You jest, but I literally watched a friend do that at dinner one time.
It's how I got two of my friends into 40k. They'd ask one question and before I could finish the story they'd ask more questions; managed to keep it below epic-length by just keeping it to cool moments
I think the walking back of unaligned daemons is more to do with the decision to push subfactions in tabletop, as well as an attempt to make Be'lakor/Abaddon/Archaon more special. As was the only unaligned daemons that had rules were Daemon Princes, Soul Grinders and Furies, which isn't really enough to make an undivided subfaction, so they just made it so you had to make them aligned to one of the gods so they would fit the mono-god builds they are encouraging.
Yeah, but GW needs to see at some point that telling everyone how special Abaddon/Be'lakor is instead of making them special is lame
On a somewhat related note, I'm rather pleased to find that minor chaos gods are still canon in 40k, like the Night Lords' one or references to chaos gods that come and go. Gives a lot more flexibility when there are more demons with free will and more gods you can throw at players. As an update to nid-ocean world building, I did find this canon example of a nid ocean war where the Imperium used atomic depth charges to clear the ocean of nids:
The Tyranids first struck at the Ocean World of Deuteria, deploying winged and oceanic organisms. The xenos were met by heavy anti-aircraft fire, barrage balloons, and minefields. This Tyranids were eventually defeated by an enormously risky operation that saw the majority of the Imperial hunting flotillas gathering one place and drawing in the Tyranids, only to unleash flights of gunships with atomic depth-charges. At Sigma-Ulstari itself, the defenders were aided by its vast toxic oceans. Genestealers and Lictors identified these as threats and put down warning-scents to make sure the Tyranids would avoid them, forcing the xenos into several bottlenecks.
The octarius war does also corroborate the whole surprising notion that "nids would drown on planetfall?"
Because although nids make creatures that can survive the void of space or extreme heats/colds/radiation, the octarius war has an example where some nids get lured onto a frozen lake and drown, or nids avoid the toxic oceans. But when it becomes a strategic impediment the Imperials get thrown for a ride when the nids suddenly become amphibious and resistant to freezing water/toxic water. This supports the idea that the nids will do the bare minimum amount of modifications needed to adjust to a planet, only modifying when:
-tyrannoforming is not possible
-not modifying is more costly than modifying
On an unrelated note, the Black Crusade rulebook is hilariously well-written from the POV of a 10,000 year old CSM. It's full of the most generous interpretations of CSM actions but is also cool for having an in character source for loads of 40k defining events. My favourite take is this one:
The dangerous taint of zealotry and xenophobia remains strong about all humans however, leading to some demand for their use as bodyguards among alien traders that enjoy intimidating their clients.
Alien rogue traders favouring the use of human bodyguards because they have a reputation for being space war criminals could make for a fun rogue trader campaign. Reminds me of a Last Chancers novel (I think) where the guardsmen are infiltrating a Tau world. One of the guardsmen picks a fight with a tarellian in a bar, thinking a quick barfight would rapidly establish his credentials as a worthwhile ruffian to be hired. A kroot mercenary quickly intervenes and takes him outside, asking if the human guardsmen knew how close he was to dying. Human guardsmen says no, he thought it'd be a quick scrap and then they'd be done. Kroot mercenary says of the dozen and a half races in that bar, most of them have lost their homeworld to humans. More craftworlds have been destroyed by humans than chaos, orks or tyranids. And lore is full of anecdotes where a human empire created a nice xeno-friendly federation before the Imperium showed up and said "yeah exterminate your neighbours or we'll exterminate you too."
It's like there are multiple layers of 40k knowledge possessed by everyone
The Good Citizen TierMostly random Imperial citizens just going about their lives, the kinds of people indoctrinated by the Imperial creed-Mutants are unclean. Wipe them out.
-Heresy is evil; burn it.
-Witches are dangerous. Black ships for them.
-Aliens are out to get you. Kill them first.
Noticeably around this level citizens barely even know what they are hating, as in-depth knowledge of/interactions with mutations, heresy or aliens is something that can get you in trouble with the adeptas. And it doesn't seem to vary with class; the highest aristocrat to the lowest factory dreg tends to share the same prejudice AND ignorance as to what they're specifically hating at any given moment
The Enforcer TierThe kind of people who keep the Imperium loyal to the Imperium, or who have to deal with threats that citizens are lucky to never face. Guardsmen, the cult of Mars, Arbites, mid-level administratum, SOBs, voidsmen and munistorum priests fall in here.-Has a better idea of what mutants are, which ones are sanctioned, which ones are
necessary like astropaths/navigators/astartes.
-Actually has a rough idea what the ruinous powers are. For voidsmen/guardsmen/SOBs/munistorum priests, may have even witnessed demonic activity firsthand.
-Has actually encountered alien tech/alien foes before.
It's highly contradictory around this level as to what level of knowledge gets you killed by astartes/inquisitors/arbites. Decades of different writers tends to produce that. A good example would be the Grey Knights purging everyone who sees them, even if they're impressed by the stalwart resistance against chaos of their compatriots. But then there are all these additional retcons and stipulations. Astartes don't usually get purged, but mind-cleansed. But then sometimes guardsmen who fought alongside them were allowed to live as Inquisitorial prisoners, or banished to isolated worlds, or sworn to secrecy, or even inducted into the Inquisition. Sometimes they're purged because they know of chaos, or know
too much beyond a permissable threshold of chaos, or because they have seen the Grey Knights and GKs are supposed to be top secret (even though every demon a Grey Knight banishes brings knowledge of the GKs with them into the warp?). There has been an admirable attempt to reconcile the conflicting lore and the most consistent approach I've seen is:
-There is considerable Inquisitorial dispute over what level of forbidden lore is permissable. Radical puritans genuinely stick to the "old school" approach where they are willing to exterminatus an entire world just because one guardsmen (a loyalist one no less) who saw demon-prince Angron and lived escaped (with the help of the space wolves) onto that world.
-There is a level of value/firepower someone provides before you can't kill them just for knowing about xenos/chaos/heresy/warp. Space wolves, Dark Angels, Black Templars, Imperial Navy battlegroups all have too much experience with sailing through the warp everyday and too much firepower to try and force them into the mindwipe/sterilisation camp. But sometimes a place is also just too valuable.
Cadians lived under the eye of terror with constant warp exposure, mutations, an overabundance of knowledge about heresy, sorcery, chaos, grey knights and the long war. Still got exported around the galaxy without getting purged from orbit. Loads of guardsmen in lore have endured ridiculous amounts of exposure to the warp and after very tense interrogations by the Inquisition, been allowed to continue service, like the Tanith First and Only getting the ]I[ seal of approval after living on a chaos-occupied planet.
The way I see it, is there is a sliding scale of knowledge, like in the Ciaphas Cain series where guardsmen expected to fight chaos or xenos are brief in as much detail as they need to be effective. And the higher ranking you go, the more the officers are told about the true nature of their enemy. And if for whatever reason personnel end up far exceeding what the Inquisition would like them to know:
-They are examined for signs of taint or corruption. If found, they are purged.
-If they are found to be robust and faithful, they are declared "dead" but in actuality inducted into an Inquisitor's personal forces. As far as their former peers know, the Inquisition really did kill them.
-Grey Knights don't automatically exterminate everyone who looked in their general direction out of "secrecy." But there are bands of Grey Knights who are so secret, even Ordo Malleus Inquisitors don't know about them. These ones probably are the ones who kill loyalists who witness them, less so because their personal secrecy is important, moreso because what they're guarding/doing is so important. But if they suspect a high likelihood of taint/insanity, Grey Knights will frequently exterminate a loyalist population because they fall on the extreme end of "take no chances."
Everything you know is a lie tierXeno-artifact smugglers involved in the cold-trade. Malteks, Magoses and tech-heretics. Warp-dabblers and radical preachers. Admirals, Astartes and Commanders. Rogue Traders and Inquisitors.Around this level people have enough authority, sanction, clout or skill to know some seriously forbidden stuff without immediately dying. But they are likely to also begin to understand everything they learned in the previous tiers is a lie. They might gain the trust of their Chapter Master and learn the Emperor never wanted to be worshipped as a God, and his Imperial Truth was replaced by Lorgar's lectitio divinatus - meaning the Ecclesiarchy is the work of the first heretic. They may be ordered to escort an Eldar craftworld through Imperial Space by an Inquisitor, and through acquaintance with the alien find more common cause with the xenos than their fellow man. Dig deeper and they may even unearth the inglorious history of the glorious great crusade; that most of the alien species who persecute and assail humanity, lived peaceably with humanity until the day the Emperor put their worlds to the sword. Their alien hatred and xenophobia of humans attributed to all humans forever thereafter. Finding out what the Omnissiah is, discovering how to manipulate the warp, innovating, engaging in Stygies VIII tier xeno-engineering, pushing for psyker ascension of humanity, making daemonhosts, trying to become a daemon - this tier is full of stuff where even those who can get away with murder need to watch what they say and who they say it to.
Everything you thought you learned was also a lie tierNot really a separate tier from the previous one, but more like a continuation. This tier is populated by the people who learned these kinds of forbidden lore but have found ways to apply the knowledge to further their own causes and ultimate agendas. Like an Inquisitor being told "the Emperor never said he was a God" only to reply "yet now he is." This is where you get the deepest Alpha Legion level conspiracies and philosophies. Dark Mechanicum working together with Inquisitors, serving neither chaos nor Imperium, but instead purely devoted to fusing dark age archaeotech, warp science, AI and xenotech to recreate the heights of human civilisation. Ordo Hereticus inquisitors graduating from hunting heretics to hunting Inquisitors trying to reincarnate the Emperor. Ordo Xenos inquisitors making pacts with alien gods in the webway or locked away in dying stars. Inquisitors who know the Ecclesiarchy is bullshit but maintain the lie just to maintain civil order within the Imperium. Alpha Legion level philosophy where astartes/agents/psykers/naval units/sorcerors all form one dangerous society.
The journey of realisation would go something like this:
1. Puritan acolyte priest distinguishes himself after leading a raid on a heretic cult that resulted in the summoning of a bloodletter. Gets inducted into the Ordo Malleus.
2. Gains more experience, surviving against the odds, exorcising and banishing demons. Sees firsthand how the ruinous powers destroy a person's soul, reducing the masses to broken wretches and its champions to little more than psychic appendages of the four chaos gods.
3. Ends up becoming a high will-powered vanquisher of chaos. But all the tools they have accrued over the years to destroy chaos can also be used to control it (mechanically this is very fun - in the TTRPG holy seals used to repel/imprison demons also provide a bonus to any pact-making attempts with demons for example. A high will-powered priest is exactly the sort of person who can wield a daemon-weapon, and a daemon-weapon is capable of permanently killing a daemon, not just banishing it).
4. For whatever reason ends up sliding down the slippery slope of radicalism, experimenting with sorcery, summoning demons, demonhosts. They might discover interesting things. E.g. if you're an imperial then every demonhost you see is either someone being forcibly possessed, or a creation of a radical inquisitor; in either case it results in the demon hijacking the body of its owner. But they learn about cases where tech-heretics produced warp-infected humans who were possessed of great intelligence and saint-like demeanour, or cases where chaos space marines willingly became demonhosts and lived symbiotically with their demon; neither side dominating the other, but sustaining each other.
5. One day one of their powerful colleagues catches wind of their old puritan friend making "Angels of the Emperor." They dig deeper and discover to their horror their old friend excitedly telling them about how they were able to overcome the limitations of the flesh and limitations of the warp. Humans who could sustain themselves in the material world, whilst sustaining the vast powers of the warp. Beings who would not succumb to the will of the chaos gods, but retain their human free will - now devoid of human mortality. They boasted of finally achieving the Emperor's vision to ascend humanity into a psychic race physically capable of handling its own nascent psychic might.
6. The purge ensues.
7. A bumbling scribe one day encounters a dusty tome, half-burnt. It describes Angels of the Emperor, but this scribe does not recognise this religious text in any of the Munistorum's canon. The cycle does not repeat, but it does rhyme.
I think I'll throw the "Angels of the Emperor" plotline at my players once they're done with the current one. I realised my whole xenos threat wasn't that satisfying for the characters, since all of their actions revolved around heresy and betrayal. Seemed disjointed to throw aliens in as the big enemy after it's been nothing but heresy hunting. The Xenos plotline will still go on in the background - I am keen to have them play it with different characters. But for the Sororitas, I am going to embroil them in a Temple Tendency/Mechanicus/Noble plot.
The current situation of my players is that they are in charge of a minor order of Sororitas, the Order of the Furious Angel. They have barely enough sisters to maintain a mission strength, numbering 49 sisters of militant orders and 103 sisters of non-militant orders. Logis Philikos Skille of the Divisio Investigatus is going to approach them and offer them numerous suits of Sororitas power armour of unknown providence they just so happened to "find" in the Amaranthine wastes, in exchange for helping him and his two maniples of Skitarii seize control of Hive Erebuni's refineries, with the ultimate long-term goal of dividing the planet between the Order of the Furious Angel/Ordo Hereticus and the Mechanicus.
The layer below that is that Philikos Skille is not high ranking enough to really be making such deals, and he is effectively trying to usurp the mechanicus hierarchy. His boss, the Magos, has disappeared alongside the Sororitas's own inquisitor under suspicious circumstances. The Mechanicus has no interest in disrupting their relationship with Erebuni; Philikos wishes to seize the hive to be his own personal power-base as he seriously worships the God-Emperor as the incarnation of the Omnissiah and believes he can empirically codify "Faith is motion. Fire is change. The Omnissiah is immaterial made material."
He is the secret sect leader of the small Cult of Gellar, radical tech-priests who worship matter and its material properties in countering the warp. I like to imagine he had a religious experience working on some Gellar Fields, and may be supported by a coven of
Macready techsorcists who want to know
why pouring holy water on a cogitator stack works better than their best canticle chants, holy firewalls and scrap-code defences, or may spend much time investigating and trying to codify the material effects of faith (e.g. blessed weapons/miracles/holy wards/charms). Whilst not exactly tech-heresy or heresy, Philikos Skille knows this sort of work will likely get him branded a double-apostate anyways by the Mechanicus and Ecclesiarchy unless he has backing from the Hereticus. In mechanical terms if my players choose to ally with him, they'll gain a reliable source of high-quality gear (once/if they turn over Hive Erebuni to his forces) and access to experimental fusions of Mars/Holy gear (holy hand grenade style). They'll also gain peer (+20 to all fellowship tests) with the Erebuni Mechanicus and lesser nobles (the latter of which benefit from the loss of power of greater nobles). But they'll also gain distrusted (-10 to all fellowship tests) with the mechanicus, ecclesiarchy, inquisition and sisters of battle from other orders, and gain hated (-20 to all fellowship tests) with the Erebuni greater noble houses.
Lord-Governor Ashant's objectives are simple enough. Try to contain his receding hairline and maintain order as everything falls apart and his allies desert him one by one.
Arch-Deacon Kaefor Lamaar is going to present them with some arco-flagellants, made from "volunteers" who the players will recognise as people who fought alongside them to seize Bailong Station. Kaefor Lamaar is going to suggest this is a deliberate provocation from the Lord Governor Melvin kon Ashant. Now kon Ashant is already embroiled in his own conspiracy involving the dark eldar, at least one inquisitor (maybe three), mutants, tyranids and is just generally having a bad time. The Arch-Deacon is going to suggest to the Sororitas that Ashant is deliberately formenting the seeds of civil war so he can eliminate the agents of the Adeptas in the chaos, as after the withdrawal of the guards and the scout titans, the majority of forces on the planet are PDF ostensibly loyal to the planetary government. He is also going to point fingers at the Mechanicus, blaming them for the disappearance of their Inquisitor.
Whatever course of action they decide upon, it's almost certain they are going to be attacked by the sudden activation of the arco-flagellants, who will prioritise killing sororitas above anything else. Arch-Deacon Kaefor Lamaar is in charge of managing the Ecclesiarchy's "temporal duties" of wealth collection and distribution on Erebuni. But he is secretly a member of the Temple Tendency - actual "heresy" heretics in that they believe in the Goge Vandire-era Ecclesiarchy, of a priesthood supreme ruling over all the galaxy with a limitless legion of elite zealots & mission fleets, limitless political power and unequestioned authority. If he's successful, Arch-Deacon Kaefor Lamaar's objectives will be:
1. Kill the Cardinal of Erebuni, so the head of both the Church's spiritual and temporal matters will be in his hands.
2. Defeat the Lord Governor, so there are no challengers to his rule.
3. Eliminate discretely or ally with the arbites and mechanicus garrisons, giving him more time to consolidate power before anyone can raise the alarm on someone breaking the decree passive.
4. Link up with other Temple-Tendency plots throughout the sector. Establish himself as Arch-Cardine.
5. Eliminate the Sororitas.
One of the neat things about the Temple-Tendency plot is that my players will have to deal with someone turning all the infrastructure they use against them. The planet will be rallied against them, and they will be the ones declared as "heretics." But this will also provide them with a strategic advantage if they can figure this out - the Temple Tendency is a well organised conspiracy, that is well-equipped and highly motivated. Everything has been planned for centuries, but Sororitas introduce a weakness in their plan. The Temple Tendency
absolutely loathe Sororitas, viewing them as prime traitors who betrayed Goge Vandire and the Ecclesiarchy. Whereas most of their actions are well thought-out and carefully considered, the Sororitas are likely to make the Temple Tendency heresy show their hand prematurely out of anger and rage. It seems fitting that their order is an Order Minoris of the Order of the Valorous Heart, who in turn are the Sororitas who are most "repentant" for having helped Goge Vandire in the first place.
I'm really pulling out the stops to find some "unconventional" allies who would not obey planetary authority, but be a surprising help to Sororitas on the run. Like a horde of beastmen in the amaranthine wastes who prayed for angels of the Emperor to descend from the heavens and save them from a marauding vampire-witch. Or a criminal network of underhivers who praise the Emperor and spit in the face of the Ecclesiarchy; the kinds of allies the Sororitas
reeeeally wouldn't willingly associate with under normal circumstances but may temper their usual "purge now ask questions never" approach. Especially since ammunition will not be something they can replenish easily. Pious mutants, feudal-flagellants and knights with plate armour, tech-priests of Terra and anti-ecclesiarchy gangsters may be fine allies in times of crisis, but I don't think they'd compromise on working with actual dabblers of sorcery or heresy, or even the dark eldar, so I imagine there aren't that many more unorthodox allies I can throw at them?