The powers presented here are very rare and constitutes a separate psionic skill branch. Unlike the psionic powers in the TNE rulebook, these are not clustered together, and have to be checked for separately. The roll to acquire the skills is listed in parenthesis after the psionic skill name.
In TNE vehicles are immune to non-penetration shots. And putting enough armor on to make a vehicle almost impossible to kill, unless you go up a TL or two or build a even bigger tank, are just too easy. There is actually no limits in the game to how to design something outside the tables given in FF&S. In the real world there is several constraints on designs as budgets, resources, parts, logistics and so on.
But this isn't the main reason for making tanks in TNE more vulnerable. But realism is a good reason. why shouldn't non-penetrative shot be able to damage heavily armored tanks and vehicles?
This article has been updated. The author based this original article on the first printing of the TNE rulebook. After reading the second printing book, there was an important addition to stat increase in the TNE rules. This article has then seen a thorough rewrite.
One thing that the TNE doesn't cover much is stat increasement during character generation and during play. However, there is a little information that can be gleaned from the rules.
Mines in space has been largely ignored in Traveller. Strangely enough as Traveller are deep rooted in space and with starships. However, with the help of FF&S we may make some proper mines that can be pretty usefull. The beauty of FF&S is that it is fairly realistic within the frames of the universe and the premises TNE works under.
None of the character generation rules of Traveller fleshes out the character background other than career selected. MT advanced character generation does give some background, but everything is career specific. MgT has some options, but nothing major. However with some imagination based on skill selection from the player may make up more of the who the character is and why he is the person he is.
Nuclear dampers are probably the most underused and worthless piece of starship equipment ever made in the TNE version of the rules. Any laser would outperform a ND regardless of techlevel and range. The laser is cheaper, more energy efficient, got longer range. A laser even takes up less volume.
Nuclear dampers are introduced at TL 12 and needs a 100ton bay just to be effective out to 1 hex range due to the projector array size. Most of the bay is unused as the rest of the equipment hardly takes up any room at all.
One of the best tools for Traveller ever made is FF&S. However, it has a few short comings and it has been error riddled in many ways. However the help is here. After short but furious discussion on the TNE Mailing List a few good solutions was aired.
One thing that has been missing from TNE since its conception, is the fully independent missiles or FIMs as they are called. In the real world they are commonly known as fire-and-forget. missiles, but now this changes.
One of the main strengths of TNE is the possibility to design most types of equipment with FF&S. Another thing is that most versions of Traveller, and CT/MT and TNE in particular got the same stats with the same range of values.
I really never liked the aging system in Traveller, however, CT/MT had the best solution in a way that there was possible to improve stats during character generation. Something that dissapeared in the TNE rulesett.
From what I have been able to gather, there has only been given pay scales for merchant careers for Traveller. However I have worked out a pay scale for Navy, Scouts and the Marines. This is basic pay based on rank. Special positions and duties may give more.

