Creepycrawlers

Creepycrawlers: The "Pow" in Power
Pilots of the most armored, armed, and slowest of the local Power Armors, the Beetle Power Armor. The Creepycrawler pilots are the backbone of exploratory squads(EXS's) newfound colony-sites, as well as the backbone of any colonial defense squads(CDS's). In relation to the other power armors piloting tests, this is the simplist to test into. Both due to the need for citizens willing to pilot these tank-like armors so they can be deployed en-masse and due to the relatively simple control and weapon-systems designed because of the need for these pilots.

Grackletooth
For obvious reasons, the Grackletooth cannot pilot any power armors because of their bulky size. Further restricted by their cultural aversion to power armors and exo-suits, despite this being the most appropriate Power Armor for them to pilot. This does not mean that a modified design or cultural black-sheep is impossible, just highly improbable.

Quickflex
Of course, the Quickflex seem to be the most inately adept for piloting all power armors, but they tend to test and prefer torwards the Beamjumper, and more-so the Wingbomber pilot classes. Simply because of their naturally superior nervous system and love of piloting much more nimble armors. Once again, a black-sheep is not impossible, just unlikely.

Humans and Talus
Humans are often good at piloting such a power-based Armor because of their generally-balanced mental ablities and their inate adaptablity to technologies and warfare. Talus, are similarlly generally balanced in mental faculties, like humans. But are known for a powerful bloodlust and lack of fear for the frontlines of combat, making both races the majority of Creepycrawler pilots.

Satistical Prequisites
While one does not need to be particularly strong or intelligent to pilot such armors, a bit of brain is required to test into this class because of the tendency for these pilots to end up in heavy combat taking and dealing the bulk of the damage. This often requires a bit of repairs to be made in the heat of combat or as the dust settles. Because of the likely chances of there being no engineers on hand or within radio and feasible walking range to a distant outpost.

Attribute Requirements:
M.A. - 17 | I.Q. - 15 | P.S. - 13