| Juggernaut |
Khador’s mechaniks build their warjacks to last. The Juggernaut is a hulking mass of plated armor wielding an ice axe that can encase its target in a layer of crippling ice. This sturdy chassis has given rise to other staples like the Destroyer, Marauder, and Decimator.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
- Construct - This model is a construct and is not a living model.
- Open Fist - 1" reach, P+S 15 melee attack
- Ice Axe - 1" reach, P+S 19 melee attack
- Armored Corps - Models gain +1 to repair rolls when repairing this model.
- Jaws of the Wolf
- Legion of Steel
- Winter Guard Kommand - This model can potentially gain Advance Move.
- Wolves of Winter
No changes since 2018.02
Thoughts on the Juggernaut
Juggernaut in a nutshell
The original Khadoran melee powerhouse. The Juggernaut has seen some the fewest changes of any model since its inception in Mark 1. Aside from a nice critical effect on its melee weapon, the Juggernaut has absolutely no bells and whistles on it whatsoever, and is one of the contenders for the title of most bare-bones Warjack there is alongside the likes of the Nomad and other Vanilla 'Jacks from the days of yore. However, its simplicity belies its effectiveness - it's a melee monster. Possessing the archetypal Khadoran Warjack statline, much of its potency comes simply from scary numbers: STR 12. MAT 7. ARM 20. P+S 19. 34 Damage boxes.
The Juggernaut's claim to fame comes almost entirely from what it doggedly clutches in its right fist. Although it has access to the full panoply of power attacks, and can perform them well thanks to its statline, rarely will the Juggernaut be causing as much harm as it does than when it is simply charging into things and smashing them up with the Axe, which combined with the Juggernaut's base strength is the most powerful melee weapon in the faction, excluding Colossals. Whatever the Juggernaut hits shouldn't bother getting up. The critical effect is a good one, and helps the Juggernaut or anything else in Melee Range land more hits, but really it's just icing on the P+S 19 cake.
The Juggernaut is not the cheapest of 'Jacks, but very few models bring as much raw hurt for their point investment as it does, especially when you consider that most of the 'Jacks who have a similar damage output are usually at least around half again the point cost. Simply put, Juggernauts are your no-frills heavy-hitters, fulfilling the same role as the Ironclad, the Nomad, the Crusader or the Slayer, but hitting harder and being harder than all of these, which is reflected in their cost.
Combos & Synergies
- Anyone who wants a cheap Jack that hits hard. Butcher1 and Butcher3 will like him, but nearly any caster can put a strong melee warjack to good use in the current meta.
- Under Butcher1's Feat and with Fury cast on it, a Juggernaut will essentially be a P+S 22 Weapon Master for a turn, on top of which you can still also boost if you feel the need...
- He makes a good second target for a spell like Superiority (Strakhov and Irusk1).
- Its damage potential is hugely tied to its axe. Always have a Mechanik within walking distance from turn 2 to do some emergency repair if its right arm gets crippled.
Drawbacks & Downsides
- Very slow, and no native Pathfinder, mobility tools or ranged capabilities either. Closing with the enemy and getting up the board is more important for the Juggernaut than it is for most Khadoran 'Jacks.
- Several in-faction substitutes who might lack the raw hitting power of the Juggernaut; but come cheaper (Berserker, Marauder, Rager, Mad Dog).
- If it can't get into melee, it can't do anything.
- The Juggernaut has one job, and everybody knows what it is. It is unlikely to surprise anyone, and your opponent usually has ample time to prepare for its arrival.
Tricks & Tips
- Beside their almighty axe it is all too easy to forget that they have an open fist weapon quality on their fist. With good MAT and a STR value in the top of its class, you have good chance of throwing something up to 6" away.
- Basic training: the axe's P+S often equals or exceeds the target's ARM value. If you're in range, consider whether or not you need a charge for the auto-boosted damage roll, or you could spend your resources more wisely elsewhere.
Released in Warmachine Prime (2003)
Other Khador models