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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.


Grav-pistol

Poisoned, Lesser Poison

Poisoned:

Always wounds on a 2+ except against Vehicles, in which case use its normal Strength

Lesser Poison:

Always wounds on a 4+ unless the target is a Vehicle or Titanic.


Guardian Spear

Longer Range, Master-crafted

Longer Range:

+3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy

Master-crafted:

An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).


Plasma Pistol

Poisoned, Weaker

Poisoned:

Always wounds on a 2+ except against Vehicles, in which case use its normal Strength

Weaker:

-1 Strength

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


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.


Storm Shield


Necron Rod of Covenant

Decreased Damage, Extra Attack

Decreased Damage:

-1 Damage (Minimum 1)

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)


Ork Kustom Mega-Blasta

No additional traits.

Necron Synaptic Disintegrator

Master-crafted, Decreased Damage

Master-crafted:

An unmodified hit roll of 6+ automatically wounds the target (do not make a wound roll).

Decreased Damage:

-1 Damage (Minimum 1)


Inferno Pistol

Extra Attack, Weaker

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)

Weaker:

-1 Strength

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


Eldar Ghostsword

Wounding, Increased Damage, Phasing

Wounding:

+1 to wound rolls

Increased Damage:

+1 Damage

Phasing:

Target must reroll successful invulnerable saves against this weapon


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