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

so what i hear from that is we need to create more things to fight for us so we don't get mulched due to not having enough experiance yet
 
[X] Weavers of Life: The Arts of the Biologis have always been the largely forgotten branch of man's sciences, but the Cult of Verdance has embraced this technique, and create wonders and terrors alike with organic materials given time and a need to work.
[X] Stand: You've a ripe opportunity to take over a whole world! After all, you and your followers saved it in the first place. You're going to need to subvert the Governor's power though--and deal with the response that comes when you rise up in inevitable rebellion. But you'll have time, space, and manpower eventually provided your cult's expansion continues apace.
[X] Harvest Power of Reaping and Ruin
 
[X] Weavers of Life: The Arts of the Biologis have always been the largely forgotten branch of man's sciences, but the Cult of Verdance has embraced this technique, and create wonders and terrors alike with organic materials given time and a need to work.
[X] Stand: You've a ripe opportunity to take over a whole world! After all, you and your followers saved it in the first place. You're going to need to subvert the Governor's power though--and deal with the response that comes when you rise up in inevitable rebellion. But you'll have time, space, and manpower eventually provided your cult's expansion continues apace.
[X] Harvest Power of Reaping and Ruin
 
Yeah, as you saw--the very instant your Flower Knights ran into actual weapons, they started getting a bit more skittish. Flayers have a hard time against heavy armor units, and a worse time against regenerators. Actual Necrons that retain enough presence of mind to use guns are a genuine threat that were run over from a combination of built up momentum and the fact they weren't aware of the strength of your regeneration.

Even though on paper, they're comparable to a Space Marine, in practice, a squad of Space Marines will crush a squad of Belladonnas nine times out of ten, that experience gap is real.

Which isn't to say having a unit of Space Marine equivalent heavy infantry is bad of course. But it's working because you're fighting the ideal foe early on. Something actually equipped and trained to fight them is going to push back pretty good.
...Was already worried before this, but now I'm really worried about the lack of experience our "warriors" have. They have won this far through advanced biotech boosted further by goddess-mojo, momentum and sheer aggression that left the enemy on the backfoot. And now that we have to worry not only about converting/conquering the whole planet, but we have the Nightbringer (or a large shard of him) gunning for us. That is not good, obviously.

And while we can likely convert the whole planet if we have just enough time, we probably don't have that before we will be attacked by the Nightbringer's troops once more, this time probably with more of his non-infected Necrons. Which means that we need new biotech-solutions, and we need them as soon as possible. Yes, I'm pushing for Weavers of Life once again. We've seen how the dice can screw us over, so narrowing the chance of that happening in the rolls that are used to strengthen our military arm, and every other biotech-piece we make? That might mean the difference between life and death.

Remember, this the Hard Mode. Mistakes could result in considerable fraction of our followers dying or even game-over if the RNG decides it hates us. But if we can rapidly boost our forces even further, we will have a better chance.
 
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Well eventually we'll need to make our own types, so, here are some candidates:


Yes, Unfallen from Endless Space 2, but it's SOOOO close to our theme
Where's the pretty flower patterns? The sort of thing you would see in scene changes from That 70s Show.

2/10, not visually appealing.
 
I... doubt the Enlightenment doctrine will have such a downside, especially since it isn't very clearly stated to be a negative or creepy spread of happiness. The Doctrines that we pick seem to be purely beneficial, hence why we rushed the book to pick them, both to get more input and to block out doctrines that could have downsides.

The 'spread' of optimism most likely works through standard human phycology, no cult shenanigans or suspicious behaviour involved. A good example of this is how seeing someone genuinely smiling sets of chemicals the brain that raise general happiness and guard against depression. A group of friendly individuals moving into or through a community ususally causes an uptick in overall community happiness simply due to how humans 'ping' off each others moods.
I think this is sort of like conflict of interest in a court case; looking like you have one is just as bad as actually having one for many purposes. Any relatively quick shift in behavioral baseline is going to make people uncomfortable, and in this socia context conflate it to Papa Nurgle's cheerful nihilism.

It doesn't take much to get this kind of effect, even if you don't have social conditioning to fight against.

Pick one of your coworkers, someone you see on a regular basis but don't really know well. Suppose you start seeing them show up to the office constantly chipper, even when they wouldn't otherwise have been. They whistle while they work, make friendly conversation with strangers, and generally act oddly upbeat all the time.

When you get around to asking them about it they attribute it all to a new religion they joined, one that's growing popular in your area. The more people you encounter who go there, the more uniform this upbeat trend is, no matter who you're talking to or what their life is like. Wouldn't that weird you out at least a little if that's all you had to go on about this hypothetical group?

Now imagine that happening in a small town in the Bible Belt with a group of openly practicing Satanists. What's actually going on doesn't matter, just that you're giving people an excuse to see what they already believe to be true.

In this particular case, assuming the warp cult is brainwashed is even the rational position given all prior experience, so it's not even unreasonable for them to reach that conclusion. We need to be all but unimpeachable until people have had more personal experience with VM.

edit:To be clear, this isn't a comment on religious belief in general. I'm specifically referring to sudden changes in personality that appear to be uniform across a group. That's one of those things you see when people join a cult in real life. Maybe it's because the pastor equivalent is a genuinely good person who also happens to be a hyper competent therapist or something, but that's not the first thing people are going to assume.
 
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[X] Weavers of Life: The Arts of the Biologis have always been the largely forgotten branch of man's sciences, but the Cult of Verdance has embraced this technique, and create wonders and terrors alike with organic materials given time and a need to work.

[X] Stand: You've a ripe opportunity to take over a whole world! After all, you and your followers saved it in the first place. You're going to need to subvert the Governor's power though--and deal with the response that comes when you rise up in inevitable rebellion. But you'll have time, space, and manpower eventually provided your cult's expansion continues apace.

[X] Harvest Power of Reaping and Ruin
 
I think this is sort of like conflict of interest in a court case; looking like you have one is just as bad as actually having one for many purposes. Any relatively quick shift in behavioral baseline is going to make people uncomfortable, and in this socia context conflate it to Papa Nurgle's cheerful nihilism.

It doesn't take much to get this kind of effect, even if you don't have social conditioning to fight against.

Pick one of your coworkers, someone you see on a regular basis but don't really know well. Suppose you start seeing them show up to the office constantly chipper, even when they wouldn't otherwise have been. They whistle while they work, make friendly conversation with strangers, and generally act oddly upbeat all the time.

When you get around to asking them about it they attribute it all to a new religion they joined, one that's growing popular in your area. The more people you encounter who go there, the more uniform this upbeat trend is, no matter who you're talking to or what their life is like. Wouldn't that weird you out at least a little if that's all you had to go on about this hypothetical group?

Now imagine that happening in a small town in the Bible Belt with a group of openly practicing Satanists. What's actually going on doesn't matter, just that you're giving people an excuse to see what they already believe to be true.

In this particular case, assuming the warp cult is brainwashed is even the rational position given all prior experience, so it's not even unreasonable for them to reach that conclusion. We need to be all but unimpeachable until people have had more personal experience with VM.

edit:To be clear, this isn't a comment on religious belief in general. I'm specifically referring to sudden changes in personality that appear to be uniform across a group. That's one of those things you see when people join a cult in real life. Maybe it's because the pastor equivalent is a genuinely good person who also happens to be a hyper competent therapist or something, but that's not the first thing people are going to assume.
While there is definitely an element of truth to this, it's still a better look to outsiders than openly preaching the benefits of messing around with genetics. To use your own example, imagine if the openly practising satanists started exalting the virtues of genetic manipulation and talking about their plans to grow super-crops and enhance themselves.
 
While there is definitely an element of truth to this, it's still a better look to outsiders than openly preaching the benefits of messing around with genetics. To use your own example, imagine if the openly practising satanists started exalting the virtues of genetic manipulation and talking about their plans to grow super-crops and enhance themselves.
Openly preaching about life sculpting would be bad, but we can control that more easily than we can the way VM's followers comport themselves. Moreover, now is probably the best time to have that debate since GMOs directly created by a warp god are the only reason anyone is still eating. Humans doing it is easier to swallow in comparison.
 
[X] Weavers of Life: The Arts of the Biologis have always been the largely forgotten branch of man's sciences, but the Cult of Verdance has embraced this technique, and create wonders and terrors alike with organic materials given time and a need to work.
 
[X] Enlightenment of the Mind

Yes, I'd say optimism is a something of a soft but significant game changer in grim-dark world of 40k (or even 50k).
We already are nega-nurglites, with biological weaponry and being really hard to kill. It just makes the picture complete. Nonetheless, it'll be a far brighter picture.
 
Openly preaching about life sculpting would be bad, but we can control that more easily than we can the way VM's followers comport themselves. Moreover, now is probably the best time to have that debate since GMOs directly created by a warp god are the only reason anyone is still eating. Humans doing it is easier to swallow in comparison.
Controlling and hiding the information just makes it look even worse when it inevitably gets out (secrecy is really not our strong spot), and I'd actually say that gods messing around with life is easier to swallow than humans doing it. After all, gods and spirits are expected to do weird and unnatural things with nature, while humans generally aren't; that's probably part of the reason the knowledge and technique for it are largely a lost art.
 
Openly preaching about life sculpting would be bad, but we can control that more easily than we can the way VM's followers comport themselves. Moreover, now is probably the best time to have that debate since GMOs directly created by a warp god are the only reason anyone is still eating. Humans doing it is easier to swallow in comparison.

So... your saying we should make life sculpting one of the core doctrines of our faith, on part with the possibility of forgiveness and redemption in christianity, but not preach about it?

How?
 
Yeah, as you saw--the very instant your Flower Knights ran into actual weapons, they started getting a bit more skittish. Flayers have a hard time against heavy armor units, and a worse time against regenerators. Actual Necrons that retain enough presence of mind to use guns are a genuine threat that were run over from a combination of built up momentum and the fact they weren't aware of the strength of your regeneration.

Even though on paper, they're comparable to a Space Marine, in practice, a squad of Space Marines will crush a squad of Belladonnas nine times out of ten, that experience gap is real.

Which isn't to say having a unit of Space Marine equivalent heavy infantry is bad of course. But it's working because you're fighting the ideal foe early on. Something actually equipped and trained to fight them is going to push back pretty good.
That's hardly surprising considering we literally just pulled in a bunch of random girls and threw them into combat. Ideally, by the time we're crossing blades with the Astartes, the troops will have a bit more of an idea what they're doing. On a positive note, they performed remarkably well despite being a bunch of random girls thrust into plant-mechas, with the sense sharing and regeneration making it remarkably difficult to take them out of the fight.

On the only really contentious pet of the vote - it seems to me a few people are having trouble grasping what it is exactly we're selecting. This is our Doctrine. Not another immediate bonus or powerup - we're not suddenly going to brainwashing cultists to be happy or start sprouting out flesh-crafters. You need to think about the options in that frame of mind, consider the effects they have on our developing religion, not just the immediate practical benefits.
 
Controlling and hiding the information just makes it look even worse when it inevitably gets out (secrecy is really not our strong spot), and I'd actually say that gods messing around with life is easier to swallow than humans doing it. After all, gods and spirits are expected to do weird and unnatural things with nature, while humans generally aren't; that's probably part of the reason the knowledge and technique for it are largely a lost art.
So... your saying we should make life sculpting one of the core doctrines of our faith, on part with the possibility of forgiveness and redemption in christianity, but not preach about it?

How?
I'm at least for openly preaching about life-weaving. Our religion is not a mystery cult, so hiding that sort of knowledge when we already are heretics in the eyes of the Imperium doesn't make much sense, like you are saying.

However, besides the other reasons I've given before, I'm also sick and tired about how creating life is depicted so often in fiction. Like it is one of the ultimate sins that can be done, and that it will always result in something terrible that should have never existed. I want to do something good here with our abilities, carried further by our cultists. And life-weaving offers so many ways to do exactly that.
 
Eh... in terms of raw capabilities our knights probably equal or exceed those (considering how well they mulched necrons), but when it comes to skill they're a long way away from getting close to either of those groups.

I am thinking our flower knights are more well (for right now, very unsupported) possessed bomb than say rubric marines or a tactical marine, even primaris intercessor squads would be mulched in a charge (if we are lucky) if how we treat flayers is anything to go by, if we get into melee undamaged, but characters and good luck can easily swing the other way. A good gunline and turn one LOS could shoot us off the table. We will need to learn to be smart, or keep deep striking out of the tree line lol. Any reasonable astartes commander would avoid engaging us in close combat and gun us down.

Now before I continue I know this is a Narrative Quest, not a tabletop, but it's useful to compare and contrast and get a better idea of where we are at in terms of capabilities in a discrete manner yeah?

Nothing below this means much of anything, but it's all good fun right?

Points Cost per model: A LOT (per our doctrine)

NameMovementWeapon SkillBallistic SkillStrengthToughnessWoundsAttacksLeadershipSaves
Flower Knight8"? (A horse is 10")4+/5+? (need montage training)6+552173+
Flower Knight Exemplar?8"3+ 4+?6+553273+

This unit contains 4 Flower Knights and one Flower Knight Exemplar. It can include up to 5 additional Flower Knights. (a 20 girl knight bomb seems like it would be too much and against our doctrine to focus that much force in one place)

WeaponRangeTypeStrengthArmor PenetrationDamageAbilities
Ironbark LanceMeleeMelee+2-21d3A model may only attack with this weapon on a turn in which it has charged.
Twin Reaper SicklesMeleeMeleeUser-1?1Viridian Energy, Each time the bearer fights, it can make 1 additional attack with this weapon

Wargear Options: The Flower Knight Exemplar can take a Chaos Icon of Verdant Maiden (We don't have one yet I think, and I don't know what it would do?)

Abilities?
  • Supernatural Resilience: Models in this unit have a 5+ feel no pain
  • Heart-Link: Models in this unit treat their leadership score equal to the number of friendly Cult of the Verdant Maiden models on the battlefield, or the model's leadership score, whichever is higher? (I mean, we're a little orky)
  • Flammable, Inflammable. Don't remember which. Nevermind. Doesn't Matter: Models in this unit are treated as having a toughness of 3 (human) against fire based weaponry.
  • Daemonic Genesis: Models in this unit have a +5 Invulnerable Save (I'm not sure we should get demon saves though, and not having it would make us super vulnerable to heavy weapons which fits our lore)
  • Viridian Energy: to hit rolls of a 6+ inflict a mortal wound, in addition to normal damage (A replacement to death to the false emperor?)
  • Charge of the Life Brigade: This unit may charge after advancing. Additionally, when this unit advances, roll 2d6 and take highest.
  • Mostly Dead Means She's Slightly Alive: Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. On a 5+, the model was only mostly dead, and regenerated enough to return to its unit (sneaky), continuing the fight with only one wound! otherwise they remain apparently dead (although you can roll again at the start of each of your subsequent turns.)
  • Verdant Regeneration: At the beginning of your turn this model heals one wound. (resolve this ability before Mostly Dead Means She's Slightly Alive)

Faction Keywords
Chaos, <Mark of Chaos>, The Knights of Flowers, Cult of the Verdant Maiden?

Keywords
Infantry, Floraform, Flammable, Daemonic?
 
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So... your saying we should make life sculpting one of the core doctrines of our faith, on part with the possibility of forgiveness and redemption in christianity, but not preach about it?

How?
I meant more along the lines if not shouting about it in the streets or allowing unorganized efforts to preach. We can control the debate on that topic more easily because it's a topic you can have a debate on and not a knee jerk reaction to something that is usually the last warning sign you get before someone initiates a purge.

It's not like the idea of a particular technology being a key part to a faith is unusual to these people, given the mechanicus, and the opening from saving everyone's lives using bioengineering makes this a good time to have that discussion.

Ensuring that we engage the subject when, where, and how we want to isn't the same thing as suppressing or hiding it.
 
What gets me is that while there's multiple ways to encourage genetic manipulation, optimism is not likely to get a better shot in the arm than making it a founding doctrine. We don't need to take Weavers of Life to get genetic scientists and stuff going. Meanwhile, Weavers of Life is a massive target for anyone arguing against the cult's virtues: Genetic engineering as not just something we do but a founding cornerstone is something that's way easier to fearmonger against than far more less objectionable things like healing the sick or fighting against despair.

Right now, all our Life-Weaving is done by our deity-protagonist directly, and we've got a planet to convert. It'll be some time before we get serious infrastructure going, but Enlightenment of the Mind is far more likely to get us cookie-points when it comes to convincing the population to go our way instead of big-grumpy-Emperor's way. The general population of the planet's told to fear the heretic and the mutant, and Weavers of Life plays right into that established fear. But what's to fear from benevolent healing and optimism? We can munchkin for power later after we've convinced people we're worth joining first.
 
[X] Enlightenment of the Mind: The world is a dark and dreary place, but that doesn't mean you have to be--the Cult of Verdance believes in this thought, and take steps to brighten things up even when things are getting a bit shady--it's a bit infectious really.
[X] Stand: You've a ripe opportunity to take over a whole world! After all, you and your followers saved it in the first place. You're going to need to subvert the Governor's power though--and deal with the response that comes when you rise up in inevitable rebellion. But you'll have time, space, and manpower eventually provided your cult's expansion continues apace.
[X] Earth
 
Anyhow.

Locking Up

Stand, Weavers, and Harvest are the winners.

Sheet update coming with the update, update probably tomorrow morning at the usual time barring misadventure.
 
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