SPACE AGE RULESFACTIONSThere are no factions in this adventure, per se. However, there are two competing resource-hunting ships from the newly founded Survey Fleet: The Ini'riia and the Quill'yate. Players from the Quill'yate will have red-marked armor, and those from the Ini'riia will have green-marked armor. As part of their maiden voyages, the hand-picked crew will be striving to make their respective commanders look good for Fleet Admiral Sillice, thus earning accolades, rewards, and a bigger portion of the Armada Budget for future mission equipment.
SHIP A.I.Due to the success and stability of the D.I.V.A. A.I. system over the course of the war, these new ships have been outfitted with Third Generation versions. Color-coded for your convenience, of course.
GRID SQUARE SYSTEMAt the start of the adventure, a rough topographical map of the target area on the planet's surface, broken down into grid squares, will be displayed. Squads may pick a square as their starting point and use this grid determine movement in a turn. A squad can normally move about two grid squares per turn if terrain allows.
CLASSES AND MODSThe classes work basically the same: Weapon Specialists (referred to as "Soldiers") and Mana Specialists (referred to as "Technicians" or "Techs").
We're solidifying the modification feature of Relic Hunters to better fit with the Space Age theme of the world setting. These "mods" will drive your capabilities, working much like the golem mods did, but with more variety while focusing the mechanic to take the place of the rather open-ended and undefineable mana arts system.
Both mod slots and mods will be class specific.
MODSEveryone gets a Weapon slot, with one Weapon mod slot.
Everyone gets two Armor mod slots, but many mods you come across will be class specific.
Soldiers get one Tool mod slot, while Techs get two Tool mod slots.
To start, only basic equipment is given. Improved equipment or mods will have to be found, purchased, or rewarded, AND SPACE SILLICE IS VERY SKIMPY WITH REWARDS!! IF YOU ACT LIKE THE SHAME OF THE FLEET, YOU GET NOTHING!!!! (

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TYPES OF MODSWEAPONSThis slot is your basic weapon that adds to your squads ability to respond to threats. While all weapon specialists can use any of the weapons, you can only select a basic model at first. Weapon specialists can select from a variety of mana-powered plasma weapons: Assault Rifle, Sniper Rifles and Heavy Cannon.
Note: Heavy Cannon takes up both your Weapon and Weapon Mod slots (which means they cannot be modded, obviously.)
Technicians may choose from a Heavy Pistol or a repeating Assault Pistol.
WEAPON MODSThe basic starting weapon mod for the assault rifle is an enhanced Energy Cell, which allows for longer sustained fire. The basic Sniper Rifle mod is an improved Scope, which increases the range the sniper to any target in the entire grid if terrain allows. The Heavy Cannon is a Heavy Cannon.
The basic mod for Technicians, regardless of weapon, will be a Basic Targeting Assist, which improves accuracy to make up for a lack of combat training.
ARMOR MODSAll armors have climate control, filtration and emergency air, no modification required.
All players have a basic Energy Shield mod equipped, which is a personal energy shield designed to prevent you from dying if caught unawares.
The second mod slot is empty. You'll have to find new ones for this slot (budget cutbacks, you know.)
TOOLSEveryone has basic rations, water and space future climbing gear (i.e., grappling winch) as part of their armor without modification. Additionally, Soldiers get one Tool slot, which is currently filled with an Emergency Medkit that will stabilize one team member.
Technician Tools will be covered in their section.