Types of Ground Weapons
Rift Shard
The energies in the rift are highly volatile. Through experimentation over centuries, the Mri have been slowly harnessing this energy. Rift Shard Ammunition is the latest in the development process. Designed for use with ground forces, the Rift Shard weaponry fires a dual sized spike that detonates upon impaling a target or if a tip is broken following its launch. This detonation sends rift energy through the target if impaled, or against the target if not impaled to tear apart the target with the unstable energies of the rift.
A secondary weapon type of the Rift Shard is loaded with a small Anti Matter charge capable of releasing an explosion equal to 200lbs of TNT A Third type uses a simple plasma charge equivalent of 100lbs of TNT |
Viperbolt Autocannon
A high velocity, rapid fire weapon distributing 125mm rift shards down range at .2c at a rate of 13 rounds per second. Typically using an antimatter charged variant of the ammunition. This weapon is used for anti-personnel and anti-light vehicle actions and is commonly used on vehicles as a secondary weapon system alongside heavier armaments.
Plasma Disk Launcher
Another scaled down variant of an Oleander Type I weapon, the Plasma Disk Launcher fires a small circular disk of plasma weighing about .46 kg, These weapons fire at a rate of 7 disks per second, dousing armored targets in highly destructive high energy liquid metals.
Plasma Missile Generator
This system has more in common with older plasma weapon styles as it uses a micro fabricator to produce guided missiles to launch at opposing targets. The missiles weigh about 4.6kg each of plasma and detonate upon impact like a regular missile or plasma torpedo. The weapons typically only need two seconds to recharge for the second launch.
Plasma Stream Generator
A weapon designed to generate and project a stream of plasma outwards creating a firestorm before the mounted weapons. Used for clearing buildings, trenches, and other anti-infantry uses primarily, these weapons are also adept at melting armor and destroying structural integrity of fortifications.
Infantry Equipment
Vehicles and Mechs
O-10 Viperbolt
The 0-10 Viperbolt is grown in most medium or larger starships easily and passed out to the infantry going into combat. Like the Autocannon, the rifle version of the weapon fires a high velocity rift shard at ~.2c. The 0-10 fires these shards in three round bursts and is accurate to roughly 12 miles, though variations on the design have been used to fire on targets further away.
ONESS - Oleander Nanite Environmental Security Suit
As the Oleander Project continues, so does the advancement of the biosuits worn by the Kel Caste. However, with enough advancement, the ONESS is more a part of the Mri than a suit worn over their skin. Warriors who pass their early trials are fitted with the ONESS genes and the suit grows and shrinks out of the body of the user providing instant defenses to even the least prepared of resting warriors.
These suits provide the wearer with the means to live for an additional seven days without sunlight and the genes injected provide additional energy surges to provide a boost to any Mri who have genetic predisposition towards toxins, active nervous systems, or a null zone. The suit permits the wearer to project these talents beyond their body to act as additional tools and weapons as needed.
The system also includes the standard liquid nanite shielding genes used in starships. With a readily available supply of shielding nanites the suit can protect the wearer and itself from harm for a longer period of time, going so far as to seal of breaches to the suit to permit the warrior's own immune system extra time to repair damage to the body in a timely manner.
The final feature in the ONESS is the void energy blade emitter. The suit can emit a blade of energy from each gauntlet out to half a meter in length to act as a close combat melee weapon for the wearer. These weapons are effective and have an edge as thin as Gyrox wire, mere atoms thick.
These suits provide the wearer with the means to live for an additional seven days without sunlight and the genes injected provide additional energy surges to provide a boost to any Mri who have genetic predisposition towards toxins, active nervous systems, or a null zone. The suit permits the wearer to project these talents beyond their body to act as additional tools and weapons as needed.
The system also includes the standard liquid nanite shielding genes used in starships. With a readily available supply of shielding nanites the suit can protect the wearer and itself from harm for a longer period of time, going so far as to seal of breaches to the suit to permit the warrior's own immune system extra time to repair damage to the body in a timely manner.
The final feature in the ONESS is the void energy blade emitter. The suit can emit a blade of energy from each gauntlet out to half a meter in length to act as a close combat melee weapon for the wearer. These weapons are effective and have an edge as thin as Gyrox wire, mere atoms thick.
SubOrbital Fractal Targeting Artilllery SyStem - SOFTASS
Successor to the Legendary Juggernaut Artillery Platform, the SOFTASS boasts an impressive four barreled artillery system, each firing a 30m wide shell between 30 and 1500km. Additionally, the SOFTASS can operate as anti-orbital artillery targeting vessels attempting to make landfall on planets controlled by the Mri. This is their first anti-orbital artillery system to be deployed full scale since arriving on the multiversal stage.
In addition to its main armament, each SOFTASS is also equipped with ten independent plasma torpedo generators and launchers. Capable of targeting targets up to 100km away. Close defense weapons also coat the outside of the siege walker to protect the SOFTASS from direct assault
Crew: 52
Armament: 4, 30m Siege Artillery Guns
10, Plasma Missile Generators
52 Plasma Disk Launchers
104 Viperbolt Autocannons
In addition to its main armament, each SOFTASS is also equipped with ten independent plasma torpedo generators and launchers. Capable of targeting targets up to 100km away. Close defense weapons also coat the outside of the siege walker to protect the SOFTASS from direct assault
Crew: 52
Armament: 4, 30m Siege Artillery Guns
10, Plasma Missile Generators
52 Plasma Disk Launchers
104 Viperbolt Autocannons
Miasma Class Heavy Assault Walker
This enormous, multi-legged bio-vehicle is the primary assault transport for the Mri Imperial Army. Capable of transporting 507 Kel'ein towards battlefield objectives makes this vehicle a useful tool for the MIA. Additionally, the vehicle can be used to launch assaults as it is heavily armed and armored against attacks.
Crew: 13
Armament:
2 Plasma Missile Generators
26 Plasma Disk Launchers
208 Viperbolt Autocannons (plasma)
Reinforced Legs and spines for impaling vehicles and structures.
Head Mounted Tengri Cannon
Crew: 13
Armament:
2 Plasma Missile Generators
26 Plasma Disk Launchers
208 Viperbolt Autocannons (plasma)
Reinforced Legs and spines for impaling vehicles and structures.
Head Mounted Tengri Cannon
Kylinxia - Light Mech
One part scout one part light assault carrier, the Kylinxia Mech has a tendency to be deployed at the front of conflict zones, seeking to penetrate opposing lines and disrupting logistical operations. In direct combat they are well suited to anti-infantry roles, but lack the firepower to really destroy enemy armor in groups.
Crew:2
8 Plasma Disk Launchers
26 Viperbolt Autocannons (plasma)
Reinforced head spike and forward armor designed for ramming light vehicles and delivering a small plasma charge directly inside
Crew:2
8 Plasma Disk Launchers
26 Viperbolt Autocannons (plasma)
Reinforced head spike and forward armor designed for ramming light vehicles and delivering a small plasma charge directly inside
Toxihyr - Light Mech
Toxihyr Mechs are typically deployed in groups of 5 to 10. Their ability to fly and maneuver their way around the battlefield at low altitudes gives them the ability to move around enemy formations and flank them while larger units are fighting them from the front. These units are specialized in weapon systems most units won't carry and are thus more difficult for opposing units to counter.
Crew: 1
Armament:
2 Plasma Stream Generators
16 Toxihyr Plumes
4 Viperbolt Autocannons (plasma)
Crew: 1
Armament:
2 Plasma Stream Generators
16 Toxihyr Plumes
4 Viperbolt Autocannons (plasma)
Rithyl - Medium Mech
Rithyl Mechs are fairly well armored with good weapon mounts. They also have the added bonus of being sturdy enough to collapse structures or undermine defensive positions with their forward legs/talons. Built primarily for frontline combat in the face of enemy fire, the Rithyl Medium Mech has a variety of defensive systems to protect against enemy fire while it dishes damaging plasma bursts out at the enemy. Defensively, its regenerative armored hull has the capacity to rebuild damaged portions of the mech in combat should another attack not directly strike the same location.
Crew:1
Armament:
2 Plasma Missile Generators
8 Plasma Disk Launchers
12 Viperbolt Autocannons
Regenerative Armored Hull
Crew:1
Armament:
2 Plasma Missile Generators
8 Plasma Disk Launchers
12 Viperbolt Autocannons
Regenerative Armored Hull
Synod Light Mech
The Synod is a strange vessel. It lacks much of the standard weapons of other mechs. Instead, trading those for tools and other equipment to make searching through rubble and ruins easier. Combined with a stealth system and rift blade generators on its appendages, the Synod is deployed behind both enemy lines and our own frontlines to seek out and kill enemy combatants vital to the enemy's effort, or survivors of a bombardment.
Crew: 1
Armament:
4 Viperbolt Autocannons
Void Blade Generators
Stealth Suite
1 Plasma Disk Launcher
Crew: 1
Armament:
4 Viperbolt Autocannons
Void Blade Generators
Stealth Suite
1 Plasma Disk Launcher
Traxyn - Heavy Walker
Standing at roughly 28 meters tall, the monstrous Traxyn Heavy Walker is designed from the bottom up to be a centerpiece of any assault force. Far too large to simply be crewed by one being, the Traxyn has a small crew working in unison on various systems. Sometimes jokingly called a Land Ship, these walkers don't have many targets that would directly pose a threat of their own. It relies on its heavy firepower to keep enemy forces at bay, however, as its size makes it easily target-able.
Crew: 13
Armament:
13 Plasma Missile Generators
52 Plasma Disk Launchers
208 Viperbolt Autocannons
Crew: 13
Armament:
13 Plasma Missile Generators
52 Plasma Disk Launchers
208 Viperbolt Autocannons
Void Hover Tank
The Void Hover Tanks share genetic material with other drone fighters in use by the IKN. However, on the surface these vehicles move to engage enemy armored units with an unnatural delight.Armed to fight armor and not much else, these vehicles are not well equipped to deal with infantry forces
Crew: 0, drone controlled
Armament:
4 Plasma Disk Launchers
1 Plasma Missile Generator
Crew: 0, drone controlled
Armament:
4 Plasma Disk Launchers
1 Plasma Missile Generator