hello there - its great that you are even attempting to add fluff! its worth the effort early on to stamp some sort of identity to your guys which you can build upon through your games and as you add to your army.
HQ
Shas'el Mont'va- The blood of good
Plasma Rifle, Missile Pod, Targeting Array, HW multi-tracker
97 pts
Despite his vast experience, this commander had committed the sin of greed, caring more about his own survival than that of the cause of the Greater Good. As punishment, the ethereal caste had his past names replaced with his current title to remind him of his mistakes. He is now restricted to a configuration commonly accepted to be the most effective. He has two possible fates: to redeem himself in battle or to die in battle.
a nice set up to take advantage of the potency of your weapon selection. its important especially in low point games to be very critical of spending on any one model and you seem to have done ok here.
Elite
3 Crisis Battlesuits
3x Plasma Rifle, Missile Pods, Multi-Tracker
186 pts
This trio of pilots has survived everything from grot blastas to lascannons using their maneuverability. They are beginning to develop a bond to each other through each other's reliability and devotion to their cause.
my first comment is to make these guys bonded for effectiveness. hopefully this will be achieved by them for larger point games. you do have a number of options here - the first is to divide the team up, using your fre elites slot - the second is to drop one suit and use the points to increase teh size of your stealth suit team. (of course the secret third option is to keep everything as you have it now)
3 stealthsuits
90 Pt's
Over the cadre's short history, it has suffered massive casualties in stealthsuit users, because they were forced into tasks requiring great skill and stealth or were simply just too impatient. The latest composition committed to the field is that of all burst cannons, utilizing their longer range.
hopefully you can soon replace your losses. as pointed out - three stealth suits just dont perform well enough for a starting unit. i would usually say that 4 would be the minimum starting strength for effectiveness. all burst cannons is a good use for them. with all that said - its still a good use for 90pts imo.
Troops
12 fire warriors
Shas'ui w/ bonding knife
Devilfish w/ multi-tracker and decoy launchers
230 pts
This group has perfected the art of dropping out of a transpot and drowning the enemy in plasma. As their skills increased, so did their trust for one another, as they eventually performed the Ta'lissera.
if you need to shave points for things then you can do this by dropping one or two fire warriors here. whilst this does affect them, if you need to redirect those points then it can be compensated for. the bonding knife is helpful here as described above - in order to get them to hold their ground once advanced.
12 fire warriors
Shas'ui w/ markerlight and target lock
145 pts
The fire warriors of this squad were just recently added to the composition and thus were given the customary markerlight, which has become a tradition.
be careful when using full 12 man units as they suffer from getting assaulted. being large they often hold up the enemy through no fault of their own which means you cannot shoot the chargers in the following turn. my play is to hopefully let the enemy kill the fire warriors in a good charge and be left in the open for my retaliation. the markerlight is a nice option - but dont feel you HAVE to make use of it every turn! if you want to get the most out of a static fire base unit then look to add marker drones, these encourage large unit sizes.
i think you have a number of options here again - firstly to divide (and conquer) or secondly to maximise the use of their size (again that third option is still around).
i do feel that a bonding knife might be useful - but i know that when it starts getting tight for points you have to make sacrifices in places.
11 kroot
77 pts
These kroot have been seen in use mainly as scouts, often popping out of a nearby bush and screeching as they charge the enemy.
a simple unit - but effective, as long as you know how to use them. the other day i played against a tau player (with marines)whom i thought had them sussed by keeping them static in a woods to hold me at bay - i had a flamer in teh unit and needed to try to get rid of the kroot before they shot me up... but i was mistaken as the enemy did not realise teh threat and eventually charged them away to another of my units - only to be cut down. their lower initiative means that they are really best served receiving charges in cover from enemy without grenades... their infiltrate abiity is also incredibly useful.
Heavy support
Hammerhead
Railgun, Burst cannons, multi-tracker, Decoy Launchers, Target lock, Disruption Pods
175 pts
When this tank was first deployed it was met with great approval as the cadre was having trouble dealing with heavy tanks in that particular campaign.
drop the disruption pod - as by using the multi tracker to move over 6" you will always benefit from teh skimmer moving fast rule. other than that its ok! as you main anti tank this is not a real problem - in 1000pts this, coupled with the many missile pods you have should be sufficient.
overall i think you have a solid 1000pt force. i think its important though - that you not invest too much in a few units. i find it more useful to have many units as opposed to a few big ones. there are exceptions to this of course, when it comes to taking full advantage of markerlights - but in 1000pts its difficult to create a sustainable markerlight network anyway. as always, you have all the right ingredients and its good to see effort with background...
oinks overview: 50%although theres nothing particularly unique about the units or the army it has been thought through and you've got a lot into your 1000pts. its quite archetypical but you've made a good effort to stamp your background on it. a bit of refinement will ensure it makes the most of itself.