A Sample Starting Ship's Locker

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.
 
ShawnDriscoll said:
Vacc suit
Sword
Rope

That's a little bit... sparse.... :lol:
I'm just operating from the lists in previous editions. It's not unreasonable to have the tools necessary to work on your ship, after all. Beyond that, there are only 4 decent EVA quality vacc suits aboard [one per crewman], the firearms are limited to shipboard weaponry, and one of the NPC's has Medical 2 [roughly an RN] so she'll have seen to it the medical supplies are slightly above regulatory requirements.
 
Condottiere said:
Sword, cutlass, or other large blade weapon might be a question of preference, cultural or personal.

Sword, cutlass, saber, katana, whatever. Call it what you want, they're all roughly 3 feet /1 meter of steel with a handle on it that does 3D damage.
Traveller is not ADnD. There is no need for glaive-guisarme-forks or some other bizarre left-handed pandy bat with special stats.
[A 'left handed pandy bat' is an old SCA term for a weapons with so many silly points, edges, and other striking surfaces that it is patently more dangerous to the wielder than any opponent]
 
Someone one more pragmatic might replace the cutlasses with machetes.

The Confederation Navy appears to prefer something more thrusting than edgy, either because they like being contrarians, or they prefer something more armour piercing.
 
Thrusting weapons are probably more practical in a boarding context. Never mind the armor piercing aspect; the fact that you're liable to end up fighting in narrow corridors and amidst various equipment/crates/obstacles is enough of reason.
 
e241b58637a46e5e4823c69bd39560dd3ea6f75d.gifv
 
Except, Condo, Traveller ships don't have anything like the wasted space that Star Wars ships have. The only space in a Traveller ship large enough for the fight you just showed is the cargo bay and only if that's unloaded.
While Traveller vessels aren't packed quite as tight as a current wet navy ship, with knee-knockers and pipes everywhere, they're also not the hotel atriums in space that Star Trek /Wars ships are. A typical ship corridor in Traveller is more like Firefly or the Expanse... Only 5 feet wide, relatively clear of fixed obstructions, but with ladders, door frames, equipment lockers.
 
I’ve always had a little problem which Ship’s Lockers in Traveller it seems like a cheat. You literally are expected to allow your PCs free gear and weapons that are part of this vague “Ship’s Locker”. I would be more inclined to make my PC acquire any gear beyond emergency vacc suits and emergency survival tents.
 
I’ve always had a little problem which Ship’s Lockers in Traveller it seems like a cheat. You literally are expected to allow your PCs free gear and weapons that are part of this vague “Ship’s Locker”. I would be more inclined to make my PC acquire any gear beyond emergency vacc suits and emergency survival tents.
p. 10 of the CSC '23 update - I put in a suggestion for those who want the extra detail and recordkeeping to make the Ship's locker hold 1/1000 the value of the ship in stuff, which can then be specified in advance.

However, a used ship might have all sorts of odd items in there. Hmm, maybe a short JTAS article for the future : a D66 table of "Things tucked away on a shelf in the Ship's Locker." Beware the expired ration bars...
 
It might be sparse, but it's basically the default Ship's locker first presented in CT, with a few extras.

SHIP'S LOCKER
eight vacc suits, each with oxygentanks for eight hours and
medium range commo gear.
four shotguns, each with ten loadedmagazines (100 rounds).
two automatic pistols, each withten loaded magazines (150 rds).
four cutlasses, each with abelt scabbard.
one long range communicator

Double Adventure 1 and Adventure 3 both have the same list, and default to the Empress Nicholle far trader as a ship for the players. I *think* those are jointly the earliest listings; Adventures 1 and 2 don't assume a ship for the players and don't have a Ship's Locker manifest.
 
1. I haven't thought about the ship['s locker, for a while.

2. How much volume does it have?

3. Most importantly, can you monetize the items inside, and realize their value?

4. Standard assortment would include weapons sufficient for deterrence, but no actual threat to law enforcement.

5. Shotguns, being obvious.

6. Semi automatic pistols.

7. And I'll go along with cutlass, but tend to think, more machete.

8. What you want is something that will drop a brown bear.

9. At a decent distance.
 
From memory, CT deckplans allocated one or two squares to it. Although cutlasses were often on wall brackets.

And the vacc suits might be in their own area near the airlocks.

A 1.5m x 1.5m x deck height lockable cupboard sounds practical for a glorified gun safe and junk closet.
 
I have no problem with a ship coming with weapons if you’re getting outfitted like in pirates of Drinax. But if my players muster out with a civilian ship or a scout the locker is only going to have Vacc Suits and comm gear any weapons they want are going to have to be paid for. Shoot mongoose doesn’t even install Hard Points in half their civilian ships they’re going to hand out free guns? Now I do encourage my players to load out the locker with some extra gear and weapons I even let each player pitch in a extra 2000 about the 10000 beginning gear limit for the ships locker, though I do require my approval
 
Mongoose are basically just following Classic Traveller standards and traditions. Maximum hard points were not always installed.

A few grand's worth of basic weapons and gear in a locker on a ship that's been operating for decades isn't a big thing. I expect there's office stationery and cleaning equipment too.
 
Back
Top