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TzeentchTzaangor Shaman
16"
6
5+
6
WARSCROLL

Tzaangor Shaman

Mounted atop a Disc of Tzeentch, a Tzaangor Shaman is a potent agent of change. With dark magics, the Shaman will grant a boon of mutation to his foes, transforming them as they writhe and scream into a more pleasing form – that of a Tzaangor.
MELEE WEAPONSRangeAttacksTo HitTo WoundRendDamage
Staff of Change2"14+3+-1D3
Ritual Dagger1"24+4+-1
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader

DESCRIPTION

A Tzaangor Shaman is a single model armed with a Staff of Change and Ritual Dagger.

MOUNT: This model’s Disc of Tzeentch attacks with its Teeth and Horns.

FLY: This model can fly.

ABILITIES

Sorcerous Elixir: Tzaangor Shamans drink strange concoctions in battle to augment their sorcerous might.
Once per battle, in your hero phase, this model can attempt to cast 1 extra spell. If it does so, you can re-roll the casting roll for that spell.

Visions of the Future: Seeing the battle unfold before them through prophetic visions, the Shaman guides the aim of nearby Tzaangor Skyfires.
Add 1 to hit rolls for attacks made with Arrows of Fate by friendly TZAANGOR SKYFIRE units wholly within 12" of any friendly TZAANGOR SHAMANS.

Visions of the Past: By listing the weaknesses of the foe discovered in ages past, Tzaangor Shamans enhance the deadliness of their Enlightened kin.
Add 1 to hit rolls for attacks made with Tzeentchian Spears and Vicious Beaks by friendly TZAANGOR ENLIGHTENED units wholly within 12" of any friendly TZAANGOR SHAMANS.

MAGIC

This model is a WIZARD. It can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Boon of Mutation spells.

Boon of Mutation: The Shaman curses its foes with the dubious gift of Tzeentch’s mutagenic power, transforming its victims into a form more pleasing to the Changer of the Ways.
Boon of Mutation has a casting value of 7. If successfully cast, pick an enemy unit within 18" of the caster and visible to them. That unit suffers D3 mortal wounds. For each model that is slain by mortal wounds inflicted by this spell, you can add 1 TZAANGOR model to an existing TZAANGOR unit in your army. If you do so, set up that TZAANGOR model within 1" of a friendly TZAANGOR unit that is within 12" of the caster. The model can only be set up within 3" of an enemy unit if the friendly unit was within 3" of that enemy unit before any models were added.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, HERO, WIZARD, TZAANGOR SHAMAN
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.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
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 TZAANGOR SKYFIRES keyword is used in following Tzeentch warscrolls:

None

The TZAANGOR SHAMAN keyword is used in following Tzeentch warscrolls:

Leader

The TZAANGOR ENLIGHTENED keyword is used in following Tzeentch warscrolls:

None
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
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 Tzeentch warscrolls:

Battleline

The GOR keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader

The BEASTS OF CHAOS keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader

The BRAYHERD keyword is used in following Tzeentch warscrolls:

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2020