Artificer Prime Nemo & Arcane Mechaniks

From LOS Warmachine University
(Redirected from Nemo4)
Jump to: navigation, search
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

Mk4 icon.png
How usable this model is in Mk IV depends on the Faction:
  • Convergence of Cyriss: This model can be used by this Faction in the CoC Prime Army. It can also be use in the Convergence Unlimited.
  • Cygnar: This model can be used by this Faction, but only in Cygnar Unlimited.
  • Mercenary: This model is not (yet) available to this Faction in Mk IV in any shape or form (as of 2023.03)

You can view the Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.

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.


Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
M.A. N/A
DEF 11
ARM 18
ESSENCE {{{essence}}}
HP 26
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
COST 18 (★)
(★) You get a free solo and his Mechaniks, too
Warcaster 1
the Statblock

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.


Electrical Strikes
Gun icon.jpg  RNG   ROF   AOE   POW 
13 2 - 14
Sword icon.jpg  RNG   POW   P+S 
1 4 12


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 a weapon wtih Electro Leap, 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.

(★) 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.

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

Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 13
ARM 11
ESSENCE {{{essence}}}
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Partisan [Cygnar]
  • Partisan [Convergence]


  • 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.


Stun Glaive
Sword icon.jpg  RNG   POW   P+S 
1 6 12

Theme Forces

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?

  • Mercenaries
    • 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.
  • Cygnar:
    • 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.

Battlegroup thoughts

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.

    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 (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 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 15 points.

    Convergence Options    

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.
    • 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.



  • Released 2020.02

Other Faction models

Convergence Logo.jpg       Convergence Index       (Edit)            

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


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


Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor


Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines

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


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

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: 2021.11
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

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)


Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - 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 - 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
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)

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


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 - Death Archon - 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

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - 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 - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - 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 - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

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: 2021.11

Rules Clarifications

RC symbol.png

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

Which Faction am I?
  • Partisans are Mercenary (or Minion) models unless they're taken in their "Home" Faction. For example, a Mercenary model that is Partisan [Cygnar]:
    • When used in most armies it is "friendly Faction" only to other Mercenary models.
    • When used in a Cygnar army it is "friendly Faction" to Cygnar models ... and stops being "friendly Faction" to any other Mercenaries in that Cygnar army.
  • In a multi-caster game, Partisans count as the main army's Faction and not as a Mercenary models (if playing a Faction other than Mercaneries). (Infernal Ruling)


  • 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)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is 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 Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the 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 Lanyssa 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)

RC symbol.png

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)

But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
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)

Fields of Fire
Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
Concealment, Cover, LOS
Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
Page 87 Forests - Forests do not block line of sight to huge-based models.
Huge-Based models in melee
Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

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.
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

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 model dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)
    • See this article for the Inert warjack rules and how to re-activate them.

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.
RC symbol.png

Rules Clarification : Limited Battlegroup and/or Affinity     (Edit)

  • Aurora2, Nemo4, or Asphyxious4 version of this rule lets them take warjacks from multiple Factions, and states "Warjacks in its battlegroup are considered to be the same Faction as this model."
    • If the controller dies, the warjack becomes inert and remains the same Faction as it was when it started the game, it does not revert to the Faction printed on its card. (Infernal Ruling)
    • If the inert warjack is a Vector, and it is reactivated by another caster, it's MAT/RAT will change to match it's new controller.
    However if the inert Vector is reactivated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal dies later, the Vector will become autononmous but the MAT/RAT remains 0. (Infernal Ruling)
RC symbol.png

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)
RC symbol.png

Rules Clarification : Shifting Powers      (Edit)

  • Shifting Powers are not a Action or Attack, so you can still do them while stationary etc. (Locked thread)
RC symbol.png

Rules Clarification : Fold Space      (Edit)
Return/Add to Play - Typical (Edit)

  • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
  • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
    If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
        (See Add, Return, and Remove From Play for further detail.)
  • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

Return/Add to Play - Other Units (Edit)

  • "Return to Play" and "Add to Play" are 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/adding 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.
    • 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)

RC symbol.png

Rules Clarification : Soul Vessel      (Edit)

  • The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
  • A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.

RC symbol.png

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)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
  • 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.

  • RC symbol.png

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

    RC symbol.png

    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.
        • 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 secondary 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 - A damage roll that's not from an attack. 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).
      • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

      • 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 (normally) 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:
      • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
    RC symbol.png

    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.
    • Once per Activation (Edit)
      • These sorts of rules can be triggered in different model's activations. For instance, Infection can be triggered on free strikes. (Infernal Ruling)
    RC symbol.png

    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)

    RC symbol.png

    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.
    RC symbol.png

    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.
    RC symbol.png

    Rules Clarification : Super Tune      (Edit)

    • Same-named effects don't stack, so you can only put this on Nemo once.
    RC symbol.png

    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.

    Wrench symbol.png

    Note to Editors
    To edit the Mechaniks tagged abilities, Click here