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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.
Dark Eldar Flesh Gauntlet Penetrating
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Combat Shield Eldar Diresword Weaker, Crushing
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
Crushing: +2 damage against targets with a Save characteristic of 3+ or better
Power Fist Penetrating, Inaccurate
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Inaccurate: -1 to hit rolls
Grav-gun Crushing, Blinding, Increased Damage
Crushing: +2 damage against targets with a Save characteristic of 3+ or better
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.
Increased Damage: +1 Damage
Banner - Banner of Hatred All friendly models within 6" reroll 1s in the Fight Phase.
Smoke Grenades Instead of shooting in the shooting phase a model equipped with Smoke Grenades can throw one of its Smoke Grenades. Mark a point on the battlefield within 6" of this model and that it can see. Until this model's next turn, any shooting attacks that pass within 3" of that point will suffer a -1 to their hit rolls.
Banner - Banner of Loyalty All friendly models within 6" of this model can Pile-in and Consolidate an additional 3".
Necron Gauss Reaper Multi-attack, Armourbane
Multi-attack: Make 2 hit rolls for every shot / attack this weapon normally does
Armourbane: Anti-Vehicle (3+), Anti-Monster (3+), +1 Damage against Vehicles and Monsters
Genestealer Cult Heavy Rock Saw Poisoned, Penetrating, Weaker
Poisoned: Always wounds on a 2+ except against Vehicles, in which case use its normal Strength
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
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