Trample (Original)
| Title | Trample (Original) |
|---|---|
| Side | Dark |
| Type | Interrupt — Used Interrupt |
| Set | Hoth |
| Rarity | R1 |
| Uniqueness | Unrestricted |
| Destiny | 4 |
| card_uid | 3_138o |
| Version | printed (Decipher archive) |
| Printings | Printed Decipher face — this page (3_138o)Trample (PC Errata) — PC AR 2023 Appendix A |
Trample (Original) is a Dark Interrupt (Used Interrupt) from Hoth.
Card Text
Target a character, 'crashed' vehicle or unpiloted vehicle with maneuver at same exterior site as one of your piloted AT-ATs or AT-STs. 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.
Notes
- Decipher.com cardlists archive face (Wayback / 2004 backup). Game text from printed archive GIF.
- PC rewrite: Trample (PC Errata). Side-by-side: Errata — PC Errata.
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