The+Depleted

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 * The Depleted, Neverborn Minion [[image:The-Depleted.jpg width="431" height="504" align="right"]]**

=__Overview__= The Depleted are basically cheap targets for the Hungering Darkness'.....hunger for Brilliance. He heals more with them, but they take more damage, and they are drawn to models with the Brilliance trait. They're insignificant, unless within LOS of the hungering darkness.

=__Mobility__= The Depleted can't charge, but have a decent 5" walk. They have a **(0) Drawn to the Light** that pushes them a max of 5" toward a model with the Brilliance characteristic. They also share a Zombies rule called Shambling, meaning they ignore severe terrain penalties.

=__Offense__= The Depleted are the empty living shells of people who have been using Brilliance for too long, as such they are not combat monsters. They have a below average Cb value with a lower-end damage spread. These low stats can be slightly deceiving however, because the Depleted get a positive flip to damage against models with Brilliance and any model they wound receives one burning token, upping their damage potential a decent amount. This has some possible synergies with Iggy, the only other Neverborn minion who currently uses burning tokens and a Ht 1 Woe who can be taken in a Ten Thunders crew with Lynch.


 * Reduced to Cinders** is a defense trigger with great offensive potential. When killed in melee with this trigger up, the Depleted explodes like a mini-Papa Loco, giving all models within 2" 2 Dg and Brilliance. One important thing to note about this is that the depleted are Hard to Kill - This means you know when they're on one wound, and when they will be killed, so you will know exactly when to cheat in a crow (Preferably a low one), to trigger this.

=__Resilience__= For a 4ss model, the Depleted can be disgustingly resilient, which is necessary as they will not be successfully dodging or resisting attacks often. They have **Armor +1**, a whopping 6 wounds, and **Hard to Kill**. On top of all of this the Depleted have **Feels Nothing**, an ability that turns Severe damage into Moderate damage as long as the attacker doesn't flip a red joker. If all of that wasn't enough, they're also **Immune to Influence**.

=__Tips and Tricks__= The Depleted form the throw away tarpits and objective grabbers of Lynch's crew.

They can be startlingly fast once buffed up, capable of pushing 5" towards a model with brilliance, then double walking another 10" (or 12" with **The Source** up), for a grand total of 15"-17" of movement in a turn, which ignores severe terrain. Although they are Insignificant on their own, this goes away when they have LoS to the Hungering Darkness. When given Reactivate by the Hungering Darkness, these guys can (1) interact with objectives up to 20"-22" away in a single turn, and the loss of such a cheap minion can be an acceptable trade for those final victory points. The push action also allows them to easily escape combat, making them very hard to lock in place.


 * Reduced to Cinders** is an extremely useful way to get the Hungering Darkness into position. The Depleted gets thrown up into the enemy lines and dies, exploding for damage and handing out Brilliance. At the same time the Hungering Darkness comes into play and can activate and attack with all of the Brilliance buffs already in effect. This can only be triggered by enemy attacks.

=__Master-Specific Tips__= Main use is taken in any crew led by Jacob Lynch. Due to nature of being insignificant, can be taken as a durable element for Hamelin the Plagued.

=__Minion-Specific Tips__= (Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)

=__Playing Against [Minion]__= The best way to deal with the Depleted is at range or with spells. They have very low defensive stats and resists, so make easy prey for triggering blast damage chains. If they are killed with non-melee attacks, **Reduced to Cinders** will not trigger.

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