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Righteous Initiate
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Righteous InitiateType: Army Unit Faction: Space Marines Cost: 2 Attack Value: 1 Hit Points: 2 Command Icons: 1 Signature/Loyalty: Traits: Soldier. Black Templars. Unstoppable - The first time this unit is assigned damage this round, prevent 1 of that damage and this unit gets +2 ATK until the end of the phase. Set: Decree of Ruin Number: 12 Quantity: 3 Illustrator: GW Design Studio |
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20 Comments
In a Mavros deck he is a 2 cost unit that can swing for 8 with a 2 card combo.... one card being him.
this guy is pretty strong. awesome anti-snipe control and first planet bully. super versatile
edit: 8
I second that. And as such, the Initiate might be fairly okay to see come out of the hat in a Drop Pod Assault as well
Technically 8 if you're willing to hit the guy twice with Mavros
wouldn't you have to hit him twice with Marvos? The event says "unit takes damage" so damage would actually have to be applied to the unit. Or am I mistaken?
No, you're correct Serraph - it would be like this:
1. Mavros hits first (Initiate (at Tech-planet) takes 1 damage and +1ATK)
2. Unstoppable triggers (damage from Mavros prevented and +2ATK)
3. Mavros hits again (Initiate takes 1 damage and +1ATK)
4. Vow of Honor played in reaction (+3ATK)
5. Initiate hits for 8ATK
(or, 5. Initiate is Suppressive Fired by the lazy Worr player who guffaws - 6. SM player is sad)
Run Land Raiders..
​
alternatively, for WLs trying to snipe
1.Eldorath swings for 2
2.Unstoppable -1 DMG, +2 attack
3.Sig Support to reduce DMG, alternatively shield for 1
4.Ping with Mavros for +1 DMG, +1 Attack
5.Vow of Honor +3 Attack
6.Attack Eldorath Space Elf for 7
7.Profit
Cool. Though Eldorath has 1 attack, so step 3 is redundant. But he will exhaust you, of course.
I prefer the following scenario:
1. Anxious Infantry Platoon swings for 4.
2. Silly SM dies.
Step 5a is where Eldorath plays Seers Exodus or Nullify. If he was daft enough to swing at you he must have a plan.
nullify is still a 5 dmg swing to shield, 6 with crushing blow... It's probably Archons terror, which prevents marvos from pinging at the planet where wraithguard jetbikes just jumped to so they can swing for 4 armorbane
This is so bloody awesome in Mavros on blue planets (or adjacent to blue, if you have teleportarium), that I'm thinking about adding Holy Sepulchre to get them back, when they die.
I agree completely that the Initiate is really good in a Mavros setup. But maybe you should consider adding more two-shield cards to keep the ones that are in play in the fight instead of adding the Sepulchre.
It depends on deck style and play style of course, but shield cards are free resource-wise to discard and flexible for both Marines and ally units, whereas the Sepulchre's scope is slightly more narrow and its effect (although potentially nice) implies paying for the unit over again
I agree woth you, but the opponent can hit hard, so that even 2shields is not enough. Also, Sepulchre allows you to trigger "when enters play" effects, so it also has synergy with Devastators.
I do not try to defend Sepulchre, I don't even think it's a good card, but maybe in Mavros it can be useful...
If this unit takes 2 damage armorbane from an attack, is it destroyed? Or does its unstoppable ability trigger?
Caldera's got it spot on. It's similar to how a Steel Legion Chimera strips damage from Armourbane attacks
Acid Maw, otoh, would stop the damage prevention... though not the +2 attack,
I have a question about this card's wording:
So it says that you get +2ATK first time this round.
But, you have game round, which goes through all phases until initiative token is passed, but also you have a combat round. In RRG, page 22, in battle resolution it says in 3.2.9 "End combat round. Ready all units in the battle. Players may retreat units. Repeat outer loop."
So, which round is the card referring to? If you go by battle round, can't you trigger Unstoppable multiple times during battles as long as a new battle round begins?
In the insert, Unstoppable is described as "prevents first damage that would be dealt to it in a round". So it doesn't specify which round is it. Is it Game Round, or is it Combat Round?
'Round' is always an entire game round, i.e. all four phases, deploy, command, combat and headquaters.
If something only applies to a single combat round, the card will say 'combat round', cf. Frenzied Bloodthirster, Defensive Protocols etc.
The Unstoppable specialization always works once per game round [round].