Kharos Ship Catalog · Chapter 9

Signature Components

Modules and systems that only Kharos builds. They are Native aboard a Kharos hull and Certified aboard an Openframe hull, where they keep their effects. Aboard a Crown Meridian hull they are Adapted, and aboard a Viridian or Safa hull they are Forced (Chapter 11).

Reading a Component

Slots and Minimum Scale work as in the module catalog (Vehicles Manual, Chapter Ten, Appendix: Module Catalog). Power is the Power Load while the component runs and Heat the Heat it adds per round of use. Cost is a multiplier on the base module price for the hull's Scale (Vehicles Manual, Chapter Twelve). Acquisition is who may own it.

Every component extends a Kharos Signature system and pays for it in a slot, in Power, in Heat or in a drawback. None beats the Vehicles Manual module it extends on every axis.

Component Slots Min Scale Power Heat Cost Acquisition
Claw Arm Set 2 5 1 0 ×1.6 Open
Stern Winch Drum 1 4 1 0 ×0.8 Open
Field Forge 1 4 1 1 ×1.2 Open
Hot-Swap Engine Pod 2 4 1 0 ×1.5 Open
Coolant Rail Set 1 4 2 0 ×1.0 Open
Drop Cradle Set 1 4 0 0 ×1.2 Licensed
Ore Hopper 1 5 1 0 ×1.0 Open
Gantry Frame 3 6 2 0 ×4.0 Open

Costs and rules here are first proposals and need table testing.

Claw Arm Set. Two three-jointed arms, the KR-51's. Pilot and Craft checks to grapple, hold or move a drifting object add 1 Boon Die . An arm holds an object of Scale 3 or smaller (External Service Arms hold Scale 2). Checks to dock or to repair hull sections from outside add 1 Bane Die : the arms are built for grip, not fine work.

Stern Winch Drum. A winch for the Towing Rig, required to install it. Securing a tow is an Easy Pilot check instead of an Average one. Releasing a tow takes 2 rounds, and the ship's Speed cannot exceed 1 until the line is clear.

Field Forge. A Workshop upgrade that makes parts from scrap. It counts as a Workshop and does not stack with one. Field repair parts cost three quarters of the Vehicles Manual price (Chapter Twelve). The forge adds 1 Heat to the ship at the end of every round a project runs.

Hot-Swap Engine Pod. A Sublight Engine mounted so it swaps as a unit. Replacing a failed or destroyed Sublight Engine takes 1 day at a Kharos yard that holds a spare, and 4 days in the field with a Workshop, at a Hard Craft check.

Coolant Rail Set. External coolant lines. In a round the ship fires, the extra Heat from Thermal Quieting (Chapter 4) is 0 instead of 1. Signature Management checks add 1 Bane Die : the rails glow.

Drop Cradle Set. The KR-38's cradle. Two external cradles hold two drop pods (2 people or 1 Cargo Unit each) outside the hull and release them in 1 round. Landing a pod on target is an Average Pilot check from Short range and Hard from Medium. A replacement pod is 2,000cr.

Ore Hopper. A bulk loading rig, the KR-47's and KR-72's. Loading or unloading ore, ice, grain or scrap takes half the normal time without a port loader and a quarter of it with one. A cargo handling check for bulk cargo uses the Cargo Handling benefit; the hopper does not add a second die.

Gantry Frame. The KR-61's open gantry and crane. It holds one craft of Scale 3 or smaller for repair, and counts as a yard for repairs and servicing of craft up to Scale 3 and of the host itself (Vehicles Manual, Chapter Eleven). It needs 5 crew assigned to it. A Mobile Yard Module (Scale 6, Licensed) works for ships up to Scale 5; the two do not stack.