Saturday, January 27, 2024

Starfield Builds: Toliman-class

 Toliman-class

 

Introduction

It started with the Landing Gear assembly. I recently copied a build for a Star Wars vessel and it had these cool landing gear assemblies which consisted of the landing gear itself and some structural pieces. I wanted to create my own. I wasn't even going to build a ship. I was just testing build theory.

As it turns out, I just kept adding to it. As it started to take shape, I remember Crimson Flyboy's Vanguard Simulation ship build and incorporated some visual elements from that. Before I knew it, here was a ship. Sleek, sexy and waiting to be armed. Well, armed and painted as it turns out. Staring at it, I came up with some head canon, decided how it fits within the Starfield universe, and decided to make it a Vanguard ship.

Which begs the question as to why there are no Vanguard specific weapons or equipment installed. The short answer is that I was not yet in the Vanguard (for this NG+ iteration) and this was going to be my Vanguard ship. I have also been meaning to build more Laser/Ballistic ships and this was the one that I decided to implement. Okay, I got some Particle turrets but I think that's reasonable. The turrets are outside my control and it's nice that they do both types of damage equally well.


Head Canon/Lore

[SSNN Broadcast Transcription]

The UC Vanguard has greenlit the production of a new class of ships, dubbed the Toliman class, after the world overrun by Terrormorphs. Recognizing the need for more firepower to combat the growing threats from deep space criminal organizations, the Toliman class is said to be a fast response, combat vessel meant to directly engage hostile forces and survive extended tours in deep space.

The first of these vessels, the Londinion, is already entering its first trial phase and, if successful, will lead to the green light for the Aceles, Hadrian's Wall, and Percival.


Assembly

For this build, I am changing the assumption that each layer is constructed individually and then dragged over to merge into the layer over or under it. There are just too many pieces that require a certain piece to be in place first. I will attempt to describe how each piece connects so that it (hopefully) makes sense.

I also painted the thing to approximate Vanguard colors. I've included the swatches below so that you can replicate them. I've included in the instructions, which color goes where. If a piece has multiple colors I separate them as First/Second/Third. My paint scheme is entirely optional.


Paint Scheme 

While not necessary for the build, these are the two colors that I used for the build. Top one is the Orange color, bottom is the Blue color that I used.



 

 

 

 

 

  


 

 

 

Undercarriage

  • (2) Acculander 11 Landing Gear, painted orange, attaches to underside of aft Deimos Hull A
  • Deimos Engineering Bay 3x1, painted orange
  • (2) Deimos Skeg A - Fore, painted orange, attaches to underside of forward Deimos Hull A
  • (2) Galleon S202 Cargo Hold, painted orange, attached to center points of 3x1 hab
  • (2) Deimos Bumper, painted orange, attached to forward points of 3x1 hab
  • 120LD Landing Bay, painted dark blue, attached to front of 3x1 hab
  • (2) Deimos Skeg A - Aft, painted dark blue, attached to Deimos Tail pieces, once Structural layer is placed
  • (2) Deimos Skeg A- Fore, painted dark blue, attached to forward points of Infirmary and Control Station
  • (2) Acculander 11 Landing Gear, painted dark blue, attached to rear points of Infirmary and Control Station
  • NG-20 Landing Gear, painted orange, attached to forward AIO, just behind cockpit


 

Main Deck

  • (3) 2200 Supernova Engines, painted orange, attached to rear of Deimos Hull A pieces and 3x1 hab
  • (2) 600T He3 Fuel Tanks, not painted, attached to either side of middle engine
  • SGD-3300 Grav Drive, attached to front of starboard fuel tank
  • Assurance SG-1800 Shield Generator, attached to top of Grav Drive, bottom half sits behind Galleon S202 CH when vessel is assembled
  • SF-40 Sheared Flow Reactor, attached to front of port fuel tank, bottom half sits behind Galleon S202 CH when vessel is assembled
  • Deimos All-in-One Berth 3x1, painted orange
  • (4) Deimos Hull A, painted orange, two attached at the reactor and grav drive, stacked 2 deep.
  • (2) Deimos Braking Engine, painted orange, attached to front of forward Deimos Hull A
  • (4) Deimos Wing B, painted orange, attached to the middle point of 3x1 hab and forward Deimos Hull A to form a solid rectangular construct linking the 3x1 to the Hulls.
  • (2) Deimos Wing B, painted orange, attached to outer point of rear Deimos Hull A
  • (2) Deimos Wing D, painted orange, attached to outer point of forward Deimos Hull A
  • (2) PBO-300 Auto Alpha Turret, attached to top of Deimos Wing D
  • (2) Deimos Wing A, painted orange, these are flip merged in after the Structural layer is attached, as they slightly clip into the Deimos Tails.
  • Deimos Companionway 1x1, painted blue, attached to front of 3x1 AIO
  • Deimos All-in-One Berth 3x1, painted blue, attached to front of Deimos Companionway
  • Deimos Infirmary 2x1, painted blue, attached to starboard rear of Deimos AIO blue
  • Deimos Control Station 2x1, painted blue, attached to port rear of Deimos AIO blue
  • (2) Deimos Wing E, painted blue, attached to rear points of Infirmary and Control Station.
  • (2) Deimos Wing E Aft, painted blue, attached to forward points of Infirmary and Control Station
  • (2) MKE-4 Gauss Gun, attached to Deimos Wing E Aft pieces
  • (2) Deimos Wing A, painted blue, attached to forward points of AIO
  • (4) Blaze 2GW SX Laser, attached to Deimos Wing A top and bottom
  • DS 10.1 Phobos Cockpit, painted blue

 

After attaching the Undercarriage pieces:



Structural

  • (2) Deimos Spine G, painted orange/blue/blue, attached to rear Deimos Hull A
  • (2) Deimos Spine D - Fore, painted orange/blue, attached to forward Deimos Hull A
  • Deimos Spine E - Fore, painted orange/blue/blue, attached to rear point of aft AIO
  • Deimos Spine B, painted orange/blue, attached to middle point of aft AIO
  • Deimos Spine D - Aft, painted orange/blue, attached to forward point of aft AIO
  • Deimos Companionway 1x1, painted blue, attached to Main Deck Deimos Companionway 1x1
  • Deimos Spine D - Fore, painted blue/orange, attached to aft point of forward AIO
  • Deimos Spine B, painted blue/orange, attached to middle and forward points of forward AIO
  • (2) Deimos Tail A, painted orange, attached to rear point of Infirmary and Control Station
  • (2) Deimos Spine B, painted blue/orange, attached to top rear point of Infirmary and Control Station
  • (2) Deimos Spine A, painted blue/orange, attached to top front point of Infirmary and Control Station

 


Final configuration, after attaching the Structural pieces:

Wednesday, January 24, 2024

Starship Builds: Panhandle-class Special Operations Command Vessel

Panhandle-class


Introduction

Strap yourselves in, this is going to be a long one. First of all, I realize that this build is not going to be for everybody. It isn't sleek. It isn't sexy. My wife says it it looks like a circuit board, looking down from above. I get that. If it isn't for you, that's completely cool.

That said, this is my favorite build that I ever assembled. It was inspired by the Pik-Up but the character did not have that much money in the ol' Gal-Bank account so I started building. I started with a Crimson Fleet Phantom, because they have a Reactor with 20 power when all of the other A-class ships I was capturing only had 16 or 18. Heck, the Ghost only has a reactor on par with the Frontier. I knew this beast would need power. I just didn't know how much before it was all said and done.

Then I started expanding and upgrading as I played the character. The ship went through many iterations, including a spell where I swapped in Nova Galactic All-in-One habs because I had not yet realized how the connect points worked and the HopeTech restrooms kept getting deleted. Now, there are only three parts from the original Phantom left on the ship; two of the Deimos Landing Gear and the Nova Galactic NG-20 landing gear. The ship is in its final form, with the one caveat being that you might need to use another shield if you are not part of the UC Vanguard. I recommend the Warden SG-400. It's not as strong, but also uses 2 less power.

 

Lore/Head Canon

All militaries employ special operations and the Freestar are no exception. During the Colony War, it was necessary to deploy commandos, often for extended operations, deep into enemy territory. The Freestar fleet turned to HopeTech, a recently established ship manufacturer to build them something that could easily disguise itself as a typical freighter, while being able to serve as a field command center, mobile barracks, and resupply dump all at the same time.

The result was the Panhandle-class line of Special Operations Command Vessels. Named after towns that once existed in the Texas Panhandle, the Panhandle-class was produced in very limited numbers. HopeTech records five such vessels being made, while some UC estimates place it at six or even seven. HopeTech's official five were christened the Amarillo, Borger, Darrouzett, Dumas, and Mobeetie. Rumors of the Pampas and Tulia abound, but again, there is no official record of them being constructed and Ron Hope prevented any sort of intensive accounting of materials and labor used during the Colony War, especially by United Colonies officials or contractors.

The Borger and Dumas were destroyed during the war.  The Darrouzett is listed as missing in action. The Amarillo is rumored to be sitting in a private collector's warehouse. The Mobeetie was severely damaged over Niira and the wreckage only recently salvaged and restored for personal use. Since then, the Mobeetie has plied its trade as a tramp freighter and discount passenger liner all over the Settled Systems.


Assembly


 

Undercarriage

  • (2) HopeTech Nose B - Aft
  • (2) Taiyo Spine B (note that these anchor the entire substructure to the Main Deck)
  • (6) HopeTech Pipes A - Mid
  • (2) HopeTech Thruster
  • (2) HopeTech 5 Landing Gear
  • Hope 4 Landing Bay
  • Nova Galactic NG-20 Landing Gear in wide formation. (note that this is from the Phantom. You can also purchase at Titan.)

For now, we are just going to put together the two retro-thruster assemblies. Start with the HopeTech Nose B pieces. Attach each one to the aft of a Taiyo Spine B. Attach three HopeTech Pipes A - Mid together and attach to the forward point of the Taiyo Spine B. Attach the two HopeTech Thrusters to the front HopeTech Pipes. Arrange all of the pieces as shown in the photo. We'll come back to these once the Main Deck is constructed.



Main Deck

  • (2) SAE-5110 Engines, attached to rear of Engineering Bay and aft-most AIO
  • (4) 220CB Landing Gear, 2 on Port, 2 on Starboard, placed at the most forward and aft positions
  • HopeTech Engineering Bay 3x1
  • HopeTech Cargo Hall 3x2
  • (3) HopeTech All-In-One Berth 2x1, vertically stacked along the Port side
  • (3) Porthole Port, attached to the forward point of all three AIO berths. If placed on the rear point, the portholes will delete the bathrooms.
  • HopeTech Infirmary 2x1, attached to the 3x1 Engineering Bay, in front of the 220 CB Gear
  • Vanguard Bulwark Shield Generator (or shield gen of choice), attached to aft point of middle AIO
  • StorMax 30 Cargo Hold attached to the aft, port point of middle AIO
  • Hope 11 Docker Sbd, attached to aft, starboard point of Workshop, to the fore of the Infirmary
  • HopeTech Workshop 2x1
  • HopeTech Messhall 3x2
  • Porthole - Bottom attached to the foremost, starboard point underneath.
  • (3) HopeTech Bumper A, attached to the forward points of the Messhall and fore AIO.


 

Attaching the Undercarriage is fairly simple. Each of the retro-thruster assemblies attaches so that the Taiyo Spine sits just inside from the aft 220CB Landing Gear, and the HopeTech Thruster is just inside the forward 220CB gear.

The Hope 4 Landing Bay attaches behind the Porthole - Bottom, at the aft and middle points of the Mess Hall.

The NG-20 Landing Gear attaches to the point between the front of the Landing Bay and the port side HopeTech Thruster. The two Hope 5 Landing Gear attach to the two middle and two rear connect points of the Mess Hall.



Command Deck

  • (2) SA-4110 Engines
  • (2) 700T He3 Tank
  • (4) HopeTech Cap B - Mid
  • (4) StorMax 30 Cargo Hold, attached to Nova Bracers, Reactor, and Grav Drive
  • (2) Nova Bracer
  • 104DS Mag Inertial Reactor
  • RD-3000 Beta Grav Drive
  • Porthole Sbd, attached to aft point of Captain's Quarters
  • HopeTech Captain's Quarters 2x1
  • HopeTech Battle Stations 2x2
  • HopeTech Armory 2x1
  • Porthole Port, attached to aft point of Armory
  • (2) Porthole Top, attached to top of Armory
  • (2) Horizon Weapon Mount, attached to forward points of Captain's Quarters and Armory
  • HopeTech Cap A, Sbd with PB-175 Hellion Beam attached
  • HopeTech Overseer 400 Bridge
  • HopeTech Cap A, Port with PB-175 Hellion Beam attached


 

There is some slight flip merging used to hide the shield generator. If you don't like merging, there will be plenty of spots open just behind the bridge to place the shield without the need to merge. I would personally switch to the Warden SG-400 in that case, as the Vanguard shield just sticks out like a sore thumb.

Without merging, select all of the components and drag them over to attach the SA-4110 engines to the tops of the SAE-5110 engines.

If merging, pull out the forward, port StorMax 30 hold, select and drag everything else over and attach it as described in the paragraph above. Flip glitch in the cargo hold.

 


Structural

  • (2) PB-100 Auto Neutron Turret, mounted on Taiyo Equipment Plates
  • (2) HopeTech Pipes - Aft
  • (4) HopeTech Pipes A - Mid
  • (2) HopeTech Pipes - Fore
  • (2) PB-175 Hellion Beam


 

Attach the PB-100 turrets and equipment plates to the port and starboard Hope Cap B's. Attach the two PB-175 beams to the top of the Overseer 400 bridge. Select all of the pipes and attach them to the reactor and grav drive. The aft pieces should rest on top of the fuel tanks 



Upgrade Path

For me, this is the end of the road. The character that I built this on is not a crafter. She doesn't do outposts, beyond the Landing Pad, Mission Board, and Bounty Board. Therefore, cargo space doesn't have to be exceptionally high. That allowed me to pick cargo holds that match the aesthetic.

The rest of the components have been balanced to give me good performance across the board. It may not be the strongest, fastest, or most durable ship but it still does well at all roles. I can transport most cargo mission loads and up to nine passengers. I can hunt pirates.

All of that being said, if I were to upgrade, I would go with that 1,600 shield, which would necessitate the 40-power reactor and probably a better grav drive. All this, in turn, would point to better/more powerful engines. The end result is something that goes slower, can tank a few more hits, but generally does not present a huge difference in play style.

More likely, I will eventually build up my Science tree in order to pick up Aneutronic Fusion. That way I can mount a couple of weapons to the Horizon mounts.

For Smuggling, to make it a true rogue's tramp freighter, you can add a Shielded Cargo Hold to the remaining point of the Landing Bay and a Scan Jammer. Both are available at the Red Mile on Porrima III. I chose the De Gama 1010 Shielded Cargo Hold and the Multi-Frequency Scan Jammer. Cost: ~15k credits, 1 ly Jump Range, 6 Mobility. That still leaves 28 ly Jump Range and 83 Mobility.


Interior Layout

Normally I don't mention this much or often, but the interior layout came together in an extremely nice way. Each of the AIO habs connect to either the Mess Hall or Cargo Hall. They do not form a contiguous line from back to front. This creates three distinct living spaces for the crew and/or passengers. The Captain's Quarters is positioned in such a way as to be more of a rest area for the crew in the Battle Stations area. Someplace where they can rotate for cat naps or a quick shower.

The Bridge descends down into a small conference room area just outside of the forward AIO. In my head canon, that AIO is the true captain's quarters, as that way the captain can get up, hold a meeting in the conference room, and then climb the ladder into the bridge.

The Infirmary is attached to the Engineering Bay and just across from it is the Cargo Hall. That way, the most likely place for a crew member to be injured is also closest to the area where they can be treated. Once the ship lands at a friendly dock, the Docker is just around the corner from the Infirmary. The workshop is also near the Docker (and Infirmary). I imagine that most docks and landing pads have access to an elevating loader that can be used to wheel a patient out and then descend back down to an awaiting medical transport.

Overall, it just flows well from one workspace to another, with the living spaces easily accessed.


Conclusion

I wanted a ship that paid homage to such genre greats like Serenity or the Millennium Falcon, without being a compromised attempt at bringing one of those ships over to Starfield. I feel like the Panhandle-class is a pretty good representation of that Tramp Freighter archetype.



Saturday, January 20, 2024

Starfield Builds: Stormcrow

 Stormcrow

Crimson Flyboy Challenge Build



Introduction

This is my entry into the January, 2024 challenge on Crimson Flyboy's Disord/YouTube channel. It is built from a Crimson Fleet Ghost III, but most of the guts have been improved. I decided to go with a bit of an asymmetrical design because everything else that I tried felt tired, like it had been done before.

When building, I figured an Explorer/Science ship would need to have lots of computing and control, hence both a Control Center and Computer Core. I also figured a Science lab would be a no-brainer and a Workshop to develop theory into practice. A place to sleep, cook food, and shower is essential for any long-range trip. Finally, a bit of cargo capacity would be necessary for bringing back samples.

I only lightly armed the ship with a couple of lasers and an EM weapon. In testing, I was able to take out three Spacer Hyena's of around level 30 (my character is level 52) at Hard difficulty. It was an appropriate challenge for a vessel that would really only need weapons to defend itself. That said, if whomever builds this has that handy Spheromak reactor and/or Aneutronic Fusion, adding in a third weapon system would really make it stand out.


Lore/Head Canon

The Stormcrow was originally a reconnaissance vessel used during the Colony War era by the Freestar Collective. Its powerful sensors and computing capabilities were designed to track UC fleet and troop movements and report back to Freestar command.

Like so many war assets, it was auctioned off after the war to fund reconstruction. It has been passed through a handful of owners since then, including Reliant Medical. Most recently, it was salvaged from the orbit of Beta Marae VI-B


Assembly


Landing Gear Layer


  • (2) Hope 5 Landing Gear (these will be attached to the Main Deck)
  • (2) Hope 6 Aft Landing Gear (Port/Starboard), attached to Hope 4 Landing Bay
  • (2) Hope 6 Fore Landing Gear (Port/Starboard), attached to Hope 4 Landing Bay
  • Hope 4 Landing Bay
  • Deflector SG-50 Shield Generator
  • Accu-Lander 11 Landing Gear
  • Taiyo Cowling, Fore Bottom

The Stormcrow sports more landing gear than strictly necessary. This was an aesthetic choice so that the ship looks stable on the ground. There is one landing gear that must be flip merged, but only once the Main Deck is attached.



Main Deck


  • White Dwarf 3030 Engine, attached to rear point of reactor
  • 164MM Toroidal Reactor, attached to rear point of 2x1 Hab
  • HopeTech Control Station 2x1, portholes attached to Starboard connect points
  • Hope 11 Docker, Fore, attached to fore of 2x1 Hab
  • (2) Caravel V101 Cargo, attached to Reactor port side and Computer Core, foreward Starboard
  • HopeTech Computer Core 2x1, with porthole connected to forward port slot
  • HopeTech Companionway 1x1 with portholes in the fore, aft, and top slots.
  • HopeTech Workshop 2x1 with portholds on both port connect points and the foreward starboard point.

Drag Main Deck over to the Landing Gear layer. The Workshop should sit on top of the Taiyo Cowling and Accu-11 Landing Gear. Once that is done, flip merge the Port Hope 6 Aft Landing gear to the rear snap point.


Crew Deck

 

  • White Dwarf 3030 Engine, attached to aft point of Grav Drive
  • M50 Ulysses He3 Tank, attached to Starboard point of Grav Drive
  • R4000 Grave Drive, attached to aft point of HopeTech Storeroom
  • (2) Caravel V101 Cargo, attached to port side of Grav Drive and starboard forward of All-in-One Hab
  • HopeTech Storeroom Fuselage A
  • Armstrong 20E Cockpit
  • White Dwarf 1020 Engine, attached to aft, starboard side of All-in-One Hab.
  • HopeTech All-in-One 2x1, with porthole connected to forward port slot
  • HopeTech Science Lab 2x1, with portholes connect to starboard, port, top, and forward points (all). I submit this Hab as my observation room.

Drag all pieces over so that the two 2x1 Habs connect to the two 2x1 Habs on the Main Deck. The fuel tank should connect to the reactor.


 

Structural/Weapons


 

  • (2) Nova Radiator - Top, attaches to top of Grav Drive and Engine
  • (2) HopeTech Marker A, attaches to the top of the All-in-One hab, both points
  • Note that the image shows the top portholes for the Science Lab here.
  • (2) Singe 4 MW Laser, attaches to HopeTech Storeroom Fusilage
  • Nullifier 1750 Suppressor, attaches to HopeTech Storeroom Fusilage


 

Sunday, January 14, 2024

Starfield Builds: Hospitality

 Hospitality

 

Introduction

The Hospitality is my first ever custom build. This goes back to early September, 2023 and is the first time I stepped away from just improving parts on whatever ship I was using (usually the Frontier) and crafting my own. At the time, I didn't really pay attention to Landing Gear thrust, passenger space, or anything like that. I just wanted it to look vaguely like the Republic Consular ship from Phantom Menace. I later found a decent build for that ship, but that was much later.

I didn't even know about Mission Boards at the time. It would be another couple of weeks before I stumbled across one and even then, only because some outpost leader told me to check the Mission Board at her outpost. Once I found that you can even take passenger transport missions, all of those Living Quarters and All-in-Ones now had a use. Bonus.

So here it is, my first build.


Head Canon/Lore

The Head Canon I had at the time was that the Hospitality was part of a class of ship specifically designed for passenger transport. I included the workshop and infirmary as passenger amenities and called it that. While not intended explicitly for combat, the Hospitality has a couple of Electron beams for defense.


Assembly


 

Lower Deck Parts

  • (2) White Dwarf 1020 Engines, attached to the outer points of the Accu-Lander gears
  • (2) Accu-Lander 11 Landing Gear
  • LD-120 Landing Bay pointed aft
  • R-3000 Alpha Grav Drive
  • 134MM Toroidal Reactor
  • (4) 200CM Ballast Cargo Holds, attached to the Fore and Aft side connection points on the 3x1 Hab
  • Deimos Engineering Bay A 3x1
  • Nova Galactic NG-20 Landing Gear


Main Deck Parts

  • (2) White Dwarf 1020 Engines, attached to the outermost snap points at the aft of the ship.
  • Deimos Workshop 2x1
  • Deimos All-in-One Berth 3x1
  • Deimos Infirmary 2x1
  • (2) M40 Ulysses He3 tanks, attached to the forward snap points of the two 2x1 Habs.
  • (2) Deimos Wing B, attached to the forward snap points of the rear 3x1 Hab.
  • (2) Disruptor 3300 Electron Beam, attached to the underside point of the Deimos Wing Bs
  • (2) Deimos 220B Landing Gear, attached to the aft, side snap points of the forward 3x1 Hab
  • (2) Deimos Wing A, attached to the forward and middle snap points of the forward 3x1 Hab
  • Deimos DS10.1 Phobos Cockpit

Select all components and attach them to the Lower Deck so that the White Dwarf engines are directly above the engines attach to the Lower Deck.The lower snap points on the He3 tanks should snap to the Reactor and Grave Drive. The 220B Landing Gear should fit between the 200 CM Ballast Cargo Holds.


Top Layer Accessories Parts

  • (3) Deimos Spine D - Fore
  • (2) Deimos Spine A - Fore, positioned in front of the outer two Spine D
  • 200 CM Shielded Ballast Cargo Hold, attached to the side point of the Docker
  • Deimos 110DP Docker
  • 200 CM Ballast Cargo Hold, attached to the other side point of the Docker
  • 30 S Protector Shield Generator
  • (3) Deimos Spine B

 

Attach all of the pieces so that the Spine B pieces for a continues spine down the forward 3x1 Hab, the Shield Generator attaches to the forward, top point of the aft 3x1, the Docker connects to the middle, top of the aft 3x1, the Spine A pieces flank the Docker and the Spine D pieces are on the aft snap points of all three habs.


Final Thoughts/Conclusion

Man this thing is primitive. It is still functional for a relatively lower level character, but it will need to be replaced or upgraded as the character progresses. If I am being honest, I put it here only for the nostalgia kick. If I were to try rebuilding this ship now, it would carry a lot of my current build theory with it.

Starfield Builds: Castigator

 Castigator


 Introduction

The Castigator was the first ship I built on my Level 100 Bounty Hunter when he hit NG+4. That character has all of the skills, to include the Science skills Astrodynamics and Aneutronic Fusion, as well as Piloting, Payloads, Shield Systems, and Starship Design all Mastered. As such, despite being an A-class vessel, it is pretty beefy.

Like almost all of my ships, I like to have a healthy cargo capacity and the basic amenities like Workshop, bed, and Infirmary. It is a little fragile on Very Hard difficulty, but good piloting can often overcome that weakness. I haven't done the Vanguard Quest on this iteration of the universe, so it is using weapons from the vendor.

Also, this character is the loner type and one of his skills is Isolation. So no crew. If you want to, you could swap out the Infirmary for a Control Station to add more crew for their bonuses. Anyway, let's get to it.

 

Head Canon/Lore

At the time I built the Castigator, I hadn't really considered any lore surrounding it. It's just one of the many custom-built rigs that roam the space lanes. That's actually a good thing, in my opinion, because a bounty hunter needs his own custom ship, not some factory standard hunk of junk that might fall apart when it hits atmo.


Assembly

The Castigator started life as a Crimson Fleet Phantom variant, which is where the docker, Deimos Landing Gear, and NG-20 Landing Gear come from. If you do not have access to a Phantom, the only issue that you might have is the NG landing gear. You can get that from the ship vendor on Titan (Sol).


Undercarriage Parts

  • (2) Deimos Belly - Aft
  • (2) Galleon S202 Cargo Hold
  • (2) Deimos Skeg B
  • (2) Deimos Belly - Fore
  • NG-20 Landing Gear
  • NG-6 Landing Bay


Main Deck Parts

  • (2) White Dwarf 3030 Engine, attached to the rear point of the 2x1 Habs
  • R-4000 Alpha Grav Drive, attached to the rear point of the 3x1 Hab
  • (2) Hope 55 Landing Gear, attached to the rear point of the 2x1 Habs on either side.
  • Deimos Workshop 2x1
  • Deimos Living Quarters 3x1
  • Deimos Infirmary 2x1
  • (2) Equipment Plates, attached to the top, front of the 2x1 Habs
  • (2) Nova Wings, port and starboard, attached to the front points of the 3x1 Hab, on either side.
  • 1x1 Deimos Companionway
  • (2) 220 CB Landing Gear, attached to either side of the 1x1 Hab

Select all of the parts to Main Deck and drag them over so that the Engines rest on top of the aft Deimos Belly pieces. The Cockpit should rest on the front of the NG 6 Landing Bay.


Top Layer Accessories Parts

  • (2) White Dwarf 3030 Engines
  • Spheromak DC202 Reactor 
  • (2) Nova Engine Struts
  • 500T He3 Tank
  • Marduk 1040-A Shield Generator
  • (2) PB-50 Proton Beam weapons. These will attach to the Equipment Plates on the Main Deck
  • Deimos 110 DP Docker
  • Deimos Spine D - Fore
  • Deimos Spine C - Aft
  • (2) CE-19 Missile Launchers, attached to the side points of the Deimos Spine C
  • PB-50 Proton Beam, attached to the top point of the Deimos Spine C

The weapon attached to the Deimos Spine C and the shield attached to the fuel tank, are the only parts attached to each other. You will have to select them all individually and drag them over to to the Main Deck, placing the engines on top of the Main Deck engines. The Deimos Spine C should rest just behind the "crown" of the cockpit.

The two unattached PB-50 weapons should attach to the Equipment Plates on the 2x1 Habs. The Engine Struts should attach to the points behind the Equipment Plates. The Reactor, Fuel Tank, and Docker should rest on top of the 3x1 Hab.


Final Thoughts

The Castigator can be made even more effective by slotting a 104DS Mag Inertial Reactor (Class B) and replacing the PB-50s with PB-175 Helion Beams. You can slot four of the latter weapons for the same power cost, leaving an extra six power to drop in a more powerful shield. The Vanguard shield would be a good choice if available. The Warden SG-400 is a pretty solid choice too, if you don't have access to the Vanguard shield. Just bumping those three systems, Reactor, Shield, and Weapons would increase both your tankiness and ability to deal damage.

New stat values, for the Class-B variant, using the 104DS Mag Inertial Reactor, Warden SG-400 Shield, and (4) PB-175 Hellion Beams:

  • Particle Damage: 211
  • Hull: 1,235 
  • Shield: 1,125 (1,800 with Shield Systems)
  • Reactor: 39 (44 with Aneutronic Fusion)
  • Equip Power: 40
  • Jump Range: 29
  • Mobility: 92
  • Mass:1,097

Thursday, January 11, 2024

Starfield Builds: Cardinal Sin

 Cardinal Sin


Introduction

The Cardinal Sin is a light Class-A vessel designed for a single player and maybe a companion or two. It was constructed from a Crimson Fleet Ghost and can be constructed anywhere where Deimos parts are sold. This vessel was constructed on a Level 8 character.


Lore/Head Canon

The Cardinal Sin is a prototype HopeTech scout-fighter design that was taken as a prize by Crimson Fleet pirates and subsequently lost to a hunter from the Tracker's Guild. It was last seen in the Bessel system.


Assembly

Undercarriage Parts

  • Hope 5 Landing Gear
  • M10 Ulysses He3 Fuel Tank
  • NG-6 Landing Bay

Main Deck Parts

  • 20S Protector Shield Generator, attached to rear of NG-6 Landing Bay and flip glitched into cargo hold.
  • 100 CM Ballast Cargo Hold, attached to rear point of reactor.
  • (2) White Dward 1020 Engines, attached to side points of reactor.
  • 124MM Toroidal Reactor
  • (2) Hope 55 Landing Gear attached to the rear side points of 2x1 Hab
  • HopeTech 2x1 Hab configured for All-in-One berth
  • (2) Deimos Wing E, attached to front, side points of 2x1 Hab
  • (2) Disruptor 3300 Cannon, attached to Deimos Wings E
  • Armstrong 10 Cockpit

Select all of the Main Deck parts and attach them to the Undercarriage so that the cockpit sits directly above the front of the landing bay. The shield generator may need to be flip glitched into the cargo bay.

 



Structural Layer Parts

  • 100 CM Ballast Cargo Hold, attached to rear point of reactor.
  • R 2000 Alpha Grav Drive
  • 110 DP Docker
  • Deimos Spine D - Fore
 


Select all of the Structural Layer Parts and attach them so that the 100 CM Ballast Cargo hold is directly over its counterpart on the Main Deck. The Deimos Spine D should sit directly behind the cockpit flare.



Starfield Builds: Edmund Halley

 Edmund Halley


Introduction

The Edmund Halley is just a fun little build I made for a character's early life. It has since been replaced but for the time it served, it did a decent job. Unlike its squat profile might suggest, this was not formed from a Spacer Racoon. Its origins instead stem from an Ecliptic Stiletto and some parts from the Outpost Landing Pad.

I was going to drop some upgraded gear into it, namely an upgraded reactor, but I decided to leave it as built in the old save file. It's not the most glamorous ship, nor anything resembling an end-game build, but it is a good starter ship.


Head Canon/Lore

The Edmund Halley, named after the famed astronomer from Earth, is a custom built "kit" ship. The plans have been made available online so any casual enthusiast with enough resources could build a replica.


Assembly

Lower Deck Parts List

  • Ship Bed 200 Landing Bay
  • 100P Slim Docker, attached to the aft slot of the underside of the 2x1 Hab
  • (4) Hope 6 Landing Gear, 2 Fore, 2 Aft, 1 of each on either side
  • Nova Galactic 2x1 Hab set to Workshop (or substitute with manufacturer of choice)
  • (2) Disruptor 3300 Electron Beam, attached to Fore Hope 6 Landing Gear
  • Taiyo Breaking Engine


Main Deck Parts List

  • 100 CM Ballast Cargo Hold, attached to rear of Reactor
  • (2) White Dwarf 1020 Engine, attached to either side of Reactor
  • (2) Stroud Engine Braces, attached to the rear, side snap points of 2x1 Hab
  • (2) Ares DT30 Engines, attached to Stroud braces
  • Nova Galactic 2x1 Hab set to All-in-One A (or substitute with manufacturer of choice)
  • Samurai Cockpit

Select all of the Main Deck parts and attach them to the Lower Deck so that the Samurai cockpit is positioned directly above the Taiyo Braking Engine.


Structural Layer Parts List

  • 100 CM Ballast Cargo Hold, attached to rear of Grav Drive
  • (2) H10 Atlas He3 Tanks,  attached to side points of Grav Drive
  • R2000 Grav Drive
  • Marduk 1010-A Shield Generator, attached to top of Grav Drive
  • Nova Bracer
  • (2) 200 CM Ballast Cargo Holds, attached to side points of Nova Bracer
  • Nova Cowling 1L-TF

Select all Structural Layer components and attach them to the Main Deck so that the Grav Drive sits directly on top of the Reactor.



Starfield Ship Build: Colonial Authority Frontier

  Colonial Authority Frontier   Introduction This was one of those builds that just came together. I was itching to build that evening and I...