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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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