The Orruks are Destruction incarnate. This vicious and primal race of natural-born killers loves nothing more than to wage unending war. Their society is built around ...
Of all the Snatchabosses, Skumdrekk is the vilest and most kunnin'. As such, he has become a sort of celebrity to the Kruleboyz of Ghur. Owner of the Murkvast Menageri...
The most vicious Kruleboyz leaders often ride into battle riding a towering Mirebrute Troggoth that they have brought to heel. These lumbering beasts stride into battl...
Wielding an assortment of jagged spears and wickedly sharp hand weapons, the Gutrippaz are the mainstay of any Kruleboyz army. They march to battle in ramshackle phala...
The Beast-skewer Killbow is a cruel ballista with one purpose – slaying the largest of beasts with brutal efficiency. Manned by Kruleboyz hand-picked for their profici...
The Orruk Warclans are always at odds over which is better – being brutally kunnin' or kunningly brutal. Either way, these dice will attract the favours of Gork and Mo...
Keep your eyes on the enemy and react rapidly on the tabletop with the help of these warscroll cards, containing a handy reference for all 37 of the units found in Bat...
The mightiest and most kunnin’ of all the Swampcalla Shamans, Gobsprakk is known as the Mouth of Mork, for the words he speaks are said to come straight from the Twin-...
Create your own themed battlefield representing the towns and outposts under construction by the Dawnbringer Crusades. As the forces of order strike out into the wilds...
Distant relatives to the troggoths found in caves and mountains, Marshcrawla Sloggoths are slow, patient hunters with long, grasping limbs that they use to grab unsusp...
The biggest – and therefore the best – of the Ironjawz, the orruk Megabosses lead the Ironjaw warclans with a ramshackle unity, smashing and stomping and breaking and ...
Man-skewer Boltboyz are known for using crude crossbows to engage in ranged combat. Their close-combat comrades heckle and scoff at this perceived display of cowardice...
Hobgrots are devious and malicious allies for the Kruleboyz. In Orruk society they act as barterers, trading between the greenskins and Hashut-worshipping duardin, let...
Kicking off an Orruk army? This bundle is the easiest way to do it! With it, you'll get the models you need to fight your first battles, plus a battletome packed with ...
With a mighty cry of ‘Waaagh!’, the warclans of the orruks shake the Mortal Realms to their core.In the Mortal Realms, there are those who fight for justice, those who...
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...
Above all the clatter and clamour and yelling and bellowing of the Ironjawz, a single voice dominates. This particularly loud and brash orruk is Gordrakk, the Fist of ...
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...
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. '