Juggernaut: move at least a square or not?
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- Super Star
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Juggernaut: move at least a square or not?
OK guys, can Juggernaut be used (always on a blitz, of course) even if you haven't moved a square yet?
Meaning, the guy is stuck to you, you declare blitz, use Juggernaut, or is that forbidden?
Fred
Meaning, the guy is stuck to you, you declare blitz, use Juggernaut, or is that forbidden?
Fred
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Having just read the description it seems that he can use juggernaut without moving first as long as its declared as a blitz before dice are rolled. (altho it does mention the player being in motion)
I would read it as yes could use it on the player next to yours as long as it was your blitz action for that turn.
thats how Ive always played it, others may disagree.....
I would read it as yes could use it on the player next to yours as long as it was your blitz action for that turn.
thats how Ive always played it, others may disagree.....
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- Darkson
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Correct. Iirc, this was one of the reasons that Horns is to be changed, to keep the rules consistant.
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- GalakStarscraper
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Correct.Darkson wrote:Correct. Iirc, this was one of the reasons that Horns is to be changed, to keep the rules consistant.
Juggernaut originally required a square a movement. Jervis said that was overcomplicated and made us delete it during the Vault. So eventually that logic came back around to Horns ... namely if it was overcomplicated for Juggernaut ... was probably true for Horns as well.
Galak
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not to mention the skill description explicitly says they can use grab as if they were taking block actionsglowworm wrote:I think not as Fanatics can only make "Move actions" as described in the description of the skill "Ball & Chain"Wanchor wrote:Is it reasonable to interpret Juggernaut as being applicable to blocks thrown by a fanatic?
though i agree it would make more fluff sense to consider them as taking blitz actions than block action: the fanatics can't control where they are going themselves, after all (oh well, it might make a fun house rule)
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While it would be fun... It's a good thing rules aren't made like thatWanchor wrote:I'm aware that it doesn't fly under the rules. I just think it stinks, basically.

Seriously, though, it's just an abstraction for balance, if it makes more sense to you another way, then get your commish to do it that way, it certainly won't overpower Goblins

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Balance, really? I figured its usefulness would be marginal at best, considering, but then, so are the development options for a fanatic. I find it frustrating that only two skills of real use are available to him. Stand Firm is okay, I guess, hardly a great choice considering that most would rather get out of the fanatic's way than bother trying to push him over, and a doubles roll for Block would be excellent, but one can hardly depend on pulling one up. So that leaves Grab and Mighty Blow, neither of which can be used when running into a prone player.bbdave522 wrote:While it would be fun... It's a good thing rules aren't made like thatWanchor wrote:I'm aware that it doesn't fly under the rules. I just think it stinks, basically.![]()
Seriously, though, it's just an abstraction for balance, if it makes more sense to you another way, then get your commish to do it that way, it certainly won't overpower Goblins.
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