Lord Commander Stryker

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Cygnar Logo.jpg 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

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
M.A. N/A
DEF 16
ARM 16
ESSENCE {{{essence}}}
HP 17
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • 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. Lightning cannot arc to or from this model.


  • Quicksilver Mk II - 2" reach, P+S 15 melee weapon
    • Damage Type: Magical - This weapon deals Magical damage.
    • Disruption - A warjack hit will lose all focus points. It also can't gain focus or channel spells for one round.
  • Magnum - 10" range, POW 12, ROF 2 gun




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

3 SELF Control - Round -
While in the caster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Lasts for one round.
Lightning Storm

3 3 - 10 (Electric) - Yes
All models in the AOE suffer a POW 10 electrical damage roll. Also, the AOE 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.
Positive Charge

2 6 - - Turn -
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.

(★) SELF - - - -
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.

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.

Theme Forces

Recent Changes

2019.04 Oblivion CID (still in beta) This model will become a Morrowan model, which will allow them to go in the new Flames in the Dark theme.

Thoughts on Stryker2

Stryker2 in a Nutshell

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

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

Although a great assassin, Stryker still follows in the footsteps of Stryker1 by offering good support to his army. He does a lot for turning Cygnar's fairly average warjacks into serious melee or heavily armoured pieces.

  • Rebuke is handy into armies that put out expensive, high quality infantry that want to either get up the table quickly or cause you headaches with Shield Wall.
  • Deceleration is the spell you will cast the most. Everyone loves an armour buff and 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.
  • Lightning Storm is a rare one to cast. 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 is another spell that swings Cygnar models from good to great. Melee heavy warjacks become extremely accurate and that much more damaging in melee (The Ironclad becomes effective P+S20) that puts them above the curve and less reliant on boosting to cause damage.
    • The 3" bubble of the same buff also makes it extremely efficient and can dial up models such as Sword Knights, Stormblades and Storm Lances massively.
      • Combine that with the extra attack from the feat and you can set up a devastating attrition swing.
    • Applying it to an arc node also means that Stryker can stay safe.
  • Velocity is a double-edged sword.
    • On the upside, it 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.

Drawbacks & Downsides

  • 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

  • Warlocks 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.
  • 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.
    • It's important to highlight that its damage type is magical. It gives you an option into irritating incorporeal solos without having to cast the expensive Lightning Storm.
  • 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.

List Building Advice


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.

Melee troops love his feat.

Theme Thoughts

Various Themes
Stryker likes these models/units, which are grouped together here because they're available in 3+ themes:

  • 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.
  • 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.

Sons of the Tempest

Storm Division

  • Stormsmith Grenadiers are 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.


  • 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.
    • Gibbs can be taken in other themes, but you use up your "Up to one Mercenary solo" slot on him, except in Heavy Metal where he is available straight away.


  • A Lancer for Positive Charge and Rebuke where you need them


  • Eyriss1 - Removing Focus and Fury from enemy Warcasters/Warlocks will ensure they have nothing to defend against your Overload attacks.
  • 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.



Released in Warmachine: Apotheosis (2005)

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

"Junior" Warcasters: Caine0 - 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 - 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 - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures 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: 2019.04

Video Battle Reports

Rules Clarifications

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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. 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. 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.)
    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 Warcaster and Warlock pages respectively, 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.
  • 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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • 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)
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).
  • 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)
  • Hazard templates and "non-hazard" damage templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • 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)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • 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).
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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.