Okay, here's some more TNE port material. Still working on the hand fusion gun- I may have to effectively "lower" the TL of some of the components in order to end up with something heavy enough to take the recoil produced.
TNE Battle Spandex acts like battle dress, doubling effective strength for all purposes.
TNE Spaceman characters are generated as follows. Generate the character normally, then put him/her through the Flight Academy (Naval Option) and Military Academy (Army Option) for initial training. The character rolls 1D6 for initiative, and then transfers to Army, Navy, Marines, Special Operations, Scout, or Trader careers for later assignments. However, the Spaceman character suffers a +3 DM on the roll to end character creation.
(Basically, the character can start with a really stupid number of skills. The Naval Flight Academy allows the character to learn pretty much everything they need to know about flying or maintaining a ship, and the Army MilAcad does the same thing for ground combat. I'm debating not allowing chargen to continue at all after that, but even if it does continue I figure there should be a pretty hard limit on how many extra terms you're allowed to take to boost your skills as a starting character. Heresy, I know, but without some kind of control player assets could easily reach the point where the system starts to break down.)
Comments from any TNE players on the thread?