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Deathwatch Craftworld Crystal Generator


Learning

(Apply to the armour)
Double all XP the bearer receives

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.

Deflecting

(Apply to the armour)
Ignore 1 level of AP

Lightened

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

Poisoned

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

Warp Attunement

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

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.

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.

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.

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