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Design Overview
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                 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 210 XL
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            SearcyWorks LiftLight 
    Jump Capacity:    180 meters
Armor:                SearcyWorks Plate Light
    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

    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.

    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
    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.

    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.

    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.

Equipment                                                             Mass                      
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       

Weapons and Ammo                                       Location          Critical     Tonnage   
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             

Alpha Strike Statistics                                             
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