Commander Adept Nemo

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Cygnar Warcaster

Despite a gruff and uncompromising demeanor, Commander Adept Sebastian Nemo is Cygnar’s foremost master of lightning-augmented mechanika. His ability to control warjacks is legendary, as is the variety and power of his arcane repertoire. Rather than the typical red furnace glow and smoke plumes, Nemo crackles with electrical energy and in the darkness emits a faint nimbus of light. If he flaunts his power, it is to show others what they can achieve if they persevere.

Basic Info[edit]

DEF 14
ARM 15
HP 14
WJP +30
See also How to Read the statblock

Weapons and Attacks[edit]

  • Ball Lightning - 10" range, POW 14, AOE 4 gun
  • Lightning Rod - 1" reach, P+S 12 melee weapon. If you're using this something has gone horribly wrong for someone (probably you).

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Arcane Accumulator - If another model in Nemo's CTRL casts a spell, he gains a power token. He can have up to 3 tokens and they convert into extra focus next turn.
  • Overpower - Nemo can spend focus to increase his CTRL area.
  • Field Marshal [Supercharged] - Warbeasts/warjacks in this model's battlegroup can have up to 4 focus points at any time instead of the normal limit of 3..

Feat: Electrical Storm[edit]

Enemy warjacks and warbeasts currently in Nemo's control range suffer a POW 14 electrical damage roll. Electrical Storm damage rolls are simultaneous. Warjacks damaged by Electrical Storm suffer Disruption.


For one round, friendly Faction models in the caster's CTRL range gain +2 ARM against ranged and magic attacks.
The caster can spend up to 3 focus on this spell. Target warjack in the caster's battlegroup immediately advances up to 1" for each focus point spent. A warjack can only be targeted by this spell once per activation.
  • Voltaic Snare - Average range spell with a 4" AOE that does no damage. Instead, a warjack hit suffers a severe DEF penalty and cannot run/charge/slam/trample for one round. You can only cast this spell once per activation.

Thoughts on Commander Adept Nemo[edit]

Commander Adept Nemo in a nutshell[edit]

Nemo is a spell-slinger who hangs way back and slings his spells through his warjacks - or just gives them a lot of Focus to play with. He also protects everyone via Deceleration and has a hitting power boost. His control range is above average, but with the help of Overpower he surpasses even that of The Harbinger of Menoth.

His stats used to define the victim statline (aka Old Man statline), and it still did not change much. Although his gun, Ball Lightning, can be surprisingly destructive against enemies, if you have to use it then things gone pretty bad (or really-really good).

Thoughts on his spells[edit]

  • Chain Lightning: though toned down a bit, it is still his favoured weapon for frying light / medium infantries and elusive / stealthy targets. Keep a Firefly nearby to increase the damage.
  • Deceleration: with his expandable CTRL area, you'll possibly want to cast this every turn. Add Arcane Shield on your beatstick units for +5 ARM.
  • Lightning Shroud: cast it on a fast, Supercharged jack to melt infantry. Or, put it on a Defender to make a Stormclad out of it. Or, put it on a Stormclad, to make a Colossal out of it - you see the pattern. Even the otherwise pillow-fisted Cyclone can dish out some damage with the STR bonus.
  • Locomotion: Extra threat range for your assassination run? Extricate your warjack from your opponent's charge range after making its ranged attack? Gaining the last couple of inches to get the back strike bonus? This spell can do that.
  • Voltaic Snare: it slows even the fastest and most elusive jacks to clumsy, crawling targets. Nearby warjacks won't be compelled to advance toward the target anymore, but the medium AOE is more than a compensation for that.

Thoughts on his feat[edit]

His feat is rarely a game-changer, but since large battlegroups in Mk3 tend to be more prevalent than ever, Electrical Storm is going to be more appealing. It is a great counter against fast arc-nodes, like the Cryxian bonejacks, and arc nodes in general, since they cannot channel spells when disrupted. It can be used early in game for an alpha strike, or mid-game to shut down the mobility of your enemy's heavy hitters. Feel free to add focus for Overpower to catch the required number of targets in your CTRL zone, taking a Fireflies also bumps up the damage to a POW16. Just remember, that in order to trigger Disruption, you need to damage the targets, so you might want to spare a few focus for a critical damage boost.

Typical Strategy & Army[edit]

He's mostly an attrition caster with the ability to improve threat ranges via Locomotion, and create a huge control area with Overpower. This special rule, along with Power-up makes the old bastard an incredibly potent battlegroup controller, who can stay well back, and let his jacks play forward.

Just as Severius1 or Deneghra1 enhance their army's capabilities, so does Nemo1 up his battlegroup's performance. Locomotion, Supercharged, Deflection and Lightning Shroud provide boosts to nearly any warjack in his battlegroup, while his exquisite CTRL area and Arcane Accumulator ensure a safe and reliable operation, even for jacks, who are far from him. Really, there are no bad choices for his battlegroup.

Some choices truly shine with him:

  • Firefly is a near-mandatory choice with all the lightning spells and electro-leaps around. It can also boost the damage from his Ball Lightning.
  • An arc-node (Thorn, Lancer, or the Hurricane) is an auto-include in Nemo's battlegroup. Thorn can reach absurd movement distances with Locomotion and its Reaction Drive.
  • Sentinel can provide him the necessary protection from stray AOEs and Eiryss' bolt with its Shield Guard.
  • Hunter is almost always satisfied with the single focus from Power up. Taking pot shots from cover is a favoured way of combat for the Hunter, and after its attack has been made, Nemo can move it back to a terrain piece with Locomotion. There are no other jacks who can capitalize better on his CTRL area.
  • Dynamo has an excellent affinity. Moreover, Supercharge lets it either go berserk with its spear, or boost every attack or damage roll of its multi-firing gun.
  • Centurion or Avenger - with four focus, RNG 2 melee weapon, and Locomotion, a startling amount of damage can be achieved.
  • Ironclad is a cheap and efficient beatstick, whose Tremor AOE can help other models finish the job. When in doubt, take one.
    • Ol' Rowdy is extra efficient and extra stompy, though not very cheap, he is a great center piece jack.
  • Stormwall cannot be boosted by Locomotion, but all other jack buffing abilities and spells work very well with it.
  • Thunderhead truly showed its capabilities, when Supercharge gave 5 focus. Now, if you go for the pulse-attack + auto-hitting shots, the first blast will probably remain unboosted, but the remaining 2 extra attacks will still hurt a lot.

He likes spellcasters and solos, who give him extra focus.

  • Journeyman Warcaster - Arcane Shield is always great, especially with Deceleration.
  • Lieutenant Allison Jakes - can play forward, and still be protected by Deceleration.
  • Captain Arlan Strangewayes - another spellcaster to support the warjacks. He can occasionally marshal jacks too, as well as repair them, but that you either repair, or use a magic action to increase Nemo's focus. Deceleration gives him respectable ARM for a solo.
  • Gastone Crosse - Jacks for everyone! Be on the lookout; once he's killed, only another Mercenary jack marshal can reactivate his jack.
  • Lanyssa Ryssyl, Nyss Sorceress - Hunters' mark is great, especially with Locomotion.
  • Brun Cragback & Lug - it's two for one. Animi are spells.
  • Lady Aiyana & Master Holt, Ragman and Gorman are your usual support tools, the first 2 being all the more important due to their magic ability.
  • Alexia1 and Alexia2 are also magic users but army dependent.
  • Squire gives him the extra control area to stay slightly safer
  • Tactical Arcanist Corps alone can fully upload his accumulator, and provide screening.

In terms of infantry the main thing Nemo1 gives is an ARM buff against shooting. Cygnar's highest ARM units are the Storm Lances and following that it's the various forms of Storm Knights - especially the Stormblade Infantry and the Silver Line Stormguard that become tough enough to bounce POW 10 shooting.

Drawbacks and Downsides[edit]

  • Without buffs and poor play he can be prone to assassination.

Tricks and Tips[edit]

  • Chain Lightning is great for clearing infantry - just select carefully the initial target, if you want to remove a key model.
    • Let's imagine, they are standing like this: A B C D. You shoot A, then roll 2 additional electro-leaps. The lightning bounces from A to B to C. If you shot C, then you have to randomize, whether D or B will be hit. In the case of B, it will then hit A; if it was D, then it will hit B.
  • Learning how to use his Overpower is the key to success. With Arcane Accumulator you can collect tokens from enemy spells, magic abilities and now, from animi too.
  • Bringing a Squire, and putting all 7 focus on Overpower in Turn 1 theoretically enables you to alpha-strike the enemy with your feat, provided you both deployed near the borderline. However, most of the time you may want to wait, until the enemy comes a bit closer.
  • If there's no killbox in the scenario, stay well back. Nemo can use his CTRL zone to coordinate his jacks in missions with 2 zones.
  • Locomotion is primarily being used for increasing the threat range of your warjacks. However, you can utilize it as a semi-Refuge, for pulling a ranged warjack back from harm's way, just outside of your enemy's charge range.

Mark II > Mark III Edition Changes[edit]

  • Gained a point of ARM
  • His ranged attack is now a medium AOE, but the melee attack's RNG is now halved
  • Lost Electrify, gained Lightning Shroud
  • Overpower's effect is doubled per focus spent
  • Supercharged is now a Field Marshal ability, and allows 1 extra focus instead of 2



  • Originally released in Warmachine: Escalation (2004)
  • Nemo is Latin for "no one", and also Greek for "I give what is due". Most likely inspired by Jules Verne's Captain Nemo, the main character in "Twenty Thousand Leagues Under the Sea", who was also a gifted engineer and inventor.

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cygnar models[edit]

Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangeways - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangeways - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg


Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler

Rules Clarifications[edit]

Rules Clarification : Electricity - None yet. (Edit)

Rules Clarification : Magical Damage      (Edit)

  • 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.

Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Arcane Accumulator - None yet. (Edit)
Rules Clarification : Overpower - None yet. (Edit)

Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Chain Lightning      (Edit)

  • Not considered an attack (Edit)
    • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
    • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
    • The secondary 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.)
    • The secondary damage is not from an attack, but it is damage from the original model. This has two implications:
    1. It's not an attack from a weapon so:
      • it won't gain damage buffs from the weapon (such as Poison).
      • it won't gain any Damage Types from the weapon. (Infernal Ruling)
    2. It is a damage roll from a model so:

Rules Clarification : Deceleration      (Edit)

  • Deceleration works vs blast damage.
  • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
  • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
  • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).

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

Rules Clarification : Electro Leap      (Edit)

  • 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. (Infernal Ruling)
  • Not considered an attack (Edit)
    • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
    • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
    • The secondary 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.)
    • The secondary damage is not from an attack, but it is damage from the original model. This has two implications:
    1. It's not an attack from a weapon so:
      • it won't gain damage buffs from the weapon (such as Poison).
      • it won't gain any Damage Types from the weapon. (Infernal Ruling)
    2. It is a damage roll from a model so:

Rules Clarification : Locomotion      (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 Locomotion.

Rules Clarification : Voltaic Snare - None yet. (Edit)