Help support TMP


"Best Rules for Star Trek ground combat?" Topic


16 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please do not use bad language on the forums.

For more information, see the TMP FAQ.


Back to the Star Trek Message Board


Action Log

08 Jun 2017 1:10 p.m. PST
by Editor in Chief Bill

  • Removed from SF Discussion board
  • Crossposted to Star Trek board

24 Jun 2017 4:33 p.m. PST
by Editor in Chief Bill

  • Removed from TMP Poll Suggestions board

Areas of Interest

Science Fiction

Featured Hobby News Article


Featured Link


Featured Showcase Article

Cheap Buys: Hot Wheels Invader

Need an armored car in 15mm or 20mm, but don't have a lot of cash?


Featured Profile Article


Current Poll


Featured Book Review


Featured Movie Review


1,876 hits since 10 Dec 2016
©1994-2024 Bill Armintrout
Comments or corrections?

Personal logo Editor in Chief Bill The Editor of TMP Fezian10 Dec 2016 5:06 p.m. PST

When your Away Team goes into action, which rules do you prefer?

Sundance10 Dec 2016 5:10 p.m. PST

Could use Traveller with a few minor changes/additions.

Coyotepunc and Hatshepsuut10 Dec 2016 5:52 p.m. PST

FiveCore works perfectly. Star Trek away teams rarely feature more than a half dozen guys on each side. FiveCore also has rules for space monsters, insurgents, hidden antagonists, really everything you need.

I have used FiveCore for away team action, it works wonderfully.

shelldrake10 Dec 2016 5:56 p.m. PST

Yep, FiveCore is my suggestion too: very felxible for any setting, easy to learn and play, and very entertaining games to be had.

Mako1110 Dec 2016 6:23 p.m. PST

There is/was a set called Away Team, available for free, that looks to be pretty simple (FUBAR-like, or simpler even than that), as an option.

Very simple D6 rules, IIRC, with little tweaks like roll 1D6 for the encounter – 1 to 3 = on a spacestation or aboard a vessel; 4 to 6 = scenario occurs on a planet.

Never played them, but they are/were available for free, as a PDF.

FUBAR should work too.

Ed the Two Hour Wargames guy10 Dec 2016 9:02 p.m. PST

2d6 Sci Fi Combat would work. Garb the Crossover and you can add monsters and aliens. For free and found here.

link

boy wundyr x10 Dec 2016 11:43 p.m. PST

I've been looking at Pulp Alley as a first choice, with others like 7TV or 5Core as backups.

MacrossMartin11 Dec 2016 12:27 a.m. PST

I guess it depends on the scale of the action. I have been wondering about armoured warfare in the Trekverse… 60's retro SF hover tanks and the like. Starfleet's ground combat resources can't be exclusively Red Shirts with hand phasers!

Norrins11 Dec 2016 12:57 a.m. PST

For ground combat with some problem solving, I'll use Pulp Alley. For pure combat, I'll use 5150. Away Team is fun, but very lightweight.

Currently looking at Rogue Stars to see if that is suitable.

Crow Bait11 Dec 2016 9:32 a.m. PST

ADB has a board game called Starfleet Marines which covers away teams. Far simpler than SFB. 2 player with solo options.

Personal logo miniMo Supporting Member of TMP11 Dec 2016 9:38 a.m. PST

Haven't tried it yet, but curious: how well would 7TV work for this?

boy wundyr x12 Dec 2016 8:22 a.m. PST

When I scouted out 7TV (1st edition) to use for this, I thought it would work ok. It's kind of like Pulp Alley or Fantastic Worlds (which I forgot I'd also looked at and could work for Star Trek) in that it has rosters with several strata of characters – your main character, some sidekicks, some tertiary characters, and then your mooks.

You'd need to handwave a bit for the weapons and tech, but it's not a stretch to go from 1960s/70s TV sci-fi to, well, 1960s/70s TV sci-fi.

Pulp Alley's challenge I think is that for the Enterprise crew, you'd need to have variable leagues depending on who was on the away team. Kirk + Spock + McCoy + red shirts is a different roster dynamic than Kirk + McCoy + Sulu + red shirts.

Norrins12 Dec 2016 10:18 a.m. PST

I must admit I use the crew of the USS Endeavour for my Pulp Alley Star Trek gaming. I have the Captain, two sidekicks (Chief Medical Officer & Chief Science Officer) and then swap in various allies/followers as needed.

For specific missions, I have a 4 person league made up of sidekicks (1st Officer, CMO, CSO and one other as needed).

John Leahy Sponsoring Member of TMP12 Dec 2016 1:02 p.m. PST

There is a gent who has run TOS games in 28mm using a Flying Lead variant at Cincycon a couple of times. Nice looking game.

Fabe Mrk 222 Dec 2016 8:39 p.m. PST

@MacrossMartan

Based on what I saw on DS9 during the Dominion War I'm pretty sure the federations ground forces are just red shirts with phasers

infojunky28 Dec 2016 8:46 p.m. PST

I would probably start with Savage Worlds….

Excellent Character Support, Good Red Shirt Support…

BTW have y'all seen Litko's new Red Shirt damage markers?

link

capncarp08 Jan 2017 9:19 a.m. PST

The best rule I can think of is : "Let the Redshirt check for enemy minefields/boobytraps/whimsical alien godlike beings".

Sorry - only verified members can post on the forums.