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Using Star Trek Tactics Heroclix with Savage Worlds
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Renny
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Joined: 09 Nov 2005
Posts: 348
Location: UK, near London.

PostPosted: Thu Mar 08, 2012 5:43 pm    Post subject: Reply with quote

I too am playing ACTA: Star Fleet and can confirm it's awesome-ness Very Happy
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marshal kt
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Joined: 13 May 2003
Posts: 2403
Location: west palm beach, fl

PostPosted: Thu Mar 08, 2012 6:41 pm    Post subject: Reply with quote

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?
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scourger
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Joined: 14 Aug 2005
Posts: 431

PostPosted: Sat Apr 14, 2012 11:08 am    Post subject: Reply with quote

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 opponent’s 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 player’s 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
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Joined: 15 Dec 2012
Posts: 2

PostPosted: Sat Dec 15, 2012 6:16 pm    Post subject: Savage Star Trek Clix Reply with quote

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". Smile It's called Star Fight!
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All2Easy0903
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Joined: 15 Dec 2012
Posts: 2

PostPosted: Sat Dec 15, 2012 6:17 pm    Post subject: Reply with quote

Here's the link: http://www.rpgnow.com/product/96266/Space-Fight!-%28Charity-Release%29?term=Space+Fight
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