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Ten Percent of Nothin’ Firefly the Game Variant, Revised V2

(Thanks Ian Cooper)

NOTE: This variant uses the Base game and both the Blue Sun and Kalidasa expansions.

This variant introduces a new Boat type, the Sandfly Class Light Transport (4 are on the Geek’s File
section), as well as rules to extend the game length (considerably) and complicate things for human players.
The goal is to give players more scope for pursuing a long-term career in the 'Verse, rather than being tied
to a temporary story. In these rules, Leaders are called Captains and (except when referring to Ship Cards)
the player's Ship is called a Boat. Credits are written using € as in 200€ (that seemed appropriate to me)

Unless superseded by the following changes, all the regular game rules remain the same.

The Auto-Alliance and Reaver rules relieves even the most timid players from having to make
decisions as to where those annoying ships go. They have become so popular with all our opponents that they
are even used when playing “normal” games.

As for the PE rules (thanks for the idea, Steven Miller), they are a good way to add more “players” to
a 2 player game (or more, if you’re into it).

Of course, these are, as for any home-rules, a work in progress, and we would like any feedback.
However, just remember: these are HOME-RULES, if you don’t like something, then change it! Whatever you
do, just enjoy the game since that is the goal. The included Passenger Transport table includes the Kalidasa
expansion.

INDEX

1: CHOOSING SHIPS AND LEADERS 17: GOING BROKE


2: GOAL OF THE GAME 17a: If you own a Firefly
3: STARTING SUPPLIES 17b: If you own a Sandfly
4: STARTING JOBS 18: BUYING ANOTHER BOAT
5: PRIMING THE PUMP 20: VICTORY CONDITIONS
6: STORY CARDS 21: AUTO ALLIANCE MOVEMENT
7: MOSEY ALONG 21a: Cruiser Patrol
8: DAMAGE 21b: Alliance Entanglements
8a: Engine Damage 21c: Operative’s Corvette
8b: Hull Damage 22: AUTO REAVER MOVEMENT
8c: Repairing Hulls & Engines 22a: Reavers on the Hunt
9: OUT OF FUEL 22b: Reavers Dead Ahead
10: RESCUE TABLE 22c: Reavers in Orbit
11: AI RESET 22d: Reaver Bait
11a: Alliance Reset 23: PLAYER EMULATING BOATS
11b: Reaver Reset 23a: PE Set-up
12: ACCEPTING JOBS 23b: Moving PE’S
13a: Negotiate A Job 23c: Getting Jobs
13b: Renegotiate A Job 23d: Working Jobs
14: PASSENGER TRANSPORT 23e: Buying Gear / Hiring Crew
15: MAKE-WORK 24: NAMED CREW
16: DISMISSING CREW 25: PRIORITY EQUIPMENT
25a: Upgrades
25b: Gear
Passenger Transport

Make a Dice Roll (D6+D10) and cross-reference on the following table.

Die 1 2 3 4 5 6
0 Londinium $200 Sihnon $200 Sihnon $200 Gonghe $200 Albion $200 Bernadette $200

1 Londinium $200 Pelorum $200 Santo $200 Bellerophon $200 Ariel $200 Liann Jiun $200

2 Ariel $200 Londinium $200 Bernadette $200 Bellerophon $200 Liann Jiun $200 Londinium $200

3 Jubilee $300 Anson’s $300 Triumph $300 St. Albans $300 Harvest $300 N. Melbourne $300

4 Jiangyin $300 Jiangyin $300 Greenleaf $300 Greenleaf $300 Aesir $300 Brisingamen $300

5 Hera $300 Hera $300 Ithaca $300 Priam $300 Shadow $300 Three Hills $300

6 Ezra $300 Boros $300 Athens $300 Kerry $300 Newhope $300 Aphrodite $300

7 Beaumonde $500 Constance $600 Zeus $400 Djinn Bane $400 Newhall $500 Aberdeen $500

8 New Kasmir $400 Beylix $600 Angel $500 Muir $500 Highate $500 Dragon’s Egg $400

9 Deadwood $400 Muir $500 Fury $500 Highgate $500 New Canaan $600 Dragon’s Egg $400

Passenger Transport

Make a Dice Roll (D6+D10) and cross-reference on the following table.

Die 1 2 3 4 5 6
0 Londinium $200 Sihnon $200 Sihnon $200 Gonghe $200 Albion $300 Bernadette $300

1 Londinium $200 Pelorum $200 Santo $200 Bellerophon $200 Ariel $200 Liann Jiun $200

2 Ariel $200 Londinium $200 Bernadette $200 Bellerophon $200 Liann Jiun $200 Londinium $200

3 Jubilee $300 Anson’s $300 Triumph $300 St. Albans $300 Harvest $300 N. Melbourne $300

4 Jiangyin $300 Jiangyin $300 Greenleaf $300 Greenleaf $300 Aesir $300 Brisingamen $300

5 Hera $300 Hera $300 Ithaca $300 Priam $300 Shadow $300 Three Hills $300

6 Ezra $300 Boros $300 Athens $300 Kerry $300 Newhope $300 Aphrodite $300

7 Beaumonde $500 Constance $600 Zeus $400 Djinn Bane $400 Newhall $500 Aberdeen $500

8 New Kasmir $400 Beylix $600 Angel $500 Muir $500 Highate $500 Dragon’s Egg $400

9 Deadwood $400 Muir $500 Fury $500 Highgate $500 New Canaan $600 Dragon’s Egg $400
Ten Percent of Nothin’ Firefly the Game However, when a Player receives a victory point for
Variant, Revised (Thanks, Ian Cooper) completing jobs (See section 20: Victory Conditions), then
randomly choose a Story Card.
I – GAME SETUP
All Stories have a 20 turn limit. Use whatever method
1:CHOOSING SHIPS AND LEADERS desired to keep track of turns (unused Goal / Warrant
markers work well).
Players start their career in a Sandfly and work up to
buying a Firefly, or any other larger Boat (such as the S.S.
Refer only to the Goals and/or victory conditions of the
Waldon). The Sandfly has less capacity and Crew, which
chosen Story. Any set up rules involving Crew are ignored.
makes Crew selection and Job choices very critical when
using one of these Boats.
Use Story Cards with 2 or 3 Goals on them. If a Story
requires players to be solid with a certain number of
This variant allows Boats to be susceptible to damage.
Contacts that they are already solid with, then the player(s)
For this purpose, the right side of your Boat’s price and
must successfully do another job with those Contacts to
description area is considered the Hull Damage area. The
fulfill the Story Card’s requirement.
left side is the Engine Damage area. When events require
placing a marker to indicate damage to these areas, place
There can only be one Story Card in play at any time.
suitable markers, such as coins, on the pertinent spot.
When a Story ends, players receive 1 Victory Point for
every Story Goal they completed. If a Player wins the
Roll for the starting player. That player chooses a Boat
Story, then that player receives an additional 2 Victory
and Leader. Then, counter-clockwise, other players also
Points.
choose a Boat and Leader.
Once completed, or the Story ends before anyone can
Going clockwise from the last player, each player then
win it, the game continues as before, without a Story Card.
places a Haven token on any non-Supply, non-Contact
Planet located outside of Alliance Space (i.e. in Border or
Rim Space). Only one player may be on any one planet. 7: MOSEY ALONG
Players then place their boat on their Haven. All Fly Actions (including Mosey) cost fuel. Mosey costs
half a fuel token. When Moseying, turn a fuel token on its
2:GOAL OF THE GAME side to indicate ½ depletion. However, this is only a fuel
Players decide on how many points to determine a issue - you still do not draw Nav Cards when Moseying.
winner. However, since this is an “open ended” game, they
may decide when to call a victor any time they desire. Note: Upgrades that allow a player to initiate Full Burn
Since this variant will take a long time (days?) to finish, 10 without using fuel now require a half fuel to initiate full burn,
Points is a good starting point, 5 for 2 players. but no fuel to Mosey.

3:STARTING SUPPLIES 8: DAMAGES


8a: Engine Damage
Each Player starts with 600€, 1 part and 2 Fuel.
Engines can be damaged during a Full Burn fly action.
4:STARTING JOBS If a Breakdown causes a Full Stop, the Engine receives
damage. If this is the first time, then place a marker on the
Place the top card of each Contact face-up in their
Engine Damage area (see above). Boats may still Fly
discard pile. If at any time a Contact Deck is exhausted (no
cards left in the Draw Pile), shuffle all cards in that normally with only 1 damage marker.
Contact’s discard pile together with all jobs that had been
completed, then place the deck face down in its proper If a second Breakdown card results in a Full Stop while
place and flip over the top card. the Engine already has one damage marker, place a
second marker. The Engine is now disabled. Your Move
5:PRIMING THE PUMP Action ends immediately. You now have two possibilities:
Reveal the first 3 cards on each Supply Deck. If at any
a) If you stopped on a Supply Planet, you may use
time during the game, a Supply Deck is exhausted (no
your
cards left in the Draw Pile), shuffle the discard pile together
next Action to perform a repair (see 8c:REPAIRING).
with any that had been removed from the game (deaths,
captures, etc.), then place the deck face down in its proper
b) If you did not stop on a Supply Planet, then the
place and flip over the top three cards.
following occurs:
II – GAME PLAY 1) Place a marker (of your choice) next to your Boat
(A distress signal has been sent).
6: STORY CARDS
No Story Cards are in play at the start of a game. 2) Disgruntle all crew and end your turn. **

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3) Beginning with your next turn, and every turn B) If you ended on a Supply Planet and have no Credits
thereafter until the engine is at amber status, do you may make-work until you are able to buy fuel.
the following:
C) If not on a Supply Planet, a distress signal is sent.
1) If you are outside of Alliance Space, you must
draw a Nav Card as if you are using Full Burn 1) Place a Distress Marker next to your Boat.
and resolve the card (if Reavers are in the Disgruntle all of your crew and End your turn.
area, they will seek out ships in distress).
This can be critical as you also cannot make a 2) On your next turn and every turn thereafter until
Crazy Ivan manoeuver. you have fuel, you must draw a Nav Card as if you
are using Full Burn and resolve it, then roll a die on
2) Regardless of where you are (Alliance, Rim or the Rescue Table (see 10).
Border Space), roll a die on the Rescue table
(see 10). 3) On a "Rescue" result a salvage vessel arrives and
you may immediately buy fuel tokens for 100€
3) On a "Rescue" result, a local salvage vessel each and remove the Distress Marker, then end
will arrive and tow you to the closest Supply your turn. If you have no credits to buy fuel, then
Planet at a rate of 3 areas per turn (towing a see 17 : Going Broke.
dead ship takes power). Once at a Supply
Planet, you must pay a towing charge of 500€ 10: RESCUE TABLE
or, failing that, all your remaining cash (if you Alliance Space 1: end turn 2-6: Rescue
have no cash, see 17: Going Broke). Border Space 1-2: end turn 3-6: Rescue
Rim Space 1-3: end turn 4-6: Rescue
** NOTE: Any Upgrade Cards that allows a player to +1 modifier if in a planetary sector
ignore all breakdowns do not have to end their Move
Action at this point, but still take damage to their engine as 11: AI RESET
explained above. Starting the next turn, the Boat can still 11a: Alliance Reset
Mosey (½ Fuel), but can not Full Burn until repaired.
Every time either the Alliance Cruiser or Corvette
captures a Wanted Crew, remove all Alliance Alert Tokens
8b: Hull Damage
from the board. Return both ships to their starting location.
If a “Reaver Contact”, “Reaver Cutter”, or
“Scrapper Ambush” results in a failed Skill Test, in 11b: Reaver Reset
addition to the other results, the Hull takes damage: place
Every time someone is killed during a Reaver Contact,
a marker on the Hull Damage area of your Boat’s Card. If a
return all Reaver Ships to their start positions and remove
boat receives a second Hull Damage Marker, the Hull has
all Reaver Alert Tokens from the board. The Reavers'
been breached.
hunger has been satisfied for now.
Until a Damaged Hull is repaired at a Supply Planet, no
12: ACCEPTING JOBS
Full Burn can be made and no passengers or fugitives may
You can only accept one Job at a time from any one
be loaded (any passengers still on board at the time of the
Contact. When using a Deal Action in a Contact’s Sector,
Hull being breached are considered piled into safe areas).
you must first consider only the top card in the Contact’s
discard pile.
8c: Repairing Hulls & Engines
When on any Supply Planet, use a Buy Action. In
If you refuse that card, you may then see the next face-
addition to the normal Buy Options, you may repair
down card in the Contact Deck. If you refuse that job, place
Engines and Hulls for 500€ per damage marker. (“Ignore
it on top of the Contact’s Deck.
Breakdown” Cards cost 300€ per marker).
If you accept one of these jobs, you may not consider
If you do not have enough Credits to make emergency any more Jobs from this Contact until the accepted Job is
repairs (i.e. reduce the number of Damage Markers to at completed. Job hand sizes still apply.
least 1 each) you may do special Make Work actions.
These Work actions do not require a die roll (see 15). If a player takes the last Job card in a Contact’s discard
pile, immediately replace it – face up – with another. This is
9: OUT OF FUEL done AFTER the player chooses a job.
If, after you finished your Move Action, you are out of
fuel, you can no longer Full Burn, or Mosey.

A) If you ended your turn on a Supply Planet, you can


use your next Buy Action to buy fuel.

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13: COMPLETING A JOB Next use one Crew member's Negotiation Skill (gear IS
13a – Negotiate allowed) to make a Skill Test to see how many Passengers
When you successfully complete a Job for any Contact board. For every whole number dividable by 6, means one
except Harken or Amnon Duul, select one (1) Crew to Passenger is a Fugitive. E.g. a roll of 14 (attained by acing)
join the Leader to negotiate (using no gear). Make a means 2 Fugitives.
Negotiation Skill Test die roll: take Credits from the bank
equal to the results shown on the following table: Place the Passenger and any Fugitive tokens on the
Ship Card. If you do not have enough room, then you may
1 (unmodified): No Pay or Bonuses (for whatever reason, turn away non-Fugitive Passengers.
the Contact is not happy with the way you did the Job, but
you are still Solid). You must use your next available Fly Actions to go to
the destination using only Full Burns and in as few turns as
2-6: Receive 50% of total Pay and Cash Bonuses listed on possible.
the Card (round up to the nearest 100€).
Transporting ONLY passengers (even Fugitives picked
7 or higher: Receive 100% of the Pay and any Cash up this way) allows you to ignore any Customs Inspection
Bonuses listed on the Card. card.

If any card (such as a Misbehave Card) also requires Passengers pay 100€ each. If NO delay occur during
you to reduce the Pay amount, do this first before applying Full Burn that upset the passengers (Full Stops, Evades or
the above result (i.e. the effect is cumulative). Moseys) happen before the trip is completed, you receive a
bonus pay of the amount shown on the chart.
When selling Cargo or Contraband to a Contact, only
the Captain may Negotiate (gear IS allowed). In this If the trip takes more than one Full Burn, one other
instance, Renegotiating is not allowed. action may be done between each Fly Action (i.e. only two
Actions are allowed each turn while carrying Passengers).
1: (unmodified): receive ½ pay (rounded up).
2-3: receive ½ pay (rounded up). At the destination, remove the Travel Destination
4+: receive full pay. Marker and use a Work Action to unload Passengers and
Get Paid.
13b – Renegotiate
If you fail to get paid (or Full Pay) during a Negotiating You MUST complete any Passenger Job unless all are
Skill Test, you may attempt to renegotiate. Select up to lost (e.g. killed by Reavers). If that happens, you do not
three (3) Crew-members to join your Captain, then make a need to complete the journey, but you still have to pay your
Fight Skill die roll (gear IS allowed). Crew their Cut.

1 (unmodified): Attempt Botched. Kill a Crew. You get no 15: MAKE-WORK


Pay and lose Solid status with the Contact. To find Make-Work, chose one Crew-member and roll
an Negotiation Skill test (gear IS allowed). A success pays
2-6: Attempt Botched. You get the same Pay and Bonus 200€.
percentage as before. Sandfly Boats succeed on a 3+.
Non-Sandfly Boats succeed on a 6+.
7-9: Success. You get paid the next higher percentage
level than previously rolled. On an unmodified roll of 1, no job is found.
On an Unmodified roll of 6, double pay (400€).
10 or higher: Success. You get 100% of the Pay and
another cut of the Cash Bonuses listed on the Card. 16: DISMISSING CREW
Whenever Crew are dismissed, they must be paid their
14: PASSENGER TRANSPORT full Cut. If you dismiss a non-Moral Crew member, roll a
This Job type does not count towards your maximum die: on a 1, he steals an additional amount:
Job allowance, and may only be done by Boats which have
a Pilot and a Mechanic on the Crew. The Job is arranged Grifters & Mercenaries take three times their Cut (i.e.
by doing a Work Action at any Supply Planet. Determine if their cut is 200€, they take 3 x 200€ for a total of
the destination and fare using a dice roll (D6 + D10) on the 600€).
Job Destination table (see separate sheet).
All other non-Moral Crew take twice their Cut.
Once a destination is found, you may refuse the Job. If
you accept, place a Travel Destination Marker on the If the amount they take is more than you have, they take
destination as a reminder. all your remaining cash.

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17: GOING BROKE have enough Credits.
If forced into this situation, refer to the following to
decide what must happen: Use a Buy Action at any Supply Planet to purchase
another boat. The trade-in value of your existing Boat is the
17a If you own a Firefly. listed price of your boat (minus 1,000€ for depreciation +
a) You must use your next available Fly Action(s) to 500€ for each damaged Hull/Engine).
Mosey to the nearest Supply Planet (you need no
fuel - a salvage vessel is towing you). Since you must buy Fuel, you must have at least 500€
left over after buying your new Boat to cover such
b) You must use a Buy Action to pawn your Boat. In expenses. You may not buy a new Boat if it leaves you
return you get the listed price of your boat (minus broke.
1,000€ for depreciation + 500€ for each damaged
Hull/Engine). During this Buy Action, you may use You may transfer all Fuel, Parts, Jobs, Upgrades and
the money to buy a Sandfly Boat. Crew that will fit on the new Boat.
Note: Players only get a Victory Point the first time they
c) You may transfer all Fuel, Parts, Jobs, Upgrades buy a non-Sandfly Class Transport.
and Crew that will fit on the new Boat.
19: HAVENS
d) Since, at this point you will be forced to buy a At your own Haven you may use a Buy Action to take
Sandfly, which is smaller than Firefly, any Goods free Shore Leave and also purchase parts for 200€ each
and Upgrades that cannot fit may be sold at ½ and fuel for 100€ each.
their cost (rounded up).
If you have less than 2 fuel when ending your Move on
e) Remove any Jobs you have and dismiss any your Haven, you may take 1 free fuel.
excess Crew-members of your choice that
exceed the Boat’s crew size. However, you must Since Havens are private bases, non-owning Players
still pay them their cut (see 16: Dismissing Crew). may buy Fuel for 200€ and Parts for 400€. These Credits
go to the owner of the Haven, not the Bank. Non-owning
17b If you own a Sandfly Class Transport. Players may also take Shore Leave at normal cost –
a) You must use your next available Fly Actions to payment going to the Owner.
Mosey to the nearest Supply Planet (you need no
fuel - a salvage vessel is towing you). 19a – (Relatively) Safe Harbor
If a Reaver Contact occurs while you are at your Haven,
b) You must use a Buy Action to pawn your Boat. In you may use the Crazy Ivan option to immediately move
return you get the listed price of your boat (minus the Reaver Cutter as per the Reavers in Orbit auto
1,000€ for depreciation and 500€ for any Hull / movement rule. If a Crazy Ivan Option was, or could not
Engine damage). be, used, kill one less Crew than stated on the Reaver
Contact card (minimum of 1) before immediately moving
c) All Fuel, Parts and Upgrades cannot be transferr- the Reaver Cutter as per the Reavers in Orbit auto
ed, but are sold ½ their cost (rounded up). movement rule.

d) You must dismiss all your Crew after paying their 20: Victory Conditions
Cut from the proceeds of the sale of your Boat. A Player who accumulates the number of Victory Points
(see 16: Dismissing Crew). agreed on at the start of the game, is the winner. If there is
a tie, the Player with the most cash wins.
e) Any Jobs you currently have are removed from
the game. Players receive one (1) Victory Point for the following:

3) On your next turn, and all subsequent turns: 1) Completing 3 Jobs at Full Pay.
You may take a 300€ Make Work Action once every 2) Completing 3 Passenger Jobs at Full Pay.
turn on the Supply Planet you have been left on (no 3) Completing a Goal.
need to roll a die - work is always available) until you 4) Buying their first non-Sandfly Boat of the game.
can afford to buy a new Boat. Remember, to buy a
new Boat, you must also have an extra 500€ over its They also receive 2 points for winning a Story.
cost to at least purchase fuel.
These are the points that my wife & I found to work for
18: BUYING ANOTHER BOAT us. Feel free to adjust these point for a longer or shorter
At no time during the game are you required to keep game (e.g. complete 5 jobs for 1 point).
any non-Sandfly boat. Should you desire, you may buy any
other boat (that is still available in the game) as long as you

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21: AUTO ALLIANCE MOVEMENT 22: AUTO REAVER MOVEMENT
These rules are meant merely to clarify movement -
they do not supersede or replace the instructions on the 22a Reavers on the Hunt
Nav Cards. In these rules, “Firefly” refers to any player- Find the closest Reaver Cutter to the Firefly of the
controlled ship regardless of class. “Closest” is determined player who drew the card. If there is more than one
by the shortest legal route for the ship type and/or sector in Reaver, choose the one which is (1) closest to the board's
question. Where numbers in parentheses exist, the first edge and (2) farthest from Londinium.
number takes precedence over the second. If there is still a
tie after using the processes below, randomize using a die. Move the Cutter one sector towards the player's Firefly,
If nothing works, leave the ships where they are. using the shortest route possible.

21a Cruiser Patrol If there is more than one sector that leads to a route of
Move the Alliance Cruiser one sector towards the Firefly the same length, move into the one that is (1) closest to
of the player who drew the card, using the shortest route Londinium and (2) farthest away from the board's closest
possible. If there is more than one sector that leads to a edge.
route of the same length, move the Cruiser into the sector
that's (1) closest to Londinium and (2) farthest away from 22b Reavers Dead Ahead
the board's closest edge. Take the Reaver Cutter that is farthest from any Firefly
(If more than one Cutter meets the criterion, take the one
21b Alliance Entanglements that is closest to the board's closest edge) and place it in a
If solid with Harken, place the Alliance Cruiser in the Border or Rim sector adjacent to the Firefly of the player
sector of the closest Firefly (not the drawing player’s) that who drew the card.
is in Alliance Space. If there is more than one Firefly that
meets the criteria, place the Cruiser in the sector of the If possible, the sector chosen must be in front of the
one that's closest to Londinium. direction the Firefly is/was moving.

If not solid with Harken, or if no Firefly meets the above 22c Reavers in Orbit
criteria, move the Alliance Cruiser one sector towards the Find the Reaver Cutter that is farthest from any Firefly
closest Firefly which is not that of the player who drew the (If more than one Cutter meets the criterion, choose the
card. one that is closest to the board's closest edge).
a)If there is more than one Firefly meeting the criteria,
choose the one which is closest to Londinium. Now find the closest Firefly to that Cutter that is in
Border or Rim Space. This is the target Firefly. If there is
b) Move into the space that begins the shortest route more than one, choose the one which is closest to
possible. Londinium.

c) If there is more than one sector that leads to a route Now find a Border or Rim planetary sector which is
of the same length, move into the one that is (1) closest closest to the target Firefly, but not in the same sector.
to Londinium and (2) farthest away from the board's Place the Reaver ship there.
closest edge.
If there is more than one planetary sector that meets the
21c Operative’s Corvette criteria, choose the one that is (1) closest to Londinium and
When a card instructs the Corvette to move 1 or 2 (2) farthest from the board's closest edge.
areas, it will always move toward the player who drew the
card. If the card says to move the Corvette to any sector or 22d Reaver Bait
planetary sector, place it as close to the drawing player’s Find the Reaver Cutter that is farthest from any Firefly
boat as possible. (If more than one Cutter meets the criterion, choose the
one that is closest to the board's closest edge).
If activated by a failed Alliance Alert check, play as
normal. Now find the closest Firefly to this Cutter that is in
Border or Rim Space and which is not that of the player
who drew the card. This is the target Firefly.

If there is more than one, choose the one which is


closest to Londinium.

Then place the Reaver ship in the Border or Rim sector


adjacent to the target Firefly and also (1) closest to
Londinium and (2) farthest from the board's closest edge.

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23: PLAYER EMULATING BOATS (Revised) 23c Getting Jobs
(Thanks Steven Miller) When doing a Job Action for a PE, consider one face-
up and one face-down Job Card and select the one it is
23a PE Set-up best qualified to do with its current crew and equipment.
After standard Set-up (i.e. following Priming the Pump),
decide how many PE boats you want (they play quickly, but If the best choice requires additional Crew and/or Gear,
take up table space). go to the closest Supply Planet with the possible items. A
separate Brief Supply Planet Review chart I uploaded in
For each PE Boat: the Geek’s Files section can be very useful.
1) Choose a random Leader from those not
selected by the other players. Place this Leader a) PE’s can only have 1 job at a time.
Card in a free area.
b) PE’s do not do Passenger Jobs.
2) Pick any unused model and place it’s matching
Haven token with the Leader card. This model is c) PE’s will not take a job from the same Contact
just a token. If a player later buys the Boat a PE is until it has taken one from each Contact.
using, just replace the PE’s model with another.
d) Mr. Universe does not count against a PE’s Job
3) Place the Haven and Boat on any Contact limit of 1.
Sector.
23d Working Jobs
4) Place 2 Cargo, 2 Parts and 2 Fuel with the Though PE’s always succeed at their Jobs, they still
Leader card. This is just a standard goods load out, must fulfill any requirements for the job. Simply remove the
available for other players to pirate. If Pirating is not Card and reveal any required Misbehaves (PE’s always
of interest to you or your group, then skip this step. pass). They do not take Pay.

PE’s always have the same type Boat as its controlling 23e Buying Gear / Hiring Crew
Player. When its controlling Player upgrades to a Firefly, Since the PE’s only exist to annoy and disrupt the
then immediately upgrade the PE Boat. However, should players, Use the following for a PE’s Buy action’s priority
the controlling Player return, for whatever reason (usually (Note: the PE may take up to 2 cards):
bankruptcy) to a Sandfly, the PE retains its Firefly.
1) a player who does not control the PE takes all cards
23b Moving Pe’s from the discard pile and 1 more from the face-down
For a 2 Player game, each player controls one of the PE pile. If there are no cards in the discard pile, draw
Boats. Play order is whatever the Players desire. When it is another card from the face-down pile.
a PE’s turn then use the following priority to determine it’s
movement choice. 2) if there are more than one type of card available after
drawing, then separate into 2 groups: Crew, and
1) If the PE has no Job: Gear/Upgrades. (Note: separate these cards whenever
a) take the most direct route to its next Contact a player looks through them to speed up play).
Planet (see 23c).
3) if any Priority Gear or Upgrade (see 25: Priority
b) if a Supply Planet is within 3 areas of its route to Equipment) are in the discard, or was drawn, it must be
a Contact, then stop there and do a Buy Action (see given to the PE, in exchange for one on its Boat if need
23e). Proceed to Contact on next movement. be (but, it always keeps the highest priority already on
its Boat). If more than one was drawn, then use the
2) If the PE has a Job: priority order found in the Priority Upgrade list.
a) if the PE doesn’t have the requirements to
complete a Job, go to the closest Supply Planet. 4) if one of the following Crew are in the discard, or was
drawn, it must be given to the PE (do to Crew limits,
b) move PE to their job destination using the exchange a crew on its boat if needed):
shortest distance, avoiding Reavers and, if it is an 1) If one of the Named Crew (24) is available.
outlaw boat, any Alliance ship. 2) A Pilot, Mechanic, Companion or Medic if it
does not have one.
c) do the job. Return the Job’s tokens to the stock.
The PE does not receive pay. 5) If a new Pilot or Mechanic is available that is better
than the one it already has, the PE will take the new
one. (E.g. it will choose a non-wanted crew over a
wanted one on board). Maintain Crew limits.

8
6) a PE cannot have more than 1 of the same type of
Gear or Upgrade. Set aside any duplicates before
randomly choosing new Gear or Upgrades.

7) NOW, if the PE has not yet acquired 2 new cards,


then without showing the player controlling the PE what
the cards are, have the player randomly take a card
from the group(s) not yet taken.

8) if the PE has no more upgrade slots, it will take the


new upgrade drawn if it costs more than the least
expensive one on its boat.
NOTE: it will always keep a priority (rule 21e 3)
Upgrade regardless of the new Upgrade’s value.

9) if the PE has no more Crew space left, exchange one


(keep 23e 4 in mind) to take the new one drawn if it cost
more than the least expensive one on its boat card.
NOTE: It will always keep a Named Crew regardless
of the new Crew’s value.

10) the PE does not pay for these cards.

The above rules are an attempt to keep players from


giving the PE crap while holding the best for themselves. In
this, the rules work quite well, giving some simple “decision
making” for the PE. However, there may (will) be situations
where the rules just don’t fit. Therefore, when determining
what Crew, Gear and Upgrades to give a PE, use your
judgement. Think: “Would I want that?” and decide
accordingly. Above all, enjoy your game!

24: NAMED CREW:


Zoe, Jayne, Wash, Simon, River, Inara, Kaylee, Book,
Yolonda, Saffron, Bridgit, Fess Higgins.

25: Priority Equipment

25a: Upgrades
1) Concealed Smuggling Compartment
2) Expanded Crews Quarters
3) Overcharged Grav Thruster
4) Cryo Stasis Unit
5) EVA Suit
6) Enhanced Graviton Accelerator
7) Shiny Compression Coil
8) Xunsu Whisper X1

25a: Gear
1) “Vera”
2) Burgess’s Laser
3) Burgess’s Hovering BA Jeep
4) Early’s Combat Armor
5) Scan-Proof Shades
6) Cortex Uplink
7) Two-Fry’s Carbine

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