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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.


Guardian Spear

Lesser Poison

Lesser Poison:

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


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.


Storm Bolter

Crushing

Crushing:

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


Astartes Shotgun

Weaker, Armourbane, Extra Attack

Weaker:

-1 Strength

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

Armourbane:

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

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 Killsaw

Cursed, Weaker

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.

Weaker:

-1 Strength

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


Ork Kustom Mega-Blasta

Armourbane, Wounding

Armourbane:

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

Wounding:

+1 to wound rolls


Genestealer Cult Heavy Rock Cutter

No additional traits.

Power Fist

Stronger

Stronger:

+1 Strength

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


Eldar Shurken Pistol

Blinding, Penetrating

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.

Penetrating:

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


Chainfist

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)


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