The INDEX Initiative: Not!XCOM Planquest

Full support is nice.

What ways do we have to boost support atm beyond the now-wrapped-up PR campaigns?

EDIT: Also, %s for DCs to get a new Council Member with 3D, +9, and no omakes.
-120: 87.44%
-125: 85.26%
-130: 82.83%
-140: 77.27%
-150: 70.94%

Probably still too PS-expensive until we get more Full Support though, and we need to keep running Security Reviews to flush out the many many aliens.
 
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We went from +4 on all rolls to +8 on all rolls. Not bad for a PR campaign.
Egypt = Full Support (+9 Resources, +2 to Dice Rolls, +1 PS per turn, +5 Progress to Charlie Base per turn)
Looks like Full Support is very powerful. If that's the amount of bonuses one of our least wealthy members can give, getting Full Support from one of the big nations is going to be of big benefit. If we can pull that off.
 
Q4 2016

Q4 2016


Council Members
Argentina = Strong Support (+15 Resources, +1 to Dice Rolls)
Australia = Mild Support (+24 Resources)
Brazil = Mild Support (+18 Resources)
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 = Strong Support (+30 Resources)
Mexico = Strong Support (+30 Resources, +1 to Dice Rolls)
Nigeria = Strong Support (+15 Resources, +1 to Dice Rolls)
Russia = Neutral (+20 Resources)
South Africa = Strong Support (+7 Resources, +1 to Dice Rolls)
United Kingdom = Strong Support (+30 Resources, +1 to Dice Rolls)
United States = Neutral (+40 Resources)

Stats.
Resources (R): 383 + 53 in reserve.
Political Support (PS): 63 (-1 per turn) (+2 per turn)
Free Dice: 1

Basing: Major Surpluses (+22)
Logistics: Moderate Surpluses (+6)
Manpower: Massive Reserves (+23) (+1 per turn)
Gear: Moderate Surpluses (+7)
Fuel: Moderate Surpluses (+7)
Medical: Moderate Surpluses (+6)
Supplies: Moderate Surpluses (+9)
Salvage: Major Surpluses (+11)

Infrastructure (3 Dice): +14

[] 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 2)
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.
(51/150, 10 Resources per Die) (+4 Basing)
(0/200, 10 Resources per Die) (+5 Basing, +1 to Military Dice)
(0/300, 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 2) (+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.
(48/150, 10 Resources per Die) (+4 Basing)
(0/200, 10 Resources per Die) (+5 Basing, +1 to Naval Division Dice)
(0/300, 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 3)
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.
(79/200, 10 Resources per Die) (+5 Basing, +1 to Administration Dice, +1 to all Dice)
(0/300, 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 2)
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.
(42/150, 10 Resources per Die) (+4 Basing)
(0/200, 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 3)
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.
(27/300, 10 Resources per Die) (+1 PS) (+1 to Research Dice) (High Priority)
(0/400, 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): +19

[] 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 3)
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.
(17/100, 5 Resources per Die) (+2 Fuel, -1 Basing)

[] Stockpile Medical Supplies (Phase 1)
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.
(83/100, 5 Resources per Die) (+2 Medical)

[] Stockpile Basic Supplies (Phase 2)
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.
(83/100, 5 Resources per Die) (+2 Supplies)

Services (4 Dice): +14

[] PR Campaigns
To help improve its public image and drum up more support for its operations, INDEX will engage in public relations campaigns.
-[] Middle East (92/150, 10 Resources per Die) (+1 PS)

[] 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)

Research (4 Dice): +21


Human Technology (-5 PS each turn when no dice are assigned to this subcategory)
[] 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.
(49/900, 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.
(11/1,000, 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.
(11/1,200, 40 Resources per Die) (+1 PS)

Alien Technology
[] Alien Power Core
Between the crashed UFO and those shot down by our interceptors, INDEX has access to several alien power sources that are used to power their UFOs. Operating using unknown materials and methods, studying them would help humanity understand how the aliens power their technology.
(18/480, 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.
(18/480, 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.
(18/480, 40 Resources per Die) (-3 Salvage)

[] Alien Autopsy
Over the last quarter, INDEX has acquired several partially-intact alien corpses. Studying these remains and performing autopsy could increase our understanding of how the aliens function and identify some possible weaknesses to exploit.
(180/280, 40 Resources per Die) (-1 Salvage)

Military (6 Dice): +9


Ground Division
[] 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
Currently none available.

Aerial Division
Currently none available.

SpecOps Division
Currently none available.

Security Division
[] Signal Interceptor Development
The alien infiltrators sent off a signal before they were captured, but due to a lack of equipment, the Security Division was unable to intercept or trace it. To help prevent future situations like this, the Security Division would develop that missing equipment. Unfortunately, the lack of understanding of the alien technology will hinder this project, making it harder than it would otherwise be.
(132/500, 30 Resources per Die)

[] Alien Detector Development
The previously undetected presence of multiple alien infiltrators has the Security Division deeply concerned. In an attempt to prevent this from happening again, the Security Division desires research into some sort of security system to detect any future alien infiltrators. While doable, the lack of understanding regarding the alien invader's personnel will hinder the progress of this project.
(0/500, 30 Resources per Die)

Administration (3 Dice): +9

[] 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)

[] 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)
-[] South Korea (DC125) (-10 PS per die)
-[] Spain (DC120) (-10 PS per die)
-[] Sweden (DC120) (-10 PS per die)
-[] Turkey (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 & 10R) (Completes one non-RnD project with 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)

***​

New actions this turn, but you still have plenty to do. As a reminder for anyone who has forgotten since it has been a while, the Defender Jet Interceptor will be ready for production next turn. Anyway I don't have much to say here so this is it.

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.
 
Thinking about it, I think it would be worth it to spend 3 dice on recruiting Turkey next turn?

They've spoken up that someone tried to infiltrate them, meaning that other countries are also receiving these attempts and that Turkey's honest enough to share that this is a danger.

Combine that with the benefits of Full Support and I think a full PR focus on the Middle East combined with a Turkey Recruitment would do some good things for our bonuses.
 
Yeah, Turkey is good.

Other than that, it's a choice between pumping delta and enigma. For research, we'll want a die on lasers and the rest on autopsy.

For military, I guess keep working on the signal interceptor.
 
[] Plan First Plan In This Thread
Infrastructure (3/3 Dice) Resources Spent: 40
-[] Delta Base (Stage 3) 3 dice 30R 92%
(79/200, 10 Resources per Die) (+5 Basing, +1 to Administration Dice, +1 to all Dice)
-[] Enigma Site (Stage 3) 1 free die 10R 0%
(27/300, 10 Resources per Die) (+1 PS) (+1 to Research Dice) (High Priority)
Industry (4/4 Dice) Resources Spent: 20
-[] Stockpile Medical Supplies (Phase 1) 3 dice 15R %
(83/100, 5 Resources per Die) (+2 Medical)
-[] Stockpile Basic Supplies (Phase 2) 1 die 5R %
(83/100, 5 Resources per Die) (+2 Supplies)
Services (2/4 Dice) Resources Spent: 20
-[] PR Campaigns
--[] Middle East 2 dice 20R
(92/150, 10 Resources per Die) (+1 PS)
Research (4/4 Dice) Resources Spent: 160
-[] Functional Laser Weaponry 2 dice 80R 0%
(49/900, 40 Resources per Die) (+1 PS)
-[] Alien Autopsy 2 dice 80R 84%
(180/280, 40 Resources per Die) (-1 Salvage)
Military (6/6 Dice) Resources Spent: 160
-[] New-Gen APC Development 2 dice 40R 67%
(0/100, 20 Resources per Die)
-[] Signal Interceptor Development 4 dice 120R 1%
(132/500, 30 Resources per Die)
Administration (3 Dice)
[] Support New Council Member
-[] Turkey 3 dice 30PS 87%
(DC120) (-10 PS per die)
Resources Income 383/383 Reserve 17/53

How's this?
I'd like to avoid spending the reserves but I'm not sure what to drop.
 
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Sounds fine to me, although we might want to swap Enigma and Delta, or shift one or two of the dice. Seriously Delta is at 90+% completion for its phase with three dice.

Also might want to do an alien science instead of 2D on the laser.
 
[] Plan Signals and Salvage
Infrastructure (3/3 Dice+1 Free) Resources Spent: 40
-[] Enigma Site (Stage 3) 3 Dice + 1 free die 40R 40% will finish
(27/300, 10 RPD) (+1 PS) (+1 to Research Dice) (High Priority)
Industry (2/4 Dice) Resources Spent: 10
-[] Stockpile Medical Supplies (Phase 1) 1 dice 5R 100% will finish
(83/100, 5 RPD) (+2 Medical)
-[] Stockpile Basic Supplies (Phase 2) 1 die 5R 100% will finish
(83/100, 5 RPD) (+2 Supplies)
Services (4/4 Dice) Resources Spent: 40
-[] PR Campaigns 95% will finish
--[] Middle East 2 dice 20R
(92/150, 10 RPD) (+1 PS)
-[] PR Campaigns ??% will finish
--[] United Kingdom 2 dice 20R
(??, 10 RPD) (+1 PS)
Research (4/4 Dice) Resources Spent: 120
-[] Functional Laser Weaponry 1 dice 40R 0% will finish
(49/900, 40 RPD) (+1 PS)
-[] Alien Autopsy 2 dice 80R 84% will finish
(180/280, 40 RPD) (-1 Salvage)
Military (6/6 Dice) Resources Spent: 180
-[] Signal Interceptor Development 6 dice 180R 43%
(132/500, 30 RPD)
Administration (3/3 Dice)
-[] Security Review (Research) 3 dice

How's something like this look? Trying to get enigma since I think it will help us get salvage or possibly examples of technology. Autopsy has decent odds of finishing and if it doesn't we should be close enough to use an admin action to finish it cheap next turn. Big push on signal interception so we have a better ability to locate spies or possibly see where we need to focus forces for air intercept. UK for PR campaign to see how much it takes to get to full support. Total resources used is 390/383

Speedran the calcs so if anyone sees any issues I'll fix the post.
 
Okay I'm going to move a die from lasers to power cores as better power sources are pretty much the corner stone of all the advanced technology we want to make in the future, but should I move my infrastructure dice around?
 
How's this?
I'd like to avoid spending the reserves but I'm not sure what to drop.


You realise that if we sponsor Turkey for membership in INDEX with 3 dice to give it a reasonable chance of success that will drop our PS to 33, which will only recover at the rate of 1 per turn plus the occasional option for an additional 1 PS, meaning it will take us literally years of in-game time to recover our PS?

I'd also suggest a Security Review of Infrastructure as the alien infiltrators we caught this turn were trying to join that department.

I'd also suggest swapping 1 dice from laser research to Research Alien Computers so we can start working on that option.

Sounds fine to me, although we might want to swap Enigma and Delta, or shift one or two of the dice. Seriously Delta is at 90+% completion for its phase with three dice.

And what's wrong with that? When we complete phases of Delta we get a bonus to all dice rolls for all our departments, plus additional bonuses for Administration, which includes Security Reviews and getting other nations to join INDEX when we finally decide to do so.
 
You realise that if we sponsor Turkey for membership in INDEX with 3 dice to give it a reasonable chance of success that will drop our PS to 33, which will only recover at the rate of 1 per turn plus the occasional option for an additional 1 PS, meaning it will take us literally years of in-game time to recover our PS?
Yes I do but the only people that had posted anything at that point seemed to be all for it so in it went.

I'd also suggest swapping 1 dice from laser research to Research Alien Computers so we can start working on that option.
Computers may be nice but as I said power is the foundation of everything so working out the how the aliens power everything should go miles towards nearly all future developments like lasers.

If I'm given a good reason I'll change my plan but until then I'll stick with this one.

Are you doing a moratorium @Oshha?

[X] Plan First Plan In This Thread
Infrastructure (3/3 Dice) Resources Spent: 40
-[X] Delta Base (Stage 3) 2 dice 20R 58%
(79/200, 10 Resources per Die) (+5 Basing, +1 to Administration Dice, +1 to all Dice)
-[X] Enigma Site (Stage 3) 1 die + 1 free die 20R 0%
(27/300, 10 Resources per Die) (+1 PS) (+1 to Research Dice) (High Priority)
Industry (4/4 Dice) Resources Spent: 20
-[X] Stockpile Medical Supplies (Phase 1) 3 dice 15R %
(83/100, 5 Resources per Die) (+2 Medical)
-[X] Stockpile Basic Supplies (Phase 2) 1 die 5R %
(83/100, 5 Resources per Die) (+2 Supplies)
Services (2/4 Dice) Resources Spent: 20
-[X] PR Campaigns
--[X] Middle East 2 dice 20R
(92/150, 10 Resources per Die) (+1 PS)
Research (4/4 Dice) Resources Spent: 160
-[X] Functional Laser Weaponry 1 die 40R 0%
(49/900, 40 Resources per Die) (+1 PS)
-[X] Alien Power Core 1 die 40R 0%
(18/480, 40 Resources per Die) (-3 Salvage)
-[X] Alien Autopsy 2 dice 80R 84%
(180/280, 40 Resources per Die) (-1 Salvage)
Military (6/6 Dice) Resources Spent: 160
-[X] New-Gen APC Development 2 dice 40R 67%
(0/100, 20 Resources per Die)
-[X] Signal Interceptor Development 4 dice 120R 1%
(132/500, 30 Resources per Die)
Administration (3 Dice)
[X] Support New Council Member
-[X] Turkey 3 dice 30PS 87%
(DC120) (-10 PS per die)
Resources Income 383/383 Reserve 17/53
 
@Oshha Can we write in an option to support establishing a new INDEX base within Russia? Considering the sheer size of the country it would certainly help with response times, and if we can get Full Support from Russia that would be a massive help to our efforts.
 
@Oshha Can we write in an option to support establishing a new INDEX base within Russia? Considering the sheer size of the country it would certainly help with response times, and if we can get Full Support from Russia that would be a massive help to our efforts.
No. No write-in projects in a plan quest and I am sticking to one base per continent right now. If you want more bases, you need to expand the scope of INDEX by taking the right options once you have taken INDEX Initiative Negotiations.
 
It's also perfectly possible that Turkey made that up and just used alien hysteria to conduct internal political operations without needing a real reason. Not by any means saying that's definitely the case but worth bearing in mind.
 
[X] Plan First Plan In This Thread

This is basically what I was thinking. I still don't see why we need the APC, but might as well clear it out.
 
From the looks of things from a quick google search cost, simplicity and the ability to carry more without getting too cramped.

lol right, I know what an APC is for, I just don't know why exactly we need a next-gen APC. This is one of those situations where, as someone being asked for money, I want to hear a better sales pitch.
 
[X] Research push
Infrastructure 3/3 Dice + 1 free dice
-[X] Enigma Site (Stage 3)
(27/300) (+1 PS) (+1 to Research Dice) (High Priority) (2 D/ 20R)
-[X] Echo Base (Stage 2)
(42/150) (+4 Basing)(1 D + 1 FD / 20R)
Industry 4/4 Dice
-[X] Stockpile Medical Supplies (Phase 1)
(83/100) (+2 Medical)(2 D/ 10R)
-[X] Stockpile Basic Supplies (Phase 2)
(83/100) (+2 Supplies)(2 D/ 10R)
Services 2/4 Dice
-[X] PR Campaigns
--[X] Middle East
(92/150) (2D/ 20R) (+1 PS)
Research 4/4 Dice
-[X] Functional Laser Weaponry
(49/900) (+1 PS)(2D/ 80R)
-[X] Alien Autopsy
(2D/ 80R)
Military 6/6 Dice
-[X] New-Gen APC Development 2 dice 40R 67%
(0/100) (2D/ 40R)
-[X] Signal Interceptor Development 4 dice 120R 1%
(180/280, -1 Salvage)( 4D/ 120 R)
Administration 3/3 Dice
-[X] Security Review
--[X] Research
(2D)
--[X] Military
(1D)

Personally, I would put some dice on Echo Base to boost our research dices.
 
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