Disciples of Tzeentch – Tzaangor Shaman

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DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Shaman
14"
6
5+
2
Tzaangor Shamans are the most powerful of their bestial kind. Born amongst dark omens, they are favoured by the Architect of Fate and granted a daemonic Disc to raise them above their kin. They combine savage strength with instinctive magical prowess, a combination that few can resist. Tzaangor Shamans are revered by their warflocks, for they wield the ability to transmute others into Tzaangors. Any struck by the blue-tinged bolts of mutagenic energy they conjure are wracked with agonising contortions, their skulls splitting as sharp beaks push forth and their bodies sprout rough spines. Before long, the afflicted rise as glistening Tzaangors, ready to join the Shaman’s ranks. Tzaangor believe that, by imbibing potions of distilled mage-blood, their Shamans enter a trance that allows them to spirit-walk into the Realm of Chaos and receive commands from the Lords of Change. Some Shamans are ordered to lend guidance to an Arcanite cult, whilst others remain with their warflocks. These mutant sorcerers guide their kin in all manner of rituals, lead hunts for arcane treasures or oversee the rising of flux-cairns that distort magic into forms more pleasing to the Changer of the Ways.
DISCIPLES OF TZEENTCH WARSCROLL
Tzaangor Shaman
MELEE WEAPONS
AtkHitWndRndDmg
Disc’s Teeth and Horns [Companion]
Disc’s Teeth and Horns
Companion
24+3+1D3
Staff of Change and Ritual Dagger
Staff of Change and Ritual Dagger34+3+1D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Arcanite Cabalist, Any ARCANITE

Your Hero Phase
RITE OF HASTE: Tzaangor Shamans guide their warflocks through fell rites to push them beyond their mortal limits.

Declare: Pick a friendly WARFLOCK unit that does not have FLY and is wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, for the rest of the turn, the target can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

End of Any Turn
MUTAGENIC SORCERY: As warriors fall around the Tzaangor, some mutate to become the creature that struck them down.

Declare: Pick an enemy unit within 12" of this unit to be the enemy target. Then, pick a friendly Tzaangors unit in combat with that enemy unit to be the friendly target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the enemy target equal to the roll.
  • Return a number of slain models to the friendly target equal to the roll.

KEYWORDS
HERO, WIZARD (1), CAVALRY, 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 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.

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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’).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
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!
Those HEROES can join an eligible regiment as a Arcanite Cabalist.

Infantry Hero
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
© Vyacheslav Maltsev 2013-2024