XCOM 2
Imperial Surplus: Buildable AT-ST (WOTC)
26 Comments
Rea 7 May @ 8:19am 
Hey @MostlyHarmless,
First off, massive thanks for your mod. it's stupidly fun to stomp around in an AT-ST. I didn’t even know this mod existed and now I’m literally walking on my enemies like a true empire war. Love it.

That said, I’ve got a few little thoughts to maybe tweak or balance things a bit:

First off, the armor health bonus is wild. I dialed it down to 10, because 50 extra HP? Buddy, that’s not armor, that’s a second life bar. 40 HP is enough
Rea 7 May @ 8:19am 
The main gun ! the big ol’ minigun is about as accurate as a stormtrooper at a carnival game. I had to manually add +20 to aim because I was sitting at 40% hit chance and slowly losing my mind. Also, I think you forgot flanking bonuses? And shouldn’t it get the high ground bonus? It’s literally towering over everyone like a mechanical giraffe.

I also bumped up the minigun’s damage by 4 because… c’mon, it’s supposed to be a tank-grade death-spitter, not a noisy airsoft. 11 damage ? That’s tickle territory. And since you can’t mod it like regular weapons with attachments, it falls off super fast.
Magazine size ! Four shots ? I bumped it to 12 because again… tank minigun. It shouldn’t even have a magazine ...... it should just be sadness and bullets on an infinite loop. WITNESS !!!
Rea 7 May @ 8:18am 
The dual cannon ability is a bit useless too. i can't target correctly bro, I see them, they’re right there! Maybe handle it like the grenade launcher for targeting? Would probably work smoother.

Oh, and you should let the AT-ST carry more types of grenades. Two or three would be awesome. Or maybe equip ammo types like Grenadiers can? That’d open up a lot more options.

Anyway, thanks if you made it through my giant wall of text. The dual cannon ability is kind of useless, but everything else I could tweak directly in the files. Still sad about the grenade and ammo stuff though.

But seriously, this mod is awesome. Thanks again for making it!
BlueMonday 31 Jan, 2024 @ 9:29pm 
Fantastic mod! this one and the AT-RT together are great!
[FT] STRlCE - I use MnK 3 Sep, 2023 @ 2:46am 
Mod works fine. Great work! And thank you a lot for the customization options!!!
MostlyHarmless  [author] 6 Aug, 2023 @ 5:48pm 
You can give it a shot. Template name is BU_ATST
Messer 6 Aug, 2023 @ 8:36am 
can i spawn it ?
Peter Griffin 24 May, 2023 @ 10:13am 
That's what i assumed, just making sure.
MostlyHarmless  [author] 24 May, 2023 @ 6:34am 
The AT-ST is rigged to the sectopod skeleton and the tall mode animations suited it better than the short mode animations. Enjoy
Peter Griffin 23 May, 2023 @ 8:23pm 
hiya, I'm just curious but why does it look like the AT-ST is a lot taller than normal? Like its holding its legs in an odd way. Whatever it is this mod is awesome, core part of my Xcom experience, thank you.
MostlyHarmless  [author] 28 Feb, 2023 @ 4:57am 
I'm not aware of a reason why it wouldn't work.
klaysdnd 27 Feb, 2023 @ 5:46pm 
so does this mod still work?
MostlyHarmless  [author] 14 Aug, 2022 @ 6:57am 
@Tyler Chambers: No plans for that, no.

@wombat93: Thanks for the feedback. :)
Vegeta002 3 Aug, 2022 @ 5:15am 
Any chance of a Clone Wars variant?

In the Legends continuity, the Grand Army of the Republic were apparently the ones who first used the AT-ST.
wombat93 29 Jul, 2022 @ 3:07am 
These things are quite nice in the game.
https://i.imgur.com/Xgrj3d7.png
I started getting these pretty far into my current campaign. They're tough as nails. I had one tank a lot of Advent during an Avenger defend mission, making it easier for my infantry.

Eventually I got a second AT-ST and your TX-130 tank was also there with it. Just awesome blasting things.

The repulsor jets are quite nifty on this and the TX-130 tank.

As impressive as the firepower is, accuracy is still something my infantry will have in spades over the AT-ST and TX-130. When you start rolling around with Majors and Colonels, and start getting better accuracy and PCS, they can do magic with their weapons. These vehicles do not access PCS and weapon upgrades. They're powerful already, but they don't make elite infantry irrelevant.
MostlyHarmless  [author] 12 Apr, 2022 @ 4:07pm 
Posted an update to add a repair ability.

-Added auto-repair ability (tied to the armor) that will repair up to half of full unit HP. Costs 1 AP and shuts the unit down for 3 actions.
MostlyHarmless  [author] 4 May, 2021 @ 1:28pm 
Posted an update. Details are under the Change Notes tab.

There are a number of stat buffs and the equipment now upgrades based on Soldier Cannon and Armor schematics instead of SPARK schematics (the main reason for this is so the player is not forced to build a SPARK they may not want just to upgrade the gear on their AT-ST).
Clone 26 Nov, 2020 @ 12:14pm 
Update: Had to add this line,

+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy")

to the class .ini and that solved it. Just in case anyone else tries this.
Clone 26 Nov, 2020 @ 11:42am 
If you ever do decide to do those 40k vehicles, a Dreadnought Spark replacer would be awesome. On the topic of THIS mod however, it's fantastic. Trying to use it with Long War 2 is causing an issue though -- the Heavy Weapons are all marked as unavailable, including the AT-ST blaster. Do you have any idea how I could fix this, or what file might affect that?
ShunTheWitch 26 Nov, 2020 @ 2:32am 
seeing this while happy to see it makes me desire a playable sectopod again so much more
Rats Offtoya 22 Nov, 2020 @ 12:01am 
now all we need is a Lambda shuttle or that one gunship from 2008 BFII. Rebel enemies would be nice but the CIS mod is fine too.

Thanks for these! :)
VoidLight 16 Nov, 2020 @ 7:25pm 
Ah, that makes sense. No wonder it's really rare to see vehicles mods.
MostlyHarmless  [author] 16 Nov, 2020 @ 4:53pm 
40k vehicles are a possibility at some point but I need a break before I do more vehicles. Script-wise, they are much more complicated than anything else I do. Not necessarily hard but tons of little interconnected things that all need to work together.
VoidLight 16 Nov, 2020 @ 4:32pm 
Epic addon here, going to use this in a later once I tweak my encounter list so I can run against more sectopods and other elites. Are 40k Vehicles next?
MostlyHarmless  [author] 12 Nov, 2020 @ 1:40pm 
So I had to split the A2E Content mod into two separate volumes in order to get it to upload properly and fix the issue I mentioned in my last post. These Content Mods contain the assets for all Imperial Surplus mods and the Advent to Galactic Empire Mod.

Please make sure you have both Advent to Galactic Empire Content volumes (listed under required items) subscribed and active. Enjoy!
MostlyHarmless  [author] 11 Nov, 2020 @ 8:35pm 
It seems that the Advent to Galactic Empire Content mod (a dependency for this mod) has passed some sort of maximum file size so I've had to revert it to an earlier version. I'm not sure how this will effect this particular mod but I'll work on a fix tomorrow.