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Deathwatch Craftworld Crystal Generator


Warp Attunement

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

Nullifying

(Apply to the armour)
Always ignore effects of psychic powers on a 4+. -2 to Psychic tests. +2 to Deny the Witch tests. Can Deny the Witch once if not a Psyker.

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.

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.

Hardened

(Apply to a single weapon)
+1 Damage

Overrunning

(Apply to the armour)
This model can make a Normal Move instead of consolidating.

Parrying

(Apply to the armour)
The first time this model fails a saving throw in the Fight phase reduce the damage of that attack to 0.

Overrunning

(Apply to the armour)
This model can make a Normal Move instead of consolidating.

Balanced

(Apply to a single weapon)
Reroll 1s to hit. If you can already reroll 1s to hit with this weapon then reroll all hit rolls.

Reflecting

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

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