Orruk Megabosses are pretty killy – it’s how they become as huge as they do, all that stompin’ causes them to grow and grow and grow until the power of the Waaagh! flo...
Allegedly a direct conduit to Gorkamorka, whose words spill forth with wild abandon, Wurrgog Prophets are regarded with awe and reverence by the Bonesplitterz. Quite, ...
Bound in huge bulging muscles, the Savage Big Boss wades through battle hacking off heads and limbs. At his bellowed command Bonesplitterz pour forward, stampeding acr...
Huge, hulking brutes, much taller and broader than a man, the Ironjawz rumble across the mortal realms in search of a good scrap. To them, nothing is so pleasing as th...
Attendants, advisors and bodyguards to the Wurrgog Prophet – and successors, when he invariably blows up – the Wardokks are unhinged leaders of bands of Morboys. Perfo...
Even the most fierce intellect would eventually submit to the power of Gorkamorka. Maniak Weirdnobs never really had much in the way of strong will, so their descent i...
Rabble-rousers of note in an entire clan of rabble-rousers, Warchanters will use anything nearby to hammer out the rhythm of war, a rhythm that thunders constantly wit...
Wildly unpredictable, savage, untamed and violent, Waaagh! magic cannot be controlled by anything with even a shred of sanity. Luckily, the Ironjawz don’t have many sh...
Quite mad, scorning such cowardly vices as armour, shields and basic self-preservation, Boarboy Maniaks ride into battle waving vicious chompas in each hand – all the ...
The Bonesplitterz are all mad, but some are more mad than others. Savage Orruk Morboys, impressively, have a reputation even amongst their peers for being particularly...
Lumbering, heavy-set creatures with furrowed brows and heavy armour, orruk Brutes are unconcerned with the complex things in life. Their minds are filled with one thin...
Sharing a bond that goes back to the Age of Myth, Bonesplitterz and war boars can often be found barrelling into the ranks of the foe at high speed, eager to be the fi...
Exceptionally talented, gifted marksmen despite their madness, Arrowboys don’t need impressively-carved ornate bows to wage their wars. Their primitive weapons become ...
Strength calls out to strength, and orruk Ardboys are pretty strong. These hulks flock to the brawls of the Ironjawz, and are the only other orruks tolerated, revellin...
Enormous, foul-tempered porcine beasts of a strength and fury that even orruks respect, gruntas trample down all but the biggest foe, devouring the remains and noisily...
Build dark and gothic battlefields for Warhammer Age of Sigmar with the Azyrite Shattered Plaza – a set of modular terrain that makes building ruined townships simple....
Create gloomy, sinister battlefields for Warhammer Age of Sigmar with the Azyrite Ruined Chapel - a set of modular terrain that makes adding ruins to your gaming board...
Easily add scenery to your games of Warhammer Age of Sigmar with this set of 12 push-fit plastic ruins. Each piece comes on pre-coloured plastic: just slot them togeth...
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. '