Snapshot for Traveller: The New Era

Snapshot was originally created in 1979 and published by GDW, Inc. The variation I have listed here is a modification of those original rules to the "3rd Edition" of Traveller - Traveller: The New Era.

This adaptation is not copyrighted and is for personal use only.


Snapshot is a variant of the combat rules in Traveller for use in close quarters, specifically on board starships. This version of Snapshot has some modifications from the Traveller: The New Era rules and layouts to make it easier to play and closer to the original Snapshot in concept.

The key modifications made to the combat rules are:

  1. Deckplans are in 1m x 1m squares. The 2m x 2m grid normally used for combat in traveller simply doesn't have the resolution to allow for single-person combat situations in tight quarters.

    An easy solution for those with the older deckplans is to simply continue using them as is - one person per square. The newer (2m) deckplans can simply be drawn such that each 2m square has four 1m squares internal to it.

    If you're looking for deckplans, here's what I have available in gif format:

  2. Combat rounds take 10 seconds, instead of 5. In the original traveller, combat rounds lasted 15 seconds. I based all the point costs around the original traveller, and then tried to scale it to the faster movement of Traveller: The New Era. The result was a combat round of 10 seconds, with 6 combat rounds per minute.

    Folks experienced with the Traveller combat system will see this setup (Action points for movement) will mean a greater difference between character's speed based upon their characteristics.

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.

Total Action Points = AGL + CON + (2 x INITIATIVE), Minimum = 8

Combat Round = 10 seconds

Deckplans use 1m x 1m grid

You can only have 1 "active" player on any given square. Unconcious or dead players do not count as active.

Action Point Chart

These point allocations are guidelines only. We've play-tested them to see how they work, but feel free to change them as you like.

The sections with (bulky) refere to characters wearing bulky clothing such as vacc suits or very heavy cold weather clothing.

Draw Gun or Blade                       1AP
Holster Gun                             2AP
Sheath Blade                            6AP
Sneaking Movement                       x3AP
Evasion                                 x3AP
Aiming Attack                           8AP
Snapshot Attack                         4AP
Aiming Attack (burst)                   12AP
Snapshot Attack (burst)                 6AP
Hand Grenage Attack                     2AP to arm
                                        4AP to throw
                                        10AP to wait
Pick up object                          1+d6AP (1 to abort)
Move forward                            1AP/2 meters
Move sideways or back                   2AP/2 meters
Turn 90¡                                1AP
Run (human)                             2AP/6 meters
Run (Vargr)                             2AP/8 meters
Give Signal                             2AP
Give Command                            8AP
Stairs Up                               2AP/2 meters
Stairs Up (run)                         3AP/6 meters
Stairs Down                             1AP/2 meters
Stairs Down (run)                       2AP/6 meters
Open Sliding Door                       1AP, Wait 3AP
Open Iris Valve                         1AP, Wait 3AP
Open Hatch                              8AP
Move through portal (normal)            1AP
Move through Door/Iris Valve (bulky)    1AP
Move through Hatch (bulky)              3AP
Open Access Panel                       1AP to access
                                        6AP to cross
ZeroG hand-crawl                        4AP/2 meters
ZeroG jump                              3AP+2AP/2 meters until landing
ZeroG walk                              6AP/2 meters
Regain control in ZeroG (wall)          6+d6AP
Regain control in ZeroG (floor/ceiling) 6+2d6AP
Break down sliding door                 6AP/attempt
Activate Swtch/Stud                     1AP

Wound Effects

I also made some modifications to the effects of wounds for the use in Snapshot, as well as changing the healing times to some extent.

Scratch
Lose 8AP this round (only once/combat)
d6 days to heal
Slight
Lose 3+d6AP each round (-1 Init)
5+2d6 days to heal
Serious
Lose 3+2d6AP each round (-3 Init), STR/2
20+d10 days to heal to Slight
Critical
Unconciousness/Death = 0AP, STR/2
2d6 weeks to heal to Serious
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).
If damage from any combat round is to the head, add (d6) damage and compare that to the constitution of the character. If the modified damage is greater than the constitution, the character is stunned.
To Regain conciousness:
If dam+d6 < 2 x CON, Difficult task vs. Consititution
If dam+d6 > 2 x CON, Formidable task vs. Consititution
To attemp a landing in a Zero-G environment:
Average vs. ZeroG for routine tasks,
+2 Diff for using Slug weapons
To regain control in a Zero-G environment:
Difficult vs ZeroG

Burn Damage

Type        Damage
---------   -----------
WP          2d6/second
Thermite    2d6/second
Plasma      2d6/second
Fuel        d6/second           
Structure   d6/5seconds         

Automatic Fire

Burst Size      dice lost per           dice lost per 
                range beyond short      extra point recoil
----------      ------------------      ------------------
    3                   1                       1
    5                   2                       1
   10                   3                       2

Fragmentation Attack Table

Burst Radius    Range       d6 hits 1 hit   0 hits  Damage  Pen
------------    ---------   ------- -----   ------  ------  ---
Primary         1x Burst      1-3    4-6     7-10    2d6     1
Secondary       2x Burst      1-2    3-4     5-10    d6     Nil

Traveller is a registered trademark of Far Future Enterprises.
Portions of this material are Copyright ©1977-1996 Far Future Enterprises.

Joseph Heck (joe@mu.org) 21 August 2000
http://traveller.mu.org/house/snapshot.html