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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.


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.


Inferno Pistol

Armourbane

Armourbane:

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


T'au Pulse Carbine

Cursed

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.


Banner - Banner of Loyalty

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


Chainsword

Cursed, Penetrating, Blinding

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.

Penetrating:

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

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.


Genestealer Rending Claw

Penetrating

Penetrating:

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


Thunder Hammer

Multi-attack, Accurate, Extra Attack

Multi-attack:

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

Accurate:

+1 to hit rolls

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)


Autogun

Deadly at Close Range, Extra Attack, Lesser Poison

Deadly at Close Range:

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

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)

Lesser Poison:

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


Genestealer Cult Heavy Rock Saw

Lesser Poison, Penetrating

Lesser Poison:

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

Penetrating:

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


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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