Take The Initiative
| Title | Take The Initiative |
|---|---|
| Side | Light |
| Type | Interrupt — Used or Lost Interrupt |
| Set | Endor |
| Rarity | C |
| Uniqueness | Unique |
| Destiny | 3 |
| card_uid | 8_61 |
| Version | printed |
| Printings | Endor — this page |
Take The Initiative is a Light Interrupt (Used or Lost Interrupt) from Endor.
Card Text
USED: If all of your ability in a battle is provided by scouts and/or spies, they each add 1 to your total battle destiny (limit +6). LOST: For remainder of turn, your unique (•) scouts and unique (•) spies are each power +1 (or +2 while being attacked by a creature).
Lore
The ability to think and act independently gave the Rebels an advantage over their Imperial foes.
Combos
- Take The Initiative + Threepio + Ewok Sentries - the Sentries deploy (or move!) as a react, and each one adds 2 to attrition. Ouch time![1]
Counterpart
See Also
Sources
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Light Interrupt: Take The Initiative, Endor, C
References