BIO-TITAN Mk. VII 'Leviathan'Mech

BIO-TITAN Mk. VII 'Leviathan'

legendary assault-class mech — 100 tons

Armor: 480

Heat Capacity: 50

Speed: 4

Jump Jets: No

Weapon Systems

Plasma-Imbued Blade & Railgun (right arm)4d12 plasma +10 heat
Heavy Laser Cannon (left arm)3d10 laser +8 heat
Quad Missile Mortar (center torso)6d8 explosive +6 heat
Dual Cryo Cannons (left torso)3d6 cold +4 heat
Dual Miniguns (right torso)4d6 kinetic +6 heat
Sonic Screech & Tungsten Maw (head)5d8 thunder +8 heat

Special Systems

Fission-Antimatter Core, CASE II (Chest Shielding), Bioluminescent Vein Network, Advanced Targeting Computer, ECM Suite

Activated: SONIC SCREECH: All units within 6 hexes make a DC 18 structure save or suffer 3d8 sonic damage and lose their next action. Ceramics and light armor automatically crack, reducing target armor by 10 until repaired.
On Critical Hit: FISSION SURGE: On a critical hit, the antimatter core vents excess energy. Deal an additional 4d10 radiation damage to the target and all units in 2 hexes. Leviathan gains 8 heat.
Passive: QUAD MISSILE MORTAR: Fires 4 missiles per volley from a reserve of 16 missiles (8 warheads each). Each warhead deals 1d8 explosive. All 32 warheads per volley resolve simultaneously against one or spread targets.
On Overheat: CORE MELTDOWN WARNING: If heat exceeds capacity, roll d6. On 1-2, the antimatter core destabilizes dealing 8d10 damage to all units within 10 hexes including Leviathan.
Passive: BIOLUMINESCENT VEINS: Cryo cannons synergize with the vein network. Targets frozen by cryo take double damage from the next physical attack.

The Leviathan is a 100-ton assault biomech standing 70 feet tall. HEAT: Total heat generated per full alpha strike is 42; heat dissipates 10 per turn. ARMOR: 480 points distributed across all locations. WEAPONS: Right arm houses Plasma Blade (melee, +2 to-hit) and co-mounted Railgun (range 24). Left arm fires Heavy Laser (range 18). Head-mounted Sonic Screech is an AoE activated ability (once per 3 turns). Dual Miniguns (right torso) fire continuously, no reload needed. Dual Cryo Cannons (left torso) apply Frozen status (-4 speed, -2 saves) for 2 turns on hit. Quad Missile Mortar (back/center torso) has 16 missiles stored; each missile contains 8 warheads (1d8 each). CORE: The Fission-Antimatter Core grants +20% damage on all energy weapons but triggers Meltdown on overheat. MOBILITY: Speed 4 hexes/turn, no jump jets. ECM Suite imposes disadvantage on enemy targeting rolls within 4 hexes.

assaultbiomechlegendarysonicplasmarailgunmissilecryomeleeantimatterheavy armoraoeheat riskbioluminescenthigh tonnage
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 glowing blue veins all around it. On its left arm it has a laser cannon and two artillery cannons on the sides of the arms and then it also has a plasma imbued sword with a rail gun right above it. On the back it has a mortar that can launch four missiles at a time. It stores 16 missiles each of which have have eight warheads inside them to do a lot for maximum damage. On the shoulders it has two cryo cannons and right above the shoulders are two miniguns.