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Technologies in Blakes 7

Force Wall/Defense Shield: These are basically shields, but they can only be
maintained 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 employing
it 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:

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 main
opponent was the oppressive Terran Federation.

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

Rebel Fleet List:


Liberator (DSV-2)

War

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
Neutron
Blasters

Range
20

Arc
F

AD
20

Seeker
Missiles

18

15

Special
Accurate,
Beam, Double
Damage,
Precise, SlowLoading
Precise, SlowLoading,

Heavy Plasma
Bolt Launcher

16

10

Heavy Plasma
Bolt Launcher

16

10

Heavy Plasma
Bolt Launcher

16

10

Heavy Plasma
Bolt Launcher

16

10

Seeker
Missiles

18

15

Super AP
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
Precise, SlowLoading,
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

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
Neutron
Blasters
Neutron
Blasters
Neutron
Blasters
Neutron
Blasters

Range
9

Arc
F

AD
4

Special
AP, SlowLoading
AP, SlowLoading
AP, SlowLoading
AP, SlowLoading

* 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.

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

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
Neutron
Blasters

Range
21

Arc
F

AD
21

Special
Accurate,
Beam, Double
Damage,
Precise, Slow-

Seeker
Missiles

19

16

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Seeker
Missiles

19

16

Loading
Precise, SlowLoading,
Super AP
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
Precise, SlowLoading,
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

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
Neutron
Blaster

Range
17

Arc
F

AD
10

Special
Accurate,
Beam, Double
Damage,
Precise, SlowLoading

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.

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
Very Heavy
Plasma
Launcher
Very Heavy
Plasma
Launcher
Very Heavy
Plasma
Launcher
Very Heavy
Plasma
Launcher
Very Heavy
Plasma

Range
24

AD
13

24

13

24

13

24

13

24

13

Special
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, Slow-

Launcher
Very Heavy
Plasma
Launcher
Very Heavy
Plasma
Launcher
Very Heavy
Plasma
Launcher

24

13

24

13

24

13

Loading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading

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.

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

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
Medium
Plasma Bolt
Launcher
Medium
Plasma Bolt
Launcher
Medium
Plasma Bolt
Launcher
Medium
Plasma Bolt
Launcher
Medium
Plasma Bolt
Launcher
Medium
Plasma Bolt

Range
15

Arc
F

AD
9

15

15

15

15

15

Special
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, Slow-

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 turn
that it was in use.

Starburst Pursuit Ship

Patrol

Speed: 14

Damage: 26/5 Craft: None

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
Very Light
Plasma Bolt
Launcher
Very Light
Plasma Bolt
Launcher
Very Light
Plasma Bolt
Launcher
Very Light
Plasma Bolt
Launcher
Very Light
Plasma Bolt
Launcher

Range
10

Arc
F

AD
5

Special
AP, SlowLoading

10

AP, SlowLoading

10

AP, SlowLoading

10

AP, SlowLoading

10

AP, SlowLoading

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

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
Light Plasma
Bolt Launcher
Light Plasma
Bolt Launcher
Light Plasma

Range
11

Arc
F

AD
6

11

11

Special
AP, SlowLoading
AP, SlowLoading
AP, Slow-

Bolt Launcher
Light Plasma
Bolt Launcher
Light Plasma
Bolt Launcher

11

11

Loading
AP, SlowLoading
AP, SlowLoading

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

Hull: 5 Troops: 3 In Service: Unknown

Weapon
Upgraded
Light Plasma
Bolt Launcher
Upgraded
Light Plasma
Bolt Launcher
Upgraded
Light Plasma
Bolt Launcher
Upgraded
Light Plasma
Bolt Launcher
Upgraded
Light Plasma
Bolt Launcher

Range
12

Arc
F

AD
7

Special
AP, SlowLoading

12

AP, SlowLoading

12

AP, SlowLoading

12

AP, SlowLoading

12

AP, SlowLoading

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 turn
that it was in use.

Mark X Pursuit Ship

Battle

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
Light Plasma
Bolt Launcher
Light Plasma

Range
13

Arc
F

AD
8

13

Special
AP, SlowLoading
AP, Slow-

Bolt Launcher
Light Plasma
Bolt Launcher
Light Plasma
Bolt Launcher
Light Plasma
Bolt Launcher

13

13

13

Loading
AP, SlowLoading
AP, SlowLoading
AP, SlowLoading

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

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
Heavy Plasma
Bolt Launcher

Range
22

AD
12

Heavy Plasma
Bolt Launcher

22

12

Heavy Plasma
Bolt Launcher

22

12

Heavy Plasma
Bolt Launcher

22

12

Heavy Plasma
Bolt Launcher

22

12

Heavy Plasma
Bolt Launcher

22

12

Special
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading

Heavy Plasma
Bolt Launcher

22

12

Heavy Plasma
Bolt Launcher

22

12

AP, Double
Damage, SlowLoading
AP, Double
Damage, SlowLoading

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.

Federation Gunship
Flights)

Speed 16

Damage -

Turn SM

Crew -

Hull 4

Troops -

Patrol (Wing of Two

Craft Dogfight +1
In Service Unknown

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


Weapon
Extremely
Light Plasma
Bolt Launcher
Extremely
Light Plasma
Bolt Launcher

Range
4

Arc
T

AD
2

Special
AP, SlowLoading

AP, SlowLoading

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.

Andromedan Invaders:
The Andromedans were the nonhumanoid invaders from the M31 galaxy who
invaded 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

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
Massive
Plasma Bolt
Launcher

Range
21

Arc
F

AD
15

Massive
Plasma Bolt
Launcher

21

15

Massive
Plasma Bolt
Launcher

21

15

Massive
Plasma Bolt
Launcher

21

15

Massive
Plasma Bolt
Launcher

21

15

Massive
Plasma Bolt
Launcher

21

15

Massive
Plasma Bolt
Launcher

21

15

Massive
Plasma Bolt
Launcher

21

15

Special
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked

Massive
Plasma Bolt
Launcher

21

15

AP, Double
Damage, SlowLoading,
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

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

Weapon
Extremely

In Service: Unknown

Range
19

Arc
F

AD
13

Special
AP, Double

Heavy Plasma
Bolt Launcher
Extremely
Heavy Plasma
Bolt Launcher

19

13

Extremely
Heavy Plasma
Bolt Launcher

19

13

Extremely
Heavy Plasma
Bolt Launcher

19

13

Extremely
Heavy Plasma
Bolt Launcher

19

13

Extremely
Heavy Plasma
Bolt Launcher

19

13

Extremely
Heavy Plasma
Bolt Launcher

19

13

Extremely
Heavy Plasma
Bolt Launcher

19

13

Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
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

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

Hull: 5 Troops: 5

In Service: Unknown

Weapon
Heavy Plasma
Bolt Launcher

Range
17

Arc
F

AD
11

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Heavy Plasma
Bolt Launcher

17

11

Special
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
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.

Andromedan Scout Ship

Raid

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
Medium

Range
14

Arc
F

AD
9

Special
AP, Double

Plasma Bolt
Launcher
Medium
Plasma Bolt
Launcher

14

Medium
Plasma Bolt
Launcher

14

Medium
Plasma Bolt
Launcher

14

Medium
Plasma Bolt
Launcher

14

Medium
Plasma Bolt
Launcher

14

Medium
Plasma Bolt
Launcher

14

Medium
Plasma Bolt
Launcher

14

Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
Twin-Linked
AP, Double
Damage, SlowLoading,
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
Flights)

Patrol (Wing of Two

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.

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