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Thousand SonsTzaangor Shaman
5

Tzaangor Shaman

NAME M WS BS S T W A Ld Sv
Tzaangor Shaman 12" 3+ 3+ 4 4 4 3 8 6+
A Tzaangor Shaman is a single model armed with a force stave. It rides to battle atop a Disc of Tzeentch, which attacks with its blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Tzaangor Shaman
8
Force stave
Melee
Melee
+2
-1
D3
-
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.
ABILITIES
Aura of Dark Glory: This model has a 5+ invulnerable save.

Bestial Prophet: Add 1 to any hit rolls you make for friendly TZAANGOR units within 6" of any Tzaangor Shaman models.

Sorcerous Elixir: You can re-roll the first failed Psychic test you make for this model. This ability can only be used once per battle.
PSYKER
A Tzaangor Shaman can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Discipline of Change.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
CHARACTER, CAVALRY, DAEMON, TZAANGOR, FLY, PSYKER, SHAMAN

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

Does not include wargear

Force stave used in following datasheets:

HQ
Troops
Elites
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.

The TZAANGOR keyword is used in following Thousand Sons datasheets:

Troops
Elites
Fast Attack
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

The CHARACTER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Elites
Lords of War

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

The PSYKER keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
Lords of War
Army List
© Vyacheslav Maltsev 2013-2019