Actions at survival craft stations and on abandoning
Governing: STCW Table A-VI/1-1; REG Yacht Code Part A, Chapter 13.1; Annex C. Builds on: L2.3.
The decision
The order to abandon ship is the master's. The ship, even damaged, is usually a better platform than a liferaft: bigger, drier, warmer, easier to see and full of equipment. People abandon too early far more often than too late. Your job until that order is to muster, account for everyone and carry out your emergency duty.
At the muster station
- Arrive dressed for the water: long trousers, layers, a hat, shoes you can swim in.
- Arrive with your lifejacket donned and, if the conditions call for it, your immersion suit.
- Report to the person in charge; the head count starts now.
- Carry out your muster-list duty: guest escort, raft preparation, grab bag, radios, EPIRB.
- Listen. Orders come by PA, radio or voice.
REG Yacht Code 13.1 requires the survival craft arrangements to allow everyone to abandon within 30 minutes of the abandon ship signal, once all are assembled with lifejackets donned.
CAUTION — Stateroom sweeps Annex C drills include a mock search for passengers trapped in staterooms. Guests asleep, in the spa or on a jet ski will not have heard the alarm. Whoever holds the sweep duty works from the muster list, not from memory.
What to take
If there is time:
- extra warm clothing and a hat;
- drinking water;
- your own medication and glasses;
- the grab bag, handheld VHF radios, SART and EPIRB if they are your duty;
- a torch.
Leave luggage, laptops and valuables.
Leaving the ship
In order of preference:
| Method | Notes |
|---|---|
| Dry-shod into the raft | Davit-launched raft, marine evacuation system, or stepping in alongside |
| Ladder or net down to the raft | Embarkation ladders are required by the Code |
| Lowering yourself into the water close to the raft | Minimises cold shock and injury |
| Jumping | Last resort; see L2.2 for technique |
Launch and inflate the raft on the lee side if you can; it lies steadier and is pushed away from the hull less violently. Keep the painter attached until everyone is aboard.
WARNING — Do not jump onto the raft Jumping onto a canopy injures the people already inside and can tear the canopy or tube. Jump into the water beside the raft, or better, climb down.
Once aboard
The first person in helps the next; stronger crew stay at the entrance to haul people in. When all are accounted for, or the ship becomes dangerous, cut the painter with the knife stowed near its attachment point and paddle clear. Lesson L3.3 covers the next steps.
Yacht specifics
- Guests may be elderly, children or non-swimmers. Muster lists pair crew with guest groups.
- Tenders are not survival craft, but on many yachts the rescue boat and tender become the first help for people in the water. Their use is the master's call.
- On charter, guests may have had a safety briefing but no drill. Assume nothing.