Welcome back to this “Let’s Read”.
We pick up from Last time,
roughly half way through the First Citadel Compendium, as we get to the
miniatures.
The compendium immediately diverts
from the previously stated policy of using line-drawings by giving us a
photograph of the, magnificent, Citadel Giant (though they do use drawings to illustrate alternative heads and hands). I guess
this decision can be explained by the sheer size of the figure, which probably made
it a lot easier to take photos of.
I’d love to get my hands on this big
fella, though, from what I hear, that would require selling the TV to raise the
necessary cash. It’s also, strictly speaking, too big to really be practical in
a game setting, but it’s quite awesome all the same.
After the giant we get to the
aforementioned line drawings; in this case of the early C-series miniatures.
The selection is firmly grounded in the RPG scene, with the minis being divided
into the standard fighter/wizard/cleric/thief categories (dwarfs getting their
own listing), in addition to goblins, armored orcs and so on.
To be perfectly honest, these pages
leave me a little cold. It may just be because I’m quite uninterested in most
of Citadel’s pre-slotta output, or that the actual figures rarely live up to
the sketch, but I’m finding it difficult to visualize how the mini would look
like in real life.
There are a couple of exceptions
though, the first one being this page:
The second page I like is this:
Rounding out the line-drawing
section, we have the figures for the Kremlo scenario.
These are quite evocative as well and in general the illustrations in the compendium seem to be better with the
more outlandish characters, such as the Slann.
We then encounter another instance
of Citadel breaking their own rule with three pages of photos. These perfectly
illustrate the reasoning behind the rule – being nigh-indecipherable. I mean, I
can see the general outline of the figures, but in many cases I’m left guessing
at the details.
It doesn’t help that many of the figures of this period are
quite compact (probably necessitated by the casting process), which further
blurs detail in the low-resolution prints. I like the stone thrower though.
Moving on, we return to our drinking
game in a major way with two half-page ads for Realm of Chaos and Rogue Trader
(and a half page for Forces of Fantasy, but that actually came out relatively
soon afterwards). Time to *Drink! (or perhaps *drikn? at this point).
After this, we get something that would
become something of a staple of the journals – a painting article. It’s worth
dwelling a bit on the faux-articles above the headline for the chuckle it
should elicit:
We return to game-related stuff with
an article about using Sci-Fi in games of Warhammer.
The main part of the article is a
set of rules for various more-or-less futuristic weapons and types of
equipment. Worthy of note is that bolters (for once) are actually as dangerous
as rifles firing small self-propelled rockets should be (this includes possibly
blowing up in their owners hands):
Remember to add one to the strength
to get a contemporary value.
Also included are the, perhaps, first use of the 2”-apart loose formation that
would become standard in Rogue Trader/40k, as well as an outline of a campaign that
uses the Sci-Fi rules. I'm actually very impressed by this article - you could likely get some very satisfying Sci-Fi games going just using this and a copy of the main rules (even the 2nd edition would work, I think).
The last article of the compendium
is, I believe, another first; rules for generating chaotic attributes, along
with an article on how to convert figures (quite useful if you intend to randomly
generate your mutants).
Final thoughts
If there’s one thing I’ve taken away
from this read-through, it’s just how many of the ideas we (or at least I) usually
identify with much later publications are present at this early point in time.
It’s pretty easy to see a clear line from this compendium to WFB 2nd
and 3rd edition, WFRP, Realm of Chaos and Rogue Trader. I’d even go
as far as saying that it should be essential reading for any fan of 1st
edition as well as anyone who’s interested in the development of the hobby.
I’m also generally amazed at the
sheer amount of stuff they manage to cram in to less than 50 pages. It’s truly
a treasure-trove of inspiration.
Next time we continue our
exploration into 1st edition territory with The Second Citadel Compendium.
Croaker
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