Disciples of Tzeentch – Tzaangor Enlightened on Discs of Tzeentch

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DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
on Discs of Tzeentch
14"
4
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 most favoured Enlightened are granted daemonic conveyances known as Discs of Tzeentch to carry them into battle. They flock around the Shamans of their kind, forming a screeching honour guard. When their arcane master demands that some critical nexus of magic be seized, it is their Enlightened who see it done. Approaching the target at terrible speed, they shriek out the secrets of entrenched enemies, cackling in delight as confusion and horror reigns. It is then that the Enlightened dive into the melee, letting their spears and the spinning blades of their Discs facilitate the crude but satisfying business of slaughter.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Enlightened
on Discs of Tzeentch
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Tzeentchian Spear and Vicious Beak
Tzeentchian Spear and Vicious Beak24+3+12
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 40mm
Can be reinforced: Yes

Passive
GUIDED BY THE PAST: These warriors see at once every moment that led to the present and seek retribution against those who set the chain of events in motion.

Effect: This unit’s Tzeentchian Spears and Vicious Beaks have Charge (+1 Damage) if you are the underdog or it was determined at the start of the battle round that you would take the second turn.

KEYWORDS
CAVALRY, CHAMPION, FLY
CHAOS, DISCIPLES OF TZEENTCH, ARCANITE, WARFLOCK, DISC OF TZEENTCH
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
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:

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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 2013-2024