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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.


Eldar Shurken Pistol

Weaker, Homing, Master-crafted

Weaker:

-1 Strength

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

Homing:

Does not require line of sight to fire

Master-crafted:

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


Necron Rod of Covenant

Penetrating

Penetrating:

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


Purity Seal - Hymn of Supplication

At the beginning of your turn this model regains 1 lost wound, or removes 1 wound token.


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.


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.


Combi-bolter

Increased Damage

Increased Damage:

+1 Damage


Genestealer Cult Needle Pistol

Homing, Sniper

Homing:

Does not require line of sight to fire

Sniper:

Ignores Look out Sir!


Infernus Heavy Bolter

Shorter Range, Multi-attack

Shorter Range:

-3" range if Pistol or Grenade (minimum 1")
-6" range if Assault or Rapid Fire
-12" range if Heavy

Multi-attack:

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


Boltgun

Poisoned

Poisoned:

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


Tyranid Bonesword

Penetrating, Armourbane

Penetrating:

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

Armourbane:

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


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