<BLOCKQUOTE>quote:</font><HR>Originally posted by Darium:
I agree with you there Uncle Bob. Combat should serve the story , not become something unto its self. I think when it comes to combat all you really need to know is ; -did you hit your target ?
-is it still in the fight ?
-have you been hit ?
-can you still fight or move ?<HR></BLOCKQUOTE>
Do you know the 'Azhanti High Lightning' combat system? Because except for detailed rules for movement (which come from it originally being a boardgame; I largely ignore them in Traveller games) that's pretty much what you get with the AHL system: roll 2D to determine hit; then 2D+DMs (+ for weapon pen. - for armor) compared to damage chart with 4 possible results: No Effect, Light Wound (-1 DM to subsequent actions, possible Stun), Major Wound (unconscious / hors de combat), Dead. Light Wounds are cumulative (i.e. -3DM after 3 LWs, etc.), LW+MW = Dead. Very quick and simple. The only problems are melee (the AHL melee system sucks, but Striker (AHL with minis) fixes it) and what to do with wounded characters after the combat ends (which is pretty easily fixed too). The MT combat system, though based on AHL, is way more complicated and arcane, and bears no more resemblance to its forebear than MT craft design does to High Guard.
If you don't have AHL and/or Striker, you definitely need to pick up the next volume of reprints; they'll more than compensate the price of the replicas of 'Fifth Frontier War' and 'Invasion: Earth' that you'll never use.