Cities of Sigmar – Anointed on Flamespyre Phoenix
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Anointed on Flamespyre Phoenix

Trailing blazing streams of fire, Flamespyre Phoenixes sweep low over the heads of their prey, engulfing them in a magical inferno. Even if brought low by blade or spell, these creatures are reborn in a blinding burst of light and heat.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Flaming Talons
Flaming Talons2"4+3+-12
Great Phoenix Halberd
Great Phoenix Halberd2"43+3+-11
Wounds SufferedMoveFlaming TalonsWake of Fire

Unit Size: 1      Points: 290
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single


This warscroll can be used in the following warscroll battalions:
 • Phoenix Flight
 • Xintil War-magi


A Flamespyre Phoenix is a single model armed with Flaming Talons.

ANOINTED: This model include 1 Anointed armed with a Great Phoenix Halberd. Any command traits or artefacts of power only affect attacks made by the Anointed.

FLY: This model can fly.


Attuned to Magic: The spawn of the Ur-Phoenix are imbued with potent magical energy.
In your hero phase, if a friendly WIZARD within 12" of this model casts a spell that is not unbound, this model is imbued with magical energy until the start of your next hero phase. Add 1 to save rolls for attacks that target this model while it is imbued with magical energy, (this ability can never add more than 1 to the save roll).

Phoenix Reborn: In the fires of battle, the Phoenix is born anew.
The first time this model is slain, before removing it from the battlefield,roll a dice. On a 1-3, this model is slain. On a 4-6, this model is not slain, all wounds allocated to it are healed, and any wounds that currently remain to be allocated to it are negated.

Wake of Fire: Streams of flames follow in the wake of this creature, engulfing the enemy in a fiery inferno.
After this model has made a normal move, pick 1 enemy unit that has any models that this model passed across and roll a dice. On a 2+, that unit suffers a number of mortal wounds equal to the Wake of Fire value shown on this model’s damage table.

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 FLAMESPYRE PHOENIX that includes an Anointed. Until the end of that phase, you can re-roll wound rolls for attacks made by friendly PHOENIX TEMPLE units that are wholly within 12" of that FLAMESPYRE PHOENIX.

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.
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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).
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.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
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).
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
27.3.3 Artefacts of Power
Each time you take an artefact of power enhancement, you can pick 1 artefact of power and give it to a HERO in your army. A HERO cannot have more than 1 artefact of power. An army cannot include duplicates of the same artefact of power.

Most rules for artefacts of power refer to the bearer. The bearer is the model to which an artefact of power has been given (see section 27.5.2 for some examples).

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

Leader, Behemoth

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

Leader, Behemoth
© Vyacheslav Maltsev 2013-2022