This post starts with me bashing 40k again and then segues into my favorite "space marines"...
CantFaketheFunk said:
NubletInc said:
That gun would bounce off of space marine armor or chip it if it was a dead on hit and should it pierce a joint or something the wound would close instantly sorry but thats the way it is. and a nuke would kill only those in the direct blast zone (most of the heavier weapons in the 40k universe are bigger than nukes by far.)
Yes, and that's precisely why the Warhammer 40k Space Marines bore me to tears.
The Space Marine soldiers in the 40k wargame aren't gods of the battlefields. They're just slightly tougher than the average. They cost a few more points a piece and hit their targets on a 3+ instead of a 4+ on d6 or something. I played a few games of 40k years ago and I recall charging a bunch of Hormagaunts at a group of Space Marines, losing about a third of them to weapons fire, and then getting close to 1:1 kills in melee. Not really all that different from charging Starcraft's Marines with some Zerglings. Two regular Imperial Guard soldiers and a single Space Marine are, roughly speaking, an even match.
But any time I see folks talkin' about them here, they're crazy-powerful supermen who can take an artillery shell to the head and keep on chugging. What gives? Why did the fiction diverge from the game so much? I wish I knew.
...
I tend to like stories about really powerful people with amazing powers -- to talk to spirits or summon demon armies or blow up planets with but the push of a button or butcher fifty guys with just a sword -- and the weird fates and grave responsibility that those impose upon them. The critical element that makes that kind of fiction more than just power fantasy or gore porn is that being the badass isn't about the power or the powers -- it's about the impact of what you do when you have a free hand to work your will upon the world. Fantasy stories like
Artesia or
Elric come to mind; or, like, maybe
Ender's Game if you strip away the stuff about how Ender isn't actually responsible for his actions.
Where this fluffed-up 40k Space Marine really fails to fit in is that he is both a badass and a drone. He gets to kill bajillions of aliens and have bullets bounce off his armor and wrestle giant tusked dinosaurs with his PowerFist, and throughout it all, he's not in charge, he's not responsible, he's not questioning. The setup of his life is that he's very much been taught not to question. The setup of the universe is that questioning won't get him very far anyway, since everything is grim and dark and objective evil is everywhere and your enemies are uncompromising and there's pretty much no choice but to fight-fight-fight forever. For me, there's not much to cling onto there. That fictionally-undeveloped figure on the battlemap, the guy with a bit of extra training and a 3+ instead of a 4+ to hit, seems more sympathetic -- I can project a soldierly story onto him, about how there is a guy under that helmet and there's more to his mind's life than war and hell. The fluffed-up Space Marine has all this baggage about how badass and 'roided-up and zealous he is, and there's less room for that (it doesn't help that under the helmet is a very, very tiny head *rimshot*).
...
So, my favorite space marines are actually a lot like 40k Space Marines.
There's a (light-weight indie pen-and-paper roleplaying) game called
3:16 - Carnage Amongst the Stars. It draws heavily on 40k, Aliens, and Verhoeven's Starship Troopers for its imagery. The premise is that you're all people who've willingly left the absolute
paradise of Earth to go kill shit all over the galaxy. The characters in the game are undoubtedly much more powerful than their opposition. Every time you attack with your weapon, you don't roll "damage" -- you roll "kills" (as in "This is how many aliens I killed in this round"). You can get localized nuclear weapons in easy-to-use tactical grenade form.
Here's the thing, though: 3:16 isn't really a game about war. It's a game about
genocide. You can still die at the hands of an alien threat, but, in the big-picture sense, your victory is undeniable. Which is great. 3:16 puts the space marine into a story where war is inevitable not because of some kind of universal determinism but because other people -- the people you serve under (and may eventually replace) and the people you're fighting for back home (who don't want you to ever come back) -- decided to make it that way.
So, really, I guess the coolest space marines are the ones with flamers and tactical nuclear weapons and the ability to call in planet-searing orbital strikes and lots of kill-happy machismo
that have to eventually face the truth of what they do.
...
My favorite example of the broader super-soldier/guys-in-power-armor trope (i.e. counting "space marines" who have never seen space) is
We3.
-- Alex