One of the most fun times I have ever had running a
Traveller game was using the Hero System. (At the time I didn't even know about
Hero Traveller.) Since the Hero System uses a "point build" system to create characters, it was a snap to create
"Traveller" characters, and introduce them to the Third Imperium setting. (Well... I say it's "easy." The "point build" system in Hero Games can be complex. But I handled all the math, so the players wouldn't have to.)
What I felt the Hero System lent to the game is the combat rules. It is extremely flexible, and pretty easy to show novice players, especially if the characters are just "normal" people, and not Super Heroes. Weapons are easy to convert, and can be just as deadly in the Hero System as they are in
Traveller.
Especially if you're using deck plans to stage combat on, instead of the more generic "range bands"
Traveller makes so much use of.
Now, granted, I
am a big fan of the
Azanti High Lightning /
Snapshot rules. But, for whatever reason, the Hero System combat rules seem easier and more intuitive than the Action Point system of
Azanti High Lightning /
Snapshot. The Hero System simply uses a system of moves, and half-moves. (e.g. Your character can move half their movement and still attack. If you move over half your move, then you can't.) And the scale of the movement was so close, I didn't bother changing anything. The Hero System uses 2 meter squares, instead of
Traveller's 1.5 meter squares.
Now, for what it's worth, the supplement did not go to waste. Our game centered around the captain and command crew of the
Azanti High Lightning, and its deck plans were used extensively. I just felt the Hero System moved miniatures around the maps better than
Snapshot.
Still... each to their own.
