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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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