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Righteous Initiate



Righteous Initiate

Righteous Initiate


Type: 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
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


20 Comments

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nightcrawlers
Apr 07 2016 07:25 PM

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

    • Skyknight likes this

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 :)

In a Mavros deck he is a 2 cost unit that can swing for 7 with a 2 card combo.... one of those cards being him.

 

this guy is pretty strong. awesome anti-snipe control and first planet bully. super versatile

 

Technically 8 if you're willing to hit the guy twice with Mavros

    • nightcrawlers likes this
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Serraph1133
Apr 07 2016 11:41 PM

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?

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..

​

    • xRAVEx likes this
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nightcrawlers
Apr 08 2016 03:19 PM

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.

    • nclaveeoh likes this

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


Step 5a is where Eldorath plays Seers Exodus or Nullify. If he was daft enough to swing at you he must have a plan.
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Serraph1133
Apr 09 2016 01:28 PM

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.

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 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...

    • Skyknight likes this

If this unit takes 2 damage armorbane from an attack, is it destroyed? Or does its unstoppable ability trigger?

I believe the Unstoppable ability does trigger, thus preventing 1 damage. Armourbane only prevents the use of shields.
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LoricatusLupus
May 22 2016 09:20 PM
Unstoppable will trigger as normal, it kicks in as soon as the unit is "assigned damage" (ie before the attack has fully resolved). Armourbane simply means that Shield cards can't be used to mitigate the damage - things like Steel Legion Chimera or Indomitable can still work around it however.

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,

...in which case the Righteous Initiate had better be carrying Hostile Environment Gear!
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SrgntKurgan
Feb 12 2017 08:43 PM

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? 

 

:P

'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].

    • SrgntKurgan likes this