Template:Ship
| Sprinter Class Corvette | |
|---|---|
| Point Cost | 75 |
| Mass | 3000 tons |
| Armor Thickness[1] | 8 - 20 cm |
| Internal Density | 0.5 cm/m |
| Component DR | 0% |
| Max Repair | 10% |
| Dimensions | 80x37x28 m |
| Crew Vulnerability | 60% |
| Structural Integrity[2] | 1000 |
| Radar Signature | 2890.16 m[math]\displaystyle{ ^2 }[/math] |
| Slots | 4 Mounts 4 Compartments 4 Modules |
| Hull Modifiers |
Flank Damage Probability: -20% Sensitivity: +20% Positional Error: -15% |
{{{Overview}}}
The Sprinter is a highly flexible ultralight hull, often used for capturing points, sensors, electronic warfare, fast attack, and backline assassinations. While slower and more expensive than their OSP equivalent, the ferryman shuttle, their flexibility allows them to fill various capabilities cheaply.
Mounts

The Sprinter has
* 1 Class 3 Mount * 1 Shallow Class 2 Mount * 2 Class 1 Mounts
Compartments
Compartment 4
is the most survivable mount, but is too small to hold a Basic CIC. If you can afford a Small DC Locker, it should go here. If you do not have one, and have ammo in your free Reinforced Magazine, your Reinforced Magazine should go here.
Build Considerations
Due to the Sprinter's not having any damage reduction value attributed to it, it gets no damage threshold benefit out of any especially tanky components except the Reinforced Drives, which has enough DT to resist HEI rays from missiles natively without support from the hull. As such, only three types of reinforced components are worth taking on sprinters; Auxiliary Steering, Reinforced Magazine, and Reinforced Drive.
It should also be mentioned that if your ship does not have at least one DC team in it somewhere, it will die as soon as critical components fall below it's given operable HP threshold. Even the cheapest of ships should have at least one Rapid DC Locker to prevent this.
Modules

The Sprinter has
* 1 Small Drive Module * 1 3x3 Modules * 2 2x2 Modules
Drive Setup
There are many ways to set up a Sprinter's drive, and the best way will depend on the role you are building the ship for.
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging. However, they provide no power, leaving you potentially mission-killed if you lose the FR3300 Micro Reactor.
Whiplash Drives provide the best top speed, allowing you to reposition even faster.
Dragonfly Drives provide the best angular thrust (AT), allowing your ship to pivot and change its heading and roll quickly. This is not very important on a Sprinter, which naturally has one of the highest AT in the game.
Reinforced Drives prevents the drive from dying to HEI Missile damage, a very important characteristic for the Sprinter's low survivability.
FM200 Drives, to save costs.
Prowler Drives Is one of the possible opotions for a sprinter looking for stealth capabilities, combined with its naturally low radar signature. However the movement penalties leave much to be desired..
Propulsion Stats
| Base Stats | |
|---|---|
| Top Speed | 35 m/s |
| Flank Speed | 52.5 m/s |
| Flank Damage Probability | 4% (-20%) |
| Linear Thrust | 5 MN |
| - Side Thrusters | 90% |
| - Fore Thrusters | 95% |
| - Main Thrusters | 100% |
| Acceleration Time | 21.42 s |
| Angular Thrust | 0.9 MN |
| Theoretical Turn Rate | 5.73 deg/s |
| Actual Max Turn Rate | 5.73 deg/s |
| Estimated 180 deg Turn | 31 s |
| Estimated 180 deg Roll | 31 s |
| Raider Drive | |
|---|---|
| Top Speed | 35 m/s |
| Flank Speed | 52.5 m/s |
| Flank Damage Probability | 6.58% (+31.57%) |
| Linear Thrust | 6.5 MN (+30%) |
| - Side Thrusters | 90% |
| - Fore Thrusters | 95% |
| - Main Thrusters | 100% |
| Acceleration Time | 16.48 s |
| Angular Thrust | 0.9 MN |
| Theoretical Turn Rate | 5.73 deg/s |
| Actual Max Turn Rate | 5.73 deg/s |
| Estimated 180 deg Turn | 31 s |
| Estimated 180 deg Roll | 31 s |
| Whiplash Drive | |
|---|---|
| Top Speed | 42 m/s (+20%) |
| Flank Speed | 63 m/s (+20%) |
| Flank Damage Probability | 3.31% (-33.82%) |
| Linear Thrust | 5 MN |
| - Side Thrusters | 90% |
| - Fore Thrusters | 95% |
| - Main Thrusters | 100% |
| Acceleration Time | 25.7 s |
| Angular Thrust | 0.72 MN (-20%) |
| Theoretical Turn Rate | 4.87 deg/s (-15%) |
| Actual Max Turn Rate | 4.87 deg/s (-15%) |
| Estimated 180 deg Turn | 37 s (+17.5%) |
| Estimated 180 deg Roll | 37 s (+17.5%) |
Radar Signature: 2890.16 m[math]\displaystyle{ ^2 }[/math]
| Detected by | Detection Range (km) |
|---|---|
| R400 'Bloodhound' LRT Radar | 14 km |
| R550 Early Warning Radar | 11.24 km |
| Bulwark Huntress | 8.16 km |
| Ithaca Bridgemaster | 6.08 km |
| RM50 'Parallax' Radar | 7.94 km |
| RS41 'Spyglass' Radar | 9.57 km |
| RS35 'Frontline' Radar | 5.65 km |
| Wake Signature Strength | 50 |
| Fore-Aspect Validated by THERM | SAFE |
Builds
A sprinter mainly specializes in roles that use its small size, radar return, and high speed to its full potential.
Capping Sprinter & Gunvette:
TF Willow's Cappers
"Capping Sprinters" or Gunvettes are excellent for general picketing and presence to be maintained without much investment. You will see them often used in the Control gamemode where they are used to capture key map points using their high speed (hence "Capping Sprinter")
They can be found by themselves or in groups.
Pinard Scout:
TF Willow's ELINT Scouts
Pinard Scouts pull double duty as both sensor pickets and cappers as needed.
Spyvette:
A Spyvette consists of a spyglass radar and enough plant control centers to power it. It is slightly more expensive than a Spyglass Frigate, and cannot carry as much equipment, but is faster and harder to detect.
EWAR Sprinter:
Birch's EWAR Sprinter
Ash's EWAR Sprinter
Ewar Sprinters specialize in carrying electronic warfare tools to support their team, usually seen as an escort to a larger force.
Lockvette:
TF Redwood's Lockvette
The job of a lockvette is simple; get close enough to lock the target with a bullseye while undetected. Usually seen complimenting heavy frontline fleets to provide long ranged fire control without necessitaing the frontline ship to get close enough for a bullseye lock.
Sprinter Bomber:
TF Sycamore's Bombers
Sprinter Bombers specialize in using long-ranged missiles, low radar return, and speed to get into a position where they can bombard enemy ships in an almost wolfpack fashion.
These are separate from Light Cavalry fleets, which are composed of more cheaper missile ships relying on torpedos, balestras, and size 3 hybrids.
Torp Corv
These play most similarly to Ruttles and are seen as an almost counterpart to them. They use either a CLS-3 or TLS-3 and torpedoes as their primary armament, though a few rounds of S3H may be carried to more reliably defeat Pavises which can reliably counter torpedos if in arc.


