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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 Cursed, Multi-attack
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.
Multi-attack: Make 2 hit rolls for every shot / attack this weapon normally does
T'au Pulse Carbine Sniper, Increased Damage
Sniper: Ignores Look out Sir!
Increased Damage: +1 Damage
Absolver Bolt Pistol Poisoned
Poisoned: Always wounds on a 2+ except against Vehicles, in which case use its normal Strength
Heavy Thunder Hammer Blinding, Decreased Damage, Extra 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.
Decreased Damage: -1 Damage (Minimum 1)
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)
Purity Seal - Hymn of Zeal +2 to advance and charge rolls
Banner - Banner of Haste All friendly models within 6" gain +1 to their Movement characteristic. Any friendly models that are within 6" of this model in the Charge phase can charge even if they advanced.
Teleport Homer A Terminator model or a model with a Teleport Pack can teleport within 3" of a model with a Teleport Homer and more than 1" from enemy models instead of moving. This counts as a Movement, and counts as Falling Back if the model started within 1" of an enemy model.
Crozius Arcanum Decreased Damage
Decreased Damage: -1 Damage (Minimum 1)
Xenophase Blade Phasing, Wounding
Phasing: Target must reroll successful invulnerable saves against this weapon
Wounding: +1 to wound rolls
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.
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