Dragon, Sword of Erzach
Overview and History
   Built for Ilan abu-Sayd Muhammad, member of the 5th Black Talons, by Black Talons Werks.
   Includes some unusual capabilities -- even for the Talons -- due to Ilan's history as a Khayr ad-Din Gear Duelist.

Vehicle Specifications   General Stats
   Name: Dragon, Sword of Erzach      Threat Value: 2,000
   Vehicle Type: Walker      Offensive Value: 939
   Production Type: Scratch Built      Defensive Value: 525
   Cost: 866,666.67 dinars      Miscellaneous Value: 4,536
   Manufacturer: Black Talon Werks      Indv. Lemon Dice: 12
   Use: Assassin/Dueling Gear      Crew: 1
   Height: 4.6 meters      Bonus Actions: 1
   Length: 3.0 meters      Size: 6
   Width: 3.5 meters      Availability Threshhold: 12
   Standard Op. Weight: 6,450 kg      Max Number on Field: 1
 
Armor   Powerplant
   Armor Material: Composites      Powerplant: Turbine & Superconducting Coil
   Average Thickness: 56 mm      Engine Output: 630 hp
   Light Damage: 15      Primary Move Mode: Walker (54 kph)
   Heavy Damage: 30      Secondary Move Mode: Ground (88 kph)
   Overkill: 45      Deployment Range: 450 km
 
Electronics   Movement
   Sensors: +2      Primary Move Mode: Walker
   Sensor Range: 5 km      Combat Speed: 5
       Top Speed: 9
   Communications: +2      Secondary Move Mode: Ground
   Communication Range: 25 km      Combat Speed: 8
       Top Speed: 15
   Fire Control: 0      Maneuver: +1


Weapons
Quantity Name Code Arc ACC Cpx Damage Range ROF Ammo Special
 1
 Helios 10MW Laser Cannon
 HGLC
 F
 +1
 2
 x16
 2/4/8/16
 +1
 70
 DpRB-3
 1
 Vogel H2-I 71mm MIRP
 MIRP/36
 F
 -1
 1 DF / 2 IF
 x14
 2/4/8/16
 +4
 36
 C, IF, SlowBurn
 1
 Armastro D37 Spike Gun
 HSKG
 F
 -1
 1
 x14
 Melee
 
 12
 AP
 1
 Erzach's Wrath (See Notes)
 EHWP
 F
 +1
 2
 x7
 1/1/1/1
 -1
 10
 C, M, Hay, En
 1
 Escrime Mk9 Rapier
 VR
 F
 +1
 1
 x6
 Melee
 
 
 AP
 1
 Chassis Reinforcement
 CR
 F
 0
 1
 x7
 Melee
 
 0
 


Perks
Name Rating Game Effects AUX
 Acrobatic Handling
 1
 Add rating to Manuever in close combat and point blank attacks
 AUX
 Advanced Controls
 
 Adds one bonus action
 
 Caprician Camo.c
 
 +1 to Concealment in rocky / rough terrain
 AUX
 Emergency Medical.c
 
 Absorbs first "Crew Stunned" hit
 
 HEP: All.c
 
 Hostile Environment Protection: All
 
 High Capacity Computer
 
 Advanced and powerful data processing system
 
 Jump Jets
 1
 Rating times 50m of jump capability
 AUX
 Limited Life Support
 
 Life support for 1 week
 AUX
 Manipulator Arm x2
 6
 Can punch
 
 Reinforced Chassis
 
 Absorbs first "Structural" hit
 
 Stealth
 6
 Add rating to Concealment
 AUX
 Tool Arm
 1
 Sensor Boom; cannot punch
 AUX

Flaws
Name Rating Game Effects
 Unstable at Top Speed.c
 
 -1 to Man at Top Speed,
 -2 to Man at Top Speed in (or entering) terrain MP >1
 Weak Point
 4
 Reduce base armor by 4 at Aux
 Annoyance
 
 Cramped cockpit; max pilot BLD of 0
 Annoyance
 
 Non-intuitive controls; min pilot CRE of 2

Defects
NameRatingGame Effects


Designer Notes
Junkman's more or less continuous living experiment, the Dragon is a Gear that actually started out life as a piece of military hardware, a Dark Mamba. However, Junkman is a Khayr ad-Din Gear duelist and mechanic, with all that implies, and cannot resist tinkering... tinkering quite extensively. He therefore took the Dark Mamba apart... and had her nearly completely rebuilt.

Dark Gears were built for the vacuum environment, and the Dark Mamba was originally a modication of the Southern Snakeye Black Mamba. For Dragon, Junkman took the Dark Mamba back to these proverbial roots. He added a series of secondary thrusters, including the main thrusters from a Hades space Gear, mounted below the backpack. Dragon's controls are "fly-by-wire," and managed by an advanced computer array, responding less to specific body motions requested as the overall maneuver requested. This gives Dragon unprecedented... almost scary maneuverability that requires a gifted, creative pilot just to get underway, much less pilot him. It requires a successful Gear Piloting skill with a threshold of 9 to successfully pilot the Dragon the first time. With the system in full operation, the maneuvering jets will kick in to provide the Gear's acrobatic maneuverability as needed if the actuators are incapable of the requested maneuver. If the Jump Jets are used for an actual jump of some sort (over a vehicle or other obstruction, for instance), then the Concealment rating of the Dragon drops by 2 during that round.

Like the Snakeye, Dragon is powered by a gas turbine engine powering a series of superconducting cells. The hybrid propulsion system gives Junkman the option of switching to "whisper" mode by shutting down the turbine and only using the energy stored in the battery. The custom-built engine also includes a heavily insulated armored casing that helps to mask its heat signature and gives it the back armor the standard Black Mamba lacks. A rubberized radar absorbent material (RAM) coating inside all the skirt armor plates and on the soles, coupled with the unorthodox gas turbine/battery powerplant and a rubber-like, lightweight, radar absorbent polymer glazing, gives Dragon very impressive stealth capabilities.

Junkman retained the Snakeye's laser rifle, only opting for the higher power and shock value of the Helios 10MW Gatling Laser Cannon. Junkman also submitted specs for modifications to the Vogel 71mm rocket pack to fire incendiary rounds; he learned the value of incendiary rounds for area suppression during the War of the Alliance. However, the more prosaic anti-personnel weapons have been removed, and replaced with a Haywire Whip and Spike Gun for close-in vehicle combat. Like all duelists, Junkman prefers melee combat and is deadliest when he can use Dragon's speed and maneuverability to make the battlefield resemble the dueling arena. Junkman prizes a Gear's versatility, however, and is constantly adding and removing a series of backup weapons ranging from strings of grenades to an antipersonnel mortar to panzerfausts.

The Haywire Whip is also unusual in that Junkman sacrificed speed of use for range. The whip has a range of 50 meters, however, allowing it to entangle foes at a distance and hold them for artillery fire. The Dragon's whip, nicknamed Erzach's Wrath by Junkman, requires a full round to recover through an integrated winch after it is deployed. Of course, if the whip hits its target with an Entangle attack, this round of recovery only applies when the Dragon releases her prey (or if said prey escapes).

Junkman generally prefers Southern or Badlands hardware if he can get it; the Black Mamba is obviously a Southern Republic design and most of his weapons are of Paxton or Territorial Arms manufacture (when he hasn't rebuilt them himself). The single exception is the sensor and communications suite. Junkman grudgingly acknowledges that the Northern CHAT/8 system is superior to SR designs, and removed one from a Cheetah to incorporate it into Dragon. Junkman also borrowed the design schematics from a Dark Cheetah to incorporate the CHAT/8's key systems on a Dark Cheetah-like retractable tool arm.

Dragon's NNet is Erzach, whom Junkman firmly believes is the living reincarnation of the Terra Novan Prophet of Jerusalemism. Dragon's construction went so well -- in all defiance of the naysayers that swore she would never work -- that not a single design-related defect has manifested itself in the Gear's design. Junkman sees this as the will of God, and has sworn to use Dragon only in doing God's will. He is also firm in his belief of his NNet's origins, and will not allow it to be wiped or modified under any circumstances.

Erzach has been with Junkman a long time, and from Junkman's perspective, is only now reaching his full potential. Erzach shares two of Junkman's personality traits... a Gear to which Erzach is linked receives +0.50 Maneuver. On the other hand, Erzach also shares Junkman's love of scavenging and will happily scan non-moving piles of metal -- debris, mostly -- looking for spare parts.



Weapon Mounts(2 hands, 6 hard-points):
   Right Hand:   (Primary Weapon)
   Left Hand:   (empty)
   Right Shoulder:   (Hardpoint Perk)
   Left Shoulder:   Medium Rocket Pack
   Right Hip:   (Backup Weapon)
   Left Hip:   Vibro Rapier
   Right Forearm:   Heavy Spike Gun
   Left Forearm:   Erzach's Wrath (Haywire Whip)
 
Primary Weapons(One carried, bold is default):
   HGLC (Gatling Laser Cannon)   2/4/8/16, +1 Acc, Ammo 70, x16, ROF +1, DpRB -3 (TV 2,003)
   MAC (Medium Autocannon)   3/6/12/24, 0 Acc, Cpx 1, Ammo 160, x10, ROF +2 (TV -55)
   HRF (Heavy Rifle)   4/8/16/32, +1 Acc, Cpx 1, Ammo 20, x12, Sniper, Exposed FC (TV +13)
   SLC (Sniper Laser Cannon)   5/10/20/40, +1 Acc, Cpx 2, Ammo 20, x12, DpRB -1, Sniper, Exposed FC (TV +36)
   AK-77 (MAC/LGL Paratroop)   3/6/12/24, 0 Acc, Cpx 1, Ammo 60, x10, ROF +1
   1/2/4/8, -1 Acc, Ammo 10, x15, ROF +2, IF (TV +31)
   SC (Snub Cannon)   1/2/4/8, -1 Acc, Cpx 1, Ammo 3, x28 (TV +35)
 
Backup Weapons(One usually carried, bold is default):
   HHG (Heavy Hand Grenades)   0/0/0/0, -1 Acc, Cpx 1, Ammo 3, x25, Dis (TV +21)
   APM (Antipersonnel Mortar)   2/4/8/16, 0 Acc, Cpx 1/2, Ammo 12, x4, AE0, MR2, AI, IF (TV +33)
   HG (Hand Grenades)   0/0/0/0, -1 Acc, Cpx 1, Ammo 6, x15, AI, Dis (TV +22)
   HPZ (Heavy Panzerfaust)   2/4/8/16, -1 Acc, Cpx 1, Ammo 1, x20, Dis (TV +18)
   HWG (Haywire Grenades)   0/0/0/0, -1 Acc, Cpx 1, Ammo 6, x10, Dis (TV +20)
   HMG (Heavy Machine Gun)   1/2/4/8, 0 Acc, Cpx 1, Ammo 360, x4, ROF +3, AI (TV +30)
   LMG (Light Machine Gun)   1/2/4/8, 0 Acc, Cpx 1, Ammo 400, x3, ROF +4, AI (TV +24)
   DPG (Deployable Pack Gun)   2/4/8/16, -1 Acc, Cpx 1, Ammo 40, x8, ROF +2, Dis (TV +21)
 
Shoulder Hardpoint Perks(One usually carried, bold is default):
   Smoke Launcher   (10 shots) (TV +44)
   ECM 3   (Vulnerable to Haywire, TV +278)
   Chaff/Flare Dispenser   (Rating 1, 10 shots) (TV +254)
   Trideo Link-Up   (TV +0)
   Mine Detectors   (Waist Hardpoint) (TV +184)
 
Alternative Configurations(Replace MIRP/36 with):
   MRP/36 (Medium Rocket Pack)   2/4/8/16, -1 Acc, Ammo 36, x18, IF (TV +59)
   LFM (Light Field Mortar)   4/8/16/32, -1 Acc, Ammo 12, x15, AE0, MR4, IF (TV +61)
   LGM (Light Guided Mortar)   4/8/16/32, -1 Acc, Ammo 12, x15, Guid, MR3, IF (TV +4)
   ABM (Airburst Missiles)   3/6/12/24, 0 Acc, Ammo 3, x10, AE1 (TV +50)


Erzach NNet Status: LearningBonus/Attributes: 0 unused points
   NNet Behavior:   Mannerism: scans debris looking for usable parts
   NNet Behavior:   Body Control: +0.25 Maneuverability
   Integration with Dragon completed:   25 Autumn TN 1941 (24 April 2003)
   Battle:   34 Autumn TN 1941: Mad Jack battle (1 point, 17-24 July 2003)
   Battle:   36 Autumn TN 1941: New Human Republic recon (1 point, 31 July 2003)
   Battle:   37 Autumn TN 1941: Kempder capture (1 point, 30 August 2003)
   Experience:   12 Winter TN 1942: BT06 rendezvous (0 points, 13 November 2003)
   Battle:   13 Winter TN 1942: Morgana capture (1 point, 27 November 2003)
   Battle:   16 Winter TN 1942: Assaulting the Beast (1 point, 11 December 2003)
   Battle:   17 Winter TN 1942: Tiamat chase (1 point, 1 January 2004)
   Battle:   18 Winter TN 1942: Swamp shark (1 point, 8 January 2004)
   Battle:   18 Winter TN 1942: Tiamat capture (1 point, 22 January 2004)
   Season changes:   25 Winter TN 1942: Change of seasons (1 point, 5 February 2004)
   Experience:   5 Spring TN 1942: Launch from TN (0 points, 19 February 2004)
   Season changes:   25 Spring TN 1942: Change of seasons (1 point, 19 February 2004)
   NNet Behavior:   Body Control: +0.25 Maneuverability
   Experience:   29 Spring TN 1942: Transit Tannhauser Gate (0 points, 19 February 2004)
   Battle:   2 Summer TN 1942: CEF patrol/Liberati (1 point, 15 April 2004)
   Season changes:   25 Summer TN 1942: Change of seasons (1 point, 22 July 2004)
   Battle:   31 Summer TN 1942: Caravan defense (1 point, 29 July 2004)
   Battle:   41 Summer TN 1942: Pathfinder down (1 point, 14 April 2005)
   Battle:   24 Autumn TN 1942: Firebase 1 of 3 (1 point, 4-11 August 2005)
   Season changes:   25 Autumn TN 1942: Change of seasons (1 point, 18 August 2005)
   Battle:   29 Autumn TN 1942: Firebase 2 of 3 (1 point, 1 September 2005)
   Battle:   29 Autumn TN 1942: CEF TAAF Retaliation (1 point, 15 September 2005)
   Battle:   33 Autumn TN 1942: Firebase 3 of 3 (1 point, 6 October 2005)
   Battle:   13 Winter TN 1943: Van Saar Rescue (1 point, 12 January 2006)
   NNet Behavior:   Mannerism: Has the weapon his pilot needs next ready to fire