vizn3r/warhammer40k-lore huggingface dataset:
Zarhulash - Zarhulash: Zarhulash, known to history as Zarhulash the Potentate, was a C'tan. Like the other star gods of his kind, Zarhulash had been enslaved by the Necrons millions of Terran years before the birth of Mankind as part of their rebellion following the War in Heaven.A C'tan Shard of Zarhulash was used to power the alien Warp beacon known as the Pharos on the world of Sotha until it was freed by Archmagos Dominus Belisarius Cawl during the Era Indomitus.
Zarhulash - History: A shard of Zarhulash the Potentate was used by the ancient Necrons to power one of the eight Warp beacons known as the Pharos on the world of Sotha in the Ultima Segmentum. The Pharos was built of blackstone, and the array of Pharos devices was originally intended by the Necrons to provide a way for them to achieve rapid interstellar communications and FTL travel after their biotransference.The birth of the Great Rift that bisected the galaxy at the start of the Era Indomitus reactivated the Pharos. This was discovered by the Scythes of the Emperor Chapter, which still guarded the world after its destruction by a Genestealer Cult infestation and Hive Fleet Kraken during the Second Tyrannic War.Archmagos Dominus Belisarius Cawl led an expedition to Sotha with the aid of the Ultramarines and the remaining Firstborn Space Marines of the Scythes of the Emperor to study and perhaps use the Pharos' technology to close the Great Rift and defeat Chaos.The expedition came under assault by Genestealer Cultists who had infiltrated the Chapter Serfs of the Scythes of the Emperor. Ultimately all of that Chapter's remaining Firstborn Marines were slain alongside their Chapter Master Thracius in combat with the Genestealer Patriarch whose cult had first called Hive Fleet Kraken to destroy Sotha.After reaching the Pharos, Cawl discovered that a shard of Zarhulash had provided the power source for the ancient Pharos for millions of Terran years. He forged a deal with the alien star god, in which Zarhulash agreed to destroy the device by removing its heart, creating a miniature singularity.In exchange, Cawl agreed to remove the shackles of necrodermis that kept the C'tan Shard captive and create a portal with the Pharos to allow him to finally escape from Sotha.Cawl seemingly agreed, but this was only a ruse as he actually teleported Zarhulash to a far-off region of the galaxy where the C'tan Shard was surrounded by hostile Necron Tomb Worlds.Zarhulash swore revenge on Cawl for this betrayal.
Zayr - Zayr: Zayr is the shieldmaster of Haistand, the capital city of the Feral World of Aurum in the Jericho Reach. He is tasked with maintaining a standing body of warriors to defend the city.The people of Aurum have few laws. Most disputes are settled between individuals (often violently) with the ruling Caele's word superseding all.In times of peace, these warriors' daily duties mainly entail protecting the Caele and carrying out his orders. However, Zayr and his troops occasionally intervene to deal with truly dangerous or deviant individuals.In recent times a new punishment for Aurum's criminals has been devised -- a secret labour necessary for the planet's survival.Zayr knows the truth behind these secret killings, and believes acutely that the shame belongs to the Auran people. He also knows that Rylus Darkscourge wishes to keep the matter quiet.Therefore, both his orders and his conscience incline him to block newcomers to Haistand from learning the shame of Grensvayl, and to resent them for prying.
Zeist Campaign - Zeist Campaign: The Zeist Campaign was a military conflict fought between the Imperium of Man and the Tau Empire, in the Zeist Sector of the Ultima Segmentum. Taking place in 303.999.M41, during the Tau Empire's Third Sphere Expansion, it ran concurrently with Abaddon the Despoiler's 13th Black Crusade and the assault on Imperial space by the Tyranid Hive Fleet Leviathan.As the Imperium's military was heavily involved with preventing the breakout of the Forces of Chaos from the Cadian Gate on the other side of Imperial space, the Tau took advantage of this distraction to rapidly expand their territory. Despite victory belonging to the Imperium, the Zeist Campaign merely allowed the shrewd Tau Commander Shadowsun to rapidly strike deeply into more valuable Imperial space elsewhere.By the time the Zeist Campaign ended, the Tau's Third Sphere Expansion had already enlarged the Tau Empire by 133% of its prior size. The Tau showed no sign of stopping their aggressive expansion in the Eastern Fringes despite their losses in the Zeist Campaign.
Zeist Campaign - Space Marine Forces Involved: Tactical Squads - Ultramarines, Night Watch, Halo Dragons, Silver Skulls, Sable Swords, Crimson FistsDevastator Squads - Iron LordsPredator Spearhead - Aurora ChapterTerminator Squad - Eagle Warriors3 companies of Knights of the Raven
Zenith Gunship - Zenith Gunship: The Zenith Gunship, often called simply the Zenith, was an Imperial gunship specialised for ground attack that was deployed by the Legio Custodes in the Horus Heresy, where it saw heavy action during the Siege of Terra in defence of the Imperial Palace from the Warmaster Horus' Traitor forces of Chaos.The Zenith was armed with missiles and a Rotor Cannon.
Zenonian Free Companies - Zenonian Free Companies: The Zenonian Free Companies are regiments of the Astra Militarum raised from the world of Zenon. The Zenonian Free Companies recently committed 9 companies in the defence of Cadia and its surrounding star systems in the Cadian Gate from the Forces of Chaos under the command of Abaddon the Despoiler and his 13th Black Crusade in 999.M41.They were commended for their actions during the Defence of the Disean Line and were instrumental in aiding Lord Castellan Ursarkar E. Creed's Long Retreat, which allowed the Imperial defenders to make their final stand against an offensive led by Abaddon himself before the fall of Cadia. Little else is known about them in current Imperial records.
Zephon - Zephon: Zephon, also known as "The Bringer of Sorrow," "The Exile," "The Twice-born," and the "Exarch of the High Host," was a former Dominion of the Blood Angels Legion who later became the first Chapter Master of the Charnel Guard, a successor of the Blood Angels, after the Horus Heresy.Noble, though bleak in character, Zephon suffered from an extreme blood thirst that he desperately held in check. Like his fellow Blood Angels, Zephon was known both as a warrior and an artist of great renown whose exemplary record was abruptly cut short when his body was maimed by a xenos blade during the Great Crusade. However, fate would see Zephon in the thick of many notable events during the Horus Heresy.
Zephon - Wargear: Artificer ArmourSpiritum Sanguis - A powerful broad-bladed Power Sword of exquisite craftsmanship, the Spiritum Sanguis was presented to Zephon by the IXth Legion's Master of Artisans upon his departure to join the Crusader Host on Terra.Lament and Grief - A pair of artificer-made Volkite Serpenta pistols, Lament and Grief fire powerful thermal beams of blinding white light over short ranges that sear the flesh as well as the sight of their targets.Jump PackIron HaloFrag GrenadesKrak GrenadesRad GrenadesMelta Bombs
Zephro Carnelian - Zephro Carnelian: Zephro Carnelian is a human Illuminatus, and a liaison between that organisation and the Eldar. As an Illuminatus, he is as comfortable in the Immaterium as he is in realspace. He seems to be enamored of Eldar culture and knowledge, especially as it relates to Harlequins. Indeed, he is shown to favor Harlequin dress and mimick their mannerisms. He also acts on behalf of the Illuminati and their Eldar allies as a double agent, having infiltrated the Ordo Hydra.He was the prime operative in a plan to manipulate secret Inquisitor Jaq Draco into an unwilling triple agent - as an Inquisitor who's furthering the Illuminati's plans by joining the Ordo Hydra. According to the Eldar Farseer allies of the Illuminati, Draco was to be a significant actor in their common plans. Draco was also considered by Carnelian to be a prime candidate for "Illumination" -- joining the cabal of the Illuminati. In a feat thought impossible, Carnelian originally contacted Draco by remotely intruding into one of Draco's readings of the Emperor's Tarot and taking over the deck's Harlequin card. It is not known whether this was an ability acquired by members of the Illuminati or whether it was a particular psychic gift of Carnelian's alone. Carnelian's plans regarding Draco eventually backfired, to the dismay of his Eldar mentors and patrons amongst the Illuminati. Carnelian's current whereabouts and disposition are unknown.
Zephyrglaive - Zephyrglaive: A Zephyrglaive is a weapon utilised exclusively by the mysterious Aeldari Harlequins, particularly, the riders of Skyweaver Jetbikes, known as Great Falcons.This weapon takes the form of a long-bladed polearm -- each Zephyrglaive is perfectly weighted, individually balanced to its wielder and enfolded in a molecular dissonance field.This renders it a lethal weapon of high-velocity aerial murder. Zephyrglaives are wielded with consummate skill, carving graceful arcs through the air as they lop heads from shoulders or bisect torsos in fans of blood.
Zephyrglaive - Sources: Codex: Harlequins (7th Edition) (Digital Edition), pp. 48-49, 59, 185, 210White Dwarf Weekly 54 (07 Feb. 2015), "Skyweavers," and "Harlequin Army List - Skyweavers," pp. 6, 8-9, 57
ZFR Horizon Accelerator Engine - ZFR Horizon Accelerator Engine: The ZFR Horizon Accelerator Engine, also known informally as the ZFR Drive, is a system of interstellar starship propulsion that was the great invention of the T'au Earth Caste and allowed the T'au Empire to expand rapidly starting with the Second Sphere Expansion.An ingenious design, this powerful new mechanism allowed T'au starships to attain near-light speed. It is the primary means of T'au interstellar travel, and is used by all of the vessels of the T'au Navy, the Kor'vattra.
Zhao-Arkhad - Zhao-Arkhad: Zhao-Arkhad, also spelled Zhao-Arkkad, is a major Forge World of the Adeptus Mechanicus as well as a Death World that sits at the heart of its own small stellar empire.The Sovereign Omnissian Domain of Zhao-Arkhad lies on the borders of the Segmentum Tempestus and the Segmentum Obscurus. Remote and isolated for much of its troubled history, the planet is perhaps best known for being the home of the Titan Legion known as the Legio Xestobiax ("Iron Vigil") which gained a dubious reputation during the Battle of Prospero.Long-suspected to delve into forbidden technologies and considered suspect for their close former ties with the Thousand Sons, one of the most notable Traitor Legions of the Legiones Astartes, the Arkhadian forge-fanes were excommunicated by Fabricator-General Zagreus Kane during the dark years of the Horus Heresy.Brought back into the light of the Imperium of Man during the Great Scouring, both Zhao-Arkhad and the Legio Xestobiax have since been declared only guilty by association and purged of the Heretek practices they used in the past.It was during this reconsecration that Mechanicum Assay Teams from the great Forge World of Metalica would rediscover the Standard Template Construct database for the Crassus Armoured Assault Transport, the Praetor Armoured Assault Launcher and the Dominus Heavy Siege Bombard which are now manufactured on many Imperial Forge Worlds.
Zhao-Arkhad - Expansion: As part of the First Conjunction, the settlers of Zhao-Arkhad not only limited their ambitions to just the development of their world, but also turned their gaze skywards. The three moons orbiting Zhao-Arkhad -- which were designated Arkhad I, II and III -- harboured welcome mineral resources the Forge World needed desperately to grow and evolve.With this goal in mind, permanent mining bases were established on each moon. To reach them, the first transorbital spacecraft were manufactured from repurposed materials drawn from the remains of the Mechanicum Ark and powered using simple hydrogen torch engines.As exploitation began on Zhao-Arkhad's moons, it was quickly deemed more efficient to harbour much of the labour force on lunar colonies rather than on Zhao-Arkhad itself. The First Conjunction would last for an entire Terran millennium before it was declared complete by the office of the supreme domini.By its own accord, each forge-fane was now considered fully operational while the population of the servile workers in their lunar bases had risen into the hundreds of thousands, each generation of workers totally devoted to generating resources for their masters' use below. The supreme domini and the governing magister locum of every forge-fane had long awaited the announcement of the First Conjunction's completion and had already laid out the objectives for their second phase of expansion, the Second Conjunction. Unknowingly, Zhao-Arkhad had entered its last years of prosperity.With the lunar transportation fleet now numbering dozens of transportation barques and shuttles, the influx of raw materials extracted from the lunar colonies permitted the forge-fanes to expand and research new and more efficient technologies. Yet, this was still not enough for the Tech-adepts to achieve their desired ends.While useful, the materials extracted from the lunar colonies lacked the essential properties needed to develop the more advanced technologies each forge-fane secretly or openly coveted. In particular, the moons lacked void-worthy materials that would allow the domains of Zhao-Arkhad to grow beyond their own orbit and let them claim the entire Zhao System and its untapped resources.A first step to achieving this goal was to settle and claim the neighbouring volcanic world of Nytos. To ensure that the effort expended on this venture would not be in vain, the magi of Zhao-Arkhad launched a new space program to send unmanned survey probes to Nytos.What these probes found confirmed the magi's supposition: Nytos did harbour the rare elements desired by the forge-fanes. With the lunar colonies rapidly reaching the limits of their production, the necessary surplus population for a grand settlement expedition existed, and so the colonisation of Nytos was fixed as the first great target of Zhao-Arkhad's Second Conjunction.
Zhao-Arkhad - Great Scouring: It was not before the Great Scouring that Zhao-Arkhad formally reentered the Imperium, subdued by a powerful warfleet despatched by the great Forge World of Metalica.Again information is scarce other than that Zhao-Arkhad was thoroughly purged of its Heretek beliefs and  welcomed again into the fold of the Adeptus Mechanicus.It would be during this reclamation process that the Metalican envoys would discover an STC database containing the pattern of the powerful engines of war derived from the Crassus Armoured Assault Transport.Between the damage of the war, the cull of its own population and the purges of the Metalican Mechanicum, the Zhao-Arkhad that was reunited with the Imperium was but a shadow of its former self and it would take many Terran centuries of reconstruction before the Forge World would eventually recover from the depredations of the Heresy.
Zhao-Arkhad - Era Indomitus: The STC template for the Praetor Armoured Assault Launcher -- along with several others of note-- was thought lost until relatively recently when the tech-priests of the re-consecrated Forge World of Zhao-Arkkad unearthed the data.With the dissemination of the powerful Crassus chassis, this has led to the introduction of a new mobile Praetor weapon platform by Zhao-Arkhad's manufactoria which has spread relatively swiftly through frontline regiments throughout the Segmentum Tempestus and beyond.During the Era Indomitus, Zhao-Arkhad became the foremost Forge World in its segmentum, establishing offworld enclaves such as Enclave ZA Four-Five-Two, AL-o, Seg TS (referred to as "Steelmound" by non-Mechanicus locals) on Varangantua.The servants of the Forge World have adopted a grey and red heraldry, and despite Zhao-Arkhad's own unorthodox past, those that publicly subscribe to the beliefs and methods of innovation promulgated by Archmagos Dominus Belisarius Cawl and his followers are persecuted as Hereteks.
Zhao-Arkhad - Zhao System Planets: Zhao-Arkhad - Zhao-Arkhad, sometimes also spelled Zhao-Arkkad, is the central world of the Zhao System, a verdant green Death World whose rainforests hide macro-predators of a bygone age. Where the trees block out the sunlight, great serpents and armoured insects prey on the weaker lifeforms, including heavily armed humans. Zhao-Arkhad's atmosphere is toxic to unaugmented humans as it harbours too much oxygen for the human body to process, while the overbearing humidity renders breathing difficult. The high oxygen and humidity levels also make Zhao-Arkhad a bane to every manufactured good, especially of metallic composition, as it rusts far quicker and more severely than on any other known planet. Therefore, the forge-fanes of the Arkhadian Mechanicus are all subterranean. Most of the greater forge-fanes are devoted to the production of manufactured goods and only a small portion of their mass is dedicated to the production of food, energy or drinking water, relying instead on smaller satellite fanes to produce what they lack. These so-called nutri- and hydrofanes are used to feed Zhao-Arkhad's population, which remains unusually low for a Forge World as the working classes are exclusively housed on the great lunar colonies established on Zhao-Arkhad's three moons.Nytos - The volcanic world of Nytos is Zhao-Arkhad's principal colony in the Zhao System. Its surface is dominated by great mining colonies, as the considerably dense volcanic heart of Nytos holds heavy metals and other strategic substances required to fashion the more advanced forms of Imperial technology. The closest habitable world to Zhao-Arkhad, Nytos was only colonised in the 27th Millennium by refugees seeking to escape the violence brought to Zhao-Arkhad by the Kiarii Wars.
Zhrukal Androcles - Zhrukal Androcles: Zhrukhal Androcles, known as the "Siegebreaker," was the grim Captain of the 9th Devastator Company of the Star Phantoms Space Marine Chapter. During the internecine Imperial conflict known as the Badab War (904.M41-912.M41), Captain Androcles played a crucial role in the final battle of the campaign when he confronted the renegade Astral Claws Chapter Master Lufgt Huron and mortally wounded him with a point-blank Combi-Melta blast before dying from his own wounds.
Zhrukal Androcles - History: Zhrukhal Androcles was a grim and relentless warrior even amongst his fellow Battle-Brothers of the Star Phantoms Chapter where such melancholy aspects of character were commonplace. Zhrukhal Androcles first made his name as a Devastator Sergeant in the bitter wars of the Gallitzin Succession fighting Traitor Astra Militarum elements of the Sentrek Freemen, where he and his squad accounted for no less than 58 tank kills in a single solar day's worth of fighting on Astrakhan.In another notable engagement, during the Battle of Orsha, Androcles breached the Renegades' Leviathan with Melta-charges and led an ad hoc assault force within, systematically butchering the Traitors' commanders as the battle raged around them. He fought his way to the main gun deck and ripped apart the corrupted Enginseers who manned the cannons with his Power Fist before turning the colossal war machine's heavy batteries against the Traitors' forces, turning the tide of the battle. Zhrukhal Androcles's rise within the Chapter after this feat was meteoric and he was soon appointed as the commander of the Star Phantoms' formidable and respected 9th Devastator Reserve Company, later earning the epithet "Siegebreaker" during the counter-invasion of Muertar Prime.During the climatic battle for the Palace of Thorns on Badab Primaris, Captain Zhrukhal Androcles was entrusted with the command of one of the strike forces attacking the heavily defended palace's citadel. Androcles's Star Phantoms pressed on through the shattered cityscape in some of the fiercest close fighting of the war, battling their way through savage counterattacks by the Astral Claws as well as multiple minefields and death traps, pressing on despite suffering heavy casualties.As the citadel's protective Lightning Field began to fail, Androcles and his surviving Star Phantoms were in a unique position to force a breach through the maze of catacombs beneath the palace. As dark fate would have it, Androcles' own detachment encountered none other than Lugft Huron and his elite bodyguard endeavouring to make their escape from their homeworld through these subterranean passages.The battle that followed was swift and bloody, and the Star Phantoms' force was wiped out to an Astartes, but data recovered from the Power Armour of the slain Star Phantoms and Astral Claws in the combat's aftermath reveals that with his dying strength, Captain Androcles managed to unleash a Melta blast at point blank range into the Tyrant of Badab, dealing him a mortal blow, though Lufgt Huron would be reborn as the Chaos Lord Huron Blackheart in subsequent months as the result of the blessings of the Dark Gods and the augmetic ministrations of his Chief Apothecary, Garreon.
Zhrukal Androcles - Wargear: Power ArmourPower FistCombi-meltaFrag GrenadesKrak GrenadesIron Halo
Zhufor - Zhufor: Zhufor, also called Zhufor the Impaler and the Butcher of Vraks, is the Chaos Lord who led the warband of World Eaters' Chaos Space Marines named the Skulltakers during the Siege of Vraks.Before his corruption, Zhufor was a Sergeant of the loyalist Storm Lords Space Marine Chapter. Zhufor is massive, even by the physical standards of the Space Marines, and stands taller than most other Heretic Astartes.
Zhufor - Wargear: Chaos Terminator ArmourClaw of Demnos - Torn from the dead hand of the Dark Apostle Demnos of the Word Bearers Traitor Legion during the Scathak War, when Zhufor was but an Aspiring Champion, the Claw is a Power Fist which incorporates a rapid-firing Combi-Bolter of ancient design.Skulltaker Chainaxe - The Skulltaker Chainaxe is a brutal hand-to-hand Chain Weapon crafted in the form of a great two-handed axe which incorporates a powered chainsaw edge. The biting action of the whirling row of monomolecular teeth means this weapon can easily hack through both flesh and armour with ease.Blood Cult - In battle, Zhufor is accompanied by a bodyguard of Chaos Terminators who are outfitted in the finest Chaos Terminator Armour available, and are known as the Blood Cult. They were the most numerous and dreaded of the Chaos Terminators who operated on Vraks Prime during the Siege of Vraks. They fought with inhuman skill and savagery, and were feared in equal measure by their enemies and their erstwhile comrades, whose blood they were more than inclined to spill when the Khornate battle-rage overcame them.
Ziaphoria - Ziaphoria: Ziaphoria is a Jungle World that once belonged to the Imperium of Man but fell to the control of Hive Fleet Tiamet at some point after the Great Rift was created.Unlike other worlds taken by Tyranid hive fleets, whose biomass is consumed before the hive fleet moves on to its next target, Tiamet has established itself on Ziaphoria while it creates a biomechanical edifice of unknown purpose that serves as some form of psychic resonator.
Ziaphoria - History: Ziaphoria, the repugnant and anomalous Jungle World claimed by Hive Fleet Tiamet, has become the site of a disturbing new development in the curse of "tyrannoforming," the hyper-accelerated biological process that is used to overcome and devour the prey worlds of the Hive Mind. There the conquering hive fleets have constructed vast psychic resonators of fleshy, encephalitic material -- some the size of mountains, some large enough to cover entire continents.The world forms the end point of a vast pilgrimage of Genestealer Cultists from the nearby planet of Heinrich's March. Led by a blind prophet known as "the Conduit," they departed from a world plagued by the Dark Gods, plying the stars to eventually land upon Ziaphoria's pulsating crust.Those who touched the corrupted earth with their bare flesh were instantly brought in thrall to it -- and convinced their brethren to go back into space as missionaries, carrying the Creed of Tiamet to as many Imperial worlds as possible. They were the first of dozens of interstellar pilgrimages that sought out Ziaphoria, and in doing so, added to its power.The Tyranids of Hive Fleet Tiamet defend the planet so ferociously it was declared Quarantine Extremis and abandoned entirely by the Imperium. Only the Deathwatch of the nearby Watch Fortress Haltmoat -- and Inquisitor Fidus Kryptman, who came out of his long exile to join them -- have any inkling of the threat posed by the immense psychic resonator of Tiamet.The theories the Astartes of Haltmoat and Kryptman discuss long into the night about what Tiamet is doing on Ziaphoria are so wild, and the other threats facing the Imperium at this time so dire, that they are given little credence by the wider Inquisition.
Zoanthrope - Zoanthrope: Zoanthropes (Tyranicus animus-aborrens) are perhaps the strangest and most bizarre of the Tyranid's myriad breeds. They are powerful psykers, apparently engineered from harvested Aeldari DNA to form living conduits for the focused power of the Tyranid Hive Mind. So extreme is their development that their atrophied bodies and bulbous heads are entirely energised by psychic force.They can shoot an extremely powerful blast of Warp energy and rival the Craftworld Aeldari in their psychic prowess. They can move only by psychically levitating themselves, drifting across the battlefield to rain bolts of incandescent psychic power on the enemy or relay the synapse commands of the Hive Mind to its lesser breeds.Zoanthropes are without a doubt one of the more effective psychic creatures among the Tyranids. Their primary means of defence is a Warp blast psychic power that can even kill the mighty Space Marines. Zoanthropes are a potent addition to a swarm of smaller Tyranid bioforms as they have extended synaptic control and provide hard-hitting, ranged psychic attacks.Despite their power, however, Zoanthropes sometimes seem to be victims of their own massive energy reserves and there have been numerous after action reports of Zoanthropes psychically "burning out" in battle. After hurling numerous psychic bolts or sustaining their telekinetic shield for an extended period, their craniums have been observed to burst and bleed out, sending them crashing limply to the ground.Imperial psykers who have witnessed these events liken it to the perils of the Warp which normal psykers can suffer when psychic energy overloads their minds.In addition to their ability to hurl powerful bolts of Warp energy at their foes, Zoanthropes are also very difficult to destroy, especially considering how weak and feeble their actual bodies are. This resilience stems from their ability to create a powerful telekinetic bubble of Warp energy around themselves, shielding them from all kind of weapons and even turning aside physical blows in close combat, much like naturally-generated Void Shields.Like their ability to drift above the ground by extending a bubble of Warp energy around themselves, the psychic shield seems to be constantly regenerated by the Zoanthrope and is always present as long as the creature lives.It has been noted that the shield seems to strengthen or coalesce around particularly powerful attacks, flashing bright for an instant to turn aside the blow before fading back to a uniform shimmer surrounding the alien psyker.
Zoanthrope - Zoanthrope Psychic Powers: The Zoanthrope and Neuothrope, like many of the other Tyranid bioforms, possess potent psychic powers, manifested not from drawing power from the Warp but by tapping into the vast gestalt will of the Tyranid Hive Mind itself. Powers that have been displayed by a Zoanthrope include the following:Catalyst - The Zoanthrope can send out a signal from the Hive Mind that infuses lesser Tyranid creatures with an unnatural vitality.Death Shock - When a Zoanthrope is slain, its death sends a psychic shockwave through the Hive Mind. All Tyranid creatures within synapse range will automatically break or flee as quickly as they can.Dominion - The Zoanthrope reaches into the depths of the Hive Mind and strengthens its links to the indomitable alien will, projecting a blanket of control and purpose through its synapse to all Tyranid bioforms nearby.Hypnotic Gaze - The Zoanthrope can use its powerful gaze to snare the mind of a nearby warrior, holding it immobile and helpless as long as its stare remains unbroken. The Zoanthrope can affect a single enemy with this power, provided it can make eye contact with its intended target.Leech Essence - Using the raw psychic power of the Hive Mind, the Zoanthrope creature tears the life-force from a nearby foe, devouring its essence and healing its own wounds.Onslaught - The Zoanthrope infuses a nearby Tyranid brood with burning energy and the pitiless drive of the Hive Mind to devour all in its path.Paroxysm - Summoning the psychic power of the Hive Mind, the creature assails its foes with crippling pain, tearing at their nerve endings and filling their minds with agony that makes it difficult for them to stand, let alone fight.Psychic Scream - The Zoanthrope may let forth a terrible silent psychic scream that echoes in the mind as a crippling shriek. All those sentient, living creatures (not soulless machines like the Necrons or beings of pure psychic energy like Daemons) within a 20-metre radius suffer a crippling blow.The Horror (Psychic Power) - The Zoanthrope unleashes a wave of psychic horror that gnaws at the resolve of its enemies.Warp Blast - By sending out a burning bolt of Warp energy, the Zoanthrope blasts an area with raw psychic power. The Zoanthrope must choose a single creature within range as the target, through others nearby may be affected.Warp Lance - More focused and thus more potent than a Warp Blast, the Warp Lance is primarily used against heavily-armoured targets and vehicles. Taking the form of a single concentrated beam of Warp energy, it can strike a single target within range.
Zoanthrope - Neurothrope: The Neurothrope is a further evolved versions of the standard Zoanthrope. These alpha Zoanthropes possess the psychic ability to leech the very life force from their foes to power their own psychic attacks. There are some who believe the Neurothrope strain to be the progeny of the unique Zoanthrope known as the Doom of Malan'tai, which is a horrifying concept for all the sapient species of the galaxy if true.Neurothropes can also use their parasitic power to heal nearby Zoanthropes, which helps to safeguard against the overload of psychic energy that commonly overwhelms these creatures, which is one reason why the Hive Mind may have developed the Neurothrope subspecies. A combined host of these psychic bioforms is a formidable threat indeed.
Zoanthrope - Ordo Xenos Data: Designation:ZoanthropeCommon Title:BrainSpecies Name:Tyranicus animus-aborrensAverage Height:3.5 metresAverage Weight:0.5 tonnesFirst Encountered:MolochRole:Psychic assaultThreat Evaluation:High
Zoat - Zoat: The Zoat are an ancient, reptilian and centauroid alien species that was enslaved or specially engineered as bioconstructs by the Tyranids and incorporated into the multitudes of subservient bioforms that serve the Hive Mind. They were used as Tyranid "diplomats" since they were more capable of the intelligent thought, logic, linguistics and diplomacy that the other, more animalistic Tyranid species did not engage in.The use of such alien ambassadors was seen as a good way for the Hive Mind to scout out new species and determine how useful their incorporation into the Tyranid genome would be for the Tyranids' never-ending quest to further their own evolution. Despite their creation by the Tyranids, Zoats who were able to escape the psychic influence of the Hive Mind could pursue their own, independent agendas, unlike other, non-sapient Tyranid bioforms.Eventually, the Zoat ceased to be of use to the Hive Mind, and the species was no longer created within the Tyranid hive fleets by the 41st Millennium, vanishing from Imperial records for generations. However, Zoats have recently been seen once more in the Era Indomitus aboard the Seventh Blackstone Fortress, apparently free of the Hive Mind's control and pursuing their own interests.Though the aliens have been observed in groups on a handful of occasions, most sightings concern single, nomadic individuals, and no evidence of a Zoat homeworld or population centre yet exists. If the Zoats are working to some inscrutable common agenda, the actions of each specimen keep any such plan a mystery; each appears to serve only their own ends. All that seems to link their current actions is a recurrent interest in obtaining rare technological artefacts.
Zoat - Imperial Contacts: Retrospective accounts speak of a species, assumed to be Zoats, having first made contact with the Imperium as early as the late 38th Millennium. A Tyranid hive fleet of centauroid aliens travelling aboard semi-organic spacecraft, now designated Hive Fleet Colossus as these aliens called themselves the "Colossi," attempted to enter Imperial space from the Eastern Fringe and were sighted in the Ultima Segmentum and as deep into Imperial space as the Segmentum Tempestus.When contacted by Imperial forces, they claimed they were escaping oppression by an unknown xenos species. It is clear now that the Zoats may not have declared their true intentions, nor the intentions of their real masters. Alternatively, it is possible that the Colossi spoke the truth, and that as the hive fleets evolved, the Zoats became a less useful tool, their free thought no longer of much utility to the Hive Mind.Many of the Zoats, sensing that they were soon to reach the end of their use to the Hive Mind, staged a rebellion. It quickly was crushed, and the rebel Zoats were purged from the Hive Mind's forces. Those who survived fled ahead of the main hive fleets, and made up that first hive fleet to reach the Imperium. They were soon trapped between their former masters and their new Human foes who saw them as an invading alien force. Being warlike by nature, they typically reacted in kind, and so ultimately set themselves against the Imperium regardless.These Colossi were unique in their ability to communicate telepathically and arm themselves with what is now recognised as Tyranid biomorph weaponry, albeit doing so caused them great pain. Due to their frequent contact with other alien species and their attempts to settle in Imperial space, the Colossi were declared Xenos horribilis by the Senatorum Imperialis in the early 39th Millennium.The Colossi eventually turned upon Imperial forces and were supposedly destroyed in 226.M39 above the world of Zorastra after the fleet provoked the Zorastra-Attila War or during the Helican Crusade, but there are rumours that it has risen once more.In 897.M41, Astartes of the Space Wolves Chapter engaged forces of Hive Fleet Colossus as it attacked the Civilised World of Thressiax.Eventually, as the Tyranids became a more common sight in the galaxy after the invasion of Hive Fleet Behemoth in the 41st Millennium, the Zoats were no longer seen outside the ranks of the Tyranids. Their sightings became less and less frequent, and they appear to have been entirely absent from the assault by Hive Fleet Leviathan that began the Third Tyrannic War in 997.M41.However, a Zoat was encountered by a squad of Imperial Fists Space Marines aboard a Tyranid Hive Ship of Hive Fleet Kraken during the Second Tyrannic War in 993.M41. This Zoat attempted to persuade the Space Marines of the virtues of the Hive Mind and to impede their progress into the Hive Ship. When its attempt at subterfuge failed, it immediately charged the Imperial Fists squad before being killed by their bolter fire.
Zoat - Era Indomitus: By the dawn of the Era Indomitus, the Zoats had been all but absent from the galaxy for generations. However, a Zoat known as The Archivist appeared to Imperial agents aboard the ramshackle void station called Precipice, which existed to serve as a base for expeditions sent to explore and plunder the nearby Seventh Blackstone Fortress.Presenting itself as a data trader, the Archivist offered to help quell a region of the Blackstone Fortress known as "the Seethe" that was comprised of constantly shifting matter. Within that region of the fortress, the Archivist identified an ancient Zoat spacecraft and a relic within it known as the Grayl Intulia -- which would give its bearer a measure of control over the Seethe's riotous turbulence and grant access to areas of the alien void fortress otherwise impassable.Once it collected a large personal cache of archeotech artefacts, the Archivist abandoned its fellow explorers, which trapped them in the heart of the Seventh Blackstone Fortress. The Archivist now roams the galaxy as a free agent, salvaging other technological relics amidst the anarchy that has consumed the Milky Way since the opening of the Great Rift.
Zoat - Anatomy and Physiology: The Zoat shared the same six-limbed structure as those of the Tyranid Warrior bioform and most other Tyranid species, probably an evolved bioconstruct created using the Tyranid's own genetic material. Their form is likely derived from the native creatures of the lost Tyranid homeworld in whatever remote galaxy they originated.Physically, the Zoats are centauroid, appearing similar to the centaurs of ancient Human myth with two muscular arms and no visible mouths, though they were clearly reptilian in nature. The two manipulative and strong frontal limbs provide Zoats the means to wield a variety of weapons. Only their upper arms are used to carry or manipulate objects; the lower two limbs are used only for locomotion and have horny toes like those of a Terran rhino. They had thick, scaly hides that could be used as armour plating by other species and tremendous strength which made them deadly in melee combat.Zoats may subsist on anything, but their daily diet largely consists of three reconstituted proteins based on woven biscuits called Zoatibix.When cut off from the Hive Mind and granted mental independence, approximately half of Zoats developed psychic abilities.Zoats make use of all manners of bio-technology to survive in diverse environments throughout the galaxy, including genetically-engineered augmentations to their metabolic and musculoskeletal systems. Atmospheric breather masks and synthetic organs are also used to enable digestion of alien proteins.It may be that the Hive Mind found these creatures' usefulness to be less than it had imagined, for the Zoat have been rarely seen by the Imperium or the other intelligent species of the Milky Way Galaxy since the early years of the Tyranid invasion almost 300 Terran years ago. In recent times, the hive fleets have sought only to absorb more bio-mass, not conduct diplomacy.
Zoat - Technology: Zoats are a highly intelligent and technologically advanced alien species. They are capable of manipulating other life forms through the use of arcane devices and diplomatic subterfuge.While the agenda and true nature of the Zoats remains inscrutable, the common link between their actions is their recurrent interest in obtaining advanced technological artefacts. Besides the technology they may acquire or craft, Zoats are also capable of interfacing with standard Tyranid biomorphs.The Zoats rely on bio-technology to survive in diverse environments across the galaxy, using all manner of augmentations to support their metabolic and musculoskeletal systems. From atmospheric breather masks to synthetic organs that enable the digestion of alien proteins, these diverse enhancements are added to and upgraded throughout a Zoat's long lifespan. The most terrifying of these technologies are the psychic resonators through which the Zoat communicate, allowing them to implant messages telepathically, directly into the minds of others.Combined with their naturally manipulative and diplomatic talents, these devices enable Zoats to install themselves as ambassadors, power brokers and data traders on the lawless frontiers of Imperial space, such as at the void station of Precipice near the Seventh Blackstone Fortress.Even in places where Imperial authority is stronger, Zoats have been known to spread their influence by proxy, weaving webs of coercion until they have given themselves considerable power.
Zoat - Notable Zoats: The Archivist - The Zoat known as the Archivist first crossed paths with Imperial agents on the void station Precipice, where intelligent species of many kinds gather and plan expeditions into the Seventh Blackstone Fortress that looms nearby. Even amongst the diverse populace of Precipice, the creature stood out, its large reptilian body and bio-technological augmentations unlike anything else seen on the station. Presenting itself as a data trader, the Archivist approached a group of explorers, offering an opportunity to quell the roiling chaos in an area of the Blackstone Fortress known as "the Seethe" -- a barely navigable region of constantly shifting matter. There the Archivist had identified fragments of an ancient Zoat voidcraft and, ever driven by the desire for precious archeotech, had resolved to salvage the remnants of the vessel before they were lost to the churning maelstrom. Crucial to its plan was another Zoat relic, the Grayl Intulia, which would give its bearer a measure of control over the Seethe's riotous turbulence and grant access to areas otherwise impassable. Once the remains of the Zoat ship had been reclaimed with the explorers' aid, the Archivist pledged that it would calm the upheaval of the Seethe permanently. In truth, the Archivist's proposals were just one facet of a much wider manipulation that affected many different exploring parties on Precipice and prompted several ventures into the Blackstone Fortress -- some successful, others disastrous. Once the duplicitous Zoat had stockpiled a large personal cache of artefacts, it disappeared, leaving many promises unfulfilled and many hapless allies trapped in the maddening depths of the fortress. The Archivist now roams as a free agent, capitalising on the laxity of regional Imperial authorities and salvaging relics amidst the anarchy that has proliferated in the age of the Cicatrix Maledictum. Wherever it encounters the operatives of other intelligent species, the Zoat draws upon all of its technology and intellect to disrupt their activities or mould them to its purposes, particularly when rare archeotech is at stake. Those the Archivist cannot coerce in this way soon find themselves facing much more hostile methods, as the creature will not hesitate to engage its formidable Atomic Disassembler or Eradicator Glove to destroy all who resist its manipulations.The Forerunner - The Forerunner is the Zoat whose ancient voidcraft was discovered aboard the Seventh Blackstone Fortress. Another Zoat named the Archivist later duped a group of explorers into recovering the voidcraft's remains and the archeotech within for it, but what became of the Forerunner is not known.
Zoat - Trivia: The Zorastra-Attilla Wars between the Colossi and the Imperium is likely alluding to the Zoats, as the name of the war can be abbreviated to ZOAT Wars.The protein-rich biscuits that constitute the Zoat diet are known as Zoatibix according to the 1st Edition Warhammer 40,000: Rogue Trader rulebook, which is likely a pun on the protein-rich British breakfast cereal known as Weetabix.
Zoat - Sources: Advanced Space Crusade (Board Game), pp. 57-59Blackstone Fortress: Deadly Alliance (Specialty Game) (Cover Image)Codex: Space Wolves (5th Edition), pg. 19Codex: Tyranids (4th Edition), pg. 25Codex: Tyranids (5th Edition), pg. 31Space Marine (Novel) by Ian Watson, Ch. 20Tyranid Attack (Board Game), pp. 18-20Warhammer 40,000 Chapter Approved - The Book of the Astronomican (1st Edition), pg. 101Warhammer 40,000: Gladius, Relics of War (PC Game), "Zoat Hide Jerkin" (In-game item)Warhammer 40,000: Rogue Trader (1st Edition), pp. 202-203Warhammer 40,000: Rulebook (5th Edition), pg. 166Warhammer 40,000: Rulebook (6th Edition), pg. 198White Dwarf 145 (US), "Tyranids" by Andy Chambers and Jervis Johnson, pp. 36-52White Dwarf 452 (March 2020), pp. 46-48Warhammer Community - From Aelves to Zoats - Previews from the Las Vegas Open 2020 (Miniature Image)Warhammer Community - Blackstone Fortress: Return of the ZoatWayback Machine web archive: Games Workshop website, Forgotten Fleets, Xenos of Hive Fleet Colossus
Zodgrod Wortsnagga - Zodgrod Wortsnagga: Zodgrod Wartsnagga is an infamous Ork Runtherd who was perhaps the greatest Runtherd in Ork history before being expelled from Warboss Ugulhard Duffgruntas' Chargerz, an extremely fundamentalist band of Snakebites who rabidly rejected the use of advanced technology.After the expulsion, Zodgrod travelled the galaxy and learned several ancient Orkoid techniques to create enhanced Gretchin who were possessed of more aggression, intelligence and sheer ferocity than any of their counterparts, which he named "Supa-Runtz."Zodgrod is now hired by those Ork warbosses and warlords who are particularly desperate to make use of his Supa-Runtz in battle.
Zodgrod Wortsnagga - History: Zodgrod started off as a member of the Warboss Ugulhard Duffgrunta's "Chargerz," a tribe of Orks wholly drawn from the Snakebites klan who were normally determined to cling to the Orks' old ways, yet had managed to develop a relatively high level of technology.Zodgrod was made the tribe's Runtherd, the Ork in charge of breeding Snotlings who would eventually be fired from a Shokk Attack Gun as living ammunition. Zodgrod proved to be unusually effective in training his Gretchin to follow orders and act aggressively. His Gretchin, known as "Kommando Runtz" among the Chargerz, became quite well-known among the local Greenskin tribes.However, also unusually for an Ork, Zodgrod became fanatically protective of his simple-minded trainees' well-being, a situation that turned bloody after Zodgrod fired a Mek through his own Shokk Attack Gun for mistreating the Gretchin who served as his ammunition.For this action, Zodgrod was banished from the Chargerz by order of Ugulhard Duffgrunta himself, as his recklessness had nearly cost the Chargerz their victory in battle.Zodgrod took to the spacelanes with his beloved Gretchin as an Ork Freebooter, selling his services as an unparalleled Runtherd to any Greenskin Warboss or Warlord who could pay his fees and existing on the margins of what passes for Ork society.During the course of his wanderings, Zodgrod came across the writings of another Ork Runtherd named Narflung who had performed experiments upon his Gretchin until they displayed increased intelligence, aggressiveness and coolness under fire, becoming a formidable military force when they worked in concert.Narflung called these Gretchin "Super-Runtz" and the techniques he had used to produce these results were actually what Humans call "Pavlovian conditioning," involving a lot of bell-ringing and the reward of a fat, juicy Squig when the Gretchin did as required. With this information at hand, Zodgrod soon created his own breed of Super-Runtz and he began to hire them out as an effective combat force to many Ork tribes and WAAAGH!s.Most traditionalist Orks believe that the idea of Gretchin who are fearless and competent warriors represents a horrible threat to the very fabric of Orkoid society. But many other Ork leaders who find themselves in desperate straits will not hesitate to hire Zodgrod and his elite Gretchin.Surprisingly, they have proved to be a potent force multiplier on the battlefield for whatever Greenskin force is willing to employ them without first laughing uproariously at the idea.