The Monster
Monster
- Intent: To create a battle carrier for SLDF and CIS use
- Image Source: Gallery
- Canon Link: None
- Permissions: None
- Primary Source: None
- Manufacturer: Freebirds Industries
- Affiliation: Freebirds Industries
- Market Status: Closed-Market
- Model: MAC-1
- Production: Minor
- Material: Phrik-A, FM-001/002/003, Duraplast-E, full sensor package, Achilles Heavy Turbolasers, Paladin Turbolasers, Deimos Laser Cannons, Ion Cannons, MLMS Zeus, Svalinn Shield Generator, FIE-2 Engines, Atin Reactors, Fire suppression systems, Luft Class Life Support, Eagle Eye Targeting/FCS, Hawk Eye Targeting/FCS, Wind Talker Class Communications Array, Omnisiah processors, medical equipment and other standard ship building materials.
- Classification: Assault Carrier (first rating is with standard power : second is with full power to engines)
- Length: 1,950 meters
- Width: 650 meters
- Height: 500 meters
- Armament: High / Low
- 10 Achilles Heavy Turbolaser Cannons
- 45 Triple Paladin Turbolaser turrets
- 40 Ion Cannons
- 100 Deimos Laser Cannons
- 16 MLMS Single Tube launchers
- Defenses: Average
- Svalinn Shield Generator
- Phrik-A latticed Hull Armor Plating
- Hangar Space: Extreme: 22
- Hangar Allocations:
- Starfighters: 10 squadrons (F-22 Star Raptor)
- Bombers: 7 squadrons (B-1 Bone)
- Support Craft: 5 squadrons (3 AT-1s : 2 AT-2s)
- Maneuverability Rating: Low / Average
- Speed Rating: Average / High
- Cargo Capacity: Very Low
- Hyperdrive: Yes
- Hyperdrive Class: 0.5
- Power plant is several Atin Class Isotope-5A reactors, which gives this vessel all the necessary power across all power systems.
- Fire suppression systems across the entirety of the vessel allowing for fires to be handled safely and remotely, without risking naval crews.
- Luft Class Life Support Systems offers the best in class atmospheric management system for the vessel, making it able to support and house various species of all different kinds without needing to utilize environmental suits.
- Remote Weapon Control Stations offering the crew the ability to be able to centralize fire control systems and have back-up stations in case those fail.
- Full medical bay capable of treating and otherwise being able to handle whatever injuries any of the crew might have occur while on missions. This includes a variety of burns, amputations, shrapnel and other wounds.
- Many tasks and more dangerous positions across the ship are either automated or operated by droids to increase crew safety and effectiveness of the vessel in battle, despite damage being sustained.
- Massive Hangar bay with huge amounts of space for smaller craft from star fighters and light gunships, to heavy bombers and assault craft. This gives this ship great carrier capabilities.
- Achilles Heavy Turbolasers provide a solid base of firepower for the ship, allowing it to go toe to toe with other capital class vessels at long and close ranges, utilizing these weapon's super heavy firepower to balance out the relatively low count of weapons emplacements.
- Secondary weapons consisting of Triple Paladin Turbolaser turrets and Ion Cannons, allowing for this ship to duke it out at medium and close ranges. These weapons give commanders of this vessel options for what to do when engaging enemies with their vessel directly, allowing their fighters/bombers to instead focus on other tasks.
- Tertiary weapons include the Deimos Heavy Laser Cannons, and the MLMS launch tubes with the ability to launch any missiles within the SIM-series. These give this vessel respectable fighter/bomber and munitions defense, while allowing flexibility in the vessel when faced with a variety of challenges.
- Hawk Eye/Eagle Eye Fire Control Systems give these weapons unparalleled accuracy at ranges beyond normal fire control systems, and even allow for a variety of advanced targeting acquisitions to be conducted. This means that your weapons are more accurate, against more targets, and allow you to be more efficient and effective with your applications of firepower. This combined with many of the weapons having remote weapons stations with a back up station designated on the vessel gives the ship more durable and effective fire controls.
- Sensor package includes magnetic mass, radar, Lidar, thermal, bioscanners, full electromagnetic spectrums, X-ray capable scanning profiles, ground/sea penetrating radars, power detection and various emissions detection to include Ion Engines and other various forms of thrust. To put it simply, aside from anti-stealth capabilities, this ship can track other vessels in system using a variety of sensors, and then use the sensor data to allow its weapons to track and then fire these targets.
- Svalinn Shield Generators aboard the vessel give it good overall defensive coverages at a reduced size and weight profile. This allows for more mass and space of the ship to be devoted to its truly massive hangar bays.
- Phrik-A latticed Hull Armor plating with protective laminates allow for the vessel to have respectable armor protection and coverage, without the added bulk of said coverage cutting into the hangar bays or weapons platforms. This makes the vessel able to take some punishment while dishing it back out.
- Wind Talker Class Comms Array allows for unprecedented command and control from the vessel to its fighters, bombers, and support craft. This allows for the ship to track the various vessels, their munitions, hull/shield integrity, and whatever targeting data they might need or are trying to provide. This allows for the various small craft and this ship to work in tandem to create an extremely elegant, synchronous, and deadly fighting force.
- Puts "Battle" in Battle Carrier: This ship is a heavier star destroyer at its core. It's meant to fight with, and destroy enemy vessels in the battlespace it occupies and to do so with terrifying efficiency and effectiveness. And while it's weapons are only slightly better than that of a standard Star Destroyer, this ship's true capacity for war shines when you look at how it pairs with its fighter capacity. This allows this ship to approach any enemy vessel or even a group of smaller vessels with the same gravity as a Hobbesian Leviathan, using its heavy guns to fix and pitch battle against larger vessels while its fighters and bombers move through and destroy anything else that threatens the ship. This vessel is right at home in the heart of the fight, taking blows and dishing them out, while managing its small craft complement like a maestro of war and death.
- Turbo: This ship has the ability to throw its reactors almost entirely behind the engines of the vessel, giving it a little extra boost in speed and maneuverability. This allows ship's captains and commanders to maneuver these vessels into proper position for the attack, or getting out of a tight spot when necessary. This added flexibility to the vessel will be a great boon to such leaders, allowing them the ability to move into better positions to engage, and destroy their enemies.
- Bridge: The bridge of this vessel is highly exposed, sticking out like a sore thumb on the vessel. And while there is a secondary bridge and gunnery stations aboard this vessel, the primary communications relay is also located here. This relay is the reason that this ship can command and control so many small craft or even other capital class assets so effectively because of its bandwidth capabilities. Take it out, and while the ship itself may recover, she will not be at close to full strength.
- Force Projection: This ship sacrificed the ability to carry massive amounts of ground forces, vehicles, or anything really to be effective on force projection missions planet side. This means that aside from the security forces (which number a few hundred), and small craft currently aboard, that's all you have to effect force projection on any planet. And that is extremely lacking on this vessel.
- Turbo uses a lotta juice: The power shift function of this vessel requires a lot of power to get this vessel to move. This level of power is achieved by directing power away from the Achilles and Paladin Turbolaser Turrets to the engines, bringing these weapons offline. This leaves the ship highly exposed as it will take a minute or so to power them back up once the power shift is concluded. In short, don't do it unless you know it's safe, or absolutely have to.
One of the first true ships of the line to come from Freebirds Industries, the Mastodon Assault Carrier is truly one of a kind of its class. A battle carrier intended to be one of the mainstays of the fleet where it is designed for combat, and absolutely nothing else. Every meter of space on this vessel is dedicated to space combat, from the various storage tanks for the turbolasers, to the magazines of missiles, even the hangar designed to store and launch a vast array of fighters. This ship was designed to enter the battlespace, take up its position of dominance and rule the space around it with a combination of fighters, firepower and the ability to reposition to take advantage of the enemy's mistakes. However this comes at a severe cost, being that this specialization takes away from the vessel's capabilities to carry a ground complement. This means that if you want ground troops to pursue a land based campaign you'll need to bring dedicated transports, because what you see is what you get with this ship. It fights in space really good, and can direct lots of traffic alongside launching a metric boat load of fighters into space. But that's it. That's why in the fleet she's going to have to be the spear head to something larger and more dedicated to the transport role. So while we at Freebirds can't recommend this vessel for use in planetary invasions, for space combat this vessel is second to none when it comes to other vessels of her class and production.
Last edited: