The Orks call their ruling caste Nobz. Nobz are bigger and scarier than other Orks and revel in cruel or casual violence. Nobz lead by example, plunging into the thick of the fighting and breaking ...
Propelled by a single, massive jet engine, the Dakkajet roars through the sky. Gunz blazing a near constant stream of bullets, tormenting fleeing infantry or enemy aircraft. Dakkajet pilots believe...
Often seen muscling their way through their fellow Speed Freeks as they roar toward the front lines, Rukkatrukk Squigbuggies employ living close-range artillery to wreak havoc amongst the enemy ran...
Assassins protect the future of humanity by eliminating the few who become tainted with treachery, greed, the daemonic or other evils too heinous to name. Formal records of their exploits are not a...
Kyria Draxus is an audacious Lord Inquisitor of the Ordo Xenos who specialises in the hunting and eradication of the Necron threat. Pragmatic to the point of immorality, she has long been considere...
The White Scars favour lightning-fast assaults, closing ranks with their enemies before they have a chance to prepare, and then rushing away to strike the next foe. They employ bikes in far larger ...
In the Ravener bioform, the Tyranid Hive Mind has created a serpentine and predatory terror capable of burrowing into the heart of an enemy position and ripping it to shreds in a flurry of razor-sh...
Kapricus Defenders are swift, magna‑coil scouting engines. Heavily armed, some carry magna‑rail cannons that can annihilate battle tanks many times the Defender’s mass. Others carry rapid‑firing ro...
Arkanyst Evaluators unleash deadly experimental energies into the foe while clad in heavy‑duty hauberks to shield themselves from the worst emissions of their weapons. Their transmatter inverters p...
The Lord of Poxes lumbers into battle amidst a churning cloud of spore-thick plague smog. These foul fumes, which wheeze from the miasmic turbine on his back, can veil advancing Death Guard warrior...
The Slaughterbound share their forms with the possessing spirit of a Bloodthirster. Such an infernal fusion lends the host colossal strength and insatiable rage, driving them to reckless butchery. ...
Wolf Guard Headtakers break through enemy lines to hunt down commanders and champions. In this task, they are aided by packs of Fenrisian hunting wolves – cunning beasts that scatter enemy formatio...
Wolf Priests are elder sages who tend to the spiritual and physical well‑being of their battle‑brothers. Clad in black, bedecked with shamanistic totems and wearing macabre wolf‑skull helms, they a...
Sanctifier kill teams often follow Imperial military forces across different war zones, locating worlds where faith is lacking and rooting out malcontents and heretics. They task themselves with cl...
Sholgor the Putrid is a Lord of Virulence who leads his shambling Death Guard warband to battle surrounded by a bodyguard of Deathshroud Terminators, advancing implacably as his bloated Plague Mari...
Death Korps Heavy Weapons Squads are deployed to support infantry assaults, forming overlapping fields of fire to pin down the enemy and enable waves of infantry to advance. Fire coordinators direc...
The Astra Militarum is the first, and often last, line of defence for Humanity. It's the largest coordinated fighting force in the galaxy, with ranks of trained and equipped soldiers tithed from co...
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. '