LOCAL CMS CONTENT

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.


T'au Pulse Rifle

Wounding, Extra Attack

Wounding:

+1 to wound 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)


Teleport Pack

Instead of moving this model can displace itself 3d6" to a location that it or an ally can see, more than 1" from enemy models.  This counts as having moved, and also counts as Falling Back if the model started within 1" of an enemy model.


Teleport Pack

Instead of moving this model can displace itself 3d6" to a location that it or an ally can see, more than 1" from enemy models.  This counts as having moved, and also counts as Falling Back if the model started within 1" of an enemy model.


Eldar D-scythe

No additional traits.

Tyranid Scything Talon

Master-crafted, Multi-attack, Decreased Damage

Master-crafted:

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

Multi-attack:

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

Decreased Damage:

-1 Damage (Minimum 1)


Dark Eldar Electrocorrosive Whip

Blinding, Extra Attack

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.

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)


Chainsword

No additional traits.

Genestealer Cult Heavy Improvised Weapon

Multi-attack, Phasing, Accurate

Multi-attack:

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

Phasing:

Target must reroll successful invulnerable saves against this weapon

Accurate:

+1 to hit rolls


Thunder Hammer

Penetrating

Penetrating:

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


Dark Eldar Electrocorrosive Whip

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.


Generate Another Item

Generate Another 2 Items

Generate Another 3 Items

Generate Another 5 Items

Generate Another 10 Items