Clariont Ensign.
United Galaxies Council.
HAYES-Class Aero-Space Carrier Landships.
Clariont Ensign.
United Galaxies Council.
The HAYES-Class Landship CHARLOTTE.The HAYES-Class Starboard Astern Dorsal Aspect.
The HAYES-Class Bow-On Keel View.The HAYES-Class Island.
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-109), which was outfitted with 100 grav pods and VERY successfully floated; Her test was only supposed to go to 200 feet, but she shot up to 3,000 feet for reasons that nobody to this day knows. The only change made to the PROMETHEUS-Class's hull configuration was to widen the flight deck 20' to accommodate C-130's (under Appropriation 21).
Since then, thousands more HAYES-Class LSCV's have been built- Just in the Sol System alone, there are 2 for Mars Station, 1 for Luna Station, 1 for Venus Station (though she 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 everywhere 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).
Despite the presence of M-16 Anti-Aircraft Turrets, the HAYES-Class main weapons system is in fact aero-spacecraft, of these the MOST important (in no particular order) being the Hughes HL-405 Helicopter, ES-101 Gullwing Surveillance Craft, ISP-6 Shuttlecraft, VC-22 Osprey, C-130 Hercules, S/EA-6B Prowler, CSS-228 Raptor Combat Shuttle, XA-11 Skyhawk Attacker, XTNDER II Observation Pod, INT-4 Interceptor, CDF Sky Master Helicopter, HH-60 Blackhawk, UGC Comancherro, F/A-18 Hornet Series, F/A-22 Raptor Stealth Fighter, ASF-14 Viper Starfighter, ASS-14 Laura Starfighter, S/A-6E Intruder, GS-8 Neopolis, TIE/S Scimitar Assault Bomber, -A/FG-36 Hornet II-, -A/BG-20 Thunderbolt V "Thud"-, -A/FG-44 Raptor III, -EAG-81 Malcorn Joint Surveillance and Target Attack Radar System STARS), F-4U Corsair Fighter, B-25 Mitchell III Bomber, de Havilland DH.98 Mosquito, X-Ceptor, and the Chir'daki ("Death Seed").
The HAYES-Class does have limited space flight capabilities; Namely, they can achieve orbit, they can re-enter an atmosphere, and they can maneuver in orbit under their own power. However, they can not be "used" in orbit in any useful sense of the word. They can NOT launch aero-spacecraft, they can only recover aero-spacecraft in so far as the craft can attach to the hull (via magnetic or grav pod clamps), and they can not refuel them. Offensively, the mid-ships torpedo tubes "can" be used to launch missiles, but even the main missile launchers can not be used, and the M-16 turrets very limitedly, since they can't be manned (and the remote operation is cumbersome and limited). Even spacesuited crew can't be used; There are NO space-qualified airlocks on board. In fact, they leak atmosphere through the hull itself, limiting space time to only a few days safely. Even to accomplish this relatively limited activity, they have to "batten the hatches"; Every exterior access point (elevators, doors, hatches, etc.) must be closed, shored, and then sealed with a special sealant that, not coincidentally, is made from cutting "hockey pucks" (compressed and melted plastic trash) into strips, then heated in place. This tactic was actually learned aboard UES PROMETHEUS (CVS-101) when she was space-folded from Macross Island in February of 2009 (as well as 'most' of the other ships that were in the harbor at that time). This is a drill that must be completed once every year aboard all HAYES-Class Carriers, with aloft time of at least 48 hours, to demonstrate proficiency in said maneuver. It then takes 2 weeks to fully reverse the process, mostly from removing the sealants from the hatches, doors, and elevators, but the crew is only allowed 30 minutes to batten down before lift off- Which is 35 minutes more than the Macross Fleet's crews got- 6 minutes for which over 200 sailors paid with their lives, a fact reminded to the crews every time a Chief or XO hears crews whining about removing sealant.
There is a concept for a next-generation Aero-Space Carrier Landship, already entitled "PASC-X" ("Protoculture, Aero-Space Carrier, Next"), which will possibly be a twin-flight deck version; In fact, it's an landship-ized version of the EXCELSIA-Class Submersible Aircraft Carriers of the Terran Global Civil War. Only one, EXCELSIA herself, was built, and the threat she presented pressured the Chinese Navy to hunt her down and destroy her within days of her maiden voyage. No additional such ships were built due to the very high cost, but advancing technologies make re-introduction of this class a vague possibility. If this is done, the EXCELSIA-Class will replace the HAYES-Class AEC and the ARMOR-Class SC, as well as potentially replacing the PLANET Master-Class AS and YOUNGER-Class TS. If built, the PASC-X will be a through-hull design, unlike the HAYES-Class angled deck, and fully trans-atmospheric, hence capable of conducting all typical operations. However, the EXCELSIA-Class is currently "in doubt," as the ARK ROYAL-Class has been selected as the next generation UGC Fleet Carrier, due to their ability to function as well planetside as orbital.
Model Type: Aero-Space Landship
Crew: 200 officers, 6,000 enlisted, plus an additional 400 pilots.
Passengers: None; However, "specialists" are occasionally embarked.
MDC By Location:
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)-
700 each
150 each
100 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 10)-
150 each
20 each
Note: Usual conditions apply.
Speed and Statistical Data:
Maximum Hover Speed: 20 knots
Maximum Hover Ceiling: 100 feet
Maximum Sailing Speed: Under propellers only: Up to 20 knots.
Range In Hover: No limit; You could easily raise the anchors and continuously cruise forever.
Length: 1,680 feet
Beam: 300 feet
Clearance: 230 feet
Weight: 277,000 tons
Displacement: 263,000 tons
Cargo: Can carry up to 10 tons of CRITICALLY necessary supplies.
Power System:
Primary: SRO-04nk Reflex Furnace Output: 2,500 KWh at 100,000 hsp; Lifespan: 20 years.
Secondary: HCS-413 Hydro-Cell Scram Jets Engines; Output: 20,000 hsp at 39,000 pounds thrust; Lifespan: 40,000 nautical miles.
Tertiary: Solar Sails; unlike other Landships, the solar sails can NOT be used for wind sailing (just too damned big). Output: 1,200 KWh at 65,000 hsp; Lifespan: Unlimited.
Power System (con't):
Quartiary: Reserve Batteries; Used for emergency power and at night if running low-power (basically hovering at anchor). Output: 700 KWh at 5,000 hsp; Lifespan: 400 hours before serious drain shows; will usually last another 40 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: 21,000 hsp at 43,000 pounds thrust; Range: Unlimited.
Secondary: Bleed off from Hydro-Cell scram jets.
Tertiary: 4 screw propellers; Only useful in the water. Output: 10,000 hsp at 25,000 pounds thrust; Range: Unlimited.
Cost and Availability: 1 billioncredit; 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. Model-16 Anti-Aircraft Turret: Based on the upper body of the Mecha Knight Destroid, each HAYES has 04 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" 20MM, 5-barreled Gatling guns for anti-missile defense. Special bonus: The turret has its 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.
Purpose: Anti-City
Missile Type: Long Range
Rate of Fire: Volleys of 1, 2, 3, 5, 10, 15, or all 30 per missilers attacks per melee.
Payload: 30 LRM's per load; 90 altogether. Takes one action per melee to reload a launcher.

4. Mecha And Vehicles: Each of these vessels carry an EXTENSIVE amount of Mecha:
REF Escalators and Valiants: 60
UGC Mecha Knights: 40
Aero-Space Craft: Up to 1,000; Exact types and numbers will vary on mission.
Guardians and Veritechs: 1,000
Cyclones and other Power Armors: 100

5. 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.

6. 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).
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: 2D10 short burst, 4D10 medium burst, or 6D10 long burst.
Rate of Fire: 8 short, 4 medium, or 2 long bursts per arm per melee per gunner's attacks per melee.
Range: 08 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 (10 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: 2,000 feet
Payload: Unlimited.
D) 20MM 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 10 round blast.
Rate of Fire: Up to 6 per melee.
Range: 6,000 feet
Payload: 6,000 rounds (600 bursts). Reloading takes 20 minutes.

  • Radar: Combat grade radar. Range 100 miles, can track up to 50 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 04 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 20% against smart missiles (add +20% to rolls for smart missiles).
    01-50 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).
    76-00 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: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • Optic Systems: Infrared: 20 miles, Magnification: 15 times; Ultra Violet: 22 miles, Magnification: 25 times; Night Vision: 24 miles, Magnification: 8 times; Color Filters: 19 miles, Magnification: 200 times
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Video Camera: Records from the HUD and HDD. 50 hours of recording available.
  • 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 militry radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Released to go wherever it wants. Can fly independently for about 30 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 50 miles, can track up to 25 individual targets. 95% reliability (00% against unfriendly stealthed vehicles).
  • 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 500 miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Sleeping bag, black light, GPS, First 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 (250 foot apogee), 7 white parachute flares (1,500 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 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.