Culexus Assassin?

By nabs2, in Dark Heresy

Hey guys, well this is more of a 'request' thread than anything. Was wondering if anyone has any ideas for rules for Culexus Assasins? Traits to complement "Temple Assassin", equipment like the Animus Speculum and stuff like that?

Well, aside from the usual Unnatural Trait for Strengh, Toughness and Agility, he's an Untouchable. But not the 'ordinary' one, he's a freak compared to the others and gets a extra skills/traits.

I'd modify the old 2nd ED rules and they could look like this:

Soulless: Even normal troops find the Culexus presence so disgusting that their minds deny the sheer existence of such a being. Whenever he enters their field of vision or get's in their way roll a D10, only on a 9 they catch a glimpse of him and can react to his presence. Should the Assassin ever get seriously wounded (aka not unharmed or lightly wounded) this effect ends.

Psyonik Abomination: Psykers consider beings like the Culexus as an abomination. Even a Hive Tyrant trembles of fear should this thing get close enough to him to cut him off of the Warp and the Hivemind. Therefore a Culexus has a Fear Rating of 4 against Psykers, and they can only use their unmodified Willpower for that roll. No Talents, Skills or Traits (like Unnatural WP or Fearless) helps the Psyker for this roll.

Warpdisturbance: The Warp itself is brought into turmoil in the close proximity of a Culexus. Every Psyker in a 100 metre radius of the Culexus has to roll a D10 every time he uses a Psy Power. If the result is equal or lower than the amount of dices used to manifest that power that power gets automaticaly blocked, and the backlash deals 1d5 E damage to the Psyker (location automaticaly head, no reduction by armour or toughness).

Lifedrain. Many Psykers use their powers to enhanche themselves physicaly. Since a Culexus is capable of draining said powers he can literaly suck the life energy of a Psyker out of him/her. To use this ability, the Culexus has to touch his victim. He has to make an unarmed close combat attack against the Psyker with a +20 bonus since it suffices to touch his victim. Instead of dealing unarmed damage to the Psyker the Culexus instead deals 2d10 permanent damage to one of the following attributes of the Psyker: WS, BS, Strengh, Toughness or Willpower. Should one attribute to 0 the Psyker dies.

For simplicity: Since Arcana also uses the Warp the Culexus is able to use his skills against sorcerers as well as against all deamons (since they are even more connected to the Warp)

Now, as for gear:

Warp-matrix: A series of psionik conduits the Matrix is capable of gathering the psionic resonance of psykers in a close proximity of the Culexus. For every 2 points of psy-rating for every psyker in a 50 metre radius the Culexus gains one extra shot for his Animus Sepculum.

Animus Speculum: Both control device and weapon, the Animus Speculum is capable of focusing the Culexus anti-psyonik-powers into a deadly energy beam. Not only harmful to the targets soul, but also devastating against psykers. The Animus Speculum is fired like any other weapon, it can even be fired in close combat. Since it is a helmet the Culexus does not need to use his hands to use it. Every time a Psyker is wounded, both the Psyker and the Culexus roll a d10. Should the psyker roll higher or equal to the Culexus nothing further happens, but should the Culexus win than the Psyker has to discard a randomly chosen Power of his permanently.

Animus Speculum - Basic - 100m - S/2/5 - 1w10+8 - 12 - unlimited - no rld - Special - 8 kg - not for sale

Anti-Psy-Grenades: Only used by the Deamon Hunters and the Culexus Temple, these greandes are the most potent weapons against Psykers and Deamons that can be found. The grenades are used like every other grenade, and the warp-disturbing dust lingers in the area for 2d10 rounds. Every Psyker caught in the dust or the primary explosion emmidiatly can no longer sustain his powers or invoke new powers as long as he is in the area of effect.

Some may say this is sick. Considering what the Culexus gets used against (like those oh-so-unstoppable psykers in Ascension) i think he is still a bit weak.

I had one running around a while ago. Still have his gear in my bits and pieces of GM notes, but didn't thrash the PC's with it... they sort of chose the diplomatic path and where rewarded with continuing to live.

Animus Speculum

Range 30m Damage 2D10+WP Bonus PEN- See notes ROF S/-/- Blast 4m

No toughness bonus/daemonic bonuses or armour to soak, (GM's discretion if Hex wards stop it). Can be dodged and based on the Assassin WP score to-hit, it is a half action to fire. Damage is increased by +1 for every Psyker or Warp Entitiy in the radius of the Etherium

Etherium

Enhances the Null radius by x 3, anyone wanting to attack the assassin does so at a WP test of -50 or completely ignores their presence. Causes a Fear 4 effect in Psykers or Warp Entities- with NO EXCEPTIONS , even if they are immune to psychology

Psyk-Out Grenades (x 3 normally carried)

Blast 5, Psykers/Warp Entities take 2D10+5 Damage- no Toughness, Armour or daemonic bonuses. Dodge applies, Ballistic skill to-hit, does nothing to non-psychic being