’Mech Manual: Dragon Fire DGR-9D
Designed during the final days of the Star League, the Dragon Fire was first built during the technical renaissance of the 3050s. Then the manufacturer was taken over by the Word of Blake, and the design’s popularity plummeted after their war against the entire Inner Sphere.
During the chaos of the Dark Age, General Motors in the Federated Suns picked up the design and began to manufacture a new variant. Their DGR-9D updates the Dragon Fire to carry advanced Clan-spec energy weapons while also allowing it to devote more tonnage to its armament by reducing its engine rating. This has turned it into a BattleMech that falls into the heavy weight class but that performs more like an assault ’Mech.
So far, the Dragon Fire DGR-9D is only known to be available to the Federated Suns and the numerous mercenary units that they employ.
Read This First
- If the scenario allows for it, find a nice spot in cover and start shooting your many weapons
- At shorter ranges, pick and choose which energy weapons to fire in order to balance your heat levels and damage output
- As always, 5 shots is a good balance for the RAC between damage output and chance of jamming
Dragon Fire DGR-9D
- Role: Sniper
- Tech Base: Inner Sphere Mixed (~3131-3150)
- Chassis: 75 tons (Endo Composite)
- Movement: 3 / 5, XL
- Armor: 231 (Standard)
- Heat Sinks: 13 (26)
- Weapons:
- Clan ER PPC
- Gauss Rifle (ammo: 16)
- Clan ER Large Laser
- RAC/5 (ammo: 40)
- Clan ER Medium Laser × 2
- Equipment:
- Design Quirks:
- Good Reputation
- No/Minimal Arms
- Battle Value: 2,393
Mobility
One of the design decisions that GM made for the DGR-9D is that it moves with the speed of an assault ’Mech. It only has 3 walking MP and 5 running MP. That movement profile is more typical of designs that outweigh it by 10 or more tons. It also means that at best when running, the Dragon Fire will be able to reach a +2 target movement modifier. Most of the time, it is better suited to find a protected firing position in woods or partial cover rather than relying on dodging incoming attacks.
Durability
The DGR-9D carries as much standard armor as a 75-ton machine can. It is built with an Inner Sphere XL engine, so it cannot survive the loss of either side torso. It also has an XL gyroscope, so it is slightly more likely to suffer damage to it than normal. Its right side is also prone to explosive critical hits. 58% of critical hits to its right arm and 18% in its right torso will result in an internal explosion from either the gauss rifle or autocannon ammunition. CASE II in the right torso will minimize the damage to the ’Mech, but a MechWarrior will still suffer feedback damage.
Weaponry
GM’s new Dragon Fire is built to carry a lot of weapons. It has a gauss rifle, and ER PPC, an ER large laser, and a rotary autocannon as main weapons. Then those are backed up by a pair of ER medium lasers. That gives it the ability to hit targets as far away as 25 hexes and the ability to potentially deal more than 80 damage out to 15 hexes.
Maximum and Expected Damage
The DGR-9D’s gauss rifle and ER PPC are mounted in its arms, giving them wide firing arcs and the ability to flip behind it. The remainder of the weapons are limited to its front firing arc due to their torso mounts.
Maximum Damage for Firing Arcs
Both the gauss rifle and autocannon require ammunition. The gauss rifle has two tons of slugs which will easily last through an entire engagement. The rotary autocannon also has two tons of ammunition, but it can potentially chew through that in only 7 turns of shooting. If firing 5 shots a turn to balance damage output and the chance of a jam, the Dragon Fire can fire 8 turns with it. That will likely be enough for many engagements, but a MechWarrior might need to be a little pickier about when to pull the trigger.
Heat Management
The DGR-9D unfortunately does not have enough heat sinks to fully utilize its weapons. With 13 double heat sinks, it can dissipate 26 points of heat each turn. Firing an alpha strike with its weapons will generate 44 heat on top of any heat from movement. Committing to that will put the ’Mech under considerable strain with it potentially shutting down or cooking off its own ammunition.
In order to manage heat, a MechWarrior will need to pick and choose which weapons to fire. At longer ranges, the ER PPC and gauss rifle can be consistently fired while the ER large laser is utilized for one or two turns and then dropped to allow the Dragon Fire to cool back off. At shorter ranges, the ER medium lasers can also be subbed in for either the ER large laser or the ER PPC in order to balance its heat buildup and damage output.
Heat-Adjusted Maximum and Expected Damage
Brawling
Without much in the way of arms, the DGR-9D is not much of a brawler. If playing with quirks, it cannot punch. Even without quirks, its punches as inaccurate and deal reduced damage. Instead if a target is that close, the Dragon Fire is better suited to kicking.
Miniature
A new plastic Dragon Fire is included in the Black Remnant Command Lance force pack. It includes an optional rotary autocannon so that it can accurately represent the DGR-9D.
Sources
More ’Mech Manuals
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