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Caged Lightning

Of all those the Great Necromancer accuses of stealing souls from him, none are more hated than Sigmar, for his Stormcast Eternals are forged from warriors snatched from the precipice of death, or even worse, stolen directly from the underworlds of Shyish. Nagash's armies expend great effort to capture the essence of slain Stormcasts before they can return to Azyr, dragging them to arcane dungeons where terrible punishments await.

Spirit Torments are vital in this process, for their shacklegheist chains can contain even the celestial soul of a Stormcast. Your warband has been bidden by Vorcaw the Lockwraith, a particularly dolorous Spirit Torment, to help capture an errant soul loose in the Eightpoints. Several storm-mages have already arrived to work a binding ritual on the lightning gheist. You must assist Vorcaw in chaining the gheist, or risk Nagash's wrath.

Set-up

Prerequisite: 4 dominated territories

Stake: 1 dominated territory

The Warbands

The Challenger and the Adversary each muster a warband with the following amendments:

  1. The Challenger must muster a Death warband, and all fighters in the Challenger warband must be chosen from the Challenger's warband roster.
  2. The Challenger warband also includes 1 Spirit Torment (referred to as 'Vorcaw the Lockwraith' during this battle). This fighter is treated as an ally but is not added to the Challenger's warband roster.
  3. All fighters in the Adversary player's warband must have 1 of the following faction runemarks: Stormcast Eternals Warrior Chamber (Stormcast Eternals: Warrior Chamber), Stormcast Eternals Vanguard Auxiliary Chamber (Stormcast Eternals: Vanguard Auxiliary Chamber) or Stormcast Eternals Sacrosanct Chamber (Stormcast Eternals: Sacrosanct Chamber).
  4. The combined points value of the fighters in each warband cannot exceed 1,500.

Special Rules

Lightning Gheist: In this battle the objective represents the lightning gheist. Follow the normal rules for objectives with the following amendments:

At the start of the battle, the lightning gheist token is placed on the centre of the battlefield floor.

At the end of the hero phase of each battle round, starting with the player with the initiative, each player alternates spending 1 of their singles. Each time a single is spent, the player that spent it can move the lightning gheist up to a number of inches across the battlefield floor equal to the value of the single (wild dice used as singles have a value of 6). The lightning gheist can pass through fighters and terrain features but cannot move off the battlefield.

If a player has no more singles, they must choose to pass. When a player passes, their opponent can spend 1 more single before the sequence ends. Otherwise, after all singles have been spent, the sequence ends.

Captured Soul Energy: Each time an adversary is taken down within 9" ofVorcaw the Lockwraith, the Challenger gains 1 wild dice which can be used in the next hero phase.

Battleplan

Terrain: Draw 3 terrain cards; the Adversary player picks 1 of them to be in play.

Deployment: Defiant Stand

The Challenger uses the red deployment points.

Victory: The Ritual

The Challenger is the attacker. In addition, the objective is not placed as instructed. Instead, see 'Lightning Gheist' in the Special Rules box.

Twist: Deluge

The Spoils

If the Challenger wins the battle, they can choose 1 of the following spoils:

Treasure Hoard: See page 105.

Artefact of Power: The Challenger can give 1 fighter in their warband the following artefact of power:

Fetters of the Oubliette: In return for your assistance, Vorcaw has gifted you these enchanted chains drawn straight from the Great Oubliette, capable of binding even the most stubborn of enemies.
Once per battle, the bearer can use this artefact as a bonus action. If they do so, pick 1 visible enemy fighter within 1" of the bearer and roll a dice. On a 2+, until the end of the battle, that fighter cannot make Move actions or Disengage actions while this fighter is within I" of them.