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Deathwatch Craftworld Crystal Generator


Fortune

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

Longer Range

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

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

Longer Range

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

Poisoned

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

Arcing

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

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.

Arcing

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

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