Relying entirely on A-pods for flight, the Kaze class of aircraft is well known, and the Nipponese Fuijin is the best known Kaze type.
Carry-All's are the go to military transports in the Cosmic Era
The Ark Class ship formed part of the three-fold survival plan of the wealthy and powerful of the Petroleum Age. The other two legs of the plan were the arcologies, and space habitats.
The great magics of the past have become the great cars of the present.
Seven trains that the PCs might one day need to travel openly on, sneak onto, wreck or rob,
Breakdown of large civilian craft in the Cosmic Era
Aerospace Capitol Ships of the Atlantic Federation
Patrol Pods are aerial scouting vehicles that share similarities to helicopters and motorcycles.
There are a myriad of trains that run on the ley lines all through Vallermoore, delivering passengers and goods to their destinations, but they all have to give way by Law when the Royal War Train comes through.
A mail order tank, interstellar war, the engines of galactic commerce and nostalgia.
The ultra minimalism mech, for the common consumer
A joint French-Canadian company, Chalopin-Barkin of Mars is one of the pre-eminent manufacturers of space mining equipment and exotic vehicles.
Also known as hover cycles, HBs, Tin cans, tin coffins, and smear-bikes, the military hover bike is a common vehicle in many arsenals and motorpools
In the Petroleum Era, it was considered more uncommon for a family to not own a personal automobile, and in some areas, aircraft were as numerous as automobiles. In the years that followed transportation demands and needs changed, as did the vehicles that did the work.
Originally designed as a Medevac transport, the Whippoorwill is now iconic of the Atlantic Federation
The blisteringly fast race cars of the future
For the explorer at heart; an item to ease passage through any medium.
The blast of charged particles tore into one of the entrenched tanks, then from the 'Mech's other barrel-arm into its mate emerging from behind a corner.
Commander Ratzelle had to admit - letting the rookie ride in the Warhammer was not such a bad choice after all; indeed was he a crack shot.
"Ha! There it goes, blown into pieces! We'll never see their sorry asses again!"
"I wouldn't be so sure about that, greenhorn" the lance leader replied. "Get ready for clean-up! We have to root them out by nightfall!"
I've seen a lot of things in my time lad, six legged mechs, tanks with arms, jets that turn into mechs, but I've never seen anything like that.
"Life, what is it but a dream?" - Lewis Carroll
Some bags have more "extra" than others.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.