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Kestrel Mk.II / Mk.2 Corvette

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GameBreaker[PM]'s Avatar GameBreaker[PM]
Level 28 : Expert Engineer
29
Overview:
The Kestrel 2 Corvette is an upgraded expansion of the earlier
Kestrel Mk.1.

It carries over many aspects in terms of armament, protection, and
utility from more recently released designs that allow for improved
firepower and survivability while still maintaining its low
manufacture and deployment costs.


History:
The Kestrel 2 was conceived as a service-extension upgrade for the
Kestrel 1, following user reports of extensive losses and
disablements of active Kestrel 1's.

These incidents were mostly attributed to mechanical failures and
the small size of the ship which carried a very limited amount of
lifting cells and internal space.

As such, its hull size was expanded from a width of 17 blocks to 21
blocks to accommodate the larger gun turret and improved modules.

The new gun would be a naval scattershot weapon, allowing for
improved firepower and submersible capability.

The lower half of its hull was also remodelled for amphibious
movement. Since it had been fitted with the same weapon system as
the Piranha TBD, the Kestrel 2 could also ambush from underwater
using its high cannon arc.

This expanded volume allowed a torpedo bay to be installed, giving
the Kestrel 2 an added edge against larger heavily armored targets.

Also added was a proper crew quarters just behind the torpedo bay.
This was added in response to reports of earlier Kestrel 1's having
very limited operating range due to crew fatigue.

Similar to its predecessor, the Kestrel 2 would be fielded for light
to medium risk operations including but not limited to light
skirmishing, fire support, patrolling, and ground attack.

It still functioned well as a complement or defensive vehicle as its
size increment was not very significant, allowing it to maintain its
small profile amongst larger battleships and destroyers.

As its namesake implies, its main attacking pattern is to hover or
otherwise "scan" the target area form a height of 30-50.Its frontal
machineguns can also be loaded with Arrows or Splash Potions for
anti-infantry effect.


Armament:
The Kestrel 2 carries a single 8ST (8-Shot Scatter Turret) mounted
in the centre of the hull that is controlled from the cockpit. The
weapon is modified from a licensed copy of the MNST Gun system from
Heavy Hussar Industries.

The forward armament has since been doubled from 4 to 8 machineguns,
that can be loaded with Fire Charges, Arrows, and Splash Potions.

The flanks of the vehicle have 3 embedded machineguns that are wired
to fire from the cockpit.

The tail section is guarded by a quad (improved from two) machinegun
array under the engine room.

A Torpedo Bay has now been added due to the larger size of the
Kestrel 2, further improving its armor penetrating capabilities
against larger targets. These tubes fire the M7T Tandem-charge
Torpedo. These can be remotely fired from the helm.

1x 8ST Gun System

8x Frontal Machineguns

3x Broadside Machineguns (Left and Right sides)

4x Rear Machineguns

2x M7T Torpedo Tubes


Protection:
The hull of the Kestrel is encased in cyanized, solidified CLAY-type
armour casing. Glass parts of the vehicle such as the windshield and
viewports are double-layered with ballistic glass, and additional
SLAB-type plating is used to reinforce the engine deck and belly.
Since the Kestrel 2 has been remodelled for naval use, much of the
lower body has since been rebuilt with cast iron.

As is now standard with current production GameBreaker Automations
vehicles, the Kestrel 2 is now fitted with an APS (Active Protection
System) module that is activated from the gunner's position. The APS
protects against explosive and incendiary projectiles.

The APS module has now been corrected following user reports of malfunctions after firing of the main gun.


Crew:
The crew layout consists of 4 operators:
1. Pilot/Commander
2. Cannoneer
3. Broadside Gunner
4. Tail Gunner

Equipment, consumables, and ammunition are carried onboard.
CreditHeavyhussar
Progress100% complete
Tags

1 Update Logs

Update #1 : by GameBreaker[PM] 04/18/2016 4:00:02 pmApr 18th, 2016

>Corrected the position of the APS modules.

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