NSS Brightstar – Missile Cruiser [RE2]
NSS Brightstar – Missile Cruiser
"Either you or the enemy will go out like a supernova."
This was an idea I’d been toying with for RE1 but never got around to making it. Now I’ve finally got stuck in to RE2 it seemed like the time had arrived, seeing as Spanj inadvertently reminded me in a recent video. With the detector I believe 20 is the actual limit to forward weapons so that’s how many torpedo launchers she’s got. There’s also the option to switch these out for the full 6 Helldart missile launchers if you prefer. Both versions look awesome when firing.
NSS Brightstar is an armoured missile cruiser meant specifically for combat, though I suspect she’ll work best backing up another combat vessel so she can sit back and lob vast quantities of homing high-explosive death in the enemy’s vague direction.
As per usual with my designs there is some LCD functionality for armed weapon groups. If you follow the upgrade suggestions (found on the main deck) and add EMP cruise missiles then don’t forget to add them to the P Menu signal logic so it all works.
Comes with:
Combat/Hardened Steel hull with reinforced Decoys
20x MX4 Torpedo Launchers
4x Light & 1x Medium Gatling Turrets
3x Advanced Generators
Long Range Radar
Advanced Shield with 2x Medium Shield Parts
2x 320K Ammo Controllers
2x 640K Cargo Controllers
1x Universal & 2 Small Constructors
Food Processor & 2x Fridges
With room for:
2x Fusion Reactors
3x Advanced Generators
8 Small, 4 Medium (total of 6), 4 Large Shield Parts
4x Auxiliary Cores
6 Helldart Missile Launchers (if you remove the torpedoes)
A load more turrets, including 3 for larger turrets like artillery
Free space for Thrusters, Quantums, etc.
Yet again a big thanks to JRandall for featuring this on his weekly workshop peeky: https://www.youtube.com/watch?v=Uy3xsqGR03w