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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.


T'au Pulse Blaster

Armourbane

Armourbane:

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


Tyranid Bonesword

Extra Attack, Cursed

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)

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.


Reductor Pistol

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.


Genestealer Cult Sanctus Bio-dagger

Armourbane, Crushing

Armourbane:

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

Crushing:

+2 damage against targets with a Save characteristic of 3+ or better


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.


Dark Eldar Razorflails

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.


Purity Seal - Hymn of Zeal

+2 to advance and charge rolls


Eldar Ghostaxe

Multi-attack, Crippling, Stronger

Multi-attack:

Make 2 hit rolls for every shot / attack this weapon normally does

Crippling:

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

Stronger:

+1 Strength

If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication


Marksman Bolt Carbine

Crushing

Crushing:

+2 damage against targets with a Save characteristic of 3+ or better


Dark Eldar Razorflails

Blinding, Wounding, Multi-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.

Wounding:

+1 to wound rolls

Multi-attack:

Make 2 hit rolls for every shot / attack this weapon normally does


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