General Adept Nemo
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Sebastian Nemo has defended Cygnar for nearly fifty years. Promoted to general, he has learned from recent battles and created new strategies and weapons to throw back his nation's enemies. Nemo takes to battle with surprising aggression and power. His experience thwarts his foe's plans as surely and easily as his augmented strength shatters armor and bone.
- 1 Basic Info
- 2 Thoughts on General Adept Nemo
- 3 Other
|See also How to Read the statblock|
Weapons and Attacks
- Galvanic Bolt - 10" range, POW 13 gun
- Damage Type: Electricity - This weapon does electricity damage.
- Damage Type: Magical - This weapon can damage incorporeal models.
- Tractor Field - Warjacks hit by this attack cannot advance and suffer -4 DEF. Warjacks beginning an advance within 2" of a warjack hit cannot run, charge or make slam or trample power attacks. Tractor Field lasts for one round.
- Fulger - 1" reach, P+S 12 melee weapon. If you're using this something has gone badly wrong for someone.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
- Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.
- Focus Matrix - Nemo can allocate focus during his activation. He can also take focus from his jacks and give it to himself.
- Veteran Leader [Stormsmith] - While in this model's CMD range, other friendly Stormsmith models gain +1 to attack rolls.
Feat: High Voltage
Each warjack in Nemo's battlegroup currently in his control range is allocated up to 3 focus points.
- Electrical Blast - Cost 3, 8" range, 3" AOE, POW 13
- Energizer - Cost 2
- Each model in the caster's battlegroup that is currently in its CTRL range can immediately advance up to 2". Energizer can be cast only once per activation.
- Fail-Safe - Cost 2, 6" range, Upkeep
- Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.
- 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.)
- Polarity Shield - Cost 2, 6" range, Upkeep
- Target friendly Faction model/unit gains Polarity Field. Doesn't affect models out of formation. (Polarity Field - This model cannot be charged or slammed from its front arc.)
Thoughts on General 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.
Nemo2 in a nutshell
Nemo2 is all about buffing warjacks up and letting them beat face. His abilities and spells are all about the warjacks, making them harder, faster, stronger, and just better. Nemo2 is a warcaster you take because you like the idea of a few monsters charging down the field to kill your foe. There are hardly any better casters for beginners, who want to get into the faction and the game, as the first few battles will likely be played with warjacks only. He allows in those battles a very forgiving gameplay, when gamers get familiar with order of activation, power up, allocation, and other core mechanics. He also initiates them well into Cygnar's lightning arsenal, getting to know Disruption and Electro Leaps. He is a fun caster to play, but later players will probably be looking for other ones, as Nemo2 hardly offers any support for the rest of his army.
- Electrical Blast - An expensive but OK zap. The disruption effect is nice, but it is tied to damage the warjack, something that is not always reliable with a POW 13 spell.
- Energizer - Often better than Locomotion, worse than Mobility, this one will possibly be cast on every turn. Since the advance is happening immediately, it won't buff colossi, but can offer crucial inches, if you want to withdraw your gunline after a barrage, or want to make your alpha strike connect.
- Fail-Safe - Cast it on your arc node, or a valuable jack of yours. A Lancer will remain on Khadorian armour protection against frontal attacks until it dies, and can channel spells as long as it has even a single hit box remaining. Dynamo can use its Multi-Fire, even with its arm shot off. As it is an upkeep, it is mutually exclusive with the Journeyman's Arcane Shield, so choose carefully.
- Lightning Shroud - Universal melee buff for a jack of yours. Occasionally worth cycling it around on a turn where you want to cause a lot of damage.
- Polarity Shield - A lot of list makes or breaks on reaching the enemy with an alpha strike. Polarity field throws a monkey wrench into these attempts quite often. It is every bit as useful on a battle engine or warjack of yours, as on a numerous infantry, like Sword Knights, or on heavy hitters, like Storm Lances.
There are 2 things to keep in mind: you cannot go over 3 focus on your jacks, so if they power-up, it will actually means 2 on them. It is also bound by the normal allocation rules, which means jacks with a crippled cortex or that are disrupted won't receive any focus. How lucky that you have a spell, which helps ignoring crippled systems. With your feat and Focus Matrix you probably never be short on FOCUS for a turn. Usually, you'll activate Nemo first, burn through his entire stack shooting or casting spells, then use focus matrix to fill him back up with all of your jack's power-up focus, then pop feat to fully fuel all of them.
With great upkeeps, plenty of focus and a sizeable CTRL area, you'll likely to play the attrition game. If the enemy is foolish enough to open up lanes to your your fuelled-up jacks, you can sometimes conduct an assassination, but that should only be a backup plan. Nemo himself can mess a lot with the enemy threat ranges too; between Tractor Field, Polarity Shield and Energizer he has a decent denial game too.
He likes all jacks, but there are some he makes shine:
- Centurion, Hammersmith, Avenger - slow jacks, which love Energizer, and all of them have strong melee attacks, which can be even more threatening with Lightning Shroud.
- Dynamo - Nemo's character jack, allowing it to be taken into any theme force. It benefits from all of your upkeeps, and Energizer allows you to juggle with its gun range.
- Stormclad - Thanks to Accumulator it is yet another focus you can use with Focus Matrix.
- Minuteman and Charger - fast and hard hitting jacks, who can really be go to town with 3 FOC on feat turn.
- Thunderhead - Can be taken into 2 of the Theme force in which Nemo excels, and helps with infantry clearing.
- Firefly - Lots of zaps around; of course you want to make them stronger.
- Captain Arlan Strangewayes - Helps him fuel the jacks on non-feat turns, and repair is always necessary.
- Journeyman Warcaster - Arcane shield is as useful as ever, and can provide a useful light jack, such as a charger or sentinel. He won't benefit from the feat though.
- Stormsmith Stormcaller - Since they get the Elite Cadre bonus, they will usually be your free choices in Storm Division.
- Stormsmith Storm Tower, Stormsmith Grenadiers, Storm Strider - Other choices who like Elite Cadre; and apart from the Grenadiers, most can stay safely behind. Combining their Kinetic Grip grenades on jacks who are affected by tractor field can be really nasty.
- Storm Lances - self-supporting heavy hitters, who are quite annoying between Polarity Shield and Reposition.
Drawbacks and Downsides
- He is squishy and dies easily
- Minimal support for his army outside the battlegroup. Also, most of his tricks mess with enemy warjacks, making him less appealing against Hordes.
- 3 upkeep spell makes him vulnerable against Dispel, Lamentation, Purification, Purgation, Eiryss2 and Eilish
Tricks and Tips
- Focus Matrix is a very flexible tool and is the main reason to take the General Adept over the other two Nemo's. This ability should ensure that you always have focus exactly where you want exactly when you want especially on feat turn. For example, if you have a jack with a crippled cortex just apply fail safe to ignore the downed system and them use focus matrix to allocate during Nemo's activation.
- Tractor Field on his gun effects your jacks as well. Plan ahead if you intend on shooting your opponent's jacks.
- This can be an ideal panic button too. You can sacrifice a light jack of yours to vastly decrease the threat range of an enemy heavy hitter, like the Deathjack. Just watch for placement tricks, like TK or Apparition, which can occasionally get the jack outside 2" of the affected one without advancing.
- His elite cadre is CMD range, not CTRL.
- Originally released in Warmachine: Legends (2008)
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)