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 biggest reason that Amerikka Command survives to plague the Atlantic Federation, the only reason the ACPS hasn't destroyed the Python Pirate Syndicate, is their mastery and sharing of shroud technology.
Two halberds that were made for each other.
Not all armor is created the same, some is made from sterner stuff, others, not so much.
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
The basics of magnetic weaponry in the Cosmic Era
The Sperry-Colt 7.5 cm automatic rifle, standard weapon of battlemechs for the Atlantic Federation
A mail order tank, interstellar war, the engines of galactic commerce and nostalgia.
A standard crowd control/riot shield
Local farmers and foresters have the greatest bow making wood in all the land, they also have the skill to protect it.
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
How the Clerics of Stone cheat death.
The tornado hat may look laughable to wear, but it's anything but funny when you're facing the tornado caused by such a hat. If using it, beware, do not spin for too long...
Everyone knows that firearms are weapons only fit for orcs—smelly, loud, and unreliable. But there are guns made for ogres, too, and the largest of those are called Thunderguns.
It is rare that humans earn a gift from the Merpeople, as most of the time the two races tend to avoid each other, and with scarce resources the Merpeople tend not to give gifts very often, yet it does happen...
The Forest of Throck:
Throck forest is divided into three parts: a region of twisted black magic, which is dark and hemmed in with the legions of sable pine. This is Spindel, and is occupied by the hideous Ettercaps and their spider-pets. The second area is the chaotic elfin-wood, where the druids work their wyrd magic amongst the oaks. The last part is Udnalor, the home of the gnomes. Finding themselves surrounded by these chaotic forces they dwell as quietly as possible beneath the surface. Their culture is a fascinating one to visit, and in the next few miscellaneous ideas, I shall examine the ways and customs of THE GNOMES OF UDNALOR, with a view to role-playing them.