Baldo said:http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=122925
Flatlined, of course. Or try something from Freelance Traveller:
https://www.freelancetraveller.com/features/advents/index.html
And for something different, Star Witness is a classic for Gurps Space, but easy to convert:
http://www.sjgames.com/pyramid/sample.html?id=4407
Old School said:High and Dry is good is you want a non combat oriented adventure. Players used to D&D hack and slash will need expectations set going in. Flatlined is good. Death Station - might as well just kill them during character creation. Just kidding. Kind of. Death Station is known for TPK.
I have run Death Station more times than any other adventure - I have yet to see a TPK occur.Old School said:High and Dry is good is you want a non combat oriented adventure. Players used to D&D hack and slash will need expectations set going in. Flatlined is good. Death Station - might as well just kill them during character creation. Just kidding. Kind of. Death Station is known for TPK.
Garran said:Jump-4 is mostly found on military vessels - there are very few cases where it works out financially (or functionally) otherwise.
Is there some J-4 gap that they need to cross? Can they not get there roundabout? That's the usual method for most vessels.
If it's a gap that absolutely must be crossed by nonmilitary vessels on a regular basis then there'd be a deep-space refueling depot established at the halfway point, which at least allows J-2 vessels to cross it in two hops.
Garran said:Jump-4 is mostly found on military vessels - there are very few cases where it works out financially (or functionally) otherwise.
Is there some J-4 gap that they need to cross? Can they not get there roundabout? That's the usual method for most vessels.
If it's a gap that absolutely must be crossed by nonmilitary vessels on a regular basis then there'd be a deep-space refueling depot established at the halfway point, which at least allows J-2 vessels to cross it in two hops.