Juggernaut (Tiberium Wars)
|For other uses, see Juggernaut.|
|Mk. III Juggernaut mobile artillery system|
|Role||Mobile artillery support|
|Armament||200mm long-range cannon (x3)|
GDIJuggernaughtArmor(100% Cannon, 75% Rocket, 25% Grenade, 25% Gun, 1% Sniper)
GDI war factory|
|Ground attack||1000 (Cannon)|
|Attack range||100 min/600 max|
|Leaves husk when destroyed|
|“||Juggernaut, standing by!
- Juggernaut rolling out of the GDI war factory
|“||The Juggernaut is GDI's heavy artillery walker that delivers massive damage from an incredible range.
After the Second Tiberium War, GDI retired most of its mechanized walkers, including the famed Mammoth Mk. II, after it was discovered that the advantages conferred by their all-terrain capabilities were offset by construction and maintenance cost, poor reliability, and easily exploited vulnerabilities (i.e. their legs' susceptibility to explosives).
However, walker technology was still used and developed by the Steel Talons experimental combat division of GDI, who developed a variant of the Juggernaut Mk. I mobile artillery walker known as the Behemoth. This walker addressed its vulnerability to enemy infantry via the addition of an infantry-capable garrison pod, and proved so successful that it was expected to enter full service after a period of testing with the Steel Talons. Unfortunately, after a string of humiliating defeats at the hands of the Nod AI known as LEGION, the Steel Talons faded into obscurity, and so did the Behemoth.
By 2047, the only walker still in GDI service is the Mk. III Juggernaut mobile artillery system – a direct descendant of the Mk. I Juggernaut in TW2. The Mk. III is based on a Mk. II Titan chassis with a new turret and crew pod, upgraded cannons, and a next generation fire control system. Because these vehicles are intended for indirect fire support and are not expected to be on the front lines, the advantages conferred by all-terrain navigation were deemed worthy of the risks.
During the attack on Threshold 19, GDI deployed five modified Juggernauts, capable of firing even further. However, these modified Juggernauts were less accurate, and had a much slower rate of fire.
Allows Juggernauts to fire at a designated location on the map that is within the line of sight of a stationary Sniper Team. This ability has a 20 second cooldown. Each bombardment shell does 1000 (Grenade) damage. Unlike standard Juggernaut shell firings, Bombardment fires one shell every 5 seconds.
|Vehicle Crusher||This unit can crush most Tier 1 and Tier 2 vehicles as well as heavy infantry by simply walking over them, and can do so without suffering any penalties to movement speed.|
Unlike the heavy walkers of the other two factions, the Avatar and the Annihilator tripod, the Juggernaut is an artillery unit rather than a heavy assault unit. It fires three artillery shells at a time, and its long range makes it ideal against structures and base defenses, but less so against moving targets, such as infantry and vehicles(especially attack bikes), since its shells are not very accurate. Its turret can rotate 360 degrees, though the turning speed is extremely slow. Juggernauts also do splash damage.
Being an artillery unit, the Juggernaut is vulnerable against enemies at close range (though this is mitigated somewhat by the fact that it can crush infantry and most vehicles) and defenseless against aircraft, it is also just as vulnerable to GDI and Nod commandos as other walkers, so Juggernauts should never be used without an escort.
Its bombardment ability allows it to target any location on the map as long as it is within the line of sight of a stationary sniper team, even if the sniper team is inside a structure or a transport. This can be very useful for destroying an enemy base from afar. When bombarding, the Juggernaut only fires one shell at a time, though it is much more accurate. The bombardment will stop if the sniper team spotting for the Juggernaut moves or is killed.
Like other walkers, the Juggernaut leaves behind a husk when destroyed, which can be activated by an engineer unit. Since the Juggernaut is an expensive unit, care should be taken to capture these husks whenever possible, and to destroy them when recovery is unfeasible in order to deny them to the enemies.
- Tiberium Wars patch 1.05: added heroic-level firing effects
- Tiberium Wars patch 1.09: range increased by 25%
- Kane's Wrath patch 1.02:
- clip reload time reduced from 5s to 3s
- turret turn rate doubled
- Looking for the big guns?
- Juggernaut, standing by!
- What's the status?
- On standby.
- What's the holdup?
- Mobile artillery!
- I'm the Juggernaut!
- Locomotors working.
- Walkers in motion.
- Approaching area.
- Let's get her movin'!
- Entering new position.
When ordered to attack
- We see 'em!
- There's our target!
- Closing in!
- Moving to attack range!
- Flatten the place!
- Destroy it all!
- Clear the area!
- Fire at will!
- Clean 'em up!
- That won't take long!
- Let's rock 'em!
- Bury 'em!
- Brace for fire!
- Bury these fools!
When ordered to bombard
- Coordinates check.
- Fire in the sky!
- Send the barrage!
- Load up another one!
- Keep 'em checked!
- Hold 'em down!
- Lay waste!
- Oh, snap!
- Pwned! [sic]
- Headin' to base!
- Turn her around!
- In Technology in 2047, the Juggernaut in Tiberium Wars is referred to as the "Mk. III Juggernaut" and the original Juggernaut from Firestorm is referred to as Mk. I. However, it is never established if there is a "Mk. II Juggernaut", though it is possible that Mk. II is the designation of the Behemoth.
- Humorously, If idling the Juggernaut along with its Behemoth counterpart pecks its cannons on the ground like a chicken. Though this could break the cannons especially if it's pecked on hard terrain.
- When idle, it will sometimes scratch the cockpit with one of its legs similar to cats that scratch their chin, however it does not seem to cause any harm to the pilot. This animation is rarely seen.
- The quote, "I'm the Juggernaut!" is a reference to the parody video The Juggernaut Bitch!! by My Way Entertainment.
- Command & Conquer 3 Faction Feature, IGN, retrieve Mar 7, 2007
- Electronic Arts Los Angeles, Command & Conquer 3: Tiberium Wars. GDI News Wire, "Discontinuation of the Mammoth Mk II Walker".
- Verdu, Michael. 2006-09-29. Technology in 2047. Mirror: Technology in 2047. C&C3 X360 Page. 2010-02-21.
- Electronic Arts Los Angeles, Command & Conquer 3: Tiberium Wars. GDI Weapons, Tactics, and Systems, "Commando".
- Electronic Arts Los Angeles, Command & Conquer 3: Kane's Wrath. Nod Background, "Steel Talon - Origins".
- Electronic Arts Los Angeles, Command & Conquer 3: Kane's Wrath. Nod Weaponry, "GDI Behemoth".
- Electronic Arts Los Angeles, Command & Conquer 3: Tiberium Wars. Nod mission 17: "Kane's Tower".