As the Necrons stir ever more into wakefulness, the Triarch Praetorians have re-emerged to join the dynastic legions. Triarch Praetorians hold a great responsibility - to ensure that the Necron dyn...
While embarked upon a Command Barge, a Necron Overlord is able to oversee the battle, ensuring that his troops are engaged with appropriate targets and that everything is going to plan.
The Comman...
The Tomb Blade has a curious motion for a craft of its design, eschewing the arrow-straight attack vectors of other jetbikes and fighter craft. It often corkscrews across the battlefield rather tha...
Many Necron invasions begin with Night Scythes flitting through a world’s void defences. Potent aerial fighters in their own right, Night Scythes also employ invasion beams to generate captive worm...
Crypteks are a core element of Necron armies, harnessing ancient technologies to support their comrades and incinerating enemies in searing beams of light. They are masters of dimensional dissonanc...
The Silent King rides to war aboard his Dais of Dominion, flanked by the phaerons of his Triarch and orbited by crackling noctilith Menhirs. He unleashes god-like powers of annihilation upon his di...
Striding forward in a rush of ungainly steps, their weaponised limbs sweeping in a whirlwind of gore, Skorpekh Destroyers feed their need to kill whenever they are unleashed upon the battlefield. N...
Psychomancers study the science of fear. They are expert manipulators, conjuring phantasms and temporary hard-light constructs that trigger primal survival instincts in their victims’ minds or over...
Behold the Flash Gitz! The richest and most obnoxious of all the Orks. These wanton mercenaries travel the galaxy flaunting their flashy kit and engaging in acts of outrageous piracy. But don’t be ...
One of four deadly Mek Gunz, this clanky field gun has enough dakka to crush even the toughest of targets. Crewed by long-suffering grots the Mek Gunz have heralded the end for many a hapless foe.
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The Shokkjump Dragsta combines two of the foremost triumphs of the Mekaniak’s art – recklessly fast speedsters and deranged weaponry. It is perhaps unsurprising that it has become one of the most p...
A favourite amongst Speed Freeks and grounded Flyboyz alike, Megatrakk Scrapjets provide rocket-propelled acceleration, impressive firepower and the hilarity of ramming into enemy lines at the helm...
Armed to the grille with guns, blades and greenskins, the Kustom Boosta-blasta is one of the deadliest Ork vehicles around. Ferociously fast, absurdly heavily armed, and boasting the capacity to se...
Bipedal wrecking balls that charge ahead of the Ork lines, Smasha Squigs live in a state of near permanent concussion thanks to their tendency to headbutt everything. Only the surliest and most agg...
The Raven Guard utilise stealth and intelligence to great effect, crafting plans that allow them to strike hard and fast where it will do the most damage. This allows even small forces to overwhelm...
A Grand Master piloting a Nemesis Dreadknight wields the kind of ordnance usually restricted to battle tanks. Augmented with his psychic might and the servo-driven strength to wield huge and devast...
Features Combat Patrol and narrative Crusade rules, 25 datasheets, five Detachments, and more
The Grey Knights strike with overwhelming force – each a warrior mystic whose martial p...
The Goremongers are rabid cultists who have seen the glory of Khorne daemons and lived to tell the tale. When they go to battle, they wield a wide variety of weapons, from great double-handed chain...
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. '