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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.
Hand Flamer Blinding, Phasing
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.
Phasing: Target must reroll successful invulnerable saves against this weapon
Teleport Pack Instead of moving this model can displace itself 3d6" to a location that it or an ally can see, more than 1" from enemy models. This counts as having moved, and also counts as Falling Back if the model started within 1" of an enemy model.
Combat Shield 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.
Autogun No additional traits.T'au Photon Grenade Armourbane, Accurate
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Accurate: +1 to hit rolls
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.
T'au Pulse Rifle No additional traits.Dark Eldar Hexrifle Lesser Poison, Crushing
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
Crushing: +2 damage against targets with a Save characteristic of 3+ or better
Eldar Shuriken Catapult Tracking
Tracking: +1 to hit units with the Fly keyword
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