Scarabeus-IX "Deathmandible"Mech

Scarabeus-IX "Deathmandible"

legendary assault-class mech — 90 tons

Armor: 420

Heat Capacity: 48

Speed: 5

Jump Jets: No

Weapon Systems

Ion Scythe Mandibles (Pair) (front mandibles)4d10 ion +6 heat
Plasma Flamethrower (back carapace)3d12 plasma +9 heat
Dorsal Laser Cannon (top carapace)3d8 laser +5 heat
Lateral Laser Cannons (x2) (left and right torso sides)2d8 laser +4 heat
Side Laser Cannon Array (x3) (upper side ports)3d6 laser +5 heat
Rear-Facing Miniguns (x2) (rear abdomen)4d6 kinetic +3 heat

Special Systems

Hexapod Stability Chassis, Targeting Computer Mk-IV, Carapace Heat Sink Array, ECM Suite, 360-Degree Sensor Array, CASE II Ammo Protection, Reactive Ion Shielding

On Hit: Ion Scythe Mandibles: On a hit, the target must make a DC 16 Constitution save or have their electronic systems disrupted, imposing disadvantage on attack rolls until the end of their next turn.
On Critical Hit: Mandible Crush: On a critical hit with the Ion Scythes, the target is grappled (escape DC 18) and takes an additional 2d10 ion damage at the start of each of their turns while grappled.
Activated: Plasma Flamethrower Surge: As an action, fire the back flamethrower in a 30-ft cone behind the mech. All creatures in the area take 3d12 plasma damage (DC 17 Dex save for half). Sets terrain ablaze for 1 minute.
Passive: Hexapod Stance: The six-legged chassis cannot be knocked prone by forced movement or shockwaves. The mech has advantage on checks to resist being pushed or tripped.
Passive: 360-Degree Coverage: The Rear Miniguns fire as a reaction against any target that moves more than 10 ft away from the mech, dealing 2d6 ballistic damage.
On Overheat: Carapace Vent Blast: When the mech overheats, it vents superheated plasma in a 15-ft radius. All creatures within range take 2d8 fire damage (DC 15 Dex save for half). Heat is reduced by 10 after venting.
Activated: Full Salvo: Once per encounter, fire all laser systems simultaneously. All targets within a 60-ft arc must make a DC 17 Dex save or take 6d8 laser damage, or half on a success. Generates 10 heat.

The Scarabeus-IX is an assault-class hexapod mech modeled after the ancient scarab beetle. It moves on six articulated legs (speed 25 ft / 5 squares). It cannot use Jump Jets but ignores difficult terrain. WEAPONS: (1) Ion Scythe Mandibles deal 4d10 ion damage on a melee hit (reach 10 ft), generating 6 heat. (2) Plasma Flamethrower fires a 30-ft rear cone for 3d12 plasma damage (DC 17 Dex half), generating 9 heat. (3) Dorsal Laser Cannon fires at one target within 300 ft for 3d8 laser damage, generating 5 heat. (4) Lateral Laser Cannons fire at up to two targets within 200 ft for 2d8 laser each, generating 4 heat total. (5) Side Laser Array fires three beams at up to three targets within 150 ft for 3d6 laser each, generating 5 heat total. (6) Rear Miniguns fire at targets in the rear arc within 120 ft for 4d6 ballistic damage, generating 3 heat. HEAT: Each weapon use adds listed heat to the Heat Track (max 48). At 40+ heat, the mech suffers -2 to all attack rolls. At 48 heat, the mech overheats, triggers the Carapace Vent, and shuts down for 1 round. SPECIAL: Hexapod Stance prevents prone. Targeting Computer grants +2 to all ranged attack rolls. ECM Suite imposes disadvantage on enemy targeting systems within 100 ft. Reactive Ion Shielding grants resistance to ion and energy damage.

beetlehexapodassaultmechionplasmalaserminigunmulti-weaponlegendaryheavy armormeleerangedarea denialsci-ficarapace360 coverageoverheatmandiblesflamethrower
Text: Claude Sonnet 4.6Image: Nano BananaStyle: Cyberpunk

make a beetle-like mech with six legs and two ion-scythes aka mandibles and then add a laser a plasma flamethrower on the back two laser cannons three laser cannons on the sides on the top and sides of it and two mini guns in pointing backwards