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: 2,082
Vehicle Type: Walker   Offensive Value: 1,276
Production Type: Scratch Built   Defensive Value: 525
Cost: 902,200.00 dinars   Miscellaneous Value: 4,443
Manufacturer: Black Talon Werks   Size: 6
Use: Main Battle Gear   Original Default Size: 13
Height: 4.6 meters   Indv. Lemon Dice: 12
Length: 3.0 meters   Crew: 1
Width: 3.5 meters   Bonus Actions: 1
Avg. Armor Thickness: 56mm
Armor Material: Composites   Armor
Standard Op. Weight: 5400 kg   Light Damage: 15
Primary Move Mode: Walker (54 kph)   Heavy Damage: 30
Secondary Move Mode: Ground (88 kph)   Overkill: 45
Deployment Range: 450 km
Sensor Range: 5 km   Vehicle Availability
Communication Range: 25 km   Availability Threshhold: 12
Powerplant: Turbine & Superconducting Coil   Max Number on Field: 1
Engine Output: 630hp  
    Movement
Electronics   Primary Move Mode: Walker
Sensors: +2   Combat Speed: 5
Communications: +1   Top Speed: 9
Fire Control: 0   Secondary Move Mode: Ground
    Combat Speed: 8
    Top Speed: 15
    Maneuver: +1

Weapons
Quantity Name Code Arc ACC Damage Range ROF Ammo Special
 1
 Helios 10MW Laser Cannon
 HGLC
 F
 +1
 x16
 2/4/8/16
 +1
 70
 DpRB-3
 1
 Vogel-H2 71mm MRP
 MRP/36
 F
 -1
 x18
 2/4/8/16
 +4
 36
 IF
 1
 MR-3 50mm AP Mortar
 APM
 F
 0
 x4
 2/4/8/16
 
 12
 AE0, MR2, AI, IF
 1
 Firemoth-16 Flamer
 MLF
 FF
 +1
 x8
 1/1/1/2
 +1
 120
 M, Inc, IF, SlowBurn
 1
 Erzach's Wrath (See Notes)
 HWP
 FF
 +1
 x7
 1/1/1/1
 
 20
 M, Hay, En
 1
 Escrime Mk9 Rapier
 VR
 F
 +1
 x6
 0/0/0/0
 
 0
 AP
 2
 Chassis Reinforcement
 CR
 FF
 0
 x0
 0/0/0/0
 
 0
 

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

Variants
There are no variants.

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 Gear Duelist, 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 in-space 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 retained most of the maneuvering thrusters, including the Gear's main thrusters, mounted onto the shoulder harnesses. This gives Dragon unprecedented... almost scary maneuverability that requires a gifted, creative pilot just to get underway, much less fly her. 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 can and 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/obscurement 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. However, the more prosaic anti-personnel weapons have been removed, and replaced with a Haywire Whip for close-in vehicle combat, and a Medium Flamer (retooled for increased range) for antipersonnel and demolition duties. A smoke launcher has also been added for laying down concealment. From time to time, Dragon's Rapier and his backup weapon (usually a Deployable Pack Gun) are removed and replaced with hip-mounted fore-and-aft APGLs for antipersonnel work (12 rounds each). The Haywire Whip is also unusual in that Junkman sacrificed accuracy and speed of use for range. The whip has a range of more than 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 once it is deployed. Of course, if the whip hits its target, this round of recovery only applies when the Dragon releases her prey (or if said prey escapes). Another dueling flourish: Dragon comes equipped with toe claws and therefore does x7 damage with kicks in addition to punches. 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 +0.25 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: Smoke Launcher Left shoulder: Medium Rocket Pack Right hip: (Backup weapon) Left hip: Vibro Rapier Right forearm: Heavy Flamer Left forearm: Erzach's Wrath (Haywire Whip) Primary Weapons (One carried): HGLC (2/4/8/16, +1 Acc, Ammo 70, x16, ROF +1) MAC (3/6/12/24, 0 Acc, Ammo 160, x10, ROF +2) HRF (4/8/16/32, +1 Acc, Ammo 20, x12, Sniper, Exposed FC) MAC/LGL Paratroop (3/6/12/24, 0 Acc, Ammo 60, x10, ROF +1) (1/2/4/8, -1 Acc, Ammo 10, x15, ROF +2) FGC (1/2/4/8, +1 Acc, Ammo 30, x7, AI, Frag, CLIP 30) SC (1/2/4/8, -1 Acc, Ammo 3, x28) Backup weapon possibilities: HPZ (Heavy Panzerfaust) (2/4/8/16, -1 Acc, Ammo 1, x20) DPG (Deployable Pack Gun) (2/4/8/16, -1 Acc, Ammo 40, x8, ROF +2) HHG (Heavy Hand Grenades) (0, -1 Acc, Ammo 3, x25, Dis) HWG (Haywire Grenades) (0, -1 Acc, Ammo 6, x10, Dis) HG (Hand Grenades) (0, -1 Acc, Ammo 6, x15, AI, Dis) LMG (Light Machine Gun) (1/2/4/8, 0 Acc, Ammo 240, x3, ROF +4) Alternative configurations: Replace MRP/36 with... LFM (Field Mortar) (4/8/16/32, -1 Acc, Ammo 12, x15, AE0, MR4, IF) LGM (Guided Mortar) (4/8/16/32, -1 Acc, Ammo 12, x15, Guid, MR3, IF) ABM (Airburst Missiles) (3/6/12/24, 0 Acc, Ammo 4, x10, AE1)