ORIGINS OF THE JUGGER AGE
In the year 4835 A.F. two Orc tribes, the Gurak Blood Spitters and the
Hurga Snaggle Tooths joined forces to lay siege to the Meddian city of
Findel. Reinforcements for Findel were at least two weeks away. The city
was defended by only a stone wall and a small garrison. The orcs had
excellent engineers in both camps. The war chiefs decided to attack using
a combination of mining, sapping, artillery, and siege towers. Within
days the walls were breached in several places and plans were made for the
final assault. Things looked hopeless for the Meddians. The orc chiefs
then began to argue over who should get to keep the city when the siege
was over. Both tribes were nomadic and they originally agreed to help each
other capture a city. Orcs often use trial by combat to resolve disputes.
Champions were selected but Saggor, an engineer suggested they use siege
towers instead. This proposal was met with great enthusiasm. Two siege
towers were dragged away from the walls and brought to face each other.
Within minutes both were reduced to large piles of firewood. A tie being
unacceptable, both sides agreed to a rematch. Two days latter each side
revealed their new champions which were twice as large as the original
siege towers. The Gurak construction was filled with battering rams.
The Hurgas model had a multitude of arms with spiked fists. The titans
traded great shattering blows to the cheers of watching orcs and Meddians.
Both hulks were smashed to pieces. The shamans made burnt offerings to the
war gods and the chiefs agreed to yet another challenge. During the third
day of construction an unexpected relief force from Bonheim arrived and
drove the Orcs all the way back to Garu Gak. All over the continent
everyone was talking about the battle between these so called juggernaughts.
During the following months the surviving Guracks marched on Findel with
seven ‘juggers' and crushed it flat. The Hurga launched a similar attack
against the elves. These initial armies of juggers were defeated at great
cost. By the end of the conflict known as the first jugger war all of the
major races were building their own prototype war machines.
Excerpted from: "Modern Jugger Tactics" by Ulmon Ironshanks, Retired
captain & dwarven loremaster
CHRONICLES OF THE JUGGER WARS
The new orcish monstrosities have been churning up the forest. Many tree
homes have been crushed under their giant wheels. It makes an elf look back
fondly on the days when the orcs merely tried to burn the forest down.
After all, its easy enough to summon a good size rainstorm. It took four
mages but we were finaly able to bring down one of the hulks. Lorith hit
the control chamber with a fireball and the whole thing exploded. I myself
have only enough strength left to cast another spell or two today. Korvis
was the most weakened so we teleported him to the city state of Ibion to
warn them. The rest of us will try to delay the cohort for as long as
possible before they find a shallow place to ford the river. Dorah grabbed
my arm. "I hear another one coming." The ground started to shake. I
could hear trees splintering. I readied my runestaff. Over the top of
the treeline I could make out a set of great sails. Lorith was first able
to speak. "I don't believe it!" Before us was an Ibion sailing ship set
on wheels. Aboard was Korvis grinning like a mad elf. "Ho wizards! Do
you think this will make a fine surprise for our orc friends?!"
Juggers or Jugs are giant war machines constructed with medieval technology.
They are built out of wood and iron. Jugs require large crews to operate
them. Historically, juggers are an evolution of the siege tower.
HISTORY OF PROPULSION
The earliest juggers used men and horses to propel them. The various races
of Lantasia quickly developed more sophisticated means of propulsion. The
men of Meddia use wood burning engines. The Garu Gak orcs burn coal.
The Shadudanese goblins use special mixtures of marsh gas produced by their
alchemists as fuel. The Durngard dwarf engines use coal heated steam. The
gnomes of Undell fuel their machines with alcohol. The desert men of
Zuranti use a black oil they find under the sands. The elves of Eliwyn
use a combination of sails and strong elemental magic. The Voorlock use
the muscle power of chained demons to drive their fearsome constructs.
Players will need a hex map, D6 and D10 dice, counters to represent
Juggerball 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. A counter is also used to represent the ball.
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, wizard spells, and of course
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.
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
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 equip., 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 side arcs =
(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. 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
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:
CRITICAL DAMAGE TABLE
1 1 piece of equipment destroyed: attackers choice
2 1 piece of equipment destroyed: defenders choice
3-6 No effect
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.
THE BOUNCE TABLE
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
PUSHING THE BALL
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.
1- Deployment Phase
2- Initiative Phase
3- Movement Segments
4- End Phase
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.
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
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
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.
RANDOM IMPROVEMENT TABLE
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.
STANDARD WEAPON TABLE
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.
7- Saw Arm 1 4 1D6 All arcs. Also Screw arms and
8- Flail 1 2 3D6 All arcs. Also Droppers, and
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 AT WAR
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
WARTIME WEAPON TABLE
D6-Weapon Range To Hit Damage Notes
1- Trebuchet 15 1 3D6 All arcs
2- Boarders 1 1 Capture 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
EXOTIC WEAPON TABLE
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
*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
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.
SAMPLE LEGENDARY CAPTAINS
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.
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.
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.
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.
MILITARY JUG DESIGNS
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 Size 2 Flail, Size 2 Flail, 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,
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.
WIZARD SPELL TABLE
D6 Spell Range To Hit Damage Notes
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: Jug gains Acceleration, Deceleration, and
Turn Rate +1 for 1D3 turns.
5- Restoration: Repair 3D10 hits to jug.
6- Fate: Cause any dieroll to be rerolled.
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