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Side effects may include: nausea, heartburn, and Aing Tii flow-walking.

Separatists AAT 102  
Hit Points: 200
Defense: 23
Attack: 15
Damage: 40
Rarity: Rare
Base: Colossal
Gender: It
Creator: jak
Created: 8/29/2011
Updated: 8/30/2011

Special Abilities

  • Double Attack (On its turn, this character can make 1 extra attack instead of moving)
  • Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if it moves this turn, but it must make them all before resuming movement.)
  • Damage Reduction 10 (Whenever this character takes damage, reduce the damage dealt by 10. Attacks with lightsabers ignore this special ability.)
  • Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
  • Recon (Roll twice for initiative once per round, choosing either roll, if any character with Recon in the same squad has line of sight to an enemy)
  • It's a Trap! (Enemies with Stealth within 6 squares lose Stealth)
  • Relay Orders (Each allied commander can count distance from this character as well as from itself for the purpose of commander effects)
  • Colossal (Large and smaller characters may occupy squares on this character's base and are considered adjacent. Low objects and Large and smaller characters do not provide cover against this character's attack. Ignores movement costs to enter squares containing difficult terrain, low objects, and trenches. Never has cover. Cannot benefit from Bodyguard or Draw Fire.)
  • Missiles 40 (Replaces attacks: sight; 40 damage to target and to each character adjacent to that target; save 11)
  • Droid Coordinator (Non-Unique Droid allies gain Speed 8)
  • Heavy Laser Cannon (1 activation: Make 2 attacks. Attack +6. On a hit, 60 damage to target and 20 damage to each character adjacent to that target; save 11. On a miss, 20 damage to the target and to each character adjacent to that target; save 11.)
  • Separatist Reserves 20 (If you roll a 1 for initiative, you can add up to 20 points of Separatist characters to your squad immediately before your first activation of the round)
  • Battering Charge +20 (Replaces turn: This character can move up to double speed, then attack every legal target once at +20 Damage. Push back Huge or smaller characters to 2 squares from this character. This movement does not provoke attacks of opportunity.)
  • Separatist Reinforcements 20 (During setup, after seeing your opponent's squad, you can add up to 20 points of Separatist characters to your squad)
  • Overwhelming Power (Damage from this character's attacks cannot be prevented or redirected)
  • Limited Field of Fire (This character can target only enemies in its forward arc)
  • Mount (This character can transport 1 Small or Medium ally who ends their move adjacent to it. Remove that ally from the battle grid; they move simultaneously with this character, have cover, and are considered adjacent to it. They can make attacks, counting distance from this character. A transported ally can return to the battle grid immediately before your first activation of the round. If this character is defeated, the transported ally is also defeated; save 6.)
  • Fireproof (Immune to Flamethrower)
  • We're Hit!............BAD! (This character takes 3x damage from critical hits.)
  • Missiles incomming! (on a save of 1 vs opponents missiles, this character takes 3x damage.)
  • Speed 10 (Can move up to 10 squares and attack, or 20 squares without attacking)

Commander Effect

Battle Droids within 6 squares get +4 attack.

Average Rating: 4.00 (6)
Creator's Rating: 10/10
Darthbane53
2/22/2012 10:05:45 PM

Would NEVER fit on a stat card.
jlbm347
2/23/2012 12:27:26 AM (Updated: 2/23/2012 12:27:43 AM)

It feels like that is WAY to much stuff for only 102 points. As well, how many activations does it get? The AT-AT has Heavy Laser CAnnon because it does not have an actual basic attack. As well, the AAT was a tank, not a troop transport why Reserves? The shots were stopped by the Gungan shield, was taht really Overwhelming Firepower? It was not a command craft, unless it was carrying an actual commander so why Coordinator? Just wondering on your methods. It looks fun to play but I am not feeling the lore/flavor. 7
Dead horse
3/1/2012 8:32:50 PM

I'm with JLBM. The custom rules are all really smart & fun but the model won't be playable with more than 25% of them. Like I said, though, I like all your original rules.
jak
2/13/2013 2:09:25 PM

I also found a model of one with a 6x6 " base, plus one with a 3x3"base.
Chrinch
5/3/2013 5:13:01 PM

Over powered too much.
jak
6/4/2013 2:29:25 PM

any constructive ideas? or just criticism
Darth_Reignir
6/4/2013 2:42:56 PM

I'd start by taking out all those reserves. Then I'd lower it's attack to a 10. I like the LoS ability and mount, they make sense. I'd also get rid of Battering Charge, as it implies that this is a fast-moving, fast-shooting vehicle, which I don't think it is. I like Heavy Laser Cannon, but do you really need it AND Missiles 40? (I'd drop Missiles 40). Relay Orders makes sense, so does "It's a Trap!", but not recon. The rest of the skills you can probably keep and keep it as the same point-cost.
Darth_Reignir
6/4/2013 2:44:03 PM

^I mean no offense by any of this, but it seemed like you were irked by just blatant criticism without any ideas to help you, and I can definitely sympathize there, so I'm just offering my 2 cents.
Darth_Reignir
6/4/2013 2:46:19 PM

If you were looking for something to make it more beefy after taking that stuff out, I'd recommend [Suppressive Fire].
rigatoni
8/10/2023 1:14:51 AM

The abilities on this do not make any sense if this is supposed to be an AAT. It's more like an AT-AT.
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