I encountered Warhammer 40,000 (40k
from now on for brevity) as a child and like most people I liked the aesthetic
of super soldiers in powerful armour vanquishing tonnes of foes. The space
marines are the main selling point of the IP, as is obvious from the fraction
they form of all the models sold for the games. In the grim darkness of the far
future, there is only war: war lost by all except the space marines, who just
about hold the enemies back.
Warhammer
40,000 is a grand example of people not understanding a subject deeply enough.
When you first encounter Space Marines, you might see the chunky armour and
think “Oh cool, super-soldier knights in space”. That’s roughly why they are
Games Workshop’s most popular models. And once you’ve decided you like the
setting, parts of it seem nicer: you might be drawn to ‘Imperial Fists’,
because the idea of righteously, er, fisting the enemies of humanity sounds
good, and once you get beyond the name the main aspects of their culture that
you first encounter will be dogged, valiant defenders, with a strict honour-code.
You begin to form an idea in your mind: these are sent in to hold the line in
unwinnable battles, routing the alien hordes. It’s a heroic concept, and so
that becomes the army you choose to play in the game.
You
find out more: the army rulebook comes with snippets of stories about these
people, their heroic deeds etc. You find out about all the good stuff they’ve
done, all their victories, and their nemeses. Meanwhile you don’t engage so
closely with the options you discarded.
This
creates a mismatch: people know more good about what they were initially drawn
to, and have a more basic understanding of the rest. As in the rest of life.
This
happens with writers commissioned to write stories about the different factions
too, which would be fine, if it didn’t also happen to their editors who oversee
the whole setting. Someone, whether an individual or a group of individuals,
needs to understand the strengths of everyone, what makes the setting appealing
overall, and ensure that individual contributions don’t detract from the
greater whole. There needs to be someone responsible who can point out that
your favourites aren’t the best at everything.
Once
you get past ‘knight commandos in space’, you might see the Dark Angels, and
think ‘crusaders in space looks cool’. And since you’ve decided that they’re
cool, you get on board with ‘stern, unwavering, aloof and constantly questing’.
And you find out that they have a rivalry with the Space Wolves, and you think
‘furries in space: how crass’. Just brute animals, humans with fangs with no
sense, duty or honour. Vicious doggies. Hur hur. You read about Dark Angel heroes being the
greatest of soldiers and know for sure that they’re the best.
But you
didn’t read about the Space Wolves being sort-of Vikings in space: the ‘wolves’
name simply being part of the Nordic background. You didn’t learn about their
honour, independence of thought, scorn for the arrogance of Dark Angels, nor
their endless array of mighty heroes who were, for sure, the best. If they have an inbuilt urge to fight, in a war-torn galaxy, how is
that worse than the temptation to turn evil, ala Dark Angels?
Likewise
if you’re tasked with writing about Mongols in space whose only characteristic
so far established is mobile warfare, you know that Europeans (and much of
Asia) regards the Mongols as murderous horse archers, but when delving into
their history for inspiration you find aspects of culture and learning that are
often missed. So you make them your own Mary-Sue culture: they’re regarded as
barbarians because they’re independent of imperial authority, but they’re
actually entirely learned and wise and clever and brave and, and, and… Such a
writer thinks he’s being clever, a step up from re-writing the boring, basic
understanding of Mongols as mere fast-moving barbarian horde.
It is a
step up, but only one, and there are many more. To write a new faction or
character into a setting requires you to leave the setting balanced afterwards.
Whether it’s making She-Hulk stronger, cleverer and more self-controlled than
the original Hulk, or making the White Scars have all the good character the
Space Wolves had plus more strengths besides, it’s not good writing to give
your own character a niche by stealing it off someone already established and
liked. She-Hulk wasn’t ‘just Hulk, but woman’. That was basic level, and the
writer didn’t want to retread old ground and instead made her ‘Hulk, but
better’, as surely that would appeal to women? Some women, apparently, but not
that many… and it made men and women who liked Bruce Banner unhappy.
The
more characters there are in a setting, the harder the challenge to introduce
new ones. There might be some diminishment of previous characters, as the same
pool of strengths is now shared more widely. The key is not to grab as many for
yourself as you can, setting be damned. It’s to find a novel combination of
strengths and weaknesses that is both individually compelling and appropriate
for the setting.
I was
discussing the Warhammer 40k setting with my sister, and admitted that as a
child I chose Space Wolves for their character, saying that Ultramarines were
boring. She countered that they are not boring at all: that their strengths of
logistics and organisation are actually very important. The implication being
that this is a more advanced understanding that counters my statement. It is a
more advanced understanding than I had at 11 years old (‘were boring’)
but also not in itself complete. ‘Good at logistics’ is not character, and is,
in fact, about as boring as ‘standard super-soldier’. My sister values planning
and logistics now, and thinks it’s cool to tout the value of supposedly boring
but immensely valuable activities. That’s her niche in the game.
The
game as a whole, though, can’t take sides. Strengths must be matched with
weaknesses such that it becomes a question of preference, rather than more or
less deep understanding, about which character in a superhero franchise, or
faction in a wargame, is truly best. This is the most advanced understanding:
and if a setting has failed to understand this, it is a flawed setting.
Logistics
and planning are better strengths than ‘looking cool’, which is roughly how I
initially chose the Space Wolves (and the +1 to weapon skill in game). But a
good setting gives everyone strengths and weaknesses. Rather than stop at the
strength, let’s consider the weakness: doctrinaire and rigidly conformist, with
plans and logistics following long-established options and rules. This is a
severe weakness, especially to an independent-minded person like me. If you’re
a more conformist person, or you also like to feel a little bit of a rebel by
not being mean about how boring logistics is, you will like the Ultramarines.
The later
Warhammer writers and designers who took the early-era, balanced Space Wolves
and have decided to give them wolves on everything, werewolves in space,
thunderwolf cavalry and a ferocious, entirely animal nature like wild
animals have tried to write this faction while having the incomplete
understanding of a supporter of any of the other factions, not a supporter of
the overall setting.
An
equivalent might be giving the [vampire-themed] Blood Angels bats on all their
insignia, bat-themed flying troops, bat heads for their Death Companies and an
insatiable animal desire to drink blood; or making the overhyped White Scars
speed junkies who just like to go zoom-zoom on their fast vehicles or noisily
rev their engines like idiot teenagers no matter the situation; or making the
Dark Angels all follow a complete vow of silence and never communicate at all
while they brood uncontrollably; or the Ultramarines no free will at all, just
mindless automata who cannot help but follow orders.
Yes
it’s funny to take down a rival faction as a player, but the next-level
up, the mature, deeper understanding, is that as a writer in a setting you have
to set aside your personal rivalries and let every part of the setting shine. That
definitely involves giving your character/faction weaknesses, both to balance
the setting and also to provide plot development: something to overcome.
On the
subject of weaknesses, they come in three overlapping categories, hinted at
already, material, mental and social. Material weaknesses are pretty-much
absolute. If your character is physically weak, that’s unlikely to change over
a story. Theoretically he could take up body-building and train hard, but aside
from training montages or children growing up writers rarely bother. And it’s
not going to change into super-strength without being a major part of the plot
(e.g. Captain America).
Mental
weaknesses are more character habits, or perhaps cultural habits, that impede
the character. There is no firm barrier, but it’s still a flaw. An addiction,
impulsivity, cowardice: these are detrimental but lesser, as a mere effort of
will (in a story) can overcome them. There is a temptation for writers to
remove these weaknesses with too much such willpower, and then they become mere
temptations rather than weaknesses. A character must actually have a weakness,
and overcome it only after character development.
Social
weaknesses are barely weaknesses, being more problems. Nothing is wrong with
the character, but there are social problems. He is black in a racist society;
or independent in a conformist one; or neurodivergent; or scarred; or
mistrusted because of past events that weren’t even his fault. If you build a
character for a role-playing game these will count as negative attributes
because they will indeed be barriers to doing well in the game. But take a step
back and it’s obvious that the weakness/flaw here is with everyone else. The ‘weakness’
is actually the writer highlighting how great the character is: my character is
independent and the silly conformists therefore don’t like him!
It’s
the hackneyed interview answer ‘my greatest weakness is perfectionism’. It’s a
cop-out: a way of avoiding difficult problems by pretending that they don’t
exist, cleverer than guilelessly admitting to unforgivable failings, but not as
wise as constructively admitting what one prefers to focus on and what one has
let slide. One step up, but blind to further steps above, looking proudly down
at the fools below. And often mistaking the wisdom above for the foolishness below.
Is my
understanding truly at the top of this metaphorical staircase? I don’t know,
but at least I’m considering the possibility.
There
are, canonically, 20 main ‘chapters’ of space marines (the Empire of Man is a
dystopian fascist theocracy and the space marines are therefore warrior monks),
although a player can choose to have his own chapter, which will have branched
off the ‘Ultramarines’ chapter and will follow their rules but not their colour
scheme.
Ultramarines are the boring ones;
or, to put it kindly, the least odd ones, with a solid focus on logistics and
strategy. It takes some inventiveness to make logistics matter in a tabletop
game (more/better ammunition = better shooting?) but from a storytelling
perspective this is a good start.
20
chapters is a lot of different characters to distinguish; try describing a
class of children so that each is clearly distinct and equally likeable in one
clause each. There will be inevitable overlap, and inevitably some will seem
more appealing than others. 40k is spared this challenge because two are lost
and Games Workshop is unlikely ever to create a story in which they are found,
and because half of the remainder turned evil and are now the arch-enemies of
mankind. Nonetheless, ‘good’ and ‘evil’ are not big character traits in
themselves; and super-powered indoctrinated soldiers in a fascist theocracy at
constant war can only have a subset of the full range of human
cultures/characteristics, as some attitudes or extra powers will not fit the
setting.
Space
marines are child soldiers taken from their families, put through a gruelling
indoctrination and genetic conversion which many do not survive, who then go
from battle to battle for the next few hundred years until they die, always in
battle. This isn’t the first aspect of the setting one teaches to children;
it’s background that one discovers after fighting a few games and seeing
humanity’s champions emerge victorious. It might seem nasty and brutal, but I
think that’s actually a good lesson to learn about war, especially endless war.
A setting with clean heroes who vanquished evil with no sacrifice is an
entirely different setting, and probably worse for children’s attitudes to
violence and war than something over-the-top gory and violent in which no-one
is doing well from warfare.
This is
one of the key features of the setting: it is grim and dark (it spawned the
slang term ‘grimdark’!). There is no haven of loveliness, no flourishing or
fulfilment for most. Survival is the best to hope for.
That
makes perfectly wise and thoughtful supersoldier monks a no-go just because
what makes the setting so characterful is that every faction has flaws. There
can be good individuals but whether through racial character traits or
pervading culture, there is no haven of goodness safe from the ravages of a
hostile galaxy. One of the setting’s defining themes, once you get past the
basic understanding of a galaxy at war, is about the conflict between being
good and surviving in a horrible environment. The Empire of Man is terrible,
but the alternative of wholesale death of billions is worse. The inquisition
kills many innocents, but when daemons and evil corruption genuinely exist and
can steal the souls of whole planetary populations if allowed to thrive, a few
innocent lives (and not necessarily their souls) could be a cheap price to pay
for a bit more safety.
This is
the setting. The Space Marines have character dictated partly by their culture
and partly by the specific chapter’s genetic enhancement, as each has a
different geneseed. Space Marines are made by adding the genes of a
demigod-like progenitor to humans, who over the course of their lives then grow
more implantable material which can be harvested on death and used to make
more. The progenitors are called primarchs and are characters in the stories
who then define the character of the supersoldiers they commanded and to whom
their genes are given.
|
Chapter
|
Character
|
Primarch
|
|
Ultramarines
Roboute Guilliman
|
Strategic, carefulm rational and calm. Rule-followers.
Roman legions in space… in an empire that is Rome in space
|
Extra strategic special abilities
|
|
Space
Wolves
Leman Russ
|
Vikings/wolf-themed. Ferocious combat specialists, independent,
disobedient, honourable, able to enjoy feasts and leisure as pauses between
battles.
|
Fierce, honourable, cunning
|
|
Blood
angels
Sanguinius
|
Vampires aspiring to be angels. Ferocious combat
specialists, dark nature, get into a mind-ending rage about the death of
their progenitor.
|
Chivalrous, charismatic angel. Brightest and best,
unsullied by the vampirism of his seed.
|
|
Dark
Angels
Lion El’Johnson
|
Catholic knights in space: aloof, mysterious, unsharing, tortured
by original sin, determined.
|
Watchman at the edge of humanity, grim, cold, merciless,
dour, moody, arrogant, death obsessed loner
|
|
Iron
Hands
Ferrus Manus
|
Tech-worshippers, hate flesh, hate their enemies: proud,
brutal, remorseless, isolationist
|
Craftsman; ruthless, practical, uninterested in frippery
|
|
Imperial
Fists
Rogal Dorn
|
Proud; masters of siegecraft; valiant, fastidious, loyal
adherents to Imperial doctrine. Self-sacrifice and bravery over strategic
retreat. Flagellants.
|
Disciplined, dutiful, unyielding, unquestioningly loyal
|
|
Salamanders
Vulkan
|
Merciful, concerned about civilian casualties, integrated
into normal people’s lives, careful, considered, self-sacrificing,
corruptible self-sufficient mechanics/soldiers
|
Regenerating immortal, craftsman, thoughtful, empathetic,
immensely strong
|
|
White
Scars
Jaghatai Khan
|
Mobile, fierce, enjoy hit-and-run lightning strikes,
honour-scarred, wild, savage, lacking in heavy ordnance or staying-power,
pursue mysticism and artwork in defiance of imperial doctrine; good pilots.
Mongols in space
|
Wayward, unreliable yet honourable, fierce and unwilling
to get bogged down or accept others’ authority. Always resentful of being
part of another’s empire
|
|
Raven
Guard
Corvus Corax
|
Patient stalkers striking at right time; stealthy, precise
infiltrators, cool-headed
|
Stealthy; led a slave rebellion, believes in human dignity
and tortured by the knowledge that innocents must die in war
|
|
Emperor’s
Children
Fulgrim
|
Noble, excellent… but proud and now enslaved to pride,
hedonistic desires and excess
|
Noble, civilized, learned, excellent, but proud and a
little too beauty-obsessed
|
|
Iron
Warriors
Perturabo
|
Siege and assault specialists, vengeful, technical lovers
of destruction
|
Keen, cold, calculating, technical, furious, vengeful
|
|
Night
Lords
Konrad Curze
|
Terrorizing, merciless murderous psyops followers,
enjoyers of fear and brutality
|
Edgelord obsessed with justice and preventing great
injustice; order through fear, since people are base and need such coercion.
|
|
World
Eaters
Angron
|
Angry, brutal, bloodthirsty
|
Angry enraged hulk once had honour
|
|
Death
Guard
Mortarion
|
Resilient, strong, indefatigable heavy infantry, experts
in survival, endurance; contempt for the less sturdy, and now, having been
corrupted, hatred for the strong and desire to bring all to rot and ruin
|
Intelligent, good leader cared little for rank, judging it
only by damage on armour. Holds grudges, wanted to liberate humanity from all
shackles, anti-psyker
|
|
Thousand
Sons
Magnus the Red
|
Psykers seeking knowledge; non-psychic marines have been
turned into mindless automata, their souls sacrificed to preserve the few.
Rely on deceit and guile.
|
Great psyker more loyal to knowledge and learning than to
principle, authority or humanity. Immature, proud
|
|
Luna
Wolves
Horus
|
Once honourable, ruthless, loyal, elite shock troops,
proud, humourless, practical yet also aggressive. Merciless and focused; no
ultimatums or parley, often attacking and winning before an enemy could
choose to be one.
|
Charismatic leader, intelligent, persuasive, strategically
and tactically gifted (perhaps not logistically). Resentment and a desire for
always greater recognition and accolades.
|
|
Word
Bearers
Lorgar Aurelion
|
Zealots fighting for and preaching the Word, not merely
murdering for its own sake. Superstitious, devoted, willing to work with
human cultists
|
Obsessed with faith and mysticism, driven by need to feel
fulfilled by faith ahead of reason, loyalty or virtue. Original corrupter of
other chapters. Seeker of Truth, not truth.
|
|
Alpha
Legion
Alpharius (and Omegon?)
|
Secretive, cunning, revel in misdirection, infiltration
and guerilla warfare. Disciplined and loyal to the mission
|
Devious, cunning, scornful of simplicity
|
There
are numerous challenges in such a set-up, which can also be relevant to other
settings and stories.
1.
An ability is not a character.
Good with technology is an
essential specialization in warfare (or peacefare, for that matter). It might
be the story purpose of a character, but it is not in itself a character.
2.
Being the best is not a character; it is
characterless
Character is best understood as
some aspect of a person that stands out. Being the best often involves being
well-rounded, good at everything, with no major weaknesses. There is nothing
salient that defines someone who, for storyline purposes, is the best.
3.
Making multiple characters both the best and
roughly equal gets ever harder the more there are
Someone will need to be in the
group for their strengths but have more severe weaknesses. Two or three might
all be the best, but five out of 18 is pushing it. Horus (best because he’s the
primary antagonist), Sanguinius (the best because his ‘character’ was born that way), Fulgrim
(the best because his character is that he achieved perfection), Vulkan (the
best because whoever created the Salamanders backstory did not have an editor)
and Lion El Jonson (the best because the first and oldest and it’s his
character too to mysteriously always win, willpower overcoming all in the
ultimate bad-writing trope) all have been written to be truly the best. Others
who have claim on being able to best their brothers should they desire it are
Jaghatai, because he represents a target market for the IP owner and has no
real weaknesses (also needed an editor), Leman Russ, because as ‘the
executioner’ assigned to keep his brothers in line he necessarily needs to be
able to do so, and Alpharius, because his complex schemes have the plot armour
to enable him to pull off any victory should he scheme for it. We could even
add Angron, given this quotation from 40k’s website: ‘Russ, along with his
brother primarchs Angron and Vulkan, were considered to be the greatest
warriors one-on-one amongst the primarchs’. Angron is a beast and a force
of nature, not a soldier, so this is debatable.
4.
Culture, character and genes are different, but
are here all conflated into one.
Not every member of a culture
will share those cultural characteristics: a culture is a set of behaviours,
actions or beliefs that can shape character but not replace it. Although, in
the space marines, this rule is less strong, since they are brainwashed
soldiers.
5.
Power creep is a temptation, not a virtue
Writers want new characters and
stories to be impactful and therefore make them powerful, with people, gadgets
and stakes that are bigger and better than before, but this ‘power creep’
disrespects whatever drew people to the setting in the first place. A setting
based around selling new models experiences this temptation doubly, as the
money pours in from people buying the new, powerful gameplay, not just from
people buying books.
6.
Gaming and storytelling are at odds with each
other
The game wants everyone at war,
to explain any match-up of armies; wants everyone balanced, so that one army
(perhaps of different size) stands a chance against every other; and wants
limited progression, so that characters and armies remain playable. Stories are
progression, and victories that change nothing can be boring for the reader,
with stakes that do not seem real.
7.
Using real-world cultures as inspiration
naturally also co-opts real-world loyalties and tensions
Which is better? Mongols or
Vikings? Were crusaders a noble part of history or an evil in the world? Are
vampires better than werewolves?
All
these general problems apply to the whole setting, but I loved the Space
Wolves. Why do I think they, in particular, have been done dirty over the
years? Let’s start by noting that of the table of 18 chapters above, the first
four were the original good ones fleshed out in the early life of the IP; and
with there being four chaos (evil) gods, the four relevant traitor chapters
also got a bit more description.
So
there was the choice of the Ultramarines, bright, strong, devoted strategists,
greater than the normal human armies, unsullied by peculiar weaknesses but also
not culturally distinct; Dark Angels, firstborn knights in space with willpower,
but suffering from the vices of pride, wilfulness, distrust and faith and
anguished over the original sin of some of them turning traitor; or you could
have the Blood Angels, vampires trying to be good and enraged at the heresy
that caused their sainted primarch to die, with the potential to be as perfect
as him but the bloodlust within them preventing it; or the Space Wolves,
practical, fierce close combat specialists less motivated by faith and instead
with loyalty through culture, oath and love of combat. The Ultramarines were
the basic version, and each of the others had a severe problem: vampirism,
canis helix genetic instability/faithlessness, and the legacy of half of them
succumbing to temptation.
I loved
the Space Wolves. I liked their independent minds: their free-thinking (in the
setting, more practical than genuinely free-thinking). I liked that they had a
sense of honour that was not simply following the Imperial faith or obeying
orders. I can get behind Dark Angel introversion and dour watchman aesthetic,
but faith, for me, is a horrible vice. I liked that Space Wolves got +1 weapon
skill in-game, making their basic troops the best basic troops in the game at
the time, consistent with their primarch’s title as executioner; the potential
police to send after other space marines who got out of hand. I liked that
their psykers used a weird rune magic, a subtype of psychic powers that
protected the user far more from the corrupting energies he wielded, and that
they were suspicious of psychic power more broadly – a correct, practical
attitude, given that the evil chaos gods are rulers of ‘the warp’, the source
of psychic power. Because of their independence, divergent culture, mutated
geneseed, disobedience and lack of faith they were distrusted by others, but I
sympathised with them as outsiders.
Yet
subsequent writing and, it seems, game editions, have taken almost all of this
away from them. Sanguinius of the Blood Angels was the greatest primarch, not
only charismatic but best in combat, and Fulgrim, the traitor of the Emperor’s
Children, because of his story about excessive pursuit of perfection, needed a
claim to best duellist as well. Leman Russ of the Space Wolves, for his story
and role to have any validity, has a strong claim to third place, but was
always displaced. Vulkan is immortal, strong, merciful: a Mary Sue, modern
sensibilities transplanted to a setting where they should be a weakness but
written as a strength. Jaghatai is great at everything, a second Emperor not
only in his mind but near enough in actuality. El Johnson was the firstborn,
and somehow this makes him the best through experience. Horus of course needed
to be impressive as the Emperor’s chosen deputy and the main antagonist,
although we can say some of his power came after the chaos gods imbued him with
further strength. So writers have demoted Russ from being the policeman of 20
primarchs, able to subdue any of them, to being 7th out of 20, and
no-one seems very invested in keeping him even that high.
Russ’ weaknesses are minimal, as
with any primarch: his sense of honour which may lead to suboptimal strategies,
a disinterest in psychic and machine help in warfare and an inclination to let
violence do the talking; but his ferocity ends and sanity returns before he or
his soldiers devour corpses, drink blood or slaughter innocents as some of the
other marines do. It is directed only at winning combat, not death, fear,
satiation of bloodlust etc.
Not the
worst of weaknesses; everyone wants their hero’s weaknesses to be social status
or ineffective virtue, not personal vice. Distrusted by others is barely a
weakness: the cause of the distrust might be. The same applies to being
headstrong, disobedient and wilful; although many people value obedience to
hierarchy and I’m on the opposite end of that spectrum, the reason for
disobedience matters to us all.
That’s
not a problem, though, if we don’t try to make all the primarchs, and space
marine chapters, equal. There is no harm in Ferrus Manus of the Iron Hands
being a master craftsman - a great
strength, to be sure – and not exceptional otherwise. There is distinct
gameplay, with access to more and more special wargear, and his character can
be crafted around non-power related aspects. Neuroticism, perfectionism,
shyness… there are definite possibilities.
The
problem is that everyone competes for the same ‘weaknesses’, just as at job
interviews we are all instructed to claim that our greatest weakness is
perfectionism, or caring too much about doing the job, or working too hard.
Thus the Dark Angels are mysterious, distrusted outsiders, great at everything
but a bit sad about something they didn’t do; and the White Scars are
outsiders, tactical geniuses, great assault specialists, cultured and clever
but distrusted because they’re off doing things. These are the true enigmatic
outsiders: the Space Wolves have therefore been rewritten as also-rans, just a
bunch of savages who can’t control themselves. The Space Wolves are actually
stupid barbarians; the White Scars are thought of as barbaric but secretly are
cultured geniuses who use that misjudgement to their advantage; the Dark Angels
cleverly withhold vital information from allies and enemies alike to gain a
strategic advantage.
As we
were given books about each of the primarchs and further stories set in the 40k
world, writers competed for their character to be the real best, not merely the
best in that particular story, and the development of the White Scars, of Lion
El Jonson, Magnus the Red (enemy of Leman Russ even before he turned traitor)
and Vulkan have all eaten away at the Space Wolves’ distinctiveness. Each has
laid claim to be more Space Wolf at something than the Space Wolves themselves.
A very
early story of the setting was the Space Wolves’ disobedience in the name of
protecting an innocent population. Vulkan and the Salamanders are now the
merciful protectors of humanity, caring about collateral damage in a very
normal, real-world way (Russia, Israel and Iran excepted). They barely fit into
the 40k setting.
The
‘barbarians who are actually cunning’ has been snatched by the White Scars. The
‘outsider whose weakness is that he isn’t liked and is secretly great at
everything’ role has been comprehensively adopted by Lion El Jonson, although
Jaghatai of the White Scars made a convincing effort too. The ‘assault
specialists who are best at close combat’ is an understandably popular title to
tilt at in a wartorn galaxy, and it seems to have been snatched from the Space
Wolves and handed to the Blood Angels, who were in need of a specialism to
match their vampiric/angelic description.
All
that is left is a disobedient faction with a bit of honour and ‘wolf’ in the
title who aren’t trusted by the others, and the cause of this distrust (unlike
with the Dark Angels and White Scars) has been amplified and fleshed out. They
are wild, prone to wanton aggression and have many candidates who do not
complete conversion to marines, instead becoming ‘wulfen’: werewolves in space.
The honourable, independent police force has been rewritten as a slavering ‘horde’
of wolf-obsessed beastmen or beast-like savages. A complex culture and
character has been overwritten by making everything about the name ‘Space Wolves’
to make room for other cultures and characters who are better at everything.
One video I watched recently even had a commentator suggest that Space Wolves
are the orcs of the imperium: brain-dead fools who just love to charge.
If the
writers liked the Space Wolf character so much, they should have written
stories about Space Wolves! I am most upset about the double standard in portraying
Space Wolves and White Scars as barbarians; but the White Scars merely had a
reputation with no real weakness, whereas the Space Wolves, who had originally been
delicately written with the possibility of weakness but also intelligence,
awareness and deliberate divergence, have been sunk into actual barbarism. The
original writer’s balanced approach, allowing for weakness at the same time as
strength, has been misunderstood by subsequent writers who seized on this
possibility of weakness and emphasized it to make their own ‘Mary Sue’
characters look better.
How
would I fix things? Firstly, we should distinguish between the primarchs and
their chapters. As the Blood Angels (vampires) demonstrate with their angelic
primarch, the marines don’t have to be perfect simulacra of their primarch.
Leman
Russ was the second primarch the Emperor ‘discovered’ (after Horus, the
arch-traitor himself), and was always implicitly trusted, despite his apparent
waywardness. He was the one to put down disagreement and disobedience even
amongst his brothers. He must therefore be a very capable soldier, intelligent
as well as fierce. In a world where the ‘magic’ must have a
technological/sci-fi explanation, we might write him to have unique glands that
activate even greater prowess during a ferocious ‘rage’, but that the effects
wear off and take time to recharge. He is therefore a one-use powerhouse;
perfect for being instructed to dispense justice to a specific malefactor no
matter how strong, but not for consistently beating everyone all the time. Such
‘occasional’ powers work very well in stories, as the writer can choose whether
it is available or not for the particular scene by timing it appropriately.
Leman
Russ’ background in an honourable warrior culture should be the source of his
refusal to slaughter innocents: his strength is for battle, not slaughter. He
can regard normal humans and lesser soldiers as inferior, in contrast to
Vulkan, perhaps, but still not chattel to be killed with no regard. This is an
exception to his apparent practicality over many aspects of warfare, which
Horus and some of the traitor primarchs respected. Russ was not obsessed with
doctrine or faith, but still drew the line at murder, and this is a key
distinction between the evil primarchs and Russ, who was regarded by many as
one of the most knowingly savage and disloyal primarchs, because of his lack of
doctrine. The World Eaters and Angron were indeed thoughtless savages who knew
no better; mere tools; and the Night Lords were edgelords using fear for a
purpose; but to rigid, doctrinaire thinkers Russ was the worst of both, savage
and fearsome, aware enough to know this and know better, and not doing it
because he thought the bad means justified a good end.
The
primarchs Jaghatai, Jonson and Guilliman did not understand. Russ was loyal not
because of faith, nor because practically it made sense, but because he liked
and respected the Emperor, because he had made an oath, and because the
Imperium had a place for his principles and culture. His was a devotion to a
greater cause that was not in conflict with other principles that he would not
abandon, but on those rare occasions when breaking his principles might have
advanced the cause more easily, his commitment to uphold all his principles
took precedence, and it is precisely this commitment that meant that he could
never be a traitor, despite all the suspicion. His devotion to the Imperium was
obviously not as great as others’, since other things could prevent him from
doing what was always for the greater good, but it did not need to be. There
was no hidden conflict between his loyalties that would lead to betrayal; he
always was loyal to both. Extreme faith is corruptible: it has no basis but
itself, a fortress with no foundations. Purely practical consent can be swayed
by practical claims of ineffectiveness, pointlessness or flawed goals. Loyalty
to a man based on friendship and shared principles is hard to shake. This is
why Russ was the Emperor’s most trusted. He befriended Russ with his eating and
drinking challenges, rather than awing him.
Are
principles a weakness? No. It makes him less effective and rules out some
strategic options that others would consider, but in the real world we mostly
don’t consider it a weakness. Some
people and cultures might be less sympathetic to disobedience, disrespect of
hierarchy and unwillingness to win against pure evil in any way possible (the
core feature of the setting is, as I noted previously, that the existence of
souls, real soul-eating daemons and pure evil makes some unpleasant acts more
reasonable, such as the death of innocents to save souls). But there is
something intrinsically noble in not being subsumed to others’ will or culture,
and Russ and the Space Wolves were the original wayward sons. There is nothing
wrong with Russ being more likeable and more consistent with our real-world
values than other primarchs. Their stories and gameplay can still be fun.
The
Space Wolves need the real rescue. They should not be beastmen in space. That’s
a misunderstanding of both Norse culture on which they are loosely based and
the original writing; a misunderstanding as barbaric as the White Scars claim
the Space Wolves to be. No-one wanted to be bigoted about the Mongols when
writing the White Scars, but have ended up demoting northern European culture
instead. They are not the ‘Space Dogs’, slavishly obedient to the whims of an
Imperium; an Imperium that a proud and noble people should acknowledge is
powerful but not infallible, again as the White Scars depict them.
In a
crowded field of super-soldiers all vying to be the super-est, of course some
will lose out. And the temptation for a model-selling company is for the
original ranges, once sold, to be deemed to be inferior. This is also common
practice in modern storytelling, with new heroes humiliating the ones they
replace to show their power. But as we see with many franchises (e.g. Marvel
and Star Wars) that have adopted this model, it is not good business. The fans
who liked the IP enough to make it worth producing more do not want whatever
they initially liked to be humiliated and ridiculed.
And
when it comes to selling models, the Space Marine range is a bestseller
already, with models broadly interchangeable between chapters. Making one
chapter weaker than others does not make the Space Marine range more or less
appealing; it just determines what colours buyers paint the models.
So I
see no reason for the Space Wolves ever to have lost their status as the best
close combat specialists of all. But I also recognize the desire to make things
roughly balanced so that every chapter has some players and readers who like
them best, and the difficulty when these are all already super-strong, sturdy
and brave soldiers.
So far
we have seen specialisms in siegecraft, fortitude, strategy, devotion, psychic
power, stealth, mobile warfare, psyops and close combat: nine specialisms for
eighteen chapters, nine good and nine bad. But some are one-shot specialisms
and there isn’t room for two. There is only one psychic chapter and no need for
multiple fearmongers.
So
while we have multiple challengers claiming to be good at close combat, brave
and strategically brilliant, there are two big gaps that in both gameplay and
stories could be regarded as separate categories: tactical excellence and
shooting accuracy.
Of
these, I think that the Space Wolves are a great fit for tactical excellence,
helping to distinguish them from the other outsiders, the White Scars, their
new rivals who are apparently better at everything they were good at, except
being uncontrolled savages. It is consistent with their cultural independence
of thought, small-scale warrior culture and wolf name!
The
Space Wolves might not have the grand logistics of the Ultramarines, the
carefully-planned lightning strikes of the Luna Wolves or the well-drilled
mobile warfare of the White Scars, but they do have preternatural co-ordination
with allies in combat, born of long combat training in small groups and perhaps
some unusual psychic inheritance, since they are so against normal use of
psychic powers. They are already said to have specially acute senses, which
could also contribute to their tactical awareness… or be psychically powered, a
sort of low-level, safe psychic sensitivity because of its low range.
Thus
the Space Wolves are resistant to traps and stealth that might otherwise be
used evade justice, further explaining Russ’ title of The Executioner: no guile
will evade the Emperor’s wrath. Disrupting their plans does not guarantee
victory because they can ad-lib. The Space Wolves can sniff out
renegades and have the close combat ferocity to exterminate them. And it allows
them to be not quite the best duellists: the Emperor’s Children and Blood
Angels can be given that title for the traitors and loyalists respectively. But
in a pack, the Space Wolves have the edge. They can spring any trap and come
out better than anyone expected. Others might anticipate a trap, avoid or
endure it; the Space Wolves, although not fools (no chapter except the World
Eaters is), are best at responding to it.
Their
weaknesses can be manifold. Firstly, it might seem that they do not plan
strategically enough, preferring to feast, sing, and win anyway, relying on
their might and battlefield brilliance. They are capable of it, but get
themselves into trouble through not doing it. Being capable of something, and
doing it in extreme circumstances, makes laziness a minor weakness at best. But
for other chapters, perhaps, a major one, almost heretically frivolous. The
Space Wolves might bluster about being good enough anyway, or cite the honour
of straightforward combat, but senior Wolves know that strategy matters in more
balanced situations. They are a practical culture, unfussed about whether it is
heresy, or disobedient to the strictures of the Space Marines’ governing
ordnances, but nonetheless aware of the practical importance of strategy.
Calling them barbarians, as in stories about the White Scars, is plain bad
writing.
The
Wolves’ second weakness can be technology and craftsmanship. And by weakness,
this must be by comparison to other chapters, not genuine incompetence, just as
we do not claim that other Space Marines are pathetic in close combat. They have
little clout with administrative centres and the Adeptus Mechanicus that looks
after machinery, and their own ‘iron priests’ are outsiders amongst mechanics.
Their primarch was never famed as a craftsman like Fulgrim, Ferrus Manus or
Vulkan. Exceptional equipment is rarer for them than the Iron Hands or
Ultramarines and some of them rely on stuff that elsewhere would be considered
outdated. Their assault troops, amazing combatants though they are, rarely have
jump packs, and must use ground-based mobility. In an Imperium which venerates
technology as holy, their repeated malfunctions are sometimes seen as an
additional sign of heresy; of failing to care sufficiently for holy objects.
Those Space Wolves who do get good equipment – leaders and the Wolf Guard –
perform well on the battlefield, explaining the Space Wolves’ long list of
heroic figures and, in-game, very long list of playable special characters.
Perhaps
this lack of Imperial technology, combined with their divergent cultural
beliefs, means that their iron priests can incorporate some alien machinery
into their arsenal, providing further gameplay and story possibilities.
The
Wolves’ third weakness can be the other category I have noted is unmentioned:
shooting. All Marines should be good shots, equipped with powerful bolters as a
basic minimum: the default marine has a bolt-gun and combat knife, suited more
to medium-range firepower than close combat or long-ranged devastation. The
Space Wolves’ junior soldiers, the Blood Claws, started with very sub-par
shooting skills in early editions of the game. Older, experienced Wolves took
on the more tactical roles at range, and did so as well as any marine: the
Space Wolves have a structure of soldiers ageing out of close combat into
medium range tactical combat and then to long range accuracy, unlike other
chapters whose soldiers specialise from the start. This lack of ranged accuracy
in a significant fraction of their soldiers is still a weakness.
The
Wolves’ refusal to attack non-combatants, and practicality in dealing with
non-aggressive abhumans and aliens, makes them refuse some valuable strategic
options. This combines with occasional honour-based arguments about avoiding
guile: although this is rarer in senior Space Wolves, it’s still a cultural
tendency and a factor that weighs with them. Wolves will not ‘make the hard
choices for the good of all’ as a Dark Angel might put it. Space Wolves respect
any and all who respect them; and they fight those who choose to fight against
their purpose, often respecting their foes even as they kill them. Those who
are not enemy combatants might be inferior, but not nothing. The Space Wolves
concern themselves with fighting worthy foes, not the brutal slaughter of the
traitor legions. This attitude that worse soldiers, and all non-soldiers, are
inferior, can be a cause of friction with the prideful and sensitive who do not
also observe that the Space Wolves acknowledge that they still have some value.
Finally,
and fifthly, the Wolves lack the devotion and need for self-sacrifice in
service of the cause. They are willing to retreat, regroup and strike again.
Tactical excellence is all well and good, but it helps one escape a tricky
situation to start afresh. It is not a direct substitute for the extreme
constitution of the Death Guard or the stubborn faith of the Imperial Fists or
Dark Angels. Space Wolves appreciate individual heroism and sacrifice to save
the pack, and have many such heroic tales, so cannot be called cowards, but are
practical, not devoted. They do not compete for the title of most stubborn;
their sense of honour allows retreat in battle in situations where these other
marines would fight on.
That’s
actually a decent list of weaknesses! Although each can be worked around in a
story, and there are exceptions, that’s the case with all Space Marines, as
they are super-soldiers: their weaknesses are stronger than many humans’
strengths, and some individuals in every chapter will excel in areas which are
culturally unexpected. The Space Wolves pay for their strength at their
strongest with this litany of weaknesses that ensure that they cannot be at
their strongest very often. Under a firm hand that truly understands their
nature, this can be worked around, but under the distrustful supervision of a
‘senior’ Ultramarine, Inquisitor or normal human general, they will genuinely
be unreliable, disobedient and annoying, and their good humour and ability to
carouse will often look like spreading disorder and bad discipline.
We
might end up with a ranking table as follows (joint gold silver and bronze
awards highlighted; green chapters loyal and red traitor):

The
Dark Angels, everyone’s favourite super-boring flagellents, still get the place
at the top that everyone else seems to want them to have, because mysterious =
good, amIrite? Strengths are reasonably evenly spread. All writers have to do
is use the strengths of the factions to solve problems… and if that means a
cameo appearance for another faction, so be it.
I have
deliberately not introduced ‘strength’ as a strength. All are super-soldiers,
and physical might rarely is so universally distinctive across a chapter. But
we might rank the Salamanders, the World Eaters, and maybe add a couple of
others (Space Wolves, Iron Hands) who are strong if we really wanted them to
be.
`This
brings me onto the other chapters, and how we might re-write them and their
focus. 40k has been becoming less ‘grimdark’ and more normal, with storylines
increasingly having actually good heroes in positions of power. Guilliman
apparently chats with the Eldar in breach of standard rules of conduct for
Space Marines – which he formulated!
The
Ultramarines can be the numerous, standard template, strategically sound,
well-equipped and not quite as insane as the Angels, but they are still
obedient to both the Codex Astartes that governs them and the Imperial Faith.
They are standard: this means single-minded soldiers who rarely question
authority and when they do it is because they have information that changes the
situation and have training in strategy and tactics themselves, able to assess
what might be best instead. Writing them as ‘more human’ than other chapters
misunderstands the nature of Space Marines.Writers want their self-insert, good characters, and Ultramarines seem like a blank slate into which to insert some character, so various stories have tried to make them enlightened governors with real-world morality. This is an affront to the setting. The Ultramarines might be efficient, which does mean not killing normal humans purposelessly, but it does not mean moral like us.
Only
the Salamanders and the Space Wolves are more human, representing true empathy
as moral equals, and principled value as moral inferiors respectively. Other
Space Marines have been trained/brainwashed into treating mere humans as tools
of no intrinsic value at all.
It’s a
difficult task to write a zealot as a likeable protagonist, or to write a story
without a likeable protagonist, so I understand writers veering into Space Wolf
territory when writing about other marines. The simple solution is for marines
who retain some empathy for humans to be less welcome and accepted in other
chapters. They will be disciplined, re-trained and, because their actions will
not align with their brothers’ strategies and tactics, they will be less
effective. Their empathy will be a genuine weakness, impairing their ability to
achieve results. Every chapter has variations in character; the chapter
‘character’ is a culture, which individuals can fight or adopt.
“My Dark Angels are
good at everything and know it and their weakness is that everyone else resents
their arroganace and aloofness”. Get a grip and stop being so childish.
It’s not a weakness for others to be jealous of your perfection. Dark Angels
might be tactically sub-par because they give away too little information to
allies and comrades; they might have the rigourous training and determination
to make specific brothers good at something but thereby not as tactically
versatile as others with broader understanding of roles and combat.
A Dark Angel might be humble,
open and honest, and scorned by his brothers for being easy to read, giving
away information that might be an advantage, and for having insufficient
respect and therefore devotion for who he is and what he represents. For them,
arrogance is a sign of understanding of their place in the galaxy and humility
an insult to it. Their whole culture reinforces the tactical deficiency and
regards it as a strength.
“My Ultramarines are
good at everything; clever, calculating and flawless. Their weakness is being
boring, but the reason they’re the most numerous and popular is because being
boring isn’t a weakness at all”. Well said. It’s not a weakness; let’s find
one. An Ultramarine might have some character, and be greeted by stunned
incomprehension of his conformist brothers, for whom being part of a whole is
greatest fulfilment. The Ultramarines are conformist; they obey doctrine, they
obey orders. Their one great strength is logistics; other strengths are mild at
best, and their weakness is in conformity and inability to think for
themselves. It takes time for an Ultramarine to learn to plan strategy from a
blank slate, and it takes time for them to do so: their plans are meticulously
laid not because they come up with them in an instant but because they, more
than others, feel the need to plan beforehand.
Strategic brilliance is not an
excuse to make them strong at everything: they’re clever because it’s required
for strategic brilliance; they’re great at close combat because they can plan
to take advantage of weakness; they’re great at… If your strength makes you
great at everything, you’re grasping. If you like the other strengths, play,
support or write about those others who have them.
As for character, the
Ultramarines are Roman legions in space: and the whole Imperium is a weird
futuristic, [more] militaristic, [more] theocratic Rome, with religion,
Emperor, and all institutions given Latin names. Thus the Ultramarines come to
be the default, but for character, think of Roman soldiers
“My Blood Angels are
the best at everything. They’re vampires but good: stronger, faster, fiercer,
longer-lived and therefore more learned.. Their weakness is that they’re all
tempted to go a bit wild but they resist, and when they don’t they’re even more
superpowered.” Get a grip and grow up. A temptation is not a weakness;
giving in is the weakness, if it causes a problem. A temptation to become even
more super-powered is a strength.
A Blood Angel might be quite calm
and thoughtful, rather than on the cusp of madness with mixed emotions of love
for Emperor and bloodlust to sate his inbuilt addiction, but he will be misunderstood
by his brothers whose lives are built around restraint and occasionally letting
themselves go, but not too much. The Blood Angels can think for themselves and
act independently but they like rapid assaults because they inevitably
lose their minds in bloodlust if they do not have time to collect themselves
after some brief fighting. Those who do lose their minds can, with some medical
procedure, become super-powered rage machines (Death Company), but that needs
them to be taken off the battlefield and treated. Without this they become
careless and even gore-obsessed, diluting their blood with their enemies’, more
easily fought against rather than less. Thus the Blood Angels’ weakness is that
they are always on a time limit, and they are lost ever afterwards if they
fail: a powerful weakness for an otherwise overpowered chapter.
“My White Scars are
masters of mobile warfare. They’re the fastest, and that means they get into
combat fast and they’re good at that, and they’re really clever so they always
hit weak points and they’re noble and independent and have good psychic powers
and their weakness is that they’re outsiders because no-one else can keep up”.
Get a grip. Strengths need to be shared around, not all claimed for the one
chapter. White Scars are the fastest in a crowded field of mobility; the Blood
Angels, Luna Wolves, Raven Guard, Alpha Legion and space marines in general all
rely on mobile, pinpoint assaults. It’s the nature of being special forces. So
being genuinely the fastest is already a great strength: it’s one key task of
being a marine. The White Scars rely on machinery: bikes, ships, so they are
good pilots, and mobile warfare does require some degree of planning to attack
the right targets and move at the right time, so it’s fair that they are good
at this, but there is no need for them to be the best. In exchange for this
list of strengths: speed, tactics, some strategy, they also have a weakness:
resilience. They have sacrificed armaments or armour on their vehicles, and
they themselves struggle to operate as well with injuries. Injuries really
‘knock them off course’ in body and machine, making them easier to finish off.
If they get the lightning strike just right, this never comes up, but if they
don’t their losses will be bigger than other chapters. Just as with all the
other chapters, there is scope when writing a story for their weakness to be
avoided for the story… but it needs to be present in the chapter, with others
experiencing it or the hero working around it.
My Space Wolves are, in
actual fact, the best. They’re the best at combat but they’re clever and
resilient enough to get there and not be outmanoeuvred and they tear everyone
apart and then celebrate with a drinking song. I have got a grip. The Space
Wolves do diverge from the pattern so far of strengths balanced by one big
weakness; they have several weaknesses. They are great at close combat and
tactics, which play well together. However, they lack the devotion, careful
strategy and equipment of others. Of these, strategy is probably the most
important. Reinforced by a cultural antipathy towards winning through guile,
they like to feast rather than plan, and then charge in and [try to] win
anyway. A Wolf who does think more carefully can exist, but must fight the
prevailing culture and attitudes. Lack of equipment should not be dismissed as
‘not a weakness’ either. Soldiers rely on equipment to win, and a haphazard
array of whatever can be scrounged up will not present the strength in depth
that easily translates to a tactical superiority. Just as with other chapters,
one Wolf might obtain and maintain relic armaments, but he must still fight beside
brothers who lack such firepower or dedication to maintenance.
The Space Wolves can go
ferocious, like the Blood Angels, but it’s not so scary for them or their
opponents. They never risk losing themselves entirely to an inner darkness:
their brothers, their feasting and their drinking will always call them back.
They have no inner war with themselves and can therefore be open with each
other, fully trusting their pack, helping their tactical co-ordination. Their
divergent culture is the bulwark that protects them from corruption, just as
sheer faith works for other chapters.
“My Salamanders are the
strongest and toughest. Their primarch was the very best and they’re his sons. They’re
the only good guys; the rest are too stupid and brainwashed, and what’s the
point in being good at being bad?” Stop being so childish: you shouldn’t
undermine a setting by disobeying one of its foundational features. In 40K
being good is bad for you, because it’s such a violent galaxy. Faith and
theocracy are justifiable, because daemons that can steal the souls of worlds
can indeed be conjured up simply by misplaced belief. The Salamanders’ mercy
towards the innocent will always make them appealing to a real world audience.
But that is countered by the fact that in stories this is a weakness:
non-combatants can still be a threat. Being able to trust others is important,
as someone needs to teach the other green goodies, the Dark Angels, but
trusting too much is a weakness that hostile people will abuse, and the 40k
galaxy is almost entirely hostile.
Otherwise, the Salamanders get to
inherit some strength and resilience of their primarch, and there’s no harm in
that as a strength. They are prudent, calm, thoughtful; all appealing
qualities, but not amazing combat strengths in themselves, and which could turn
into combat strength or weakness (slow to respond or too carefully strategic).
They are strong in weapons and gear; the opposite to the Space Wolves, proving
that it is a strength. As for the primarch Vulkan: well, he was overpowered and
there’s nothing that can be done about it now except avoid bringing him back,
especially since he conflicts with the grim darkness of the setting, as a good
and decent being that is strong enough to keep to that goodness.
If the Salamanders get to
regenerate, like their primarch, or the setting decides to make them extremely
resilient, a disadvantage to go with it can be stupidity. They are big and
strong, and although it’s a childish understanding of the world to imagine that
big strong men are stupid, the Salamanders do select recruits for strength
rather than anything else. Left alone, without the support of the families they
still stay close to (unlike other chapters) and their intelligent siblings,
they can be deceived more easily, combining with their trusting, merciful
nature to be a parable about the perils of importing real world values into a
dystopian setting.
“My Iron Hands are
best. They replace flesh with machines, and machines can do everything better”
Not in this setting, chum. In truth, the Iron Hands are already balanced and
well-written, with character, strength but obvious weaknesses too. They are
tough and well-equipped, with a focus on war machines as much as wargear, but
full of hatred and mistrust. They use cybernetic enhancements extensively,
allowing them some unusual abilities, but in the 40k world computers are very
different, and the entire existence of genetically-enhanced super soldiers
demonstrates that robotics is not the panacea that it is in some sci-fi
settings. The Iron Hands do enhance themselves rather than handicap themselves,
but in no special pattern, nor cohesively with squad-mates, and not to such an
extent that they naturally outdo other chapters’ inherent strengths.
“My Imperial Fists are
the best. They’re the most valiant, used by the Emperor himself as his
bodyguard and strike force”. Get a grip: having the closest supervision
does not make you the best. That’s the attitude of a hopeless conformist: that
proximity to a centre of power demonstrates power in itself; that power is
naturally coalesced in one place, all brought together where like recognises
like. The Imperial Fists are another already-balanced chapter. Their strength
is their devotion and valour. They are single-minded in defence, rigorously
adherent to doctrine and masters of siege warfare because of this dogged, some
would say plodding, attitude. Their motto of death before dishonour is
appealing and slightly different from the other fully-compliant chapter of the
Ultramarines; they’re yellow Ultramarines who do a bit more bravery and a bit
less strategy and have an interesting honour culture underneath. No great
weaknesses, but not the most powerful strength either.
The conflict of a hero with his
innate weaknesses, or with the culture that makes his character a weakness, is
a valid subject for a story. Dark Angels and Ultramarines are boring because
they have no weaknesses, and Dark Angels make even worse stories because their
main appeal is being mysterious, and a story necessarily removes that mystery.
Make both chapters quite rigid thinkers, conformist to doctrine as a way of
avoiding corruption, and you have a central character conflict: a protagonist
for a modern audience is likely to think for himself, but both he and his
brothers know that this leads to heresy, failure and chaos… and this is a
genuine threat that he must navigate.
Making a protagonist invulnerable
to corruption is a bit of a cop-out; a power fantasy for a computer game, but
not a compelling story arc otherwise.
There should be whispers in his
mind, doubts, consultations with chaplains and failures from disobedience. All can
occur alongside the hero’s eventual triumph by uniting his personality and his
brothers; a tactical coup that others could not have contemplated, or some such
result.
The
Space Wolves in this set-up have the unusual strength of tactical excellence,
based on training, culture, gene inheritance, super-senses or minor psychic
power. They replace devotion to a Great Truth with acknowledgement of a great
truth. Others pit the powerful forces of corruption against their equally
powerful devotion, avoid temptation into sin through rigid adherence to
pre-approved doctrines, and avoid battle inefficiency by obedience to command
and pre-approved strategies.
The
Space Wolves are for those times when the enemy is clever and the situation
will change rapidly; they can respond not with ever-more stubborn adherence to
failure, but in whatever way wins in the moment. Such devotion as they need
comes from their culture: their pack, their feasts, their drinking; their
community with each other. This is a meaningful and deep point about the world,
with echoes of Tolkien’s Tom Bombadil. A little bit of joy in life grounds
people far more than extreme faith. Life is for living. And true friends will
always bring you back from the brink. I hope this essay shows me to be a friend
to the Warhammer universe, and perhaps writers of other settings.