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.
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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.
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 3 kits with 12 options of which 6 are leaders.
- 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 12 fighters in the game (as of April 2020) with Strength 6, and of those only 4 are not 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 Primes, other than having more attacks and more wounds (30 instead of 20), can also get an extra bonus move or action if they kill an enemy in the same activation (Cleanse the Realm of Taint that costs a Double).
On top of that the Sequitor-Prime with Redemption Cache has access to the Quad ability of the warband, damaging every visible unit within 3” for the value of the ability.
This ability makes him the second most expensive unit in the warband (behind the Castigator Prime) 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 (as the rest of the warband) making them quite slow.
- 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 that for a Double allows them to roll up to 6 dice and for every 4+ do 1 damage to an enemy within 1”.
It can be extremely useful if the opponent is trying to delay your advance sending injured or low-wounds models to force you to disengage or waste an activation on getting rid of them.
With some luck and a good Double you could do as much as 6 damage.
The Evocators have 2 weapon options, the pictures for the Primes may be inverted so in this article we will consider the Grandstave being with range 2”, following the normal Evocators as guideline.
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 in this warband the Evocators also have Movement 4”, 20 wounds (30 the Primes) and high Toughness (5).
- 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.
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 the other fighters in this warband.
Did you know we make guides for all Warcry Warbands?
Abilities for the Sacrosanct Warcry Warband
Channelled Empowerment (Double, Everyone): Add the value of this ability to the Strength of the next attack from this fighter with range 3” or less.
Summon Celestial Lightning (Double, all Evocators): Roll as many dice as the value of this ability, for each 4+ do 1 damage to an enemy fighter within 1”.
Cleanse the Realms of Taint (Double, all Primes): If an enemy fighter has been taken down by an attack from this fighter this activation, this fighter can perform a bonus move or a bonus attack.
Burst of Celestial Lightning (Triple, all Castigators): Add half the value of this ability (rounding up) to the damage for both hits and critical hits for the next attack action with range 3” or more.
Soul-shield Channelling (Triple, all Sequitors with shield, except the one with Greatmace): Until the end of the battle round add the value of this ability to the Toughness of this fighter.
Open the Redemption Cache (Quad, Sequitor-Prime with Redemption Cache): Damage all visible enemies within 3” for the value of this ability.
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” and no way to increase it (outside of the universal ability Rush that allows 1 extra inch per action) will be your most critical point.
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 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 a Sequitor-Prime or an Evocator-Prime to attack (and kill), move and attack again or a Castigator-Prime to attack 3 times from afar.
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 only on one Sequitor-Prime and for a Quad can do as much as 6 damages to any visible enemy within 3”.
As an ability it’s powerful but it’s on a 4” model that may struggle to be in the right position at the right moment (your Quad also needs to be of a high value to be worth).
Finally, Channelled Empowerment increases the Strength characteristic of non-ranged attacks.
Most of your warband will have Strength 5, except the Sequitors with Blade and the Castigators in melee.
You are probably not going to use the former and the latter is best kept at distance rather than engaged.
Still it costs only a Double and if you find yourself fighting something with Toughness 5 or 6 you can improve your attack chances.
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
– Low mobility
– Really situational abilities
How to buy a Stormcast Sacrosanct Warcry Warband
The Stormcast – Sacrosanct Chamber warband can be collected from a variety of different boxes.
The only place to find all possible alternatives however is the 3 individual 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.
The Stormcast half presents 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.
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.
Finally, 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.
Tips on painting a Stormcast Sacrosanct Warband for Warcry
Do you have some awesome Sacrosanct Stormcast painted up?
Then I really want to display them 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.