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The Magog.
Magog World Ships.
The Magog.
Magog World Ships.
A Magog World Ship; Wild versus Wayist/Tiamist is impossible to determine without IFF.
Current Status:Hunted. About 100 are known to exist.
Manufacturer:Magog.
Construction Yard:Unknown.
Special Features:Self Repairing.
Auxiliary Craft:Magog Swarm Ships.
Crew Complement:Trillions of Magog.
Commanding Officer:
  • Magog warlords;
  • Current leader of the Wayists.
  • Drive Systems:Some form of traction drive.
    Power Systems:An artificial star.
    Main FTL Engines:Slipstream.
    Weapons Systems:Point Singularity Projector.
    Political & Chronological Information:
    Era(s):
  • Long Night;
  • New Systems Commonwealth.
  • Ships Role/Purpose:Destroyer of worlds
    Overview.
    The Magog World Ship is the "homeworld" of the Magog. It is composed of 20 joined planets surrounding an Artificial star.
    The Magog use them to transport their entire civilization over their territories; However, the UGC has already declared unidentified World Ships "Weapons Free" upon sight. Wayist World Ships will IFF themselves upon entry into a system without request, as well as announce their intention to arrive in advance; Despite this, accidents HAVE happened.
    Each World Ship is comprised of about a dozen planetoids arranged around a small artificial star along arms to keep them from either wandering away or falling into the star.
    Weapons Systems And Crew.
    Each World Ship houses trillions of Magog, and carried millions of Swarm Ships. The main weapons system is a Point Singularity Projector (PSP), a weapon that can fire miniature artificial singularities. Point singularity projectors are some of the most powerful weapons in the known universe whose destructive power is on par with that of a Nova bomb. Point Singularity Projector's can decimate the most powerful warships short of an SDF, UDF, or Dimensional Fortress. (Even with this exception, massive damage CAN be done if the ship is the least big damaged already; that's why 19TH Fleet was selected to debut the terror-weapon known as the Dimensional Fortress when they confronted the Magog Fleets.)
    A singularity itself is contains an enormous amount of mass and thus gravity that occupies very little space in the universe. This is because a singularity is so dense that the dimensions around it have collapsed in on themselves, having formed a one-dimensional object. This property offers the singularity the ability to rip through matter as if it were passing through space. A singularity does not do kinetic damage like a warhead or an effector, rather its massive gravitational pull warps and destroys the object it passes through.
    Construction.
    How the World Ships are built is unknown; No Magog shipyards have ever been identified, and planetoids are impossible to build OR steal without notice. It is believed the Magog may have inherited the ships from a previous empire, perhaps a Haydonite cast off (as it is entirely plausible for the Haydonites to have built these).
    It has been suggested that The Spirit Of The Abyss, a wild Magog God-Prophet/Warlord who died 10,000 years ago, may have constructed the World Ships, but it is far more likely he built one ship, or more likely still rebuilt one, and began his campaign of terror with it.
    Ownership.
    The Wayist Magog inherited their World Ships, Reverend Behemial Far Traveller and Red Plague (both named for the same Magog, who held both names at different points in its' life), from Wild Magog defeated generations ago by the High Nenomause Commonwealth warship ANDROMEDA ASCENDANT, an ANDROMEDA-Class Medium Cruiser who's captain tried to rebuild the Commonwealth all by himself (he succeeded for a while, but then the empire fell back into decline until the UGC came along).
    The Tiamist's World Ship is the DYLNN HOINT, named for the aforementioned captain and friend of their faction's First, Reverend Behemial Far Traveller. (They don't like to talk about their founder, the Hajira Tiama, due to the way she became their founder.)
    The UGC doesn't consider the World Ships of the wild Magog leally owned, but rather stolen property. As long as the Wild Magog stay on their own side of the border, the UGC is disinclined to pursue the matter.
    Vessel Type: Combination Battleship, Supra Carrier, and Space Station.
    Crew: Trilllions of bloodthirsty Magog or hundreds of thousands of Wayist/Tiamist Magog.
    MDC By Location:
    Artificial Star Core:
    Planetoids:
    100 BILLION
    About 50 billion EACH
    Armatures between Planetoids:
    About 100 million each
    Weapons Systems:
    1. Point Singularity Projector: A Point Singularity Projector fire miniature an artificial singularity, and can decimate the most powerful warships short of an SDF, UDF, or Dimensional Fortress. It casues the target to implode on itself by hyper gravitation.
    Purpose: Assault/Anti-Planet
    MD: Absolutely, totally, without failure destroys EVERYTHING in it's path, regardless of MDC Against a planet, it inflicts 1D6 TRILLION MD.
    Rate of Fire: 5 blasts per day.
    Range: 100,000 miles (double in space).
    Payload: Unlimited
    Note: Anti-grav waves, such as from a grav pod's negative side, will degrade a PSP's efficacy by 10% for every million gravs used (each grav pod big enough to fly a single Power Armor produces about 100 gravs).

    2. Laser Batteries (millions): Scattered around ship's nodes. Individually, they are utterly unimpressive; Firing simultaneously in volleys of a doᵶen or more beams, they are fairly impressive.
    Purpose: Assault/Defense
    MD: 2D6 times 10 each; Several lasers can be trained on a single target.
    Rate of Fire: Each turret can fire once per melee, and can be combined in any volley combination.
    Range: 100 miles
    Payload: Unlimited.
    3. Retractable Missile Turrets (hudreds of thousadns): Likewise scattered throughout the hull of the ship.
    Purpose: Assault
    Missile Types: Any Long Range Missile.
    MD and Range: Varies by type used.
    Rate of Fire: Each missile turret can be fired five times per melee, and can be combined with any number GREATER THAN 10.
    Payload: Millions of LRM's are carried.
    4. Fighters: The original weapons systems of the World Ships, each one can carry as many as 10 million Swarm Ships.
    Features:
    • Radar: Combat grade radar. Range 100,0003 miles, can track up to 50,000 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
    • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
    • Anti-Jamming System: Reduces Electronics Countermeasure by _ (decrease skill level appropriately).
    • Radio/RADAR Jamming System: The ship can jam all radio waves in an area of 60,0003 miles; While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear and heterodynes will form on radio systems. An experienced (5th level and above) radar operator can SOMETIMES use the flow of the wash to narrow down the source of the jamming, but typically this does little good. Note: This IS a form of radar signal, and can therefore by tracked by some ESM systems (-10%).
    • Sensory Systems: These ships are equipped with a wide range of sensors; However, some of the higher end material is NOT carried, as the possibility of being shot down is too great. Note that the sensors on this craft is nowhere near as extensive as it's larger brothers.
      Optic Systems: A specially-designed bank of cameras that can read the seconds on a digital wrist-watch in the dark, and can read a normal chronometer even in low-light. Range: 100,000 feet. Must be pointed at a nearby wall or window.
      Other Features of the Optic Systems:
      Infrared: 20 miles, Magnification: 15 times
      Ultra Violet: 22 miles, Magnification: 25 times
      Night Vision: 24 miles, Magnification: 8×
      Color Filters: 19 miles, Magnification: 200 by 0
      Thermal Imager: 10 miles, Magnification: 40 times
      Laser Listening Taps: A special type of laser sensors that can listen in on spoken conversations, in crowded and noise-filled places. Range: 100,000 feet. Just be pointed at a nearby wall or window.
      Laser Communications Interception System: A signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received. Range: 100 miles. NOTE: Requires a successful roll to strike, and does not work on vessels/targets protected by full force barrier fields (standard or variable).
    • Operations Recorder: Records from sensors, stations, and the bridge. 5,000 hours of recording available.
    • Virtual Map: Displays a continuously-updating map of local system for the pilot. Effective navigation of 85% as updates come. Good to 500 million³ miles. Specific range can be adjusted in 100 thousand mile increments.
    • Internal Temperature And Humidity Control: Automatically maintains crews desired heat, humidity, and other personal comfort settings. Each compartment can be individually set.
    • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
    • ESM: Radar Detector. Passively detects other radars being operated.
    • 1 MC: Internal loudspeaker.
    • Video Camera: Records from the HUD. 5,000 hours of recording available.
    • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
    • AMCFD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
      Effect:
      01-50 Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
      51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
      76-00 No effect, missile is still on target.
      Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
      Duration: 1D4 melee rounds.
      Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
    • Radio/RADAR Jamming Pod Missiles: Essentially a long-range missile equipped with a C-441 Canister Pod. Jams all radio waves in an area of 60,0003 miles; While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear and heterodynes will form on radio systems. Because the source of the jamming is moving INSIDE the wash area, it can only be tracked visually IF it can even be seen (painted matte black for that reason).Range: Generally between 6,000 and 18,000 miles. Requires a successful roll to strike.
    • CBR Protection: Complete chemical, biohazard, and radiological protection.
    • Wide band radios: Effective 100,000,000 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies). Effectively the same as a UGC Type-11 hand held/vehicle mounted radios.
    • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the crew, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
    • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the bridge crew.
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
      Combat Profile For A World Ship:
    • Attacks per melee: 10 per major weapons system (less restricted weapons, such as Reflex Cannons, etc).
    • +2 Strike.
    • +4 Parry (with shields).
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