The Archons are the masters of the Drukhari Kabals. Regal and monstrous in equal measure, each wields the power to enslave worlds and destroy civilisations. Archons have fed upon the pain of so man...
Maugan Ra, also known as the Harvester of Souls, is the Phoenix Lord of the Dark Reapers – among the most grim and foreboding Aspects of the Asuryani. A master at killing from a distance, Maugan Ra...
Eldrad Ulthran was once chief amongst the Farseers of Ulthwé. Eldrad has lived for over ten thousand years, and has successfully guided his people along the twisting paths of fate since the Fall, a...
Spiritseers are those upon the Witch Path who are called to commune with the dead – a chilling concept, even amongst the Asuryani. Although their main task is to shepherd wraithbone constructs to b...
Cadia's officer class are exceptional leaders, serving in perhaps the Imperium's most outstanding regiments. Trained to be the very best and surrounded by a cadre of hand-picked guards and aides, t...
Born soldiers, the Shock Troops of Cadia are trained for military service from the moment they can hold a rifle. Long years of rigorous firing drills have forged them into expert sharpshooters, ski...
Deployed as fast-moving rapid-response forces, Space Marine Vanguard Veterans are close-combat specialists. These veterans of the 1st Company take to war propelled by jump packs and armed with the ...
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 ...
The Invader is a highly flexible all-terrain vehicle, perfectly adapted to an aggressive reconnaissance role. Outfitted with either a multi-melta or an onslaught gatling cannon, it can rapidly deli...
Each company in a Chapter of the Adeptus Astartes falls under the command of a Captain. It is often said that a Space Marine is worth at least ten other soldiers; under the leadership of a Captain,...
The Repulsor armoured transport is a deadly combination of manoeuvrability and raw brute force. Due to the turbine array at its rear, it has tremendous motive power, held aloft by powerful anti-gra...
As the Necrons stir ever more into wakefulness, the Triarch Praetorians have re-emerged to join the dynastic legions. Triarch Praetorians hold a great responsibility - to ensure that the Necron dyn...
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.
The Comman...
The Tomb Blade has a curious motion for a craft of its design, eschewing the arrow-straight attack vectors of other jetbikes and fighter craft. It often corkscrews across the battlefield rather tha...
Many Necron invasions begin with Night Scythes flitting through a world’s void defences. Potent aerial fighters in their own right, Night Scythes also employ invasion beams to generate captive worm...
The Silent King rides to war aboard his Dais of Dominion, flanked by the phaerons of his Triarch and orbited by crackling noctilith Menhirs. He unleashes god-like powers of annihilation upon his di...
Psychomancers study the science of fear. They are expert manipulators, conjuring phantasms and temporary hard-light constructs that trigger primal survival instincts in their victims’ minds or over...
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. '