STK-series StalkerFirst introduced in 2594 at the tail end of the Reunification War, the Stalker was one of the first (and, in my opinion,
best) Assault-weight BattleMechs. This 85-ton heavy hitter has persevered ever since and serves in the ranks of every Great House, and some minor, as well as being a favored 'Mech of mercenaries far and wide.
One reason for this success is that the Stalker doesn't try to do it all. It knows it is an assault 'Mech, so speed doesn’t matter nearly as much. Like the Awesome and Atlas, it settles for a slower movement rate to save room for weapons, armor, and heat sinks. A 255 Strand standard Fusion Engine provides this old beast with enough power to move at 32.4 kilometers per hour walking and 54 kph running. No Stalker with which I am familiar dares to mount jump jets, so it is slow and steady . . . and that is what I
love about it.
Now, lacking arms, it does present a bizarre appearance to most observers, and it foregoes any attempt at being able to punch . . . but it can deliver a powerful kick. The lack of arms does mean that standing can be hard to do once you have been knocked down (and we ALL get knocked down every now and then), but it also leaves lots of room in the internal spaces for weapons and allows for those arm-mounted weapons to cover the rear (aka, the “arm-flip” maneuver).
Although not specifically called out in the fluff, I think the old girl is probably the most common Assault 'Mech (if the term common can be applied to Assault-weight BattleMechs, that is) in both the Inner Sphere and Periphery. It appears on every House's table and is found in Periphery and Mercenary units as well. In sheer numbers, it is likely one of the most-produced Assaults in history; and as such has a
LOT of variants. Let me know if I miss any. O0
The "standard" Stalker that we know and love is the old
STK-3F. First appearing in TRO 3025, this is the one that sets the bar for all who follow in his massive cloven hoof-prints. Armament is two LRM-10 (one in each arm) with one ton of ammo (12 shots) each, four Medium Lasers (two in each arm), two SRM-6 (one each in the right and left torso) with one ton of ammo (15 shots) each, and two Large Lasers (one each in the right and left torso). Twenty heat sinks are installed, but they do not come close to dealing with the heat load of this puppy (a running Alpha Strike will put your at +26!
DON'T DO IT. Seriously, for the love of God, just don’t go there.) but it is manageable for a player who thinks instead of just shoots every weapon at every target.
The STK-3F (and most Stalkers) has to used
smartly. At range, you got those two LRMs, for 8 heat + movement. Once you hit 15 hexes, the Large Lasers come into play . . . and here is where you have got to start making decisions. 24 heat + movement for the lasers and LRMs put you between +4 to +6. So you have to alternate your fire; luckily, you've only got twelve shots for each of the LRMs, so alternating those two launchers puts you at just movement heat for excess. Once you hit 9 hexes, you've got a lot of options. But your short-range weapons all add up to 20 heat plus movement. So, you are golden. If your ammo is getting low, you add in one Large Laser with those four Mediums and still remain at 20 heat exactly (before movement).
Now, you don't have any rear mounted guns, but those arms can flip. Four Medium Lasers bearing down on a bug that jumped behind you is pretty terrifying in 3025; you can also use the arm-mounted LRMs to lay down fire as you retreat (while the ammo lasts).
13.5 tons of standard armor is pretty darn good for the era; it is 82.12% of maximum coverage on an 85-ton chassis, and the armor is well laid out with a pattern of 36 center torso, 25 each side torsos and legs, 23 on the arms, 9 head, 11 center torso rear and 7 on each of the rear side torsos.
The
STK-3H is the first variant that shows up, and it is one that I really dislike. This version removes the two Large Lasers to upgrade the LRM racks from -10s to -20s, while keeping everything else the same. Sounds great, eh? The problem is, they kept the same one ton of ammo per LRM launcher, giving you twelve total salvoes (6 rounds of fire), and then you are looking at having no guns that can hit anything at 10+ hexes.
Next up is the
STK-4N, debuting in 2876. This model removes one LRM-10 and ammo magazine to increase the heat sinks to 26. Sigh. They couldn't have raised the heat sinks to 25 and given our remaining launcher two tons of ammo? Your long-range firepower is cut in half, and practically, you are now oversinked. LRM plus the twin Large Lasers plus running is 22. Four Mediums plus two SRM-6 plus running is 22. You could add the LRM-10 and be perfectly sinked, but you only started with 12 shots and if you are in SRM/Medium Laser range, then the LRM is probably at or under minimum range.
A strange variant is the
STK-4P, showing up in 2998. Basically a complete rebuild, this version masses 75 tons, shedding 10 tons of weight. It has 20 heat sinks, the same 13.5 tons of armor (arranged 35 on the center torso, 25 on the right and left torso, the arms have 23 each, the legs have 26 each, the head has 9, the center torso rear 10, and both rear side torsos 7), and uses an even lighter 225 standard Fusion engine. All for the cost of some internal structure and one LRM launcher (leaving just a ton of ammo, AGAIN!). Otherwise it has the same guns as the -4N.
The very first Star League tech version of the Stalker is one that we don't actually see in the game until just recently: the Royal Stalker. This model (the
STK-3Fb) first makes an appearance in Operation Klondike and it is a BEAR. 85-tons of walking death like a Stalker should be, it uses a standard internal structure, standard armor, and a standard 255-engine (for that same traditional 3/5/0 movement profile). So where is the advanced tech? To start with, this beast carries three less heat sinks (17 vs. 20) but those 17 are double-strength freezers. Armor has been increased to 15.5 tons of standard (94.29% of maximum possible on the chassis), with a pattern of 42 center torso, 29 right and left torso, 32 each leg, 25 on the arms, 9 head, 11 center torso rear, and 7 on each of the rear side torsos.
For weapons, the Royal Stalker removes the two SRM-6 launchers and ammo, but keeps the four Mediums as is. Both Large Lasers get upgraded to ER models, and the two LRM-10s are replaced with LRM-15s with Artemis IV fire-control systems. All three tons of LRM ammunition are stored in the CASE protected left torso, giving 12 shots for both launchers. Finally, this baby carries a center torso mounted Guardian ECM Suite.
Able to dissipate 34 heat, the Royal Stalker can fire both ER Large Lasers and both LRM-15 racks to just generate movement heat. But the design does run hot at shorter ranges: both ER Larges and the quad Mediums generate 36, leaving you at +2 before movement. Now, a skilled player can handle that, especially if he alternates out one Medium every other round. But it is something that needs to be watched. And a full alpha strike will put you at +12 before movement, so that should be a NO-NO, or rather a last ditch attempt to drop your opponent if you are on the verge of collapsing.
Sarna.net has the
STK-3Fk listed as well (EDIT: so does Era Reports: 2750, I'e been told). Apparently this model was used by the 4th Sword of Light during the late Star League era; it was quickly made extinct in the Succession Wars, however. This model featured a standard engine, standard internals, and 15.5 tons of standard armor arranged like the -3Fb. The heat sinks were replaced with sixteen double-strength models, however, allowing the Draconis engineers to add Artemis IV to both LRM launchers. Both SRM-6 launchers were replaced with matched pairs of Streak SRM-2 launchers, each pair having a ton of ammunition. The large lasers were upgraded to ER Large Lasers. No CASE was mounted. At range, this model generates 32 plus movement, and your sinks can handle 32. In close, all four Medium Lasers generate 12, each Streak adds 2 if it locks, and one ER Large Laser adds another 12, for a total of 32 if all four Streaks lock. Either way, you only build up movement heat. But this model is dead and gone.
After the Clan Invasion, we see a number of upgrades; some good, some . . . not so good.
Starting with the
STK-5M of House Marik. Standard internals and engine and (like the Royal model) 17 double-strength heat sinks. Armor has increased to 14.5 tons of standard (less than the Royal) with a layout of 36 on the center torso, 27 on both sides, 27 on the legs, and 25 on the arms, with 9 on the head, 11 on the CT rear, and 9 each on the rear sides. Weapons consist of two LRM-10 launchers with TWO tons of ammunition each (WONDERFUL!), two SRM-6 launchers with a single ton of ammo apiece, and the standard four Medium Lasers. The Marik engineers removed both Large Lasers and replaced them with a single ER Large Laser in the center torso. And a NARC missile beacon launcher in the left torso with two tons of ammunition (twelve beacons) stored in the left leg.
There are two problems that I have with the STK-5M. The first being that bloody NARC. Don't get me wrong, the NARC is a good system and it has its uses. But the problem is that EVERY bit of ammunition (LRM and SRM) on this machine is NARC capable. And that NARC launcher has a range of just NINE hexes. NARCs are great on spotter 'Mechs. Not so great on an Assault moving as slow as the Stalker that has get within 9 hexes to use it. Heat-wise, you can fire the LRMs and ER Large all day long with no problem (20 heat plus movement and you sink 34). At close range, you are good as well (the Medium Lasers, SRM, and NARC generate 20; add the ER Large and you are 32 plus movement). Unless you just go crazy with the alpha strikes you are the coolest running Stalker around. Even then, shooting everything and running will only put you at +8, which ain’t bad for a Stalker, baby. Second problem, the Free Worlds League apparently didn't see the need for CASE.
DOH!House Steiner's
STK-5S took a different tack. This model uses a bloody expensive XL engine, making it extremely vulnerable . . . combined with standard internal structure, the -3Fs 13.5 tons of armor, and twenty
SINGLE heat sinks. Armament stays almost exactly the same: two LRM-10s with two tons of ammunition total (SIGH), two SRM-6s with two tons of ammunition, and four Medium Lasers. But the Large Lasers are replaced with two Large Pulse Lasers and an Anti-Missile System is added, with a ton of ammunition (all in the left torso). This variant does come equipped with CASE in both side torsos. Man, the heat on this one is messed up all together. The LRMs (with 12 salvoes) are the only guns that reach farther than 10 hexes, where the two Large Pulse Lasers come into play. The problem is those two generate 20 heat by themselves, so adding them to the LRMs will result in +8 heat before movement. Using just one keeps you heat neutral (18 before movement). But then you close one more hex, and you bring the SRMs/Medium Lasers to bear . . . which generate 20 heat on their lonesome. And that AMS adds another point of heat. Ouch. This thing is a toaster oven set to ONE HUNDRED ELEVEN. A full Alpha Strike will put you at +31 (if the AMS engages) when running. Welcome to shutdown city.
The next model comes into service in 3062. This is the
STK-6M. Standard engine, standard internals, and
sixteen point five tons of standard armor for 100% of maximum protection. CAN I GET AN AMEN? Coverage is 40 center torso, 27 right and left torso, 28 on the arms, 36 on the legs, 9 on the head, 14 on the center torso rear, and 9 on each of the rear side torsos. That is pretty good; outstanding even. Eighteen double-strength heat sinks come standard. Armament is two LRM-15 with Artemis IV, fed by a massive SIX tons of ammunition (no need to conserve LRM fire on
THIS 'Mech!). A centerline ER Large Laser backs up the LRMs at range, while five ER Medium Lasers comprise the short-range battery. AND this version carries CASE in both torsos. At range heat is 22 plus movement and you sink 36. In close, with all six lasers (the ER Large and the five ER Mediums) you generate 37 plus movement . . . acceptable. This one is a keeper, gentlemen.
Also debuting in 3062 is the
STK-7D. Standard engine, standard internals, eighteen double-strength heat sinks, and 13.5 tons of standard armor (BOOO!). This model drops the LRM battery to mount two ER PPCs (right and left torso), two Streak SRM-4s (right and left arm), and four Medium Pulse Lasers (two center torso, one right torso, one left torso). Oh, and a Small Laser (NOT an ER Small Laser, but just a Small Laser) in the head. BUT, it also carries a
six-ton Targeting Computer in the left torso. And it has CASE protecting the single ton of Streak SRM-4 ammo in the right torso. At range, the twin ER Peepers generate 30 heat plus movement. If both Streaks lock, then the close-range heat is 22; adding a single ER PPC results in 37 heat (plus movement) and you sink 36. And in the in-between land when you are out of range of those Medium Pulses, you got both ER PPCs and both Streak SRM-4s for 36 heat. It is different, but it works.
The
STK-8S appears in 3064, and it is VERY different from the classic Stalker. A 255-light fusion engine is the heart of this animal, along with standard internal structure, sixteen double-strength heat sinks, and 13.5 tons of standard armor. Long-range weapons are two ER PPCs (30 heat vs. your 32). You can also add in the
HEAVY GAUSS RIFLE carried in the center and right torso at 20 hexes for 32. But with only 12 shots (three tons of ammo), you might need to save that BFG for closer, more certain shots. Two ER Medium Lasers (RT, LT) come next, supported by two Medium Pulse Lasers (RA, LA) at point-blank range. Firing the Heavy Gauss, all four Lasers, and one ER PPC will put you at 35 heat before movement . . . +3 on the scale. Doable, but not something you need to do every turn. No CASE, which is a disappointment.
The
STK-7C3BS features a plethora of experimental tech. Using a standard 255-engine, standard internal structure, eighteen double-strength heat sinks, and 13.5 tons of standard armor, it resembles many of the designs listed earlier. But the weapons package is completely different. Two ER PPCs (right torso, left torso) are the main guns, supplemented by a pair of arm-mounted MML-5 launchers. Two tons of ammunition provides a total of 24 salvoes of LRMs and 20 salvoes of SRMs, all located in a CASE II protected right torso. Each arm also carries one Medium Pulse Laser, with two more located in the Center Torso. The final weapon is a Small Variable Speed Pulse Laser located in the head. But, this model also carries a Boosted C3 Slave Computer in the left torso. At long-range, the MML-5s and ER PPCs generate 36 heat and you sink 36; so only movement heat is a concern. In close, the MMLs and five lasers generate 25 heat; adding one ER PPC adds another 15, putting you at 40 . . . +4 on the heat scale before movement.
A custom variant is one used by Sho-sho Jagawen Torisobo of the 8th Sword of Light. This version (the
STK-3F Stalker Jagawen) removes both LRM-10 launchers and ammo to mount two more SRM-6 launchers and six additional heat sinks. At close range with the quad mediums and four SRM-6 launchers, this Stalker generates 28 heat while dissipating 26 (before movement). Close-in firepower is incredible (while the SRM ammo lasts, having seven and one-half full salvos per launcher) but the design lacks any ability to engage targets at 16+ hexes. Armor remains the same tonnage as the original STK-3F, but redistributed slightly to increase protection on the torsos.
The last Stalker is perhaps the closest look we will get at a
Stalker IIC (or perhaps just a
Stalker 'C'). It is the
STK-3F Stalker Jamison piloted by J. Elliot Jamison that was unveiled in 3054. Using Clan-tech to its fullest, this is a deadly beast. It retains a 255-standard engine, standard internal structure, eighteen of the less bulky Clan double-strength heat sinks, and 13.5 tons of ferro-fibrous armor plating (98.47% of coverage). Protection is 40 on the center torso, 28 on the side torsos (7/14/7 on the rear), 28 on the arms, and 35 on the legs. Armament is two LRM-20s (one each in the right and left arm) with a ton of ammo for each (6 shots), paired with two Large Pulse Lasers (right and left torso) for 32 heat. In close there are two Streak SRM-6 launchers (one each right and left torso) each with a ton of ammo. Each arm carries two ER Medium Lasers as well, for a total heat of 28, if both Streaks lock. If only one Streak locks, the MechWarrior can add a single Large Pulse Laser for 34 heat, 36 on a run which is what the design dissipates. Personally, I wish that they would have had ONE ton of Streak SRM-6 ammo and added a third ton of LRM ammo. But if wishes were horses, eh?
Overall, the Stalker is a fearsome BattleMech in any era. My own favorites are the STK-3F in 3025, the Royal Stalker STK-3Fb in ANY era, the STK-6M at the start of the FedCom Civil War, and J Elliot’s "Stalker IIC". Despite it plodding speed and ugly looks, it has always been one of my top three favorites of all time, and I hope it becomes one of yours as well.
Master Arminas
EDIT: Here is my own version of the Stalker. A 3025-era variant known as the
STK-3G. Feel free to post your own Stalkers in that thread, not this one.
MA