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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.


Dark Eldar Flesh Gauntlet

Penetrating

Penetrating:

Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)


Combat Shield


Eldar Diresword

Weaker, Crushing

Weaker:

-1 Strength

If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier

Crushing:

+2 damage against targets with a Save characteristic of 3+ or better


Power Fist

Penetrating, Inaccurate

Penetrating:

Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)

Inaccurate:

-1 to hit rolls


Grav-gun

Crushing, Blinding, Increased Damage

Crushing:

+2 damage against targets with a Save characteristic of 3+ or better

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.

Increased Damage:

+1 Damage


Banner - Banner of Hatred

All friendly models within 6" reroll 1s in the Fight Phase.


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.


Banner - Banner of Loyalty

All friendly models within 6" of this model can Pile-in and Consolidate an additional 3".


Necron Gauss Reaper

Multi-attack, Armourbane

Multi-attack:

Make 2 hit rolls for every shot / attack this weapon normally does

Armourbane:

Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters


Genestealer Cult Heavy Rock Saw

Poisoned, Penetrating, Weaker

Poisoned:

Always wounds on a 2+ except against Vehicles, in which case use its normal Strength

Penetrating:

Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)

Weaker:

-1 Strength

If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier


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