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- XV13 Augmented Reaction Tactical Suits:
- A Brief Introduction:
- The Earth Caste realizing the Standard Fire Caste Warrior Armor offered Limited options when combating various Factions in their Campaigns to expand their Empire's borders, Especially when it came to the Myriad Melee Specialized races like the Orkz, Space Marines or the Tyranids. The Earth Caste aimed to create an infantry unit that easily exceeds the mobility, firepower, and situational awareness capabilities of existing infantry units and their Armored supports. Sticking true to the War time strategies of the Tau of Monk'ta or Kauyon the armor offers superior armor to the Standard Tau Fire Warrior armor without sacrificing mobility.
- The Tactical suit is primarily crafted from a carbon nanite-based also layered with Fio'tak for additional Energy based protection. Its nearly imperceptible weight, and has regenerative properties mending the armor after a given downtime from receiving fire from enemy forces. As given a rise in the number Psykers in Gue'vesan Auxiliaries. Experimental Psyker Dampening Implants have been installed in the armor to absorb the Entropic energy of the Psyker Energies and funnel it into a Positive force.
- Basic Functions:
- The ARTS provides regular infantry units with extremely high defensive capabilities while providing and maintaining superior mobility, that is demanded of the Tau Wartime Strategies. The ARTS systems constantly monitors the user's Various Mental, physical and Psyker responses. The user of the suit is also able to help the wounded on the battlefield through using some manner of defibrillator on them if they are downed.
- The actuators fitted into the suit greatly enhance the user's physical strength and speed. The User has the Relative strength of a Tau XV8 Crisis Suit. The suit also transmits a powerful electromagnetic charge from it's core, allowing the user's close-combat attacks to effectively eliminate any foes foolish enough to engage the Operator in Hand to hand combat.
- The user is also able to execute emergency evasive maneuvers to avoid enemy attacks, through the use of Anti-gravtic thrusters equipped into the suit. Though the effectiveness of this maneuver is limited, it can prove useful in near-death situations when the armor's defenses are about to be broken.
- The system is also able to automatically support a wide variety of body positions needed to take advantage of any present cover, high or low. The user is also able to vault over low pieces of cover. Although powerful, the ARTS system is not a perfect solution. As the subsystems are prone to overheating, and is also unable to withstand repeated attacks from enemies; however, any well trained Tau Fire Warrior knows not to sit still for the enemy to hammer their position.
- Tactical mode:
- This is the mode built into the battle suit where it increases the reactions of the user five-fold, essentially creating a form of 'bullet time' typically allowing the Operators a chance to eliminate everything but the hardiest of Targets or escape near-death situations. This is achieved by the suit's limiters being temporarily disabled to allow the user to move around faster making them harder to track by enemy sensors and guidance systems. Using this mode, unfortunately, causes the suit to build up heat and it can overheat if Tactical mode is used for too long.
- Psyker/Defensive Barrier System (P/DBS):
- As All the Operators of the Prototype ARTS units are Psykers the Earth Caste have taken time to test on other Awakened Gue'la Psykers. Finding a Method of channeling the typically chaotic energies in a form force field around the Suit and Operator. The Dampeners also mitigate the presence of the Suit and Operator to minimize their presence to a standard Gue'la presence. Now able to safely channel their Psyker power with relative ease. Each Operator has their own Powers they can use and will be noted under each Variant's suit details.
- Should the Barriers ever fall the Armor is exposed to direct fire and the Psyker's power can run amok. As such Operators are still expected to practice standard Control regiments as prescribed by approved Psyker mentors. Early tests of the falling barriers did result in random manifestation of Chaos Daemons which subsequently vaporized by on hand Fire Warriors.
- The Tua Earth Caste have prepared for the suits should they pan out to use the standard Tau Shield Generator in the suit should an Operator not be a Psyker and still desire the Protection of the Barrier system.
- Omni Weapon System (OWS):
- Knowing that the Various Operators would require means to protect themselves and given the ability to move faster than the Standard Hunter's Cadre the Earth Caste Developed a weapon system that digitally constructs standard Tau Fire Caste Weaponry and each Suit has only so many allocated Weapon options based off the Classification, the available required processing powers of the other Subsystems of the Suits and the typical combat expertise of the wearer. The System actually passively manufactures the required munitions of each weapon assigned to the ARTS system. Using Technology similar to the Hazard Eel Reclamation vehicle it converts atoms and other elements floating in the air into the required munitions for the weapons.
- These are dispensed by the Suit in clip format usually lasting up wards multiples of 13 rounds before requiring replacement. Handguns use 13 shots, Shotguns use 13 shots, Rifles and Carbines have 39 Shots. But specialty weapons like Flamers, the AFP, Burst cannon etc. They have specialty dispension amounts. Traditional Tau Infantry weapons now come in two munition Types, traditional Pulse fire or Ion munitions. The Operator chooses munition type before creating the weapon.
- Power Supply:
- The ARTS power core is a hybrid power supply. One Half a Standard nuclear fission reactor of all Tau battlesuits for standard weapon and operational functions receive the needed power. But the other half is a Micro Nova generator like the ones built with in the 104 Riptide and it's variants. The Micro Nova Generator is designed to power the Dampeners, the Tactical mode, and the Barrier system. This micro Generator also is what powers the Passive Conversion subsystem supplying the ARTS with their supply of munitions.
- A.I.s: All Current models of the XV13 ARTS are equipped with an AI to help monitor the Operator's vitals, maintain the high end processing subsystems that the Operator shouldn't have to focus on when in a battle. But most importantly should any possible signs of corruption or the Operator beginning to lose control of his Psyker powers can be incapacitated by the AI. They also serve as Navigators and Personal Aides to the Operators keeping track of their Objectives, providing tactical information like nav markers, enemy positions etc.
- The Below list is the Usual weapons seen in the various suits.
- Weapons:
- Pulse Pistols, usually used an Akimbo fashion providing more fire output for the relatively low power weapon.
- Pulse Blaster: For those times it requires an Operator to get up close and very uncomfortable with their quarries. A Plasma Shotgun, enough said.
- Pulse Carbines: For Closer Quarter Urban Engagements or when more rapid fire output is required over the Standard Pulse Rifle.
- Pulse Rifle: Standard Issue Fire Warrior Pulse Rifle.
- Rail Rifle: A High Powered Ballistic weapon system created by the Tau. Designed to eliminate HVTs froma Safe distance or remove Armored support before going in for the kill.
- Burst Cannon: Standard Issue Battle Suit weapon for units like XV8 Crisis Suits. Used in a Two handed configuration of the XV 13 ARTS.
- Cyclic Ion Blaster: Ion based Anti-infantry weapon system. Shoots out a Rapid and Steady stream of Ionized particles to literally melt foes.
- Flamer: Wrist mounted flame throwers that pop out under the wrists of the Operator and pours out fire to eliminate softer unprotected units.
- Fusion Blaster: Standard Anti-Armor Weapon equipped to Tau Battlesuits. Modified to be in a Rifle format given the size of the ARTS.
- Airbursting Fragmentation Projector: Creates an Artillery shelling solution that has to be set up before firing. A proximity-fused explosive projectile is launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect. The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using.
- Missile Pods: Self Explanatory really. A Rocket launcher that houses three Anti-armor rockets. Fires all three at once. Can be fired Freely or with a target lock.
- Plasma Rifle: Once Again Self Explanatory but a Battlsuit rifle. It sacrifices fire power for stability compared to Imperium Plasma rifles.
- Melee weapon: Typically a Sword,Hammer,Glaive or Axe depending on the Operators Taste. The Electromagnetic charge of the Core can be funneled into these weapons.
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