Artificer Prime Nemo & Arcane Mechaniks
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| Artificer Prime Nemo |
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
- 1 Basic Info
- 2 Thoughts on Nemo4
- 3 Other
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.
- Partisan [ Convergence ] - When included in a Convergence army, this model/unit is a Convergence model/unit instead of a Mercenary model/unit.
- Partisan [ Cygnar ] - When included in a Cygnar army, this model/unit is a Cygnar model/unit instead of a Mercenary model/unit.
- 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.
- Immunity: Electricity
- 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.
- Electrical Strikes - 13" range, ROF 2, POW 14 ranged weapon
- Bash - 1" reach, POW 4, P+S 12 melee weapon
| Lightning Shroud
|Target warjack in the spellcaster's battlegroup gains +2 STR and Immunity: Electricity, and its melee weapons gain Electro Leap.
|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.|
|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.|
- Partisan [Cygnar]
- Partisan [Convergence]
- 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.
- Stun Glaive - 1" reach, POW 6, P+S 12 melee weapon
Thoughts on Nemo4
New model - This article is a Work In Progress
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.
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.
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.
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 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.
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.
- 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.
- 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.
- Released 2020.02
Other Faction models
|Convergence Index (Edit)|
|Units, Solos, & Battle Engines|
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
Nemo4 - TEP
|Clockwork Legions - Destruction Initiative - Strange Bedfellows|
|This index was last updated: 2020.08|
|Which Faction am I?
Partisans & Theme Forces (Edit)
Note to Editors