Commander Adept Nemo
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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.
- 1 Basic Info
- 2 Thoughts on Commander Adept Nemo
- 3 Other
|See also How to Read the statblock|
Weapons and Attacks
- 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).
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
- 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
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.
- Chain Lightning - Cost 3, 10" range, POW 10
- A model hit suffers electrical damage and you get d3 electrical arcs, each hitting the nearest model within 4" of the last model arced to that hasn't already been hit. Lightning arcs ignore this model, are not considered to be from an attack, and all damage is simultaneous.
- Deceleration - Cost 3
- For one round, friendly Faction models in the caster's CTRL range gain +2 ARM against ranged and magic attacks.
- Lightning Shroud - Cost 2, 6" range, Upkeep
- Target battlegroup warjack gains +2 STR, Immunity: Electricity, and Electro Leap on its melee weapons.(Electro Leap - When this weapon hits, the nearest model within 4" suffers a POW10 unboostable electrical damage roll.)
- Locomotion - Cost (★), 6" range
- 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
Main differences between the 3 Nemo incarnations:
- Nemo1 is a spellslinger and buffer warcaster, playing safely in the back of your lines, boasting an immense CTRL area, and enhancing a selected few warjacks to perform way over their perceived stats. He offers army-wide protection against shooting.
- Nemo2 can run quite a lot of jacks due to his spells and feat, and offers a bit of bigger personal contribution to the battle. However, his army support outside his battlegroup is limited to a single spell.
- Nemo3 can fuel a horde of jacks even more efficiently than Nemo2 (as long as his sidekick is alive), and his feat is an excellent force multiplier for all his army which brings electrical weapons on the table.
Commander Adept Nemo in a nutshell
Nemo is a caster who likes to stay way back and deal his business through his warjacks - either arcing spells forth or just gives them a lot of Focus to play with. He also protects everyone via Deceleration and with his extensive CTRL zone this can be quite a big area.
His special rules are all that set him aside form the rest of the faction's casters:
- Arcane Accumulator - You can collect tokens from enemy spells, magic abilities and from animi too. It goes hand in hand with Overpower, and it takes a bit of practice to learn, when you'll have to increase your CTRL area for collecting, and when just leave it be, as the enemy will come close enough anyway. It is also quite tempting to fill up your list with solos who sport Magic Ability, but that can result in the so called "support bubble", investing too much points to helper models instead of those, who actually get the job done.
- Overpower - Learning its use is the key to success. You can easily surpass even The Harbinger of Menoth's CTRL area. Its main use will be to affect models under your Deceleration bubble, or catch important enemy models with your feat. Also, if the enemy pushed/pulled/dragged a jack outside your CTRL, you can expand it before allocating, so you can still pack focus on it.
- Supercharged - Yet another ability which seems super useful, but need a bit of practice. Overkill and unspent focus is still a waste of resources, and sometimes it is better to distribute the 3 focus (above power up) onto 3 jacks, which offers you more flexibility, than going all out on a single one.
His stats define the victim (aka Old Man) statline, and although his gun, Ball Lightning, can be surprisingly destructive against enemies, if you have to use it then things gone really bad (or really good).
- Chain Lightning: 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 against ranged assailants.
- Lightning Shroud: With Supercharged it makes truly a beast from any jack of yours. 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 jack to clumsy, crawling target. With a medium AOE you might even catch several opponents at once, and if you get an arc node within 4", the hit is guaranteed.
Rarely a game-changer, and utterly useless in a Storm Division mirror match, it still has its place. 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 an important target in your CTRL zone. Parking a Firefly nearby, and/or hitting the enemy with a Silver Line Stormguard first also bumps up the damage. 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.
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.
No matter, if you go with or without theme, some choices are mandatory with him:
- Firefly - With all the lightning spells and electro-leaps around you might even want to take 2. It can also boost the damage from his Ball Lightning.
- Thorn, Lancer, or the Hurricane for an arc node - You want to keep your distance from the front, but still let your support spells reach their targets. Thorn should be considered only for out-theme games, where it can reach absurd movement distances with Locomotion and its Reaction Drive.
- A Shield Guard - The necessary protection from stray AOEs and Eiryss' bolt. A Sentinel fits the job.
- Storm Division - Bring all the lightning posse, buff their ARM against shooting, and throw around your lightning spells without fear of hitting your own models. Nemo3 amps up lightning damage far better on feat turn than this incarnation, but Nemo1 ensures they reach the enemy in greater numbers.
- Heavy Metal - With Locomotion and the extra 2" deployment zone you can position even your slowest jacks up to 20" right on Turn1. You must say goodbye to the Silver Line Storm Guards and free Stormcallers, but gain access to cheap Sword Knights.
- Precursor Knights - Among the rare opportunities, when you should consider bringing them for zone holding. Deceleration doesn't target them directly, so they can camp on ARM20 in Shield Wall against shooting, while being resistant to enemy spells.
- Sword Knights - ARM 16 with Deceleration is often enough against blast damage, while they tag along nice with your jacks. Just watch out not to discharge the Electro Leap from your Lightning Shroud enhanced jack, if they would be the closest targets.
- Dynamo - It has an excellent affinity, while Supercharge lets it either go berserk with its spear, or boost every attack or damage roll of its multi-firing gun.
- Thunderhead - Fits into his 2 favourite themes, and its pulse attack offers quantity firepower against infantry swarms. With Supercharge and Sustained Attack on your pulse, the 2 additional shots can be fully boosted.
- Hunter - Almost always satisfied with the Power up focus, and can really exploit his large CTRL area.
- Centurion, Avenger - with four focus, RNG 2 melee weapon, and Locomotion, a startling amount of damage can be achieved.
- Ironclad is also a cheap and efficient beatstick, whose Tremor AOE can help other models finish the job.
He likes spellcasters and solos with Magic Ability, who give him extra focus. Just make sure you don't overfill your list with support pieces.
- Journeyman Warcaster - Arcane Shield is always great, especially with Deceleration. Jakes1 might also worth a consideration for a second battlegroup.
- Captain Arlan Strangewayes - Fits into both theme force, and gets reposition in Heavy Metal.
- Lanyssa - Hunters' mark is great, especially with Locomotion.
- Squire gives him the extra control area to stay slightly safer
- Tactical Arcanist Corps - Can fully upload his accumulator on their own, and provide screening.
Drawbacks and Downsides
- Without buffs and poor play he can be prone to assassination.
- Rough terrain is not his friend.
- Tricks that counter spell casting, and especially arcing (like Garryth's feat) will put you into severe disadvantage.
Tricks and Tips
- Remember the timing of Overpower: after replenishing your focus, but before allocating. If you started to allocate already, and then you realize that a certain jack is too far away without spending on Overpower, it is too late.
- 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 on 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 expand his CTRL zone to cover all the zones in scenarios.
- Select carefully the initial target for Chain Lightning, 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.
- 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.
Themes for any-and-all casters (Edit)
- Gravediggers - (Article) (Category)
- Heavy Metal (Article) (Category)
- Sons of the Tempest - (Article) (Category)
- Storm Division - (Article) (Category)
Other Cygnar 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)