Alt game mode: Juggernaut

By nikk whyte, in X-Wing

A recent discussion about the glory days of halo brought about the idea of developing the juggernaut game mode for x-wing. Here are the current rules we're tossing around. Feel free to tell me what is absolutely broken, and I'll react accordingly.

RULES

Juggernaut, free for all. One ship per player. Small ship bases only. No points limit.

select a player at random. That player becomes the juggernaut. When a player becomes juggernaut, double all native stats. PS, attack, agility, hull and shield. The juggernaut loses all equipped upgrade cards. Pilot abilities are still active. At the end of each round, the juggernaut recovers his original shield value, up to double the printed value. When revealing a dial, the juggernaut may choose to perform a free boost action either before or after completing the maneuver. The juggernaut has an action phase, as normal. The juggernaut may only attack at range one. Range bonuses do not apply to the juggernaut. The player that kills the juggernaut immediately becomes the juggernaut.

I think that translates the experience pretty well. What do you think?

EDIT: I didn't forget to mention that the juggernaut has Zeb crew active, regardless of slots. That way bumping prevents prolonged games.

Edited by nikk whyte

"No points limit". How is that supposed to work? Why remove all equipped upgrades? Why deny non range 1 attacks?

So many questions.....

"No points limit". How is that supposed to work? Why remove all equipped upgrades? Why deny non range 1 attacks?

So many questions.....

Play Juggernaut on Halo/some other FPS/TPS to understand.

I like the version we play much better. You have 1 small ship worth up to 40 points as your starter with randomized spawns on the edge of the board (reference cards with numbers on them represent the 8 spots) and the first person to kill another small ship scores 1 point and becomes the juggernaut. When you become the juggernaut you replace your small ship with your second ship, any large ship up to 60 points. Replace this by overlapping your old base location entirely with one part of your new base. From there, any kill the juggernaut gets is 1 point and if you kill the juggernaut you get 2 points and become the new juggernaut. Small ships can't attack each other if the juggernaut is on the board and small ships respawn at the start of each round with the same random allocation. Play to 10 points.

"No points limit". How is that supposed to work? Why remove all equipped upgrades? Why deny non range 1 attacks?

So many questions.....

No points limit gives the non-juggernauts the ability to go toe to toe with the juggernaut.

The juggernaut can only attack at range one because it's fast, has way more dice than average, and in the games, only had melee weapons.

I ran a Hunger Games style scenario last week using small ships with unlimited points for upgrades. They can get pretty tanky in a free-for-all, which dragged things out for longer than we would have liked, but that shouldn't be a problem here. We had 2 Corran Horns, Whisper, Guri, Rexler, Deathrain, and Wedge.

Maybe the juggernaut should have a 360 degree firing arc.

Edited by DagobahDave

Why would anyone run anything other than a Defender here?

6 agi, 12 HP, 6 attack dice...

Why would anyone run anything other than a Defender here?

6 agi, 12 HP, 6 attack dice...

There's got to be something said for playing Miranda. 18 hp, 8 of which is shields, 2 agility (meh), 360 firing, 4 dice base going to 6 with range 1 and her ability and you get all those shields back each round.

Why would anyone run anything other than a Defender here?

6 agi, 12 HP, 6 attack dice...

There's got to be something said for playing Miranda. 18 hp, 8 of which is shields, 2 agility (meh), 360 firing, 4 dice base going to 6 with range 1 and her ability and you get all those shields back each round.

No range one bonus, and you only recover 4 shields in a round.

With 6 players, that ship dies in 2 turns. 3 tops.

Don't forget that the juggernaut only ever has one action. How much evading can you count on with no tokens?

Why would anyone run anything other than a Defender here?

6 agi, 12 HP, 6 attack dice...

There's got to be something said for playing Miranda. 18 hp, 8 of which is shields, 2 agility (meh), 360 firing, 4 dice base going to 6 with range 1 and her ability and you get all those shields back each round.

No range one bonus, and you only recover 4 shields in a round.

With 6 players, that ship dies in 2 turns. 3 tops.

Plasma torpedoes absolutely wreck that Miranda. Also, The juggernaut has to be in range one to attack.

If your ship can't survive a 4 dice attack with one action behind it, how do you even play this game?

Edited by nikk whyte

Sound like fun.

I could see Guri being a beast, especially with her dial and ability in the furball.

You kind of limit a lot of ships not having upgrades available, but I guess you'd never kill Soontir with 8 agility.

Don't forget that the juggernaut only ever has one action. How much evading can you count on with no tokens?

With 6 agi and 12 HP?

​How much damage are YOU bringing to the table?

Plasma torpedoes absolutely wreck that Miranda. Also, The juggernaut has to be in range one to attack.

If your ship can't survive a 4 dice attack with one action behind it, how do you even play this game?

Having to be at range 1 to attack and only getting 1 action is actually a good argument in favor of a k-wing, since you get a native 360 turret, instead of having to line up shots in-arc

Sound like fun.

I could see Guri being a beast, especially with her dial and ability in the furball.

You kind of limit a lot of ships not having upgrades available, but I guess you'd never kill Soontir with 8 agility.

Losing upgrades puts soontir at 6 agility with no autothrusters or PTL and only 1 action per round. And only 6 health.

Sound like fun.

I could see Guri being a beast, especially with her dial and ability in the furball.

You kind of limit a lot of ships not having upgrades available, but I guess you'd never kill Soontir with 8 agility.

Losing upgrades puts soontir at 6 agility with no autothrusters or PTL and only 1 action per round. And only 6 health.

Edited by nikk whyte

Plasma torpedoes absolutely wreck that Miranda. Also, The juggernaut has to be in range one to attack.

If your ship can't survive a 4 dice attack with one action behind it, how do you even play this game?

Having to be at range 1 to attack and only getting 1 action is actually a good argument in favor of a k-wing, since you get a native 360 turret, instead of having to line up shots in-arc

The k-wing also doesn't turn well, unless you give up your ability to shoot.

Sound like fun.

I could see Guri being a beast, especially with her dial and ability in the furball.

You kind of limit a lot of ships not having upgrades available, but I guess you'd never kill Soontir with 8 agility.

Losing upgrades puts soontir at 6 agility with no autothrusters or PTL and only 1 action per round. And only 6 health.

Yes, I came up with a game mode where soontir fel isn't the single best ship in the game. Forgive me.

I'm all for a mode where soontir isn't the best possible ship.

Plasma torpedoes absolutely wreck that Miranda. Also, The juggernaut has to be in range one to attack.

If your ship can't survive a 4 dice attack with one action behind it, how do you even play this game?

Having to be at range 1 to attack and only getting 1 action is actually a good argument in favor of a k-wing, since you get a native 360 turret, instead of having to line up shots in-arc

The k-wing also doesn't turn well, unless you give up your ability to shoot.

This is true, but the k-wing also doesn't NEED to turn as much with the turret.

Soontir might have problems.

Carnor, fewer.

My money's on Jake, Rexler/Stele, or possibly even Guri, though her shield count sucks.

It would not be on Horton, Kavil, or Rhymer. :P

Yes, interceptor pilots would be lacking.

But ships that don't see a lot of table time, Laetin ashara for example, would become much more fun to use and play with.

Graz the hunter, Gemmer sojan, LT Blount, all pilots that would suddenly be really fun to use.