Disciples of Tzeentch – Tzaangors

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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 Greatblade2"14+3+-12
Savage Blade
Savage Blade2"24+3+-1
Pair of Savage Blades
Pair of Savage Blades2"33+3+-1
Vicious Beak
Vicious Beak1"14+3+-1

Unit Size: 10      Points: 180
Battlefield Role: Battleline
Base size: 32mm

This unit is referred to as a Tzaangor Host. Each model in a Tzaangor Host is armed with a Vicious Beak and 1 of the following weapon options: Savage Blade and Arcanite Shield; or Pair of Savage Blades. All models in the unit must be armed with the same weapon option. 2 in every 5 models can replace their weapon option with a Savage Greatblade.

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

CHAMPION: 1 model in this unit can be a Twistbray. Add 1 to the Attacks characteristic of that model’s melee weapons.

STANDARD BEARER: 1 in every 10 models in this unit can be an Icon Bearer. While this unit includes any Icon Bearers, it can use the Ornate Totems ability.

MUSICIAN: 1 in every 10 models in this unit can be a Brayhorn Blower. While this unit includes any Brayhorn Blowers, it can run and still charge later in the turn.

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

Arcanite Shields: These ornate shields are imbued with potent wards.
A model that has an Arcanite Shield has a ward of 6+.

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 Vicious Beaks if it made a charge move in the same turn.

Ornate Totems: The icons carried by the Tzaangor can steal magical power from wizards and use it to blast the enemy.
While this unit includes any 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 and roll 1 dice for each WIZARD that is within 9" of this unit. For each 4+, the unit you picked suffers 1 mortal wound.

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.
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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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. Units cannot run if they are within 3" of an enemy unit.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

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

© Vyacheslav Maltsev 2013-2024