STG-3R Stinger . Another LDD 3025 era battlemech, this time a famed scout. Yes, it's not to scale with my Warhammer. Who cares? . A word of warning: this is both an 'unseen' and a classic Classic Battletech 'mech.
Meaning, it dates to a time decades, nay, centuries before Prince Victor Ian Steiner-Davion was even a lecherous gleam in his father's eye.
So if your only knowledge of Battletech is the Mechwarrior games, or that unrelated spinnoff they call "MechAssault", you probably shouldn't look.
Given that people like that tend to be idiots in general...
As a note? It's Timberwolf, not Mad Cat. So many people get it wrong it isn't funny.
The STG-3R Stinger was the second mass-produced scout and recon battlemech to be completed.
First designed after Earthwerks won the bid against General Mechanics, Incorporated (the designers of the WSP-1A Wasp) the Stinger was put into production along with the Wasp because of the great need for light scouts and also because of the similarities in the design of the two 'mechs.
In 2479, the first Stingers came off the assembly line. In the next four centuries, nearly 200,000 more units would be constructed. Estimates place the number of currently operational Stingers currently used by the Successor States at 5000 or more. Indeed, the 'mech is still being produced in a number of facilities both in and out of the Inner Sphere.
The Stinger was designed as a scout and reconnaissance 'mech, although it is also used as a training 'mech in some mechwarrior academies, replacing the TRC-4B Chameleon. The Stinger is lightly armoured and mounts limited weapons. Its speed and manueverability, however, make it a difficult target and a tough 'mech to pin down.
If used as its designers intended, the STG-3R Stinger is an efficient and dependable 'mech. It mounts an Omicron 3000 medium laser in its right arm, and two LFN Linbald machineguns on the right and left forearms. Though the Stinger's armour is minimal, it is considered average for light 'mechs. Its real defensive strength lies in its speed and manueverability. With maximum speeds surpassing 90 KM/H and the powerful jump capability of its Chilton 360 jump jets, the Stinger can get itself out of most tight spots.
Overheating is almost never a problem with the Stinger design. The coolant jackets of the Lindbald machineguns effectively block all heat emmissions from those weapons, and the heat buildup from the Omicron 3000 medium laser is minor. Even with its jump jets firing continuously, the Stinger rarely develops heat problems.
One of the biggest complaints of Stinger pilots is the cramped cockpit space. Many times, a pilot must literally squeeze himself into the control seat, and then often cannot get out again without assistance from his Tech. Stinger pilots are the reverse of the knights of feudal Earth who could not mount their steeds without help from their squires because of the weight of their armour.
Unlike its near-sister Wasp, the Stinger has undergone relatively few variants in its career. Some mechwarriors have altered their Stingers with help from the Techs, however, dropping items such as the twin machineguns in favor of additional armour and an additional medium laser (usually in the left arm). This variation does cause the normal heat problems suffered by many other 'mechs, but makes the Stinger a more potent scout.
Comment if you want.
No pressure, and the thing will most definitely not buzz over to your house in the middle of the night and give you a nasty sting on the back of your neck with its laser.
As a side note, the .LXF file attached is painted in plain factory grey. You want a customized personal Stinger, you paint it yourself!
Also, before you mention it, yes, I am aware it has taken a few too many steroid tablets and is now a little too broad across the chest. Also, yes I do know the box things on the shoulders are missing but I couldn't figure out how to incorporate them.