Special Warp Cards

Nurgle Chaos God by Ian Miller
Ian Miller, Nurgle Chaos God

Nullify

Cancel a psychic power anywhere on the battlefield. Play either when an enemy uses a psychic power or against a psychic power that is already in play. Roll a D6: on 1–3 the nullification fails; on 4–6 it works. This roll is modified as follows: if the enemy psyker is of higher level, −1; if the enemy psyker is of lower level, +1; if you have no psykers in your army, −2. This card can only be used against a psychic power, not another warp card.

Daemonic Attack

Play this card when an enemy psyker uses a psychic power. The power is automatically nullified. In addition, roll a D6; on a 1–3, a daemon destroys the enemy psyker. The enemy psyker adds their mastery level to the die roll and deducts the number of force cards they used. This card will only affect Grey Knights and Ork Weirdboyz on a roll of 6, as they are particularly resilient to daemons.

Destroy Power

May be retained in hand until you decide to use it. If a psychic power is used against one of your psykers or a model within 6" of one of your psykers (including the psyker itself), this card nullifies the power. Both players secretly roll a D6 and add +1 for each force card they sacrifice. If your total is higher, the enemy loses the power for the rest of the battle. If your total is lower, the power is returned to the opponent's hand as normal.

Psychic Duel

Pick an enemy psyker and a friendly psyker. Each player rolls a D6 and adds their selected psyker's mastery level to the roll. The player with the highest total wins the duel and drives one psychic power out of the mind of the loser. The winner may choose a power at random from the enemy psyker's powers and discard it for the remainder of the battle. Ties have no effect on either psyker.

Reflection

May be kept until you decide to use it. May be played against a psychic power used on one of your psykers or on a model within 6" of one of your psykers. The power is automatically reflected 4D6" back in a straight line toward the psyker who used it. The reflected power passes over terrain features but will affect the first eligible target in its path.

Ultimate Force

Use this card as a psychic power is being used; this card counts as 3 force cards on its own. The power chosen may not be nullified, reflected, or destroyed on the turn in which it is cast.

Energy Drain

May be played at any time during the current psychic phase instead of using a psychic power card. The psychic phase ends instantly. Any warp cards still held in the hands of either player are immediately placed in the discard pile, including those which may normally be retained in hand. All psychic powers currently in play are instantly and automatically nullified.