The INDEX Initiative: Not!XCOM Planquest

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There was a UFO in Alaska last turn.

You get to decide what the Treasury does and only that. The Treasury supported a third review of Research Division, but the Council decided to oppose that and since they are the highest authority, their choice stuck.

Wait till the aliens sabotage the research base and cause mass havoc and/or steal all our research into stuff.
 
[X] Plan Measured Progress
-[X] Echo Base 3 dice, 30 resources
-[X] Defender Jet-Interceptor Factories 2 dice, 30 resources
-[X] Blackwing Rapid Global Transport Factories 2 dice, 50 resources
-[X] Functional Laser Weaponry 4 dice, 160 resources
-[X] Alien Power Core 1 free die, 40 resources
-[X] Blackwing Rapid Global Transport Deployment 1 dice, 25 resources
-[X] Signal Interceptor Deployment 2 dice, 30 resources
-[X] Alien Detector Deployment 2 dice, 40 resources
-[X] Warsaw Reconstruction 2 dice, 40 resources
-[X] INDEX Initiative Negotiations 1 die
-[X] Request Additional Funding 2 dice

Total resource usage: 445/440, but with +20 or +30 from additional funding.

The idea here is fairly straightforward - we begin or continue progress on new equipment deployment - combat and transport aircraft. Echo base to "spread the love" and hopefully beef up our R&D cred after that disaster, and maybe help shine the council's shoes a little, since they seem to have a burr up their ass about R&D.

In military terms, we start rolling out the Blackwing, as well as continuing to roll out the signal interceptor and alien detectors. Help with Warsaw reconstruction because it's a +PS option, and also because I suppose we should.

Per Derpmind's suggestion, free die goes to power core research.

Admin-wise, it's time to see what we can negotiate out of these turds running the council while squeezing more money out of them. I mean, eminently qualified gentlemen.

I left one military die unused - we're almost guaranteed a +10 resources for the turn in "request additional funding" money, with very good odds of +20 and 50/50 odds of +30; I'm counting on the +20.

If people feel that's too risky, we can drop a die from a factory or from a deployment.
 
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I'd really prefer we put the free die on Alien Power Core so we can actually finish the research there. Getting advanced power supplies is going to be critically important for, uh, everything. But especially power-hungry systems like, for example, the laser weaponry the council wants us to get so much.
 
Gonna need to do some editing to fit that in with the resource constraints, 40 is a lot of Rs.

Edit: done.
 
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The Polish government has thrown its full support behind the organisation, contributing a significant amount of resources to INDEX, including parts required to construct more Defender Jet-Interceptor factories.

Poland = Full Support (+27 Resources, +2 to Dice Rolls, +1 PS per turn, +10 Progress to Defender Jet-Interceptor Factories per turn)

So not only did we only spend 12 PS to get all of this

[] Warsaw Reconstruction (Stage 1)
Though the attack was ultimately defeated, the aliens did do substantial damage to the Polish capital. While others such as the Polish government will be involved in the reconstruction efforts, INDEX can do its part to help Warsaw recover from the alien attack.

But we got an action to regain up to 9 more PS.

Nice.
 
We already have to budget in order to fulfill our current obligations, so I'd rather not have to take on more expenses. I'd rather do a security review of the Security division, both because we have never done it and as a show of good faith,
Security Division is one of the Military Divisions, where you recently did a security review.
 
Here's the stats I got on measured progress.

[] Plan Measured Progress
-[] Echo Base 3 dice, 30 resources 98%
-[] Defender Jet-Interceptor Factories 2 dice, 30 resources >99.96%
-[] Blackwing Rapid Global Transport Factories 2 dice, 50 resources 88%
-[] Warsaw Reconstruction 2 dice, 40 resources 21%
-[] Functional Laser Weaponry 4 dice, 160 resources 25%
-[] Alien Power Core 1 free die, 40 resources 75%
-[] Blackwing Rapid Global Transport Deployment 1 dice, 25 resources 0%
-[] Signal Interceptor Deployment 2 dice, 30 resources S2:99% S3:81% S4: 34%
-[] Alien Detector Deployment 2 dice, 40 resources S2:100% S3:97% S4:74% S5: 30%
-[] INDEX Initiative Negotiations 1 die
-[] Request Additional Funding 2 dice

Here's my tweaked version. Will likely give us another 2-3 bases completely covered by alien detectors and screening and a coinflip to get another on top of that. Achieves this by flexing the free dice from power core to the detector and then using the 6th available military dice for signal interceptor deployment. I also went with sell salvage since we've got 50 and just captured a battleship. Next turn I'd plan to go hard on foxtrot base and blackwing deployment/factories to try and get our spec ops squared away and we should be in real good shape for getting rid of infiltrators (hoping 2-3 dice should finish it off if we get decent rolls).

[X] Plan Cleaning House
-[X] Echo Base 3 dice, 30 resources 98%
-[X] Defender Jet-Interceptor Factories 2 dice, 30 resources >99.96%
-[X] Blackwing Rapid Global Transport Factories 2 dice, 30 resources 88%
-[X] Warsaw Reconstruction 2 dice, 40 resources 21%
-[X] Functional Laser Weaponry 3 dice, 120 resources 1%
-[X] Alien Power Core 1 die, 40 resources 75%
-[X] Blackwing Rapid Global Transport Deployment 1 dice, 25 resources 0%
-[X] Signal Interceptor Deployment 3 dice, 45 resources S2:100% S3:98% S4:83% S5:51% S6(Max):17%
-[X] Alien Detector Deployment 2 dice + 1 Free, 60 resources S2:100% S3:99.99% S4:96% S5:80% S6(Max):44%
-[X] INDEX Initiative Negotiations 1 die
-[X] Sell Salvage 2 die

420/490 resource usage.
408+32+50(salvage) = 490

edit: our PS in in the tank which is the other reason I flexed to salvage.
edit2: updated laser research percentages. Threadmark didn't have the 549 we'd achieved last turn. LordArcturus' plan alerted me to my mistake.
 
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[X] Plan Shut Up, Trump
-[X] Alpha Base 3 dice, 30 resources.
-[X] Defender Jet-Interceptor Factories 2 dice, 30 resources
-[X] Blackwing Rapid Global Transport Factories 2 dice, 50 resources
-[X] Functional Laser Weaponry 4 dice, 160 resources
-[X] Alien Power Core 1 free die, 40 resources
-[X] Blackwing Rapid Global Transport Deployment 1 dice, 25 resources
-[X] Signal Interceptor Deployment 2 dice, 30 resources
-[X] Alien Detector Deployment 2 dice, 40 resources
-[X] Warsaw Reconstruction 2 dice, 40 resources
-[X] INDEX Initiative Negotiations 1 die
-[X] Request Additional Funding 2 dice
Getting the US to stop actively causing problems for us would be worth nearly as much as another level of Delta Base, and hopefully we can get started on that with some good old fashioned graft.
[X] Plan Council We Know What We're Doing Please Stop
 
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Plan: Crazed Whack-a-mole
Infrastructure (3 Dice): +17 30R
[X] Delta Base(71/300, 10 Resources per Die) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die) 3D

Industry (4 Dice): +22 60R
[X] Sentry-class Frigate Shipyard(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics) 2D
[X] Blackwing Rapid Global Transport Factories (Stage 1 Delta Base) (0/100, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics) 2D

Military (6 Dice): +12 105R
[X] Signal Interceptor Deployment (Stage 2 Bravo Base)(6/50, 15 Resources per Die) 3D
[X] Alien Detector Deployment (Stage 2 Charlie Base)(46/50, 20 Resources per Die) 3D

Services (4 Dice): 80R
[X] Warsaw Reconstruction (Stage 1) (0/175, 20 Resources per Die) (+3 PS) 4D

Research (4 Dice/1FD): +26 200R
[X] Functional Laser Weaponry (549/900, 40 Resources per Die) 4D
[X] Alien Power Core (426/480, 40 Resources per Die) (-3 Salvage) 1FD

+2PS
+4Gear
+2? Manpower
+4 Basing
-3 Salvage
-2 Logistics
435/440R

NOTE: ON PHONE, NO EDITS TILL HOME
 
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[X] Plan Council We Know What We're Doing Please Stop
Infrastructure (3/3 Dice) Resources Spent: 30
-[X] Charlie Base (Stage 2) 3 dice 30R 99%
(stage 3 8%)
(58/150, 10 Resources per Die) (+4 Basing) (+5 Progress Per Turn)
Industry (4/4 Dice) Resources Spent: 60
-[X] Defender Jet-Interceptor Factories (Stage 2 Charlie Base) 2 dice 30R 100%
(68/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
-[X] Sentry-class Frigate Shipyard 2 dice 30R 10%
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
Services (/4 Dice) Resources Spent: 20
-[X] Warsaw Reconstruction (Stage 1) 1 die 20R 0%
(0/175, 20 Resources per Die) (+3 PS)
Research (4/4 Dice) Resources Spent: 200
-[X] Functional Laser Weaponry 4 dice 160R 27%
(549/900, 40 Resources per Die) (+1 PS)
-[X] Alien Power Core 1 free die 40R 75%
(426/480, 40 Resources per Die) (-3 Salvage)
Military (6/6 Dice) Resources Spent: 115
-[X] Defender Jet-Interceptor Deployment 2 dice 30R 99%
(Stage 2 Secondary Squadrons, 112/175, 15 Resources per Die) (+1 PS) (-1 Gear, -1 Fuel)
-[X] Blackwing Rapid Global Transport Deployment 2 dice 50R 60%
(0/120, 25 Resources per Die) (-1 Gear, -1 Fuel)
-[X] Signal Interceptor Deployment (Stage 2 Bravo Base) 1 die 15R 72%
(6/50, 15 Resources per Die)
-[X] Alien Detector Deployment (Stage 2 Charlie Base) 1 die 20R stage 3 66%
(46/50, 20 Resources per Die)
Administration (3/3 Dice) Resources Spent: 0
-[X] Finishing Touches (Alien Detector) 1 die 5R autopass
(Requires one die & 5R) (Completes one non-RnD project with equal or less progress points than the dice bonus remaining)
-[X] Security Review (Administration) 2 dice ??%
(DC???)
Resources Income 408/408 Reserve 22/32

EDIT: dropped one security review for Finishing Touches (Alien Detector) and consolidated the other two security reviews into reviewing administration
 
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It might be a better idea to rush Alien Detectors and Jet-Interceptors since I suspect the aliens will come down hard on us with infiltrators for taking one of their ships.
 
Definitely surprised at how many folk are happy with only one dice for the detector and signal tracing. It'll take 6 stages to cover all our bases and we're working on stage 2. Security reviews done with questionable personnel don't seem like they'll be super effective.
 
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