Space Engineers

Space Engineers

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[HS] CEU Scarab II Missile Bomber [MBMR]
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
627.863 KB
11 Apr, 2016 @ 2:01pm
1 Change Note ( view )

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[HS] CEU Scarab II Missile Bomber [MBMR]

In 1 collection by 5URG3
[HS] Hyperion Systems
32 items
Description
No Mods, No Pistons, No Rotors, Survival Ready.

Ship Details
Name: Scarab II
Class: Small Attack Craft
Role: Guided Missile Bomber
Environment: Space
Crew: 1

Details
  • Mass (Loaded): 55,533Kg
  • Block Count (Loaded): 858
  • Length: 12.5m
  • Width: 16.5m
  • Height: 3.5m
  • Maximum Forward Acceleration (No Load): 25.6m/s/s

Weapon & Support Systems
  • 4 x Merge Block Hardpoints - Guided Missiles
  • Reloading Projectors
  • Repair Projector
  • Remote Operation
  • Active ECM

Description
The Scarab II Guided Missile Bomber is a lightweight platform for the deployment of HS Pattern GASP missiles. It is faster than the original Scarab, but the most noticeable upgrade is the replacement of the original kinetic payload with thruster driven guided missiles. Unlike it's atmospheric counterpart, the Tarantula, the Scarab does not include it's own reloading system and is instead reloaded by a dedicated reloading system based on a carrier or starbase. Whilst under load it is not a particularly manoeuvrable craft, but it's performance increases dramatically after it's payload has been deployed, allowing it to rapidly return to it's carrier for reloading. Despite it's speed and strong attack versus large vessels, it is defenceless against enemy small attack craft and must be escorted by fighters such as the Wasp Interceptor.

Instructions
  • Use Toolbar 1, 2, 3 & 4 to launch missiles. These are guided by the Scarab's orientation.
  • Use Toolbar 5 to view targeting camera
  • Use Toolbar 6 to toggle missile reload projectors.

Notes
The reload system for this ship will be integrated into the Athena II Star Carrier which should be released sometime in the next month or so. In the meantime, if you would like to reload the Scarab, build four welder banks as shown in the last screenshot. Projectors for the missiles are switched via a short cut in the cockpit tool bar.

All Scripts by Whiplash141. You can check out his awesome work here:
https://steamhost.cn/steamcommunity_com/id/Whiplash141/myworkshopfiles/?appid=244850

I try to make all my ships suitable for use in survival, if you use my ships and find a bug/problem, let me know.
34 Comments
Blackwater Canyon 3 Feb, 2021 @ 10:19pm 
Does this build still work? Couldn't get the missiles to fire.
LordZ 7 Apr, 2017 @ 9:48am 
The projectors need to be reconfigured. D=
Eruzhar 20 Nov, 2016 @ 5:08am 
The projectors need to be reconfigured. There was some update that did it to my missile projectors too.
Dwarf-Lord Pangolin 22 Aug, 2016 @ 10:06pm 
Heeep! How have I not seen this before?!
echoir 14 Jul, 2016 @ 11:14pm 
I am enjoying the ships you have made here. They look fun. I am still working thourgh them on survival. The lack of a connector is trubling as I play solo. Kinda nice to be able to dock with my carrier and then just launch. Also, I had to put warheads on the missles. There was no real damage being done with them they way they are. So far the missles do hold up with the warhead causing significant damage while being able to survive flack.
Cheetah 8 Jun, 2016 @ 10:01am 
How efficient are those missiles? Can you post some weapon testing screenshot against Red Ship, Argentavis, and a wall of heavy armor blocks?
Wildcard 20 May, 2016 @ 7:32am 
Thanks @5URG3! Fan of your work!
5URG3  [author] 18 May, 2016 @ 12:56pm 
@Wildcard No problem man. Your fleet is coming along nicely :D
Wildcard 18 May, 2016 @ 12:06pm 
Would it be ok if I used a modified version of your missiles for another design? Credit will be given when I post.
5URG3  [author] 17 Apr, 2016 @ 7:54am 
@NekoDemon117 Ah yes, sorry about that, you are right. "Missile X Timer Block" is what you need. Glad to hear you've got it sorted.