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 exsisting 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 great
test of all Inner Sphere BattleMechs: the Clans. Surprising
all, the Super Stinger turned in an excellence
performance. Clan warriors assumed time and again they
faced mere Stingers, and consistantly paid the price for
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 manuverablity 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 fire of
its massed machineguns is incredibly effective against
armored infantry, and the 'Mech's pair of fully manipuable
hands mean it has little to fear from swarming Elementals,
whom it can simply pick off itself and throw. Lone 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 than it and
deliever decent damage at 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 an army
Perhaps the least-known advantage of the Super Stinger,
however, comes in terms of long campaigns.
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 so doing, they have
created a 'Mech that is ideal for extended campaigns,
especially in hostile environments. MechWarriors fatigue
slower, 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.
More than a few Super Stinger variants exsist, most of
which swap out some or all of the numerous 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 Guardian ECM suite.
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.