The INDEX Initiative: Not!XCOM Planquest

[X] Feng Zhang
[X] Doctor Tanya Dragomirov
[X] DARPA
[X] Phoenixolutions

I'm going out on a limb and saying Zelmire is an alien spy...i mean a ghost ship "Continently" happens to land in Antarctica? after several abduction's? as well as "tests" of the alien ships getting shot at by the natives after royally fucking over our only international space station? easy to say, never trust a damn Xeno's.
 
I'm going out on a limb and saying Zelmire is an alien spy...i mean a ghost ship "Continently" happens to land in Antarctica? after several abduction's? as well as "tests" of the alien ships getting shot at by the natives after royally fucking over our only international space station? easy to say, never trust a damn Xeno's.
I second this statement that Zelmire is very suspicious
 
The vote is now closed.
Adhoc vote count started by Oshha on Nov 29, 2021 at 6:00 AM, finished with 43 posts and 32 votes.


1 = DARPA
2 = Phoenixolutions
Oshha threw 1 6-faced dice. Reason: 1 = Total: 1
1 1
Oshha threw 1 2-faced dice. Reason: With the right number of sides Total: 1
1 1
 
Q2 2015

Q2 2015

"You wanted to see me, Director?" you ask as you enter Director Ambrosius' office in the recently constructed Delta Base.

Part of you rankled at answering to an old white man, but the majority of you had no complaint. While you have only worked with Director Ambrosius for a few months now, it has been enough to know that the man knows what he is doing so he got the job on merit. Probably.

"Indeed I did," confirms the Director, "I just wanted to clarify our priorities at the moment."

"The crashed UFO in the Antarctic," you answer.

"Correct," replies the Director, "Unfortunately, INDEX isn't in a position to exploit it. Yet. Because of this, Bravo Base and Enigma Site are our new highest priorities, especially since we don't know how the aliens will react to this. I don't want to lose this treasure trove because we dawdled too long on taking advantage of it."

"Enigma Site?" you inquire as that name is unfamiliar to you.

"That's what we are calling the crashed UFO," answers Director Ambrosius, "If the details aren't already on your desk, I'll make sure that they are by the end of the day."

Council Members
Argentina = Neutral (+10 Resources)
Australia = Neutral (+20 Resources)
Brazil = Neutral (+15 Resources)
Canada = Neutral (+20 Resources)
China = Neutral (+30 Resources)
Egypt = Mild Support (+6 Resources)
France = Neutral (+20 Resources)
Germany = Neutral (+20 Resources)
India = Neutral (+20 Resources)
Japan = Neutral (+20 Resources)
Mexico = Mild Support (+24 Resources)
Nigeria = Neutral (+10 Resources)
Russia = Mild Opposition (+14 Resources)
South Africa = Neutral (+5 Resources)
United Kingdom = Neutral (+20 Resources)
United States = Mild Opposition (+28 Resources)

Stats.
Resources (R): 287 + 183 in reserve.
Political Support (PS): 50 (-1 per turn) (+1 per turn)
Free Dice: 1

Basing: Minor Surpluses (+3)
Logistics: Small Surpluses (+2)
Manpower: Massive Reserves (+21) (+1 per turn)
Gear: Small Surpluses (+2)
Fuel: Small Surpluses (+2)
Medical: Small Surpluses (+2)
Supplies: Moderate Surpluses (+6)
Salvage: None (+0)

Infrastructure (3 Dice): +5

[] Alpha Base (Phase 1)
Located in the middle of Kansas in the United States, Alpha Base will be the centre of INDEX operations in North America. Alpha Base is planned to have substantial airpower and air-based logistical facilities to make up for a lack of sea access.
(0/100, 10 Resources per Die) (+3 Basing)

[] Bravo Base (Phase 1)
Located in the Falkland Islands, Bravo Base will be the centre of INDEX operations in South America. Bravo Base will start off as the British government transferring their military facilities in the Falklands to INDEX so the international organisation can use them to fight alien menace.
(0/100, 10 Resources per Die) (+3 Basing) (High Priority)

[] Charlie Base (Phase 1)
Located in Egypt along the Suez Canal, Charlie Base will be the centre of INDEX operations in Africa and the Middle East. Charlie Base will both provide a naval centre for INDEX and help secure the important trade route against the alien menace and more terrestrial hostiles.
(0/100, 10 Resources per Die) (+3 Basing)

[] Delta Base (Phase 2)
Located in the Scottish Highlands, Delta Bae will be the centre of INDEX operations in Europe. Located in his home country, the Director has indicated that he intends for Delta Base to be the unofficial primary HQ for INDEX.
(17/150, 10 Resources per Die) (+4 Basing) (+1 PS)

[] Echo Base (Phase 1)
Located in Hong Kong, Echo Base will be the centre of INDEX operations in Asia. While heavily urban civilian areas around it will limit military potential, Echo Base is intended to be a major R&D location for INDEX.
(16/100, 10 Resources per Die) (+3 Basing)

[] Foxtrot Base (Phase 1)
Located in the Australian Outback, Foxtrot Base will be the centre of INDEX operations in Oceania. Relatively isolated, Foxtrot Base is intended to be a training site and unofficial HQ of the rapid response teams.
(0/100, 10 Resources per Die) (+3 Basing)

[] Enigma Site (Phase 1)
While INDEX has laid claim to the crashed UFO in the Antarctic, it still needs to make use of it. With the lack of local facilities, INDEX will need to build some of its own and given the potential treasure trove of the ship, Director Ambrosius wants his organisation to get started on it sooner rather than later.
(0/100, 20 Resources per Die) (+1 PS) (High Priority)

Industry (4 Dice): +10

[] Top Off Stocks
While the Council has made sure to ensure that INDEX starts off with plenty of supplies, there is still some room for improvement. INDEX could reach out in a few minor ways to top off their current stockpiles without making any major undertakings to do so.
(65/100, 5 Resources per Die) (+1 Gear, +Fuel, +1 Medical, +1 Supplies)

[] Establish Supplier Contracts
While INDEX is being sufficiently supplied by the members of the Council for now, that will almost certainly change in the future as things heat up. Reaching out to various suppliers across the globe to arrange mutually beneficial contracts will help improve the logistical situation of INDEX.
(108/150, 10 Resources per Die) (+4 Logistics)

[] Acquiring Factories
Just as some businesses thrive, others fail or are forced to cut back. Snatch up some surplus or unwanted factories to repurpose to the needs of INDEX. While they won't be as secure as one of INDEX's bases, they will be more secure than relying upon external contractors.
(0/100, 10 Resources per Die) (+2 Basing)

Services (4 Dice): +5

[] Establish PR Office
Public relations might not be the high priority right now, but if things begin to get worse, it will be better to have a handle on public opinion. By establishing a PR office, INDEX will be able to prove its public image and keep the general populace calm and confident in the threat of the alien threat.
(0/100, 10 Resources per Die) (+2 PS)

[] Medical Outreach
While INDEX currently has plenty of medical support for its personnel, that may change in the future, especially if combat operations increase in intensity or number. Reaching out to various medical institutes in Council countries and forming agreements will help provide a buffer.
(0/120, 10 Resources per Die) (+3 Medical)

Research (4 Dice): +12

[] Analyse Alien Encounters
While there have only been a relatively small amount of alien encounters, there have been enough for INDEX's researchers to do a proper study of them. Have them comb over the available data to get a better understanding of the alien threat.
(0/100, 20 Resources per Die) (+1 PS)

[] Study A-Class UFOs
Called the A-Class due to a lack of a better term, A-Class UFOs are the first alien spacecraft to be publicly spotted in Earth's atmosphere. Have INDEX's researchers look into the currently available reports on these UFOs to try and figure out their purpose and capabilities.
(0/100, 20 Resources per Die) (+1 PS)

[] Functional Laser Weaponry
Between power and ranged concerns, functional laser weaponry is something of a pipe dream at the moment. While INDEX can investigate the possibility and fund development, your researchers warn you that it will be years before you see any return.
(11/1,800, 40 Resources per Die)

[] Functional Railgun Weaponry
Between material and power concerns, functional railguns are a fantasy for the time being. While INDEX can investigate the possibility and fund development, your researchers warn you that it will be years before you see any return.
(11/1,800, 40 Resources per Die)

[] Functional Exoskeletons
For a variety of reasons, functional exoskeletons remain in the lab and the dream of having one fit for field use belongs in the realm of science-fiction for the foreseeable future. While INDEX can investigate the possibility and fund development, your researchers warn you that it will be years before you see any return.
(11/2,000, 40 Resources per Die)

Military (6 Dice): +0

[] Security Division
While INDEX has plenty of soldiers at its disposal, it lacks a dedicated security division. Organising a section of in-house security guards will help provide greater security than just using soldiers as the specialists will be trained for the job rather than being forced into due to a lack of better options.
(190/200, 15 Resources per Die) (-3 Manpower)

[] National Liaisons
INDEX may have access to the territory of the Council to fight back against this brewing alien invasion, but that isn't the same as coordinating and cooperating with the local military forces. Reach out to the various national militaries that INDEX will be interacting with to set up efficient lines of communications.
(45/100, 10 Resources per Die) (+1 PS)

Ground Division
[] New-Gen MTB Development
While they have been supplied with plenty of tanks by the Council members, INDEX's Ground Division desires a new Main Battle Tank with the latest technology to combat the alien menace, especially should the aliens begin to bring combat vehicles of their own.
(0/200, 30 Resources per Die)

[] New-Gen IFV Development
To transport into battle and support them in said battle, INDEX's Ground Division desires a new Infantry Fighting Vehicle to carry a small number of troops and then provide heavy fire support to them as they fight the alien menace.
(0/120, 20 Resources per Die)

[] New-Gen APC Development
INDEX's Ground Division wants a new Armoured Personnel Carrier to transport its infantry about in a timely manner. While they have been provided with plenty by the Council, the Ground Division desires one more specifically designed for their purposes.
(0/100, 20 Resources per Die)

Naval Division
[] Frigate Development
The Naval Division of INDEX desires a new frigate to act as a swift patrol ship to be able to rapidly react to alien threats at sea and provide fire support to ground forces in coastal regions.
(0/100, 20 Resources per Die)

[] Destroyer Development
A step up from a mere patrol ship, INDEX's Naval Division desires a new destroyer to act as a direct combat vessel against alien threats. Balancing speed with firepower, this new design will be able to engage alien threats in the sea, coastal regions and the sky.
(0/150, 25 Resources per Die)

[] Light Carrier Development
Rather than go for a few large fleet carriers, INDEX's Naval Division would prefer several smaller light carriers. While they won't be able to support as many aircraft, the greater spread of warships will allow them to cover a larger area and react faster to alien threats.
(0/200, 30 Resources per Die)

Aerial Division
[] Anti-UFO Interceptor Development
While modern aircraft seem up to the job of shooting down UFOs, none of them are purpose built for the job. INDEX's Aerial Division wants to design an aircraft for the specific purpose of shooting down alien aircraft.
(0/150, 25 Resources per Die) (+1 PS)

[] Combat Helicopter Development
To provide more efficient and prolonged air support to the ground forces, INDEX's Aerial Division wants a new combat helicopter. This new vehicle will be able to provide fire support and heavy firepower for prolonged periods to INDEX's ground forces.
(0/100, 15 Resources per Die)

SpecOps Division
[] Rapid Global Transport Development
The biggest limitation of INDEX's rapid response teams is their lack of speed global transport, requiring a team to be relatively local to react in time to any alien activity. The SpecOps Division wishes to change this by designing a transport to get their rapid response teams around the planet in a timely manner.
(0/120, 20 Resources per Die)

Administration (3 Dice): +0

[] Strategic Planning
While the bureaucracy is currently functional, there are ways in which it can be improved or streamlined for great efficiency. Implementing those efforts will have a noticeable if slight impact on the work of INDEX and will help with long term planning.
(0/200, 5 Resources per Die) (+1 to All Dice)

[] Security Review (Select Department)
Whether it be from a terrestrial or exterrestrial source, INDEX can expect external organisations to try and infiltrate it. Review one of its departments to see if INDEX can sniff out any spies or corruption within its ranks.
(DC40)

***​

Second turn of the quest and a few new projects. One of them is under Infrastructure as you need to build the site that INDEX will use to take advantage of the crashed UFO. The others are under Research as you get the opportunity to follow up on the experimental technologies even if none of them are particularly feasible right now.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel free to ask questions for more details and information.
 
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[] Plan Finish up and look at Aliens
Infrastructure (4/3 Dice) 60R 1FD
-[] Bravo Base (Phase 1)(0/100, 1D, 10R)
-[] Echo Base (Phase 1) (16/100, 1D, 10R)
-[] Enigma Site (Phase 1) (0/100, 2D, 40R)
Industry (2/4 Dice) 15R
-[] Top Off Stocks (65/100, 1D, 5R)
-[] Establish Supplier Contracts (108/150, 1D, 10R)
Services (2/4 Dice) 20R
-[] Medical Outreach (0/120, 2D, 20R)
Research (4/4 Dice) 80R
-[] Analyse Alien Encounters (0/100, 2D, 40R)
-[] Study A-Class UFOs (0/100, 2D, 40R)
Military (5/6 Dice) 85R
-[] Security Division (190/200, 1D, 15R)
-[] National Liaisons (45/100, 1D, 10R)
-[] Rapid Global Transport Development (0/120, 3D, 60R)
Administration (3/3 Dice) 15R
-[] Strategic Planning (0/200, 3D, 15R)

60+15+20+80+85+15=275
 
[]Plan: Exploiting UFOs
Infrastructure (3/3 Dice): +5, 30R
-[] Echo Base (Phase 1) 1d 10R
-[] Enigma Site (Phase 1) 2d 20R
Industry (4/4 Dice): +10, 35R
-[] Top Off Stocks 1d5R
-[] Establish Supplier Contracts 1d10R
-[] Acquiring Factories 2d20R
Services (4/4 Dice): +5, 40R
-[] Establish PR Office 2d 20R
-[] Medical Outreach 2d 20R
Research (4/4 Dice): +12, 80R
-[] Analyze Alien Encounters 2d40R
-[] Study A-Class UFOs 2d40R
Military (6/6 Dice): +0, 120R
-[] Security Division 1d 15R
-[] National Liaisons 1d 10R
-[] Rapid Global Transport Development 1d20R
-[] Anti-UFO Interceptor Development 3d 75R
Administration (3/3 Dice)/ 15R
-[] Strategic Planning 3d 15R

Total: 30+35+40+80+120+15=320

470-320=150 Resources leftover

Infra: Enigma site is self explanatory
Industry: Finishing up what was done in the previous plan and starting work on new things
Services: Finishing things up nothing exciting
Research: We have a lack of info and we need information, While I would like to do either Railguns, lasers or Exoskeletons they are not currently needed as modern military hardware can handle the aliens currently
Military: Finishing things up and starting work on first responders
Admin: Nothing exciting but will do Security reviews after Strategic planning

All in all a regular turn of building a global organization
 
Genuine question @Oshha why is Charlie Base the one most important for Antarctica? Bravo and Foxtrot seem a hell of a lot closer to Sigma.
 
I want to point out that if rapid reaction is our goal, then we might not want to bother with planes?
Instead we could dust off the old Prompt Global Strike plans and use the a ballistic missile to deliver weapons and people into the combat zone. PGS selected hypersonic boost gliders because you can't really make sure an ICBM isn't carrying a nuke, but I'm hoping the fact that there's literally alien invaders will let us overcome these objections because ballistic missiles are by far our best option for achieving original XCOM performance for under realistic tech.

As much as it pains me to say this: Let's have a talk with Musk about that suborbital passenger rocket idea of his.
 
[X] Exploiting UFOs whilst remembering Free Dice
Infrastructure (4/3 Dice): +5, 60R
-[X] Echo Base (Phase 1) 2d 20R
-[X] Enigma Site (Phase 1) 2d 40R
Industry (4/4 Dice): +10, 35R
-[X] Top Off Stocks 1d 5R
-[X] Establish Supplier Contracts 1d 10R
-[X] Acquiring Factories 2d 20R
Services (4/4 Dice): +5, 40R
-[X] Establish PR Office 2d 20R
-[X] Medical Outreach 2d 20R
Research (4/4 Dice): +12, 80R
-[X] Analyze Alien Encounters 2d 40R
-[X] Study A-Class UFOs 2d 40R
Military (6/6 Dice): +0, 120R
-[X] Security Division 1d 15R
-[X] National Liaisons 1d 10R
-[X] Rapid Global Transport Development 1d 20R
-[X] Anti-UFO Interceptor Development 3d 75R
Administration (3/3 Dice)/ 15R
-[X] Strategic Planning 3d 15R

It's literally randomcringyjoke's plan, but using our single free die to bump Echo Base up to 2 dice and a coin flip on if that completes. I thought of using it to basically guarantee that Enigma Site completes... But I decided to avoid that due to the higher resource cost. Only 10, but considering we don't know how important the reserve we currently have will be... Better to preserve it for future need. And it's not like it's being used on a less important project, just a less costly one that now might actually complete.

I want to point out that if rapid reaction is our goal, then we might not want to bother with planes?
Instead we could dust off the old Prompt Global Strike plans and use the a ballistic missile to deliver weapons and people into the combat zone. PGS selected hypersonic boost gliders because you can't really make sure an ICBM isn't carrying a nuke, but I'm hoping the fact that there's literally alien invaders will let us overcome these objections because ballistic missiles are by far our best option for achieving original XCOM performance for under realistic tech.

As much as it pains me to say this: Let's have a talk with Musk about that suborbital passenger rocket idea of his.
Problem here is that we're trying to respond to atmosphere capable armed spaceships. And if you are travelling at any real speed in space and fighting, you are going a lot faster than a ballistic warhead is. So all using a ballistic missile to throw our people at the combat zones would do is cost a lot and put our response teams in a highly visible, 'easily' targetable trajectory. Aircraft might be slower, but they're also a lot more evasive and responsive to enemy fire trying to shoot them down.
 
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It's literally randomcringyjoke's plan, but using our single free die to bump Echo Base up to 2 dice and a coin flip on if that completes. I thought of using it to basically guarantee that Enigma Site completes... But I decided to avoid that due to the higher resource cost. Only 10, but considering we don't know how important the reserve we currently have will be... Better to preserve it for future need. And it's not like it's being used on a less important project, just a less costly one that now might actually complete.
 
Eh, not that much of an issue. I keep forgetting how many free dice we have in other plan quests using a similar layout because they're 'hidden' under Political Support and Resources, rather than being more clearly displayed as the other dice are. A flaw with how they're a resource for the entire plan, rather than specific sections but I'm not really sure how the layout can be improved to make them more obvious without causing other issues or different perception issues.
 
Problem here is that we're trying to respond to atmosphere capable armed spaceships. And if you are travelling at any real speed in space and fighting, you are going a lot faster than a ballistic warhead is. So all using a ballistic missile to throw our people at the combat zones would do is cost a lot and put our response teams in a highly visible, 'easily' targetable trajectory. Aircraft might be slower, but they're also a lot more evasive and responsive to enemy fire trying to shoot them down.

I really don't think that's the case?
Consider how hard ballistic missile defense is in the present day, I don't think it's trivial for an alien spacecraft in atmo to hit a ballistic missile coming at it - the atmosphere alone will drastically constrain their weapons range, before we factor in how hard it is to get a target lock. Then add in the various techniques modern reentry vehicles use to improve survivability like decoys and it's not as clear cut as a spherical cow analysis would suggest.
The aliens would have an easier time shooting down such a target than we would, but I don't think the gap is as large as you fear.

We also don't have to use a rocket for that last mile delivery. A two stage system with a reusable booster that puts a reentry vehicle on a barista path and sets down not too far from that launch site is workable. The reentry vehicle can even be a glider that can execute evasive maneuvers when back in atmo.
Interceptor payloads might even have a ramjet or other engine to increase their combat endurance.
 
Right, there's not *quite* as many fiddly bits on this one as the other PlanQuests, so I'm going to try sketching out a plan.

Starting Resources: 470

[] Plan KnightDisciple v0.675
-Infrastructure (3/3 Dice + 1/1 Free Dice, 60 Resources)
-[] Bravo Base (Phase 1) [2 Dice] (20 Resources)
-[] Enigma Site (Phase 1) [2 Dice; 1 Infra+ 1 Free] (40 Resources)
-Industry (4/4 Dice, 30 Resources)
-[] Top Off Stocks [2 Dice] (10 Resources)
-[] Establish Supplier Contracts [2 Dice] (20 Resources)
-Services (4/4 Dice, 40 Resources)
-[] Establish PR Office [2 Dice] (20 Resources)
-[] Medical Outreach [2 Dice] (20 Resources)
-Research (4/4 Dice, 80 Resources)
-[] Analyse Alien Encounters [2 Dice] (40 Resources)
-[] Study A-Class UFOs [2 Dice] (40 Resources)
-Military (6/6 Dice, 105 Resources)
-[] Security Division [1 Die] (15 Resources)
-[] National Liaisons [2 Dice] (20 Resources)
-[] Anti-UFO Interceptor Development [2 Dice] (50 Resources)
-[] Rapid Global Transport Development [1 Die] (20 Resources)
-Administration (3/3 Dice, 15 Resources)
-[] Strategic Planning [3 Dice] (15 Resources)

Total Spending: 290 Resources
Remaining Reserve: 180

Reasoning:
-Infrastructure: Bravo Base is going to be the most accessible and critical site for supporting Enigma Site. And we need Enigma Site locked down ASAP. I'd rather "over spend" to ensure Bravo is completed this turn and then have to complete Enigma next turn.
-Industry: Want to finish off the existing Industry actions, and get 1-2 more Bases 100% completed, before we start buying up old factories.
-Services: PR is always good, and Medical support is critical. No other options here anyway, so even distribution.
-Research: The practical iterations of techs are tempting, but that's a hell of a lot of progress. We can get the analytical actions done in 1-2 turns (depend on how the dice fall), and not only does that get us Political Support (which our Commander needs), but they ought to help lay a foundation for starting to take out alien craft/forces, which might get us samples we can use to make breakthroughs that make Lasers, Railguns, and Exoskeletons easier to research down the road.
-Military: A lot of solid options here. Security Divisions is almost done, and National Liaisons is critical, in my mind. We're going to be operating in everyone's areas, we need to ensure we can do that smoothly. Now, as for the 2 Developments: We need to be able to stop the UFOs before they strike (so Interceptor), and we need to get our guys where they need to go ASAP (so Rapid Global Transport). Personally, after this turn, I'd want to next invest in IFVs and Frigates. Then APCs, Helis, then MBTs and Destroyers. Carriers come last because I feel like potential near-future changes will alter those the most.
-Administration: Dice boost is good. Also, not enough Dice I'm willing to give up in other categories for the Security Review.
 
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[X] Exploiting UFOs whilst remembering Free Dice
[X] Plan KnightDisciple v0.675

I'm happy with either of these plans, as I'd prefer to take care of the director's "request" sooner rather than later. And also, because dealing with the aliens is kind of our job (pretty sure I'm starting to sound like a broken record here).
 
You only have 3 Infrastructure Dice through you can use your Free Dice to spend four dice on Infrastructure.
DAMN IT! hang on, will edit my plan.

EDIT: Die totals corrected, Resource usage corrected. Main loss is dropping Rapid Global down to 1 but can't be helped right now. We'll have a bit larger Reserve next turn, at least.
 
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Not seeing any moratorium for voting, so put Xs in my plan as it seems voting has started and wanted to try and ensure there was a complete version of the plan in the vote tally, rather than let anything... Odd happen.
 
[X] Plan KnightDisciple v0.675

We don't need factories right now when we don't even know what sort of equipment will be best against the aliens.
 
Fresh post to ensure this gets caught by vote counter.

Starting Resources: 470

[X] Plan KnightDisciple v0.675
-Infrastructure (3/3 Dice + 1/1 Free Dice, 60 Resources)
-[X] Bravo Base (Phase 1) [2 Dice] (20 Resources)
-[X] Enigma Site (Phase 1) [2 Dice; 1 Infra+ 1 Free] (40 Resources)
-Industry (4/4 Dice, 30 Resources)
-[X] Top Off Stocks [2 Dice] (10 Resources)
-[X] Establish Supplier Contracts [2 Dice] (20 Resources)
-Services (4/4 Dice, 40 Resources)
-[X] Establish PR Office [2 Dice] (20 Resources)
-[X] Medical Outreach [2 Dice] (20 Resources)
-Research (4/4 Dice, 80 Resources)
-[X] Analyse Alien Encounters [2 Dice] (40 Resources)
-[X] Study A-Class UFOs [2 Dice] (40 Resources)
-Military (6/6 Dice, 105 Resources)
-[X] Security Division [1 Die] (15 Resources)
-[X] National Liaisons [2 Dice] (20 Resources)
-[X] Anti-UFO Interceptor Development [2 Dice] (50 Resources)
-[X] Rapid Global Transport Development [1 Die] (20 Resources)
-Administration (3/3 Dice, 15 Resources)
-[X] Strategic Planning [3 Dice] (15 Resources)

Total Spending: 290 Resources
Remaining Reserve: 180
 
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