For this post, I'd like to present my favorite fish-heads, the Fireknife Crisis Suit. A Fireknife suit is one that is armed with a Plasma Rifle, Missile Pod and Multi-tracker. Actually most of the typical crisis suit builds have nicknames, for more information go to this link
My squad-build for this unit is as follows:
1 XV8 Crisis Suit Team Leader armed with Plasma Rifle, Missile Pod and Targetting Array with a Hard-wired Multi-tracker
2 XV8 Crisis Suit Shas'ui with Plasma Rifle, Missile Pod and Multitracker
201 points for the unit.
This build allows you to fire both weapons in a single turn of shooting. With an AP of 2, the Plasma Rifle is ideal for taking out Marines, Terminators and Marine Equivalents (T4, 3+ Save). The Missile Pod has a longer range and 2 shots but only an AP of 4, but is compensated by a high strength of 7. This allows you to target both heavy infantry, light vehicles (AV11 or less) and even blast through side and rear armor of most heavy vehicles.
Some players like to purchase shield drones to accompany the unit for greater protection. This allows you the confidence to move out into the open or even head up the flanks to hit the sides of vehicles.
Because of the relatively short range of plasma rifles (24 inches), I like to deploy these guys in the center of the board and then shift toward a flank as the enemy closes. This allows you a good field of fire.
It's important to minimize the amount of fire that this unit is subject to. It's only 3 models, so protect it by hiding behind terrain or friendly vehicles. With the jet packs' jump-shoot-jump ability, you should be able to lay down steady fire without receiving return fire. Never send them out into the open unless you have shield drones or you are sure they can't be targeted. It's pretty rare that this unit ever even suffers a wound in my games, as I am pretty good at keeping both out of range and out of sight.
They are incredibly weak in assault. They might look strong with 2 attacks at strength 5, but don't be fooled, they can't win combats. Its a small unit, they have WS2 and I2. Only against guardsmen have I seen them win an assault, and that was by a slim margin! If you know your distances and you know what to expect from your opponent, you shouldn't have any trouble keeping them out of harm's way.
The other drawback is the high points cost for BS 3 models. Granted, the leader will have BS 4, but mostly they are poor shots. If you're going to spend the points on this unit, you should couple them with pathfinders for markerlight support. Deploy your pathfinders nearby with a similar field of fire and kill zone. With markerlight support I've seen this unit take out whole squads of terminators, land speeders and necron destroyers, etc etc. Remember to choose your targets wisely, heavy infantry and light vehicles and don't forget the markerlights at home.
One more thing, the jump-shoot-jump ability simply inspires hatred in your opponent so much so that I have seen players go to great lengths just to get a few shots off at them. If the enemy is getting close you can always jump 6", then run D6" and jump 6" away again from an approaching enemy, giving you a max movement of 18 inches. Don't be afraid to forego shooting to keep them alive, if only to anger your opponent more! Mwah-hahaha!
Happy Hunting, Shas'la!