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...
Orks fall upon their foes like a swarming green tide. Tooled up with crude, improvised weapons and using unsubtle tactics, they're an anarchic, battle-crazed race of barbaric aliens who live for th...
When a mere dreadnought just isn't stompy enough, a Mek feels the urge to build a stompa. As big as a Battle Fortress, a Stompa is a walking, shooting, roaring idol of Gork. It has a crew of severa...
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, ...
There’s nothing more satisfying to an Ork than going fast. Well, except maybe lots of dakka. And explosions. and shouting “WAAAGH!” really, really loudly. What happens when you combine these loves ...
Weirdboyz are the most psychically powerful of all Orks as they act as a focal point for the psychic energy generated by their greenskin comrades. Orks are generally pretty rowdy, and as a result t...
It is common for a Genestealer Cult to thrive on industrial worlds. When the cult rises up to overthrow its oppressors, they employ all manner of improvised industrial equipment from their arsenal....
Are you looking to kick off a Genestealer Cults force? Then look no further than the Start Collecting! Genestealer Cults Collection! Why? Because it includes the faction's codex and a handy selecti...
The Scout Sentinels emerge from the ruins of a cratered landscape, piston-driven legs hissing. Nimble and fast for walkers of such size, these machines are able to traverse even the most rugged ter...
Sanctuses are the favoured blades of their Patriarch, assassins whose task it is to eliminate any who oppose the cultists’ ascension to glory. Like creeping shadows they slip into the most heavily ...
Book 5 of the Psychic Awakening SeriesThe epic Psychic Awakening series continues with The Greater Good. This campaign book features a host of new rules for the T’au Empire and Genestealer Cults. T...
Book 5 of the Psychic Awakening SeriesThe epic Psychic Awakening series continues with The Greater Good. This campaign book features a host of new rules for the T’au Empire and Genestealer Cults. T...
Nexoses act as each Genestealer Cult’s central nervous system. They are granted psychometric powers that allow them to absorb the memories and consciousness of indoctrinated organisms, processing t...
By the time a Genestealer Cult launches its insurrection, its Neophyte Hybrids make up a horde of thousands. Weathered and toughened by a life of hard labour, each cultist features the inhuman reac...
Maguses are psychically gifted and possessed of a supernatural charisma. Their control of the hybrids around them is total. As a prophet of their Patriarch, the word of a Magus is law, and their te...
Stoic and inhumanly patient, the Locus can go from sombre stillness to a blur of motion in an eye-blink. This sudden eruption of violence is as startling as it is deadly. Like a Lictor jumping from...
To the oppressed masses of a Genestealer Cult, the Kelermorph is a figure of folk legend, a revolutionary hero battling the uncaring cruelty of authoritarian rule. To the enemy he is a figure of dr...
The Jackal Alphus is the undisputed leader of their pack. Not only are they the deadliest and fastest of their kin, they possess nerves of steel and a mind so focused that those of the Ordo Xenos w...
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. '