There are sites innumerable that promise a detailed analysis of one’s personality through a series of irrelevant, open-ended questions. Not only does this faulty method allow for variation on the part of the test taker, but also for the test writer. Still worse are those quizzes which ask for self-rating. There is no way for the average person to determine what sort of qualities they possess. After all, that’s why they’re taking the test in the first place.
The question then becomes, how in the world can anyone possibly determine their personal identity? If such limitations are set in place, how can any test effectively convey the whole of a person? Simple-by analyzing previous actions; when the test taker is unaware of any analysis they are most true to themselves. But this requires a series of cut and dry options, with no opportunity for variety beyond the expansive scope of life.
And of course, this leads inexorably to Warhammer 40k, a strategy game that encompasses more. There is great room for creativity, mentality, personality, and of course, career direction, concealed within humble plastic and pewter. The choices of an individual regarding their army of models can reveal a great deal about their life. Perhaps, more than they would like to confess. The following paragraphs explain these details in depth for each race.
Space Marines: The Space Marines represent a strong, tactical, military-focused people. It is not insanely powerful, nor overly tricky. As such, the Space Marine player are quite similar. They are steady, loyal, and adaptable. They prefer things to be certain and ironclad, not subject to change or random outcomes. They are willing to take risks of course, but only when they can well calculate the odds. They do not function well as servants, but make effective middle managers or independent self-leaders.
Imperial Guard: The Imperial guard fall somewhere between the endless numbers of the Tyranids, and the individual leadership of the Space Marines. As such, their players are incredibly organized. They know exactly how they want things to occur, and always plan for every eventuality. Taking things a systematically as they can, they prefer consistent, predictable areas of life that when confronted with inevitable problems, can be addressed in a rational manner. Additionally, they are exceptional at dividing life up into individual segments, and utilizing each at its proper time.
Demonhunters/Sisters of Battle: Unique, and slightly wild, the Demonhunter/SoB player exists on the fringes of society. Though this can make them either popular or unpopular, they will never be content with simply existing. Focused and driven, the Demonhunter player fits perfectly into the world of capitalism, and likely has a natural drive towards entrepreneurship. Though forward thinking like the Marine and Guard players, this person is far more aggressive, willing to take from those who don’t utilize, or squander their opportunities.
Eldar: Cunning, intelligent, and industrious, the Eldar player strives to be the best. What differentiates them from other players however, is the way they go about it. Rather than rely solely on intelligence, or brute strength, the Eldar player ensures that they are absolutely the first person to reach a conclusion. While this would normally indicate a rash personality, the natural intellect and wit of the Eldar player means that more often than not their conclusion is the right one.
Dark Eldar: To be perfectly honest, the Dark Eldar player is almost universally cast into two directly opposed roles. Either they are a genius level self-achiever, or they are blessed with a gifted and generous upbringing. In either case, they are quite understandably proud of their achievements, though this can often be interpreted as a form of arrogance. Still, they usually possess a personable charisma, at least to the extent that they are respected, achieve their own ends, and have no need for others to praise them.
Orks: Like their namesake, the Orks player is a fan of brute strength and numbers. While strategy, planning, and cunning all have their place, there is no need if you can simply achieve what you need better and easier with physical might. However, Ork players are not some group of bullies, rather, they are honorable, and generally some of the friendliest people. For some reason, a large percentage of them are built like linebackers, and seem to love playing with kids. Clearly, the race does not correlate in every matter.
Tyranids: If any race caters to the “starving artist” imagery, it is the Tyranids. Intensely creative and artistic, the Tyranid player strives for a balance between cunning and numbers, depending on the exact composition of their swarm. However, if there is one thing that all Tyranid players share, it is their attitude towards leadership. Rather than preferring pomp and circumstance, the Tyranid player wants things done-quickly, efficiently, and as effectively as possible. If that means ruling from the shadows, and merely manipulating others, so be it.
Tau: If there is an opposite of the Tyranid player, it is the Tau. The Tau player wants issues dealt with efficiently and quickly, but involving as few elements as possible. This means that the Tau player will have a core group of close friends, and most others will either be looked down upon, or analyzed for possible friendships in the future. Sharply intelligent, the Tau player will look for ways to get things done with as little physical effort as possible. In that sense, the Tau player is opposed to the Orks, though not in an incompatible manner. Quite regal, the Tau player knows who they are, and expects others to respect them for it.
Chaos: Like the Dark Eldar, the Chaos players fall into one of two categories. Either they are the comedians, with a well developed sense of humor, or they are a cross between Tau and Ork players. To that end, they are highly intelligent, and seek the most effective route to solutions, without consideration of physical or mental preferences. Basically, they want things done in the way that will benefit themselves and their allies, friends, and non-enemies the most. Willing to command up front or in the shadows, the Chaos player manages to fulfill whatever role they need to by forcing it to adapt to them, not the other way around. However, recognizing that such utilitarianism is not likely to gain them many friends, they have perfected the art of humility and friendship, ensuring they remain on good terms with those around them.
Necrons: Let’s be honest, who plays necrons? Basically people who really, really like Resurrection Orbs. Or, they’re robots. End of discussion.