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    Technologies in Blakes 7

    Force Wall/Defense Shield: These are basically shields, but they can only bemaintained for a limited amount of time before they need to be recharged.

    Liberators and presumably DSV-1s and Scorpios force walls seems to behave like

    a Gravitic Energy Grid, and they can attack through their force wall. The other

    factions defence shields seem to operate as Shields do, but they cant open fire with

    them activated. Defense Shields/Force Walls cannot be dropped and raised in the

    same turn.

    Detector Shield: This provides Stealth when activated. Liberators shield provides a

    Stealth of 7+, but the Federations version only gives a Stealth of 5+. The Federation

    occasionally installs this on pursuit ships, but it doesnt seem to be standard

    equipment for them. Note that this is not a cloaking device and the vessel employingit can be seen with the naked eye or a close visual scan. Therefore this system is most

    likely some form of ECM.

    Hyperdrive: This works like Jump Engines, but cannot be used as a weapon.

    Photonic Drive: This works like Jump Engines, but cannot be used as a weapon, and

    it also propels the vessel through real space and not another dimension.

    Intergalactic Drive: This works like Jump Engines, but cannot be used as a weapon.

    Teleporter: Only the Liberator, Scorpio, and presumably the Systems ships and

    stations have these. It allows Crew and Troops to beam aboard other ships and

    space stations. Note that it is blocked by Defense Shields/Force Walls and Detector

    Shields. Presumably other forms of energy screens and electronic jamming would

    also stop it. The teleport system requires special bracelets to function, and will not

    teleport anyone without them. Bracelets will not teleport without being worn by

    someone. Liberators Teleporters have a range of 12, while Scorpios have a range

    of 8. DSV-1s have a range of 14, the System Attack Ships have a range of 10,

    while the System Space Stations has a range of 20, and the System Shuttle only a

    range of 4.

    Blakes Rebels:

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    The primary protagonists of the series, they were based for the first three series

    (seasons) aboard the Liberator until it was destroyed in Terminal, after which

    they came into possession of the Scorpio in the fourth (and last) series. Their mainopponent was the oppressive Terran Federation.

    Rebel Initiative: +3 with Liberator, +1 with Scorpio

    Rebel Fleet List:

    Liberator (DSV-2) War

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    Speed: 13 Damage: 66/5 Craft: None

    Turn: 2/45 Crew: 7/0* Special Rules: Force Wall 40/12, Detector Shield 7+, Flight

    Computer/Zen, Hyperdrive, Self-Repairing 6, Atmospheric, Anti-Fighter 7,Command +3, Teleporter

    Hull: 6 Troops: 1* In Service: Unknown

    Weapon Range Arc AD SpecialNeutron

    Blasters

    20 F 20 Accurate,

    Beam, Double

    Damage,

    Precise, Slow-

    Loading

    Seeker

    Missiles

    18 F 15 Precise, Slow-

    Loading,

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    Super AP

    Heavy Plasma

    Bolt Launcher

    16 F 10 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    16 A 10 AP, Double

    Damage, Slow-Loading

    Heavy Plasma

    Bolt Launcher

    16 P 10 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    16 S 10 AP, Double

    Damage, Slow-

    Loading

    Seeker

    Missiles

    18 A 15 Precise, Slow-

    Loading,

    Super AP

    *60/5 and a Troop of 7 is the vessels normal complement.

    Note: The Force Wall can only be maintained for eleven turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    Scorpio Skirmish

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    Speed: 8 Damage: 21/7 Craft: None

    Turn: 1/45 Crew: 7/0* Special Rules: Atmospheric, Photonic Drive, Force Wall 12/6,

    Flight Computer/Slave, Self-Repair 1, Anti-Fighter 2, Teleporter

    Hull: 5 Troops: 1* In Service: Unknown

    Weapon Range Arc AD Special

    Neutron

    Blasters

    9 F 4 AP, Slow-

    Loading

    Neutron

    Blasters

    9 A 4 AP, Slow-

    Loading

    Neutron

    Blasters

    9 S 4 AP, Slow-

    Loading

    Neutron

    Blasters

    9 P 4 AP, Slow-

    Loading

    * 24/7 and a Troop of 3 is the vessels normal complement.

    Note: The Force Wall can only be maintained for five turns. After that, it will shut

    off because it needs to recharge. It will need to recharge a turn for every turn that it

    was in use.

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    The System:

    The System are the alien creators of the Liberator, and attempted to repossess it in

    Redemption. They are powerful and advanced computers.

    System Initiative: +3

    System Fleet List:

    DSV-1 War

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    Speed: 14 Damage: 66/5 Craft: None

    Turn: 2/45 Crew: 60/5 Special Rules: Force Wall 40/18, Flight Computer,

    Hyperdrive, Self-Repairing 7, Atmospheric, Anti-Fighter 8, Command +4,

    Teleporter

    Hull: 6 Troops: 7 In Service: Unknown

    Weapon Range Arc AD Special

    Neutron

    Blasters

    21 F 21 Accurate,

    Beam, Double

    Damage,

    Precise, Slow-

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    Loading

    Seeker

    Missiles

    19 F 16 Precise, Slow-

    Loading,

    Super AP

    Heavy Plasma

    Bolt Launcher

    17 F 11 AP, Double

    Damage, Slow-Loading

    Heavy Plasma

    Bolt Launcher

    17 A 11 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    17 P 11 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    17 S 11 AP, Double

    Damage, Slow-

    Loading

    SeekerMissiles

    19 A 16 Precise, Slow-Loading,

    Super AP

    Note: The Force Wall can only be maintained for eleven turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    System Attack Ship Battle

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    Speed: 15 Damage: 44/3 Craft: None

    Turn: 2/90 Crew: 43/3 Special Rules: Agile, Atmospheric, Dodge 4+, Force Wall

    30/12, Self-Repair 4, Anti-Fighter 6, Teleporter

    Hull: 6 Troops: 3 In Service: Unknown

    Weapon Range Arc AD Special

    Neutron

    Blaster

    17 F 10 Accurate,

    Beam, Double

    Damage,

    Precise, Slow-

    Loading

    Note: The Force Wall can only be maintained for nine turns. After that, it will shut

    off because it needs to recharge. It will need to recharge a turn for every turn that it

    was in use.

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    System Space Station War

    Damage: 800/400/200 Craft: 12 System Shuttle Flights

    Special Rules: Carrier 4, Command +5, Immobile, Space Station, Targets 5, Force

    Wall 60/12, Self-Repair 9, Anti-Fighter 10, Teleporter

    Hull: 6 Troops: 40

    Weapon Range AD Special

    Very Heavy

    Plasma

    Launcher

    24 13 AP, Double

    Damage, Slow-

    Loading

    Very Heavy

    Plasma

    Launcher

    24 13 AP, Double

    Damage, Slow-

    Loading

    Very Heavy

    Plasma

    Launcher

    24 13 AP, Double

    Damage, Slow-

    Loading

    Very Heavy

    Plasma

    Launcher

    24 13 AP, Double

    Damage, Slow-

    Loading

    Very Heavy

    Plasma

    24 13 AP, Double

    Damage, Slow-

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    Launcher Loading

    Very Heavy

    Plasma

    Launcher

    24 13 AP, Double

    Damage, Slow-

    Loading

    Very Heavy

    PlasmaLauncher

    24 13 AP, Double

    Damage, Slow-Loading

    Very Heavy

    Plasma

    Launcher

    24 13 AP, Double

    Damage, Slow-

    Loading

    Note: The Force Wall can only be maintained for twenty turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    System Shuttle Patrol (Wing of Two Flights)

    Speed 16 Damage - Craft -

    Turn SM Crew - Dogfight -

    Hull 3 Troops None In Service Unknown

    Special Rules Atmospheric, Force Wall 3/1, Dodge 4+, Teleporter

    Note: The Force Wall can only be maintained for three turns. After that, it will shut

    off because it needs to recharge. It will need to recharge a turn for every turn that it

    was in use.

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    The Terran Federation:

    The Federation was the totalitarian government that controlled an unknown

    amount of the Milky Way galaxy. They maintained their control through fear and

    the use of drugs, among other means. They would grow their empire through either

    conquering non-Federation worlds or covertly creating puppet rulers who would

    then have their planets join the Federation. It was controlled by a President and a

    High Council. Below the President was a Supreme Commander, who commanded

    the military. Servalan, Blakes primary antagonist, held the position of Supreme

    Commander until Star One, in which she ousted the current President and

    became President herself until she was also deposed at some point after Terminal.

    Federation Initiative: +2

    Federation Fleet List:

    Federation Battlecruiser War

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    Speed: 11 Damage: 42/6 Craft: None

    Turn: 2/45 Crew: 46/8 Special Rules: Atmospheric, Hyperdrive, Defense Shield

    25/12, Command +2, Self-Repair 1, Anti-Fighter 5, Dodge 1+

    Hull: 5 Troops: 5 In Service: Unknown

    Weapon Range Arc AD Special

    Medium

    Plasma Bolt

    Launcher

    15 F 9 AP, Double

    Damage, Slow-

    Loading

    Medium

    Plasma Bolt

    Launcher

    15 A 9 AP, Double

    Damage, Slow-

    Loading

    Medium

    Plasma Bolt

    Launcher

    15 S 9 AP, Double

    Damage, Slow-

    Loading

    Medium

    Plasma Bolt

    Launcher

    15 P 9 AP, Double

    Damage, Slow-

    Loading

    Medium

    Plasma Bolt

    Launcher

    15 F 9 AP, Double

    Damage, Slow-

    Loading

    Medium

    Plasma Bolt

    15 F 9 AP, Double

    Damage, Slow-

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    Launcher Loading

    Note: The Defense Shield can only be maintained for ten turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turnthat it was in use.

    Starburst Pursuit Ship Patrol

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    Speed: 14 Damage: 26/5 Craft: None

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    Turn: 2/90 Crew: 25/5 Special Rules: Agile, Atmospheric, Dodge 4+, Defense Shield

    10/6, Self-Repair 1, Anti-Fighter 1

    Hull: 4 Troops: 2 In Service: Unknown

    Weapon Range Arc AD Special

    Very Light

    Plasma Bolt

    Launcher

    10 F 5 AP, Slow-

    Loading

    Very LightPlasma Bolt

    Launcher

    10 A 5 AP, Slow-Loading

    Very Light

    Plasma Bolt

    Launcher

    10 S 5 AP, Slow-

    Loading

    Very Light

    Plasma Bolt

    Launcher

    10 P 5 AP, Slow-

    Loading

    Very Light

    Plasma Bolt

    Launcher

    10 F 5 AP, Slow-

    Loading

    Note: The Defense Shield can only be maintained for five turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    Note 2: Traviss Starburst vessel had Command +1.

    Mark I Pursuit Ship Skirmish

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    Speed: 13 Damage: 27/4 Craft: None

    Turn: 2/90 Crew: 26/4 Special Rules: Agile, Atmospheric, Dodge 3+, Defense Shield

    15/6, Self-Repair 1, Anti-Fighter 2

    Hull: 4 Troops: 3 In Service: Unknown

    Weapon Range Arc AD Special

    Light Plasma

    Bolt Launcher

    11 F 6 AP, Slow-

    Loading

    Light Plasma

    Bolt Launcher

    11 A 6 AP, Slow-

    Loading

    Light Plasma 11 S 6 AP, Slow-

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    Bolt Launcher Loading

    Light Plasma

    Bolt Launcher

    11 P 6 AP, Slow-

    Loading

    Light Plasma

    Bolt Launcher

    11 F 6 AP, Slow-

    Loading

    Note: The Defense Shield can only be maintained for six turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    Pursuit-4 (Servalans Personal Ship) Raid

    Speed: 13 Damage: 28/3 Craft: None

    Turn: 2/90 Crew: 27/3 Special Rules: Agile, Atmospheric, Dodge 3+, Defense Shield

    15/12, Self-Repair 1, Anti-Fighter 3, Command +1

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    Hull: 5 Troops: 3 In Service: Unknown

    Weapon Range Arc AD Special

    Upgraded

    Light Plasma

    Bolt Launcher

    12 F 7 AP, Slow-

    Loading

    Upgraded

    Light Plasma

    Bolt Launcher

    12 A 7 AP, Slow-

    Loading

    Upgraded

    Light Plasma

    Bolt Launcher

    12 S 7 AP, Slow-

    Loading

    Upgraded

    Light Plasma

    Bolt Launcher

    12 P 7 AP, Slow-

    Loading

    Upgraded

    Light Plasma

    Bolt Launcher

    12 F 7 AP, Slow-

    Loading

    Note: The Defense Shield can only be maintained for seven turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turnthat it was in use.

    Mark X Pursuit Ship Battle

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    Speed: 12 Damage: 30/3 Craft: None

    Turn: 2/90 Crew: 29/3 Special Rules: Agile, Atmospheric, Dodge 2+, Defense Shield

    20/12, Self-Repair 1, Anti-Fighter 4

    Hull: 5 Troops: 4 In Service: Unknown

    Weapon Range Arc AD Special

    Light Plasma

    Bolt Launcher

    13 F 8 AP, Slow-

    Loading

    Light Plasma 13 A 8 AP, Slow-

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    Bolt Launcher Loading

    Light Plasma

    Bolt Launcher

    13 S 8 AP, Slow-

    Loading

    Light Plasma

    Bolt Launcher

    13 P 8 AP, Slow-

    Loading

    Light PlasmaBolt Launcher

    13 F 8 AP, Slow-Loading

    Note: The Defense Shield can only be maintained for eight turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    Federation Space Station Battle

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    Damage: 600/300/150 Craft: 4 Federation Shuttle Flights, 4 Federation Gunship

    Flights

    Special Rules: Carrier 2, Command +3, Immobile, Space Station, Targets 3, Defense

    Shield 40/6, Self-Repair 3, Anti-Fighter 6

    Hull: 5 Troops: 35

    Weapon Range AD SpecialHeavy Plasma

    Bolt Launcher

    22 12 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    22 12 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    22 12 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    22 12 AP, Double

    Damage, Slow-Loading

    Heavy Plasma

    Bolt Launcher

    22 12 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    22 12 AP, Double

    Damage, Slow-

    Loading

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    Heavy Plasma

    Bolt Launcher

    22 12 AP, Double

    Damage, Slow-

    Loading

    Heavy Plasma

    Bolt Launcher

    22 12 AP, Double

    Damage, Slow-

    Loading

    Note: The Defense Shield can only be maintained for fifteen turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    Federation Shuttle Patrol (Wing of Two Flights)

    Speed 15 Damage - Craft -

    Turn SM Crew - Dogfight -

    Hull 2 Troops - In Service Unknown

    Special Rules Atmospheric, Defense Shield 2/1, Dodge 2+

    Note: The Defense Shield can only be maintained for two turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

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    Federation Gunship Patrol (Wing of Two

    Flights)

    Speed 16 Damage - Craft -

    Turn SM Crew - Dogfight +1

    Hull 4 Troops - In Service Unknown

    Special Rules Atmospheric, Defense Shield 4/1, Dodge 3+, Fighter

    Weapon Range Arc AD Special

    Extremely

    Light Plasma

    Bolt Launcher

    4 T 2 AP, Slow-

    Loading

    Extremely

    Light Plasma

    Bolt Launcher

    4 T 2 AP, Slow-

    Loading

    Note: The Defense Shield can only be maintained for three turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

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    Andromedan Invaders:

    The Andromedans were the nonhumanoid invaders from the M31 galaxy whoinvaded the Milky Way at the end of the episode Star One. They had the ability to

    assume human form.

    Andromedan Initiative: +4

    Andromedan Fleet List:

    Andromedan Flagship Armageddon

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    Speed: 2 Damage: 140/20 Craft: 3 Flights of Andromedan Shuttles

    Turn: 1/45 Crew: 140/15 Special Rules: Atmospheric, Intergalactic Drive, Defense

    Shield 60/5, Command +6, Self-Repair 9, Anti-Fighter 11

    Hull: 9 Troops: 9 In Service: Unknown

    Weapon Range Arc AD Special

    Massive

    Plasma Bolt

    Launcher

    21 F 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Massive

    Plasma Bolt

    Launcher

    21 A 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Massive

    Plasma Bolt

    Launcher

    21 S 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Massive

    Plasma Bolt

    Launcher

    21 P 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Massive

    Plasma Bolt

    Launcher

    21 F 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Massive

    Plasma Bolt

    Launcher

    21 A 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Massive

    Plasma Bolt

    Launcher

    21 S 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Massive

    Plasma Bolt

    Launcher

    21 P 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

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    Massive

    Plasma Bolt

    Launcher

    21 F 15 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Note: The Defense Shield can only be maintained for forty turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    Andromedan Warship War

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    Speed: 4 Damage: 101/10 Craft: 2 Flights of Andromedan Shuttles

    Turn: 1/45 Crew: 100/9 Special Rules: Atmospheric, Intergalactic Drive, Defense

    Shield 50/5, Command +5, Self-Repair 7, Anti-Fighter 9

    Hull: 7 Troops: 7 In Service: Unknown

    Weapon Range Arc AD Special

    Extremely 19 F 13 AP, Double

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    Heavy Plasma

    Bolt Launcher

    Damage, Slow-

    Loading,

    Twin-Linked

    Extremely

    Heavy Plasma

    Bolt Launcher

    19 A 13 AP, Double

    Damage, Slow-

    Loading,Twin-Linked

    Extremely

    Heavy Plasma

    Bolt Launcher

    19 S 13 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Extremely

    Heavy Plasma

    Bolt Launcher

    19 P 13 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Extremely

    Heavy PlasmaBolt Launcher

    19 F 13 AP, Double

    Damage, Slow-Loading,

    Twin-Linked

    Extremely

    Heavy Plasma

    Bolt Launcher

    19 A 13 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Extremely

    Heavy Plasma

    Bolt Launcher

    19 S 13 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    ExtremelyHeavy Plasma

    Bolt Launcher

    19 P 13 AP, DoubleDamage, Slow-

    Loading,

    Twin-Linked

    Note: The Defense Shield can only be maintained for thirty turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    Andromedan Cruiser Battle

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    Speed: 7 Damage: 59/5 Craft: 1 Flight of Andromedan Shuttles

    Turn: 1/45 Crew: 58/5 Special Rules: Atmospheric, Intergalactic Drive, Defense

    Shield 40/5, Command +4, Self-Repair 4, Anti-Fighter 7

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    Hull: 5 Troops: 5 In Service: Unknown

    Weapon Range Arc AD Special

    Heavy PlasmaBolt Launcher

    17 F 11 AP, DoubleDamage, Slow-

    Loading,

    Twin-Linked

    Heavy Plasma

    Bolt Launcher

    17 A 11 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Heavy Plasma

    Bolt Launcher

    17 S 11 AP, Double

    Damage, Slow-

    Loading,

    Twin-LinkedHeavy Plasma

    Bolt Launcher

    17 P 11 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Heavy Plasma

    Bolt Launcher

    17 F 11 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Heavy Plasma

    Bolt Launcher

    17 A 11 AP, Double

    Damage, Slow-

    Loading,Twin-Linked

    Heavy Plasma

    Bolt Launcher

    17 S 11 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Heavy Plasma

    Bolt Launcher

    17 P 11 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Note: The Defense Shield can only be maintained for twelve turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

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    Andromedan Scout Ship Raid

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    Speed: 12 Damage: 33/3 Craft: None

    Turn: 2/45 Crew: 32/3 Special Rules: Agile, Atmospheric, Dodge 2+, Scout,

    Intergalactic Drive, Defense Shield 20/5, Self-Repair 3, Anti-Fighter 5

    Hull: 4 Troops: 1 In Service: Unknown

    Weapon Range Arc AD Special

    Medium 14 F 9 AP, Double

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    Plasma Bolt

    Launcher

    Damage, Slow-

    Loading,

    Twin-Linked

    Medium

    Plasma Bolt

    Launcher

    14 A 9 AP, Double

    Damage, Slow-

    Loading,Twin-Linked

    Medium

    Plasma Bolt

    Launcher

    14 S 9 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Medium

    Plasma Bolt

    Launcher

    14 P 9 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Medium

    Plasma BoltLauncher

    14 F 9 AP, Double

    Damage, Slow-Loading,

    Twin-Linked

    Medium

    Plasma Bolt

    Launcher

    14 A 9 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    Medium

    Plasma Bolt

    Launcher

    14 S 9 AP, Double

    Damage, Slow-

    Loading,

    Twin-Linked

    MediumPlasma Bolt

    Launcher

    14 P 9 AP, DoubleDamage, Slow-

    Loading,

    Twin-Linked

    Note: The Defense Shield can only be maintained for nine turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.

    Andromedan Shuttle Patrol (Wing of Two

    Flights)

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    Speed 14 Damage - Craft -

    Turn SM Crew - Dogfight -

    Hull 4 Troops None In Service Unknown

    Special Rules Atmospheric, Defense Shield 5/1, Dodge 5+

    Note: The Defense Shield can only be maintained for three turns. After that, it will

    shut off because it needs to recharge. It will need to recharge a turn for every turn

    that it was in use.