Difference between revisions of "Queen's Rules"

From Game Logs
Jump to: navigation, search
Line 291: Line 291:
 
Type    Range    RoF    Dam        Pen    Clip    Rld    Special
 
Type    Range    RoF    Dam        Pen    Clip    Rld    Special
 
--------------------------------------------------------------------
 
--------------------------------------------------------------------
Basic    60m      S/-/3  2d10+2[E]    4    24      Half   Gyro-stabilized
+
Basic    60m      S/-/3  2d10+2[E]    4    24      Full   Gyro-stabilized
 
Basic    80m      S/-/-    *          *    1        Half  Gyro-stabilized
 
Basic    80m      S/-/-    *          *    1        Half  Gyro-stabilized
 
</pre>
 
</pre>

Revision as of 02:53, 17 October 2010

Tau

Battlesuits

Battlesuits(XV8"Crisis", XV88"Broadside", XV15"Stealth" and all other, all their modifications, possible patterns etc.) are vehicles and their use is governed by Pilot(Personal) Skill. Should it become relevant, they are classed as both Walker and Skimmer/Hoverer and have corresponding traits. The following exceptions are applied to the general rules of operating a vehicle when piloting a Battlesuit.

General

  • The pilot makes all Skill Tests(except Movement Skills that are all replaced by Pilot(Personal) and the Pilot(Personal) itself, obviously), tests his Characteristics and uses Talents&Traits as if his Battlesuit was a suit of armor and not a vehicle. This means that skills, talents and traits usable in normal combat(say Swift&Lightning Attack, Hard Target, Shadowing) have the same effect with added benefit of Battlesuit's protection, armament and sensors.

Characteristics

  • Armor of the battlesuit is also it's pilot armor for the purpose of Called Shots and other circumstances when it may become relevant.
  • Battlesuits do not have Front, Rear or Sides. They have Head, Body, Arms and Legs instead.
  • Damage of any hit that bypasses armor and structural integrity is immediately applied(with reduction for armor) to the pilot to the same Hit Location. This is in addition to standard rules on Vehicle Critical Chart.

Example: A shot from lascannon(Pen 10) hits a XV15"Stealth" Battlesuit in the body(Armor 8, Structural Integrity 8). It deals 45 damage, completely depleting Structural Integrity. Same 45 damage are now applied to the pilot and 37 are transferred to the Vehicle Critical Chart, which surely means that both the heretechnical blasphemy and foul xenos operating it are now a smoldering ruin, as it should be.


  • Crew is always "1 Pilot".
  • Carrying Capacity is always "---", representing that battlesuit already carries all that it can - in the form of pilot, weaponry and various combat systems.
  • Size: Hulking. This also confers "Size: Hulking(Trait)" to the pilot for the purpose of movement rates only. Due to advanced techno-heresy Battlesuit pilots never suffer any penalties to Move Silently and Concealment Skill Test due to the size of their Battlesuit.
  • Battlesuits do not have Maneuverability Score, though any condition or circumstance that would affect the pilot's Agility Test, Strength Test or Movement Rates(Difficult Terrain, strong winds etc.) will also affect his Pilot(Personal) Skill Tests.
  • Battlesuit also confers the following traits to the pilot: Unnatural Toughness(x2), Unnatural Strength(x2)

Movement

  • In Walker mode, the Battlesuit's Tactical Speed is it's pilot's Half Move(modified by his new Size). The Battlesuit's Cruising Speed is it's pilot's Narrative Time Move Rating(modified by his new Size).
  • In Skimmer/Hoverer mode, the Battlesuit uses it's own movement rates, as shown in it's statistics block.
  • Battlesuits can engage in "Evasive Maneuvering" only while in Skimmer/Hoverer mode. While it is in Walker mode, this action is replaced by Tactical Advance(See "Playing the Game" section of any core rules book).
  • Battlesuits can't "Floor It!". This action is replaced by Run(See "Playing the Game" section of any core rules book). Attempting to Run in Skimmer/Hoverer mode calls for a Challenging(+0) Pilot(Personal) Skill Test.
  • Battlesuits can't "Ram". This action is replaced by Charge, using the pilot's Weapon Skill(See "Playing the Game" section of any core rules book). Attempting to Charge in Skimmer/Hoverer mode calls for a Challenging(+0) Pilot(Personal) Skill Test.
  • Battlesuits have two modes - Walker and Skimmer/Hoverer and are always in one of the two. Pilot can switch between them as Free Action. If Battlesuit becomes unpowered for any reason(Haywire grenades, Tech-Scorn for example) while in Skimmer/Hoverer mode - it Crashes or begins a terminal dive, depending on it's altitude at the moment. This also happens if a Battlesuit reaches 0 Structural Integrity while in Skimmer/Hoverer mode.

Combat

  • Specific Weapon Proficiencies are required to fire weapons mounted on the Battlesuit.
  • Battlesuit pilots do not suffer penalties to Pilot(Personal) Skill when attempting to dodge due to the size of their Battlesuit. Battlesuit still Crashes if this Pilot(Personal) Test is failed by five or more degrees.
  • All Battlesuit weapons and systems count as having "Facing: All".
  • If the pilot has any Talents or Abilities for use with Jump Pack or simply wishes so, he can treat his Battlesuit as Jump Pack and use it accordingly

All Battlesuits have the following profile format.

 

|Type: Tau Battlesuit(Walker or Skimmer/Hoverer)  |
|Tactical Speed: Walker #, S/H #                  |
|Cruising Speed: Walker #, S/H #                  |
|Structural Integrity: #                          |
|Size: Hulking                                    |
|Armor: Head #, Body #, Arms #, Legs #            |
|Crew: 1 Pilot                                    |
|Armaments:                                       | 
|           1st Weapon                            |
|           2nd Weapon                            |
|           3rd Weapon                            |
|Systems:                                         |
|                                                 |
|                                                 |

Armory

Battlesuit Gear

  • Airbursting Fragmentation Projector: Treat as a Frag Grenade explosion with Blast(8) centered on the Battlesuit, that affects everyone in the blast zone except the Battlesuit that launched it. Activating this system requires either Reaction or Half-Action.
  • Advanced Stabilization System: Confers the Auto-Stabilized Trait to the pilot.
  • Blacksun Filter: Confers the Dark Sight Trait to the pilot.
  • Bonding Knife: Meaningless bauble, that is not even a true weapon, somehow boosts the arrogance of foul xenos, giving them +10 bonus on Willpower Tests to resist Fear and Pinning.
  • Command&Control Node: Confers the Disciplined(Horde) Trait to Tau combatants(but not Drones or Kroot beasts) under the pilot's command(if they are combined in a Horde). If said combatants are required to Test versus Fear or Pinning, the pilot can Test his Command Skill instead, with same modifiers. If said combatants are already Pinned or panicking, the pilot can attempt Command Skill Test to negate these conditions, but not if he already failed to prevent them in previous round; This is a Full Action. Also counts as encrypted Vox-Caster. This component is usually mounted outside the hull(most likely on the shoulder) and therefore can be targeted separately(with a Called Shot) if attacker can determine it for what it is. C&C Node has Armor 4 and Structural Integrity 2.
  • Drone Controller: Allows the pilot to issue direct commands to nearby Drones via encrypted transmissions or directly control a number of Drones equal to his Intelligence Modifier, using his Ballistic Skill in place of that of the Drones and Tech-Use in place of their Dodge. Directly controlling the drones is a Full Action and issuing commands is a Free Action. This component is usually mounted outside the hull(most likely on the shoulder) and therefore can be targeted separately(with a Called Shot) if attacker can determine it for what it is. Drone Controller has Armor 4 and Structural Integrity 2.
  • Ejection System: See Deathwatch Core Rules book, pg. 366. Replace "0 Wounds" with "0 Structural Integrity". This actually enables the pilot to avoid the damage of an attack that killed his Battlesuit.
  • Failsafe Detonator: See Deathwatch Core Rules book, pg. 366. Replace "0 Wounds" with "0 Structural Integrity".
  • Iridium Armor: Adds +3 to the Battlesuit overall Armor.
  • Multi-Tracker: Enables the pilot to independently target and fire two of his Battlesuit's weapons without any penalties as if he had all required Abilities and Talents(meaning BS 40+, Ag 40+, Independent Targeting, TWW(Ballistic) etc.). If he does in fact has them, he can fire one additional weapon(but not the same weapon twice) mounted on his Battlesuit at -10 penalty to his BS. This component is usually mounted outside the hull(most likely on the shoulder) and therefore can be targeted separately(with a Called Shot) if attacker can determine it for what it is. Multi-Tracker has Armor 4 and Structural Integrity 2.
  • Shield Generator: Counts as a Power Field with a Protection Rating 55 and an Overload Roll 01-10, covering entire Battlesuit. Also adds +2 Armor to the Body and Hand it is mounted on. Shield Generator forbids the use of a weapon in the same hand. It can be used in close combat to Parry incoming melee attacks(treat as a weapon with Defensive and Power Field special qualities) but not to attack.
  • Sensor Array: Counts as Auspex, Magnoculars and IR-visor. This component is usually mounted outside the hull(most likely on the shoulder) and therefore can be targeted separately(with a Called Shot) if attacker can determine it for what it is. Sensor Array has Armor 4 and Structural Integrity 2.
  • Stealth Field Generator: See Deathwatch Core Rules book, pg. 367
  • Stimulant Injector: Counts as Bio-Monitor And Injector(See Deathwatch Core Rules book, pg. 161). Can also administer other xeno-drugs as determined by GM. Obviously affects the pilot and not the Battlesuit.
  • Target Lock: Counts as Astartes Targeter and Motion Predictor(See Deathwatch Core Rules book, pg. 174 and pg. 157 respectively ). Also confers Target Selection Talent to the pilot.
  • Targeting Array: Counts as Astartes Signum(See Deathwatch Core Rules book, pg. 173) affecting the pilot and those under his command(including Drones but not Kroot beasts)
  • Vectored Retro-thrusters: Allows the pilot to Disengage his Battlesuit from close combat as a Half-Action. Alternatively the pilot can attempt to Disengage as Reaction with Hard(-20) Pilot(Personal) Skill Test. Battlesuit Crashes if this Pilot(Personal) Test is failed by five or more degrees.
  • Close Combat Weapon: Counts as Astartes Combat Knife(See Deathwatch Core Rules book, pg. 156). Close Combat Weapon can be mounted on the same hand as Shield Generator(this is an exception, yes). If it is actually mounted on the same hand as Shield Generator, the pilot can lower the Protection Rating of his Shield Generator to 45 to add the Power Field special weapon quality to the Close Combat Weapon. It will then count as Astartes Power Sword, only without the Balanced special weapon quality.

Infantry Gear

  • Bonding Knife: Meaningless bauble, that is not even a true weapon, somehow boosts the arrogance of foul xenos, giving them +10 bonus on Willpower Tests to resist Fear and Pinning. If a xenos wearing it becomes a part of the Horde, the benefit is extended to the whole Horde and also affects Willpower Test to resist Breaking.
  • EMP Grenade: See Deathwatch Core Rules book, pg. 151
  • Photon Grenade: See Deathwatch Core Rules book, pg. 151
  • Hard-wired Systems: Blacksun Filter, Drone-controller, Multi-tracker, Target Lock - chosen separately. Incorporated in the helm are various systems, enabling a xenos foot-soldier to pick-up feeds from parenting systems on his superior's vehicle. Every component, except Multi-tracker functions exactly as written in Battlesuit Gear section. Multi-tracker enables the user to fire his main weapon(single shots only) as a Reaction in addition to standard attacks made this round; if a Horde is equipped witch such devices - it gains two additional degrees of success on all it's ranged attacks. Kroot and their beasts can't be equipped with any of Hard-wired Systems.
  • Markerlight: Markelight is a weapon-like device with the following profile.
Type   Range     RoF      Dam      Pen     Clip     Rld    Special
--------------------------------------------------------------------
Basic  200 m    S/-/-   Special     0    Infinite   ---    See text

Any target that was hit with the Markerligh is subject to the following effects: any further shots(not strikes) at it are Easy(+10), Seeker Missiles and Smart Missiles(see below) will strike it unerringly, it receives -10 penalty on the Willpower Tests to resist Pinning. If a member of a Kill-team in Squad Mode was targeted and hit by Markerlight, all of it's members(that are in Squad Mode at the moment) are subject to the above conditions. Additionally, any Heavy or Mounted Weapon that hits Kill-Team in a Squad Mode while under the effects of Markelight counts as having the Devastating special weapon quality or inflict one additional point of Cohesion damage if it already possess that quality . The effects of Markerlight last for one full turn. Tau foot-soldier(or Drone for that matter) equipped with the Markerlight can't benefit from it. Markerlight will not function in a Horde.

  • Networked Markerlight: Same as Markerlight, but also counts as Astartes Signum and Astartes Signum Link for the wearer and his squad-mates(in the case that "squad" is not a Horde). A Horde can only be equipped with Networked Markerlight(standard Markerlight will not do, as written above) and only one such device will have any impact on it's performance. The Horde equipped with Networked Markelight gains one additional attack, which must be made prior to all other ranged attacks, and can be used only in attempt to place a markerlight on one(and only one) of it's targets. It still can target the entire Kill-team if it is in Squad Mode.

Drones

  • Shield Drone
WS  BS  S   T   Ag  Int  Per  Wp  Fel
-------------------------------------
20  25  20  40  40  15   25   20  10
-------------------------------------
Movement:---               Wounds: 15
Skills: Acrobatics, Awareness, Dodge
Talents: Fearless, Step Aside
Traits: Flier(12), Machine(5)
Weapons: None
Gear: Drone Shield Generator,
In-built micro-bead(receiving only)
-------------------------------------

Special: Shield Drone can and will use it's Dodge Reactions to place himself between danger and cowardly xenos it is programmed to protect, effectively becoming the target of attacks.

  • Drone Shield Generator: Treat as Power Field with Protection Rating 30 and Overload Roll 01-10, covering everything in 10 metre radius around the drone or the Horde(with Magnitude of up to 30) it is assigned to. If there is no one around to protect, the Drone will switch the Power Field to personal mode, in which it's Protection Rating becomes 55. The Drone will also turn off it's Force Field if it is adjacent to a Battlesuit with Shield Generator, or switch it to personal mode if it is within 10 meters of such Battlesuit as safety protocols disallow the collision of force fields.


  • Sniper Drone
WS  BS  S   T   Ag  Int  Per  Wp  Fel
-------------------------------------
20  30  20  40  30  30   30   20  10
-------------------------------------
Movement:---               Wounds: 10
Skills: Acrobatics, Awareness, Dodge,
Concealment, Shadowing
Talents: Fearless, Deadeye Shot,
Sharpshooter
Traits: Flier(8), Machine(3)
Weapons: Rail Rifle
Gear: Target Lock, Stealth Field
Generator, Targeting Array, Sensor
Array, In-built 
micro-bead(receiving only)
-------------------------------------

Special: Sniper Drone can and most of the time will use it's Intelligence in place of it's Agility for Concealment and Shadowing Skill Tests

  • Sniper Drone Targeting Array & Networking: For every Sniper Drone sending targeting data on one specific target, all other Sniper Drones have their BS, Int and Per increased by +5 for the purpose of all Test related to that specific target. Sniper Drones are usually employed in 3-strong squadrons and one of the drones will spend it's actions on boosting the BS of others with Targeting Array. The Sniper Drone Targeting Array benefits only Sniper Drones.


  • Marker Drone
WS  BS  S   T   Ag  Int  Per  Wp  Fel
-------------------------------------
20  25  20  40  40  15   25   20  10
-------------------------------------
Movement:---               Wounds: 15
Skills: Acrobatics, Awareness, Dodge
Talents: Fearless, Weapon
Training(Markerlight)
Traits: Flier(12), Machine(5)
Weapons: Networked Markerlight
Gear: Target Lock,
In-built micro-bead(receiving only)
-------------------------------------
  • Gun Drone: If a Gun Drone is mounted on a Tau vehicle or inserted in a stationary emplacement, it can be armed with Burst Cannon

Weapons

Heavy and Mounted weapons are for Battlesuits, vehicles and stationary emplacements. Battlesuits do not arm themselves with Pistol or Basic weapons.

  • Plasma Rifle
Type     Range     RoF      Dam      Pen    Clip     Rld    Special
-------------------------------------------------------------------
Mounted   90m     S/2/-   2d10+9[E]   8     ---      ---    Tearing
  • Missile Pod
Type     Range     RoF      Dam      Pen    Clip     Rld    Special
-------------------------------------------------------------------
Mounted   90m     S/2/-  2d10+6[X]    7     ---      ---    Twin-Linked,
                                                            Blast(1)
  • Burst Cannon
Type     Range     RoF      Dam      Pen    Clip     Rld    Special
-------------------------------------------------------------------
Mounted   60m     -/-/10 2d10+2[E]    4     ---      ---    
  • Cyclic Ion Blaster
Type     Range     RoF      Dam      Pen    Clip     Rld    Special
-------------------------------------------------------------------
Mounted   60m     S/4/8  2d10+4[E]    3     ---      ---    Storm,
                                                            Special

For every 4 degrees of success on Semi-Auto and for every 2 degrees on Full-Auto, Pen of Cyclic Ion Blaster doubles.

  • Smart Missile System
Type     Range     RoF      Dam      Pen    Clip     Rld    Special
-------------------------------------------------------------------
Mounted   90m     S/-/-  2d10+8[X]    8     ---      ---    Blast(1),
                                                            See text    

Smart Missiles use their own Ballistic Skill of 40, which is unaffected by Range, vision or weather(positively or adversely). The firer doesn't need line of sight to the target, only knowledge that the target is somewhere in general direction of the shot and within the Maximum Range of this weapon. If the target is Markerlighted, no Test is needed, the missile will strike unerringly if it is able to do so(the target is not beyond the maximal range, not in total cover on all sides etc. as determined by GM).

  • Flamer
See Astartes Heavy Flamer, Deathwatch Core Rules Book, pg. 149  
  • Railgun
Type     Range     RoF      Dam       Pen    Clip     Rld    Special
--------------------------------------------------------------------
Mounted  200m     S/-/-  5d10+10[I]   10     ---      ---    Devastating(1),
                                                             Felling(1) 
  • Fusion Blaster
Type     Range     RoF      Dam       Pen    Clip     Rld    Special
--------------------------------------------------------------------
Mounted   60m     S/-/-  4d10+6[E]    14     ---      ---    Blast(1)
  • Heavy Railgun a.k.a "Hammerhead Gun"
Type     Range     RoF      Dam       Pen    Clip     Rld    Special
--------------------------------------------------------------------
Mounted  400m     S/-/-  6d10+12[I]   12     ---      ---    Devastating(1),
                                                             Felling(1),
                                                             Twin-linked,
                                                             Vehicle only.
  • Ion Cannon
Type     Range     RoF      Dam       Pen    Clip     Rld    Special
--------------------------------------------------------------------
Mounted  300m     S/2/-  3d10+5[E]     7     ---      ---    Twin-linked,
                                                             Vehicle only.
  • Seeker Missile
Type     Range     RoF      Dam       Pen    Clip     Rld    Special
--------------------------------------------------------------------
Mounted  2000m    S/-/-  3d10+6[X]    10     ---      ---    Blast(3),
                                                             Special,
                                                             Vehicle only.

Fitted with tracking warhead, granting +20 to all Ballistic Skill Tests to fire this weapon. Similarly to Smart Missiles, it will also unerringly strike a Markerlighted target

  • Rail Rifle
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Basic    150m     S/-/-  2d10+10[I]    8     14       Full   Accurate,
                                                             Devastating(1)
  • Pulse Rifle
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Basic    150m     S/2/4  2d10+3[E]     4     36       Half   Gyro-stabilized
  • Pulse Carbine
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Basic    60m      S/-/3  2d10+2[E]     4     24       Full   Gyro-stabilized
Basic    80m      S/-/-     *          *     1        Half   Gyro-stabilized

Pulse Carbine is fitted with xeno-crafted auxiliary grenade launcher, able to fire EMP and Photon grenades.

  • Pulse Pistol
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Pistol   60m      S/2/-  2d10+2[E]     4     14       Half   Gyro-stabilized
  • Vespid Neuron Blaster
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Basic    45m      S/2/-  2d10+3[E]     6     24       Full   Vespid only
  • Kroot Rifle
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Basic    110m     S/2/-  1d10+5[E]     1     6        2Full
Melee    ---      ---    1d10[R]       0     ---      ---    Balanced  


  • Kroot Hunting Rifle
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Basic    150m     S/-/-  1d10+5[E]     3     8        Full   Accurate
  


  • Krootbow
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Basic    40m      S/4/8  1d10+3[R]     3     20       2Full  Tearing,
                                                             Toxic
  
  • Kroot Gun
Type     Range     RoF     Dam        Pen    Clip     Rld    Special
--------------------------------------------------------------------
Mounted  300m     S/2/5  4d10+5[E]     4     20       2Full


Battlesuits

  • XV8"Crisis"
 


|Type: Tau Battlesuit(Walker or Skimmer/Hoverer)  |
|Tactical Speed: Walker #, S/H 12                 |
|Cruising Speed: Walker #, S/H 16 kmph            |
|Structural Integrity: 16                         |
|Size: Hulking                                    |
|Armor: Head 8, Body 12, Arms 8, Legs 8           |
|Crew: 1 Pilot                                    |
|Armaments:                                       | 
|          Right Hand     1                       |
|          Left Hand      1                       |
|          Right Shoulder 1                       |
|          Left Shoulder  1                       |
|Systems: Advanced Stabilization System,          |
|Darksun Filter                                   |
|                                                 |

All Battlesuit weapons and systems can be installed on XV8"Crisis". It can be equipped with only 2 components that are mounted outside the hull, and if used by Tau Commander, one of them will always be Command&Control Node.

  • XV88"Broadside"
 


|Type: Tau Battlesuit(Walker)                     |
|Tactical Speed: Walker #                         |
|Cruising Speed: Walker #                         |
|Structural Integrity: 22                         |
|Size: Hulking                                    |
|Armor: Head 10, Body 14, Arms 10, Legs 10        |
|Crew: 1 Pilot                                    |
|Armaments:                                       | 
|          Right Hand     1                       |
|          Left Hand      1                       |
|          Twin-linked Railguns                   |
|                                                 |
|Systems: Advanced Stabilization System,          |
|Darksun Filter                                   |
|                                                 |

Broadside can't fly. All Battlesuit systems can be installed on XV88"Broadside", except for Stealth Field Generator, Close Combat Weapon and Vectored Retro-thrusters. It can be equipped with only 2 components that are mounted outside the hull, and if used by Tau Commander, one of them will always be Command&Control Node. Due to it's design, messed-up xenos combat doctrine and tradition the Twin-linked Railguns can't be replaced or removed from the XV88"Broadside". Twin-linked Railguns is a single weapon system that occupies both shoulder weapon slots. For the same reasons, Smart Missile System and Plasma Rifle are the only weapons that can be installed in Hands weapon slots on the XV88"Broadside". Again for the same reasons, both Hands must be equipped with the same weapon system, combining them in one weapon with Twin-linked Special Weapon Quality. Multi-tracker will offset this limitation. Tau Commander can disregard tradition and install any Battlesuit Weapon in the hands of his XV88"Broadside", although he is as unlikely to do so as he is to actually pilot a "Broadside".

  • XV15"Stealth"
 


|Type: Tau Battlesuit(Walker)                     |
|Tactical Speed: Walker #, S/H 12                 |
|Cruising Speed: Walker #, S/H 16 kmph            |
|Structural Integrity: 8                          |
|Size: Hulking                                    |
|Armor: Head 8, Body 8, Arms 6, Legs 6            |
|Crew: 1 Pilot                                    |
|Armaments:                                       | 
|          Right Hand     1                       |
|          Left Hand      1                       |
|                                                 |
|                                                 |
|Systems: Advanced Stabilization System,          |
|Darksun Filter, Stealth Field Generator          |
|                                                 |

All Battlesuit systems can be installed on XV15"Stealth". It can be equipped with only 1 component that is mounted outside the hull, and if used by Tau Commander, it will always be Command&Control Node. It has no shoulder weapon slots. Burst Cannon and Fusion Blaster are the only Battlesuit weapon systems that can be installed in the hands of XV15"Stealth", but unlike other Battlesuits, XV15"Stealth" can be equipped with Basic weapons(including Markerlight). Tau Commander can disregard tradition and common sense and install any Battlesuit Weapon System, except for Railgun, in the hands of his XV15"Stealth".