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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.
Genestealer Cult Heavy Rock Saw Inaccurate
Inaccurate: -1 to hit rolls
Lightning Claw Poisoned, Penetrating
Poisoned: Always wounds on a 2+ except against Vehicles, in which case use its normal Strength
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
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.
Grav-pistol Stronger, Extra Attack
Stronger: +1 Strength
If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication
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)
Eldar Ghostsword Phasing
Phasing: Target must reroll successful invulnerable saves against this weapon
Banner - The Black Banner Friendly models within 6" of this banner in the Fight Phase gain +1 Attack and +1 to their hit rolls. However, for each unmodified hit roll a 1 roll a d6. On a 4+ they suffer 1 mortal wound.
Bolt Sniper Rifle Deadly at Close Range, Accurate, Extra Attack
Deadly at Close Range: +1 Strength and +1 AP if the target is within half the range of this weapon
Accurate: +1 to hit rolls
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)
Combi-bolter Increased Damage, Extra Attack
Increased Damage: +1 Damage
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)
Heavy Bolt Pistol Longer Range, Homing, Stronger
Longer Range: +3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy
Homing: Does not require line of sight to fire
Stronger: +1 Strength
If a weapon has a Strength Multiplier (e.g. x2) then apply this +1 BEFORE the multiplication
Purity Seal - Hymn of Zeal +2 to advance and charge rolls
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