Ironclad MK-IV GunstriderMech

Ironclad MK-IV Gunstrider

uncommon medium-class mech — 50 tons

Armor: 180

Heat Capacity: 28

Speed: 8

Jump Jets: No

Weapon Systems

Autocannon-10 (right arm)3d10 kinetic +5 heat
Medium Pulse Laser (left arm)2d6 laser +6 heat
SRM-4 Launcher (left torso)2d8 explosive +4 heat
Small Laser (head)1d6 laser +2 heat

Special Systems

Targeting Computer, CASE (Cellular Ammunition Storage Equipment), Double Heat Sinks

Passive: Targeting Computer: Once per turn, one weapon attack may reroll one damage die and keep the higher result.
On Critical Hit: Autocannon-10 critical hit: The target must make a DC 14 Constitution save or one of their weapon systems is damaged and deals half damage until repaired.
On Overheat: If heat exceeds capacity, the Gunstrider shuts down for 1 round. CASE prevents ammunition explosion; instead, the SRM-4 is disabled until the mech is repaired.
Activated: Full Barrage: As an action, fire all four weapon systems at the same target. Add +4 heat. All attacks are made with disadvantage due to fire control stress.
On Hit: SRM-4 Cluster Fire: On a hit, roll 1d4. On a 4, one additional missile hits an adjacent location for 1d8 explosive damage.

The Ironclad MK-IV Gunstrider is a medium-class combat mech weighing 50 tons. It moves up to 8 squares per turn and has no jump jet capability. ARMOR: The Gunstrider has 180 Armor Rating. Damage reduces this total. When armor reaches 0, further damage applies to the mech's internal structure (treat as 60 HP). HEAT: The mech has a Heat Capacity of 28. Track cumulative heat each round. Double Heat Sinks reduce total heat by 4 at the end of each round. If heat exceeds capacity, the mech shuts down for 1 round and all heat resets to 0. WEAPON SYSTEMS: - Autocannon-10 (Right Arm): Range 18 squares. 3d10 ballistic damage. Generates 5 heat. - Medium Pulse Laser (Left Arm): Range 12 squares. 2d6 energy damage. Generates 6 heat. - SRM-4 Launcher (Left Torso): Range 8 squares. 2d8 explosive damage. Generates 4 heat. - Small Laser (Head): Range 6 squares. 1d6 energy damage. Generates 2 heat. Each round, a pilot may fire any number of weapons. Sum their heat generated and add it to the running total before subtracting heat sink reduction. SPECIAL SYSTEMS: Targeting Computer allows one damage die reroll per turn. CASE prevents catastrophic ammo explosion on overheat. Double Heat Sinks dissipate 4 heat per round. FULL BARRAGE: Once per combat, the pilot may declare a Full Barrage, firing all systems simultaneously at +4 bonus heat but with disadvantage on all attack rolls.

mechmediumballisticenergyexplosiveautocannonlasermissilestargeting computerheat managementcasegunstridercombatsci-fipilot
Text: Claude Sonnet 4.6Image: Nano BananaStyle: Realistic

I want a mech with a gun.