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[[File:It_is_a_good_pain.jpg|400px|thumb|right|To the right: a Zoanthrope. To the left: you when you encounter one. And no, it is not [[Chaos|a good pain]].]]
[[File:It_is_a_good_pain.jpg|400px|thumb|right|To the right: a Zoanthrope. To the left: a poor soul getting chaingunned by Mind bullets.]]
The '''Zoanthrope''' is a [[Tyranid]] species characterised by its massive head, a long thin body dangling under it and having enough psychic power to turn a [[Land Raider]] inside out.
The '''Zoanthrope''' (''Tyranicus animus-aborrens'') is a [[Tyranid]] species characterised by its massive head, a long thin body dangling under it and having enough psychic power to turn a [[Land Raider]] inside out.


==Physiology==
==Physiology==
Prior to third edition, Zoanthropes looked like giant two-legged [[Zoats]]. Yes, this was utterly stupid and was retcon'd with extreme prejudice.
Prior to third edition, Zoanthropes looked like giant two-legged [[Zoats]]. Yes, this was utterly stupid and was retcon'd with extreme prejudice.


The Zoanthrope is a tall, slender creature with an oversized cranium that makes up more than half its mass and about half its body length. The Zoanthrope's head is far too large for its body: if it were a natural creature its neck would snap under the weight of the noggin. But the Tyranids do not obey the laws of nature: the massive brain housed by the head serves as a relay for the massive psychic power of the [[Hive Mind]], giving the Zoanthrope awesome psychic powers. What powers you ask? How about the power of flight? That do anything for ya? That's levitation, Holmes. How about the power to kill a yak, from 200 yards away... with mind bullets! That's telekinesis, Kyle. How about the power... to move you?
The Zoanthrope is a tall, slender creature with an oversized cranium that makes up more than half its mass and about half its body length. The Zoanthrope's head is far too large for its body: if it were a natural creature its neck would snap under the weight of the noggin. But the Tyranids do not obey the laws of nature: the massive brain housed by the head serves as a relay for the massive psychic power of the [[Hive Mind]], giving the Zoanthrope awesome psychic powers. What powers you ask? How about the power of flight? That do anything for ya? That's levitation, Holmes. How about the power to kill a yak, from 200 yards away... with MIND BULLETS! That's telekinesis, Kyle. How about the power... to move you?


(ahem)
(ahem)


Sorry for that. But Tenacious D did all but perfectly describe the Zoanthrope's abilities in their song Wonderboy. With their powers they can float (but not that high off of the ground), they can shoot holes the size of a [[Predator Tank]] in a Predator Tank (or melt small groups of [[MEQ]]s), and have the power to move you. With "you" meaning "your creatures that have Instinctive Behavior" because the Zoanthrope is a Synapse Creature. It also has a strong forcefield surrounding it, meaning that it has a good chance to shrug off otherwise lethal shots. And in older editions there were almost as good as [[Warriors]] at fighting. Like any Psyker, the Zoanthrope is vulnerable to brain overload and subsequent exploding craniums (or as [[Orks]] call it; 'eadbanging). If this happens the creature's brains burn out and it falls to the ground like a grotesque deflating balloon.
Sorry about that. But Tenacious D did all but perfectly describe the Zoanthrope's abilities in their song Wonderboy. With their powers they can float (but not that high off of the ground), they can shoot holes the size of a [[Predator Tank]] in a Predator Tank (or melt small groups of [[MEQ]]s), and have the power to move you. With "you" meaning "your creatures that have Instinctive Behavior" because the Zoanthrope is a Synapse Creature. It also has a strong forcefield surrounding it, meaning that it has a good chance to shrug off otherwise lethal shots. And in older editions they were almost as good as [[Warriors]] at fighting. Like any Psyker, the Zoanthrope is vulnerable to brain overload and subsequent exploding craniums (or as [[Orks]] call it; 'eadbanging). If this happens the creature's brains burn out and it falls to the ground like a grotesque deflating balloon.


One Zoanthrope called "The Doom of Malan'tai" evolved to feed off of psychic energy. It got the name after singlehandedly destroying Craftworld Malan'tai when it drained the Infinity Circuit. But according to recent developments this creature has been thought to be the progenitor of a new sub-species of Zoanthrope called the [[Neurothrope]].
One Zoanthrope called "The Doom of Malan'tai" evolved to feed on psychic energy. It got the name after singlehandedly destroying Craftworld Malan'tai when it drained the Infinity Circuit. But according to recent developments, this creature has been thought to be the progenitor of a new sub-species of Zoanthrope called the [[Neurothrope]].
 
In 10e it was revealed they have a much bigger cousin called the [[Neurotyrant]].


==On the tabletop==
==On the tabletop==
Zoanthropes are used best against either vehicles or big monsters. As a Brotherhood of Psykers at Psychic Level 2 they have access to three powers: the tank-wrecking Warp Blast/Lance, dominion and one power that you roll for. The downside to this is that your psychic shooting attack is Mastery Level 2, which means if you use one of your powers you cannot use the other. And their Brotherhood of Psykers rules means that you only need one test (and your opponent gets one Deny the Witch roll) to use your powers: Warp Blast/Lance is improved by 1 for each Zoanthrope in the brood, so with three of them your shots become Assault 3. This is good because it speeds up rolling for your shots, but one lucky roll from your opponent wastes an entire turn (and maybe your unit as well, if you're unlucky).
Zoanthropes are used best against either vehicles, tough armoured models, or big monsters where they can simply ignore toughness and armour saves with impunity. In 8th edition they have access to three powers: the tank-wrecking Warp Blas-er, 'Smite', and one power that you can choose/roll for from the Tyranid powers table. The downside to this is that they can only attempt to manifest one power each turn, unless the unit numbers four or more models. However, their Smite does get a step up from that of other lesser psykers since - if the unit contains four or more models - it does 2D3 mortal wounds rather than D3. Once again, the larger the unit the better - it's almost like Games Workshop wants to push us to buy more models...
 
Because of the short range of their powers they have to come dangerously close to their target. This is why you should always provide enough [[DISTRACTION CARNIFEX|distractions]] so they are not shot to death in one turn. As they are Synapse Creatures, they will keep your Gaunts controllable, which is always nice but again remember the range on their weapons and that they are not as fast as [[Hormagaunt]]s. And while a single shot is likely to deal great damage to a single target, it is not guaranteed it will be destroyed: as such it is smart to take several of these in a single brood.


Because of the short range of their powers they have to come dangerously close to their target. This is why you should always provide enough [[DISTRACTION CARNIFEX|distractions]] so they are not shot to death in one turn. Keep in mind that, while they have a 3+ invulnerable save, they still have a 1/3 chance to die to a single good [[Missile Launcher|Krak Missile]] hit. Neither should you forget that they can be tied up in combat if they get charged: they are not very good at fighting and will stick in combat longer than you'd like. As they are Synapse Creatures, they will keep your Gaunts controllable, which is always nice but again remember the range on their weapons and that they are not as fast as [[Hormagaunt]]s. And while a single shot is likely to deal great damage to a target, is is not guaranteed it will be destroyed: as such it is smart to take several of these in a single brood.
They also have a good invulnerable save and a lot of wounds, which makes them a good bodyguard for characters. The Neurothrope itself makes a better-than-average warlord, too, for the same reason. Just don't expect it to kill anyone in melee.


Tyranid players rejoice!
Tyranid players rejoice!
With the new update, they can deep-strike again using the Tyrannocyte, which makes them even more awesome. Buy a nice bug-balloon, stuff it with Zopes, and drop it behind [[Hammerhead Gunship|whatever scares you]] for instant gratification.
With the new update, they can deep-strike again using the Tyrannocyte, which makes them even more awesome. Buy a nice bug-balloon, stuff it with Zopes, and drop it behind [[Hammerhead Gunship|whatever scares you]] for instant gratification.


Some things of note come up with these unique psychic smile-inverters. First, having a 3+ invul means that they don't benefit from basically any degree of cover unless it completely blocks your enemy's line of sight. This means that Zoanthropes are independent of your Venomthrope-shrouded gaunt shields, for better or worse. The only reliable way to keep them from being focus-fired into psychic pink mist is to make sure nothing can shoot them at all.
Some things of note come up with these unique psychic smile-inverters. First, now that we're in 8th edition, despite having a 3+ invulnerable they do still benefit from their brother-from-another-mother Venomthropes thanks to the rewritten Shrouding Spores rule, so it may be worth buddying the floating snake 'nids up if you want your Zoanthropes to have that extra bit of protection. Second, their 'Warp Blast' (okay, so it's really Smite, but I've been calling it Warp Blast for five editions damnit and I'm not going to stop now!) power is a Warp Charge 5 attack. This means that they have a majority chance of success, but it's also much easier to deny nowadays due to the 8th edition Deny The Witch. Keep them away from enemy psykers and they should be good to go. Third, at least as of release, the Neurothrope upgrade is free now. Given that this beastie lets the unit regain wounds after Smiting someone, it's a no-brainer.
 
== In Last Stand ==
 
In [[Last Stand]], these things are assholes: Giant, flaming assholes. They do enormous damage, have immense knockback, a huge area-of-effect, and are remarkably durable for a floating snake-brain thing thanks to a Warp Field that acts like an Iron Halo. They are the bane of every [[Last Stand - Lord General|Lord General]], since they can effectively one-shot the entire minion squad a General may have with him. They are, thankfully, easy prey for Sniper Rifle rounds and Shotgun solid slugs. They are also perfect target for a Chaos Sorcerer to clone with the Improved Summoning wargear and can be one shot with a Tau Shas'O's anti tank rockets.
 
== Trivia ==
Zoanthropes get their name from the mental disorder ''Zoanthropy'', which is when you believe that you are an animal. Considering that Zoanthrope also literally means "animal man" while the creature itself is an intelligent psychic bug with a big brain instead, the irony is likely intentional.
 
This similar naming scheme also applies to the Zoanthrope's sister creatures; the [[Malanthrope]] and [[Venomthrope]]. Although in their case it means "bad/evil man" and "poisonous/venomous man" respectively.
 
[[Category: Warhammer 40,000]]


Second, their Warp Blast power is a Warp Charge 2 attack. This means that to have a majority chance of success, you'll want to pour at least 4 or 5 warp charge dice into their psychic test. This gives them almost a 20% chance of [[Perils of the Warp|Perils]], but also takes more juice than they are generating for your army. While multiple smaller squads of Zopes can be an effective way to spread the pain around the board, keep in mind that you are getting fewer shots per successful manifestation of Blast, meaning the shots are less cost-effective. When you are trying to power more than two Zope squads, you can get seriously strapped for crackle, and you may find yourself unable to fire with all of them. The [[Neurothrope]] can save your bacon in this regard, generating you some extra points to zap with.
[[Category: Xenos]]


==In Last Stand==
[[Category: Tyranid]]
In [[Last Stand]], these things are assholes: Giant, flaming assholes. They do enormous damage, have immense knockback, a huge area-of-effect, and are remarkably durable for a floating snake-brain thing thanks to a Warp Field that acts like an Iron Halo. They are the bane of every [[Last Stand - Lord General|Lord General]], since they can effectively one-shot the entire minion squad a General may have with him. They are, thankfully, easy prey for Sniper Rifle rounds and Shotgun solid slugs, and are a perfect target for a Chaos Sorcerer who is has the Improved Summoning wargear to clone.


{{Template:Tyranids-Creatures}}
{{Template:Tyranids-Creatures}}

Latest revision as of 21:52, 23 June 2023

To the right: a Zoanthrope. To the left: a poor soul getting chaingunned by Mind bullets.

The Zoanthrope (Tyranicus animus-aborrens) is a Tyranid species characterised by its massive head, a long thin body dangling under it and having enough psychic power to turn a Land Raider inside out.

Physiology[edit]

Prior to third edition, Zoanthropes looked like giant two-legged Zoats. Yes, this was utterly stupid and was retcon'd with extreme prejudice.

The Zoanthrope is a tall, slender creature with an oversized cranium that makes up more than half its mass and about half its body length. The Zoanthrope's head is far too large for its body: if it were a natural creature its neck would snap under the weight of the noggin. But the Tyranids do not obey the laws of nature: the massive brain housed by the head serves as a relay for the massive psychic power of the Hive Mind, giving the Zoanthrope awesome psychic powers. What powers you ask? How about the power of flight? That do anything for ya? That's levitation, Holmes. How about the power to kill a yak, from 200 yards away... with MIND BULLETS! That's telekinesis, Kyle. How about the power... to move you?

(ahem)

Sorry about that. But Tenacious D did all but perfectly describe the Zoanthrope's abilities in their song Wonderboy. With their powers they can float (but not that high off of the ground), they can shoot holes the size of a Predator Tank in a Predator Tank (or melt small groups of MEQs), and have the power to move you. With "you" meaning "your creatures that have Instinctive Behavior" because the Zoanthrope is a Synapse Creature. It also has a strong forcefield surrounding it, meaning that it has a good chance to shrug off otherwise lethal shots. And in older editions they were almost as good as Warriors at fighting. Like any Psyker, the Zoanthrope is vulnerable to brain overload and subsequent exploding craniums (or as Orks call it; 'eadbanging). If this happens the creature's brains burn out and it falls to the ground like a grotesque deflating balloon.

One Zoanthrope called "The Doom of Malan'tai" evolved to feed on psychic energy. It got the name after singlehandedly destroying Craftworld Malan'tai when it drained the Infinity Circuit. But according to recent developments, this creature has been thought to be the progenitor of a new sub-species of Zoanthrope called the Neurothrope.

In 10e it was revealed they have a much bigger cousin called the Neurotyrant.

On the tabletop[edit]

Zoanthropes are used best against either vehicles, tough armoured models, or big monsters where they can simply ignore toughness and armour saves with impunity. In 8th edition they have access to three powers: the tank-wrecking Warp Blas-er, 'Smite', and one power that you can choose/roll for from the Tyranid powers table. The downside to this is that they can only attempt to manifest one power each turn, unless the unit numbers four or more models. However, their Smite does get a step up from that of other lesser psykers since - if the unit contains four or more models - it does 2D3 mortal wounds rather than D3. Once again, the larger the unit the better - it's almost like Games Workshop wants to push us to buy more models...

Because of the short range of their powers they have to come dangerously close to their target. This is why you should always provide enough distractions so they are not shot to death in one turn. As they are Synapse Creatures, they will keep your Gaunts controllable, which is always nice but again remember the range on their weapons and that they are not as fast as Hormagaunts. And while a single shot is likely to deal great damage to a single target, it is not guaranteed it will be destroyed: as such it is smart to take several of these in a single brood.

They also have a good invulnerable save and a lot of wounds, which makes them a good bodyguard for characters. The Neurothrope itself makes a better-than-average warlord, too, for the same reason. Just don't expect it to kill anyone in melee.

Tyranid players rejoice! With the new update, they can deep-strike again using the Tyrannocyte, which makes them even more awesome. Buy a nice bug-balloon, stuff it with Zopes, and drop it behind whatever scares you for instant gratification.

Some things of note come up with these unique psychic smile-inverters. First, now that we're in 8th edition, despite having a 3+ invulnerable they do still benefit from their brother-from-another-mother Venomthropes thanks to the rewritten Shrouding Spores rule, so it may be worth buddying the floating snake 'nids up if you want your Zoanthropes to have that extra bit of protection. Second, their 'Warp Blast' (okay, so it's really Smite, but I've been calling it Warp Blast for five editions damnit and I'm not going to stop now!) power is a Warp Charge 5 attack. This means that they have a majority chance of success, but it's also much easier to deny nowadays due to the 8th edition Deny The Witch. Keep them away from enemy psykers and they should be good to go. Third, at least as of release, the Neurothrope upgrade is free now. Given that this beastie lets the unit regain wounds after Smiting someone, it's a no-brainer.

In Last Stand[edit]

In Last Stand, these things are assholes: Giant, flaming assholes. They do enormous damage, have immense knockback, a huge area-of-effect, and are remarkably durable for a floating snake-brain thing thanks to a Warp Field that acts like an Iron Halo. They are the bane of every Lord General, since they can effectively one-shot the entire minion squad a General may have with him. They are, thankfully, easy prey for Sniper Rifle rounds and Shotgun solid slugs. They are also perfect target for a Chaos Sorcerer to clone with the Improved Summoning wargear and can be one shot with a Tau Shas'O's anti tank rockets.

Trivia[edit]

Zoanthropes get their name from the mental disorder Zoanthropy, which is when you believe that you are an animal. Considering that Zoanthrope also literally means "animal man" while the creature itself is an intelligent psychic bug with a big brain instead, the irony is likely intentional.

This similar naming scheme also applies to the Zoanthrope's sister creatures; the Malanthrope and Venomthrope. Although in their case it means "bad/evil man" and "poisonous/venomous man" respectively.

Tyrannic Bio-Organisms
Leader Organisms: Broodlord - Hive Tyrant - Neurotyrant - Norn Queen - Tyranid Warrior
Small Creatures: Barbgaunt - Gargoyle - Genestealer - Hormagaunt
Neurogaunt - Ripper - Spinegaunt - Termagant
Medium Size
Creatures:
Biovore - Hive Guard - Lictor - Neurothrope - Parasite of Mortrex - Pyrovore
Ravener - Tyrant Guard - Venomthrope - Von Ryan's Leaper - Zoanthrope
Monstrous Creatures: Carnifex (Screamer-Killer - Stone Crusher - Thornback) - Dimachaeron
Exocrine - Haruspex - Malanthrope - Maleceptor - Mawloc
Psychophage - Tervigon - Toxicrene - Trygon - Tyrannofex
Gargantuan Creatures: Cerebore - Dactylis - Hierodule - Malefactor - Nautiloid - Viragon
Flying Creatures: Harpy - Harridan - Hive Crone - Mucolid Spore
Bio-Titans: Dominatrix - Hierophant - Hydraphant - Viciator
Floral Structures: Capillary Tower - Reclamation Pool
Spaceborne Creatures: Ether-Swimming Brood - Mycetic Spore - Tyrannocyte
Other Organisms: Bio-Weapons - Cortex Leech - Meiotic Spore - Neurocyte
Neuroloid - Spore Mine - Sporocyst - Zoats
Unique Creatures: Deathleaper - Laius Horror - Old One-Eye - The Red Terror - Swarmlord
Auxiliaries: Genestealer Cult