AT-ST (All Terrain Scout Transport)

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AT-STs were commonly used to screen the flanks of larger assault walkers for major ground operations. The Empire used them for swift reconnaissance and troop support. As such, they were essential for cleaning up minor resistance along the path of a pre-planned invasion route, and could quickly eliminate any small threats that managed to evade an AT-ATs barrage. The walker was commonly used on anti-personnel hunting missions, and was piloted by two AT-ST drivers with superior skills of balance and agility.

AT-STs were equipped with two chin-mounted MS-4 twin blaster cannons capable of firing at a range of two kilometers. It also featured one cheek-mounted 88i twin light blaster cannon and one cheek-mounted DW-3 concussion grenade launcher capable of doing massive damage to enemy vehicles and ground troops at close range. They were excellent at dealing with large amounts of infantry as well as mounted turrets that were too risky to be taken out with rocket launchers. Its clawed feet could slash apart wires and fences at ground level.

Reinforced armor plates enveloped the control cabin, protecting the two-person crew. Its two armored viewports were deliberately set to give any viewer the unsettling sensation of staring into the face of a soulless beast or oversized combat droid. Inside the control cabin, the command module featured a holographic 360-degree view of the combat zone. The "head" itself was capable of rotating 240 degrees side to side, greatly improving the gunners target acquisition abilities and capabilities for destruction. The walker's deceptively rickety gait belied a potent patrol vehicle. Gyros, flexible joints, footpad sensors, and shock absorbers formed a sophisticated system that controlled balance and stabilized the walker across a variety of terrains.

**Purchase TN:** 49 (To Build) 32 (New) 22 (Used)

**Restriction:** Mil (+3)

• • Walkers require the Pilot Ground Vehicles Skill to be operated.

• • Many walkers have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A walker may climb over objects one size category larger than the walker without making a piloting check. It may climb over objects up to 2 size categories larger than itself by making a Piloting Check TN 15 or higher. The TN increases by +2 for each size category above that. A walker that fails its Piloting Check to climb over an object falls down and is considered prone (there is a 50% chance the walker will fall in such a way as it will be unable to get back up, the pilot rolls percentiles if the roll is 51% or higher the vehicle is capable of getting back up. If the percentile roll is 50% or lower, the vehicle has fallen in such a way as to be able to get back up using its legs, though other forms of movement may allow the walker to get back up anyways). A walker always has legs even if it is not the only vehicle type the vehicle has.

• • A walker has an effective strength of 20 for purposes of game effects or attacks.

• • *[Special]:* Characters hit with a concussion grenade must make a Fort Save as if the damage was high enough to hit their Damage Threshold even if the damage was not enough to do so (Save is rolled nomally). Characters who fail their Fort Save additionally are stunned for 1 round.

***Accommodations***

• • 2 Seats

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • Magnetic Feet (PL 5) **• •** Class I Sensor Array (PL 5) **• •** Radio Transceiver (PL 5) **• •** Voice Amplification System (PL 5) **• •** Subspace Radio (PL 7) **• •** Targeting System (PL 6) **• •** 2x Blaster Cannon, Light (PL 6) **• •** DW-3 Concussion Grenade Launcher (PL 6)