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Harleigh

Alternate Universe ship

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Is this the right forum to discuss alternate universe ideas?  Just for fun I am trying to make the rules for Serenity in X-wing and I am hoping for some feedback on the cards

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I am just using the Rebel Transport rules with a Serenity miniature. The scale is actually pretty close to X-Wing fighter scale and since Serenity is unarmed I think it is a good fit.

 

Here is the thread that Stellar was talking about

 

https://community.fantasyflightgames.com/index.php?/topic/113088-serenityfirefly-v2/

 

This guy was looking to make Serenity an effective 100 point ship in a faction by itself.

 

I myself would like to start a project to make stats for Robotech mecha and pilots using X-Wing rules, but that is a major project and so far I haven't found the time to lay the ground work needed to get started.

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One of the guys in our play group has just done up 4 Veritech fighters to bring into play  :)  

I also have a close to scale firefly and I use it as a transport atm, which really annoys Jackson, our resident "purest"

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Incidentally, for those interested, this is the model of Serenity I am using.

 

http://www.amazon.com/USAopoly-YZ006-398-Firefly-Yahtzee-Game/dp/B00L9OPEHU

 

It is just about the same length as the rebel transport mini for X-Wing, which makes it about the correct scale compared to the fighters in the game, and is actually a way higher quality toy than I was expecting from a product like this.

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I went for the "Little **** heroes" version, which is a bit smaller than yours but has excellent detail.  Thank you for the link, some of those ideas are excellent!  I will post what I have come up with for pricing feedback later today.

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Ok, here is what I have so far.

 

Basic Firefly:  PS 3, Red 0, Green 1, Hull 14, Shields 0.   Cost 22

    Actions:  Focus, Boost (as per epic rules)

    Upgrades:  Cannon, Missle, Bomb, Crewx3

 

Mal:  PS 5, EPT. Special:  You may add an attack dice to the first evade roll in your turn.  This may cause a hit to the opposing attacker.  Cost 24

River:  PS 7, EPT. Special: You may look at one enemy dial before choosing your maneuver.  Cost 26

Wash:  PS 9, EPT.  Special:  Wash gives the ship a barrel roll action.  If he barrel rolls, remove all target locks from him.  Cost 28

 

Crew:  Mal (3): If your ship does a green maneuver, give a ship within range 2 an additional action.

           Zoe (2):  Action.  Zoe may stop an enemies crew ability on a hit or crit on one red dice

           Jayne (3):  Jayne and Vera may attack one enemy ship outside of your primary fire arc in addition to your primary weapon then discard

          Kaylee (5):   Action.  May repair 1 face down damage card

          Simon (3):  At the start of the round, you may recover one discarded crew ability or heal one pilot critical on an evade or focus result on one green dice

          Shepard Book (2):  You may recover 1 stress if you have not performed a red maneuver this turn

          Inara (3):  Inara allows another crew member to act as if they were doing a free action

 

Serenity title (2):  For the first attack of the round, Serenity gains an additional evade dice

 

Dial:  Red 0, green straight and bank 1, green straight 2, white bank 2 and straight 3, red straight 4 and red crazy ivan 3

 

Thoughts?  Please give feedback that will help refine the abilities and prices.

 

Thank you

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