Orruk Brutes are the elite shock troops of the Ironjawz — massively built warriors hardened by years of brutal combat, whose bodies have literally grown larger from the Waaagh! energy that pulses t...
The Orruk Weirdnob Shaman is a dangerous and unpredictable presence in any Ironjawz warband — an orruk so saturated with Waaagh! energy that it practically leaks out in crackling green bolts. Their...
Even the hardest-hitting Orruk Warclans general needs a little magical backup — and these three spectacular Manifestations let you bring the full, weird power of Gorkamorka crashing down on your en...
Only the toughest Ardboyz survive long enough to become an Ardboy Big Boss. These veterans can knock a boisterous orruk mob into something resembling a disciplined fighting force, bellowing orders ...
Every self-respecting Ironjawz boss needs a vantage point from which to yell orders, hurl insults, and generally make their presence known across the entire battlefield. The Bossrokk Tower is exact...
Zoggrok Anvilsmasha is a legend among the Ironjawz — an orruk ironsmith who has figured out how to hammer the raw energy of the Waaagh! directly into iron, stone, and bone. Accompanied by Klonk, hi...
Orruk Ardboyz are the backbone of any Ironjawz force — ferocious, battle-scarred fighters who crash into the enemy with a mad bellow and the thunderous clatter of heavy pig-iron plate.
This multipa...
The Kruleboyz aren't your typical Ironjawz brawlers — these swamp-dwelling orruks prefer to win through cunning, poison, and ambush rather than a straight-up scrap. Spearhead: Orruk Warclans is the...
The Hobgrot Slittaboss is the most cunning, most ruthless, and most physically imposing Hobgrot in any given warband. These grim little bosses lead their Hobgrot kompanies on marauding raids, keepi...
The older Vanguard release (predecessor to the Spearhead range) that gets a complete, balanced Kruleboyz force on the table while saving money over buying kits separately. An ideal starting point o...
When an orruk gets too much Waaagh! energy swirling around inside their head, they become a Weirdbrute Wrekka — they bolt on an iron mask, grab a heavy chain-smasha, and start careening around the ...
To become a Tuskboss, an Ironjaw must tame a Maw-grunta — a monstrous armoured pig with enough brute force and dim-witted determination to batter through anything in its path. Once a boss has a cha...
Hobgrots occupy a strange niche in Destruction — tougher and smarter than ordinary grots, making them surprisingly useful Kruleboyz allies. Armed with razor-sharp slitta-knives and sulphuric scrap-...
Man-skewer Boltboyz are living proof that orruks can be surprisingly effective ranged killers. Armed with enormous crossbow-style man-skewers that fire bolts large enough to pin a human to a wall, ...
The core infantry of any Kruleboyz force, Gutrippaz are wiry, vicious orruks who combine surprising resilience with a talent for fighting dirty — poisoned blades, cunning positioning, and every und...
The Marshcrawla Sloggoth is one of the most unsettling monsters in the Kruleboyz arsenal — a massive slug-like swamp creature that carries a crew of drum-beating Hobgrots on its back. As the beast ...
Swampboss Skumdrekk is the self-proclaimed king of the Kruleboyz Killabosses — a swaggering, scheming orruk warlord who rides the enormous swamp monster Glogg into battle. Together they perfectly c...
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. '