Emergency procedures, abandon ship and survival at sea
Emergency procedures, abandon ship and survival at sea
This domain tests the decision to abandon, the signals and musters that follow, and the actions that keep survivors alive once clear of the ship.
Core rules
- Abandon ship is a master's decision. Use the ship as long as it remains a better platform; abandon only when sinking, fire or cargo hazard makes it unsafe.
- The general emergency alarm is seven short blasts followed by one long blast; abandon ship is verbal or by the master's order.
- Muster with lifejacket, immersion suit where required, warm clothing, and take the EPIRB, SART and portable VHF if assigned.
- Launch, clear the ship's side, remain in the vicinity, switch on the EPIRB and SART, take headcount, and organise lookout, water, rations and seasickness care.
- Survival priorities: protect against exposure, avoid drinking seawater, conserve energy, keep the craft dry and ventilated, and maintain morale.
Worked example
A vessel is listing but still afloat after collision. A junior officer urges immediate abandon ship. Reasoning: the ship is still a large, visible target with shelter and communications; the master must assess stability and the risk of sinking. The correct action is to muster and prepare, but not to abandon until ordered or until the ship is clearly unsafe.
Traps
Abandoning too early; jumping into the water; drinking seawater; separating from the craft; forgetting the EPIRB; failing to take a headcount.