


HAYES-Class Aero-Space Carrier Landships
![]() The HAYES-Class Landship CHARLOTTE. |
| 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 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 3Ø 1ØØ 2Ø each |
Speed and Statistical Data: Weapons Systems 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. 3. Vertical Launch Missile Launcher: A vertical LRM launcher is located on the ventral side of the upper hull, just aft of the island. 4. Mecha And Vehicles: Each of these vessels carry an EXTENSIVE amount of Mecha: 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: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
Secondary: HCS-413 Hydro-Cell Scram Jets Engines;
Tertiary: Solar Sails; unlike other Landships, the solar sails can NOT be used for wind sailing (just too damned big).
Quartiary: Reserve Batteries; Used for emergency power and at night if running low-power (basically hovering at anchor).7ØØ KWh at 5,ØØØ hsp;
Flight Systems: Grav Pods.
Thrust Systems:
Primary: KKS-451 Traction Drive;
Secondary: Bleed off from Hydro-Cell scram jets.
Tertiary: 4 screw propellers; Only useful in the water.
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.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.
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).
B) MRM Launcher Shoulders (2): A pair of MRM launchers mounted at the approximate position as the shoulders.
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.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-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.
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
Effect: Duration: 1D4 melee rounds. Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. | 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. |


