Dave Chase said:
I specifically asked Matt about AHL and SnapShot. He said that there was no plans to make either one of those games in the future but that they (Mongoose) was developing a 'universal' set of combat game rules.
(The word universal is my paraphrasing Matt.)
Dave Chase
If Mongoose were concerned about the complexity of the 3.7 Combat System it is unlikely their generic (or Universal) system will use it.
This leaves room for a Traveller specific supplement which I find a very attractive idea. To fold the (simplified) 3.7 combat rules into the ruleset as an advanced option can only strengthen Traveller as a system.
Traveller combat often does move toward the small scale Tactical and the 3.7 system is perfect for this.
The System could be released as part of a very attractive package including Tactical Scenarios for role playing (just like Azhanti High Lightning.
As mentioned earlier I have been successfully using the 3.7 system as required alongside the Basic system in the Core Book.
For those reading this who are not familiar with the expanding range of Jargon in this Column the simlified system is basically this:
Combat is resolved on a map with 1.5m squares using counters.
At combat start all characters roll Initiative using 1D6 modified by Dex Modifier, ambushers start at automatic 6.
A D6 is placed next to each character to keep track of Initiative.
Action is in Turns starting with ambushing Side then alternating or settle using competitive Tactics check.
Each character acts once in the turn:
First add 2 to the characters Initiative dice,
option then to move 1 square free,
option to move up to 2 squares reducing Initiative Dice by 2 for each square,
option to fire increasing difficulty by 2 for each point Initiative is below 6 when fire declared.
Roll to hit as per core system. Take lowest dice rolled (to hit) as new initiative dice. Roll damage as Core System.
Place new initiative next to character.Their Turn is now over.
If fired at character can declare Duck to cover (if available) gaining -4 to be hit and costing 2 initiative OR dodge gaining -2 to be hit and losing 1 Initiative. (I allow characters ducking to cover to move 1 square if appropriate e.g through adjacent doorway).
After all characters on 1 side have acted swap to other side ad infinitum.
Most importantly note that the term Effect (used in the 3.7 Document) is no longer applicable or used in the Core system. Following the above system (with the 3.7 Combat Rules) removes the use of Effect, the term can be ignored.
Note that the Timing dice is the Initiative D6, the lowest rolled attack D6 (and yes, handfuls of autofire dice will tend to produce a lower initiative).
Hopefully this simpler Turn Based 3.7 combat (which retains all of the beauty of the system) will be more acceptable to those justly aware of the complexity of the initial 3.7 system. And hopefully my harping on isn't insulting the wonderful designers.