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Deathwatch Item Generator 9th Edition

Generate crazy random weapons for use in your homebrewed Deathwatch narrative games.  Disclaimer:  This will sometimes generate aboslute nonsense, and is really just intended to help you have loads of fun with your Deathwatch campaigns.

Any attempt to use these stats in a tournament will result in general and well-earned mockery.


Ork Burna

Increased Damage

Increased Damage:

+1 Damage


Hand Flamer

Blinding

Blinding:

If a target is hit by one or more weapons with the Blinding trait they must subtract 1 from all hit rolls until the end of their next turn.


T'au Pulse Carbine

Lesser Poison

Lesser Poison:

Always wounds on a 4+ unless the target is a Vehicle or Titanic.


Chainsword

Multi-attack, Blinding

Multi-attack:

Make 2 hit rolls for every shot / attack this weapon normally does

Blinding:

If a target is hit by one or more weapons with the Blinding trait they must subtract 1 from all hit rolls until the end of their next turn.


Eldar Wraithcannon

Weaker

Weaker:

-1 Strength

If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier


Genestealer Rending Claw

Multi-attack, Inaccurate

Multi-attack:

Make 2 hit rolls for every shot / attack this weapon normally does

Inaccurate:

-1 to hit rolls


Recovery Stimulant Kit

1 use per game.  At the end of your movement phase a model equipped with a Recovery Stimulant Kit can use the kit to heal 1d3 wounds to a friendly model within 3".  If that friendly model has wound tokens allocated to it then it will instead remove up to 1d3 wound tokens.


Teleport Homer

A Terminator model or a model with a Teleport Pack can teleport within 3" of a model with a Teleport Homer and more than 1" from enemy models instead of moving.  This counts as a Movement, and counts as Falling Back if the model started within 1" of an enemy model.


Bolt Carbine

Weaker, Inaccurate

Weaker:

-1 Strength

If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier

Inaccurate:

-1 to hit rolls


Boltgun

Accurate, Longer Range

Accurate:

+1 to hit rolls

Longer Range:

+3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy


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