M2E+The+Illuminated

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 * The Illuminated, Ten Thunders/Neverborn Minion**[[image:theilluminated2.jpg width="274" height="403" align="right"]]

=__Overview__= The Illuminated are those who manifest the Brilliance in their bodies; twisting themselves into inhuman monsters.

=__Mobility__= The Illuminated have a good WK of 5 and an impressive CG of 8. It's their other abilities that make them "shine" though.

=__Offense__=

Hardened Brilliance
The Illuminated's melee attack has a nice reach of 2" and good damage of 2/4/5 with a **Ml** of 6. The damage is improved further against models with the Brilliance characteristic by adding +2 to it, making them a fearsome 4/6/7. With the //Flay// trigger this model can cheat the damage flip and really do some wounds to whatever it hits.

Scintillating Cloud
A medium ranged **Sh** action that shares the same damage profile as **Hardened Brilliance**, though with **Sh** 5 and a range of 8". Its main use will be for the trigger //Filled with Stars//, which can intoxicate the target and anyone nearby with the **Brilliance** characteristic. This attack tends to be sidelined because of how big the melee threat of the Illuminated is and how long their charge range is. It's still a good option to have and provides them with their only way to give a target **Brilliance**.

=__Resilience__= The Illuminated can take a lot to remove. An adequate 7 wounds and defensive stats is complemented by a suite of defensive abilities that let them soak up damage and keep on coming.

Terrifying (Living)
Any living model walking near or targeting the Illuminated will have to pass a **TN 10 Horror** duel first. This is the first line of defense the Illuminated has and really provides more of a drain on your opponent's hand when relevant.

Armor +1
Any damage the Illuminated does suffer is reduced by one, always a nice ability to have.

Regeneration +1
When this model activates it automatically heals 1 damage.

Brillshaper
A 0 action that gives this model a healing flip on top of what they already get from **Regeneration**.

=__Tactics and Tips__= With its defensive abilities and healing, the Illuminated can make a great damage piece or be used to lock down an enemy model in combat. With great staying power it can take a lot of your opponents resources to remove him, allowing your other models to focus elsewhere. If your Illuminated becomes damaged prioritize activating it early the next round so that it can heal up and get a few more attacks in.

In pairs they are a tough nut to crack and great for the "Turf War" strategy due to them being hard to take down in one turn. Also, in pairs, one can shoot out the cloud and get the trigger for //Filled with Stars// to give a model **Brilliance** and the other can then charge in and carve them up.

They mostly play well with anything that gives out **Brilliance**, meaning Jakob Lynch, Beckoners, The Hungering Darkness and The Depleted are all appreciated allies by them. Outside of that they are great all rounder models so any crew can get good use out of an Illuminated if they need some more muscle.

=__Master-Specific Tips__= Jakob Lynch is the most clear synergy, which makes sense, since the Illuminated are his minions. Jakob can hand out **Brillance** in two different ways, with either his pistol or with **Play for Blood**, amping up the Illuminated's damage. He can also have the **Addict** upgrade, giving Illuminated in his LoS a positive flip on attack and damage against models that have **Brillance**. When running Illuminated with Lynch try to use **Brillshaper** whenever you activate one. It may seem pointless if The Illuminated isn't damaged, but it gives you an extra chance to pick up an ace with Lynch.

Lucas McCabe can also help out the Illuminated. If he uses **Black Flash** on an Illuminated, then hands him the **Badge of Speed** giving the Illuminated **Nimble**, the Illuminated can now activate twice, with an extra walk during each activation. This means that an Illuminated, with their walk of 5", could potentially walk 30" in one turn. Alternatively, they could walk with the **Nimble**, then charge. Between the 5" walk, 8" charge and 2" **MI** range, the Illuminated can start swinging on someone 15" away. If the Illuminated kills them, great! Go ahead and do it again. If he fails to kill the target on the first attempt, well, you have one more. Combined with the Illuminated's natural resilience and healing, there's a good chance that the Illuminated will survive to use the **Reactive** condition, and then be able to heal.

Both the **Elixir of Life** and the **Strangemetal Shirt** can also amp up the Illuminated's natural survivability. The **Elixir of Life** can increase the Illuminated to having **Regeneration +3**, which means that with **Brillshaper** an Illuminated can heal between 4 to 6 damage in one activation. It also gives him and all friendly models within 3" **Unimpeded**, which can really surprise people who thought severe terrain was going to control the Illuminated's amazing charge range of 8". The **Strangemetal Shirt**, on the other hand, can increase an Illuminated to having **Armor +2**. This is also given out to all friendly models within 4". Having two or three Illuminated advancing, one with the **Strangemetal Shirt** and one with the **Elixir of Life** can really show the synergy that McCabe can have with the Illuminated.

Lucius can give The Illuminated a positive twist on their attacks, as well as feeding them more AP. With Wp 6 they're a pretty good target for **Commanding Presence** and you can even damage them with **Devil's Deal**, only to shrug it off when they activate.

The Dreamer doesn't have any particular synergy with The Illuminated, but he can still push them around and make them attack with **Empty Night** and if they activate within 6" of him their healing potential is ridiculous.

=__Playing Against Illuminated__= They hit hard, move relatively fast and are hard to put down. You need to make sure you take them completely out before they activate or they will heal at least 2 and likely more without breaking as sweat. Concentrated fire is your friend.

It might make sense not to target one until it has already activated because if you almost kill it, but it still has its activation, it can very well activate next and heal completely back up.

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