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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.
T'au Pulse Blaster Armourbane
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Tyranid Bonesword Extra Attack, Cursed
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)
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.
Reductor Pistol Blinding
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 Sanctus Bio-dagger Armourbane, Crushing
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Crushing: +2 damage against targets with a Save characteristic of 3+ or better
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.
Dark Eldar Razorflails Cursed
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
Eldar Ghostaxe Multi-attack, Crippling, Stronger
Multi-attack: Make 2 hit rolls for every shot / attack this weapon normally does
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
Marksman Bolt Carbine Crushing
Crushing: +2 damage against targets with a Save characteristic of 3+ or better
Dark Eldar Razorflails Blinding, Wounding, Multi-attack
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.
Wounding: +1 to wound rolls
Multi-attack: Make 2 hit rolls for every shot / attack this weapon normally does
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