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Thousand SonsTzaangor Enlightened
3

Tzaangor Enlightened

NAME M WS BS S T W A Ld Sv
Enlightened 12" 3+ 3+ 4 4 2 2 7 6+
Aviarch 12" 3+ 3+ 4 4 2 3 8 6+
This unit contains 1 Aviarch and 2 Enlightened. It can include up to 3 additional Enlightened (Power Rating +2) or up to 6 additional Enlightened (Power Rating +4). Each model is armed with a divining spear. They ride Discs of Tzeentch, which attack with their blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Tzaangor
0
Autopistol
12"
Pistol 1
3
0
1
-
2
Fatecaster greatbow
24"
Assault 2
5
-1
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
Divining spear
Melee
Melee
+1
-1
1
The Damage of this weapon is increased to 2 on a turn in which the bearer charged.
Disc of Tzeentch
2
Disc of Tzeentch’s blades
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
WARGEAR OPTIONS
 • All models in the unit may replace their divining spear with a chainsword and autopistol or a fatecaster greatbow.
ABILITIES
Aura of Dark Glory: All models in this unit have a 5+ invulnerable save.

Guided by Fate: Each time you make a hit roll of 6+ for a model in this unit (except for the Disc’s blades), do not make a wound roll for that attack – it is automatically successful. Saving throws may be attempted against these attacks as normal.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
CAVALRY, DAEMON, TZAANGOR, FLY, ENLIGHTENED

This datasheet has Fast Attack Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

Does not include wargear

Autopistol used in following datasheets:

Troops
Fast Attack
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Chainsword used in following datasheets:

HQ
Troops
Fast Attack
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Disc of Tzeentch’s blades used in following datasheets:

HQ
• Ahriman
Elites
Fast Attack
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

The CAVALRY keyword is used in following Thousand Sons datasheets:

HQ
Elites
Fast Attack

The DAEMON keyword is used in following Thousand Sons datasheets:

Troops
• Horrors
Fast Attack
Flyers
Heavy Support
• Defiler
Lords of War

The TZAANGOR keyword is used in following Thousand Sons datasheets:

Troops
Elites
Fast Attack
Army List
© Vyacheslav Maltsev 2013-2019