Thunderbear – The Depleted

Another look at something that is only available to 10T via Lynch and arenโ€™t they sorry-looking thingsโ€ฆ

This is a Thunderbear article but maybe a nod towards other articles in the future for NB aka Neverbear ๐Ÿ˜‰


They are a 4 point minion and as such the stats represent that, terrible Df and low Wp they are also slow. But what does stand out for them is the amazing number of wounds they have..


On to their abilities;

Insignificant: – They canโ€™t take interact actions, but they are minions so at least count for certain schemes and strats.

Consumed โ€“ When they do eventually pop all models close by take some damage and also gain Brilliance till the end of the turn, themed crews approve this..

Hard to Kill โ€“ As they has no Df triggers this at least makes him bit more survivable.

Hard to Wound โ€“ Why yes I will take some negatives to damage me thank you.

They are so cheap but my word they are almost the best tarpit in the game against anything but big hitters. Large number of wounds on top of H2K and H2W means it will take a fair amount of resources to shift just one.

Attack Actions

Smoldering Grasp โ€“ Like everything else the stats are not great for their attack. However they do gain +1 Ml and positive flips for disengaging strike, again driving home the tarpit-ness.

  • Burn Out โ€“ Masks โ€“ The target must discard a card which is always nice.
  • Just a Touch โ€“ Crows โ€“ Hands out Brilliance and everyone near a Lynch crew generally likes a bit of that.
Tactical Action

Drawn to the Light โ€“ Their 0 action lets them target a model with Brilliance (lets say Huggy for instance) and allows them to push towards it. This suddenly makes them much faster as they can actually move over a third of the board in one activation. This could catch some people out as no-one wants something sat near a scheme/strat marker they can’t shift for a couple of turns..


Tarpit plain and simple, a great tarpit, I know some people are not a fan but I actually like them. They make great marker sitters, although I have yet to try them as little bodyguard for Huggy but I think they could be great if nothing but a roadblock to stop things getting to him but allowing Huggy to still reach with his huge range! Never mind the idea of using them as a way to heal up Huggy when needed.

Thunderbear – Stitched Together

Everyone needs something cuddly to well cuddle and the old ones are usually the best, although maybe not in this case. They are some what Stitched Togetherโ€ฆ..

This is a Thundbear article but maybe a nod towards other articles in the future for NB aka Neverbear ๐Ÿ˜‰


Their stats are not great low Df, average Wp and also not very fast which is a shame. They do have decent number of wounds for the price..


On to thier abilities;

Hard to Kill โ€“ As they has no Df triggers this at least makes him bit more survivable.

Eternal Nightmare โ€“ An interesting ability that grants them reactivate when they get down to their last wound. Does mean they can be pretty scary with an activation..

Rotten Contents โ€“ Not a defensive ability per se but a deterrent in that every time it takes damage you flip a card and if it is a Crow then all models close by take some damage. So a little like black blood..

Attack Actions

Hooks โ€“ Average Ml 5 attack which is low damage but you will generally be using his other attacks…

Gamble Your Life โ€“ His big attack, it comes with a decent Ca and targets Df, the range is not big but not too bad. The damage track is great considering the little twist this attack has.

Whoever fails takes damage which means you can end up taking the damage but also it is a straight (uncheatable) flip for damage regardless of the positive/negative flips the damage flip could have been at.

A Game of Chance โ€“ A Ca ability targeting Wp, which has to target an enemy model. The winner of the duel gets to 2 cards and then discards one card. Which is a nice way of cycling your hand if you win although you can only do this once per turn. The triggers are also make it a bit more win-win for yourself:

  • Heads, I Win โ€“ Crow – After succeeding the target has to discard a card, which means you get a positive swing on the hand numbers. You gain they lose..
  • Tails, You Lose โ€“ Crow – After failing, you get to draw a card, which means you get to draw a card regardless.
Tactical Action

Creepy Fog โ€“ A 0 action that needs any 7 to achieve that creates a bubble of soft cover which is very handy protecting against shooting on the approach in.


For the cost of them I really like them admittedly I am looking at them as an addition to Lynch crew in 10T but they are great for him ๐Ÿ™‚ Yes they are slow but plenty of pushes to help with this (as is true in NB). But with some movable soft cover against shooting means they can help protect both Lynch and Huggy. Their big job is Gamble your life but donโ€™t forget about a game of chance as well.