Lord Commander Stryker

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Cygnar Logo.jpg Lord Commander Stryker

Cygnar Morrowan Warcaster

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

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

Stryker2
Missing Info
Stryker2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT 6
M.A. N/A
DEF 16
ARM 16
CMD 9
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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 : Rolling Thunder

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.

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Tip !
Because the feat specifies "models/units", you only need to have one trooper in control range to have the entire unit benefit.

Abilities

  • Electricity Imm symbol.jpg Immunity: Electricity
  • Overload - Once per activation, you can roll one to three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suffers damage equal to the total of that roll. This model cannot spend a focus point to reduce this damage. This bonus expires at the end of this model's activation.

Weapons

Magnum
Gun icon.jpg  RNG   ROF   AOE   POW 
10 2 - 12
Quicksilver Mk II
Sword icon.jpg  RNG   POW   P+S 
2 8 15

Spells

COST RNG AOE POW DUR OFF
Rebuke

2 10 - - Upkeep Yes
Target model/unit cannot give orders, receive orders, or make power attacks or special attacks.
Deceleration

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
Lightning Storm

3 8 3 10 (Electric) - Yes
Models hit suffer a POW 10 electrical damage roll. This spell's AOE is a hazard that remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
Positive Charge

2 6 - - Turn No
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
Velocity

(★) SELF - - - No
The spellcaster can spend up to 3 focus points to immediately advance up to 2" for each focus point spent. Velocity can be cast only once per activation.

Theme Forces


Thoughts on Stryker2

Stryker2 in a Nutshell

Evolving from the master of support and attrition that is Stryker1, Stryker2 became a more offensive-focused caster with an emphasis on melee combat. He is the faction's first and foremost melee assassin, but he still retains some of his protective capabilities (i.e., Deceleration). Stryker2 can support his army quite well while still having dangerous assassination potential. His unaided threat range is 17" and, with his signature Overload ability, he temporarily go Super Saiyan. In the best case scenario with Overload (and that's before any damage buffs), he can be Power+Strength 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 camped. Warlocks and Infernal masters may fare better transferring out the excess damage, but this will erode their battlegroup severely.

Feat Thoughts

This is the red-headed stepchild of Vayl1's feat and the main reason why enemy warlocks and casters will do everything in their power to keep a lot of distance from Stryker's army. It won't always come into play, especially if you concentrate to pull off an assassination run with Stryker, but otherwise it can provide a huge swing on attrition. Main caveats about the feat:

  • It is a "pulse" feat (like Haley2's or Deneghra1's) meaning that the actual position of Stryker upon using the feat will determine the number of affected models. You can use Velocity before or after its announcement to adjust your position accordingly.
  • It doesn't provide an extra activation, so colossals will get only the extra attack, not the extra move (but the Storm Strider gets both).
  • Due to the ability to boost, plan allocation accordingly on your warjacks. If you allocate 2 on them (after getting one from Power-Up), they can run forward, then advance 3" and still deliver a fully boosted blow.
  • During your advance you're not immune to free strikes. Also, watch out for things that forbid advance (e.g., Proteus's animus or the Shadow Bind aura of the Primal Archon).
  • 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.
  • Stryker is also affected by his feat - remember that if you barely failed an assassination and need an extra attack.
  • Positive Charge lasts for a turn, so with clever positioning you can reap its benefits twice in feat turn.

Spell Thoughts

Although a great assassin, Stryker still follows in the footsteps of his prime version by offering good support to his army. He does a lot for turning Cygnar's fairly average warjacks into heavily armoured melee threats.

Rebuke - A great tool to hinder expensive, high quality infantry that want to either get up the table quickly or cause you headaches with Shield Wall. It's also pretty great against expensive cavalry and/or units with Assault. If your enemy has spells to negate upkeeps (like Purification), they'll have to spend resources to negate your spell- which could still be advantageous for you.

Deceleration - Everyone loves an armour buff. Cygnar's heavy warjacks and cavalry, whose ARM sits in the decidedly average range, suddenly become that much harder to take out on the way in. Stacks nicely with Arcane Shield.

Lightning Storm - Very expensive for what it does, plus your ROF2 gun also causes magical damage. It taxes his Focus substantially and should only really be considered when its low POW is near guaranteed to do what you want at an important moment.

Positive Charge - This boosts Cygnar models from good to great. Heavy melee warjacks become extremely accurate and much more damaging in melee, which makes them less reliant on boosting to cause damage, thus granting you more attacks. The 3" bubble of the buff can also can dial up models such as Sword Knights, Stormblades and Storm Lances. Combine it with the extra attack from the feat and you can set up a devastating attrition swing. Consider an arc node for its application to keep Stryker safe.

Positive Charge 101

  • It is not an upkeep, thus resists most of the anti-upkeep techs like Purification, Dispel, Purgation, Hex Blast, etc. You can also have it beside an upkeep like Arcane Shield or while being effected by another effect, like Arlan's Arcane Reinforcement.
  • It only lasts throughout the turn, so your free strikes won't benefit from it.
  • You warjack can receive it even while it is Disrupted, Stationary, Knocked Down, or has crippled systems, and also broadcasts the respective bonuses.
  • Only damage rolls from melee attacks will get the bonus, collateral damages won't.
  • Just like with Ragman, use base length and melee range to spread its effect from afar. Cast it on a colossal and charge in with your Storm Lances to reap the benefit up to 11,7" away.
  • If needed, you can cast it on two, or even three separate jacks in a turn (which will leave you woefully exposed, so use sparingly).
  • The recipient warjack doesn't have to be in your battlegroup. Marshalled jacks as well as ones in a Journeyman's battlegroups are all fine targets.

Velocity - Allows Stryker to heavily bully the table thanks to a non-linear 17" threat range. On the downside, using it to its fullest means that you may only have two attacks with their hit rolls boosted. High DEF can spoil your day even if you only need one attack to get through. Be on the lookout for enemy models with Arcane Vortex, as they can shut down your entire Velocity move if you happen to cast it in their vicinity.

Drawbacks & Downsides

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

Tricks & Tips

  • Magnum is basically a pair of handcannons - with a bit shorter range. Not your first line of attack, but if you can't charge or deliver melee attacks, it's something. It also has magical damage, making it way more efficient in dealing with incorporeal solos than your expensive Lightning Storm.
  • Warlocks and Infernal masters can transfer away an Overloaded hit up to the remaining health boxes of their beasts, but must suffer the excess damage. 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 gave 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 measures, as they can ignore both Deceleration and Arcane Shield.
  • 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 as to whether or not you'll need the extra overload 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.

List Building Advice

Strategy

Ol' Rowdy is his pet warjack that he can take in any theme.

Stryker2's main win condition is attrition, with an ever-present assassination threat. His non-linear 17" threat range comprises up to 6" with Velocity, and his normal charge range of 11". His attrition toolkit consists of Positive Charge, Rebuke, Deceleration and his feat. 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. Melee troops obviously love his feat.

Theme Thoughts

    Support    

Stryker likes these models/units, which are grouped together here because they're available in many themes:

  • Squire - Like every incarnation, Stryker2 is often FOCUS strapped. This attachment can dish out focus for three turns, give additional CTRL to catch as many models as possible with the feat, and reroll a failed magical attack.
  • Any source of Shield Guard is worth considering. A Sentinel is a good 'jack for a Journeyman Warcaster who has access to this spell. Alternatively, the readily available Morrowan Battle Priests can also provide cheap bodies to catch a few bullets.

    Flames in the Darkness    

  • Gallant - It can gain Focus from Stryker via Accummulator and can severely discourage opponents from putting out upkeeps thanks to Purgation.
  • Morrowan Archon - Stryker can benefit from his Veteran Leader aura and sometimes all it takes is that single +1 to attack to make your charge connect. He's also a shield guard who can soak up incoming shots. Its aura can defend your troops who ran forward to engage the enemy with your feat.
  • Blockader - It cannot move during the feat and its melee range will be only 2" for the extra attack. However, its huge footprint can spread around Positive Charge efficiently, while also sending its damage output through the roof. Rocket Smash may also be triggered during the extra attack and being able to boost it may increase your chance to a critically slam.
  • Devastator - A sturdy scenario piece with excellent resistance against shooting with Deceleration.

    Heavy Metal    

  • Thorn - An ever useful arc node, it can keep a safe distance due to Reaction Drive after arcing Rebuke.
  • Sword Knights - Positive Charge skyrockets their accuracy and damage output if you happen to trigger Flank. Alain Runewood offers Veteran Leader for them and Pathfinder for Stryker.
  • Precursor Knights - This can be a "Flame-light" theme, housing the Partisan units who would otherwise eat up your mercenary slots - though missing out on Vengeance's speed bonus may be a deterrent. Rebuke can help you to survive non-charge attacks in Shield Wall then respond in kind with the minifeat plus Positive Charge.

    Storm Division    

  • Stormclad - With Accummulator it often has a spare focus to whack things with boosted attack or damage roll during your feat turn. Add in Arlan Strangewayes, and you've got a weapon platform with no burden on your FOCUS pool.
  • Stormsmith Grenadiers - Good at moving enemy troops out of the way.
  • Storm Knights - Really likes Deceleration to make them much more resistant to incoming fire.
  • Storm Lances - Can be brutal during their charge during feat turn. 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.

    Gravediggers    

Not Stryker2's first theme, as it lacks durable, heavy hitting infantry. Trenchers rely on Dig In to stay alive agaisnt ranged threats rather than Deceleration. Positive Charge can make their melee attacks quite telling and murderously accurate.

  • Trencher Commandos - Getting access to Reposition with their CA, they can dig into really inconvenient spots to cut down enemy infantry with their Anatomic Precision attacks. When using Styker's feat, remember that they can still deliver a melee attack after using their grenades. This is because the Cumbersome rule restricts additional weapon use only in their activation, the feat attacks happen outside their activation.
  • Major Harrison Gibbs - Hot Meal can heal Stryker back up to full health if you want to gamble on a massive Overloaded attack.
    • Gibbs can be taken in other themes, but you use up your "Up to one Mercenary solo" slot on him, except in Heavy Metal.

    Sons of the Tempest    

Yet another odd theme for Stryker2, and usually his first incarnation feels much better here. You have no upkeep to spread around before the game begins, and you can utilize only the movement part of your feat for most of the time, as their melee attacks are mediocre at best. However, if you plan on assassination, Arcane Tempest Gun Mages and Ace with Caine0 are good at moving enemy troops out of the way, while Gun Mage Captain Adepts can effectively lower the target's DEF. Caine and the Tempest Blazers may also help you to remove chaff infantry from Stryker's path. A very niche pick and a lot less powerful and forgiving than other themes.

    Mercenaries    

  • Eyriss1 - Removing Focus and Fury from enemy Warcasters/Warlocks will ensure they have nothing to defend against your Overload attacks.
  • Lanyssa Ryssyl - A good way to get Styker 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 use Velocity to get to the enemy caster.
  • Grand Master Gabriel Throne - Basically a combat-Rhupert, he can amp up the damage output of your melee units considerably. If you time its casting between the unit's activation and the feat attacks, you can still achieve considerable damage swing on said unit outside charges. Stryker is a Morrowan model, so if you have a lot of Morrowan units around, he offers a bit more freedom in positioning Stryker behind an infantry screen.

Battlegroup

  • Ol' Rowdy - His pet warjack that he can take in any theme. Between Aggresive and Stryker's feat, Ol' Rowdy has excellent Focus efficiency. It is possible to charge in with his Tremor attack, then do an auto-hitting feat attack with boosted damage roll with only power-up focus. The effectiveness of counter-charge should also not to be underestimated. Remember, Tremor can be made only during its activation, and not during Stryker's feat.
  • Lancer - Arcing Positive Charge and Rebuke where you need them can be really useful if you don't want to expose Stryker too much. Also, the feat attack with the Shock Shield can knock out the last remaining cortex box on a warjack. If you play in Heavy Metal, you can also consider spending 3 pts upgrade to Thorn.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Gallant
  2. Warjack: Toro
  3. Solo: Alexia3
  4. Solo: Morrowan Archon
  5. Unit: Order of Illumination Resolutes
  6. Unit: Legion of Lost Souls
  7. Unit Attachment: Morrowan Battle Priest (x3)

Other

Trivia

  • Released in Warmachine: Apotheosis (2005)
  • He was one of the main protagonists of the storyline, until (spoiler) his death at the conclusion of the Stormbreak story arc (published in 2019.11) (end spoiler)

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
Units

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)

Solos

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
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat : Rolling Thunder

  • When a Blood-Bound model makes an attack via Stryker2's feat and spawns a new model, that model will get to make a feat attack too (and can spawn yet another one). (Infernal Ruling)
The spawned models won't get a feat move, because the unit needs to complete feat moves before anyone has a feat attack.


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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
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • 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)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "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).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • 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
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability 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)
(Click Expand to read)

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.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • 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)

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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.

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).
  • Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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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)
    • Models that are immune to blast damage have no defence vs this spell/weapon.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
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Rules Clarification : Positive Charge      (Edit)

  • Positive Charge does not stack with itself. A warjack will only gain +2 attack/damage from the spell. (Infernal Ruling)
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Rules Clarification : Velocity and/or Quickness     (Edit)

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