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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 Ghostaxe No additional traits.Force Stave No additional traits.Purity Seal - Hymn of Zeal +2 to advance and charge rolls
Banner - Banner of Hatred All friendly models within 6" reroll 1s in the Fight Phase.
Genestealer Cult Heavy Rock Drill No additional traits.Relic Blade Penetrating, Poisoned
Penetrating: Improve the AP of the weapon by 1 (e.g. AP 0 becomes -1, AP -2 becomes -3)
Poisoned: Always wounds on a 2+ except against Vehicles, in which case use its normal Strength
Ork Deffgun Blinding
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.
Eldar Death Spinner Weaker, Cursed
Weaker: -1 Strength
If this weapon has a Strength multiplier (e.g. x2) apply the -1 Strength BEFORE the multiplier
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.
Dark Eldar Electrocorrosive Whip Wounding, Multi-attack
Wounding: +1 to wound rolls
Multi-attack: Make 2 hit rolls for every shot / attack this weapon normally does
Force Stave Accurate, Lesser Poison, Extra Attack
Accurate: +1 to hit rolls
Lesser Poison: Always wounds on a 4+ unless the target is a Vehicle or Titanic.
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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