Thunderbear – Mr Tannen

After the muscle we need the little mouthy one to deal with, so its Mr Tannen


Average Df but OK WP means he isn’t too bad for a 6 point model BUT he is slow and has no Cg as well (not that he should be charging). The pushes that help speed him up will be very useful for the little guy..


On to his abilities;

Manipulative – Helps keep him save, the TN is not the highest but most things will need at least a 7 to pass usually so can mean he is slightly harder to target.

Cooler – An amazing ability, which forces an enemy model to discard a card to cheat fate while near him. This will eat through a fate hand so quick. Does make him a target and also easy prey at range so be careful.

Unimpeded – He is slow but at least he doesn’t get tripped up by terrain (small advantages).

Attack Actions

Pocket Knife – Low Ml attack with low damage output. You shouldn’t be using this unless you need to shift something and he is your last activation!

Bore to Tears – A decent Ca action with OK range that does low damage but hands out the codition Bored until after it next activates. What this does is lower both Wk and Cg stats which is very nasty as it will really slow down a lot of models…It also comes with 2 very nice triggers..

  • Yawn – Mask Mask – So only needs an extra Mask but if you are trying to take out a master or Henchmen it is worth throwing a high card to get. It gives the Blocked condition which stops the model using Soulstones, which is huge lets be honest!!
  • This One Is Yours.. – Mask – This is built in and allowsyou to push Mr. Graves towards the model which in turn pays back his push as well.
Tactical Action

Leave it to Luck – His 0 action, that needs any to get off. All models close by treat Masks as having a higher number while Tomes count as being lower. This obivouoly helps anyone who likes Masks for triggers. But bear in mind that you want to activate this early. Which means unless Graves can get his right trigger then you lose part of Tannens defensive abilities in Manipulative.

So, What Brings You To These Parts…? – Another ability to really annoy you opponent as he can give himself the Chatty condition, which means no interact actions near him.


A truly annoying model that is very much different to his bigger buddy. He can in theory shut down so much of your opponents schemes/strat work that he will have a huge bullseye on him so make sure you try and protect him.

Any master will like him, obviously Lynch loves him but so will Mei Feng as well (she likes her triggers).

Thunderbear – Pathfinder

A touch of lurking involved with this Thunderbear article as the Pathfinder hides in the undergrowth.. .


They come in with reasonable stats for their price, decent Df and average Wp and Wk. While they also have decent number of wounds which he needs considering his role..


On to his abilities;

From the Shadows – Deploy him almost anywhere to take advantage of his gun straight away.

Scavenge Supplies – Once per turn, when a model is killed close by you can draw a card and then discard a card. Which is great as stuff will die near him generally.

Attack Actions

Skinning Knife – A low Ml attack that does relatively low damage (generally he shouldn’t be using this if he can help it). One thing to not with this attack and his musket is he adds 1 to his total for each Clockwork Trap close to the target. What this means is if a max amount of traps nearby he could hit better than the likes of Lilith and LadyJ would need a lot of set up BUT possibility is there.

Hunting Musket – Average Sh attack which has good range and reasonable damage track with added blasts from medium damage up. Again Clockwork Traps help boost the hitting ability of this as well as being able to ignore them when shooting into engagement. He has the Ram built into his stat but still needs an addition suit for his triggers:

  • Precise Shot – Ram Mask – The Attack ignores H2W and Armor. This is always handy to have around especially with Arcanists and Ressers (imagine it with Kang).
  • In the Vitals – Ram Crow – Hands out slow.
Tactical Action

Set the Trap – One of his 0 actions for a 6 of tomes you can summon a Clockwork Trap, which is nice as it saves you 2 points..

Reset Trap – His second 0 action that allows you to move a Clockwork Trap a decent distance from its current location.

These are both good 0 actions but obviously it means you have limited resources with either moving or creating the traps. Could be a tough call in certain games.

So now be rude not to look at the Clockwork Trap at the same time really..

So they are cheap and you can have 4 of them around. There stats are unusual in that they can’t move (pushes/placements if a set distance are fine), while their Df is average and Wp is decent. They don’t have a lot of wounds though which is fair enough. They do however come with Armour +2 which at least helps with the low wounds.

Apart from their ability to help the pathfinder they do come with an attack Trapping Jaw which is an average Ml attack with low damage.

However they never activate if an enemy model is moved/pushed/placed within range they can attack once. This is not a once a turn thing so if enemies keep walking they will keep getting bit.

The damage is not the big thing for them however. They get a trigger on crows Clamp Shut which gives a condition Clamped on which last till the end of the next turn! If enemy begins an activation in base contact then place the trap in base contact at the end of the activation. This can be very annoying for opponent especially with something like Seamus! Back Alley as much as you want this trap is not going anywhere..

What further compounds this is the Clamp Down ability which means when enemies begin the activation in melee range of a trap they have to take a Wk duel which will require a pretty high card for anything but the speedy models. If they fail they receive slow which is nasty on top of everything else.


So between them they do work well with anyone as generally the Pathfinder can be a loner and as such doesn’t need to buff just be a pain! Which the traps boost as the are just a ball of annoying. Such a shame they are not constructs as would be hilarious with Mei Feng 😉

I have become a fan of using him with Yan Lo as anyone who has used Lightning Dance knows the traps just become a little bit meaner. But also they make excellent targets for Yan to increase his Chi with (hitting them for severe damage or them being killed by the enemy).

Plus with the various pushes and relatively easy access to focus (Shenlong, Yu, Toshiro) the Pathfinder makes his gun even nastier.

Thunderbear – Chiaki the Niece

The girl who seems happy to be followed around by her great great great great great great great great great great great great great great great Grandad, its Chiaki the Niece on the Thunderbear articles.


She doesn’t not have the greatest of stats; Low Df, average Wp she has a decent number of wounds. Overall nothing exceptional but she is a bit less directly confrontational than others. Plus she is a pretty nice price for what she does as we will see..


On to her abilities;

Manipulative – Causes a Wp duel if you want to hit her with an attack action before she activates.

Innocence – She can move all conditions on her to a friendly Ancestor model she means she can keep herself going well. Epecially if something like Izamu can take the damage from burning etc. better than her.

Incorporeal – Always nice as she has no defensive triggers.

All these abilities help protect her BUT they are easily worked around by various opponents so don’t rely on them to keep her save..

Attack Actions

Sacred Knife – Low Ml 4 and rubbish damage. If you are using this something has gone wrong or you hoping for her to ping the last point of damage off something..

The Calling – A 0 action that has average Ca ability targeting Wp, the damage track is also low but it also hands out Insignificant till she next activates or she dies. Interesting her trigger makes these better during the game;

  • Memory in Song – Tomes – Adds Chi Condition to her that boosts her Ca.

Memories Past – Needs any 7 to succeed and is resisted on Wp, allows you to remove 1 condition from target. This is one of powerful abilities it also has a handy trigger;

  • The Cleansing Death – Rams – Heal the target as well.
Tactical Action

Purity – Needs any 7 to succeed and all enemies in range must succeed on a Wp duel or be pushed 4″ away from this model.

  • Face in the Crowd – Masks – The trigger reactivates the Manipulative ability.

Pull of the grave – This costs 1SS and adds another Attack action:

Pull of the Grave – An average Ca attack against Wp, it hands out Slow to the target.

  • Relentless Beckoning – Masks – This trigger allows her to take the action again.

She makes a great support piece, with the condition removal and healing. She doesn’t really want to be on the frontlines but thankfully she can be behind the big hitters just pinging away conditions as and when needed.

She can be useful in most crews as she also makes an OK scheme runner as she can keep moving and ignores some stuff due to incorporeal.

She works well with all masters but 2 that approve of her are: obvious one is Yan Lo for the theme point of view but also she can give the Chi she generates to Yan Lo to help him really start churning out the Chi..

The other is McCabe who enjoys hitting stuff that is already slowed so her Upgrade works well with this.

Thunderbear – The Lone Swordsman

Another Thunderbear article this time I am looking at the loner of the group.


He is pretty nice with decent Df and Wp while his Wk and Cg are ok as well. He also has decent number of Wds as well


On to his abilities;

Hard to Kill – As he has no Df triggers this at least makes him bit more survivable.

Bullet Proof – This means he can reduce any Sh action damage which surprisingly is very high and as such means he can take a hit on his way in before he gets close and starts chopping.

Relentless – Means he is immune to Horror duels, which is very handy thing to have against a lot of different crews.

Attack Actions

My Father’s Sword – Decent Ml with nice damage spread although the weak damage is still bit low for someone who is very choppy. He does rock a lot of triggers;

  • The Perfect Cut – Tomes – Allows him to ignore Armor, Hard to Wound, Hard to Kill, and Incorporeal on the damage which can be pretty scary.
  • Karmic Strike – Rams – Damage may not be prevented using Soulstones, which against SS users is pretty big if you get a big hit in.
  • One With the Void – Crows – Ignores all negative modifiers to the damage flip.
  • The Sword Knows the Way – Masks – Place the target into base contact with the Swordsman. Nasty if you can pull the model out of/into a scoring area while doing it.

All have some uses but I think most times you will be wanting Tomes or Rams over the other 2..

EDIT: A lot of people have told me Crows is worth it as well to get the cheatable flip on damage. Which is very true, the reason I love Tomes is I have to deal with Ressers a LOT so this has broken me beyond repair 😉

Tactical Action

You Shall Not See Another Sunrise – Interesting 0 action, he discards 2 cards and names enemy Enforcer/Henchman/Master he then gains reactivate. However if he cant kill the target by the end of the turn then sacrifice the Swordsman.

Wander the Earth – A nice free push in any direction for his other 0 action. More likely to happen early game as it means he can be at the midline turn one with this…


Interesting model that brings just pure chopping to the board for 10T. He is a missile that will target one thing a turn and try and make it very dead by the end of the turn. He is surpsingly robust on the approach thanks to H2K and Bullet proff, as well as being faster than expected with the push he can use early turns. I can see him killing more enforcers than henchmen and masters as his damage output can’t be relied upon to do the job against soulstone users (unless you have a lot of good rams).

It is also going to be better to target models that have already activated allowing for 4 possible attacks which should kill most enforcers..