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TRANSCRIPT
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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.