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The Janice Bible (ZeroSpace Basic Codex) The Zero Space universe is a reality wrought with dead humans,

wars fought by proxies, alien godraces, human frailty, epic spacebattles, limited superscience, and grueling armor warfare. Setting ranges from the homestead feeling of the outer fringe worlds to the cities inside a planetary fortress to the blood misted rings of star clusters. The tone set in this world ranges between space westerns, rag tag imperialism of the fractured Galactic forces, the exorbitant classism of the Legitimates, the Originals, and the proxies, and the fantastical warrior spirituality of an enemy that has never dealt with ferocious an enemy as the human races' shadow. Getting Ready Setup: Start here if youve been lurking on a ZeroSpace thread (colloquially know as Skirmish Quest) and were told to read this codex. There are three major threads that encompass all that is ZeroSpace: they are the general thread, the recruitment thread, and the quest thread. A ZeroSpace general thread is merely a forum to write fluff for your characters or the universe, roleplay amongst yourselves, draw crappy fan-art, and maybe get some rules or class info from Orbital Commandor if you are luckiersome new art. Recently, recruitment threads have popped up: threads preceding the actual quest thread to see how many people are interested and to establish rank and file. In this thread is usually posted at least one codex, along with the Visual Codex, made by Orbital Command. Looking at these is a good place to start. A quest thread is where the GM Orbital Command (sometimes known as Monday), sets out a scenario for a selection of clone soldiers. Here the commanding officer [CO] will assign units to the various squads, if it has not been done already. Then a map will be posted, units will be deployed, and combat will begin. If you are here you should state your interest and pick a class. If it is after the game has started, you will probably be assigned to be a Tactical Advisor; more on that later. Getting Ready Picking a Tripcode: For some this will be the first time they have picked a tripcode on 4chan. In the Name field, simply enter your name, in this case a single word that you wish to be your callsign, followed by a #, and then a password, with no spaces between them. This will provide you with the basis of your soldiers identity. Getting Ready Picking a Class:

Zerospace has two major fields of combat: ground and naval. Ground battles are fought on land with infantry and armored units, while naval units are fought with ships in space. This codex will focus on the ground battle, with special emphasis on infantry units, since armor can only be unlocked by veterans of one battle or more. Additional information about armor and naval units will be found in their auxiliary codex. There are currently six base infantry units in the game, each one with a specific role to play. Brief descriptions of them are written here, with there stats in the Visual Codex, and with a full guide, along with tips located in the companion Unit Bibles. Ask the commanding officer what he would like, or try out a class with few on the field, if you are unsure of which one to choose. [E]mergency Medics: heals allies and manipulate the battlefield with their gravity gun. [A]nti-Armor: fires explosive rockets that can travel across the entire field. [R]iflemen: backbone of the ground forces, great at suppressing fire and marksmanship. [M]obile Demolitions: launches impact, remote, and proximity grenades, controlling battlefield flow. [S]cout Snipers: long-range operators with high powered rifles who excel as sentries. [K]nights: frontline fighters who use sword and shield to decimate adversaries. Getting Ready Setting up your Designation: Once youve picked a class from the Visual Codex, you will notice that each class card has a single letter, the first letter of the classs name. Much like above, bracket the letter of your slected in [ and ] and the place it before your callsign. Now post that youre ready to play, and soon Orbital Command or your Commanding Officer (CO) will assign you a number. This number is then placed after your letter. Most of the time Orbital Command or the CO will tell you your full designation, such as [M2], [K4], or [R1]. Now it should look like [LetterNumber] Callsign#password in the name field. Combat The Basics: Each scenario encompasses a battle on more or more maps. Each map is a comb of hexs with terrain features, where the soldiers are set in one area and have an objective. Enemies are sometimes present at the beginning, and sometimes not. Terrain and environments can help and hinder both sides. Each player is represented by a numbered icon. Your icon varies with your class, and can be found on your class card. The number on the icon corresponds to your designation number. Each icon also has a symbol, usually a line that intersects the edge of the icon, that shows your facing. Combat consists of two phases, the action phase and the enemy phase. Each phase is accompanied with two pictures of the battle map, one for starting positions for that round, and one for the resolutions of the actions for that round. During the first map of the action phase, you declare the actions of your soldier, and after Orbital Command processes them,

he posts the second map. After the action phase is resolved, it is the enemy phase. The enemy phase works much the same way, except it is Orbital Command doing the actions of the enemy. During the enemy phase, players can RP, plan, and chat, but not post actions. Combat is resolved only when Orbital Command says so. Combat Dice and Rating: All attacks and many actions do not automatically succeed, and are influenced by chance. In the case of this game, this chance of success or failure is represented by rolling dice against a rating. The dice for this game are 1d10s, which can yield a number between 1 and 10. The number from each roll is compared to the rating. A rating is a number between 1 and 10, which you need to roll at or under to succeed. While you only roll once for each action, and you never add any bonus to the dice, certain actions and situations can raise or lower the rating, increases or decreasing your chances of success. On the /tg/ forum, dice rolls can be randomly generated by entering dice+#d10 in the email field (or just dice #d10), replacing the # with the number of 1d10s you want rolled. For example, if you had actions that amounted to three dice rolls, you would enter dice+3d10. After posting, the dice will remain in the email field, so it is a good idea to remove them before posting further, unless it is to roll the same number of dice. Note: dice are compatible with the noko option in the email field, just place a space between noko and dice. Tip: organ detonation will result in tampering with rolls, or using incorrect dice. Anyone browsing the thread can see the dice value you imputed by hovering the cursor over your tripcode with any post with a die roll. Combat Act and Move: Each class has the stats act and move. The first is the number of actions they can perform in any given action phase, and the second is the number of hexes they can move in a turn. Both actions and move are separate values and cannot be exchanged. In certain situations you can use move to perform other actions. Each class has its own actions, primarily their attacks, but the following are usable by any class: OVERWATCH: a reactive attack. Instead of taking this action now, it triggers when an enemy enters your line of attack on the enemy phase. For ranged overwatch, your facing determines which direction you line of attack will travel from you, and the range of that weapon will determine how far that line extends from you. For melee overwatch your facing determines the three hexes adjacent to you that will trigger your overwatchthe hex you are facing, and the one to either side.

Overwatch tip: When an attacking enemies range and a units range in overwatch are tied, the unit with the higher move value acts first. The exception to this is melee vs melee overwatch, in which case the overwatch goes off first. TREATMENT: remove the disabled effect from yourself or an adjacent ally. LONG JUMP: move direction and speed equal to sum squares of movement this phase, with one level of vertical movement in the middle. -1 to defense after landing. STANDING JUMP: move one level up and one level forward. -1 to defense after landing. Also usable as a move. PRONE: take up a firing position on the ground, providing a +1 rating to ranged attacks and + 1 to defenses from ranged attacks. Cannot shoot over .5 cover. It is the same action to stand from prone. You can move while prone, at half speed, rounded down. Also usable as a move. MELEE: rating 4, 1 damage. This represents an improvised attack with weapon or body parts. Weapons intended for melee combat have own stats. If you want to render a target unconscious, perhaps for hacking by a TA or Forward Observer or as a target of interest, you may make a CALLED SHOT with the intent to render unconscious. Note this will not work on every target, and many targets might need multiple hits (or to be wounded) for this to work. EXAMINE is an action any soldier can do to gain more information about the world around him. Working similar to a TAs SCAN ability, you can gain more information about objects and features around you. If you wanted to know about the dead body on the floor, or about the structural stability of that wall youre thinking about blowing up, or if that cars is electronic or gasoline powered, you would use examine. The range on this action is 5. All classes have the ability to move their speed in hexes, broken up by actions, or use move as following: STANDING JUMP: move one level up and one level forward. -1 to defense after landing. Also usable as an action. PRONE: take up a firing position on the ground, providing a +1 rating to ranged attacks and + 1 to defenses from ranged attacks. Cannot shoot over .5 cover. It is the same action to stand from prone. You can move while prone, at half speed, rounded down. Also usable as an action. There is also the RUN command that takes up both action(s) and move, allowing you to move twice your speed.

A CALLED SHOT allows you to pick a part of the body to hit, with a -1 to the rating. This is useful for disabling limbs, or even rendering the unit unconscious with a head shot. Firing outside of your weapons RANGE is possible, with a -1 to the attack for each hex beyond of the weapons standard range. When MELEE FIRING you gain a +1 to your rating with any ranged weapon. This does not affect explosions, just the initial charge hitting. A JUMP ATTACK is when you perform a melee attack coming down from a jump, raising the rating of the attack by +1. Downside is you have to roll rating 5 or suffer the falling effect (see below). The DAVINCI STANCE is when you make it easier for an Emergency Medic to push, pull you, and heal you. It takes no actions, but will increase the rating (read: chance) of enemy fire of hitting you by 2. The plus side is that the medic gains the same +2 to rating for his PUSH, PULL, and HEAL actions. The stance automatically ends after landing from a pull or push, or after the heal action. The name comes from the spread-eagle stance, reminiscent of the vitruvian man drawing done by Leonardo DaVinci. Combat Posting your Actions For your actions and move during the action phase to be understood, they have to be clear and concise, using standard terms without flowery language. For each soldier, each action phase consists of three things: their actions, their movement, and their facing. In ZeroSpace we use the compass points north, east, south, and west, as well as north east, north west, etc, etc. Shortening these down to N, NE, W, etc helps keep things concise. Actions, such as attacks, should use the terminology of the action. If you are doing an attack, use the name of that attack (such as AIMED SHOT, or PUSH), as well as the target. Pick a specific target by picking their direction in respects to you (i.e. NE roach), or a direction if firing into a group or unspecific target (Aimed Shot N). Remember to include any and all necessary dice rolls in the email field. Movement on hex grids can be a little confusing, with only 6 surround hexes but 8 directions. Normally NW, N, NE, SW, S, and SE are used, though going 2 squares east or west can also work. Keep in mind the hexes around you, and that if your movement is vague, you may end up somewhere you didnt want to. Movement into half-hexs is usually permitted, and you can share your space with allies, as well as move through their square unhindered. Facing is important for two reasons: overwatch and droid formation. If you are planning for one of more of your actions to be overwatch, your facing will determine the area in which your overwatch can be triggered. Any droids attached to you that you have put into a formation will keep that formation in relation to your heading. Much like movement and

actions, attach a compass direction to your facing. Note: a knights deployed shield only defends him from the direction he is facing and the front sides. The format for action uses > (4chan quote) symbol to break the actions from the body of text. Use a line for action, another for move, and another for facing. Example: >Move 2 NW, 1 E >Aimed Shot NE Roach >Face N You can move, do an action, and move again, as long as it does not exceed your total move value. If you do this, simply add another line with the second movement on it, after the action that breaks it up. Also you may think about adding a line showing where your ending square is in in relation to a fixed feature on the map (i.e. >Ending one hex SW of truck), especially if your movement is complicated or long. If your actions are complex, or your target is harder to pick out then with a compass direction, go into more detail, or even save the current phase map and cut out the section you need, editing the image for a visual. Post this with the same post as the action. You can roleplay in the same post if you need, as long as the actual actions, move, and facing are together and separate from the roleplaying by one line or more. Just remember that the shorter and more concise your actions, the easier it is for Orbital Command, and the faster everything will go. All order are processed in the order they are posted. When Sergeants post the summations of their squad (see below) their posts take precedence over the squads individual posts. As such you such take the time to listen to orders and tactics from your CO and other officers, and talk to your teammates about complimenting actions. Rushing your orders out may leave you vulnerable, with your squad mates and officers angry at you for going against orders. Sometimes your actions will hinge, or be contingent on, the actions of other players in the same phase. You may want a medic to push you, or for armor to move out of the way, or to use a second attack on another target if the first one hits. Any action that hinges on another to work should be prefixed by a +, and should be followed by another action if the hinging event does not occur. Example: >Move 2 NW, 1 E >Push N Roach >+If N Roach pushed, push NE Roach >Push N Roach >Face N

Make sure to communicate with the players in question, along with your sergeants. Each squads sergeant can alter the order of event of his squad, making actions easier to process for Orbital Command. Tip: the following may result in detonated organs. Posting your movement in relation to something not fixed on the map, especially an ally. Posting your soldier orders in multiple posts, or adding posts to edit actions. Posting actions that are contingent on other actions without proper format. Merging roleplaying and on-map actions into the same paragraph. Combat Reloading: Most weapons have an ammo capacity, found right below its picture on the Visual Codex. The R preceded by a number is the number of rounds the weapon can hold before reloading. After the weapon has been fired that many times, you have to reload. Reloading doesnt take an action, however it does disable any attacks with that weapon through the next action phase. If your ammo capacity has an x symbol and a number after it, that is the amount of spare reloads the weapon has. After that the weapon cannot be reloaded. Tip: It is the responsibility of the player to keep track of when their soldier needs to reload. Combat Weapons and Ammo Weapons and ammo can be salvaged on the field from slay allies and enemies, or even taken out of their hands. You can refill your ammo from a class of the same type. Ms can refill from Ms, As from As, etc. You can also pick up the weapon of another class and use it. Using any weapon but one belonging to your class incurs a -1 to all rating rolls with the weapon. You can only have two weapons at a time (shields count as a weapon). Picking up weapons or ammo is an action. Switching between weapons is a move action. You can make called shots to weapons with grapple hands of an L or the grav gun of an E to remove the weapon from the hands of your enemy and place it in your own. And who said it was hard to get kills with those classes? Combat Environment Each map is unique and can offer numerous hazards and advantages, which can not all be listed here. Well cover two basic features that are in almost every battlefield: cover and levels. Cover is something that shields you from enemy attacks. It comes in two very basic forms: full cover and .5 cover. .5 cover is any cover that could be shot over or through. Cars, fences, and windows are all examples of this. If it provides something similar to waist-high covers, its 1.5 cover. You

can still be attacked when you have .5 cover, but at a penalty. When you drop prone behind .5 cover, you can treat it as full cover, with all the bonus and penalties that apply. Full cover is when there is no line-of-sight between you and the enemy. Walls, larger rocks, and large vehicles are examples of this. When you are in full cover against an enemy, you cannot make attacks against them unless your class specifically states so. However, an enemy cannot attack you either. Levels represent the vertical rise and fall of terrain on any given battlefield. Being higher then your enemies gives you a tactical advantage, so it is always advisable to take the high ground. When you are on a higher level then your enemy, you enjoy a +1 rating to any ranged attack. Also, for everyone level you are higher then your enemy, you gain an additional hex to your ranged weapons range. Levels, much like cover, have various heights, but if it can obscure a standing person while still allow them to climb it, its probably a level high. Another note about environment: they are affected by your actions. Explosive weapons, large armor or creatures, and even hazards in the environment itself can change the flow of battle. Cover can be made or destroyed, buildings can fall inward or over, and bridges can collapse, opening new venues for assault and defense. Destroying three forths of the corners of a building will cause it to collapse. Combat Death and Wounds In combat, both sides take damage. Each time a unit is hit for a point of damage, a dot appears on their icon to represent a wound. When a unit takes more damage then it has health, it is dead. When starting your career as a clone soldier, you have one spare in the clone pool. After that, if you do not gain another meatsuit you cannot be deployed. On the Visual Codex, each units life is represented by hearts. Large hearts represent the capacity to take one point of damage, while smaller hearts represent .5 of a heart. When a soldier takes enough cumulative damage to equal their hearts, they are dead. If they take enough damage to only have only .5 of a heart left, they are disabled. Disabled units lose either the ability to move, the ability to use actions, or both; which of these effects is determined by where the shot hit. The most common disablement is a body or leg wound, meaning you cannot move. If Orbital Command has not given a location for this wound, assume it is this one. If you are disabled by a shot to the arms, then you cannot use actions. If you are disabled with a wound to the head, you cannot use action or move. Remember, you can do called shots to units to effect which disabled effect occurs to them. Besides enemy attacks, you can be wounded by the environment. Obviously, certain hazards, such as lava and jumping from a speeding train, have damage that is decided by Orbital Command. Other effects, such as gravity, have set effects:

If you are falling, perhaps from failing a tricky jump or a collapsing structure, several things can happen. If you are falling less then 3 levels, nothing occurs. If you are falling 3 levels, you lose your actions and get a -1 to defense. If you fall more then 3 levels, you lose your actions, get a -1 to defense, and lose health. How much depends on how high you fell and other situations effects. Note: when you make a jump attack or having to land from a tricky jump, you have to roll against rating 5. Failures suffer the same effect as falling 3 levels: losing all remaining actions and a -1 to defense. Advanced Combat Squads and Officers Much like in any real military, each ZeroSpace soldiers exist as an individual in a larger military body. The smallest unit in this structure is the squad. Each squad is lead by a sergeant, with several squads to a platoon, which is in turn lead by a lieutenant. Current deployments usually have two platoons with the Commanding Officer (CO) right above them. Each squad is usually given an object on the map: to guard an area, take out a target, or maneuver to a certain place. As a soldier it is your job to interrupt the orders of your higher ups and act accordingly. Most of the time you will be able to select your targets, and act accordingly to target of opportunity; however you should listen to your superiors when they give direct orders, and strategize with them and your fellow teammates to be effective. After all the soldiers in your squad have posted your actions, each sergeant will post a summery of their squads actions, along with any important information. They should include the dice rolls, actions, and moves of each soldier, along with any objective they are trying to achieve (i.e. move Gold Squad north to block the door), to put it in perspective for Orbital Command. Make sure to include the designation of all your units, not just their callsigns. Tip: endangering your squad has serious consequences, as well as defying given or standing orders. Organ detonating consequences. Advanced Combat Droids One asset that is usually deployed with units are droids. These simple robots are used to bolster the ranks of squads, as well as classes. When a droid squad (they vary from one to three units) is attached to a soldier, they gain that soldiers stats (but not wounds). They shadow that unit and attempt to aid them in combat. They are shown on the field as an inversed colored icon of the unit they are slaved to. Droid intelligence is very limited, and cannot take truly independent action. They attempt to complement the actions you do, move where you do. You do have a degree of control over them and can set targets for them as well as keep them in either chained to your square, or arranged in a formation in the adjacent squares. When arrayed in formation, they

will attempt to keep that formation at your heading when they move with you. You cannot order your droids to move independently of you. You can also put droids in standby mode, where they will remain passively in that square until reactivated. When you fire your weapon, the droids fire their weapon (which, because they take on your stats, is the same weapon). When you roll dice for your attacks, also roll dice for the droids. The first set of dice, however long it would be for your set of actions, is yours, while the rest are your droids. It takes none of your own actions to pick targets for your droids, or to move them from your square into formation. Advanced Combat Armor Mechanized armor may be available to veterans of one or more battles. Requests are made to the CO, and if accepted, allows you to pull from the Armor Visual Codex. Armor functions much the same way as infantry, with shields instead of hearts for armor, with the vehicle dying (along with the pilot) when it reaches zero shields. Actions and movement of the vehicle supersede and suppress your own actions while you drive them. Walker units can jump like infantry. Some armor can carry additional units, such as passengers, gunners, or desanted infantry. It is a move or act action to enter armor for any position, and a move or act action for pilots and gunners to exit, with passengers or platform mounted infantry exiting being part of a move (they start in the central hex of the armor). Gunners have access to the protection of the armor and a mounted weapon (and a single action), while passengers have full cover but no actions (except for disembarking). Infantry riding on the armors platforms can act normally, but have no protection from the armor, and may take fire from rounds aimed at the armor. Armor is just that, armored. All Armor in the Armor Visual Codex is considered an armored unit, which grants it damage reduction to all attacks that are not armor-piercing, known as A attacks. All non-A attacks only deal .5 of a heart of damage instead of their normal value, regardless of how much that attack would normally deal. In the Armor Visual Codex such armor-piercing attacks have an A in the corner of that attack box. A may be listed as AP next to the damage value of a weapon. Explosions are always considered armor-piercing, as well as the attacks of certain advanced classes. Therefore the base class Mobile Demos and Anti-Armors weapons are considered to be armor-piercing. When spending your upgrade point, you may choose to upgrade your weapon to be armor-piercing, instead of traditional upgrades. Pilots can eject from armor as an action. If the person piloting the craft keeps an action in reserve (i.e. doesnt use it) then they will auto-eject from the armor if it sustains lethal damage. If the pilot is an L class, they eject automatically, regardless if they reserved an action or not.

Soldiers can hijack armor. It comes in two variations, open cockpit and closed cockpit armor. In open cockpits, where the pilot is visible, you can make a called shot against the pilot. Combat Armor usually grants the pilot cover to these attacks. If the attack hits and the pilot is disabled or removed from his cockpit (like with an Es grav gun, or a Ls grapple arms), you can enter the cockpit as a move or act action. For armor with a closed cockpit, one of the following two circumstances needs to be met. First, the armor can be compromised, meaning structural damage. In game terms a single full point of damage must be dealt to the Armor that is to be boarded. After that the pilot is exposed, and open to attack like an open cockpit. Second the node in which the Armor is linked to is Hacked. A direct connection to the node can be done with an Fs plug-in ability, or with an Fs direct contact with the Armor, however hacking must still be done as normal. After a successful hack, the armor can be opened remotely and the pilot attacked as normal. See the Motorpool Convention for more details and stats on armor. Advanced Combat Botting Players Skirmish Quest threads are long, and it take somewhere between 15 minutes and an hour for each phase. We have players from all time zones and each have their own demands to meet. As a result some players will leave in the middle of combat, and those units will need someone to control them. This is called botting. Botting can be done by another thats willing to step up to the task, but it usually falls to one of two people. Tactical Advisors (TAs), not having a physical form, are a logical choice to have bot a player. The other logical choice is the commander of the unit, be it the squads sergeant, the lieutenant in charge of the platoon, or even the CO. Both TAs and unit leaders have a good idea on the overall plan, and their experience and heightened battlefield awareness makes them ideal choices. When you are botting an AFK player you do not need to change your callsign or designation. For the sake of your sergeants that have to compile actions, you may wish to but the botted players actions in the same post as your own, instead of making another post for them. Simply post that your are botting a player, and then format their actions much like you would your own. Example: >Botting [A1]Steaksauce >Move 3 E >Downshot 5 N to hit roach. All kills made by botted units do not count towards any players total kills, be it the botted player or the one controlling him. At the same time, deaths do not count either - AFK players are not penalized, and players are not penalized if a player is destroyed while they are botting it.

Advanced Combat Tactical Advisory When you enter a game you have the choice to become a Tactical Advisor (TA), not a unit on the field, but an observer with manipulation through PsiComm This might be mandatory if you have come in late. This also occurs when you die on the field, automatically uploaded you into the TA network. When you become a TA, any designation you have is replaced with [TA]. As a TA you can assist the CO in several ways. Entering the Risk-like battle in PsiComm in the event of enemy PsiComm or neutral encrypted electronics, TAs can seize control of enemy nodes. See the PsiComm Visual Codex for the full description of abilities. On the physical battlefield TAs can use powerful arrays and emitters to scan and analyze data, leaning new things about the field and the objects within it. TAs can aid allies and mark enemies, making it easier to hit the targets. TAs can even execute planned commands, brings down asteroids on the enemy or turning local infrastructure against the enemy. Squad/platoon leaders, in the event of their death, are transferred to the TA network and assigned to their respective units. From the TA network, a CO may decide to redeploy a TA, in which they are returned to the field as their soldier and lose the TA tag (regaining their old designation) or as a pilot of a deploying vehicle. Either method deducts from a player's clone pool. Additionally, a CO may decide to assign a TA to an empty vehicle, and the TA essentially "bots" the vehicle much like they would an AFK player. In the event of no CO presence, a TA may assume the duties of the CO, calling in support, redeploying soldiers, etc. However, they defer to the highest officer deployed on the field in such a situation. After Combat Leveling and Rank: In the game of Zerospace, your soldier gain advancement in skill and weaponry through getting kills. Each kill is a persistent point for that character, in the class which they were playing at the time of the kill. At certain amounts, these kills translate into upgrade points that can raise stats, as well as advanced classes. Upgrade points are granted to your soldier twice during his advancement, once at 5 kills, and again at 20. The first upgrade point can be used to increase the value of any stat but the act stat by 1. Therefore you could increase the rating of a specific attack, your move, an attacks range, or health, for example. There are certain limitations or exceptions for certain classes. For instance the Rifleman class can increase the multiplier of his attacks because his weapon already has a burst setting, but due to his automatic fire, his damage is only

increased by .5 instead of by 1 if he chooses to increase damage or a Sniper could buy out the or caveat for moving and shooting. The second upgrade point, known as a 1.5 upgrade, is stronger then the first upgrade, and can be used to purchase special features of other classes, unique equipment, or a combination of two less potent upgrades. Purchases equipment from other specialist classes in your same tree is easier then buying equipment from another class tree (a Saint (an S specialist class) could buy the passive cloak from the Ghost (another S specialist class) while an R could not). A soldier could by an increase to move, and the ability to ram through walls (since that power is very limited). Run all ideas past Orbital Command, as it requires his approval before you can use it. A specialist class is advanced class linked to the base class of the soldier that focuses the soldier down a specific path. Upgrade points are transferred to this new class, with attack upgrades transferred to the equivalent attack on this class. A master class is a very power unit with powers that affect the entire field and only one can be deployed on the field at a time. You should talk to Orbital Command and the CO about your upgrades and classes, and try to justify it with in-game technology or skill. Infantry: 5 kills [1 upgrade point], 10 kills [Specialist class opened]*, 20 kills [1.5 Upgrade point], 40 kills [Master class opened]. Armor: 10 kills [1 upgrade point], 20 kills [Specialist class opened]*, 40 kills [1 Upgrade point (2 total)], 80 kills [Master class opened]. *Soldier gains a free backup clone. Also, each base class has its own upgrade path. This means that kills in one soldier class only goes towards that upgrade tree, not any others. So for instance, if you get 4 kills as an Anti-Armor, and then switch classes on the next deployment and get 2 as a Rifleman. The 4 kills as the Anti-Armor go towards the Anti-Armor upgrade path, and the other 2 go towards the Rifleman path. Only when a soldier gets 5 kills as one specific class do they get an upgrade point for that class. Upgrade from classes only apply when the soldier is in that class. Ranks are given solely upon merit. Starting rank is Private, advancing to Specialist or Corporal, Sergeant, etc. Participation, performance, and actions are factored in, including good use of tactics, leadership, and communication. As you level up, you gain more responsibilities as well as command of a squad and various assets. ZeroSpace Resources: Complete archives of all quest and general threads (tons of lore) http://suptg.thisisnotatrueending.com/archive.html?tags=skirmish%20quest Mediafire folder containing all current rules and visual codex http://www.mediafire.com/coltonzerospace

ZeroSpace IRC channel Server: Rizon, Channel: #skirmishquest (many of us use the browser-based www.mibbet.com ) Questions and Answers with Orbital Command (CmdrMonday): http://www.formspring.me/CmdrMonday (do not abuse this privilege)

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