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B7 ACTA Updated
B7 ACTA Updated
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.
War
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
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
Scorpio
Skirmish
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
Weapon
Neutron
Blasters
Neutron
Blasters
Neutron
Blasters
Neutron
Blasters
Range
9
Arc
F
AD
4
Special
AP, SlowLoading
AP, SlowLoading
AP, SlowLoading
AP, SlowLoading
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
DSV-1
War
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
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.
Battle
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.
War
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
Speed 16
Damage -
Craft -
Turn SM
Crew -
Dogfight -
Hull 3
Troops None
In Service Unknown
War
Turn: 2/45 Crew: 46/8 Special Rules: Atmospheric, Hyperdrive, Defense Shield
25/12, Command +2, Self-Repair 1, Anti-Fighter 5, Dodge 1+
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.
Patrol
Speed: 14
Turn: 2/90 Crew: 25/5 Special Rules: Agile, Atmospheric, Dodge 4+, Defense Shield
10/6, Self-Repair 1, Anti-Fighter 1
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.
Skirmish
Turn: 2/90 Crew: 26/4 Special Rules: Agile, Atmospheric, Dodge 3+, Defense Shield
15/6, Self-Repair 1, Anti-Fighter 2
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.
Raid
Turn: 2/90 Crew: 27/3 Special Rules: Agile, Atmospheric, Dodge 3+, Defense Shield
15/12, Self-Repair 1, Anti-Fighter 3, Command +1
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.
Battle
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.
Battle
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
Speed 15
Damage -
Craft -
Turn SM
Crew -
Dogfight -
Hull 2
Troops -
In Service Unknown
Federation Gunship
Flights)
Speed 16
Damage -
Turn SM
Crew -
Hull 4
Troops -
Craft Dogfight +1
In Service Unknown
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 Flagship
Armageddon
Turn: 1/45 Crew: 140/15 Special Rules: Atmospheric, Intergalactic Drive, Defense
Shield 60/5, Command +6, Self-Repair 9, Anti-Fighter 11
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
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
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.
Raid
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
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)
Speed 14
Damage -
Craft -
Turn SM
Crew -
Dogfight -
Hull 4
Troops None
In Service Unknown