Disciples of Tzeentch – Tzaangors
This warscroll does not meet the selection criteria (see Settings tab).
6"
2
5+
5
WARSCROLL

Tzaangors

Tzaangors are savage, avian beastmen dedicated to Tzeentch and gifted with his dark blessings. Eager to impress their duplicitous god, the Tzaangors fight with lunatic energies, hoping to earn further gifts of change.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Greatblade
Savage Greatblade1"14+4+-12
Savage Blade(s)
Savage Blade(s)1"24+4+-1
Vicious Beak
Vicious Beak1"14+5+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 195
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alter-kin Coven
 • Tzaangor Coven

DESCRIPTION

A unit of Tzaangors has any number of models. The unit is armed with a Vicious Beak and one of the following weapon options: Savage Blade and Arcanite Shield; or a pair of Savage Blades. 2 in every 5 models can replace their weapon option with a Savage Greatblade.

TWISTBRAY: 1 model in this unit can be a Twistbray. Add 1 to hit rolls for attacks made with that model’s melee weapons.

TZAANGOR MUTANT: 1 in every 5 models in this unit can be a Tzaangor Mutant armed with a pair of Savage Blades and a Vicious Beak. Add 1 to the Attacks characteristic of that model’s pair of Savage Blades.

ICON BEARER: 1 in every 10 models in this unit can be an Icon Bearer. A unit that includes any Icon Bearers can use the Ornate Totems ability.

BRAYHORN: 1 in every 10 models in this unit can have a Brayhorn. A unit that includes any Brayhorns can run and still charge later in the same turn.

ABILITIES

Destined Mayhem: Nearby leaders and champions of the Arcanites inspire Tzaangors to deliver killing blows to the enemy.
Add 1 to wound rolls for attacks made with melee weapons by this unit while this unit is wholly within 12" of any friendly ARCANITE HEROES.

Arcanite Shield: This lavishly wrought shield can protect against both physical and magical attacks.
Roll a dice each time you allocate a wound or mortal wound to a unit that has any models armed with Arcanite Shields. On a 6, that wound or mortal wound is negated. When you allocate wounds or mortal wounds to this unit, you must allocate them to a model armed with an Arcanite Shield if it is possible to do so.

Paired Savage Blades: Tzaangors armed with two savage blades have a better chance of landing a blow on the enemy.
Add 1 to hit rolls for attacks made with a pair of Savage Blades.

Savagery Unleashed: Favoured by their god, these warriors unleash a flurry of attacks upon their foes.
Add 1 to the Attacks characteristic of this unit’s melee weapons while it has 9 or more models.

Ornate Totems: The icons carried by the Tzaangors can steal magical power from nearby wizards and use it to blast the enemy.
While this unit has 1 or more Icon Bearers, at the start of your hero phase, you can pick 1 enemy unit within 18" of this unit that is visible to it. Roll 1 dice for each WIZARD that is within 9" of this unit. For each 4+, that unit suffers 1 mortal wound.

KEYWORDS
CHAOS, GOR, BEASTS OF CHAOS, BRAYHERD, TZEENTCH, ARCANITE, TZAANGORS
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

The ARCANITE and HERO keywords are used in the following Disciples of Tzeentch warscrolls:

Leader

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

None
Battleline
Leader

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

None
Battleline
Leader

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

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2021