Termagants are scuttling predators that attack in huge swarms, armed with living weapons that spit flesh-eating organisms and venomous spines. Originally spawned to roam the tight arterial passages...
Neurolictors are nightmarish living weapons of psychological warfare, engineered to implant mind-altering parasites and project a neural disruption field that provokes atavistic terror responses in...
Neurogaunts scuttle forward in seething masses, driven on by the parasitic neurocytes that cling to their backs. Their primary purpose is to protect the synaptic node-beasts coordinating invasion s...
Hormagaunts are swarming shock troops, seeded onto prey worlds in their billions. As simple hunter-slayer organisms, spawned Hormagaunts can be left to rampage across battlefields and populations, ...
Genestealers are peerless predators, swift vanguard organisms armoured in chitinous plates and possessed of terrifying strength and agility. Their broods move far ahead of the Tyranid hive fleets, ...
Biovores are living artillery pieces, swollen with the clutch of explosive Spore Mines that they nurture within their bodies. Upon anchoring itself to the ground with chitinous spurs, a Biovore und...
Krootox Riders are living gun platforms, loaded with armaments that would be far too bulky for light-footed Kroot infantry. Though the Krootox are not naturally aggressive, these powerful beasts re...
Krootox Rampagers are terrifying skirmish cavalry, combining the aggression and agility of juvenile Krootox mounts with the vicious skill and cunning of a Kroot rider. Rampager packs strike fast at...
Kroot War Shapers are experienced battle leaders, responsible for both the composition and disposition of Kroot hunting packs in the field. They are also exemplary warriors in their own right, stri...
Kroot Trail Shapers are more than simply masters of fieldcraft – through sheer skill, they shape the very battlefield upon which the Kroot will meet their prey, defining the guiding routes along wh...
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...
Kroot Lone-spears are grizzled mercenaries who range far ahead of their kindreds, or solitary wanderers who prefer the wilds and the company of beasts to their fellow Kroot. Mounted upon colour-shi...
Kroot Flesh Shapers are masters of their kindred's genetic development, guiding hunting packs to the finest specimens in order to devour and claim their strength for the Kroot. These revered gene-s...
Aggressive and rebellious, Commander O'Shovah is an undisputed master of Mont'ka, the T'au metastrategy of the Killing Blow. Piloting his crimson battlesuit, he carves a bloody path into the enemy,...
The T'au Empire employs advanced firepower and complex metastrategies in its quest to enlighten the galaxy, each suited to different environments, objectives, and enemies. The Sudden Dawn Cadre spe...
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. '