It is the Tidecasters who conjure the phantasmal sea that allows aelf and aquatic beast to move and breathe as if they were in their own natural environment. They are able to conjure spells from th...
A militaristic, mercantile society detached completely from the other branches of duardin that populate the Mortal Realms, the Kharadron Overlords treat war and trade as much the same thing – a mea...
The jewel in the crown of the fleet, the Arkanaut Ironclad is a majestic airship. Bristling with weaponry, its deep cargo holds can be laden with aether-gold or it can be loaded to the gunwales wit...
The Arkanaut Frigate represents centuries of refinement by the shipwrights of the Endrineers Guild. In its design, a balance was struck between speed, transport capacity and firepower to create a v...
Grundstok Gunhaulers streak through the air, weaving between the larger Arkanaut craft. They are two-duardin vessels tasked with eliminating threats before they have a chance to endanger the ships ...
When it comes to feet on the ground, the Arkanaut Companies form the Kharadron Overlords’ main fighting forces. Descending swiftly via a Frigate’s grav-ladders or suspension ropes, an Arkanaut Comp...
The Grundstok Thunderers are militarised formations employed by the fleet to help defend it. The endless training and drilling conducted by the Grundstok Academies results in high standards of disc...
Skywardens are elite members of the Arkanaut crews, a form of aerial cavalry that can scramble to aid the fleets. They use potent, heat-generating vulcaniser pistols to fell foes before lowering th...
Endrinriggers are members of the Endrineers Guild, and report to a ship’s Captain as well as the fleet’s Endrinmaster. They bear rapid-fire rivet guns and aethermatic saws for conducting airborne r...
Brokk Grungsson exemplifies the self-made Kharadron Overlord privateer. He is rapacious in the hunt for aether-gold, and daring in his explorations of the skybound wonders of Chamon. Brokk Grungsso...
Far above the highest mountain peaks, a new power has arisen. In secrecy they have grown strong, developing new technology and weapons of war. Guided by their Code, the Kharadron Overlords have sen...
An Arkanaut Admiral is the leader of an airfleet. An Admiral does not have a ship of his own, as each ship has a Captain at the wheel, but will nominate one craft as his flagship. It takes success ...
Masters of the guiding winds, Aetheric Navigators are aero-cartographers, atmospheric map-makers that help chart courses, find currents and steer along perilous trade routes. Even the most journeye...
An Aether-Khemist is an invaluable addition to an airfleet. The armour of these specialists incorporates an array of high-tech tools, including quadbreather apparatus that allows them to sniff out ...
Endrinmasters are senior members of the Endrineers Guild responsible for the upkeep of the fleets, and they take great pride in the speed and firepower of the craft under their auspices. They can s...
Some within the ranks of the seraphon are naturally gifted with intellects far superior to other mortals - the Skink Starpriests are definitive examples of this. Akin to wizards of other races, the...
A mass of corded muscle and thick, scaled hide, covered in an intimidating latticework of scars new and ancient, the Saurus Oldbloods are mighty war leaders of the seraphon. Striding into battle wi...
Forged over centuries of battle and strife, a Saurus Sunblood is merely steps away from being a pure manifestation of the power of Azyr. Instinctual warriors who perceive an enemies’ weaknesses as ...
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. '