ASCS Gladiator [RE2]
Presenting the ASCS Gladiator
a modular combat cruiser starting at core 9 and going all the way to maximum
Being a modular build the ship itsself can be completely focused on combat, while relying on it’s modules for additional functionality.
It has space for:
– a Micro-Module (created by me)
can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3514508437 ->farm module
https://steamcommunity.com/sharedfiles/filedetails/?id=3514699286 -> cargo module
https://steamcommunity.com/sharedfiles/filedetails/?id=3514742742 ->production module
– an Astra module (created by filbertfarmer)
The ship itsself comes with:
– core 9
– 2 plasma main guns
– 2 gatling turrets
– about 60k shield
– an adv warpdrive
– 2x 640k cargo space
– 320k ammo storage
– one universal constructor
– a self-repair device
– an advanced radar
– a heavily armoured front section with decoys
(upgrade spaces can be found behind the ‘X’ decals, 5 total: 2 in the corridors for shield extenders, 2 towards the back of the nacelles for cpu and 1 in the module bay for the reactor)
Upgrades:
– 6 more heavy weapons
-10 more turrets
– 6 medium shield extenders
– 2 large shield extenders
– a large fusion reactor
– all aux and quantum cores
Now… in case you’re wondering what all the switches in the p-menu do:
– Landing override – extends the ground entry lifts even when the landing did not want to deploy on landing
– Module hangar – opens the top door for the module hangar
– Main guns – turns on/off the main guns to dave power and to not accidentally shoot them
– Turrets – when you get bigger turrets you can bind them to this to turn them off for power saving
– Energy barriers – turns on additional energy barriers to reinforce critical areas when in combat
– Self-repair – turns the shield off and the self repair station on, so you can then use it