So, in the light of a week's worth of discussions, here is where I am at regarding Trav combat modification;
Initiative
Largely as written, like the idea that once the order in a combat is established, a sense of action/reaction develops. However,
1. in an ambush type situation the attackers get one "free attack", ie one major action before everybody rolls for initiave, then as normal.
2. when a combatants init is over 12, he upgrades his minor action to a significant action, so can run further, jump higher and, usually, shoot twice. (This rewards tactics rolls, high dex and combat drugs), we did try putting the extra action at the end of the combat round, but, quite frankly, that was a needless complication, so the combatant with Init 14 get his two attacks before anyone else moves. If weapon recoil is an issue, the effects are, obviously, applied twice.
Minor Actions
as written.
Types of fire
1. Standard, rules as written, one shot.
2. Rapid fire, those with revolvers or semi-automatic or automatic slug throwers can fire one extra round per level of skill above zero, i.e. gun combat 3 can fire three extra rounds, at the same target, and adding to damage as in burst fire. Increase recoil by one, regardless of how many extra rounds fired. In any event, no more than 4 rounds may be fired (as I pretty much cap "physical skills" at 4 anyway, the max likely will be 4 rounds fired in 6 seconds by someone with slug rifle/pistol 4)
3. Burst fire, as written (uncomplicated, and provides a useful damage bonus to overcome armour etc).
4 . Autofire, as written, but no individual target can be hit more than once by an autofire attack from the same weapon in the same attack.
Explosions
Blast in an enclosed space rebounds, measure the distance to a firm wall/side of trench etc then back to the target, he may be damaged two or even three times, e.g. grenade rolls into a foxhole, explodes for 5d6 dam, the blast then rebounds, for another 3d6, and (a very tight hole) then for a final 1d6. However, if the tactical situation is such that the target could get out of a direct line of blast with suitably hard cover intervening, then no damage at all, e.g, grenade rolls into foxhole, target jumps out of foxhole and lies down, blast travels upwards and out, causing no damage (in that situation I would probably require a dodge and a successful dex or athletics roll to get out in time).
Stance
Move at half speed when crouching, quarter speed when prone (crawling, actually pretty fast crawling speed, if done over a long distance would start to ask for end rolls, reduce speed etc)
Common Modifiers
Pretty much as written, but we give a one handed pistol an extra -2 at long range. (actually, this is still very generous for pistol accuracy, but don't want to discourage space cowboys too much)
Equipment, ranges and CSC
Mixed feelings about CSC, so use the core book weapons stats, but with Autopistols limited to "No Auto" and the addition of SMG-TL5-ranged (pistol)-dam 3d6-3-Auto 4-recoil 1- mass 3- magazine 30- 400Cr-ammo cost 20cr per mag. Note that as a smg is used two handed, the extra -2 range penalty above does not apply.
Disallow the various "improved" ammunition types for calibres below 10mm, so if you want your super duper discarding sabot uranium tips nuclear explosive round, you need a bigger barrel. (this came out of some playtesting where it became apparent that ACRs and gauss rifles with improved ammunitions were too powerful in relation to energy weapons, IMHO)
Thanks for the thought provoking contributions! I certainly accept any criticism that the system is not lethal enough to be realistic, and so the mods suggested above are tinkering with the system without greatly increasing its lethality, but, IMHO, it is lethal enough for a rpg.
Egil