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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.


Eldar Diresword

Penetrating, Armourbane

Penetrating:

Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)

Armourbane:

Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters


Smoke Grenades

Instead of shooting in the shooting phase a model equipped with Smoke Grenades can throw one of its Smoke Grenades.  Mark a point on the battlefield within 6" of this model and that it can see.  Until this model's next turn, any shooting attacks that pass within 3" of that point will suffer a -1 to their hit rolls.


Necron Warscythe

Weaker, Blinding

Weaker:

-1 Strength

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

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.


Power Sword

Stronger

Stronger:

+1 Strength

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


Autogun

Accurate, Stronger

Accurate:

+1 to hit rolls

Stronger:

+1 Strength

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


Necron Particle Caster

No additional traits.

Combat Shield


Plasma Pistol

Blinding, Inaccurate

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.

Inaccurate:

-1 to hit rolls


Banner - The Black Banner

Friendly models within 6" of this banner in the Fight Phase gain +1 Attack and +1 to their hit rolls.  However, for each unmodified hit roll a 1 roll a d6.  On a 4+ they suffer 1 mortal wound.


Assault Bolter

Blinding, Increased Damage

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.

Increased Damage:

+1 Damage


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