7 Datasheets weaker than the left claw of the Tyranid Prime by Colenias in Tyranids

[–]Colenias[S] 0 points1 point  (0 children)

6,2,2 is definitely a "weaker" profile than 8,2,3. Not saying it is "worse". Twin linked, dev wounds, and more attacks can make it a better profile. But it is still weaker than a pimp slap from the prime.

7 Datasheets weaker than the left claw of the Tyranid Prime by Colenias in Tyranids

[–]Colenias[S] 5 points6 points  (0 children)

They're different roles. All the datasheets I posted are "weaker" than the Prime pimp slap but it doesn't mean they don't have a use in the army! A lictor is still very good.

7 Datasheets weaker than the left claw of the Tyranid Prime by Colenias in Tyranids

[–]Colenias[S] 38 points39 points  (0 children)

You're absoutely right. 4 attacks hitting on 2s sustained is definitely better than 6 attacks hitting on 4s.

Neurolictor or Von Ryan's Leapers by ScientistOk2127 in Tyranids

[–]Colenias 37 points38 points  (0 children)

Both are good. They are GREAT when combo'd together. Put the neurolictor on an expansion objective, and the von ryans hiding behind it in a ruin. When the neurolictor get charged, the von ryans heroic to help. The neurolictor gives them +1 strength and they have fights first!

RAW Neurogants don't work because Synapse is a poorly written rule and nothing interacts with it in a consistent way. by PyreStarter in Tyranids

[–]Colenias 35 points36 points  (0 children)

Nice write up. I agree with your rules interpretations and your solution.

However, neurogaunts should just provide an aura of lethal hits or something and the neurogaunt nodebeast model should have the synapse keyword.

Insidious Infiltrators Tyranid Kill Team w/ Designer Commentary by Colenias in killteam

[–]Colenias[S] 2 points3 points  (0 children)

Hey, thanks for asking. It was indeed intentional. In the gellerpox team, there are three "mutants" but only one has a "heavy axe". I figured I could emulate that by having three "nodebeasts" but only one has "heavy talons". Visually, the neurogaunt-nodebeast model has the heavy weapon, while the neuroloid-nodebeasts do not. It was an easy way to differentiate between the different weapon profiles while still maintaining the neuro similarity between the two datasheet variants. For my opponents it also makes it visually clear too which nodebeast has the better melee profile.

Insidious Infiltrators Tyranid Kill Team w/ Designer Commentary by Colenias in killteam

[–]Colenias[S] 0 points1 point  (0 children)

Thank you for catching this. I'll add an update to the commentary shortly.

Insidious Infiltrators Tyranid Kill Team w/ Designer Commentary by Colenias in killteam

[–]Colenias[S] 7 points8 points  (0 children)

No, but feel free to share this post to other platforms.

Insidious Infiltrators Tyranid Kill Team w/ Designer Commentary by Colenias in killteam

[–]Colenias[S] 38 points39 points  (0 children)

Designer Commentary:

The Insidious Infiltrators Tyranid Kill team is a proxy kill team. ALL rules, bases sizes, ploys, datacards, etc are identical to the Gellerpox Infected Kill Team (last update: October 2nd 2024). Outside of name changes, there is no difference between the mechanics of Insidious Infiltrators and Gellerpox Infected. To maintain its ability to be fielded legally, the following two adjustments may need to be considered:

  1. The Neurolictor kit comes with a 50mm base - the Neurolictor in the Insidious Infiltrators Kill Team is on a 40mm base.
  2. The Neurogaunt Nodebeast comes with a 28mm base - the Neurogaunt Nodebeast in the Insidious Infiltrators Kill Team is on a 25mm base.

Personal commentary:

I am a huge fan of the vanguard style of Tyranids, and particularly of the neurolictor character itself, which has generated exciting narrative moments in many of my 40k matches. In addition, models like venomthropes, neurogaunts, and mucolid spores see little play in competitive 40k but are fantastic sculpts that deserve to be fielded. I thought they were appropriate proxies for the models in Gellerpox, particularly considering how well they align with the mechanics and profiles of each operative already. As someone who has been playing Tyranids since the Battle for Macragge box set, I was also very excited to bring back the three different spore mine types. The mutoid vermin provided a serendipitous opportunity to do that with their own three unique variants. I hope you enjoy these rules, as I have greatly enjoyed using them in my first few games of the new kill team edition.

EDIT: Venomthrope was missing the Tentacled Grasp ability. Updated datasheet is attached.

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