Disciples of Tzeentch – Daemonic Simulacrum

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DISCIPLES OF TZEENTCH WARSCROLL
Daemonic Simulacrum
9"
8
6+
7+
Though it appears as a snapping, screeching terror, a Daemonic Simulacrum is not a true daemon. Rather, these endless spells are reflections of the Lords of Change, captured in the mirrored walls of Tzeentch’s Impossible Fortress and beckoned into the realms through eldritch spellcraft. They manifest as a shimmering wheel of fire that distends into the avian heads of the greater daemon, its beaks dripping with the liquid stuff of Chaos and change. Within each Daemonic Simulacrum lingers the hunger of its infernal counterpart – a hunger for souls, minds and, above all, the power of the arcane. As these spell-constructs cross the battlefield, their jaws snap at any prey in range, tearing out portions of their essence and channelling it back into Tzeentch’s domain. The scent of a wizard’s soul is most pleasing of all, driving the Simulacrum to new extremes of snapping ferocity. Arcanite sorcerers will offer much of their souls for the ability to invoke a Daemonic Simulacrum. Few realise that the greater daemons peer through the eyes of a Simulacrum, observing events in the Mortal Realms from a calculated distance and delighting in how their puppets dance.
DISCIPLES OF TZEENTCH WARSCROLL
Daemonic Simulacrum
MELEE WEAPONS
AtkHitWndRndDmg
Snapping Jaws [Anti-WIZARD (+1 Rend)]
Snapping Jaws
Anti-WIZARD (+1 Rend)
44+3+1D3
Passive
MANIFESTED JAWS: The Simulacrum feeds upon the minds of any beings in its path and is especially drawn to sources of the arcane.

Effect: While this MANIFESTATION’s attacks target a WIZARD, add a number equal to that WIZARD’s power level to the Damage characteristic of this unit’s Snapping Jaws.

KEYWORDS
MANIFESTATION, ENDLESS SPELL, FLY, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH
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.

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 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.

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15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

The MANIFESTATION keyword is used in the following Disciples of Tzeentch warscrolls:

Endless Spell

The ENDLESS SPELL keyword is used in the following Disciples of Tzeentch warscrolls:

Endless Spell
© Vyacheslav Maltsev 2013-2024