How to create Tougher Travellers?

Rather than making the PCs tougher I would weaken the NPCs. Use the Mook Rule from the Companion where the NPCs are knocked out when their Endurance goes to 0. This gets rid of the slog and makes the combats faster.

Boss NPCs can still be built like the p[layers.
 
This isn't exactly taking the route of making the CHARACTERS tougher, but if you set up a fight where everyone has to basically sneak in whatever weapons they have, or find (improvise) one quick when the fighting kicks off, you can get a more extended fight. For example a gala dinner. Heavily armed guards are protecting the building, but the terrorists have blocked the doors. Inside, security is dressed for the event, diplo vests, and autopistols. The PCs will have body pistols and diplo vests, if they are enterprising. The terrorists will have to have a bit more but not much - something for the players to use that grappling skill to take off them. Distances mean melee is common. Lots of fisticuffs, frying pans, and chairs bashed over people's heads.

In this context, the PCs hit points last them quite a bit longer, and there are lots of opportunities for fun and exciting outcomes.
 
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Mongoosers,

I have been running sessions of Traveller in between our normal D&D campaign and it looks like my group would be interested in a Traveller campaign afterwards.
One snag is Travellers just can't take the relative pounding a D&D chr can so given my group need a carthartic scrap in a game after a week of work what can be done to improve Travellers' damage capacity/reststance?
Chucking them in a low berth with a slow pill and glass of water is rather like a D&D long rest but what else?

- armour
- leap for cover reaction
- Athletics: END

Does anyone have any house rules? Are there any armour combinations? Helpful cybernetics?

Thanks!
1/ droid wars. Fight by proxy.

2/ for damage receiving purposes only multiply their relevant characteristics by 2 or more

3/ allow them armour against low TL locals who will have a hard time piercing it.

4/ give them a goa'uld sarcophagus from Stargate SG-1 so they can be revived.
 
We had one character with an Automedikit (CSC p20). Even the basic version offers an injector containing Fast Drug. When the character was "killed" in a gunfight they were left for dead by the opponents (very few people want to actually want you dead, they generally want you out of the fight it is just that guns are not good at fine control).

When the police turned up way afterwards their paramedic was surprised that the victim was still alive and the hospital was able to save them. The loss in the fight had consequences, but not permanent ones.

To be honest you don't even need the automedikit most of the time, just take your hits and go down rather than struggle to keep fighting. If you are fighting you are a threat that needs to be eliminated. If you are rolling on the floor crying for your mum, you are not a threat or even an legitimate target in most cultures.

Of course it helps if you treat your enemies with the same courtesy. We had one fight where the some mercs were taken out. Rather than finish them off one the medic actually patched them up (sedating them heavily). He arranged to have them stored in cryofreeze until they could work out who had hired them. When they eventually found their antagonist and sued for peace, the antagonists security officer was generous with terms once he found out that his strike team were alive and receiving medical attention. It prevented it from becoming personal or tit for tat.
 
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