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4

Tzaangors

NAME M WS BS S T W A Ld Sv
Tzaangor 6" 3+ 4+ 4 4 1 1 6 6+
Twistbray 6" 3+ 4+ 4 4 1 2 7 6+
This unit contains 1 Twistbray and 9 Tzaangors. It can include up to 10 additional Tzaangors (Power Rating +3) or up to 20 additional Tzaangors (Power Rating +6). Each model is armed with Tzaangor blades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Tzaangor blades
Melee
Melee
User
-1
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • Any model may replace its Tzaangor blades with an autopistol and chainsword.
 • One Tzaangor can take a brayhorn.
 • One Tzaangor can take an Icon of Flame.
ABILITIES
Bolter Discipline

Aura of Dark Glory: All models in this unit have a 5+ invulnerable save.

Brayhorn: Add 1 to Advance and charge rolls for a unit that includes a brayhorn.

Relic Hunters: You can re-roll failed hit rolls in the Fight phase for this unit when targeting a CHARACTER.

Icon of Flame:
5
At the start of your Psychic phase, roll a D6 for each unit with an Icon of Flame. On a roll of 6 inflict 1 mortal wound on the closest enemy unit within 12" of the model carrying the Icon of Flame.
FACTION KEYWORDS
CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS
KEYWORDS
INFANTRY, TZAANGORS

This datasheet has Troops 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.

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.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Bolter Discipline
All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
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.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
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.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The INFANTRY keyword is used in following Thousand Sons datasheets:

HQ
• Ahriman
Troops
• Horrors
Elites
• Flamers

The TZAANGORS keyword is used in following Thousand Sons datasheets:

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