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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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