The Devon-class pinnace is intended to be the replacement
ship for the aging Holstein-class pinnaces. Like its predecessor, the Devon is
designed for multiple use, including ECM, scouting, picket duty, courier,
search and rescue, light transport duty, and escorting larger ships. The
avionics, armor and speed are heavier than the
One of the most important improvements was to the negative mass drives, which are now rated at up to 400c, improving both its range and utility to fleet operations. Not only does the new pinnace not have to dock with fleet ships to keep from slowing them down, but it is actually faster and can scout ahead.
The Devon has less cargo capacity than the Holstein, but
that is because most of what used to be optional systems are fully installed on
Standard equipment includes a powerful sensor and ECM suite, boarding tubes and gravity grapplers for boarding actions against enemy vessels and rescue operations.
Armaments include a pair of fixed forward pulse lasers, two missile tubes, and two twin-barreled 80mm auto cannon turrets.
Class: Long-range Pinnace
Crew: Eight to 12, with up to 40 additional passengers or troopers for non-FTL travel or in sleepers for long voyages, 10 if in power armor.
“Hover Jimmy” 200 M.D., convertible flatbed hover vehicle. Maximum Altitude is 200 feet. Max speed is 150 m.p.h. Can carry up to six people and one ton of cargo.
M.D.C. by Location
Auto cannon turrets (2) – 250 each
Pulse lasers (2) – 300 each
*Missile launcher -- 350
*Short-range ECM and sensor array – 150
Long-range sensor clusters (2; on engine pods) – 200 each
Docking tubes/hatches (3) – 200 each
Rear cargo door – 500
**Engine pods (2) – 900 each
*Cockpit -- 400
***Main body – 2,000
*These targets are small and must be targeted with a called
shot at -3 to strike. It is impossible to make any called shots against the
**Destroying an engine pod will reduce maximum thrust by 50%, however it should be noted that Devons rarely operate at full burn, and thus can generally maintain standard flight speeds with one engine pod. Destroying one will prevent the ship from traveling at FTL speeds. Destroying both will reduce the ship to maneuvering jets, with a max acceleration of .5 gravities and a max speed of about Mach 2 in space (relative).
***Depleting the main body of the vessel will disable the ship, leaving it a drifting wreck in space and activating the escape pods, which can house six people each. Reducing the MDC to -450 will destroy the vessel completely.
Maximum Sublight Speed: 0.25C (25% of the speed of light)
Max Acceleration/Deceleration Rate: 7Gs per melee round.
FTL Speeds: Cx400 max (1 light year per 22 hours max, cruising speed is 365c, or 1 light year per day).
Top Atmospheric Maneuvering Speed: Mach 6 (can achieve escape velocity on a full engine burn)
Height: 47 feet
Length: 196.5 feet
Width: 86.3 feet
Cargo: 60 tons
Mass: 810 tons
Range: 65 light years (60 days), triple if cargo hold used for more consumables and Helium-3.
Cost: Not for sale.
1. Pulse Laser
Cannons: These dual laser pulse cannons fire in tandem. Unlike the
Primary Purpose: Assault.
Mega-Damage: 1D4x100 M.D. per dual pulse. 4D6x10 M.D. if one is rendered inoperable.
Rate of Fire: three shots per melee round.
Payload: Effectively unlimited.
2. Missile tubes (2): A pair of missile tubes can fire medium-range missiles from an internal magazine with a high-speed autoloader, allowing for volley fire.
Primary Purpose: Anti-starship
Mega-Damage: Varies with missile type. Typical payload includes 20 multi-warhead missiles (5D6x10 M.D. to 20 ft radius), 10 plasma warheads (4D6x10 M.D. to 40-foot radius), 4 tactical nuclear anti-ship missiles (1D4x100 M.D. to a 100-foot radius), and 6 long-range probes (no damage). All missiles are smart missiles with +5 to strike and +2 to dodge. They receive 2 attacks per melee round for the purpose of dodging.
Rate of fire: Individually, or in volleys of 2, 4, or 6. Can fire two volleys per melee round.
Payload: 40 missiles total.
3. Twin-Barreled 80mm Electromagnetic Auto Cannon Turrets (2): These are manned gun turrets used primarily for defense and engaging targets on the flanks or to the rear of the ship. Although they have a 360 degree rotation, they are generally assigned to forward or rear firing arcs.
Primary Purpose: Defense
Mega-Damage: Each dual shot does 3D6x10 M.D.
Bonuses: +2 to strike, in addition to normal bonuses
Rate of Fire: Same as gunner
Payload: Two 500-round belts apiece give each turret 500 shots before it needs to be reloaded. There is generally one reload for each turret stored in the cargo hold. It takes a trained team of two at least one minute to reload the weapon. A team unfamiliar with the system would take about 5 minutes.
Other Systems of note: Short-range sensors have a range of approximately 400,000 miles, and include radar, thermal detectors, LADAR, and a standard targeting computer (+2 to strike with all weapons systems).
Long-range Sensors have a range of 1.5 A.U. (about 150 million miles) and includes mass detectors, electromagnetic field detectors and a digital telescope (able to spot planetoids at 5 A. U.).
Electronic Warfare Suite:
Spoofers: On a successful electro-countermeasures skill check, this gives enemy sensor operators a -40% roll to scan or identify the ship at any range. The ship is -4 to strike by enemy weapons and called shots are impossible.
Jammers: Disrupts radio communications across a 100,000 mile globe.
MGDs (Magnetic Guidance Disrupters): 40% chance of causing enemy missiles to go astray.
Provides a +10% bonus to all contested ECM rolls.
Contested ECM rolls are when operators on two ships are trying to cut through or jam each other. The ECM operator who rolls the most under their ECM skill wins, and reduce the effect of the enemy’s jamming by 50%. A contested roll can be done twice per melee round.