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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.
Storm Bolter Longer Range, Extra Attack, Stronger
Longer Range: +3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy
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)
Stronger: +1 Strength
If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication
Force Stave 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.
Marksman Bolt Carbine No additional traits.Force Axe Wounding, Penetrating, Crippling
Wounding: +1 to wound rolls
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Crippling: Unmodified hit rolls of 6 cause 1 mortal wound to the target in addition to any other damage.
Ork Big Choppa Phasing, Lesser Poison
Phasing: Target must reroll successful invulnerable saves against this weapon
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
Eldar Ghostsword 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)
Force Axe Lesser Poison, Wounding
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
Wounding: +1 to wound rolls
Power Fist Master-crafted
Master-crafted: An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).
Chainfist Armourbane
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Condemnor Boltgun No additional traits.
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