Stormhaven Titan STH-90Mech

Stormhaven Titan STH-90

uncommon assault-class mech — 95 tons

Armor: 420

Heat Capacity: 45

Speed: 6

Jump Jets: Yes

Weapon Systems

Dorsal Mega Pulse Laser (upper dorsal spine)4d10 laser +14 heat
Thermonuclear Missile Battery (ventral underside)6d8 explosive +10 heat
Cyclone Carrier 2015 Bay (x2) (port and starboard hardpoints)3d6 kinetic +4 heat
Point Defense Autocannons (forward torso)2d6 kinetic +3 heat

Special Systems

Carrier Launch Control System, Advanced Targeting Computer, ECM Suite, Atmospheric Flight Array, CASE II Explosive Containment, Nuclear Hardened Shielding, Long-Range Sensor Array

Activated: Launch Cyclones: As an action, deploy up to 2 Cyclone Carrier 2015 units from the hardpoint bays. Each Cyclone acts as an independent unit on the battlefield for 3 rounds before needing to return to dock.
Activated: Thermonuclear Strike: Once per combat, fire the full missile battery at a single target or 20-foot radius area. All targets in the blast radius take 6d8 explosive damage and must pass a DC 16 save or be knocked prone and irradiated (disadvantage on saves for 1 minute).
On Critical Hit: Pulse Overcharge: On a critical hit with the Mega Pulse Laser, the beam splits and arcs to a secondary target within 30 feet for half damage.
Passive: Atmospheric Flight: This mech can sustain flight at altitudes up to 10,000 feet. Movement speed increases to 12 while airborne. Hovering costs no additional movement.
On Overheat: Emergency Venting: When heat capacity is exceeded, the mech vents superheated plasma in a 15-foot cone dealing 3d6 fire damage to all caught within. The mech then loses 10 heat immediately.
Passive: ECM Bubble: Ranged attacks targeting this mech from beyond 60 feet have disadvantage due to the active ECM Suite scrambling targeting locks.

The Stormhaven Titan STH-90 is a 90-foot assault-class flying mech built around carrier operations and long-range fire support. It requires a crew of 3 (pilot, weapons officer, carrier controller). FLIGHT: The mech can fly at speed 6 (ground) or speed 12 (airborne). Taking off or landing costs 30 feet of movement. DORSAL MEGA PULSE LASER: Range 300 ft. Deals 4d10 energy damage. Generates 14 heat per firing. Cannot be fired while Cyclone Carrier bays are active (structural vibration interference). THERMONUCLEAR MISSILE BATTERY: Range 500 ft. Once per combat only. Deals 6d8 explosive damage in a 20-ft radius. Targets must make a DC 16 Dexterity save for half damage. Generates 10 heat. CYCLONE CARRIER BAY: The mech carries 2 Cyclone Carrier 2015 units in integrated bays. Launching one is a bonus action. Each Cyclone operates independently for up to 3 rounds. Recovering a Cyclone requires it to return within 60 feet; recovery is a bonus action. The mech can carry a maximum of 4 Cyclone units (2 active, 2 in reserve). POINT DEFENSE: As a reaction, fire point defense autocannons at incoming missiles or small craft within 60 feet, rolling 2d6 against the attack total to intercept. HEAT MANAGEMENT: Total max heat generation per round is 31 (all weapons). Heat dissipates at 10 per round during normal operation, 15 per round while stationary. Exceeding heat capacity triggers Emergency Venting. ARMOR: ArmorRating 420. When armor is reduced to 0, the mech suffers critical system failures determined by the GM.

mechassaultflyingcarriertitan classthermonuclearpulse lasercyclonefire supportuncommonenergy weaponexplosivesci-fiaerialheavy weaponsecmlong rangecrew operatedairbornecarrier bay
Text: Claude Sonnet 4.6Image: Nano BananaStyle: Cyberpunk

Can you please make a Titan Class 90 foot long flying mech that is especially designed for carrying Cyclone Carrier 2015's and has a small thermonuclear missile battery on its underside and a very long mega pulse laser on its top side.