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What's in Your Ships Locker?

Standard-Issue Ship's Locker of a Type-S Scout/Courier
4x TL11 Vacc Suits
4x Flak Jackets
4x Sets of Cold Weather Clothes
4x Autopistols
40x Autopistol Magazines
4x Assault Rifles
40x Assault Rifle Magazines
2x TL11 Laser Carbine
4x Additional Power Packs
1x TL11 Laser Welder
4x Blades
4x Machetes (treat as Swords)
2x Electronic Sights
4x Silencers
4x Combination Masks
16x Oxygen Tanks
4x TL7+ Long-Range Comms
4x Magnetic Compases
1x Inertial Locator
1x Radiation Counter
4x Sets of Binoculars
4x Electric Torches
1x Metalwork Toolset
1x Mechanical Toolset
1x Electronic Toolset
4x Medical Kits
4x Tarpaulins
2x 50m Plasteel Cable Coils
112x Man-Days of Canned Rations

[OOC: This is the standard ship's locker's contents in Type-S vessels received by PCs during chargen]
 
2-4601,

Nifty list!

I had a group of players whose 300dTon trader had an unused hardpoint they used for storage. (What, you say! PCs without as many weapons as they can scrounge?!? Yup!)

Anyway, they stuffed a rather ecletic selection of goodies in there. The ship's still, a pair of mountain bicycles, a collapsable canoe (which lived up to its billing), a weight bench for a player wanting to increase his STR, lawn chairs, a large round folding table with umbrella, and some other stuff I can't remember.


Have fun,
Bill
 
Originally posted by Bill Cameron:
I had a group of players whose 300dTon trader had an unused hardpoint they used for storage. (What, you say! PCs without as many weapons as they can scrounge?!? Yup!)
Very sensible, too. As a PC in a Type S, there has never been a space fight I was too proud to run away from. Arming that hardpoint just might give your crewmates funny ideas. If anyone's going to put weapons in my turret, they'll be the man-portable kind.
 
Bromgrev,

Amen brother!

For space battles, I always ran the Mayday - HG2 fusion found in the Mayday rules. It's basically Mayday movement and hexes with HG2 weapons and tables.

The idea of critical hits is something that makes any smart player sit up and take notice. That 400dTon corsair doesn't look so tough? Well that Factor-5 laser battery is going to land THREE crits on your sorry Marava every time it hits, skippy, and your ship's locker is only going to hold so much DC equipment.

Crits are one reason I came up with my flexible battery rules.


Have fun,
Bill
 
What's in Your Ships Locker?

Guns. Lots of guns. And grenades.

Sticky genades.
 
Excellent question and some great lists there.
In my locker I'd be absolutely sure to include:

Shotgun and ammo (shipboard defense, personal defense and decent for hunting small game),

several high quality sharp blades (mostly for mundane uses in a survival circumstance),

Best rope/cord I could buy

Some good survival literature (including diagrams on how to tie several knots - you can't ever learn too many)

Waterproof matches as well as flint and steel (heaven forbit I'd ever have to use those to make a fire...)

In addition to med kits (ubiquitous), extra broad-spectrum antibiotics and disinfectant soap
 
Flint and steel? How about a fusion powerpack and some steel wool? Much more effecient.
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I have to say, too, that I can't help but think of the CapitalOne commercials every time I read this thread. (Its the one with the barbarians saying "What's in your wallet?") Some of the responses on here seem inspired by this, as well....
 
Fusion powerpack...Efficient, yes. Unbreakable, no. Plus, you have plenty of room alongside the high-tech gadgets to put some simple items. When it comes down to it though, I can remember dozens of times when ropes/cords/simple items came in damn handy (there was that time in the Sword Worlds, one of those adventures that when you look back after ten or so years you say, "damn that was an excellent adventure")

And of course there's the survival kit from Marooned/Marooned Alone. Now that was like Christmas morning.
 
Well let's see, which ship's locker do you mean? Sipboard defense lockers, scattered around the ship. Exploration lockers, each set for a different sort of condition, such as vacumn, desert, mountain, etc.. Then there is the locker which acts as a ship's store for passengers and crew. Of course there is our wine storage unit, even our own beer making machinery. This doesn't include the main armory, the triple sized owners cabins and the various tons of gold scattered around the ship and yes, I have a hit location for each of them, modified from the one in the book.

There are the shipboard defense lockers with a small arsenal of weapons to defend the ship. Then there are two exploration lockers, each holding a specific type of material, atmospheric and vacumn.
 
How about keeping something really dangeous in the Ship's locker? Something that's always banging on the doors trying to get out, something that needs to be kept locked up all the time for the safety of the crew and passengers? Would you have something like that in your ship's locker?
 
In addition to the standard survival gear and armory, I tend to buy belter mining gear - ideal for those times when you need to stuff ice in your fuel tanks, and helpful for getting at that Ancient artifact buried within...
 
My favorite answer to this question was posted to the TML by Dean Jones back in 2000:


The contents of the ships locker for my S-class scout, circa 1121:

</font>
  • Several dozen feet of hairy string, in a ball</font>
  • The captains collection of (pirated) Dirk Salamander vid-chips</font>
  • A sock</font>
  • Cloth bag containing assorted snub pistol ammunition</font>
  • Box of 20 Emergency choclate bars (of the 'taste like chocolate-covered sawdust' variety from GT)</font>
  • A set of Ayloi</font>
  • Bumper sticker: 'Scouts do it on the Rim'</font>
  • Partially disassembled radio for an air/raft.</font>
  • A loose assortment of disks labeled 'Longbow data' then crossed out and relabelled 'Spare'</font>
  • 1 'I love the J-5 route' souvenir mug, cracked and with something awful growing in it.</font>
  • 1 medical kit, half-empty</font>
  • 1 well-thumbed copy of 'Rough Guide: Dark Nebula'</font>
  • Stack of computer core backups, in case the Jumpdrive plays up the computer core gets wiped again (don't ask!)</font>
  • Shoebox containing power conduit componants for turret laser</font>
  • Technical guide: The Suleiman Scout Mk. 1 IFF Transponder, restricted to licenced starport personnel. (photocopied sheets, stapled together at corner)</font>
  • A Pot Noodle, Chicken and Mushroom variety, best before date -4987 (approx)</font>
  • Toolbox, various tools, including radiation scanner with 1/4 charge in batteries.</font>
  • 5-pack of disposable razors, 3 remaining</font>
  • ID Card for 'Solsec Investigator Joachim Stone', smartchip containing DNA info and photograph missing</font>
  • 1 set of rubber fishing waders</font>
  • 1 TL6 gas mask, filter not present</font>
  • One dozen beeswax candles</font>
  • 1 Eidex Phrase book</font>
  • Crumpled letter from the publishers of 'Astronavigation Monthly' explaining the Captain's subscription has been cancelled due to lack of payment.</font>
  • 1 crowbar</font>
In addition to meeting standards for Imperial Statute 291; capable of conducting emergency repairs, repelling boarders and supporting passengers and crew in a crash or abandonment situation, MY ship is rated for exploration of hostile envirenments (the waders and gas mask) and EVA (the string stops you floating away
)
 
On a more serious note, I use an abstract system where the Locker can contain more or less anything at the Referee's discretion, based on an overall size and cost limit. The captain and crew can elect to ensure certain named contents are formally noted, especially if they think they may stretch the Referee's discretion when the time comes, but this will reduce available space/cost. If they run out of space, they can deliberately discard an item, but then the Referee knows that item is definitely NOT present. This makes for a flexible locker without placing too much burden on anyone to specify everything they will ever need in advance, whilst having limitations. Ships lockers are cleared and restocked during Annual Maintenance.
 
That sounds rather like the economic system for "D20 Modern" where items have a DC value to acquire, rather than a price...

"Hey, can I get an armoured Rolls Royce as my car?"
"Sure, just roll a DC50 check against your Wealth attribute!"

"Hey, is there a spare oscillation overthruster for the portside manuever drive in the spares locker?"
"I don't know, let's make a DC15 check against the locker's "Well Equipped" stat!"

I like the flexibility inherent in the idea..."
 
I was thinking the same thing. The wealth roll is about the only thing I liked about d20 Modern, it was a great way of keeping a campaign bogging down in accountancy.

Icosahedron, your system might be possibe to work into a roll in T20, based on the ship type and the general wealth level of the owners. Interesting bit of lateral thinking.
 
Originally posted by Icosahedron:
On a more serious note, I use an abstract system where the Locker can contain more or less anything at the Referee's discretion, based on an overall size and cost limit. The captain and crew can elect to ensure certain named contents are formally noted, especially if they think they may stretch the Referee's discretion when the time comes, but this will reduce available space/cost. If they run out of space, they can deliberately discard an item, but then the Referee knows that item is definitely NOT present. This makes for a flexible locker without placing too much burden on anyone to specify everything they will ever need in advance, whilst having limitations. Ships lockers are cleared and restocked during Annual Maintenance.
With this idea, the ref assigns a probability to any unspecified item and rolls to see (1) is it in the locker and, (2) does it work/is it loaded/etc.
 
Originally posted by Andy Fralix:
With this idea, the ref assigns a probability to any unspecified item and rolls to see (1) is it in the locker and, (2) does it work/is it loaded/etc. [/QB]
Or just tells the players to take a hike!
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