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
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