Culexus: Difference between revisions

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Life Drain: All attacks made by the Culexus in close combat ignore armor saves, and if you roll a 6 to wound his attacks have Instant Death, and all wounds on a Psyker, Brotherhood of Psykers, or Sorcerer is instant-death.
Life Drain: All attacks made by the Culexus in close combat ignore armor saves, and if you roll a 6 to wound his attacks have Instant Death, and all wounds on a Psyker, Brotherhood of Psykers, or Sorcerer is instant-death.


Psychic Abomination: All psykers within 12" can harness warp charges only on a 6, and all blessings and maledictions on any unit (friend or foe) cease within 12" of the Culexus. Now, that is pretty scary for people who rely on psykers as it is, get within 12" and that stupid invisibility's gone! But wait, there's more! All enemy psykers within 12" do not add their mastery level to their warp charge pool in their Psychic phase and drop their Ld by 3, which is where fear gets a bit better. Add all these abilities up, and you've just successfully created a bubble with a 12" radius that no smart player using psykers will enter. Even if his psyker-resistant bubble doesn't directly come into play, you can always exploit the fact that psykers won't do anything in this guy's vicinity.  
Psychic Abomination: All psykers within 12" can harness warp charges only on a 6 , and all blessings and maledictions on any unit (friend or foe) cease within 12" of the Culexus. Now, that is pretty scary for people who rely on psykers as it is, get within 12" and that stupid invisibility's gone! But wait, there's more! All enemy psykers within 12" do not add their mastery level to their warp charge pool in their Psychic phase and drop their Ld by 3, which is where fear gets a bit better. Add all these abilities up, and you've just successfully created a bubble with a 12" radius that no smart player using psykers will enter. Even if his psyker-resistant bubble doesn't directly come into play, you can always exploit the fact that psykers won't do anything in this guy's vicinity. Also, the FAQ confirmed his "Harness on 6s only" will affect the benefits from a Seer Council or Librarius Conclaves everyone seems to be taking given the new Space Marine Psychic powers.


And now, the best part: the equipment.
And now, the best part: the equipment.


The Etherium helmet that this assassin is equipped with forces all units attacking it down to WS/BS1, which effectively gives him invisibility without the major stupidity of Invisibility itself. He also comes with Psyk-out grenades like the Grey Knights do, which count as defensive grenades against Psykers, or as a thrown grenade with S2 AP- Assault 1, Blast, and Psi-shock. Not very useful as a weapon by itself, but Psi-shock forces a random psyker in a unit hit with blast template to suffer Perils of the Warp.  
The Etherium helmet that this assassin is equipped with forces all units attacking it down to WS/BS1, which effectively gives him invisibility without the major stupidity of Invisibility itself. And the new FAQ makes it so that it does something extra special to that Tau player who likes Markelights, he ignores them too. He also comes with Psyk-out grenades like the Grey Knights do, which count as defensive grenades against Psykers, or as a thrown grenade with S2 AP- Assault 1, Blast, and Psi-shock. Not very useful as a weapon by itself, but Psi-shock forces a random psyker in a unit hit with blast template to suffer Perils of the Warp.  


And most terrifyingly, the reworked Animus Speculum. It now goes off in the friendly psychic phase, as a gun with S5 AP1 18" Assault X, with Absorb Warp Charge. The X is the total mastery level of all psykers (friend or foe) within 12" of the Culexus at the start of the psychic phase, and the Culexus steals their respective warpcharges and uses it to fuel the weapon. Also, you can use absorb warp charge and steal up to 3 extra power dice from your friendly pool so even if no psykers are in range at all, you can guarantee at least 3 shots with this thing as long as there is a single Psyker on the table. So, because this thing goes off in the Psychic phase, it allows you to move out of cover, squeeze off shots with this thing, and then run back into cover or toss a Psyk-out grenade and charge in.
And most terrifyingly, the reworked Animus Speculum. It now goes off in the friendly psychic phase, as a gun with S5 AP1 18" Assault X, with Absorb Warp Charge. The X is the total mastery level of all psykers (friend or foe) within 12" of the Culexus at the start of the psychic phase, and the Culexus steals their respective warpcharges and uses it to fuel the weapon. Also, you can use absorb warp charge and steal up to 3 extra power dice from your friendly pool so even if no psykers are in range at all, you can guarantee at least 3 shots with this thing as long as there is a single Psyker on the table. So, because this thing goes off in the Psychic phase, it allows you to move out of cover, squeeze off shots with this thing, and then run back into cover or toss a Psyk-out grenade and charge in.

Revision as of 12:22, 19 May 2016

"That which is unknown and unseen commands the greatest fear."
--Motto of the Culexus Temple.
You done fucked up

Culexus (Games Workshop-Latin of "Culex," meaning "Mosquito", sucking warp power instead of blood) is an Assassin temple of the Officio Assassinorum in Warhammer 40,000. They are all psychic blanks (aka Pariahs or nulls), meaning they have no signature in the Warp and generally mess with psykers.

To regular humans, their aura is filled with some degree of sickness both figuratively and literally which makes them rare as most of the time they are killed during childhood. Those who survive become some of the deadliest assassins in the Imperium. A blank is the worst thing a psyker could encounter, as their mere presence is enough to cause considerable pain and even death to weak-minded psykers. The Eldar harbor a particular hate and fear of blanks, what with every Eldar being a psyker and whatnot. Furthermore, blanks are totally invisible to daemons due to their lack of warp signature. The Culexus assassins therefore target exclusively psykers, as most psykers would rather chew their own arteries out and slowly bleed to death than face one.

And not only psykers, like that time a full Execution force (4 assassins, one of each kind) was sent to kill Tau VIPs...and the only one to succeed was the Culexus. And Tau don't even have psykers! Still, even against non-psychic targets, the Culexus has the advantages of a maddening aura of distilled fear and pseudo-invisibility, their Pariah gene allowing them to be ignored so hard by both the living, the machines and the neverborn that this one "sneaked" inside a transport by merely not bumping into the passengers, like a fa/tg/guy in a disco.

Because they're pretty much forced outcasts of society they really don't have much of a social life outside the Officio Assassinorum.

Culexuses Culexii These guys also somehow manage to have no soul so hard that they're able to fire beams of not-soul out of the gun attached to their heads and assuming there's enough psykers around, this beam can become arguably one of the best anti-infantry guns in the game.

On the tabletop these guys are absolute death, given that they have pseudo-invisibility (all attacks are WS/BS1, even after Markerlights). In addition, all psykers get -3 leadership, cannot get warp charges, manifest on a 6, and all malediction or blessings are cancelled within 12'. These guys ignore armor and have instant death vs psykers, so eldar, GK, and Daemons will cry.

They may have been part of the Deceiver's plans to fuck with the Old Ones, but maybe not. Who knows. The Shadow knows!

On the Tabletop

Given the fact that there's a new psychic phase, many opponents have begun taking psykers to try it out, some to bolster their gunlines with divination, others to cause massive amounts of rage with Telepathy. If you want to put a stop to these psychic shenanigans, then the Culexus Assassin is the pick for you, my friend!

Its stats are as awesome as all the other Assassins:

WS8 BS8 S4 T4 W3 I7 A4 Ld10

They now have 3 wounds compared to the older edition's 6+ FNP, and they have Lightning Reflexes giving them a 4++ and they ignore the initiative penalty for charging through terrain. He also has Infiltrate, Fearless, Fear, and Move through Cover.

Now, here's where the Culexus really stands out. The Culexus has Fear, which is largely unhelpful fluffy, but almost completely useless given anyone attacking the Culexus is reduced to WS1 anyway, but could be marginally useful if allied units are also involved in the combat, but it gets better in a minute. More interestingly, the Culexus has Preferred Enemy (Psykers), which is nice and fluffy. But here's where it'll get ugly, real quickly.

Life Drain: All attacks made by the Culexus in close combat ignore armor saves, and if you roll a 6 to wound his attacks have Instant Death, and all wounds on a Psyker, Brotherhood of Psykers, or Sorcerer is instant-death.

Psychic Abomination: All psykers within 12" can harness warp charges only on a 6 , and all blessings and maledictions on any unit (friend or foe) cease within 12" of the Culexus. Now, that is pretty scary for people who rely on psykers as it is, get within 12" and that stupid invisibility's gone! But wait, there's more! All enemy psykers within 12" do not add their mastery level to their warp charge pool in their Psychic phase and drop their Ld by 3, which is where fear gets a bit better. Add all these abilities up, and you've just successfully created a bubble with a 12" radius that no smart player using psykers will enter. Even if his psyker-resistant bubble doesn't directly come into play, you can always exploit the fact that psykers won't do anything in this guy's vicinity. Also, the FAQ confirmed his "Harness on 6s only" will affect the benefits from a Seer Council or Librarius Conclaves everyone seems to be taking given the new Space Marine Psychic powers.

And now, the best part: the equipment.

The Etherium helmet that this assassin is equipped with forces all units attacking it down to WS/BS1, which effectively gives him invisibility without the major stupidity of Invisibility itself. And the new FAQ makes it so that it does something extra special to that Tau player who likes Markelights, he ignores them too. He also comes with Psyk-out grenades like the Grey Knights do, which count as defensive grenades against Psykers, or as a thrown grenade with S2 AP- Assault 1, Blast, and Psi-shock. Not very useful as a weapon by itself, but Psi-shock forces a random psyker in a unit hit with blast template to suffer Perils of the Warp.

And most terrifyingly, the reworked Animus Speculum. It now goes off in the friendly psychic phase, as a gun with S5 AP1 18" Assault X, with Absorb Warp Charge. The X is the total mastery level of all psykers (friend or foe) within 12" of the Culexus at the start of the psychic phase, and the Culexus steals their respective warpcharges and uses it to fuel the weapon. Also, you can use absorb warp charge and steal up to 3 extra power dice from your friendly pool so even if no psykers are in range at all, you can guarantee at least 3 shots with this thing as long as there is a single Psyker on the table. So, because this thing goes off in the Psychic phase, it allows you to move out of cover, squeeze off shots with this thing, and then run back into cover or toss a Psyk-out grenade and charge in.

In all, the Culexus is for killing Psykers, and he is horrifyingly good at it.

Gallery

Institutes within the Imperium of Man
Adeptus Terra: Adeptus Administratum - Adeptus Astra Telepathica
Adeptus Astronomica - Senatorum Imperialis
Adeptus Mechanicus: Adeptus Titanicus - Explorator Fleet - Legio Cybernetica - Skitarii
Armed Forces: Adeptus Arbites - Adeptus Custodes - Planetary Defense Force - Sisters of Silence
Imperial Army: Afriel Strain - Adeptus Astartes - Gland War Veteran
Imperial Guard - Imperial Navy - Imperial Knights - Militarum Tempestus
Imperial Cult: Adeptus Ministorum - Adepta Sororitas - Death Cults - Schola Progenium
Inquisition: Ordo Astartes - Ordo Astra - Ordo Calixis - Ordo Chronos - Ordo Hereticus
Ordo Machinum - Ordo Malleus - Ordo Militarum - Ordo Necros - Ordo Sepulturum
Ordo Sicarius - Ordo Xenos
Officio Assassinorum: Adamus - Callidus - Culexus - Eversor - Maerorus - Vanus - Venenum - Vindicare
Great Crusade: Corps of Iterators - Legiones Astartes - Remembrancer Order - Solar Auxilia
Unification Wars: Legio Cataegis
Other: League of Black Ships - Logos Historica Verita
Navis Nobilite - Rogue Traders - Ambassador Imperialis
Abhumans & Denizens: Beastmen - Caryatids - Felinids - Humans - Nightsiders - Troths - Neandors
Ogryns - Ratlings - Scalies - Scavvies - Squats - Subs - Pelagers - Longshanks
Shadowkiths
Notable Members: God-Emperor of Mankind - Malcador the Sigillite
The Perpetuals - The Primarchs - Sebastian Thor
Erda - Ollanius Pius