Beasts of ChaosTzaangors
6"
2
5+
5
WARSCROLL

Tzaangors

Tzaangors are savage, avian beastmen dedicated to Tzeentch who fall upon their foes in a flurried rush of blades and vicious stabs. Eager to impress their duplicitous god, the Tzaangors fight with lunatic energies, hoping to earn further gifts of change.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Blade(s)
Savage Blade(s)1"24+4+-1
Savage Greatblade
Savage Greatblade1"14+4+-12
Vicious Beak
Vicious Beak1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10 - 30      Points: 180
Battlefield Role: Battleline
Notes: Battleline in Beasts of Chaos army only if general is a Tzaangor Shaman

DESCRIPTION

A unit of Tzaangors has any number of models, each armed with a vicious beak. In addition, each model in the unit is armed with one of the following weapon options: pair of Savage Blades; or Savage Blade and Arcanite Shield. 2 in every 5 models can replace their weapon option with a Savage Greatblade.

TZAANGOR MUTANT: 1 in every 5 models in this unit can be a Tzaangor Mutant armed with a pair of Savage Blades and a Vicious Beak. Add 1 to the Attacks characteristic of a Tzaangor Mutant’s pair of Savage Blades.

TWISTBRAY: The leader of this unit is a Twistbray. Add 1 to hit rolls for attacks made with a Twistbray’s melee weapons.

ICON BEARERS: 1 in every 10 models in this unit can be an Icon Bearer. While this unit has any Icon Bearers, it can use the Ornate Totems ability.

BRAYHORN: 1 in every 10 models in this unit can have a Brayhorn. A unit that includes any Brayhorns can run and still charge later in the same turn.

ABILITIES

Destined Mayhem: Nearby leaders and champions of the Arcanites inspire Tzaangors to deliver killing blows upon the enemy.
Add 1 to wound rolls for attacks made by this unit with melee weapons while this unit is wholly within 12" of any friendly ARCANITE HEROES.

Arcanite Shield: This lavishly wrought shield can protect against both physical and magical attacks.
Roll a dice each time you allocate a wound or mortal wound to a friendly TZAANGORS unit that has any models armed with Arcanite Shields. On a 6+ that wound or mortal wound is negated.

Paired Savage Blades: Tzaangors armed with two savage blades have a better chance of landing a blow on the enemy.
Add 1 to hit rolls for attacks made with a pair of Savage Blades.

Savagery Unleashed: Favoured by their god, these warriors deliver a flurry of attacks upon their foes.
Add 1 to the Attacks characteristic of this unit’s melee weapons if it has at least 9 models when the attacks are being made.

Ornate Totems: The icons carried by the Tzaangors can steal magical power from nearby wizards, and use it to blast the enemy.
While this unit has one or more Icon Bearers, at the start of your hero phase you can pick an enemy unit within 18" of this unit and visible to it. Then, roll a number of dice equal to the number of WIZARD units that are within 9" of this unit. For each 4+ that enemy unit suffers 1 mortal wound.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, TZAANGORS
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.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.

The ARCANITE and HERO keywords are used in following Beasts of Chaos warscrolls:

Leader
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
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 TZAANGORS keyword is used in following Beasts of Chaos warscrolls:

Battleline

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
© Vyacheslav Maltsev 2013-2020