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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.
Common Red Gem ...of Smiting (Weapon) : +1 hit rolls against DEATH
Rare White Gem ...of Terror (Jewelery) : When an enemy unit finishes a charge move within 3" of the bearer roll a d6 and add 2. If the d6 roll is equal to or greater than the Bravery of the charging unit then they cannot fight in the next Combat Phase.
Uncommon Yellow Gem ...of Haste (Armour) : +1 Move
Rare Yellow Gem ...of Illusion (Armour) : The bearer cannot be chosen as the target in the Combat Phase until it has made its attacks in that same Combat Phase.
Common Yellow Gem ...of Deflection (Armour) : +1 save against Ranged attacks. This does not stack with cover, and cannot bring the saving throw to a 2+.
Rare Green Gem ...of Reflecting (Shield) : Unmodified save rolls of 6 against Melee attacks inflict a mortal wound on the attacker after all their attacks have been resolved.
...of Death (Armour) : If an enemy unit is slain within 12" of this model this model may immediately either make a charge move, or it may instead pile-in and attack as if it were the Fight Phase. If it is the Combat Phase then this is in addition to its normal turn to fight.
Common Orange Gem ...of Staggering (Weapon) : Successful wounds stagger the target. Staggered targets suffer -1 to hit rolls for the rest of the phase.
...of Deflection (Armour) : +1 save against Ranged attacks. This does not stack with cover, and cannot bring the saving throw to a 2+.
Common 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 Lesser Mirroring (Shield) : Roll a dice each time you allocate a mortal wound to the bearer. On a 5+ the wound is negated. On a 6+ you can also pick an enemy unit within 6" of the bearer. That unit suffers 1 mortal wound.
Uncommon White Gem ...of Unbinding (Jewelery) : Can unbind a spell like a WIZARD. If already a WIZARD all unbinding attempts gain a +1.
Common Black Gem ...of Preservation (Weapon) : +1 hit rolls against DESTRUCTION
...of Protection (Shield) : Reroll failed saving throws of 1 and 2.
...of Resist Order (Jewelery) : -1 Damage (minimum 1) for ORDER enemies targeting this model
...of Health (Armour) : +1 Wound
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