Artificer General Nemo & Storm Chaser Finch
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Sebastian Nemo's myriad innovations from the storm chamber to the modern colossal have given Cygnar a crucial technological edge over its enemies. Promoted to the rank of Artificer General, Nemo now holds authority over all Cygnar's military industry, and he wields his nation's most advanced weaponry. Nemo's assistant, Storm Chaser Adept Caitlin Finch, takes to the battlefield at his side, utilizing precisely tuned mechanical apparatus to augment Nemo's command over warjacks to unparalleled mastery.
- 1 Basic Info
- 2 Thoughts on Nemo3
- 3 List Building Advice
- 4 Other
- Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. (Click the link for a full rundown.)
Feat : Eye of the Storm
When a friendly Faction model makes an electrical damage roll against an enemy model in Nemo’s control range, add an additional die to the damage roll. Eye of the Storm lasts for one turn.
- Lightning Strike - A POW 12 attack with a range equal to his current control range.
- Damage Type: Electricity
- Lightning Generator - When a model is directly hit with a basic attack made with this weapon, lightning arcs from the model hit to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attac. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the lightning arc.
- Tempest Accumulator - 1" reach, P+S 12 melee attack.
| Chain Lightning
|A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d3 consecutive additional models. The lightning arcs to the nearest model it arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Chain Lightning damage rolls are simultaneous.|
|Target friendly Faction model/unit gains +2 ARM and Repulsor Field. Models are not affected while out of formation.|
| Force Hammer
|Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.|
| Lightning Shroud
|Target warjack in the spellcaster's battlegroup gains +2 STR and Immunity: Electricity, and its melee weapons gain Electro Leap.
| Magnetic Field
|While in the spellcaster's control range, models in its battlegroup cannot become knocked down, cannot be placed or pushed, and cannot be moved by a slam.|
Nemo3's unit comes with Finch. She is not a Grunt, she is a character trooper.
- Immunity: Electricity
- Fine Tuning - While this model is in formation, Nemo can upkeep one spell without spending focus.
- Power Booster - When Nemo allocates 1 or more focus to a warjack in this model's command range, the warjack is allocated 1 additional focus point.
- Electrical Bolt - 10" range, POW 10 ranged attack
- Damage Type: Electricity
- Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.
- Tuning Fork - 1" reach, P+S 10 melee attack.
No changes since 2018.06
Thoughts on Nemo3
Nemo3 in a Nutshell
Nemo's feat and spells synergize with a list that brings a lot of lightning-based damage. Given the nature of most lightning-focused jacks and units, it means you'll probably end up with a combined arms force consisting of Storm Knight infantry, Storm Lances and/or Storm Striders - all of which have effective ranged and melee attacks. The amount of damage on his feat turn can be truly back breaking for your opponent because even heavily armoured models are under threat from three-die Electro Leaps.
Main differences between the 3 Nemo incarnations:
- Nemo1 is a spellslinger and support warcaster. He likes to play safely in the back of your lines, enabled by his immense CTRL area, and can significantly enhance a select few warjacks. He offers army-wide protection against shooting.
- Nemo2 likes to run a lot of jacks. He can personally contribute more direct fighting 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. His feat is an excellent force multiplier for an army which brings electricity based weapons.
Maximising his Feat & Spells
Feat - Nemo's feat is maximized at listbuilding by picking a lot of things that do electrical damage. It is advised that you bring a Squire in order to add 2" to your CTRL range, which also the area of effect on your feat (14" to 16").
- Magnetic Field - A decent battlegroup buff. Cast it at the start and then upkeep it for the whole game. It's always worth it to deny slams, pushes and knockdowns.
- Electrify - An excellent buff on a heavy/colossal warjack or a unit of Storm Lances. Extra ARM on tough models is always good.
- Lightning Shroud - This can buff your heavies and infantry alike. You might want to spell cycle this one for maximum damage.
- Chain Lightning - It's a good infantry-clearing zap, but it won't be a threat to most jacks.
- Force Hammer - A situational spell at best. The cost is really high and the effect isn't that great. Once in a while it's a game-changer.
Drawbacks & Downsides
- His armies tend to have weapons that predominantly deal electrical damage. This can mean his army has a hard time dealing with models with Electricity Immunity.
- Remember warjacks have to be in Finch's command range to gain the free focus from her. This can leave her vulnerable to getting killed, so positioning her requires careful consideration.
Tricks & Tips
- Lightning no longer arcs from lightning immmune models.
- Finch's melee weapon does have Disruption. If you're desperate, you can use her to delay any warjack that breaks through your line to get at Nemo.
- Nemo's feat does affect electro-leaps, as long as the enemy model hit by the leap is still in his control range. This can do serious damage to medium to high ARM infantry, such as Iron Fang Pikemen, or Dawnguard Sentinels. Just make sure that Nemo is far enough forward to get them in his control range.
- Take as much lightning damage as you can, position your jacks for an alpha strike, pop feat, and watch your opponent cry.
List Building Advice
Nemo3's normal win condition is attrition. You want to electrocute all your enemies, then claim the scenario. As far as holding zones, Nemo provides some sticking power, but you'll need to pick certain solo;s, (i.e., Journeyman Warcaster) to make your army resilient. Working out what to take in Nemo3's army is fairly easy. If the unit/jack/solo has an electrical attack, Lightning Generator, or Electro Leap it should be up for consideration.
This is the theme Nemo will most likely want to use.
- Storm Lances - Already awesome, but just see what happens under his feat when every single damage roll they make uses 3 dice.
- Stormsmith Stormtower - Big zaps get bigger on feat turn.
- Stormblade Infantry - Their assault lightning gets a whole lot nastier.
- Silver Line Stormguard - They also bring an electrical damage buff with them.
- Stormsmith Stormcaller - More lightning and critical disruption.
- Major Katherine Laddermore - Gives you an accuracy buff for nearly every single unit with a lightning attack.
- Firefly - Gives a +2 damage bonus to lightning based attacks.
- Storm Strider - Brings its own set of boostable lightning attacks that obviously synergise well with Nemo's feat.
- One of the big issues with most ranged lightning-typed weapons is that they are used by models with average RAT values (RAT 6). A well-positioned Storm Strider can help make your army more accurate.
Battlegroup, Mercs, Etc
- Dynamo - Nemo's pet warjack
- His bond with Nemo lets him re-roll missed attacks and Eye of the Storm improves his already impressive damage output.
- Throw in a Firefly to take heavy beasts and jacks off the table with ease.
- Lancer - This guy is worth considering for the arc node. Put Lightning Shroud on them to boost their STR and protect them from all the electricity bouncing around. Of course Nemo's favourite arc node if you have the points is the Hurricane with its two giant lightning guns.
- Firefly - Gives a +2 damage bonus to lightning based attacks.
- Stormclad- Focus efficient, assault and heavy-hitting.
- Thunderhead - Can remove swathes of enemies on its own. Can also pile a massive sustained attack into one model.
Solos that are available in various themes
- Journeyman Warcaster - Can control a jack to free up extra focus on Nemo. Between Arcane Shield and Electrify you have two sources of ARM boosting.
- Captain Arlan Strangewayes - Dishes out a further focus to any heavies you don't want to allocate to, such as a Stormclad who can get a further focus through Accumulator. He also has a spray attack with electrical damage if you're feeling brave with him.
- All of the warcaster attachments are useful in some way:
- Reinholdt - Allows for another shot out of the sweet gun and can remove stealth on key models to allow electro-leaps to connect.
- Squire - Increases the range of his feat, gives extra focus, and allows for free rerolls on magical attacks.
- Sylys Wyshnalyrr - Allows him to upkeep another spell for free.
- Madelyn - Can help keep squishy Nemo safe from warrior models.
- Originally released in the Warmachine: Colossals expansion (2012)
Other Cygnar models
Video Battle Reports
- 2018.11 Deathclock Dave 75 points vs Old Witch3
- 2018.10 Deathclock Dave 75 points vs Vladimir2
- 2018.05 Deathclock Dave 75 points vs Thagrosh1
- 2018.03 Deathclock Dave 75 points vs Ossrum
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarification : Lightning Strike (Nemo3's gun, not the animus)
|* 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)
|This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
Note to Editors