The Gloomspite Gitz are cunning and vindictive in the extreme, their deranged grotty minds forever spinning up fresh tricks and vicious ploys. Dismiss the cackling cruelty of the grots, the hungry ...
The Idoneth Deepkin are a mysterious race of aelves who dwell within the oceans of the Mortal Realms, emerging from their watery seclusion to plunder the souls of land-dwellers. Guided by the eldri...
The Kharadron Overlords are dauntless duardin traders and explorers. They sail through the skies on marvels of technology and are armed with powerful weapons unlike anything else found in the Morta...
The Lumineth Realm-lords are masters of the mystical arts by nature and the art of war by training and focus. They seek to bring balance to the cosmos. Vanari troops are the mainstay of the armies ...
From Shyish, the Realm of Death, come the ethereal Nighthaunt – incorporeal spirits driven to murder by their bitter hatred for the living. These spectres are the terror weapon of the Great Necroma...
The Ogor Mawtribes are nomadic empires of brutish juggernauts that range across the lands, raiding and pillaging to appease their insatiable hunger. Iron-fisted Tyrants lead young and bullish Glutt...
The Orruk Warclans love to fight – in fact, it’s no lie to say that their entire culture revolves around conflict. The swamp-dwelling Kruleboyz are an unusual breed of orruk, for they prize devious...
Warpspark Clawpacks are formed when the teeming multitudes of the Clans Verminus are wielded alongside the volatile war machines of the Clans Skryre. The Clanrats serve to die at a Grey Seer’s disc...
Stormcast Eternals are each forged in Azyr by Sigmar's own hand. Riding thunderbolts, they arrive on the battlefield with an ear-splitting thunderclap, ready to face the forces of Chaos, Death and ...
The air sings with glorious life magic as the children of Alarielle surge into battle. Embittered noble spirits command the fury of the forest, hissing Branchwyches leading from the front as verdan...
Aggressive and bold, there is no foe the Fulminators dare not charge. A surge of celestial energy builds before the ground-shaking impetus of their onset, a crackling war-cloud that travels like a ...
Swift and deadly, T'au Commanders pilot battlesuits of intimidating size and power. Of course, simply piloting a huge battlesuit doesn't automatically make a troop into a Commander - more than a...
Not only is the path ahead illuminated by the light of the Greater Good, but also the glow of pulse rifles. The courageous Fire Warriors, with the absolute, zealous belief in the destiny of their r...
Like a hungry predator on the prowl, the Hammerhead Gunship is a menacing sight. It skims over a planet's surface with its massive turret-mounted gun swivelling back and forth to track potential ta...
The Sky Ray Missile Defence Gunship is a specialised variant of the Hammerhead that replaces its turret gun with an array of deadly seeker missiles.
The Sky Ray Missile Defence Gunship kit is an im...
Kroot Hounds are predatory kin-beasts, kept as hunting animals by Kroot kindreds. Once set loose in packs, they lope swiftly across the battlefield in search of prey. Kroot Hounds are driven into a...
Light reconnaissance units, Pathfinder Teams are the eyes and ears of their Commander in a way no drone can yet emulate. A Pathfinder's foremost role is not to engage the enemy, but instead to ...
XV104 Riptide is the pinnacle of the Earth caste's battlesuit development. It stands twice as tall as the XV8 Crisis suit, but its movements are more like those of its smaller cousins than the mech...
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. '