The Stormcast Eternals are the most famous of Age of Sigmar armies and they could not miss the opportunity to move war to Chaos in Archaon’s stronghold itself.
They have different warbands available for Warcry, if you are looking for an elite warband with solid options, then this is the warband for you.
Affiliate link disclosure
Age of Miniatures is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com.
Affiliate links might occur on this page.
This site also takes part in other affiliate programs and we are compensated for referring traffic and business to these companies. Read more about our affiliate links here.
What changed in Warcry: Sentinels of Order for the Stormcast Sacrosanct?
Note: The new Warcry books released with Tome of Champions 2020 brought some changes in how Thralls, Monsters but especially Allies work. The roster of available leaders has been massively increased and it’s now possible to use more than one as a “Hero” (1 in matched play and up to 3 in a Narrative campaign).
Link to the 4 new books:
– Warcry: Sentinels of Order (all Order warbands updated)
– Warcry: Harbingers of Destruction (all Destruction warbands updated)
– Warcry: Agents of Chaos (all non-warcry specific Chaos warbands updated)
– Warcry: Bringers of Death (all death warbands updated)
The new fighter are:
- Lord-Arcanum on Celestial Dracoline
- Lord-Arcanum on Gryph-Charger
- Evocator-Prime on Celestial Dracoline with Blade and Stormstave
- Evocator-Prime on Celestial Dracoline with Grandstave
- Lord-Ordinator with Astral Grandhammer
- Lord-Ordinator with Paired Astral Hammers
- Evocator on Celestial Dracoline with Grandstave
- Evocator on Celestial Dracoline with Blade and Stormstave
The new abilities are: Darting Attack, Meteoric Slam, Shatter Spirit Flask and Thunderous Pounce.
Background and Lore of the Stormcast Sacrosanct Warband
The Stormcast Eternals are the mortal heroes taken by Sigmar a moment before their death to create the most powerful weapon he could imagine to fight Chaos: an army of supernatural warriors almost immortal.
Once Azyr’s doors were reopened, the Stormcast have been sent by Sigmar to spearhead the retaking of the territory lost in the Age of Chaos and re-establish civilization in the Mortal Realms.
Stormcast Eternals are composed of different chambers, the Sacrosanct being composed of the re-forged most powerful wizards and magic-attuned fighters that ever walked the Mortal Realms.
The Sacrosanct chamber represents the warrior-mystics of the Stormcasts with an extremely important duty: not only are they responsible for managing any magic menace to Sigmar and his allies, but they also oversee the process of re-forging.
On the Anvil of Apotheosis the process to re-forge a soul is a dangerous one and sometimes things can go wrong and these fighters are there to ensure the process is completed or the rebel souls eliminated.
Being adept at magic and any kind of research, this chamber is also tasked to find a solution to the imperfect process of re-forging, hoping one day to prevent the loss of memory and personality that afflicts each new reborn Stormcast.
The Lord-Arcanum are the commanders of this chamber, assisted by Knight-Incantors, both powerful mages.
The rank-and-file warriors are not less attuned to magic and they can call the power of the storm to enhance their weapons or their shields.
The Castigators arrows explode emanating celestial energy, while the Evocators empower weapons with cracking lightning.
In the Eightpoints the Sacrosanct Chamber warbands are searching any clue for fixing the flaw in the reforging.
But how do they play on the tabletop?
Let’s take a look at the fighters and abilities of the Stormcast Sacrosanct warband.
Overview and Points for the fighters in the Stormcast Sacrosanct Warband
Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.
If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.
So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing
The Sacrosanct Chamber warband is made from many kits with 24 options of which 15 are leaders.
- Lord-Arcanum on Celestial Dracoline: 320 points
- Lord-Arcanum on Gryph-Charger: 300 points
- Lord-Arcanum: 260 points
The Lord-Arcanum are the commanders of the Sacrosant Chamber and as such they are also powerful wizards of their own.
They have two ranged Attacks at 7″ range for 3/6 damage on Strength 4 and a decent melee profile too: 4 Attacks at Strength 4 for 2/4 damage. The Lord-Arcanum on Dracoline in melee loses 1″ range (the others being 2″) but adds 1 to the damage on critical hit (2/5).
Interesting it seems the Dracoline does not count as a mount, and only the Gryph-Charger has the Mounted runemark preventing climbing, going through doors, etc.
All Lord-Arcanum have access to Shatter Spirit Flask for a Triple that can do up to 6 damage to anyone within 3″ of them, including themselves and friends. It is a good option to avoid being surrounded or in a suicide mission. The high number of Wounds (in order 40, 38 and 32) allows them to actually shrug off that damage if they are not too injured.
Toughness 5 is also a tough nut to crack, so should prevent most small units from doing too much damage.
Both beasts have 10″ Movement, while on foot the standard Movement is 4″.
The Dracoline allows for a Quad also the use of Thunderous Pounce, for up to 6 damage at the end of a Move action.
Lord-Exorcist: 250 points
The Lord-Exorcist is a wizard with the same ranged profile as the Lord-Arcanum while in melee he loses only 1 Attack.
32 Wounds and 5 Toughness make him a strong option as a leader.
The difference is made by his special ability, Open Redemption Cache. While the Lord-Arcanum damage everyone including themselves for a Triple, the Lord-Exorcist in the same radius blasts only enemies (up to 6 damage as well) for a Quad.
A Quad is rarer than a Triple, but the 10/70 points of difference make up for it.
- Lord-Ordinator with Astral Grandhammer: 245 points
- Lord-Ordinator with Paired Astral Hammers: 240 points
The Lord-Ordinator are instead the Engineers of the Sacrosanct Chamber.
They have 32 Wounds, Toughness 5 and Movement 4″ like most of the warband.
Their special ability, Meteoric Slam, adds +1 to Attack and Strength for a turn transforming them in powerful fighters.
The Grandhammer can therefore become a 4 Attacks at Strength 6 for 3/5 damage on a 2″ range while the Paired Hammers become 5 Attacks, Strength 6 and 2/5 damage.
Statistical the extra attack on the Paired Hammers does a little bit more damage.
Knight-Incantor: 245 points
Do not underestimate the Knight-Incantor thinking he is your usual wizard.
While his ranged attack is the same as the Lord-Arcanum or Lord-Exorcist, in melee he hits as hard as a Lord-Exorcist with only 1 Attack less (3) than a Lord-Arcanum.
With the aforementioned Lord-Arcanum shares also the special ability Shatter Spirit Flask, for up to 6 damage to anyone within 3″ providing to save 15 points at the cost of 1 Attack.
Evocators on Celestial Dracolines
- Evocator-Prime on Celestial Dracoline with Grandstave: 295 points
- Evocator-Prime on Celestial Dracoline with Tempest Blade and Stormstave: 285 points
- Evocator on Celestial Dracoline with Grandstave: 260 points
- Evocator on Celestial Dracoline with Tempest Blade and Stormstave: 250 points
And here comes the cavalry.
These powerful wizards don’t actually count as Mounted, on the other hand they have access to Thunderous Pounce that for a Quad allows to allocate up to 6 damage to an engaged enemy at the end of a Move action.
As the Evocators on foot they also have access to Summon Celestial Lightning that allows for a Double to roll as many as 6 dice and allocate 1 Damage to an engaged enemy for each 4+.
Considering the statistic chance to fail 50% of the rolls, it can be used if you really need to get rid of a low wounds character without wasting a disengage.
The main difference between the weapons is that the Grandstave has 2″ range for 3 Attacks at Strength 5 for 3/6 damage while the Blade and Stormstave has 1″ range, 4 Attacks at Strength 5 for 2/5 damage.
Usually more attacks means more chance for a critical but in this case the weapons are quite balanced statistically. The Grandstave has the problem that to take advantage of the 2″ range you may have to forgo the damage after Move has that range is only 1″.
The non-leader fighters have the same weapon profile but lose 1 damage on critical hit (3/5 and 2/4 respectively).
For the rest these fighters are the most expensive in the warband but they have high Wounds (32, 35 for the Primes), Toughness 5 and Movement 10″.
- Evocator-Prime with Blade and Stormstave: 240 points
- Evocator-Prime with Grandstave: 240 points
- Evocator with Blade and Stormstave: 180 points
- Evocator with Grandstave: 180 points
The Evocators are your wizard type of infantry.
As the rest of the warband they have access to Channelled Empowerment but considering they already have Strength 5, being able to increase it is extremely situational.
The Primes have access to Cleanse the Realm of Taint that for a Double allows a bonus move or attack if they finish an enemy in the same activation.
And then the special ability in common to all Evocators is Summon Celestial Lightning discussed above.
The Evocators have 2 weapon options: the Blade and Stormstave increase the number of attacks to 4 (5 for the Prime), have same Strength (5) and a lower damage on critical hit (2-4).
The Grandstave instead has longer range (2”), less attacks (3 and 4 for the Prime), same Strength and more damage on critical (2-5).
As all Stormcast on foot in this warband the Evocators also have Movement 4”, 20 wounds (30 the Primes) and high Toughness (5).
- Sequitor-Prime with Redemption Cache: 245 points
- Sequitor-Prime with Stormsmite Maul and Soulshield: 240 points
- Sequitor-Prime with Tempest Blade and Soulshield: 240 points
- Sequitor with Stormsmite Greatmace: 185 points
- Sequitor with Stormsmite Maul and Soulshield: 180 points
- Sequitor with Tempest Blade and Soulshield: 180 points
The Sequitors are the main infantry and the model with most options.
All Sequitors, except the one armed with Greatmace, have a shield that allows them to increase their Toughness for a Triple (Soul-Shield Channeling).
Considering they all have Toughness 6, it seems like a pretty redundant ability: there are only 11 fighters in the game (as of February 2021) with Strength 6, and of those 3 are allies or monsters.
Spending a Triple to get up to Toughness 12, when all you need 99% of the time is your base 6, is probably something you will soon forget ever existed.
The next ability they share with the rest of the warband is more useful because it increases the Strength of the value of this ability for the next attack (Channelled Empowerment, costing a Double).
It is probably more useful for the Sequitors armed with Tempest Blade as they have Strength 4 but more attacks than their other counterparts (3 attacks or 4 in the case of the Prime).
The Sequitors armed with Stormsmite Maul instead have Strength 5 but less attacks (2 or 3 in the case of the Prime, including the one with Redemption Cache). All these 5 models deal 2 damage on a hit and 4 on a critical.
The guest star is the Sequitor with Stormsmite Greatmace: he trades Toughness (“only 5”) for 3 attacks at range 2” and 3-5 damage.
No special abilities but the highest potential damage output across the non-leader fighters.
The Sequitor-Prime with Redemption Cache has access to a Quad ability, damaging every visible unit within 3” up to 6 wounds.
This ability makes him one of the most expensive unit in the warband but also an interesting option in case you need a Sequitor to lead your army as it has otherwise the same attributes of the Prime armed with a Maul.
In summary the Sequitors can be divided in 3 groups:
- The maul that provides increased Strength (5 can be brutal)
- The blade for increased attacks
- Greatmace for good damage
All of them have movement 4 making them quite slow.
- Castigator-Prime: 255 points
- Castigator: 195 points
The Castigators are your ranged options and they are essential to compensate the overall slowness of this warband (unless you use Dracolines).
With maximum range 15” they can really make a difference: 3 attacks at Strength 5 for 2-4 damage are not to be underestimated.
In melee they don’t shine with 3 attacks (4 the Prime) at Strength 4 for 1-4 damage.
But if you can, keep them at distance to be able to also use their ability: for a Triple they can add up to 3 to the damage (for both hit and critical) to the next ranged attack.
With a good Triple you can then get those 3 attacks at Strength 5 doing 5 or 7 damage!!!
The Castigator-Prime can use Cleanse the Realms of Taint also on his ranged attack (there’s no minimum range requirement) for a potential 3 attack sequences on a single activation (translated in 9 attack rolls in a turn provided the first 6 kill at least one enemy model).
Castigators cannot use Channelled Empowerment on their ranged attack, but they can benefit from it for their melee attack that have only Strength 4.
Castigators share the same Movement (4”) and wounds (20 and 30 for the Prime) as most other fighters in this warband.
Gryph-Hound: 150 points
The cheapest unit available in this warband is the Gryph-Hound. Same melee profile as a Liberator with Paired Warblades (4 Attacks at Strength 4 for 2-4 damage) but a movement of 6” instead of 4” and the Darting Attack ability.
For a Triple they can do a bonus attack and then a bonus disengage move getting in a better position around that objective or forcing the opponent to follow you wasting one of their activations.
Toughness 4 and 20 wounds guarantee a decent survivability.
The Gryph-hound becomes an interesting choice in Warcry and a small pack of these fighters can bring down some tough opponents.
Did you know we make guides for all Warcry Warbands?
Abilities for the Sacrosanct Warcry Warband
- Channelled Empowerment (Double, Everyone): Add up to 6 to the Strength of the next melee attack.
- Summon Celestial Lightning (Double, all Evocators): A chance to do up to 6 damage to an engaged enemy.
- Meteoric Slam (Double, both Lord-Ordinators): Add +1 to Attack and Strength of melee attacks of this fighter.
- Cleanse the Realms of Taint (Double, all Leaders): After taking down an enemy perform a bonus move or a bonus attack.
- Burst of Celestial Lightning (Triple, all Castigators): Add up to 3 to the damage for both hits and critical hits for the next ranged attack.
- Darting Attack (Triple, Gryph-Hounds): Make a bonus attack and then a bonus disengage.
- Soul-shield Channelling (Triple, all Sequitors except the Sequitor with Greatmace): Until the end of the battle round add up to +6 to his Toughness.
- Shatter Spirit Flash (Triple, all Lord-Arcanum and the Knight-Incantor): Allocate up to 6 damage to all fighters in range (friendly and enemy).
- Thunderous Pounce (Quad, all Lord-Arcanum and Evocators on Celestial Dracoline): Up to 6 damage to an engaged enemy at the end of the next Move action.
- Open the Redemption Cache (Quad, Lord-Exorcist and Sequitor-Prime with Redemption Cache): Up to 6 damage to all visible enemies within 3”.
Strategy and Tactics for the Stormcast Sacrosanct Warband
The Stormcast of the Sacrosant Chamber are an extremely elite warband, the one that probably best represents the Stormcast Eternals.
Your warband will usually have 5 members, of which 1 or 2 will be Castigators.
The rest can be whichever you prefer with 1 Evocator and the Sequitor with Greatmace being great options.
Movement 4” can be increased with the universal ability Rush that allows 1 extra inch per action, otherwise you can always count on the expensive Evocators on Dracoline.
With a low count models, each movement will need to be carefully planned and for this Castigators are extremely useful giving you an extra 15” range of powerful attacks.
In melee the only thing that can scare you are critical hits because with an average Toughness of 5 (6 for the Sequitors with shield) and 20 or more wounds, it will take a bit to take you down.
The main contentious point of this warband comes from the abilities.
Cleanse the Realms of Taint is extremely good as it allows a bonus move or action provided you killed at least an enemy within the previous actions and it costs only a Double.
It allows leaders with ranged attacks to shoot at distance after finishing off an enemy in melee or a Castigator-Prime up to 3 long-range attacks.
Burst of Celestial Lightning gives some extra damage potential to your Castigators making them deadly at medium range.
Then we have Summon Celestial Lightning that costs only a Double for a chance of some extra damage.
Can be useful to free your Evocator from a heavily injured fighter that you would otherwise waste an attack on and then move to your next target.
But every dice you roll has 50% chance to do nothing, still it costs only a Double…
Open the Redemption Cache is available to the Sequitor-Prime and the Lord-Exorcist and for a Quad can do as much as 6 damages to any visible enemy within 3”.
On the other hand for a Triple you can try the Lord-Arcanum Shatter Spirit Flask, with the drawback that will damage also you.
If you need a powerful leader, the Lord-Ordinator and their ability to increase their Attack and Strength with Meteoric Slam makes them good options at a decent cost (for this warband).
Finally, Channelled Empowerment increases the Strength characteristic of non-ranged attacks.
Most of your warband will have Strength 5, except the the Lord-Arcanum, Lord-Exorcist, Knight-Incantor, Sequitors with Blade, Castigators in melee and Gryph-Hounds.
You can only have one leader, and afford maybe another one as hero but considering they are similar profiles you may not want more than one, Sequitors with Blade are probably not the best option and Castigators are better used for ranged attacks.
So, chances that Channelled Empowerment is useful will be limited to few situations, still it costs only a Double.
Soul-shield Channelling however costs a Triple and the chances you will find something with Strength 6 and you want to ensure they hit on a 5+ instead of a 4+ will be so slim that you may even forget this ability.
Without considering that those guys on a 6 can anyway really crash your Sequitors, shield or no shield (the Irongut Gutlord needs 2 6s to get rid of one Sequitor).
Then your strategy is pretty clear. Keep your Castigators safe and shoot from distance.
Try to close in with your heaviest hitters. Use the special abilities to increase the maximum damage you can do (in particular the Castigator and the Evocators one).
Be wary of fast-moving units, especially if they are your target.
Rinse and repeat.
Pros and Cons of the Stormcast Sacrosanct Warband
+ Really elite warband
+ High toughness
– Low models count
– Really situational abilities
Some thematic warbands for the Sacrosanct Chamber
Just for fun here we present few thematic warbands, meant more for fun or narrative context than for competitive play. Note that in narrative play you need to control at least two territories before mustering your first hero.
Soul Wars: Knight-Incantor, Sequitor with Stormsmite Greatmace, Sequitor with Maul and Soulshield, 2 Castigators. All available from the Soul Wars box.
Here comes the cavalry: A Lord-Arcanum on Dracoline, 2 Evocators on Dracoline (each weapon profile ideally) and the always loyal Gryph-Hound.
How to buy a Stormcast Sacrosanct Warcry Warband
The Stormcast – Sacrosanct Chamber warband can be collected from a variety of different boxes.
Let’s start from the Soul Wars box (£95) that contains a good number of Nighthaunt miniatures that can be used for another Death oriented warband or resold.
The Stormcast half presents a Knight-Incantor, 5 Castigators with a Prime, 3 Evocators armed with tempest blade and stormstave with a Prime and 8 Sequitors, of which six with maul and shield including the Prime, and 2 with greatmace. It’s also the only place to find the Lord-Arcanum on Gryph-Charger.
In itself this gives you enough to start a Sacrosanct warband, however you will be missing out on many alternative options and builds.
A cheaper and alternative access to Sequitors with maul and shield is the Warhammer Underworld warband available in the boxed game Dreadfane (35£) but also available separately as an Easy to Build set for 10£ (3 models including a female Prime). It can be hard to get (out of stock most places).
To get the Sequitor-Prime with Redemption Cache and all those with Tempest Blade the only chance is however the box of 10 Sequitors (37.5£).
The Castigators can be found in an Easy to Build set for 10£ for 3 models with Prime together with a Grypth-hound.
The Evocators come in a box of 5 for 35£. However only one Prime is available so you may need 2 boxes if you want to have alternatives.
The Lord-Arcanum on foot is available only from the Aventis Firestrike set (£70) when assembling it as Aventis instead of a Lord-Arcanum on Tauralon.
The Lord-Arcanum on Celestial Dracoline comes from the Astreia Solbright box.
The Knight-Incantor is available in many places, from the Soul Wars box to the cheap £5 Getting Started magazine. Speaking of magazines, Mortal Realms subscription service as an exclusive female Knight-Incantor on issue #5.
Another good place to find a Knight-Incantor and 2 Evocators with Temples Blade and Stormstave is the Warhammer Underworlds warband Stormsire’s Cursebreakers.
The Lord-Exorcist is a single blister for £20.
The Evocators on Celestial Dracolines are available in a £35 box containing 3 models, one of which is a Prime. If you want all possible weapon loadouts you will need to either magnetize or buy a second box.
Finally the Gryph-Hounds are sold in boxes of 6 for £17.5. But don’t forget one is available with the Easy to Build Castigator set.
Tips on painting a Stormcast Sacrosanct Warband for Warcry
Do you have some awesome looking Stormcast Sacrosanct painted up?
I would very much like to display them right here on this page.
All you have to do is send my some files. You can read more about how to make that happen here.
Sacrosant Chambers are just an auxiliary chamber of the Stormcast Eternals and they can be painted using the many stormhost colour schemas available or you can invent even your own, for example Anvils of Heldenhammer, Maelstrom of Light, Hallowed Knights or Knight Excelsiors.
Being the latest wave, they also benefit from many new tutorials for specific models of the range (assuming the default Hammers of Sigmar colour scheme).
In Warhammer Community there’s also a tutorial using contrast paints.