Redemptor Dreadnoughts are giant war machines that crush bone and splinter skulls as they bludgeon through enemy ranks. Taller, broader and more cunningly wrought than the Dreadnoughts of tradition...
A linebreaker without peer, the Land Raider Crusader can smash through enemy formations, disgorging Space Marine assault troops into the heart of the enemy position.
Like all mighty Space Marine ta...
The office of Captain-General is one of the most powerful military appointments in the Imperium. It confers full responsibility for the overall defence of the Sol System, Terra, the Imperial Palace...
Clad in self-repairing bodies of living metal and armed with weapons that harness the devastating energies of the cosmos, the Necrons are a terrifying enemy. Unburdened by fear or mercy, they are s...
Imperial Knights are colossal suits of armour bristling with heavy weapons, employed by noble houses of the lmperium. They can lay waste to entire enemy armies, particularly when they come together...
The Hailstrike is so heavily armed that it can annihilate entire swathes of infantry in fusillades of blistering projectiles. Speeding over the battlefield, its specialised loadout shatters chargin...
Centurion Assault Squads excel at storming enemy fortifications. They wield heavy duty siege drills that can breach even the strongest enemy fortifications, or reduce a living opponent to a bloody ...
Crimson Hunters track down and destroy the aircraft of the foe, ensuring total air superiority for the Aeldari.
The Crimson Hunter can be armed with two bright lances which can also be swapped for ...
Blood Angels Captains are mighty warriors, possessed of tactical and strategic genius. In keeping with their Chapter's culture, they go to war clad in finely wrought artificer armour and wielding a...
The Sanguinor is a mysterious figure who fights only on battlefields of paramount importance, when the Blood Angels’ need is greatest. He inspires as much courage in the sons of Sanguinius as he do...
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. '
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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. '
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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. '
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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. '
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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. '