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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.


Stalker Bolt Rifle

Longer Range

Longer Range:

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


Ork Burna

Wounding

Wounding:

+1 to wound rolls


Force Sword

Phasing, Increased Damage, Accurate

Phasing:

Target must reroll successful invulnerable saves against this weapon

Increased Damage:

+1 Damage

Accurate:

+1 to hit rolls


Teleport Homer

A Terminator model or a model with a Teleport Pack can teleport within 3" of a model with a Teleport Homer and more than 1" from enemy models instead of moving.  This counts as a Movement, and counts as Falling Back if the model started within 1" of an enemy model.


Eldar Witchblade

Master-crafted, Weaker

Master-crafted:

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

Weaker:

-1 Strength

If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier


Eldar Diresword

Armourbane

Armourbane:

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


Hand Flamer

No additional traits.

Bolt Sniper Rifle

Penetrating

Penetrating:

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


Eldar Witchblade

Extra Attack

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)


Bolt Carbine

Phasing, Cursed

Phasing:

Target must reroll successful invulnerable saves against this weapon

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.


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