View Full Version : Culexus in Inquisitor?
Kayvaan_Shrike
28th Nov 04, 1:43 PM
DISCLAIMER: This thread is pertinent to 40K as it involves the game Inquisitor, set in the 40K universe. Peer, if I remember correctly, said that it would be okay to post material pertaining to other stuff in the 40K universe as it's essentially the same base material.
Okay, disclaimer over, now I present something I cooked up about half an hour ago. :mdance:
Rules for Culexus Assassins in Inquisitor coming up! :borg:
Starting Stats:
WS 93
BS 86
S 64
T 66
I 98
Wp 85
Sg 74
Nv 106
Ld 58
Speed 6.
Abilities:
Vampirism, Ambidextrous, Dodge, Force of Will, Nerves of Steel, Fearsome (Terrifying to all psykers), -20% on all Detection tests as with all Assassins.
Equipment:
Etherium (hexagrammic wards), flak armour on all locations except Head, four psyk-out grenades, knife, closed helmet, helmet-mounted Animus Speculum (counts as a psycannon) with built-in range-finder. Note that the Animus Speculum is not fired like an MIU weapon, but it can be fired one-handed and cannot be dropped (the Animus Speculum is part of the Culexus' helmet!). The Culexus Assassin still has to aim to use the range-finder as normal (it is assumed that the range-finder is activated by a switch on the side of the Culexus' helmet).
If a Specialist Games forum gets created I'll re-post this there.
ChunkyMrEvil
28th Nov 04, 1:47 PM
I like it, but I wouldn't allow it any of the players warbands. It's too meaty, maybe if a Radical Inquisitor with psychic powers was needing a scenario you could have it against his/ her whole warband or something.
I'd give it a little more leadership though, if only because it's allies would be too scared not to do as it says :)
Kayvaan_Shrike
28th Nov 04, 1:59 PM
The core Assassin rules in Inquisitor specify a low Leadership value (specifically, 50 for Officio Assassinorum).
And why wouldn't you allow it in a warband? There's a PDF for a Vindicare Assassin on the Inquisitor website (http://www.specialist-games.com/inquisitor) and I can only assume that the guy can be added to a warband. A Culexus isn't anywhere near as powerful as a Space Marine, so why would you disallow a Culexus in a warband (just on a personal level)?
(Shrike's notes: I was, in fact, reading the 40K Codex Assassins earlier - it was a Skulz item if anyone remembers those - and I did actually try to keep the Culexus as accurate as possible, hence the Vampirism and the hexagrammic wards. Hell, the guy only has the one knife for his close combat wargear, it isn't like he's holding some bloody Frostblade...)
MarkedbyChaos
28th Nov 04, 11:44 PM
so like noooo one around here Plays Inquisiter and it sucks! I have bought so many Kits and bitz, assembled warbands and read and reread the rules. I have tried everything and no one wants to invest! so no practical experiance here.
It looks Tasty, how would you use it in a warband if it was allowed, I mean you would have to be going against some nasty little betties to justify it
Sir Guppy
29th Nov 04, 12:50 AM
well as far i was was aware they assassin rules they released were for an assassin against a warband. he looks pretty nasty but like choas i have no real practical experience (and i usally like to make my characters quite weak compared to stuff in the book).
i like they way you kept the weapons true to what he carries. but dont u have to use vamparism on dead people or knocked out. i think it would be better if you changed the rule so it was more powerful (doubly powerful against psykers) and could be used against live targets, maybe you have to close to reach 1 and grapple with them or something.
also a rule which lowers other peoples nerve or leadership within 12 foot would be kinda of cool as they do do that normally.
ill have to have a look as the inqusitor rule book and post back later.
anyway why do the assassins have low leadership? what does it do?
(On a side note surley we must be allowed to freely discuss inqusisitor rules as GW posted the rule book online)
Cynical Rabbit
29th Nov 04, 5:35 AM
The ability to lead people. Assassins arnt charismatic.
Kayvaan_Shrike
29th Nov 04, 11:07 AM
MarkedbyChaos - after adding up the points in the Ready Reckoner (back of the rulebook) the Culexus comes out at 240pts, which is only 8 more than Inquisitor Covenant and a full 44 points more than my own Inquisitor (named Sulna). Therefore, it's perfectly possible to use the guy in a warband (mind you, my own warband only has Sulna, the Culexus and an Adeptus Mechanicus dude in it, so I'm probably not giving a great example...)
Sir Guppy - true, you can only use Vampirism on a character who is stunned or out of action, but let's face it, you can't really absorb a psyker's aura if he's running around and shooting you (unless he was shooting you with a Fireball or Firestorm power!) It's also true that an Assassin has a low Leadership - this is because Leadership is only used by a Leader character, and an Assassin's Nerve is over 100 anyway (the sample profile for an Officio Assassinorum agent is 120, which I thought was far too high!)
I personally thought that the Fearsome rule was a good representation of the Soulless rule in regular 40K, with the Terrifying ability reducing the Nerve of a psyker. You think he should have Terrifying as standard with a -50 change in a psyker's Nerve rather than the standard -40?
Cynical Rabbit: So damn true. Assassins certainly are NOT charismatic, in fact they're more frightening than inspirational or charismatic.
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