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Codex Pragmaticus


        I'm not a wargamer but have long been interested in the universe of W40K. Several novels and a vast body of future history and culture about this universe now exists. My personal view is that many writers paint things too dark and medieval. Many also tend to paint things too black and white.

        I've seen the opinion that the Imperium in the WH40K Rogue Trader book seemed to be emerging from barbarism while the Imperium of more recent books suggests one titering on the edge of the Abyss, the only doubt being if it is Chaos or the Tyranids that ends mankind.

        The Imperium is portrayed as being superstitious, repressive, xenophobic and rather fascist and racist. I don't believe some of these traits are likely, at least not to the degree that they are often portrayed at.

        In the following article I propose a variation of the Imperium that I feel is a little more realistic and that also creates some interesting new scenarios for games.

        If we consider a social structure as complicated as a whole planet it is obvious that it cannot be ruled or controlled by dealing in such simplistic and absolute terms. An effective ruler will have to be a master of dealing in the various shades of grey and achieving a balance. If we now consider the complexity of controlling an empire of a million such worlds we can see how unlikely the picture some writers have painted is.
        The rulers of the Imperium are going to have to be grand masters of realism and pragmatism. Let us look at the some of the institutions and policies of the Imperium in this new light.

Psykers.
        On many worlds of the Imperium Psykers are feared and many have lost their lives in the hands of angry superstitious mobs. The official policy of the Imperium is not one of extermination, however. The High Lords of Terra are well aware that the destiny of the human race is to become a psychic one. Many of the High Lords are Psykers themselves and the Imperium itself would not be possible without such psychic resources as the Astronomican, Astropaths and Navigators. The official Imperial policy is one of utilising and controlling Psykers.

        The Imperium is doubtless well aware that “you catch more flies with honey than vinegar”. Those who have psychic abilities will be encouraged to make themselves known and told that this is a great opportunity to serve the Emperor. To travel to Earth on the Blackships and become part of the Adeptus Terra will be portrayed as an immense honour and chance to better one's lot in life. Some such Psykers will be recruited into the Inquisition or Adeptus Arbites, while others will serve as Astropaths or have the honour of becoming chosen to maintain the Astronomican.

        In some GW fluff we told that travelling on a Black Ship is a terrible experience. If such were the case one wonders how psykers with clayvoyant or telepathic powers can be induced to enter them. Surely their powers would let them know the true nature of the ships and they would be deep in hiding long before the ship landed? Many Inquisitors would have been passengers of the Blackships and it is hard to see them allowing the deliberate abuse or neglect of the Psykers, who are a valuable resource.

        Large scale “Witchhunts” of Psykers or any other activity that drives them into hiding or encourages Psykers to doubt that their destiny lies in Imperial service are NOT in the best interests of the Imperium. Fanatical Witchfinder armies are only likely to be useful to the Imperium when facing Chaos forces. In other situations such armies are in fact more likely to find themselves facing Imperial forces or those of the Planetary ruler intent on nullifying their disruptive activities. It is worth remembering that 50% of Inquisitors are Psykers and Witchhunters that forget their duty is to deal with Rogue Psykers rather than all Psykers are likely to find themselves in conflict with fellow Inquisitors.

        Psykers who refuse to volunteer for the Blackships can be dealt with by Imperial agents discretely in other ways, such as abduction, disappearance and “accidental” death.

Mutants.
        Mutation is a concern to the Imperial authorities. Nuclear, Chemical and Biological warfare, pollutants, radiation levels and alien viruses and other microbes have all had their effect on humans over the generations and spontaneous mutation is a far more common and drastic occurrence in the 41st Millennia than it is now. Vigilance against mutation also assists the Imperium in the detection of Genestealers or those who have had dealings with Chaos powers. Mutation is a natural component of evolution and most of the races classed as Abhumans are likely to have arisen from a combination of mutation and natural selection. At one time Squats, Ogryn etc were classed as mutants by the Imperium and attempts were made to eliminate them. This was not practical and such a policy is no longer implemented. Abhumans are now valued for the abilities that they can contribute to the Imperium.
        Many writers portray the Imperium's approach towards mutants as resembling a “Nazi-like” racial purity policy. Humans seem to have a deep rooted fear of deformity and mutation. While we revel in the sight of a new shape or colour of rose we experience uneasiness if there is too much deviation from the norm in our own form. It seems likely that the Imperium sees it as easier to go along with such prejudices rather than try to re-educate more than a million worlds of humans. The change of policy towards the Abhumans suggest that the Imperium is in fact now far more pragmatic.
        There are doubtless many worlds in the Imperium where mutant babies are killed or abandoned to die. This practice is probably not limited to “Primitive” worlds and it is likely that the authorities will often turn a blind eye to such actions. Many mutations will not become apparent until later in life. In WH40K-RT (page 52) we are told that the usual approach to mutants is to segregate them into their own communities. This makes sense in the context of a pragmatic Imperium. Mutants can be given their own factories or industrial farms and can be isolated while continuing to contribute to the Imperium. Such communities may include some normal humans, often family members who chose to stay with their loved ones.

        Mutation is no respecter of position, and members of the Adeptus Terra or Planetary Administration can become mutants. This does not automatically mean a trip to the mutant farms or factories. Depending on the type of mutation, the position and the individual the Inquisition may rule that the mutant can serve the Imperium better by retaining his old job. These individuals are known as “Sanctioned Mutants”. The Sanctioned Mutant will be encouraged to wear concealing garments and reduce his contact with normals. He will also be regularly monitored by the Inquisition from then on to detect any more serious physical or behavioural aberrance that may develop. Many Administratum priests favour bulky robes or habits for a variety of reasons. What some robes conceal may be a nasty surprise. A hive gang once attacked a scribe walking home only to find their victim could spit acid and defend himself with venomous claws.

        In the Inquisitor Rulebook page25 we are told Inquisitor Eisenhorn has the mutant Quovandius in his retinue.

        For powerful or wealthy individuals the mutated body part can sometimes be removed and replaced with a bionic or cloned replacement. The Inquisition knows that at least one Imperial Guard general that claims an Orc took his arm or eye is lying. Marines and Arbites Judges that mutate may elect to become Dreadnoughts, although many volunteer for suicide missions such as Hiveworld Culls.

        Several Planetary Governors are known to have mutations or have family members that are mutants. Many of their affections, ostentatious clothes and rituals are designed to conceal this from their subjects. A few Planetary Lords are overt about their mutations but most prefer to keep such details private. The Inquisition generally knows the truth and such information can be useful leverage. Other individuals who discover the truth and try to use such information may cause the Governor to take drastic action.

        For the Mutant working in the segregated farm or factory his lot in life is in fact not much worse than that of the many Normals in similar jobs. The mutant may not perceive this to be the case, however and may harbour considerable resentment. On some planets mutants are used for dangerous jobs such as mining or are drafted into the Planetary Defence Forces. On some planets mutation is used as an excuse for the planetary governor to seize an individual's property, wealth and assets. Many worlds insist that mutant workers be sterilised to prevent the creation of more mutants. Mutants may be deliberately separated from their families. On Hiveworlds where population culls are practiced mutant communities are usually high on the list of targets.
        These and many other factors mean that some mutants chose to rebel or escape and become outlaws. Mutations can effect the mind as well as the body and some mutants are going to run amok no matter how well they are treated. Rogue mutant bands are a problem on various worlds and certain organisations such as the Adeptus Arbites and Adepta Sororitas have specialist units to deal with them. Legio Cybernetica Crusader robots are often used to support such units, being immune to many of the psychological and physical attacks that some mutants can use. The “Mutans Mortis” variant mounts a pair of power scythes and a multi-melta.

        As can be seen from above, many of the problems likely to occur with mutant populations stem from how a Planetary Administration treats the mutants. The Inquisition often finds it prudent to reign in a Lord who exploits or maltreats mutants too much. A Lord who attempts genocide or is running mutant extermination camps is very likely to be visited by an Imperial Assassin, possibly with a needler full of mutagens.

Aliens.
        The Imperium is often portrayed as being xenophobic and aggressively opposed to aliens. Although the Imperium has a million worlds this is only a minuscule fraction of the planets in the galaxy. The frontiers of the Imperium are 50,000 light years from Earth but many worlds within this area have never been visited by the Imperium. The Imperium does not control this area of space, just systems and worlds within this area. Many other worlds are inhabited or controlled by numerous inhuman species. It would be totally impractical for the Imperium to make war on every alien culture that it encounters. Conflict between aliens and humans is only likely to occur if the aliens are hostile (like the Orcs) or the non-humans get between the Imperium and something it wants.
        It is likely that diplomacy and avoidance would be the usual means by which the Imperium deals with alien cultures. The Imperium is likely to practice cultural xenophobia but this will not just be directed against Aliens. This will be xenophobia in its broadest definition:– a fear of the foreign. Non-Imperial human communities will also be regarded with suspicion since they can be a source of corrupting concepts and beliefs, not least of which is Chaos-worship.

        Non-human intelligences would not be common on Imperial worlds. The citizens of most Imperial worlds will never see an alien in the flesh unless their world is raided or invaded. There are some exceptions to this.

        Many of the worlds colonised by humans had indigenous intelligent species or colonies from other spacefaring races. On some of these worlds any disharmony that occurred stopped short of genocide and the different cultures now live in peace most of the time. We are told that many of the Knight Worlds that supply fighters to the Legio Titanicus are shared between Eldar and Humans and that a certain amount of herd raiding takes place.
        Different species tend to live in their own communities but there are likely to be areas where trade can occur. Prospecting and research may take the humans into native areas.

        Freeports are areas where space-faring races may meet to trade or get their ships repaired. Not all Freeports are on planets –many are built as space stations or on asteroids. Most Freeports are not under Imperial control but there may be an Imperial presence such as an Administratum Temple with a security detachment of Arbites. Officially these Temples are concerned with trading for certain items. In actuality they are also concerned with information gathering. Spacers who visit Freeports often like to boast, gossip and tell yarns. Many of the locals at a Freeport are paid by the Temple for information overheard. Other agents keep check on possible Psyker threats.
        Many of the humans who visit Freeports are regarded by the Imperium as renegades, outlaws and pirates. Inquisitors often come to Freeports looking for fugitives. Rogue Traders come to the Freeport in search of news of new worlds and markets. Tech-priests come to Freeports seeking rumours of lost technology.

Inquisition
        The Inquisitor literally holds the power of life and death, not just of individuals but of entire planets. His missions will often take him to the very fringes of Imperial society and he may have to deal with Abhumans, Aliens and even mutants.
        What sort of man could do such a job? Obviously one who's loyalty and dedication to the Imperial cause is of the highest level. It is also unlikely that such power and responsibility would be allowed to anyone who displayed such traits as inflexibility, prejudice or a closed mind.

        Many Psykers are recruited into the Inquisition and there is a 50% change that an Inquisitor is psychic. This means that non-psychic Inquisitors are very familiar with being in the presence of Psykers and most would not be very likely to be subject to any major prejudices against or fear of “witches”.
        By the nature of their missions Inquisitors will have to be masters of dealing with shades of grey and men capable of Solomonic judgements.

        “The Inquisition does not need unfeeling machines, it needs reasoning men who have the courage to enforce their convictions.”
Inquisitor Game Rulebook. Page 6

        The vast majority of Inquisitors will be men and women as described above. Many will not formally belong to the factions described below and many Inquisitors do not belong to an Ordos.

        Opinions on how to interpret the Emperor's Will will differ, however, and as in any organisation there will be extremists. Various Factions of the Inquisition are described in the Inquisitor Game rulebook and elsewhere.
        Notable Factions include:-
        In the Codex Pragmaticus the vast majority of Inquisitors are Amalathians or Thorians in outlook. Some members of the Ordo Malleus may be Xanthites and there may be even a few Horusians, although the latter are very rare and don't widely advertise their views.

        In the Codex Pragmaticus the Ordo Xenos is an organisation mainly tasked with studying and monitoring aliens, not with their extermination. Some Thorians are interested in the potential of alien technology to effect the Emperor's resurrection. This Ordo also attracts Xeno Hybris and Monodominants, although the latter have a philosophy very different to many others in this Ordo. DeathWatch Marines serve as the Ordo Xenos special mission force.

        The Ordo Hereticus poses something of a dialemma for the Inquisition in general. Its ranks include large numbers of Amalathians, Thorians, Recongregationists and Monodominants. It also tends to attract the more extreme, zealous or devout members of the Inquisition.
        One of the primary roles of the Ordo Hereticus is to monitor the Ecclesiarchy for corruption and heresy. There is naturally some overlap between the duties of the Adepta Sororitas and Ordo Hereticus so it is common for the two organisations to work together. Effectively the Orders Militant of the Sisterhood also act as the unofficial militant arm of the Inquisition's Ordo Hereticus. Many of the more devout or extreme Inquisitors that are attracted to the Ordo Hereticus share common beliefs with the Ecclesiarchy. Close association with the Adepta Sororitas and other parts of the Ecclesiarchy has resulted in many Witchhunters becoming effectively tools of the Adeptus Ministorum.

        Philisophies such as Monodominantism may be common outside the Inquisition, particularly among the Ministorum.

Adeptus Ministorum.
        WH40K-RT page 268 :-
        “The principal tenets of the Imperial Cult are the persecution of mutants, the abhorrence of aliens and the worship of both the Emperor and Imperial ideals. By increasing the awareness of these dangers, albeit in a relatively unsophisticated way, the Adeptus Ministorum makes the job of the Inquisition that much easier.
        However, missionaries do sometimes come into conflict with Inquisitors as their fields of responsibility overlap”


        “Confessors are highly experienced individuals whose success as Preachers has led to their elevation to Confessors. They travel from planet-to-planet, spreading the faith and holding evangelical rallies. New cult recruits are encouraged to 'confess' personal mutations as well as mutations or strange behavior amongst their friends and relatives. Confession is not necessarily good for the soul... but it does help the process of mutant control which is vital to the future of humanity.”

        The Imperial Cult seems to be a mutable religion. On many worlds existing local beliefs and customs have been assimilated into the Imperial Cult. The early Christian church once had the same approach to many pagan beliefs. Despite this most individuals of the Ministorum (also known as the Ecclesiarchy) are not noted for their tolerance or flexibility of thought.
        To many Planetary Governors the Ministorum can be both a blessing and a curse. On the positive side, the Cult strengthens loyalty to the Emperor and Imperium. By promoting xenophobia in the general population it discourages contact with Alien cultures, reducing the likelihood of exposure to potentially disruptive new social ideas. By promoting vigilance against mutants it assists in the detection of Genestealer and Chaos cults.
        On the other hand, such tenets may bring the Ministorum into conflict with Planetary administration. Stirring up fear of aliens has also been known to hinder Planetary Governors in negotiation of peace or trade treaties with non-humans. Promoting xenophobia can be problematic on worlds where humans do have to come into contact with aliens or indigenous species. Promotion of mutant persecution has often resulted in unacceptable tensions and violence between mutants and normals, destabilizing a society.

        Some sects of the Ecclesiarchy evidently view Psykers in a similar light to mutants and aliens. They may preach that psykers are tainted or unclean and even organise “Witchfinder” Crusades. Such actions bring the Ecclesiarchy into direct conflict with the aims of the Inquisition and Adeptus Astra Telepathica, who are interested in finding psykers for the Blackships, preferably with as little fuss as possible.

        If a planet has a problem with Chaos, mutants or rogue psykers an Ecclesiarchy Confessor can be a great boon. Not only will he boost recruitment for the Planetary Defence Forces and Imperial Guard but also may raise a fanatical army of his own. Such highly motivated mobs can be useful cannon fodder. After a conflict is resolved the Planetary Governor or local Adeptus Terra may see the Confessor and his followers as a problem. The Governor may regard them as a threat to his power or source of social disruption. The Administratum may regard their close exposure to the forces of Chaos as a risk. Many Witchfinder armies end their campaigns facing the same forces that they once fought alongside.

Adeptus Astartes.
        One set of rules states that Space Marines will not support an Imperial Guard army that contains Abhumans or Sanctioned Psykers. This seems to be highly unlikely to occur in the real universe. When whole worlds are at stake the Imperium would have little tolerance of such petty prejudices and foibles. Would the Imperium really have allowed the Marines to refuse aid to valuable allies such as the Squat Homeworlds?
        Success in battle is often dependant on being flexible and adapting, and the Marines are supposed to be Humanity's greatest fighters. Many Marine Chapters show variations in equipment and organisation from the standard order proscribed in the Codex so it is not unreasonable to expect some Chapters to be more flexible in their attitudes too.
        The Red Scorpions Chapter are well known for the strict adherence to the Codex and refusing to fight alongside Abhumans.

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