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View Full Version : STATS: Imperial AT-TE, All Terrain Transport Escort



Kayle Skolaris
5 January 2002, 06:10 PM
Capsule: The Imperial AT-TE, or All Terrain Transport Escort , was developed to address the simple sad fact that AT-AT walkers could not adequately defend themselves against airborne attackers and AT-STs were too fragile to effectively fill the role of escort support. The AT-ST was never meant for such a role in the first place, being a scout vehicle first and foremost.

The original concept behind the AT-AT was to create a huge, heavily armored troop transport that would intimidate the average opponent by virtue of sheer size and overcome those who chose to fight it with its thick armor and modest, but potent weaponry. Against repulsortanks and airspeeders, the heavy armor of the AT-AT was deemed sufficient, but in actual combat it was quickly discovered that even outdated starfighters like the Z-95 could kill the walkers by the dozen with their own potent weaponry and be nearly impervious to reprisals due to the limited mobility and fire arc of the AT-AT's weapon array. Worse, troops with heavy anti-armor rockets could easily dodge the relatively clumsy targeting systems of the AT-AT long enough to get in range to fire their rockets, destroying the AT-AT, killing an entire platoon of Imperial troops, and giving enemy forces the morale boost of seeing one of the Empire's mighty war machines defeated by mere infantry.

To resolve these problems, the AT-TE was developed. Only slightly smaller than an AT-AT, the AT-TE is faster, more maneuverable, better armed, and mounted thicker armor than its troop transport counterpart. It managed to achieve all these advantages at the expense of all troop carrying capacity. The internal space of the AT-TE is almost entirely filled by the massive power plant needed to operate the powerful walker. Only the bare minimum space required for the cockpit crew and gunnery teams is available, and even these areas are cramped and uncomfortable after long periods. This can sometimes affect combat performance, but most operations do not last long enough for serious impairment to occur.

The weapons suite of the AT-TE is nothing short of astounding. In addition to the heavy lasers and medium blasters mounted on the cockpit module, which is nearly identical to that of the AT-AT, the AT-TE mounts two anti-air laser cannons, four anti-infantry blasters, a pair of anti-air rocket batteries, and six smoke-producing mortar canisters, three on each side of the cockpit module. These weapons, along with the improved speed, maneuverability, and armor of the AT-TE over the AT-AT, make the AT-TE a fearsome opponent and a worthy battlefield addition to the Imperial arsenal.

Craft: All Terrain Transport Escort
Type: Escort Walker
Scale: Walker
Skill: Walker Operation: AT-TE
Crew: 3; Gunners: 8
Passengers: None
Cover: Full
Cargo Capacity: 30 kilograms
Move: 26; 75kmh
Maneuverability: 1D+1
Body Strength: 6D+2
Weapons:
Two Heavy Laser Cannons (Fire-Linked)
Fire Arc: Front
Crew: Pilot
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-600/5/25km*
Blast Radius: 10 meters
Damage: 6D

Two Medium Blasters (Fire-Linked)
Fire Arc: Front
Crew: Co-Pilot
Skill: Vehicle Blasters
Fire Control: 2D
Range: 20-600/3/16km*
Blast Radius: 8 meters
Damage: 3D

Two Anti-Aircraft Laser Cannons
Fire Arc: Turret
Crew: 1 each
Skill: Vehicle Blasters
Fire Control: 5D
Range: 20-600/3/16km*
Blast Radius: Not Applicable
Damage: 4D

Two Anti-Aircraft Rocket Batteries
Fire Arc: Turret
Crew: 1 each
Scale: Speeder
Skill: Missile Weapons
Fire Control: 2D
Range: 20-600/3/16km*
Damage: 7D
Ammunition: 10 rockets per battery

Four Anti-Infantry Blaster Cannons
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Back
Crew: 1 each
Scale: Character
Skill: Vehicle Blasters
Fire Control: 3D
Range: 50-400/900/2km
Damage: 9D

*These ranges are meant to be in line with Imperial artillery as presented in the Imperial Sourcebook which I believe to be more realistic and more faithful to the movies (specifically the Battle of Hoth) than the quoted 3 kilometer range for an AT-AT's heavy laser cannons in the various game books. It is incomprehensible that artillery would outrange heavy armored vehicles by a factor of 5-8.

Notes: The AT-TE is not a comfortable vehicle to work and fight in. After 12 hours inside an AT-TE without a break all crew die codes are reduced -1D until at least ten minutes is taken to "stretch one's legs". This die penalty increases by another -1D for every 2 hours beyond the first 12.


http://community.webshots.com/storage/1/v0/9/75/56/28597556jVwsFsjUlM_ph.jpg

Bas
5 January 2002, 06:22 PM
Very nice! Supplements the AT-AT's weaknesses nicely, I think. However, if I get the sense about the AA turrets right, you should proboably add a note about not being able to fire downwards. Oh, and perhaps have the ability to have the crew last longer with a Stamina roll, as per normal rules, once they reach the 12 hours limit?

Kayle Skolaris
5 January 2002, 06:47 PM
Not really necessary, I don't think. No such notes come with the Floating Fortress or Juggernaut, yet neither can fire its main weapons directly at the ground. Assuming Webshots quits screwing with me and shows the bloody picture like I want it to, it should be obvious what the fire arcs of the weapons are.

Kayle Skolaris
5 January 2002, 06:52 PM
BTW, the picture was done by David Briedis, not me. The stats and capsule are all mine, though.

Lokar
5 January 2002, 07:04 PM
Nice stats. I can see these walkers deployed in pairs for walker companies. When do you have them first deployed? After Hoth?

Kayle Skolaris
5 January 2002, 07:10 PM
Yes, roughly six months after Hoth. While Hoth was a clear Imperial victory, General Veers, among others in the Imperial Army, was concerned that a single man with a high-powered cutting tool (Luke) managed to take out a walker so easily. Granted that man had a lightsabre, but he could just as easily have had a fusion cutter which would have sliced the hull open with equal ease. Additionally, not all enemies are so obliging as to only use underpowered airspeeders for defense and the fact that those speeders managed to get any kills whatsoever was cause for concern, especially considering how few in numbers they were. A well prepared enemy willing to stand and fight could afford to throw dozens or even hundreds of combat aircraft at a force of walkers.

Bas
6 January 2002, 05:35 AM
I suppose as long as you have the capsule, and the picture, the inability of the turrets to fire at the ground is obvious.

I belive in the EU short story featuring Devin Feth, or whatever the name was of that token trooper who gets a name from tatooine on episode 1, got assigned to such a backwater post because, while he was training in an AT-AT, he came upon the weakness of the legs... and the fact that he does this, or rather might reveal it, gets him kicked off to tatooine.

Thought that might be shared here to some use. Or another.

Andrw
6 January 2002, 11:26 AM
Love the pciture and would like to see more pictures for your wonderful stats u make

Troy Henist
7 January 2002, 07:18 AM
What a Monster!

Wouldn't want to fight that in a hurry!

Only thing is whenever I look at the pic, I vision it as being more of a repulsor craft than a walker. I can just imagine it floating above the battlefield reigning death and destruction down on the ememies of the empire.

Kayle Skolaris
7 January 2002, 12:35 PM
Capsule: Roughly nine months after the highly successful AT-DT heavy combat walker was introduced into service, a general call went out from Imperial Army commanders for a repulsor-driven vehicle with firepower comparable to the AT-DT, but that could also keep up with the swift, nimble repulsorcraft the Rebels favored for ground combat. While the AT-DT was an excellent deterrent to high speed aircraft, its anti-infantry weaponry was insufficient to deal with the Rebellion's heavier low-flying repulsorcraft such as the notorious KAAC Freerunner. In particular, Field Marshal Henist, commander in chief of the Sector Army of Lytham Sector, expressed a strong interest in a repulsor-driven version of the AT-DT.

Quick to respond to these entreaties, Imperial military engineers went to work retrofitting AT-DT combat frames with repulsor engines in place of the walker drivetrain. Such conversions were not unknown, with the so-called "AT-AT Swimmer" being a prime example of such a walker-inspired design. The result, christened the Land Frigate-class Superheavy Repulsortank, was quite impressive. While the anti-aircraft guns were still unable to bear down onto ground targets, the weapons mounted on the cockpit module were brought much closer to ground level, enabling them to easily engage low-flying repulsorcraft such as the aforementioned KAAC Freerunner. This level of firepower in such a swift and highly maneuverable vehicle was almost unheard of and was an extremely unwelcome surprise to many rebel armored units. And the speed and maneuverability was incredible for a vehicle this size. Moving at a blistering cruising speed of 500 kilometers per hour, the mighty Land Frigate was capable of speeds rivaling those of typical swoops of the day. The new vehicles were generally assigned to frontline assault duties rather than walker escort as their four-legged cousins were. With the speed and maneuverability afforded by the repulsorlift drive units, the vehicles would have been wasted in such a defensive role.

Unfortunately the design was not without problems. Since they were direct walker-to-repulsor conversions, rather than a scratch-built vehicle merely inspired by a walker design as with the AT-AT Swimmer, maintenance for early models of the new craft was a nightmare. While this problem was largely solved as time went by, the second and third problems were harder to address.
To be able to achieve the incredibly high performance of the Land Frigate it was necessary to cut back on the armor protection of the vehicle overall. The original design was simply too heavy for even the best repulsorlift systems that could be fit into the Land Frigate's chassis. Third, and even more troublesome, the repulsorlift units of the Land Frigate were vulnerable to high-powered precision fire from enemy units. This problem was endemic to all repulsorcraft, repulsorlift field projectors simply could not be armored, and while the armor around the vulnerable areas was reinforced there was little that could be done about the field projectors themselves. Worse, due to the massive size of the Land Frigate, the field projectors jutted out from their armored cowling about half a meter, exposing them to enemy fire. Though the design was in all measurable ways a success, this vulnerability would plague it for as long as the Land Frigate remained in service, which history would ultimately record as being well over a century.


Craft: Land Frigate-class Superheavy Repulsortank
Type: Superheavy Assault Repulsortank
Scale: Walker
Skill: Repulsorlift Operation: Land Frigate
Crew: 3; Gunners: 8
Passengers: None
Cover: Full
Cargo Capacity: 30 kilograms
Move: 175; 500kmh
Maneuverability: 2D+2
Body Strength: 4D+2
Altitude Range: Ground Level to 15 meters
Weapons:
Two Heavy Laser Cannons (Fire-Linked)
Fire Arc: Front
Crew: Pilot
Skill: Vehicle Blasters
Fire Control: 2D
Range: 50-600/5/25km*
Blast Radius: 10 meters
Damage: 6D

Two Medium Blasters (Fire-Linked)
Fire Arc: Front
Crew: Co-Pilot
Skill: Vehicle Blasters
Fire Control: 2D
Range: 20-600/3/16km*
Blast Radius: 8 meters
Damage: 3D

Two Anti-Aircraft Laser Cannons
Fire Arc: Turret
Crew: 1 each
Skill: Vehicle Blasters
Fire Control: 5D
Range: 20-600/3/16km*
Blast Radius: Not Applicable
Damage: 4D

Two Anti-Aircraft Rocket Batteries
Fire Arc: Turret
Crew: 1 each
Scale: Speeder
Skill: Missile Weapons
Fire Control: 2D
Range: 20-600/3/16km*
Damage: 7D
Ammunition: 10 rockets per battery

Four Anti-Infantry Blaster Cannons
Fire Arc: 1 Front, 1 Left, 1 Right, 1 Back
Crew: 1 each
Scale: Character
Skill: Vehicle Blasters
Fire Control: 3D
Range: 50-400/900/2km
Damage: 9D

*These ranges are meant to be in line with Imperial artillery as presented in the Imperial Sourcebook which I believe to be more realistic and more faithful to the movies (specifically the Battle of Hoth) than the quoted 3 kilometer range for an AT-AT's heavy laser cannons in the various game books. It is incomprehensible that artillery would outrange heavy armored vehicles by a factor of 5-8.

Notes: The Land Frigate is no more comfortable to work and fight in than it's four-legged cousin. After 12 hours inside a Land Frigate without a break all crew die codes are reduced -1D until at least ten minutes is taken to "stretch one's legs". This die penalty increases by another -1D for every 2 hours beyond the first 12.

Additionally, early models the Land Frigate suffered from maintenance difficulties caused by the mating of a repulsorlift drive system to a chassis meant for a walker drivetrain. After every eight hours of combat, a "1" on any maneuverability Wild Die roll, or a "6" on any enemy attack Wild Die roll that actually inflicts damage, roll one die. On a 1 the Land Frigate's Maneuverability is reduced to 0D and its Move is reduced to 115; 330kmh. Thereafter, any enemy attack roll that gets a "6" on the Wild Die, regardless of whether the attack inflicts damage or not, causes the repulsorlift system to fail completely, dropping the Land Frigate to the ground, completely immobile except for the cockpit module which is still capable of its normal limited movement. Fixing a damaged, but still mobile, Land Frigate can be done in the field but requires double the normal amount of spare parts and all repair rolls are made at +15 to all difficulties (I.E., base difficulty target number of 10 is increased to 25). Repairing a Land Frigate that has been rendered immobile requires a repair bay (I.E., field repairs are NOT possible) and a complete overhaul of the repulsorlift system.

Finally, the repulsor field projectors themselves are vulnerable to precision or lucky attacks. At the GM's option, any "6" on an attacker's Wild Die to hit a Land Frigate MAY (or may not) strike the repulsor field projectors. Additionally, a called shot may be taken against the repulsor field projectors at an additional +10 to the target difficulty number. Attacks striking these sensitive parts of the vehicle roll damage against a Body Strength of 4D+2 Speeder scale.


http://community.webshots.com/storage/1/v0/5/55/54/28755554AZxpUZkiQT_ph.jpg

Deck
7 January 2002, 12:48 PM
Quite heavy those two vehicles! I wouldn't prefer being a Rebel when I'd encounter one of them. I like the second one much, as this one is even able to pass very difficul terrain.

And it's quite fast and <i>very</i> manoeuvrable for a vehicle of its size, dimensions and mass. ;) The frigate has the same large power plant as the AT-TE and thus doesn't carry any troops? I know it's a combat-only vehicle, but let's say 10 troops? ;)

Kayle Skolaris
7 January 2002, 12:54 PM
Actually it carries an even larger powerplant. The walker drivetrain took significantly less energy than the new repulsorlift system.

Troy Henist
8 January 2002, 12:40 AM
Now that is scary! I wouldn't fight that. Come to think of it I wouldn't want to fight either of them.

Just one other thing tho. I think the Anti-Infantry Blaster cannons are far too powerful. I think they would be better if the damage was lowered, to say about 5 or 6D and given a Rate of Fire. Now that would be Anti-Infantry.

Apart from that, its fantastic. Thanks Kayle. :D

Kayle Skolaris
8 January 2002, 12:49 PM
The anti-infantry guns are only slightly more powerful than E-WEB heavy repeating blasters. I think they're pretty appropriate...

Dr_Worm
8 January 2002, 08:40 PM
Most of the stuff you do doesn't fit in my game, but this is the best yet. I'm not sure how but that AT-DT must be in my campaign...it is perfect. I am running D6 and D20...I wonder if anyone out there would hazard a D20 conversion (to be posted in the D20 Forum of course) of these beautiful beasts.

Tell your friend to keep up the pictures. They are much appreciated.

Rinisari
9 January 2002, 03:17 PM
I like both of those vehicles. It's always good to have a picture of what it is a person is reading about. Rarely do I ever pick out a ship or vehicle for a campaign without a picture to show me players.

Bas
9 January 2002, 03:29 PM
Come to think of it, I would reduce the anti infantry cannons 1 die, and then have them use the rapid fire rules that my game uses... that would make them more anti-infanty-ish to me, because vs infantry, you don't need odles of power in one shot; you need to be able to mow them down.

Kayle Skolaris
14 January 2002, 07:05 PM
Bas, a variant with a rapid-firing, but lower energy output blaster cannon would work well. Just change the stats a bit, call it the Mk. II variant, and there ya go!