Cities of Sigmar – Scourge of Ghyran Pontifex Zenestra

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CITIES OF SIGMAR WARSCROLL
Scourge of Ghyran Pontifex Zenestra
5"
9
5+
2
4+
In Ghyran, Pontifex Zenestra is revered as an icon of stubbornness and faith, a living embodiment of the Life Realm’s ever-churning cycles. Several times she has appeared in lands corrupted by Chaos or wild magic, burning away the corruption with divine conjurations and cleansing it with the spilled blood of her faithful acolytes.
CITIES OF SIGMAR WARSCROLL
Scourge of Ghyran Pontifex Zenestra
MELEE WEAPONS
AtkHitWndRndDmg
Sceptre of the Wheel and Acolytes’ Weapons
Sceptre of the Wheel and Acolytes’ Weapons54+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 250
Base size: 90 × 52mm
Can be reinforced: No
Regiment Options: Any HUMAN, 0-1 Freeguild Veteran
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Any Hero Phase
WORD OF THE GOD-KING: Zenestra can channel the divine will of Sigmar with but a single utterance, smiting heretical priests and practitioners of proscribed magic, as well as their conjurations.

Declare: Pick an enemy WIZARD, PRIEST or MANIFESTATION within 18" of this unit to be the target.

Effect: Roll a dice. On a 3+, if the target is a MANIFESTATION, it is banished. Otherwise, inflict an amount of mortal damage on the target equal to the roll.

Your Hero Phase
4
SIGMAR’S WILL: As a vessel of the God-King’s celestial power, Pontifex Zenestra can scour the taint of corrupting magic from the earth around her.

Declare: Make a chanting roll of D6. If the roll is an unmodified 1, you can re-roll the dice.

Effect: Pick 1 of the following effects to apply until the start of your next turn. Pick up to 2 different effects instead if the chanting roll was 10+.

Hallowed Ground: Enemy units using the ‘Normal Move’ ability cannot end that move within 5" of a friendly CITIES OF SIGMAR HUMAN unit that is wholly within 12" of this unit.

Fervent Prayers: Each time a friendly CITIES OF SIGMAR HUMAN model that is wholly within 12" of this unit is slain by a combat attack and that model was in combat with the attacking unit, roll a dice. On a 6, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

Salvation: Pick up to 3 friendly CITIES OF SIGMAR HUMAN units to be the targets. Remove those units from the battlefield and set them up again wholly within 12" of this unit and not in combat. Those units cannot use CHARGE abilities for the rest of the turn.
KEYWORDSPRAYER

KEYWORDS
UNIQUE, HERO, PRIEST (2), INFANTRY, WARD (4+)
ORDER, CITIES OF SIGMAR, HUMAN
Army List
Warscrolls collated

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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.

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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.

On an unmodified chanting roll of 2 or more, 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.

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

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

Those HEROES can join an eligible regiment as a Freeguild Veteran.

Infantry Hero
War Machine Hero
Cavalry Hero
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn. Manifestations are not considered to be units, with the following exceptions:
  • They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up other units. Units can finish a charge move within 1/2" of an enemy manifestation as if it were a unit.
  • If they have any melee or ranged weapons, they can use the ‘Fight’ and ‘ShootCORE abilities as if they were units.
  • If they have a Move characteristic greater than 0" (‘-’), they can use CORE MOVE abilities as if they were units.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • Manifestations that have a Move characteristic of 0" (‘-’) cannot move. For the purposes of movement, combat range, being in combat and setting up other units, they are only treated as if they were units in the combat phase. Units can finish a charge move within 1/2" of an enemy manifestation that has a Move characteristic of 0" (‘-’) instead of within 1/2" of an enemy unit.
  • Models can move through manifestations but cannot end a move on them.
7.2 Banishing Manifestations
All WIZARDS and PRIESTS can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a manifestation within 30" of them to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy manifestation on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the manifestation’s warscroll, it is banished and removed from play. You cannot pick the same manifestation as the target of this ability more than once per turn.
KEYWORDSBANISH

© Vyacheslav Maltsev 2013-2025