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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.
Stalker Bolt Rifle Longer Range
Longer Range: +3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy
Ork Burna Wounding
Wounding: +1 to wound rolls
Force Sword Phasing, Increased Damage, Accurate
Phasing: Target must reroll successful invulnerable saves against this weapon
Increased Damage: +1 Damage
Accurate: +1 to hit rolls
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.
Eldar Witchblade Master-crafted, Weaker
Master-crafted: An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
Eldar Diresword Armourbane
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Hand Flamer No additional traits.Bolt Sniper Rifle Penetrating
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Eldar Witchblade Extra Attack
Extra Attack: +1 Attack with this weapon (e.g. Rapid Fire 2 becomes Rapid Fire 3, Melee weapons gain only one extra hit roll when Fighting)
Bolt Carbine Phasing, Cursed
Phasing: Target must reroll successful invulnerable saves against this weapon
Cursed: Unmodified hit rolls of 1 from this weapon inflict 1 mortal wound each on the firer (after all attacks have been resolved). This is in addition to any other overheating rules the weapon might have.
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