Popular Culture Review Vol. 21, No. 2, Summer 2010 | Page 55

Girls Go Slash/Boys Go Bang 51 enemies. Within the W40K universe, to use one of the game’s slogans, “there is no peace, only war”, with each species fighting often just to survive. On earth (Terra), superstition and dogma dominate, the knowledge of science and technology having been lost millennia before, and a God-like Emperor, who has ruled the Imperium for 10,000 years, holds power. To play W40K, players collect, then paint plastic and metal 28mm-scale miniatures sold by Games Workshop of a particular army/species within the W40K universe (such as, for example, the elite ‘Space Marines’ of the Imperium, heretical ‘Chaos Space Marines’, malevolent ‘Chaos Daemons’, or ‘Space Orks’).2 Once a player has collected and painted their army, they may then engage in wargames with friends, ranging in size and complexity from minor skirmishes with a few miniatures to mass ‘Apocalypse’ battles involving many hundreds of miniatures and futuristic vehicles using a relatively straightforward rules system developed by the company over the last two decades (Cavatore et al., 2008). Such battles are not necessarily re-enactments of battles that occurred within the W40K narrative universe—in the way that, for example a historical war-gamer might recreate the Battle of Waterloo or Gettysburg—but are, rather, generic battles/missions of the type that might take place in that universe between the different armies/races, such as battles to take and hold objectives, seize ground, or simply to annihilate the enemy. The W40K canon nevertheless provides the background context in which these missions occur, describing both the history of the W40K universe and its inhabitants, as well as offering fictionalised visions of warfare in the 41st Millennia to inspire gameplay. It is, however, not essential to be thoroughly immersed within the W40K canon to play a game of W40K, and, indeed, players will differ on how loyal they are to the ‘fluff, as it is called, when collecting and gaming with their armies. On the one hand, some players will strive to adhere to the ‘fluff for their particular army, making sure that it only contains those characters, units, vehicles, and so on that are canonically accurate. Many will also, like historical wargamers, go to great lengths to paint their armies in the ‘correct’ liveries and with appropriate insignia. On the other, many ‘powergaming’ players will, while still staying within the rules of the game, eschew what is canonically accurate in favour of constructing armies filled with high-powered units or weaponry (or ‘cheese’) in order to increase their chances of winning games. As one moves within W40K fandom away from gaming into fanfiction and other areas of fan creativity, the canon begins, however, to exert a stronger influence (see Walliss, forthcoming). Several online repositories for W40K fanfiction, for example, insist that authors only post stories that are true to the canon (cf Pugh, 2005 on the Jane Austin fanfiction site, The Republic o f Pemberley). To quote the first two rules, for example, of the fanfiction section of the Astronomican forum: 1. When creating a story never create a story that go[es] against the fluff, or is a corrupted version of the fluff if you do