So it appears that there is a fantastic model for the wyrm battleship out there and rules for it in MMS eldar.
I am going to make rules for this ship for the normal MSM, because frankly, MMS is silly to me. I would love your input. I will be posting my thoughts as well as the philosophy of rules construction.
Craftworld Eldar philosophy: When the rules for craftworld eldar were made, the fleet was to differ from it's corsair eldar brethren in a number of important factors, these being:
A. A focus on cruiser vessels instead of escorts (firepower increases with size of ship compared to point cost, whereas it is the oppsite in the corsair list)
B. More durable but slower and less heavily armed vessels.
C. Fewer classes but far more customization in said classes.
I will take this philosophy to the Wyrm (A great model of it can be found here
https://www.thingiverse.com/thing:4363522)
Obviously eldar have always had a reliable attachment to WYSWYG with their models like almost all of the BFG fleets. We obviously see four pulsar lances, torpedos, and weapons batteries. There is an option to replace torpedos with pulsar lances as well.
The first question that should be asked with this design is "How does it compare to the Void Stalker" which sits at 380 points and is easily the third or fourth most powerful ship in the game.
The biggest and most obvious difference is the lack of launch bays and replacement of torpedos. It has the same number of pulsar lances, and variable number of weapons batteries. My goal is to follow the same philosophy as with the other ships in the game. Tougher, less effective firepower,
Type/Hits:Battleship/10 (there is no reason why this should change)
Speed: 10/20/25 (Same as the rest of the ships in the fleet, same as a void stalker, same as yriels flagship. this will cause points to increase by comparison)
Turns:Special
Shields: holofields
Armor:5+ (standard craftworld eldar)
Turrets:0
On to weapons: pulsar lances follow both Yriels and the Voidstalkers pattern, but lack the range of the void stalker. The weapons batteries match that of the Dragon ship as to give something special to The Flame of Asuryan, and extra range. Torpedos are Strength 6 to represent a battleship scale threat but not effectively rendering the dragonship redundant.
keel Pulsar Lances: 30cm/2/Front,left
Keel Pulsar Lances: 30cm/2/front right
Prow Weapons Battery: 45cm/st14/front
Keel Torpedos: 30cm/6/front
This vessel may replace it's Keel Torpedos with two Keel pulsar lances that fire at 30cm and have a front attack facing for no extra points.
Points: 400 (This is to represent the speed of the ship, durability and flexibility)
Thoughts?