The Thundrik’s Profiteers Expansion was provided for review by Games Workshop Ltd. I’d like to take a moment to thank the entire team for affording us the opportunity to review these Duardin!
Thundrik’s Profiteers Backstory
Bjorgen Thundrik and his crew of skyfarers were not the first among the Kharadron Overlords to search for Shadespire. The whispered rumours of the Katophranes’ Treasure had reached many sky-ports, but those expeditions that were sent either returned empty-handed or did not return at all. With a hardy crew and a magnificent sky vessel at his command, Thundrik set out to achieve what all others had failed to do. By following the faint scent of aether-gold that wafted across the Desert of Bones, he eventually found the dead city – but his expedition too was ultimately doomed. He, along with his crew and even his ship, were drawn in by the deathly magic of that cursed place, and found themselves trapped in the Mirrored City. Thundril now leads his bold crew of profiteers in search of their lost skyvessel – for without its capacious hold they have no way of escaping with all the treasures they acquired.
Thundrik’s Profiteers Miniatures
Thundrik’s Profiteers contain five fighters joining Garrek’s Reavers and Spiteclaw’s Swarm as a middling size warband. Five fighters provides you with flexibility in your activation choice, as not all the Profiteers will be able to activate without Power Cards, this affords you some redundancy in case one should be taken out of action
Assembling the miniatures was simple and the ‘brown’ metallic colour is easily identifiable from the Skaven, rather more in keeping with the brass steampunk look of the Kharadron Overlords. My favourite miniature of the bunch has to be Khazagan Drakkskewer with his Skyrigger Balloon. These Duardin certainly feel regimented and a cohesive force – I’ll be having mine painted as the box art suggests. Though I cannot wait to see what the community produces with the various Skyport colour schemes available.
Bjorgen Thundrik is an extremely fun name to say, and an extremely fun model to use in your games of Warhammer Underworlds! With an accurate ranged attack, which only gets MORE accurate & damaging once inspired, Thundrik is able to threaten anyone within five hexes of him despite his stunty legs.
Promotion is an interesting new ‘inspire’ mechanic that I TOTALLY CALLED CORRECTLY in my predictions of this warband. Having easily scored objectives in turn one is extremely important for this warband, and getting Thundrik inspired as soon as possible is a must as he is required on the table to Inspire the rest of the warband!
His on card reaction provides an exciting prospect for area denial! When activated near a group of lethal hexes Bjorgen can force the opponent to take damage if they want to get near his profiteers!
Dead-eye Lund scores you What Armour? early as soon as possible! With his Duardin profiling you’ll want to get this profiteer promoted after Khazgan and Thundrik.
Garodd Alensen is the warband’s Danglebro. He will likely score you Martyred or Calculated Risk to ensure that Thundrik or Khazgan can get their promotion. All in a days work for Garrod, and don’t worry he’ll be brought back to life for another fight another day…he is in the Mirrored City after all!!
Enrik Ironhail scores you Get Thee Hence! and probably Martyred. Inspiring him is nice but not overly necessary unless you’re truly GUNNING for Headshot! Range three with Knockback provides a lot of utility to dictate who can engage the Profiteers, especially when you consider Seek the Skyvessel.
Khazgan Drakkskewer is your second promotion and close combat fighter! A range 2 attack for 2/3 damage is nothing to turn your nose up at. Bonus points for playing Spectral Wings, Charging in with Khazgan, scoring Cover Ground, Promote him, hit for more damage and then disappear with Illusory Fighter or Seek the Skyvessel
The bit we’ve all been waiting for, and what you’ve probably skipped back to after checking out the Universal cards!
Giblin’s Top Pick
Headshot – All the attacks you’re going to make (bar Khazgan & Garrod) are range three, and you’re pretty likely to score a Crit Hit with the amount of dice you’re rolling. Challenge Seeker just seems to be the ultimate upgrade at the moment to get these low health fighter an extra dice!
Remaning Faction Objectives
Search the City – A duplicate of Our Only Way Out I foresee some objective play for this warband but I’m not sure it’s how I’ll be running them!
Stake a Claim – Essentially this is Denial in any turn. I don’t think this card will see much play honestly, with the Profiteers excelling at range the opponent has to come to you to score any combat oriented objectives.
Live by the Code – An extremely easy to score objective turn one if you’re confident you don’t need to go digging for objectives. It DOES lock you down from discarding unscored objectives – be careful with this as you may brick your hand for the sake of one glory and a Promotion.
Sound Finances – This is a brilliant turn two or three card – having five unspent glory is easy to come by when you build for it. I think this may see play as a two glory objective is always good to have!
It’s Ours Now – Score this if two or more friendly fighters are in nobody’s territory. At best you need to occupy two of seven hexes and at worst you need to occupy two of three hexes, all the while leaving your fighters vulnerable to those who wish to do them harm. This isn’t for my playstyle.
Collect Bounty – It’s the same as Assasinate, and I’ve not seen that card since the original Shadespire core box!
Giblin’s Top Pick
Seek the Skyvessel – Oh my yes! This card is golden! Every playstyle will love this card! Ploys that let you Move are so good! Remember regardless of whether you have a Move or Charge Token you can still make this move as it’s a ploy that is telling you to do it. Great for scoring Longstrider.
Toxic Gasses – aka my bathroom after I’ve been on the boozer. I like that this allows you opponent to pick their demise. For anyone near lethal hexes this is just a point of Damage but if you can set it up correctly then you can put the screws to your opponent as they try to figure out your cunning plans.
Quiet Contemplation – There are better cards for either effect. If you want to draw Power then take Improvisation, if you want to draw Objective Cards take Rethink Strategy. This card gives you that flexibility to switch up what you want.
Remaning Faction Gambits
Unyielding – Not being driven back isn’t really a big deal – with the low health pools being hit will likely result in death. Not being driven back due to a tied result probably doesn’t do all that much.
Atmospheric Isolation – If you’ve got Thundrik alive this has the same effect as No Time but if he’s dead. Then this is a blank card.
Ambitious Attack – +1 Damage to range 1 or 2 Attacks – only relevant to Khazgan really. As most attacks will come from Range 3 I think this is a pass.
Prepared Position – The Guard Card! I love it. Great for scoring Change of Tactics and getting someone promoted efficiently.
Aetheric Augmentation – The designers loved alliteration for these cards… this card provides +1 dice. As I’ve said many times this is a nice to have but with the existence of Fulled by Fury and Haymaker available this will be left at the wayside for those with complete collections.
Timed Charge – Leave a bomb behind when Khazgan flys away from a fighter. On the roll of a Smash or Crit then all adjacent fighters suffer 1 damage. This is a nice thematic card but not one I’ll be running!
Protect the Boss – Choose a friendly fighter and push them two hexes towards Thundrik. It’s got some uses but I’ll be taking Seek the Skyvessel for my shenanigans!
Giblin’s Top Pick
Ancestral Fortitude– More wound = more promotions!
Ancestral Might – Given to Drakkskewer for big attacks, and in-faction artwork is a nice change to Great Strength.
Augmented Buoyancy – Move 6, ignoring blocked and lethal hexes, and Range 2 attacks make even Skritch jealous, and a good alternate to Faneway Crystal to score Cover Ground.
Remaning Faction Upgrades
Rapid Reload – Double tap that minigun! As a rule I’m not a huge fan of named Upgrades unless they are particularly powerful. With Ironhail only having three health when promoted I’m not overly confident with him surviving long enough to make full use of this.
Swashbuckler – Bonus dice are great, but see above for the exact same point about named upgrades.
Empowered Aethershot – Cleave on Ironhail is amazing. But see above.
Magmalt Draught – A reprint of Potion of Constitution I like it to keep Thundrik ticking!
Paymaster – Impress the boss! If you’re planning to group up this is a solid upgrade to allow re-rolls!
Punishing Retort – I like the effect but loathe the attack. Attacking your foe when they fail an attack is great, but when it HAS to be a two fury one damage attack I’m less enthused. After using Magore’s Fiends recently I’ve learnt how pants the Gorefist is.
Breath of Grungi – Knockback 1 Darts. Good for another option to score Get Thee Hence! but I think Ironhail will have that covered.
Giblin’s Top Pick
Tactical Supremacy 2-5 – It’s nice to see more of these cards for the Hold Objective Warbands!
Calculated Risk – PHWOAR!!!! Just Move through a lethal hex and score a glory. F**K YES!
Death from Afar – Score Immediately for killing while at least three hexes away. Magic & Ranged Attack fighters got a buff here! I think Farstriders needed it. I don’t think Cursebreakers needed it.
Remaining Universal Objectives
Biding Your Time – Score this if you took no attack actions and have at least one fighter on the battlefield. Brilliant for hyper-defensive warbands!
Branching Fate – Score Immediately if you roll three or more Attack/Defence dice and they all show a different result. If you have the capability to reach that many dice then it’s not terrible.
Building Momentum – Score at least two other objectives in this phase for one glory. Essentially this is a reprint of Flawless Strategy.
Every Trick in the Book – Another reprint, this time of No More Tricks.
Versatile Fighter – Score in the end Phase if you made a Range 1 or 2 attack AND a Range 3 or more attack in the proceeding action phase. Brilliant for Sanson and the bird.
Tireless Slayer – Score if a single fighter takes three fighters out of combat in the proceeding action phase. Mollog might consider this but I doubt it’ll be overly popular outside the Mob.
Patient Commander – Third End Phase. Score if you took 2nd activation in all turns. I’ll be leaving this in the binder.
Master of Mayhem – Score immediately if you have used three or more actions/card that utilise a Scatter (hello all-in Snirk players!).
Giblin’s Top Pick
Aetherflux – Make you hard to cast spells easier! The applications of this are wide reaching and opens up a lot of opportunity for those big double focus spells!
Amnesiac Backlash – Cast on a crit and as a reaction BUT if it comes off the opposing S̶t̶o̶r̶m̶s̶i̶r̶e̶ wizard cannot cast spells any more!!
Sphere of Aqshy – We’ve reached tipping point. Wizards now have the tools to do a lot of damage at range. This is functionally the same as Raptor Strike, and we know how good that is!!
Remaining Universal Gambits
Stand and Shoot – Shoot the guy who is about to charge you in the face! You can’t drive them back but you could kill them :shrug:
Piling On – Stab them in the Knee for everyone!
Black Powder Sphere – A nice way of getting some AoE damage out there but the application is so random. There is a Scatter to see where the bomb lands and then a 50/50 roll to see if any damage is done.
Shifting Reflection – I quite like this – you can switch the position of two fighters that are holding objectives. Maybe a bit too niche but I love the idea of it!
Trading Up – Ditch the upgrade you have to equip one from your hand!
Magical Dearth – Only crits matter for spells in the power step. If this rolled into the next activation too I think it might see a little more play but as it is simply playing Silence is better.
Empathic Exchange – Big two health healing spell that Ylthari’s Guardians might consider packing into their deck!
Giblin’s Top Pick
Tome of Healing – Gotta push that Tome play!
Blessing of Hydragos – Keep on stabbing people! Great for bouncing away from a Charge!
Earthing Stone – Shut down Objective play by removing the ability to score them!
Remaining Universal Upgrades
Crown of Avarice – Okay, this is the real winner of the upgrades in my opinion. Throw this on a vital fighter or a danglebro and then you can essentialy steal the Glory they just earned for killing them!
Hammer of Scorn – 2 Smash, 2 Damage, Knockback 2. Just a solid attack that will send folks flying! My Turn this!!
Voidsceptre – remove those horrible Persist spells. Time will tell if this becomes worth it – my gut says Warding Scroll is better value.
Reinforced Armour – Attacks that do a single point of damage don’t do damage. Is the attack successful still? Probably not.
Paradox Armour – This might be useful if you roll multiple dodge dice, but those crits can save your ass!
Nullstone Mace – Mact to Face! It’s a solid attack…but Hammer of Scorn is there.
Hunter’s Tenacity – Drive your opponent back and follow them up – it’s nice but there are better post-attack reactions, and I’m not 100% sure how this helps you win games.
Thundrik’s Profiteers Decklist
Untested list but the main aim is similar to my Godswon Hunt Deck & Tech. Everyone is a tool for a job and aim to make the most of their abilities printed on to the cards e.g. Cleave/Knockback
None of the score immediately cards are linked with kills so there is no need to engage more than required.