The Norn Emissary


Total Wounds: 165

The Norn Emissary

Common Abilities and Options

Behaviour - Marksman:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
  2. Shoot.
  3. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  4. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

Behaviour - Brawler:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Lightning Reflexes:
Whenever this NPO is fighting, worsen the Hit stat of the enemy operative's weapons by 1 (to a minimum of 5+).

Operatives

1. Nemesis - Large
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Paired Weapon (Paired: Select one other melee weapon this operative has and add 1 to its Atk stat.)
-
-
-
Scything Talons (Ceaseless)
5
3+
4/6
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: BrawlerAllegiance: TyranidTrait: Focused TargetingTrait: Tenacious

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Large: ### Weapon and Option Selection

  • Select three weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Behaviour: Brawler: This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Allegiance: Tyranid: Will Of The Hive Mind:

Ignore the changes to Tyranid NPO and Tyranid Nemesis operatives' stats from being injured (including their weapon stats).

Trait: Focused Targeting: A single-minded purpose suffuses this operative, with those it settles its attention upon suffering the full wrath of its destructive power.

Whenever this operative is shooting during its activation, if it hasn't performed any other actions during that activation, its ranged weapons have the Punishing weapon rule.

Trait: Tenacious: There are those creatures and mechanisms that simply will not stop. Some draw upon spiritual strength or wells of hatred, while others are driven by a fearsome will.

Ignore any changes to this operative's Move stat from being injured.

80NEMESIS
2. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
3. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
4. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
5. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
6. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
7. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
8. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
9. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
10. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID
11. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
32TYRANID, GENESTEALER CULT
12. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
32TYRANID, GENESTEALER CULT
13. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
32TYRANID, GENESTEALER CULT

Equipment

Ploys

Tac Ops