Unit Data
Classification: Dreadwing
Type: Dimorphodon
Primary Mission: Attack
Secondary Mission: Interceptor
Power Plant: DHI (Dynasty - High Integrity plant, Generation 2 - Avian)
Chassis: 003
Crew: 1 ( pilot / minimal rank requirement: Captain )

Statistics
Length: 23.7 meters
Width: 31.6 meters
Height: 13 meters
Weight: 42 tons

Performance
Land: 90 KPH
Air: MACH 2.2
CAPABILITIES
First and foremost, as a dimorphodon, the Dreadwing is not only very capable in the air but quite dangerous on the ground.  Grounded, it behaves more as a velociraptor; able to run at 90 KPH with reasonable agility and utilize its claws, talons and fangs to great effect.  A tactic that has evolved since the first sorties is for Dreadwings to fly to the theater of battle, drop to the ground, run under aerial scanning systems, then launch back into the air within attack range.  This is made doubly effective due to their stealth enhanced materials and ECM systems.  The DHI-003 is also well equipped with the very latest in Guylos sensory and targeting technology, all powered by the almost unlimited Orichalcum power core.
HISTORY
With Helic continuing to dominate the skies and Zenevas moving to dominate the land, Guylos needed to act quickly to produce a counter to both threats.  They drew from two very successful aerial combat units for inspiration; Helic’s Raynos interceptor and their own Zabat stealth fighter.  The requirement specified a Zoid capable of aerial maneuvers and fighting ability but could also cause heavy damage to ground units, and would require the armor to endure ground attack runs.  After ten months of research and another six months of testing combat configurations, the DHI-003 Dreadwing was born.
DEFENSES
The Dreadwing is the first aerial Zoid using Guylos’ new deochalcum infused Dark Armor; like that of the Dark Emperor.  The spent element and rare emerald-like crystal combination have aspects similar to nickel, becoming much stronger with the application of intense heat.  The crystalline structure diffuses light forming a two-fold defense; both laser damage and light based targeting designators have reduced effects.  The base Dark Armor is restructured so that the molecules compress with extreme kinetic force.  Like Dark Emperor, the Dreadwing is difficult to see and light, heat and solid projectile based attacks actually make it stronger.  Only vibration is assumed to cause full damage, and that theory will be difficult to test while wheeling in mid-air over a battlefield.
ARMAMENT
The weapons carried by the Dreadwing fall into two basic categories: those which are integrated and those which are modular and mission specific.  Integrated weapons are, naturally, used in all combat modes.  Modular weapons are selected based on the current mission type by the mission commander or selected for inclusion by the pilot.

100mm Aimenger-B Pulse Laser (x4) - Integrated construction, wing mounted in two turrets of 2, 240° arc
Designed for the dual purpose of strafing lighter ground targets without course change and for deterring rear attackers.  The Aimenger-B looses a burst of fire that can spray a larger Zoid and strike more sensitive systems such as scanners, arrays, cockpits and joints, but is really a danger for light armor and infantry.  One such gun is not much of a worry, but in both the foremost and rearmost 20° arcs a target can be ravaged by all four guns; dangerous to even larger foes, but only at ranges within 1 kilometer.

50mm "Lightspur" Blaster (x1 integrated) - Integrated construction, tail mounted, 180° arc
Fundamental light defense weapon.  This gun is used to ward off attackers to the rear or to rake light ground targets, almost indiscriminately.  It is housed in a heavily armored shell that can protect it if the tail is used as a melee weapon.   It is often employed as an "open wound" weapon, snapping shots rearward into an enemy battleherd after the heavy ordinance has pounded it mercilessly.

Deochalcum Infused Claws (x2 integrated) - Integrated construction, wing mounted
The Dreadwing is fully capable of deadly melee combat with its claws, using them to grasp, crush and tear at enemies.  The super-hardened blades can rip standard armor to ribbons.

Deochalcum Infused Talons (x2 integrated) - Integrated construction, foot mounted
As with the claws, the talons can grasp and rend enemies.  They are truly only effective when the Dreadwing is in flight, and so are generally reserved for attacking aerial opponents, which are also the most susceptible to damage.  They are also used for carrying loads up to 20 tons.

Deochalcum Infused Fangs - Integrated construction, head mounted
Unlike other pterosaur Zoids, a Dimporphodon has a tyrannosaurus-like bite that can maul opponents.  The Dreadwing’s bite can rip the leg from a Saber Tiger and is often used to dismember and ravage the wings of avian foes.

160mm "Odinburst" Particle Cannon (mounts up to 8 on 4 wing and 3 body hard points) - modular, fixed forward
The Odinburst was designed as a self-contained weapon pod but was refitted to draw power from its host to save weight.  It is the Dreadwing's primary forward direct fire weapon and is usually employed in pairs up to 6.  The Odinburst hoses a target with a "spray" of near-light particles, doing enough damage to drill through a Liger at 3 kilometers and drop a Helcat at 5. 

“Skydart-AA” Air-to-Air Missile (mounts up to 24 on 6 wing and 2 leg hard points) - modular, forward arc (wings), 90° arc forward to sides (legs)
Standard Guylos light missile, the Skydart is extremely fast and agile.  It has a range of 4 kilometers and inflicts minor damage, but for use against light avian targets it is an ideal weapon, not even requiring a direct hit to shatter control surfaces or pilot canopies.

"Backbreaker" Anti-Armor Missile (mounts up to 37 on 6 wing hard points) -  modular, fixed forward
Deceptively small missiles carried en masse, the Backbreaker is engineered to reach targets up to 14 kilometers away and strike with surgical precision.  Two targeting sensor arrays in the seeker head guide it to the target, where velocity and a charged penetrator compromise the armor enough to allow a high explosive warhead to rip it apart.
SUMMARY
Dreadwing represents a leap for Guylos; it is the first Orichalcum-powered aerial Dark Zoid.  The design is intended to fulfill multiple roles due to the Dynasty’s limited supplies of materials and of manufacturing facilities.  Further, with both Helic and Zenevas on the grow with forces in all environments, Dreadwing has been created with both a balance of chassis components that assist it in those roles as well as modular mission specific systems.  Dreadwings are expensive due to their technology but they can still be produced at a rate of 12 per month, far in excess of the rate of Helic’s Buster Eagles though lagging several units behind Zenevas’ Blazewing.  Their ordinance, however, is kept simple, allowing them greater destructive power for the investment made per unit… and their effectiveness is made chillingly clear on the battlefield.
The Build
This is a Zoid I have wanted to see for a long time; the meanest looking (though one of the smallest) pterasaurs.  I have spent years setting parts out for wing, head and body ideas, to no avail.  Finally I gathered just the right combination of scraps and decided to go for it.  I didn’t want another gigantic build like Paladin, nor did I see it as small as Pteras.  In the end, the parts determined the scale would be closer to Storm Sworder.  This Zoid was always intended to be the Planet Zi counterpart to one of my favoirite aircraft; the Fairchild Thunderbolt 2, A.K.A. the warthog tank smasher.  Virtually all flying Zoids are designed as fighters, yet the vast majority of Zoids are heavy ground units.  A ground attack aerial Zoid made all the sense in the world, the closest I have seen was Buster Eagle.  Like Angstmorder, the Dreadwing turned out at least as wonderful as I had hoped.  Engineering the design so that the HI-1000 motor still worked the wings… priceless!
AI-2 Profile
The Dreadwing seems to suffer from a virtual split personality.  While standing down the Zoid is quiet, virtually asleep.  It crouches silently and trancelike in a hangar, but completely changes when the alarm is sounded.  Suddenly its eagerness for battle rises to the surface, its claws clenching and jaws agape as if relishing the taste of its prey.  Sometimes a Dreadwing is a little overzealous and makes it difficult for crews to load ordinance.  In the fight the Zoid is thrilled by the kill, driving toward the target and seeking a new victim even while the first is torn apart by armor piercing warheads.  Pilots have never claimed one has flown out of control, but admit that, at times, they are just along for the ride and to hit the trigger.
CAPABILITIES (continued)
It must be reinforced, however, that the DHI-003 is built for the skies; how effective it is depends greatly on the role it is outfitted to play.  For the interceptor role the Dreadwing is stripped down to the bare essentials and can achieve speeds up to MACH 2.2 with a pair of enormous engines and retains aerial maneuverability superior to Helic’s Raynos.  Its primary role is that of ground attack, where additional weapons and armor prevent it from breaking MACH 2 and its agility suffers somewhat.  The final role this deadly Zoid plays is that of Assault, where it packs a staggering amount of firepower and is dragged to a mere MACH 1.7 and it is quite sluggish.  The pilot may eject all weapons from their hard points at any time and transform his machine into full interceptor mode.
Parts List

Gojulas
torso

Gorhecks
wings, engine

Genosaurer
intake/mount

Seismosaurus
torso, neck

Dark Spiner
thighs, armor, wing turrets

Zabat
wings, legs, talons

Saicurtis
torso, piping, nose armor

Aerosaurer
head, motor

Raykong
head armor, anti-armor missiles

Salamander
wrist joints

Buster Eagle
wrist joints, stand

Elephander
engines, shoulders,  piping

Ultrasaurus
piping

Deadborder
eyes (sprue)

Baragator
anti-air missiles

Killer Dome
leg hydraulics, shiny metal stand!

Dimetra Ptera
claws

Sturm Tyrann
engine pods

CP-4
jaw

Guysack
tail gun, particle cannon

Godos
particle cannon

HMM Command Wolf LC
engine pod hydraulics

Ice Blazer
power indicator

Diablo Tiger A
ECM domes

Zip Ties
tail, talons

Nylon Hinge
talons, hip joins

Franklin Mint Car Door Tool
tail

CAT-5 Wires
tail piping

Sheet styrene
wing membranes, missile rails, stand

Kaleidoscope
stand
This scene depicts the destruction of Zenevas Advance Force Zero; so named because they were not supposed to exist, let alone attempting to penetrate the Guylos border to gauge their defenses.  Guylos allowed them to extend 10 kilometers into their territory, and then wiped out 100 Zoids with four Dreadwings and a dozen Blackbolt snipers.  The event signalled Guylos' declaration of neutrality was terminated.
I liked the primed version of the Dreadwing enough to render in image of a flight trial version.  The red markings indicate drag surface tracking zones, used to determine if an airframe should be modified for improved aerodynamics.
Parts Layout
As I placed my parts on my desk together for the first time I could really see where this Zoid was going.  The engines are the Berzerk Fuhrer leg armor pieces from my Sturm Tyrann (like I'm ever going to disassemble or sell it!)  At this stag I had not figured out how the wings would work, nor the engine mounts, or the shoulders... or the legs!
First Assembly
By this time the pieces had all filled in.  The Gorhecks frames extended the wings, Elephander ears made the shoulders and provided the engines with mounting rails, the tail became articulated and longer, the jaw size was increased.  The hardest part to design, however, were the hips!  Still, this was a wicked stage to arrive at, and I was eager to see that distinct dimorphodon shape... in both aerial and LANDED modes!
Head Trauma
I knew I could not leave the Aerosaurer head stock.  I added sinister eyes cut from the sprue of my OJR Deadborder, then filled the head out with bits of armor, hoses and such.  In the end the head turned out well, and quite Dark Zoid appearing.
HI-1000 on Life!
So, I knew that I wanted to use the Gojulas tail armor to create a small avian body, but it was hollow.  To fill it in I dropped Aerosaurer's motor inside... it fit like a glove!  At first I was just going to use the part as filler, but then I realized I could pull the rod out, reset the cams, assemble the body halvs and re-insert the rod.  Huzzah!  A WORKING HI-1000 motor for my Dimorphodon!
Winging It
As the wings came together I started to think about how I could simulate the heavy ordinance load of the A-10.  I had a Ray Kong in my parts box and those shoulder missiles would be excellent!  But, to use them, I decided to make launch rails and let the missles remain removable.  No parts for it, so I cut them all out of card stock and build two 2-shot and two 3-shot missile boxes.  The effect was perfect!
Getting a Leg Up
This actually became the hardest part of the build.  I wanted my Dreadwing to be able to look right in the air, but also on land.  The orignal idea of using Zabat's legs would not work anymore; the build was too large and every picture I found of Dimorphodons had longer legs.  I ended up making the entire Zabat leg run only from foot to knee, and crafted thighs from a Dark Spiner's arms.  The hips are AC airplain flaps hinges.  Killer Dome gave a few cogs to fill in the back side of the knee, and to build a heavy hydraulic at the calf for improved strength.  The legs had to swivel out and lock against the wings in flight mode, then down like Velociraptor legs in land mode.  I cut the toes apart and replaces the rear claw with a moveable one.  Finally, I used tube polystyrene to make armor sleeves that filled in the form of th legs.
Primed to Go
As with so many customs, the beauty really hides until the primer goes on!  It was only at this point I could really see how well everything came together!  After all, up until this point I could see through Aerosaurer's canopy, and the rest was a huge mish-mash of colors.  I also had to build the stand in order to display it fully.
Back to Base (coats!)
These shots reveal the Dreadwing as a true Dark Zoid, with the black and grey armor and glowing green accents.  However, this was only to be the base coat for the final model.  As a part of my A0W story, I wanted the Dreadwing to match the emerald green and raw metal scheme of Dark Emperor, and so these shots would become all that remained of my classic Dark Zoid Dreadwing.
Gear Up!
Note that these photos show the legs and wings in the flying position.  The legs are spread and raised (NOT so easy if you use hinges rather than ball-and-sockets!) and the tail is dropped low.
Hit the Ground Running!
In these shots you can see the legs swung down, claws lowered and tail raised.  Though the model did strugle with balance, the legs could support its weight!  A little extra Loc-Tite in the joints allows it to maintain either mode for display.
Paint in Uber-Daylight!
Above you can see the dark green cast of the Dreadwing's colors... here I set the model in the sun in hopes that the intense light would help you see through the clear green coat and catch a glimpse of the luminescent paint dusted beneath.  It's a bit overexposed, but the crystals do show!
Get Off My Desk!!!
I took this photo to give you some idea of the size of the Dreadwing compared to the Storm Sworder.  I guess that this Sworder's career can be summed up in the words, "the pelican brief"!  ...  Okay, it's a bad pun, but the model really does rock the house.  Thanks for viewing!  :D
DHI-003 DREADWING
ORDINANCE CONFIGURATION BY MISSION
R1a
R2a
R3a
R4a
R5a
R6b
R7b
R8a
C1a
L1a
L2a
L3a
L4a
L5a
L6b
L7b
L8a
Default - light weapon load for attack/interception roles; Skydart-AA (x8), Backbreaker (x10), Odinburst (x2)
Area Superiority - heavy weapon load for pacifying large numbers of air and land targets; Skydart-AA (x24), Backbreaker (x18), Odinburst (x4)
Air Control - heavy anti-aerial load for fighter role and higher maneuverability; Skydart-AA (x18), Backbreaker (x2), Odinburst (x0)
Ground Attack - heavy anti-armor ordinance with minimal air target weaponry; Skydart-AA (x2), Backbreaker (x32), Odinburst (x2)
Direct Assault - heavy direct fire weapons complimented        with anti-armor and anti-air ordinance; Skydart-AA (x4),      Backbreaker (x10), Odinburst (x8)
Heavy Battle - balance of anti-armor and anti-air weaponry for extended operations; Skydart-AA (x10), Backbreaker (x20), Odinburst (x2)
Light Battle - balance of anti-armor and anti-air weaponry for lighter deployment and higher maneuverability; Skydart-AA (x10), Backbreaker (x12), Odinburst (x4)
Skydart-AA - anti-aerial missile
Backbreaker - anti-armor missile
Odinburst - direct fire cannon pod









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Zoids Philippines 2009 Custom Contest
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