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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 Aeldari Blade

No additional traits.

Purity Seal - Hymn of Zeal

+2 to advance and charge rolls


Necron Staff of Light

Lesser Poison, Wounding, Cursed

Lesser Poison:

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

Wounding:

+1 to wound rolls

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.


Necron Staff of Light

Accurate, Inaccurate

Accurate:

+1 to hit rolls

Inaccurate:

-1 to hit rolls


Genestealer Cult Heavy Rock Saw

Increased Damage

Increased Damage:

+1 Damage


Genestealer Rending Claw

No additional traits.

Force Axe

Wounding, Accurate

Wounding:

+1 to wound rolls

Accurate:

+1 to hit rolls


Eldar Death Spinner

Tracking, Extra Attack, Weaker

Tracking:

+1 to hit units with the Fly keyword

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)

Weaker:

-1 Strength

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


Autopistol

Master-crafted

Master-crafted:

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


Tyranid Scything Talon

Poisoned, Stronger

Poisoned:

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

Stronger:

+1 Strength

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


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