Adaptation+Assimilation: Deny Extinction Plan Quest

The free dice that's permanent,(And can we spend more then 1 dice at a time with the PS mandate, cause if so I'll add one more myself), is the same between each plan. But the other two are limited, but I'll assume that limit is about 3 turn either way, which means taking that mandate next turn isn't a overall loss.

You can indeed buy multiple dice in one go from that :) I reckon I'll probably call the vote in a little while if no one else votes. I consider both fairly decent plans though. Just different initial approaches.
 
Vote Closed!
Scheduled vote count started by ErraticWizard on Feb 3, 2025 at 6:14 AM, finished with 12 posts and 4 votes.

  • [X] Plan: This is an Emergency
    -[X][Mandate] Assessment Campaign Initiative, +1 Military Die
    -[X][Mandate] Bowing Before Bureaucrats, +3 Free Dice (-30 PC)
    -[X][Mandate] Secretary Elite On Loan, +2 Free Dice [+10 Mod] (-10 PC), Available until Q4
    -[X][Diplomacy] 3+1 Dice
    --[X] Deploy Representative, Velim 3: 1 Die
    --[X] Deploy Representative, Velim 4: 1 Die
    --[X] Sating Curiosities Diplo Edition: 2 Dice
    -[X][Military] 1+5 Dice (2 w/ +10 Mod)
    --[X] Assess Situation, Velim 4: 2 Dice, +10
    --[X] Assess Situation, Velim Exo-Solar: 2 Dice, +10
    --[X] Assess Situation, Velim 3: 2 Dice
    -[X][Intrigue] 3 Dice
    --[X] Recruit Observers, Velim 2: 1 Die
    --[X] Recruit Observers, Velim 3: 1 Die
    --[X] Develop Counter-Intelligence Capabilities, Velim Extra-Solar: 1 Die
    [X] Plan Genetic Mandate v2
    -[X] Universal Contact Availability
    -[X] Genewrought Flesh
    -[X] Bowing Before Beurocrats
    -[X] Deploy Representative, Velim 3, 1 Diplo Dice
    -[X] Deploy Representative, Velim 2, 1 Diplo Dice
    -[X] Deploy Representative, Velim 4, 1 Free Dice
    -[X] Sating Curiosities Diplo Edition, 1 Diplo Dice
    -[X] Recruit Observers, Velim 3, 1 Intrigue Dice
    -[X] Recruit Observers, Velim 2, 1 Intrigue Dice
    -[X] Develop Counter-Intelligence Capabilities: Velim Exo-Solar, 1 Intrigue Dice
    -[X] Collect Samples, Velim 3, 1 Free Dice
    -[X] Replica Intelligence 1, 2 Genetic Dice
 
Plan: This is an Emergency
-[X][Mandate] Assessment Campaign Initiative, +1 Military Die
-[X][Mandate] Bowing Before Bureaucrats, +3 Free Dice (-30 PC)
-[X][Mandate] Secretary Elite On Loan, +2 Free Dice [+10 Mod] (-10 PC), Available until Q4
-[X][Diplomacy] 3+1 Dice
--[X] Deploy Representative, Velim 3: 1 Die
--[X] Deploy Representative, Velim 4: 1 Die
--[X] Sating Curiosities Diplo Edition: 2 Dice
-[X][Military] 1+5 Dice (2 w/ +10 Mod)
--[X] Assess Situation, Velim 4: 2 Dice, +10
--[X] Assess Situation, Velim Exo-Solar: 2 Dice, +10
--[X] Assess Situation, Velim 3: 2 Dice
-[X][Intrigue] 3 Dice
--[X] Recruit Observers, Velim 2: 1 Die
--[X] Recruit Observers, Velim 3: 1 Die
--[X] Develop Counter-Intelligence Capabilities, Velim Extra-Solar: 1 Die

---
ROLLS
[Diplomacy]
Deploy Representative, Velim 3: 1 Die (43/50)+13=(56/50)->Solidify Velim 3 Connections (6/100)
Deploy Representative, Velim 4: 1 Die (21/50)+68=(89/50)->Solidify Velim 4 Connections (39/100)
Sating Curiosities Diplo Edition: 2 Dice (0/50)+135=(135/50)->Sating Curioisities 2 (86/100)

[Military]
Assess Situation, Velim 4: 2 Dice, +10 (0/50)+74=(74/50)-> Velim 4 Mil-Sim Assessment (24/100)
Assess Situation, Velim Exo-Solar: 2 Dice, +10 (0/50)+63=(63/50)-> Velim Exo-Solar Mil-Sim Assessment (13/100)
Assess Situation, Velim 3: 2 Dice (0/50)+117=(117/50)-> Velim 3 Mil-Sim Assessment (67/100)

[Intrigue]
Recruit Observers, Velim 2: 1 Die (0/50)+66=(66/50)-> Velim 2 Counter Intelligence Capabilities (16/100)
Recruit Observers, Velim 3: 1 Die (0/50)+52=(52/50)-> Velim 3 Counter Intelligence Capabilities (2/100)
Develop Counter-Intelligence Capabilities, Velim Exo-Solar: 1 Die (0/?)+87=(87/100)
 
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