Lictors rove ahead of the main Tyranid ground force, scouting the lay of the land and reporting back to the Hive Mind. Unusually for Tyranid organisms, their first instinct is not to feed, but rath...
Hive Guard are heavily armoured gun-beasts bound to extremely powerful symbiotic bio-weapons. They are created to guard the Tyranid Hive Ships and capillary towers that stand sentinel over prey wor...
The Hive Crone is a flying monstrosity used by the Tyranids to establish air superiority over prey worlds. It is a creature perfectly adapted to aerial combat, able to wrestle enemy aircraft out of...
The Haruspex is a ferocious beast created to consume biomass at a sickening pace. It can devour an entire platoon of soldiers in a matter of moments, shovelling victim after victim into its jaws wi...
Gargoyles are often the first wave of a Tyranid swarm to be seen in battle. Thus a Tyranid attack is preceded by the beating of thousands of membranous wings as Gargoyle Broods descend upon the foe...
Exocrines are feared for their ability to deal death from afar. The Exocrine is purely a means of transportation for the bio-plasmic cannon nested into its flesh, a giant weapon able to unleash a v...
The Deathleaper was created as Hive Fleet Leviathan's ultimate assassin, but it is much more than that. The Deathleaper is a terror weapon, one created to utterly undermine the enemy's morale and b...
Carnifexes are living engines of destruction – towering monsters of unyielding armoured chitin and knotted alien muscle. They are one of the toughest and deadliest of all a hive fleet’s warrior cre...
When Tyranids invade, the Broodlord leads his followers into battle, often appearing from sewers or hidden vents to cause untold carnage amongst the enemy army. Incredibly dangerous as with all Tyr...
The Biovore is a squat, bloated creature - yet no less deadly for all that. Deep within its lumpen form, the Biovore nurtures a clutch of Spore Mines - living bombs that blanket the enemy in acids,...
When Big Meks go to war they do it in style; festooned in massive mechanised contraptions of their own design and brimming with kustom dakka.
The Big Mek is armed with a kustom mega-blasta and powe...
Big Meks are obsessed with creating ever larger and more devastating war machines to unleash upon their foes. Their (often calamitous) endeavours have spawned some deadly dakka, one particularly vo...
The Blitza-Bommer is suitable for the bravest (some might say the most unhinged) flyboy. These aircraft 'aim' their bombs by diving at the target and releasing their Boom Bomb at the very last mome...
The roar of overcharged engines and the crackle of flames herald the arrival of the Boomdakka Snazzwagons. Lightly built speedsters based around looted vehicle frames, Snazzwagons are clad in hasti...
Orks love fire and it was therefore inevitable that someday a Mek would think of attaching canisters of volatile promethium to the underside of an Ork Bommer - thus the Burna-Bommer was born. Armed...
Amid constant, seething tides of war and bloodshed, burgeoning greenskin empires rise and fall. Numerous beyond belief and driven always to fight and conquer, the Orks threaten to overwhelm every s...
Propelled by a single, massive jet engine, the Dakkajet roars through the sky. Gunz blazing a near constant stream of bullets, tormenting fleeing infantry or enemy aircraft. Dakkajet pilots believe...
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. '