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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 Hero Slayer (Weapon) : +1 Damage against HEROES
Rare Black Gem ...of Exploding (Weapon) : After allocating all the wounds from this weapon, for every model slain roll a d6. On a 4+ that model's unit suffers 1 mortal wound.
...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 Extreme Luck (Jewelery) : Reroll one hit roll, wound roll, damage roll, or save roll per phase.
...of Superior Health (Armour) : +2 Wounds
Uncommon 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 Black Gem ...of Reach (Weapon) : +1" (max 3") for a Melee Weapon, or +6" range for a Missile Weapon
...of Protection (Shield) : Reroll failed saving throws of 1 and 2.
...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+.
Uncommon Black Gem ...of Reach (Weapon) : +1" (max 3") for a Melee Weapon, or +6" range for a Missile Weapon
...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 Resistance (Jewelery) : Ignore wounds (not mortal wounds) on a 6+.
...of Revenge (Armour) : If this model is slain then every enemy unit within 2d6" suffers d6 mortal wounds.
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