Star Trek – USS Shenzhou (RE)

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Author: NiWi-AlexM

Last revision: 9 Jul, 2022 at 15:37 UTC

File size: 1.02 MB

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Welcome to Bridge of the USS Shenzhou!

We know, it looks bigger than you thought 😊

USS Shenzhou is old, but she gets us where we need to go. At 4 Decks and 40 kilotons, Shenzhou is inspired by its namesake from Star Trek Discovery series and adapted to serve as a multi-purpose, deep-space exploration, combat carrier vessel with a limited atmospheric flight capability (up to 2G) – made to work in REFORGED EDEN 1.8. Recommended for a crew of 1 to 3 players.

She requires 10 Auxiliary cores in stock configuration (DO NOT POWER UP before the A-core installation!) but comes with full 135k in shields and enough weaponry to start you stealing quantum cores from Legacy Infectors and get you going. Once upgraded, Shenzhou sports a balanced range of combat, mining, ice-mining, salvaging, small craft repair and construction capabilities. Shenzhou also has two dedicated Shuttlebays, a small and a big one, capable of carrying specially designed companion craft or an assortment of HV and SV craft of your choosing. In addition, Shenzhou features an advanced Pilot Screen Display LCD with reactive systems status indicators and is programmed with an extensive Signal Logic Suit designed to aid in her smooth operation. Finally, most compartments and turbolifts are LCD-ed as well, so that you won’t get lost in a Jeffries tube on your first day.

A STARSHIP


and a home, comfortable to fly and live in:

– Named storage compartments: 2x 640k, 2x 272k, 1x 176k and 1x 168k container controllers plus an assortment of boxes – for raw materials, constructed devices, ready-made fuel and processed pentaxid, objects destined for deconstruction, and objects destined to travel the stars with you
– A Small and an Advanced Constructors, and slots for one more of each. A slot for a Deconstructor (behind the Port Airponics bay)
– A Captain’s chair
 plus a conn station, two passenger seats, a science and a scanning station ready for you on the Bridge. In case of an emergency ship can be controlled from the Upper Computer Room in Engineering on Deck 1
– Reactive Pilot Display with RED ALERT and live system indicators functionality
– Fully programmed Signal Logic suit
– Easy Bridge access via hatches on either side of the bridge tower
– Dedicated spacecraft shuttlebay, a combined craft shuttlebay with ground access and a small space landing deck
– Under-wing corridors and nacelle catwalks with additional ground access
– Pre-designated slots for core, weapons and equipment upgrades, all clearly marked with LCDs
– Four Turbolifts interconnecting the decks though the saucer and secondary hull with full LCDs
– An armoury with personal lockers and small weapons storage, a Sickbay near the bridge and another one in the Shuttlebay02, 4 fluffy crew quarters (two on each port and starboard sides of the saucer section), a transporter room, two solar array rooms in the fore of the saucer accessible via Jeffries tubes.
In other words, a lot to memorise for an ensign)

A SMART AND STURDY FIGHTER:

– 8x Modulated Gamma Laser Turrets, 2x Cruise Missile Launchers, 1x Artillery Turret
– A slot for the LX-2 Prototype “Light” Railgun (and CPU to fit it in stock 10 A-Core configuration)
– 4x Sentinel Flak Turrets
– RED ALERT and BOARDING modes allowing for fast stripping of enemy shields, distraction of thrusters and turrets with minimal damage to internals, and continuous shield suppression during boarding action
– 135K in Shield HP, recharging from 0 to 100% in just under 4 minutes
– 2x Fusion Reactors and an Advanced Warp Drive
– Mixed Combat and Hardened Steel hull, multi-layered around all critical systems and towards the front of the saucer section – will protect you from accidental hull breaches in case of shield failure but won’t stand up to sustained mid/late-game fire
– Fast and agile for its size to escape a superior opponent.

Shenzhou’s combat approach is to strip opponent’s shield with Gamma Lasers, then disable the drives using the LX-2 Prototype "Light" Railgun and gradually de-fang with the help of Cruise Missile Launchers and Artillery – before boarding. To this end almost all the turrets are tasked to target thrusters and turrets only and can be activated simultaneously by engaging RED ALERT. Once opposing vessel is disabled and de-fanged, engaging BOARDING MODE will leave active two laser turrets needed to suppress shields without inflicting any more damage to the vessel (and its loot 😉).

NOTE: LX-2 Railgun is still new to StarFleet, so it works with limitations. Current hull geometry leaves a minimal aperture in front of the 3×2 body of the gun – because of that it WILL NOT FIRE in 3rd person view and has a limited firing window while strafing. TO FIX – remove the angled plating in front of the 3×2 box and replace with non-air-tight 3×2 ramp to cover the hole. Tie the ramp to the same signal you use for the LX-2 – SiegeHot or SiegeOn.

A VESSEL TO GROW WITH:

Shenzhou’s stock configuration and hull design revolves around the LX-2 Railgun that, together with the Gamma Lasers and Kinetic is sufficient to engage most planetary patrol vessels, as well as – with some piloting know-how – some Legacy ships. However, she comes with pre-designated and clearly marked slots for further weapon and equipment upgrades:
– Up to 12 Q-cores
– Up to 4x Gamma Turrets on the ventral side of the saucer and 3x Microwave Turrets on the dorsal side
– Up to 8x EMP/Standard Cruise Missile Launchers on the multi-launcher clamp, ventral side of the secondary hull and ventral and dorsal sides of the nacelle pylons
– 1x Retractable Heavy Minigun Turret and 1x Sentinel Flak Turret on the ventral and dorsal side of the saucer
– Up to 6x Fixed Weapons of your choice can be fitted into the nacelle pylons (we went with Heavy Blaster Cannons)
– 1x Artillery Cannon Turret that can be mounted on the dorsal side of the saucer, with enough CPU both turrets can be upgraded to Heavy Artillery Cannons
– IMPORTANT: READ WEAPON PROGRAMMING and UPGRADES INSTRUCTIONS LCDs in the armoury – they describe the Signal Logic programming behind the Red Alert and Boarding modes and how to preserve this functionality when installing additional weapons.
– Non-combat upgrades:
– 2x Laser Drill Modules can be placed in the carbon-filled slots right under the bridge
– 1x Retractable Tool Turret on the ventral side of the saucer near the cruise missile clamp
– 2x Automated Ice Mining Turrets can be placed on the dorsal side of the saucer
– Advanced Repair Bay in the Shuttlebay 02 and a Repair station to work it
– Slots for Core, Weapon and Equipment Upgrades are clearly marked by LCDs activatable by levers from the Upper Computer Room, Armoury and Shuttlebay 02. Slots on the external hull are covered by shutter doors – levers will open those.
In this set-up and with some piloting skill Shenzhou should be able to take on a Tovera, albeit not in a single pass. We recommend installing Mining equipment early to make your ship fully self-sufficient and capable of collecting resources needed to fuel, run and upgrade her. With 135k shields and ammo-less laser turrets, Shenzhou’s a gas-hog and needs a lot of fuel to run, especially early on when you may be forced to re-engage targets multiple times before they are properly disabled.

A FAMILY SHIP:

Shenzhou comes with kids 😊 – dedicated companion craft, that include: a type-C transport shuttle with 2x 17k storage compartments, a combat hovercraft, and its Peregrine-class fighter-carrier – all high-G capable and fit inside the Shuttlebay 02. Links to the companion craft incoming as soon as I have the time to upload them.
There is a further designated bay for Omni Laser Extended (by Fragtzack ) and space for a small-ish lumberjack craft in the Shuttlebay 02. Shuttlebay 01 can carry an additional dedicated space-fighter.

Please enjoy!

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Reforged Eden 1.8 — Steam Workshop