Zoanthrope: Difference between revisions
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==On the tabletop== | ==On the tabletop== | ||
Zoanthropes are used best against either vehicles or big monsters. Because of the short range of their powers they have to come dangerously close to both their target. Because of this it is | Zoanthropes are used best against either vehicles or big monsters. Because of the short range of their powers they have to come dangerously close to both their target. Because of this it is advicable to put them in either a [[Mycetic Spore]] or provide enough [[DISTRACTION CARNIFEX|distractions]] so they are not shot to death in one turn. And while they have a 3+ invulnerable save they are vulnerable to rocket sniping. 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 laster than you'd like. As they are Synapse Creatures, they will keep your Gaunts controlable, which is always nice but again remember the range on their weapons and that they are not as fast as your Gaunts. If you Deep Strike them in they can be used to enhance your Synapse covering, but this can put them right in the field of fire of your enemies. 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. | ||
==In [[Last Stand]]== | ==In [[Last Stand]]== |
Revision as of 09:49, 22 January 2014
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.
Physiology
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 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 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 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 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.
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.
On the tabletop
Zoanthropes are used best against either vehicles or big monsters. Because of the short range of their powers they have to come dangerously close to both their target. Because of this it is advicable to put them in either a Mycetic Spore or provide enough distractions so they are not shot to death in one turn. And while they have a 3+ invulnerable save they are vulnerable to rocket sniping. 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 laster than you'd like. As they are Synapse Creatures, they will keep your Gaunts controlable, which is always nice but again remember the range on their weapons and that they are not as fast as your Gaunts. If you Deep Strike them in they can be used to enhance your Synapse covering, but this can put them right in the field of fire of your enemies. 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.
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. 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, and are a perfect target for a Chaos Sorcerer who is has the Improved Summoning wargear to clone.