Crusade Rules: Difference between revisions
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|colspan="6"| '''Abilities''': One use only. If this weapon hits, the target suffers 3D3 mortal wounds and you roll one D6 for every other unit within 6" of the target unit (roll before any destroyed models are removed); on a 4+ the unit being rolled for suffers D3 mortal wounds as well. | |colspan="6"| '''Abilities''': One use only. If this weapon hits, the target suffers 3D3 mortal wounds and you roll one D6 for every other unit within 6" of the target unit (roll before any destroyed models are removed); on a 4+ the unit being rolled for suffers D3 mortal wounds as well. | ||
|} | |||
==Weapon Ehancements== | |||
Weapon Enhancements are upgrades made to a warrior’s armaments that improve their lethality in combat. Each time a unit gains a Weapon Enhancement, you must select one model in that unit (if the unit has a unit champion, such as a '''Sergeant''', you must select that model), then you must select one weapon equipped by that model. You cannot select a weapon that has already been enhanced by this Battle Honour, nor can you select a weapon that is a Relic or a Crusade Relic — such artefacts cannot be modified. | |||
If the weapon you have selected is equipped by a {{W40kKeyword|TITANIC}} model, roll one D3 and consult the appropriate table to randomly determine what Weapon Enhancement is gained. | |||
If the weapon you have selected is equipped by a {{W40kKeyword|CHARACTER}}, {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}} model that is not {{W40kKeyword|TITANIC}}, roll one D6 and consult the appropriate table to randomly determine what Weapon Enhancement is gained. | |||
If the weapon you have selected is equipped by any other model, roll one D6 and one D3 and consult the appropriate table to randomly determine what two Weapon Enhancements are gained (if a duplicate result is rolled, roll both dice again until two different results are rolled). | |||
If a weapon has more than one profile, the Weapon Enhancement(s) it gains applies to all of that weapon's profiles. If a weapon has both a ranged and a melee profile (e.g. a burna), you can only select Weapon Enhancements from the Melee Weapons table, but they apply to both of the weapon's profiles. | |||
{| class="wikitable" | |||
|- | |||
!colspan="2"| Ranged Weapons | |||
|- | |||
! d3/d6 !! Enhancements | |||
|- | |||
| 1|| '''Auto-loader'': When resolving an attack with this weapon, each unmodified hit roll of 6 scores one additional hit on the target. | |||
|- | |||
| 2|| '''Armour Piercing''': Improve the weapon’s Armour Penetration characteristic by 1 (e.g. AP 0 becomes AP-1, AP-1 becomes AP-2 and so on). | |||
|- | |||
| 3 || '''High Calibre''': Add 1 to the weapon’s Strength characteristic. | |||
|- | |||
| 4|| '''Improved Sights''': When resolving an attack with this weapon, add 1 to the hit roll. | |||
|- | |||
| 5|| '''Accelerator''': Increase the weapon’s Range characteristic by 6". If the weapon has a minimum Range characteristic, this remains unchanged. | |||
|- | |||
| 6|| '''Master-worked''': Add 1 to the Weapon’s Damage characteristic. | |||
|} | |||
{| class="wikitable" | |||
|- | |||
!colspan="2"| Melee Weapons | |||
|- | |||
! d3/d6 !! Enhancements | |||
|- | |||
| 1|| '''Heirloom''': When resolving an attack with this weapon, each unmodified hit roll of 6 scores one additional hit on the target. | |||
|- | |||
| 2|| '''Razor-edged''': Improve the weapon’s Armour Penetration characteristic by 1 (e.g. AP 0 becomes AP-1, AP-1 becomes AP-2 and so on). | |||
|- | |||
| 3 || '''Brutal''': Add 1 to the weapon’s Strength characteristic. | |||
|- | |||
| 4|| '''Finely Balanced''': When resolving an attack with this weapon, add 1 to the hit roll. | |||
|- | |||
| 5|| '''Shredder''': When resolving an attack with this weapon, an unmodified wound roll of 4+ is always successful, irrespective of the target’s Toughness characteristic. | |||
|- | |||
| 6|| '''Fleshbane''': Add 1 to the Weapon’s Damage characteristic. | |||
|} | |||
==Psychic Fortitudes== | |||
Psychic Fortitudes are otherworldly powers that sorcerers and warp-practitioners gain as they hone and master their psychic skills. Only {{W40kKeyword|PSYKER}} units can be given Psychic Fortitudes. Each time a unit gains a Psychic Fortitude, roll one Dé and consult the table below to randomly determine what Psychic Fortitude the unit has gained. A unit can have more than one Psychic Fortitude, but it cannot have the same Psychic Fortitude more than once (if a duplicate result is rolled, roll again until a different result is rolled). | |||
{| class="wikitable" | |||
|- | |||
!colspan="2"| Psychic Fortitudes | |||
|- | |||
! d6 !! Psychic Fortitude | |||
|- | |||
| 1-2 || '''Psychic Might''': Add 1 to the number of psychic powers this unit can attempt to manifest in your Psychic phase. | |||
|- | |||
| 2-3 || '''Adamantium Will''': Add 1 to the number of psychic powers this unit can attempt to deny in your opponent's Psychic phase. | |||
|- | |||
| 5-6 || '''Master of Lore''': Add 1 to the number of psychic powers this unit knows from one of the disciplines available to them. Write down this new power on the unit’s Crusade card. | |||
|} | |} | ||
Revision as of 11:58, 17 September 2020
This page contain everything you need in order to play in the Warhammer 40,000 9th Edition play, CRUSADE. Link to original page here.
Crusade Faction
When you start a Crusade force, you must decide what its Crusade Faction will be - this must be one of the following Faction keywords:
- IMPERIUM
- CHAOS
- AELDARI
- TYRANIDS
- ORKS
- NECRONS
- T’AU EMPIRE
Order of Battle
A player's Order of Battle is primarily a list of all the units that they have as part of their Crusade force. A player’s Order of Battle can consist of any number of units, but you must have a Crusade card for each unit and the combined Power Ratings of all the units in your starting Crusading force cannot exceed 50. This is called your Crusade force's Supply Limit, and it can be increased by playing more battles (as explained later). Make a note of each unit's Power Rating on your Order of Battle.
Battle Tally and Requisition points
A player s Order of Battle must also have a tally of the number of battles you have played with it, as well as your current number of Requisition points (RPs). When you first start a Crusade army and you create an Order of Battle, you will start with 5 RPs.
Crusade cards
Each time a player adds a unit to their Order of Battle, the unit’s details must be recorded on a Crusade card. Each unit's Crusade card details the following:
- What models and how many of each are in the unit.
- What weapons models in that unit are equipped with and what wargear they have.
- The total Power Rating of the unit (see Power Ratings and points section).
- If the unit has any keywords that must be chosen when that unit is included in your army, its Crusade card must make a note of what are those keywords (e.g. < MARK OF CHAOS >, < LEGION >, < CHAPTER > etc.).
- If the unit is a PSYKER, its Crusade card must make a note of which psychic powers it knows.* When you are generating that units powers, you can ignore rules that state the unit must be part of a specific Detachment in order to know that power (though all other requisites, such as having the correct keywords, still apply).
- If the unit has any abilities that must, or that can be selected or generated before the battle, your Crusade card must note what those selections are (e.g. Litanies of Battle, Prayers to the Dark Gods, Powers of the C’tan, Exarch Powers etc.).
- If you have used any Requisition points to upgrade the unit, the Crusade card must note all the details of those upgrades. So, if any units have been given a Relic, a Warlord Trait, or have been upgraded via a Stratagem, these must be noted on their unit card*
- Any Battle Honours or Battle Scars the unit has.
- The unit’s current number of experience points (when adding a unit to your Order of Battle, this will be 0).
- The unit’s Combat tallies (when adding a unit to your Order of Battle, these will be 0).
- The unit’s total number of Crusade points.
Experience
When you add a unit to your Order of battle, it will start with 0 experience points. Units can gain experience points as follows:
- Battle Experience: At the end of a battle, each unit that has a Crusade card that was part of your army list for that battle gains 1 experience point.
- Dealers of Death: A unit gains 1 experience point for every third enemy unit it has destroyed in total.
- Marked for Greatness: At the end of a battle, you can select one unit that has a Crusade card that was part of your army list for that battle; that unit gains 3 experience points. Keep a tally on the unit's Crusade card of how many times it has been Marked for Greatness.
The following units never gain experience points, and so can never gain Battle Honours, however, they also are assumed to pass any Out of Action tests they are required to take (no dice is rolled) and so never accrue Battle Scars. You can mark the Experience Points section of their Crusade card as ‘N/A’ to remind you.
- Named characters
- SWARMS
- DRONES
- Units with the Fortifications Battlefield Role
- Summoned units (i.e. any unit that is added to your army during a battle)
Requisition points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself.
Relics, Warlord Traits and Upgrades
No model in your Order of Battle can have a Relic or a Warlord Trait unless you have purchased the appropriate Requisition. This means that your Warlord does not automatically have a Warlord Trait, and you do not automatically get to give a Relic to one CHARACTER in your army.
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord(in such cases they are only considered to be your Warlordfor the purposes of their trait). If a publication lists what a named character's WarlordTrait must be, then it must be this; they have this WarlordTrait even if another model in your Order of Battle already has this WarlordTrait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.
Knight Characters
IMPERIAL KNIGHT Detachments and CHAOS KNIGHT Detachments both have a Detachment ability (Knight Lances and Traitoris Lances respectively). The part of this ability that enables a model to gain the CHARACTER keyword does not apply to Crusade Armies. The only method by which an IMPERIAL KNIGHT or a CHAOS KNIGHT model can gain the CHARACTER keyword is by purchasing the Specialist Reinforcements Requisition when it is added to your Order of Battle in order to use either the Exalted Court or Tyrannical Court Stratagems.
Requisition
- INCREASE SUPPLY LIMIT 1RP
Purchase this Requisition at any time. Increase your Crusade force's Supply Limit by 5 Power.
- FRESH RECRUITS 1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS, VEHICLES and MONSTERS) that has a Crusade card. You cannot choose a unit that has achieved the Battle-hardened, Heroic or Legendary rank. Add any number of additional models to this unit (up to the maximum listed on its datasheet) and increase its Power Rating accordingly. If the unit you selected has achieved the Blooded rank, you must increase its Crusade points total by 1 if its Power Rating has gone from 10 or less to 11 or more.
- REARM AND RESUPPLY 1RP
Purchase this Requisition at any time. Select one unit from your Order of Battle (excluding CHARACTERS) that has a Crusade card. You can change any wargear options that models in that unit are equipped with as described on that unit’s datasheet, provided that none of those wargear options would change the Power Rating of the unit. You cannot replace a weapon that a model is equipped with if the weapon in question has been upgraded by a Weapon Enhancement.
- REPAIR AND RECUPERATE 1RP
Purchase this Requisition either before or after a battle. Select one Crusade card from your Order of Battle that has one or more Battle Scars. Select one of that unit’s Battle Scars and remove it from its Crusade card (remember that for each Battle Scar removed, the unit's Crusade points will effectively increase by 1).
- PSYCHIC MEDITATIONS 1RP
Purchase this Requisition either before or after a battle. Select one PSYKER unit that has a Crusade card from your Order of Battle. You can change what psychic powers that unit knows (make a note of the unit’s new psychic powers on its Crusade card - all the usual rules for selecting psychic powers apply).
- SPECIALIST REINFORCEMENTS 1RP
Purchase this Requisition when you add a Crusade card for a unit to your Order of Battle. If there is a Stratagem that could upgrade this unit to give it either a better characteristic profile and/or abilities, you can use that Stratagem to upgrade that unit for free, even if you would not normally have access to such a Stratagem unless your army includes a specific Detachment.
- WARLORD TRAIT 1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTERin your Order of Battle gains a rank. You can give that CHARACTER one Warlord Trait (even if they are not your Warlord - in battle, this CHARACTER is only considered your Warlord for the purposes of this trait).
- RELIC 1RP
Purchase this Requisition when you add a Crusade card for a CHARACTER unit to your Order of Battle, or when a CHARACTER unit in your Order of Battle gains a rank. You can give one CHARACTER model in that unit one Relic
Ranks and Battle Honours
If a unit has accrued enough experience points it will gain a promotion and go up a rank (from Battle-ready to Blooded, for example). Each time a unit gains a rank, it will gain one Battle Honour; make a note of the unit’s new rank and its Battle Honour on its Crusade card.
Experience | Rank | Battle Honours |
---|---|---|
0-5 | Battle-ready | 0 |
6-15 | Bloodied | 1 |
16-30 | Battle-honoured | 2 |
31-50 | Heroic | 3 |
51+ | Legendary | 4 |
Battle Honours
There are four types of Battle Honours:
- Battle Traits: New skills and abilities.
- Weapon Enhancements: Upgrade an item of wargear.
- Psychic Fortitudes: Boosts a unit's psychic might.
- Crusade Relic: Gain a rare and powerful artefact.
Each time a unit gains a Battle Honour, increase its Crusade points by:
- 1 if unit has a Power Rating or 10 or less.
- 2 if unit has a Power Rating of 11 or more.
Battle Traits
CHARACTER (Excluding VEHICLE and MONSTER units) | |
---|---|
d6 | Trait |
1 | Swift and Agile: Add 1" to this unit’s Move characteristic. In addition, add 1 to Advance and charge rolls made for this unit. |
2 | Heroic Constitution: Add 1 to the Wounds characteristic of one CHARACTER model in this unit. |
3 | Resilient: Roll one D6 each time a CHARACTER model in this unit would lose a wound; on a 6, that wound is not lost. |
4 | Deadly Charge: Add 1 to the Attacks characteristic of CHARACTER models in this unit in the Fight phase if this unit made a charge move, was charged, or performed a Heroic Intervention this turn. |
5 | Inspiring Hero: Add 1 to the Leadership characteristic of friendly units while they are within 6" of a CHARACTER model from this unit. In addition, this unit can perform Heroic Interventions if, after the enemy has made all its charge moves, it is within 6" of any enemy units, and it can move up to 6" when doing so. |
6 | Tactical Experience: While a CHARACTER model from this unit is on the battlefield, roll one D6 each time you spend a CP to use a Stratagem; on a 6, you immediately regain 1 CP. |
VEHICLE units | |
---|---|
d6 | Trait |
1 | Enhanced Engines: Add 2" to this unit’s Move characteristic. In addition, add 1 to Advance and charge rolls made for this unit. |
2 | Elite Crew: Re-roll hit rolls of 1 when resolving attacks made by VEHICLE models in this unit. |
3 | Improved Shielding: Add 1 to saving throws made for VEHICLE models in this unit against attacks that have an Armour Penetration characteristic of 0 or -1 (invulnerable saving throws are unaffected). |
4 | Armourbane: Re-roll wound rolls of 1 when resolving attacks made by VEHICLE models in this unit that target enemy VEHICLE or MONSTER units. |
5 | Repair Systems: VEHICLE models in this unit regain 1 lost wound at the start of each of your Command phases. |
6 | Blessed Hull: Roll one D6 each time a mortal wound is allocated to a VEHICLE model in this unit; on a 5+ that mortal wound is ignored. |
MONSTER units | |
---|---|
d6 | Trait |
1 | Unstoppable: Add 2" to this unit’s Move characteristic. In addition, add 1 to Advance and charge rolls made for this unit. |
2 | Apex Predator: Re-roll hit rolls of 1 when resolving attacks made by MONSTER models in this unit. |
3 | Thickened Hide: Add 1 to saving throws made for MONSTER models in this unit against attacks that have an Armour Penetration characteristic of 0 or -1 (invulnerable saving throws are unaffected). |
4 | Frenzied: Add 1 to the Attacks characteristic of MONSTER models in this unit in the Fight phase if this unit made a charge move, was charged, or performed a Heroic Intervention this turn. |
5 | Regenerates: MONSTER models in this unit regain 1 lost wound at the start of each of your Command phases. |
6 | Terrifying: Roll two dice when taking a Morale test for an enemy unit within 6" of this unit and discard the lowest result (if both dice results are the same, discard either one of them). |
ANY OTHER units | |
---|---|
d6 | Trait |
1 | Fleet of Foot: Add 1" to this unit’s Move characteristic. In addition, add 1 to Advance and charge rolls made for this unit. |
2 | Veteran Warriors: Re-roll hit rolls of 1 when resolving attacks made by models in this unit. |
3 | Grizzled: Roll one D6 each time a model in this unit would lose a wound; on a 6, that wound is not lost. |
4 | Headhunters: Add 1 to hit rolls and wound rolls made when resolving attacks with models inthis unit that target enemy CHARACTER units. |
5 | Cool-headed: You can re-roll failed Morale tests taken for this unit. In addition, if a unit declares this unit as the target of their charge, this unit can fire Overwatch (and will score hits on unmodified rolls of 5+ instead of 6 when doing so). |
6 | Battle-tested: This unit has the Objective Secured ability and can make attacks with ranged weapons while performing an Action without that action failing. Combat Attrition tests taken for this unit are automatically passed while it is within range of an objective marker. |
Crusade Relics
Artificer Relics
Any CHARACTER model can be given an Artificer Relic.
- Artificer Weapon
Select one weapon that the model is equipped with (excluding a Relic or a weapon that has been enhanced by the Weapon Enhancement Battle Honour). Each unmodified hit roll of 6 made for an attack with that weapon inflicts 1 mortal wound on the target in addition to the normal damage. Note that this is cumulative with any other mortal wounds inflicted by the weapon.
- Artisan Bionics
INFANTRY, CAVALRY or BIKER only. Add 1 to the model’s Strength characteristic. In addition, roll one D6 each time this model loses a wound; on a 5+ that wound is not lost.
- Conversion Field
INFANTRY only. This model has a 4+ invulnerable save. In addition, each time you roll an unmodified 6 when making a saving throw for this model, the closest enemy unit within 1" suffers 1 mortal wound.
- Frenzon Injector
INFANTRY, CAVALRY, BIKER or MONSTER only. You can re-roll Advance and charge rolls made for this model’s unit. In addition, add 1 to this model’s Attacks characteristic during any turn in which its unit made a charge move, was charged or performed a Heroic Intervention.
- Laurels of Victory
If this model is included in your army list for a battle, you receive 2 bonus Command points to use in that battle. However, if this model is destroyed during the battle, you immediately lose 2 Command points.
- Master-crafted Armour
Add 1 to armour saving throws made for the bearer. In addition, roll one D6 each time this character suffers a mortal wound; on a 6, that mortal wound is ignored.
Antiquity Relic
Any Heroic CHARACTER model or Legendary CHARACTER model can be given an Antiquity Relic. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.
- Archeotech Nano-med
INFANTRY only. The first time this model is destroyed, keep it to one side; at the end of the current phase, roll one D6. On a 2+, set this model back up again, as close as possible to its previous position, with D3 wounds remaining.
- Blackstone Shard Amulet
This model’s unit can never be targeted or affected by psychic powers in any way, nor can it attempt to manifest any psychic powers or perform any psychic actions.
- Dark Age Displacer Belt
INFANTRY only. Instead of making a Normal Move or Falling Back in your Movement phase, this model’s unit can be removed from the battlefield and then set back up on the battlefield, anywhere that is more than 9" from any enemy models.
- Xenotech Digital Lasers
This model gains the following weapon:
WEAPON | RANGE | TYPE | S | AP | D |
---|---|---|---|---|---|
Xenotech Digital Lasers | 12" | Pistol 1 | * | * | * |
Abilities: If this weapon hits, the target suffers D3 mortal wounds. |
Legendary Relic
Any Legendary CHARACTER model can be given a Legendary Relic. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic a it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.
- Null-field Disruptor
Invulnerable saves cannot be made against attacks made with this model’s melee weapons.
- Vortex Grenade
This model gains the following weapon:
WEAPON | RANGE | TYPE | S | AP | D |
---|---|---|---|---|---|
Vortex grenade | 6" | Grenade 1 | * | * | * |
Abilities: One use only. If this weapon hits, the target suffers 3D3 mortal wounds and you roll one D6 for every other unit within 6" of the target unit (roll before any destroyed models are removed); on a 4+ the unit being rolled for suffers D3 mortal wounds as well. |
Weapon Ehancements
Weapon Enhancements are upgrades made to a warrior’s armaments that improve their lethality in combat. Each time a unit gains a Weapon Enhancement, you must select one model in that unit (if the unit has a unit champion, such as a Sergeant, you must select that model), then you must select one weapon equipped by that model. You cannot select a weapon that has already been enhanced by this Battle Honour, nor can you select a weapon that is a Relic or a Crusade Relic — such artefacts cannot be modified.
If the weapon you have selected is equipped by a TITANIC model, roll one D3 and consult the appropriate table to randomly determine what Weapon Enhancement is gained.
If the weapon you have selected is equipped by a CHARACTER, VEHICLE or MONSTER model that is not TITANIC, roll one D6 and consult the appropriate table to randomly determine what Weapon Enhancement is gained.
If the weapon you have selected is equipped by any other model, roll one D6 and one D3 and consult the appropriate table to randomly determine what two Weapon Enhancements are gained (if a duplicate result is rolled, roll both dice again until two different results are rolled).
If a weapon has more than one profile, the Weapon Enhancement(s) it gains applies to all of that weapon's profiles. If a weapon has both a ranged and a melee profile (e.g. a burna), you can only select Weapon Enhancements from the Melee Weapons table, but they apply to both of the weapon's profiles.
Ranged Weapons | |
---|---|
d3/d6 | Enhancements |
1 | 'Auto-loader: When resolving an attack with this weapon, each unmodified hit roll of 6 scores one additional hit on the target. |
2 | Armour Piercing: Improve the weapon’s Armour Penetration characteristic by 1 (e.g. AP 0 becomes AP-1, AP-1 becomes AP-2 and so on). |
3 | High Calibre: Add 1 to the weapon’s Strength characteristic. |
4 | Improved Sights: When resolving an attack with this weapon, add 1 to the hit roll. |
5 | Accelerator: Increase the weapon’s Range characteristic by 6". If the weapon has a minimum Range characteristic, this remains unchanged. |
6 | Master-worked: Add 1 to the Weapon’s Damage characteristic. |
Melee Weapons | |
---|---|
d3/d6 | Enhancements |
1 | Heirloom: When resolving an attack with this weapon, each unmodified hit roll of 6 scores one additional hit on the target. |
2 | Razor-edged: Improve the weapon’s Armour Penetration characteristic by 1 (e.g. AP 0 becomes AP-1, AP-1 becomes AP-2 and so on). |
3 | Brutal: Add 1 to the weapon’s Strength characteristic. |
4 | Finely Balanced: When resolving an attack with this weapon, add 1 to the hit roll. |
5 | Shredder: When resolving an attack with this weapon, an unmodified wound roll of 4+ is always successful, irrespective of the target’s Toughness characteristic. |
6 | Fleshbane: Add 1 to the Weapon’s Damage characteristic. |
Psychic Fortitudes
Psychic Fortitudes are otherworldly powers that sorcerers and warp-practitioners gain as they hone and master their psychic skills. Only PSYKER units can be given Psychic Fortitudes. Each time a unit gains a Psychic Fortitude, roll one Dé and consult the table below to randomly determine what Psychic Fortitude the unit has gained. A unit can have more than one Psychic Fortitude, but it cannot have the same Psychic Fortitude more than once (if a duplicate result is rolled, roll again until a different result is rolled).
Psychic Fortitudes | |
---|---|
d6 | Psychic Fortitude |
1-2 | Psychic Might: Add 1 to the number of psychic powers this unit can attempt to manifest in your Psychic phase. |
2-3 | Adamantium Will: Add 1 to the number of psychic powers this unit can attempt to deny in your opponent's Psychic phase. |
5-6 | Master of Lore: Add 1 to the number of psychic powers this unit knows from one of the disciplines available to them. Write down this new power on the unit’s Crusade card. |