House 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.

Last Updated (Sunday, 22 August 2010 10:31)

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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.

Last Updated (Monday, 14 June 2010 13:50)

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Image © Roger Malmstein 2009Nuclear 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.

Last Updated (Monday, 16 November 2009 22:48)

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ffs_uo_errataOne 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.

Last Updated (Sunday, 25 October 2009 11:05)

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(1 vote, average: 5.00 out of 5)

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.

Last Updated (Saturday, 17 October 2009 17:52)

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(3 votes, average: 3.67 out of 5)

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.

Last Updated (Saturday, 25 October 2008 01:06)

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One thing that the TNE rules do not allow is guns like the A-10 tank buster cannons. This cannon is a 30mm autocannon that will kill most modern MBT with one burst. However as the rules are made the gun will never be able to penetrate or hurt a MBT just because the penetration of the round is just too small.

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Small crafts and vehicles are no problem with ground weapons. But on starships they can be quite difficult to handle. A starship would loose quite a lot of performance if it was to have dedicated vehicle turrets protruding from the ship hull. And they would probably also be quite difficult to operate efficiently.

Last Updated (Thursday, 31 July 2008 10:47)

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I don't like the way SOC is increased in TNE. Specially as I am playing in a CT/MT campaign where nobility are more frequent and an important part of the Imperial society.

Last Updated (Saturday, 29 May 2010 07:04)

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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.

Last Updated (Thursday, 31 July 2008 11:10)

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(2 votes, average: 5.00 out of 5)

Another thing missing in the TNE rules which I liked a lot was the medals. For any military career there should be a roll for receiving one or more medals that term.

Last Updated (Saturday, 29 May 2010 07:03)

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