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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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Renny Seasoned

Joined: 09 Nov 2005 Posts: 348 Location: UK, near London.
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Posted: Thu Mar 08, 2012 5:43 pm Post subject: |
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I too am playing ACTA: Star Fleet and can confirm it's awesome-ness  _________________ "Believe it or not," Doc advised her, "we get some fun out of this sort of thing."
Currently 99% Savage and proud ! |
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marshal kt Legendary

Joined: 13 May 2003 Posts: 2403 Location: west palm beach, fl
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Posted: Thu Mar 08, 2012 6:41 pm Post subject: |
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I have Babylon 5 ACtA, from 2004 [black cover/box] with Rules Supplement 2, Sky Full of Stars counters sheets & I guess a 2nd edition of B5 ACtA from 2007 [red cover].
Is anyone familiar with these?
How close are they with ST:ACtA? _________________ "I'm Hotep" |
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scourger Seasoned
Joined: 14 Aug 2005 Posts: 431
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Posted: Sat Apr 14, 2012 11:08 am Post subject: |
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Following is my one-sheet conversion. We used it last week and it went well. The heroes had the Enterprise A & E at 75 & 150 points, respectively. They owned the 3 klingon birds of prey at 75, 75 & 100. They only got away by engaging their cloaks. I may have to get some more ships, but the focus of the game is not really on space battles. I think the bennies really made a difference. Next time is a boarding action using standard Savage Worlds Rules, so the 2 systems integrate well for us.
Savage Worlds Star Trek Heroclix Tactics
This guide is a suggestion to integrate Savage Worlds (SW) with Star Trek Heroclix Tactics (ST). The idea is that SW characters, especially the heroes, command ST ships. Wild cards can affect ship-to-ship combat in dramatic ways, which is fun for players captaining ships in play. Basic ST combat uses an additive 2d6 attack roll that does not ace which represents all the capable personnel and complex systems aboard a starship. The basic ST values of speed, attack, defense, range & damage are used as printed on the ship base. The captain may affect those values by spending bennies as follows:
Speed add 1d6, aces possible, good for outrunning a pursuing vessel;
Attack reroll the additive 2d6, aces possible, a raise adds 1 click of damage, good to punch through an opponents shields or deliver more damage;
Defense add 1d6, aces possible, great for increasing power to the shields to avoid a hit;
Range add 1d6, aces possible, strike targets further away than otherwise possible; or
Damage make a soak roll on 2d6, each success & raise negates 1 click of damage, dispatch damage control teams to counter damage sustained.
Each time a ship takes a click of damage, the crew within may be injured. Panels on the bridge erupt in showers of sparks. The ship pitches wildly. Eventually, heavy things fall on people. These effects can damage the captain (a players hero character) or other important bridge crew. To determine if the captain is struck, roll a die indicated by the ST ship point value:
50 points d4
75 points d6
100 points d8
125 points d10
150 points d12
A result of 1 on the die indicates the captain is hit for 2d6 damage with aces possible. If other important bridge crew members are present, like sidekicks or followers, assign each a random number too. The GM should feel free to ignore this rule for enemy captains and other allied or enemy personnel since the drama mainly is for the hero wild cards and not the nameless red shirts manning the various bridge stations.
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All2Easy0903 Novice
Joined: 15 Dec 2012 Posts: 2
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Posted: Sat Dec 15, 2012 6:16 pm Post subject: Savage Star Trek Clix |
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I haven't played this game but it looks promising. Requires tweaking for SW conversion but you can have ships from all kinds of "universes". It's called Star Fight! |
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All2Easy0903 Novice
Joined: 15 Dec 2012 Posts: 2
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