We Are the Gods of a New World Order [Warhammer 50K ~ Warp God Simulator]

I'm not sure. This planet in general and Dana in particular were ripe for recruitment due to how badly Dana's father is handling the situation, after all. If the grandfather was still running things, the situation probably wouldn't be so bad that it would have caused Dana to pray so desperately and garner the Verdant Maiden's notice.

Eh, you got a point.
 
I definitely agree with getting a militia. Getting ranged weapons for the Flower Knights is also a good idea though... as for other actions, I think the counter propaganda is necessary. We need more manpower, and we won't get much if everyone thinks we're exactly like dear old dad.
 
So, how many actions do we have? Afraid I don't really understand this system too well.
We have two types of actions: Manpower and Hero.

The number of Manpower actions increases as our Cult size does, and we have two currently. This is what the regular members of our cult is doing, and some actions need a minimum amount of our cultists to participate (an example would be when we first made the Flower Knights: You can't raise a defense forces without willing bodies). It does also have the side effect that our cultists may not always know where our best interests lie, but they are doing their best I promise.

Hero actions depend on the Hero in question, and we currently have Dana who can do two actions. Since Dana is a Good Girl, she also gets a bonus to any Charity or Preaching action she does, but can't be used for Infiltration actions as that is not a nice thing to do.

Hero actions are (at least as far as we've seen so far) more powerful than Cult actions. It should also be noted that you can still commit a Hero to those actions if you want. For example Dana taking centerstage when we first developed the Flower Knights helped mitigate the damage caused by a partial success.

We do also have Favour tokens (four currently) we can use to push some divine juice into actions that fall within our Domains. We can spend a point of Favour for each Domain an Action contains (For example, a Well Armed Militia has three Domains so we can spend up to 3 Favour on it) and each point spent grants a +10 bonus. It also allows for a Miracle if the total roll after bonuses reaches 100+, in which case we get blatantly supernatural goodies. Like the Corntato.

So to summarize, we have up to 4 actions we can take and 4 tokens of +10 we can allocate relatively freely between them. We might also choose to double down upon one or two actions by spending both Manpower and Dana on them if we want to mitigate the penalties of failure.
 
[X] The expansion
-[X] Expanding Further (DC 20+)
--[X] Heroic Cultist(Dana 1)
-[X] Counter Propaganda (DC 30+)
--[X] Heroic Cultist(Dana 2)
-[X] Eyes on the Auxilla (DC 50)
--[X] Manpower Tokens
--[X] Connection
-[X] A Well Armed Militia (DC 50)
--[X] Manpower Tokens
--[X] Connection, Weaving, Death

On mobile so it's annoyingly setting up a plan. So I put our heroic cultist on the two action she would give a plus 10 too. I is all four of our tokens on the two action that the hero isn't one giving the eyes +10 and the militia a +30. The idea behind the plan is to leverage our strengths to expand fast and get basic infustructor down.
 
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Interesting that appears to be no hijack the necron ship option. An operational necron ship of any type would probably win us the the planet since it represents a level of force that is basically unstoppable. Seems like a good victory condition to try and achieve.
 
We have two types of actions: Manpower and Hero.

The number of Manpower actions increases as our Cult size does, and we have two currently. This is what the regular members of our cult is doing, and some actions need a minimum amount of our cultists to participate (an example would be when we first made the Flower Knights: You can't raise a defense forces without willing bodies). It does also have the side effect that our cultists may not always know where our best interests lie, but they are doing their best I promise.

Hero actions depend on the Hero in question, and we currently have Dana who can do two actions. Since Dana is a Good Girl, she also gets a bonus to any Charity or Preaching action she does, but can't be used for Infiltration actions as that is not a nice thing to do.

Hero actions are (at least as far as we've seen so far) more powerful than Cult actions. It should also be noted that you can still commit a Hero to those actions if you want. For example Dana taking centerstage when we first developed the Flower Knights helped mitigate the damage caused by a partial success.

We do also have Favour tokens (four currently) we can use to push some divine juice into actions that fall within our Domains. We can spend a point of Favour for each Domain an Action contains (For example, a Well Armed Militia has three Domains so we can spend up to 3 Favour on it) and each point spent grants a +10 bonus. It also allows for a Miracle if the total roll after bonuses reaches 100+, in which case we get blatantly supernatural goodies. Like the Corntato.

So to summarize, we have up to 4 actions we can take and 4 tokens of +10 we can allocate relatively freely between them. We might also choose to double down upon one or two actions by spending both Manpower and Dana on them if we want to mitigate the penalties of failure.
Thank you very much for the explanation. So.... the plan above seems pretty good. Guess I'll vote for that.

[X] The expansion
-[X] Expanding Further (DC 20+)
--[X] Heroic Cultist(Dana 1)
-[X] Counter Propaganda (DC 30+)
--[X] Heroic Cultist(Dana 2)
-[X] Eyes on the Auxilla (DC 50)
--[X] Manpower Tokens
--[X] Connection
-[X] A Well Armed Militia (DC 50)
--[X] Manpower Tokens
--[X] Connection, Weaving, Death
 
[X] Plan Hearts and Minds
-[X] Hearts and Minds (DC 50)
--[X] Heroic Cultist(Dana 1)
--[X] Connection 1
-[X] Counter Propaganda (DC 30+)
--[X] Heroic Cultist(Dana 2)
--[X] Connection 2
-[X] Eyes on the Auxilla (DC 50)
--[X] Manpower Token 1
--[X] Connection 3
-[X] A Well Armed Militia (DC 50)
--[X] Manpower Token 2
--[X] Connection 4

I figure we should arm people while also ensuring we are the ones who win a popularity contest. When Dana tells everyone that it was Governor that summoned Publicani on everyone's heads and decided to sacrifice 80% of population... This falls straight into Big Lie territory while also being the fucking truth.

Edit: Another good plan just in case.
[X] Plan Bell And Dagger
 
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Unlike many others I don't feel like we need to get a Militia this exact second. Yes, it is important and required for like 3 of our primary goals, but there's nothing that indicates that it is a time sensitive issue. It also spends an action on expanding our Cult which is something that happens passively and we have no idea what limits we have to reach yet.

The big thing I am worried about is Anything Else We Miss. Not only is it a good idea to know what you are up against if you want to defend against it, but the Harvest Domain also signifies to me that it is the "loot battlefield remnants" action. And those tend to be time sensitive, so I really want to get this out of the way quickly.

[X] Plan Look First
-[X] Counter Propaganda (DC 30+)
--[X] Hero Unit Dana (1 use left)
-[X] Anything else we miss? (Unknown DC)
--[X] Manpower Token (1 use left)
--[X] Domains: Connection, Harvest (2 uses left)
-[X] Tell me how you really feel! (DC 50)
--[X] Manpower Token (0 uses left)
-[X] Planting the Seed (DC 60)
--[X] Hero Unit Dana (0 uses left)
--[X] Domains: Weaving, Harvest (0 uses left]

Also, I just lost my beloved Sorcery to the Harvest Domain, so I am not letting that one go unused!
 
I don't think we should be doing Eyes on the Auxilia with one cultist dice and no bonuses guys, we are effectively sending our not particularly sneaky hicks to spy on the best military unit on the planet. Yes it is just and agri world but they would have given some consideration to counter-infiltration.
 
[X] Plan Sow The Seeds Of Faith For The Harvest
-[X] Counter Propaganda (DC 30+)
--[X] Hero Unit Dana (1 Use Left)
-[X] Eyes on the Auxilla (DC 50)
--[X] Manpower Token (1 Use Left)
-[X] Hearts and Minds (DC 50)
--[X] Hero Unit Dana (0 Uses Left)
--[X] Domains: Connection (3 Uses Left)
-[X] A Well Armed Militia (DC 50)
--[X] Manpower Token (0 Uses Left)
--[X] Domains: Connection, Weaving, Death (0 Uses Left)

My plan focuses on boosting out the starting seeds for our army with maximum effort we can afford, only leaving Dana out of the action because she is needed to counter the propaganda, as well as preparing the ground for our expansion with Hearts and Minds before problems among our followers or their neighbours rise up. This will be a balancing act of raising the number of our followers with also keeping up the growth of our military fast enough that it can protect those same followers.

Unfortunately, I don't think we can afford to boost Eyes on the Auxillia with the other stuff we have on our plates, but even a partial success there is important in preparing for the incoming conflict. Instead, by focusing on the VM's and her new cult's area of expertise, that being biotech, we should be able gain an early advantage that will hopefully prevent the Governor from sending out his troops, and instead just sit on his ass like he planned to do with the Flayers. We have seen him do it before, and he might do it again and decide to just hole up behind the walls, and wait the taxman to come again and save him.

If we on the other hand just spread our cult too quickly without expanding our military at the same time... Well, he might actually find some courage to try striking at our followers. And that, we want to avoid happening as much as possible.
 
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Truth be told, I'd been under the impression we were acting across the entire planet, but in retrospect it makes sense we'd only have access to one continent. I suppose the strategy to to build up a critical mass where we are before sending missionaries and spies to the other places in order to make our cult a planet-wide phenomenon?
 
[X] Plan enduring militia and infiltration
-[X] Counter Propaganda (DC 30+)
--[X] Hero Unit Dana (1 Use Left)
-[X] Eyes on the Auxilla (DC 50)
--[X] Manpower Token (1 Use Left)
--[X] Domains: Connection (3 Uses Left)
-[X] Hearts and Minds (DC 50)
--[X] Hero Unit Dana (0 Uses Left)
--[X] Domains: Connection (2 Uses Left)
-[X] A Well Armed Militia (DC 50)
--[X] Manpower Token (0 Uses Left)
--[X] Domains: Connection, Endurance (0 Uses Left)

So this is largely similar to the Plan Sow The Seeds Of Faith For The Harvest, but tweaking infiltration to use the connection domain for a boost (knowing what's going on with the auxilia will help direct our limited resources more wisely I hope), and swapping the Death/Weaving domains on the militia for Endurance. Basically I'm envisioning something more like the national guard, where they're not really meant to be regular military but they can serve if required or better yet they can be available for natural disasters.
 
Truth be told, I'd been under the impression we were acting across the entire planet, but in retrospect it makes sense we'd only have access to one continent. I suppose the strategy to to build up a critical mass where we are before sending missionaries and spies to the other places in order to make our cult a planet-wide phenomenon?
Something like that probably, we will have to see how the dice roll, as well as what other suprises Alectai might have up in his sleeves.

One way I plan to do this is making sure that the foundation of our military will be up to speed. Remember, they will be not only fighting fellow humans. That Nightbringer's shard has his eye on us, and Flayed ones to spare from what we've seen this far. Having militia that has weapons that actually have a good chance of harming your opponents? That can mean the difference of us winning against a xeno-menace, or our troops being rolled over.

And even against the human opponents, well, the elites that the governor has under his command, they are equipped with powered carapace armor. We need something that can harm them, so that we can convince them to back off after a few skirmishes. Otherwise, if we do not weapons that can reliably threaten them, they will probably start constantly harashing and outright slaughtering our followers with their mobility, as they are also equipped with jump packs. So no, I wouldn't say that the Death Domain here is overcommitting things in the slightest.

Remember, we are in Hard Mode. And so even some of our starting enemies are quite bit more threatening than they would otherwise be.
 
[X] Plan Look First

we are very lucky the taxman took all the PDF with him, it means we won't deal with well trained enemies
 
[X] Plan Look First

we are very lucky the taxman took all the PDF with him, it means we won't deal with well trained enemies
Sorry, but that is the opposite of what we are actually dealing with. Look at this Infiltration Action's description about the Planetary Auxilla that was held back by the governor to protect him and the capital.
Infiltration Actions
[ ] Eyes on the Auxilla (DC 50)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Connection)
The Planetary Auxilla is the capital defense force of any modern imperial world. Loyal to the governor and equipped with the best kit available outside the various Adeptus. To wit, powered carapace armor, plasma pulse carbines, and integrated jump packs. They are elites who could have probably solved the entire Flayer problem on their own if they weren't tasked with shielding the capital city… Something that'll change real quick if the Governor starts feeling like you're hitting critical mass. Best to know when he's reached that point by getting agents in place to hear the gossip
 
[X] Plan Sow The Seeds Of Faith For The Harvest
 
[X] Plan Look First
-[X] Counter Propaganda (DC 30+)
--[X] Hero Unit Dana (1 use left)
-[X] Anything else we miss? (Unknown DC)
--[X] Manpower Token (1 use left)
--[X] Domains: Connection, Harvest (2 uses left)
-[X] Tell me how you really feel! (DC 50)
--[X] Manpower Token (0 uses left)
-[X] Planting the Seed (DC 60)
--[X] Hero Unit Dana (0 uses left)
--[X] Domains: Weaving, Harvest (0 uses left]
 
Sorry, but that is the opposite of what we are actually dealing with. Look at this Infiltration Action's description about the Planetary Auxilla that was held back by the governor to protect him and the capital.
ugh welp nevermind. do still want to take the miss anything action tho
 
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