Serenity/Firefly v2

By Reynolds Vs Solo, in X-Wing

Hey so like 6 months back I made this custom Serenity set for X-Wing. After some feedback here and elsewhere (r/XWingTMG) I played around with it some more and did some play testing with some local Seattle players.

This is the most updated version. It's not perfect but then again I'm not trying for tournement legal or anything. Just wanted to be able to fly Serenity around with or against the Falcon.

Not too much to explain here I think. First thing is that Serenity uses a custom damage deck of 30 cards (15 unique cards x2).

Anyways, here is the set.

http://imgur.com/a/JML6B

I'll post the damage deck here in a bit, but there's not much to it. 9 of them remove a particular character upgrade till the end of the next turn, 1 is random, 1 lets the opponent pick which character,1 is double damage, and the other three all make you skip the maneuver, action, or attack phase.

Oh and the point value is fairly meaningless as it's just a closed set.

Jayne's Hat is OP! :lol:

Jayne's Hat is OP! :lol:

But only slightly.

Love Full Burn but it should be discarded.

Mal is bad. (bad as in good)

I've never been a fan of cross-universe games.

Your artwork looks good, though.

I think you need some Alliance, Reaver and mega-corporation ships and then you'll have a game.

Also, your crew cards don't have the crew icons, they have that Firefly icon. So technically, you can't use them on your Firefly.

Still loving it!

Now that I'm a little more versed in the rules of this game (I was a n00b a few months ago), I've got some questions:

  1. How can Wash be a crew card as well as a pilot card, of you don't have a non-Wash pilot card.
  2. So, the Mal card means an attack back at the shooter, right?

I was wondering that Wash question myself, and the Serenity title and ship card issue. It is almost like you should be able to have a base Firefly ship with no pilot and have the ability to take a crew as a pilot which would bump up the PS based on who was flying her. Like so:

For example:

Firefly 20 points
PS 2
At 0
Ag X
H 1
S 0

Mal (along side his current ability) would add +5 to the PS of a Firefly. Add 5 points to his cost
Wash (along side his current ability) would add +7 to the PS of a Firefly. Add 7 points to his cost.

This would also fix your Title Upgrade paradox. Serenity could never take the Serenity title card, and now it can.

Thoughts?

Edited by EvilEd209

I used the Serentiy as a transport with an Engine booster and a repair droid. Ran the scenario as the Serenity needs to escape off of the other side of the board. She almost made it too :) I used the 1:400 Little Dam Hero's model. It is the same size

Cards are awesome. Well done!

What, no turret slot for a 40mm Bofors cannon?

Well, I am indulging in a bit of threadromancy. I am hoping for some feedback on this version of Serenity. I designed her after a transport, but did not use any of the energy aspect of epic. This 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

2015-02-20.jpg

Most of my problems are with wording of cards to fit better into game language.
Serenity (title) - Probably fine as is.
Mal (crew) - When defending, increase your agility by 1.

Zoe (crew) - During your "Perform Action," step, you may perform 2 actions.

Jayne (crew) - Option1. When defending, you must change all attacker's hits to crits. When attacking, you must change all hits to crits. Option 2. When defending or attack, all damage cards are dealt face up.

Wash (crew) - I think is fine, actually. Maybe the TL ability should be reworded but I think it works as is.

Hoban Washburn (pilot) - When defending, your base agility is equal to the 1 less than the attacker's attack value. (I think this covers what's currently being used but might be wrong.)

Kaylee (crew) - When you would receive a stress token, immediately discard it. Whenever you perform a green maneuver, remove 1 damage card.

Simon (crew) - What critical damage card removes crew? If this ship gets it's own damage deck, then maybe... At the start of the activation phase, you may return a discarded upgrade to this ship.

River (crew) - When defending, you may guess aloud the number of hit and crit results the attacker will roll, combined. If the attacker rolls that many results, immediately change all crits to hits.

Inara (crew) - When defending at range 1, ships attacking you cannot use focus tokens.

Shepherd Book (crew) - After you defend from an attack at range 3, assign a stress token to the attacking ship.

Full Burn (modification) - Firefly-class only. (other than that requirement, all good)

Crazy Ivan (modification) - If upgrade cards Kaylee and Wash are upgrades on this ship, you may perform Action: Rotate this ship 180 degrees.
Cry Baby (modification?) - Whenever this ship would be the target of an attack, you may discard this card to cancel the attack (the attack does not miss or hit). (I know this is a bit different but without adding an extra rules card explaining how cry baby tokens actually work, this is probably the simplest way. If it has to be a token, you need to define how it functions like a ship and how it doesn't, that it can be targeted, what stats it has, etc.)

Jayne's Hat (modification) - I'd leave the text box blank, personally.

And where are the Mal and Zoe pilot cards? I know Wash was almost always the pilot but they both have piloted the Serenity. Kaylee might have as well.

And what does the non-Serenity Firefly look like?

Also, you need a roof-turret modification card.

Edited by Ixidor

Yay! :) :) :) :) :) :) :) :)

Shiny.

I wish the Crazy Ivan card was a real card. I can't tell you how many times I wish I could have rotated my shuttle.

You are right, I do need a roof turret, but I think it should only be a one use item. I am liking most of your suggestions, any idea on how to price those out?

Mal, Zoe, Inara and Shepherd Book: your take on those is better than mine

Jayne: I was trying to capture when he shot Vera out of the airlock, I am not sure if he really effects the ship like Greedo

Kaylee: I like the removing a damage card with a green maneuver, but I think the stress as well is a bit much

Simon: I was thinking of the effects of discarded crew (Leia) and the EPT of determination put together. To much?

River: I was trying to avoid her as a crew as she had no effect during any of the flying, though she did become their pilot at the end.

Full Burn: I was just going to use the Engine booster from EPIC

Crazy Ivan: I was just going to have this as a maneuver, maybe a 0 speed Ivan so that you cannot use it offensively?

Cry Baby: I have had 2 versions of this. Drop it like a bomb to have it provide 1 extra evade dice for every ship within 2 for 1 turn; or Drop it like a bomb to have all enemy ships within 3 of it TL the cry baby instead of any other ship for 1 turn.

For pilots, I posted:

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

Generic pilot: PS 3. Cost 20

Thoughts?

So do i see that correct? Your only attack is Engine Burn?

And now I feel the need to watch Firefly all over again. :D

So do i see that correct? Your only attack is Engine Burn?

The Serenity did not have guns except for in one instance.

You are right, I do need a roof turret, but I think it should only be a one use item. I am liking most of your suggestions, any idea on how to price those out?

Mal, Zoe, Inara and Shepherd Book: your take on those is better than mine

Jayne: I was trying to capture when he shot Vera out of the airlock, I am not sure if he really effects the ship like Greedo

Kaylee: I like the removing a damage card with a green maneuver, but I think the stress as well is a bit much

Simon: I was thinking of the effects of discarded crew (Leia) and the EPT of determination put together. To much?

River: I was trying to avoid her as a crew as she had no effect during any of the flying, though she did become their pilot at the end.

Full Burn: I was just going to use the Engine booster from EPIC

Crazy Ivan: I was just going to have this as a maneuver, maybe a 0 speed Ivan so that you cannot use it offensively?

Cry Baby: I have had 2 versions of this. Drop it like a bomb to have it provide 1 extra evade dice for every ship within 2 for 1 turn; or Drop it like a bomb to have all enemy ships within 3 of it TL the cry baby instead of any other ship for 1 turn.

For pilots, I posted:

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

Generic pilot: PS 3. Cost 20

Thoughts?

Missed that the first time through the thread. I'm not sure on how things should cost. Crazy Ivan is easy enough to do as a maneuver instead, just have a rules card explaining what it is and it can go right on the dial.

Those pilots look fine but I do think the wording needs to be clarified.

Mal (pilot): The first time you defend each turn, you may roll an attack die. The attacker suffers any hit or crit results.

River (pilot): At the start of the activation phase, choose 1 enemy ship. You may look at that ship's dial. You may then change your dial to another maneuver. (My argument here is that your opponent really isn't locked into manuevers until the activation phase.)

Wash (pilot): Your action bar gains the barrel roll action icon. Whenever you perform a barrell roll, remove all enemy target locks from your ship.

Simon is still the weirdest in the bunch. Even with your clarification, none of your crew cards discard themselves like Leia or Jerjorrod. I'd want at least one in this bunch that has synergy with it.

Much better wording, thank you

As for Simon, I think you are right about affecting other crew cards. Maybe: As an action you may discard 1 pilot critical hit card. 1 point

How about the Crybabies?