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)12d12 laser +18 heat
Vortex Missile Array (shoulders)12d12 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 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. Roll 12d12 laser damage.
On Critical Hit: Vortex Missile Array: On a critical hit, each missile detonates in a 15-foot radius. All creatures within 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 at the start of their turn must succeed a DC 20 Constitution save or have their shield reduced by 50%.
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. Armor rating 420, heat capacity 48. Speed 5 hexes per turn, no jump jets. WEAPON SYSTEMS: 1. Helix Plasma Blades (Both Arms): Melee, 6d10 plasma. On any hit, destroys all shields on target. 2. Photon Ray Cannon (Right Torso): Ranged 600 ft, 12d12 laser. Ignores cover. [Capped at 12d12 maximum.] 3. Vortex Missile Array (Shoulders): Ranged 1200 ft, 12d12 explosive, 15-ft blast. Recharge 5-6. [Capped at 12d12 maximum.] 4. Plasma Burst Launcher (Left Torso): Ranged 300 ft, 4d12 plasma. HEAT RULES: Plasma Blades 12 heat. Photon Ray Cannon 18 heat. Missile Array 10 heat. Plasma Burst Launcher 8 heat. Overheat triggers Plasma Surge; vent heat as 1 action (reduces by 20). SPECIAL SYSTEMS: Shield Nullifier Field active within 10 ft. Advanced Targeting Computer grants +3 ranged attacks. Dual Heat Sink Array reduces weapon heat by 2 each. CASE II prevents ammo explosions on crits. ECM Suite imposes disadvantage on enemy guided-weapon attacks.

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

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