Cities of Sigmar – Phoenix Guard
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WARSCROLL

Phoenix Guard

Each member of this elite band is a revenant warrior, reborn to safeguard the flame of the Ur-Phoenix and lay waste to the servants of darkness. They go about this task in grim silence, wielding their halberds with unmatched grace.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Phoenix Halberd
Phoenix Halberd2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 175
Battlefield Role: None
Base size: 25mm
Notes: Battleline if general is PHOENIX TEMPLE

DESCRIPTION

A unit of Phoenix Guard has any number of models, each armed with a Phoenix Halberd.

KEEPER OF THE FLAME: 1 model in this unit can be a Keeper of the Flame. Add 1 to the Attacks characteristic of that model’s melee weapon.

STANDARD BEARER: 1 in every 10 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of units that include any Standard Bearers.

DRUMMER: 1 in every 10 models in this unit can be a Drummer. Add 1 to charge rolls for units that include any Drummers.

ABILITIES

Emboldened: The will of these warriors never falters in the presence of the Phoenix Temple’s champions.
Do not take battleshock tests for this unit while it is wholly within 12" of a friendly PHOENIX TEMPLE HERO.

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 unit. On a 4+, that wound or mortal wound is negated.

KEYWORDS
ORDER, AELF, CITIES OF SIGMAR, PHOENIX TEMPLE, PHOENIX GUARD

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

None
Leader
Leader, Behemoth
Behemoth
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

The PHOENIX TEMPLE and HERO keywords are used in the following Cities of Sigmar warscrolls:

Leader
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.
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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