This volume has all of the helpfull hints on how to go about role-playing that the first RPGs lacked and which experienced players usually skip on their way to the good stuff. This is where Charecters begin their Traveller lives. Living through gobs of interesting experiences even before play of the game. Each service has unique entrance requirements as well as access to unique skill lists and differing chances of promotion, survival, and re-enlistment. The astute role player will note the results of the various rolls and use them to construct a prior history for their charecters.
Skills represent the obligatory weapons skills as well as technical and interpersonal skills.
There is a skill list along with examples of the skills in use. The task resolution system is haphazard by today's standards but usable in a close enough kind of way. Next up is personal combat. It is fashionable these days to deride games of this era for being too wargamey and too interested in finicky detail and less interested in dramatic play. This book begins with discusions on the subject of space travel.