Cities of Sigmar – Pontifex Zenestra, Matriarch of the Great Wheel

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5"
9
5+
9
WARSCROLL

Pontifex Zenestra, Matriarch of the Great Wheel

The Great Wheel turns, and the driving force is faith. As she gives her inspiting battlefield sermons, the raw celestial power of the God-King crackles out from Pontifex Zenestra's sacred palanquin to ininerate her enemies, whilst her acolytes bludgeon and hew any foolish enough to approach her without permision
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Sceptre of the Wheel
Sceptre of the Wheel1"13+3+-1
Club and Axe
Club and Axe1"43+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 90 x 52mm
Notes: Single, Unique

Pontifex Zenestra, Matriarch ofthe Great Wheel, is armed with the Sceptre ofthe Wheel.

CREW: This unit’s Acolytes are armed with a Club and Axe.

Voice of the God-King: Zenestra is the mouthpiece of Sigmar himself upon the battlefield; with a simple utterance, she can banish the sorceries ofthe enemy.
This unit can attempt to dispel 1 endless spell at the start of your hero phase and attempt to unbind 1 spell in the enemy hero phase, in the same manner as a WIZARD. Add 1 to unbinding rolls made for this unit.

Blessed Palanquin: The thrice-sanctified sedan chair upon which Zenestra is borne offers her mysticalprotection.
This unit has a ward of 4+.

Vessel of Sigmar: Channelling the divine might of the God-King, Pontifex Zenestra has the power to bless the very earth around her.
Vessel of Sigmar is a prayer with an answer value of 3. If answered, and this unit is within your territory, pick 1of the effects below to apply until the start ofyour next hero phase. If answered and this unit is not within your territory, pick 2 of the effects below to apply until the start ofyour next hero phase instead of 1:

Hallowed Ground: Friendly CITIES OF SIGMAR HUMAN units have a ward of 5+ while they are wholly within 18" of this unit.

The Great Wheel Turns: Add 2" to the Move characteristic of friendly CITIES OF SIGMAR HUMAN units on the battlefield.

Cast Out Evil: Roll a dice for each enemy WIZARD and PRIEST on the battlefield. On a 2+, that unit suffers D3 mortal wounds.

Wrath of Azyr: Like the spokes of the Great Wheel, twisting arcs of celestial lightning revolve around Zenestra’s sedan, scorching the enemies of Sigmar until they are naught but smoking husks.
At the start of the combat phase and after this unit fights, roll a dice for each enemy unit within 3" of this unit. On a 2+, the unit being rolled for suffers D3 mortal wounds.

KEYWORDS
ORDER, CITIES OF SIGMAR, HUMAN, DEVOTED OF SIGMAR, HERO, PRIEST, PONTIFEX ZENESTRA

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

The CITIES OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

Army List
Warscrolls collated

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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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.
20.1 Chanting Prayers
In your hero phase, you can chant prayers with friendly PRIESTS. You cannot chant the same prayer more than once in the same hero phase, even with a different PRIEST. In order to chant a prayer, pick a friendly PRIEST, say which of the prayers that they know will be chanted, and then make a chanting roll by rolling a dice. If the chanting roll is equal to or greater than the answer value of the prayer, the prayer is answered.

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

Leader, Behemoth
Leader

The DEVOTED OF SIGMAR keyword is used in the following Cities of Sigmar warscrolls:

Leader, Behemoth
Leader
None
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.
© Vyacheslav Maltsev 2013-2024