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Stormcast EternalsSequitors


Sequitors are stern warriors who channel the tempest through the magical weaponry bequeathed to them by Sigmar. To be struck by such a warrior is to feel the energy of the storm discharging with thunderclap force.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Stormsmite Maul1"23+3+-1
Tempest Blade1"33+4+-1
Stormsmite Greatmace1"23+3+-12

Unit Size: 5 - 20      Points: 130/440
Battlefield Role: None
Notes: Battleline in Stormcast Eternal army if general is a LORD-ARCANUM


A unit of Sequitors has any number of models. The unit is armed with one of the following weapon options: Stormsmite Maul and Soulshield; or Tempest Blade and Soulshield. 2 in every 5 models can replace the unit’s weapon option with a Stormsmite Greatmace.

SEQUITOR-PRIME : The leader of this unit is a Sequitor-Prime. A Sequitor-Prime can replace the unit’s weapon option with a Stormsmite Greatmace, in addition to any other models in the unit that can do so. Add 1 to the Attacks characteristic of a Sequitor-Prime’s melee weapon. If a Sequitor-Prime is armed with a Stormsmite Maul and Soulshield or Tempest Blade and Soulshield, they may also carry a Redemption Cache.


Greatmace Blast: A stormsmite greatmace emits bursts of celestial energy that are deadly to daemons and spirit creatures.
If the unmodified hit roll for an attack made with a Stormsmite Greatmace that targets a DAEMON or NIGHTHAUNT unit is 6, that attack inflicts D3 hits on the target instead of 1. Make a wound and save roll for each hit.

Redemption Cache: A Redemption Cache can drag the souls of the damned from their bodies.
At the start of your shooting phase, you can pick a CHAOS or DEATH unit within 6" of a Sequitor-Prime with a Redemption Cache and roll a dice. On a 4+, that unit suffers 1 mortal wound.

Sequitor Aetheric Channelling: Sequitors can use their knowledge of the arcane arts to channel aetheric energy into their weapons or shields.
At the start of the combat phase, you must say if this unit will channel aetheric power into its weapons or its shields. If you choose its weapons, you can re-roll failed hit rolls for attacks made by this unit in that combat phase. If you choose its shields, you can re-roll failed save rolls for attacks that target this unit in that combat phase (instead of only re-rolling save rolls of 1).

Soulshields: Soulshields are harder than steel and thrice blessed during their forging, so they can withstand any blow.
You can re-roll save rolls of 1 for attacks that target this unit if any models from this unit are carrying a Soulshield.

Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The REDEEMER keyword is used in following Stormcast Eternals warscrolls:

Army List
© Vyacheslav Maltsev 2013-2020