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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.


Ork Power Klaw

Penetrating, Blinding

Penetrating:

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

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.


Banner - Banner of Hatred

All friendly models within 6" reroll 1s in the Fight Phase.


Power Sword

Penetrating, Extra Attack

Penetrating:

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

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)


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.


Dark Eldar Electrocorrosive Whip

Crippling, Penetrating, Crushing

Crippling:

Unmodified hit rolls of 6 cause 1 mortal wound to the target in addition to any other damage.

Penetrating:

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

Crushing:

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


Dark Eldar Splinter Rifle

Master-crafted, Penetrating

Master-crafted:

An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).

Penetrating:

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


Genestealer Cult Liberator Autostub

Multi-attack

Multi-attack:

Make 2 hit rolls for every shot / attack this weapon normally does


Necron Staff of Light

Blinding, Crushing

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.

Crushing:

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


Crozius Arcanum

Poisoned

Poisoned:

Always wounds on a 2+ except against Vehicles, in which case use its normal Strength


Bolt Rifle

Weaker

Weaker:

-1 Strength

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


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