Stormcast Eternals – Sequitors
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5"
2
4+
7
WARSCROLL

Sequitors

Arcane mystery clings to the Sequitors, footsoldiers of the Sacrosanct chambers. By channelling celestial power through their wargear, they can bolster their strength to new heights, all the while carrying out the secretive missions of their hosts.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sacrosanct Weapons
Sacrosanct Weapons1"23+3+-11
Stormsmite Greatmace
Stormsmite Greatmace1"23+3+-12
PITCHED BATTLE PROFILE

Unit Size: 5      Points: 110
Battlefield Role: Battleline
Base size: 40mm

Each model in a Sequitors unit is armed with Sacrosanct Weapons and a Soulshield. 2 in every 5 models can replace the unit’s weapon option with a Stormsmite Greatmace. The 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.

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

CHAMPION: 1 model in this unit can be a Sequitor-Prime. Add 1 to the Attacks characteristic of that model’s Sacrosanct Weapons or Stormsmite Greatmace. If a Sequitor-Prime is armed with Sacrosanct Weapons and a Soulshield, it can also carry a Redemption Cache.

Redemption Cache: A redemption cache can drag the souls of the damned from their bodies.
Slain models cannot be returned to enemy units that are within 3" of this unit’s Sequitor-Prime.

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 whether this unit will channel aetheric power into its weapons or into its shields.

If you pick its weapons, until the end of that phase, if the unmodified hit roll for an attack made by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

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

KEYWORDS
ORDER, STORMCAST ETERNALS, SACROSANCT, REDEEMER, SEQUITORS

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

Leader

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

Leader
Army List
Warscrolls collated

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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.

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

Battleline
None
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.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
© Vyacheslav Maltsev 2013-2024