Culexus assassin and anti-psycic weapons

By Astral, in Dark Heresy

Hi

I'm fielding a campain where the players could meet heretic psycers, and have thought about using a Culexus assassin of anti-psy weapons.

So I wonder if anyone have thought about the rules for;

  • Psycannon
  • Animus speculum used by the Culexus
  • Psyk-out granades
  • or other useful stuff I have not thought about

Thanks for any help

Well in the Inquisitor's Handbook it's got the Psycannon Bolts, Psy-Jammers, and Psy-Trackers...

Perhaps the Animus could be a boltgun or bolt pistol with psycannon bolts?

Arbentur said:

Well in the Inquisitor's Handbook it's got the Psycannon Bolts, Psy-Jammers, and Psy-Trackers...

Yes, I know, and under psycannon bolts, the psycannon is mentioned, but only in words.

I thought that a Culexus would have the untouchable talent from DofDG and psy-tracker, but I'm not sure what to do with the weapon.

In the TT game, the weapon gets shots the more psykers are around because it absorbs psychic energies. It starts off at Assault 2 and increases by +1 per psyker within 12". Haven't worked out how to convert that to DH yet, but I hope it helps, even if only slightly

Astral said:

Arbentur said:

Well in the Inquisitor's Handbook it's got the Psycannon Bolts, Psy-Jammers, and Psy-Trackers...

Yes, I know, and under psycannon bolts, the psycannon is mentioned, but only in words.

I thought that a Culexus would have the untouchable talent from DofDG and psy-tracker, but I'm not sure what to do with the weapon.

Personally I would use a mix of the Angelus and Boltgun. Use the Higher range of the Angelus, the rate of fire of the Boltgun, the damage and penetration of the Angelus, the magazine and reload of the boltgun, as well as the accurate special trait from the Angelus...then make it best quality so it never jams since they are supposed to be astounding pieces of technology.

As to dealing with the TT aspect of more psykers/warp entities equaling more shots that user4574 mentioned you could always say in the presence of more than three psykers/warp spawn (yes I know the number is arbitrary) it ups the rate of fire from S/2/- to S/3, and if more than say ten are around it shifts to S/3/10...then again you won't get many rounds of full auto outta it, but when you hit on them it'll do a doozy.

Auto RoF could be determined by the most powerful Psy rating within 100 meters +1 for each additional Psyker with Semi Auto being 1/2 of the Auto.

So if you had 4 Psykers and the most powerful was rating 6 your Auto Rof would be 6 (most powerful) + 3 (3 other psykers in range) = 9. Rate of fire would become S/4/9.

To be really nasty you could give the weapon a bonus to damage based on the Targets Psy Rating or Willpower bonus, no bonus for no Psy rating.