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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.


Shock Grenades

Wounding, Inaccurate

Wounding:

+1 to wound rolls

Inaccurate:

-1 to hit rolls


Dark Eldar Flesh Gauntlet

Decreased Damage, Cursed, Penetrating

Decreased Damage:

-1 Damage (Minimum 1)

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.

Penetrating:

Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)


Dark Eldar Electrocorrosive Whip

Increased Damage, Cursed, Master-crafted

Increased Damage:

+1 Damage

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.

Master-crafted:

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


Heavy Bolt Pistol

Crippling

Crippling:

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


Missile Launcher

Master-crafted, Armourbane, Homing

Master-crafted:

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

Armourbane:

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

Homing:

Does not require line of sight to fire


Ork Power Klaw

Extra Attack, Poisoned

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)

Poisoned:

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


Eldar Ghostsword

Poisoned, Inaccurate

Poisoned:

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

Inaccurate:

-1 to hit rolls


Plasma Pistol

No additional traits.

Necron Synaptic Disintegrator

Sniper, Longer Range

Sniper:

Ignores Look out Sir!

Longer Range:

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


Marksman Bolt Carbine

Armourbane, Accurate

Armourbane:

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

Accurate:

+1 to hit rolls


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