Worldofjaymz Wiki
Advertisement

Background

Tengu



To be written


Model Type - Tengu
Class - Carrier
Crew and passengers - 960 total
Scale - Massive


Structure By Location

Main Hull - 7 500
Engine (2) - 15 000 ea
Maneuvering Thrusters (6) - 150 ea
Missile Bays (2) - 7 500 ea
Modular Vehicle bay (2) - 7 500 ea
Shield - 200 per location (regenerates every melee)

Armour Level - 15
Armour Protection - Automatically stops up to and including attacks that do the equivalent of 3d6/18 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 1d4x100/400 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (3d6+1/19 to 6d6x10+39/399 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.


Speed

Space - 9 MU in combat (3 MU per phase), 0.5 SU per day for interplanetary travel.
Maneuvering Thrusters - 100m/s (about 300kph or 300m per phase maximum, 60m combat speed, 180m cruising speed)
Range - 2000 hours (83 days)


Specifications

Height - 47.7m
Length - 250.0m
Width - 38.0m
Weight - 2900 tons empty, 3000 tons loaded
Cargo - 24 000 cubic meters of cargo space
Power System - 2 x 115 MW Drives, 1 x 2000 KW drive
Cost - 37 million credits


Weapons

Weapon Type - Point Defense System
Primary Purpose - Point Defense
Range - 1/2/4mu
Damage - 2d4x10
Rate Of Fire - automatically fires at anything in range up to 3 times per round (1/1/1)
Payload - unlimited
Bonuses - +1 strike

Weapon Type - Missile bay (2)
Primary Purpose - Anti-armour/fighter/ship
Range - 4/10/20mu
Damage - 5d6x10
Rate Of Fire - volleys of 1-32 missiles equal to gunners attacks
Payload - 60 missiles each


Bonuses/Penalties

-4 dodge vs capital ships
Cannot dodge attacks from fighters and mecha


Mecha Carried

2 Exo-Armours or Fighters
Up to 4 if the ship has modular vehicle bays.

Note - Includes full repair and resupply facilities as well space parts, extra fuel and ammunition. Can carry up to 9 exo-armours or fighters if repair bays and supplies are eliminated.


Systems of Note

Radar - Range of 500km. Able to track up to 75 targets, display 50 targets and lock onto 8 targets at once.

Advanced Combat System - A three-dimensional radar system that is interconnected to the communication network that allows a sharing of data in order to better select targets and assess threats to the ship, group, or fleet. Standard Range - 200km, +2 initiative, +1 strike (in additional to other strike bonuses), +20% to Sensor Operations skill.

Radar Warning Receiver - Warns of potential Radar Lock. Range - equal to radar range.

Missile approach warning system - informs the pilot of a missile lock and attack. Range is is equal to the Radar.

Chaff/Flare Dispensers - 75% to cause locked on missiles to lose lock and fly off elsewhere.

Targeting Computer - +2 to strike with all on board weapon systems. Range is equal to the radar system.

Laser Targeting System - Assists in selecting and locking on to enemy targets. Additional +2 to strike using ranged weapons. Smart Missiles are excluded from this. Range is equal to the radar system.

Combat Computer - Calculates, stores and transmits data onto a HUD (heads up display) of the pilot's (or other crew members) helmet. Typically tied into the units targeting computer. Can hold hundreds of entries about various enemies. Range is equal to the radar system.

Multi-Lock capability - Unit can lock on to and fire at multiple targets (max of radar capability) targets using semi-active radar homing and passive infra-red homing missiles at one time through it's radar tracking system.

LIDAR/LADAR - This system uses lasers to detect and image items as small as 10cm at 8km, as small as 150cm out to 20km, and as small as 500cm out to 40km. This system also assists the other sensors in detected and identification. This is not typically a passive system and but to be directed at specific targets.

Motion detector/Collision Warning System - Range 700m

FLIR - Advanced forward looking infra-red system. Range - 40km

Standard instrumentation - Speedometer, altimeter, distance traveled, inertial mapping system (zeroed on your deployment location/home base), power system temperature, ammunition counters, damage assessment indicators.

Fly by Light Control systems - If the craft takes more than 50% damage the systems may fail (60% chance). Loss of the control system gives a penalty to the pilot of -75% to all piloting rolls to maintain control of the aircraft. While functioning the systems give a bonus of +15% to all piloting rolls.

Radio Communications - long-range direction communication systems out to a range of 1500km that can be boosted if proper signal towers or relay systems are in place. Also a directional short-range radio with a range of 130km. Both radios have full encryption capabilities.

Satellite Uplink capability - This allows the craft to communicate over vast distances by connecting to and communicating through the various satellites in orbit or other boosting systems.

Complete Environmental Crew Life Support - A completely computer controlled life support system that includes: internal cooling and temperature control, air purification and circulation systems (gas filtration, humidifier/dehumidifier) can recirculate breathable air for up to 30 days if necessary, computer controlled independent oxygen supply and purge system that has up to 15 days of breathable air, insulated high temperature resistant shielding for up to 400 degrees centigrade (normal fires do no damage though nuclear, plasma and magical fires do full damage), radiation shielded up to several hundred rads, and polarized and light sensitive/adjusting tinted viewports.

Limited Electronic Countermeasures Capability - With a Electronic Countermeasures skill roll (or Sensor operations at -20%) the pilot/crew can impose a penalty of -2 to strike and a -20% to all sensor skill rolls of any opponents within radar range depending on terrain. Range is equal to the radar system.

CGN-PAH, Rating Two-Pilot Assistant Hardware (Introduced in 2030) - This hardwired plug in system acts as a copilot/assistant monitoring and assessing any threats the radar and other systems detect just as a Radar Intercept Officer would in other craft along with running constant systems diagnostics while in flight. This would take some workload off of the pilot in regards to watching and assessing these threats among other things. Also this system can assist the ground crew by allowing it's various diagnostics assessments to be reported to the crew chief and help avoid anything being missed that could be easily repaired or maintained. In addition to that if the Pilot were to "black out" the system can take over piloting to keep the craft aloft on a return to base order at which point the point of origin can guide the system to land if the pilot has not revived yet. The CGN has a very dry "personality". Relevant skills: Sensor Operations, Communications, Navigation, Electronics (for diagnostic purposes only), Mechanics (for diagnostic purposes only), and Pilot all at +10%.

Escape Pods - there are enough emergency escape pods for the entire ships complement. Each pod has enough survival gear and resources for 7 days.

Facilities of Note:

Stellar Cartography - Stellar cartography is an area of a starship dedicated to the science and practice of charting planets or space as well plotting potential flight paths of previously unknown objects and phenomena. It falls under the direction of the department head of stellar sciences department. Gives a bonus of +5% to astronomy, astrometrics, and astrophysics skills.

Crew Quarters: The majority of the enlisted crew and junior officers shared quarters and bunk areas on board the ship. Crew are generally bunked in pairs.

Captain and Officer Quarters - The starship features separate quarters for higher-ranked officers. These staterooms were composed of two or more areas, featuring separate bed and bathrooms and a dedicated work and living area.

Mess Hall/Crew Lounge - This is where crew members can relax and enjoy a meal or a quick snack in a social setting. It is also the place where officials, such as ambassadors of other worlds, can be entertained. Gatherings were also held there by the crew in general. The person in charge of activities within the mess hall held the title of mess officer.

Consumables Storage - This is simply the storage of food stuffs, medical supplies, exotic items, and a variety of perishable items.

Gym - The gymnasium was an area of a starship which was dedicated to physical fitness and exercise.

Observation Deck/Lounge - The observation lounge or conference lounge was a special designation referring to the briefing room on board. The observation lounge was used as a meeting place for the ship's senior staff as well as special events and gatherings. Some went to the observation lounge simply for the view.

Captain's Ready Room - This is a personal office reserved for the commanding officer of the starship and is typically accessed from the bridge. Here, the captain can engage in administrative work with all relevant office equipment at hand without interfering with bridge operations while having instant access to the bridge in the event of a crisis. In addition, this room is usually the preferred place where the captain could hold private discussions and/or receive classified communications. In the absence of the ship's commanding officer, the use of the ready room accordingly falls to whichever officer is in command of the vessel at the time.

Sickbay/Medical - Sickbay, also known as the dispensary or the med-bay, is the main medical center aboard the starships. The section is presided over by the chief medical officer (CMO), a senior staff member. The CMO is supported by various medical practitioners (largely dependent on ship size) When rendering aid to a stricken colony or spacecraft, the sickbay staff treats and cares for the wounded.

Sickbay Emergency situations - Triage - In the event a large-scale disaster or humanitarian crisis is encountered by the starship, cargo bays and shuttle-bays can be used as triage centers and even morgues if necessary. Designated environmental shelters can also be converted for medical use.

Access to Sickbay grants a bonus of +10% to medical personnel and whatever medical and scientific skills are needed in regards to medical applications.


References Used

Jovian Chronicles RPG Books

Cega Spaceships - https://worldofjaymz.fandom.com/wiki/Cega_Spacecraft
Jovian Chronicles (Rhodium) - https://worldofjaymz.fandom.com/wiki/Category:Jovian_Chronicles_(Rhodium)
Rhodium RPG - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki

Advertisement