Seedy ports, dodgy employers, malfunctioning ships, semi-sane robots and dangerous cargo provide more than enough in this series of encounters to make players paranoid about ever again leaving their nice safe planet. These free-trading scenarios call for a lot of fast talking and some gunplay if the PCs hope to turn a profit and stay out of jail.
There's not a strong plot to follow or dependence on any locations in the setting. As the authors point out, it should be quite viable to mix and match events in different orders, though the second and third parts each mostly involve one specific source of trouble.
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