A displaced offshoot of the Bwap was placed on Nydos a long time ago by the Ancients. They now form the leaders of the Coalition of Free Worlds.
They are not warriors but they use their strong mind and scientific instincts to their best ability to avoid conflict and violence if possible. And use their Technological edge if they can't.

Bwap Travellers have the following modifiers applied to their characteristics: STR-4, END-2, INT +1
Bwap Travellers all possess the following traits.
Regeneration: Bwaps are able to regenerate amputated extremities. If a Bwap loses a limb or a tail, it will slowly grow back, taking six months. The limb or tail will be useless for this time as it develops into a fully functional extremity. Amputated hands and feet will only take three months to regrow back and amputated digits take six weeks.
Structured Mind: Bwaps have a very logical way of thinking and make for excellent administrators. All Bwaps receive a permanent Boon on all Admin and Science checks. However, if a Bwap ever tests for psionic potential (see Traveller Core Rulebook page 196), it does so with a Bane.
Social Norms: Bwaps have a very specific way of thinking that can make certain actions more difficult for them. They suffer a permanent Bane on the following skills: Deception, Gambler, Persuade and Streetwise.
Bwap Travellers begin their careers at 18 years of age. Bwaps age slightly faster than humans and suffer an additional DM-1 on the Aging table
Bwaps do not have titles of nobility as humans of high SOC do, nor do they have hereditary titles in their own culture. A high SOC only represents the respect they receive in their own society. Bwaps may be awarded Imperial titles but they mean nothing to other Bwaps.
Travellers may wish to use Bwap Names (if so, they are encouraged to pick relatively pronounceable ones!). There is no necessity for doing so, although it adds flavour and atmosphere to a campaign.
Bwaps may enter any career apart from Agent (except for law enforcement) or Rogue. Most Bwaps become bureaucrats, accountants or administrators, and can enlist in the Citizen (corporate) career automatically with no Qualification roll. When rolling for career enlistment other than Citizen the following DMs apply in addition to any others: DM-3 for Marines, DM-1 for Army, DM+1 for Scouts and DM+2 for Merchants.
While Bwap criminals are rare and are considered to be mentally unwell, making law enforcers almost unnecessary in Bwap dominated areas, the same cannot be said of other sophonts. Bwaps make excellent investigators, both in the field and the laboratory. They are patient, dedicated, honest and, most of all, perseverant. No matter the task at hand, be it locating a single fingerprint in an entire parking lot or interviewing every worker in an office block, a Bwap will go ahead with their task optimistically and professionally, and they will get the job done.
The majority of Bwaps in the military serve as a defensive force on Bwap controlled planets or large Bwap enclaves. Those that serve in other militaries, especially in the massive bureaucracy that controls each of the Imperium’s services, tend to have administrative roles, operate as medical personnel or military researchers. Those Bwaps that do serve in active units often serve in the Imperial Navy and more rarely the Imperial Army, Marines or mercenary units. They are seen as unusual by other Bwaps and as reliable, if not tediously by-the-book, servicemen by their comrades in arms.
Bwaps are no less curious than humans. They are far more cautious, sometimes infuriatingly so, but also focused and persistent. While the IISS bureaucracy has a large number of Bwap administrators, there are a surprising number of Bwaps in the field as well. Scout teams consider themselves fortunate to have a Bwap counted among their crew as they will add a level of thoroughness occasionally missing from all-human crews. While just as adventurous as their human crewmates, Bwaps tend to lack the creativity to make good field commanders.
Bwap merchants have plied the stars for centuries and are seen across Charted Space from the Solomani Confederation and Hiver Federation to the Spinward Marches and Zhodani Consulate. Bwaps normally command ships crewed by their own race as their personality precludes them from acting as captain to other, less disciplined races. Those found on mixed vessels often assume the position of ship’s purser or broker, although sometimes as administrative assistant or legal adviser. Those ships that have a Bwap as a first officer ensure their ship will effortlessly find its way through the myriad of rules and regulations found on each world it visits.
Bwap scientists are the next most common human stereotype of a Bwap next to the Bwap bureaucrat and for good reason. They contribute large numbers of observers, researchers, lab assistants and scientists to the Imperium, its member worlds and corporations. Bwap scientists are known for their thoroughness and the rigour with which they pursue new theories and observations. Intuitive leaps are rare but they are very good at compiling resource material, cross-checking separate observations and assembling them into promising areas of investigation. Bwap scientists are common in medical and biological studies but can be found in almost every field.
Bwap have access to a specific Catalog of gear. CENTRAL SUPPLY CATALOGUE: BWAP

Bwaps can be found throughout the Imperium and are also known as Wabs or (a more derogatory term) Newts, due to their appearance. Body markings vary tremendously between clans and families, with each having a distinctive skin pattern. This pattern is determined by genetic factors and colours are determined by careful manipulation of the mother’s diet during the formation of the egg. Greens, browns, yellows and blues are most common, in contrasting shades.
Bwaps are uncomfortable in less than 98% humidity, as their skin must be kept moist, although with special clothing, they can exist indefinitely in areas of low humidity, provided they have adequate water. Their clothing normally consists of a loosely fitting garment and hood, permeated with a network of fine tubes through which water flows and keeps the cloth moist. In occupations where they must handle items which would suffer from moisture, Bwaps wear thin water-proof gloves. Humans often consider Bwaps obsessed with minutiae and order in their environment. Driven by the desire to put everything in its proper place, they make excellent bureaucrats, mathematicians, scientists and historians.
Bwaps are compulsive organisers. Anything they do is deliberate and painstakingly methodical. Ritual is exceedingly important to them and attempts to hurry or avoid established ritual will aggravate and annoy them.
There are certain activities that Bwaps will not partake in. Bwaps will not lie, although they will withhold the truth if protocol or necessity requires it. Bwaps will not break the law except to restore what they see as the established order of the universe. Bwaps will not obey directives that, in their view, cause disruption. Disorder and disarray make them nervous and they will have a hard time not trying to bring order and organisation to their surroundings.
Travellers who have had no experience with Bwaps will find the encounter difficult and time consuming, suffering DM-3 to all interpersonal exchanges and taking additional time (moving one increment down the Time Frames table on page 60 of the Traveller Core Rulebook without reducing the difficulty of any check). Travellers who wish to reduce the aggravation of interacting with Bwaps (and the negative modifier) may gain knowledge of their ways through study in a library, being instructed by a mentor or by association with Bwaps. Learning Bwap rituals can be quite tedious, especially understanding the nuances of advanced rituals. To learn the proper greeting ritual may take several weeks, to be able to deal with a Bwap official quickly will be a month or two, or learn the procedure of contract negotiation several months to a year