ottarrus
Emperor Mongoose
For my Starter Set campaign, the players are starting with a Type A2 Far Trader named the Windfall.
One of my players is well-read into Traveller, but hasn't played it much. The other is brand new to the system. This is what I've equipped them with as a basic, bare-bones, regulations-compliant ship's locker.
Note that not all this gear is one space. Stowage locations are noted.
Note that one player mustered out with an Air/Raft, which is not included in a Type A2 otherwise.
[snip]
Ship’s Locker
The following items are included in the ship’s locker. I intend this to be a very basic inventory of the minimum gear necessary to safely run your ship under regulations. Anything extra included in the locker is done at your expense.
Protective Gear
4 x Vacc Suit TL 8 [a very basic working vacuum suit, PLSS 6 hours duration]
4 x Thrust Pistol [for movement in zero-G without hand holds]
10 x Emergency ‘Skin Suit’ [an emergency only disposable vacc suit, PLSS 4-8 hours depending on conditions, 1 per cabin]
10 x Rescue Ball [a 2 m. diameter vacuum proof ball for those unable to use a vacc suit; 24-hour duration; 1 per cabin]
4 x Combination Filter /Respirator Masks
Weapons
4x Cutlasses
4 x Combat Shotgun; 200 rounds each of buckshot and slug ammo total
4 x Combat Snub Pistol [a very simple zero-G pistol]; 200 rounds ball, 50 rounds tranq
Tools
Note: Tool kits are stowed in the Engineering spaces in racks and bins. The listed items are as if all tools were gathered up into a satchel.
Starship Engineering Tool Kit TL 12
Electronic Tool Kit TL 12
Mechanical Tool Kit TL 12
Damage Control Tools TL 12 [hull patches, disposable cutting torches, etc.; at several points around the ship]
Medical
1 x Medical Kit TL 12 [able to treat most sophonts with emergency needs to physician level of care – does not replace a dedicated medical facility]
5 x First Aid Kit TL 10 [simple ABC treatment with instructions; on Bridge, Engineering, Crew Lounge, Passenger Lounge, Air/Raft]
Note that the Low Berths [Windfall has 6] may act as emergency cryoberths for patients too traumatized to treat. This does not ‘freeze’ the patient. It just slows their metabolism drastically. Therefore, the ABC’s [airway, breathing, circulation/cardio] must be attended to before the patient is ‘berthed.
Should a patient require medical care beyond the competency of the crew to treat, it’s perfectly legal to attempt to save their life by putting them in low berth. Should a paying low berth passenger need to be awakened in such an instance, the remainder of the trip is at no cost to either passenger [patient or low berth’er]. However, it’s completely within the rights of the captain to request that the low berth passenger help with maintenance tasks, if skilled.
One of my players is well-read into Traveller, but hasn't played it much. The other is brand new to the system. This is what I've equipped them with as a basic, bare-bones, regulations-compliant ship's locker.
Note that not all this gear is one space. Stowage locations are noted.
Note that one player mustered out with an Air/Raft, which is not included in a Type A2 otherwise.
[snip]
Ship’s Locker
The following items are included in the ship’s locker. I intend this to be a very basic inventory of the minimum gear necessary to safely run your ship under regulations. Anything extra included in the locker is done at your expense.
Protective Gear
4 x Vacc Suit TL 8 [a very basic working vacuum suit, PLSS 6 hours duration]
4 x Thrust Pistol [for movement in zero-G without hand holds]
10 x Emergency ‘Skin Suit’ [an emergency only disposable vacc suit, PLSS 4-8 hours depending on conditions, 1 per cabin]
10 x Rescue Ball [a 2 m. diameter vacuum proof ball for those unable to use a vacc suit; 24-hour duration; 1 per cabin]
4 x Combination Filter /Respirator Masks
Weapons
4x Cutlasses
4 x Combat Shotgun; 200 rounds each of buckshot and slug ammo total
4 x Combat Snub Pistol [a very simple zero-G pistol]; 200 rounds ball, 50 rounds tranq
Tools
Note: Tool kits are stowed in the Engineering spaces in racks and bins. The listed items are as if all tools were gathered up into a satchel.
Starship Engineering Tool Kit TL 12
Electronic Tool Kit TL 12
Mechanical Tool Kit TL 12
Damage Control Tools TL 12 [hull patches, disposable cutting torches, etc.; at several points around the ship]
Medical
1 x Medical Kit TL 12 [able to treat most sophonts with emergency needs to physician level of care – does not replace a dedicated medical facility]
5 x First Aid Kit TL 10 [simple ABC treatment with instructions; on Bridge, Engineering, Crew Lounge, Passenger Lounge, Air/Raft]
Note that the Low Berths [Windfall has 6] may act as emergency cryoberths for patients too traumatized to treat. This does not ‘freeze’ the patient. It just slows their metabolism drastically. Therefore, the ABC’s [airway, breathing, circulation/cardio] must be attended to before the patient is ‘berthed.
Should a patient require medical care beyond the competency of the crew to treat, it’s perfectly legal to attempt to save their life by putting them in low berth. Should a paying low berth passenger need to be awakened in such an instance, the remainder of the trip is at no cost to either passenger [patient or low berth’er]. However, it’s completely within the rights of the captain to request that the low berth passenger help with maintenance tasks, if skilled.