she displays a kinder, gentler face than Dredd (well, who doesn’t ?) Anderson is a formidable opponent. She is tough and determined, and quite prepared to kill when necessary. There is probably no-one alive that Judge Dredd trusts and respects more than Anderson. That says it all, really.


Quotes

“Remember, I’m a telepath. I know all your guilty secrets.”


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Judge Anderson

Dex: 07 Str: 04 Bod: 04 Motivation: Responsibility of Power
Int: 09 Wil: 12 Min: 12 Occupation: Mega-City Judge, Psi-Division
Inf: 08 Aur: 09 Spi: 11 Resources {or Wealth}: 0
Init: 028 HP: 100

Powers:
Telepathy*: 11, Awareness*: 08, Danger Sense: 09, Mind Blank: 04, Mind Probe: 08, Mind Field: 06, Postcognition: 10, Precognition: 07

Bonuses and Limitations:

  • Telepathy: Telepathy cannot be used to initiate mental combat
  • Mind Field: Field Protects User Only

Skills:
Detective: 07, Martial Artist: 08, Medicine (First Aid): 07, Military Science: 07, Thief:: 07, Vehicles: 08, Weaponry: 08, Occultist (Identify Artifact, Occult Knowledge, Premonition): 09

Advantages:
Area Knowledge (City – Mega-city One), Headquarters (Expansive – Hall of Justice), Iron Nerves, Security Clearance (Judges, High), Sharp Eye, Scholar (The Law, Weird $#*!), Attractive, Miscellaneous Advantage: Anderson is aware of the location of Judge Death whenever he is active and in the same dimension. Death may “lay low” for a period, should he choose, but Anderson will be aware as soon as he returns to his murderous ways.

Connections:
Justice Department (High), Judge Dredd (High)

Drawbacks:
MIA (mocking authority)

Equipment:

  • JUDGE UNIFORM [/BODY/ 07, Radio coms (scrambled): 06, Sealed systems: 12, Shade: 04, Limitations : /BODY/ does not apply against most ranged attacks unless the wearer pays a 10HPs fee (-2) ; Sealed systems only apply for respiratory needs (-2) ; Shade and Sealed Systems have to be deployed to be effective (which takes an Automatic Action). This uniform incorporates plasti-steel reinforced padding, respirator, anti-glare visor and radio microphone].
    Anderson never wears the helmet, so the Radio Communications, Shade and Sealed Systems Powers are usually offline.
  • Lawgiver pistol [BODY 06, Projectile weapon: 05, Range: 06, Bomb: 07, Limitations: Projectile Weapon has no Range and uses the listed Range instead ; Bomb only work if the gun is grabbed by somebody else than its user, and destroys the gun]. The Lawgiver may also use the following special ammunition:
    • High explosive [Bomb: 06, Range: 04]
    • Armor piercing [Projectile weapon: 05, Sharpness (Projectile weapon): 02]
    • Incendiary [Flame project: 05]
    • Grenade [Projectile weapon (Diminishing): 05, Scattershot]
    • Rubber Richochet [Projectile weapon (Indirect): 04]
    • Heatseeker attachment [AV 07, Projectile weapon: 05, Thermal vision: 09, R#2, Ammo: 03. A tiny, heat-seeking missile, it is designed to home in on the human-normal heat-signature. It has no inherent means of propulsion, and needs to be attached to the muzzle of the Lawgiver pistol, so that it can be propelled by a standard execution round]
    • Hypos attachment [exactly the same as a Heatseeker but with a bashing Poison Touch: 05 instead of an EV, as it delivers a KO drug]
  • LAWMASTER BIKE [STR 07 BODY 09 INT 02, Area Knowledge (MC1), Cold immunity: 03, Flame immunity: 03, Flash: 04, Heat vision: 12, Projectile Weapons: 10, Radio coms (scrambled): 11, Running: 07, Vehicles (itself): 07, Weaponry (itself): 05 ; Note: when the Lawmaster is running on automatic, remote or voice control it Initiative is 009 ; Limitations : Heat vision is a Cyclops Phylon TX Laser which can only fire once every 8 Phases].
    Note that the Lawmaster carries lots of spares and ammo for pretty much all of the equipment Anderson uses.
  • Scatter gun [BODY 05, Shotgun blast (Range: 05): 06, Ammo: 12, R#2, Bonus: Can use its Range to launch Stumm grenades].
  • Boot knife [BODY 10, EV 03 (05 w/STR, 09 w/Martial Artist)]
  • UTILITY BELT [BODY 08, Detect (lies, pollution/radiations) : [user’s INT], Detect (bleepers): 15, Radio coms (scrambled): 10] and 5 Bleepers (bugs). This describes the Birdie lie detector, bleepers, hand radio and pollution meter]. Also:
    • Infra-red Lawgiver sight [BODY 02, Thermal vision: 05, R#2]
    • Lawgiver Silencer [BODY 03, Thief (stealth, only to muffle the shots): 02, R#2]
    • Medi-pack [BODY 02, useful with Medicine (first aid)]
    • Handcuffs (x2) [BODY 12]
    • Daystick [BODY 08, EV 03 (05 w/STR, 09 w/Martial Artist)]
    • Stumm grenades (x3) [BODY 01, Chemical attack: 08, Fog: 05, Bonus : Chemical Attack is Combined with and active thoughout the Fog (+1), Grenade drawback]

By Phil Dixon

Helper(s): Sébastien Andrivet

Source of Character: 2000 AD

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