Disciples of Tzeentch – Tzaangor Enlightened

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SPEARHEAD WARSCROLL
Tzaangor Enlightened
14"
4
4+
1
Tzaangor Enlightened are arrogant creatures, for they can see the lessons of the past as easily as mortals see daylight. They gleefully exploit their prey’s weaknesses in battle, unnerving them with an uncanny understanding of their strategies before moving in to capitalise with a killing blow.
SPEARHEAD WARSCROLL
Tzaangor Enlightened
MELEE WEAPONS
AtkHitWndRndDmg
Tzeentchian Spear and Vicious Beak
Tzeentchian Spear and Vicious Beak34+3+12
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Passive
DELIVER ON FATE: When on the back foot, the Enlightened use the knowledge they have of their enemy’s past battles to predict their movements, taking great satisfaction in running their destined prey to ground.

Effect: Add 1 to charge rolls for this unit while you are the underdog.

KEYWORDS
CAVALRY, FLY
Army List
Warscrolls collated

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
14.3 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

Determine the Underdog
Whichever player has the fewest victory points is the underdog for the battle round. If the players are tied (e.g. in the first battle round), then there is no underdog, unless otherwise specified.
© Vyacheslav Maltsev 2013-2026