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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 Agoniser

Master-crafted, Crippling, Armourbane

Master-crafted:

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

Crippling:

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

Armourbane:

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


Banner - Banner of Loyalty

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


Chainsword

Stronger, Crippling

Stronger:

+1 Strength

If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication

Crippling:

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


Necron Warscythe

No additional traits.

Necron Voidblade

Decreased Damage, Multi-attack, Master-crafted

Decreased Damage:

-1 Damage (Minimum 1)

Multi-attack:

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

Master-crafted:

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


Hand Flamer

Extra Attack

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)


Ork Burna

Tracking

Tracking:

+1 to hit units with the Fly keyword


Thunder Hammer

Blinding

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.


Purity Seal - Hymn of Faith

Ignore wounds and mortal wounds on a 6+.


Instigator Bolt Carbine

Increased Damage, Penetrating, Longer Range

Increased Damage:

+1 Damage

Penetrating:

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

Longer Range:

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


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