Cities of Sigmar – Anointed
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Commanders of the Phoenix Guard, the Anointed have been granted the blessing of the Ur-Phoenix. Theymarch through the thickest storms of enemy magic without injury, before sweeping their foes aside with gleaming halberds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Great Phoenix Halberd
Great Phoenix Halberd2"43+3+-11

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 25mm
Notes: Single


An Anointed is a single model armed with a Great Phoenix Halberd.


Blessing of the Ur-Phoenix: Motes of elemental magic sparkle about this warrior, protecting them from harm.
This model can attempt to dispel 1 endless spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Witness to Destiny: Incoming blows and bolts of sorcery somehow contrive to miss their mark.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 4+, that wound or mortal wound is negated.


Captain of the Phoenix Guard: Marked for greatness by their deity, the commanders of the Phoenix Guard can inspire their warriors to acts of greatness.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly HERO with this command ability. Until the end of that phase, you can re-roll wound rolls for attacks made by friendly PHOENIX TEMPLE units while they are wholly within 12" of that HERO.

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.
Army List
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Faction Rules
• Allies
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).
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The PHOENIX TEMPLE keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2021