Claws and Effect Posted July 11, 2017 Share Posted July 11, 2017 As the topic states. I have a bunch of leftover Stormraven pieces that weren't needed for my Fire Raptor. So I got the idea to try and do a Whispercutter conversion. What I need my fellow Ravens to help with is coming up with some rules for it, since it has never had either rules or model. All we know is that it is an open airframe vehicle, presumably a skimmer. It needs to be large enough to transport a full 10 man Tactical Squad. Mr. Poe and ddarz 2 Back to top Link to comment https://bolterandchainsword.com/topic/336471-homegrown-whispercutter-rules/ Share on other sites More sharing options...
Shadow Captain Vyper Posted July 11, 2017 Share Posted July 11, 2017 (edited) I always imagined it being fast, silent, and no weapons. Also it can haul jump infantry at no penalty to carrying capacity. Something like: Whispercutter: M 20" WS 6+ BS 6+ S 5 T 5 W 7 A 2 LD 8 SV 4+ Airborne: This model cannot charge, can only be charged by units that can Fly, and can only be attacked in the Fight phase by units that can Fly. Hard to Hit: Your opponents must subtract 1 from their hit rolls for attacks that target this model in the shooting phase. Crash and Burn: Standard stuff Fast, Low, & Silent: When this unit Advances, it can move up to an additional 15", rather than the normal D6" Transport: This vehicle can transport 10 <Adeptus Astartes> Infantry. Open Air Frame: When transporting <Adeptus Astartes> Infantry, Jump Pack models only take up one space, unlike other transport restrictions. Say, 70 Points, 5PL? Edited July 11, 2017 by ltvyper Link to comment https://bolterandchainsword.com/topic/336471-homegrown-whispercutter-rules/#findComment-4815338 Share on other sites More sharing options...
Nusquam Posted July 11, 2017 Share Posted July 11, 2017 Last edition I did some tentative homebrew for them in 30k: Whispercutter Elites 50 points AV10 HP2 Skimmer Open Topped Stealth Open Frame Precision Infiltration Deep Strike Transport Capacity: 10 Open Frame: May transport jump infantry, counting as one model instead of the usual two for capacity. May not transport models in terminator armor. Precision Infiltration: If held in reserves no reserve rolls are made for this unit. Instead at the beginning of any of the controlling players turns, including the first, the controlling player may have it enter play following the normal rules for entering from reserves. During the turn it enters play, enemy units may only fire snapshots when using interceptor. If still in reserves at the start of turn 5 it comes on automatically. Dedicated Transport for Mor Deythan, Strike Captain Maun. Needs to be re-costed and re-worded on some rules. The usual deepstrike outside 9", maybe a -1 to hit instead of stealth. Perhaps even deepstrike 3+d6" away? Not sure this edition is so new I don't know which direction to take it. Link to comment https://bolterandchainsword.com/topic/336471-homegrown-whispercutter-rules/#findComment-4815345 Share on other sites More sharing options...
Shrieker Posted July 12, 2017 Share Posted July 12, 2017 always imagined them to be the 40k equivalent of D-day gliders. So would just play them as drop pods, ie once landed they don't move much. Link to comment https://bolterandchainsword.com/topic/336471-homegrown-whispercutter-rules/#findComment-4817248 Share on other sites More sharing options...
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