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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.


Grav-cannon and grav-amp

Tracking

Tracking:

+1 to hit units with the Fly keyword


Assault Bolter

Inaccurate, Armourbane, Phasing

Inaccurate:

-1 to hit rolls

Armourbane:

+1 Strength, +1 AP, and +1 Damage against Vehicles and Monsters

Phasing:

Target must reroll successful invulnerable saves against this weapon


Power Sword

Extra Attack, Multi-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)

Multi-attack:

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


Banner - Banner of Haste

All friendly models within 6" gain +1 to their Movement characteristic.  Any friendly models that are within 6" of this model in the Charge phase can charge even if they advanced.


Genestealer Cult Power Pick

Crushing

Crushing:

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


Banner - Banner of Haste

All friendly models within 6" gain +1 to their Movement characteristic.  Any friendly models that are within 6" of this model in the Charge phase can charge even if they advanced.


Force Stave

Poisoned

Poisoned:

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


Grav-pistol

Blinding, Cursed

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.

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.


Deathwatch Frag Cannon

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)


Eldar Wraithcannon

Phasing

Phasing:

Target must reroll successful invulnerable saves against this weapon


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