AT-AT: The Might of the Empire.
Nearly anyone who has watched the battle of Hoth will recall at least one thing very clearly. The Rebels lost. Badly. In all honesty, it really wasn't even much of a fight. The reason for this was the AT-AT, a hulking war machine that struck fear in the hearts of Rebels everywhere.
This November, the power of these Imperial behemoths can be yours, when Wizards of the Coast releases the Colosal-sized AT-AT Walker. Standing on a base that is a full 12 inches long by 6 inches wide, and weighing in at a hefty 200 points, the AT-AT can hardly be defined as a "miniature". Difficult20 brings you a sneak peek at the Imperial Walker, as well as a review of the piece's playability and some tips for those unlucky enough to be playing on the other side of the map.
AT-AT Imperial Walker
Faction: Imperial
Cost: 200
Hit Points: 300
Defense: 13
Attack: 0
Damage: 0
Set #: 1/1
Each time you activate the AT-AT in a round place the appropriate counter in its square.
[MOVE] [MOVE] [MOVE] [MOVE] [HEAVY LASER CANNON] [MEDIUM BLASTERS]
Special Abilities:
Accurate Shot (Can attack an ememy in cover even if it is not the nearest enemy)
Colossal (Large and smaller characters may occupy squares on this character's base and are considered adjacent. Low objects and Large and small 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)
Damage Reduction 20 (Whenever this character takes damage from a nonadjacent enemy; reduce the damage dealt by 20. Enemies with lightsabers ignore this special ability)
Heavy Laser Cannon (1 activiation: 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)
Limited Field of Fire (This character can target only enemies in its forward arc)
Medium Blasters (1 activation. Make 2 attacks. Attack +10. Damage 20)
Mounted Weapon (Only allies with Mounted Weapon or adjacent allies with Gunner can combine fire with this character)
Relentless (Move forward only)
Rigid (Can't Squeeze)
Staggerd Activation (Activates 6 times per round; each activation counts as 1 of your 2 activations in a phase. Each round, this character must 4 activations to move or use move actions. 1 activation to use Heavy Laser Cannons an 1 activation to use Medium Blasters. Not subject to Commander Effects)
Stomp (Whenever this character moves, any characters occupying squares on its base or squares it moves into are immediately defeated. Characters can avoid this effect with a save of 6)
Walk 2 (1 activation. Move up to 2 squares)
Weak Spot 10 (This characters Damage Reduction is reduced to 10 against attacks from adjacent enemies)
The Good News? Well, yes. That does look bad for the Rebels. Fortunately, there is hope. With it's extraordinarily high cost, it is rather impractical for organized play. Furthermore, it's limited field of fire makes it suceptible to any units who manage to get to either side or behind it. My overall opinion? It's a wonderful piece, with a lot of potential for interesting, challenging mega-battles, but it lacks the versatility to be a competitive piece on its own.

