The characters and armies of the mortal realms are as varied as they are numerous; myriad bizarre forms, powerful soldiers from the heavens, terrifying, brutish orruks – the miniatures that represe...
Bossrokk Towers are filled with the raucous energy of Gork, and make excellent vantage points for an Ironjawz boss. An orruk who stands upon its platform finds their boisterous yelling and ill-temp...
Though the Orruk Warclans – be they of the Ironjawz or Kruleboyz – are best associated with wanton destruction on their never-ending quest for a scrap, they also have a few magical tricks up their ...
Slittabosses command the Hobgrot kompanies that maraud across the realms in search of plunder. They are not only the most physically imposing and dark-hearted of their kind but also the canniest. E...
Weirdbrute Wrekkaz carve a path of destruction through the enemy lines, sent into a frenzy by the Waaagh!'s anarchic energy. Their strange Weirdbrute masks pulsate with the same maddening power, nu...
Hobgrots are devious and malicious allies for the Kruleboyz. In Orruk society they act as barterers, trading between the greenskins and Hashut-worshipping duardin, letting both sides believe they a...
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 battle using crude clubs and all ma...
Zoggrok Anvilsmasha is a legend amongst the Ironjawz, for he has mastered the art of hammering the destructive force of the Waaagh! into iron, stone, and bone. Accompanied by Klonk, his rockbrow sq...
Ardboy Big Bosses are veteran Ironjawz with an eye for the battlefield and enough bellowing presence to browbeat their lads into line. Only the toughest of Ardboys survive long enough to become a B...
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. '