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

Huntsman Cadre:
Blessings
You have Four Favor, any unused in this phase are your budget for Turn Eight. Each option costs 1 Favor, you may take as many as you like

[ ] Communal Heart-Link (+1 Reliability)
Reliability is your force's overall capacity to make effective use of their tools while denying the enemy the same. It also determines resistance to dirty tricks and effectiveness of your own.

[ ] Undying Heart Stance (+1 Toughness)
Toughness is a unit's capacity to withstand injury. Their 'Hit Points' if you will. This is not the same as Armor which is a unit's ability to reduce incoming damage.

[ ] Scythe of the Maiden (+ Lifebane)
Lifebane is a special rule unique to the Cult of Verdance. It sharply reduces the effective Toughness of a target and nullifies the Regeneration and Reanimation rules, so long as they lack the Machine or Daemon rule

[ ] Reaper's Harvest (+ Life Drain)
Life Drain causes successful attacks to heal the attacker, effectively granting Regeneration as long as they remain in combat with units holding the Organic rule.

Armor: Infantry
Effectiveness: Infantry, Light, Infrastructure
Terrain: Normal, Rough, Urban
Special Rules: Fast Attack, Infiltrate, Organic, Sniper

Belladonna Maniple
Stats: 8 Melee, 9 Toughness, Fair Reliability
Armor: Heavy
Effectiveness: Infantry, Light
Terrain: Normal, Rough, Urban
Special Rules: Assault, Regeneration, Reanimation, Organic, Inspire

Flayer Raiders
Flayer Swarm:
Stats: 7 Melee, 5+ Toughness, Poor Reliability
Armor: Light
Effectiveness: Infantry, Light
Terrain: Normal, Rough, Urban
Special Rules: Deep Strike - Teleportation, Infiltrate, Reanimation, Regeneration

Equinox Government and Unaffiliated Forces
Planetary Auxilla
Stats: 2+ Melee, 6 Ranged, 4 Toughness, Good Reliability
Armor: Light
Effectiveness: Infantry, Light, Heavy, Infrastructure
Terrain: Normal, Rough, Urban
Special Rules: Fast Attack, Organic

Graycliff Clansmen
Stats: 1 Melee, 4 Ranged, 2 Toughness, Fair Reliability
Armor: Infantry
Effectiveness: Infantry
Terrain: Normal, Rough
Special Rules: Organic
These really show how much out blessings really favor Vanguard. While Ranger is fine for getting the most out of a numerically superior force, it doesn't benefit as much from almost all of our Blessings.
 
Most of our blessings are recognizable from our predecessor. Nurglites were very good at attrition fighting above all else what with the regeneration and extra toughness.
I think Lifebane+Reliability really cinch it though. Nurgle was really deadly, but he didn't have a big boost to DPS like that, amd Chaos can't really do Reliability. So running full blessings, our troops kill more and heal faster, but don't reanimate the dead or spread plagues, which were Nurgle's real superpower.
 
I think Lifebane+Reliability really cinch it though. Nurgle was really deadly, but he didn't have a big boost to DPS like that, amd Chaos can't really do Reliability. So running full blessings, our troops kill more and heal faster, but don't reanimate the dead or spread plagues, which were Nurgle's real superpower.

I mean we have the life-death domain. If we really wanted we could probably raise the dead, though obviously not a plague bloated zombies
 
These really show how much out blessings really favor Vanguard. While Ranger is fine for getting the most out of a numerically superior force, it doesn't benefit as much from almost all of our Blessings.
I definitely agree that in the abstract, the Vanguard playstyle is optimal for our blessings. I supported Ranger last turn because it is specifically optimized for asymmetrical warfare, which seems like the modal scenario for us for a long while to come. If we ever get to a point where the balance of forces we're likely to face is less hilariously lopsided, I'd be fine with picking up Vanguard.
The second option that Marshal Mills suggests is a 'Vanguard' Doctrine. Humans don't normally like getting stuck in for all that we've made a big point of doing it he says, mostly because everyone else in the galaxy is better at it mostly. Your blessings and what are derived from them change that calculus--with performance augmenting armor and some form of heavy duty ranged weapon, your soldiers can execute a slow, grinding advance while hosing down the targets with fire. This strategy will be vulnerable to supply shock, but extremely effective against anything that can't stand indefinitely under heavy pressure, like most human formations.
Just go full Necron and have unkillable inexorable infantry advances supported by giant monsters. But for the time being, we need to play around the expectation that we'll be outnumbered.
 
I definitely agree that in the abstract, the Vanguard playstyle is optimal for our blessings. I supported Ranger last turn because it is specifically optimized for asymmetrical warfare, which seems like the modal scenario for us for a long while to come. If we ever get to a point where the balance of forces we're likely to face is less hilariously lopsided, I'd be fine with picking up Vanguard.
Ranger is deffinitely a good pick for the current situation, don't get me wrong. Even when we get Vanguard we should keep our Rangers around, since while Vanguard has better Blessing synergy they fill different, complementing roles.
 
So we're the inheritor of Nurgle... but also the pervert.

Not!Vert sees a young woman go by: *Perverted Appreciative Goddess Noises*

... Oi!

Ufufufu.

Still appropriate given the face claim at least. :V

The Seven Fold Flower Herself
Also, reading the apocrypha and saw this... Dragon-Blood Exalts when?

So, we seem to do more than just plant life. Is biowarfare on the table? Or is that too much nurgle? I totally get if it is, even if it nips like half of our more outside the box warfare options in the bud. Or the delivery mechanisms anyway.
 
@Alectai Out of curiosity, would an omake from 3rd Company's perspective be acceptable right now, or would that interfere too much? For some reason I like writing sympathetic POVs for the bad guys of quests.
 
So, we seem to do more than just plant life. Is biowarfare on the table? Or is that too much nurgle? I totally get if it is, even if it nips like half of our more outside the box warfare options in the bud. Or the delivery mechanisms anyway.
*Disease* biowar is probably too Nurgle, but I imagine biological generation and delivery of sedatives, poisons, or hallucinogens would be just fine.

An army enters our territory, contact is lost shortly after reports of all the pretty flowers. Days later, they stumble out, giggling and talking about things like "Have you ever looked at your fingers? Like, really looked at them?"
 
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*Disease* biowar is probably too Nurgle, but I imagine biological generation and delivery of sedatives, poisons, or hallucinogens would be just fine.

An army enters our territory, contact is lost shortly after reports of all the pretty flowers. Days later, they stumble out, giggling and talking about things like "Have you ever looked at your fingers? Like, really looked at them?"
Heh. Having one layer of defense be based around making anyone who enters as high as a kite sounds amazing. Might be a bit hard since different species react differently to drugs (or not at all in some cases), but still amazing.

And that's kind of what I was thinking, get sedatives or something into the water of the main guard encampment. Or drugs. As long as we don't become the druggy goddess we'll be alright.

I think. As far as vices go we seem to be more on the, ahem, fertility side of things anyway.
 
I think. As far as vices go we seem to be more on the, ahem, fertility side of things anyway.
I mean we were trying to spy on the governors men just a little bit ago.

Though in regards to our means of fighting, I don't know why but I can't help but immagine us having a lot of hidden stuff that ambushes people.

Like those annoying enemies from video games that punk you or have annoying hard to dodge attacks while being in a hard to reach area.
 
Just out of curiosity, is the life drain blessing an in combat only thing, or for the duration of the deployment? If it's the latter, can it be used for field treatment? Rangers healing up by getting into a fight with the nearest tree after making it back to camp would be useful and hilarious. :V
 
Just out of curiosity, is the life drain blessing an in combat only thing, or for the duration of the deployment? If it's the latter, can it be used for field treatment? Rangers healing up by getting into a fight with the nearest tree after making it back to camp would be useful and hilarious. :V
I immagine that outside of battle we'd be better of making a dedicated healer unit/monster/plant.
 
I immagine that outside of battle we'd be better of making a dedicated healer unit/monster/plant.
That's true, but on demand healing that doesn't take up any extra resources or time from a medical expert is pretty valuable. Especially for people who's main job is asymmetric warfare. It'd also help in situations like this one where we don't have those available. We didn't pick it this time, but for a prolonged conflict of this style it'd be very useful.

That said, it would make sense if it's applied on a just in time basis rather than giving those abilities for the whole term a unit is in the field, so the point is likely moot.
 
Lightning powers from biology?!
That's actually something very important to note about our bio-creations because they are very different from anything the previous gods made. All their deamon engines, weapons etc had to be constructed/infused in worlds overtaken by the Immaterium or be the focus of rituals etc for the needed energy.

Where we are isn't a world with a lot of Warp activity. Heck, it seems that our cult is growing the Belladonas without our direct intervention/empowerment. Between that and the Life Weavers, I can see any and all of our biological creations being designed so that our cult can breed/grow/modify them right here in the Materium. And if that's the case, our creations will be a lot less vulnerable to anti-Immaterium effects then the Imperium expects becuase they aren't daemons to be disrupted/banished.
 
I think it was pointed out that our boons and abilities lean towards being a meatgrinder. We can and will outlast you... at least with humans.

That being said that doesn't mean we can't go for asymmetrical warfare on top of that. Use masses of grown plants with a few distant minds driving them or something to build the environment we want for our forces to fight in.

Or something.

"Hey, boss?" "What?" "Was the forest always that close? Or big?" "You're imagining things."

*later in the forest cause trying to burn it down makes it worse* "Hey, guys, where'd Timmy go?"

Or, how to make a friendly deathworld 101... Huh, I just realized our fortress worlds are actually just going to be straight up deathworlds. Organized deathworlds.

Or we could just Titan-plants and Wood Dragon-Blood (Something?) Space Marines.

Or something.

Oh, and ideas for Tyrannids? Cause I think we're kind of a walking buffet to them, aren't we?
That's actually something very important to note about our bio-creations because they are very different from anything the previous gods made. All their deamon engines, weapons etc had to be constructed/infused in worlds overtaken by the Immaterium or be the focus of rituals etc for the needed energy.

Where we are isn't a world with a lot of Warp activity. Heck, it seems that our cult is growing the Belladonas without our direct intervention/empowerment. Between that and the Life Weavers, I can see any and all of our biological creations being designed so that our cult can breed/grow/modify them right here in the Materium. And if that's the case, our creations will be a lot less vulnerable to anti-Immaterium effects then the Imperium expects becuase they aren't daemons to be disrupted/banished.
I was actually thinking about that myself. EMP vines that they can't just banish because they're 100% material, or near enough, to be immune to it. Ships just laying dead in space cause of vines crawling all over them shutting everything down.

There isn't really a lot of bioelectricity to harness most of the time to be worth it? Unless we get Monster Hunter up in here.

And its mainly current that kills with electricity anyway.
 
I was actually thinking about that myself. EMP vines that they can't just banish because they're 100% material, or near enough, to be immune to it. Ships just laying dead in space cause of vines crawling all over them shutting everything down.

There isn't really a lot of bioelectricity to harness most of the time to be worth it? Unless we get Monster Hunter up in here.

And its mainly current that kills with electricity anyway.
Yellow Pikmin intensifies!

But honestly lightning based life forms is an interesting way to go, I mainly suggest Pikmin because I like Pikmin.... also because they could be our Nurgling counterparts.
 
Yellow Pikmin intensifies!

But honestly lightning based life forms is an interesting way to go, I mainly suggest Pikmin because I like Pikmin.... also because they could be our Nurgling counterparts.
They could screw up any electrical system they got into and they'd be tiny enough it's like trying to keep ants out. If they're still dumb as bricks they'd need a commander pikmin for sabotage and such. Though white ones getting into a water supply would be a bad day for anyone.

Probably would want to fold Blue and Reds into the other three types though. I could see flamers being the go too for dealing with an infested area. Or drowning them out.

After that it'd just be flushing the atmosphere probably.

Plus the image of them panicking as they're swept away in a tide of rushing water and a purple one just lazily rolling along the bottom catching the others as they go by is cute.

Seeds to small to really detect peppering a ship thousands to hundreds of thousands of times being our boarding craft is also advantageous in its own way.
 
Bah, why limit ourselves to just plants? We're the goddess of Life, Death and the Harvest. Animal, vegetable and fungal all fall under our domain.

After all Graycliff is all about herding and ranching so it wouldn't be right to leave them out on the biotech-shenanigans. And as the saying goes "Mess with the bull goat, you're gonna get the horns."
And the people from Surf are going to need some support as well or they'd feel left out.
 
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Are we trying to avoid going Nurgle or not? Mutations that get too deviant or mean looking seem like they could go south really fast.

Mostly the latter, the former can be hidden a bit better.

Though fortress/death worlds could be a different story granted. They're meant to be nasty and horrible places.

Also the loli-goat who's mother sent her flaming sheep and turns into a sure-hit volcano for a bit is my favorite caster in arknights, so I'm not complaining on that front. She's also really cute.

We need to at least look nice. On the surface and quite a bit under it at least.

The Orca-seals are pretty cool tho.
 
It'd be pretty cool if we could grow ships from a seed or something. Even just the shell, and we'll just need to install the inner components.

Something like the Startree from Hyperion Cantos (perhaps a miniature copy) would be awesome as well.
 
They could screw up any electrical system they got into and they'd be tiny enough it's like trying to keep ants out. If they're still dumb as bricks they'd need a commander pikmin for sabotage and such.
Yep, though I suspect Yellows are the smartest pikmin normally given they are smart enough to form working circuits and manage to do pretty well for themselves by the time of the 3rd game.

Though white ones getting into a water supply would be a bad day for anyone.
Horrifying, given that they are toxic enough to kill things many times there own size... and as of the shorts apparently have acid potent enough to almost immediatly eat through metal.

.... And to think some of the strongest beasties of the planets can survive eating these guys.... ya given that those toads from Cacatchan exist I think actually making em might be in our wheelhouse.

Probably would want to fold Blue and Reds into the other three types though. I could see flamers being the go too for dealing with an infested area. Or drowning them out.


Plus the image of them panicking as they're swept away in a tide of rushing water and a purple one just lazily rolling along the bottom catching the others as they go by is cute.
True, though I'd imagine even for 40k I imagine underwater flamers is a rarity... shame we can't mod the reds to actually do fire damage ala smash bros.

Though yeah that imagine is adorable now that I think of it.

Bah, why limit ourselves to just plants? We're the goddess of Life, Death and the Harvest. Animal, vegetable and fungal all fall under our domain.

After all Graycliff is all about herding and ranching so it wouldn't be right to leave them out on the biotech-shenanigans. And as the saying goes "Mess with the bull goat, you're gonna get the horns."
And the people from Surf are going to need some support as well.
Since I was already thiniking of Pikmin my mind immediatly went to the Gatlng Groink, these guys are the ban of anyone's existance... mainly because an artillery unit with regeneration/reianimation is horrifying.

Or just these guys crush damage is no joke. They are the worst, just the worst!
 
Are we trying to avoid going Nurgle or not? Mutations that get too deviant or mean looking seem like they could go south really fast.
Our Belladonas are ten-foot tall freaky-looking plant mechs. The Ranger armor are by WOG a guyver with a greatcoat and a biological bow. We already have a bunch of mean looking stuff.

And considering our portfolio, any of our creations (and those made by our cult) would be less likely to suffer from mutations then 'natural' beings. I wasn't sugesting that we/our cult would turn existing creatures into these things. But instead these would be our 'war-beasts' that when created, would take inspiration from natural creatures.
Since I was already thiniking of Pikmin my mind immediatly went to the Gatlng Groink, these guys are the ban of anyone's existance... mainly because an artillery unit with regeneration/reianimation is horrifying.

Or just these guys crush damage is no joke. They are the worst, just the worst!
Never played Pikmin so I'll take your word for it. Now the Geneforge series, I reconigize.
 
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