Disciples of Tzeentch – Ephilim the Unknowable

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Ephilim the Unknowable

Once the servant of a Gaunt Summoner, Ephilim bears the impossible task of cataloguing every conceivable permutation of Tzeentchian daemon. Accompanied by their infernal Pandaemonium, they now search the realms for nexuses of change-magic, where their sorcery can coax even stranger daemons into being.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Changebolts
Fiery Changebolts18"24+3+-D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg

Unit Size: 1      Points: 190
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Ephilim the Unknowable and Ephilim’s Pandaemonium units must be taken as a set. Although taken as a set, each is a separate unit.

Ephilim the Unknowable is armed with Fiery Changebolts and a Warpstaff.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Change Host
 • Overseer’s Fate-twisters

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Keeper of the Pandaemonium: With a flick of a wrist, Ephilim can summon catalogued daemons to their side.
Once per turn, at the start of your hero phase, you can say that Ephilim will summon their abominations. If you do so, this unit cannot cast any spells this turn. Pick 1 friendly EPHILIM’S PANDAEMONIUM unit wholly within 6" of this unit. You can return up to D3 slain models to that unit.

Power Leech: Ephilim has the ability to drain magical power from their minions.
At the start of your hero phase, you can say that Ephilim will siphon their abominations. If you do so, pick 1 friendly EPHILIM’S PANDAEMONIUM unit within 3" of this unit. D3 models in that unit are slain. Add 2 to casting rolls for this unit until the end of the phase.

Sudden Warp-portal: Ephilim’s magic wrenches at the very fabric of the Mortal Realms, tearing holes in reality through which their allies can travel.
Sudden Warp-portal is a spell that has a casting value of 8 and a range of 18". If successfully cast, pick 1 friendly DISCIPLES OF TZEENTCH unit wholly within range and visible to the caster, within 6" of an objective and more than 3" from all enemy units.

Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from all enemy units and within 6" of an objective. Units set up in this way cannot move in the following movement phase.

14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
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.
© Vyacheslav Maltsev 2013-2024