When Emeraldess, her crew, and their ship were rifted to the Phase World dimension, most of the mecha aboard were old Stingers, some of which had still seen action during The Malcontent Uprisings before the Invid Invasion.
The Stinger was a mix of different types of armor, weapons and systems developed by micronised Zenteadi engineers to be a replacement for their larger mecha, many of which could not even be flown by micronised Zentraedi. No two of these versatile and heavily armed machines were alike, neither in performance, looks or armament. Stingers often looked like they were only half finished, or if parts had been welded on almost at random, and the design philosophy behind them was almost one of "Anything Goes".
Yet despite this they performed surprisingly well against the Veritechs and other "true" mecha of that time.
During the first deployment of Stingers in action in the Phase World environment it became clear that, no matter how well the Stingers had performed in the past, they were totally outclassed by the far more advanced Phase World mecha they now faced.
But Emeraldess and her crew had to make do with what they had available. Until they had gathered enough money to have the Terrible upgraded to Phase World standards the Stingers would be the mainstay of their Mecha.
When the money to upgrade their equipment was finally gathered, there was much debate about which PhaseWorld mecha should replace the aging Stingers. While captain Emeraldess was beset upon by salespersons from major weapons manufacturers, especially Naruni Industries, a salesman from Bushido Industries tried something different, and he talked to a few of the micronised Zentreadi that were roaming the dock at that time. He found out that, basically, the mecha that the pilots wanted was another New Stinger. This presented quite a problem for the BI engineers, as they were unaccustomed to producing essentially custom mecha. However, the money would be good, and if they could pull it off, then BI would gain a reputation for innovative design and for catering to their customers wishes.
When it was time for the Bushido Industries salesman to show his product, he amazed captain Emeraldess by presenting three very different mecha. When asked "Why Three?" he answered that they were made out of the same basic set of parts. The Bushido Industries engineers had produced a large set of components that were either interchangeable, or readily modifiable to fit to each other, from weapons, and armor to contra grav drives. The Salesman explained that this way, the engineers on the Terrible could make custom mecha for their pilots which would fit a individual pilot, much like the old Stingers. The biggest difference would be that since a standard set of components would be used, repair and maintenance would be greatly eased.
Thoroughly intrigued Emeraldess asked if the three mecha now present could be tested by the pilots, and modified with the standard parts by the engineers. This was no problem for the BI people. After thorough testing both her pilots and her engineers delivered a report full of heaps of glowering praise about the design. Although the total price for the package was not the lowest that was available, Emeraldess decided to purchase it anyway. After all, it was certainly the design that her personnel liked the most, and she was secretly pleased that even in a new dimension, the stinger would live on. The deal ultimately made with Bushido Industries was that BI would deliver the components, and would manufacture the first two-hundred and fifty of the NuStingers.
The NuStinger system consists of a basic frame, and several upgrades to this frame, in the shape of armor, various weapons, engines and a forcefield system. The basic frame as it is a incredibly fast and maneuverable mecha, but it carries no weapons, and little armor. On the various parts of the mecha are standardized attachment points, to which the various upgrades can be bolted. As each new weapon or piece of armor is added, the NuStinger becomes heavier, and loses some of its mobility and speed. Thus it is possible to build a lightning fast mecha with only one main weapon and little armor, or a heavily armored behemoth bristling with missiles, which will be rather slow and sluggish to move.
This power armor design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.
(Note: The power system is fusion not anti-matter because the author's opinion is that anti-matter is to dangerous to be used in vehicles that may be used in an atmosphere. If a starship powered by anti-matter was to detonate in an atmosphere it would cause huge planetary damage. At GM option, this can also be applied to all starfighters or this fighter can be changed to anti-matter.)
Model Type: Bushido Industries NuStinger Customizable Mecha.
Class: Medium Mecha
Crew: One
M.D.C. by Location:
[1] Head: | 130 | |
Shoulders (2): | 150 | |
Arms (2): | 300 each | |
[2] Hands (2): | 100 each | |
Legs & Feet (2): | 250 each | |
[3] Main Body: | 520 | |
Reinforced Pilot's Compartment(Standard): | 150 | |
Engine Backpack (Rear): | 250 |
Notes:
[1] Destroying the head of the NuStinger will eliminate all forms of
optical enhancements and sensory systems. The pilot is forced to rely on
his/her own human vision and senses. Furthermore, all Mecha combat bonuses
to strike, parry and dodge are lost! Note: The head is a small and difficult
target to hit, it can only be hit when a character makes a called shot
and even then the attacker is -3 to strike.
[2] These locations are small and difficult targets to strike, requiring
the attacker to make a "called shot," but even then the attacker is -4
to strike.
[3] Depleting the Main Body MDC will shut the NuStinger down, making
it useless.
Speed:
Running: 100 mph (160 km) maximum. Unlike smaller power armors,
running does no tire out the operator.
Sublight: Has a special sublight engine that allows the power
armor to travel up to 20 percent of the speed of light. The NuStinger`s
basic frame can accelerate/decelerate at the rate of 1.3 percent of light
per melee.
Atmospheric Propulsion: Maximum cruise speed is Mach 4 (2965.8
mph / 4773 kph), can enter and leave an atmosphere because flight system
is by contra grav.
Underwater: It can walk along the bottom of the sea floor at
25% of maximum speed. The NuStinger can also use its thrusters to travel
up to a maximum speed of 100 mph (160 km)
Maximum Ocean Depth: 2 mile (3.2 km)
Range: Limited only by the pilot's endurance. Emergency food
and air supply will keep the pilot alive for a week. Because the power
armors are anti-gravity in nature, they do not use reaction mass and can
be sustained indefinitely in space as well.
Statistical Data (varies slightly with the various additions):
Height: 31.5 feet / 9.45 meters avg.
Width: 11 feet / 3.3 meters avg.
Length: 6.5 feet / 2 meters
Weight: 19 tons / 17.2 metric tons (basic frame)
Physical Strength: Equal to a P.S. 55
Cargo: 4 ft x 3 ft x 3 ft area behind cockpit for weapons, armor,
and other small equipment.
Power System: Standardized Advanced Fusion; Average energy life
is 25 years
Market Cost: Sold by Bushido Industries for approximately 140
million per set of parts If found on the black market it would probably
be worth 180 million or more for a new, undamaged, and fully operational
NuStinger.
Weapons Systems:
MAIN AND AUXILIARY WEAPONS AND ARMOR: The NuStinger`s basic
frame can be upgraded with various weapons and armor pieces. These add
mass to the mecha, and therefore it becomes less maneuvrable and fast.
The ability to carry pieces of equipment of varying size and mass is represented
by Attachment Points on the NuStingers body, and the cost in Attachment
Points each piece of equipment has. This is not a true representation of
what is really done: Attaching a large railgun to a arm does not merely
mean that a railgun is bolted onto it, but that servos are upgraded to
hold the weight, armor is removed and added, and that a ammo feed is run
through the arm.
It is not possible to replace equipment in the field! That is a
job for a fully equipped facility.
Unless stated otherwise a piece of equipment is only attached to ONE
body part. There is no sharing of Attachment Points between varying bodyparts.
If a certain bodypart has so much equipment attached to it that there are
no points enough for a new piece of equipment, then it cannot be attached
to that bodypart, no matter how much Attachment Points are still available
on the rest of the mecha.
Some systems require two or even three Attachment Points due to their
size.
Attachment Points by Location:
Head: | (2 At. Points) | |
Shoulders (2): | (1 At. Point each) | |
Arms (2): | (4 At. Points each) | |
Legs & Feet (2): | (4 At. Points each) | |
Main Body: | (7 At. Points) | |
Engine Backpack (Rear): | (3 At. Points) |
Note:
Cost in Speed and Mobility: Although various pieces of equipment
that take up the same amount of Attachment Points do not necessarily have
the same weight, the movement and speed penalties for taking up a Attachment
Point are the same for all pieces of equipment. Penalties are simply added
for Attachment Points used!
Penalties per Attachment Point used:
Deduct .1 percent of light per melee of acceleration for every total
five Attachment Points used.
Deduct 1 from every Hand to Hand bonus for every total five
Attachment Points used (yes, you can get negative bonuses, treat as penalties).
Special Equipment:
Has all the normal sensors of Large Powered armors/Robots in the Three
Galaxies.
HAND TO HAND BONUSES
[ Phase World TM, Naruni TM, Triax TM, and Kittani TM are trademarks
owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
Image drawn and copyrighted by Timothy Leard (rurounichimoshi@hotmail.com) .
More Timothy Leard artwork at
Elfwood (go to Zone 47 gallery 22, or Lothlorien gallery 115)
By Mischa Campen (E-Mail Mischa)
Copyright © 1999, Mischa. All rights reserved.
Special thanks go to Dave Deitrich for the original Stinger Powered Armor. (See his page at Macross Mecha Designs).