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

Gonna do some section-by-section analysis of our turn options.
Preaching Actions
[ ] Expanding Further (DC 40+)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Connection)
Oh my, you're actually a statistically noticeable percentage of the planet's populace! You should keep pushing and see who else you can entice in--the more the merrier after all!

[ ] Murmurs of Dissent (DC 60)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Connection)
Governor Magistrix has deployed the 'Forlorn Contingency', a scenario that will at best result in the careful screening of most of the surviving populace, and more likely will result in some Inquisitor rolling in and purging the survivors out of an abundance of caution. The people don't know about it yet--make sure they do, if you can even secure their non-involvement in the final Siege, you'll be golden.
Expanding Further's DC has doubled again, which makes sense for the fiction as we scale up. However, it means that yoloing with a single Manpower is growing riskier, and that our expected gains from taking this are lower. I don't think it's worth doing more of these until after the Crisis is over; it would take a serious investment of resources to expect to succeed in a meaningful way, and, uh, we need those resources. Murmurs of Dissent, on the other hand, seems really good.
Infiltration Actions
[ ] Anything else we miss? (Unknown DC)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Connection, Harvest)
The Flayers are gone, but that doesn't mean that every possible threat is off the table except internal ones, maybe see if you can get some of the woodsmen in your cult to take a look around past the settled regions of the planet and make sure there's no surprises waiting?

[ ] Sapping the Walls (DC 80)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Connection)
Taking the walls of Lambent is going to be a monstrously difficult task conventionally, if you can somehow introduce a few weaknesses though... It'll get a lot easier! This is risky for your agents though and might not have good gains.
Anything else we miss is a mystery box, but one I think we'll need to poke at some point soon. If there's a wildcard on this planet, it's really important to know about it. Sapping the Walls, on the other hand, is a high-DC option with only one Domain slot, and it's explicitly flagged in the text of the option itself as "This is risky for your agents though and might not have good gains", so I don't think it's a priority.
Charity Actions
[ ] Planting the Seed (DC 60)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Weaving, Harvest)
There's only a small handful of farms and ranches that you could say are completely held by your cultists, but that number's more than zero now! You've got plenty of people really eager to see what your teachings can pull out of the ground with a little work. You're going to need a lot of stuff to feed any possible refugees or other crises!

[ ] Explore the Flayer Vessel (DC ???)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Death, Harvest)
It's probably too late to get it to work, but there might be something you can learn by poking the big scary alien death chariot you've been sitting on for a while. Beggars can't be choosers and you'll admit to being pretty much a beggar right now!

[ ] Prepare for War (DC 50)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Weaving, Connection, Harvest)
You will soon find yourself invaded by a foe beyond the strength of just about any living being. The collateral damage will be enormous even if everything goes right--and if anything goes wrong, it'll be catastrophic. Make sure that the noncombatants have someplace safe to take cover when the sky rains iron.
Planting the Seed is a peacetime option that maybe we don't have the time for right now: the crisis is here, and at least it isn't a food crisis yet, so let's not worry about it. Explore the Flayer Vessel is another mystery box, but any big dick tech we can steal from the Necrons would be great, especially since now we have the Harvest domain to help us out. Prepare for War is important to do eventually, but not urgent: building up our forces has to take priority over building evac shelters for civilians.
Kinetic Actions
[ ] Split Your Lungs With Blood and Thunder! (DC 70)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Weaving, Death, Harvest)
Layla had a great idea, a capital one! "We've got some real whoppers out in the seas, flipping our ships and generally making a mess of things. Is there anything we can do about these? It'll be a real good show of force and help clean up the seas a bit!" You're more interested in securing some new assets--and the husk of a great beast brought down by your followers could have a lot of potential for you to reshape into something interesting

[ ] Building on what works (DC 75)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Weaving, Death)
The Belladonnas are great, and your Flower Knights are doing surprisingly well at this whole 'Being a knightly order' thing. Still, just a lance and the Reapers doesn't seem like it'd be the best choice in the long run, especially when people start bringing guns with more firepower than old lasguns and hunting rifles. Maybe see if you can figure out some more tricks for them so they can play to their specialties?

[ ] Training the Troops: Vanguard Doctrine (Requires 1 Manpower + Horatio Mills) (DC 60)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Endurance, Weaving, Death)
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.

[ ] Training the Troops: Rifle Doctrine (Requires 1 Manpower + Horatio Mills) (DC 60)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Weaving, Endurance, Harvest)
The final option Marshal Mills thinks could work would be a variation on the typical strategy employed by the Imperial Guard--an advancing gunline that doesn't do anything fancy, but just projects power steadily and reliably, with enough agility to pivot to changes if need be. Not exciting and does tend to fall apart if the enemy is too resistant to your weapons--but it's a well tested, reliable tactic that works against most enemies. The only thing you need to bring to the table is gear and blessings to augment this.
Ah, the good stuff. Split Your Lungs and Building On What Works both deepen our military tech tree, which is a project that has, uh, recently ramped quite up in importance. Building On What Works in particular is going to take focus from the turn plan: it's DC 75 with only two domain slots, so we're going to need to stack bonuses reasonably high to have a good chance of success. The two doctrinal options make a return: Ranger Doctrine was explicitly called out at being garbo against Space Marines. Obviously nothing is good against Space Marines, but maybe Vanguard or Rifle would be worth picking up later for the goal of "being less shit"? I don't think we should do it right now, though.

So, all in all, the things I think are absolutely vital to do this turn are Murmurs of Dissent, Split Your Lungs With Blood and Thunder!, and Building On What Works, and I would also like to take a stab at one of our two mystery boxes if we have enough resources for that.
 
Gonna do some section-by-section analysis of our turn options.

Expanding Further's DC has doubled again, which makes sense for the fiction as we scale up. However, it means that yoloing with a single Manpower is growing riskier, and that our expected gains from taking this are lower. I don't think it's worth doing more of these until after the Crisis is over; it would take a serious investment of resources to expect to succeed in a meaningful way, and, uh, we need those resources. Murmurs of Dissent, on the other hand, seems really good.

Anything else we miss is a mystery box, but one I think we'll need to poke at some point soon. If there's a wildcard on this planet, it's really important to know about it. Sapping the Walls, on the other hand, is a high-DC option with only one Domain slot, and it's explicitly flagged in the text of the option itself as "This is risky for your agents though and might not have good gains", so I don't think it's a priority.

Planting the Seed is a peacetime option that maybe we don't have the time for right now: the crisis is here, and at least it isn't a food crisis yet, so let's not worry about it. Explore the Flayer Vessel is another mystery box, but any big dick tech we can steal from the Necrons would be great, especially since now we have the Harvest domain to help us out. Prepare for War is important to do eventually, but not urgent: building up our forces has to take priority over building evac shelters for civilians.

Ah, the good stuff. Split Your Lungs and Building On What Works both deepen our military tech tree, which is a project that has, uh, recently ramped quite up in importance. Building On What Works in particular is going to take focus from the turn plan: it's DC 75 with only two domain slots, so we're going to need to stack bonuses reasonably high to have a good chance of success. The two doctrinal options make a return: Ranger Doctrine was explicitly called out at being garbo against Space Marines. Obviously nothing is good against Space Marines, but maybe Vanguard or Rifle would be worth picking up later for the goal of "being less shit"? I don't think we should do it right now, though.

So, all in all, the things I think are absolutely vital to do this turn are Murmurs of Dissent, Split Your Lungs With Blood and Thunder!, and Building On What Works, and I would also like to take a stab at one of our two mystery boxes if we have enough resources for that.
Mostly agreed, thank you for the analysis. It seems we should go as all in as possible on Kinetic Actions for the next few turns, seeing as, y'know, Space Marines are ridiculously broken. God I hope we get some of those.
 
[ ] Murmurs of Dissent (DC 60)
-[ ] Dana (1 use left)
-[ ] Connection
[ ] Planting the Seed (DC 60)
-[ ] Dana (0 uses left)
[ ] Split Your Lungs With Blood and Thunder! (DC 70)
-[ ] Manpower (1 use left)
-[ ] Layla (0 uses left)
-[ ] Weaving
-[ ] Harvest
[ ] Building on what works (DC 75)
-[ ] Manpower (0 uses left)
-[ ] Horatio (0 uses left)
-[ ] Weaving
-[ ] Death

So, 4 hero actions, 3 manpower tokens, 5 favor, what do. Building on what works and Split Your Lungs With Blood and Thunder seem the most important kinetic actions, they're build up. War Maidens and Weavers of Life should mean the Manpower tokens give a +10 on split your lungs and building on what works respectively.

Then, a Dana action and favor token on Murmurs, as that's one we really want to get off right now so that it has maximum effect and don't want backfiring. Also, Dana can't be used on infiltration or kinetic actions IIRC.

Two favor tokens each on the kinetic actions in the hopes of both ensuring it goes off, and so that we might get a crit. Either of them critting would probably massively improve our odds of getting into the Spire fast enough

Then, a Dana action into Planting the Seed, because I think having a surplus and thus stockpile of food might be vitally important when the space marines get here, and its best to start early so we can stock up ahead of time. Also, we can't spend the Dana token on the two actions that matter most and she's already in the other preaching action, so throw her at this and hope for a success.

Thoughts/idea/opinions/disagreements anyone?

No Xs and no plan name because this is just a practice build/prep for making the final build we run with after the moratorium is over.
 
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So, 4 hero actions, 3 manpower tokens, 5 favor, what do. Building n what works and Split Your Lungs With Blood and Thunder seem the most important kinetic actions, they're build up. War Maidens and Weavers of Life should mean the Manpower tokens give a +10 on split your lungs and building on what works respectively.

Then, a Dana action and favor token on Murmurs, as that's one we really want to get off right now so that it has maximum effect and don't want backfiring. Also, Dana can't be used on infiltration or kinetic actions IIRC.

Two favor tokens each on the kinetic actions in the hopes of both ensuring it goes off, and so that we might get a crit. Either of them critting would probably massively improve our odds of getting into the Spire fast enough

Then, a Dana action into Planting the Seed, because I think having a surplus and thus stockpile of food might be vitally important when the space marines get here, and its best to start early so we can stock up ahead of time. Also, we can't spend the Dana token on the two actions that matter most and she's already in the other preaching action, so throw her at this and hope for a success.

Thoughts/idea/opinions/disagreements anyone?

No Xs and no plan name because this is just a practice build/prep for making the final build we run with after the moratorium is over.
This seems basically reasonable and I would be fine with it winning. A few notes:
  • Dana can be used on Kinetic actions (and we have used her that way), she just doesn't add a bonus beyond the failure mitigation of a Heroic Cultist. She can't be used on Infiltration at all.
  • Your spread on our kinetic actions seems objectively correct, though I kind of want to troll Layla by not including her on Split Your Lungs and instead putting her on the other one. This is not a narratively good idea and I don't endorse it, I'm just a jerk sometimes.
  • Planting the Seed having coinflip odds with Dana is kind of troublesome. I think I'd prefer to put her on Prepare For War, which we know we'll need eventually and would have better odds.
  • You left one Manpower token unused.
 
Man, this kinda sucks. I was really hoping we'd be able to have some time in secret to snowball - or at least establish ourselves - but now we have a Space Marine Company on our heads, and even assuming we pull this off, it seems we're going to be on a collision course with the Imperium immediately. No time of peace to build up before the inevitable conflict.

At least we had some good rolls this turn?
 
  • Dana can be used on Kinetic actions (and we have used her that way), she just doesn't add a bonus beyond the failure mitigation of a Heroic Cultist. She can't be used on Infiltration at all.
  • Your spread on our kinetic actions seems objectively correct, though I kind of want to troll Layla by not including her on Split Your Lungs and instead putting her on the other one. This is not a narratively good idea and I don't endorse it, I'm just a jerk sometimes.
  • Planting the Seed having coinflip odds with Dana is kind of troublesome. I think I'd prefer to put her on Prepare For War, which we know we'll need eventually and would have better odds.
  • You left one Manpower token unused.
  • Fair enough, wasn't sure and its a pain to go looking for each hero's sheet/details as I don't think such has been organized anywhere yet.
  • lol, felt the same before but agreed.
  • if we're dealing with landings and bombardment we're certain to have food shortages as farms are either abandoned or turned into wastelands/ashes. Prepare for war guarantees it even, civilians in bunkers are civilians not farming. Thus, we absolutely will need Planting the Seed once they get here, and because its a resource build up option it should be done sooner rather than later. Preparing for War doesn't particularly care about timing.
  • huh, so I did, any thoughts on where it'd be best to put it? not sure any of the other actions have a chance in hell of succeeding that would also get a bonus from them. Planting the Seed might count as sufficiently philanthropic to trigger Healers Without Borders?
 
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  • Fair enough, wasn't sure and its a pain to go looking for each hero's sheet/details as I don't think such has been organized anywhere yet.
  • lol, felt the same before but agreed.
  • if we're dealing with landings and bombardment we're certain to have food shortages as farms are either abandoned or turned into wastelands/ashes. Prepare for war guarantees it even, civilians in bunkers are civilians not farming. Thus, we absolutely will need Planting the Seed once they get here, and because its a resource build up option it should be done sooner rather than later. Preparing for War doesn't particularly care about timing.
  • huh, so I did, any thoughts on where it'd be best to put it? not sure any of the other actions have a chance in hell of succeeding that would also get a bonus from them.
I actually quite like this plan, and was just making one very similiar to it. Especially agree with ensuring the food supply. The only thing I have to comment on is, like pickle said, one additional Manpower we just gained being left unused. Posting my own version soon.
 
  • Fair enough, wasn't sure and its a pain to go looking for each hero's sheet/details as I don't think such has been organized anywhere yet.
  • lol, felt the same before but agreed.
  • if we're dealing with landings and bombardment we're certain to have food shortages as farms are either abandoned or turned into wastelands/ashes. Prepare for war guarantees it even, civilians in bunkers are civilians not farming. Thus, we absolutely will need Planting the Seed once they get here, and because its a resource build up option it should be done sooner rather than later. Preparing for War doesn't particularly care about timing.
  • huh, so I did, any thoughts on where it'd be best to put it? not sure any of the other actions have a chance in hell of succeeding that would also get a bonus from them.
Fair. I guess the manpower token should go on Planting the Seed? Weavers of Life might help with that action. Alternately, we could yolo it onto a recruitment action or Prepare For War and roll those without bonuses, just for the action economy, and pray we don't fail too hard.

EDIT: Tangentially, here's what omake bonuses we have to work with:
  • Fishing for Teachings (+5 to Split Your Lungs)
  • Health and Dental (+5 to "Something Appropriate")
  • For As Long As I Shall Live (+5 to a kinetic action)
  • An Old Man's Resolve (+5 to Vanguard training)
Probably Health and Dental's won't come up soon, but getting a +5 on each of our kinetic actions this turn is nice.
 
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Fair. I guess the manpower token should go on Planting the Seed? Weavers of Life might help with that action. Alternately, we could yolo it onto a recruitment action or Prepare For War and roll those without bonuses, just for the action economy, and pray we don't fail too hard.
Recruitment is unlikely to tick over the next level without serious work before the Astartes arive so not worth bothering with, Prepare for War is not a bad idea but I'd rather do as well as possible on that one so I want bonuses. I'll toss it onto Planting the Seed
I actually quite like this plan, and was just making one very similiar to it. Especially agree with ensuring the food supply. The only thing I have to comment on is, like pickle said, one additional Manpower we just gained being left unused. Posting my own version soon.
come up with a good plan name and I'll even vote for it. :V I'm kinda rubbish at that a lot of the time.
 
The Emperor Tyrannizes would be more exact. Well time to make him eat his words.

On that note it occurs to me that his precious space marines are bio-tech, maybe we could make our own once we kill this company and dissect the remains.
Create more posthuman unfeeling super soldiers? I don't think it would be in VM's style to create something so devoid of life (in the metaphorical sense). Now taking all the bio-tech knowledge we can from them and using it to improve and help ascend baseline humans from their biological weaknesses, that just completely dunks on what Big E has become.
 
Create more posthuman unfeeling super soldiers? I don't think it would be in VM's style to create something so devoid of life (in the metaphorical sense). Now taking all the bio-tech knowledge we can from them and using it to improve and help ascend baseline humans from their biological weaknesses, that just completely dunks on what Big E has become.

That is a lovely sentiment but we kind of need to survive. You could argue that murderous electric bows are too violent for her style, but this is the galaxy we live in and I for one would rather have bootleg space marines to help keep us grow all things being equal.

Also Space Marines are not unfeeling, arguably they count mong their numbers some of the most heroic people in the Imperium of Man. Indoctrinated to serve a tyrant yes, stuck enforcing a monstrous system also yes, but there is nothing about them that makes Stace Marines unfeeling
 
Well looks like about 10 thousand years of torture on the throne keeping demons from invading Terra and the other reasons why he stayed on that throne didn't do much to help his mental state
 
come up with a good plan name and I'll even vote for it. :V I'm kinda rubbish at that a lot of the time.
Thanks, didn't want to basically copy your plan with just such a small tweak without your permission.

[ ] Plan The Plate-Spinning Act of DOOM!
-[ ] Murmurs of Dissent (DC 60)
--[ ] Heroic Unit: Dana (1 Use Left)
--[ ] Domains: Connection
-[ ] Planting the Seed (DC 60)
--[ ] Heroic Unit: Dana (0 Uses Left)
--[ ] Manpower Token (2 Uses Left)
-[ ] Split Your Lungs With Blood and Thunder! (DC 70)
--[ ] Heroic Unit: Layla (0 Uses Left)
--[ ] Manpower Token (1 Use Left)
--[ ] Domains: Weaving, Harvest
-[ ] Building on what works (DC 75)
--[ ] Heroic Unit: Horatio (0 Uses Left)
--[ ] Manpower Token (0 Uses Left)
--[ ] Domains: Weaving, Death

First the two most immediately urgent problems in one action of "Murmurs of Dissent", those being keeping our cult's morale up and seeing that we will not be turned on by the general populance. Next, making sure we won't have another famine immediately at hand when this invasion begins, and when people start moving to the bunker-equivalents. We will have built them hopefully by the end of the next turn. And finally for our military strength, a mobile base / vehicle-unit(s) will be required in the near- and mid-future, as will be upgrading our Belladonnas to have actual ranged options.

In the next turn, I'm hoping that we could do additional Troop Doctrine, probably Vanguard, together with exploring the Necron ship in hopes of its weaponry giving synergetic inspiration for our heavy weaponry -unit's armaments. Beyond that, we will have to see how we will roll and if anything new pops up. Oh, and I'm explicitly dropping scouting the potential mystery-box threats (or potential loot). It sucks and could prove quite detrimental to us, but we probably don't have much choice at this point. Hopefully with a rapid military build-up we can just tank whatever troubles come our way with Endurance memes. And Sapping the Walls should probably be done just before we assault the citadel.

If the Hard Mode wants to escalate, lets escalate harder and faster than it can.
 
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Could we potentially flip the Marines? Not like Space Marines are incorruptible, though we'd need to get a better read on these Azure Dragoons first.

Admittedly it'd just bump us even further up the threat radar if that happens and we'd have to find a way to stop them from just shooting us all first, but anything we do at this point that isn't dying or going to ground will move us up the kill-priority-list.
 
Could we potentially flip the Marines? Not like Space Marines are incorruptible, though we'd need to get a better read on these Azure Dragoons first.

Admittedly it'd just bump us even further up the threat radar if that happens and we'd have to find a way to stop them from just shooting us all first, but anything we do at this point that isn't dying or going to ground will move us up the kill-priority-list.
Space Marines going corrupt is rare enough, but going corrupt on one-off missions is basically unheard of. You need long, drawn-out contact with the source of the corruption or ridiculously extreme circumstances to convert them.
 
Could we potentially flip the Marines? Not like Space Marines are incorruptible, though we'd need to get a better read on these Azure Dragoons first.

Admittedly it'd just bump us even further up the threat radar if that happens and we'd have to find a way to stop them from just shooting us all first, but anything we do at this point that isn't dying or going to ground will move us up the kill-priority-list.

If we had time to work with maybe, we don't. They would shoot our people faster than we can sow doubts in the souls of those who might be inclined to such things. Maybe if we somehow get prisoners we can work on those.
 
That is a lovely sentiment but we kind of need to survive. You could argue that murderous electric bows are too violent for her style, but this is the galaxy we live in and I for one would rather have bootleg space marines to help keep us grow all things being equal.

Also Space Marines are not unfeeling, arguably they count mong their numbers some of the most heroic people in the Imperium of Man. Indoctrinated to serve a tyrant yes, stuck enforcing a monstrous system also yes, but there is nothing about them that makes Stace Marines unfeeling
I might have used the wrong choice of word in unfeeling. I just feel there would be better options for research than trying to recreate Space Marines, both practically and idealogically. I don't think we're going to be able to extract the whole process of creating Space Marines from a single company of them. Obtaining the geneseed necessary alone would be a real challenge . Not to mention creating a Space Marine isn't just the genetic enhancements, it's also the equipment, training and indoctrination necessary to turn them into the Angels of Death. Unless we manage to convert some of them to our side, which is unlikely given that they are totally indoctrinated to be loyal to the Emperor as you've just pointed out, it's going to be a long process before we can get a tactically significant number of them into the field.

It's more cost efficient in the short term to use what insights we can from studying them and apply it to our baseline troops and Belladonnas. Long ago, the Emperor had a dream for the human race to surpass the Eldar. It's the 51st millenium, all his major enemies are dead (that we know of) and the Imperium still hasn't progressed in any aspect. It's got worse in fact. It's a good stab at his ego if we're the ones who ascend humanity.

Then again, this is all conjecture for at least for a couple of turns. For now, we have to survive.
 
i dont think he has ''become'' a tyrant

he was one pretty much since the begining,the difference is that now is the only trait of his personality left
Sorry, I should specify. In 40k, Big E is totally on the defense. Humanity is beset on all fronts by threats, totally unable to enact his lofty ambitions for humanity(webway project, fully psychic race, total domination of the galaxy etc,.). He has no excuse for holding his grip on power, in fact he's probably making humanity worse by ruling even if he still thinks he's doing the greater good.
 
Murmurs of Dissent, if really well done, could see dear old dad shot by his own officers for what he done, knowing full well what would happen, and open the gates to us.
 
[ ] Plan The Plate-Spinning Act of DOOM!
Hmmm. On further thought, maybe investigating the Flayer craft could be done at this point. Its weaponry could be maybe pirated to the biotech-versions for our Belladonnas too. And if the Verdant Maiden gains any insights from the fricking living metal...
[ ] Explore the Flayer Vessel (DC ???)
-[ ] (Attached Cult Tokens)
-[ ] (Available Domains: Death, Harvest)
It's probably too late to get it to work, but there might be something you can learn by poking the big scary alien death chariot you've been sitting on for a while. Beggars can't be choosers and you'll admit to being pretty much a beggar right now!
Okay, adjusted plan incoming. People who want to vote for my old plan can copy it and use it, I'm making a new one.
 
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