Also known as a Klein Field Generator, it is one of the few defensive technologies that can withstand high energy and gravitronic weaponry
Not every nation and faction can afford supersoldiers, power armor, or mecha. They have to innovate.
Part of the New Themysciran Readiness Doctrine, there are dozens of Exalted Mothers in each of the island's major cities, each a 20 foot tall combat capable war droid.
The combat catalog of Cyberdyne Systems, the primary defense contractor of Cascadia.
A female specific armor manufactured in the New Themyscira, and readily available through most of the civilized world.
The wastelands of the Cosmic era are a harsh environment, littered with wreckage, contaminated with chemical weapon residue, and radiation, and inhabited by mutants, monsters, and the strange creatures hemorrhaged from dimensional fatigue events. The denizens who are hardy enough to live in this terrain make due with their own sort of gear.
Also known as the Mobile Turret, Mobile Fortress, Battleship Tank and Mobile Bunker
The Destroyer Type, or Destroyer Pattern tank evolved in the Resource wars as a method of increasing offensive potential in vehicles with short projected battlefield life expectancies.
30 tanks and not quite tanks and it looks like a tank but legally it isnt.
30 power armors, hardsuits, and avatars from the Cosmic Era.
There are three types of powered armor: Hardsuits, Power Armor, and Avatars
Extracted from the 30 Powers Armors submission, caught in development hell
Power armor suits manufactured for the Atlantic Federation by the Union Aerospace megacorp.
The walking siege engines of the Cosmic Era
The most common form of body armor in the Cosmic Era, also the cheapest
Protection in the Cosmic Era
The best example of space designed power armor
A common light mech of the Atlantic Federation
Light personal armor worn in the Cosmic Era, the intermediate between flak jackets and ballistic plate and full powered combat armor
A standard crowd control/riot shield
In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?