XB-Leviathan Mk.VII "Abyssal Fang"Mech

XB-Leviathan Mk.VII "Abyssal Fang"

legendary assault-class mech — 95 tons

Armor: 420

Heat Capacity: 48

Speed: 5

Jump Jets: No

Weapon Systems

Abyssal Maw Sonic Shredder (head)4d12 slashing +6 heat
Plasma Rail Accelerator (right arm)6d10 plasma +10 heat
Plasma-Imbued Tungsten Blade (right arm lower)5d8 plasma +4 heat
Heavy Laser Cannon (left arm)5d10 laser +9 heat
Twin Artillery Cannons (left arm flanks)4d10 explosive +7 heat
Quad-Missile Mortar Array (back)8d8 explosive +5 heat
Dual Cryo Cannons (shoulders)3d8 cold +0 heat
Dual Miniguns (shoulders)4d6 kinetic +6 heat

Special Systems

Fission-Antimatter Hybrid Core, Bio-Reactive Armor Plating, Ion Field Amplifier (Rail Accelerator), Pilot Shock-Isolation Cockpit, Glowing Vein Thermal Redistribution Network, CASE II Ammunition Storage, Advanced Targeting Computer, Tail Counterbalance Stabilizer

On Hit: Abyssal Maw: On a hit with the Sonic Shredder, the target must succeed a DC 18 Constitution save or be deafened and have its ceramic/composite armor rating reduced by 20 until repaired.
On Critical Hit: Plasma Rail: On a critical hit, the ion-field-accelerated plasma bolt penetrates energy shielding entirely, ignoring shield-based damage reduction and dealing an additional 3d10 plasma damage.
Activated: Mortar Barrage: As an action, launch up to 4 missiles simultaneously (each with 8 sub-warheads). Each missile deals 8d8 explosive damage in a 20-ft radius. Each sub-warhead triggers independently on a roll of 15+ to hit. Reload costs 1 action. 16 missiles total (128 warheads).
Passive: Cryo Offset: The Dual Cryo Cannons generate negative heat (-4 per firing). If fired the same turn as any weapon generating 6+ heat, reduce total heat accumulation by 4.
On Overheat: Antimatter Surge: When the mech exceeds heat capacity, the fission-antimatter core vents, dealing 6d10 energy damage to all units within 30 ft. The mech loses 50 armor rating until repaired. Pilot must succeed DC 20 save or be stunned 1 round.
Passive: Bio-Reactive Veins: At the start of each round, the mech regenerates 15 armor rating from the thermal redistribution network as long as the fission core is intact.
On Hit: Plasma Blade: On a melee hit, the plasma-imbued blade ignites the target. They take 2d6 fire damage at the start of each of their turns for 3 rounds unless extinguished.
Activated: Sonic Screech (Recharge 5-6): The maw releases a full-power screech in a 60-ft cone. All targets make DC 20 Constitution save or take 6d12 sonic damage and are stunned until end of their next turn. On success, half damage, no stun.

The XB-Leviathan Mk.VII is a 70-ft tall assault-class biomech weighing 95 tons. It requires a trained pilot seated in the shock-isolation cockpit located above the Fission-Antimatter Hybrid Core in the upper chest. WEAPONS: The Abyssal Maw Sonic Shredder (head) attacks in melee or short range (30 ft), dealing 4d12 sonic/slashing damage; teeth ignore damage reduction from materials with hardness 15 or lower. The Plasma Rail Accelerator (right arm) has range 600/1200 ft, deals 6d10 plasma/kinetic, and benefits from the Ion Field Amplifier (reroll damage dice of 1 or 2 once each). The Plasma-Imbued Blade (right arm lower) is melee, deals 5d8 plasma/slashing, and ignites targets (see effects). The Heavy Laser Cannon (left arm) has range 400/800 ft, deals 5d10 energy. Twin Artillery Cannons (left arm flanks) have range 800/1600 ft, deals 4d10 explosive, area 15-ft radius. Dual Cryo Cannons (shoulders) have range 200/400 ft, deals 3d8 cold, reduce target speed by half for 1 round on hit. Dual Miniguns (shoulders) have range 200/600 ft, deals 4d6 ballistic, can target up to 2 separate targets per action. Quad-Missile Mortar (back) see Mortar Barrage effect for details. HEAT: Track total heat each round. If heat exceeds 48, trigger Antimatter Surge. Cryo Cannons reduce heat accumulation. ARMOR: Starts at 420. Bio-Reactive Veins restore 15 per round. MOBILITY: Speed 5 (50 ft/round), no jump jets; tail provides stability on difficult terrain (no speed penalty). The mech cannot use all weapons in a single turn without risking overheat; players must manage heat carefully. Each round the pilot may fire up to 3 weapon systems as actions.

assaultbiomechsonicplasmarail gunlaserartillerymortarcryominigunlegendaryantimatterfissionmeleeaoeheat managementbio-reactiveion fieldmulti-weapon70 foot
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 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. On its right arm is a rail gun with a plasma imbued sword underneath it. The rail gun 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 eight warheads inside them to do a lot for maximum damage. On the shoulders it has two cryo cannons and two miniguns.