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 =Ship Classifications of the Julandri Dominion=
Architectural Assembly Vessel
The Architectural Assembly Vessel, or AAV for short, is the Dominion's standard constructor vessel, responsible for constructing the various shipyards and orbital platforms across the Domain. It uses the Civilian Designated Hull, or CDH. The CDH is a hull standard that is the only hull approve for civilian use. It is the same size, a corvette, across all templates, but the interior is heavily modifiable, allowing for various uses. The AAV's template of the CDH allows for storage of construction equipment, and other supplies needed in the field of building objects. It is lacking in many amenities and generally not to be used at longer periods at a time.
Spoiler: click to toggle =Class and Appearance= -Class Name: Architectural Assembly Vessel (AAV) -Hull Class: Corvette -Hull Size (In metres): 90 meters by 50 meters, 30 meters high. -Cargo Bays: 1 -Cargo Bay Volume: 1728 M^3 -Misc. Utility Systems (Docking Ports, Radiators, etc.): Can be docked at on either side of the midsection -*Appearance: Visually similar to a short squid
=Construction= -Build Posts: 3 -DP Count: 23 -*Design Template: Constructor -*Atmospheric Capability: Yes +Subtotal: 0
=Armament= -Projectile Weapons: One 10cm Railgun -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 2
=Defenses= -Ship Armor: 30cm -Turret Armour: N/A -Point Defense: N/A -Shields: N/A -Misc. Defenses (Stealth, interior defense, jammers, etc.): N/A +Subtotal: 4
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: One Fission Reactor -Power Transmission: Fission -Computation Type: Sub-5nm Processors, 64 Bit -Misc. Core Systems (AI type, auxilliary systems): N/A +Subtotal: 4
=Hangar Support= -Strike Craft: N/A -Daughter Craft: N/A +Subtotal: 0
=Propulsion= -Main Engines: 1 -RCS: Yes -FTL Drives (Includes FTL Gates): N/A -FTL Beacons: N/A +Subtotal: 4
=Sensors= -Sensor Type: Subspace -Max Sensor Range: 8pc +Subtotal: 4
+Total DP Used: 18
Population Relocation Vessel
The Population Relocation Vessel, or PRV, is the Dominion's colonial ship. It is responsible for transporting citizens of the Domain across the stars to settle on other worlds. It uses the Civilian Designated Hull, or CDH. The CDH is a hull standard that is the only hull approve for civilian use. It is the same size, a corvette, across all templates, but the interior is heavily modifiable, allowing for various uses. The PRV's template of the CDH is designed for comfort over long voyages. It has areas for colonial equipment to set up new colonies, and has many amenities and crew areas for the voyage.
Spoiler: click to toggle =Class and Appearance= -Class Name: Population Relocation Vessel (PRV) -Hull Class: Corvette -Hull Size (In metres): 90 meters by 50 meters, 30 meters high. -Cargo Bays: 1 -Cargo Bay Volume: 1728 M^3 -Misc. Utility Systems (Docking Ports, Radiators, etc.): Can be docked at on either side of the midsection -*Appearance: Visually similar to a short squid
=Construction= -Build Posts: 5 -DP Count: 38 -*Design Template: Colonizer -*Atmospheric Capability: Yes +Subtotal: 0
=Armament= -Projectile Weapons: One 10cm Railgun -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 2
=Defenses= -Ship Armor: 30cm -Turret Armour: N/A -Point Defense: N/A -Shields: N/A -Misc. Defenses (Stealth, interior defense, jammers, etc.): N/A +Subtotal: 4
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: One Fission Reactor -Power Transmission: Fission -Computation Type: Sub-5nm Processors, 64 Bit -Misc. Core Systems (AI type, auxilliary systems): N/A +Subtotal: 4
=Hangar Support= -Strike Craft: N/A -Daughter Craft: N/A +Subtotal: 0
=Propulsion= -Main Engines: 1 -RCS: Yes -FTL Drives (Includes FTL Gates): One Advanced (Warp) FTL Drive -FTL Beacons: N/A +Subtotal: 19
=Sensors= -Sensor Type: Subspace -Max Sensor Range: 8pc +Subtotal: 4
+Total DP Used: 33
Cargo Transportation Vessel
The Cargo Transportation Vessel, or CTV, is the Dominion's civilian approved freighter. It is used in transporting large quantities of goods over long distances. It uses the Civilian Designated Hull, or CDH. The CDH is a hull standard that is the only hull approve for civilian use. It is the same size, a corvette, across all templates, but the interior is heavily modifiable, allowing for various uses. The CTV's version of the template removes many areas like crew quarters, etc. The ship is designed to be crewed by a skeleton crew, for a minimum amount of living space. The empty voids left by the reduction in living quarters and other areas has been replaced with cargo bays.
Spoiler: click to toggle =Class and Appearance= -Class Name: Cargo Transportation Vessel (CTV) -Hull Class: Corvette -Hull Size (In metres): 90 meters by 50 meters, 30 meters high. -Cargo Bays: 1 -Cargo Bay Volume: 1728 M^3 -Misc. Utility Systems (Docking Ports, Radiators, etc.): Can be docked at on either side of the midsection -*Appearance: Visually similar to a short squid
=Construction= -Build Posts: 5 -DP Count: 38 -*Design Template: Freighter -*Atmospheric Capability: Yes +Subtotal: 0
=Armament= -Projectile Weapons: One 10cm Railgun -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 2
=Defenses= -Ship Armor: 30cm -Turret Armour: N/A -Point Defense: N/A -Shields: N/A -Misc. Defenses (Stealth, interior defense, jammers, etc.): N/A +Subtotal: 4
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: One Fission Reactor -Power Transmission: Fission -Computation Type: Sub-5nm Processors, 64 Bit -Misc. Core Systems (AI type, auxilliary systems): N/A +Subtotal: 4
=Hangar Support= -Strike Craft: N/A -Daughter Craft: N/A +Subtotal: 0
=Propulsion= -Main Engines: 1 -RCS: Yes -FTL Drives (Includes FTL Gates): One Advanced (Warp) FTL Drive -FTL Beacons: N/A +Subtotal: 19
=Sensors= -Sensor Type: Subspace -Max Sensor Range: 8pc +Subtotal: 4
+Total DP Used: 33
Civilian Service Vessel
The Civilian Service Vessel, or CSV, is the Dominion's commercially available ship. This is a mixed use vessel, having no specific use like the constructor, freighter, or colonizer. It is available to use by any civilian in the Domain. However, the ships are relatively expensive, and only the most wealthy of the population can afford one. It uses the Civilian Designated Hull, or CDH. The CDH is a hull standard that is the only hull approve for civilian use. It is the same size, a corvette, across all templates, but the interior is heavily modifiable, allowing for various uses. The CSV's template version is standard, with no specific area of expertise. This allows for more customization and more room for other systems that before had been replaced due to the need for other space.
Spoiler: click to toggle =Class and Appearance= -Class Name: Civilian Service Vessel (CSV) -Hull Class: Corvette -Hull Size (In metres): 90 meters by 50 meters, 30 meters high. -Cargo Bays: 1 -Cargo Bay Volume: 1728 M^3 -Misc. Utility Systems (Docking Ports, Radiators, etc.): Can be docked at on either side of the midsection -*Appearance: Visually similar to a short squid
=Construction= -Build Posts: 5 -DP Count: 45 -*Design Template: Civilian -*Atmospheric Capability: Yes +Subtotal: 0
=Armament= -Projectile Weapons: 1 10cm Railgun -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 1
=Defenses= -Ship Armor: 30cm -Turret Armour: N/A -Point Defense: N/A -Shields: 1 -Misc. Defenses (Stealth, interior defense, jammers, etc.): N/A +Subtotal: 10
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: One Fission Reactor -Power Transmission: Fission -Computation Type: Sub-5nm Processors, 64 Bit -Misc. Core Systems (AI type, auxilliary systems): N/A +Subtotal: 4
=Hangar Support= -Strike Craft: N/A -Daughter Craft: N/A +Subtotal: 0
=Propulsion= -Main Engines: 1 -RCS: Yes -FTL Drives (Includes FTL Gates): One Advanced (Warp) FTL Drive -FTL Beacons: N/A +Subtotal: 19
=Sensors= -Sensor Type: Subspace -Max Sensor Range: 8pc +Subtotal: 4
+Total DP Used: 38
Whisper Class Stealth Frigate
The Whisper is the premier frigate of the Dominion Navy. It has proven itself to be extremely reliable and highly capable. The frigate was one of the first warships designed for the Dominion, and has been in active service since the Founding. Constantly being upgraded by newer and newer technology, the Whisper can hold it's own against contemporary vessels. Despite some declaring it obsolete, it continues to impress with it's maneuverability and speed. Despite this criticism, the Whisper is a mainstay in the Dominion's fleet, continuing it's long and proud service.
Spoiler: click to toggle =Construction= -Build Posts: 18 -DP Count: 240 -*Design Template: Stealth -*Atmospheric Capability: No +Subtotal: 0
=Armament= -Projectile Weapons: Three 150cm Spinal Railguns, 25 30cm Railgun Turrets -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 121
=Defenses= -Ship Armor: 240cm -Turret Armour: 20cm -Point Defense: N/A -Shields: 1 Shield Array -Misc. Defenses (Stealth, interior defense, jammers, etc.): Localized Non-Reality Stabilizer +Subtotal: 52
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: Two Fission Reactors -Power Transmission: Fission -Computation Type: Sub-5nm Processors, 64 bit -Misc. Core Systems (AI type, auxilliary systems): N/A +Subtotal: 8
=Hangar Support= -Strike Craft: N/A -Daughter Craft: N/A +Subtotal: 0
=Propulsion= -Main Engines:3 -RCS: Yes -FTL Drives (Includes FTL Gates): One Advanced (Warp) FTL Drive -FTL Beacons: N/A +Subtotal: 55
=Sensors= -Sensor Type: Subspace -Max Sensor Range: 8pc +Subtotal: 4
+Total DP Used: 240
Echo Class Stealth Destroyer
The Echo Class is one of the heavier and bulkier ships in the Dominion's Navy. They have been introduced more recently than the Whisper Class, but nevertheless, is still a dated design on it's own. Also like the Whisper, the advance of technology has kept the Echo up to date, and sufficiently relevant. Possessing more firepower and defensive capabilities than the Whisper, but sacrificing some mobility. This is a common ship within the fleet.
Spoiler: click to toggle =Class and Appearance= -Class Name: Echo -Hull Class: Destroyer -Hull Size (In metres): 600 meters long, 600 meters wide, 200 meters tall -Cargo Bays: 6 -Cargo Bay Volume: 10368 m^3 -Misc. Utility Systems (Docking Ports, Radiators, etc.): Four docking ports, all along the “flippers” -*Appearance: Visually similar to a sea turtle
=Construction= -Build Posts: 26 -DP Count: 364 -*Design Template: Stealth -*Atmospheric Capability: No +Subtotal: 0
=Armament= -Projectile Weapons: Three 230cm Spinal Railguns, 20 60cm Railgun Turrets -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 219
=Defenses= -Ship Armor: 360cm -Turret Armour: 30cm -Point Defense: 12 PD Turrets -Shields: 1 Shield Array -Misc. Defenses (Stealth, interior defense, jammers, etc.): Localized Non-Reality Stabilizer +Subtotal: 54
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: Two Fission Reactors -Power Transmission: Fission -Computation Type: Sub-5nm Processors, 64 bit -Misc. Core Systems (AI type, auxilliary systems): N/A +Subtotal: 16
=Hangar Support= -Strike Craft: N/A -Daughter Craft: N/A +Subtotal: 0
=Propulsion= -Main Engines: 4 -RCS: Yes -FTL Drives (Includes FTL Gates): One Advanced (Warp) FTL Drive -FTL Beacons: N/A +Subtotal: 75
=Sensors= -Sensor Type: Subspace -Max Sensor Range: 8pc +Subtotal: 4
+Total DP Used: 364
Silence Class Stealth Cruiser The Silence Class, the newest ship design from the guilds of Julandri, features expanded defensive capabilities while lacking in some of the offensive power that it's predecessors had, although still boasting a powerful offense. Many in the Navy were skeptical of a cruiser sized ship entering service with the tactics currently used by the Navy, but the Silence has proven itself to be a much worthy addition to the Navy. Although not being as efficient as the Echo or Whisper, the Silence is still a force to be reckoned with.
Spoiler: click to toggle =Construction= -Build Posts: 36 -DP Count: 396 -*Design Template: Stealth -*Atmospheric Capability: No +Subtotal: 0
=Armament= -Projectile Weapons: One 450cm Spinal Railgun, 17 90cm Railgun Turrets -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 198
=Defenses= -Ship Armor: 510cm -Turret Armour: 42.5cm -Point Defense: 36 PD Turrets -Shields: 1 Shield Array -Misc. Defenses (Stealth, interior defense, jammers, etc.): Localized Non-Reality Stabilizer +Subtotal: 115
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: Two Fission Reactors -Power Transmission: Fission -Computation Type: Sub-5nm Processors, 64 bit -Misc. Core Systems (AI type, auxilliary systems): N/A +Subtotal: 24
=Hangar Support= -Strike Craft: N/A -Daughter Craft: N/A +Subtotal: 0
=Propulsion= -Main Engines: 2 -RCS: Yes -FTL Drives (Includes FTL Gates): One Advanced (Warp) FTL Drive -FTL Beacons: N/A +Subtotal: 55
=Sensors= -Sensor Type: Subspace -Max Sensor Range: 8pc +Subtotal: 4
+Total DP Used: 398 Void Class Heavy Defense Platform
These platforms stand gracefully, eternally guarding the planets of the Domain. They are ancient designs, with their size rivaled by none in the Dominion. The technology to produce ships of this size has been long lost, but the ability to create the defense platform remains. Equipped with the heaviest of armor and weapons, they have as of yet never been destroyed in combat simulations or war games, nor by an enemy force. Dominion engineers are attempting to reverse engineer some of the technology on the station, attempting to find out exactly how it was constructed, so that maybe in the future starships could be created of this size.
Spoiler: click to toggle =Class and Appearance= -Class Name: Void -Hull Class: Battlecruiser -Hull Size (In metres): 1300 meters long, 1300 meters wide, 1300 meters tall -Cargo Bays: 8 -Cargo Bay Volume: 13824 m^3 -Misc. Utility Systems (Docking Ports, Radiators, etc.): Eight docking ports, one on each end of the “legs” -*Appearance: Visually similar to an 8 legged starfish mounted on the middle of a cylinder
=Construction= -Build Posts: 56 -DP Count: 460 -*Design Template: Heavy Defense Platform -*Atmospheric Capability: No +Subtotal: 0
=Armament= -Projectile Weapons: Two 1050cm Spinal Railguns, Five 200cm Railguns -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 218
=Defenses= -Ship Armor: 1000cm -Turret Armour: 50cm -Point Defense: 72 PD Turrets -Shields: 1 Shield Array -Misc. Defenses (Stealth, interior defense, jammers, etc.): Interior Defenses +Subtotal: 116
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: 1 Heavy Reactors -Power Transmission: Fission -Computation Type: Sub-5nm Processors, 64 bit -Misc. Core Systems (AI type, auxilliary systems): Stealth Detection Suite +Subtotal: 120
=Hangar Support= -Strike Craft: Yes -Daughter Craft: N/A +Subtotal: 2
=Propulsion= -Main Engines: N/A -RCS: Yes -FTL Drives (Includes FTL Gates): N/A -FTL Beacons: N/A +Subtotal: 0
=Sensors= -Sensor Type: Subspace -Max Sensor Range: 8pc +Subtotal: 4
+Total DP Used: 460
Exhale Class Strikecraft
The only Strikecraft in use by the Domain, it is minimally equipped and only used in defensive roles, or in-atmosphere operations. It is the mainstay of the Air Force, and is used on occasion in space for defensive battles, stationed only on the Void Classes.
Spoiler: click to toggle =Class and Appearance= -Class Name: Exhale -Hull Class: Strikecraft -Hull Size (In metres): 10 meters long, 6 meters wide, 6 meters tall -Cargo Bays: N/A -Cargo Bay Volume: N/A -Misc. Utility Systems (Docking Ports, Radiators, etc.): N/A -*Appearance: Essentially a cylinder
=Construction= -Build Posts: N/A -DP Count: 40 -*Design Template: Strikecraft -*Atmospheric Capability: Yes +Subtotal: 15
=Armament= -Projectile Weapons: 1 30mm Railgun, Gimball Mounted -Energy Weapons: N/A -Plasma Weapons: N/A -Missile Silos: N/A +Subtotal: 5
=Defenses= -Ship Armor: 25mm -Turret Armour: N/A -Point Defense: N/A -Shields: N/A -Misc. Defenses (Stealth, interior defense, jammers, etc.): N/A +Subtotal: 10
=E-WAR= -Realspace: N/A -Subspace: N/A +Subtotal: 0
=Power and Computation= -Reactors: N/A -Power Transmission: N/A -Computation Type: Sub-5nm Processors, 64 bit -Misc. Core Systems (AI type, auxilliary systems): N/A +Subtotal: 0
=Hangar Support= -Strike Craft: N/A -Daughter Craft: N/A +Subtotal: 0
=Propulsion= -Main Engines: One STL drive -RCS: Yes -FTL Drives (Includes FTL Gates): N/A -FTL Beacons: N/A +Subtotal: 10
=Sensors= -Sensor Type: N/A -Max Sensor Range: N/A +Subtotal: 0
+Total DP Used: 40
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 =History of the Julandri Dominion=
Evolutionary Rise of the Julandri [400,000-10,000 Years Ago]
Spoiler: click to toggle The Julandri first emerged as the dominant species on their planet of Tyr hundreds of thousands of years ago, evolving from the various marine life on the ocean planet. Their unrivaled intelligence in their part of the sea granted them the ability to rise to dominance, crafting various tools and establishing early societies. Migrations soon took place, with small groups of Julandri following prey out of their home area of the Tolani Ocean. The migrations led to the species colonizing the rest of their planet within a short time. The migrations led to some differences between their species as a whole, most notably different scale colors due to the chemical composition, environment, and sunlight penetration of their areas of the ocean. This event is categorized as The Great Migration and has been cataloged as occurring 390,000 years ago. The emergence of modern Julandri has been cataloged as being 400,000 years ago.
Ancient History of the Julandri [10,000-8,500 Years Ago]
Spoiler: click to toggle The Julandri continued to evolve mentally and socially, forming small tribes, and eventually the first civilizations with the discovery of agriculture. These civilizations were concentrated first in the Abbasi Passage, which connected a few of the major oceans together, and was the center of trade and various resources. The first civilization documented was the Ajjai Empire, which came about 10,000 years ago. The Ajjai Empire is recorded as having the first examples of literature, albeit primitive, along with farms, basic manufactories, early music, written language, and having the first primitive forms of government. An estimated 10,000 Julandri called the Ajjai Empire their home. Soon after, coincidentally or not, other civilizations began sprouting up across the world.
The Tokot Empire emerged in the south eastern ocean of Kaltir, followed by the Bok Empire in the western ocean of Jal. These three civilizations would be the only known instances of government and culture for the next thousand years. However, there is no evidence that any of these three empires ever communicated or knew of the others. Religions would also begin to rise to prominence, with the Tokot especially enamored with religion. The Ajjai had a religion although it was not as a major feature in their society as the Tokot. The Bok however would have religion play an even lesser role in society.
All of the early religions were polytheistic, and were very crude in ideology and often brutal in practice. Worship of some forms of wildlife, celestial bodies, and other things grew prominently. After roughly a thousand years, other smaller empires began to spring up across the planet. In particular, the Wastim Dynasty formed to the north east of the Ajjai Empire. The rest of the civilizations grew and developed on their own in other parts of the world. The Wastim Dynasty, being the only one to appear next to another civilization, began a new age in the Ajjai Empire.
The two entities at first got along well, with the Wastim trading with the Ajjai. The Ajjai giving the Wastim valuable minerals while the Wastim returned various goods, most notably assortments of manufactured textiles. However, within the next 200 years, the relationship between the two would sour, and the Ajjai would become isolationist, attempting to go on in their own minds as the only civilization.
The cessation of relations between the two powers was devastating for the Ajjai, who depended on the textiles created by the Wastim. However, this was not mutual. The Wastim fortunately discovered a new source of the minerals the Ajjai were trading with them to the north of the Dynasty. A few years after this, the Ajjai were attacked and beaten by the Wastim in the first ever recorded war in Julandri history, and unfortunately not the last.
The Wastim introduced their own culture and religion to the Ajjai, wiping out many facets of their culture. A civilization to the southwest known as the Drus was expanding northeast, and encountered the Wastim. This relationship, however, would remain as a mutually beneficial one, with both being allies for the foreseeable future. Various empires and tribes would sprout up, until most of the planet was completely covered with them by 9,000 years ago.
The Tokot Empire, being masters of diplomacy, managed to subjugate most of the surrounding civilizations, causing them to become one of the biggest empires seen on the planet in this age. The Bok, however, splintered and collapsed in on itself. The reasons for which are still unknown. Following many years of cooperation, the Wastim and Drus were virtually identical in terms of culture and identity. Eventually, the Wastim family, which ruled the Wastim Dynasty, died out due to the lack of heirs. The rulers of Drus used this as an opportunity, and created the Drus Dynasty.
The Drus Dynasty would expand east, and make contact with the Tokot. The Tokot considered the Drus to be heathens, due to their vastly different beliefs in terms of religion. The Tokot and Drus would then have sporadic wars for the next few hundred years. A small tribe in the northern Peloki Ocean, however, soon came to prominence. They began conquering one nation after another, and eventually became the rulers of their corner of the ocean. Their name was the Darkiri, and they soon embarked on various military conquests across the ocean throughout the next few hundred years.
8,500 years ago, this would come to a head when the Darkiri and the Drus Dynasty met, and war soon began. The resulting fights were some of the largest in ancient history, spawning some of the most hailed heroes and stories in Julandri history. The Tokot, unaware of the existence of the Darkiri, were standing idly by and missed an opportunity to take out their longtime rivals. The Drus Dynasty eventually fell to the Darkiri after a century of war, and the capital of the Drus, which had been moved to Ajjai, was subsequently ransacked and destroyed by Malok the Great, a 200 year old general, who had seen the war begin and end in it's hundred years and had risen through the ranks to become the commander of the Darkiri's military forces.
Ajjai was one of the largest cities in the world, consisting of over just 1 million people. It is predicted a third of this died in the invasion, and the rest of the 650,000 inhabitants scattered across the oceans. Meanwhile, the Darkiri began the practice of enslaving many of the Drus, and bringing them back to their domain to work hard labor or do other tasks. The Tokot, seeing that the land they had fought for for so long had just been taken by an empire previously unknown to them, issues various warnings to the Darkiri to hand the land over to the Tokot or otherwise face war.
Pax Darkiri [8,500-8,000 Years Ago]
Spoiler: click to toggle The Darkiri ignored all of these requests, and was enjoying a golden age of culture following the war. The Darkiri would survive the next five four hundred years, becoming one of the most memorable empires in history, with their influence still affecting language and culture today. 8,000 years ago, the Darkiri would collapse following internal instability and attacks by various smaller tribes that the Darkiri were unable to deal with.
Pax Tokot / Drusan Flight / The Dark Age of Peloki / Western Dying [8,000-7,500 Years Ago]
Spoiler: click to toggle The collapse of the Darkiri Empire allowed the Tokot to move into the former lands of the Drus Dynasty, establishing themselves as the rightful owners to the area. It was around this time the Tokot ceased being an absolute monarchy and more of a theocracy. Various feudal kingdoms began to rise from the ashes of the Darkiri Empire, with many advancements the Darkiri had made being lost. The Dark Age of Peloki had begun and would last 500 years. Meanwhile, the Tokot enjoyed hegemony over most of the eastern hemisphere. The far west, where the Bok Empire had once stood thousands of years ago, slowly began to die out, with a massive population decrease recorded at this time. The reasons for this are to this day still unknown.
Drus refugees would often make the voyage to the far west, hoping for better lives, but many would not return, greatly reducing the followers of the Drus religion and their cultural significance. The only known bunch that survived ended up in the global southern oceans, where they enjoyed isolation from the massive turmoil occurring in the north, the massive die off in the west, and the discrimination in the east.
The Drus would set up for themselves the most advanced nation of their time, adhering to a republican structure of government, with democratically elected officials. This was the first time these theories had been put into place, as they had existed for years beforehand in Drus philosophy. The Drus would remain in the southern oceans for millennia to come, becoming violent isolationists during this time period. This distrust of strangers is thought to have come about as a result of the attacks of the Tokot and Darkiri and subsequent persecution.
The political landscape would not change until 7,500 years ago, when the Dark Age of Peloki would end. The ending of this time period was marked by significant cultural and technological advancements which would see the various squabbling kingdoms of the north finally once again rise to prominence. However, their fractured nature made them no threat to other global powers, like the Tokot Theocracy or the Drus Republic.
The Crusades / War of the Two Alliances / Fall of Tokot [7,500-6,000 Years Ago]
Spoiler: click to toggle However, the isolationism of the Drus quickly lost them their advantage of advanced technology, and the Tokot Theocracy had slowed in advancement, with no reason to advance technologically or culturally. In fact, in some areas, they began working backwards due to their over reliance on religion. This made the northern kingdoms once again the most advanced societies in very short periods of time. The religion of the north, still based largely on the Darkiri religion, was the only unifying factor among the kingdoms.
Various immigrants from the Tokot flamed up restlessness in the north, and an event similar to a crusade was declared on the Tokot. These events would continue another 19 times, culminating in the 20th crusade 1000 years later. The Tokot would finally collapse due to a number of factors, and leave a destabilized east behind. The north, however, would grow together during these times, and become less focused on killing each other, and more so concentrated on killing those who opposed their religion. They had in a sense, replaced the thing they had just destroyed.
Voyages to the west soon re established contact with that area that had not been present for generations. The west would largely begin a beneficial relationship with the northern kingdoms, forming many alliances. The Darkir Master, the religious leader of the north and located in the city of Darkir, however, soon disapproved of the western nations, considering them unfit in the eyes of the gods. However, many of the nations closest to those in the west disagreed with this, and failed to follow the orders of the Darkir Master to annihilate the west. This schism caused the north to once again shatter into many different alliances and factions, which would plunge the area again into unrest for years to come.
The two alliances, known as the Darkir Alliance, and the Letok Alliance, after the king who refused the first order to attack the west, soon became the only two significant players. The Lyr Kingdom, which had occupied the area where Darkir was after the fall of the Empire, was one of the more powerful kingdoms in the north. On their side were nations to the east of them, the Direkot Kingdom, the Uson Kingdom, and the Quair Kingdom. The other alliance was made up of the Letok Kingdom, the Tolark Kingdom, and the Otari Kingdom. These seven nations had never seen any major changes in borders since the Darkiri Empire's fall, but this conflict would change that.
After many centuries of fighting, the Darkir Alliance would eventually fall, when the Uson Kingdom would fall to the Letok Alliance, allowing their troops to encircle the city of Darkir. The alliance capitulated at the order of the Darkir Master, and he was subsequently removed from power and executed. For the first time on the planet, a more liberal approach to religion would begin. The remaining kingdoms were turned into rump states, with their lands being ceded to the Letok Alliance.
The east during this time would be turned into areas ravaged by warlords, mostly old Tokot generals who had taken it upon themselves to reform the empire. The different sects of these warbands were numerous and often had no defined territory and were nomadic. The number and composition of these warbands would change often on a weekly basis, and there would be no front runners for quite some time. The once rich lands of the east would fall into desolate wastelands as the warlords would cause many cities dating back to the formation of civilization to be destroyed, and millions to die from various causes.
Rise of Pelokin Imperialism / Warlords of Tokot / Rise of the Cholat Hegemony [6,000-5,500 Years Ago]
Spoiler: click to toggle The western die off at this point in time had stopped, largely thanks to the introduction to the powers of the north, in the Peloki Ocean. The Pelokins would soon begin colonizing areas of the west for themselves, as many of those areas were untouched by advanced cultures. This point would begin the age of imperialism, starting nearly 6,000 years ago. The Pelokins would cause many hardships for the west, causing much of the culture there to die out and be replaced with Pelokin culture. It is during this period the Drus Republic exited isolation, and began making contact with other civilizations. The reemergence of the Drus signalled a rebirth of their culture, one that had dated back many millennia before this.
The east during this time settled between four major warlords, the Dran Warlord, Talomi Warlord, Ikiri Warlord, and the Hakoi Warlord. The four would form an unstable truce which would be held in place only by the fact none of the warlords could attack another without being attacked themselves, and the fact that there was simply no longer the manpower or resources to fund continual fighting. The rebuilding process in the east had finally begun.
The Cholat Hegemony emerged in the west, as an alliance of all western peoples to unite against Pelokin colonization and take back their lands. The Hegemony is the first recorded instance of multiple nations in a region uniting in a single nation diplomatically. The Cholat Hegemony would begin a centuries long war with the invaders from the Pelokin Ocean, and eventually the northern kingdoms were fought back to their own land.
However, having tasted the wonders of the oceans beyond their own, the northern kingdoms of the Peloki Ocean began to crave more and more land, resources, and slaves. Eventually, the members of the Letok Alliance would begin infighting once again, and the short peace on that ocean was destroyed. However, the Drus began to expand, conquering many of the smaller southern nations, and establishing themselves as the first modern global super power.
The Great War / The Aftermath [5,500-4,500 Years Ago]
Spoiler: click to toggle The Drus Republic, having suffered from isolation and destruction in the past, had a lingering sense of xenophobia, and only cooperated with others when beneficial to them. However, with the rest of the world mostly disunited still, the Drus became hungry for more resources and land to feed their accelerating population growth and technological advancements. The Drus government, which had overtime developed into an oligarchy, began to push an agenda of the Drus being the "master race" among the Julandri. Their unique maroon/burgundy scale color made them stand out from other Julandri, and the Drus harnessed many factors to create a public sentiment against literally the entire world.
The Drus pushed on to their homelands in the Abbasi Passage, which had been a colony of the Tolark Kingdom, and de jure split 85/15 with the Ikiri Warlord, although the Ikiri had so many assets tied up elsewhere, the Tolark became the full de facto rulers of the passage, which had been giving them a de facto control over planetary trade. This all changed when the Drus Republic attacked.
The Drus utilized new technology and tactics never seen before in the history of the planet. The Drus quickly overran the passage, and expanded both to the east into the warlords, and continued north to the Peloki Ocean. The news of this strike caused the Letok Alliance to lay down their arms once again to defeat a common foe. The Alliance even allied with the four warlords, and the former Darkir Alliance to take on the Drus. Eventually, the Cholat Hegemony also was attacked, and had to defend themselves.
The resulting war has become known as the Great War and raged for 1,000 years. The Drus had the initial advantage of surprise attacks, and superior technology and tactics. However, the sheer manpower of the entire rest of the planet combined was enough to hold back the Drus advance. The war itself caused the deaths of an estimated over one billion Julandri, which at the time was a full quarter of the planet's population. The global devastation had never been witnessed before or since, and left the Abbasi Passage uninhabitable for nearly 5,000 years to due the advent of nuclear technology.
The use of this technology upon the passage resulted in millions dying, and the birthplace of Julandri civilization lying utterly annihilated. Much of the planet suffered from fallout scattering throughout the water, causing many millions more to die of cancer and other diseases. At the conclusion of the war, the Drus had been completely devastated. Most of their core territory lay in ruins, and their capital city was razed. The Drusan Army was ordered to begin killing off their own civilians and eventually themselves for their failure. Politically fueled paramilitary organizations oversaw this entire process. This, combined with subsequent cruelty to the Drusans by other nations caused the near extinction of the burgundy/maroon color in Julandri.
Following the Great War, the planet was drained of many resources, a large swath of land rendered uninhabitable by nuclear attacks, and a quarter of the population dead. The resulting turmoil caused the remaining nation states to band together in the common goal of reconstruction. The northern kingdoms and empires united to form the Pelokin Union, while the warlords of the east united under the banner of United Kaltir. The Cholat Hegemony was the only pre war power that remained, and continued as the united western nation. The southern Tolani Ocean, which is where the Drus had been located prior to the war, was ravaged completely, and left in a lawless state.
Founding of the Dominion / Reconstruction / First Expansion [4,500-2,500 Years Ago]
Spoiler: click to toggle The end of the war occurred 4,500 years ago, and has still left an immense impact upon Julandri society. As centuries went by, the Pelokin Union and United Kaltir, after their many years of both fighting and being allies, finally united as the Julandri Dominion 4,000 years ago. The Dominion has kept the same governmental structure to this day. The common goal of these two nations was to advance out into space. Using what little resources they had, they created the first ships. These ships would go out and colonize Tyr's moon of Ryt. The resources on Ryt became essential in rebuilding the planet and resulted in the Cholat Hegemony requesting annexation into the Dominion, and eventually them being incorporated.
Technology developed during the war was turned for domestic use, most notably in developing an engine that could travel at the speed of light. This engine allowed the Dominion to advance beyond their own world in search for more resources. Many ships were sent out, and only six were ever heard from again. These six would establish colonies in six other nearby systems, sometimes dozens of years after their initial missions. These colonies would be later referred to as the First Expansion. Many aspects of Julandri society began to be shifted over to these colonies, as decentralization was the mindset after many areas were devestated due to coordinated and concentrated attacks, resulting in loss of many things in society. After the First Expansion, the southern ocean of the Tolani Ocean, the birthplace of the species, was recolonized by Julandri and finally rebuilt.
During this time, the Void classes emerged as planetary defense platforms. The massive amount of technological advancement during this period resulted in these platforms being being, and giant ships also being built, of battlecruiser or even battleship size. However, these ships would never be seen again over the skies of Tyr, most becoming giant derelict debris that has broken up through the ages. The only things that remain constant from this time are the Void class platforms, and the colonies.
Second Expansion / Planetary Unification [2,500-1,000 Years Ago]
Spoiler: click to toggle 2,500 years ago, it was decided that a second expansion was necessary to provide more living space for the rapidly growing Julandri population. Ships were once again sent out, and once again only six were heard back from. The resulting expansion caused even more population growth, unlike anything seen before in Julandri society. By this time, the Tolani Ocean has been integrated into the Dominion after many years as a protectorate of the Dominion. For the first time in Julandri history, the planet was unified.
Third Expansion [1,000-300 Years Ago]
Spoiler: click to toggle 1,000 years ago, the third expansion came, however it resulted in only 4 colonies being founded, a 33% decrease from the last two expansions. Discouraged by this, Julandri society went into isolation, and plans for the fourth expansion were never realized. It is around this time that the Julandri had returned to around today's technology level, stopping the slow decline from the formation of the Dominion. The Dominion became isolationist and stagnant under the rule of Jalon Tok, the 30th High Elder in the history of the Dominion. His successors continued these policies until very recently.
Modern Times [300 Years Ago-Present]
Spoiler: click to toggle Nearly 300 years ago, the current High Elder of the Dominion was born on Tyr, Halok Atel. He rose through the ranks of Order Celani, and eventually became High Elder nearly one hundred years ago. His policies have renewed an interest in space travel, and has refit the entire fleet to keep it up with modern standards. The Dominion looks forward to continue it's further exploration of the stars.
To be continued/edited...
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 =Government of the Julandri Dominion=
The government of the Julandri Dominion is complex, and dates back millennia. However, the system has not changed in how it was designed since then. This will explore the Julandri government in further detail.
= JULANDRI DOMINION =
Classification: Liberal Autarkic Gerontocracy
Social Policy: Liberalism Economic Policy: Autarky Political Structure: Gerontocracy
Head of State: Halok Atel Title of Head of State: High Elder
Head of Government: Halok Atel Title of Head of Government: High Elder
Details: Citizens of the Dominion have no direct say in their government, nor do they have any representation in government. However, any citizen can theoretically become a member of the government. A gerontocracy is rule by the elderly of a society. The Government and State of the Julandri Dominion is controlled directly and only through the High Elder, and he serves as the sole leader of the Dominion. However, he is not the only part of the government. There is the Elder Council, which is consisted of the 10 First Elders of the 10 Orders of the Dominion.
The 10 Orders act like political parties, although they cannot be voted for, and cannot be replaced in the Elder Council. The same 10 Orders have been on the Elder Council since it's conception, no more and no less. Each order has it's own set of ideals, and sometimes different degrees of fervor for those ideals. New Orders can be placed onto the council, but this has not been done in the history of the Dominion. There are Orders that exist outside the Elder Council, but they hold no power or status in government.
The selection process of a new High Elder proceeds as follows.
The members of all 10 Orders are to convene at the capital city on Tyr inside the Order House. There, they will all be locked inside until the next High Elder is selected. No media is allowed inside the Order House at this time and the voting is secret, no one knows who voted for who, and members of the Orders are not to discuss any of the voting to anyone after the process is finished. After each vote, the First Elders of each Order convene in the adjacent Count House to count the votes and destroy them.
Each Order consists of 100 members, and all are to be present in the mandatory voting ceremonies. If the new High Elder is not chosen, voting will continue once a day at noon until a new High Elder is chosen. If a new High Elder is chosen, all Order members may leave, and the opening of the doors signals a new High Elder. A two thirds vote is required to select a new High Elder. Once he has been chosen, the new High Elder is obligated to accept the position and act in the manner of the High Elder.
Any member of any Order is theoretically allowed to be selected as High Elder. However, there are criteria that must be adhered to. 1. The High Elder must be over 200 years old 2. The High Elder must be under 300 years old 3. The High Elder must be in Order service since age 50. 4. The High Elder must be of sound body and mind and of exceptional character. 5. The High Elder must be Julandri.
The former 5 items are referred to as the Five Principles, and are mandatory for High Elder selection. The next five items are unwritten and unnamed rules, although they have been called the Five Suggestions. They are portrayed as being rules that are not official, but the Orders abide by them anyway, whether by choice or historical coincidence. 1. The High Elder must be male. 2. The High Elder cannot be a First Elder. 3. The High Elder must be from the Peloki or Kaltir Oceans and naturally born on Tyr. 4. The High Elder cannot be Drus in descent. 5. The High Elder cannot be of any birth defects or abnormalities.
The 10 Orders are thus,
Order Celani - Supports space travel, peaceful diplomacy and cooperation, peace through strength, industrialization and peaceful expansion, autarky Order Talkoni - Supports isolationism, hostile diplomacy, xenophobia, large defense force, military-industrial complex, autarky Order Palchoti - Supports environmentalism, terraforming efforts, isolationist, defunding military, disbanding armies, return to agriculture, autarky Order Koli - Supports space travel, aggressive diplomacy, xenophobia, large fleet for attack, aggressive expansion, rapid industrialization, free trade Order Uribani - Supports isolationism, focusing on urban development and redevelopment, massive industrial and infrastructure projects, services, autarky Order Julani - Supports transjulandrism through biological or technological means, improving oneself, turning inward, isolationism, breaking social bonds, self isolation, autarky Order Reteri - Supports space travel, peaceful diplomacy and cooperation, disarmament, return to agriculture and anti-expansion, free trade Order Okani - Supports massive technological progress, rapid research, massive focus on science, free trade Order Fali - Supports technological devolution, disband fleet, return to Tyr, isolationism, return to roots, autarky Order Halkoni - Supports space travel, extreme xenophobia, massive military buildup, warpigs, rapid aggressive expansion, mass and rapid industrialization, mass military-industrial complex, fortify worlds, autarky
To date, out of 40 High Elders,
3 have been Order Celani 9 have been Order Talkoni 1 has been Order Palchoti 4 have been Order Koli 4 have been Order Uribani 1 has been Order Julani 9 have been Order Reteri 5 have been Order Okani 1 has been Order Fali 3 have been Order Halkoni
The current High Elder Halok Atel is of Order Celani.
Anyone can join an Order, but you must join before you are age 50, and once you are in, you cannot leave. You must dedicate the entire rest of your life to the Order. You study politics, philosophy, psychology, and many more subjects. There have been cases where people have transferred Orders, but these are rare and almost always before the age 50 deadline. No guarantee comes that you will ever amount to anything in the Order, but they are treated well within society and have a chance, however small, to become the next High Elder of the Dominion.
Besides voting for the next High Elder, the Elder Council meets once a year to go over the annual plan for the Domain. Elder Council members generally are 175 years old or more, and typically serve a variety of roles between local administration to being secretaries in the High Elder's office. Generally only members of the High Elder's order get administrative positions although it's not uncommon to see other Order members get positions, especially ones with similar ideals to the High Elder's order.
To be continued/edited...
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 =Arsenal of the Julandri Dominion=
The Julandri Dominion has two different armament manufacturing companies, both of which have been around since the invention of firearms. The Dominion utilizes conventional kinetic weaponry in both their military and for civilian use. This is a catalog of civilian and military weapons of the Dominion.
Arms Manufacturing Companies
There are two companies in the Dominion with the proper licenses and qualifications to produce weapons. This section will cover both companies.
Tylan Arms
Spoiler: click to toggle Founded in the year 202, Tylan Arms was a private corporation that originally served only the Hegemony in the early days. Given that the Hegemony was not hit as hard as the Pelokins or the East during the Great War, Tylan Arms survived to become a sprawling weapons corporation, serving the world as the only arms manufacturer after the war. Their monopoly led to a decrease in firearm ownership due to massive prices, as well as generally poor quality associated with monopolies.
However, with the rise of Dominion Defense Arsenal, Tylan Arms saw a massive profit loss, nearly going under. The company then experienced a rebirth with the promotion of the heir apparent, Lanti Tylan, who led the company into the modern age. They began massively improving their designs, cutting costs, and reducing prices. Tylan Arms remains the leading producer of arms for civilian use, however they are not the primary manufacturers for the military.
Tylan Arms is led by the Tylan dynasty, who were one of the most influential families in the west prior to the war, and after have risen to global power. Their influence is far reaching, and during before the leadership of Lanti Tylan, the company was known for it's many rights violations and unsafe work conditions. The rise of the Dominion, along with better leadership, has stemmed this perception by the public.
Tylan Arms specializes in producing flechette weaponry. As one of only two ammunition types known to work underwater, flechettes have been the primary ammunition type for most of Julandri history. The original designs date back to when Julandri were still using spears. These designs have been implemented into Tylan Arms' weaponry, and they still produce spearguns, mostly as novelty items.
Dominion Defense Arsenal
Spoiler: click to toggle The Dominion Defense Arsenal was founded shortly after the Julandri Dominion itself. The Dominion Defense Arsenal's three founding goals were: 1. Provide cost efficient armaments to the military and civilians of the Dominion. 2. Develop new and improved technologies in the weapons industry. And 3. Provide for the general defense of the Dominion and it's citizens. The DDA has gone on to accomplish all of their original goals. The presence of competition in the arms manufacturing industry led to the near collapse of Tylan Arms, and broke their monopoly. DDA became the premier armament company soon after, especially with using their new cavitation ammunition, which is one of only two ammunition usable underwater. Their new ammunition allowed weapons to fire more projectiles, at a faster rate, at a longer range, and remain easy to use. However, advancements in flechette technology by Tylan Arms, along with their ability to capture the public eye and use nostalgia to their advantage led to DDA losing out on most of their civilian market. The military on the other hand, were not affected by the advertising campaigns or the nostalgia factors for flechette weaponry. This combined with the fact the DDA was the more advanced of the two companies, the military decided it was well worth the increased prices to invest into DDA as the official defensive arms manufacturer of the Dominion. Unlike Tylan Arms, which is owned privately and operated by the Tylan family, DDA has become an almost entirely public entity due to their ties with the military. However, they still are a private company and need to answer to investors and deadlines, etc. etc. One would need to dig deep to find many of the private aspects of the company, however. Dominion Issue Standardized Carbine Manufacturer: Dominion Defense Arsenal Classification: Carbine Length: 79.4 Centimeters (Fully Extended Stock), 63.5 Centimeters (Fully Lowered Stock) Width: 7.6 Centimeters Height: 15.9 Centimeters Weight: 3.5 Kilograms Current Variant: C6 Former Variants: A0-9, B0-9, C0-5 Ammunition Type: Supercavitating 9mm Effective Range: 300m Maximum Range: 600m Rate of Fire: 800 rounds/min Muzzle Velocity: 950 m/s Feed System: 42 Round Box Magazine Action: Selective fire (Semi, Burst, Full) Other Features: Adjustable Stock The Dominion Issue Standardized Carbine, or DISC, was the first mass produced firearm by the Dominion Defense Arsenal. It serves as the primary weapon of the Dominion's military. It was the first supercavitating weapon produced en masse by any company, and served as one of the first alternatives to Tylan Arms weaponry. The weapon was initially popular with civilians, although it's civilian use has faded and has ended up as being the standard weapon of the military. Due to it's relatively small size and weight, along with other features, it is relatively easy to manipulate in the oceanic environment. Due to this, it's general low cost, and it's proven ability to serve as a frontline weapon has allowed this firearm to become the standard issue firearm to all branches of the Dominion military. It's previous status as being available to all citizens was recently removed, along with many other DDA weapons. However, this weapon can still be found as a favorite of insurgents, smugglers, and all kinds of criminals. Very few models remain in civilian hands on Tyr, although they still do exist. Dominion Issue Standardized Pistol Manufacturer: Dominion Defense Arsenal Classification: Pistol Length: 41.4 Centimeters Width: 5 Centimeters Height: 13.7 Centimeters Weight: 1.1 Kilograms Current Variant: B2 Former Variants: A0-9, B0-1 Ammunition Type: Supercavitating 10mm Effective Range: 150m Maximum Range: 300m Rate of Fire: 1000 rounds/min Muzzle Velocity: 425 m/s Feed System: 21 Round Box Magazine Action: Selective fire (Semi, Full) Other Features: N/A The Dominion Issue Standardized Pistol, or DISP is the primary side arm for the Dominion military. It serves as a back up in case of a failure of a DISC, or for other reasons. The DISP is a favorite of many officers, who prefer to take the pistol over the carbine. The DISP, like the DISC, was once available for civilian use. However, that privilege has been recently revoked. It is heavier than most other sidearms, but makes up for this in a slightly larger caliber and much higher fire rate. It is even rarer to see in civilian use than the DISC, as when it first entered manufacturing, it was only slightly cheaper than the DISC. People went with the more effective option for a slightly higher price. However, these pistols remain highly favored and sought after by criminals around the Dominion. Most criminals will have one of these, most likely obtained through illegal means, if they are truly in the thick of it. The Leagues Guild favor these as primary weapons over all other weapons. Dominion Issue Personnel Performance Rail Rifle Manufacturer: Dominion Defense Arsenal Classification: Railgun Length: 1.3 Meter Width: 10 Centimeters Height: 33.7 Centimeters Weight: 15 Kilograms Current Variant: B9 Former Variants: A0-9, B0-8 Ammunition Type: Supercavitating .50 BMG Effective Range: 1.8 km Maximum Range: 2 km Rate of Fire: Semi-Auto Muzzle Velocity: 900 m/s Feed System: 15 Round Box Magazine Action: Semi-Auto Other Features: 30x Magnification Scope, Bipod This massive weapon, the Dominion Issue Personnel Performance Rail Rifle, or DIPPRR, begins cases of weapons not being allowed to the general public by the Dominion government on release. The DIPPRR was and still is an exclusively military weapon, and only a small amount are known to be in the hands of non-military persons. It's function is mostly as an anti material rifle or a designated marksman rifle. It is the first known weapon under either of these classifications, as cavitating ammo makes the production of such weapons possible. These weapons are reserved for long range operations or taking out small fortifications or vehicles. Civilian use of this firearm is strictly prohibited under Dominion law, and this is strictly regulated. These are only ever seen in the hands of very lucky insurgents and terrorists, not even by the Leagues Guild. This makes them highly sought after. Their production numbers have remained purposefully low, and their access has been tightly controlled. Dominion Multi Assault Gun Manufacturer: Dominion Defense Arsenal Classification: Machinegun / Shotgun Length: 93 Centimeters Width: 12 Centimeters Height: 30 Centimeters Weight: 20 Kilograms Current Variant: A2 Former Variants: A0-1 Ammunition Type: Supercavitating 7.62mm (SMG), 12 gauge (Shotgun) Effective Range: 800 meters (MG), 10 meters (Shotgun) Maximum Range: 1 km (MG), 45 meters (Shotgun) Rate of Fire: 6,000 rpm (MG), Semi-Auto (Shotgun) Muzzle Velocity: 3,000 m/s (MG), 365 m/s (Shotgun) Feed System: 6,000 Round Brick Magazine (MG), Internal Tube Magazine (Shotgun) Action: Full Auto (MG), Semi-Auto (Shotgun) Other Features: Rotating 6 Barrels (MG), Middle Barrel Shot (Shotgun), Simple Conversion To Full Shotgun or Full Machine Gun, Scope w/ Electronic Components The Dominion Multi Assault Gun, or DMAG for short, is the result of an ambitious project within DDA. It combines both a shotgun and a machine gun, and can be modded to be fully either if needed. However, it's standard configuration is including both. Both can be fired at the same time. This is due to the need of both a machine gun and a shotgun, and limited time and materials to accomplish it. However, the DMAG has proven to be a worthy asset to anyone wielding it. Some have questioned it's viability and usefulness, but time and time again it has proven to be a beneficial asset. DMAGs are strictly prohibited to the public for good reason, although in the past solely shotgun variants have been sold to select customers of the DDA. Unlike other weapons in the DDA's arsenal, the DMAG has required surprisingly few reworks, and it remains at a low variance level of A2. There were plans to shorten and lighten the DMAG and make it into an SMG, but those plans were scrapped recently.
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