Barotrauma

Barotrauma

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Sheriff
   
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22.951 MB
11 Feb, 2024 @ 4:03pm
17 Feb, 2024 @ 9:30am
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Sheriff

In 2 collections by Qeqeneq
Salty Sailor Dog's Giga Collection
48 items
Qeqeneq's Submarine Emporium
6 items
Description
The Europan Coalition Corrections "Sheriff" is a prisoner and contraband transport. It is dedicated to moving dangerous criminals to their penal outposts and is equipped with several internal systems to ensure even the most violent inmates are quelled. While it lacks self sufficient fabrication and combative abilities, the crew is well stocked for CQB in response to breaches or boarding actions. For security reasons, there is only one point of entry and no drain override.

Tier: 1
Cost: 6,200 mk
Dimensions: 36x13m
Cargo: 36 crates
Crew: 5 - 8

This sub is a Tier 1 transport. It uses vanilla parts and does not require mods.

Features:
Internal riot suppression systems - In the case of prisoner break out, the Sheriff has an internal weapon system that is controlled from the security room. It has a nonlethal system meant to fire 40mm stun grenades on the main level. There is also a lethal system chambered for submachine gun rounds on the cargo deck to deter any inmates from accessing dangerous materials and items. It also works well against denizens of Europa that have breached and entered.

High tech brig - The prisoner cell is a state of the art facility for keeping inmates secured. It has an airlock door entrance which can only be accessed with crew ID cards. These doors can be remotely locked down from the security room to bar anyone from opening them, preventing mutinous tampering. There is a view port from the main level to keep an eye on inmates, as well as a camera feed to the security room. Finally, if any prisoners become unruly there is an electrical submission system to shock anyone in the cell.

Primable electrical discharge coils - To help with the blind spots there is a pair of electrical discharge coils, one for top and one for the bottom of the hull. These coils can be primed to discharge automatically one time. They have to be primed again after automatically discharging, but they can always be activated manually from the nav.


Design notes: This sub is meant to be a starter option for larger crews. It has a big hull for a tier 1 and relies on having enough hands to cover everything. The helm is notably distant from the guns and a captain will have to rely on coordinating crew. The mechanics and features are fairly straight forward. The reactor and engines are strong enough to be forgiving to a newer crew while also exposing players to concepts like the grid's load and power, batteries and recharging, and flooding and draining. There is no central electrical room and the hull is not well compartmentalized, so crew will have to be moving all over to repair devices and leaks can cause large floods. There is a notable blind spot under the hull, and monsters can reach the hull beyond the arc of the guns, but the internal weapons will help the crew when it comes to the inevitable onboard combat.