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Ship Features - Rescue Lockers

Hopefully posting this in the correct area so here goes.

In my Traveller universe the starships (and non-starships) have a feature I refer to as a rescue locker and the contents and capacities of such can vary much like the accommodations of a real world recreational vehicle or watercraft.

At the low end, it's a literally a compact storage locker with the minimal of gear to provide aid in most shipboard emergencies, essentially supplies for one person so such may be found as 'stacked' multiple fittings.

The far end of such would involve a dedicated fitted module to act as rescue 'compartment' independent of the vessel's life support system. Think of a space equal to a 'standard' stateroom fresher but outfitted for survival and stocked with items as much would a USCG approved lifeboat might.

One other thing I include in as a design feature in my space faring craft is that 'reasonable' access is provided to the ship's life support and other vital systems. By that meaning in each section situated between bulkheads a sort of 'junction' box can be found to connect directly in for power, data and of course, life support.

Likely over-simplifying some bits and over-embellishing others but think everyone will get the gist of my notions which I hope are found helpful to their own campaigns.
 
A suitable enough choice of forum :) imo anyway.

All imtu...

I figure the "ship's locker(s) are a catch all for standard survival and emergency gear as well as basic repair tools and parts. I take it out of the bridge tonnage, at a rate of 2tons of "lockers" per 20tons of bridge, half actual locker, half immediate area access. Generally.

In addition I have your "rescue" compartment, survival shelter, whatever included in each stateroom. It's actually the fresher :) It seals tight against vacuum, is marginally armored, can hold 2 crowded, and contains the independent life support for the stateroom. There's also a local source of water and recycled food stuff. Naturally it's connected to the ship's computer but I'd not thought before to include a panic button/distress beacon, thanks for inspiring that bit of detail. But then again maybe I did always have it there since I include the required Rescue Ball to also be in the fresher and it has one. In an emergency you jump into the fresher and seal it. Then you have time to arrange the rescue ball if needed.

Anyway, that's my brief take on it.
 
IMTU each compartment of a ship (as defined by decks and bulkhead walls) has limited independant life support ... basically battery power and air reserves. Plus at frequent intervals there are wall-mounted fire cabinets: they contain a fire extinguisher, wall patches, and some rescue bubbles.
 
Scout Influenced Reliability

My take on the concept of a rescue locker is 'influenced' by what I interpret as the inferred "be prepared" motto of the Scout Service, more the individuals out at the edges of known space than other less self-reliant 'casual' spacefarers .

Of course merchant vessels would not often be designed or equipped to be as survival oriented or rough & ready as a Scout/ Courier ship but that's much like comparing a real world Mini Cooper to a military HMMV , different working environments calling for different purpose-specifically designed vehicles.

One other thing I have IMTU is the feature of an airlock also being capable of acting as a rescue locker if that's not being redundant. Perhaps my version of such is much more than a 'simple' set of parallel pressure rated hatches commonly found on most ships.

I see this concept to include features to combine the duties of an airlock, rescue locker and even limited lifeboat performance, in an emergency the entire assembly could be jettisoned if the situation were warranted. Mind such a bare bones 'module' would not be much more than an ejected spaceworthy compartment, think vac-rated 'safe room' and you have it.

Again take all of the above into the mindset of self-reliance and damage control taken a bit beyond the usual expectations of a typical vessel operating in established spacelanes.

And yes, I do carry a Leatherman tool as well as a Swiss Army knife on my person if anyone was curious. *smile*
 
Recue Lockers IMTU:
rescue balls, wall patches, on better ships, first aid kit.

Each SR has a pair of balls, 2 patches.
Each workplace (Bridge, Engineering, FDC, etc) has a ball for each workstation, plus 1 "quicksuit", plus a firstaid kit. Plus a chemical smoke stick (Liquid binary content) for finding leaks, a couple of patches, and a fire extinguiser (Halon and/or drychem). And a cable for "Connect and share" sound powered phone system for the bubbles. (Nothing worse than being alone for many people).
 
Recue Lockers IMTU:
rescue balls, wall patches, on better ships, first aid kit.

Each SR has a pair of balls, 2 patches.
Each workplace (Bridge, Engineering, FDC, etc) has a ball for each workstation, plus 1 "quicksuit", plus a firstaid kit. Plus a chemical smoke stick (Liquid binary content) for finding leaks, a couple of patches, and a fire extinguiser (Halon and/or drychem). And a cable for "Connect and share" sound powered phone system for the bubbles. (Nothing worse than being alone for many people).

And the door of the locker is a handy patch (at least IMTU)!
 
Resourcefull

And the door of the locker is a handy patch (at least IMTU)!

Very nice idea, might said door also be capable of being employed as a shield to provide limited protection from fire, radiation and electrical discharges.

Deflection of small arms-laser weapons fire would go without saying.
 
all my ship deckplans include one or more 3 dton damage control stations. these include .25dton air flask, .25dton water flask, .5dton life support module, .5dton battery, full ship control panel, and 1dton locker with vacc suits and damage control equipment including hull patches, mechanical and electronics repair kits, med kit, spare parts, etc. in small ships the station will have less water and air, a smaller locker, and no ship control station, just a minimal panel. I try to put one in every major ship space.
 
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First Protocol

all my ship deckplans include one or more 3 dton damage control stations.

I tend to design my starships and small craft with damage control being an unspoken but well observed and understood imperative. To survive is an undisputed given but to be prepared greatly increases one's chance of survival.
 
Recue Lockers IMTU:
rescue balls, wall patches, on better ships, first aid kit.

Each SR has a pair of balls, 2 patches.
...a fire extinguiser (Halon and/or drychem).
Halon. Dry chemical is corrosive, to electronics especially. Or CO2 would be good too.
And a cable for "Connect and share" sound powered phone system for the bubbles. (Nothing worse than being alone for many people).
Sound powered phones are a bit old fashion. :) How do you hook up the cables while inside the ball?

What would you have in the rescue ball? A small food pack, could be as little as a couple power bars. A small CO2 scrubber, O2 bottle. Some water. Why not include a calum light stick?
 
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Halon. Dry chemical is corrosive, to electronics especially. Or CO2 would be good too.
Sound powered phones are a bit old fashion. :) How do you hook up the cables while inside the ball?

What would you have in the rescue ball? A small food pack, could be as little as a couple power bars. A small CO2 scrubber, O2 bottle. Some water. Why not include a calum light stick?

Drychem is useful in certain areas where Halon isn't... very specialized applications. Halon, however, can not be used around live people who are not suited, while drychem can.

Sound powered phones are very reliable, and won't much affect internal LS. You connect as you get in. Or the guy with the Quicksuit on does it.

Inside the ball is the CO2 Scrubber, O2 source (not of need a bottle, possibly a catalytic reaction), and at least a urine recycler pouch and a Liter of water, and maybe some food bars, plus usually a mild depressant in a patch. For well equipped ships, a dose of fast drug.
 
Sounds like a hijacker's dream.
it could be. a physical key lock, an access code, minimal priority in the control panel heirarchy, and the fact that engineering always has ultimate control should be sufficient to avoid major problems.
 
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