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Deathwatch Craftworld Crystal Generator


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.

Rending

(Apply to a single weapon)
Wound rolls of 6 inflict 1 mortal wound in addition to any other damage it would normally inflict.

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.

Staggering

(Apply to a single weapon)
Models wounded by this weapon reduce their BS and WS by 1 until the end of the next turn.

Fortune

(Apply to the armour)
Reroll one hit roll, wound roll, damage roll, or save roll per phase.

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.

Rending

(Apply to a single weapon)
Wound rolls of 6 inflict 1 mortal wound in addition to any other damage it would normally inflict.

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.

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.

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