Psyker

(Rule)
Description: Roll a D6 for each Daemonhost at the beginning of each of the Daemonhunter player's turns to determine which psychic power it can manifest unti the beginning of the next turn, at which point a new power is rolled. Daemonhosts automatically pass all Psychic tests, but their psychic powers may be countered by Psychic Hoods and other such items. 1. Terrify 2. Re-knit Host Form 3. Teleport 4. Bloodboil 5. Timeshift 6. Warp Strength