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Revised
VBF Beta Fighter
Stats
Format by Cyclone, info gathered and modified from
The Ultimate Genesis Climber Mospeada Home Page.

The MDC values should read as:
Sensor Head- 30
Hands (2)- 30 each each
Chest Missile Bays (2) - 125 each
Foreaem Shields (2) - 175 each
Upper Arms (2) - 75 each
*Top Sensor Rack - 50
Lower Legs/Feet (2) - 120 each
Wings (2) - 80 each
Bomb Bay - 150
Rear Thrusters (3) 80 each
Main Body - 245
Pilot's Compartment - 125
**Leg Gun Pods (2) - 50 each
Forearm Lasers (2) - 50 each

*Destroying the top sensor racks will eliminate the advanced sensors, but will not impair the mecha.
**Small, shielded targets, -4 to hit.
*The Beta posesses the same special sensors as the VAF-6R.

Weapon Systems:

1) MM-20S - Super Missile System: The Beta carries two short-range missile pods, built into the chest of the unit (Front if the TREAD is in Armo-Diver or
Armo-Fighter mode). The missiles are covered by armoured panels until needed.
Primary Purpose: Assault
Secondary Purpose: Anti-aircraft
Missile Type: Any standard short-range missiles, usually High-Explosive or Plasma, however any type can be used.
Range: Varies with missile type.
Damage: Varies with missile type.
Rate of Fire: One at a time, or in volleys of 2, 4, 8 or 10. Note that both launchers can fire simultaneously.
Payload: 20 missiles per launcher for a total of 40.

2) MM-16 Missile System: The Beta has a missile rack on each shoulder behind the MM-20S System. These missiles pop up from the shoulders.
Primary Purpose: Assault
Secondary Purpose: Anti-aircraft
Missile Type: Special, Coralsnake heavy missiles developed for the TREAD.
Range: Varies with missile type. 4.8 km for Plasma & High Explosive, 3.2km for Fragmentation, 8km for Armour-peircing.
Damage: Varies with missile type. 1D6 x 10 for High Explosive and fragmaenation, 2D4 x 10 for Plasma and Armour-peircing.
Rate of Fire: One at a time, or in volleys of 2, 4, 6 or 8. Note that both launchers can fire simultaneously.
Payload: 16 missiles per launcher for a total of 32. Notes: The Coralsnake missiles used by this launcher are very rare.

3) A High-power triple-barrelled pulse laser: built into each forearm. They can be used only in Battloid mode.
Primary Purpose: Assault
Secondary Purpose: Anti-missile
Range: 1200 m
Damage: 6D6 MD each, or both at once for 1D6 x 10 MD
Payload: Unlimited

4) Beta GU-XX Gun pod: Built into the lower front of the fighter. The gun pod can not be used in Battloid mode.
Primary Purpose: Assault.
Range: 4000 feet.
Mega-Damage: Short Burst: 4D6, Long Burst: 1D4x10, Full Melee Burst: 2D4x10.
Rate of Fire: Short bursts count as 1 attack  A long burst counts as two attacks. Full melee burst (a full 15 sec. of firing) counts as two  attacks, and can use the
remaining attacks only to dodge.
Payload: 800  rounds per clip eaqual to 80 short bursts (10 rounds per), 40 long burst (20 rounds per), or 20 full melee bursts (40 rounds per).

5) Leg Mounted GU-X2 Gun Pods: A GU-X2 Gun Pod is built into each thigh, facing forward. They can only fire when the Beta is in Fighter mode.
Note that all three gun pods can fire at once (one attack/action)
Primary Purpose: Assault.
Range: 2400 feet.
Mega-Damage: Short Burst: 3D6, Long Burst: 6D6, Full Melee Burst: 1D6x10.
Rate of Fire: Short bursts count as 1 attack  A long burst counts as two attacks. Full melee burst (a full 15 sec. of firing) counts as two  attacks, and can use the
remaining attacks only to dodge.
Payload: 200  rounds per clip eaqual to 20 short bursts (10 rounds per), 10 long burst (20 rounds per), or 5 full melee bursts (40 rounds per).

6) Beta Bomb: Unchanged from number #5 in the book.

7) Wing Missiles: At the battle of Reflex Point, a small number of the main fleet Betas were modififed with these additional wing hard points. The Beta cannot transform into Battloid mode until the missiles are fired, but there is no transformation restrictions to the Alpha if linked.
Primary Purpose: Assault
Secondary Purpose: Anti-aircraft
Missile Type: Any standard Medium-range missiles, usually High-Explosive or Plasma, however any type can be used. Long range missiles can be substituted.
Range: Varies with missile type.
Damage: Varies with missile type.
Rate of Fire: One at a time, or in volleys of 2, 3 or 6. Note that both launchers can fire simultaneously.
Payload: 6 Medium range or 3 long-range missiles per wing.

8) Short-Range Wing Missiles: The Beta can carry short-range missiles instead of Long or medium range missiles. The advantage is the grater numbers of
missiles it can use.
Primary Purpose: Assault
Secondary Purpose: Anti-aircraft
Missile Type: Any standard Short-range missiles, usually High-Explosive or Plasma, however any type can be used.
Range: Varies with missile type.
Damage: Varies with missile type.
Rate of Fire: One at a time, or in volleys of 3, 6, 9, 12, 15 or 21. Note that both launchers can fire simultaneously.
Payload: 21 Short-range missiles per wing.

COMBAT BONUSES FOR BETA TRAINING:

BASIC VARIABLE FIGHTER COMBAT TRAINING
(All variable fighter pilots can pilot all types of variable fighters at the basic level)

Basic training for non-pilot military personnel.
Add one additional action/attack at levels three, nine, and fifteen.
+1 to strike.
+1 to parry
+1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
+1 to roll with a punch or fall with an impact, reducing damage by half.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

ADVANCED BETA COMBAT TRAINING

Advanced training for military pilots and mecha specialists.
1 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels three, six, eleven, and fifteen.
+1 to strike
+1 to parry
+1 to dodge in solder mode, +3 in gerwalk, +5 in jet mode.
+3 to roll with a punch or fall with an impact, reducing damage by half.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.

DAMAGE:
Restrained Punch: 2D4 M.D.
Full Strength Punch: 3D6 M.D.
"Booster" Punch: 6D6 M.D. (counts as two attacks)
Tear or Pry with Hands: 2D6 M.D.
Kick: 2D6 M.D.
Leap Kick: 4D6 M.D.
Body Flip/Throw: 2D4 M.D.
Body Block/Tackle: 2D6 M.D.
Stomp: 2D6 M.D. (only effective against small objects)