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Knightfall Armory
   
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
247.619 MB
2 May @ 3:38pm
9 Oct @ 7:20pm
25 Change Notes ( view )

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Knightfall Armory

In 1 collection by Headhunter Echo
Paragon 2025 Official Modlist
44 items
Description
Introducing Knightfall Armory

Knightfall Armory is a new weapons-pack developed for the Paragon Survival RP community. The contents of this pack are point defense turrets and advanced guided torpedoes.

Point Defense Guns
Knightfall Armory provides 3 solid choices for your primary point defense needs.
  • "Stiletto" PDG - Light, fast firing for good anti-projectile defense.
  • "Rapier" PDG - Decent damage and rate of fire, middle ground in projectile defense and grid offense.
  • "Scythe" Heavy PDG - Heavy, damage dealing turret focused more on engaging ships and fighters.

Guided Missiles
Guided missiles are the weapon of choice for long range battle. With increased range over other weapons and a variety of warhead options, missiles are as versatile as they are effective.
(Lock On Range is increased to 15 kilometers).
  • "Ares" Missile Pods - With decent damage and a high fire rate, Ares pods are able to launch salvos of warheads at a target. Its capable of fitting several warhead options such as "Ares" HE Missiles and "Hangup" EMP Missiles.
  • "Pilum" Missile Silo - Holding a singular cruise missile, Pilum silo's fire highly effective warheads at further distances than an Ares Missile Pod. Its capable of fitting several warhead options such as "Pilum" HE Missiles, "Tripwire" Jump Drive Interruption Missiles, and "Scryer" Nuclear Missiles.

Naval Turrets
Naval Turrets are secondary batteries that supplement a ships primary batteries and missile complements. Secondary batteries are effective against smaller targets or for keeping sustained fire on larger targets.
  • "Squire" 80mm Turret - High fire rate and decent damage, the Squire is a reliable choice for smaller ship classes.
  • "Bofors" 120mm Turrets - Bofors pack a stronger punch than Squires, for a slight reduction in fire rate. Bofors comes in 2 barrel options, single or dual barrel.

Naval Coilgun
The primary ship-to-ship weapon of choice for naval vessels, Coilguns fire high caliber projectiles at long range. These weapons can deal significant damage to even the heaviest of ships. They can utilize multiple ammo types such as HE, AP, RPF.
  • "Sentinel" 200mm Naval Coilgun - The lowest caliber coilgun available, the Sentinel boasts the highest fire rate at the trade off of shell size.
  • "Paladin" 300mm Naval Coilgun - An intermediate option, the Paladin has better damage than the Sentinel and a faster fire-rate than the 500mm coilguns.
  • "Banshee" 500mm Naval Coilgun - Dual barrel variant of the 500mm coilgun. Commonly found on battleships.
  • "Epyon" 500mm Naval Coilgun - Triple barrel variant of the 500mm coilgun. Commonly found on battleships.

Railguns
A unique weapon, most commonly found on stations and bases, Railguns deal extreme penetration damage, but with little to no explosive damage. Railguns can stop ships with a single well placed shot.
  • Mk 11 "Hasta" Railgun - The highest damage of all weapons, the Hasta can deal significant damage at long range.
  • X-43 "Cerberus" Burst Railgun - A burst variant of the Hasta, it sacrifices some of its damage for burst capabilities.

Utilities
  • "Interceptor" Anti-Missile Battery - Fight missiles with missiles. Fires a tracking projectile against incoming missiles.
  • Counter-Measure Flares - CM Flares are able to distract incoming missiles. Must be manually triggered.
  • Electronic Counter Measures - Uses radio waves to distract incoming missiles. Must be manually triggered.

In Progress
  • Models for many of the weapons.

Credit
  • MTGraves for all models.
  • StarKnight for all grids in thumbnail images.

Disclaimer: Knightfall Armory is meant to be used on a server with build limitations. These weapons are extremely powerful, and if left unchecked, can turn fights into less than a minute endeavor.

Come join us on Paragon today! https://discord.gg/TB2UcSqR8Z
Please ask me for permission before reuploading this mod for ANY purpose, including unlisted variations. Discord: headhunterecho
29 Comments
Captain Bart 10 hours ago 
How do the Hangup EMP missiles function? I'm going to do some factorum stuff and wanted to also steal their ships.
Headhunter Echo  [author] 30 Sep @ 4:24pm 
@titanius Yes, I plan to release a standalone version of the missiles once they are done with development.

@odinfin, Thank you for letting me know, I’ll correct that shortly!

I do plan to add several ammo types, mostly inspired by the ammo from the game “Nebulous Fleet Command.” This includes HE, AP, and HE-RPF (Air Burst).
Odinfin 28 Sep @ 3:49am 
Can confirm the Rapier also shoots the block they sit on and destroy it :)
Odinfin 27 Sep @ 9:53pm 
Hey, been loving your mod. It's only a small issue but I found that the "Point Defence Guns" can depress too much, as they clip into their model and in some cases shoot the blocks they are on top of (I was using the Scythe's).

Also are you going to add any more ammo variants; like Airburst Rounds for the Bofors?
titanius anglesmith 25 Sep @ 3:38pm 
still possible to get the Guided Missiles. as a standalone mod?
Headhunter Echo  [author] 25 Sep @ 2:36pm 
@SilverVixen Hello, I am working on a spread of small grid weapons to go along with this pack!

@Omar Perez I have no plans to make a weaponcore variant.
Omar Perez 24 Sep @ 12:11pm 
is there a version for weaponcore? or is it possible to make a version for weaponcore
SilverVixen 17 Sep @ 2:45am 
hey as a possibility could some of the smaller guns like the Squire, Stiletto, and Scyth also be for small grids aswell for use in rovers, ACPs, ect?
titanius anglesmith 9 Sep @ 8:12am 
just the Guided Missiles. as a standalone mod
Warlocc 8 Sep @ 9:52pm 
Just wanted to make sure it wasn't a glitch. Thanks!