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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.
Grav-pistol Poisoned, Lesser Poison
Poisoned: Always wounds on a 2+ except against Vehicles, in which case use its normal Strength
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
Guardian Spear Longer Range, Master-crafted
Longer Range: +3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy
Master-crafted: An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).
Plasma Pistol Poisoned, Weaker
Poisoned: Always wounds on a 2+ except against Vehicles, in which case use its normal Strength
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
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.
Storm Shield Necron Rod of Covenant Decreased Damage, Extra Attack
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)
Ork Kustom Mega-Blasta No additional traits.Necron Synaptic Disintegrator Master-crafted, Decreased Damage
Master-crafted: An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).
Decreased Damage: -1 Damage (Minimum 1)
Inferno Pistol Extra Attack, Weaker
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)
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
Eldar Ghostsword Wounding, Increased Damage, Phasing
Wounding: +1 to wound rolls
Increased Damage: +1 Damage
Phasing: Target must reroll successful invulnerable saves against this weapon
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