Firefly/Serenity crossover

Nomad

Mongoose
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.
 
Is this intended to allow Firefly ships to play against ACTA vessels?

Some of my critique is assuming that it is.

Gut instinct on the Firefly

Too much crew, you've pretty much got a 1 person = 1 Crew point that doesn't seem to hold true to the Alliance ships, or is that part5 of the hero shields factor.

I'd make it 2/45 not 2/90 in turns.

It should have the shuttles 2 trait, and maybe Troops 2 to match.

Just my first reactions

LBH
 
Is this intended to allow Firefly ships to play against ACTA vessels?

No, not really. This stemmed from an abortive 'Drakh discover the 'verse' campaign from earlier this year.

The idea was that the 'verse was located within a long-term hyperspace storm, impassible to ships in hyperspace; the colony ships left Earth (at sublight speed) long before jump gate technology arrived with the Centauri, and both Earth and the colonists assumed each other had perished.

By 2270 the storm had subsided, and the 'verse was discovered first by the Drakh, and then by everyone else.

The Core Alliance and Riever ships were intentionally less powerful than the canon B5 navies, and would have been umpire-controlled 'wildcards'.

A swarm of Pinnaces might have caused the occaisional upset, though.

They are *supposed* to be balanced against each other.

Serenity was also intended as a narrative wildcard, and is simply meant to be very difficult to kill (that would be rather unsporting...and who'd want to hurt Inara, River or Kaylee? Who'd want to even try to hurt Zoe? Too risky).

And yes, she does have one crew point per charachter. Their agents insisted... :D

Troops 2? Nah, Just one. Jayne. Also, I'd suggest each 'Shuttle' factor in the game represents some major specialist troop transport capability, not just one or two small interface craft, which pretty much any spaceship would have.

Come to think of it, the CA SCS does need shuttles...they were designed to move (slowly) into orbit to blockade, bombard and then *civilise* (i.e. invade) each benighted browncoat world...
 
Nomad said:
Troops 2? Nah, Just one. Jayne. Also, I'd suggest each 'Shuttle' factor in the game represents some major specialist troop transport capability, not just one or two small interface craft, which pretty much any spaceship would have.

You're not counting River as a Troop?

LBH
 
how about special trait - can not be boarded - well you can but she kills them all - no rolls - it just happens :)
 
Yay, River...

Perhaps only one Troop, but with the original 'Accurate' trait from the initial box set - the first attack is an auto kill, then keep rolling 3+ until you fail.
 
You would have to make a table on how River is going to react, i.e. go into shock, remain passive, or just straight up whoop the crap out of everyone
 
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