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Ramshackle Trukk
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Ramshackle TrukkType: Army Unit Faction: Orks Cost: 5 Attack Value: 7 Hit Points: 3 Command Icons: 2 Signature/Loyalty: Loyal Icon Traits: Vehicle. Elite. No Wargear Attachments. Goes Fasta! - While your opponent has the initiative, this unit gets +4 HP. Ork Meks focus on making their Trukks as killy as possible, ignoring trivial things like making sure they don't fall apart. Set: Boundless Hate Number: 40 Quantity: 3 Illustrator: Jason Juta |
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15 Comments
Orklandia is more appealing now.
Can't wait for backlash.
Slap some Blue Paint on that baby, too.
It dies a lot more easily than Goff Nob, of course. If someone tags it for 3, it goes away once initiative passes back to you -- and you can't use Fall Back when it dies that way. But it still is pretty fierce.
Hm, I'm not sure how incredible this card actually is. The Lucky Warpaint and Kustomisation Station will help it a lot indeed, but then we are looking at a nine-resource/three card-combo. While sporting a formidable attack strength, it still seems a little vulnerable to ranged attackers with only three HP for the cost of five resources.
The Front Line 'Ard Boyz might mitigate their weakness, but again we're left with a nine-resource/two card-combo and though this is a powerful combination of units, the Ramshackle Trukk is still susceptible to tricks such as Suppressive Fire, Archon's Terror and Eldorath's exhaust.
Still, its presence might compel opponents to commit swings and events to stop it preemptively, so it may yet prove a strong Ork option - only playtesting will tell.
So if I only have initiative at a battle because of my warlord and the other player has the initiative token, then this card drops to 3 hp as soon as battle is ended at the planet?
Yup.
Actually, it stays at 3 hp for the battle. The card only gains 4 hp when your opponent has initiative, you get initiative at a battle with your warlord and this card stays at 3 hp. If it lives, it gains 4 hp after the battle and until you take the turkey of power.
Does this card keep its +4hp during deployment on turns where your opponent has initiative, or does it only apply during combat?
It doesn't apply just for combat.
If you have the initiative token it doesn't get +4 HP, if your opponent has the initiative token it does get +4 HP. The only other time initiative may temporarily switch players is during a battle at a planet when the warlord without initiative is present without an opposing warlord.
That's what I thought, thanks. Makes the card slightly more powerful than initially expected
Of course you can.
"If an army unit or token unit has as much (or more) damage on it as it has hit points, it is destroyed." - Rules Reference page 5.
Fall Back triggers when an Elite unit is destroyed, so as far as I can see there should be no issue with using it if the Trukk dies from an initiative switch
Thanks for correcting me.
I'm fairly certain this should've been a "Nope.", "Nop.", "No." or "Nah." if it's supposed to comment on FightingWalloon's post before that. Although the question was formulated ambiguous enough to also warrant a "Huh." or "Hmm."
You're right, the question was asked backwards.
The point remains, though, that the total HP of this unit can change over the course of a Combat Phase if the player with the initiative token does not have initiative for a specific battle.