Hey Joe!
Care to throw down some concept stats for your AT-AT?
I think we can all agree that it doesn't have any shields and giving it shields is a big no no.
Do you think it should just have heaps of hull or should it have a damage negating ability like an armor value? After all it's armor is "too strong for blasters".
Here is a pic of my ones for scale and they look about right.
Yeah I do and I agree that your models are just about wonderful. I had that HOTH Set too WAYyyy back in the day. I already made it clear that I went a little bigger because I wanted the critters to pop and look as cool as possible. My knowledge of the math is very strong, which is why I desregarded it. The numbers say so and such but my eye balls and do not agree. Prlolly cause I love The Empire Strikes Back. Battle Front made things huge and badass too... REASONS!
Anyhow your stuff is cool. But ideas? Yeah first of all my guys can fire 180 because they can roll their shoulders and sway to the left or right and of course they can move their heads and guns.
Next thing I am pretty sure I am unique in that my AT-AT's have no armor rating. They are just to hard to damage. However if you get a critical hit you do one structural Integrity point. When an AT-AT takes twelve of these you can hit it as normal. But they are still immune to Crit effects. Note that I do not allow special Crits either, nope you have to actually roll twelve of them on naked dice. After you have gotten past that you can chew down the next twelve points of actual hull, and that will kill the **** thing. So my AT-AT's take an absolute minimum of twenty four points to kill. Now I do have rules for messing them up of course. Like Tripping and Bombing kinda exactly like what we saw Wedge and Luke do.
If this is crazy sounding. Check it Brah. When wedge tripped dat one guy, he fell face first and stressed the hull, and so forth, this made the completely undamaged armor ***** and and it made a little spot where several blast hits could get into the body past that all mighty armor. The armor did not give, rather the metal it was attached to did.
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Get them badass Rebel Commandos to work. Or fly the Tantive down, because just like in the lore, capitol grade weapons will buckle 'em up and blast them down.
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For the AT-ST's... I give them one structural Integrity point, and when it is gone I treat them just like a very good heavy fighter with six hull. While they are affected by Crits at this point, you do still need to roll them all natural and no special funny business will work. My stomping little meanies can move well and they also have the 180 fire.
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Now all of this is only for non capitol grade weapons.
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Bombers... Dat Glory! Bombers work as normal. However I still make 'em roll crits to count until the twelve SIP's are chewed down. After that they can boom boom some Walker-asses, and even use their sneaky tricks to make Hits into CRITS!
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So... except for Capitol Grade Weapons, you have to do twelve or one glorious natural Crit on Walkers. The exception being special Commando Tricks, and Bombers which can Gimmick Crit. Bombers are any ship that can take HEAVY Ordnance. I define Heavy Ordnance as doing four or more red dice all natural like, or causing auto damage.

There are a few of my game-joints... Have FUN!
Check this out, it is fun. Notice when the TIE zoom down and pass right by their AT-AT's ... they ain't half the size of the **** Walker...
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