The Juggernaut

The Juggernaut has little use for subtlety or finesse, both in everyday life and in the battlefield. A true giant of a man, his phenomenal endurance makes sure he can absorb a tremendous amount of punishment and just keep on coming. Whereas other people might rely on assault rifles, rocket launchers or other fancy pansy stuff to protect them, the Juggernaut prefers to get up close and personal with more traditional instruments. And when he gets mad, which is more often than not, he can steamroll through an entire batallion.

Health

Juggernauts start with 12+Muscles Health and gain an additional 6+½ Muscles Health at each new level.

Armor

Juggernauts are trained in light and medium armor.

Weapons

Juggernauts are trained with grenades, all melee weapons, pistols and shotguns. All other weapons are used with a -2 attack penalty.

Starting gear

Juggernauts start with the following items:

  • Pump shotgun
  • Sword OR sledgehammer
  • Battle armor
  • Dagger
  • Medkit
  • 2 rations
  • 4 ammo clips
  • $100

Juggernaut abilities

Level 1 Now you’re mad
Level 2 Unbreakable
Level 3 Pulverise
Level 4 Ruinous charge
Level 5 Not dead yet
Level 6 Raging bull
Level 7 No surrender
Level 8 Counterstrike
Level 9 Pain feeder
Level 10 Run from the Chopper!

Now you’re mad

You’ve spent a fortune on anger management classes, but still go on a rampage when people make you mad. During a battle, you can enter a rage at the beginning of any round. This provides a +2 bonus to close combat attack and damage rolls, Toughness and Guts, but inflicts a -2 penalty to ranged attack rolls. Your rage lasts for 3 rounds, but you can end it prematurely if you wish so. At the end of a rage you suffer a -1 penalty to all Muscles and Reflexes rolls for as long as you’ve raged (3 rounds of raging are followed by 3 rounds of fatigue). You need to rest for 10 minutes before you can rage again.

At the 4th level, you can rage for 4 rounds. This increases to 5 rounds at the 8th level.

While on a rage, you gain 1 Adrenaline point every time you suffer damage, kill an enemy or score a critical hit. You only gain 1 point per round for each of these conditions (e.g. if you take damage twice in the same round, you will only gain 1 Adrenaline). You can spend 1 Adrenaline point to re-roll a failed Toughness, Resolve or close combat attack roll; you must keep the new result. You can also spend 1 Adrenaline to increase your speed by 10 feet for the current round. You lose all adrenaline points after you stop raging.

Unbreakable

Look up “toughness” in the dictionary and there’s a picture of you right there. You have a +2 bonus to Toughness. This increases to +3 at the 6th level and +4 at the 9th level.

While raging, you can spend 2 Adrenaline to halve the damage you suffer from an attack. You can only do this once per attack and you don’t gain any Adrenaline from the rest of the damage you suffer.

Pulverise

Nobody needs guns if they have hi-explosive muscles. You gain a +2 bonus to attack rolls with medium and heavy melee weapons and unarmed strikes. Additionally, your unarmed strikes do 1d3 damage.

At the 5th level, you also roll +1 damage dice with medium and heavy melee weapons and unarmed strikes.

Ruinous charge

Other people call you reckless, but you just love charging head first in the middle of trouble.

When you use a move to cover at least 20 feet in a straight line, you can spend 1 Adrenaline to make a close combat attack at the end of your move without using a separate action. Roll +1 damage die of this attack hits. This ability can only be used once per round.

Not dead yet

They can try killing you, but it will just make angrier. You don’t fall unconscious at 0 or less Health and you can continue to move and take actions. You do suffer a -2 penalty to all d20 rolls required by actions and your speed is reduced by 10 feet in this condition. While at 0 or less health you need to make Toughness rolls to avoid losing any more Health just like an unconscious character must.

Raging bull

When you see red, your strikes carry the impact force of a wrecking ball. While raging, your close combat attacks have +1 critical chance. Additionally, once per round you can spend 2 Adrenaline and use an action to attack all enemies within 5 feet with a medium or heavy melee weapon. Make a single attack roll; anyone hit suffers the damage rolled.

No surrender

The more they hit you, the harder you get. If you’ve lost more than half of your Health, you gain a +2 bonus to all defence scores (Evasion, Resolve and Toughness).

Counterstrike

When your opponents try striking you, you know how to exploit the weaknesses in their defence. Once per round after an enemy attacks you in close combat, you can spend 1 Adrenaline to immediately make a close combat attack against him. You can use this ability for free (without spending Adrenaline) if his attack failed with a natural 5 or lower.

Pain feeder

The thrill of a kill can actually invigorate you. When you kill an enemy with a close combat attack while raging, you can spend 2 Adrenaline to restore Health equal to the damage of the killing blow. If you do so, you do not gain any Adrenaline from that kill.

Run from the Chopper!

Build up enough rage and you can turn into a mean massacring machine. Use an action and spend 6 Adrenaline to make three close combat attack, with a +4 damage bonus for each. If you haven’t used all of your speed for this round, you may move between each attack to reach your next target (as long as the total distance doesn’t exceed your speed). Any critical hit scored doubles one of the extra damage dice you roll. Each killing blow grants an additional close combat attack. After using this ability, your Adrenaline pool is reduced to 0.

New weapons

Weapon Type Damage Ammo Cost
Axe Heavy melee 2D12 physical n/a $100
Las-whip Medium melee 1D6 fire 6 $1,000

 

Common weapons

Axe

A heavy bladed weapon designed to chop through threes, doors and heads.

  • Must be held with both hands.
  • -2 attack with less than 4 Muscles.
  • Critical hits inflict an additional 1d8 damage.

Las-whip

This curious weapon consists of a handle able to produce a long energy filament. Too dangerous to be used for encouraging your horse to move faster or for BDSM sessions, but it can become a very effective weapon in skilled hands.

  • Can be held with one hand.
  • -2 attack when striking at someone within 5 feet.
  • Strikes up to 15 feet away.
  • Spend 1 additional ammo before an attack to superheat the whip, doing +1 damage die and +2 damage if it hits.

Special weapons

Beehive

Exotic club ($15,000)

This plain, metal baton might not look like much, but the small perforations across its striking surface can release a swarm of relentless nanobots to plague your target.

When the Beehive successfully strikes a target, you can command its nanite swarm to envelop him. This inflicts a -2 penalty to any action the target attempts that relies on sight (including most attack and perception rolls) and makes hiding impossible. The swarm will also inflict 1d6 electric damage on the target at the beginning of each new round. If you strike another enemy, you have the option of moving the swarm to the new target or leaving it where it is.

The swarm is impervious to most attacks, but will break off an enemy and return to the Beehive if it is subjected to 10 or more damage from an explosive or other area-effect attack. It will also return to the Beehive if it rolls 1 on the ongoing 1d6 damage roll, if the target is killed or moves more than 100 feet away from you, or if you stop holding the weapon.

Models

  1. Hybrid: The swarm can inflict either acid or electric damage; choose which one at the beginning of each round.
  2. Killer: The swarm does 1d8 damage per round, but breaks off on a roll of 1-2.
  3. Nasty: +1critical chance.
  4. Potent: +2 damage.
  5. Shocking: When the swarm rolls 5 or 6 for damage, the target must roll Toughness versus 20 to avoid being stunned for 2 rounds.
  6. Vicious: Critical hits inflict an additional 1d8 damage.

Blammer

Legendary sledgehammer ($26,000)

Officially designated as “Blast Hammer Mark 1”, this is a rocket-propelled bludgeon that transcends the boundaries between close combat and ranged weapon. Whether you have the internal rocket amplify a strike or throw the hammer farther than an Olympic athlete, it’s a blast to use in any case.

The Blammer has a +2 bonus to attack rolls and +2 damage dice. It also has 4 Fuel points, which can be used to power one of the following abilities:

  • Use 1 Fuel after making a successful attack to inflict am additional 2d6 physical damage, or 2 Fuel for 2d10 damage.
  • Use 2 Fuel when you strike in order to attack 2 enemies standing next to each other, or 3 Fuel to attack everyone within 5 feet (friend or foe).
  • Use an action and 1 Fuel to throw the weapon at an enemy up to 100 feet away, rolling Reflexes for the attack. The Blammer returns to your hands after the attack.
  • Use an action and 4 Fuel to throw the Blammer in guided mode, attacking up to 3 enemies within 100 feet (use Reflexes for the attack roll). The Blammer ignores cover modifiers and returns to you after striking the last target.

Ranged attacks with the Blammer don’t add your Muscles to damage. When the weapon runs out of fuel, you can use an action and an ammo clip to reload its supply.

Models

  1. Corrosive: Strikes inflict acid damage.
  2. Nasty: +1 critical chance.
  3. Potent: +2 damage.
  4. Recharging: Regenerates 1 fuel point when an attack hits with a natural 16+.
  5. Savage: Knocks targets back on a natural 17+.
  6. Vicious: Critical hits inflict an additional 1d8 damage.

Bloodbrother

Rare sword ($7,000)

Being a petty, vindictive jerk was never this easy.

The Bloodbrother has a +1 bonus to attack and damage rolls.

When you successfully strike a non-mech enemy with this weapon, you can command it to form a one-way biofeedback link between the two of you. Every time you lose Health, the linked enemy must roll Toughness versus 18 to avoid losing the same amount of Health. The link lasts for 5 rounds or until the target scores a natural 18+ on his Toughness roll.

After the weapon forms a link, it cannot do so again for the next 3 hours.

Models

  1. Fiery: Strikes inflict fire damage.
  2. Nasty: +1 critical chance.
  3. Parrying: Additional +1 Evasion against close combat attacks.
  4. Penetrating: Ignores up to 2 armor protection.
  5. Potent: +2 damage.
  6. Relentless: +2 DF to Toughness rolls.

Chirurgeon

Uncommon axe ($1,500)

If you suck at playing Operation, try this instead. This weapon simply rewards the most brutal hits by sucking up blood and tissue to treat your own wounds.

The Chirurgeon has +1 critical chance. When it scores a critical hit on a non-mech target, you regain lost Health equal to the additional critical damage die (1d8).

Models

  1. Cleaving: When an attack hits with a natural 18+, you can immediately strike another enemy within 5 feet of the target.
  2. Fiery: Strikes inflict fire damage.
  3. Lightning: Strikes inflict electric damage.
  4. Penetrating: ignores up to 2 armor.
  5. Potent: +2 damage
  6. Vicious: Critical hits inflict an additional 1d10 damage.

Crimson mistress

Rare las-whip ($15,000)

A supremely flexible whip that wraps around the target like a constrictor snake. Goes great with a hat while exploring ancient Promethean ruins.

The Mistress has +1 damage die. Anyone hit must roll reflexes versus 18 or Muscles versus your Muscles (whichever is easier for the target) to avoid being entangled by the whip. Large or huge enemies cannot be entangled.

An entangled enemy suffers a -3 penalty to most physical actions (including attack rolls), doesn’t add his Reflexes to Evasion and can’t move more than 15 feet away from you. He also suffers 2D6 fire damage at the beginning of each round. The enemy can try to break free by using a move and rolling Reflexes or Muscles as above (these rolls are not penalised by the whip).

The Mistress cannot be used to attack while an enemy is entangled. You can choose to free an entangled enemy at any time; he is also freed if you stop holding the whip.

Models

  1. Clingy: -2 penalty to break free.
  2. Flexible: No penalty when attacking someone within 5 feet.
  3. Hot: 2D8 damage per round to entangled enemies.
  4. Long: Strikes up to 20 feet away.
  5. Nasty: +1 critical chance.
  6. Potent: +2 damage.

Earthsplitter

Exotic axe ($16,500)

The Earthsplitter ignores up to 4 armor when attacking and rolls +1 damage die. When you use an action to strike the ground in front of you, the weapon causes a a violent quake that affects either a 50-foot long and 10-foot line or a 20-foot radius around you (your choice). Make a single attack roll versus the Toughness of everyone in the affected area; those hit take 2d8x2 physical damage and fall prone.

The Earthsplitter can only produce one quake every 5 rounds and no more than 3 quakes in total per day.

Models

  1. Cleaving: When an attack hits with a natural 18+, you can immediately strike another enemy within 5 feet of the target.
  2. Devastating: Quakes do 2d6x3 damage.
  3. Fiery: Strikes inflict fire damage.
  4. Magma: +2 bonus to quake attack rolls.
  5. Potent: +2 damage.
  6. Vicious: Critical hits inflict an additional 1d10 damage.

Firelance

Uncommon spear ($1,150)

Any close combat weapon can be rendered useless if you’re dogpiled by enemies. This aptly-named spear has an internal flame-thrower just for these cases.

As an action, the Firelance can shoot fire in a cone that is 15 feet long and 15 feet wide at its end. Make an attack roll using Reflexes; anyone hit takes 1D10 fire damage. After using this ability, you have to reload the Firelance by using an action and an ammo clip before it can be used again.

Models

  1. Impaling: When an attack hits with a natural 18+, the target will continue losing 1 Health at the beginning of each round for 1d6 rounds (or until he receives any kind of healing). Mechs are immune to this effect.
  2. Incinerating: Fire damage increased to 1D12.
  3. Nasty: +1 critical chance.
  4. Penetrating: Ignores 2 armor protection.
  5. Potent: +2 damage.
  6. Recharging: Critical hits automatically reload the cone of fire ability.

Lazerhawk

Exotic sword ($18,000)

You’ll never have to fight alone again, thanks to this brilliant sword and the energy drone it can produce. Not only does the drone cover your six, but it can also blast enemies with laser fire so that you can focus on your primary target.

The Lazerhawk has 3 charges and regains a used charge every 8 hours. Use a move and spend a charge while holding the weapon to summon an energy drone within 3 feet. The drone moves with you and adds a +2 bonus to your Evasion and armor. It has the following statistics: Muscles 0, Reflexed 5, brains 0, Guts 0, Evasion 8, Health 20. It succeeds automatically on any Resolve or Toughness roll. The drone loses 2 Health at the end of each round.

Once per round, you can command the drone to fire a laser beam up t0 50 feet away, doing 2D8 fire damage on a single target (roll the drone’s Reflexes to hit). This doesn’t take an action, but must be used on your turn in the Initiative order. Each shot reduces the drone’s Health by 1d6.

The drone vanishes if it drops to 0 health, or if you stop holding the sword. You can only have one drone active at a time.

Models

  1. Enduring: The drone has 25 Health.
  2. Nasty: +1 critical chance.
  3. Parrying: Additional +1 Evasion against close combat attacks.
  4. Penetrating: Ignores up to 2 armor protection.
  5. Potent: +2 damage.
  6. Supercharged: Holds up to 4 charges.

Pulsar

Rare spear ($5,500)

A superconductive spear able to deliver nasty shocks. Great for area denial when set on auto mode.

The Pulsar has a +1 bonus to attack rolls, +1 damage die and inflicts electric damage.

As an action, the Pulsar can be primed and thrown at a point up to 60 feet away, it will then emit an electrical pulse at the end of each round for 3 rounds, inflicting 2d10 electric damage to everyone within 15 feet. During this time, anyone attempting to grab the weapon suffers 2d10x2 electric damage (this damage is repeated at the end of each round holding the weapon).

After the weapon discharges, it needs 3 hours to recharge before it can be used in this away again.

Models

  1. Energised: Pulses do 3d10 damage.
  2. Impaling: When an attack hits with a natural 18+, the target will continue losing 1 Health at the beginning of each round for 1d6 rounds (or until he receives any kind of healing). Mechs are immune to this effect.
  3. Nasty: +1 critical chance.
  4. Penetrating: Ignores 2 armor penetration.
  5. Potent: +2 damage.
  6. Supercharged: The pulse feature can be used twice in a 3-hour period.

Red scorpion

Uncommon las-whip ($6,000)

As if the original weapon wasn’t punishing enough, this improved version of the las-whip incorporates a painful electric charge in each strike.

                Anyone hit by the Scorpion also suffers an action penalty as if he had been struck by an electric attack.

Models

  1. Flexible: No penalty when attacking someone within 5 feet.
  2. Long: Strikes up to 20 feet away.
  3. Nasty: +1 critical chance.
  4. Penetrating: Ignores up to 2 armor protection.
  5. Potent: +2 damage.
  6. Shock: On a critical hit, the target must roll Toughness versus 16 to avoid being stunned for 1d3+1 rounds. A target resistant to electric damage gains +5 Toughness, while an immune target is not affected at all.

Ripper

Uncommon dagger ($1,100)

A wicked blade with a super-sharp serrated edge that tears through vessels and inflicts profuse blood loss.

Anyone hit by the Ripper loses 1 Health at the end of each round, for a number of rounds equal to the damage rolled. This effect stops if the target receives any kind of healing (any effect that restores 1 or more Health). Multiple attacks with the Ripper against the same target will not cause additional Health loss, but may extend the duration of the effect.

Mechs are immune to the Ripper’s effect.

Models

  1. Balanced: No penalty when attacking with two weapons.
  2. Fast: No penalty when attacking as a move.
  3. Nasty: +1 critical chance.
  4. Penetrating: Ignores up to 2 armor protection.
  5. Potent: +2 damage.

Tormenting: Anyone hit also suffers a -1 penalty to all d20 rolls required by actions for as long as he continues losing Health.

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