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 Carbine Deadly at Close Range
Deadly at Close Range: +1 Strength and +1 AP if the target is within half the range of this weapon
Ork Kustom Mega-Blasta Deadly at Close Range, Tracking, Longer Range
Deadly at Close Range: +1 Strength and +1 AP if the target is within half the range of this weapon
Tracking: +1 to hit units with the Fly keyword
Longer Range: +3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy
Relic Blade Weaker, Cursed
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
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.
Dark Eldar Electrocorrosive Whip Wounding
Wounding: +1 to wound rolls
Necron Gauss Flayer No additional traits.Dark Eldar Flesh Gauntlet Blinding, Armourbane, Inaccurate
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.
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Inaccurate: -1 to hit rolls
Dark Eldar Hexrifle Crippling, Penetrating, Master-crafted
Crippling: Unmodified hit rolls of 6 cause 1 mortal wound to the target in addition to any other damage.
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Master-crafted: An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).
Necron Synaptic Disintegrator Crushing, Wounding
Crushing: +2 damage against targets with a Save characteristic of 3+ or better
Wounding: +1 to wound rolls
Instigator Bolt Carbine 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)
Thunder Hammer Penetrating, Lesser Poison, Master-crafted
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
Master-crafted: An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).
Generate Another Item
Generate Another 2 Items
Generate Another 3 Items
Generate Another 5 Items
Generate Another 10 Items