Friday, December 14

+ inload: Variance Hammer contest +

+ Meanwhile, in other news +

+ I entered a writing/model contest on a blog called Variance Hammer a few weeks back; and was slightly startled (and very flattered) to find out yesterday that I won. You can read about it – and see the other awesome entries here: [+noosphericexloadlink embedded+] +

+ The contest was themed around the 'unsung heroes of the Horus Heresy – my entry was Zaricus Cjarn: 



+ Centurion Cjarn: Aquila +

'Dheneb. The inhabitants might not call it that, but it is. It's an old one.' Zaricus Cjarn sat in the cold chamber alongside a scattered few of his Mustermates, listening to the gritty voice of the Palatarch of the Chain. He couldn't remember the speaker's name; or rather – like anything of little importance to him – he had determined not to remember it. The Kheledakos demanded discipline; and sometimes that required wilful ignorance. The lodge could always rely on its brethren to be circumspect.

The Palatarch continued. 'It's the last star in the zodiackal chart for the region.' Cjarn had remembered that. The fanciful shapes the Ancients had drawn between the stars might serve little practical use, but they were somehow iconic, unforgettable. They spoke to something deep within Cjarn, within the Iron Warriors as a whole: a need to draw patterns, forms connections.

Priding themselves on pragmatism, on the Imperial Truth, the Iron Warriors refused to confront or discuss this urge, even as they conquered the stars, even as they justified their irrationality to themselves. The Signs had demonstrable propaganda purposes, they reasoned. The Remembrancers shape their work into lions, and sea-goats, and weighing scales in turn as, one after another, the constellations came into the Emperor's realm. Humanity will respond. 

Even so, the primarch Perturabo would not have deigned to recognise this inefficient structure; but for the increase in recruitment for the Imperial Army – and the concomitant support for his Legion – that such  symbolism attracted. This star, then, was particularly special. This star marked the final point in the constellation Aquila.

+++

Ah, to the Legions, there is no speed too fast; no achievement too rich. They are too eager, too capable,  too fast for human frailty to concern them; certainly not to delay them. They are harriers loosed; darting out to find new lands, and bring them, forcibly if necessary, onto the stuttering, swelling maps of mankind. The Reserves become the IVth, become – briefly, quietly – corpse grinders, then spill over Olympia, and then...

And then... they make pause, for a little while. They are reforged; beaten into shape. They become the  Iron Warriors.

+++

The promethium-rich caverns of Dheneb Primary are a net of tunnel fighting; the Astartes of the Footsore 242nd Grand Company clashing with the combat rigs of the defenders, bottling them into boltholes and bringing down the fury of the Legion on them. Fury is not enough on its own. Reactive piledrivers give the combat rigs a punch that shatters ceramite; and debased STC trans-rifles give particles of heavy metal sufficient stopping power to reduce even armoured Space Marines to cooling corpses.

Cjarn is at the forefront, Comitas in hand. Cjarn fights well with the axe. The blade is flat-edged and a dull carbon-black at the apex of an unusually long handle. With the nudge of a runekey, it glows a subtle violet, just at the edge of sight – eye-watering and uncomfortable, like staring at an open fire from just too close.

The knob of the eagle-chased generator on the poll robs the bit of weight – but when your blade is hefted overhand by the swollen musculature and poise of an Astartes, and aided by the crackling, matter- disruptive technology of Old Mars, the difference is rendered moot.

In any case, the poll acts as a counterweight – which allows Cjarn the speed to de-power Comitas, add his other hand to the grip and heave. Ten foot tall and braced against the tunnel walls by secondary limbs, the combat rig nevertheless staggers forward, the axe embedded within the outer carapace like a fishing hook. The Iron Warrior releases his off-hand and reaches for a grenade, blindly.

His hand scrabbles at an empty belt. He turns his head to look.

+++

Deneb Al Okab Australis. The south star in the tail of the eagle. In truth, it was nowhere near the other
stars. As soon as craft left Terra, the lie was put to the constellations through simple astronomical
parallax; the still, glittering stars proving nebulous and reluctant to accede to humanity's dreams.

Reluctant. But dreams are sometimes irresistible.

+++

The distraction allows the combat rig pilot to rally; to whirl a primary limb down and across Comitas,
crushing Cjarn's hand and flinging him into the side of the tunnel wall. The rockface explodes with a
cloud of rubble and dust, and his armour begins to chime insistently, warningly.

He is bleeding. He is injured. He is furious.

Disarmed and scrambling backwards, Auto-gyros destabilised, he can't find his feet. His armour is dead weight; blank. It is coming back online too slowly. Cjarn skids over on the detritus as he tries to stand, the mass of his armour slowing him. Tearing off his helmet, Cjarn looks up at the looming combat rig, its primary arms raised to smash him. Comitas is lodged in its flank; yearningly out of reach.

His injured hand is bleeding angrily; the musculature clamping and spasming around shards of his gauntlet. He can feel the cold stone dust settling, turning the wet blood white. Scrambling backwards, his hand clamps around a cylinder. He doesn't look this time. Whatever the object is, it feels metallic in his dust-and-blood-caked grip. It feels solid. It will serve as a weapon.

+++

Cjarn is found, eventually. He is at the centre of a junction, breathing heavily amidst bodies. Blood – in great crimson loops – decorates the walls. Stimms and pain-suppressants render him near-insensible, his eyes wheeling and breath sawing in and out. The Apothecary pauses, before advancing warily towards him, palms up. Cjarn would not be the first Iron Warrior to suffer from combat psychosis.

In any event, the Legion recognises and rewards success. The events of Dheneb make Cjarn a  Palatarch, stepping into his dead sergeant's shoes. After Kolosos, the eye falls on him again, marking him as a brevet officer. And then... the Warmaster calls.

+++

Later, he can't remember how he had come to find the other axe – or rather, it is irrelevant.

He fights well with both, now. Comitas remains reliable; versatile. The other axe... is not. It is slightly too fast; the heavy head drawing on the shoulder. Where it strikes, it bites deep – too deeply, unless arrested. It requires more concentration to wield. Cjarn has had to adjust his expectations of what an axe can do; adapt his style. Now he can catch it by the throat reliably, collaring it. For all its shortcomings, it is a wonderful weapon.

A single piece of some curious metal, engraved and sculpted into a fanciful shape, the blade is otherwise plain. Unlike Comitas, it is unpowered; its technology begins and ends with being weighted, sharpened metal. To assist his grip, Cjarn has bound the whole handle with plaited leather. He did it personally, sceptical of the epimiletis-armourers' ability to match his requests.

+++

The Crusaders return to Terra, abandoning the cold constellations once more. Not in the winding manner in which the routes were found; not in a contracting halo, but in a spear-tip aimed at humanity's cradle. The maps of the Imperium are ignored. Lines and nodes collapse, like a chemical structure buckling; promising and hinting at possible new forms.

Too fast! too much!

+++

'Give me my armour! Give me my armour!' The phrase, which had started as a demand, had become a froth-laden bellow. The bondsmen, their backs to the cell, wince slightly as the marine begins to slam his fists against the dirty armourglass again. Over and over, he repeats his attacks, his hands little more than clubs of blood.

They try to ignore the battering, which continues frenziedly, without rhythm. His words – his mantra – become an atavistic howl, then a wordless shriek. One of the bondsmen nervously peeks over his shoulder. The naked Astartes' eyes are bulging in rage, unfocussed and pink with broken blood vessels. The armourglass is smeared with blood, with spit, with acid burns.

'Should we stum him again?' one of the bondsmen whispers. The other opens his mouth to speak, just as the door to the dimly-lit chamber begins to open. The great wheel in the centre turns, ponderously at first, then more freely. The bondsmen unlimber their rifles and bring them to their shoulder, trying to ignore the garbled, spitting demands of their charge.

'Pax.' The Iron Warrior's command is given as he steps into the room, and the bondsmen relax their aim and step back. As the caged Astartes sees the new arrival, the hammering slows, then renews. 'Give me my armour!' The last word trails off as the Astartes screws his eyes shut in rage and begins battering his  head against the glass, his hands open and trembling. 'I'll kill you! I'll kill you all!'

The new arrival steps forward, and raises a hand to place it against the armourglass, quizzically. He holds it there. It doesn’t so much as tremble under the other's barrage of blows.

'Is it meet to treat with us so, because a stranger is dead?'

The bondsmen look uncertainly at one another. Were the visitor's words a question? Again, the second bondsman opens his mouth to speak, and again stops short. The two Astartes lock gazes. They pause for a moment, their faces preternaturally alike; their individual birth-seed overcome and subsumed beneath the bleak dominance of the Emperor's genetic manipulation. Their faces, like so many of the legion, are scarred and imperfect reflections of Perturabo's; their features hard, as though chipped from a great flint. Their expressions are similarly bitter and bilious. Hard lines cluster around the free Iron Warrior's pinched, thin-lipped mouth. In its fury, the other's face has become a patchwork of strained white-yellow and red-purple, the skin pulled taut by muscle and clusters of tendons. Their faces are inches apart. His nose and brow are pressed against the glass, straining, desperate. His eye wheels, searching.

All of a sudden, as though a switch had been flicked, the caged Space Marine stops. His hands drop, smearing wetly down the glass. His breathing slows, though ragged puffs of condensation beneath his nostrils belie the suddenly-chilly exterior. He seems to relax a little, though his face remains pressed firmly against the glass, the flesh distorted, any nobility made grotesque under the pressure. The silence is as eerie as the rage.

He wets his lips, slowly. Then, his eye fixed on the visitor, and in a voice no louder than a whisper, he
speaks.

'Give me my armour.'

The new arrival appears to reach a decision. His face remained dour, but the bondsmen detects a hint
of amusement as he turns to address them.

'Give him his armour. Tell the centurion a very particular duty awaits.'

+++

The Primarch. Orders from the Primarch! Direct from his mouth; special orders, a special duty – and on
Terra! The hubbub, while low, is audible. The officers and specialists, variously seated or standing around the tiered chamber, try to anticipate Perturabo's purpose here; to find patterns or meaning in the choices of personnel summoned to the lodge chamber.

Cjarn, alone of those gathered, remains truly impassive. The others wear their masks: whether literally, in the shapes of their formal helms, or emotionally, their faces carefully – and wisely – blank as their mercurial Primarch steps in.

Words are spoken.

Comitas is belted at his waist. The other axe is in front of him. Cjarn's armoured thumb toys with a loose strand of the braided, bloodstained leather. The movement is not born of distraction. Cjarn's impassiveness is not a lack of care, or empathy. Nor is it a desire to reject this terrible duty – for the truth is that it is not merely onerous, not merely dangerous.

It is a duty monstrous in its implications: to cage and preserve a Primarch.

Neither for anger; nor cold revenge, but for the simple act of trapping an immortal in an eternal cage of iron, and allowing isolation to break the unbreakable.

Cjarn's humours remain in balance for one simple reason: because it is no longer just Cjarn that influences them.

+++





Tuesday, December 11

+ inload: The Perfidious Eldar +


+ More Blood Ange- no, wait – something else. The heading's probably given it away. +



+ A group of fay Eldar; most inscrutable of the xenos. When I saw the Van Saar models, I thought they might make a nice basis for some retro-styled Eldar to fit in with my Alien Wars project. I'll let you be the judge, but I'm pleased with how these came out. 

+ It's a relatively simple conversion; mainly consisting of trimming down the raised details on the legs. The arms were a bit more time-consuming owing to the odd multipart arrangements of Van Saar arms and guns. The heads are metal, from an Ulthwé Black Guardian kit; with the Eye of Isha trimmed away. For any future ones, I think I'd stick with plastic for ease (though I'd love to use heads from the current resin Rangers, as they're a bit pointier and more sleek). +

+ Speaking of guns; the weapons and some arms come from a few Rogue Trader-era spares I had lying around. It's surprising what a difference slightly smaller (I hesitate to say more realistically-sized) weapons have on the feel of the models. +



+ What to do, what to do.. +

+ With the itch scratched on building the models, I now need to decide how to paint them. I think I've thinned it down to the following options:
  • Paint them as Alaitoc.
    • Fits with the WD138–141 feel of my Blood Angels.
    • Nice scheme; good complement to the red Angels and green/grey orks
    • Bit slavish and predictable.
  • Use the opportunity to explore the Halator Eldar [+noosphericinloadlink embedded+]
    • More freedom
    • Moves away from the theme I've followed with the Orks and Blood Angels.
    • Explains the difference in models/scheme.
  • Explore a more obscure Craftworld.
    • Fits with the concept behind the WD138 period; where the authors picked Alaitoc precisely because it was obscure and little-explored.
+ I'd appreciate any thoughts on the matter; and any comments on the models. +

Monday, December 10

+ inload: Brother Schirru (Ixael 6:05) +


+ inload: Brother Schirru (Ixael 6:05) +


+ As with the rest of the army, I've used the pre-described method for painting the red here [+noosphericinloadlink embedded+], though I've swapped out the mix of Vallejo vermillion and GW Mephiston Red in step 4 for Vallejo Flat Red. This is a lovely colour that is a great match for the mixes I was making at that stage; which helps to speed things up. +

Like the rest of the squad, he's got a kneepad honorific.
+ The shading was achieved with the textural approach to painting I prefer – you can read more about that here, if it's of interest [+noosphericinloadlink embedded+] +

+ Schirru is a member of Tactical II – or Squad Lazarus, Third Company 'Mano Sacra, under Lord Dahavauron, Prince of the Erelim, 3rd Strateia of the Host of Angels', to give them their full title. +

+ Schirru (pre-paint) is second from right here.+


+ I really like the contrast between their honorific and official names. I wanted the feel to be reminiscent of the pre-Codex period we see during the Horus Heresy series, where every Legion has a much more distinctive culture and way of doing things. While the Nova Terra Interregnum is going on, things are still in transition. +


+ I had an enjoyable time adding a few scratches and dinks across the armour; and added a small white teardrop beneath his eye. An honorific? A mark of penitence? Who knows? +


+ Four more remain of this squad, and then it's on to the Devastators. +

Tuesday, December 4

+ inload: Squad Furiel completed +


+ Landmarks, fatigue and enthusiasm +

+ We're not all bio-enhanced übermensch that never tire; and glanding syncro-adrenochrone is frowned upon socially. For these reasons, we sometimes need to find other ways of keeping out enthusiasm up. The first part is simple. Remember that it's a hobby. While putting effort in is worthwhile – sometimes the best part is rising to a self-imposed challenge – no-one is going to tell you off if you don't get finished. +

+ The second thing that keeps my enthusiasm high is making sure I take note of 'staging posts' – that is, giving myself a pat on the back (servo-arms are useful for this) when I get something completed; even if it's not the whole project. To put it another way, it can be disheartening to work and work and see an unfinished army. Try not to see the army; and instead see it in discrete parts. A squad, or character, or war machine are examples of 'staging posts'. +

+ Once you pass a staging post, take a little while to be pleased with your achievement. Don't crack straight on; but enjoy the fruit of your labours. +

+++

+ [+Access Progapplication Subroutine: BLUEPETER+] +

+ In a strange coincidence, here's a staging post I prepared earlier – the two outstanding members of the first Tactical Squad in my Blood Angels army:


+
Brother Engel (Narieal 4:10) and Brother Lucian (Abacyel 3:12), shown on patrol. Engel is a particularly nice 'staging post', as he's named after one of the very first models I painted. He's been kept deliberately stripped-back, in homage to that model. +


+ Lucian is a bit more elaborate, with a tilt shield, variant helm (though note this keeps the same silhouette as the original inspiration), and some chequerboarding on his pauldron. +

+ 'Wotchulookinat?' +

+++

+ The completed Wards of Furiel +

+ Polishing off the two remaining members of the second Combat Squad means that the squad is complete – hurrah! For those who've been following the project, you'll know I'm basing it on an army from WD139; so here's the originals alongside the new versions:


+ Combat Squad Raphael +
 + I have popped these up a lot, so I'm relying on your forbearance here; but these shots should finally demonstrate the line between homage and update that I've been trying to walk. The poses and details aren't identical, but are evocative of the originals. +


+ Combat Squad Mephisto – again, note the posing and details +
+ TACTICAL SQUAD 1 +
  • Brother Donato (Duhael 4:12)
  • Brother Malatesta (Durbael 2:17)
  • Sergeant Raphael (Furiel 8:04)
  • Brother Farnese (Shemhamphorae 1:20
  • Brother Barbarigo (Durbael 4:11)
  • Brother Lucian (Abacyel 3:12)
  • Brother El-Aster (Ambriel 1:01) 
  • Squad Leader Brother Mephisto (Rashin Rast 2:05
  • Brother Thaddeus (Saditel 4:04, called the lost)
  • Brother Engel (Narieal 4:10)

+ The staging post here is not just the sense of completion (though that's a relief!), but also the thought that I can now refight some of the games from the Battle for Armageddon campaign booklet that came with the second edition box; and which provided the names of the squads. It's a full-on nostalgia-fest. +

Monday, December 3

+ inload: 8th edition squats +

+ For home and hearth: Squats in Warhammer 40,000 +



"Do not underestimate the Squats. They survived for millennia cut off from the Imperium and assailed from all sides. Their determination and resilience is an example to all."

Meditations on Imperial Command, Book XVIAttr. Leman Russ, Primarch of the VIth Legion +

+++

+ Those who have been inloading Death of a Rubricist for a while may have noticed a certain soft spot for dwarfs [inlink the DWARFS and SQUATS flow-cascade nodes on the right, if you'd like to do a little light reading]. I've long harboured the ambition of bringing some squats into Antona Australis; judging by the dates of the Iron Staff Dominion colour text [+noosphericinloadlink embedded+]; at least half a decade. Yikes! +

+ Of course, applying a 'models first, rules second' approach relies on building a bunch of models, and that's what I was working on over the weekend:





+ These new models join a previously-completed squad: 


+ I've idly kicked the idea of squats around before, and now I've got some models, it'd be fun to try them out. It's been a long time since the squats had rules in 40k, and since 8th edition has been a breath of fresh air, what better time to write some stuff up? +

+ A brief consult with the PCRC hivemind gives us some basis stats, which you are more than welcome to play around with:


+ My intention with this isn't to reinvent the wheel; just to get the models I've built on the table; but I'd very much appreciate any feedback you have. With regards to the available weapons, I'd suggest the following:

Special weapons:

  • Graviton gun
  • Volkite blaster
  • Melta gun
  • Flamer
  • Grenade launcher
Heavy weapons:
  • Heavy bolter
  • Seismic cannons
  • Mining laser
  • Multimelta
  • Volkite culverin
+++


Tuesday, November 27

+ inload: Blood Angels plans +

+ Musings, ideas and plans +


+ One of our datastream exloaders, Paul von Bargen, had a couple of great questions about my Blood Angels that got me thinking; so I'd like to expand a little on my answers here; mainly because I find it fun to overthink these things!
'may i ask why you left the chest bare of any decoration? Especially thinking about the baroque nature of the Blood Angels i would like how you decided upon this?'
+ I replied: 
+ The short answer is simply for differentiation. Since I want the army to be set in M35, I needed to find some visual shorthand to differentiate them from 40k and 30k models; and the chest eagles are an obvious point of differentiation. In terms of the in-universe reason, the eagles have been removed as a mark of neutrality – the double-headed eagle is a symbol of the Old Imperium (as opposed to Constantium's Nova Terra) – and the Astartes as a whole are neutral in this conflict. + 
+ There are some real-world considerations. The original inspiration (Tim Prow's force from WD139) didn't pick out the winged jewels (the equivalent), but painted the torsos plain red. It's a nod to that as much as anything. In addition, the models of the time were much simpler. Since I want to make the force identifiable as the same army, I wanted to simplify the details to aid recognition. +
+ To expand on that, the visual simplicity of the army is part of the appeal, because it gives such immediate impact. It's the very lack of the later ornamentation that helps root the army in my (less spiritual, more Rogue Trader) Nova Terra Interregnum setting. +

+ ...and finally, I wanted to make sure that I left myself some [design] space for veterans, Lieutenants and so forth. These will likely have considerable amounts of freehand. +
+ A shot of the inspiration can be seen above, in conflict with the insidious Eldar; and I think that it shows quite nicely how the impact of the red and black is strong partly because it isn't diluted by a large accent area (the chest eagle). +


+++


+ Blood Angels markings, and painting for the period +

+ In doing some 'research' (browsing the noosphere and asking questions on Blood Angels fora), I've turned over some interesting notes on the markings. Turns out that Blood Angels have some really quite in-depth material on markings, mainly from 2nd edition. By the looks of things, this army, which pre-dated 2nd edition by just a few months, served as a point of inspiration for the more developed guidance on markings. As an illustration, the white skull on black kneepad shown here:



+ ...which is directly taken from the WD139 army and noted simply as an honour marking; turns up in Codex: Angels of Death (the 2nd ed. Codex that contains the Blood Angels alongside Dark Angels) as a more formalised squad designation. +



+ Here it denotes the first squad; while in WD139, it was used for the second. I quite like this inconsistency. I usually try to avoid getting caught up in 'rivet-counting' and slavishly following the suggested paintschemes, but here I'm deliberately trying to emulate a very particular period, both in the real world and in the background. +

+ The schema above appears in the latest Codex, too (see pict-capture below); and it's interesting to see how much the modern formal approach has changed from the WD139 origins, and how much remains the same. +



+ The Codex Astartes dictates that commanders should vary and alter their markings every so often, to throw off the enemy. This serves both as an in-universe 'get out of gaol free' card to let painters do what they like, and is also a nice way of explaining why these Blood Angels (set in M35), differ from the more common M41 period. It's obviously a more subtle difference than between the Horus Heresy (M31) era and M41, but that works well, to my eye. +


+++

Paul also asked how big the army is likely to get. My reply was:


[...]the initial idea is to replicate the army as it appears in WD139; though I've also added a few little bits and bobs that turn up either in pictures of the period, or in the written army list. Beyond that, who knows? +
+ An expansion that I've already included is the Dreadnought; which I've justified as a result of this image (a detail of the pict-capture above):



+ The model there differs from my Dreadnought (owing to the missile launcher and short legs), but I think the principle is there. +


+++

+ A descent into madness +

+ As with all projects, some continue to grow on you. When I first started out, the Blood Angels were essentially an excuse to paint a pile of Primaris I had from the Dark Imperium box; with relatively simple conversion work. As I've carried on, it's got more and more involved. +

+ Last night I bit the bullet and decided to try to emulate the second Devastator combat squad much more closely than I had in the first:


 + Here's the inspiration. +


+ And the resulting figure. He differs from his earlier squadmates in having a properly-sculpted torso (rather than just trimmed down), reshaped kneepads, and his boltrifle has been replaced with a more fitting boltgun (thanks for the boltguns, PCRC squadmates – I'm not sure whether to thank or curse you for indulging my obsessions!). +

A comparison of the other Mark VI marines in the force.
+ This inconsistency could easily annoy you. I'm certainly wavering on whether to scrap/rebuild the existing Devastators with this more developed approach (hell, whether to replace the boltguns across the army), or not. Currently, I'm erring on the side of slightly revising the Devastators, but not a wholesale rebuild. The reasons for this are twofold:

+ Firstly, the mantra 'never let the perfect get in the way of the good'. I'd rather have completed models that I can later supplement than continually cannibalise perfectly serviceable figures – it's demoralising to be breaking up finished figures. Secondly, I'm rather warming to the 'blending' effect across the army that this creates. In the same way that I've added a few Mark IV parts here and there to the otherwise Mk VII Tacticals, having some 'full' Mark VIs along with some hybrid ones helps to soften the complete disjunct in model styles the original army had. +

+++

+ Fire support, now! +

+ Of course, Devastators are mainly known for their heavy weapon wielding soldiers, not their boltgun-armed squadmates. Since I had the time, I also built the second missile launcher marine for the squad last night. +


+ A small part of me finds it slightly galling to spend ages sculpting detail that you then hide (the arm across the chest detail, in this example); but sometimes just you knowing it's there makes it worthwhile! +

+ This shot also shows the difference in size between the Rogue Trader-era power pack (left, in beige), and the more modern ones. The Primaris ones are larger again. +

Tuesday, November 20

+ inload: Squad Mephisto and detailing +

+ Squad Mephisto +


+ A decent push last night has landed me with another three finished figures, along with two casualties. I also took to opportunity to refine the bases and details on the others in the army, to help tighten up the consistency. +

+ Tactical Squad 1 +


+ Made up of the two combat Squads Raphael and Mephisto, Tactical 1 is pretty much the archetype of Space Marines; with a loadout that would fit in every edition of the game. I'm pleaed to see that the change in colours (from a mix of Mephiston Red and Vallejo Vermillion to a pure Vallejo Flat Red) isn't really visible. +


SQUAD MEPHISTO Sinistro e Dexter: 
Brother Thaddeus (Saditel 4:04, called the lost)
Brother El-Aster (Ambriel 1:01)

Brother Mephisto (Rashin Rast 2:05), 
Brother Engel (Narieal 4:10) [Not pictured]
Brother Lucian (Abacyel 3:12) [Not pictured]

+ I'm pleased with how they came out, but it's so hard not to get carried away with freehand and detailing. I have to keep reminding myself that they're meant to be simple, to reflect the inspiration and keep things rooted in the M35 period. I think I'm going to have to make some Veterans or something, just to let myself get carried away! +

+ The originals, by Tim Prow from White Dwarf 139. The three homages I've just painted represent the following: second from left (El-Aster – note the pose); centre (Mephisto – again, note the knife); and second from right (Thaddeus; with flamer).  +
+ There are, inevitably, a few little additions and ornaments, but I think I've been pretty restrained. Thaddeus (the flamer specialist) has a little honorific on his knee. Mephisto, the squad leader, is starting to show a bit of the ornamentation that will become more common later in the Imperium's history. He has an artificer pauldron, an autoshrine (for in-field ammunition blessing) hanging from his belt, and a targeter integrated with his helm. These little additions only stand out because the others in the squad are restrained. +

+ The other thing which jumps out is the banner. I initially painted the field a plain red, which matched the other combat squad veteran. This more closely followed the WD139 inspiration, but I found the fact they were identical a bit dull; so I added a yellow stripe. Simple, but helps to distinguish the figures on the board (and, in-universe, helps the marines on the battlefield to quickly identify who's who). +

+++

+ Vive la différence! Squad Cleon +

+ Having said I was struggling not to cover Mephisto in freehand detail, I did then turn back to Squad Cleon, who we've seen before. +


SQUAD CLEON Sinistro e Dexter: 

Brother Simnal (Saditel 2:02)
Brother Ornaghi (Utchael 3:04) 
Brother Cleon (Sanael 1:02)
Brother Pappacordo (Zether 1:09)


Brother Zoma (Caraniel 9:01)

+ While I want the army to look uniform, the originals were differentiated from each other in order to make gameplay easier:



+ You can see above, the captions highlight the differences. I didn't want to copy the backpack differentiation, as it just didn't feel right to me; but I liked the honour badges on the kneepads:


+ Of course, it being eleven at night when I had the bright idea to start them, I ended up painting them on the wrong knees [+SCRAPSHUTNERRORABORT+] After a brief pause for cursing, I started again in the correct place. I'm pleased with the end result, and along with the veteran banner (vertical stripe for Tactical 2), think it works nicely to mark out the different squads. The lesson is 'keep your source material close to hand'. +

+++

+ Medic! +

+ Finally for today, here are the casualties:


+ Painted in exactly the same way as the others, these were a bit quicker – mainly by dint of there being less of them! I've added a little bit more weathering than the others, but not a huge amount. +

Monday, November 19

+ inload: Blood Angels background terminology +

+ Progress report: Blood Angels +


+ Tycho's Third Company – or Prince Dauhavran's Host of the Third Choir, to give the group its atroatican name) grows. +

+ 'Wait, what?' +

+ Ah yes. While it's great to explore the background, and play around with linguistics, it's also easy for understanding to get a bit lost, so I thought I'd do a little primer on the (made-up) terminology I'm using. Here's a little extract to get you in the mood, taken from my Horus Heresy-era Blood Angel background:
"3:12 is a binder; a codifier. The atroatican names are ancient. There are not many. As a result, there are many repetitions. At first, we used suggenic names to distinguish between us – Ambriel Hemas and Ambriel El-Aster, for example. After the arrival of blessed Sanguinius," he paused. My eyes were pointedly fixed on the pict-screens in front of me, but I had seen him sketch a brief gesture in the air on the other occasions he had cause to mention his Primarch, and supposed the ellipsis owed to this, "We grew fast. There were many then. Many hundreds of Ambriels, many hundreds of Kerubiels, many Phanuels... and so on. You understand."
"And so you took numerals, too? So there is a Phanuel 1:11, for example?"
"Yes – Phanuel 1:11, and many like it. Phanuel 17:4, Lucifer 2:16, Tzaphqiel 19:19, and so forth. The numbers remind us we are Imperial. We belong to the Angel, and through him, to the Emperor." Both paused at this point to chorus the familiar blessed be his name before Catabin continued. "In any case, we were uneasy about using the suggenic names. It is good to know where you come from; but more important to know to whom you owe your loyalty. That is who you are."
+++ 

+ Nomenclature +

+ All Blood Angels have at least two names: a gave-name and a Suggenia name; equivalent to a modern personal name and surname. The suggenic names are from the tribes of the Blood; the human denizens of Baal. I've used a variety of sources – Renaissance-era Italian names in the main, alongside some Hebrew, Arabic and Ancient Roman – for these names, as I suspect Baal has a number of different cultures. Getting a bit of variety in there helps with realism; and stops the homage beating people over the head a bit. +

+ On ascension (that is, joining the Blood Angels as a full brother), the Blood Angel gains a new name to symbolise his rebirth as an Angel. I've called this their atroatican name; which is drawn from a (fictional in-universe) Baalite cultural mythology. As a resource for atroatican names, I use a fantastic book I bought years back called Brewer's Dictionary of Phrase and Fable (I recommend you pick it up; despite the dry name, it's wonderfully written), but angelic names from various cultures are widely available with a Google search. This site is a good example: [+noosphericexloadlink embedded+]. +

+ I've also added a numbering system; mainly as a bit of interest, but also to evoke a bit of sci-fi and to add a bit of spice to the naming conventions. These take the form of X:XX. The first number indicates the Cycle, which is a (again, in-universe) denotation of the name's 'spiritual reference' – the sort of thing determined by placement of stars at time of birth, dowsing, withinlookery and similar sorcery – while the second number, the Frequency simply indicates how many times the name has been used in a particular cycle. +

+++
+ To take an example, the chaps I'm working on at the moment are part of squad Mephisto, a combat squad mentioned in the Battle for Armageddon campaign booklet that came with 2nd edition Warhammer 40,000. Knowing that the combat squad leader was called Mephisto, I had his Suggenic name already. To this I added the Atroatican name 'Rashin Rast', an alternative name for the Angel Rash from an Persian text on comparative religion written around 1655. This is, to Western ears, a relatively uncommon name for an angel (compare Michael or Gabriel, for example). I think that it's important to include a diverse range of cultural sources – it all starts to feel a bit Flanderised, otherwise. In any case, using some non-European Angel names helps to give design space for the (far more gothic and mediaeval) Dark Angels, should I ever explore them. +

+  The Cycle and Frequency numbers are effectively chosen at random, though I do tend to add a bit of Eurocentricism by giving those more familiar to me higher frequency numbers – after all, the established canon names are nearly all Biblical or Italian. +

+ Anyway, hope that diversion was interesting – back to the painting! +

+++

+ Squad Mephisto WIP +

+ So, without further ado, here are Brother El-Aster (Ambriel 1:01)Brother Mephisto (Rashin Rast 2:05); and Brother Thaddeus (Saditel 4:04, called the lost). You'll notice Thaddeus ended up with an extra little flourish to his name, in the form of an epithet. Applying your own rules to things like namings or markings can be fun; but it should always take a backseat to creativity or whimsy. After all, you're not taking a census, but enjoying yourself! +

+ Brothers El-Aster, Mephisto and Thaddeus stumble over two fallen heroes on the plain of the Deathworld Orro. +

+ Note also the injured marines. As mentioned in the previous inload, I used these to test out the new colours – just in case. Colour theory is all very well, but nothing replaces practical experimentation. +

+++

+ Their place in the host +

+ The five marines of Squad Mephisto will make up the second part of Tactical Squad 1. The other half is squad Raphael, shown below:


+ Completing this combat squad will let me play a minimum-sized Battalion in 8th edition (three five-man troop units and Captain Tycho as the HQ). It'll also leave me just five marines away from being able to replay the Battle for Armageddon scenarios in 2nd edition. +