This is my design for the Imperial walkers. The most innovative thing is the stands and the way they move. They move to the sides, always facing the side they move to. So they are constantly rotating on themselves but they dont move too fast.



And this is what they look like with their new stands:

You can download the cards and tokens from here:
http://www.albertomelchorruizanton.net/mel_miniatures/pdf/walkers.pdf
Hope you like it ![]()
Custom Imperial Walkers
The Ewok meta is going to destroy your AT-ST list.
Why can the AT-PT's move to the right so much better than to the left? I think you might need to correct your dial a little. Also not so sure about that many 4 attack pieces. If this is completely stand alone, i.e. not associated with X-Wing, then maybe.
In general, very good work towards a ground combat game.
Some of the pilot abilities don't make a lot of sense.
I think Commander Nyrox is suppose to discard a damage card in turn for a stress right?
LT Watts can attack targets out of arc?
LT Arnet is strange from a gameplay perspective, you can do a green stop maneuver and get an evade? To me a stationary target is the easiest to hit.
CPT Bex, is kind of not even an ability. Just put the missile icon on his upgrade bar. He has no printed front arc, so one would assume you can fire secondary weapons 360.
Otherwise its actually a great execution at ground combat within the limits of the flightpath system.
Edited by Jo JoAll this stuff looks really awesome!
However...
Some of the pilot abilities need to be reworded to function properly, especially the "At any moment" one.
Cumberlayne's base chit is missing the evade action.
Are these meant to be used with the existing ships?
If so, I think some of these are a little OP...
Especially the 4 dice, 360 turret with a green stationary maneuver.
The green stationary maneuver in general seems like it would break the game a little.
A 5 x Tempest Force Pilot squad is probably the ultimate fortress list: just stay put in the corner and focus every round!
This is awesome!
I see the larger units being used as objectives rather than a force. That is, the AT-AT functions as a slow moving turret and must be destroyed by the opposition in order to achieve victory conditions.
And here's the opposition: http://www.shapeways.com/product/38NE7AXBR/1-270-rebel-tank?li=search-results-1&optionId=56219880
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Overall I love it, but I think if it's meant to be used with existing ships a few things might need to be looked at, specifically Attack dice and hull values. By way of comparison, an AT-AT is just under half the length of a Decimator and yet has more hull?
I think maybe converting D&D Attack Wing's armor system may be worth a look at for this case.
Long story short, armor in DDAW cancels normal hits on a 1:1 basis (so 3 hits vs 2 armor = 1 damage getting through). Armor lasts forever, barring some crit results or other game effects, and critical hits ignore armor.
I think that is exactly what you are looking for and may work better than the crazy high hull values.
Overall I love it, but I think if it's meant to be used with existing ships a few things might need to be looked at, specifically Attack dice and hull values. By way of comparison, an AT-AT is just under half the length of a Decimator and yet has more hull?
I think maybe converting D&D Attack Wing's armor system may be worth a look at for this case.
Long story short, armor in DDAW cancels normal hits on a 1:1 basis (so 3 hits vs 2 armor = 1 damage getting through). Armor lasts forever, barring some crit results or other game effects, and critical hits ignore armor.
I think that is exactly what you are looking for and may work better than the crazy high hull values.
Then you have the problem that 2 attack ships can't even hurt a ship with 2 armour without getting into range 1. Even if you have 8 2-attack ships firing at it from range 2.
This looks fantastic. I do thing the AT-AT's should have a broader firing arc though.
See @8:30 in the video. The AT-AT can kinda lean around to get a wider shot.
Why can the AT-PT's move to the right so much better than to the left? I think you might need to correct your dial a little.
Yep, have to fix that. It should be a white G.
Some of the pilot abilities don't make a lot of sense.
I think Commander Nyrox is suppose to discard a damage card in turn for a stress right?
Yes. You can sit down and keep healing yourslef, but you are going to be an easy target like that.
LT Watts can attack targets out of arc?
No, if a ship overalps you (even one outside your firing arc) you can do a primary attack of 1 against it.
LT Arnet is strange from a gameplay perspective, you can do a green stop maneuver and get an evade? To me a stationary target is the easiest to hit.
I see your point, but this is more related to being able to move the AT-ST's body with the legs in place to evade a shot (Iron Man vs Tank style). If you are not doing a complex movement someone with a special ability would be able to do that.
CPT Bex, is kind of not even an ability. Just put the missile icon on his upgrade bar. He has no printed front arc, so one would assume you can fire secondary weapons 360.
I know, this one could be a title or an upgrade. But its hard to think of interesting abilities for these guys without almost no backstory ![]()
Especially the 4 dice, 360 turret with a green stationary maneuver.
The green stationary maneuver in general seems like it would break the game a little.
A 5 x Tempest Force Pilot squad is probably the ultimate fortress list: just stay put in the corner and focus every round!
The AT-AA stationary would be spending a lot of squad points on a stationary turret that could be easily destroyed.
Just think that a target that you know where its going to be is very easy to attack. The thing about the walkers is that their maneuvers are good for their attack (you can rotate and face any direction or keep stationary) but they are terrible for their defense. This guys are very easily targeted. And they are doomed against a starship with BOMBS (just like in the games).
Besides, most of the point value of these ships is their maneuver dial. The ships have no evade and no shields.
Overall I love it, but I think if it's meant to be used with existing ships a few things might need to be looked at, specifically Attack dice and hull values. By way of comparison, an AT-AT is just under half the length of a Decimator and yet has more hull?
I think maybe converting D&D Attack Wing's armor system may be worth a look at for this case.
Long story short, armor in DDAW cancels normal hits on a 1:1 basis (so 3 hits vs 2 armor = 1 damage getting through). Armor lasts forever, barring some crit results or other game effects, and critical hits ignore armor.
I think that is exactly what you are looking for and may work better than the crazy high hull values.
I tried something like that, but the crits are rare and made the game boring. It felt like you just didnt hit the walkers.
I dont think it is that weird that a ship larger than another can have more Hull. Thats what armor is for. And all of these guys are Armored Transports. The Decimator is also smaller than the Rebel Transport and has more hull and shields. The TIE Bomber has more hull than the Lambda or the YT-2400. So I dont think there is a problem with the amount of hull points.
This looks fantastic. I do thing the AT-AT's should have a broader firing arc though.
See @8:30 in the video. The AT-AT can kinda lean around to get a wider shot.
Thats what the 45ยบ rotation is for. It takes the AT-AT a moment to rotate like that.
Oh, and thanks everybody for the feedback ![]()
I wish I had seen your models before I bought my own set of AT-ATs as they look great. Very nicely executed and novel approach to the bases, you just need to add a "snow themed" set of bases. I have also been working on my own set of ground combat rules (more can be seen here: https://community.fantasyflightgames.com/index.php?/topic/105371-dont-hassle-the-hoth/)
I have a similar take on the walkers but have some points of difference that I hope you don't mind me sharing here. As you can see in the picture the AT-STs and infantry are on round bases, with the AT-ST having a front fire arc zone. They have a simple maneuver equivalent to about a 1 straight move. If this is placed in their front arc then it is a white move, if it is placed outside of their front arc it could be treated as a red move, representing them backing up or moving obliquely. Infantry have even more freedom of movement. To me dials are only really needed for fast moving units (flying) so none of my ground units use dials.
I have rated the AT-AT as a Huge Walker so I use a similar maneuver template to Huge ships:
As far as stats go I have added an Armor rating. This ignores a certain number of hits in every attack (this is a simplified explanation, there are exceptions). The AT-AT with an Armor of 2 is therefore impervious to Attack 2 hits unless they get within range 1 and roll 3 dice and score 3 hits. Even the AT-ST has some durability with an Armor rating of 1.
I have deliberately scaled down the available actions for ground units. The AT-ST attack rating of 2 feels right compared with an AT-AT's attack of 4 and it has a reduced range of 1-2 just like I have for infantry units.
I may need to get some of those other AT walkers now!
Great job!
All the walkers are titanium series?
Thanks.
Edited by NinburMine are 3D printed


