Officio Assassinorum – Culexus Assassin
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5

Culexus Assassin

NoNAME  M WS BS S T W A Ld Sv Base
100
Culexus Assassin (base: 32mm)
1
100
Culexus Assassin
7" 2+ 2+ 4 4 5 4 9 6+ 32mm
A Culexus Assassin is a single model equipped with: animus speculum; psyk-out grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Animus speculum
Animus speculum
18"
Assault D3
5
-4
1
Whilst there are any enemy PSYKER units within 18" of the bearer, change this weapon’s Type characteristic to Assault D6.
Whilst there are any enemy PSYKER units within 18" of the bearer, change this weapon’s Type characteristic to Assault D6.
Psyk-out grenades
Psyk-out grenades
6"
Grenade D3
2
0
1
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
ABILITIES
ABILITIES
Agent of the Imperium, Execution Force, Independent Operative, Lightning Reflexes
Abomination: This model can never be targeted or affected by psychic powers in any way. PSYKER units that are within 18" of any CULEXUS ASSASSINS must subtract 2 from Psychic tests and Deny the Witch tests they take.
Life Drain: When resolving an attack made with a melee weapon by this model, a saving throw cannot be made unless it is an invulnerable saving throw.
Etherium: When resolving an attack that targets this model, the attacking model is treated as having a Weapon Skill and Ballistic Skill characteristic of 6+.
Psychic Assassin: Attacks made by this model can target a PSYKER CHARACTER even if it is not the closest enemy unit. In addition, this model can shoot with its psyk-out grenades in the same phase that it shoots with its animus speculum.
FACTION KEYWORDS: IMPERIUM, OFFICIO ASSASSINORUM
KEYWORDS: INFANTRY, CHARACTER, AGENT OF THE IMPERIUM, CULEXUS ASSASSIN

Datasheet-related Stratagems

2CP

SHADOW ASSIGNMENT

Officio Assassinorum Stratagem

The enemy have decoded deployment orders for an Assassinorum operative. Yet this ‘intelligence’ is but another ruse, disguising the true identity of the killer that approaches…

Use this Stratagem before the battle begins. If your army includes exactly 1 OFFICIO ASSASSINORUM unit, remove that unit from your army and then add 1 OFFICIO ASSASSINORUM unit of your choice to your army. The unit that is removed does not count as being destroyed for any rules purposes. Unlike other units that are added to your army, this new unit does not cost any reinforcement points, even in a matched play game.
0CP

PRIORITY THREAT NEUTRALISED

Officio Assassinorum Stratagem

Eliminating the enemy’s command elements allows a competent commander to seize the strategic initiative.

Use this Stratagem in any phase, when a CHARACTER model in an enemy unit is destroyed by an OFFICIO ASSASSINORUM model from your army. You gain 1 Command Point (or 2 Command Points if the CHARACTER was a WARLORD). You can only use this Stratagem once for each enemy CHARACTER model destroyed.
1CP

PARIAH’S GAZE

Culexus Stratagem

The pure negativity of a Culexus Assassin’s soulless presence is focused through their wargear.

Use this Stratagem in your Shooting phase, when you select a CULEXUS ASSASSIN model to shoot with. Until the end of that phase, change the Damage characteristic of that model’s animus speculum to D3.
2CP

SOUL HORROR

Culexus Stratagem

An aura of nameless fear surrounds operatives of the Culexus Temple, freezing the hearts of their foes.

Use this Stratagem at the start of the Fight phase. Select one CULEXUS ASSASSIN model from your army. Enemy units within 3" of that model cannot be chosen to fight with this phase until after all other units have done so, even if they charged. If one of those units has an ability that allows them to fight first this phase, they instead fight in this phase as if they do not have that ability.

This datasheet has Elites Battlefield Role. Full list of Officio Assassinorum units sharing same Battlefield Role follows:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The AGENT OF THE IMPERIUM keyword is used in the following Officio Assassinorum datasheets:

Agent of the Imperium
If your army is Battle-forged, you can include 1 AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity etc.), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game) and when determining your Army Faction.
Execution Force
If your Warlord has the IMPERIUM keyword (excluding FALLEN), you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. If you do so, that Detachment’s Command Benefits are changed to ‘None’ and its Restrictions are changed to ‘This Detachment cannot include the same datasheet more than once.’
Independent Operative
This model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your Movement phases, this model can reveal its position – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Lightning Reflexes
This model has a 4+ invulnerable save.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

The IMPERIUM keyword is used in the following Officio Assassinorum datasheets:

The OFFICIO ASSASSINORUM keyword is used in the following Officio Assassinorum datasheets:

The INFANTRY keyword is used in the following Officio Assassinorum datasheets:

The CHARACTER keyword is used in the following Officio Assassinorum datasheets:

The AGENT OF THE IMPERIUM keyword is used in the following Officio Assassinorum datasheets:

Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The CULEXUS ASSASSIN keyword is used in the following Officio Assassinorum datasheets:

Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
© Vyacheslav Maltsev 2013-2021