Providence Corporation


The British Confederacy
European Federation
Roman Imperium
United Systems Alliance
Ship Classes

Deus Ex Machina

Space Faring Tech


Phase Drive -

The Phase Drive is the pinnacle of modern engine technology, and has in fact been around for almost 1000 years. The Phase Drive basically rips a giant hole in space and allows the vessel to enter another dimension to pop out at will any where in our universe, it has however one major drawback, its big, very big, so this means that only very large ships can afford the space, and mass, to have one. This lead to the invention of Host Ships, these large motherships can carry smaller ships, either inside them, like the great interstellar ferries, or on special ports on the outside, like most military carriers. It also takes a lot of energy to power a phase drive.

Slipstream -

In 400AE after an intense study of the way the Providence wormhole worked a group of scientists on Providence invented the first working slipstream, essentially a small wormhole that carries a ship, much faster than the speed of light, for a fraction of the energy cost of the Phase Drive, the Slipstream Drive is also small enough to fit into most spacecraft. However, the Slipstream Drive only has a short range before the slipstream degenerates forcing the craft into real space. This, as well as the time spent in slipspace itself means that the time a journy takes with the Slipstream Drive is much longer than with a Phase Drive, however for short journeys it still makes more sense to take more time and use the Slipstream

Impulse Drive -
The Impulse Drive allows speeds of upto 0.8C to be reached, dependant on particle shielding, almost instantaniously, dependant on inertial compensators.
Particle Shields -
In order to travel at speeds approaching that of the speed of light, particle shielding must be employed, this is usually just a magnetic field around the hull that can deflect most spacedust and simillar particles.
Energy Shields -
Essentially a band of energy surrounding the hull of a ship, depending on the power output of the generator this can be only strong enough to deter pirates or powerful enough to turn aside all but a superdrednaught's lasers.
FTL Shields -
Early on in the conquest of space it was realised that relativistic effects would make travellers age at a rate seperate from their stationary command structures, to avoid this scientists developed the FTL shield, this prevents the greater part of relavivistic effects from entering the ships hull. The FTL shield itself is inside the inner skin of the hull.
There are two main forms of shipboard weapons the missile and the beam weapon. Missiles have a much longer range, but they are limited by their finite numbers and slower than light speeds.
Missile tubes resemble huge pulse guns—they use Counter-Gravity to launch the missile, giving it considerable intial velocity.
Laserhead - Essentially a mobile laser platform this missile uses the high energy electromagnetic radiation produced during a nuclear explosion to pump about twenty-five X-ray lasers. As the initial radiation enters the gain medium, the X-rays are amplified and fired, after which the gain medium is usually destroyed by the explosions aftereffects, resulting in a brief flare of multiple high-energy  X-ray laser beams. Unlike contact nukes meaningful damage can be dealt to anything within 25,000 kilometers of the detonation. The large number of beams hitting the target means that it is more likely to pierce an energy shield than a nuke.
Kinetic Nuclear Device (Contact Nukes) -
Essentially what it says on the tin, a large nuke with a penetration aid to pierce energy shields. These have to close to contact range to do any damage so are not often used, as ECM and countermissiles and Point Defence can destroy them before they can hit their targets.
Electronic Warfare Missiles-
These vary in type and are often seeded into missile salvos to confuse enemy ECM and PD drones.
Counter missiles-
Countermissiles are much smaller than ship-killers, and are usually fired from dedicated launchers. It is possible to fire many in one casing from a standard missile tube, similar to a shotgun. They have small non nuclear warheads and are used to destroy ship-killers some distance from the ship.
Beam Weapons
Lasers are the most common military shipboard energy weapon. Their lenses are several meters across and they have effective ranges of about 1,000,000 kilometers, however to score damage against military grade energy sheilds the range needs to be much closer, about 500,000km.
A majority of ships also mount clusters of smaller, shorter ranged, point-defense lasers for anti-missile duty.
Lasers operating in the gamma-ray range (the name is an abbreviation of gamma ray amplification by stimulated emission of radiation). They are vastly superior in damage capability with reference to military shipboard lasers, and they are generally confined to large ships for size and power requirement reasons. The major exception is the Providence Navy's Falcon Class destroyer which mounts a spinal graser fireing in its forward arc. This is at a loss of its forward missile and laser batteries and some crew and magazine space.

Ground Tech

Weapons Tech
Pulse weapons use the same technology as the missile launchers, esentialy they are mass drivers that use an antigrav field instead of an electromagnetic one. Due to the high muzzle velocity of pulse weapons they make incredibly effective weapons.
Pulse Pistol-
A typical pulse pistol has a caliber of 2 mm and a muzzle velocity of 2,000 m/s. This equates to a lot of pain especially if the round is fitted with an explosive tip.
Pulse Rifle -
The pulse rifle, often called "pulser" is the bigbrother of the pulse pistol, its longer barrel alows it to fire a larger round, about 5 mm, at similar speeds.
Heavy Pulse Rifles -
These are only found on vehicles, they fire 10 mm rounds at a slower velocity of only 1,000 m/s but at rates of upto 10,000 rounds per second from one barrel.
Flechette Guns -
Essentially a "pulse shotgun" they fire many small, razor-sharp disks. While less powerful, flechette guns are favored for boarding actions because they are much less likely to damage the interior of a ship and are more likely to hit a target. They are most effective at close range against lightly-armored targets.
Plasma weapons
These are less common heavy personal weapons. Often employed as heavy support weapons, tripod-mounted plasma cannons are among the most deadly weapons available, being able to destroy entire squads of enemy soldiers in a single volley. They come in three variaties:
Plasma Cannons -
Essentially a large anti-personnel/anti-vehicle weapon either vehicle mounted or carried by a team of two.
Plasma Carbine -
A man portable plasma weapon that sees use in many frontline squads.
Plasma Gun -
A stationary fast firing plasma carbine used for base defence.
Less Than Leathal -
Sometimes you just aren't allowed to kill them.
Disruptor -
These are ultrasonic weapons, considerably less destructive than pulse weapons but are still able to cause trauma (bruising at the minimal end and the equivalent of blunt-force trauma at the maximal end -- nervous system damage is typical as well) in those hit.
Stun Gun -
Not all that different from a modern tazer, works better though.
Some other weapons still abound in the galaxy, including some chemical burners, but these are the major types
Ground Vehicles.
Mostly work using anti-grav but some wheeled vehicles still survive
Battle Armor-
Due to the low suvivability of being hit with pulse fire, military units often wear powered battle armor there are three types.
Battle Armor -
This is the equivalent of a flak-jacket for todays troops, it provides some defence against pulse fire and increases some of the wearers atributes, most noticeably their dexterity and strength.
Stealth Armor -
A stealth suit, there is less armor but this has been replaced with a thermoptic camoflage system that renders the wearer all but invisible.
Exoskeleton -
A powered exoskeleton with multiple hardpoints for different mission configurations.

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