Disciples of Tzeentch – Tzaangor Shaman
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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 WoundTo WndRendDamageDmg
Staff of Change
Staff of Change2"14+3+-1D3
Ritual Dagger
Ritual Dagger1"24+4+-1
Teeth and Horns
Teeth and Horns1"D34+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 135
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Arcanite Cabal

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, DISCIPLES OF TZEENTCH, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, HERO, WIZARD, TZAANGOR SHAMAN
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.

The GOR keyword is used in the following Disciples of Tzeentch warscrolls:

Leader
Battleline
None

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

Leader
Battleline
None

The BRAYHERD keyword is used in the following Disciples of Tzeentch warscrolls:

Leader
Battleline
None
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.

The TZAANGOR SKYFIRES keyword is used in the following Disciples of Tzeentch warscrolls:

None

The TZAANGOR SHAMAN keyword is used in the following Disciples of Tzeentch warscrolls:

Leader

The TZAANGOR ENLIGHTENED keyword is used in the following Disciples of Tzeentch warscrolls:

None

The TZAANGORS keyword is used in the following Disciples of Tzeentch warscrolls:

Battleline
© Vyacheslav Maltsev 2013-2022