Thousand Sons – Tzaangor Enlightened
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3

Tzaangor Enlightened

NoNAME  M WS BS S T W A Ld Sv Base
18
Enlightened (base: 40mm)
2‑5
18
Enlightened
12" 3+ 3+ 4 4 2 2 7 6+ 40mm
18
Aviarch (base: 40mm)
1
18
Aviarch
12" 3+ 3+ 4 4 2 3 8 6+ 40mm
If this unit contains 4-6 models, it has Power Rating 6. Every model is equipped with: disc blades; divining spear; Disc of Tzeentch.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Fatecaster greatbow
Fatecaster greatbow
30"
Assault 1
5
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon (including when firing Overwatch), an unmodified hit roll of 2+ is always successful.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon (including when firing Overwatch), an unmodified hit roll of 2+ is always successful.
Chainsword
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Disc blades
Disc blades
Melee
Melee
4
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Divining spear
Divining spear
Melee
Melee
+1
-1
2
-
OTHER WARGEAR
ABILITIES 
Disc of Tzeentch
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
Disc of Tzeentch
The bearer has a Move characteristic of 12" and the FLY and CAVALRY keywords, and does not have the INFANTRY keyword.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All of the models in the unit can have their divining spear replaced with 1 autopistol and 1 chainsword each.
 • All of the models in the unit can have their divining spear replaced with 1 fatecaster greatbow each.
ABILITIES
ABILITIES
Guided by Fate: Each time a model in this unit makes an attack (excluding an attack made with disc blades), an unmodified hit roll of 6 automatically wounds the target.
FACTION KEYWORDS: CHAOS, TZEENTCH, THOUSAND SONS
KEYWORDS: CAVALRY, FLY, TZAANGOR, ENLIGHTENED

Datasheet-related Stratagems

INHUMAN SAVAGERY2CP
Thousand Sons – Battle Tactic Stratagem

Tzaangors are ferocious creatures, capable of reaching incredible levels of savagery in the fury of combat.

Use this Stratagem in the Fight phase, when a TZAANGOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

This datasheet has Fast Attack Battlefield Role. Full list of Thousand Sons units sharing same Battlefield Role follows:

Autopistol used in the following datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Chainsword used in the following datasheets:

Troops
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Disc blades used in the following datasheets:

Disc of Tzeentch used in the following datasheets:

The FLY keyword is used in the following Thousand Sons datasheets:


– if equipped with the Disc of Tzeentch this unit obtains the FLY keyword.
– if equipped with the Wings this unit obtains the FLY keyword.

The CAVALRY keyword is used in the following Thousand Sons datasheets:


– if equipped with the Disc of Tzeentch this unit obtains the CAVALRY keyword.

The CAVALRY keyword is used in the following Thousand Sons datasheets:


– if equipped with the Disc of Tzeentch this unit obtains the CAVALRY keyword.

The FLY keyword is used in the following Thousand Sons datasheets:


– if equipped with the Disc of Tzeentch this unit obtains the FLY keyword.
– if equipped with the Wings this unit obtains the FLY keyword.

The TZAANGOR keyword is used in the following Thousand Sons datasheets:

Troops

The TZAANGOR keyword is used in the following Thousand Sons datasheets:

Troops
© Vyacheslav Maltsev 2013-2021