Warhammer 40.000 - Dataslate - Tyranid Vanguard - Rising Leviathan I.pdf.pdf
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Rising Leviathan is a three-part dataslate that tells of Hive Fleet
Leviathan’s full-scale planetary assault on the world of Satys and
the defence mustered by the Imperium. The first part, Tyranid
Vanguard - Rising Leviathan I, details the initial stages of the
invasion, when the Tyranid outlier organisms prowl the jungles
and manufactorums of Satys ahead of the coming swarm. The
chronicle of the events is accompanied by rules for recreating the
most infamous Tyranid formations from that stage of the
campaign, and missions allowing you to refight the battles in
your own games of Warhammer 40,000.
DATASLATES & DATASHEETS
Dataslates contain collections of one or more datasheets. Each datasheet lists its
Faction (the codex it is considered part of), and will present either an Army List Entry
(the rules and point values for a single model, vehicle or unit) or a Formation (a
specific group of models, vehicles or units that enable you to use special rules when
you include them in your army).
FACTION
Each datasheet will list the Faction it is part of. The Faction determines which codex
the datasheet is considered part of for all rules purposes. For example, a datasheet for a
new Space Marine Army List Entry can be used in any detachment chosen from
Codex:
Space Marines
, while a datasheet for a new Ork Formation would be treated as a
detachment from
Codex: Orks
, and so on.
ARMY LIST ENTRIES
An Army List Entry provides all the relevant information to field a single unit in games
of Warhammer 40,000, including its points value and battlefield role. The unit can be
used as part of any Detachment that corresponds to the Faction listed on the datasheet
(see Faction above).
FORMATIONS
A Formation presents a collection of two or more units that fight alongside one another
in a particular way. When you choose an army, you can take a Formation as a special
form of Detachment. Unless otherwise stated, you can take any number of Formations
in your army, and each is considered to be a completely separate Detachment,
regardless of how many units make it up.
Each Formation will tell you what units you need to take and what, if any, options or
restrictions apply to the units that make up that Formation. The army list entries for
each unit in the Formation (the units’ profiles, points values, unit types, unit
composition, special rules, battlefield role etc.) can either be found in the codex
corresponding to the Faction on the datasheet, or elsewhere in the dataslate itself.
ALLIED FORMATIONS
Formations do not count as your army’s Allied Detachment, even if they are made up
of units from a different Codex to your Primary Detachment, and they do not stop you
from taking an Allied Detachment in the same army. However, the Levels of Alliance
rules from the
Warhammer 40,000
rulebook
do
apply to them and units chosen from a
different codex that are in the same army.
For example, if you included an Ork Formation in the same army as a Primary
Detachment from
Codex: Space Marines
, then the units from the two Detachments
would treat each other as desperate allies. However, the Ork Formation would not stop
you taking an Allied Detachment in the same army.
FORMATION SPECIAL RULES
Every Formation will include one or more special rules associated with the units that
make up that Formation. The special rules for a Formation only apply to the units that
make it up (even if there are other units of the same type in your army).
FORMATION POINTS VALUES
Formations do not usually include a points value; just add up the points value of the
individual units and options to find out the total points value of the Formation.
Occasionally a Formation will require that you pay extra points in order to use it. In
this case, the cost of the Formation is the total cost of the units plus any extra points
the datasheet specifies you have to pay.
APOCALYPSE FORMATIONS
If a Formation is referred to as an Apocalypse Formation, it can only be used in games
of
Warhammer 40,000: Apocalypse.
TYRANID INCURSIONS
For those in the Imperium unfortunate enough to possess knowledge of the Tyranids,
news of an approaching hive fleet is grave in the extreme. Indeed, when Tyranids enter
a star system, it is one of the worst possible fates for those planets in their path. Some
populations may be evacuated off world entirely, while others are abandoned to their
fate. But for strategically important planets the Imperium will often stand its ground
and fortify. There is always the chance that it can endure.
THE SHADOW IN THE WARP
Though a hive fleet drifts slowly across the galaxy – or in the case of Leviathan, up
through the galactic plane itself – the defenders of many planets are often too late to
do anything to prevent their world from falling to the Tyranids. Among the first signs
that a hive fleet is approaching is when psychic communication is cut off – a
phenomenon known as the Shadow in the Warp. Even whole choirs of Astropaths will
be prevented from hurling their visions out into the Immaterium, for the looming
presence of the Hive Mind has muted them. Psykers who attempt to use their talents
will suffer greatly; many a weak-willed individual has been found dead after the
incessant alien scratching in their minds has overwhelmed them.
Resolute populations simply bolster their Planetary Defence Force and gather together
what weapons they have in anticipation of the incursion. There is perhaps more hope
for those worlds with Imperial regiments already based there, but even veteran
commanders will find their optimism stretched when faced with the promise of a
Tyranid invasion.
THE FIRST SPORES
While the inhabitants search the skies for signs of spores, outlier organisms may have
already managed to land on the planet’s surface. People begin to disappear, in ones and
twos at first, and then in clusters. Towns are wiped out without explanation, with only
bloody trails to denote that some localised atrocity has been committed. Paranoia and
mass hysteria begin to spread amongst the populace.
Soon enough, Tyranid bio-ships clutter the skies. Their enormous, hideous shapes
form a cloud that only gathers in intensity and darkness. On the ground, weather
patterns begin to change: the wind increases as if a storm approaches. Screams – alien
and human – travel vast distances. Labourers and any civilians who are unable to leave
the world, begin to panic as the Great Devourer comes ever closer.
Spores of varying shapes and sizes plunge towards the ground in their millions. Winged
horrors dart erratically alongside them, spitting lethal venom. Great, fleshy sacs, each
one dripping with poisonous ichors, open up to spawn hideous creatures. The
atmosphere swells with alien biomass and a turbulent wave of slaughter washes across
the landscape. The deepest caverns and the highest mountaintops crawl with lesser
Tyranid organisms, and eventually gargantuan monsters lumber through cities
bringing carnage should any formidable resistance present itself.
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