Solaris Wraith MK-IXMech

Solaris Wraith MK-IX

legendary assault-class mech — 95 tons

Armor: 420

Heat Capacity: 48

Speed: 5

Jump Jets: No

Weapon Systems

Helix Plasma Blades (Pair) (left arm / right arm)6d10 plasma +12 heat
Photon Ray Cannon (right torso)8d20 laser +18 heat
Vortex Missile Array (shoulders)24d24 explosive +10 heat
Plasma Burst Launcher (left torso)4d12 plasma +8 heat

Special Systems

Shield Nullifier Field, Advanced Targeting Computer, Dual Heat Sink Array, CASE II Ammunition Protection, ECM Suite, Ferro-Titanium Composite Armor

On Hit: Helix Plasma Blades: On a melee hit, all enemy shields (force fields, energy barriers, or physical shields) are immediately destroyed. No saving throw. The target loses any shield-based damage reduction for the remainder of the encounter.
On Hit: Photon Ray Cannon: On a ranged hit, the laser beam ignores all cover bonuses and deals full damage through light cover. Roll 8d20 and apply laser damage type.
On Critical Hit: Vortex Missile Array: On a critical hit, each missile in the salvo detonates in a 15-foot radius. All creatures within the blast zones take half damage (Reflex DC 22 for quarter damage). Structures take double damage.
Passive: Shield Nullifier Field: Any shielded enemy within 10 feet of this mech at the start of their turn must succeed a DC 20 Constitution save or have their shield reduced by 50% of its maximum value.
On Overheat: Plasma Surge: When heat capacity is exceeded, all plasma weapons deal an additional 2d12 damage on their next attack, but the mech is immobilized until it spends one action venting heat.

The Solaris Wraith MK-IX is an Assault-class mech weighing 95 tons. It operates with an armor rating of 420 and a heat capacity of 48. Speed is 5 hexes per turn with no jump jet capability. WEAPON SYSTEMS: 1. Helix Plasma Blades (Both Arms): Melee attack, 6d10 plasma damage. On any hit, automatically destroys all shields on the target. 2. Photon Ray Cannon (Right Torso): Ranged attack up to 600 ft, 8d20 laser damage. Ignores cover. 3. Vortex Missile Array (Shoulders): Ranged attack up to 1200 ft, 24d24 explosive damage, 15-ft blast radius. Recharge 5-6. 4. Plasma Burst Launcher (Left Torso): Ranged attack up to 300 ft, 4d12 plasma damage. HEAT RULES: Track heat each round. Firing Plasma Blades generates 12 heat. Photon Ray Cannon generates 18 heat. Missile Array generates 10 heat. Plasma Burst Launcher generates 8 heat. If total heat exceeds 48, the mech overheats: apply Plasma Surge effect and lose movement until heat is vented (1 action, reduces heat by 20). SPECIAL SYSTEMS: Shield Nullifier Field is always active within 10 ft. Advanced Targeting Computer grants +3 to all ranged attack rolls. Dual Heat Sink Array reduces heat generated by all weapons by 2 each (applied automatically). CASE II prevents ammo explosions on critical hits. ECM Suite imposes disadvantage on enemy targeting systems and guided-weapon attacks against this mech.

assaultplasmamissilesexplosiveshield-breakerlasermeleelegendaryheavy hitteranti-shieldenergy weaponshigh damagemechsci-fiheat management
Text: Claude Sonnet 4.6Image: Nano BananaStyle: Anime

Please generate a mech with, um, 24D24, um, missile, um, explosives, along with, um, incredibly powerful plasma swords that automatically break shields when they come in contact with them. So, um, as well as some, um, some plasma ray guns that shoot lasers, and the lasers do 24D100 damage.