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
Unit Size: 1 Points: 180
Battlefield Role: Leader
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. Vessel of Sigmar: Channelling the divine might of the God-King, Pontifex Zenestra has the power to bless the very earth around her.
This unit has a ward
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
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