General Adept Nemo
|99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.|
1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
| General Adept Nemo |
This model has not (yet) been updated with Mk IV rules, as of 2022.12. Privateer Press have promised it will get updated ... eventually.
You can view the Mk3 models that have been updated on this page.
Note that the rest of this page is about the model's Mark III rules.
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 Nemo2
- 3 List Building Advice
- 4 Other
Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat: High Voltage
Each warjack in Nemo's battlegroup currently in his control range is allocated up to 3 focus points.
- Immunity: Electricity
- Focus Matrix - This model can allocate focus points during its activation. Once per turn during its activation, you can remove focus points from warjacks in this model's battlegroup that are in its control range and give those focus points to this model. This model cannot have more focus points than its FOCUS as a result of Focus Matrix.
- Veteran Leader [ Stormsmith ] - While in this model's command range, friendly Stormsmith models gain +1 to attack rolls.
If you're using this, something has gone badly wrong for someone.
| Electrical Blast
|Electrical Blast causes electrical damage. Warjacks damaged by Electrical Blast suffer Disruption.|
|Each model in the spellcaster's battlegroup that is currently in its control 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.|
| Lightning Shroud
|Target warjack in the spellcaster's battlegroup gains +2 STR and Immunity: Electricity, and its melee weapons gain Electro Leap.
| Polarity Shield
|Target friendly Faction model/unit gains Polarity Field. Models are not affected while out of formation.
Flame in the Darkness
- Heavy Metal
- Sons of the Tempest
- Storm Division
Thoughts on Nemo2
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.
Nemo2 in a nutshell
Nemo2 is all about buffing warjacks and letting them beat face. His abilities and spells are warjack focused in order to make them harder, faster, stronger, and all around better. If you like the idea of beefing up a few jacks and charging down the field to kill your foe, take Nemo2. He is a decent warcaster for beginners because the first few battles will likely be played with only warjacks and a warcaster. He has a very forgiving gameplay experience in battlegroup-only games. His straightforwardness will let new gamers get familiar with order of activation, power up, allocation, and other core mechanics. He also exposes new players into Cygnar's lightning arsenal, which will teach them about Disruption and Electro Leaps. He is a fun caster to play at low point value games, but Nemo2 offers little to no support in a larger army.
- Electrical Blast - An expensive but decent spell because it is an AOE and packs a disruption effect. Unfortunately, the disruption is tied to damaging the warjack, which is not guaranteed with POW 13.
- Energizer - Often better than Locomotion, but worse than Mobility, yet this one will possibly be cast every turn. Since the advance happens immediately, it won't buff colossi. It can offer a few crucial inches for when you want to withdraw your gun-line after a barrage or when you want to make an alpha strike connect. Great on feat turn for his battlegroup since he not only extends their threat range, but fully fuels them with Focus, too.
- Fail-Safe - Cast it on your arc node or a high-value jack. A Lancer will be able to channel spells as long as it has even a single hit box remaining, making it a tough arc node to get rid of. 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 - A universal melee buff for a jack. Occasionally worth cycling it around on a turn where you want to cause a more damage.
- Polarity Shield - A lot of lists can make it or break it when trying to reach the enemy with an alpha strike. Polarity field throws a monkey wrench into these attempts. It is every bit as useful on a battle engine or warjack of yours as it is on numerous infantry, like Sword Knights, or on heavy hitters, like Storm Lances.
There are two things to keep in mind: 1.) You cannot go over 3 focus on your jacks, thus it will actually mean 2 focus gets allocated to them if they already have their 1 power-up focus. 2.) The focus from the feat is bound by the normal allocation rules. This means jacks with a crippled cortex and disrupted jacks won't receive any focus. That said, don't forget about your spell that lets jacks ignore crippled systems. Here's a good sequence to make the most of your feat turn:
- Activate Nemo and use up all his focus by shooting and/or casting spells.
- Use Focus Matrix to steal the power-up focus from your jacks.
- Cast additional spells or camp the remaining focus on Nemo.
- Pop Nemo's feat to give all your jacks 3 focus.
- Activate your jacks now that they have full focus.
Drawbacks & 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.
- Three upkeep spell makes him vulnerable against Dispel, Lamentation, Purification, Purgation, Eiryss2 and Eilish.
Tricks & Tips
- Focus Matrix is a very flexible tool and is the main reason to take the General Adept over the other Nemo incarnations. This ability allows you to distribute focus where and when you need it.
- 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 Veteran Leader ability uses his CMD range, not CTRL range.
List Building Advice
With great upkeeps, plenty of focus, and a sizable CTRL area, Nemo wants to play the attrition game. If the enemy opens up charge lanes for your fueled-up jacks, you can sometimes conduct an assassination, but that should be a backup plan. Nemo himself can mess with the enemy threat range by using Tractor Field, Polarity Shield, and Energizer.
Support models - Various themes
- Captain Arlan Strangewayes - Helps him fuel the jacks on non-feat turns, and repairs are always useful.
- Journeyman Warcaster - Arcane shield is as useful as ever and the Journeyman can support additional jacks. Those jacks, however, don't benefit from Nemo's feat.
- Squire - Extra focus, extended CTRL range, and one free re-roll on an offensive spell per turn.
- Thunderhead - Great for infantry clearing, however, this jack is expensive.
- Stormsmith Stormcaller - They get the Elite Cadre bonus, and can very effectively clear chaff enemies in a low model count Storm Division list.
- Stormsmith Storm Tower, Stormsmith Grenadiers, Storm Strider - Other choices who like Elite Cadre. 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 with Polarity Shield and Reposition.
- Grenadier - They recieve up to two extra attacks from the presence of Trenchers, but need loads of focus to boost their attack or damage rolls. Nemo's his feat tops them up with focus, so that's not an issue for one turn at least.
- Trencher Commandos - Trencher Infantry can already not be charged thanks to their cloud wall and Commados under Polarity Shield are really hard to get rid of since they can't be charged on top of being unable to be shot thanks to Stealth.
- Trencher Blockhouse - Make sure the enemy has an even harder time getting rid of you Polarity Shielded Trenchers by returning some to play every turn. You can also put Polarity Shield on the Blockhouse.
- Triumph - This is an excellent Fail Safe target which also keeps Nemo safe with shield guard.
- Thunderhead can also be taken in this theme.
- Mechaniks - Since you are bringing lots of jacks, it's a good idea to support them with repairs.
- Sword Knights - A cheap yet effective unit to support your jacks. They have useful abilities like Flank and Shieldwall.
- Gobber Tinker - Two points gives you a d6 repair on Nemo's warjacks. This is very cost efficient.
- Widget - Widget can also repair 'jacks and is really good at it, too. She is an excellent flag camper as well.
- Raluk Moorclaw, the Ironmonger - A repairman that costs more because he has some combat ability.
- Reinholdt, Gobber Speculator - Only useful if you want an additional shot per round with Galvanic Bolt.
- Sylys Wyshnalyrr, The Seeker - All those 'jacks need a lot of Focus, and Sylys is ready to help with that. He also extends Nemo's generally short range on his spells by 2", which gives his battlegroup greater mobility, and can lend Electrical Blast some extra punch with Arcane Assist.
He likes all jacks, but there are some he makes shine:
- Dynamo - Nemo's pet warjack
- A great target for any of your upkeeps. With it's bond to Nemo, you are likely to hit lots of targets with its ranged attacks.
- Centurion, Hammersmith, Avenger - Slow jacks, which love Energizer, and all of them have strong melee attacks. These guys can be even more threatening with Lightning Shroud on them.
- Stormclad - A very focus efficient jack, especially in the Storm Division theme.
- Minuteman and Charger - Fast and hard hitting jacks, who can really be go to town with three focus on feat turn.
- Firefly - With lots of lightning based damage around, you'll want to take him because he adds +2 to that damage.
- Originally released in Warmachine: Legends (2008)
Other Cygnar models
Video Battle Reports
- 2018.09 Feat Fetish 75 points vs The Heretic
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarification : Tractor Field - None yet. (Edit)
Rules Clarification : Electricity (Edit)
Rules Clarification: : Magical Damage (Edit)
|* 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)
Rules Clarification : Disruption (Edit)
Rules Clarification : Focus Matrix - None yet. (Edit)
Rules Clarification: : Warcaster (Edit)
Rules Clarification : Veteran Leader (Edit)
Rules Clarification : Electrical Blast (Edit)
Rules Clarification : Energizer (Edit)
Rules Clarification : Fail-Safe (Edit)
Rules Clarification : Lightning Shroud (Edit)
Rules Clarification : Polarity Field and/or Polarity Shield and/or Polarity Wall (Edit)