Just some ideas
Stationary Ability: When stationary roll 1 additional attack die and increase agility to 1 (Reason: In the move one of the At-At's stops, leans right, pivots its head left and nails a snow speeder coming in on its flank.If thats not agility I don't no what is)
Escorts: Any At-At starting its movement within range 1 of a Tie Figther with escort incresases its movement by 1. (In the Millenium Falcon package there is a new scenero which required TIE fighters escort containers in space. When the containers move any TIE fighter which has been designated as a escort increases the movement of the container if it is within range 1 of each other. You could do the same thing here giving the At-At's a little faster advance. Speed 1 would be speed 2 if escorting TIE is within range 1 or consider At-At;s are always staionary and can only move when any escorting TIE is within range 1)
Heavy Armor: At-At's only take damage from critical hits, take the damage card face down so don't suffer the effect. (As in the move these beast were barly affected by the snowspeeder and rebel laser turrets)
Sheild Generator (Can only be affected by the heavy turbo lasers of the walkers)
- Attack 0
- Agility 0
- Hull 2
- Shields 6
Stationary ability- Reasoning was Millenium Falcon has agility 1, and I thought there was now way a walker was as agile as the falcon.
Escorts- I like this a lot and will explore it more, mainly when I have access to the new upgrade cards.
Heavy Armour- I see what you mean and while impervious to speeders I have no idea how they deal with X-Wings, protons etc as I expect that perhaps they will over time cause damage to the hull. Looking through the damage deck I noticed only 3 cards are useless as a result for the AT-AT, Structural Damage, Minor Hull Breach and Damaged Engine. Mainly because they deal with turns the AT-AT can'r preform anyway. I did toy with the idea of only crits being effective but I had to appreciate that it will take much longer to bring the walker down and therefore tip the balance that the game needs.
As yet I have not devised a way an AT-AT can recieve a stress marker. (still working on it) Since they have no red maneuver.
Shield Generators- As I said Ties can take down its shields without a Target Lock (since they don't have that luxury) however only the walker can affect its hull value (with Target Lock) so I'm happy with the target hull only being affected by the heavy lasers.
Attack 0- Not sure why you wouldn't want the walker to fire its lasers
Agility 0- I agree
Sheilds 6- I can't find any reference of the AT-AT being fitted with sheilds. If I'm wrong glad to be set straight
Hull 2 - In order to replicate its armour without sheilds 9 seemed appropriate. Even if it had sheilds with your stats its still 8 hits till it comes down so we're not that much different.
Again I really appreciate your input, Thanks