Assault Intercessors are amongst the most widespread close-support units in a Chapter's arsenal. Firing their heavy bolt pistols as they close upon the foe, they charge into the fray, where they ma...
Imperial observers have likened the fire of a Hellblaster Squad to the incinerating power of a stellar flare. Bolt after bolt of plasma sears across the battlefield; those caught in the Hellblaster...
The Meganobz are the richest and most battle-hardened Nobz around. Clad in Mek-built mega armour (with enough protective plating to turn the wearer into a walking tank), these Nobz can shrug off th...
Trukks are designed to transport mobs of choppa-wielding Boyz into combat as quickly as possible. Each warband and clan will 'kustomise' its trukks to reflect their own predilictions. For example, ...
Stormboyz, the shock troops of many successful warbands, dedicate their lives to the time honoured martial disciplines of drilling, marching and hurtling through the air. To this end they go to war...
Painboys are at home amongst the blood and horror of the battlefield, eagerly patching up lost limbs, doing a spot of welding on a broken face or furnishing the Warboss with a brand new flame-throw...
With his Grabzappa crackling, Zodgrod herds his notorious super runts into battle. This irascible loon is never happier than when wrangling especially large and rowdy foes, usually by peppering the...
The Beastboss is the overall leader of a Beast Snaggas mob, leading from the front and crushing the choicest prey between the serrated teeth of his Beastclaw. As the foremost authority within the w...
Hive Guard are heavily armoured gun-beasts bound to extremely powerful symbiotic bio-weapons. They are created to guard the Tyranid Hive Ships and capillary towers that stand sentinel over prey wor...
Wolf Guard Battle Leaders are mighty champions with an exceptional gift for strategic command, entrusted by their Wolf Lords with the responsibility of leadership. They have access to a range of re...
Krieg Combat Engineers are renowned for their skill as demolitions experts, sappers, and close-quarters trench fighters. It is their task to accompany the first waves of a Death Korps assault, clea...
The Ravenwing Black Knights are the 2nd Company’s greatest warriors, elite fighters who style themselves after the monster-hunting knights of old Caliban. They speed towards the foe, swinging their...
Buri Aegnirssen surges into the foe with the ferocious abandon of one with nothing left to lose. With sweeps of his adaptable darkstar glaive, Bane, this hardened survivor carves a bloody path thro...
Callidus Assassins use the shapeshifting drug polymorphine to get close to their target, sabotaging systems and seeding misinformation before closing on their victim with blasts of their mind‑destr...
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...
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...
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. '