The year is 2020 in an alternate timeline. Ayys are invading. Why? There are multiple possible reasons, but it could involve them wanting a resource from our planet that's way more abundant in space, them being assholes, or maybe something completely different.
Either way, you are a soldier of the XCOM project.
If you die, just make another redshirt with rookie rank, normal status, and starter kit.
Name: (anything that makes sense for a human)
Gender: (male/female, there isn't enough room in the budget for attack helicopters)
Nationality: (any existing nation)
Class: Ranger, Gunner, Sharpshooter, or Specialist
Rank: Rookie (this increases with how much ayys you killed/otherwise contributed to earth's last line of defense)
Status: Normal
Inventory: USP .45 (12/12), 3 spare USP .45 magazines, kevlar armor, 3 frag grenades, and one of the following gun/ammo pairs based on your class:
Ranger: Origin-12 (12/12), 6 spare Origin-12 magazines
Gunner: M249 SAW Para (100/100), 3 spare M249 ammo boxes
Sharpshooter: MK21 ESR (5/5), 12 spare MK21 ESR magazines
Specialist: X9 Assault Rifle (30/30), 10 spare X9 magazines
Research is done automatically in an order I pick outside of missions, but players can, at any time, add research projects into the priority queue which get researched before the research order I choose.
An explanation of how it works:
Say there are four research projects, projects A, B, C, and D, with the GM order being A>B>C>D. 2 players vote for project C, and one votes for project D, resulting in the new order being C>D>A>B. The more votes a project has, the higher it is in the priority queue. If there's a priority queue tie, then the tie will be settled via the GM order applying to the tied projects. So if D had 2 more votes, and C another vote, the order would still be C>D>A>B.
Upon a project being completed, stuff will happen, like advances being made, new research topics being available, and new stuff being buildable.
At any time, players may request certain items that can be created to be made via engineering, like fancy new guns/armor for example, consumables, and ammo for firearms. Each item does have a cost in money and various items, causing you to have to think before you purchase stuff, and not just sweatshopping stuff.
Speaking of which, there is no market for sweatshopped items.
Starting any engineering projects will take required objects upon starting from the storage, and will refund them if cancelled.
Anything brought home via a player's inventory upon EVAC/gathered through salvage teams after all enemies have been defeated will appear in the base storage, which has an unlimited capacity. This includes, but is not limited to: Alien corpses, alien equipment, resources gained from scrapping recovered UFOs, weapons, ammo, armor, consumables, and effectively anything else that wasn't in a soldier's inventory at roundstart.
Upon returning back to base from missions, players will re-obtain any items they used up in combat assuming there's still enough to resupply the squad. Higher ranks get priority with this, so keep that in mind.
Combat is either simple or complicated depending on who you ask. The health system is chunky salsa, and positioning and terrain does matter. Every shot fired reduces the amount of ammo in the gun shot with by 1 ammo/shot, so keep that in mind. Armor protects against various types of damage with mitigation being based on the armor type and where the hit was taken.
Partially loaded/empty magazines do get refilled at base, so as long as you don't discard them and EVAC, magazines won't be lost.
You will be able to go on missions, and there will be a lot of them required to end the alien menace, but first, it's necessary to know about the general mission types.
Eliminate - Kill all aliens you can. Alien base assaults, UFO recovery missions, and terror attacks are examples of Eliminate missions.
Retrieve - Retrieve a specific object/incapacitated alien. Retrieve alien supplies and alien capturing are examples of Retrieve missions.
Protect: Protect something from aliens. Base defenses and VIP escorts are examples of Protect missions.
You lose a mission by losing all your soldiers, or by letting the mission objective become no longer possible to complete. You win one by completing the objectives.
TL;DR An XCOM game in RTD format.
Before anyone asks, the first mission will begin once 4 people post their sheets, and the dice used is a d10.