- EP-14 THREE-BARRELED 80MM PARTICLE CANNON (3):
These weapons fire 3.2 MJ pulses per barrel powered directly from the fighter's main power. While it began testing on select models of the Beta in 2032, it became the replacement of the GU-XXS Cannons on all models in 2035. Two are mounted on the legs and one is mounted under the cockpit. When mated with an Alpha, the cockpit cannon is unavailable.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 4000 feet / 1200 m; double in space.
- MEGA-DAMAGE: 2D4 for each Single blast, 4D6 for each triple pulse, 1D6*10 for each medium burst, or 2D6*10 for each long burst.
- RATE OF FIRE: Single shots or bursts equal to the combined
attacks of the pilot.
- PAYLOAD: Unlimited.
- 4 x FLYING FANG-CLASS HIGH-POWER LASER CANNONS: These are four retrofitted horn cannons mounted externally on the outside fairings of the main body, above and below the wing roots/arms. These cannons are available in all modes and fire forward only. They are aimed so that all shots from all four cannons can hit the same target out to the cannons' maximum range.
- PRIMARY PURPOSE: Anti-Spacecraft
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: 2 miles in space. 4000 feet (1200 m) in an atmosphere.
- MEGA-DAMAGE: 1D6x10 MD each. Can fire a double or quadruple blast for 2D6x10 MD or 4D6x10 MD.
- RATE OF FIRE: Equal to the combined attacks of the pilot.
- PAYLOAD: Effectively Unlimited.
- 2 x EU-35 TRIPLE-BARRELED ION PULSE CANNONS: These weapons are mounted on each forearm and can only fire in battloid mode. Energy output is 12.5 MJ per cannon, firing 45 times per minute. The EU-35 incorporates accumulators for 50 MJ of energy to be used in rapid-fire situations, albeit at a 25% lower power-output.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 feet / 1200 m
- MEGA-DAMAGE: 1D4*10 short burst, 2D4*10 medium burst, or 4D4*10 long burst. Roll random hit locations for every 1D4*10 of MDC damage.
- RATE OF FIRE: Bursts equal to the combined attacks of the pilot.
- PAYLOAD: The protoculture generators provide 125 MJ of energy to each gun per round, for up to 12 short bursts, 6 medium bursts, or 3 long bursts per round, without using the accumulators. The accumulators, when in use, provide an additional 50 MJ of energy (for an additional 6 short bursts, 3 medium bursts, or 1 long burst), but reduce the damage and range by 25%. If the Beta fighter is at rest the accumulators energize at 10 MJ per melee. During flight they energize at 5 MJ per melee and during combat (military thrust, dodging, and firings) they are disconnected so that all the power is used by the pilot.
- 2 x MM-10 MULTI-MISSILE SYSTEM: The Beta fighter has 40 short range Hammerhead missiles that launch from forward facing launch bays. The launching bays are two 10-tube launchers in the front chest/fuselage and can fire in all modes. However, once the Beta and Alpha combine the missiles are no longer available.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: Varies
- MEGA-DAMAGE: Varies
- RATE OF FIRE: One at a time or in volleys of two, four, eight, ten, or all twenty.
- PAYLOAD: 20 in each shoulder for a total of 40.
- 2 x DD-8A MULTI-MISSILE SYSTEM: Each launcher has sixteen medium range Coralsnake missiles. Eight are ready to fire with one reload per tube. Launchers are of a pop-up design and are located behind the MM-10 launchers. These missiles are available in all flight modes and configurations, including when the Alpha and Beta combine.
- PRIMARY PURPOSE: Assault/Defense
- SECONDARY PURPOSE: Anti-mecha
- RANGE: Varies with warhead
- MEGA-DAMAGE: Varies with warhead
- RATE OF FIRE: One at a time or in volleys of two, four, eight, or sixteen.
- PAYLOAD: 16 Coralsnake missiles per launcher for a total of thirty two.
- UNDERWING ORDNANCE: Three hardpoints per wing with multiple ordnance options. Available payloads include, but are not limited to the following:
- MEDIUM RANGE MISSILES: Eight missiles can be stored on an AMER (Articulating Multiple Ejection Rack) on each inner hardpoint, seven on each middle and six on each outer hardpoint, for a total of up to forty-two medium range missiles.
- LONG RANGE MISSILES: Each hardpoint can carry one long range missile.
- CBM-200 cluster missiles: Each hardpoint can carry one. Two hundred guided cluster bombs with a range of 500 meters mounted on a long range missile. Customized for anti-mecha operations both in space and on the ground. 1D6*10 MDC to every mecha in 500 meter blast radius.
- RF/IR JAMMER PODS: Each hardpoint can carry one RF or one IR jamming pod used to divert guided missiles.
- PRIMARY PURPOSE: Anti-Missile
- RANGE: 5 km
- NOTES: Subtract -5 from the natural die roll of the missile
attack (missile bonuses do not apply) for dumb missiles (+2 to strike
bonus or less), -3 from standard missiles (+3 to strike), -1 from
intelligent missiles (+4 to strike or greater). Bonuses do not stack from
multiple jammer pods.
- PROTOCULTURE FLARE PODS: Each hardpoint can carry up to one
Protoculture Flare pod. Each Protoculture jammer produces waveforms in
band to the Invid's protoculture sensors so great that it effectively blinds
them to other inbound signals.
- PRIMARY PURPOSE: Anti-Invid Sensor
- RANGE: 10 km
- NOTES: Although the Invid will know the direction and
distance of the mecha carrying the Protoculture flare; however, the flare
will blind the Invid from detecting any other targets within the 10 km
effective range.
- CHAFF AND FLARE PODS: Can carry up to 20 chaff and flares. Range: 100 m.
Notes: Since it is impossible for a player to know what type of missile is being used against them, one chaff and one flare must be dispensed to attempt to jam an incoming missile volley. Subtract -3 from the natural die roll for dumb missiles (those with strike rolls +2 or less), -2 from the natural die from for standard missiles (+3 to strike), -1 from the natural die roll from intelligent missiles (+4 or greater to strike). If the natural die roll, without any strike bonuses added falls below +5 then the decoys are effective and the missile(s) will miss their intended target.
- WEAPONS BAY (VBF only): The weapons bay onboard the Beta can alternatively carry either a bomb or missile payload. It is located in the chest area in Battloid mode, and between the MM-10s and the cockpit in the other modes. It is only usable in Jet mode.
Bomb Bay: Bombs are equal to short or medium range missiles in power and types available, except that they have no motive power of their own. They are unguided unless a laser homing device is installed on each bomb, and for the homing devices to work there must be a ground unit shining a laser designator on the target. The bombs can be set for impact, ground proximity detonation, or target proximity detonation by the pilot or weapons officer from the cockpit. The last form of detonation will cause the bombs to detonate if any large (8 feet+) target comes within 1/2 the blast radius of the bomb after it falls at least 100 feet from the Beta, except for stationary items on the ground, until the bombs hit. While they WILL NOT EXPLODE if they hit the ground, or ground targets, once there, they become proximity mines, and will go off if an object of the right size approaches them on the ground within the preset range. This includes ground or air targets, and even the Veritech that dropped them! Bombs must be dropped at Subsonic speeds to have any chance of hitting their target. Bombs are dropped from both launchers simultaneously, and must be dropped in the order that they were loaded.
Primary Purpose: Ground Assault.
Bomb Type: As any short or medium range missiles.
Mega-Damage: Varies by bomb type.
Range: "Dumb" types are limited to 1/2 the Beta's altitude in horizontal range. Laser guided bombs, due to their steering vanes, are limited to a horizontal range equal to the Beta's altitude.
Both weapons gain an additional 10% to range for every 100 mph of speed, but at the expense of a cumulative -2 to hit for every 100 mph as well (-4 for 200 mph, -6 for 300, -8 for 400, -10 for 500, -12 for 600).
Rate of Fire: 2, 4, 6 or 8 (1, 2, 3 or 4 per rack).
Payload: 2 Bomb Racks. 32 medium bombs (64 small bombs) per rack, 64 (128) total.
Bomb Modifiers to Strike: All bombs require a natural 5 or better to have a chance of hitting, and any result modified to 4 or less miss as well, other than Natural 20s. Note that bombs dropped from altitudes over 10,000 feet give the target a chance to dodge or roll, if possible, if the attack is detected by radar system.
Modifiers ("Dumb"/Laser-guided) -
- Stationary-large (buildings): 0/+3 or more(situational);
- Stationary-medium (mecha-sized) target: -4/0;
- Moving medium target: -6/-4;
- Any target under 10x10 feet (people, Invid scouts): -10/-6;
- Dumb bombs only = Each 1000 feet over 1000 feet: -1.
- Speed modifiers: See Range above.
Missiles: This replaces the bomb payload for missiles, or additional cargo/passenger transport if no missiles are carried. In this configuration, the racks on the walls hold 32 MRMs or 16 LRMs. When fired, the missiles drop out of the mecha, then fire their engines. Missiles must be dropped in the order that they were loaded into the racks. If the two wall racks are loaded differently (say, plasma in one, HE in the other), only one rack can be used, but this reduced the ROF to 1 or 2. The default launch method is to launch volleys equally from both racks.
Primary Purpose: Assault.
Secondary Purpose: Anti-Spacecraft.
Missile Type: Medium or Long range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type.
Rate of Fire - LRMs: 1 or 2.
Rate of Fire - MRMs: 1, 2 or 4.
Payload: 32 MRMs or 16 LRMs.
- ALPHA STRIKE: The Beta can perform a linked Alpha Strike of all its forward energy weapons on one target. In fighter and guardian modes, this volley consists of the Laser Cannons and the Particle Cannons. In battloid mode, this consists of the Laser and Ion Cannons. In either mode, this counts as a Burst and costs 2 actions.
- RANGE: 4000 feet (1200 m) in an atmosphere, double in space.
- MEGA-DAMAGE: F/G Modes 7D6x10 MD, B Mode 6D6x10 MD.
- RATE OF FIRE: Costs 2 actions.
- LEGIOS NOTE: When linked with the Alpha Fighter, their combined volley does 8D6x10 MD.
- HAND TO HAND COMBAT: If necessary, the Beta can engage in melee combat rather than use a weapon. The VBF-9 can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.
MEGA-DAMAGE:
- Punch in Battloid: 3D6
- Punch in Guardian: 3D4
- Kick: 3D6
- Leap Kick: 6D6
- Body Flip/Throw: 3D6
- Body Block/Tackle: 3D6
- Stomp: 3D4 (only effective against small objects)