Pulp Action Hour: Exo-Suits!!

Almost as powerful as tanks and far more agile, the exo-suit was developed in the 1930’s as an alternative to the tracked armored tanks. Each stands between eight to twelve feet tall, provide complete cover for the operator and provide enhanced weaponry and sensor suites. Every nation has exo-suits, but only the US, Canada, Germany and Russia have made wide scale use of them, though Japan has a growing corps of Special Forces suits that are truly terrifying.
Each is powered by ether crystals, like most advanced tech. Each also uses a specialized helmet that allows a psi-connection to the suit, similar to how cybernetics work. The same group of people that cannot make use of cybernetics are also unable to pilot these suits. When a pilot is in an active exo-suit, it has a psi rating of 5. (See the article: Psi & Cyberware).
Visually, most of the power armors look like a cross between the type of full armor found in the Fallout series, Space Marine armor from the Warhammer 40k series and a more enclosed version of the power loader from the film Aliens.

Common Features
The following are some features of the Exo-Suits.

Environmentally Sealed: This means the suit has gas filtration capable of allowing safe operation for days. Additionally, they often have an independent air supply for space or underwater use.

Amphibious: This add on to environmentally sealed means it has fins and propellers to allow aquatic movement with a pace of 6.

Armor and Toughness Bonus: Some of the Exo-Suits are powerful enough to not only grant an armor bonus, but also add to the pilots base toughness. When taking this into account, the toughness bonus is not overcome by armor piercing.

Large Hands: Unless otherwise stated, all exo-suits suffer a -2 to all fine motor skill type tasks such as picking locks and are unable to use small items such as keys or keyboards.

The Exo-Suits

US Marine Battle Fury: Heavy suits built to be agile and powerful. It is armed with a machine guns, cannon, and a grenade launcher.
Armor +10/Toughness +2, Strength +2 die types, Pace +4
Weapons: Med MG (30/60/120; 2d8+1 AP2), 20mm Cannon (50/100/200; 2d12 AP4), Grenade Launcher (24/48/96; 4d8 MBT), Retractable arm blade (Str +1d8)
Notes: -1 to all Agility based checks(except shooting), -1 Parry, Environmentally sealed with 2 hour air supply.

US Army Gauntlet: These are the basic units of the US forces, armed with machine guns and a grenade launcher.
Armor +8, Strength +1 die type, Pace +4
Weapons: Med MG (30/60/120; 2d8+1 AP2), Grenade Launcher (24/48/96; 4d8 MBT), Retractable arm blade (Str +1d8)
Notes: Environmentally sealed

Canadian Guardsman: Based off of the US Gauntlet, this unit has slightly better defensive systems and lighter armament.
Armor +10, Strength +1 die type, Pace +4
Weapons: Med MG (30/60/120; 2d8+1 AP2), Retractable arm blade (Str +1d8)
Notes: Environmentally sealed

British Royal Guardian: Also based off the US Gauntlet. This unit is made to be amphibious and replaces the grenade launchers for a couple of rockets.
Armor +8, Strength +1 die type, Pace +4
Weapons: Med MG (30/60/120; 2d8+1 AP2), Rocket Launcher (24/48/96, 4d8+2, MBT, 2 rockets)
Notes: Environmentally sealed with 4 hour air supply, amphibious.

British Frontiersman: A modified Royal Guardian with an extensive survival kit complete with a week’s supply of food.
Armor +8, Strength +1 die type, Pace +5
Weapons: Med MG (30/60/120; 2d8+1 AP2), Retractable arm blade (Str +1d8)
Notes: Environmentally sealed with 2 hour air supply, 1 weeks military grade rations, 2 gallon water supply, survival kit (bedroll, tent, first aid kit, shovel, & binoculars).

Russian Zashchitnik Rossii: Bulky and powerful, bristling with heavy duty pistons and hydraulics, this is the most heavily armored and strongest of all the exo-suits. It is also the slowest. It is typically armed with heavy caliber machine guns and rocket launchers.
Armor +12/Toughness +4, Strength +3 die types, Pace +2
Weapons: Hvy MG (50/100/200, 2d10, AP4), Grenade Launcher (24/48/96; 4d8 MBT), Retractable arm blade (Str +1d8)
Notes: -2 to all Agility based checks (including shooting), -2 Parry, Environmentally sealed.

German Kriegshersteller: These heavy suits are highly armored and armed with machine gun and artillery turret. These are overly large, covered in armor plating, making them almost as slow as the Zashchitnik Rossii. They were meant to hopefully be able to replace the tank and the primary battlefield armor.
Armor +12/Toughness +2, Strength +2 die types, Pace +3
Weapons: 30mm Cannon (50/100/200; 3d8 AP6), Grenade Launcher (24/48/96; 4d8 MBT)
Notes: -2 to all Agility based checks (except shooting), -2 Parry, Environmentally sealed.

Garman Blitzzerstörer: More lightly armored than the Kriegshersteller, they are more agile and typically armed with poison gas as their secondary weapon.
Armor +10/Toughness +1, Strength +1 die type, Pace +4
Weapons: Med MG (30/60/120; 2d8+1 AP2), Grenade Launcher (24/48/96, lethal poison LBT)
Notes: -1 to all Agility based checks (except shooting), -1 Parry, Environmentally sealed

Japanese Samurai: Possibly the most advanced of the exo-suits, it is strong, fast and agile. The Japanese sacrificed armor for maneuverability. These are also the lightest suits, weighing a mere eighty pounds. The hands of these units are nearly as agile as a human’s unarmored hand and can do delicate tasks with only a -1 penalty. These suits put a greater strain on the pilot’s mental faculty, resulting in a psi rating of 6.
Armor +7, Strength +2 die type, Pace +6
Weapons: Med MG (30/60/120; 2d8+1 AP2), Retractable Arm Monoblade (Str+1d8, AP 4)
Notes: +1 Parry, +1 to Shooting, Environmentally sealed,


So, this completes what I’ve3 come up with so far. I still am looking to flesh out more of the setting info and not focus so much on the war machines and combat tech of the world. I am currently creating a character document that will focus more on character creation, edges, hindrances and any other setting rules I can come up with.

One thing I don’t want to do is to create rules for rules sake. If I can make it work using SWADE Rules As Written, then I will use those, or use them with as little alteration as possible.

Until next time,
Cheers!

ShadowDad~

P.S: At this time, I have no idea what my next post will be. Will it be more Pulp Action Hour? Will it be another Savaged Cryptid of North America? Could it be something completely different??
I honestly don’t know!!

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