Set up exciting games of Warhammer 40,000 without wasting a second using the Tempest of War mission pack. This pack provides a fast and casual way to approach matched play missions, offering plenty...
Fill your Dungeons & Dragons games with deadly monsters from the Monster Manual.The Monster Manual teaches you how to how to fill your Dungeons & Dragons games with monsters--how to populat...
Venomthropes drift forward amidst miasmal clouds of spores that spew from within their bodies. Their whip-like tentacles drip with a multitude of alien poisons. Indeed, so potent are these toxins t...
Commanders of elite kill teams know that victory is often a matter of securing the proper resources and ensuring their operatives have the tools they need to get the job done. Given the critical na...
Bloated with festering corruption, Plague Marines form the mainstay of the Death Guard, and unlike many Traitor Legions their numbers have only swollen as the millennia have passed. Sworn to Nurgle...
Not only is the path ahead illuminated by the light of the Greater Good, but also the glow of pulse rifles. The courageous Fire Warriors, with the absolute, zealous belief in the destiny of their r...
Necron Warriors form the majority of a tomb world's nigh-inexhaustible armies. They are a corps of fleshless mechanoids, ranged in their millions against the vital races of the galaxy. Ancient limb...
Resplendent in gleaming gold, the Adeptus Custodes stride into war with the confidence earned through ten millennia of martial superiority. Bullets and shrapnel ricochet from gilded auramite breast...
Dominus-class Knights are among the largest available to any Knight house. These walking fortresses march relentlessly into the fight, armed with weapons capable of levelling entire armies, gunfire...
Small and agile compared to their lumbering kin, Armiger-class Knights are still war machines of incredible power. Piloted by young squires or lowborn pilots, Armigers act as mobile support and out...
The Devilfish is the workhorse of the T'au ground forces and is able to cary twelve warriors into battle. Armed with a fearsome burst cannon, it can even act as mobile fire support for the squad. T...
Strike Squads often form the vanguard of a Grey Knights strike force. Equipped with lighter armour than the main Terminator Squads, these veterans strike swiftly and surely, and are able to slip th...
Before the molten ire of an Eradicator Squad, heavy armour and defended positions stand little chance. Eradicators wear the heavier Gravis pattern of Mk X power armour, allowing them to stride unha...
Commanders of the Tyranid swarm, Hive Tyrants are the enactors of the Hive Mind's will. Massively powerful creatures, every part of their body is perfectly created to maim and kill.The Hive Tyrant ...
The Hormagaunt is a highly specialised Tyranid bioform. Each Hormagaunt has four razor-sharp claws specially developed for ripping and piercing flesh and armour, and powerful hind legs that allow t...
Assault Intercessors are amongst the most widespread close-support units in a Chapter's arsenal. Firing their heavy bolt pistols as they close upon the foe, they charge into the fray, where they ma...
The Impulsor is a lightly armoured, fast-moving assault transport favoured by Vanguard Space Marine forces. Benefiting from the same advanced gravitic-impulsion technology employed by the heavier R...
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. '