Crisis Suit Pilot
A mobile battlesuit with modular heavy weapons.
Threat File — Crisis Suit Pilot
TR 9 · T'au EmpireSaves: Toughness +6, Agility +6
Proficiencies: Awareness +6, Tech +6
Senses: Suit sensors see normally in darkness and smoke within 90 feet
Modular Hardpoints. The suit carries two weapon systems chosen for the mission; the plasma rifle and missile pod below are typical. Swap either for a flamer or fusion blaster to fit the encounter.
Jump-Jet Doctrine. The suit may split its Movement, moving both before and after attacking.
Drone Escort. While an escort drone is within 10 feet, the first hit against the suit each round strikes the drone instead.
Plasma Rifle. Ranged Attack: +7 to hit, range 80/240 ft., one target. Hit: 2d10 + 4 energy damage. Against a target illuminated by a markerlight, this attack ignores armor-based Defense bonuses.
Missile Pod Barrage. The suit fires missiles at a point within 120 feet. Each creature in a 10-foot radius makes an Agility Save DC 15, taking 3d8 fire damage on a failure, or half on a success.
Thrust Displacement. The suit jumps up to its full Movement over terrain and units without provoking Reactive Fire.
Jet Recoil. When an enemy ends its movement within 10 feet of the suit, it may move up to 15 feet away without provoking Reactive Fire.
Morale: Disengages by jump when bloodied; retreats to the cadre rather than breaking, and returns repaired if the encounter allows.
Tactics: Arrive from an unexpected vector, focus the party's heaviest asset, and leave. The suit should never end a turn where it started or inside charge range; force the party to solve mobility, not just damage.
Loot / Evidence / Hooks: Modular weapon hardpoints and a flight recorder holding the cadre's strike schedule.
Enemy Dossier
GM ReferenceThe crisis battlesuit is the T'au answer to heavy infantry: a jump-capable weapons chassis that arrives, deletes something, and leaves before the reply. Its pilot is a veteran; treat the suit as doctrine with legs.
Use this enemy as mobile heavy firepower that punishes the party for clustering, anchoring, or assuming the flank is safe.
Threat Profile: High durability, high modular ranged damage, jump-jet mobility, drone escort, strikes and disengages before retaliation.
Modular Hardpoints. Carries two weapon systems chosen for the mission: plasma, missiles, flamer, or fusion.
Jump-Jet Doctrine. May move both before and after attacking, splitting its Movement.
Drone Escort. Usually accompanied by one or two drones that absorb the first answering hits.
Plasma Executioner. High-damage shot that ignores armor-based Defense bonuses against a marked target.
Missile Barrage. Area attack against a zone; failed Agility Saves take heavy damage.
Thrust Displacement. Jumps up to full Movement over terrain and units without provoking Reactive Fire.
Morale: Disengages by jump when bloodied; retreats to the cadre rather than breaking, and returns repaired if the encounter allows.
Tactics: Arrive from an unexpected vector, focus the party's heaviest asset, and leave. Cycle this every round: the suit should never end a turn where it started or inside charge range. Force the party to solve mobility, not just damage.
Full Stat Block Priority: High