Author Topic: Carnwennan Pocket WarShip (IStech)  (Read 260 times)

AngryButler with a KNIFE!

  • Warrant Officer
  • *
  • Posts: 482
Carnwennan Pocket WarShip (IStech)
« on: 24 January 2024, 11:23:53 »
Overview
Taking cues from the various flying wing type aerospace fighters, and in fact looking even further back to the massive 'stealth' bombers that pre-dated the Terran Alliance, the Carnwennan is effectively a giant scale fighter-bomber in its own right. Meant to knock out entire squadrons on its own, either with sub-capital missiles or its shorter ranging armaments, before going after their dropship carrier with two massive lasers and a true capital grade missile launcher set into its belly. The name chosen by the Federated Suns Navy, Carnwennan, is based on one of the lesser known mythical weapons of King Arthur. Said to cloak its wielder in shadows, it was a slayer of witches and giants.

Code: [Select]
Carnwennan Pocket WarShip
Type: Military Aerodyne
Mass: 5,500 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 5,500
Battle Value: 13,679
Tech Rating/Availability: F/X-X-X-D
Cost: 582,494,400 C-bills

Fuel: 350 tons (10,500)
Safe Thrust: 6
Maximum Thrust: 9
Heat Sinks: 175 (350)
Structural Integrity: 9

Armor
    Nose: 210
    Sides: 175/175
    Aft: 150

Cargo
    Bay 1:  Cargo (550.0 tons)      1 Door   

Ammunition:
    288 rounds of Anti-Missile System [IS] ammunition (4 tons),
    480 rounds of LB 10-X Cluster ammunition (48 tons),
    12 rounds of White Shark ammunition (40 tons),
    10 rounds of Screen Launcher ammunition (10 tons),
    198 rounds of MML 9 SRM ammunition (3 tons),
    234 rounds of MML 9 LRM ammunition (3 tons),
    30 rounds of Piranha ammunition (20 tons)

Escape Pods: 0
Life Boats: 3
Crew:  4 officers, 2 enlisted/non-rated, 11 gunners

Notes: Mounts 34 tons of heavy ferro-aluminum armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV     ERV   Class       
Nose (123 Heat)
2 ER Large Laser                          24   2(16)   2(16)   2(16)    0(0)  Laser       
2 Large VSP Laser                         20   2(20)   1(14)    0(0)    0(0)  Pulse Laser
2 LB 10-X AC                               4   2(20)   2(20)    0(0)    0(0)  LBX AC     
    LB 10-X Cluster Ammo (160 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
2 MML 9                                   10   1(10)   1(10)   1(10)    0(0)  MML         
    MML 9 LRM Ammo (78 shots)
    MML 9 SRM Ammo (66 shots)
1 Capital Missile Launcher (White Shark)  15   3(30)   3(30)   3(30)   3(30)  Capital Missile
    White Shark Ammo (12 shots)
2 Sub-Capital Laser (SCL/1)               48   2(20)   2(20)   2(20)    0(0)  Sub-Capital Laser
RW/LW (69 Heat)
1 Sub-Capital Missile Launcher (Piranha)   9   3(30)   3(30)   3(30)    0(0)  Sub-Capital Missile
    Piranha Ammo (15 shots)
2 ER Large Laser                          24   2(16)   2(16)   2(16)    0(0)  Laser       
2 Large VSP Laser                         20   2(20)   1(14)    0(0)    0(0)  Pulse Laser
2 LB 10-X AC                               4   2(20)   2(20)    0(0)    0(0)  LBX AC     
    LB 10-X Cluster Ammo (160 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
2 MML 9                                   10   1(10)   1(10)   1(10)    0(0)  MML         
    MML 9 LRM Ammo (78 shots)
    MML 9 SRM Ammo (66 shots)
Aft (32 Heat)
2 Large VSP Laser                         20   2(20)   1(14)    0(0)    0(0)  Pulse Laser
2 Anti-Missile System                      2    1(6)    0(0)    0(0)    0(0)  AMS         
    Anti-Missile System Ammo [IS] (72 shots)
1 Screen Launcher                         10   2(15)    0(0)    0(0)    0(0)  Screen Launcher
    Screen Launcher Ammo (10 shots)


Screen Launcher was added as a very simple, but extremely effective way to cause ASFs to back-off from chasing it, considering anything in the same hex as the launcher round, when it goes off, gets hit as if by a Gauss round. Everything in the hex. Also works quite well if it realizes its in over its head and needs to bail, so dropping chaff/obscurants and ECM/ECCM noisemakers to throw off aim, as it runs, is quite welcome.
I love my Wiesel XII. Yes, yes I do.

 

Register