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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.
Guardian Spear Lesser Poison
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
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.
Storm Bolter Crushing
Crushing: +2 damage against targets with a Save characteristic of 3+ or better
Astartes Shotgun Weaker, Armourbane, Extra Attack
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
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)
Ork Killsaw Cursed, Weaker
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.
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
Ork Kustom Mega-Blasta Armourbane, Wounding
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Wounding: +1 to wound rolls
Genestealer Cult Heavy Rock Cutter No additional traits.Power Fist Stronger
Stronger: +1 Strength
If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication
Eldar Shurken Pistol Blinding, Penetrating
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.
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Chainfist 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)
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