Goryo


 * Goryo, Resurrectionist Minion**

=__Overview__= Looks like an Onryo, but he's even nastier in close combat and can summon Seishin. This guy is definitely something you'll want to run in a Kirai crew or summon with Spirit Molly.

You can also hire it with Yan Lo, even if you're declaring Ten Thunders, as it is a Retainer.toc

=__Mobility__= Good Wk stats combined with Incorporeal gets this model where it needs to be reasonably well.

It can charge models that have the **Adversary** Condition on them for 1 AP, which extends its threat range against anything that you can tag with another Spirit.

Being summoned directly where it needs to be means Mobility often isn't really an issue for this model.

=__Offense__= A melee attack with a decent damage spread that ignores armor is what our angry spirit brings to the table. It has a 2" range reach and a non built-in trigger on a Tome to hand out **Slow** after damaging.

It also has a short ranged **(0)** **Ca** Action that does 1/1/2 and is capable of adding **Adversary** on a trigger if you flip or cheat a Crow. As this spell is its only **(0)**, it is worth using this every turn if something is in range.

Being a Spirit, this model itself also benefits from the **Adversary** Condition being on enemy models. As long as an enemy model has this Condition on it, a Goryo's Attack Actions are more accurate, and it may declare the Charge Action against them for 1 AP.

=__Resilience__= Incorporeal and a good wound count for a minion make the Goryo resistant to melee and shooting, but not spells.

=__Tactics and Tips__= This model is many times more efficient if you can hand **Adversary** out to its target, so naturally it's a good fit with Kirai, Datsue Ba, Onryo or other fellow Goryo. When summoned in, the 1 AP it has is plenty as long as you can tag something with this Condition.

Always use **(0)** before Charging unless your preferred target already has **Adversary**. If you manage to topdeck a Crow it will either force the opponent to cheat or make the Goryo's Charge far better. If your target already has **Adversary**, save the **(0)** to tag something else after your Charge is complete, or to finish a model off that's on its last wound. It's particularly nice to get rid of **Hard to Kill** models.

For Spirit Molly, the Goryo is a fantastic summon option. If you have Onryo nearby (which are also cheap, staple summons for her) they can set up a freshly summoned Goryo's 1 AP Charge, which Molly herself can set in motion with her **(0) Whispers of Past Life** or immediately after activating with **Accomplice**.

Another good option is to summon the Goryo directly into engagement, abusing its 50mm base to catch as many enemy models as possible within 3" for the **WP** duel that her summon Action forces on them. Any model within 1" will also be in for extra pain from the **Black Blood** that she also gives out. The Goryo can attack freely, or summon a Seishin with its **(1)**, which damages itself for 2 damage, which is in turn perfect at splashing that lovely **Black Blood** goodness all over the enemy crew.

=__Playing Against [Minion/Peon]__= You don't want this guy getting in close so slowing him or paralyzing him is a good idea, then zap him with Ca attacks to finish him off.

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