Captain Jeremiah Kraye

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Cygnar Cavalry Warcaster

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info[edit]

CaptainJeremiahKraye WEB.jpg
DEF 15
ARM 17
HP 18
WJP +28
See also How to Read the statblock


  • Radcliffe Carbine - 13" range, ROF 2, POW 11 gun
  • Bitter End - 1" reach, P+S 13 melee weapon. It's name indicates what may be upon you if you have to use it in combat, as Kraye isn't the most resilient of casters.
  • Mount - 0.5" reach, POW 12 mount attack.


  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Parry - This model cannot be targeted by free strikes.
  • Iron Horse - Light and heavy jacks in Kraye's battlegroup gain Cavalry, Pathfinder, and Reposition 5". As Cavalry they can make Impact Attacks and get boosted attack rolls on the charge as well as boosted damage. For their Impact Attacks the range is 0.5" regardless of the jack's weapons and you use the jack's STR for the Impact's POW. They do not gain a Mount Attack to add to their initial attacks.
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
  • Steady - This model can't be knocked down.

Feat - Light 'Em Up[edit]

While in Kraye's melee range friendly models gain Beacon and Flare (Beacon - Friendly Faction models can slam, trample or charge for free against an enemy model hit with this weapon. Models who charge gain +2" movement. Beacon lasts for one turn. Flare - Models hit by this weapon/attack lose Stealth and suffer -2 DEF for one turn.)


Target a model in the caster's battlegroup. If an enemy model advances & ends its movement within 6" of that model, it can immediately advance up to 3" ignoring free strikes, but then Admonition expires.
While within 5" of target friendly Faction model/unit, enemy models cannot make ranged attacks.
Warjacks in Kraye's battlegroup currently in his CTRL range gain +3˝ movement when they charge or make a slam power attack. Horsepower lasts for one turn.
The caster's warjacks currently in CTRL range stop being stationary, stand up, and face in any direction. But not if they were knocked down this same turn.
A model damaged cannot run, charge, make slam power attacks, or be placed for one round.

Recent Changes[edit]

2017.06 Trencher CID Kraye received a massive rework under the CID process.

  • Iron Horse grants Pathfinder in addition to what it does already.
  • He gains Steady and Brutal Charge on Bitter End.
  • His entire spell list is binned for Lock the Target, Admonition, Jump Start, Countermeasure and Full Tilt (Warjacks gain +3 movement on charges/slams).
  • He gains a point of ARM and RAT.
  • His WJ pts reduce to 28.
  • His feat changes to giving all Friendly Faction models' weapons Beacon and Flare.

Thoughts on Captain Jeremiah Kraye[edit]

Captain Jeremiah Kraye in a nutshell[edit]

He is one of five Cygnaran "warjack casters":

Maximising his Feat and Spells[edit]

Feat thoughts[edit]

His feat is just a good generic dogpile bluff. Beacon and Flare is a nice combo - throw a ranging shot then charge the model with flattened DEF into oblivion.

Spell thoughts[edit]

  • Admonition - Simple upkeep to save the target's neck
  • Countermeasure - One of the most infurating spells around. Especially on an advance deploying and hard to kill unit.
  • Horsepower - 2 POW for +3 SPD for the battlegroup is useful even if only on charges and slams. It's most often cast on feat turn when the charges are free.
  • Lock the Target Just useful control

Typical Army & Strategy[edit]


Rule #1
Remember about the Cavalry rules. Both his and his warjacks' charge attacks are boosted, meaning higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2
Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5 to his entire battlegroup gives him immense movement shenanigans, you can play a great ranged hit & run game, or send heavies flying across the board thanks to Horsepower that then run away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye, and even if you wont kill it you can reposition safely after your activation - just double check if you can screen yourself or otherwise avoid danger after such a bold move.

Rule #3
Seriously, use his mobility. Didn't talk about Iron Horse yet! This ability and high Reposition stat it confers is the main gimmick of this caster. An Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, making wasting focus to run with them sub par - but since you power up and get a focus anyway, why not spend it to trample and reposition afterwards? Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition away for example. And advancing, shooting and moving away is just obvious. Kraye can also do this with his nifty double shot ranged weapon. Also warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly, ideally ready for another charge next turn.


His army is centred around his battlegroup of course (giving all of it Iron Horse). Favourite warjacks include

  • The Minuteman - the most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away.
  • The Charger - move up, blow away a solo, reposition clear. Two solos if you had a free focus to give it.
  • The Sentinel. OK, so it's there for Shield Guard. And infantry clearing. It can even impact attack on screening infantry or slam stuff - and then draw back to shield guard.
  • The Reliant - the cheapest heavy with a gun.
  • The Centurion - melee and threat range on a tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
  • The Stormclad - big and effective.
    • Bringing a Stormblade Captain can help with the Focus burden for a relatively low points investment.
  • The Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle retaliate against it, especially if it can move back through terrain to get out of sight completely.

Outside of Warjacks, it can be worth including:

  • The Squire.
    • With a lot of Warjacks to control, the additional control range is very useful for controlling the board.
    • The additional focus can really give your key offensive 'jacks some extra power on feat turn.
    • The reroll to hit is pretty handy for pursuit, too.
  • Captain Arlan Strangewayes. The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus reserve.
  • Trencher Infantry is obnoxious to kill and very handy for Countermeasures
  • Trencher Commandos have the double-bind with Countermeasures - either stealth or countermeasuring.

Drawbacks & Downsides[edit]

  • His big-ass base makes him an easy target, and unless buffed with Bullet Dodger he will die easily. Namely, Eiryss1 can be a huge problem.
  • Reposition on warjacks is cool only as long as you can actually do it. Being engaged and in danger of free strikes reduces that capability.

Tricks & Tips[edit]

  • If you want a good speed boost early in the game with your heavy warjacks, use Power Up to trample forward. Because tramples don't end your activation so you can still use reposition afterwards.
  • In practice, trample + reposition means an Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.



Theme Forces[edit]

Cygnar generic themes (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 - Strangeways - 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 - Strangeways - 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
Storm Division - Heavy Metal - Sons of the Tempest - Gravediggers
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 - 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 : 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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.")
  • 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.

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Iron Horse      (Edit)

  • If you're going to play Kraye, you should really brush up on the Cavalry rules.
  • Warjacks can make Impact Attacks even they don't "technically" have a Mount weapon. (Infernal Ruling)

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here for a detailed explanation
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended.
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Arcane Blast      (Edit)

  • The fluff text under the spell entry is just that ... fluff. The "blast radiates outwards" bit means absolutely nothing special in terms of in-game effects.

Rules Clarification : Bullet Dodger      (Edit)

Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, they are resolved at the same time. You get to choose which order to resolve them in.

Rules Clarification : Easy Rider      (Edit)

Rules Clarification : Pursuit      (Edit)

  • This spell does not grant immunity to free strikes.
  • If cast on an enemy unit, you only get one Pursuit move (not one per model that moved in the unit). (Locked thread)
  • Pursuit triggers from any in-activation movement, and no out-of-activation movement.
    • Note that the moves from Sprint, Reposition, etc occur during a model's activation. ("At the end" not "after the end")