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Deathwatch Craftworld Crystal Generator


Poisoned

(Apply to a single weapon)
Always wounds on 3+. If you already wound on a 3+ or better then reroll wound rolls.

Phasing

(Apply to a single weapon)
Bearer does not need line of sight to target an enemy with this weapon

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.

Arcing

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

Protecting

(Apply to the armour)
-1 Damage (minimum 1) against weapons of S7 or lower

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.

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.

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.

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.

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