Game MechanicsResearchResearch is carried out in Laboratories that can be constructed within the base. The speed of Research is determined by the number of scientists in your facility. The number of scientists possible is hardcapped by the number of Labs (20 per lab)
To research a subject, simply post a vague field or a specific thing.
Research is carried out quite simply, but be realistic with research suggestions.
ManufacturingIn the Manufactory the machinery you research can be built. The speed depends on the number of Engineers you possess. This is hardcapped in the same way as labs and researchers.
To build something just say what you want made and how many These things must be in the list below.
Fighter - $1000
Armoured vest - $70
Incendiary, HE, or Concussion grenades - $20 each
CombatCombat happens to a certain set of rules that I will withhold, perhaps posting at a later date. It is based on the number of enemies and their types, Number of Soldiers and their equipment, and the surroundings. Heavies and Assaults gain extra combat points when fighting in Urban areas. Snipers gain extra combat points in Rural areas with Supports and Rookies Neutral. Suburban areas are neutral for all classes.
MissionsMissions are launched a turn after I announce the availability of one or several. Only one squad can be sent of a mission, with a cap of 10 soldiers per squad. When a mission is announced, you have a turn to decide whether or not to send a squad and which missions to take.
Squads and SoldiersWhen soldiers are first recruited, they are rookies. After 1 mission they level up, with each subsequent level requiring twice as many missions as the last. The roles are chosen by a dice roll, with extra weight given to the "preferred" role given in the recruitment. When soldiers are recruited, you can apply them to a squad. Squad names are made by the GM.