Description
Weapons:
A Quick Explanation of Misranan Weaponry:
Misranan weapons work similarly to many other weapons in the Multiverse, save for a few things. Many are fitted with a device called an "M-Vial", which is shortened for "Magic Vial." Magic upon Misrana is a concentrated energy source that works very much like one would expect magic to work. It causes miraculous and disastrous effects. Since magic cannot be freely used upon Misrana, they use M-Vials to purify and concentrate magical energy so it can be used. Magical energy can also be corrupted through this process, and becomes erratic, toxic, and dangerous.
About Pistols
Summoning rounds are not a recommendation for smaller guns, because the vials used are often too small to fully fuel a summon. The gun is regularly damaged in the attempt, and the summoned being, incomplete. In more than one occasion, the summon has turned on the summoner.
Vissian Brand Guns: Vissian Slor, a new developer who revolutionized Calidonan weaponry in the past decade, has become a famous name in the industry. He introduced Runic magic to be imprinted upon the weapons themselves, and though these engravings were not able to be changed, they were astoundingly more effective in shaping the magic energy within the M-vials. They are more powerful than the exchangeable, specialized vials popularized in the past.
Vis-An Double M-Vial Pistol
Though it carries similar functions and appearance to a regular 9mm pistol, the dual M-Vials are unique to this brand. The M-Vials load bullets with a variety of status effects. Caustic, electric, and incendiary rounds are among the most popular for these small pistols.
Vis-Tett Summoner's Sniper Rifle
A sniper rifle chambered for .308 mm caliber ammunition. This gun uses Spirit Runes, each specialized for Military-Grade, strictly manufactured entities.
Vissian Launcher
The Vissian Launcher is another Summoner's favorite. It takes a while to load, but it is extremely powerful. No one explosion is made from this launcher. It summons massive, powerful spirits made of burning energy that ravage all in its path. Unlike the normal projectile, they can turn corners and sometimes outsmart targets.
Mertieth Company Firearms: First created by a small band of firearm designers, Mertieth brand guns are well-known for their sometimes excessive power. Every gun is less effective from a distance, but incredible in close-range.
Mertieth 8
A high caliber assault rifle with burst fire capabilities. It uses a special large M-Vial located right below the barrel. It makes the weapon heavier, but the earlier models had been known to drain smaller vials so quickly that it was barely worth it to have one at all.
Mertieth 45
A pump-action shotgun that has become a household name within small circles for choking though M-Vials faster than other weapons to devastating effect, it fires a single vial at once with every pump and has a port for loading them just behind the trigger and usually comes with a strap wrapped around the stock and barrel for ease-of-use. It hasn't found any use outside of mercenary and dominion circles due to it's expensiveness. Bucks for Power, that's a trademark that Mertieth representatives will quote to you.
Mertieth 32
A pistol that functions a little more than a puny sidearm, heavy and expensive to maintain, the Mertieth 32 is a magazine fed, .50 caliber pistol with inbuilt compensator and fold-out stock. The 32 has a killing power saved for flashy executions, firefights and something that intimidates the enemy. It's prone to explosive misfiring and jamming, often saved for official dominion functions and mercenary holsters.
Mertieth 10
A submachine gun of a certain close-combat prowess, the 10 features an inbuilt bayonet that magically takes the effects of whatever ammunition is loaded into the gun at the time. A fold-out stock, .45 caliber magazine and features room for any additions a dominion soldier wishes to add to his firearm such as a scope. The inbuilt bayonet is scratch-proof and is designed to withstand the multitudes of negative effects of whatever element it's taken. The electric load is suitably effective within the 10, as the blade takes on an electric field and allows for more devastating close combat.
Ammunition Types:
Incendiary
Cryo
Caustic
Electric
Summon: Easily enough described as bullets that summon other beings. Many of these beings are often spirits, but tampered with and engineered for destructive purposes. Few others are organic or mechanical. Some are unique, and others come in bulk. Summons are limited to sniper rifles, flare guns, and launchers.
Plague: Plague rounds work much like caustic, with a less powerful and immediate result. They spread and multiply, jumping from one nearby target to the next. One has to be well-trained and cautious to use them, because they easily backfire. It is strongly advised to use a long-ranged weapon if they are to be used at all.
Military Vehicles:
Arrowheads
Shaped like a black arrowhead. Thin and spaded, the aircraft can reach unimaginable speeds. It is used mainly as a fighter, armed with tracker missiles.
Adaptable Terrain Walkers (ATW's)
There are many different types of ATW's, though the most notable are the adaptable terrain walker motorcycles, which can shift from being a machine with four appendages to a motorcycle with two wheels.
- Tei Tamiigen - A model primarily used in battle, with an inbuilt machine gun, heat sensors, and a targetting system.
- Stealth Ops (Masked ATW's)
One type of Adaptable Terrain Walker that normally carry a likeness to feline beasts upon Misrana. They have a "dead mode," in which they can become undetectable by radars. Their heat signals vanish and some are able to mimic the terrain around them in a chameleon-like manner, though they do not have true invisibility. They have a night-vision setting for riders.
Bipedal Casters
Each Caster Unit has several tanks of energy stored within various parts of the mech depending on their model. Older models tend to move jerkily, and are normally heavier than their newer, more agile counterparts. Caster units are able to make signs in the air or on objects to cast a larger variety of spells and effects, though this often takes much more time and are part of tactics rarely used in battle. Most are piloted by spirits, all of which are specialized. They have anywhere from two to six arms.