Tzaangor
Tzaangor are Warhammer Fantasy, Warhammer 40000, or Age of Sigmar variants of Beastmen Gors (meaning average-sized Beastmen of stable mutation) who either by birth mutation or blessing are dedicated wholly to Tzeentch. Like the other God-chosen Gors, the Khorngor, Slaangor and Pestigor, this alliance largely manifests in them bearing distinctive animal features - in the case of Tzaangors, those features are avian, to tie them into the bird-like appearance of Tzeentch's Greater Daemons, the Lords of Change.
Overview[edit]
WFB[edit]
Like most Marked Beastmen, Tzaangors didn't get much of a mention in the lore, but they were represented on the Tabletop in the Beasts of Chaos book. If a Tzaangor was a character they became either a level 2 or a level 4 wizard depending on whether they were a Hero or a Lord (this also meant you could turn any non-wizard character into a level 2/4 wizard by giving them the Mark of Tzeentch), and both Tzaangor Chariots and Tzaangor units generated an extra power dice for the army's spellcasters to fling around.
Prior to that, when introduced in "Realms of Chaos: The Lost and the Damned", Tzaangors received a bonus mutation (which meant all Tzaangors had at least one mutation), Hated worshippers of Nurgle, and Tzaangor Shamans received Tzeentch spells appropriate to their level as bonus spells.
Forces of the Beastmen | ||||||||
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Command: | Beastlord - Great Bray Shaman - Doombull - Bray Shaman Wargor - Doombull - Tzaangor Shaman | |||||||
Infantry: | Ungors - Gors - (Khorngors - Pestigors - Slaangors - Tzaangors - Tzaangor Enlightened - Tzaangor Skyfire) - Chaos Beast - Chaos Hound - Chaos Spawn - Mutants - Bestigors - Minotaurs - Trolls | |||||||
Monsters: | Cygor - Ghorgon - Dragon Ogre - Jabberwock - Dragon Ogre Shaggoth Jabberslythe - Manticore - Ramhorn - Ymir - Lakemen - Hag Tree | |||||||
Calvary and Chariots: | Razorgor Chariot - Tuskgor Chariot - Centigors | |||||||
Flyers: | Harpies - Cockatrice - Preyton | |||||||
40k Units: | Beastmen Attack Squad (Khorngors - Pestigors - Slaangors - Tzaangors Fellgor Ravagers) - Chaos Beast - Chaos Hound - Chaos Spawn | |||||||
Auxiliaries: | Warriors of Chaos - Chaos Dwarfs - Chaos Daemons - Norsca |
40k[edit]
Beastmen mutations are not automatically Chaos in 40k, but at the same time Beastmen aren't a dominant and uncontrollable force so most Tzaangor are just considered Chaos Mutants and lumped in with human Cultists. Way back in the day, when Chapters were first being created and released, each one would get a list of how many Beastmen slaves they had access to; obviously any Chapter of Chaos Space Marines that was devoted to Tzeentch had Tzaangors.
After suddenly getting models in AoS (see below), they've taken the leap to 40k too however. They share the same lore for the models, even if the AoS ones get starring roles in stories now.
AoS[edit]
Tzeentch took over from Khorne and Nurgle after End Times as the driver of the Chaos bus early on in AoS history, and Tzaangor got more releases than they did even in the days of fucking Oldhammer, being the stars of entire supplements and waves of releases. They're literally an army all their own now, with a kit of basic soldiers, a kit of elite flyers who can be built two ways, a monster, and a hero character. It cannot be stressed enough how unexpected this was, and fans of Tzeentch as well as fans of Beastmen that aren't dedicated fans of the other three gods or Undivided were fucking thrilled.
Beastmen tend to be the ugly red-headed stepchildren of Chaos, but daddy Tzeentch loves his Shamans. Born especially gifted in magic and given a Disc of Tzeentch of their own, they are appointed leaders of Tzaangors and by instinct and guidance have powers of magic/psyker bullshit that few humans will ever possess. In particular, they have the ability to forcibly change any member of other races into Tzaangors, a power that previously only applied to children in the womb and farm animals (not counting Skaven, who could pull that bullshit off just as well with enough magic cocaine and a giant bell).
The less special version of Shamans. Both are marked by elaborate horns, plumage, and being given fancy magic staffs and Discs of Tzeentch, but while the Shamans can see into the future, Enlightened are blessed with the ability to see into the past (its more impressive than it sounds, these fucks know the moment you had some doubt or someone else had doubt in you/your mission, any mistake you've made, or any betrayal/sacrifice your superiors didn't want you to know about).
Also like Shamans and Enlightened, but Tzeentch gave them magic bows/arrows and their ability to see the future is more immediate which gives them better accuracy with said arrows.
- Tzaangors
Your standard troops. No real special gear, just standard sword/board troops. Whether by birth or mutation by a Shaman, the Tzaangor soldiers are ones that have accepted their fate and not only open themselves up to Tzeentch to be mutated into forms he desires, but actively seek to earn further mutations and rise in rank among the Tzaangor forces.
In addition, they have unique gear in the form of the Tzaangor Blade Weapons.
Gallery[edit]
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Until recently, THESE were your only Tzaangor options. You can tell they're Tzeentch because...well, that's what the advertisement says.
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Thousand Sons Tzaangor.
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Losers walk.
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