Culexus Assassin

(Unit)
Type: unit
Category: Elites
Categories: Elites
LinkId: 6d56-cfc5-58a0-1117
Hidden: false
Costs: 135 Points

Constraints:

max: 1

Profiles:

Unit WSBSSTWIALdSv
Assassin

8

8

4

4

2

7

4

10

4+ Invulnerable

Weapons RangeStr.APType
Animus Speculum

12"

5

1

Assault 2

For every Psyker within 12" of the Culexus Assassin, add +1 to the animus speculum's Assault value (ie, Assault 2 becomes Assault 3 if there is one psyker within 12")

Wargear
Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Psyk-out Grenade:

When a unit equipped with Psyk-out Grenades launches an assault, any Daemons or Psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase.

Psyocculum:

The bearer of a Psyocculum (and their unit) count as being Ballistic Skill 10 if shooting at a psyker, or a unit containing one or more psykers.

Etherium:

Any unit wishing to shoot at or charge the Culexus Assassin, and any psyker trying to target him with a psychic power, must first pass a Leadership test. If the test is failed they may not target the Assassin, but may attack another target instead.

Synskin:

This confers the Feel No Pain special rule, however, wounds are only ignored on the roll of a 6 rather than the usual 4+.

Abilities
Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Move Through Cover:

Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score.

Used By (1)
Grey Knights(Catalogue)