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==Playing Scrollhammer== Scrollhammer uses the Warhammer tabletop wargame rules engine. The rules are tweaked to being applicable to both pitched battles and skirmishes, and to emulate the style of the Elder Scrolls universe. Magicka, for example, is not merely huge game-shifting powers, but also small abilities that can be used by individual models. Each model gets a quota of Power Dice to spend on spells each turn; to cast a spell, roll any number of your power dice, and see if it goes off! If it doesn't, you can always spend extra power dice to modify the roll, but less efficiently, so plan your spellcasting well! Models use square bases, and some use rank and file formations. Others, however, use various degrees of more loose formations. Each has its advantages and weaknesses. Each model can use two weapons or spells during any given turn, or may use both hands for a big weapon or spell! During the shooting phase, you get to shoot your ranged weapons once, and you may use your close combat weapons in the close combat phase(or you can bludgeon them with ranged weapons, but that doesn't do much). If a model has a hand open to cast a spell, it can use any other spells you want it to, as long as it has enough open hands; you may even fire multiple shooting attack spells, provided you have enough Power Dice! A model that's wounded can attempt to make an armour save. But AP, Armour Penetration, serves as a negative modifier to armour saves in Scrollhammer. If you think the armour save isn't worth it, you can have your model take a Ward Save instead; there isn't much out there that can reduce this kind of save. And if your model fails its save but has a sword in one hand and a shield in the other, he can attempt to Parry the blow, a last-ditch effort to survive. Mighty heroes of Tamriel can fight one another in Challenges; some models must accept, and certain other models' challenges cannot be turned down! Many effects from the Elder Scrolls universe translate directly into in-game mechanics. A model hit by a lightning bolt loses magicka. An adventurer can chug a Potion of Fortify Strength to hit harder against a particularly tough foe. Dragons can rule the battlefield with a toolbox of Shouts, while Assassins can mark a target for the kill. The list is too many to count, but features abilities emulating many different well-known Elder Scrolls spells, potions and magic items from the series' many installments. Alliances can rise and fall between the different factions. Armies with similar goals, or that have worked together in the Elder Scrolls Lore can ally with one another easily; others have fewer allies, preferring to work alone, or else only being willing to seek outside "help" from those willing to become their pawns. Read the [[Scrollhammer Rulebook]] for further information on the rules.
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