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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.

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.

Longer Range

(Apply to a single weapon)
+6” range, +3” on Grenades

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.

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.

Poisoned

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

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.

Speed

(Apply to the armour)
+2 Movement

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