Originally posted by T. Foster:
I know it's based on T4, which is a big strike against it. It's supposedly adaptable to other versions as well, but I don't know to what extent (i.e. whether you're still stuck with T4's range/difficulty and armor/damage systems, neither of which I liked). Now that QLI is carrying BITS products I'll probably break down and buy it from here sooner or later, so if no one else has stepped forward I'll give a detailed assessment when/if that happens.
Also, not to cast aspersions, but something that's always made me a little wary of this product is that those who praise it to the skies are almost invariably friends of the designer -- frequently close RL friends (i.e. not just 'TML-friends'). Not that this necessarily invalidates their praise, but I'd still like to hear some more honestly disinterested opinions.
Well, I'll amplify my description a bit.
1) Yes it is based on the T4 combat system. At the time it was written that was the currently available version of Traveller. The core is based on a task system being available, however the system is neutral to the task system. The BITS task system conversion table included contains the T4, T4.1, GURPS, TNE, MT, and CT task systems. It does have charts for weapons and armor based on T4 but I don't see anywhere where they are used in such a way as to prevent you from plugging in a different set of weapon and armor stats (say from T20).
2) As I mentioned origonally, the core of the system is action points. A characters action points are equall to current DEX + current INT + tactics skill level. Each possible action is expressed in a number of points needed to be spent. edit - I had this backwards. The lowest goes first as the higher AP character gets the advantage of seeing what the others are doing before taking their own actions. (Initiative is handled by highest action points going first and then down the list.) All actions in ACQ cost points - there are no free actions. If you run out of action points you can not do anything. If your dex or int changes for any reason, you're action point total is immeadiately recalculated. You could go from 6 points left to no points left after being wounded and be unable to help yourself.
3) Because of the above, players quickly learn to move slowly and cautiously - crawling around behind cover and conceilment just like in real world combat.
4) Actions themselve may be tasks - there are many examples given for tasks that might be needed to be rolled for. From firing your weapon to jumping down into cover, it's all an action to attempt and a task to succeed.
5) Damage is applied to the 3 physical characteristics (Str, Dex, End), weapons have a dice rating (from T4 but could be changed) and the armor rules from T4 are also used (each point of armor subtracts one die of damage. Flexable armors still subtract a die, but 1 point of damage per die is still done as blunt trauma from the force of the impact.).
6) Last, a disclaimer. While I have met Doug once, I can't really claim to be anything more than a TML-friend. A better description would be that I am a fan of his work much as I am a fan of Loren, Hunter, MJD, or Marc's works.
Hope this helps,
William