Rules (6) Anti-Psyker May not use any of the warp cards dealt to the Imperial player in the psychic phase. Only gains force powers from his Force Matrix Psychic Abomination Causes Terror in all Psykers. Even Psykers that are immune to psychology, cause terror themselves, or are assumed to automatically pass any Leadership based test must pass a Terror test. Must take the test if within 8" of a Culexus Assassin at the start of turn, is charged by, or wishes to charge the Assassin. Warp Disturbance Any psyker, including friendly psykers, withint 24" of the Culexus Assassin that attempts to use a power must roll a D6. If the roll is less than or equal to the number of force cards he played wit hthe psychic power, then the power is immediately nullified and the psyker suffers a wound with no armour saved allowed.
If a power is played using the Ultimate Force warp card, the power counts as being powered by three force cards and cannot be nullified. However, the psyker must still roll a dice, if he rolls a 3 or less he takes a wound. Life Drain May only be used when in base contact with an enemy psyker. Before fighting each round of close combat the psyker should roll 2D6 and add his Leadership characteristic to the score. The Culexus Assassin should roll 3D6, choose the two highest dice and add his Leadership score. If the scores are drawn or the Culexus Assassin loses, the attack has no effect and close combat continues as normal.
For each point that the Culexus Assassin beats the psyker's score by, he can drain 1 point from any one of the victim's WS, BS, S, T, or LD. If any of the psyker's characteristics are reduced to 0, then the psyker is killed and removed as a casualty. Drained characteristics are lost for the rest of the of the battle.
If in close combat with multiple psykers, test for each one. Note on Daemons The Culexus' special attacks do affect daemons that are psykers. This includes units of daemons. Blasts from the Animus Speculum, the effects of the Life Drain ability and any blows struck by the Culexus Assassin in close combat count as psychic attacks and daemons receive no saving throw on behalf of their daemonic aura.
Daemons of Khorne are not affected as they are not psykers. Soulless If an enemy character, squad, vehicle, vehicle squadron, or support weapon battery wishes to shoot or charge at the Culexus ASsassin then you must roll a D6. On a roll of a 2 or more the Culexus Assassin has distracted the unit and they may not fire. Instead the unit must choose another target to shoot at. If the unit fails to charge it may charge another enemy model or it may continue with its move as if a charge had never been declared.
On the roll of a 1 they may shoot as normal or charge the Assassin.
If there is a psyker within charge range of the Culexus Assassin then the Assassin may choose to charge the psyker in favour of other models. The Assassin can simply slip by the enemy squads and his bodyguards.
If the Assassin is wounded, then he cannot use this ability for the rest of the game.