The INDEX Initiative: Not!XCOM Planquest

Q1 2018

Q1 2018

At the start of 2018, the INDEX Initiative gains its newest member in the form of South Korea. Despite some concerns about how their traditional rivals might react, the threat posed by the aliens and INDEX's proven effectiveness against the extraterrestrial invaders means that they do little more than grumble. In fact, the largest amount of opposition comes from the United States in its increasing antagonism towards the INDEX Initiative with its current leadership being vocally opposed to the idea of letting more Asians join.

Council Members
Argentina = Strong Support (+15 Resources, +1 to Dice Rolls)
Australia = Mild Support (+24 Resources)
Brazil = Strong Support (+23 Resources, +1 to Dice Rolls)
Canada = Strong Support (+30 Resources, +1 to Dice Rolls)
China = Strong Support (+45 Resources)
Egypt = Full Support (+9 Resources, +2 to Dice Rolls, +1 PS per turn, +5 Progress to Charlie Base per turn)
France = Neutral (+20 Resources)
Germany = Neutral (+20 Resources)
India = Mild Support (+24 Resources)
Japan = Mild Support (+24 Resources)
Mexico = Full Support (+36 Resources, +2 to Dice Rolls, +1 PS per turn, +1 Fuel per turn)
Nigeria = Full Support (+18 Resources, +2 to Dice Rolls, +1 PS per turn, +1 Logistics per turn)
Poland = Full Support (+27 Resources, +2 to Dice Rolls, +1 PS per turn, +10 Progress to Defender Jet-Interceptor Factories per turn)
Russia = Neutral (+20 Resources)
South Africa = Strong Support (+7 Resources, +1 to Dice Rolls)
South Korea = Mild Support (+24 Resources)
Turkey = Strong Support (+30 Resources, +1 to Dice Rolls)
United Kingdom = Strong Support (+30 Resources, +1 to Dice Rolls)
United States = Strong Opposition (+12 Resources, -1 to Dice Rolls)

Stats
Resources (R): 432 + 3 in reserve. (+10 per turn) (-10 per turn)
Political Support (PS): 38 (-1 per turn) (+5 per turn)
Free Dice: 1

Basing: Overwhelming Surpluses (+38)
Logistics: Moderate Surpluses (+7) (+1 per turn)
Manpower: Massive Reserves (+25) (+1 per turn)
Gear: Major Surpluses (+10)
Fuel: Major Surpluses (+9) (+1 per turn)
Medical: Massive Surpluses (+12)
Supplies: Moderate Surpluses (+9)
Salvage: Overwhelming Surpluses (+48)

Infrastructure (3 Dice): +20

[] Alpha Base (Stage 2)
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.
(86/150, 10 Resources per Die) (+4 Basing)
(0/200, 10 Resources per Die) (+5 Basing, +1 to Aerial Division Dice)
(0/300, 10 Resources per Die) (+6 Basing, +3 to Aerial Division Dice)
(0/400, 10 Resources per Die) (+8 Basing, +6 to Aerial Division Dice, +1 Military Die)

[] Bravo Base (Phase 4)
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.
(43/300, 10 Resources per Die) (+6 Basing, +2 to Military Dice)
(0/400, 10 Resources per Die) (+8 Basing, +4 to Military Dice, +1 Military Die)

[] Charlie Base (Stage 4) (+5 Progress Per Turn)
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.
(5/300, 10 Resources per Die) (+6 Basing, +3 to Naval Division Dice)
(0/400, 10 Resources per Die) (+8 Basing, +6 to Naval Division Dice, +1 Military Die)

[] Delta Base (Stage 4)
Located in the Scottish Highlands, Delta Base 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.
(71/300, 10 Resources per Die) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die)
(0/400, 10 Resources per Die) (+8 Basing, +4 to Administration Dice, +4 to all Dice, +1 Free Die)

[] Echo Base (Stage 3)
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.
(195/200, 10 Resources per Die) (+5 Basing, +1 to Research Dice)
(0/300, 10 Resources per Die) (+6 Basing, +3 to Research Dice)
(0/400, 10 Resources per Die) (+8 Basing, +6 to Research Dice, +1 Research Die)

[] Foxtrot Base (Stage 2)
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.
(33/150, 10 Resources per Die) (+4 Basing)
(0/200, 10 Resources per Die) (+5 Basing, +1 to SpecOps Division Dice)
(0/300, 10 Resources per Die) (+6 Basing, +3 to SpecOps Division Dice)
(0/400, 10 Resources per Die) (+8 Basing, +6 to SpecOps Division Dice, +1 Military Die)

[] Enigma Site (Stage 4)
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.
(27/400, 10 Resources per Die) (+2 PS) (+2 to Research Dice) (High Priority)
(0/500, 10 Resources per Die) (+2 PS) (+3 to Research Dice) (High Priority)

Industry (4 Dice): +25

[] Stockpile Mechanical Parts (Phase 3)
Purchase or otherwise acquire additional spare parts for the mechanical equipment used by INDEX. While INDEX is not currently suffering a shortage, the relatively calm may be a good point to stockpile for future emergencies.
(14/100, 5 Resources per Die) (+2 Gear, -1 Basing)

[] Stockpile Fuel Reserves (Phase 5)
Purchase or otherwise acquire additional fuel reserves for the vehicles used by INDEX. While INDEX is not currently suffering a shortage, the relatively calm may be a good point to stockpile for future emergencies.
(48/100, 5 Resources per Die) (+2 Fuel, -1 Basing)

[] Stockpile Medical Supplies (Phase 4)
Purchase or otherwise acquire additional medical supplies to be used by INDEX. While INDEX is not currently suffering a shortage, the relatively calm may be a good point to stockpile for future emergencies.
(29/100, 5 Resources per Die) (+2 Medical, -1 Basing)

[] Stockpile Basic Supplies (Phase 3)
Purchase or otherwise acquire additional basic necessaries to be used by INDEX on a day to day basis. While INDEX is not currently suffering a shortage, the relatively calm may be a good point to stockpile for future emergencies.
(95/100, 5 Resources per Die) (+2 Supplies, -1 Basing)

[] Stockpile Raw Materials (Phase 2)
While INDEX can reply upon being supplied by outside organisations to keep its factories fed with the necessary raw materials, this leaves INDEX vulnerable to being cut-off. By stockpiling various raw materials in its bases, INDEX can maintain a reserve of raw materials for its factories.
(89/100, 5 Resources per Die) (+2 Logistics, -1 Basing)

[] Defender Jet-Interceptor Factories (Stage 3 Bravo Base) (+10 Progress Per Turn)
The new standard interceptor aircraft of INDEX, the Defender Jet-Interceptor is something that INDEX will need plenty of. While they can rely upon external organisations to produce more Defenders for them, INDEX can also set up its own in-house production by building a factory in its bases.
(10/120, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
(Stage 4 Echo Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 5 Foxtrot Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 6 Alpha Base, 0/120, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)

[] Blackwing Rapid Global Transport Factories (Stage 2 Charlie Base)
While INDEX doesn't currently need too many Blackwing Rapid Global Transports, it does need some and by setting up an internal factory, it gains access to a secure, in-house source of them.
(37/100, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 3 Bravo Base, 0/100, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
(Stage 4 Echo Base, 0/100, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 5 Foxtrot Base, 0/100, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 6 Alpha Base, 0/100, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)

[] Spartan MBT Factories (Stage 1 Delta Base)
A series of Spartan MBT factories located at various INDEX bases will let INDEX produce more of the vehicle in-house in addition to providing a supply of internally sourced spare parts for maintenance and repair work.
(0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 2 Charlie Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 3 Bravo Base, 0/120, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
(Stage 4 Echo Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 5 Foxtrot Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 6 Alpha Base, 0/120, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)

[] Chariot IFV Factories (Stage 1 Delta Base)
A series of Chariot IFV Factories factories located at various INDEX bases will let INDEX produce more of the vehicle in-house in addition to providing a supply of internally sourced spare parts for maintenance and repair work.
(0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 2 Charlie Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 3 Bravo Base, 0/120, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
(Stage 4 Echo Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 5 Foxtrot Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 6 Alpha Base, 0/120, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)

[] Hawk Attack Helicopter Factories (Stage 1 Delta Base)
A series of Hawk Attack Helicopter factories located at various INDEX bases will let INDEX produce more of the vehicle in-house in addition to providing a supply of internally sourced spare parts for maintenance and repair work.
(0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 2 Charlie Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 3 Bravo Base, 0/120, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
(Stage 4 Echo Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 5 Foxtrot Base, 0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
(Stage 6 Alpha Base, 0/120, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)

[] Huntress-class Light Carrier Shipyard
With the Huntress-class Light Carrier ready for service, INDEX can construct a shipyard for them at Charlie Base to produce them in-house and supply them with internally sourced parts.
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)

Services (4 Dice): +20

[] Boost Recruitment Efforts (Phase 1)
While INDEX currently has no shortage of manpower, there may be a time when it does require additional recruits. Preparing a reserved of manpower before such a time is needed
(0/120, 10 Resources per Die) (+1 Manpower)

[] Warsaw Reconstruction (Stage 2)
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.
(47/200, 20 Resources per Die) (+2 PS)
(0/275, 20 Resources per Die) (+2 PS)
(0/225, 20 Resources per Die) (+1 PS)
(0/250, 20 Resources per Die) (+1 PS)
(0/200, 20 Resources per Die)
(0/275, 20 Resources per Die)

Research (4 Dice): +28

Human Technology (-5 PS each turn when less than two dice are assigned to this subcategory)
[] Handheld Laser Weaponry
With the breakthrough with functional laser weapons, INDEX can now design laser weapons for its soldiers to use. While this can be expanded in the future, the initial plan for now is a basic rifle as a primary weapon and a pistol for a sidearm.
(26/500, 40 Resources per Die) (+1 PS)

[] Vehicular Laser Weaponry
With the breakthrough with functional laser weapons, INDEX can now design laser weapons to put on its vehicles. While more weapons may be invented in the future, for now, INDEX merely desires a laser cannon to put on its interceptors, warships and ground vehicles.
(165/500, 40 Resources per Die) (+1 PS)

[] 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.
(11/900, 40 Resources per Die) (+1 PS)

[] 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.
(11/1,100, 40 Resources per Die) (+1 PS)

Alien Technology
[] Alien Batteries
With the research into the alien power cores, INDEX has been able to identify what appears to be alien batteries. While they appear to be used in alien weapons, other usages of the alien batteries have also been identified. Studying them would give INDEX greater insight into how they work and possibly unlock the secret of using them.
(8/450, 40 Resources per Die) (-3 Salvage)

[] Alien Computers
The alien computers aboard the crashed UFO at Enigma Site are completely intact. While INDEX doesn't currently know how to access or operate them, it can study them to learn such knowledge and possibly figure out ways to upgrade their own computers.
(199/450, 40 Resources per Die) (-3 Salvage)

[] Alien Engines
Between the crashed UFO and those shot down by our interceptors, INDEX has acquired multiple alien engines. Studying them could reveal how the aliens are able to fly their UFOs in both vacuum and atmospheric conditions in addition to gaining insights into how to improve INDEX's own engines.
(18/450, 40 Resources per Die) (-3 Salvage)

Military (6 Dice): +15

Ground Division
[] Chariot IFV Deployment (Stage 1 Frontline Units)
While there hasn't been much ground combat so far, equipping INDEX with the Chariot IFV will help provide its infantry forces with some armoured firepower to support any engagements fought on foot.
(0/120, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 2 Reserve Units, 0/120, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 3 Reserve Stockpiles, 0/250, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)

[] Spartan MBT Deployment (Stage 1 Frontline Units)
While there hasn't been much ground combat so far, equipping INDEX with the Spartan MBT will help provide its infantry forces with heavy armoured firepower to support any engagements fought on foot and to engage any vehicles that the aliens may deploy.
(0/100, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 2 Reserve Units, 0/100, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 3 Reserve Stockpiles, 0/200, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)

Naval Division: +1
[] Sentry-class Frigate Deployment (Stage 2 Block II) (+50 Progress Per Turn)
Due to the Sentry-class Frigate beginning production, INDEX can take its first steps towards securing the seas. By producing four sets of Sentry-class Frigates, INDEX will have enough warships to cover the world's oceans.
(44/200, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 3 Block III, 0/200, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 4 Block IV, 0/200, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)

[] Huntress-class Light Carrier Deployment (Stage 1 Block I)
The Huntress-class Light Carrier won't be engaging enemy forces directly, but by acting as a mobile base for some of INDEX's aircraft, warships of this type will allow INDEX to react quicker to alien incursions.
(0/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 2 Block II 0/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 3 Block III, 0/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 4 Block IV, 0/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)

Aerial Division
[] Hawk Attack Helicopter Deployment (Stage 1 Frontline Units)
While there hasn't been much ground combat so far, equipping INDEX with the Hawk Attack Helicopter will help provide its ground forces with sufficient air support that its current interceptors will struggle to provide.
(0/100, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 2 Reserve Units, 0/100, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 3 Reserve Stockpiles, 0/200, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)

SpecOps Division
None currently available.

Security Division
[] Signal Interceptor Deployment (Stage 4 Echo Base)
With the signal interceptor having finished development, it is just a matter of deploying it to each INDEX base.
(29/50, 15 Resources per Die)
(Stage 5 Foxtrot Base, 0/50, 15 Resources per Die)
(Stage 6 Alpha Base, 0/50, 15 Resources per Die)

[] Alien Detector Deployment (Stage 6 Alpha Base)
With the development of the alien detection system, INDEX desires to set them up at each of its bases. While their large and complex design combined with their long and impractical usage means that they aren't an instant cure to alien infiltration, they will certainly help with alien spies and keep them out of important designs.
(19/50, 20 Resources per Die)


Administration (3 Dice): +15

[] Security Review (Select Department) (Cannot choose Research until Q3 2018)
Whether it be from a terrestrial or extraterrestrial 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.
(DC???)

[] Request Additional Funding
While INDEX receives substantial quarterly funding from the Council, it is possible for the organisation to request additional budget for its operations. While politically unpopular, it is well within INDEX's means to successfully convince the Council to cough up a one-time influx of funding.
(DC40/80/120/160/200) (-1 PS per die) (+10 Resources/+20 Resources/+30 Resources/+40 Resources/+50 Resources)

[] Support New Council Member
While the INDEX Initiative was originally made up of sixteen countries, the success that INDEX has seen combined with the increased threat posed by the aliens means that more countries want in. INDEX can attempt to sponsor one of them, throwing their political weight behind the country's attempt to get into INDEX.
-[] Belgium (DC120) (-10 PS per die)
-[] Colombia (DC150) (-10 PS per die)
-[] Denmark (DC120) (-10 PS per die)
-[] Greece (DC125) (-10 PS per die)
-[] Indonesia (DC130) (-10 PS per die)
-[] Iran (DC140) (-10 PS per die)
-[] Ireland (DC120) (-10 PS per die)
-[] Israel (DC130) (-10 PS per die)
-[] Italy (DC120) (-10 PS per die)
-[] Netherlands (DC120) (-10 PS per die)
-[] New Zealand (DC120) (-10 PS per die)
-[] Norway (DC120) (-10 PS per die)
-[] Pakistan (DC150) (-10 PS per die)
-[] Portugal (DC120) (-10 PS per die)
-[] Saudi Arabia (DC125) (-10 PS per die)
-[] Spain (DC120) (-10 PS per die)
-[] Sweden (DC120) (-10 PS per die)

[] Sell Salvage
While INDEX gets all alien salvage by default as per the terms of the INDEX Initiative, it isn't required to keep all of that salvage. The organisation is entirely within its rights to sell some alien salvage if it requires an influx of extra budget.
(Requires one die) (-1 Salvage, +25 Resources)

[] Finishing Touches
Sometimes all that is needed is a bit of dedicated administrative capacity and a small infusion of extra budget to bring a project to fruition instead of another full round of funding and attention.
(Requires one die & 5R) (Completes one non-RnD project with equal or less progress points than the dice bonus remaining)

[] INDEX Initiative Negotiations
Having seen some substantial success against the alien invaders, INDEX has garnered enough credibility to its name that it could expand its scope. By entering negotiations with the countries that make up the INDEX Council, INDEX can gather additional resources and assets to its banner though doing so almost certainly means acquiring new responsibilities and commitments at the same time.
(Requires one die) (Cooldown period of at least two years)

[] Scrap the captured B-Class
During the attack on Warsaw in 2017, INDEX captured an B-Class UFO, albeit one with all of its weapons destroyed. While INDEX chose to keep it intact at the time instead of taking it apart for salvage, it is still possible to scrap the alien battleship.
(Requires one die) (+80 to 90 Salvage)

***​
First regular turn after the hiatus and the start of a new year in-game. South Korea successfully joins the INDEX Initiative and you got a whole bunch of deployments available this quarter.

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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[] Chariot IFV Deployment (Stage 1 Frontline Units)
While there hasn't been much ground combat so far, equipping INDEX with the Hawk Attack Helicopter will help provide its infantry forces with some armoured firepower to support any engagements fought on foot.
[] Spartan MBT Deployment (Stage 1 Frontline Units)
While there hasn't been much ground combat so far, equipping INDEX with the Hawk Attack Helicopter will help provide its infantry forces with heavy armoured firepower to support any engagements fought on foot and to engage any vehicles that the aliens may deploy.
It appears the dreaded copy paste demon has visited your update. You may wish to hire an exorcist.
 
Plan wise it's 2AM, so I'm not doing a full plan because 2AM math is bad math, but I feel we should be trying to get Alpha or Foxtrot base upgraded this turn, or even through free dice at them to get both a level up because they're both lagging and the potential narrative effects of our interceptor forces and special ops team base lagging in development is kinda worrying me at this point.

Industry wise I don't think there's a huge specific need for any vehicle at this point unless I'm forgetting something, so it's probably best to aim for getting at least level 1 in each factory type to support integrated supply chains and production for that vehicle type (and we probably should do the huntress nowish because naval stuff takes a long time to get going). Service wise probably keep hitting that Warsaw Reconstruction button? Research also doesn't seem like a hard choice right now unless someone has a good argument against hitting vehicle lasers and alien computers like we've already got progress in. Military wise again we've got multiple kinds of vehicles to deploy and little guidence on which is most needed, so... Well, like with production we need to do the Huntress ahead of time/now because if we do it when we find out we need it it'll take a year to spin up in numbers so best be safe with that, especially given as 'mobile interceptor platforms' are actually pretty likely to be needed/useful in this war. And of course we need to finish up the Alien Detector and Signal Interceptor deployment.

Lastly there's admin, which... probably do something? My 2AM mind isn't seeing anything obvious here.
 
[] 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.
(47/200, 20 Resources per Die) (+2 PS)
(0/275, 20 Resources per Die) (+2 PS)
(0/225, 20 Resources per Die) (+1 PS)
(0/250, 20 Resources per Die) (+1 PS)
(0/200, 20 Resources per Die)
(0/275, 20 Resources per Die)
This Should be Stage 2 Looks like the Progress is correct though.

Alpha or Foxtrot base upgraded this turn, or even through free dice at them to get both a level up because they're both lagging and the potential narrative effects of our interceptor forces and special ops team base lagging in development is kinda worrying me at this point.

With how antagonistic The US Is Being, I would think only doing 1 Dice on Alpha base at most. To get progress but not Have to much invested there to let them cause big Problems. (And 1 Dice does have a good chance to complete the stage we only need to roll 44 or Higher)

So For Infra, I'm thinking 1 Dice Alpha, 2 Dice Foxtrot
Alpha Dice Needs to Roll 44 or higher
Foxtrot needs to roll a combined 77 or higher (77/2 = 37.5 per dice)
To complete the current stages.
 
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Defender Jet-Interceptor Factories (Stage 3 Bravo Base) (+10 Progress Per Turn)

@Oshha
I don't know how many turns it has been but shouldn't this have been getting +10 each turn?
 
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Okay, here's my shot at a plan. Our best defense right now is still airpower I'm prioritizing Alpha Base and the aircraft carrier factory so we can have better coverage. The tank factory I added because it'll have good odds of success and will make people feel comfortable. I don't know if the blackbirds can carry IFVs so tanks are my fallback. Warsaw has good odds of finishing another stage this turn, research is continuing with what we've started. As far as military goes I'm aiming to finish off the signal interceptor and alien detector deployment. Past that I'm deploying the frigates since they're the only thing we have factories for right now. Next turn we can hopefully branch out to carriers and tanks. Reviewing industry since it hasn't been reviewed the longest, finishing echo, and selling salvage since we have 48 and the plan would wipe our reserves.

[X] Plan Home and Away
- [X] Infrastructure (3 dice - 30R)
--[X] Alpha Base (Stage 2) - 3 Dice - S2:100% S3:15%
- [X] Industry (4 dice + Free - 75R)
--[X] Spartan MBT Factories (Stage 1 Delta Base) - 2 Dice - 75%
--[X] Huntress-class Light Carrier Shipyard - 3 Dice - 69%
- [X] Services (3/4 dice - 60R)
--[X] Warsaw Reconstruction (Stage 2) - 3 Dice - 87%
- [X] Research (4 dice - 160R)
--[X] Vehicular Laser Weaponry - 2 Dice - 0%
--[X] Alien Computers - 2 Dice - 15%
- [X] Military (6/6 dice - 110R) - +15
--[X] Sentry-class Frigate Deployment (Stage 2 Block II) - 3 Dice - (+50PPT) - 96%
--[X] Signal Interceptor Deployment (Stage 4 Echo Base) - 2 Dice - S4:100% S5:92% S6:59%
--[X] Alien Detector Deployment (Stage 6 Alpha Base) - 1 Dice - 85%
- [X] Admin (3/3 Dice - 5R)
--[X] Security Review (Industry) - 1 Dice
--[X] Finishing Touches (Echo Base) - 1 Dice
--[X] Sell Salvage - 1 Dice

Resources available = 432 + 3 + 25 sell salvage
Resources used = 30+75+60+160+110+5
Uses 440/460 resources - Banks 20 into Reserves


Security Review History
Infra - Q1 2017
Industry - Q3 2016
Services - Q4 2017
Research - Q2 2017
Military - Q2 2017
Admin - Q3 2017
 
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[X] Plan Enough Income For Almost All The Dice
Infrastructure (3/3 Dice) Resources Spent: 40
-[X] Alpha Base (Stage 2) 3 dice + 1 free die 40R 100%
( 62% stage 3)
(86/150, 10 Resources per Die) (+4 Basing)
Industry (4/4 Dice) Resources Spent: 60
-[X] Spartan MBT Factories (Stage 1 Delta Base) 1 die 15R 6%
(0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
-[X] Chariot IFV Factories (Stage 1 Delta Base) 2 dice 30R 76%
(0/120, 15 Resources per Die) (+2 Gear, -1 Basing, -1 Logistics)
-[X] Huntress-class Light Carrier Shipyard 1 die 15R 0%
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
Services (4/4 Dice) Resources Spent: 60
-[X] Warsaw Reconstruction (Stage 2) 3 dice 60R 87%
(47/200, 20 Resources per Die) (+2 PS)
Research (4/4 Dice) Resources Spent: 160
-[X] Vehicular Laser Weaponry 4 dice 160R 36%
(165/500, 40 Resources per Die) (+1 PS)
Military (6/6 Dice) Resources Spent: 105
-[X] Chariot IFV Deployment (Stage 1 Frontline Units) 2 dice 30R 60%
(0/120, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Sentry-class Frigate Deployment (Stage 1 Block I) (+50 Progress Per Turn) 2 dice 40R 73%
(Stage 2 Block II, 44/200, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Signal Interceptor Deployment (Stage 4 Echo Base) 1 die 15R 95%
(29/50, 15 Resources per Die)
-[X] Alien Detector Deployment (Stage 6 Alpha Base) 1 die 20R 85%
(19/50, 20 Resources per Die)
Administration (3/3 Dice) Resources Spent: 5
-[X] Finishing Touches (Echo Base) 1 die 5R auto complete
(Requires one die & 5R) (Completes one non-RnD project with equal or less progress points than the dice bonus remaining)
-[X] Security Review (Industry) 2 dice ??%
(DC???)
Resources Income 430/432 Reserve 0/3

Anyone spot any mistakes or have any questions?

EDIT: KarmaA just pointed out that I made a mistake in the military spending so that along side the plans name have been corrected.
 
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