Trample
| Title | Trample |
|---|---|
| Side | Dark |
| Type | Interrupt — Used Interrupt |
| Set | Hoth |
| Rarity | R1 |
| Uniqueness | Unrestricted |
| Destiny | 4 |
| card_uid | 3_138 |
| Version | printed |
| Printings | Hoth — this page |
Trample is a Dark Interrupt (Used Interrupt) from Hoth.
Card Text
If you have a piloted AT-AT or AT-ST present at a site, target opponent's character, 'crashed' vehicle or unpiloted vehicle without armor present. Draw destiny. Character lost if destiny > ability. Vehicle lost if destiny < 7.
Lore
The enormous feet of a walker are designed for mobility on many types of terrain. They also can be used by merciless pilots to crush the Rebellion.
Strategy
Trample is one of the most popular and effective ways of taking out a single character for a Walker deck, and for good reason. Trample can be played at almost any time, giving it a wide range of situations where it is extremely useful. Also, Trample can be used to clear out problem characters, such as Kal Fal'nl C'ndros, before a crucial battle.
Combos:
Trample + Walker Garrison -- Trample is a truly and incredibly effective way to deal with Undercover spies. Most spies have low to no ability, in the greater scheme of things. The likelyhood of Obi-Wan donning Plastoid Armor and coming to Hoth simply to go Undercover is grim, so Trample can rid a site of those pesky spies, allowing the large Force drains from Walker Garrison to walk through unharmed.
Combos
- Trample + any piloted AT-AT or AT-ST present at a site[2]
- Trample + Walker Garrison
Pulled by
See Also
Sources
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Trample, Hoth, R1
References