Space Engineers

Space Engineers

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Jx Interdictor Gen 2
   
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Type: Blueprint
File Size
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19.369 MB
4 Dec, 2024 @ 4:47am
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Jx Interdictor Gen 2

In 1 collection by captainbladej52
Phantom Elite Division - 2125 era
22 items
Description
Lore: As the old saying goes, time and technology wait for no man. This was true with the old Interdictor destroyers from the previous war. Although they served with distinction in their time and still saw bits of action in modern times, their age certainly showed. Especially with advances in technology over the years. As much as the brass back at command have tried to phase them out, some diehards still serving from the old war and newer generation of crews appreciating the retro tech just couldn’t let the older craft go. With the successes of the upgraded Shortkov designs, the skunk works division got to work on a new generation of Interdictors to be a companion to the Shortkov and have a greater range. Where as a Shortkov may rely more on its speed and maneuvering, the Interdictor Gen 2 trades a bit of speed and maneuvering for heavier weapons and armoring. When one of these enters the fray pirates know there is no negotiations. Often seen in pairs or operating in contested zones as escort craft. Occasionally seen on longer range missions when firepower is needed as well as speed.

Notes: The Interdictor Gen 2 was created to replace my ancient Interdictor M9 design from back in 2017. If you’ve ever had a line of ships in a game like this you just can’t let go of no matter how ugly it is or even when there’s better designs, that’s what the Interdictor was/is for me. It’s predecessor the M6 was the first craft that got me all the way to Mars and as such has a special place in my arsenal. Back when the M9 was one of my more used craft the game was a lot simpler, hydrogen thrusters didn’t consume nearly as much gas as they do today, and I didn’t yet know how to create mods for the game like I do today. Overall the ship was just left behind. So what was I to do but create a second generation of the craft. This ship is meant to operate as a heavy destroyer type vessel offering a balance of speed, durability and firepower vs it’s Shortkov brother that favors its speed and maneuvering a little bit more than pure firepower. I’ve tried to include more modern features based in the 2125 era tech, and incorporating things post Warfare 2 and Prototech updates. This ship can operate with backup or on its own in hostile environments and meant to be more combat centric.


Features:
-32 reinforced decoys
-73 oparose welder
-3 2125 refit welders
-3 large xabrium reactors
-2 small uranium reactors - reserve
-8 small xabrium reactors - supplemental
-16 xabrium battery
-1 large cargo bay
-2 small cargo bays
-238 small galdax thruster
-18 large galdax thruster
-2 mega galdax thruster
-2 programmable blocks
-2 reinforced interior turret - repel boarders
-2 BB Tri Turrets
-1 2125 Railgun turret
-4 reinforced artillery turret
-4 reinforced assault cannons
-10 reinforced autocannons
-12 reinforced gatlings
-8 reinforced missile turrets
-2 action relay
-1 of each AI block type
-2 assemblers
-2 full refinery
-2 era refinery
-2 xabrium converters
-4 broacast controllers
-1 docking connector
-1 conveyor sorter - assists in loading cargo
-4 combat viewers - landing, docking, navigation, spy
-4 event controllers
-1 TwoBit Gravity generator - already programmed
-14 cryo rooms
-1 radion beacon
-1 radion receiver
-1 sensor array - needs to be programmed by players and set at minimum to reduce power draw
-6 2125 era jump drives - 5123 range under standard full load, 5334 unloaded.
-2 labs
-5 landing gears
-12 lockers
-6 armory
-2 med station - for when a crewmember has an oopsie
-8 O2/H2 generators
-1 2125 era ore detector - set at lower range by default to reduce power draw. can be increased to full
-3 repair projector
-1 remote controller
-8 small reinforced oxygen tanks
-2 reinforced small hydrogen tanks
-72 stackable gyros
-4 timer blocks
-2 survival kits
-12 bathrooms
-6 showers
-6 DuraMax Airlock doors
-2 forward floodlights

Notes:
Ship's hull is made of DuraMax Medium Armor with bits of DuraMax heavy sprinkled at key sections. Reactors and O2/H2 Gens have Use Conveyor turned off by default so they don’t eat all your fuel at once. Each section of the ship is pressurized in compartments to prevent entire ship from venting in event of hull breach. Also has a galley for crew to eat and converse. ship comes with backup pilot seat, back up comms seat, and backup gun seat in engineering section incase bridge is rendered inoperable. To help prevent ship from being overloaded I've programmed one of the event controllers to turn off the sorter once the main cargo bay reaches a specific threshold associated with a standard loadout. All seats are labeled on bridge as well as some labels in engineering. Ship also has standard red alert functions and a warning should bridge pilot seat become inoperable. When ship is full up on cargo lights and sounds will be heard on bridge and in engineering. Ship interior is fully lit. For those who wish to spawn the ship in, all lockers, armories, crates, and main cargo come fully stocked. reactors and O2/H2 gens come stocked with some starter fuel. Various overrides available on bridge and control stations.

If there are issues with the ship, please let me know and I will do my best to correct them.