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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Stalker STK-10S
Designer:           Ruger
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            85
Configuration:      Biped BattleMech
Era/Year:           Dark Age / 3150
Rules (Current):    Advanced
Rules (Era):        Advanced
Rules (Year):       Advanced
Total Cost:         13,559,575 C-Bills
Battle Value:       1,882

Chassis:              Endo Steel
Power Plant:          255 Fusion
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            None
    Jump Capacity:    None
Armor:                Standard with CASE II
    1 Heavy PPC
    5 Medium Lasers
    4 MML 5s
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

    "It's not flashy. It's not the cutting edge. It just keeps coming.?
    -From Triad Technologies marketing campaign
    The Stalker has been a go-to assault-class BattleMech amongst the armies of the Inner Sphere
    for centuries. In that time, it has seen much conflict, and been modified to meet the needs
    of many battlefields, and the proclivities of many operators. The newest model though,
    accurately reflects the quote above.

    The STK-9S Stalker is based on the original 3F model, with basically the same weapons
    payload that has been tried and accepted for centuries throughout the Inner Sphere. Based
    around a mix of short and long range missile racks and energy weapons, this Stalker model,
    like most, can attack targets at virtually any range. Its long-range missiles allow it to
    soften up enemies, while its primary energy weapon, a heavy PPC mounted in the CT thanks to
    the inclusion of a compact gyro, allows for hits that can cause nearly as much damage as
    paired large laser hits to the same location. At shorter ranges, the arm-mounted medium
    lasers and torso mounted SRM's allow the 'Mech to rip into internal structures already
    exposed by the 'Mechs other weapons, or that have been exposed by the 'Mech's lancemates. A
    fifth medium laser is mounted in the head of the 'Mech, increasing its lethality at
    short-range. Twelve double heat sinks would struggle to reduce heat levels in a 'Mech that
    conducts alpha strikes, but Stalker pilots are taught to bracket fire their weapons, and
    thus, the twelve heat sinks are sufficient in most battles to keep the 'Mech running
    relatively cool.
    Defensively, the Stalker-9S is, as they used to say in the 20th century, "a tough nut to
    crack". 14 tons of light ferro-fibrous armor increases protection over the levels of the
    original's 13.5 tons of armor plate. Additionally, each side torso is protected by improved
    CASE II cellular ammunition storage equipment, which reduces the threat from the 'Mech's
    heavy ammunition stores. Finally, the fusion core, compact gyro, cockpit and hip and
    shoulder actuators are all armored, allowing them to absorb one or more hits before being
    knocked out of commission.
    Note: This 'Mech has the following design quirks: Combat Computer, Protected Actuators,
    No/Minimal Arms.

    Designed to try and counter House Marik's Stalker II's, most of House Steiner's STK-9S
    Stalkers have been sent to that front. However, increasing threats from Clan Jade Falcon are
    prompting deployments along the shared border with those invaders.

    After using up old stores of LRM-10 and SRM-6 racks, the engineers began to look for ways to
    increase the firepower of the STK-9S. This study led to the creation of the STK-10S Stalker,
    which replaces all 4 missile racks with multi-missile-5 racks. These systems are fed by 6
    tons of missiles, which allows for several alternate ammunition loadouts, depending on the
    requirements of the situation. In most general battles, the MechWarrior will often choose
    (or be assigned two tons each of standard long-range and short-range missiles, as well as
    one ton of smoke long-range missiles and Inferno-tipped short-ranged missiles. This change
    also necessitated the change from light ferro to standard plate. To compensate for this, an
    additional 2 tons of armor were added to the design, virtually maximizing the amount of
    armored plate the frame can hold.

Equipment                                                             Mass                      
Internal Structure:                         Endo Steel                 4.50                     
Engine (Armored):                           255 Fusion                13.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         12 [24]                   2.00                     
Gyro (Armored):                              Compact                   4.50                     
Cockpit (Armored):                           Standard                  3.00                     
Armor Factor:                                  256                    16.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      27             36       
    Center Torso (rear):                              15       
    R/L Torso:                         18             28       
    R/L Torso (rear):                                  8       
    R/L Arm:                           14             28       
    R/L Leg:                           18             34       

Weapons and Ammo                                       Location          Critical     Tonnage   
Medium Laser                                              H                 1          1.00             
Heavy PPC                                                 CT                4         10.00             
CASE II                                                   RT                1          1.00             
MML 5                                                     RT                3          3.00             
MML 5 (Ammo 20) [SRM]                                     RT                1          1.00             
MML 5 (Ammo 24) [LRM / Smoke]                             RT                1          1.00             
MML 5 (Ammo 24) [LRM]                                     RT                1          1.00             
CASE II                                                   LT                1          1.00             
MML 5                                                     LT                3          3.00             
MML 5 (Ammo 20) [SRM / Inferno]                           LT                1          1.00             
MML 5 (Ammo 20) [SRM]                                     LT                1          1.00             
MML 5 (Ammo 24) [LRM]                                     LT                1          1.00             
MML 5                                                     RA                3          3.00             
2 Medium Lasers                                           RA                2          2.00             
MML 5                                                     LA                3          3.00             
2 Medium Lasers                                           LA                2          2.00