30 tanks and not quite tanks and it looks like a tank but legally it isnt.
The Electric Coil Rifle, a staple of magnetic weaponry, and a standard by which such weapons are measured.
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.
When S.I.E.G. Just is not strong enough, upgrade to S.I.E.G.E!
When your in trouble and need a quick escape, S.I.E.G. IT !!
Quite simply, the most sophisticated and pound for pound most dangerous vehicle in the skies of the Cosmic Era
The walking siege engines of the Cosmic Era
The Rocky Mountain Republic owes in large it's existence to a single limited run of primitive mechs, the Assault/Bombard Mech model 1.
The second of three star fighters launched by the Oraki immediately after the war with the Word of Creation, the Wasp is a short-flight, non atmospheric fighter designed for heavy firepower and survivability.
The first of the space superiority vehicles to be launched by the newly independant Oraki after the war with the Word of Creation, the Spinner is an inexpensive vehicle, designed for high mobility and simple maintaince. Meanwhile, a single idea drives the entirety of it's armarment; that the only difference between a rocket and a particle beam is the opening.
The Baleful Eyes hang in the space lanes near the Sanctuary of the Oraki, standing ever-watchful vigil in the name of their safety. The first to sense, the first to see, they are a lynchpin of the world's defense.
A close quarters combat weapon, and one of the more vicious ways to ruin someone's day
Equipment lists for Therafter
The electromagnetic adaptive camouflage system
The most common form of body armor in the Cosmic Era, also the cheapest
30 pistols, rifles, and assault weapons
Protection in the Cosmic Era
The Nomin gypsies have a fiddling competition every year, known as the Danse de Velose. Beaters hit out the rhythm on taut drums and the competitors start to play, slowly at first. Youngsters can compete, but are soon pulled away by worried mothers, before the competition becomes too dangerous. After two hours the haunting tune has become dazzlingly fast. You can resign at any time, but the moment you make a mistake you receive an arrow through the neck. Strings may snap, but the players must play on. The whole affair never lasts much longer than three hours, and the last fiddler playing is crowned king of the gypsies.