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Description:

 Rogue Trader Elucia Vhane

The She-Wolf, ‘The Black Flag’      135 points


  Elucia Vhane, known to the Inquisition as the Mistress of the Black Flag, and to the Eldar as Faollgael (She-Wolf), is an Imperial Agent of Warrant under Roboute Guilliman. She leads her famed Rogue Traders: the Elucidian Starstriders and her Fleet from the helm of her Warship: New Dawn.

  Vhane is the head of her family’s 9,000-year Dynasty. She owns and controls multiple Planetary and Star Systems - and Fleets of Imperial Warships. She is one of the Wealthiest and most powerful personae of the 41st Millennium. Her access to recovered technology is almost unparalleled in the galaxy.

  Elucia’s retinue includes only the most formidable Imperial Agents equipped with the most esoteric wargear that exists.



  WS    BS    S     T    W     I       A       Ld     Sv
    5       5      3     4      3     6     3/(4)    10     4+/4+



Unit Composition/Type:

1 Rogue-Trader Planetary-Overlord (Unique);

 Infantry (Independent Character): HQ

Wargear:


 * Field-backed Adamantium Carapace armour - sealed

 * Master-crafted Artificer-pistol

 * Blur: Monomolecular Paragon-Rapier

 * Magna bombs and Stasis grenades

 * Integrated Disruptor field (4+ save)


Special Rules:  


  • Bionic Replacement/Occular Implant
  • Rogue Trader: Planetary Overlord
  • Momento Mori: “It Will Not Die”
  • Imperial Warrant


Special Rules

  • Senior Officer


Bionic ReplacementVhane has the most advanced bio-implants, grafts and engineered organs from the Age of Technology to extend and protect her life:

 Elucia has integrated cybernetic limbs, android organs and nano-enhancements. Combined with her iron will, she has Feel No Pain 5+ and Invulnerable save (or -1 bonus to any other such rolls). The first time Vhane is ‘killed’ each game, remove her with a marker in place. Roll a D6 at the start of the next turn: on a 3+ her model returns (as close as possible) with 1 wound.

-Auspex/Digital Weapon - Vhane’s ocular implant is a potent sensor, cogitator - and a Jokero Weapon! 

  The She-Wolf’s bionic eye reduces cover saves by -2, adds +1 to dice rolls when shooting, and re-rolls one failed wound roll in melee combat. The integrated laser shoots one target at a 12” range for Strength 4, AP 3.

Adamantium-Composite Panoply- Elucia wears one of the most sophisticated body armour suites known:

  The baroque gear is field-backed adamantium layers with STF armour, granting a single 3+ Save vs attacks up to 3 AP, and re-rolls Saves versus AP 4-or-more. The suit is also Hardened to environmentally seal.


Integrated Disruptor FieldVhane has Dark Age forcefield micro-generators throughout her panoply:

  Elucia's power-pack and girdle grants Invulnerability of 4+. All enemy BS and ranged attack Strength is -1. 


Heirloom Archaeotech Pistol - Elucia’s sidearm is a large elegant Energy-pistol of the Dark Age:

  This ancient handgun fires as Pistol 2, Strength 7, AP 2, with Shred and Rending on a 5+.


Blur - Vhane’s alien sword-cane severs atomic bonds!

  This Master-crafted C’Tan artifact is AP1 at Strength +4 to wound, or wounds/penetrates any target on a 4+. Targets must re-roll any type of ‘Invulnerable Save’.

  The near-weightless blade has Shred, Duelist Edge (for +1 Initiative), Armourbane and Instant Death on 5+ (targets immune take  D3 wounds/hull points).

  Foes are -1 WS vs the fast vorpal blade in Melee.


Stasis Grenades: These relic-tech artifacts explode with dangerous time-dialating chrono-energies:

 Vhane tosses these defensive grenades as if shooting a Pistol. Units touched by the blast act as in difficult terrain (no charge bonuses), fall back 3D6 (lowest two dice), and are at Initiative 1 in their Combat phase.


Weapon     Range    S AP   Type: Master-crafted

Eye-laser       12”      6   2    Pistol 1

Pistol         18”      7   2    Pistol 2, Shred, Rend 5+

Rapier           -       +4     1    Duelist, Shred, C’Tan*

Stasis           8”       2   1    Fleshbane 2+, 3” Blast,

        Pinning, Blind, Pistol 1

* - Instant Death 5+, Armourbane, wound on 4+, re-roll saves


Planetary Ruler - Vhane’s allies use her Leadership at 12”. Her units may start in reserve and arrive on any turn with no roll, acting normally. She may place one Strength 9, AP 2, 7” Orbital Strike per game, issues two orders each turn, and only takes one wound from multi-wound attacks. She selects a Warlord Trait even if another model is the Warlord. Opponents gain no victory point to Slay the Warlord unless both Vhane and her Warlord are slain. Starstriders within 6” automatically pass Look Out, Sir! roll for Elucia.


Warrant of Trade - Imperial Ruler Guilliman granted Vhane’s authority, granting her unparalleled power:

  Three times each game Elucia may implement any of of the following abilities: Re-roll Initiative, Re-roll either players’ Reserve roll, assign any squad Scout and Infiltrate, select any Veteran Skill for one ‘squad’.



Sanistasia Minst

Master-Medicae Rejuvenat 60 points


  Minst is an honored Surgeon-Primus of the Administratum Medicae. Her miraculous talent to preserve, repair and heal any physical deterioration, illness or injuries of those under her care is rivaled by few within Imperium. Her incredible curative skill is aided by the facility of a sophisticated array of the most advanced biomedical and surgical apparatus. The artifact bio-scanners and nanotech that Elucia provides offers considerable advantages to her rejuvenat powers, and she has mastered their most complex applications under battlefield conditions. That said, when pressed Sanistasia will wield her surgical gauntlet in combat, each slice severing vital arteries and neurons with her same level of formerly feted precision.

  


  WS    BS    S     T    W     I       A      Ld     Sv
    4       4      3     3      2     4      1(3)    8     4+/4+



Unit Composition/Type:

1 Rejuvenat-Chiurgeon (Unique);

Infantry (Independent Character): Elite

Wargear:


 * Layered field-backed Carapace armour - sealed

 * Artificer Needle-pistol

 * Normalizer Helm

 * Chiurgeon Multi-scalpel

 * Bio-analyzer array

 * Rejuvenation Nano-serum

 * Acid-gas pellets

 * Medicae Servo-unit


Special Rules:  


  • Miraculous Skill
  • Aura of Medical Authority


Field Surgeon Suit - Minst’s protective battle garment:

  This outfit appears as a baroque surgical coat and gear, but is field-backed layers of STF Ballistic cloth-and-super-alloys. It provides a single 4+ Armour Save vs attacks up to 4 AP, and re-rolls Saves versus AP 5-or-more. The suit also Hardens to environmentally seal. 


Artificer Needle Pistol - An elegant doctor’s sidearm: 

  Two AP 2 Poison (+2) shots at 15” Rending on 5+.


Multi-surgical medicae gauntlet - Sanistasia’s own device severs and sutures with astonishing precision, while instantly injecting a select array of chemicals into a living body. Its lethality is equally impressive:

 This amazing Chiurgeon powered tool grants attacks of Strength +2, AP 3, Fleshbane 3+, Rage, Rend 5+, and Instant Death, ‘administered’ at +1 to the melee rolls.

Acid Gas Pellets: Medicae can create toxic gas bombs:

  The gas overwhelms the senses, the enemy’s attacks are made at Initiative step 1 for that assault phase only. 3” Blast of Strength 2, 3+ Poison of AP 4. [Minst can toss a pellet as easily as firing a pistol.*]



Weapon      Range    S AP    Type: Master-crafted

Needer           15”      3   2      Pistol 2, Poison 2+,

          Rending 5+          

Gas pellet          8”       2   4      Poison 3+, 3” Blast

Multi-scalpel    -        5   3      Fleshbane (3+), Rage,

        Rend 5+, Instant Death


Medical Authority - Allies within 6” use the Master-Medicae's Leadership value for any tests. Re-roll failed “Look Out, Sir” rolls for this character. Minst may not be the company’s warlord. If taking multiple wounds from a single attack - she takes a single wound.

  Minst issues one Junior Officer Order per turn at 6”.


Normalizer Helm: The Rejuvenat’s elaborate helmet is more than a protective device - it houses advanced medical cogitators and sensors, as well as a potent forcefield projector and stasis field generator: 

  This power-field projector and gear reduces ranged attack BS and Strength -1 and grants am Invulnerable save of 4+ to the wearer and one model in base contact (or adds +1 to any other such Invulnerability save).


Bio-Analyzer Array - These advanced sensors detect a broad range of data to assist in triage and combat:

  This device grants Enhanced Senses, Counter Attack, Interceptor, and allows the fire of Overwatch at BS -1. It reduces cover saves by -1, and re-rolls to wound.


Miraculous Skill - Sanistasia’s medical expertise and technology grants 4+ Feel No Pain for friendly models within 6” of her (or +1 to the target number if they have any other such ability). Once each phase, roll a D6.  On a 2+ the Chiurgeon may treat a model within 3” of her to instead pass a failed Feel No Pain roll, or at the end of the turn restore a single wound lost by one model.


Rejuvenation Serum - Cogitator-controlled Nanobots and esoteric serums rapidly rebuild damaged tissue:

 These healing elixirs provide a re-roll for any Feel No Pain or It Will Not Die tests within 2” of Sanistasia.


Remote Medicae-Servitor - This small servo employs advanced cogitators to administer basic treatment:

  Up to 18” from Minst, designate any friendly model to attach the Servitor to, or place a marker to represent it. Allies within 3” of that model or marker gains +5 Feel No Pain, or +1 to the best such roll if they have such from any other source. Once per phase, a model within 2” of the Servitor may re-roll a single Feel No Pain roll.


KNOSSOS PROND     145 points

Assassin of the Thanatos Temple


  The elusive Thanatos Temple trains the most deadly super-operatives of all the sects of the Officio Assassinorum. These ultra-human hit-men are most lethal and versatile agents. Nearly every strand of their DNA is spliced with upgraded code, their bones and musculature completely replaced by android bio-synthetics - their brain and nerves intermeshed with the most sophisticated cybernetic wetware that exists in the Imperium of Man. Vhane has her own loyal killers gene-gingered from perfected DNA— before programming them with the most extreme combat heuristics ever devised. 


  WS    BS    S     T     W     I      A      Ld    Sv
    8       8      4      4      3     7     4(5)   10    4+/4+



Unit Composition/Type: 1 (Unique);

Infantry (Independent Character): Elite


SPECIAL RULES and WARGEAR:

 

Assassin: Assassins have vast cybernetic, chemical and genetic augmentation, and extreme levels of training:

  Prond has Move Through Cover, Fearless, and Infiltrate, and well as these unique special abilities: 

  • Lightning Reflexes: Preternatural reactions grant a 4+ Invulnerable save (including psychic or automatic).
  • No Escape: Any Assassin’s target suffers a -2 penalty to any “Look Out, Sir!” rolls - including auto-success.


Combat Master/Fast Shot: The Agent’s android body and reflexes make her an inhuman foe. She runs faster than a jetbike and leaps over buildings with ease:

  The agent moves as ‘Jump Infantry’ (12”), ignoring models and all but but impassible terrain. She cannot make disordered charges, and may Move, Run (before or after Shooting), Shoot and then Charge. For each foe after the first, add +1 to the Agent's Attacks (+3 max.). 

  Her Exitus pistol’s fire-rate equals her base Attacks. She may also lob a grenade as if firing a pistol.


Combat Suit - Vhane’s perfected assassin battlesuit includes a nodal layer phasing in-and-out of realspace:

  This aesthetic improvement over Syn-Skin provides a single 4+ Armour Save vs attacks up to 4 AP, and re-rolls all saves versus AP 5-or-more. The suit Hardens to seal for re-rolls vs Blasts/Templates. Units targeting the Assassin resolve shooting or close combat attacks as if it had a Ballistic Skill and Weapon Skill of 1. The wearer has Night-Vision and re-rolls Blind tests. All shots by the Assassin Ignore Cover. The Auspex stops Infiltrators within 18” and provides Interceptor.


Weapon Range   Str  AP   Type: Precision Shot/Strike

Exitus       24”     5     2     Pistol 4, Sniper*

-Breaker     24”     5     2     Shield Breaker

-Turbo       24”   10    1     Ordnance 1, Armourbane

-Hellfire     24”     5     2     D6 Fleshbane (2+; Blast 3+)

Blind         8”     2     -     Blast (5”), Blind

Shredder Torrent 4”  8     1     Pistol 1, Neural Shock

Dart     -/8”      5     2     Pistol 1, Poison 2+

C’Tan       -   +4     1     Armourbane, Phasing@  

@-Wound on 4+; NO Saves; Instant Death on 5+

#-Template is Hindering Terrain and 5+ cover.

*-Has the Rending and Sunder special rules.



Exitus Pistol: The Exitus precision engineered bolter to complement the lethal skills of its wielder:

  This Sniper weapon has the Rending and wounds any target on a 4+ (unless a lower result is needed).


Exitus Ammo: Micro-payloads of the deadliest designs:

  Prond equips only one-of-each Exitus Ammo type, to be fired one only per turn with her Exitus Pistol:

-Shield-breaker: Hyper-dense Strength 5, AP 2 flux shells with Armourbane. NO Armour or Invulnerable saves may be taken against this ultra-velocity round. It simply destroys any such protection and wounds any creature on a 4+, unless the target’s Toughness would be wounded on less by the Strength 5 impact. Likewise, if the target is protected by any type of Stormshield, force fields, Titan energy shields, psychic shields, flare shield, or any energy or force of any kind - it is automatically destroyed for the rest of the game. Targets with several shields deactivate all until the agent’s next turn, when D3 may restore, each on a 4+ roll, with no exceptions.

-Turbo-penetrator: This does D3 Strength 10, AP 1 wounds with Armourbane. The shooter runs a line over all models she wishes to penetrate with the shot. The segmented gyro-melta will pass through all Infantry, Beasts, Cavalry, Bikes, Monsters, etc. - but Stops if hitting any vehicle or a gargantuan model. The maximum number of models pierced is 2D3, each rolling for D3 wounds. Vehicles penetrated are +2 to the Damage roll. Transported models take D3 Precision shots per each 10 passengers - and internal carried vehicles may take hits.

  Prond targets any facing she can see (Rear if Top).

-Hellfire: One huge payload of the deadliest bio-toxins, mutagens, necrotizing-nanites and radioactive dust. The hit wounds on 4+ (or 5 Strength). The 2+ Fleshbane does D6 additional wounds to a non-vehicle, including gargantuan creatures. If the Strength 5, AP 2 Rending  (5+) round penetrates a transport or hits an open-topped vehicle or building, models inside take D6 random 2+ Poison hits, for each fraction of 10 models inside.

  The warhead is concentrated virulence, so the firer may opt to make ‘splash’ hits near the impact by reducing the target’s exposure to just D3 Fleshbane. To do so, place a 3” Blast touching any part of the target. All touched (including the initial target) are also hit by 2+ Poison.


Blind Grenades: These explosive pellets disorient foes with a blinding flash, in a haze of obscuring particulate:

 The Defensive pellets toss as easily as drawing a pistol. Place a 3” indirect Blast. Units touched roll under their Initiative or are Blind (WS, BS and I of 1 until the start of Prond’s next turn). Even if not blinded, units touched can only make disordered charges on a Leadership test.

  The marker is Hindering Terrain and Smoke of a 5+ cover save through the marker’s borders for that turn.


C’TAN Phase Sword: An indestructible trans-phasic blade that bypasses and disrupts all matter.

 Models wounded receive NO armour or invulnerable saves of any kind. The target is wounded on a 4+ (or Strength+4), for Instant Death on a 5+ (or D3 hits).

  Against Vehicles the micron-edge cuts at AP 1 at the user’s Strength+4 with Armourbane. Prond's acrobatic skill allows her to strike only ‘Rear’ armour, as she can dive or leap to hit the vulnerable top or underside areas. The vorpal edge parries with incredible efficacy, to reduce each enemy melee rolls by 1 (6 always hits).


Combat Blood: Concentrated chemicals, nanites and symbiotic viruses comprise Prond's blood. The virulent ichor dissolves un-augmented flesh in seconds. In battle, the serum turns the agent into an unstoppable berzerker: 

  Once per game, Knossos adds D6” to her base move, charge and run moves, gaining +2 attacks on a charge (not +1). If she defeats all close combat enemies, she consolidates within 6”, then rolls a D6. On a 4+ she may assault any new unit charging 2D6 (and be the target of Overwatch). If the charge succeeds Prond fights another combat, etc. Lastly, she keeps fighting at 0 wounds, until the end of Initiative step 1 of the next game turn.

*Acid Blood: Prond’s bodily fluids are potent acids! 

  A model wounding Prond takes a Strength 4, AP 5 hit.


Neural Shredder: An Astra Telepathica weapon: a tri-antennae psi-helm integrated into elaborate styled-hair: 

  Prond's para-anti-psi is augmented and focused by this heinous device. In the Psychic phase lay a Template in a line up to 4” from her. Models touched suffer a hit that Ignores Cover, and does D6 random hits to models in an open-topped vehicle or in a building with fire points that are touched. Roll to wound with the shredder at Strength 8, but only effecting psychic energy and neural pathways (it does no damage to other physical matter). The attack will damage even gargantuan life-forms, and a result of 4+ is needed to wound, unless the target roll is lower.

  The heavy armour of vehicles will not take ‘damage’, but the neural pathways of operators, troops, servitors, Space Marine sarcophagi, Servo-skulls, spirit beings or heuristic-cogitators are vulnerable.

  Psychically-sensitive neural-patterns are partially protected by a vehicle's armour, but penetration by the Shredder’s attack can disrupt, deactivate or fry the brain of any pilots, servitors, troops, spirits, daemons, psychic entities, C’Tan, sentient cybernetic life-forms, Necron minds, slaved servo-skulls or control cogitators. Causing a gunner to spasm in violent death as he lifts a heavy Battlecannon shell may blow-up a Tank as surely as any external impact can. Any vehicle hit rolls 8+2D6 Strength to penetrate the hull. No hull points of damage are done, but if a hit penetrates, 1D6 transported models take hits from the shredder - and it makes one roll on the ‘Vehicle Damage Table’ at +2 (+3 if open-topped).


Psychic Disruption: - Knossos is a genetically gifted para-null, able to restrain or focus her natural anti-psi:

  All psykers within 6” and under Torrent 4” marker Prond places each round are -1 Leadership, do not generate any Warp Charge (do not add dice to their player’s Warp Pool), and only harness Warp on a 6. Knossos can never be targeted or affected by psychic powers (others in the vicinity that are hit by beam, Nova, or Witchfire powers are affected normally). Maledictions or Blessings by an enemy unit within 6" immediately cease, and opposing units with a Psyker at that range must immediately make a Morale test or fall back.

  Enemy units within 6" must re-roll Deny the Witch Tests, and those with the Daemon special rule are -1 to their Toughness. If they have Armour instead of Toughness, they add +1 to all rolls on the Vehicle Damage table they suffer when within this range.


Poison Darts: Prond’s darts shoot from her mask:

  The Agent may make an extra dart shooting attack if there is a target within 6”. The agent hits with her dart on a roll of 3+ (regardless of the target’s WS), inflicting a Strength 4 hit with 2+ Poison no matter the target’s toughness, at AP 2 (Invulnerable saves as normal). If there are enemy models in base-to-base contact with the Assassin at the end of her hand-to-hand combat phase, she also gains a single free attack with the same effect.


Sentinel Array: This sensor suite processes data at giga-speed, enabling the Agent to engage multiple foes:

  Prond fires Overwatch at her full Ballistic Skill, and Snap Shots at -3 BS (BS 5, granting ‘Sky-fire’). It also provides her Precision Shot and Precision Strike.



LARSEN Van Der GRAUSS

Mechanicum Tech-Priest          125 points


   Grauss is a Lectro-Maester of the Adeptus Mechanicus who serves the Rogue Trader Elucia Vhane. While scouting for sources of Motive Force at the behest of his homeworld of Mars, Larsen was beseeched by his Tech-disciples to forsake his searches along the Fringe, to instead join the She-Wolf. His fellow Magi wished to access the many new discoveries of Elucia Vhane, such as the huge deposits of Promethium on the world of Oleumus. Since that time, van der Grauss has plied his technical expertise and unique powers as a member of Vhane's inner circle. He sends detailed reports of Vhane's findings back to Mars in static code, so that the Mechanicus may surreptitiously assist the Rogue Trader’s every effort.

  When the Gellerpox Plague infested Elucia's Warship, the Magi was one of few uninfected. He now fights beside his team to purge the Mutant hordes that Chaos has created.



  WS    BS    S      T      W     I      A       Ld     Sv
   4(5)    4    4(5)  4(5)    2     5     3(4)     9     4+/4+



Unit Composition/Type: Infantry (Unique): Independent Character): Elite or HQ


Wargear:

 * Insulated Heavy Carapace Armour

 * Voltageist Power Array/Electro-Servo-Arm

 * Voltaic Pistol/Arc-Welder

 * Electro-magnetic scanner pad

 * Magna grenades


Special Rules:  


  • Battlesmith (5+, 4+ with Electro-Servo+Voltaic)


Heavy Carapace plate: Grauss wears multi-layers of strong armour, boosted by his hi-powered electric field:

  Grauss’s heavy armour consists of a thick super-alloy Cuirass-and-Gorget and fully enclosed helmet, with metal greaves and leg armour, covered with a heavily insulated, non-conducting body-armor coat-and-tabard. He wears rubberized chainmail gloves and bulletproof STC under-clothing. The gear is fully sealed with air re-processors. The multi-layers grant a one 4+ Save against attacks of 4 AP, and re-rolls Saves versus AP 5-or-more. When energized the gear grants single 3+ Saves versus attacks of 3 AP, and re-rolls Saves versus AP 4-or-more.


Voltaic Pistol: A Dark Age gun powered by his array:

  This is a Master-crafted Maser-ray conducts a hyper-electrical-pulse (and it acts as an Arc-Welder). Its two shots are Strength 6, AP 2 with Exo-shock 5+ at 18”.


EM Scanner - Van Der Grauss detects EM signatures:
  This detector gives Enhanced Senses, Interceptor, and fires Overwatch at BS -1. It reduces cover saves by -1.

Voltageist Power Array: Larsen has augmented tissues. His entire nervous system is replaced with high-capacity micro-wiring, and a super-conducting hyper-alloy mesh is integrated throughout his skin, bones and muscles. He has bio-synthetic and mechanical organs that increase his physical traits, mental abilities and resilience. His improved attributes are a result, and these Bionics grant him a 6+ Invulnerability and Feel No Pain. When active, his electro-static generator increases both to 5+, and enemies striking him in melee take a S 2, AP 6 hit. 

  Grauss may also forego any Shooting attacks to use his Battlesmith ability. His dual-capacitors form a Strength 6 Unwieldy electro Servo Arm/Arc Welder of AP 2.

  If killed he rises once next turn on a 5+ with 1 Wound.

  Grauss’s altered physiology and armour integrates with his Dark Age Electro-Generator, granting him additional offensive and defensive capabilities. At the start of each game turn, he may choose one of these effects:

-Voltageist Shield - Larsen may project an EM barrier: 

  Larsen’s 4+ forcefield grants allies a 5+ Invulnerable save (or adds +1 to each best Invulnerable save), and ranged attacks into the field are -1 Strength. He gains 5 Toughness, and any enemies charging or striking models in the field suffer a Strength 3, AP 5 hit.

-Voltageist Lightning - Grauss generates massive blasts of high-energy lighting from his giant power capacitors: 

  Larsen fires his pistol, plus two Strength 6, Torrent 4” of AP 4, Concussive (vs Toughness) and Exo-shock 6.

-Voltageist Upcharge: A most careful power increase: 

  The Magi enhances his WS, S and T to 5, and channels extra power to his Voltaic Pistol to Ordnance 2 at 24”, 7 Strength, AP 1, and Lance. He lends 5+ Invulnerability to allies in contact (and 4+ for himself). His Strength 6 Lectra-Servo is -1 Initiative, and his Strength 5 close combat electric-attacks are AP 3. [At the end of the turn roll a D6. Deactivate next turn only on a roll of 1.]

-Voltageist Overload - The Lectro-Priest builds a super-charged personal electric-field, to unleash at his touch: 

  Larsen re-rolls one defensive save each phase. Raise his overall Invulnerability to 4+ this turn, and WS, S and T to 5. Ranged attacks against him are -1 Strength.

  His pistol fires at Strength 6+D3, and in melee he may set a 5” Blast marker in contact with him. Models under take a S 5 AP 4 hit with Knockdown vs a Strength test.

  Enemies striking him take a S 3, AP 4 hit, while he is +1 Attacks at Strength 6, AP 3 with Rending, and his energy servo is Strength 8 at -1 Initiative. In this high-energy state Larsen adds +1 to his melee dice rolls.

  [At the end of the turn roll a D6. On a 1 or 2 his Array Powers-OFF. Continue this roll each turn to re-activate.]


Weapon     Range    S AP   Type: Master-crafted

Voltaic       18”/24”  6/7 2/1*  Pistol 2, Exo-shock 5+

Lightning    Torrent 4”   6   4     Pistol 2, Exo-shock 6

Shock-Pulse      -         5     4     5” Blast, Knockdown

Melee-Shock     -       5/6   4/3   Duelist, Concussive

Energy Servo    -       6/8   2/1   Unwieldy/-1, +1 Attack


Commander Anaximander Nitsch

Veteran Voidmaster    115 points


  Anax, as his parents and classmates called him, is the first-son of a prominent Astra Militarum family. As a strapping young man of 6’ 6” he was a natural athlete. His father was Fleet Admiral Nitch and he followed him by graduating at the top of his class from the Progerium. Immediately given a Commissar posting, Nitch served with honor and distinction as a Naval liaison for many years. Then, on a mission of military support for the Inquisition, an Interrogator Chaplain was overcome by a Daemonic possession. From his warp-peril, the dying Inquisitor reached-out to Anaximander’s mind - whom he had identified as a repressed psyker!
  Nitch collapsed from the psychic overload - but in the Chaplain’s death throes the Daemon was banished. The Grey Knight Paladins took Nitch to the Inquisition, and he began indoctrination as an Inquisitor-Interrogator. But his life had taught him to reject such ‘warp powers’. Before his tutelage was finished, his family’s powerful influence requisitioned Anax back to the Fleet for Security-Ops duties. For decades he worked and traveled with various fleets in the galaxy’s far-flung fringes, and distinguished himself as a respected Special Operations Regimental Commander. Over 100 years old now, he has served House Vhane for near 50 of that - and is their most able Head-of-Security and Mission Specialist.



  WS    BS    S     T     W     I      A       Ld     Sv
    6       5      4     4       3      5    3(4)    10     4+/5+



Unit Composition/Unit Type: 1 Unique; 

Infantry (Independent Character): HQ


Wargear:

 * STF uniform with internal Adamantium Chestplate

 * Auramite Combat shield with Digital Weapon

 * Master-crafted Hot-shot Laspistol with Overcharge

 * Artificer ‘Shotgun’ with Special Ammo

 * Magna grenades


Special Rules:  

  • Bio-enhancements and Cybernetic upgrades
  • Starstrider Voidsman Leader: Zealot
  • Bionic Arm/Bionics
  • Cold Steel and Courage


Bio-synthetic Arm: Vhane has replaced Nitsch’s crude bionics with relic-tech bio-synthetic parts and organs: 

  Anax long ago lost his arm, shoulder, eye, ear and part of his skull in battle. His heart, kidney, knees and hips were upgraded, and neural control circuitry in his brain maximizes his abilities. Vhane’s Tech-Magi have given him superior (and lifelike) android parts. He gets Fleet, 5+ Feel No Pain and 5+ Invulnerable Save. Multi-wound attacks do only 1 wound to him. When Anax first loses his last wound, roll a D6 and leave his model (no longer subject to attacks). On 5+ he returns on the next turn with 1 wound (but loses his Arm, Shield and Fleet).

Armoured Uniform: Nitsch wears a stylish uniform of fine STC Ballistic cloth with underlying Adamantium chest plate, leg-guards, vambraces and heavy pauldron: 

  Anaximander’s layered high-tech protection provides a single 4+ Armour Save vs attacks up to 4 AP, and re-rolls Saves versus AP 5-or-more. The suit also seals.


Adamantium Power-Buckler: Nitsch appears to wear an ornamental forearm bracer, but it is really a super-alloy Shield Projector and power conduit for his arm:

  This potent mini-shield boosts Armour/Invulnerability to 3+/4+ in melee only, and up-charges his pistol.

  The buckler’s Digital Weapon re-rolls one wound.


Bio-Enhancements: Anax had near-perfect abilities as a star-athlete, and has bio-enhancements to his organs, bones and musculature. In a century of alien warzones, injuries and advanced medicine, Nitch has peak traits, and Rejuvenat therapy has maintained him at his prime.

  Anax’s ocular, auditory and neural implants grant Night Vision, Sniper, and he re-rolls Blind tests. Enemy Cover is -2, and he has Skyfire and Interceptor. Com-links grant all Starstriders his Leadership with re-rolls.

  Once turn per game his DNI adds +1 to every die roll.


Cold Steel and Courage: Allies within 12” (including Anax) gain Rage and Counter-attack. Troops use his Leadership and get two Orders per turn at 12”.

  His arm does Strength+2 to wound with Armourbane.


Shotgun and Hot-shot Lasgun: Nitsch’s favorite guns give him a variety of effective options against enemies:

  The Commander’s skill and strength treats his artificer shotgun as a Pistol. His bionics allows him to move, run,  (before or after shooting), fire all guns, and still charge. The shotgun fires a variety of loads chosen each phase. His 3 special rounds each shoot once as Ordnance 1*:


Weapon        Range    S   AP     Type: Master-craft

Hot-shot 18”     4     3 Pistol 2

 Collimated 24”     4     3 Pistol 1

 -Upcharged        12”     6     2       Ordnance 1

Shaped charge 24”     5     2 Pistol 2, re-roll pen.

Promethium  Torrent 2”  5     4 Pistol 1, No cover

Razor-burst 24”     4     4 P. 2, 3” Blast, Shred

 *Melta 30    8     1       Armourbane

 *Hellfire 30    3     2       Poison 2+, D3 wounds

 *Flux 30    5     2       Negate Invulnerability

Bionic Arm -      +2     2       Armourbane


Repressed Psi: Anax has Dominate (Telepathy, Charge 1, 3+ to activate). Repression causes -1 to Leadership to harness charges, but grants +1 to Deny the Witch tests. 

  Anax selects one enemy unit within 24”. It must pass a Leadership test if it wishes to: move, use a psi-power, shoot, run or charge. Each failed test forfeits that action


.

Sergeant STROMIAN GRELL Illiastus Autocannon Specialist 30 points


  The immense Sergeant stands some 7-feet tall - not unusual for natives of Nocturne. The Salamanders Space Marine’s homeworld is populated by unusually large, strong and resilient humans - genetically modified millennia ago to survive the dangerous-and-hot heavy-gravity world.

  Young Grell was recruited to join his paternal great-uncle in the 18th Legion - but during his transformation his father in the Astra Militarum was killed in action. As such, Grell received leave to return home to care for his mother and siblings - as Promethians place great value on family.

  Stromian had received much training, the gene-seed, as well as five organ implants: the Secondary Heart, Haemastamen, Ossmodula, Biscopea and Larraman’s Organ. He planned to soon resume his path, but his mother died of an alien illness. So, Grell was forced to remain to raise his siblings alone. 

  When the children were grown, he returned the his Legion, only to find he could not take more implants due to his age. As removing the existing engineered grafts could be fatal, he was granted a commission in the Promethian Guard. He was soon off-world in many Astra Militarum campaigns, and was a sought after Voidsman Sergeant due to his discipline and leadership abilities. His Astartes strength also afforded him much benefit in combat, and he eventually found his way into Nitsch’s Voidsmen Regiment - and then the Starstriders.



  WS    BS    S     T     W      I     A     Ld     Sv
    5       4      4     4       2      4    2/3     9     4+/6+



Composition/Type: Infantry (Character): Troops


Wargear:

 * Heavy Field-backed Carapace armour - sealed

 * Master-crafted Illiastus Autocannon

 * Hot-shot Laspistol, Combat blade, Magna grenades


Special Rules:  

  • And they shall know no fear…
  • Sniper (with Skyfire)
  • Relentless
  • Slick Crewman


Heavy Carapace plate and STF Uniform: The Big Promethian’s unbreakable bones, Astartes physiology and instant clotting are backed by a longcoat/tabard, cap, fauld, culet and trousers of heavy STF Ballistic cloth, Auramite cuirass with pairs of couters, rondels, rarebraces, pauldrons, poleyn, greaves and sabaton:

  Grell’s tough build, super-alloy armour and refractor grants a single 3+ Armour Save versus AP 3, and re-rolls Saves against AP 4-or-higher. His resilience, hard-field and warplate grants 5+ Invulnerability and Feel No Pain, Move Through Cover and Hammer of Wrath at AP 5.


Junior Officer: Stromian can issue one Order per turn to his Voidsmen within 6”. They use his Leadership.

Illiastus Autocannon: Elucia’s Tech-Adepts labored to perfect the prototype of this advanced rotary-cannon:

  This fires 4 Twin-Linked shots, as Ordnance 4, AP 4, Strength 7 to wound at a 36” range, Rending on 5+.

  Grell carries a Hot-shot Laspistol, Blade and Grenades.

  Reaping blows by the spinning cannon are Strength+1, AP 5, for 2-hits-per-strike but at -1 Initiative.


Slick Shooter: If Grell is within 2” of any Starstrider to act as a spotter, and if his autocannon scores at least one hit, he may shoot his weapon twice that phase. Resolve the first 4-shot volley before firing again. The gun may make its second volley at any target, and his spotter may still fire his own gun(s) (but not a Heavy Weapon).

  Grell is Nocturne-born with Night Vision. He unleashes such a brutal barrage of shells with such skill he reduces cover or Jink saves by -2, with Interceptor and Skyfire.


Void Fighter: Space Troopers fight with esoteric tactics and advanced weapons. They are adept at urban combat or close starship settings, and favor a pistol over a shiv. 

  Voidsmen have ‘Close Quarter Combat’ gaining +1 WS and I if within 1” of an ally. They gain Stealth/+1 Cover sees in Urban, Modern or High-Tech areas (Starships, Cities), and fire Overwatch at their BS -1.


  

Weapon        Range    S   AP    Type: Master-crafted

Laspistol 12”     4   3      Pistol 2

Collimated 18”     4   3       Pistol 1

Overcharged   9”      6    2       Ordnance 1

Magna   8”      5    4       Ignore Cover, 3” Blast

Magna   -        7    2        Rend, re-roll wound/pen.

Illiastus 36”     7   4      Ordnance 4, Rend 5+

Melee   -       +1   5      Reaping blow*

Knife   -      User 5     

* - May Reduce Initiative -1 for 2-hits-per-strike     

  


Starstrider - These space operatives can automatically form, break-up or re-group within 2” into small squads of at least 2 models. Units may re-roll the first model’s failed Save each turn. All are Characters so may “Look Out, Sir”!, or Heroic Intervention for Characters within 6”. Further, a Starstrider succeeding in any such roll gets to re-roll his own defensive save, or has a 6 Invulnerable save from the hit (block with a Lasgun, Pauldron, etc.).

  Grell may use his pistol’s Strength and AP for melee. His Sniper ability Rends on 5+ for +D3 Penetration, with auto-wound; and always wounds on 4+.

  If killed, this model will again make its attacks, either shooting or melee, at the end of that phase.


Secure Position: Grell issues his squad strategic orders: 

  This changes squad Lascarbines to Pistol 2, essentially granting troopers a ‘Pistol-in-each-hand’, for extra shots, extra Overwatch, and an additional +1 melee Attack



.Starstrider Voidsmen

Riguez, Theolus and Firemane  10 points each


  Lief Firehair, "Rico" Riguez", and Brutus Theolus are three Veteran Voidsmen serving in “Nitsch’s Squad”. Hailing from far flung worlds, each man is a seasoned veteran of countless campaigns. All have served the Starstriders for several years - and each had a long history in various Navi Imperialis and Militarum Tempestus regimens for years before that. Between these three long-time comrades, there are few alien menaces or battlefield threats they have not faced and overcome.

  Along with their able Voidmaster Sergeant, the imposing Stromian Grell, these Voidsmen form the core of the fighting squad of bodyguard-operatives for Elucia Vhane. Each able Trooper has his own special skills, and each is a crack-shot, resourceful soldier, and brutal trench fighter in combat.



  WS    BS    S     T     W     I      A     Ld      Sv
    4       4      3     3       1     4     1/2     8      4+/6+



Composition/Type: Infantry (Character): Troops


Wargear:

 * Layered Refractor-backed Carapace armour - sealed

 * Master-crafted Hot-Shot Lascarbine with Overcharger

 * Hot-Shot Laspistol and Magna grenades


Special Rules:  

  • And they shall know no fear…
  • Sniper (allows Skyfire)
  • Berzerker: +D3 attacks (Leif Firemane)
  • Machine Saboteur (“Rico” Riguez)
  • Eagle Eye: +50% Range (Brutus Theolus)


Carapace plate and Heavy STF Uniform: Voidsmen wear full body STF Bulletproof uniforms, a super-alloy field-backed curiass, hard metal pads and a full helmet:

  The Voidsmen’s layered armour and refractor grants a single 4+ Armour Save vs attacks of 4 AP, and re-rolls Saves versus AP 5 or more. The refractor grants 5+ Invulnerability, Oxygen, and seals (even in vacuum).

  The ‘heads-up’ IR-visor re-rolls Blind saves, is -2 to enemy cover and ignores Darkness penalties. The helm, armour and pauldron grants Hammer of Wrath at AP6.


Starstrider Hotshot Lascarbine: This state-of-the art Lasgun comes with a Collimator Array and Capacitor Overcharge upgrades, as well as IR laser-scope:

  This compact Master-crafted Lasrifle is an Assault 2 variant. The shots do 4 Strength to wound AP 3 at 24”. The Collimator allows it to re-focus its optics for a 30” extended range, albeit as Rapid Fire. The battery and capacitors can Overcharge the emitter, changing the weapon to ‘Ordnance 1’ at 18”, but doing Strength 6 to wound at AP 2, and it may not fire at all on the next turn. When overcharging, roll a D6. On a 1 the firearm burns out and becomes a high-tech ‘club’.

Starstrider Hotshot Laspistol:  The advanced handgun includes a Collimator Array and Capacitor Overcharge upgrades, with IR laser-sights, and a custom holster:

  The Master-crafted arms of the Starstrider Voidsmen were designed at the behest of Elucia Vhane herself - to insure her private guards bore weapons superior to any opposition. Like the larger Lascarbine, this Pistol 2 also does 4 Strength to wound AP 3 at 12”. The Collimator allows it to re-focus its optics for an extended range of 18”, albeit as Pistol 1. The capacitors can Overcharge the emitter to make the gun Ordnance 1 at 9”, Strength 6 to wound at AP 2, and it may not fire next turn (then roll D6 - on a 1 the handgun burns out and is a ‘club’).


Magna Grenades - Starstriders equip dual-setting smart bombs of: Strength 5, AP 4 in a 3” Blast; or, Strength 7 AP 2, Rend 5+ if mag-charged on a Vehicle or Monster.



Weapon        Range    S   AP    Type: Master-crafted

Lascarbine 24”     4   3      Assault 2 (Skyfire*)

Collimated 30”     4   3       Rapid Fire*

Overcharged 18”     6   2        Ordnance 1*

Laspistol 12”     4   3       Pistol 2

Collimated 18”     4   3       Pistol 1

Overcharged   9”      6    2       Ordnance 1

Magna   8”      5    4       Ignore Cover (3” Blast)

Magna   -        7    2       Rend, re-roll wound/pen.



Void Fighter: Space Troopers fight with esoteric tactics and advanced weapons. They are adept at urban combat or close starship settings, and favor a pistol over a shiv. 

  Voidsmen have ‘Close Quarter Combat’ gaining +1 WS and I if within 1” of another. They gain Stealth/+1 Cover in Urban, Modern or High-Tech areas (Ships, Towns).

  Starstriders Move through Cover, and fire Overwatch at their BS -1. They can use their pistol’s Strength and AP for close combat gaining +1 Attacks per pistol.


Starstrider - These space operatives can act singly, or automatically break-up or form within 2” into squads of at least 2 models. All are Characters, and may “Look Out, Sir!", or ‘Heroic Intervention’ for Characters within 6”. Such units may re-roll its first model’s failed Saving Throw each turn. Further, if a Starstrider makes any such successful roll, he re-rolls his own defensive save, or has a +1 to an Invulnerable save from the hit he saw coming (blocking with a Lasgun butt or Pauldron, etc.).

  All have Sniper, so any gun hit wounds on 4+, Rending on a 5+ for +D3 Penetration, and auto-wounding.

  If killed, this model will again make one attack, either shooting or melee, at the end of that phase.


Machine Saboteur: When Riguez hits a vehicle in melee, roll a D6 to determine the effect: 1: No effect;

2-4: Glancing hit; 5-6: Penetrating hit (roll damage). [He adds +1 to Larsen’s Battlesmith rolls.]



AXIMILLION 35 points

Genetically Engineered Sentient Cyborg-Beast


  As the vast interplanetary resources of House Vhane can clone genetically perfect super-human assassins, that science was also used to ‘create’ Elucia’s favorite bodyguard pet. AXIMILLION is that very creature: a near-sentient Canid created from engineered alien, animal - and human - DNA.
  While this vat-grown Mastiff may resemble an immense and robust Rotweiller or Pit-Bull - the creature is far from any ordinary ‘Dog’ of any kind. Indeed, 300 years ago Vhane set out to build a ‘Space Marine Cyber-wolf’ - with abilities far beyond any natural animal of any kind. Ax was the result.
  Upgraded with unbreakable bones, molecular-armoured flesh, android musculature, hyper-senses - and a cogitator-upgraded brain that can out-process most humans - this most loyal Canid is more than merely a protector for the Rogue Trader. Ax is a part of the squad, a member of the family, and a much relied upon agent for the Vhane Empire’s plans. On any battlefield, the lab-built creature has stealth, speed, and vicious attack capabilities that exceed those of even a Space Marine. Its high intelligence allows it to easily understand any human communication as well as tactical and strategic mission parameters. If Ax is ever a casualty - there are many identical replacements in stasis with Ax’s full experience and training already downloaded to its bio-neural net.



  WS    BS    S     T     W      I      A    Ld     Sv
    6       2      4     5       2      7      2      8     4+/6+



Composition/Type: Infantry/Beast (Character): Troops


Wargear:

 * Adamantine Carapace armour

 * Cybernetic Teeth and Claws


Special Rules:  

  • Extensive Bionics
  • Heightened Senses


Adamantium Carapace Armour: The Super-Canid wears custom plating of impenetrable hyper-alloy. The wargear includes a thick frontal peytral plate to protect the thorax, a crinet-crupper plate over the back, and a cuirass covering the ribs and stomach:

  Ax-and-its-armour have a single 3+ Save vs attacks of 3 AP, and re-rolls all Saves versus AP 4-or-more. Due to the Cyber-wolf’s android senses, implants, adamantium and speed, it has 4+ Invulnerability and Feel No Pain.


Bionics: The cybernetic-canine bites through ceramite: 

  Ax’s adamantium jaws crush at 9,000+ PSI, with multi-attacks. He has Night Vision, ignores Blind and Bites with +1 Strength at AP 3 with Shred and Rending 5+.

  Ax has Rampage and +1 Attack for any 6 he rolls, plus +1 Initiative if his WS is equal to or higher than his foe.

  Ax has Hammer of Wrath, and foes hit (not wounded) must make a Strength test or be Knocked Prone.

Rapid Movement: Ax moves at incredible speed: 

  As a Beast Ax moves 12” with Furious Charge, Fleet and Crusader. It uses Hit-&-Run to break away from combat on a D6 roll of 2+. It may also Jink at +1 on its roll (succeed on 3+).

  The Dog may Move 12”+D3”, Run 2D6+D3”, and Still Charge 3D6” to Attack - then break away 3d6”.

 
Hide: The dark dog croutches into a very small target: 

  The Canid has Stealth, Shrouded and Infiltrator. Foes are at -1 BS/WS versus the dog. It ignores terrain or enemy models when moving (but not buildings).


Weapon    Range    S   AP    Type: Master-crafted

 Fangs           -     User+1   3      Shred, Rending 5+



“It’s Behind You!”: Ax may deploy in Reserve, arriving on any turn with no roll (even on his opponent’s turn). Place him anywhere at least 6" from opposing models to immediately perform one of the following: 

 -Pounce: Ax charges and fights with +2 Attacks (he may Hit-and-Run after, to then be shot and charged).

 -Planted Explosives: Pick one enemy unit on the field and roll a D6. Subtract 1 if the unit is a lone model, but add 1 if it contains 10 or more models. On 4+ place a marker with one of the following two profiles:

 

Weapon     Range    S AP    Type: Ordnance/Blast

Melta         (any)       8   1 Armourbane, 3”

Incendiary   (any)       6   4 Ignores Cover, 5”


Like a Shadow: If Ax destroys a unit with Sweeping Advance, Consolidates or breaks away from combat with Hit & Run, you may remove him from the field and place him into Ongoing Reserves. He may later use “It’s Behind You” within 18” of his last position.


Coordinated Attacks: Ax’s Canine-based brain with human intellect can pack-attack better than anyone: 

  The Canid is ‘in formation’ with Starstriders at 3”. Any enemies are -1 I and WS due to harassing feints, barks and nips! He passes “Look Out, Sir!” or Heroic Intervention on 2+ (re-rolls for Vhane).


Resilient Physiology: Ax’s regeneration is miraculous: 

  Aximillion’s mutant reflexes re-roll one failed saving throw each phase. When Ax first loses his last wound, leave his model in place and roll a D6 (it is not subject to further attacks). On a 4+ returns with 1 wound at the start of the next turn using “It’s Behind You!


Hunt & Retrieve: As Ax’s full movement he may select a Starstrider in formation to: move that model into base contact to then move both up to 8”; or, take one grenade to move, place the device, then run (detonate the device at the start of the shooting phase, hitting rear armour).


   This Brand-NEW GW no box Model frame parts comes complete with its own Citadel Base to mount your single mini-masterpiece upon! Here is exactly what you need to enhanced Any Imperial Army, Kill-Team or Squad, and slaughter the weak and foolish Alien filth!  Enjoy your great Limited Kill-Team individual Character model kit!! Order one or several different ones my friends, and 'Happy Modeling'!

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