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Deathwatch Craftworld Crystal Generator


Healing

(Apply to the armour)
In your Command Phase remove 2 wound tokens. If the model has no wound tokens then heal 1 wound instead.

Warp Attunement

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

Lightened

(Apply to a single weapon)
Assault becomes Pistol. Heavy becomes Assault. Pistol and Grenades are unaffected.

Hardened

(Apply to a single weapon)
+1 Damage

Piercing

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

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.

Crushing

(Apply to a single weapon)
Unmodified hit rolls of 6 cause a number of mortal wounds equal to the weapon’s damage characteristic. The attack sequence then ends.

Reflecting

(Apply to the armour)
Unmodified save rolls of 6 inflict 1 mortal wound on attacker if they are within 12”

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.

Revenge

(Apply to the armour)
If this model is Removed from Play then every enemy unit within 2d6” suffers d3 mortal wounds before removing this model.

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