Continuing from last thread, I've done a lot of work and redesigning on The Elodin, Venice's flagSHIP.
Returning fairly unchanged is the figurehead mask, and with the Glaive Beam still protruding phallically from its mouth.
The barrel itself has both been lengthened and simplified, its removal allows for infantry to exit through the mouth of the figurehead.
The figurehead is fully removable, showing the piloting area, here we see a Space Detective in the pilots seat, with two crew on manning some of the weapons. When the mask is on, the pilot looks straight out from the eye-holes.
A security officer protects the vacuum sealed Moonbase-grade doors. In the event of a breach, the cabin will be unaffected.
Now, onto the weapons, here we have a Breach Missile launcher, mounted above the cabin hallway.
It holds 4 Mark IV missiles, protected by side-guards from enemy lasers.
Here we have the Pegasus missile system, which is able to fire 2 MKII missiles at a time per turn. There is another one on the opposite side of the SHIP.
Attached to the second floor, we have the Heavy Pierce laser cannon, it can rotate to aim all the cardinal directions, but not outward. Note that it is mirrored on the other side of the second floor.
We also have a small burst laser, used mainly for anti-fighter defense. Again, mirrored on both sides of the second floor.
Attached to the very top, we have the heavy hitters, a pair of Anti-SHIP Hull Missiles.
Not sure what Mark to classify this as, but it's pretty damn big, they are protected by a layer of
Behind the second floor, we have the main Swarm Volley gun, where 16 shots can be fired at once, this is a highly effective anti-fighter weapon.
Venice has a habit of overbranding.
Here we have a linked heavy laser cannon, basically the same as last edition except for minor cosmetic changes, it is mounted at the very rear of the SHIP.
The Second Floor holds a combined Gunnery-Armoury-Command Center, where more commanding is done than the piloting area.
The senior Space Detective commands from his desk, you'd think it's be high tech and all, but he's still a detective at heart, so it's only big enough to hold his trusty flask and his pistol. He has less sultry dames walking through his door with a case than he'd like, but he gets to command a giant spaceship, so it evens out.
A couple more gunners are here to supplement the aiming AI of the rest of the guns, it's good to have backup stations for gunners.
Now for the main floor, which is still really really huge.
This SHIP is called all-purpose for this reason, its giant main bay area can be modified to do a whole load of things, need a fighter bay? Just put the fighters in and you have it, need an army staging area? Already done, just send in the troops, need an office space? Just set up the cubicles and coffee machine. Hell, you could stick more guns out the side doors and make it even more heavily armed.
The side walls open up to allow infantry and vehicles to exit, since Jaguars don't fit out the mouth.
Three crew work the engines, the with the reactor being powered by the mysterious thing in the box.
Once the side engines have had their power needs met, excess power goes up these wires to power the rest of the SHIP.
Just to illustrate how fucking humongous the interior of this is, here's the main bay with my entire 70-something man army and two armoured cars.
The first 50 infantry take a little over half the space, I could squeeze maybe a dozen more in if I didn't care about them being stable on studs.
Here's another shot with Il Doge on the front for size comparison, with this, Venice soars forward on the wings of technology.
Just in case you were wondering, even with the entire army in it, it still swooshes. (I'm also totally using this to store my army in from now on, makes a hell of a dust cover)