The Beta is a bloody mess... little of the RPG version actually matches the anime, and what does, reflects an almost munchkin payload in terms of missiles and cannon rounds. And that's with fully half the weapons on the craft undefined until now...
Beta | Standard Weapon Systems Designation | Description | Body | Leg | Other --------------+---------------------------------------+-------------------+-----+------- VBF-1A/S1 | Beta Design in RPG | B1,B4a,B5,B6,B7 | L3b | VBF-1B/S2 | Modified RPG Design | B1,B4b,B5,B6,B8 | L2 | A1,W1 VBF-1T/ST | Mospeada-based Energy Weapon Type | B2, B3, B4a, B8 | L1 | A1,W1 VBF-1U/SU | Mospeada-based Projectile Weapon Type | B2, B3, B4b, B8 | L2 | A2,W1

B1. MM-40S Multi-Missile Systems(2): The MM-40S systems are the two pop-up chest missile launchers in Battloid mode, and are located on opposite sides of the cockpit in the other modes. The two can fire independently or in a volley, and can be emptied by a trained pilot in a single round (5 full volleys).
Primary Purpose: Assault.
Secondary Purpose: Anti-Aircraft.
Missile Type: Short range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type; usually 2-5 miles.
Rate of Fire: 1, 2, 4, 8 or 16.
Payload: 80 total(40 per launcher).
B2. MM-40S Multi-Missile Systems(2): Other than payload, this is identical to the item above in every way. It is designed to be a more game-balanced version, in light of the addition of the other weapon systems overlooked by Palladium in their rush to get the book to market. It also reduces the need to explain where all those missiles are stored in the mecha, as it already looks like an armory with wings.
Primary Purpose: Assault.
Secondary Purpose: Anti-Aircraft.
Missile Type: Short range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type; usually 2-5 miles.
Rate of Fire: 1, 2, 4, 8 or 16.
Payload: 32 total(16 per launcher).

B3. MR-10 Missile Systems(2): These are the real Beta medium range missile launchers, as shown in the anime. The two MR-10s can fire independently or in a volley, and hold 10 missiles each in 2 rows of 5. The launcher is also limited to the most powerful types of medium range missiles. These launchers cannot fire when the Beta is flying in jet mode (too much drag from the open lids), or is connected to an Alpha to form a Legios tandem.
Primary Purpose: Assault.
Secondary Purpose: Anti-Aircraft.
Missile Type: Medium range missiles.
Mega-Damage: 2D6x10 each.
Range: Varies by missile type.
Rate of Fire: 1, 2, 4, 6, 8, 10 or all.
Payload: 20 total(10 per launcher).
B4.a. Beta GU-XX Gun Pod: This is a highly modified version of the GU-XX, built into the main body. The differences between Alpha and Beta versions are:
B4.b. Beta EU-XX Gun Pod: As the Beta GU-XX above, except that this is the energy counterpart (as per the Alpha's EU-XX). The differences between Alpha and Beta versions are:
B5. Medium Range Missile Launchers(2): These are the missile racks seen on the top of the Beta in Battloid mode, according to the RPG. They can be fired in any mode. (Note: According to research, the items in question are actually the sensor suite for the mecha)
Primary Purpose: Assault.
Missile Type: Medium range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type.
Rate of Fire: 1, 2, 3, 4 or 6.
Payload: 6 total(3 per launcher).
Note: Cannot be taken if the B2/B3 combination taken above.
B6. Long Range Missiles(2): These are located in the chest area in Battloid mode, and between the MM-40s and the cockpit in the other modes. However, they can fire only in Jet and Guardian modes, and cannot fire when the Beta is part of a Legios. (These are actually the covers for the thrust ducts for the Alpha's engines when combined with the Beta, not missiles. As with B5 above, retained only to keep compatibility with the RPG stats as currently printed)
Primary Purpose: Assault.
Secondary Purpose: Anti-Spacecraft.
Missile Type: Long range missiles.
Mega-Damage: Varies by missile type(usually 4D6x10).
Range: Varies by missile type.
Rate of Fire: 1 or 2.
Payload: 2 missiles.
B7. Bomb Bay (free-fall weapons): These 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 VAF-6R or 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 -1 to hit for every 100 mph as well (-3 for 200 mph, -6 for 300, -10 for 400, -15 for 500, -21 for 600+).
Rate of Fire: 2, 4, 6 or 8 (1, 2, 3 or 4 per rack).
Payload: 8 per rack(16 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) -
B8. Medium/Long Range Missile Bay: This replaces the Bomb Bay (though it can still be used for cargo/passenger transport as the the bomb bay if no long range missiles are carried). It is located in the chest area in Battloid mode, and between the MM-40s and the cockpit in the other modes. They are only usable in Jet mode. In this configuration, the racks on the walls hold 16 MRMs, while the "passenger area" can hold 4 LRMs, or 16 more MRMs, if a conversion kit is mounted into the bay. When fired, the missiles drop out of the mecha, then fire their engines. Note that the LRM/passenger area has a "bomb bay" style hatch as its floor, for this purpose. This hatch is often used for other purposes, such as dropping supplies (up to 500 lbs., or even two Cyclones packed in storage mode, rigged with parachutes) for ground personnel, and even recovery of ground troops (Beta hovers, while troops climb a rope ladder, or parks to allow 2 stretchers to be mounted onto the missile release gear). And, yes, the launcher can use free-fall bombs like B7 above. Bombs and missiles must be dropped in the order that they were loaded into the racks, for each rack. 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 & Long range missiles, or bombs.
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: 16 MRMs & 4 LRMs, or 32 MRMs. Bombs load like MRMs.

L1. Jet-mode Beta GU-XX Gun Pods(2 + body gun): The guns on the leg tops are shown to fire in episode #76. This interpretation is that they are GU-XX guns, and what are identified in the RPG as Missile Launchers on the legs were really the access hatches for maintaining and reloading the leg GU-XXs.
In Jet mode, the body and leg guns are volleyed together. However, as the guns are pointed
toward the body in the other modes, they cannot be fired. Reloading the leg guns is done by way of the maintenance hatches on the front of the legs.
Primary Purpose: Assault.
Mega-Damage(this is for ALL THREE GUNS volleyed together): Short Bursts = 2D4x10, Medium Bursts = 4D4x10. Full melee bursts not possible, due to impossibility of keeping guns trained on a target that long in flight.
Range: 4000 feet.
Rate of Fire: Short & Medium bursts count as one attack each.
Payload: 160 short bursts each. 1 medium = 2 short bursts. Firing uses ammo for that type of burst from each leg, as well as from the body.
L2. Jet-mode Beta EU-XX Gun Pods(2 + body gun): As above, but the EU-XX is used.
Requires using the EU-XX in the body as well.
Primary Purpose: Assault.
Mega-Damage: Short Bursts (volley single blast) = 2D4x10, Long Bursts = 4D4x10. Full melee bursts not possible (as L1).
Range: 4000 feet.
Rate of Fire: Short & Long bursts count as one attack each.
Payload: Effectively unlimited.
L3.a. Jet Lasers: This interpretation gives the Beta lasers instead of the gun pods, while keeping the RPG's leg SRM launchers. See note below. Note: Can be volleyed with a medium burst from the body GU-XX/EU-XX (Beta only), or with the Alpha's lasers (when part of a Legios). Such a volley does 2D4x10+20.
Primary Purpose: Anti-Aircraft.
Range: 6000 feet.
Mega-Damage: 1D6x10 per dual blast.
Rate of Fire: Jet mode only. As Pilot's Hand to Hand Attacks.
Payload: Unlimited.
L3.b. Short Range Missile Launchers (2): Each leg has a launcher that hold 10 SRMs. They can only be fired in Battloid mode, or in Legios Guardian mode. Note: If you chose the B3 option for the body (with or without B1 or B2), then you cannot choose the L3 option for the legs.
Primary Purpose: Assault.
Missile Type: Short range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type; usually 2-5 miles.
Rate of Fire: 1, 2, 4, 6, 8 or 10.
Payload: 20 total(10 per launcher).

A1. GU-33 Arm Gun Pods(2): These are highly modified versions of the GU-XX, built into the forearms. They can only be fired in Battloid mode, but can be volleyed together at one target.
Primary Purpose: Assault.
Mega-Damage: (one arm): Short Burst: 4D6 MD; Medium Burst: 1D4x10 MD; Full Melee Burst: 2D4x10 MD.
(both arms): Short Burst: 1D4x10 MD; Medium Burst: 2D4x10 MD; Full Melee Burst: 4D4x10 MD.
Range: 4000 feet.
Rate of Fire: Short/Medium bursts each count as one attack (one or two arms firing). Full melee bursts must be the first attack of the round, and take ALL actions for that round.
Payload: 120 short bursts per arm. Burst sizes as GU-XX.
A2. EU-33 Arm Plasma Cannons(2): Other than these are EU-XX derivatives, these are
identical to the GU-33. Some people insist that the arm cannons are energy weapons, despite the
VERY prominent metallic impact sounds made in Robotech when they hit.
Primary Purpose: Assault.
Mega-Damage: (one arm): Short Burst: 4D6 MD; Medium Burst: 1D4x10 MD; Full Melee Burst: 2D4x10 MD.
(both arms): Short Burst: 1D4x10 MD; Medium Burst: 2D4x10 MD; Full Melee Burst: 4D4x10 MD.
Range: 4000 feet.
Rate of Fire: Short/Medium bursts each count as one attack (one or two arms firing). Full melee bursts must be the first attack of the round, and take ALL actions for that round.
Payload: Effectively unlimited.
W1. Wing Hard Points (Missile - 2 per wing): These can use any of the weapons used by VF-1 Valkyries on their wings, but are usually limited to missiles, as all wing ordnance must be fired or discarded in order to transform to Battloid mode. 3 SRMs per hard point are standard, but the MM-15 (see Macross Memories) or any of the VWC pods from Strike Force may be used instead. The description below is for using the standard SRM setup.
Primary Purpose: Assault.
Missile Type: Short range missiles.
Mega-Damage: Varies by missile type.
Range: Varies by missile type.
Rate of Fire: 1, 2, 4, 6, or 12(all).
Payload: 12 total(3 per hard point).
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