Stealth Suit: More Weapons

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ColdheartXV89 wrote this.



During the Nimbosa campaigns, the Ethereals on Tau'n noted that the stealth suits were especially useful in ambushing Imperial and Space Marine positions, but the lack of long range power seemed to make the stealth suits easier targets to destroy, as the burst cannons tended to break up the camouflage of the image-distortion-components, making the stealth suits, very close and dead targets. As such, the Ethereals began the construction of the elite stealth suits.
Progress on the enhancements was slow, as the Ethereals did not want to disturb the public of Tau, and did not want to lead the Imperium deeper into the Tau territory of space.
After many months of work, the Ethereals equipped the first stealth suits with the enhancements. The reaction was immediate, and the new stealth suits worked wonders in the end of the Nimbosa campaign. The four full squads of the elite stealth suits were what turned the battle in the end of the last battles of Nimbosa.
The technology was then later abandoned, as the Nimbosa campaign drew to its close. The stealth suit technology returned to normal as the Tau began to draw back into its own territory and the only major danger was the feral orks.
Years later though, the Imperium returned to Tau space and the less powerful stealth suits were no match for the Imperium technology. The Ethereals panicked, and much of the frontier colonies were lost to the Imperium. With the Tau getting desperate, the Ethereals searched for the lost records, but could not find them anywhere on the Tau'n sept world.
One lone Ethereal, however, returned to Tau'n with the lost records files. It had appeared that an Imperial spy had gotten into the Tau records, and had fled to the Vash'ya sept. The spy was then perpetrated, and the records were then reestablished. With the elite stealth suits operational, the Tau began their offensive against the new Imperium threat.

Stealth Suit Weapon Configurations and Additional Added Weapons

Stealth suits may now take additional weapons to compensate for their range, or lack of extreme firepower. These new suit upgrades do not increase the stats of the stealth suit, but may only be swapped for a different weapon. Since the lowest rank of a stealth suit, is a Shas'ui, all stealth suits may take a weapon upgrade. The weapons do not extend to other Fire Warriors, (excluding all Crisis Battlesuit types,) this upgrade may only be equipped on stealth suits.

Weapons

Stealth suits carry a standard Burst Cannon. The Burst Cannon can be swapped for:
  • A Missile Pod: +4 points
  • A Fusion Blaster: +2 points
  • A Plasma Rifle: +6 points
All point costs for the weapons are not full price. An additional weapon may be added at the following points cost:
  • Missile Pod: +14 points
  • Fusion Blaster: +12 points
  • Plasma Rifle: +16 points
These weapons greatly burden the Battlesuit, and as such, the Missile Pod, and Plasma Rifle count as Assault 1 weapons, and the Fusion Blaster counts as a Heavy 1 weapon. If you equip the Stealth suits with an enhanced jet pack, you can choose to either have the additional movement on the pack, or return additional weapons to normal.
Example: A Stealth Suit has a Burst Cannon and an additional Plasma Rifle. He also has an Enhanced Jet Pack. Before the battle begins, the player must announce that the jet pack either adds the 12" movement with the assault of 6" as standard, or make the plasma rifle, a rapid fire weapon. These rules extend to all added weapons.
As shown, the stealth suits, act more like a Crisis Battlesuit, rather than a lowly trooper.

Points Cost, and Armory Update

Weapons

  • Burst Cannon +0 points, already equipped
  • Swapped Fusion Blaster +2 points
  • Swapped Missile Pod +4 points
  • Swapped Plasma Rifle +6 point
  • Added Fusion Blaster +12 points
  • Added Missile Pod +14 points
  • Added Plasma Rifle +16 points

Support

  • Enhanced Jet Pack +15 points
  • Honing Blade +5 points (for squad)
  • See (Codex: Tau, Tau Armory) for additional equipment




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