Special Warp Cards

Nullify
Cancels a psychic power anywhere on the table, whether it is being cast or already in play. Roll a dice: 1 to 3 and the attempt fails, 4 to 6 and it succeeds. Subtract 1 if the enemy Psyker is of higher Mastery Level, add 1 if they are lower, and subtract 2 if the army contains no Psykers at all. It has no power over another warp card.
Daemonic Attack
Answers an enemy Psyker's power, which fails outright. Something comes through after them: roll a dice, add the enemy Psyker's Mastery Level and subtract the force cards they spent. On a modified result of 1 to 3 a daemon takes them. Grey Knights and Ork Weirdboyz are hardier, and fall only on a 6.
Destroy Power
Held in hand until needed, and answers a power aimed at a friendly Psyker or any model within 6" of one, the Psyker included. The power fails. Both players then roll a dice in secret, adding one for each force card they give up. The higher total wins: if it is the defender's, the power is lost to the enemy for the rest of the battle; if not, it returns to their hand as usual.
Psychic Duel
Names one enemy Psyker and one friendly Psyker, who then contest. Each player rolls a dice and adds the chosen Psyker's Mastery Level. Whoever scores higher tears a power from the other's mind: one of the loser's powers is picked at random and discarded for the rest of the battle. A tie leaves both untouched.
Reflection
Held in hand until needed. It answers a psychic power aimed at a friendly Psyker, or at any model standing within 6" of one. The power turns and travels 4D6" straight back along the line to its caster, crossing terrain without hindrance, and striking whatever eligible target it reaches first.
Ultimate Force
Played as a psychic power is cast, and worth three force cards by itself. Nothing can nullify, reflect or destroy that power for the turn it is cast.
Energy Drain
Played in place of a psychic power at any point in the psychic phase, and the phase stops there. Every warp card in either hand is discarded, even those that could otherwise be held back, and every psychic power in play fails at once.