Seven orb craft that will in various ways shake up the future of the Cosmic Era
One of the more unusual offerings from Hanse industrial powerhouse Kladderadatsch, the Kolibri is a VTOL designed to transport a single power armor trooper
An energy dense supermaterial
Jumper suits are a more style oriented variant of the commonly available encounter suit
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.
A supercruiser is a civilian class of ships that have the ability to operate away from support for years at a time
Biomer, or bio-polymer is a increasingly popular fashion choice in the CE
The Ettin System is also known as a Dummy Head
Weapons and gear used by the antagonists of the Spider City scenario
Power Armor plays a large role in the Cosmic Era, but it is more than a metal can with a man in it.
Orb craft are a slowly emerging technological revolution in the Cosmic Era, spherical shaped vessels that completely ignore and rewrite the conventional rules of war.
Sneak Suits are the covert ops extension of the encounter suit
One Pill, Two Pill
Red Pill, Blue Pill
Boots for the Black Mass Assassination Squad, but perfectly suitable for any sci-fi or cyberpunk equipment listing. No Arcanotech Boots here.
A glome is a 4 dimensional sphere, the hypersphere version of a tesseract, a hypercube.
Bio-telemetrics are technological devices that provide a shortcut between a citizen's biometric monitor and their digital identity
Also known as the Camel Spider, or the turbo tank, a commonly available vehicle found in non-Federation Africa, the Middle East, and along the Silk Road
A more colorful name for a decoy ship
7 things about how the spaceships of the Cosmic Era are built, and they are able to build so many so quickly
The bioforge is a brute force human engineering device, and with it comes the loss of biological autonomy
The PCs are walking along the road, when suddenly a bunch of bandits attacks. The player's dismiss it has just a random encounter, when they find an ornate ring on the leader, obviously out of place with the seemingly poor bandits, who could only afford cheap leather and weapons. This ring has a symbol on it, which, if researched, sets the PCs on a quest. And from then on, the players don't look at random encounters the same way...