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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 Carbine

Deadly at Close Range

Deadly at Close Range:

+1 Strength and +1 AP if the target is within half the range of this weapon


Ork Kustom Mega-Blasta

Deadly at Close Range, Tracking, Longer Range

Deadly at Close Range:

+1 Strength and +1 AP if the target is within half the range of this weapon

Tracking:

+1 to hit units with the Fly keyword

Longer Range:

+3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy


Relic Blade

Weaker, Cursed

Weaker:

-1 Strength

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

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.


Dark Eldar Electrocorrosive Whip

Wounding

Wounding:

+1 to wound rolls


Necron Gauss Flayer

No additional traits.

Dark Eldar Flesh Gauntlet

Blinding, Armourbane, Inaccurate

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.

Armourbane:

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

Inaccurate:

-1 to hit rolls


Dark Eldar Hexrifle

Crippling, Penetrating, Master-crafted

Crippling:

Unmodified hit rolls of 6 cause 1 mortal wound to the target in addition to any other damage.

Penetrating:

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

Master-crafted:

An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).


Necron Synaptic Disintegrator

Crushing, Wounding

Crushing:

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

Wounding:

+1 to wound rolls


Instigator Bolt Carbine

Blinding, 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.

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)


Thunder Hammer

Penetrating, Lesser Poison, Master-crafted

Penetrating:

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

Lesser Poison:

Always wounds on a 4+ unless the target is a Vehicle or Titanic.

Master-crafted:

An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).


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