House stats for a Juggernaut

By Millennium Falsehood, in Game Masters

This guy will probably be MASSIVELY OP, but that's sort of the point of the Juggernaut. I have very few resources for Edge, so I often have to make up my own stats for things, thus someone will probably have an issue with my stats here. So I want you fellow GMs to look at my stats here and tear them down, then help me rebuild the weak parts.

Juggernaut

Silhouette: 4
Speed: 2 ( I'm thinking about lowering this to 1, but it looked **** fast in the movie. )
Handling: -3 ( Reflects its horrible handling. )

Def: 0/-/-/0
Armor: 4 ( The Juggernaut is supposed to have heavy, superconducting armor plating, so this might need to be 5 instead of 4. )
Hull Trauma Threshold: 50 ( Since the Sandcrawler is 40, I thought this thing should have more hull. )
System Strain Threshold: 35

Vehicle Type: HAVw A6 Juggernaut
Manufacturer: Kuat Drive Yards
Sensor Range: Medium
Crew: One driver, one sensor/comms operator, one spotter, one commander, one navigator, eight gunners ( This could use some filling as I can't think of twelve positions besides the gunners. Perhaps some could be duplicated? )
Encumbrance Capacity: 100 ( This is something I'm a little unsure of, but the Juggy is supposed to be highly customizable and can carry a ton of troops. )
Passenger Capacity: 50-300, depending on internal configuration
Consumables: 20 days
Cost/Rarity: 350,000 credits/2
Customization Hard Points: ( I have no idea... )
Weapons: Heavy Laser Cannon Turret (Fire Arc All; Damage 6; Crit 3; Range [short]), Rapid Repeating Laser Cannon (Fire Arc All; Damage 6; Crit 3; Range [Close], Auto-Fire), 2 Medium Antipersonnel Laser Cannons (Fire Arc Forward; Damage 6; Crit 3; Range [Close]), 2 Twin Blaster Cannons (Fire Arc Forward; Damage 5; Crit 4; Range [Close] Linked 2), 2 Rocket Grenade Launchers (Fire Arc Forward; Damage 6; Crit 2; Range [short], Blast 8, Breach 1, Limited Ammo: 42) ( Feel free to criticize the grenade launchers. They are probably OP. )

Edited by Millennium Falsehood

My thoughts:

Hull trauma should be way less. I'd put it at a little less than the AT-AT, which has 40.35-38 sounds about right. A sandcrawler is bigger, simpler and sturdier.

Passenger capacity 300 is way, way, WAY too high. The West End Games version had the Juggernaut at 50, which matches up with the AT-AT's 40.

Consumables isn't really a thing with vehicles, that's for starships. There's no way a vehicle can carry enough fuel to operate continuously for 20 days.

The thing to remember is that this vehicle was eventually phased out in favour of the AT-AT. No one would phase out a vehicle for another that is inferior, so it should at most equal the AT-AT in most respects. If you stat the Juggernaut to surpass the AT-AT in one area you should let it fall behind in two others.

Speed: 2 ( I'm thinking about lowering this to 1, but it looked **** fast in the movie. )

1 is fine. Remember it'll still operate at planetary scale when needed and at Sil 4 (higher end of it, but still 4) it'll be able to Drive twice when needed allowing it to easily cover a lot of ground, at least compared to people.

Armor: 4 ( The Juggernaut is supposed to have heavy, superconducting armor plating, so this might need to be 5 instead of 4. )

An AT-AT is 5, so yeah. Though I gotta say the " superconducting armor plating" line makes me thing you've been reading too much wookieepedia.

Passenger Capacity: 50-300

300 is a lot. Like stupid lot. 50 is fine.

Customization Hard Points: ( I have no idea... )

Purpose built combat vehicles usually don't' have many. 1-3 will do.

Weapons: Heavy Laser Cannon Turret (Fire Arc All; Damage 6; Crit 3; Range [short]), Rapid Repeating Laser Cannon (Fire Arc All; Damage 6; Crit 3; Range [Close], Auto-Fire), 2 Medium Antipersonnel Laser Cannons (Fire Arc Forward; Damage 6; Crit 3; Range [Close]), 2 Twin Blaster Cannons (Fire Arc Forward; Damage 5; Crit 4; Range [Close] Linked 2), 2 Rocket Grenade Launchers (Fire Arc Forward; Damage 6; Crit 2; Range [short], Blast 8, Breach 1, Limited Ammo: 42) ( Feel free to criticize the grenade launchers. They are probably OP. )

I think the whole thing is pretty OP. Those anti-personnel lasers are stupid good, and yeah... blast 8, breach? You just killed the players.

Also protip: Limited ammo 42 is pointless. The limited ammo quality is supposed to represent how likely a weapon is to run out of ammo in combat or over the course of a battle, or a so limited number you can track it. Any time the number is more then about 10 or 15 at most, dump it.

Wookieepedia is a good starting source, but don't use it as more then a starting point. They get as much wrong as they do right, and often times the articles are written by such fanboys they make every weapon or vehicle sound like the second coming of the chosen one. For crying out loud, the Arrow speeder was originally presented as pickup truck with a heavy gun haphazardly bolted into the bed. By the time wookieepedia was done with it it was a relative of the suncrusher.

Edited by Ghostofman

I didn't use Wookiepedia at all for this. I used the ICS and Wizards of the Coast RPG books, as well as looked at the weapons the thing actually has in the film, then translated it to game terms. Since it's based on the info given by official sources, I'm going to accept the weapons listed as they are and try to work them into something playable. The grenade launchers are about on par with the AT-ST's concussion grenade launcher (They're personal-scale, not planetary scale... probably should have mentioned that). I'll lower the ammo to 20 since that's about as many as a single rack can carry. I'm not sure how the medium anti-personnel lasers are OP since they're the same stats as Medium Lasers in the book.

Every stat on here is based on the thing as it's presented in the movies and in the tech book, which apparently is a vehicle that's got heavier and more numerous weapons and higher speed than the AT-AT. It's not a fanboy design; it's the vehicle as it is presented in the film. I can't really do anything about that, because if I do nerf it I might as well down grade it to something else and not even call it a Juggernaut. Whereas the AT-AT is a troop carrier, the Juggernaut is a main battle tank, so it makes sense that this thing is scarier than the walker.

This being the case, I'll keep the troops at 50. It doesn't look like it can carry more than 100 in the main compartment in the cutaway.

Edited by Millennium Falsehood

The thing to remember is that this vehicle was eventually phased out in favour of the AT-AT. No one would phase out a vehicle for another that is inferior, so it should at most equal the AT-AT in most respects. If you stat the Juggernaut to surpass the AT-AT in one area you should let it fall behind in two others.

It wasn't phased out because it was inferior at all. Its production was reduced because it was too expensive and the AT-AT was more effective because it was a walker rather than a wheeled vehicle, and thus could access more varied terrain. And in fact, the Empire continued to use the Juggernaut, such as in the battle of Blackmoon. Rogue Squadron feared them... Garrisons that protected bases such as the one in the campaign I'm using from the WEG adventures used them for defense because they could quickly and efficiently wipe out an enemy strike force.

Maybe consider the fact that this thing is also pretty well aged by now. This could help balance the stats too. Narratively and descriptively it could be fun for it to show signs of the past twenty-five years or so by missing a cannon here or there, or perhaps one of the wheels is stuck, decreasing its speed and maneuverability. The details you and your players remember months from now will be the interesting parts of the story, not the precise stats on the vehicle.

I would say, stats-wise though, that it depends on what you want to do with it in your game. If the point of it is to scare your characters away from something or if they are supposed to sneak around it, sure go crazy with it. If they are supposed to defeat it though, you may want to nerf it or risk some player deaths depending on what they've got to confront it with.

It shouldn't be aged much at all, since it was built by Kuat Drive Yards for the Empire not long ago. In my campaign, after the destruction of the Death Star, the Empire stepped up production of terror weapons and heavy war machines in order to scare the Alliance into submission, so they gave this base a Juggernaut when they could have instead just had an AT-AT.

Well, I definitely want to scare this guy. He basically screwed everyone in the party by doing what he was not supposed to do. They were supposed to sneak in and plant computer viruses in the Imperial sensor system so that the Rebels could sneak transports through the sensor net and aid bases that are desperately low on supplies. But because he managed to cause the base to go into lock-down, they won't be able to access the computers, since the lock-down causes magnets that were holding 5-ton blast doors to disengage and drop them in place, as well as sever the connections between the base computer and the antenna that relays information to the sensor net. Not only that, they rode to this planet with an ore hauler captain, and because of the lock-down, all traffic has been suspended off the world until the saboteurs are caught, so they are effectively trapped on the planet.

I'm going to scare him away because there's a chance that the team that's already inside the complex can still do their jobs once the lock-down is over, but in order to do that they need this gung-ho idiot to be far, far away. I'm going to have the Juggernaut chase him off into the wilderness where he looses sight of the team, which will give them the opportunity they need to plant the virus and get out of there. He has a jet pack, so I'm going to have the Juggernaut fill the air with flak to get him to flee, then it'll chase after him, guns blazing. They probably won't be able to hit him since I've actually statted the gunners a little low. I don't want to kill him, just scare him.

He's done crap like this before, like engaging a TIE Fighter in midair...

Edited by Millennium Falsehood

I would say, stats-wise though, that it depends on what you want to do with it in your game. If the point of it is to scare your characters away from something or if they are supposed to sneak around it, sure go crazy with it. If they are supposed to defeat it though, you may want to nerf it or risk some player deaths depending on what they've got to confront it with.

My vote would be for a Star Destroyer with multiple banks of Heavy Turbolasers. Or Orbital Bombardment. Whichever is easier.

He's done crap like this before, like engaging a TIE Fighter in midair...

Never underestimate the stupidity or creativity of a player that thinks they’re Starkiller + The Emperor + The Deathstar 3 all wrapped up in one.

This guy might decide that he can take over the Juggernaut and use it as a weapon against the Imperial base.

He probably would, but I'm going to try and make the point that it is too dangerous to do that. And if he doesn't get it... well, we'll just have to make a new character. He's been stealing the show from the other players and likely needs a lesson in humility and teamwork.

He probably would, but I'm going to try and make the point that it is too dangerous to do that. And if he doesn't get it... well, we'll just have to make a new character. He's been stealing the show from the other players and likely needs a lesson in humility and teamwork.

Sounds like something that might be a good discussion to have with the player out of game, rather than trying to send hints through gameplay...

Aye, never try and resolve a personal issue in game. People do need to sometimes be reminded that this isn't an anime. Like the one time where the gladiator started just loading up supplies in an intense gunfight, when asked why, he simply said "simple. Why would I rush 20 people with all that heavy gunfire going off? You have two repeaters and a interceptor, I don't want to be caught between that."

Alternatively, it also depends how he tries to tackle the thing, likely any attempt to get on it might end up getting him shredded. If he insists on a direct result without any planning, just put your hand down firmly on a new character sheet, pass it to him. After all some people like being taught the hard way. What you don't want to do is script an encounter that is only for him and is distracting from the main point. If he screws up devout what the party actually wants, why keep a liability around?

Edited by LordBritish

I'm going to scare him away because there's a chance that the team that's already inside the complex can still do their jobs once the lock-down is over, but in order to do that they need this gung-ho idiot to be far, far away. I'm going to have the Juggernaut chase him off into the wilderness where he looses sight of the team, which will give them the opportunity they need to plant the virus and get out of there. He has a jet pack, so I'm going to have the Juggernaut fill the air with flak to get him to flee, then it'll chase after him, guns blazing. They probably won't be able to hit him since I've actually statted the gunners a little low. I don't want to kill him, just scare him.

So he hasn't been a team player, usually because he wants to do some glory hog over the top heroics, so your solution is to have him take part in a solo chase scene between him and a rolling skyscraper-tank?

I'm all for giving the players what they want, but this feels more like positive reinforcement of a negative behavior....

I didn't use Wookiepedia at all for this. I used the ICS and Wizards of the Coast RPG books, as well as looked at the weapons the thing actually has in the film, then translated it to game terms.

I’m confused. Which film was this in?

I didn't use Wookiepedia at all for this. I used the ICS and Wizards of the Coast RPG books, as well as looked at the weapons the thing actually has in the film, then translated it to game terms.

I’m confused. Which film was this in?

Revenge of the Sith, briefly.

I'm going to scare him away because there's a chance that the team that's already inside the complex can still do their jobs once the lock-down is over, but in order to do that they need this gung-ho idiot to be far, far away. I'm going to have the Juggernaut chase him off into the wilderness where he looses sight of the team, which will give them the opportunity they need to plant the virus and get out of there. He has a jet pack, so I'm going to have the Juggernaut fill the air with flak to get him to flee, then it'll chase after him, guns blazing. They probably won't be able to hit him since I've actually statted the gunners a little low. I don't want to kill him, just scare him.

He's done crap like this before, like engaging a TIE Fighter in midair...

Kill him... sometimes when i'm writing, a character will run away from me... so i kill him or her...

I didn't use Wookiepedia at all for this. I used the ICS and Wizards of the Coast RPG books, as well as looked at the weapons the thing actually has in the film, then translated it to game terms.

I’m confused. Which film was this in?

Revenge of the Sith, briefly.

Can you tell me approximately where in the movie, so that I can go see this monstrosity?

Near the end, battle of Kasyyyk scenes. Order 66 montage shows them in action.

Around 2:15ish

In context they seem good, but not as good as AT-ATs, Falsehood wanted something stupid OP, so that's what he made, a proper statting would likely be a bit simpler.

Always found it interesting how homebrew stats for clone war stuff always came out way better then civil war equipment...

Edited by Ghostofman

I'd probably would have based the stats off of the Guide to Vehicles version of the Juggernaut. Even in the Civil War the Juggernaut would be just as effective as the AT-ATs against infantry just not as terrifying or armed.

Silhouette: 4

Speed: 1

Handling: -1 or -2 due its ability to travel in reverse just as well as it can travel forward

Armor: 3

HT: 30

SS: 25-30

It's tough but not super tough like the AT-ATs. It should be formidable to fight whereas the AT-AT would be near daunting

2x Side mounted Light Laser Cannons (Damage 5(V); Crit 3; Range: Close(V), Slow Fire 1)

1x Top mounted Light Laser Cannon (sames stats as above) <-- Maybe eliminate this one altogether

I would probably give these weapons Inaccurate when used against Infantry to lessen the reliance but I may be overcompensating

1x Top mounted Light Repeating Blaster Rifle (Damage 11(P); Crit 3; Range: Long(P); Auto-fire)

1x Top mounted Concussion Missile Launcher houseruled to fire Frag Grenades (Damage 8; Crit 4, Range Long(P); Blast 6, Limited Ammo 6, Slow Fire 1)

These weapons stats are at Personal settings to be used against Infantry. I was thinking that you could limit the range of these weapons to fire at Short to Long due to being top mounted.

I can't even tell if the side-mounted "guns" are actually guns. You never see them fire (or even really see them at all).

As far as I can tell the film version of these vehicles are armed with:

Chin guns (Probably light Blaster Cannons, though if they are intended for anti-personnel I'd probably stat up something at personal scale, with the accurate quality.)

Rocket pods (These I'd stat up using the Mini-pack and mini conc missile stats from DC, with the intent it would be the vehicles primary weapon system)

Top turret (I'd go with autoblaster probably)

There appears to be another light blaster cannon turret on top center as well...

And that's about it... which is pretty solid really...

I kinda see these "Turbo-tanks" as being a kind of Proto-AT-AT with acquisition issues like the real-world F-35, Bradley, or Sgt. York. The initial requirements and design was probably pretty solid, but dingus generals and senators kept maneuvering, funding, and slapping additional requirements and features onto it.

The end result being something that's too big and ponderous to operate in anything but open terrain, difficult to repair due to the sheer size of replacement parts, is so big it's essentially a rolling target, and not well armed enough to directly engage other vehicles of similar size.

But it can carry at least a full platoon of soldiers, provide direct fire support using it's missile pods, spot for air and artillery using it's goofy tower, shoot down airspeeders with it's autoblaster, and serve as a mobile command center with it's sensor package, a hospital with it's mini med bay, and force knows what else... there's probably a gym, a cafeteria, and a massage parlor in there somewhere...

Edited by Ghostofman