These are the combat rules I am using in my personal Traveller campaign.
Look up the Life Force Table to determine Hit Points:
|Life Force||Hit Dice||Hit Points||Life Force||Hit Dice||Hit Points|
The number before the slash is the amount of Hit Points required to render the target out of action (unconcious or inoperative); the number after the slash is the additional amount it takes to kill or destroy the target - unless they are PC's.
PC's (and selected NPC's) reduced to below zero Hit Points are not quite dead, but will continue to lose 1 HP per round until they reach a total of negative their END in Hit Points, or -10 HP, whichever is lower. They are only dead once their Hit Points reach this target number, and even then they may be revived if placed immediately into a low berth or autodoc.
Any successful first aid will halt the Hit Point loss.
Tactical points form a special "roving DM" on any combat task roll. That is, the points can be spent by any member of the group on any task. An individual must specify the number of tactics points they intend to use as a DM before making the task roll. Once a point is expended, it is used up for the combat round.
The tactics pool is received anew each combat round. Any unused tactics points at the end of a round are lost, and may not be carried over to the next round.
The maximum tactics points that can be applied to a single task roll is equal to the highest individual Tactics skill in the group.
An individual can only draw on the tactics pool if they are in communication with the rest of the group. Similarly, an individual can only contribute their Tactics skill to the pool if they are in communication with the rest of the group. A special Communication task roll may be required to simulate the instructions given to the character by their party.
Characters can hoard their personal Tactics points.
If the referee feels the tactics pool is being abused, they may impose this optional rule: the size of the tactics pool cannot be greater than the highest Leader skill in the group.
Note that character's Tactics skill levels do not actually change as a result of contributing to the tactics pool. Their skill levels remain the same, and may be used if the referee calls for specific Tactics task rolls during the encounter.
The fatigue pool operates differently to the other pools. Instead of spending points from the pool, the pool begins at zero and the character adds one point to it each time they make a hand-to-hand strike. Once the number of fatigue points equals the character's END, they suffer a +1 DM to their Difficulty Rolls for the rest of combat. If the number of fatigue points rises to twice their END, they suffer a +2 DM; when it is three times their END, they suffer -3 DM, and so on.
Surprise blows and swings do not count towards the fatigue pool. As long as the attacking character retains the element of surprise, they may make surprise blows and swings without limit in that encounter (although this is normally only one per combat round).
Special blows and swings are allowed in situations where STR and END would not be a factor, such as attacks against an unconcious target. These atacks typically require no task roll to succeed. If the referee calls for a task roll, the attack is made as a normal strike, but without adding to the fatigue pool.
Surprise is determined by a Task Roll by the party that makes the first hostile move. (etc)
Here are some examples:
|Dmg||Armour||AV||Medium Range||Long Range|
|Revolver (9mm)||2/2||3||Cloth||5||Pen 2 < ½ x 5: no dmg||Pen 1 < ½ x 5: no dmg|
|6/-||4||Cloth||5||Pen 6 > 5 but < 2 x 5: 2D dmg||Cannot hit at this range|
|10/4||4||Cloth||5||Pen 10 = 2 x 5: 4D dmg||Pen 10 = 2 x 5: 4D dmg
(NB: ½ dmg @ VLong)
|21/4||10||B/dress||18||Pen 21 > AV 18 but not 2 x 18: 5D dmg (av. 17½ HP)||Pen 21 > AV 18 but not 2 x 18: 5D dmg|
|FGMP-15||34/2||15||B/dress||18||Pen 34 > AV 18 but not 2 x 18: 7D dmg (av. 24½ HP)||Pen 17 < AV 18 (rigid): no dmg!|