Hellraiser . Zijner Majesteits ship the Hellraiser is a pirateship that under the command of Dalv preys on trans-galactic freighters. .
This SHIP was another venture into mixed themes. It was also another venture into unforeseen-rapidly-growing-out-control MOCing... It grew to over 150 studs long without counting the bowsprit! Which is strange, because as I was building it, module by module, it always felt small and cramped! I was rather bummed out when I could only fit six sleeping spaces for the crew, and that cargo bay became sooo small it just fit a robot arm and not even another small ship, etcetera. I had lots of fun solving the puzzles in constructing Zr.Ms. Hellraiser, but cursed it a lot too.
The bridge of the Zr.MS. Hellraiser is in the bow. A steering wheel only would be poor control for a starship, so there is communication and an operation station in the back.
The astro-ankers are controlled with the generator under the mast. The plan to give it a power function went overboard due to space constraints, but it functions manually.
The captain can dock his yacht right under the bridge, and can jump right in and fly out when things get too hot behind the huge canopy!
A lift did not fit in the bridge section space-wise, but also design-wise; it would make the vintage module too spacy, so this moved to the central crossing.
The Hellraiser has two big gatling cannons. The cannons can be lowered belowdecks so they don't collect space barnacles, and the Hellraiser appears as an innocent cargo hauler on the long range sensors of non-suspecting target ships.
To reload the cannons they slide back on their rails, into the gun deck where the loader operates a robotic arm. It is a bit crowded on the gun deck, as around the cannons the loader has his station, the gunner sits in a comfortable swivel chair - with heads-up display - and an officer receives commands and targets from the bridge from a third station.
The top of the gun decks houses less destructive weaponry, a harpoon-missile and a harpoon cannon. They are fired at target ships to reel them in for the plunder. Sliding down the harpoon's chains, the target ship can be boarded by brave space pirates that dare to venture down the suicide zipline in their boarding vessels.
In the 'spacious' cargo bay the bounty plundered off other ships are stored. A flexible robot arm can be extended through the big double doors to grab the riches.
Moving further down the corridor further to the aft, you come to the sleeper bay. Six regeneration pods can be used by the crew to catch some shut eye or to recuperate from battle wounds. With a crew of eighteen, and just six pods, your bed is always warm...
The engine intersection houses a second lift that allows the crew access to the deck. Due to a lack of parts and creativity this lift is, contrary to the forward, not functional...
This is the station of the ship's engineer. He could use an extra pair of hands, as the engine controls are situated on the nacelles, one port, one starboard...
The engines can swivel, something I forgot to make a nice photo of. What I did not forget, is a shot of an opened nacelle to show the otherwise completely covered innards...
At the end of the long corridor comes a section with three decks. In the bottom deck the restroom is located, right behind some unused storage space; as you all know, pirates travel lightly. The vermin in the bathroom got so bad, that Dalv ended up recruiting the bugs that lived there.
The middle deck is the mess. A hot meal can be taken from the auto-stewer. This machine mashes any ingredient found in space, on board or under ones shoes, to the same brown, tasteless pulp. Luckily, and key in mutiny-prevention, there is also a rum-o-mat, that serves all sorts of rum from all over the galaxy. An arcade machine provides some less violent entertainment than what the crew usually gets into on long voyages.
Captain Dalv has of course his own cabin. A ship's captain does not share his regeneration pod! Another captain's prerogative is a video-phone, it is after all a very long way to the bridge. Neither does Dalv share his pinnball machine, he prides himself on having the high-score, and wants to keep it that way!
The name for Zr.Ms. Hellraiser came late in the process; I left hooking up the chains to when I was done with all the modules, not sure how to tie it all up, and still set on the idea of hanging sails on the masts. I abolished the latter idea, but did want to chain it up. But I underestimated my chain stock, and ended up two short... Two short, with already close to forty chains in the MOC! I never saw so many chains!!! Except in the Hellraiser movies where they shoot out of the puzzle box: thus the name. If you're old enough, go see those movies, classic horror, with the charismatic Pinnhead in lead of the baddies! (NB the two missing chains were kindly borrowed from Eric.)