Squat Hearthguard Exo-Armor

The pinnacle of Squat construction for personal defense

Category:
armor
Description:

Squat Exo-Armor is an all-enclosing suit of power armor, wrought by hand of ceramite, adamantium, electrically-motivated fiber bundles and hydro-pneumatic pistons. It is immensely heavy, made even more so by the dynamo power-pack mounted on its back.

Exo-Armor provides 18 AP to all locations. Additionally, it grants immunity to Flame-based attacks, extremes of heat and cold, vacuum, gases and gas-based attacks, . It increases the wearer’s Strength score by +30. Additionally, it has the Bulky attribute, which increases the chances of successfully scoring a hit against the wearer by +20 in ranged combat. Exo-Armor also resists up to 750 points of Radiation per Round. In combat, it grants the wearer the Unnatural Strength (x3) Talent and the Unnatural Toughness (x2) Talent, provided the attack is not from a Psychic, Daemonic, or Warp Weapon source. Such is the bulk and weight of the armor that only certain weapons can be wielded while wearing it. These are noted below.

Exo-Armor is extremely heavy, weighing in excess of three tons, and can be transported only in a vehicle specifically equipped to carry Terminator or Tactical Dreadnought Armor. It is also extremely slow. While dressed in Exo-Armor, the wearer cannot Charge or Run, and further suffers a -30 penalty to all Agility based tests, and cannot Dodge, though they may Parry if equipped with a shield. Also, the Exo-Armor moves at the rate of a character with an AGI bonus of 2. The bulk and weight of the Exo-Armor allows the wearer to be considered Braced at all times when wielding a Heavy Weapon, and they may fire a Heavy Weapon while walking. While wearing Exo-Armor, the wearer may not jump more than 6" and may not swim. Lastly, the wearer is always considered to have rolled a “1” for their Initiative.

The dynamo power-pack provides enough energy to power the suit for 5 days of continuous operation. For every 10 hours the suit is left unoccupied and powered down, the dynamo restores 1 day of use to its powercells.

The Exo-Armor comes standard with the following equipment in the listed locations:

Head

  • Good-Quality Auger Array (Grants +20 to PER tests and allows a re-roll on failed PER tests)
  • Auto-Senses (using the Auger Array is a Free Action, also allows the wearer to see normally in low or no illumination and provides flare compensation)
  • Shielded Vox-Caster (100km range)
  • Re-breather (grants immunity to vacuum and toxic gases, provides 12 hours of oxygen in such environments, even underwater)

Torso

  • A lot of armor
  • Manipulator Mechadendrite (without the appropriate Talent, using the Mechadendrite is a Full Action)
  • Dynamo Power Supply (This power supply can power up to 4 other devices, but any large, power-hungry device drains 1 hour of use from the suit for every hour it powers it. Additionally, it can be connected to a standard power generator, restoring 2 hours of power for every hour it is connected.).
  • Floodlight (Located on the left shoulder, this projects bright illumination to 300 meters. Any creature lacking flare compensation and affected by bright lights must test AGI or be blinded for 1d5 rounds if they look directly at the beam.).

Left Arm

  • Utility Mechadendrite (without the appropriate Talent, using the Mechadendrite is a Full Action)
  • Inload/Outload Port (to connect to other machines for control and manipulation, send/receive data, etc.)
  • Standard hand (fine motor-skills suffer the same -30 AGI)

Right Arm

  • Utility Mechadendrite (without the appropriate Talent, using the Mechadendrite is a Full Action)
  • Fore-arm Weapon Mount (can fit a Stormbolter, a Heavy Bolter, an Assault Cannon, an Auto-Cannon, a Flamer, a Heavy Flamer, a twin-linked Flamer, a twin-linked Heavy Flamer, a Breacher drill, a Lascannon, or a twin-linked Lascannon)
  • Standard hand (fine motor-skills suffer the same -30 AGI)

Left Leg

  • Magno-grip Boots (Using arcane technologies, the boots grant the Fortress of One Trait.)
  • Sealed Carry Case (A mag-locked case on the greave, 1′×1′×6″ in size)

Right Leg

  • Magno-grip Boots (Using arcane technologies, the boots grant the Fortress of One Trait.)
  • Sealed Carry Case (A mag-locked case on the greave, 1′×1′×6″ in size)

The Exo-Armor can be fitted with additional systems and upgrades, though they must be paid for and installed by the Gun-Runners or another Squat Enclave:

Head

  • Best-Quality Augur Array (+30 PER bonus, replaces the standard Auger Array)
  • Good-Quality Auto-Senses (As the standard Auto-Senses, and also includes a complete HUD, including a targeting link, which adds +10 BS to any Ranged Weapon the wearer wields. Replaces the standard Auto-Senses)
  • Best-Quality Vox-Caster (grants +20 tests to encrypt/decrypt radio signals, includes a homing beacon.)
  • Osmotic Gill (Allows the user to breathe indefinitely underwater or in an oxygen-containing, toxic atmosphere. In a vacuum, it provides 12 hours of oxygen.)

Torso

  • Void Shield Generator (This powerful shield provides an additional 500 points of Rad Resistance, as well as having a Field Rating of 40. It consumes power at a prodigious rate, draining 1 hour of dynamo charge for every hour it is active. If Overloaded, it will remain off-line for 1 hour.)
  • Reinforced Chest Plate (Increases the Armor Points on the torso by 4, and increases the weight of the Exo-Suit by 500 kilograms. It also provides an extra 250 points of Radiation Resistance.)
  • Automated Medicae Unit (This system can monitor the health of the wearer, and is equipped to deliver up to 5 doses of up to 5 chemicals each, which must be pre-selected. Once completely consumed, the chemicals must be reloaded manually. It is considered to have an Int of 20 and Medicae +10 for the purposes of determining how effective its drug treatments are, if necessary.)

Left Arm

  • Power Fist (replaces the standard hand)
  • Power Claw (replaces the standard hand)
  • Good-Quality Utility Mechadendrite (adds +10 to tasks using the Mechadendrite)

Right Arm

  • Power Fist (replaces the standard hand)
  • Power Claw (replaces the standard hand)
  • Good-Quality Utility Mechadendrite (adds +10 to tasks using the Mechadendrite)

Left Leg

  • Power Claw (equipped on the foot, adds +10 to Climb tests if both feet have one, and can be used in melee combat, delivering a deadly kick)
  • Spiked Boots (equipped on the foot, increases kick damage by 1d10, PEN 3)
  • Impeller Unit (equipped on the foot, permits movement and limited lift underwater or in a vacuum.)

Right Leg

  • Power Claw (equipped on the foot, adds +10 to Climb tests if both feet have one, and can be used in melee combat, delivering a deadly kick)
  • Spiked Boots (equipped on the foot, increases kick damage by 1d10, PEN 3)
  • Impeller Unit (equipped on the foot, permits movement and limited lift underwater or in a vacuum, replaces the Magno-boots.)

As previously mentioned, the hands of the Exo-Armor are too heavy and unwieldy to make use of most weapons. While wearing Exo-Armor, the user is restricted to the following weapons:

Great Sword (wielded in one hand)
Great Maul (wielded in one hand)
Great Hammer (wielded in one hand)
Great Axe (wielded in one hand)
Great Flail (wielded in one hand)
Heavy Bolter
Flamer
Heavy Flamer
Plasma Cannon
MP Lascannon
Stormbolter
Thunderhammer
Great Shield
Storm-Shield

Standard melee weapons may be upgraded with Shock, Mono, or Power qualities as normal.

Armor Type Locations Covered AP Wt Cost Availability
Exo-Armor All 18 All 3.3 tons 2.25 million ing Near Unique (-90)

Bulky: Anyone shooting at the wearer gains a +20 BS due to the size of the Armor
Slow & Purposeful: Exo-Armor is very slow and ponderous. While so equipped, the wearer may not Charge or Run. Additionally, he may not Dodge in Melee Combat. The wearer always counts as Braced, and may fire a heavy weapon while moving. Further, his Movement Speed is calculated as if his AGI bonus were 2 (unless the wearer’s natural AGI bonus is lower).
Fortress of One: If equipped with Magno-Boots, while they are active, the wearer becomes rooted to the spot, almost entirely immobile, and cannot be Knocked Down, Over-Run, Bull-Rushed or Moved Aside unless the entity attempting to do so has a Strength Bonus of at least twice the wearers combined Strength and Toughness Bonuses (including the bonuses granted by the Exo-Armor).
Sealed Environment: Exo-Armor is impervious to Flame-based attacks, extremes of environment, vacuum, and toxic gases (though the wearer is still required to breathe).

Bio:

Squat Hearthguard Exo-Armor

Seven Saints of Talis Psienesis Psienesis