Forget that Fett guy - Varo Crom is the meanest bounty hunter on the Rim, and he needs a ship to match. Since everyone knows that bigger numbers are better, why settle for Slave 1 when you can have Slave 15? That's a whole fourteen more slaves than Boba Fett! No job is too hard, no contract too dangerous - if this thing is after you, you're in trouble!
A bounty hunter's ship needs plenty of weapons.
Varo Crom (red) and his crew.
Once on the ground, Varo rides out on his motorbike. From the cockpit, pull the two handles in front of the side guns, the hatch slides open, and out comes the bike.
Inside the ship.
One of the main goals here was to do a better job of the landing gear than on the Dark Star. It's the same basic design, based on the front wheel of 8425, but this time round it does everything the Dark Star didn't. The legs and the flaps are two separate mechanisms. The leg mechanism is on top of the main floor (inside the raised walkways, and the actual legs are under the two gunnery platforms, and the captain's cabin), and the yellow lever to the right of the airlock raises and lowers them. The flap mechanism is under the main floor, and the little lever in the hatch on the bottom of the ship opens and closes them. The flaps and the legs are held in position by elastic bands, so that they stay in position when the ship is lifted up. And unlike the Dark Star, the levers are actually hidden this time, in both positions.
In the lounge there's plenty of room for a game of dejarik, and a bunk for the crew to get some rest between missions.
Varo Crom (red) and his old buddy Corebreach Carl (blue). No prizes for guessing what happened to his last ship - too bad he didn't have...
...an ejectable warp core! Pull the lever, pull the pin, and away it goes!
The two gunneries sit on top of the wheel wells. Building around the landing gear left a lot of funny-shaped gaps - here filled by the main power conduits between the warp core and the engines (and by the two rear quad-laser turrets). Be careful not to put those metaphasic isolinear warp plasma gel pack transfer manifolds in the wrong way, or Slave 15 might go the way of Corebreach Carl's last ship! (The other gunnery is the same.)
A closeup of one of the engines. The core of it is the same castle-turret engine as on the Dark Star.
Although too low to stand up in, crawl-spaces provide access to the front section of the ship, right through to the cockpit. In the middle is Varo Crom's cabin, where he keeps all his own personal loot - one box full of gold, and another of gems. The copilot's seat just behind the cockpit is also where they can work the two side-mounted turrets.
Those cargo pods are ideal for transferring cargo or prisoners to other ships. While onboard, prisoners can expect a (slightly) more comfortable stay in the brig.
Varo's personal gear and red spacesuit are locked away in the armoury where no one else can get them. Preferred weapons are guns and his two prized swords, but he also has skis, just in case - and face it, everyone likes to use a bright orange chainsaw every now and again. Or a rocket launcher, for that matter. And if you're really unlucky, he might just set the assassin droids on you, too.
It's clear you put a lot of thought into the design here. At first glance it looked like a pretty normal ship but when I saw the functionality I got all excited - I'm a sucker for functional builds! Nice little back-story too! - Matt