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Watchers in Death Gem Generator

The following tool is for randomly generating gems for upgrades in your own Watchers in Death campaign.

Each model is limited to two gems per Weapon, two gems for Armour, two gems for Shields, and one Jewelery gem.  Once a gem is equipped it cannot be removed without being destroyed.


Rare Purple Gem

...of Crushing (Weapon): Unmodified hit rolls of 6 cause a number of mortal wounds equal to the weapon's damage instead of its normal damage

...of Aura of Vigour (Shield): At the start of your Hero Phase roll a dice for each friendly unit within 12" of the bearer. On a 5+ that unit can heal 1 wound lost earlier in the battle. On a 6+ they can heal 2 wounds instead.


Rare Yellow Gem

...of Health (Armour): +1 Wound


Common White Gem

...of Resistance (Jewelery): Ignore wounds (not mortal wounds) on a 6+.


Common Green Gem

...of Staggering Charge (Shield): After completing a successful charge choose an enemy unit within 1". That unit suffers a -1 hit roll until the end of the turn.

...of Haste (Armour): +1 Move


Rare Red Gem

...of Crushing (Weapon): Unmodified hit rolls of 6 cause a number of mortal wounds equal to the weapon's damage instead of its normal damage


Uncommon White Gem

...of Fear (Jewelery): When an enemy unit finishes a charge move within 3" of the bearer roll a d6. If the d6 roll is equal to or greater than the Bravery of the charging unit then they cannot fight in the next Fight Phase.


Uncommon Red Gem

...of Wizard Slaying (Weapon): Unmodified hit rolls of 6 against WIZARDS inflict 1 mortal wound in addition to any normal damage.


Uncommon Yellow Gem

...of Rapid Regeneration (Armour): -1 on the Injury table. If the result of the Injury roll is an unmodified or modified roll of 1 then either regain 1 lost wound or remove 2 wound tokens.


Uncommon Purple Gem

...of Smiting (Weapon): +1 hit rolls against DEATH

...of Protection (Shield): Reroll failed saving throws of 1 and 2.


Common Black Gem

...of Chaotic Damage (Weapon): +1 Damage against ORDER

...of Staggering Charge (Shield): After completing a successful charge choose an enemy unit within 1". That unit suffers a -1 hit roll until the end of the turn.

...of Unbinding (Jewelery): Can unbind a spell like a WIZARD. If already a WIZARD all unbinding attempts gain a +1.

...of Deflection (Armour): +1 save against Ranged attacks. This does not stack with cover, and cannot bring the saving throw to a 2+.


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