Abaddon is supposedly a very smart individual, so has he managed to figure this out by himself in his time in the galaxy?
If he has, he hasn't told you that.

To be clear, it is my intention to disseminate information to the questers that the character they are playing has. While, of course, you may figure out things he hasn't, I'm not going to just give you things that in character you have no way of knowing, the point is to close the gap between quester knowledge and character knowledge, not increase it.
 
So Caspian is your average jumped-up Word Bearer who, like Erebus and Kor Phaeron and most of the smaller Warband leaders, thinks he has figured out Chaos and the true thoughts and intentions of the gods, while everyone else, including Abbadon himself, are obviously just stupid little puppets dancing on their strings.

Sounds like the perfectly normal delusions.
 
Eh, my basic assumption runs thusly: to a very large degree, your power as a worshipper/demon of Chaos is however much your patron or patrons gives you. They give you more if you earn more favor-which you mostly get by doing things, in fairly direct proportion to the impressiveness of the deeds. Accordingly, if you were the kind of guy who could singlehandedly unite a planet-like most of the Primarchs do-, prior to becoming a Demon Prince... well, you're going to be handed a bigger piece of the Khorne Pie (or whatever god ascended you) than someone who couldn't do have as amazing of things as you-and as a result did not do half as amazing of things as you.
So, sacrifice a planet of orks to the Emperor, Eldar to Slaanesh, hmm, I'm sure we can get credit from all five without fatally crossing any of them...
 
So, about Chaos, and the behavior of it's members.

SANITY IS FOR THE WEAK

Except not really. Chaos is full of crazies, of course, that is true what with the gibbering of demons, the negative effects of direct warp exposure, a lot of the things the Chaos Gods see fit to 'gift', and the simple fact that a lot of people join Chaos because of finding themselves in terrible, often enough mindbreaking circumstances and turning out of desperation, in conditions that have broken them and killed many around them.

Nevertheless, the behavior of individual chaotic groups is shaped by not only their personal circumstances and knowledge, but also the constants of what the Chaos Gods want. With a nameless cult or warband who have essentially stumbled into Chaos, their understanding will be crude, vague guesses based on limited information, with a lot of the procedures they have being 'workable but ultimately wrong' guesses combined with a hefty dose of 'don't even think about going near that' for the things where members of the group exploded for doing it.

So, for example, a Khornate force might be under the impression that Khorne hates shooting people, but that's not really true. He doesn't particularly favor it, but, you know, Khorne Berserkers carry pistols for a reason. No, what Khorne hates is cowardly standing back and killing from safety, and also killing without bloodshed. The former, of course, describes most usage of heavy weaponry, artillery, and simple taking cover and firing from the safety of behind a wall or whatever. The latter describes, for example, killing people with Flamers. So, while Khorne has no specific objection to guns per se, when all of the members of your Khorne invoking cult who stand back and shoot people find themselves getting punished, it's fairly easy to draw the wrong conclusion and just stop using guns, because you don't want to share their (terrible) fate.

Whereas for 'workable but ultimately wrong', you might see a lot of people who, for example, interpret Tzeentch's love of plots as a love of caution, which he doesn't hate, and if your idea of MAXIMIZE CAUTION is contingency after contingency after back-up plan after secret strategy after... well, then you are hitting his 'plotting', his mild complexity addition, and honestly probably his love of ambition. So you might have a workable rubric for keeping Tzeentch reasonably happy without really being right or even particularly close.

Older, more experienced groups will tend to have a more accurate, more complete understanding, but they can still be wrong. They'll be less severely wrong in a functionality sense if they are wrong about something, but in terms of the why's they actually can be just as badly wrong.

Now, when I say that the behavior of groups is shaped by what the Chaos Gods want, I am not just talking about a fear of punishment. I'm also talking about the simple fact of rewards.

So, for example, a Khorne Berserker is stupid or crazy for charging a tank intending to chop it in half, right? Only, well, by solving all his problems with AXE TO THE FACE, he's been getting rewarded by Khorne. Since he does it so routinely, perhaps he can charge down a Baneblade, shrug off it's iconic eleven barrels of hell, and chop it in half with his axe. And hey, maybe when he started, it was a primitive, tribal, stone axe, but having pleased Khorne so consistently for so long, he now has an axe with a Bloodthirster inside, a powerful demon weapon that breaks reality and reason alike. Oh, and doing it again, charging down that Baneblade, cutting down the crew and chopping up the infantry behind it? He gets another boon, one that makes all his future fights easier, and justifies taking a tactically unsound approach to gain long term benefits, like some kind of demented RPG character.

So, how do the big legions fight and why is that smart?

Let's go over them one at a time.


The Black Legion

The Black Legion is more of a military unit of Chaos than a cult of such. Accordingly, the Black Legion mostly fights in an expedient way, implementing unique tools like Daemons but not focusing on the pleasing of the Dark Gods over actual mission success. There's not much to say about them, as a result, since anything they are doing to please the Ruinous Powers aside from 'winning' is not particularly affecting their strategy visisbly.

The World Eaters

Blood for the blood god and all that. The World Eaters engage in bloody close combat, disdaining many safe practices like 'bombardment' and 'stealth' in favor of maximum bloody carnage, which of course gets them the blessing of Khorne and means they can get away with being 'stupid', because, you know, that Khorne Berserker doesn't really need to hide when your anti-tank rounds are plinking off his chest, and he doesn't really need supporting weapons when he can chop up anything in his path, because, again, Khorne. Direct assault over clever or careful tactics everytime, which, you know, if they were imperials would be moronic, but since Khorne rewards them for it... They're scary and have a lot of reason to not 'fight smarter'.

The Emperor's Children

A quick check of Lexicanum tells me the Emperor's Children frequently use impractical armor, raid for slaves, and, of course, have a lot of Noise Marines. Since Noise Marines are indulging in an excess of sensation as a part of their combat doctrine, not to mention spreading around said sensation, since, you know, their enemies aren't deaf (before they shoot them, at least). All in all, it's fairly easy to see how most of this behavior might earn them Slaaneshi gifts, and when going down the impractical route makes you so much better than you would be otherwise, it becomes increasingly easy to get away with 'bad tactics' as the divine gifts pile up.


The Death Guard

These guys have some very blunt aspects- spreading disease and ruining worlds in the name of Nurgle- and some less blunt aspects. For the somewhat less obvious, we have their preference for steady, inevitable advances- a tactic that invokes Nurgle in the form of inevitability and despair, as the opposition has plenty of time to see they are doomed before they die. In a general sense, Nurgle will typically reward slow but sure tactics over quick, decisive ones, and of course the central Nurglite advantage is absurd levels of durability- which supports marching straight at your foe in the open while they shoot you, making that easier to do.

The Thousand Sons

They covet knowledge and magic and have significant psychic abilities. They sow change, gather knowledge, most of them are highly ambitious... They fit Tzeentch to a T in short, even before the whole 'arranged to exist as they do by Tzeentch' detail, which might bestow some degree of natural functional favor. Of course, the Thousand Sons are in a bit of a strange place, given that an awful lot of their fortune, good and bad, seems to be practically a maniacal in-joke by Tzeentch, arranging for them to do a thing and succeed spectacularly or fail terribly.

....

You know what, I'm a bit wrung out right now, I'll get to the others tomorrow hopefully.
 
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their enemies aren't deaf (before they shoot them, at least).

Please, a Noise Marine fires at you, you don't go deaf.

You go "Jesus Christ blerp", because your face just melted off.

They covet knowledge and magic and have significant psychic abilities. They sow change, gather knowledge, most of them are highly ambitious...

Also master planners and fond of the long game. And their Rubrics are tougher then Regular Marines and good at following orders.
 
[X] Inform him that you have important business on behalf of Father Nurgle on this Space Hulk, and thus will sadly not be able to send forces for the foreseeable future.
Can anyone make a salt vote or what?
 
[X] Inform him that you have important business on behalf of Father Nurgle on this Space Hulk, and thus will sadly not be able to send forces for the foreseeable future.
Can anyone make a salt vote or what?
I plan to open salt votes back up next round of voting. They are currently closed to control how much is happening at once when I'm making kind of incomplete updates.
 
The former, of course, describes most usage of heavy weaponry, artillery, and simple taking cover and firing from the safety of behind a wall or whatever.
By this logic, tanks, bolters, and armour are disfavoured by Khorne, as are starships. It also disregards some daemonic weapons such as the Doom Mortar:
40k Wiki said:
The weapon takes the form of a massive archaic mortar cannon made of Warp-forged black iron and brass wholly dedicated to the service of the Blood God Khorne.


The latter describes, for example, killing people with Flamers.
Then why do Khornate Berserkers say "Kill! Maim! Burn!"? It also, again, means he hates starships because they tend to vaporise people rather than cut them apart.

There's also Khorne's aspect as the god of Martial Skill. This manifests in two ways.

The first way is that he's actually ok with using tactics and strategies, it's just that he's an adherent of KISS rather than the over-complexity of Tzeentch. If you have a choice between a) a full frontal charge that kills 60% of the enemy but lets the rest escape or b) surrounding the enemy and slaughtering 100% of the enemy, he'd prefer the latter tactic. He'd prefer it even more if you could do the first tactic and achieve 100% killed, but if it can't happen then it can't happen.

The second way his Martial Skill aspect manifests is in his favour towards warriors who are actually good at fighting. He likes insane warriors. He likes fearless warriors. He does not like bad warriors. If you pitted two guys against one another, one who was really good at fighting and the other who was just angry, he'd be disappointed in both and wouldn't favour either one. Khorne wouldn't just give the latter more power to win, he wants that second guy to actually gain the skill he requires on his own and will reward him for achievement, not participation. Part of the reason why Khorne hates (most) sorcery is because they kill people using the power of the Warp, not their own strength and skill. If a warrior goes into battle and is entirely relying on Khorne's favour in order to win rather than his own strength, he's going to be sorely disappointed and probably dead.
 
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By this logic, tanks, bolters, and armour are disfavoured by Khorne, as are starships. It also disregards some daemonic weapons such as the Doom Mortar:

Allow me to clarify. 'drive closer and hit them with your sword' is totally legit in Khorne's books. I actually meant to specifically comment on this issue: Khorne does not object to protecting yourself, Khorne objects to fighting from complete safety. In other words, a tank protects you, sure, but you drive it into range of the enemy weapons. An artillery piece like a Basilisk fires from complete safety. While that piece of Khornate Artillery is interesting, do note how the page informs us it is a shrapnel based weapon that leaves enemies a bloody mess. Relatedly, most media depicts Bolters as causing things to bleed, nevermind that some media depicts them as micro-rockets (EDIT: well, all media depicts them as rockets in the sense of self propelled, but my point being some media depicts them as specifically having a major component of exploding shots, and other media depicts them as... Machine guns, basically.). Also, the gods aren't always consistent, they may not hold themselves to the standards they hold their followers and that is a Daemon Engine.

Likewise, Khorne would prefer you board for glorious melee combat, but a Starship duel is not safe for your crew.

There is also the complexity of the Chaos Gods to consider: Khorne may object more to the enemy cowardly hiding behind walls than you dropping shells on them, in which case you are permitted contextually to use artillery. He would also not mind your use of artillery as much if you were simply aggressively pushing it forward bombarding as it went, rather than hanging back and grinding them to dust from beyond the horizon.

Then why do Khornate Berserkers say "Kill! Maim! Burn!"? It also, again, means he hates starships because they tend to vaporise people rather than cut them apart.

Note the order: chopping enemies to death, chopping the corpse up, burning it. Being burned to death prevents bleeding. Burning your bleeding corpse afterwards less so. They have never, to my knowledge, been equipped with Flamers to kill with, which would actually contradict my interpretation.

The second way his Martial Skill aspect manifests is in his favour towards warriors who are actually good at fighting. He likes insane warriors. He likes fearless warriors. He does not like bad warriors. If you pitted two guys against one another, one who was really good at fighting and the other who was just angry, he'd be disappointed in both and wouldn't favour either one. Khorne wouldn't just give the latter more power to win, he wants that second guy to actually gain the skill he requires on his own and will reward him for achievement, not participation. Part of the reason why Khorne hates (most) sorcery is because they kill people using the power of the Warp, not their own strength and skill. If a warrior goes into battle and is entirely relying on Khorne's favour in order to win rather than his own strength, he's going to be sorely disappointed and probably dead.

The problem is that what you are talking about makes a distinction that doesn't exist. A Daemon Prince of Khorne has massive, supernatural strength-derived from Khorne, of course- and yet Khorne counts their melee fighting anyways. If you charge into melee against a squad of Guardsmen, win on your own merits, and now have a little bit tougher of skin, a little bit stronger of muscles from Khorne... And repeat, and repeat... That's the dynamic I'm speaking of. It's not that Khorne Daemon Princes you for making a suicidal charge, but that Berserker Champion over there can afford to charge a Baneblade or ten thousand Guardsmen or whatever because he consistently takes the Khorne route, and that makes it easier, and easier, and easier again, for him to stick to the path, even though, especially early on, he was probably taking technically needlessly dangerous strategies.

Notably, I have never seen significant references to Khorne preferring good tactics and strategy; Warriors of Khorne are supposed to be good at fighting, but in a technical 'I know my way around a sword/axe/whatever' kind of sense, not a 'I'm Creed' kind of sense.
 
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Notably, I have never seen significant references to Khorne preferring good tactics and strategy; Warriors of Khorne are supposed to be good at fighting, but in a technical 'I know my way around a sword/axe/whatever' kind of sense, not a 'I'm Creed' kind of sense.
That's usually a result of them only needing those weapon/axe/whatever skills to perform maximum carnage, an excess of bloodlust making it impossible for tactics to be created (either through insanity or apathy), or this:
With a nameless cult or warband who have essentially stumbled into Chaos, their understanding will be crude, vague guesses based on limited information, with a lot of the procedures they have being 'workable but ultimately wrong' guesses combined with a hefty dose of 'don't even think about going near that' for the things where members of the group exploded for doing it.
Khornate hivers trying to overthrow the loyalist government commonly use proper tactics and strategies to achieve their ends (to an amateurish extent, of course), as do Guard commanders and such. High profile Khornates are commonly powerful enough that they no longer require anything more than a full-frontal charge.

not a 'I'm Creed' kind of sense.
Khornates don't go for tactical genius like Tzeentchians do, they just use simple but effective tactics.

This is how I interpret it:
A Khornate would blow up an obstructive barricade with artillery to let his warriors in and hack apart the defenders, using artillery to prevent the hole from being filled until the warriors get there.
A Tzeentchian would have his warriors attack the barricade, feign a retreat, detonate the planted explosive just as the enemy's troops are leaving to mop up his "fleeing" warriors, then send his warriors in to kill the rest while making more holes in the wall with his artillery so they never know which hole his warriors are going to come in from.
 
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A Khornate would blow up an obstructive barricade with artillery to let his warriors in and hack apart the defenders, using artillery to prevent the hole from being filled until the warriors get there.

That actually is in line with my interpretation.

Put another way, it's not that Khorne minds even the big guns, it's that he minds 'cowardly' and 'dishonorable' tactics like sneaking in and killing with no warning, commanding your forces from the safety of the rear, and so on. In this scenario you are describing, the Khornate forces are using artillery to bust down walls but doing most of the fighting nice and close.

... This is also without considering the point that, for example, Khorne Berserkers in a mixed force don't get punished for the actions of their allies, even if those allies are, for example, Sorcerors.


Khornate hivers trying to overthrow the loyalist government commonly use proper tactics and strategies to achieve their ends (to an amateurish extent, of course), as do Guard commanders and such. High profile Khornates are commonly powerful enough that they no longer require anything more than a full-frontal charge.

I'm not saying that Khornate forces entirely disavow tactics and strategy, I'm saying Khorne doesn't reward those things the way he does Glorious Melee Combat.

Certainly, you couldn't really even have things like Khornate Cults if stealth and thought were completely off the table, but, again, especially when it comes to combat, such things are not what Khorne rewards from his followers, except inasmuch as doing those things allows doing the things he does reward.
 
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[X] Inform him that you have important business on behalf of Father Nurgle on this Space Hulk, and thus will sadly not be able to send forces for the foreseeable future.
 
[X] Inform him that you have important business on behalf of Father Nurgle on this Space Hulk, and thus will sadly not be able to send forces for the foreseeable future.
 
Vote officially closed. Theoretically, you might get an update later today!

more likely a few days, way things have been going.
 
End of War on the Hulk, for now
[X] Inform him that you have important business on behalf of Father Nurgle on this Space Hulk, and thus will sadly not be able to send forces for the foreseeable future.

Not even bothering with a formal tally, since I'm pretty sure this got all the votes. Excuse me, all but one.

War on the Hulk cools down

"My apologies, but Father Nurgle has need of us on this Hulk. We do not currently expect to be able to spare any Brothers for the Crusade, sadly" you inform him.

To which he responds "No matter, that is as expected. The Death Guard force in the area responded much the same. Well then, I hope you will be able to complete your business soon, for the glory of the Dark Gods, but this is where I bid you adieu.", and then steps into a tear in reality that abruptly forms and closes behind him. You're fairly sure he's being sincere, or at least that he genuinely thinks you have good reason to be here.

Briefly asking around among your local forces, such a tear in reality is also how he arrived.

A check over of the former Dark Eldar bases shows that they have abandoned the sector- they have left some gear behind in their haste, though not much, and you have reason to believe they left behind some of their captives in the arena, and have, for the moment, ordered your troops to stay clear of it. You doubt they have abandoned the Hulk, and attempted retribution, sooner or later, seems likely.

Checking up on your forces, things are currently going well, on the whole. You decide to ask Brother Fever for the reasons for his interest in the God-Emperor, now that you are not in the middle of a campaign. The long and short of it, as it turns out, is that his original interest in Nurgle comes from a desire to persevere in the face of any danger, any difficulty, a trait he now believes to be more strongly embodied by the God-Emperor.

Hmmm. What to do first? (Obvious issues unattended to include the other Dark Eldar to the south, the possibility of trying again to contact the Death Guard, attempting to find the Guard's main base on the hulk-perhaps the freed captives would know- fighting the Orks you've learned about, investigating the missing Necrons, investigating your new plague from Nurgle, investigating the effects of the Emperor's Mark, and of course trying to get at all the technology/find use for said technology that you've got general access to)

[] Write In (Time for the warband to come to a new course of action)


Caspian the Tyrant, Demon Prince of Chaos Undivided.
Damian DeMarch, Sorceror of Nurgle.
Vincent of the Screaming Rose, Sorceror of Slaanesh.
Sylvester Neversmiles, Sorceror of Tzeench.

Chief Techmarine Juno. Chaos Undivided.

'the Ghost', a Champion of Chaos Undivided who excels at stealth.
Brother Paul, a Champion of Tzeentch. Also your chief Apothecary. When did that happen?
Brother Mortimer, Champion of Nurgle, significant leadership skills. One of your ten Terminators.
Brother 'Fever', Champion of Nurgle. Very interested in learning more of the Emperor. Skilled at relating to ordinary humans, a skill many brother marines lose over the centuries.
16 Champions, 9 in terminator armor details undefined, for now. None have medical skills of note.

30 Rhinos
1 Land Raider
5 Predator Tanks
6 Defilers

1000 Chaos Space marines, undetermined distribution
350 million cultists, undetermined details

1 Carnifex
12 Lictors
1 Tyranid Warrior
30 Raveners
200 assorted Gaunts
5000 Rippers, approximate.

Ripper Plague? present in one Ripper, it is expected it would be easy to spread to the rest.

Salt Votes are OPEN for this round of voting. Salt Votes accompanied by an Omake will be more likely to succeed!

Additionally, in an attempt to reduce my workload, any Omakes that give significant definition to members of the warband, particularly any of the as yet nameless Champions or any of the brothers now marked by the Emperor's Mark, or that creates cultist characters for your local forces, will, if I find them at all compelling and appropriate, be rewarded, for starters by potentially allowing you to powergame your minions and having it stick, and other rewards as I see fit.

Furthermore, any Omake that gives me a good character to work with on any of the enemy factions on the Hulk will be rewarded by the warband gaining information on those factions, and possibly other rewards.
 
What's a salt vote? When I first read what they were I was confused and didn't understand at all.
 
[X] Begin reaching out to the local Death Guard forces, to coordinate an attack on the Dark Eldar. If nothing else, we need to actually do Nurgle's work to escape that armless failure's attention, and nobody likes the Dark Eldar anyway.
-[X] In the meantime, the cultists and prisoners shall further fortify our positions, while we preach the Glory of the Emperor to them. With particular emphasis towards anyone of the Ecclesiarchy
- - [X] Start to redesign the apparel of our cultists in order to further represent that the Emperor is our over-all "Chaos" God, and to ease some of the prisoners / others that we will encounter and enable us to better disguise ourselves.
[x] Instruct our tech-savvy Juno to find out as much as they can of the dark eldar weaponry and vehicles, try to find more ways to counter it as well as how to use it so that we add it to our arsenal. He should also research if its possible to combine dark eldar tech with Imperial, or if we can 'unlock' other branches of research. He should also start recruiting more minions among the 'mortals' we just 'freed'.
[x] Send our scouts to find out more info regarding the other factions, particularly the Imperial Guard forces nearby and the Orks.

[X] Salt Vote: Gather reinforcements for near-future campaigns.

Edit: Well, somewhere there's a very disappointed general.
Chimeraguard threw 1 100-faced dice. Reason: Salt Dice Total: 25
25 25
Chimeraguard threw 1 33-faced dice. Reason: Faction Total: 25
25 25
 
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What's a salt vote? When I first read what they were I was confused and didn't understand at all.

The way I understood them was that they affected 1 of 2 things.

1 - The characters that are not part of the warband, like how there are a bunch of Tau running around now in maid outfits with cat ears
or
2 - The universe at large, Like how likely this Black Crusade is to succeed, or if tyranids have invaded the space hulk yet

things like that is how I've interpreted them, might be wrong


Edit: Salt Vote: set the Infected Ripper on a captive to see how it works
Khan_Panther threw 1 100-faced dice. Reason: Salt Dice Total: 34
34 34
 
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Salt Vote: Someone finds a STC database

edit: and so no real tech is recovered as usual.
tri2 threw 1 100-faced dice. Reason: For the EWOKS! Total: 13
13 13
tri2 threw 1 33-faced dice. Reason: faction Total: 13
13 13
 
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What's a salt vote? When I first read what they were I was confused and didn't understand at all.

here's where I believe I best explained it...

Hmmm. I fear I have perhaps not been clear enough on the 'salt quest style votes' thing.

So, what I mean with that, is, that in addition to the standardized voting options I'm offering, each player can make a write-in, preferably labeled as a 'salt vote' or similar, of essentially any action you want. Then you use the more options on the resultant post to roll a 33 sided die and a 110 sided die.

The 33 sided die roll determines from a list I wrote up which faction in the galaxy does it, while the 110 sided die determines how successful they are. So, for example...

[] Salt Vote: Seize Cadia

Hmmm. Turns out 100 is the maximum sides, that's a shame.

Anyways. With the rolls, it'd be the 26th faction from my list trying to Seize Cadia to some degree of success appropriate to that 71. (things that are out of character for a faction will be less likely to succeed, things that are hard will be less likely to succeed, etc.)

You can change your such vote as many times as you want until voting closes by editing your post. Additional rolls by the same poster in the same voting phase will be ignored.

So, in other words, you name an action plausible for 'generically anyone' (you don't have to make it generic, roll a d33 for who (i have a table of factions) and a d100 to see how well they do, and then I interpret it as appropriate for exact details of the outcome. it's a way to generate an amusing bit of chaos in the galaxy, pretty much (though you can also name things that would specifically involve the Space Hulk for it's immediate relevancy to the warband)
 
The way I understood them was that they affected 1 of 2 things.

1 - The characters that are not part of the warband, like how there are a bunch of Tau running around now in maid outfits with cat ears
or
2 - The universe at large, Like how likely this Black Crusade is to succeed, or if tyranids have invaded the space hulk yet

things like that is how I've interpreted them, might be wrong


Edit: Salt Vote: set the Infected Ripper on a captive to see how it works

Salt Vote: Rogue trader finds a STC database

edit: and so no real tech is recovered as usual.

Salt votes not featuring a 33 sided dice for faction will be ignored. The point is extra randomness, with the players having input but not control on the wider galaxy. They should, accordingly, be appropriate to multiple factions, though in several cases I have interpreted it with some degree of indirectness.
 
So, in other words, you name an action plausible for 'generically anyone' (you don't have to make it generic, roll a d33 for who (i have a table of factions) and a d100 to see how well they do, and then I interpret it as appropriate for exact details of the outcome. it's a way to generate an amusing bit of chaos in the galaxy, pretty much (though you can also name things that would specifically involve the Space Hulk for it's immediate relevancy to the warband)

Salt votes not featuring a 33 sided dice for faction will be ignored. The point is extra randomness, with the players having input but not control on the wider galaxy. They should, accordingly, be appropriate to multiple factions, though in several cases I have interpreted it with some degree of indirectness.

So if I did a roll saying that another space hulk is on a collision course with 1D10 factions on it, then rolled a 1D33 to determine the dominant faction on said smaller space hulk. Then, finally rolled a 1d100 to determine likelihood

Would that work?
Khan_Panther threw 1 33-faced dice. Reason: Mini Space hulk Dom. Faction Total: 32
32 32
Khan_Panther threw 2 33-faced dice. Reason: Dominant Faction minispacehulk Total: 38
29 29 9 9
 
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