About Reprieve-Class Hospital Ship (Goph Original Ship)
From Steam WorkshopPlease leave a like if you enjoy the sub! Also make sure to grab More Alarm Sounds in the required items section because I use them here. Reprieve: In the isolated seas of Europa, a culture of…
Please leave a like if you enjoy the sub!
Also make sure to grab More Alarm Sounds in the required items section because I use them here.
Reprieve:
In the isolated seas of Europa, a culture of reusing and repurposing old equipment prevails. Soon after retirement, several outdated Falcata hulls were stripped, modified, and pressed into service to serve again as hospital ships; roving bastions of medical expertise packed to the brim with diagnostic equipment, essential supplies, and plenty of beds. When an alien plague or other disaster strikes a colony, the Reprieve-class steps in to staunch the flow of bodies and restore order.[/quote] 4 - 8 Crewmen recommended [h2]A warship turned savior, with a campaign-focused design: [/h2](and here's that old sub if you want it: https://steamcommunity.com/sharedfiles/filedetails/?id=2201234323) [h1]== Ship Technical Specifications == [/h1] [*] 1x Burst-Fire "Bracket" Dual Coilgun (6-shot burst over 0.6s, 1.0s cooldown)
[*] 1x Burst-Fire "Parapet" Coilgun (4-shot burst over 0.6s, 1.0s cooldown)
[*] 2x Empty Hardpoints [*] 3x Electrical Discharge Coils (Command controls ventral and frontal coils, Gunnery controls rear) [*] Maximum stock horizontal velocity of 19km/h [*] Maximum ascent velocity of 18km/h [*] Maximum descent velocity of 12km/h [*] Medical and normal fabricators + deconstructors [*] Big storage for medical and normal fabricators
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[*] Research station [*] Mineral scanner [*] Alarms for fire, flooding, and grid overload [/list] [h1] == Design and Gameplay Notes == [/h1] [list] [*] It is highly recommended that you play this ship without installing an auto-reactor circuit. The power and overload thresholds have been tuned to make upgrades meaningful and make engineer + captain interactions fun. [*] Most inner doors are fully manual; no auto-closing. Crews will have to be diligent about sealing rooms behind them. [*] 4x Extra Medical/Security IDs in the Captain's cabinet for whatever reason. [*] All appropriate containers are tagged with matching autofill options. There are several hand-filled containers, but this ship largely conforms to the standard set by vanilla ships in terms of starting inventory. Intended for campaign. [*] The arms vaults in the Armory are only accessible to ranking personnel (captain and security) [*] The toxin cabinet is only accessible to medical officers (medical) [*] Yeah there's a clown suit. Three pieces are hidden in the ship. [/list] [h2]Wi-fi Channels:[/h2] [list] [*] 301/711 Water Alarms [*] 302/712 Smoke Alarms [*] 303 Emergency Lights [/list]
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 4 yr ago.
Reprieve-Class Hospital Ship (Goph Original Ship) on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Barotrauma — 2 GB (2 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2022-11-30, released 2022-11-30
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of Reprieve-Class Hospital Ship (Goph Original Ship).
Dependencies
- Required: More Alarm Sounds
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run Reprieve-Class Hospital Ship (Goph Original Ship) on a Barotrauma server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogVehicles & ships
Cars, boats, aircraft, ships and other things to drive or fly.
Compatibility
- Game
- Barotrauma
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-10Open ↗
- ✓AuthorGophTheGreat, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
(and here's that old sub if you want it: https://steamcommunity.com/sharedfiles/filedetails/?id=2201234323) [h1]== Ship Technical Specifications == [/h1] [*] 1x Burst-Fire "Bracket" Dual Coilgun (6-shot burst over 0.6s, 1.0s cooldown)
[*] 1x Burst-Fire "Parapet" Coilgun (4-shot burst over 0.6s, 1.0s cooldown)
[*] 2x Empty Hardpoints [*] 3x Electrical Discharge Coils (Command controls ventral and frontal coils, Gunnery controls rear) [*] Maximum stock horizontal velocity of 19km/h [*] Maximum ascent velocity of 18km/h [*] Maximum descent velocity of 12km/h [*] Medical and normal fabricators + deconstructors [*] Big storage for medical and normal fabricators
[*] Research station [*] Mineral scanner [*] Alarms for fire, flooding, and grid overload [/list] [h1] == Design and Gameplay Notes == [/h1] [list] [*] It is highly recommended that you play this ship without installing an auto-reactor circuit. The power and overload thresholds have been tuned to make upgrades meaningful and make engineer + captain interactions fun. [*] Most inner doors are fully manual; no auto-closing. Crews will have to be diligent about sealing rooms behind them. [*] 4x Extra Medical/Security IDs in the Captain's cabinet for whatever reason. [*] All appropriate containers are tagged with matching autofill options. There are several hand-filled containers, but this ship largely conforms to the standard set by vanilla ships in terms of starting inventory. Intended for campaign. [*] The arms vaults in the Armory are only accessible to ranking personnel (captain and security) [*] The toxin cabinet is only accessible to medical officers (medical) [*] Yeah there's a clown suit. Three pieces are hidden in the ship. [/list] [h2]Wi-fi Channels:[/h2] [list] [*] 301/711 Water Alarms [*] 302/712 Smoke Alarms [*] 303 Emergency Lights [/list]