Editing
XV-8 Crisis Battlesuit
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Crisis Suit Variants== ===XV-8 Crisis Suit=== [[File:XV8_Battlesuit.JPG|left|200px]] {{Clear}} The basic suit. Nothing in the galaxy quite like it. All of them are constructed from a nanocrystaline alloy armour which covers everything save the joints and servos, giving the suit superior protection while keeping weight at a minimum. While the armour provides superior protection against most small arms, anti-tank weapons could punch through them like [[Flak Armour]]. Think of the [[Leman Russ Battle Tank|Leman Russ]], and how it works (or better yet check out its page). 27 points base, but tooled up with the most expensive options it will break 80, so try not to go overboard. Its strength is its versatility; you can outfit it to handle literally any foe. Generally purchased as the Crisis Battlesuit Team. The old and new kits are mostly the same, although the newer kits have more radical poses than the old ones which mostly just stood up straight with arms bent. ===XV81 Crisis Suit=== [[File:XV81.jpg|left|230px]] {{Clear}} A bulkier Forgeworld variant of the Crisis Suit, it has an integrated [[Smart Missile System]], but this system also costs it a bit of customization. Due to this, it is only given to Tau Commanders and armed with the aforementioned shoulder-mounted Smart Missile System filling one of its three hardpoints. Its use is a bit limited when you have the much more dakka Broadside Battlesuits in production. That said, these missiles are handy in granting the Tau ranged bombardment and provides the Tau with a more mobile artillery platform (as if that was ever something they were in dire need of). Tabletop wise, the XV-81 (Along with the XV-84) are identical in statline to an XV-85 Commander. An 8″ movement (and the Fly keyword) give them pretty decent mobility, and with six wounds and 3+ armour they don’t go down easily. Strength and toughness five give them a strong baseline to work from, and ballistic skill 2+ makes them excellent shooters. Their weapon skill 3+ and four attacks surprisingly makes them decent combatants, although you still don’t want to take on any “real” combat units. An XV-81 costs 76pts base (the same as an Enforcer does). In 9th Edition, this is basically the commander in an XV8 Battlesuit with a mandatory Smart Missile System weapon and only 2 remaining slots for Weapons/Support systems. An ok choice if you want a commander with a weapon that ignores cover and fine with him only to having fewer customization slots than usual. ===XV8-02 Iridium Suit=== [[File:XV-8-02.png|left|200px]] {{Clear}} An alternate build in the Crisis Battlesuit Team set. A refinement of the XV-89, this is a rare prototype of an advanced defensive system. It's made of its namesake, an [[Iridium Armour|experimental Iridium alloy armour,]] granting it greater defensive properties than the normal Crisis suits without losing any agility like the XV-89 did. This variant is rarely seen on the battlefield, and more commonly given to a commander for enhanced survival, or to one of his bodyguards to aid them in their job of catching bullets with the face. IRL, [https://en.wikipedia.org/wiki/Iridium Iridium] is a very hard, dense metal (surpassed in density only by osmium) that is extraordinarily resistant to both heat and corrosion; it is too brittle to be used as a pure metal, but its properties make it a valuable alloying agent as well as an important component in spark plugs and high-temperature crucibles. Iridium is very rare in the Earth's crust, but is commonly found in meteorites and the impact craters they leave behind. “Rare” relative to a freaking planet. Spark plugs aren’t exactly rare. In 9th Edition, this is basically an armour upgrade rather than a model; you could add Iridium Armour without using a Signature System slot to do so, giving them a shiny 2+ armour save. ===XV84 Crisis Suit=== [[File:XV84.png|left|200px]] {{Clear}} AKA the markerlight suit. This Forgeworld variant gets integrated target locks and networked [[markerlight]]s. So if you wanna know what that goofy looking periscope of doom is, now you know. Like the XV81, the XV84 is made for Tau Commanders. These suits are basically meant to be targeters for their teams, using these systems to aid with assaults. They are used when your in a situation where your pathfinders prove to be just too fragile, or where you have literally ran out of pathfinders due to a severe case of death. On the tabletop, the XV-84 is slightly more expensive at 80pts than the XV81. The XV-84, at least, has a bit more purpose. Although it functionally has only three “slots” (two open ones and a forced-pick Target Lock), it essentially has a fourth weapon in the form of its “markerlight”, which auto-tags anything the other guns shoot at. While this is probably not the best use of a Commander’s weapon slot, it does have some advantages- since it’s not actually a Heavy weapon the way regular Markerlights are, it will be hitting on 2s and if you have a multishot weapon (like a Missile Pod) any one of the hits connecting is good enough to put a token on the enemy. In 9th Edition, this is another variant of the XV8 Battlesuit with rules. Comes with a markerlight, target lock and still has two more customization slot left. ===XV8-05 Enforcer Suit=== [[File:XV85.jpg|left|200px]] {{Clear}} A Crisis variant piloted by Shas'El and Shas'O Commanders on the battlefield. It's mostly the same as a basic Crisis suit; the only real difference between them is that it is a tad bit larger and more well protected, as well as having an extra hard point for weaponry and support systems such as [[Plasma Rifle]]s, [[Fusion Blaster]]s, [[Airbursting Fragmentation Projector]]s, and [[Cyclic Ion Blaster]]s. Some people who didn't like [[Finecast]] (or were really cheap) used a regular suit in the place of the old kit since it was basically the same except the Enforcer has some flashier bitz and articulated fingers on the hand as well as being slightly taller. The new plastic model kit has much more aesthetic differences also grants the option of making a Coldstar Suit (you most likely don't). In 9th Edition, the suit is the same as the regular commander in a normal XV8, but has 1 more wound instead of access to [[Iridium Armour]]. Only 4 points more than the standard Commander, so you may as well use him if you don't plan to give your Commander the [[Iridium Armour]] upgrade, saving you 6 points. ===XV86 Coldstar Suit=== [[File:Coldstar.png|left|200px]] {{Clear}} The XV86 is covered in fins which streamline it, allowing super-fast movement across the theatre of battle, dealing with enemies in sharp shocks from its [[Burst Cannon]]. The on-board Holophoton Countermeasures and telemetry suites feed the Coldstar and its Commander pilot a massive variety of information that would overwhelm the untrained mind - instead, in this case, it allows the Coldstar Battlesuit to fly over its foes with such speed and agility that enemy targeting systems simply [[Derp|goes full retard.]] While mentioned in codices previously, it's got rules and a model now. It looks like your normal Enforcer (it's based on the same kit), but with a large jetpack and dozens of control fins sprouting from it. For 60 Points you can upgrade your Commander to a FMC without Smash, Vector Strike or Fear, but with all the other good stuff like Jink and Swoop so no one can hit it, as well as a 6-shot TL Burst Cannon and a Missile Pod as fixed weapons. It has two support slots (for a total of four hardpoints), and it can take drones but they get left behind when swooping, and cannot take signature systems. In the book it engages in dogfights with the imperials, and is easily capable of both reaching low orbit and surviving re-entry. In 8th Edition, the Coldstar commander has Ludicrous Speed - Movement 20", and Advancing adds another 20" instead of D6" for a total of 40" movement. No longer restricted to specific loadouts (save for being unable to take a cyclic ion blaster, and can only take a high-output burst cannon in a pair with a missile pod), so feel free to use your four hardpoints however you want. In 9th its movement was, rightfully, bumped down to 14 inch standard movement with standard D6 advance die... ''for itself.'' It can choose a friendly crisis core unit within 9" and give it an automatic 8" advance. This is quite good funnily enough. It also gets a deep strike-ish thing called High Altitude Maneuvers which can allow for a [[Awesome|turn 1 deep strike.]] Additionally the HOBC can be taken ''without'' the Missile Pod and the new melee options make it a phenomenal frontliner. All in all, pretty fucking cool yeah? TL;DR It’s the Tau’s very own Freedom Gundam. Must be painted red, white, and blue. ===XV89 Crisis Suit=== [[File:XV89.png|left|230px]] {{Clear}} [[Fluff]]-wise, this one is meant to have increased protection but was really bulky and hard to move around in, eventually being scrapped for the [[Iridium Armour]]. It was for all intents and purposes, an experimental prototype meant more for stress testing than actual warfare. It still retains three hardpoints to attach other equipment however. The issue with this is that [[crunch]]-wise, it's essentially identical to the basic Crisis suit save for a slightly curvier head and [[pauldrons]], so it could be used to denote some important model or for variety, if you feel lazy with the green stuff and want to spend more money. Other than the cosmetic change, there isn't really a point for this model. Most of these suits were decommissioned and scrapped after the field testing phase in Taros in favour of the better designed XV8-02. ===Shas'o R'Myr's Battlesuit=== [[File:Shas'o R'Myr.png|left|200px]] {{Clear}} Shas'O R'myr (known as Commander Longknife), is a Tau Commander best noted to follow the [[Commissar Yarrick]] of pimping his own ride. Being the teacher's pet, Longknife was gifted his own experimental Battlesuit during the Third Sphere of Expansion. Another Forgeworld character variant to the XV-8, outfitted with all sorts of top of the line gear such as a [[Flechette Discharger]], a double barrelled [[Plasma Rifle]], and a strengthened shield generator. This battlesuit is a one of a kind, basically every MC's personal Gundam. His bodyguard is made up of the other Forgeworld Crisis Suits just so he could tell the others that his baller. In 7th Edition, this is a nasty little suit. Its Double-barreled Plasma rifle (Assault 2 Twin-linked with 24" range) and Target Lock is built to take down heavy infantry / monstrous creatures without needing to get into Rapid fire range like others (so his squad should have missiles). The Flechette launcher nicks the attacker for a S3 hit at I10. Depending on how you interpret the word 'any,' the flechette launcher may not be one use anymore. His enhanced shield generator has a 4++ against shooting attacks and a 3++ against close combat. His flechette discharger is a nasty surprise for swarm armies thinking they have just trapped the expensive tau HQ unit in CC...and they kinda have, because even guardsmen have a decent chance to survive S3 AP- flechettes, so put him in a squad that also has a Repulsor Impact field and other assault trinkets so their effects stack. A good choice, especially against Imperial Guard due to Preferred Enemy against them. If you want a Commander with double plasma, you'd be out of your mind not to take him: R'myr is cheaper than a similar Commander by 20 pts, but is using the equivalent of 5 hardpoints, his shield is better, allows for Repulsor Field stacking and thus can do his job both at close and long range.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information