Traveller Combat System

1. Setup.
Each character rolls 2d6 for initiative, giving action order. Add your Dexterity modifier to the roll.

2. Actions.
On their turn a character may take:
-One major action (eg move up to 6m, attack, miscellaneous action ie diffuse the bomb)
-One minor action (eg move up to 6m, draw, reload, aim, change stance, misc. Action)
-React by dodging or parrying a number of times equal to 1 + Dexterity modifier, at a penalty of -1 per reaction on next turns actions
A character may also wait and hold his action.
Note that a character may move up to 6m twice by using major and minor action.
Some actions (diffusing the bomb, hacking the computer, untying the chain around your ankles before you drown) may be defined by the ref. as ‘Long Actions’, and may require several continuous turns before they are completed.

3. Mechanics.
Roll 2d6 and score 8+ to hit. Modified by:
-your skill
-your dex. (missiles, melee) OR your Str. (melee)
-cover, target stance
-target movement
-special conditions
-dodging or parrying
-range (Personal < 1.5m, Close 1.5-3m, Short 3-12m, Medium 12-50m, Long 51-250m, Very long 251-500m, Distant 501+ m)
Characters basic range and to hit mods for the weapons they start with are listed on the character sheet.

Traveller Combat System

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