Captain Arlan Strangewayes

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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.
Cygnar Logo.jpg Captain Arlan Strangewayes

Cygnar Mechanik Character Solo - ('Jack Marshal)

Mk4 icon.png
This model has not (yet) been updated with Mk IV rules, as of 2022.11. 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.

The arcane mechanik Arlan Strangeways views every challenge in life as a puzzle with a corresponding actionable solution. He boasts to have "solved" many of his most difficult dilemmas just by swinging his enormous mechanikal wrench.

Basic Info

Captain Arlan Strangewayes
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 12
ARM 16
ESSENCE {{{essence}}}
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • 'Jack Marshal symbol.jpg 'Jack Marshal
  • Magic Ability [ - ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.


Voltaic Gauntlet
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 - 10
Sword icon.jpg  RNG   POW   P+S 
1 5 12


Arcane Reinforcement

(★ Action) CMD - - Turn No
Target friendly Faction warjack. If the target warjack is in range, its weapons gain Damage Type: Magical. Arcane Reinforcement lasts for one turn.

(★ Action) CMD - - - No
Target friendly Faction warjack. If the target warjack is in range and it was suffering Disruption, it is no longer disrupted. The warjack also gains 1 focus point.
Evasive Action

(★ Action) CMD - - Round No
Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round.
Evasive - When a model with Evasive is hit by an enemy ranged attack, immediately after the attack is resolved the model with Evasive can advance up to 2".

Theme Forces

Thoughts on Captain Arlan Strangewayes

Captain Arlan Strangewayes in a nutshell

Arlan is a pretty versatile jack supporter solo. Most of the time he will either be dishing out a free focus or repair a Warjack. While his other abilities are by no means bad, they are often reserved for the more niche tasks your army has to carry out. With such a broad toolbox (no pun intended) he is quite often the first or second choice for your free card in most of the themes, and should be high on the buying list for new players.


  • Empower - Free focus on your jack, on demand, from 7" away - not much more to say. The removal of Disruption can also save life occasionally against Cygnar mirror matches or against certain Trollblood/Circle builds.
  • Evasive Action - Cygnar is no short on tools which can improve a jack's ARM against shooting (like Arcane Shield). It takes some practice to learn the usefulness of this ability, but enables you interesting hit&run tactics with your jacks. See Tips and Tricks for its application.
  • Arcane Reinforcement - In a pinch Arlan can replicate Aiyana's magic weapon-giving ability onto a warjack of yours. Extremely useful against Cryx, Protectorate, Grymkin or Minion lists, but usually a maligned ability on other occasions.
  • Repair - Arlan's most straightforward application, and a good solution if you want some in-faction repair in your list. Note that even though Arlan can restore at least 4 systems on a jack, he is somewhat slow, and can repair only a single jack at once, as opposed to Mechanik and Combat Engineer units.
  • Jack Marshal - Since he has no drives, and Empower is not tied to battlegroup models, he rarely commands warjacks on his own. If a journeyman warcaster or another marshal gets killed during the game, Arlan might take control over their inert/autonomous jacks to save you kill-points and keep your warjack relevant (unless it was a colossal).

Combos & Synergies

  • Heavy Metal - You can't have too much repair in a theme which is choke full with jacks and battle engines. This list is also prone to run low on magic damage sources, especially in the case of Darius. Arlan can help a lot in such a case. He also gains Reposition, which enables you to position better after he did something useful. Last but not least, he is a solo, so he can score on flags, giving you a bit more chance in uneven Steamroller scenarios.
  • Sons of the Tempest - Falk's Rune marked shots can boost the damage potential of the jack you enhanced with Arlan's Arcane Reinforcement.
  • Storm Division - Arlan has an electric spray template. Feel free to target your own models without fear of damaging them to circumvent targeting restrictions. Don't forget, critical disruption can still trigger on your jacks so shoot them with care.
  • Do you have a focus-starved caster? Arlan can reduce his/her burden. Even with power up, a spare focus is never a bad thing to most Cygnar 'casters out there.
  • Marshalled jacks rarely have access to Focus, as they exist outside battlegroups. If you would like to boost a damage roll on a marshalled Warjack using Crush! or Take Aim!, Arlan is here to help you bring the pain.
  • Bastian Falk can tag something with a rune marked shot. If Strangeways then makes a jacks weapons do magical damage it will get +2 to the damage roll.

Drawbacks & Downsides

  • His ARM is good, but it doesn't take too much to kill him.
  • Both Repair and Empower are really nice abilities. Sadly, you will have to choose between them time and time again.
  • He is a jack marshal with no drives.
  • If you just want a repairer, a Gobber Tinker or a minimum unit of Field Mechaniks can do it cheaper, and the Trencher Combat Engineers have more staying power. Alas, if you intend to use Arlan only for repairing stuff, you probably waste a lot of his potential.
  • You can only take one of him, as he's a character solos, while other factions have FA:U empower solos that either cost the same or are even cheaper. Don't get jealous!

Tricks & Tips

  • Think ahead. Arlan has low speed and his magic abilities work in his 7" CMD area. It is all too easy to stay too far behind your jacks in the first few turns and be out of range to make it into B2B with a jack when it would need an emergency repair.
  • Arcane Reinforcement makes only weapon-related damages magical - you still can't trample over a Feralgeist to kill it, or head-butt a Gremlin Swarm to death.

Evasive Action 101

  • This is not an upkeep. You can have it on your jack beside upkeep spells like Arcane Shield, Blur and the like.
  • Use it in conjunction with Dodge, either from a spell, or from an innate ability. When they shoot you, you get to move, no matter if they hit or miss.
  • It lasts for a whole round, thus, if you receive a free strike from a Gunfighter model in your own turn, you'll still get the extra 2" move.
  • Evasive can trigger multiple times during a round.
  • Evasive triggers before Drag, as it is not an attack-generating ability. You can use it to back off, or send a jack closer to the enemy lines
    • Use it to get out of melee range of a Prime Axiom, Loki, a Reaper, or a Galleon after shooting you with their weapon, if they cannot place you in B2B with themselves.
  • Evasive will usually deter enemies with Assault ability to use their shots against you, as you can easily just back out of their melee range with the 2" extra moves. This means you will probably take a freestrike, but if you stay in melee the alternative could be several attacks as opposed to just one.
  • Put it on a model with Shield Guard to make your opponent question if they really want to shoot that important solo within 3".



Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)


Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Rules Clarifications

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.
RC symbol.png

Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
RC symbol.png

Rules Clarification : 'Jack Marshal      (Edit)

  • If a warjack gets a marshal benefit (such as Crush) but then moves out of the marshal's CMD range, it keeps the benefit. (Infernal Ruling)
  • Marshals can control character warjacks. (Closed thread)
  • Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
    • They can do this even after the Marshal dies and they become autonomous.
  • 'Jack Marshal & Ranking Officer (Edit)
    • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
    • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
  • See also this article for the Autonomous warjack rules and how to re-control them.
RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.

Rules Clarification : Arcane Reinforcement - None yet. (Edit)

RC symbol.png

Rules Clarification : Empower and/or Recharge     (Edit)

  • A warjack can benefit from this ability multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of this ability. Refer to the Cortex rules.

Rules Clarification : Evasive - None yet. (Edit)

RC symbol.png

Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.