a decidedly unsanctioned psyker
Beyond the reach of Imperial authority, bathed in the light of strange stars, psychic phenomena and the unfortunate souls who manifest them are unchecked. The fringe worlds are a haven for unsanctioned psykers, and Chalcydon is no different. In fact, Chalcydon is a veritable nest of these rogue sorcerers. The individual known as The Hexorcist is powerful warp conduit, but maintains a tenuous grasp indeed upon the powers of the Immaterium...
Empyrean Armor: The Hexorcist has a 5+ invulnerable save. This is increased to 4+ if The Hexorcist did not attempt to fire a Warp Bolt during the previous turn.
Warp Bolt: In the shooting phase, The Hexorcist can attempt to unleash a Warp Bolt. To do so, it must first pass a Leadership test. If the test is passed, resolve the attack as if The Hexorcist were firing a plasma gun (p.63). You may choose either profile, but if you choose the maximum power setting and the weapon explores, The Hexorcist instead suffers a wound with no saving throws of any kind allowed. Ignore all ammo rolls for this weapon.
If the test is failed, it cannot unleash a Warp Bolt this turn. However, if you roll a double 6 for this test, The Hexorcist also suffers a wound with no saving throws of any kind allowed.
Warp Lure: The entities of the warp notice this psyker.