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Miniatures
Conquest: Spires High Clone Executor
Conquest: Spires High Clone Executor
Regular Price $45.00Vendor: Parabellum
Product Type : Miniature Games
Hurry! Only0units left in stock!Conquest: Spires High Clone Executor is currently out of stock, however we can order for you.
Ignored 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 officers to lead the troops. While Biomancers and Pheromancers might turn the soldiers into ravening automata and Lineage Highborn might be unstoppable on the field, it is the High Clone Executors who time and again deliver victories across a hundred different battlefields.
To achieve the rank of Executor, a clone must have advanced through the ranks of the Vanguard Infantry and Infiltrators. This hard-earned battlefield experience grants them deep tactical and strategic insight that is seldom found within a Spire’s forces. Competition for recognition and advancement among the high clones is fierce and its expressions are not only physical and violent. These are broadly tolerated, if not encouraged, by their overseers, to enhance these desired traits and cull those lacking them.
Those that survive and excel in the Infiltrator teams earn the right to don the powerful Pteraphon suits. It is a testament to the seductive nature of the raw physical power this suit provides (and the highly addictive cocktail of drugs and pheromones it secretes) that only a tiny fraction of those who survive long enough elect to abandon these suits and demand their selfhood be recognized.
It is a curious aspect of Spire social structure that the concept of nation or state does not exist in that one is either acknowledged as a sentient being or is not. Once sentience is established, then all social standing and value is derived from one’s Lineage and personal achievement. And yet, while their individuality is recognized, High Clones are stigmatized with the ‘Clone’ moniker despite having proven their value to the Spire through grueling and dangerous service in order to secure their right to selfhood.
This leaves the newly recognized High Clones with but one of two choices for advancement: join the Arenas or seek the patronage of a Lineage. Of the two paths, it is often remarked that joining a Lineage is by far the most hazardous; in the Arena, the saying goes, you at least know who your adversaries are. Nothing, on the other hand, has prepared a High Clone for the machinations and power plays of Lineage politics.
Lacking the refined education of their Spire betters, veteran High Clones possess only those skills they have earned on the battlefield. Tactically knowledgeable as infantry men and strategically acute as infiltrators and Pteraphon riders, High Clones excel at what they do but not always at the society they live in. A fraction of them have managed to adapt and employ their training in politics, rising above their intended station. Most often than not, they are given a modest stipend and employed as ceremonial guards, (since the real bodyguard roles for the truly exalted amongst their society are reserved for those creatures whose loyalty and combat capacity are compelled by Biomantic means). Those who are not content with these limited roles must vie to be recognized as Executors, officers in one of the Sovereign Lineages’ armies.
In order to advance through the ranks, Executors must have proven and keep proving their ability time and again, both on the field of battle and without. They must secure chances at proving their capacity, provide victory on the battlefield and be able to claim credit for that victory, always vying against backstabbing colleagues, jealous superiors and ruthlessly demanding masters. The result is that should one encounter a High Clone Executor leading an enemy force, he should know he is facing a ruthlessly competent individual who has no compunctions or limitations on the pursuit of victory.
1 Resin Miniature, 1 x 27mm plastic base, 1 Command Card
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CHANGE OF MIND
We are not required to provide a refund or replacement if you change your mind.
At our discretion we may offer an exchange for a Hall of Heroes Gift Voucher.
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The fastest way to ensure you get what you want is to return the item you have, and once the return is accepted, make a separate purchase for the new item.
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We will notify you once we’ve received and inspected your return, and let you know if the refund was approved or not. If approved, you’ll be automatically refunded on your original payment method. Please remember it can take some time for your bank or credit card company to process and post the refund too.
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We have tried our best to ensure our website is accurate however it is possible that an occasional error may occur. Therefore, we cannot be held responsible for typographical errors, product changes, availability, or price variations.
For additional information about Australian refunds, consumer information and retailer standards please visit (link)
- Our refund policy adheres to The Australian Consumer Law (2011)
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !The 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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