Beasts of ChaosTzaangor Enlightened on Discs of Tzeentch
16"
4
5+
6
WARSCROLL

Tzaangor Enlightened on Discs of Tzeentch

Tzaangor Enlightened wield ornate spears of a quality beyond the weaponry of their lesser kin. Able to perceive the strands of the past, the Enlightened reveal the hidden secrets, discovering their weaknesses before moving in to strike.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tzeentchian Spear
Tzeentchian Spear2"34+3+-12
Vicious Beak
Vicious Beak1"14+5+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3 - 9      Points: 180
Battlefield Role: None

DESCRIPTION

A unit of Tzaangor Enlightened on Discs of Tzeentch has any number of models, each armed with a Tzeentchian Spear and Vicious Beak.

FLY: Tzaangor Enlightened on Discs of Tzeentch can fly.

MOUNT: This unit’s Discs of Tzeentch attack with their Teeth and Horns.

AVIARCH: The leader of this unit is an Aviarch. Add 1 to the Attacks characteristic of an Aviarch’s Tzeentchian Spear.

ABILITIES

Babbling Stream of Secrets: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.
If an enemy unit fails a battleshock test within 9" of any friendly TZAANGOR ENLIGHTENED units, add 1 to the number of models that flee.

Guided by the Past: These warriors see at once every moment that led to the present, and use this knowledge to deadly effect.
In the combat phase, you can re-roll failed hit and wound rolls for attacks made by this unit if one or more enemy units within 3" of this unit have already fought in that phase.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, DAEMON, TZAANGOR ENLIGHTENED
Flying
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.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The TZAANGOR ENLIGHTENED keyword is used in following Beasts of Chaos warscrolls:

None
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The GOR keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
• Gors
Leader

The BEASTS OF CHAOS keyword is used in following Beasts of Chaos warscrolls:

The BRAYHERD keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
• Gors
• Ungors
Leader

The TZEENTCH keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
Leader

The ARCANITE keyword is used in following Beasts of Chaos warscrolls:

None
Battleline
Leader

The DAEMON keyword is used in following Beasts of Chaos warscrolls:

None
Leader
© Vyacheslav Maltsev 2013-2020