Just a few idle thoughts, partly inspired by GZG's Ravager miniatures...
Firefly Class light commercial transport Serenity
Speed: 10
Turns: 2/90
Hull: 5
Damage Points: 7/2
Crew: 8/1
Craft: None
Traits: Agile, Atmospheric, Dodge 3+, Unique
Troops: 1
Weapons: Cry Baby (One Shot)
The Cry Baby is one of a number of improvised decoy systems used by this ship. When used, any hostile ship or fighter flight within 30" must pass a CQ test of 10+ to avoid rolling on the following table;
1,2 - Confusion - Ship must use the 'All Stop!' SA and also not fire for 1d6 turns
3,4 - Called away - Ship must react to a (bogus) distress call, and disengages immediately. Rievers decide to go and eat someone else.
5,6 - How Many Beacons? - Multiple false targets - the ship treats Serenity as having Stealth 6+ for the rest of the scenario.
Core Alliance Initiative -1
Core Alliance Space Control Ship
PL: War
Speed: 4
Turns: 1/45
Hull: 5
Damage Points: 95/20
Crew: 140/30
Craft: 12 Lightning Flights
Traits: Anti-Fighter 6, Lumbering, Command +2, Carrier 4, Fleet Carrier, Shuttles 8
Troops: 40
Rail Guns F 12” 16 AP, DD
Rail Guns A 12” 16 AP, DD
Rail Guns P 12” 16 AP, DD
Rail Guns S 12” 16 AP, DD
Missile Racks 30”, T, 8, Super AP, Precise, Slow-Loading
Core Alliance Heavy Cruiser
PL: Raid
Speed: 8
Turns: 1/45
Hull: 5
Damage Points: 25/6
Crew: 30/6
Craft: 2 Lightning Flights
Traits: Anti-Fighter 2
Troops: 4
Rail Guns F 12” 6 AP, DD
Rail Guns T 12” 4 AP, DD
Missile Racks 30”, F, 4, Super AP, Precise, Slow-Loading
Core Alliance Gunship
PL: Skirmish
Speed: 8
Turns: 1/45
Hull: 5
Damage Points: 18/6
Crew: 24/8
Craft: None
Traits: Anti-Fighter 1
Troops: 2
Heavy Rail Guns F 15” 8 AP, DD
Heavy Rail Guns F 15” 4 AP, DD
Heavy Rail Guns F 15” 4 AP, DD
Rail Guns T 12” 4 AP, DD
Core Alliance Corvette
PL: Patrol
Speed: 12
Turns: 2/45
Hull: 5
Damage Points: 12/3
Crew: 14/3
Craft: None
Traits: Anti-Fighter 1, Atmospheric
Troops: 2
Rail Guns F 12” 4 AP, DD
Rail Guns T 12” 2 AP, DD
Missile Racks 30”, F, 2, Super AP, Precise, Slow-Loading
Core Alliance Vedette
PL: Patrol (two ships)
Speed: 12
Turns: 2/90
Hull: 4
Damage Points: 6/1
Crew: 8/2
Craft: None
Traits: Agile, Atmospheric, Dodge 5+
Troops: 1
Medium Rail Guns F 6” 2 AP
Missile Racks 20”, F, 2, Super AP, Precise, Slow-Loading
Core Alliance Lightning Fighter
PL: Patrol (four flights)
Speed: 14
Turns: SM
Hull: 4
Damage Points: N/A
Crew: N/A
Craft: None
Traits: Fighter, Atmospheric, Dogfight +1, Dodge 4+
Troops: 0
Light Rail Guns T 2” 2 AP
Riever Initiative +0
Riever Command Raider
PL: Battle
Speed: 8
Turns: 1/45
Hull: 6
Damage Points: 35/7
Crew: 40/8
Craft: none
Traits: Anti-Fighter 4, Command +1, Unique
Troops: 4
Heavy Laser B 30” 6 Beam, Double Damage
Pulse Cannons F 10” 12 Twin Linked
Pulse Cannons A 10” 8 Twin Linked
Light Lasers T 12” 4 Beam
Riever Heavy Raider
PL: Raid
Speed: 10
Turns: 2/45
Hull: 6
Damage Points: 28/6
Crew: 32/6
Craft: none
Traits: Anti-Fighter 2, Afterburner
Troops: 4
Pulse Cannons F 10” 8 Twin Linked
Pulse Cannons A 10” 8 Twin Linked
Light Lasers T 12” 2 Beam
Riever Light Raider
PL: Skirmish
Speed: 14
Turns: 2/45
Hull: 5
Damage Points: 18/4
Crew: 20/4
Craft: none
Traits: Anti-Fighter 2, Afterburner
Troops: 2
Pulse Cannons F 10” 6 Twin Linked
Pulse Cannons A 10” 4 Twin Linked
Light Lasers T 12” 1 Beam
Riever Pinnace
PL: Patrol (Two ships)
Speed: 14
Turns: 2/90
Hull: 5
Damage Points: 8/1
Crew: 10/2
Craft: none
Traits: Agile, Atmospheric, Afterburner, Dodge 4+
Troops: 2
Pulse Cannons F 10” 2 Twin Linked
Light Lasers F 12” 1 Beam
Harpoon F 3” 1 Super AP, Special*
*A hit from a Harpoon causes no damage to ships, but links the Pinnace and its target together. In the following movement phase the Pinnace may choose to cast off the Harpoon and move as normal, or move along with the target regardless of target speed, reeling itself in and ending the phase in hull-to-hull contact. It may then board the target in the same manner as a breaching pod.
A Harpoon hit has no effect a fighter flight.
Firefly Class light commercial transport Serenity
Speed: 10
Turns: 2/90
Hull: 5
Damage Points: 7/2
Crew: 8/1
Craft: None
Traits: Agile, Atmospheric, Dodge 3+, Unique
Troops: 1
Weapons: Cry Baby (One Shot)
The Cry Baby is one of a number of improvised decoy systems used by this ship. When used, any hostile ship or fighter flight within 30" must pass a CQ test of 10+ to avoid rolling on the following table;
1,2 - Confusion - Ship must use the 'All Stop!' SA and also not fire for 1d6 turns
3,4 - Called away - Ship must react to a (bogus) distress call, and disengages immediately. Rievers decide to go and eat someone else.
5,6 - How Many Beacons? - Multiple false targets - the ship treats Serenity as having Stealth 6+ for the rest of the scenario.
Core Alliance Initiative -1
Core Alliance Space Control Ship
PL: War
Speed: 4
Turns: 1/45
Hull: 5
Damage Points: 95/20
Crew: 140/30
Craft: 12 Lightning Flights
Traits: Anti-Fighter 6, Lumbering, Command +2, Carrier 4, Fleet Carrier, Shuttles 8
Troops: 40
Rail Guns F 12” 16 AP, DD
Rail Guns A 12” 16 AP, DD
Rail Guns P 12” 16 AP, DD
Rail Guns S 12” 16 AP, DD
Missile Racks 30”, T, 8, Super AP, Precise, Slow-Loading
Core Alliance Heavy Cruiser
PL: Raid
Speed: 8
Turns: 1/45
Hull: 5
Damage Points: 25/6
Crew: 30/6
Craft: 2 Lightning Flights
Traits: Anti-Fighter 2
Troops: 4
Rail Guns F 12” 6 AP, DD
Rail Guns T 12” 4 AP, DD
Missile Racks 30”, F, 4, Super AP, Precise, Slow-Loading
Core Alliance Gunship
PL: Skirmish
Speed: 8
Turns: 1/45
Hull: 5
Damage Points: 18/6
Crew: 24/8
Craft: None
Traits: Anti-Fighter 1
Troops: 2
Heavy Rail Guns F 15” 8 AP, DD
Heavy Rail Guns F 15” 4 AP, DD
Heavy Rail Guns F 15” 4 AP, DD
Rail Guns T 12” 4 AP, DD
Core Alliance Corvette
PL: Patrol
Speed: 12
Turns: 2/45
Hull: 5
Damage Points: 12/3
Crew: 14/3
Craft: None
Traits: Anti-Fighter 1, Atmospheric
Troops: 2
Rail Guns F 12” 4 AP, DD
Rail Guns T 12” 2 AP, DD
Missile Racks 30”, F, 2, Super AP, Precise, Slow-Loading
Core Alliance Vedette
PL: Patrol (two ships)
Speed: 12
Turns: 2/90
Hull: 4
Damage Points: 6/1
Crew: 8/2
Craft: None
Traits: Agile, Atmospheric, Dodge 5+
Troops: 1
Medium Rail Guns F 6” 2 AP
Missile Racks 20”, F, 2, Super AP, Precise, Slow-Loading
Core Alliance Lightning Fighter
PL: Patrol (four flights)
Speed: 14
Turns: SM
Hull: 4
Damage Points: N/A
Crew: N/A
Craft: None
Traits: Fighter, Atmospheric, Dogfight +1, Dodge 4+
Troops: 0
Light Rail Guns T 2” 2 AP
Riever Initiative +0
Riever Command Raider
PL: Battle
Speed: 8
Turns: 1/45
Hull: 6
Damage Points: 35/7
Crew: 40/8
Craft: none
Traits: Anti-Fighter 4, Command +1, Unique
Troops: 4
Heavy Laser B 30” 6 Beam, Double Damage
Pulse Cannons F 10” 12 Twin Linked
Pulse Cannons A 10” 8 Twin Linked
Light Lasers T 12” 4 Beam
Riever Heavy Raider
PL: Raid
Speed: 10
Turns: 2/45
Hull: 6
Damage Points: 28/6
Crew: 32/6
Craft: none
Traits: Anti-Fighter 2, Afterburner
Troops: 4
Pulse Cannons F 10” 8 Twin Linked
Pulse Cannons A 10” 8 Twin Linked
Light Lasers T 12” 2 Beam
Riever Light Raider
PL: Skirmish
Speed: 14
Turns: 2/45
Hull: 5
Damage Points: 18/4
Crew: 20/4
Craft: none
Traits: Anti-Fighter 2, Afterburner
Troops: 2
Pulse Cannons F 10” 6 Twin Linked
Pulse Cannons A 10” 4 Twin Linked
Light Lasers T 12” 1 Beam
Riever Pinnace
PL: Patrol (Two ships)
Speed: 14
Turns: 2/90
Hull: 5
Damage Points: 8/1
Crew: 10/2
Craft: none
Traits: Agile, Atmospheric, Afterburner, Dodge 4+
Troops: 2
Pulse Cannons F 10” 2 Twin Linked
Light Lasers F 12” 1 Beam
Harpoon F 3” 1 Super AP, Special*
*A hit from a Harpoon causes no damage to ships, but links the Pinnace and its target together. In the following movement phase the Pinnace may choose to cast off the Harpoon and move as normal, or move along with the target regardless of target speed, reeling itself in and ending the phase in hull-to-hull contact. It may then board the target in the same manner as a breaching pod.
A Harpoon hit has no effect a fighter flight.