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.