-
Card Games
Miniature Games
- Warhammer 40000
- Warhammer Horus Heresy
- Warhammer Age of Sigmar
- Warhammer The Old World
- Star Wars Legion
- Star Wars: Shatterpoint
- Halo Flashpoint
- Bolt Action
- Black Powder
- Hail Caesar
- Middle-earth SBG
Roleplaying Games
Board Games
Fiction
-
Trading Card Games
Accessories
-
Sci-Fi Games
- Warhammer 40,000
- Warhammer Horus Heresy
- Kill Team
- Necromunda
- Star Wars Legion
- Star Wars: Shatterpoint
- Stargrave
Fantasy Games
- Warhammer Age of Sigmar
- Warhammer The Old World
- Middle-earth Strategy Battle Game
- Kings of War
- Conquest
- A Song of Ice and Fire
- Armada
- Blood Bowl
- Marvel Crisis Protocol
- WarCry
- Warhammer Underworlds
Historical Games
- Bolt Action
- Achtung Panzer!
- Flames of War
- Team Yankee
- Clash of Steel
- Black Powder
- Pike & Shotte
- Hail Caesar
- Dead Man's Hand
Historical Miniatures
Other
-
Fantasy
- Dungeons & Dragons
- Warhammer Fantasy
- Warhammer Age of Sigmar Soulbound
- Call of Cthulhu
- Pathfinder
- Animal Adventures
Science Fiction
Miniatures
Conquest: Spires Vanguard Clone Infiltrators
Conquest: Spires Vanguard Clone Infiltrators
Regular Price $79.00Vendor: Parabellum
Product Type : Miniature Games
Hurry! Only0units left in stock!Conquest: Spires Vanguard Clone Infiltrators is currently out of stock, however we can order for you.
Unlike the Brute and Force Grown Drones the Vanguard Clones are not grown in the spawning pits deep within the Underspire. Woven from 100% pure exile tissue, their strands are improved upon and woven to produce superior specimens. Used for delicate tasks requiring initiative, intelligence and dexterity, Clones are invariably much more resource intensive to gestate and develop than Drones. Given this understanding and witnessing the prevalence of Drones within the observed Spire forces, it would be easy to surmise clones are rare within Spire society.
Nothing could be further from the truth. The vast majority of the active population of a Spire is composed of Clones. Their gestation chambers, while significantly less efficient than the spawning pools, are nonetheless colossal hollows in the ensconced deep within the superstructure of the Spire with thousands upon thousands of artificial wombs lining the walls. Hundreds of Clones are born daily, their newborn needs handled by dedicated drone handlers until they are developmentally old enough to attend the nurseries. From an early age, candidates are driven to excel in all fields, undergoing rigorous, often brutal, testing that allows the most driven individuals to excel in those fields they are naturally predisposed to.
Past… errors, have convinced the Sovereign of the need for variation within a population. As a result, while the Directorate is allowed to improve and purify the strains used to generate the clone population of a Spire, their mingling is left entirely to chance. As a result, aptitudes and predilections vary wildly within the population and competition for the more comfortable and safe assignments within the Spire is fierce. Only a set number of spaces open in each department and only the highest scoring candidates are considered for each. As the infant clones depart the nurseries, they are assigned to those departments they have shown the highest aptitude for.
Demand for fresh bodies within the War Department is so high, that any clones who fail to get assigned to another department are invariably assigned there to start their physical conditioning, along with those who excel at physical activities. From here there are two paths to follow: the battlefield, or the Arena. The rate of attrition in the Arena is such that, even offering full emancipation within three years of entry, the War Department cannot fulfill its quota of fresh bodies, resulting in a second culling as the lowest performing cadets are reassigned to the Arenas.
Those that are left undergo a brutal training regime to enter the Vanguard regiments. This first training regime focuses on physical development and a martial arts training. By the end of their third year of conditioning and training, a Vanguard clone is equally comfortable with killing using bows, snap bows, blades and limb. Their training has been skewed to emphasizes evasion and speed over raw power but raised to peak physical condition and trained in combat for three years, the average Vanguard Clone is more than a match for even a veteran man at arms, capable of going toe to toe with the combat elite of the Dweghom and W’adrh?n.
Those Vanguards who have survived three deployments are given a choice: continued service in the line infantry or five years of service as an Infiltrator after completing the necessary training. It is a testament to the ruthless efficiency of the training regime that produces the Infiltrators Squads that only one in ten veterans volunteer for this duty, despite the promise of eventual self-hood.
Refund & Return policy
We have a 30-day return policy, which means you have 30 days after receiving your item to request a return.
To be eligible for a return, your item must be in the same condition that you received it, unopened, unworn or unused, with tags, and in its original packaging. You’ll also need the receipt or proof of purchase.
To start a return, you can contact us at Campbelltown@thehallofheroes.com.au. If your return is accepted, we’ll send you a return shipping label, as well as instructions on how and where to send your package. Items sent back to us without first requesting a return will not be accepted.
You can always contact us for any return question at Campbelltown@thehallofheroes.com.au.
Exceptions / non-returnable items
Certain types of items cannot be returned, like perishable goods (such as food, drinks), custom products (such as special orders or personalized items. *also see Customer Special Order Policy), as well as Card Singles ie. MTG Cards. We also do not accept returns for hazardous materials ie. Spray Cans.
Please get in touch if you have questions or concerns about your specific item.
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.
A requirement for such an exchange is that the product is sealed in its original packaging, unused, unopened and in brand new resalable condition and it is within 30 days of your original purchase (or delivery date if shipped)
Please note you would be responsible for returning the product, as well as the original cost of shipping.
If the product has a tamper-proof seal, it must be intact and undamaged. Any returns found to have been opened, used, or damaged will not be eligible for exchange, and will be held until the customer returns to collect the product or pays for return postage. If return postage is not paid by the customer within 30 days of being received by us, the product will be considered abandoned, and we will dispose of it. Restocking fees may apply if the product is not in its original condition.
Damages and issues
Please inspect your order upon reception and contact us immediately if the item is defective, damaged or if you received the wrong item, so that we can evaluate the issue and make it right.
FAULTY PRODUCTS
If a product that you have purchased from one of our stores does not meet expectations of the item as it was advertised, or the product is faulty, then please return the product to where you made the purchase for an exchange or refund, in accordance with Australian Consumer Laws.
You can choose a refund or exchange if an item has a major problem. This is when the item:
- has a problem that would have stopped someone from buying the item if they had known about it
- is unsafe
- is significantly different from the sample or description.
- or doesn’t do what we said it would, or what you asked for and can’t be easily fixed.
Alternatively, you can choose to keep the item and we will compensate you for any drop in value.
If the problem is not major, we will repair the item within a reasonable time. If it is not repaired in a reasonable time, you can choose a refund or replacement.
Please keep your proof of purchase – e.g. your receipt, invoice or confirmation email.
Exchanges
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.
Refunds
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.
Disclaimer
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. '
'