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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.


Uncommon Purple Gem

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

...of Aura of Haste (Shield): All friendly units within 12" can run and charge.


Common White Gem

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


Common Green Gem

...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.

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


Uncommon Black Gem

...of Speed (Weapon): Every unmodified hit roll of 6 allows the bearer to make one extra attack with the same weapon. These attacks can NOT generate more attacks.

...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 Resist Chaos (Jewelery): -1 wound rolls for CHAOS enemies targeting this model.

...of Mirroring (Armour): Roll a dice each time you allocate a mortal wound to the bearer. On a 5+ the wound is negated.


Uncommon Orange Gem

...of Parrying (Weapon): Bearer can re-roll saving throws of 1 against Melee attacks. If the bearer already has an ability that does this (e.g. Mystic Shield), then re-roll all failed saves instead.

...of Damage Reduction (Armour): Reduce the Damage of all attacks made against the bearer by 1, to a minimum of 1.


Rare Blue Gem

...of Aura of Haste (Shield): All friendly units within 12" can run and charge.


Rare Red Gem

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


Rare White Gem

...of Spell Efficiency (Jewelery): -1 to the cost of any spells attempted by the bearer


Uncommon Yellow Gem

...of Refraction (Armour): Once per battle round, the first time the bearer suffers any mortal wounds inflicted by a spell or endless spell, roll a D3 and reduce the number of mortal wounds suffered by the roll.


Uncommon Blue Gem

...of Knockback (Shield): After a successful charge choose a model within 1" and roll a d6. If you roll greater than their Wounds characteristic you can move the model up to 3" directly away from the charging model. If the charging model still has charge movement left it can use it to follow the model (in a straight line directly towards the model).


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