Clad in Mk X Phobos-pattern armour, the light and fast-moving Primaris Infiltrators are responsible for disrupting enemy communications and sabotaging targets of opportunity. The first the enemy se...
Trukks are designed to transport mobs of choppa-wielding Boyz into combat as quickly as possible. Each warband and clan will 'kustomise' its trukks to reflect their own predilictions. For example, ...
Hive Tyrants enact the Hive Mind's will on the battlefield, as the massive commanders of the Tyranid swarm. Winged Hive Tyrants are spawned to control airborne swarms and provide a mobile synaptic ...
Fire Dragons are inspired by the Dragon, that mythical fire-breathing creature of Aeldari myth, and represent the facet of Khaine that is wanton destruction. Those who serve the Fire Dragon Aspect ...
Deathwing Knights are the ultimate veterans of the Dark Angels Chapter – elite death-dealers, specialised in close combat and deployed to break the enemy's back, secure truly vital objectives, or r...
The rotting bowels of the Great Unclean Ones swell with pus and contagion, and within each such swelling there grows a tiny and malevolent Daemon called a Nurgling. As the Nurgling matures it feeds...
Scions of their Primarch Angron, Daemon Prince of Khorne, the World Eaters were amongst the most feared of the Space Marines Legions to turn traitor during the brutal civil war known as the Horus H...
Marneus Calgar, Chapter Master of the Ultramarines, is not only a consummate warrior, but also a highly talented strategist. He is master of Ultramar, a vast swathe of space on the embattled Easter...
Helbrecht is the living embodiment of his Chapter's warrior spirit. Wielding the Sword of the High Marshals, he storms into the fray, bellowing oaths of vengeance as he leads the unstoppable charge...
While most members of the elite Celestian Order take to the battlefield on foot, a privileged few are afforded the honour of making war in mighty Paragon Warsuits. The machine spirits of such power...
Custodian Wardens are known amongst their comrades as level-headed and endlessly patient watchmen. Upon accepting the robes that mark their station they swear binding oaths to fight as immovable se...
Bloated with festering corruption, Plague Marines form the mainstay of the Death Guard, and unlike many Traitor Legions their numbers have only swollen as the millennia have passed. Sworn to Nurgle...
Psykers of unparalleled ability and renown, the Aeldari Farseers meticulously plan and execute strategies covering thousands of years and unimaginable distance. Even their smallest actions are capa...
The Wave Serpent is the main troop carrier of a Craftworld's army. Protected inside its hull and force field, Guardians and Aspect Warriors can be transported in safety to any part of the battlefie...
Autarchs are renowned for their strategic brilliance, sublime martial skill and indomitable strength of will. Long have they trodden the Path of the Warrior, wearing the ritual masks of countless A...
Jain Zar is the most active of all the Phoenix Lords in the war against the forces of the Great Enemy. To watch her in combat is to watch an exquisite dance, amidst leg sweeps, dodging twists and g...
Sentinels are all-terrain bipedal vehicles, employed by the Astra Militarum to patrol rough ground or deploy rapid-response firepower. Armoured Sentinels are modified with extra protective panellin...
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. '