coldwave
09/18/04 10:59 PM
24.237.141.93
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This is the first design I have ever posted, please feel free to comment. As I do not have any source books for historical information, I had to make do with what I could find on the internet. I would appreciate any suggestions for corrections that need to be made. ****************************************************************************************** CLB-1N Clibanus
Chassis: Unknown Power Plant: Unknown 220 Cruising Speed: 43 Maximum Speed: 64.5 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 3 Large Lasers Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Overview: Named after the latin word for, "Furnace", the Clibanus is indeed just that. Sporting 3 large lasers and only enough heatsinks for two, this mech can easily reach extreme temperatures in very short periods of time. However, with careful firing management, this isn't likely to be a problem. Due to its mounting three large lasers, nearly the maximum tonnage of armor possible at this weight, and a respectable cruising speed, it can remain in the field indefinately. Also, since it is built from common, readily available parts, the Clibanus is easily repaired.
Capabilities: As a medium-short range support mech, the Clibanus typically holds its own. Due to its 18 heatsinks, it can fire two of its three lasers at a run without fear of over-heating. However, the mech is not built for frequent alpha-strikes, and should the pilot do so too often, he may find himself shut down at the worst possible time. Regardless, with careful management, the pilot typically has few problems. Although generally used in a mid-field, point-defense mech role, pilots have been known to take it into short range brawls. Due to its ten and one-half tons of armor, it can usually stay in the battle long enough to inflict heavy damage. Also, as it is equipped with full arm and hand actuators, it can defend itself in physical combat even when over-heating.
Deployment: Currently, only Marik is known to field the Clibanus. Even though only a few of these mechs are avaiable, they are already being stationed on Marik's borders.
Battle History: Currently, only one Clibanus has seen combat. During a patrol, a lone Clibanus was abushed by pirate forces composed of a Locust and a Panther. Despite being outnumbered and taken by surprise, the mech's pilot was able to use the Clibanus' armor and weaponry to his advantage. In the end, he stood victorios, and the Clibanus had passed its first test.
Known Variants: Although uncomfirmed, there are rumors of a possible PPC conversion of this mech. Whether this mech actually could exist, however, is unknown.
CLB-1N Clibanus
Technology Base: - Inner Sphere - Level 1 Equipment Mass Internal Structure: 5.5 Engine: 220 10 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 18 8 Gyro: 3 Cockpit: 3 Armor Factor: 168 10.5
Internal Armor Structure Value Head 3 9 Center Torso 18 25 Center Torso(rear) 8 R/L Torso 13 17 R/L Torso(rear) 5 R/L Arm 9 18 R/L Leg 13 23
Weapons and Ammo Location Critical Tonnage Large Laser LA 2 5 Large Laser RA 2 5 Large Laser CT 2 5 ****************************************************************************************** CLB-1M Clibanus
Chassis: Unknown Power Plant: Unknown 165 Cruising Speed: 32.25 Maximum Speed: 53.75 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 3 PPCs Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Overview: Named after the latin word for, "Furnace", the Clibanus is indeed just that. Sporting 3 large lasers and only enough heatsinks for two, this mech can easily reach extreme temperatures in very short periods of time. However, with careful firing management, this isn't likely to be a problem. Due to its mounting three large lasers, nearly the maximum tonnage of armor possible at this weight, and a respectable cruising speed, it can remain in the field indefinately. Also, since it is built from common, readily available parts (at least in Marik), the Clibanus is easily repaired.
Capabilities: This variant of the Clibanus is thrust into an even greater supporting role than the original. Equipped with three PPC's, it has considerable long-range firepower for a chassis this size. However, the lack of short-range armament other than its hands makes it vulnerable to any mechs that close below the range of its primary armament.
Deployment: Currently still under-going field tests.
Battle History: As of yet, this variant of the Clibanus has not seen any battle.
Known Variants: A new version of the Clibanus; this variant drops the three large lasers in favor of three ppc's and an additional two heat-sinks. However, due to the weight of these weapons, this was not just a simple conversion. To make room, the mech's engine had to be dropped from a 220 down to a 165. Armor, too, had to be ruduced by three tons. In spite of this, the mech remains something not easily ignored. Once again, this variant of the Clibanus lives up to its reputation for high heat and high damage. By carrying three PPC's, it can be a threat to mechs of even the heavy category. However, due to it's lighter armor and slower speed, as well as minimum ranges of it's guns, it is recommended that short-range battle be avoided at all cost. Ultimately, this design is meant to be purely a long range, heavy bombardment, support mech. Currently, this variant is not expected to see mass-production. The rarity of its weapons will keep it reserved for only experienced mechwarriors or other, high-ranking officials. As of yet, only two CLB-1M's are in existance, neither of which is beyond the testing phase.
CLB-1M Clibanus
Technology Base: - Inner Sphere - Level 1 Equipment Mass Internal Structure: 5.5 Engine: 165 6 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 20 10 Gyro: 2 Cockpit: 3 Armor Factor: 120 7.5
Internal Armor Structure Value Head 3 9 Center Torso 18 18 Center Torso(rear) 5 R/L Torso 13 12 R/L Torso(rear) 3 R/L Arm 9 13 R/L Leg 13 16
Weapons and Ammo Location Critical Tonnage PPC LA 3 7 PPC LT 3 7 PPC RA 3 7 ******************************************************************************************
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Karagin
01/03/05 12:32 AM
65.129.164.84
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Interesting set of mechs...heat is going to be an issue for both and that fits nicely with their tech levels. Very simple and straight forward designs. I think they could very well surprise a lot of folks and get some nice solid hits in on Level 2 mechs.
Very well done.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Silenced_Sonix
01/03/05 03:44 PM
168.209.97.34
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The second variant will have some problems at close range, if the target manages to stay within the minimum rnage of the PPC's. Why not drop one of the PPC's and add two medium lasers and some more heatsinks?
Evolve or Die
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Karagin
01/03/05 05:19 PM
65.129.164.178
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That could be a good variant, say every third mech of that version is done that way.
Still I wouldn't want to be anywhere near these mechs with out some that can dish out some damn heavy firepower of it's own.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Silenced_Sonix
01/03/05 05:28 PM
168.209.97.34
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Try a Thor with four large pulse lasers and nineteen double heatsinks - the fat lady sings even before you deploy for the first turn.
Evolve or Die
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Karagin
01/03/05 10:07 PM
65.129.167.77
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Against Clan tech, not much stands up to it, especially if Pulse Lasers are in the fight.
What I had in mind was more of a balanced fight between mechs, not a slaughter.
Karagin
Given time and plenty of paper, a philosopher can prove anything.
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Silenced_Sonix
01/05/05 05:36 PM
168.209.97.34
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About as balanced a fight as dissecting a frog with a chainsaw: messy, gory, and decidedly one-sided.
Evolve or Die
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coldwave
10/25/05 03:50 AM
209.193.29.199
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Greetings all. The other day it hit me that I had never gotten around to revising the Clibanus' background story, nor did I post the final variants I created. So, I spent the last couple of nights fixing what should have been done last year. Enjoy!
*Asside* Although the history mentions a MK2 variant, it is not yet finished and thus is not actually included in the variants list. I'm thinking I'll simply devote a new thread to the mech, since it is essentially a brand new, LVL 2 beast.
************************************************************************************* /TRANSMISSION START *************************************************************************************
The Clibanus
Weight: Fifty-Five Tons Chassis: Unknown Power Plant: Unknown 220 Cruising Speed: 43 Maximum Speed: 64.5 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 3 Large Lasers Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Overview:
"Clibanus." The Terran word for "Furnace," dating back to the ancient language of Latin. The very word itself inspires images of heat and flame. Now, picture in your mind a massive, unearthly heavy mech, packed with weaponry capable of crippling an enemy in seconds. Take that image, keep it in your mind, and scale it down. In fact, scale it down so far that it's not a heavy mech anymore, but instead, a full weight class smaller. However, this mech is not yet complete. Take that ancient word of Terra, combine it with this chassis, and you have it. The Clibanus. A mech who's sole purpose is to take the weaponry of a heavy mech and pack it into a medium mech frame at any cost."
This was the sale's pitch Captain General Janos-Marik heard in 2994 when the preliminary concept of the Clibanus was first brought to his attention. It was quite a pitch to swallow, especially considering the price tag attached to it. One hundred and fifty million M-Bills, to be exact; and that just to refit a single mech factory. However, with the ever greedy eyes of Houses Steiner and Liao on Marik space, he felt the expence was worth risk. One year later, the first Clibanus CLB-1N walked of the production line and into the history books. The Clibanus was born.
Capabilities:
The Clibanus' capabilities can be summed up in two words. FIREPOWER and HEAT Due to the lofty goal of matching a heavy mech laser for laser, every variant of the Clibanus has incredible heat issues. During early tests, it was not uncommon for a pilot to eject from his mech just to escape the horrendous conditions inside. Other problems included the rapid deterioration of power couplings and the targeting computer randomly failing. Although the addition of a secondary cooling jacket helped reduce these problems, the power couplings still had to be serviced once every six months, or else risk damaging to the mech's energy systems.
In addition to the heat, another common trait in the Clibanus is a heavy reliance on energy, and to a lesser extent, missile based weaponry. All variants of the Clibanus, with one exception, are built around a chest mounted Large Laser. This high reliance on energy weapons is one of the key strengths of the Clibanus, and helps to keep it on the front line while others are forced to withdraw for supplies. All variants of the Clibanus are effective medium range machines, with each version optimized for a closer or longer range.
Deployment:
Today, the Clibanus is widespread throughout Marik forces. Initally deployed to the 1'st Guards in 2995, the mech quickly spread to the 2nd and 3rd by 2997. For the next twelve years, the mech was rapidly dispersed throughout the rest of Marik military structure until it became a common sight within Marik space.
Battle History:
2995-3001: The Clibanus saw limited use in the border wars with the Capellans and Lyrans. Although not yet widely available, the battlemech was found to be a valuable part of any lance, and had proven itself time and again. However, it did not see a major military offensive until the Marik invasion of the Capellan Confederation in 3001. Unfortunately, the failure of the initial assault did not score the mech high marks.
3002-3011: Used heavily in the continued assault on House Liao and Steiner. Was a great success in the assault on Coventry and Pollux.
3012-3015: Frequently participated in engagements with rebel forces throughout Marik space.
3016-3049: Little to no engagements of note. Following the Marik civil-war and the failed invasions of Houses Steiner and Liao, the Clibanus was temporarily recalled from service for refitting. Many of the mechs were in deep disrepair, having not been maintained regularly throughout their many engagements, and had numerous technical problems with their electronic equipment. Thankfully, a new, and heavily improved, model of the problematic power couplings had been developed. Unfortunately, supplies of this new model were short, and thus kept many of the Clibanus temporarily moth-balled. By 3025, most of the mechs had been refitted, and the mech was officially returned to service. However, other than an occasional conflict with pirate forces, the Clibanus did not see any further heavy engagements.
3050-NOW: During the Clan invasion, the Clibanus was found to be one of Marik's most invaluable battlemechs. It was one of the few medium-weight mechs with enough firepower to actually prove to be a threat to the mighty Clan machines of war. Unfortunately, it was completely out-classed by the advanced Clan technology, but this imbalance was soon righted as the Free Worlds League obtained and adapted the Clan's advanced weaponry for their own use. These refits soon came to be known as the Clibanus MK2, and were still as heavy hitting and overheating monstrocities as the original design. Although many of the original Clibanus still remain in Marik service, they are being converted to the MK2 variants as quickly as possible.
Known Variants:
CLB-1N - This is the first, and some say best, model of the Clibanus. Sporting 3 large lasers, ten and one half tons of armor, and a cruisng speed of sixty five kilometers per hour, this is a mech known for its incredible adaptability, heat generation, and firepower.
CLB-1M - The only variant of the Clibanus not to sport a large laser, this variant instead wields three of the mighty PPC. Although this radically improves the range of the mech, it also handicaps the machine with even higher heat, slower speeds, less armor, and a terrible armament for short-range combat. Even worse, the already problematic power couplings are strained to their limit by the heavy demands of the higher-output PPC weaponry, and are incredibly prone to failure. This is further complicated by one of the PPC's having to be forced into the left-torso, placing it in a location of the mech not originally designed to cary weaponry. Ultimately, only a single lance of this variant has been produced, and no further production is planned unless the problems plaging this design can be adressed.
CLB-1M2 - After the disaster that was the CLB-1M, the Clibanus' designers managed to take their newfound knowledge and use it to design a new, heavily improved model. Dubbed the CLB-1M2, this variant utilizes the standard, center-mounted Large laser, but it is now mounted in tandem with dual PPC's. Although still as slow as the 1M, it armor is now a mere one ton less than the 1N, has fewer power issues, and manages to retain the same supporting role that the 1M was supposed to fill. Heat, however, is still an issue. Due to a shortage in PPC weaponry, however, this model has seen only limited production.
CLB-1S - Essentially the polar opposite of the 1M variants, the CLB-1S is a medium to short range brawler mech. Dropping the arm-mounted Large Lasers in exchange for four medium lasers and two, short range, four tube missile launchers, the CLB-1S is capable of massive damage at a very short range. Thankfully, this design retains the impressive armor and speed of the orginal CLB-1N vairant. As always, this Clibanus stays true to the high-damage, high-heat design.
CLB-1S2 - Due to complaints in regards to the CLB-1S's short range, designers looked for a way to increase the weapons range of the mech Eventually, it was found that by dropping four heatsinks and both four tube short range missiles, they were able to free enough room for two braces of five-tube, long range missiles. The result is quite possibly the most damaging design ever for the Clibanus. Able to effectively strike at any range, the mech is truly a fearsome beast. Of course, the further reduction of heat sinks has given its pilots a new definition of, "The Hot Seat."
*************************************************************************************
CLB-1N Clibanus
Technology Base: - Inner Sphere - Level 1 Equipment Mass Internal Structure: 5.5 Engine: 220 10 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 18 8 Gyro: 3 Cockpit: 3 Armor Factor: 168 10.5
Internal Armor Structure Value Head 3 9 Center Torso 18 25 Center Torso(rear) 8 R/L Torso 13 17 R/L Torso(rear) 5 R/L Arm 9 18 R/L Leg 13 23
Weapons and Ammo Location Critical Tonnage Large Laser LA 2 5 Large Laser RA 2 5 Large Laser CT 2 5
*************************************************************************************
CLB-1M Clibanus
Chassis: Unknown Power Plant: Unknown 165 Cruising Speed: 32.25 Maximum Speed: 53.75 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 3 PPCs Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
CLB-1M Clibanus
Technology Base: - Inner Sphere - Level 1 Equipment Mass Internal Structure: 5.5 Engine: 165 6 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 20 10 Gyro: 2 Cockpit: 3 Armor Factor: 120 7.5
Internal Armor Structure Value Head 3 9 Center Torso 18 18 Center Torso(rear) 5 R/L Torso 13 12 R/L Torso(rear) 3 R/L Arm 9 13 R/L Leg 13 16
Weapons and Ammo Location Critical Tonnage PPC LA 3 7 PPC LT 3 7 PPC RA 3 7
*************************************************************************************
CLB-1M2 Clibanus
Chassis: Unknown Power Plant: Unknown 165 Cruising Speed: 32.25 Maximum Speed: 53.75 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 2 PPCs 1 Large Laser Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
CLB-1M2 Clibanus
Technology Base: - Inner Sphere - Level 1 Equipment Mass Internal Structure: 5.5 Engine: 165 6 Walking MP: 3 Running MP: 5 Jumping MP: 0 Heat Sinks: 20 10 Gyro: 2 Cockpit: 3 Armor Factor: 152 9.5
Internal Armor Structure Value Head 3 9 Center Torso 18 25 Center Torso(rear) 6 R/L Torso 13 16 R/L Torso(rear) 3 R/L Arm 9 16 R/L Leg 13 21
Weapons and Ammo Location Critical Tonnage PPC LA 3 7 PPC RA 3 7 Large Laser CT 2 5
*************************************************************************************
CLB-1S Clibanus
Chassis: Unknown Power Plant: Unknown 220 Cruising Speed: 43 Maximum Speed: 64.5 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 1 Large Laser 4 Medium Lasers 2 SRM 4s Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
CLB-1S Clibanus
Technology Base: - Inner Sphere - Level 1 Equipment Mass Internal Structure: 5.5 Engine: 220 10 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 18 8 Gyro: 3 Cockpit: 3 Armor Factor: 168 10.5
Internal Armor Structure Value Head 3 9 Center Torso 18 25 Center Torso(rear) 8 R/L Torso 13 17 R/L Torso(rear) 5 R/L Arm 9 18 R/L Leg 13 23
Weapons and Ammo Location Critical Tonnage Medium Laser LA 1 1 Medium Laser LA 1 1 SRM 4 LA 1 2 SRM 4 Ammo LA 1 1 Medium Laser RA 1 1 Medium Laser RA 1 1 SRM 4 RA 1 2 SRM 4 Ammo RA 1 1 Large Laser CT 2 5
*************************************************************************************
CLB-1S2 Clibanus
Chassis: Unknown Power Plant: Unknown 220 Cruising Speed: 43 Maximum Speed: 64.5 Jump Jets: none Jump Capacity: none Armor: Unknown Armament: 1 Large Laser 4 LRM 5s 4 Medium Lasers Manufacturer: Unknown Primary Factory: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
CLB-1S2 Clibanus
Technology Base: - Inner Sphere - Level 1 Equipment Mass Internal Structure: 5.5 Engine: 220 10 Walking MP: 4 Running MP: 6 Jumping MP: 0 Heat Sinks: 14 4 Gyro: 3 Cockpit: 3 Armor Factor: 168 10.5
Internal Armor Structure Value Head 3 9 Center Torso 18 25 Center Torso(rear) 8 R/L Torso 13 17 R/L Torso(rear) 5 R/L Arm 9 18 R/L Leg 13 23
Weapons and Ammo Location Critical Tonnage LRM 5 LA 1 2 LRM 5 LA 1 2 LRM 5 Ammo LA 1 1 Medium Laser LA 1 1 Medium Laser LA 1 1 LRM 5 RA 1 2 LRM 5 RA 1 2 LRM 5 Ammo RA 1 1 Medium Laser RA 1 1 Medium Laser RA 1 1 Large Laser CT 2 5
************************************************************************************* /END TRANSMISSION *************************************************************************************
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Auren_Shiro
10/25/05 08:23 AM
24.34.100.170
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This is very, very munchy and yummy... Make this thing work with level 2 inner sphere tech, and I'll be a happy person.
Nice design, with a large, ammo-independent main weapon.
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coldwave
10/26/05 03:55 AM
209.193.29.199
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Hey Auren_Shiro!
Glad you like! I know, it's a little bit on the twinked out side of BT, but at least I didn't go all the way. After all, it doesn't have Jump Jets! Regardless, it was a fun little concept to work with, and was something I really enjoyed doing. One day I was thinking to myself, "I wonder if it's possible to make a medium mech equal to a heavy in firepower, without giving up too much in other areas?" Turns out, it is! Granted, it's always going to be outmatched in a physical fight by a heavier mech, but at range, it'll hold its own.
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Auren_Shiro
10/26/05 09:06 AM
24.34.100.170
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Yeah, another issue is hand to cannon combat, it just simply can't hit harder.
The fluff was yummy. Although I wouldn't consider jumpjets for a gunboat, those are for my all purpose mechs that happen to be amazing for everything.
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