Empyrion - Galactic Survival

Empyrion - Galactic Survival

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AFHV13 Fenrir BehemothTank*
   
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Blueprint: Hover Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
554.015 KB
3 Sep, 2017 @ 5:02pm
17 Jun, 2024 @ 12:50pm
7 Change Notes ( view )

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AFHV13 Fenrir BehemothTank*

In 1 collection by Wimpoman
Armoured Fighting Hover Vehicles Series by Wimpomanufacturing
19 items
Description
Mod/Scenario - None (Vanilla)


The thirteenth in my series of Armoured Fighting Hover Vehicles is the Fenrir BehemothTank - a "super heavy" with two "tank turrets" (artillery turrets) as opposed to the normal one.
The Fenrir is a ground combat vehicle intended for use as frontline armour against bases and other armour.
* The Fenrir uses an "Advanced Core" to ignore CPU limits AND ALSO ignores device limits.





Construction
Body = Combat Steel & Hardened Steel.
Deck Plating = Hardened Steel
Windows = Armoured glass (Armored Windows S).
Armour = Combat Steel & Hardened Steel.
Core Placement = At rear of "Front Compartment", centreline of the tank.
Resource Costs = 5,376 Iron; 3,805 Sathium; 3,304 Carbon; 3,127 Copper; 2,839 Titanium; 2,354 Silicon; 2,258 Cobalt; 1,828 Erestrum; 1,828 Zascosium; 1,035 Neodymium; 1 Advanced Core.

Equipment
Life Support:
Pressurisation = 16 O² Tanks; 10 Ventilators; 3 Pressurised Compartments - Cockpit, Front Compartment, Rear Compartment.
Personal Facilities = 2 O² Stations.
Medical Devices = Clone Chamber & Medic Station.
Seats = 1 Driver's (Cockpit) Seat; 4 Passenger Seats (3 gunners & 1 vehicle commander).
Power Grid:
Primary Power Plant = 10 large Generators.
Secondary/Emergency Power = No redundancy.
Decoy Generators = 3 small Generators.
Fuel Stores = 30 large Fuel Tanks; Pentaxid Tank.
Mobility:
Handling Profile = Balanced, with a slight focus on forward thrust.
Manoeuvrability = 24m/s² Forward; 21m/s² Reverse; 20m/s² Lateral.
Agility = 19deg/s Yaw; 6deg/s Pitch; 10deg/s Roll.
RCS Gyros = 24.
Main Propulsion = 33 large T2 Forward Thrusters; 29 large T2 Braking/Reverse Thrusters; 27 large T2 Lateral Thrusters (on each side); 14 large Hover Engines.
Max Forward Acceleration = None
Max Lift = 12 large Hover Engines.
High G Functionality = Can operate in 4G (can lift 530¼t in 4G, vehicle mass = 473t)
Weapons & Defences:
Shields = Yes.
Fixed Weapons = 6 Rail Guns; 8 Pulse Lasers; 6 Gatling Guns.
Anti-Personnel Turrets = 20 Gatling Turrets, targeting: Ground Troops inc. Predators; Drones.
Tank Turrets = 2 Artillery Turrets, targeting: Weapons & Turrets of HVs and Bases.
Heavy Turrets = 18 Plasma Turrets, targeting: Weapons & Turrets of HVs and Bases.
Anti-Air Turrets = 5 Rocket Turrets, targeting: Weapons & Turrets of SVs.
Resource Gathering:
None.
Storage:
Ammunition = 2x 16.5k SU Ammo Containers; 2x 12.5k SU Ammo Containers.
Cargo = 1x 2k SU Cargo Container; 1x 1,875 SU Cargo Container; 1x 1,250 SU Cargo Container; 2x 500 SU Cargo Containers; 14 large & 10 small Cargo Boxes.
Other Storage = 3 mini Fridges; 2 Armour Lockers.
Production:
Constructors = 3
Other Devices:
Detector; Wireless Connection; Interior Lights & Doors controlled by Motion Sensors; Exterior Lights & Ramps controlled by Motion Sensor.
Door Operation:
Outer Doors - Manual.
Inner Doors - Automatic (motion sensor controlled).

Shortcuts
- NOTE - the devices have been sorted into custom device groups, upon which some of the custom Device Group Shortcuts depend, so it is strongly recommended to not use the "Auto Group" feature.
Device Group Shortcuts:
1. PropulsionEtc - Turns on & off ALL Thrusters and the "main" Hover Engines.
NB - using the Thrusters "General" shortcut will leave the hover engines off.
2. MaxLift - Turns on & off additional Hover Engines for high-G environments.
3. Headlights - Turns on & off ALL "Spotlight Mode" Lights.
4. Taillights - Turns on & off ALL red flares on rear.
5. Ventilators - Turns on & off ALL Ventilator blocks (so you can save power in a breathable environment).
6. Production - Turns on & off ALL Constructors.
Signals Shortcuts:
1. PowerSave - Turning the 'Power Save' custom signal on turns the following devices off:
WiFi; Holo (LCD) Projectors; Light/Ramp Control Levers & Motion Sensors; Passenger Seats; Decoy Generators.
2. TankTurrets - Turns on & off the Artillery Turrets.
3. HeavyTurrets - Turns on & off the Plasma Turrets.
4. Anti-AirTurrets - Turns on & off the Rocket Turrets
5. Anti-PersonnelTurrets - Turns on & off the Gatling Turrets.
6. FixedHeavyWeapons - Turns on & off the fixed Railguns and the fixed Pulse Lasers.
7. FixedGatlingGuns - Turns on & off the fixed Gatling Guns.
8. CloseDoor - Closes the outer door if open - so you can close it from in the seat if left open.

Upgrade/Adaptability Space
None - there is no in-built upgrade path.

Alternate Paints
As shown in the above screenshots, the colour palette includes 4 primary colours to choose from: Desert Sand (vehicle comes in this colour); Military Green; Arctic White; Dark Grey. To swap the colour, simply click on the "Replace Mode" check box on the Colour And Texture Tool's UI, then (ensuring that no texture is selected) click on the coloured square that you want to change to, then "fire" the Colour & Texture Tool at any part of the vehicle that is painted the colour you want to replace.


- NOTE - any Mini Fridges on board come turned off by default to save power until food is inside needing to be kept cold, and can only be turned off manually (or by turning off all power to the vehicle) from the fridge's own UI to limit instances of food being accidentally spoiled.

(Clicky linkies)
Other related Wimpomanufacturing workshop entries
Builds adjacent in the line/series:
AFHV12 Cerberus MammothTank
AFHV14 Wolf Stand Off Tank
Other Tanks by Wimpomanufacturing:
AFHV05 Fox Light HoverTank
AFHV07 Jackal MBHT
AFHV08 Coyote Tank Destroyer
AFHV10 Barghest HeavyTank
Wimpomanufacturing Info:
Wimpomanufacturing 'Terms, Definitions and Conventions' Guide.
2 Comments
Wimpoman  [author] 31 May @ 11:50am 
Sorry Viper, I don't play RE2.
V.I.P.E.R 30 May @ 11:01pm 
reforged eden 2.0 can you make one for it.