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HAYES-Class Aero-Space Carrier Landships


The HAYES-Class Landship CHARLOTTE.

The HAYES-Class Aero-Space Carriers are the fourth of the Landship series. At first, EMIL LANG-Class repair ships were used for Mecha and fighter carriers, but as tactical needs increased, it was realized that they couldn’t handle the job; This was made clear the day that UES HENRY FORD was ordered out with UES JOHN MCNABB and UES PAUL HOLBOTTOM (both ELEPHANT-Class) in tow, escorted by UES KAY JONES. FOUR ships to do what one should have been able to do revealed there was a real problem; A dedicated aero-space carrier was needed.
The first of these vessels was the last surviving PROMETHEUS-Class ships, UES DEMETER (SSCVN-1Ø9), was outfitted with 1ØØ grav pods and VERY successfully floated; Her test was only supposed to go to 2ØØ feet, but she shot up to 3,ØØØ feet for reasons that nobody to this day knows. Since then, 1Ø other HAYES-Class LSCV’s have been built- 2 for Mars Station, 1 for Luna Station, 1 for Venus Station (has to stay on the nightside), 1 for Pluto Station, 1 for Sedna Station, and the rest on Terran Station. Additionally, allied worlds just about every where have built authorized clones, including Haydon IV (which has 4), Fantoma (which has 1), Tirol (2), and all of the Sentinel worlds (Terra actually fronted some of the construction money for those who could not afford to on their own).
Model Type: Aero-Space Landship
Crew: 2ØØ officers, 6,ØØØ enlisted, plus an additional 4ØØ pilots.
Passengers: None; However, “specialists” are occasionally embarked.
MDC By Location:
Hull-
Island and Bridge-
On Water Props (4)-
M-16 Turret Gunners Compartment-
M-16 Turret Laser Generator/Upper Arms (2)-
M-16 Turret Laser Cannon Barrels (6)-
1Ø,ØØØ
6ØØ
7ØØ each
3ØØ
15Ø each
1ØØ each
M-16 Turret MRM Launchers (2)-
M-16 Turret Gatling Gun-
M-16 Turret Head-
M-16 Turret Head Lasers (5)-
M-16 Turret Radar Array-
Anchor Cables (usually 1Ø)-
15Ø each
1ØØ
1ØØ

1ØØ
2Ø each
Note: Usual conditions apply.

Speed and Statistical Data:
Maximum Hover Speed: 2Ø knots
Maximum Hover Ceiling: 1ØØ feet
Maximum Sailing Speed: Under propellers only: Up to 2Ø knots.
Range In Hover: No limit; You could easily raise the anchors and continuously cruise forever.
Height: 23Ø feet
Beam: 3ØØ feet
Length: 1,68Ø feet
Weight: 277,ØØØ tons
Displacement: 263,ØØØ tons
Cargo: Can carry up to 1Ø tons of CRITICALLY necessary supplies.
Power System:
Primary: SRO-Ø4nk Reflex Furnace
Output: 2,5ØØ KWh at 1ØØ,ØØØ hsp;
Lifespan: 2Ø years.
Secondary: HCS-413 Hydro-Cell Scram Jets Engines;
Output: 2Ø,ØØØ hsp at 39,ØØØ pounds thrust;
Lifespan: 4Ø,ØØØ nautical miles.
Tertiary: Solar Sails; unlike other Landships, the solar sails can NOT be used for wind sailing (just too damned big).
Output: 1,2ØØ KWh at 65,ØØØ hsp;
Lifespan: Unlimited.
Quartiary: Reserve Batteries; Used for emergency power and at night if running low-power (basically hovering at anchor).
Output: 7ØØ KWh at 5,ØØØ hsp;
Lifespan: 4ØØ hours before serious drain shows; will usually last another 4Ø before grounding/stalling at sea.
NOTE: This is by no means a primary power source; The batteries MUST be recharged as often as possible.
Flight Systems: Grav Pods.
Thrust Systems:
Primary: KKS-451 Traction Drive;
Output: 21,ØØØ hsp at 43,ØØØ pounds thrust;
Range: Unlimited.
Secondary: Bleed off from Hydro-Cell scram jets.
Tertiary: 4 screw propellers; Only useful in the water.
Output: 1Ø,ØØØ hsp at 25,ØØØ pounds thrust;
Range: Unlimited.
Cost and Availability: 1 billion€; 2 years are required to build each ship.
Black Market Cost and Availability: Not available; Just too damned big to deal with. Even Fehran Malconts don’t want them.

Weapons Systems
1. Cutting Stick: Essentially nothing more than a blunt-tipped, heavily serrated knife on an approximately 3 foot pole. Ideal for cutting lines without getting too close.
Purpose: Cutting line under tension.
Damage: 1D4 SD; No PS bonuses apply.
Range: 1 to 3 yards, depending on who made it and what mood he was in at the time.
Attacks per melee: Per user.
Payload: Unlimited (until some asshole breaks it).
For more information click HERE.

2. Model-16 Anti-Aircraft Turret: Based on the upper body of the Mecha Knight Destroid, each HAYES has Ø4 of these anti-aircraft turrets, one in each “corner” of the hull. Each has 4 types of weapons: A pair of Laser Cannon “arms”, “shoulder” missile launchers, quintary head lasers, and a “belly” 2ØMM, 5-barreled Gatling guns for anti-missile defense. Special bonus: The turret has it’s own built-in fixed forward radar, giving it +2 to strike. Loss of this radar negates this advantage, but the guns and missiles can still be trained by information from the Combat Information Center. Additionally, the 3 dorsal turrets are retractable to allow ease of landing.
A) Laser Cannons (6): Based on the laser cannons on the Raidar X, these are the main weapon of the turret. NOTE: These guns fire in tandem, like pom-pom guns. If one barrel is damaged, reduce the damage and rate of fire FOR THAT ARM by a third. Each gun must be targeting the same object as the other (can not be independently targeted).

Purpose: Anti-Aircraft/Ship
MD: 2D1Ø short burst, 4D1Ø medium burst, or 6D1Ø long burst.
Rate of Fire: 8 short, 4 medium, or 2 long bursts per arm per melee per gunner’s attacks per melee.
Range: Ø8 miles
Payload: Unlimited
B) MRM Launcher Shoulders (2): A pair of MRM launchers mounted at the approximate position as the shoulders.
Purpose: Anti-Ship/Aircraft
Missile Type: Medium Range
Rate of Fire: Volleys of 1, 2, 3, 4, 6, 12 or all 24 per gunners attacks per melee.
Payload: 24 per launcher (48 total); Reloading takes about 5 minutes for a full reload (1Ø missiles take about 1 melee).
C) Quintary Head Lasers: Toggled directly to the gunners eyes, this weapon shoots where they see. Based directly off of the old VF-1 lasers, there are 5 lasers, arranged in the lesser-known Zulu configuration.
Purpose: Anti-Missile Defense.
MD: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Range: 2,ØØØ feet
Payload: Unlimited.
D) 2ØMM Vulcan Gatling Gun: This gun is actually automated. The gunner activates the weapon by flipping a red switch under a cover on the control panel. The gun can NOT tell friend from foe, only whether an object is closing with the ship and how fast it is moving. If it meets certain criteria, the gun fires, throwing a wall of lead that either shreds the missile OR causes it to prematurely detonate.
Purpose: Anti-Missile Defense.
MD: 5D6 per 1Ø round blast.
Rate of Fire: Up to 6 per melee.
Range: 6,ØØØ feet
Payload: 6,ØØØ rounds (6ØØ bursts). Reloading takes 2Ø minutes.

3. Vertical Launch Missile Launcher: A vertical LRM launcher is located on the ventral side of the upper hull, just aft of the island.
Purpose: Anti-City
Missile Type: Long Range
Rate of Fire: Volleys of 1, 2, 3, 5, 1Ø, 15, or all 3Ø per missilers attacks per melee.
Payload: 3Ø LRM’s per load; 9Ø altogether. Takes one action per melee to reload a launcher.

4. Mecha And Vehicles: Each of these vessels carry an EXTENSIVE amount of Mecha:
RDF Escalators and Valiants: 1Ø
REF Escalators and Valiants: 4Ø
UGC Mecha Knights: 4Ø
Aero-Space Craft: Up to 1,ØØØ; Exact types and numbers will vary on mission.
Guardians and Veritechs: 1,ØØØ
Cyclones and other Power Armors: 1ØØ

5. Crews Weapons: No sailor worth his grog would be without a knife, and every manner of weapon has been found on these vessels, most strictly forbidden to civilians (and some to militry personnel).



Features:
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles). The ships STILL have the civilian grade radar as well.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is mounted on the mast.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud-
    Missiles are all destroyed.
    51-75 Enemy missile or missile volley loses track of real target
    and veers away in wrong direction (may lock onto another target).
    76-ØØ No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • Optic Systems: Infrared: 2Ø miles, Magnification: 15×; Ultra Violet: 22 miles, Magnification: 25×; Night Vision: 24 miles, Magnification: 8×; Color Filters: 19 miles, Magnification: 2ØØ×
  • LDP (4): Launched Decoy Pods. Located on the fantail. The ships carry a special pod that carries four advanced launched decoy drones, specially designed lures that creates a radar image to mimic the ship. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but have no effect on Invid Protoculture sensors.
    M.D.C.: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.
    Rate of Fire: Per pilots attacks per melee.
    Payload: 16 Decoys total.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 5Ø miles, can track up to 25 individual targets. 95% reliability (ØØ% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD and HDD. 5Ø hours of recording available.
  • Survival Pack: A pack of simpler emergency survival supplies: Sleeping bag, black light, GPS, 1st aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø foot apogee), 7 white parachute flares (1,5ØØ foot apogee), 1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).
  • Combat Bonuses from HAYES-Class Combat Elite:
  • 3 additional attack per melee.
  • One additional Attack Per melee at levels 6, 12, and 15 with any additional bonuses for the pilot.
  • +6 Initiative.
  • +6 Strike.
  • +6 Roll.
  • +7 Dodge.

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