ARRAKIS: SOURCE OF THE SPICE. In the backwaters of the vast Imperium of humanity lies the hostile desert world of Arrakis. It is a deadly place, where no drop of rain falls and the people live a sparse existence in the baking cities of the northern pole. But Arrakis is the most important planet in the entire universe, for it is only here that you can find the spice melange. The spice is everything. To some, it is a way to extend life, to others a way to see into the future. It is the key to wealth and power in the Imperium, and many of the noble Houses will stop at nothing to control it in any way they can. The cities of Arrakeen and Carthag are full of agents and spies, all looking to gain advantage for their faction, and ready to kill to maintain the power of their masters. Will Arrakis be the place your characters prove the power of their House, or will their blood be spilled on the unforgiving sands?
Product Specifications
- The first act details the skirmishes and rising tensions that lead to the Battle for Whiterun. The second places the player in command of their chosen faction, allowing them to tactically decide which holds to attack and gradually push their front lines toward the enemy's capital. The third and final act entirely focuses on the siege of a faction's capital, moving from the walls into the city itself and culminating in the hero's facing each other for a final confrontation that will decide the fate of Skyrim.
- Included within this book are new rules for setting your battles within any of the nine Holds of Skyrim. From Haafingar with its soaring peaks to The Rift and its many beast nests. These new Hold rules allow players to further expand on the environment mechanics presented in the core rules and experience more thematic battlefields.
- Building and expanding on the existing rules for Elder Scrolls: Call to Arms, this book offers new and exciting experiences for fighting in Tamriel. Adding extra effects to environments, altering what equipment each faction can take and offering thematic bonuses based on the holds the player controls, these expanded rules add a new depth to the game so the player can truly control how their faction handles the war.
- Also included are rules for an entirely new faction - Hold Guards. Included are Heroes, Followers and Adversary cards that can be used as allies or enemies in your struggle for dominance.
- 80 pp , full colour, soft bound digest book.
Length : 23 cm |
Width : 1 cm |
Height : 17 cm |