Disciples of Tzeentch – Ephilim’s Pandaemonium

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•DISCIPLES OF TZEENTCH WARSCROLL•
Ephilim’s Pandaemonium
6"
2
6+
1
6+
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. From the pyromaniacal Kindlefinger to the piscine Apo’trax and the avian Flamespooler to the hound-thing known as Spawnmaw, the daemons bound to Ephilim are utterly bizarre in form.
•DISCIPLES OF TZEENTCH WARSCROLL•
Ephilim’s Pandaemonium
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Warping Wyrdfire [Anti-UNIQUE (+1 Rend)]
Warping Wyrdfire
Anti-UNIQUE (+1 Rend)
12"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Daemonic Talons
Daemonic Talons24+5+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 100
MODELBASE SIZE
Ephilim the Unknowable, Spawnmaw and Flamespooler32mm
Kindlefinger and Apo’trax, the Starefysh25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Warping Wyrdfire and Daemonic Talons. The models in this unit are:
  • Ephilim the Unknowable (champion)
  • Spawnmaw
  • Flamespooler
  • Kindlefinger
  • Apo’trax, the Starefysh

Once Per Turn, Any Shooting Phase
POWER LEECH: Ephilim has the ability to drain magical power from their minions.

Effect: Roll a D3. Allocate a number of damage points to this unit equal to the roll (ward rolls cannot be made for those damage points). Then, add 2 to the Attacks characteristic of this unit’s ranged weapons for the rest of the turn.

End of Any Turn
KEEPER OF THE PANDAEMONIUM: With a flick of their wrist, Ephilim can summon those daemons they have catalogued to their side in an instant.

Effect: You can return D3 slain models to this unit.

KEYWORDS
UNIQUE, WIZARD (1), INFANTRY, CHAMPION, WARD (6+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON
Errata
Disciples of Tzeentch
Delete the Wyrdflame weapon ability from weapons used by:
• Ephilim’s Pandaemonium
• Fatemaster on Disc of Tzeentch
• Fluxmaster, Herald of Tzeentch on Disc
• Eyes of the Nine
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.
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.

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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.
15.1 Coherency
Any time a unit is set up or ends a move, it must be in a single group. A unit is considered to be in a coherent group if each model in that unit is within coherency range, measured horizontally, of at least 1 other model in that unit (ignore differences in height between the two models).

For the majority of units, coherency range is 1/2", though some units (particularly those with large models with overhanging parts) have a longer coherency range noted on their warscroll for ease of play. While there are 7 or more models in a unit, that unit is considered to be in a coherent group if each model in that unit is within coherency range of at least 2 other models in that unit.

If it is not possible for a unit to end a move in a single coherent group, that move cannot be made.

  • After finishing a move, a unit must be in a single group.
  • Coherency range is 1/2" horizontally.
  • Each model must be within coherency range of a different model from the same unit.
  • While a unit has 7+ models, each model must be in coherency with 2 other models in the unit.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

FAQ / Errata

FAQ
Q:Do models removed as a result of a unit being out of coherency count as having been slain?
A:
Yes.
Errata
Addenda: 18.3 Slain models
Add the following:

‘You must remove the fewest models possible to make the unit a single coherent group.’
Addenda: removed from play/removed from the battlefield
Add the following definition:

‘removed from play/removed from the battlefield: When a model or unit is removed from the battlefield, it no longer has any effect on the battle, though it can still be relevant for abilities that allow you to return models or replace units.’

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1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

Errata

Champion
Change the definition of Champion to:
‘Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0)’

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

Cavalry Hero
Infantry Hero
Monster Hero
© Vyacheslav Maltsev 2013-2026