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Games Workshop & Citadel
IN THE GRIM DARKNESS OF THE FAR FUTURE, THERE IS ONLY WAR.
In the 41st Millennium, warring factions from ancient civilisations and upstart empires fight endless battles across innumerable worlds. Humanity stands alone, beset on all sides by the heretic, the mutant, and the alien. There is no mercy. There is no respite. Prepare yourself for battle.
H
umanity stands on the brink of annihilation, as alien and heretic alike threaten the Imperium from every quarter. The waning years of the 41st Millennium are an age of constant war in which history, reason, and hope are ground to dust beneath the inexorable weight of the passing years. Enlightenment is replaced by superstition, understanding by rhetoric, rote, and blind prayer. War is all that remains.
The opening of the Great Rift that rent the galaxy in two was preceded by an era of dark portents and momentous events. Seers and mystics went mad with fear – they raved about an unstoppable confluence of nightmares, of black storm clouds gathering to blot out the light of hope. It was a time of desperate heroics, of grand triumphs and bitter defeats, all turning about the inexorable wheel of fate.
In the wake of that great calamity, Humanity faces existential threats from traitors, heretics, and xenos empires on all sides. Imperial defenders are stretched thin as they react to Ork invasions, the reawakening Necrons, the expanding T’au Empire, and worse. Into this maelstrom of conflict enters a threat long thought defeated – that of the Tyranid Hive Fleets. These hordes of ravening, ever-adapting lifeforms attack the Imperium from unexpected quarters – can Humanity’s warriors beat them back, or will the invaders forge a path to Holy Terra itself?
At the heart of Warhammer Age of Sigmar is an ongoing epic narrative about armies vying for conquest of the Mortal Realms.
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Pulp Grading Guide
'Near Mint (NM)'
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. '
''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. '
''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. '
''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. '
''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. '
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