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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.
Power Axe Cursed, Lesser Poison, Armourbane
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.
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Necron Rod of Covenant Stronger, Cursed
Stronger: +1 Strength
If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication
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.
Combat Shield Purity Seal - Hymn of Faith Ignore wounds and mortal wounds on a 6+.
Purity Seal - Prayer of Steel This model treats any AP -1 weapons as AP 0.
Dark Eldar Flesh Gauntlet Crippling
Crippling: Unmodified hit rolls of 6 cause 1 mortal wound to the target in addition to any other damage.
Necron Particle Caster Armourbane
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Shock Grenades Extra Attack, Sniper
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)
Sniper: Ignores Look out Sir!
Necron Staff of Light No additional traits.Necron Staff of Light Cursed, Poisoned
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.
Poisoned: Always wounds on a 2+ except against Vehicles, in which case use its normal Strength
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