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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.
Teleport Pack Instead of moving this model can displace itself 3d6" to a location that it or an ally can see, more than 1" from enemy models. This counts as having moved, and also counts as Falling Back if the model started within 1" of an enemy model.
Genestealer Cult Sanctus Bio-dagger 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
Banner - Banner of Haste All friendly models within 6" gain +1 to their Movement characteristic. Any friendly models that are within 6" of this model in the Charge phase can charge even if they advanced.
Combi-bolter Wounding, Cursed, Homing
Wounding: +1 to wound rolls
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.
Homing: Does not require line of sight to fire
Eldar Wraithcannon Accurate, Poisoned
Accurate: +1 to hit rolls
Poisoned: Always wounds on a 2+ except against Vehicles, in which case use its normal Strength
Sisters of Battle Blessed Blade Wounding, Inaccurate
Wounding: +1 to wound rolls
Inaccurate: -1 to hit rolls
Ork Burna Decreased Damage
Decreased Damage: -1 Damage (Minimum 1)
Combat Shield Banner - Banner of Haste All friendly models within 6" gain +1 to their Movement characteristic. Any friendly models that are within 6" of this model in the Charge phase can charge even if they advanced.
Guardian Spear Penetrating, Lesser Poison, Increased Damage
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
Increased Damage: +1 Damage
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