Beckoner


 * Beckoner, Neverborn Minion [[image:Beckoners.jpg width="648" height="404" align="right"]]**

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=__Overview__= The Beckoner is the Rotten Belle of Lynch's crew, and is just as essential to him as the Belles are to Seamus. They also hold the dubious honor of being the first ladies of the night in the game that are not zombies.

=__Mobility__= The Beckoners have a moderate Wk/Cg. The only other ability they have to move themselves is built into their main spell, **Come Hither**.

=__Offense__= Beckoners are control pieces and function to pull enemy models into your crew and spread the Brilliance characteristic at range. They have a gun, **Honeyed Words**, with a moderate range that attacks Wp instead of Df and ignores cover. Models damaged by this attack receive the Brilliance characteristic. Their gun also has a highly useful trigger, **First Taste's Free**. This trigger reduces a target's Wp or Df by 1 and is cumulative. Additionally, the debuff does not end during the Closing Phase, but rather last's until the Beckoner's next activation. This trigger makes them an attractive (pun intended) option for Zoriada or Pandora crews, both of which are heavily dependent on Wp effects. One strategy would be to have the Beckoner activate early in one turn, apply the debuffs, and then activate late the next turn; giving the maximum length of time for the debuffs to be in effect. In addition to the gun they have a melee attack with their nails, which has a low damage spread but automatically provides poison.

This is the bread and butter spell of the Beckoner and the reason for taking them in a Lynch crew. This spell works in a very similar way to **Lure**, pushing the target toward the Beckoner and then moving her toward it. The twist is that if the target has Brilliance than they push their charge rather than their walk, and the Beckoner has a trigger where if the two models end within melee range of each other, the spell target gains Brilliance. This spell works for your crew on several levels, pulling enemy models away from the safety of their crews or away from objectives, providing Brilliance at range, and if they end the move in melee range of a Beckoner, locking that enemy down with a model that they cannot hit due to **Irresistible** and **Don't Bite the Hand**.
 * Come Hither**

This spell removes AP from a target's next activation, 1 per mask in the Ca value. This can be used to neuter an opponent's heavy hitter for one turn, but be aware that the spell only effects general AP and targets can still use AP generated by Melee Expert, Casting Expert, etc.
 * Sales Pitch**

The reason other than Come Hither that the Beckoner gets taken in Lynch crews--all models within 6" of the Beckoner do not lose the Brilliance characteristic at the end of the turn.
 * The Party Never Ends**

=__Resilience__= The Beckoners have a reasonable base defense and willpower, and tend towards the high-middle end of the spectrum.

Enemies attempting to attack the Beckoner must pass a Wp 12 duel or else the action fails. While it may not keep them safe all the time or versus a determined opponent, any talents that force flips or duels are always useful.
 * Irresistible**

Models attempting to target the Beckoners receive a huge debuff to their attack flips--provided they have the Brilliance characteristic. Depending on how successful you are with tagging enemy models with the Brilliance characteristic, this talent can allow the Beckoner to sit in the middle of an opponent's crew and be nigh untouchable; which is exactly where they need to be to get the most from **The Party Never Ends**.
 * Don't Bite The Hand**

This is a simple (0) action push that allows your Beckoners to escape melee combat. This can be very useful as it is their ranged weapon that provides the most utility for this model.
 * Seductive Swagger**

=__Tips and Tricks__= The Beckoner's optimal turn occurs when they begin within 12" of a target. The first AP is used to fire their **Honeyed Words** attack at a target model, wounding it and giving it Brilliance. They then use the (0) action **Know My Client** to buff their stats versus models with the Brilliance characteristic. Finally they cast **Come Hither** on the original target (relatively easy with a Ca of 8), pushing that target its charge towards the Beckoner and the rest of your crew.

=__Master-Specific Tips__=

The Beckoners are one of the lynch-pins (pun intended) of his crew and the main way of handing out Brilliance and pulling models into striking range of the crew. It is the author's opinion that one should always be included in a crew whenever possible, and at larger point games (~30ss) serious consideration should be given to having two Beckoners.
 * Jakob Lynch**

The Beckoner is a not unattractive option to consider for both of these masters, as she is able to pull enemy models into range of your crews and debuff their Wp, a stat that is very important to both masters. Care should be noted though, that the beckoners abilities with brilliance will have hardly any effect on the other models in your crew, unless you're also taking honeypot minions like tannen and graves. Paying for these now defunct abilities is a bit useless, and it should be questionned whether a lilitu/lelu combo could do the job so much better, though at a much higher cost.
 * Zoraida/Pandora**

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

=__Playing Against [Minion]__= Threat level, how to kill/neutralize it, what to watch out for etc.

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 * __Ownership__ **