BattleMech Technical Readout
Name/Model: Super Stinger ((NGTM-1R's Mech)) SSTG-3R
Designer: The Grand Poobah
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 35
Configuration: Biped BattleMech
Era/Year: Late Succession Wars / 3042
Rules (Current): Tournament Legal
Rules (Era): Tournament Legal
Rules (Year): Tournament Legal
Total Cost: 5,331,285 C-Bills
Battle Value: 923
Chassis: SearcyWorks SSTG-3
Power Plant: SearcyWorks XL 210 XL
Walking Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: SearcyWorks LiftLight
Jump Capacity: 180 meters
Armor: SearcyWorks Plate Light
Armament:
1 Victory Nickel Alloy ER Large Laser
1 SeacyWorks Hardlight-1 Small Laser
1 SearcyWorks Hardlight-1 Small Laser
7 Kicker Machine Guns
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Tek BattleCom
Targeting & Tracking: Tek Tru-Trak
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Overview:
The Super Stinger gave our Blessed Order quite a shock when it was released for sale in
3042. Up until that point, all other advanced technology designs were simple refits of an
existing BattleMech, and even those were quite rare. The Super stinger, while it resembled
its parent design, was something entirely new.
The new BattleMech quickly proved its worth in border skirmishes with Rasalhague and
Federated Commonwealth troops. Then, in 3050, it faced the greatest test of all Inner Sphere
BattleMechs: the Clans. Surprising all, the Super Stinger turned in an excellent
performance. Clan warriors assumed time and again they faced more Stingers, and consistently
paid the price for their mistake.
Capabilities:
The Super Stinger retains the Stinger's mobility and general appearance, setting the tone
for further "Super"-series redesigns. Armored to the max, the Super Stinger can absorb more
punishment than quite a few medium 'Mechs, and its maneuverability only makes it more
difficult to kill. While unable to outrun Clan scouts, it can outfight most of them.
The Super Stinger's forte is anti-infantry operations, against both armored and unarmored
infantry. The firepower from its massed machineguns is incredibly effective against armored
infantry, and the 'Mechs pair of fully manipulable hands means it has little to fer from
swarming Elementals, whom it can simply pick off itself and throw. Long Super Stingers are
known to have destroyed whole Elemental Stars, and the 'Mech has been tagged "Elemental
Eliminator" by many MechWarriors.
Should it be engaged by another Battlemech, the Super Stinger is not defenseless. The
Victory Nickel Alloy ER Large Laser allows it to snipe at slower 'Mechs and allows it to
deliver decent damage at long range. At short range, the battery of machineguns once again
comes into play. A Clan warrior who piloted a Daishi described losing to a Super Stinger
lance as "being clawed to death by anarmy of housecats."
Perhaps the least-known advantage of the Super Stinger, however, comes in terms of long
campaigns.
Remembering the hideously cramped and difficult to exit cockpit of the Stinger, the
designers of the Super Stinger went to some lengths to make the cockpit area more
comfortable for the MechWarrior. In doing so, they have created a 'Mech that is ideal for
extended campaigns, especially in hostile environments. MechWarriors fatigue slower and
arrive in combat fresher, and generally have higher morale than might be expected after a
long march to the battle area. It is entirely possible, because of such additions as a
supply of water and rations bars plus facilities for disposing of bodily waste (nothing so
bulky as a toilet, however) for a MechWarrior to remain in the cockpit for days at a time
without ever needing to exit.
Deployment:
Super Stingers have spread far and wide in both the Draconis Combine and former Federated
Commonwealth. However, most of the Lyran Alliance's Super Stingers were destroyed in the
FedCom Civil War, and they are turning to Razorbacks to replace them.
Variants:
More than a few Super Stinger variants exist, most of which swap out some or all of the
machineguns for other weapons and equipment. A popular one is to downgrade the machinegun
ammo to a half-ton and remove two machineguns, freeing up space and weight for a Beagle
Active Probe or a Guardian ECM suite.
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Equipment Mass
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Internal Structure: Standard 3.50
Engine: 210 XL 4.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks (Double): 10 [20] 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 119 7.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 11 17
Center Torso (rear): 5
R/L Torso: 8 12
R/L Torso (rear): 4
R/L Arm: 6 12
R/L Leg: 8 16
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Weapons and Ammo Location Critical Tonnage
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Machine Gun (Ammo 200) CT 1 1.00
Jump Jet RT 1 0.50
Jump Jet LT 1 0.50
ER Large Laser RA 2 5.00
3 Machine Guns RA 3 1.50
Small Laser RA 1 0.50
4 Machine Guns LA 4 2.00
Small Laser LA 1 0.50
2 Jump Jets RL 2 1.00
2 Jump Jets LL 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 22
TP: BM, SZ: 1, TMM: 2, MV: 12"j
Damage: (S) 3 / (M) 1 / (L) 1, OV: 0
Armor (A): 4, Structure (S): 2
Specials:
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