View Full Version : Second Dial Designer Jam: Juggernaut!
saturnflight
10/16/2009, 16:26
Who wasn't dying in anticipation of this one?
If you haven't read this thread regarding the Second Dial Project's need to restructure, we're looking at different methods for moving through the dial-making process. One option raised was that dials could be posted here in their own threads, and that people would then discuss, rehash, critique, praise, whatever the dials that were submitted. After a few days, we'd look at the comments, add our own thoughts into the consideration, and choose the top 3 to go on to the Realms' main voting.
The plan is to have these threads open for about 5 days, and then go back to the designers for final drafts (hopefully the designers are watching these discussions). As we're just trying this out, I'm going to leave this go as long as there's active discussion.
Oh, and these will be presented anonymously, so try to keep them that way. Feel free to overhaul a dial if you think you can do it... better, shall we say?
I'm slowing down a bit as the polls are time consuming, so expect 1 designer jam a week instead of the usual 2.
Use the dial ID to refer to dials (ex. Jug-R55 "Beeatch"). If you're a designer, and your dial has been critiqued to the point that you feel you need to update it so people give it a shot, feel free to PM a new dial to me, and I'll post it.
I'll hold the second post on reserve for remakes. This way, when someone sends in a redone dial, I will edit it in below the first post for quick reference. I don't want to replace the first submission, but to have people take into consideration that those changes might be made to improve the dial.
Watch for polls on Mon., Wed., and Fri. each week; Spider-Man and Cap are out now, with new polls coming next week.
We'll solicit new designs soon, but I want to get this going first before we start the huge process that is Hypertime!
:a-fist: Juggernaut Rookie! :a-fist:
ic079 R Juggernaut
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-boota-fistd-starburstg-starburst611173610163691625815257142471624615235141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
#ic079 R Juggernaut (Jug-R1 "Mover")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal79172810173911183810173891637916268162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Once He Get's Moving: Juggernaut has Charge. Increase Juggernaut's damage by + 1 when he attacks as part of a Charge. Juggernaut only fails to break away on a 1.
#ic079 R Juggernaut (Jug-R2 "Late Teens")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal891738916361016371018379173691626816268152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
#ic079 R Juggernaut (Jug-R3 "GL Will")
Range: 0 :bolt:
Team: The Brotherhood
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal
4101635101636915279142681625716247152461524614246132 KOKOKOKOKOKOKOKO
#ic079 R Juggernaut (Jug-R4 "Hidden Symbols")
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal69164691636917368173681825819257202KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable Force: Juggernaut has the :d-indomitable: symbol. Juggernaut can use the Move and Attack ability.
Defense - Invincible: All damage dealt to Juggernaut is reduced to 1.
#ic079 R Juggernaut (Jug-R5 "Shorty")
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical Brute
m-normala-normald-normalg-normal8917381017471017479163691536917358152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
#ic079 R Juggernaut (Jug-R6 "Rampage")
Team: No Affiliation
Range: 0 :bolt:
Points: 97
Keywords: Mystic, Brute
m-normala-normald-normalg-normal710163710163791636918369173681735816357163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Rampage: Juggernaut can use Charge; do not halve his move value when using Charge.
#ic079 R Juggernaut (Jug-R7 "Better n' Ever")
Team: the Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal8917489183891738917378163781637816377163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
#ic079 R Juggernaut (Jug-R8 "Helmet Hair")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal810173710163791636916268152681525814158142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
#ic079 R Juggernaut (Jug-R9 "Duracell")
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal81018481018481018381017371017379173791737916379163KOKOKOKOKOKOKOKOKOKOKOKOTRAIT - Unstoppable: Juggernaut ignores hindering terrain when moving and ignores knock back.
TRAIT - Mystical Helmet: Juggernaut may not be targetted with Mind Control or Possession.
#ic079 R Juggernaut (Jug-R10 "Momentum")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Brute, Mystical
m-normala-normald-normalg-normal8101648101738101837917269162581535814348143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
:a-fist: Juggernaut Experienced! :a-fist:
ic080 E Juggernaut
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-boota-fistd-starburstg-starburst712173711173610173691625815247142471623615226141KOKOKOKOKOKOKOKOKOKOKOKO
#ic080 E Juggernaut (Jug-E1 "What's a Breakaway Roll?")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal81117481017489164810163810163791636815368143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Unstoppable: Juggernaut can use Charge. Juggernaut ignores the effects of hindering terrain and other characters for movement purposes. Juggernaut does not have to break away from opposing characters.
#ic080 E Juggernaut (Jug-E2 "Bringin' Down the House")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal71018479184791736917368173691636916368163KOKO153KOKOKOKOKOKOKOKOKOKOKOKOTrait: Ruby of Cytorak - Juggernaut has the :d-indomitable: symbol. His defensive powers cannot be countered or ignored while battlefury is showing on his dial. Juggernaut ignores hindering terrain, water terrain, opposing figures, traits, and powers for movement purposes. Once per turn, while moving, he may destroy a single square of blocking terrain as a free action. After destroying the square he may continue his action as normal.
#ic080 E Juggernaut (Jug-E3 "Quake n' Break")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8101648101737111637101636916369162691526915258142KOKOKOKOKOKOKOKOKOKOKOKOAttack - The Crimson Ruby of Cyttorak : Juggernaut can use Quake and Super Strength.
#ic080 E The Juggernaut (Jug-E4 "Catchphrase")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal91118481018489173791637101636916269152510144KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - I'm The Juggernaut!: Juggernaut may use Charge, and may use his full movement. He ignores blocking terrain and other characters for movement, but must still roll to break away.
#ic080 E Juggernaut (Jug-E5 "Straight Up")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal81018481017369173791637917369163681636815368153KOKOKOKOKOKOKOKOKOKOKOKO
#ic080 E Juggernaut (Jug-E6 "Avatar")
Team: No Affiliation
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal7917281017391118481017389163791626816268152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
TRAIT : Avatar of Cyttorak - Juggernaut's damage reducers cannot be Outwitted.
#ic080 E Juggernaut (Jug-E7 "Can't Touch This")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, Xmen
m-normala-normald-normalg-normal6101746101746917369173691836819368203KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable Force: Juggernaut posseses the :d-indomitable: symbol and can use the Move and Attack ability.
Defense - Invincible: All damage dealt to Juggernaut is reduced to 1.
#ic080 E Juggernaut (Jug-E8 "Fast Paced")
Team: No Affiliation
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal710174710164791636916369183681735816357163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Rampage: Juggernaut can use charge; do not halve his move value when using charge.
#ic080 E Juggernaut (Jug-E9 "The Antidote")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8111647101647101836917369163691535814358132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Juggernaut may not be carried.
Defense - Crimson Gem of Cyttorak: Juggernaut is immune to Mind Control and Poison. Before Juggernaut would be dealt damage from a combat action or attack, roll 1d6. On a 1-5, reduce the damage dealt to Juggernaut to 1. On a 6, Juggernaut is not dealt damage.
#ic080 E Juggernaut (Jug-E10 "Magic Helmet")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8111748101848101848101848101938917389173810183811193KOKOKOKOKOKOKOKOKOKOKOKOTRAIT - Unstoppable: Juggernaut ignores hindering terrain when moving and ignores knock back.
TRAIT - Mystical Helmet: Juggernaut may not be targetted with Mind Control or Possession.
#ic080 E Juggernaut (Jug-E11 "Stand and Take It")
Team: the Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, Xmen
m-normala-normald-normalg-normal81018489184891748917379163781637816378163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
#ic080 E Juggernaut (Jug-E12 "Sport")
Range: 0 :bolt:
Team: The Brotherhood
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal
8111637111636101736916358152471424714246132 KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
TRAIT: Juggernaut can use the Move and Attack ability.
:a-fist: Juggernaut Veteran! :a-fist:
ic081 V Juggernaut
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-boota-fistd-starburstg-starburst813184712173711173610163691625815247142471623615226141KOKOKOKOKOKOKOKO
#ic081 V Juggernaut (Jug-V1 "In Yo' Face")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal10121749111638101638917481018481017379165691536814358142KOKOKOKOKOKOKOKOSpeed - Unstoppable: Juggernaut can use the Move and Attack ability, but must end his movement adjacent to an opposing character; do not reduce his attack value when using this ability.
#ic081 V Juggernaut (Jug-V2 "Torn")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal7101748111739121848101738101637916369163691536815268152KOKOKOKOKOKOKOKODamage - Tear It Down: Once when given a move action, Juggernaut can make a close combat attack targeting blocking terrain or a wall as a free action. Juggernaut can continue the rest of his movement, if any, after making the attack. The rubble terrain made by detroying blocking terrain or a wall may then be used by Juggernaut as a heavy object.
TRAIT - Unstoppable Force : Juggernaut breaks away automatically. His movement ignores hindering terrain and opposing characters.
#ic081 V Juggernaut (Jug-V3 "Trait n' Narrow"
Team: none
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal1010194101018491018491018491017381117381117381117381217381216389163KOKOKOKOTRAIT - Unstoppable: Juggernaut ignores hindering terrain when moving and ignores knock back.
TRAIT - Mystical Helmet: Juggernaut may not be targetted with Mind Control or Possession.
Defense - Force Field: Juggernaut can use Invulnerability. When you turn Juggernaut's combat dial as a result of him taking damage, stop turning the dial when Force Field appears in the stat slot.
#ic081 V Juggernaut (Jug-V4 "Vinny")
Team: None
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal6101746101746101746918469183691936920369203KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable Force: Juggernaut posseses the :d-indomitable: symbol and can use the Move and Attack ability.
Defense - Invincible: All damage dealt to Juggernaut is reduced to 1.
#ic081 V Juggernaut (Jug-V5 "Rush")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal9121749101848101738111638916389163791527815268162108152KOKOKOKOKOKOKOKOSpeed - The Unstoppable Juggernaut: Give Juggernaut a power action. He may move his full speed and make a close combat action as a free action. When moving, he ignores the affects of characters and hindering terrain.
Damage - Rampant Rush: Once per turn, during any action, Juggernaut may destroy an adjacent wall as as a free action. He may use this power in the middle of an action.
#081 V Juggernaut (Jug-V6 "Ultimate")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal811174810164610174691637916379173681636816368153KOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable: Juggernaut ignores knockback and ignores hindering terrain and characters for movement purposes (he must still break away normally).
#ic081 V Juggernaut (Jug-V7 "Ramrod")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excaliber
m-normala-normald-normalg-normal7101747101647101636916369183681735816358163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Rampage: Juggernaut can use use charge; do not halve his move value when using charge.
#ic081 V Juggernaut (Jug-V8 "Drive By")
Range: 0 :bolt:
Team: No Affiliation
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal
610164610163610163691636815258152581525714247132 KOKOKOKOKOKOKOKOKOKOKOKO
#ic081 V Juggernaut (Jug-V9 "Move Over Kalibak!")
Team: None
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal912184810184791738101837917369163681625815257162610174KOKOKOKOKOKOKOKOSpeed - I'm The Juggernaut!: Juggernaut may use Charge, and may use his full movement. He ignores blocking terrain and other characters for movement, but must still roll to break.
#ic081 V Juggernaut (Jug-V10 "Can't Stop")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal81018481017489184891737916379173781736816368163KOKOKOKOKOKOKOKOKOKOKOKOTRAIT - NOTHING STOPS ME: Juggernaut does not take pushing damage.
#ic081 V Juggernaut (Jug-V11 "Ruby")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excaliber
m-normala-normald-normalg-normal710184691746918469184691736817368163691736816368163KOKOKOKOKOKOKOKOTrait: Ruby of Cytorak - Juggernaut has the :d-indomitable: symbol. His defensive powers cannot be countered or ignored while battlefury is showing on his dial. Juggernaut ignores hindering terrain, water terrain, opposing figures, traits, and powers for movement purposes. Once per turn, while moving, he may destroy a single square of blocking terrain as a free action. After destroying the square he may continue his action as normal.
saturnflight
10/16/2009, 16:26
This seat is saved! :p
Repulsor rage
10/16/2009, 19:08
This is gonna be a fun one. So far I see alot of unique interpretation lots to read though lol
Maniac_nmt
10/16/2009, 19:44
I've said this before, and I'll say it now, low movement HSS is PERFECT for the Juggernaut.
Ignores bases+move and attack. Instead of looking at the name of the power look at the properties, and it's spot on.
Kudos to who ever thought to put that on him (it wasn't me).
Maniac_nmt
10/16/2009, 19:57
Rookies:
Late Teens - :d-indomitable::d-indomitable::d-indomitable::d-normal: - good, simple, damage stays high enough, dial isn't to short, stats are fairly constant
Better n' Ever - :d-indomitable::d-indomitable::d-indomitable::d-normal: - again, a nice, constant dial that isn't to short
Duracell - :d-indomitable::d-indomitable::d-indomitable::d-normal: - Some great special powers and stats, needs some small tweaking (ie unstoppable should ignore figure bases, TAs, and powers for movement as well).
Exp:
Bringing' Down the House - :d-indomitable::d-indomitable::d-indomitable::d-normal: - perhaps instead of indomitable a roll for willpower like Apocalypse. Fun way to show that removing the helmet means he's vulnerable
Straight Up - :d-indomitable::d-indomitable::d-indomitable::d-normal: - nice, vanilla version. Perhaps a little to vanilla
Can't Touch Me - :d-indomitable::d-indomitable::d-indomitable::d-normal: - short, but potent
Vets:
Vinny - :d-indomitable::d-indomitable::d-indomitable::d-normal: - nice, I would ammend the boot transporter so that he only suffers -1 to attack instead of -2 though
Drive By - :d-indomitable::d-indomitable::d-indomitable::d-normal: - attack and damage drop to low, but otherwise Awesome dial. This could be a :d-indomitable::d-indomitable::d-indomitable::d-indomitable: with some bumps in stats
Can't Stop - :d-indomitable::d-indomitable::d-indomitable::d-normal: - nice, solid dial with spot on stats
Ruby - :d-indomitable::d-indomitable::d-indomitable::d-indomitable: - change the indomitable to a roll for willpower, and we have a winner
batjester
10/18/2009, 22:43
Finally a chance to sit down and discuss Jugs.
One thing I'll say right off the bat, I think that Juggernaut should be able to do at least 3 damage all the time.
Rookie
Jug-R1 Mover
I'm thinking he's more than 97 points. See my original thoughts on damage. I like your special power, but I think you have too much of it on this dial. Battle Fury helps keep the cost down some, and it gives him the immunity to Mind Control, but I don't see Juggernaut as really losing it that often - might work beter as another special power. Not one that I think I'd reach for.
:d-indomitable::d-normal::d-normal::d-normal:
Jug-R2 Late Teens
I like the damage stats - CCE is great for him. The Quake is another big plus for me. I think you're a click too long for life and you might have to lose some powers to get close to the points, but I really like the dial.
:d-indomitable::d-indomitable::d-indomitable::d-normal:
Jug-R3 Will
See my original post on damage. The two clicks of life he's gained do nothing for me and I think bloat his cost. I understand the Battle Fury, but a nearly full dial of it doesn't work - it hurts his game play value, and it's not even that comic accurate since it would be late fight that he'd get his helmet ripped off and would be able to be MC'ed.
:d-normal::d-normal::d-normal::d-normal:
Jug-R4 Hidden Symbols
Transporter without the carry ability works, but I think the -2 to AV would make it pretty tough to use much. Indomitable as a trait might be better served as a SP. Like the SP end dial with those high DV's. Regen will keep him around and that 20 DV means he's not just going to get plinked off of it. Too much Super Strength - give me some Quake instead.
:d-indomitable::d-indomitable::d-normal::d-normal:
Jug - R5 Shorty
Still not a fan of that much Battle Fury. The last click doesn't do anything for me, but if it was gone his dial would seem a little too short. It needs something to make that last click worth it.
:d-indomitable::d-indomitable::d-normal::d-normal:
Jug-R6 Rampage
If you lost that last click I think I'd be sold. Love the damage output. Good selection of powers. Your SP works. I actually don't mind how you've placed the Battle Fury since it coincides with Flurry.
:d-indomitable::d-indomitable::d-indomitable::d-normal:
Jug-R7 Better Than Ever
You have to lose to gain, and I don't see many losses here. It's also too linear for my tastes. Good damage stats and good use of Battle Fury.
:d-normal::d-normal::d-normal::d-normal:
Jug-R8 Helmet Hair
I don't like 2's for damage on Juggernaut - I hate seeing a 1. Too much BF. Too much Super Strength. Doesn't make me want to play it.
:d-normal::d-normal::d-normal::d-normal:
Jug-R9 Duracell
When I first glanced at this dial I thought it was way too barren. After further review I think it's only slightly too barren. I like both Special Powers - no need for Battle Fury and his movement one is really accurate. Good natural damage so Super Strength isn't missed as much. I like the Regen to lengthen the dial, but I think the dial feels too long as it is. I'd lose the last click and throw in some Quake towards the end of the dial. Lack of Charge/Willpower will hurt his playablity some what.
:d-indomitable::d-indomitable::d-normal::d-normal:
Jug-R10 Momentum
Here's another dial I don't think has lost quite enough for the gains, but not that badly. Force Blast is interesting. I like the starting Quake. Good damage values and I love the CCE. Too much Battle Fury. With a few tweeks I could really go for this one.
:d-indomitable::d-indomitable::d-normal::d-normal:
I'm really digging the majority of these.
saturnflight
10/19/2009, 10:46
#ic079 R Juggernaut (Jug-R1 "Mover")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal79172810173911183810173891637916268162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Once He Get's Moving: Juggernaut has Charge. Increase Juggernaut's damage by + 1 when he attacks as part of a Charge. Juggernaut only fails to break away on a 1.
I'd lose some of that Super Strength in exchange for some higher damage. The 5 clicks of Charge will add a lot to his cost, and at the end of the day, I feel like this guy compromises too often with his damage values while trying to fit in all the extras. Keep it more basic. :d-indomitable::d-normal::d-normal::d-normal:
#ic079 R Juggernaut (Jug-R2 "Late Teens")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal891738916361016371018379173691626816268152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
There's a lot of great work on this dial, and taking a look at Benjamin J. Grimm, I can see this being a realistic point cost. Very well done! :d-indomitable::d-indomitable::d-indomitable::d-indomitable:
#ic079 R Juggernaut (Jug-R3 "GL Will")
Range: 0 :bolt:
Team: The Brotherhood
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal
4101635101636915279142681625716247152461524614246132 KOKOKOKOKOKOKOKO
Dial is too long, there are too many 2's for damage, the speed is much too slow, and the attack value bottoms out too quickly. I can't see why I'd use him. Sorry. :d-indomitable::d-normal::d-normal::d-normal: (because the Willpower was interesting.)
#ic079 R Juggernaut (Jug-R4 "Hidden Symbols")
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal69164691636917368173681825819257202KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable Force: Juggernaut posseses the Indomitable and Boot Transporter symbols. Juggernaut cannot use the carry ability.
Defense - Invincible: All damage dealt to Juggernaut is reduced to 1.
Generally, I don't like adding stat symbols with Traits. So, thanks, but no thanks. The rising end-dial defense is interesting, and I really do like the 'reduced to 1' special, but I have to pass on this guy. :d-indomitable::d-normal::d-normal::d-normal:
#ic079 R Juggernaut (Jug-R5 "Shorty")
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical Brute
m-normala-normald-normalg-normal8917381017471017479163691536917358152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
I feel like fitting Flurry in there is costing this guy in a lot of other areas, and it's just not worth it to me. For 2 points less, I'd rather play Rhino. :d-indomitable::d-normal::d-normal::d-normal:
#ic079 R Juggernaut (Jug-R6 "Rampage")
Team: No Affiliation
Range: 0 :bolt:
Points: 97
Keywords: Mystic, Brute
m-normala-normald-normalg-normal710163710163791636918369173681735816357163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Rampage: Juggernaut can use use charge do dont half his move value when using charge.
Quite often in these dials I find 'Thing-Modeling', and that's not necessarily a bad thing when it comes to trying to squeeze all that Juggernaut-y goodness into a 100-point package. I love the lack of Impervious, and only question if Flurry is really right for him. I'd rather see that dropped and the dial drawn out to 9 clicks like The Thing. :d-indomitable::d-indomitable::d-indomitable::d-normal:
#ic079 R Juggernaut (Jug-R7 "Better n' Ever")
Team: the Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal8917489183891738917378163781637816377163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
As this was about the closest comparison I could find:
lg073 R Major Force
Team: No Affiliation
Range: 6 :bolt:
Points: 95
Archenemy: Captain Atom (Red)
Keywords: Brute, Soldier
m-winga-fistd-starburstg-starburst101016399163991538815288142771427713266132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
I can mostly see how this could fit 97. The Impervious is a bit of a stretch, though, and I'd be much happier to see it gone. At the end of the day, I'd rather see some higher attack values, at the cost of Impervious and perhaps some of that damage towards the end. :d-indomitable::d-indomitable::d-normal::d-normal:
#ic079 R Juggernaut (Jug-R8 "Helmet Hair")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal810173710163791636916268152681525814158142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
1 damage?! All that damage is pretty much too low, and an almost-full dial of Super Strength is uncalled for. I think this guy would stay home most games. :d-indomitable::d-normal::d-normal::d-normal:
#ic079 R Juggernaut (Jug-R9 "Duracell")
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal81018481018481018381017371017379173791737916379163KOKOKOKOKOKOKOKOKOKOKOKOTRAIT - Unstoppable: Juggernaut ignores hindering terrain when moving and ignores knock back.
TRAIT - Mystical Helmet: Juggernaut may not be targetted with Mind Control or Possession.
Very minimalist, and oddly predictive of what we just saw with Volstagg! It's really cool, and I think pretty appropriate, though I have concerns he'd end up Mastermind Fodder too often, which would keep him from the front lines fighting as he should be. I'm mostly good with this, but it needs something more... (or consider adding a Trait where he can't have damage redirected to him?) :d-indomitable::d-indomitable::d-indomitable::d-normal:
#ic079 R Juggernaut (Jug-R10 "Momentum")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Brute, Mystical
m-normala-normald-normalg-normal8101648101738101837917269162581535814348143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
About the most apt comparison I can find is:
sv041 E Bulldozer
Team: Master of Evil
Range: 0 :bolt:
Points: 90
Keywords: Brute, Masters of Evil, Wrecking Crew
m-boota-fistd-starburstg-starburst891638917210816398152871538814279142610142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
And there, I'm not sure that the lost Charge clicks and 7 points make up for the attack and damage improvements, especially factoring in the additional damage reducers. It's iffy, but I wouldn't chance it as is. :d-indomitable::d-indomitable::d-normal::d-normal:
jackstar7
10/19/2009, 11:41
Okay, can anyone giving the transporter symbol and then saying "no carry ability" just give the Move and Attack ability?
Preferrably as a special power. I don't think so many of these traits need to be traits at all, and could easily be powers on the dial.
Just my first two cents. I'll try to get back for more.
saturnflight
10/19/2009, 12:21
Okay, can anyone giving the transporter symbol and then saying "no carry ability" just give the Move and Attack ability?
Preferrably as a special power. I don't think so many of these traits need to be traits at all, and could easily be powers on the dial.
Just my first two cents. I'll try to get back for more.
Agreed; I think people are just unfamiliar with the fact that Transporter is now classified as a designation giving two game mechanics, and not as the mechanic itself. I'll try to catch those from now on, as I do attempt to reword special powers when I notice that there's a simplification needed.
neutralmarkhot
10/19/2009, 20:11
i like the HSS on him, as it represents what he can do very well.
I wouldn't go overboard on Battle Fury. Enough to make him comic accurate, not so much that he can't be taxied 90% of the time.
Flurry though I don't know about. Yes he can take on teams of figs, but I think that's more to do with his damage reducers (small attacks bounce off him) rather than
being fast and furious.
Charge and CCE are a must, of course. I'm cool with Imperv too.
saturnflight
10/20/2009, 12:44
#ic080 E Juggernaut (Jug-E1 "What's a Breakaway Roll?")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal81117481017489164810163810163791636815368143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Unstoppable: Juggernaut can use Charge. Juggernaut ignores the effects of hindering terrain and other characters for movement purposes. Juggernaut does not have to break away from opposing characters.
You can thank Rampaging Hulk for my acceptance of this dial. And once I look at it that way, I've got to admit there's a lot I like here. The dial could, in my opinion, actually be drawn out one more click, but even if it stays as is, I could get behind this dial. The special power does a great job of capturing Juggernaut's unrelenting attacks. :d-indomitable::d-indomitable::d-indomitable::d-normal:
#ic080 E Juggernaut (Jug-E2 "Bringin' Down the House")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal7101847918479173691736817369163691636816368153KOKOKOKOKOKOKOKOKOKOKOKOTrait: Ruby of Cytorak - Juggernaut has the :d-indomitable: symbol. His defensive powers cannot be countered or ignored while battlefury is showing on his dial. Juggernaut ignores hindering terrain, water terrain, opposing figures, traits, and powers for movement purposes. Once per turn, while moving, he may destroy a single square of blocking terrain as a free action. After destroying the square he may continue his action as normal.
I'm just gonna give you a 6:m-boot:8:a-fist:on those last KO clicks...
Hey look, Fantastic Forces:
ff064 R Juggernaut
Team: No Affiliation
Range: 0 :bolt:
Points: 119
Archenemy: Professor Xavier (Green)
Keywords: Brotherhood of Mutants, Brute
m-boota-fistd-starburstg-starburst891746917369163681536815368163671436714367143KOKOKOKOKOKOKOKOKOKOKOKO
I feel like your dial's a direct upgrade from this dial; and as such, I have to look at the dial's upgrades critically. I don't feel great about the added Indomitable, nor the built-in Fortitude. So unfortunately I gotta pass. :d-indomitable::d-normal::d-normal::d-normal:
#ic080 E Juggernaut (Jug-E3 "Quake n' Break")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8101648101737111637101636916369162691526915258142KOKOKOKOKOKOKOKOKOKOKOKOAttack - The Crimson Ruby of Cyttorak : Juggernaut can use Quake and Super Strength.
(Took out Gorgon's phrasing of the special power because a recent ruling based on a Hulk stated it was superfluous.) I like the reasonable handling of defensive powers, but wish this guy didn't have so much 2 damage! Reconsider that, and I will too. :d-indomitable::d-indomitable::d-normal::d-normal:
#ic080 E The Juggernaut (Jug-E4 "Catchphrase")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal91118481018489173791637101636916269152510144KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - I'm The Juggernaut!: Juggernaut may use Charge, and may use his full movement. He ignores blocking terrain and other characters for movement, but must still roll to break away.
I don't feel like Flurry fits him. And I definitely think he needs more than 8 clicks. If the Thing gets 9, then Juggernaut gets at least that, especially on an Exp. Balance seems there, which surprises me with all that Invulnerability. That'd have to be shifted, likely, to get more clicks of life in there. :d-indomitable::d-normal::d-normal::d-normal:
#ic080 E Juggernaut (Jug-E5 "Straight Up")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal81018481017369173791637917369163681636815368153KOKOKOKOKOKOKOKOKOKOKOKO
Above, I made reference to the Juggernaut dial from Fan. Forces. I state here that I feel this dial mirrors that one too well, and as such, is boring. :d-indomitable::d-normal::d-normal::d-normal:
#ic080 E Juggernaut (Jug-E6 "Avatar")
Team: No Affiliation
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal7917281017391118481017389163791626816268152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
TRAIT : Avatar of Cyttorak - Juggernaut's damage reducers cannot be Outwitted.
Wow... that's a lot of 2 damage. Seriously wrong on an E Jughead. And as I've said before, I don't like the short dial for Juggernaut, no matter what steps are taken to draw it out. Unoutwitable damage reduction isn't exactly my cup of tea either. I think you're probably balanced, but at what cost?! :d-indomitable::d-normal::d-normal::d-normal:
#ic080 E Juggernaut (Jug-E7 "Can't Touch This")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, Xmen
m-normala-normald-normalg-normal6101746101746917369173691836819368203KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable Force: Juggernaut posseses the :d-indomitable: symbol and can use the Move and Attack ability.
Defense - Invincible: All damage dealt to Juggernaut is reduced to 1.
7 clicks?! Wow, I'll have to compromise some values... I really think there's room for more at a 125 point cost. Add... something, pretty much anything, so long as they come on clicks 8 and 9! :d-indomitable::d-normal::d-normal::d-normal:
#ic080 E Juggernaut (Jug-E8 "Fast Paced")
Team: No Affiliation
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal710174710164791636916369183681735816357163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Rampage: Juggernaut can use charge; do not halve his move value when using charge.
I don't feel that Flurry fits, and the good news is, if you drop it you can probably afford an extra click! I do like the rest of the dial, however, so pat yourself on the back. :d-indomitable::d-indomitable::d-normal::d-normal:
#ic080 E Juggernaut (Jug-E9 "The Antidote")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8111647101647101836917369163691535814358132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Juggernaut may not be carried.
Defense - Crimson Gem of Cyttorak: Juggernaut is immune to Mind Control and Poison. Before Juggernaut would be dealt damage from a combat action or attack, roll 1d6. On a 1-5, reduce the damage dealt to Juggernaut to 1. On a 6, Juggernaut is not dealt damage.
I think I really like everything about this dial! Wait, take that back; it needs 1 more click. It's just charming, and really captures the character! :d-indomitable::d-indomitable::d-indomitable::d-indomitable:
#ic080 E Juggernaut (Jug-E10 "Magic Helmet")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8111748101848101848101848101938917389173810183811193KOKOKOKOKOKOKOKOKOKOKOKOTRAIT - Unstoppable: Juggernaut ignores hindering terrain when moving and ignores knock back.
TRAIT - Mystical Helmet: Juggernaut may not be targetted with Mind Control or Possession.
I'm comparing it to this fig this time around:
io033 V Wonder Woman
Team: Justice League
Range: 0 :bolt:
Points: 127
Keywords: Amazon, Justice League International, JLA
m-winga-fistd-starburstg-starburst101017510101658916489164891537815378153781426714267132KOKOKOKOKOKOKOKO
And I can see this dial, for the most part. I'd drop the attack occasionally and defense pretty much across the board, but otherwise, I really like it. Regen is a really strange choice, and I'd much rather see it as Toughness, Combat Reflexes, or Willpower; but if you're intent on Juggernaut being a 3clicksofregen sort of guy, I can accept that interpretation once. :d-indomitable::d-indomitable::d-indomitable::d-normal:
#ic080 E Juggernaut (Jug-E11 "Stand and Take It")
Team: the Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, Xmen
m-normala-normald-normalg-normal81018489184891748917379163781637816378163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Again, see Fan. Forces Juggernaut for a dial that meets all my needs in this style. :d-indomitable::d-normal::d-normal::d-normal:
#ic080 E Juggernaut (Jug-E12 "Sport")
Range: 0 :bolt:
Team: The Brotherhood
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal
8111637111636101736916358152471424714246132 KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
TRAIT: Juggernaut can use the Move and Attack ability.
Too low on the damage, and too much emphasis on the Move and Attack, which is made more sad by being a trait when there's so much movement space open to simply give it to him as a special power. :d-indomitable::d-normal::d-normal::d-normal:
anonym0use
10/20/2009, 14:37
Let me start by saying a few things about Juggy.
#1. Don't compare him to SI Thing. No one is SI Thing. SI Thing's cost had to have been adjusted to make him modular with the set (or slightly borken to help drive sales). Just because we have one "borken" figure, doesn't mean we need to have more.
#2.) If ever there was a character in IC worthy of a trait, this is it. I expect a trait to be something similar to "Juggernaut is unaffected by Knockback, and cannot be otherwise moved from his position if the controlling player does not wish it" (eliminates the sillyness of Drag and TK among other things) or even Jugghead breaks away automatically. And then there's always - Juggernaut ignores hindering terrain for movement purposes.
Where I normally dismiss traits outright, I'm willing to give him some leeway.
#3. I hate Battle Fury because it is such a mixed bag. Yes, it means he's immune to MC. But it also means he can't be carried by friendly figures, something that's always irked me. AFAIK there's really no reason why Juggy *couldn't* be carried if he wanted to be carried. To me, BF is not the best way to represent Juggy's powers when SP slots are available (and allow for a more accurate interpretation).
Rather than BF, I'd love to see a Special power that grants immunity to both MC and PB attacks. AFter all, when he has the helmet on, Psychic attacks shouldn't bother him.
That said, let's see what we've got:
#ic079 R Juggernaut (Jug-R1 "Mover")
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal79172810173911183810173891637916268162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Once He Get's Moving: Juggernaut has Charge. Increase Juggernaut's damage by + 1 when he attacks as part of a Charge. Juggernaut only fails to break away on a 1.
The SP is interesting and kills a few birds with one stone (increased breakaway and Charge) but I feel the dial is a bit too amped up for a 97 point R. Compare to:
sv202 LE Henry Camp
Team: No Affiliation
Range: 0 :bolt:
Points: 85
Keywords: Wrecking Crew
m-boota-fistd-starburstg-starburst891738917210918210818398174981638716386153KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
I realize Henry is 12 points less, but the two are close enough (and Henry lacks a TA, which makes up some distance) for a comparison.
The first thing I notice between the two are scads of Super Strength. Juggs seems heavy in the power. I might drop some dark green for light green, or CCE instead.
Juggernaut (Jug-R2 "Late Teens")[/b]
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal891738916361016371018379173691626816268152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
I like that the dial has no SPs - while I said the character is worthy of SP/traits, I don't feel it's necessary (especially with feat options available) and this dial shows it. I still feel like I might be getting too much, but it's a good dial. One I might reach for.
Juggernaut (Jug-R3 "GL Will")[/B]
Range: 0 :bolt:
Team: The Brotherhood
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal
4101635101636915279142681625716247152461524614246132 KOKOKOKOKOKOKOKO
I appreciate the long dial on the guy, but I look at this and I don't see Juggernaut, but rather some Asgardian. I'd revise this by dropping the last two or three clicks altogether and smooth out the numbers. Damage needs to be higher (or at least output) - you're looking at a Juggernaut who'd have a hard time hurting himself, or Colossus or even the Hulk. I appreciate that top dial doesn't have BF so I can carry him in to battle, but wish this had more to offer.
Juggernaut (Jug-R4 "Hidden Symbols")[/b]
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal69164691636917368173681825819257202KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable Force: Juggernaut has the :d-indomitable: symbol. Juggernaut can use the Move and Attack ability.
Defense - Invincible: All damage dealt to Juggernaut is reduced to 1.
No. Use an SP to grant Willpower, not a trait. This is a good use of Invincible, but the base numbers are too high. I'd rather see Invincible top dial. Funny thing. This dial might be point accurate, but no way do I see a 20 regen being comic accurate. I might give you the regen. Just not a 20 D. ;)
Juggernaut (Jug-R5 "Shorty")[/b]
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical Brute
m-normala-normald-normalg-normal8917381017471017479163691536917358152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Not bad, but not breathtaking. I feel like there's better choices here that encapsulate Juggernaut. Nothing really screams "I'm the Juggernaut #@%$!!!" at me.
Juggernaut (Jug-R6 "Rampage")[/b]
Team: No Affiliation
Range: 0 :bolt:
Points: 97
Keywords: Mystic, Brute
m-normala-normald-normalg-normal710163710163791636918369173681735816357163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Rampage: Juggernaut can use Charge; do not halve his move value when using Charge.
A fun dial that feels a hair too long. I might play this (with some feats).
Juggernaut (Jug-R7 "Better n' Ever")[/b]
Team: the Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal8917489183891738917378163781637816377163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Compared to some other dials here this feels really bland. It's not horrible, mind you, but I feel it could be done better (rather than charge, how about a Transporter attack?).
Juggernaut (Jug-R8 "Helmet Hair")[/b]
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal810173710163791636916268152681525814158142KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Another dial, that strikes me not only as bland, but almost a step backwards. I like the mid dial charge pick-up but 1 damage leaves me cold. It feels like he was dipped in the orange pain too long - all that BF and Toughness are overwhelming. Maybe less SS and more raw damage?
Juggernaut (Jug-R9 "Duracell")[/b]
Team: The Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Mystical, Brute
m-normala-normald-normalg-normal81018481018481018381017371017379173791737916379163KOKOKOKOKOKOKOKOKOKOKOKOTRAIT - Unstoppable: Juggernaut ignores hindering terrain when moving and ignores knock back.
TRAIT - Mystical Helmet: Juggernaut may not be targetted with Mind Control or Possession.
Ooh! Interesting. I like the first trait (Unstoppable) though it may need rewording, but the second trait has to go. I saw the episode where WOlverine cut the helmet off - IE, the Battle Fury *can* be Outwit. Make that second trait an SP, and we're talking business. While the other dial was to orange, this is too white. I want some move and attack here, even at the expense of less defense. Super Strength isn't necessary on all clicks, but is welcome on one or two.
Juggernaut (Jug-R10 "Momentum")[/b]
Team: Brotherhood
Range: 0 :bolt:
Points: 97
Keywords: Brute, Mystical
m-normala-normald-normalg-normal8101648101738101837917269162581535814348143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
I admire the creativity, but feel like there's too much going on here (where sadly there was not enough going on with the others). Maybe focus the dial somewhat (for instance, drop FB or CCE) and you'll have me interested.
anonym0use
10/20/2009, 14:39
i like the HSS on him, as it represents what he can do very well.
I wouldn't go overboard on Battle Fury. Enough to make him comic accurate, not so much that he can't be taxied 90% of the time.
Flurry though I don't know about. Yes he can take on teams of figs, but I think that's more to do with his damage reducers (small attacks bounce off him) rather than
being fast and furious.
Charge and CCE are a must, of course. I'm cool with Imperv too.
I like full move HSS in the sense that you autmatically break away. However, Juggernaut's more of a full move/charge kinda guy, not a "hit you and run away so you can't hit back" kinda guy.
Maniac_nmt
10/20/2009, 14:44
I like full move HSS in the sense that you autmatically break away. However, Juggernaut's more of a full move/charge kinda guy, not a "hit you and run away so you can't hit back" kinda guy.
Yes and no. He is a hit you and keep moving past you kind of guy.
saturnflight
10/20/2009, 14:46
Don't compare him to SI Thing. No one is SI Thing. SI Thing's cost had to have been adjusted to make him modular with the set (or slightly borken to help drive sales). Just because we have one "borken" figure, doesn't mean we need to have more.
While I would say that the 2DI's job is NOT to make more broken figures that clearly outclass most other figs in the game, I also feel that Thing is representative of a new design process for bricks that has been long overdue. While I wouldn't want to see a Rookie designed like him, I'd gladly take a 125 Exp. Clearly my mention of The Thing in regards to R6 "Rampage" was not an equivalency, but a reminder. The Juggernaut presented there is much more balanced than the Thing is.
saturnflight
10/20/2009, 14:48
Yes and no. He is a hit you and keep moving past you kind of guy.
Special power time!
Juggernaut has Hypersonic Speed, but at the beginning of his movement must pick an adjacent square and move only in that direction. When Juggernaut cannot move in that direction any longer (due to characters, objects, or terrain features), he must end his movement.
anonym0use
10/20/2009, 15:15
Yes and no. He is a hit you and keep moving past you kind of guy.
You make a point. I'd still rather see free Breakaway/Charge. I just know the figure with HSS would not be played comic accurate by most people.
anonym0use
10/20/2009, 15:23
While I would say that the 2DI's job is NOT to make more broken figures that clearly outclass most other figs in the game, I also feel that Thing is representative of a new design process for bricks that has been long overdue. While I wouldn't want to see a Rookie designed like him, I'd gladly take a 125 Exp. Clearly my mention of The Thing in regards to R6 "Rampage" was not an equivalency, but a reminder. The Juggernaut presented there is much more balanced than the Thing is.
agreed. :grin:
neutralmarkhot
10/20/2009, 16:27
You make a point. I'd still rather see free Breakaway/Charge. I just know the figure with HSS would not be played comic accurate by most people.
you have a point there. however, with only 6 Speed, i don't think he can be played as a shoot'n'hide figure. And if he's also got CCE, he'll most likely want to stay based to bash more. i think the HSS allows him to be Juggs without being tied up by a pog.
Maniac_nmt
10/20/2009, 16:59
I'm still a fan of HSS, but how about something like this:
Nothin' Stops The Juggernaut!: Move Juggernaut in a straight line up to his maximum speed. The Juggernaut ignores hindering terrain, water terrain, powers, team abilities, and figure bases for movement purposes. The Juggernaut may not end his move inside a square occupied by another figure. The Juggernaut may make a single close combat action against an adjacent opposing figure as a free action or use Quake as a free action at any point during his move. The Juggernaut may destroy up to 2 walls during this move as a free action.
Needs verb-age tweaking, but covers the basic idea.
I will note that I'd LOVE to get a proper 250+ point all out team busting Juggernaut
anonym0use
10/21/2009, 13:13
:a-fist: Juggernaut Experienced! :a-fist:
#ic080 E Juggernaut (Jug-E1 "What's a Breakaway Roll?")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal81117481017489164810163810163791636815368143KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Unstoppable: Juggernaut can use Charge. Juggernaut ignores the effects of hindering terrain and other characters for movement purposes. Juggernaut does not have to break away from opposing characters.
That special power is amazing. Like someone read my mind - that good. CCE feels lonely on that single click, and I'm not a huge fan of the BF. Maybe drop some BF & SS late dial for more CCE?
#ic080 E Juggernaut (Jug-E2 "Bringin' Down the House")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal71018479184791736917368173691636916368163KOKO153KOKOKOKOKOKOKOKOKOKOKOKOTrait: Ruby of Cytorak - Juggernaut has the :d-indomitable: symbol. His defensive powers cannot be countered or ignored while battlefury is showing on his dial. Juggernaut ignores hindering terrain, water terrain, opposing figures, traits, and powers for movement purposes. Once per turn, while moving, he may destroy a single square of blocking terrain as a free action. After destroying the square he may continue his action as normal.
Why not just give him PC TA with an SP (like Ion?) I'm really not a fan of the trait, though it is creative. I'd sooner see an SP in the Damage slot than that wordy, cumbersome trait.
Ruby of Cytorrak: Juggernaut has Willpower. Juggernaut's defense powers cannot be countered, and he ignores Mind Control and Psychic Blast attacks. Jugsy ignores opposing characters and terrain for movement purposes and breaks away automatically. Yadda yadda yadda.
#ic080 E Juggernaut (Jug-E3 "Quake n' Break")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8101648101737111637101636916369162691526915258142KOKOKOKOKOKOKOKOKOKOKOKOAttack - The Crimson Ruby of Cyttorak : Juggernaut can use Quake and Super Strength.
I like the low defense and SP - Jugsy's hard to hurt, not hard to hit. The dial progression is straitforward and uninspiring. It's not bad, but not exciting either.
#ic080 E The Juggernaut (Jug-E4 "Catchphrase")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal91118481018489173791637101636916269152510144KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - I'm The Juggernaut!: Juggernaut may use Charge, and may use his full movement. He ignores blocking terrain and other characters for movement, but must still roll to break away.
I like full move charge, but 9 speed seems too fast. Juggernaut feels like a slower character to me (6 to 7 full range charge max). Perplexing/CT up speed to charge across half the map don't seem right.
#ic080 E Juggernaut (Jug-E5 "Straight Up")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal81018481017369173791637917369163681636815368153KOKOKOKOKOKOKOKOKOKOKOKO
Strait up feels like it defeats the purpose of the 2DI, in that there's nothing new here (except stats & Quake). It's passable, but not what I'd say is a fun representation of a character. I'd love to see Cain with a "drag" like power that worked on opposing figures with PLasticity. "You think you can tie me down?!" Or how about: Juggernaut can use the MoE TA? Now *that* would be appropirate. Unstoppable indeed!
#ic080 E Juggernaut (Jug-E6 "Avatar")
Team: No Affiliation
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal7917281017391118481017389163791626816268152KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
TRAIT : Avatar of Cyttorak - Juggernaut's damage reducers cannot be Outwitted.
Again with the trait, and here there's a blank slot on every click to support an SP! Opening 2 damage leaves me scratching my head. The dial may almost be too conservative for my tastes. I'd like to see some CCE on the rear end to supplement the 2 damage.
#ic080 E Juggernaut (Jug-E7 "Can't Touch This")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, Xmen
m-normala-normald-normalg-normal6101746101746917369173691836819368203KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable Force: Juggernaut posseses the :d-indomitable: symbol and can use the Move and Attack ability.
Defense - Invincible: All damage dealt to Juggernaut is reduced to 1.
I like Invincible SP but wish it were spread out somewhat - he'll get owned by poison on his last 4 clicks. I'm not a fan of the Trait for aforementioned reasons. I don't like the defense numbers being so high. Full dial of Superstrength is a little bland, and I wish he had some move and attack. There are elements here that I love, but not enough to make me buy it without serious retooling.
#ic080 E Juggernaut (Jug-E8 "Fast Paced")
Team: No Affiliation
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-men
m-normala-normald-normalg-normal710174710164791636916369183681735816357163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Rampage: Juggernaut can use charge; do not halve his move value when using charge.
Gimme a Kool-aid man "Oh yeah!" Speed's right, SP charge is good. Overlapping Flurry and quake isn't my favorite combination but has uses. That last click is lonely for defenses. How about some CR? I haven't seen a dial yet that uses CR for Juggy.
#ic080 E Juggernaut (Jug-E9 "The Antidote")
Team: Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8111647101647101836917369163691535814358132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Juggernaut may not be carried.
Defense - Crimson Gem of Cyttorak: Juggernaut is immune to Mind Control and Poison. Before Juggernaut would be dealt damage from a combat action or attack, roll 1d6. On a 1-5, reduce the damage dealt to Juggernaut to 1. On a 6, Juggernaut is not dealt damage.
Holy Snap I like that SP. I don't feel this dial needs a "no carry" trait with that SP - Cain can be carried. He did fly to London at one point, and the plane didn't crash. :laugh: Very creative. Kudos. I see some potential Mastermind abuse, but not enough to make me say 'No way!". I like it.
#ic080 E Juggernaut (Jug-E10 "Magic Helmet")
Team: The Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal8111748101848101848101848101938917389173810183811193KOKOKOKOKOKOKOKOKOKOKOKOTRAIT - Unstoppable: Juggernaut ignores hindering terrain when moving and ignores knock back.
TRAIT - Mystical Helmet: Juggernaut may not be targetted with Mind Control or Possession.
Not only do I not like the traits, but the numbers seem way too high across the board (damage, defense, attack). I think regen is a good way to extend the dial, but overall I'm not feeling the love for this version.
#ic080 E Juggernaut (Jug-E11 "Stand and Take It")
Team: the Brotherhood
Range: 0 :bolt:
Points: 125
Keywords: Brute, Xmen
m-normala-normald-normalg-normal81018489184891748917379163781637816378163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Not a bad version, but a solid brick with nothing to set it apart from the rest of the pack.
#ic080 E Juggernaut (Jug-E12 "Sport")
Range: 0 :bolt:
Team: The Brotherhood
Points: 125
Keywords: Brute, X-Men
m-normala-normald-normalg-normal
8111637111636101736916358152471424714246132 KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
TRAIT: Juggernaut can use the Move and Attack ability.
Another trait that could be an SP, and this figure has grounded? Strange. I feel like something was lost in translation here. Lots of 2's leave me cold. Juggy should be able to crack invulnerability just about anywhere on his dial.
saturnflight
10/21/2009, 13:35
E12-Sport did originally give him the Transporter ability, then said he couldn't carry people. My guess is the Earthbound was meant to take that away, and when I simplified everyone's "Transporter-Carry", I overlooked the mechanic change it caused in this particular dial.
Xplodiak
10/21/2009, 18:04
Let's have a lookie at Juggernaut.... I'll actually start using this 4 Shield system... joy!
What I expect from Juggernaut:
Minimum: Charge (or a variant), Super Strength, and damage reducers.
Also: Something to make moving easier (ignoring blocking, breakaway, etc.) Something to represent the Helmet outside of regular Battle Fury.
No-Nos- AV over 10 on anything but the V, silly low damage.
General rating info.
1 1/2 of the shields are awarded for playability.
1 1/2 of the shields are awarded for character accuracy.
1 of the shields is awarded for "fun factor" meaning something different, fun, or exciting.
A shield is subtracted from the overall total for having poorly worded powers and traits, or overpowered traits.
2 Shields is automatically the rating of a figure that is playable, but horribly boring with nothing we haven't seen before.
1 Shield is automatically the rating of a figure that obviously does not follow a point formula.
R1 Mover
I like the Special power and the attack progression. Movement gets a little high (should max out at 8) and all of his stats have the same up and down points. Plus, a Rookie Juggs should never go over 10 AV. Only the V could pull off a click of 11 AV, and thats a maybe. The damage puzzles me terribly, as does the odd mid dial only battle fury. Not quite.
:d-indomitable::d-indomitable::d-normal::d-normal:
R2 Late teens
The Quake instead of starting Super Strength is a turn off. The rest, I like. 9 AV to start, a 10 upswing, solid defense. Battle fury is a toss up, and I like the CCE at the end. switch out quake and I think its a winner.
:d-indomitable::d-indomitable::d-indomitable::d-normal:
R3 GL Will
4 Move? All those 2 damages? Lots of willpower with no reducers on a bunch of clicks unworthy of a generic? No thank you.
:d-normal::d-normal::d-normal::d-normal:
R4 Hidden Symbols
A little too hidden, and by a trait no less. Traits aren't good when they give sn sbility that would otherwise be subject to outwut,. The Move and attack means he'll consistently have a 7minus AV. The special defense power isn't exactly in an opportune place either, and 19-20 defense is silly on a rookie. No thanks.
:d-normal::d-normal::d-normal::d-normal:
R5 Shorty
I like everything except the starting Quake. Switch the quakes and Super Strengths and I'd bite. Stats are all in line, powers are good, flurry is nice.
:d-indomitable::d-indomitable::d-indomitable::d-normal:
R6 Rampage
Lop off the last click, reduce the new last 2 clicks damage to 2 and put CCE on both of them. Add toughness to the new last click and I'd go for it.
:d-indomitable::d-indomitable::d-normal::d-normal:
R7 Better'n Ever
Eh, nothing new. Playable, not broken. Just nothing new. No thanks.
:d-indomitable::d-indomitable::d-normal::d-normal:
R8 Helmet Hair
See above, except your values for damage get far too low for Juggs. A 1? Really?
:d-indomitable::d-normal::d-normal::d-normal:
R9 Duracell.
This looks like old Thanos with no range and lower attack. Also boring and lacking the Juggernaut fundamentals, Charge and Super Strength.
:d-normal::d-normal::d-normal::d-normal:
R10 Momentum
Too much, too sporadic, and my new pet peeve, Juggernaut without starting Super Strength. It looks like fun, but in a "Guardian of Eternity" and "Ultron 13" kind of way.
:d-indomitable::d-normal::d-normal::d-normal:
Experienced
E1 What's a breakaway roll?
Powers are good except for the starting Quake syndrome and that CCE click feels lonely. AV shouldn't be 11, which I think is overkill for Juggs. Otherwise, great!
:d-indomitable::d-indomitable::d-indomitable::d-normal:
E2 Bringin down the house.
Trait is powerful and worded in such a way that it raises numerous questions in my mind as far as legal wording. It likely makes him undercosted due to its power, and his dial is no frills otherwise. Not much fun, and definitely undercosted.
:d-indomitable::d-normal::d-normal::d-normal:
E3 Quake and break
Finally, starting Quake done right. 3rd click 11 AV without Move and attack is acceptable. With only 2 clicks of high damage reduction and a lot of toughness, he's a little glass-jawed for a Juggernaut though, and his low defense values make him an easy target. Dropping the last click to make room for a little more reduction could be in order, and giving some of those 2 damages CCE instead of Battle Fury isn't a very costly affair.
:d-indomitable::d-indomitable::d-normal::d-normal:
Can easily make 3 shields with adjustments. Possibly 4 depending on how its done.
E4 Catch Phrase
The special power has 2 problems: 1. Juggernaut should never be able to move more than 7 spaces and attack. 2. He should be able to break away free, he's bigger than almost anyone you can put on the map. Not liking the abundance of Battle Fury and sporadic CCE. More CCE would be good, and I think he gets one too many clicks of Invuln. Not bad, needs work.
:d-indomitable::d-indomitable::d-normal::d-normal:
E5 Straight up
Too straight, no fun. Passable.
:d-indomitable::d-indomitable::d-normal::d-normal:
E6 Avatar
Starting 2 damage? 9 move? 11 attack with a move power? All wrong. The trait is too much, make it a damage power that can be outwitted, that way it takes 2 outwits to crack him. One for the helmet, one for the Juggernaut. Rearranging some numbers would make him much better, but as he stands, I'll pass.
:d-indomitable::d-normal::d-normal::d-normal:
Can easily make 3 shields with adjustment.
E7 Can't touch this.
He's boring enough that I don't want to. Poor power placement, no charge, more of that 20 regen.
:d-normal::d-normal::d-normal::d-normal:
E8 Fast Paced
I like it. movement isn't too high, his defense is low and tough to crack. He starts with Super Strength, which I like. Quake/Flurry isn't a favorite, but passable. I like it, I'd play it.
:d-indomitable::d-indomitable::d-indomitable::d-normal:
E9 Antidote
The trait seems superfluous, but its easy to comprehend, which is nice. He's tough to crack with low defense numbers, and seems reasonably costed. Not sure on the end dial 2 damage or the regen, but I like the rest. Pass!
:d-indomitable::d-indomitable::d-indomitable::d-normal:
E10 Magic Helmet
Not sure about the 19 regens, especially two of them and an 18 regen. Movement's not too high, attack shouldn't be 11 with any move and attack powers. Defense numbers and powers (except the regen and 19s like before) are solid. I don't like it, but I don't hate it.
:d-indomitable::d-indomitable::d-normal::d-normal:
E11 Stand and Take it
Works, but there's nothing exciting here. I do appreciate the modest AVs though.
:d-indomitable::d-indomitable::d-normal::d-normal:
E12 Sport
Earthbound does nothing because he doesn't get the symbol from the trait. AV would be too high, but with the MAA power it works. Make the MAA a special power and cut Earthbound entirely. DaVs are a little low. The rest is ok.
:d-indomitable::d-indomitable::d-normal::d-normal:
Xplodiak
10/21/2009, 18:05
Veterans
V1 In yo face
Eh. Too much color, sporadic powers, his AV is too high to start (12? really?) Just too erratic. No thank you.
:d-indomitable::d-normal::d-normal::d-normal:
V2 Torn.
Beautiful! His AV gets too high and his movement too (two 11s at most, please), but other than that, I love him. Special damage power included. Cut the trait and combine it with some of his charge clicks in a SP. Then we have a 4
:d-indomitable::d-indomitable::d-indomitable::d-normal:
V3 Trait N Narrow.
Eh. Make the ignoring terrain part of his Charge, make the mystical helmet a damage special power. His movement should top at 8. His AVs should be steady, sure, but he can't validate a 12. A couple 11s, no 12s. Damage is good, power choices are good. 19 Imperv is too high to start, and a 19 is too high in general. If not for the regen mid dial (again, I don't know why) and his obviously bloated dial for the cost (Unstoppable happens to cost Doomsday quite a bit for only 2 clicks.) he'd be good. Too m uch for the price you pay, and stats are out of whack. Would score higher if he was playable for the cost, not 40 points more.
:d-indomitable::d-normal::d-normal::d-normal:
V4 Vinny
I dislike traits, and I dislike his lack of Charge. Late dial the powers are silly (more 20 regen) and the values are too high. Not a fan at all, commending only the modest AV.
:d-indomitable::d-normal::d-normal::d-normal:
V5 Rush
Movement is far too high on the SP Click. 7 max, with an 8 as his max non-powered movement. AV of 12 is too high, and too much toughness with low values makes him easy to pick apart. Damage power needs rewording, but there's potential here. Can easily be a 3 Shield figure with a little work.
:d-indomitable::d-indomitable::d-normal::d-normal:
V6 Ultimate
Again, nothing special, new, or fun to play with. Passable, with good respect to his deserved numbers.
:d-indomitable::d-indomitable::d-normal::d-normal:
V7 Ramrod
I like this series, kudos to whoever did this dial and the other two like it. This one seems a bit conservative though, and is probably capable of handling more for the cost. I like him, he just seems light with barely any upgrades over the E version of this series for 21 points.
:d-indomitable::d-indomitable::d-indomitable::d-normal:
V8 Drive By
Interesting take on HSS, and I do like it. Damage gets a tad low (too many 2's) without super strength back dial. Modest AV is good, DV is acceptable. I like it.
:d-indomitable::d-indomitable::d-indomitable::d-normal:
V9 Move over Kalibak
Move and attack values are too high again. A little more consistency in the AV and DV in place of the bloated 9 move and 12 av would do wonders. Not accurate from my viewpoint, but playable
:d-indomitable::d-indomitable::d-normal::d-normal:
V10 Can't stop.
Boring and with a trait that can't be outwitted that might as well say "Jugg has indomitable." Just nothing fun going on here. Accurate, just boring.
:d-indomitable::d-indomitable::d-normal::d-normal:
V11 Ruby
The trait is overpowered and needs a rewording. The dial is overpowered and undercosted, and has little going for it outside standard beatstick. Eh. Not my cup of tea.
:d-indomitable::d-normal::d-normal::d-normal:
Could net another shield by rewording the trait and making it a power.
GarganisScorpion
10/21/2009, 21:21
Here are my favorite picks:
Rookie:
Jug-R2 "Late Teens"
:d-indomitable::d-indomitable::d-indomitable::d-normal:
Well balanced for the points. Useful and comic accurate, and might actually give your opponent a reason to want to make you Mind-controllable.
Runner Up: Jug-R7 "Better n' Ever"
Experienced:
Jug-E6 "Avatar"
:d-indomitable::d-indomitable::d-indomitable::d-indomitable:
I'm a big fan of this. The Hulk-like spike a few clicks in means Jugs won't be easily abusable, but his trait means he should work well as a straight up brawler. Could stand to have slightly lower AV, and slightly higher damage, perhaps more like...
Runner up: Jug-E5 "Straight Up"
Veteran:
Jug-V8 "Drive By"
:d-indomitable::d-indomitable::d-indomitable::d-indomitable:
Such a creative design! I think the low-movement HSS will represent Jugs well, and be fun to use on the board. My only suggestion is to lose the Battle Fury on the last couple of clicks, since at that point I think the idea is that he's lost his helmet.
Runner Up: Jug-V7 "Ramrod"
saturnflight
10/22/2009, 12:22
Let's open up by showing my point of reference. At 146, the biggest threat we have is probably this guy:
cd095 U Kalibak
Team: No Affiliation
Range: 4 :bolt:
Points: 140
Archenemy: Orion (Red)
Keywords: Brute, New Gods
m-boota-fistd-starburstg-starburst91117481016389153781837717268162691535101435101534916448174KOKOKOKO
Who no one can argue is over-the-top and unbalanced. As such, I shall be comparing the Juggernauts below to Kalibak, when the power choices make sense to do so.
#ic081 V Juggernaut (Jug-V1 "In Yo' Face")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal10121749111638101638917481018481017379165691536814358142KOKOKOKOKOKOKOKOSpeed - Unstoppable: Juggernaut can use the Move and Attack ability, but must end his movement adjacent to an opposing character; do not reduce his attack value when using this ability.
Drop that hidden 5 to a 3. Maybe with CCE, but probably not. Drop the Transporter finisher alltogether, and rethink your attack values. There's a lot of hope here, but I feel like it really went highbar for the point cost. :d-indomitable::d-indomitable::d-normal::d-normal:
#ic081 V Juggernaut (Jug-V2 "Torn")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal7101748111739121848101738101637916369163691536815268152KOKOKOKOKOKOKOKODamage - Tear It Down: Once when given a move action, Juggernaut can make a close combat attack targeting blocking terrain or a wall as a free action. Juggernaut can continue the rest of his movement, if any, after making the attack. The rubble terrain made by detroying blocking terrain or a wall may then be used by Juggernaut as a heavy object.
TRAIT - Unstoppable Force : Juggernaut breaks away automatically. His movement ignores hindering terrain and opposing characters.
Taking the Fan. Forces Vet, adding to it, and lowering the cost is not okay with me. Great damage power; I really do like the 'grab a chunk of wall and hit someone with it' move. Still, the dial needs to be reigned in. :d-indomitable::d-indomitable::d-normal::d-normal: (mostly for the special power)
#ic081 V Juggernaut (Jug-V3 "Trait n' Narrow"
Team: none
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal1010194101018491018491018491017381117381117381117381217381216389163KOKOKOKOTRAIT - Unstoppable: Juggernaut ignores hindering terrain when moving and ignores knock back.
TRAIT - Mystical Helmet: Juggernaut may not be targetted with Mind Control or Possession.
Defense - Force Field: Juggernaut can use Invulnerability. When you turn Juggernaut's combat dial as a result of him taking damage, stop turning the dial when Force Field appears in the stat slot.
Woah. Way too long, stats hit way too high, and there's STILL tons of great stuff happening in movement and defense. I can't support this with a clean conscience. :d-normal::d-normal::d-normal::d-normal:
#ic081 V Juggernaut (Jug-V4 "Vinny")
Team: None
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal6101746101746101746918469183691936920369203KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable Force: Juggernaut posseses the :d-indomitable: symbol and can use the Move and Attack ability.
Defense - Invincible: All damage dealt to Juggernaut is reduced to 1.
If the Trait was a special power on a few clicks, I could really like this dial. Simple, and remarkably effective (in concept). BUT, the defensive stats HAVE to drop! There's no reason Juggernaut should hit an end-dial 20! Straight 17s would still be distinctive and respectible, if questionably appropriate. :d-indomitable::d-normal::d-normal::d-normal: (waiting for a post-revision 3:d-indomitable:)
#ic081 V Juggernaut (Jug-V5 "Rush")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal9121749101848101738111638916389163791527815268162108152KOKOKOKOKOKOKOKOSpeed - The Unstoppable Juggernaut: Give Juggernaut a power action. He may move his full speed and make a close combat action as a free action. When moving, he ignores the affects of characters and hindering terrain.
Damage - Rampant Rush: Once per turn, during any action, Juggernaut may destroy an adjacent wall as as a free action. He may use this power in the middle of an action.
Drop the Rampant Rush; just give him Unstoppable Feat if you want that effect. His first power is coupled with way too high a movement value, not to mention is irritating as a single click of the ability. And overall I feel he needs less Super Strength and lower attacks. Rethink. :d-indomitable::d-normal::d-normal::d-normal:
#081 V Juggernaut (Jug-V6 "Ultimate")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal811174810164610174691637916379173681636816368153KOKOKOKOKOKOKOKOKOKOKOKOTrait - Unstoppable: Juggernaut ignores knockback and ignores hindering terrain and characters for movement purposes (he must still break away normally).
Dull. Sorry, but it just doesn't make me want to choose this guy over Fantastic Forces. Mix up the powers, don't frontload everything, and we may have something worth mentioning here. :d-indomitable::d-normal::d-normal::d-normal:
#ic081 V Juggernaut (Jug-V7 "Ramrod")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excaliber
m-normala-normald-normalg-normal7101747101647101636916369183681735816358163KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Rampage: Juggernaut can use use charge; do not halve his move value when using charge.
Flurry doesn't fit, and 8 clicks is too short for the Veteran. Draw it out a bit, make it 10 clicks and no Flurry. It'll likely fit. :d-indomitable::d-indomitable::d-normal::d-normal:
#ic081 V Juggernaut (Jug-V8 "Drive By")
Range: 0 :bolt:
Team: No Affiliation
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal
610164610163610163691636815258152581525714247132 KOKOKOKOKOKOKOKOKOKOKOKO
Creative, and probably reasonable at this point cost. Let me jump on the bandwagon and endorse this dial, though I'd love to see a second take on it, just for some comparison and minor alterations. :d-indomitable::d-indomitable::d-indomitable::d-normal:
#ic081 V Juggernaut (Jug-V9 "Move Over Kalibak!")
Team: None
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal912184810184791738101837917369163681625815257162610174KOKOKOKOKOKOKOKOSpeed - I'm The Juggernaut!: Juggernaut may use Charge, and may use his full movement. He ignores blocking terrain and other characters for movement, but must still roll to break.
No Flurry. Less damage reducers. We might have a feasable dial then. I like the variety apparent in it, and I think many of the powers and placements are well chosen. :d-indomitable::d-indomitable::d-normal::d-normal:
#ic081 V Juggernaut (Jug-V10 "Can't Stop")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excalibur
m-normala-normald-normalg-normal81018481017489184891737916379173781736816368163KOKOKOKOKOKOKOKOKOKOKOKOTRAIT - NOTHING STOPS ME: Juggernaut does not take pushing damage.
Again, too heavily based on the Fan. Forces ones. I don't care that he got back-loaded Charge, and even a few Quake clicks back there. It needs more difference. :d-indomitable::d-normal::d-normal::d-normal:
#ic081 V Juggernaut (Jug-V11 "Ruby")
Team: No Affiliation
Range: 0 :bolt:
Points: 146
Keywords: Brute, Excaliber
m-normala-normald-normalg-normal710184691746918469184691736817368163691736816368163KOKOKOKOKOKOKOKOTrait: Ruby of Cytorak - Juggernaut has the :d-indomitable: symbol. His defensive powers cannot be countered or ignored while battlefury is showing on his dial. Juggernaut ignores hindering terrain, water terrain, opposing figures, traits, and powers for movement purposes. Once per turn, while moving, he may destroy a single square of blocking terrain as a free action. After destroying the square he may continue his action as normal.
I still feel this one is too similar to Fan. Forces. I don't care much for the trait either, when it could be a much simpler special power and the Unstoppable Feat card (if I wanted that effect). :d-indomitable::d-normal::d-normal::d-normal:
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