Thunderbear – Mr Tannen

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

Stats

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..

Abilities

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.

Overall

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.. .

Stats

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..

Abilities

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.

Overall

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.

Stats

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..

Abilities

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.
Upgrades

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.
Overall

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.

Stats

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

Abilities

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…

Overall

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..

Lucky Shadows

Mixing my factions up a little bit today as we have the Bayou Bears and Thunderbear articles combining. It’s time to consider the Effigies of the 10T and Gremlins.

Stats/Abilities

The front of the cards of these 2 scamps are identical. They have decent Df and average Wp, both will also keep up with the rest of their crews as far as Wk and Cg go. However they have very low wounds but as they are only 4 points that can be expected.

This is slightly tempered by the fact they are Hard to Kill and have Armour as well, which helps a little with the survivability. While Accomplice lets them allow the instant use of some of the conditions they grant.

It’s worth pointing out that they are minions so can fully take part in schemes etc.. This makes them great for the price on top of everything else. This is where the similarities stop so on we go..

Lucky Effigy

The gremlin effigy adds some helpful abilities to a Gremlin master which makes them even nastier

Attack Actions

The Crusty Blade has some mightily impressive damage output but its Ml 3 is just plain bad… If you are using it plan A is probably not going well or you got your hands on something v squishy..

Tactical Actions

This is is where all the effigies shiny really..

“Hit Me!” pretty easy Ca action that needs any 6 to succeed, enemy models nearby that declare an attack or charge that could also target the effigy they must pass a Wp duel or they have to target the effigy. This will generally mean the effigy will be squished however it could save a key piece for you.

Luck o’ the Draw – 0 action allows you to target your friendly Leader which grants the Luck Draw Condition, which means that every time they flip a Ram they can heal 1 damage.

The Lucky one is a nice addition to a gremlin crew, yes he is more expensive than a Boy but then most things are… He brings a little bit of protection to key pieces and in theory could hurt something a LOT if he could hit..

But the free healing he grants makes him worth the points (considering dirty cheater fills an upgrade slot) and as most masters (or even henchmen) like flipping Rams for triggers then more bonus is welcome. But masters that are taking damage during the game in a piecemeal way will probably like the Luck more than others.. So Ulix and Ophelia spring to mind straight away but any of the others wont say no.

Shadow Effigy

While the Lucky one is more aggressive lead, Shadow is more schemes and defensively lead..

Attack Actions

The Precision Blade mans the Shadow is hitting as well as Lady J and other big hitters but only doing a point of damage. There is even no damage track…

Tactical Actions

Remember the Mission impressive ability that allows a friendly Minion to gain Remember the Mission condition, which allows the model to place a scheme marker at the end of their activation. Impressive as it is not a interact action so can be done while engaged.

Blend Into Shadow – 0 action allows you to target your friendly Leader which grants the Into Shadow condition. Which forces enemy to take negative attack flips for one attack then the condition expires

Shadow certainly helps with the placement of scheme markers which can be huge in the right schemes in play, but also when you consider the types of masters 10T have then being able to make an attack have to deal with being negative flip makes it that much harder for that big action to happen.

With all this in mind the Shadow is OK with any master it is more to do with number of scheme markers needed that he becomes more interesting as a choice.

Thunderbear – Ama No Zako

Another Thunderbear (and now outbearcast) article this time I am looking at the local angry ghost that gets herself about. Its time to look at Ama No Zako.

Stats

She is not bad stats-wise with above average Wk (a decent Cg as well). She can also take a hit with so many wounds. Although her Df is average she has good Wp.

All for 9pts and ability to spend Soulstones means she is not bad at all, she also has an ok cache for a henchmen.

Abilities

On to her abilities;

Flight – Means she can go where you need her, on top of her good Wk she can shift around the board.

Hard to Wound – always good to keep her going.

Terrifying – Only on living but the TN is pretty high, wont protect her all the time but great when it comes off.

Attack Actions

Vicious Embrace – Average Ml attack that has great damage spread and also decent reach.

  • Quaff Blood – Crow & Mask trigger – Although the Crow is built in. She gets to make a healing flip which is roughly double what damage prevention does.

Promising Whisper – 0 action that needs an 8 of masks targeting Wp – That is very similar to Obey but obviously can only be done once and competes with her tactical action. Range also means she can charge whatever she could target so is more about setting something else up or moving out of a scoring situation.

Swallow You Whole – Very similar to devour. She needs a 7 of tomes and if she does eat something she gets to heal which is always nice. Will always need some set up certainly if you want to eat something good as they need to be paralysed or Ht1.

Tactical Action

Miasma of Boils and Flies – Needs a 6 of Crows for this 0 action to happen. It creates a bubble of severe and hazardous terrain around her. It is just big enough that it will slow most things down. Possibly enough to stop a charge but also the hazardous effect means. Even unimpeded models will need to think about it (free damage is great after all).

Overall

Within 10T there is not a lot that will synergies with her well (beyond the likes of Kang/Toshiro buffs). What she does grant is a fast Henchmen, something 10T lack (looks at ototo) but she can also hit pretty well and just generally annoy and get in the way. No one likes hazardous terrain near a squat marker never mind a hitty spirit (even though she doesn’t have the spirit characteristic).

If you are after a scheme runner but the likes of the Tengu are a bit squishy for you then Miss Zako could be the one you want.

As that is where she will excel in a fight she knows she can win against smaller prey.

EDIT: This is all true for the Outcasts as again she is a fast Henchmen in this faction as well (Taelor). Which is increased greatly by Oathkepper upgrade. Her miasma becomes even nastier in say a Jack Daw crew which can increase the size of it. with her Promising Whisper she can easily get some of the slower models in the faction moving without Oathkeeper. She can also help move things like Vik of Blood around as OR hit more!