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Collection TitleCollection Title
CITADEL PAINTING HANDLE (MK2)£8.00 £6.40CHAOS BLACK SPRAY£13.00 £11.00Games Workshop Plastic Glue£5.00 £4.75There are 278 productsSort
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Conquest The last Argument of Kings Two Player Starter Set Parabellum£92.00 £73.60More than six centuries have passed since the Fall changed Ea. Humanity struggles to rebuild after that cataclysm and the Long Winter that followed. With the Hollow Throne empty, the Hundred Kingd...
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Conquest W'adrhun: Apex Predator£109.99 £87.99When the Abhoreth Spire fell to the Dweghom advance, it was not only the W'adrhun who were released, millennia upon millennia of predatory and dangerous creatures, dormant fodder for the twisted Sp...
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Nords: Trolls Conquest£34.99 £27.99While they don’t like admitting it, all Nords know that they share a bond of blood with the Trolls who sacrificed more than any other to secure victory over the Jötnar in battles that have been sw...
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Conquest Hundred Kingdoms: WarColours Paint Set£190,019.00 £15.206 Faction specific paintsAntique GoldMetallic PewterRed 4Ochre 4 antithesisBrown 4 antithesisFlesh 3 from the WarColour RangeEach bottle contains 15ml of acrylic paint color.Please Note:One Hundred...
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Nords: Huskarls Conquest£34.99 £27.99These powerful Nord Warriors are a Mainstay unit, allowing Nord armies to bring in some durability into their playstyle. They can be brought in to fill out a Nord raiding force with some staying p...
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Dweghom: Hold Thanes Conquest The last Argument of Kings£34.99 £27.99In a society as militarized as that of the Dweghom, a need arises to distinguish those who are proficient in the art of war, thus capable of calling themselves warriors, from those who are truly gi...
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Nords: Shamen Conquest The last Argument of Kings£22.75 £18.20Subtle and individually weak, shamen are nonetheless powerful figures in the Nord army. Often employed as advisors and guides, their mastery over the runes allow them to reshape the future, while t...
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Nords: Jarl Conquest The last Argument of Kings£21.99 £17.59While the Nords often ridicule their southern cousins in the Hundred Kingdoms for the sheer variety and profusion of titles that the nobility uses, the truth of the matter is that the Nord descript...
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Nords: Raiders Conquest The last Argument of Kings£34.99 £27.99Life in Mannheim presents tremendous dangers, even in the most mundane of professions. Villages in the north do not "dot the countryside", but rather perch atop defensive locations, their palisade...
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Spires: High Clone Executor Conquest The last Argument of Kings Parabellum£21.99 £17.59Ignored and often resented, High Clone Executors provide a critical role that not even the most arrogant of the Lineage Highborn can deny: direct battlefield experience and a core of professional ...
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Nords: Werewargs - Conquest£52.99 £42.39Much like the Ugr’s Werewolves are seen as the children of the Einherjar Vargyr, known for his shapeshifting abilities. They are more correct than they know. Werewolves are born when a blood d...
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Spires: Catabolic Node Conquest£21.99 £17.59Nothing epitomizes the Spires’ approach to warfare more than the Catabolic Node. Every drone contains the latent genetic code to become a Catabolic Node. With it’s twisted body is seething with to...
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Hundred Kingdoms: Seasoned Veteran Conquest The last Argument of Kings£21.99 £17.59A society as militarized as the Hundred Kingdoms is bound to have countless veteran arms men roaming the lands. The Orders and the Office of the Imperial Household have exerted tremendous effort to...
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Nords: Mountain Jotnar Conquest The last Argument of Kings£61.25 £49.00Following Ragnarok and the burning of Yggdrasil, the Jotun threatened all human life in the northern continent. The emergence of the Einherjar from their slumber brought their dominance to an abrup...
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Hundred Kingdoms: Household Knights Conquest The last Argument of Kings£43.99 £35.19The time, effort and money required to train a knight is staggering. Training begins at the age of seven, when the young aspirant is trained as a page. Around the age of fourteen, weapons and horse...
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Dweghom: Hold Warriors / Hold Ballistae Conquest The last Argument of Kings£34.99 £27.99Despite the tremendous influence that both the Ardent and Tempered sects hold within Dweghom society, the foundation of the Dweghom Hold still rests firmly upon the core social unit of the Clan. I...
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Hundred Kingdoms: Imperial Officer Conquest The last Argument of Kings Parabellum£22.75 £18.20During the collapse of the Empire, all of the Imperial Legions bar two were disbanded: the Steel Legion, which simply refused, and the Gilded Legion that protects the Mint. The sudden dispersal of...
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Hundred Kingdoms: Noble Lord Conquest The last Argument of Kings Parabellum£22.75 £18.20Observing the history of the Hundred Kingdoms and their nobles, it is perhaps no surprise that the vast majority of their houses have strong military traditions. When the Long Winter receded and h...
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Lvl 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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