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Life boats and their equipment.

JTAS #5 had an article from MWM himself on lifeboats. His lifeboat had seats for 3 and cold sleep berths for 20. It massed 19.6 metric tons and cost MCr14. The drawing of it shows a 5-ton fuel tank and a 1-G manever drive. The article describes the operation of the lifeboat, stating that even inexperienced pilots have a good chance of landing safely thanks to an onboard autopilot.

The same article also mentioned the hostile environment kit (individual). The hostile environment kit is a really neat collection of stuff for survival, all packaged in one neat carrying case. The article says that Imperial regulations require one kit for each crewmember and passenger on all Imperial starships, but does not mention where the kits are stored aboard ship. Since the kit includes two weapons, I imagine they were not stored in staterooms, but rather in the ship's locker or in the lifeboats/ship's vehicles, so they'd be available in the event of a sudden evacuation.
 
Would it be okay if we theorize on optional equipment different people or groups (depending on their desires and capabilities) might/could put in/on them?

- My lists of basic equipments that I could think of as I type..

Inside the Life boat.
- Some sort of sedative that would put someone in some sort of hibernation. Side effects and capabilities would effect price.

Perhaps one basic small-medium type could keep someone hibernating for a week. But upon awakening they'd have to wait 1 whole day before re-using or suffer some odd side effect perhaps either lengthning or shortening the effects or using up the oxygen in the life boat.

- Rations (optional space ones that don't cause any waste .. so as to avoid any icky realisms *wink*.. perhaps these might have a side effect that cause any digestion of real food to cause the characters to get wheezy/nautious for a day)

- Hydration capsules.. perhaps in varying sizes and doses. With instructions on what size and race type works with what. And side effects (untainted or tainted capsules) for underdoses or overdoses. Some sort of tool to modify capsule doses.

- Anti-toxin

- Some sort of physical and or solar generator.. and a portable energy storage battery. (to power what I don't know.. perhaps to recharge a small laser pack or some sub system of the lifeboat..maybe even to transfer or any power gets sent directly to lifeboat's main battery )

Other stuff (dependent on price/tech)..
- basic to automated first aide or medical kit , - some sort of small entertainment system to keep the mental stabilility of the survivors stable.

Also what might be neat a survival guide/or automated ..perhaps even AI system in the lifeboat that could instruct survivors how to operate equipment or if things get damage or they are on something that inhibits a transmission or survival could instruct characters to gather things or mod things.. (might provide interesting adventures.. esp if the AI unit was perhaps damaged in an odd way)

Outside the lifeboat. or in a compartment that has a % of being damaged in terms of being activated from the inside..
- an orbiting beacon (range, duration, capabilities, maximum modifications dependent on price and skills)

- some sort of transmitter device.

anyway adhoc on the fly ideas that might help someone with their campaigns.
 
A usual fitting in lifeboats is the shared coldsleep berth, where four people all go into hibernation together and share the same survival roll. If you have a lifeboat with such equipment you don't need any other hibernation drugs like "Fast drug." I've always assumed low berths used "Fast drug" as part of what made them work.

And all lifeboats would have an emergency beacon and communicator to let searchers know where to look.

The hostile environment kit included 30 days of nutritional supplements, and 8 cans of water. I can't imagine what a "hydration" pill would be. I would think that water purification gear/tablets would be in such a kit, although they aren't mentioned.

There's lot of other neat stuff in the hostile environment kit: a filter/respirator combo mask, a commlink, lightsticks, a folding rifle with ammo, climbing stuff, a sheltersuit with a heatpump that protects the wearer from extreme heat or cold, a liferaft, a survival manual on microfilm, and many other useful items.

GT updated the hostile environment kit in the FAR TRADER supplement. Look there for some more good ideas.
 
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