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