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Zoats

Zoats

Special Rules: Zoats

Fleet, Stubborn, Furious Charge

Psykers:
Zoats are magical creatures from long ago and have mastered the arcane world. For most it is
simply a defence but for others it is much more powerful skill. All Zoats have a 6+ save against
any psychic power and Force Weapons must roll 3D6 for leadership test if within 12' of a Master
Psyker. In addition a Master Pskyer can cast two psychic powers per turn but not the same power
twice.

Preferred Enemy: Tyranids


After many years of enslavement, Zoats hate the Tyranids but know their weaknesses. All Zoats
have the Preferred Enemy rule against any Tyranids creatures.

Frenzied Slashing
Some Zoats are so wild due to years of torture that when unleashed upon the battle field they
are little more than killing machines. In hand-to-hand combat they re-roll any rolls of 1.

Howdahs
Specially made carriages from which loyal Grots can fire from, a Howdah gives +1 to Armour
Save, +1 Wound and -2 to Initiative. It adds an additional Salvaged Gun which can be fired from
the Howdah at different targets than the Zoat, representing defensive weapons. It changes the
Fleet Special Rule to Relentless.

Heavy Howdahs
Specially made carriages from which loyal Grots can fire from, a Howdah gives + 1 to Armour
Save, +1 Wound and -2 to Initiative. It adds an additional Salvaged Gun and Heavy Bolter which
can be fired from the Howdah at different targets than the Zoat, representing defensive weapons.
It changes the Fleet Special Rule to Relentless

Special Rules: Grots and Squigs


Big Un's About
Grots and Squigs within 12 inches of any Zoat benefit from the Zoats modified leadership as they
are not scared when surrounded but such large creatures. This ability does not work if the Zoat
unit within 12 is falling back or gone to ground/pinned.

Mindless
Squigs are truly mindless and without direction, can run off without a second thought [or first for
that matter]. If a unit of squigs is more than 12 inches from any Zoat or Grot role a leadership
test. However many points you fail by is how many Squigs run off into the wild. This rule is
negated if the unit is lead by a Mutant Squig. With or without a Mutant Squig, Squigs can not
take obejectives, but can contest them.

Weapons

Zoats are scavengers, carrying an assortment of weapons collected across countless battlefields
The basic and special Zoat weapons have the following profiles:
Weapon Range Strength AP Rules
Salvaged Gun 18 4 - Assault 3
Bomb Squig Launcher 48 6 5 Heavy 1 Barrage
Large Blast Pinning
Iron Bomb Launcher 48 5 4 Heavy D3 Barrage
Large Blast Pinning
Fire ball 36 6 5 Assault Twin Linked
Large Blast
Lightning Strike 36 9 4 Assault 1 Twin Linked Blast
Bombing Run As passes over in 4 4 Assault D3 Barrage
Movement Phase Large Blast 1 per game

Close Combat Weapons


Double Handed Weapon add +2 Str and causes Rending

HQ
Zoat King
Points: 140
WS-BS-S-T-W-I-A-LD-SV
6---3--5--5-4-5-4-10-3+

Composition:
1 Zoat King

Wargear:
Lash Whip and Force Weapon
Toughen Scales
Howdah

Unit Type
Infantry

Psychic Powers:
Leech Essence
Paraxysm
The Horror
Psychic Scream

Special Rules:
Furious Charge
Relentless
Stubborn
Shadow in the Warp
Master Psyker
Preferred Enemy: Tyranids
Frenzied Slashing

Zoat King can be accompanied by:


Up to three Giant Squigs 60Pts

Zoat Grotenitor
Points:130
WS-BS-S-T-W-I-A-LD-SV
5---3--5--5-4-2-4-10-3+

Composition:
1 Zoat Grotenitor

Wargear:
Salvaged Gun
Toughen Scales
Howdah
Bomb Squig Launcher

The Zoat Grotenitor can take:Pts


Frenzied Slashing 5
Pychic Power: Catalyst 15
Pychic Power: Onslaught 15
Regenerate 20

Unit Type
Infantry

Special Rules:
Furious Charge
Relentless
Stubborn
Shadow in the Warp
Psyker
Preferred Enemy: Tyranids
Spawn Grots
Grot Progenitor
Master Pskyer

Psychic Power:
Dominion

Zoat Grotenitor can be accompanied by:


Up to three Giant Squigs 60Pts

Giant Squigs
Points:60
WS-BS-S-T-W-I-A-LD-SV
5---3--5--6-2-4-3-10-3+

Composition:
1-3 Giant Squigs

Wargear:
Toughen Skin/Scales
Claws and Teeth

Any Giant Squig may exchange Frenized Slashing:


Lash Whip5

Unit Type
Infantry

Special Rules:
Rending
Stubborn
Frenzied Slashing
Mindless

ELITES
Zoat Howdah
Points: 80
WS-BS-S-T-W-I-A-LD-SV
5---3--5--5-4-2-3-9--3+

Composition:
1-5 Zoat Howdahs
Unit Type
Infantry

Wargear:
Salvaged Gun
Toughen Scales
Howdah

Special Rules:
Furious Charge
Relentless
Stubborn
Preferred Enemy: Tyranids

Any Zoat can take the following for: Pts


Twin Linked Salvaged Gun Free
Grenade Launcher 5
Heavy Bolter 10
Heavy Flamer 12
Assault Cannon 20

One Zoat may take the following: Pts


Power Fist 20

TROOPS
Zoat Warrior
Points: 50
WS-BS-S-T-W-I-A-LD-SV
5---3--5-5--3-4-3--9--4+

Composition:
3-9 Warriors

Unit Type
Infantry

Wargear:
Salvaged Gun
Toughen Scales

Special Rules:
Furious Charge
Fleet
Stubborn
Preferred Enemy: Tyranids

Any Zoat can take the following for: Pts


Twin Linked Salvaged Gun5

One Zoat can exchange Salvaged Gun for: Pts


Grenade Launcher 5
Flamer 7
Melta Gun 10
Plasma Gun 15

One Zoat may take the following: Pts


Power Fist 20
Grots
Points:3
WS-BS-S-T-W-I-A-LD-SV
2---3--2-2--1--2-1-5---

Composition:
10-30 Grots

Unit Type
Infantry

Wargear
Blasta

Special Rules
Big Un's About

The entire unit may exchange their blastas for:Pts


Two hand to hand combat weapons Free

Squigs
Points:14
Squig
WS-BS-S-T-W-I-A-LD-SV
5---0--4--4-1-5-2-10-5+
Mutant Squig
WS-BS-S-T-W-I-A-LD-SV
6---0---5-5-3-6-4-10-4+

Composition:
10-20 Squigs

Unit Type
Infantry

Wargear
Claws and Teeth
Tough Skin

Special Rules
Furious Charge
Rending
Fleet
Infiltrate
Move Through Cover
Mindless
Big Un's About

Ungrade one Squig to Mutant Squig for: Pts


A Mutant Squig 33
Mutant Squig may take Frenized Slashing for 2
All Squigs may take Frenzied Slashing for 2 each

FAST ATTACK
Zoat Beserkers
Points: 50
WS-BS-S-T-W-I-A-LD-SV
5---3--5--5-3-4-3-9--4+
Composition:
3-9 Beserkers

Unit Type
Infantry

Wargear:
Two Close Combat Weapons
Toughen Scales

Special Rules:
Furious Charge
Fleet
Frenzied Slashing
Stubborn
Preferred Enemy: Tyranids

Any Zoat may exchange his two weapons for: Pts


Double handed Weapon 10

Dragon
Points:170
WS-BS-S-T-W-I-A-LD-SV
3---3---5-5-4-5-2-10-4+

Composition:
1 Dragon

Unit Type
Monstrous Creature

Wargear:
Toughen Scales
Heavy Bolter
Wings
Fire Breathing Fire Ball
Bombing Run

Special Rules:
Frenzied Slashing
Fearlesss
Sonic Scream
Furious Charge

Can upgrade Fire Breathing Fire ball to a: Pts


Lightning Strike 10

HEAVY SUPPORT
Zoat Heavy Howdah
Points: 90
WS-BS-S-T-W-I-A-LD-SV
5---3--5--5-4-2-3-9--3+

Composition:
1-5 Heavy Howdahs

Unit Type
Infantry
Wargear:
Salvaged Gun
Toughen Scales
Heavy Howdah

Special Rules:
Furious Charge
Relentless
Stubborn
Preferred Enemy: Tyranids

Must exchange Salvaged Gun for one of the following: Pts


Missile Launcher 5
Lascannon 10
Heavy Plasma Cannon 15

Heavy Howdahs can take one of the following: Pts


Auto Cannon 5
Assault Cannon 15

Zoat Bombadier
Points: 120
WS-BS-S-T-W-I-A-LD-SV
5---3--5--5-4-2-3-9--3+

Composition:
1 Bombadier

Unit Type
Infantry

Wargear:
Toughen Scales
Iron Bomb Launcher
Howdah

Special Rules:
Furious Charge
Relentless
Stubborn
Preferred Enemy: Tyranids

Giant Spider
Points: 250
WS-BS-S-T-W-I-A-LD-SV
3---3--6--6-6-1-3-8--2+

Composition:
1 Giant Spider

Unit Type:
Monstrous Creature

Wargear:
Acid Spray
Armoured Skin
Stinger Salvo
Thorax Swarm
Special Rules:
Monstrous Creature
Fearless

Can exchange Acid spray for one of the following:


Fleshbore Hive 10 pts
Rupture Cannon 15 pts

Can take any of the following:


Furious Charge 10 pts
Regenerate 30 pts

Zoats
Special Rules
Survivors Instinct
If the Zoat army is ever reduced to less than half of the original force, every unit, except
for Zoat Berserkers, must make a Fall Back move every turn from that point, cannot
shoot, and can only fight if charged.
WargearZoat Power Axe
A two-handed power weapon that adds +2 Strength.
Zoat axe
A two handed close combat weapon that adds +2 Strength.
Heavy plate armour or Heavily Armoured
Gives the wearer a 2+ armour save.
Hand cannon
Range S AP Notes
18” 5 4 Assault 1
Scavenged pistol
Range S AP Notes
12” 3 6 Pistol,
Gets Hot!
Scavenged gun
Range S AP Notes
24” 4 5 Assault 2,
Gets Hot!
Scavenged cannon
Range S AP Notes
40” 6 3 Heavy 1,
Gets Hot!

HQ
Zoat Chieftain
Rather like Orks, the more important a Zoat gets, the larger it gets. Thus, Chieftains are
usually very large. Very, very large…
Cost Ws Bs S T W I A Ld Sv
Chieftain 200 6 5 5 6 3 2 3 10 3+
Unit Type: Monstrous Creature.
Unit Size: One model.
Wargear: Master-crafted Zoat power axe, scavenged pistol.
Options: May replace powerfist with one of the following:
Zoat power axe for +15 pts
Hand cannon for +20 pts
May take any of the following:
Bionics for +5 pts
Heavy plate armour for +10 pts
Special Rules: Fleet of Claw, Survivors Instinct

Elites
Zoat Berserkers
Some of the Zoat survivors didn’t take the destruction of their kind by the Tyranid very
well, and because rather homicidal.
Cost Ws Bs S T W I A Ld Sv
Berserker 50 5 5 5 5 2 2 2 10 3+
Unit Type: Beast
Unit Size: 1-5 models
Wargear: Zoat power axe, scavenged pistol.
Options: none
Special Rules: Fleet of Claw, Fearless, Preferred Enemy: Tyranids, Furious Charge

Troops
Zoats
The basic Zoat trooper can take on a small unit of Space Marines and survive.
Cost Ws Bs S T W I A Ld Sv
Zoat 35 4 4 5 5 2 2 1 9 3+
Unit Type: Beast
Unit Size: 1-5 models
Wargear: Zoat axe, scavenged pistol
Options: none
Special Rules: Fleet of Claw, Survivors Instinct

Fast Attack
Zoat Old Ones
The older a Zoat gets, the more heavier it gets. Thus, some ancients have to stay in
specially crafted wheelchairs, with built-in guns. Woe betide anyone who gets in the way
of an Old One a full speed…
Cost Ws Bs S T W I A Ld Sv
Old One 50 5 5 5 4(5) 1 2 1 10 3+
Unit Type: Bikes
Unit Size: 1-3 models
Wargear: Wheelchair mounted scavenged guns, Zoat power axes
Options: All the models in the unit may be upgraded to Heavily Armoured
Special Rules: Survivors Instinct, Furious Charge

Heavy Support
Zoat Bombardier
They like to blow things up. Need I say more…
Cost Ws Bs S T W I A Ld Sv
Bombardier 50 5 6 5 5 2 2 1 9 3+
Unit Type: Beast
Unit Size: 1-3 models
Wargear: Scavenged cannon
Options: none
Special Rules: Fleet of Claw, Survivors Instinct
Cost 55 pts + weapons
Zoats are a genetically engineered slave race of the tyranids. Used for warriors, slave labor and
such. These creatures are not synapses creature and therefore not a hive node. There are ferrous
fighters and tend to fear nothing.

M WS BS S T W I A LD
854453539

Brood: 4 zoats
Weapons: 1 Fleshborer

May buy the following: Spinefist 3 pts, Fleshborer 2 points, Devourer 2 pts, Deathspitter 6 pts,
Venom Cannon 33 pts, Barbstrangler 24 pts,

Armor: Carapace 4+ on a d6

Biomorphs: Able to have 1, All zoats in the brood must have the same biomorph

Special Ability: Cause Fear, If Zoat has 2 Fleshborer my fire second weapon at -1

Zoat History
Zoats are large, centauroid creatures. There are only 8 models ever sculpted, 4 for SciFi and 3
for Fantasy. They were conceived by Bryan Ansell and sculpted by Nick Bibby. The 4 SciFi models
weapons are described as (names as in Chapter Approved):
Zoats RT / WD ad 97* / WD ad 145 / WD 145
Officer (Gharg) Power Glove / Power Fist / Power Glove / Power Fist
Bolt pistol / Flamer / Flamer / Flesh Ripper
Hero (Loorg) 2 Bolters / 2 Bolt Guns/ 2 Fleshborers / 2 Flesh Rippers
Trooper (Slaarsh) Bolter / Bolt Gun / Fleshborer / Flesh Ripper
Special Weapon Heavy Bolter/Multi-Melta /Missile Launcher/Barbed Strangler
Trooper (Sheaar)

*--In the Chapter Approved version of the Eldar Pirates' Zoat Terror Squad: All the Zoats also
came with Bolt Pistol, Melta Bombs, Flak Armor, Communicator, & Resperator. The squad was
made up of the Hero model, 2 Trooper models, and the Special Weapon Trooper model. For +13
pts, you could substitute the Officer model for the Hero model, with the appropriate weapon
substitutions.

There are several description of Zoats.


The oldest: Rules for 1st Edition – Rogue Trader, p.202 - Zoats
Zoats are the most common of Tyranid's many specially engineered slave races. Other slave
races are little more than animals, mere blobs of protoplasm dedicated to cleaning and
maintaining the Hive Fleets they are apart. Even hulking spacecraft which compose the Hive Fleet
are in a sense races as they are grown and nurtured from a common, albeit much modified,
biological stock. Spacecraft are mindless monstrosities and the vast majority of other slaves are
so dedicated t a single purpose it would be inappropriate to think of them as creatures. Zoats, on
the other hand, are completely independent living creatures much like their masters.
The Xenobiologers of the Administratum believe Zoats were created purely for combat. Tyranids,
being creatures of space, suffer discomfort if they spend too long on a planet. Zoats, however,
are stocky animals that feel quite at home in a variety of atmospheric and gravitational condition.
Like Tyranids, Zoats are centauroid. Their two rear sets of limbs and are heavily built providing
the creatures with its means of locomotion. The front limbs are manipulative organs of great
strength and are used to wield a variety of weapons. Unlike Tyranids, Zoats will eat anything
though they are largely subsist on a daily diet of three reconstituted protein based woven biscuits
called Zoatibix. Zoats are common Hive Fleet inhabitants, often equaling the number of Tyranids
themselves.
Although Zoats are a slave race, Zoats occupy important positions throughout the Hive Fleets
and individual Zoats can gain great power. Rebellion from Tyranid control is not unknown, but is
extremely rare. This is because Tyranids secrete a special slave-hormone which suppresses the
Zoats' natural sense of independence. However, broken away from the Hive Fleets or have
become lost during scouting or exploration missions. Without the inhibiting influence of Tyranids
slave-hormone, Zoats are able to develop strong psychic powers. The path of independents Zoat
civilization is incredibly diverse, with small groups isolated from each other on widely scattered
planets.
Trooper: M7,WS5,BS3,S4,T5,W3,I5,A2,LD10,Int9,Cl9,WP9
Champion: M7,WS6,BS4,S5,T5,W3,I6,A2,LD10,Int9,Cl9,WP9
Hero: M7,WS7,BS5,S5,T6,W4,I7,A3,LD10,Int10,Cl10,WP10
Mighty Hero: M7,WS8,BS6,S5,T6,W5,I8,A4,LD10,Int10,Cl10,WP10
Zoats of the Hive fleet are never psychic. Independent Zoats are too diverse to include here in
any detail, but a typical population might result in personalities having a 50% chance of psychic
powers. Some populations are more psychic than others.
Organization. Zoats fight in military units of four. Their unit leaders are Zoats, although higher
ranks and more technical positions are likely to be filled by Tyranids. Any Tryanids force must
have at least half its numbers made up by Zoats.
Equipment. Zoats use standard Tyranid equipment. Zoat units and leaders can be equipped using
the same charts as Tyranids.
Typical Squad. A typical squad comprises four individuals including 1 leader and, usually, 1
special weapon warrior. Clothing takes the form of a harness providing holster positions for
various weapons. The basic weapon carried is a bolter, the special weapon is a heavy bolter. The
officer also has a bolt pistol. This is exactly as for Tyranids.
Uniforms. Zoats wear the same harness as Tyranids
Weapon Generation. Generate weapons and equipment using the Tyranid charts.
Transports. Generate vehicles using the Tyranid charts.
Tactics. Zoats form the warrior-corps of the Hive Fleets and are found in the capacity of guards
and police as well as fighting warriors. They are extremely potent fighters and fit well into the
Tyranid ethos of the fast, hard strike.

The 2nd: Rules for Eldar Pirate armies – Chapter Approved, p.103
The Eldar Pirate may have 0-2 Zoat Terror Squads
Warriors: M7,WS5,BS3,S4,T5,W3,I5,A2,LD10,Int9,Cl9,WP9
Champion: M7,WS6,BS4,S5,T5,W3,I6,A2,LD10,Int9,Cl9,WP9
Basic Equipment (all models): Flak Armor, Communicator, & Respirator
Squad: 2 Warriors with Bolt Pistol, Bolt Gun, and Melta Bomb Grenades
1 Warrior with Bolt Pistol, MultiMelta with Targeter, and 4 Suspensors
1 Leader with Bolt Pistol, 2 Bolt Guns, and Melta Bomb Grenades
PV = 341 / Squad
Optional Zoat Squad Upgrade:Upgrade Leader by Substituting a Power Glove and Flamer for the
2 Bolt Guns for +13 pts per squad.

3rd: Rules for 1st Edition, Version B – White Dwarf 145, WD43 where they changed from mere
muscle to highly intelligent.
Zoats share the six-limbed structure of Tyranid Warriors and are probably an ancient and highly
evolved form of bio-construct created using Tyranid's own genetic material. Zoats were created
as investigators, their main role being to understand and communicate with creatures outside the
hive mind, assessing their value. Zoats are capable of assimilating information about languages
and psychology with stunning speed, making rapid and accurate leaps in their comprehension of
alien creatures. Due to this innate capability of understanding the subtlest nuances of facial and
body language, Zoats are remarkably charismatic and enigmatic creatures who are able to
convey more meaning in a look or gesture than a native can manage in a sentence.
Zoats are often used to subvert members of alien races to bring them under the control of the
hivemind, leading them against those who try to resist the Tyranids. In keeping with this role
Zoats are tremendously strong warriors with thick, horny hides, Driven forward by their four
powerful legs, a charging Zoat is like a battering ram of hide and muscle - such that sheer speed
and momentum keep it moving even if mortally wounded. In hand to hand combat a Zoat can
crush most opponents in seconds - living proof to other races of the awesome power of the
Tyranids.
0 to any number of Zoats at 50 points per Zoat
M6,WS5,BS3,S6,T6,W3,I5,A2,Ld/Cl9
No armour, Save: None, Move: 6�
Weapons:2 Flesh ripper pistols or a Flesh Ripper pistol & a Power Fist or a Strangler
Notes: Each Zoat allows you to include one band of Brood Brothers in your army. A Zoat armed
with 2 pistols may fire both of them in the same turn with no penalty.

Rules for EPIC scale battles


EPIC STATS Speed/Range/Fire Power/Assault/Armor/Wounds/Special
Zoat 15cm /25cm /2 /4 /5+ /1

Various people have written their own rules for 2nd Ed, 3rd Ed, Space Crusade/Star Quest, and
for Space Hulk. Some use the "fantasy" zoat that carries the "orb" to represent a jammer for the
hive mind for Zoats who are not part of the Tyranid army. There are even rules for jamming the
hive mind by getting the Zoats drunk.