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.

Library Data Referral Tree[edit]

Please see the following AAB Library Data articles for more information:
Manufacturing Technology of Charted Space - Ship Design:

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]
Engineering Compartment & Main Compartment:

  1. Access Plate
  2. Airlock
  3. Armored Cargo Hold
  4. Bulkhead Wall AKA Bulkhead
  5. Cargo Hold
    1. Capture Tank
    2. Cargo Container
    3. Collapsible Fuel Tank
    4. Modular Cargo Container
    5. Refrigerated Hold
    6. Secret Cargo Hold
  6. Elevator Shaft AKA Elevator
  7. Escalator
  8. Fuel Scoop
  9. Grav Lift
  10. Hardpoint AKA Ship's Hardpoint
  11. Hatchway AKA Hatch
  12. Hull
  13. Interior Wall
  14. Iris Valve
  15. Ladder
  16. Landing Gear
  17. Lift Shaft AKA Elevator Shaft
  18. Machinery
  19. Maintenance Hatch
  20. Manual Hatch
  21. Ship Environmental Control (Ship Life Support)
  22. Sliding Door
  23. Stairs
    1. Spiral Stairs
  24. Standard Door
  25. Viewport
  26. Waste Space

2. Machinery (Power & Propulsion)[edit]

Engineering Compartment:

  1. Acceleration Compensator
  2. Acceleration Couch
  3. Alternative FTL Drive
  4. Collectors
  5. Drive
  6. Drop Tank
  7. Electronics Repair Shop
  8. Engineering Compartment AKA Engine Room
  9. External Fuel Probe
  10. Fuel Treatment Plant
  11. Fuel Tank
    1. Collapsible Fuel Tank
    2. Collapsible Tank
    3. Demountable Fuel Tank
  12. Hieronymous Device
  13. Hull Grid (Jump Grid)
  14. Jump Drive
    1. Lanthanum
    2. Zuchai Crystal
  15. Jump Governor
  16. Jump Potentiator
  17. Machinery
  18. Machine Shop
  19. Maneuver Drive
  20. Power Capacitor
  21. Power Plant
  22. Ship Fuel
  23. Solar Panels

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

Main Compartment:

  1. Astronics
  2. Avionics
  3. Bridge
    1. Flag Bridge
    2. Flying Bridge
    3. Ship Bridge
    4. Smallcraft Bridge
      1. Smallcraft Bridge Add-On
  4. Command Chair
  5. CommCaster
  6. Communications Equipment
  7. Computer
    1. Computer Control
    2. Control Console
    3. Control Panel
    4. Fire Control Computer
    5. Master Fire Director (MFD)
    6. Ship’s Computer
  8. DataCaster
  9. ECCM
  10. ECM
  11. Electronic Warfare Suite
  12. Electronics
  13. Engineering Section
  14. Fire Control Computer
  15. Flight Recorder
  16. Machinery
  17. Ship Sensor Suite
    1. LADAR
  18. Ship Transponder
  19. Workstation
    1. Weapon Workstation

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

Defensive Systems[edit]

Main Compartment- Naval Weaponry:
Screens & Defenses:

  1. Heavy Armor (Hull Armor)
  2. Damper Series
    1. Electrostatic Screen
    2. Gravitic Shielding
    3. Meson Screen
    4. Nuclear Damper
    5. 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. Point Defense Weapon System
    1. Anti-Missile Missile (GUW)
    2. Direct fire energy systems (DEW)
    3. Direct fire projectile systems (KEW)
  7. Sandcaster
  8. Scrambler Series
    1. Electronic Scrambler
    2. Gravitic Scrambler
    3. Magnetic Scrambler

Equipment Mounts[edit]

Main Compartment- Naval Weaponry:

  1. Bolt-In Mount
  2. Barbette
    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. Firmpoint
  9. Ship's Hardpoint
  10. Ship's Turret
    1. Single (1 ton)
    2. Dual (1 ton)
    3. Triple (1 ton)
    4. Quad (1 ton)
  11. Spinal Weapons Mount AKA Spinal Mounts
  12. Surface Mount

Offensive Systems[edit]

Main Compartment- Naval Weaponry:

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

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

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

  1. Bunk (Stateroom)
  2. Cabin (Stateroom)
  3. Capture Tank
  4. Common Room (Crew Commons)
  5. Damage Control Equipment
  6. Detention Cell
  7. Emergency Locker
  8. Environmental Control
  9. Environmental Tank
  10. Fresher
  11. Fusion Cutter
  12. Galley
  13. Grapple Arm
  14. Grav Plate
  15. Head
  16. Holding Tank
  17. Hydroponics
  18. Inertial Compensator
  19. Lab Space
  20. Life Support
  21. Life Support Carrier
  22. Low Berth Rack AKA Cryo Capsule (Cold Sleep)
  23. Machinery
  24. Mail Drum
  25. Mail Vault
  26. Medical Bay
  27. Mess
  28. Mining Laser
  29. Null Grav Module AKA Grav Module
  30. Ordnance Locker
  31. Passenger Couch
  32. Robotic Arm AKA Teleoperated Handling Manipulator
  33. Secure Locker
  34. Ship Barracks
  35. Ship Environmental Control
  36. Ship Furnishing
  37. Ship Galley
  38. Ship's Locker
  39. Ship's Magazine
    1. Armored Magazine
  40. Ship Meeting Room (Hall, Bar, or Conference Room)
  41. Ship Module
  42. Ship Stage
  43. Ship Swimming Pool
  44. Ship Theater
  45. Sick Bay
  46. Smallcraft Stateroom
  47. Spin Habitat
  48. Stateroom
  49. Stealth Hull

NOTE: This category includes specialized rooms or quarters.

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

Main Compartment:

  1. Drop Troop Pod Launcher
    1. Drop Capsule
      1. Drop Trooper
  2. External Cradle
    1. Subcraft
      1. Variety of subcraft including: Fighters, Shuttles, Cutters, Bigcraft, Battle Riders, etc.
  3. Hangar
    1. Subcraft
      1. Variety of subcraft including: Fighters, Shuttles, Cutters, Bigcraft, Battle Riders, etc.
  4. Ordnance Launcher (Ordnance Locker)
    1. Ordnance
      1. Drone
      2. Probe
  5. Launch Tube
    1. Subcraft AKA Smallcraft
      1. Fighter, Shuttle, etc.
  6. Vehicle Bay AKA Vehicle Garage
    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