Pirates & Bounty Hunters - Firefly Expansion.
Pirates & Bounty Hunters introduces a heavy dose of player verses player interaction to the ‘Verse. Raid rival’s ships and loot thier Cargo Holds with Piracy Jobs. Hunt down wanted fugitives to collect lucrative Bounties. Ready your Crew for Showdowns with brand new Supply Cards. Explore the ‘Verse with two new ships, the Interceptor and S.S. Walden. Choose from two new Leaders who specialize in anti-social strategies and hire on Lawmen to reward those who bring justice to the ‘Verse.
"You're not right, Early. You're not righteous. You got issues."
Jubal Early may just be one of the most dangerous persons in the ‘Verse. This determined bounty hunter is one of the new Leader choices in Firefly: The Game – Pirates & Bounty Hunters. Running down desperate fugitives isn’t hardly what you’d call honorable work, but a man like Jubal Early lives by code; he takes a job, he finishes a job.
As a Leader, Early is very versatile. He is only the second leader to have all three skills points and he is a Pilot. On his own Early should be able to take on some easy Jobs while he assembles a proper crew. Early may also carry TWO pieces of Gear, and there are a few pieces of Gear in the expansion that are worth a look for an Early player.
Early's Pistol is a Firearm which adds a point of Fight to a Fight test when equipped. What makes the pistol special is its ability to add an additional two Fight points to a Showdown test. Coupled with Early’s innate ability to add two Fight points when he is the Attacker during a Showdown means that Early with his unique pistol could contribute SIX points of Fight during a Showdown! With the ability to carry and use two pieces of Gear, you might choose to locate and purchase Early's Combat Armor as well. This protective suit may prevent the owner from being Killed when worn (more importantly, if the Crew wearing the armor is not Killed, unlike a Killed Crew who is saved by a Medic, that Crew does not have to return to the ship for the rest of the Work Action)! The Armor also grants a point of Tech and Fight!
But here’s the wrinkle for the Early player. Both of these impressive pieces of Gear can be found at the Space Bazaar. The Space Bazaar is home to the best pilots in the ‘Verse, but since Early already is a Pilot, the Space Bazaar may not be his first destination in the game. Strains the mind, don’t it?
So we know that Early is particularly handy in a Showdown, but what exactly IS a Showdown? A Showdown is a confrontation between two crews resolved with a special Skill test. During a Showdown the current active player is the Attacker while the target player is the Defender. First the Attacker chooses which Crew skill they will use in the Showdown (Either Fight, Tech or Negotiate) then the Defender will choose which Skill they will use. Both players then roll a dice and add their chosen Skill. The crew with the highest total wins the Showdown! The Attacker can only win through decisive victory, so in the event of a tie, the Defender is the winner. Like many other Skill tests, a Crew may add its Gear to the total and the “Thrillin’ Heroics” bonus roll apply as well. The results of the Showdown will be detailed on Job card or Bounty. A Showdown may also occur between a bounty hunter and a lone fugitive; in these cases, when a Crew confronts a lone fugitive on a Supply Planet the player to the captain’s right will roll as the Defender.
Jubal Early is a bounty hunter by trade, but that doesn’t mean he won’t take on other Jobs from the Contacts of the ‘Verse. Likewise, any captain in the game can decide to send their Crew in the pursuit of dangerous fugitives. To that end, a captain may want to hire on Crew who have a particular expertise when it comes to hunting fugitives and collecting bounties. In Pirates & Bounty Hunters a captain will find a number of Lawmen to give them that edge. Lawmen differ from other Crew on a few key points.
Lawmen Work for Free: It costs nothing to hire a Lawman and as such, a Lawman won’t take a cut from completed Jobs.
Lawmen Obey the Law: A Lawman will never work an ILLEGAL Job. If your Crew is working an Illegal Job, the Lawman will remain behind on the ship.
Lawmen Enforce the Law: All Lawmen grant a Bounty Bonus, which is paid when a Bound Fugitive is successfully delivered to the designated Drop-Off location.
There a number of Lawmen in the expansion, each with a unique ability. So if you stay on the right side of the Law and run down a bounty or two in the course of the game, having a Lawman in your Crew could be quite a boost!
"You would have done the same."
Firefly: The Game – Pirates & Bounty Hunters introduces a dangerous new job type to the ‘Verse: Piracy. After accepting one of these jobs from a Contact, your target is not a backwater moon in Border Space, but your fellow captains, their ships, and their goods. Piracy jobs are found in a Contact’s Job deck, just like any other Job and may be taken on as part of a Deal Action. Each Contact specializes in a particular brand of Piracy, targeting rivals under different circumstances. For example, Badger's Jobs will target any rival ship while Harken's Jobs will only target rival outlaw ships.
All Piracy Jobs have a unique morality, Subjective. A Subjective Job’s moral impact depends on your intended target. It is IMMORAL to Work a SUBJECTIVE Job on a target ship with a MORAL Leader. But it’s perfectly acceptable to steal from someone without a strict moral code.
Once a target is identified, its time for your Crew to be bad guys. A Piracy Job becomes Active once declare that you are attempting a Piracy Job as a Work Action while in the same sector as your target. It’s advisable to keep the Piracy Job secret in your hand until you can reach your target’s location.
Your first obstacle in your new career as a space privateer is to get aboard the target ship. After you start a Piracy Job, you must make a Boarding Test; using your Tech skill to hack your way onto the ship or your Negotiate skill to con your way through the airlock. Like any test, having a properly equipped Crew can make all the difference; a Security Interface Pad can help you crack that last lock while a charming rogue in a Shiny Neck Tie can trick your target into opening their door to you. A properly outfitted ship sporting Mag-Grappler Launchers can also help you cut your way onto your prey’s ship making it a snap to board the vessel wearing an EVA Suit. The tools of piracy abound in the ‘Verse.
Once onboard, you will face your rival’s Crew in a Showdown (we’ll go into detail about Showdowns next week). If you lose the Showdown, you’ll have to retreat to your ship and suffer the consequences of the loss. Crew may die, warrants may be issued, and every rival captain will know that you are now a backstabbing pirate!
If you win the Showdown, you’ll have your pick of your target’s choicest Goods. Cargo, Contraband, Fuel and Parts all count as Goods. The Piracy Job will indicate how many Goods you will be able to steal. However you will only be able to steal what you can find; any Goods in your target’s Stash cannot be stolen.
Piracy in the ‘Verse is a dangerous, but lucrative proposition. Not only will you get paid by the Contact for the Goods you stole, you’ll have a Cargo Hold full of valuable Cargo and Contraband to sell to a Solid Contact. Of course, once your ship is laden with all of those valuable Goods, you just might find yourself the target of low-down, dirty Pirates. Will the lure of easy credits tempt you and your Crew to a life of Piracy when Firefly: The Game – Pirates & Bounty Hunters arrives? There are more previews to come, so be sure to check back often!
"This is the private salvage S.S. Walden"
The S.S Walden is one of two new ships making its debut in Firefly: The Game – Pirates & Bounty Hunters. A deep space hauler, the Walden is a different style of ship from the ubiquitous Firefly transport. The Walden has more cargo capacity; there are fifteen empty spaces in its voluminous cargo hold. This ship is ideally suited to move large loads of cargo through the ‘Verse.
The Walden is powered by a unique Tri-Capissen 28HD Drive Core. This slow but powerful engine is the only Drive Core the Walden may use. The Tri-Capissen 28HD Drive Core follows the standard rule for a Full Burn as per page 7 of the Firefly: The Game rulebook. “To initiate a Full Burn Spend 1 Fuel token.” The energy output of this core along with its three powerful engines makes the Walden immune to the Heavy Load penalty of certain Jobs. While visiting the Space Bazaar looking for lucrative Heavy Load jobs out in the Motherlode, a captain concerned about the Walden’s speed may want to consider hiring on Wash as a Pilot.
Unlike the smaller Firefly, the Walden does not have a Stash to conceal precious goods from the prying eyes of the Alliance or from thieving pirates looking to steal everything in your hold. As the space lanes of the ‘Verse become more treacherous, a captain may have to adopt a strategy of “do unto others before they do unto you”. Given its larger capacity, the crew of the Walden has plenty of room for ill-gotten gains.
Originally designated as a salvage scow, the Walden is easily repurposed for questionable uses. When the crew of the Walden completes a Piracy Job, it will also count as a Salvage Op, allowing Crew and Ship Upgrades to collect any bonus Fuel, Parts, Cargo, Contraband and money that they would normally collect from a Salvage Op encounter on a Nav Card. The captain of the Walden may want to seek out some its original crew like Jesse and Billy to take full advantage of this aspect. Piracy is not the only role the Walden will excel at, with such a large cargo hold, a captain who plans a proper route and leverages every empty space in that hold could make a lot of money running cargo.
The S.S Walden is a distinctive ship and presents new challenges and opportunities for its captain. You will be able to captain this ship when Firefly: The Game – Pirates & Bounty Hunters will be on sale in game stores and hobby shops around the ‘Verse soon. There are more previews to come, so be sure to check back often!
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