Snapshot in MTU
Snapshot is a combat system for small encounters.
Each player gets action points based upon her or his characteristics.
These action points are used over the course of the combat turn. They
can not be saved, although not all need to be spent. Each character
will receive a minimum of 8 action points per turn unless dead or
unconscious.
Total Action Points = DEX + END + (2 x INITIATIVE (1d)), Minimum = 8
Combat Round = 10 seconds
Deckplans use 1.5m x 1.5m grid
Only 1 "active" player on any given square.
Unconscious or dead players do not count as active.
Action Point Charts
Attack
| Action |
AP
|
| Draw Knife/Gun/Missile |
1 |
Draw Sword/Slung Rifle
|
2 |
Holster Gun
|
2
|
| Sheath Sword |
6 |
Sheath Blade
|
3
|
Hand Attack/Aimed Attack
|
8
|
Snap Attack
|
4
|
Aimed Attack (Burst)
|
12
|
Snap Attack (Burst)
|
6
|
Lunge Small Blade
|
2
|
Swing "
|
4
|
Parry "
|
2
|
Lunge Large Blade
|
3
|
Swing "
|
6
|
Parry "
|
3
|
| Hurl a large weapon |
6 |
| Hurl a small weapon |
3 |
Throw Hand Grenade
|
2,4,1*
|
Toss Hand Grenade (Close Range)
|
2,2 |
*Arm, Throw, Recover
By this chart every character is able to throw a grenade, aim and shoot
a gun, or cut loose with some automatic fire.
Movement
Action
|
AP
|
| Crawl/Roll |
1/m |
Move Forward
|
1/3m
|
Move Sideways
|
2/3m
|
Move Backward
|
1/m
|
Run (Human)
|
2/8m
|
Run (Vargr)
|
2/10m
|
Run (K'kree)
|
2/12m
|
Turn 90º
|
1
|
Stairs, up
|
2/3m
|
Stairs, up (run)
|
3/6m
|
Stairs, down
|
1/3m
|
Stairs, down (run)
|
2/8m
|
Open Standard Door
|
2
|
Open Powered Door, Iris Valve
|
1,3*
|
Open Hatch
|
8
|
Move through portal (Normal)
|
1
|
Move through Powered Door, Iris
Valve (Bulky)
|
2
|
Move through Hatch (Bulky)
|
3
|
Zero G hand-crawl
|
4/2m
|
Zero G leap
|
3+2/3m
|
Zero G walk (Magnetic soles)
|
6/3m
|
Regain control in Zero G
|
6+d6
|
Sneaking movement
|
x3
|
Evading movement
|
x3
|
Ascend Ladder
|
8/2m |
| Descend Ladder |
6/2m |
| Descend Ladder (Slide) |
1/m |
| Dive for cover |
2** |
| Drop |
1 |
| Stand up |
2 |
Crouch
|
1
|
Standing leap
|
8
|
Running lear
|
10
|
* Open, Wait
**Evade to cover within 2m. Uses remaining action points.
The sections with (bulky) refer to characters wearing bulky clothing
such as vacc suits or very heavy cold weather clothing.
Other
Action
|
AP
|
Pick up object
|
1+d6*
|
Give Signal
|
1
|
| Give Simple command (1 word) |
2 |
Give complex command (2-6 words)
|
8
|
Break down door
|
6/attempt
|
Activate simple control
|
1
|
Activate complex control
|
6+d6
|
Reload weapon
|
2+d2
|
Push someone to cover (within 1m)
|
1+d3
|
*1 to abort
Wound Effects
1-3pts
Lose 8AP this round (only once/combat)
1/3 Characteristic
Lose 3+d6AP each round (only once/combat. Until
healed)
2/3 Characteristic
Lose 3+2d6AP each round (only once/combat. Until
healed)
=> Characteristic
Unconsciousness = 0AP
- If damage from any combat round is greater than the characters
Agility, the characters loses the remaining AP for that turn and the
next (knockdown).
- To Regain consciousness:
If dam+d6 <2 x CON, Difficult task vs. Constitution
If dam+d6 >2 x CON, Formidable task vs. Constitution
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©
2007, Alan Spik, The brother of a genius! Insert amusing phrase here.
Traveller is a registered trademark of Far Future Enterprises.
Adapted from Snapshot for Traveller the New Era