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

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CITIES OF SIGMAR WARSCROLL
Scourge of Aqshy Pontifex Zenestra
Matriarch of the Great Wheel
5"
9
5+
2
4+
According to the Cult of the Wheel, Zenestra hails from Aqshy; formerly a battle-priest, the God-King granted her divine favour in recognition of her victories across the Flamescar Plateau. Whether or not this is true, there can be no doubting the Pontifex’s immense power.
CITIES OF SIGMAR WARSCROLL
Scourge of Aqshy Pontifex Zenestra
Matriarch of the Great Wheel
MELEE WEAPONS
AtkHitWndRndDmg
Sceptre of the Wheel
Sceptre of the Wheel34+4+1D3
Acolytes’ Club and Axe
Acolytes’ Club and Axe44+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: 0-1 Freeguild Veteran, Any SIGMARITE
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Passive
UNQUENCHABLE FAITH: Such is her unyielding devotion to the God-King that should the Pontifex be laid low, her final act is to beseech Sigmar to empower her followers so that they might fight on for his glory.

Effect: If this unit would be destroyed, before removing it from play, this unit can immediately use the ‘Sigmar’s Blessing’ ability below as if it were your hero phase. If it does so:
  • That prayer does not count towards the number of PRAYER abilities this unit can use this phase.
  • Instead of making a chanting roll for that prayer, you must use a value of 10 for the roll that cannot be modified.
  • The effect of that prayer applies for the rest of the battle instead of until the start of your next turn.

Your Hero Phase
5
SIGMAR’S BLESSING: Zenestra calls upon the God-King to grant her flock greater strength and protection should they surge into the fray with his name on their lips.

Declare: Pick a visible friendly SIGMARITE unit wholly within 12" of this unit to be the target, then make a chanting roll of D6.

Effect: Until the start of your next turn:
  • The target’s melee weapons have Charge (+1 Damage).
  • If the chanting roll was 10+, the target has WARD (5+) if it charged in the same turn.
KEYWORDSPRAYER

KEYWORDS
UNIQUE, HERO, PRIEST (2), INFANTRY, WARD (4+)
ORDER, CITIES OF SIGMAR, SIGMARITE

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

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


and others...

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


and others...
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Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.

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

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Those HEROES can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
Cavalry Hero
© Vyacheslav Maltsev 2013-2026