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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 Crippling, Stronger
Crippling: Unmodified hit rolls of 6 cause 1 mortal wound to the target in addition to any other damage.
Stronger: +1 Strength
If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication
Necron Particle Caster Longer Range, Blinding
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.
Power Fist Weaker, Extra Attack, Multi-attack
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
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)
Multi-attack: Make 2 hit rolls for every shot / attack this weapon normally does
Power Sword Armourbane, Decreased Damage
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Decreased Damage: -1 Damage (Minimum 1)
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.
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.
Dark Eldar Splinter Cannon Cursed, Penetrating
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.
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Power Sword Accurate, Extra Attack
Accurate: +1 to hit rolls
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 Deffgun Decreased Damage
Decreased Damage: -1 Damage (Minimum 1)
Genestealer Rending Claw Inaccurate
Inaccurate: -1 to hit rolls
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