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Rauven

XV 13-1 Rook

Feb 28th, 2020
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  1. XV 13-1, Rook-Class Suit: The Tank and Guardian. Typically favored by the growing number of Gue'la Earth Case Combat Engineers. It is considerably more heavily armored than the other Variants and going against the usual tenets of the Tau Wartime Strategies. these units are more akin to Terminator Armor in durability and Power.
  2.  
  3. Defensive System:
  4.  
  5. Hybrid Psyker Defensive Barrier System, as this suit was provided to a Gue'la Earth Caste combat engineer they wanted to see if Psyker barrier and the Shield generator of the Tau technology could mix. To their genuine surprise it did. But this required a Higher processing power to be allocated to the defensive systems and the Psyker dampeners lowering viable weapon options in the OWS.
  6.  
  7. Tactical mode:
  8.  
  9. 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. As the Rook Model is heavier and much more cumbersome their Gravtic thrusters moves the Operator in a linear format and slightly above the ground. IT can only support these bursts for a several seconds before requiring a brief respite to recharge the main thruster. Many Rook Operators have used this Charging thrust as both as offensive maneuver and defensive one. Swiftly reposition themselves between allies and enemy fire. Or using the mass of the Armor and the barrier to protect the Operator as they barrel through an Enemy firing line. The Charge's average speed is about 30 mph.
  10.  
  11. Weapons (Usually seen):
  12. Pulse Blaster
  13. Burst Cannon
  14. A Battle Suit Heavy Weapon
  15. Two handed Melee
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  17. Psyker Abilities:
  18.  
  19. Throw: Throw uses mass effect fields to hurl targets away, damaging them if they hit an object. It can now be precisely curved around objects and cover to hit its target.
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  21. Stats:
  22.  
  23. Range: Line of Sight
  24. Recharge Speed: 4 sec
  25. Force: 600 N
  26.  
  27. Warp: Warp spawns a mass effect field that damages enemy targets and stops health regeneration. It deals double damage to barriers and armor and will detonate any Psyker powers affecting the target.
  28.  
  29. Stats:
  30.  
  31. Range: Line of Sight
  32. Recharge Speed: 8 sec
  33. Damage: 250
  34. Duration: 10 sec
  35.  
  36. Lift Grenade: A grenade made of of One part impact grenade infused with a Bit of Psyker power. The Force of the explosion sends everything but the most heavily armored Infantry units skyward.
  37.  
  38. Stats:
  39.  
  40. Range: As Far as The User can throw.
  41. Damage: 450
  42. Radius: 5 m
  43. Duration: 4 sec
  44.  
  45. Notes:
  46. The Lift Grenades do an admirable amount of damage, but also make weak enemies who are not killed outright float helplessly in the air (similar to a weak Pull). This can be used to not only kill enemies, but disrupt tightly clustered weaker enemies, or stubborn enemies behind cover. It can also separate smaller enemies hiding behind or sticking to a heavy enemy.
  47.  
  48. The lifting effect of Lift Grenade can be detonated by other powers.
  49.  
  50. The radius of the Detonation is 8 meters. It's useful when thrown at spread-out enemies to taking advantage of it's large radius.
  51. Thrown Lift Grenades immediately explode if they make a direct hit on an enemy.
  52.  
  53. Lift Grenades inflict greater damage against Psyker barriers.
  54.  
  55. Tech Armor: The User protects themselves with this holographic armor or detonate it to damage nearby enemies.
  56.  
  57. Stats:
  58. Recharge Speed: 6 sec
  59. Damage Reduction: 35%
  60. Explosion Damage: 400
  61. Explosion Radius: 3 m
  62.  
  63. Notes:
  64. Tech Armor's damage protection bonus can stack with additional powers. If built correctly, the damage protection can stack up to a total of 90%.
  65.  
  66. A Tech Armor detonation has a hidden base force value of 1000N, which can cause most humanoid enemies to be staggered.
  67.  
  68. Overload: Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics.
  69.  
  70. Stats:
  71.  
  72. Range: Line of Sight
  73. Recharge Speed: 8 sec
  74. Damage: 220
  75.  
  76. Notes:
  77.  
  78. Overload does half damage to organic health and armor, normal damage to synthetic health and armor, and triple damage to all barriers/shields.
  79.  
  80. Even though Overload has a damage penalty against organic health and armor, it will still stun weaker foes.
  81.  
  82. Cryo Blast: User uses Warp energy Flash-freeze and shatter unprotected enemies. Armored or Psyker barriered units are Slown down. The Power Weakens armor as it'll be more brittle. Frozen targets won't regenerate health.
  83.  
  84. Stats:
  85.  
  86. Range: Line of Sight
  87. Recharge Speed: 6 sec
  88. Freeze Duration: 3 sec
  89. Movement Speed: -15%
  90.  
  91. Notes:
  92.  
  93. Cryo Blast does no damage to enemies. Cryo Blast either freezes enemies solid or slows them down.
  94.  
  95. Tools:
  96.  
  97. As noted this suit is preferred by Earth Caste Combat Engineers as such. They can perform on field repairs of Tau vehicles and equipment.
  98.  
  99. The Repair tools are actually integrated into the palms of the Rook ARTS. Simply running their palms over damaged equipment fires up the repair subsystem and begins repairing the damaged equipment.
  100.  
  101. The Rook Model of ARTS is capable of changing their shield that encircles them and turn it into a forward facing Barrier. This way they can cover the advance of Fellow soldiers at a cost of exposing themselves to flanking fire and relying on the strength of their armor to protect them from such a possibility.
  102.  
  103. Art Design and notes:
  104.  
  105. The Shield Projector and Boss design can vary. Some operators have the Ba'Y'Skether sept symbol on it, sometimes it's Tau Empire Sept Symbol, other times it can be a Household heraldry.
  106.  
  107. https://i.pinimg.com/originals/47/b2/ab/47b2ab23aaa43e3eb7390dba6a4c5a13.png
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