Artificer Prime Nemo & Arcane Mechaniks

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Mercenary Logo.jpg Convergence Logo.jpg Cygnar Logo.jpg Artificer Prime Nemo

Mercenary, & Convergence Partisan, & Cygnar Partisan, Character Battle Engine - ("Junior Warcaster")
Arcane Mechaniks
Companion Unit

Saved from certain death for an uncertain future, Nemo’s newfound purpose in life is to save humanity from the threat of the infernals. With his soul encapsulated in a machine designed by the Convergence, he is driven to escape with as many as he can, regardless of where they may find themselves when the end comes

Basic Info

When you add Nemo4 to your army, you get a battle engine and a unit (1 Leader & 2 Grunts).

  • Mercenary - This model will work for Convergence and Cygnar.
  • PartisanConvergence ] - When included in a Convergence army, this model/unit is a Convergence model/unit instead of a Mercenary model/unit.
  • PartisanCygnar ] - When included in a Cygnar army, this model/unit is a Cygnar model/unit instead of a Mercenary model/unit.

Nemo4

Nemo4
Missing Info
Nemo4.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 4
STR 8
MAT 5
RAT 6
M.A. N/A
DEF 11
ARM 18
CMD 8
ESSENCE {{{essence}}}
FOCUS 5
FURY N/A
THRS N/A
HP 26
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 18 (★)
N/A
N/A
(★) You get a free solo and his Mechaniks, too
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.
  • Construct symbol.jpg Construct
  • Electricity Imm symbol.jpg Immunity: Electricity
  • Pathfinder symbol.jpg Pathfinder
  • Battlegroup Controller - (1) This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. (2) This model must have at least one warjack in its battlegroup at the start of the game.
  • Limited Battlegroup - The only warjacks that can be in this model's battlegroup are non-character Convergence, non-character Cygnar, non-character Mercenary warjacks, and warjacks with Bond [Nemo]. Warjacks in its battlegroup are considered to be the same Faction as this model.
  • Opening the Gate - This model can use Opening the Gate once per game at any time during its activation. Immediately add to play one friendly non-character Faction solo without battlegroup controller with a point cost of 5 or less, placing it completely within 3" of this model. That solo must forfeit its Combat Action the turn it is put into play.
  • Shifting Powers - Choose one of the following effects at the start of this model/unit's activation:
    • Fold Space - Return to play d3 small- or medium-based friendly destroyed Faction Grunts. Models return with 1 unmarked damage box. Place the returned Grunts completely within this model’s command range, in formation, and completely within 3˝ of another model in their unit. Returned Grunts must forfeit their Combat Actions the turn they are returned to play.
    • Spatial Vortex - (1) Enemy models currently within 2˝ of this model suffer a POW 10 electrical damage roll. (2) After the damage is resolved, place this model completely within 3˝ of its current location.
  • Soul Vessel - This model generates soul tokens as if it were a living model.

Weapons

  • Bash - 1" reach, POW 4, P+S 12 melee weapon

Spells

COST RNG AOE POW DUR OFF
Lightning Shroud

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 STR and Immunity: Electricity, and its melee weapons gain Electro Leap.
Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.
Locomotion

(★) 6 - - - No
The spellcaster spends up to 3 focus points to cast Locomotion. Target warjack in the spellcaster's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per activation.
Watcher

3 SELF - - Upkeep No
Once per turn when an enemy model advances and ends its movement within 6" of the spellcaster, you can choose a warjack in the spellcaster's battlegroup that is currently in its control range. That warjack can immediately make a full advance towards the enemy model and then can make one basic melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted.

Arcane Mechaniks

Arcane
Mechaniks
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 5
RAT N/A
M.A. N/A
DEF 13
ARM 11
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Partisan [Cygnar]
  • Partisan [Convergence]

Abilities

  • Electricity Imm symbol.jpg Immunity: Electricity
  • Companion [ Artificer Prime Nemo ] - This unit is included in any army that includes Artificer Prime Nemo. If Nemo is destroyed or removed from play, remove this unit from play.
    Note: Unlike most versions of the Companion rule, the Mechaniks are not part of Nemo's battlegroup.
  • Recharge (★ Action) - RNG 1". Target friendly Faction warjack in Nemo's battlegroup. If the warjack is in range and it was suffering disruption, it is no longer disrupted. The warjack also gains one focus point.
  • Repair [d3+1] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+1 damage points from it.
  • Super Tune (★ Action) - RNG B2B. Target Nemo. If Nemo is in range, he gains an additional die on electrical attack and electrical damage rolls for one turn. Discard the lowest die of each roll.

Weapons

Theme Forces

Thoughts on Nemo4

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Nemo4 in a metal shell

Nemo4 is a mini-warcaster, or "Super Junior Warcaster". His statline and points cost plants him squarely in between the power level of a normal warcaster and the traditional "Junior Warcasters".

At first glance Nemo's 18 point price tag is hefty even before you add the mandatory 1-minimum warjack. However, with Opening the Gate, you get a free 5 point model that can be taken outside of the theme force restrictions. In Mercenary armies that means being able to summon an Ogrun Bokur for Shield Guard, a Steelhead Arcanist, an Ironhead, etc. In Convergence you can grab a Steelsoul Protector, an ADO, or ... if you really need it, one servitor. And in Cygnar, you've got even more options! He can also bring back d3 grunts per turn, which is even more free points.

Combine this with the fact that Nemo has 5 focus to protect himself and has 26 DAMAGE BOXES!

Like Aurora 2, Nemo has a form of Limited Battlegroup that allows him to take Mercenary, Convergence, AND Cygnar warjacks in his battlegroup. These must all be non-character warjacks unless they specifically have Bond [Nemo], and all of these warjacks count as the same Faction as Nemo. Since he is a Mercenary model, but also a dual-partisan, that means we've got three different Factions of warjacks that can all work in the same battlegroup and count as the same Faction (one of three). Quite a mind bender!

Nemo comes with a unit of Arcane Mechaniks as a companion unit. Please note that Nemo activates independently from this unit, and vice versa.

As Nemo and Mechaniks bring a great deal of focus to the table, he provides a lot of help to casters that provide little support to most of the army.

Battlegroup thoughts

Locomotion, Watcher and Lightning Shroud steer you toward heavy warjacks, rather than colossals or lights due to his ability to deliver them with a punch. However, there are quite a few worthy choices.

    Merc options    

Mercenary heavies are the best in the game point for point. The lights are a bit gimmicky.

  • Toro - A great beast stick heavy with a shield and Counter Charge. With lightning shroud on it becomes even more devastating. Probably the best low frills beatstick in the game.
    • Note that there is an interesting interaction with Fiona in The Irregulars; Nemo can Locomotion a Toro for a 3" move, then Open the Gate to spawn in a Steelhead Ironhead, who cranes the Toro around for an additional 2". Fiona then befuddles an enemy model into it Counter Charge range, meaning the Toro charges another 6" (if you set it up just right, you can trigger Watcher this way too, for two boosted attacks potentially hitting at effective P+S 22 with Shroud and Curse) into the Befuddle target. This means the Toro has just moved 11" before it even began its activation.
  • Swabber - A rare merc "tech-jack", the Swabber mixes drag and shield guard, and Nemo's Lightning Shroud brings its shield bash up to a respectable P+S 17, while Locomotion plus drag can do some messy things to snipe out enemy heavies. His Swabber is the best in the game.
  • Mariner - A great all-rounder. A 19" threat range with 4" AoE is nice even before Locomotion. And Lightning Shroud gives a POW 19 thresher attack with electro-leap. You can rarely go wrong with Mariners.
  • Freebooter - Lightning Shroud ups its damage to respectable levels and Locomotion extends its threat range to 14", which could set up a favorable piece trade or assassination with a well placed throw.
  • A Buccaneer can make really good use of Watcher to stop an attacker dead in its tracks with knockdown.
  • A Talon stops an attacker with its stall spear - and is exceptionally tough for its cost.

    Cygnar options    

Cygnar lights are much more useful than Mercenary lights, but the heavies are usually far weaker point for point.

  • Dynamo is of course Nemo's character warjack - and at an effective RAT of about 8 thanks to the reroll can do a lot of damage at range thanks to the multiattack. Also fairly brutal in melee with Lightning Shroud - but expensive and squishy for its cost. It also obligates you to bring a Firefly.
  • Hunter - Cygnar's notorious armour piercing jack benefits from Extended Control Range from Nemo. If you just want a long range gun to kill heavies this is the way to go. The armour piercing shot from Watcher is great fully boosted out of turn.
  • Charger - Two fully boosted POW 12 shots by only using one of Nemo's focus? Yes please - there go the solos.
  • Minuteman - Extended control range is always good. As are two boosted POW 14s. So's the Flak Field. Locomotion can get this thing into interesting positions.
  • Firefly - If you are doing a lightning build, this is the jack to reach for. boosting the damage of Nemo's own guns.
  • The Avenger has all the trimmings for a great Watcher Target: A powerful AOE Quake gun and a P+S 20 stall sword (under Lightning Shroud). Sadly it is priced at a premium with 17 points.

    Convergence Options    

In general you want Convergence jacks in the main caster's battlegroup because you want to maximise the focus induction. And Nemo's MAT 5 rules you out of any of his Vectors being better in melee than any of the Merc/Cygnar melee options.

  • Diffuser - the Homing Ripspike is awesome as it's a speed buff. On the other hand it doesn't chain well because it can't use three focus in a turn at range, but you probably don't want to induct chain in Nemo's BG anyway. If you are running someone like Axis, The Harmonic Enforcer with his RAT 2 it might well be worth dropping a Diffuser onto Nemo to take advantage of his RAT 6 for much more accurate threat range increases.
  • Assimilator - Bringing a RAT 6 Ground Pounder into a list can be very well worth the points for this heavy, if you have a buff like Fire For Effect in your list as well (think Caine or Ossrum). Its also a P+S 16 Weapon Master under Lightning Shroud, but you cannot have both LS and FFE on it at the same time, so you'll have to cycle.

Combos & Synergies

  • The usual slew of electric buffs: Destructotron 3000 and the Storm Strider have Super Conduction, Fireflys and Ionization Servitors have Ionization.
  • Any number of warjacks with Knockdown on their weapons, most notably the Buccaneer, Inverter, or Avenger. With watcher up, nearby enemy models will have a difficult time getting to him.
  • He can bring an Assimilator into a Heavy Metal list, where Caine0 can put Fire for Effect on it for a fully boosted Ground Pounder. The same can be done with Ossrum in The Irregulars (Ossrum can also put Snipe on Nemo).
  • Fiona carries the befuddle spell, which can be used in conjunction with a summoned Steelhead Ironhead and Nemo's Locomotion spell to give a Toro some ludicrous threat range by forcibly triggering Counter Charge and Watcher during your turn.
  • Gaspy4 - He gives fellow constructs a threat extension in Bloodthirst, which can be stacked with Diffuser shots and Ironhead Cranes and any other threat extenders in your list.
  • Nemo slots quite well into Siege1 Heavy Metal lists as Siege like to bring a Storm Strider for boosted guns on feat turn anyway, so Nemo benefits from Superconduction already. More importantly Nemo brings two boostable S+P POW 14 guns (POW 16 with a Firefly) that become really scary under Siege's feat. Furthermore Nemo can bring an Assimilator to Siege's army, aka a second source of Ground Pounder. Have Caine0 cycle Fire for Effect from Siege to the Assimilator and you got an extremely dangerous shooting list. Lastly, Nemo can Open the Gate and summon a Gun Mage Captain Adept or Patrol Dog as a anti-stealth option, which is something Siege lists struggle with if they don't bring Alexia.
  • Order of Illumination Resolutes - He can bring them back when they fall and his mechanics can repair them immediately afterwards. This combo is only possible in Heavy Metal, where models gain +1 to repair rolls as well. If you are feeling cheeky, give Nemo a Swabber or Freebooter for no KD Tough heavy infantry thanks to Lash.
  • Haley1- She has Arcane Shield, which is always good on a beefy models, Deadeye to crit fish and gives him another shot with her feat.
  • Haley2 - Temporal Acceleration likewise gives him, or maybe more importantly his jack, an extra attack and +2" threat range. Or TA one of Haleys heavies and extend the threat range even further with a Diffuser shot.

Drawbacks & Downsides

  • With the way Nemo's version of Limited Battlegroup is worded, Dynamo is the only character warjack he can take. He can't take Thunderhead in Heavy Metal, for instance.
  • Convergence warjacks can only induct within the battlegroup - and Nemo isn't a warcaster so he can't take a Corollary. You therefore need to power the battlegroup each turn, meaning you will get diminishing returns if you tase multiple Convergence jack with him. He is also only MAT 5, so Vectors will be too, pretty much eliminating melee vectors from consideration.
  • Thunderbolt is not optional. So pay attention you don't push a target you want to put two shots into out of range with you first shot.
  • Convergence players can only use him in Strange Bedfellows and destruction initiative, so you don’t get the benefits of clockwork legions.

Tricks & Tips

  • Nemo4 is a Battle Engine, his Mechaniks are a unit, and they operate completely independently.
    • You can activate them at different times in your turn.
    • If the enemy put a debuff on the Mechanik unit, it will not spread to Nemo.
  • The Mechaniks can have unit attachments.
    • In Cygnar themes they gain access to Morrowan Battle Priests which can be invaluable for saving Nemo's big butt from incoming fire.
    • In Strange Bedfellows and Destruction Initiative they gain access to the Transverse Enumerator but it's a kind of pointless upgrade.
  • You have 3 Mechaniks. That means you can use 2 to top off Nemo's jack with focus and use the other to give him an extra die on either of his guns. Or the other way around.


    Opening the Gate 101    

  • When Nemo summons a solo, it has to be the same Faction that Nemo is currently counting as. So when Nemo is in a Convergence army, he can only summon a Convergence solo; when he is in a Cygnar army he can only summon Cygnar solos; when he is a Mercenary he can only summon Mercenary solos. When taken in Strange Bedfellows, he counts as both Convergence and Mercenary so he can summon either type of solo.
    • The solo you summon ignores FA restrictions.
    • The solo you summon ignores theme restrictions.
    • If you summon an attached model, like a Squire, it enters play not attached to any model and cannot become attached either. It's a fairly useless summon.
    • Similarly, the Ogrun Bokur loses out on his client bonus if summoned; although unlike the Squire he is still a functional combat solo, but losing that +2 really hurts his output.

What to Summon?

  • In Mercenaries:
    • The best solo you can summon is probably the Steelhead Ironhead, due to his universally useful Power Lifter rule making Locomotion even more dangerous. He is also an excellent repairer and has a surprisingly good combat profile.
    • If you have a Privateer jack in your list, a Powder Monkey is also a good idea for Empower and Ancillary Attack.
    • A Thamarite Advocate is also a good option for her anti-healing and control effects.
    • A Steelhead Arcanist won't often be what you need but can be a lifesaver against cloudwall bricks.
  • In Convergence of Cyriss:
    • If you summon an Algorithmic Dispersion Optifex you can immediately use him to channel a spell through him. This should keep the enemy honest with their caster because they never know when and where you will summon him.
    • A Frustrum Locus is an excellent anti-magic piece and even if the enemy never uses spell offensively, it still has a boostable POW 12 gun with Blessed and Dispel.
    • Summoning an unexpected Reflex Servitors in a key place can really mess with your opponent's plans.
    • The Steelsoul Protector is a Shield Guard to protect Nemo's chunky new frame and also has an excellent combat profile.
  • In Cygnar:
    • The Gun Mage Captain Adept has the most universally useful kit.
    • The Arcane Tempest Rifleman can be useful when facing infantry ARM skews or you're looking to easily remove a Hermit of Henge Hold.
    • Summoning a Trench Buster adds a durable Shield Guard and some good shooting list. He can also Flank but only so long as you brought Trencher Mechaniks for him to Flank with.
    • The Patrol Dog is a good anti-stealth option, in Heavy Metal it gains Repo 3", so it has a 18" threat range on its anti stealth barks.
    • The Stormblade Captain allows your Stormclads to accumulate, even outside of Storm Division.
    • Summoning a Stormsmith Stormcaller in an unexpected spot can lead to easy disruption.
      • Note, you only get one from summoning them. When doing the attack make sure to specify that it was the Stormsmith you previously had; models cannot make attacks the round they are summoned.

Other

Trivia

  • Released 2020.02

Other Faction models

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion

Light

Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator

Solos

Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2020.08
Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Sir Dreyfus the Storm Knight - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2020.02
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flubbin - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Weird Wendell - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin & Mayhem

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2020.07

Rules Clarifications

RC symbol.png

Rules Clarification:  : Partisan      (Edit)
(Click Expand to read)

Which Faction am I?
  • Most of the time, Partisans are "friendly Faction models" only to other Mercenary models (or Minion models).
  • If they're taken in their Partisan faction, though, they stop being a "friendly Faction model" to Mercenary models and start being a "friendly Faction model" to that Partisan Faction.

Attachments

  • If a Partisan unit can get a special attachment from their Partisan Faction (for instance a Soulless Escort or Trollkin Sorcerer) then they can only get that attachment when they're in the Partisan Faction. They can't take it when working as a regular Mercenary. (Locked thread)
  • When taken in their Partisan Faction, they can't have a Ranking Officer attached.

Partisan warcasters

  • If you have a Partisan caster, you must choose whether your army is a Mercenary force or a [Partisan Faction] force. What warjacks the caster can take are then limited by your choice.
  • Partisan casters can be taken in [Partisan Faction] theme forces. Refer to the main rulebook.
  • Partisan casters can be fielded in multiple-caster games. (Locked thread)
    See also the Category: Partisan for what happens if you mix and match Partisan casters and Merc casters in multi-caster games.

Partisans & Theme Forces (Edit)

  • Since Partisans are Mercenary/Minion models, there are two ways you can add them to a theme force:
    1. If they are on the list of allowed models, then you can take as many as you want, plus another Mercenary unit/solo.(Infernal Ruling)
      They can be explicitly allowed (for example: Cephalyx in Black Industries or Kayazy in Jaws of the Wolf).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models" and Partisan Cephalyx fit that criteria). (Infernal Ruling)
    2. If the Partisan isn't on the list of allowed models, it does use up your "Up to one mercenary" slot, and you can only take one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Eiryss1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)


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Rules Clarification : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Battlegroup Controller      (Edit)

  • This model has a completely separate battlegroup to your main warcaster.
    • Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
    • Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
  • This model is not a warcaster
  • Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
  • When this solo dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Limited Battlegroup and/or Affinity     (Edit)

  • If Aurora2, Nemo4, or Asphyxious4 die while controlling a Vector:
    • The Vector remains whatever Faction it started the game as.
    • If the Vector is re-activated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal then dies, the MAT/RAT remains 0.
    • (Infernal Ruling)
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Rules Clarification : Opening the Gate      (Edit)

  • If you're using The Devourer's Host theme and bring in a solo that can have corpse tokens, that solo does not enter play with a corpse. Because it's not the beginning of the game. (Locked thread)
  • If you bring in a solo that normally declares something at the start of the game (such as Prey or an Ogrun Bokur's Client bonus) then they don't get that bonus. (CID ruling)
  • You cannot bring in a Companion model. They don't have a points cost, so cannot satisfy the "with a points cost less than 5" requirement. (Infernal Ruling)
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Rules Clarification : Shifting Powers      (Edit)

  • Shifting Powers are not a Action or Attack, so you can still do them while stationary etc. (Locked thread)
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Rules Clarification : Fold Space      (Edit)
Return to Play - Other Units (Edit)

  • "Return" is quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning models to other units, then click to read more.   [Show/Hide]
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • Troopers are placed sequentially, and you can leap frog the "within 3" of another model in its unit" requirement.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.

Rules Clarification : Spatial Vortex - None yet. (Edit)

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Rules Clarification : Soul Vessel      (Edit)

  • A Soul Vessel is not a living model in any way, so it will not trigger anything like Bloodthirst or Poison.
  • The only thing Soul Vessel means is that it produces a soul when it is destroyed, as if it were a living model.
  • An attack that would RFP a living model and thus normally prevents soul token generation (such as Snacking) doesn't trigger vs a Soul Vessel. So the Vessel can't get snacked and will produce a soul token.


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Rules Clarification : Thunderbolt      (Edit)

  • If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
    • Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
    • Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

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    Rules Clarification : Lightning Shroud      (Edit)
    Since Lightning Shroud only applies to melee weapons, it doesn't affect Power Attacks.

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    Rules Clarification : Electro Leap      (Edit)

    • Electro Leaps are optional.
    • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
    • A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
    • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
      • There are two ways you can get these "non-attack" damage rolls. Either way, they interact with other special abilities that trigger on 'attack/damage' (such as Vengeance) in the same manner, and as such we'll call both types "Pure Damage" for brevity.
      • Type 1 - A secondary damage roll that is not considered to be an attack:
        Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
      (Note that although the second damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - Non-attack damage roll:
        Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).

      • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
      • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
      • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
      • Pure damage is not from an attack, but it is damage from the original model. This has two implications:
        1. It's not an attack from a weapon so:
          • it won't gain damage buffs from the weapon (such as Poison).
          • it won't gain any Damage Types from the weapon. (Infernal Ruling)
        2. It is a damage roll from a model so:
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    Rules Clarification : Locomotion and/or Lurch     (Edit)

    • You can't cast this spell with 0 focus and advance 0" (change facing).
    • The advance will trigger free strikes, counter charges, etc.
    • Colossals cannot move via this spell.
    • Mortenebra2 and Deathjack only
      • Not only are warjacks in the caster's battlegroup, they are also in each other's battlegroup. In other words, all the warjacks are in Deathjack's battlegroup. (Infernal Ruling)
        This means DJ can cast spells like Locomotion. Also, he can cast it on the same target as Mortenebra2 because the spell is limited to "target warjack once per activation" not "target warjack once per turn."
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    Rules Clarification : Watcher and/or Guardian Beast and/or Dark Sentinel     (Edit)

    • A Colossal/Gargantuan cannot benefit from the movement, but they do get to make an attack. One is not conditional on the other. (Locked thread)
    • If you choose not to use it the first time it is triggered, you can save it for when it next gets triggered. It's not a "use it or lose it" ability.
    • Dark Sentinel only

    Rules Clarification : Companion - None yet. (Edit)

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    Rules Clarification : Empower and/or Recharge     (Edit)

    • A warjack can benefit from this ability multiple times.
    • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of this ability. Refer to the Cortex rules.
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    Rules Clarification : Repair      (Edit)

    • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
    • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
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    Rules Clarification : Super Tune      (Edit)

    • Same-named effects don't stack, so you can only put this on Nemo once.
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    Rules Clarification : Knockdown      (Edit)

    • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


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    Note to Editors
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