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Brotherhood Character Deep Dive: Juggernaut

Danny Clark

Welcome to the second article of the Brotherhood Character Deep Dive series. A series where we take a deep dive into the affiliated Brotherhood characters. This week, it's Juggernaut!



Cain Marko is the Juggernaut, a human wrecking ball of unstoppable force who lays waste to everything unlucky enough to be in his path. He was once an average human before discovering the Crimson Gem of Cyttorak, a conduit to the power of the deity of the Crimson Cosmos, that transformed Marko into the Juggernaut. Possessing unfathomable strength and durability, he is among the strongest physical beings alive. Juggernaut has endless strength and kinetic power, with the ability to shatter mountains, and a mystical force field makes him impervious to any harm. Once he gains momentum, nothing on Earth can stop his advance.



Character Card




Juggernaut's card has a number of changes between his healthy and injured side, so we'll start by taking a look at his healthy side and then we'll look at any changes to his injured side later.


Juggernaut is a size 4 character with only a short move however he does come with a large base which is a big boost to his movement (more on boosts to his movement later). He has some really solid defences at 4/3/5 - combined with a health pool of 8 so he's not going to be taken down very easily without some effort from your opponent.


At first glance, his attacks don't appear great on paper - he has a 5 dice range 2 builder with a wild short push - and for 4 power he has a 7 dice range 2 spender and on a wild he gets a free "Nothing Stops the Juggernaut".


Moving onto his superpowers we'll start with Nothing Stops the Juggernaut. For 3 power, he basically gets to push himself short, if he connects with any terrain that is Size 3 or less - he destroys it. If he's pushed into a character, the character stops his push and gains a damage (note only 1 character can take a damage from the push). An added bonus to this superpower, is that it is not once per turn, so as long as Juggernaut has the power - he can do this as many times as he likes - though the damage to characters is only limited to once per turn. This makes Juggernaut one of the quickest movers in the game (provided he has power to do so). This superpower also lets Juggernaut shake Stagger for free - so as long as he has the power to use Nothing Stops the Juggernaut at the start of his turn, he is effectively immune to stagger.


Nice Punch allows Juggernaut to spend a power and reduce incoming damage by 1 - note on this superpower the trigger is "If this character would suffer damage" - so he can only reduce it by 1 per trigger - so if he took 3 damage from an enemy attack for example - he cant spend 3 power to reduce all 3 incoming damage to 0 - he can only reduce it by 1 per trigger.


Helmet stops Juggernaut from being pushed or advanced by enemy superpowers or from Mystic attacks - this essentially means there is only a select few characters in the game currently at the time of writing that is able to displace Juggernaut. Note the wording on the superpower specifically states "pushed or advanced" - so Juggernaut can still be thrown or placed - or he can still be pushed from physical or energy attacks.


Unstoppable Momentum allows Juggernaut to gain 2 power and add 3 dice to his next attack roll after he makes his first move action. Although his attacks appear underwhelming at first, this now turns his strike into an 8 dice attack and his spender into a 10 dice attack.



Let's take a look at his injured side now - and there are a couple of big changes from his healthy side. Juggernaut loses his Helmet ability and as a result is now much easier to be displaced - he does however now get the "Avatar of Cyttorak" superpower which now gives him Size 3 character or terrain throw.


As a result of losing his helmet Juggernaut's defences go down to a 4/3/2 meaning he's now much more vulnerable to Mystic attacks.


Everything else on his card remains the same from his healthy side.



Tactics Cards


The below tactics cards are included in Juggernauts box:



Do You Know Who I Am? allows Juggernaut to spend 3 power and choose either a Size 4 terrain feature or a Size 4 character within range 2 of him and throw them long. Also note, there is no stipulation here that it has to be on his own activation, so it can be done at any point during one of your turns. The best case use of this card is to attempt to use it on Mystique's activation as when combined with her Shapeshifter superpower - your opponent cannot use reactive superpowers or team tactics cards to prevent or lessen the blow of the throw.



With Makin' A Ruckus - when an allied character is targeted by an attack Juggernaut can spend 3 power. Once the attack has been resolved - Juggernaut moves short towards the attacking character and may make a Strike attack targeting it. A note to make here - Juggernaut does not get the extra dice for the move as it's been made outside of his activation - so he would make a 5 dice attack as opposed to 8.



Versatile Strategy isn't related directly to Juggernaut but it is included in his box so we'll briefly cover it here anyway. The card essentially allows you to switch leaderships during the game if your playing with more than 1 leader in your squad.




Where Does He Fit In The Affiliation?


Juggernaut can be very versatile and he has a place in both Mystique and Magneto Brotherhood. Under Mystique, he's typically used to grab extracts with his fantastic movement and just generally being an annoyance to your opponent on the secures. With his large health pool and damage reduction abilities - your opponent needs to commit a lot of their resources to be able to deal with him.


Juggernaut is also typically ran in a tall Brotherhood list alongside Magneto, usually with either Thanos or Scarlet Witch depending on threat level. He's mainly used to tank damage in this sort of team.


Juggernaut can pack a punch since typically he's moving to gain the extra dice in his attacks - so throwing down 8 or 10 dice for an attack means he can spike hard. However he's not a consistent damage dealer as he's only normally making one attack per turn - so if his attack dice whiff - he has nothing on his card to change this and he's not making another attack afterwards - so he's not best suited to being utilised as an attrition piece.


He does have a good element of control though - he has wild push on his Strike (and when rolling 8 dice for this attack there's a good chance you'll find one) - his Do You Know Who I Am? tactics card is excellent for getting a real problem character away from the action and he has a size 3 throw on his injured side.


I may be biased, as I just inherently love Juggernaut from the comics so he's always in my lists no matter what I'm playing - but Juggernaut is a staple character in Brotherhood and should be in your roster regardless of whether your focusing on Magneto or Mystique.




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