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Standard Ship's Locker

kafka47

SOC-14 5K
Marquis
In France, one is required to have a whole host of things in their car, in case of emergency. I could see the Imperium doing the same thing to save money. What would be the standard Ship's Locker contents?

Escape Ball for each stateroom inhabitant
Dried Rations x 14 days
Planetary Range Distress Beacon
Mirror
Water purification pump (converts body fluids into portable water)
Vacc Suit for each stateroom inhabitant
Rope
Pressure Tent

...and what else? I would think the Imperium would not want encourage weapons but, of course, that is something the players would want...
 
Best place for help of this kind are almost any of the FASA adventures (like Rescue on Galatea or Fate of the Sky Raiders) where the author gave you an itemized listing of the locker. Even if you don't like it, you can use it a base and expand/edit it.

They also gave adventuring parties a decent list of equipment required and usually allowed changes or substitutions.

When you get to really large ships, you start getting in trouble, unless you don't mind itemizing that sort of thing.
 
I've posted this before but from memory...

Standard (civilian) Ship's Locker(s) must contain and is included in initial (new) state:

One standard vacc suit and plss per standard crewperson.

One hard suit and extended plss with mmu per engineer (in addition to standard vacc suit). Typically this is an oversuit and backpack worn to supplement the Engineer(s) standard suit(s).

One full medical kit per locker.

One full tool kit (mech, elec, etc.) specific to the ship type per locker.

One full repair/maintenance kit (10 attempts at temporary repair or 10 units of monthly maintenance) specific to the ship type (replaced each annual maintenance, or as needed at additional cost).

Emergency equipment such as fire fighting and rescue gear, incl one Breaching Charge and Portable Airlock per locker.

One survival kit per two crewpersons (contains misc survival gear incl a small pressure tent, environment suits and masks, filter/distillation canteen, short rations, small med kit, pistol/carbine, emergency becon comm, etc).

...think that's about it but I may be forgetting something.

Rescue Balls are included one per stateroom (and in the staterooms) imtu.
 
What would be the standard Ship's Locker contents?

CT canon states that the snub pistol is the "standard shipboard weapon"; I've always interpreted that to mean there would be one per ship's officer stored away in the Ship's Locker to deal with hijackers, unruly passengers, stowaways, drunk & disorderly ship's crew, etc.; the usual assortment of tranq, gas, possibly HE (probably not HEAP) ammo being present, as well. Also, a couple of machetes (treat as Cutlass -2 for damage). Probably, there would be pharmaceuticals for dealing with radiation exposure as well as for treating jump and cold sleep sickness (for ships with low berths).
 
While I can understand the survival gear and weaponry being stowed in the ship's locker, I would think that items such as vacc suits, repair kits, rescue balls, and spare O2 would be disperse throughout the ship (like the DC lockers onboard Navy ships) so that the crew could immediately tackle damage without having to report to the locker (commonly located near the bridge)

Passengers would be restricted to their cabins for any emergency and emergency vacc suits/rescue balls would be in the cabins with them. This policy would change if the ship was equipped with some sort of launchable lifeboat.
 
Agreed.

Other items stowed in the Ship's Locker might include combustibles and controlled substances such as liquor or recreational drugs.
 
I suspose It would really depend on the size and layout of the ship, If for instance you were on a 200 dton ship you really don't have to go all that far to get to anywhere on the ship, but a 2000 dTon ship would be a diffent situation.
I would guess the requirement for survival gear would be based on space accessible by the passengers. I would think the requiremant would be something like x number of suits per passenger spaced no more x number of feet.
Probably also x number of lifeboat seats per passenger, and life boats must be no more than a certain distance spaced out. maybe also a central room, the galley? that could be made airtight.
For the smaller ship have the locker open automaticly in certain situation, and an inner locker that crew on could access.
A good design in my opinion might be to have a launch of some sort that also served as a galley and common area, this way if you ever had to abandon ship you could take you fresher, galley and stores with you, and leave the jump drive, feul tankage, ect behind. Maybe have 2 or 3 airlocks that could close off.
 
Agreed.

Other items stowed in the Ship's Locker might include combustibles and controlled substances such as liquor or recreational drugs.

most ships are likely to have safes or some sort of lockable storage, especially if you carry medicinal drugs for your medbay unless it has a separate one.

guns for the crew are likely to be in a locker or gun-safe.

a ship might also need to carry X amount of credits to conduct business (probably in the 1000s) as just buying fuel can be expensive for a 200-ton ship. those are going to need to be locked away and accounted for like the
weapons and drugs.
 
Typically, IMTU, a ship's safe will contain at least enough cash for a full load of fuel and the next payment.

The Locker will contain auto-snubs for the bridge crew, sufficient air tanks for the bridge crew to rescue non-bridge crew, and over-suits for the bridge crew.
 
IMTU Our ship, a 150dton Extended Scout had one Ships Locker containing most all of our Weapons and Vacc Suits plus PLSS units and extra tools. Each character has a secondary weapon in his or her cabin as well .

From looking at the last posts it seems like things would and should be spread out a bit. An Engineering Locker would be located in Engineering , containing all the tools and spare parts needed to repair drives/power plant etc, Medical Locker containing drugs, (alcohol) etc.. Ships company would wear Vacc Suits during Gas Giant refuling, Combat or jumps into hazardous territioy, Otherwise they would be stored in Staterooms with backups in the Primary ships locker.

For civilian liners rescue balls would be in each stateroom. I remember seeing in one of Dream Pod 9's Jovian Chronicles books a nice emergency Vacc Suit that fit into a case about the size of a large suitcase. Would be a nice idea for any ship.

Love the other ideas though,
 
For survival gear, I've always started with the Marooned survival kit and elaborated on it to include things for 'group survival' like power plants, 'vaporators and so on.

A lot of what's in a Ship's Locker will depend apon what business the ship is on. A Detached Scout will have exploration gear, probably scout issue. A Free Trader will have equipment designed to work off rough landing pads, frontier repairs and so on but probably with little emphasis on exploration. For sumptious Ship's Lockers, look no further than the Yacht!

For weapons I always use the '1x Snub Revolver, 1x Shotgun/Carbine and 1x Cutlass for each crewmember' rule myself. Explosive rounds are restricted but avidly sought, and I've included explosive shotgun rounds on my site. I usually add one rifle with scope for hunting purposes in the survival kit; a 7mm one in MegaTraveller. I don't include any support weapons because they're usually illegal and can't compare with the ship weaponry anyway.
 
For survival gear, I've always started with the Marooned survival kit and elaborated on it to include things for 'group survival' like power plants, 'vaporators and so on.

A lot of what's in a Ship's Locker will depend apon what business the ship is on. A Detached Scout will have exploration gear, probably scout issue. A Free Trader will have equipment designed to work off rough landing pads, frontier repairs and so on but probably with little emphasis on exploration. For sumptious Ship's Lockers, look no further than the Yacht!

The survival kit in Marooned/Marooned Alone is a great example. I like the idea of an ablative re-entry package being included, too, especially on small craft, where rescue balls consume too much volume.

On all the detached Scout/Couriers I've been on, the only gear I've ever found was left behind by the cleaning crew; it might be suitable for exploring the fresher...
:D
 
As a GM, I tend to avoid standard survival kits/ships lockers to avoid the rule lawyering "Back in 1987 you said the locker had xxx so we should have one now."
Lockers are nebulous quantities that contain what I say they contain, when I'm asked. :devil:
The authorities may make recommendations - and we all know what 'should' be in there (see your examples above) - but the actual contents depend on what the captain decides (or can afford) to include, and what he's forgotten or omitted to replace.
 
I generally let my PCs realise that having a ship is a big exercise, with serious book keeping commitments. Even a paid-up, wholly owned vessel will still mean serious tracking of funds etc.

I also let them have the standard 'buy-stuff' approach from the various kit lists, either Traveller or 2300ad, Cyberpunk or other sci-fi rules system. The restriction being 'it would have to be something that the ship requires, and you would not normall buy yourself'. This gives them some useful stuff that's big and unwieldy, but this item becomes part of the ship. It is not for putting in personal spaces, and must be checked out of the main computer manifest. It is checked by customs inspectors. It has to be onsold with the ship. It cannot exceed the ship's TL. Finally, I the GM have the final say as to whether it is in or out. I find that PCs with firm cround rules work well within their limits, but I and my players are crusty old guys and we call a spade a rules lawyer and don't tolerate it. I well remember back to having 'trouble players'!

Finally, when I play in my other and very non-canonical gothic campaign owning a jumpship is not well thought of. Usually the nobility have the monopoly on jumpships, everyone else tends to have dropships and are carried interstellar by noble tenders. A jump-tug is often hireable, but rarely purchaseable. (This means they have to stay and explore that system!) so PCs generally have a lot of time in-system. The ship's locker gets a bit of a work out.
 
Well, Icosa, there are the things that are supposed to be there, and there are the things that are there. Of course, when you have your annual inspection/overhaul, they better be there, or you better have a bribe ready for the inspector....
 
Well, Icosa, there are the things that are supposed to be there, and there are the things that are there. Of course, when you have your annual inspection/overhaul, they better be there, or you better have a bribe ready for the inspector....

"what's the target system's Law Level ?"

"forget it, we're not going near that place until we get more credits."
 
The Extra Special Ship's Locker Item.

Frankly, I if I have my druthers we have one or up to three things in our ship's locker:
(:nonono:"...it only looks like a stateroom, sir, as you can plainly see on the ship diagram we gave you upon entry, this is the ship's locker.":D)

One High Social C+ Noble.

One High Ranking Imperial Naval Officer with Preference to INI, must be at least CMDR.

One Wiley Scout, with some Scout Supplemental Skills.

That ought to handle just about anything, but then that's just my opinion. :p
 
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