A somewhat comical stop-gap weapon for the Cosmic Era
The Destroid is a mecha combiner system, and a fully scalable combat system. While functional, it is considered a complete and total failure due to its innate complexity and massive expense.
Power Armor plays a large role in the Cosmic Era, but it is more than a metal can with a man in it.
The sole product of Eaton, Pollack, and Sutton Engineering and Design (EPSED)
A Neo-Soviet answer to the increasing mecha gap
A land warship from Techno Ordnance Group, intended to replace aerial warships in defensive roles.
The original piece of hardware for controlling a mech
A sample of helmets
A wonder weapon produced during the experimental period between tanks and mecha
Eager to steal some of that sweet sweet encounter suit money, DitKorp Klidergruppen engineered a cuirass based suit if light body armor, largely based on the composite coalition suit.
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.
Not all armour works as it should do, and these thirty suits of armour all have something wrong with them. (Until I can get it fixed somehow, only the main page link to this submission is working.)
The most frequent weak point targeted on a human being is the skull. Pulp the brain, and the body becomes worthless. It was only a matter of time before someone tried to armor the head.
The Cromwell Chassis is specifically the mechanical remains of Major James 'Cyborg' Westerland, but the term has spread to include the pattern of cybernetic upgrade Westerland pioneered.
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 warrior's footfalls echoed on the cobbles. His breath steamed in the cold, frosty air. He heard the frantic movement of assailants in the shadowed alley shuffling to surround him.
The warrior laughed. It was a bitter, dry laugh. "It won't do you any good. I feel no pain. Prepare to meet Balor."
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.
A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?
Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character.