Maddening Visions

(Entry)
Type: upgrade
EntryId: 728d-fdb0-b272-209d
Hidden: false

Profiles:

Skill
Maddening Visions

Nearby enemies find themselves struck by nightmarish apparitions as the witch becomes a conduit for unfettered warp energy. While this power is active, make a Willpower check for any enemy fighter who ends their turn within 3’’ of the witch. If the check is failed, the fighter is driven temporarily insane. (This can be marked by placing an Insanity marker from the Underhive Perils token sheet on their card). Each subsequent time the fighter is activated, roll a D6: On a 1 or 2, they immediately become Broken – or if they were already Broken, they flee the battlefield (even if their gang has not failed a Bottle test). On a 3 or 4, the opposing player can control that fighter this turn, treating them as part of their gang, for example, they could charge or shoot at another fighter from the insane fighter's gang, treating them as an enemy. Once the turn is over, the fighter no longer counts as part of the opposing gang. On a 5 or 6, the fighter can act as normal. Once their turn is over, make a Willpower check for them; if it is passed, they regain their sanity and are no longer affected (remove the Insanity marker if one has been used).

Used By (1)
Witch Powers(Group)