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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 White Gem ...of Resist Death (Jewelery) : Ignore wounds and mortal wounds caused by DEATH on a 5+
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.
Rare Purple 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 Aura of Haste (Shield) : All friendly units within 12" can run and charge.
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 Blue 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.
Common White Gem ...of Resist Chaos (Jewelery) : -1 wound rolls for CHAOS enemies targeting this model.
Rare Purple Gem ...of Staggering (Weapon) : Successful wounds stagger the target. Staggered targets suffer -1 to hit rolls for the rest of the phase.
...of Superior Reflecting (Shield) : Unmodified save rolls of 5 or 6 against Melee attacks inflict a mortal wound on the attacker after all their attacks have been resolved.
Common White Gem ...of Resistance (Jewelery) : Ignore wounds (not mortal wounds) on a 6+.
Rare Yellow Gem ...of Superior Haste (Armour) : +2 Move
Uncommon Red Gem ...of Damage (Weapon) : +1 to wound rolls with this weapon
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