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Ship's Locker

All the little stuff it doesn't make sense to keep track of, but you could need. Vacc Suits, Atmosphere testers, shotguns, emergency patch kits, and some light tools.
 
Hey all, it's been a while.

Don't mind me asking, but what is in a ships locker?


Joseph
Pretty much anything you want.

Vacc suits, shotguns or other weapons, assorted other items such as first aid kits, communicators, duct tape, toolkits, torches, ropes, 10' poles etc.

You could go into detail and list out every item; in practice it's easier to just assume that anything that would make sense to be there is available and perhaps establish some limits along the lines of 'No, it is not normal for the ships locker to contain a tac missile launcher.'
 
Thanks, guys, it's the catch-all that makes sense all place on a ship. Okay.

As I see that there is a forum for this :rolleyes: aptly called, "Ship's Locker". I could have read that or posted there. :coffeesip:
 
Well, I did this one up for my TU. Got adopted by a group in Spain, which was interesting.

Cr7000 x #1 GP vacc suit per crewman: suit, gloves, boots and standard helmet
Cr3000 x #1 Portable Life Support System per vacc suit
Cr20 x #1 Magnetic grips per vacc suit
Cr2 x #1 Vacc suit patch kit, 5 patches, on suit belt
Cr15,250 x 31 Body pressure suit with vacuum-belt and 1 air charge for 1 passenger-space crewman (steward or medic) per shift
Cr150 x #2 Ship's Personal Rescue Enclosures* (Rescue Ball) per stateroom, plus 1 per occupant in lounge areas, plus 1 per occupant not provided a body pressure suit or vacc suit on the bridge and in engineering spaces.
Cr150 x #1 Snub revolver per bridge/engineering crewman, stored in gun locker at bridge/engineering duty station, plus 1 Snub revolver per other crewman stored in gun locker in Ship's Locker.
Cr200 x #1 box 50 tranq & 10 gas rounds, 1 box 60 HESC rounds per revolver stored with the revolver in the gun locker
Cr? x #1 spacecraft-rated portable fire extinguisher classed for combustible solids, combustible fluids, and electrical fires, clearly identified, will be wall-mounted: 1) on both sides of bulkhead exits, or on the interior side where the exit leads to the ship exterior or to an airlock; 2) beside an interior exit to a lift; 3) on the interior wall above and below a hatch; 4) on an interior bulkhead wall adjacent to each vertical cargo bay door, and on a interior bulkhead wall or utility column adjacent to each horizontal cargo bay door; and 5) in interior hallways at 25 meter intervals from the nearest extinguisher. One additional extinguisher will be wall-mounted: 1) in common/lounge or other public areas, per 135 square meters (30 dTon) of floor space; 2) on the ship's bridge per 135 square meters (30 dTon) of crew space; 3) in each laundry room per 45 square meters (10 dTon) of floor space; and 4) in the ship's engine room per 22.5 square meters (5 dTon) of crew space. One spacecraft-rated portable fire extinguisher classed for kitchen grease fires will be kept in each kitchen/galley space per 45 square meters (10 dTon) of floor space.
Cr20001 Electronic Tool Set, stored in engineering section
Cr10001 Mechanical Tool Set, stored in engineering section
Cr15001 Metalwork Tool Set, stored in engineering section
Cr10001 Medical kit, stored in sickbay
Cr200 x #1 dose of Fast drug per occupant, stored in sickbay Medical Kit
Cr1001 Tranq spray, stored in sickbay Medical Kit, using a dose-controlled nonlethal agent
Cr1000 x #1 Emergency air lock in each section
Cr150 x #Wall patches in each section
Cr?15 liters bottled water per occupant, 15 day supply, to be used in event of failure or contamination of water system.
Cr300 x #15-day supply of canned or preserved ready to eat foods, to be used in event of power failure or other failure of the ship's galley.
Cr300 x #1 Survival Kit per occupant, to be stored in lockers on boats, air/rafts or other carried vehicles to the rated capacity of the craft/vehicle if a craft/vehicle is carried, excess to be stored in the ship's locker
Cr250 x #Oxygen candles sufficient to maintain all occupants for a minimum of 15 days when used in designated refuges
Cr50 x #CO2 scrubbers sufficient to maintain all occupants for a minimum of 15 days when used in designated refuges
Cr19351 Atmospheric Reentry Kit (JTAS11) per crewman
The ship's locker shall include at minimum:
1Ship's Personal Rescue Enclosure (SPRE): are standard Rescue Balls with the following modifications: an umbilical port and detachable umbilicus connected to the ship's life support (to provide fresh air flow in event of an extended stay in the SPRE), and a 1-liter "airlock" pocket with zip closures built into the SPRE (to allow items to be passed from outside to the occupant inside with minimal loss of air. When not activated, the SPRE is stored in a wall-mounted box that pops away as the unit is activated and inflates. The unit is automatically activated by a significant drop in pressure.

2TL7 Oxygen candle: a 6 liter, 10 kg. chemical O2 generator designed to release 2600 liters of oxygen over 1 hour, sufficient to raise the O2 level in a 3 meter by 4.5 meter room by 10%, providing oxygen for 20 people for 6 hours. O2 candles should be used by trained crew and only at the recommended intervals since overuse by inexperienced individuals can lead to oxygen toxicity injury or extreme fire hazard. 60 units (0.36 kiloliters) are required per 20 occupants or fraction thereof, sufficient for 15 days. (Note: under normal circumstances, O2 levels for 20 persons in a 3 meter by 4.5 meter room would reach dangerous levels - i .e. unconsciousness - in 6 to 8 hours.)

3TL7 CO2 scrubber: A 30cm by 30 cm by 18 cm (16 liter) self-powered chemical CO2 removal unit containing 7.5 liters of soda lime and a battery powered fan. The unit will run for 24 hours once started and can be stopped and restarted. The unit is rated to keep a 3 meter by 4.5 meter room occupied by 20 people free from excess CO2 for up to 3 hours. (Consumption rate drops gradually, requiring an additional unit to be activated at about 4 hour intervals to maintain levels below 2%). 125 units (2 kiloliters) are required per 20 occupants or fraction thereof, sufficient for 15 days. (Note: under normal circumstances, CO2 levels for 20 persons in a 3 meter by 4.5 meter room would reach dangerous levels - i .e. unconsciousness - in 4 to 5 hours.)
http://ch.minearc.com.au/files/minearc/uploads/2012 CASPA (web)_2.pdf

The ship will maintain one crewman on the bridge and one crewman in engineering in vacc suit at all times; the vacc suit may be worn without gloves, helm or PLSS, but those items will be kept within reach of the crewman. The requirement may also be met by crewman wearing a body pressure suit. In either case, the suit will be equipped to take air from the ship's environmental systems via a detachable umbilical, and sufficient umbilicals will be available on the bridge and in engineering to serve all on-duty personnel. Exception: when there are not sufficient crew for a full three watches on bridge and engineering, the ship may keep one crewman in vacc suit on in either the bridge or engineering.

The ship will maintain one crewman in the passenger section in a body pressure suit at all times; the suit may be worn without gloves or helm, but those items will be kept on the crewman's person. When there are not sufficient crew for a full three watches in the passenger section, one off-duty awake crewman will be required to be in a body pressure suit.

In addition, the ship will have:
  • Internally illuminated exit signs powered from ship's standard and emergency power but with independent battery backup, posted over each bulkhead exit.
  • Emergency flood lights adjacent to the emergency exit signs, set to illuminate the room adjacent to the bulkhead exit, powered from ship's emergency power, activating on failure of ship's standard power.
  • Emergency illumination LED strips along the bottom edge of each wall, powered from ship's emergency power but with independent battery back-up, activating on failure of ship's standard power, providing sufficient emergency light to illuminate the corridor for passage. Strips will be configured to display arrows pointing to the nearest exit.
  • Atmosphere testers, powered from ship's standard and emergency power but with independent battery backup, wall-mounted near the bulkhead exit with a repeater display on the other side of the bulkhead, in each major compartment. A built-in sonic alarm, visible strobe and recorded voice warning will trigger in the event of atmospheric hazard including excess CO2, excess or drop in O2 levels beyond safe range (18% - 24% at 1 atmosphere), presence of smoke indicating fire, presence of other noxious chemical, or drop in atmospheric pressure of 15% or greater.
  • Heat-activated halon gas fire extinguisher systems.
  • Failsafe mechanical pressure indicators at each bulkhead exit, to indicate the presence or absence of pressure on the other side in event of failure of the atmosphere testing unit.
  • Iris hatches with access to ship's main and emergency power, and with independent battery backup, designed so that they will close automatically on trigger of a safety alarm by the atmosphere tester or by activation of the halon fire control system, and so that they will not open when there is a pressure differential greater than 0.5 atmospheres on the opposite side. Where manual hatches are used in place of iris hatches, they will be equipped with default mechanical spring closures; they may be equipped with an electromagnetic device to remain open during normal use, but the electromagnetic device will be designed to deactivate in the event of the atmosphere tester triggers a safety alarm, the fire control system is activated, or the ship's main power fails.
  • Emergency air masks in prominently marked boxes in each stateroom, corridor, and sufficient for all occupants of the lounge or other occupied room, with a 5-minute air charge cylinder, in event of activation of the halon system.

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=33009
 
Others suggested more tranq spray, more water. More water couldn't hurt. Also some disagreement on how a rescue ball deploys, so you might want to look at that. Someone suggested some sort of chemical toilet be available. Also suggested was stuff like a damage control locker with whatever specialized tools would be needed for short term damage control - plates and welding equipment for patching holes in the hull, emergency power cabling, jacks, absorbent material for chemical spills (cat litter!), "fan blower and trunks". (I think trunks are the big hose-things that carry away the smoke.) You might need something to cut through damaged bulkheads and cut open jammed portals.

I also made provisions for emergency power, but that's a different subject.

Basically these are mostly the emergency supplies that a player or gamemaster without experience with that kind of stuff won't think of. Also things like the kinds of tools you'd expect to carry in a ship for people moving through space dependant for a week or more on electronics and machinery to stay alive with the potential for no aid to be at hand when something breaks. Note that it isn't all necessarily in the same place: there's stuff you'd want the passengers to be able to get at if something disabled the crew and stuff like weapons that most certainly deserve a secure locker in a crew-only space. The weapons are a kind of a taste thing: I made them a requirement because a lot of the game modules feature a ship's locker with basic weapons the players can access, and it provides that feel.
 
Alternatively, it could be a Ship's Maker, general purpose, that will make up whatever you need quickly, items have to be relatively simple ship supply items, and you set an upper limit of value/volume of items it can make AND how much raw material it can be stocked with.

So a typical 1-ton ship's locker, say it has a limit of making 1 cubic meter of stuff, upper end is pressure suit with no armor at Cr3000 each, takes double cost material to make an item, and is initially stocked at .5% of the value of the ship which say 40MCr, would be 200,000Cr with a capacity of 100,000 Cr equipment possible.

Then more expensive items like full vacc suits would be bought and racked as per normal.
 
Thanks, guys, it's the catch-all that makes sense all place on a ship. Okay.

As I see that there is a forum for this :rolleyes: aptly called, "Ship's Locker". I could have read that or posted there. :coffeesip:
In various of my universes I had an outfit called A Bertram, ship's outfitters that sold stuff for ships - i.e. the sort of things that might go in a ship's locker. This was a chain that had outlets at most starports down to Class C. At its most abstract we just had a per-jump cost for ship's locker replenishment and assumed anything you might put in a ship's locker could be purchased there.

Needless to say, A Bertram did not normally stock PGMP's or tac missile launchers.
 
It could also be like a hotel room mini bar: some starport chandler stocks it and you only get charged when you take something out of it.
 
In various of my universes I had an outfit called A Bertram, ship's outfitters that sold stuff for ships - i.e. the sort of things that might go in a ship's locker.

So... A. Bertram, Chandlers.

Very nice.

Found a photo and fiddled with it:
22046156_10155222999193318_6849304099077975117_n.jpg
 
So... A. Bertram, Chandlers.

Very nice.
[ . . . ]
Something like that. Of course, if you come recommended, the local A. Bertram franchisee might just know someone who can hook you up with items of a more restricted nature ...
 
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Alternatively, it could be a Ship's Maker, general purpose, that will make up whatever you need quickly, items have to be relatively simple ship supply items, and you set an upper limit of value/volume of items it can make AND how much raw material it can be stocked with.

So a typical 1-ton ship's locker, say it has a limit of making 1 cubic meter of stuff, upper end is pressure suit with no armor at Cr3000 each, takes double cost material to make an item, and is initially stocked at .5% of the value of the ship which say 40MCr, would be 200,000Cr with a capacity of 100,000 Cr equipment possible.

Then more expensive items like full vacc suits would be bought and racked as per normal.

So you are being boarded...Well gotta make a gun...15 minutes later as you are being taken prisoner, the maker finishes the gun...not so ideal.:coffeesip:
 
So you are being boarded...Well gotta make a gun...15 minutes later as you are being taken prisoner, the maker finishes the gun...not so ideal.:coffeesip:

If you can't buy 1000 seconds in CT drift/maneuver, you deserve to go down.

Besides, the maker is there for when you lost your gun and the next Guns'r'Us station shop is 2 parsecs away. Presumably, most adventurers would feel naked without small arms, so they won't be waiting until the last 15 minutes to make 'em.
 
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