Fantasy tactical rule system.
Juggers or Jugs are giant war machines constructed with medieval technology.

Players will need a hex map, D6 and D10 dice, counters to represent 

Jugger is played on a hex map.  The maps can represent playing fields, 
racing traps, mazes, or battlefields depending on the scenario. Each side 
of a hex is called an arc. A jugger faces out of its forward arc. 

Players will have to make their own counters. Use bank cardboard chits. 
Opponents should have counters of different colors. The counter should have 
written on it an arrow indicating which way the jug is facing and a number 
or name identifying the jug. 

For each jug a player will have to keep track of its current velocity and 
hit total. Other things that need to be recorded include fire damage, loss 
of boarders, time between cauldron attacks, and wizard spells


Size class, or SC, measures the size of a jug. Each point of SC gives the 
jug a base of 20 Hits and space for 1 piece of equipment. A 3 SC jug would 
have 60 Hits and room for 3 improvements. 

All jugs can accelerate at a base rate of 1 hex per turn. This can be 
improved by adding gears, sails, or magic.

Like Acceleration, All jugs can decelerate at a base rate of 1 hex per 
round. This can be improved by adding brakes, sails, legs, or magic.

All jugs have a base turn rate of one 60 degree turn per round. This can 
be improved by adding steering equipment, legs, or magic.

If a jug runs into another jug it is called a ram attack. The rammed jug 
takes damage from the ram.
	Damage done by ramming to a side arc =
(D6 + rammers SC) x (Velocity of the rammer)
The D6 is called the Ram Roll. Both jugs will be reduced to 0 velocity but 
first the rammer will push the rammed jug = the remainder of its 
move - the targets SC.
	Damage done by ramming the rear arc= 
(D6 + rammers SC) x (Velocity of the rammer - Velocity of target) The rammed 
jug will be bounced forward 1D3 hexes. The rammers velocity will be reduced 
to the hexes it moved during the round to reach its target. 
Damage done by head on collisions: Treat as a side ram if the target 
doesn't have a ram. If both have rams then each takes damage as if hit by a 
side ram. Both jugs are reduced to 0 velocity unless one is destroyed, then 
the other drives through it at -1 velocity. 

If a jug hits an obstacle or a wall it will take damage as if hit by a side ram. 

Some hexes may contain forests, rubble, houses, or wreckage. These decrease 
velocity by 1 or more points every time they are entered.

Damage is recorded as lost hits. If a jugger is reduced to 0 hits it is 
destroyed. For every 20 points of damage a jug has lost roll on the: 
1D6	Result
1	1 piece of equipment destroyed: attackers choice
2	1 piece of equipment destroyed: defenders choice
3-6	No effect

1- Initiative Phase
2- Movement Segments
3- End Phase

All players roll 1D10.  Reroll all ties.  The player with the highest roll 
has the highest initiative score.  If it is a small battle each jugger may 
roll for initiative.     

The player with the highest initiative roll moves all of his juggers first. 
This is the first movement segment.  The player with the next highest 
initiative moves his juggers second.  This is the second movement segment.  
This continues until all players have moved all of their units.  There are 
as many segments in a turn as there are players or sides.  Players may 
declare attacks any time during their move or another players move.  
Immediately stop movement and roll all attack rolls.  When all players are 
done making attacks roll for damage, grab, fire, and topple effects for all 
attacks just made.  The player may then continue moving the unit.  
Basically, a player should, during every hex that one of his units moves, 
count the number of mps the unit has used totally so far and ask if anyone 
wishes to make an attack.  A weapon can only be used to attack once during 
a turn.    

This is basically a bookkeeping and rest phase. Start the round over at the 
initiative phase. If a goal was scored start the round over at the 
deployment phase.  

D10	Weapon	        Range	To Hit	Damage	Notes	
1-      Catapult	10	2	2D6	All arcs
2-      Ballista	5	4	1D6	All arcs
3-      Jaws		1	3	2D6  	Forward arc. Also pincers and 
					        mandibles. Grab attack.
4-      Wheel Spikes	1	4	1D6	Attacks all units in adjacent side 
5-      Battering Ram   1	4	2D6	Forward arc. Also Screw rams. These 
					        are in addition to the main ram
6-      Claw Arm	1	3	1D6	All arcs. Also Jaw arms, pincer 
					        arms, tentacles, and catchers. 
					        Grab Attack.
7-      Saw Arm	        1	4	1D6	All arcs. Also Screw arms and 
					        Scissor Arms.
8-      Flail	        1	2	3D6     All arcs. Also Droppers, and 
					        Wrecking Balls
9-      Mace Arm	1	3	2D6	All arcs. Also Hammer arms, 
					        Sword arms, and Axe arms.
10-     Shield Arm	1	3	1D6	All arcs. The jug gains 10 hits 
					        worth of armor

If a claw arm or a jaw hits the target jug the jugs become  attached. The 
attacker can break the hold automatically. The target can break the hold on 
a roll of 1-3 on D6 at the start of its Move Phase.  The bigger jug can 
drag or push the smaller jug on following turns at a maximum velocity of 2 
hexes per turn. Weapons that have grabbed on do damage every turn 

Juggers are the mainstay of all modern fantasy armies. Extra weapons not 
allowed in regulation juggerball are available during wartime. Some weapons 
are built and used by only certain races; these are listed in the exotic 
weapons table.

D6-Weapon	Range	To Hit	Damage	Notes
1- Trebuchet	15	1	3D6	All arcs
2- Boarders	1	1	0	All arcs. On a successful hit the 
	crew is killed and the target jug comes under your control. On an 
	attack roll of 4-6 the boarders are killed and cannot be used again.
3- Fire Pump	1	3	1	All arcs. Does damage for 1D6 turns.
4- Cauldron	1	4	1D6	All arcs. Does damage for 1D6 turns. 
	Can only be used once every 3 turns.
5- Scythe	1	3	1D6	Forward arc. Any damage roll of 6 
	will cut the jug in half and destroy it.
6- Lever	1	1	-	Topple 	Forward arc. On a successful 
	hit the jug is toppled and destroyed. Also jacks and push poles.
7- Winch: Attached to a ballista. If a ballista hits roll 1D6. On a roll 
	of 1 the target topples. On 4-6 the rope snaps. On 2-3 roll again 
	next turn.

Weapon		Range	To Hit	Damage	Notes
*Mirrors	10	4	1	All arcs. Does damage for 1D6 turns. 
*Sails: Each sail gives the jug acceleration and deceleration +1. Sails 
	cannot be combined with legs. Elves
*Demon Eye	5	1	Death 	Forward arc.  On a successful hit 
	the whole crew is killed. Voorlock
*Acid Spitter	10	3	1	Forward arc.  Does damage for 1D6 
	turns. Voorlock
*Tongue	        2	3	1D6	Forward arc. Voorlock
*Sling Shot	10	3	1D6	All arcs. Goblin
*Fang		1	1	Death	Forward arc. If the fang hits the 
	crew is killed by an injection of poison gas. Goblin and Voorlock.

A single weapon can take up more than one equipment space. Damage done by 
the weapon is multiplied by the size of the weapon.  For example a size 3 
trebuchet does 3 x 1D6 Damage. A size 4 Fire pump does 4 points of damage 
for 1D6 rounds.

Every Jugger has a captain to command it.  All captains have at least 1
special ability.  Captains with more than 1 special ability are known as 
legendary captains.  A jugger does not need a captain to operate.

Captain Special Abilities Table
1D10	Ability	
1- Speed Demon: Jug gets +1Acceleration
2- Cornering: Jug gets +1 Turn Rate
3- Balance: Jug avoids Topple on a roll of 1-3 on D6 and gets Decelerate+1
4- Tactics: Player gets +1 to initiative rolls
5- Artillerist: Jug gets +1 to hit with 1 missile attack per turn
6- Meleer: Jug gets +1 to hit with 1 close combat attack per turn 
7- Evasion: Jug dodges 1 attack per turn on a roll of 1-2 on D6. If this is 
a ram attack move the jug 1 hex out of the way in any direction.
8- Damage Control: Put out 1 fire or reduce damage of 1 attack per turn by 
half on a roll of 1-3 on D6.
9- Mechanic: Repair 1D3 damage per round.
10- Luck: Player may reroll any 1 die roll affecting jug this turn.

Morg Orgus
Abilities: Speed, Meleer, Damage Control, Tactics, Evasion
Morg is the chieftain of the Black Fang tribe in southern Garu Gak.  His 
cunning and ferocity has resulted in the enslavement of many other tribes.  
His raids into elvish territory have all been successful.  His tribe may 
soon be in position to capture HurGak.

Ballard Trevon
Abilities: Balance, Luck, Artillerist, Tactics
Ballard is a baron of the Meddian noble house of Trevon.  This dashing 
fellow has earned himself a reputation as a duelist, a fornicator, and a 
field commander.  He has led the Trevons to several victories against the 
orcs and the rival house of Eston.  

Gavis Greybeard
Abilities: Cornering, Mechanic, Evasion.
Gavis is a veteran Battlemaster captain. He fought bravely during the 
Goblin wars. He is an honored guest in any clan hall.

Set battles are rules and suggestions for designing military engagements.       
Army Sizes:
Each player gets X number of SC's to spend on an army per side.  In a 
medium size battle each side gets 20 SC.  A side may contain units from 
several different races.

The typical victory conditions of a set battle is the total destruction or 
rout of the enemy force.  Other victory conditions might include: Occupying 
a strategic location on the map; Destroying a particular unit; Rescuing a 
unit; Breaking through enemy lines; Delaying the enemy; Escaping; Harassing 
or misleading the enemy. 

Usually, opposing armies will begin at opposite ends of a map.  The set up 
can be changed to simulate ambushes, sieges, pursuits, encirclements, or 
other situations.  The winner of the strategic roll may receive a sleight 
advantage in set up.    

Several players may wish to get together to form a league.  Each player 
plays his army in set battles against all the other players at least once.  
League tournaments should include hierarchal rankings, titles, newsletters, 
referees, and prizes.  Players may wish to resolve any rules ambiguities 
before serious competition begins.  

Jug Class	SC	Hits	Weapons

Warbuggy	1SC	20 	Any size 1 Weapon

Boarder		4SC	80   	4 Boarders
Swordsman	5SC	120 	Legs, Size 2 Sword arm, Size 2 Shield Arm
Archer		3SC	60 	Size 2 Ballista, Winch
Axer		8SC	160 	Legs, Size 2 Axe arm, Size 2 Axe arm, 
				Push pole, 2 Ballistas

Lobber		2SC	40	Size 2 Trebuchet
Warmachine	5SC	120	1x Armor, 2 Levers, 2 Claw arms
Landship	6SC	160	2x Armor, Size 2 Battering Ram, 2 Catapults
Battlemaster	8SC	220     2x Armor, Main Ram+2, 2 Catapults,2 Boarders

Warbah		4SC	80 	2 Claw Arms, 2 Boarders
Gorger		6SC	160 	+2 Gears, 2x Armor, Main Ram +2
Cutter		3SC	60 	Legs, 2 Axe Arms
Crusher		10SC	200	2 Mace Arms, 2 Droppers, 2 Boarders, 
				2 Fire pumps, 2 Scissor Arms
Notes: Whole tribes often live in their Crushers.

Backbiter	3SC	60	3 Fangs
Sniper		2SC	40   	Size 2 Slingshot
Thrasher	5SC	120 	Two Size 2 Flails, Armor x1
Hydra		8SC  	160 	8 Jaw Arms
Notes: Goblins are very fond of Warbuggies.

Lumberjack	3SC	60   	2 Saw Arms, Jack
Tug		5SC	100   	2 Ballistas, 2 Claws, 1 Winch
Miner		2SC	40   	Size 2 Screw Ram
Walker		7SC	140 	Legs, Gears +1, Wrecking Ball, 2 Droppers, 
				2 Catchers
Notes: Gnome Jugs have a primary role as construction equipment during 

Windrammer	5SC	100   	2 Sails, Main Ram +2, Wizard
Mirror Ship	2SC	40   	Size 2 Mirror
Fire Avatar	5SC	100 	Legs, 2 Fire Pumps, Cauldron, Wizard
Tower of Death	7SC	140  	2 Droppers, 4 Scythes, Wizard

Horny Toad	4SC	80   	Legs, Size 2 Tongue, Wizard
Demon Eye	5SC	100   	4 Tentacles, Demon Eye
Dragon Face	8SC	160   	Size 3 Jaw, Size 2 Fire Pump, 2 Fangs, Wizard
Gekko Spitter	2SC	40 	Size 2 Acid Spitter
Notes: The Voorlock are a race of reptillian, humanoid, demon worshipers.

Desert Rat	3SC	60 	Legs, 2 Catapults
Wild Ass	5SC	100 	Legs, 2 Catapults, 2 Flails
Yahoot		7SC	140   	Legs, 2 Trebuchets, 2 Flails, 2 Battering Rams
Notes: The Kurdashi are a race of humans that live in the desert. They use 
a 3 legged design. 

All races have wizards. However, only the elves and the voorlock have an 
abundant supply of them. Wizards will have 2D6 spells prepared for the 
battle. Roll on the spell table to see which ones.

D6 Spell		Range	To Hit	Damage	
1- Fireball	    	5	5	3D6
2- Lightning Bolt   	10	4	2D6
3- Shield: Negate 1 attack after it hits the jug but before it does damage.
4- Haste: Acceleration, Deceleration, & Turn Rate +1 for 1D3 turns.
5- Restoration: Repair 3D10 hits to jug.
6- Fate: Cause any  dieroll to be rerolled.

Juggerball is a game played using Juggers and a very large ball.
Playing fields vary according to the stadium. Almost all include some 
obstacles which cannot be moved through. A regulation juggerball team has 
7 jugs on the field at a time. Regulation juggers are 3 SC. The winner is 
the first team to score 3 goals. Juggers starting locations are marked by  
X's on the map.  Jugs cannot stop within 3 hexes of their own goal. After 
a goal the jugs automatically return to their starting locations and 1 jug 
may be replaced with a fresh undamaged jug.  The game is similar to soccer. 
Each team has a goal on its side of the field. The goal is a single hex. 
The ball can only enter the hex through the 3 arcs facing the opponents goal. 

The ball occupies one hex. When the ball is hit by a moving jug it will 
bounce in the direction hit a number of spaces equal to the velocity of 
the jug hitting it. When a moving ball hits an object it will bounce in a 
random direction, determined by the bounce table, to finish its move. 

D6	Direction of bounce:
1	180 degrees back the way it came
2	90 degrees to the right
3	90 degrees to the left
4	120 degrees to the right
5	120 degrees to the left
6	Caught: Dead stop

If a jug that was at 0 velocity last turn moves toward an adjacent  ball in 
front of the jugger this turn, the ball will be pushed and remain in the 
hex in front of the jug even when the jug turns. If the jug decelerates, 
the ball will not and will roll ahead 1D6 spaces.  

This phase takes place at the start of battles and after goals. All players 
roll D10.  Reroll all ties.  The player with the lowest score sets his 
units up on the map first.  The player with the next lowest score deploys 
his units next and so on.  The scenario will specify areas where units can 
be placed. The term round is interchangeable with turn.

If a jug hits an obstacle or a wall it will take damage as if hit by a side 
ram. If a jug does a head on with a jug pushing the ball the ball will 
bounce out of a random side arc. Stone walls have 10D10 hits and can be 

Roll on the random improvement table for jugs on juggerball teams to see 
how they are equipped. Juggerball jugs are SC=3 so they can only have 3 
improvements. Armor does not increase a jugs size class, only its number 
of hits. Legs, deflectors, and catchers can only get one improvement. 

D10	Improvement
1-Gears: Acceleration +1
2-Brakes: Deceleration +1
3-Steering: Turn Rate +1
4-Armor: Hits +20
5-Reinforced Ram: +1 to Ram roll
6-Legs: Deceleration +1 and Turn Rate +1. The jug cannot ram but can kick 
in a forward arc for damage = 1D10 + the kickers SC. The maximum velocity 
of a legged jug is 5 hexes per turn. The jug can kick the ball an additional 
D6 spaces farther than it would normally go. The jug can kick the ball at a 
30 degree angle. The jug can catch the ball in its facing hex and push it. 
7-Deflector: The jug can bounce the ball at a 30 degree angle. Cannot be 
combined with legs.
8-Catcher: The jug can catch the ball in its facing hex and push it. Cannot 
be combined with legs.
9-10-Weapon: Roll on Standard weapon table.

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