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Leviathan: Core Rulebook (ONLINE ORDER ONLY)
Leviathan: Core Rulebook (ONLINE ORDER ONLY)
Regular Price $24.99Product Type : RPG
Hurry! Only1units left in stock!
This Item is Availible Online OnlyPrice & Availability will vary by locationItem LocationWarehouseAverage Processing Time24-72 HoursNo In store pickupOnline Order only
The battle for supremacy amongst the splinters of the great Terran Commonwealth has led to an arms race. The remnants of the Old Commonwealth have just unleashed the colossal Leviathan-class battleship against their enemies. With the ability to carry itself and four attached warships through a jump, an arsenal capable of leveling cities, and two fighter wings of 48 fighter craft each, the arrival of a Leviathan-class in any system spells trouble for any of the Commonwealth's enemies.
In Leviathan, captains must learn to carefully manage power, as warships never seem to have enough. Power is allocated over the course of gameplay and used to maneuver the ship, power weapons, and activate defenses. As ships are damaged their systems lose effectiveness, and structural integrity degrades. Once the integrity is gone, so is the ship.
Captains are the ultimate authority on a ship but bear the weight of responsibility upon their shoulders. Not only must they maintain situational awareness, but position wisely, direct attack and defense, adjust power, prioritize repairs, and manage the crew's morals.
Ships range in size from the nimble cutters and scouts to the massive Leviathan-class battleship and Hydra-class supercarrier. Fighter groups represent the position of squadrons and flights that are flying on bombing-runs and interceptors attempting to stop them. Ship models range in size from the smaller Javelin-class scout at three inches long up to the Leviathan-class at thirteen inches long.
The Leviathan Core Rulebook is 236 full color pages of the rules needed to play Leviathan. Basic rules cover movement, attack and defense as well as power allocation. Separate chapters cover a full turn game play example, Fighters and Advanced optional rules.
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Anime Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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