Stormcast Eternals – Sequitors
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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 WoundTo WndRendDamageDmg
Stormsmite Maul
Stormsmite Maul1"23+3+-1
Tempest Blade
Tempest Blade1"33+4+-1
Stormsmite Greatmace
Stormsmite Greatmace1"23+3+-12

Unit Size: 5      Points: 130
Battlefield Role: None
Base size: 40mm
Notes: Battleline if general is a Lord-Arcanum


This warscroll can be used in the following warscroll battalions:
 • Cleansing Phalanx
 • Sempiternals Cleansing Phalanx


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 pick its shields, until the end of that phase, this unit has a 5+ ward.

Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

The ORDER keyword is used in the following Stormcast Eternals warscrolls:

The STORMCAST ETERNAL keyword is used in the following Stormcast Eternals warscrolls:

The REDEEMER keyword is used in the following Stormcast Eternals warscrolls:

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© Vyacheslav Maltsev 2013-2021