BIO-WRAITH MK-VII "Leviathan"Mech

BIO-WRAITH MK-VII "Leviathan"

legendary assault-class mech — 95 tons

Armor: 420

Heat Capacity: 48

Speed: 5

Jump Jets: No

Weapon Systems

Plasma-Imbued Rail Sword (right arm)4d12 plasma +9 heat
Ion-Plasma Laser Cannon (left arm)3d10 ion +8 heat
Dual Cryo Cannons (left torso)2d8 cold +4 heat
Twin Shoulder Miniguns (right torso)3d6 kinetic +6 heat
Quad-Missile Mortar Array (center torso)6d8 explosive +10 heat
Sonic Screech / Tungsten Maw (head)2d10 piercing +7 heat

Special Systems

Fission-Antimatter Core, Bioluminescent Vein Network, CASE II Ammo Protection, Advanced Targeting Computer, ECM Suite

On Critical Hit: Sonic Screech activates: all units within 3 hexes must make a DC 16 system check or suffer -2 to attack rolls until end of next turn. Ceramic and light armor units take an additional 2d6 sonic damage.
Activated: Ion-Plasma Burst: Once per combat, fire plasma bolts through the ion field. The attack deals maximum damage dice and ignores 10 points of target armor.
On Overheat: Fission-Antimatter Core Surge: When heat exceeds capacity, the core vents antimatter energy. All adjacent units take 3d8 radiation damage. The Leviathan resets heat to 20 but loses 50 armor until repaired.
Passive: Bioluminescent Vein Network: Glowing veins regulate heat. Reduce all heat generated by weapon fire by 2 per round passively.
On Hit: Cryo-Slow: Hits from Dual Cryo Cannons reduce target movement speed by 3 hexes until end of their next turn.

The Leviathan is an assault-class biomech fielding six weapon systems. Each round, total heat generated by all fired weapons cannot exceed 48; excess causes an Overheat event. The Quad-Missile Mortar fires 4 missiles per salvo; each missile carries 8 sub-warheads, rolling damage once per salvo. The mech carries 16 missiles total (4 salvos). The Rail Sword may attack in melee range (0-1 hex). The Sonic Screech targets a cone (3 hexes). The Ion-Plasma Burst activated ability recharges after a full round of no weapon fire. Cryo Cannons cannot be fired the same round as the Fission-Antimatter Core Surge. CASE II prevents ammo explosion on critical torso hits. The tail grants +1 to stability checks against knockdown.

assaultbiomechplasmacryomeleemissilesonicantimatterlegendaryheavy armorenergy weaponsballisticexplosiverailion
Text: Claude Sonnet 4.6Image: Nano BananaStyle: Cyberpunk

A 70 foot tall biomech with a mouth full of razor sharp teeth that can cut tungsten and release a sonic screech that can shatter ceramic and burn through metal. It also has a fission antimatter core located in the top center of the chest. Right above that is the pilot's cockpit and then it has these somewhat bulky legs with a tail and it has these glowing blue veins all around it. On its left arm it has a laser cannon and two artillery cannons on the sides of that and then it also has a a plasma imbued sword with a rail gun right above it. It shoots plasma bolts that go through an ion field for maximized damage and then on the back it has a mortar that can launch four missiles at a time. The mech has 16 missiles each of which have have eight warheads inside them to do a lot for maximum damage. Right below that right above that on the shoulders it has these two cryo cannons and right above the shoulders are these two miniguns And it also has a tail.