Juggernaut

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Khador Logo.jpg Juggernaut

Khador Heavy Warjack

Mk4 icon.png
Prime
This model is available in two Prime Armies, Armored Koprs and 5th Division. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

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.

Basic Info

Juggernaut
Missing Info
Juggernaut.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 12
MAT 7
RAT N/A
M.A. N/A
DEF 10
ARM 20
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 34
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 13
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

Weapons

Open Fist
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 3 15 Left
Ice Axe
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 7 19 Right

Theme Forces


Thoughts on the Juggernaut

Classic Sculpt

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.
  • The Marauder is 2 points cheaper and is a similar easy access melee brute, while the Juggernaut is occasionally overkill. as a rule of thumb against huge bases the Marauder is better and against heavies the Juggernaut is.

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.

Other

Extreme Sculpt

Trivia

Released in Warmachine Prime (2003)

Other Khador models

Khador Logo.jpg       Khador Index       (Edit)
Battlegroup & Similar
Warcasters

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
RC symbol.png

Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)