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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.


Genestealer Cult Heavy Rock Saw

Inaccurate

Inaccurate:

-1 to hit rolls


Lightning Claw

Poisoned, Penetrating

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)


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.


Grav-pistol

Stronger, Extra Attack

Stronger:

+1 Strength

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

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)


Eldar Ghostsword

Phasing

Phasing:

Target must reroll successful invulnerable saves against this weapon


Banner - The Black Banner

Friendly models within 6" of this banner in the Fight Phase gain +1 Attack and +1 to their hit rolls.  However, for each unmodified hit roll a 1 roll a d6.  On a 4+ they suffer 1 mortal wound.


Bolt Sniper Rifle

Deadly at Close Range, Accurate, Extra Attack

Deadly at Close Range:

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

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)


Combi-bolter

Increased Damage, Extra Attack

Increased Damage:

+1 Damage

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)


Heavy Bolt Pistol

Longer Range, Homing, Stronger

Longer Range:

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

Homing:

Does not require line of sight to fire

Stronger:

+1 Strength

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


Purity Seal - Hymn of Zeal

+2 to advance and charge rolls


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