As some may have noticed in the Bounty Hunter topic, the subject hit the Juggernaut and I will likely include him in a session soon. So before that happens I want to boost him a bit.
The biggest problem is Bull's Eye Double Tap. While Hardened Armor got buffed in SR5, a sniper rifle with BE can simply bypass all of it in a single called shot. So I'd need a way to protect against that, without making it impossible to injure the thing. For this I had in mind to heavily reduce AP, so only a third is left.
I considered boosting its Hardened Armor to 16, but if AP is heavily reduced that may be overkill. At 12 like in SR4, and the AP buff, say it gets hit by -8 AP, which becomes -3. 26 soak dice + 5 autohits means 14 soak average roughly, while with 16 Hardened Armor it'd be 17 soak average. That might be fitting, since it means the thing cannot be butchered by sniper rifles without worries.
But at the same time it would mean they would become basically immune to Indirect Combat Spells (due to the AP reduction) and anything weaker than a Heavy Machine Gun. Even an Alpha's 11P/-6 would become -2 so would face the same 17 soak average, requiring a called shot for damage or AP to have a decent shot at causing a bit of damage. On the other hand, it makes sense that it can shrug off most, since even fluff notes the use of machine guns against it. But the risk is that non-lethal measures become impossible. On the other hand, chances you accidentally kill it are pretty much nill at 17 overflow boxes.
Regeneration was mentioned, but in retrospect that's a bad idea. A Juggernaut already cannot be knocked unconscious by toxins, so if it cannot be held unconscious by disturbing its rest, the only way would be a system causing constant ongoing damage based on vital signs. It might be better to just make it REALLY hard to injure, so it takes an entire team and a lot of DPS to knock one out. Which makes AP/3 and Hardened Armor 16 (but counts as Vehicle for anti-vehicle weapons) a brutal combination that makes BEDT less of a solo-killer.
Against Direct Spells the 9 Willpower may be problematic though. Magical Guard could be either too weak or too powerful, so it may be better to just give it additional dice. So Hardened Mystic Armor 3 for 12 dice + 2 autohits may be nice, low enough that an excellent spellcaster can still break past and high enough that it's a big challenge.
Since the Juggernaut isn't really the kind of shape that can walk very fast, x2/x6/+1 may be decent rates. This means 12/36 instead of 15/45, and the 9+42 running dice will add PLENTY of additional meters if it tries...
Skillwise I'd just follow the x2-1 general conversion shortcut, and for damage it simply goes up with (Str/2) from 24P/-3 to 45P/-3. Yes this means only tanks can survive a hit, but well that's the entire idea. Best solution: Stay out of its way and hit it with your best shot.
This is just one approach, and I gladly will accept feedback that I can use to improve the nightmare for my players.
