Imperial Guard Hellhound

The Hellhound Flame Tank is designed to flush out enemy infantry from dense terrain. A Hellhound is equipped with a powerful flamethrower that discharges a self-igniting chemical. The flames find their way into every nook and crevice, consuming any troops who are sheltering behind cover, reducing them to cinder and ash.


Price: $83.00


Leman Russ Demolisher

The Leman Russ Demolisher was devised for but one task: line breaking. It carries the short ranged but highly destructive demolisher cannon. Often thought of as a siege tank, the Leman Russ Demolisher has additional armour plating and is utterly devastating when fighting against enemy fortifications


Price: $83.00


Manticore/Deathstrike Missile Launcher

Deadly long-range artillery, the Imperial Guard Manticore Rocket Launcher and Deathstrike Missile Launchers are incredibly destructive war machines. While the Manticore launches a salvo of rockets, each of which disperses into multiple warheads, the Deathstrike fires a single, incredibly dangerous missile.

These fearsome vehicles are favoured by Imperial Guard commanders who like to pound their enemy into oblivion with relentless firepower from the other side of the battlefield.


Price: $83.00




The Chimera is the Imperial Guard’s most commonly used armoured troop carrier. These ubiquitous vehicles are extremely durable and practical, capable of mounting an array of support weapons and protecting embarked Infantry Squads from all but the most destructive of onslaughts.

Price: $55.00


Necron Monolith

Nothing is so emblematic of Necron implacability than the Monolith. Like all Necron constructs, it is composed of living metal: a complex semi-sentient alloy that ripples and flows to repair damage in the blink of an eye. Energy beams are absorbed and dispersed, whilst tank-busting missiles simply ricochet of the Monolith’s armoured hide. Indeed, the only way to truly halt the advance of a Monolith is to target it with a sustained period of focussed fire, though few enemies have the discipline to bring it down, especially when the Monolith brings its own firepower to bear in return. Armed with the tank-shattering particle whip, the Monolith can turn enemy tanks into smouldering wrecks in a split second, or reduce infantrymen into molecular vapour. Those lucky enough to survive this ferocious attack will find themselves caught within the Monolith’s gauss flux arcs – a pre-programmed defence system that can pre-empt even the random movements of panicked foes. Yet these weapons are nothing compared to the eternity gate – the most terrifying of all the Monolith’s weapon systems. This shimmering energy field is nothing less than a captive wormhole, bound into the very heart of the Monolith, and those who stray to close could well disappear forever.


Price: $110.00


Necron Lord

When a Necron Lord strides forth in his raiment of war, only the strongest and canniest of enemies have any hope of survival. His armoured form is proof against tank-busting weaponry and his metal hands can crush bones to powder in the blink of an eye. As befits their status, Necron Lords have access to some of the most powerful weapons within the ancient armouries – warscythes, tachyon arrows and other wondrous tools of destruction. With these powerful weapons in his grasp, a Necron Lord will lead his warriors in battle with an implacable determination, bringing wrath and ruin to all who stand before him.

Price: $26.00



Crypteks are members of pan-galactic conclaves of technologies whose purpose is to study and maintain the eldritch devices of their race. They are masters of dimensional dissonance, singularity manipulation, atomic transmutation, elemental transmogrification and countless other reason-defying technologies. In many ways, a Cryptek’s powers mirror those employed by the psykers of other races, but with a crucial difference; instead of using a mutant mind to channel Warp energies, the Cryptek employs arcane science to harness the universe’s fundamental forces. Such power is highly sought after by Necron Overlords, who will meet whatever demands are made by the Crypteks in exchange for their services.

Price: $28.00

Command/Annihilation Barge

The more aggressive Necron Overlords fight not on foot, but rather from the deck of a Catacomb Command Barge – an armoured, repulsor-driven skimmer. While embarked upon a Command Barge, a Necron Overlord is able to oversee the battle, ensuring that his troops are engaged with appropriate targets and that everything is going to plan. More often than not he will become bored of watching the battle and command the barge’s pilot to fly him into the midst of the action, where he can launch daring attacks on unsuspecting enemy units, his warscythe decapitating his foes as he flies past.

Annihilation Barges are the Necrons favoured anti-infantry support platforms. Each is armed with a linked pair of tesla destructors – enormous energy cannons that fire ferocious arcs of eldritch lightning. The tesla destructor is primarily an anti-personnel weapon, though only the most heavily armoured tanks can risk its wrath with utter impunity. Its energy discharges wreak terrible harm on living targets, searing their flesh and boiling their blood. Furthermore, the bolts will often leap from target to target before they are finally grounded, leaving a trail of smouldering carnage across a broad swathe of the battlefield.

Price: $55.00

Ghost/Doomsday Ark

The Doomsday Ark is a technological wonder, easily eclipsing the primitive energy weapons of the Imperium. Even fired at low power the doomsday cannon is ferociously destructive; when firing at full effect, its searing energy beams burn many times hotter than more conventional plasma weaponry. Infantry caught in the doomsday cannon’s fury are obliterated instantly; armoured vehicles reduced to glowing slag. In the face of a shot from a doomsday cannon, nothing less than a Titan’s void shields can hope to offer anything more than a fool’s hope of protection.

Ghost Arks are often pressed into service as conventional transport vehicles, conveying reinforcements to some vital area of the battlefield, or allowing Necron forces to attack from an unexpected quarter. The enemy’s predicament is made all the worse by the fact that Necrons deployed in this fashion are, to all intents and purposes, accompanied by their own mobile repair station, for the Ghost Ark can fix even those Necron Warriors that are too badly damaged to repair themselves. Only by destroying the Ghost Ark can the foe have any hope of victory.

Price: $83.00

Ork Gretchin

Gretchin mobs make up for their shocking lack of quality with sheer quantity. The natural cowardice and feeble-limbed incompetence of the Gretchin race does not predispose them to the arts of war, and a typical Grot would prefer to have his head buried in a sporehole than to actually participate in a proper battle.


Price: $28.00