Lord Commander Stryker

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Lord Commander Stryker
Cygnar Warcaster

As Cygnar is besieged on all sides King Leto turns to the only man that can save the jewel of the Iron Kingdoms, Lord Commander Stryker. He is the one man that has stood with unfailing loyalty throughout the constant warfare and strife.. he is Cygnar's hope.

Basic Info[edit]

Stryker2
Stryker2.jpg
SPD 6
MAT 7
RAT 6
DEF 16
ARM 16
FOCUS 6
HP 17
WJP +28
See also How to Read the statblock

Weapons and Attacks[edit]

Special Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Overload - Choose between 1 and 3 dice to roll. Roll them once, and add that to your STR for the rest of your activation. Roll them again, and take that much damage. You can't spend focus to reduce this damage.
  • Immunity: Electricity - This model does not suffer electrical damage, and is ignored when determining lightning arcs.

Feat : Rolling Thunder[edit]

After all friendly models have completed their activations this turn, friendly Faction models/units currently in Stryker's control range can advance up to 3" and then make one basic melee attack. When resolving these attacks, affected models can spend focus points to boost one attack or damage roll for each focus point spent.

Spells[edit]

  • Rebuke - Cost 2, 10" range, Offensive Upkeep
Target model/unit cannot give orders, receive orders, make power attacks, or make special attacks.
For one round, friendly Faction models in the caster's CTRL range gain +2 ARM against ranged and magic attacks.
All models in the AOE suffer a POW 10 electrical damage roll. Also, it is a hazard that stays in play for one round and does POW 10 electrical damage to anyone entering or ending their turn in it.
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. Also, while within 3" of the warjack, friendly Faction models gain the same bonus. Lasts for one turn.
The caster can spend up to 3 focus on this spell. For each focus spent, the caster can move up to 2". Can only be cast once per activation.


Thoughts on Lord Commander Stryker[edit]

Lord Commander Stryker in a Nutshell[edit]

Evolving from the master of support and attrition, Lord Commander Stryker became Cygnar's first and foremost melee assassin caster. His unaided threat range is no less than 17", and with his signature Overload ability he will punch enemy casters into kingdom come. In the best case scenario with Overload (and that's before any damage buffs), he can be P+S 33 in melee. Even with an average Overload roll, most enemy warcasters will die to one or two hits from Stryker regardless of how much Focus they have.

Feat Thoughts[edit]

This feat is easy to forget, especially if you concentrate to pull off an assassination run with Stryker. The extra 3" movement stacks nicely with additional movement shenanigans, like Reposition, or Polarity Shield, if you want to steer clear from the enemy's retaliation. Alternatively, you can use it to dig deeper into the enemy's lines. The extra attack is mainly used to finish off targets, who barely survived an assault from your army, or Stryker himself.

Spell Thoughts[edit]

Placeholder.

Strategy[edit]

Stryker2's main win condition is assassination. His non-linear 17" threat range comprises up to 6" with Velocity, and his normal charge range of 11". Positive charge and Rebuke between them plus his feat make him not bad at attrition.

Between Deflection and his feat, Stryker2 can also manage a tolerable scenario game against ranged armies or armies full of fragile models. While running units and then feating to jam an opponent out of a scenario is obviously much worse than getting both a charge and a feat attack for every model in your army, the overwhelming speed of such a strategy can provide critical positioning to push for a win.

Army[edit]

  • Major Harrison Gibbs - Hot meal can heal Stryker back up to full health if you want to get off a good Overloaded attack. Optionally, it means you can Overload to destroy one key target, then heal back to full to either take damage or go for another Overload later in the game.
  • Squire - just like every incarnation, Stryker2 is often FOCUS strapped. This attachment can help you out for 3 turns, plus give additional CTRL to catch as many models as possible by the feat as well as getting an extra attack or boost. The reroll to hit can be handy if you want to Rebuke a target.
  • Eyriss1 - Removing Focus and Fury from enemy Warcasters/Warlocks will ensure they have nothing to defend against your Overload attacks.
  • Any source of Shield Guard is worth considering. A Sentinel is a good 'jack for a Journeyman Warcaster, who you'll probably be taking anyway.
  • Lanyssa Ryssyl is a good way to get him much further up the table to a key target thanks to Hunter's Mark. Even if your assassination target is not in her range, or has a low probability of hitting, there is the option of putting the spell on a nearer model with a lower DEF. You then charge that model, moving as far as you can, then using Velocity to get to their caster.
  • Thorn or a Lancer for Positive Charge and Rebuke where you need them
  • Arcane Tempest Gun Mages or Stormsmith Grenadiers are both good at moving enemy troops out of the way.
  • Any Storm Knight infantry really likes Deceleration to make them much more resistant to incoming fire.
  • Storm Lances can be brutal between their charge and his feat. The additional electro-leaps make for a huge attrition swing against against infantry, especially if your opponent has tried to layer his defence to absorb their charge and counter-attack next turn.
  • Melee troops love his feat.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Overload is dangerous - even on maximum health Stryker dies, if you roll 17 or 18 on Overload.
  • Tricks which deny charging, FOCUS spending or melee attacks will cause you a lot of headache.
  • Prone to support bloat
  • No native Pathfinder, Runewood or Rhupert are strongly advised.

Tricks & Tips[edit]

  • Warlocks can transfer away an Overloaded hit up to the remaining health boxes of their beasts, but must suffer the excess damage. Be on the lookout, that upon their beasts' death they can reave Fury from them (if they had any, that is), getting additional Fury for transfers, and start it all over. It is not always bad, as it can leave the warlock with a pretty banged-up battlegroup, but be absolutely sure that they cannot respond in kind, after you made them a thorough beating.
  • If you really want to keep Stryker alive, you can stack Arcane Shield, Dirge of Mists and Stryker's Deceleration to make him DEF 18 and ARM 21 against ranged and magical attacks. Matchups against ranged armies with plenty of blessed weapons can still significantly negate your defensive measires, as they can ignore both Deceleration and Arcane Shield.
  • Be cautious with the Magnum - if you're standing in range and not engaging in melee with Stryker, there should be a pretty good reason.
  • Don't have a direct line to charge the enemy caster? Use Velocity to set up a better angle.
  • The enemy caster is bunkered up behind some beasts or jacks? Charge them instead, destroy them and Velocity into the gap to get at the squishy caster behind.
  • Threatening an assassination run is often more powerful than the run itself. Use that to psych out our opponent and make them brick up harder than they need to.
  • Do your math, whether or not you'll need the 3 extra die on his attacks. Even unharmed, there is nearly 2% chance that he'll die because you rolled 17 or 18 on 3 dice for your damage - and there's hardly a more frustrating scenario, than giving away a sure win because of that.

Other[edit]

Trivia[edit]

Placeholder.

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cygnar models[edit]

CygnarLogo.jpg
(Edit)
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
C
Y
G
N
A
R
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

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
C
Y
G
N
A
R
M
E
R
C
E
N
A
R
I
E
S
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]

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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.")
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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.


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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.


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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).
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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.

Rules Clarification : Overload - None yet. (Edit)
Rules Clarification : Electricity - None yet. (Edit)

Rules Clarification : Rebuke - None yet. (Edit)

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Rules Clarification : Deceleration      (Edit)

  • Deceleration works vs blast damage.
  • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
  • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
  • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
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Rules Clarification : Lightning Storm      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Hazard templates and "non-hazard damage" templates (Edit)
    • Some templates are defined as 'Hazards' but some, like Creeping Barrage, are not.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).

Rules Clarification : Positive Charge - None yet. (Edit)

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Rules Clarification : Velocity      (Edit)

  • You can not cast this spell with 0 focus and advance 0" (change facing).
  • The advance will trigger free strikes, counter charges, etc.