General Adept Nemo

From Battle College
Jump to: navigation, search

This server will go offline in September 2018. Please migrate to our new server, Warmachine University
For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast
If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot.
You may need to copy-paste your work to the new server manually. Sorry.

General Adept Nemo
Cygnar Warcaster

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.

Basic Info[edit]

DEF 14
ARM 16
HP 14
WJP +26
See also How to Read the statblock

Weapons and Attacks[edit]

  • 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.

Special Abilities[edit]

  • 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[edit]

Each warjack in Nemo's battlegroup currently in his control range is allocated up to 3 focus points.

Tip lightbulb.png

Tip !
This cannot take a warjack over its normal allocation limit of 3. Refer the Cortex rules.


Deals electrical damage. Also, warjacks damaged by it suffer disruption.
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.
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.
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.)
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[edit]

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[edit]

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.

Spell thoughts[edit]

  • 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.

Feat thoughts[edit]

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.

Non-warjack stuff:

  • 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[edit]

  • 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[edit]

  • 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.



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 - Strangewayes - 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 - Strangewayes - 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 : Tractor Field - None yet. (Edit)
Rules Clarification : Electricity - None yet. (Edit)

RC symbol.png

Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will 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.")
RC symbol.png

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 : Focus Matrix - None yet. (Edit)

RC symbol.png

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

  • 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.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

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. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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).
  • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
  • Units with "Any Time" abilities
    • 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.

RC symbol.png

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 argus 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).
RC symbol.png

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.
RC symbol.png

Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause.
    • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)

RC symbol.png

Rules Clarification : Electrical Blast      (Edit)

RC symbol.png

Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you then use the Energizer move to move the caster forward and try and get more models into their control range, it makes no difference.
RC symbol.png

Rules Clarification : Fail-Safe      (Edit)

  • Fail-Safe only protects against those effects described in the core rulebook.
    Other "effects" of crippled systems that are on a model's card (such as Deathjack not generating free focus when his Skulls of Hate are crippled) are not ignored by Fail-Safe. (Infernal Ruling)
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 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:
RC symbol.png

Rules Clarification : Polarity Shield      (Edit)
Rules Clarification : Polarity Field - None yet. (Edit)