RogerBW's Blog

Firefly: playing the Interceptor 23 February 2015

The Pirates and Bounty Hunters expansion to the Firefly board game brought in two new ships, which are quite different from the standard Firefly. How should they be played?

The Interceptor is challenging, especially in the early game. Only four crew, four cargo, and any ship upgrades slow you down. For a start, ignore most cargo hauling (shipping and smuggling) jobs. You don't have the capacity to make a decent profit. Stick to jobs that don't need you to carry much stuff, or at least not more than one cargo's worth of stuff.

With the fast drive, you can bounce all over the board, though you're still at risk from navigation cards; you'll need to keep fuel and parts on hand (I'd suggest two of each at a minimum, at least until you've got a Mechanic).

In the early stages of the game, don't bother with crew, do fast legal jobs, and grab any bounties that are loose on the table (rather than in someone else's crew). There are mail runs that a standard ship would take two turns to complete, and you can do them in one.

After that, you have choices. You might go through all of these, or you might skip some.

  • As a "mini-firefly" (add crew quarters and cargo/stash space), you have six cargo, seven crew, range six with no fuel needed. That's a bit like a poor man's Artful Dodger.

  • Or keep the full range, but load up on crew with lots of Tech and Negotiate, and get equipment for Fight. Then you can start doing Crime jobs that don't need you to haul things around.

  • Or as a pirate, focus entirely on a single skill and use that for all your Boarding tests and Showdowns; but you can't take away much in the way of goods.

When adding crew, look particularly for people who can carry more than one item of equipment. There's no room for sentiment; every crew member needs to be contributing heavily towards your stats.

This isn't a ship I'd recommend to a new player, and I'm not particularly good with it myself, but I've seen these approaches work.

As for the Walden, you have two big drawbacks: a fixed drive-core speed of 4, and no stash. You can fix the former with Wash or compression coils, and this is definitely worth doing. You can fix the latter with a ship upgrade, but it's not an automatic move like increasing speed; you may find you need that upgrade slot for something else. A stash gets contraband and fugitives through customs checks, but it also lets you save fuel from other pirates.

A Cortex Uplink is a good addition to the crew's equipment roster, to save you from having to take long slow trips just to see contacts.

Salvage Ops can be good moneymakers (mostly because you don't have to pay your crew), but they don't show up that often, and running through the nav deck brings Reavers down on you; this is even more of a consideration with Blue Sun in play. Get as many crew with "Salvage Op" bonuses as you can.

Your main option though is piracy, and this is where you really have to combine the bonuses: stack up the Salvage Op crew, use your Cortex Uplink to get a selection of target options, and lurk near a world that people will have to go to (Regina, Space Bazaar, Persephone). You won't convince people that you aren't a pirate, so don't even try. On the other hand you could charge people a fee to let them pass unmolested (because you might have a piracy job with them as a valid target)… you don't have to pay your crew, they don't lose cargo, everybody wins. (But make sure you charge them enough for all the cargo that you won't get to sell.)

Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.

Search
Archive
Tags 1920s 1930s 1940s 1950s 1960s 1970s 1980s 1990s 2000s 2010s 3d printing action advent of code aeronautics aikakirja anecdote animation anime army astronomy audio audio tech base commerce battletech beer boardgaming book of the week bookmonth chain of command children chris chronicle church of no redeeming virtues cold war comedy computing contemporary cornish smuggler cosmic encounter coup covid-19 crime crystal cthulhu eternal cycling dead of winter doctor who documentary drama driving drone ecchi economics en garde espionage essen 2015 essen 2016 essen 2017 essen 2018 essen 2019 essen 2022 essen 2023 existential risk falklands war fandom fanfic fantasy feminism film firefly first world war flash point flight simulation food garmin drive gazebo genesys geocaching geodata gin gkp gurps gurps 101 gus harpoon historical history horror hugo 2014 hugo 2015 hugo 2016 hugo 2017 hugo 2018 hugo 2019 hugo 2020 hugo 2021 hugo 2022 hugo 2023 hugo 2024 hugo-nebula reread in brief avoid instrumented life javascript julian simpson julie enfield kickstarter kotlin learn to play leaving earth linux liquor lovecraftiana lua mecha men with beards mpd museum music mystery naval noir non-fiction one for the brow opera parody paul temple perl perl weekly challenge photography podcast politics postscript powers prediction privacy project woolsack pyracantha python quantum rail raku ranting raspberry pi reading reading boardgames social real life restaurant reviews romance rpg a day rpgs ruby rust scala science fiction scythe second world war security shipwreck simutrans smartphone south atlantic war squaddies stationery steampunk stuarts suburbia superheroes suspense television the resistance the weekly challenge thirsty meeples thriller tin soldier torg toys trailers travel type 26 type 31 type 45 vietnam war war wargaming weather wives and sweethearts writing about writing x-wing young adult
Special All book reviews, All film reviews
Produced by aikakirja v0.1