Tzeentch – Daemonic Simulacrum
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Endless Spell

Daemonic Simulacrum

The twin-headed monstrosity known as the Daemonic Simulacrum is not a true daemon but a living mirage, a manifestation of the duplicity and cunning of the Lords of Change that guide their Arcanite puppets to war. Though ephemeral, when these illusory creatures bite, they can tear away the minds of the foe to leave them drooling imbeciles.

Unit Size: 1      Points: 50
Battlefield Role: Endless Spell


A Daemonic Simulacrum is a single model.

PREDATORY: A Daemonic Simulacrum is a predatory endless spell. It can move up to 9" and can fly.


Summon Daemonic Simulacrum: The wizard draws upon its understanding of Changelore to create a temporary portal for this mirage to enter the fray.
Summon Daemonic Simulacrum has a casting value of 7. Only TZEENTCH WIZARDS can attempt to cast this spell. If successfully cast, set up 1 Daemonic Simulacrum model wholly within 12" of the caster.


Twisting Mirage: This Tzeentchian manifestation writhes across the battlefield as soon as it materialises.
When this model is set up, the player who set it up can immediately make a move with it.

Snapping Jaws: The Simulacrum feeds upon the minds of any beings in its path and is especially drawn to sources of the arcane.
After this model has moved, roll 9 dice for the closest other unit within 6". If more than 1 other unit is equally close, the player that moved this model can choose which unit to roll the 9 dice for. For each 5+, that unit suffers 1 mortal wound. If that unit is a WIZARD, that unit suffers 1 mortal wound for each 4+ instead.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mortal Wounds
Some attacks, spells and abilities inflict 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 suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The ENDLESS SPELL keyword is used in following Tzeentch warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2021