Space Engineers

Space Engineers

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T.N.F. Destroyer Class 'Executioner' Mk.IV
   
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Type: Blueprint
File Size
Posted
Updated
62.512 MB
31 Jan, 2016 @ 9:58am
20 Feb, 2022 @ 1:15am
13 Change Notes ( view )

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T.N.F. Destroyer Class 'Executioner' Mk.IV

In 1 collection by Malmhrid
The Trans-Neptunian Fleet
36 items
Description
”A warning tone sounded as two large icons appeared on the radar screen. A Fleet patrol of two destroyers, knowing exactly where the Charmer would break orbit. Smaller icons appeared in front of the enemy ships, accelerating fast toward them. Missiles. The Fleet was done chasing them now.”
-From The Fleet Beyond Neptune

Designed to destroy or seriously damage ships of its own size, the the 'Executioner' destroyer class is equipped with heavy frontal armor, fixed and detachable decoys, and combat repair welders in order to survive prolonged combat. Its artillery cannons, railgun and missiles can cause serious damage to stationary or slow-moving targets. 'Executioner' -class destroyers are therefore deployed on assault operations against capital warships, stations and docked spaceships. It is also well suited as a fleet escort, having the necessary toughness and weaponry to stall or destroy smaller warships.

It has a hybrid propulsion system with ion and hydrogen thrusters to compensate for its mass while maneuvering. Its large hydrogen thrusters also allows it to maneuver and fight within the orbit of a planet, as long as the gravitational pull is less than 0.50 G. It is also equipped with a small hangar capable of carrying small spacecraft. It primarily carries drill- and utility drones, which allows it to operate on long, independent cruises, but can also carry small fighters.


General characteristics:
▪ Crew: 12 Crew/Officers + 4 Ship Security Personnel
▪ Length: 120 m
▪ Width: 52,5 m
▪ Height: 35 m

Armaments:
▪ 14x 5,56mm Turrets
▪ 3x Gatling Turrets
▪ 4x Assault Cannon Turrets
▪ 2x Artillery Turrets
▪ 4x Fixed Artillery Cannons
▪ 2x Guided Missiles
▪ 1x Railgun

Countermeasures:
▪ 6x Fixed Decoys in the frontal armor
▪ 1x Detachable Decoy Launcher
▪ Combat Repair Welders on the turrets and frontal armor

Hangar Capacity:
▪ 1x 'Ceres' Mark 3 Drill Drone
▪ 1x 'Welan' Mark 2 Utility Drone

Features:
▪ LCD-screens showing damage reports, ammunition status etc. (All credit goes to MMaster and his wonderful Configurable Automatic LCDs script!)
▪ Automatic section lockdown when a leak is detected (All thanks to Mmaster and Morphologis for their Oxygen Lockdown script!)
▪ Hybrid ion/hydrogen propulsion, capable of combat in gravitational enviroments of 0.50 G or less.
▪ Two Jump Drives with a maximum range of 338 km.
▪ Decoy launcher whith enough components for 50 detachable decoys.
▪ Railgun which can fire 4 projectiles each minute, with components for 15 rounds.
▪ Missile bay with two Optically guided missiles and enough components for 20 reloads. The missiles are controlled by Whip's Missile Guidance Script by Whiplash141.
▪ Welders placed by the turrets, antennas and frontal armor, that can conduct repairs during and after combat.
▪ Internal projector to aid ship repairs.
▪ Airlocks compatible with T.N.F. platforms and stations.
▪ Drone hangar with one mining drone and one utility drone.
▪ Solar panels and oxygen farms for prolonged independent operations.
▪ Contains fuel, ammunition and components – tested in survival.

Known Issues:
▪ None at the moment.

Acknowledgements:
▪ The radar panel uses Whip’s Turret Based Radar script by Whiplash141.
▪ The information screens use MMaster's LCD 2 script.
▪ The screen showing the ship's heading is using Whip's Artificial Horizon Redux script by Whiplash141.
▪ Diagnostics screen is using the SIMPL|Ship Integrity Monitoring Program Lite script by Whiplash141.
▪ The doors and airlocks are operated by Whip's Auto Door and Airlock Script by Whiplash 141.
▪ The main turrets’ targeting system is controlled by Whip's Turret AI Slaving Script by Whiplash141.
▪ The missiles are fired and guided by the LAMP and WHAM scripts by Whiplash141.


For those who like the setting and lore surrounding the Fleet: consider reading The Fleet Beyond Neptune[www.amazon.com], my book about the conflict between the Fleet and the Alliance.
17 Comments
Malmhrid  [author] 14 Dec, 2020 @ 12:07pm 
When I paste it the game tells me it's 6036 blocks. The only explanation I can think of for such a high number is some projector-caused shenanigans which duplicates the blueprint, but I thought I managed to remove that long ago.
Eevee 13 Dec, 2020 @ 11:51am 
how is this 42901 blocks
EthKomet 9 Apr, 2017 @ 9:18am 
Yea I wouldnt know where to start for fixing the scripts, code isnt my thing xD
EthKomet 9 Apr, 2017 @ 9:16am 
Thank you very much
Malmhrid  [author] 8 Apr, 2017 @ 3:36am 
@EthKomet: There you go, I have updated the blueprint. I replaced Mmaster's LCD script with his LCD 2 script, added Whip's artificial horizon script, and the Floor Plan script as well. The various blueprints have been updated, so the missiles, railgun, sights and decoys should work again now. I also made some minor aesthetic adjustments, though it is mostly as it was.
Malmhrid  [author] 5 Apr, 2017 @ 11:23am 
@EthKomet: Hello! Yes, the scripts have not been updated for over a year. I am currently going over some of the older ships and drones, and have just updated the 'Ceres' drone blueprint. I am now working on the 'Nosferatu' and will take a look at the 'Executioner' next. I want to be thorough though, so I'm not sure how long it will take, hopefully not more than a couple of weeks. Glad you like the ship! As a quick fix, you can update the LCD-script yourself, in the meantime.
EthKomet 4 Apr, 2017 @ 5:55pm 
From my testing the LCD's in the bridge of this ship are not updating. For example the missile bay open closed readout remains to read closed when i open the doors. I'm not sure if this is a bug due to SE or my client. Could you please look into it? Otherwise I love all your ships and I'm planning on building a fleet with these in multiplayer soon. Keep up the good work.
117Entertainment 25 Aug, 2016 @ 4:42am 
how i can shoot with the railgun?
Malmhrid  [author] 3 Jun, 2016 @ 11:09pm 
Hi, thank you very much! I am very fond of timers, so using only 5 would severely hamper many of the ship's systems. I think I would have retained one "main systems" LCD-script timer/programmable block and reconfigure all the LCD-panels to receive from it, and keep the railgun firing sequence timers. If so you will have to make a set of buttons/toggles to manually depressurize and open the hangar/missile bay doors, and to conctruct decoys. This would also mean that the missile bay must remain empty of missiles. Hope this help!
Docalophagus 3 Jun, 2016 @ 2:39am 
Love the ship. It rocks. The server I play on has a limit of 5 programable blocks and 5 timers per grid. How do you recommend I best utilize the features on this ship with those limitations?