PREVIOUSFACTIONS HOMEPAGENEXT
The Magog.
Magog Swarm Ships.
The Magog.
Magog Swarm Ships.
A Magog Swarm Ship; The lack of clear markings indicates it's a Wild Magog ship, and as such is weapons free on sight. (Photo by Animaniacarts.)Aft View; Note the long "prongs" at the aft of the armatures. These are NOT found on Wayist/Tiamist Swarm Ships. (Photo by Animaniacarts.)
Manufacturer:Magog.Type:Fighter/Dropship.
Planet of Origin:Magog World Ship.Sections:1.
Crew:2.Passengers:20.
Drive System:Traction-drive based design.FTL Propulsion:Slipstream.
Weapons Systems:Heavy lasers (4).Faction:Magog (all, mostly wild).
Overview.
A Magog Swarm Ship is a fighter/dropship design to operate as deadly starfighters and boarding craft. As the name implies, they attack in swarms of dozens to hundreds of ships, punching a hole into the hull of a vessel and introduce its vicious warriors.
Specifications.
Swarm Ships are slipstream capable, and as the name suggests, they usually travel in tight formation. The ships have four "legs" that are articulated, and a pointed bow with an airlock in order to penetrate a ship. The legs can pierce a ship's hull and puncture it, then the fuselage thrusts forward, in order for the Swarm Ship's occupants to board the ship and infest the vessel's inhabitants. Each ship has weak defenses and can be easily destroyed, but this weakness is countered by having dozens, if not hundreds, of Swarm Ships attacking a single target at once, which almost always overwhelms the victim's defenses.
A Swarm Ship's main weapons system is heavy lasers and the hull penetrator.
History.
The Magog themselves don't actually know where the Swarm Ships come from; They inherited them originally from their master, the Spirit Of The Abyss, the God-Prophet killed so long ago that not much is really remembered about him.
What they do know is that they've had these things for eons, they work, and that a World Ship can automatically manufacture them.
Name: Magog Swarm Ship.
Model Type: Fighter/Dropship.
Crew:2
Passengers: 20.
MDC By Location:
Aft Fuselage:
Penetrator (forward fuselage):
Inner Armatures (4):
Outer Armatures (4):
100
150
50 each
50 each
Laser Cannons (2):
Cockpit:
Thruster:

50 each
100
100

Weapons Systems:
1. Laser Batteries (2): Located on either side of the fuselage.
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.
2. Hull Penetrator: Used to penetrate the hull of an unwilling victim.
MD: 2D6 per melee action.
Rate of Fire: Per pilot's attacks per melee.
Range: contact.
Payload: Unlimited.
3. Boarding Party: About 20 Magog can be carried as a boarding party.
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 times
    Color Filters: 19 miles, Magnification: 200√ó0
    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 million¬≥ 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 Swarm Ship:
  • Attacks per melee: 5.
  • +5 Strike.
  • +4 Parry (with shields).
PREVIOUSFACTIONS HOMEPAGENEXT