auto-doc

My players are gung-ho compared to a lot of traveller games, most of them combat oriented in some form. Since several of them have already gotten close to severely wounded, what makes more sense, an auto-dco or a med bay? One of the players (the psi-cop believe it or not) is the medic, so he would be able to utilize a med bay. I do have a design for a 2 ton med bay (literally half of what's described in the rules... half the cost, half the size, only 1 bed) but until I look at the rules later this evening I'm not sure what is more cost effective and "deck plan / space" effective. Can you simply park an auto-doc in the corner of a cargo bay and "plug it in"?
My first impulse as a GM and a player is to have at least a small med bay in any "adventure" class ship.
Thoughts?
 
Jak Nazryth said:
My players are gung-ho compared to a lot of traveller games, most of them combat oriented in some form. Since several of them have already gotten close to severely wounded, what makes more sense, an auto-dco or a med bay? One of the players (the psi-cop believe it or not) is the medic, so he would be able to utilize a med bay. I do have a design for a 2 ton med bay (literally half of what's described in the rules... half the cost, half the size, only 1 bed) but until I look at the rules later this evening I'm not sure what is more cost effective and "deck plan / space" effective. Can you simply park an auto-doc in the corner of a cargo bay and "plug it in"?
My first impulse as a GM and a player is to have at least a small med bay in any "adventure" class ship.
Thoughts?

For small groups (think spec forces) the "doc" is likely to need his own services. So, barring a behind the lines "doc", an Autodoc is a safer bet. I built one into the new 100t Scout/Courier I designed for just that reason.
 
What DFW said.

Always, always, always have behind-the-lines medical support if your players are combat-oriented. There's no such thing as a non-combatant to a bullet.
 
Jak Nazryth said:
Can you simply park an auto-doc in the corner of a cargo bay and "plug it in"?
Provided the cargo bay is pressurized and has gravity, and the corner in
question is cleaner than usual and not in danger to be hit by any pieces of
cargo during an "incident", this should be possible. However, one could
just as well use some interior walls to make it a separate small room, si-
milar to the ones used for emergency low berths - about 1/2 dton should
be sufficient.
 
There is also a nice little article in this month's Freelance Traveller about Autodocs. A bit more info on maintaining them and what sort of medical oversight they need.

Hope that holps.
 
I agree with the need for military type campaings, but this is not a military/merc campaign. It is a very "traditional" campaign per the original ideas of Marc Miller (late 1800's tramp freighter on the rough edges of civilization where fights can be common).
The players do what they want chasing down plot hooks that catch their attention. There is one pure marine, two rouge/agent types, 1 medic/scientist turned psi-cop and a Noble on walk-about. They have mentioned several times that they could always hire somebody to fill a need on their eventual ship. (right now they are on a snatch and grab mission with a borrow old scout ship while their ship is being finished per their specs)
My campaign setting is mostly cannon but it has a mix of Babylon 5 flavoring. The only REAL difference is the use of Psionics in the Emperium. While psionics is still highly illegal and feared, the Emperium still operates a Psi-corp, government controlled psions used to hunt down rogue psions and hidden psionic institutes.
Anyway, they are finding out quickly that Traveller is far more deadly than D&D (no healing spells) and they are insisting in their new ship some kind of medical facility.
Small med bay or auto-doc. Maybe both? Sometimes two people will have major wounds and/or illness / infection...
Oh.. they all chose to use the "exploration" group skill set. Once they finish this first adventure and get their own ship, their idea is to head out and explore far flung areas outside the Emperium (not scientific exploration but more exploitation) so their ship needs amenities that will allow them to be as self sufficient as possible. I'm including a shop and library as well. Just need to settle on the med facility(s).
 
I like to go with both and install the autodoc in the medbay to handle diagnosis while the medbay provides an area for handling more than one patient as well as providing lab space for researching bio-related things the players may run into during their adventures (a la the movie Aliens).

It really all comes down to having the space on-board the ship for the hardware and the CrImps to pay for it.
 
All ships should have at least basic medical facilities - someplace to store basic medications and first aid supplies, if there is a bed, it would be a fold-out bed that is normally recessed into the wall to save space. Basically, a first-aid station.

If a bit more room is available, there should be a dedicated medbay. It may be small, having only one bed and room to work, but allows for better treatment than the first aid stations on ships. It also gives room for the ships "doctor" to perform "research on bio-related things the players may run into during their adventures", as SSWarlock said. If I did allow autodocs in my setting (I don't), they would be for treatment only - they can fix what is wrong with you, if what is wrong with you is known/stored in its database, but can't research new things.

But an autodoc is a good idea, especially if it is the doctor that needs medical help. A doctor can't perform life-saving surgery on himself while unconscious, and the rest of the crew probably doesn't know what to do. And they are small, they only take up half a displacement ton. Its like a largeish closet.

And just noticed you said they eed to be as self-sufficient as possible, as they will be exploring outide the Emperium. They'll be far from help if they need it, so they'll want an autodoc.

Personally, I would put in both - a 2 ton med bay, and a half-ton autodoc. Doesn't take up that much space, and allows one character to be treated in the autodoc while the ships medic treats the others in the med bay.
 
Jeraa said:
All ships should have at least basic medical facilities - someplace to store basic medications and first aid supplies, if there is a bed, it would be a fold-out bed that is normally recessed into the wall to save space. Basically, a first-aid station.

If a bit more room is available, there should be a dedicated medbay. It may be small, having only one bed and room to work, but allows for better treatment than the first aid stations on ships. It also gives room for the ships "doctor" to perform "research on bio-related things the players may run into during their adventures", as SSWarlock said. If I did allow autodocs in my setting (I don't), they would be for treatment only - they can fix what is wrong with you, if what is wrong with you is known/stored in its database, but can't research new things.

But an autodoc is a good idea, especially if it is the doctor that needs medical help. A doctor can't perform life-saving surgery on himself while unconscious, and the rest of the crew probably doesn't know what to do. And they are small, they only take up half a displacement ton. Its like a largeish closet.

And just noticed you said they eed to be as self-sufficient as possible, as they will be exploring outide the Emperium. They'll be far from help if they need it, so they'll want an autodoc.

Personally, I would put in both - a 2 ton med bay, and a half-ton autodoc. Doesn't take up that much space, and allows one character to be treated in the autodoc while the ships medic treats the others in the med bay.

GURPS Traveller addresses this very point. There are several sizes of Emergency Aid Stations from a simple cabinet with fold out beds to small exam rooms (not meant for major surgery-stitching up cuts, treating burns sure... but open heart surgery.. no way)
I agree with our assessment though. Small med bay with an auto-doc beside it.
 
they are finding out quickly that Traveller is far more deadly than D&D

...Yeah. That's an understatement.

The new ex-d&d player in a recent merc campaign was quite shocked at how effective his LAG was in an ambush the group set up - turning a combat-armoured Imperial Marine Officer* inside out with shot #1 - and not even with a particularly high effect that might equate to a D&D 'critical'.

The other players' response?

"Barratt. Skull. Go figure."




* Sorry! Ex-marine. Ex-marine. Who was a criminal or something. Obviously Drakenstein Security would never undertake operations against serving members of the Imperial Armed Forces...
 
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