Upload
josh-peery
View
58
Download
0
Embed Size (px)
Citation preview
In the Grim Dark Future there is Only War:
Problematizing the Morality of War Itself in the Science Fiction Fantasy Table Top War Game, ‘Warhammer 40 000’
By: William Hamilton, PhD Student at Concordia University
[The rebels] begged for clemency from the vengeful [Iron Hands], but [they] were without pity for such callow folk. In a year of bloodshed, the Iron Hands executed one in ever three citizens of Contqual. The message was clear - to court damnation was to invite only destruction. Not one of the survivors doubted that the Iron Hands stood ready to mete out punishment once more, should need arise.1
This quote is not taken from an ancient text recounting the subjugation of a village that
challenged the official religion of the Roman Empire. The Iron Hands were not a branch
of the Spanish Inquisition or an elite military unit that ensured conformity within any
totalitarian state in the history of the world. Instead, this quote is taken from the
background literature of the popular table top war game, Warhammer 40 000. The Iron
Hands are a unit of Space Marines, elite warriors who serve ‘the Emperor’, the ruler of all
humanity. Despite being fanatical killers draped in the tapestries of fascism, the Emperor
and his Space Marines are the closest things to ‘good guys’ in this imaginary science
fiction world of demon worship, mass genocide and ideological intolerance.
Scholars such as English professor Steffen Hantke and inter-disciplinarian
Christopher Hables Gray have examined science fiction and fantasy in television series,
films, magazines and books.2 However, these intimately connected genres have also
found expression in video, board and table top games. While videogames have begun to
attract scholarly attention, board and table top games appear to be overwhelmingly
ignored.3 This is problematic because, as historian Leonard David notes, war is being 1 Mathew Ward, Codex Space Marines, 5th edition (Nottingham: Games Workshop, 2008), pp. 452 It is difficult to associate Gray with a single discipline since he has taught History, Informatics, Computer Science and Cultural
Studies of Science & Technology at the University level and currently teaches in the University of East London’s Interdisciplinary Studies department. Chris Hables Gray, “‘There Will Be War!’: Future War Fantasies and Militaristic Science Fiction in the 1980s,” Science Fiction Studies, vol. 21, no. 3 (November 1994), pp. 315-336. Steffen Hantke, “Surgical Strikes and Prosthetic Warriors: The Soldiers Body in Contemporary Science Fiction,” Science Fiction Studies, vol. 25, no. 3 (November 1998), pp. 495-509.
3 Examples include: Leonard David, “Unsettling the military entertainment complex: Video games and a pedagogy of peace,”
Simile, vol. 4, no. 4 (2004). Craig A. Anderson and Brad J. Bushman, “Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A meta-Analytic Review of the Scientific Literature,” Psychological Science, vol. 12, no. 5 (2002), pp. 353-359. Nipissing University’s English professor Rhiannon Don’s unpublished conference paper “Crisis in Orkientalism” which examines the issue of race in the online role playing game ‘World of Warcraft’.
1
marketed in a politically loaded manor on an increasingly massive scale through war
games.4 While David’s discussion is centered upon video games, his observation also
holds true for board and table top games such as the futuristic, science-fiction-fantasy war
game Warhammer 40 000.
The first edition of Warhammer 40 000 was released by the British company
Games Workshop in 1987. Available exclusively for a domestic audience, it was
marketed towards a fridge group of adult consumers who sought an alternative to the
clear cut good vs. evil morality that dominated post WWII British fantasy and science
fiction.5 In 1993 the seconded edition of Warhammer 40 000 simplified the game
mechanics in an attempt to appeal to younger gamers. The third, fourth and fifth editions,
released in 1998, 2004 and 2008 respectively, alerted the game’s background as part of
Games Workshop’s campaign to achieve mainstream status and an international
consumer base.
In traditional war games such as ‘Axis and Allies’ players purchases a box that
contains the pieces, rules and background required to play all of the game’s factions.
However in Warhammer 40 000, players first familiarize themselves with the games’
background literature from which they choose a faction from it to play as. Players then
purchase and paint models that represent characters from their faction’s army and serve
as the game’s pieces. 6 In a game of Warhammer 40 000 players take on the role of a
4 David, pp. 1-2.5 This can be seen in the letters players wrote to Games Workshop’s monthly magazine, White Dwarf. In addition to applauding Warhammer 40 000’s moral ambiguity, they were also repelled by games that had a clear ‘good vs. evil’ paradigm and promoted militarism. One game that received particular criticism was the US Civil War game The Price of Freedom. The back of this game’s box reads: “The Union built by your grandfathers is the only functioning republic in a world dominated by aggressive imperial monarchies. But now the "city on a hill", the nation chosen by God to lead mankind into a new age of freedom, stands divided and vulnerable - and the world is watching. It falls to YOU to save the Union, and republicanism itself. Can you conquer and subjugate an area the size of Western Europe before a war-weary public forces you to make peace?” “letters” White Dwarf Magazine, issues 85-113, (1987-1989).6 As personalized war models, these figures clearly have a relationship to war fandom that is in need of exploration, especially considering that an important element of every Warhammer and Warhammer 40 000 tournament is the painting competition. The controversial use of fascist iconography in painting schemes also needs to be investigated and players have discussed this topic at length in online forums such as ‘Heretic’, ‘Giant in the Playground’ or ‘Warseer’. While these issues are very important, they will not
2
general and command their army in battle against those of other players. The results of
combat between game pieces is determined rolling dice.7 Players earn Victory Points
during a game by capturing objectives on the battlefield and destroying their opponent’s
army. The player with the most Victory Points at the end of a randomized number of
turns is declared the winner.
I argue that this game problematizes the morality of war itself by placing it within
an ambiguous moral context, emphasizing the violence of war in any time period, and
presenting a post colonial reflection of British imperialism and Western history.
Warhammer 40 000’s game designers conscientiously obscured the morality of war in
order to make players grapple with moral dilemmas. This approach was taken in
deliberate opposition to post WWII British fantasy literature that romanticized premodern
war as a struggle of ‘good versus evil’ and was inspired by the ‘New Wave’ science
fiction that emerged in Britain during the 1960s. Abandoning the binary of ‘good versus
evil’ enables Warhammer 40 000 to deliver a sophisticated critique of war itself because
it is simply never fashioned into something that can be celebrated.
The first and second editions of Warhammer 40 000 present a counter argument
to science fiction writer Robert Heinlein’s vision of a militarist utopia, most notably
expressed in his Hugo award winning book Starship Troopers. Heinlein’s Mobile
Infantry, the military caste he presents as having the civic and moral virtue required to
bear the franchise, are reinvented as the Space Marines: fanatical killers and mechanisms
of Imperial rule who are associated with Nazism. Simultaneously, the Space Marines are
be examined here because the central thrust of this paper is to demonstrate the pressing need for academics to study board and table top war games by using Warhammer 40 000 as a case study. Warhammer 40 000 background literature is extensive and has even inspired novel length fictions such as: Dan Abnett, Ghost Maker (London: Black Library, 2000). Mitchel Scanlon, Descent of Angeles: Loyalty and Honor (London: Black Library, 2007). Graham McNeil, Fulgrim (London: Black Library, 2007).7 Warhammer 40 000 is a ‘table top’ game and therefore spatial relations among game pieces are measured in inches instead of using
a board that is divided into squares or hexagons that a ‘board game’, such as chess, would utilize.
3
connected with the Roman Empire in order to emphasize the violence of premodern war
and question its romanization. By revisiting Western history in this discomforting
manner, the first and second editions of Warhammer 40 000 represent a post colonial
rethinking of Western history. In fact, this game delivers a critique of British imperialism
during the 1980s and 1990s when the English market it was restricted to was revaluating
their nation’s imperial legacy. However, as a war game, Warhammer 40 000 is faced with
an eternal contradiction between critiquing war and moulding it into a sellable form.
After a management buy-out in 1991, Games Workshop revised Warhammer 40 000’s
background in a way that reduced its moral ambiguity to heighten its popularity.
However, an examination of contemporary online commentary and discussion among
gamers suggests that, at least some, continue to engage with the game with as a discourse
about the morality of war and a cynical evaluation of militarism.
Reading the Critique Presented by Warhammer 40 000
The social and political messages of war games and toys has been studied by
historians, political scientists and media studies professors in historical contexts ranging
from Victorian England to the contemporary United States.8 These studies appear to
employ a ‘cause and effect’ methodology that seeks to explain a historical phenomena,
such as high British enrolment in WWI, through war consumption. They predictably
conclude that the toy or game in question contributes to the militarization of society.
Specifically, they suggest that war consumption has “helped to reinforce a particular view
8 In addition to Davis, historians include Kenneth Brown. Political scientists include Patrick Regan and Jeffrey H. Goldstein while Media professors include David Machin, Theo Van Leeuwen and David Machin. Kenneth Brown, The British toy business: a history since 1700 (London: Continuum International Publishing Group 1996). Kenneth Brown, “Modeling for War: Toy soldiers in Late Victorian and Edwardian Britain,” Journal of Social History, vol. 24 (1995), pp. 237-54. Patrick Regan, “War Toys, War Movies and the Militarization of the United States, 1900-85,” Journal of Peace Research, vol. 31, no. 1 (1994), pp. 45-58. Jeffrey H. Goldstein, Why we watch the attractions of violent entertainment, (Oxford: Oxford University Press, 1998), pp. 57. David Machin, Theo Van Leeuwen and David Machin, “Toys as discourse: children's war toys and the war on terror,” Critical Discourse Studies, vol. 6, no. 1 (February 2009), pp. 51-63.
4
of the nature of war” as a romantic conflict of heroicized violence.9 This is
unquestionably true in cases such as G.I. Joe action figures. However, these studies do
not appear to consider the background literature that can accompany war games like
Warhammer 40 000. This is a critical oversight because this literature can actually create
an ambiguous moral context that allows for the presentation of sophisticated arguments
about war. Further, not all war gamers are passive consumers as the ‘cause and effect’
approach implies and an analysis of the discourse produced by contemporary
Warhammer 40 000 players illustrates that at least some appreciate the game’s critiques.
It appears that recognizing the messages that some forms of war consumption
present also requires a paradigm shift in terms of how the genres of science fiction and
fantasy are understood. Despite their similarities, and the fact that many works such as
Star Wars or Warhammer 40 000 combine elements of both, science fiction has
monopolized scholarly attention.10 Interestingly, some academics who study science
fiction as a vehicle of social commentary attempt to establish the credibility of this genre,
and their work, by defining it in opposition to the ‘trivial’ realm of fantasy. For example,
English professor and literary critic Carl Freedman argues that science fiction presents an
alternative to reality, “thus sharply distinguishing science fiction from the irrationalist
estrangement of fantasy or Gothic literature (which may secretly work to ratify the
mundane status quo by presenting no alternative to the latter)”.11
9 Ibid.10 In general, science fiction tends to explain the ‘fantastic’ as a result of advanced technology while fantasy relies upon magic or divine intervention. Some academics, such as Donald L. Lawler or English professor Anthony Wolk state that fantasy can be a critical genre when framing their articles. However, the bodies of their works focus almost exclusively upon science fiction. Alternatively, scholars such as American philosopher Richard L Purtill avoid fantasy by appropriate literature, such as the Lord of the Rings, into science fiction. Donald L. Lawler, “Certain Assistances: The Utilities of Science Fiction and Fantasy in Shaping the Future,” US Department of Health Education and Welfare, (1975). Anthony Wolk, “Challenge the Boundaries: An overview of Science Fiction and Fantasy,” The English Journal, no. 79, vol. 3 (March 1990), pp. 26-31. Richard L. Purtill, J. R. R. Tolkien, (Fort Collins: Ignatius Press, 2003).11 Carl Howard Freedman, Critical Theory and Science Fiction, (New England: Wesleyan University Press, 2000), pp. xvi-xvii.
5
Freedman comes to this conclusion because his understanding of critical discourse
is grounded in the “unswervingly oppositional [italics in original]” nature of critical
theory. Therefore, his theoretically informed approach conceptualizes the existence of
social commentary in purely dialectic terms, that is, through the presentation of an
alternative.12 However, as a narrative technique, a strict reliance on binaries can actually
prevent war itself from being questioned because it demands that conflict is presented as
a struggle between an opposing ‘good’ and ‘evil’. In fact, it even risks glorifying conflict
since it demands a heroic, romanticized side in war.
Restricting the possibility of critical engagement to the presentation of an
alternative possibility is also inherently limiting. This is because it means that scholars
like Freedman miss the sophisticated type of critique that Warhammer 40 000 presents;
one that enables it to question war itself. As we shall see, far from ‘ratifying the mundane
status quo’, this game sought to destabilize the trend of romanticizing war that dominated
post WWII British fantasy literature and is best exemplified by J. R. R. Tolkien and C. S.
Lewis. An examination of interviews with Warhammer 40 000’s game designers and
their designers’ notes demonstrates that they consciously rejected a simplistic dichotomy
of ‘good vs. evil’ in favour of moral ambiguity. The way that this approach allows
Warhammer 40 000 to question war itself will be showcased through a case study of the
‘Inquisition’ faction of the game.
The Methods and Dark World of Warhammer 40 000
Historian Paul Fussell has demonstrated that WWI represented a “twentieth-
century shock to European culture”.13 The traditional romantic language, based upon
12 Freedman, pp. 7. 13 Paul Fussell, interviewed by Sheldon Hackney, The Initial Shock: A Conversation with Paul Fussell, National Endowment for the Humanities, 1996. http://net.lib.byu.edu/estu/wwi/comment/fussell.htm
6
Roman and Arthurian legends, that the British populace had used conceptualize war as a
heroic quest and glorious struggle had been thrown into disarray.14 As Fussell explains,
WWI could “not be understood in traditional terms: the machine gun alone makes it so
special and unexampled that it simply can’t be talked about as it if were one of the
conventional wars of history.”15 Part of the reaction to this “immense intellectual and
cultural and social shock” was a collective longing for the glories and romance of
premodern war.16 This hunger was satisfied by two of the most influential, popular and
studied fantasy writes of all time, J. R. R. Tolkien and C. S. Lewis.
The extent to which Tolkien and Lewis were interested in romanticizing war has
been debated. American theologian Fleming Rutledge argues that “Tolkien’s work is not
meant to glamorize or romanticize or even support war.”17 Like Lewis, Tolkien was
inspired by the exact body of literature that informed the pre-WWI romantic language of
war. 18 Tolkien began to seriously write The Lord of the Rings during WWII, while his
son was serving in the British Air Force. Referring to WWII as the “War of the
Machine”, he published these books in the 1950s when the cultural meaning of war had
been degraded even further.19 As philosopher Peter Kreeft convincingly illustrates, in this
context Tolkien succeeded in “restoring the sense of the glory of a just war. It is not just a
dirty job, or an unfortunate duty, it is a glorious thing.”20 In fact, Tolkienist Richard West
14 Paul Fussell, The Great War and Modern Memory (Oxford: Oxford University Press, 1975), pp. 21-25, 147 154, 145-147.15 Ibid, 153.16 Bernard A. Cook, Europe Since 1945 (London: Taylor & Francis, 2001), pp. 1068-1070. Jay Winter, Sites of Memory: The Great War in European Cultural History (Cambridge: Cambridge University Press, 1998), pp. 7.17 Fleming Rutledge, The Battle for Middle Earth (The Netherlands: Wm. B. Eerdmans Publishing 2004), pp. 344.
18 Poets Alfred Lord Tennyson and William Morris were particular important. Fussell, The Great War and Modern Memory, pp. 21.
Robert Eaglestone, Reading The Lord of The Rings (New York: Continuum International Publishing Group, 2006), pp. 4.
19 The three Lord of the Rings books were printed between 1954-1955. Jane Chance Chism, Tolkien the medievalist (New York:
Routledge, 2003), pp. 66.20 Peter Kreeft, The Philosophy of Tolkien (Fort Collins: Ignatius Press, 2005), pp. 168.
7
found that Tolkien became very popular in the 1950-1960s because he was able to “bring
medieval romance into the modern world.”21
Even Tolkien himself saw The Lord of the Rings as an opportunity to encourage
“good morals” as he presented a mythology of the ‘good agrarian Englishmen’ uniting
with his Western allies against a vile Eastern foe.22 Re-establishing this binary was
important because WWII had sparked a re-evaluation of Western history and the notions
of Euro-Western superiority that had formerly legitimated British imperialism. As West
explains, “The Lord of the Rings is a defence of Western civilisation.”23 In their effort to
maintain the romanticization of premodern war and defend western history, Tolkien and
Lewis both portray war as a glorified struggle between a Western-Christian-virtuous
good and Eastern-pagan-oppressive evil, in which good unites to defeat evil. 24
Tolkien and Lewis were more popular than ever in the 1960s. 25 However, their
celebration of war as a struggle between a clearly defined good and evil was being
challenged by the newly emerging ‘New Wave’ of British science fiction-fantasy. To
these fringe writers like Michael Moorecock, Theodore Sturgeon and Ray Bradbury, war
was not something heroic to be glorified.26 They possessed an alternative post WWII
mentality, and instead of longing for a return to premodern romance, sought to produce
literature that reflected the complexities of the present.27 Moorecock explains that he was
“appalled” by Tolkien’s “belief in absolute morality that blurs moral and political
21 Richard West, Celebrating Middle-Earth (Seattle: Inkling Books, 2002 ), pp. 16.22 Ibid, pp. 59.23 Ibid, pp. 16.24 Ibid, pp. 66. Bruce L. Edwards, C. S. Lewis: Life, Works, and Legacy, (London: Greenwood Publishing Group, 2007), pp. 106.25
Michael Nelson, “C.S. Lewis and His Critics,” The Virginia Quarterly Review, vol. 74, no. 4 (Winter 1988).26 The British science fiction magazine New Worlds, edited by Moorcock, was the “ideological center” of New Wave. A. E. Levin and Yuri Prizel, “English-Language SF as a Socio-Cultural Phenomenon,” Science Fiction Studies, vol. 4, no. 3 (November 1977), pp. 254-255. Theodore Sturgeon, More Than Human (New York: Random House, 1978). Ray Bradbury, Fahrenheit 451(New York: Random House, 1953).27 Ibid, pp. 254.
8
complexity.”28 In fact, Moorecock remained “scathingly critical of Tolkien” and even
went so far as to compare The Lord of the Rings to Winnie the Pooh on account of what
he saw as its ‘escapist’ qualities.29
The New Wave remained influential during the mid 1980s and significantly
impacted Warhammer and Warhammer 40 000’s creators and founders, Rick Priestley
and Richard Halliwell. In fact, they dedicated the first edition of War Hammer Fantasy
Battle (the precursor to Warhammer) “to Michael Moorcock… whose fault it all is”.30 In
direct opposition to the heroic tales of Tolkien or Lewis, Warhammer was advertised as
“A Grim World of Perilous Adventure”.31 In fact, in an interview with The Warpstone,
Graham Davis, one of Warhammer Fantasy Role Play’s original game designers who
later became a central mastermind of Warhammer 40 000, was asked
The Warpstone: What is the best part of W[arhammer] F[antasy] R[ole] P[lay]?Graham Davis: To me, the tone of the world. It seems odd to say it now, but at the time there simply wasn't anything like it. Fantasy games were always very clean and heroic; every character had gleaming armor, a bodybuilder physique, perfect teeth and masses of backcombed blonde hair. Moral questions were always black and white, with no real dilemmas. It was very shallow, and I found it unsatisfying. I still love the way W[ar Hammer] F[antasy] R[ole] P[lay] blends horror and humor, and challenges players to deal with complex situations and choices of evils.32
Clearly, Warhammer’s game designers consciously avoided the binary of good vs. evil in
order to make their players face complex moral dilemmas in a dark world. In fact, they
28 Donald M. Hassler, New Boundaries in Political Science Fiction (South Carolina: University of South Carolina Press, 2008), pp. 272.29 Ibid. 272. Michael Moorecock, “Epic Pooh,” British Science Fiction Association, 1978. Michael Moorcock, Wizard and Wild Romance: A Study of Epic Fantasy (Austin: MonkeyBrain Books, 1989). Michael Moorcock, interviewed by Ken Mondschein, The Corporate Mofo Interview, January 1, 2002. Daniel Timmons, J.R.R. Tolkien and his Literary Resonances (London: Greenwood
Publishing Group, 2000), pp. 1. Ralph Willet, “Moorcock’s Achievement and Promise in the Jerry Cornelius Books,” Science Fiction Studies, vol. 3, no. 1 (March 1976), pp. 77.30 Robert E. Howard and his anti-hero, Conan the Barbarian, are also cited as inspiration. Rick Priestley, Graeme Davis, Gavin
Thorpe and Dan Abnett, Warhammer Fantasy Role Play, 1st edition (London: Black Industries, 1986), pp. 1. 31 James Wallis was a writer involved with Warhammer Fantasy Role Play. James Wallis, Interviewed by Magnus Seter, The Altdorf Correspondent August 21, 2008.32 The exact same mentality is expressed in James Wallis’ interview with The Altdorf Correspondent. Graham Davis, interviewed by John Foody. The Warpstone: The independent magazine For Warhammer Fantasy Role Play Undated.
9
tell their players that their game represents a break from traditional, clear cut morality in
the rule book’s opening story. In this tale a visitor who is new to their imaginary kingdom
watches what she believes to be a fight between two rival gangs. However, her local
guide informs her that it was actually between two royal princes and laughingly
concludes by asking: “New to the Border lands, aren’t you?”33
This commitment to dealing with war in a morally ambiguous way is also a core
concept in Priestley and Halliwell’s second game, Warhammer 40 000.34 This game’s
dark background is portrayed by its maxim: “In The Grim Dark Future There Is Only
War”. In this game humanity controls a galactic Empire that is beset on all sides by
vicious aliens. It is also threatened from within by the ‘Chaos gods’, bloodthirsty
divinities that attempt to corrupt or seduce people into rebelling against humanity’s
Empire. In this state of perpetual war, the human race is ruled by an oppressive,
totalitarian regime led by a dictator known only as ‘the Emperor’. This warlord seized
power in the game’s ancient history after the Chaos induced ‘warp storms’ prevented
space travel. This was disastrous for Earth which relied on food imported from its
colonies. Anarchy reigned until the Emperor conquered Earth and then seized control
over the Empire that had fragmented during the warp storms.
Incapacitated during a rebellion, the Emperor is kept alive in a state of suspended
animation as the Imperium’s ruling figure head. As the first page of every edition of the
Warhammer 40 000 rule book, the gamers’ first introduction to this world, explains:
He is the master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass withering invisible with power from the Dark Age of technology. He is the Carrion Lord of the Imperium for whom blood is drunk and flesh eaten. Human blood and human flesh – the stuff of which the Imperium is
33 Priestley et al, Warhammer Fantasy Role Play, pp. 3.34 John Blanche, “Interview with John Blanche,” The Goblin (April, 2009).
10
made. To be a man in such times is to be one among untold billions. It is to live in the cruellest and most bloody regime imaginable. This is a tale of those times. It is a universe you can live in today - if you dare - for this is a dark and terrible era where you will find little comfort or hope. If you want to take part in the adventure then prepare yourself now. Forget the power of technology, science and common humanity. Forget the promise of progress and understanding, for there is no peace amongst the stars, only an eternity of carnage and slaughter and the laugher of the thirsting gods. But the universe is a big place, what ever happens, you will not be missed.35
Like Warhammer’s opening story, this introduction tells the reader that there is no clear
distinction between the forces of good and evil in this world. Even the government that
safeguards humanity against invading aliens and evil gods maintains power through
draconian military rule. The overwhelming reason that the masses do not revolt against
the Emperor who oppresses them is because it is slightly better for them to live until they
are worked to death producing munitions for the Imperium than to be killed immediately
by aliens, Chaos or as punishment for insubordination by the Imperial army.36
Loyalty to the Imperium is also galvanized through the ‘Imperial Cult’ which
reveres the Emperor as a living deity and preaches that aliens and non-believers must be
destroyed because they “threaten[sic] the future of humanity”37. The responsibility for
ensuring that the emperor’s citizens are sufficiently devoted to the “god-emperor of
humanity” falls upon the Inquisition, the ‘secrete police’ of the Empire. 38 The military
arm of the Inquisition is the Adeptus Sororitas, more commonly known as the ‘Sisters of
35 In the same way that the opening story of Warhammer Fantasy Role Play tells gamers to dismiss any romanticized notions of premodern war, Warhammer 40 000’s opening story tell gamers to should dismiss notions of a utopian future. In both cases the game designers are attempting to establish that their worlds will be differing from traditional fantasy worlds. Rick Priestley and Andy Chambers, Warhammer 40 000: Codex Imperialis, 2nd Edition, (Nottingham: Games Workshop, 1993), pp. 1. Rick Priestley, Warhammer 40 000: Rouge Trader (London: Hazell Books, 1987), pp. 1. Andy Chambers, Rick Priestley, Gavin Thorpe, Ian Pickstock and Jervis Johnson, Warhammer 40 000, 3rd Edition. (Nottingham: Games Workshop, 1998), pp. 1. Andy Chambers, Rick Priestley and Pete Hains, Warhammer 40 000, 4th Edition. (Nottingham: Games Workshop, 2004). Rick Priestley and Andy Chambers, Warhammer 40 000 5th Edition. (London: Games Workshop, 2008).36 Ibid, 10-13.37 Priestley and Chambers, Warhammer 40 000: Codex Imperialis, 2nd Edition, pp. 38.38 Andy Chambers, Jervis Johnson, Gavin Thorpe, Pete Hains and Matt Sprange, Astronomican (Nottingham: Games Workshop, 2001), pp. 4.
11
Battle’. This faction first appeared as a playable army in the 2nd edition of Warhammer 40
000 and their original description, which has remained unchanged, explains that:
The Sisters of Battle are trained to the highest levels with an unshakeable faith in the divinity of the Emperor. Their fanatical devotion and unwavering purity is a bastion against corruption, heresy and alien attack. Countless enemies of the Imperium have fallen before the righteous fury of the Adeptus Sororitas as they engage in Wars of Faith, bringing the Emperor’s light to the dark recesses of the galaxy that have turned from the path of righteousness.39
These ‘Wars of Faith’ are crusades against the Emperor’s own citizens.40 In fact, the
primary purpose of the Sisters of Battle is to wage war within the Imperium, to find and
kill any who are not devout enough to the Emperor or might be Chaos operatives.
Existing outside the Imperial cult, these figures are known as ‘heretics’ or ‘witches’ and
thus Inquisitorial armies are also known as the ‘Witch Hunters’ or the ‘Ordo Hereticus’.
While the Witch Hunters and the Warhammer 40 000 universe exists in a fictional
setting, they are not the product of disconnected imagination. Instead in an interview
Warhammer and Warhammer 40 000’s art director John Blanche “explains that Games
Workshop’s worlds are inspired a lot by the real world. Further, he maintains that the
Games Workshop’s game worlds are extensions of Northern European culture.”41 Yet the
game’s relationship with the past involves more than simply displacing historical icons
by incorporating them into the Warhammer 40 000 universe. It is interpretive and this
background literature is conceptualized as “alternative histories” by its creators.42 Far
from detached, this dark literature is historically and geographically situated.
The process by which Warhammer 40 000’s game designers create and envision
the character of a faction, such as the Inquisition, is heavily intertwined with the creation
39 Ibid, 4.40 Andy Hoare and Graham McNeil, Codex Witch Hunters (Nottingham: Games Workshop, 2003), pp. 7, 47.41 John Blanche, “Interview with John Blanche,” The Goblin (April, 2009).42 Gavin Thorpe interviewed by Rodger Webb, Ragnarok, issue 35 2001. John Blanche, “Interview with John Blanche,” The Goblin
12
of visual images by the artists, lead by Blanche, that Games Workshop employs. 43 The
designers share their ideas with the artists who use them to create imagery that both
reflects and grounds the former’s vision.44 The centrality of this imagery suggests that it
is instructive to pay special attention to the discourse between designers and artists when
considering the conceptual foundations of a faction. Graham McNeill co-wrote the Witch
Hunter’s first Codex with Andy Hoare and explains in his design notes that:
We wanted the book to reflect the malevolent nature of the Ordo Hereticus, and in our discussions with the artists, we emphasized this point above all others. Early on in this process, [Art Director] John Blanche gave us a copy of the ‘Malleus Maleficarum,’ the tome dealing with the persecution of witches that was written by two real-life inquisitors back in the 15th century. This book provided oodles of character for Codex: Witch Hunters. We wanted the book to look and feel like a [Warhammer] 40 000 version of the ‘Malleus Maleficarum,’ like a tome an Inquisitor of the Ordo Hereticus would have sitting on his desk and that he'd refer to whenever he needed to contemplate the machinations of his foe. So our book was to be dark, very Gothic, and replete with sinister imagery.45
In addition to using a historical document in the conceptual process, McNeill’s reflection
illustrates that when the game’s designers write its background, their intention is to create
‘historical documents’ from the Warhammer 40 000 world. The Witch Hunters are not an
isolated case. The background is always written from the point of view of someone in this
imaginary world, never from the perspective of an omnipotent third party.46
Appreciating that it is the intention of Warhammer 40 000’s game designers to
present the game world from the perspective of someone in their universe is important
43 In fact, every interview or designers’ notes that discusses the process of creating a faction’s background speaks to the central role of this imagery. For example: Andy Chambers, Pete Hains, Phill Kelly, Graham McNeill and Andy Hoare, Necrons Designer Notes, http:oz.games-workshop.com, Phil Kelly, Jess Goodwin and Roberto Cirrilo, Tyranids Designer Notes, http:oz.games-workshop.com, Graham McNeill and Pete Hains, Space Marines Designer Notes, http:oz.games-workshop.com, Pete Haines, Imperial Guard Designer Notes, http:oz.games-workshop.com Graham McNeill, Witch Hunters Designer Notes, http:oz.games-workshop.com. Graham McNeill, Black Templar Designer Notes, http:oz.games-workshop.com.44 Ibdi.45
Artist John Blanche is a very important figure because he has created Warhammer 40 000’s imagery since the 1st edition of the game.46 This is achieved thought a first person account of a battle or event. The large scale history is predominately presented from the perspective of an imperial historian. We are reminded that our storyteller is a character from the Warhammer 40 000 world by being told that important sources are unavailable (the insinuation is that they were destroyed) and presented with gaps in the history (ie. We don’t know the details of how the Emperor rose to power because that time has been ‘lost to history’).
13
because it alters how we approach the literature they create. It is essential that the
background is studied in this manor because the distance separating the gamer from the
literature is central to how the morality of is war complicated. As Hoare explains:
On one hand, the Sisters [of Battle] provide an example to Humanity of the very best a person can aspire to. On the other, the Sisters [of Battle] must take necessarily harsh actions in order to protect Humanity's future (as dictated by the Inquisition). By the standards of the 21st century, these girls are fanatical zealots, but in the context of the 41st millennium, they're paragons of virtue, whose every action is a manifestation of Mankind. It's all a matter of perspective, you see.47
Clearly, Warhammer 40 000’s game designers realize that they are presenting absurd
perspectives through their characters. They expect the morality of these claims and
justifications for mass violence to be questioned by their 21st century reader. In fact,
Davis concludes his recounting of the centrality of philosophical and moral issues in the
creation of the Witch Hunter’s background by stating “And you thought this was all
about toy soldiers and rolling dice!”48
With these issues and expectations in mind, Warhammer 40 000’s background
literature presents the consumer with first person accounts of mass violence. For
example, the gleeful recounting of when the Witch Hunters
descended upon the Saint Garrat Scriptorium, dragging hundreds of Adeptus Terra scribes [the bureaucratic workers who run the Imperial government] screaming to the excruciation chambers of Nemesis Tessera and burned down the scriptorium. The Adepts lodged formal complaints with the very highest authorities on Terra, but were silenced when Inquisitor Tannenburg produced three hundred specimen jars. Each contained the preserved remains of a scribe, his previously hidden mutations [which signify that they were Chaos operatives] uncovered for all to witness.49
Through stories like this Warhammer 40 000 casts war into moral ambiguity. Maybe it’s
good that the Sisters of Battle destroyed Chaos minions before they could start an
47 Andy Chambers, Witch Hunters Designer Notes, http:oz.games-workshop.com.48 Andy Hoare and Graham McNeil, Codex Witch Hunters, pp. 7.49 Ibid.
14
uprising that would have caused daemons to appear and slaughter millions. Yet, they did
kill ‘hundreds’ to find only 300 traitors. In fact, the reader is never guaranteed that the
300 specimens that Tannenburg presented were from the Saint Garrat Scriptorium. They
could have been from any number of his previous raids. Clearly, a moral high ground is
conspicuously absent from this, and all, accounts of violence in Warhammer 40 000.
This type of morally ambiguous stories that comprise Warhammer 40 000’s
background literature allows the game to problematize the morality of war itself because
war never exists in a celebratory state. Without a ‘good guy’ moral alternative that would
serve to legitimate mass violence, players cannot help but focus upon the paradox of war:
it allows the oppressive Imperial regime to exist, but without its ability to wage war on an
incredible scale humanity would be extinct. A state of war justifies the daily atrocities
propagated by the Sisters of Battle, but without them the Imperium would be overthrown
by Chaos. Now that Warhammer 40 000’s methods for complicating the morality of war
have been established, the first and second editions’ critique of Heinlein’s militarist
utopia, the romanticization of premodern warfare, and British imperialism will be
examined.
The First and Second Editions of Warhammer 40 000
American author Robert Heinlein is widely praised as one of the most influential
science fiction writers of all time.50 His most controversial work is his 1959 novel
Starship Troopers in which “Heinlein postulates how a society based on military service
would work”.51 In this society only veterans who have completed a term of service to the
state are eligible to vote. The fact that only this military caste, the Mobile Infantry, is
50 James Gifford, “The Nature of ‘Federal Service’ in Robert A. Heinlein’s Starship Troopers”, Heinlein Journal vol. 1, July (1997).
51 “ Derek M. Buker, The Science Fiction and Fantasy Readers' Advisory : The Librarian's Guide to Cyborgs, Aliens, and
Sorcerers (Chicago, ALA Editions: 2002), pp. 11.
15
presented as having the moral and civic authority to bear the responsibility of the
franchise has led some, such as Moorecock or author Luc Sante, to accuse Heinlein of
supporting fascism.52 However, this interpretation overlooks the fact that military service
is voluntary and anyone is eligible regardless of race, gender or creed.53
Yet, it would also be a mistake to see Heinlein’s work as the “ultimate embrace
of both military and democratic ideals within a single state” as Military Studies Professor
Everett Dolman has argued.54 This overlooks the fact that Heinlein rejects democracy in
his overt celebration of the militarism. Speaking through a high school History and Moral
Philosophy teacher, he explains that in his fictional world the democracies of the 20thC
fell because of their moral weakness. They “glorified their mythology of ‘rights’” to the
extent that they “lost track of their duties.”55 This is important because Heinlein’s society
is predicated upon the beliefs that “the basis of all morality is duty” and that it can only
be cultivated through state service.56 As political scientist Anthony Coates argues,
“militarism establishes a predisposition to war or a moral bias in favour of war.”57 This is
clearly the case in Heinlein’s society which rewards military service with citizenship and
understands war as the “noblest fate that a man can endure” as well as an acceptable form
of diplomacy.58
52 In chapter suggestively titled “Starship Stormtroopers” Moorecock wrote: “If I were sitting in a tube train and all the people opposite me were reading Mein Kampf with obvious enjoyment and approval it probably wouldn't disturb me much more than if they were reading Heinlein, Tolkein or Richard Adams.” Michael Moorecock, The Opium General (Toronto: Harrap/Collins, 1986). Luc Sante, “‘The Temple of Boredom’: Science Fiction, No Future,” Harper’s, (October 1985), pp. 69.53 Scott Rosenberg, “Melrose vs. the Monsters,” Salon, (November 1997). 54 Everett Carl Dolman, “Military, Democracy, and the State in Robert A. Heinlein’s Starship Troopers,” in Donald M. Hassler and Clyde Wilcox, ed., Political Science Fiction (South Carolina: University of South Carolian Press, 1997), pp. 197.55, Robert Heinlein, Starship Troopres (New York: Berkley Publishing Group, 1959), pp. 92-96, 120.56 Heinlein, pp. 115.57 Anthony Coates, The Ethics of War (Manchester: Manchester University Press, 1997), pp. 45.58
For example, during a debate in History and Philosophy class the teacher soundly defeats a pacifist student by asserting that “Violence, naked force, has settled more issues in history than has any other factor, and the contrary opinion is wishful thinking at its worst. Breeds that forget this basic truth have always paid for it with their lives and freedoms.” Heinlein, Starship Troopers, pp. 26.
16
Heinlein’s work has been highly influential and Gray argues that “Starship
Troopers lays out the basic aspects of the cyborg infantryman in terms that have hardly
changed in military ideals or s[cience] f[iction] since.”59. While the superficial qualities
of his cyborg infantry may remain consistent, the meaning of this trope has drastically
changed. In fact, Warhammer 40 000 reinvents Heinlein’s Mobile Infantry into the Space
Marines in order to critique his notion of a militarist utopia.
Both Heinlein’s Mobile Infantry and Warhammer 40 000’s Space Marines endure
intensive training that includes hypnotherapy and psychological conditioning. In addition
to being portrayed as aggressive armies that are delivered into battle from orbiting space
ships, both warrior castes employ technological power suits that enhance their already
superior physical abilities and allow them to employ advanced weaponry. However,
Space Marines appear to take the concept of the futuristic super warrior even further as
eight foot tall genetically enhanced super humans who undergo “fanatical surgery” that
provides them with extra hearts and lungs.60
The Mobile Infantry and the Space Marines each represent the societies they fight
for. The Space Marines are the “champions of the Emperor” and physical manifestation
of his will.61 As the privileged and praised voting demographic, the Mobile Infantry
symbolize their society and its values. However, if Heinlein’s warriors embody civic
virtues and represent all that humanity could hope to become, then the Space Marines are
their antithesis. While the Mobile Infantry recruits civilly minded volunteers, Space
Marines
59 Gray, pp. 320.60 Rick Priestley, “The Origin of Legiones Astartes” White Dwarf, vol. 98, (1988).61 Ibid.
17
are recruited from the [Empire’s] feral planets, where traditional warrior castes compete for the honour of becoming a ‘warrior of the gods’ [a Space Marine]. Because the feral planets are rough, primitive and untamed, their inhabitants make excellent fighting material. For true aggression and psychotic killer-instinct, however, few recruits can best the murderous followers of the city-scum that roam the darkest pits of the hive-worlds. Driven to extremes of insanity by the colossal pressures of hive-world living, these merciless killers are usually ignored by the authorities (indeed their warrens are so vast it would be impractical to eradicate them completely). They make ideal Space Marines, and whole gangs of city-scum are sometimes hunted and captured for this purpose. 62
Instead of learning civic virtues in their training like the Mobile Infantry, the most violent
members of the Imperium who become the Space Marines are indoctrinated into the
Imperial Cult. They are taught and brainwashed to become racist, xenophobic, religious
fanatics who unquestioningly carry out their Emperor’s will.63
The very idea of a racist, militant, fascist cult invokes notions of Nazism, and the
Space Marines’ association with this regime has been made clear from their initial
background literature. The narrative plot line of the original Space Marine literature
centers upon secret meetings between the Emperor and scientists whose “work was
conducted in the superbly equipped laboratories built deep inside the planet Earth. The
objective of the program was to create a caste of warrior elites, characterised by super-
human strength and unflinching loyalty.”64 A cross sectional examination of post WWII
Anglo-American popular culture suggests that this plot line of ‘engineering a master race
in secret laboratories’ was prevalent and culturally loaded in its association with Nazi
eugenics and programs to create of an Ubermensch super warrior.65
62 Rick Priestley, Warhammer 40 000: Rouge Trader, 153.63 Ibid. 64 Rick Priestley, “The Origin of Legiones Astartes.” White Dwarf, vol. 98 (1988).65 Sources used in the cross sectional examination include: Harry Essex, Sid Schwartz and Len Golos, Man Made Monster. Film, George Waggner 1941. Christopher Wood, Moonraker. Film, Lewis Gilbert 1979. Gene Roddenberry and Harve Bennett, Star Trek: The Wrath of Khan. Film. Nicholas Meyer,1982. Ira Levin and Heywood Gould, The Boys From Brazil. Film. Franklin J. Schaffner, 1978. Michael Wilson and Rod Serling, Planet of the Apes. Film. Franklin J. Schaffner, 1968. Martha Craven Nussbaum and Cass R. Sunstein, Clones and Clones: facts and fantasies about human cloning (New York: W. W. Norton & Company, 1999), pp. 13.
18
The association between Space Marines, and the Imperium they represent, with
Nazism is also made clear in their iconography. The ‘Imperial eagle’, a “prominent
symbol of fascist ideology” in post WWII popular culture, is the emblem of the Imperium
and its Space Marines. 66 Figure 1 depicts Marneus Augusts Calgar, who is the archetype
and foremost leader of the Space Marines, proudly displaying the Imperial eagle. While
not all Space Marines have the eagle on their shoulder, legs or arms like Calgar does,
they all have it prominently displayed on their chests.
Embroidering Nazi imagery upon these fanatical killers is clearly a way to
critique the 20th century warfare driven by Nazism. Yet the Space Marines’ association
with Nazism is also part of Warhammer 40 000’s critique of Heinlein’s militaristic
utopia. His virtuous warrior caste becomes fanatical killers as Warhammer 40 000
presents a counter vision of what a militaristic society would look like that leads us to
question whether the society that the Space Marines embody is desirable? The games’
literature glorifies Space Marines as “humanity’s greatest warriors” who “represent man-
kind’s greatest hope for victory in the unending wars for survival.”67 According to the
game’s characters, the Space Marines may deserve to be celebrated for defending the
Imperium. However, from the vantage point of the gamer, we are repelled by this military
caste that has massacred an incalculable number in the name of their brutal Empire.
Ultimately, the game presents us with a paradox. While the annihilation of humanity at
the hands of Chaos or aliens is surely not desirable, the militaristic society that generates,
in fact celebrates, these warriors is also not an attractive option. Thus, by not approaching
war in a good vs. evil binary, Warhammer 40 000 is able to critique Heinlein’s military
66 Martin M. Winkler, “The Roman Empire in American Cinema after 1945,” The Classical Journal, vol. 93, no. 2 (December 1997), pp. 176. 67 Rick Priestley and Jervis Johnson, Codex Ultramarines, 2nd edition. (Nottingham: Games Workshop, 1995), pp. 21.
19
utopia without presenting an alternative that would celebrate war. Once again, war itself
is presented as the problem.
The strong link that is made between Space Marines and Nazi Germany also
serves to ground them in human history and they are also linked with the Roman Empire,
which used the imperial eagle. This association is reinforced by the Space Marine’s
material culture which borrows a variety of Roman war gear, such as the skirt that Calgar
is wearing or his Roman style standard (see figure 1). Latin is the language of the
Imperial government and Space Marines have Latin names such as Octavian, Cassius or
Marneus Augustus Calgar.68 Interestingly, this connection was being made at a time when
historian Martin Winkler notes that Hollywood was using Imperial “Rome as an analogy
for Nazi Germany”.69 This suggests that the link between the Roman Empire and Nazism
would have been familiar to gamers since it was also being made in mainstream Anglo-
American popular culture.
While the films Winkler examines use Imperial Rome to critique Nazi Germany,
Warhammer 40 000’s commentary is directed towards how the conquests of the Roman
Empire, and pre-modern warfare in general, are understood. Simultaneously associating
the Space Marines with the Roman Empire and Nazi Germany reduces the distance
between the wars propagated by each. Consequently, the Space Marines become a
platform upon which the conquests of the Roman Empire and Nazism are equated to each
other and seen as the same. That is, as violent campaigns that result in massive death.
Warhammer 40 000 also effectively emphasizes the violence of premodern
warfare through the game’s visual imagery. For example, laurels, a symbol of Roman
68 Ibid, pp. 70-74.69 The only exception Winkler notes is The Fall of The Roman Empire (1962). Winkler, pp. 167-168.
20
military success, are utilized by the Space Marines to signify outstanding service to the
Imperium. However, their laurels are incorporated with skulls, (which as can be seen on
Calgar’s left leg in Figure 1). Mixing the laurel, a symbol of imperial achievement, with a
skull, a symbol of death, draws attention to the violence that built Rome’s ‘successes’.
Emphasizing the violence of premodern warfare presents a powerful reversal of the
romanticization of premodern war that was partly expressed using the language of post
WWII popular culture. In clear opposition to Tolkien and Lewis who celebrated
premodern war as a romantic struggle, Warhammer 40 000 repackages it by closing the
gap between it and modern warfare and reinventing the meaning of Roman iconography.
The concept of imperialism is reworked in the same way. The violence of
imperialism is emphasised by the fact that ‘The Great Crusade’, the period after the
Emperor had conquered Earth and was establishing control over the human empire that
had fragmented during the ‘Warp Storms’, is also known as the period of ‘Pax
Imperialis’. As the name suggests, this is a reflection of Pax Romana, the era of ‘Roman
Peace’ when Rome’s factions did not fight amongst themselves and Pax Britannica, the
period of British hegemony from the end of the Napoleonic wars to late 1900s.70
Although ‘Pax’ implies a time of relative peace and prosperity, Warhammer 40 000
associates this term with death and warfare. The literature explains that “some of the
bloodiest fighting” in history occurred during Pax Imperialis.71 The Space Marines
massacred “countless” alien species into “extinction” and committed “innumerable”
atrocities against formerly established human settlements that resisted Imperial rule, such
70 Ali Parchami Hegemonic Peace and Empire: The Pax Romana, Britannica and Americana (Taylor & Francis, 2009), pp. 7, 169.
71 Rick Priestley and Andy Chambers, Codex Imperialis, 2nd Edition, pp. 28.
21
as viral bombs and concentration camps.72 Like the laurels, the concept of Pax Imperialis
is reinvented by its association with skulls as seen in Figure 2.
Warhammer 40 000’s critique of imperialism also extends to highlighting the
violence committed domestically to maintain an empire. The needs of the Imperium are
so great that they constantly require the mobilization of military resources beyond the
Space Marines or the Sisters of Battle. Therefore, despite being segregated from power or
wealth, average citizens are forced to fight as part of the ‘Imperial Guard’. In fact, while
far less iconic than the Space Marines, the Imperial Guard are the mainstay of the
Emperor’s fighting forces.73 Yet, unlike the Space Marines or Sisters of Battle, “the
Imperial Guard, however, is less certain in its utter devotion to the Emperor”74. For this
reason they require a special core of officers to “impose authority and maintain
discipline. These duties are carried out by the Commissars of the Imperial Guard, who
instil loyalty and motivation into the troops in their care.”75 The Commissars achieve this
by employing the
powers of summary discipline. With the power to execute those found wanting, the Commissar can, by fear alone, instil new vigour and devotion in the troops under his care. On more than one occasion broken Guard units, in ignominious flight from the battle, have been rallied by the prompt action of their Commissar. Similarly, weak and inadequate officers, or those who have simply lost the will to win, have been summarily chastised by Imperial Guard Commissars.76
The ‘Commissar’ is clearly a critique of 20th century warfare and the brutality of the
Soviet and Nazi regimes they inspired that force their citizens to fight.77 However, this
trope also draws attention to the domestic violence of imperialism since they force the 72 Rick Priestley and Jervis Johnson, Codex Ultramarines, 2nd Edition, pp. 7, 17.73 Ibid, 15.74 Pete Hains, Imperial Guard Design Notes, http:oz.games-workshop.com.” Rick Priestley, “Chaplains and Commissars,” White Dwarf vol. 108 (1988).75 Commissars are central to the character of the Imperial Guard faction, as Pete Hains including Commissars is, “Putting the Imperial in the Imperial Guard.” Ibid.76 Rick Priestley, “Chaplains and Commissars.” 77 John Blanche, “Firstborn Sons of Vostroya,” White Dwarf vol. 317 (June 2006), pp. 49.
22
Emperor’s citizens to die in droves on planets far away from their homes for a state that
cares nothing for them. In short, Warhammer 40 000 critiques imperialism by suggesting
that empires are made and maintained by incredible violence that includes a willingness
to massacre even your own people. Far from legitimizing imperialism, it suggests that the
life span of an Empire is measured by its ability to commit violence on a massive scale.
It is important to note that this critique was being delivered during the 1980s-
1990s. At this time Games Workshop was still a small company without a large degree of
international appeal. Therefore its consumer market was a domestic British audience.
Historians such as Raphaël Ingelbien argue that the loss of the British Empire after WWII
threw English identity into a crisis that spanned all social and economic classes.78
Coupled with the horrendous loss of life and destruction of WWII, it lead the British
demos to critically reflect upon the morality of their imperial history.79 In fact, British
citizens were questioning the very assumptions of Euro-supremacy and moral authority
that had been used to justify and normalize the British Empire.80 The fact that
Warhammer 40 000’s audience was questioning its Imperial history makes it difficult not
to see this game’s repackaging of imperialism as a refection upon Britain’s own past.
Especially since historians such as Virginia Hoselitz, Duncan Bell and Graham Dawson
have written extensively about the ways in which the Roman Empire was employed as an
analogy to understand the British Empire within England. 81 Therefore, it appears that
Warhammer 40 000 delivered a critique of British Imperialism at a time when its English 78 Ingelbien makes this argument after examining, poetry and other popular discourse in his exploration of Englishness and national identity. Raphaël Ingelbien, Misreading England Poetry and Nationhood Since the Second World War (New York: Rodopi, 2002), pp. 2-3.79 Ibid. 80 Carlos Alberto Torres, Democracy, Education, and Multiculturalism (Maryland: Rowman & Littlefield, 1998), pp. 121.81 Virginia Hoselitz, Imagining Roman Britain: Victorian responses to a Roman past (Michigan: University of Michigan, 2007). Duncan Bell Victorian, Visions of Global Order (Cambridge: University of Cambridge Press, 2007), pp. 96. Graham Dawson, Soldier heroes British adventure, empire, and the imagining of masculinities (New York: Routledge, 1994), pp. 234.
23
consumers were questioning their own imperial legacy. Far from normalizing or
justifying imperialism, this game does the exact opposite. In fact, it even appears to go so
far as to equate the brutality of British Imperialism with Nazism.
In addition to imperialism, Warhammer 40 000 also represents a post colonial re-
evaluation of Western history in general. All of the tropes that are used to complicate the
morality of the Imperium, (the Spanish Inquisition, Nazism, the Roman Empire and
British Imperialism) are Western. Instead of a dichotomy of the evil East fighting against
a righteous West, this game represents a critical self refection of Western history. It
emphasizes the violence that permeates Western history from the Roman Empire to Nazi
Germany, and presents the West’s own elites as oppressors of foreigners and their own
people who were forced to fight and die in Imperial wars. Instead of simply reversing the
evil East-West dichotomy, Warhammer 40 000 dismisses this type of good versus evil
binary. It is this narrative achievement that allows this game to present a cynical re-
evaluation of Western history that does not demonize the East or undermine the game
designers’ intention of questioning of the morality of war itself. While these messages
were strongly presented in the 1st and 2nd editions of the game, their potency was reduced
in the mid-late 1990s when Games Workshop revised Warhammer 40 000’s background
as it attempted to widen its domestic and international appeal.
Warhammer 40 000: Third – Fifth Editions
Warhammer 40 000 is faced with a haunting contradiction. It must balance the
game designers’ desire to critique war with the need to package it in a consumable
manor. Games Workshop was founded in 1975 by John Peake, Ian Livingstone, and
Steve Jackson. These people were game designers who focused on games other than
24
Warhammer or Warhammer 40 000. However, their finically unsuccessful games were
discontinued in 1991 after a management buyout that saw business people move into
Games Workshop’s upper echelons.82
The new management first attempted to broaden Warhammer 40 000’s appeal
with the release of the 2nd edition of the game which consolidated, but did not change, the
game’s background. However, it appears that 2nd edition actually alienated older gamers
who accused Games Workshop of oversimplifying the rules in order to appeal to a
younger demographic.83 Having grasped the attention of younger audience, but also lost
its older gamers, the company attempted to satisfy both and expand internationally in
1998 with the release of the 3rd edition of Warhammer 40 000.84 This edition did increase
Warhammer 40 000’s popularity and was an instrumental first step in transforming
Games Workshop from a fringe company into the multimillion dollar, international
commercial entity it is now. 85
This international success was purchased by softening Warhammer 40 000’s core
background story in 3rd edition to make the game more marketable. For example, the
Emperor is no longer referred to as a ‘warlord’ as he was in 1st and 2nd edition. Instead, in
the 3rd and subsequent editions, he is called “a mighty leader” who arose when “humanity
was on the brink of annihilation and never more were great heroes needed to stave off the
hordes of darkness.”86 The character of his Space Marines has also changed. Unlike their
82 Tom Kirby, Games Workshop Year End Financial Statement, 2008, pp. 3. Tom Kirby, Game Workshop Finical Highlights, 2001, pp. 3. 83 The 2nd edition also reduced the games popularity among older gamers because the popular ‘Squats’ faction was removed. Graham Davis, John Foody The Warpstone: The independent magazine For Warhammer Fantasy Role Play. Rodger Webb interview Gavin Thorpe, Ragnarok, vol. 35 2001.84 This is discussed at length in: Gavin Thorpe interviewed by Rodger Webb, Ragnarok, vol. 35 (2001).85 Jonathon Guthrie, “Games Workshop runs rings around its rivals,” Financial Times, (July 13, 2002), pp. 20. In 2002 was Games Workshop’s reported a 20% increase in direct sales and 22% in retail sales. Tom Kirby, Games Workshop Year End Financial Statement, 2008, pp. 3. Tom Kirby, Game Workshop Finical Highlights, 2001, pp. 1.86 Mathew Ward, Codex Space Marines, 5th Edition, pp. 6.
25
predecessors, beginning in 3rd edition, the Space Marines are presented as the stalwart
defenders of humanity. As the lead visionary of the 3rd edition Space Marines book,
Graham McNeill explains in his designer notes that he finds
Space Marine characters to be exceptionally noble, and I think therein lies a large part of their appeal. Space Marines are beyond Humanity, elevated through ritualised science to become something else entirely. They undergo their enhancements willingly and sacrifice their humanity to become the guardians of their race – though they can never be part of it again. That sacrifice was what ennobled them to me and gave them a real depth of character that I found appealing. The idea of a monastic warrior Chapter that maintained its traditions and fought an endless war against the enemies of Mankind was what made Space Marines such a characterful army to play and read about.87
Clearly, the tone of ‘breeding an Ubermensch in secret laboratory’ is almost
nonexistent.88 Allowing Space Marines to be ‘good guys’ by shifting their conceptual
base from ‘fanatical killers’ to ‘noble defenders’ helped to make them a more appealing
army for gamers to play. It also meant that Games Workshop can offset these defenders
of humanity against vicious aliens who want to destroy man kind in their advertising.89
With its focus upon marketing, Games Workshop sifted through popular culture
for inspiration. For example, 3rd edition saw the release of the Catachan subgroup of the
Imperial Guard, humans who reside on the dangerous jungle planet of Catachan, were
released. Reflecting upon this group game designer and artist Bryan Barnes recalls that
“The Catachans models of yesteryear were clearly based on the regular forces from the
early Vietnam War (and their popular portrayal in movies).”90 In fact, they bear a striking
87 Graham McNeill, Space Marines Design Notes, http:oz.games-workshop.com88 In the 1st and 2nd editions the genetic alterations that Space Marines underwent was very risky and “those unfortunates that do not die almost invariably suffer mental damage, degenerating into homicidal maniacs or gibbering idiots. However, when a chapter is at full strength these misfits may be put out of their misery. If the chapter is short of Marines they are often allowed to live, and may be placed within their own special units. Those who display uncontrollably psychotic tendencies can be recruited into suicide assault squads, or as suicide bombers. Some chapters deliberately foster such creatures, even going so far as to implant deformed zygotes into some initiates. This is very dangerous, and the practice is discouraged by Imperial edict. But old traditions die hard.” However, this type of detail is simply not part of newer literature. Rick Priestley, “The Origin of Legiones Astartes,” White Dwarf, vol. 98 (1988).89 The Space Marines were presented this way with the release of 3rd edition of the game, offset against the insect like Tyranids that were “the ideal adversary, the exact opposite of the noble Space Marines against whom the Tyranids are pitched.’”. Phil Kelly, Jes Goodwin and Roberto Cirrilo, Tyranids Designer Notes, http:oz.games-workshop.com90 Bryan Barnes, Modeling Imperial Guard Snipers: A Note on Jungle Warfare, http:oz.games-workshop.com.
26
visual resemblance to the jungle warrior imagery presented in films such as Platoon or
Rambo, as can be seen in figure 3.91 They also closely resemble the lead character from
the video game Contra, which is a science fiction interpretation of the Vietnam War.
Taken together, this suggests that the game designers were incorporating Vietnam War
imaginary that already proven its market value into the 3rd edition of Warhammer 40 000.
While this was undeniably a prudent marketing strategy, taking the lead from sellable war
imagery, instead of responding it to, appears to have curbed the possibility for creative
interpretations and the desire to for critical analysis.
The moral ambiguity of war has certainly weakened since 2nd edition, but it has
not disappeared entirely. The Imperium remains an oppressive state that is maintained by
military power. The Space Marines are still religious fanatics who unquestionably serve
the Emperor and crush any rebellion. The Catachans, for example, only enlist in the
Imperial Guard to secure technology that their families require for survival and the
Imperium only maintains a colony on that planet because it produces superior warriors
who can be easily extorted into enlisting.92 The fact that Warhammer 40 000 has become
less moral ambiguity since 1st and 2nd editions raises the question of whether
contemporary players are receptive to the games’ commentary upon the morality of war?
Contemporary Reception: 2008-2009
Warhammer 40 000 is prolifically discussed by gamers in online magazines and
internet forms. These are reflective spaces were gamers discuss the game’s meaning,
influences and messages and thus provide excellent insight into how the game is being
received by those who currently play it. Despite the enormous amount of discourse that
91 Other examples of game designers drawing upon popular culture includes the Necron’s ‘scarab unit’ which Pete Haines explains was inspired by “the movie 'The Mummy'” (pp. 3). Pete Hains, Necrons Design Notes, http:oz.games-workshop.com. 92 Jervis Johnson, Andy Chambers and Gavin Thorpe, Codex Catachans (Nottingham: Games Workshop 2002), pp. 1.
27
has been generated, I can only consider two highly publicized examples produced from
2008-2009. This will not cover every single gamer, but should illuminate the dominant
trends.
Despite the ‘war-junkie’ stereotype of uneducated, uncritical, right wing, males
who revel in war, not everyone who plays games like Warhammer 40 000 fit this mould.
For example, Cerise is an online gamers’ magazine primarily directed towards women.
Almost all if its international cast of contributors have competed, or are enrolled in,
bachelors or graduate degrees.93 This politically aware, left leaning publication often
examines the ethics of games.94 In August 2008, the 5th edition of Warhammer 40 000
was released and reviewed by Cerise writer Richard Pilbeam. He explains that writing
Warhammer 40 000’s background literature as ‘historical documents’ helps insert the
player into this imaginary world. However, he also criticizes this technique writing that:
Portraying the universe largely from these characters’ perspective, though, is not without its problems. These characters are backward, superstitious, fanatical and intolerant, and without sufficiently distancing the player from them, it risks justifying their views. We’re told by these characters that all aliens are inherently unholy and it is therefore humanity’s imperative to commit xenocide, and even though we aren’t actually meant to agree with them, there’s no hint of counter-argument. Similarly, the attempts to satirize holy wars don’t quite come off, because in this universe the people involved actually are getting visions telling them to blow up foreigners. Instead of the powerful using religion as a justification to go to war for purely selfish reasons, these guys are doing it for real. In one sense it’s laudable that the game portrays everybody as equally corrupt, rather than giving us a strawman fascist empire and a group of sexy anti-hero rebels, but it can also be quite unpleasant and distancing. In a game that prioritizes narrative over pure competition, do you really want to get involved in the struggle of somebody who believes in pogroms as a method of social control?95
93 Graduate studies are being pursued in disciplines including gender studies, history, telecommunications and law. Interestingly, some writes such as Lindsey Galloway, Rachel Turner and K. Tempest Bradford have published their work.94 For example: Oliver Saenz, “Killing Grannies, Slaughtering Monsters and Leveling the F*** Up,” Cerise, (Winter 2009) http://cerise.theirisnetwork.org. Casey Fiesler, “This is Our World Too: Preventing Real Victims of Virtual Rape,” Cerise, (Winter 2009). http://cerise.theirisnetwork.org.95 Richard Pilbeam, “Warhammer 40,000 Fifth Edition,” Cerise, (August 2008), http://cerise.theirisnetwork.org.
28
This review clearly illustrates that not all gamers are not passive consumers. Instead, they
recognize that the background is presented from the point of view of characters within the
game and that it is supposed to be repulsive and critically read. The fact that Pilbeam
questions if he would want to support any faction suggests that sufficient moral
ambiguity remains to prevent a binary of good versus evil.
Cerise probably represents a unique segment of gamers and the politics of its
contributors likely predisposes them to appreciate Warhammer 40 000’s critiques.
However, online forums that are accessible to anyone with an internet connection should
provide a better perspective upon the views of the wider Warhammer 40 000 gaming
community. In 2008, a player by the screen name SolkaTruesilver started a discussion on
‘Giant In The Playground’ called ‘the best Warhammer description ever made’. This
posting has elicited over 150 responses and has been reproduced as a definition of the
game on other websites.96 Aside from this repore, the fact that it is a ‘definition’ is very
significant because it suggests that SolkaTruesilver will be distilling the essential
characteristics of this game. Instead of focusing on the mechanics of game play, he/she
focuses upon the world created by the background, writing that:
Warhammer 40,000 is not a happy place. Rather than just being Darker And Edgier, it paints itself black and hurls itself over the edge. The Imperium of Man is an oppressive, stark, and downright miserable place to live in where, for far too many people, living isn't something to do until you die, but something to do until something comes around and kills you in an unbelievably horrible way - quite probably someone on your own side. The Messiah [the Emperor] has been locked up on life support for the past ten millennia, laid low by his most beloved son, and an incomprehensibly vast Church Militant [the Sisters of Battle] commits hourly atrocities in his name. The problem is, as bad as the Imperium is, the other forces in the galaxy are generally far, far worse. Death is about the best you can hope for against the vast majority of the other major players in the battlefields of the 41st Millennium. The basic premise of 40k is as a constant, impossibly vast conflict
96Examples include: http://tvtropes.org/pmwiki/pmwiki.php/Main/Warhammer40000, http://www.urbandictionary.com, http://bbs.stardestroyer.net and ttp://www.warhammer40000.net/
29
between genocidal, xenocidal and in one case omnicidal civilisations, with every single weapon, ideology and creative piece of nastiness turned up to eleven.97
Instead of heroicizing violence SolkaTruesilver is repelled by the actions of the
characters who are presented as the defenders of humanity. Instead of longing for a
militaristic society, his definition emphasizes that the only reason the nightmarish
Imperium is still in existence is because humanity is in a state of war. Clearly, instead of
promoting militarism, contemporary gamers appreciate the moral ambiguity of war.
Interestingly, all responses agree with this assessment of the morality of war.98
An examination of the online discourse suggests that at least some gamers are
critical consumers and receptive to the messages of Warhammer 40 000, even if they are
now less potent. The majority of Warhammer 40 000 discussion threads focus on game
tactics instead of morality. However, there probably are some Warhammer 40 000 fans
who use the game as a vehicle to celebrate war, but these appear be the minority.
Conclusion
The table top, science fiction-fantasy game Warhammer 40 000 presents complex
arguments about western history as it questions the morality of war itself. Despite being a
war game, it does not promote the militarization of society by romanticizing violence as
the existing literature would suggest. Exactly the opposite, it emphasizes the violence of
war and even challenges Heinlein’s presentation of militarism. It even challenges
conceptualizing war as a struggle between a clearly defined good and evil as it presents a
strong post colonial re-evaluation of Western and British history. In doing so
Warhammer 40 000 took on some of the most influential fiction writers in history,
97 http://www.giantitp.com/forums/archive/index.php/t-76357.html98 In fact, they often added their own views, stating that: “They'd [the Imperium] be the villains in most campaigns” (screen name: Rouge 7) “Does the world ‘fair’ even exist in WH40K?” (screen name: Tengu) or “Ayup. My summary of 40K to someone was "An example is the best way to explain it. There's a god of hope, and the god of freaking hope is evil.” (screen name: SurlySeraph).
30
Tolkien and Lewis, at the height of their power. The fact that this game has, and still
does, provide a space for repackaging imperialism and presenting an alternative
interpretation of war that is consumed by popular culture on a massive scale clearly
demonstrates the need for academics who are interested in war and war memory to
examine video, board and table top games. Although these games can successfully
question the morality of war itself and even promote critical thinking, scholars need to
adopt a new approach to war consumption that is sympathetic to the ways that fiction and
fantasy can present complex arguments aside from employing a simplistic ‘good’
alternative to ‘evil’ position, the approach science-fiction favours.
31
Figures
Figure 1: The Space Marine leader Marneus Augusts Calgar appears to be sadistically enjoying battle dead as the dead enemies pile up at his feet. Rick Priestley and Jervis Johnson, Codex Ultramaries, 2nd edition, 47
Figure 2: This image accompanies the discussion of Pax Imperialis in Rick Priestley and Andy Chambers, Codex Imperialis, 2nd ed, 28.
32
Figure 3: Borrowing uniforms and the red head bands from the film Platoon and drawing upon the muscular jungle warrior imagery from the movie Rambo, the Catachans are clearly a product of Vietnam war popular culture that celebrates war. This image is taken from: wh40k.lexicanum.com
Works Cited:
Abnett, Dan. Ghost Maker. London: Black Library, 2000.
Anderson, Craig A. and Brad J. Bushman. “Effects of Violent Video Games on Aggressive Behaviour, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behaviour: A meta-Analytic Review of the Scientific Literature.” Psychological Science 12, 5 (2002): 353-359.
Barnes, Bryan. “Modeling Imperial Guard Snipers: A Note on Jungle Warfare.” http:oz.games-workshop.com.
Bell, Duncan. Visions of Global Order. Cambridge: University of Cambridge Press, 2007).
Blanche, John. Interviewed by The Goblin. April 2009.
Blanche, John. “Firstborn Sons of Vostroya.” White Dwarf 317 (June, 2006).
Bradbury, Ray. Fahrenheit 451.New York: Random House 1953.
Brown, Kenneth. The British toy business: a history since 1700. London: Continuum International Publishing Group 1996.
Brown, Kenneth. “Modelling for War?: Toy Solders in Late Victorian and Edwardian Britain.” Journal of Social History 24, 2 (1990): 237-254.
33
Buker, Derek M.. The Science Fiction and Fantasy Readers' Advisory : The Librarian's Guide to Cyborgs, Aliens, and Sorcerers. Chicago: ALA Editions, 2002.
Chambers, Andy and Jervis Johnson and Gavin Thorpe and Pete Hains and Matt Sprange. Astronomican. Nottingham: Games Workshop, 2001.
Chambers, Andy and Pete Hains and Phill Kelly and Graham McNeill and Andy Hoare. Necrons Designer Notes. http:oz.games-workshop.com.
Chambers, Andy and Rick Priestleyand Pete Hains. Warhammer 40 000, 4th edition. Nottingham: Games Workshop, 2004.
Chambers, Andy and Rick Priestley and Gavin Thorpe and Ian Pickstock and Jervis Johnson. Warhammer 40 000 3rd edition. Nottingham: Games Workshop, 1998.
Chism. Jane Chance. Tolkien the medievalist. New York: Routledge, 2003.
Coates, Anthony. The Ethics of War. Manchester: Manchester University Press, 1997.
Cook, Bernard A.. Europe Since 1945. London: Taylor & Francis, 2001.
Craven, Martha Nussbaum and Cass R. Sunstein. Clones and Clones: facts and fantasies about human cloning. New York: W. W. Norton & Company, 1999.
David, Leonard. “Unsettling the military entertainment complex: Video games and a pedagogy of peace.” Simile 4, 4 (2004).
Davis, Graham. interviewed by John Foody. The Warpstone: The independent magazine For Warhammer Fantasy Role Play. Undated.
Dawson, Graham. Soldier heroes British adventure, empire, and the imagining of masculinities. New York: Routledge, 1994.
Dolman, Carl Everett. “Military, Democracy, and the State in Robert A. Heinlein’s Starship Troopers,” in Political Science Fiction, edited by Donald M. Hassler and Clyde Wilcox. South Carolina: University of South Carolina Press, 1997.
Don, Rhiannon. “Crisis in Orkientalism” unpublished conference paper
Eaglestone, Robert. Reading The Lord of The Rings. New York: Continuum International Publishing Group, 2006.
Edwards Bruce L.. C. S. Lewis: Life, Works, and Legacy. London: Greenwood Publishing Group, 2007.
34
Freedman, Carl Howard. Critical Theory and Science Fiction. New England: Wesleyan University Press, 2000.
Fiesler, Casey. “This is Our World Too: Preventing Real Victims of Virtual Rape.” Cerise (Winter, 2009). http://cerise.theirisnetwork.org,
Fussell, Paul, The Great War and Modern Memory. Oxford: Oxford University Press, 1975.
Fussell, Paul. interviewed by Sheldon Hackney. The Initial Shock: A Conversation with Paul Fussell. National Endowment for the Humanities, 1996. http://net.lib.byu.edu/estu/wwi/comment/fussell.htm
Gifford, James. “The Nature of ‘Federal Service’ in Robert A. Heinlein’s Starship Troopers.” Heinlein Journal 1, July (1997).
Heinlein, Robert. Starship Troopers. New York: Berkley Publishing Group, 1959.
Hoare, Andy and Graham McNeil. Codex Witch Hunters. Nottingham: Games Workshop, 2003.
Hoselitz, Virginia. Imagining Roman Britain: Victorian responses to a Roman past. Michigan: University of Michigan, 2007.
Johnson, Jervis and Andy Chambers and Gavin Thorpe. Codex Catachans. Nottingham: Games Workshop 2002.
Kelly, Phil and Jes Goodwin and Roberto Cirrilo. Tyranids Design Notes. http:oz.games-workshop.com.
Kirby, Tom. Games Workshop Year End Financial Statement, 2008.
Kirby, Tom. Game Workshop Finical Highlights, 2001.
Kreeft, Peter. The Philosophy of Tolkien. Fort Collins: Ignatius Press, 2005.
Lawler, Donald L.. “Certain Assistances: The Utilities of Science Fiction and Fantasy in Shaping the Future.” US Department of Health Education and Welfare (1975).
Levin, A. E. and Yuri Prizel. “English-Language SF as a Socio-Cultural Phenomenon.” Science Fiction Studies 4, 3, (1977): 254-255.
Goldstein Jeffrey H.. Why we watch the attractions of violent entertainment. Oxford: Oxford University Press, 1998.
35
Gray, Chris Hables. “‘There Will Be War!’: Future War Fantasies and Militaristic Science Fiction in the 1980s.” Science Fiction Studies 21, 3 (1994): 315-336.
Haines, Pete. Imperial Guard Designer Notes. http:oz.games-workshop.com.
Hantke, Steffen. “Surgical Strikes and Prosthetic Warriors: The Soldiers Body in Contemporary Science Fiction.” Science Fiction Studies 25, 3 (1998): 495-509.
Hassler, Donald M.. New Boundaries in Political Science Fiction. South Carolina: University of South Carolina Press, 2008.
Ingelbien, Raphaël. Misreading England Poetry and Nationhood Since the Second World War. New York: Rodopi, 2002.
Machin, David and Theo Van Leeuwen and David Machin. “Toys as discourse: children's war toys and the war on terror.” Critical Discourse Studies 6, 1 (2009): 51-63.
McNeill, Graham. Black Templar Designer Notes. http:oz.games-workshop.com.
McNeil, Graham. Fulgrim. London: Black Library, 2007.
McNeill, Graham. Witch Hunters Designer Notes. http:oz.games-workshop.com.
McNeill, Graham and Pete Hains. Space Marines Designer Notes. http:oz.games-workshop.com.
Moorcock, Michael. interviewed by Ken Mondschein. The Corporate Mofo Interview,January 1, 2002.
Moorcock, Michael. “Epic Pooh.” British Science Fiction Association, 1978.
Moorecock, Michael. The Opium General. Toronto: Harrap/Collins, 1986.
Moorcock, Michael. Wizard and Wild Romance: A Study of Epic Fantasy. Austin: MonkeyBrain Books, 1989.
Nelson, Michael. “C.S. Lewis and His Critics.” The Virginia Quarterly Review winter (1988).
Parchami, Ali. Hegemonic Peace and Empire: The Pax Romana, Britannica and Americana. New York: Taylor & Francis, 2009.
Priestley, Rick. “Chaplains and Commissars.” White Dwarf 108, (1988).
Priestley, Rick. “The Origin of Legiones Astartes.” White Dwarf 98 (1988).
Priestley, Rick. Warhammer 40 000: Rouge Trader. London: Hazell Books, 1987.
36
Priestley Rick and Andy Chambers. Warhammer 40 000: Codex Imperialis. Nottingham: Games Workshop, 1993.
Priestley, Rick and Andy Chambers. Warhammer 40 000 5th edition. London: Games Workshop, 2008.
Priestley, Rick and Jervis Johnson. Codex Ultramaries, Second Edition. Nottingham: Games Workshop, 1993.
Priestley, Rick and Graeme Davis and Gavin Thorpe and Dan Abnett. Warhammer Fantasy Role Play. First Edition. London: Black Industries, 1986.
Purtill, Richard L., J. R. R. Tolkien. Fort Collins: Ignatius Press, 2003.
Regan, Patrick. “War Toys, War Movies and the Militarization of the United States, 1900-85.” Journal of Peace Research 31, 1 (1994):45-58.
Pilbeam, Richard. “Warhammer 40,000 Fifth Edition.” Cerise August, (2008) http://cerise.theirisnetwork.org/archives/622
Rosenberg, Scott. “Melrose vs. the Monsters.” Salon, November 7 1997.
Rutledge, Fleming. The Battle for Middle Earth. The Netherlands: Wm. B. Eerdmans Publishing, 2004.
Saenz, Oliver. “Killing Grannies, Slaughtering Monsters and Leveling the F*** Up.” Cerise (Winter, 2009) http://cerise.theirisnetwork.org,
Sante, Luc. “The Temple of Boredom: Science Fiction, No Future.” Harpers (October,1985).
Scanlon, Mitchel. Descent of Angeles: Loyalty and Honor. London: Black Library, 2007.
Sturgeon, Theodore. More Than Human. New York: Random House, 1978.
Thorpe, Gavin. interviewed by Rodger Webb, Ragnarok, issue 35 2001
Torres, Carlos Alberto. Democracy, Education, and Multiculturalism. Maryland: Rowman & Littlefield, 1998.
Timmons, Daniel. J.R.R. Tolkien and his Literary Resonances. London: Greenwood Publishing Group, 2000.
Wallis, James. Interviewed by Magnus Seter. The Altdorf Correspondent, August 21, 2008.
37
Ward, Mathew. Codex Space Marines. Fifth Edition. Nottingham: Games Workshop, 2008.
West, Richard. Celebrating Middle-Earth. Seattle: Inkling Books, 2002.
White Dwarf Magazine
Willet, Ralph. “Moorcock’s Achievement and Promise in the Jerry Cornelius Books.” Science Fiction Studies 3, 1 (1976).
Winkler, Martin M.. “The Roman Empire in American Cinema after 1945.” The Classical Journal 93, 2 (1997).
Winter, Jay. Sites of Memory: The Great War in European Cultural History. Cambridge: Cambridge University Press, 1998.
Wolk, Anthony. “Challenge the Boundaries: An overview of Science Fiction and Fantasy.” The English Journal 79, 3 (1990): 26-31.
Films:
Essex, Harry and Sid Schwartz and Len Golos. Man Made Monster. Film, George Waggner, 1941.
Levin, Ira and Heywood Gould. The Boys From Brazil. Film. Franklin J. Schaffner, 1978.
Roddenberry, Gene and Harve Bennett. Star Trek: The Wrath of Khan. Film. Nicholas Meyer, 1982.
Wilson, Michael and Rod Serling, Planet of the Apes. Film. Franklin J. Schaffner, 1968.
Wood, Christopher. Moonraker. Film, Lewis Gilbert, 1979.
Websites:
http://bbs.stardestroyer.net/viewtopic.php?f=9&t=121493
www.bolterandchainsword.com
http://www.giantitp.com/forums/archive/index.php/t-76357.html
http://tvtropes.org/pmwiki/pmwiki.php/Main/Warhammer40000
http://www.urbandictionary.com/define.php?term=warhammer+40%2C000
38