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Mutant Stinger (Ghost Stinger) STG-3RXX
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Strider Arashi
Clan Nova Cat
Point Commander
Point Commander


Joined: 29-Jan-2024 19:27
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Location: United States
PostPosted: 08-Oct-2025 21:13    Post subject: Mutant Stinger (Ghost Stinger) STG-3RXX Reply to topic Reply with quote

TRO: Mutant Stinger (Ghost Stinger) STG-3RXX
                 BattleMech Technical Readout

Name/Model:         Mutant Stinger (Ghost Stinger) STG-3RXX
Designer:           Strider Arashi
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere (Mixed)
Technology Rating:  F
Tonnage:            30
Role:               Sniper
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Experimental
Rules (Era):        Experimental
Rules (Year):       Experimental
Total Cost:         10,631,140 C-Bills
Battle Value:       1,150

Chassis:              Earthwerk CTF (Clan Tech) Endo Steel
Power Plant:          Crystal Fox Project 00 240 XL
Walking Speed:        86.4 kph  
Maximum Speed:        129.6 kph 
Jump Jets:            Clan Coyote Leapers 
    Jump Capacity:    150 meters
Armor:                Standard
Armament:             
    2 Ruby Fox MK III Improved Heavy Medium Lasers (C)
Manufacturer:         Coventry Metal Works, Earthwerks Incorporated
    Primary Factory:  Coventry (CMW), Calloway VI (EI), Grand Base (EI), Keystone (EI)
Communications:       Datacom 26 with Watchdog CEWS
Targeting & Tracking: Dynatec 990

================================================================================================
Overview:
    Designed to look like an Old School STG-3R Stinger Sporting Clan Tech Out The Gills, with an
    extremely nasty Surprise weapon made to be heavier than a normal Stinger BattleMech, its
    signature reads as a lighter BattleMech with the normal weapons load-out when possible, and
    most pilots usually use it for either infiltration and sabotage and Scouting or when likely
    to set up ahead of time will find a nice place with a good view of the battleground and
    Engauge the cloaking systems then wait for the perfect shot then run or jump away to safety
    after taking the shot preferably a head shot or hitting from behind something similar, then
    running away and even though it boasts maximum armor it's limited weaponry limits it
    capabilities and defenses.

Capabilities:
    Boasting a twin Ruby Fox MK III (Clan Tech Improved Heavy Medium Lasers, and Earthwerk CTF
    (Clan Tech) EndoSteel with full coverage of 6.5 tons of Armor gives it a surprising
    survivability and devastating sniper/sabotage capability, coupled with Null
    Signature/Chameleon Light Polarization Shielding, makes it very hard to see coming or going
    and its Crystal Fox Project 00 240 XL engine gives it the ability to do its job and then run
    away with surprising speed akin to a Locust with very strong legs.
    
    This BattleMech is designed with enough heatsinks needed to allow for a protracted fight and
    to allow it to run and gun as it is; it can run full out and not overheat, and it can hide
    and occasionally fire at enemies, both. Making for a very nasty surprise package, against
    any enemy.

Deployment:
    Designed to be a Scout/Sniper/Saboteur.
    Utilizing the Null Signature System/Chameleon LPS to get into position to either headshot or
    severely damage a target.
    And then with its Crystal Fox Project 00 240 XL Blazing Speed of 129.6 kph (81 MPH) and an
    amazing 150-meter (450 feet) jumping capacity to get away clean.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                       Endo Steel (C)               1.50                     
Engine:                                     240 XL (C)                 6.00                     
    Walking MP:                                 8                                               
    Running MP:                                 12                                              
    Jumping MP:                                 5                                               
Heat Sinks (Double):                       15 [30] (C)                 5.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                    Small (C)                  2.00                     
Armor Factor:                                  104                     6.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      10             16       
    Center Torso (rear):                               3       
    R/L Torso:                          7             12       
    R/L Torso (rear):                                  2       
    R/L Arm:                            5             10       
    R/L Leg:                            7             14       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Watchdog CEWS (C)                                         H                 2          1.50             
Jump Jet                                                  CT                1          0.50             
2 Jump Jets                                               RT                2          1.00             
2 Jump Jets                                               LT                2          1.00             
2 Improved Heavy Medium Lasers (C)                        RA                4          2.00             
Chameleon LPS                                             *                 6          0.00             
Null-Signature System                                     **                7          0.00             

* Chameleon LPS occupies 1 critical slot in each location except the Head and Center Torso
** Null-Signature System occupies 1 critical slot in each location except the Head

Note: Equipped with Full-Head Ejection System

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 34
TP: BM,  SZ: 1,  TMM: 3,  MV: 16"/10"j
Damage: (S) 2 / (M) 2 / (L) 0,  OV: 0
Armor (A): 3,  Structure (S): 2
Specials: ECM, JMPW1, LPRB, RCN, STL, WAT
		

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