Ten+Thunders+Brother

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 * Ten Thunders Brothers, Outcast Minion, Ten Thunders Minion [[image:WYR5068.jpg width="376" height="376" align="right"]]**

=__Overview__= A melee model designed to work well together, the Ten Thunders Brothers have several interesting tricks, but not a lot of damage output. Update: As per book 4, Ten thunders are now dual faction, and have companion (Ten thunders faction).

=__Mobility__= The Ten Thunders Brothers have a decent Wk/Cg of 5/7, and can Push using (2) Run Through, which also gives a melee attack.

=__Offense__=

The Ten Thunders Brothers have a fairly accurate but low-damage melee attack, with Rg 2, Cb 5, and Dg 1/3/5. This attack has a trigger, Trip (masks), which moves an enemy and gives them Slow, and another Trigger, Ten Thunders Strike (rams) which gives positive twists to the attack.

The Ten Thunders Brother also has (+1) Melee Expert, so it can make an additional melee attack.

The Ten Thunders Brothers have Companion with Misake and Ten Thunders, so they can launch a well-coordinated Alpha Strike together.

=__Resilience__= The Ten Thunders Brothers have several good resilience tricks. They have a Df 6, which is quite good, and a Df trigger on tomes that gives a Defensive Stance effect without using an action. Furthermore, Defensive Stance works better for Ten Thunders Brothers -- giving an extra positive twist to Defense and reducing mobility less.

The Brother also has a (0) Spell, **Martial Artistry**, that can give one of three effects: Since the Ten Thunders Brother has no other (0) Actions, it's always worthwhile to try this spell, even though you need a 7 of Masks to make it work.
 * **Snake Style**: Positive twists on Wp and Ca Resist flips. (Good against magic-heavy enemy crews).
 * **Tiger Style**: Terrifying->11. (Good against enemy crews with a lot of living melee models or crews with terrifying models that the Ten Thunders Brother is going to engage)
 * **Crab Style**: Hard to Wound 1. (Good against everyone else).

=__Tips and Tricks__= Against an opponent who relies on a lot of (0) Actions, such as Nix, the Bull Terrier or Doppelganger, it may be worthwhile to move two Ten Thunders Brothers into range. Then each (0) Action costs an opponent a Control Card, thanks to **Diversion**.

=__Master-Specific Tips__= The Ten Thunders Brothers are Mercenaries and can be hired by almost every Crew.

They have great synergy with any Ten Thunders master (playing as Ten Thunders and not their other faction); they can companionn with any Ten Thunders models within 6" and give you a massive alpha strike!

=__Minion-Specific Tips__= Usually, Ten Thunders Brothers work best when you take several of them together. They work well with any Ten Thunders faction models so they can companion and give you an alpha strike.

=__Playing Against Ten Thunders Brothers__= Ten Thunders Brothers are a fairly low-power model with strong defenses, so generally not a priority target.

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 * __Ownership__ **