The INDEX Initiative: Not!XCOM Planquest

I've got a pair of plans here, thoughts anyone?

[] Plan
Infrastructure (3/3 Dice) Resources Spent: 40
-[] Delta Base (Stage 4) 3 dice + 1 free die 40R 100%
(257/300, 10 Resources per Die) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die)
Industry (4/4 Dice) Resources Spent: 30
-[] Stockpile Raw Materials (Phase 2) 3 dice 15R 100%
(89/100, 5 Resources per Die) (+2 Logistics, -1 Basing)
-[] Guardian-class Destroyer Shipyard 1 die 15R 0%
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
Services (2/4 Dice) Resources Spent: 40
-[] Warsaw Reconstruction (Stage 3) 2 dice 40R 100%
(244/275, 20 Resources per Die) (+2 PS)
Research (4/4 Dice) Resources Spent: 160
-[] Handheld Laser Weaponry 2 dice 80R 0%
(156/500, 40 Resources per Die) (+1 PS)
-[] Alien Language 2 dice 80R 0%
(139/500, 40 Resources per Die) (-1 Salvage)
Military (6/6 Dice) Resources Spent: 125
-[] Chariot IFV Deployment (Stage 2 Reserve Units) 2 dice 30R 99%
(51/120, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[] Spartan MBT Deployment (Stage 2 Reserve Units) 1 die 20R 100%
(65/100, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[] Huntress-class Light Carrier Deployment (Stage 3 Block III) 2 dice 60R 18%
(23/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[] Defender Jet-Interceptor Laser Refit Design 1 die 20R 100%
(22/40, 20 Resources per Die)
Administration (3/3 Dice) Resources Spent: 5
-[] Security Review (Military) 2 dice ??%
(DC???)
-[] Finishing Touches (Stockpile Raw Materials) 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)
Resources Income 400/448 Reserve 0/35



[] Plan
Infrastructure (3/3 Dice) Resources Spent: 30
-[] Delta Base (Stage 4) 3 dice 30R 100%
(257/300, 10 Resources per Die) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die)
Industry (4/4 Dice) Resources Spent: 30
-[] Stockpile Raw Materials (Phase 2) 3 dice 15R 100%
(89/100, 5 Resources per Die) (+2 Logistics, -1 Basing)
-[] Guardian-class Destroyer Shipyard 1 die 15R 0%
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
Services (2/4 Dice) Resources Spent: 40
-[] Warsaw Reconstruction (Stage 3) 2 dice 40R 100%
(244/275, 20 Resources per Die) (+2 PS)
Research (4/4 Dice) Resources Spent: 200
-[] Handheld Laser Weaponry 4 dice + 1 free die 200R 83%
(156/500, 40 Resources per Die) (+1 PS)
Military (6/6 Dice) Resources Spent: 110
-[] Chariot IFV Deployment (Stage 2 Reserve Units) 1 die 15R 74%
(51/120, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[] Spartan MBT Deployment (Stage 2 Reserve Units) 1 die 20R 100%
(65/100, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[] Chariot IFV Laser Refit Design 1 die 20R 78%
(0/40, 20 Resources per Die)
-[] Huntress-class Light Carrier Deployment (Stage 3 Block III) 2 dice 60R 18%
(23/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[] Defender Jet-Interceptor Laser Refit Design 1 die 20R 100%
(22/40, 20 Resources per Die)
Administration (3/3 Dice) Resources Spent: 5
-[] Security Review (Military) 2 dice ??%
(DC???)
-[] Finishing Touches (Stockpile Raw Materials) 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)
Resources Income 415/448 Reserve 0/35
 
-[] Stockpile Raw Materials (Phase 2) 3 dice 15R 100%
(89/100, 5 Resources per Die) (+2 Logistics, -1 Basing)
-[] Guardian-class Destroyer Shipyard 1 die 15R 0%
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)

The Shipyard seems to be the only thing using up Logistics this turn, and we have +1 Logistics per turn, so I'd rather go all in on the Shipyard to make it likely it completes rather than poke at improving our Logistics Stockpile.

-[] Defender Jet-Interceptor Laser Refit Design 1 die 20R 100%
(22/40, 20 Resources per Die)
-[] Finishing Touches (Stockpile Raw Materials) 1 die 5R auto complete

Unless you're intending for an Overflow bonus, I also would prefer for Finishing Touches to be done on the Defender Refit, if not just tripling down on the Military check over.
 
Unless you're intending for an Overflow bonus, I also would prefer for Finishing Touches to be done on the Defender Refit, if not just tripling down on the Military check over.
Unfortunately Oshha has stated on discord that finishing touches can not be used on devolving the refits.

Helio — 31/05/2022
The rolls went well
[16:39]
I think Vehicle Refit Developments can't benefit from Finishing Touches since they are still RnD type actions.
[16:39]
Pity

@Helio
I think Vehicle Refit Developments can't benefit from Finishing Touches since they are still RnD type actions.

Oshha — 31/05/2022
That's correct.
 
Since we're running low on fuel as well as logistics I'm changing the industry section to this:

Industry (4/4 Dice) Resources Spent: 40
-[] Stockpile Fuel Reserves (Phase 5) 2 dice 10R 100%
(48/100, 5 Resources per Die) (+2 Fuel, -1 Basing)
-[] Guardian-class Destroyer Shipyard 2 dice 30R 15%
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
 
@Oshha
If we finish the reserves will that make the refit projects more expensive? (I assume after completing the refit design any new production will be slightly more expensive but less expensive overall than if we made a bunch of units and then had to go back and refit them).


If so what does the thread think about spending a turn working on refit designs as soon as front line units are done so there are fewer units we need to refit? Then once we got the design we can go ahead and build the reserve units.
 
@Oshha
If we finish the reserves will that make the refit projects more expensive? (I assume after completing the refit design any new production will be slightly more expensive but less expensive overall than if we made a bunch of units and then had to go back and refit them).


If so what does the thread think about spending a turn working on refit designs as soon as front line units are done so there are fewer units we need to refit? Then once we got the design we can go ahead and build the reserve units.
If you haven't finished a state of a deployment, then it is updated to be rolling out the new refitted model. If you have finished the stage of a deployment, then you will get a project to refit that state of the deployment.
 
Q4 2018

Q4 2018


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)
Finland = Strong Support (+15 Resources, +1 to Dice Rolls)
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)
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)
Ukraine = Strong Support (+15 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): 448 + 35 in reserve. (+10 per turn) (-10 per turn)
Political Support (PS): 37 (-1 per turn) (+5 per turn)
Free Dice: 1

Basing: Overwhelming Surpluses (+56)
Logistics: Minor Surpluses (+5) (+1 per turn)
Manpower: Massive Reserves (+20) (+1 per turn)
Gear: Massive Surpluses (+13)
Fuel: Major Surpluses (+5) (+1 per turn)
Medical: Massive Surpluses (+12)
Supplies: Moderate Surpluses (+9)
Salvage: Overwhelming Surpluses (+50)

Infrastructure (3 Dice): +22

[] Alpha Base (Stage 4)
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.
(0/300, 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.
(20/300, 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.
(257/300, 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 4)
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.
(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 4)
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.
(75/300, 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): +27

[] 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.
(40/120, 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 2 Charlie 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.
(58/120, 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 3 Bravo Base)
A series of Chariot IFV 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.
(111/120, 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 2 Charlie 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.
(32/120, 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)

[] Roughrider APC Factories (Stage 1 Delta Base)
A series of Roughrider APC 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) (-1 Manpower, +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)

[] Guardian-class Destroyer Shipyard
With the Guardian-class Destroyer 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): +22

[] 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 3)
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.
(244/275, 20 Resources per Die) (+2 PS)
(0/225, 20 Resources per Die) (+1 PS)

Research (4 Dice): +31

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.
(156/500, 40 Resources per Die) (+1 PS)

[] Larger Vehicular Laser
With the invention of the vehicular-sized laser weapon, INDEX is looking into making a larger and more powerful version of the same weapon to expand its arsenal and grant the organisation a greater variety of options.
(0/450, 40 Resources per Die) (+1 PS)

[] Smaller Vehicular Laser
With the invention of the vehicular-sized laser weapon, INDEX is looking into making a smaller, but less powerful version of the same weapon to expand its arsenal and grant the organisation a greater variety of options.
(0/400, 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)

[] Military Exoskeleton
With the breakthrough by the United States military, INDEX now has the knowledge to make viable functional exoskeletons. To this end, INDEX will attempt to design an exoskeleton for its soldiers to use on the battlefield.
(0/550, 40 Resources per Die) (+1 PS)

[] Utility Exoskeleton
With the breakthrough by the United States military, INDEX now has the knowledge to make viable functional exoskeletons. To this end, INDEX will attempt to design an exoskeleton for logistical and civilian duties.
(0/400, 40 Resources per Die)

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.
(19/400, 40 Resources per Die) (-3 Salvage)

[] Alien Language
While INDEX has figured out how to unlock and operate the alien computers, it is severely limited in its ability to use them thanks to not understanding the alien language. By figuring out the alien language, INDEX will be able to make more effective use of captured alien technology and have a better chance at understanding any captured data.
(139/500, 40 Resources per Die) (-1 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.
(29/400, 40 Resources per Die) (-3 Salvage)

Military (6 Dice): +17

Ground Division
[] Chariot IFV Deployment (Stage 2 Reserve Units) (+40 Progress per turn)
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.
(51/120, 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 2 Reserve Units) (+25 Progress per turn)
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.
(65/100, 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)

[] Roughrider APC Deployment (Stage 1 Frontline Units)
While there hasn't been much ground combat so far, equipping INDEX with the Roughrider APC will help provide its infantry forces with a reliable transport to allow its infantry and other forces on foot to get around in a fast and protected manner.
(0/150, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 2 Reserve Units, 0/150, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 3 Reserve Stockpiles, 0/300, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)

[] Chariot IFV Laser Refit Design
With the new invention of vehicle-sized laser weaponry, it is possible to design a refit of the Chariot IFV that incorporates this new weapon.
(0/40, 20 Resources per Die)

[] Spartan MBT Laser Refit Design
With the new invention of vehicle-sized laser weaponry, it is possible to design a refit of the Spartan MBT that incorporates this new weapon.
(0/50, 20 Resources per Die)

[] Roughrider APC Laser Refit Design
With the new invention of vehicle-sized laser weaponry, it is possible to design a refit of the Roughrider APC that incorporates this new weapon.
(0/40, 20 Resources per Die)

Naval Division: +1
[] Sentry-class Frigate Deployment (Stage 4 Block IV) (+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.
(100/200, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)

[] Huntress-class Light Carrier Deployment (Stage 3 Block III) (+25 Progress Per Turn)
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.
(23/200, 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)

[] Guardian-class Destroyer Deployment (Stage 1 Block I)
In many ways a more capable version of the Sentry-class Frigate, the Guardian-class Destroyer is to be used when something more substantial than a Sentry-class is required.
(0/200, 25 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 2 Block II 0/200, 25 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 3 Block III, 0/200, 25 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
(Stage 4 Block IV, 0/200, 25 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)

[] Sentry-class Frigate Laser Refit Design
With the new invention of vehicle-sized laser weaponry, it is possible to design a refit of the Sentry-class Frigate that incorporates this new weapon.
(0/60, 20 Resources per Die)

[] Huntress-class Light Carrier Laser Refit Design
With the new invention of vehicle-sized laser weaponry, it is possible to design a refit of the Huntress-class Light Carrier that incorporates this new weapon.
(0/60, 20 Resources per Die)

[] Guardian-class Destroyer Laser Refit Design
With the new invention of vehicle-sized laser weaponry, it is possible to design a refit of the Guardian-class Destroyer that incorporates this new weapon.
(0/60, 20 Resources per Die)

Aerial Division: +1
[] Hawk Attack Helicopter Deployment (Stage 2 Reserve Units) (+25 Progress per turn)
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.
(13/100, 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)

[] Defender Jet-Interceptor Laser Refit Design
With the new invention of vehicle-sized laser weaponry, it is possible to design a refit of the Defender Jet-Interceptor that incorporates this new weapon.
(22/40, 20 Resources per Die)

[] Hawk Attack Helicopter Laser Refit Design
With the new invention of vehicle-sized laser weaponry, it is possible to design a refit of the Hawk Attack Helicopter that incorporates this new weapon.
(0/40, 20 Resources per Die)

SpecOps Division
None currently available.

Security Division
None currently available.

Administration (3 Dice): +17

[] Security Review (Select Department) (Cannot select Research until Q2 2019)
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 (DC110) (-10 PS per die)
-[] Colombia (DC140) (-10 PS per die)
-[] Denmark (DC110) (-10 PS per die)
-[] Greece (DC125) (-10 PS per die)
-[] Indonesia (DC120) (-10 PS per die)
-[] Iran (DC130) (-10 PS per die)
-[] Ireland (DC110) (-10 PS per die)
-[] Israel (DC120) (-10 PS per die)
-[] Italy (DC110) (-10 PS per die)
-[] Netherlands (DC110) (-10 PS per die)
-[] New Zealand (DC110) (-10 PS per die)
-[] Norway (DC110) (-10 PS per die)
-[] Pakistan (DC140) (-10 PS per die)
-[] Portugal (DC110) (-10 PS per die)
-[] Saudi Arabia (DC115) (-10 PS per die)
-[] Spain (DC110) (-10 PS per die)
-[] Sweden (DC110) (-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 (If not taken earlier, they will take place between Q4 2018 and Q1 2019)
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)

[] Contract External Manufacturers
To keep up with its deployment demands, INDEX can look into sourcing the military equipment it needs from outside organisations. By relying upon external contractors, INDEX can make sure that the hardware it needs is built in a timely manner.
-[] Huntress-class Light Carrier (Requires one die) (-25 Resources per turn until Huntress-class Light Carrier is complete, +25 Progress to Huntress-class Light Carrier Deployment per turn)
-[] Spartan MBT (Requires one die) (-20 Resources per turn until Spartan MBT Deployment is complete, +25 Progress to Spartan MBT Deployment per turn)
-[] Chariot IFV (Requires one die) (-15 Resources per turn until Chariot IFV Deployment is complete, +25 Progress to Chariot IFV Deployment per turn)
-[] Hawk Attack Helicopter (Requires one die) (-15 Resources per turn until Hawk Attack Helicopter Deployment is complete, +25 Progress to Hawk Attack Helicopter Deployment per turn)
-[] Guardian-class Destroyer (Requires one die) (-25 Resources per turn until Guardian-class Destroyer Deployment is complete, +25 Progress to Guardian-class Destroyer Deployment per turn)
-[] Roughrider APC (Requires one die) (-15 Resources per turn until Roughrider APC Deployment is complete, +25 Progress to Roughrider APC Deployment per turn)


***​

New update and not too much to say except I recommend stockpiling what Political Support you can for the INDEX Initiative Negotiations.

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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I'll clean up these later when I get home.

[X] Plan The Upper Plan
Infrastructure (3/3 Dice) Resources Spent: 40
-[X] Delta Base (Stage 4) 3 dice + 1 free die 40R 100%
(257/300, 10 Resources per Die) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die)
Industry (4/4 Dice) Resources Spent: 40
-[X] Stockpile Fuel Reserves (Phase 5) 2 dice 10R 100%
(48/100, 5 Resources per Die) (+2 Fuel, -1 Basing)
-[X] Guardian-class Destroyer Shipyard 2 dice 30R 15%
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
Services (2/4 Dice) Resources Spent: 40
-[X] Warsaw Reconstruction (Stage 3) 2 dice 40R 100%
(244/275, 20 Resources per Die) (+2 PS)
Research (4/4 Dice) Resources Spent: 160
-[X] Handheld Laser Weaponry 2 dice 80R 0%
(156/500, 40 Resources per Die) (+1 PS)
-[X] Alien Language 2 dice 80R 0%
(139/500, 40 Resources per Die) (-1 Salvage)
Military (6/6 Dice) Resources Spent: 125
-[X] Chariot IFV Deployment (Stage 2 Reserve Units) 2 dice 30R 99%
(51/120, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Spartan MBT Deployment (Stage 2 Reserve Units) 1 die 20R 100%
(65/100, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Huntress-class Light Carrier Deployment (Stage 3 Block III) 2 dice 60R 18%
(23/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Defender Jet-Interceptor Laser Refit Design 1 die 20R 100%
(22/40, 20 Resources per Die)
Administration (3/3 Dice) Resources Spent: 5
-[X] Security Review (Military) 2 dice ??%
(DC???)
-[X] Finishing Touches (Stockpile Raw Materials) 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)
Resources Income 410/448 Reserve 0/35



[X] Plan The Lower Plan
Infrastructure (3/3 Dice) Resources Spent: 30
-[X] Delta Base (Stage 4) 3 dice 30R 100%
(257/300, 10 Resources per Die) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die)
Industry (4/4 Dice) Resources Spent: 40
-[X] Stockpile Fuel Reserves (Phase 5) 2 dice 10R 100%
(48/100, 5 Resources per Die) (+2 Fuel, -1 Basing)
-[X] Guardian-class Destroyer Shipyard 2 dice 30R 15%
(0/200, 15 Resources per Die) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)
Services (2/4 Dice) Resources Spent: 40
-[X] Warsaw Reconstruction (Stage 3) 2 dice 40R 100%
(244/275, 20 Resources per Die) (+2 PS)
Research (4/4 Dice) Resources Spent: 200
-[X] Handheld Laser Weaponry 4 dice + 1 free die 200R 83%
(156/500, 40 Resources per Die) (+1 PS)
Military (6/6 Dice) Resources Spent: 110
-[X] Chariot IFV Deployment (Stage 2 Reserve Units) 1 die 15R 74%
(51/120, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Spartan MBT Deployment (Stage 2 Reserve Units) 1 die 20R 100%
(65/100, 20 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Chariot IFV Laser Refit Design 1 die 20R 78%
(0/40, 20 Resources per Die)
-[X] Huntress-class Light Carrier Deployment (Stage 3 Block III) 2 dice 60R 18%
(23/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Defender Jet-Interceptor Laser Refit Design 1 die 20R 100%
(22/40, 20 Resources per Die)
Administration (3/3 Dice) Resources Spent: 5
-[X] Security Review (Military) 2 dice ??%
(DC???)
-[X] Finishing Touches (Stockpile Raw Materials) 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)
Resources Income 425/448 Reserve 0/35

Anyone spot any errors or have any input?
 
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@F0lkL0re would you be willing to add a dice for the new APC factory and hold off a turn on the huntress to attempt more design refits?

If each stage is going to have a refit project then if we shove in a huntress refit design this turn next turn any progress we make will be toward the most modern design instead of doing a design project next turn to unlock the refit the following turn. Same logic applies to basically all stage 2 or stage 3 deployments.

My personal thoughts on design priority are
defender, huntress, guardian, rough rider so our aerial defense shell is the most modern and all production of the newest unit types will include lasers.
 
[X] Plan The Upper Plan

I don't see the reason to rush for handheld laser weapons when most of our combat is still air-to-air. Especially not when it's likely that the fifth dice will be wasted. (Four dice gives a decent 38.5% completion chance, or a 38.5% chance we can put that fifth die elsewhere.) Plus it's not like we can pivot next turn to go all-in on Alien Language given the human-tech restriction, and I'd rather get that first than the lasers.
[-] Warsaw Reconstruction (Stage 3)
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.
(244/275, 20 Resources per Die) (+2 PS)
(0/225, 20 Resources per Die) (+1 PS)
@Oshha Why is this marked with a [-] ? Are we not able to put dice in this project for some reason, or is it just a mistake?
 
Making a plan for attempted maximum PS gain to help us in the Initiative negotiations. The free die could be moved to Warsaw reconstruction for the boost


[X] Plan PS for the Index Initiative
Infrastructure (3/3 Dice) Resources Spent: 30
-[X] Delta Base (Stage 4) 3 dice 30R 100%
(257/300, 10 Resources per Die) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die)
Industry (4/4 Dice) Resources Spent: 40
-[X] Stockpile Fuel Reserves (Phase 5) 2 dice 10R 100%
(48/100, 5 Resources per Die) (+2 Fuel, -1 Basing)
-[X] Stockpile Raw Materials (Phase 2+3) 2 dice 10R 89%
(89/100, 5 Resources per Die) (+2 Logistics, -1 Basing)
Services (4/4 Dice) Resources Spent: 80
-[X] Warsaw Reconstruction (Stage 3+4) 4 dice 80R 100% 71%
(244/500, 20 Resources per Die) (+2+1 PS)
Research (4/4 Dice) Resources Spent: 200
-[X] Handheld Laser Weaponry 4 dice + 1 Free dice 200R 83%
(156/500, 40 Resources per Die) (+1 PS)
Military (6/6 Dice) Resources Spent: 125
-[X] Chariot IFV Deployment (Stage 2 Reserve Units) 1 dice 15R 99%
(51/120, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Spartan MBT Laser Refit Design 1 die 20R 67%
(0/50, 20 Resources per Die)
-[X] Huntress-class Light Carrier Deployment (Stage 3 Block III) 2 dice 60R 18%
(23/200, 30 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
-[X] Defender Jet-Interceptor Laser Refit Design 1 die 20R 100%
(22/40, 20 Resources per Die)
-[X] Hawk Attack Helicopter Deployment (Stage 2 Reserve Units) 1 die 20R 56%
(13/100, 15 Resources per Die) (-1 Manpower, -1 Gear, -1 Fuel)
Administration (3/3 Dice) Resources Spent: 0
-[X] Security Review (Military) 2 dice ??%
(DC???)
-[X] Sell Salvage (-1 Salvage, +25 Resources)
Resources Income 448/448 Reserve 33/60

I had to sell more Alien salvage to maintain our reserve, while cost cutting in Industry to afford the max dice in Research and Services.
Spartan deployment phase 2 will finish on its own in q1 19, and thus getting started on the laser refit research for them.
 
After looking at the plans I think I'd prefer a more refit heavy plan than any tweak if I'm being honest.

[X] Plan Refit & Steady Research
Infrastructure (3/3 Dice) Resources Spent: 30
-[X] Delta Base (Stage 4) 3 dice 30R 100%
(257/300, 10 RPD) (+6 Basing, +2 to Administration Dice, +2 to all Dice, +1 Administration Die)

Industry (4/4 Dice) Resources Spent: 50
-[X] Stockpile Fuel Reserves (Phase 5) 1 dice 5R 75%
(48/100, 5 RPD) (+2 Fuel, -1 Basing)
-[X] Roughrider APC Factories (Stage 1 Delta Base) 1 dice 15R 8%
(0/120, 15 RPD) (+2 Gear, -1 Basing, -1 Logistics)
-[X] Guardian-class Destroyer Shipyard 2 dice 30R 15%
(0/200, 15 RPD) (-1 Manpower, +2 Gear, -1 Basing, -1 Logistics)

Services (2/4 Dice) Resources Spent: 40
-[X] Warsaw Reconstruction (Stage 3) 2 dice 20R 100%
(244/275, 20 RPD) (+2 PS)

Research (4/4 + 1 Free Dice) Resources Spent: 200
-[X] Handheld Laser Weaponry 3 dice 80R 2%
(156/500, 40 RPD) (+1 PS)
-[X] Alien Language 2 dice 80R 0%
(139/500, 40 RPD) (-1 Salvage)

Military (6/6 Dice) Resources Spent: 115
-[X] Roughrider APC Laser Refit Design 1 die 20R 78%
(0/40, 20 RPD)
-[X] Huntress-class Light Carrier Laser Refit Design 2 die 40R 97%
(0/60, 20 RPD)
-[X] Guardian-class Destroyer Laser Refit Design 1 die 20R 60%
(0/60, 20 RPD)
-[X] Defender Jet-Interceptor Laser Refit Design 1 die 20R 100%
(22/40, 20 RPD)
-[X] Roughrider APC Deployment (Stage 1 Frontline Units) 1 die 15R 0%
(0/150, 15 RPD) (-1 Manpower, -1 Gear, -1 Fuel)

Administration (3/3 Dice) Resources Spent: 5
-[X] Security Review (Military) 2 dice ??%
(DC???)
-[X] Finishing Touches (Stockpile Raw Materials) 1 die 5R auto complete
(Requires one die & 5R)
Resources Income 440/448 Reserve 0/35

Plan adds the start for the Roughrider factory in exchange for a little more risk on the fuel roll. It also adds a 3rd dice to handheld lasers (2% chance it'll finish this turn). Includes refit design for Roughrider, Huntress, and Guardian. Good odds to finish all except the guardian. I also started on frontline unit deployment for the roughrider since if we complete the refit design our production would be the updated design (would be a rare concurrency cost-efficiency win). Either way we'd be getting a jumpstart on new frontline units. The plan would let us start refitting our blackbirds and likely Huntresses as well (97%) next turn.

My goal is to have refit designs done so our current projects complete with the new designs instead of creating new stages on the separate refit projects we'll unlock.

PS should end up around 43. The PS heavy full laser and warsaw plan could put us at ~45 (< 60%) for the negotiations we're about to begin.
 
@F0lkL0re would you be willing to add a dice for the new APC factory and hold off a turn on the huntress to attempt more design refits?
Sorry but no we getting a bit too low in both logistics and fuel for my liking but I do plan on building some factories in a few turns.
 
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