Disciples of Tzeentch – Tzaangor Enlightened

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DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
6"
3
4+
1
Tzaangor Enlightened are even more physically imposing than typical Tzaangors. Each is armed with a spear of changemetal, a protean substance that can be fashioned only by those gifted in the sorceries of change, which flickers and morphs to better slip through enemy defences. Yet these tangible boons are secondary to the creatures’ strangest ability: through mere proximity, they can glean echoes of past events, hidden truths and suppressed secrets. Even hardened warriors cannot help but flinch as their most buried insecurities are suddenly laid bare – giving the Enlightened ample opportunity to run them through. The Enlightened often serve as bodyguards and shock troops for Arcanite cult leaders, permitted to seize their choice of magical plunder in exchange for their dubious loyalties. They are valued not only for their physical brawn but also for their propensity for unveiling the secrets of fellow Arcanites. Of course, there is no guarantee that the Enlightened are not themselves lying. For these Tzaangors, the ambitions of fellow Tzeentch worshippers are things to examine and exploit, much like the secrets of their adversaries. To prey upon the weaknesses of others fills them with a malicious glee most pleasing to the Change God.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
MELEE WEAPONS
AtkHitWndRndDmg
Tzeentchian Spear and Vicious Beak
Tzeentchian Spear and Vicious Beak24+3+12
BATTLE PROFILE

Unit Size: 3      Points: 90
Base size: 40mm
Can be reinforced: Yes

Any Charge Phase
BABBLING STREAM OF SECRETS: The dark truths revealed by the Tzaangor Enlightened utterly unnerve the foe.

Declare: If this unit charged this phase, pick an enemy unit in combat with it to be the target.

Effect: Roll a dice. On a 3+, the target cannot use commands for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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

Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

© Vyacheslav Maltsev 2013-2024