Showing posts with label ideas. Show all posts
Showing posts with label ideas. Show all posts

Monday, September 9

+ inload: Legio Metalica plans and preparation +

+ Delving into the depths +

+ Onto the planning tables +

+ With the theme of a new Titan maniple in mind, I've been enjoying musing and planning. Key ideas for the project are:
  • Cool poses
  • Using Retrohammer schemes on modern models
  • Lighting?
+ I'll be hitting up Bob Hunk for some advice on the feasibility of the latter – check out his tutorials on his blog here [+noosphericinloadlink embedded+] – as Titans strike me as a good 'big' model to play about on. +

+ The posing we've looked at in the previous couple of inloads, so today I'll focus on the research for the old paint schemes. +

+++

+ Planning a Maniple +

+ Battle Titans – Warlords, Warbringers and Reavers – are my jam. Now Adeptus Titanicus is at a mature stage, I'm coming round to Warhounds and Knights, but I definitely know that I want to field as many Battle Titans as I can fit into the 1,950 points limit for the Beachhead event. +

+ My research therefore started with looking up the old Titans.  I vaguely recalled a battle report having Reavers in. After a bit of noospheric scouring I stumbled upon this precious node [+noosphericexloadlink embedded+] which links all the Epic articles from White Dwarf. +

+ Armed with this I could check out the articles, roam the noosphere and gather all the data I needed! +

+ The results +

+ This is the initial list, with the Titans drawn from battle reports in issues 179 and 184, plus the Warlord Old Three Skulls, featured heavily in the Space Marine 2nd edition launch, and Steel Hammer mentioned in the Second War for Armageddon background.  Here's a rundown:

+ Warlord 1 +

Steel Hammer – Malleo Chalybis 
  • Free armament

+ No pict-capture of a model, therefore, for our gallant Princeps Senioris, but on the plus side, I've got completely free reign with Steel Hammer's armament. +

+++

+ Warlord 2 +

Old Three Skulls – Tricranium the Great 
  • Gatling blaster
  • Power Fist
  • Volcano cannon and vortex missile

+ Tricranium the Great, or 'Old Three Skulls' to his mates, was the Titan used to advertise Space Marine 2nd edition (SM2). One of these came in the box; a reuse of the sprue from the first edition of Adeptus Titanicus (AT1). The studio paintjob – by Mike McVey, is lovely, and there's lots here to provide inspiration for a modern twist on things. +


+ In terms of armament, the arms are no problem: a macro-Gatling and Arioch Titan Power Fist Claw are perfect modern updates. The carapace, however, is a bit more problematic. Neither the Volcano cannon nor Vortex Missile is an option for Warlord carapace, so we'll be seeing Tricranium being fielded with something else – at the moment I'm leaning towards these old-school Apocalypse Missile Launchers for retro appeal. +



+++

+ The Reavers +

+ Four Metalica Reavers make an appearance in three different battle reports. The first was WD#160, where Mark Watts led a then-unnamed Titan, freshly-painted by Neil Hodgson of the 'Eavy Metal team, into battle in the Assault on Barbarius (against Richard Helliwell's Alaitoc Eldar, for the record). +


+ The second was WD179 in Inferno, the promotional battle report for Titan Legions, between Legio Metalica led by Jervis Johnson and Waaagh! Hargluck led by Andy Chambers. The same Reaver appears here, now accompanied by a pair of others (and the Imperator Cassus Belli). +


+ The three gain names:

+ ...and a fourth Reaver appears in WD184's Abomination!, a battle between Ian Pickstock's Imperial Guard and Gav Thorpe's Tyranids. Lots of lovely Knights and two Warhounds, too. +


+ The new Titan is on the top left-hand side; the three are referred to throughout as 'Ferratus Primus, Secundus and Tertius' – I won't copy the whole thing here, but here's a taste. +


+ For obvious reasons the battle reports re-used models as different characters in-universe, so happily I've got at least one potential name for all four Titans:
  • Reaver 1: Clavigera/Ferratus Primus
    • Vulcan Mega-bolter
    • Chainfist
    • Barrage Missile 
Clavigera/Ferratus Primus

+ Not an easy loadout to translate to the modern game. The Chainfist is straightforward, but the Barrage Missile Launcher no longer exists, and the Vulcan Megabolter isn't an option for Reaver arms (for some reason). Gatling blaster seems a simple change; and an Apocalypse Missile Launcher could work for the carapace. +

+ I might look at strategems or wargear to see if these can be updated – something that changes the way a Missile Launcher or Gatling Blaster behave in some way might explain things and offer a modelling opportunity. +

+ It's a shame that the modern Volkite Eradicator is carapace only, as this low-strength, shield-stripping, high rate of fire weapon would otherwise be a more creative way of updating things. +

+++
  • Reaver 2: Carnivore/Ferratus Secundus
    • Multi-launcher
    • Turbo-laser
    • Turbo-laser

Carnivore/Ferratus Secundus

+ By far the easiest to bring into the modern game; this is simply a case of using an Apocalypse Missile Launcher on the carapace and Laser Blasters on the arms. + 

+ Since there's not much to say on him otherwise, here's a good opportunity to talk about things common to all four: firstly, the banners, which provide some good inspiration for updating. Secondly, I've just noticed that the three Reavers painted later all have white heads – perhaps an intentional nod to the 'Iron Skulls' Legion name? +

+++
  • Reaver 3: Castigator
    • Turbo-laser
    • Gatling blaster
    • Warp Missile

Castigator

+ Annoyingly, the oldest Titan, Castigator, seems to be the trickiest to find good pict-captures of, though happily most of the details are there. From what we can gather in the White Dwarf, this model was painted first, and you can see that he's slightly different to the others – I suspect were painted in a group as they're so cohesive. Castigator has gold trim (unlike the others' gunmetal), and his head is red rather than white. +

+ It's worth noting that not only are details like this perfectly in keeping with the varied and heraldic nature of Titans, it's also all grist to the mill of inspiration. I want to evoke the idea of these models, rather than rivet-counting obsession. Let's face it, despite Adeptus Titanicus players tending towards the older side of the hobby, I very much doubt anyone will recognise my resulting models unprompted! +

+ Weapon-wise, Castigator is another easy fit in the modern game. All of his weapons are simple updates to the modern equivalents: Laser Blaster, Gatling Blaster and Warp Missile. +

+++
    • Reaver 4: Ferratus Tertius
      • Vulcan Mega-bolter
      • Inferno gun
      • Plasma cannon

    Ferratus Tertius

    + Spoiler warning for a twenty-odd year old battle report, Poor Ferratus Tertius gets downed by a faceful of alien goo that pretty much melts his legs off! +

    + Weapons-wise, Ferratus Tertius is the most problematic of all: none of his weapons exist for Reavers in the modern game, so there are a few options. The heat-based Inferno gun could be reimagined as a Melta Cannon (also having the advantage of providing some much-needed finishing punch to the group); a conversion of this using parts from the new Warhound Melta Lance might be fun. The Vulcan Mega-bolter will have to be treated as for Clavigera at the top – and given the awkwardness of this, I think I might simply use the excuse to swap things out for something completely different and otherwise lacking to the Maniple in-game, like a volcano cannon. +

    + The Plasma cannon on the carapace no longer exists, but it does offer a great opportunity to swap in a modern weapon like the Graviton Destructor – something different would be fun, and the silhouette is evoactive of the bulbous plasma cannon... +

    +++

    Thursday, May 20

    + inload: Tinfoil hat time+

    + Futureman predicts +

    + I don't often do editorials or opinion pieces here on Death of a Rubricist. However, I wanted to gather my cloudthoughtdata on where I think Games Workshop is heading. Take it cum grano salum; I have no special insight into the company. It almost goes without saying that anything here is purely the opinion of a individual hobbyist, but it's worth reiterating that before we launch into the mysterious realm of ... +

    [+Execute tinfoil hat protocol+]

    + FUTUREMAN +

    +++


    + The TL;DR datablurt here:

    • I think we've got a new boxed game in the Age of Darkness Horus-Heresy setting coming; supported by a range of rescaled plastic space marines.
    • The Forgeworld, Black Library etc. online stores are going to be integrated behind the scenes with the main GW shop.
    • The 'Boxed Games' group (Specialist Games) is going to have more plastic support as resin returns to being a more niche product.
    +++

    + The future's plastic + 

    + Games Workshop have recently announced a couple of plastic upgrade kits for Necromunda – one for Goliath [REF:Pictacpture/indictator:below], one for Escher. Looking over them, I was struck by how similar the plastics were to the resin packs currently available from Forge World. +

    + The in-house podcast (Voxcast) has made it clear that Games Workshop are mostly 3D-sculpting these days. That allows for reuse of resources – as looks to have happened with the upgrade packs above: while elements (arms, weapons) are the same, they've been moved around, or swapped; ensuring that the plastics aren't a direct copy of the resin packs. What's interesting to me here is the blurring of Forge World, Specialist Games, and the main Games Workshop studio. This is a trend that's been going on for a while, and looks to be continuing with releases like this. +

    + Plastics +

    + Resin +

    + Resin +

    + GW have announced via Warhammer Community and the recent annual reports/half-year results [+noosphericexloadlink embedded+] that they've been having production problems – partially caused by a lack of available power at their production facility, which must have been compounded by the ongoing COVID-19 pandemic. On top of that, GW have apparently had a few delays caused by leasing space with Amazon and Brexit shipping. Quite a catalogue of problems! +

    Games Workshop are (perhaps understandably) pretty closed when it comes to the specifics of their plans. However, the past few annual reports have mentioned that (amongst other growth) they're opening a new second production facility in Lenton. Bear that in mind for a moment, along with the recent large recruitment drive for staff across manufacturing, studio and specialist games. The half-year results for 2020/21 states:
    Our ‘old’ finished goods warehouse in Nottingham is planned to be reconfigured as an on-site component warehouse and offer us some space to support production of paint and resin miniatures.
    + I've no insight on the relative size of the old resin manufacturing space to the new, but the fact that resin production is sharing space with components (that's things like paint bottles, I believe) implies that at the very least it's not an expansion of the resin side. +

    + ...and to throw a further spanner in the holy rites of tech-maintenance, the ERP switch-over is causing some grief [+noosphericexloadlink embedded+]; which  by the looks of things is causing substantial knock-on effects with GW's ability to maintain a steady release schedule; leading to the bumps and move to a fortnightly rather than weekly launch. +

    +++

    + Futureman predicts +

    + What conclusions do I draw from this? I don't want to speculate completely wildly – at least, not 'til the section below – but I think that 2021 was intended to see the second facility open up with a bang (a metaphorical one, I hasten to add!), and there being a proper public re-launch of the relationship and organisation of Games Workshop's retail; removing oddments like Black Library being available via Forge World rather than the main GW online shop. +

    + Secondly, there's been a paucity of releases from Forge World. I believe most of this can be attributed directly to COVID-19, but part of me wonders whether a number of pieces that have been released in resin have been done so as a tide-over – that they are intended to keep sales ticking over until they can be remastered and released in plastic, with tweaks to avoid them being direct copies (as with the different weapons on the Necromunda sprues). The Necromunda upgrades, and – most recently – the odd  half-release of the Nemesis Warbringer Belicosa Volcano Cannon [+noosphericinloadlink embedded+], lacking the 'turntable' that would allow you to swap it in and out, seem odd in light of the greater amount of resources given to Specialist Games. Is it simply a casualty of the timings? +

    + To me, that suggests to me that the two main facilities will concentrate almost purely on plastics, and that resin will be reserved for exceptional pieces like the traditionally-sculpted Forge World Primarchs, or parts that for one reason or another cannot practically or economically be sold as plastic. It's marked to me that Forge World – initially a side project to allow the release of Guard tank variants for 40k – hasn't released anything from beyond the 'Boxed Games' group – Titanicus, Aeronautica Imperialis, Lord of the Rings etc. in resin for a good long while. +

    +++

    + Futureman makes wild guesses: new Horus Heresy boxed set and plastic range+

    + ... Nothing, that is, with one major exception: character packs for the Age of Darkness (AoD) game. The paucity of news and releases on this part of the Horus Heresy (HH) setting is marked, particularly when contrasted with the recent openness of GW's marketing team in general, and the statement in the 2019–20 Annual Report [+noosphericexloadlink embedded+] that reads:
    We design, make and sell products under a number of brands and sub brands, which denote setting, tone and product type, the key ones being:
    - Warhammer: Age of Sigmar - our unique fantasy setting.
    - Warhammer 40,000 - our most popular and recognisable brand is a space fantasy setting.
    - Horus Heresy - an offshoot of Warhammer 40,000, the Horus Heresy brand is presented as ‘fictional history’ of that universe.
    + Bearing the prominence that the HH setting has, I don't think AoD is going away. If that is the case, then why haven't there been any substantial releases – and of those that have appeared, why are they elites and characters, not the core infantry and tanks? +

    + Aesthetics +

    + Leaving that to one side for a moment, it's worth comparing the older AoD releases with those of the past year. To my eye, there's a definite aesthetic shift. I'm not going to say that it's better or worse – that's down to personal taste – but there's a definite change in the prominence of details and general 'chunkiness' of the more recent releases when compared with the older material. Compare the Legion Praetors (amongst the oldest extant kits from the AoD range) with the recently released Word Bearer ones:





    + In terms of aesthetics, the new Space Marines for the HH are far more like the main studio plastics – both in terms of aesthetic and proportions – than the older, now out-of-production, Forge World infantry released for Badab and AoD. +

    + My conclusion here is that a big re-release is on the cards – akin to last year's new 40k edition and the recently announced Age of Sigmar new edition. At some point in the next year I believe we're going to see a big update of AoD, accompanied by a new boxed set – with marines scaled to match the most recent Chaos Space Marine range from 40k; better proportioned than the older plastics, but not quite Primaris size. That's based on Jes Goodwin's comments on Voxcast  about a deliberate policy to have set scales for various species/factions; and the proportions that have been present in the HH Character Series for some time. + 

    + It's worth noting that the remaining Forgeworld infantry upgrades for the HH setting are the heads and shoulder pads, which remain compatible with the more recent larger plastics. The torsos, which aren't, have been discontinued. If rescaled older armour marks are produced in plastic, the existing resin upgrades will thus remain compatible. +

    + Some of the FW resin infantry packs have been out of production for a good few years now; with those remaining being specialist squads like Breachers and Despoilers. As these disappear, they tend to become 'No Longer Available' (e.g. Mark IV Assault Squad) rather than 'Temporarily Out of Stock'. I think that's a sign of stock depletion and a fallow period being left to avoid the worst of the inevitable backlash when things are rescaled and re-released. +

    + It's a good policy, I think; and one that walks the line between the desire for news and constant releases from the existing market, and for models that match up better with the mainline GW to carve out a new market. GW works on long timescales, and five years sounds like a decent amount of time to leave. While it's quite understandable that Mark III and Mark IV have disappeared following the release of plastic kits, it's notable that Mark II is now completely unavailable, and has been for some time. +

    + My prediction, therefore, is that Games Workshop online will consolidate the various offshoots – BL, FW and Specialist Games/Boxed Games into the main shop. If pressed for specifics, Futureman ventures that this hypothetical box set  will be released within the year, be themed around the Siege itself – likely Imperial Fists versus Emperor's Children or Sons of Horus – and include plastic Mark II as the key selling point. +

    + If this is the case, I'll be pleased to see it. While I'm not a fan of the Age of Darkness ruleset itself, I love the background of the era, and would love to see more plastic releases. I'd be interested to hear your thoughts – but do bear in mind that this doubtless includes some wishful thinking! +

    +++

    Monday, February 15

    + inload: [REDACTED] +

    + Conceptinload: Silver Stars +

    + Honestly, I'm impressed with how long I went in this project before giving in to the temptation to have an inload called '[REDACTED]'. The figure above is one of the Dramatis Personae for the Silver Stars – and likely the nearest thing the Legion(?) Chapter(?) will have to a public face. +

    + I've deliberately kept the lids of the other Silver Stars on, in order to make them as anonymous and mysterious as possible. I want to provoke the reader to question 'what's underneath?'. The more questions I pose, without providing definite answers, the better: at least for this early stage. +

    + So why show this figure's face? A number of reason; not least of which is the simple fact that I like painting faces. After completing Volncoscere's own (oh – we haven't seen that yet, have we?), I wanted to play around with the skin mix I'd used. This character's skin is slightly different to the possible-Primarch's, but in the same wheelhouse. The Silver Stars have some Hawaiian/South Pacific island touches, and it was fun to try to bring that out by using more cream and orange in the mix than the yellow and white I would for caucasian tones. +

    + Secondly, this figure is slightly unusual in being a combination of two very old concepts – a Unification Wars model I built a few years back, but never painted, and Ulixis the Black [+noosphericinloadlink embedded+], an Ultramarines' Captain based on the legends of Odysseus. I loved the idea of Ulixis as a wily commander, but on consideration, he didn't fit very well within my Praetors of Calth. He has a much better home here, in a possible-Legion surrounded by so many questions, and in a project that is concerned with lies and truth in the 40k setting. +

    +++

    + Building and painting the Laka'i +

    + The legs and torso are unmodified – as with all the Silver Stars bar a couple made from Plague Marine bits, he's based on Txarli Factory's definitely-not truescale Crusade Armour [+noosphericexloadlink embedded+]. The arms are from the original model I had made for the Unification Wars; based on a Forge World Centurion (though I swapped out the power fist for a Mark III gauntlet). I also brought the groin-guard across from that figure, too. Although there are some South Pacific hints about the Silver Stars, I want them to be just that: hints. I've never liked the flanderization of the Space Marine Legions, and like my marines to be marines first and foremost: the cultural touchstones of each should be subtle. +


    + That goes double here, as the Legion needs to retain some level of mystery and anonymity. They need to be identified primarily as 'marines with curiously ancient armour', and so littering them with extras would dilute that very quickly. +


    + It's also worth noting that I find the best army archetypes are those that combine disparate, seemingly unrelated ideas to get a good fusion of influences. I find it helps to prevent an idea becoming kitsch, or worse, offensively stereotypical. To that end, the markings aren't a constructed South Pacific script (indeed, until relatively recently, Hawaiian had no written form), but rather combine alchemical symbols – familiar shorthand for 'esoteric' and slightly sinister to most Western audiences – and cuneiform script. Diligent readers might be able to translate the symbols and numerals about his person – but whether they read into them is entirely up to them... +

    [APPENDEDIT]+ I wrote about combining disparate ideas to create a fusion concept a bit more in this inload [+noosphericinloadlink embedded+], for those interested. +


    + The Chapter/Legion symbol is the 'Silver Star' itself; an intentionally simple icon. In trying to create a Legion that could conceivably have come from the same well as the existing Legions, I wanted to use simple terms – like 'Luna' or 'Night' or 'World', 'Silver Star' has vague astronomical hints, and is also a simple phrase. That's what (well, hopefully) gives it an iconic ring to it. +

    + The colours are unusual for Space Marines. Rose, white and turquoise were chosen to give a vaguely Pacific region/Far Eastern feel – but the placement on the figures is intended to evoke the simple block colours of the 'canonical' Legions. +

    + As a closing note, someone on Instagram commented that the unpainted model looked a bit like Keanu Reeves. I couldn't help seeing it afterwards, and it still makes me grin! Unintentional stuff like that is always fun – and why is a big of why I enjoy sharing my models. Thank you all. +

    Friday, July 31

    + inload: Thoughts on the 9th edition rulebook +

    + Indomitus +


    + The new edition of Warhammer 40,000 is out, and I've been quietly beavering away building things from it – mostly the Necrons, which I'm assembling as standard. Lovely set of kits that go together very cleanly and easily. +

    + There are lots of reviews popping up about the rules; and that's quite out of my wheelhouse, so I'll stick with the visuals: the new rulebook looks gorgeous. The artwork and layout are lovely, and there's some clever design choices to make distinguishing lore from rules intuitive and simple. From a usability point of view, it's a big step up. +

    + I'm also pleasantly surprised with how the background is dealt with. I was very sceptical of the move from 40k as setting to 40k as ongoing storyline, but the way it's presented in 9th edition feels familiar. It's not a character-led space opera, and the changes in the setting – the first since, well, ever – have been integrated nicely. As an example of what I mean, consider the flagship Space Marines. The Primaris are mentioned, but their importance is understated; almost downplayed. Their appearance is a single paragraph at the end of the spread that introduces space marines. +

    + As a long-time fan, I found it unexpectedly refreshing to have all the various 'new things' that have happened in terms of background/lore since 8th edition collected together. Not having bought any of the chapbooks (like the Psychic Awakening series), it was actually quite nice to have something new to read. I'm more used to the rulebook being lightly paraphrased from previous editions. +

    +++

    + Onto models +

    Gatebreaker posed next to the Royal Warden and a warrior of the line.


    + But all that's for naught without cool models, eh? Just as the rulebook pleasantly surprised me, so too the Necrons. I was expecting to tear into the marines, but it's the space zombie-robots that demanded their place on the cutting mat. +


    + The Cryptek Designation Samaritan [+noosphericinloadlink embedded+] has clearly been busy exhuming the servants of his mysterious masters. +


    + The Space Marines weren't completely sidelined, of course – so once I'd put together the figures above (which took two evenings), I started on the Gatebreakers' reinforcements. These took longer, as it involved a lot more planning and some minor conversion work. +





    + ...Although of course it's also fun to convert, so I ended up giving the big Necron Lord a mask, intending it to evoke the Dawn of War series of games, if you're familiar with those. Double dustgruel rations for anyone able to tell me what the helmet was called, for I've not the foggiest idea.

    Thursday, July 16

    + inload: Simplex Surpalus +

    + Stellar Cartography +


    + Working away on the Gatebreakers got me thinking more about the region, so I whipped up a star-chart to explore the broader region a bit. It's a common instinct to fill in all the gaps, but leaving space and mystery is important, particular for a region like this. Out on the edge, far from Imperial control and mapping, Sector Surpalus – the name itself a bit of a pun on being 'beyond the pale' – is the domain and protectorate of the Gatebreakers. +

    + I've therefore restricted the map to a fairly 'top level' one of the principal systems – those that are either seemingly permanent stellar phenomena or Imperial-controlled systems that are still in some form of contact with the Imperium at large. +


    + However powerful a space marine Chapter, they can't expect to be in direct control of a sector – and that's intentional. Even the Ultramarines are exceptional in having dominion over a scanty few planets, precisely because the Adeptus Astartes are quite a scary prospect. +

    + With this in mind, the Gatebreakers are split into semi-autonomous Strikeforces that roam the regions of the Sector, occasionally returning to roost at their shattered homeworld, Andocrine. +

    + Monstrance, a relic claviger (honorific mace) +

    + The destruction of Andocrine is probably the subject for an inload of its own, but the Gatebreakers Chapter Fortress-Monastery was lost, along with a great deal of their history and relics. This didn't intrinsically alter the Chapter's method of warfare – they have always roamed semi-nomadically – but it, along with normal cultural drift, accounts for some of their oddities. +


    + Trying to get ahead of the release of Indomitus – the big boxed set for 9th edition – I've been building new figures. Those above will form expansions for the existing squads, and also allow me to add some variety and avoid duplication in the new Assault Intercessor squads. +

    Monday, June 1

    + inload: Painting Gatebreakers +

    + Chapter colours +

    Eo Daur, Gatebreaker Member-ordinary

    'The green of grass, the yellow of the sun. Very poetic. Very old-Terran. Shame the star Andocrine is a bloated, dying dwarf, blotchy and red as an alcoholic dowager; and the nearest thing to grass there is blue-black, clinging as stubbornly to the rad-haunted rocks as the Gatebreakers themselves. A few thousand light-years distance makes all the difference, culturally, don't you think?'
    Notes on the Alien Wars, Inquisitrix Barbari Kills

    +++

    + The Gatebreakers are my experiment in creating my own Chapter. The background, detailed in an earlier inload [+noosphericinloadlink embedded+], was drafted with half a mind to being a space for those bits and bobs I've had lurking but never got round to. +

    + With a new edition of 40k coming out, I've got a nice excuse to root around the Cupboard of Shame Opportunity and paint up a little group. Being forced to rely on scavenging, the Gatebreakers seem a good place to use up the wealth of fun bits that haven't fitted my other marine forces for reasons of time period, Chapter aesthetics or various other reasons. +

    Lurking too long...

    +++

    + Marines, but not Marines +

    + However, I don't want to just build just another marine army. Personal Chapter or not, it's a bit redundant; so I thought I'd take GW at their word and build the army that I want to. This is the marketing claim, and I'm looking forward to seeing how the new 'Crusade rules' play out in practise. +

    + The premise is therefore to create a group that's very narratively-driven, centred around the Gatebreakers and a Rogue Trader. Being on the frontier, these two forces seem like natural allies, and it'll be a good excuse to highlight the physical differences between various Imperial factions – and paint up the various cool models from boardgames like Blackstone Fortress and other odds and sods. +


    Examples of odds and...
    ...sods – all the above are from an old Colony 87 Kickstarter; the models are now available from Crooked Dice [+noosphericexloadlink embedded+].

    + This will also provide a canvas for Primaris marines. I haven't tackled any of these yet – at least, not unconverted – and this project seems a wonderful way to introduce them. Thus far, I've been quite reticent to embrace the change from setting to story that 8th edition brought, and this seems a nice way to explore things and make up my own mind. +

    + Excitingly, this exploration can be brought out in-universe as the Gatebreakers meet their new comrades – perhaps escorted by the Rogue Trader. It presents a lot of nice narrative hooks. How will the two groups of Gateberakrs – Astartes and Primaris – interact and gel? +

    +++

    + Painting the Gatebreakers +

    Basic colour scheme: Flash Gitz Yellow and Warpstone Glow.

    + The theory behind the scheme is detailed as part of a series on creating with your own army [+noosphericinloadlink embedded+], so I'll keep the notes here practical. +


    _1 Undercoat with grey (I use Halford's grey primer), then pick out metals with thinned Abaddon black.


    _2 Paint the upper right and lower left quarters with Flash Gitz yellow. You don't need to be too neat with this; just avoid getting it on the black. This may take three or four thin layers.
    _3 Paint the remaining armour plates with Warpstone Glow. Aim for as crisp a line where it abuts the yellow as possible.
    _4 Wash with Seraphim Sepia. While wet, use a dry brush to lift off excess.


    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.

    +++