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Has been fought over since the formation of the Republic.

Hit Points: 200
Defense: 8
Attack: -1
Damage: -1
Rarity: Very Rare
Base: Colossal
Gender: It
Creator: blemelisk
Created: 3/29/2018
Updated: 3/29/2018

Special Abilities

  • Affinity (May be in an Imperial squad)
  • Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
  • Damage Reduction 20 (Whenever this character takes damage from a nonadjacent enemy, reduce the damage dealt by 20. Attacks with lightsabers ignore this special ability.)
  • Stomp (Whenever this character moves, any characters occupying squares on its base or squares it moves into are immediately defeated. Characters can avoid this effect with a save of 6.)
  • Juggernaut (This character doesnt activate per normal rules. This character can activate up to 6 times per round, each one counting towards the 2 activations made per turn.)
  • Juggernaut Heavy Laser Turret (Cost 1 Activation: Make 2 attacks against the same target at +11 Attack for 60 damage each. This attack has Penetration 10. If this attack is against a character that is Medium or smaller, the attack is made at only +2 Attack.)
  • Juggernaut Move (Costs 1 Activation, Move this character up to 3 squares.)
  • Juggernaut Projectile Launchers (Costs 1 activation: Choose 1: Missiles 40, xor Grenades 40. When Grenades 30 is chosen the attack has Grenade Launcher, and the roll to save is at a -4 for the grenades are clustered.)
  • Juggernaut Repeating Blaster (Costs 1 activation: make 3 attacks at +11 for 20 damage.)
  • Juggernaut Reserves (If you roll exactly 1, 5, 16, or 20 for initiative, you can add up to 25 points of trooper/soldier characters (appropriate for the squad and faction) to your squad, adjacent to this character, immediately before your first activation of the round. If this effect triggers, this character is considered activated having cost one activation out of the 6 per round.)
  • Juggernaut Communications (Allies' commander effects normally limited to 6 squares have unlimited range.)
  • Juggernaut is Not Invincible (When this character is at half health, this character loses Juggernaut Projectile Launchers and Juggernaut Reserves)
Average Rating: --
Lord_Ball
3/29/2018 1:21:49 PM (Updated: 3/29/2018 1:22:05 PM)

For Juggernaut Projectile Launcher, is there a particular circumstance you had in mind as to why someone would pick Grenades over missiles? They both have a Save 11, missiles is sight vs Grenades range 6/12. Maybe if the damage values were switched, but I think it'd just be cleaner if you made it it's own grenade/missile-like ability.
blemelisk
3/29/2018 1:44:14 PM

Very valid point 😀
CorranHornsux123
3/30/2018 1:02:18 PM

nice this guys a beast and brings in troopers awesome!
surf_rider56
3/30/2018 6:31:31 PM

Basically, its a wheeled AT-AT (except yours has more bells/whistles and a Reserves ability.)
blemelisk
3/30/2018 9:35:29 PM

@Surf, and the fact it isnt limited to fireing in only one arc. and the weapons dont opperate the same way, has different HP, has much better functionality within the game, and costs (theoretically) the same, and is slightly faster.
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