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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.


Deathwatch Shotgun

Longer Range, Inaccurate, Phasing

Longer Range:

+3" range if Grenade or Pistol
+6" range if Assault or Rapid Fire
+12" range if Heavy

Inaccurate:

-1 to hit rolls

Phasing:

Target must reroll successful invulnerable saves against this weapon


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-gun

Penetrating

Penetrating:

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


Bolt Carbine

Lesser Poison, Poisoned, Inaccurate

Lesser Poison:

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

Poisoned:

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

Inaccurate:

-1 to hit rolls


Necron Staff of Light

Blinding, Extra Attack

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.

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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