Space Engineers

Space Engineers

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Xenvakian Dreadnaught (No longer in production)
   
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Type: Blueprint
File Size
Posted
Updated
12.572 MB
26 Apr, 2019 @ 11:35am
15 Dec, 2019 @ 9:09am
7 Change Notes ( view )

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Xenvakian Dreadnaught (No longer in production)

In 1 collection by Gunhead Unit: D3F3CT
Xenvakian Starships and Starfighters
73 items
Description
(Edit: I started to do not like the bridge section so I internalized it and gave the ship a new look)

If there's one thing that the Xenvakians always stuck to their guns for, it's the modularity of their ships. The Xenvakian Dreadnaught is no exception. A competent (perhaps overkill) battle cruiser, it can go toe to toe with anything you can throw it at (unless you have a Little David installed to punch shields to heck). Rigorous testing was made to ensure that these craft can be made by engineer hands (it's expensive however. It can be worth it if you don't go into combat too recklessly).

The ship is equipped with a bubble shield and shroud shield, aka the Defense Shield and Energy Shield. Due to the ship's power grid, anything that can touch it (except said Little David and above) can't do much to keep the shield's down for long. The shroud shield is capable of holding its own in the case of the bubble shield going down, so this combination makes the Xenvakian Dreadnaught really damn stubborn.

This ship is equipped with 12 Tier 4 Jump Drives, collectively called the Omega Jump Drive, and will allow you to travel 1.40 lightseconds in a blink. (This is no joke. AceSoren has seen this himself, and wound up fainting a bit, haha.) This will allow it to go far into unknown space to make interception impossible by most ships unless your ship is capable of deep space travel as well.

This ship also has jumpdrive Jammers that can shut down any jumpdrives within 5k, this includes the ship that is using the jammer and when you try to turn the jumdrives back on it will only damage them.

A new addition from previous developments is the installation of the Atlas Super Laser. Two to be precise. These weapons tank power, but that is buffered instantly by the high yield power grid. This new weapon is a shipkiller, and since the Dreadnaught has two, well... Have fun if you're right in front of one of these babies.

Speaking of weapons, the outer shell's usual fare is MK1 MexPex Battering Cannons and twin M.A.C gun turrets on the top and bottom of the ship. This allows the Dreadnaught to have enough firepower to stop enemy forces in their tracks while the ship charges and/or reloads the weapons in its maw.

The Dreadnaught's modularity is nothing to scoff at. If you need to switch weapons, go ahead. The conveyor junctions make it surprisingly easy to replace weapons and make loadouts depending on the situation. The only drawback, however, is the high yield power grid, however strong it may be. Weapons such as the Ancient Spinal Laser just robs the ship of all power except for auxilary.

This ship isn't just a battle cruiser. It also doubles as a carrier as well, capable of containing a strong variety of Xenvakian fighter crafts, such as the Pyro Striker, the Xenvakian built Pyro GX (thanks to PTMC's bankruptcy), Nightmares, and other crafts (unless they're too big to fit through the hangar doors, of course *no pun intended*). The default configuration is 4 Strikers and 6 Nightmares. The hangar incorporates Engineer connectors, so if anyone needed to get in (say a victim of pirate tomfoolery), they can dock, and the Dreadnaught will engage as necessary to ensure their safety.
10 Comments
Gunhead Unit: D3F3CT  [author] 11 Jan, 2022 @ 7:08am 
best I can say is have a look at what might be missing
Gunhead Unit: D3F3CT  [author] 11 Jan, 2022 @ 7:07am 
I'm not sure, but I'm sadly not gonna continue working on this due to how outdated it has become, not to mention how much of a simspeed hog it is
Arieslia 11 Jan, 2022 @ 5:55am 
so, i subscribed to all the mods listed as dependencies, but it said that there are blocks missing from my game despite activating all the mods, what happened?
Gunhead Unit: D3F3CT  [author] 1 Feb, 2020 @ 4:40pm 
the projecter in the front is called targeting indicator
DonBudafuko 1 Feb, 2020 @ 4:07pm 
also to let you know for some reason some of the stuff like the projector was not showing up in the terminal had to destroy it an rebuild it.also u had something in there called hanger projectors that was not doing anything. does it do anything? BTW LOVING ur designs
Gunhead Unit: D3F3CT  [author] 1 Feb, 2020 @ 3:24pm 
neat ^^
DonBudafuko 1 Feb, 2020 @ 3:21pm 
ok ty
ill have to see if i can add them into it
i just got it finished building late last night
Gunhead Unit: D3F3CT  [author] 1 Feb, 2020 @ 9:10am 
No the ship does not and I think I should have added those things so that the ship can be used as a home base XD
I use the Radar Script and the Shield indicator script ^^
DonBudafuko 1 Feb, 2020 @ 12:40am 
also are there any refiners or assemblers on the ship?
DonBudafuko 1 Feb, 2020 @ 12:39am 
What scripts are you using in this?