Wednesday, April 11

+ inload: Your Faction Needs You +

+ Alien Wars: Escalation +

+ I've updated The Alien Wars section (see tabs above) to create a node where I can add further links as the project continues, and explain the project a little more. I've had a few questions and requests for clarification, so hopefully things are now a bit clearer. +

+ So, if you've been interested but not known how to get involved, hop over to the Alien Wars page [+noopsheric inloadlink embedded+], or read on for some ideas and discussion here. +

+ Of course, while it's nice to tick things over myself, the best bit of this is seeing the work other hobbyists have been making. I've been absolutely astonished by the pieces submitted so far – thank you all; and I'm looking forward to sharing more soon. Here's a taster:
James Turner's Sabre Selene [The Pig's Sty]
Lex Bigal's Inquisitor Theodora [Servitor Crusade]

Josh Noble's Eldar Raiders

K0rdhai's Janii [K0rdhai's Instagram]
DeathCat147's Magos Barbas Vholk [One Four Seven Miniatures]
Lex Bigal's Ultramarine Scout


+ If you'd like to get involved, here are a few questions +

  • Do you want to explore the fractured Imperium, or the gathering might of the various aliens?
  • Are your forces loyal to Terra, Nova Terra, undecided – or simply seeking the fall of the puny hu-mans?
  • What sparked your imagination when you got into the hobby? Can you update a favourite old model or army?
  • Do you want to investigate a 'canon' individual/force, or explore your own unique characters and lore?

+ Forces and factions you might like to explore +

  • The orks of various petty empires have never stopped raiding human worlds; and now the Imperium's forces are turned inwards, they've never been more bold.
  • With Imperial pickets thinning and staying closer to potential internal troublespots, the Eldar are freer than ever to explore.
  • The Adeptus Mechanicus are beginning to be wracked by the signals from Moirae... which side of the schism will your force join?
  • Rogue Traders will doubtless be able to turn the disputes and disruption in shipping to their own advantage.
  • The squat homeworlds are alive and well. How is this dominion reacting to the politicking of the broader Imperium?
  • How do the Inquisition react? Nova Terra and the worlds of the Segmentum Pacificus might have rejected subjugation to the governance of Terra, but they still worship the Emperor and pay their tithe. Doubtless individual Inquisitors fall on different sides of the discussion.
  • The Astartes are noted as remaining largely aloof from the political conflict, but as with any Imperial organisation, they doubtless have their own aims...
  • Wilderness space starts to be reclaimed as the Imperial presence retreats; what minor species will emerge from there?
  • On frontiers and backwaters alike, the knowledge that worlds now stand alone may lead individual planetary governors – or the populace – to toy with independence.

+ What I'm doing +


+ The underlying aim of this project is simple – to make a model (or army) that speaks to your own nostalgia for your introduction to Warhammer 40,000. The army that has stuck with me as the 'ur-example' of a 40k army is the Blood Angels Third Company, detailed in White Dwarf issues 136–139. I'm building an homage to that army using modern models, materials and techniques. +


The Rogue Trader aesthetics inspired my orks and marines
+ Beyond that, the 35th Millennium setting, the period of the Nova Terra Interregnum. The premise for this choice of setting is similarly simple. The current era of Warhammer 40,000 itself has become a very different beast to the one I grew up with. That, of course, has its own appeal (and the PCRC and I continue to explore that in our Antona Australis setting), but choosing a point in the murky past of 40k gives myself – and I hope you – more freedom to play with building our models. +




+ So, why not join in with the Alien Wars? All you need do is think back to what first grabbed you about the 40k setting, and get building and painting. If you'd like to share it, I'd like to invite you to share it on the Death of a Rubricist Facebook page, or with the #alienwars hashtag on Instagram. +

+ There's no need to restrict yourself to a particular set of rules or location – after all, it's a big galaxy – but please do feel free to share any gaming, too. +

+ Looking forward to seeing your take on the horrors of the M35 galaxy, and what the divided Imperium will come up with to defend itself... +

Monday, April 9

+ inload: Anatomy of Empire I: The Charadon Empire +

+ Anatomy of Empire I: The Charadon Empire +


Located in the Ultima Segmentum, the Empire of Charadon today incorporates nearly seven hundred primary ork systems, and with a significant further dominion of slave worlds.

The empire sprang up in the wake of the Horus Heresy. Its first leader, the Arch-Arsonist Garslab, was quick to take advantage of the power vacuum left by the withdrawing legions, and the pocket empire quickly began to exert its influence across the spiral arm.

Today, the Empire is eclectic, established and markedly cosmopolitan; incorporating as it does a substantial permanent population of non-orkoids, including independent humans, abhumans and nearly a dozen other identified xenos species. The orks seem to tolerate – with some ork planetary commanders even encouraging – the presence of raiders, pirates and freedom-seekers in their realms. The existence of such ne'er-do-wells gives the orks of the Empire an unrivalled understanding of other species' strengths and weaknesses, and a ready source of both mercenaries and enemies against which to test themselves.

It is a mark of the Empire's longevity that the Tactica Imperium itself makes note of the forces of Charadon, using the military strategies of the forbidding black planet as an example of the perils of underestimating the threat of the orks: it is this Empire's pragmatism that has allowed the Arch-Arsonist and his cronies to prosper so long, and to have grown so powerful as to bring the Imperium of Man to terms on a number of occasions.


+ Military forces of the Charadon Empire +

The denizens of the Charadon empire are typical of orks – by which it is meant that the inhabitants are by turns belligerent, aggressive and surprisingly cunning. Unlike humanity, orks show little adaptation from region to region. If one could bear to remove the greenskin's stinking clothing, an ork of Charadon would be all but biologically indistinguishable from one from across the galaxy, which goes some way to demonstrate the sheer resilience of the ork genomic equivalent.

With that said, cultural tropes and norms do vary, and ork forces of Charadon are typically armed and armoured in a slightly more uniform fashion than one might expect of less-established ork regions, whose nomadic forces rarely have an established regional identity. This is due almost entirely to the stable supply lines from a string of indentured manufacturing worlds deep in the region. These include the fabled Lost Forges of Zoroaster – a dozen former Forge Worlds that fell to the first Arch-Arsonist over a decade of terrible warfare, and have remained firmly in the Arch-Arsonist's claws to this day. These churn out the murky fatigues and granite-grey armour plate by which the orks of Charadon can be recognised.


Typical ork Grenadier squad of the Charadon Empire
The clan system here is not absent or suppressed – indeed, a number of worlds within the Empire are vibrant examples of ork Kultur – but it is not a mineral-wealthy region, which in turn means that dyes, paints and other materials are relatively hard to come by. This is no hardship to the orks – after all, it provide the perfect reason to continue raiding each other, and to launch occasional large-scale fleet assaults that the orks call 'World-burnas' on fringe worlds in the reaches. Such attacks are launched by ambitious warbosses (sub-commanders) on their own initiative, but the most terrible are those made by order of the Arch-Arsonist himself, as such fleets are drawn from all across his Empire, and rival the Naval fleets of the Sector in number and mass-displacement. 

The armies of the Arch-Arsonist show the usual range of ork technology and tactics, ranging from light infantry forces supported by war buggies to specialised artillery and air units. The warboss Brug Wellshod's Iron Stompers are a good example of such specialism; being a force made up entirely of siege dreadnoughts and power-armoured support. Given the provenance of much of their equipment, it is perhaps not surprising that the orks of Charadon demonstrate a greater-than-usual proportion of vehicles recognisable as adapted STC designs; and most of the Arch-Arsonist's military forces will include weaponry and materiel that would be broadly recognisable to Imperial commanders, ranging from Rapier light weapon platforms to Bullock jet-cycles. This corruption of the Machine God's will, along with the loss of the forges of Zoroaster, has earned the Empire the eternal opprobrium of the Adeptus Mechanicus, who continually petition local Imperial Commanders, mercenaries and Astartes commands to launch counter-raids to recover precious knowledge from these lost worlds. 


+++

+ Charadon in the Alien Wars +

By the time of the Alien Wars, the Charadon Empire had become the longest-standing and most stable orkoid region in the galaxy, and the current Arch-Arsonist – by now an inherited title – a significant concern in galactic politics. Prior to taking the mantle of Arch-Arsonist himself, Zogblad the Belligerent had been a powerful lieutenant who helped his predecessor into the ork afterlife by 'accidentally' nudging the previous incumbent into the voracious maw of one of the Seismic Proto-dragons of Kor Luft.

Ruling from the black granite throne of the principal world from which the empire takes its name, the arch-arsonist now broods on the best course of action to take as his minions bring news of retreating Imperial forces all across the galaxy...


+++


+ Painting +

+ A productive weekend's work has seen me get the fatigues and weapons base-coated across the four squads, and to complete the skin on them all – a very satisfying stage. As noted elsewhere, I've taken pains to make sure they've each got a different skintone, by using unique combinations of paint mixes and washes. I'll have to be careful when adding further refinement, as I've no chance of remembering a particular mix! +

More of da ladz

+  All that remains is to work back over each model in turn, picking out details, filling in gaps (straps and pouches in particular), and adding details like the Drop Legion logo and warpaint to suitable areas. I hope to have that done by the end of the week; then it's on to finishing off the terrain for the game. +


Thrugg Bullneck and his squad leaders
+ What's next? Well, I'm still enjoying painting orks, so I might well paint up a few gretchin and a dreadnought – if I can do that, I'll be able to recreate the 2nd edition ork force, as well as the Rogue Trader army, which'd be a fun additional project. That'll bring things back round to the Blood Angels, who have received some exciting reinforcement from my friends in the PCRC... +

Tuesday, April 3

+ inload: Luggub's Drop Legion and micro-review of Warlord Games' Ruined Farmhouse +

+ Luggub's Drop Legion +


+ Work progresses on my orks for the Alien Wars. After a jolly fun weekend with the PCRC, I've got everything I need built for the game – four squads of five orks, plus Thrugg. On top of that, I've got the farm buildings built and the trees, hedgrows etc. all sorted. +

+ On a bit of a whim, I decided to weigh down the boyz with tuppenny bits under the bases. This'll help keep them stable:

'Wot's goin' on, boss?' 'Drop-pod trainin', Grubb. If dey get used to bashing their bonces, dey'll be much better suited to the attack. Orky-know-wotz, see?' 'Dat's ded clever, boss.' '...and don't you ferget it!'

+ Beyond that, there's not much that's particularly exciting or noteworthy in terms of painting. I've got the mob primed, so let's have a look at the new chaps:


Hruk's squad


Wortoof's squad


Splatta's squad


+ Semi-batch painting +

+ While I'll finish each mob off in turn, I wanted to make the most of batch painting to get things to a fairly uniform finish in places. Orks might not be the most attentive to their kit, but the ground's always going to be pretty much the same, and the majority of their fatigues and arms will have been mass-produced by slaves. To reflect this, I'm batch-painting the bases, cloth, armour and weapons; but will give the skin and ornamentation individual attention. +


Bases complete bar the tufts, and the fatigues base-coat in place.
+ This sort of approach works well for semi-modern style armies with a mix of visible skin and armour/cloth, such as guard, tau infantry and orks. It'd be less effective for armies with entirely enclosing plate (marines, various flavours of eldar, tau suits etc.). +

+ When batch-painting, I try to work as quickly as possible for each model, and don't worry about occasional brushmarks in the wrong place. (Apart from anything else, these niggle at me and encourage me to work on so I can go back and fix them at the individual stage!) As a result, I'm able to crash through a significant chunk of the group over the course of an hour or so. However, I am only applying the base coat. When I come to the individual model, or smaller group, I'll work more carefully and build up the highlighting/shading in a more considered way. This strikes the balance for me between boring but quick batch-work and slow but enjoyable 'main painting'. The more I get done at the batch stage, the less rote work later on. +


+ Buildings +

+ You'll also spot the buildings have been based and base-coated in the image above. I was very tempted to build my own, as I've got some foamboard lurking around, but time pressure meant that a pre-constructed one was my go-to. I'm using Warlord Games' Ruined Farmhouse [+noosphericinloadlink embedded+], which is pretty much ideal for the Rogue Trader Battle for the Farm scenario, as it contains enough bits to make a small farm building and an outbuilding of approximately the right size. +


Devastator marine included for scale


Devastator marine waiting for you to leave so he can use the outbuilding

+ Quick to build, the construction is fairly intuitive (lucky, as there are no instructions included), though I think it does require a sturdy base as the contact points of the modular design are poor. I've used some off-cuts of mountboard. +

+ As a micro-review of the kit, some aspects of the design seems a bit odd or badly-planned – there's no way to attach the chimney to any of the walls without being able to see at least some of the undetailed back through a window or other hole, for example; and the (presumably) modular design means that the bumpy corners don't align without some trimming and filing. There's nothing that can't be fixed or improved with a little time and the right tools, but overall it's a bit of a near-miss for me. +

+ With that said, it's sturdy high-impact plastic, has better texture and a more realistic finish than an equivalent MDF or card building, and is comparably priced to MDF. For the price, I'm happy with it, but I'd hesitate to recommend it. +

Friday, March 23

+ inload: Anatomy of the Enemy II: Janii [Guestpost by K0rdhai] +

+ Anatomy of the Enemy II: Janii +

+ I'm delighted to be able to exhibit a Janii on display today – one example of the weird and varied xenos encountered during the Alien Wars. +

+ This fantastic model was built and painted by Nicholas Tredidgo, who goes by the handle K0rdhal on Instagram. Check out K0rdhal's instagram here [+noosphericexloadlink embedded+] for some more strikingly imaginative and well-realised conversions, from Imperial Knights to daemon kings. +

+ He says 'if people want to make their own Janii, I would certainly encourage them and not be worried about stepping on my toes!' and I must confess to being keen to give one of these blue-skinned aliens a go myself. Perhaps I'll be able to get K0rdhal to give us a run-down of the build , and some notes on the great paintjob at some point in the future. +

+ In the meantime, thanks again for your wonderful contribution to the Alien Wars; now over to the meat of the inload. All of the good bits of the background text below are also his – you can blame the rest on me! +

+++


Betrayal is only a consideration, if one considers the betrayed an equal.
Inquisitor Willem Svrost, Ordo Xenos

+ First contact +

Aboriginal inhabitants of the southern reaches of what would later become the Segmentum Pacificus, the Janii are a xenos species that extended a long-lasting and relatively stable empire over more than a hundred star systems in the pre-Imperial era.

Imperial records are silent on the supposed first contact event, but second-hand copies of the xenos' own notoriously hard-to-decipher accounts (necessarily incomplete owing to their peculiar means of recording information) imply that the species has been in intermittent contact with isolated branches of humanity for thousands of years; the chronology dating well back into the Dark Ages of Technology.

+ Janii biology +

Physically intimidating, a typical bull is sturdy and robust, standing roughly eight foot to the shoulder. The Janii demonstrate bilateral symmetry; with a form of duplicated bicephaly that gives them a distinctive head shape, with what appears to human eyes as two distinct faces. Unsurprisingly, this gave rise to numerous unflattering slang terms amongst Imperial Guard and Navy forces: 'Bicos' and 'twinfreaks' to list two of the less obscene.

The 'brain' of a Janii is likewise partially divided, with a mutually shared section. This peculiar evolutionary trait is noted to have been common on the species' homeworld; and seems to have evolved as a survival trait that allowed individuals to rest while remaining partially alert – somewhat akin to the Astartes' catalepsean node. The organ is otherwise dissimilar to human brains, being a coral-like structure that extends throughout the creatures' hump.

The creatures' skin is typically loose, dry and smooth, dotted throughout with cuprous chromatophores that give it a bluish hue. In a healthy specimen, these are capable of emitting a faint bio-luminescence. 

The species is three-gendered, but the bull, kine and carriers are outwardly very similar in structure, making sileraioi courtship a subtle and complex affair that they never discuss openly.

Sileraioi evolved to breathe an almost inert 'air' of nitrogen, neon and other noble gasses, and fare poorly in human-tolerant envrionments. It is for this reason that they exclusively prefer orbital habitats or hermetic cities on planetary surfaces, where environments can be tailored to their specific needs.

+ Janii linguistics +

The Janii language is a considerable challenge for xeno-linguists to master, requiring significant study and augmetic modification. This is down to it consisting of two different ‘words’ spoken simultaneously, one by each ‘mouth’. Translation is possible but is convoluted to all but the most seasoned linguists.

As an illustration, the statement 'I am pleased to speak to you', would be vocalised as:
/Iemphasiser/ /amspeak/ /emphasiserpleased/ /toto/ /youclarifier/
The bracketed linguistic components are split evenly between mouths; alternating between the provision of syntactic operators; and quantifiers; with any non-paired elements being accompanied with coos and grunts from the 'off-mouth' to provide emphasis, direction or clarification. The effect is a bewildering stream of noise, with no gaps or pauses within statements. 

The Janii themselves are capable of speaking various Low Gothic dialects, though with considerable difficulty, often lapsing into their native mode of speaking and using two words simultaneously, leading to much confusion. Of particular interest to Inquisitorial-clearance readers: Janii have been encountered speaking proto-gothic languages, indicative of their encounters with Pre-Imperial Humanity.

+ Nomenclature +

Members of the species refer to themselves as /Varak-Koi/, meaning 'the people of two mouths/tongues'. However, the term Janii is a linguistic gloss used by the species to refer to its members during contact with humans and similar single-voiced groups.

Despite the potential for offence, many xenobiologists continue to use janii and sileraioi almost interchangeably; the latter term being more familiar to the Imperium owing to the events leading up to the Alien Wars. Xenolinguists make it clear that the use of sileraioi is rude to the point of insulting in a face-to-faces meeting, as the term applies specifically to a mercenary combat clade of the broader Janii Dominion. Seemingly of loose cultural morals, sileraioi translates loosely as 'those with small/stunted heads, whose tongues speak falsehood'.


+ Sileraioi technology +

A Sileraioi ground combat form is typically armoured in a robust carapace of hard plates incorporated into a thick rubber-like suit that provides excellent protection from ballistics, and limited atmospheric protection. Sileraioi are extremely vulnerable to radiation – likely a result of their homeworld's dim sun – and any exposed skin is routinely slathered in an unctuous lotion to protect them.

Portable charging plate for the microwave beam emitter
The crew of their void-vessels are up-armoured elites, whose suits are enclosing and allow them to fight in airless environments. During the height of the Alien wars, the majority of Janii forces encountered were wielding a mixture of microwave beams and more esoteric weaponry including electron displacers and the feared implosion lance. Since the losses of the Dominion's major industrial zones, Janii forces are now reliant on the more basic microwave beam emitters, though some capability to produce the more advanced weapon types, or substantial stored caches, remain.

The military as a whole is divided into several clades, each representing a sub-category of warfare such as naval, ground, or void combat, as well as other minor specialisms. Janii military as a whole is commonly referred to as the Lochos, which translates 'Those who speak of/bring death'. An exception to this structure are the Sileraioi, who ply their trade as mercenaries, and thus encompass all the clade specialisations. Though not well regarded in Janii society, their ultimate loyalty still lies to the Dominion. They are occasionally encountered today.

+ Rise and fall of a Dominion +

The Sileraioi's supposed homeworld is a dim and rocky moon that orbits a promethium-rich gas giant, itself slowly travelling around a dim brown star. The moon certainly once harboured a diverse web of life. It has since been terraformed and has been colonised as the Imperial Feral world of Dis.

The species achieved space flight sometime during the Dark Age of Technology, and expanded its holdings rimwards; seeking out the dimmest stars near the south-western halo regions. Preferring to seed gas giants with orbitals than land on rocky worlds – perhaps due to cultural taboos – the species and humanity unknowingly expanded alongside one another for a long time; perhaps millennia, before an seemingly accidental meeting occurred.

Xeno-archaeological remains of Janii Float-orbitals, recovered from the gravitic wells of gas giants in systems bordering the Veiled Region, indicate that at the height of the power the Janii Dominion encompassed approximately seven hundred systems. This zenith roughly falls in the centuries preceding the emergence of Old Night. Technological remains, and documents translated from this time indicate the Janii had large-scale atmospheric-manipulation capability and the resources to manufacture stellar megastructures (see Magos Kaive's seminal Treatise on the Ring Worlds of the Neiven Zone for further information).

The Sileraioi Dominion's high point saw it extend in a roughly L-shaped region of space that – owing to its lack of M-class stars and isolation – was of relatively little interest to many other star-faring species, humanity included. This undoubtedly contributed to its hidden expansion over the course of millennia.

Information on the pre-historical branch of humanity that the Janii claim contact with is infuriatingly vague; but it appears that the humans and Janii reached a non-aggression pact after some limited wars and border skirmishing. Janii envoys have even claimed that the two species worked together in a number of campaigns to combat ork and krell encroachment, but this is today regarded as black propaganda by the Imperium. In any case, the human empire died out during Old Night, leaving only tantalisingly vague hints as to its fate.

+ Old Night +

What little has been gleaned of the species' own pre-Imperial history, suggests that the Janii Dominion was reduced to their ancestral holdings in the veiled region of the Galactic East (an area known to Imperial Cartographers as the Shrouded Marche) during the Age of Strife – though whether this was a voluntary retreat or the result of emergent threats similar to those facing humanity at the time is unknown. A small but influential number of scholars have tentatively advanced the theory that the reduction in the Janii's holdings owed to cultural shock at seeing their allies brought to their knees. Best translation of the Janii's convoluted records suggests the species called this period 'A Retreat into the Mists'.

Best estimates of the Dominion’s holdings are estimated to shrunk to fewer than fifty star systems at this point, remaining this way until the Great Crusade was underway.



+ The Great Crusade +

The species became known to the Imperium in the closing years of the Great Crusade – or 'The Age of Reclamation' to the Janii – although no large-scale xenocidal campaigns, or even contact, are on record. It is possible that this is because the species met with one of the Traitor Legions – and thus the records have been redacted – but it is more likely that the cobweb-thin nature of intergalactic empire meant that the Expeditionary Fleets, treating the dim brown stars that the Janii favoured as low-priority, found only ancient cultural 'footprints' and dismissed the then-thriving species as another example of an extinct civilisation. 

Evidence subsequently gathered indicates the Janii Dominion expanded in the wake of the Expeditionary Fleets, seemingly taking advantage of Imperial momentum during the Great Crusade and claiming more of their favoured systems, while fortifying their core worlds. This process was presumably only facilitated by the outbreak of the Horus Heresy, as distant frontiers like the Halo zones became all but abandoned as large Imperial forces redeployed, and piracy and xenos attacks increased almost inevitably.

Records of this era are patchy, but a number of xenoarchaeologists now agree that a species fitting the description of the Sileraioi intervened to fight alongside bemused human forces in at least two separate occasions during this period. It is possible that the species supplied assistance in other instances; but less successfully in those campaigns.


+ The Nova Terra Interregnum +

'Why do allies of old raise gun and blade against us Janii? Do you not remember when we strode the stars together? We come palm outstretched and are greeted with the fist...'
– final recorded transmission of Janii envoy ship The Mouths of Reason. Suppressed by the Inquisition.
Little appears of the Janii explicitly in Imperial records for the following millennia, though a number of isolated mercenary forces and Rogue Trader's reports hint at the species' continuing presence in the region. 

The outbreak of the Nova Terra Interregnum saw the border beween Segmenta Pacificus and Tempestus become highly militarised and contested, and this would ultimately come to spell doom for the hitherto overlooked Janii Dominion.

Records of the time are understandably garbled and – to be charitable – lacking in fair balance. What is known for certain is that the Sileraioi attacked and destroyed a border world known as Xanadu. The most complete account is given by the Lexicographer Hilde, an adjutant to the Ur-Council of Nova Terra, who confidently recorded:
Takin[g advantage of wh]at they mistakenly presumed was a period of relative stability for the Imperium, the Janii despatched an envoy ship to the Terran-controlled system of Xanadu. Upon translating from the warp, records indicate that the envoy ship was fired upon and destroyed by system defence pickets under orders from the notoriously xenophobic Abbot of the Burning Mount.
[APPENDNOTE: Hilde's writing is sometimes taken as evidence that the Janii were well aware of Imperial turmoil during the Nova Terra Interregnum; but most other sources suggest the Janii were unaware of the Imperium as a political entity. Surviving Janii transmissions were always addressed to unknown governments or organisations, never mentioning the conflicting opinions and claims of Terra or Constantium. Perhaps this was sheer naïvite on the xenos' part; or perhaps evidence of slyly diplomatic circumspection.]
This ‘misunderstanding’ resulted in the Xanadu Conflagration; wherein Janii Combat Clades and supporting Silearioi ele[ments(?) translated in-system several(?)] months later, laying siege to the Monastery of the Burning Mount on Xanadu. Despite brave effort by the attendant Frateris Templar and its picket defence ships, the world was put to the torch by the incensed Janii, and the Monastery itself levelled by repeated antimatter bombardment. The loss of such a prominent Temple world, including several hundred precious relics, earned the Janii the ire of the Ecclesiarchy, who petitioned several Space Marine chapters to hunt down and engage the Janii defi[...]
A section of Hilde's record has been lost to the ages here, but it picks up later. Her bias against the Old Terrans is notably absent from any references to the Astartes:
[T]he [Janii fleet which] had stayed to examine the ruins of Xanadu, was caught off guard by the rapid arrival of the vanguard of the Astartes force, primarily consisting of elements of the Silver Gua[rds a]nd Void Revenants, was devastated and forced to make a fighting retreat back towards Dominion territory.

Despite this, several
Lochos offered their services to the forces of Nova Terra throughout the Interregnum. Always using the same broken and garbled proto-gothic phrase , 'In defence of the long [indecipherable] summer-men'. How many Admirals and Forces took them up on this offer is a mystery lost to the ages. 
Reports of Janii disc-cruisers, and a single super capital ship (tentatively designated Timingila) are recorded as aiding the Nova Terran forces at the Battle of Mieville, lend credence to the theories that the pragmatic Nova Terra did make use of Janii forces. 

This was taken as evidence by recordists and iterators on both sides of the divided Imperium; with demagogues, priests and munitorum agents on both sides variously claiming the others as tainted, xenos-loving monsters; or claiming that the friendly use of xenos mercenaries proved the righteousness of their side, as even xenos stood against the rival Imperial faction. 

What is clear from this is that both the High Lords' and Ur-Council's advisors were engaged in a vicious propaganda war; simultaneously willing to employ Janii/Sileraioi mercenaries, while condemning their employ by the other faction. What the Janii made of this is unknown; but the previously safe position of their Dominion was fatally undermined by the deployment of Astartes in response to the Xanadu Conflagration.


+ The Janii during the Alien Wars +

Belligerent identified as Janii species, Varden Drifts
Eventually the Janii found themselves caught between the hammer and anvil, their formerly isolated dominion becoming vital strategic territory to the Secessionists and Greater Imperials.

The Sileraioi's fleets found themselves fighting alongside ships of both sides, and suffering horrendous losses as ruthless human admirals pushed the xenos into positions of greatest danger.

The Janii found themselves once more in a hostile galaxy. Within a short number of years, the Janii broke off contact with humanity, and began a defensive war of their own.

Commentators on Hilde's later recordings generally take the vulgar view that the Janii's initial vacillating and unsure response to war owing to some inherent cultural unwillingness to attack unprovoked; or to confusion at strategic levels brought on by a crucial misunderstanding of the scale of events or interactions between the rival Imperial factions.

Similarly, Hilde gloatingly states that the Janii were 'Shocked by their old allies’ betrayal, and rampant [xenophobia]' after the Varden Drift campaign; but experience has taught us to beware the attribution of such human emotions when applying them to an alien species. In such cases, the truth will never be known for certain, as alien motivations and drives are just that: alien.

+++
Lo the summer men have turned to winter// bitter and cold.
No more do we dance//under the light of suns//revelling and joyful.
Instead the days and years// are soured//by the acrid taste of war.
-Final Janii transmission directed towards Imperial space. Delivered in High Gothic and intercepted by Void Revenant vessel Ire of Marduk, Late M35. 
Unfortunately for the Janii, their nature made them high-profile targets for Astartes fighting in the region, and they became the victims of a brutal xenocidal campaign headed by the Astartes of the Silver Guards, and supported by elements of four other Chapters.

Pict-capture of Void Revenant command staff confonting a Sileraioi Kine during one of the numerous breaching assaults of the Varden Drift campaign.
Despite a number of victories over the Astartes over the early period of the Alien Wars, Janii forces have consolidated back to their core-world regions in the Shrouded Marches. The Sileraioi, however, remain active throughout the region and have been recorded as taking action to support both Janii Dominion strikes and – perhaps surprisingly – Nova Terran forces.

Pursuing Astartes forces were unable to reach the core worlds, due to unusually electromagnetically unstable Nebula shrouding the region, which made navigation for the prowling Astartes vessels impossible. These storms left Janii vessels un-affected, and has been theorised as an artificial defence mechanism by some. Standing orders are for vigilance; and the situation of currently suits both Nova Terran and Terran interests, as the remnants of the Dominion provide an all-but-impassable anchorpoint of defence, making movement through the region of rival Imperial forces unlikely.

Current efforts to pierce the Shrouded Marches remain unsuccessful; and scout forces are routinely interdicted and driven off by Janii War Fleets. Contact occurs infrequently on Imperial Border Worlds, typically involving Mercenary Sileraioi, but occasionally with main Janii Battle Clades looking to reclaim orbitals or artifacts. Janii Battle Clades are typically outright hostile to human elements, and are more than capable of overwhelming Imperial border worlds. However typical Janii protocol seems to be the avoidance of all Imperial fleet traffic, particularly Astartes Vessels.


+++

+ Post Script +

In closing, it is my considered opinion that the Janii are an excellent example of how even a technologically advanced and successful species can find itself brought down by tolerance and naïvete in a few short years. 

Truly it is said: the rewards of tolerance are treachery and betrayal.


I remain, at your service; Inquisitrix Barbari Kills.

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? +


Monday, March 19

+ inload: Hruk WIP +

+ inload: Hruk (for real this time) +

+ After an earlier boo-boo in building Hruk, I got down to brass tacks and started building my interpretation of this figure, from the RTB02 'Space Ork Raiders' set:


+ As with my update to Thrugg [+noospheric inloadlink embedded+], it's really the pose more than anything that makes the model above distinctive; so my version tried to capture the posture of the original. +

+ What a pain it is to convert the ork nob models! I'm glad I went with a plastic torso/legs, as I had considered working with metal. I trimmed away quite a large portion of the leg/hip area, aiming to keeping the leg itself intact, and worrying less about the waist/hip area, as I knew I'd be sculpting an armoured tunic that would cover the region. +
+ After reattaching it, I built the greenstuff up over two sessions; wadding it around the damaged/empty hip area, then taking more care with sculpting the skirt of the tunic over the top. Once that was cured, I came back to add the areas of tunic on the torso and padded shoulder. +

+ Once that was all in place, I added the head and left arm (right of the picture). The other arm is part of the original torso; a plastic one drawn from one of the more recent boxed sets (Battle for Black Reach?); which was handily in a similar position to the original model. When converting models like this, I aim to find a base body that's as similar as possible. +

+ The head went in later to allow me to reach in around it for the tunic sculpting. Brian Nelson's ork facial sculpts are amongst my favourites (the metal ork nobs he sculpted for 3rd edition are probably my favourite orks of all time) so as with Thrugg [+noosphericinloadlink embedded+] and the other squad leader [+noosphericinloadlink embedded+], I used one of the metal heads from this set, adding a few tweaks to make it unique: in this case, there's a neck built up from greenstuff to alter the angle to match the Kev Adams' sculpt, and a lower lip added to make the head unique. The final touch was a series of small spikes on top; again to emulate the original. +

For this project, I'm aiming for each ork to have a unique face;
to match the classic character of the original models.
+ The model still needs weaponry, and I'm tempted to slightly tweak the angles of the arms a bit further, but he's coming along well, I think. +

+ Here's the original model, without the desaturation applied at the top. This makes the conversion work easier to see, and also reveals that I'm working on top of a painted model. Old models picked up from eBay or other second-hand sources are often at the heart of my conversions, as they're much cheaper, and – often being pre-built and painted – I feel less hesitation in getting stuck in and hacking them up. +


+ Keep an eye out for when Hruk gets kitted out with his shootas. Being a 'personality', he warrants something a bit special, so I've got vague plans for giving him a space marine boltgun. This fits with the scenario – the invasion of the Crimson Fists' home planet, Rynn's World – and also ties into the original Rogue Trader armament (as orks wielded bolters rather than 'shootas' back then). +

+ Of course, just sticking a plastic boltgun on is going to be a bit unimaginative, so I thought I'd run with a bit of Judge Dredd-style sci-fi. Like Dredd's lawgiver, space marine boltguns are sometimes noted to be keyed to the owner's genetic coding or armour, so that they can only be fired by the owner. Hruk will this have to apply some orky-know-wotz and get round this – so I'll have the unfortunate Crimson Fists' gauntlet nailed on and wired in to provide the correct protocols to get it to fire. Whether the hand remains inside will likely remain up to your imagination! +