This module has solid setups for fun gameplay and explosive combat. I like that you could have two or three distinct phases, getting the TCU from the mine, hiding in the asteroid field, and ship-to-ship combat. Very cool. I also like the mechanics for powering and moving the TCU.
Some questions and feedback I had:
- The "Thermal Containment Unit" panel and "Why Are We Here?" panels could be swapped, since the former will be read before the latter and it's an entire panel about a device that the front panel doesn't mention, but then you'd need to explain what "TCU" meant in the Why Are We Here panel.
- The screen effect over the text made it hard for me to read. I had to zoom in.
- #20 on the fault table may be too extreme. You could lose the whole module with one die roll, which may be frustrating for some.
- I don't know if you need to note that the captain of the Promethean Flight is unknown. I also found the layout for the last two panels to be confusing. The Promethean Flight panel says the captain is unknown, but then Cpt. Faust is listed under its description. I'm also not sure which ship would have the corp marines vs merc marines. I'm guessing that because Cpt Faust doesn't like pirates, the Eagle Gallant is the corp ship, right?
I like the tone of the module. It would suit a more grounded military man/working class campaign.