The Monster
Monster
- Intent: To create an Anti-Capital Ship Cruise Missile
- Image Source: Gallery
- Canon Link: None
- Permissions: None
- Primary Source: None
- Manufacturer: Freebirds Industries, Confederacy of Independent Systems
- Affiliation: Confederacy of Independent Systems
- Model: SIM-02
- Modularity: No
- Production: Minor
- Material: Alusteel frame, electronics, Proton torpedo based warhead, sensors, maneuvering thrusters, micro fusial engine components, Ionite-A Shielding of major guidance systems and explosives.
- Classification: Space Interception Missile - Capital Grade
- Size: Very Large
- Weight: Very Heavy
- Explosive Type: High Yield Proton Torpedo Warhead
- Delivery Method: Self Propelled
- Effective Range: Battlefield
- Area Of Effect: High
- Stopping Power: Very High
- Anti-Capital Ship based Cruise missile designed for use on capital ships in space or atmosphere.
- Multiple maneuvering jets and aerodynamic fins allows this missile to work both in space and atmosphere with a high level of maneuverability (compared to most capital ships).
- Guidance system utilizes multi-lock technology to both get visual, thermal, and actively radar guided based missile locks making this missile extremely hard to spoof or defeat with standard chaff, flare, or even using most standard EWAR systems, meaning that to defeat the missile you have to maneuver.
- Big Charge: This missile has a much larger payload intended to hit capital ships and hit them hard. When deployed as part of a missile salvo these missiles can cause heavy damage to lot of vessels that have been exposed, or even destroy ships that have been crippled.
- Guidance system: These missiles utilize a multi-lock technology that uses a variety of target locks to acquire, track and guide itself to the target. This makes these missile almost impossible to defeat using conventional jamming and spoofing tactics from a defending vessel meaning that you have to shoo them down or out maneuver them.
- Larger Missile: These missiles have a larger silhouette and radar cross section than standard anti-fighter/bomber missiles, making them much easier to combat with point defense cannons. These missiles also cannot ignore shields which means that while they will hit and do significant damage to most shields, they are more effective when used against the armor of enemy vessels.
- Pretty easy to intercept: These missiles while guided are not smart. They will not try to avoid oncoming enemy fire, they will not try to take an advanced flight path unless pre-programmed before launch. This means that these missiles once they acquire target lock, will stay on that trajectory until they either hit the target or are destroyed. Now if an enemy ship manages to defeat the missiles without destroying them by maneuvering or utilizing Ion weaponry to target the missiles engines, these missiles will self destruct to prevent capture or recovery.
The Cruise Missile. Faster than a Proton Torpedo but with not quite the payload this entry into the SIM-series line up of missiles gives captains a very long range and capable option to engage enemy capital ships and hardened bunkers. And its ability to utilize multi-lock technology by acquiring multiple target locks or being able to be locked onto a target based on the target's image specifically, this gives this cruise missile a hefty advantage when going against enemy counter measures. Add into this a micro-fusial engine, maneuvering thrusters, and the ability to maneuver well in atmosphere due to its fins and you have a very capable weapon system. Just don't shoot it at star fighters because while it shares the same targeting systems as the smaller versions of the SIM series missiles, this missile doesn't have quite the maneuverability as the smaller versions. But who needs extreme maneuverability when your targeting that Star Destroyer at 5 kilometers? Yeah didn't think so. Finally this missile just like its brothers can be fed pre-programmed targeting data for its target, a pre-determined flight path before it switches over to its onboard guidance system, and then be launched to give you the ability to shoot these missiles around targets. But once that guidance system is on, there is no shutting it off as the missile is a fire and forget kind of missile. So don't point these at anything you don't intend to destroy. Are you ready to rain fire arrows from the heavens with the Archer?
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