Empyrion - Galactic Survival

Empyrion - Galactic Survival

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[LF] Malevolence
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
470.109 KB
24 Jan, 2024 @ 12:46am
26 Jan, 2024 @ 5:26pm
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[LF] Malevolence

In 2 collections by LyfeForse
Lyfeforse Complete Collection
37 items
Star Wars
17 items
Description
Malevolence is a level 25 assault frigate, able to wield a blistering array of turrets and weapons for its size, making up for its modest total shield capacity by projecting a deadly cone of forward firepower. The "Malevolence" is a Dreadnova II class, which the successor to the "Retribution" and its other Dreadnova class line of Assault Frigates, featuring an increase to thruster capacity, weapons and turrets, as well as a number of other small improvements.

Comes with optional Galactic Republic color scheme, and Rebel Alliance logo toggle.



The Kuat Drive Yards Malevolence

The Malevolence is a Dreadnova II class frigate which spawns in at level 25, core 8 with 14k to spare before adding last CPU for RE players. With an emphasis on firepower, captains will find the frigate as a robust offensive hit and fade platform. The internal nose section can be reinforced with additional armor and decoys for captains choosing to beef up rigidity.

Changes/Improvements over the Retribution

Weapons/Turrets: 14 additional turret placements (most on bottom), and 2 additional weapon mounts.

Mobility: Additional thrusters including +2 Drive/XXL for reverse, +1 Advanced/XL for strafe. Forward thrust has been reconfigured from 2x Drive/4x Advanced to 4x Drive/XXL. Space and instructions provided for x2 Advanced thrusters for down thrust in the Forward Auxiliary Room.

Armor: Increases to the armor profile at the nose, under the Fusion Reactor room, and other minor areas throughout the ship

Solar: The outter edge wingtips are now positions for 8 large solar, allowing all of the bottom turret placements to be preserved.

Cargo: Additional systems added for an overall 150K increase to cargo capacity.

Weapon config changes: Some mounted weapons were moved to the bridge area near the pilots perspective to allow for precision fire without bullet convergence issues.








Hello kindred Empyrion spirits!

Let me start with a request; please respect blueprint authors. Often it takes months to finesse a build, and to have it ripped and reuploaded without permission or even so much as credit, can be discouraging, often pushing such authors away from the community.

I personally don't mind critical feedback, and constructive criticism, as it will serve me to better my builds. However, If you enjoy my content, and there is much more to come, respect my (and others) authorship of these massive timesinks. Thank You.


To see this and other builds come to life, check me out at https://www.twitch.tv/lyfeforse

To learn how to upgrade the Malevolence, and track future content, follow me at
https://www.youtube.com/watch?v=-7r7faay3E0


Special thanks to
Bonedog
for making the Imperial Logo LCD.
Check his workshop out at https://steamhost.cn/steamcommunity_com/id/BonedogofBoneyardTactical/myworkshopfiles/?appid=383120

Galactic Republic color scheme:

|0#0#0#0#0|1#0#186#194#220|2#0#220#0#0|3#0#138#138#138|4#0#121#121#121|5#0#0#220#220|6#0#0#220#153|7#0#187#135#90|0#1#220#220#220|1#1#220#212#0|2#1#170#5#5|3#1#94#94#97|4#1#75#24#24|5#1#58#166#215|6#1#75#24#24|7#1#123#73#46|0#2#170#170#175|1#2#220#170#3|2#2#181#181#186|3#2#143#220#255|4#2#0#0#0|5#2#255#0#0|6#2#160#160#163|7#2#160#160#163|0#3#110#110#110|1#3#165#165#168|2#3#102#0#0|3#3#75#75#79|4#3#58#58#58|5#3#37#37#37|6#3#50#50#50|7#3#10#10#10

Galactic Empire color scheme:

|0#0#0#0#0|1#0#186#194#220|2#0#220#0#0|3#0#138#138#138|4#0#121#121#121|5#0#0#220#220|6#0#0#220#153|7#0#187#135#90|0#1#220#220#220|1#1#220#212#0|2#1#170#5#5|3#1#94#94#97|4#1#110#110#110|5#1#58#166#215|6#1#75#24#24|7#1#123#73#46|0#2#170#170#175|1#2#220#170#3|2#2#181#181#186|3#2#143#220#255|4#2#0#0#0|5#2#255#0#0|6#2#160#160#163|7#2#160#160#163|0#3#110#110#110|1#3#165#165#168|2#3#102#0#0|3#3#75#75#79|4#3#58#58#58|5#3#37#37#37|6#3#50#50#50|7#3#10#10#10

Armament

Comes stock with

x8 Sentry turrets place around ground entry
x4 Laser turrets
x7 Minigun turrets
x2 Missle turrets

x4 Advanced Laser Cannons

While spawning in with a modest weapons profile, Malevolence once geared up can see up to 70 turrets placed, in addition to 20-24 weapon mounts. Captains should be mindful of the turret blindspot coverage at the rear of the ship

Armor

Featuring an all steel exterior base, the Malevolence is reinforced at critical component locations, and features Combat Steel + Xeno at key breakwall locations, as well at the front of the ship around decoys. The bridge has a Combat Steel reinforced roof, and the core room features 2 or more layers of armor in a perimiter, with one guaranteed as Combat or Xeno armor.

The front can be further reinforced by placing armor and decoys in the forward Auxiliary Room, shoring up some of the sustained armor shortcomings

The frigate is designed to lose upwards of 60% of the vessel from the front, before expensive components start taking losses. at up to 80% loss of the ship's length, critical CPU will be preserved. Keep front towards enemy

Spacing has been provisioned between devices to allow a good level of chain reaction mitigation.

Thrusters

Malevolence spawns in sluggish for RE, but once all XL / Drive thrusters are installed, she will be responsive for how heavy she is, and will give a good account of lift thrust. Malevolence features 2 additional reverse drive thrusters over her predecessor, as well as additional strafe and forward thrust.

Features and Devices

Comes with x1 advanced constructor and 2 small constructors, with placement for several additional ones throughout the ship.
Grow plot placement spawn in is x18, but if captains choose to utilized the front for hydroponics, that will add an additional 27 grow plots.

Storage

As a gunship, emphasis was placed on getting the most out of spacing for chain reaction reduction and device placement compression on such a small frame. Cargo isn't significant at spawn, but can be supplemented later on.

4x 108k
1x 320k
6x 8k supplemental

Malevolence has a slight increase to cargo over her predecessor (+140k Cargo)

Ammo:

2x 320k


Harvest:

1x 320k

Additional 320k cargo systems can be added in, once the advanced gen housing is emptied out, when a fustion reactor is acquired.


Lore and History

Not all Imperial captains are so fortunate to get first posting on a Star Destroyer. Some had to work their way up the ranks through the various workhorses and picket ships found throughout the Imperial navy.

The Dreadnova II class of frigates is one such workhorse. Able to satisfy a number of configurations from close escort, and support roles, to all around general function patrol ships or even as point defense in a flotillas.

The Malevolence is a Dreadnova II configured in a offensive support role, but can execute functions expected of a multirole support vessel. Able to house a small contingent of troops and starfighters, the Malevolence thinks itself a scaled down version of a Star Destroyer, but with the offensive power to punch above its class.

In time, some of the officers that would be offered promotions to bigger capital ships would even turn down such offers, having grown fond and proficient in exploiting the strengths of the Dreadnova I & II class of frigates.


The Kuat Drive Yards Malevolence; Punch above your class with forward firepower intensity that cannot be resisted!
32 Comments
noskill4nor 2 Jan @ 9:04am 
I love this ship, have used it in many scenarios, now I want to use it in RE 2. Needs a bit of rebuilding, but the base ship is amazing. Thanks for all your hard work. Hope you have an inspiring year and lots of fun
SGT Roc/K/ 26 Jun, 2024 @ 12:26pm 
I look forward to your upgrades - I might be able to places parts, but I lack your design abilities. FWIW, I found your TIE Enforcer to be an easy update also. Looking forward to your new builds!
LyfeForse  [author] 26 Jun, 2024 @ 11:59am 
I will take a look at conversions soon. I know this (or Retribution) and Judicator are daily drivers for a lot of people, though I have a few other builds to push out first.

This will be a far bit easier to convert than the Judicator, so I think this would be first. I think many of my current builds should fare well in RE2, given that I protect important devices in armored compartments, and generally the fronts of the ships can be configured with additional armoring, which can resist the shield penetration mechanic in RE2.

So it will just be a matter of reconfiguring the dimensions of the new devices to fit inside of the current builds.

o7
SGT Roc/K/ 25 Jun, 2024 @ 4:55am 
I was able (in Creative) to add all allowed shield upgrades, 4-dual Railguns, all light turrets (with 4 available spots left empty), all medium turrets, a Fusion reactor, all shield parts, and the smallest 8 plasma generators for a total cost of 1.5M CPU (yes, that is over the 1.4M of all CPU extenders). Depending on your weapon choices and thruster upgrade choices, you will have to trim items. In my play through, I am removing the limit on maximum Aux cores so I can fully upgrade ships like this.
jdrafton 25 Jun, 2024 @ 12:07am 
I would really LOVE to see an RE2 version of this also....(No Pressure)......(I know you can do it. :steamhappy:)

This is my end game ship. It stops all the bad guys! Its what I skrimp and save and pillage for..
rollinshultz 9 Apr, 2024 @ 12:38pm 
I will try it in RE2 though they have nerfed CPU upgrades to only two aux. cores and two each of the other cores. They severely limit weapons qty over RE, but some things work well or withing reason.
Michiim0x33/ Koto / Mirco 16 Feb, 2024 @ 1:16pm 
ah ok i dint know that i just cant find space for the xl shields im to stupid for that
LyfeForse  [author] 16 Feb, 2024 @ 9:16am 
Thank you Don Juan and Antrox o7

@Ger most people that want a fully kitted version usually just add what they want to spawn in with in Creative. I don't typically fully upgrade a build, since often its not to everyone's taste; i.e. shield composition and weapons layout will often vary so much.

If you do go the creative route for changing your spawn in loadout, make sure to make a copy of the blueprint picture in the folder before you save your build edit. Once you've edited the build, you can paste the picture back in to the folder
Michiim0x33/ Koto / Mirco 16 Feb, 2024 @ 1:13am 
is it possible to get a version with all shieldupgrades xl and medium ?
Don Juan Dimarco 10 Feb, 2024 @ 4:08am 
Awesome creation, thanks a lot :steamthumbsup::steamthumbsup: