Jungal Rumbal Campaign Rules

Science Fiction Wargaming

By Stuart Wilson


So, you hoomies here are the long awaited Kampaign rools for Jungal Rumbal (as revealed in a dream to de author).

Orcs Rool O.K......

De fighting, moving & shooting rools for da jungal are Marks Jungal set - dem wot he has promised to update wiv better hand to hand rools an 'at. ( hopefully to published in the next issue-gettingz ze figure outten Mark )

So dis am de rools for de strategy an stuff.

First de name of de kampaign

DERE KAN BE ONLY ONE (nuff said - attributable to Molesworth)

The Background

Orcs have decided to colonise the jungle planet of 'Jungal.' To do this they have set up 3 warlords - each with his own particular skills.

  • Warlord 1 specialises in AgroKulture and builds food stations on the planett surface.
  • Warlord 2 specialises in Teknology and communications and builds bases to keep in touch with the space faring orks. Dis Warlord owns the Main Space Port (so he has a head start, heh heh heh).
  • Warlord 3 specialises in makin' stuff and builds "makin stuff" bases.

Rule 1 - allocating stuff

(dis is a long rule and rambles on for some time).

Dis is done at the start of each turn but only if dere is stuff to be allocated and only if a dice throw of 4,5 or 6 is rolled (each player takes it in turn to roll the reinforcement dice). If a "1" is rolled at any time for the reinforcement dice then from then on a 5 or a 6 is needed - this reflects the orks in space being "meen" or otherwise engaged....(exception is the first turn when there is an automatic first landing allocation).

Orcs pick the best stuff for their teams - just like in de playfound wen u woz kids.

On start of each turn (provided a successful reinforcement roll was made) each warlord player rolls a dice - they pick in the order of the highest to lowest throws, ties role again.

Trucks, tracks & bikes are picked one at a time until they are all gone. The actual number of trucks, tracks or bikes available for alloaction is randomly determined by the highest rolling player by rolling a D6, or "whats in de box" (dese rools really don't do de last player to pick any good, hur hur hur).

The "order" dice are then rolled again - dis time it is troop picking, de highest rolling player roles 3D6 - this is the total number of Orcs available for allocating (again it might be there are not enough - so "what is in the box" rool applies). Troops are picked by rolling a D6 and taking that many, in the sequence of first to last.

If at any time the newly arriving orcs outnumber the defenders of the main space port then immediate gang warfare breaks out & one turn of Kombat/shooting is fought.

All reinforcements arrive at de original landing base (dis base is automatikally owned by de Warlord for Comms) - Dis is always troo except as in EXCEPTIONS.

EXCEPTIONS (always good to have stuff wot don't fit)

1) Agrokultural warlord gets any Goblins available automatikally into his team - 5 Goblins are needed to maintain each AgroKultural Station, de Agrokulture Warlord gets em wen he wants (provided reinforcements dice throw has succesfully been made).

2) "Makin tings" warlord can repair broken Orcs by adding bionic bits. Each turn on a role of a 5 or 6 de Makin Tings warlord can fix up to D3 brocken orcs with Orcs that have bionic bits (the total number available is limited to "wots in the box"). Dis can only be done at a Kommisioned base.

3) De communication Warlord can choose to beam down his reinforments to ANY of his commissioned bases - not just de main base - if de main base is lost den de other 2 Warlords can't get reinforcements until it is retaken from whatever has taken it.

Rule 2 - Jungal clearance

Each heavy truck which has a "cutter" mounted on the front can cut through Jungal. Each truck cuts two standard playing cards worth of track per turn - these represent roads or clearance space for a new base to be built. N.B. any heavy jungal encountered during clearance is moved out of the way of the truck by the minimum distance needed.

Rule 3 - A new base

Once enough space or area has been cleared (as represented by laid out playing cards) then the Orcs can call down a new base. (the idea is that the new base is "dropped" from high orbit). A dice is rolled: 2-6 means the base lands on target, on a role of 1 something has gone wrong and a scatter dice & D6 is rolled - anything under the area of the new landing base is crushed to deth also if the base lands on heavy jungal it is brocken and the player must try again.

Rule 4 - Commissioning the new base

A new base can only be used once 3 lots of baggage have been brought to the base from the main space port to the new base. One truck or 4 orcs carry a single load - using normal movement rules. Each base can contain a maximum of 3 lots of baggage.

Rule 5 - barter & getting chips

Once a base is commissioned each turn a single piece of baggage can be traded "in" for 3 coloured chips, the baggage is automatically returned to the main space port. Makin Tings get 3 green chips, Communications get 3 yellow chips & de Agrocultural get 3 blue chips.

Dese are placed at the base where the baggage was - and will be lost if the base is over run by aliens (of any kind) - they can also be captured by other orcs. Bagagge can be replaced by going to pick up a new lot of bagage from the main space port as per de commissioning rools. NOTE De main space port does not kount as a barter point for de communication orc (Ha - I bet he sick as a parrot now).

Rule 6 - Rebellion

If the number of gobbo's at a base exceed the number of Orc's they will rebel - launching a surprise attack - if there numbers dwindle to below that of the Orcs in the ensuing fight they will try to escape & go feral - starting a whole new planetry species of small green orc hating aliens....

Each player can try to barter each turn to get coloured chips from the other players - how, by what means he does this is up to him.

Rule 7 - I have one of each!!!

Once a player has one of each colour of chip he can trade these in at any time to gain advantage, as indicated on the following list (that I am sure will grow.....)

1) I will just roll that dice again - any single dice roll can be rolled again during a players turn

2) Higher tech. Upgrade a single weapon or vehicle or personal armour to give a plus 1 to attack or defence dice throw. Each additional plus 1 is cummulative.......

3) I will buy something - provided it looks goote a player may plonk down on the table one of the following.

    a) A pill box
    b) Heavy weapons team
    c) A truck or track made especially
    d) Flying machine, etc. etc.

That's it for now folks - more rools will follow as we begin to understand the aliens (and native creetures) more.

Finally winning the Kampaign

THERE CAN BE ONLY ONE (as I said, "nuff said").

Appendix 1: Edible Creatures


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© Copyright 2001 by Rolfe Hedges
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