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Contents of a typical ship's locker

and somewhere I seem to recall (and it may have been a house ruling or even earlier in this very thread) that there is typically multiple lockers spread throughout the ship, and the term "ship's locker" is just for the general availability of things. I always stick a vacc suit locker next to the main airlocks on the few deck plans I still draw, and generally have a square (technically less than half a ton as it is not a full 3m height, and may in fact be even smaller) in the bridge for basic emergency supplies and the weapons. Sometimes an actual weapons locker if a military ship. And of course emergency lockers in each stateroom that has the required emergency rescue ball, though not sure calling a small compartment under the bed a locker is really making it a locker!
 
and somewhere I seem to recall (and it may have been a house ruling or even earlier in this very thread) that there is typically multiple lockers spread throughout the ship, and the term "ship's locker" is just for the general availability of things.

Yes, anybody familiar with ships knows that the term is ship's lockers. The Bos'n's locker. The chain locker. The seat locker (under the seat in a sailing boat cockpit), et al.

They are all over a ship in various compartments.
 
I was looking thru the T4 Core rules, the book includes the adventure Exit Visa (which I first saw in the original Traveller Book back in the day). The adventure details the contents of the PC’s (suggested) Beowulf class Free Trader:

Ship's Locker
eight vac suits, each with oxygen tanks for eight hours and short range communicators
four shotguns, each with ten loaded magazines
two automatic pistols, each with ten loaded magazines
four cutlasses, each with a belt scabbard
one lockpick kit
eight sets of cloth armor
one pair of image-intensifier goggles
one radiation detector
one grav belt
one long range communicator

Interesting load out for an ostensibly “cut thru the red tape to get off this frakkin’ world” adventure.

8 vac suits+ oxy tank @ 7,000+500 cr = 60,000 cr
4 shotguns w/ ammo @ 150+100 cr = 1,000 cr
2 auto pistols w/ ammo @ 200+100 cr = 600 cr
4 Cutlass @ 100 cr = 400 cr
lockpick kit = 100 cr
8 sets cloth armor @ 250 = 2,000 cr
image intensify goggles = 400 cr
rad detector = 100 cr
grav belt = 110,000 cr
LR comm = 500 cr
(all prices per MT Imperial Encyclopedia)

Total value 175,500 cr.

I guess we know where you can get next year's ship payments from now... :rofl:
 
8 vac suits+ oxy tank @ 7,000+500 cr = 60,000 cr
4 shotguns w/ ammo @ 150+100 cr = 1,000 cr
2 auto pistols w/ ammo @ 200+100 cr = 600 cr
4 Cutlass @ 100 cr = 400 cr
lockpick kit = 100 cr
8 sets cloth armor @ 250 = 2,000 cr
image intensify goggles = 400 cr
rad detector = 100 cr
grav belt = 110,000 cr
LR comm = 500 cr
(all prices per MT Imperial Encyclopedia)

Total value 175,500 cr.

I guess we know where you can get next year's ship payments from now... :rofl:


In line with my suggestion that it's part of the bridge tonnage and the loose equipment is half the cost of each ton dedicated to the locker.
 
It is possible that annual maintenance regenerates the locker's contents.

Possible, but unlikely.


I go a different direction with maintenance.


Maintenance is also yearly inspection, the final phase of the process. If the ship fails inspection, it has to be fixed before being certified to carry freight, mail and passengers at the classic rates. Else the ship has to engage in shady underworld transportation, a high risk process at best.

This certification would go double for passenger rated ships.


So the maintenance for all the engineering and life support and safety measures for crew and passengers has to pass muster, and so does all the emergency equipment. Including what SHOULD be in the Ship's Locker.

I don't require a full set of vacc suits for all potential passengers in there, mostly those emergency bubbles and cheap in-hull pressure suits (no temperature mitigation or radiation protection), and those would mostly be in quarters and commons and large work areas like the bridge and engineering.

But a set of vacc suits for crew to handle repair and evacuation would be required, along with spare medkits, possibly repair toolkits outside of engineering in case of catastrophic damage there, etc.

So the 'emergency mortgage payment' aspect of the SL comes due every year, or else.

I look at it as 'consequences' and also an opportunity for a yard goat subadventure, give that Admin/Streetwise skill a good workout at the starport.


Oh, and if you are feeling particularly obnoxious, you could insist the ship has to have an anchor to pass inspection. Space anchor to be sure, more of a super big piton plunged into rock to keep the ship in place in low-grav/asteroid situations, but any story port in a storm.
 
On annual maintenance, I see it as a much the same thing but with one big difference.

Where the ship is registered and operating

Sure, the Imperium, Zhodani, and Solomani do that sort of thing annually but not everybody else. You operate in "independent" space where it's every system for itself? It's more like "Inspections?! We don't need no stinkin' inspections!"
Smaller political entities? They may care, they may not. They may be open to paying a "fee" for operation... no inspection.

Since much of what I do with the game takes place on the fringes of or outside the 3rd Imperium, this more likely how things are encountered.
 
Space Liberia registration?


Hmm, but if you go by RL port law, ports and territorial waters can require X level of safety/certification before you can operate/dock there. I expect this goes for most space ports too, any trade brought in by overlooking standards gets lost the moment a ship falls from the sky and leaves a crater/biohazard planetside, or some rescue drama occurs 10D or less in.


Or it can be a shakedown scam justified by 'port/planet safety'.
 
Something like that. Individual systems that are independent may have conditions if they're TL and law level is high enough, but many won't. How can some non-Imperial / space fairing world of say TL6 or so that is on it's own realistically have inspectors that can make heads or tails out of what's going on on a TL 13 or 14 starship? What? Are they going to look for the Traveller equivalent of bedbugs in the staterooms?

Then there's polities like the Ral Ranta in MTU. They're a sort of a cross between Klingons and the Mafia with a good dose of vicious biker gang and Vikings thrown in. Their view would be "buyer beware." That is, it's up to you to determine if the ship is safe enough to use or travel on. Outside their territory I could see them doing all sorts of nefarious things like claiming "diplomatic immunity" for their ship on some flimsy paperwork, threatening the inspectors with physical harm, paying bribes with a threat attached (which they will make good on if you challenge them), all sorts of fun stuff.

Then there's nobility. I'd think they often see themselves as above the law. You don't get to inspect their yacht (even in the 3rd Imperium) where if you push the issue as some bureaucrat, you are likely to lose your job or suddenly be transferred to that proverbial hell hole of a planet...

So, yes, the equivalent of a Panamanian or Liberian registry exists in MTU and many make use of these to get around the costs of maintaining a ship properly. Places like the 3rd Imperium will turn a blind eye to this so long as you stay out of socially upscale and decent systems where the riff raff aren't welcome.
 
Space:1999 EAGLE assembly & walkthrough

This is a CGI recreation of the Eagle spacecraft from Space:1999 showing an assembly and a walkthrough of the interior. It is not 100% canon to the show but have tried to be respectful of both Brian Johnson and Keith Wilson's vision for the show. I took inspiration from the Dinky Eagle replica for the main hatch and gangway stairs.

https://youtu.be/s8uIoghrrjo?t=100
 
How can some non-Imperial / space fairing world of say TL6 or so that is on it's own realistically have inspectors that can make heads or tails out of what's going on on a TL 13 or 14 starship?
They order "Starship Inspections For Dummies -- TL 15 print to order edition, volumes I through V".

And then order "TL15 Starship Inspectors toolkit, 100 pieces, best value".
 
Individual systems that are independent may have conditions if they're TL and law level is high enough, but many won't. How can some non-Imperial / space fairing world of say TL6 or so that is on it's own realistically have inspectors that can make heads or tails out of what's going on on a TL 13 or 14 starship? What? Are they going to look for the Traveller equivalent of bedbugs in the staterooms?

Well if it were MY job to get ships inspected on that TL 6 world I'd brainstorm for about 30 seconds then order some people hired from that TL 13 system a few parsecs away. And send some bright young engineers to train in that same system as inspectors... :oo:
 
Well if it were MY job to get ships inspected on that TL 6 world I'd brainstorm for about 30 seconds then order some people hired from that TL 13 system a few parsecs away. And send some bright young engineers to train in that same system as inspectors... :oo:

That might work if your world had the economy and population to support it, but it's not likely if you have a population of 6 or less (less than 100,000). That's a pretty small economy to be importing people expecting pretty good pay.

It might be better to put the starport a few miles from anything else where if a ship crashes that's all that gets destroyed...
 
That might work if your world had the economy and population to support it, but it's not likely if you have a population of 6 or less (less than 100,000). That's a pretty small economy to be importing people expecting pretty good pay.

A population exponent of 6 indicates population in the millions, up to 9,999,999 individuals. That would be enough people to pay for a few experts to do ship inspections.

It might be better to put the starport a few miles from anything else where if a ship crashes that's all that gets destroyed...

Edwards Air Force Base. Nothing around it but desert scrub.
 
That might work if your world had the economy and population to support it, but it's not likely if you have a population of 6 or less (less than 100,000). That's a pretty small economy to be importing people expecting pretty good pay.

A pop of 6 is in the millions. FAR more than enough to pay for a few techs.

It might be better to put the starport a few miles from anything else where if a ship crashes that's all that gets destroyed...

??? Spaceships are FAR easier to land than current day jumbo jets. They set down gently. Even if one came straight down there wouldn't be any major explosion of any significant radius. What ARE you talking about?
 
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