Monday, July 27, 2015

The Force Unleashed II: Saga Edition Part 4: All Terrain Missile Platform

The AT-MP, or All Terrain Missile Platform, is often described as a stunted AT-ST. It was originally designed for FUII, but when the rest of that game was given the boot by canon, it stuck around, in Star Wars: Rebels, and Star Wars: Commander, much to my happiness.
The AT-MP is so fun. It sucks to fight, it is a pain with its swarms of missiles and devastating rotary blaster, but I always liked the AT-ST's stumpy cousin.
Because, well, why wouldn't an Empire fanboy like me like the Empire's version of the Hailfire droid?

Anyways, on to the stats.



AT-MP Walker CL 12
Huge Ground Walker
lnit +6 ; Senses: Perception +8
Defenses: Ref 11 (flat-footed 11), Fort 18, +3 armour
HP 80   DR 5;  Threshold 28
Speed 4 squares (max velocity 70 km/h)
Ranged
  • Rotary Blaster Cannon (Autofire only) +1 and Missile Pods +7
  • Missile Pods +7 and Missile Pods +7


Fighting Space: 3X3 Cover: Total
Base Atk +5; Grp +27
Atk Options: Fire Link (Missile Pods)
Abilities Str 34, Dex 10, Con -, Int 14
Skills: Initiative +6, Mechanics +8, Perception +8, Pilot +6
Crew: 2 (Expert) Passengers: None
Cargo: None Consumables: Two Days Carried Craft: None
Payload: 32 Missiles
Availability: Military Cost: Not available for sale

  • Rotary Blaster Cannon (Pilot)
    • Atk: +1 (autofire only) Dmg: 4d10 X2
  • Missile Pods (Single tube) (Gunner/Pilot)
    • Atk:+7 Dmg: 4d10 X2, 3 square splash
  • Missile Pods (Two Tubes) (Gunner/Pilot)
    • Atk: +7 Dmg: 5d10 X2, 3 square splash
  • Missile Pods (Four Tubes) (Gunner/Pilot)
    • Atk: +7 Dmg: 6d10 X2, 3 square splash

Design Notes:
So, this thing is a bit weird. It is basically a hybrid between the AT-ST and the Hailfire droid, statwise. It takes the chassis of the AT-ST, slows it down (hence the lower speed and Dexterity), makes it less tough (hence the lower armour, DR, and HP), and adds a bucketload of missiles.
I was really torn between using the AAT's missiles and the Hailfire missiles, but the AT-MP seems too small to launch missiles as devastating as the Hailfire droid, and the AAT missiles don't work well with the Fire Link rules.
So, I went halfway. The missiles are smaller than the Hailfire's; thus, they do less damage (by two dice) and have a smaller radius.
However, unlike the Hailfire droid, this walker gets two missile attacks in a round, meaning that it can do some truly devastating damage, especially when using fire linked missiles to fire all eight tubes at once.
6d10X2 damage with a 3 square splash either hitting the same place twice, or two areas at once? Yikes. This, in my opinion, lives up to the AT-MP's name. However, the vehicle is also nowhere near as tough as walkers with less...unstable armaments. And, it can be taken down by concentrated small arms fire very easily, as seen in Star Wars: Commander.
This means the lower DR and HP; these things aren't meant to be the front line, if only because there is not supposed to be a front line remaining after one of these shows up.
I'm not sure if the CL of 12 is right or not. It probably isn't, considering that the Hailfire also has a CL of 12, and this thing could probably wreck a Hailfire droid. So, use with caution. I don't know where exactly the CL for this thing should be, but do be warned.

Because I statted this one up, I'll stat up the AT-MP Mark III (the Hero unit, as seen in Star Wars: Commander)




AT-MP Mark III Walker CL 15
Huge Ground Walker
lnit +10 ; Senses: Perception +12
Defenses: Ref 11 (flat-footed 11), Fort 18, +4 armour
HP 80   DR 10;  Threshold 28
Speed 4 squares (max velocity 70 km/h)
Ranged
  • Rotary Blaster Cannon (Autofire only) +8 and Missile Pods +14
  • Missile Pods +14 and Missile Pods +14

Fighting Space: 3X3 Cover: Total
Base Atk +5; Grp +27
Atk Options: Fire Link (Missile Pods)
Abilities Str 34, Dex 10, Con -, Int 18
Skills: Initiative +10, Mechanics +12, Perception +12, Pilot +10
Crew: 2 (Ace) Passengers: None
Cargo: None Consumables: One Days Carried Craft: None
Payload: 56 Missiles
Availability: Military Cost: Not available for sale

  • Rotary Blaster Cannon (Pilot)
    • Atk: +8 (autofire only) Dmg: 4d10 X2
  • Missile Pods (Single tube) (Gunner/Pilot)
    • Atk:+14 Dmg: 4d10 X2, 3 square splash
  • Missile Pods (Two Tubes) (Gunner/Pilot)
    • Atk: +14 Dmg: 5d10 X2, 3 square splash
  • Missile Pods (Four Tubes) (Gunner/Pilot)
    • Atk: +14 Dmg: 6d10 X2, 3 square splash
  • Missile Pods (Seven Tubes) (Gunner/Pilot)
    • Atk: +14 Dmg: 10d10 X2, 3 square splash

Design Notes:
This Walker is a monstrosity. It has an additional 3 missile pods on each side, putting its total from 8 missile pods to 14. This means it carries an additional payload, but the room spent on munitions storage and weapon systems means that it cannot support additional structural reinforcement. The best that the Empire could do for this elite walker and team (reflected by its Ace crew) was to add on some better plates (putting its DR up to 10).
However, this monstrosity now hits a lot more reliably, and can put out a blistering 20d10 (X2) of damage in one turn. And, then it can do this for three more turns before needing to resupply.
Odds are, it will likely open with a missile barrage of that extent, and then use the Rotary Blaster Cannon and only a single (or maybe two) tubes to fire in the remaining rounds. Of course, if things get out of hand, it can definitely fire another barrage of 14 missiles should it need to.
Again, I would love to see how this measures up in actual game CL. Probably, if it were this thing against an AT-AT, it would be creamed, because its armour cannot stand up to the the AT-AT's firepower. But against characters? Who knows. Anyways, that is all from me for tonight. Enjoy the AT-MPs!

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