<insert fluff text I can't be bothered to type out here that can just be summed up as "Aliens are attacking the earth, and it's up to us, an underfunded and outgunned group of soldiers, scientists, and engineers, to stop them!">
This will be a simple (in theory) PVE arms race where the player team (the Task Force) has to stop an alien invasion, with humanity's survival on the line. Surely entrusting a bunch of B12 users with no situational awareness will work, right?
The rules are: no knowingly contributing designs/strategies that will cause us to lose missions for stupid reasons, follow all B12 rules, and be intelligent.
This game uses a simple 5 phase turn system. Each turn takes roughly 3 ingame days for reference, and will usually take a few days per phase (but it might be shorter if everyone places their votes early).
Strategy Phase: Get updates on bullshit happening outside of the base, determine where to send interceptors, etc.
Design Phase: Vote to design new equipment to use on the field, such as simple upgrades to existing equipment, to completely new designs. One D6 die will be rolled for the most voted design, which determines quality. Low rolls are likely to have bugs and are questionable in terms of quality, but high rolls will be ayylien-slaying machines of asskicking.
Research Phase: Vote to research various alien artifacts recovered, and new technologies. Each research phase allows people to vote on what they research, and each research phase will reveal a varying amount of information about the research topic, based on a 1d6 roll, with bonuses/disadvantages based on knowledge of any related technology. Items researched will only consume the parts researched when applicable, so keep that in mind.
Engineering phase: Choose what to manufacture, and how much. The main
Tactical Phase: Vote on available operations, and how you'll execute them. Keep in mind that there's only resources for 2 operations per turn, so choose high priority operations. When a phase begins, the results of the previous phase will be revealed.
Weapons:
-M16: An assault rifle chambered in 5.56x45 NATO rounds. Has 20 round mags and questionable reliability since our suppliers either fail to trust us with actually decent equipment, or just hate us. Acceptable for medium range.
-Infinite Supply
-M9: A semi automatic pistol chambered in 9x19mm with 15 round mags. Compact, but short range.
-Infinite Supply
Armor:
-Basic Armor: Surplus armor vests and helmets, worn over surplus camo. It might provide some protection from kinetic attacks, but who knows. Video cameras have been attached to the helmets, for live combat footage.
-Infinite Supply
Aircraft:
-Condor: A modified F-16, that has been optimized for UFO combat. Various modifications include heat resistant metals being used for plating, larger fuel tanks, and a lighter payload to reduce weight.
-1 cannon hardpoint, 4 light hardpoints
-Max 6 (but time consuming to repair if downed)
-Blackhawk: A transport helicopter. Has a decent amount of room.
-Can carry 8 soldiers and 1 vehicle
-Max 2 (but time consuming to repair if downed)
Aircraft Weapons:
-Autocannon: A modified Vulcan 20mm autocannon that's used on our interceptors. It has enough ammo for 300 shots, and shoots quite fast, but it hasn't been tested for anti-UFO usage.
-Infinite Supply
-Sidewinder Missiles: Light air to air missiles. One per hardpoint.
-Infinite Supply
It is currently the Strategy Phase.
Known UFO locations:
UFO-001: Above USA, very small, no escorts
UFO-002: Above Europe, small, no escorts