Showing posts with label background. Show all posts
Showing posts with label background. Show all posts

Friday, April 11

+ inload: 8th Squad, 2nd Company +

+ Squad Greon; 8th of the 2nd Company +


+ Another inload that's been lurking ready to polish off. I can't quite believe that, apparently, I finished these in 2023(!). I guess in between other projects and painting their Epic-scale counterparts, it has been a while. +

+ This inload has remained embargoed in this noospheric node because it was orginally intended as a series – but rather than sit on it forever, I thought you might like to have a grand sweep! +

+ Below, then, is the extent of my finished Salamanders – though there are more on the way. After all, what reinvigorates interest in a project more than taking a look back over the finished ones? +

+++


Unlike the others, his measure of patience had run dry some time ago. Another breakdown. Another pause. Volkaeus Orurr breathed out testily.

Looking for a distraction, he reached for the rail and clambered up to the Rhino's roof one-handed, his boltgun in the other. Magnificence was not the fastest transport in terms of raw speed, but unlike the convoy vehicles, he mused darkly, it could keep going. 

The transporters were not vehicles intended for service in hostile environments like the Dune Seas. With a regularity that struck Orurr as perversely ill-fitting to their mechanical reliability, every few hundred klicks one or another of the tankers or luggers would slew to a halt as filters clogged, tyres slumped, or the over-stimmed and under-rested hiveborn crew passed out in the unaccustomed heat. The convoy would pause, on edge and nervy, as the errant vehicle was coaxed back into life, winched back onto the track, or otherwise repaired. 

The worst were the failures that billowed thick, oily smoke – as potent a signal as any the orks might hope for. Easy pickings here, the coiling smoke suggested.

Not for the first time, the Salamander cursed the name of Herman von Strab. According to Captain Mir'san, it was largely owing to the Imperial Commander's arrogance and mismanagement that these intra-hive transports were all that was available for the backline armies. Hurriedly fitted with bulky external breathers and heat shielding before being filled with vital water, fuel and materiel, the vehicles were slow and unreliable – and thus the convoys were perfect targets for the roving greenskins.

The cream of Armageddon's armies had been lost in the early conflict, and the replacements far from confident. Upon his arrival, Chapter Master Tu'Shan had been appraised of the situation by Captain Galenus of the Ultramarines' 4th, and had immediately taken it upon the Salamanders' broad shoulders to ensure the world could fight; that its vital roads and arteries would be protected from roving marauders. Clapping his cousin on the shoulder in gratitude, Calgar had made his gratitude clear that the Ultramarines would be freed to prosecute the offensive. 

+++


The ever-present chemical tang was acerbic; but the height afforded by the Rhino gave him a moment's relief. The vehicle crews needed rebreathers in the hot, dry air, but the Space Marine's genewrought might made the air merely unpleasant. He wrinkled his nose in distaste and looked about him.

Armageddon's sun was low in the sky, red and ominous. Dark spots across it marked orbital defences – or more likely the wreckage of the same. The ground was seemingly an endless sea of yellow-grey dunes; the road all but hidden. Orurr's belted helm knocked against his leg as he straightened up. 

Nothing for five hundred miles in any direction. No landmarks save the distant hive – and that had long been swallowed by the dust. Not even Astartes' vision could penetrate that.

+++
+ V'reth Tardisdemi +

Previously known as Man'Ekes Kenndh, he adopted the name V'reth Tarsidemi following his tempering. Noted as 'Melancholy of aspect and pensive by nature', Tarsidemi appeared to regard his promotion to the Battle Companies as part of a great cycle; an inevitable result of his forebear's consumption in the pyres of warfare, rather than as a result of any exceptionalism on his part.

Regarded as over-analytical and tiresome by his previous squadmates in the 6th Company, he was an uneasy fit amongst the Flamehammers. He found a more fitting place within the Defenders of Nocturne, where both his asceticism and his appreciation for aesthetics came to be regarded as strengths.

+++

+ Cassax Fo'ken +

Bastards. That was what they always were. Fo'ken had fought seven different species of Xeno bastard, and been involved in wars on seventeen different campaigns involving human bastards. Oh, they varied – different weapons or tactics or heights, novel spines or scales or ululations – but all that mattered, to Cassax Fo'ken, was that they were bastards that he had to kill.

The orks were no different. Not for him the Salamanders' ritual term – the gurm kenndh, or 'Old Enemy'. No, to him, the greenskins were simply bastards. Small bastards, big bastards, bastards with big guns... It mattered little to him.

In truth, he was an outlier. The first to be assigned to Greon's squad, Fo'ken was as dependable as any of his brethren – though few sought him out for comradeship.


+ Typhak Numatone +

Unequivocal and single-minded from an early age – 'from the cradle,' joked his parents – the boy who was to become Brother Typhak Numatone had the given name of Br'Tra, which meant 'supremacy' in his city's tongue. Whether through destiny, a sense of filial duty, or simple nominative determinism, Br'Tra doggedly purused Ascension, believing it to be the only way to do honour to his family. Such ambition is not infrequent on Nocturne, but Numatone was able to moderate raw drive to avoid pride and become a considered – if impulse-driven – addition to the 2nd Company.
 
The reinforcing studs on his left greave are an example of the customisation that Salamanders are wont to practise on their armour. Famously, every Salamander creates his own armour – and while this is broadly true in terms, it remains the purview (and responsibility) of those inducted into the Cult Mechanicus to truly render it into Power Armour. 
 
+++

+ On Armour +

During their time in the Seventh company, each Scout will work under the auspices of a Techmarine to forge the external plates of what will become their suit of armour. Not all will prove of battlefield quality, and Scouts are encouraged to retain the items they have forged – thus a talented individual will be proudly 'bare-celled'.
 
The pattern of armour a Scout will undertake to create will be suggested after consultation with the Techmarine, Officers of the Seventh, and (usually) a representative of the Promethean Cult. Thus a Scout may begin to manufacture a suit of any STC-approved mark – and in exceptional cicrumstances, even beyond these. By far the most common in the centuries approaching the Badab and Armageddon campaigns was Mark VII plate, vulgarly known as 'Aquila Armour' on account of its prominent eagle-headed breastplate.
 

When the time comes for a Scout to advance to a Reserve Company, they will present their plate to one of the three Masters of the Forge for inspection and sanctification. The Forgelords will assign an underling – usually a Techmarine, but occasionally an adept and sanctioned Battle Brother who has chosen to sponsor the Scout – to convert the suit of inert plate into functioning Power Armour.
 
The newly-ascended Reservist will then use the armour going forward. Most Salamanders will continue to refine their craft, expanding their skills in the forge by creating additional plates or even full suits. Some focus on aesthetic changes such as lizard-scale trimming or patterning visible only to those with Firesight. Others favour practical augmentation of their existing suit, adding sub-surface reinforcement or back-ups to keep their armour functioning under stress. 
 
A few petition the Techmarines to allow them to attempt other patterns of armour, seeking the challenge of inviting the notoriously fickle 'ruh' (machine spirit) of ancient patterns into their creations – this accounts for the relatively high number of seemingly ancient armour patterns in a Chapter that practices ritual destruction of grave goods. Of course, since a warrior will wear only one suit of armour, other surviving suits may remain as relics – and as with other Chapters, it is relatively common for such relic suits to be used for honorifics, either in whole or in part.

+++


+ Yaptan Greon +

+ Adrak Ush'en +

He had filtered out the rattling creak of the tracks, the ever-present squeaks and groans of Magnificence, and Sepor's private murmured mantra. It was harder to ignore the bucking as Magnificence's suspension made heavy work of this rutted, ill-maintained section of road. The Marine opposite, Numek, hammered a gauntlet on the internal door after a particularly rough jolt.

"Zer Nazan, Ka – much more of your driving and we won't need the gurm to kill us."

The driver yelled back an expletive.
 
Ushen grinned. He could have connected his autosenses to the Rhino's slaved pictcapters, but – jolts and knocks notwithstanding – preferred using his own eyes to peer through the vision slits. 

The war was visible. Immanent. Explosions within the smoke lit the low, disturbed clouds. The horizon seemed to smoulder. Ushen's eyes –as yet still dark by nature – glittered as though kindled. 

Even at this distance, the greasy shimmer of the hives' void shields were visible. They illuminated the dust storms around them, each hive a dim and eerie beacon to the invading gurm kenndh. He wondered, idly, if the convoy drivers could see them.

Ushen was under no illusions that the distance from the primary hives protected him or the others from attack – but he was equanimous about this. The Promethean Cult had long since taught him to anneal resignation or fatigue into stoicism and self-reliance. His faith was firm, deep-set; and built on the sturdy framework of childhood tales that had proven very real. The mythic cycles of the stormlizards; the galactic presence of the dusk wraiths; and – of course – the intrinsic evil of the gurm kenndh: humanity's old enemy.

It was as elemental as the dust or the ground. If he were to meet his end here, it would make no odds to his faith.

+++

+ Illor Hak'phast +

+ Mulbaku Numek +

+ On Geneseed+

Those invested with the geneseed of Vulkan demonstrate measurable physiological superiority to transhuman norms in relation to cellular repair. While making them no more resistant to direct damage than any other Space Marine, they have a baseline advantage in overall resilience – in short, making them fractionally harder to put down and swifter to return to battle than other Astartes.

For the Salamanders long history, this has repeatedly proven a critical boon. Most recently, during the mournful Badab War, the veterans of the Second Company were treacherously attacked during a parley. It was partially owing to their unexpected resilience that they were able to survive the attack.

On Armgeddon, their extreme temperature tolerance and radiological resistance – again markedly superior to those of other Astartes – made them well-suited to the hostile chem-and atomic-spoiled environments in which they found themselves embroiled. They are remembered in song on Armageddon for being those Space Marine most closely associated with the populace. While the noble Blood Angels and courageous Ultramarines took the war to Ghazghkull and his horde, spearheading numberless assaults and thwarting key ork advances, the Salamanders under Tu'Shan and his Captains instead turned to the numberless petty battles that raged across the continent.

Fragmented and frequently isolated, the geneseed gifts of their Primarch sire – along with mental resilience cultivated by their peculiar practises – allowed them to operate at peak efficiency. That they are so fondly remembered by the people of Armageddon is particularly notable when one considers the other aspect of Vulkan's gift: their inhuman appearance. 

The Primarch Vulkan is usually pictured as a coal-skinned giant with glowing red eyes. Whatever the truth of the matter – and ten thousand years separates the modern Imperium from the days of gods and monsters – the bulk of his descendants certainly demonstrate similar physical differences. These emerge gradually, and with varying speed. 

+ Nomix Nor'jargan +

+ Dakad Ka +



+++



Apropos of nothing, it's been quite fun sorting out the markings and thinking about the not-quite-Codex organisation of the Salamanders. I keep having to remind myself that the squad system doesn't work like the Ultramarines. Minor stuff, but it's in such details that we can find diversion and enjoyment.




Tuesday, August 15

+ inload: Three finished Salamanders Space Marines +

+ Brothers in arms +

+++

+ Brother Tarsidemi +

V'reth Tarsidemi

+ Previously known as Man'Ekes Kenndh, he adopted the name V'reth Tarsidemi following his tempering. Noted as 'Melancholy of aspect and pensive by nature', Tarsidemi appeared to regard his promotion to the Battle Companies as part of a great cycle; an inevitable result of his forebear's consumption in the pyres of warfare, rather than as a result of any exceptionalism on his part. +

+ Regarded as over-analytical and tiresome by his previous squadmates in the 6th Company, he was an uneasy fit amongst the Flamehammers. He found a more fitting place within the Defenders of Nocturne, where his stoic aestheticism came to be regarded as a strength. +

+++

+ Brother Numatone +


+ Unequivocal and single-minded from an early age – 'from the cradle,' joked his parents – the boy who was to become Brother Typhak Numatone had the given name of Br'Tra, which meant 'supremacy' in his city's tongue. Whether through destiny, a sense of filial duty, or simple nominative determinism, Br'Tra doggedly purused Ascension, believing it to be the only way to do honour to his family. Such ambition is not infrequent on Nocturne, but Numatone was able to moderate raw drive to avoid pride and become a considered – if impulse-driven –addition to the 2nd Company. + 

+++

+ Brother Nomix Nor'jargan +


+ Promotion from the 5th Reserve Company proved bittersweet to Nomix Nor'jargan, for he had thrived under the Drake Hunters' light-handed command and dispersed nature. Unusually for the Reservists, he was present during the Badab War; one of the few who had been allocated to support the 2nd in combating the Secessionists.  +

+ A void-warfare specialist employed in the Salamanders' fleet, his promotion was advocated by Pellas Mir'san personally. Having lost a great number of valued veterans in the bitter campaign, the Captain of the 2nd wanted staunch, proven warriors – a description that matched the dutiful Nomic Nor'jargan to a tee. +


+ Warriors three of the 8th Squad +

+++

+ Three complete, more to come +


+ All the batch painting has built to a stage where the final details are relatively quick and enjoyable. I've opted for yellow eyes; taking my prompt from the Salamanders shown in Codex: Armageddon. They were painted by painting the lenses Scorched Brown, then blending in Yriel Yellow. +


+ Beyond this, the painting is really limited to developing the gold with a couple of layers of highlights followed by a brown wash; and highlighting the weapon casings, pouches etc. with a mix of black, white and a touch of dark brown. Finally, I used a dilute combinations of Moot Green and Warpstone Glow in various proportions to add some highlighting to the green armour, particular around the head. +


+ They've come together rather nicely, I think – I'm very pleased with the results, and think they fit well with my conversion (at the back). +

+++


Monday, August 14

+ inload: Dust of Armageddon markings +

+ Salamanders 2nd Company markings +

 

+ Work in progress – it seems a long time since I've been putting paint onto models, but it was a welcome return. +

+++

+ 8th Squad, 2nd Company +


+ As you can (hopefully!) see, the models are getting close to being finished. It's been a very different set of techniques to my usual process. Not sure I'd do everything this way, but it's nice to expand my repertoire. +

+ Although it's been a long time since I started them, the actual painting process has taken very little time indeed – though as always, the devil's in the details, so I won't make any promises on when the final touches will be in. +

+++

+ Combat squad 1 +


+++

+ Combat squad 2 +


+++

+ 4th Squad, 2nd Company; and Lieutenant +


+++

+ Markings +

+ The Salamanders' lore is not always entirely clear. Always a bit more nebulous than other First Founding Chapters, what little there was has been partially overwritten by info from Nick Kyme's Black Library books, which itself has only been partly incorporated into the GW books. This is nothing new – nor is it a problem. While there's some security to be drawn from following a clear set of rules in terms of markings, such rules are always subject to the vagaries of time and chance – what was de facto correct in previous editions can easily be swept away. For that reason, I prefer to regard GW's info on markings as 'correct for a point in time', rather than immutable law. That allows you to nod to existing rules (great if your group lean more towards canonicity and pseudohistorial gaming) while also giving you a bit of freedom of expression. +

+ Ultimately, the lore can change, and your models will likely outlast it! FOr that reason, if nothing else, never compromise on making and painting your models to suit your taste first and foremost. +

+++

+ The vagaries of the Salamanders' background does extend to its markings, but as of the 8th edition Codex supplement, there is at least a big block of info, though a deep dive reveals a few awkward gaps. Despite having quite an unusual structure (seven companies of 120 or so marines each) and a number of practices that are decidedly non-Codex, it's sometimes referred to as a Codex Chapter – although perhaps this is an out-of-universe misunderstanding of the Codex Astartes. +

+ The Codex Astartes is essentially a 40k version of The Art of War – not the rigid list of strictures and dictates in which it's portrayed in memes, but rather an expansive and open treatise that has multiple interpretations. In this way, then, the markings we see below can be seen either as very idiosyncratic to the Chapter – and perhaps providing inspiration to their (thin on the ground) successors; or can be seen as a very clear example of Codex-approved markings. The iconography of the Salamanders, therefore, is very much an example of how you wish to interpret it – and this is what I mean by correct for a point in time. There are a couple of slightly contradictory statements in GW publications about the Salamanders' organisation, but we can square that circle by picking one and saying that this is the one that's true during the  Second Battle for Armageddon. +

+ Basics +


+ In terms of the nuts and bolts of the markings, the squad markings are shown above. These show the eternal flame and the squad number or sigil enclosed in the flame. From left to right above is a marine of the 4th Squad, Second Company; a Lieutenant of the Second Company; and a marine of the 8th Squad, Second Company. +

+ Here we see the deviation from the Ultramarines' Codex structure, as the 8th squad in a Battle Company would usually be a designated Assault Squad. For the Salamanders, it's another Tactical Squad. +


+ The left pauldron bears the Salamanders' Chapter sigil: a head of their namesake. 
The white icon on a black field is what denotes them as being Second Company – the black field marks them as being part of a Battle company, and the white specifically refers to the Second. +

+ Variation +

+ When working on an army, you'll often find some models that – for one reason or another – just don't work with the decisions you've made. Happily, 40k background often owes as much to mediaeval pageantry as modern military strictures, so you can happily play it by ear. Try to ignore the nagging voice that says 'this marking should be in this place' and picture yourself being attacked by the model – does what you see announce your attacker as belonging to a particular group? If so, job done. +

+ You can be as consistent or varied as you like. Personally I like consistency in a Chapters like Ultramarines, but for the Salamanders, who have a proud tradition of making their own personal wargear and armour, there's a good argument for variation for variations sake. +

+ Here, this sergeant has a studded left pauldron, leaving no space for the Chapter icon. As a result, it's been moved to the right pauldron, booting the eternal flame symbol to the lower right greave – my thinking being that this allows friendly forces to still identify who the marine is. +

+ Since the squad number would often be unclear, I kept it on the pauldron – you can just see a small white numeral at the front of the pauldron. This is a good example of making a virtue of seemingly contradictory information, for this approach is that presented in the Badab War Imperial Armour books. +

+ This in turn offers a nice narrative twist – we might say that this marine is a veteran of the Badab War campaign, recently promoted to lead his own squad; and granted leave to retain a previous campaign's iconography as a mark of respect to fallen brethren. The Codex, after all, suggests changing markings between conflicts to confuse the enemy... and so it all ties off nicely. +

+++









Wednesday, February 8

+ inload: Adeptus Titanicus Eldar summary – and lore +

 + 'Alaitoc is Ready' +


+ Eldar Titan summary for playtesting +

+ The past few inloads have focussed on the rules for fielding Eldar Titans (thus far, just the Phantom) in the modern version of Adeptus Titanicus. If you're interested, here are noosphericinload links for the following:
+ These have had minor tweaks since the articles above, so here's a summary, including an updated Terminal and set of Weapons Cards, plus the bare-bones rules you need to try them out. I'd love to hear your experiences with them. +



+ Full size versions of the fan-made files are available for free download from the +Death of a Rubricist+ Facebook group. +

+++

    + Playtesting Eldar Titans +

    + In addition to these, you'll need the following get-you-by playtesting rules. These are additional clarifications on how the game runs, and how certain weapons interact with or effect Holofields. These are additional clarifications on how the game runs, and how certain weapons interact with or effect Holofields. +
      • List building – Replace all references to 'Maniple' for 'Conclave'. Eldar do not yet have Strategems. For the moment I suggest you playtest without them for either side.
      • Game prep – Replace all references to 'Princeps Senioris' with 'High Steersman [name TBC]'. Determine Missions, Deployment and Battle Field Control as normal. Deploy as normal.
      • Strategy Phase – Treat all references to 'Princeps wounded' as 'Infinity Circuit Disturbed'; treat all references to 'MIU Feedback' as 'Spiritweave Disturbed'.
      • Movement Phase – Treat all references to 'Reactor' as 'Infinity Circuit'
      • Damage Control Phase – apply the following adjustments:
        • 1. Activate Unit.
        • 2. If Infinity Circuit Level is orange roll D6; if red, roll D10 on Wraithtension Table.
        • 3. Repair Roll with number of dice equal to 'Shaping' 
        • 4. Distribute results as follows: 
          • X+ Repair weapon (see weapon card) 
          • 4+ Reduce reactor level by 1 
          • 6 Repair 1 critical damage 
          • 6 Repair Holofield Burnout  [Holofield Burnout: Holofields are inactive]
      • Combat Phase 
        • To Hit Modifiers – treat references to 'Steersman Wounded' as 'Moderati Wounded'.
        • Ignore all reference to Void Shields.
        • Note that weapons on the 'Shoulders' location are not affected by 'Carapace' restrictions with regard to targetting enemy Units within Scale.
      • End Phase – Treat all references to 'Infinity Circuit Disturbed' as 'Reactor Leak'.
      • Orders tables changes
        • Emergency Repairs: Treat all references to 'Servitor Clades' as 'Shaping'
        • Shutdown: Replace text with 'Holofields are no longer Active, can only be activated in Damage Control Phase, make normal repair rolls, reduce Infinity Circuit stress level by 2.

      Calling on the Infinity Circuit

      • 1. Roll Reactor Dice 
      • 2. Advance Infinity Circuit level by number of Reactor Symbols 
      • 3. If result is Awakened Machine Spirit perform an immediate Command Check
      • 4. If Command check is failed, roll D6 on Wraithtension Table 

      Wraithtension table – D10 Effect 

      • 1–2 suffer S9 hit to body, bypass Holofield.
      • 3–5 Holofield Burnout; if Holofield already burned out, resolve as result 6-8.
      • 6–8 Suffer D3 S9 hits to body, bypass Holofield.
      • 9–10 Titan is destroyed; all Titans within 15" (except Corrupted Titans) lose all orders. Titan then falls in a random direction.

      Holofields

      Instead of the energy-absorbing warp-based void fields of the Imperium, or the brute power fields of the Orks, Eldar Titans rely on misdirection, deception and sensor-baffling for defence. 
       
      The wing-like harmonic vanes that form a distinctive crest on the backs of Eldar Titans weave a web of photonic projections about the War Engine. The projections create a field of visual distortion, baffling perception across all electromagnetic spectra, and thus making it more difficult for attackers to target the Titan.
       
      While holofields operate dynamically, their effectiveness is enhanced by movement. The faster the Titan moves, the more effective the defence.

      • A Unit attacking a Target equipped with Holofields suffers a -2 modifier to the To Hit roll, which is cumulative with other modifiers. 
        • This is reduced to a -1 modifier if the Target is on First Fire orders or Shutdown orders, or if the Target is Immobilised.
        • If the Target has Full Stride or Charge orders, successful to Hit rolls of 6 must also be re-rolled.
      • A Unit attacking a Target Unit equipped with Active Holofields may not declare a Targeted Attack.
      • Weapons with the Blast trait that Hit a Target Unit with Holofields scatter D6in before the attack is resolved (use the small arrow on the Hit symbol to determine direction), unless the To Hit result is a 6. If the attack misses, it scatters D10 as normal.
      • Weapons with the Beam trait must make a check against BS with no modifiers when attacking a Target with Active Holofields. If the result is a miss, the Beam continues its path; resolve the attack against subsequent models as though the intervening model was not there.

      Holofields and weapon traits clarifications

      • Holofield Burnout indicates the holofields are not Active. The holofields become Active only when repaired.
      • Attacks with the BypassMelee, Psi trait(s) are affected by Holofields as described above. Note that this means Melee attacks cannot make Targeted attacks until the Holofields are not Active.
      • Units equipped with Holofields are affected by Concussive weapons as normal if hit.
      • Attacks with the Firestorm trait are resolved as normal against Units with Holofields.
      • Attacks with the Shieldbane or Voidbreaker trait(s) have no additional effect against a Unit with Holofields.
      +++

      + Eldar Titan Clans and Craftworlds +

      + But enough of rules – what about the lore? I've been unpicking and following the few extant threads from GW about Eldar Titans, and it's actually pretty cohesive. +

      + Eldar Titan crew +

      + Eldar Titans all contain a spirit stone. The pilots, called Steersmen, are granted a small portion of the spirit stone, which they wear as a bandana on their head. The stone bonds physically with the Steersman, and is used to form a bond with the Titan. It cannot be removed until death, after which the Steersman's personal spirit stone (worn on the breast, and often shaped to reflect the Clan's symbol) is interred within the Titan, forming part of the War Engine's Infinity Circuit. The forerunner is then being able to lend their wisdom and advice to the living Steersman/men that follow.  +

      + The Titan's Infinity Circuit is thus a microcosm of the larger circuits used by the Craftworld at large. It's unclear whether the Titan Clan's Infinity circuits interact with each other, or with the Craftworlds' broader circuit, or remains isolated. Perhaps it varies from Clan to Clan. +

      + Small Titans, such as Revenants, will have one living Steersman, while larger Titans such as Phantoms vary between those with a single crewman to those with three or four. Almost all Steersmen are close blood relatives, and families often serve together in Conclaves – groups of Titans – within the larger Clan. Twins and triplets, being vanishingly rare occurrences in Eldar society, are particularly well-suited to piloting Titans, owing to their shared heritage. +

      + In battle, the steersmen use their Soul-stone fragments to form a linked mind with the Titan and each other, allowing them all to move with a singular purpose, and with the heightened focus and clarity of thought of the most single-minded Exarchs. +

      +++

      + The Titan Clans, Craftworlds and the Eldar Path + 

      + Eldar Titan Clans (at least the few we know of) form part of the Craftworlds, but live apart in separate enclaves, as they're a bit unusual. Other Eldar find them a bit disturbing owing to the way they finish each others' sentences and generally act in concert – a result of the shared mindstate they have in battle. The relationship of a Clan to a Craftworld can perhaps be viewed a little like that of the Adeptus Mechanicus to the broader Imperium – mutually reliant and supportive, but with a clear distinction. +

      + In this, I think of the Eldar of the Clans are a little like Eldar Rangers, in that they distance themselves from the other members of the Craftworld (though in the case of the Titan clans culturally, rather than physically as they Rangers do). Aspect Warrior Exarchs are probably treated with a more extreme version of this, with other Craftworlders paying them wary respect, but mostly avoiding them. +

      + The Eldar of the Titan Clans aren't lost on the Path as Exarchs are, and it's unclear whether becoming a steersman is a Path in itself, or restricted in some way. Again, I think this is rich soil for writing the lore of one's own Craftworld or Clan. Perhaps some more militaristic Craftworlds, like Biel-Tan, have a lot of back-and-forth of individuals between the Clan and the broader Craftworlds, with their Steersmen benefitting from experience gained while walking other Paths of the Warrior. Others, like Saim-Hann for example, with its culturally atavistic approach, might have quite closed-off and culturally isolated Clans, with virtually no interchange between the Clan and the other inhabitants. +

      +++

      + What are the Clans like? +

      + Craftworlds appear to be able to support multiple Clans. The following Clans are attested in Codex Titanicus as examples. Some of the lore is interesting to read in light of modern Eldar background – little seems to have changed, but where it is different, it's quite marked!

      Protectors of the Fallen (Fir Dinillainn)

      Since Imperial records began, the Eldar Phantoms of the Saim-Hann Craft World have been known as the Fir Dinillainn – the Protectors of the Fallen. Yet on their own time scale, this name is but a recent acquisition, earned by an act of outstanding courage and selfless sacrifice to another clan many thousands of years ago. Lord Amthillian, leader at the time, sacrificed a third of his force to protect the dying warriors of the Fir Linithion clan – his companion in the field – so that their spirit-stones could be retrieved. By that single act of self-sacrifice, the Fir Lirillyon – the Knights of Purpose – were renamed the Fir Dinillainn.

      Since that day the Phantoms of the Saim-Hann Craft World have astonished even Imperial forces with their selfless heroism.

      + A nice, dare I say 'generic', first Titan Clan to read about? The events described – or self-sacrifice to protect spirit-stones – are iconic of the Eldar in general, and could be applied to pretty much any Eldar force. +

      Watchers over Ancient Wrongs (Fir Farillecassion)

      It is widely-rumoured among the few Eldar unaware of the truth that the true location of the Black Library – said to hold the Eldar codices that concern themselves with the worship of Chaos and tell of the Eldar's downfall – must be the Biel-Tann [sic.] craftworld. Although this is certainly untrue, the Phantoms of Biel-Tann do display an unparalleled hatred of Chaos. The driving force behind this hatred is a fervent wish that no other race should suffer the terrible downfall that befell the Eldar.

      Inquisitor Trant tells of his journey to Truan IX to destroy a Khornate coven. However, Trant arrived too late – upon reaching the surface he found that virtually the entire populace had been wiped out. In the rubble of the western continent's capital city he found a half-burnt banner bearing the symbols of the Fir Farillecassion – the Phantoms of Biel-Tann. They had arrived before him.

      + Besides the change in spelling, it's interesting to see that Biel Tan, far from being the xenophobes of modern 40k, were crusading in order to save other races at this point. +

      Eagles Born of Fire (Fir Iolarion)

      The Fir Iolarion – Eagles Born of Fire – were almost completely destroyed four centuries ago when they lost control of the warp gates aboard their craft world, Lugannath, allowing the Daemons of the warp to enter and attack them. For many years the clan drifted helplessly in space while they laboured to make the necessary repairs: stranded, and with their numbers severely depleted by the creatures in their midst, they were reduced to being one of the weakest Eldar clans.

      Over time, however, thanks only to their own unrelenting and steadfast efforts, they have not only regained the power they once had, but have exceeded it tenfold. Their almost total obliteration is now regarded by their leaders as a baptism of fire.

      + ...and the last Clan comes from Lugannath, one of the few Craftworlds that had any lore at all in this period, and then disappeared for a few editions. Their Titan Clan sheds little light on the broader Craftworld. +

      + What can we take from this, and why's it relevant? Well, first off, I think it's fair to say that while there's not a clean slate to work from, equally there are some nice starting points. +

      + At this point in time, the Eldar colour schemes hadn't yet been 'locked-in' so firmly, and so I think you could happily defend Titans painted in unique clan colours, those of its parent Craftworld, or perhaps a combination of the two. +
      +++

      + ... and speaking of painting +

      + I hope you're not too bored with this Phantom, but I'm delighted with how he's coming out. The model is now ready for the table, with the final details still to be decided upon. +


      + This front view shows that the body itself is all complete: the additions now will be some details – though I'm slightly nervous about [+SCRAPSHUNTERRORABORT+]ing the existing work up! These will include:
      • Clan logo
      • Personal details
      • Banner.
      + The old lore had the Titan's banner hanging from the weapon, which is an option, but I'm leaning towards it going between the legs, which has a big ol' area of negative space crying out for some interest. It'll also help draw the eye, balancing the figure a bit. +

      + Secondly, because the weapons are magnetised, they move – and hanging a banner from one seems a problem waiting to happen. +


      + Both weapons need further attention, but the Wraith Glaive in particular needs its blade painted. I'm umming and ahhing about whether to try a colourful blade (a device I personally dislike for Imperial weapons, but seem fitting for the Eldar), perhaps in pink or green; a pale ghostly hue; or metallics – perhaps with a hint of colour near the hilt to suggest a glow. +


      + The D-bombard likewise needs polishing off, though it's not clear from this over-exposed image! It's nice to have some sunlight back in the mornings, but today was not great for picking up detail. +


      + And to prove the back detail exists, here's a rear shot. +


      + To close, here's a scale shot, showing the Phantom next to its Imperial counterpart... and what's that odd glyph behind? Could it be that work is restarting on the Gargants, too? +

      +++

      Thursday, January 12

      + inload: The Nature of the Warp +

      + Gaze into the warp + 

      Since the dawn of time, every man and woman has heard a deep, unnameable and urgent yearning. It is those who first heeded the urge that were driven to band together, to grow, to build, to resist the vicissitudes of an uncaring cosmos – and to fight. The urge spurs us to excess, to conflict; fills us with an addiction to knowledge and the will to resist subsumption or dominance by other wills.  
      The urge has a metaphysical root – and a physical dimension, a location deep in the heart of the galaxy, a region where the material universe and the true reality intermingle. More than our adopted homes, more than the Cradle-world; it is this region, this Eye of Terror, that is humanity’s natural domain.
      Here, time and space become one with metaphor and thought. Here, a man’s worth become written into physicality; as his very mind and soul become woven with his corporeal flesh. It is here that humanity will achieve its Apotheosis.
      + Apostle Uralak Hein +

      The warp

      The warp is an alternate dimension that co­exists with the material universe. Some know it as the Sea of Souls, and these perhaps understand it best of all, for every creature in the material universe also has an existence in the warp: a spirit-self or soul. The emotions and thoughts of the creature stir the stuff of the immaterium just as its physical self affects the material world around its body.

      Such ripples as mortals make are tiny; but across populations and aeons, great waves and currents build up, shifting and rewriting the unreal landscape of the warp. Wars, conflict and intrigue – and the emotional highs and lows they effect – cause the warp to churn and curdle, throwing up deadly storms of energy that wax and wane in power.

      All such storms represents an aspect of emotion, such as desire, anger, ambition, or hope; and the more powerful the emotion, the more urgently the energy is drawn into confluence with similar energies. Most such storms dissipate, dissolving back into the indifferent and limitless substance of metaphor and dreams that is the stuff of the warp. Others, however, grow to become self-sustaining, attracting more and more analogous energies to themselves, and thus building into colossal tempests.

      These confluences of energy can attain a form of self-consciousness; alien to our understanding, but nevertheless present. These inhabitants of the warp are daemons, voracious beings who would consume the material universe to feed their hunger. Such is the paradoxical nature of the warp that such independent daemons are simultaneously created and destroyed in an endless cycle, while remaining ever-present and immortal.

      Independent daemons

      Daemons are simultaneously formless and recognisable. Should a choir of psykers have the strength of will to gaze into the warp without going mad, each member would see a daemon differently; uniquely. Some might see shifting bands of colour, or a great lightning-wracked clouds of emotion. Others might see a shapes similar to his or her own species, albeit with spindle limbs, wings or great claws, as the daemon’s whim – and intrinsic nature – shape it.

      Such independent daemons can engage in metaphysical battle with their kin; the victor absorbing the loser just as a weather system engulfs another, or as a predator swallows its prey. Such death is meaningless, for daemons are immortal; and – being composed of emotional energy – they simply live on in another form, as part of a yet more powerful daemon.

      Such minor powers can grow to great influence as emotions in the material world rise. Wars and famines and plagues feed the daemons – and, as the war is won, or disaster relieved – the warp grows calmer once again; and the daemon’s influence is reduced. Some even dissipate into nothingness, swallowed back into the sea of souls itself.

      Daemons thus crave the power that the actions of mortal souls gives them. Just as the material world affects the warp, so the actions of daemons can have a mirror in the real world; stirring vague thoughts of injustice into a sudden urge to murder, or inspiring a politician to take a grave risk in search of a great reward. Attracted to passions like those that make them up, daemons can be drawn into the real world through the expenditure of such emotion – usually focussed through ritualised actions. Here, they exchange their energy for physicality, burning swiftly through their reserves. A daemon that materialises must feed – in the only way it knows how: by inspiring the heightened emotions that make it up.

      To daemons, the material universe is a dry, suffocating place lacking in the life-giving psychic energy of the warp. Daemons seldom enter the material world save at one of the handful or places in the galaxy where reality is fractured and the warp vomits psychic power into the void. The biggest of these places is the Eye of Terror, a region of the galaxy where entire worlds are overrun with daemons capering in the energy flow.

      Psykers and possession

      All mortals stirs currents and waves in the energies of the warp. A few, known as psykers, can – intentionally or not – draw energy from the warp and into the material universe. With experience they can give form and purpose to the raw power of the warp, reading minds, sending mental images or messages, locating people or objects, or perhaps seeing into the future or the past – as time is as meaningless as any other dimension in the warp.

      Even the strongest psyker is at risk from the daemonic entities in the warp. Just as a psyker can draw energy from the warp into the material universe, so his actions will inevitably draw daemons, too. Sometimes the power of Chaos corrupts the psyker gradually, tainting his mind with alien ideas and motivations. Sometimes a daemon is strong enough to overwhelm the mortal’s soul entirely, displacing it from the physical shell and launching itself screaming with triumph into the material universe. Such events are known as possession; the soul of the previous occupant either devoured, dispersed across the warp or horrifyingly entrapped as an impotent spectator in whatever atrocities the daemon wreaks.

      +++

      The Great Powers

      Beyond independent daemons are the Powers, the very greatest warp-tempests of all; primal and eternal aspects of the immaterium. Khorne, the Blood God, draws those whose lives have been drenched in slaughter and who thrive in battle. Nurgle is the god of physical corruption and disease and gathers all those who died in its grip. Tzeentch is the Lord of Change, the great conspirator, who constantly feeds the ambition and intrigues of mortals  before he consumes them in the greatest betrayal of all. Slaanesh the Lord of Pleasure, the purveyor of secret excess and secret vices, collects those whose deepest desires remain unquenched.

      Each of the great powers can be pictured as fell and terrible deities, monstrous personalities akin to the gods of myth. Constantly at war with each other, they stride over landscapes of dream and metaphor, directing their armies of subservient daemons to harry and raid and claim new lands from the contested regions between their dominions and those of their rivals. Equally, they can be envisioned as immense and timeless tempests; mindlessly buffeting one another, continually swallowing up and regurgitating smaller storms whipped up in the narrow regions between their realms. Neither interpretation is true, for in the maddening nature of the warp, ambiguity is all. Khorne is at once a cyclopean dog-faced giant, enthroned on an ever-growing throne of skulls; an abstract and recondite clash of swords on bone; and a cyclopean and unknowable storm of spirit.

      The Realms of the Powers

      At the heart of their realms, each Great Power holds their court and exercises their absolute, unbridled power over their innumerable subjects as the whim takes them. Here they are truly godlike, the nature of the place and their will as one. The Great Powers are simultaneously the monarchs of a region of the warp, and their dominions themselves. At the centre of the realm of Tzeentch, for example, is no mere personality (though indeed at the heart of the Infinite Maze stands the Tower of the Great Sorcerer) for Tzeentch is also the very crystal-laced ground and numinous aether that makes up his kingdom.

      Within the spaceless infinite extension of the warp, like attracts like. Thus, with the death of its physical body, the soul of a mortal creature is cast adrift in the limitless sea of energy. Eventually the souls of all but the strongest are drawn to the most powerful influence – and into the realms of the Chaos gods themselves, there to feed their lusts.

      Between the Powers

      Further out from, and between, the cores of the four Great Gods of Chaos – if such a concept can be grasped for an inherently dimensionless space – the Power’s direct influence wanes, and eventually breaks down into the broader, infinite sea of chaos; just as a raging stormfront fades imperceptibly into the ocean. Here, beyond the reaches of the broad collections of strong emotions that make up the Great Powers, there is the potential for smaller squalls and minor powers to exist – composed of subtler, more complex, or less universal emanations of spirit-stuff. Here dwelt, and in some sense, still dwell, the Gods of the Eldar.

      Between the storms of pleasure and rage, for example, lies the potential of Khaine – a dead god currently swallowed up by the swollen strength of Slaanesh and Khorne, whose waxing influences have subsumed all between them into a fatally tempestuous region of countervailing anger and fervour. Within the border country of fertility and hope, meanwhile, lies the dormancy of Isha; a powerful tempest long-swallowed up by a burgeoning and cancerous growth of Nurgle’s realm.

      +++

      Legionaries and the Warp

      Renegade Space Marine Legionaries often lead brutal, fearless – and emotionally stunted – lives, in which decisions are instant. Stripped of the full spectrum of human emotion, an Astartes’ metahuman mind draws what remains into hyper-focus, simultaneously offering some measure of protection against some forms of daemonic temptation, and opening them more fully to others.

      Imperial Space Marines follow a strict regimen of ordered prayer, devotion and duty. This is a spiritual shield against the darkness, for without such obsession, their minds could wander in dark places.

      The Legions of the Eye, meanwhile, have cast aside such restrictions and duties in favour of pursuing their own ambitions. Far from a danger to be flatly rejected or avoided, most see the Warp as a source of power. The focussed, single-minded and disciplined nature of the Legionary, together with their raw physical prowess, makes them inherently attractive to the powers of the warp. Where the Astartes go, war, desire, unrest and despair follow, as surely as night follows day.

      So it is that the Great Powers have become patrons to the Legions – not in any understandable sense, for how would mortals, however powerful, treat with forces of nature? – but through the living message of each Legion’s mysterious, warp-touched Primarch. These extraordinary beings, who straddled the material and spiritual realms, all crossed over into the warp itself, ascending to become a serried pantheon of Daemon Primarchs.

      Such symbols have power in the Eye of Terror, and whether their sons accepted the pacts or not, the Primarch’s Legions intrinsically came to belong to the Gods of Chaos. Some, like the Emperor’s Children, were claimed whole-heartedly by a particular patron, and enthusiastically accepted the role; others, like the Word Bearers, came to honour and serve the Gods as a pantheon. Even those who resisted – in part or in full – like the World Eaters, found their very resistance itself a form of twisted devotion.

      The Sons of Horus, in their hubris, attempted to claim all the gods, seeking to play one off against another – but in so doing, they winnowed away the favour and attention of all...

      +++