0-1 Psychic Apocalypse

Source: Codex: Witch Hunters, p. 40

HQ

0-1 PSYCHIC APOCALYPSE

As an adversary of a Witch Hunters army, you may choose to give one of your army's leaders one of the fearsome psychic powers listed in the box below. There is no points cost and you don't have to choose a power if you don't want to.

One HQ character in the army facing the Witch Hunters, so long as it does not already have psychic powers of its own and is not a Necron, may roll a D6. On a 1-2, the character gains the psychic power Brain Flayer; on a 3-4 they may use Soul Shreve; or on a 5-6 they may use Puppet Dance. All the powers listed require a successful Psychic test to use. This does not count as using up an additional HQ choice.

ADVERSARIES PSYCHIC POWERS

Brain Flayer Phase: Psyker's Shooting phase, instead of shooting. Effect: Choose any enemy model within 18" of the Psyker and in line of sight as the target. Both players roll a D6 and add the Leadership of their models. For each point the winning model wins by, the other model loses a wound, with no Armour saves possible (Invulnerable saves are allowed, taken against each wound suffered).

Soul Shreve Phase: Psyker's Shooting phase, instead of shooting. Effect: When used, the Psyker may lash out at any enemy unit within 18" with bolts of psychic energy with the following profile: S4, AP-, Assault 2D6. Roll a D6 each time the power is used. On a roll of 6, the attacks count as AP3, as the target is consumed utterly. On a roll of 1, in his madness the psyker targets one of his own units selected by his opponent. In this case, losses do not cause a Morale test. The unit selected must be a valid shooting target.

Puppet Dance Phase: Psyker's Assault phase instead of assaulting. Effect: This power affects one enemy unit within 12" and in line of sight. Before any other assaults are fought, the unit must immediately resolve one round of close combat attacks on itself using whichever valid weapon options the psyker pleases. If the unit is already in close combat then any survivors will fight normally during the remainder of the Assault phase. Independent characters who happen to be with the unit are immune (the psyker prefers to enjoy their helpless horror at their friends' actions).