Commander Adept Nemo
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 - 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
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 - Average range, low POW spell that deals Electrical Damage. On a hit you get d3 electrical arcs, each hitting the nearest model within a short range that hasn't already been hit.
- 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 - 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 low POW 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
Commander Adept Nemo in a nutshell
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
- 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
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
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
- Without buffs and poor play he can be prone to assassination.
Tricks and Tips
- 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
- 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.
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