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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.


Genestealer Cult Heavy Rock Saw

Accurate, Lesser Poison

Accurate:

+1 to hit rolls

Lesser Poison:

Always wounds on a 4+ unless the target is a Vehicle or Titanic.


Lascannon

Crushing, Cursed

Crushing:

+2 damage against targets with a Save characteristic of 3+ or better

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.


Purity Seal - Hymn of Zeal

+2 to advance and charge rolls


Bolt Sniper Rifle

Increased Damage, Tracking

Increased Damage:

+1 Damage

Tracking:

+1 to hit units with the Fly keyword


Tyranid Deathspitter

Lesser Poison, Longer Range, Blinding

Lesser Poison:

Always wounds on a 4+ unless the target is a Vehicle or Titanic.

Longer Range:

+3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy

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.


Genestealer Cult Demolition Charge

Phasing

Phasing:

Target must reroll successful invulnerable saves against this weapon


Xenophase Blade

Extra Attack, Wounding, Phasing

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)

Wounding:

+1 to wound rolls

Phasing:

Target must reroll successful invulnerable saves against this weapon


Heavy Flamer

Homing, Weaker

Homing:

Does not require line of sight to fire

Weaker:

-1 Strength

If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier


Necron Staff of Light

Stronger

Stronger:

+1 Strength

If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication


Plasma Cannon

Extra Attack, Deadly at Close Range

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)

Deadly at Close Range:

+1 Strength and +1 AP if the target is within half the range of this weapon


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