Ship Equipment

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Ship Equipment is a generic term describing structures, devices, fittings, and equipment associated with spaceships, starships, big craft, smallcraft, and other vessels.

Description (Specifications)[edit]

Ship Equipment has been divided into a number of sections to facilitate ease of use:

1. Intrinsic Items (Hull & Structure)[edit]

Interior Details: The specific interior fittings for ships are fairly standardized, and are shown on the deck plan symbols chart and on many of the individual ship plans as well:[1]

  1. Airlock
  2. Bulkhead Wall AKA Bulkhead
  3. Cargo Hold
    1. Capture Tank
    2. Cargo Container
    3. Modular Cargo Container
    4. Collapsible Fuel Tank
  4. Fuel Scoop
  5. Hardpoint AKA Ship's Hardpoint
  6. Hatchway
  7. Hull
  8. Interior Wall
  9. Iris Valve
  10. Landing Gear
  11. Lift Shaft AKA Elevator Shaft
  12. Maintenance Hatch
  13. Manual Hatch
  14. Refrigerated Hold
  15. Secret Cargo Hold
  16. Ship Environmental Control (Ship Life Support)
  17. Sliding Door
  18. Standard Door
  19. Viewport

2. Machinery (Power & Propulsion)[edit]

  1. Acceleration Compensator
  2. Acceleration Couch
  3. Alternative FTL Drive
  4. Drive
  5. Drop Tank
  6. Engineering Compartment AKA Engine Room
  7. Fuel Treatment Plant
  8. Fuel Tank
  9. Hull Grid (Jump Grid)
  10. Jump Drive
    1. Lanthanum
    2. Zuchai Crystal
  11. Jump Governor
  12. Maneuver Drive
  13. Power Plant
  14. Ship Fuel

3. Control & Electronics (Bridge & Electronics)[edit]

  1. Astronics
  2. Avionics
  3. Bridge
  4. Command Chair
  5. CommCaster
  6. Communications Equipment
  7. Computer
    1. Computer Control
    2. Control Console
    3. Control Panel
    4. Fire Control Computer
    5. Ship’s Computer
  8. ECCM
  9. ECM
  10. Electronics
  11. Engineering Section
  12. Ship Bridge
  13. Ship Sensor Suite
  14. Ship Transponder
  15. Workstation
    1. Weapon Workstation

4. Armament & Defenses (Offense & Protection)[edit]

Defensive Systems[edit]

Screens & Defenses:

  1. Heavy Armor (Ship Armor)
  2. Damper Series
    1. Electrostatic Screen
    2. Meson Screen
    3. Nuclear Damper
    4. Proton Screen
  3. EMM (Hull Masking or Stealthing)
  4. Force Field Generator ("Globe Series")
    1. Black Globe Generator [2]
      1. Alpha class Black Globe Generator [3]
      2. Beta class Black Globe Generator [4]
      3. Gamma class Black Globe Generator [5]
    2. Silver Globe Generator [6]
    3. Stasis Globe Generator [7]
    4. White Globe Generator [8]
  5. Glacial Camouflage Generator
  6. Gravitic Shielding
  7. Point Defense Weapon System
    1. Anti-Missile Missile
  8. Repulsor
  9. Sandcaster
  10. Scrambler Series
    1. Electronic Scrambler
    2. Gravitic Scrambler
    3. Magnetic Scrambler
  11. Tractor/Pressor

Equipment Mounts[edit]

  1. Bolt-In Mount
  2. Barbettes
    1. Single (3 ton)
    2. Dual (5 ton)
  3. Battery AKA Weapon Battery
  4. Bays
    1. Small (50 ton)
    2. Large (100 ton)
    3. Main (200 ton)
  5. Casemate (Fixed Mount)
  6. Deployable Mount
  7. Extendable Mount
  8. Ship's Hardpoint
  9. Ship's Turret
    1. Single (1 ton)
    2. Dual (1 ton)
    3. Triple (1 ton)
    4. Quad (1 ton)
  10. Spinal Weapons Mount AKA Spinal Mounts
  11. Surface Mount

Offensive Systems[edit]

  1. Weapons
    1. Data Caster
    2. Disintegrator
    3. Disruptor
    4. Fusion Gun
    5. Inducer (aka "Jump Inducer")
    6. Jump Damper
    7. Jump Projector
    8. Lasers
      1. Beam Laser & Heavy Beam Laser
      2. Mining Laser
      3. Pulse Laser & Heavy Pulse Laser
    9. Meson Gun
    10. Missile (Conventional / Kinetic Kill / Nuclear / Antimatter)
      1. AM Missile
      2. KK Missile
      3. Salvo Rack
      4. Torpedo (Heavy Missile)
    11. Particle Accelerator
    12. Plasma Gun
    13. Rail Gun
    14. Slug Thrower
    15. Stasis Projector
    16. Tractor/Pressor

5. Fixtures & Fittings (Special Equipment)[edit]

Interior Fittings: The deck plans show various furnishings and fittings which appear within the ship:[9]

  1. Capture Tank
  2. Common Room (Crew Commons)
  3. Damage Control Equipment
  4. Emergency Locker
  5. Environmental Control
  6. Fresher
  7. Galley
  8. Grav Plate
  9. Head
  10. Hydroponics
  11. Inertial Compensator
  12. Lab Space
  13. Life Support
  14. Low Berth Rack AKA Cryo Capsule (Cold Sleep)
  15. Mail Vault
  16. Mess
  17. Ordinance Locker
  18. Secure Locker
  19. Ship Environmental Control
  20. Ship Furnishing
  21. Ship's Locker
  22. Ship's Magazine
  23. Ship Module
  24. Sick Bay
  25. Spin Habitat
  26. Stateroom

6. Subcraft (Smallcraft, Bigcraft, Ship's Vehicles, etc.)[edit]

  1. Drop Troop Pod Launcher
    1. Drop Capsule
      1. Drop Trooper
  2. Hangar
    1. Subcraft
      1. Variety of subcraft including: Fighters, Shuttles, Cutters, Bigcraft, etc.
  3. Launch Tube
    1. Smallcraft
      1. Fighter, Shuttle, etc.
  4. Vehicle Bay
    1. Ship's Vehicle
      1. Variety of vehicles including: ATV, Air/raft, etc.

History & Background (Dossier)[edit]

Vessel equipment has changed greatly over the years and it's a remarkable testament to Charted Space that many different kinds of equipment at many different tech levels is still widely used and serviced throughout inhabited space. [10]

Worlds can have widely varying technology. A high-tech world with contragravity and fusion power may exist just parsecs from one relying upon steam power - or stone axes. There is no "prime directive" to prevent the sale of high technology to the savages - but what would they pay with? So Charted Space is a mix of industrial worlds and hardly-explored backwaters. [11]

In such a tableau, ship equipment can be highly variable. A tramp freighter captain may be forced to repair a TL-15 Ship's Computer with TL-6 vacuum tubes or worse! Finicky jump drives designed at TL-11 might break down and be forced to be repaired with TL-14 components that are both higher tech and designed for an entirely different technological base. In this manner, the ships and technology of Charted Space eventually grow into a melange of cobbled together technologies and scientific approaches to sophontic advancement. A good ship's engineer or engine helmsman is worth their weight in gold... or lanthanum! [12]

Ship's Mascots & Pets[edit]

A number of creatures have become popular with crew as ship's mascots or pets:

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Jordan Weisman. "Book 2." Adventure Class Ships Volume 1 (1982): 4.
  2. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
  3. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
  4. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
  5. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 403.
  6. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
  7. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
  8. Marc Miller. T5 Core Rules (Far Future Enterprises, 2013), 400-403.
  9. Jordan Weisman. "Book 2." Adventure Class Ships Volume 1 (1982): 5.
  10. An unpublished factoid written by Maksim-Smelchak
  11. Martin DoughertyHunter Gordon. The Traveller's Handbook (QuikLink Interactive, 2002), 15.
  12. An unpublished factoid written by Maksim-Smelchak