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).
- 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.
- 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.
| 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.
Thoughts on Nemo4
Nemo4 in a metal shell
Nemo4 is a mini-warcaster, with a statline and points cost that plants him squarely between the power level of a normal warcaster and the traditional "Junior Warcasters".
At first glance Nemo's points cost of 18 (plus warjacks) is hefty, but for those points you're also getting a free solo with the Gate, a free support unit, and an absolute beast of a battle engine that can spend focus to reduce damage to its 26 DAMAGE BOXES!
Nemorb, as he is affectionately called, is generally not a piece that just makes it into a list on it's own, like Asphyxious4 does. He should be taken with a purpose in mind and he or his jack should receive dedicated support to crank their output up to eleven. If you accomplish this, however, he will be an absolute beast of a battle engine and well worth his points cost.
Opening the Gate 101
When Nemo summons a solo, it has to be the same Faction that he is. Since he is a Partisan, the way it works out is:
- In a Convergence army, he can only summon a Convergence solo;
- In a Cygnar army, he can only summon a Cygnar solo;
- In a Mercenary army, he can only summon a Mercenary solo;
- When taken in the Strange Bedfellows theme, he counts as both Convergence and Mercenary (but not Cygnar) so he can summon a solo from either of those two Factions.
Notes on the summoned 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. As such it's a fairly useless summon.
- If you summon a model with a "before the game begins, declare [x]" ability (such as the Ogrun Bokur's Client bonus) then it doesn't get to use that ability.
- If you summon a model that normally gets added to your army in multiples (such as Servitors, that doesn't apply and instead you only get one of that solo.
What to Summon?
- Steelhead Ironhead is probably the best option, 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.
- Powder Monkey, but only if you have a Privateer jack in your list for the Monkey to buff.
- Thamarite Advocate for her anti-healing and control effects.
- Steelhead Arcanist can be a lifesaver against cloudwall tech.
- Convergence of Cyriss:
- Algorithmic Dispersion Optifex can be used to channel immediately. 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.
- A single Reflex Servitor is not points-optimised, but in a key place it can really mess with your opponent's plans.
- Steelsoul Protector has Shield Guard to protect Nemo's chunky new frame and also has an excellent combat profile.
- Gun Mage Captain Adept has the most universally useful kit. As a veteran leader for gun mages, he can also make the Caines and Sloan that little bit more accurate.
- Arcane Tempest Rifleman can be useful when facing infantry ARM skews, or you're looking to easily remove a model with Ancient Shroud.
- Trench Buster is a durable Shield Guard and some good shooting. He can also Flank if you bought Trenchers. only so long as you brought Trencher Mechaniks for him to Flank with.
- 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.
- Stormblade Captain allows your Stormclad(s) to accumulate, even outside of Storm Division.
- Stormsmith Stormcaller can triangulate with your pre-existing callers from an unexpected spot and lead to an easy disruption.
Nemo4 has a form of Limited Battlegroup that allows him to take any mix of any Mercenary , Convergence, AND/OR Cygnar warjacks in his battlegroup - regardless of which Faction he is currently working with! These warjacks will become friendly-Faction to whatever Faction Nemo is currently working with, meaning you can get some very spicy buffs on to them.
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. 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 (P+S 20). Probably the best low frills beatstick in the game. Counter Charge + Watcher = some interesting movement possibilities.
- Mangler - A infantry mulching machine. Under lightning shroud, its Wrecker becomes P+S 20 Thresher Attacks, with Electro Leap. Plus its Aggressive. Add Watcher and you have a missile.
- 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 15 points.
In general Nemo doesn't want Convergence 'jacks. You really need 3+ Vectors to get any benefit out of their focus induction, but you don't really want to spend that many points on Nemo's battlegroup. Also Nemo's MAT 5 rules out the melee-focussed Vectors - you're better off going with a Merc/Cygnar 'jack if you want a melee option.
That said, some Vectors worth considering with Nemo4 are:
- 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).
- Asphyxious4 - He tactically applies Dark Shroud, so with Lightning Shroud Nemo's jack will hit like a ton of bricks.
- 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.
- Fiona - Curse of Veils is amazing with his guns and her feat can protect him.
- Damiano - He can trigegr RTW for him and on feat turn even a humble Talon will hit like a truck with Lightning Shroud on it.
- Gorten - There is nothing more that he likes than a threat extender for his feat and Nemo brings that by summoning an Ironhead.
- Ashlynn2 - Nemo is an awesome paltform for Hand of Fate
- Kayazy Eliminators . The cheapest unit you can recurr in mercs! Have the grunt stay back and run in the leader to contest, if she gets killed, the grunt field promotes into the officer, and Nemo can bring back the fallen member so you can do it all over next turn.
- Tubbin can Tune him up so he can spare the focus to boost his first shot. He can also repair Nemo.
- Crosse2 - He loves it when his Life Bound unit has recursion and he does not have to use his own focus to fuel jacks. Power Lifter from the Ironhead lets him be more aggressive with his gun.
- Hermit - Nemo is a big target, so Mad visions can be clutch to preven him from being wrecked. Master of Ruin goes well with the guns.
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
- They can only induct within the same battlegroup - and Nemo isn't a warcaster so he can't take a Corollary. Therefore, if you take Vectors, you need 3 or 4 to make induction worthwhile - which gets expensive.
- His Vectors will be only MAT 5, which pretty much eliminates 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't take him in the Clockwork Legions theme.
- Nemo4 is just about the only huge-based model that can't shoot while in melee ("can shoot while in melee" is not a core rule for battle engines)
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.
- 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 - Widget, Mathlete Archeologist
Nemo4 - TEP
|Clockwork Legions - Destruction Initiative - Strange Bedfellows|
|This index was last updated: 2021.11|
|Which Faction am I?
Partisans & Theme Forces (Edit)
Huge Base (Edit)
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them. [Show/Hide]
From the 2020.02 edition of the core rules (Edit)
Return/Add to Play - Other Units (Edit)
Note to Editors