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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.


Power Axe

Cursed, Lesser Poison, Armourbane

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.

Lesser Poison:

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

Armourbane:

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


Necron Rod of Covenant

Stronger, Cursed

Stronger:

+1 Strength

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

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.


Combat Shield


Purity Seal - Hymn of Faith

Ignore wounds and mortal wounds on a 6+.


Purity Seal - Prayer of Steel

This model treats any AP -1 weapons as AP 0.


Dark Eldar Flesh Gauntlet

Crippling

Crippling:

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


Necron Particle Caster

Armourbane

Armourbane:

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


Shock Grenades

Extra Attack, Sniper

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)

Sniper:

Ignores Look out Sir!


Necron Staff of Light

No additional traits.

Necron Staff of Light

Cursed, Poisoned

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.

Poisoned:

Always wounds on a 2+ except against Vehicles, in which case use its normal Strength


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