Right I've jumped on the Movie review band wagon.
But first off I have to explain something about (my) reviewing. Many, many of my fellow bloggers have reviewed this as fans. Hardcore Fans. Fans who will be unforgiving about the smallest of lore mistakes.
I too will review this as Hardcore Fan, but also as a former student of Media and Films. But unlike most as a person who has worked on a major Intellectual Property for a company outside of the IP owner.
This last point is the most important. Regardless of the control the IP owner may or may not have a film or outside project of the IP owner's will always, always be an interpretation of their IP by outsiders - may they be familiar with the IP, fans or the hardcore. No two fans have the exact same view on all things in an IP.
I will try to avoid spoilers, but I can make no guarantees, but with out further ado.........
The Visuals
I know the CGI style has been a massive bone of contention for many people, but it's serviceable and works most of the time. It looked fine up close to the marines but some of the long/far shots did blur a little (like a games console/PC struggling with a high spec game). The Chaplain's armour was awesome, but yet the CSM armour was bland for the most part.
Many people where expecting something akin to any of the Dawn of War Intro's ( One Two ) I wasn't.
Why? Well for starter's its more than common for game's super duper CGI intro's to be done by another company that is not the game makers - even Bungie have done this with Halo. Go and watch the game's credits. Secondly the Budget was tiny without a single penny from Games Workshop, Codex Pictures budget for the whole project (that took 5 years) was probably a lot smaller than the catering budget for 3 months on any major Hollywood film - just think about that before you say you could do better than Codex.
Sound and Music
In my opinion both where spot on.
The voices where spot on for Space Marines, deep but not dumb, while still keeping an edge of restrained arrogance. The Veteran Marines sound spot on as well as the cock sure youngsters. The Bolters sounded... well 'boltery' and the Chainsword sounded like the weaponised garden instrument it should be while being menacing.
Good background music should inspire the desired emotion. Great background music dose that without being noticed.
Plot and Story
Now here's my bone of contention. It's not the story - A simple rescue mission turns to fetch quest goes wrong. Many films have done this perfectly fine. But the plot is just meh. For those who don't know plot is the series of event's that happen in sequence that make the story - plot is what happens, story is what it is all about.
The plot just isn't very inspiring or surprising - opening, basic intro, bit of character building, obvious ambush here, one there, bit of mystery, mistrust, retreat, plot twist, final fight, end.
Maybe the twists and ambushes where obvious as I am a 40k fan, a Sci-Fi fan, and a action movie fan, but they where just lacking. Lacking something beyond anything you can see or hear.
My personal views and musings
Right we all know Dan Abnett wrote the screenplay. But writing a screen play is a diffident kettle of fish than writing a novel. This is one of the many reasons book to film translations have never been purely faithful - even comic book ones.
Abnett's book's and his screenplay are his interpretation of the 40k world, and the film is the director's, the artist's and the actor's interpretation's of Abnett's creation's. It's a series of interpretations of a interpretation of a source which we then interpret - it sounds mad but it's true, but what creates other peoples love or hate of the film is that they also have their interpretations of 40k already in their heads, which explains their love/hate etc.
But what really pee'ved me off was the unnecessary MacGuffins, mainly the Banner - it just wasn't needed, and there was no command squad present - never mind a brave Veteran (without rank) to carry it. While the main body of the banner was pulled taunt as to not flurry around in the wind kind it back fired effect wise because it looked like it was made from cardboard.
Secondary the big plot twist, even a non 40k fan knows what it is because too much time is spent back on the Strike Cruiser at the end before it all kicks off again.
From a fluff/fan point of view the Marines are promoted from Scout to Tactical Squad (in the 2nd Company no less!) in one go, none of the Devastator to Assault to Tactical via the reserve companies nonsense like the 5th edition codex says. Also the Sergeant goes off in the Land Speeder - Say wha-? Background wise Land Speeders and bikes are crewed by Assault Company members or Assault Squad members from the battle company - not the tactical squads.
But yet this un-fluffy series of events is explain in the mini comic that comes with the DVD. If you need a mini comic to explain stuff then don't do that stuff!!
Other niggly stuff included:
Power Armour gave all the Marines "Stormtrooper syndrome"
A Whole Company Dead!!!? (This is a Matt Ward level of stupid!)
Enough of the bad what I really liked was:
The scene where the Sergeant was arming up with the Servitor/Thrall - bloody fantastic and totally in fitting with the background.
The Voice cast where all superb, I quite liked the Apothecary Pythol and he had the funniest line in the film:
Proteus "The Emperor Protects!"
Pythol ".. but having a loaded Bolter never hurt neither"
The delivery and timing was spot on, I've seen it four times now and I always laugh at that bit
Right I'm going to end here now before I just start making lists of low and highlights. There are many things I haven't covered as there is a lot to go though (good and bad). I think it's best to think of this as a "Proof of Concept" or a Pilot episode.
Personally I want to see a "Band of Brothers" style mini series about the Imperial Guard, as when you bring in human characters that people can related to (fans and non fans) that's when things start to click and work.
So a solid 6 out of 10
Solid, but with plenty of room to make it great.
Monday, 27 December 2010
Friday, 24 December 2010
Merry Christmas!
Well its that time of the year again so here's a Warhammer twist on the 12 Days of Christmas.
Merry Christmas and a Happy Yule time for which ever festival or Holiday you may be celebrating this time of year!
On the first day of Christmas,
Games Workshop gave to me,
A Hive Gang in Necromunda!
On the second day Christmas Games Workshop gave to me,
2 Combat Squads
and A Hive Gang in Necromunda!
On the third day of Christmas, Games Workshop gave to me:
3 Blood Bowl Subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the fourth day of Christmas, Games Workshop gave to me:
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the fifth day of Christmas, Games Workshop gave to me:
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the sixth day of Christmas, Games Workshop gave to me:
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the seventh day of Christmas, Games Workshop gave to me:
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the eighth day of Christmas, Games Workshop gave to me:
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the ninth day of Christmas, Games Workshop gave to me:
9 Basilisks booming
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the tenth day of Christmas, Games Workshop gave to me:
10 Lootas looting
9 Basilisks booming
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the eleventh day of Christmas, Games Workshop gave to me:
11 Guardsmen Fleeing
10 Lootas looting
9 Basilisks booming
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the twelfth day of Christmas, Games Workshop gave to me:
12 Bolter Rounds
11 Guardsmen Fleeing
10 Lootas looting
9 Basilisks booming
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
Merry Christmas and a Happy Yule time for which ever festival or Holiday you may be celebrating this time of year!
On the first day of Christmas,
Games Workshop gave to me,
A Hive Gang in Necromunda!
On the second day Christmas Games Workshop gave to me,
2 Combat Squads
and A Hive Gang in Necromunda!
On the third day of Christmas, Games Workshop gave to me:
3 Blood Bowl Subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the fourth day of Christmas, Games Workshop gave to me:
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the fifth day of Christmas, Games Workshop gave to me:
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the sixth day of Christmas, Games Workshop gave to me:
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the seventh day of Christmas, Games Workshop gave to me:
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the eighth day of Christmas, Games Workshop gave to me:
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the ninth day of Christmas, Games Workshop gave to me:
9 Basilisks booming
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the tenth day of Christmas, Games Workshop gave to me:
10 Lootas looting
9 Basilisks booming
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the eleventh day of Christmas, Games Workshop gave to me:
11 Guardsmen Fleeing
10 Lootas looting
9 Basilisks booming
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
On the twelfth day of Christmas, Games Workshop gave to me:
12 Bolter Rounds
11 Guardsmen Fleeing
10 Lootas looting
9 Basilisks booming
8 Sisters repenting
7 Snotlings sneakin'
6 Orks a- WAGGGGGGGHHHHHHHHH!!!!!!!!-ing
5 Impact hits!
4 Miss casts
3 Blood Bowl subs
2 Combat Squads
and A Hive Gang in Necromunda!
Wednesday, 22 December 2010
Are they in range???
Partly inspired by the Deployment in Action series over at Sons of Sanguinius I got thinking about potential set up for my Space Wolves, and that got me thinking about threat ranges, movement range, and weapon range.
So without further ado here is the product of a few quite hours at work, maths, and my mighty MSpaint skill!
This is a plain 6x4 table set up in Vassal with all 3 Deployment type templates set down on the board.
"Ok John but how does a load of lines and squares help us?"
Well we all normally play on 6 feet by 4 feet tables, so thus we know the outer size of the board. Secondary the deployment variants in the rulebook give us their size and shape too. So a bit a reading and some quick maths can give you a lot of information that applies in every battle.
Lets start with the basics - 6x4 table and what the rulebook gives us:
So the Blue line is 6 feet - or 72 inches
The Red line is 4 feet - 48 inches
The Green line is 3 feet - 36 inches
The White line is 2 feet - 24 inches
The Yellow line is 1 foot - 12 inches
The Brown line is 2 feet - 24 inches
These are all the basic ranges we get from deployment in the rulebook.
But do these numbers look familiar? (12, 24, 36, 48, 72)
They should do as they are all the staple ranges of every main weapon type in the game (except Tau Fire Warrior Pulse Rifles which are 30 inches but they are silly cow people).
Now this may seem like pretty simple stuff to older or veteran players but this kind of information is always good for new players or those looking to step up to the next level or for revision.
Now let use the power of maths - or more specifically the power of the triangle - Pythagorean Theorem!
First off lets look at its possible to pull of a 1st turn assault in Spearhead deployment for beasts, cavalry, open topped transports, assault vehicles or a lucky 6 inch fleet roll:
So we have here is the direct gap between two opposite table quarters labelled C in red.
Now we know from spearhead deployment that each side must be at least 12 inches away from the middle and with the set up shown we know we have a triangle with these two table quarter edges and now we have the third side of the triangle which is our C line in red.
We know now that A and B are both 12 inches so we can find out that distance of C:
So.......
........ this is how a first turn charge is possible for some units, as nipping down the 16.97 inch 'side' of the middle circle is quicker than going straight though the middle of it which is 24 inches!
But it doesn't end there! Using Pythagorean therome again we can get the opposite corner ranges of the table and corner to middle of table range too:
So first corner to corner (red line):
And the blue line (any corner to middle of board):
Or simply blue is equal to half the red line :p
So bring all this maths and MS paint skills together and we get this:
.... pretty much every possible range you could need.
On a side note I have been told by those in the know" that GW want to move towards having every gaming table in all their stores and battle bunkers to be made from the Citadel Realm of Battle Gameboard which is in 2 feet / 24 inch square sections, and these pretty much give you a ruler on the table (without the numbers)!
They say "knowledge if power - guard it well" - so er you didn't read this ok ;p
Till next time!
So without further ado here is the product of a few quite hours at work, maths, and my mighty MSpaint skill!
This is a plain 6x4 table set up in Vassal with all 3 Deployment type templates set down on the board.
"Ok John but how does a load of lines and squares help us?"
Well we all normally play on 6 feet by 4 feet tables, so thus we know the outer size of the board. Secondary the deployment variants in the rulebook give us their size and shape too. So a bit a reading and some quick maths can give you a lot of information that applies in every battle.
Lets start with the basics - 6x4 table and what the rulebook gives us:
So the Blue line is 6 feet - or 72 inches
The Red line is 4 feet - 48 inches
The Green line is 3 feet - 36 inches
The White line is 2 feet - 24 inches
The Yellow line is 1 foot - 12 inches
The Brown line is 2 feet - 24 inches
These are all the basic ranges we get from deployment in the rulebook.
But do these numbers look familiar? (12, 24, 36, 48, 72)
They should do as they are all the staple ranges of every main weapon type in the game (except Tau Fire Warrior Pulse Rifles which are 30 inches but they are silly cow people).
Now this may seem like pretty simple stuff to older or veteran players but this kind of information is always good for new players or those looking to step up to the next level or for revision.
Now let use the power of maths - or more specifically the power of the triangle - Pythagorean Theorem!
First off lets look at its possible to pull of a 1st turn assault in Spearhead deployment for beasts, cavalry, open topped transports, assault vehicles or a lucky 6 inch fleet roll:
So we have here is the direct gap between two opposite table quarters labelled C in red.
Now we know from spearhead deployment that each side must be at least 12 inches away from the middle and with the set up shown we know we have a triangle with these two table quarter edges and now we have the third side of the triangle which is our C line in red.
We know now that A and B are both 12 inches so we can find out that distance of C:
a2 + b2 = c2
122 + 122 = c2
144 + 144 = c2
288 = c2
c2 =288
c = √288
c = 16.97 inches
........ this is how a first turn charge is possible for some units, as nipping down the 16.97 inch 'side' of the middle circle is quicker than going straight though the middle of it which is 24 inches!
But it doesn't end there! Using Pythagorean therome again we can get the opposite corner ranges of the table and corner to middle of table range too:
So first corner to corner (red line):
black2 + white2 = red2
722 + 482 = c2
5184 + 2304 = 74882
7488 = red2
red2 = 7488
red2= √7488
red2 = 86.53 inches
green2 + yellow2 = blue2
362 + 242 = blue2
1296 + 576 = blue2
1872 = blue2
blue2 =1872
blue2 = √1872
blue2 = 43.27 inches
So bring all this maths and MS paint skills together and we get this:
.... pretty much every possible range you could need.
On a side note I have been told by those in the know" that GW want to move towards having every gaming table in all their stores and battle bunkers to be made from the Citadel Realm of Battle Gameboard which is in 2 feet / 24 inch square sections, and these pretty much give you a ruler on the table (without the numbers)!
They say "knowledge if power - guard it well" - so er you didn't read this ok ;p
Till next time!
Monday, 20 December 2010
Playtesting 101
Well after seeking some advice from Kirby and the idea of dropping a couple of Grey Hunters and a Rune priest for 2 Razorbacks with Lascannons and twin linked plasma guns for the Long Fangs seems quite obvious now (Yay for hindsight!)
So this means some play testing. Now play testing should be a piece of piss for me, as those of you who know me should know that I use to be a computer games tester for Free Radical Design before they went bust. I did not work on this. Honest. No sirree George.
Anywayyyyyyyyyyy......................
while at work today during a quite period I started to write down to pros and cons of each group:
1 Rune Priest + 3 Grey hunters vs 2 Las-plas-backs (Lascannons, TL Plasma gun Razorback).
So the Pros for a Rune Priest and 3 Grey Hunters are:
Pros:
- Psychic Defence
- 2 Psychic Powers (living Lightning + X)
- Runic Weapon
- +3 Scoring Bodies
- Need 3/4 Shots/hits to kill off
- Flexible - can shoot stuff and assault stuff
- Vulnerable to small arms (lasguns, bolters etc)
- Can fail important leadership test
- Grey Hunters only have standard kit
- Rune Priest can be shut down by enemy psykers
And for 2 Razorbacks:
Pros:
- Has an armour value so is pretty much immune to small arms fire
- Can move and fire a heavy weapon
- Lascannon and TL Plasma guns gives me much needed Long Range Ap2 fire
- Can't be locked in assault
- Can tank shock and ram
- Is a spare transport for other grey hunter units if their Rhinos get wrecked
- Can get my Long Fangs into good spots in Dawn of War set ups
- Have a 1/3 chance of being destroyed thanks to the damage chart (1/2 vs melta/Ap1)
- Can insta kill MEQ characters.
Cons:
- Can be killed in one lucky shot
- Low armour value
- Hard to give a cover save to
- I have no experience in using them! (note to self: this is what play testing is for dip shit)
- Must be stationary to fire at full effect
2 More Rune Priests, 2 Full unit of Grey Hunters with melta and Rhinos, 2 small units of Grey hunters with Rhinos and wolf guard, 2 units of Wolf Scouts with melta guns, and combi melta Wolf Guard, 2 Units of Long Fangs with Missile Launchers, 3 Land Speeders with Multi Meltas and Heavy Flamers.
So 2 Rune Priests offer up a lot of psychic pandemonium already a 3rd is more fun but it would mean 2 in a rhino and reducing that Rhino's Grey Hunters to mere passengers as the Priests "psych out" of the hatch.
I can't see 3 more scoring bodies going that much further, granted I bet there will be times where I rue not having them there but being in the right place at the right time is more important.
2 more vehicles to join a mass of rhinos and land speeders will/should/could help dilute enemy anti-tank fire - this has certainly been the case with my Imperial Guard in the past.
The added Lascannons can take some of the Anti Tank/monstrous creature weight off my poor long fangs and they are mobile too. Then add in the Twin linked plasma guns for when they hit 24" range and rapid fire at 12" then it looks good. Also they add so much needed AP2 fire power out side the 12"/24" my melta weapons.
So I will definitely get 2 Razorbacks and play test around with them and see what works and dose not work, so a slightly reworked list will look something like this:
HQ (210)
Rune Priest, Living Lightning, Murderous Hurricane, Chooser of the Slain = 110
Rune Priest, Living Lightning, Jaws of the World Wolf = 100
Elites (292)
5 Wolf Scouts, Melta Gun =80
5 Wolf Scouts, Melta Gun =80
4 Wolf Guard (2x Power fist, 4 Combi Meltas) = 132
Troops (655)
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
10 Grey hunters, 2 Melta Guns, Wolf Banner, Mark of the Wulfen = 180
Rhino = 35
5 Grey Hunters, 1 Melta Gun, = 80
Rhino = 35
5 Grey Hunters, 1 Flamer = 75
Rhino = 35
Fast Attack (210)
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Land Speeder Tornado, Multi Melta, Heavy flamer = 70
Heavy Support (380)
5 Long Fangs, 4 Missile Launchers = 115
Razorback, Lascannon, Twin Linked Plasma Gun = 75
5 Long Fangs, 4 Missile Launchers = 115
Razorback, Lascannon, Twin Linked Plasma Gun = 75
1747
Till next time folks!!!!!!!!!!!!
Sunday, 19 December 2010
The Paladins of Steel: Background for a new chapter
Chapter name:
Paladins of Steel
Founding Chapter: Iron Hands
Founding: Unknown
Chapter Master: Cartecian Valence
Home world: Voldoth Prime
Battle Cry: "Steel your flesh, steel your mind, steel yourselves"
The Paladins of Steel are the only Iron Hands successor chapter who carry on their parent chapter's trait of using bionics extensively (unlike the Red Talons, Brazen Claws, and Sons of Medusa). But they turn their views to their minds and souls too, so unlike the Iron Hands they have Chaplains too. Along with a wealth of bionic upgrades and replacements the Paladins of Steel also use small microchips in the brains of some of their battle brothers, mainly in those who have had their brains to waiver with age, gone made or simply have been partially brain damaged. Sadly the microchips have a high burnout rate as mankind lacks the knowledge for such sophisticated technology.
In addition to their extensive use of bionics, the Paladins of Steel also live long lives (by Astartes standards), nearly as long as the Blood Angels, but sadly many older battle brothers go mad with age, why this is unknown and the chapter's Apothecary's and Chaplains are ferociously looking for a cure. For the time being the use of microchips to try and correct the Battle Brothers behaviour and lessen their senses, but eventually these fail burn out most of the time and all that is left is a crazed Marine who is extremely irrational and is reduced to the level of a instinctual predator. But they are extremely resistant due to their microchips and bionic upgrades regardless of their original mental affliction. Once reduced to this stage the rate of mental decomposition is extremely rapid in many Battle Brothers and many end up either brain dead or totally insane. Over the time the Chapter has learned that extreme coolness can slow the process of brain and microchip burn out, so such deranged Battle Brothers who survive a battle are kept in cryo stasis in between battles till needed.
The deranged battle brothers are rounded up by the Chapters Chaplains and Apothecary's into units commonly known as "Predator Units." Severely effected battle brothers sometimes end up as laughing men who sound like they are speaking, laughing, and roaring in machine code. All effort is made to keep such Predator units away from members of the Ministoium (who think they are possessed) or Adeptus Mechanicus (who want to tinker with them). Such efforts make the Paladins of Steel seem secretive with something to hide - despite having their gene-seed cleared many times by the Inquisition and the High Lords of Terra.
The Paladins of Steel have a very large number of Dreadnoughts in their Chapter along with a wide array of weaponry tp choose from. Even the Techmarines have also came up with many modifications to the power fists, chains fists and combat weapons used by the chapter's Ironclads including variations of Lightning claws, Thunder Hammers and even force weapons for Librarians. It is not uncommon for a Company, even the Chapter it self to be lead by a Dreadnought. But sadly like their more biological Battle Brothers some Dreadnoughts can go mad with old age too. If this happens the luckless Dreadnought is given a pair of power fists or claws and pointed towards the enemy.
Test colour scheme:
(imperial fist symbol is a place holder)
Paladins of Steel
Founding Chapter: Iron Hands
Founding: Unknown
Chapter Master: Cartecian Valence
Home world: Voldoth Prime
Battle Cry: "Steel your flesh, steel your mind, steel yourselves"
The Paladins of Steel are the only Iron Hands successor chapter who carry on their parent chapter's trait of using bionics extensively (unlike the Red Talons, Brazen Claws, and Sons of Medusa). But they turn their views to their minds and souls too, so unlike the Iron Hands they have Chaplains too. Along with a wealth of bionic upgrades and replacements the Paladins of Steel also use small microchips in the brains of some of their battle brothers, mainly in those who have had their brains to waiver with age, gone made or simply have been partially brain damaged. Sadly the microchips have a high burnout rate as mankind lacks the knowledge for such sophisticated technology.
In addition to their extensive use of bionics, the Paladins of Steel also live long lives (by Astartes standards), nearly as long as the Blood Angels, but sadly many older battle brothers go mad with age, why this is unknown and the chapter's Apothecary's and Chaplains are ferociously looking for a cure. For the time being the use of microchips to try and correct the Battle Brothers behaviour and lessen their senses, but eventually these fail burn out most of the time and all that is left is a crazed Marine who is extremely irrational and is reduced to the level of a instinctual predator. But they are extremely resistant due to their microchips and bionic upgrades regardless of their original mental affliction. Once reduced to this stage the rate of mental decomposition is extremely rapid in many Battle Brothers and many end up either brain dead or totally insane. Over the time the Chapter has learned that extreme coolness can slow the process of brain and microchip burn out, so such deranged Battle Brothers who survive a battle are kept in cryo stasis in between battles till needed.
The deranged battle brothers are rounded up by the Chapters Chaplains and Apothecary's into units commonly known as "Predator Units." Severely effected battle brothers sometimes end up as laughing men who sound like they are speaking, laughing, and roaring in machine code. All effort is made to keep such Predator units away from members of the Ministoium (who think they are possessed) or Adeptus Mechanicus (who want to tinker with them). Such efforts make the Paladins of Steel seem secretive with something to hide - despite having their gene-seed cleared many times by the Inquisition and the High Lords of Terra.
The Paladins of Steel have a very large number of Dreadnoughts in their Chapter along with a wide array of weaponry tp choose from. Even the Techmarines have also came up with many modifications to the power fists, chains fists and combat weapons used by the chapter's Ironclads including variations of Lightning claws, Thunder Hammers and even force weapons for Librarians. It is not uncommon for a Company, even the Chapter it self to be lead by a Dreadnought. But sadly like their more biological Battle Brothers some Dreadnoughts can go mad with old age too. If this happens the luckless Dreadnought is given a pair of power fists or claws and pointed towards the enemy.
Test colour scheme:
(imperial fist symbol is a place holder)
Thursday, 9 December 2010
Me! The internet trend setter!
Those of you who know me around on the forums will know that I have been tinkering with a Dreadnought heavy list (once the Space Wolves are done).
Final list will look something like this:
Using the Blood Angels Codex:
HQ (130)
Reclusiarch Chaplain = 130pts
Elites (525)
Furioso Dreadnought; Librarian, Force Weapon, Psychic Hood, Smoke Launchers, Shield of Sanguinius, Wings of Sanguinius = 175pts
Furioso Dreadnought; Librarian, Force Weapon, Psychic Hood, Smoke Launchers, Shield of Sanguinius, Wings of Sanguinius = 175pts
Furioso Dreadnought; Librarian, Force Weapon, Psychic Hood, Smoke Launchers, Shield of Sanguinius, Wings of Sanguinius = 175pts
Troops (985)
20 Death Company, 1 power fist, 2 power weapons, 3 hand flamers = 485
Death Company Dreadnought, Blood Fists, Storm Bolter, Melta gun = 125pts
Death Company Dreadnought, Blood Fists, Storm Bolter, Melta gun = 125pts
Death Company Dreadnought, Blood Talons, Storm Bolter, Melta gun = 125pts
Death Company Dreadnought, Blood Talons, Storm Bolter, Melta gun = 125pts
Heavy Support (360)
Dreadnought, 2x Twin Linked Autocannons = 120pts
Dreadnought, 2x Twin Linked Autocannons = 120pts
Dreadnought, 2x Twin Linked Autocannons = 120pts
Total: 2000pts
You can see the evolution of this crazy list here:
here,
here,
and here
And looks what pooped up on the big sites in the last 2 days:
Bell of Lost Souls
Stelek's super fun happy place
Look familiar in any way?
It's my blog and I can ego stroke if I want too :p
Till next time!
Saturday, 4 December 2010
RRoD is good for the Wolves!
Well my X-box has just suffered from the dreaded Red Ring of Death, meaning no more Black Ops for me :(
But it does mean I have no excuse for getting back to my Space Wolves and painting them! (Perhaps it's a sign from Russ himself :p).
So time to get of my fat ass from fragging random children and dig out my paint brushes again, as it takes around 3-4 weeks form Microsoft to fix it, and add in Christmas shift patterns and postage then make it 2011
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