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.
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.