’Mech of the Week: STG-**/IIC Stinger
The
Stinger. Business end of insects and arachnids like the wasp and scorpion. A professional wrestler has beaten Hulk Hogan among others. An American-made shoulder-fired Surface-to-Air Missile. And one of the bug ’Mechs of the Unseen, whose original dimensions harken back to the RoboTech anime.
Though that program might have been stitched together from others…
Stated as the second mass-produced light design in history (likely behind the
Wasp), the
Stinger is actually the fourth (so far) in existence (the other two being the
Commando and the WAM-A, later the
Firebee). The
Stinger is written as also having beaten a design put forward by GM in the Star League trials. GM, having built the
Wasp took an instant dislike to the
Stinger as they claimed it was a blatant rip-off of their design, and sued. Two decades later, they dropped the suit as the cost just became too much for their bottom line.
The original STG-3R model entered service in 2479, and apparently was paired up with the
Wasp for ease of maintenance. Mounting a GM 120-rated fusion engine, the
Stinger could top out at 97 km/h. Six jump jets gave it the ability to reposition itself as needed. Three tons of armor give it 69% of maximum protection. This is laid out in a 4, 6/4, 6/2, 4, and 5 pattern for the head, center torso, side torsos, arms, and legs respectively. Ten heat sinks comfortably handle the heat load produced by the weapon’s systems, which are a right arm mounted medium laser, and a machine gun in each arm. One ton of machine gun ammunition is mounted in the center torso. The largest problem the design had was the space allocated for the pilot. Apparently getting out of a Stinger required a can of WD-40 and a crowbar…
Approximately 102 years later, the need for a way to deal with opposing scout designs facilitated the introduction of the STG-3G variant. This version removed the machine guns to add a second medium laser to the left arm, as well as one ton of armor, which brought the design up to a 6, 8/4, 7/3, 6, 7 configuration. This design had slight heat woes, as the heat went up two when jumping full and firing both lasers.
Around the turn of the 28th Century, the SLDF decided they wanted an upgraded version. Entering service in 2720, the STG-3Gb Royal variant utilized an endo-steel skeleton and a 140-rated extralight engine to up the armor to maximum (9, 9/3, 8/2, 6, 8 ), and add a centerline medium and head-mounted small laser. The heat sinks were also upgraded to doubles. Finally, a jump jet was added to increase the design’s mobility. Apparently every model that survived the Amaris Coup was taken on the Exodus, as this variant was not seen during the Succession Wars.
A large number of
Stingers survived the Succession Wars. In addition, Earthworks managed to keep at least one factory churning the design out. With the proliferation of LostTech following the Helm Core’s discovery, it was decided to produce an upgraded model. This model, the STG-5M, replaces the machine guns with a flamer and an anti-missile system. An endo-steel skeleton also allowed for the upgrading of the armor across the head and torsos (6 head, 8/4 center, 8/2 sides).
It wasn’t until 3067 that more variants were created. As part of the Project Phoenix wave that swept the stars, the Taurians (with Word assistance) reworked the
Stinger into the STG-5R model. This model replaced the machine guns with twin 15-rack Rocket Launchers and the medium laser was upgraded to an extended model. Armor was upgraded to ferro to provide protection in a 7, 6/2, 6/2, 5, 6 sequence. Among the many redesigns to its look, a full-head ejection system was added which fixed the cramped conditions of the previous variants.
At the same time, the Capellans designed the STG-6L variant. Mounting stealth armor around an endo-steel skeleton, the design mounts maximum protection in a 9, 9/3, 8/2, 6, 8 pattern. Weaponry consists of a medium laser in each arm. The jump jets were removed and the engine was upgraded to a 160-rated model, giving the design similar ground speed to that of the original
Locust. The heat sinks were upgraded to double-strength models, allowing the design to run heat-neutral (at least until someone splashes it with plasma).
The Jihad’s early years saw the creation of three more variants. The first, the STG-5T was similar to the -5R model, save all of the weaponry was replaced with twin 3-pack Multi-Missile Launchers. Two tons of ammunition were allocated for SRM or LRM ammunition. House Steiner introduced the STG-6S model, which uses a 140-rated light engine to push the walking speed to that of the Royal variant. An additional jump jet was also installed, as was MASC to give the design the highest speed possible. Weaponry consists of twin light machine guns and an extended-range medium laser. Armor is heavy ferro, which allows for a 7, 8/2, 8/2, 5, 6 pattern.
The final early Jihad variant is the STG-3P. This model mounts a light-class particle cannon and uses an endo-steel skeleton. Armor is like the -3G model. Around 3076, the STG-5G model modifies this by using a 140-rated extralight engine, uses double-strength heat sinks, and adds a capacitor to the particle cannon. Armor is also maximized.
The final Inner Sphere variant is the STG-7S. Appearing near the end of the Jihad, this model strips the weapons-load down to a single extended-range medium laser. An endo-steel skeleton and 120-rated extralight engine allow the design to mount eight improved model jump jets. Only three tons of armor are allocated, which is laid-out in a 9, 7/2, 6/1, 4, 3/5 pattern. At least according to the record sheet, the left leg has two points of armor less than the right.
As the Snow Ravens and Outworlds Alliance formed the Raven Alliance, the need for new scout machines for the faction was becoming a grave issue. The solution was proposed by the head of the Alliance Defenders Limited corporation, and involved the upgrading of the STG-3R to Clan standards. The result is the
Stinger IIC. Based around an endo-steel frame, the design utilizes a standard 120-rated engine, mounts an improved heavy medium laser in each arm, and an anti-personnel Gauss in the right arm. Armor is provided by three and a half tons of ferro-fibrous in a 7, 8/4, 7/3, 6, 8 pattern. Six jump jets maintain the characteristic jump capability. A year later, the
Stinger IIC
2 variant showed up. It trades the Gauss for an improved heavy large laser. One jump jet was removed and the engine downgraded to a 100-rated model. This variant must have been a surprise the first few times it entered combat.
To use a
Stinger, use quick strike tactics. I.e. jump in, shoot, get the heck out. Since you are more of a recon unit, try to avoid direct combat as much as possible. And as 20-tonner, getting hit is death. Frankly, with the armor load of most variants, some spitballs could go internal. Keep your foes’ to-hit numbers as high as possible.
When fighting a
Stinger, first you have to catch him. This is somewhat simple, as most of their weapons aren’t exactly long-range. Time has not been good to him. Where-as he once was among the hardest things to hit, targeting computers, precision ammunition, and things like Gauss Rifles have made his life not so easy. More so, with TAG and C3 out there. Again, as a twenty-tonner with armor loads that aren’t exactly large, hitting him with any weapons can ruin his day. Plasma rifles are even better, as they will likely tear parts off and cause severe heat woes (then again I tend to roll above 4 on each plasma).
The Stinger has led a long and storied career. And it is likely to continue to do so, as there were lots of them in the Dark Age game. In fact, based on experience from that game, I can say that while one
Stinger doesn’t worry me, a horde of them can be trouble.