Mortenebra, Numen of Necrogenesis
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| Mortenebra, Numen of Necrogenesis |
Mortenebra is the dark mistress of the Cryxian war industry. With her cold and penetrating mind, she has worked behind the scenes to further the development of the Nightmare Empire’s necromechanikal horrors. Driven to seek insights through the crucible of combat, she has continued to augment her own physical form through iterative reimaginings of her mechanikal frame. Now, with the chance to observe her creations in battle, Mortenebra’s dark mind has been stirred to new and greater heights.
- 1 Basic Info
- 2 Thoughts on Mortenebra2
- 3 List Building Advice
- 4 Other
Feat : Mechanism of Destruction
While in Mortenebra's command range, models in her battlegroup gain Flank [Another model in Mortenenbra's battlegroup]. Mechanism of Destruction lasts for one turn. (Flank [Battlegroup model] - When this model makes a melee attack against an enemy model in the melee range of another battlegroup model, this model gains +2 to attack rolls and gains an additional damage die.)
- Salvage - When a warjack is destroyed while in this model's melee range, remove d6 damage points from this model. If the destroyed warjack was a heavy or a colossal, remove +3 additional damage points from this model.
- Field Marshal [Salvage] - Warbeasts/warjacks in this model's battlegroup gain Salvage.
- Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point.
- Steady - This model cannot become knocked down.
- Claw (x2) - 2" reach, POW 6, P+S 14 melee weapons.
| Arcantrik Bolt
|A warjack damaged by this attack becomes stationary for one round.|
| Curse of Shadows
|Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.|
|Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.|
|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.|
|While in the spellcaster's control range, the weapons of friendly Faction models gain Blessed and Damage Type: Magical. Spellpiercer lasts for one turn.|
- Other Factions
No changes since 2019.08
Thoughts on Mortenebra2
Mortenebra2 in a nutshell
Mortenebra2 is still what she was in her prime incarnation: a jack caster. Even though her army support now extends a bit beyond killing her own warriors for free focus, she does the most for her battlegroup. The presence of a strong de-buff spell, and a feat which is tied to her CMD zone pushes her toward a more active presence in the frontline, than she did before. Though she lost Deryliss (and the jack tuning abilities with it), she beefed herself up quite a bit. She has the second highest ARM+HP behind Terminus, plus being Undead and a Construct in the same time allows her to be healed by Necrosurgeons and/or Necrotechs. Steady also makes pop&drop assassinations a challenging task. Her increased resilience means that she can be played a bit more safety than the average Cryxian caster, but that still shouldn't encourage you to be overly bold. Her defensive stats are on par with a light warjack, and whatever can trash a light, can trash her too.
Mortenebra's feat gives you amazing damage output. This is however limited to the warjacks within her respectable 12" command. With heavy warjack just within 12", a Slayer can trigger this ability on targets about 15" away from Morty. Remember the warjack triggering the flank doesn't actually have to be in control range, so bring some light warjacks to trigger it, Stalker and Scavengers come to mind as they already have pathfinder, but if you are charging heavies with heavies, it might be worth committing an arcnode just for the flank.
- Arcantrik Bolt - Average attack spell with good range. Ideal starting point for assassinations, if you have jacks to throw/slam your stationary victim.
- Curse of Shadows - Yet another tool for assassination, and universal ARM de-buff. Feel free to move into the back arc of the affected models to strike them with increased accuracy. Stacks nice with Dark Shroud.
- Fail-Safe - Cast it on your heavy hitter, or on a warjack with special attack, and watch them going on the rampage, until they're completely destroyed. Works in tandem with your field marshal: if you destroy another jack, heal up the crucial systems, then re-cast it on another target.
- Locomotion - Amazing spell. Use it to increase threat range or pull back for hit and run type tactics. Out of activation moves are extremely valuable. The issue is the cost 1 focus per 1 inch is very expensive but it’s utility speaks for itself.
- Spellpiercer - The final word against pesky upkeeps like Arcane Shield or Defender's Ward. Also very handy in Cryx mirror matches, or whenever you expect lots of Incorporeal models.
Drawbacks & Downsides
- Having a feat that is tied to her CMD, instead of her CTRL, is really limiting. Also if you push forward to get more enemies in range, you're likely to leave yourself exposed.
- Flank with another warjack in your battlegroup isn't as useful as it looks; because warjacks activate one at a time the first warjack to melee a target doesn't get to flank.
- This is made worse by the fact the only Cryx light jack to have more than an 0.5" melee reach is the Stalker, and even that only has 1"; it's difficult to use one light to help flank two or more foes.
- Marginal support for your army outside your battlegroup
- Large base makes screening difficult, and Grievous Wounds will stop any healing on Morty's frame
- Cull Soul is almost a null rule on her card, living enemies will rarely come close enough to collect their souls (except to assassinate her).
- Salvage is useless against Hordes, and only moderately useful against gunlines.
- Opponents that know what Salvage can do, will rarely leave your warjacks half dead waiting to be healed.
- As with most Spellpiercer casters she can utterly annihilate certain trick lists but that counts strongly towards her power and when Spellpiercer isn't being useful she's only got a small game.
Tricks & Tips
- Salvage can trigger on multiple warjacks simultaneously. The 'jack that heals doesn't need to be the one that destroys it, or even the closest one.
- If Morty is low on health, you can kill your own jacks to heal her via Salvage.
List Building Advice
Morty2's game remains largely the same as Morty1, but with different tools. Mechanism of Destruction allows you one awesome turn, when your jacks can tear up anything they get close, and swing the war of attrition to your favour. You can also engineer assassinations with Curse of Shadows, Locomotion and your feat, though not nearly as many-folded, as with her prime incarnation. The Field Marshal ability steers you to toward committing your jacks early on to the fight and not holding them back.
Mortenebra offers very little to the rest of her army, so self-supporting units (or those, who have readily available solos to do the job in her stead) are strongly advised.
Cryx Theme Thoughts
Morty2 will spend most of her time in Black Industries, although other options are still valid for her
Quite possibly the most suitable theme for her. Carapace on your heavies (which you ought to take in abundance anyway) counters your weakness against gunlines, and the extra deployment zone adds to your aggressive gameplay. You can spare on an arc node too, which should be in your lists anyway.
- See the #Battlegroup section for some advice on non-character jacks.
- Deathjack feels like home under a jack caster. Fail Safe makes it just as dangerous on one box as on full health.
- Deathjack can cast Locomotion (because all members of a battlegroup are in each other's battlegroup). Also, because it's cast in two different activations, both Morty2 and DJ can cast Locomotion on the same warjack, giving you a 6" threat extension. This will cost 3 focus on Mortenebra and 3 focus on Deathjack (which he produces naturally).
- Getting a 6" threat extension is the main reason you want to play Morty2.
- Malice is a great target for Fail Safe locomotion is also useful to help Malice aim and spell piercer makes up for her pillow fisted melee output.
- Necrotechs, to keep the jacks going
- Warwitch Sirens, to Empower the jacks and take focus burden off Morty.
- Withershadow Combine can sometimes be worth considering. The free upkeep helps with the focus burden, re-rolls are always nice, and Arcantrik Bolt is long enough range that Maelovus doesn't mind casting it.
- Soulhunters are a self-sufficient flanking unit, who work well with Curse of Shadows.
Banes don't need a lot of caster support so Morty can focus on her battlegroup. Bane Warriors and their Dark Shroud aura is always handy, while Bane Riders can deal with opponents who would usually escape your warjacks.
Infernal Theme Thoughts (Hearts of Darkness)
Morty2 is written about in more detail on the HoD article, but the short version is: she's not competitive in Hearts of Darkness.
If you already have either Infernals or Cryx, and you definitely want to start collecting the other Faction, then you can have fun casual games with her in HoD until you get more models. But if/when you have enough Infernal models to play a different Infernal caster, then you should do that. And if/when you have enough Cryx models to play Mortentenbra in Black Industries, then do that.
Merc/Convergence Theme Thoughts (Strange Bedfellows)
Strange Bedfellows is a convergence theme which has the chief benefit of allowing Mortenbra to take Convergence Vectors with their induction nodes and focus efficiency. She also gets access to mercenary jacks with long weapons (especially the Talon and Vanguard) that make it easy to trigger Flank.
Given that the bonuses for this theme help solos that she does very little for its not the best theme for her but it does have some stand outs.
- The Conservator loves the arm bonus from Fail Safe and Hand of Vengeance stacks nicely with flank.
- The Talon is cheap hard to kill and has reach to help other models get flank.
- The Corollary although she gets less from this than other casters +2 range of spell piercer and ‘free’ focus is always useful.
- The Negator Reposition 3 lets it set up flank on feat turn for other targets, Flank doesn’t stack but one turn where the Negator flanks with any Warjack rather than its own kind is useful.
- The Soul Trapper gets slightly better in this theme, as the Swift Vengeance move can help alleviate it's order-of-activation problem.
- You use the Swift Vengeance move to get in a position to collect souls, then you activate your army / other swift vengeance models to kill the enemy and feed the Soul Trapper, then you activate the Soul Trapper and pass the souls to something useful.
- You could pass the souls to the normal soul-using Cryx options, or the Void Archon (although the Void Archon is probably the closest soul collector-already) you also have options like the Enigma Foundry.
At worst you can give them to Mortenebra and she can use them as focus next turn.
Mortenebra likes her jacks, that goes without saying. But ones of particular note are:
- Inflictor, to keep her alive while she gets into the frontline.
- Seether, to countercharge anything that wanders too close to her.
- Kraken is a good target for Fail-Safe, keeping it operating at maximum performance until it's completely dead.
- Leviathans make good use of Locommotion and Failsafe. Native Pathfinder is also valuable on Morty as she lacks the means to provide it to her battlegroup.
- Stalker - Either for triggering Flank under your feat, or benefiting from it, this little bugger gets really dangerous under Mortenebra's care.
Other Cryx models
|* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)