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

Never let it be said that I cannot be convinced by arguments to later convince myself to change my opinions and plans very suddenly! My old plan remains as it is currently, if you still want to vote for it, but here is a new one:

[X] Plan The Best Treehouse In All Of The Galaxy!
-[X] Speak to the People! (DC ??)
--[X] Hero Unit: Dana (2 Uses Left)
--[X] Hero Unit: Niamh (0 Uses Left)
--[X] Sorcery Off (1)
--[X] Domains: Connection (5 Uses Left)
-[X] A Quiet Census! (DC 60) (1 Manpower)
--[X] Hero Unit: Amelia (1 Use Left)
--[X] Hero Unit: Elliot (0 Uses Left)
--[X] Manpower Token x1 (4 Uses Left)
--[X] Sorcery Off (2)
-[X] Party Time! (DC 50) (1 Manpower)
--[X] Hero Units: Dana (1 Use Left)
--[X] Manpower Token x1 (3 Uses Left)
--[X] Sorcery Off (3)
--[X] Domains: Connection, Elysium (3 Uses Left)
-[X] Make a Nice Place for guests! (DC 70) (1 Manpower)
--[X] Hero Unit: Dana (0 Uses Left)
--[X] Hero Unit: Layla (1 Use Left)
--[X] Manpower Token x3 (0 Uses Left)
--[X] Sorcery On (4)
--[X] Domains: Weaving, Elysium, Sorcery
-[X] Project: NOMAD Part One: Big Fish? Big belly! (DC 70) (Manpower cost waived by remaining Tokens)
--[X] Hero Units: Layla (0 Uses Left)
--[X] Hero Units: Amelia (0 Uses Left)
--[X] Sorcery On (5)

After thinking about it, there was one thing that made me change my mind (in addition to all the other points presented) to make a new plan: that the Project NOMAD has its Manpower discounted down to zero, so putting Manpower there feels a bit of a waste in the end. Even if we do not roll amazingly with our Carrier, it will still likely be more than functional with just partial success, as I still left two Hero units to see it to the end. And with Sorcery on, the +20% chance to Miracle-crit isn't bad at all, I would say.

Now, I'm still for using Sorcery with it, but I want to see what kind of amazing treehouse we can get out of this if we throw maybe even reckless amounts of supernatural power to this project. Like, a +80 bonus of which ALL OF IT counts towards a Miracle, even the higher levels of it. Especially good point by @Ekzentric Lohner about Elysium just being crazy good for this kind of thing, so included it. Lets see what kind of crazy shit this can potentially produce.
 
Never let it be said that I cannot be convinced by arguments to later convince myself to change my opinions and plans very suddenly! My old plan remains as it is currently, if you still want to vote for it, but here is a new one:

[X] Plan The Best Treehouse In All Of The Galaxy!
-[X] Speak to the People! (DC ??)
--[X] Hero Unit: Dana (2 Uses Left)
--[X] Hero Unit: Niamh (0 Uses Left)
--[X] Sorcery Off (1)
--[X] Domains: Connection (5 Uses Left)
-[X] A Quiet Census! (DC 60) (1 Manpower)
--[X] Hero Unit: Amelia (1 Use Left)
--[X] Hero Unit: Elliot (0 Uses Left)
--[X] Manpower Token x1 (4 Uses Left)
--[X] Sorcery Off (2)
-[X] Party Time! (DC 50) (1 Manpower)
--[X] Hero Units: Dana (1 Use Left)
--[X] Manpower Token x1 (3 Uses Left)
--[X] Sorcery Off (3)
--[X] Domains: Connection, Elysium (3 Uses Left)
-[X] Make a Nice Place for guests! (DC 70) (1 Manpower)
--[X] Hero Unit: Dana (0 Uses Left)
--[X] Hero Unit: Layla (1 Use Left)
--[X] Manpower Token x3 (0 Uses Left)
--[X] Sorcery On (4)
--[X] Domains: Weaving, Elysium, Sorcery
-[X] Project: NOMAD Part One: Big Fish? Big belly! (DC 70) (Manpower cost waived by remaining Tokens)
--[X] Hero Units: Layla (0 Uses Left)
--[X] Hero Units: Amelia (0 Uses Left)
--[X] Sorcery On (5)

After thinking about it, there was one thing that made me change my mind (in addition to all the other points presented) to make a new plan: that the Project NOMAD has its Manpower discounted down to zero, so putting Manpower there feels a bit of a waste in the end. Even if we do not roll amazingly with our Carrier, it will still likely be more than functional with just partial success, as I still left two Hero units to see it to the end. And with Sorcery on, the +20% chance to Miracle-crit isn't bad at all, I would say.

Now, I'm still for using Sorcery with it, but I want to see what kind of amazing treehouse we can get out of this if we throw maybe even reckless amounts of supernatural power to this project. Like, a +80 bonus of which ALL OF IT counts towards a Miracle, even the higher levels of it. Especially good point by @Ekzentric Lohner about Elysium just being crazy good for this kind of thing, so included it. Lets see what kind of crazy shit this can potentially produce.
If you want to stack all the bonuses, take one of the domains off of Party so you can add Earth and move Elliot in from the Census. Then you'll have applied all possible bonuses - and if all three Manpower tokens add a bonus due to Weavers of Life, that will mean a miracle is guaranteed even if you roll a 1. Let's do this.

[X] Plan MAXIMUM MIRACLE TREEHOUSE
-[X] Speak to the People! (DC ??)
--[X] Hero Unit: Dana (2 Uses Left)
--[X] Hero Unit: Niamh (0 Uses Left)
--[X] Sorcery Off (1)
--[X] Domains: Connection (5 Uses Left)
-[X] A Quiet Census! (DC 60) (1 Manpower)
--[X] Hero Unit: Amelia (1 Use Left)
--[X] Manpower Token x1 (4 Uses Left)
--[X] Sorcery Off (2)
-[X] Party Time! (DC 50) (1 Manpower)
--[X] Hero Units: Dana (1 Use Left)
--[X] Manpower Token x1 (3 Uses Left)
--[X] Sorcery Off (3)
-[X] Make a Nice Place for guests! (DC 70) (1 Manpower)
--[X] Hero Unit: Dana (0 Uses Left)
--[X] Hero Unit: Elliot (0 Uses Left)
--[X] Hero Unit: Layla (1 Use Left)
--[X] Manpower Token x3 (0 Uses Left)
--[X] Sorcery On (4)
--[X] Domains: Weaving, Elysium, Sorcery, Earth (1 uses left)
-[X] Project: NOMAD Part One: Big Fish? Big belly! (DC 70) (Manpower cost waived by remaining Tokens)
--[X] Hero Units: Layla (0 Uses Left)
--[X] Hero Units: Amelia (0 Uses Left)
--[X] Sorcery On (5)
--[X] Domains: Weaving (0 Uses Left)

I moved both domains off the party so Census could use Connection to compensate for Elliot moving to Guest Prep NOMAD would have enough bonuses to prevent a crit fail.

[X] Plan Sacred Hospitality
[X] Plan Only the Best for Our Guests
[] Plan The Best Treehouse In All Of The Galaxy!
 
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[X] Plan The Best Treehouse In All Of The Galaxy!
[X] Plan MAXIMUM MIRACLE TREEHOUSE
 
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If you want to stack all the bonuses, take one of the domains off of Party so you can add Earth and move Elliot in from the Census. Then you'll have applied all possible bonuses - and if all three Manpower tokens add a bonus due to Weavers of Life, that will mean a miracle is guaranteed even if you roll a 1. Let's do this.
Nah, our followers should have fun too, and this is more than enough of resources to one thing. This is more than enough for just one project, no matter how important. And it will still have extremely good chances of being extra-AWESOME, so that is good enough for me.
 
Nah, our followers should have fun too, and this is more than enough of resources to one thing. This is more than enough for just one project, no matter how important. And it will still have extremely good chances of being extra-AWESOME, so that is good enough for me.
Can you at least move a domain onto NOMAD? Right now, it is possible to not merely fail but crit fail - it's only a 10% chance, but that's a chance of things like losing a hero and that's too much.
 
Nah, our followers should have fun too, and this is more than enough of resources to one thing. This is more than enough for just one project, no matter how important. And it will still have extremely good chances of being extra-AWESOME, so that is good enough for me.
Can you at least move a domain onto NOMAD? Right now, it is possible to not merely fail but crit fail - it's only a 10% chance, but that's a chance of things like losing a hero and that's too much.
Yeah, I agree with this. Losing a hero is a big risk.
 
@Alectai, have we healed (regained? repaired?) the cohesion damage we took? Also, just what is the cult's current view of VM? I'm guessing that 'ditzy and airheaded' isn't included, but I'm curious as to what else they've gotten wrong.
 
Can you at least move a domain onto NOMAD? Right now, it is possible to not merely fail but crit fail - it's only a 10% chance, but that's a chance of things like losing a hero and that's too much.
Yeah, I agree with this. Losing a hero is a big risk.
Wait, do we a WoG that this kind of action can even cause losing a Hero? I mean, I can understand it could happen in an inherently risky action (like Sapping the Walls was), but what you are suggesting seems to have gone past mere caution and into fear-mongering.
 
What a lovely surprise I have to wake up to! Gonna react to the options, then go back and read the discussion.
Preaching Actions
[ ] Speak to the People! (DC ??)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Connection, Sorcery)
It's good to be back, and it's good to be able to talk directly! Of course, your people want to actually go over what you have to say before you say it, which is very confusing! You're not sure what's going on but you'll take their word for it and do your best!

[ ] Modernize your Dogma (DC 75)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Connection)
Society has changed in some simply dizzying ways since you went to sleep! While the Dialogues did a great thing keeping everything all glued together until now, it is running into certain concerns regarding it never being written assuming the Cult was in charge of anything. Maybe see if you can nag someone to write a new edition? Or an addendum? Or maybe some new chapter or something? Gosh, this is all so complicated
Unclear what Speak to the People does; probably just boost recruitment? Let's put that as a "nice-to-have." Modernize Your Dogma might get us a new Doctrine, which seems super important if so, or might just prevent our Cult from doing silly things without guidance, which would also be super important.
Infiltration Actions
[ ] A Quiet Census! (DC 60) (1 Manpower)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Connection)
Everything seems pretty okay! Everyone seems pretty happy! But there's a decent group of people who are less happy, you should make a point of finding out what's wrong so you can fix it!
This seems like a high priority too; if there are unhappy folks in our ranks, we need to know why. Presumably these are Imperial loyalists who are aghast at all the heresy?
Charity Actions
[ ] Party Time! (DC 50) (1 Manpower)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Connection, Earth, Elysium, Sorcery)
You're back! You're awake! What better way to celebrate than to throw a big party in Redwood City open for everyone! People'll love this, you're sure of it, especially if you make sure to provide some nice special effects for everyone!

[ ] Stars Above and Beyond! (DC 80) (2 Manpower)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Weaving, Earth)
Your Lotus Star Reactors are a brilliant idea! Unfortunately, nobody can create them without your help, because the're super complicated and apparently the magic you used isn't something your Ratosk can wrap their heads around. So clearly this means you should build a whole bunch of them and just leave them lying around for people to do something with!

[ ] Make a Nice Place for guests! (DC 70) (1 Manpower)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Weaving, Earth, Elysium, Sorcery)
You've got guests coming and they might not want to kill you! Just in case, you should make sure there's some pleasant guest quarters in the World Tree for them to hang out in! It'll be nice to have even if they turn out to be bad guys that you need to outfight, because eventually someone is going to want to make friends, right?
Party Time seems like another thing that will boost recruitment: good, but not necessary. Stars Above and Beyond unlocks more of our tech tree, which is very important. Make A Nice Place For Guests is something I'll put in as a must-have, with all the focus on our incoming visitors.
Kinetic Actions
[ ] Project: NOMAD Part One: Big Fish? Big belly! (DC 70) (Manpower cost waived by remaining Tokens)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Weaving, Earth, Endurance, Sorcery)
Strapping guns to a Leviathan was a nice idea at the time... But even with the new techniques, it's not actually very well designed for going pew-pew. They had the idea of just making it able to carry a lot of friends though and have those friends carry pew pew for them! But that means giving them a lot of space to get in and out which means a lot of changes which means this is going to be a little time consuming!

[ ] Project: NOMAD Part Two: Birds! (DC 75) (1 Manpower)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Weaving, Earth, Endurance, Sorcery)
They're not really birds, they're more... Choppy flying bladey things, but they want to give them a bird name and that's A-OK with you! Let them hang out on top of a Leviathan and spill out and project all the pew-pew for you! Plus they can even carry the Flower Knights with them as an added bonus! It's like some kind of... Flying, Flower, Knight... You'll need a better name for this order you think.

[ ] Giant Friendly Crab! (DC 80) (1 Manpower)
-[ ] (Attached Cult Tokens)
-[ ] (Sorcery On/Off)
-[ ] (Available Domains: Weaving, Earth, Endurance, Sorcery)
You had a brilliant idea, watching some of the sea life do their thing. Armored light walkers, with reinforced shells, lots of guns, and the ability to jump around and reposition as needed. Sure they're not super fast and maybe not able to get everywhere you'd like, but they're still faster than Belladonnas and you can stick a really big gun on them if you can. This can't be a bad idea
...VM is ditzier than usual in these descriptions, good heavens. Anyway, the Project NOMAD stuff seems important, the Giant Friendly Crab seems a little less important, but it all falls under the category of "climb dat military tech tree."
Ensure the 'Guests' don't ruin everything (PRIMARY)
Establish home-grown Voidcraft, explore your home system (PRIMARY)
Ensure Equinox becomes a capital world worthy of being your heartlands (PRIMARY)
Gain at least one Ally (SECONDARY)
Complete your basic Army List (SECONDARY)
Achieve a Rank 6 Cult (SECONDARY)
Short Objective list this chapter. Everything seems basically straightforward, though I'm not quite sure what a basic Army List contains and how we can tell how far we are from completion.
 
Everything seems basically straightforward, though I'm not quite sure what a basic Army List contains and how we can tell how far we are from completion.
Here's our current updated Army List.
Verdant Army
Stats: 5+ Melee, 7 Ranged, 7+ Toughness, Good Reliability
Armor: Light - Heavy
Effectiveness: Infantry, Light, Infrastructure
Terrain: Normal, Rough, Urban
Special Rules: Fast Attack, Infiltrate, Organic, Psyker, Regeneration, Sniper, Suppressive
Composition: Druids, Guardians, Huntsmen, Sentinels

Flower Knight Maniple
Stats: 9 Melee, 9 Ranged, 10+ Toughness, Good Reliability
Armor: Heavy - Superheavy
Effectiveness: Infantry, Light, Heavy, Superheavy
Terrain: Normal, Rough, Urban
Special Rules: Assault, Indirect Fire, Inspire, Organic, Regeneration, Reanimation, Suppressive
Composition: Belladonnas, Rosemarys, Rafflesias
 
Here's our current updated Army List.
Yes, I understand that. My issue is that I don't know what a complete basic army list would be; I assume it's a 40K thing, that all splatbooks have some set of tactical roles that they fill in their own way, but I'm not sure how we can track what we're missing and thus how far we are from completing that objective unless some kind soul posts an explainer.
 
Oof, I went back and looked over everything, and it seems really hard to actually get all my must-haves in a single turn plan. Bah and also humbug.

[X] Plan Plowshares before Swords

None of the plans include Stars Above and Beyond, and only this one includes Modernize Your Dogma.
 
[X] Plan Reach for the Stars
-[X] Modernize your Dogma (DC 75)
--[X] Dana (2 actions remaining)
--[X] Niamh (0 actions remaining)
--[X] Connection (5 Favor remaining)
-[X] A Quiet Census! (DC 60) (1 Manpower)
--[X] 1 Manpower (4 tokens remaining)
--[X] Amelia (1 action remaining)
--[X] Elliot (0 actions remaining)
--[X] Connection (4 Favor remaining)
-[X] Speak to the People! (DC ??)
--[X] Dana (1 action remaining)
--[X] Connection (3 Favor remaining)
-[X] Party Time! (DC 50) (1 Manpower)
--[X] 1 Manpower (3 tokens remaining)
--[X] Layla (1 action remaining)
-[X] Make a Nice Place for guests! (DC 70) (1 Manpower)
--[X] 1 Manpower (2 Token remaining)
--[X] Layla (0 actions remaining)
--[X] Elysium (2 Favor remaining)
-[X] Project: NOMAD Part One: Big Fish? Big belly! (DC 70) (Manpower cost waived by remaining Tokens)
--[X] Amelia (0 actions remaining)
--[X] Weaving (1 Favor remaining)
-[X] Stars Above and Beyond! (DC 80) (2 Manpower)
--[X] 2 Manpower (0 Token remaining)
--[X] Dana (0 actions remaining)
--[X] Sorcery On
--[X] Weaving (0 Favor remaining)

I want spaceships. This plan includes the Stars above option.
 
[X] Plan Only the Best for Our Guests
[X] Plan Sacred Hospitality
[X] Plan The Best Treehouse In All Of The Galaxy!
[X] Plan MAXIMUM MIRACLE TREEHOUSE

I care mostly about getting giving the best welcome we can to our uninvited guests since trying to do diplo in Warhammer is something I find really cool despite how hard it is
 
For anyone wondering about the army stat change (and hopefully no one has already shared this info and i missed it in my skimming of the thread), here's a diffchecker and some analysis:
www.diffchecker.com

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Verdant Army
Stats: 5+ Melee, 7 Ranged, 7+ Toughness, Good Reliability
Armor: Light - Heavy
Effectiveness: Infantry, Light, Infrastructure
Terrain: Normal, Rough, Urban
Special Rules: Fast Attack, Infiltrate, Organic, Psyker, Regeneration, Sniper, Suppressive
Composition: Druids, Guardians, Huntsmen, Sentinels

Flower Knight Maniple
Stats: 9 Melee, 9 Ranged, 10+ Toughness, Good Reliability
Armor: Heavy - Superheavy
Effectiveness: Infantry, Light, Heavy, Superheavy
Terrain: Normal, Rough, Urban
Special Rules: Assault, Indirect Fire, Inspire, Organic, Regeneration, Reanimation, Suppressive
Composition: Belladonnas, Rosemarys, Rafflesias

So the verdant army combines two units we know the original/individual stats of (huntsmen and sentinels) and two we don't (Druids and Guardians)
Here's the huntsmen and sentinel stats:
Stats: 2+ Melee, 6+ Ranged, 5 Toughness, Good Reliability
Armor: Infantry
Effectiveness: Infantry, Light, Infrastructure
Terrain: Normal, Rough, Urban
Special Rules: Fast Attack, Infiltrate, Organic, Sniper

Sentinel Platoon:
Stats: 5 Melee, 5+ Ranged, 7 Toughness, Fair Reliability
Armor: Heavy
Effectiveness: Infantry, Light, Heavy
Terrain: Normal, Rough, Urban
Special Rules: Suppressive, Organic, Regeneration

So looking at each category:
-Melee is 5+ compared to 2+/5, and i imagine the druids are a good part of it being 5+ instead of 'just' 5 (or even less thanks to only part of the unit being sentinels), alongside the general increase in skill and equipment.
-Ranged is 7, as opposed to 6+/5+. This one is likely mostly skill, variety, and equipment shining through, since i dont *think* druids would be especially ranged heavy, and guardians likely would be similar or less skilled than huntsmen here?
-Toughness is 7+ as opposed to 5/7. This one is almost certainly mostly due to equipment boosts/Earthblood, especially since sentinels would be the toughest of the 4 units anyway.
-Reliability is Good, as opposed to Good/Fair, so nothing extreme here. I'd hoped that druids and some more experienced huntsmen could combine to give Very Good reliability, but i think i'm just underestimating the difference in each scale unit? Having our standard Cadre be Good reliability is probably pretty good by most standards.
-Armor: Ranges from Light-Heavy, where previously we had Infantry/Heavy for our two examples. Earthblood continues to pay dividends, since it seems to mean even the Druids have light rather than infantry armor. I imagine the guardians would have 'naturally' had light armor without it?
-Effectiveness: This is the only category where we have an actual decrease relative to before: Infan/Light/Infra is equivalent to the hunstmen effectiveness...but sentinels had Heavy effectiveness, something that our new cadres don't. Hopefully the greater ranged skill (and the flower knights having greater numbers, independence, and variety) make up for it on the whole, but it's important to keep in mind that our basic units aren't effective against heavy armor
-Terrain: No change here, Normal/rough/urban same as huntsmen and sentinels...though i'm curious if the druids by themselves would havehad any extra terrain proficiencies?
-Special Rules: Very nice here. Looks like it added together all the rules from huntsmen and sentinels, and then added in Psykers for the druids. I'm not well versed with the WotK rules but this seems like a good and varied set of rules to have for our basic units?

So overall a big improvement here. Compare to, say, the planetary auxilla, and we are much stronger (3 more melee, 1 more ranged, 3+ more toughness, equal or better armor, a billion more rules...) aside from the lack of heavy effectiveness...and thats before blessings!

Now for our other main unit, compared to the old single purpose belladonna's:
Stats: 8 Melee, 7 Ranged, 9 Toughness, Fair Reliability
Armor: Heavy
Effectiveness: Infantry, Light, Heavy
Terrain: Normal, Rough, Urban
Special Rules: Assault, Regeneration, Reanimation, Organic, Inspire
-Melee up from 8 to 9. The smallest boost, likely cause the belladonnas were originally designed for melee anyway, and our major improvements have been in armor or ranged weapons. Still, a solid improvement and nothing to scoff at
-Ranged up from 7 to 9, a major major boost...as to be expected when going from 'we went back and added on ranged weaponry to a melee design' to 'we reworked the design from base principles with improved materials and with ranged in mind from the start...also we added a Much Bigger Variant to the unit'
-Toughness up from 9 to 10+, likely mostly from earthblood and a little from the impact of the presence of (one? a few?) Rafflesia as a Big Defensive Target
-Reliability up from fair to good, a major major boost that presumably comes in large part from the bit about the Rafflesia having sensor suites and the like for coordination alongside the Heartlink
-Armor: Belladonna and Rosemary seem to still 'only' be Heavy armor, but Rafflesia are at Superheavy armor, a powerful boost for bouncing off enemy attacks
-Effectiveness: Added Superheavy to our effectiveness level, which will help greatly in making sure there's fewer things that can just bounce our weapons off
-Special Rules: Again, a smorgasbord of rules. Added Indirect Fire and Suppressive to an already powerful list

And now for voting...
[X] Plan Plowshares before Swords
 
[X] Plan Reach for the Stars

We need spaceships, and the way to get there is using Lotus Star Reactors, not Project: NOMAD. I don't think it's a good idea to delay our progress towards space by an entire turn.
 
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