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.