Showing posts with label iconicity. Show all posts
Showing posts with label iconicity. Show all posts

Wednesday, April 28

+ inload: Silver Stars markings and honorifics +

+ inload: Silver Stars Legionary markings +

+ We covered the basics of the Silver Stars paint scheme in this inload [+noosphericinloadlink embedded+], but it doesn't really touch on the markings and so forth. Since I've had a couple of people asking about them – and very pleasingly, have seen some examples painted up by other hobbyists – I thought I'd scribble down my notes on the various sigils and markings. +

+++

+ Esoterica +

+ Before anything else, it's worth making the point that the Silver Stars are (out-of-universe) intentionally slightly unclear, and this has been intentionally built into their marking scheme. They are, after all, supposedly the returned Legion of a lost or forgotten Primarch; or possibly a renegade Chapter masquerading as such behind an abomination; or perhaps the time- or dimensionally-displaced results of some Other event. +

+[identquery: unresoved – all records REDACTED]+

+ I think a big part of the appeal of the lost and forgotten Primarchs and Legions is that we don't know who or what they were, what happened to them, or why. Giving definite answers to those questions misses the point. The key to their presence in the project, therefore, is to provoke curiosity – to cause viewers to think 'I want to know', rather than to answer said question. At root, I'm far more interested in creating a space for others to explore the Chapters of the Partisans and Pentarchy and the myriad groups of Imperial forces, both orthodox and secessionist, that are about in M33, than I am in the Silver Stars. They are effectively a plot device, rather than characters. In short, the qeustion of whether they are a lost Legion or something else entirely is more important than the answer. +

+ The downside to that, of course, is that it makes it difficult to give guidance or answers on markings and colour schemes – after all, if you're going to explore the space, you have to have some answers to create a sense of verisimilitude and believability – after all, even picking a name and colours is in some way pinning things down. To that end, I have framed my own answers to the various questions about the true nature of Volnoscere and his Silver Stars, but they will remain obscured. Is this scheme the scheme of one of the Lost Legions? If so, has it changed since Unification? Who can say? +

+++

+ The basics +

+ With that important proviso out of the way, let's get stuck in. Here's Legionary [REDACTED]. The basics of the scheme are armour as white as bone, as green as the ocean, as rose as coral; and with gold accents. In terms of placement, the helm and upper torso is turquoise (Citadel Hawk Turquoise), the remainder white (Army Painter Mummy Robes covered with Citadel Apothecary White, and highlighted with Valljo Off-white). +


+ The placements of accents varies according to armour mark and rank, but banding – on the shoulder pad rims and collar – is usually a muted gold. I'm afraid I'm a bit crap on metallics: I've usually stuck with my comfort zone of Boltgun Metal and Chainmail, and never learned the new paint names. Suffice to say it's a mid gold that's knocked back with a layer of Seraphim Sepia wash and Leviathan Purple added to recesses wet-in-wet. +

+ Legion markings +


+ Silver Stars bear what appear to be Legion symbols both on their left pauldron (as typical for Space Marines), and on the centre of their torso. The marking is a white, four-pointed star made up of four small, unconnected right-angled triangles. They typically appears to be rotating anti-clockwise on the pauldron and clockwise on the torso (both suggesting forward movement); but occasionally run in the opposite direction, which indicates a form of intra-Legion specialism or honorific termed Manawa. +


+ Whatever the direction of travel, and wherever it appears, the Silver Star symbol is near-universally rendered in white (that is, heraldic silver). This necessitates rose banding (Citadel Screamer Pink, for those painting their own) on the pauldrons in the form of an heraldic pale (a vertical stripe). +



+ Pauldrons are occasionally completely rose, or the rose band is a fess (a horizontal stripe) or a bend (a diagonal stripe from top left to bottom right). The colour also often appears on the belt buckle in a bend, and on the helm. Many Silver Stars wear plumes or headdress; any fabric or organic material is dyed coral-rose; and in their absence, a pale is applied on the top of the helmet, occasionally continuing over the faceplate. +

+ The right pauldron bears squad designations. Some appear to be alchemic symbols, commonly – but far from exclusively – those for Tin/Jupiter (), Gold/Sol (), and Bismuth (🜘). Others are more esoteric or unidentified, such as the example above. +



+ Besides the squad markings, the Legionaries frequently bear symbols on other areas, usually over the additional Astartes organs (symbolically, if not literally) – most frequently the secondary heart (right of the torso), and the sus-an membrane and catalepsean node (both on the helm). These are again alchemical symbols – occasionally modified – including that for calcination/Aries (♈︎), colgination/Taurus (♉︎) and scruple (℈) alongside the squad designation markings listed above. Considered unlikely to be personal honorifics owing to their frequent repetitions within groups (though this could equally demonstrate a close kinship or bond), these patterns may serve as markings to indicate larger formations, such as Company, Millennial or Wing. Equally, they may instead have a ritual, apotropaic function within the Legion. +

+ In addition to these markings are wedge-shaped numerals that usually appear within the belt buckle in black, but occasionally elsewhere, including on the front of the pauldron (as in the example above), on the helm, or on the rear of the backpack. These numerals are almost always identical, so do not seem to indicate squad, company etc. markings. Finally, the left knee appears to occasionally be decorated; seemingly according to purely personal preference. +

+ Notably, the Silver Stars rarely, if ever, seem to use numerals besides the aforementioned cuneiform. Similarly, script of any kind is notable by its absence. +

+++

+ Over to you +

+ I hope that's given a bit of clarity on how to go about painting and detailing your Silver Stars without giving too much away. If you do paint one up (or indeed any of the Partisan Chapters), I'd love to see and share it here – please post it on Instagram with the tags #somethingsarebestleftforgotten and/or #warofthefalseprimarch, or on the + Death of a Rubricist + Facebook group. +

Thursday, August 13

+ inload: Building Inquisitrix Barbari Kills +

+ Inquisitrix Barbari Kills +


'If you have good sense, you'll quietly put this book back where you found it and creep away. You'll find more questions than answers inside – and that's exactly what got me started pulling on a thread that led to this accursed rosette.'

– Preface to Inquisitor B. Kills' Comments, 1st edition

'If you find, written in my obituary, that I led a blameless life, look for the footnote. I'd like it made clear that I regard being blameless as an act of cowardice bordering on deviance. Every moral agent must make account for her actions – that is, after all, at the root of the Inquisition's mission.'

'Oh, and make sure that I'm buried with my boots and a knife – y'know, just in case.'  

– Preface to Inquisitor B. Kills' Comments, 2nd edition

+++

+ Models of characters +

+ It's always tricky making a model of a character you like, and Kills has a healthy dose of humour and punky irreverence that makes her quite refreshing for this fairly po-faced setting. On top of that, quite a lot of the narrative of my little corner of 40k revolves around a scant few characters, of which Kills is one. Clearly I had my work cut out. +

+ When in such a situation, one approach is to call for back-up. Working out who your character works with is often easier, as this supporting cast can be much simpler archetypes – the medic, the soldier, the brute, the wizard, the bard. By making these, you immediately start to explore their relationship with the central character, which goes some way to cast light on the way you can portray them. +


+ Practicality and adaptation are keywords for Kills – what better companion to reflect that than a Squat? Coriolanus and Septival similarly serve to blend the Inquisitor in with the broader army.  These characters fill different spaces around the character, and start to fill things in by reflecting on her. +

+ For example, I initially toyed with having Kills in long robes, but the more I built her entourage, the more I felt she needed more of an action pose. The poncho suggested itself, and that became the keystone to the conversion. +

+ Regular inloaders might remember Brunski and Haim, another two followers. They have models sketched out, but I'm considering revising them in light of Kills' completed model. Keeping things flexible and fluid enough to respond to changes is useful. +

+ Anyway, once you've got an image in your mind, it's time to pick a model. You may be lucky and find something stock that requires only a little tweaking, but I really enjoy going all out on my Inquisitors (Unfortunus Veck is another example [+noosphericinloadlink embedded+]), and pushing my skills to best reflect the unique qualities of these exceptional individuals.  In particular, I'm very keen that these conversions fit two criteria:
  • They look unique – while parts might be identifiable, I don't want it to be immediately recognisable as a conversion of another model. Ideally, it should look like a model you could buy, rather than a conversion.
  • It gets the character of the figure across.
+ The results are below, so I'll leave you to judge whether I've been successful! +


+ The poncho is the most obvious thing here, and I think it is doing a lot of the heavy lifting in terms of composition. It adds dynamism and movement to an otherwise fairly staid pose, and creates a sense of drama; suggesting the pistol has just been whipped out from beneath it. Secondly, it reveals something about the setting: it has a frontier feel, like a cowboy or prospector. This is backed up with the heavy boots and practical all-weather clothing. Finally, it being blown up reveals a mass of unusual equipment and pouches, which speak to Kill's self-reliance and preparedness. +


+ Complementing the revealed pistol is the Inquisitorial rosette – Kills strikes me as the sort of Inquisitor who realises that by the time you reveal your identity, it's best to have a gun drawn too! I also liked the fact that the rosette would normally be hidden beneath the poncho; again telling us something about her character and methods. +

+ The pistol is a good example of hiding the provenance of something. The stock bit is from the Primaris apothecary, but trimming away the bells and whistles leaves it as a simple, stocky, brutal-looking handgun. +


+ It's worth noting that this is pre-greenstuff. It's been too hot to work comfortably recently, and in any case, it's sometimes nice to step back, consider the figure in front of you, and build a plan before ploughing on with putty. Having a bit of breathing space can help you see the composition more objectively. +

+ I'm tempted to do some hair; perhaps something asymmetrical, to distance the head from the stock bit. At the very least I'll fill in the hole left by trimming away the back socket; and likely fill in a couple of the boles in the poncho. +



+ Visible here, attached to her belt, is her extendable power maul. Besides being easily hidden, I thought this brutal club seemed much more in keeping with Kills' slightly punky character than an elegant sword. It's also a nice nod to the Gatebreakers, the army with which she is associated for this project. +

+ The book, I think, is an important prop – it stops her looking too 'combatty'. She is, after all, an Inquisitor (or Inquisitrix, to use her preferred appellation), and her role is primarily investigative. +

+ Overall, I'm really pleased with how she came together. The conversion work itself was time-consuming, but it's so satisfying when parts that you've identified end up working together well. As mentioned above, while I'm going to go in with some greenstuff, there's not nearly as much gap-filling and sculpting work necessary as I had initially planned for. +

+ For those interested: Van Saar upgrade head; neck and collar from Necromunda Enforcers, along with the maul and most of the pouches; Elysian left arm and hand; right arm is from a Frostgrave cultist, I think; right hand is from the Elysian Valkyrie passenger kit; upper torso and poncho from the Genestealer gunfighter character; abdomen and legs from a Blood Bowl Dark Elf linewoman; rosette is from the Luminark/Hurricanum kit; and the pistol, as mentioned above, is from the Primaris apothecary kit. +


+ Creating your own character +

+ If you're making your own model, you can, of course, buy everything new, but besides being ruinously expensive – the infamous 'wallet-bleed' class conversions – I find my creativity is channelled best by the challenge of limitations. Necessity is the mother of invention, after all, and starting to work with bits you already have will often guide you down a route you wouldn't otherwise have found. +

+ Most of the parts used for Kills (indeed, most of my projects!) are thus spares, left over from other projects. If there is a critical bit (like the poncho here), then check bits sites or second-hand swap shops as a first port of call. You are, after all, going to cut them up substantially, so a cheap, damaged model can be just as useful for parts as a new on sprue one, after a bit of cleaning up. +

+ Finally, it's worth pointing out that most of these pieces could be easily substituted for much the same effect. Dig through your bits boxes or have a chat with your friends – the Enforcer sprue was a swap with Ilmarinen, and the right arm came from a giant bag o' plague bits Lucifer216 kindly gave me, left over from his own Death Guard project. +

+++

+ I hope that she matches up with your mental images from the colour text that's she's appeared in. I'd love to hear what you think. +

Thursday, December 5

+ inload: Imperial technology +

+ Ghost in the machine – Imperial weapons and machine spirits in Warhammer 40,000 +

'Master-crafted, artificer, relic, [others?] How do these grades of quality compare to each other?'
b1soul, The Bolter and Chainsword

+ This question, asking for clarification or explanation of what terms like 'relic', 'archeotech', 'master-crafted' and 'artificer' mean in-universe, popped up in a forum recently, and it got me thinking about 40k's machine spirits, too. The answer turned into what I found quite an interesting train of thought, so I worked it up into a rather discursive inload that explores my thoughts on Imperial technology in detail. +

+ The usual caveats apply; this is a fictional universe, after all, so there's no 'right answer', but it's fun to explore. I hope you enjoy the read, and please do feel free to share your own thoughts in the comments below or on the Facebook group [+noosphericinloadlink embedded+]. +


+++

+ Theoretical +

+ As a rule, Techpriests 'sign off' every piece of
manufactured technology with a blessing. +
Let me start by making the claim that the in-game use of terms doesn't necessarily match to what an in-universe observer would use; and even where it does, there's a huge grey area. In general terms, I'd suggest archeotech isn't so much a guide to quality as the other terms. As pointed out above, it – usually – simply labels something as being of pre-Imperial human origin; and usually irreplaceable because the means to create it are lost or forbidden (i.e. non-STC). The quality of it is hugely variable, as these tend to be poorly-understood one-offs, or from a cache that's carefully hoarded.

We then turn to Imperial materials. These are the things, from chainswords and boltguns to Rhinos and conversion beamers, that the Imperium can replicate and mass-manufacture. Usually (but not always) STC-derived, the Adeptus Mechanicus understand how to create these from scratch. Most are manufactured by the Adeptus Mechanicus themselves on Forgeworlds, but since the instructions on how to build them are understood, non-Mechanicus personnel can be trained to manufacture them (under license, and with the supervision of the Techpriests) in bulk, as with tanks and lasguns on hiveworlds like Armageddon and Necromunda; or boltguns and power armour in Space Marine Chapter forges.

A typical Astartes Chapter forge is staffed by slaves, servitors or helots who churn out things like boltgun shells and replacement parts for armour – though even this is implied to be heavily ritualised, more akin to mediaeval scribes copying manuscript pages than a modern munitions factory. The most skillful of these are the artificers – more practised and capable than the other slaves, and granted some freedom.

+ Consecrated and revered: forgewrought Astartes boltgun +
Overseeing the 'staff' are the Techpriests – the Techmarines. These are examples of the master-craftsmen, who can not only follow the holy writ of manufacture as accurately as the artificers, but can also see connections and innovate.

This 'quality level' also intermingles with the in-universe concept of machine-spirits. This concept has been muddied in more recent background, as some machine spirits are suggested to be akin to AI, but the original background was much more evasive. The implication was that machine spirits was something in between Roman lares and penates (i.e. a ghost or animating spirit of a place or thing) and the relationship a gearhead has with his motorbike.

+ The superstitious crew of this Leman Russ consecrate it with red handprints prior to each battle, as an imprecation to its machine spirit for protection. +

+++

+ Practical +

To put this into context, consider the different sorts of boltgun we might encounter in-game and in-universe. 

Standard boltguns: While harder to manufacture than lasrifles, boltguns are nevertheless churned out on many forgeworlds and hiveworlds in huge numbers. These are destined for hive Enforcers, Imperial guard officers and the like. These are akin to a cheap digital watch; stamped out on an assembly line, assembled in parts by trained workers, and then blessed/passed by a supervising techpriest. When damaged, they are replaced, or jury-rigged back into service by an Enginseer in the field.

I'd suggest a typical Imperial Guardsman would go through the blessings by rote, rather than through religious fervour. He might blame himself for insufficient piety if it jams, but the relationship between man and boltgun is more akin to how we, as modern people, would see a weapon – as a tool.

+ Cheap 'n' nasty. (Boltgun's poor quality, too). +

On a quality scale above that are Astartes boltguns, built within the Chapter forges. Customised to a particular Astartes bearer, these boltguns are more akin to a tailor-made suit. Built with better materials and hand-assembled, they will be inspected and passed/blessed by a Techmarine or Master of the Forge. Culturally indoctrinated to believe that the boltgun is as much a spiritual gift as a tool, the Space Marine will tend and clean the weapon as a religious observance, and have his personal helots keep it in good working order. When damaged, he will take it to the forge to be carefully repaired by a specialised forge-helot, using new parts from the forge. Over time, the Space Marine and boltgun will become better attuned – reinforcing the idea that there is a 'machine spirit' that the Space Marine needs to placate and trust.

+ An Astartes boltgun is created for its bearer; both weapon and symbol of faith. +


+ Artificer and master-crafted boltguns +

For particularly important figures like officers, an Artificer, rather than a helot, may supply the replacement parts and do the repair. The parts will be a better quality (higher tolerances, better craftsmanship), and perhaps highly decorated. This again reinforces the idea of a machine spirit, as the better quality materials mean the officer's abilities with his weapon improve. As with the Ship of Theseus, this weapon, which is now what we'd call an artificer boltgun in-game, remains the officer's original boltgun and – crucially – retains the machine spirit of the weapon. Having been well-treated, the machine spirit rewards the officer with greater skill and accuracy (or so it appears to him). The boltgun may now look very different; gilded and chased with jewels; inscribed with prayers for the marine's fellows, or curses on their enemies; and perhaps finished with a purity seals.

Imagine next that the officer's weapon is, at last, lost or damaged beyond repair. Mournfully, the officer takes what remains to a techmarine, who lays the weapon's machine spirit to rest. Given his rank, the officer is gifted with a new boltgun. This one is built from scratch by a techmarine; perhaps the Master of the Forge himself. Built to exacting qualities and made with the finest materials – as befits the officer's standing – it is what we term master-crafted. To us, we'd see it as a fantastic machine – a brand new Ferrari to the other marines' Mercedes. To the Space Marine Officer, it is a new boltgun, but one that has an inherently more puissant machine-spirit – fiercer, stronger and more aggressive. It may be more accurate than the much-loved lost boltgun; less prone to jamming, and perhaps with a unique diagnostic device created by the techmarine. However, it may equally be unfamiliar; uncomfortable. The officer feels the machine spirit resists him; must be placated or tamed.

+ Master-crafted, artificer-enhanced or a relic – who can say?+
To our eyes, the the artificer-enhanced original boltgun and the replacement master-crafted boltgun would be similar in functional ability – the officer seems to be able to kill the same amount of the Imperium's enemies. There is no inherent functional difference, but more of an aesthetic one. It would be a matter of taste as to whether the classic or the replacement is 'better'; to continue the car metaphor, the artificer original might be seen as a classic E-type Jaguar or Rolls-Royce, while the master-crafted replacement might be seen as a top-of-the-range Ferrari or Tesla. Different strengths, different appeals.


+ Relic boltguns +

After centuries of heroic service, this master-crafted boltgun has itself been enhanced and decorated by generations of skilled artificers; blurring the in-game definitions of master-crafted and artificer. The machine spirit has been tested and proved triumphant; its character has settled. Perhaps it has mellowed from its fiery beginnings in the forge, becoming so reliable it seems to never jam, while keeping a higher rate of fire than any other in the armoury. Perhaps the spirit has remained cantankerous; granting victory only to those who can tame it. A reputation has sprung up around the boltgun; a reputation that is well-known not only to the officer, but to his men. Perhaps it is granted its own familiar or honorific name.

One day, however, the officer falls. The weapon is borne from the battlefield alongside him, its retrieval granted all the respect of the warrior himself. Totemic to the Company, the boltgun is handed down through further generations. Depending on the Chapter's view of its machine spirit, perhaps it is gifted to another officer for a time. Perhaps it is only brought out to inspire the men at critical junctures, or Company rituals. Perhaps it is returned to the Forge, where it is loaned out to other officers, the weapon's reputation inspiring them. This is a relic boltgun.

+ Honour the battle gear of the dead. +
+ Only the Emperor is higher in our devotion. +

 +++

+ Innovation and technology in the Imperium +

Before we go further, it's worth noting that – as with all material in 40k – everything you have been told is a lie. It's good nerdy fun to chat about this stuff and explore those parts of the universe that haven't had as much attention as others, but any of my personal interpretations are naturally open to discussion – please do leave your thoughts below. With that proviso in mind, let's explore the relationship of research, technology and machine spirits in the 41st Millennium.

+ STCs and humanity +

Firstly the vast, vast majority of all technology in the Imperium is STC-derived. The Standard Template Constructs were devices that pre-Imperial humans took with them on humanity's first steps into the stars. Able to adapt to local conditions and materials, the STC devices created efficient, rugged designs and products to enable settlers to survive and thrive.

With the machines so easy to maintain and able to innovate, humanity gradually lost first the need – and then the ability – to innovate. After a golden age of expansion, the Dark Age of Technology ended with a galaxy-wide war between humanity and the intelligent robots they created; a war humanity narrowly survived.


+ Abominable Intelligence and the tech-priests +

+ Techpriest of Mars, carrying both holy STC-tech
and relic non-STC. +
Distrustful and guarded, it's implied the survivors rejected technology, using it only where necessary, and never again creating artificial intelligence – referred to in modern 40k as 'abominable intelligence'. The tech priesthood of Mars largely stems from these events; collecting all knowledge and keeping it hoarded and away from those who might use it – for once the genie is out of the bottle, killer robots aren't far away. The Adeptus Mechanicus is generally seen as builders and scientists; practical engineers, but at root it's a questing religion that values knowledge. To the Cult, technology is a reflection of knowledge, rather than an end in itself.

Humanity relies on technology, however, so a balance has to be struck. STC-derived tech, is generally regarded as 'safe'; and (in-universe) it's for this reason that so many Imperial structures, vehicles and the like are visually identifiable as Imperial: it's simple, rugged, reliable and time-proven. In theory, the Adeptus Mechanicus monitor and control all technology. In practise, this is impossible, and there are thus non-STC technologies.

+ Innovations, recombinations and new technology +

Beyond the types of tech we've looked at above, there's new stuff occasionally created by the Adeptus Mechanicus. These start out as one-off devices to test out a magos' pet theory or similar. By virtue of being made by a magos, this is 'master-crafted' material; but in-universe there's an important distinction between craftsmanship  and innovation. The former is beyond reproach; the better the craftsmanship, the closer a device is to the perfection of the Machine God, from whom all machine spirits emanate. The latter potentially skirts blasphemy or heresy; but is not necessarily forbidden to the highest echelons of the techpriesthood – or at least those who are powerful enough to defend themselves from rivals.

It's easy to think of techpriests like modern scientists or engineers, but in terms of characterisation, they share as much in common with particularly conservative priests, dilettante 18th natural philosophers and classic fantasy wizards as those professions. While much of the culture leans away from creation as blasphemous (after all, it's akin to playing god), certain radicals – such as Belisarius Cawl – do manage to create genuinely new things.

This is far from normal; and unless a Techpriest has very powerful sponsors (like a Primarch, for example), he or she would likely be considered a heretek and killed. Instead, 'new' technology within the Imperium comes not from innovation, but from combining existing elements in different ways: STC-derived tech is a little like very complex Lego, if you like.

Hugely insular and hidebound – and for arguably very good reasons (no-one in universe wants killer AI back) – this new material is not usually researched and developed in the way a modern reader might imagine; but rather by piecing together existing STC designs (the holy writ of the Machine God) in new combinations. The creation of such devices is as likely to be led by a flight of fancy or reinterpretation of a partial text as anything else.
+ Visualising Standard Template Constructs  +
I like to imagine crumbling old print-outs found, like some latter-day Dead Sea Scrolls, in an ancient cavern, and pored over by generations of arguing techpriests; some producing heat-guns from what they can piece together, others a new sort of ship's engine – or perhaps a more reliable toaster. Whether any of these are the original intention is by-the-by: when the only tool you've got is a hammer, everything looks like a nail. The old background to the Rhino vehicle is an excellent example. Lacking a complete Armoured Personnel Carrier STC (because relatively few colonists needed such vehicles, and of those that did, no plans survived Old Night), humanity is instead served by a repurposed tractor, with advanced armour and high-power weapons crudely mated to the hull.

+ Heresy-era non-standard wrist-cannon +
On the battlefields of the 41st Millennium, the sort of innovative tech described above is very rare – the sort of thing we might see as in-game Relics; or wielded by a Magos Dominus of the Adeptus Mechanicus. This is because research and development has slowed to a near-halt in this period; things are sliding back into a new dark age.

This is nicely contrasted with the 31st Millennium – i.e. the Great Crusade period – where tech is still in development. The ur-example here is Space Marine Armour; and it's worth contrasting the improvement and refinement of power armour against the alternate patterns of boltguns.

The former is an example of how the rugged STC designs from across the galaxy can be combined to create new, better hybrid versions. The latter are simply different STC machines' answers to the same question, varying owing to local materials or conditions.

The point is that apparently new creations are much more likely to be reinterpretations or different combinations of existing Imperial technology than genuine innovation. Such creations may one-day be standardised – the various Space Marine flyers are examples of in-universe vehicles that have been reconstructed from ill-understood or partial STCs; and the Razorback is an example of a techmarine-led battlefield alteration, that was later sanctioned by the Adeptus Mechanicus – an act equivalent to historical religious doctrinal differences in the real world.

+++

+ Regional tech +

+ Nur Na Phom warrior; carrying non-standard local firearm. +
A final note here, on something that doesn't get discussed much; and that's regional tech. It's glossed over, or only touched on in the background, but if you want to do any 'deep thought' on how the galaxy really works, you quickly come to the conclusion that the Adeptus Mechanicus must either operate a sort of technological realpolitik as regards most materiel in the Imperium, or be constantly at war with tech-heretics – or both, of course!

Gamewise, we're familiar with weapons and equipment looking a certain way, or having easily-distinguished features, like the distinctive flash suppressors of lasguns. To some extent, this makes sense; particularly when we consider that STC-derived tech is explicitly said to look fairly similar the galaxy over. Nevertheless, the scale of the galaxy means that there must be huge variation, even within STC designs.

I don't regard this as a problem, however. The sort of double-think necessary to proscribe certain technologies to certain people while allowing them to others enriches the setting, rather than detracts from it.

Just as the representation of deities varies through culture and time, so I suspect at a macro-level the Mechanicus must police only egregious uses of technology – xenotech, for example, or corrupted technology; and leave the enforcement of the letter of tech-doctrine to the purview of the local techpriests.

The result would be a massively diverse, rich aesthetic; an inhabitant of the 41st Millennium would be surrounded by a chaotic and baroque mix of technologies as far removed from the models as we are from that time.

+++

+ Modelling Imperial tech +

+ Forget the promises of technology and science, for so
much has been forgotten, never to be re-learned.
+
From an out-of-universe point of view, identifiability is important for gaming. We need weapon types to look distinct from each other for clarity. However, this distorts the player's expectations of what the universe would look like; giving rise to rivet-counting suggestions that such-and-such weapon or armour can only look a certain way.

For pure modelling, creativity is the order of the day. I'd encourage you to use parts from all over to pursue your vision, even if they differ from the 'standard model' for a particular piece of tech. The Inq28 groups, epitomised by John Blanche's wonderful artwork and Blanchitsu-style of modelling, really capture this spirit well. I'd suggest that it's an equally valid reflection of the universe as the studio's.

I don't want to suggest that I dislike the cleaner look, either. Jes Goodwin's sculptural clean lines and cunningly-developed concept sketches create a sense of verisimilitude that is sometimes lacking in the more expressive Inq28 style.

For myself, I find myself stepping between two camps. I can see the appeal of accurately recreating the details of a particular mark of Space Marine armour – after all, unless we evoke the particular artwork, we can't really be said to have modelled it accurately; and accuracy will aid in recognition, leading to better, friendlier gaming, if that's a consideration. However, equally strongly, I think that the artist's vision should want to go beyond any specific fixed idea, and really show off a personal vision.

However, note I don't say that the more esoteric Inq28/Blanchitsu approach is more valid than the more coherent studio/Goodwin approach. Clean, uniform troops are fully within the scope of the setting; and it's the very juxtaposition of clean figures with spikier outré warriors is part of what gives 40k its punky aesthetic.

The whole point I'm making is that even the Imperial part of the 41st Millennium is huge – longer than recorded history, and spread across a million worlds. Viewed in this way, the idea that X technology only looks a certain way is clearly absurd; however restrictive and punitive the Adeptus Mechanicus are, there's always going to be a hungry family willing to break the rules to eat. The only real restrictions are therefore what you consider to strike the right balance between your own interpretation and that of the broader hobby – and even that only matters if you want to share it publicly.

In short, accuracy to the figures or a single style of art is not the only option. Hitching your cart to any artist or style is an inherently reductive approach – the best you can achieve is a facsimile. Quite apart from anything else, I argue it doesn't properly capture the underlying essence of Imperial technology, which is diverse, varied, and often bespoke. To the inhabitants of the 41st Millennium, technology is to be feared and honoured with equal, religion-tinged fervour; and never, ever trusted.

In sticking rigidly to any existing 'visual canon' – whether that given by the miniatures, or by a particular artist – we naturally restrict ourselves. I'd argue that far from properly representing the fictional universe, such rigidity slightly misses a strong part of the appeal of the grim darkness of the far future – and worse, discourages you from saying what you want to say.

In the grim darkness of the far – and fictional – future, there's no truth, and there aren't any gatekeepers to aesthetics. Every model you make, alone and when set alongside other miniatures, in different styles, already fits in perfectly.

+++

Thursday, March 22

+ conceptinload: Style, balance and what makes an icon? +

+ Stylistic balance +

Waa-ork!
+ This sub-project of the Alien Wars invitational is a little unusual, as I'm aiming to create affectionate homages to the Rogue Trader era; just as my Blood Angels [+nossphericinloadlink embedded+] are based on the models from White Dwarf 139. +

+ In order to achieve this, I'm having to make quite a few decisions on which parts to emulate, which to duplicate, and which to drop. This is, necessarily, a personal decision. Were you to do a similar thing, I expect you'd find different elements more or less important; because different things appeal to you. +

+ Theoretical +

+ This brings me to a few concepts to identify: style, balance and 'iconicity' (for want of a better term):

  • [Style] We looked at this in an earlier inload here [+noosphericinloadlink embedded+], but in short it's your natural, instinctual way of working, as a result of your conscious and unconscious preferences.
  • [Balance] This concept comes into play when you've got a definite aim in mind. The result will lie on a spectrum between an identical copy and something so different as to give no obvious points of comparison. 
  • [Iconicity] The quality that makes a model (or other object) recognisable as itself: the 'basic characteristics', rather than the specific details. This is the quality you're hoping your version will share, even while being its own thing. A good homage will capture distinctive elements of the original's design, style and appeal. 
+ Thus, any attempt to emulate an existing model will give a result that – ideally, at least – is recognisable as your stylistic take on an existing model. This might seem a bit high-brow for orks (Oi! Yer zogger), so we can simplify things by putting the jargon aside and asking ourselves 'Does my model remind me of the original?'; and secondly 'Does my model remind me enough of the original?' +


+ Practical +

Thrugg, not too happy about posing for us.
+ This all becomes a bit clearer when you see it in context. We've looked at Thrugg [+noosphericinloadlink embedded+] before, and he's a good example. No-one is going to put the original next to my version and think they're literally the same; but there's enough iconicity in my version to remind you of the original. Once you're in that mindset, your eye will start seeing other similarities – and differences – that hopefully make the model enjoyable to look at. +

+ In terms of style, I think he reads as mine – if you're familiar with my painting and modelling style, you'll spot the dreadful errors palette choices and similar. +

+ The balance, then, comes in the gaps and similarities between the Kev Adams original and the choices I've made for my Thrugg. That simultaneous sense of familiarity and novelty is at the heart of this project, and why I hope that it's activating a few readers' nostalgia glands. +

+ It's worth noting that my choices are necessarily coloured by the raw materials I've chosen to use. Not having the sculpting chops of fellow PCRC member Lord Blood the Hungry, for example, I'm using Brian Nelson's ork models as the basis of the conversion. These models themselves are a great example of how one artist (Brian) has made the models simultaneously distinctly his own, and retained enough iconicity that they are familiar. +

+++

+ Balance in a group +

+ I've inloaded before about the considerations and differences there are between individual models and groups of models, and this project is a good example. The group below contains two models that are directly based on figures from the RTB02 Space Ork Raiders boxed set [central squad leader and the ork on the far right with a neckerchief]. The others are looser interpretations of the same range of models. +


+ In isolation, the remaining orks would not necessarily have the right amount of iconicity. An enthusiast or collector familiar with the originals might get a few of the RT-era nods, but they're much more vague and less obvious: here the balance is swinging more towards the modern ork aesthetic. In the context of the more iconic conversions, however, and with a cohesive paint scheme, the familiarity those individuals engender spreads to the whole group. +

+ It's worth bearing this in mind when working on your own groups of models. More broadly, iconicity applies beyond the physical models – you expect a Space Marine in a written story to behave in a certain way, and if they're breaking the stereotype for a narrative reason, they'll retain some elements of this important iconic quality. This broader application of the iconic quality leads into the theme of the army. A theme of any sorts works best when you restrict yourself to certain choices. Once you add a tank into a Space Hulk-themed project, for example, you've seriously impaired the iconicity of the theme. +

+ That's not necessarily a bad thing – distinctiveness is part of what makes things original and creative. However, if you strip everything iconic from a model or a group of models (or a paintscheme, an armylist theme etc...), they won't have any familiarity for the audience, and you'll have to rely entirely on other elements of the piece to create interest. +

+ [APPENDNOTE: Perhaps a good example of this within the hobby is retconning, or redesiging things. A good retcon or update will nod to certain familiar elements, while tweaking others. A bad retcon will lose the iconic appeal. I guess we'll see where the new Sisters of Battle range announced today fall; but on a personal note, I'm quietly hopeful! [/APPENDNOTE SURCEASE]+

+++

+ Orks inbound! +

+ We looked at Hruk in the last inload [+noosphericinloadlink embedded+], so while he's now completed, I won't go into too much depth. Suffice to say that I've adjusted his arms to more natural positions, and he's got his weapons in place. All that remains is the paintjob. +

A slightly desaturated pict-capture for clarity; minimising the difference between the different materials
+ He's pictured in the pict-capture above alongside two new boyz, both of which require a little more greenstuffing, but are largely 'blocked-in'. I tend to treat building and conversion work just like my painting: add it in quickly and loosely, then gradually neaten and refine it until you start fussing; at which point stop. +

+ The central ork is carrying a rifle made from a Gorkamorka-era Grot blasta, of all things; which goes to show how weapon sizes have got more exaggerated over time. I think the size looks pretty good; striking the right balance for me between the over-exaggerated modern style and the RT originals I'm emulating. Getting a genuinely realistically-sized gun would have looked very out of place – it fits neither the classic style, nor the updated version; and thus breaks the iconicity of the visuals. +

+ The leftmost boy is based on the Trukk gunner's body. He's quite dinky compared with other orks, which proved a blessing in disguise for this retro-led project. Part of the appeal of the older metal models was their uniqueness and individuality. +

+ For all the appeal of modular multi-part plastics, you inevitably sacrifice some individual character. The old boyz, a sample of which are pictured here, are variously gangly, brawny, scrawny, big, skinny... None of which can be replicated in modular form without giving up that modularity.  +


+ The orks I've ringed here are ones that the PCRC encouraged me to have a go at recreating, when I put it to them. They're proving an absolute [SCRAPSHUNTERRORABORT] to do very enjoyable challenge! To put the ideas about iconicity, balance and style into context, can you tell which of the three originals the WIP ork below is intended to be an homage to? +