H.A.MM.B.
HEAVY .ASSAULT MARINE MOBLE BASE
The HAMB is based off the Zentraedi Frandlar Tiluvo class logistics dropship and
Kitsune class logistics dropship (LSL) which was used during Space War I begin both mobile and large it was ideal to to suppport a battilion of marines in stead of converting 3 Maizuira Class Carriers which saved the spacy a lot on coast and building time
RPG STATS
Government: New Unity Government (Earth)
Ship Type:Marine Carrier
Class:LSL
Manufacturer: UN Spacy


Crew
Bridge Crew 50
Support crew 500
M.E/A.U 3100Marines
Air wing 48 pilots/50supportcrew
Total Crew 3700

MDC BY LOCATION
(1) Main Body    30,000
(2) Command Dome    3,000
(2)sensor Array      400
(3)Main Engines/power plants(8)  5000 Each
(3)secondary engines(4)   2000 Each
(3)small guadiance thrusters(48)  200   each
(4) Pin Point Barriers (4)                    2,500 each
MBC-X21 MAIN BEAM CANNON (6)  300 each
Retractable rapid fire laser turrets(48)  200 each
Bifors BMS-03(12)    100each
RetractableMissileLauncherluancher(24)  250 each
MRML (2     200each   
LRML (4) Long Range Missile luncher  250 each
Flight Hanger hatches (4)   2,500 each
Ground Vehicle Hatches(4)   3000each   
Outer Hull (per 40 sqft area)   300


NOTES: 
(1)Depleting the MDC of the main body will put the ship out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
(2)Destroying the command tower will instantly kill the command staff and deprive the ship of all forms of long range communications, radar and targeting. The range and targeting capabilities of the secondary systems are equal to that of a VF-19. The ship can still operate, but is at -3 on initiative, -3 to strike, and number of attacks per melee of the weapon systems are reduced by half. Destroying the main sensory array atop the command tower will have the same effect, but the command staff will not be killed instantly.
(3)Depleting the MDC of the main engines will force the ship to rely on its secondary engines. Depleting the MDC of the main engines AND secondary engines will leave the ship adrift in space. If in an atmosphere, the ship will crash (destruction of the main engines will render the antigravity system useless due to loss of power).
The Pinpoint Barriers regenerate at a rate of 2,500 MD per second (5,000 MD per melee round). If destroyed, a barrier will completely regenerate within 2 seconds (1 melee rounds).

SPEEDS:
Speed(sublight): 0.20 speed of light (32,000 miles per second)
Speed(Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
Can land on land or in a body of water  designed to maneuver in an atmosphere.
Maximum Range: Unlimited (estimated 20 year life span, which can be extended with regular maintenance and overhauls)

STATISTICAL DATA:
Diameter: 200 m over all.
Height : 45. m over all.
Power System:
ORTEC/General Galaxy Main reactor
Fold System:
ORTEC/Shinnakasu/General Galaxy Advanced Fold Cluster
Sublight Drive:
ORTEC/Centinel Impulse Drive Cluster
Gravity Control System: Internal
Auxiliary Engine:
Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
Sensor System: Standard & Subspace Mass Detector


WEAPON SYSTEMS:
MBC-X21 MAIN BEAM CANNON (6) armed with 6  large beam cannon for the sole purpose of hitting tagrets out and destroying them   Located on the right arm
PRIMARY PURPOSE: Assault 
Distraction
RANGE: 100 miles (160 km) in an atmosphere. Double in space.
DAMAGE: 2D4x100 M.D.
RATE OF FIRE: 5 shots per round
PAYLOAD: Unlimited.

RETRACTABLE RAPID-FIRE LASER TURRETS(48): Mounted on t sides.  360 degree rotation with a 180 degree arc.
PRIMARY PURPOSE: Assault/Defense
RANGE: 10,000 feet (3,400 m)
DAMAGE: 2D8x10 M.D.
RATE OF FIRE: Six per melee per turret.
PAYLOAD: Unlimited

BIFORS BMS-03 ALL-ENVIRONMENT RAPID FIRE MISSILE CLUSTERS: The  the HAMMB is equipped with 12 concealed dorsal launch tubes, that can each hold up to 18 new high-manoeuvrability mini-missiles.  Any type of mini-missile can be used in the launchers, but usually only the high-manoeuvrability mini-missiles are used.
PRIMARY PURPOSE: defence
MISSILE TYPES: Any type of standard UN Spacy Mini-Missile, or the new high-manoeuvrability mini-missiles.
RANGE: 1 mile (1.6 km).
DAMAGE: 1D4x10 M.D.
RATE OF FIRE: Volleys of 1-6 missiles per launch tube.
BONUSES: +3 to strike, +1 to dodge.
PAYLOAD: 18 per launcher,


RETRACTABLE MISSILE LAUNCHER TURRETS (24):
Mounted on  sides.  These turrets have a 360 degree rotation with a 90 degree arc.
PRIMARY PURPOSE: Assault
MISSILE TYPE: Any UN Spacy Medium-ranged missiles,  the new IRHMM( Intermediate Range High Manoeuverability Missile ) may be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: Each launcher can for one at a time or in volleys of two or three.
PAYLOAD: 6 missiles per launcher, 24 missiles total at ready. The launchers can be retracted and reloaded. Reloading requires one melee and each launcher can be reloaded 3 times for a total of 18 missiles per each turret.

2X MEDIUM RANGE HIGH MANEUVERABILITY MISSILES LUNCHER
Located at the 12 and 6 o'clock postion
Primary Purpose: Anti-Mecha
Secondary Purpose: Surgical Strikes
Mega-Damage: 2D6x10 M.D.
Rate of Fire: 1-2
Range: 80 miles.
Payload: 4 per luncher: X10reloads.

LRML (4) Long Range Missile luncher
LONG RANGE MISSILES
Primary Purpose: Heavy Assault
Secondary Purpose:
Anti-Spacecraft
Missile Types: Any type of standard UN Spacy Long Range Missile can be used.
Missile Type: Standard UN Spacy long-range missiles, usually proton, reflex heavy and reflex multi-warhead.
Mega-Damage: Varies with missile type.
Rate of Fire: One or two.
Range: Varies with missile type; 500 to 1800 miles.
Payload: 4perluncher; x5 reloads.

PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by researchers onboard the SDF-01 Macross during Space War One, the Pinpoint Barrier System is a standard defense system on board all UN Spacy starships, including the Maizuru Carriers. The system generates four small disc-shaped force fields that can be positioned anywhere along the ship to deflect missiles, energy beams or projectiles. Each pinpoint barrier is about 200 ft (61 m) in length and can absorb up to 2,500 MD in damage, which then regenerates within four seconds (1 melee round). The barriers can also be layered on top of each other to generate a field which provides 10,000 MDC and can even deflect heavy particle beams (sometimes).
The four barriers are controlled by operators in the command tower of the carrier. These operators are instructed to defend (1) the command tower, bridge, and sensor array, (2) main engines, (3) hangar bays, and (4) weapon systems, in that order. The operators primarily concentrate on defending the ship against larger spacecraft and leave defense against mecha attacking the carrier to the VF pilots.

PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be used as a weapon)
RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.
DAMAGE CAPACITY: Can sustain up to 2,500 MD per round. Regenerates at a rate of 2,500 MD per melee round.
RADIUS: 200 ft (61 m)
DEFENSIVE MOVEMENT: Can move from one end of the carrier to the other in less than a single round. Trained operators can attempt to block attacks up to 8 times per melee (counts as a parry) and are at 7 to block. Untrained characters can parry up to their number of hand-to-hand attacks with their normal parry bonuses only.
PAYLOAD: Nearly inexhaustible. Will work as long as system is functional (see below) and engines are intact. If main engines are destroyed, the barrier will loose power and not function.
NOTE: If all four barriers are grouped in a single spot they can deflect a heavy particle beam attack, such as the one generated by the Macross Cannon, Zentraedi/Varuta command warships, and some Protodeviln. However, the beam will completely destroy all four barriers and put incredible strain on the pinpoint barrier system, to the point where it may short out. After deflecting an energy beam, roll percentile dice on the table below to determine additional effects/damage.
01-05: Lucked out, system will be operational in 1D6 hours.
06-20: Minor damage, system will require 4D6 hours to repair.
21-35: Major damage, system will require 2D6x10 hours to repair (yes, DAYS of work).
36-64: Completely destroyed! System can be rebuilt, but will require new parts and 2D6 DAYS of work to replace.
65-79: Major damage, system will require 2D6x10 hours to repair.
80-94: Minor damage, system will require 4D6 hours to repair.
95-99: Lucked out, system will be operational in 1D6 hours.
00: It's a miracle! Trivial damage only, system will be operational again in only 4D6 melee rounds!


SYSTEMS OF NOTE:
ANTIGRAVITY PROPULSION SYSTEM: The Carriers are equipped with an anti-gravity propulsion system used for planetary landings and liftoffs. The system is good for vertical ascent/descent only and can lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system will function so long as the main engines can supply energy to it.
ELECTRONIC COUNTERMEASURES (ECM) "STEALTH" SYSTEMS: The Carriers are equipped with advanced ECM packages commonly referred to as "Stealth Systems". These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the Carriers with weapons. The stealth systems give the Carrier a 3 to dodge, 2 to strike and 1 on initiative in combat WITH OTHER STARSHIPS ONLY. VFs and other close-range combat mecha are not affected by these systems, nor are Protodeviln. The Carriers stealth systems will fail if the main engines are destroyed.
HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between UN Spacy starships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace at a rate of about 5 seconds per light year, so messages communicated over vast distances can still take days, weeks, or months to arrive.
LIFE SUPPORT SYSTEMS: The  Carriers have sufficient life support to provide breathable air and comfortable temperatures for 4000 people for up to 20 years (air is recycled). In an emergency the life support system can support up to 5,00 people at one time, though living conditions onboard will get extremely cramped at that point. The carrier also holds sufficient food and water to support 4000 people for up to 8 months.
LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive communications array of the Carrier can communicate with up to 1,550 craft simultaneously at ranges of up to 1800 miles (2,440 km). This range can be boosted indefinitely by using satellites or other spacecraft as to relay communications.
LONG-RANGE RADAR: The radar array of the Stealth Carrier is equally as impressive as the communication system, and can track and identify up to 2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
SPACE FOLD SYSTEM: For FTL propulsion, the Carrier is equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster, capable of propelling the carrier through hyperspace at speeds up to 3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of the fold drive is theoretically unlimited except by the life expectancy of the spacecraft.
SUBLIGHT ENGINES: As a backup to the Fold System, the  Carrier is equipped with ORTEC/Centinel Impulse Drive Cluster engines that can propel the craft at speeds up to 0.20 speed of light (32,000 miles per second) in space. Note that these engines are mainly intended for rapid movement inside a planetary system and are not suited for long voyages between star systems. In a planetary atmosphere the Carrier is limited to speeds of Mach 3 maximum due to hull stress.
SUBSPACE MASS SENSORS: The Carriers are equipped with subspace sensors, which are based on the same principles as the hyperspace communications array. These sensors can essentially instantly detect mass readings and movement of objects up to 1 AU (93 million miles) distant from the Carrier, and the readings are used both for early warning and for navigation when travelling at sublight speeds. Readings taken with the subspace sensors are not very detailed (-25% penalty when trying to identify a detected object) and cannot detect objects of less than 60,000 kg (this includes most variable fighters).
HAMMB
Thanx to the Unoffical Robotech Reference Guid 2060 edition
Combat Unit *BREAK DOWN 138th
MARINES and EQ
Combat mairnes 3000
IVF-Z1m  200
VF-Z1  75
MAAV  225     160 INF, 25/AD  10MEDVAC 10RECOVER/ENGINERING 5MESWESS
SDR  30
ADR  10
MBR  20
AHWR  14

AIR WING
VF-19  12
VFB-111 6
VE-19  2
SHUTTLES 10
stats by and history by Donte Hill
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