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jjthebull
12/29/2010, 02:06
Well with DC75 and the new Ares and Doomsday should we now be looking forward to a full dial Imperv/Invul Juggernaut if infact Juggernaut is in GXM? I think so and would be very excited to see a truely unstoppable Juggernaut. Or atleast more unstoppable then previous versions, what do ya think?

pksander
12/29/2010, 02:21
He better not have any clixs of toughness or damage below 3.

jjthebull
12/29/2010, 02:43
Agreed, I could see him with a dial similar to Doomsdays with a SP like Atrocitus' and a trait like the Unstoppable feat

dakin
12/29/2010, 03:05
Something like spiderhulk's elevated destruction would be nice for him charging through a building and bringing it down.

Mr Stranger
12/29/2010, 03:08
He should have a very long dial with crappy defenses.

Huge damage (like Ulik) and bad attack values (unless he's using Charge, which raises his attack).

doc_monocle
12/29/2010, 03:38
I wouldn't be surprised to see a trait that prevents knockback.

jak7890
12/29/2010, 04:36
Agreed, I could see him with a dial similar to Doomsdays with a SP like Atrocitus' and a trait like the Unstoppable feat

Ummm... that might be a bit much...

robot_100
12/29/2010, 08:20
Full move straight line charge that ignores hindering and figures, damaging figures until reaching target. Maybe go through wall as well.

DarkSideOfLife
12/29/2010, 10:02
I am hoping for a scaled back Thunderbolts version in the main set and a Old School Powerhouse Beat-stick as a LE... or vise versa. I am just not a huge fan of 250+ point figs... cause I don't get to use them that often since we usually play lower point games when we are playing for prize support. So having both would be great.

I really want something like this

Juggernaut
Team: No Affiliation
Range: 0 :bolt:
Points: 142
Keywords: Brute, Thunderbolts
m-normala-normald-normalg-normal711184710183610173610173891738916378163711154KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait- Immovable Object: Juggernaut ignores knockback. When a character rolls doubles against Juggernaut when making a close combat attack, if the attack hits, the character is delt 1 damage.
Speed - Unstoppable Force: Juggernaut ignores characters and terrain for movement, he must break away normally. Give Juggernaut a power action, he may move up to his full speed and make a close combat attack. When Juggernaut moves into a square occupied by another character, that characters controller rolls a d6, on a result of 1-3 the character takes 2 damage, on a result of 4-6 the character takes no damage. Juggernaut may not end his movement in a square occupied by another character.

Hubbard
12/29/2010, 10:21
He should have a dmg reducer as a trait so it cant be countered.

DarkBlueAnt
12/29/2010, 10:37
He should have a very long dial with crappy defenses.

Huge damage (like Ulik) and bad attack values (unless he's using Charge, which raises his attack).

I agree totally. People always think that powerful = High attack and defense, but it's not true.

Juggernaut is easy to hit and poor at hitting things. He just hits HARD.

2 Gun Kid
12/29/2010, 10:48
He needs a white power that prevents him from being Mind Controlled and Psychic Blasted for like 4 or 5 clix.

Give him a power thats a cross between Thing and Speedball.

He has been depowered thought twice though so if theres a way that you can play him depowered, sorta like with Shazam/Adam or a AE it would be fitting.

jmainse
12/29/2010, 10:50
Juggernaut with his helmet on should ignore Psychic Blast and Mind Control.

You just beat me to the punch 2 Gun Kid.

2 Gun Kid
12/29/2010, 10:50
I agree totally. People always think that powerful = High attack and defense, but it's not true.

Juggernaut is easy to hit and poor at hitting things. He just hits HARD.

We talking about the same Juggs here? The one that went toe to toe with Thor and the New Warriors at the same time and only lost because he was sent to another dimension?

I'll give you that reasoning for RHINO but NOT for the Juggernaught. Juggernaught can fight...remember he is a soldier and he also fought whole teams by himself solo. He can brawl just fine.

jmainse
12/29/2010, 10:52
I agree totally. People always think that powerful = High attack and defense, but it's not true.

Juggernaut is easy to hit and poor at hitting things. He just hits HARD and is very hard to damage.

There fixed it for you.

phantalien
12/29/2010, 10:53
I think anything will be fine as long as one of the powers is called "I'm the Juggernaut #####!"

Smudge
12/29/2010, 10:53
I hope he gets the Thunderbolts keyword.

2 Gun Kid
12/29/2010, 10:55
Brute Brotherhood Thunderbolts Herald X-men Excalibur Soldier

CuriousLurker
12/29/2010, 11:13
I'd like to see a special power on him that makes him immune to outwit, pyschic blast and mind control on his first few clicks to represent his helmet being on.

pokolo
12/29/2010, 11:52
maybe similar to how Doomsday & Bane have traits for going against Superman/Batman, Juggernaut should have a trait specifically designed for fighting X-Men?

michiganj24
12/29/2010, 12:04
Trait Juggy ignores characters, terrain and walls while moving. If Juggy moves through a wall the wall is destroyed

His dial should be reatively sp less. Just Super Strength, Imp and Inv and Charge no damage powers at all just high numbers

ophyjgjhnfn
12/29/2010, 12:24
maybe similar to how Doomsday & Bane have traits for going against Superman/Batman, Juggernaut should have a trait specifically designed for fighting X-Men?

Hit the nail on the head there. I was thinking Sentinel bonus but I prefer the new Doomsday/Bane Traits. This should be on here somewhere.

pg3wg
12/29/2010, 12:50
I made a dial for him over the summer. The link to it is in my signature. I would like to see this Juggernaut. Other than civil war I haven't read many comics in the past 10 years so if his keywords are missing something I apologize. I remembered him in the exile comics



U Juggernaut
Team: No Affiliation
Range: 0 :bolt:
Points: 250
Keywords: x-men, brute, soldier,Thunderbolts, exiles, brotherhood of evil mutants
m-normala-normald-indomitableg-normal811195811184811184810184610173610173610173610173691736916389163KOKOKOKOSpeed - Where's Charlie?: Juggernaut can charge his full movement. Any character in his path is knocked back 1 square and dealt one damage plus any knockback damage. When using this power Juggernaut breaks away on a 3-6.
Attack - I'm the Juggernaut: Juggernaut can use super strength and quake
Damage - Outta my head: Juggernaut is unaffected by mind control and psychic blast
:star: unstoppable- Juggernaut ignores hindering terrain features for movement purposes. Once when given a move action, if he is adjacent to a blocking terrain feature, he may make a close combat attack as a free action targeting that feature. Juggernaut may move both before and after making this attack. Juggernaut can not be carried.

2 Gun Kid
12/29/2010, 12:54
Exiles?!?!?!?! Over Herald/Mystical?

Hubbard
12/29/2010, 15:10
This is my dream juggy. Simple. Easy to hit. Juggernaut isnt going to move out of the way of something, its not his style. I gave him energy shield because I believe he should be fought face to face. I'm not sure on the points either, 200 is just a nice round number.

Juggernaut Uncommon
Range: 0 :bolt:
Team: No Affiliation Points: 200
m-normala-normald-normalg-normal
10101858917489174891748917489174681746816468164 KOKOKOKOKOKOKOKOKOKOKOKO
:star: Trait Juggernaut can use Invulnerability and ignores characters and hindering terrain for movement purposes.
:g-starburst: Helmut Juggernaut ignores Psychic Blast and Mind Control.

View dial at the Dial Maker (http://www.urlmaker.com/robert/heroclix/customs_view.cfm?figs=55362)

Norym
12/29/2010, 15:25
Hmmm...

When I saw this thread I was hoping it was a preview.

I do like Hubbards dial though maybe add :d-indomitable:

jjthebull
12/29/2010, 15:30
I wouldn't be surprised to see a trait that prevents knockback.

I was more thinking of the smashing through walls part of unstoppable not really the knockback, that can be saved for Blob

jjthebull
12/29/2010, 15:32
Hmmm...

When I saw this thread I was hoping it was a preview.

I do like Hubbards dial though maybe add :d-indomitable:

Made ya look :p

2 Gun Kid
12/29/2010, 16:51
I made a dial for him over the summer. The link to it is in my signature. I would like to see this Juggernaut. Other than civil war I haven't read many comics in the past 10 years so if his keywords are missing something I apologize. I remembered him in the exile comics

I remember now.

They did a Chuck Austin Xmen exiles cross over where the Exiles had to get rid of the Evil Havok personality from Mutant X and at the same time the Xmen/exiles had to fight those werewolve people.

It was a fun issue where you saw why Angel at the time where metal gauntlets...and then stole Magick's sword. At the end of it they left behind Nocturne I believe.

CuriousLurker
12/29/2010, 20:02
This is my dream juggy. Simple. Easy to hit. Juggernaut isnt going to move out of the way of something, its not his style. I gave him energy shield because I believe he should be fought face to face. I'm not sure on the points either, 200 is just a nice round number.

Juggernaut Uncommon
Range: 0 :bolt:
Team: No Affiliation Points: 200
m-normala-normald-normalg-normal
10101858917489174891748917489174681746816468164 KOKOKOKOKOKOKOKOKOKOKOKO
:star: Trait Juggernaut can use Invulnerability and ignores characters and hindering terrain for movement purposes.
:g-starburst: Helmut Juggernaut ignores Psychic Blast and Mind Control.

View dial at the Dial Maker (http://www.urlmaker.com/robert/heroclix/customs_view.cfm?figs=55362)


I like it alot.

Terman8er
12/29/2010, 20:05
He better not have any clixs of toughness or damage below 3.

Um...did you see the DC75 Superman? Expect no damage reducers and 2 damage for a couple clicks at least. :(

michiganj24
12/29/2010, 22:47
Sorry you got the wrong Exiles. He was never part of those Exiles


Juggy gets that keyword and the distinction of having the only Keyword related to a Malibu comics title. He was part of THOSE Exiles (with Sienna Blaze, Reaper and 3 other Ultraverse people)
I remember now.

They did a Chuck Austin Xmen exiles cross over where the Exiles had to get rid of the Evil Havok personality from Mutant X and at the same time the Xmen/exiles had to fight those werewolve people.

It was a fun issue where you saw why Angel at the time where metal gauntlets...and then stole Magick's sword. At the end of it they left behind Nocturne I believe.

Seril
12/30/2010, 11:20
A friend of mine who's a huge Juggernaut fan (his favorite character) and I came up with a dial awhile back. Similar to what you'd expect - full dial of damage recuders, I think we had him with highish defenses (18-16), imp and inv with toughness at the very end. Battle Fury and a lot of charge with 4-3 damage on the whole dial. Lots of super strength. Attack wise we only started at a 10 and went down to an 8 because Juggernaut usually wasn't great at landing blows, but majorly damaged someone if he did.

Carbon Rod
12/30/2010, 11:44
If we're getting a de-powered X-Men or Thunderbolt Juggy then I like most of the dials and powers presented here and would want some variation of them on the GSX dial.

However, if we're getting a full powered Cain (I do love the idea of him being one of the LE's and so we can get both versions of him) he should have the power cosmic team ability. Built in willpower and the ability to not have his powers countered would be both crucial and comic acurrate. I do like an SP giving him immunity to psychic blast and mind control. And don't forget the "mystical" keyword. His powers ARE MAGICAL!! (QFT the 90's X-Men Cartoon)

And I would love to see him at 245 points so he can be in a 300 point team with Black Tom from MM.

BFF's FTW!

Superclone
12/30/2010, 12:56
I love this thread. The fig described in this thread that would be optimal for people would cost 50 pts, be 12 clicks long with an indom/imperv run 11 clix long :)

pg3wg
12/30/2010, 13:10
I love this thread. The fig described in this thread that would be optimal for people would cost 50 pts, be 12 clicks long with an indom/imperv run 11 clix long :)

whoa don't over cost him too much;)

bcjbcj24
12/30/2010, 13:37
he could have something like banes venom pump where say if he uses charge his attack and damage values get higher for the closecombat attack and then he keeps moving through the character. also, for his charge, his speed value could remain normal and not halved. he should have indomitable considering that he never got tired in the comics and a trait that allows no knockback or no psychic blast or mind control. thats how i see the figure. onna be a lot of points to and easy to hit but with damage reducers.

bcjbcj24
12/30/2010, 13:39
or for each 2 squares he moves through, modify his attack and damage by +1 and he doesnt get unavoidable damage like bane.

Wade Wilson
12/30/2010, 13:40
I see him a bit like Bane from DC75 honestly dial wise...powers would be different though, but hoping one of them is called "I'm the Juggernaut #####!" :laugh:

reklawyad
12/30/2010, 13:42
I would like to see a SP of his on his last two or so that has something about "Losing the Helm: Non-Optional Jug Head Trait of Ignoring stuff cannot be used" something along those lines cause I remember one of the cartoons they took his helm off him and Jean was able to trick his brain into him not knowing anything :)

Pepsirox08
12/30/2010, 13:54
He should have a power called, "Aww Yea! It's the Juggernaut B****!"
Not sure what it would do exactly... but I would be yelling it everytime I used it...

DarkBlueAnt
12/30/2010, 14:09
This is my dream juggy. Simple. Easy to hit. Juggernaut isnt going to move out of the way of something, its not his style. I gave him energy shield because I believe he should be fought face to face. I'm not sure on the points either, 200 is just a nice round number.

Juggernaut Uncommon
Range: 0 :bolt:
Team: No Affiliation Points: 200
m-normala-normald-normalg-normal
10101858917489174891748917489174681746816468164 KOKOKOKOKOKOKOKOKOKOKOKO
:star: Trait Juggernaut can use Invulnerability and ignores characters and hindering terrain for movement purposes.
:g-starburst: Helmut Juggernaut ignores Psychic Blast and Mind Control.

View dial at the Dial Maker (http://www.urlmaker.com/robert/heroclix/customs_view.cfm?figs=55362)

This Juggernaut is almost perfect. The only change I would make is to have ignoring hindering be a power instead of a trait. Afterall, Spider-Man beat him by luring him into wet cement. Also, throw in some Battle Fury, since he's not really much of a team player most of the time.

Wade Wilson
12/30/2010, 14:23
This Juggernaut is almost perfect. The only change I would make is to have ignoring hindering be a power instead of a trait. Afterall, Spider-Man beat him by luring him into wet cement. Also, throw in some Battle Fury, since he's not really much of a team player most of the time.

He should also have a few clixs of full movement charge...

exodus147
12/30/2010, 16:19
There has never been a character more deserving of full movement charge. His whole thing is he can't be stopped. I hope he'd get at least a 10 opening move with it.

HE CAN'T BE STOPPED!!!!!

SWTony
12/30/2010, 17:49
My take on ol' Jug-Head:

V Juggernaut
Team: No Affiliation
Range: 0 :bolt:
Points: 200
m-normala-normald-normalg-normal710164710164791637916369163691636916268162KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOSpeed - Irresitable Force: Juggernaut ignores all characters, hindering terrain and walls when given a move action. When Juggernaut moves through a wall, it is destroyed. Juggernaut may not end his movement in a square occupied by another character. Give Juggernaut a move action. He may move up to his full movment. He may then make a single close combat attack roll and compare the result to all characters in or adjacent to squares he moved through. Any held object is not used in this attack and is not destroyed. All successfully hit characters take 2 damage. If they are in a square Juggernaut moved through, the damage is unavoidable.
Defense - Juggernaut's Helmet: Juggernaut can use impervious. He ignores Psychic Blast and damage dealt by special objects.
TRAIT: Juggernaut's defense powers can not be countered or ignored.


I don't like giving him a big movement, because he's not THAT fast, but fully deserving of full move charge and being able to bull rush anyone in his way. Kind of a 7 square, mobile energy explosion (he can damage friendlies too, so be careful!). The Battle Fury gives immunity to Mind Control, the special protects from Psychic Blast and Meteorite.

Rurouni KJS
12/30/2010, 18:07
He should also have a few clixs of full movement charge...

There has never been a character more deserving of full movement charge. His whole thing is he can't be stopped. I hope he'd get at least a 10 opening move with it.

You guys are exactly WRONG. Full-speed Charge is for faster-moving characters than Juggy. In fact, I don't care for Charge on him at all.

Here's a power that better illustrates how Juggernaut should play:

:star: Nothing Stops the Juggernaut!: Juggernaut can use the Giant Stride ability (but doesn't ignore elevated terrain and can't use the Carry ability). When Juggernaut is given a move action, but before he breaks away he can, as a free action, either make a close combat attack or use Force Blast. During 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.


His speed would be low, only peaking at 7 and averaging about 6. But he'd be Indomitable, immune to penetrating damage (at first) and have solid DV with built-in Fortitude for his defensive abilities.

SWTony
12/30/2010, 18:19
Look one page back...

bludd72
12/31/2010, 01:15
Um...did you see the DC75 Superman? Expect no damage reducers and 2 damage for a couple clicks at least. :(

not sure this is a good gauge to go by. have you ever seen E2 Supes?
just because dc75 Supes sucked doesnt mean Juggy should. supes has had countless clix, jugs has had 2. and im not sure im understanding the really low speed values either. not saying 10 is 'accurate', but once he gets going, he is like a freight train. also, toughness? lol nope. should be imperv/inv all the way down, he is beyond toughness. maybe a couple clicks of tough at the very end. maybe.

bludd72
12/31/2010, 01:16
You guys are exactly WRONG. Full-speed Charge is for faster-moving characters than Juggy. In fact, I don't care for Charge on him at all.

Here's a power that better illustrates how Juggernaut should play:



His speed would be low, only peaking at 7 and averaging about 6. But he'd be Indomitable, immune to penetrating damage (at first) and have solid DV with built-in Fortitude for his defensive abilities.

just a thought, but if Thing has a full charge, then jugs should DEFINITELY have it.

edit: sorry bout the dbl post....forgot to click this quote too :(

vamroc
12/31/2010, 02:30
V Juggernaut
Team: Power Cosmic
Range: 0 :bolt:
Points: 300
m-normala-normald-normalg-normal810164810164911175911175911173101218310121831012183111319411131941314205KOKOKOKOSpeed - Irresitable Force: Juggernaut automatically breaks away from all characters when given a move action. When Juggernaut moves adjacent to blocking terrain, it is automatically destroyed. Juggernaut may end his movement in a square occupied by another character and that charactor is treat as though it was subject to Force Blast. Juggernaut may be given a move action to move his full unmodified speed value and make a close combat attack roll against every charactor during the path of this movement.
Defense - Juggernaut's Helmet: Juggernaut can use impervious. He ignores opposing charactor's Psychic Blast, Mind Control, Telekinesis, Exploit Weakness, and Pulse Wave,
TRAIT: Juggernaut may use the Mystics Team Ability

happyoptimistic88
12/31/2010, 03:15
Riiighhhttt..., lol! That's an insane Juggernaut and broken too! :p

V Juggernaut
Team: Power Cosmic
Range: 0 :bolt:
Points: 300
m-normala-normald-normalg-normal810164810164911175911175911173101218310121831012183111319411131941314205KOKOKOKOSpeed - Irresitable Force: Juggernaut automatically breaks away from all characters when given a move action. When Juggernaut moves adjacent to blocking terrain, it is automatically destroyed. Juggernaut may end his movement in a square occupied by another character and that charactor is treat as though it was subject to Force Blast. Juggernaut may be given a move action to move his full unmodified speed value and make a close combat attack roll against every charactor during the path of this movement.
Defense - Juggernaut's Helmet: Juggernaut can use impervious. He ignores opposing charactor's Psychic Blast, Mind Control, Telekinesis, Exploit Weakness, and Pulse Wave,
TRAIT: Juggernaut may use the Mystics Team Ability

exodus147
12/31/2010, 11:51
You could knock the last 4 clix and 100pts off that dial and it would still be good.

tempest33
12/31/2010, 12:03
His 'Unstoppable Force' power will probably read like this:
Juggernaut can use charge. Give Juggernaut a power action, he may move up to his full speed and ignore terrain for movement purposes. Replace hindering terrain, blocking terrain and walls on his path by destroyed terrain markers. If opposing characters are on his path, roll a d6, substract 3 and knock them back that amount.

Sheeplover
01/02/2011, 02:22
These are some fun dials being posted. I would be happy with anything that is a little better than the Fantastic Forces LE. That piece still holds it playability for me.

happyoptimistic88
01/02/2011, 03:13
You could knock the last 4 clix and 100pts off that dial and it would still be good.

Yes, definitely! :cool:

2 Gun Kid
01/02/2011, 03:23
A mystic Cosmic Juggy!?!?

Hes not that smart, he should be outwitable.

DeGei
01/02/2011, 04:11
Actually, I would imagine something along these lines:

U Juggernaut
Team: No Affiliation
Range: 0 :bolt:
Points: 244
Keywords: Mystical, Brute, Brotherhood of Mutants, Excalibur
m-normala-normald-normalg-normal891949101841010184910173811174810175791647816378153KOKOKOKOKOKOKOKOKOKOKOKO
Trait - Special Armor: Juggernaut ignores opposing character's Psychic Blast and Mind Control.
Speed - Nothing Can Stop...: Juggernaut can use Charge. When using Charge, Juggernaut may use it normally and ignore the effects of terrain and characters for movement purposes or Juggernaut may choose to not have his movement and increase his damage by +2. Juggernaut does not receive pushing damage when using this power.
Defense - Avatar of Cyttorak: Juggernaut may use Invulnerability, Willpower, and Energy Shield/Deflection. When hit by an opposing character using Incapacitate Juggernaut may use Super Senses.

vamroc
01/02/2011, 04:34
A mystic Cosmic Juggy!?!?

Hes not that smart, he should be outwitable.

I'm basing this dial on classic Juggernaut
Juggernaut possesses unlimited stamina, a total resistance to physical injury due to the mystical spell of invulnerability; an impenetrable force field that he could summon at will. The spell also granted him unbreakable skin and in turn made the force field more added protection. Due to the mystical energies within him he did not need to eat, breathe or drink fluids. As a vessel of mystical energy, he also possessed many abstract powers that had yet to be fully revealed. Finally, Marko possessed the ability to maintain motion with only the slightest initial inertial, meaning that once he began to move (walk, run, attack, etc.) it became virtually impossible to stop him while in motion.
Cyttorak himself possesses nearly unlimited mystical abilities and since Juggernaut's powers stem from him I'd say Juggernaut is worth of the Power Cosmic T.A.

2 Gun Kid
01/02/2011, 04:50
He was tricked into walking into a giant thing of cement by spider-man...that classifies him being able to be outwitted.

I will agree to Imdom though.

Honcho of Spades
01/02/2011, 08:24
Spider-man outwitted the Juggernaut in English, not in terms of what outwit does in the game. I don't think Juggernaut has been shown to be susceptible to outwit in the comics I've read (mostly stuff from the 60s - 80s).

I play around with Juggernaut's powers a lot. On defense, I give him a combo of Invulnerability and ESD. He's not just hard to hurt, he also has a force-field.

Clixkilla
01/02/2011, 09:10
This should be Juggs trait: "Nothing can stop the Juggernaut" - Juggernaught ignores all terain for movement purposes. If Juggernaugt crosses blocking or elevated terrain, place a hindering terrain token in that square.

Grumpygoat
01/02/2011, 22:13
He was tricked into walking into a giant thing of cement by spider-man...that classifies him being able to be outwitted.

Spider-Man used Incapacitate, in other words? Seeing as how he incapacitated Juggernaut?

Powers and events can be represented in multiple ways. Scarecrow's fear toxin could be represented as Poison, Psychic Blast, Incapacitate, or arguably even Mind Control. People need to get over this silly idea that a power represents one thing, and one thing only, and that other abilities can't also represent that power.

llyrghmnghyll
01/02/2011, 22:35
This is my dream juggy. Simple. Easy to hit. Juggernaut isnt going to move out of the way of something, its not his style. I gave him energy shield because I believe he should be fought face to face. I'm not sure on the points either, 200 is just a nice round number.

Juggernaut Uncommon
Range: 0 :bolt:
Team: No Affiliation Points: 200
m-normala-normald-normalg-normal
10101858917489174891748917489174681746816468164 KOKOKOKOKOKOKOKOKOKOKOKO
:star: Trait Juggernaut can use Invulnerability and ignores characters and hindering terrain for movement purposes.
:g-starburst: Helmut Juggernaut ignores Psychic Blast and Mind Control.

View dial at the Dial Maker (http://www.urlmaker.com/robert/heroclix/customs_view.cfm?figs=55362)

this is very clean. ESD makes good sense once you think about it. The only thing i'd change is I'd make his opening defense a 17.

Hubbard
01/02/2011, 23:52
I'm glad everyone likes my Juggs..lol. I don't think he deserves a full speed charge, but quake makes a lot of sense. I think they will make a fantastic juggernaut that we all can swoon over come march. I can't wait.

mermaidmurder
01/03/2011, 09:36
i think a 200-250 juggernaut would be great. i just want to have the figs to make a great brotherhood team

Norym
01/03/2011, 09:55
This thread reminds me of the UXM issue where Dazzler, Longshot, Rogue and Psylocke take down Juggy. Somewhere in the #21X range. It was just before the Fall of the Mutants Arc.

fox007
01/03/2011, 10:00
I wouldnt mind seein juggernaut w/ a mixture of HoT Ulik's defensive power and Doomsday's Defensive power. Something like this:
Triat: When Juggernaut is hit w/ an attack juggernaut only takes one damage
or
Defensive power: After juggernaut takes damages from an attack once this ower shows up stop turnin the dial.

songwriterz
01/03/2011, 10:09
Personally, I'd consider a trait/SP that allows him to ignore (or use Imperv against) ALL ranged combat attacks (except Pulse Wave). Seriously, no one ever, ever, ever even comes close to damaging Juggs unless they get down in his face. Even Thor's lightning doesn't do much to him. Shooting at Juggs is like shooting a tank with a BB gun. Sure, he's easy enough to hit, but you aren't going to do much damage against him...unless you first grapple his helmet off.

Madrigorian
01/03/2011, 10:54
How bout this trait:
Juggernaut ignores blocking and hindering terrain for movement purposes, and automatically breaks away from oppossing characters. On any turn in which Juggernaut moves, he has Impervious (4-6 to succeed).

This would open him up for a full dial of charge, with Indomitable and Invulnerable.
I would give him FULL move and attack white power over charge depending on how strong you want to make him, perhaps with a Quake ability.

Another idea for a movement power would be something like:
Give Juggy a move action. Move Juggy his full movement and at anytime during this move action he may make one close combat attack. Any character that Juggy moves adjacent to during this move action is pushed back 2 squares (taking knockback damage if applicable).

----------------------------------------------------------------------

God I hope we get a GREAT Juggernaut.
~Mad

Iron Man 49
01/03/2011, 11:33
I just hope Wk knows how much the majority of us are looking forward to this figure and they make him not suck.

d_knight7
01/03/2011, 12:07
DEEP dial, full Imp, full battle fury, charge, 3 damage, really low defense.

For SP's he can ignore hindering for movement, automatically destroy walls as he passes through, and his damage is raised while charging.

Superclone
01/03/2011, 14:59
Spider-Man used Incapacitate, in other words? Seeing as how he incapacitated Juggernaut?

Powers and events can be represented in multiple ways. Scarecrow's fear toxin could be represented as Poison, Psychic Blast, Incapacitate, or arguably even Mind Control. People need to get over this silly idea that a power represents one thing, and one thing only, and that other abilities can't also represent that power.

You must spread some Reputation around before giving it to Grumpygoat again.


I really wish people would listen to this.

Thrumble Funk
01/03/2011, 15:05
Not sure if this was mentioned, but the moving walkways had me thinking of something like this:

NOTHING STOPS THE JUGGERNAUT! - Juggernaut automatically breaks away. Once, at the beginning of each turn, move Juggernaut up to one square as a free action.

CREED
01/03/2011, 20:29
Being the world's largest Juggs fan-my take would be this...He IS in the full power of Cyttorak at the moment so he does need to be beefed up a bunch. Keep Cain Marko's dial as it is. Add Indomitable and the Power Cosmic/Mystics team ability and we're well on our way to THE JUGGERNAUT...Battle Fury could also help and keep the cost lower...I would like to see him a perfect 200 points just to field him in small games and I'm obsessive like that...

People who are complaining that-"he's not that hard to hit-his defense should be lower" Have you noticed the power creep??? Defense numbers are ridiculous-Doomsday had a NINETEEN last time I checked. Neither Spiderman/Dick Grayson/Nightcrawler/most Flashes-none boast defenses that high. I'm not complaining-just pointing out that the formula for figuring out how hard some one is to hit must have to do more than mere agility,physical speed,and nimbleness...

GrimlockX
01/03/2011, 20:44
Once again, a high defense value doesn't necessarily mean "hard to hit." The better catch-all for it would be "degree of difficulty to damage." That way, it counts for the character dodging, or straight up ignoring a damaging attack, or what have you. An 18 or 19 defense on Juggernaut is perfectly reasonable. Also, he really should ignore Mind Control and penetrating damage for some portion of his dial.

First Lensman
01/03/2011, 20:49
Speed - Unstoppable Force: Juggernaut ignores characters and terrain for movement, he must break away normally. Give Juggernaut a power action, he may move up to his full speed and make a close combat attack. When Juggernaut moves into a square occupied by another character, that characters controller rolls a d6, on a result of 1-3 the character takes 2 damage, on a result of 4-6 the character takes no damage. Juggernaut may not end his movement in a square occupied by another character.

I would limit this to moving in a straight line on the compass points only. No 90 degree turns around a corner should be allowed.

NickCarraway
01/03/2011, 20:57
I'd cap his damage at 2 for most of the dial or maybe 3 for one mid-click. Juggernaut if all about running into things and knocking them about. 5 damage is a bit over the top. Juggernaut is a high movable object that can't be stopped and yeah, i get that he went up against Thor but in the case of Juggs, that's about resisting a beating, not dealing one out on real powerhouses.

His click should reflect that

Rurouni KJS
01/03/2011, 20:57
just a thought, but if Thing has a full charge, then jugs should DEFINITELY have it.

The Thing is actually quite nimble; his agility and reflexes are the same as they were in his human form. That said, him having full-speed move-then-attack (not actual Charge, despite similarities) is still almost as big a stretch as his best friend Reed. :classic:

Juggernaut walks. He doesn't run unless it's a movie, and when he does run, it's not that fast. Definitely no full Charge belongs on him.

GrimlockX
01/03/2011, 21:11
I'd cap his damage at 2 for most of the dial or maybe 3 for one mid-click. Juggernaut if all about running into things and knocking them about. 5 damage is a bit over the top. Juggernaut is a high movable object that can't be stopped and yeah, i get that he went up against Thor but in the case of Juggs, that's about resisting a beating, not dealing one out on real powerhouses.

His click should reflect that

Hm, very incorrect. For starters, let's clarify the durability against Thor. The key thing to remember here is that Juggernaut withstood those attacks from Thor after Thor had already absorbed Cain's force field, so he's far more durable than you may think.

Second, Marvel lists Cain's strength rating at a 7, which is the highest listed rating they give. For comparison, some other characters given this rating include Hulk, She-Hulk, Thor, Colossus, and Gladiator, whereas characters like Thing and Hyperion receive only a 6. Juggernaut has been shown to be capable of shattering mountains and lifting entire buildings. To say that Cain barely deserves 3 base damage, let alone 2 is downright silly.

joeldad
01/03/2011, 21:22
Being the world's largest Juggs fan-my take would be this...He IS in the full power of Cyttorak at the moment so he does need to be beefed up a bunch. Keep Cain Marko's dial as it is. Add Indomitable and the Power Cosmic/Mystics team ability and we're well on our way to THE JUGGERNAUT...Battle Fury could also help and keep the cost lower...I would like to see him a perfect 200 points just to field him in small games and I'm obsessive like that...

People who are complaining that-"he's not that hard to hit-his defense should be lower" Have you noticed the power creep??? Defense numbers are ridiculous-Doomsday had a NINETEEN last time I checked. Neither Spiderman/Dick Grayson/Nightcrawler/most Flashes-none boast defenses that high. I'm not complaining-just pointing out that the formula for figuring out how hard some one is to hit must have to do more than mere agility,physical speed,and nimbleness...

I agree with this.

He doesn't get tired (Immune to incap), doesn't need air/water/food (incap again I suppose), can't be affected mentally (psychic blast/Mind Control) with the helmet on, and can't be stopped once he starts moving.

A trait that would be complicated by accurate:

Juggetnaut is immune to Mind Control and Psychic Blast. Once per turn, if an adjacent opposing character is adjacent to Juggernaut, both players roll 2 dice. If the opponent rolls higher this trait is ignored until the beginning of the next turn.

Basically you have to fight to get Juggernaut's helmet off of him. That's the only way to have Psy Blast/MC work on him.


That being said I am all in favor (and people will laugh but that's OK) or having a Juggernaut that isn't slowed by any terrain (destroying blocking/walls as he goes) as he moved full speed charge with a 6 or 7 speed. Have a SP that lets him use Quake/Super Strength with a 9 or 10 attack. Flat 16 defense with Impervious. 4 damage.

Power Cosmic. 11 clicks of those exact stats and powers.


You may hate it, but it's accurate. Juggernaut sadly will never be this way probably because a killing machine much like Doomsday (not saying same character but similar level of durability - IE almost limitless) didn't get his justice. He should have been much quicker and should have had charge and Flurry.

Juggernaut should be stopped, should auto knock back any characters whose square he enters (friendly or enemy) and shouldn't be slowed by anything.


Again, no one would like this to be the case. But it's accurate.

CREED
01/04/2011, 01:37
The source of Cain's power is magical(Mystics Team)and should not suffer from Outwit and does not tire(Power Cosmic Team),with his helmet on he is immune to mind control(Battle Fury),he has a force field-pretty much his primary defense(Repulsar Shield)He doesn't need crazy numbers,just consistent ones-precisely why I love Cain Marko's dial...

Thunderwebs
01/04/2011, 02:34
He needs a white power that prevents him from being Mind Controlled and Psychic Blasted for like 4 or 5 clix.

Give him a power thats a cross between Thing and Speedball.

He has been depowered thought twice though so if theres a way that you can play him depowered, sorta like with Shazam/Adam or a AE it would be fitting.

You mean something like this:

V Juggernaut
Team: X-Men/Brotherhood
Range: 0 :bolt:
m-normala-normald-indomitableg-normal81018581018581018481017471018471018479184791746917369173KOKOKOKOKOKOKOKO
:star: I'm Unstoppable!- Juggernaut ignores knockback. Juggernaut ignores the effects of terrain and characters on movement. Any walls or blocking terrain that Juggernaut moves through are replaced with hindering terrain.
Speed - I'm the Juggernaut #####!: Juggernaut can use Quake. Give Juggernaut a power action; he can move up to his speed value and then as a free action either (1) use Quake or (2) make a close combat attack.
Defense - Gem of Cyttorak: Juggernaut can use Invulnerability and Regeneration
Damage - Helmet: (Non-Optional) Juggernaut uses Battle Fury and ignores Psychic Blast

Not sure about the cost, would probably be in the 230-250 point range.

Thunderwebs
01/04/2011, 03:01
I'd cap his damage at 2 for most of the dial or maybe 3 for one mid-click. Juggernaut if all about running into things and knocking them about. 5 damage is a bit over the top. Juggernaut is a high movable object that can't be stopped and yeah, i get that he went up against Thor but in the case of Juggs, that's about resisting a beating, not dealing one out on real powerhouses.

His click should reflect that

Why? So he can fight Rookie Hypertime Superman? It's obvious you know very little about the character.
According to Marvel, there are 3 characters stronger than the Hulk when Hulk isn't mad: Thor, Abomination, and Juggernaut. Doesn't sound like a 2 damage to me. :confused: See my post above for an idea of how his dial should look IMO.

Lokheit
01/04/2011, 08:06
Psy-blast isn't just mental atacks in the game, penetrating is now the other name for the power, so psychic defenses shouldn't help him against a lazar beam... but maybe his unstopable nature could be used for a power that grants him inmunity to penetrating damage (EW and PB/P), but this could be too much, and Ulik already have a power like that but at the cost of defense numbers. So I wouldn't make it even at the "thematical cost" of making him vulnerable to psy-atacks... come on, at the end they always remove his helmet and mind-blast him.

The MC inmunity granted by BF should be enough for him (and it also fits with him as I can't remember juggy being carried by another character, maybe I'm wrong with this one).

GrimlockX
01/04/2011, 15:29
Psy-blast isn't just mental atacks in the game, penetrating is now the other name for the power, so psychic defenses shouldn't help him against a lazar beam... but maybe his unstopable nature could be used for a power that grants him inmunity to penetrating damage (EW and PB/P), but this could be too much, and Ulik already have a power like that but at the cost of defense numbers. So I wouldn't make it even at the "thematical cost" of making him vulnerable to psy-atacks... come on, at the end they always remove his helmet and mind-blast him.

The MC inmunity granted by BF should be enough for him (and it also fits with him as I can't remember juggy being carried by another character, maybe I'm wrong with this one).

Except Ulik doesn't have a power like that. Psychic Blast and Exploit Weakness still cut through his defenses like a hot knife through butter.

It's true that Psychic Blast really isn't all that psychic anymore for the most part, but Cain doesn't really take a whole lot of damage from focused lasers, magic beams, or sniper rifles either, so it would still be thematically accurate for him to ignore those.

Most of the posts that I've seen on this thread only want him to be immune to penetrating damage for a portion of his dial. Him losing the helmet can be represented by him losing the immunity power.

Hubbard
01/04/2011, 15:35
Juggernaut eats range attacks for breakfast.

I'd like to see a tree form Black Tom

Halvmorke
01/05/2011, 09:12
I made a dial for him over the summer. The link to it is in my signature. I would like to see this Juggernaut. Other than civil war I haven't read many comics in the past 10 years so if his keywords are missing something I apologize. I remembered him in the exile comics

Great version!!! I like Juggy a lot, I hope a new Juggy for GSX-M, and this dial is very close to how Juggy should he in HC.

The Charlatan
01/06/2011, 16:41
#055 V Juggernaut
Team: Mystics
Range: 0 :bolt:
Points: 250?
Keywords: Brute, Excalibur, Herald, Mystic, Thunderbolts, X-Men
m-normala-normald-indomitableg-normal81118581118581117481017461016461016469163691536815368153KOKOKOKOKOKOKOKODefense - Personal Force Field: All damage dealt to Juggernaut is reduced to 1. Juggernaut ignore Poison and Energy Explosion.
Damage - Helm of Cyttorak: Juggernaut can't be targeted by Mind Control or Psychic/Penetrating Blast


Trait- Unstoppable: Juggernaut ignores the effects of hindering terrain on movement. During a move action, Juggernaut may destroy an adjacent wall as a free action.


How's this one look to you guys? Just something I whipped up

GrimlockX
01/06/2011, 21:01
#055 V Juggernaut
Team: Mystics
Range: 0 :bolt:
Points: 250?
Keywords: Brute, Excalibur, Herald, Mystic, Thunderbolts, X-Men
m-normala-normald-indomitableg-normal81118581118581117481017461016461016469163691536815368153KOKOKOKOKOKOKOKODefense - Personal Force Field: All damage dealt to Juggernaut is reduced to 1. Juggernaut ignore Poison and Energy Explosion.
Damage - Helm of Cyttorak: Juggernaut can't be targeted by Mind Control or Psychic/Penetrating Blast


Trait- Unstoppable: Juggernaut ignores the effects of hindering terrain on movement. During a move action, Juggernaut may destroy an adjacent wall as a free action.


How's this one look to you guys? Just something I whipped up

Dig it, especially the terrain destruction.

DrugSex
01/09/2011, 15:41
Juggernaut
Team: No Affiliation
Range: 0 :bolt:
Points: 142
Keywords: Brute, Thunderbolts
m-normala-normald-normalg-normal711184710183610173610173891738916378163711154KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOTrait- Immovable Object: Juggernaut ignores knockback.
Speed - Unstoppable Force: Juggernaut can use Charge. Juggernaut ignores characters and terrain for movement, he must break away normally. .

This is OK... the rest is TOO MUCH for him... I mean, we don't have a Superman yet that can make a CCA them Forceblast(icebreath) them RCE (heat vision) so.... juggy... don't get upset.

cattmoe
01/16/2011, 16:42
Juggernaut walks. He doesn't run unless it's a movie, and when he does run, it's not that fast. Definitely no full Charge belongs on him.

Ummm.... have you ever actually read anything with Juggernaut in it? Putting his head down and charging forward is kind of his thing - how is that walking?

PhoenixFire
01/16/2011, 19:20
Ummm.... have you ever actually read anything with Juggernaut in it? Putting his head down and charging forward is kind of his thing - how is that walking?

I agree with you...Juggernaut is a big bruiser...he charges into the fight head on...I'm all for giving him 19 def Imp on his starting click just like Doomsday...to represent the fact that he is not easily injured by most attacks and that it takes a lot...(in this case a high dice roll) to actually kink the behemoth. High damage of at least 4-5 for the fact that if he hits you...it's likely over.
I'd also like to see a last click or two of high defensed regeneration or perhaps a SP that heals him in some way to represent his regeneration powers...Shatterstar stabbed his eyes out in the X-force comics and he healed completely within seconds.
Indomitable for his unlimited stamina fares well and a damage SP that lets him use battle fury and gives instant knockback whether he rolls doubles or not.
The trait will cover the "Nothing can stop the Juggernaut" part and give him super strength.

loki18g
01/16/2011, 19:36
Personally, I think Juggs should have about half a dial full of something like this.

Juggernaut can use invulnerability, if Juggernaut takes damage from an attack that is more than 3, it becomes 3 instead.

I think this power and something like a 17 to start would be appropriate. Juggernaut isn't very dodgy.

GrimlockX
01/16/2011, 19:42
Personally, I think Juggs should have about half a dial full of something like this.

Juggernaut can use invulnerability, if Juggernaut takes damage from an attack that is more than 3, it becomes 3 instead.

I think this power and something like a 17 to start would be appropriate. Juggernaut isn't very dodgy.

Again, giving him a high defense value doesn't mean he's dodging attacks. Defense=difficulty to damage, not difficulty to hit. A 17 defense with Invul. would mean he'd be yet another brick that would be torn to shreds by, say, Victor Mancha or a similar figure.

cattmoe
01/16/2011, 20:12
Again, giving him a high defense value doesn't mean he's dodging attacks. Defense=difficulty to damage, not difficulty to hit. A 17 defense with Invul. would mean he'd be yet another brick that would be torn to shreds by, say, Victor Mancha or a similar figure.

Not with the "3 or more becomes 3" caveat. I like that idea. :)

GrimlockX
01/16/2011, 20:16
Not with the "3 or more becomes 3" caveat. I like that idea. :)

That is good, but Victor is still nailing Cain for exactly 3 since the Invul. won't reduce it at all. And it may be more than that due to Vic's Indomitable, depending of course on this hypothetical Juggernaut dial.

loki18g
01/16/2011, 22:14
I would say that an argument can be made to make Juggernaut immune to psychic blast and outwit because of the helmet and the fact that he doesn't have a kryptonite like Superman. There are a lot of characters that don't have a specific weakness and have some kind of justification to be immune to these powers, but it would throw off the balance of the game.

If you don't want Victor Mancha to psychic blast you, then you get out there and hit him with an I beam.

GrimlockX
01/16/2011, 22:48
I would say that an argument can be made to make Juggernaut immune to psychic blast and outwit because of the helmet and the fact that he doesn't have a kryptonite like Superman. There are a lot of characters that don't have a specific weakness and have some kind of justification to be immune to these powers, but it would throw off the balance of the game.

If you don't want Victor Mancha to psychic blast you, then you get out there and hit him with an I beam.

Yeah, but that still doesn't stop characters like Juggernaut from getting chewed up by characters like Victor in this game. I can see Juggernaut being immune to Psychic Blast, but I can just as easily see him having an 18/19 defense value.

Mr Stranger
01/19/2011, 00:06
Yeah, but that still doesn't stop characters like Juggernaut from getting chewed up by characters like Victor in this game. I can see Juggernaut being immune to Psychic Blast, but I can just as easily see him having an 18/19 defense value.

What...

Defense values exist to represent accuracy to be hit, just like attack value exist as accuracy to hit.

This is why Nightcrawler has 19 defense, do you think he's as hardy as Juggernaut?

Characters like Rhino, Juggernaut, etc should have long dials but low defenses.

b11a2
01/19/2011, 00:10
What...

Defense values exist to represent accuracy to be hit, just like attack value exist as accuracy to hit.

This is why Nightcrawler has 19 defense, do you think he's as hardy as Juggernaut?

Characters like Rhino, Juggernaut, etc should have long dials but low defenses.

Really? Because lots of tank-like character have high defenses... Combining a high defense with a strong damage reducer makes a character like Juggernaut incredibly hard to make damage stick. As it should be. Rhino and other brutes, maybe not so much, 17 would work for them, but someone as strong as the Juggernaut or Hulk needs a high defense so as to show that even with penetrating damage, they're TOUGH.

That being said, I hope tomorrow's GSX preview is the Juggernaut! (Though two villains in a row seems kinda weird for a set named after the X-Men!)

GrimlockX
01/19/2011, 00:24
What...

Defense values exist to represent accuracy to be hit, just like attack value exist as accuracy to hit.

This is why Nightcrawler has 19 defense, do you think he's as hardy as Juggernaut?

Characters like Rhino, Juggernaut, etc should have long dials but low defenses.

Nope. You're analyses of both attack and defense values are too narrow. Case in point, Infinity Challenge Juggernaut sported a 13 attack value and an 18 defense value. Is Juggernaut more skilled/accurate than Batman? Hell no. Is it easier for him to cause damage to a target? More than likely yes, hence he gets a high attack value. Is Juggernaut more difficult to accurately hit than Batman? Hell no. Is he far more difficult to damage than Batman? Hell yes, hence he gets a high defense value.

Attack Value = ease of dealing damage

Defense Value = difficulty of damaging

Characters' skill levels don't necessarily have anything to do with either combat value.

Chrismcnic
01/19/2011, 00:46
Ummm.... have you ever actually read anything with Juggernaut in it? Putting his head down and charging forward is kind of his thing - how is that walking?

Although I agree, I think the original intent of not wanting Charge was to represent how the Juggernaut blasts right through anything in his way and cannot stop. Ergo, I'd imagine his power as a sort of modified or hybrid Hypersonic Speed/Charge, where he can move into a target, make an attack roll, and if the attack succeeds, he can finish out his movement and either knock his character back with him or off to one side, idk. If the character successfully evades the attack, they have to move one square to either side/diagonally. And Teh Juggster would continue his full movement until reaching an edge of a map, making rubble out of of anything in his way, I suppose...this attack method would obviously apply to anyone within that straight line of movement.

Now, in the above scenario, I would imagine the attack value for Juggs would be a slight bit lower as it likely represents accuracy in that specific case. If Juggs is charging at you, it would seem like a matter of mobility to successfully defend against him by getting out of the way, not a matter of having a thick hide. I can understand how this concept has very recently evolved from older sets where the opposite was focused on, though...

Grumpygoat
01/19/2011, 11:11
What...

Defense values exist to represent accuracy to be hit, just like attack value exist as accuracy to hit.

This is why Nightcrawler has 19 defense, do you think he's as hardy as Juggernaut?

Characters like Rhino, Juggernaut, etc should have long dials but low defenses.

This is not how defense and attack values work. Defense can represent the ability to take a hit - this is why Molly has a 19 defense. This is why Groot has a 19 defense. And Darkseid. And the Hulk. And Red She-Hulk. And Spider-Hulk.

Super Senses represents evasiveness. Toughness/Invulnerability/Impervious* represent hardiness. The defense value represents both.

* All right, sometimes Impervious does represent the evasive qualities of a character - see Zoom - but it's usually hardiness.

loki18g
01/19/2011, 23:41
Ok so maybe something like

"You're weapons cannot harm me"
"Juggernaut ignores outwit and psychic blast. Juggernaut can us invulnerability. When Juggernaut would take more than 3 damage from an attack, the damage becomes 3 instead."

I think with a power like this, Juggs shouldn't have more than a 17 def. Anything higher would be crazy. The power makes it so that you have to hit him once for every click that he has the power. It doesn't ignore exploit weakness because I figured it's the close attacks that will get the helmet off.


I thought of a second power too.
I'm the Juggernaut B****! " Juggernaut can use charge. When using charge Juggernaut treats all terrain(except water) as clear terrain. If during his movement, Juggernaut crosses any terrain (except water) it is destroyed and a debris token is placed instead.

This makes it so that Juggernaut can charge through walls and whatnot.

vamroc
01/20/2011, 01:58
I agree with you...Juggernaut is a big bruiser...he charges into the fight head on...I'm all for giving him 19 def Imp on his starting click just like Doomsday...to represent the fact that he is not easily injured by most attacks and that it takes a lot...(in this case a high dice roll) to actually kink the behemoth. High damage of at least 4-5 for the fact that if he hits you...it's likely over.
I'd also like to see a last click or two of high defensed regeneration or perhaps a SP that heals him in some way to represent his regeneration powers...Shatterstar stabbed his eyes out in the X-force comics and he healed completely within seconds.
Indomitable for his unlimited stamina fares well and a damage SP that lets him use battle fury and gives instant knockback whether he rolls doubles or not.
The trait will cover the "Nothing can stop the Juggernaut" part and give him super strength.
My take was that Juggs always starts slow because he needs time to build the momentum that makes him unstoppable and the longer a fight continues the more speed he is able to generate thus increasing the damage he can do
V Juggernaut
Team: Power Cosmic
Range: 0 :bolt:
Points: 300
m-normala-normald-normalg-normal810164810164911175911175911173101218310121831012183111319411131941314205KOKOKOKOSpeed - Irresitable Force: Juggernaut automatically breaks away from all characters when given a move action. When Juggernaut moves adjacent to blocking terrain, it is automatically destroyed. Juggernaut may end his movement in a square occupied by another character and that charactor is treat as though it was subject to Force Blast. Juggernaut may be given a move action to move his full unmodified speed value and make a close combat attack roll against every charactor during the path of this movement.
Defense - Juggernaut's Helmet: Juggernaut can use impervious. He ignores opposing charactor's Psychic Blast, Mind Control, Telekinesis, Exploit Weakness, and Pulse Wave,
TRAIT: Juggernaut may use the Mystics Team Ability