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Deathwatch Craftworld Crystal Generator


Piercing

(Apply to a single weapon)
Improve the AP of the weapon by 1.

Deflecting

(Apply to the armour)
Ignore 1 level of AP

Ghosting

(Apply to the armour)
Each time the bearer makes a Normal Move, Advances or Falls Back, it can move across models as if they were not there.

Trampling

(Apply to the armour)
When this model completes a charge move select a unit within Engagement range and roll a d6. On a 2+ that unit suffers 1 mortal wound. On a 5+ that unit suffers d3 mortal wounds instead. On a 7+ the unit suffers 3 mortal wounds. If this is applied to Terminator or Gravis armour add 1 to the roll.

Speed

(Apply to the armour)
+2 Movement

Warp Attunement

(Apply to the armour)
+1 to Psychic tests, +1 to Deny the Witch tests. Perils cause 1 extra mortal wound.

Terrifying

(Apply to the armour)
In Fight phase choose a unit within Engagement range and roll 3d6 (2d6 if they are a character or monster). If the result is equal to or higher than that unit’s Leadership then they fight last.

Hidden weapon

(Apply to the armour)
Each time the bearer fights it can make 1 additional attack with the close combat weapon profile. If a hit is scored with this attack the target suffers 1 mortal wound and the attack sequence ends.

Arcing

(Apply to a single weapon)
Unmodified 6s to hit cause 2 additional hits

Strengthening

(Apply to a single weapon)
+1 Strength to a weapon

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