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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.


Banner - Banner of Loyalty

All friendly models within 6" of this model can Pile-in and Consolidate an additional 3".


Sniper Rifle

No additional traits.

Purity Seal - Hymn of Fury

+1 attack per enemy model within 2" of this model (maximum 3 extra attacks)


Force Stave

Crippling, Weaker, Extra Attack

Crippling:

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

Weaker:

-1 Strength

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

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)


Crozius Arcanum

Phasing, Accurate

Phasing:

Target must reroll successful invulnerable saves against this weapon

Accurate:

+1 to hit rolls


Storm Shield


Genestealer Cult Power Pick

Penetrating, Master-crafted, Decreased 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).

Decreased Damage:

-1 Damage (Minimum 1)


Purity Seal - Hymn of Faith

Ignore wounds and mortal wounds on a 6+.


Necron Gauss Flayer

Tracking

Tracking:

+1 to hit units with the Fly keyword


Necron Rod of Covenant

Extra Attack, Armourbane, Blinding

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)

Armourbane:

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

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.


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