Prometheus Mk-VII HellbladeMech

Prometheus Mk-VII Hellblade

legendary assault-class mech — 100 tons

Armor: 420

Heat Capacity: 48

Speed: 5

Jump Jets: No

Weapon Systems

Auto-Plasma Cannon Array (x3) (torso center)12d12 plasma +18 heat
Plasma Laser Emitters (x2) (shoulders)6d10 plasma +12 heat
Blade Fist - Left (left arm)4d8 slashing +0 heat
Blade Fist - Right (right arm)4d8 slashing +0 heat
Plasma Vent Burst (legs)3d6 plasma +4 heat

Special Systems

Auto-Targeting Plasma Acquisition System, Plasma Core Recycler, Hardened Blade Mounts, Emergency Heat Venting, Reinforced Torso Chassis, Integrated Ammo Feed (Plasma Canisters)

On Hit: Auto-Plasma Cannon Array: On a hit, the target must make a DC 18 Constitution saving throw or be set Ablaze, taking 2d6 plasma damage at the start of each of their turns until they use an action to extinguish.
On Critical Hit: Blade Fist: On a critical hit with either Blade Fist, the target suffers a Severed Component condition, reducing their attack rolls by 2 until repaired.
Activated: Plasma Laser Emitters: Once per round as a bonus action, fire both shoulder emitters simultaneously at the same target, dealing combined 6d10 plasma damage to a single target within 600 ft.
Passive: Auto-Targeting Plasma Acquisition System: This mech ignores half and three-quarters cover when targeting with plasma weapons.
On Overheat: Emergency Heat Venting: When heat exceeds capacity, all adjacent units (within 30 ft) take 4d8 plasma damage (DC 16 Dex save for half). The mech's heat resets to 10 after venting.
Passive: Plasma Core Recycler: At the start of each round, reduce total accumulated heat by 4 automatically.
Activated: Plasma Vent Burst: As a reaction when a melee attacker hits this mech, release leg plasma vents dealing 3d6 plasma damage to that attacker (DC 15 Dex save for half).

The Prometheus Mk-VII Hellblade is a 100-ton assault mech armed with an Auto-Plasma Cannon Array, dual shoulder Plasma Laser Emitters, and blade-tipped arms for close-quarters devastation. PLASMA CANNON ARRAY: Range 900 ft. Attack roll with proficiency. On hit, deals 12d12 plasma damage. Generates 18 heat per firing. The array automatically tracks targets using the Auto-Targeting system, ignoring partial cover. PLASMA LASER EMITTERS: Range 600 ft. Each emitter fires independently as an action, or both fire simultaneously as a Bonus Action once per round (activated ability). Each deals 6d10 plasma damage. Combined fire hits one target for full combined damage. Generates 12 heat when both fire. BLADE FISTS: Melee reach 15 ft. Each arm strikes for 4d8 slashing damage. The mech may attack with both blade fists in one action (two separate attack rolls). Generates no heat. On a critical hit, apply Severed Component (-2 to attack rolls until repaired). PLASMA VENT BURST: Reaction. When hit by a melee attack, deal 3d6 plasma damage to the attacker (DC 15 Dex save for half). Generates 4 heat. HEAT MANAGEMENT: Heat Capacity 48. Track heat each round. The Plasma Core Recycler reduces heat by 4 at the start of each round. If heat exceeds 48, trigger Emergency Heat Venting: all units within 30 ft take 4d8 plasma damage (DC 16 Dex save for half), and mech heat resets to 10. ARMOR: 420 Armor Rating. Damage that exceeds 420 in a single hit destroys a mech component (roll on the component table). MOBILITY: Speed 5 (50 ft per round). No jump jets. Due to its mass, this mech cannot traverse difficult terrain without penalty (half movement).

assaultplasmamechheavy100-tonbladesmeleerangedauto-cannonlaserheatlegendaryclose-quartersplasma cannonblade fistaoefire damagesci-fi
Text: Claude Sonnet 4.6Image: Nano BananaStyle: Cyberpunk

Please make a mech with auto-generated cannons made of plasma shooting out plasma lasers that and then add arms but at the end of the arms instead of fingers on the hand make it have knives and then make it have a 100 ton body and make it have at least something that does 12d12 damage.