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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.


Necron Rod of Covenant

Extra Attack

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.

Guardian Spear

Multi-attack, Master-crafted

Multi-attack:

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

Master-crafted:

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


Eldar Shurken Pistol

Phasing, Poisoned

Phasing:

Target must reroll successful invulnerable saves against this weapon

Poisoned:

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


Dark Eldar Splinter Cannon

Weaker, Inaccurate

Weaker:

-1 Strength

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

Inaccurate:

-1 to hit rolls


Lightning Claw

Inaccurate, Penetrating, Multi-attack

Inaccurate:

-1 to hit rolls

Penetrating:

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

Multi-attack:

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


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.


Crozius Arcanum

Wounding, Poisoned, Blinding

Wounding:

+1 to wound rolls

Poisoned:

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

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.


Dark Eldar Hydra Gauntlets

Blinding, Weaker

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.

Weaker:

-1 Strength

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


Eldar Witchblade

Crushing, Phasing, Accurate

Crushing:

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

Phasing:

Target must reroll successful invulnerable saves against this weapon

Accurate:

+1 to hit rolls


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