Readify

Panzerter III

Blackwater

The Panzerter III is an older Tharcian combat machine whose significance lies in the contrast between its age and Roland Horn’s exhilarated command of it. Recalled from a boneyard after roughly twenty years, it first gives Roland the bodily freedom of piloting; when a theft at the colony turns into an attack with torpedoes, the machine’s built-in weapons and his improvised fighting choices help him stop a threat to the colony and achieve his first two kills.

Identity and Design

At a glance, the Panzerter III resembles its land-bound cousin: a blocky-limbed machine with an angular torso, sharing the familiar outline of Tharcian Panzerters. The visible distinction begins at the head, though the available description does not elaborate further on its design. The familiar exterior makes the model seem unremarkable; its use in space, by contrast, gives it a very different physical life.

The machine is old enough to have spent twenty years in a boneyard, and Roland’s training gives him a practical connection to the type: the academy trainer he used had been converted from a Panzerter III. That prior experience helps explain why he can put this particular machine through its paces, even as the colony’s technicians still need information about how its thrusters perform under pressurized conditions.

Flight and Testing

During a test near Mars Lagrange 9 (Promise), Roland works the controls as the Panzerter III jukes and spins. The pressure against his body and the shifting momentum are not incidental to his experience of the machine: he grins at the sensation and reflects that piloting a Panzerter feels freeing, unlike anything else. His affection is striking beside the machine’s age. The craft is not new or pristine; its capacity to make flight feel alive is what matters to him.

The Panzerter III is also treated as equipment that must be evaluated, not simply admired. Roland checks instrument displays that provide optical-camera information, targeting and navigation overlays, communications, emergency alerts, and gauges for engine performance, fuel, balance, and the machine’s overall condition. Its next assigned tests make the practical stakes explicit: Roland is told to walk it around inside the colony to assess its thrusters in a pressurized system, then fly to the colony’s edge and fire its Vulcans downrange. Earlier vacuum feedback is not enough to establish how the thrusters will behave inside the inhabited structure.

Attack and Combat Use

The test sequence is interrupted by an alarm that a Panzerter is being stolen. Roland runs toward the hangar in his machine and checks its weapons. He has no rifle; both plasma swords are in their charging rack, with one still charging and the other ready. The head-mounted Vulcans, however, report ready. This uneven loadout makes the Panzerter III’s available systems decisive: Roland has to act with what can be brought to bear immediately rather than wait for a complete set of weapons.

The attack involves Panthers carrying torpedo tubes, weapons intended to pierce a ship’s hull and ignite its atmosphere before the bulkheads can seal. Used against the colony, they could be fatal to the population. Roland dives on the torpedo carrier, firing the Vulcans and drawing his charged plasma sword. The small-caliber rounds rupture the long black tube, forcing the Panthers to notice him; he then swings the sword. When the carrier evades the blow, Roland follows with a kick to its hips and keeps it between himself and the other two attackers, using the damaged machine as cover from their fire.

Roland’s tactics reflect the danger of being both outnumbered and outgunned. He stays aggressive, slashes a shallow trench through the torpedo carrier’s arm, and disables it; Vulcan fire then shatters a Panther’s visor, leaving it unable to see the kick that topples it. The account emphasizes the machine as a working combination of movement, weapons, and physical leverage: the Vulcans interrupt and blind, the sword disables, and the Panzerter’s kick supplies force at close range.

Refitting and Aftermath

After the fighting, the Panzerter III is rapidly refueled and rearmed aboard the TNV Blackwater at Island Fredrick. The technicians replace its two plasma swords, clear and refill the jammed Vulcan, and provide a 30-mm rifle based on a ground-attack drone weapon. They also issue a shield rated for a Panzerter III, replacing the Panther shield Roland had previously picked up. The refit marks a concrete change from his improvised defense during the colony attack: for the next mission, the machine has working swords, a cleared primary weapon, a rifle, and protection suited to its own model.

When debris fills the space over Fredrick’s docking bay, Commander Anna Strauss calls Roland back to base for another mission. He sets a course for a Blackwater recovery hatch and realizes that he has just achieved his first two kills. He measures that milestone against his grandfather’s record, noting that he has twenty-eight more to match it. The Panzerter III therefore carries more than Roland’s enthusiasm for flight: in its first combat it becomes the machine through which his identity as a combat pilot begins to acquire a tally.

Related StoryFlow