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Deathwatch Craftworld Crystal Generator


Absorbing

(Apply to the armour)
Every time this model slays an enemy model within 12” they can either remove 1 wound token or, if they don’t have any wound tokens, heal 1 wound.

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.

Longer Range

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

Learning

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

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.

Piercing

(Apply to a single weapon)
Improve the AP of the weapon by 1.

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.

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.

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.

Longer Range

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

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