When the explorers of the Frozen City talk about rats, they are generally referring to the giant variety, as those are by far the most dangerous and aggressive type. That said, there are times when...
Skeleton Warriors and Archers make up the bulk of the mighty undead armies commanded by the Tomb Kings of Khemri. Rank after rank, regiment after regiment, these unflinching horrors are called fort...
Skeleton Horsemen and Horse Archers are the tireless, clattering cavalry of Nehekhara's eternal legions, raised in terrifying numbers from the tomb pits of lost ages. Their deathless steeds gallop ...
Tomb Kings are the ancient, long-dead rulers of Nehekhara, reborn through the archaic rituals of their Liche Priests. Only the most prestigious rulers can harness the undying will of a fearsome Nec...
Skeleton Chariots are the pride of the Tomb Kings, gilded and lethal machines crewed even in death by Nehekhara's finest warriors. Often fielded en masse, their rattling advance is heralded by clou...
Grand Master Belial is a fearless leader of the Dark Angels Chapter – a warrior whose skill in battle has always stood out, even amongst his transhuman brethren. As the Grand Master of the Deathwin...
The Tomb Guard are the partially mummified remains of a king’s elite guard, whole regiments of which were entombed beside their rulers. They were exceptional warriors in life, and maintain all thei...
Across the Old World, mighty kings and powerful warlords raise glorious armies and grim hordes without number. These military masses march together into battle, marshalled in coordinated ranks and ...
Few things are simple on Necromunda. Gangers thought lost in battle sometimes resurface later, seemingly back from the dead. Mysterious figures rise to plague an area, taunting the local gangs and ...
House Helmawr has fallen! As a living god takes the throne of Necromunda, Lady Haera fights her way to the Dust Wall and the loyal Enforcers stationed there. As the Ash Waste Nomad tribes gather fo...
After thousands of years adrift in the warp, the space hulk Gallowdark has emerged into realspace. A colossal, moon-sized derelict inhabited by mutants, aliens, and things known only by the screams...
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...
The Death Guard are the chosen Legion of the Plague God Nurgle, the diseased scions of the Daemon Primarch Mortarion, and they bring sickness and destruction to all who oppose them.This deck of Ind...
Barbgaunts are little more than living weapons, their bodies and biological cannons slaved to the will of a pulsating ganglio-parasite that piggybacks them into battle. Once there, they unleash vol...
Knights are colossal suits of armour bristling with heavy weapons, employed both by noble houses of the lmperium and those fallen to Chaos. Regardless of their allegiance, they are capable of layin...
Imperial Agents are ruthless, influential, and single-minded individuals, from Inquisitors to Rogue Traders, who command bands of grim specialists and lethal operatives in the service of the Empero...
The Adeptus Custodes are demigods of war, sworn to defend the Emperor until death. Joined in battle by the eerie Sisters of Silence, they are the most elite warriors in the imperium, clad in aurami...
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '
'
'
'
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. '