VOXROSTER
CodexFactionsTyranidsNorn Emissary

Norn Emissary

M10"
T11
SV2+
W16
LD7+
OC5

Composition & Wargear

Norn Emissary
Choose one Wargear Monstrous rending claws (max 1) / Monstrous scything talons (max 1) / Psychic tendril (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Psychic tendril - neuroparasite 18"22+ 8-2D3
Psychic tendril - neurolance 18"22+ 12-3D6
Psychic tendril - neuroblast 18"2D62+ 6-21

Melee Weapons

WeaponRangeAWSSAPD
Monstrous rending claws Melee42+ 7-22
Monstrous scything talons Melee62+ 9-23

Abilities

Singular Purpose Ability

At the start of the first battle round, select one of the following: - Select one enemy unit. Until the end of the battle, each time this model makes an attack that targets that unit you can re-roll the Hit roll and you can re-roll the Wound roll - Select one objective marker. Until the end of the battle, while this model is within range of that objective marker, it has the Feel No Pain 5+ ability and an Objective Control characteristic of 15.

Damaged: 1-5 Wounds Remaining Ability

While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Deadly Demise Core

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").  Example:* An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise* ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.

Shadow in the Warp Core

If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle‑shock test. Each time an enemy unit takes such a Battle‑shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.

Synapse Core

If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: ▪ Each time that unit takes a Battle‑shock test, take that test on 3D6 instead of 2D6. ▪ Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.

Protean Purpose Ability

(Once per battle, per unit) In your Command phase, you can use this ability. If you do, this unit can make a selection for its Singular Purpose ability (this replaces the previous selection).

Extra Attacks Core

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:  - All of that model’s [EXTRA ATTACKS] weapons.  - One of that model’s other melee weapons, if possible.

Melta Core

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.  Example:* A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2**.

Blast Core

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.  Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).