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[03-Aug-2026 13:51]   Announcements
Patch 2.26.19 Applied:
Just keeping up with the bugs as they get reported since my code merge last week. Details of what's included are as follows:

Fixes
  • Fixed an issue with the scaling of images used for BattleMechs during design.
  • Fixed an issue where the year range listed for an Omni unit did not properly represent what was available based on the BASE configuration.
  • Fixed an issue where added ammunition did not properly reduce the amount of available spaces indicated within a 'Mech.
  • Fixed an issue where changing the walking speed of a unit resulted in heat sinks that needed to be distributed to not be shown in the needs distribution table.
  • Fixed an issue where line breaks and carriage returns were lost when trying to edit a ticket with no reason for change provided.
  • When viewing a readout for a unit that incorporates Clan CASE into its internal structure due to it being an Inner Sphere Mixed technology unit, a note is now presented in the equipment dialog indicating such.

Changes
  • Users can now edit the System, Type, Priority, and Severity fields when editing their ticket within the electronic request system.

NOTE: Any forces or units impacted by the above fixes and/or changes have had their stats recalculated to ensure accuracy.
 
[22-Dec-2023 13:36]   News and Headlines
Recognition Guide: ilClan, Vol. 33:
The march of technology across BattleTech’s eras is relentless—but some war machines never die. This PDF-only series includes brand-new BattleMechs and OmniMechs, alongside Classic ’Mechs and combat vehicles from both the Inner Sphere and the Clans rebuilt with the latest technology to keep them competitive on modern battlefields. This series also includes in-universe development notes, battle histories, notable pilots, and record sheets for each unit.



Catalyst Game Labs store:
https://store.catalystgamelabs.com/collections/battletech/products/battletech-recognition-guide-ilclan-vol-33

DriveThruRPG:
https://preview.drivethrurpg.com/en/product/464576/battletech-recognition-guide-ilclan-vol-33
 
[20-Jan-2022 15:52]   BattleMech Technical Readout
Super Stinger ((NGTM-1R's Mech)) SSTG-3R
                 BattleMech Technical Readout

Name/Model:         Super Stinger ((NGTM-1R's Mech)) SSTG-3R
Designer:           The Grand Poobah
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            35
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3042
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         5,331,285 C-Bills
Battle Value:       923

Chassis:              SearcyWorks SSTG-3 
Power Plant:          SearcyWorks 210 XL
Walking Speed:        64.8 kph  
Maximum Speed:        97.2 kph  
Jump Jets:            SearcyWorks LiftLight 
    Jump Capacity:    180 meters
Armor:                SearcyWorks Plate Light
Armament:             
    1 Victory Nickel Alloy ER Large Laser
    2 SearcyWorks Hardlight-1 Small Lasers
    7 Kicker Machine Guns
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Tek BattleCom
Targeting & Tracking: Tek Tru-Trak

================================================================================================
Overview:
    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
    existing 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 greatest test of all Inner Sphere
    BattleMechs: the Clans. Surprising all, the Super Stinger turned in an excellent
    performance. Clan warriors assumed time and again they faced more Stingers, and consistently
    paid the price for their mistake.

Capabilities:
    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 maneuverability 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 firepower from its massed machineguns is incredibly effective against armored
    infantry, and the 'Mechs pair of fully manipulable hands means it has little to fer from
    swarming Elementals, whom it can simply pick off itself and throw. Long 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 and allows it to
    deliver decent damage at long 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 anarmy of housecats."
    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 doing so, they have created a 'Mech that is ideal for
    extended campaigns, especially in hostile environments. MechWarriors fatigue slower and
    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.

Deployment:
    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.

Variants:
    More than a few Super Stinger variants exist, most of which swap out some or all of the
    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 a Guardian ECM suite.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  3.50                     
Engine:                                       210 XL                   4.50                     
    Walking MP:                                 6                                               
    Running MP:                                 9                                               
    Jumping MP:                                 6                                               
Heat Sinks (Double):                         10 [20]                   0.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  119                     7.50                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      11             17       
    Center Torso (rear):                               5       
    R/L Torso:                          8             12       
    R/L Torso (rear):                                  4       
    R/L Arm:                            6             12       
    R/L Leg:                            8             16       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Machine Gun (Ammo 200)                                    CT                1          1.00             
Jump Jet                                                  RT                1          0.50             
Jump Jet                                                  LT                1          0.50             
ER Large Laser                                            RA                2          5.00             
3 Machine Guns                                            RA                3          1.50             
Small Laser                                               RA                1          0.50             
4 Machine Guns                                            LA                4          2.00             
Small Laser                                               LA                1          0.50             
2 Jump Jets                                               RL                2          1.00             
2 Jump Jets                                               LL                2          1.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 22
TP: BM,  SZ: 1,  TMM: 2,  MV: 12"j
Damage: (S) 3 / (M) 1 / (L) 1,  OV: 0
Armor (A): 4,  Structure (S): 2
Specials: