Space Engineers

Space Engineers

52 ratings
[HS] CEU Wasp II Interceptor [INT]
Type: Blueprint
Mod category: Exploration
File Size
0.610 MB
Mar 21, 2016 @ 5:21pm
Apr 15, 2016 @ 6:13am
2 Change Notes ( view )

Subscribe to download
[HS] CEU Wasp II Interceptor [INT]

In 1 collection by 5URG3
[HS] Hyperion Systems
52 items
No Mods, No Pistons, No Rotors, Survival Ready.

Ship Details
Name: Wasp II
Class: Small Attack Craft
Role: Interceptor
Environment: Space, Upper Atmosphere, Moons, Limited Atmospheric Flight
Crew: 1 [1]

  • Mass: 43,568Kg
  • Block Count: 619
  • Length: 13.5m
  • Width: 8.5m
  • Height: 4.5m
  • Maximum Forward Acceleration: 26m/s/s

Weapon & Support Systems
  • 10 x Gatling Gun
  • 1 x Gatling Turret
  • Hydrogen Afterburners
  • 3 x Oxygen Generators
  • Active ECM
  • 3 x Programmable Blocks (2 x Spare)
  • Maintenance Projector
  • Ventral Connector and Merge Block
  • Remote Operation with Cameras

A high performance interceptor designed to replace the ageing Wasp Interceptor, the Wasp II is much faster, more agile and carries significantly more firepower than it's predecessor. Hydrogen Afterburners allow improved acceleration and handling for limited periods of time. The Wasp II can be remotely piloted and merge, connector and integrated projector allow easy mass production, meaning that a well stocked base can fight effectively with limited manpower. Although primarily designed to fight the Fighters and Bombers of other factions, the volume of fire produced by the Wasp II's ten gatling guns can be successfully utilised to cripple larger vessels.

Looking for a bomber to hit larger ships? Check out the Locust II:

Survival Afterburner Instructions
In order to use the the afterburners effectively you need to be aware of some key points, hydrogen thrusters are very powerful, but have some limitations.
  • In order for the Hydrogen Thrusters to work, the oxygen generators must be switched on and processing ice. You may need to split up the ice between them manually so they are all working.
  • Each Oxygen Generators can only produce enough Hydrogen for 1.5 small hydrogen thrusters, this means a maximum of 4.5 thrusters will be in operation at any one time. This will be enough for thrust in two directions.
  • Even though there are only a few hydrogen thrusters on this ship, two small hydrogen thrusters produce more thrust than a single large ion thrusters. You should notice the difference when you turn them on.
  • You will not be able to use the hydrogen afterburners all the time, but they do provide an advantage when evading or chasing down enemies.

ECM Script by Whiplash141. You can check out his awesome work here:

LCD Script by Mmaster.

I try to make all my ships suitable for use in survival, if you use my ships and find a bug/problem, let me know.
< >
Midnight Jan 27, 2018 @ 5:55am 
we have same problem as deadshot
DeadShot Sep 28, 2017 @ 11:46pm 
I cannot for the life of me, figure out how to put uranium in it...I haven't missed building any conveyor junctions. Please help
Jaiden Sep 19, 2017 @ 11:56pm 
Absolutely loving the interceptor, used it for years. I've just revisited SE and I've noticed that your projection is offset incorrectly, I've fixed this but I'd love for the original to be fixed too!
bruin_o9er May 14, 2016 @ 3:02pm 
Great Fighter Design, from one builder to another. It’s nice to see a ship that’s proper survival ready & functional. She’s a bit drifty when turning, but I would think it’s more of a boom and zoom fighter anyway. Took on 2 Dryads, won, but suffered some extensive damage. Good Job.

P.S. Your wing guns shoot your forward centre guns in tight turns.
5URG3  [author] Apr 15, 2016 @ 6:16am 
@Captainbladej52 Someone mentioned this the other day, I just checked it out myself. You are correct, it did overload. I think I must have accidentally deleted a couple of small reactors before I uploaded. I don't like ships to overload, so I have just corrected it. Thanks for your feedback.
captainbladej52 Apr 15, 2016 @ 6:05am 
downloaded a few of your blueprints such as this one and I like what I see. great maneuverability, firepower and so on. I have however ran into an issue that's been giving me fits and that's the power consumption of the fighter. it's operating dangerously close to 100% power consumption at almost all times when I get her up to full speed. I realize that when you get going at full speed in any ship you're going to use up more power. If you don't mind my asking do you have plans possibly correct this? Would love to use them alongside some of my own fighters but the power issue prevents this.
xenolego Mar 30, 2016 @ 7:09pm 
xenolego Mar 30, 2016 @ 7:09pm 
Hyperion Mar 27, 2016 @ 8:00am 
Only if I could build that good.
5URG3  [author] Mar 22, 2016 @ 10:58am 
@Cumu[FR] Yes, that can do as a workaround, but it's an ugly solution IMO. Connection and seperation is what the merge block should be for.