T-41 Devon General Purpose Pinnace

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 Holstein, and it has more powerful armaments as well.

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 the Devon, and it also gave away cargo capacity due to its heavier armor.

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.

Model: T-41 Devon

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.

Auxiliary Vehicles:

“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 Devon when ECMs are successfully being used.

**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)

Statistical Data

Height: 47 feet

Length: 196.5 feet

Width: 86.3 feet

Cargo: 60 tons

Mass: 810 tons

Power plant: Helium-3 Dual-Chamber Fusion Drive

FTL System: Negative Mass Drive (Military-Grade NMD-400)

Range: 65 light years (60 days), triple if cargo hold used for more consumables and Helium-3.

Cost: Not for sale.


Weapon Systems:


1. Pulse Laser Cannons: These dual laser pulse cannons fire in tandem. Unlike the Holstein, these are fixed forward. The power has been increased to attempt to compensate for Arkhon armor. These are operated by the tactical officer.

Primary Purpose: Assault.

Mega-Damage: 1D4x100 M.D. per dual pulse. 4D6x10 M.D. if one is rendered inoperable.

Effective Range: 200 miles in space, 50 miles in atmosphere

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.

Effective Range: 240 miles for the combat missiles, 1,000,000 miles for the long-range probes.

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.

Effective Range: 20 miles

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.