Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Skaar Kestrel
   
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
181.741 KB
6 Jan, 2021 @ 7:21am
30 Jul, 2021 @ 7:01pm
3 Change Notes ( view )

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Skaar Kestrel

Description
Introducing the Skaar Kestrel, the latest build from Filbert Shipyards!

**UPDATED TO BE 1.4 REFORGED COMPLIANT**

Special thanks to Jrandall, not just for helping me get the BP pic , but for creating my favorite faction the Skaar! Also thanks to ScriptHD, Jrandall, DarthZaphod and all the other Skaar builders for your awesome inspirations in creating a true 'Skaar' CV.

The Skaar Kestrel is designed as a Skaar-ified version of the Kestrel Corsair but built new (from a new starter block) and designed for Reforged Galaxy/Reforged EDEN.

In testing the Skaar Kestrel out-preformed the Claymore in nearly every test and has been my CV of choice for collecting Quantum Cores from legacy CV's like the Infector. I've taken out multiple infectors at the same time, fought a decimator, and in one instance the ship was the victim of a glitch. The glitch made half the ship vanish, so while an admin (thanks Pear!) was helping me replace it we watched as half a Skaar Kestrel, with no pilot at the helm, continued to straight-up spank an infector. This ship really wants to fight!

The Skaar Kestrel has a nice balance of armor, weapons, and mobility that make it a very fun Combat CV. The testing of this Kestrel (including server-play testing) has convinced me that this is in fact a superior combat CV to the Claymore. I used the combat insights i gained from continuous use of the Claymore to inform my design decisions for the Kestrel. Unlike the Claymore, for example, this CV has multiple fuel/ O2 batteries spread out (6 in total) around the ship and protected by lag shot armor. The generators have also been retooled. Instead of two XL Gens the Kestrel uses 12 large Gens spread out into 4 groups and protected by layers of lag shot armor.

Another renovation over the Claymore's combat setup is the weapon loadout. The Kestrel doesn't come with any fixed artillery cannons, instead it adds an extra pair of Pulse cannons for 6 total. These extra canons allow the Skaar Kestrel to rip through a targets shields faster, giving more time per attack for the heavy artillery turrets (4 vs the Claymore's 3) to shred the target's turrets and pound away at their generators. The ship is also laid out with an assortment of less powerful turrets to give a mix of offense/defense capabilities.

This brings us to the other key improvement over the Claymore: Maneuverability. The thrust setup on the Kestrel allows for a much more balanced and powerful combination of directional movement, with the one exception being a slight reduction in lateral thrust. The increase in F thrust allows for use of the rush in/volley/rush out marauder style tactics while the boost in U thrust allows for better general movement speed. The end result of these changes is a more mobile ship that can take on opponents with less 'tanking' required.

Speaking of 'tanking' the Kestrel has the armor to take a beating if need be; in fact the ability to take a hit has been taken so far that the entire 'head and neck' portion of the ship can be blown off and the Kestrel will barely notice it. When fighting from the battle bridge you will notice a switch there marked 'blast doors'. These blast doors 'seal' off the head and neck portion ahead of their respective doors to protect the rest of the ship and to help further armor the gowplot area during intense combat to prevent crop loss.

Crops? On a combat CV? IN REFORGED? Yes the Skaar Kestrel features a modest 18 grow plot farm to allow for food production on long trips, facilitated by the included Advanced warp drive. To keep the grow plots and fridges powered when offline (when playing on a server) the Kestrel features a pair of solar capacitors. The ship doesn't have any solar panels, but it does have enough free CPU to mount the full 24 panels. I don't mount them during use, rather i set them out before logging off to keep the ship powered while im away without wasting promethium. When i log back on i simply remove them and stick them into the cargo hold.

One other improvement of note is not an improvement over the Claymore but the original Kestrel. The Skaar Kestrel has a larger hangar than the original Kestrel and it is compatible with HV's and SV's. The ramp doesn't come all the way to the ground but i've been able to still get HV's loaded without too much trouble when they are at max hover.

Specs:
- Unlock level 25
- Size Class 5
- CPU Max
- Advanced Warp Drive
- Advanced Shield
- 4x Artillery Turrets
- 4x Missile Turrets
- 3x Flak Turrets
- 2x Pulse Turrets
- 2x Cannon Turrets
- 6x Pulse Cannons
- 2x 320,000 vol cargo controllers
- 1x 320,000 vol Harvest controller
- 1x 320,000 vol ammo
- 52,000 vol O2
- 189,600 vol Fuel + 2 Solar capacitors
- 18 Growplots
- 3 fridges + food processor
- Advanced Constructor
- Gravity gen and Offline Protection
- Repair station
- HV/SV hangar
- Battle Bridge
- All Lagshot armor is Xenosteel
- Upgradable!

The Upgrades i've done involved adding more function and a bit of extra firepower. There are a few spots in the hangar around the constructor bays where 'deco' type blocks can be removed and replaced with quantum cores. One is a shutter and the other is a 'dual wall' block. Upgrades i made to my test model include: two quantum cores, 6 extra missile turrets (one top, one bottom, two on outside wing spots, two just behind the forward landing gear.), a teleporter on the bridge (it comes with the sensor), an Advanced RCS (on the bridge i just replaced the 'barrel' above the captain's chair), a deconstructor (in the hangar in the open bay), and a salvage multi-turret (on the belly near the back below the ramp).

-Enjoy!
38 Comments
H1ll13illy 12 Aug, 2023 @ 7:38pm 
i really hope this works. its my favorite design
filbertfarmer  [author] 14 Oct, 2022 @ 7:37am 
Yeah in RE the ship uses the 'Advanced warp drive' which when you load the ship into vanilla it gets removed. Just have to slap in a vanilla warp drive at the back behind the pent tank :)
Razgaur 13 Oct, 2022 @ 7:11am 
Found a spot to install the Warp drive. lol
Razgaur 13 Oct, 2022 @ 7:07am 
@Filbertfarmer thanks for the response. Another question, No warp core? I looked around and can't find one.
filbertfarmer  [author] 12 Oct, 2022 @ 8:53pm 
No, but it wouldn't be hard to convert. Mostly you'd just need to remove the 5th T4 CPU extender and it should work in Vanilla.
Razgaur 12 Oct, 2022 @ 8:26am 
@Filberfarmer is there a vanilla version of this cool ship?
MokahTGS 12 Apr, 2022 @ 9:48am 
@Filbertfarmer Have you had a chance to give this a go in RE 1.7? This is still one of my favorite looking builds and would love to know if it still works. I don't think creative mode is giving correct numbers so it might need to be tested in a survival game first.
DracoDavey 19 Oct, 2021 @ 10:14am 
I'm not trying to be horrible or anything like that, just sharing my experience with it.
I'm sorry to hear you've had bad interactions before.
We have different definitions of what works okay then, 20m/s lateral in space and generator over 120% when stopping isn't my idea of working, especially when that's without having added or upgraded any weapons.
Like I said, I love how it looks and I hope you didn't take it the wrong way, I was just disappointed based on the description at the time, all good now, easy enough to grind more mats!
I didn't actually know about creative mode so I'll definitely use that next time before spawning anything, thanks for the help on that suggestion! :)
filbertfarmer  [author] 19 Oct, 2021 @ 9:03am 
Always spawn a ship in creative before you use it, especially if you got it from the workshop! Many of the most popular ships on the workshop (including mine) are from older versions of the game. I no longer use any of these and i no longer make public posts to the workshop (all my stuff is friends only now) after having been harassed by a select few horrible people here. I don't get paid to do this, i just make stuff and share it for others to use/modify if they like. Thanks to the interactions i've had here i no longer share with the community at large and only share my creations with my server/discord group. Sorry that when you spawned in an old ship without testing it first it didn't work as you imagined it should. I will say that after your initial comment i went back and looked at the Kestrel again, it seems to work okay for me. Perhaps it just isn't built to suit your particular play/combat preferences?
DracoDavey 19 Oct, 2021 @ 8:32am 
Well that many large generators actually take up more space than 2 advanced would and therefore you would lose potential armour blocks so I'm not sure how that makes sense.
No problem, would just be nice if that stuff about 1.2 etc was a little clearer in the description as it's not exactly a small amount of resources or wait time on your own and essentially now I have a very nice looking but functionally useless, ship.
For example, "performed quite well in it's day" is a long way away from trashing all these high end enemies without a pilot as mentioned in the description etc.
I didn't know that about RCS to be fair as it says in game "required on every vessel for turning" so I assumed they were pretty important, fair enough if that's not the case in RE.
Never mind, as I say, aesthetically it's fantastic, just a bit disappointed with the amount of wasted time and mats.