Space Engineers

Space Engineers

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Arbiter X-VSB
   
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Type: Blueprint
File Size
Posted
17.136 MB
31 Jul, 2019 @ 8:25pm
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Arbiter X-VSB

Description
The Arbiter-Class Ventral Siege Battery is a heavily armed weapons platform with the firepower to crack any ship or station in the galaxy.

With 10 MK1 battle cannons, large grid missile bay, and experimental Atlas laser, the Arbiter makes for a devastating support platform. Though not designed to be a frontline warship, the Arbiter can supply critical long-range firepower with its variety of missiles (kinetic, conventional (warhead), decoy). Alternatively, its battle cannons can dismantle ships in seconds. For the most dangerous targets, the Atlas laser can deliver precise devastation from a distance. Furthermore, the Arbiter’s downward hydrogen thrust allows it to enter high orbit or certain celestial bodies.

Though fully survival-ready (as best I can tell), this is designed to be a roleplay ship and not a practical PVP implement. I don’t like slapping a million turrets on my ships. That being said, feel free to modify it for your own devilish desires.

Features:
  • Energy Shields – 800,000pt energy shielding
  • Player-Controlled Missiles – a missile bay auto-welds missiles with 3 different payloads: kinetic, conventional, and decoy. These are controlled by Whiplash141’s Optical Missile Guidance Script via interior turrets.
  • Atlas Superlaser – mounted on a turret controlled by Whiplash141’s MART script.
  • 10 Mexpex Battleship Cannons
  • 7 Anti-fighter gatling turrets (I intended to use Mexpex’ Telion turrets, but they have been shooting through the ship, so that’s not good)
  • 4 Anti-missile Telion turrets
  • Ion and hydrogen thrust
  • Self-Repair projector
  • 2 Jump Drives
  • 3 Airlocks + 1 emergency exit using MMaster’s Automatic Airlocks script
  • Automatic bulkhead sealing in event of depressurization using MMaster’s Oxygen Lockdown script
  • Heavily armored “false bridge” with decoys
  • Brig
  • Living Quarters

What will happen if I don’t include X mod?
Atlas Superlaser: You won’t have the badass laser on the turret.
(Retired) Tiered Thrusters: The ship will have large holes and not fly very well.
Large Armored Thruster: These can be replaced with vanilla large ion thrusters at any point. They just won’t look as pretty.
Mexpex Warfare Industries: You will have to replace the battle cannons and anti-missile turrets.
Energy Shields: The ship will lose shielding, but be structurally intact. You can fit another hydrogen tank where the shield module was.
Armored Conveyors: The ship will be structurally and logistically screwed.
Conveyor Air Vent: not fully replacable by vanilla air vent, so this will mess with pressurization.

3 Comments
Erebus Hunter 3 Dec, 2020 @ 7:26pm 
scripts don't work when not in experimental. can't use mods either

basically, you have to be in experimental mode, or about 95% of ships on the workshop are unusable
Terminal_6  [author] 5 Sep, 2020 @ 3:47pm 
@Dutch This is an older ship, so some of the mods need updating. The superlaser is now deprecated, but has a new version that uses the WeaponCore framework. The turrets can also be replaced with their respective WeaponCore version if you choose to go that route. Otherwise, the ship should be functional with all the appropriate mods added to the world. You may also need to be on experimental mode, but I'm not 100% sure on that.
Dutch 5 Sep, 2020 @ 3:21pm 
it does not want to download :c i was so exsidit