SnapShot rules with Mongoose Traveller

jaz0nj4ckal

Mongoose
Folks:
It has been sometime since I posted and our game has really taken off; however, one of the members in my game group found a copy of SnapShot, and the Action Point system looks interesting.

Has anyone converted or modified SnapShot to use with Mongoose's version?

Thanks.
 
There isn't really anything to convert. Use stats and maps from Snapshot for combat/movement. Character damage is not different in the two systems. So a PC take 9 points of damage in Snapshot, resolve as 9pts using MgT hit allocation choice your group prefers.
 
Easterner said:
There isn't really anything to convert. Use stats and maps from Snapshot for combat/movement. Character damage is not different in the two systems. So a PC take 9 points of damage in Snapshot, resolve as 9pts using MgT hit allocation choice your group prefers.

Hi Easterner:
That is what we thought; however, one of my players pointed out the Auto/Burst weapon damage is handled differently. Classic just gives another attack roll; however, Mongoose gives additional damage dice. In addition, SnapShot allows for "snapshot" attacks, which are really nothing more then additional attacks, but performed with an "-" penalty, so we were very confused.

Thanks.
 
Damage is the key. You use Mongoose for its allocation . Otherwise use all SNAPSHOT rules and no MgT rules when moving and fighting. For the record Azhanti High Lightning was superior to Snapshot being a refined version of S-shot. Also MgT Cmbt leaves a lot to be desired. Ammo consumption is beyond endurance, more like ammo conservation a fault shared with Classic TRAV. Six second turns are silly, most small fights are over in that time.
 
Easterner said:
Damage is the key. You use Mongoose for its allocation . Otherwise use all SNAPSHOT rules and no MgT rules when moving and fighting. For the record Azhanti High Lightning was superior to Snapshot being a refined version of S-shot.

Thanks Easterner for telling me about this supplement; however, I have never heard of this, so I am excited about looking into it.

I cannot tell, but was this a supplement for Classic Traveller?
 
It was a giant boardgame. Available from far future enterprises as pdf on classic Trav disc or floating around e-bay as boxed game. Deck plans for 60,000 ton cruiser included
 
By strange coincidence I have just been house ruling a simple snapshot-like action point system, but closely based on Mongoose combat. My complete rules are a bit more detailed than below, but it's actually a very simple system that doesn't require very much book keeping.

The system seems to promote weapon skill, reflexes and above all tactics. I appreciate it isn't to everyones taste, but I prefer it to vanilla Mongoose combat. Please don't be too mean to it! :P

Here's a very rough summary:
Since we know from the CRB that everybody can perform one significant and one minor action in six seconds it breaks down nicely to 6 action points, modify that by dex DM to give 3 to 9 action points. No initiative, turns are simultaneous (as far as possible) all starting at the first action point then the second and so on, but a tactics roll(int) is made by all combatants at the start of combat to determine the sequence that orders must be declared, lowest declaring first.

No hastening, no delay, no free actions, no full autofire (just single or burst fire). Action points and tactics are dynamic. Leadership rolls add effect to one persons dynamic tactics for the next combat round.

A simple conversion for any action; consider how long it actually takes the average person- one second is equivalent to one action point. A minor action such as aim is 2 action points. A normal attack (significant action) is 4 action points. For faster firing, 3 types of 'snapshot' each being one action point faster than the last and suffering an extra -1DM (so a 3 action point snapshot would be -1 DM, a 2 AP snapshot would be -2DM etc).

Recoil and heft do not effect dynamic tactics, but require a pause in attack of one action point otherwise you suffer your recoil/heft as a negative dm on any subsequent attacks without time to recover your weapon. A reaction (dodge/parry) is not free but requires an action point, if you win your tactics roll you will be able to anticipate when to parry/dodge. Actions (taking more than a combat round) may be carried over.
 
It would be AWESOME if Mongoose would release an updated version of Snapshot as a miniatures game that introduces folks to the OTU. It would be even better if they produced a line of Traveller miniatures for it - financing them via Kickstarter might even be viable (hint, hint...).

I don't know whether their license from Far Future Enterprises would allow them to do this however.
 
Y'all are missing a rules set in there BITS produced At Close Quarters in the mid to late 90s which was essentially a update to SnapShot. If you can find a copy of the rules it was written to be edition blind....
 
Infojunky said:
Y'all are missing a rules set in there BITS produced At Close Quarters in the mid to late 90s which was essentially a update to SnapShot. If you can find a copy of the rules it was written to be edition blind....
No, not missing it.

I own a copy of 'at close quaters', 'snapshot' and 'azhanti high lightning'. At Close Quarters is actually brilliant. I really like the interupt system. It's exactly what I would love to see used, but I generally won't be using it for classic style Traveller roleplay because it is quite complex and will slow the action too much and requires all players to be very familiar with it. It did inspire me to make my own chopped down version (above) for Mongoose.
 
mr31337 said:
At Close Quarters is actually brilliant. I really like the interupt system.

Don't say that Too Loud, Doug might hear you and his ego is big enough already.


I totally get where y'all are at with tinkering with the system, I have been pondering a rework/fusion of AHL, Striker and Savage Worlds (some concepts adapted to MgT's task structure not adding funny dice, though I considered it) for some time.
 
Infojunky said:
mr31337 said:
At Close Quarters is actually brilliant. I really like the interupt system.

Don't say that Too Loud, Doug might hear you and his ego is big enough already.


I totally get where y'all are at with tinkering with the system, I have been pondering a rework/fusion of AHL, Striker and Savage Worlds (some concepts adapted to MgT's task structure not adding funny dice, though I considered it) for some time.
It's easy for any level of player to grasp turn based combat with initiative etc, but with just a tiny amount of effort you can create something more plausible without the need to use all of snapshot (or similar). For me the issue is when a more 'reaslistic' system slows the action too much and roleplay suffers as a result... and it's a fine line.
 
Back
Top