At the heart of Hive Fissilicus, the citizens of Volkus prepare for an event of ritual significance – the firing of the Great Gun. The macabre Goremongers, followers of Khorne intent on sabotage, r...
Scout Squads are comprised of Space Marines in training, not yet fully elevated to the ranks of battle-brothers. Nonetheless, each operative is physically and mentally strong and robust by an order...
Guns blaze and blades clash amidst the shadows of gothic hellscapes as kill teams fight for supremacy. Hard-bitten saboteurs dash through hails of crossfire to plant their explosive charges. Hulkin...
Phobos Strike Teams wear a lighter variant of Mark X armour, designed for stealth and agility. Armed with a variety of specialised wargear, these lethal squads use surprise and overwhelming force t...
In the swirl of combat between elite operatives, any advantage makes the difference between glorious success and ignominious failure. A perfectly-timed pop of concealing smoke, a piece of heavy cov...
Beastmen are an abhuman subspecies, condemned across the Imperium as unclean mutants. Embittered by their persecution, many Beastmen turn to the Ruinous Powers, congregating on the outskirts of civ...
Ratlings are snipers and spotters without peer in the Astra Militarum – these abhumans are small in stature, and unusually sneaky. They often operate behind enemy lines, reporting on targets of int...
The Wrecka Krew revel in destruction, even by Ork standards. Sent on sabotage missions, or to reduce industry to crumpled ruin, they use rockets and hammers to destroy enemy machinery and anything ...
Commanders of elite kill teams know that victory is often a matter of securing the proper resources and ensuring their operatives have the tools they need to get the job done. Given the critical na...
In the grim darkness of the far future, explosive rounds whiz through the air, chainswords rev hungrily, and armoured feet hammer against the broken ground. Here, in this moment, battle hinges on t...
Many alien races are found to be working alongside their T'au overseers - one of these races is the Vespid Stingwings. They function as auxiliaries to T'au armies, and the T'au value them for their...
Your crack team of operatives are tasked with dangerous, high-stakes missions that can alter the course of a global war. But they will not go unchallenged, as every shadow and blasted crater might ...
A Nemesis Claw is made up of the most psychotic and savage of Chaos Spaces Marines from the twisted Night Lords Legion. Whether picking their victims off from range or eviscerating and flensing the...
Drukhari Mandrakes creep and crawl closer to their prey like eldritch nightmares in the shadows, appearing suddenly with hateful leers dancing across their inconstant features. Those who survive th...
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. '